From 1c00432cff98474e934962a3493353208cf1f3f5 Mon Sep 17 00:00:00 2001 From: Ingo Oppermann Date: Thu, 30 Apr 2020 14:08:11 +0200 Subject: [PATCH 1/5] Fix iOS compatibility, use latest three.js --- .gitignore | 1 + dist/kaleidoscope.es.js | 61643 ++++++++++++++++++++++++-------- dist/kaleidoscope.iife.min.js | 2470 +- dist/kaleidoscope.min.js | 2642 +- package.json | 35 +- rollup.config.js | 13 +- src/audio.js | 59 +- src/canvas.js | 90 +- src/controls.js | 2 +- src/image.js | 35 + src/renderer.js | 2 +- src/three-sixty-viewer.js | 57 +- src/utils.js | 4 +- src/video.js | 13 +- test/canvas.js | 12 +- test/utils.js | 4 +- 16 files changed, 52806 insertions(+), 14276 deletions(-) diff --git a/.gitignore b/.gitignore index 0571afe..6d911a2 100644 --- a/.gitignore +++ b/.gitignore @@ -4,3 +4,4 @@ node_modules/ .DS_Store *.mp4 *.html +package-lock.json diff --git a/dist/kaleidoscope.es.js b/dist/kaleidoscope.es.js index 7561ad4..a7f6444 100644 --- a/dist/kaleidoscope.es.js +++ b/dist/kaleidoscope.es.js @@ -1,19 +1,4 @@ -var utils = { - isiOS: function isiOS() { - return /(ipad|iphone|ipod)/ig.test(navigator.userAgent); - }, - isEdge: function isEdge() { - return /(Edge)/ig.test(navigator.userAgent); - }, - shouldUseAudioDriver: function shouldUseAudioDriver() { - var isOldiOSOnIphone = /iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent); - var isWebView = /(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent); - return isOldiOSOnIphone || isWebView; - }, - shouldUseCanvasInBetween: function shouldUseCanvasInBetween() { - return /trident|edge/i.test(navigator.userAgent); - } -}; +var utils = {isiOS:function isiOS(){return /(ipad|iphone|ipod)/ig.test(navigator.userAgent)},isEdge:function isEdge(){return /(Edge)/ig.test(navigator.userAgent)},shouldUseAudioDriver:function shouldUseAudioDriver(){var a=/iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent),b=/(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent);return a||b},shouldUseCanvasInBetween:function shouldUseCanvasInBetween(){var a=/trident|edge/i.test(navigator.userAgent),b=this.isiOS();return a||b}}; function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { @@ -68,6 +53,19 @@ function _setPrototypeOf(o, p) { return _setPrototypeOf(o, p); } +function _isNativeReflectConstruct() { + if (typeof Reflect === "undefined" || !Reflect.construct) return false; + if (Reflect.construct.sham) return false; + if (typeof Proxy === "function") return true; + + try { + Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); + return true; + } catch (e) { + return false; + } +} + function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); @@ -84,6 +82,25 @@ function _possibleConstructorReturn(self, call) { return _assertThisInitialized(self); } +function _createSuper(Derived) { + var hasNativeReflectConstruct = _isNativeReflectConstruct(); + + return function () { + var Super = _getPrototypeOf(Derived), + result; + + if (hasNativeReflectConstruct) { + var NewTarget = _getPrototypeOf(this).constructor; + + result = Reflect.construct(Super, arguments, NewTarget); + } else { + result = Super.apply(this, arguments); + } + + return _possibleConstructorReturn(this, result); + }; +} + function _superPropBase(object, property) { while (!Object.prototype.hasOwnProperty.call(object, property)) { object = _getPrototypeOf(object); @@ -114,15871 +131,49225 @@ function _get(target, property, receiver) { return _get(target, property, receiver || target); } -// File:src/Three.js +// Polyfills -/** - * @author mrdoob / http://mrdoob.com/ - */ -var THREE = { - REVISION: '75' -}; // +if ( Number.EPSILON === undefined ) { -var threejs360 = THREE; // + Number.EPSILON = Math.pow( 2, - 52 ); -if (Number.EPSILON === undefined) { - Number.EPSILON = Math.pow(2, -52); -} // +} +if ( Number.isInteger === undefined ) { -if (Math.sign === undefined) { - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign - Math.sign = function (x) { - return x < 0 ? -1 : x > 0 ? 1 : +x; - }; -} + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger + + Number.isInteger = function ( value ) { + + return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value; + + }; -if (Function.prototype.name === undefined && Object.defineProperty !== undefined) { - // Missing in IE9-11. - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name - Object.defineProperty(Function.prototype, 'name', { - get: function () { - return this.toString().match(/^\s*function\s*(\S*)\s*\(/)[1]; - } - }); } -if (Object.assign === undefined) { - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign - Object.defineProperty(Object, 'assign', { - writable: true, - configurable: true, - value: function (target) { +// - if (target === undefined || target === null) { - throw new TypeError("Cannot convert first argument to object"); - } +if ( Math.sign === undefined ) { - var to = Object(target); + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign - for (var i = 1, n = arguments.length; i !== n; ++i) { - var nextSource = arguments[i]; - if (nextSource === undefined || nextSource === null) continue; - nextSource = Object(nextSource); - var keysArray = Object.keys(nextSource); + Math.sign = function ( x ) { - for (var nextIndex = 0, len = keysArray.length; nextIndex !== len; ++nextIndex) { - var nextKey = keysArray[nextIndex]; - var desc = Object.getOwnPropertyDescriptor(nextSource, nextKey); + return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; - if (desc !== undefined && desc.enumerable) { - to[nextKey] = nextSource[nextKey]; - } - } - } + }; - return to; - } - }); -} // https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button - - -THREE.MOUSE = { - LEFT: 0, - MIDDLE: 1, - RIGHT: 2 -}; // GL STATE CONSTANTS - -THREE.CullFaceNone = 0; -THREE.CullFaceBack = 1; -THREE.CullFaceFront = 2; -THREE.CullFaceFrontBack = 3; -THREE.FrontFaceDirectionCW = 0; -THREE.FrontFaceDirectionCCW = 1; // SHADOWING TYPES - -THREE.BasicShadowMap = 0; -THREE.PCFShadowMap = 1; -THREE.PCFSoftShadowMap = 2; // MATERIAL CONSTANTS -// side - -THREE.FrontSide = 0; -THREE.BackSide = 1; -THREE.DoubleSide = 2; // shading - -THREE.FlatShading = 1; -THREE.SmoothShading = 2; // colors - -THREE.NoColors = 0; -THREE.FaceColors = 1; -THREE.VertexColors = 2; // blending modes - -THREE.NoBlending = 0; -THREE.NormalBlending = 1; -THREE.AdditiveBlending = 2; -THREE.SubtractiveBlending = 3; -THREE.MultiplyBlending = 4; -THREE.CustomBlending = 5; // custom blending equations -// (numbers start from 100 not to clash with other -// mappings to OpenGL constants defined in Texture.js) - -THREE.AddEquation = 100; -THREE.SubtractEquation = 101; -THREE.ReverseSubtractEquation = 102; -THREE.MinEquation = 103; -THREE.MaxEquation = 104; // custom blending destination factors - -THREE.ZeroFactor = 200; -THREE.OneFactor = 201; -THREE.SrcColorFactor = 202; -THREE.OneMinusSrcColorFactor = 203; -THREE.SrcAlphaFactor = 204; -THREE.OneMinusSrcAlphaFactor = 205; -THREE.DstAlphaFactor = 206; -THREE.OneMinusDstAlphaFactor = 207; // custom blending source factors -//THREE.ZeroFactor = 200; -//THREE.OneFactor = 201; -//THREE.SrcAlphaFactor = 204; -//THREE.OneMinusSrcAlphaFactor = 205; -//THREE.DstAlphaFactor = 206; -//THREE.OneMinusDstAlphaFactor = 207; - -THREE.DstColorFactor = 208; -THREE.OneMinusDstColorFactor = 209; -THREE.SrcAlphaSaturateFactor = 210; // depth modes - -THREE.NeverDepth = 0; -THREE.AlwaysDepth = 1; -THREE.LessDepth = 2; -THREE.LessEqualDepth = 3; -THREE.EqualDepth = 4; -THREE.GreaterEqualDepth = 5; -THREE.GreaterDepth = 6; -THREE.NotEqualDepth = 7; // TEXTURE CONSTANTS - -THREE.MultiplyOperation = 0; -THREE.MixOperation = 1; -THREE.AddOperation = 2; // Tone Mapping modes - -THREE.NoToneMapping = 0; // do not do any tone mapping, not even exposure (required for special purpose passes.) - -THREE.LinearToneMapping = 1; // only apply exposure. - -THREE.ReinhardToneMapping = 2; -THREE.Uncharted2ToneMapping = 3; // John Hable - -THREE.CineonToneMapping = 4; // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson -// Mapping modes - -THREE.UVMapping = 300; -THREE.CubeReflectionMapping = 301; -THREE.CubeRefractionMapping = 302; -THREE.EquirectangularReflectionMapping = 303; -THREE.EquirectangularRefractionMapping = 304; -THREE.SphericalReflectionMapping = 305; -THREE.CubeUVReflectionMapping = 306; -THREE.CubeUVRefractionMapping = 307; // Wrapping modes - -THREE.RepeatWrapping = 1000; -THREE.ClampToEdgeWrapping = 1001; -THREE.MirroredRepeatWrapping = 1002; // Filters - -THREE.NearestFilter = 1003; -THREE.NearestMipMapNearestFilter = 1004; -THREE.NearestMipMapLinearFilter = 1005; -THREE.LinearFilter = 1006; -THREE.LinearMipMapNearestFilter = 1007; -THREE.LinearMipMapLinearFilter = 1008; // Data types - -THREE.UnsignedByteType = 1009; -THREE.ByteType = 1010; -THREE.ShortType = 1011; -THREE.UnsignedShortType = 1012; -THREE.IntType = 1013; -THREE.UnsignedIntType = 1014; -THREE.FloatType = 1015; -THREE.HalfFloatType = 1025; // Pixel types -//THREE.UnsignedByteType = 1009; - -THREE.UnsignedShort4444Type = 1016; -THREE.UnsignedShort5551Type = 1017; -THREE.UnsignedShort565Type = 1018; // Pixel formats - -THREE.AlphaFormat = 1019; -THREE.RGBFormat = 1020; -THREE.RGBAFormat = 1021; -THREE.LuminanceFormat = 1022; -THREE.LuminanceAlphaFormat = 1023; // THREE.RGBEFormat handled as THREE.RGBAFormat in shaders - -THREE.RGBEFormat = THREE.RGBAFormat; //1024; -// DDS / ST3C Compressed texture formats - -THREE.RGB_S3TC_DXT1_Format = 2001; -THREE.RGBA_S3TC_DXT1_Format = 2002; -THREE.RGBA_S3TC_DXT3_Format = 2003; -THREE.RGBA_S3TC_DXT5_Format = 2004; // PVRTC compressed texture formats - -THREE.RGB_PVRTC_4BPPV1_Format = 2100; -THREE.RGB_PVRTC_2BPPV1_Format = 2101; -THREE.RGBA_PVRTC_4BPPV1_Format = 2102; -THREE.RGBA_PVRTC_2BPPV1_Format = 2103; // ETC compressed texture formats - -THREE.RGB_ETC1_Format = 2151; // Loop styles for AnimationAction - -THREE.LoopOnce = 2200; -THREE.LoopRepeat = 2201; -THREE.LoopPingPong = 2202; // Interpolation - -THREE.InterpolateDiscrete = 2300; -THREE.InterpolateLinear = 2301; -THREE.InterpolateSmooth = 2302; // Interpolant ending modes - -THREE.ZeroCurvatureEnding = 2400; -THREE.ZeroSlopeEnding = 2401; -THREE.WrapAroundEnding = 2402; // Triangle Draw modes - -THREE.TrianglesDrawMode = 0; -THREE.TriangleStripDrawMode = 1; -THREE.TriangleFanDrawMode = 2; // Texture Encodings - -THREE.LinearEncoding = 3000; // No encoding at all. - -THREE.sRGBEncoding = 3001; -THREE.GammaEncoding = 3007; // uses GAMMA_FACTOR, for backwards compatibility with WebGLRenderer.gammaInput/gammaOutput -// The following Texture Encodings are for RGB-only (no alpha) HDR light emission sources. -// These encodings should not specified as output encodings except in rare situations. - -THREE.RGBEEncoding = 3002; // AKA Radiance. - -THREE.LogLuvEncoding = 3003; -THREE.RGBM7Encoding = 3004; -THREE.RGBM16Encoding = 3005; -THREE.RGBDEncoding = 3006; // MaxRange is 256. -// File:src/math/Math.js +} -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ +if ( 'name' in Function.prototype === false ) { -THREE.Math = { - generateUUID: function () { - // http://www.broofa.com/Tools/Math.uuid.htm - var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split(''); - var uuid = new Array(36); - var rnd = 0, - r; - return function () { - for (var i = 0; i < 36; i++) { - if (i === 8 || i === 13 || i === 18 || i === 23) { - uuid[i] = '-'; - } else if (i === 14) { - uuid[i] = '4'; - } else { - if (rnd <= 0x02) rnd = 0x2000000 + Math.random() * 0x1000000 | 0; - r = rnd & 0xf; - rnd = rnd >> 4; - uuid[i] = chars[i === 19 ? r & 0x3 | 0x8 : r]; - } - } + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name - return uuid.join(''); - }; - }(), - clamp: function (value, min, max) { - return Math.max(min, Math.min(max, value)); - }, - // compute euclidian modulo of m % n - // https://en.wikipedia.org/wiki/Modulo_operation - euclideanModulo: function (n, m) { - return (n % m + m) % m; - }, - // Linear mapping from range to range - mapLinear: function (x, a1, a2, b1, b2) { - return b1 + (x - a1) * (b2 - b1) / (a2 - a1); - }, - // http://en.wikipedia.org/wiki/Smoothstep - smoothstep: function (x, min, max) { - if (x <= min) return 0; - if (x >= max) return 1; - x = (x - min) / (max - min); - return x * x * (3 - 2 * x); - }, - smootherstep: function (x, min, max) { - if (x <= min) return 0; - if (x >= max) return 1; - x = (x - min) / (max - min); - return x * x * x * (x * (x * 6 - 15) + 10); - }, - random16: function () { - return Math.random(); - }, - // Random integer from interval - randInt: function (low, high) { - return low + Math.floor(Math.random() * (high - low + 1)); - }, - // Random float from interval - randFloat: function (low, high) { - return low + Math.random() * (high - low); - }, - // Random float from <-range/2, range/2> interval - randFloatSpread: function (range) { - return range * (0.5 - Math.random()); - }, - degToRad: function () { - var degreeToRadiansFactor = Math.PI / 180; - return function (degrees) { - return degrees * degreeToRadiansFactor; - }; - }(), - radToDeg: function () { - var radianToDegreesFactor = 180 / Math.PI; - return function (radians) { - return radians * radianToDegreesFactor; - }; - }(), - isPowerOfTwo: function (value) { - return (value & value - 1) === 0 && value !== 0; - }, - nearestPowerOfTwo: function (value) { - return Math.pow(2, Math.round(Math.log(value) / Math.LN2)); - }, - nextPowerOfTwo: function (value) { - value--; - value |= value >> 1; - value |= value >> 2; - value |= value >> 4; - value |= value >> 8; - value |= value >> 16; - value++; - return value; - } -}; // File:src/math/Color.js + Object.defineProperty( Function.prototype, 'name', { -/** - * @author mrdoob / http://mrdoob.com/ - */ + get: function () { -THREE.Color = function (color) { - if (arguments.length === 3) { - return this.fromArray(arguments); - } + return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ]; - return this.set(color); -}; + } -THREE.Color.prototype = { - constructor: THREE.Color, - r: 1, - g: 1, - b: 1, - set: function (value) { - if (value instanceof THREE.Color) { - this.copy(value); - } else if (typeof value === 'number') { - this.setHex(value); - } else if (typeof value === 'string') { - this.setStyle(value); - } + } ); - return this; - }, - setScalar: function (scalar) { - this.r = scalar; - this.g = scalar; - this.b = scalar; - }, - setHex: function (hex) { - hex = Math.floor(hex); - this.r = (hex >> 16 & 255) / 255; - this.g = (hex >> 8 & 255) / 255; - this.b = (hex & 255) / 255; - return this; - }, - setRGB: function (r, g, b) { - this.r = r; - this.g = g; - this.b = b; - return this; - }, - setHSL: function () { - function hue2rgb(p, q, t) { - if (t < 0) t += 1; - if (t > 1) t -= 1; - if (t < 1 / 6) return p + (q - p) * 6 * t; - if (t < 1 / 2) return q; - if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t); - return p; - } +} - return function (h, s, l) { - // h,s,l ranges are in 0.0 - 1.0 - h = THREE.Math.euclideanModulo(h, 1); - s = THREE.Math.clamp(s, 0, 1); - l = THREE.Math.clamp(l, 0, 1); - - if (s === 0) { - this.r = this.g = this.b = l; - } else { - var p = l <= 0.5 ? l * (1 + s) : l + s - l * s; - var q = 2 * l - p; - this.r = hue2rgb(q, p, h + 1 / 3); - this.g = hue2rgb(q, p, h); - this.b = hue2rgb(q, p, h - 1 / 3); - } +if ( Object.assign === undefined ) { - return this; - }; - }(), - setStyle: function (style) { - function handleAlpha(string) { - if (string === undefined) return; - } + // Missing in IE + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign - var m; - - if (m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(style)) { - // rgb / hsl - var color; - var name = m[1]; - var components = m[2]; - - switch (name) { - case 'rgb': - case 'rgba': - if (color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(components)) { - // rgb(255,0,0) rgba(255,0,0,0.5) - this.r = Math.min(255, parseInt(color[1], 10)) / 255; - this.g = Math.min(255, parseInt(color[2], 10)) / 255; - this.b = Math.min(255, parseInt(color[3], 10)) / 255; - handleAlpha(color[5]); - return this; - } - - if (color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(components)) { - // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) - this.r = Math.min(100, parseInt(color[1], 10)) / 100; - this.g = Math.min(100, parseInt(color[2], 10)) / 100; - this.b = Math.min(100, parseInt(color[3], 10)) / 100; - handleAlpha(color[5]); - return this; - } - - break; - - case 'hsl': - case 'hsla': - if (color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(components)) { - // hsl(120,50%,50%) hsla(120,50%,50%,0.5) - var h = parseFloat(color[1]) / 360; - var s = parseInt(color[2], 10) / 100; - var l = parseInt(color[3], 10) / 100; - handleAlpha(color[5]); - return this.setHSL(h, s, l); - } - - break; - } - } else if (m = /^\#([A-Fa-f0-9]+)$/.exec(style)) { - // hex color - var hex = m[1]; - var size = hex.length; - - if (size === 3) { - // #ff0 - this.r = parseInt(hex.charAt(0) + hex.charAt(0), 16) / 255; - this.g = parseInt(hex.charAt(1) + hex.charAt(1), 16) / 255; - this.b = parseInt(hex.charAt(2) + hex.charAt(2), 16) / 255; - return this; - } else if (size === 6) { - // #ff0000 - this.r = parseInt(hex.charAt(0) + hex.charAt(1), 16) / 255; - this.g = parseInt(hex.charAt(2) + hex.charAt(3), 16) / 255; - this.b = parseInt(hex.charAt(4) + hex.charAt(5), 16) / 255; - return this; - } - } + Object.assign = function ( target ) { - if (style && style.length > 0) { - // color keywords - var hex = THREE.ColorKeywords[style]; + if ( target === undefined || target === null ) { - if (hex !== undefined) { - // red - this.setHex(hex); - } - } + throw new TypeError( 'Cannot convert undefined or null to object' ); - return this; - }, - clone: function () { - return new this.constructor(this.r, this.g, this.b); - }, - copy: function (color) { - this.r = color.r; - this.g = color.g; - this.b = color.b; - return this; - }, - copyGammaToLinear: function (color, gammaFactor) { - if (gammaFactor === undefined) gammaFactor = 2.0; - this.r = Math.pow(color.r, gammaFactor); - this.g = Math.pow(color.g, gammaFactor); - this.b = Math.pow(color.b, gammaFactor); - return this; - }, - copyLinearToGamma: function (color, gammaFactor) { - if (gammaFactor === undefined) gammaFactor = 2.0; - var safeInverse = gammaFactor > 0 ? 1.0 / gammaFactor : 1.0; - this.r = Math.pow(color.r, safeInverse); - this.g = Math.pow(color.g, safeInverse); - this.b = Math.pow(color.b, safeInverse); - return this; - }, - convertGammaToLinear: function () { - var r = this.r, - g = this.g, - b = this.b; - this.r = r * r; - this.g = g * g; - this.b = b * b; - return this; - }, - convertLinearToGamma: function () { - this.r = Math.sqrt(this.r); - this.g = Math.sqrt(this.g); - this.b = Math.sqrt(this.b); - return this; - }, - getHex: function () { - return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0; - }, - getHexString: function () { - return ('000000' + this.getHex().toString(16)).slice(-6); - }, - getHSL: function (optionalTarget) { - // h,s,l ranges are in 0.0 - 1.0 - var hsl = optionalTarget || { - h: 0, - s: 0, - l: 0 - }; - var r = this.r, - g = this.g, - b = this.b; - var max = Math.max(r, g, b); - var min = Math.min(r, g, b); - var hue, saturation; - var lightness = (min + max) / 2.0; - - if (min === max) { - hue = 0; - saturation = 0; - } else { - var delta = max - min; - saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min); + } - switch (max) { - case r: - hue = (g - b) / delta + (g < b ? 6 : 0); - break; + var output = Object( target ); - case g: - hue = (b - r) / delta + 2; - break; + for ( var index = 1; index < arguments.length; index ++ ) { - case b: - hue = (r - g) / delta + 4; - break; - } + var source = arguments[ index ]; - hue /= 6; - } + if ( source !== undefined && source !== null ) { - hsl.h = hue; - hsl.s = saturation; - hsl.l = lightness; - return hsl; - }, - getStyle: function () { - return 'rgb(' + (this.r * 255 | 0) + ',' + (this.g * 255 | 0) + ',' + (this.b * 255 | 0) + ')'; - }, - offsetHSL: function (h, s, l) { - var hsl = this.getHSL(); - hsl.h += h; - hsl.s += s; - hsl.l += l; - this.setHSL(hsl.h, hsl.s, hsl.l); - return this; - }, - add: function (color) { - this.r += color.r; - this.g += color.g; - this.b += color.b; - return this; - }, - addColors: function (color1, color2) { - this.r = color1.r + color2.r; - this.g = color1.g + color2.g; - this.b = color1.b + color2.b; - return this; - }, - addScalar: function (s) { - this.r += s; - this.g += s; - this.b += s; - return this; - }, - multiply: function (color) { - this.r *= color.r; - this.g *= color.g; - this.b *= color.b; - return this; - }, - multiplyScalar: function (s) { - this.r *= s; - this.g *= s; - this.b *= s; - return this; - }, - lerp: function (color, alpha) { - this.r += (color.r - this.r) * alpha; - this.g += (color.g - this.g) * alpha; - this.b += (color.b - this.b) * alpha; - return this; - }, - equals: function (c) { - return c.r === this.r && c.g === this.g && c.b === this.b; - }, - fromArray: function (array, offset) { - if (offset === undefined) offset = 0; - this.r = array[offset]; - this.g = array[offset + 1]; - this.b = array[offset + 2]; - return this; - }, - toArray: function (array, offset) { - if (array === undefined) array = []; - if (offset === undefined) offset = 0; - array[offset] = this.r; - array[offset + 1] = this.g; - array[offset + 2] = this.b; - return array; - } -}; -THREE.ColorKeywords = { - 'aliceblue': 0xF0F8FF, - 'antiquewhite': 0xFAEBD7, - 'aqua': 0x00FFFF, - 'aquamarine': 0x7FFFD4, - 'azure': 0xF0FFFF, - 'beige': 0xF5F5DC, - 'bisque': 0xFFE4C4, - 'black': 0x000000, - 'blanchedalmond': 0xFFEBCD, - 'blue': 0x0000FF, - 'blueviolet': 0x8A2BE2, - 'brown': 0xA52A2A, - 'burlywood': 0xDEB887, - 'cadetblue': 0x5F9EA0, - 'chartreuse': 0x7FFF00, - 'chocolate': 0xD2691E, - 'coral': 0xFF7F50, - 'cornflowerblue': 0x6495ED, - 'cornsilk': 0xFFF8DC, - 'crimson': 0xDC143C, - 'cyan': 0x00FFFF, - 'darkblue': 0x00008B, - 'darkcyan': 0x008B8B, - 'darkgoldenrod': 0xB8860B, - 'darkgray': 0xA9A9A9, - 'darkgreen': 0x006400, - 'darkgrey': 0xA9A9A9, - 'darkkhaki': 0xBDB76B, - 'darkmagenta': 0x8B008B, - 'darkolivegreen': 0x556B2F, - 'darkorange': 0xFF8C00, - 'darkorchid': 0x9932CC, - 'darkred': 0x8B0000, - 'darksalmon': 0xE9967A, - 'darkseagreen': 0x8FBC8F, - 'darkslateblue': 0x483D8B, - 'darkslategray': 0x2F4F4F, - 'darkslategrey': 0x2F4F4F, - 'darkturquoise': 0x00CED1, - 'darkviolet': 0x9400D3, - 'deeppink': 0xFF1493, - 'deepskyblue': 0x00BFFF, - 'dimgray': 0x696969, - 'dimgrey': 0x696969, - 'dodgerblue': 0x1E90FF, - 'firebrick': 0xB22222, - 'floralwhite': 0xFFFAF0, - 'forestgreen': 0x228B22, - 'fuchsia': 0xFF00FF, - 'gainsboro': 0xDCDCDC, - 'ghostwhite': 0xF8F8FF, - 'gold': 0xFFD700, - 'goldenrod': 0xDAA520, - 'gray': 0x808080, - 'green': 0x008000, - 'greenyellow': 0xADFF2F, - 'grey': 0x808080, - 'honeydew': 0xF0FFF0, - 'hotpink': 0xFF69B4, - 'indianred': 0xCD5C5C, - 'indigo': 0x4B0082, - 'ivory': 0xFFFFF0, - 'khaki': 0xF0E68C, - 'lavender': 0xE6E6FA, - 'lavenderblush': 0xFFF0F5, - 'lawngreen': 0x7CFC00, - 'lemonchiffon': 0xFFFACD, - 'lightblue': 0xADD8E6, - 'lightcoral': 0xF08080, - 'lightcyan': 0xE0FFFF, - 'lightgoldenrodyellow': 0xFAFAD2, - 'lightgray': 0xD3D3D3, - 'lightgreen': 0x90EE90, - 'lightgrey': 0xD3D3D3, - 'lightpink': 0xFFB6C1, - 'lightsalmon': 0xFFA07A, - 'lightseagreen': 0x20B2AA, - 'lightskyblue': 0x87CEFA, - 'lightslategray': 0x778899, - 'lightslategrey': 0x778899, - 'lightsteelblue': 0xB0C4DE, - 'lightyellow': 0xFFFFE0, - 'lime': 0x00FF00, - 'limegreen': 0x32CD32, - 'linen': 0xFAF0E6, - 'magenta': 0xFF00FF, - 'maroon': 0x800000, - 'mediumaquamarine': 0x66CDAA, - 'mediumblue': 0x0000CD, - 'mediumorchid': 0xBA55D3, - 'mediumpurple': 0x9370DB, - 'mediumseagreen': 0x3CB371, - 'mediumslateblue': 0x7B68EE, - 'mediumspringgreen': 0x00FA9A, - 'mediumturquoise': 0x48D1CC, - 'mediumvioletred': 0xC71585, - 'midnightblue': 0x191970, - 'mintcream': 0xF5FFFA, - 'mistyrose': 0xFFE4E1, - 'moccasin': 0xFFE4B5, - 'navajowhite': 0xFFDEAD, - 'navy': 0x000080, - 'oldlace': 0xFDF5E6, - 'olive': 0x808000, - 'olivedrab': 0x6B8E23, - 'orange': 0xFFA500, - 'orangered': 0xFF4500, - 'orchid': 0xDA70D6, - 'palegoldenrod': 0xEEE8AA, - 'palegreen': 0x98FB98, - 'paleturquoise': 0xAFEEEE, - 'palevioletred': 0xDB7093, - 'papayawhip': 0xFFEFD5, - 'peachpuff': 0xFFDAB9, - 'peru': 0xCD853F, - 'pink': 0xFFC0CB, - 'plum': 0xDDA0DD, - 'powderblue': 0xB0E0E6, - 'purple': 0x800080, - 'red': 0xFF0000, - 'rosybrown': 0xBC8F8F, - 'royalblue': 0x4169E1, - 'saddlebrown': 0x8B4513, - 'salmon': 0xFA8072, - 'sandybrown': 0xF4A460, - 'seagreen': 0x2E8B57, - 'seashell': 0xFFF5EE, - 'sienna': 0xA0522D, - 'silver': 0xC0C0C0, - 'skyblue': 0x87CEEB, - 'slateblue': 0x6A5ACD, - 'slategray': 0x708090, - 'slategrey': 0x708090, - 'snow': 0xFFFAFA, - 'springgreen': 0x00FF7F, - 'steelblue': 0x4682B4, - 'tan': 0xD2B48C, - 'teal': 0x008080, - 'thistle': 0xD8BFD8, - 'tomato': 0xFF6347, - 'turquoise': 0x40E0D0, - 'violet': 0xEE82EE, - 'wheat': 0xF5DEB3, - 'white': 0xFFFFFF, - 'whitesmoke': 0xF5F5F5, - 'yellow': 0xFFFF00, - 'yellowgreen': 0x9ACD32 -}; // File:src/math/Vector2.js + for ( var nextKey in source ) { -/** - * @author mrdoob / http://mrdoob.com/ - * @author philogb / http://blog.thejit.org/ - * @author egraether / http://egraether.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - */ + if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { -THREE.Vector2 = function (x, y) { - this.x = x || 0; - this.y = y || 0; -}; + output[ nextKey ] = source[ nextKey ]; -THREE.Vector2.prototype = { - constructor: THREE.Vector2, - - get width() { - return this.x; - }, - - set width(value) { - this.x = value; - }, - - get height() { - return this.y; - }, - - set height(value) { - this.y = value; - }, - - // - set: function (x, y) { - this.x = x; - this.y = y; - return this; - }, - setScalar: function (scalar) { - this.x = scalar; - this.y = scalar; - return this; - }, - setX: function (x) { - this.x = x; - return this; - }, - setY: function (y) { - this.y = y; - return this; - }, - setComponent: function (index, value) { - switch (index) { - case 0: - this.x = value; - break; - - case 1: - this.y = value; - break; - - default: - throw new Error('index is out of range: ' + index); - } - }, - getComponent: function (index) { - switch (index) { - case 0: - return this.x; + } - case 1: - return this.y; + } - default: - throw new Error('index is out of range: ' + index); - } - }, - clone: function () { - return new this.constructor(this.x, this.y); - }, - copy: function (v) { - this.x = v.x; - this.y = v.y; - return this; - }, - add: function (v, w) { - if (w !== undefined) { - return this.addVectors(v, w); - } + } - this.x += v.x; - this.y += v.y; - return this; - }, - addScalar: function (s) { - this.x += s; - this.y += s; - return this; - }, - addVectors: function (a, b) { - this.x = a.x + b.x; - this.y = a.y + b.y; - return this; - }, - addScaledVector: function (v, s) { - this.x += v.x * s; - this.y += v.y * s; - return this; - }, - sub: function (v, w) { - if (w !== undefined) { - return this.subVectors(v, w); - } + } - this.x -= v.x; - this.y -= v.y; - return this; - }, - subScalar: function (s) { - this.x -= s; - this.y -= s; - return this; - }, - subVectors: function (a, b) { - this.x = a.x - b.x; - this.y = a.y - b.y; - return this; - }, - multiply: function (v) { - this.x *= v.x; - this.y *= v.y; - return this; - }, - multiplyScalar: function (scalar) { - if (isFinite(scalar)) { - this.x *= scalar; - this.y *= scalar; - } else { - this.x = 0; - this.y = 0; - } + return output; - return this; - }, - divide: function (v) { - this.x /= v.x; - this.y /= v.y; - return this; - }, - divideScalar: function (scalar) { - return this.multiplyScalar(1 / scalar); - }, - min: function (v) { - this.x = Math.min(this.x, v.x); - this.y = Math.min(this.y, v.y); - return this; - }, - max: function (v) { - this.x = Math.max(this.x, v.x); - this.y = Math.max(this.y, v.y); - return this; - }, - clamp: function (min, max) { - // This function assumes min < max, if this assumption isn't true it will not operate correctly - this.x = Math.max(min.x, Math.min(max.x, this.x)); - this.y = Math.max(min.y, Math.min(max.y, this.y)); - return this; - }, - clampScalar: function () { - var min, max; - return function clampScalar(minVal, maxVal) { - if (min === undefined) { - min = new THREE.Vector2(); - max = new THREE.Vector2(); - } + }; - min.set(minVal, minVal); - max.set(maxVal, maxVal); - return this.clamp(min, max); - }; - }(), - clampLength: function (min, max) { - var length = this.length(); - this.multiplyScalar(Math.max(min, Math.min(max, length)) / length); - return this; - }, - floor: function () { - this.x = Math.floor(this.x); - this.y = Math.floor(this.y); - return this; - }, - ceil: function () { - this.x = Math.ceil(this.x); - this.y = Math.ceil(this.y); - return this; - }, - round: function () { - this.x = Math.round(this.x); - this.y = Math.round(this.y); - return this; - }, - roundToZero: function () { - this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); - this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y); - return this; - }, - negate: function () { - this.x = -this.x; - this.y = -this.y; - return this; - }, - dot: function (v) { - return this.x * v.x + this.y * v.y; - }, - lengthSq: function () { - return this.x * this.x + this.y * this.y; - }, - length: function () { - return Math.sqrt(this.x * this.x + this.y * this.y); - }, - lengthManhattan: function () { - return Math.abs(this.x) + Math.abs(this.y); - }, - normalize: function () { - return this.divideScalar(this.length()); - }, - angle: function () { - // computes the angle in radians with respect to the positive x-axis - var angle = Math.atan2(this.y, this.x); - if (angle < 0) angle += 2 * Math.PI; - return angle; - }, - distanceTo: function (v) { - return Math.sqrt(this.distanceToSquared(v)); - }, - distanceToSquared: function (v) { - var dx = this.x - v.x, - dy = this.y - v.y; - return dx * dx + dy * dy; - }, - setLength: function (length) { - return this.multiplyScalar(length / this.length()); - }, - lerp: function (v, alpha) { - this.x += (v.x - this.x) * alpha; - this.y += (v.y - this.y) * alpha; - return this; - }, - lerpVectors: function (v1, v2, alpha) { - this.subVectors(v2, v1).multiplyScalar(alpha).add(v1); - return this; - }, - equals: function (v) { - return v.x === this.x && v.y === this.y; - }, - fromArray: function (array, offset) { - if (offset === undefined) offset = 0; - this.x = array[offset]; - this.y = array[offset + 1]; - return this; - }, - toArray: function (array, offset) { - if (array === undefined) array = []; - if (offset === undefined) offset = 0; - array[offset] = this.x; - array[offset + 1] = this.y; - return array; - }, - fromAttribute: function (attribute, index, offset) { - if (offset === undefined) offset = 0; - index = index * attribute.itemSize + offset; - this.x = attribute.array[index]; - this.y = attribute.array[index + 1]; - return this; - }, - rotateAround: function (center, angle) { - var c = Math.cos(angle), - s = Math.sin(angle); - var x = this.x - center.x; - var y = this.y - center.y; - this.x = x * c - y * s + center.x; - this.y = x * s + y * c + center.y; - return this; - } -}; // File:src/math/Vector3.js +} + +var REVISION = '115'; +var CullFaceNone = 0; +var CullFaceBack = 1; +var CullFaceFront = 2; +var PCFShadowMap = 1; +var PCFSoftShadowMap = 2; +var VSMShadowMap = 3; +var FrontSide = 0; +var BackSide = 1; +var DoubleSide = 2; +var FlatShading = 1; +var NoBlending = 0; +var NormalBlending = 1; +var AdditiveBlending = 2; +var SubtractiveBlending = 3; +var MultiplyBlending = 4; +var CustomBlending = 5; +var AddEquation = 100; +var SubtractEquation = 101; +var ReverseSubtractEquation = 102; +var MinEquation = 103; +var MaxEquation = 104; +var ZeroFactor = 200; +var OneFactor = 201; +var SrcColorFactor = 202; +var OneMinusSrcColorFactor = 203; +var SrcAlphaFactor = 204; +var OneMinusSrcAlphaFactor = 205; +var DstAlphaFactor = 206; +var OneMinusDstAlphaFactor = 207; +var DstColorFactor = 208; +var OneMinusDstColorFactor = 209; +var SrcAlphaSaturateFactor = 210; +var NeverDepth = 0; +var AlwaysDepth = 1; +var LessDepth = 2; +var LessEqualDepth = 3; +var EqualDepth = 4; +var GreaterEqualDepth = 5; +var GreaterDepth = 6; +var NotEqualDepth = 7; +var MultiplyOperation = 0; +var MixOperation = 1; +var AddOperation = 2; +var NoToneMapping = 0; +var LinearToneMapping = 1; +var ReinhardToneMapping = 2; +var Uncharted2ToneMapping = 3; +var CineonToneMapping = 4; +var ACESFilmicToneMapping = 5; + +var UVMapping = 300; +var CubeReflectionMapping = 301; +var CubeRefractionMapping = 302; +var EquirectangularReflectionMapping = 303; +var EquirectangularRefractionMapping = 304; +var SphericalReflectionMapping = 305; +var CubeUVReflectionMapping = 306; +var CubeUVRefractionMapping = 307; +var RepeatWrapping = 1000; +var ClampToEdgeWrapping = 1001; +var MirroredRepeatWrapping = 1002; +var NearestFilter = 1003; +var NearestMipmapNearestFilter = 1004; +var NearestMipmapLinearFilter = 1005; +var LinearFilter = 1006; +var LinearMipmapNearestFilter = 1007; +var LinearMipmapLinearFilter = 1008; +var UnsignedByteType = 1009; +var ByteType = 1010; +var ShortType = 1011; +var UnsignedShortType = 1012; +var IntType = 1013; +var UnsignedIntType = 1014; +var FloatType = 1015; +var HalfFloatType = 1016; +var UnsignedShort4444Type = 1017; +var UnsignedShort5551Type = 1018; +var UnsignedShort565Type = 1019; +var UnsignedInt248Type = 1020; +var AlphaFormat = 1021; +var RGBFormat = 1022; +var RGBAFormat = 1023; +var LuminanceFormat = 1024; +var LuminanceAlphaFormat = 1025; +var DepthFormat = 1026; +var DepthStencilFormat = 1027; +var RedFormat = 1028; +var RedIntegerFormat = 1029; +var RGFormat = 1030; +var RGIntegerFormat = 1031; +var RGBIntegerFormat = 1032; +var RGBAIntegerFormat = 1033; + +var RGB_S3TC_DXT1_Format = 33776; +var RGBA_S3TC_DXT1_Format = 33777; +var RGBA_S3TC_DXT3_Format = 33778; +var RGBA_S3TC_DXT5_Format = 33779; +var RGB_PVRTC_4BPPV1_Format = 35840; +var RGB_PVRTC_2BPPV1_Format = 35841; +var RGBA_PVRTC_4BPPV1_Format = 35842; +var RGBA_PVRTC_2BPPV1_Format = 35843; +var RGB_ETC1_Format = 36196; +var RGB_ETC2_Format = 37492; +var RGBA_ETC2_EAC_Format = 37496; +var RGBA_ASTC_4x4_Format = 37808; +var RGBA_ASTC_5x4_Format = 37809; +var RGBA_ASTC_5x5_Format = 37810; +var RGBA_ASTC_6x5_Format = 37811; +var RGBA_ASTC_6x6_Format = 37812; +var RGBA_ASTC_8x5_Format = 37813; +var RGBA_ASTC_8x6_Format = 37814; +var RGBA_ASTC_8x8_Format = 37815; +var RGBA_ASTC_10x5_Format = 37816; +var RGBA_ASTC_10x6_Format = 37817; +var RGBA_ASTC_10x8_Format = 37818; +var RGBA_ASTC_10x10_Format = 37819; +var RGBA_ASTC_12x10_Format = 37820; +var RGBA_ASTC_12x12_Format = 37821; +var RGBA_BPTC_Format = 36492; +var SRGB8_ALPHA8_ASTC_4x4_Format = 37840; +var SRGB8_ALPHA8_ASTC_5x4_Format = 37841; +var SRGB8_ALPHA8_ASTC_5x5_Format = 37842; +var SRGB8_ALPHA8_ASTC_6x5_Format = 37843; +var SRGB8_ALPHA8_ASTC_6x6_Format = 37844; +var SRGB8_ALPHA8_ASTC_8x5_Format = 37845; +var SRGB8_ALPHA8_ASTC_8x6_Format = 37846; +var SRGB8_ALPHA8_ASTC_8x8_Format = 37847; +var SRGB8_ALPHA8_ASTC_10x5_Format = 37848; +var SRGB8_ALPHA8_ASTC_10x6_Format = 37849; +var SRGB8_ALPHA8_ASTC_10x8_Format = 37850; +var SRGB8_ALPHA8_ASTC_10x10_Format = 37851; +var SRGB8_ALPHA8_ASTC_12x10_Format = 37852; +var SRGB8_ALPHA8_ASTC_12x12_Format = 37853; +var LoopOnce = 2200; +var LoopRepeat = 2201; +var LoopPingPong = 2202; +var InterpolateDiscrete = 2300; +var InterpolateLinear = 2301; +var InterpolateSmooth = 2302; +var ZeroCurvatureEnding = 2400; +var ZeroSlopeEnding = 2401; +var WrapAroundEnding = 2402; +var TrianglesDrawMode = 0; +var LinearEncoding = 3000; +var sRGBEncoding = 3001; +var GammaEncoding = 3007; +var RGBEEncoding = 3002; +var LogLuvEncoding = 3003; +var RGBM7Encoding = 3004; +var RGBM16Encoding = 3005; +var RGBDEncoding = 3006; +var BasicDepthPacking = 3200; +var RGBADepthPacking = 3201; +var TangentSpaceNormalMap = 0; +var ObjectSpaceNormalMap = 1; +var KeepStencilOp = 7680; +var AlwaysStencilFunc = 519; + +var StaticDrawUsage = 35044; +var DynamicDrawUsage = 35048; /** - * @author mrdoob / http://mrdoob.com/ - * @author *kile / http://kile.stravaganza.org/ - * @author philogb / http://blog.thejit.org/ - * @author mikael emtinger / http://gomo.se/ - * @author egraether / http://egraether.com/ - * @author WestLangley / http://github.com/WestLangley + * https://github.com/mrdoob/eventdispatcher.js/ */ -THREE.Vector3 = function (x, y, z) { - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; -}; +function EventDispatcher() {} -THREE.Vector3.prototype = { - constructor: THREE.Vector3, - set: function (x, y, z) { - this.x = x; - this.y = y; - this.z = z; - return this; - }, - setScalar: function (scalar) { - this.x = scalar; - this.y = scalar; - this.z = scalar; - return this; - }, - setX: function (x) { - this.x = x; - return this; - }, - setY: function (y) { - this.y = y; - return this; - }, - setZ: function (z) { - this.z = z; - return this; - }, - setComponent: function (index, value) { - switch (index) { - case 0: - this.x = value; - break; - - case 1: - this.y = value; - break; - - case 2: - this.z = value; - break; - - default: - throw new Error('index is out of range: ' + index); - } - }, - getComponent: function (index) { - switch (index) { - case 0: - return this.x; +Object.assign( EventDispatcher.prototype, { - case 1: - return this.y; + addEventListener: function ( type, listener ) { - case 2: - return this.z; + if ( this._listeners === undefined ) this._listeners = {}; - default: - throw new Error('index is out of range: ' + index); - } - }, - clone: function () { - return new this.constructor(this.x, this.y, this.z); - }, - copy: function (v) { - this.x = v.x; - this.y = v.y; - this.z = v.z; - return this; - }, - add: function (v, w) { - if (w !== undefined) { - return this.addVectors(v, w); - } + var listeners = this._listeners; - this.x += v.x; - this.y += v.y; - this.z += v.z; - return this; - }, - addScalar: function (s) { - this.x += s; - this.y += s; - this.z += s; - return this; - }, - addVectors: function (a, b) { - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - return this; - }, - addScaledVector: function (v, s) { - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - return this; - }, - sub: function (v, w) { - if (w !== undefined) { - return this.subVectors(v, w); - } + if ( listeners[ type ] === undefined ) { - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - return this; - }, - subScalar: function (s) { - this.x -= s; - this.y -= s; - this.z -= s; - return this; - }, - subVectors: function (a, b) { - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - return this; - }, - multiply: function (v, w) { - if (w !== undefined) { - return this.multiplyVectors(v, w); - } + listeners[ type ] = []; - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; - return this; - }, - multiplyScalar: function (scalar) { - if (isFinite(scalar)) { - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - } else { - this.x = 0; - this.y = 0; - this.z = 0; - } + } - return this; - }, - multiplyVectors: function (a, b) { - this.x = a.x * b.x; - this.y = a.y * b.y; - this.z = a.z * b.z; - return this; - }, - applyEuler: function () { - var quaternion; - return function applyEuler(euler) { - - if (quaternion === undefined) quaternion = new THREE.Quaternion(); - this.applyQuaternion(quaternion.setFromEuler(euler)); - return this; - }; - }(), - applyAxisAngle: function () { - var quaternion; - return function applyAxisAngle(axis, angle) { - if (quaternion === undefined) quaternion = new THREE.Quaternion(); - this.applyQuaternion(quaternion.setFromAxisAngle(axis, angle)); - return this; - }; - }(), - applyMatrix3: function (m) { - var x = this.x; - var y = this.y; - var z = this.z; - var e = m.elements; - this.x = e[0] * x + e[3] * y + e[6] * z; - this.y = e[1] * x + e[4] * y + e[7] * z; - this.z = e[2] * x + e[5] * y + e[8] * z; - return this; - }, - applyMatrix4: function (m) { - // input: THREE.Matrix4 affine matrix - var x = this.x, - y = this.y, - z = this.z; - var e = m.elements; - this.x = e[0] * x + e[4] * y + e[8] * z + e[12]; - this.y = e[1] * x + e[5] * y + e[9] * z + e[13]; - this.z = e[2] * x + e[6] * y + e[10] * z + e[14]; - return this; - }, - applyProjection: function (m) { - // input: THREE.Matrix4 projection matrix - var x = this.x, - y = this.y, - z = this.z; - var e = m.elements; - var d = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]); // perspective divide - - this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * d; - this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * d; - this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * d; - return this; - }, - applyQuaternion: function (q) { - var x = this.x; - var y = this.y; - var z = this.z; - var qx = q.x; - var qy = q.y; - var qz = q.z; - var qw = q.w; // calculate quat * vector - - var ix = qw * x + qy * z - qz * y; - var iy = qw * y + qz * x - qx * z; - var iz = qw * z + qx * y - qy * x; - var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat - - this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; - this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; - this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; - return this; - }, - project: function () { - var matrix; - return function project(camera) { - if (matrix === undefined) matrix = new THREE.Matrix4(); - matrix.multiplyMatrices(camera.projectionMatrix, matrix.getInverse(camera.matrixWorld)); - return this.applyProjection(matrix); - }; - }(), - unproject: function () { - var matrix; - return function unproject(camera) { - if (matrix === undefined) matrix = new THREE.Matrix4(); - matrix.multiplyMatrices(camera.matrixWorld, matrix.getInverse(camera.projectionMatrix)); - return this.applyProjection(matrix); - }; - }(), - transformDirection: function (m) { - // input: THREE.Matrix4 affine matrix - // vector interpreted as a direction - var x = this.x, - y = this.y, - z = this.z; - var e = m.elements; - this.x = e[0] * x + e[4] * y + e[8] * z; - this.y = e[1] * x + e[5] * y + e[9] * z; - this.z = e[2] * x + e[6] * y + e[10] * z; - this.normalize(); - return this; - }, - divide: function (v) { - this.x /= v.x; - this.y /= v.y; - this.z /= v.z; - return this; - }, - divideScalar: function (scalar) { - return this.multiplyScalar(1 / scalar); - }, - min: function (v) { - this.x = Math.min(this.x, v.x); - this.y = Math.min(this.y, v.y); - this.z = Math.min(this.z, v.z); - return this; - }, - max: function (v) { - this.x = Math.max(this.x, v.x); - this.y = Math.max(this.y, v.y); - this.z = Math.max(this.z, v.z); - return this; - }, - clamp: function (min, max) { - // This function assumes min < max, if this assumption isn't true it will not operate correctly - this.x = Math.max(min.x, Math.min(max.x, this.x)); - this.y = Math.max(min.y, Math.min(max.y, this.y)); - this.z = Math.max(min.z, Math.min(max.z, this.z)); - return this; - }, - clampScalar: function () { - var min, max; - return function clampScalar(minVal, maxVal) { - if (min === undefined) { - min = new THREE.Vector3(); - max = new THREE.Vector3(); - } + if ( listeners[ type ].indexOf( listener ) === - 1 ) { - min.set(minVal, minVal, minVal); - max.set(maxVal, maxVal, maxVal); - return this.clamp(min, max); - }; - }(), - clampLength: function (min, max) { - var length = this.length(); - this.multiplyScalar(Math.max(min, Math.min(max, length)) / length); - return this; - }, - floor: function () { - this.x = Math.floor(this.x); - this.y = Math.floor(this.y); - this.z = Math.floor(this.z); - return this; - }, - ceil: function () { - this.x = Math.ceil(this.x); - this.y = Math.ceil(this.y); - this.z = Math.ceil(this.z); - return this; - }, - round: function () { - this.x = Math.round(this.x); - this.y = Math.round(this.y); - this.z = Math.round(this.z); - return this; - }, - roundToZero: function () { - this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); - this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y); - this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z); - return this; - }, - negate: function () { - this.x = -this.x; - this.y = -this.y; - this.z = -this.z; - return this; - }, - dot: function (v) { - return this.x * v.x + this.y * v.y + this.z * v.z; - }, - lengthSq: function () { - return this.x * this.x + this.y * this.y + this.z * this.z; - }, - length: function () { - return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); - }, - lengthManhattan: function () { - return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z); - }, - normalize: function () { - return this.divideScalar(this.length()); - }, - setLength: function (length) { - return this.multiplyScalar(length / this.length()); - }, - lerp: function (v, alpha) { - this.x += (v.x - this.x) * alpha; - this.y += (v.y - this.y) * alpha; - this.z += (v.z - this.z) * alpha; - return this; - }, - lerpVectors: function (v1, v2, alpha) { - this.subVectors(v2, v1).multiplyScalar(alpha).add(v1); - return this; - }, - cross: function (v, w) { - if (w !== undefined) { - return this.crossVectors(v, w); - } + listeners[ type ].push( listener ); - var x = this.x, - y = this.y, - z = this.z; - this.x = y * v.z - z * v.y; - this.y = z * v.x - x * v.z; - this.z = x * v.y - y * v.x; - return this; - }, - crossVectors: function (a, b) { - var ax = a.x, - ay = a.y, - az = a.z; - var bx = b.x, - by = b.y, - bz = b.z; - this.x = ay * bz - az * by; - this.y = az * bx - ax * bz; - this.z = ax * by - ay * bx; - return this; - }, - projectOnVector: function () { - var v1, dot; - return function projectOnVector(vector) { - if (v1 === undefined) v1 = new THREE.Vector3(); - v1.copy(vector).normalize(); - dot = this.dot(v1); - return this.copy(v1).multiplyScalar(dot); - }; - }(), - projectOnPlane: function () { - var v1; - return function projectOnPlane(planeNormal) { - if (v1 === undefined) v1 = new THREE.Vector3(); - v1.copy(this).projectOnVector(planeNormal); - return this.sub(v1); - }; - }(), - reflect: function () { - // reflect incident vector off plane orthogonal to normal - // normal is assumed to have unit length - var v1; - return function reflect(normal) { - if (v1 === undefined) v1 = new THREE.Vector3(); - return this.sub(v1.copy(normal).multiplyScalar(2 * this.dot(normal))); - }; - }(), - angleTo: function (v) { - var theta = this.dot(v) / Math.sqrt(this.lengthSq() * v.lengthSq()); // clamp, to handle numerical problems - - return Math.acos(THREE.Math.clamp(theta, -1, 1)); - }, - distanceTo: function (v) { - return Math.sqrt(this.distanceToSquared(v)); - }, - distanceToSquared: function (v) { - var dx = this.x - v.x; - var dy = this.y - v.y; - var dz = this.z - v.z; - return dx * dx + dy * dy + dz * dz; - }, - setFromSpherical: function (s) { - var sinPhiRadius = Math.sin(s.phi) * s.radius; - this.x = sinPhiRadius * Math.sin(s.theta); - this.y = Math.cos(s.phi) * s.radius; - this.z = sinPhiRadius * Math.cos(s.theta); - return this; - }, - setFromMatrixPosition: function (m) { - return this.setFromMatrixColumn(m, 3); - }, - setFromMatrixScale: function (m) { - var sx = this.setFromMatrixColumn(m, 0).length(); - var sy = this.setFromMatrixColumn(m, 1).length(); - var sz = this.setFromMatrixColumn(m, 2).length(); - this.x = sx; - this.y = sy; - this.z = sz; - return this; - }, - setFromMatrixColumn: function (m, index) { - if (typeof m === 'number') { - m = arguments[1]; - index = arguments[0]; - } + } - return this.fromArray(m.elements, index * 4); - }, - equals: function (v) { - return v.x === this.x && v.y === this.y && v.z === this.z; - }, - fromArray: function (array, offset) { - if (offset === undefined) offset = 0; - this.x = array[offset]; - this.y = array[offset + 1]; - this.z = array[offset + 2]; - return this; - }, - toArray: function (array, offset) { - if (array === undefined) array = []; - if (offset === undefined) offset = 0; - array[offset] = this.x; - array[offset + 1] = this.y; - array[offset + 2] = this.z; - return array; - }, - fromAttribute: function (attribute, index, offset) { - if (offset === undefined) offset = 0; - index = index * attribute.itemSize + offset; - this.x = attribute.array[index]; - this.y = attribute.array[index + 1]; - this.z = attribute.array[index + 2]; - return this; - } -}; // File:src/math/Vector4.js + }, -/** - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author philogb / http://blog.thejit.org/ - * @author mikael emtinger / http://gomo.se/ - * @author egraether / http://egraether.com/ - * @author WestLangley / http://github.com/WestLangley - */ + hasEventListener: function ( type, listener ) { -THREE.Vector4 = function (x, y, z, w) { - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; - this.w = w !== undefined ? w : 1; -}; + if ( this._listeners === undefined ) return false; -THREE.Vector4.prototype = { - constructor: THREE.Vector4, - set: function (x, y, z, w) { - this.x = x; - this.y = y; - this.z = z; - this.w = w; - return this; - }, - setScalar: function (scalar) { - this.x = scalar; - this.y = scalar; - this.z = scalar; - this.w = scalar; - return this; - }, - setX: function (x) { - this.x = x; - return this; - }, - setY: function (y) { - this.y = y; - return this; - }, - setZ: function (z) { - this.z = z; - return this; - }, - setW: function (w) { - this.w = w; - return this; - }, - setComponent: function (index, value) { - switch (index) { - case 0: - this.x = value; - break; - - case 1: - this.y = value; - break; - - case 2: - this.z = value; - break; - - case 3: - this.w = value; - break; - - default: - throw new Error('index is out of range: ' + index); - } - }, - getComponent: function (index) { - switch (index) { - case 0: - return this.x; + var listeners = this._listeners; - case 1: - return this.y; + return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; - case 2: - return this.z; + }, - case 3: - return this.w; + removeEventListener: function ( type, listener ) { - default: - throw new Error('index is out of range: ' + index); - } - }, - clone: function () { - return new this.constructor(this.x, this.y, this.z, this.w); - }, - copy: function (v) { - this.x = v.x; - this.y = v.y; - this.z = v.z; - this.w = v.w !== undefined ? v.w : 1; - return this; - }, - add: function (v, w) { - if (w !== undefined) { - return this.addVectors(v, w); - } + if ( this._listeners === undefined ) return; - this.x += v.x; - this.y += v.y; - this.z += v.z; - this.w += v.w; - return this; - }, - addScalar: function (s) { - this.x += s; - this.y += s; - this.z += s; - this.w += s; - return this; - }, - addVectors: function (a, b) { - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - this.w = a.w + b.w; - return this; - }, - addScaledVector: function (v, s) { - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - this.w += v.w * s; - return this; - }, - sub: function (v, w) { - if (w !== undefined) { - return this.subVectors(v, w); - } + var listeners = this._listeners; + var listenerArray = listeners[ type ]; - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - this.w -= v.w; - return this; - }, - subScalar: function (s) { - this.x -= s; - this.y -= s; - this.z -= s; - this.w -= s; - return this; - }, - subVectors: function (a, b) { - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - this.w = a.w - b.w; - return this; - }, - multiplyScalar: function (scalar) { - if (isFinite(scalar)) { - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - this.w *= scalar; - } else { - this.x = 0; - this.y = 0; - this.z = 0; - this.w = 0; - } + if ( listenerArray !== undefined ) { - return this; - }, - applyMatrix4: function (m) { - var x = this.x; - var y = this.y; - var z = this.z; - var w = this.w; - var e = m.elements; - this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w; - this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w; - this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w; - this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w; - return this; - }, - divideScalar: function (scalar) { - return this.multiplyScalar(1 / scalar); - }, - setAxisAngleFromQuaternion: function (q) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm - // q is assumed to be normalized - this.w = 2 * Math.acos(q.w); - var s = Math.sqrt(1 - q.w * q.w); - - if (s < 0.0001) { - this.x = 1; - this.y = 0; - this.z = 0; - } else { - this.x = q.x / s; - this.y = q.y / s; - this.z = q.z / s; - } + var index = listenerArray.indexOf( listener ); - return this; - }, - setAxisAngleFromRotationMatrix: function (m) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - var angle, - x, - y, - z, - // variables for result - epsilon = 0.01, - // margin to allow for rounding errors - epsilon2 = 0.1, - // margin to distinguish between 0 and 180 degrees - te = m.elements, - m11 = te[0], - m12 = te[4], - m13 = te[8], - m21 = te[1], - m22 = te[5], - m23 = te[9], - m31 = te[2], - m32 = te[6], - m33 = te[10]; - - if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) { - // singularity found - // first check for identity matrix which must have +1 for all terms - // in leading diagonal and zero in other terms - if (Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2) { - // this singularity is identity matrix so angle = 0 - this.set(1, 0, 0, 0); - return this; // zero angle, arbitrary axis - } // otherwise this singularity is angle = 180 - - - angle = Math.PI; - var xx = (m11 + 1) / 2; - var yy = (m22 + 1) / 2; - var zz = (m33 + 1) / 2; - var xy = (m12 + m21) / 4; - var xz = (m13 + m31) / 4; - var yz = (m23 + m32) / 4; - - if (xx > yy && xx > zz) { - // m11 is the largest diagonal term - if (xx < epsilon) { - x = 0; - y = 0.707106781; - z = 0.707106781; - } else { - x = Math.sqrt(xx); - y = xy / x; - z = xz / x; - } - } else if (yy > zz) { - // m22 is the largest diagonal term - if (yy < epsilon) { - x = 0.707106781; - y = 0; - z = 0.707106781; - } else { - y = Math.sqrt(yy); - x = xy / y; - z = yz / y; - } - } else { - // m33 is the largest diagonal term so base result on this - if (zz < epsilon) { - x = 0.707106781; - y = 0.707106781; - z = 0; - } else { - z = Math.sqrt(zz); - x = xz / z; - y = yz / z; - } - } + if ( index !== - 1 ) { - this.set(x, y, z, angle); - return this; // return 180 deg rotation - } // as we have reached here there are no singularities so we can handle normally - - - var s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize - - if (Math.abs(s) < 0.001) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be - // caught by singularity test above, but I've left it in just in case - - this.x = (m32 - m23) / s; - this.y = (m13 - m31) / s; - this.z = (m21 - m12) / s; - this.w = Math.acos((m11 + m22 + m33 - 1) / 2); - return this; - }, - min: function (v) { - this.x = Math.min(this.x, v.x); - this.y = Math.min(this.y, v.y); - this.z = Math.min(this.z, v.z); - this.w = Math.min(this.w, v.w); - return this; - }, - max: function (v) { - this.x = Math.max(this.x, v.x); - this.y = Math.max(this.y, v.y); - this.z = Math.max(this.z, v.z); - this.w = Math.max(this.w, v.w); - return this; - }, - clamp: function (min, max) { - // This function assumes min < max, if this assumption isn't true it will not operate correctly - this.x = Math.max(min.x, Math.min(max.x, this.x)); - this.y = Math.max(min.y, Math.min(max.y, this.y)); - this.z = Math.max(min.z, Math.min(max.z, this.z)); - this.w = Math.max(min.w, Math.min(max.w, this.w)); - return this; - }, - clampScalar: function () { - var min, max; - return function clampScalar(minVal, maxVal) { - if (min === undefined) { - min = new THREE.Vector4(); - max = new THREE.Vector4(); - } + listenerArray.splice( index, 1 ); - min.set(minVal, minVal, minVal, minVal); - max.set(maxVal, maxVal, maxVal, maxVal); - return this.clamp(min, max); - }; - }(), - floor: function () { - this.x = Math.floor(this.x); - this.y = Math.floor(this.y); - this.z = Math.floor(this.z); - this.w = Math.floor(this.w); - return this; - }, - ceil: function () { - this.x = Math.ceil(this.x); - this.y = Math.ceil(this.y); - this.z = Math.ceil(this.z); - this.w = Math.ceil(this.w); - return this; - }, - round: function () { - this.x = Math.round(this.x); - this.y = Math.round(this.y); - this.z = Math.round(this.z); - this.w = Math.round(this.w); - return this; - }, - roundToZero: function () { - this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); - this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y); - this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z); - this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w); - return this; - }, - negate: function () { - this.x = -this.x; - this.y = -this.y; - this.z = -this.z; - this.w = -this.w; - return this; - }, - dot: function (v) { - return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; - }, - lengthSq: function () { - return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; - }, - length: function () { - return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); - }, - lengthManhattan: function () { - return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w); - }, - normalize: function () { - return this.divideScalar(this.length()); - }, - setLength: function (length) { - return this.multiplyScalar(length / this.length()); - }, - lerp: function (v, alpha) { - this.x += (v.x - this.x) * alpha; - this.y += (v.y - this.y) * alpha; - this.z += (v.z - this.z) * alpha; - this.w += (v.w - this.w) * alpha; - return this; - }, - lerpVectors: function (v1, v2, alpha) { - this.subVectors(v2, v1).multiplyScalar(alpha).add(v1); - return this; - }, - equals: function (v) { - return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w; - }, - fromArray: function (array, offset) { - if (offset === undefined) offset = 0; - this.x = array[offset]; - this.y = array[offset + 1]; - this.z = array[offset + 2]; - this.w = array[offset + 3]; - return this; - }, - toArray: function (array, offset) { - if (array === undefined) array = []; - if (offset === undefined) offset = 0; - array[offset] = this.x; - array[offset + 1] = this.y; - array[offset + 2] = this.z; - array[offset + 3] = this.w; - return array; - }, - fromAttribute: function (attribute, index, offset) { - if (offset === undefined) offset = 0; - index = index * attribute.itemSize + offset; - this.x = attribute.array[index]; - this.y = attribute.array[index + 1]; - this.z = attribute.array[index + 2]; - this.w = attribute.array[index + 3]; - return this; - } -}; // File:src/math/Matrix3.js + } -/** - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - * @author tschw - */ + } -THREE.Matrix3 = function () { - this.elements = new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]); -}; + }, -THREE.Matrix3.prototype = { - constructor: THREE.Matrix3, - set: function (n11, n12, n13, n21, n22, n23, n31, n32, n33) { - var te = this.elements; - te[0] = n11; - te[1] = n21; - te[2] = n31; - te[3] = n12; - te[4] = n22; - te[5] = n32; - te[6] = n13; - te[7] = n23; - te[8] = n33; - return this; - }, - identity: function () { - this.set(1, 0, 0, 0, 1, 0, 0, 0, 1); - return this; - }, - clone: function () { - return new this.constructor().fromArray(this.elements); - }, - copy: function (m) { - var me = m.elements; - this.set(me[0], me[3], me[6], me[1], me[4], me[7], me[2], me[5], me[8]); - return this; - }, - setFromMatrix4: function (m) { - var me = m.elements; - this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]); - return this; - }, - applyToVector3Array: function () { - var v1; - return function (array, offset, length) { - if (v1 === undefined) v1 = new THREE.Vector3(); - if (offset === undefined) offset = 0; - if (length === undefined) length = array.length; - - for (var i = 0, j = offset; i < length; i += 3, j += 3) { - v1.fromArray(array, j); - v1.applyMatrix3(this); - v1.toArray(array, j); - } + dispatchEvent: function ( event ) { - return array; - }; - }(), - applyToBuffer: function () { - var v1; - return function applyToBuffer(buffer, offset, length) { - if (v1 === undefined) v1 = new THREE.Vector3(); - if (offset === undefined) offset = 0; - if (length === undefined) length = buffer.length / buffer.itemSize; - - for (var i = 0, j = offset; i < length; i++, j++) { - v1.x = buffer.getX(j); - v1.y = buffer.getY(j); - v1.z = buffer.getZ(j); - v1.applyMatrix3(this); - buffer.setXYZ(v1.x, v1.y, v1.z); - } + if ( this._listeners === undefined ) return; - return buffer; - }; - }(), - multiplyScalar: function (s) { - var te = this.elements; - te[0] *= s; - te[3] *= s; - te[6] *= s; - te[1] *= s; - te[4] *= s; - te[7] *= s; - te[2] *= s; - te[5] *= s; - te[8] *= s; - return this; - }, - determinant: function () { - var te = this.elements; - var a = te[0], - b = te[1], - c = te[2], - d = te[3], - e = te[4], - f = te[5], - g = te[6], - h = te[7], - i = te[8]; - return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; - }, - getInverse: function (matrix, throwOnDegenerate) { - - var me = matrix.elements, - te = this.elements, - n11 = me[0], - n21 = me[1], - n31 = me[2], - n12 = me[3], - n22 = me[4], - n32 = me[5], - n13 = me[6], - n23 = me[7], - n33 = me[8], - t11 = n33 * n22 - n32 * n23, - t12 = n32 * n13 - n33 * n12, - t13 = n23 * n12 - n22 * n13, - det = n11 * t11 + n21 * t12 + n31 * t13; - - if (det === 0) { - var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0"; - - if (throwOnDegenerate || false) { - throw new Error(msg); - } + var listeners = this._listeners; + var listenerArray = listeners[ event.type ]; - return this.identity(); - } + if ( listenerArray !== undefined ) { - te[0] = t11; - te[1] = n31 * n23 - n33 * n21; - te[2] = n32 * n21 - n31 * n22; - te[3] = t12; - te[4] = n33 * n11 - n31 * n13; - te[5] = n31 * n12 - n32 * n11; - te[6] = t13; - te[7] = n21 * n13 - n23 * n11; - te[8] = n22 * n11 - n21 * n12; - return this.multiplyScalar(1 / det); - }, - transpose: function () { - var tmp, - m = this.elements; - tmp = m[1]; - m[1] = m[3]; - m[3] = tmp; - tmp = m[2]; - m[2] = m[6]; - m[6] = tmp; - tmp = m[5]; - m[5] = m[7]; - m[7] = tmp; - return this; - }, - flattenToArrayOffset: function (array, offset) { - var te = this.elements; - array[offset] = te[0]; - array[offset + 1] = te[1]; - array[offset + 2] = te[2]; - array[offset + 3] = te[3]; - array[offset + 4] = te[4]; - array[offset + 5] = te[5]; - array[offset + 6] = te[6]; - array[offset + 7] = te[7]; - array[offset + 8] = te[8]; - return array; - }, - getNormalMatrix: function (matrix4) { - return this.setFromMatrix4(matrix4).getInverse(this).transpose(); - }, - transposeIntoArray: function (r) { - var m = this.elements; - r[0] = m[0]; - r[1] = m[3]; - r[2] = m[6]; - r[3] = m[1]; - r[4] = m[4]; - r[5] = m[7]; - r[6] = m[2]; - r[7] = m[5]; - r[8] = m[8]; - return this; - }, - fromArray: function (array) { - this.elements.set(array); - return this; - }, - toArray: function () { - var te = this.elements; - return [te[0], te[1], te[2], te[3], te[4], te[5], te[6], te[7], te[8]]; - } -}; // File:src/math/Matrix4.js + event.target = this; + + // Make a copy, in case listeners are removed while iterating. + var array = listenerArray.slice( 0 ); + + for ( var i = 0, l = array.length; i < l; i ++ ) { + + array[ i ].call( this, event ); + + } + + } + + } + +} ); /** - * @author mrdoob / http://mrdoob.com/ - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author philogb / http://blog.thejit.org/ - * @author jordi_ros / http://plattsoft.com - * @author D1plo1d / http://github.com/D1plo1d * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author timknip / http://www.floorplanner.com/ - * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley + * @author thezwap */ -THREE.Matrix4 = function () { - this.elements = new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]); -}; +var _lut = []; -THREE.Matrix4.prototype = { - constructor: THREE.Matrix4, - set: function (n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) { - var te = this.elements; - te[0] = n11; - te[4] = n12; - te[8] = n13; - te[12] = n14; - te[1] = n21; - te[5] = n22; - te[9] = n23; - te[13] = n24; - te[2] = n31; - te[6] = n32; - te[10] = n33; - te[14] = n34; - te[3] = n41; - te[7] = n42; - te[11] = n43; - te[15] = n44; - return this; - }, - identity: function () { - this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); - return this; - }, - clone: function () { - return new THREE.Matrix4().fromArray(this.elements); - }, - copy: function (m) { - this.elements.set(m.elements); - return this; - }, - copyPosition: function (m) { - var te = this.elements; - var me = m.elements; - te[12] = me[12]; - te[13] = me[13]; - te[14] = me[14]; - return this; - }, - extractBasis: function (xAxis, yAxis, zAxis) { - xAxis.setFromMatrixColumn(this, 0); - yAxis.setFromMatrixColumn(this, 1); - zAxis.setFromMatrixColumn(this, 2); - return this; - }, - makeBasis: function (xAxis, yAxis, zAxis) { - this.set(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1); - return this; - }, - extractRotation: function () { - var v1; - return function (m) { - if (v1 === undefined) v1 = new THREE.Vector3(); - var te = this.elements; - var me = m.elements; - var scaleX = 1 / v1.setFromMatrixColumn(m, 0).length(); - var scaleY = 1 / v1.setFromMatrixColumn(m, 1).length(); - var scaleZ = 1 / v1.setFromMatrixColumn(m, 2).length(); - te[0] = me[0] * scaleX; - te[1] = me[1] * scaleX; - te[2] = me[2] * scaleX; - te[4] = me[4] * scaleY; - te[5] = me[5] * scaleY; - te[6] = me[6] * scaleY; - te[8] = me[8] * scaleZ; - te[9] = me[9] * scaleZ; - te[10] = me[10] * scaleZ; - return this; - }; - }(), - makeRotationFromEuler: function (euler) { - - var te = this.elements; - var x = euler.x, - y = euler.y, - z = euler.z; - var a = Math.cos(x), - b = Math.sin(x); - var c = Math.cos(y), - d = Math.sin(y); - var e = Math.cos(z), - f = Math.sin(z); - - if (euler.order === 'XYZ') { - var ae = a * e, - af = a * f, - be = b * e, - bf = b * f; - te[0] = c * e; - te[4] = -c * f; - te[8] = d; - te[1] = af + be * d; - te[5] = ae - bf * d; - te[9] = -b * c; - te[2] = bf - ae * d; - te[6] = be + af * d; - te[10] = a * c; - } else if (euler.order === 'YXZ') { - var ce = c * e, - cf = c * f, - de = d * e, - df = d * f; - te[0] = ce + df * b; - te[4] = de * b - cf; - te[8] = a * d; - te[1] = a * f; - te[5] = a * e; - te[9] = -b; - te[2] = cf * b - de; - te[6] = df + ce * b; - te[10] = a * c; - } else if (euler.order === 'ZXY') { - var ce = c * e, - cf = c * f, - de = d * e, - df = d * f; - te[0] = ce - df * b; - te[4] = -a * f; - te[8] = de + cf * b; - te[1] = cf + de * b; - te[5] = a * e; - te[9] = df - ce * b; - te[2] = -a * d; - te[6] = b; - te[10] = a * c; - } else if (euler.order === 'ZYX') { - var ae = a * e, - af = a * f, - be = b * e, - bf = b * f; - te[0] = c * e; - te[4] = be * d - af; - te[8] = ae * d + bf; - te[1] = c * f; - te[5] = bf * d + ae; - te[9] = af * d - be; - te[2] = -d; - te[6] = b * c; - te[10] = a * c; - } else if (euler.order === 'YZX') { - var ac = a * c, - ad = a * d, - bc = b * c, - bd = b * d; - te[0] = c * e; - te[4] = bd - ac * f; - te[8] = bc * f + ad; - te[1] = f; - te[5] = a * e; - te[9] = -b * e; - te[2] = -d * e; - te[6] = ad * f + bc; - te[10] = ac - bd * f; - } else if (euler.order === 'XZY') { - var ac = a * c, - ad = a * d, - bc = b * c, - bd = b * d; - te[0] = c * e; - te[4] = -f; - te[8] = d * e; - te[1] = ac * f + bd; - te[5] = a * e; - te[9] = ad * f - bc; - te[2] = bc * f - ad; - te[6] = b * e; - te[10] = bd * f + ac; - } // last column - - - te[3] = 0; - te[7] = 0; - te[11] = 0; // bottom row - - te[12] = 0; - te[13] = 0; - te[14] = 0; - te[15] = 1; - return this; - }, - makeRotationFromQuaternion: function (q) { - var te = this.elements; - var x = q.x, - y = q.y, - z = q.z, - w = q.w; - var x2 = x + x, - y2 = y + y, - z2 = z + z; - var xx = x * x2, - xy = x * y2, - xz = x * z2; - var yy = y * y2, - yz = y * z2, - zz = z * z2; - var wx = w * x2, - wy = w * y2, - wz = w * z2; - te[0] = 1 - (yy + zz); - te[4] = xy - wz; - te[8] = xz + wy; - te[1] = xy + wz; - te[5] = 1 - (xx + zz); - te[9] = yz - wx; - te[2] = xz - wy; - te[6] = yz + wx; - te[10] = 1 - (xx + yy); // last column - - te[3] = 0; - te[7] = 0; - te[11] = 0; // bottom row - - te[12] = 0; - te[13] = 0; - te[14] = 0; - te[15] = 1; - return this; - }, - lookAt: function () { - var x, y, z; - return function (eye, target, up) { - if (x === undefined) x = new THREE.Vector3(); - if (y === undefined) y = new THREE.Vector3(); - if (z === undefined) z = new THREE.Vector3(); - var te = this.elements; - z.subVectors(eye, target).normalize(); - - if (z.lengthSq() === 0) { - z.z = 1; - } +for ( var i = 0; i < 256; i ++ ) { - x.crossVectors(up, z).normalize(); + _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 ); - if (x.lengthSq() === 0) { - z.x += 0.0001; - x.crossVectors(up, z).normalize(); - } +} - y.crossVectors(z, x); - te[0] = x.x; - te[4] = y.x; - te[8] = z.x; - te[1] = x.y; - te[5] = y.y; - te[9] = z.y; - te[2] = x.z; - te[6] = y.z; - te[10] = z.z; - return this; - }; - }(), - multiply: function (m, n) { - if (n !== undefined) { - return this.multiplyMatrices(m, n); - } +var MathUtils = { - return this.multiplyMatrices(this, m); - }, - multiplyMatrices: function (a, b) { - var ae = a.elements; - var be = b.elements; - var te = this.elements; - var a11 = ae[0], - a12 = ae[4], - a13 = ae[8], - a14 = ae[12]; - var a21 = ae[1], - a22 = ae[5], - a23 = ae[9], - a24 = ae[13]; - var a31 = ae[2], - a32 = ae[6], - a33 = ae[10], - a34 = ae[14]; - var a41 = ae[3], - a42 = ae[7], - a43 = ae[11], - a44 = ae[15]; - var b11 = be[0], - b12 = be[4], - b13 = be[8], - b14 = be[12]; - var b21 = be[1], - b22 = be[5], - b23 = be[9], - b24 = be[13]; - var b31 = be[2], - b32 = be[6], - b33 = be[10], - b34 = be[14]; - var b41 = be[3], - b42 = be[7], - b43 = be[11], - b44 = be[15]; - te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; - te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; - te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; - te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; - te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; - te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; - te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; - te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; - te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; - te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; - te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; - te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; - te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; - te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; - te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; - te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; - return this; - }, - multiplyToArray: function (a, b, r) { - var te = this.elements; - this.multiplyMatrices(a, b); - r[0] = te[0]; - r[1] = te[1]; - r[2] = te[2]; - r[3] = te[3]; - r[4] = te[4]; - r[5] = te[5]; - r[6] = te[6]; - r[7] = te[7]; - r[8] = te[8]; - r[9] = te[9]; - r[10] = te[10]; - r[11] = te[11]; - r[12] = te[12]; - r[13] = te[13]; - r[14] = te[14]; - r[15] = te[15]; - return this; - }, - multiplyScalar: function (s) { - var te = this.elements; - te[0] *= s; - te[4] *= s; - te[8] *= s; - te[12] *= s; - te[1] *= s; - te[5] *= s; - te[9] *= s; - te[13] *= s; - te[2] *= s; - te[6] *= s; - te[10] *= s; - te[14] *= s; - te[3] *= s; - te[7] *= s; - te[11] *= s; - te[15] *= s; - return this; - }, - applyToVector3Array: function () { - var v1; - return function (array, offset, length) { - if (v1 === undefined) v1 = new THREE.Vector3(); - if (offset === undefined) offset = 0; - if (length === undefined) length = array.length; - - for (var i = 0, j = offset; i < length; i += 3, j += 3) { - v1.fromArray(array, j); - v1.applyMatrix4(this); - v1.toArray(array, j); - } + DEG2RAD: Math.PI / 180, + RAD2DEG: 180 / Math.PI, - return array; - }; - }(), - applyToBuffer: function () { - var v1; - return function applyToBuffer(buffer, offset, length) { - if (v1 === undefined) v1 = new THREE.Vector3(); - if (offset === undefined) offset = 0; - if (length === undefined) length = buffer.length / buffer.itemSize; - - for (var i = 0, j = offset; i < length; i++, j++) { - v1.x = buffer.getX(j); - v1.y = buffer.getY(j); - v1.z = buffer.getZ(j); - v1.applyMatrix4(this); - buffer.setXYZ(v1.x, v1.y, v1.z); - } + generateUUID: function () { - return buffer; - }; - }(), - determinant: function () { - var te = this.elements; - var n11 = te[0], - n12 = te[4], - n13 = te[8], - n14 = te[12]; - var n21 = te[1], - n22 = te[5], - n23 = te[9], - n24 = te[13]; - var n31 = te[2], - n32 = te[6], - n33 = te[10], - n34 = te[14]; - var n41 = te[3], - n42 = te[7], - n43 = te[11], - n44 = te[15]; //TODO: make this more efficient - //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) - - return n41 * (+n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34) + n42 * (+n11 * n23 * n34 - n11 * n24 * n33 + n14 * n21 * n33 - n13 * n21 * n34 + n13 * n24 * n31 - n14 * n23 * n31) + n43 * (+n11 * n24 * n32 - n11 * n22 * n34 - n14 * n21 * n32 + n12 * n21 * n34 + n14 * n22 * n31 - n12 * n24 * n31) + n44 * (-n13 * n22 * n31 - n11 * n23 * n32 + n11 * n22 * n33 + n13 * n21 * n32 - n12 * n21 * n33 + n12 * n23 * n31); - }, - transpose: function () { - var te = this.elements; - var tmp; - tmp = te[1]; - te[1] = te[4]; - te[4] = tmp; - tmp = te[2]; - te[2] = te[8]; - te[8] = tmp; - tmp = te[6]; - te[6] = te[9]; - te[9] = tmp; - tmp = te[3]; - te[3] = te[12]; - te[12] = tmp; - tmp = te[7]; - te[7] = te[13]; - te[13] = tmp; - tmp = te[11]; - te[11] = te[14]; - te[14] = tmp; - return this; - }, - flattenToArrayOffset: function (array, offset) { - var te = this.elements; - array[offset] = te[0]; - array[offset + 1] = te[1]; - array[offset + 2] = te[2]; - array[offset + 3] = te[3]; - array[offset + 4] = te[4]; - array[offset + 5] = te[5]; - array[offset + 6] = te[6]; - array[offset + 7] = te[7]; - array[offset + 8] = te[8]; - array[offset + 9] = te[9]; - array[offset + 10] = te[10]; - array[offset + 11] = te[11]; - array[offset + 12] = te[12]; - array[offset + 13] = te[13]; - array[offset + 14] = te[14]; - array[offset + 15] = te[15]; - return array; - }, - getPosition: function () { - var v1; - return function () { - if (v1 === undefined) v1 = new THREE.Vector3(); - return v1.setFromMatrixColumn(this, 3); - }; - }(), - setPosition: function (v) { - var te = this.elements; - te[12] = v.x; - te[13] = v.y; - te[14] = v.z; - return this; - }, - getInverse: function (m, throwOnDegenerate) { - // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm - var te = this.elements, - me = m.elements, - n11 = me[0], - n21 = me[1], - n31 = me[2], - n41 = me[3], - n12 = me[4], - n22 = me[5], - n32 = me[6], - n42 = me[7], - n13 = me[8], - n23 = me[9], - n33 = me[10], - n43 = me[11], - n14 = me[12], - n24 = me[13], - n34 = me[14], - n44 = me[15], - t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, - t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, - t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, - t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; - var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; - - if (det === 0) { - var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0"; - - if (throwOnDegenerate || false) { - throw new Error(msg); - } + // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 - return this.identity(); - } + var d0 = Math.random() * 0xffffffff | 0; + var d1 = Math.random() * 0xffffffff | 0; + var d2 = Math.random() * 0xffffffff | 0; + var d3 = Math.random() * 0xffffffff | 0; + var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' + + _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' + + _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] + + _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ]; - te[0] = t11; - te[1] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44; - te[2] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44; - te[3] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43; - te[4] = t12; - te[5] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44; - te[6] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44; - te[7] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43; - te[8] = t13; - te[9] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44; - te[10] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44; - te[11] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43; - te[12] = t14; - te[13] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34; - te[14] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34; - te[15] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33; - return this.multiplyScalar(1 / det); - }, - scale: function (v) { - var te = this.elements; - var x = v.x, - y = v.y, - z = v.z; - te[0] *= x; - te[4] *= y; - te[8] *= z; - te[1] *= x; - te[5] *= y; - te[9] *= z; - te[2] *= x; - te[6] *= y; - te[10] *= z; - te[3] *= x; - te[7] *= y; - te[11] *= z; - return this; - }, - getMaxScaleOnAxis: function () { - var te = this.elements; - var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2]; - var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6]; - var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10]; - return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq)); - }, - makeTranslation: function (x, y, z) { - this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1); - return this; - }, - makeRotationX: function (theta) { - var c = Math.cos(theta), - s = Math.sin(theta); - this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1); - return this; - }, - makeRotationY: function (theta) { - var c = Math.cos(theta), - s = Math.sin(theta); - this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1); - return this; - }, - makeRotationZ: function (theta) { - var c = Math.cos(theta), - s = Math.sin(theta); - this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); - return this; - }, - makeRotationAxis: function (axis, angle) { - // Based on http://www.gamedev.net/reference/articles/article1199.asp - var c = Math.cos(angle); - var s = Math.sin(angle); - var t = 1 - c; - var x = axis.x, - y = axis.y, - z = axis.z; - var tx = t * x, - ty = t * y; - this.set(tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1); - return this; - }, - makeScale: function (x, y, z) { - this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1); - return this; - }, - compose: function (position, quaternion, scale) { - this.makeRotationFromQuaternion(quaternion); - this.scale(scale); - this.setPosition(position); - return this; - }, - decompose: function () { - var vector, matrix; - return function (position, quaternion, scale) { - if (vector === undefined) vector = new THREE.Vector3(); - if (matrix === undefined) matrix = new THREE.Matrix4(); - var te = this.elements; - var sx = vector.set(te[0], te[1], te[2]).length(); - var sy = vector.set(te[4], te[5], te[6]).length(); - var sz = vector.set(te[8], te[9], te[10]).length(); // if determine is negative, we need to invert one scale - - var det = this.determinant(); - - if (det < 0) { - sx = -sx; - } + // .toUpperCase() here flattens concatenated strings to save heap memory space. + return uuid.toUpperCase(); - position.x = te[12]; - position.y = te[13]; - position.z = te[14]; // scale the rotation part - - matrix.elements.set(this.elements); // at this point matrix is incomplete so we can't use .copy() - - var invSX = 1 / sx; - var invSY = 1 / sy; - var invSZ = 1 / sz; - matrix.elements[0] *= invSX; - matrix.elements[1] *= invSX; - matrix.elements[2] *= invSX; - matrix.elements[4] *= invSY; - matrix.elements[5] *= invSY; - matrix.elements[6] *= invSY; - matrix.elements[8] *= invSZ; - matrix.elements[9] *= invSZ; - matrix.elements[10] *= invSZ; - quaternion.setFromRotationMatrix(matrix); - scale.x = sx; - scale.y = sy; - scale.z = sz; - return this; - }; - }(), - makeFrustum: function (left, right, bottom, top, near, far) { - var te = this.elements; - var x = 2 * near / (right - left); - var y = 2 * near / (top - bottom); - var a = (right + left) / (right - left); - var b = (top + bottom) / (top - bottom); - var c = -(far + near) / (far - near); - var d = -2 * far * near / (far - near); - te[0] = x; - te[4] = 0; - te[8] = a; - te[12] = 0; - te[1] = 0; - te[5] = y; - te[9] = b; - te[13] = 0; - te[2] = 0; - te[6] = 0; - te[10] = c; - te[14] = d; - te[3] = 0; - te[7] = 0; - te[11] = -1; - te[15] = 0; - return this; - }, - makePerspective: function (fov, aspect, near, far) { - var ymax = near * Math.tan(THREE.Math.degToRad(fov * 0.5)); - var ymin = -ymax; - var xmin = ymin * aspect; - var xmax = ymax * aspect; - return this.makeFrustum(xmin, xmax, ymin, ymax, near, far); - }, - makeOrthographic: function (left, right, top, bottom, near, far) { - var te = this.elements; - var w = 1.0 / (right - left); - var h = 1.0 / (top - bottom); - var p = 1.0 / (far - near); - var x = (right + left) * w; - var y = (top + bottom) * h; - var z = (far + near) * p; - te[0] = 2 * w; - te[4] = 0; - te[8] = 0; - te[12] = -x; - te[1] = 0; - te[5] = 2 * h; - te[9] = 0; - te[13] = -y; - te[2] = 0; - te[6] = 0; - te[10] = -2 * p; - te[14] = -z; - te[3] = 0; - te[7] = 0; - te[11] = 0; - te[15] = 1; - return this; - }, - equals: function (matrix) { - var te = this.elements; - var me = matrix.elements; - - for (var i = 0; i < 16; i++) { - if (te[i] !== me[i]) return false; - } + }, - return true; - }, - fromArray: function (array) { - this.elements.set(array); - return this; - }, - toArray: function () { - var te = this.elements; - return [te[0], te[1], te[2], te[3], te[4], te[5], te[6], te[7], te[8], te[9], te[10], te[11], te[12], te[13], te[14], te[15]]; - } -}; // File:src/math/Plane.js + clamp: function ( value, min, max ) { -/** - * @author bhouston / http://clara.io - */ + return Math.max( min, Math.min( max, value ) ); -THREE.Plane = function (normal, constant) { - this.normal = normal !== undefined ? normal : new THREE.Vector3(1, 0, 0); - this.constant = constant !== undefined ? constant : 0; -}; + }, -THREE.Plane.prototype = { - constructor: THREE.Plane, - set: function (normal, constant) { - this.normal.copy(normal); - this.constant = constant; - return this; - }, - setComponents: function (x, y, z, w) { - this.normal.set(x, y, z); - this.constant = w; - return this; - }, - setFromNormalAndCoplanarPoint: function (normal, point) { - this.normal.copy(normal); - this.constant = -point.dot(this.normal); // must be this.normal, not normal, as this.normal is normalized - - return this; - }, - setFromCoplanarPoints: function () { - var v1 = new THREE.Vector3(); - var v2 = new THREE.Vector3(); - return function (a, b, c) { - var normal = v1.subVectors(c, b).cross(v2.subVectors(a, b)).normalize(); // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? - - this.setFromNormalAndCoplanarPoint(normal, a); - return this; - }; - }(), - clone: function () { - return new this.constructor().copy(this); - }, - copy: function (plane) { - this.normal.copy(plane.normal); - this.constant = plane.constant; - return this; - }, - normalize: function () { - // Note: will lead to a divide by zero if the plane is invalid. - var inverseNormalLength = 1.0 / this.normal.length(); - this.normal.multiplyScalar(inverseNormalLength); - this.constant *= inverseNormalLength; - return this; - }, - negate: function () { - this.constant *= -1; - this.normal.negate(); - return this; - }, - distanceToPoint: function (point) { - return this.normal.dot(point) + this.constant; - }, - distanceToSphere: function (sphere) { - return this.distanceToPoint(sphere.center) - sphere.radius; - }, - projectPoint: function (point, optionalTarget) { - return this.orthoPoint(point, optionalTarget).sub(point).negate(); - }, - orthoPoint: function (point, optionalTarget) { - var perpendicularMagnitude = this.distanceToPoint(point); - var result = optionalTarget || new THREE.Vector3(); - return result.copy(this.normal).multiplyScalar(perpendicularMagnitude); - }, - intersectLine: function () { - var v1 = new THREE.Vector3(); - return function (line, optionalTarget) { - var result = optionalTarget || new THREE.Vector3(); - var direction = line.delta(v1); - var denominator = this.normal.dot(direction); - - if (denominator === 0) { - // line is coplanar, return origin - if (this.distanceToPoint(line.start) === 0) { - return result.copy(line.start); - } // Unsure if this is the correct method to handle this case. - - - return undefined; - } + // compute euclidian modulo of m % n + // https://en.wikipedia.org/wiki/Modulo_operation - var t = -(line.start.dot(this.normal) + this.constant) / denominator; + euclideanModulo: function ( n, m ) { - if (t < 0 || t > 1) { - return undefined; - } + return ( ( n % m ) + m ) % m; - return result.copy(direction).multiplyScalar(t).add(line.start); - }; - }(), - intersectsLine: function (line) { - // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. - var startSign = this.distanceToPoint(line.start); - var endSign = this.distanceToPoint(line.end); - return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0; - }, - intersectsBox: function (box) { - return box.intersectsPlane(this); - }, - intersectsSphere: function (sphere) { - return sphere.intersectsPlane(this); - }, - coplanarPoint: function (optionalTarget) { - var result = optionalTarget || new THREE.Vector3(); - return result.copy(this.normal).multiplyScalar(-this.constant); - }, - applyMatrix4: function () { - var v1 = new THREE.Vector3(); - var v2 = new THREE.Vector3(); - var m1 = new THREE.Matrix3(); - return function (matrix, optionalNormalMatrix) { - // compute new normal based on theory here: - // http://www.songho.ca/opengl/gl_normaltransform.html - var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix(matrix); - var newNormal = v1.copy(this.normal).applyMatrix3(normalMatrix); - var newCoplanarPoint = this.coplanarPoint(v2); - newCoplanarPoint.applyMatrix4(matrix); - this.setFromNormalAndCoplanarPoint(newNormal, newCoplanarPoint); - return this; - }; - }(), - translate: function (offset) { - this.constant = this.constant - offset.dot(this.normal); - return this; - }, - equals: function (plane) { - return plane.normal.equals(this.normal) && plane.constant === this.constant; - } -}; // File:src/math/Quaternion.js + }, -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - */ + // Linear mapping from range to range -THREE.Quaternion = function (x, y, z, w) { - this._x = x || 0; - this._y = y || 0; - this._z = z || 0; - this._w = w !== undefined ? w : 1; -}; + mapLinear: function ( x, a1, a2, b1, b2 ) { -THREE.Quaternion.prototype = { - constructor: THREE.Quaternion, - - get x() { - return this._x; - }, - - set x(value) { - this._x = value; - this.onChangeCallback(); - }, - - get y() { - return this._y; - }, - - set y(value) { - this._y = value; - this.onChangeCallback(); - }, - - get z() { - return this._z; - }, - - set z(value) { - this._z = value; - this.onChangeCallback(); - }, - - get w() { - return this._w; - }, - - set w(value) { - this._w = value; - this.onChangeCallback(); - }, - - set: function (x, y, z, w) { - this._x = x; - this._y = y; - this._z = z; - this._w = w; - this.onChangeCallback(); - return this; - }, - clone: function () { - return new this.constructor(this._x, this._y, this._z, this._w); - }, - copy: function (quaternion) { - this._x = quaternion.x; - this._y = quaternion.y; - this._z = quaternion.z; - this._w = quaternion.w; - this.onChangeCallback(); - return this; - }, - setFromEuler: function (euler, update) { - if (euler instanceof THREE.Euler === false) { - throw new Error('THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.'); - } // http://www.mathworks.com/matlabcentral/fileexchange/ - // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ - // content/SpinCalc.m - - - var c1 = Math.cos(euler._x / 2); - var c2 = Math.cos(euler._y / 2); - var c3 = Math.cos(euler._z / 2); - var s1 = Math.sin(euler._x / 2); - var s2 = Math.sin(euler._y / 2); - var s3 = Math.sin(euler._z / 2); - var order = euler.order; - - if (order === 'XYZ') { - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - } else if (order === 'YXZ') { - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - } else if (order === 'ZXY') { - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - } else if (order === 'ZYX') { - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - } else if (order === 'YZX') { - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; - } else if (order === 'XZY') { - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; - } + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); - if (update !== false) this.onChangeCallback(); - return this; - }, - setFromAxisAngle: function (axis, angle) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm - // assumes axis is normalized - var halfAngle = angle / 2, - s = Math.sin(halfAngle); - this._x = axis.x * s; - this._y = axis.y * s; - this._z = axis.z * s; - this._w = Math.cos(halfAngle); - this.onChangeCallback(); - return this; - }, - setFromRotationMatrix: function (m) { - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - var te = m.elements, - m11 = te[0], - m12 = te[4], - m13 = te[8], - m21 = te[1], - m22 = te[5], - m23 = te[9], - m31 = te[2], - m32 = te[6], - m33 = te[10], - trace = m11 + m22 + m33, - s; - - if (trace > 0) { - s = 0.5 / Math.sqrt(trace + 1.0); - this._w = 0.25 / s; - this._x = (m32 - m23) * s; - this._y = (m13 - m31) * s; - this._z = (m21 - m12) * s; - } else if (m11 > m22 && m11 > m33) { - s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33); - this._w = (m32 - m23) / s; - this._x = 0.25 * s; - this._y = (m12 + m21) / s; - this._z = (m13 + m31) / s; - } else if (m22 > m33) { - s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33); - this._w = (m13 - m31) / s; - this._x = (m12 + m21) / s; - this._y = 0.25 * s; - this._z = (m23 + m32) / s; - } else { - s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22); - this._w = (m21 - m12) / s; - this._x = (m13 + m31) / s; - this._y = (m23 + m32) / s; - this._z = 0.25 * s; - } + }, - this.onChangeCallback(); - return this; - }, - setFromUnitVectors: function () { - // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final - // assumes direction vectors vFrom and vTo are normalized - var v1, r; - var EPS = 0.000001; - return function (vFrom, vTo) { - if (v1 === undefined) v1 = new THREE.Vector3(); - r = vFrom.dot(vTo) + 1; - - if (r < EPS) { - r = 0; - - if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) { - v1.set(-vFrom.y, vFrom.x, 0); - } else { - v1.set(0, -vFrom.z, vFrom.y); - } - } else { - v1.crossVectors(vFrom, vTo); - } + // https://en.wikipedia.org/wiki/Linear_interpolation - this._x = v1.x; - this._y = v1.y; - this._z = v1.z; - this._w = r; - this.normalize(); - return this; - }; - }(), - inverse: function () { - this.conjugate().normalize(); - return this; - }, - conjugate: function () { - this._x *= -1; - this._y *= -1; - this._z *= -1; - this.onChangeCallback(); - return this; - }, - dot: function (v) { - return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; - }, - lengthSq: function () { - return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; - }, - length: function () { - return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w); - }, - normalize: function () { - var l = this.length(); - - if (l === 0) { - this._x = 0; - this._y = 0; - this._z = 0; - this._w = 1; - } else { - l = 1 / l; - this._x = this._x * l; - this._y = this._y * l; - this._z = this._z * l; - this._w = this._w * l; - } + lerp: function ( x, y, t ) { - this.onChangeCallback(); - return this; - }, - multiply: function (q, p) { - if (p !== undefined) { - return this.multiplyQuaternions(q, p); - } + return ( 1 - t ) * x + t * y; - return this.multiplyQuaternions(this, q); - }, - multiplyQuaternions: function (a, b) { - // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm - var qax = a._x, - qay = a._y, - qaz = a._z, - qaw = a._w; - var qbx = b._x, - qby = b._y, - qbz = b._z, - qbw = b._w; - this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; - this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; - this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; - this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; - this.onChangeCallback(); - return this; - }, - slerp: function (qb, t) { - if (t === 0) return this; - if (t === 1) return this.copy(qb); - var x = this._x, - y = this._y, - z = this._z, - w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ - - var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; - - if (cosHalfTheta < 0) { - this._w = -qb._w; - this._x = -qb._x; - this._y = -qb._y; - this._z = -qb._z; - cosHalfTheta = -cosHalfTheta; - } else { - this.copy(qb); - } + }, - if (cosHalfTheta >= 1.0) { - this._w = w; - this._x = x; - this._y = y; - this._z = z; - return this; - } + // http://en.wikipedia.org/wiki/Smoothstep - var sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta); + smoothstep: function ( x, min, max ) { - if (Math.abs(sinHalfTheta) < 0.001) { - this._w = 0.5 * (w + this._w); - this._x = 0.5 * (x + this._x); - this._y = 0.5 * (y + this._y); - this._z = 0.5 * (z + this._z); - return this; - } + if ( x <= min ) return 0; + if ( x >= max ) return 1; - var halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta); - var ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta, - ratioB = Math.sin(t * halfTheta) / sinHalfTheta; - this._w = w * ratioA + this._w * ratioB; - this._x = x * ratioA + this._x * ratioB; - this._y = y * ratioA + this._y * ratioB; - this._z = z * ratioA + this._z * ratioB; - this.onChangeCallback(); - return this; - }, - equals: function (quaternion) { - return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w; - }, - fromArray: function (array, offset) { - if (offset === undefined) offset = 0; - this._x = array[offset]; - this._y = array[offset + 1]; - this._z = array[offset + 2]; - this._w = array[offset + 3]; - this.onChangeCallback(); - return this; - }, - toArray: function (array, offset) { - if (array === undefined) array = []; - if (offset === undefined) offset = 0; - array[offset] = this._x; - array[offset + 1] = this._y; - array[offset + 2] = this._z; - array[offset + 3] = this._w; - return array; - }, - onChange: function (callback) { - this.onChangeCallback = callback; - return this; - }, - onChangeCallback: function () {} -}; -Object.assign(THREE.Quaternion, { - slerp: function (qa, qb, qm, t) { - return qm.copy(qa).slerp(qb, t); - }, - slerpFlat: function (dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) { - // fuzz-free, array-based Quaternion SLERP operation - var x0 = src0[srcOffset0 + 0], - y0 = src0[srcOffset0 + 1], - z0 = src0[srcOffset0 + 2], - w0 = src0[srcOffset0 + 3], - x1 = src1[srcOffset1 + 0], - y1 = src1[srcOffset1 + 1], - z1 = src1[srcOffset1 + 2], - w1 = src1[srcOffset1 + 3]; - - if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) { - var s = 1 - t, - cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, - dir = cos >= 0 ? 1 : -1, - sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems: - - if (sqrSin > Number.EPSILON) { - var sin = Math.sqrt(sqrSin), - len = Math.atan2(sin, cos * dir); - s = Math.sin(s * len) / sin; - t = Math.sin(t * len) / sin; - } + x = ( x - min ) / ( max - min ); - var tDir = t * dir; - x0 = x0 * s + x1 * tDir; - y0 = y0 * s + y1 * tDir; - z0 = z0 * s + z1 * tDir; - w0 = w0 * s + w1 * tDir; // Normalize in case we just did a lerp: - - if (s === 1 - t) { - var f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0); - x0 *= f; - y0 *= f; - z0 *= f; - w0 *= f; - } - } + return x * x * ( 3 - 2 * x ); - dst[dstOffset] = x0; - dst[dstOffset + 1] = y0; - dst[dstOffset + 2] = z0; - dst[dstOffset + 3] = w0; - } -}); // File:src/math/Triangle.js + }, -/** - * @author bhouston / http://clara.io - * @author mrdoob / http://mrdoob.com/ - */ + smootherstep: function ( x, min, max ) { -THREE.Triangle = function (a, b, c) { - this.a = a !== undefined ? a : new THREE.Vector3(); - this.b = b !== undefined ? b : new THREE.Vector3(); - this.c = c !== undefined ? c : new THREE.Vector3(); -}; + if ( x <= min ) return 0; + if ( x >= max ) return 1; -THREE.Triangle.normal = function () { - var v0 = new THREE.Vector3(); - return function (a, b, c, optionalTarget) { - var result = optionalTarget || new THREE.Vector3(); - result.subVectors(c, b); - v0.subVectors(a, b); - result.cross(v0); - var resultLengthSq = result.lengthSq(); - - if (resultLengthSq > 0) { - return result.multiplyScalar(1 / Math.sqrt(resultLengthSq)); - } + x = ( x - min ) / ( max - min ); - return result.set(0, 0, 0); - }; -}(); // static/instance method to calculate barycentric coordinates -// based on: http://www.blackpawn.com/texts/pointinpoly/default.html - - -THREE.Triangle.barycoordFromPoint = function () { - var v0 = new THREE.Vector3(); - var v1 = new THREE.Vector3(); - var v2 = new THREE.Vector3(); - return function (point, a, b, c, optionalTarget) { - v0.subVectors(c, a); - v1.subVectors(b, a); - v2.subVectors(point, a); - var dot00 = v0.dot(v0); - var dot01 = v0.dot(v1); - var dot02 = v0.dot(v2); - var dot11 = v1.dot(v1); - var dot12 = v1.dot(v2); - var denom = dot00 * dot11 - dot01 * dot01; - var result = optionalTarget || new THREE.Vector3(); // collinear or singular triangle - - if (denom === 0) { - // arbitrary location outside of triangle? - // not sure if this is the best idea, maybe should be returning undefined - return result.set(-2, -1, -1); - } + return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); - var invDenom = 1 / denom; - var u = (dot11 * dot02 - dot01 * dot12) * invDenom; - var v = (dot00 * dot12 - dot01 * dot02) * invDenom; // barycentric coordinates must always sum to 1 + }, - return result.set(1 - u - v, v, u); - }; -}(); + // Random integer from interval -THREE.Triangle.containsPoint = function () { - var v1 = new THREE.Vector3(); - return function (point, a, b, c) { - var result = THREE.Triangle.barycoordFromPoint(point, a, b, c, v1); - return result.x >= 0 && result.y >= 0 && result.x + result.y <= 1; - }; -}(); - -THREE.Triangle.prototype = { - constructor: THREE.Triangle, - set: function (a, b, c) { - this.a.copy(a); - this.b.copy(b); - this.c.copy(c); - return this; - }, - setFromPointsAndIndices: function (points, i0, i1, i2) { - this.a.copy(points[i0]); - this.b.copy(points[i1]); - this.c.copy(points[i2]); - return this; - }, - clone: function () { - return new this.constructor().copy(this); - }, - copy: function (triangle) { - this.a.copy(triangle.a); - this.b.copy(triangle.b); - this.c.copy(triangle.c); - return this; - }, - area: function () { - var v0 = new THREE.Vector3(); - var v1 = new THREE.Vector3(); - return function () { - v0.subVectors(this.c, this.b); - v1.subVectors(this.a, this.b); - return v0.cross(v1).length() * 0.5; - }; - }(), - midpoint: function (optionalTarget) { - var result = optionalTarget || new THREE.Vector3(); - return result.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3); - }, - normal: function (optionalTarget) { - return THREE.Triangle.normal(this.a, this.b, this.c, optionalTarget); - }, - plane: function (optionalTarget) { - var result = optionalTarget || new THREE.Plane(); - return result.setFromCoplanarPoints(this.a, this.b, this.c); - }, - barycoordFromPoint: function (point, optionalTarget) { - return THREE.Triangle.barycoordFromPoint(point, this.a, this.b, this.c, optionalTarget); - }, - containsPoint: function (point) { - return THREE.Triangle.containsPoint(point, this.a, this.b, this.c); - }, - equals: function (triangle) { - return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c); - } -}; // File:src/math/Box3.js + randInt: function ( low, high ) { -/** - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - */ + return low + Math.floor( Math.random() * ( high - low + 1 ) ); -THREE.Box3 = function (min, max) { - this.min = min !== undefined ? min : new THREE.Vector3(+Infinity, +Infinity, +Infinity); - this.max = max !== undefined ? max : new THREE.Vector3(-Infinity, -Infinity, -Infinity); -}; + }, -THREE.Box3.prototype = { - constructor: THREE.Box3, - set: function (min, max) { - this.min.copy(min); - this.max.copy(max); - return this; - }, - setFromArray: function (array) { - this.makeEmpty(); - var minX = +Infinity; - var minY = +Infinity; - var minZ = +Infinity; - var maxX = -Infinity; - var maxY = -Infinity; - var maxZ = -Infinity; - - for (var i = 0, il = array.length; i < il; i += 3) { - var x = array[i]; - var y = array[i + 1]; - var z = array[i + 2]; - if (x < minX) minX = x; - if (y < minY) minY = y; - if (z < minZ) minZ = z; - if (x > maxX) maxX = x; - if (y > maxY) maxY = y; - if (z > maxZ) maxZ = z; - } + // Random float from interval - this.min.set(minX, minY, minZ); - this.max.set(maxX, maxY, maxZ); - }, - setFromPoints: function (points) { - this.makeEmpty(); + randFloat: function ( low, high ) { - for (var i = 0, il = points.length; i < il; i++) { - this.expandByPoint(points[i]); - } + return low + Math.random() * ( high - low ); - return this; - }, - setFromCenterAndSize: function () { - var v1 = new THREE.Vector3(); - return function (center, size) { - var halfSize = v1.copy(size).multiplyScalar(0.5); - this.min.copy(center).sub(halfSize); - this.max.copy(center).add(halfSize); - return this; - }; - }(), - setFromObject: function () { - // Computes the world-axis-aligned bounding box of an object (including its children), - // accounting for both the object's, and children's, world transforms - var box; - return function (object) { - if (box === undefined) box = new THREE.Box3(); - var scope = this; - this.makeEmpty(); - object.updateMatrixWorld(true); - object.traverse(function (node) { - var geometry = node.geometry; - - if (geometry !== undefined) { - if (geometry.boundingBox === null) { - geometry.computeBoundingBox(); - } - - if (geometry.boundingBox.isEmpty() === false) { - box.copy(geometry.boundingBox); - box.applyMatrix4(node.matrixWorld); - scope.union(box); - } - } - }); - return this; - }; - }(), - clone: function () { - return new this.constructor().copy(this); - }, - copy: function (box) { - this.min.copy(box.min); - this.max.copy(box.max); - return this; - }, - makeEmpty: function () { - this.min.x = this.min.y = this.min.z = +Infinity; - this.max.x = this.max.y = this.max.z = -Infinity; - return this; - }, - isEmpty: function () { - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z; - }, - center: function (optionalTarget) { - var result = optionalTarget || new THREE.Vector3(); - return result.addVectors(this.min, this.max).multiplyScalar(0.5); - }, - size: function (optionalTarget) { - var result = optionalTarget || new THREE.Vector3(); - return result.subVectors(this.max, this.min); - }, - expandByPoint: function (point) { - this.min.min(point); - this.max.max(point); - return this; - }, - expandByVector: function (vector) { - this.min.sub(vector); - this.max.add(vector); - return this; - }, - expandByScalar: function (scalar) { - this.min.addScalar(-scalar); - this.max.addScalar(scalar); - return this; - }, - containsPoint: function (point) { - if (point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z) { - return false; - } + }, - return true; - }, - containsBox: function (box) { - if (this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z) { - return true; - } + // Random float from <-range/2, range/2> interval - return false; - }, - getParameter: function (point, optionalTarget) { - // This can potentially have a divide by zero if the box - // has a size dimension of 0. - var result = optionalTarget || new THREE.Vector3(); - return result.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z)); - }, - intersectsBox: function (box) { - // using 6 splitting planes to rule out intersections. - if (box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z) { - return false; - } + randFloatSpread: function ( range ) { - return true; - }, - intersectsSphere: function () { - var closestPoint; - return function intersectsSphere(sphere) { - if (closestPoint === undefined) closestPoint = new THREE.Vector3(); // Find the point on the AABB closest to the sphere center. + return range * ( 0.5 - Math.random() ); - this.clampPoint(sphere.center, closestPoint); // If that point is inside the sphere, the AABB and sphere intersect. + }, - return closestPoint.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius; - }; - }(), - intersectsPlane: function (plane) { - // We compute the minimum and maximum dot product values. If those values - // are on the same side (back or front) of the plane, then there is no intersection. - var min, max; - - if (plane.normal.x > 0) { - min = plane.normal.x * this.min.x; - max = plane.normal.x * this.max.x; - } else { - min = plane.normal.x * this.max.x; - max = plane.normal.x * this.min.x; - } + degToRad: function ( degrees ) { - if (plane.normal.y > 0) { - min += plane.normal.y * this.min.y; - max += plane.normal.y * this.max.y; - } else { - min += plane.normal.y * this.max.y; - max += plane.normal.y * this.min.y; - } + return degrees * MathUtils.DEG2RAD; - if (plane.normal.z > 0) { - min += plane.normal.z * this.min.z; - max += plane.normal.z * this.max.z; - } else { - min += plane.normal.z * this.max.z; - max += plane.normal.z * this.min.z; - } + }, - return min <= plane.constant && max >= plane.constant; - }, - clampPoint: function (point, optionalTarget) { - var result = optionalTarget || new THREE.Vector3(); - return result.copy(point).clamp(this.min, this.max); - }, - distanceToPoint: function () { - var v1 = new THREE.Vector3(); - return function (point) { - var clampedPoint = v1.copy(point).clamp(this.min, this.max); - return clampedPoint.sub(point).length(); - }; - }(), - getBoundingSphere: function () { - var v1 = new THREE.Vector3(); - return function (optionalTarget) { - var result = optionalTarget || new THREE.Sphere(); - result.center = this.center(); - result.radius = this.size(v1).length() * 0.5; - return result; - }; - }(), - intersect: function (box) { - this.min.max(box.min); - this.max.min(box.max); - return this; - }, - union: function (box) { - this.min.min(box.min); - this.max.max(box.max); - return this; - }, - applyMatrix4: function () { - var points = [new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3()]; - return function (matrix) { - // NOTE: I am using a binary pattern to specify all 2^3 combinations below - points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix); // 000 + radToDeg: function ( radians ) { - points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix); // 001 + return radians * MathUtils.RAD2DEG; - points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix); // 010 + }, - points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix); // 011 + isPowerOfTwo: function ( value ) { - points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix); // 100 + return ( value & ( value - 1 ) ) === 0 && value !== 0; - points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix); // 101 + }, - points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix); // 110 + ceilPowerOfTwo: function ( value ) { - points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix); // 111 + return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); - this.makeEmpty(); - this.setFromPoints(points); - return this; - }; - }(), - translate: function (offset) { - this.min.add(offset); - this.max.add(offset); - return this; - }, - equals: function (box) { - return box.min.equals(this.min) && box.max.equals(this.max); - } -}; // File:src/math/Euler.js + }, -/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - */ + floorPowerOfTwo: function ( value ) { -THREE.Euler = function (x, y, z, order) { - this._x = x || 0; - this._y = y || 0; - this._z = z || 0; - this._order = order || THREE.Euler.DefaultOrder; -}; + return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); -THREE.Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX']; -THREE.Euler.DefaultOrder = 'XYZ'; -THREE.Euler.prototype = { - constructor: THREE.Euler, - - get x() { - return this._x; - }, - - set x(value) { - this._x = value; - this.onChangeCallback(); - }, - - get y() { - return this._y; - }, - - set y(value) { - this._y = value; - this.onChangeCallback(); - }, - - get z() { - return this._z; - }, - - set z(value) { - this._z = value; - this.onChangeCallback(); - }, - - get order() { - return this._order; - }, - - set order(value) { - this._order = value; - this.onChangeCallback(); - }, - - set: function (x, y, z, order) { - this._x = x; - this._y = y; - this._z = z; - this._order = order || this._order; - this.onChangeCallback(); - return this; - }, - clone: function () { - return new this.constructor(this._x, this._y, this._z, this._order); - }, - copy: function (euler) { - this._x = euler._x; - this._y = euler._y; - this._z = euler._z; - this._order = euler._order; - this.onChangeCallback(); - return this; - }, - setFromRotationMatrix: function (m, order, update) { - var clamp = THREE.Math.clamp; // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - - var te = m.elements; - var m11 = te[0], - m12 = te[4], - m13 = te[8]; - var m21 = te[1], - m22 = te[5], - m23 = te[9]; - var m31 = te[2], - m32 = te[6], - m33 = te[10]; - order = order || this._order; - - if (order === 'XYZ') { - this._y = Math.asin(clamp(m13, -1, 1)); - - if (Math.abs(m13) < 0.99999) { - this._x = Math.atan2(-m23, m33); - this._z = Math.atan2(-m12, m11); - } else { - this._x = Math.atan2(m32, m22); - this._z = 0; - } - } else if (order === 'YXZ') { - this._x = Math.asin(-clamp(m23, -1, 1)); - - if (Math.abs(m23) < 0.99999) { - this._y = Math.atan2(m13, m33); - this._z = Math.atan2(m21, m22); - } else { - this._y = Math.atan2(-m31, m11); - this._z = 0; - } - } else if (order === 'ZXY') { - this._x = Math.asin(clamp(m32, -1, 1)); - - if (Math.abs(m32) < 0.99999) { - this._y = Math.atan2(-m31, m33); - this._z = Math.atan2(-m12, m22); - } else { - this._y = 0; - this._z = Math.atan2(m21, m11); - } - } else if (order === 'ZYX') { - this._y = Math.asin(-clamp(m31, -1, 1)); - - if (Math.abs(m31) < 0.99999) { - this._x = Math.atan2(m32, m33); - this._z = Math.atan2(m21, m11); - } else { - this._x = 0; - this._z = Math.atan2(-m12, m22); - } - } else if (order === 'YZX') { - this._z = Math.asin(clamp(m21, -1, 1)); - - if (Math.abs(m21) < 0.99999) { - this._x = Math.atan2(-m23, m22); - this._y = Math.atan2(-m31, m11); - } else { - this._x = 0; - this._y = Math.atan2(m13, m33); - } - } else if (order === 'XZY') { - this._z = Math.asin(-clamp(m12, -1, 1)); - - if (Math.abs(m12) < 0.99999) { - this._x = Math.atan2(m32, m22); - this._y = Math.atan2(m13, m11); - } else { - this._x = Math.atan2(-m23, m33); - this._y = 0; - } - } + }, - this._order = order; - if (update !== false) this.onChangeCallback(); - return this; - }, - setFromQuaternion: function () { - var matrix; - return function (q, order, update) { - if (matrix === undefined) matrix = new THREE.Matrix4(); - matrix.makeRotationFromQuaternion(q); - this.setFromRotationMatrix(matrix, order, update); - return this; - }; - }(), - setFromVector3: function (v, order) { - return this.set(v.x, v.y, v.z, order || this._order); - }, - reorder: function () { - // WARNING: this discards revolution information -bhouston - var q = new THREE.Quaternion(); - return function (newOrder) { - q.setFromEuler(this); - this.setFromQuaternion(q, newOrder); - }; - }(), - equals: function (euler) { - return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order; - }, - fromArray: function (array) { - this._x = array[0]; - this._y = array[1]; - this._z = array[2]; - if (array[3] !== undefined) this._order = array[3]; - this.onChangeCallback(); - return this; - }, - toArray: function (array, offset) { - if (array === undefined) array = []; - if (offset === undefined) offset = 0; - array[offset] = this._x; - array[offset + 1] = this._y; - array[offset + 2] = this._z; - array[offset + 3] = this._order; - return array; - }, - toVector3: function (optionalResult) { - if (optionalResult) { - return optionalResult.set(this._x, this._y, this._z); - } else { - return new THREE.Vector3(this._x, this._y, this._z); - } - }, - onChange: function (callback) { - this.onChangeCallback = callback; - return this; - }, - onChangeCallback: function () {} -}; // File:src/math/Ray.js + setQuaternionFromProperEuler: function ( q, a, b, c, order ) { -/** - * @author bhouston / http://clara.io - */ + // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles -THREE.Ray = function (origin, direction) { - this.origin = origin !== undefined ? origin : new THREE.Vector3(); - this.direction = direction !== undefined ? direction : new THREE.Vector3(); -}; + // rotations are applied to the axes in the order specified by 'order' + // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' + // angles are in radians -THREE.Ray.prototype = { - constructor: THREE.Ray, - set: function (origin, direction) { - this.origin.copy(origin); - this.direction.copy(direction); - return this; - }, - clone: function () { - return new this.constructor().copy(this); - }, - copy: function (ray) { - this.origin.copy(ray.origin); - this.direction.copy(ray.direction); - return this; - }, - at: function (t, optionalTarget) { - var result = optionalTarget || new THREE.Vector3(); - return result.copy(this.direction).multiplyScalar(t).add(this.origin); - }, - lookAt: function (v) { - this.direction.copy(v).sub(this.origin).normalize(); - }, - recast: function () { - var v1 = new THREE.Vector3(); - return function (t) { - this.origin.copy(this.at(t, v1)); - return this; - }; - }(), - closestPointToPoint: function (point, optionalTarget) { - var result = optionalTarget || new THREE.Vector3(); - result.subVectors(point, this.origin); - var directionDistance = result.dot(this.direction); - - if (directionDistance < 0) { - return result.copy(this.origin); - } + var cos = Math.cos; + var sin = Math.sin; - return result.copy(this.direction).multiplyScalar(directionDistance).add(this.origin); - }, - distanceToPoint: function (point) { - return Math.sqrt(this.distanceSqToPoint(point)); - }, - distanceSqToPoint: function () { - var v1 = new THREE.Vector3(); - return function (point) { - var directionDistance = v1.subVectors(point, this.origin).dot(this.direction); // point behind the ray - - if (directionDistance < 0) { - return this.origin.distanceToSquared(point); - } + var c2 = cos( b / 2 ); + var s2 = sin( b / 2 ); - v1.copy(this.direction).multiplyScalar(directionDistance).add(this.origin); - return v1.distanceToSquared(point); - }; - }(), - distanceSqToSegment: function () { - var segCenter = new THREE.Vector3(); - var segDir = new THREE.Vector3(); - var diff = new THREE.Vector3(); - return function (v0, v1, optionalPointOnRay, optionalPointOnSegment) { - // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp - // It returns the min distance between the ray and the segment - // defined by v0 and v1 - // It can also set two optional targets : - // - The closest point on the ray - // - The closest point on the segment - segCenter.copy(v0).add(v1).multiplyScalar(0.5); - segDir.copy(v1).sub(v0).normalize(); - diff.copy(this.origin).sub(segCenter); - var segExtent = v0.distanceTo(v1) * 0.5; - var a01 = -this.direction.dot(segDir); - var b0 = diff.dot(this.direction); - var b1 = -diff.dot(segDir); - var c = diff.lengthSq(); - var det = Math.abs(1 - a01 * a01); - var s0, s1, sqrDist, extDet; - - if (det > 0) { - // The ray and segment are not parallel. - s0 = a01 * b1 - b0; - s1 = a01 * b0 - b1; - extDet = segExtent * det; - - if (s0 >= 0) { - if (s1 >= -extDet) { - if (s1 <= extDet) { - // region 0 - // Minimum at interior points of ray and segment. - var invDet = 1 / det; - s0 *= invDet; - s1 *= invDet; - sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c; - } else { - // region 1 - s1 = segExtent; - s0 = Math.max(0, -(a01 * s1 + b0)); - sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c; - } - } else { - // region 5 - s1 = -segExtent; - s0 = Math.max(0, -(a01 * s1 + b0)); - sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c; - } - } else { - if (s1 <= -extDet) { - // region 4 - s0 = Math.max(0, -(-a01 * segExtent + b0)); - s1 = s0 > 0 ? -segExtent : Math.min(Math.max(-segExtent, -b1), segExtent); - sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c; - } else if (s1 <= extDet) { - // region 3 - s0 = 0; - s1 = Math.min(Math.max(-segExtent, -b1), segExtent); - sqrDist = s1 * (s1 + 2 * b1) + c; - } else { - // region 2 - s0 = Math.max(0, -(a01 * segExtent + b0)); - s1 = s0 > 0 ? segExtent : Math.min(Math.max(-segExtent, -b1), segExtent); - sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c; - } - } - } else { - // Ray and segment are parallel. - s1 = a01 > 0 ? -segExtent : segExtent; - s0 = Math.max(0, -(a01 * s1 + b0)); - sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c; - } + var c13 = cos( ( a + c ) / 2 ); + var s13 = sin( ( a + c ) / 2 ); - if (optionalPointOnRay) { - optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin); - } + var c1_3 = cos( ( a - c ) / 2 ); + var s1_3 = sin( ( a - c ) / 2 ); - if (optionalPointOnSegment) { - optionalPointOnSegment.copy(segDir).multiplyScalar(s1).add(segCenter); - } + var c3_1 = cos( ( c - a ) / 2 ); + var s3_1 = sin( ( c - a ) / 2 ); - return sqrDist; - }; - }(), - intersectSphere: function () { - var v1 = new THREE.Vector3(); - return function (sphere, optionalTarget) { - v1.subVectors(sphere.center, this.origin); - var tca = v1.dot(this.direction); - var d2 = v1.dot(v1) - tca * tca; - var radius2 = sphere.radius * sphere.radius; - if (d2 > radius2) return null; - var thc = Math.sqrt(radius2 - d2); // t0 = first intersect point - entrance on front of sphere + if ( order === 'XYX' ) { - var t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere + q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 ); - var t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null + } else if ( order === 'YZY' ) { - if (t0 < 0 && t1 < 0) return null; // test to see if t0 is behind the ray: - // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, - // in order to always return an intersect point that is in front of the ray. + q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 ); - if (t0 < 0) return this.at(t1, optionalTarget); // else t0 is in front of the ray, so return the first collision point scaled by t0 + } else if ( order === 'ZXZ' ) { - return this.at(t0, optionalTarget); - }; - }(), - intersectsSphere: function (sphere) { - return this.distanceToPoint(sphere.center) <= sphere.radius; - }, - distanceToPlane: function (plane) { - var denominator = plane.normal.dot(this.direction); + q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 ); - if (denominator === 0) { - // line is coplanar, return origin - if (plane.distanceToPoint(this.origin) === 0) { - return 0; - } // Null is preferable to undefined since undefined means.... it is undefined + } else if ( order === 'XZX' ) { + q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 ); - return null; - } + } else if ( order === 'YXY' ) { - var t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; // Return if the ray never intersects the plane + q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 ); - return t >= 0 ? t : null; - }, - intersectPlane: function (plane, optionalTarget) { - var t = this.distanceToPlane(plane); + } else if ( order === 'ZYZ' ) { - if (t === null) { - return null; - } + q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 ); - return this.at(t, optionalTarget); - }, - intersectsPlane: function (plane) { - // check if the ray lies on the plane first - var distToPoint = plane.distanceToPoint(this.origin); + } else { - if (distToPoint === 0) { - return true; - } + console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.' ); - var denominator = plane.normal.dot(this.direction); + } - if (denominator * distToPoint < 0) { - return true; - } // ray origin is behind the plane (and is pointing behind it) + } +}; - return false; - }, - intersectBox: function (box, optionalTarget) { - var tmin, tmax, tymin, tymax, tzmin, tzmax; - var invdirx = 1 / this.direction.x, - invdiry = 1 / this.direction.y, - invdirz = 1 / this.direction.z; - var origin = this.origin; - - if (invdirx >= 0) { - tmin = (box.min.x - origin.x) * invdirx; - tmax = (box.max.x - origin.x) * invdirx; - } else { - tmin = (box.max.x - origin.x) * invdirx; - tmax = (box.min.x - origin.x) * invdirx; - } +/** + * @author mrdoob / http://mrdoob.com/ + * @author philogb / http://blog.thejit.org/ + * @author egraether / http://egraether.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ - if (invdiry >= 0) { - tymin = (box.min.y - origin.y) * invdiry; - tymax = (box.max.y - origin.y) * invdiry; - } else { - tymin = (box.max.y - origin.y) * invdiry; - tymax = (box.min.y - origin.y) * invdiry; - } +function Vector2( x, y ) { - if (tmin > tymax || tymin > tmax) return null; // These lines also handle the case where tmin or tmax is NaN - // (result of 0 * Infinity). x !== x returns true if x is NaN + this.x = x || 0; + this.y = y || 0; - if (tymin > tmin || tmin !== tmin) tmin = tymin; - if (tymax < tmax || tmax !== tmax) tmax = tymax; +} - if (invdirz >= 0) { - tzmin = (box.min.z - origin.z) * invdirz; - tzmax = (box.max.z - origin.z) * invdirz; - } else { - tzmin = (box.max.z - origin.z) * invdirz; - tzmax = (box.min.z - origin.z) * invdirz; - } +Object.defineProperties( Vector2.prototype, { - if (tmin > tzmax || tzmin > tmax) return null; - if (tzmin > tmin || tmin !== tmin) tmin = tzmin; - if (tzmax < tmax || tmax !== tmax) tmax = tzmax; //return point closest to the ray (positive side) - - if (tmax < 0) return null; - return this.at(tmin >= 0 ? tmin : tmax, optionalTarget); - }, - intersectsBox: function () { - var v = new THREE.Vector3(); - return function (box) { - return this.intersectBox(box, v) !== null; - }; - }(), - intersectTriangle: function () { - // Compute the offset origin, edges, and normal. - var diff = new THREE.Vector3(); - var edge1 = new THREE.Vector3(); - var edge2 = new THREE.Vector3(); - var normal = new THREE.Vector3(); - return function (a, b, c, backfaceCulling, optionalTarget) { - // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp - edge1.subVectors(b, a); - edge2.subVectors(c, a); - normal.crossVectors(edge1, edge2); // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, - // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by - // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) - // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) - // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) - - var DdN = this.direction.dot(normal); - var sign; - - if (DdN > 0) { - if (backfaceCulling) return null; - sign = 1; - } else if (DdN < 0) { - sign = -1; - DdN = -DdN; - } else { - return null; - } + "width": { - diff.subVectors(this.origin, a); - var DdQxE2 = sign * this.direction.dot(edge2.crossVectors(diff, edge2)); // b1 < 0, no intersection + get: function () { - if (DdQxE2 < 0) { - return null; - } + return this.x; - var DdE1xQ = sign * this.direction.dot(edge1.cross(diff)); // b2 < 0, no intersection + }, - if (DdE1xQ < 0) { - return null; - } // b1+b2 > 1, no intersection + set: function ( value ) { + this.x = value; - if (DdQxE2 + DdE1xQ > DdN) { - return null; - } // Line intersects triangle, check if ray does. + } + }, - var QdN = -sign * diff.dot(normal); // t < 0, no intersection + "height": { - if (QdN < 0) { - return null; - } // Ray intersects triangle. + get: function () { + return this.y; - return this.at(QdN / DdN, optionalTarget); - }; - }(), - applyMatrix4: function (matrix4) { - this.direction.add(this.origin).applyMatrix4(matrix4); - this.origin.applyMatrix4(matrix4); - this.direction.sub(this.origin); - this.direction.normalize(); - return this; - }, - equals: function (ray) { - return ray.origin.equals(this.origin) && ray.direction.equals(this.direction); - } -}; // File:src/math/Sphere.js + }, -/** - * @author bhouston / http://clara.io - * @author mrdoob / http://mrdoob.com/ - */ + set: function ( value ) { -THREE.Sphere = function (center, radius) { - this.center = center !== undefined ? center : new THREE.Vector3(); - this.radius = radius !== undefined ? radius : 0; -}; + this.y = value; -THREE.Sphere.prototype = { - constructor: THREE.Sphere, - set: function (center, radius) { - this.center.copy(center); - this.radius = radius; - return this; - }, - setFromPoints: function () { - var box = new THREE.Box3(); - return function (points, optionalCenter) { - var center = this.center; - - if (optionalCenter !== undefined) { - center.copy(optionalCenter); - } else { - box.setFromPoints(points).center(center); - } + } - var maxRadiusSq = 0; + } - for (var i = 0, il = points.length; i < il; i++) { - maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i])); - } +} ); - this.radius = Math.sqrt(maxRadiusSq); - return this; - }; - }(), - clone: function () { - return new this.constructor().copy(this); - }, - copy: function (sphere) { - this.center.copy(sphere.center); - this.radius = sphere.radius; - return this; - }, - empty: function () { - return this.radius <= 0; - }, - containsPoint: function (point) { - return point.distanceToSquared(this.center) <= this.radius * this.radius; - }, - distanceToPoint: function (point) { - return point.distanceTo(this.center) - this.radius; - }, - intersectsSphere: function (sphere) { - var radiusSum = this.radius + sphere.radius; - return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum; - }, - intersectsBox: function (box) { - return box.intersectsSphere(this); - }, - intersectsPlane: function (plane) { - // We use the following equation to compute the signed distance from - // the center of the sphere to the plane. - // - // distance = q * n - d - // - // If this distance is greater than the radius of the sphere, - // then there is no intersection. - return Math.abs(this.center.dot(plane.normal) - plane.constant) <= this.radius; - }, - clampPoint: function (point, optionalTarget) { - var deltaLengthSq = this.center.distanceToSquared(point); - var result = optionalTarget || new THREE.Vector3(); - result.copy(point); - - if (deltaLengthSq > this.radius * this.radius) { - result.sub(this.center).normalize(); - result.multiplyScalar(this.radius).add(this.center); - } +Object.assign( Vector2.prototype, { - return result; - }, - getBoundingBox: function (optionalTarget) { - var box = optionalTarget || new THREE.Box3(); - box.set(this.center, this.center); - box.expandByScalar(this.radius); - return box; - }, - applyMatrix4: function (matrix) { - this.center.applyMatrix4(matrix); - this.radius = this.radius * matrix.getMaxScaleOnAxis(); - return this; - }, - translate: function (offset) { - this.center.add(offset); - return this; - }, - equals: function (sphere) { - return sphere.center.equals(this.center) && sphere.radius === this.radius; - } -}; // File:src/math/Frustum.js + isVector2: true, -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author bhouston / http://clara.io - */ + set: function ( x, y ) { -THREE.Frustum = function (p0, p1, p2, p3, p4, p5) { - this.planes = [p0 !== undefined ? p0 : new THREE.Plane(), p1 !== undefined ? p1 : new THREE.Plane(), p2 !== undefined ? p2 : new THREE.Plane(), p3 !== undefined ? p3 : new THREE.Plane(), p4 !== undefined ? p4 : new THREE.Plane(), p5 !== undefined ? p5 : new THREE.Plane()]; -}; + this.x = x; + this.y = y; -THREE.Frustum.prototype = { - constructor: THREE.Frustum, - set: function (p0, p1, p2, p3, p4, p5) { - var planes = this.planes; - planes[0].copy(p0); - planes[1].copy(p1); - planes[2].copy(p2); - planes[3].copy(p3); - planes[4].copy(p4); - planes[5].copy(p5); - return this; - }, - clone: function () { - return new this.constructor().copy(this); - }, - copy: function (frustum) { - var planes = this.planes; - - for (var i = 0; i < 6; i++) { - planes[i].copy(frustum.planes[i]); - } + return this; - return this; - }, - setFromMatrix: function (m) { - var planes = this.planes; - var me = m.elements; - var me0 = me[0], - me1 = me[1], - me2 = me[2], - me3 = me[3]; - var me4 = me[4], - me5 = me[5], - me6 = me[6], - me7 = me[7]; - var me8 = me[8], - me9 = me[9], - me10 = me[10], - me11 = me[11]; - var me12 = me[12], - me13 = me[13], - me14 = me[14], - me15 = me[15]; - planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize(); - planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize(); - planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize(); - planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize(); - planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize(); - planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize(); - return this; - }, - intersectsObject: function () { - var sphere = new THREE.Sphere(); - return function (object) { - var geometry = object.geometry; - if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); - sphere.copy(geometry.boundingSphere); - sphere.applyMatrix4(object.matrixWorld); - return this.intersectsSphere(sphere); - }; - }(), - intersectsSphere: function (sphere) { - var planes = this.planes; - var center = sphere.center; - var negRadius = -sphere.radius; + }, - for (var i = 0; i < 6; i++) { - var distance = planes[i].distanceToPoint(center); + setScalar: function ( scalar ) { - if (distance < negRadius) { - return false; - } - } + this.x = scalar; + this.y = scalar; - return true; - }, - intersectsBox: function () { - var p1 = new THREE.Vector3(), - p2 = new THREE.Vector3(); - return function (box) { - var planes = this.planes; - - for (var i = 0; i < 6; i++) { - var plane = planes[i]; - p1.x = plane.normal.x > 0 ? box.min.x : box.max.x; - p2.x = plane.normal.x > 0 ? box.max.x : box.min.x; - p1.y = plane.normal.y > 0 ? box.min.y : box.max.y; - p2.y = plane.normal.y > 0 ? box.max.y : box.min.y; - p1.z = plane.normal.z > 0 ? box.min.z : box.max.z; - p2.z = plane.normal.z > 0 ? box.max.z : box.min.z; - var d1 = plane.distanceToPoint(p1); - var d2 = plane.distanceToPoint(p2); // if both outside plane, no intersection - - if (d1 < 0 && d2 < 0) { - return false; - } - } + return this; - return true; - }; - }(), - containsPoint: function (point) { - var planes = this.planes; + }, - for (var i = 0; i < 6; i++) { - if (planes[i].distanceToPoint(point) < 0) { - return false; - } - } + setX: function ( x ) { - return true; - } -}; // File:src/core/EventDispatcher.js + this.x = x; -/** - * https://github.com/mrdoob/eventdispatcher.js/ - */ + return this; -THREE.EventDispatcher = function () {}; + }, -THREE.EventDispatcher.prototype = { - constructor: THREE.EventDispatcher, - apply: function (object) { - object.addEventListener = THREE.EventDispatcher.prototype.addEventListener; - object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener; - object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener; - object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent; - }, - addEventListener: function (type, listener) { - if (this._listeners === undefined) this._listeners = {}; - var listeners = this._listeners; + setY: function ( y ) { - if (listeners[type] === undefined) { - listeners[type] = []; - } + this.y = y; - if (listeners[type].indexOf(listener) === -1) { - listeners[type].push(listener); - } - }, - hasEventListener: function (type, listener) { - if (this._listeners === undefined) return false; - var listeners = this._listeners; + return this; - if (listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1) { - return true; - } + }, - return false; - }, - removeEventListener: function (type, listener) { - if (this._listeners === undefined) return; - var listeners = this._listeners; - var listenerArray = listeners[type]; + setComponent: function ( index, value ) { - if (listenerArray !== undefined) { - var index = listenerArray.indexOf(listener); + switch ( index ) { - if (index !== -1) { - listenerArray.splice(index, 1); - } - } - }, - dispatchEvent: function (event) { - if (this._listeners === undefined) return; - var listeners = this._listeners; - var listenerArray = listeners[event.type]; - - if (listenerArray !== undefined) { - event.target = this; - var array = []; - var length = listenerArray.length; - - for (var i = 0; i < length; i++) { - array[i] = listenerArray[i]; - } + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'index is out of range: ' + index ); - for (var i = 0; i < length; i++) { - array[i].call(this, event); - } - } - } -}; // File:src/core/Layers.js + } -/** - * @author mrdoob / http://mrdoob.com/ - */ + return this; -THREE.Layers = function () { - this.mask = 1; -}; + }, -THREE.Layers.prototype = { - constructor: THREE.Layers, - set: function (channel) { - this.mask = 1 << channel; - }, - enable: function (channel) { - this.mask |= 1 << channel; - }, - toggle: function (channel) { - this.mask ^= 1 << channel; - }, - disable: function (channel) { - this.mask &= ~(1 << channel); - }, - test: function (layers) { - return (this.mask & layers.mask) !== 0; - } -}; // File:src/core/Object3D.js + getComponent: function ( index ) { -/** - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author elephantatwork / www.elephantatwork.ch - */ + switch ( index ) { -THREE.Object3D = function () { - Object.defineProperty(this, 'id', { - value: THREE.Object3DIdCount++ - }); - this.uuid = THREE.Math.generateUUID(); - this.name = ''; - this.type = 'Object3D'; - this.parent = null; - this.children = []; - this.up = THREE.Object3D.DefaultUp.clone(); - var position = new THREE.Vector3(); - var rotation = new THREE.Euler(); - var quaternion = new THREE.Quaternion(); - var scale = new THREE.Vector3(1, 1, 1); - - function onRotationChange() { - quaternion.setFromEuler(rotation, false); - } + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); - function onQuaternionChange() { - rotation.setFromQuaternion(quaternion, undefined, false); - } + } - rotation.onChange(onRotationChange); - quaternion.onChange(onQuaternionChange); - Object.defineProperties(this, { - position: { - enumerable: true, - value: position - }, - rotation: { - enumerable: true, - value: rotation - }, - quaternion: { - enumerable: true, - value: quaternion - }, - scale: { - enumerable: true, - value: scale - }, - modelViewMatrix: { - value: new THREE.Matrix4() - }, - normalMatrix: { - value: new THREE.Matrix3() - } - }); - this.rotationAutoUpdate = true; - this.matrix = new THREE.Matrix4(); - this.matrixWorld = new THREE.Matrix4(); - this.matrixAutoUpdate = THREE.Object3D.DefaultMatrixAutoUpdate; - this.matrixWorldNeedsUpdate = false; - this.layers = new THREE.Layers(); - this.visible = true; - this.castShadow = false; - this.receiveShadow = false; - this.frustumCulled = true; - this.renderOrder = 0; - this.userData = {}; -}; + }, -THREE.Object3D.DefaultUp = new THREE.Vector3(0, 1, 0); -THREE.Object3D.DefaultMatrixAutoUpdate = true; -THREE.Object3D.prototype = { - constructor: THREE.Object3D, - applyMatrix: function (matrix) { - this.matrix.multiplyMatrices(matrix, this.matrix); - this.matrix.decompose(this.position, this.quaternion, this.scale); - }, - setRotationFromAxisAngle: function (axis, angle) { - // assumes axis is normalized - this.quaternion.setFromAxisAngle(axis, angle); - }, - setRotationFromEuler: function (euler) { - this.quaternion.setFromEuler(euler, true); - }, - setRotationFromMatrix: function (m) { - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - this.quaternion.setFromRotationMatrix(m); - }, - setRotationFromQuaternion: function (q) { - // assumes q is normalized - this.quaternion.copy(q); - }, - rotateOnAxis: function () { - // rotate object on axis in object space - // axis is assumed to be normalized - var q1 = new THREE.Quaternion(); - return function (axis, angle) { - q1.setFromAxisAngle(axis, angle); - this.quaternion.multiply(q1); - return this; - }; - }(), - rotateX: function () { - var v1 = new THREE.Vector3(1, 0, 0); - return function (angle) { - return this.rotateOnAxis(v1, angle); - }; - }(), - rotateY: function () { - var v1 = new THREE.Vector3(0, 1, 0); - return function (angle) { - return this.rotateOnAxis(v1, angle); - }; - }(), - rotateZ: function () { - var v1 = new THREE.Vector3(0, 0, 1); - return function (angle) { - return this.rotateOnAxis(v1, angle); - }; - }(), - translateOnAxis: function () { - // translate object by distance along axis in object space - // axis is assumed to be normalized - var v1 = new THREE.Vector3(); - return function (axis, distance) { - v1.copy(axis).applyQuaternion(this.quaternion); - this.position.add(v1.multiplyScalar(distance)); - return this; - }; - }(), - translateX: function () { - var v1 = new THREE.Vector3(1, 0, 0); - return function (distance) { - return this.translateOnAxis(v1, distance); - }; - }(), - translateY: function () { - var v1 = new THREE.Vector3(0, 1, 0); - return function (distance) { - return this.translateOnAxis(v1, distance); - }; - }(), - translateZ: function () { - var v1 = new THREE.Vector3(0, 0, 1); - return function (distance) { - return this.translateOnAxis(v1, distance); - }; - }(), - localToWorld: function (vector) { - return vector.applyMatrix4(this.matrixWorld); - }, - worldToLocal: function () { - var m1 = new THREE.Matrix4(); - return function (vector) { - return vector.applyMatrix4(m1.getInverse(this.matrixWorld)); - }; - }(), - lookAt: function () { - // This routine does not support objects with rotated and/or translated parent(s) - var m1 = new THREE.Matrix4(); - return function (vector) { - m1.lookAt(vector, this.position, this.up); - this.quaternion.setFromRotationMatrix(m1); - }; - }(), - add: function (object) { - if (arguments.length > 1) { - for (var i = 0; i < arguments.length; i++) { - this.add(arguments[i]); - } + clone: function () { - return this; - } + return new this.constructor( this.x, this.y ); - if (object === this) { - return this; - } + }, - if (object instanceof THREE.Object3D) { - if (object.parent !== null) { - object.parent.remove(object); - } + copy: function ( v ) { - object.parent = this; - object.dispatchEvent({ - type: 'added' - }); - this.children.push(object); - } + this.x = v.x; + this.y = v.y; - return this; - }, - remove: function (object) { - if (arguments.length > 1) { - for (var i = 0; i < arguments.length; i++) { - this.remove(arguments[i]); - } - } + return this; - var index = this.children.indexOf(object); + }, - if (index !== -1) { - object.parent = null; - object.dispatchEvent({ - type: 'removed' - }); - this.children.splice(index, 1); - } - }, - getObjectById: function (id) { - return this.getObjectByProperty('id', id); - }, - getObjectByName: function (name) { - return this.getObjectByProperty('name', name); - }, - getObjectByProperty: function (name, value) { - if (this[name] === value) return this; - - for (var i = 0, l = this.children.length; i < l; i++) { - var child = this.children[i]; - var object = child.getObjectByProperty(name, value); - - if (object !== undefined) { - return object; - } - } + add: function ( v, w ) { - return undefined; - }, - getWorldPosition: function (optionalTarget) { - var result = optionalTarget || new THREE.Vector3(); - this.updateMatrixWorld(true); - return result.setFromMatrixPosition(this.matrixWorld); - }, - getWorldQuaternion: function () { - var position = new THREE.Vector3(); - var scale = new THREE.Vector3(); - return function (optionalTarget) { - var result = optionalTarget || new THREE.Quaternion(); - this.updateMatrixWorld(true); - this.matrixWorld.decompose(position, result, scale); - return result; - }; - }(), - getWorldRotation: function () { - var quaternion = new THREE.Quaternion(); - return function (optionalTarget) { - var result = optionalTarget || new THREE.Euler(); - this.getWorldQuaternion(quaternion); - return result.setFromQuaternion(quaternion, this.rotation.order, false); - }; - }(), - getWorldScale: function () { - var position = new THREE.Vector3(); - var quaternion = new THREE.Quaternion(); - return function (optionalTarget) { - var result = optionalTarget || new THREE.Vector3(); - this.updateMatrixWorld(true); - this.matrixWorld.decompose(position, quaternion, result); - return result; - }; - }(), - getWorldDirection: function () { - var quaternion = new THREE.Quaternion(); - return function (optionalTarget) { - var result = optionalTarget || new THREE.Vector3(); - this.getWorldQuaternion(quaternion); - return result.set(0, 0, 1).applyQuaternion(quaternion); - }; - }(), - raycast: function () {}, - traverse: function (callback) { - callback(this); - var children = this.children; - - for (var i = 0, l = children.length; i < l; i++) { - children[i].traverse(callback); - } - }, - traverseVisible: function (callback) { - if (this.visible === false) return; - callback(this); - var children = this.children; - - for (var i = 0, l = children.length; i < l; i++) { - children[i].traverseVisible(callback); - } - }, - traverseAncestors: function (callback) { - var parent = this.parent; + if ( w !== undefined ) { - if (parent !== null) { - callback(parent); - parent.traverseAncestors(callback); - } - }, - updateMatrix: function () { - this.matrix.compose(this.position, this.quaternion, this.scale); - this.matrixWorldNeedsUpdate = true; - }, - updateMatrixWorld: function (force) { - if (this.matrixAutoUpdate === true) this.updateMatrix(); - - if (this.matrixWorldNeedsUpdate === true || force === true) { - if (this.parent === null) { - this.matrixWorld.copy(this.matrix); - } else { - this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix); - } + console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); - this.matrixWorldNeedsUpdate = false; - force = true; - } // update children + } + this.x += v.x; + this.y += v.y; - for (var i = 0, l = this.children.length; i < l; i++) { - this.children[i].updateMatrixWorld(force); - } - }, - toJSON: function (meta) { - var isRootObject = meta === undefined; - var output = {}; // meta is a hash used to collect geometries, materials. - // not providing it implies that this is the root object - // being serialized. - - if (isRootObject) { - // initialize meta obj - meta = { - geometries: {}, - materials: {}, - textures: {}, - images: {} - }; - output.metadata = { - version: 4.4, - type: 'Object', - generator: 'Object3D.toJSON' - }; - } // standard Object3D serialization - - - var object = {}; - object.uuid = this.uuid; - object.type = this.type; - if (this.name !== '') object.name = this.name; - if (JSON.stringify(this.userData) !== '{}') object.userData = this.userData; - if (this.castShadow === true) object.castShadow = true; - if (this.receiveShadow === true) object.receiveShadow = true; - if (this.visible === false) object.visible = false; - object.matrix = this.matrix.toArray(); // - - if (this.geometry !== undefined) { - if (meta.geometries[this.geometry.uuid] === undefined) { - meta.geometries[this.geometry.uuid] = this.geometry.toJSON(meta); - } + return this; - object.geometry = this.geometry.uuid; - } + }, - if (this.material !== undefined) { - if (meta.materials[this.material.uuid] === undefined) { - meta.materials[this.material.uuid] = this.material.toJSON(meta); - } + addScalar: function ( s ) { - object.material = this.material.uuid; - } // + this.x += s; + this.y += s; + return this; - if (this.children.length > 0) { - object.children = []; + }, - for (var i = 0; i < this.children.length; i++) { - object.children.push(this.children[i].toJSON(meta).object); - } - } + addVectors: function ( a, b ) { - if (isRootObject) { - var geometries = extractFromCache(meta.geometries); - var materials = extractFromCache(meta.materials); - var textures = extractFromCache(meta.textures); - var images = extractFromCache(meta.images); - if (geometries.length > 0) output.geometries = geometries; - if (materials.length > 0) output.materials = materials; - if (textures.length > 0) output.textures = textures; - if (images.length > 0) output.images = images; - } + this.x = a.x + b.x; + this.y = a.y + b.y; - output.object = object; - return output; // extract data from the cache hash - // remove metadata on each item - // and return as array + return this; - function extractFromCache(cache) { - var values = []; + }, - for (var key in cache) { - var data = cache[key]; - delete data.metadata; - values.push(data); - } + addScaledVector: function ( v, s ) { - return values; - } - }, - clone: function (recursive) { - return new this.constructor().copy(this, recursive); - }, - copy: function (source, recursive) { - if (recursive === undefined) recursive = true; - this.name = source.name; - this.up.copy(source.up); - this.position.copy(source.position); - this.quaternion.copy(source.quaternion); - this.scale.copy(source.scale); - this.rotationAutoUpdate = source.rotationAutoUpdate; - this.matrix.copy(source.matrix); - this.matrixWorld.copy(source.matrixWorld); - this.matrixAutoUpdate = source.matrixAutoUpdate; - this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; - this.visible = source.visible; - this.castShadow = source.castShadow; - this.receiveShadow = source.receiveShadow; - this.frustumCulled = source.frustumCulled; - this.renderOrder = source.renderOrder; - this.userData = JSON.parse(JSON.stringify(source.userData)); - - if (recursive === true) { - for (var i = 0; i < source.children.length; i++) { - var child = source.children[i]; - this.add(child.clone()); - } - } + this.x += v.x * s; + this.y += v.y * s; - return this; - } -}; -THREE.EventDispatcher.prototype.apply(THREE.Object3D.prototype); -THREE.Object3DIdCount = 0; // File:src/core/Face3.js + return this; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + }, -THREE.Face3 = function (a, b, c, normal, color, materialIndex) { - this.a = a; - this.b = b; - this.c = c; - this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); - this.vertexNormals = Array.isArray(normal) ? normal : []; - this.color = color instanceof THREE.Color ? color : new THREE.Color(); - this.vertexColors = Array.isArray(color) ? color : []; - this.materialIndex = materialIndex !== undefined ? materialIndex : 0; -}; + sub: function ( v, w ) { -THREE.Face3.prototype = { - constructor: THREE.Face3, - clone: function () { - return new this.constructor().copy(this); - }, - copy: function (source) { - this.a = source.a; - this.b = source.b; - this.c = source.c; - this.normal.copy(source.normal); - this.color.copy(source.color); - this.materialIndex = source.materialIndex; - - for (var i = 0, il = source.vertexNormals.length; i < il; i++) { - this.vertexNormals[i] = source.vertexNormals[i].clone(); - } + if ( w !== undefined ) { - for (var i = 0, il = source.vertexColors.length; i < il; i++) { - this.vertexColors[i] = source.vertexColors[i].clone(); - } + console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); - return this; - } -}; // File:src/core/BufferAttribute.js + } -/** - * @author mrdoob / http://mrdoob.com/ - */ + this.x -= v.x; + this.y -= v.y; -THREE.BufferAttribute = function (array, itemSize) { - this.uuid = THREE.Math.generateUUID(); - this.array = array; - this.itemSize = itemSize; - this.dynamic = false; - this.updateRange = { - offset: 0, - count: -1 - }; - this.version = 0; -}; + return this; -THREE.BufferAttribute.prototype = { - constructor: THREE.BufferAttribute, - - get count() { - return this.array.length / this.itemSize; - }, - - set needsUpdate(value) { - if (value === true) this.version++; - }, - - setDynamic: function (value) { - this.dynamic = value; - return this; - }, - copy: function (source) { - this.array = new source.array.constructor(source.array); - this.itemSize = source.itemSize; - this.dynamic = source.dynamic; - return this; - }, - copyAt: function (index1, attribute, index2) { - index1 *= this.itemSize; - index2 *= attribute.itemSize; - - for (var i = 0, l = this.itemSize; i < l; i++) { - this.array[index1 + i] = attribute.array[index2 + i]; - } + }, - return this; - }, - copyArray: function (array) { - this.array.set(array); - return this; - }, - copyColorsArray: function (colors) { - var array = this.array, - offset = 0; - - for (var i = 0, l = colors.length; i < l; i++) { - var color = colors[i]; - - if (color === undefined) { - color = new THREE.Color(); - } + subScalar: function ( s ) { - array[offset++] = color.r; - array[offset++] = color.g; - array[offset++] = color.b; - } + this.x -= s; + this.y -= s; - return this; - }, - copyIndicesArray: function (indices) { - var array = this.array, - offset = 0; - - for (var i = 0, l = indices.length; i < l; i++) { - var index = indices[i]; - array[offset++] = index.a; - array[offset++] = index.b; - array[offset++] = index.c; - } + return this; - return this; - }, - copyVector2sArray: function (vectors) { - var array = this.array, - offset = 0; + }, - for (var i = 0, l = vectors.length; i < l; i++) { - var vector = vectors[i]; + subVectors: function ( a, b ) { - if (vector === undefined) { - vector = new THREE.Vector2(); - } + this.x = a.x - b.x; + this.y = a.y - b.y; - array[offset++] = vector.x; - array[offset++] = vector.y; - } + return this; - return this; - }, - copyVector3sArray: function (vectors) { - var array = this.array, - offset = 0; + }, - for (var i = 0, l = vectors.length; i < l; i++) { - var vector = vectors[i]; + multiply: function ( v ) { - if (vector === undefined) { - vector = new THREE.Vector3(); - } + this.x *= v.x; + this.y *= v.y; - array[offset++] = vector.x; - array[offset++] = vector.y; - array[offset++] = vector.z; - } + return this; - return this; - }, - copyVector4sArray: function (vectors) { - var array = this.array, - offset = 0; + }, - for (var i = 0, l = vectors.length; i < l; i++) { - var vector = vectors[i]; + multiplyScalar: function ( scalar ) { - if (vector === undefined) { - vector = new THREE.Vector4(); - } + this.x *= scalar; + this.y *= scalar; - array[offset++] = vector.x; - array[offset++] = vector.y; - array[offset++] = vector.z; - array[offset++] = vector.w; - } + return this; - return this; - }, - set: function (value, offset) { - if (offset === undefined) offset = 0; - this.array.set(value, offset); - return this; - }, - getX: function (index) { - return this.array[index * this.itemSize]; - }, - setX: function (index, x) { - this.array[index * this.itemSize] = x; - return this; - }, - getY: function (index) { - return this.array[index * this.itemSize + 1]; - }, - setY: function (index, y) { - this.array[index * this.itemSize + 1] = y; - return this; - }, - getZ: function (index) { - return this.array[index * this.itemSize + 2]; - }, - setZ: function (index, z) { - this.array[index * this.itemSize + 2] = z; - return this; - }, - getW: function (index) { - return this.array[index * this.itemSize + 3]; - }, - setW: function (index, w) { - this.array[index * this.itemSize + 3] = w; - return this; - }, - setXY: function (index, x, y) { - index *= this.itemSize; - this.array[index + 0] = x; - this.array[index + 1] = y; - return this; - }, - setXYZ: function (index, x, y, z) { - index *= this.itemSize; - this.array[index + 0] = x; - this.array[index + 1] = y; - this.array[index + 2] = z; - return this; - }, - setXYZW: function (index, x, y, z, w) { - index *= this.itemSize; - this.array[index + 0] = x; - this.array[index + 1] = y; - this.array[index + 2] = z; - this.array[index + 3] = w; - return this; - }, - clone: function () { - return new this.constructor().copy(this); - } -}; // + }, -THREE.Int8Attribute = function (array, itemSize) { - return new THREE.BufferAttribute(new Int8Array(array), itemSize); -}; + divide: function ( v ) { -THREE.Uint8Attribute = function (array, itemSize) { - return new THREE.BufferAttribute(new Uint8Array(array), itemSize); -}; + this.x /= v.x; + this.y /= v.y; -THREE.Uint8ClampedAttribute = function (array, itemSize) { - return new THREE.BufferAttribute(new Uint8ClampedArray(array), itemSize); -}; + return this; -THREE.Int16Attribute = function (array, itemSize) { - return new THREE.BufferAttribute(new Int16Array(array), itemSize); -}; + }, -THREE.Uint16Attribute = function (array, itemSize) { - return new THREE.BufferAttribute(new Uint16Array(array), itemSize); -}; + divideScalar: function ( scalar ) { -THREE.Int32Attribute = function (array, itemSize) { - return new THREE.BufferAttribute(new Int32Array(array), itemSize); -}; + return this.multiplyScalar( 1 / scalar ); -THREE.Uint32Attribute = function (array, itemSize) { - return new THREE.BufferAttribute(new Uint32Array(array), itemSize); -}; + }, -THREE.Float32Attribute = function (array, itemSize) { - return new THREE.BufferAttribute(new Float32Array(array), itemSize); -}; + applyMatrix3: function ( m ) { -THREE.Float64Attribute = function (array, itemSize) { - return new THREE.BufferAttribute(new Float64Array(array), itemSize); -}; // Deprecated + var x = this.x, y = this.y; + var e = m.elements; + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; -THREE.DynamicBufferAttribute = function (array, itemSize) { - return new THREE.BufferAttribute(array, itemSize).setDynamic(true); -}; // File:src/core/InstancedBufferAttribute.js + return this; -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ + }, + min: function ( v ) { -THREE.InstancedBufferAttribute = function (array, itemSize, meshPerAttribute) { - THREE.BufferAttribute.call(this, array, itemSize); - this.meshPerAttribute = meshPerAttribute || 1; -}; + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); -THREE.InstancedBufferAttribute.prototype = Object.create(THREE.BufferAttribute.prototype); -THREE.InstancedBufferAttribute.prototype.constructor = THREE.InstancedBufferAttribute; + return this; -THREE.InstancedBufferAttribute.prototype.copy = function (source) { - THREE.BufferAttribute.prototype.copy.call(this, source); - this.meshPerAttribute = source.meshPerAttribute; - return this; -}; // File:src/core/BufferGeometry.js + }, -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ + max: function ( v ) { + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); -THREE.BufferGeometry = function () { - Object.defineProperty(this, 'id', { - value: THREE.GeometryIdCount++ - }); - this.uuid = THREE.Math.generateUUID(); - this.name = ''; - this.type = 'BufferGeometry'; - this.index = null; - this.attributes = {}; - this.morphAttributes = {}; - this.groups = []; - this.boundingBox = null; - this.boundingSphere = null; - this.drawRange = { - start: 0, - count: Infinity - }; -}; + return this; -THREE.BufferGeometry.prototype = { - constructor: THREE.BufferGeometry, - getIndex: function () { - return this.index; - }, - setIndex: function (index) { - this.index = index; - }, - addAttribute: function (name, attribute) { - if (attribute instanceof THREE.BufferAttribute === false && attribute instanceof THREE.InterleavedBufferAttribute === false) { - this.addAttribute(name, new THREE.BufferAttribute(arguments[1], arguments[2])); - return; - } + }, - if (name === 'index') { - this.setIndex(attribute); - return; - } + clamp: function ( min, max ) { - this.attributes[name] = attribute; - return this; - }, - getAttribute: function (name) { - return this.attributes[name]; - }, - removeAttribute: function (name) { - delete this.attributes[name]; - return this; - }, - addGroup: function (start, count, materialIndex) { - this.groups.push({ - start: start, - count: count, - materialIndex: materialIndex !== undefined ? materialIndex : 0 - }); - }, - clearGroups: function () { - this.groups = []; - }, - setDrawRange: function (start, count) { - this.drawRange.start = start; - this.drawRange.count = count; - }, - applyMatrix: function (matrix) { - var position = this.attributes.position; - - if (position !== undefined) { - matrix.applyToVector3Array(position.array); - position.needsUpdate = true; - } + // assumes min < max, componentwise - var normal = this.attributes.normal; + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - if (normal !== undefined) { - var normalMatrix = new THREE.Matrix3().getNormalMatrix(matrix); - normalMatrix.applyToVector3Array(normal.array); - normal.needsUpdate = true; - } + return this; - if (this.boundingBox !== null) { - this.computeBoundingBox(); - } + }, - if (this.boundingSphere !== null) { - this.computeBoundingSphere(); - } + clampScalar: function ( minVal, maxVal ) { - return this; - }, - rotateX: function () { - // rotate geometry around world x-axis - var m1; - return function rotateX(angle) { - if (m1 === undefined) m1 = new THREE.Matrix4(); - m1.makeRotationX(angle); - this.applyMatrix(m1); - return this; - }; - }(), - rotateY: function () { - // rotate geometry around world y-axis - var m1; - return function rotateY(angle) { - if (m1 === undefined) m1 = new THREE.Matrix4(); - m1.makeRotationY(angle); - this.applyMatrix(m1); - return this; - }; - }(), - rotateZ: function () { - // rotate geometry around world z-axis - var m1; - return function rotateZ(angle) { - if (m1 === undefined) m1 = new THREE.Matrix4(); - m1.makeRotationZ(angle); - this.applyMatrix(m1); - return this; - }; - }(), - translate: function () { - // translate geometry - var m1; - return function translate(x, y, z) { - if (m1 === undefined) m1 = new THREE.Matrix4(); - m1.makeTranslation(x, y, z); - this.applyMatrix(m1); - return this; - }; - }(), - scale: function () { - // scale geometry - var m1; - return function scale(x, y, z) { - if (m1 === undefined) m1 = new THREE.Matrix4(); - m1.makeScale(x, y, z); - this.applyMatrix(m1); - return this; - }; - }(), - lookAt: function () { - var obj; - return function lookAt(vector) { - if (obj === undefined) obj = new THREE.Object3D(); - obj.lookAt(vector); - obj.updateMatrix(); - this.applyMatrix(obj.matrix); - }; - }(), - center: function () { - this.computeBoundingBox(); - var offset = this.boundingBox.center().negate(); - this.translate(offset.x, offset.y, offset.z); - return offset; - }, - setFromObject: function (object) { - // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); - var geometry = object.geometry; - - if (object instanceof THREE.Points || object instanceof THREE.Line) { - var positions = new THREE.Float32Attribute(geometry.vertices.length * 3, 3); - var colors = new THREE.Float32Attribute(geometry.colors.length * 3, 3); - this.addAttribute('position', positions.copyVector3sArray(geometry.vertices)); - this.addAttribute('color', colors.copyColorsArray(geometry.colors)); - - if (geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length) { - var lineDistances = new THREE.Float32Attribute(geometry.lineDistances.length, 1); - this.addAttribute('lineDistance', lineDistances.copyArray(geometry.lineDistances)); - } + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); - if (geometry.boundingSphere !== null) { - this.boundingSphere = geometry.boundingSphere.clone(); - } + return this; - if (geometry.boundingBox !== null) { - this.boundingBox = geometry.boundingBox.clone(); - } - } else if (object instanceof THREE.Mesh) { - if (geometry instanceof THREE.Geometry) { - this.fromGeometry(geometry); - } - } + }, - return this; - }, - updateFromObject: function (object) { - var geometry = object.geometry; + clampLength: function ( min, max ) { - if (object instanceof THREE.Mesh) { - var direct = geometry.__directGeometry; + var length = this.length(); - if (direct === undefined) { - return this.fromGeometry(geometry); - } + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - direct.verticesNeedUpdate = geometry.verticesNeedUpdate; - direct.normalsNeedUpdate = geometry.normalsNeedUpdate; - direct.colorsNeedUpdate = geometry.colorsNeedUpdate; - direct.uvsNeedUpdate = geometry.uvsNeedUpdate; - direct.groupsNeedUpdate = geometry.groupsNeedUpdate; - geometry.verticesNeedUpdate = false; - geometry.normalsNeedUpdate = false; - geometry.colorsNeedUpdate = false; - geometry.uvsNeedUpdate = false; - geometry.groupsNeedUpdate = false; - geometry = direct; - } + }, - if (geometry.verticesNeedUpdate === true) { - var attribute = this.attributes.position; + floor: function () { - if (attribute !== undefined) { - attribute.copyVector3sArray(geometry.vertices); - attribute.needsUpdate = true; - } + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); - geometry.verticesNeedUpdate = false; - } + return this; - if (geometry.normalsNeedUpdate === true) { - var attribute = this.attributes.normal; + }, - if (attribute !== undefined) { - attribute.copyVector3sArray(geometry.normals); - attribute.needsUpdate = true; - } + ceil: function () { - geometry.normalsNeedUpdate = false; - } + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); - if (geometry.colorsNeedUpdate === true) { - var attribute = this.attributes.color; + return this; - if (attribute !== undefined) { - attribute.copyColorsArray(geometry.colors); - attribute.needsUpdate = true; - } + }, - geometry.colorsNeedUpdate = false; - } + round: function () { - if (geometry.uvsNeedUpdate) { - var attribute = this.attributes.uv; + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); - if (attribute !== undefined) { - attribute.copyVector2sArray(geometry.uvs); - attribute.needsUpdate = true; - } + return this; - geometry.uvsNeedUpdate = false; - } + }, - if (geometry.lineDistancesNeedUpdate) { - var attribute = this.attributes.lineDistance; + roundToZero: function () { - if (attribute !== undefined) { - attribute.copyArray(geometry.lineDistances); - attribute.needsUpdate = true; - } + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); - geometry.lineDistancesNeedUpdate = false; - } + return this; - if (geometry.groupsNeedUpdate) { - geometry.computeGroups(object.geometry); - this.groups = geometry.groups; - geometry.groupsNeedUpdate = false; - } + }, - return this; - }, - fromGeometry: function (geometry) { - geometry.__directGeometry = new THREE.DirectGeometry().fromGeometry(geometry); - return this.fromDirectGeometry(geometry.__directGeometry); - }, - fromDirectGeometry: function (geometry) { - var positions = new Float32Array(geometry.vertices.length * 3); - this.addAttribute('position', new THREE.BufferAttribute(positions, 3).copyVector3sArray(geometry.vertices)); - - if (geometry.normals.length > 0) { - var normals = new Float32Array(geometry.normals.length * 3); - this.addAttribute('normal', new THREE.BufferAttribute(normals, 3).copyVector3sArray(geometry.normals)); - } + negate: function () { - if (geometry.colors.length > 0) { - var colors = new Float32Array(geometry.colors.length * 3); - this.addAttribute('color', new THREE.BufferAttribute(colors, 3).copyColorsArray(geometry.colors)); - } + this.x = - this.x; + this.y = - this.y; - if (geometry.uvs.length > 0) { - var uvs = new Float32Array(geometry.uvs.length * 2); - this.addAttribute('uv', new THREE.BufferAttribute(uvs, 2).copyVector2sArray(geometry.uvs)); - } + return this; - if (geometry.uvs2.length > 0) { - var uvs2 = new Float32Array(geometry.uvs2.length * 2); - this.addAttribute('uv2', new THREE.BufferAttribute(uvs2, 2).copyVector2sArray(geometry.uvs2)); - } + }, - if (geometry.indices.length > 0) { - var TypeArray = geometry.vertices.length > 65535 ? Uint32Array : Uint16Array; - var indices = new TypeArray(geometry.indices.length * 3); - this.setIndex(new THREE.BufferAttribute(indices, 1).copyIndicesArray(geometry.indices)); - } // groups + dot: function ( v ) { + return this.x * v.x + this.y * v.y; - this.groups = geometry.groups; // morphs + }, - for (var name in geometry.morphTargets) { - var array = []; - var morphTargets = geometry.morphTargets[name]; + cross: function ( v ) { - for (var i = 0, l = morphTargets.length; i < l; i++) { - var morphTarget = morphTargets[i]; - var attribute = new THREE.Float32Attribute(morphTarget.length * 3, 3); - array.push(attribute.copyVector3sArray(morphTarget)); - } + return this.x * v.y - this.y * v.x; - this.morphAttributes[name] = array; - } // skinning + }, + lengthSq: function () { - if (geometry.skinIndices.length > 0) { - var skinIndices = new THREE.Float32Attribute(geometry.skinIndices.length * 4, 4); - this.addAttribute('skinIndex', skinIndices.copyVector4sArray(geometry.skinIndices)); - } + return this.x * this.x + this.y * this.y; - if (geometry.skinWeights.length > 0) { - var skinWeights = new THREE.Float32Attribute(geometry.skinWeights.length * 4, 4); - this.addAttribute('skinWeight', skinWeights.copyVector4sArray(geometry.skinWeights)); - } // + }, + length: function () { - if (geometry.boundingSphere !== null) { - this.boundingSphere = geometry.boundingSphere.clone(); - } + return Math.sqrt( this.x * this.x + this.y * this.y ); - if (geometry.boundingBox !== null) { - this.boundingBox = geometry.boundingBox.clone(); - } + }, - return this; - }, - computeBoundingBox: function () { - var vector = new THREE.Vector3(); - return function () { - if (this.boundingBox === null) { - this.boundingBox = new THREE.Box3(); - } + manhattanLength: function () { - var positions = this.attributes.position.array; + return Math.abs( this.x ) + Math.abs( this.y ); - if (positions) { - this.boundingBox.setFromArray(positions); - } + }, - if (positions === undefined || positions.length === 0) { - this.boundingBox.min.set(0, 0, 0); - this.boundingBox.max.set(0, 0, 0); - } + normalize: function () { - if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) ; - }; - }(), - computeBoundingSphere: function () { - var box = new THREE.Box3(); - var vector = new THREE.Vector3(); - return function () { - if (this.boundingSphere === null) { - this.boundingSphere = new THREE.Sphere(); - } + return this.divideScalar( this.length() || 1 ); - var positions = this.attributes.position.array; + }, - if (positions) { - var center = this.boundingSphere.center; - box.setFromArray(positions); - box.center(center); // hoping to find a boundingSphere with a radius smaller than the - // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + angle: function () { - var maxRadiusSq = 0; + // computes the angle in radians with respect to the positive x-axis - for (var i = 0, il = positions.length; i < il; i += 3) { - vector.fromArray(positions, i); - maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(vector)); - } + var angle = Math.atan2( - this.y, - this.x ) + Math.PI; - this.boundingSphere.radius = Math.sqrt(maxRadiusSq); + return angle; - if (isNaN(this.boundingSphere.radius)) ; - } - }; - }(), - computeFaceNormals: function () {// backwards compatibility - }, - computeVertexNormals: function () { - var index = this.index; - var attributes = this.attributes; - var groups = this.groups; - - if (attributes.position) { - var positions = attributes.position.array; - - if (attributes.normal === undefined) { - this.addAttribute('normal', new THREE.BufferAttribute(new Float32Array(positions.length), 3)); - } else { - // reset existing normals to zero - var array = attributes.normal.array; - - for (var i = 0, il = array.length; i < il; i++) { - array[i] = 0; - } - } + }, - var normals = attributes.normal.array; - var vA, - vB, - vC, - pA = new THREE.Vector3(), - pB = new THREE.Vector3(), - pC = new THREE.Vector3(), - cb = new THREE.Vector3(), - ab = new THREE.Vector3(); // indexed elements - - if (index) { - var indices = index.array; - - if (groups.length === 0) { - this.addGroup(0, indices.length); - } - - for (var j = 0, jl = groups.length; j < jl; ++j) { - var group = groups[j]; - var start = group.start; - var count = group.count; - - for (var i = start, il = start + count; i < il; i += 3) { - vA = indices[i + 0] * 3; - vB = indices[i + 1] * 3; - vC = indices[i + 2] * 3; - pA.fromArray(positions, vA); - pB.fromArray(positions, vB); - pC.fromArray(positions, vC); - cb.subVectors(pC, pB); - ab.subVectors(pA, pB); - cb.cross(ab); - normals[vA] += cb.x; - normals[vA + 1] += cb.y; - normals[vA + 2] += cb.z; - normals[vB] += cb.x; - normals[vB + 1] += cb.y; - normals[vB + 2] += cb.z; - normals[vC] += cb.x; - normals[vC + 1] += cb.y; - normals[vC + 2] += cb.z; - } - } - } else { - // non-indexed elements (unconnected triangle soup) - for (var i = 0, il = positions.length; i < il; i += 9) { - pA.fromArray(positions, i); - pB.fromArray(positions, i + 3); - pC.fromArray(positions, i + 6); - cb.subVectors(pC, pB); - ab.subVectors(pA, pB); - cb.cross(ab); - normals[i] = cb.x; - normals[i + 1] = cb.y; - normals[i + 2] = cb.z; - normals[i + 3] = cb.x; - normals[i + 4] = cb.y; - normals[i + 5] = cb.z; - normals[i + 6] = cb.x; - normals[i + 7] = cb.y; - normals[i + 8] = cb.z; - } - } + distanceTo: function ( v ) { - this.normalizeNormals(); - attributes.normal.needsUpdate = true; - } - }, - merge: function (geometry, offset) { - if (geometry instanceof THREE.BufferGeometry === false) { - return; - } + return Math.sqrt( this.distanceToSquared( v ) ); - if (offset === undefined) offset = 0; - var attributes = this.attributes; + }, - for (var key in attributes) { - if (geometry.attributes[key] === undefined) continue; - var attribute1 = attributes[key]; - var attributeArray1 = attribute1.array; - var attribute2 = geometry.attributes[key]; - var attributeArray2 = attribute2.array; - var attributeSize = attribute2.itemSize; + distanceToSquared: function ( v ) { - for (var i = 0, j = attributeSize * offset; i < attributeArray2.length; i++, j++) { - attributeArray1[j] = attributeArray2[i]; - } - } + var dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; - return this; - }, - normalizeNormals: function () { - var normals = this.attributes.normal.array; - var x, y, z, n; - - for (var i = 0, il = normals.length; i < il; i += 3) { - x = normals[i]; - y = normals[i + 1]; - z = normals[i + 2]; - n = 1.0 / Math.sqrt(x * x + y * y + z * z); - normals[i] *= n; - normals[i + 1] *= n; - normals[i + 2] *= n; - } - }, - toNonIndexed: function () { - if (this.index === null) { - return this; - } + }, - var geometry2 = new THREE.BufferGeometry(); - var indices = this.index.array; - var attributes = this.attributes; + manhattanDistanceTo: function ( v ) { - for (var name in attributes) { - var attribute = attributes[name]; - var array = attribute.array; - var itemSize = attribute.itemSize; - var array2 = new array.constructor(indices.length * itemSize); - var index = 0, - index2 = 0; + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); - for (var i = 0, l = indices.length; i < l; i++) { - index = indices[i] * itemSize; + }, - for (var j = 0; j < itemSize; j++) { - array2[index2++] = array[index++]; - } - } + setLength: function ( length ) { - geometry2.addAttribute(name, new THREE.BufferAttribute(array2, itemSize)); - } + return this.normalize().multiplyScalar( length ); - return geometry2; - }, - toJSON: function () { - var data = { - metadata: { - version: 4.4, - type: 'BufferGeometry', - generator: 'BufferGeometry.toJSON' - } - }; // standard BufferGeometry serialization + }, - data.uuid = this.uuid; - data.type = this.type; - if (this.name !== '') data.name = this.name; + lerp: function ( v, alpha ) { - if (this.parameters !== undefined) { - var parameters = this.parameters; + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; - for (var key in parameters) { - if (parameters[key] !== undefined) data[key] = parameters[key]; - } + return this; - return data; - } + }, - data.data = { - attributes: {} - }; - var index = this.index; - - if (index !== null) { - var array = Array.prototype.slice.call(index.array); - data.data.index = { - type: index.array.constructor.name, - array: array - }; - } + lerpVectors: function ( v1, v2, alpha ) { - var attributes = this.attributes; + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); - for (var key in attributes) { - var attribute = attributes[key]; - var array = Array.prototype.slice.call(attribute.array); - data.data.attributes[key] = { - itemSize: attribute.itemSize, - type: attribute.array.constructor.name, - array: array - }; - } + }, - var groups = this.groups; + equals: function ( v ) { - if (groups.length > 0) { - data.data.groups = JSON.parse(JSON.stringify(groups)); - } + return ( ( v.x === this.x ) && ( v.y === this.y ) ); - var boundingSphere = this.boundingSphere; + }, - if (boundingSphere !== null) { - data.data.boundingSphere = { - center: boundingSphere.center.toArray(), - radius: boundingSphere.radius - }; - } + fromArray: function ( array, offset ) { - return data; - }, - clone: function () { - /* - // Handle primitives - var parameters = this.parameters; - if ( parameters !== undefined ) { - var values = []; - for ( var key in parameters ) { - values.push( parameters[ key ] ); - } - var geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; - } - return new this.constructor().copy( this ); - */ - return new THREE.BufferGeometry().copy(this); - }, - copy: function (source) { - var index = source.index; - - if (index !== null) { - this.setIndex(index.clone()); - } + if ( offset === undefined ) offset = 0; - var attributes = source.attributes; + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; - for (var name in attributes) { - var attribute = attributes[name]; - this.addAttribute(name, attribute.clone()); - } + return this; - var groups = source.groups; + }, - for (var i = 0, l = groups.length; i < l; i++) { - var group = groups[i]; - this.addGroup(group.start, group.count); - } + toArray: function ( array, offset ) { - return this; - }, - dispose: function () { - this.dispatchEvent({ - type: 'dispose' - }); - } -}; -THREE.EventDispatcher.prototype.apply(THREE.BufferGeometry.prototype); -THREE.BufferGeometry.MaxIndex = 65535; // File:src/core/InterleavedBufferAttribute.js + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; -THREE.InterleavedBufferAttribute = function (interleavedBuffer, itemSize, offset) { - this.uuid = THREE.Math.generateUUID(); - this.data = interleavedBuffer; - this.itemSize = itemSize; - this.offset = offset; -}; + return array; -THREE.InterleavedBufferAttribute.prototype = { - constructor: THREE.InterleavedBufferAttribute, - - get length() { - return this.array.length; - }, - - get count() { - return this.data.count; - }, - - setX: function (index, x) { - this.data.array[index * this.data.stride + this.offset] = x; - return this; - }, - setY: function (index, y) { - this.data.array[index * this.data.stride + this.offset + 1] = y; - return this; - }, - setZ: function (index, z) { - this.data.array[index * this.data.stride + this.offset + 2] = z; - return this; - }, - setW: function (index, w) { - this.data.array[index * this.data.stride + this.offset + 3] = w; - return this; - }, - getX: function (index) { - return this.data.array[index * this.data.stride + this.offset]; - }, - getY: function (index) { - return this.data.array[index * this.data.stride + this.offset + 1]; - }, - getZ: function (index) { - return this.data.array[index * this.data.stride + this.offset + 2]; - }, - getW: function (index) { - return this.data.array[index * this.data.stride + this.offset + 3]; - }, - setXY: function (index, x, y) { - index = index * this.data.stride + this.offset; - this.data.array[index + 0] = x; - this.data.array[index + 1] = y; - return this; - }, - setXYZ: function (index, x, y, z) { - index = index * this.data.stride + this.offset; - this.data.array[index + 0] = x; - this.data.array[index + 1] = y; - this.data.array[index + 2] = z; - return this; - }, - setXYZW: function (index, x, y, z, w) { - index = index * this.data.stride + this.offset; - this.data.array[index + 0] = x; - this.data.array[index + 1] = y; - this.data.array[index + 2] = z; - this.data.array[index + 3] = w; - return this; - } -}; // File:src/core/InstancedBufferGeometry.js + }, -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ + fromBufferAttribute: function ( attribute, index, offset ) { -THREE.InstancedBufferGeometry = function () { - THREE.BufferGeometry.call(this); - this.type = 'InstancedBufferGeometry'; - this.maxInstancedCount = undefined; -}; + if ( offset !== undefined ) { -THREE.InstancedBufferGeometry.prototype = Object.create(THREE.BufferGeometry.prototype); -THREE.InstancedBufferGeometry.prototype.constructor = THREE.InstancedBufferGeometry; + console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); -THREE.InstancedBufferGeometry.prototype.addGroup = function (start, count, instances) { - this.groups.push({ - start: start, - count: count, - instances: instances - }); -}; + } -THREE.InstancedBufferGeometry.prototype.copy = function (source) { - var index = source.index; + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); - if (index !== null) { - this.setIndex(index.clone()); - } + return this; - var attributes = source.attributes; + }, - for (var name in attributes) { - var attribute = attributes[name]; - this.addAttribute(name, attribute.clone()); - } + rotateAround: function ( center, angle ) { - var groups = source.groups; + var c = Math.cos( angle ), s = Math.sin( angle ); - for (var i = 0, l = groups.length; i < l; i++) { - var group = groups[i]; - this.addGroup(group.start, group.count, group.instances); - } + var x = this.x - center.x; + var y = this.y - center.y; - return this; -}; + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; -THREE.EventDispatcher.prototype.apply(THREE.InstancedBufferGeometry.prototype); // File:src/core/Geometry.js + return this; + + } + +} ); /** - * @author mrdoob / http://mrdoob.com/ - * @author kile / http://kile.stravaganza.org/ * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author zz85 / http://www.lab4games.net/zz85/blog + * @author WestLangley / http://github.com/WestLangley * @author bhouston / http://clara.io + * @author tschw */ -THREE.Geometry = function () { - Object.defineProperty(this, 'id', { - value: THREE.GeometryIdCount++ - }); - this.uuid = THREE.Math.generateUUID(); - this.name = ''; - this.type = 'Geometry'; - this.vertices = []; - this.colors = []; - this.faces = []; - this.faceVertexUvs = [[]]; - this.morphTargets = []; - this.morphNormals = []; - this.skinWeights = []; - this.skinIndices = []; - this.lineDistances = []; - this.boundingBox = null; - this.boundingSphere = null; // update flags - - this.verticesNeedUpdate = false; - this.elementsNeedUpdate = false; - this.uvsNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.lineDistancesNeedUpdate = false; - this.groupsNeedUpdate = false; -}; +function Matrix3() { -THREE.Geometry.prototype = { - constructor: THREE.Geometry, - applyMatrix: function (matrix) { - var normalMatrix = new THREE.Matrix3().getNormalMatrix(matrix); + this.elements = [ - for (var i = 0, il = this.vertices.length; i < il; i++) { - var vertex = this.vertices[i]; - vertex.applyMatrix4(matrix); - } + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 - for (var i = 0, il = this.faces.length; i < il; i++) { - var face = this.faces[i]; - face.normal.applyMatrix3(normalMatrix).normalize(); + ]; - for (var j = 0, jl = face.vertexNormals.length; j < jl; j++) { - face.vertexNormals[j].applyMatrix3(normalMatrix).normalize(); - } - } + if ( arguments.length > 0 ) { - if (this.boundingBox !== null) { - this.computeBoundingBox(); - } + console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); - if (this.boundingSphere !== null) { - this.computeBoundingSphere(); - } + } - this.verticesNeedUpdate = true; - this.normalsNeedUpdate = true; - return this; - }, - rotateX: function () { - // rotate geometry around world x-axis - var m1; - return function rotateX(angle) { - if (m1 === undefined) m1 = new THREE.Matrix4(); - m1.makeRotationX(angle); - this.applyMatrix(m1); - return this; - }; - }(), - rotateY: function () { - // rotate geometry around world y-axis - var m1; - return function rotateY(angle) { - if (m1 === undefined) m1 = new THREE.Matrix4(); - m1.makeRotationY(angle); - this.applyMatrix(m1); - return this; - }; - }(), - rotateZ: function () { - // rotate geometry around world z-axis - var m1; - return function rotateZ(angle) { - if (m1 === undefined) m1 = new THREE.Matrix4(); - m1.makeRotationZ(angle); - this.applyMatrix(m1); - return this; - }; - }(), - translate: function () { - // translate geometry - var m1; - return function translate(x, y, z) { - if (m1 === undefined) m1 = new THREE.Matrix4(); - m1.makeTranslation(x, y, z); - this.applyMatrix(m1); - return this; - }; - }(), - scale: function () { - // scale geometry - var m1; - return function scale(x, y, z) { - if (m1 === undefined) m1 = new THREE.Matrix4(); - m1.makeScale(x, y, z); - this.applyMatrix(m1); - return this; - }; - }(), - lookAt: function () { - var obj; - return function lookAt(vector) { - if (obj === undefined) obj = new THREE.Object3D(); - obj.lookAt(vector); - obj.updateMatrix(); - this.applyMatrix(obj.matrix); - }; - }(), - fromBufferGeometry: function (geometry) { - var scope = this; - var indices = geometry.index !== null ? geometry.index.array : undefined; - var attributes = geometry.attributes; - var positions = attributes.position.array; - var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; - var colors = attributes.color !== undefined ? attributes.color.array : undefined; - var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; - var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; - if (uvs2 !== undefined) this.faceVertexUvs[1] = []; - var tempNormals = []; - var tempUVs = []; - var tempUVs2 = []; - - for (var i = 0, j = 0; i < positions.length; i += 3, j += 2) { - scope.vertices.push(new THREE.Vector3(positions[i], positions[i + 1], positions[i + 2])); - - if (normals !== undefined) { - tempNormals.push(new THREE.Vector3(normals[i], normals[i + 1], normals[i + 2])); - } +} - if (colors !== undefined) { - scope.colors.push(new THREE.Color(colors[i], colors[i + 1], colors[i + 2])); - } +Object.assign( Matrix3.prototype, { - if (uvs !== undefined) { - tempUVs.push(new THREE.Vector2(uvs[j], uvs[j + 1])); - } + isMatrix3: true, - if (uvs2 !== undefined) { - tempUVs2.push(new THREE.Vector2(uvs2[j], uvs2[j + 1])); - } - } + set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { - function addFace(a, b, c, materialIndex) { - var vertexNormals = normals !== undefined ? [tempNormals[a].clone(), tempNormals[b].clone(), tempNormals[c].clone()] : []; - var vertexColors = colors !== undefined ? [scope.colors[a].clone(), scope.colors[b].clone(), scope.colors[c].clone()] : []; - var face = new THREE.Face3(a, b, c, vertexNormals, vertexColors, materialIndex); - scope.faces.push(face); + var te = this.elements; - if (uvs !== undefined) { - scope.faceVertexUvs[0].push([tempUVs[a].clone(), tempUVs[b].clone(), tempUVs[c].clone()]); - } + te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; + te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; + te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; - if (uvs2 !== undefined) { - scope.faceVertexUvs[1].push([tempUVs2[a].clone(), tempUVs2[b].clone(), tempUVs2[c].clone()]); - } - } + return this; - if (indices !== undefined) { - var groups = geometry.groups; - - if (groups.length > 0) { - for (var i = 0; i < groups.length; i++) { - var group = groups[i]; - var start = group.start; - var count = group.count; - - for (var j = start, jl = start + count; j < jl; j += 3) { - addFace(indices[j], indices[j + 1], indices[j + 2], group.materialIndex); - } - } - } else { - for (var i = 0; i < indices.length; i += 3) { - addFace(indices[i], indices[i + 1], indices[i + 2]); - } - } - } else { - for (var i = 0; i < positions.length / 3; i += 3) { - addFace(i, i + 1, i + 2); - } - } + }, - this.computeFaceNormals(); + identity: function () { - if (geometry.boundingBox !== null) { - this.boundingBox = geometry.boundingBox.clone(); - } + this.set( - if (geometry.boundingSphere !== null) { - this.boundingSphere = geometry.boundingSphere.clone(); - } + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 - return this; - }, - center: function () { - this.computeBoundingBox(); - var offset = this.boundingBox.center().negate(); - this.translate(offset.x, offset.y, offset.z); - return offset; - }, - normalize: function () { - this.computeBoundingSphere(); - var center = this.boundingSphere.center; - var radius = this.boundingSphere.radius; - var s = radius === 0 ? 1 : 1.0 / radius; - var matrix = new THREE.Matrix4(); - matrix.set(s, 0, 0, -s * center.x, 0, s, 0, -s * center.y, 0, 0, s, -s * center.z, 0, 0, 0, 1); - this.applyMatrix(matrix); - return this; - }, - computeFaceNormals: function () { - var cb = new THREE.Vector3(), - ab = new THREE.Vector3(); - - for (var f = 0, fl = this.faces.length; f < fl; f++) { - var face = this.faces[f]; - var vA = this.vertices[face.a]; - var vB = this.vertices[face.b]; - var vC = this.vertices[face.c]; - cb.subVectors(vC, vB); - ab.subVectors(vA, vB); - cb.cross(ab); - cb.normalize(); - face.normal.copy(cb); - } - }, - computeVertexNormals: function (areaWeighted) { - if (areaWeighted === undefined) areaWeighted = true; - var v, vl, f, fl, face, vertices; - vertices = new Array(this.vertices.length); - - for (v = 0, vl = this.vertices.length; v < vl; v++) { - vertices[v] = new THREE.Vector3(); - } + ); - if (areaWeighted) { - // vertex normals weighted by triangle areas - // http://www.iquilezles.org/www/articles/normals/normals.htm - var vA, vB, vC; - var cb = new THREE.Vector3(), - ab = new THREE.Vector3(); - - for (f = 0, fl = this.faces.length; f < fl; f++) { - face = this.faces[f]; - vA = this.vertices[face.a]; - vB = this.vertices[face.b]; - vC = this.vertices[face.c]; - cb.subVectors(vC, vB); - ab.subVectors(vA, vB); - cb.cross(ab); - vertices[face.a].add(cb); - vertices[face.b].add(cb); - vertices[face.c].add(cb); - } - } else { - for (f = 0, fl = this.faces.length; f < fl; f++) { - face = this.faces[f]; - vertices[face.a].add(face.normal); - vertices[face.b].add(face.normal); - vertices[face.c].add(face.normal); - } - } + return this; - for (v = 0, vl = this.vertices.length; v < vl; v++) { - vertices[v].normalize(); - } + }, - for (f = 0, fl = this.faces.length; f < fl; f++) { - face = this.faces[f]; - var vertexNormals = face.vertexNormals; - - if (vertexNormals.length === 3) { - vertexNormals[0].copy(vertices[face.a]); - vertexNormals[1].copy(vertices[face.b]); - vertexNormals[2].copy(vertices[face.c]); - } else { - vertexNormals[0] = vertices[face.a].clone(); - vertexNormals[1] = vertices[face.b].clone(); - vertexNormals[2] = vertices[face.c].clone(); - } - } + clone: function () { - if (this.faces.length > 0) { - this.normalsNeedUpdate = true; - } - }, - computeMorphNormals: function () { - var i, il, f, fl, face; // save original normals - // - create temp variables on first access - // otherwise just copy (for faster repeated calls) - - for (f = 0, fl = this.faces.length; f < fl; f++) { - face = this.faces[f]; - - if (!face.__originalFaceNormal) { - face.__originalFaceNormal = face.normal.clone(); - } else { - face.__originalFaceNormal.copy(face.normal); - } + return new this.constructor().fromArray( this.elements ); - if (!face.__originalVertexNormals) face.__originalVertexNormals = []; + }, - for (i = 0, il = face.vertexNormals.length; i < il; i++) { - if (!face.__originalVertexNormals[i]) { - face.__originalVertexNormals[i] = face.vertexNormals[i].clone(); - } else { - face.__originalVertexNormals[i].copy(face.vertexNormals[i]); - } - } - } // use temp geometry to compute face and vertex normals for each morph - - - var tmpGeo = new THREE.Geometry(); - tmpGeo.faces = this.faces; - - for (i = 0, il = this.morphTargets.length; i < il; i++) { - // create on first access - if (!this.morphNormals[i]) { - this.morphNormals[i] = {}; - this.morphNormals[i].faceNormals = []; - this.morphNormals[i].vertexNormals = []; - var dstNormalsFace = this.morphNormals[i].faceNormals; - var dstNormalsVertex = this.morphNormals[i].vertexNormals; - var faceNormal, vertexNormals; - - for (f = 0, fl = this.faces.length; f < fl; f++) { - faceNormal = new THREE.Vector3(); - vertexNormals = { - a: new THREE.Vector3(), - b: new THREE.Vector3(), - c: new THREE.Vector3() - }; - dstNormalsFace.push(faceNormal); - dstNormalsVertex.push(vertexNormals); - } - } + copy: function ( m ) { - var morphNormals = this.morphNormals[i]; // set vertices to morph target + var te = this.elements; + var me = m.elements; - tmpGeo.vertices = this.morphTargets[i].vertices; // compute morph normals + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; + te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; + te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; - tmpGeo.computeFaceNormals(); - tmpGeo.computeVertexNormals(); // store morph normals + return this; - var faceNormal, vertexNormals; + }, - for (f = 0, fl = this.faces.length; f < fl; f++) { - face = this.faces[f]; - faceNormal = morphNormals.faceNormals[f]; - vertexNormals = morphNormals.vertexNormals[f]; - faceNormal.copy(face.normal); - vertexNormals.a.copy(face.vertexNormals[0]); - vertexNormals.b.copy(face.vertexNormals[1]); - vertexNormals.c.copy(face.vertexNormals[2]); - } - } // restore original normals + extractBasis: function ( xAxis, yAxis, zAxis ) { + xAxis.setFromMatrix3Column( this, 0 ); + yAxis.setFromMatrix3Column( this, 1 ); + zAxis.setFromMatrix3Column( this, 2 ); - for (f = 0, fl = this.faces.length; f < fl; f++) { - face = this.faces[f]; - face.normal = face.__originalFaceNormal; - face.vertexNormals = face.__originalVertexNormals; - } - }, - computeTangents: function () {}, - computeLineDistances: function () { - var d = 0; - var vertices = this.vertices; - - for (var i = 0, il = vertices.length; i < il; i++) { - if (i > 0) { - d += vertices[i].distanceTo(vertices[i - 1]); - } + return this; - this.lineDistances[i] = d; - } - }, - computeBoundingBox: function () { - if (this.boundingBox === null) { - this.boundingBox = new THREE.Box3(); - } + }, - this.boundingBox.setFromPoints(this.vertices); - }, - computeBoundingSphere: function () { - if (this.boundingSphere === null) { - this.boundingSphere = new THREE.Sphere(); - } + setFromMatrix4: function ( m ) { - this.boundingSphere.setFromPoints(this.vertices); - }, - merge: function (geometry, matrix, materialIndexOffset) { - if (geometry instanceof THREE.Geometry === false) { - return; - } + var me = m.elements; - var normalMatrix, - vertexOffset = this.vertices.length, - vertices1 = this.vertices, - vertices2 = geometry.vertices, - faces1 = this.faces, - faces2 = geometry.faces, - uvs1 = this.faceVertexUvs[0], - uvs2 = geometry.faceVertexUvs[0]; - if (materialIndexOffset === undefined) materialIndexOffset = 0; - - if (matrix !== undefined) { - normalMatrix = new THREE.Matrix3().getNormalMatrix(matrix); - } // vertices - - - for (var i = 0, il = vertices2.length; i < il; i++) { - var vertex = vertices2[i]; - var vertexCopy = vertex.clone(); - if (matrix !== undefined) vertexCopy.applyMatrix4(matrix); - vertices1.push(vertexCopy); - } // faces - - - for (i = 0, il = faces2.length; i < il; i++) { - var face = faces2[i], - faceCopy, - normal, - color, - faceVertexNormals = face.vertexNormals, - faceVertexColors = face.vertexColors; - faceCopy = new THREE.Face3(face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset); - faceCopy.normal.copy(face.normal); - - if (normalMatrix !== undefined) { - faceCopy.normal.applyMatrix3(normalMatrix).normalize(); - } + this.set( - for (var j = 0, jl = faceVertexNormals.length; j < jl; j++) { - normal = faceVertexNormals[j].clone(); + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] - if (normalMatrix !== undefined) { - normal.applyMatrix3(normalMatrix).normalize(); - } + ); - faceCopy.vertexNormals.push(normal); - } + return this; - faceCopy.color.copy(face.color); + }, - for (var j = 0, jl = faceVertexColors.length; j < jl; j++) { - color = faceVertexColors[j]; - faceCopy.vertexColors.push(color.clone()); - } + multiply: function ( m ) { - faceCopy.materialIndex = face.materialIndex + materialIndexOffset; - faces1.push(faceCopy); - } // uvs + return this.multiplyMatrices( this, m ); + }, - for (i = 0, il = uvs2.length; i < il; i++) { - var uv = uvs2[i], - uvCopy = []; + premultiply: function ( m ) { - if (uv === undefined) { - continue; - } + return this.multiplyMatrices( m, this ); - for (var j = 0, jl = uv.length; j < jl; j++) { - uvCopy.push(uv[j].clone()); - } + }, - uvs1.push(uvCopy); - } - }, - mergeMesh: function (mesh) { - if (mesh instanceof THREE.Mesh === false) { - return; - } + multiplyMatrices: function ( a, b ) { - mesh.matrixAutoUpdate && mesh.updateMatrix(); - this.merge(mesh.geometry, mesh.matrix); - }, - - /* - * Checks for duplicate vertices with hashmap. - * Duplicated vertices are removed - * and faces' vertices are updated. - */ - mergeVertices: function () { - var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) - - var unique = [], - changes = []; - var v, key; - var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 - - var precision = Math.pow(10, precisionPoints); - var i, il, face; - var indices, j, jl; - - for (i = 0, il = this.vertices.length; i < il; i++) { - v = this.vertices[i]; - key = Math.round(v.x * precision) + '_' + Math.round(v.y * precision) + '_' + Math.round(v.z * precision); - - if (verticesMap[key] === undefined) { - verticesMap[key] = i; - unique.push(this.vertices[i]); - changes[i] = unique.length - 1; - } else { - //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); - changes[i] = changes[verticesMap[key]]; - } - } // if faces are completely degenerate after merging vertices, we - // have to remove them from the geometry. + var ae = a.elements; + var be = b.elements; + var te = this.elements; + var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; + var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; + var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; - var faceIndicesToRemove = []; + var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; + var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; + var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; - for (i = 0, il = this.faces.length; i < il; i++) { - face = this.faces[i]; - face.a = changes[face.a]; - face.b = changes[face.b]; - face.c = changes[face.c]; - indices = [face.a, face.b, face.c]; - // we have to remove the face as nothing can be saved + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; + te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; + te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; - for (var n = 0; n < 3; n++) { - if (indices[n] === indices[(n + 1) % 3]) { - faceIndicesToRemove.push(i); - break; - } - } - } + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; + te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; + te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; - for (i = faceIndicesToRemove.length - 1; i >= 0; i--) { - var idx = faceIndicesToRemove[i]; - this.faces.splice(idx, 1); + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; + te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; + te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; - for (j = 0, jl = this.faceVertexUvs.length; j < jl; j++) { - this.faceVertexUvs[j].splice(idx, 1); - } - } // Use unique set of vertices + return this; + }, - var diff = this.vertices.length - unique.length; - this.vertices = unique; - return diff; - }, - sortFacesByMaterialIndex: function () { - var faces = this.faces; - var length = faces.length; // tag faces + multiplyScalar: function ( s ) { - for (var i = 0; i < length; i++) { - faces[i]._id = i; - } // sort faces + var te = this.elements; + te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; + te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; + te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; - function materialIndexSort(a, b) { - return a.materialIndex - b.materialIndex; - } + return this; - faces.sort(materialIndexSort); // sort uvs + }, - var uvs1 = this.faceVertexUvs[0]; - var uvs2 = this.faceVertexUvs[1]; - var newUvs1, newUvs2; - if (uvs1 && uvs1.length === length) newUvs1 = []; - if (uvs2 && uvs2.length === length) newUvs2 = []; + determinant: function () { - for (var i = 0; i < length; i++) { - var id = faces[i]._id; - if (newUvs1) newUvs1.push(uvs1[id]); - if (newUvs2) newUvs2.push(uvs2[id]); - } + var te = this.elements; - if (newUvs1) this.faceVertexUvs[0] = newUvs1; - if (newUvs2) this.faceVertexUvs[1] = newUvs2; - }, - toJSON: function () { - var data = { - metadata: { - version: 4.4, - type: 'Geometry', - generator: 'Geometry.toJSON' - } - }; // standard Geometry serialization + var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], + d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], + g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; - data.uuid = this.uuid; - data.type = this.type; - if (this.name !== '') data.name = this.name; + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; - if (this.parameters !== undefined) { - var parameters = this.parameters; + }, - for (var key in parameters) { - if (parameters[key] !== undefined) data[key] = parameters[key]; - } + getInverse: function ( matrix, throwOnDegenerate ) { - return data; - } + if ( throwOnDegenerate !== undefined ) { - var vertices = []; + console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." ); - for (var i = 0; i < this.vertices.length; i++) { - var vertex = this.vertices[i]; - vertices.push(vertex.x, vertex.y, vertex.z); - } + } - var faces = []; - var normals = []; - var normalsHash = {}; - var colors = []; - var colorsHash = {}; - var uvs = []; - var uvsHash = {}; - - for (var i = 0; i < this.faces.length; i++) { - var face = this.faces[i]; - var hasMaterial = true; - var hasFaceUv = false; // deprecated - - var hasFaceVertexUv = this.faceVertexUvs[0][i] !== undefined; - var hasFaceNormal = face.normal.length() > 0; - var hasFaceVertexNormal = face.vertexNormals.length > 0; - var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; - var hasFaceVertexColor = face.vertexColors.length > 0; - var faceType = 0; - faceType = setBit(faceType, 0, 0); // isQuad - - faceType = setBit(faceType, 1, hasMaterial); - faceType = setBit(faceType, 2, hasFaceUv); - faceType = setBit(faceType, 3, hasFaceVertexUv); - faceType = setBit(faceType, 4, hasFaceNormal); - faceType = setBit(faceType, 5, hasFaceVertexNormal); - faceType = setBit(faceType, 6, hasFaceColor); - faceType = setBit(faceType, 7, hasFaceVertexColor); - faces.push(faceType); - faces.push(face.a, face.b, face.c); - faces.push(face.materialIndex); - - if (hasFaceVertexUv) { - var faceVertexUvs = this.faceVertexUvs[0][i]; - faces.push(getUvIndex(faceVertexUvs[0]), getUvIndex(faceVertexUvs[1]), getUvIndex(faceVertexUvs[2])); - } + var me = matrix.elements, + te = this.elements, - if (hasFaceNormal) { - faces.push(getNormalIndex(face.normal)); - } + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], + n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], + n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], - if (hasFaceVertexNormal) { - var vertexNormals = face.vertexNormals; - faces.push(getNormalIndex(vertexNormals[0]), getNormalIndex(vertexNormals[1]), getNormalIndex(vertexNormals[2])); - } + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, - if (hasFaceColor) { - faces.push(getColorIndex(face.color)); - } + det = n11 * t11 + n21 * t12 + n31 * t13; - if (hasFaceVertexColor) { - var vertexColors = face.vertexColors; - faces.push(getColorIndex(vertexColors[0]), getColorIndex(vertexColors[1]), getColorIndex(vertexColors[2])); - } - } + if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); - function setBit(value, position, enabled) { - return enabled ? value | 1 << position : value & ~(1 << position); - } + var detInv = 1 / det; - function getNormalIndex(normal) { - var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; + te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; - if (normalsHash[hash] !== undefined) { - return normalsHash[hash]; - } + te[ 3 ] = t12 * detInv; + te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; + te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; - normalsHash[hash] = normals.length / 3; - normals.push(normal.x, normal.y, normal.z); - return normalsHash[hash]; - } + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; - function getColorIndex(color) { - var hash = color.r.toString() + color.g.toString() + color.b.toString(); + return this; - if (colorsHash[hash] !== undefined) { - return colorsHash[hash]; - } + }, - colorsHash[hash] = colors.length; - colors.push(color.getHex()); - return colorsHash[hash]; - } + transpose: function () { - function getUvIndex(uv) { - var hash = uv.x.toString() + uv.y.toString(); + var tmp, m = this.elements; - if (uvsHash[hash] !== undefined) { - return uvsHash[hash]; - } + tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; + tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; + tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; - uvsHash[hash] = uvs.length / 2; - uvs.push(uv.x, uv.y); - return uvsHash[hash]; - } + return this; - data.data = {}; - data.data.vertices = vertices; - data.data.normals = normals; - if (colors.length > 0) data.data.colors = colors; - if (uvs.length > 0) data.data.uvs = [uvs]; // temporal backward compatibility - - data.data.faces = faces; - return data; - }, - clone: function () { - /* - // Handle primitives - var parameters = this.parameters; - if ( parameters !== undefined ) { - var values = []; - for ( var key in parameters ) { - values.push( parameters[ key ] ); - } - var geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; - } - return new this.constructor().copy( this ); - */ - return new THREE.Geometry().copy(this); - }, - copy: function (source) { - this.vertices = []; - this.faces = []; - this.faceVertexUvs = [[]]; - var vertices = source.vertices; - - for (var i = 0, il = vertices.length; i < il; i++) { - this.vertices.push(vertices[i].clone()); - } + }, - var faces = source.faces; + getNormalMatrix: function ( matrix4 ) { - for (var i = 0, il = faces.length; i < il; i++) { - this.faces.push(faces[i].clone()); - } + return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); - for (var i = 0, il = source.faceVertexUvs.length; i < il; i++) { - var faceVertexUvs = source.faceVertexUvs[i]; + }, - if (this.faceVertexUvs[i] === undefined) { - this.faceVertexUvs[i] = []; - } + transposeIntoArray: function ( r ) { - for (var j = 0, jl = faceVertexUvs.length; j < jl; j++) { - var uvs = faceVertexUvs[j], - uvsCopy = []; + var m = this.elements; - for (var k = 0, kl = uvs.length; k < kl; k++) { - var uv = uvs[k]; - uvsCopy.push(uv.clone()); - } + r[ 0 ] = m[ 0 ]; + r[ 1 ] = m[ 3 ]; + r[ 2 ] = m[ 6 ]; + r[ 3 ] = m[ 1 ]; + r[ 4 ] = m[ 4 ]; + r[ 5 ] = m[ 7 ]; + r[ 6 ] = m[ 2 ]; + r[ 7 ] = m[ 5 ]; + r[ 8 ] = m[ 8 ]; - this.faceVertexUvs[i].push(uvsCopy); - } - } + return this; - return this; - }, - dispose: function () { - this.dispatchEvent({ - type: 'dispose' - }); - } -}; -THREE.EventDispatcher.prototype.apply(THREE.Geometry.prototype); -THREE.GeometryIdCount = 0; // File:src/core/DirectGeometry.js + }, -/** - * @author mrdoob / http://mrdoob.com/ - */ + setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) { -THREE.DirectGeometry = function () { - Object.defineProperty(this, 'id', { - value: THREE.GeometryIdCount++ - }); - this.uuid = THREE.Math.generateUUID(); - this.name = ''; - this.type = 'DirectGeometry'; - this.indices = []; - this.vertices = []; - this.normals = []; - this.colors = []; - this.uvs = []; - this.uvs2 = []; - this.groups = []; - this.morphTargets = {}; - this.skinWeights = []; - this.skinIndices = []; // this.lineDistances = []; - - this.boundingBox = null; - this.boundingSphere = null; // update flags - - this.verticesNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.uvsNeedUpdate = false; - this.groupsNeedUpdate = false; -}; + var c = Math.cos( rotation ); + var s = Math.sin( rotation ); -THREE.DirectGeometry.prototype = { - constructor: THREE.DirectGeometry, - computeBoundingBox: THREE.Geometry.prototype.computeBoundingBox, - computeBoundingSphere: THREE.Geometry.prototype.computeBoundingSphere, - computeFaceNormals: function () {}, - computeVertexNormals: function () {}, - computeGroups: function (geometry) { - var group; - var groups = []; - var materialIndex; - var faces = geometry.faces; - - for (var i = 0; i < faces.length; i++) { - var face = faces[i]; // materials - - if (face.materialIndex !== materialIndex) { - materialIndex = face.materialIndex; - - if (group !== undefined) { - group.count = i * 3 - group.start; - groups.push(group); - } - - group = { - start: i * 3, - materialIndex: materialIndex - }; - } - } + this.set( + sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, + - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, + 0, 0, 1 + ); - if (group !== undefined) { - group.count = i * 3 - group.start; - groups.push(group); - } + }, - this.groups = groups; - }, - fromGeometry: function (geometry) { - var faces = geometry.faces; - var vertices = geometry.vertices; - var faceVertexUvs = geometry.faceVertexUvs; - var hasFaceVertexUv = faceVertexUvs[0] && faceVertexUvs[0].length > 0; - var hasFaceVertexUv2 = faceVertexUvs[1] && faceVertexUvs[1].length > 0; // morphs + scale: function ( sx, sy ) { - var morphTargets = geometry.morphTargets; - var morphTargetsLength = morphTargets.length; - var morphTargetsPosition; + var te = this.elements; - if (morphTargetsLength > 0) { - morphTargetsPosition = []; + te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; + te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy; - for (var i = 0; i < morphTargetsLength; i++) { - morphTargetsPosition[i] = []; - } + return this; - this.morphTargets.position = morphTargetsPosition; - } + }, - var morphNormals = geometry.morphNormals; - var morphNormalsLength = morphNormals.length; - var morphTargetsNormal; + rotate: function ( theta ) { - if (morphNormalsLength > 0) { - morphTargetsNormal = []; + var c = Math.cos( theta ); + var s = Math.sin( theta ); - for (var i = 0; i < morphNormalsLength; i++) { - morphTargetsNormal[i] = []; - } + var te = this.elements; - this.morphTargets.normal = morphTargetsNormal; - } // skins + var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; + var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ]; + te[ 0 ] = c * a11 + s * a21; + te[ 3 ] = c * a12 + s * a22; + te[ 6 ] = c * a13 + s * a23; - var skinIndices = geometry.skinIndices; - var skinWeights = geometry.skinWeights; - var hasSkinIndices = skinIndices.length === vertices.length; - var hasSkinWeights = skinWeights.length === vertices.length; // + te[ 1 ] = - s * a11 + c * a21; + te[ 4 ] = - s * a12 + c * a22; + te[ 7 ] = - s * a13 + c * a23; - for (var i = 0; i < faces.length; i++) { - var face = faces[i]; - this.vertices.push(vertices[face.a], vertices[face.b], vertices[face.c]); - var vertexNormals = face.vertexNormals; + return this; - if (vertexNormals.length === 3) { - this.normals.push(vertexNormals[0], vertexNormals[1], vertexNormals[2]); - } else { - var normal = face.normal; - this.normals.push(normal, normal, normal); - } + }, - var vertexColors = face.vertexColors; + translate: function ( tx, ty ) { - if (vertexColors.length === 3) { - this.colors.push(vertexColors[0], vertexColors[1], vertexColors[2]); - } else { - var color = face.color; - this.colors.push(color, color, color); - } + var te = this.elements; - if (hasFaceVertexUv === true) { - var vertexUvs = faceVertexUvs[0][i]; + te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ]; + te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ]; - if (vertexUvs !== undefined) { - this.uvs.push(vertexUvs[0], vertexUvs[1], vertexUvs[2]); - } else { - this.uvs.push(new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2()); - } - } + return this; - if (hasFaceVertexUv2 === true) { - var vertexUvs = faceVertexUvs[1][i]; + }, - if (vertexUvs !== undefined) { - this.uvs2.push(vertexUvs[0], vertexUvs[1], vertexUvs[2]); - } else { - this.uvs2.push(new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2()); - } - } // morphs + equals: function ( matrix ) { + var te = this.elements; + var me = matrix.elements; - for (var j = 0; j < morphTargetsLength; j++) { - var morphTarget = morphTargets[j].vertices; - morphTargetsPosition[j].push(morphTarget[face.a], morphTarget[face.b], morphTarget[face.c]); - } + for ( var i = 0; i < 9; i ++ ) { - for (var j = 0; j < morphNormalsLength; j++) { - var morphNormal = morphNormals[j].vertexNormals[i]; - morphTargetsNormal[j].push(morphNormal.a, morphNormal.b, morphNormal.c); - } // skins + if ( te[ i ] !== me[ i ] ) return false; + } - if (hasSkinIndices) { - this.skinIndices.push(skinIndices[face.a], skinIndices[face.b], skinIndices[face.c]); - } + return true; - if (hasSkinWeights) { - this.skinWeights.push(skinWeights[face.a], skinWeights[face.b], skinWeights[face.c]); - } - } + }, - this.computeGroups(geometry); - this.verticesNeedUpdate = geometry.verticesNeedUpdate; - this.normalsNeedUpdate = geometry.normalsNeedUpdate; - this.colorsNeedUpdate = geometry.colorsNeedUpdate; - this.uvsNeedUpdate = geometry.uvsNeedUpdate; - this.groupsNeedUpdate = geometry.groupsNeedUpdate; - return this; - }, - dispose: function () { - this.dispatchEvent({ - type: 'dispose' - }); - } -}; -THREE.EventDispatcher.prototype.apply(THREE.DirectGeometry.prototype); // File:src/cameras/Camera.js + fromArray: function ( array, offset ) { -/** - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - * @author WestLangley / http://github.com/WestLangley -*/ + if ( offset === undefined ) offset = 0; -THREE.Camera = function () { - THREE.Object3D.call(this); - this.type = 'Camera'; - this.matrixWorldInverse = new THREE.Matrix4(); - this.projectionMatrix = new THREE.Matrix4(); -}; + for ( var i = 0; i < 9; i ++ ) { -THREE.Camera.prototype = Object.create(THREE.Object3D.prototype); -THREE.Camera.prototype.constructor = THREE.Camera; + this.elements[ i ] = array[ i + offset ]; -THREE.Camera.prototype.getWorldDirection = function () { - var quaternion = new THREE.Quaternion(); - return function (optionalTarget) { - var result = optionalTarget || new THREE.Vector3(); - this.getWorldQuaternion(quaternion); - return result.set(0, 0, -1).applyQuaternion(quaternion); - }; -}(); - -THREE.Camera.prototype.lookAt = function () { - // This routine does not support cameras with rotated and/or translated parent(s) - var m1 = new THREE.Matrix4(); - return function (vector) { - m1.lookAt(this.position, vector, this.up); - this.quaternion.setFromRotationMatrix(m1); - }; -}(); + } -THREE.Camera.prototype.clone = function () { - return new this.constructor().copy(this); -}; + return this; -THREE.Camera.prototype.copy = function (source) { - THREE.Object3D.prototype.copy.call(this, source); - this.matrixWorldInverse.copy(source.matrixWorldInverse); - this.projectionMatrix.copy(source.projectionMatrix); - return this; -}; // File:src/cameras/PerspectiveCamera.js + }, -/** - * @author mrdoob / http://mrdoob.com/ - * @author greggman / http://games.greggman.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - */ + toArray: function ( array, offset ) { + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; -THREE.PerspectiveCamera = function (fov, aspect, near, far) { - THREE.Camera.call(this); - this.type = 'PerspectiveCamera'; - this.focalLength = 10; - this.zoom = 1; - this.fov = fov !== undefined ? fov : 50; - this.aspect = aspect !== undefined ? aspect : 1; - this.near = near !== undefined ? near : 0.1; - this.far = far !== undefined ? far : 2000; - this.updateProjectionMatrix(); -}; + var te = this.elements; -THREE.PerspectiveCamera.prototype = Object.create(THREE.Camera.prototype); -THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera; -/** - * Uses Focal Length (in mm) to estimate and set FOV - * 35mm (full-frame) camera is used if frame size is not specified; - * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html - */ + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; -THREE.PerspectiveCamera.prototype.setLens = function (focalLength, frameHeight) { - if (frameHeight === undefined) frameHeight = 24; - this.fov = 2 * THREE.Math.radToDeg(Math.atan(frameHeight / (focalLength * 2))); - this.updateProjectionMatrix(); -}; -/** - * Sets an offset in a larger frustum. This is useful for multi-window or - * multi-monitor/multi-machine setups. - * - * For example, if you have 3x2 monitors and each monitor is 1920x1080 and - * the monitors are in grid like this - * - * +---+---+---+ - * | A | B | C | - * +---+---+---+ - * | D | E | F | - * +---+---+---+ - * - * then for each monitor you would call it like this - * - * var w = 1920; - * var h = 1080; - * var fullWidth = w * 3; - * var fullHeight = h * 2; - * - * --A-- - * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); - * --B-- - * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); - * --C-- - * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); - * --D-- - * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); - * --E-- - * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); - * --F-- - * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); - * - * Note there is no reason monitors have to be the same size or in a grid. - */ - - -THREE.PerspectiveCamera.prototype.setViewOffset = function (fullWidth, fullHeight, x, y, width, height) { - this.fullWidth = fullWidth; - this.fullHeight = fullHeight; - this.x = x; - this.y = y; - this.width = width; - this.height = height; - this.updateProjectionMatrix(); -}; + array[ offset + 3 ] = te[ 3 ]; + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; -THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () { - var fov = THREE.Math.radToDeg(2 * Math.atan(Math.tan(THREE.Math.degToRad(this.fov) * 0.5) / this.zoom)); - - if (this.fullWidth) { - var aspect = this.fullWidth / this.fullHeight; - var top = Math.tan(THREE.Math.degToRad(fov * 0.5)) * this.near; - var bottom = -top; - var left = aspect * bottom; - var right = aspect * top; - var width = Math.abs(right - left); - var height = Math.abs(top - bottom); - this.projectionMatrix.makeFrustum(left + this.x * width / this.fullWidth, left + (this.x + this.width) * width / this.fullWidth, top - (this.y + this.height) * height / this.fullHeight, top - this.y * height / this.fullHeight, this.near, this.far); - } else { - this.projectionMatrix.makePerspective(fov, this.aspect, this.near, this.far); - } -}; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + array[ offset + 8 ] = te[ 8 ]; -THREE.PerspectiveCamera.prototype.copy = function (source) { - THREE.Camera.prototype.copy.call(this, source); - this.focalLength = source.focalLength; - this.zoom = source.zoom; - this.fov = source.fov; - this.aspect = source.aspect; - this.near = source.near; - this.far = source.far; - return this; -}; + return array; + + } -THREE.PerspectiveCamera.prototype.toJSON = function (meta) { - var data = THREE.Object3D.prototype.toJSON.call(this, meta); - data.object.focalLength = this.focalLength; - data.object.zoom = this.zoom; - data.object.fov = this.fov; - data.object.aspect = this.aspect; - data.object.near = this.near; - data.object.far = this.far; - return data; -}; // File:src/lights/Light.js +} ); /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ */ +var _canvas; -THREE.Light = function (color, intensity) { - THREE.Object3D.call(this); - this.type = 'Light'; - this.color = new THREE.Color(color); - this.intensity = intensity !== undefined ? intensity : 1; - this.receiveShadow = undefined; -}; +var ImageUtils = { -THREE.Light.prototype = Object.create(THREE.Object3D.prototype); -THREE.Light.prototype.constructor = THREE.Light; + getDataURL: function ( image ) { -THREE.Light.prototype.copy = function (source) { - THREE.Object3D.prototype.copy.call(this, source); - this.color.copy(source.color); - this.intensity = source.intensity; - return this; -}; + var canvas; -THREE.Light.prototype.toJSON = function (meta) { - var data = THREE.Object3D.prototype.toJSON.call(this, meta); - data.object.color = this.color.getHex(); - data.object.intensity = this.intensity; - if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex(); - if (this.distance !== undefined) data.object.distance = this.distance; - if (this.angle !== undefined) data.object.angle = this.angle; - if (this.decay !== undefined) data.object.decay = this.decay; - if (this.penumbra !== undefined) data.object.penumbra = this.penumbra; - return data; -}; // File:src/scenes/Scene.js + if ( typeof HTMLCanvasElement == 'undefined' ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + return image.src; + } else if ( image instanceof HTMLCanvasElement ) { -THREE.Scene = function () { - THREE.Object3D.call(this); - this.type = 'Scene'; - this.fog = null; - this.overrideMaterial = null; - this.autoUpdate = true; // checked by the renderer -}; + canvas = image; + + } else { + + if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + + _canvas.width = image.width; + _canvas.height = image.height; + + var context = _canvas.getContext( '2d' ); + + if ( image instanceof ImageData ) { + + context.putImageData( image, 0, 0 ); + + } else { + + context.drawImage( image, 0, 0, image.width, image.height ); + + } + + canvas = _canvas; + + } + + if ( canvas.width > 2048 || canvas.height > 2048 ) { + + return canvas.toDataURL( 'image/jpeg', 0.6 ); + + } else { + + return canvas.toDataURL( 'image/png' ); -THREE.Scene.prototype = Object.create(THREE.Object3D.prototype); -THREE.Scene.prototype.constructor = THREE.Scene; + } -THREE.Scene.prototype.copy = function (source, recursive) { - THREE.Object3D.prototype.copy.call(this, source, recursive); - if (source.fog !== null) this.fog = source.fog.clone(); - if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone(); - this.autoUpdate = source.autoUpdate; - this.matrixAutoUpdate = source.matrixAutoUpdate; - return this; -}; // File:src/scenes/FogExp2.js + } + +}; /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ */ +var textureId = 0; -THREE.FogExp2 = function (color, density) { - this.name = ''; - this.color = new THREE.Color(color); - this.density = density !== undefined ? density : 0.00025; -}; +function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { -THREE.FogExp2.prototype.clone = function () { - return new THREE.FogExp2(this.color.getHex(), this.density); -}; // File:src/extras/objects/ImmediateRenderObject.js + Object.defineProperty( this, 'id', { value: textureId ++ } ); -/** - * @author alteredq / http://alteredqualia.com/ - */ + this.uuid = MathUtils.generateUUID(); + this.name = ''; -THREE.ImmediateRenderObject = function (material) { - THREE.Object3D.call(this); - this.material = material; + this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; + this.mipmaps = []; - this.render = function (renderCallback) {}; -}; + this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; -THREE.ImmediateRenderObject.prototype = Object.create(THREE.Object3D.prototype); -THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject; // File:src/extras/geometries/SphereBufferGeometry.js + this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; + this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; -/** - * @author benaadams / https://twitter.com/ben_a_adams - * based on THREE.SphereGeometry - */ - -THREE.SphereBufferGeometry = function (radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) { - THREE.BufferGeometry.call(this); - this.type = 'SphereBufferGeometry'; - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - radius = radius || 50; - widthSegments = Math.max(3, Math.floor(widthSegments) || 8); - heightSegments = Math.max(2, Math.floor(heightSegments) || 6); - phiStart = phiStart !== undefined ? phiStart : 0; - phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; - var thetaEnd = thetaStart + thetaLength; - var vertexCount = (widthSegments + 1) * (heightSegments + 1); - var positions = new THREE.BufferAttribute(new Float32Array(vertexCount * 3), 3); - var normals = new THREE.BufferAttribute(new Float32Array(vertexCount * 3), 3); - var uvs = new THREE.BufferAttribute(new Float32Array(vertexCount * 2), 2); - var index = 0, - vertices = [], - normal = new THREE.Vector3(); - - for (var y = 0; y <= heightSegments; y++) { - var verticesRow = []; - var v = y / heightSegments; - - for (var x = 0; x <= widthSegments; x++) { - var u = x / widthSegments; - var px = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength); - var py = radius * Math.cos(thetaStart + v * thetaLength); - var pz = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength); - normal.set(px, py, pz).normalize(); - positions.setXYZ(index, px, py, pz); - normals.setXYZ(index, normal.x, normal.y, normal.z); - uvs.setXY(index, u, 1 - v); - verticesRow.push(index); - index++; - } + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter; - vertices.push(verticesRow); - } + this.anisotropy = anisotropy !== undefined ? anisotropy : 1; - var indices = []; + this.format = format !== undefined ? format : RGBAFormat; + this.internalFormat = null; + this.type = type !== undefined ? type : UnsignedByteType; - for (var y = 0; y < heightSegments; y++) { - for (var x = 0; x < widthSegments; x++) { - var v1 = vertices[y][x + 1]; - var v2 = vertices[y][x]; - var v3 = vertices[y + 1][x]; - var v4 = vertices[y + 1][x + 1]; - if (y !== 0 || thetaStart > 0) indices.push(v1, v2, v4); - if (y !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(v2, v3, v4); - } - } + this.offset = new Vector2( 0, 0 ); + this.repeat = new Vector2( 1, 1 ); + this.center = new Vector2( 0, 0 ); + this.rotation = 0; - this.setIndex(new (positions.count > 65535 ? THREE.Uint32Attribute : THREE.Uint16Attribute)(indices, 1)); - this.addAttribute('position', positions); - this.addAttribute('normal', normals); - this.addAttribute('uv', uvs); - this.boundingSphere = new THREE.Sphere(new THREE.Vector3(), radius); -}; + this.matrixAutoUpdate = true; + this.matrix = new Matrix3(); -THREE.SphereBufferGeometry.prototype = Object.create(THREE.BufferGeometry.prototype); -THREE.SphereBufferGeometry.prototype.constructor = THREE.SphereBufferGeometry; // File:src/extras/geometries/SphereGeometry.js + this.generateMipmaps = true; + this.premultiplyAlpha = false; + this.flipY = true; + this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) -/** - * @author mrdoob / http://mrdoob.com/ - */ + // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. + // + // Also changing the encoding after already used by a Material will not automatically make the Material + // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. + this.encoding = encoding !== undefined ? encoding : LinearEncoding; -THREE.SphereGeometry = function (radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) { - THREE.Geometry.call(this); - this.type = 'SphereGeometry'; - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - this.fromBufferGeometry(new THREE.SphereBufferGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength)); -}; + this.version = 0; + this.onUpdate = null; -THREE.SphereGeometry.prototype = Object.create(THREE.Geometry.prototype); -THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry; // File:src/materials/Material.js +} -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ +Texture.DEFAULT_IMAGE = undefined; +Texture.DEFAULT_MAPPING = UVMapping; -THREE.Material = function () { - Object.defineProperty(this, 'id', { - value: THREE.MaterialIdCount++ - }); - this.uuid = THREE.Math.generateUUID(); - this.name = ''; - this.type = 'Material'; - this.side = THREE.FrontSide; - this.opacity = 1; - this.transparent = false; - this.blending = THREE.NormalBlending; - this.blendSrc = THREE.SrcAlphaFactor; - this.blendDst = THREE.OneMinusSrcAlphaFactor; - this.blendEquation = THREE.AddEquation; - this.blendSrcAlpha = null; - this.blendDstAlpha = null; - this.blendEquationAlpha = null; - this.depthFunc = THREE.LessEqualDepth; - this.depthTest = true; - this.depthWrite = true; - this.colorWrite = true; - this.precision = null; // override the renderer's default precision for this material - - this.polygonOffset = false; - this.polygonOffsetFactor = 0; - this.polygonOffsetUnits = 0; - this.alphaTest = 0; - this.premultipliedAlpha = false; - this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer - - this.visible = true; - this._needsUpdate = true; -}; +Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { -THREE.Material.prototype = { - constructor: THREE.Material, + constructor: Texture, - get needsUpdate() { - return this._needsUpdate; - }, + isTexture: true, - set needsUpdate(value) { - if (value === true) this.update(); - this._needsUpdate = value; - }, + updateMatrix: function () { - setValues: function (values) { - if (values === undefined) return; + this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y ); - for (var key in values) { - var newValue = values[key]; + }, - if (newValue === undefined) { - continue; - } + clone: function () { - var currentValue = this[key]; + return new this.constructor().copy( this ); - if (currentValue === undefined) { - continue; - } + }, - if (currentValue instanceof THREE.Color) { - currentValue.set(newValue); - } else if (currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3) { - currentValue.copy(newValue); - } else if (key === 'overdraw') { - // ensure overdraw is backwards-compatible with legacy boolean type - this[key] = Number(newValue); - } else { - this[key] = newValue; - } - } - }, - toJSON: function (meta) { - var isRoot = meta === undefined; - - if (isRoot) { - meta = { - textures: {}, - images: {} - }; - } + copy: function ( source ) { - var data = { - metadata: { - version: 4.4, - type: 'Material', - generator: 'Material.toJSON' - } - }; // standard Material serialization - - data.uuid = this.uuid; - data.type = this.type; - if (this.name !== '') data.name = this.name; - if (this.color instanceof THREE.Color) data.color = this.color.getHex(); - if (this.roughness !== 0.5) data.roughness = this.roughness; - if (this.metalness !== 0.5) data.metalness = this.metalness; - if (this.emissive instanceof THREE.Color) data.emissive = this.emissive.getHex(); - if (this.specular instanceof THREE.Color) data.specular = this.specular.getHex(); - if (this.shininess !== undefined) data.shininess = this.shininess; - if (this.map instanceof THREE.Texture) data.map = this.map.toJSON(meta).uuid; - if (this.alphaMap instanceof THREE.Texture) data.alphaMap = this.alphaMap.toJSON(meta).uuid; - if (this.lightMap instanceof THREE.Texture) data.lightMap = this.lightMap.toJSON(meta).uuid; - - if (this.bumpMap instanceof THREE.Texture) { - data.bumpMap = this.bumpMap.toJSON(meta).uuid; - data.bumpScale = this.bumpScale; - } + this.name = source.name; - if (this.normalMap instanceof THREE.Texture) { - data.normalMap = this.normalMap.toJSON(meta).uuid; - data.normalScale = this.normalScale.toArray(); - } + this.image = source.image; + this.mipmaps = source.mipmaps.slice( 0 ); - if (this.displacementMap instanceof THREE.Texture) { - data.displacementMap = this.displacementMap.toJSON(meta).uuid; - data.displacementScale = this.displacementScale; - data.displacementBias = this.displacementBias; - } + this.mapping = source.mapping; - if (this.roughnessMap instanceof THREE.Texture) data.roughnessMap = this.roughnessMap.toJSON(meta).uuid; - if (this.metalnessMap instanceof THREE.Texture) data.metalnessMap = this.metalnessMap.toJSON(meta).uuid; - if (this.emissiveMap instanceof THREE.Texture) data.emissiveMap = this.emissiveMap.toJSON(meta).uuid; - if (this.specularMap instanceof THREE.Texture) data.specularMap = this.specularMap.toJSON(meta).uuid; + this.wrapS = source.wrapS; + this.wrapT = source.wrapT; - if (this.envMap instanceof THREE.Texture) { - data.envMap = this.envMap.toJSON(meta).uuid; - data.reflectivity = this.reflectivity; // Scale behind envMap - } + this.magFilter = source.magFilter; + this.minFilter = source.minFilter; - if (this.size !== undefined) data.size = this.size; - if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation; - if (this.vertexColors !== undefined && this.vertexColors !== THREE.NoColors) data.vertexColors = this.vertexColors; - if (this.shading !== undefined && this.shading !== THREE.SmoothShading) data.shading = this.shading; - if (this.blending !== undefined && this.blending !== THREE.NormalBlending) data.blending = this.blending; - if (this.side !== undefined && this.side !== THREE.FrontSide) data.side = this.side; - if (this.opacity < 1) data.opacity = this.opacity; - if (this.transparent === true) data.transparent = this.transparent; - if (this.alphaTest > 0) data.alphaTest = this.alphaTest; - if (this.premultipliedAlpha === true) data.premultipliedAlpha = this.premultipliedAlpha; - if (this.wireframe === true) data.wireframe = this.wireframe; - if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth; // TODO: Copied from Object3D.toJSON - - function extractFromCache(cache) { - var values = []; - - for (var key in cache) { - var data = cache[key]; - delete data.metadata; - values.push(data); - } + this.anisotropy = source.anisotropy; - return values; - } + this.format = source.format; + this.internalFormat = source.internalFormat; + this.type = source.type; - if (isRoot) { - var textures = extractFromCache(meta.textures); - var images = extractFromCache(meta.images); - if (textures.length > 0) data.textures = textures; - if (images.length > 0) data.images = images; - } + this.offset.copy( source.offset ); + this.repeat.copy( source.repeat ); + this.center.copy( source.center ); + this.rotation = source.rotation; - return data; - }, - clone: function () { - return new this.constructor().copy(this); - }, - copy: function (source) { - this.name = source.name; - this.side = source.side; - this.opacity = source.opacity; - this.transparent = source.transparent; - this.blending = source.blending; - this.blendSrc = source.blendSrc; - this.blendDst = source.blendDst; - this.blendEquation = source.blendEquation; - this.blendSrcAlpha = source.blendSrcAlpha; - this.blendDstAlpha = source.blendDstAlpha; - this.blendEquationAlpha = source.blendEquationAlpha; - this.depthFunc = source.depthFunc; - this.depthTest = source.depthTest; - this.depthWrite = source.depthWrite; - this.colorWrite = source.colorWrite; - this.precision = source.precision; - this.polygonOffset = source.polygonOffset; - this.polygonOffsetFactor = source.polygonOffsetFactor; - this.polygonOffsetUnits = source.polygonOffsetUnits; - this.alphaTest = source.alphaTest; - this.premultipliedAlpha = source.premultipliedAlpha; - this.overdraw = source.overdraw; - this.visible = source.visible; - return this; - }, - update: function () { - this.dispatchEvent({ - type: 'update' - }); - }, - dispose: function () { - this.dispatchEvent({ - type: 'dispose' - }); - } -}; -THREE.EventDispatcher.prototype.apply(THREE.Material.prototype); -THREE.MaterialIdCount = 0; // File:src/materials/LineBasicMaterial.js + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrix.copy( source.matrix ); -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * linecap: "round", - * linejoin: "round", - * - * blending: THREE.NormalBlending, - * depthTest: , - * depthWrite: , - * - * vertexColors: - * - * fog: - * } - */ + this.generateMipmaps = source.generateMipmaps; + this.premultiplyAlpha = source.premultiplyAlpha; + this.flipY = source.flipY; + this.unpackAlignment = source.unpackAlignment; + this.encoding = source.encoding; -THREE.LineBasicMaterial = function (parameters) { - THREE.Material.call(this); - this.type = 'LineBasicMaterial'; - this.color = new THREE.Color(0xffffff); - this.linewidth = 1; - this.linecap = 'round'; - this.linejoin = 'round'; - this.blending = THREE.NormalBlending; - this.vertexColors = THREE.NoColors; - this.fog = true; - this.setValues(parameters); -}; + return this; -THREE.LineBasicMaterial.prototype = Object.create(THREE.Material.prototype); -THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial; + }, -THREE.LineBasicMaterial.prototype.copy = function (source) { - THREE.Material.prototype.copy.call(this, source); - this.color.copy(source.color); - this.linewidth = source.linewidth; - this.linecap = source.linecap; - this.linejoin = source.linejoin; - this.vertexColors = source.vertexColors; - this.fog = source.fog; - return this; -}; // File:src/materials/LineDashedMaterial.js + toJSON: function ( meta ) { -/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * - * scale: , - * dashSize: , - * gapSize: , - * - * blending: THREE.NormalBlending, - * depthTest: , - * depthWrite: , - * - * vertexColors: THREE.NoColors / THREE.FaceColors / THREE.VertexColors - * - * fog: - * } - */ + var isRootObject = ( meta === undefined || typeof meta === 'string' ); + if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { -THREE.LineDashedMaterial = function (parameters) { - THREE.Material.call(this); - this.type = 'LineDashedMaterial'; - this.color = new THREE.Color(0xffffff); - this.linewidth = 1; - this.scale = 1; - this.dashSize = 3; - this.gapSize = 1; - this.blending = THREE.NormalBlending; - this.vertexColors = THREE.NoColors; - this.fog = true; - this.setValues(parameters); -}; + return meta.textures[ this.uuid ]; -THREE.LineDashedMaterial.prototype = Object.create(THREE.Material.prototype); -THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial; + } -THREE.LineDashedMaterial.prototype.copy = function (source) { - THREE.Material.prototype.copy.call(this, source); - this.color.copy(source.color); - this.linewidth = source.linewidth; - this.scale = source.scale; - this.dashSize = source.dashSize; - this.gapSize = source.gapSize; - this.vertexColors = source.vertexColors; - this.fog = source.fog; - return this; -}; // File:src/materials/PointsMaterial.js + var output = { -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * size: , - * sizeAttenuation: , - * - * blending: THREE.NormalBlending, - * depthTest: , - * depthWrite: , - * - * vertexColors: , - * - * fog: - * } - */ + metadata: { + version: 4.5, + type: 'Texture', + generator: 'Texture.toJSON' + }, + uuid: this.uuid, + name: this.name, -THREE.PointsMaterial = function (parameters) { - THREE.Material.call(this); - this.type = 'PointsMaterial'; - this.color = new THREE.Color(0xffffff); - this.map = null; - this.size = 1; - this.sizeAttenuation = true; - this.blending = THREE.NormalBlending; - this.vertexColors = THREE.NoColors; - this.fog = true; - this.setValues(parameters); -}; + mapping: this.mapping, -THREE.PointsMaterial.prototype = Object.create(THREE.Material.prototype); -THREE.PointsMaterial.prototype.constructor = THREE.PointsMaterial; + repeat: [ this.repeat.x, this.repeat.y ], + offset: [ this.offset.x, this.offset.y ], + center: [ this.center.x, this.center.y ], + rotation: this.rotation, -THREE.PointsMaterial.prototype.copy = function (source) { - THREE.Material.prototype.copy.call(this, source); - this.color.copy(source.color); - this.map = source.map; - this.size = source.size; - this.sizeAttenuation = source.sizeAttenuation; - this.vertexColors = source.vertexColors; - this.fog = source.fog; - return this; -}; // File:src/materials/MeshDepthMaterial.js + wrap: [ this.wrapS, this.wrapT ], -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * opacity: , - * - * wireframe: , - * wireframeLinewidth: - * } - */ + format: this.format, + type: this.type, + encoding: this.encoding, + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy, -THREE.MeshDepthMaterial = function (parameters) { - THREE.Material.call(this); - this.type = 'MeshDepthMaterial'; - this.morphTargets = false; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.setValues(parameters); -}; + flipY: this.flipY, -THREE.MeshDepthMaterial.prototype = Object.create(THREE.Material.prototype); -THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial; + premultiplyAlpha: this.premultiplyAlpha, + unpackAlignment: this.unpackAlignment -THREE.MeshDepthMaterial.prototype.copy = function (source) { - THREE.Material.prototype.copy.call(this, source); - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - return this; -}; // File:src/materials/MeshNormalMaterial.js + }; -/** - * @author mrdoob / http://mrdoob.com/ - * - * parameters = { - * opacity: , - * - * wireframe: , - * wireframeLinewidth: - * } - */ + if ( this.image !== undefined ) { + // TODO: Move to THREE.Image -THREE.MeshNormalMaterial = function (parameters) { - THREE.Material.call(this, parameters); - this.type = 'MeshNormalMaterial'; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.morphTargets = false; - this.setValues(parameters); -}; + var image = this.image; -THREE.MeshNormalMaterial.prototype = Object.create(THREE.Material.prototype); -THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial; + if ( image.uuid === undefined ) { -THREE.MeshNormalMaterial.prototype.copy = function (source) { - THREE.Material.prototype.copy.call(this, source); - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - return this; -}; // File:src/materials/ShaderMaterial.js + image.uuid = MathUtils.generateUUID(); // UGH -/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * defines: { "label" : "value" }, - * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } }, - * - * fragmentShader: , - * vertexShader: , - * - * shading: THREE.SmoothShading, - * - * wireframe: , - * wireframeLinewidth: , - * - * lights: , - * - * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, - * - * skinning: , - * morphTargets: , - * morphNormals: , - * - * fog: - * } - */ + } + if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) { -THREE.ShaderMaterial = function (parameters) { - THREE.Material.call(this); - this.type = 'ShaderMaterial'; - this.defines = {}; - this.uniforms = {}; - this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; - this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; - this.shading = THREE.SmoothShading; - this.linewidth = 1; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.fog = false; // set to use scene fog + var url; - this.lights = false; // set to use scene lights + if ( Array.isArray( image ) ) { - this.vertexColors = THREE.NoColors; // set to use "color" attribute stream + // process array of images e.g. CubeTexture - this.skinning = false; // set to use skinning attribute streams + url = []; - this.morphTargets = false; // set to use morph targets + for ( var i = 0, l = image.length; i < l; i ++ ) { - this.morphNormals = false; // set to use morph normals + url.push( ImageUtils.getDataURL( image[ i ] ) ); - this.extensions = { - derivatives: false, - // set to use derivatives - fragDepth: false, - // set to use fragment depth values - drawBuffers: false, - // set to use draw buffers - shaderTextureLOD: false // set to use shader texture LOD + } - }; // When rendered geometry doesn't include these attributes but the material does, - // use these default values in WebGL. This avoids errors when buffer data is missing. + } else { - this.defaultAttributeValues = { - 'color': [1, 1, 1], - 'uv': [0, 0], - 'uv2': [0, 0] - }; - this.index0AttributeName = undefined; + // process single image - if (parameters !== undefined) { - if (parameters.attributes !== undefined) ; + url = ImageUtils.getDataURL( image ); - this.setValues(parameters); - } -}; + } -THREE.ShaderMaterial.prototype = Object.create(THREE.Material.prototype); -THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial; - -THREE.ShaderMaterial.prototype.copy = function (source) { - THREE.Material.prototype.copy.call(this, source); - this.fragmentShader = source.fragmentShader; - this.vertexShader = source.vertexShader; - this.uniforms = THREE.UniformsUtils.clone(source.uniforms); - this.defines = source.defines; - this.shading = source.shading; - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.fog = source.fog; - this.lights = source.lights; - this.vertexColors = source.vertexColors; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - this.extensions = source.extensions; - return this; -}; + meta.images[ image.uuid ] = { + uuid: image.uuid, + url: url + }; -THREE.ShaderMaterial.prototype.toJSON = function (meta) { - var data = THREE.Material.prototype.toJSON.call(this, meta); - data.uniforms = this.uniforms; - data.vertexShader = this.vertexShader; - data.fragmentShader = this.fragmentShader; - return data; -}; // File:src/materials/MeshBasicMaterial.js + } -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * shading: THREE.SmoothShading, - * blending: THREE.NormalBlending, - * depthTest: , - * depthWrite: , - * - * wireframe: , - * wireframeLinewidth: , - * - * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, - * - * skinning: , - * morphTargets: , - * - * fog: - * } - */ + output.image = image.uuid; + } -THREE.MeshBasicMaterial = function (parameters) { - THREE.Material.call(this); - this.type = 'MeshBasicMaterial'; - this.color = new THREE.Color(0xffffff); // emissive - - this.map = null; - this.aoMap = null; - this.aoMapIntensity = 1.0; - this.specularMap = null; - this.alphaMap = null; - this.envMap = null; - this.combine = THREE.MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; - this.fog = true; - this.shading = THREE.SmoothShading; - this.blending = THREE.NormalBlending; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - this.vertexColors = THREE.NoColors; - this.skinning = false; - this.morphTargets = false; - this.setValues(parameters); -}; + if ( ! isRootObject ) { -THREE.MeshBasicMaterial.prototype = Object.create(THREE.Material.prototype); -THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial; - -THREE.MeshBasicMaterial.prototype.copy = function (source) { - THREE.Material.prototype.copy.call(this, source); - this.color.copy(source.color); - this.map = source.map; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - this.specularMap = source.specularMap; - this.alphaMap = source.alphaMap; - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; - this.fog = source.fog; - this.shading = source.shading; - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - this.vertexColors = source.vertexColors; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - return this; -}; // File:src/materials/MeshLambertMaterial.js + meta.textures[ this.uuid ] = output; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * blending: THREE.NormalBlending, - * depthTest: , - * depthWrite: , - * - * wireframe: , - * wireframeLinewidth: , - * - * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, - * - * skinning: , - * morphTargets: , - * morphNormals: , - * - * fog: - * } - */ + } + return output; -THREE.MeshLambertMaterial = function (parameters) { - THREE.Material.call(this); - this.type = 'MeshLambertMaterial'; - this.color = new THREE.Color(0xffffff); // diffuse - - this.map = null; - this.lightMap = null; - this.lightMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; - this.emissive = new THREE.Color(0x000000); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - this.specularMap = null; - this.alphaMap = null; - this.envMap = null; - this.combine = THREE.MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; - this.fog = true; - this.blending = THREE.NormalBlending; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - this.vertexColors = THREE.NoColors; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - this.setValues(parameters); -}; + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + }, + + transformUv: function ( uv ) { + + if ( this.mapping !== UVMapping ) return uv; + + uv.applyMatrix3( this.matrix ); + + if ( uv.x < 0 || uv.x > 1 ) { + + switch ( this.wrapS ) { + + case RepeatWrapping: + + uv.x = uv.x - Math.floor( uv.x ); + break; + + case ClampToEdgeWrapping: + + uv.x = uv.x < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { + + uv.x = Math.ceil( uv.x ) - uv.x; + + } else { + + uv.x = uv.x - Math.floor( uv.x ); + + } + break; + + } + + } -THREE.MeshLambertMaterial.prototype = Object.create(THREE.Material.prototype); -THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial; - -THREE.MeshLambertMaterial.prototype.copy = function (source) { - THREE.Material.prototype.copy.call(this, source); - this.color.copy(source.color); - this.map = source.map; - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - this.emissive.copy(source.emissive); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - this.specularMap = source.specularMap; - this.alphaMap = source.alphaMap; - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; - this.fog = source.fog; - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - this.vertexColors = source.vertexColors; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - return this; -}; // File:src/materials/MeshStandardMaterial.js + if ( uv.y < 0 || uv.y > 1 ) { + + switch ( this.wrapT ) { + + case RepeatWrapping: + + uv.y = uv.y - Math.floor( uv.y ); + break; + + case ClampToEdgeWrapping: + + uv.y = uv.y < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { + + uv.y = Math.ceil( uv.y ) - uv.y; + + } else { + + uv.y = uv.y - Math.floor( uv.y ); + + } + break; + + } + + } + + if ( this.flipY ) { + + uv.y = 1 - uv.y; + + } + + return uv; + + } + +} ); + +Object.defineProperty( Texture.prototype, "needsUpdate", { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + +} ); /** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * color: , - * roughness: , - * metalness: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * roughnessMap: new THREE.Texture( ), - * - * metalnessMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * envMapIntensity: - * - * refractionRatio: , - * - * shading: THREE.SmoothShading, - * blending: THREE.NormalBlending, - * depthTest: , - * depthWrite: , - * - * wireframe: , - * wireframeLinewidth: , - * - * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, - * - * skinning: , - * morphTargets: , - * morphNormals: , - * - * fog: - * } */ +function Vector4( x, y, z, w ) { -THREE.MeshStandardMaterial = function (parameters) { - THREE.Material.call(this); - this.type = 'MeshStandardMaterial'; - this.color = new THREE.Color(0xffffff); // diffuse - - this.roughness = 0.5; - this.metalness = 0.5; - this.map = null; - this.lightMap = null; - this.lightMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; - this.emissive = new THREE.Color(0x000000); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - this.bumpMap = null; - this.bumpScale = 1; - this.normalMap = null; - this.normalScale = new THREE.Vector2(1, 1); - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - this.roughnessMap = null; - this.metalnessMap = null; - this.alphaMap = null; - this.envMap = null; - this.envMapIntensity = 1.0; - this.refractionRatio = 0.98; - this.fog = true; - this.shading = THREE.SmoothShading; - this.blending = THREE.NormalBlending; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - this.vertexColors = THREE.NoColors; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - this.setValues(parameters); -}; + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; -THREE.MeshStandardMaterial.prototype = Object.create(THREE.Material.prototype); -THREE.MeshStandardMaterial.prototype.constructor = THREE.MeshStandardMaterial; - -THREE.MeshStandardMaterial.prototype.copy = function (source) { - THREE.Material.prototype.copy.call(this, source); - this.color.copy(source.color); - this.roughness = source.roughness; - this.metalness = source.metalness; - this.map = source.map; - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - this.emissive.copy(source.emissive); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - this.normalMap = source.normalMap; - this.normalScale.copy(source.normalScale); - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - this.roughnessMap = source.roughnessMap; - this.metalnessMap = source.metalnessMap; - this.alphaMap = source.alphaMap; - this.envMap = source.envMap; - this.envMapIntensity = source.envMapIntensity; - this.refractionRatio = source.refractionRatio; - this.fog = source.fog; - this.shading = source.shading; - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - this.vertexColors = source.vertexColors; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - return this; -}; // File:src/materials/MeshPhongMaterial.js +} -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * specular: , - * shininess: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * +Object.defineProperties( Vector4.prototype, { + + "width": { + + get: function () { + + return this.z; + + }, + + set: function ( value ) { + + this.z = value; + + } + + }, + + "height": { + + get: function () { + + return this.w; + + }, + + set: function ( value ) { + + this.w = value; + + } + + } + +} ); + +Object.assign( Vector4.prototype, { + + isVector4: true, + + set: function ( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setZ: function ( z ) { + + this.z = z; + + return this; + + }, + + setW: function ( w ) { + + this.w = w; + + return this; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + case 3: this.w = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + case 3: return this.w; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y, this.z, this.w ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + this.z += s; + this.w += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + this.w = a.w + b.w; + + return this; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; + + return this; + + }, + + applyMatrix4: function ( m ) { + + var x = this.x, y = this.y, z = this.z, w = this.w; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; + this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + setAxisAngleFromQuaternion: function ( q ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + + // q is assumed to be normalized + + this.w = 2 * Math.acos( q.w ); + + var s = Math.sqrt( 1 - q.w * q.w ); + + if ( s < 0.0001 ) { + + this.x = 1; + this.y = 0; + this.z = 0; + + } else { + + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; + + } + + return this; + + }, + + setAxisAngleFromRotationMatrix: function ( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var angle, x, y, z, // variables for result + epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + + te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + if ( ( Math.abs( m12 - m21 ) < epsilon ) && + ( Math.abs( m13 - m31 ) < epsilon ) && + ( Math.abs( m23 - m32 ) < epsilon ) ) { + + // singularity found + // first check for identity matrix which must have +1 for all terms + // in leading diagonal and zero in other terms + + if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && + ( Math.abs( m13 + m31 ) < epsilon2 ) && + ( Math.abs( m23 + m32 ) < epsilon2 ) && + ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { + + // this singularity is identity matrix so angle = 0 + + this.set( 1, 0, 0, 0 ); + + return this; // zero angle, arbitrary axis + + } + + // otherwise this singularity is angle = 180 + + angle = Math.PI; + + var xx = ( m11 + 1 ) / 2; + var yy = ( m22 + 1 ) / 2; + var zz = ( m33 + 1 ) / 2; + var xy = ( m12 + m21 ) / 4; + var xz = ( m13 + m31 ) / 4; + var yz = ( m23 + m32 ) / 4; + + if ( ( xx > yy ) && ( xx > zz ) ) { + + // m11 is the largest diagonal term + + if ( xx < epsilon ) { + + x = 0; + y = 0.707106781; + z = 0.707106781; + + } else { + + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; + + } + + } else if ( yy > zz ) { + + // m22 is the largest diagonal term + + if ( yy < epsilon ) { + + x = 0.707106781; + y = 0; + z = 0.707106781; + + } else { + + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; + + } + + } else { + + // m33 is the largest diagonal term so base result on this + + if ( zz < epsilon ) { + + x = 0.707106781; + y = 0.707106781; + z = 0; + + } else { + + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; + + } + + } + + this.set( x, y, z, angle ); + + return this; // return 180 deg rotation + + } + + // as we have reached here there are no singularities so we can handle normally + + var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + + if ( Math.abs( s ) < 0.001 ) s = 1; + + // prevent divide by zero, should not happen if matrix is orthogonal and should be + // caught by singularity test above, but I've left it in just in case + + this.x = ( m32 - m23 ) / s; + this.y = ( m13 - m31 ) / s; + this.z = ( m21 - m12 ) / s; + this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); + + return this; + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + this.w = Math.min( this.w, v.w ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + this.w = Math.max( this.w, v.w ); + + return this; + + }, + + clamp: function ( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + this.w = Math.max( min.w, Math.min( max.w, this.w ) ); + + return this; + + }, + + clampScalar: function ( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); + this.w = Math.max( minVal, Math.min( maxVal, this.w ) ); + + return this; + + }, + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + }, + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + this.w = Math.floor( this.w ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + this.w = Math.ceil( this.w ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + this.w = Math.round( this.w ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + }, + + manhattanLength: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() || 1 ); + + }, + + setLength: function ( length ) { + + return this.normalize().multiplyScalar( length ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; + + return array; + + }, + + fromBufferAttribute: function ( attribute, index, offset ) { + + if ( offset !== undefined ) { + + console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); + + } + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + this.w = attribute.getW( index ); + + return this; + + } + +} ); + +/** + * @author szimek / https://github.com/szimek/ + * @author alteredq / http://alteredqualia.com/ + * @author Marius Kintel / https://github.com/kintel + */ + +/* + In options, we can specify: + * Texture parameters for an auto-generated target texture + * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers +*/ +function WebGLRenderTarget( width, height, options ) { + + this.width = width; + this.height = height; + + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; + + this.viewport = new Vector4( 0, 0, width, height ); + + options = options || {}; + + this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); + + this.texture.image = {}; + this.texture.image.width = width; + this.texture.image.height = height; + + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; + this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; + +} + +WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: WebGLRenderTarget, + + isWebGLRenderTarget: true, + + setSize: function ( width, height ) { + + if ( this.width !== width || this.height !== height ) { + + this.width = width; + this.height = height; + + this.texture.image.width = width; + this.texture.image.height = height; + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.width = source.width; + this.height = source.height; + + this.viewport.copy( source.viewport ); + + this.texture = source.texture.clone(); + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + this.depthTexture = source.depthTexture; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +/** + * @author Mugen87 / https://github.com/Mugen87 + * @author Matt DesLauriers / @mattdesl + */ + +function WebGLMultisampleRenderTarget( width, height, options ) { + + WebGLRenderTarget.call( this, width, height, options ); + + this.samples = 4; + +} + +WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), { + + constructor: WebGLMultisampleRenderTarget, + + isWebGLMultisampleRenderTarget: true, + + copy: function ( source ) { + + WebGLRenderTarget.prototype.copy.call( this, source ); + + this.samples = source.samples; + + return this; + + } + +} ); + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ + +function Quaternion( x, y, z, w ) { + + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._w = ( w !== undefined ) ? w : 1; + +} + +Object.assign( Quaternion, { + + slerp: function ( qa, qb, qm, t ) { + + return qm.copy( qa ).slerp( qb, t ); + + }, + + slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + + // fuzz-free, array-based Quaternion SLERP operation + + var x0 = src0[ srcOffset0 + 0 ], + y0 = src0[ srcOffset0 + 1 ], + z0 = src0[ srcOffset0 + 2 ], + w0 = src0[ srcOffset0 + 3 ], + + x1 = src1[ srcOffset1 + 0 ], + y1 = src1[ srcOffset1 + 1 ], + z1 = src1[ srcOffset1 + 2 ], + w1 = src1[ srcOffset1 + 3 ]; + + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + + var s = 1 - t, + + cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + + dir = ( cos >= 0 ? 1 : - 1 ), + sqrSin = 1 - cos * cos; + + // Skip the Slerp for tiny steps to avoid numeric problems: + if ( sqrSin > Number.EPSILON ) { + + var sin = Math.sqrt( sqrSin ), + len = Math.atan2( sin, cos * dir ); + + s = Math.sin( s * len ) / sin; + t = Math.sin( t * len ) / sin; + + } + + var tDir = t * dir; + + x0 = x0 * s + x1 * tDir; + y0 = y0 * s + y1 * tDir; + z0 = z0 * s + z1 * tDir; + w0 = w0 * s + w1 * tDir; + + // Normalize in case we just did a lerp: + if ( s === 1 - t ) { + + var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); + + x0 *= f; + y0 *= f; + z0 *= f; + w0 *= f; + + } + + } + + dst[ dstOffset ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + + } + +} ); + +Object.defineProperties( Quaternion.prototype, { + + x: { + + get: function () { + + return this._x; + + }, + + set: function ( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + }, + + y: { + + get: function () { + + return this._y; + + }, + + set: function ( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + }, + + z: { + + get: function () { + + return this._z; + + }, + + set: function ( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + }, + + w: { + + get: function () { + + return this._w; + + }, + + set: function ( value ) { + + this._w = value; + this._onChangeCallback(); + + } + + } + +} ); + +Object.assign( Quaternion.prototype, { + + isQuaternion: true, + + set: function ( x, y, z, w ) { + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + this._onChangeCallback(); + + return this; + + }, + + clone: function () { + + return new this.constructor( this._x, this._y, this._z, this._w ); + + }, + + copy: function ( quaternion ) { + + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; + + this._onChangeCallback(); + + return this; + + }, + + setFromEuler: function ( euler, update ) { + + if ( ! ( euler && euler.isEuler ) ) { + + throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + + } + + var x = euler._x, y = euler._y, z = euler._z, order = euler.order; + + // http://www.mathworks.com/matlabcentral/fileexchange/ + // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ + // content/SpinCalc.m + + var cos = Math.cos; + var sin = Math.sin; + + var c1 = cos( x / 2 ); + var c2 = cos( y / 2 ); + var c3 = cos( z / 2 ); + + var s1 = sin( x / 2 ); + var s2 = sin( y / 2 ); + var s3 = sin( z / 2 ); + + if ( order === 'XYZ' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'YXZ' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } else if ( order === 'ZXY' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'ZYX' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } else if ( order === 'YZX' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'XZY' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } + + if ( update !== false ) this._onChangeCallback(); + + return this; + + }, + + setFromAxisAngle: function ( axis, angle ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + + // assumes axis is normalized + + var halfAngle = angle / 2, s = Math.sin( halfAngle ); + + this._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos( halfAngle ); + + this._onChangeCallback(); + + return this; + + }, + + setFromRotationMatrix: function ( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], + + trace = m11 + m22 + m33, + s; + + if ( trace > 0 ) { + + s = 0.5 / Math.sqrt( trace + 1.0 ); + + this._w = 0.25 / s; + this._x = ( m32 - m23 ) * s; + this._y = ( m13 - m31 ) * s; + this._z = ( m21 - m12 ) * s; + + } else if ( m11 > m22 && m11 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + + this._w = ( m32 - m23 ) / s; + this._x = 0.25 * s; + this._y = ( m12 + m21 ) / s; + this._z = ( m13 + m31 ) / s; + + } else if ( m22 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + + this._w = ( m13 - m31 ) / s; + this._x = ( m12 + m21 ) / s; + this._y = 0.25 * s; + this._z = ( m23 + m32 ) / s; + + } else { + + s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + + this._w = ( m21 - m12 ) / s; + this._x = ( m13 + m31 ) / s; + this._y = ( m23 + m32 ) / s; + this._z = 0.25 * s; + + } + + this._onChangeCallback(); + + return this; + + }, + + setFromUnitVectors: function ( vFrom, vTo ) { + + // assumes direction vectors vFrom and vTo are normalized + + var EPS = 0.000001; + + var r = vFrom.dot( vTo ) + 1; + + if ( r < EPS ) { + + r = 0; + + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + + this._x = - vFrom.y; + this._y = vFrom.x; + this._z = 0; + this._w = r; + + } else { + + this._x = 0; + this._y = - vFrom.z; + this._z = vFrom.y; + this._w = r; + + } + + } else { + + // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 + + this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; + this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; + this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; + this._w = r; + + } + + return this.normalize(); + + }, + + angleTo: function ( q ) { + + return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) ); + + }, + + rotateTowards: function ( q, step ) { + + var angle = this.angleTo( q ); + + if ( angle === 0 ) return this; + + var t = Math.min( 1, step / angle ); + + this.slerp( q, t ); + + return this; + + }, + + inverse: function () { + + // quaternion is assumed to have unit length + + return this.conjugate(); + + }, + + conjugate: function () { + + this._x *= - 1; + this._y *= - 1; + this._z *= - 1; + + this._onChangeCallback(); + + return this; + + }, + + dot: function ( v ) { + + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + + }, + + lengthSq: function () { + + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + + }, + + length: function () { + + return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + + }, + + normalize: function () { + + var l = this.length(); + + if ( l === 0 ) { + + this._x = 0; + this._y = 0; + this._z = 0; + this._w = 1; + + } else { + + l = 1 / l; + + this._x = this._x * l; + this._y = this._y * l; + this._z = this._z * l; + this._w = this._w * l; + + } + + this._onChangeCallback(); + + return this; + + }, + + multiply: function ( q, p ) { + + if ( p !== undefined ) { + + console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); + return this.multiplyQuaternions( q, p ); + + } + + return this.multiplyQuaternions( this, q ); + + }, + + premultiply: function ( q ) { + + return this.multiplyQuaternions( q, this ); + + }, + + multiplyQuaternions: function ( a, b ) { + + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + + var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; + var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + + this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + this._onChangeCallback(); + + return this; + + }, + + slerp: function ( qb, t ) { + + if ( t === 0 ) return this; + if ( t === 1 ) return this.copy( qb ); + + var x = this._x, y = this._y, z = this._z, w = this._w; + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; + + if ( cosHalfTheta < 0 ) { + + this._w = - qb._w; + this._x = - qb._x; + this._y = - qb._y; + this._z = - qb._z; + + cosHalfTheta = - cosHalfTheta; + + } else { + + this.copy( qb ); + + } + + if ( cosHalfTheta >= 1.0 ) { + + this._w = w; + this._x = x; + this._y = y; + this._z = z; + + return this; + + } + + var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; + + if ( sqrSinHalfTheta <= Number.EPSILON ) { + + var s = 1 - t; + this._w = s * w + t * this._w; + this._x = s * x + t * this._x; + this._y = s * y + t * this._y; + this._z = s * z + t * this._z; + + this.normalize(); + this._onChangeCallback(); + + return this; + + } + + var sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); + var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); + var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + this._w = ( w * ratioA + this._w * ratioB ); + this._x = ( x * ratioA + this._x * ratioB ); + this._y = ( y * ratioA + this._y * ratioB ); + this._z = ( z * ratioA + this._z * ratioB ); + + this._onChangeCallback(); + + return this; + + }, + + equals: function ( quaternion ) { + + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this._x = array[ offset ]; + this._y = array[ offset + 1 ]; + this._z = array[ offset + 2 ]; + this._w = array[ offset + 3 ]; + + this._onChangeCallback(); + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._w; + + return array; + + }, + + fromBufferAttribute: function ( attribute, index ) { + + this._x = attribute.getX( index ); + this._y = attribute.getY( index ); + this._z = attribute.getZ( index ); + this._w = attribute.getW( index ); + + return this; + + }, + + _onChange: function ( callback ) { + + this._onChangeCallback = callback; + + return this; + + }, + + _onChangeCallback: function () {} + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +var _vector = new Vector3(); +var _quaternion = new Quaternion(); + +function Vector3( x, y, z ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + +} + +Object.assign( Vector3.prototype, { + + isVector3: true, + + set: function ( x, y, z ) { + + this.x = x; + this.y = y; + this.z = z; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setZ: function ( z ) { + + this.z = z; + + return this; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y, this.z ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + this.z += v.z; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + this.z += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + }, + + multiply: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); + return this.multiplyVectors( v, w ); + + } + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + + return this; + + }, + + multiplyVectors: function ( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + }, + + applyEuler: function ( euler ) { + + if ( ! ( euler && euler.isEuler ) ) { + + console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + + } + + return this.applyQuaternion( _quaternion.setFromEuler( euler ) ); + + }, + + applyAxisAngle: function ( axis, angle ) { + + return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) ); + + }, + + applyMatrix3: function ( m ) { + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; + this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; + + return this; + + }, + + applyNormalMatrix: function ( m ) { + + return this.applyMatrix3( m ).normalize(); + + }, + + applyMatrix4: function ( m ) { + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); + + this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; + this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; + this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; + + return this; + + }, + + applyQuaternion: function ( q ) { + + var x = this.x, y = this.y, z = this.z; + var qx = q.x, qy = q.y, qz = q.z, qw = q.w; + + // calculate quat * vector + + var ix = qw * x + qy * z - qz * y; + var iy = qw * y + qz * x - qx * z; + var iz = qw * z + qx * y - qy * x; + var iw = - qx * x - qy * y - qz * z; + + // calculate result * inverse quat + + this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; + this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; + this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; + + return this; + + }, + + project: function ( camera ) { + + return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); + + }, + + unproject: function ( camera ) { + + return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); + + }, + + transformDirection: function ( m ) { + + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; + + return this.normalize(); + + }, + + divide: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + + return this; + + }, + + clamp: function ( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + + return this; + + }, + + clampScalar: function ( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); + + return this; + + }, + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + }, + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + }, + + // TODO lengthSquared? + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + + }, + + manhattanLength: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() || 1 ); + + }, + + setLength: function ( length ) { + + return this.normalize().multiplyScalar( length ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + cross: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); + return this.crossVectors( v, w ); + + } + + return this.crossVectors( this, v ); + + }, + + crossVectors: function ( a, b ) { + + var ax = a.x, ay = a.y, az = a.z; + var bx = b.x, by = b.y, bz = b.z; + + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; + + return this; + + }, + + projectOnVector: function ( v ) { + + var denominator = v.lengthSq(); + + if ( denominator === 0 ) return this.set( 0, 0, 0 ); + + var scalar = v.dot( this ) / denominator; + + return this.copy( v ).multiplyScalar( scalar ); + + }, + + projectOnPlane: function ( planeNormal ) { + + _vector.copy( this ).projectOnVector( planeNormal ); + + return this.sub( _vector ); + + }, + + reflect: function ( normal ) { + + // reflect incident vector off plane orthogonal to normal + // normal is assumed to have unit length + + return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + + }, + + angleTo: function ( v ) { + + var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); + + if ( denominator === 0 ) return Math.PI / 2; + + var theta = this.dot( v ) / denominator; + + // clamp, to handle numerical problems + + return Math.acos( MathUtils.clamp( theta, - 1, 1 ) ); + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + + return dx * dx + dy * dy + dz * dz; + + }, + + manhattanDistanceTo: function ( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + + }, + + setFromSpherical: function ( s ) { + + return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); + + }, + + setFromSphericalCoords: function ( radius, phi, theta ) { + + var sinPhiRadius = Math.sin( phi ) * radius; + + this.x = sinPhiRadius * Math.sin( theta ); + this.y = Math.cos( phi ) * radius; + this.z = sinPhiRadius * Math.cos( theta ); + + return this; + + }, + + setFromCylindrical: function ( c ) { + + return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); + + }, + + setFromCylindricalCoords: function ( radius, theta, y ) { + + this.x = radius * Math.sin( theta ); + this.y = y; + this.z = radius * Math.cos( theta ); + + return this; + + }, + + setFromMatrixPosition: function ( m ) { + + var e = m.elements; + + this.x = e[ 12 ]; + this.y = e[ 13 ]; + this.z = e[ 14 ]; + + return this; + + }, + + setFromMatrixScale: function ( m ) { + + var sx = this.setFromMatrixColumn( m, 0 ).length(); + var sy = this.setFromMatrixColumn( m, 1 ).length(); + var sz = this.setFromMatrixColumn( m, 2 ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + return this; + + }, + + setFromMatrixColumn: function ( m, index ) { + + return this.fromArray( m.elements, index * 4 ); + + }, + + setFromMatrix3Column: function ( m, index ) { + + return this.fromArray( m.elements, index * 3 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + + return array; + + }, + + fromBufferAttribute: function ( attribute, index, offset ) { + + if ( offset !== undefined ) { + + console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' ); + + } + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + + return this; + + } + +} ); + +var _v1 = new Vector3(); +var _m1 = new Matrix4(); +var _zero = new Vector3( 0, 0, 0 ); +var _one = new Vector3( 1, 1, 1 ); +var _x = new Vector3(); +var _y = new Vector3(); +var _z = new Vector3(); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author jordi_ros / http://plattsoft.com + * @author D1plo1d / http://github.com/D1plo1d + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author timknip / http://www.floorplanner.com/ + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ + +function Matrix4() { + + this.elements = [ + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ]; + + if ( arguments.length > 0 ) { + + console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); + + } + +} + +Object.assign( Matrix4.prototype, { + + isMatrix4: true, + + set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + var te = this.elements; + + te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; + te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; + te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; + te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + clone: function () { + + return new Matrix4().fromArray( this.elements ); + + }, + + copy: function ( m ) { + + var te = this.elements; + var me = m.elements; + + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; + te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; + te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; + te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; + + return this; + + }, + + copyPosition: function ( m ) { + + var te = this.elements, me = m.elements; + + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; + + return this; + + }, + + extractBasis: function ( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); + + return this; + + }, + + makeBasis: function ( xAxis, yAxis, zAxis ) { + + this.set( + xAxis.x, yAxis.x, zAxis.x, 0, + xAxis.y, yAxis.y, zAxis.y, 0, + xAxis.z, yAxis.z, zAxis.z, 0, + 0, 0, 0, 1 + ); + + return this; + + }, + + extractRotation: function ( m ) { + + // this method does not support reflection matrices + + var te = this.elements; + var me = m.elements; + + var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length(); + var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length(); + var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length(); + + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; + te[ 3 ] = 0; + + te[ 4 ] = me[ 4 ] * scaleY; + te[ 5 ] = me[ 5 ] * scaleY; + te[ 6 ] = me[ 6 ] * scaleY; + te[ 7 ] = 0; + + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; + te[ 11 ] = 0; + + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + }, + + makeRotationFromEuler: function ( euler ) { + + if ( ! ( euler && euler.isEuler ) ) { + + console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + + } + + var te = this.elements; + + var x = euler.x, y = euler.y, z = euler.z; + var a = Math.cos( x ), b = Math.sin( x ); + var c = Math.cos( y ), d = Math.sin( y ); + var e = Math.cos( z ), f = Math.sin( z ); + + if ( euler.order === 'XYZ' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; + + te[ 1 ] = af + be * d; + te[ 5 ] = ae - bf * d; + te[ 9 ] = - b * c; + + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YXZ' ) { + + var ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce + df * b; + te[ 4 ] = de * b - cf; + te[ 8 ] = a * d; + + te[ 1 ] = a * f; + te[ 5 ] = a * e; + te[ 9 ] = - b; + + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZXY' ) { + + var ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; + + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; + + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZYX' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; + + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; + + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YZX' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; + + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; + + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; + + } else if ( euler.order === 'XZY' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; + + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; + + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; + + } + + // bottom row + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // last column + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + }, + + makeRotationFromQuaternion: function ( q ) { + + return this.compose( _zero, q, _one ); + + }, + + lookAt: function ( eye, target, up ) { + + var te = this.elements; + + _z.subVectors( eye, target ); + + if ( _z.lengthSq() === 0 ) { + + // eye and target are in the same position + + _z.z = 1; + + } + + _z.normalize(); + _x.crossVectors( up, _z ); + + if ( _x.lengthSq() === 0 ) { + + // up and z are parallel + + if ( Math.abs( up.z ) === 1 ) { + + _z.x += 0.0001; + + } else { + + _z.z += 0.0001; + + } + + _z.normalize(); + _x.crossVectors( up, _z ); + + } + + _x.normalize(); + _y.crossVectors( _z, _x ); + + te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; + te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; + te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; + + return this; + + }, + + multiply: function ( m, n ) { + + if ( n !== undefined ) { + + console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); + return this.multiplyMatrices( m, n ); + + } + + return this.multiplyMatrices( this, m ); + + }, + + premultiply: function ( m ) { + + return this.multiplyMatrices( m, this ); + + }, + + multiplyMatrices: function ( a, b ) { + + var ae = a.elements; + var be = b.elements; + var te = this.elements; + + var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; + var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; + var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; + var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + + var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; + var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; + var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; + var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + + te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + + return this; + + }, + + multiplyScalar: function ( s ) { + + var te = this.elements; + + te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; + te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; + te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; + te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; + + return this; + + }, + + determinant: function () { + + var te = this.elements; + + var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; + var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; + var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; + var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n41 * ( + + n14 * n23 * n32 + - n13 * n24 * n32 + - n14 * n22 * n33 + + n12 * n24 * n33 + + n13 * n22 * n34 + - n12 * n23 * n34 + ) + + n42 * ( + + n11 * n23 * n34 + - n11 * n24 * n33 + + n14 * n21 * n33 + - n13 * n21 * n34 + + n13 * n24 * n31 + - n14 * n23 * n31 + ) + + n43 * ( + + n11 * n24 * n32 + - n11 * n22 * n34 + - n14 * n21 * n32 + + n12 * n21 * n34 + + n14 * n22 * n31 + - n12 * n24 * n31 + ) + + n44 * ( + - n13 * n22 * n31 + - n11 * n23 * n32 + + n11 * n22 * n33 + + n13 * n21 * n32 + - n12 * n21 * n33 + + n12 * n23 * n31 + ) + + ); + + }, + + transpose: function () { + + var te = this.elements; + var tmp; + + tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; + tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; + tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; + + tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; + tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; + tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; + + return this; + + }, + + setPosition: function ( x, y, z ) { + + var te = this.elements; + + if ( x.isVector3 ) { + + te[ 12 ] = x.x; + te[ 13 ] = x.y; + te[ 14 ] = x.z; + + } else { + + te[ 12 ] = x; + te[ 13 ] = y; + te[ 14 ] = z; + + } + + return this; + + }, + + getInverse: function ( m, throwOnDegenerate ) { + + if ( throwOnDegenerate !== undefined ) { + + console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." ); + + } + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements, + me = m.elements, + + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], + n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], + n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], + n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], + + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + + var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + + if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); + + var detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; + te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; + te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; + + te[ 4 ] = t12 * detInv; + te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; + te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; + te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; + + te[ 8 ] = t13 * detInv; + te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; + te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; + te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; + + te[ 12 ] = t14 * detInv; + te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; + te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; + te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; + + return this; + + }, + + scale: function ( v ) { + + var te = this.elements; + var x = v.x, y = v.y, z = v.z; + + te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; + te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; + te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; + te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; + + return this; + + }, + + getMaxScaleOnAxis: function () { + + var te = this.elements; + + var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; + var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; + var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; + + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); + + }, + + makeTranslation: function ( x, y, z ) { + + this.set( + + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationX: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + 1, 0, 0, 0, + 0, c, - s, 0, + 0, s, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationY: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, 0, s, 0, + 0, 1, 0, 0, + - s, 0, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationZ: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, - s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationAxis: function ( axis, angle ) { + + // Based on http://www.gamedev.net/reference/articles/article1199.asp + + var c = Math.cos( angle ); + var s = Math.sin( angle ); + var t = 1 - c; + var x = axis.x, y = axis.y, z = axis.z; + var tx = t * x, ty = t * y; + + this.set( + + tx * x + c, tx * y - s * z, tx * z + s * y, 0, + tx * y + s * z, ty * y + c, ty * z - s * x, 0, + tx * z - s * y, ty * z + s * x, t * z * z + c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeScale: function ( x, y, z ) { + + this.set( + + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeShear: function ( x, y, z ) { + + this.set( + + 1, y, z, 0, + x, 1, z, 0, + x, y, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + compose: function ( position, quaternion, scale ) { + + var te = this.elements; + + var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; + var x2 = x + x, y2 = y + y, z2 = z + z; + var xx = x * x2, xy = x * y2, xz = x * z2; + var yy = y * y2, yz = y * z2, zz = z * z2; + var wx = w * x2, wy = w * y2, wz = w * z2; + + var sx = scale.x, sy = scale.y, sz = scale.z; + + te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; + te[ 1 ] = ( xy + wz ) * sx; + te[ 2 ] = ( xz - wy ) * sx; + te[ 3 ] = 0; + + te[ 4 ] = ( xy - wz ) * sy; + te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; + te[ 6 ] = ( yz + wx ) * sy; + te[ 7 ] = 0; + + te[ 8 ] = ( xz + wy ) * sz; + te[ 9 ] = ( yz - wx ) * sz; + te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; + te[ 11 ] = 0; + + te[ 12 ] = position.x; + te[ 13 ] = position.y; + te[ 14 ] = position.z; + te[ 15 ] = 1; + + return this; + + }, + + decompose: function ( position, quaternion, scale ) { + + var te = this.elements; + + var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + + // if determine is negative, we need to invert one scale + var det = this.determinant(); + if ( det < 0 ) sx = - sx; + + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; + + // scale the rotation part + _m1.copy( this ); + + var invSX = 1 / sx; + var invSY = 1 / sy; + var invSZ = 1 / sz; + + _m1.elements[ 0 ] *= invSX; + _m1.elements[ 1 ] *= invSX; + _m1.elements[ 2 ] *= invSX; + + _m1.elements[ 4 ] *= invSY; + _m1.elements[ 5 ] *= invSY; + _m1.elements[ 6 ] *= invSY; + + _m1.elements[ 8 ] *= invSZ; + _m1.elements[ 9 ] *= invSZ; + _m1.elements[ 10 ] *= invSZ; + + quaternion.setFromRotationMatrix( _m1 ); + + scale.x = sx; + scale.y = sy; + scale.z = sz; + + return this; + + }, + + makePerspective: function ( left, right, top, bottom, near, far ) { + + if ( far === undefined ) { + + console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); + + } + + var te = this.elements; + var x = 2 * near / ( right - left ); + var y = 2 * near / ( top - bottom ); + + var a = ( right + left ) / ( right - left ); + var b = ( top + bottom ) / ( top - bottom ); + var c = - ( far + near ) / ( far - near ); + var d = - 2 * far * near / ( far - near ); + + te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; + te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; + + return this; + + }, + + makeOrthographic: function ( left, right, top, bottom, near, far ) { + + var te = this.elements; + var w = 1.0 / ( right - left ); + var h = 1.0 / ( top - bottom ); + var p = 1.0 / ( far - near ); + + var x = ( right + left ) * w; + var y = ( top + bottom ) * h; + var z = ( far + near ) * p; + + te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; + te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; + + return this; + + }, + + equals: function ( matrix ) { + + var te = this.elements; + var me = matrix.elements; + + for ( var i = 0; i < 16; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + for ( var i = 0; i < 16; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + var te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; + + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; + + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; + + return array; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ + +var _matrix = new Matrix4(); +var _quaternion$1 = new Quaternion(); + +function Euler( x, y, z, order ) { + + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._order = order || Euler.DefaultOrder; + +} + +Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; + +Euler.DefaultOrder = 'XYZ'; + +Object.defineProperties( Euler.prototype, { + + x: { + + get: function () { + + return this._x; + + }, + + set: function ( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + }, + + y: { + + get: function () { + + return this._y; + + }, + + set: function ( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + }, + + z: { + + get: function () { + + return this._z; + + }, + + set: function ( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + }, + + order: { + + get: function () { + + return this._order; + + }, + + set: function ( value ) { + + this._order = value; + this._onChangeCallback(); + + } + + } + +} ); + +Object.assign( Euler.prototype, { + + isEuler: true, + + set: function ( x, y, z, order ) { + + this._x = x; + this._y = y; + this._z = z; + this._order = order || this._order; + + this._onChangeCallback(); + + return this; + + }, + + clone: function () { + + return new this.constructor( this._x, this._y, this._z, this._order ); + + }, + + copy: function ( euler ) { + + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; + + this._onChangeCallback(); + + return this; + + }, + + setFromRotationMatrix: function ( m, order, update ) { + + var clamp = MathUtils.clamp; + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var te = m.elements; + var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; + var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; + var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + order = order || this._order; + + if ( order === 'XYZ' ) { + + this._y = Math.asin( clamp( m13, - 1, 1 ) ); + + if ( Math.abs( m13 ) < 0.9999999 ) { + + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); + + } else { + + this._x = Math.atan2( m32, m22 ); + this._z = 0; + + } + + } else if ( order === 'YXZ' ) { + + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + + if ( Math.abs( m23 ) < 0.9999999 ) { + + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); + + } else { + + this._y = Math.atan2( - m31, m11 ); + this._z = 0; + + } + + } else if ( order === 'ZXY' ) { + + this._x = Math.asin( clamp( m32, - 1, 1 ) ); + + if ( Math.abs( m32 ) < 0.9999999 ) { + + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); + + } else { + + this._y = 0; + this._z = Math.atan2( m21, m11 ); + + } + + } else if ( order === 'ZYX' ) { + + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + + if ( Math.abs( m31 ) < 0.9999999 ) { + + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); + + } else { + + this._x = 0; + this._z = Math.atan2( - m12, m22 ); + + } + + } else if ( order === 'YZX' ) { + + this._z = Math.asin( clamp( m21, - 1, 1 ) ); + + if ( Math.abs( m21 ) < 0.9999999 ) { + + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); + + } else { + + this._x = 0; + this._y = Math.atan2( m13, m33 ); + + } + + } else if ( order === 'XZY' ) { + + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + + if ( Math.abs( m12 ) < 0.9999999 ) { + + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); + + } else { + + this._x = Math.atan2( - m23, m33 ); + this._y = 0; + + } + + } else { + + console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); + + } + + this._order = order; + + if ( update !== false ) this._onChangeCallback(); + + return this; + + }, + + setFromQuaternion: function ( q, order, update ) { + + _matrix.makeRotationFromQuaternion( q ); + + return this.setFromRotationMatrix( _matrix, order, update ); + + }, + + setFromVector3: function ( v, order ) { + + return this.set( v.x, v.y, v.z, order || this._order ); + + }, + + reorder: function ( newOrder ) { + + // WARNING: this discards revolution information -bhouston + + _quaternion$1.setFromEuler( this ); + + return this.setFromQuaternion( _quaternion$1, newOrder ); + + }, + + equals: function ( euler ) { + + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + + }, + + fromArray: function ( array ) { + + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + + this._onChangeCallback(); + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; + + return array; + + }, + + toVector3: function ( optionalResult ) { + + if ( optionalResult ) { + + return optionalResult.set( this._x, this._y, this._z ); + + } else { + + return new Vector3( this._x, this._y, this._z ); + + } + + }, + + _onChange: function ( callback ) { + + this._onChangeCallback = callback; + + return this; + + }, + + _onChangeCallback: function () {} + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Layers() { + + this.mask = 1 | 0; + +} + +Object.assign( Layers.prototype, { + + set: function ( channel ) { + + this.mask = 1 << channel | 0; + + }, + + enable: function ( channel ) { + + this.mask |= 1 << channel | 0; + + }, + + enableAll: function () { + + this.mask = 0xffffffff | 0; + + }, + + toggle: function ( channel ) { + + this.mask ^= 1 << channel | 0; + + }, + + disable: function ( channel ) { + + this.mask &= ~ ( 1 << channel | 0 ); + + }, + + disableAll: function () { + + this.mask = 0; + + }, + + test: function ( layers ) { + + return ( this.mask & layers.mask ) !== 0; + + } + +} ); + +var _object3DId = 0; + +var _v1$1 = new Vector3(); +var _q1 = new Quaternion(); +var _m1$1 = new Matrix4(); +var _target = new Vector3(); + +var _position = new Vector3(); +var _scale = new Vector3(); +var _quaternion$2 = new Quaternion(); + +var _xAxis = new Vector3( 1, 0, 0 ); +var _yAxis = new Vector3( 0, 1, 0 ); +var _zAxis = new Vector3( 0, 0, 1 ); + +var _addedEvent = { type: 'added' }; +var _removedEvent = { type: 'removed' }; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author elephantatwork / www.elephantatwork.ch + */ + +function Object3D() { + + Object.defineProperty( this, 'id', { value: _object3DId ++ } ); + + this.uuid = MathUtils.generateUUID(); + + this.name = ''; + this.type = 'Object3D'; + + this.parent = null; + this.children = []; + + this.up = Object3D.DefaultUp.clone(); + + var position = new Vector3(); + var rotation = new Euler(); + var quaternion = new Quaternion(); + var scale = new Vector3( 1, 1, 1 ); + + function onRotationChange() { + + quaternion.setFromEuler( rotation, false ); + + } + + function onQuaternionChange() { + + rotation.setFromQuaternion( quaternion, undefined, false ); + + } + + rotation._onChange( onRotationChange ); + quaternion._onChange( onQuaternionChange ); + + Object.defineProperties( this, { + position: { + configurable: true, + enumerable: true, + value: position + }, + rotation: { + configurable: true, + enumerable: true, + value: rotation + }, + quaternion: { + configurable: true, + enumerable: true, + value: quaternion + }, + scale: { + configurable: true, + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + } ); + + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); + + this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; + this.matrixWorldNeedsUpdate = false; + + this.layers = new Layers(); + this.visible = true; + + this.castShadow = false; + this.receiveShadow = false; + + this.frustumCulled = true; + this.renderOrder = 0; + + this.userData = {}; + +} + +Object3D.DefaultUp = new Vector3( 0, 1, 0 ); +Object3D.DefaultMatrixAutoUpdate = true; + +Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Object3D, + + isObject3D: true, + + onBeforeRender: function () {}, + onAfterRender: function () {}, + + applyMatrix4: function ( matrix ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + this.matrix.premultiply( matrix ); + + this.matrix.decompose( this.position, this.quaternion, this.scale ); + + }, + + applyQuaternion: function ( q ) { + + this.quaternion.premultiply( q ); + + return this; + + }, + + setRotationFromAxisAngle: function ( axis, angle ) { + + // assumes axis is normalized + + this.quaternion.setFromAxisAngle( axis, angle ); + + }, + + setRotationFromEuler: function ( euler ) { + + this.quaternion.setFromEuler( euler, true ); + + }, + + setRotationFromMatrix: function ( m ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + this.quaternion.setFromRotationMatrix( m ); + + }, + + setRotationFromQuaternion: function ( q ) { + + // assumes q is normalized + + this.quaternion.copy( q ); + + }, + + rotateOnAxis: function ( axis, angle ) { + + // rotate object on axis in object space + // axis is assumed to be normalized + + _q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( _q1 ); + + return this; + + }, + + rotateOnWorldAxis: function ( axis, angle ) { + + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent + + _q1.setFromAxisAngle( axis, angle ); + + this.quaternion.premultiply( _q1 ); + + return this; + + }, + + rotateX: function ( angle ) { + + return this.rotateOnAxis( _xAxis, angle ); + + }, + + rotateY: function ( angle ) { + + return this.rotateOnAxis( _yAxis, angle ); + + }, + + rotateZ: function ( angle ) { + + return this.rotateOnAxis( _zAxis, angle ); + + }, + + translateOnAxis: function ( axis, distance ) { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + _v1$1.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( _v1$1.multiplyScalar( distance ) ); + + return this; + + }, + + translateX: function ( distance ) { + + return this.translateOnAxis( _xAxis, distance ); + + }, + + translateY: function ( distance ) { + + return this.translateOnAxis( _yAxis, distance ); + + }, + + translateZ: function ( distance ) { + + return this.translateOnAxis( _zAxis, distance ); + + }, + + localToWorld: function ( vector ) { + + return vector.applyMatrix4( this.matrixWorld ); + + }, + + worldToLocal: function ( vector ) { + + return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) ); + + }, + + lookAt: function ( x, y, z ) { + + // This method does not support objects having non-uniformly-scaled parent(s) + + if ( x.isVector3 ) { + + _target.copy( x ); + + } else { + + _target.set( x, y, z ); + + } + + var parent = this.parent; + + this.updateWorldMatrix( true, false ); + + _position.setFromMatrixPosition( this.matrixWorld ); + + if ( this.isCamera || this.isLight ) { + + _m1$1.lookAt( _position, _target, this.up ); + + } else { + + _m1$1.lookAt( _target, _position, this.up ); + + } + + this.quaternion.setFromRotationMatrix( _m1$1 ); + + if ( parent ) { + + _m1$1.extractRotation( parent.matrixWorld ); + _q1.setFromRotationMatrix( _m1$1 ); + this.quaternion.premultiply( _q1.inverse() ); + + } + + }, + + add: function ( object ) { + + if ( arguments.length > 1 ) { + + for ( var i = 0; i < arguments.length; i ++ ) { + + this.add( arguments[ i ] ); + + } + + return this; + + } + + if ( object === this ) { + + console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); + return this; + + } + + if ( ( object && object.isObject3D ) ) { + + if ( object.parent !== null ) { + + object.parent.remove( object ); + + } + + object.parent = this; + this.children.push( object ); + + object.dispatchEvent( _addedEvent ); + + } else { + + console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); + + } + + return this; + + }, + + remove: function ( object ) { + + if ( arguments.length > 1 ) { + + for ( var i = 0; i < arguments.length; i ++ ) { + + this.remove( arguments[ i ] ); + + } + + return this; + + } + + var index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = null; + this.children.splice( index, 1 ); + + object.dispatchEvent( _removedEvent ); + + } + + return this; + + }, + + attach: function ( object ) { + + // adds object as a child of this, while maintaining the object's world transform + + this.updateWorldMatrix( true, false ); + + _m1$1.getInverse( this.matrixWorld ); + + if ( object.parent !== null ) { + + object.parent.updateWorldMatrix( true, false ); + + _m1$1.multiply( object.parent.matrixWorld ); + + } + + object.applyMatrix4( _m1$1 ); + + object.updateWorldMatrix( false, false ); + + this.add( object ); + + return this; + + }, + + getObjectById: function ( id ) { + + return this.getObjectByProperty( 'id', id ); + + }, + + getObjectByName: function ( name ) { + + return this.getObjectByProperty( 'name', name ); + + }, + + getObjectByProperty: function ( name, value ) { + + if ( this[ name ] === value ) return this; + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + var child = this.children[ i ]; + var object = child.getObjectByProperty( name, value ); + + if ( object !== undefined ) { + + return object; + + } + + } + + return undefined; + + }, + + getWorldPosition: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' ); + target = new Vector3(); + + } + + this.updateMatrixWorld( true ); + + return target.setFromMatrixPosition( this.matrixWorld ); + + }, + + getWorldQuaternion: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' ); + target = new Quaternion(); + + } + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( _position, target, _scale ); + + return target; + + }, + + getWorldScale: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldScale() target is now required' ); + target = new Vector3(); + + } + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( _position, _quaternion$2, target ); + + return target; + + }, + + getWorldDirection: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' ); + target = new Vector3(); + + } + + this.updateMatrixWorld( true ); + + var e = this.matrixWorld.elements; + + return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); + + }, + + raycast: function () {}, + + traverse: function ( callback ) { + + callback( this ); + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverse( callback ); + + } + + }, + + traverseVisible: function ( callback ) { + + if ( this.visible === false ) return; + + callback( this ); + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverseVisible( callback ); + + } + + }, + + traverseAncestors: function ( callback ) { + + var parent = this.parent; + + if ( parent !== null ) { + + callback( parent ); + + parent.traverseAncestors( callback ); + + } + + }, + + updateMatrix: function () { + + this.matrix.compose( this.position, this.quaternion, this.scale ); + + this.matrixWorldNeedsUpdate = true; + + }, + + updateMatrixWorld: function ( force ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].updateMatrixWorld( force ); + + } + + }, + + updateWorldMatrix: function ( updateParents, updateChildren ) { + + var parent = this.parent; + + if ( updateParents === true && parent !== null ) { + + parent.updateWorldMatrix( true, false ); + + } + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + // update children + + if ( updateChildren === true ) { + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].updateWorldMatrix( false, true ); + + } + + } + + }, + + toJSON: function ( meta ) { + + // meta is a string when called from JSON.stringify + var isRootObject = ( meta === undefined || typeof meta === 'string' ); + + var output = {}; + + // meta is a hash used to collect geometries, materials. + // not providing it implies that this is the root object + // being serialized. + if ( isRootObject ) { + + // initialize meta obj + meta = { + geometries: {}, + materials: {}, + textures: {}, + images: {}, + shapes: {} + }; + + output.metadata = { + version: 4.5, + type: 'Object', + generator: 'Object3D.toJSON' + }; + + } + + // standard Object3D serialization + + var object = {}; + + object.uuid = this.uuid; + object.type = this.type; + + if ( this.name !== '' ) object.name = this.name; + if ( this.castShadow === true ) object.castShadow = true; + if ( this.receiveShadow === true ) object.receiveShadow = true; + if ( this.visible === false ) object.visible = false; + if ( this.frustumCulled === false ) object.frustumCulled = false; + if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder; + if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; + + object.layers = this.layers.mask; + object.matrix = this.matrix.toArray(); + + if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false; + + // object specific properties + + if ( this.isInstancedMesh ) { + + object.type = 'InstancedMesh'; + object.count = this.count; + object.instanceMatrix = this.instanceMatrix.toJSON(); + + } + + // + + function serialize( library, element ) { + + if ( library[ element.uuid ] === undefined ) { + + library[ element.uuid ] = element.toJSON( meta ); + + } + + return element.uuid; + + } + + if ( this.isMesh || this.isLine || this.isPoints ) { + + object.geometry = serialize( meta.geometries, this.geometry ); + + var parameters = this.geometry.parameters; + + if ( parameters !== undefined && parameters.shapes !== undefined ) { + + var shapes = parameters.shapes; + + if ( Array.isArray( shapes ) ) { + + for ( var i = 0, l = shapes.length; i < l; i ++ ) { + + var shape = shapes[ i ]; + + serialize( meta.shapes, shape ); + + } + + } else { + + serialize( meta.shapes, shapes ); + + } + + } + + } + + if ( this.material !== undefined ) { + + if ( Array.isArray( this.material ) ) { + + var uuids = []; + + for ( var i = 0, l = this.material.length; i < l; i ++ ) { + + uuids.push( serialize( meta.materials, this.material[ i ] ) ); + + } + + object.material = uuids; + + } else { + + object.material = serialize( meta.materials, this.material ); + + } + + } + + // + + if ( this.children.length > 0 ) { + + object.children = []; + + for ( var i = 0; i < this.children.length; i ++ ) { + + object.children.push( this.children[ i ].toJSON( meta ).object ); + + } + + } + + if ( isRootObject ) { + + var geometries = extractFromCache( meta.geometries ); + var materials = extractFromCache( meta.materials ); + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); + var shapes = extractFromCache( meta.shapes ); + + if ( geometries.length > 0 ) output.geometries = geometries; + if ( materials.length > 0 ) output.materials = materials; + if ( textures.length > 0 ) output.textures = textures; + if ( images.length > 0 ) output.images = images; + if ( shapes.length > 0 ) output.shapes = shapes; + + } + + output.object = object; + + return output; + + // extract data from the cache hash + // remove metadata on each item + // and return as array + function extractFromCache( cache ) { + + var values = []; + for ( var key in cache ) { + + var data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + return values; + + } + + }, + + clone: function ( recursive ) { + + return new this.constructor().copy( this, recursive ); + + }, + + copy: function ( source, recursive ) { + + if ( recursive === undefined ) recursive = true; + + this.name = source.name; + + this.up.copy( source.up ); + + this.position.copy( source.position ); + this.quaternion.copy( source.quaternion ); + this.scale.copy( source.scale ); + + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + this.layers.mask = source.layers.mask; + this.visible = source.visible; + + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; + + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + if ( recursive === true ) { + + for ( var i = 0; i < source.children.length; i ++ ) { + + var child = source.children[ i ]; + this.add( child.clone() ); + + } + + } + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Scene() { + + Object3D.call( this ); + + this.type = 'Scene'; + + this.background = null; + this.environment = null; + this.fog = null; + + this.overrideMaterial = null; + + this.autoUpdate = true; // checked by the renderer + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef + + } + +} + +Scene.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Scene, + + isScene: true, + + copy: function ( source, recursive ) { + + Object3D.prototype.copy.call( this, source, recursive ); + + if ( source.background !== null ) this.background = source.background.clone(); + if ( source.environment !== null ) this.environment = source.environment.clone(); + if ( source.fog !== null ) this.fog = source.fog.clone(); + + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + + this.autoUpdate = source.autoUpdate; + this.matrixAutoUpdate = source.matrixAutoUpdate; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); + if ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta ); + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + + return data; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +var _points = [ + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3(), + new Vector3() +]; + +var _vector$1 = new Vector3(); + +var _box = new Box3(); + +// triangle centered vertices + +var _v0 = new Vector3(); +var _v1$2 = new Vector3(); +var _v2 = new Vector3(); + +// triangle edge vectors + +var _f0 = new Vector3(); +var _f1 = new Vector3(); +var _f2 = new Vector3(); + +var _center = new Vector3(); +var _extents = new Vector3(); +var _triangleNormal = new Vector3(); +var _testAxis = new Vector3(); + +/** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ + +function Box3( min, max ) { + + this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); + +} + + +Object.assign( Box3.prototype, { + + isBox3: true, + + set: function ( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + }, + + setFromArray: function ( array ) { + + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; + + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; + + for ( var i = 0, l = array.length; i < l; i += 3 ) { + + var x = array[ i ]; + var y = array[ i + 1 ]; + var z = array[ i + 2 ]; + + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( z < minZ ) minZ = z; + + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + if ( z > maxZ ) maxZ = z; + + } + + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); + + return this; + + }, + + setFromBufferAttribute: function ( attribute ) { + + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; + + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; + + for ( var i = 0, l = attribute.count; i < l; i ++ ) { + + var x = attribute.getX( i ); + var y = attribute.getY( i ); + var z = attribute.getZ( i ); + + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( z < minZ ) minZ = z; + + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + if ( z > maxZ ) maxZ = z; + + } + + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); + + return this; + + }, + + setFromPoints: function ( points ) { + + this.makeEmpty(); + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + }, + + setFromCenterAndSize: function ( center, size ) { + + var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 ); + + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + }, + + setFromObject: function ( object ) { + + this.makeEmpty(); + + return this.expandByObject( object ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + }, + + makeEmpty: function () { + + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; + + return this; + + }, + + isEmpty: function () { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); + + }, + + getCenter: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Box3: .getCenter() target is now required' ); + target = new Vector3(); + + } + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + }, + + getSize: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Box3: .getSize() target is now required' ); + target = new Vector3(); + + } + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); + + }, + + expandByPoint: function ( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + }, + + expandByVector: function ( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + }, + + expandByScalar: function ( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + }, + + expandByObject: function ( object ) { + + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms + + object.updateWorldMatrix( false, false ); + + var geometry = object.geometry; + + if ( geometry !== undefined ) { + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + _box.copy( geometry.boundingBox ); + _box.applyMatrix4( object.matrixWorld ); + + this.union( _box ); + + } + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + this.expandByObject( children[ i ] ); + + } + + return this; + + }, + + containsPoint: function ( point ) { + + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y || + point.z < this.min.z || point.z > this.max.z ? false : true; + + }, + + containsBox: function ( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y && + this.min.z <= box.min.z && box.max.z <= this.max.z; + + }, + + getParameter: function ( point, target ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + if ( target === undefined ) { + + console.warn( 'THREE.Box3: .getParameter() target is now required' ); + target = new Vector3(); + + } + + return target.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ), + ( point.z - this.min.z ) / ( this.max.z - this.min.z ) + ); + + }, + + intersectsBox: function ( box ) { + + // using 6 splitting planes to rule out intersections. + return box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y || + box.max.z < this.min.z || box.min.z > this.max.z ? false : true; + + }, + + intersectsSphere: function ( sphere ) { + + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, _vector$1 ); + + // If that point is inside the sphere, the AABB and sphere intersect. + return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + + }, + + intersectsPlane: function ( plane ) { + + // We compute the minimum and maximum dot product values. If those values + // are on the same side (back or front) of the plane, then there is no intersection. + + var min, max; + + if ( plane.normal.x > 0 ) { + + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; + + } else { + + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; + + } + + if ( plane.normal.y > 0 ) { + + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; + + } else { + + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; + + } + + if ( plane.normal.z > 0 ) { + + min += plane.normal.z * this.min.z; + max += plane.normal.z * this.max.z; + + } else { + + min += plane.normal.z * this.max.z; + max += plane.normal.z * this.min.z; + + } + + return ( min <= - plane.constant && max >= - plane.constant ); + + }, + + intersectsTriangle: function ( triangle ) { + + if ( this.isEmpty() ) { + + return false; + + } + + // compute box center and extents + this.getCenter( _center ); + _extents.subVectors( this.max, _center ); + + // translate triangle to aabb origin + _v0.subVectors( triangle.a, _center ); + _v1$2.subVectors( triangle.b, _center ); + _v2.subVectors( triangle.c, _center ); + + // compute edge vectors for triangle + _f0.subVectors( _v1$2, _v0 ); + _f1.subVectors( _v2, _v1$2 ); + _f2.subVectors( _v0, _v2 ); + + // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb + // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation + // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) + var axes = [ + 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, + _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, + - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 + ]; + if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) { + + return false; + + } + + // test 3 face normals from the aabb + axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; + if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) { + + return false; + + } + + // finally testing the face normal of the triangle + // use already existing triangle edge vectors here + _triangleNormal.crossVectors( _f0, _f1 ); + axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ]; + + return satForAxes( axes, _v0, _v1$2, _v2, _extents ); + + }, + + clampPoint: function ( point, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Box3: .clampPoint() target is now required' ); + target = new Vector3(); + + } + + return target.copy( point ).clamp( this.min, this.max ); + + }, + + distanceToPoint: function ( point ) { + + var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max ); + + return clampedPoint.sub( point ).length(); + + }, + + getBoundingSphere: function ( target ) { + + if ( target === undefined ) { + + console.error( 'THREE.Box3: .getBoundingSphere() target is now required' ); + //target = new Sphere(); // removed to avoid cyclic dependency + + } + + this.getCenter( target.center ); + + target.radius = this.getSize( _vector$1 ).length() * 0.5; + + return target; + + }, + + intersect: function ( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. + if ( this.isEmpty() ) this.makeEmpty(); + + return this; + + }, + + union: function ( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + }, + + applyMatrix4: function ( matrix ) { + + // transform of empty box is an empty box. + if ( this.isEmpty() ) return this; + + // NOTE: I am using a binary pattern to specify all 2^3 combinations below + _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 + _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 + _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 + _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 + _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 + _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 + _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 + _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 + + this.setFromPoints( _points ); + + return this; + + }, + + translate: function ( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + }, + + equals: function ( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +} ); + +function satForAxes( axes, v0, v1, v2, extents ) { + + var i, j; + + for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) { + + _testAxis.fromArray( axes, i ); + // project the aabb onto the seperating axis + var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); + // project all 3 vertices of the triangle onto the seperating axis + var p0 = v0.dot( _testAxis ); + var p1 = v1.dot( _testAxis ); + var p2 = v2.dot( _testAxis ); + // actual test, basically see if either of the most extreme of the triangle points intersects r + if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { + + // points of the projected triangle are outside the projected half-length of the aabb + // the axis is seperating and we can exit + return false; + + } + + } + + return true; + +} + +var _box$1 = new Box3(); + +/** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ + +function Sphere( center, radius ) { + + this.center = ( center !== undefined ) ? center : new Vector3(); + this.radius = ( radius !== undefined ) ? radius : 0; + +} + +Object.assign( Sphere.prototype, { + + set: function ( center, radius ) { + + this.center.copy( center ); + this.radius = radius; + + return this; + + }, + + setFromPoints: function ( points, optionalCenter ) { + + var center = this.center; + + if ( optionalCenter !== undefined ) { + + center.copy( optionalCenter ); + + } else { + + _box$1.setFromPoints( points ).getCenter( center ); + + } + + var maxRadiusSq = 0; + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + + } + + this.radius = Math.sqrt( maxRadiusSq ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( sphere ) { + + this.center.copy( sphere.center ); + this.radius = sphere.radius; + + return this; + + }, + + empty: function () { + + return ( this.radius <= 0 ); + + }, + + containsPoint: function ( point ) { + + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + + }, + + distanceToPoint: function ( point ) { + + return ( point.distanceTo( this.center ) - this.radius ); + + }, + + intersectsSphere: function ( sphere ) { + + var radiusSum = this.radius + sphere.radius; + + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsSphere( this ); + + }, + + intersectsPlane: function ( plane ) { + + return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; + + }, + + clampPoint: function ( point, target ) { + + var deltaLengthSq = this.center.distanceToSquared( point ); + + if ( target === undefined ) { + + console.warn( 'THREE.Sphere: .clampPoint() target is now required' ); + target = new Vector3(); + + } + + target.copy( point ); + + if ( deltaLengthSq > ( this.radius * this.radius ) ) { + + target.sub( this.center ).normalize(); + target.multiplyScalar( this.radius ).add( this.center ); + + } + + return target; + + }, + + getBoundingBox: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' ); + target = new Box3(); + + } + + target.set( this.center, this.center ); + target.expandByScalar( this.radius ); + + return target; + + }, + + applyMatrix4: function ( matrix ) { + + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); + + return this; + + }, + + translate: function ( offset ) { + + this.center.add( offset ); + + return this; + + }, + + equals: function ( sphere ) { + + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + + } + +} ); + +var _vector$2 = new Vector3(); +var _segCenter = new Vector3(); +var _segDir = new Vector3(); +var _diff = new Vector3(); + +var _edge1 = new Vector3(); +var _edge2 = new Vector3(); +var _normal = new Vector3(); + +/** + * @author bhouston / http://clara.io + */ + +function Ray( origin, direction ) { + + this.origin = ( origin !== undefined ) ? origin : new Vector3(); + this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 ); + +} + +Object.assign( Ray.prototype, { + + set: function ( origin, direction ) { + + this.origin.copy( origin ); + this.direction.copy( direction ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( ray ) { + + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); + + return this; + + }, + + at: function ( t, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Ray: .at() target is now required' ); + target = new Vector3(); + + } + + return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); + + }, + + lookAt: function ( v ) { + + this.direction.copy( v ).sub( this.origin ).normalize(); + + return this; + + }, + + recast: function ( t ) { + + this.origin.copy( this.at( t, _vector$2 ) ); + + return this; + + }, + + closestPointToPoint: function ( point, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' ); + target = new Vector3(); + + } + + target.subVectors( point, this.origin ); + + var directionDistance = target.dot( this.direction ); + + if ( directionDistance < 0 ) { + + return target.copy( this.origin ); + + } + + return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + }, + + distanceToPoint: function ( point ) { + + return Math.sqrt( this.distanceSqToPoint( point ) ); + + }, + + distanceSqToPoint: function ( point ) { + + var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction ); + + // point behind the ray + + if ( directionDistance < 0 ) { + + return this.origin.distanceToSquared( point ); + + } + + _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + return _vector$2.distanceToSquared( point ); + + }, + + distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment + + _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + _segDir.copy( v1 ).sub( v0 ).normalize(); + _diff.copy( this.origin ).sub( _segCenter ); + + var segExtent = v0.distanceTo( v1 ) * 0.5; + var a01 = - this.direction.dot( _segDir ); + var b0 = _diff.dot( this.direction ); + var b1 = - _diff.dot( _segDir ); + var c = _diff.lengthSq(); + var det = Math.abs( 1 - a01 * a01 ); + var s0, s1, sqrDist, extDet; + + if ( det > 0 ) { + + // The ray and segment are not parallel. + + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; + + if ( s0 >= 0 ) { + + if ( s1 >= - extDet ) { + + if ( s1 <= extDet ) { + + // region 0 + // Minimum at interior points of ray and segment. + + var invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; + + } else { + + // region 1 + + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + // region 5 + + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + if ( s1 <= - extDet ) { + + // region 4 + + s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } else if ( s1 <= extDet ) { + + // region 3 + + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; + + } else { + + // region 2 + + s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } + + } else { + + // Ray and segment are parallel. + + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + if ( optionalPointOnRay ) { + + optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); + + } + + if ( optionalPointOnSegment ) { + + optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter ); + + } + + return sqrDist; + + }, + + intersectSphere: function ( sphere, target ) { + + _vector$2.subVectors( sphere.center, this.origin ); + var tca = _vector$2.dot( this.direction ); + var d2 = _vector$2.dot( _vector$2 ) - tca * tca; + var radius2 = sphere.radius * sphere.radius; + + if ( d2 > radius2 ) return null; + + var thc = Math.sqrt( radius2 - d2 ); + + // t0 = first intersect point - entrance on front of sphere + var t0 = tca - thc; + + // t1 = second intersect point - exit point on back of sphere + var t1 = tca + thc; + + // test to see if both t0 and t1 are behind the ray - if so, return null + if ( t0 < 0 && t1 < 0 ) return null; + + // test to see if t0 is behind the ray: + // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, + // in order to always return an intersect point that is in front of the ray. + if ( t0 < 0 ) return this.at( t1, target ); + + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, target ); + + }, + + intersectsSphere: function ( sphere ) { + + return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); + + }, + + distanceToPlane: function ( plane ) { + + var denominator = plane.normal.dot( this.direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { + + return 0; + + } + + // Null is preferable to undefined since undefined means.... it is undefined + + return null; + + } + + var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + + // Return if the ray never intersects the plane + + return t >= 0 ? t : null; + + }, + + intersectPlane: function ( plane, target ) { + + var t = this.distanceToPlane( plane ); + + if ( t === null ) { + + return null; + + } + + return this.at( t, target ); + + }, + + intersectsPlane: function ( plane ) { + + // check if the ray lies on the plane first + + var distToPoint = plane.distanceToPoint( this.origin ); + + if ( distToPoint === 0 ) { + + return true; + + } + + var denominator = plane.normal.dot( this.direction ); + + if ( denominator * distToPoint < 0 ) { + + return true; + + } + + // ray origin is behind the plane (and is pointing behind it) + + return false; + + }, + + intersectBox: function ( box, target ) { + + var tmin, tmax, tymin, tymax, tzmin, tzmax; + + var invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; + + var origin = this.origin; + + if ( invdirx >= 0 ) { + + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; + + } else { + + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; + + } + + if ( invdiry >= 0 ) { + + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; + + } else { + + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; + + } + + if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; + + // These lines also handle the case where tmin or tmax is NaN + // (result of 0 * Infinity). x !== x returns true if x is NaN + + if ( tymin > tmin || tmin !== tmin ) tmin = tymin; + + if ( tymax < tmax || tmax !== tmax ) tmax = tymax; + + if ( invdirz >= 0 ) { + + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; + + } else { + + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; + + } + + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + + if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + + if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + + //return point closest to the ray (positive side) + + if ( tmax < 0 ) return null; + + return this.at( tmin >= 0 ? tmin : tmax, target ); + + }, + + intersectsBox: function ( box ) { + + return this.intersectBox( box, _vector$2 ) !== null; + + }, + + intersectTriangle: function ( a, b, c, backfaceCulling, target ) { + + // Compute the offset origin, edges, and normal. + + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + + _edge1.subVectors( b, a ); + _edge2.subVectors( c, a ); + _normal.crossVectors( _edge1, _edge2 ); + + // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, + // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by + // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) + // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) + // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) + var DdN = this.direction.dot( _normal ); + var sign; + + if ( DdN > 0 ) { + + if ( backfaceCulling ) return null; + sign = 1; + + } else if ( DdN < 0 ) { + + sign = - 1; + DdN = - DdN; + + } else { + + return null; + + } + + _diff.subVectors( this.origin, a ); + var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) ); + + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { + + return null; + + } + + var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) ); + + // b2 < 0, no intersection + if ( DdE1xQ < 0 ) { + + return null; + + } + + // b1+b2 > 1, no intersection + if ( DdQxE2 + DdE1xQ > DdN ) { + + return null; + + } + + // Line intersects triangle, check if ray does. + var QdN = - sign * _diff.dot( _normal ); + + // t < 0, no intersection + if ( QdN < 0 ) { + + return null; + + } + + // Ray intersects triangle. + return this.at( QdN / DdN, target ); + + }, + + applyMatrix4: function ( matrix4 ) { + + this.origin.applyMatrix4( matrix4 ); + this.direction.transformDirection( matrix4 ); + + return this; + + }, + + equals: function ( ray ) { + + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + + } + +} ); + +/** + * @author bhouston / http://clara.io + */ + +var _vector1 = new Vector3(); +var _vector2 = new Vector3(); +var _normalMatrix = new Matrix3(); + +function Plane( normal, constant ) { + + // normal is assumed to be normalized + + this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); + this.constant = ( constant !== undefined ) ? constant : 0; + +} + +Object.assign( Plane.prototype, { + + isPlane: true, + + set: function ( normal, constant ) { + + this.normal.copy( normal ); + this.constant = constant; + + return this; + + }, + + setComponents: function ( x, y, z, w ) { + + this.normal.set( x, y, z ); + this.constant = w; + + return this; + + }, + + setFromNormalAndCoplanarPoint: function ( normal, point ) { + + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); + + return this; + + }, + + setFromCoplanarPoints: function ( a, b, c ) { + + var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize(); + + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + + this.setFromNormalAndCoplanarPoint( normal, a ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( plane ) { + + this.normal.copy( plane.normal ); + this.constant = plane.constant; + + return this; + + }, + + normalize: function () { + + // Note: will lead to a divide by zero if the plane is invalid. + + var inverseNormalLength = 1.0 / this.normal.length(); + this.normal.multiplyScalar( inverseNormalLength ); + this.constant *= inverseNormalLength; + + return this; + + }, + + negate: function () { + + this.constant *= - 1; + this.normal.negate(); + + return this; + + }, + + distanceToPoint: function ( point ) { + + return this.normal.dot( point ) + this.constant; + + }, + + distanceToSphere: function ( sphere ) { + + return this.distanceToPoint( sphere.center ) - sphere.radius; + + }, + + projectPoint: function ( point, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Plane: .projectPoint() target is now required' ); + target = new Vector3(); + + } + + return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); + + }, + + intersectLine: function ( line, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Plane: .intersectLine() target is now required' ); + target = new Vector3(); + + } + + var direction = line.delta( _vector1 ); + + var denominator = this.normal.dot( direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { + + return target.copy( line.start ); + + } + + // Unsure if this is the correct method to handle this case. + return undefined; + + } + + var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + + if ( t < 0 || t > 1 ) { + + return undefined; + + } + + return target.copy( direction ).multiplyScalar( t ).add( line.start ); + + }, + + intersectsLine: function ( line ) { + + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + + var startSign = this.distanceToPoint( line.start ); + var endSign = this.distanceToPoint( line.end ); + + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsPlane( this ); + + }, + + intersectsSphere: function ( sphere ) { + + return sphere.intersectsPlane( this ); + + }, + + coplanarPoint: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Plane: .coplanarPoint() target is now required' ); + target = new Vector3(); + + } + + return target.copy( this.normal ).multiplyScalar( - this.constant ); + + }, + + applyMatrix4: function ( matrix, optionalNormalMatrix ) { + + var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); + + var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); + + var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + + this.constant = - referencePoint.dot( normal ); + + return this; + + }, + + translate: function ( offset ) { + + this.constant -= offset.dot( this.normal ); + + return this; + + }, + + equals: function ( plane ) { + + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + + } + +} ); + +/** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ + +var _v0$1 = new Vector3(); +var _v1$3 = new Vector3(); +var _v2$1 = new Vector3(); +var _v3 = new Vector3(); + +var _vab = new Vector3(); +var _vac = new Vector3(); +var _vbc = new Vector3(); +var _vap = new Vector3(); +var _vbp = new Vector3(); +var _vcp = new Vector3(); + +function Triangle( a, b, c ) { + + this.a = ( a !== undefined ) ? a : new Vector3(); + this.b = ( b !== undefined ) ? b : new Vector3(); + this.c = ( c !== undefined ) ? c : new Vector3(); + +} + +Object.assign( Triangle, { + + getNormal: function ( a, b, c, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Triangle: .getNormal() target is now required' ); + target = new Vector3(); + + } + + target.subVectors( c, b ); + _v0$1.subVectors( a, b ); + target.cross( _v0$1 ); + + var targetLengthSq = target.lengthSq(); + if ( targetLengthSq > 0 ) { + + return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); + + } + + return target.set( 0, 0, 0 ); + + }, + + // static/instance method to calculate barycentric coordinates + // based on: http://www.blackpawn.com/texts/pointinpoly/default.html + getBarycoord: function ( point, a, b, c, target ) { + + _v0$1.subVectors( c, a ); + _v1$3.subVectors( b, a ); + _v2$1.subVectors( point, a ); + + var dot00 = _v0$1.dot( _v0$1 ); + var dot01 = _v0$1.dot( _v1$3 ); + var dot02 = _v0$1.dot( _v2$1 ); + var dot11 = _v1$3.dot( _v1$3 ); + var dot12 = _v1$3.dot( _v2$1 ); + + var denom = ( dot00 * dot11 - dot01 * dot01 ); + + if ( target === undefined ) { + + console.warn( 'THREE.Triangle: .getBarycoord() target is now required' ); + target = new Vector3(); + + } + + // collinear or singular triangle + if ( denom === 0 ) { + + // arbitrary location outside of triangle? + // not sure if this is the best idea, maybe should be returning undefined + return target.set( - 2, - 1, - 1 ); + + } + + var invDenom = 1 / denom; + var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + // barycentric coordinates must always sum to 1 + return target.set( 1 - u - v, v, u ); + + }, + + containsPoint: function ( point, a, b, c ) { + + Triangle.getBarycoord( point, a, b, c, _v3 ); + + return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 ); + + }, + + getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) { + + this.getBarycoord( point, p1, p2, p3, _v3 ); + + target.set( 0, 0 ); + target.addScaledVector( uv1, _v3.x ); + target.addScaledVector( uv2, _v3.y ); + target.addScaledVector( uv3, _v3.z ); + + return target; + + }, + + isFrontFacing: function ( a, b, c, direction ) { + + _v0$1.subVectors( c, b ); + _v1$3.subVectors( a, b ); + + // strictly front facing + return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false; + + } + +} ); + +Object.assign( Triangle.prototype, { + + set: function ( a, b, c ) { + + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); + + return this; + + }, + + setFromPointsAndIndices: function ( points, i0, i1, i2 ) { + + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( triangle ) { + + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); + + return this; + + }, + + getArea: function () { + + _v0$1.subVectors( this.c, this.b ); + _v1$3.subVectors( this.a, this.b ); + + return _v0$1.cross( _v1$3 ).length() * 0.5; + + }, + + getMidpoint: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Triangle: .getMidpoint() target is now required' ); + target = new Vector3(); + + } + + return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + + }, + + getNormal: function ( target ) { + + return Triangle.getNormal( this.a, this.b, this.c, target ); + + }, + + getPlane: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Triangle: .getPlane() target is now required' ); + target = new Plane(); + + } + + return target.setFromCoplanarPoints( this.a, this.b, this.c ); + + }, + + getBarycoord: function ( point, target ) { + + return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); + + }, + + getUV: function ( point, uv1, uv2, uv3, target ) { + + return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target ); + + }, + + containsPoint: function ( point ) { + + return Triangle.containsPoint( point, this.a, this.b, this.c ); + + }, + + isFrontFacing: function ( direction ) { + + return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsTriangle( this ); + + }, + + closestPointToPoint: function ( p, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' ); + target = new Vector3(); + + } + + var a = this.a, b = this.b, c = this.c; + var v, w; + + // algorithm thanks to Real-Time Collision Detection by Christer Ericson, + // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., + // under the accompanying license; see chapter 5.1.5 for detailed explanation. + // basically, we're distinguishing which of the voronoi regions of the triangle + // the point lies in with the minimum amount of redundant computation. + + _vab.subVectors( b, a ); + _vac.subVectors( c, a ); + _vap.subVectors( p, a ); + var d1 = _vab.dot( _vap ); + var d2 = _vac.dot( _vap ); + if ( d1 <= 0 && d2 <= 0 ) { + + // vertex region of A; barycentric coords (1, 0, 0) + return target.copy( a ); + + } + + _vbp.subVectors( p, b ); + var d3 = _vab.dot( _vbp ); + var d4 = _vac.dot( _vbp ); + if ( d3 >= 0 && d4 <= d3 ) { + + // vertex region of B; barycentric coords (0, 1, 0) + return target.copy( b ); + + } + + var vc = d1 * d4 - d3 * d2; + if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) { + + v = d1 / ( d1 - d3 ); + // edge region of AB; barycentric coords (1-v, v, 0) + return target.copy( a ).addScaledVector( _vab, v ); + + } + + _vcp.subVectors( p, c ); + var d5 = _vab.dot( _vcp ); + var d6 = _vac.dot( _vcp ); + if ( d6 >= 0 && d5 <= d6 ) { + + // vertex region of C; barycentric coords (0, 0, 1) + return target.copy( c ); + + } + + var vb = d5 * d2 - d1 * d6; + if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) { + + w = d2 / ( d2 - d6 ); + // edge region of AC; barycentric coords (1-w, 0, w) + return target.copy( a ).addScaledVector( _vac, w ); + + } + + var va = d3 * d6 - d5 * d4; + if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) { + + _vbc.subVectors( c, b ); + w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) ); + // edge region of BC; barycentric coords (0, 1-w, w) + return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC + + } + + // face region + var denom = 1 / ( va + vb + vc ); + // u = va * denom + v = vb * denom; + w = vc * denom; + + return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); + + }, + + equals: function ( triangle ) { + + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, + 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, + 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, + 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, + 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, + 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, + 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, + 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, + 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, + 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, + 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, + 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, + 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, + 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, + 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, + 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, + 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, + 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, + 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, + 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, + 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, + 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, + 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, + 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; + +var _hslA = { h: 0, s: 0, l: 0 }; +var _hslB = { h: 0, s: 0, l: 0 }; + +function Color( r, g, b ) { + + if ( g === undefined && b === undefined ) { + + // r is THREE.Color, hex or string + return this.set( r ); + + } + + return this.setRGB( r, g, b ); + +} + +function hue2rgb( p, q, t ) { + + if ( t < 0 ) t += 1; + if ( t > 1 ) t -= 1; + if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; + if ( t < 1 / 2 ) return q; + if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); + return p; + +} + +function SRGBToLinear( c ) { + + return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + +} + +function LinearToSRGB( c ) { + + return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; + +} + +Object.assign( Color.prototype, { + + isColor: true, + + r: 1, g: 1, b: 1, + + set: function ( value ) { + + if ( value && value.isColor ) { + + this.copy( value ); + + } else if ( typeof value === 'number' ) { + + this.setHex( value ); + + } else if ( typeof value === 'string' ) { + + this.setStyle( value ); + + } + + return this; + + }, + + setScalar: function ( scalar ) { + + this.r = scalar; + this.g = scalar; + this.b = scalar; + + return this; + + }, + + setHex: function ( hex ) { + + hex = Math.floor( hex ); + + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; + + return this; + + }, + + setRGB: function ( r, g, b ) { + + this.r = r; + this.g = g; + this.b = b; + + return this; + + }, + + setHSL: function ( h, s, l ) { + + // h,s,l ranges are in 0.0 - 1.0 + h = MathUtils.euclideanModulo( h, 1 ); + s = MathUtils.clamp( s, 0, 1 ); + l = MathUtils.clamp( l, 0, 1 ); + + if ( s === 0 ) { + + this.r = this.g = this.b = l; + + } else { + + var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + var q = ( 2 * l ) - p; + + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); + + } + + return this; + + }, + + setStyle: function ( style ) { + + function handleAlpha( string ) { + + if ( string === undefined ) return; + + if ( parseFloat( string ) < 1 ) { + + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + + } + + } + + + var m; + + if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { + + // rgb / hsl + + var color; + var name = m[ 1 ]; + var components = m[ 2 ]; + + switch ( name ) { + + case 'rgb': + case 'rgba': + + if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // rgb(255,0,0) rgba(255,0,0,0.5) + this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; + this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; + this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; + + handleAlpha( color[ 5 ] ); + + return this; + + } + + if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) + this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; + this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; + this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; + + handleAlpha( color[ 5 ] ); + + return this; + + } + + break; + + case 'hsl': + case 'hsla': + + if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + var h = parseFloat( color[ 1 ] ) / 360; + var s = parseInt( color[ 2 ], 10 ) / 100; + var l = parseInt( color[ 3 ], 10 ) / 100; + + handleAlpha( color[ 5 ] ); + + return this.setHSL( h, s, l ); + + } + + break; + + } + + } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { + + // hex color + + var hex = m[ 1 ]; + var size = hex.length; + + if ( size === 3 ) { + + // #ff0 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; + + return this; + + } else if ( size === 6 ) { + + // #ff0000 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; + + return this; + + } + + } + + if ( style && style.length > 0 ) { + + return this.setColorName( style ); + + } + + return this; + + }, + + setColorName: function ( style ) { + + // color keywords + var hex = _colorKeywords[ style ]; + + if ( hex !== undefined ) { + + // red + this.setHex( hex ); + + } else { + + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); + + } + + return this; + + }, + + clone: function () { + + return new this.constructor( this.r, this.g, this.b ); + + }, + + copy: function ( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + }, + + copyGammaToLinear: function ( color, gammaFactor ) { + + if ( gammaFactor === undefined ) gammaFactor = 2.0; + + this.r = Math.pow( color.r, gammaFactor ); + this.g = Math.pow( color.g, gammaFactor ); + this.b = Math.pow( color.b, gammaFactor ); + + return this; + + }, + + copyLinearToGamma: function ( color, gammaFactor ) { + + if ( gammaFactor === undefined ) gammaFactor = 2.0; + + var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; + + this.r = Math.pow( color.r, safeInverse ); + this.g = Math.pow( color.g, safeInverse ); + this.b = Math.pow( color.b, safeInverse ); + + return this; + + }, + + convertGammaToLinear: function ( gammaFactor ) { + + this.copyGammaToLinear( this, gammaFactor ); + + return this; + + }, + + convertLinearToGamma: function ( gammaFactor ) { + + this.copyLinearToGamma( this, gammaFactor ); + + return this; + + }, + + copySRGBToLinear: function ( color ) { + + this.r = SRGBToLinear( color.r ); + this.g = SRGBToLinear( color.g ); + this.b = SRGBToLinear( color.b ); + + return this; + + }, + + copyLinearToSRGB: function ( color ) { + + this.r = LinearToSRGB( color.r ); + this.g = LinearToSRGB( color.g ); + this.b = LinearToSRGB( color.b ); + + return this; + + }, + + convertSRGBToLinear: function () { + + this.copySRGBToLinear( this ); + + return this; + + }, + + convertLinearToSRGB: function () { + + this.copyLinearToSRGB( this ); + + return this; + + }, + + getHex: function () { + + return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + + }, + + getHexString: function () { + + return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); + + }, + + getHSL: function ( target ) { + + // h,s,l ranges are in 0.0 - 1.0 + + if ( target === undefined ) { + + console.warn( 'THREE.Color: .getHSL() target is now required' ); + target = { h: 0, s: 0, l: 0 }; + + } + + var r = this.r, g = this.g, b = this.b; + + var max = Math.max( r, g, b ); + var min = Math.min( r, g, b ); + + var hue, saturation; + var lightness = ( min + max ) / 2.0; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + var delta = max - min; + + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + + switch ( max ) { + + case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; + case g: hue = ( b - r ) / delta + 2; break; + case b: hue = ( r - g ) / delta + 4; break; + + } + + hue /= 6; + + } + + target.h = hue; + target.s = saturation; + target.l = lightness; + + return target; + + }, + + getStyle: function () { + + return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + + }, + + offsetHSL: function ( h, s, l ) { + + this.getHSL( _hslA ); + + _hslA.h += h; _hslA.s += s; _hslA.l += l; + + this.setHSL( _hslA.h, _hslA.s, _hslA.l ); + + return this; + + }, + + add: function ( color ) { + + this.r += color.r; + this.g += color.g; + this.b += color.b; + + return this; + + }, + + addColors: function ( color1, color2 ) { + + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; + + return this; + + }, + + addScalar: function ( s ) { + + this.r += s; + this.g += s; + this.b += s; + + return this; + + }, + + sub: function ( color ) { + + this.r = Math.max( 0, this.r - color.r ); + this.g = Math.max( 0, this.g - color.g ); + this.b = Math.max( 0, this.b - color.b ); + + return this; + + }, + + multiply: function ( color ) { + + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.r *= s; + this.g *= s; + this.b *= s; + + return this; + + }, + + lerp: function ( color, alpha ) { + + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; + + return this; + + }, + + lerpHSL: function ( color, alpha ) { + + this.getHSL( _hslA ); + color.getHSL( _hslB ); + + var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha ); + var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha ); + var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha ); + + this.setHSL( h, s, l ); + + return this; + + }, + + equals: function ( c ) { + + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; + + return array; + + }, + + toJSON: function () { + + return this.getHex(); + + } + +} ); + +Color.NAMES = _colorKeywords; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function Face3( a, b, c, normal, color, materialIndex ) { + + this.a = a; + this.b = b; + this.c = c; + + this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3(); + this.vertexNormals = Array.isArray( normal ) ? normal : []; + + this.color = ( color && color.isColor ) ? color : new Color(); + this.vertexColors = Array.isArray( color ) ? color : []; + + this.materialIndex = materialIndex !== undefined ? materialIndex : 0; + +} + +Object.assign( Face3.prototype, { + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.a = source.a; + this.b = source.b; + this.c = source.c; + + this.normal.copy( source.normal ); + this.color.copy( source.color ); + + this.materialIndex = source.materialIndex; + + for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { + + this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); + + } + + for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { + + this.vertexColors[ i ] = source.vertexColors[ i ].clone(); + + } + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +var materialId = 0; + +function Material() { + + Object.defineProperty( this, 'id', { value: materialId ++ } ); + + this.uuid = MathUtils.generateUUID(); + + this.name = ''; + this.type = 'Material'; + + this.fog = true; + + this.blending = NormalBlending; + this.side = FrontSide; + this.flatShading = false; + this.vertexColors = false; + + this.opacity = 1; + this.transparent = false; + + this.blendSrc = SrcAlphaFactor; + this.blendDst = OneMinusSrcAlphaFactor; + this.blendEquation = AddEquation; + this.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; + + this.depthFunc = LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; + + this.stencilWriteMask = 0xff; + this.stencilFunc = AlwaysStencilFunc; + this.stencilRef = 0; + this.stencilFuncMask = 0xff; + this.stencilFail = KeepStencilOp; + this.stencilZFail = KeepStencilOp; + this.stencilZPass = KeepStencilOp; + this.stencilWrite = false; + + this.clippingPlanes = null; + this.clipIntersection = false; + this.clipShadows = false; + + this.shadowSide = null; + + this.colorWrite = true; + + this.precision = null; // override the renderer's default precision for this material + + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; + + this.dithering = false; + + this.alphaTest = 0; + this.premultipliedAlpha = false; + + this.visible = true; + + this.toneMapped = true; + + this.userData = {}; + + this.version = 0; + +} + +Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Material, + + isMaterial: true, + + onBeforeCompile: function () {}, + + setValues: function ( values ) { + + if ( values === undefined ) return; + + for ( var key in values ) { + + var newValue = values[ key ]; + + if ( newValue === undefined ) { + + console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); + continue; + + } + + // for backward compatability if shading is set in the constructor + if ( key === 'shading' ) { + + console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + this.flatShading = ( newValue === FlatShading ) ? true : false; + continue; + + } + + var currentValue = this[ key ]; + + if ( currentValue === undefined ) { + + console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); + continue; + + } + + if ( currentValue && currentValue.isColor ) { + + currentValue.set( newValue ); + + } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { + + currentValue.copy( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + }, + + toJSON: function ( meta ) { + + var isRoot = ( meta === undefined || typeof meta === 'string' ); + + if ( isRoot ) { + + meta = { + textures: {}, + images: {} + }; + + } + + var data = { + metadata: { + version: 4.5, + type: 'Material', + generator: 'Material.toJSON' + } + }; + + // standard Material serialization + data.uuid = this.uuid; + data.type = this.type; + + if ( this.name !== '' ) data.name = this.name; + + if ( this.color && this.color.isColor ) data.color = this.color.getHex(); + + if ( this.roughness !== undefined ) data.roughness = this.roughness; + if ( this.metalness !== undefined ) data.metalness = this.metalness; + + if ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex(); + if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); + if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; + + if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); + if ( this.shininess !== undefined ) data.shininess = this.shininess; + if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat; + if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness; + + if ( this.clearcoatMap && this.clearcoatMap.isTexture ) { + + data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) { + + data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) { + + data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid; + data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); + + } + + if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid; + if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; + + if ( this.aoMap && this.aoMap.isTexture ) { + + data.aoMap = this.aoMap.toJSON( meta ).uuid; + data.aoMapIntensity = this.aoMapIntensity; + + } + + if ( this.bumpMap && this.bumpMap.isTexture ) { + + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; + + } + + if ( this.normalMap && this.normalMap.isTexture ) { + + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalMapType = this.normalMapType; + data.normalScale = this.normalScale.toArray(); + + } + + if ( this.displacementMap && this.displacementMap.isTexture ) { + + data.displacementMap = this.displacementMap.toJSON( meta ).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; + + } + + if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; + if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; + + if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; + if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; + + if ( this.envMap && this.envMap.isTexture ) { + + data.envMap = this.envMap.toJSON( meta ).uuid; + data.reflectivity = this.reflectivity; // Scale behind envMap + data.refractionRatio = this.refractionRatio; + + if ( this.combine !== undefined ) data.combine = this.combine; + if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity; + + } + + if ( this.gradientMap && this.gradientMap.isTexture ) { + + data.gradientMap = this.gradientMap.toJSON( meta ).uuid; + + } + + if ( this.size !== undefined ) data.size = this.size; + if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + + if ( this.blending !== NormalBlending ) data.blending = this.blending; + if ( this.flatShading === true ) data.flatShading = this.flatShading; + if ( this.side !== FrontSide ) data.side = this.side; + if ( this.vertexColors ) data.vertexColors = true; + + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = this.transparent; + + data.depthFunc = this.depthFunc; + data.depthTest = this.depthTest; + data.depthWrite = this.depthWrite; + + data.stencilWrite = this.stencilWrite; + data.stencilWriteMask = this.stencilWriteMask; + data.stencilFunc = this.stencilFunc; + data.stencilRef = this.stencilRef; + data.stencilFuncMask = this.stencilFuncMask; + data.stencilFail = this.stencilFail; + data.stencilZFail = this.stencilZFail; + data.stencilZPass = this.stencilZPass; + + // rotation (SpriteMaterial) + if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation; + + if ( this.polygonOffset === true ) data.polygonOffset = true; + if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor; + if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits; + + if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth; + if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; + if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; + if ( this.scale !== undefined ) data.scale = this.scale; + + if ( this.dithering === true ) data.dithering = true; + + if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; + if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; + + if ( this.wireframe === true ) data.wireframe = this.wireframe; + if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; + if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; + if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; + + if ( this.morphTargets === true ) data.morphTargets = true; + if ( this.morphNormals === true ) data.morphNormals = true; + if ( this.skinning === true ) data.skinning = true; + + if ( this.visible === false ) data.visible = false; + + if ( this.toneMapped === false ) data.toneMapped = false; + + if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; + + // TODO: Copied from Object3D.toJSON + + function extractFromCache( cache ) { + + var values = []; + + for ( var key in cache ) { + + var data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + if ( isRoot ) { + + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); + + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; + + } + + return data; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.name = source.name; + + this.fog = source.fog; + + this.blending = source.blending; + this.side = source.side; + this.flatShading = source.flatShading; + this.vertexColors = source.vertexColors; + + this.opacity = source.opacity; + this.transparent = source.transparent; + + this.blendSrc = source.blendSrc; + this.blendDst = source.blendDst; + this.blendEquation = source.blendEquation; + this.blendSrcAlpha = source.blendSrcAlpha; + this.blendDstAlpha = source.blendDstAlpha; + this.blendEquationAlpha = source.blendEquationAlpha; + + this.depthFunc = source.depthFunc; + this.depthTest = source.depthTest; + this.depthWrite = source.depthWrite; + + this.stencilWriteMask = source.stencilWriteMask; + this.stencilFunc = source.stencilFunc; + this.stencilRef = source.stencilRef; + this.stencilFuncMask = source.stencilFuncMask; + this.stencilFail = source.stencilFail; + this.stencilZFail = source.stencilZFail; + this.stencilZPass = source.stencilZPass; + this.stencilWrite = source.stencilWrite; + + var srcPlanes = source.clippingPlanes, + dstPlanes = null; + + if ( srcPlanes !== null ) { + + var n = srcPlanes.length; + dstPlanes = new Array( n ); + + for ( var i = 0; i !== n; ++ i ) + dstPlanes[ i ] = srcPlanes[ i ].clone(); + + } + + this.clippingPlanes = dstPlanes; + this.clipIntersection = source.clipIntersection; + this.clipShadows = source.clipShadows; + + this.shadowSide = source.shadowSide; + + this.colorWrite = source.colorWrite; + + this.precision = source.precision; + + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; + + this.dithering = source.dithering; + + this.alphaTest = source.alphaTest; + this.premultipliedAlpha = source.premultipliedAlpha; + + this.visible = source.visible; + + this.toneMapped = source.toneMapped; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +Object.defineProperty( Material.prototype, 'needsUpdate', { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * depthTest: , + * depthWrite: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: + * } + */ + +function MeshBasicMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshBasicMaterial'; + + this.color = new Color( 0xffffff ); // emissive + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + + this.setValues( parameters ); + +} + +MeshBasicMaterial.prototype = Object.create( Material.prototype ); +MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; + +MeshBasicMaterial.prototype.isMeshBasicMaterial = true; + +MeshBasicMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + return this; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var _vector$3 = new Vector3(); + +function BufferAttribute( array, itemSize, normalized ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.name = ''; + + this.array = array; + this.itemSize = itemSize; + this.count = array !== undefined ? array.length / itemSize : 0; + this.normalized = normalized === true; + + this.usage = StaticDrawUsage; + this.updateRange = { offset: 0, count: - 1 }; + + this.version = 0; + +} + +Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + +} ); + +Object.assign( BufferAttribute.prototype, { + + isBufferAttribute: true, + + onUploadCallback: function () {}, + + setUsage: function ( value ) { + + this.usage = value; + + return this; + + }, + + copy: function ( source ) { + + this.name = source.name; + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + this.count = source.count; + this.normalized = source.normalized; + + this.usage = source.usage; + + return this; + + }, + + copyAt: function ( index1, attribute, index2 ) { + + index1 *= this.itemSize; + index2 *= attribute.itemSize; + + for ( var i = 0, l = this.itemSize; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + }, + + copyArray: function ( array ) { + + this.array.set( array ); + + return this; + + }, + + copyColorsArray: function ( colors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = colors.length; i < l; i ++ ) { + + var color = colors[ i ]; + + if ( color === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); + color = new Color(); + + } + + array[ offset ++ ] = color.r; + array[ offset ++ ] = color.g; + array[ offset ++ ] = color.b; + + } + + return this; + + }, + + copyVector2sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); + vector = new Vector2(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + + } + + return this; + + }, + + copyVector3sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); + vector = new Vector3(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + + } + + return this; + + }, + + copyVector4sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); + vector = new Vector4(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + array[ offset ++ ] = vector.w; + + } + + return this; + + }, + + applyMatrix3: function ( m ) { + + for ( var i = 0, l = this.count; i < l; i ++ ) { + + _vector$3.x = this.getX( i ); + _vector$3.y = this.getY( i ); + _vector$3.z = this.getZ( i ); + + _vector$3.applyMatrix3( m ); + + this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z ); + + } + + return this; + + }, + + applyMatrix4: function ( m ) { + + for ( var i = 0, l = this.count; i < l; i ++ ) { + + _vector$3.x = this.getX( i ); + _vector$3.y = this.getY( i ); + _vector$3.z = this.getZ( i ); + + _vector$3.applyMatrix4( m ); + + this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z ); + + } + + return this; + + }, + + applyNormalMatrix: function ( m ) { + + for ( var i = 0, l = this.count; i < l; i ++ ) { + + _vector$3.x = this.getX( i ); + _vector$3.y = this.getY( i ); + _vector$3.z = this.getZ( i ); + + _vector$3.applyNormalMatrix( m ); + + this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z ); + + } + + return this; + + }, + + transformDirection: function ( m ) { + + for ( var i = 0, l = this.count; i < l; i ++ ) { + + _vector$3.x = this.getX( i ); + _vector$3.y = this.getY( i ); + _vector$3.z = this.getZ( i ); + + _vector$3.transformDirection( m ); + + this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z ); + + } + + return this; + + }, + + set: function ( value, offset ) { + + if ( offset === undefined ) offset = 0; + + this.array.set( value, offset ); + + return this; + + }, + + getX: function ( index ) { + + return this.array[ index * this.itemSize ]; + + }, + + setX: function ( index, x ) { + + this.array[ index * this.itemSize ] = x; + + return this; + + }, + + getY: function ( index ) { + + return this.array[ index * this.itemSize + 1 ]; + + }, + + setY: function ( index, y ) { + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + }, + + getZ: function ( index ) { + + return this.array[ index * this.itemSize + 2 ]; + + }, + + setZ: function ( index, z ) { + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + }, + + getW: function ( index ) { + + return this.array[ index * this.itemSize + 3 ]; + + }, + + setW: function ( index, w ) { + + this.array[ index * this.itemSize + 3 ] = w; + + return this; + + }, + + setXY: function ( index, x, y ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + + return this; + + }, + + setXYZ: function ( index, x, y, z ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + + return this; + + }, + + setXYZW: function ( index, x, y, z, w ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; + + return this; + + }, + + onUpload: function ( callback ) { + + this.onUploadCallback = callback; + + return this; + + }, + + clone: function () { + + return new this.constructor( this.array, this.itemSize ).copy( this ); + + }, + + toJSON: function () { + + return { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: Array.prototype.slice.call( this.array ), + normalized: this.normalized + }; + + } + +} ); + +// + +function Int8BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized ); + +} + +Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Int8BufferAttribute.prototype.constructor = Int8BufferAttribute; + + +function Uint8BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized ); + +} + +Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute; + + +function Uint8ClampedBufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized ); + +} + +Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute; + + +function Int16BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized ); + +} + +Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Int16BufferAttribute.prototype.constructor = Int16BufferAttribute; + + +function Uint16BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized ); + +} + +Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute; + + +function Int32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized ); + +} + +Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Int32BufferAttribute.prototype.constructor = Int32BufferAttribute; + + +function Uint32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized ); + +} + +Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; + + +function Float32BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized ); + +} + +Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; + + +function Float64BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized ); + +} + +Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function DirectGeometry() { + + this.vertices = []; + this.normals = []; + this.colors = []; + this.uvs = []; + this.uvs2 = []; + + this.groups = []; + + this.morphTargets = {}; + + this.skinWeights = []; + this.skinIndices = []; + + // this.lineDistances = []; + + this.boundingBox = null; + this.boundingSphere = null; + + // update flags + + this.verticesNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.uvsNeedUpdate = false; + this.groupsNeedUpdate = false; + +} + +Object.assign( DirectGeometry.prototype, { + + computeGroups: function ( geometry ) { + + var group; + var groups = []; + var materialIndex = undefined; + + var faces = geometry.faces; + + for ( var i = 0; i < faces.length; i ++ ) { + + var face = faces[ i ]; + + // materials + + if ( face.materialIndex !== materialIndex ) { + + materialIndex = face.materialIndex; + + if ( group !== undefined ) { + + group.count = ( i * 3 ) - group.start; + groups.push( group ); + + } + + group = { + start: i * 3, + materialIndex: materialIndex + }; + + } + + } + + if ( group !== undefined ) { + + group.count = ( i * 3 ) - group.start; + groups.push( group ); + + } + + this.groups = groups; + + }, + + fromGeometry: function ( geometry ) { + + var faces = geometry.faces; + var vertices = geometry.vertices; + var faceVertexUvs = geometry.faceVertexUvs; + + var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; + var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; + + // morphs + + var morphTargets = geometry.morphTargets; + var morphTargetsLength = morphTargets.length; + + var morphTargetsPosition; + + if ( morphTargetsLength > 0 ) { + + morphTargetsPosition = []; + + for ( var i = 0; i < morphTargetsLength; i ++ ) { + + morphTargetsPosition[ i ] = { + name: morphTargets[ i ].name, + data: [] + }; + + } + + this.morphTargets.position = morphTargetsPosition; + + } + + var morphNormals = geometry.morphNormals; + var morphNormalsLength = morphNormals.length; + + var morphTargetsNormal; + + if ( morphNormalsLength > 0 ) { + + morphTargetsNormal = []; + + for ( var i = 0; i < morphNormalsLength; i ++ ) { + + morphTargetsNormal[ i ] = { + name: morphNormals[ i ].name, + data: [] + }; + + } + + this.morphTargets.normal = morphTargetsNormal; + + } + + // skins + + var skinIndices = geometry.skinIndices; + var skinWeights = geometry.skinWeights; + + var hasSkinIndices = skinIndices.length === vertices.length; + var hasSkinWeights = skinWeights.length === vertices.length; + + // + + if ( vertices.length > 0 && faces.length === 0 ) { + + console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' ); + + } + + for ( var i = 0; i < faces.length; i ++ ) { + + var face = faces[ i ]; + + this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); + + } else { + + var normal = face.normal; + + this.normals.push( normal, normal, normal ); + + } + + var vertexColors = face.vertexColors; + + if ( vertexColors.length === 3 ) { + + this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); + + } else { + + var color = face.color; + + this.colors.push( color, color, color ); + + } + + if ( hasFaceVertexUv === true ) { + + var vertexUvs = faceVertexUvs[ 0 ][ i ]; + + if ( vertexUvs !== undefined ) { + + this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + + } else { + + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + + this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); + + } + + } + + if ( hasFaceVertexUv2 === true ) { + + var vertexUvs = faceVertexUvs[ 1 ][ i ]; + + if ( vertexUvs !== undefined ) { + + this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + + } else { + + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); + + this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); + + } + + } + + // morphs + + for ( var j = 0; j < morphTargetsLength; j ++ ) { + + var morphTarget = morphTargets[ j ].vertices; + + morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); + + } + + for ( var j = 0; j < morphNormalsLength; j ++ ) { + + var morphNormal = morphNormals[ j ].vertexNormals[ i ]; + + morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c ); + + } + + // skins + + if ( hasSkinIndices ) { + + this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); + + } + + if ( hasSkinWeights ) { + + this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); + + } + + } + + this.computeGroups( geometry ); + + this.verticesNeedUpdate = geometry.verticesNeedUpdate; + this.normalsNeedUpdate = geometry.normalsNeedUpdate; + this.colorsNeedUpdate = geometry.colorsNeedUpdate; + this.uvsNeedUpdate = geometry.uvsNeedUpdate; + this.groupsNeedUpdate = geometry.groupsNeedUpdate; + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function arrayMax( array ) { + + if ( array.length === 0 ) return - Infinity; + + var max = array[ 0 ]; + + for ( var i = 1, l = array.length; i < l; ++ i ) { + + if ( array[ i ] > max ) max = array[ i ]; + + } + + return max; + +} + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id + +var _m1$2 = new Matrix4(); +var _obj = new Object3D(); +var _offset = new Vector3(); +var _box$2 = new Box3(); +var _boxMorphTargets = new Box3(); +var _vector$4 = new Vector3(); + +function BufferGeometry() { + + Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } ); + + this.uuid = MathUtils.generateUUID(); + + this.name = ''; + this.type = 'BufferGeometry'; + + this.index = null; + this.attributes = {}; + + this.morphAttributes = {}; + this.morphTargetsRelative = false; + + this.groups = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.drawRange = { start: 0, count: Infinity }; + + this.userData = {}; + +} + +BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: BufferGeometry, + + isBufferGeometry: true, + + getIndex: function () { + + return this.index; + + }, + + setIndex: function ( index ) { + + if ( Array.isArray( index ) ) { + + this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); + + } else { + + this.index = index; + + } + + }, + + getAttribute: function ( name ) { + + return this.attributes[ name ]; + + }, + + setAttribute: function ( name, attribute ) { + + this.attributes[ name ] = attribute; + + return this; + + }, + + deleteAttribute: function ( name ) { + + delete this.attributes[ name ]; + + return this; + + }, + + addGroup: function ( start, count, materialIndex ) { + + this.groups.push( { + + start: start, + count: count, + materialIndex: materialIndex !== undefined ? materialIndex : 0 + + } ); + + }, + + clearGroups: function () { + + this.groups = []; + + }, + + setDrawRange: function ( start, count ) { + + this.drawRange.start = start; + this.drawRange.count = count; + + }, + + applyMatrix4: function ( matrix ) { + + var position = this.attributes.position; + + if ( position !== undefined ) { + + position.applyMatrix4( matrix ); + + position.needsUpdate = true; + + } + + var normal = this.attributes.normal; + + if ( normal !== undefined ) { + + var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + normal.applyNormalMatrix( normalMatrix ); + + normal.needsUpdate = true; + + } + + var tangent = this.attributes.tangent; + + if ( tangent !== undefined ) { + + tangent.transformDirection( matrix ); + + tangent.needsUpdate = true; + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + return this; + + }, + + rotateX: function ( angle ) { + + // rotate geometry around world x-axis + + _m1$2.makeRotationX( angle ); + + this.applyMatrix4( _m1$2 ); + + return this; + + }, + + rotateY: function ( angle ) { + + // rotate geometry around world y-axis + + _m1$2.makeRotationY( angle ); + + this.applyMatrix4( _m1$2 ); + + return this; + + }, + + rotateZ: function ( angle ) { + + // rotate geometry around world z-axis + + _m1$2.makeRotationZ( angle ); + + this.applyMatrix4( _m1$2 ); + + return this; + + }, + + translate: function ( x, y, z ) { + + // translate geometry + + _m1$2.makeTranslation( x, y, z ); + + this.applyMatrix4( _m1$2 ); + + return this; + + }, + + scale: function ( x, y, z ) { + + // scale geometry + + _m1$2.makeScale( x, y, z ); + + this.applyMatrix4( _m1$2 ); + + return this; + + }, + + lookAt: function ( vector ) { + + _obj.lookAt( vector ); + + _obj.updateMatrix(); + + this.applyMatrix4( _obj.matrix ); + + return this; + + }, + + center: function () { + + this.computeBoundingBox(); + + this.boundingBox.getCenter( _offset ).negate(); + + this.translate( _offset.x, _offset.y, _offset.z ); + + return this; + + }, + + setFromObject: function ( object ) { + + // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); + + var geometry = object.geometry; + + if ( object.isPoints || object.isLine ) { + + var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 ); + var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 ); + + this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); + this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); + + if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { + + var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 ); + + this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); + + } + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + } else if ( object.isMesh ) { + + if ( geometry && geometry.isGeometry ) { + + this.fromGeometry( geometry ); + + } + + } + + return this; + + }, + + setFromPoints: function ( points ) { + + var position = []; + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + var point = points[ i ]; + position.push( point.x, point.y, point.z || 0 ); + + } + + this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); + + return this; + + }, + + updateFromObject: function ( object ) { + + var geometry = object.geometry; + + if ( object.isMesh ) { + + var direct = geometry.__directGeometry; + + if ( geometry.elementsNeedUpdate === true ) { + + direct = undefined; + geometry.elementsNeedUpdate = false; + + } + + if ( direct === undefined ) { + + return this.fromGeometry( geometry ); + + } + + direct.verticesNeedUpdate = geometry.verticesNeedUpdate; + direct.normalsNeedUpdate = geometry.normalsNeedUpdate; + direct.colorsNeedUpdate = geometry.colorsNeedUpdate; + direct.uvsNeedUpdate = geometry.uvsNeedUpdate; + direct.groupsNeedUpdate = geometry.groupsNeedUpdate; + + geometry.verticesNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.groupsNeedUpdate = false; + + geometry = direct; + + } + + var attribute; + + if ( geometry.verticesNeedUpdate === true ) { + + attribute = this.attributes.position; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.vertices ); + attribute.needsUpdate = true; + + } + + geometry.verticesNeedUpdate = false; + + } + + if ( geometry.normalsNeedUpdate === true ) { + + attribute = this.attributes.normal; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.normals ); + attribute.needsUpdate = true; + + } + + geometry.normalsNeedUpdate = false; + + } + + if ( geometry.colorsNeedUpdate === true ) { + + attribute = this.attributes.color; + + if ( attribute !== undefined ) { + + attribute.copyColorsArray( geometry.colors ); + attribute.needsUpdate = true; + + } + + geometry.colorsNeedUpdate = false; + + } + + if ( geometry.uvsNeedUpdate ) { + + attribute = this.attributes.uv; + + if ( attribute !== undefined ) { + + attribute.copyVector2sArray( geometry.uvs ); + attribute.needsUpdate = true; + + } + + geometry.uvsNeedUpdate = false; + + } + + if ( geometry.lineDistancesNeedUpdate ) { + + attribute = this.attributes.lineDistance; + + if ( attribute !== undefined ) { + + attribute.copyArray( geometry.lineDistances ); + attribute.needsUpdate = true; + + } + + geometry.lineDistancesNeedUpdate = false; + + } + + if ( geometry.groupsNeedUpdate ) { + + geometry.computeGroups( object.geometry ); + this.groups = geometry.groups; + + geometry.groupsNeedUpdate = false; + + } + + return this; + + }, + + fromGeometry: function ( geometry ) { + + geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); + + return this.fromDirectGeometry( geometry.__directGeometry ); + + }, + + fromDirectGeometry: function ( geometry ) { + + var positions = new Float32Array( geometry.vertices.length * 3 ); + this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); + + if ( geometry.normals.length > 0 ) { + + var normals = new Float32Array( geometry.normals.length * 3 ); + this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); + + } + + if ( geometry.colors.length > 0 ) { + + var colors = new Float32Array( geometry.colors.length * 3 ); + this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); + + } + + if ( geometry.uvs.length > 0 ) { + + var uvs = new Float32Array( geometry.uvs.length * 2 ); + this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); + + } + + if ( geometry.uvs2.length > 0 ) { + + var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); + this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); + + } + + // groups + + this.groups = geometry.groups; + + // morphs + + for ( var name in geometry.morphTargets ) { + + var array = []; + var morphTargets = geometry.morphTargets[ name ]; + + for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { + + var morphTarget = morphTargets[ i ]; + + var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 ); + attribute.name = morphTarget.name; + + array.push( attribute.copyVector3sArray( morphTarget.data ) ); + + } + + this.morphAttributes[ name ] = array; + + } + + // skinning + + if ( geometry.skinIndices.length > 0 ) { + + var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 ); + this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); + + } + + if ( geometry.skinWeights.length > 0 ) { + + var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 ); + this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); + + } + + // + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + return this; + + }, + + computeBoundingBox: function () { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + var position = this.attributes.position; + var morphAttributesPosition = this.morphAttributes.position; + + if ( position !== undefined ) { + + this.boundingBox.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + var morphAttribute = morphAttributesPosition[ i ]; + _box$2.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$4.addVectors( this.boundingBox.min, _box$2.min ); + this.boundingBox.expandByPoint( _vector$4 ); + + _vector$4.addVectors( this.boundingBox.max, _box$2.max ); + this.boundingBox.expandByPoint( _vector$4 ); + + } else { + + this.boundingBox.expandByPoint( _box$2.min ); + this.boundingBox.expandByPoint( _box$2.max ); + + } + + } + + } + + } else { + + this.boundingBox.makeEmpty(); + + } + + if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); + + } + + }, + + computeBoundingSphere: function () { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + var position = this.attributes.position; + var morphAttributesPosition = this.morphAttributes.position; + + if ( position ) { + + // first, find the center of the bounding sphere + + var center = this.boundingSphere.center; + + _box$2.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + var morphAttribute = morphAttributesPosition[ i ]; + _boxMorphTargets.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$4.addVectors( _box$2.min, _boxMorphTargets.min ); + _box$2.expandByPoint( _vector$4 ); + + _vector$4.addVectors( _box$2.max, _boxMorphTargets.max ); + _box$2.expandByPoint( _vector$4 ); + + } else { + + _box$2.expandByPoint( _boxMorphTargets.min ); + _box$2.expandByPoint( _boxMorphTargets.max ); + + } + + } + + } + + _box$2.getCenter( center ); + + // second, try to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + var maxRadiusSq = 0; + + for ( var i = 0, il = position.count; i < il; i ++ ) { + + _vector$4.fromBufferAttribute( position, i ); + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) ); + + } + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + var morphAttribute = morphAttributesPosition[ i ]; + var morphTargetsRelative = this.morphTargetsRelative; + + for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) { + + _vector$4.fromBufferAttribute( morphAttribute, j ); + + if ( morphTargetsRelative ) { + + _offset.fromBufferAttribute( position, j ); + _vector$4.add( _offset ); + + } + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) ); + + } + + } + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + if ( isNaN( this.boundingSphere.radius ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + }, + + computeFaceNormals: function () { + + // backwards compatibility + + }, + + computeVertexNormals: function () { + + var index = this.index; + var attributes = this.attributes; + + if ( attributes.position ) { + + var positions = attributes.position.array; + + if ( attributes.normal === undefined ) { + + this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) ); + + } else { + + // reset existing normals to zero + + var array = attributes.normal.array; + + for ( var i = 0, il = array.length; i < il; i ++ ) { + + array[ i ] = 0; + + } + + } + + var normals = attributes.normal.array; + + var vA, vB, vC; + var pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); + var cb = new Vector3(), ab = new Vector3(); + + // indexed elements + + if ( index ) { + + var indices = index.array; + + for ( var i = 0, il = index.count; i < il; i += 3 ) { + + vA = indices[ i + 0 ] * 3; + vB = indices[ i + 1 ] * 3; + vC = indices[ i + 2 ] * 3; + + pA.fromArray( positions, vA ); + pB.fromArray( positions, vB ); + pC.fromArray( positions, vC ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normals[ vA ] += cb.x; + normals[ vA + 1 ] += cb.y; + normals[ vA + 2 ] += cb.z; + + normals[ vB ] += cb.x; + normals[ vB + 1 ] += cb.y; + normals[ vB + 2 ] += cb.z; + + normals[ vC ] += cb.x; + normals[ vC + 1 ] += cb.y; + normals[ vC + 2 ] += cb.z; + + } + + } else { + + // non-indexed elements (unconnected triangle soup) + + for ( var i = 0, il = positions.length; i < il; i += 9 ) { + + pA.fromArray( positions, i ); + pB.fromArray( positions, i + 3 ); + pC.fromArray( positions, i + 6 ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normals[ i ] = cb.x; + normals[ i + 1 ] = cb.y; + normals[ i + 2 ] = cb.z; + + normals[ i + 3 ] = cb.x; + normals[ i + 4 ] = cb.y; + normals[ i + 5 ] = cb.z; + + normals[ i + 6 ] = cb.x; + normals[ i + 7 ] = cb.y; + normals[ i + 8 ] = cb.z; + + } + + } + + this.normalizeNormals(); + + attributes.normal.needsUpdate = true; + + } + + }, + + merge: function ( geometry, offset ) { + + if ( ! ( geometry && geometry.isBufferGeometry ) ) { + + console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); + return; + + } + + if ( offset === undefined ) { + + offset = 0; + + console.warn( + 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.' + ); + + } + + var attributes = this.attributes; + + for ( var key in attributes ) { + + if ( geometry.attributes[ key ] === undefined ) continue; + + var attribute1 = attributes[ key ]; + var attributeArray1 = attribute1.array; + + var attribute2 = geometry.attributes[ key ]; + var attributeArray2 = attribute2.array; + + var attributeOffset = attribute2.itemSize * offset; + var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset ); + + for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) { + + attributeArray1[ j ] = attributeArray2[ i ]; + + } + + } + + return this; + + }, + + normalizeNormals: function () { + + var normals = this.attributes.normal; + + for ( var i = 0, il = normals.count; i < il; i ++ ) { + + _vector$4.x = normals.getX( i ); + _vector$4.y = normals.getY( i ); + _vector$4.z = normals.getZ( i ); + + _vector$4.normalize(); + + normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z ); + + } + + }, + + toNonIndexed: function () { + + function convertBufferAttribute( attribute, indices ) { + + var array = attribute.array; + var itemSize = attribute.itemSize; + + var array2 = new array.constructor( indices.length * itemSize ); + + var index = 0, index2 = 0; + + for ( var i = 0, l = indices.length; i < l; i ++ ) { + + index = indices[ i ] * itemSize; + + for ( var j = 0; j < itemSize; j ++ ) { + + array2[ index2 ++ ] = array[ index ++ ]; + + } + + } + + return new BufferAttribute( array2, itemSize ); + + } + + // + + if ( this.index === null ) { + + console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); + return this; + + } + + var geometry2 = new BufferGeometry(); + + var indices = this.index.array; + var attributes = this.attributes; + + // attributes + + for ( var name in attributes ) { + + var attribute = attributes[ name ]; + + var newAttribute = convertBufferAttribute( attribute, indices ); + + geometry2.setAttribute( name, newAttribute ); + + } + + // morph attributes + + var morphAttributes = this.morphAttributes; + + for ( name in morphAttributes ) { + + var morphArray = []; + var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) { + + var attribute = morphAttribute[ i ]; + + var newAttribute = convertBufferAttribute( attribute, indices ); + + morphArray.push( newAttribute ); + + } + + geometry2.morphAttributes[ name ] = morphArray; + + } + + geometry2.morphTargetsRelative = this.morphTargetsRelative; + + // groups + + var groups = this.groups; + + for ( var i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + geometry2.addGroup( group.start, group.count, group.materialIndex ); + + } + + return geometry2; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.5, + type: 'BufferGeometry', + generator: 'BufferGeometry.toJSON' + } + }; + + // standard BufferGeometry serialization + + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; + + if ( this.parameters !== undefined ) { + + var parameters = this.parameters; + + for ( var key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + data.data = { attributes: {} }; + + var index = this.index; + + if ( index !== null ) { + + data.data.index = { + type: index.array.constructor.name, + array: Array.prototype.slice.call( index.array ) + }; + + } + + var attributes = this.attributes; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + + var attributeData = attribute.toJSON(); + + if ( attribute.name !== '' ) attributeData.name = attribute.name; + + data.data.attributes[ key ] = attributeData; + + } + + var morphAttributes = {}; + var hasMorphAttributes = false; + + for ( var key in this.morphAttributes ) { + + var attributeArray = this.morphAttributes[ key ]; + + var array = []; + + for ( var i = 0, il = attributeArray.length; i < il; i ++ ) { + + var attribute = attributeArray[ i ]; + + var attributeData = attribute.toJSON(); + + if ( attribute.name !== '' ) attributeData.name = attribute.name; + + array.push( attributeData ); + + } + + if ( array.length > 0 ) { + + morphAttributes[ key ] = array; + + hasMorphAttributes = true; + + } + + } + + if ( hasMorphAttributes ) { + + data.data.morphAttributes = morphAttributes; + data.data.morphTargetsRelative = this.morphTargetsRelative; + + } + + var groups = this.groups; + + if ( groups.length > 0 ) { + + data.data.groups = JSON.parse( JSON.stringify( groups ) ); + + } + + var boundingSphere = this.boundingSphere; + + if ( boundingSphere !== null ) { + + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; + + } + + return data; + + }, + + clone: function () { + + /* + // Handle primitives + + var parameters = this.parameters; + + if ( parameters !== undefined ) { + + var values = []; + + for ( var key in parameters ) { + + values.push( parameters[ key ] ); + + } + + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; + + } + + return new this.constructor().copy( this ); + */ + + return new BufferGeometry().copy( this ); + + }, + + copy: function ( source ) { + + var name, i, l; + + // reset + + this.index = null; + this.attributes = {}; + this.morphAttributes = {}; + this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; + + // name + + this.name = source.name; + + // index + + var index = source.index; + + if ( index !== null ) { + + this.setIndex( index.clone() ); + + } + + // attributes + + var attributes = source.attributes; + + for ( name in attributes ) { + + var attribute = attributes[ name ]; + this.setAttribute( name, attribute.clone() ); + + } + + // morph attributes + + var morphAttributes = source.morphAttributes; + + for ( name in morphAttributes ) { + + var array = []; + var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( i = 0, l = morphAttribute.length; i < l; i ++ ) { + + array.push( morphAttribute[ i ].clone() ); + + } + + this.morphAttributes[ name ] = array; + + } + + this.morphTargetsRelative = source.morphTargetsRelative; + + // groups + + var groups = source.groups; + + for ( i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); + + } + + // bounding box + + var boundingBox = source.boundingBox; + + if ( boundingBox !== null ) { + + this.boundingBox = boundingBox.clone(); + + } + + // bounding sphere + + var boundingSphere = source.boundingSphere; + + if ( boundingSphere !== null ) { + + this.boundingSphere = boundingSphere.clone(); + + } + + // draw range + + this.drawRange.start = source.drawRange.start; + this.drawRange.count = source.drawRange.count; + + // user data + + this.userData = source.userData; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author jonobr1 / http://jonobr1.com/ + */ + +var _inverseMatrix = new Matrix4(); +var _ray = new Ray(); +var _sphere = new Sphere(); + +var _vA = new Vector3(); +var _vB = new Vector3(); +var _vC = new Vector3(); + +var _tempA = new Vector3(); +var _tempB = new Vector3(); +var _tempC = new Vector3(); + +var _morphA = new Vector3(); +var _morphB = new Vector3(); +var _morphC = new Vector3(); + +var _uvA = new Vector2(); +var _uvB = new Vector2(); +var _uvC = new Vector2(); + +var _intersectionPoint = new Vector3(); +var _intersectionPointWorld = new Vector3(); + +function Mesh( geometry, material ) { + + Object3D.call( this ); + + this.type = 'Mesh'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new MeshBasicMaterial(); + + this.updateMorphTargets(); + +} + +Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Mesh, + + isMesh: true, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + if ( source.morphTargetInfluences !== undefined ) { + + this.morphTargetInfluences = source.morphTargetInfluences.slice(); + + } + + if ( source.morphTargetDictionary !== undefined ) { + + this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); + + } + + return this; + + }, + + updateMorphTargets: function () { + + var geometry = this.geometry; + var m, ml, name; + + if ( geometry.isBufferGeometry ) { + + var morphAttributes = geometry.morphAttributes; + var keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + var morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } else { + + var morphTargets = geometry.morphTargets; + + if ( morphTargets !== undefined && morphTargets.length > 0 ) { + + console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); + + } + + } + + }, + + raycast: function ( raycaster, intersects ) { + + var geometry = this.geometry; + var material = this.material; + var matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere.copy( geometry.boundingSphere ); + _sphere.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; + + // + + _inverseMatrix.getInverse( matrixWorld ); + _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); + + // Check boundingBox before continuing + + if ( geometry.boundingBox !== null ) { + + if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return; + + } + + var intersection; + + if ( geometry.isBufferGeometry ) { + + var a, b, c; + var index = geometry.index; + var position = geometry.attributes.position; + var morphPosition = geometry.morphAttributes.position; + var morphTargetsRelative = geometry.morphTargetsRelative; + var uv = geometry.attributes.uv; + var uv2 = geometry.attributes.uv2; + var groups = geometry.groups; + var drawRange = geometry.drawRange; + var i, j, il, jl; + var group, groupMaterial; + var start, end; + + if ( index !== null ) { + + // indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( i = 0, il = groups.length; i < il; i ++ ) { + + group = groups[ i ]; + groupMaterial = material[ group.materialIndex ]; + + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + + for ( j = start, jl = end; j < jl; j += 3 ) { + + a = index.getX( j ); + b = index.getX( j + 1 ); + c = index.getX( j + 2 ); + + intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + start = Math.max( 0, drawRange.start ); + end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( i = start, il = end; i < il; i += 3 ) { + + a = index.getX( i ); + b = index.getX( i + 1 ); + c = index.getX( i + 2 ); + + intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else if ( position !== undefined ) { + + // non-indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( i = 0, il = groups.length; i < il; i ++ ) { + + group = groups[ i ]; + groupMaterial = material[ group.materialIndex ]; + + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + + for ( j = start, jl = end; j < jl; j += 3 ) { + + a = j; + b = j + 1; + c = j + 2; + + intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + start = Math.max( 0, drawRange.start ); + end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); + + for ( i = start, il = end; i < il; i += 3 ) { + + a = i; + b = i + 1; + c = i + 2; + + intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } + + } else if ( geometry.isGeometry ) { + + var fvA, fvB, fvC; + var isMultiMaterial = Array.isArray( material ); + + var vertices = geometry.vertices; + var faces = geometry.faces; + var uvs; + + var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; + if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; + + for ( var f = 0, fl = faces.length; f < fl; f ++ ) { + + var face = faces[ f ]; + var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; + + if ( faceMaterial === undefined ) continue; + + fvA = vertices[ face.a ]; + fvB = vertices[ face.b ]; + fvC = vertices[ face.c ]; + + intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint ); + + if ( intersection ) { + + if ( uvs && uvs[ f ] ) { + + var uvs_f = uvs[ f ]; + _uvA.copy( uvs_f[ 0 ] ); + _uvB.copy( uvs_f[ 1 ] ); + _uvC.copy( uvs_f[ 2 ] ); + + intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() ); + + } + + intersection.face = face; + intersection.faceIndex = f; + intersects.push( intersection ); + + } + + } + + } + + }, + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + +function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { + + var intersect; + + if ( material.side === BackSide ) { + + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + + } else { + + intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); + + } + + if ( intersect === null ) return null; + + _intersectionPointWorld.copy( point ); + _intersectionPointWorld.applyMatrix4( object.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld ); + + if ( distance < raycaster.near || distance > raycaster.far ) return null; + + return { + distance: distance, + point: _intersectionPointWorld.clone(), + object: object + }; + +} + +function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) { + + _vA.fromBufferAttribute( position, a ); + _vB.fromBufferAttribute( position, b ); + _vC.fromBufferAttribute( position, c ); + + var morphInfluences = object.morphTargetInfluences; + + if ( material.morphTargets && morphPosition && morphInfluences ) { + + _morphA.set( 0, 0, 0 ); + _morphB.set( 0, 0, 0 ); + _morphC.set( 0, 0, 0 ); + + for ( var i = 0, il = morphPosition.length; i < il; i ++ ) { + + var influence = morphInfluences[ i ]; + var morphAttribute = morphPosition[ i ]; + + if ( influence === 0 ) continue; + + _tempA.fromBufferAttribute( morphAttribute, a ); + _tempB.fromBufferAttribute( morphAttribute, b ); + _tempC.fromBufferAttribute( morphAttribute, c ); + + if ( morphTargetsRelative ) { + + _morphA.addScaledVector( _tempA, influence ); + _morphB.addScaledVector( _tempB, influence ); + _morphC.addScaledVector( _tempC, influence ); + + } else { + + _morphA.addScaledVector( _tempA.sub( _vA ), influence ); + _morphB.addScaledVector( _tempB.sub( _vB ), influence ); + _morphC.addScaledVector( _tempC.sub( _vC ), influence ); + + } + + } + + _vA.add( _morphA ); + _vB.add( _morphB ); + _vC.add( _morphC ); + + } + + var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint ); + + if ( intersection ) { + + if ( uv ) { + + _uvA.fromBufferAttribute( uv, a ); + _uvB.fromBufferAttribute( uv, b ); + _uvC.fromBufferAttribute( uv, c ); + + intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ); + + } + + if ( uv2 ) { + + _uvA.fromBufferAttribute( uv2, a ); + _uvB.fromBufferAttribute( uv2, b ); + _uvC.fromBufferAttribute( uv2, c ); + + intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ); + + } + + var face = new Face3( a, b, c ); + Triangle.getNormal( _vA, _vB, _vC, face.normal ); + + intersection.face = face; + + } + + return intersection; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author bhouston / http://clara.io + */ + +var _geometryId = 0; // Geometry uses even numbers as Id +var _m1$3 = new Matrix4(); +var _obj$1 = new Object3D(); +var _offset$1 = new Vector3(); + +function Geometry() { + + Object.defineProperty( this, 'id', { value: _geometryId += 2 } ); + + this.uuid = MathUtils.generateUUID(); + + this.name = ''; + this.type = 'Geometry'; + + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [[]]; + + this.morphTargets = []; + this.morphNormals = []; + + this.skinWeights = []; + this.skinIndices = []; + + this.lineDistances = []; + + this.boundingBox = null; + this.boundingSphere = null; + + // update flags + + this.elementsNeedUpdate = false; + this.verticesNeedUpdate = false; + this.uvsNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.lineDistancesNeedUpdate = false; + this.groupsNeedUpdate = false; + +} + +Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: Geometry, + + isGeometry: true, + + applyMatrix4: function ( matrix ) { + + var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { + + var vertex = this.vertices[ i ]; + vertex.applyMatrix4( matrix ); + + } + + for ( var i = 0, il = this.faces.length; i < il; i ++ ) { + + var face = this.faces[ i ]; + face.normal.applyMatrix3( normalMatrix ).normalize(); + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); + + } + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + this.verticesNeedUpdate = true; + this.normalsNeedUpdate = true; + + return this; + + }, + + rotateX: function ( angle ) { + + // rotate geometry around world x-axis + + _m1$3.makeRotationX( angle ); + + this.applyMatrix4( _m1$3 ); + + return this; + + }, + + rotateY: function ( angle ) { + + // rotate geometry around world y-axis + + _m1$3.makeRotationY( angle ); + + this.applyMatrix4( _m1$3 ); + + return this; + + }, + + rotateZ: function ( angle ) { + + // rotate geometry around world z-axis + + _m1$3.makeRotationZ( angle ); + + this.applyMatrix4( _m1$3 ); + + return this; + + }, + + translate: function ( x, y, z ) { + + // translate geometry + + _m1$3.makeTranslation( x, y, z ); + + this.applyMatrix4( _m1$3 ); + + return this; + + }, + + scale: function ( x, y, z ) { + + // scale geometry + + _m1$3.makeScale( x, y, z ); + + this.applyMatrix4( _m1$3 ); + + return this; + + }, + + lookAt: function ( vector ) { + + _obj$1.lookAt( vector ); + + _obj$1.updateMatrix(); + + this.applyMatrix4( _obj$1.matrix ); + + return this; + + }, + + fromBufferGeometry: function ( geometry ) { + + var scope = this; + + var indices = geometry.index !== null ? geometry.index.array : undefined; + var attributes = geometry.attributes; + + if ( attributes.position === undefined ) { + + console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' ); + return this; + + } + + var positions = attributes.position.array; + var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; + var colors = attributes.color !== undefined ? attributes.color.array : undefined; + var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; + var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; + + if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; + + for ( var i = 0; i < positions.length; i += 3 ) { + + scope.vertices.push( new Vector3().fromArray( positions, i ) ); + + if ( colors !== undefined ) { + + scope.colors.push( new Color().fromArray( colors, i ) ); + + } + + } + + function addFace( a, b, c, materialIndex ) { + + var vertexColors = ( colors === undefined ) ? [] : [ + scope.colors[ a ].clone(), + scope.colors[ b ].clone(), + scope.colors[ c ].clone() ]; + + var vertexNormals = ( normals === undefined ) ? [] : [ + new Vector3().fromArray( normals, a * 3 ), + new Vector3().fromArray( normals, b * 3 ), + new Vector3().fromArray( normals, c * 3 ) + ]; + + var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); + + scope.faces.push( face ); + + if ( uvs !== undefined ) { + + scope.faceVertexUvs[ 0 ].push( [ + new Vector2().fromArray( uvs, a * 2 ), + new Vector2().fromArray( uvs, b * 2 ), + new Vector2().fromArray( uvs, c * 2 ) + ] ); + + } + + if ( uvs2 !== undefined ) { + + scope.faceVertexUvs[ 1 ].push( [ + new Vector2().fromArray( uvs2, a * 2 ), + new Vector2().fromArray( uvs2, b * 2 ), + new Vector2().fromArray( uvs2, c * 2 ) + ] ); + + } + + } + + var groups = geometry.groups; + + if ( groups.length > 0 ) { + + for ( var i = 0; i < groups.length; i ++ ) { + + var group = groups[ i ]; + + var start = group.start; + var count = group.count; + + for ( var j = start, jl = start + count; j < jl; j += 3 ) { + + if ( indices !== undefined ) { + + addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); + + } else { + + addFace( j, j + 1, j + 2, group.materialIndex ); + + } + + } + + } + + } else { + + if ( indices !== undefined ) { + + for ( var i = 0; i < indices.length; i += 3 ) { + + addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); + + } + + } else { + + for ( var i = 0; i < positions.length / 3; i += 3 ) { + + addFace( i, i + 1, i + 2 ); + + } + + } + + } + + this.computeFaceNormals(); + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + return this; + + }, + + center: function () { + + this.computeBoundingBox(); + + this.boundingBox.getCenter( _offset$1 ).negate(); + + this.translate( _offset$1.x, _offset$1.y, _offset$1.z ); + + return this; + + }, + + normalize: function () { + + this.computeBoundingSphere(); + + var center = this.boundingSphere.center; + var radius = this.boundingSphere.radius; + + var s = radius === 0 ? 1 : 1.0 / radius; + + var matrix = new Matrix4(); + matrix.set( + s, 0, 0, - s * center.x, + 0, s, 0, - s * center.y, + 0, 0, s, - s * center.z, + 0, 0, 0, 1 + ); + + this.applyMatrix4( matrix ); + + return this; + + }, + + computeFaceNormals: function () { + + var cb = new Vector3(), ab = new Vector3(); + + for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { + + var face = this.faces[ f ]; + + var vA = this.vertices[ face.a ]; + var vB = this.vertices[ face.b ]; + var vC = this.vertices[ face.c ]; + + cb.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); + + cb.normalize(); + + face.normal.copy( cb ); + + } + + }, + + computeVertexNormals: function ( areaWeighted ) { + + if ( areaWeighted === undefined ) areaWeighted = true; + + var v, vl, f, fl, face, vertices; + + vertices = new Array( this.vertices.length ); + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ] = new Vector3(); + + } + + if ( areaWeighted ) { + + // vertex normals weighted by triangle areas + // http://www.iquilezles.org/www/articles/normals/normals.htm + + var vA, vB, vC; + var cb = new Vector3(), ab = new Vector3(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + vA = this.vertices[ face.a ]; + vB = this.vertices[ face.b ]; + vC = this.vertices[ face.c ]; + + cb.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); + + vertices[ face.a ].add( cb ); + vertices[ face.b ].add( cb ); + vertices[ face.c ].add( cb ); + + } + + } else { + + this.computeFaceNormals(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + vertices[ face.a ].add( face.normal ); + vertices[ face.b ].add( face.normal ); + vertices[ face.c ].add( face.normal ); + + } + + } + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ].normalize(); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + vertexNormals[ 0 ].copy( vertices[ face.a ] ); + vertexNormals[ 1 ].copy( vertices[ face.b ] ); + vertexNormals[ 2 ].copy( vertices[ face.c ] ); + + } else { + + vertexNormals[ 0 ] = vertices[ face.a ].clone(); + vertexNormals[ 1 ] = vertices[ face.b ].clone(); + vertexNormals[ 2 ] = vertices[ face.c ].clone(); + + } + + } + + if ( this.faces.length > 0 ) { + + this.normalsNeedUpdate = true; + + } + + }, + + computeFlatVertexNormals: function () { + + var f, fl, face; + + this.computeFaceNormals(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + vertexNormals[ 0 ].copy( face.normal ); + vertexNormals[ 1 ].copy( face.normal ); + vertexNormals[ 2 ].copy( face.normal ); + + } else { + + vertexNormals[ 0 ] = face.normal.clone(); + vertexNormals[ 1 ] = face.normal.clone(); + vertexNormals[ 2 ] = face.normal.clone(); + + } + + } + + if ( this.faces.length > 0 ) { + + this.normalsNeedUpdate = true; + + } + + }, + + computeMorphNormals: function () { + + var i, il, f, fl, face; + + // save original normals + // - create temp variables on first access + // otherwise just copy (for faster repeated calls) + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( ! face.__originalFaceNormal ) { + + face.__originalFaceNormal = face.normal.clone(); + + } else { + + face.__originalFaceNormal.copy( face.normal ); + + } + + if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; + + for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { + + if ( ! face.__originalVertexNormals[ i ] ) { + + face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); + + } else { + + face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); + + } + + } + + } + + // use temp geometry to compute face and vertex normals for each morph + + var tmpGeo = new Geometry(); + tmpGeo.faces = this.faces; + + for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { + + // create on first access + + if ( ! this.morphNormals[ i ] ) { + + this.morphNormals[ i ] = {}; + this.morphNormals[ i ].faceNormals = []; + this.morphNormals[ i ].vertexNormals = []; + + var dstNormalsFace = this.morphNormals[ i ].faceNormals; + var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + faceNormal = new Vector3(); + vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; + + dstNormalsFace.push( faceNormal ); + dstNormalsVertex.push( vertexNormals ); + + } + + } + + var morphNormals = this.morphNormals[ i ]; + + // set vertices to morph target + + tmpGeo.vertices = this.morphTargets[ i ].vertices; + + // compute morph normals + + tmpGeo.computeFaceNormals(); + tmpGeo.computeVertexNormals(); + + // store morph normals + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + faceNormal = morphNormals.faceNormals[ f ]; + vertexNormals = morphNormals.vertexNormals[ f ]; + + faceNormal.copy( face.normal ); + + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + + } + + } + + // restore original normals + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + face.normal = face.__originalFaceNormal; + face.vertexNormals = face.__originalVertexNormals; + + } + + }, + + computeBoundingBox: function () { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + this.boundingBox.setFromPoints( this.vertices ); + + }, + + computeBoundingSphere: function () { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + this.boundingSphere.setFromPoints( this.vertices ); + + }, + + merge: function ( geometry, matrix, materialIndexOffset ) { + + if ( ! ( geometry && geometry.isGeometry ) ) { + + console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); + return; + + } + + var normalMatrix, + vertexOffset = this.vertices.length, + vertices1 = this.vertices, + vertices2 = geometry.vertices, + faces1 = this.faces, + faces2 = geometry.faces, + colors1 = this.colors, + colors2 = geometry.colors; + + if ( materialIndexOffset === undefined ) materialIndexOffset = 0; + + if ( matrix !== undefined ) { + + normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + } + + // vertices + + for ( var i = 0, il = vertices2.length; i < il; i ++ ) { + + var vertex = vertices2[ i ]; + + var vertexCopy = vertex.clone(); + + if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); + + vertices1.push( vertexCopy ); + + } + + // colors + + for ( var i = 0, il = colors2.length; i < il; i ++ ) { + + colors1.push( colors2[ i ].clone() ); + + } + + // faces + + for ( i = 0, il = faces2.length; i < il; i ++ ) { + + var face = faces2[ i ], faceCopy, normal, color, + faceVertexNormals = face.vertexNormals, + faceVertexColors = face.vertexColors; + + faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); + faceCopy.normal.copy( face.normal ); + + if ( normalMatrix !== undefined ) { + + faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); + + } + + for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + + normal = faceVertexNormals[ j ].clone(); + + if ( normalMatrix !== undefined ) { + + normal.applyMatrix3( normalMatrix ).normalize(); + + } + + faceCopy.vertexNormals.push( normal ); + + } + + faceCopy.color.copy( face.color ); + + for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { + + color = faceVertexColors[ j ]; + faceCopy.vertexColors.push( color.clone() ); + + } + + faceCopy.materialIndex = face.materialIndex + materialIndexOffset; + + faces1.push( faceCopy ); + + } + + // uvs + + for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { + + var faceVertexUvs2 = geometry.faceVertexUvs[ i ]; + + if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = []; + + for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) { + + var uvs2 = faceVertexUvs2[ j ], uvsCopy = []; + + for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) { + + uvsCopy.push( uvs2[ k ].clone() ); + + } + + this.faceVertexUvs[ i ].push( uvsCopy ); + + } + + } + + }, + + mergeMesh: function ( mesh ) { + + if ( ! ( mesh && mesh.isMesh ) ) { + + console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); + return; + + } + + if ( mesh.matrixAutoUpdate ) mesh.updateMatrix(); + + this.merge( mesh.geometry, mesh.matrix ); + + }, + + /* + * Checks for duplicate vertices with hashmap. + * Duplicated vertices are removed + * and faces' vertices are updated. + */ + + mergeVertices: function () { + + var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) + var unique = [], changes = []; + + var v, key; + var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 + var precision = Math.pow( 10, precisionPoints ); + var i, il, face; + var indices, j, jl; + + for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + + v = this.vertices[ i ]; + key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); + + if ( verticesMap[ key ] === undefined ) { + + verticesMap[ key ] = i; + unique.push( this.vertices[ i ] ); + changes[ i ] = unique.length - 1; + + } else { + + //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); + changes[ i ] = changes[ verticesMap[ key ] ]; + + } + + } + + + // if faces are completely degenerate after merging vertices, we + // have to remove them from the geometry. + var faceIndicesToRemove = []; + + for ( i = 0, il = this.faces.length; i < il; i ++ ) { + + face = this.faces[ i ]; + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + + indices = [ face.a, face.b, face.c ]; + + // if any duplicate vertices are found in a Face3 + // we have to remove the face as nothing can be saved + for ( var n = 0; n < 3; n ++ ) { + + if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { + + faceIndicesToRemove.push( i ); + break; + + } + + } + + } + + for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { + + var idx = faceIndicesToRemove[ i ]; + + this.faces.splice( idx, 1 ); + + for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { + + this.faceVertexUvs[ j ].splice( idx, 1 ); + + } + + } + + // Use unique set of vertices + + var diff = this.vertices.length - unique.length; + this.vertices = unique; + return diff; + + }, + + setFromPoints: function ( points ) { + + this.vertices = []; + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + var point = points[ i ]; + this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + + } + + return this; + + }, + + sortFacesByMaterialIndex: function () { + + var faces = this.faces; + var length = faces.length; + + // tag faces + + for ( var i = 0; i < length; i ++ ) { + + faces[ i ]._id = i; + + } + + // sort faces + + function materialIndexSort( a, b ) { + + return a.materialIndex - b.materialIndex; + + } + + faces.sort( materialIndexSort ); + + // sort uvs + + var uvs1 = this.faceVertexUvs[ 0 ]; + var uvs2 = this.faceVertexUvs[ 1 ]; + + var newUvs1, newUvs2; + + if ( uvs1 && uvs1.length === length ) newUvs1 = []; + if ( uvs2 && uvs2.length === length ) newUvs2 = []; + + for ( var i = 0; i < length; i ++ ) { + + var id = faces[ i ]._id; + + if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); + if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); + + } + + if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; + if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.5, + type: 'Geometry', + generator: 'Geometry.toJSON' + } + }; + + // standard Geometry serialization + + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + + if ( this.parameters !== undefined ) { + + var parameters = this.parameters; + + for ( var key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + var vertices = []; + + for ( var i = 0; i < this.vertices.length; i ++ ) { + + var vertex = this.vertices[ i ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + var faces = []; + var normals = []; + var normalsHash = {}; + var colors = []; + var colorsHash = {}; + var uvs = []; + var uvsHash = {}; + + for ( var i = 0; i < this.faces.length; i ++ ) { + + var face = this.faces[ i ]; + + var hasMaterial = true; + var hasFaceUv = false; // deprecated + var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; + var hasFaceNormal = face.normal.length() > 0; + var hasFaceVertexNormal = face.vertexNormals.length > 0; + var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; + var hasFaceVertexColor = face.vertexColors.length > 0; + + var faceType = 0; + + faceType = setBit( faceType, 0, 0 ); // isQuad + faceType = setBit( faceType, 1, hasMaterial ); + faceType = setBit( faceType, 2, hasFaceUv ); + faceType = setBit( faceType, 3, hasFaceVertexUv ); + faceType = setBit( faceType, 4, hasFaceNormal ); + faceType = setBit( faceType, 5, hasFaceVertexNormal ); + faceType = setBit( faceType, 6, hasFaceColor ); + faceType = setBit( faceType, 7, hasFaceVertexColor ); + + faces.push( faceType ); + faces.push( face.a, face.b, face.c ); + faces.push( face.materialIndex ); + + if ( hasFaceVertexUv ) { + + var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; + + faces.push( + getUvIndex( faceVertexUvs[ 0 ] ), + getUvIndex( faceVertexUvs[ 1 ] ), + getUvIndex( faceVertexUvs[ 2 ] ) + ); + + } + + if ( hasFaceNormal ) { + + faces.push( getNormalIndex( face.normal ) ); + + } + + if ( hasFaceVertexNormal ) { + + var vertexNormals = face.vertexNormals; + + faces.push( + getNormalIndex( vertexNormals[ 0 ] ), + getNormalIndex( vertexNormals[ 1 ] ), + getNormalIndex( vertexNormals[ 2 ] ) + ); + + } + + if ( hasFaceColor ) { + + faces.push( getColorIndex( face.color ) ); + + } + + if ( hasFaceVertexColor ) { + + var vertexColors = face.vertexColors; + + faces.push( + getColorIndex( vertexColors[ 0 ] ), + getColorIndex( vertexColors[ 1 ] ), + getColorIndex( vertexColors[ 2 ] ) + ); + + } + + } + + function setBit( value, position, enabled ) { + + return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); + + } + + function getNormalIndex( normal ) { + + var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); + + if ( normalsHash[ hash ] !== undefined ) { + + return normalsHash[ hash ]; + + } + + normalsHash[ hash ] = normals.length / 3; + normals.push( normal.x, normal.y, normal.z ); + + return normalsHash[ hash ]; + + } + + function getColorIndex( color ) { + + var hash = color.r.toString() + color.g.toString() + color.b.toString(); + + if ( colorsHash[ hash ] !== undefined ) { + + return colorsHash[ hash ]; + + } + + colorsHash[ hash ] = colors.length; + colors.push( color.getHex() ); + + return colorsHash[ hash ]; + + } + + function getUvIndex( uv ) { + + var hash = uv.x.toString() + uv.y.toString(); + + if ( uvsHash[ hash ] !== undefined ) { + + return uvsHash[ hash ]; + + } + + uvsHash[ hash ] = uvs.length / 2; + uvs.push( uv.x, uv.y ); + + return uvsHash[ hash ]; + + } + + data.data = {}; + + data.data.vertices = vertices; + data.data.normals = normals; + if ( colors.length > 0 ) data.data.colors = colors; + if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility + data.data.faces = faces; + + return data; + + }, + + clone: function () { + + /* + // Handle primitives + + var parameters = this.parameters; + + if ( parameters !== undefined ) { + + var values = []; + + for ( var key in parameters ) { + + values.push( parameters[ key ] ); + + } + + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; + + } + + return new this.constructor().copy( this ); + */ + + return new Geometry().copy( this ); + + }, + + copy: function ( source ) { + + var i, il, j, jl, k, kl; + + // reset + + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [[]]; + this.morphTargets = []; + this.morphNormals = []; + this.skinWeights = []; + this.skinIndices = []; + this.lineDistances = []; + this.boundingBox = null; + this.boundingSphere = null; + + // name + + this.name = source.name; + + // vertices + + var vertices = source.vertices; + + for ( i = 0, il = vertices.length; i < il; i ++ ) { + + this.vertices.push( vertices[ i ].clone() ); + + } + + // colors + + var colors = source.colors; + + for ( i = 0, il = colors.length; i < il; i ++ ) { + + this.colors.push( colors[ i ].clone() ); + + } + + // faces + + var faces = source.faces; + + for ( i = 0, il = faces.length; i < il; i ++ ) { + + this.faces.push( faces[ i ].clone() ); + + } + + // face vertex uvs + + for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { + + var faceVertexUvs = source.faceVertexUvs[ i ]; + + if ( this.faceVertexUvs[ i ] === undefined ) { + + this.faceVertexUvs[ i ] = []; + + } + + for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { + + var uvs = faceVertexUvs[ j ], uvsCopy = []; + + for ( k = 0, kl = uvs.length; k < kl; k ++ ) { + + var uv = uvs[ k ]; + + uvsCopy.push( uv.clone() ); + + } + + this.faceVertexUvs[ i ].push( uvsCopy ); + + } + + } + + // morph targets + + var morphTargets = source.morphTargets; + + for ( i = 0, il = morphTargets.length; i < il; i ++ ) { + + var morphTarget = {}; + morphTarget.name = morphTargets[ i ].name; + + // vertices + + if ( morphTargets[ i ].vertices !== undefined ) { + + morphTarget.vertices = []; + + for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) { + + morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() ); + + } + + } + + // normals + + if ( morphTargets[ i ].normals !== undefined ) { + + morphTarget.normals = []; + + for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) { + + morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() ); + + } + + } + + this.morphTargets.push( morphTarget ); + + } + + // morph normals + + var morphNormals = source.morphNormals; + + for ( i = 0, il = morphNormals.length; i < il; i ++ ) { + + var morphNormal = {}; + + // vertex normals + + if ( morphNormals[ i ].vertexNormals !== undefined ) { + + morphNormal.vertexNormals = []; + + for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) { + + var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ]; + var destVertexNormal = {}; + + destVertexNormal.a = srcVertexNormal.a.clone(); + destVertexNormal.b = srcVertexNormal.b.clone(); + destVertexNormal.c = srcVertexNormal.c.clone(); + + morphNormal.vertexNormals.push( destVertexNormal ); + + } + + } + + // face normals + + if ( morphNormals[ i ].faceNormals !== undefined ) { + + morphNormal.faceNormals = []; + + for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) { + + morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() ); + + } + + } + + this.morphNormals.push( morphNormal ); + + } + + // skin weights + + var skinWeights = source.skinWeights; + + for ( i = 0, il = skinWeights.length; i < il; i ++ ) { + + this.skinWeights.push( skinWeights[ i ].clone() ); + + } + + // skin indices + + var skinIndices = source.skinIndices; + + for ( i = 0, il = skinIndices.length; i < il; i ++ ) { + + this.skinIndices.push( skinIndices[ i ].clone() ); + + } + + // line distances + + var lineDistances = source.lineDistances; + + for ( i = 0, il = lineDistances.length; i < il; i ++ ) { + + this.lineDistances.push( lineDistances[ i ] ); + + } + + // bounding box + + var boundingBox = source.boundingBox; + + if ( boundingBox !== null ) { + + this.boundingBox = boundingBox.clone(); + + } + + // bounding sphere + + var boundingSphere = source.boundingSphere; + + if ( boundingSphere !== null ) { + + this.boundingSphere = boundingSphere.clone(); + + } + + // update flags + + this.elementsNeedUpdate = source.elementsNeedUpdate; + this.verticesNeedUpdate = source.verticesNeedUpdate; + this.uvsNeedUpdate = source.uvsNeedUpdate; + this.normalsNeedUpdate = source.normalsNeedUpdate; + this.colorsNeedUpdate = source.colorsNeedUpdate; + this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate; + this.groupsNeedUpdate = source.groupsNeedUpdate; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +// BoxGeometry + +class BoxGeometry extends Geometry { + + constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + super(); + + this.type = 'BoxGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); + this.mergeVertices(); + + } + +} + +// BoxBufferGeometry + +class BoxBufferGeometry extends BufferGeometry { + + constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + super(); + + this.type = 'BoxBufferGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + var scope = this; + + width = width || 1; + height = height || 1; + depth = depth || 1; + + // segments + + widthSegments = Math.floor( widthSegments ) || 1; + heightSegments = Math.floor( heightSegments ) || 1; + depthSegments = Math.floor( depthSegments ) || 1; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var numberOfVertices = 0; + var groupStart = 0; + + // build each side of the box geometry + + buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + + var segmentWidth = width / gridX; + var segmentHeight = height / gridY; + + var widthHalf = width / 2; + var heightHalf = height / 2; + var depthHalf = depth / 2; + + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; + + var vertexCounter = 0; + var groupCount = 0; + + var ix, iy; + + var vector = new Vector3(); + + // generate vertices, normals and uvs + + for ( iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segmentHeight - heightHalf; + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segmentWidth - widthHalf; + + // set values to correct vector component + + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; + + // now apply vector to vertex buffer + + vertices.push( vector.x, vector.y, vector.z ); + + // set values to correct vector component + + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; + + // now apply vector to normal buffer + + normals.push( vector.x, vector.y, vector.z ); + + // uvs + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + // counters + + vertexCounter += 1; + + } + + } + + // indices + + // 1. you need three indices to draw a single face + // 2. a single segment consists of two faces + // 3. so we need to generate six (2*3) indices per segment + + for ( iy = 0; iy < gridY; iy ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + var a = numberOfVertices + ix + gridX1 * iy; + var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + // increase counter + + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, materialIndex ); + + // calculate new start value for groups + + groupStart += groupCount; + + // update total number of vertices + + numberOfVertices += vertexCounter; + + } + + } + +} + +/** + * Uniform Utilities + */ + +function cloneUniforms( src ) { + + var dst = {}; + + for ( var u in src ) { + + dst[ u ] = {}; + + for ( var p in src[ u ] ) { + + var property = src[ u ][ p ]; + + if ( property && ( property.isColor || + property.isMatrix3 || property.isMatrix4 || + property.isVector2 || property.isVector3 || property.isVector4 || + property.isTexture ) ) { + + dst[ u ][ p ] = property.clone(); + + } else if ( Array.isArray( property ) ) { + + dst[ u ][ p ] = property.slice(); + + } else { + + dst[ u ][ p ] = property; + + } + + } + + } + + return dst; + +} + +function mergeUniforms( uniforms ) { + + var merged = {}; + + for ( var u = 0; u < uniforms.length; u ++ ) { + + var tmp = cloneUniforms( uniforms[ u ] ); + + for ( var p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + +} + +// Legacy + +var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; + +var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; + +var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * defines: { "label" : "value" }, + * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, + * + * fragmentShader: , + * vertexShader: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function ShaderMaterial( parameters ) { + + Material.call( this ); + + this.type = 'ShaderMaterial'; + + this.defines = {}; + this.uniforms = {}; + + this.vertexShader = default_vertex; + this.fragmentShader = default_fragment; + + this.linewidth = 1; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; // set to use scene fog + this.lights = false; // set to use scene lights + this.clipping = false; // set to use user-defined clipping planes + + this.skinning = false; // set to use skinning attribute streams + this.morphTargets = false; // set to use morph targets + this.morphNormals = false; // set to use morph normals + + this.extensions = { + derivatives: false, // set to use derivatives + fragDepth: false, // set to use fragment depth values + drawBuffers: false, // set to use draw buffers + shaderTextureLOD: false // set to use shader texture LOD + }; + + // When rendered geometry doesn't include these attributes but the material does, + // use these default values in WebGL. This avoids errors when buffer data is missing. + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv2': [ 0, 0 ] + }; + + this.index0AttributeName = undefined; + this.uniformsNeedUpdate = false; + + if ( parameters !== undefined ) { + + if ( parameters.attributes !== undefined ) { + + console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); + + } + + this.setValues( parameters ); + + } + +} + +ShaderMaterial.prototype = Object.create( Material.prototype ); +ShaderMaterial.prototype.constructor = ShaderMaterial; + +ShaderMaterial.prototype.isShaderMaterial = true; + +ShaderMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; + + this.uniforms = cloneUniforms( source.uniforms ); + + this.defines = Object.assign( {}, source.defines ); + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.lights = source.lights; + this.clipping = source.clipping; + + this.skinning = source.skinning; + + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + this.extensions = source.extensions; + + return this; + +}; + +ShaderMaterial.prototype.toJSON = function ( meta ) { + + var data = Material.prototype.toJSON.call( this, meta ); + + data.uniforms = {}; + + for ( var name in this.uniforms ) { + + var uniform = this.uniforms[ name ]; + var value = uniform.value; + + if ( value && value.isTexture ) { + + data.uniforms[ name ] = { + type: 't', + value: value.toJSON( meta ).uuid + }; + + } else if ( value && value.isColor ) { + + data.uniforms[ name ] = { + type: 'c', + value: value.getHex() + }; + + } else if ( value && value.isVector2 ) { + + data.uniforms[ name ] = { + type: 'v2', + value: value.toArray() + }; + + } else if ( value && value.isVector3 ) { + + data.uniforms[ name ] = { + type: 'v3', + value: value.toArray() + }; + + } else if ( value && value.isVector4 ) { + + data.uniforms[ name ] = { + type: 'v4', + value: value.toArray() + }; + + } else if ( value && value.isMatrix3 ) { + + data.uniforms[ name ] = { + type: 'm3', + value: value.toArray() + }; + + } else if ( value && value.isMatrix4 ) { + + data.uniforms[ name ] = { + type: 'm4', + value: value.toArray() + }; + + } else { + + data.uniforms[ name ] = { + value: value + }; + + // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far + + } + + } + + if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; + + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; + + var extensions = {}; + + for ( var key in this.extensions ) { + + if ( this.extensions[ key ] === true ) extensions[ key ] = true; + + } + + if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; + + return data; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author WestLangley / http://github.com/WestLangley +*/ + +function Camera() { + + Object3D.call( this ); + + this.type = 'Camera'; + + this.matrixWorldInverse = new Matrix4(); + + this.projectionMatrix = new Matrix4(); + this.projectionMatrixInverse = new Matrix4(); + +} + +Camera.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Camera, + + isCamera: true, + + copy: function ( source, recursive ) { + + Object3D.prototype.copy.call( this, source, recursive ); + + this.matrixWorldInverse.copy( source.matrixWorldInverse ); + + this.projectionMatrix.copy( source.projectionMatrix ); + this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); + + return this; + + }, + + getWorldDirection: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Camera: .getWorldDirection() target is now required' ); + target = new Vector3(); + + } + + this.updateMatrixWorld( true ); + + var e = this.matrixWorld.elements; + + return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize(); + + }, + + updateMatrixWorld: function ( force ) { + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + this.matrixWorldInverse.getInverse( this.matrixWorld ); + + }, + + updateWorldMatrix: function ( updateParents, updateChildren ) { + + Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren ); + + this.matrixWorldInverse.getInverse( this.matrixWorld ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author greggman / http://games.greggman.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author tschw + */ + +function PerspectiveCamera( fov, aspect, near, far ) { + + Camera.call( this ); + + this.type = 'PerspectiveCamera'; + + this.fov = fov !== undefined ? fov : 50; + this.zoom = 1; + + this.near = near !== undefined ? near : 0.1; + this.far = far !== undefined ? far : 2000; + this.focus = 10; + + this.aspect = aspect !== undefined ? aspect : 1; + this.view = null; + + this.filmGauge = 35; // width of the film (default in millimeters) + this.filmOffset = 0; // horizontal film offset (same unit as gauge) + + this.updateProjectionMatrix(); + +} + +PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + + constructor: PerspectiveCamera, + + isPerspectiveCamera: true, + + copy: function ( source, recursive ) { + + Camera.prototype.copy.call( this, source, recursive ); + + this.fov = source.fov; + this.zoom = source.zoom; + + this.near = source.near; + this.far = source.far; + this.focus = source.focus; + + this.aspect = source.aspect; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + this.filmGauge = source.filmGauge; + this.filmOffset = source.filmOffset; + + return this; + + }, + + /** + * Sets the FOV by focal length in respect to the current .filmGauge. + * + * The default film gauge is 35, so that the focal length can be specified for + * a 35mm (full frame) camera. + * + * Values for focal length and film gauge must have the same unit. + */ + setFocalLength: function ( focalLength ) { + + // see http://www.bobatkins.com/photography/technical/field_of_view.html + var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; + + this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); + + }, + + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ + getFocalLength: function () { + + var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ); + + return 0.5 * this.getFilmHeight() / vExtentSlope; + + }, + + getEffectiveFOV: function () { + + return MathUtils.RAD2DEG * 2 * Math.atan( + Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom ); + + }, + + getFilmWidth: function () { + + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); + + }, + + getFilmHeight: function () { + + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); + + }, + + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * var w = 1920; + * var h = 1080; + * var fullWidth = w * 3; + * var fullHeight = h * 2; + * + * --A-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ + setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + + this.aspect = fullWidth / fullHeight; + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + }, + + clearViewOffset: function () { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + }, + + updateProjectionMatrix: function () { + + var near = this.near, + top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom, + height = 2 * top, + width = this.aspect * height, + left = - 0.5 * width, + view = this.view; + + if ( this.view !== null && this.view.enabled ) { + + var fullWidth = view.fullWidth, + fullHeight = view.fullHeight; + + left += view.offsetX * width / fullWidth; + top -= view.offsetY * height / fullHeight; + width *= view.width / fullWidth; + height *= view.height / fullHeight; + + } + + var skew = this.filmOffset; + if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); + + this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); + + this.projectionMatrixInverse.getInverse( this.projectionMatrix ); + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + data.object.fov = this.fov; + data.object.zoom = this.zoom; + + data.object.near = this.near; + data.object.far = this.far; + data.object.focus = this.focus; + + data.object.aspect = this.aspect; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + data.object.filmGauge = this.filmGauge; + data.object.filmOffset = this.filmOffset; + + return data; + + } + +} ); + +/** + * Camera for rendering cube maps + * - renders scene into axis-aligned cube + * + * @author alteredq / http://alteredqualia.com/ + */ + +var fov = 90, aspect = 1; + +function CubeCamera( near, far, cubeResolution, options ) { + + Object3D.call( this ); + + this.type = 'CubeCamera'; + + var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); + + var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); + this.add( cameraNX ); + + var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); + + var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); + this.add( cameraNY ); + + var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); + + var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); + this.add( cameraNZ ); + + options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; + + this.renderTarget = new WebGLCubeRenderTarget( cubeResolution, options ); + this.renderTarget.texture.name = "CubeCamera"; + + this.update = function ( renderer, scene ) { + + if ( this.parent === null ) this.updateMatrixWorld(); + + var currentRenderTarget = renderer.getRenderTarget(); + + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.texture.generateMipmaps; + + renderTarget.texture.generateMipmaps = false; + + renderer.setRenderTarget( renderTarget, 0 ); + renderer.render( scene, cameraPX ); + + renderer.setRenderTarget( renderTarget, 1 ); + renderer.render( scene, cameraNX ); + + renderer.setRenderTarget( renderTarget, 2 ); + renderer.render( scene, cameraPY ); + + renderer.setRenderTarget( renderTarget, 3 ); + renderer.render( scene, cameraNY ); + + renderer.setRenderTarget( renderTarget, 4 ); + renderer.render( scene, cameraPZ ); + + renderTarget.texture.generateMipmaps = generateMipmaps; + + renderer.setRenderTarget( renderTarget, 5 ); + renderer.render( scene, cameraNZ ); + + renderer.setRenderTarget( currentRenderTarget ); + + }; + + this.clear = function ( renderer, color, depth, stencil ) { + + var currentRenderTarget = renderer.getRenderTarget(); + + var renderTarget = this.renderTarget; + + for ( var i = 0; i < 6; i ++ ) { + + renderer.setRenderTarget( renderTarget, i ); + + renderer.clear( color, depth, stencil ); + + } + + renderer.setRenderTarget( currentRenderTarget ); + + }; + +} + +CubeCamera.prototype = Object.create( Object3D.prototype ); +CubeCamera.prototype.constructor = CubeCamera; + +/** + * @author alteredq / http://alteredqualia.com + * @author WestLangley / http://github.com/WestLangley + */ + +function WebGLCubeRenderTarget( size, options, dummy ) { + + if ( Number.isInteger( options ) ) { + + console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' ); + + options = dummy; + + } + + WebGLRenderTarget.call( this, size, size, options ); + +} + +WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype ); +WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget; + +WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true; + +WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) { + + this.texture.type = texture.type; + this.texture.format = texture.format; + this.texture.encoding = texture.encoding; + + var scene = new Scene(); + + var shader = { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: [ + + "varying vec3 vWorldDirection;", + + "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {", + + " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );", + + "}", + + "void main() {", + + " vWorldDirection = transformDirection( position, modelMatrix );", + + " #include ", + " #include ", + + "}" + + ].join( '\n' ), + + fragmentShader: [ + + "uniform sampler2D tEquirect;", + + "varying vec3 vWorldDirection;", + + "#define RECIPROCAL_PI 0.31830988618", + "#define RECIPROCAL_PI2 0.15915494", + + "void main() {", + + " vec3 direction = normalize( vWorldDirection );", + + " vec2 sampleUV;", + + " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;", + + " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;", + + " gl_FragColor = texture2D( tEquirect, sampleUV );", + + "}" + + ].join( '\n' ), + }; + + var material = new ShaderMaterial( { + + type: 'CubemapFromEquirect', + + uniforms: cloneUniforms( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader, + side: BackSide, + blending: NoBlending + + } ); + + material.uniforms.tEquirect.value = texture; + + var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material ); + + scene.add( mesh ); + + var camera = new CubeCamera( 1, 10, 1 ); + + camera.renderTarget = this; + camera.renderTarget.texture.name = 'CubeCameraTexture'; + + camera.update( renderer, scene ); + + mesh.geometry.dispose(); + mesh.material.dispose(); + + return this; + +}; + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.image = { data: data || null, width: width || 1, height: height || 1 }; + + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + this.needsUpdate = true; + +} + +DataTexture.prototype = Object.create( Texture.prototype ); +DataTexture.prototype.constructor = DataTexture; + +DataTexture.prototype.isDataTexture = true; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / http://clara.io + */ + +var _sphere$1 = new Sphere(); +var _vector$5 = new Vector3(); + +function Frustum( p0, p1, p2, p3, p4, p5 ) { + + this.planes = [ + + ( p0 !== undefined ) ? p0 : new Plane(), + ( p1 !== undefined ) ? p1 : new Plane(), + ( p2 !== undefined ) ? p2 : new Plane(), + ( p3 !== undefined ) ? p3 : new Plane(), + ( p4 !== undefined ) ? p4 : new Plane(), + ( p5 !== undefined ) ? p5 : new Plane() + + ]; + +} + +Object.assign( Frustum.prototype, { + + set: function ( p0, p1, p2, p3, p4, p5 ) { + + var planes = this.planes; + + planes[ 0 ].copy( p0 ); + planes[ 1 ].copy( p1 ); + planes[ 2 ].copy( p2 ); + planes[ 3 ].copy( p3 ); + planes[ 4 ].copy( p4 ); + planes[ 5 ].copy( p5 ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( frustum ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + planes[ i ].copy( frustum.planes[ i ] ); + + } + + return this; + + }, + + setFromProjectionMatrix: function ( m ) { + + var planes = this.planes; + var me = m.elements; + var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; + var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; + var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; + var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); + + return this; + + }, + + intersectsObject: function ( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); + + return this.intersectsSphere( _sphere$1 ); + + }, + + intersectsSprite: function ( sprite ) { + + _sphere$1.center.set( 0, 0, 0 ); + _sphere$1.radius = 0.7071067811865476; + _sphere$1.applyMatrix4( sprite.matrixWorld ); + + return this.intersectsSphere( _sphere$1 ); + + }, + + intersectsSphere: function ( sphere ) { + + var planes = this.planes; + var center = sphere.center; + var negRadius = - sphere.radius; + + for ( var i = 0; i < 6; i ++ ) { + + var distance = planes[ i ].distanceToPoint( center ); + + if ( distance < negRadius ) { + + return false; + + } + + } + + return true; + + }, + + intersectsBox: function ( box ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + var plane = planes[ i ]; + + // corner at max distance + + _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x; + _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y; + _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z; + + if ( plane.distanceToPoint( _vector$5 ) < 0 ) { + + return false; + + } + + } + + return true; + + }, + + containsPoint: function ( point ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + if ( planes[ i ].distanceToPoint( point ) < 0 ) { + + return false; + + } + + } + + return true; + + } + +} ); + +/** + * Uniforms library for shared webgl shaders + */ + +var UniformsLib = { + + common: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + + map: { value: null }, + uvTransform: { value: new Matrix3() }, + uv2Transform: { value: new Matrix3() }, + + alphaMap: { value: null }, + + }, + + specularmap: { + + specularMap: { value: null }, + + }, + + envmap: { + + envMap: { value: null }, + flipEnvMap: { value: - 1 }, + reflectivity: { value: 1.0 }, + refractionRatio: { value: 0.98 }, + maxMipLevel: { value: 0 } + + }, + + aomap: { + + aoMap: { value: null }, + aoMapIntensity: { value: 1 } + + }, + + lightmap: { + + lightMap: { value: null }, + lightMapIntensity: { value: 1 } + + }, + + emissivemap: { + + emissiveMap: { value: null } + + }, + + bumpmap: { + + bumpMap: { value: null }, + bumpScale: { value: 1 } + + }, + + normalmap: { + + normalMap: { value: null }, + normalScale: { value: new Vector2( 1, 1 ) } + + }, + + displacementmap: { + + displacementMap: { value: null }, + displacementScale: { value: 1 }, + displacementBias: { value: 0 } + + }, + + roughnessmap: { + + roughnessMap: { value: null } + + }, + + metalnessmap: { + + metalnessMap: { value: null } + + }, + + gradientmap: { + + gradientMap: { value: null } + + }, + + fog: { + + fogDensity: { value: 0.00025 }, + fogNear: { value: 1 }, + fogFar: { value: 2000 }, + fogColor: { value: new Color( 0xffffff ) } + + }, + + lights: { + + ambientLightColor: { value: [] }, + + lightProbe: { value: [] }, + + directionalLights: { value: [], properties: { + direction: {}, + color: {} + } }, + + directionalLightShadows: { value: [], properties: { + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + directionalShadowMap: { value: [] }, + directionalShadowMatrix: { value: [] }, + + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {} + } }, + + spotLightShadows: { value: [], properties: { + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + spotShadowMap: { value: [] }, + spotShadowMatrix: { value: [] }, + + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {} + } }, + + pointLightShadows: { value: [], properties: { + shadowBias: {}, + shadowRadius: {}, + shadowMapSize: {}, + shadowCameraNear: {}, + shadowCameraFar: {} + } }, + + pointShadowMap: { value: [] }, + pointShadowMatrix: { value: [] }, + + hemisphereLights: { value: [], properties: { + direction: {}, + skyColor: {}, + groundColor: {} + } }, + + // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src + rectAreaLights: { value: [], properties: { + color: {}, + position: {}, + width: {}, + height: {} + } } + + }, + + points: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + size: { value: 1.0 }, + scale: { value: 1.0 }, + map: { value: null }, + alphaMap: { value: null }, + uvTransform: { value: new Matrix3() } + + }, + + sprite: { + + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + center: { value: new Vector2( 0.5, 0.5 ) }, + rotation: { value: 0.0 }, + map: { value: null }, + alphaMap: { value: null }, + uvTransform: { value: new Matrix3() } + + } + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLAnimation() { + + var context = null; + var isAnimating = false; + var animationLoop = null; + + function onAnimationFrame( time, frame ) { + + if ( isAnimating === false ) return; + + animationLoop( time, frame ); + + context.requestAnimationFrame( onAnimationFrame ); + + } + + return { + + start: function () { + + if ( isAnimating === true ) return; + if ( animationLoop === null ) return; + + context.requestAnimationFrame( onAnimationFrame ); + + isAnimating = true; + + }, + + stop: function () { + + isAnimating = false; + + }, + + setAnimationLoop: function ( callback ) { + + animationLoop = callback; + + }, + + setContext: function ( value ) { + + context = value; + + } + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLAttributes( gl, capabilities ) { + + var isWebGL2 = capabilities.isWebGL2; + + var buffers = new WeakMap(); + + function createBuffer( attribute, bufferType ) { + + var array = attribute.array; + var usage = attribute.usage; + + var buffer = gl.createBuffer(); + + gl.bindBuffer( bufferType, buffer ); + gl.bufferData( bufferType, array, usage ); + + attribute.onUploadCallback(); + + var type = 5126; + + if ( array instanceof Float32Array ) { + + type = 5126; + + } else if ( array instanceof Float64Array ) { + + console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' ); + + } else if ( array instanceof Uint16Array ) { + + type = 5123; + + } else if ( array instanceof Int16Array ) { + + type = 5122; + + } else if ( array instanceof Uint32Array ) { + + type = 5125; + + } else if ( array instanceof Int32Array ) { + + type = 5124; + + } else if ( array instanceof Int8Array ) { + + type = 5120; + + } else if ( array instanceof Uint8Array ) { + + type = 5121; + + } + + return { + buffer: buffer, + type: type, + bytesPerElement: array.BYTES_PER_ELEMENT, + version: attribute.version + }; + + } + + function updateBuffer( buffer, attribute, bufferType ) { + + var array = attribute.array; + var updateRange = attribute.updateRange; + + gl.bindBuffer( bufferType, buffer ); + + if ( updateRange.count === - 1 ) { + + // Not using update ranges + + gl.bufferSubData( bufferType, 0, array ); + + } else { + + if ( isWebGL2 ) { + + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array, updateRange.offset, updateRange.count ); + + } else { + + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); + + } + + updateRange.count = - 1; // reset range + + } + + } + + // + + function get( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + return buffers.get( attribute ); + + } + + function remove( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + var data = buffers.get( attribute ); + + if ( data ) { + + gl.deleteBuffer( data.buffer ); + + buffers.delete( attribute ); + + } + + } + + function update( attribute, bufferType ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + var data = buffers.get( attribute ); + + if ( data === undefined ) { + + buffers.set( attribute, createBuffer( attribute, bufferType ) ); + + } else if ( data.version < attribute.version ) { + + updateBuffer( data.buffer, attribute, bufferType ); + + data.version = attribute.version; + + } + + } + + return { + + get: get, + remove: remove, + update: update + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +// PlaneGeometry + +function PlaneGeometry( width, height, widthSegments, heightSegments ) { + + Geometry.call( this ); + + this.type = 'PlaneGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); + this.mergeVertices(); + +} + +PlaneGeometry.prototype = Object.create( Geometry.prototype ); +PlaneGeometry.prototype.constructor = PlaneGeometry; + +// PlaneBufferGeometry + +function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { + + BufferGeometry.call( this ); + + this.type = 'PlaneBufferGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + width = width || 1; + height = height || 1; + + var width_half = width / 2; + var height_half = height / 2; + + var gridX = Math.floor( widthSegments ) || 1; + var gridY = Math.floor( heightSegments ) || 1; + + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; + + var segment_width = width / gridX; + var segment_height = height / gridY; + + var ix, iy; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // generate vertices, normals and uvs + + for ( iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segment_height - height_half; + + for ( ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segment_width - width_half; + + vertices.push( x, - y, 0 ); + + normals.push( 0, 0, 1 ); + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + } + + } + + // indices + + for ( iy = 0; iy < gridY; iy ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + var a = ix + gridX1 * iy; + var b = ix + gridX1 * ( iy + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = ( ix + 1 ) + gridX1 * iy; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; + +var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif"; + +var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + +var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif"; + +var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif"; + +var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; + +var begin_vertex = "vec3 transformed = vec3( position );"; + +var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; + +var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif"; + +var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif"; + +var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif"; + +var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif"; + +var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif"; + +var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif"; + +var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif"; + +var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; + +var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; + +var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif"; + +var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}"; + +var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif"; + +var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif"; + +var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif"; + +var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif"; + +var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif"; + +var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif"; + +var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );"; + +var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}"; + +var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif"; + +var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif"; + +var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif"; + +var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif"; + +var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif"; + +var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif"; + +var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif"; + +var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif"; + +var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; + +var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}"; + +var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif"; + +var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; + +var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif"; + +var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif"; + +var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif"; + +var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; + +var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)"; + +var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; + +var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)"; + +var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif"; + +var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}"; + +var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; + +var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif"; + +var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif"; + +var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; + +var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; + +var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif"; + +var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif"; + +var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif"; + +var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif"; + +var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif"; + +var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + +var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif"; + +var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; + +var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif"; + +var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif"; + +var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif"; + +var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;"; + +var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif"; + +var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif"; + +var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif"; + +var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif"; + +var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif"; + +var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}"; + +var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif"; + +var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;"; + +var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif"; + +var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif"; + +var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif"; + +var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; + +var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif"; + +var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; + +var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif"; + +var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}"; + +var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; + +var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif"; + +var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif"; + +var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif"; + +var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; + +var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; + +var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; + +var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}"; + +var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif"; + +var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif"; + +var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif"; + +var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; + +var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif"; + +var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif"; + +var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif"; + +var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}"; + +var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}"; + +var cube_frag = "#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; + +var cube_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; + +var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}"; + +var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}"; + +var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}"; + +var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}"; + +var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}"; + +var equirect_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; + +var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshbasic_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}"; + +var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; + +var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; + +var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}"; + +var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; + +var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var points_vert = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}"; + +var shadow_vert = "#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}"; + +var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"; + +var ShaderChunk = { + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + encodings_fragment: encodings_fragment, + encodings_pars_fragment: encodings_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_common_pars_fragment: envmap_common_pars_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_physical_pars_fragment: envmap_physical_pars_fragment, + envmap_vertex: envmap_vertex, + fog_vertex: fog_vertex, + fog_pars_vertex: fog_pars_vertex, + fog_fragment: fog_fragment, + fog_pars_fragment: fog_pars_fragment, + gradientmap_pars_fragment: gradientmap_pars_fragment, + lightmap_fragment: lightmap_fragment, + lightmap_pars_fragment: lightmap_pars_fragment, + lights_lambert_vertex: lights_lambert_vertex, + lights_pars_begin: lights_pars_begin, + lights_toon_fragment: lights_toon_fragment, + lights_toon_pars_fragment: lights_toon_pars_fragment, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_fragment_begin: lights_fragment_begin, + lights_fragment_maps: lights_fragment_maps, + lights_fragment_end: lights_fragment_end, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_fragment_begin: normal_fragment_begin, + normal_fragment_maps: normal_fragment_maps, + normalmap_pars_fragment: normalmap_pars_fragment, + clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, + clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, + clearcoat_pars_fragment: clearcoat_pars_fragment, + packing: packing, + premultiplied_alpha_fragment: premultiplied_alpha_fragment, + project_vertex: project_vertex, + dithering_fragment: dithering_fragment, + dithering_pars_fragment: dithering_pars_fragment, + roughnessmap_fragment: roughnessmap_fragment, + roughnessmap_pars_fragment: roughnessmap_pars_fragment, + shadowmap_pars_fragment: shadowmap_pars_fragment, + shadowmap_pars_vertex: shadowmap_pars_vertex, + shadowmap_vertex: shadowmap_vertex, + shadowmask_pars_fragment: shadowmask_pars_fragment, + skinbase_vertex: skinbase_vertex, + skinning_pars_vertex: skinning_pars_vertex, + skinning_vertex: skinning_vertex, + skinnormal_vertex: skinnormal_vertex, + specularmap_fragment: specularmap_fragment, + specularmap_pars_fragment: specularmap_pars_fragment, + tonemapping_fragment: tonemapping_fragment, + tonemapping_pars_fragment: tonemapping_pars_fragment, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + uv2_pars_fragment: uv2_pars_fragment, + uv2_pars_vertex: uv2_pars_vertex, + uv2_vertex: uv2_vertex, + worldpos_vertex: worldpos_vertex, + + background_frag: background_frag, + background_vert: background_vert, + cube_frag: cube_frag, + cube_vert: cube_vert, + depth_frag: depth_frag, + depth_vert: depth_vert, + distanceRGBA_frag: distanceRGBA_frag, + distanceRGBA_vert: distanceRGBA_vert, + equirect_frag: equirect_frag, + equirect_vert: equirect_vert, + linedashed_frag: linedashed_frag, + linedashed_vert: linedashed_vert, + meshbasic_frag: meshbasic_frag, + meshbasic_vert: meshbasic_vert, + meshlambert_frag: meshlambert_frag, + meshlambert_vert: meshlambert_vert, + meshmatcap_frag: meshmatcap_frag, + meshmatcap_vert: meshmatcap_vert, + meshtoon_frag: meshtoon_frag, + meshtoon_vert: meshtoon_vert, + meshphong_frag: meshphong_frag, + meshphong_vert: meshphong_vert, + meshphysical_frag: meshphysical_frag, + meshphysical_vert: meshphysical_vert, + normal_frag: normal_frag, + normal_vert: normal_vert, + points_frag: points_frag, + points_vert: points_vert, + shadow_frag: shadow_frag, + shadow_vert: shadow_vert, + sprite_frag: sprite_frag, + sprite_vert: sprite_vert +}; + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + +var ShaderLib = { + + basic: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag + + }, + + lambert: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) } + } + ] ), + + vertexShader: ShaderChunk.meshlambert_vert, + fragmentShader: ShaderChunk.meshlambert_frag + + }, + + phong: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) }, + specular: { value: new Color( 0x111111 ) }, + shininess: { value: 30 } + } + ] ), + + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag + + }, + + standard: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.roughnessmap, + UniformsLib.metalnessmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) }, + roughness: { value: 0.5 }, + metalness: { value: 0.5 }, + envMapIntensity: { value: 1 } // temporary + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }, + + toon: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.gradientmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) }, + specular: { value: new Color( 0x111111 ) }, + shininess: { value: 30 } + } + ] ), + + vertexShader: ShaderChunk.meshtoon_vert, + fragmentShader: ShaderChunk.meshtoon_frag + + }, + + matcap: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + { + matcap: { value: null } + } + ] ), + + vertexShader: ShaderChunk.meshmatcap_vert, + fragmentShader: ShaderChunk.meshmatcap_frag + + }, + + points: { + + uniforms: mergeUniforms( [ + UniformsLib.points, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag + + }, + + dashed: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.fog, + { + scale: { value: 1 }, + dashSize: { value: 1 }, + totalSize: { value: 2 } + } + ] ), + + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag + + }, + + depth: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap + ] ), + + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag + + }, + + normal: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + { + opacity: { value: 1.0 } + } + ] ), + + vertexShader: ShaderChunk.normal_vert, + fragmentShader: ShaderChunk.normal_frag + + }, + + sprite: { + + uniforms: mergeUniforms( [ + UniformsLib.sprite, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.sprite_vert, + fragmentShader: ShaderChunk.sprite_frag + + }, + + background: { + + uniforms: { + uvTransform: { value: new Matrix3() }, + t2D: { value: null }, + }, + + vertexShader: ShaderChunk.background_vert, + fragmentShader: ShaderChunk.background_frag + + }, + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + cube: { + + uniforms: mergeUniforms( [ + UniformsLib.envmap, + { + opacity: { value: 1.0 } + } + ] ), + + vertexShader: ShaderChunk.cube_vert, + fragmentShader: ShaderChunk.cube_frag + + }, + + equirect: { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag + + }, + + distanceRGBA: { + + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap, + { + referencePosition: { value: new Vector3() }, + nearDistance: { value: 1 }, + farDistance: { value: 1000 } + } + ] ), + + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag + + }, + + shadow: { + + uniforms: mergeUniforms( [ + UniformsLib.lights, + UniformsLib.fog, + { + color: { value: new Color( 0x00000 ) }, + opacity: { value: 1.0 } + }, + ] ), + + vertexShader: ShaderChunk.shadow_vert, + fragmentShader: ShaderChunk.shadow_frag + + } + +}; + +ShaderLib.physical = { + + uniforms: mergeUniforms( [ + ShaderLib.standard.uniforms, + { + clearcoat: { value: 0 }, + clearcoatMap: { value: null }, + clearcoatRoughness: { value: 0 }, + clearcoatRoughnessMap: { value: null }, + clearcoatNormalScale: { value: new Vector2( 1, 1 ) }, + clearcoatNormalMap: { value: null }, + sheen: { value: new Color( 0x000000 ) }, + transparency: { value: 0 }, + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLBackground( renderer, state, objects, premultipliedAlpha ) { + + var clearColor = new Color( 0x000000 ); + var clearAlpha = 0; + + var planeMesh; + var boxMesh; + + var currentBackground = null; + var currentBackgroundVersion = 0; + var currentTonemapping = null; + + function render( renderList, scene, camera, forceClear ) { + + var background = scene.background; + + // Ignore background in AR + // TODO: Reconsider this. + + var xr = renderer.xr; + var session = xr.getSession && xr.getSession(); + + if ( session && session.environmentBlendMode === 'additive' ) { + + background = null; + + } + + if ( background === null ) { + + setClear( clearColor, clearAlpha ); + + } else if ( background && background.isColor ) { + + setClear( background, 1 ); + forceClear = true; + + } + + if ( renderer.autoClear || forceClear ) { + + renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); + + } + + if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) { + + if ( boxMesh === undefined ) { + + boxMesh = new Mesh( + new BoxBufferGeometry( 1, 1, 1 ), + new ShaderMaterial( { + type: 'BackgroundCubeMaterial', + uniforms: cloneUniforms( ShaderLib.cube.uniforms ), + vertexShader: ShaderLib.cube.vertexShader, + fragmentShader: ShaderLib.cube.fragmentShader, + side: BackSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); + + boxMesh.geometry.deleteAttribute( 'normal' ); + boxMesh.geometry.deleteAttribute( 'uv' ); + + boxMesh.onBeforeRender = function ( renderer, scene, camera ) { + + this.matrixWorld.copyPosition( camera.matrixWorld ); + + }; + + // enable code injection for non-built-in material + Object.defineProperty( boxMesh.material, 'envMap', { + + get: function () { + + return this.uniforms.envMap.value; + + } + + } ); + + objects.update( boxMesh ); + + } + + var texture = background.isWebGLCubeRenderTarget ? background.texture : background; + + boxMesh.material.uniforms.envMap.value = texture; + boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1; + + if ( currentBackground !== background || + currentBackgroundVersion !== texture.version || + currentTonemapping !== renderer.toneMapping ) { + + boxMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = texture.version; + currentTonemapping = renderer.toneMapping; + + } + + // push to the pre-sorted opaque render list + renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); + + } else if ( background && background.isTexture ) { + + if ( planeMesh === undefined ) { + + planeMesh = new Mesh( + new PlaneBufferGeometry( 2, 2 ), + new ShaderMaterial( { + type: 'BackgroundMaterial', + uniforms: cloneUniforms( ShaderLib.background.uniforms ), + vertexShader: ShaderLib.background.vertexShader, + fragmentShader: ShaderLib.background.fragmentShader, + side: FrontSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); + + planeMesh.geometry.deleteAttribute( 'normal' ); + + // enable code injection for non-built-in material + Object.defineProperty( planeMesh.material, 'map', { + + get: function () { + + return this.uniforms.t2D.value; + + } + + } ); + + objects.update( planeMesh ); + + } + + planeMesh.material.uniforms.t2D.value = background; + + if ( background.matrixAutoUpdate === true ) { + + background.updateMatrix(); + + } + + planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); + + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { + + planeMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + + } + + + // push to the pre-sorted opaque render list + renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null ); + + } + + } + + function setClear( color, alpha ) { + + state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha ); + + } + + return { + + getClearColor: function () { + + return clearColor; + + }, + setClearColor: function ( color, alpha ) { + + clearColor.set( color ); + clearAlpha = alpha !== undefined ? alpha : 1; + setClear( clearColor, clearAlpha ); + + }, + getClearAlpha: function () { + + return clearAlpha; + + }, + setClearAlpha: function ( alpha ) { + + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + render: render + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLBufferRenderer( gl, extensions, info, capabilities ) { + + var isWebGL2 = capabilities.isWebGL2; + + var mode; + + function setMode( value ) { + + mode = value; + + } + + function render( start, count ) { + + gl.drawArrays( mode, start, count ); + + info.update( count, mode ); + + } + + function renderInstances( geometry, start, count, primcount ) { + + if ( primcount === 0 ) return; + + var extension, methodName; + + if ( isWebGL2 ) { + + extension = gl; + methodName = 'drawArraysInstanced'; + + } else { + + extension = extensions.get( 'ANGLE_instanced_arrays' ); + methodName = 'drawArraysInstancedANGLE'; + + if ( extension === null ) { + + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + extension[ methodName ]( mode, start, count, primcount ); + + info.update( count, mode, primcount ); + + } + + // + + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLCapabilities( gl, extensions, parameters ) { + + var maxAnisotropy; + + function getMaxAnisotropy() { + + if ( maxAnisotropy !== undefined ) return maxAnisotropy; + + var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension !== null ) { + + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + + } else { + + maxAnisotropy = 0; + + } + + return maxAnisotropy; + + } + + function getMaxPrecision( precision ) { + + if ( precision === 'highp' ) { + + if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 && + gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) { + + return 'highp'; + + } + + precision = 'mediump'; + + } + + if ( precision === 'mediump' ) { + + if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 && + gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) { + + return 'mediump'; + + } + + } + + return 'lowp'; + + } + + /* eslint-disable no-undef */ + var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) || + ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext ); + /* eslint-enable no-undef */ + + var precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + var maxPrecision = getMaxPrecision( precision ); + + if ( maxPrecision !== precision ) { + + console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); + precision = maxPrecision; + + } + + var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; + + var maxTextures = gl.getParameter( 34930 ); + var maxVertexTextures = gl.getParameter( 35660 ); + var maxTextureSize = gl.getParameter( 3379 ); + var maxCubemapSize = gl.getParameter( 34076 ); + + var maxAttributes = gl.getParameter( 34921 ); + var maxVertexUniforms = gl.getParameter( 36347 ); + var maxVaryings = gl.getParameter( 36348 ); + var maxFragmentUniforms = gl.getParameter( 36349 ); + + var vertexTextures = maxVertexTextures > 0; + var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' ); + var floatVertexTextures = vertexTextures && floatFragmentTextures; + + var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0; + + return { + + isWebGL2: isWebGL2, + + getMaxAnisotropy: getMaxAnisotropy, + getMaxPrecision: getMaxPrecision, + + precision: precision, + logarithmicDepthBuffer: logarithmicDepthBuffer, + + maxTextures: maxTextures, + maxVertexTextures: maxVertexTextures, + maxTextureSize: maxTextureSize, + maxCubemapSize: maxCubemapSize, + + maxAttributes: maxAttributes, + maxVertexUniforms: maxVertexUniforms, + maxVaryings: maxVaryings, + maxFragmentUniforms: maxFragmentUniforms, + + vertexTextures: vertexTextures, + floatFragmentTextures: floatFragmentTextures, + floatVertexTextures: floatVertexTextures, + + maxSamples: maxSamples + + }; + +} + +/** + * @author tschw + */ + +function WebGLClipping() { + + var scope = this, + + globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false, + + plane = new Plane(), + viewNormalMatrix = new Matrix3(), + + uniform = { value: null, needsUpdate: false }; + + this.uniform = uniform; + this.numPlanes = 0; + this.numIntersection = 0; + + this.init = function ( planes, enableLocalClipping, camera ) { + + var enabled = + planes.length !== 0 || + enableLocalClipping || + // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || + localClippingEnabled; + + localClippingEnabled = enableLocalClipping; + + globalState = projectPlanes( planes, camera, 0 ); + numGlobalPlanes = planes.length; + + return enabled; + + }; + + this.beginShadows = function () { + + renderingShadows = true; + projectPlanes( null ); + + }; + + this.endShadows = function () { + + renderingShadows = false; + resetGlobalState(); + + }; + + this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) { + + if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { + + // there's no local clipping + + if ( renderingShadows ) { + + // there's no global clipping + + projectPlanes( null ); + + } else { + + resetGlobalState(); + + } + + } else { + + var nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4, + + dstArray = cache.clippingState || null; + + uniform.value = dstArray; // ensure unique state + + dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); + + for ( var i = 0; i !== lGlobal; ++ i ) { + + dstArray[ i ] = globalState[ i ]; + + } + + cache.clippingState = dstArray; + this.numIntersection = clipIntersection ? this.numPlanes : 0; + this.numPlanes += nGlobal; + + } + + + }; + + function resetGlobalState() { + + if ( uniform.value !== globalState ) { + + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; + + } + + scope.numPlanes = numGlobalPlanes; + scope.numIntersection = 0; + + } + + function projectPlanes( planes, camera, dstOffset, skipTransform ) { + + var nPlanes = planes !== null ? planes.length : 0, + dstArray = null; + + if ( nPlanes !== 0 ) { + + dstArray = uniform.value; + + if ( skipTransform !== true || dstArray === null ) { + + var flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; + + viewNormalMatrix.getNormalMatrix( viewMatrix ); + + if ( dstArray === null || dstArray.length < flatSize ) { + + dstArray = new Float32Array( flatSize ); + + } + + for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { + + plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); + + plane.normal.toArray( dstArray, i4 ); + dstArray[ i4 + 3 ] = plane.constant; + + } + + } + + uniform.value = dstArray; + uniform.needsUpdate = true; + + } + + scope.numPlanes = nPlanes; + scope.numIntersection = 0; + + return dstArray; + + } + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLExtensions( gl ) { + + var extensions = {}; + + return { + + get: function ( name ) { + + if ( extensions[ name ] !== undefined ) { + + return extensions[ name ]; + + } + + var extension; + + switch ( name ) { + + case 'WEBGL_depth_texture': + extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); + break; + + case 'EXT_texture_filter_anisotropic': + extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); + break; + + case 'WEBGL_compressed_texture_s3tc': + extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); + break; + + case 'WEBGL_compressed_texture_pvrtc': + extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); + break; + + default: + extension = gl.getExtension( name ); + + } + + if ( extension === null ) { + + console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + + } + + extensions[ name ] = extension; + + return extension; + + } + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLGeometries( gl, attributes, info ) { + + var geometries = new WeakMap(); + var wireframeAttributes = new WeakMap(); + + function onGeometryDispose( event ) { + + var geometry = event.target; + var buffergeometry = geometries.get( geometry ); + + if ( buffergeometry.index !== null ) { + + attributes.remove( buffergeometry.index ); + + } + + for ( var name in buffergeometry.attributes ) { + + attributes.remove( buffergeometry.attributes[ name ] ); + + } + + geometry.removeEventListener( 'dispose', onGeometryDispose ); + + geometries.delete( geometry ); + + var attribute = wireframeAttributes.get( buffergeometry ); + + if ( attribute ) { + + attributes.remove( attribute ); + wireframeAttributes.delete( buffergeometry ); + + } + + // + + info.memory.geometries --; + + } + + function get( object, geometry ) { + + var buffergeometry = geometries.get( geometry ); + + if ( buffergeometry ) return buffergeometry; + + geometry.addEventListener( 'dispose', onGeometryDispose ); + + if ( geometry.isBufferGeometry ) { + + buffergeometry = geometry; + + } else if ( geometry.isGeometry ) { + + if ( geometry._bufferGeometry === undefined ) { + + geometry._bufferGeometry = new BufferGeometry().setFromObject( object ); + + } + + buffergeometry = geometry._bufferGeometry; + + } + + geometries.set( geometry, buffergeometry ); + + info.memory.geometries ++; + + return buffergeometry; + + } + + function update( geometry ) { + + var index = geometry.index; + var geometryAttributes = geometry.attributes; + + if ( index !== null ) { + + attributes.update( index, 34963 ); + + } + + for ( var name in geometryAttributes ) { + + attributes.update( geometryAttributes[ name ], 34962 ); + + } + + // morph targets + + var morphAttributes = geometry.morphAttributes; + + for ( var name in morphAttributes ) { + + var array = morphAttributes[ name ]; + + for ( var i = 0, l = array.length; i < l; i ++ ) { + + attributes.update( array[ i ], 34962 ); + + } + + } + + } + + function updateWireframeAttribute( geometry ) { + + var indices = []; + + var geometryIndex = geometry.index; + var geometryPosition = geometry.attributes.position; + var version = 0; + + if ( geometryIndex !== null ) { + + var array = geometryIndex.array; + version = geometryIndex.version; + + for ( var i = 0, l = array.length; i < l; i += 3 ) { + + var a = array[ i + 0 ]; + var b = array[ i + 1 ]; + var c = array[ i + 2 ]; + + indices.push( a, b, b, c, c, a ); + + } + + } else { + + var array = geometryPosition.array; + version = geometryPosition.version; + + for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + + var a = i + 0; + var b = i + 1; + var c = i + 2; + + indices.push( a, b, b, c, c, a ); + + } + + } + + var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); + attribute.version = version; + + attributes.update( attribute, 34963 ); + + // + + var previousAttribute = wireframeAttributes.get( geometry ); + + if ( previousAttribute ) attributes.remove( previousAttribute ); + + // + + wireframeAttributes.set( geometry, attribute ); + + } + + function getWireframeAttribute( geometry ) { + + var currentAttribute = wireframeAttributes.get( geometry ); + + if ( currentAttribute ) { + + var geometryIndex = geometry.index; + + if ( geometryIndex !== null ) { + + // if the attribute is obsolete, create a new one + + if ( currentAttribute.version < geometryIndex.version ) { + + updateWireframeAttribute( geometry ); + + } + + } + + } else { + + updateWireframeAttribute( geometry ); + + } + + return wireframeAttributes.get( geometry ); + + } + + return { + + get: get, + update: update, + + getWireframeAttribute: getWireframeAttribute + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { + + var isWebGL2 = capabilities.isWebGL2; + + var mode; + + function setMode( value ) { + + mode = value; + + } + + var type, bytesPerElement; + + function setIndex( value ) { + + type = value.type; + bytesPerElement = value.bytesPerElement; + + } + + function render( start, count ) { + + gl.drawElements( mode, count, type, start * bytesPerElement ); + + info.update( count, mode ); + + } + + function renderInstances( geometry, start, count, primcount ) { + + if ( primcount === 0 ) return; + + var extension, methodName; + + if ( isWebGL2 ) { + + extension = gl; + methodName = 'drawElementsInstanced'; + + } else { + + extension = extensions.get( 'ANGLE_instanced_arrays' ); + methodName = 'drawElementsInstancedANGLE'; + + if ( extension === null ) { + + console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount ); + + info.update( count, mode, primcount ); + + } + + // + + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; + +} + +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + +function WebGLInfo( gl ) { + + var memory = { + geometries: 0, + textures: 0 + }; + + var render = { + frame: 0, + calls: 0, + triangles: 0, + points: 0, + lines: 0 + }; + + function update( count, mode, instanceCount ) { + + instanceCount = instanceCount || 1; + + render.calls ++; + + switch ( mode ) { + + case 4: + render.triangles += instanceCount * ( count / 3 ); + break; + + case 1: + render.lines += instanceCount * ( count / 2 ); + break; + + case 3: + render.lines += instanceCount * ( count - 1 ); + break; + + case 2: + render.lines += instanceCount * count; + break; + + case 0: + render.points += instanceCount * count; + break; + + default: + console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode ); + break; + + } + + } + + function reset() { + + render.frame ++; + render.calls = 0; + render.triangles = 0; + render.points = 0; + render.lines = 0; + + } + + return { + memory: memory, + render: render, + programs: null, + autoReset: true, + reset: reset, + update: update + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function absNumericalSort( a, b ) { + + return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); + +} + +function WebGLMorphtargets( gl ) { + + var influencesList = {}; + var morphInfluences = new Float32Array( 8 ); + + function update( object, geometry, material, program ) { + + var objectInfluences = object.morphTargetInfluences; + + // When object doesn't have morph target influences defined, we treat it as a 0-length array + // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences + + var length = objectInfluences === undefined ? 0 : objectInfluences.length; + + var influences = influencesList[ geometry.id ]; + + if ( influences === undefined ) { + + // initialise list + + influences = []; + + for ( var i = 0; i < length; i ++ ) { + + influences[ i ] = [ i, 0 ]; + + } + + influencesList[ geometry.id ] = influences; + + } + + var morphTargets = material.morphTargets && geometry.morphAttributes.position; + var morphNormals = material.morphNormals && geometry.morphAttributes.normal; + + // Remove current morphAttributes + + for ( var i = 0; i < length; i ++ ) { + + var influence = influences[ i ]; + + if ( influence[ 1 ] !== 0 ) { + + if ( morphTargets ) geometry.deleteAttribute( 'morphTarget' + i ); + if ( morphNormals ) geometry.deleteAttribute( 'morphNormal' + i ); + + } + + } + + // Collect influences + + for ( var i = 0; i < length; i ++ ) { + + var influence = influences[ i ]; + + influence[ 0 ] = i; + influence[ 1 ] = objectInfluences[ i ]; + + } + + influences.sort( absNumericalSort ); + + // Add morphAttributes + + var morphInfluencesSum = 0; + + for ( var i = 0; i < 8; i ++ ) { + + var influence = influences[ i ]; + + if ( influence ) { + + var index = influence[ 0 ]; + var value = influence[ 1 ]; + + if ( value ) { + + if ( morphTargets ) geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); + if ( morphNormals ) geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); + + morphInfluences[ i ] = value; + morphInfluencesSum += value; + continue; + + } + + } + + morphInfluences[ i ] = 0; + + } + + // GLSL shader uses formula baseinfluence * base + sum(target * influence) + // This allows us to switch between absolute morphs and relative morphs without changing shader code + // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) + var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; + + program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); + program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); + + } + + return { + + update: update + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLObjects( gl, geometries, attributes, info ) { + + var updateMap = new WeakMap(); + + function update( object ) { + + var frame = info.render.frame; + + var geometry = object.geometry; + var buffergeometry = geometries.get( object, geometry ); + + // Update once per frame + + if ( updateMap.get( buffergeometry ) !== frame ) { + + if ( geometry.isGeometry ) { + + buffergeometry.updateFromObject( object ); + + } + + geometries.update( buffergeometry ); + + updateMap.set( buffergeometry, frame ); + + } + + if ( object.isInstancedMesh ) { + + attributes.update( object.instanceMatrix, 34962 ); + + } + + return buffergeometry; + + } + + function dispose() { + + updateMap = new WeakMap(); + + } + + return { + + update: update, + dispose: dispose + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + format = format !== undefined ? format : RGBFormat; + + Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.flipY = false; + +} + +CubeTexture.prototype = Object.create( Texture.prototype ); +CubeTexture.prototype.constructor = CubeTexture; + +CubeTexture.prototype.isCubeTexture = true; + +Object.defineProperty( CubeTexture.prototype, 'images', { + + get: function () { + + return this.image; + + }, + + set: function ( value ) { + + this.image = value; + + } + +} ); + +/** + * @author Takahiro https://github.com/takahirox + */ + +function DataTexture2DArray( data, width, height, depth ) { + + Texture.call( this, null ); + + this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 }; + + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + + this.wrapR = ClampToEdgeWrapping; + + this.generateMipmaps = false; + this.flipY = false; + + this.needsUpdate = true; + +} + +DataTexture2DArray.prototype = Object.create( Texture.prototype ); +DataTexture2DArray.prototype.constructor = DataTexture2DArray; +DataTexture2DArray.prototype.isDataTexture2DArray = true; + +/** + * @author Artur Trzesiok + */ + +function DataTexture3D( data, width, height, depth ) { + + // We're going to add .setXXX() methods for setting properties later. + // Users can still set in DataTexture3D directly. + // + // var texture = new THREE.DataTexture3D( data, width, height, depth ); + // texture.anisotropy = 16; + // + // See #14839 + + Texture.call( this, null ); + + this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 }; + + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + + this.wrapR = ClampToEdgeWrapping; + + this.generateMipmaps = false; + this.flipY = false; + + this.needsUpdate = true; + + +} + +DataTexture3D.prototype = Object.create( Texture.prototype ); +DataTexture3D.prototype.constructor = DataTexture3D; +DataTexture3D.prototype.isDataTexture3D = true; + +/** + * @author tschw + * @author Mugen87 / https://github.com/Mugen87 + * @author mrdoob / http://mrdoob.com/ + * + * Uniforms of a program. + * Those form a tree structure with a special top-level container for the root, + * which you get by calling 'new WebGLUniforms( gl, program )'. + * + * + * Properties of inner nodes including the top-level container: + * + * .seq - array of nested uniforms + * .map - nested uniforms by name + * + * + * Methods of all nodes except the top-level container: + * + * .setValue( gl, value, [textures] ) + * + * uploads a uniform value(s) + * the 'textures' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (textures factorizations): + * + * .upload( gl, seq, values, textures ) + * + * sets uniforms in 'seq' to 'values[id].value' + * + * .seqWithValue( seq, values ) : filteredSeq + * + * filters 'seq' entries with corresponding entry in values + * + * + * Methods of the top-level container (textures factorizations): + * + * .setValue( gl, name, value, textures ) + * + * sets uniform with name 'name' to 'value' + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */ + +var emptyTexture = new Texture(); +var emptyTexture2dArray = new DataTexture2DArray(); +var emptyTexture3d = new DataTexture3D(); +var emptyCubeTexture = new CubeTexture(); + +// --- Utilities --- + +// Array Caches (provide typed arrays for temporary by size) + +var arrayCacheF32 = []; +var arrayCacheI32 = []; + +// Float32Array caches used for uploading Matrix uniforms + +var mat4array = new Float32Array( 16 ); +var mat3array = new Float32Array( 9 ); +var mat2array = new Float32Array( 4 ); + +// Flattening for arrays of vectors and matrices + +function flatten( array, nBlocks, blockSize ) { + + var firstElem = array[ 0 ]; + + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 + + var n = nBlocks * blockSize, + r = arrayCacheF32[ n ]; + + if ( r === undefined ) { + + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; + + } + + if ( nBlocks !== 0 ) { + + firstElem.toArray( r, 0 ); + + for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { + + offset += blockSize; + array[ i ].toArray( r, offset ); + + } + + } + + return r; + +} + +function arraysEqual( a, b ) { + + if ( a.length !== b.length ) return false; + + for ( var i = 0, l = a.length; i < l; i ++ ) { + + if ( a[ i ] !== b[ i ] ) return false; + + } + + return true; + +} + +function copyArray( a, b ) { + + for ( var i = 0, l = b.length; i < l; i ++ ) { + + a[ i ] = b[ i ]; + + } + +} + +// Texture unit allocation + +function allocTexUnits( textures, n ) { + + var r = arrayCacheI32[ n ]; + + if ( r === undefined ) { + + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; + + } + + for ( var i = 0; i !== n; ++ i ) + r[ i ] = textures.allocateTextureUnit(); + + return r; + +} + +// --- Setters --- + +// Note: Defining these methods externally, because they come in a bunch +// and this way their names minify. + +// Single scalar + +function setValueV1f( gl, v ) { + + var cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1f( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single float vector (from flat array or THREE.VectorN) + +function setValueV2f( gl, v ) { + + var cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2f( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3f( gl, v ) { + + var cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3f( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else if ( v.r !== undefined ) { + + if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { + + gl.uniform3f( this.addr, v.r, v.g, v.b ); + + cache[ 0 ] = v.r; + cache[ 1 ] = v.g; + cache[ 2 ] = v.b; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4f( gl, v ) { + + var cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +// Single matrix (from flat array or MatrixN) + +function setValueM2( gl, v ) { + + var cache = this.cache; + var elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix2fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat2array.set( elements ); + + gl.uniformMatrix2fv( this.addr, false, mat2array ); + + copyArray( cache, elements ); + + } + +} + +function setValueM3( gl, v ) { + + var cache = this.cache; + var elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix3fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat3array.set( elements ); + + gl.uniformMatrix3fv( this.addr, false, mat3array ); + + copyArray( cache, elements ); + + } + +} + +function setValueM4( gl, v ) { + + var cache = this.cache; + var elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix4fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat4array.set( elements ); + + gl.uniformMatrix4fv( this.addr, false, mat4array ); + + copyArray( cache, elements ); + + } + +} + +// Single texture (2D / Cube) + +function setValueT1( gl, v, textures ) { + + var cache = this.cache; + var unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.safeSetTexture2D( v || emptyTexture, unit ); + +} + +function setValueT2DArray1( gl, v, textures ) { + + var cache = this.cache; + var unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture2DArray( v || emptyTexture2dArray, unit ); + +} + +function setValueT3D1( gl, v, textures ) { + + var cache = this.cache; + var unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture3D( v || emptyTexture3d, unit ); + +} + +function setValueT6( gl, v, textures ) { + + var cache = this.cache; + var unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.safeSetTextureCube( v || emptyCubeTexture, unit ); + +} + +// Integer / Boolean vectors or arrays thereof (always flat arrays) + +function setValueV1i( gl, v ) { + + var cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1i( this.addr, v ); + + cache[ 0 ] = v; + +} + +function setValueV2i( gl, v ) { + + var cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2iv( this.addr, v ); + + copyArray( cache, v ); + +} + +function setValueV3i( gl, v ) { + + var cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3iv( this.addr, v ); + + copyArray( cache, v ); + +} + +function setValueV4i( gl, v ) { + + var cache = this.cache; + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4iv( this.addr, v ); + + copyArray( cache, v ); + +} + +// uint + +function setValueV1ui( gl, v ) { + + var cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1ui( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Helper to pick the right setter for the singular case + +function getSingularSetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1f; // FLOAT + case 0x8b50: return setValueV2f; // _VEC2 + case 0x8b51: return setValueV3f; // _VEC3 + case 0x8b52: return setValueV4f; // _VEC4 + + case 0x8b5a: return setValueM2; // _MAT2 + case 0x8b5b: return setValueM3; // _MAT3 + case 0x8b5c: return setValueM4; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4 + + case 0x1405: return setValueV1ui; // UINT + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1; + + case 0x8b5f: // SAMPLER_3D + case 0x8dcb: // INT_SAMPLER_3D + case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D + return setValueT3D1; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6; + + case 0x8dc1: // SAMPLER_2D_ARRAY + case 0x8dcf: // INT_SAMPLER_2D_ARRAY + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY + case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArray1; + + } + +} + +// Array of scalars +function setValueV1fArray( gl, v ) { + + gl.uniform1fv( this.addr, v ); + +} + +// Integer / Boolean vectors or arrays thereof (always flat arrays) +function setValueV1iArray( gl, v ) { + + gl.uniform1iv( this.addr, v ); + +} + +function setValueV2iArray( gl, v ) { + + gl.uniform2iv( this.addr, v ); + +} + +function setValueV3iArray( gl, v ) { + + gl.uniform3iv( this.addr, v ); + +} + +function setValueV4iArray( gl, v ) { + + gl.uniform4iv( this.addr, v ); + +} + + +// Array of vectors (flat or from THREE classes) + +function setValueV2fArray( gl, v ) { + + var data = flatten( v, this.size, 2 ); + + gl.uniform2fv( this.addr, data ); + +} + +function setValueV3fArray( gl, v ) { + + var data = flatten( v, this.size, 3 ); + + gl.uniform3fv( this.addr, data ); + +} + +function setValueV4fArray( gl, v ) { + + var data = flatten( v, this.size, 4 ); + + gl.uniform4fv( this.addr, data ); + +} + +// Array of matrices (flat or from THREE clases) + +function setValueM2Array( gl, v ) { + + var data = flatten( v, this.size, 4 ); + + gl.uniformMatrix2fv( this.addr, false, data ); + +} + +function setValueM3Array( gl, v ) { + + var data = flatten( v, this.size, 9 ); + + gl.uniformMatrix3fv( this.addr, false, data ); + +} + +function setValueM4Array( gl, v ) { + + var data = flatten( v, this.size, 16 ); + + gl.uniformMatrix4fv( this.addr, false, data ); + +} + +// Array of textures (2D / Cube) + +function setValueT1Array( gl, v, textures ) { + + var n = v.length; + + var units = allocTexUnits( textures, n ); + + gl.uniform1iv( this.addr, units ); + + for ( var i = 0; i !== n; ++ i ) { + + textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] ); + + } + +} + +function setValueT6Array( gl, v, textures ) { + + var n = v.length; + + var units = allocTexUnits( textures, n ); + + gl.uniform1iv( this.addr, units ); + + for ( var i = 0; i !== n; ++ i ) { + + textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + + } + +} + +// Helper to pick the right setter for a pure (bottom-level) array + +function getPureArraySetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1fArray; // FLOAT + case 0x8b50: return setValueV2fArray; // _VEC2 + case 0x8b51: return setValueV3fArray; // _VEC3 + case 0x8b52: return setValueV4fArray; // _VEC4 + + case 0x8b5a: return setValueM2Array; // _MAT2 + case 0x8b5b: return setValueM3Array; // _MAT3 + case 0x8b5c: return setValueM4Array; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4 + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1Array; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6Array; + + } + +} + +// --- Uniform Classes --- + +function SingleUniform( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.setValue = getSingularSetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + +} + +function PureArrayUniform( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + +} + +PureArrayUniform.prototype.updateCache = function ( data ) { + + var cache = this.cache; + + if ( data instanceof Float32Array && cache.length !== data.length ) { + + this.cache = new Float32Array( data.length ); + + } + + copyArray( cache, data ); + +}; + +function StructuredUniform( id ) { + + this.id = id; + + this.seq = []; + this.map = {}; + +} + +StructuredUniform.prototype.setValue = function ( gl, value, textures ) { + + var seq = this.seq; + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ]; + u.setValue( gl, value[ u.id ], textures ); + + } + +}; + +// --- Top-level --- + +// Parser - builds up the property tree from the path strings + +var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; + +// extracts +// - the identifier (member name or array index) +// - followed by an optional right bracket (found when array index) +// - followed by an optional left bracket or dot (type of subscript) +// +// Note: These portions can be read in a non-overlapping fashion and +// allow straightforward parsing of the hierarchy that WebGL encodes +// in the uniform names. + +function addUniform( container, uniformObject ) { + + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; + +} + +function parseUniform( activeInfo, addr, container ) { + + var path = activeInfo.name, + pathLength = path.length; + + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; + + while ( true ) { + + var match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex, + + id = match[ 1 ], + idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; + + if ( idIsIndex ) id = id | 0; // convert to integer + + if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { + + // bare name or "pure" bottom-level array "[0]" suffix + + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); + + break; + + } else { + + // step into inner node / create it in case it doesn't exist + + var map = container.map, next = map[ id ]; + + if ( next === undefined ) { + + next = new StructuredUniform( id ); + addUniform( container, next ); + + } + + container = next; + + } + + } + +} + +// Root Container + +function WebGLUniforms( gl, program ) { + + this.seq = []; + this.map = {}; + + var n = gl.getProgramParameter( program, 35718 ); + + for ( var i = 0; i < n; ++ i ) { + + var info = gl.getActiveUniform( program, i ), + addr = gl.getUniformLocation( program, info.name ); + + parseUniform( info, addr, this ); + + } + +} + +WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) { + + var u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, value, textures ); + +}; + +WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { + + var v = object[ name ]; + + if ( v !== undefined ) this.setValue( gl, name, v ); + +}; + + +// Static interface + +WebGLUniforms.upload = function ( gl, seq, values, textures ) { + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ], + v = values[ u.id ]; + + if ( v.needsUpdate !== false ) { + + // note: always updating when .needsUpdate is undefined + u.setValue( gl, v.value, textures ); + + } + + } + +}; + +WebGLUniforms.seqWithValue = function ( seq, values ) { + + var r = []; + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ]; + if ( u.id in values ) r.push( u ); + + } + + return r; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLShader( gl, type, string ) { + + var shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); + + return shader; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var programIdCount = 0; + +function addLineNumbers( string ) { + + var lines = string.split( '\n' ); + + for ( var i = 0; i < lines.length; i ++ ) { + + lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; + + } + + return lines.join( '\n' ); + +} + +function getEncodingComponents( encoding ) { + + switch ( encoding ) { + + case LinearEncoding: + return [ 'Linear', '( value )' ]; + case sRGBEncoding: + return [ 'sRGB', '( value )' ]; + case RGBEEncoding: + return [ 'RGBE', '( value )' ]; + case RGBM7Encoding: + return [ 'RGBM', '( value, 7.0 )' ]; + case RGBM16Encoding: + return [ 'RGBM', '( value, 16.0 )' ]; + case RGBDEncoding: + return [ 'RGBD', '( value, 256.0 )' ]; + case GammaEncoding: + return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ]; + case LogLuvEncoding: + return [ 'LogLuv', '( value )' ]; + default: + throw new Error( 'unsupported encoding: ' + encoding ); + + } + +} + +function getShaderErrors( gl, shader, type ) { + + var status = gl.getShaderParameter( shader, 35713 ); + var log = gl.getShaderInfoLog( shader ).trim(); + + if ( status && log === '' ) return ''; + + // --enable-privileged-webgl-extension + // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + + var source = gl.getShaderSource( shader ); + + return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source ); + +} + +function getTexelDecodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }'; + +} + +function getTexelEncodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }'; + +} + +function getToneMappingFunction( functionName, toneMapping ) { + + var toneMappingName; + + switch ( toneMapping ) { + + case LinearToneMapping: + toneMappingName = 'Linear'; + break; + + case ReinhardToneMapping: + toneMappingName = 'Reinhard'; + break; + + case Uncharted2ToneMapping: + toneMappingName = 'Uncharted2'; + break; + + case CineonToneMapping: + toneMappingName = 'OptimizedCineon'; + break; + + case ACESFilmicToneMapping: + toneMappingName = 'ACESFilmic'; + break; + + default: + throw new Error( 'unsupported toneMapping: ' + toneMapping ); + + } + + return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; + +} + +function generateExtensions( parameters ) { + + var chunks = [ + ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '', + ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', + ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '', + ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : '' + ]; + + return chunks.filter( filterEmptyLine ).join( '\n' ); + +} + +function generateDefines( defines ) { + + var chunks = []; + + for ( var name in defines ) { + + var value = defines[ name ]; + + if ( value === false ) continue; + + chunks.push( '#define ' + name + ' ' + value ); + + } + + return chunks.join( '\n' ); + +} + +function fetchAttributeLocations( gl, program ) { + + var attributes = {}; + + var n = gl.getProgramParameter( program, 35721 ); + + for ( var i = 0; i < n; i ++ ) { + + var info = gl.getActiveAttrib( program, i ); + var name = info.name; + + // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); + + attributes[ name ] = gl.getAttribLocation( program, name ); + + } + + return attributes; + +} + +function filterEmptyLine( string ) { + + return string !== ''; + +} + +function replaceLightNums( string, parameters ) { + + return string + .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) + .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) + .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) + .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) + .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ) + .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows ) + .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows ) + .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows ); + +} + +function replaceClippingPlaneNums( string, parameters ) { + + return string + .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) + .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); + +} + +// Resolve Includes + +var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; + +function resolveIncludes( string ) { + + return string.replace( includePattern, includeReplacer ); + +} + +function includeReplacer( match, include ) { + + var string = ShaderChunk[ include ]; + + if ( string === undefined ) { + + throw new Error( 'Can not resolve #include <' + include + '>' ); + + } + + return resolveIncludes( string ); + +} + +// Unroll Loops + +var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; +var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g; + +function unrollLoops( string ) { + + return string + .replace( unrollLoopPattern, loopReplacer ) + .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer ); + +} + +function deprecatedLoopReplacer( match, start, end, snippet ) { + + console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' ); + return loopReplacer( match, start, end, snippet ); + +} + +function loopReplacer( match, start, end, snippet ) { + + var string = ''; + + for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { + + string += snippet + .replace( /\[ i \]/g, '[ ' + i + ' ]' ) + .replace( /UNROLLED_LOOP_INDEX/g, i ); + + } + + return string; + +} + +// + +function generatePrecision( parameters ) { + + var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;"; + + if ( parameters.precision === "highp" ) { + + precisionstring += "\n#define HIGH_PRECISION"; + + } else if ( parameters.precision === "mediump" ) { + + precisionstring += "\n#define MEDIUM_PRECISION"; + + } else if ( parameters.precision === "lowp" ) { + + precisionstring += "\n#define LOW_PRECISION"; + + } + + return precisionstring; + +} + +function generateShadowMapTypeDefine( parameters ) { + + var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; + + if ( parameters.shadowMapType === PCFShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + + } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + + } else if ( parameters.shadowMapType === VSMShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM'; + + } + + return shadowMapTypeDefine; + +} + +function generateEnvMapTypeDefine( parameters ) { + + var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + + if ( parameters.envMap ) { + + switch ( parameters.envMapMode ) { + + case CubeReflectionMapping: + case CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; + + case CubeUVReflectionMapping: + case CubeUVRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; + + case EquirectangularReflectionMapping: + case EquirectangularRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; + break; + + case SphericalReflectionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; + break; + + } + + } + + return envMapTypeDefine; + +} + +function generateEnvMapModeDefine( parameters ) { + + var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; + + if ( parameters.envMap ) { + + switch ( parameters.envMapMode ) { + + case CubeRefractionMapping: + case EquirectangularRefractionMapping: + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; + + } + + } + + return envMapModeDefine; + +} + +function generateEnvMapBlendingDefine( parameters ) { + + var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE'; + + if ( parameters.envMap ) { + + switch ( parameters.combine ) { + + case MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; + + case MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; + + case AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; + + } + + } + + return envMapBlendingDefine; + +} + +function WebGLProgram( renderer, cacheKey, parameters ) { + + var gl = renderer.getContext(); + + var defines = parameters.defines; + + var vertexShader = parameters.vertexShader; + var fragmentShader = parameters.fragmentShader; + var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters ); + var envMapTypeDefine = generateEnvMapTypeDefine( parameters ); + var envMapModeDefine = generateEnvMapModeDefine( parameters ); + var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters ); + + + var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; + + var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters ); + + var customDefines = generateDefines( defines ); + + var program = gl.createProgram(); + + var prefixVertex, prefixFragment; + + if ( parameters.isRawShaderMaterial ) { + + prefixVertex = [ + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixVertex.length > 0 ) { + + prefixVertex += '\n'; + + } + + prefixFragment = [ + + customExtensions, + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixFragment.length > 0 ) { + + prefixFragment += '\n'; + + } + + } else { + + prefixVertex = [ + + generatePrecision( parameters ), + + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.instancing ? '#define USE_INSTANCING' : '', + parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', + + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + '#define MAX_BONES ' + parameters.maxBones, + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', + ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', + + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + + parameters.vertexTangents ? '#define USE_TANGENT' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + parameters.vertexUvs ? '#define USE_UV' : '', + parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.skinning ? '#define USE_SKINNING' : '', + parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', + + parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', + parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + '#ifdef USE_INSTANCING', + + ' attribute mat4 instanceMatrix;', + + '#endif', + + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', + + '#ifdef USE_TANGENT', + + ' attribute vec4 tangent;', + + '#endif', + + '#ifdef USE_COLOR', + + ' attribute vec3 color;', + + '#endif', + + '#ifdef USE_MORPHTARGETS', + + ' attribute vec3 morphTarget0;', + ' attribute vec3 morphTarget1;', + ' attribute vec3 morphTarget2;', + ' attribute vec3 morphTarget3;', + + ' #ifdef USE_MORPHNORMALS', + + ' attribute vec3 morphNormal0;', + ' attribute vec3 morphNormal1;', + ' attribute vec3 morphNormal2;', + ' attribute vec3 morphNormal3;', + + ' #else', + + ' attribute vec3 morphTarget4;', + ' attribute vec3 morphTarget5;', + ' attribute vec3 morphTarget6;', + ' attribute vec3 morphTarget7;', + + ' #endif', + + '#endif', + + '#ifdef USE_SKINNING', + + ' attribute vec4 skinIndex;', + ' attribute vec4 skinWeight;', + + '#endif', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + prefixFragment = [ + + customExtensions, + + generatePrecision( parameters ), + + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer + + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.matcap ? '#define USE_MATCAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapTypeDefine : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.envMap ? '#define ' + envMapBlendingDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', + ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + + parameters.sheen ? '#define USE_SHEEN' : '', + + parameters.vertexTangents ? '#define USE_TANGENT' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + parameters.vertexUvs ? '#define USE_UV' : '', + parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', + + parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', + + parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '', + + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', + ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', + + parameters.dithering ? '#define DITHERING' : '', + + ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ? + ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below + parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', + parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '', + parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', + parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', + parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '', + parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '', + + parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } + + vertexShader = resolveIncludes( vertexShader ); + vertexShader = replaceLightNums( vertexShader, parameters ); + vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); + + fragmentShader = resolveIncludes( fragmentShader ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); + + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); + + if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) { + + var isGLSL3ShaderMaterial = false; + + var versionRegex = /^\s*#version\s+300\s+es\s*\n/; + + if ( parameters.isShaderMaterial && + vertexShader.match( versionRegex ) !== null && + fragmentShader.match( versionRegex ) !== null ) { + + isGLSL3ShaderMaterial = true; + + vertexShader = vertexShader.replace( versionRegex, '' ); + fragmentShader = fragmentShader.replace( versionRegex, '' ); + + } + + // GLSL 3.0 conversion + + prefixVertex = [ + '#version 300 es\n', + '#define attribute in', + '#define varying out', + '#define texture2D texture' + ].join( '\n' ) + '\n' + prefixVertex; + + prefixFragment = [ + '#version 300 es\n', + '#define varying in', + isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;', + isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor', + '#define gl_FragDepthEXT gl_FragDepth', + '#define texture2D texture', + '#define textureCube texture', + '#define texture2DProj textureProj', + '#define texture2DLodEXT textureLod', + '#define texture2DProjLodEXT textureProjLod', + '#define textureCubeLodEXT textureLod', + '#define texture2DGradEXT textureGrad', + '#define texture2DProjGradEXT textureProjGrad', + '#define textureCubeGradEXT textureGrad' + ].join( '\n' ) + '\n' + prefixFragment; + + } + + var vertexGlsl = prefixVertex + vertexShader; + var fragmentGlsl = prefixFragment + fragmentShader; + + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); + + var glVertexShader = WebGLShader( gl, 35633, vertexGlsl ); + var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl ); + + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); + + // Force a particular attribute to index 0. + + if ( parameters.index0AttributeName !== undefined ) { + + gl.bindAttribLocation( program, 0, parameters.index0AttributeName ); + + } else if ( parameters.morphTargets === true ) { + + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); + + } + + gl.linkProgram( program ); + + // check for link errors + if ( renderer.debug.checkShaderErrors ) { + + var programLog = gl.getProgramInfoLog( program ).trim(); + var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); + var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); + + var runnable = true; + var haveDiagnostics = true; + + if ( gl.getProgramParameter( program, 35714 ) === false ) { + + runnable = false; + + var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' ); + var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' ); + + console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors ); + + } else if ( programLog !== '' ) { + + console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); + + } else if ( vertexLog === '' || fragmentLog === '' ) { + + haveDiagnostics = false; + + } + + if ( haveDiagnostics ) { + + this.diagnostics = { + + runnable: runnable, + + programLog: programLog, + + vertexShader: { + + log: vertexLog, + prefix: prefixVertex + + }, + + fragmentShader: { + + log: fragmentLog, + prefix: prefixFragment + + } + + }; + + } + + } + + // clean up + + gl.detachShader( program, glVertexShader ); + gl.detachShader( program, glFragmentShader ); + + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); + + // set up caching for uniform locations + + var cachedUniforms; + + this.getUniforms = function () { + + if ( cachedUniforms === undefined ) { + + cachedUniforms = new WebGLUniforms( gl, program ); + + } + + return cachedUniforms; + + }; + + // set up caching for attribute locations + + var cachedAttributes; + + this.getAttributes = function () { + + if ( cachedAttributes === undefined ) { + + cachedAttributes = fetchAttributeLocations( gl, program ); + + } + + return cachedAttributes; + + }; + + // free resource + + this.destroy = function () { + + gl.deleteProgram( program ); + this.program = undefined; + + }; + + // + + this.name = parameters.shaderName; + this.id = programIdCount ++; + this.cacheKey = cacheKey; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLPrograms( renderer, extensions, capabilities ) { + + var programs = []; + + var isWebGL2 = capabilities.isWebGL2; + var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; + var floatVertexTextures = capabilities.floatVertexTextures; + var precision = capabilities.precision; + var maxVertexUniforms = capabilities.maxVertexUniforms; + var vertexTextures = capabilities.vertexTextures; + + var shaderIDs = { + MeshDepthMaterial: 'depth', + MeshDistanceMaterial: 'distanceRGBA', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'toon', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + MeshMatcapMaterial: 'matcap', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points', + ShadowMaterial: 'shadow', + SpriteMaterial: 'sprite' + }; + + var parameterNames = [ + "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", + "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV", + "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap", + "roughnessMap", "metalnessMap", "gradientMap", + "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2", + "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", + "maxBones", "useVertexTexture", "morphTargets", "morphNormals", + "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", + "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights", + "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows", + "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', + "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering", + "sheen" + ]; + + function getShaderObject( material, shaderID ) { + + var shaderobject; + + if ( shaderID ) { + + var shader = ShaderLib[ shaderID ]; + + shaderobject = { + name: material.type, + uniforms: UniformsUtils.clone( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader + }; + + } else { + + shaderobject = { + name: material.type, + uniforms: material.uniforms, + vertexShader: material.vertexShader, + fragmentShader: material.fragmentShader + }; + + } + + return shaderobject; + + } + + function allocateBones( object ) { + + var skeleton = object.skeleton; + var bones = skeleton.bones; + + if ( floatVertexTextures ) { + + return 1024; + + } else { + + // default for when object is not specified + // ( for example when prebuilding shader to be used with multiple objects ) + // + // - leave some extra space for other uniforms + // - limit here is ANGLE's 254 max uniform vectors + // (up to 54 should be safe) + + var nVertexUniforms = maxVertexUniforms; + var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); + + var maxBones = Math.min( nVertexMatrices, bones.length ); + + if ( maxBones < bones.length ) { + + console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' ); + return 0; + + } + + return maxBones; + + } + + } + + function getTextureEncodingFromMap( map ) { + + var encoding; + + if ( ! map ) { + + encoding = LinearEncoding; + + } else if ( map.isTexture ) { + + encoding = map.encoding; + + } else if ( map.isWebGLRenderTarget ) { + + console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); + encoding = map.texture.encoding; + + } + + return encoding; + + } + + this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) { + + var fog = scene.fog; + var environment = material.isMeshStandardMaterial ? scene.environment : null; + + var envMap = material.envMap || environment; + + var shaderID = shaderIDs[ material.type ]; + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0; + + if ( material.precision !== null ) { + + precision = capabilities.getMaxPrecision( material.precision ); + + if ( precision !== material.precision ) { + + console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); + + } + + } + + var shaderobject = getShaderObject( material, shaderID ); + material.onBeforeCompile( shaderobject, renderer ); + + var currentRenderTarget = renderer.getRenderTarget(); + + var parameters = { + + isWebGL2: isWebGL2, + + shaderID: shaderID, + shaderName: shaderobject.name, + + uniforms: shaderobject.uniforms, + vertexShader: shaderobject.vertexShader, + fragmentShader: shaderobject.fragmentShader, + defines: material.defines, + + isRawShaderMaterial: material.isRawShaderMaterial, + isShaderMaterial: material.isShaderMaterial, + + precision: precision, + + instancing: object.isInstancedMesh === true, + + supportsVertexTextures: vertexTextures, + outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding, + map: !! material.map, + mapEncoding: getTextureEncodingFromMap( material.map ), + matcap: !! material.matcap, + matcapEncoding: getTextureEncodingFromMap( material.matcap ), + envMap: !! envMap, + envMapMode: envMap && envMap.mapping, + envMapEncoding: getTextureEncodingFromMap( envMap ), + envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ), + lightMap: !! material.lightMap, + lightMapEncoding: getTextureEncodingFromMap( material.lightMap ), + aoMap: !! material.aoMap, + emissiveMap: !! material.emissiveMap, + emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ), + bumpMap: !! material.bumpMap, + normalMap: !! material.normalMap, + objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap, + tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap, + clearcoatMap: !! material.clearcoatMap, + clearcoatRoughnessMap: !! material.clearcoatRoughnessMap, + clearcoatNormalMap: !! material.clearcoatNormalMap, + displacementMap: !! material.displacementMap, + roughnessMap: !! material.roughnessMap, + metalnessMap: !! material.metalnessMap, + specularMap: !! material.specularMap, + alphaMap: !! material.alphaMap, + + gradientMap: !! material.gradientMap, + + sheen: !! material.sheen, + + combine: material.combine, + + vertexTangents: ( material.normalMap && material.vertexTangents ), + vertexColors: material.vertexColors, + vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap, + uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap, + + fog: !! fog, + useFog: material.fog, + fogExp2: ( fog && fog.isFogExp2 ), + + flatShading: material.flatShading, + + sizeAttenuation: material.sizeAttenuation, + logarithmicDepthBuffer: logarithmicDepthBuffer, + + skinning: material.skinning && maxBones > 0, + maxBones: maxBones, + useVertexTexture: floatVertexTextures, + + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, + maxMorphTargets: renderer.maxMorphTargets, + maxMorphNormals: renderer.maxMorphNormals, + + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numRectAreaLights: lights.rectArea.length, + numHemiLights: lights.hemi.length, + + numDirLightShadows: lights.directionalShadowMap.length, + numPointLightShadows: lights.pointShadowMap.length, + numSpotLightShadows: lights.spotShadowMap.length, + + numClippingPlanes: nClipPlanes, + numClipIntersection: nClipIntersection, + + dithering: material.dithering, + + shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + + toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping, + physicallyCorrectLights: renderer.physicallyCorrectLights, + + premultipliedAlpha: material.premultipliedAlpha, + + alphaTest: material.alphaTest, + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, + + depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false, + + index0AttributeName: material.index0AttributeName, + + extensionDerivatives: material.extensions && material.extensions.derivatives, + extensionFragDepth: material.extensions && material.extensions.fragDepth, + extensionDrawBuffers: material.extensions && material.extensions.drawBuffers, + extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD, + + rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null, + rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null, + rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null, + + onBeforeCompile: material.onBeforeCompile + + }; + + return parameters; + + }; + + this.getProgramCacheKey = function ( parameters ) { + + var array = []; + + if ( parameters.shaderID ) { + + array.push( parameters.shaderID ); + + } else { + + array.push( parameters.fragmentShader ); + array.push( parameters.vertexShader ); + + } + + if ( parameters.defines !== undefined ) { + + for ( var name in parameters.defines ) { + + array.push( name ); + array.push( parameters.defines[ name ] ); + + } + + } + + if ( parameters.isRawShaderMaterial === undefined ) { + + for ( var i = 0; i < parameterNames.length; i ++ ) { + + array.push( parameters[ parameterNames[ i ] ] ); + + } + + array.push( renderer.outputEncoding ); + array.push( renderer.gammaFactor ); + + } + + array.push( parameters.onBeforeCompile.toString() ); + + return array.join(); + + }; + + this.acquireProgram = function ( parameters, cacheKey ) { + + var program; + + // Check if code has been already compiled + for ( var p = 0, pl = programs.length; p < pl; p ++ ) { + + var preexistingProgram = programs[ p ]; + + if ( preexistingProgram.cacheKey === cacheKey ) { + + program = preexistingProgram; + ++ program.usedTimes; + + break; + + } + + } + + if ( program === undefined ) { + + program = new WebGLProgram( renderer, cacheKey, parameters ); + programs.push( program ); + + } + + return program; + + }; + + this.releaseProgram = function ( program ) { + + if ( -- program.usedTimes === 0 ) { + + // Remove from unordered set + var i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); + + // Free WebGL resources + program.destroy(); + + } + + }; + + // Exposed for resource monitoring & error feedback via renderer.info: + this.programs = programs; + +} + +/** + * @author fordacious / fordacious.github.io + */ + +function WebGLProperties() { + + var properties = new WeakMap(); + + function get( object ) { + + var map = properties.get( object ); + + if ( map === undefined ) { + + map = {}; + properties.set( object, map ); + + } + + return map; + + } + + function remove( object ) { + + properties.delete( object ); + + } + + function update( object, key, value ) { + + properties.get( object )[ key ] = value; + + } + + function dispose() { + + properties = new WeakMap(); + + } + + return { + get: get, + remove: remove, + update: update, + dispose: dispose + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function painterSortStable( a, b ) { + + if ( a.groupOrder !== b.groupOrder ) { + + return a.groupOrder - b.groupOrder; + + } else if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.program !== b.program ) { + + return a.program.id - b.program.id; + + } else if ( a.material.id !== b.material.id ) { + + return a.material.id - b.material.id; + + } else if ( a.z !== b.z ) { + + return a.z - b.z; + + } else { + + return a.id - b.id; + + } + +} + +function reversePainterSortStable( a, b ) { + + if ( a.groupOrder !== b.groupOrder ) { + + return a.groupOrder - b.groupOrder; + + } else if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return a.id - b.id; + + } + +} + + +function WebGLRenderList() { + + var renderItems = []; + var renderItemsIndex = 0; + + var opaque = []; + var transparent = []; + + var defaultProgram = { id: - 1 }; + + function init() { + + renderItemsIndex = 0; + + opaque.length = 0; + transparent.length = 0; + + } + + function getNextRenderItem( object, geometry, material, groupOrder, z, group ) { + + var renderItem = renderItems[ renderItemsIndex ]; + + if ( renderItem === undefined ) { + + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + program: material.program || defaultProgram, + groupOrder: groupOrder, + renderOrder: object.renderOrder, + z: z, + group: group + }; + + renderItems[ renderItemsIndex ] = renderItem; + + } else { + + renderItem.id = object.id; + renderItem.object = object; + renderItem.geometry = geometry; + renderItem.material = material; + renderItem.program = material.program || defaultProgram; + renderItem.groupOrder = groupOrder; + renderItem.renderOrder = object.renderOrder; + renderItem.z = z; + renderItem.group = group; + + } + + renderItemsIndex ++; + + return renderItem; + + } + + function push( object, geometry, material, groupOrder, z, group ) { + + var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + ( material.transparent === true ? transparent : opaque ).push( renderItem ); + + } + + function unshift( object, geometry, material, groupOrder, z, group ) { + + var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + ( material.transparent === true ? transparent : opaque ).unshift( renderItem ); + + } + + function sort( customOpaqueSort, customTransparentSort ) { + + if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); + if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); + + } + + function finish() { + + // Clear references from inactive renderItems in the list + + for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { + + var renderItem = renderItems[ i ]; + + if ( renderItem.id === null ) break; + + renderItem.id = null; + renderItem.object = null; + renderItem.geometry = null; + renderItem.material = null; + renderItem.program = null; + renderItem.group = null; + + } + + } + + return { + opaque: opaque, + transparent: transparent, + + init: init, + push: push, + unshift: unshift, + finish: finish, + + sort: sort + }; + +} + +function WebGLRenderLists() { + + var lists = new WeakMap(); + + function onSceneDispose( event ) { + + var scene = event.target; + + scene.removeEventListener( 'dispose', onSceneDispose ); + + lists.delete( scene ); + + } + + function get( scene, camera ) { + + var cameras = lists.get( scene ); + var list; + if ( cameras === undefined ) { + + list = new WebGLRenderList(); + lists.set( scene, new WeakMap() ); + lists.get( scene ).set( camera, list ); + + scene.addEventListener( 'dispose', onSceneDispose ); + + } else { + + list = cameras.get( camera ); + if ( list === undefined ) { + + list = new WebGLRenderList(); + cameras.set( camera, list ); + + } + + } + + return list; + + } + + function dispose() { + + lists = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function UniformsCache() { + + var lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + var uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color() + }; + break; + + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0 + }; + break; + + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0 + }; + break; + + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + break; + + case 'RectAreaLight': + uniforms = { + color: new Color(), + position: new Vector3(), + halfWidth: new Vector3(), + halfHeight: new Vector3() + }; + break; + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + +function ShadowUniformsCache() { + + var lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + var uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'SpotLight': + uniforms = { + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'PointLight': + uniforms = { + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2(), + shadowCameraNear: 1, + shadowCameraFar: 1000 + }; + break; + + // TODO (abelnation): set RectAreaLight shadow uniforms + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + + + +var nextVersion = 0; + +function shadowCastingLightsFirst( lightA, lightB ) { + + return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 ); + +} + +function WebGLLights() { + + var cache = new UniformsCache(); + + var shadowCache = ShadowUniformsCache(); + + var state = { + + version: 0, + + hash: { + directionalLength: - 1, + pointLength: - 1, + spotLength: - 1, + rectAreaLength: - 1, + hemiLength: - 1, + + numDirectionalShadows: - 1, + numPointShadows: - 1, + numSpotShadows: - 1 + }, + + ambient: [ 0, 0, 0 ], + probe: [], + directional: [], + directionalShadow: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotShadow: [], + spotShadowMap: [], + spotShadowMatrix: [], + rectArea: [], + point: [], + pointShadow: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [] + + }; + + for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); + + var vector3 = new Vector3(); + var matrix4 = new Matrix4(); + var matrix42 = new Matrix4(); + + function setup( lights, shadows, camera ) { + + var r = 0, g = 0, b = 0; + + for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); + + var directionalLength = 0; + var pointLength = 0; + var spotLength = 0; + var rectAreaLength = 0; + var hemiLength = 0; + + var numDirectionalShadows = 0; + var numPointShadows = 0; + var numSpotShadows = 0; + + var viewMatrix = camera.matrixWorldInverse; + + lights.sort( shadowCastingLightsFirst ); + + for ( var i = 0, l = lights.length; i < l; i ++ ) { + + var light = lights[ i ]; + + var color = light.color; + var intensity = light.intensity; + var distance = light.distance; + + var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; + + if ( light.isAmbientLight ) { + + r += color.r * intensity; + g += color.g * intensity; + b += color.b * intensity; + + } else if ( light.isLightProbe ) { + + for ( var j = 0; j < 9; j ++ ) { + + state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); + + } + + } else if ( light.isDirectionalLight ) { + + var uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + if ( light.castShadow ) { + + var shadow = light.shadow; + + var shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.directionalShadow[ directionalLength ] = shadowUniforms; + state.directionalShadowMap[ directionalLength ] = shadowMap; + state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + + numDirectionalShadows ++; + + } + + state.directional[ directionalLength ] = uniforms; + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + var uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + uniforms.distance = distance; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = light.decay; + + if ( light.castShadow ) { + + var shadow = light.shadow; + + var shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.spotShadow[ spotLength ] = shadowUniforms; + state.spotShadowMap[ spotLength ] = shadowMap; + state.spotShadowMatrix[ spotLength ] = light.shadow.matrix; + + numSpotShadows ++; + + } + + state.spot[ spotLength ] = uniforms; + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + var uniforms = cache.get( light ); + + // (a) intensity is the total visible light emitted + //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); + + // (b) intensity is the brightness of the light + uniforms.color.copy( color ).multiplyScalar( intensity ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + // extract local rotation of light to derive width/height half vectors + matrix42.identity(); + matrix4.copy( light.matrixWorld ); + matrix4.premultiply( viewMatrix ); + matrix42.extractRotation( matrix4 ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + uniforms.halfWidth.applyMatrix4( matrix42 ); + uniforms.halfHeight.applyMatrix4( matrix42 ); + + // TODO (abelnation): RectAreaLight distance? + // uniforms.distance = distance; + + state.rectArea[ rectAreaLength ] = uniforms; + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + var uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.distance = light.distance; + uniforms.decay = light.decay; + + if ( light.castShadow ) { + + var shadow = light.shadow; + + var shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + shadowUniforms.shadowCameraNear = shadow.camera.near; + shadowUniforms.shadowCameraFar = shadow.camera.far; + + state.pointShadow[ pointLength ] = shadowUniforms; + state.pointShadowMap[ pointLength ] = shadowMap; + state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; + + numPointShadows ++; + + } + + state.point[ pointLength ] = uniforms; + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + var uniforms = cache.get( light ); + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + uniforms.direction.normalize(); + + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); + + state.hemi[ hemiLength ] = uniforms; + + hemiLength ++; + + } + + } + + state.ambient[ 0 ] = r; + state.ambient[ 1 ] = g; + state.ambient[ 2 ] = b; + + var hash = state.hash; + + if ( hash.directionalLength !== directionalLength || + hash.pointLength !== pointLength || + hash.spotLength !== spotLength || + hash.rectAreaLength !== rectAreaLength || + hash.hemiLength !== hemiLength || + hash.numDirectionalShadows !== numDirectionalShadows || + hash.numPointShadows !== numPointShadows || + hash.numSpotShadows !== numSpotShadows ) { + + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; + + state.directionalShadow.length = numDirectionalShadows; + state.directionalShadowMap.length = numDirectionalShadows; + state.pointShadow.length = numPointShadows; + state.pointShadowMap.length = numPointShadows; + state.spotShadow.length = numSpotShadows; + state.spotShadowMap.length = numSpotShadows; + state.directionalShadowMatrix.length = numDirectionalShadows; + state.pointShadowMatrix.length = numPointShadows; + state.spotShadowMatrix.length = numSpotShadows; + + hash.directionalLength = directionalLength; + hash.pointLength = pointLength; + hash.spotLength = spotLength; + hash.rectAreaLength = rectAreaLength; + hash.hemiLength = hemiLength; + + hash.numDirectionalShadows = numDirectionalShadows; + hash.numPointShadows = numPointShadows; + hash.numSpotShadows = numSpotShadows; + + state.version = nextVersion ++; + + } + + } + + return { + setup: setup, + state: state + }; + +} + +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + +function WebGLRenderState() { + + var lights = new WebGLLights(); + + var lightsArray = []; + var shadowsArray = []; + + function init() { + + lightsArray.length = 0; + shadowsArray.length = 0; + + } + + function pushLight( light ) { + + lightsArray.push( light ); + + } + + function pushShadow( shadowLight ) { + + shadowsArray.push( shadowLight ); + + } + + function setupLights( camera ) { + + lights.setup( lightsArray, shadowsArray, camera ); + + } + + var state = { + lightsArray: lightsArray, + shadowsArray: shadowsArray, + + lights: lights + }; + + return { + init: init, + state: state, + setupLights: setupLights, + + pushLight: pushLight, + pushShadow: pushShadow + }; + +} + +function WebGLRenderStates() { + + var renderStates = new WeakMap(); + + function onSceneDispose( event ) { + + var scene = event.target; + + scene.removeEventListener( 'dispose', onSceneDispose ); + + renderStates.delete( scene ); + + } + + function get( scene, camera ) { + + var renderState; + + if ( renderStates.has( scene ) === false ) { + + renderState = new WebGLRenderState(); + renderStates.set( scene, new WeakMap() ); + renderStates.get( scene ).set( camera, renderState ); + + scene.addEventListener( 'dispose', onSceneDispose ); + + } else { + + if ( renderStates.get( scene ).has( camera ) === false ) { + + renderState = new WebGLRenderState(); + renderStates.get( scene ).set( camera, renderState ); + + } else { + + renderState = renderStates.get( scene ).get( camera ); + + } + + } + + return renderState; + + } + + function dispose() { + + renderStates = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / https://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * opacity: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ + +function MeshDepthMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshDepthMaterial'; + + this.depthPacking = BasicDepthPacking; + + this.skinning = false; + this.morphTargets = false; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; + + this.setValues( parameters ); + +} + +MeshDepthMaterial.prototype = Object.create( Material.prototype ); +MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; + +MeshDepthMaterial.prototype.isMeshDepthMaterial = true; + +MeshDepthMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.depthPacking = source.depthPacking; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + +}; + +/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * referencePosition: , + * nearDistance: , + * farDistance: , + * + * skinning: , + * morphTargets: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: + * + * } + */ + +function MeshDistanceMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshDistanceMaterial'; + + this.referencePosition = new Vector3(); + this.nearDistance = 1; + this.farDistance = 1000; + + this.skinning = false; + this.morphTargets = false; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.fog = false; + + this.setValues( parameters ); + +} + +MeshDistanceMaterial.prototype = Object.create( Material.prototype ); +MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial; + +MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true; + +MeshDistanceMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.referencePosition.copy( source.referencePosition ); + this.nearDistance = source.nearDistance; + this.farDistance = source.farDistance; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + return this; + +}; + +var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"; + +var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { + + var _frustum = new Frustum(), + + _shadowMapSize = new Vector2(), + _viewportSize = new Vector2(), + + _viewport = new Vector4(), + + _depthMaterials = [], + _distanceMaterials = [], + + _materialCache = {}; + + var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide }; + + var shadowMaterialVertical = new ShaderMaterial( { + + defines: { + SAMPLE_RATE: 2.0 / 8.0, + HALF_SAMPLE_RATE: 1.0 / 8.0 + }, + + uniforms: { + shadow_pass: { value: null }, + resolution: { value: new Vector2() }, + radius: { value: 4.0 } + }, + + vertexShader: vsm_vert, + + fragmentShader: vsm_frag + + } ); + + var shadowMaterialHorizonal = shadowMaterialVertical.clone(); + shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1; + + var fullScreenTri = new BufferGeometry(); + fullScreenTri.setAttribute( + "position", + new BufferAttribute( + new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ), + 3 + ) + ); + + var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical ); + + var scope = this; + + this.enabled = false; + + this.autoUpdate = true; + this.needsUpdate = false; + + this.type = PCFShadowMap; + + this.render = function ( lights, scene, camera ) { + + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + + if ( lights.length === 0 ) return; + + var currentRenderTarget = _renderer.getRenderTarget(); + var activeCubeFace = _renderer.getActiveCubeFace(); + var activeMipmapLevel = _renderer.getActiveMipmapLevel(); + + var _state = _renderer.state; + + // Set GL state for depth map. + _state.setBlending( NoBlending ); + _state.buffers.color.setClear( 1, 1, 1, 1 ); + _state.buffers.depth.setTest( true ); + _state.setScissorTest( false ); + + // render depth map + + for ( var i = 0, il = lights.length; i < il; i ++ ) { + + var light = lights[ i ]; + var shadow = light.shadow; + + if ( shadow === undefined ) { + + console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); + continue; + + } + + _shadowMapSize.copy( shadow.mapSize ); + + var shadowFrameExtents = shadow.getFrameExtents(); + + _shadowMapSize.multiply( shadowFrameExtents ); + + _viewportSize.copy( shadow.mapSize ); + + if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) { + + console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' ); + + if ( _shadowMapSize.x > maxTextureSize ) { + + _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x ); + _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; + shadow.mapSize.x = _viewportSize.x; + + } + + if ( _shadowMapSize.y > maxTextureSize ) { + + _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y ); + _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; + shadow.mapSize.y = _viewportSize.y; + + } + + } + + if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) { + + var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map.texture.name = light.name + ".shadowMap"; + + shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + + shadow.camera.updateProjectionMatrix(); + + } + + if ( shadow.map === null ) { + + var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map.texture.name = light.name + ".shadowMap"; + + shadow.camera.updateProjectionMatrix(); + + } + + _renderer.setRenderTarget( shadow.map ); + _renderer.clear(); + + var viewportCount = shadow.getViewportCount(); + + for ( var vp = 0; vp < viewportCount; vp ++ ) { + + var viewport = shadow.getViewport( vp ); + + _viewport.set( + _viewportSize.x * viewport.x, + _viewportSize.y * viewport.y, + _viewportSize.x * viewport.z, + _viewportSize.y * viewport.w + ); + + _state.viewport( _viewport ); + + shadow.updateMatrices( light, vp ); + + _frustum = shadow.getFrustum(); + + renderObject( scene, camera, shadow.camera, light, this.type ); + + } + + // do blur pass for VSM + + if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) { + + VSMPass( shadow, camera ); + + } + + } + + scope.needsUpdate = false; + + _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); + + }; + + function VSMPass( shadow, camera ) { + + var geometry = _objects.update( fullScreenMesh ); + + // vertical pass + + shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture; + shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize; + shadowMaterialVertical.uniforms.radius.value = shadow.radius; + _renderer.setRenderTarget( shadow.mapPass ); + _renderer.clear(); + _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); + + // horizonal pass + + shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture; + shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize; + shadowMaterialHorizonal.uniforms.radius.value = shadow.radius; + _renderer.setRenderTarget( shadow.map ); + _renderer.clear(); + _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null ); + + } + + function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) { + + var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2; + + var material = _depthMaterials[ index ]; + + if ( material === undefined ) { + + material = new MeshDepthMaterial( { + + depthPacking: RGBADepthPacking, + + morphTargets: useMorphing, + skinning: useSkinning + + } ); + + _depthMaterials[ index ] = material; + + } + + return material; + + } + + function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) { + + var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2; + + var material = _distanceMaterials[ index ]; + + if ( material === undefined ) { + + material = new MeshDistanceMaterial( { + + morphTargets: useMorphing, + skinning: useSkinning + + } ); + + _distanceMaterials[ index ] = material; + + } + + return material; + + } + + function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) { + + var geometry = object.geometry; + + var result = null; + + var getMaterialVariant = getDepthMaterialVariant; + var customMaterial = object.customDepthMaterial; + + if ( light.isPointLight === true ) { + + getMaterialVariant = getDistanceMaterialVariant; + customMaterial = object.customDistanceMaterial; + + } + + if ( customMaterial === undefined ) { + + var useMorphing = false; + + if ( material.morphTargets === true ) { + + if ( geometry.isBufferGeometry === true ) { + + useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; + + } else if ( geometry.isGeometry === true ) { + + useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; + + } + + } + + var useSkinning = false; + + if ( object.isSkinnedMesh === true ) { + + if ( material.skinning === true ) { + + useSkinning = true; + + } else { + + console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); + + } + + } + + var useInstancing = object.isInstancedMesh === true; + + result = getMaterialVariant( useMorphing, useSkinning, useInstancing ); + + } else { + + result = customMaterial; + + } + + if ( _renderer.localClippingEnabled && + material.clipShadows === true && + material.clippingPlanes.length !== 0 ) { + + // in this case we need a unique material instance reflecting the + // appropriate state + + var keyA = result.uuid, keyB = material.uuid; + + var materialsForVariant = _materialCache[ keyA ]; + + if ( materialsForVariant === undefined ) { + + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; + + } + + var cachedMaterial = materialsForVariant[ keyB ]; + + if ( cachedMaterial === undefined ) { + + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; + + } + + result = cachedMaterial; + + } + + result.visible = material.visible; + result.wireframe = material.wireframe; + + if ( type === VSMShadowMap ) { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; + + } else { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; + + } + + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + result.clipIntersection = material.clipIntersection; + + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; + + if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { + + result.referencePosition.setFromMatrixPosition( light.matrixWorld ); + result.nearDistance = shadowCameraNear; + result.farDistance = shadowCameraFar; + + } + + return result; + + } + + function renderObject( object, camera, shadowCamera, light, type ) { + + if ( object.visible === false ) return; + + var visible = object.layers.test( camera.layers ); + + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { + + if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { + + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + + var geometry = _objects.update( object ); + var material = object.material; + + if ( Array.isArray( material ) ) { + + var groups = geometry.groups; + + for ( var k = 0, kl = groups.length; k < kl; k ++ ) { + + var group = groups[ k ]; + var groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type ); + + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + + } + + } + + } else if ( material.visible ) { + + var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type ); + + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + + } + + } + + } + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + renderObject( children[ i ], camera, shadowCamera, light, type ); + + } + + } + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLState( gl, extensions, capabilities ) { + + var isWebGL2 = capabilities.isWebGL2; + + function ColorBuffer() { + + var locked = false; + + var color = new Vector4(); + var currentColorMask = null; + var currentColorClear = new Vector4( 0, 0, 0, 0 ); + + return { + + setMask: function ( colorMask ) { + + if ( currentColorMask !== colorMask && ! locked ) { + + gl.colorMask( colorMask, colorMask, colorMask, colorMask ); + currentColorMask = colorMask; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( r, g, b, a, premultipliedAlpha ) { + + if ( premultipliedAlpha === true ) { + + r *= a; g *= a; b *= a; + + } + + color.set( r, g, b, a ); + + if ( currentColorClear.equals( color ) === false ) { + + gl.clearColor( r, g, b, a ); + currentColorClear.copy( color ); + + } + + }, + + reset: function () { + + locked = false; + + currentColorMask = null; + currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state + + } + + }; + + } + + function DepthBuffer() { + + var locked = false; + + var currentDepthMask = null; + var currentDepthFunc = null; + var currentDepthClear = null; + + return { + + setTest: function ( depthTest ) { + + if ( depthTest ) { + + enable( 2929 ); + + } else { + + disable( 2929 ); + + } + + }, + + setMask: function ( depthMask ) { + + if ( currentDepthMask !== depthMask && ! locked ) { + + gl.depthMask( depthMask ); + currentDepthMask = depthMask; + + } + + }, + + setFunc: function ( depthFunc ) { + + if ( currentDepthFunc !== depthFunc ) { + + if ( depthFunc ) { + + switch ( depthFunc ) { + + case NeverDepth: + + gl.depthFunc( 512 ); + break; + + case AlwaysDepth: + + gl.depthFunc( 519 ); + break; + + case LessDepth: + + gl.depthFunc( 513 ); + break; + + case LessEqualDepth: + + gl.depthFunc( 515 ); + break; + + case EqualDepth: + + gl.depthFunc( 514 ); + break; + + case GreaterEqualDepth: + + gl.depthFunc( 518 ); + break; + + case GreaterDepth: + + gl.depthFunc( 516 ); + break; + + case NotEqualDepth: + + gl.depthFunc( 517 ); + break; + + default: + + gl.depthFunc( 515 ); + + } + + } else { + + gl.depthFunc( 515 ); + + } + + currentDepthFunc = depthFunc; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( depth ) { + + if ( currentDepthClear !== depth ) { + + gl.clearDepth( depth ); + currentDepthClear = depth; + + } + + }, + + reset: function () { + + locked = false; + + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; + + } + + }; + + } + + function StencilBuffer() { + + var locked = false; + + var currentStencilMask = null; + var currentStencilFunc = null; + var currentStencilRef = null; + var currentStencilFuncMask = null; + var currentStencilFail = null; + var currentStencilZFail = null; + var currentStencilZPass = null; + var currentStencilClear = null; + + return { + + setTest: function ( stencilTest ) { + + if ( ! locked ) { + + if ( stencilTest ) { + + enable( 2960 ); + + } else { + + disable( 2960 ); + + } + + } + + }, + + setMask: function ( stencilMask ) { + + if ( currentStencilMask !== stencilMask && ! locked ) { + + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; + + } + + }, + + setFunc: function ( stencilFunc, stencilRef, stencilMask ) { + + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { + + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); + + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; + + } + + }, + + setOp: function ( stencilFail, stencilZFail, stencilZPass ) { + + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { + + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( stencil ) { + + if ( currentStencilClear !== stencil ) { + + gl.clearStencil( stencil ); + currentStencilClear = stencil; + + } + + }, + + reset: function () { + + locked = false; + + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; + + } + + }; + + } + + // + + var colorBuffer = new ColorBuffer(); + var depthBuffer = new DepthBuffer(); + var stencilBuffer = new StencilBuffer(); + + var maxVertexAttributes = gl.getParameter( 34921 ); + var newAttributes = new Uint8Array( maxVertexAttributes ); + var enabledAttributes = new Uint8Array( maxVertexAttributes ); + var attributeDivisors = new Uint8Array( maxVertexAttributes ); + + var enabledCapabilities = {}; + + var currentProgram = null; + + var currentBlendingEnabled = null; + var currentBlending = null; + var currentBlendEquation = null; + var currentBlendSrc = null; + var currentBlendDst = null; + var currentBlendEquationAlpha = null; + var currentBlendSrcAlpha = null; + var currentBlendDstAlpha = null; + var currentPremultipledAlpha = false; + + var currentFlipSided = null; + var currentCullFace = null; + + var currentLineWidth = null; + + var currentPolygonOffsetFactor = null; + var currentPolygonOffsetUnits = null; + + var maxTextures = gl.getParameter( 35661 ); + + var lineWidthAvailable = false; + var version = 0; + var glVersion = gl.getParameter( 7938 ); + + if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) { + + version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 1.0 ); + + } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) { + + version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 2.0 ); + + } + + var currentTextureSlot = null; + var currentBoundTextures = {}; + + var currentScissor = new Vector4(); + var currentViewport = new Vector4(); + + function createTexture( type, target, count ) { + + var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. + var texture = gl.createTexture(); + + gl.bindTexture( type, texture ); + gl.texParameteri( type, 10241, 9728 ); + gl.texParameteri( type, 10240, 9728 ); + + for ( var i = 0; i < count; i ++ ) { + + gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data ); + + } + + return texture; + + } + + var emptyTextures = {}; + emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 ); + emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 ); + + // init + + colorBuffer.setClear( 0, 0, 0, 1 ); + depthBuffer.setClear( 1 ); + stencilBuffer.setClear( 0 ); + + enable( 2929 ); + depthBuffer.setFunc( LessEqualDepth ); + + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( 2884 ); + + setBlending( NoBlending ); + + // + + function initAttributes() { + + for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { + + newAttributes[ i ] = 0; + + } + + } + + function enableAttribute( attribute ) { + + enableAttributeAndDivisor( attribute, 0 ); + + } + + function enableAttributeAndDivisor( attribute, meshPerAttribute ) { + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { + + var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' ); + + extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; + + } + + } + + function disableUnusedAttributes() { + + for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { + + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + } + + function enable( id ) { + + if ( enabledCapabilities[ id ] !== true ) { + + gl.enable( id ); + enabledCapabilities[ id ] = true; + + } + + } + + function disable( id ) { + + if ( enabledCapabilities[ id ] !== false ) { + + gl.disable( id ); + enabledCapabilities[ id ] = false; + + } + + } + + function useProgram( program ) { + + if ( currentProgram !== program ) { + + gl.useProgram( program ); + + currentProgram = program; + + return true; + + } + + return false; + + } + + var equationToGL = { + [ AddEquation ]: 32774, + [ SubtractEquation ]: 32778, + [ ReverseSubtractEquation ]: 32779 + }; + + if ( isWebGL2 ) { + + equationToGL[ MinEquation ] = 32775; + equationToGL[ MaxEquation ] = 32776; + + } else { + + var extension = extensions.get( 'EXT_blend_minmax' ); + + if ( extension !== null ) { + + equationToGL[ MinEquation ] = extension.MIN_EXT; + equationToGL[ MaxEquation ] = extension.MAX_EXT; + + } + + } + + var factorToGL = { + [ ZeroFactor ]: 0, + [ OneFactor ]: 1, + [ SrcColorFactor ]: 768, + [ SrcAlphaFactor ]: 770, + [ SrcAlphaSaturateFactor ]: 776, + [ DstColorFactor ]: 774, + [ DstAlphaFactor ]: 772, + [ OneMinusSrcColorFactor ]: 769, + [ OneMinusSrcAlphaFactor ]: 771, + [ OneMinusDstColorFactor ]: 775, + [ OneMinusDstAlphaFactor ]: 773 + }; + + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { + + if ( blending === NoBlending ) { + + if ( currentBlendingEnabled ) { + + disable( 3042 ); + currentBlendingEnabled = false; + + } + + return; + + } + + if ( ! currentBlendingEnabled ) { + + enable( 3042 ); + currentBlendingEnabled = true; + + } + + if ( blending !== CustomBlending ) { + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { + + gl.blendEquation( 32774 ); + + currentBlendEquation = AddEquation; + currentBlendEquationAlpha = AddEquation; + + } + + if ( premultipliedAlpha ) { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( 1, 771, 1, 771 ); + break; + + case AdditiveBlending: + gl.blendFunc( 1, 1 ); + break; + + case SubtractiveBlending: + gl.blendFuncSeparate( 0, 0, 769, 771 ); + break; + + case MultiplyBlending: + gl.blendFuncSeparate( 0, 768, 0, 770 ); + break; + + default: + console.error( 'THREE.WebGLState: Invalid blending: ', blending ); + break; + + } + + } else { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( 770, 771, 1, 771 ); + break; + + case AdditiveBlending: + gl.blendFunc( 770, 1 ); + break; + + case SubtractiveBlending: + gl.blendFunc( 0, 769 ); + break; + + case MultiplyBlending: + gl.blendFunc( 0, 768 ); + break; + + default: + console.error( 'THREE.WebGLState: Invalid blending: ', blending ); + break; + + } + + } + + currentBlendSrc = null; + currentBlendDst = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; + + } + + return; + + } + + // custom blending + + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; + + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + + gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + + } + + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + + gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); + + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + + } + + currentBlending = blending; + currentPremultipledAlpha = null; + + } + + function setMaterial( material, frontFaceCW ) { + + material.side === DoubleSide + ? disable( 2884 ) + : enable( 2884 ); + + var flipSided = ( material.side === BackSide ); + if ( frontFaceCW ) flipSided = ! flipSided; + + setFlipSided( flipSided ); + + ( material.blending === NormalBlending && material.transparent === false ) + ? setBlending( NoBlending ) + : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); + + depthBuffer.setFunc( material.depthFunc ); + depthBuffer.setTest( material.depthTest ); + depthBuffer.setMask( material.depthWrite ); + colorBuffer.setMask( material.colorWrite ); + + var stencilWrite = material.stencilWrite; + stencilBuffer.setTest( stencilWrite ); + if ( stencilWrite ) { + + stencilBuffer.setMask( material.stencilWriteMask ); + stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); + stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); + + } + + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + // + + function setFlipSided( flipSided ) { + + if ( currentFlipSided !== flipSided ) { + + if ( flipSided ) { + + gl.frontFace( 2304 ); + + } else { + + gl.frontFace( 2305 ); + + } + + currentFlipSided = flipSided; + + } + + } + + function setCullFace( cullFace ) { + + if ( cullFace !== CullFaceNone ) { + + enable( 2884 ); + + if ( cullFace !== currentCullFace ) { + + if ( cullFace === CullFaceBack ) { + + gl.cullFace( 1029 ); + + } else if ( cullFace === CullFaceFront ) { + + gl.cullFace( 1028 ); + + } else { + + gl.cullFace( 1032 ); + + } + + } + + } else { + + disable( 2884 ); + + } + + currentCullFace = cullFace; + + } + + function setLineWidth( width ) { + + if ( width !== currentLineWidth ) { + + if ( lineWidthAvailable ) gl.lineWidth( width ); + + currentLineWidth = width; + + } + + } + + function setPolygonOffset( polygonOffset, factor, units ) { + + if ( polygonOffset ) { + + enable( 32823 ); + + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + + gl.polygonOffset( factor, units ); + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + } + + } else { + + disable( 32823 ); + + } + + } + + function setScissorTest( scissorTest ) { + + if ( scissorTest ) { + + enable( 3089 ); + + } else { + + disable( 3089 ); + + } + + } + + // texture + + function activeTexture( webglSlot ) { + + if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1; + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + } + + function bindTexture( webglType, webglTexture ) { + + if ( currentTextureSlot === null ) { + + activeTexture(); + + } + + var boundTexture = currentBoundTextures[ currentTextureSlot ]; + + if ( boundTexture === undefined ) { + + boundTexture = { type: undefined, texture: undefined }; + currentBoundTextures[ currentTextureSlot ] = boundTexture; + + } + + if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { + + gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); + + boundTexture.type = webglType; + boundTexture.texture = webglTexture; + + } + + } + + function unbindTexture() { + + var boundTexture = currentBoundTextures[ currentTextureSlot ]; + + if ( boundTexture !== undefined && boundTexture.type !== undefined ) { + + gl.bindTexture( boundTexture.type, null ); + + boundTexture.type = undefined; + boundTexture.texture = undefined; + + } + + } + + function compressedTexImage2D() { + + try { + + gl.compressedTexImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texImage2D() { + + try { + + gl.texImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texImage3D() { + + try { + + gl.texImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + // + + function scissor( scissor ) { + + if ( currentScissor.equals( scissor ) === false ) { + + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); + + } + + } + + function viewport( viewport ) { + + if ( currentViewport.equals( viewport ) === false ) { + + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); + + } + + } + + // + + function reset() { + + for ( var i = 0; i < enabledAttributes.length; i ++ ) { + + if ( enabledAttributes[ i ] === 1 ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + enabledCapabilities = {}; + + currentTextureSlot = null; + currentBoundTextures = {}; + + currentProgram = null; + + currentBlending = null; + + currentFlipSided = null; + currentCullFace = null; + + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); + + } + + return { + + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, + + initAttributes: initAttributes, + enableAttribute: enableAttribute, + enableAttributeAndDivisor: enableAttributeAndDivisor, + disableUnusedAttributes: disableUnusedAttributes, + enable: enable, + disable: disable, + + useProgram: useProgram, + + setBlending: setBlending, + setMaterial: setMaterial, + + setFlipSided: setFlipSided, + setCullFace: setCullFace, + + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, + + setScissorTest: setScissorTest, + + activeTexture: activeTexture, + bindTexture: bindTexture, + unbindTexture: unbindTexture, + compressedTexImage2D: compressedTexImage2D, + texImage2D: texImage2D, + texImage3D: texImage3D, + + scissor: scissor, + viewport: viewport, + + reset: reset + + }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { + + var isWebGL2 = capabilities.isWebGL2; + var maxTextures = capabilities.maxTextures; + var maxCubemapSize = capabilities.maxCubemapSize; + var maxTextureSize = capabilities.maxTextureSize; + var maxSamples = capabilities.maxSamples; + + var _videoTextures = new WeakMap(); + var _canvas; + + // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, + // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! + // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). + + var useOffscreenCanvas = false; + + try { + + useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' + && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null; + + } catch ( err ) { + + // Ignore any errors + + } + + function createCanvas( width, height ) { + + // Use OffscreenCanvas when available. Specially needed in web workers + + return useOffscreenCanvas ? + new OffscreenCanvas( width, height ) : + document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + + } + + function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) { + + var scale = 1; + + // handle case if texture exceeds max size + + if ( image.width > maxSize || image.height > maxSize ) { + + scale = maxSize / Math.max( image.width, image.height ); + + } + + // only perform resize if necessary + + if ( scale < 1 || needsPowerOfTwo === true ) { + + // only perform resize for certain image types + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor; + + var width = floor( scale * image.width ); + var height = floor( scale * image.height ); + + if ( _canvas === undefined ) _canvas = createCanvas( width, height ); + + // cube textures can't reuse the same canvas + + var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; + + canvas.width = width; + canvas.height = height; + + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, width, height ); + + console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' ); + + return canvas; + + } else { + + if ( 'data' in image ) { + + console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' ); + + } + + return image; + + } + + } + + return image; + + } + + function isPowerOfTwo( image ) { + + return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height ); + + } + + function textureNeedsPowerOfTwo( texture ) { + + if ( isWebGL2 ) return false; + + return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || + ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); + + } + + function textureNeedsGenerateMipmaps( texture, supportsMips ) { + + return texture.generateMipmaps && supportsMips && + texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; + + } + + function generateMipmap( target, texture, width, height ) { + + _gl.generateMipmap( target ); + + var textureProperties = properties.get( texture ); + + // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11 + textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E; + + } + + function getInternalFormat( internalFormatName, glFormat, glType ) { + + if ( isWebGL2 === false ) return glFormat; + + if ( internalFormatName !== null ) { + + if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ]; + + console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); + + } + + var internalFormat = glFormat; + + if ( glFormat === 6403 ) { + + if ( glType === 5126 ) internalFormat = 33326; + if ( glType === 5131 ) internalFormat = 33325; + if ( glType === 5121 ) internalFormat = 33321; + + } + + if ( glFormat === 6407 ) { + + if ( glType === 5126 ) internalFormat = 34837; + if ( glType === 5131 ) internalFormat = 34843; + if ( glType === 5121 ) internalFormat = 32849; + + } + + if ( glFormat === 6408 ) { + + if ( glType === 5126 ) internalFormat = 34836; + if ( glType === 5131 ) internalFormat = 34842; + if ( glType === 5121 ) internalFormat = 32856; + + } + + if ( internalFormat === 33325 || internalFormat === 33326 || + internalFormat === 34842 || internalFormat === 34836 ) { + + extensions.get( 'EXT_color_buffer_float' ); + + } + + return internalFormat; + + } + + // Fallback filters for non-power-of-2 textures + + function filterFallback( f ) { + + if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) { + + return 9728; + + } + + return 9729; + + } + + // + + function onTextureDispose( event ) { + + var texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + if ( texture.isVideoTexture ) { + + _videoTextures.delete( texture ); + + } + + info.memory.textures --; + + } + + function onRenderTargetDispose( event ) { + + var renderTarget = event.target; + + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + + deallocateRenderTarget( renderTarget ); + + info.memory.textures --; + + } + + // + + function deallocateTexture( texture ) { + + var textureProperties = properties.get( texture ); + + if ( textureProperties.__webglInit === undefined ) return; + + _gl.deleteTexture( textureProperties.__webglTexture ); + + properties.remove( texture ); + + } + + function deallocateRenderTarget( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); + + if ( ! renderTarget ) return; + + if ( textureProperties.__webglTexture !== undefined ) { + + _gl.deleteTexture( textureProperties.__webglTexture ); + + } + + if ( renderTarget.depthTexture ) { + + renderTarget.depthTexture.dispose(); + + } + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + for ( var i = 0; i < 6; i ++ ) { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + + } + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); + if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); + if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); + + } + + properties.remove( renderTarget.texture ); + properties.remove( renderTarget ); + + } + + // + + var textureUnits = 0; + + function resetTextureUnits() { + + textureUnits = 0; + + } + + function allocateTextureUnit() { + + var textureUnit = textureUnits; + + if ( textureUnit >= maxTextures ) { + + console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures ); + + } + + textureUnits += 1; + + return textureUnit; + + } + + // + + function setTexture2D( texture, slot ) { + + var textureProperties = properties.get( texture ); + + if ( texture.isVideoTexture ) updateVideoTexture( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + var image = texture.image; + + if ( image === undefined ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' ); + + } else if ( image.complete === false ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' ); + + } else { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + } + + state.activeTexture( 33984 + slot ); + state.bindTexture( 3553, textureProperties.__webglTexture ); + + } + + function setTexture2DArray( texture, slot ) { + + var textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + state.activeTexture( 33984 + slot ); + state.bindTexture( 35866, textureProperties.__webglTexture ); + + } + + function setTexture3D( texture, slot ) { + + var textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + state.activeTexture( 33984 + slot ); + state.bindTexture( 32879, textureProperties.__webglTexture ); + + } + + function setTextureCube( texture, slot ) { + + if ( texture.image.length !== 6 ) return; + + var textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + initTexture( textureProperties, texture ); + + state.activeTexture( 33984 + slot ); + state.bindTexture( 34067, textureProperties.__webglTexture ); + + _gl.pixelStorei( 37440, texture.flipY ); + + var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) ); + var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); + + var cubeImage = []; + + for ( var i = 0; i < 6; i ++ ) { + + if ( ! isCompressed && ! isDataTexture ) { + + cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize ); + + } else { + + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + + } + + } + + var image = cubeImage[ 0 ], + supportsMips = isPowerOfTwo( image ) || isWebGL2, + glFormat = utils.convert( texture.format ), + glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); + + setTextureParameters( 34067, texture, supportsMips ); + + var mipmaps; + + if ( isCompressed ) { + + for ( var i = 0; i < 6; i ++ ) { + + mipmaps = cubeImage[ i ].mipmaps; + + for ( var j = 0; j < mipmaps.length; j ++ ) { + + var mipmap = mipmaps[ j ]; + + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + + if ( glFormat !== null ) { + + state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); + + } + + } else { + + state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + textureProperties.__maxMipLevel = mipmaps.length - 1; + + } else { + + mipmaps = texture.mipmaps; + + for ( var i = 0; i < 6; i ++ ) { + + if ( isDataTexture ) { + + state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + for ( var j = 0; j < mipmaps.length; j ++ ) { + + var mipmap = mipmaps[ j ]; + var mipmapImage = mipmap.image[ i ].image; + + state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data ); + + } + + } else { + + state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); + + for ( var j = 0; j < mipmaps.length; j ++ ) { + + var mipmap = mipmaps[ j ]; + + state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] ); + + } + + } + + } + + textureProperties.__maxMipLevel = mipmaps.length; + + } + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + // We assume images for cube map have the same size. + generateMipmap( 34067, texture, image.width, image.height ); + + } + + textureProperties.__version = texture.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } else { + + state.activeTexture( 33984 + slot ); + state.bindTexture( 34067, textureProperties.__webglTexture ); + + } + + } + + function setTextureCubeDynamic( texture, slot ) { + + state.activeTexture( 33984 + slot ); + state.bindTexture( 34067, properties.get( texture ).__webglTexture ); + + } + + var wrappingToGL = { + [ RepeatWrapping ]: 10497, + [ ClampToEdgeWrapping ]: 33071, + [ MirroredRepeatWrapping ]: 33648 + }; + + var filterToGL = { + [ NearestFilter ]: 9728, + [ NearestMipmapNearestFilter ]: 9984, + [ NearestMipmapLinearFilter ]: 9986, + + [ LinearFilter ]: 9729, + [ LinearMipmapNearestFilter ]: 9985, + [ LinearMipmapLinearFilter ]: 9987 + }; + + function setTextureParameters( textureType, texture, supportsMips ) { + + if ( supportsMips ) { + + _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] ); + _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] ); + + if ( textureType === 32879 || textureType === 35866 ) { + + _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] ); + + } + + _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] ); + _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] ); + + } else { + + _gl.texParameteri( textureType, 10242, 33071 ); + _gl.texParameteri( textureType, 10243, 33071 ); + + if ( textureType === 32879 || textureType === 35866 ) { + + _gl.texParameteri( textureType, 32882, 33071 ); + + } + + if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' ); + + } + + _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) ); + + if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' ); + + } + + } + + var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension ) { + + if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; + if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return; + + if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { + + _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); + properties.get( texture ).__currentAnisotropy = texture.anisotropy; + + } + + } + + } + + function initTexture( textureProperties, texture ) { + + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + + info.memory.textures ++; + + } + + } + + function uploadTexture( textureProperties, texture, slot ) { + + var textureType = 3553; + + if ( texture.isDataTexture2DArray ) textureType = 35866; + if ( texture.isDataTexture3D ) textureType = 32879; + + initTexture( textureProperties, texture ); + + state.activeTexture( 33984 + slot ); + state.bindTexture( textureType, textureProperties.__webglTexture ); + + _gl.pixelStorei( 37440, texture.flipY ); + _gl.pixelStorei( 37441, texture.premultiplyAlpha ); + _gl.pixelStorei( 3317, texture.unpackAlignment ); + + var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false; + var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize ); + + var supportsMips = isPowerOfTwo( image ) || isWebGL2, + glFormat = utils.convert( texture.format ), + glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); + + setTextureParameters( textureType, texture, supportsMips ); + + var mipmap, mipmaps = texture.mipmaps; + + if ( texture.isDepthTexture ) { + + // populate depth texture with dummy data + + glInternalFormat = 6402; + + if ( isWebGL2 ) { + + if ( texture.type === FloatType ) { + + glInternalFormat = 36012; + + } else if ( texture.type === UnsignedIntType ) { + + glInternalFormat = 33190; + + } else if ( texture.type === UnsignedInt248Type ) { + + glInternalFormat = 35056; + + } else { + + glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D + + } + + } else { + + if ( texture.type === FloatType ) { + + console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' ); + + } + + } + + // validation checks for WebGL 1 + + if ( texture.format === DepthFormat && glInternalFormat === 6402 ) { + + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { + + console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); + + texture.type = UnsignedShortType; + glType = utils.convert( texture.type ); + + } + + } + + if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) { + + // Depth stencil textures need the DEPTH_STENCIL internal format + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + glInternalFormat = 34041; + + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedInt248Type ) { + + console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); + + texture.type = UnsignedInt248Type; + glType = utils.convert( texture.type ); + + } + + } + + // + + state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ); + + } else if ( texture.isDataTexture ) { + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && supportsMips ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + texture.generateMipmaps = false; + textureProperties.__maxMipLevel = mipmaps.length - 1; + + } else { + + state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); + textureProperties.__maxMipLevel = 0; + + } + + } else if ( texture.isCompressedTexture ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { + + if ( glFormat !== null ) { + + state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + textureProperties.__maxMipLevel = mipmaps.length - 1; + + } else if ( texture.isDataTexture2DArray ) { + + state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + textureProperties.__maxMipLevel = 0; + + } else if ( texture.isDataTexture3D ) { + + state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + textureProperties.__maxMipLevel = 0; + + } else { + + // regular Texture (image, video, canvas) + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && supportsMips ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap ); + + } + + texture.generateMipmaps = false; + textureProperties.__maxMipLevel = mipmaps.length - 1; + + } else { + + state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image ); + textureProperties.__maxMipLevel = 0; + + } + + } + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + generateMipmap( textureType, texture, image.width, image.height ); + + } + + textureProperties.__version = texture.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + // Render targets + + // Setup storage for target texture and bind it to correct framebuffer + function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) { + + var glFormat = utils.convert( renderTarget.texture.format ); + var glType = utils.convert( renderTarget.texture.type ); + var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType ); + state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + _gl.bindFramebuffer( 36160, framebuffer ); + _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); + _gl.bindFramebuffer( 36160, null ); + + } + + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) { + + _gl.bindRenderbuffer( 36161, renderbuffer ); + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + var glInternalFormat = 33189; + + if ( isMultisample ) { + + var depthTexture = renderTarget.depthTexture; + + if ( depthTexture && depthTexture.isDepthTexture ) { + + if ( depthTexture.type === FloatType ) { + + glInternalFormat = 36012; + + } else if ( depthTexture.type === UnsignedIntType ) { + + glInternalFormat = 33190; + + } + + } + + var samples = getRenderTargetSamples( renderTarget ); + + _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer ); + + } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + if ( isMultisample ) { + + var samples = getRenderTargetSamples( renderTarget ); + + _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height ); + + } + + + _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer ); + + } else { + + var glFormat = utils.convert( renderTarget.texture.format ); + var glType = utils.convert( renderTarget.texture.type ); + var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType ); + + if ( isMultisample ) { + + var samples = getRenderTargetSamples( renderTarget ); + + _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + } + + _gl.bindRenderbuffer( 36161, null ); + + } + + // Setup resources for a Depth Texture for a FBO (needs an extension) + function setupDepthTexture( framebuffer, renderTarget ) { + + var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget ); + if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); + + _gl.bindFramebuffer( 36160, framebuffer ); + + if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { + + throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); + + } + + // upload an empty depth texture with framebuffer size + if ( ! properties.get( renderTarget.depthTexture ).__webglTexture || + renderTarget.depthTexture.image.width !== renderTarget.width || + renderTarget.depthTexture.image.height !== renderTarget.height ) { + + renderTarget.depthTexture.image.width = renderTarget.width; + renderTarget.depthTexture.image.height = renderTarget.height; + renderTarget.depthTexture.needsUpdate = true; + + } + + setTexture2D( renderTarget.depthTexture, 0 ); + + var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; + + if ( renderTarget.depthTexture.format === DepthFormat ) { + + _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 ); + + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + + _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 ); + + } else { + + throw new Error( 'Unknown depthTexture format' ); + + } + + } + + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + + var isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + + if ( renderTarget.depthTexture ) { + + if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); + + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + + } else { + + if ( isCube ) { + + renderTargetProperties.__webglDepthbuffer = []; + + for ( var i = 0; i < 6; i ++ ) { + + _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] ); + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false ); + + } + + } else { + + _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer ); + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false ); + + } + + } + + _gl.bindFramebuffer( 36160, null ); + + } + + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + + info.memory.textures ++; + + var isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true ); + var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2; + + // Handles WebGL2 RGBFormat fallback - #18858 + + if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) { + + renderTarget.texture.format = RGBAFormat; + + console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' ); + + } + + // Setup framebuffer + + if ( isCube ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( var i = 0; i < 6; i ++ ) { + + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); + + if ( isMultisample ) { + + if ( isWebGL2 ) { + + renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); + renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer(); + + _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer ); + + var glFormat = utils.convert( renderTarget.texture.format ); + var glType = utils.convert( renderTarget.texture.type ); + var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType ); + var samples = getRenderTargetSamples( renderTarget ); + _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer ); + _gl.bindRenderbuffer( 36161, null ); + + if ( renderTarget.depthBuffer ) { + + renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true ); + + } + + _gl.bindFramebuffer( 36160, null ); + + + } else { + + console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' ); + + } + + } + + } + + // Setup color buffer + + if ( isCube ) { + + state.bindTexture( 34067, textureProperties.__webglTexture ); + setTextureParameters( 34067, renderTarget.texture, supportsMips ); + + for ( var i = 0; i < 6; i ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i ); + + } + + if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) { + + generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height ); + + } + + state.bindTexture( 34067, null ); + + } else { + + state.bindTexture( 3553, textureProperties.__webglTexture ); + setTextureParameters( 3553, renderTarget.texture, supportsMips ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 ); + + if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) { + + generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height ); + + } + + state.bindTexture( 3553, null ); + + } + + // Setup depth and stencil buffers + + if ( renderTarget.depthBuffer ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + function updateRenderTargetMipmap( renderTarget ) { + + var texture = renderTarget.texture; + var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2; + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553; + var webglTexture = properties.get( texture ).__webglTexture; + + state.bindTexture( target, webglTexture ); + generateMipmap( target, texture, renderTarget.width, renderTarget.height ); + state.bindTexture( target, null ); + + } + + } + + function updateMultisampleRenderTarget( renderTarget ) { + + if ( renderTarget.isWebGLMultisampleRenderTarget ) { + + if ( isWebGL2 ) { + + var renderTargetProperties = properties.get( renderTarget ); + + _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer ); + + var width = renderTarget.width; + var height = renderTarget.height; + var mask = 16384; + + if ( renderTarget.depthBuffer ) mask |= 256; + if ( renderTarget.stencilBuffer ) mask |= 1024; + + _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 ); + + _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905 + + } else { + + console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' ); + + } + + } + + } + + function getRenderTargetSamples( renderTarget ) { + + return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ? + Math.min( maxSamples, renderTarget.samples ) : 0; + + } + + function updateVideoTexture( texture ) { + + var frame = info.render.frame; + + // Check the last frame we updated the VideoTexture + + if ( _videoTextures.get( texture ) !== frame ) { + + _videoTextures.set( texture, frame ); + texture.update(); + + } + + } + + // backwards compatibility + + var warnedTexture2D = false; + var warnedTextureCube = false; + + function safeSetTexture2D( texture, slot ) { + + if ( texture && texture.isWebGLRenderTarget ) { + + if ( warnedTexture2D === false ) { + + console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." ); + warnedTexture2D = true; + + } + + texture = texture.texture; + + } + + setTexture2D( texture, slot ); + + } + + function safeSetTextureCube( texture, slot ) { + + if ( texture && texture.isWebGLCubeRenderTarget ) { + + if ( warnedTextureCube === false ) { + + console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); + warnedTextureCube = true; + + } + + texture = texture.texture; + + } + + // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture + // TODO: unify these code paths + if ( ( texture && texture.isCubeTexture ) || + ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { + + // CompressedTexture can have Array in image :/ + + // this function alone should take care of cube textures + setTextureCube( texture, slot ); + + } else { + + // assumed: texture property of THREE.WebGLCubeRenderTarget + setTextureCubeDynamic( texture, slot ); + + } + + } + + // + + this.allocateTextureUnit = allocateTextureUnit; + this.resetTextureUnits = resetTextureUnits; + + this.setTexture2D = setTexture2D; + this.setTexture2DArray = setTexture2DArray; + this.setTexture3D = setTexture3D; + this.setTextureCube = setTextureCube; + this.setTextureCubeDynamic = setTextureCubeDynamic; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; + + this.safeSetTexture2D = safeSetTexture2D; + this.safeSetTextureCube = safeSetTextureCube; + +} + +/** + * @author thespite / http://www.twitter.com/thespite + */ + +function WebGLUtils( gl, extensions, capabilities ) { + + var isWebGL2 = capabilities.isWebGL2; + + function convert( p ) { + + var extension; + + if ( p === UnsignedByteType ) return 5121; + if ( p === UnsignedShort4444Type ) return 32819; + if ( p === UnsignedShort5551Type ) return 32820; + if ( p === UnsignedShort565Type ) return 33635; + + if ( p === ByteType ) return 5120; + if ( p === ShortType ) return 5122; + if ( p === UnsignedShortType ) return 5123; + if ( p === IntType ) return 5124; + if ( p === UnsignedIntType ) return 5125; + if ( p === FloatType ) return 5126; + + if ( p === HalfFloatType ) { + + if ( isWebGL2 ) return 5131; + + extension = extensions.get( 'OES_texture_half_float' ); + + if ( extension !== null ) { + + return extension.HALF_FLOAT_OES; + + } else { + + return null; + + } + + } + + if ( p === AlphaFormat ) return 6406; + if ( p === RGBFormat ) return 6407; + if ( p === RGBAFormat ) return 6408; + if ( p === LuminanceFormat ) return 6409; + if ( p === LuminanceAlphaFormat ) return 6410; + if ( p === DepthFormat ) return 6402; + if ( p === DepthStencilFormat ) return 34041; + if ( p === RedFormat ) return 6403; + + // WebGL2 formats. + + if ( p === RedIntegerFormat ) return 36244; + if ( p === RGFormat ) return 33319; + if ( p === RGIntegerFormat ) return 33320; + if ( p === RGBIntegerFormat ) return 36248; + if ( p === RGBAIntegerFormat ) return 36249; + + if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || + p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + + } else { + + return null; + + } + + } + + if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || + p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + if ( extension !== null ) { + + if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + + } else { + + return null; + + } + + } + + if ( p === RGB_ETC1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); + + if ( extension !== null ) { + + return extension.COMPRESSED_RGB_ETC1_WEBGL; + + } else { + + return null; + + } + + } + + if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc' ); + + if ( extension !== null ) { + + if ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2; + if ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC; + + } + + } + + if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || + p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || + p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || + p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || + p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format || + p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format || + p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format || + p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format || + p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format || + p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_astc' ); + + if ( extension !== null ) { + + // TODO Complete? + + return p; + + } else { + + return null; + + } + + } + + if ( p === RGBA_BPTC_Format ) { + + extension = extensions.get( 'EXT_texture_compression_bptc' ); + + if ( extension !== null ) { + + // TODO Complete? + + return p; + + } else { + + return null; + + } + + } + + if ( p === UnsignedInt248Type ) { + + if ( isWebGL2 ) return 34042; + + extension = extensions.get( 'WEBGL_depth_texture' ); + + if ( extension !== null ) { + + return extension.UNSIGNED_INT_24_8_WEBGL; + + } else { + + return null; + + } + + } + + } + + return { convert: convert }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function ArrayCamera( array ) { + + PerspectiveCamera.call( this ); + + this.cameras = array || []; + +} + +ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), { + + constructor: ArrayCamera, + + isArrayCamera: true + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Group() { + + Object3D.call( this ); + + this.type = 'Group'; + +} + +Group.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Group, + + isGroup: true + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function WebXRManager( renderer, gl ) { + + var scope = this; + + var session = null; + + var framebufferScaleFactor = 1.0; + + var referenceSpace = null; + var referenceSpaceType = 'local-floor'; + + var pose = null; + + var controllers = []; + var inputSourcesMap = new Map(); + + // + + var cameraL = new PerspectiveCamera(); + cameraL.layers.enable( 1 ); + cameraL.viewport = new Vector4(); + + var cameraR = new PerspectiveCamera(); + cameraR.layers.enable( 2 ); + cameraR.viewport = new Vector4(); + + var cameraVR = new ArrayCamera( [ cameraL, cameraR ] ); + cameraVR.layers.enable( 1 ); + cameraVR.layers.enable( 2 ); + + var _currentDepthNear = null; + var _currentDepthFar = null; + + // + + this.enabled = false; + + this.isPresenting = false; + + this.getController = function ( id ) { + + var controller = controllers[ id ]; + + if ( controller === undefined ) { + + controller = {}; + controllers[ id ] = controller; + + } + + if ( controller.targetRay === undefined ) { + + controller.targetRay = new Group(); + controller.targetRay.matrixAutoUpdate = false; + controller.targetRay.visible = false; + + } + + return controller.targetRay; + + }; + + this.getControllerGrip = function ( id ) { + + var controller = controllers[ id ]; + + if ( controller === undefined ) { + + controller = {}; + controllers[ id ] = controller; + + } + + if ( controller.grip === undefined ) { + + controller.grip = new Group(); + controller.grip.matrixAutoUpdate = false; + controller.grip.visible = false; + + } + + return controller.grip; + + }; + + // + + function onSessionEvent( event ) { + + var controller = inputSourcesMap.get( event.inputSource ); + + if ( controller ) { + + if ( controller.targetRay ) { + + controller.targetRay.dispatchEvent( { type: event.type } ); + + } + + if ( controller.grip ) { + + controller.grip.dispatchEvent( { type: event.type } ); + + } + + } + + } + + function onSessionEnd() { + + inputSourcesMap.forEach( function ( controller, inputSource ) { + + if ( controller.targetRay ) { + + controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } ); + controller.targetRay.visible = false; + + } + + if ( controller.grip ) { + + controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } ); + controller.grip.visible = false; + + } + + } ); + + inputSourcesMap.clear(); + + // + + renderer.setFramebuffer( null ); + renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830 + animation.stop(); + + scope.isPresenting = false; + + scope.dispatchEvent( { type: 'sessionend' } ); + + } + + function onRequestReferenceSpace( value ) { + + referenceSpace = value; + + animation.setContext( session ); + animation.start(); + + scope.isPresenting = true; + + scope.dispatchEvent( { type: 'sessionstart' } ); + + } + + this.setFramebufferScaleFactor = function ( value ) { + + framebufferScaleFactor = value; + + // Warn if function is used while presenting + if ( scope.isPresenting == true ) { + + console.warn( "WebXRManager: Cannot change framebuffer scale while presenting VR content" ); + + } + + }; + + this.setReferenceSpaceType = function ( value ) { + + referenceSpaceType = value; + + }; + + this.getReferenceSpace = function () { + + return referenceSpace; + + }; + + this.getSession = function () { + + return session; + + }; + + this.setSession = function ( value ) { + + session = value; + + if ( session !== null ) { + + session.addEventListener( 'select', onSessionEvent ); + session.addEventListener( 'selectstart', onSessionEvent ); + session.addEventListener( 'selectend', onSessionEvent ); + session.addEventListener( 'squeeze', onSessionEvent ); + session.addEventListener( 'squeezestart', onSessionEvent ); + session.addEventListener( 'squeezeend', onSessionEvent ); + session.addEventListener( 'end', onSessionEnd ); + + var attributes = gl.getContextAttributes(); + + var layerInit = { + antialias: attributes.antialias, + alpha: attributes.alpha, + depth: attributes.depth, + stencil: attributes.stencil, + framebufferScaleFactor: framebufferScaleFactor + }; + + // eslint-disable-next-line no-undef + var baseLayer = new XRWebGLLayer( session, gl, layerInit ); + + session.updateRenderState( { baseLayer: baseLayer } ); + + session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace ); + + // + + session.addEventListener( 'inputsourceschange', updateInputSources ); + + } + + }; + + function updateInputSources( event ) { + + var inputSources = session.inputSources; + + // Assign inputSources to available controllers + + for ( var i = 0; i < controllers.length; i ++ ) { + + inputSourcesMap.set( inputSources[ i ], controllers[ i ] ); + + } + + // Notify disconnected + + for ( var i = 0; i < event.removed.length; i ++ ) { + + var inputSource = event.removed[ i ]; + var controller = inputSourcesMap.get( inputSource ); + + if ( controller ) { + + if ( controller.targetRay ) { + + controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } ); + + } + + if ( controller.grip ) { + + controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } ); + + } + + inputSourcesMap.delete( inputSource ); + + } + + } + + // Notify connected + + for ( var i = 0; i < event.added.length; i ++ ) { + + var inputSource = event.added[ i ]; + var controller = inputSourcesMap.get( inputSource ); + + if ( controller ) { + + if ( controller.targetRay ) { + + controller.targetRay.dispatchEvent( { type: 'connected', data: inputSource } ); + + } + + if ( controller.grip ) { + + controller.grip.dispatchEvent( { type: 'connected', data: inputSource } ); + + } + + } + + } + + } + + // + + var cameraLPos = new Vector3(); + var cameraRPos = new Vector3(); + + /** + * @author jsantell / https://www.jsantell.com/ + * + * Assumes 2 cameras that are parallel and share an X-axis, and that + * the cameras' projection and world matrices have already been set. + * And that near and far planes are identical for both cameras. + * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 + */ + function setProjectionFromUnion( camera, cameraL, cameraR ) { + + cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); + cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); + + var ipd = cameraLPos.distanceTo( cameraRPos ); + + var projL = cameraL.projectionMatrix.elements; + var projR = cameraR.projectionMatrix.elements; + + // VR systems will have identical far and near planes, and + // most likely identical top and bottom frustum extents. + // Use the left camera for these values. + var near = projL[ 14 ] / ( projL[ 10 ] - 1 ); + var far = projL[ 14 ] / ( projL[ 10 ] + 1 ); + var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; + var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; + + var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; + var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; + var left = near * leftFov; + var right = near * rightFov; + + // Calculate the new camera's position offset from the + // left camera. xOffset should be roughly half `ipd`. + var zOffset = ipd / ( - leftFov + rightFov ); + var xOffset = zOffset * - leftFov; + + // TODO: Better way to apply this offset? + cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); + camera.translateX( xOffset ); + camera.translateZ( zOffset ); + camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + // Find the union of the frustum values of the cameras and scale + // the values so that the near plane's position does not change in world space, + // although must now be relative to the new union camera. + var near2 = near + zOffset; + var far2 = far + zOffset; + var left2 = left - xOffset; + var right2 = right + ( ipd - xOffset ); + var top2 = topFov * far / far2 * near2; + var bottom2 = bottomFov * far / far2 * near2; + + camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); + + } + + function updateCamera( camera, parent ) { + + if ( parent === null ) { + + camera.matrixWorld.copy( camera.matrix ); + + } else { + + camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); + + } + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + } + + this.getCamera = function ( camera ) { + + cameraVR.near = cameraR.near = cameraL.near = camera.near; + cameraVR.far = cameraR.far = cameraL.far = camera.far; + + if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) { + + // Note that the new renderState won't apply until the next frame. See #18320 + + session.updateRenderState( { + depthNear: cameraVR.near, + depthFar: cameraVR.far + } ); + + _currentDepthNear = cameraVR.near; + _currentDepthFar = cameraVR.far; + + } + + var parent = camera.parent; + var cameras = cameraVR.cameras; + + updateCamera( cameraVR, parent ); + + for ( var i = 0; i < cameras.length; i ++ ) { + + updateCamera( cameras[ i ], parent ); + + } + + // update camera and its children + + camera.matrixWorld.copy( cameraVR.matrixWorld ); + + var children = camera.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].updateMatrixWorld( true ); + + } + + setProjectionFromUnion( cameraVR, cameraL, cameraR ); + + return cameraVR; + + }; + + // Animation Loop + + var onAnimationFrameCallback = null; + + function onAnimationFrame( time, frame ) { + + pose = frame.getViewerPose( referenceSpace ); + + if ( pose !== null ) { + + var views = pose.views; + var baseLayer = session.renderState.baseLayer; + + renderer.setFramebuffer( baseLayer.framebuffer ); + + for ( var i = 0; i < views.length; i ++ ) { + + var view = views[ i ]; + var viewport = baseLayer.getViewport( view ); + + var camera = cameraVR.cameras[ i ]; + camera.matrix.fromArray( view.transform.matrix ); + camera.projectionMatrix.fromArray( view.projectionMatrix ); + camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); + + if ( i === 0 ) { + + cameraVR.matrix.copy( camera.matrix ); + + } + + } + + } + + // + + var inputSources = session.inputSources; + + for ( var i = 0; i < controllers.length; i ++ ) { + + var controller = controllers[ i ]; + + var inputSource = inputSources[ i ]; + + var inputPose = null; + var gripPose = null; + + if ( inputSource ) { + + if ( controller.targetRay ) { + + inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace ); + + if ( inputPose !== null ) { + + controller.targetRay.matrix.fromArray( inputPose.transform.matrix ); + controller.targetRay.matrix.decompose( controller.targetRay.position, controller.targetRay.rotation, controller.targetRay.scale ); + + } + + } + + if ( controller.grip && inputSource.gripSpace ) { + + gripPose = frame.getPose( inputSource.gripSpace, referenceSpace ); + + if ( gripPose !== null ) { + + controller.grip.matrix.fromArray( gripPose.transform.matrix ); + controller.grip.matrix.decompose( controller.grip.position, controller.grip.rotation, controller.grip.scale ); + + } + + } + + } + + if ( controller.targetRay ) { + + controller.targetRay.visible = inputPose !== null; + + } + + if ( controller.grip ) { + + controller.grip.visible = gripPose !== null; + + } + + } + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame ); + + } + + var animation = new WebGLAnimation(); + animation.setAnimationLoop( onAnimationFrame ); + + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + + }; + + this.dispose = function () {}; + +} + +Object.assign( WebXRManager.prototype, EventDispatcher.prototype ); + +/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + * @author tschw + */ + +function WebGLRenderer( parameters ) { + + parameters = parameters || {}; + + var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), + _context = parameters.context !== undefined ? parameters.context : null, + + _alpha = parameters.alpha !== undefined ? parameters.alpha : false, + _depth = parameters.depth !== undefined ? parameters.depth : true, + _stencil = parameters.stencil !== undefined ? parameters.stencil : true, + _antialias = parameters.antialias !== undefined ? parameters.antialias : false, + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', + _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false; + + var currentRenderList = null; + var currentRenderState = null; + + // public properties + + this.domElement = _canvas; + + // Debug configuration container + this.debug = { + + /** + * Enables error checking and reporting when shader programs are being compiled + * @type {boolean} + */ + checkShaderErrors: true + }; + + // clearing + + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; + + // scene graph + + this.sortObjects = true; + + // user-defined clipping + + this.clippingPlanes = []; + this.localClippingEnabled = false; + + // physically based shading + + this.gammaFactor = 2.0; // for backwards compatibility + this.outputEncoding = LinearEncoding; + + // physical lights + + this.physicallyCorrectLights = false; + + // tone mapping + + this.toneMapping = LinearToneMapping; + this.toneMappingExposure = 1.0; + this.toneMappingWhitePoint = 1.0; + + // morphs + + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; + + // internal properties + + var _this = this, + + _isContextLost = false, + + // internal state cache + + _framebuffer = null, + + _currentActiveCubeFace = 0, + _currentActiveMipmapLevel = 0, + _currentRenderTarget = null, + _currentFramebuffer = null, + _currentMaterialId = - 1, + + // geometry and program caching + + _currentGeometryProgram = { + geometry: null, + program: null, + wireframe: false + }, + + _currentCamera = null, + _currentArrayCamera = null, + + _currentViewport = new Vector4(), + _currentScissor = new Vector4(), + _currentScissorTest = null, + + // + + _width = _canvas.width, + _height = _canvas.height, + + _pixelRatio = 1, + _opaqueSort = null, + _transparentSort = null, + + _viewport = new Vector4( 0, 0, _width, _height ), + _scissor = new Vector4( 0, 0, _width, _height ), + _scissorTest = false, + + // frustum + + _frustum = new Frustum(), + + // clipping + + _clipping = new WebGLClipping(), + _clippingEnabled = false, + _localClippingEnabled = false, + + // camera matrices cache + + _projScreenMatrix = new Matrix4(), + + _vector3 = new Vector3(); + + function getTargetPixelRatio() { + + return _currentRenderTarget === null ? _pixelRatio : 1; + + } + + // initialize + + var _gl; + + try { + + var contextAttributes = { + alpha: _alpha, + depth: _depth, + stencil: _stencil, + antialias: _antialias, + premultipliedAlpha: _premultipliedAlpha, + preserveDrawingBuffer: _preserveDrawingBuffer, + powerPreference: _powerPreference, + failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat, + xrCompatible: true + }; + + // event listeners must be registered before WebGL context is created, see #12753 + + _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); + + _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes ); + + if ( _gl === null ) { + + if ( _canvas.getContext( 'webgl' ) !== null ) { + + throw new Error( 'Error creating WebGL context with your selected attributes.' ); + + } else { + + throw new Error( 'Error creating WebGL context.' ); + + } + + } + + // Some experimental-webgl implementations do not have getShaderPrecisionFormat + + if ( _gl.getShaderPrecisionFormat === undefined ) { + + _gl.getShaderPrecisionFormat = function () { + + return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; + + }; + + } + + } catch ( error ) { + + console.error( 'THREE.WebGLRenderer: ' + error.message ); + throw error; + + } + + var extensions, capabilities, state, info; + var properties, textures, attributes, geometries, objects; + var programCache, renderLists, renderStates; + + var background, morphtargets, bufferRenderer, indexedBufferRenderer; + + var utils; + + function initGLContext() { + + extensions = new WebGLExtensions( _gl ); + + capabilities = new WebGLCapabilities( _gl, extensions, parameters ); + + if ( capabilities.isWebGL2 === false ) { + + extensions.get( 'WEBGL_depth_texture' ); + extensions.get( 'OES_texture_float' ); + extensions.get( 'OES_texture_half_float' ); + extensions.get( 'OES_texture_half_float_linear' ); + extensions.get( 'OES_standard_derivatives' ); + extensions.get( 'OES_element_index_uint' ); + extensions.get( 'ANGLE_instanced_arrays' ); + + } + + extensions.get( 'OES_texture_float_linear' ); + + utils = new WebGLUtils( _gl, extensions, capabilities ); + + state = new WebGLState( _gl, extensions, capabilities ); + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() ); + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() ); + + info = new WebGLInfo( _gl ); + properties = new WebGLProperties(); + textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); + attributes = new WebGLAttributes( _gl, capabilities ); + geometries = new WebGLGeometries( _gl, attributes, info ); + objects = new WebGLObjects( _gl, geometries, attributes, info ); + morphtargets = new WebGLMorphtargets( _gl ); + programCache = new WebGLPrograms( _this, extensions, capabilities ); + renderLists = new WebGLRenderLists(); + renderStates = new WebGLRenderStates(); + + background = new WebGLBackground( _this, state, objects, _premultipliedAlpha ); + + bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities ); + indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities ); + + info.programs = programCache.programs; + + _this.capabilities = capabilities; + _this.extensions = extensions; + _this.properties = properties; + _this.renderLists = renderLists; + _this.state = state; + _this.info = info; + + } + + initGLContext(); + + // xr + + var xr = new WebXRManager( _this, _gl ); + + this.xr = xr; + + // shadow map + + var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize ); + + this.shadowMap = shadowMap; + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.getContextAttributes = function () { + + return _gl.getContextAttributes(); + + }; + + this.forceContextLoss = function () { + + var extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.loseContext(); + + }; + + this.forceContextRestore = function () { + + var extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.restoreContext(); + + }; + + this.getPixelRatio = function () { + + return _pixelRatio; + + }; + + this.setPixelRatio = function ( value ) { + + if ( value === undefined ) return; + + _pixelRatio = value; + + this.setSize( _width, _height, false ); + + }; + + this.getSize = function ( target ) { + + if ( target === undefined ) { + + console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' ); + + target = new Vector2(); + + } + + return target.set( _width, _height ); + + }; + + this.setSize = function ( width, height, updateStyle ) { + + if ( xr.isPresenting ) { + + console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); + return; + + } + + _width = width; + _height = height; + + _canvas.width = Math.floor( width * _pixelRatio ); + _canvas.height = Math.floor( height * _pixelRatio ); + + if ( updateStyle !== false ) { + + _canvas.style.width = width + 'px'; + _canvas.style.height = height + 'px'; + + } + + this.setViewport( 0, 0, width, height ); + + }; + + this.getDrawingBufferSize = function ( target ) { + + if ( target === undefined ) { + + console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' ); + + target = new Vector2(); + + } + + return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor(); + + }; + + this.setDrawingBufferSize = function ( width, height, pixelRatio ) { + + _width = width; + _height = height; + + _pixelRatio = pixelRatio; + + _canvas.width = Math.floor( width * pixelRatio ); + _canvas.height = Math.floor( height * pixelRatio ); + + this.setViewport( 0, 0, width, height ); + + }; + + this.getCurrentViewport = function ( target ) { + + if ( target === undefined ) { + + console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' ); + + target = new Vector4(); + + } + + return target.copy( _currentViewport ); + + }; + + this.getViewport = function ( target ) { + + return target.copy( _viewport ); + + }; + + this.setViewport = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _viewport.set( x.x, x.y, x.z, x.w ); + + } else { + + _viewport.set( x, y, width, height ); + + } + + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() ); + + }; + + this.getScissor = function ( target ) { + + return target.copy( _scissor ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _scissor.set( x.x, x.y, x.z, x.w ); + + } else { + + _scissor.set( x, y, width, height ); + + } + + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() ); + + }; + + this.getScissorTest = function () { + + return _scissorTest; + + }; + + this.setScissorTest = function ( boolean ) { + + state.setScissorTest( _scissorTest = boolean ); + + }; + + this.setOpaqueSort = function ( method ) { + + _opaqueSort = method; + + }; + + this.setTransparentSort = function ( method ) { + + _transparentSort = method; + + }; + + // Clearing + + this.getClearColor = function () { + + return background.getClearColor(); + + }; + + this.setClearColor = function () { + + background.setClearColor.apply( background, arguments ); + + }; + + this.getClearAlpha = function () { + + return background.getClearAlpha(); + + }; + + this.setClearAlpha = function () { + + background.setClearAlpha.apply( background, arguments ); + + }; + + this.clear = function ( color, depth, stencil ) { + + var bits = 0; + + if ( color === undefined || color ) bits |= 16384; + if ( depth === undefined || depth ) bits |= 256; + if ( stencil === undefined || stencil ) bits |= 1024; + + _gl.clear( bits ); + + }; + + this.clearColor = function () { + + this.clear( true, false, false ); + + }; + + this.clearDepth = function () { + + this.clear( false, true, false ); + + }; + + this.clearStencil = function () { + + this.clear( false, false, true ); + + }; + + // + + this.dispose = function () { + + _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); + + renderLists.dispose(); + renderStates.dispose(); + properties.dispose(); + objects.dispose(); + + xr.dispose(); + + animation.stop(); + + this.forceContextLoss(); + + }; + + // Events + + function onContextLost( event ) { + + event.preventDefault(); + + console.log( 'THREE.WebGLRenderer: Context Lost.' ); + + _isContextLost = true; + + } + + function onContextRestore( /* event */ ) { + + console.log( 'THREE.WebGLRenderer: Context Restored.' ); + + _isContextLost = false; + + initGLContext(); + + } + + function onMaterialDispose( event ) { + + var material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + } + + // Buffer deallocation + + function deallocateMaterial( material ) { + + releaseMaterialProgramReference( material ); + + properties.remove( material ); + + } + + + function releaseMaterialProgramReference( material ) { + + var programInfo = properties.get( material ).program; + + material.program = undefined; + + if ( programInfo !== undefined ) { + + programCache.releaseProgram( programInfo ); + + } + + } + + // Buffer rendering + + function renderObjectImmediate( object, program ) { + + object.render( function ( object ) { + + _this.renderBufferImmediate( object, program ); + + } ); + + } + + this.renderBufferImmediate = function ( object, program ) { + + state.initAttributes(); + + var buffers = properties.get( object ); + + if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); + if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); + if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); + if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); + + var programAttributes = program.getAttributes(); + + if ( object.hasPositions ) { + + _gl.bindBuffer( 34962, buffers.position ); + _gl.bufferData( 34962, object.positionArray, 35048 ); + + state.enableAttribute( programAttributes.position ); + _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 ); + + } + + if ( object.hasNormals ) { + + _gl.bindBuffer( 34962, buffers.normal ); + _gl.bufferData( 34962, object.normalArray, 35048 ); + + state.enableAttribute( programAttributes.normal ); + _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 ); + + } + + if ( object.hasUvs ) { + + _gl.bindBuffer( 34962, buffers.uv ); + _gl.bufferData( 34962, object.uvArray, 35048 ); + + state.enableAttribute( programAttributes.uv ); + _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 ); + + } + + if ( object.hasColors ) { + + _gl.bindBuffer( 34962, buffers.color ); + _gl.bufferData( 34962, object.colorArray, 35048 ); + + state.enableAttribute( programAttributes.color ); + _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 ); + + } + + state.disableUnusedAttributes(); + + _gl.drawArrays( 4, 0, object.count ); + + object.count = 0; + + }; + + var tempScene = new Scene(); + + this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) { + + if ( scene === null ) scene = tempScene; // renderBufferDirect second parameter used to be fog (could be null) + + var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); + + var program = setProgram( camera, scene, material, object ); + + state.setMaterial( material, frontFaceCW ); + + var updateBuffers = false; + + if ( _currentGeometryProgram.geometry !== geometry.id || + _currentGeometryProgram.program !== program.id || + _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) { + + _currentGeometryProgram.geometry = geometry.id; + _currentGeometryProgram.program = program.id; + _currentGeometryProgram.wireframe = material.wireframe === true; + updateBuffers = true; + + } + + if ( material.morphTargets || material.morphNormals ) { + + morphtargets.update( object, geometry, material, program ); + + updateBuffers = true; + + } + + // + + var index = geometry.index; + var position = geometry.attributes.position; + + // + + if ( index === null ) { + + if ( position === undefined || position.count === 0 ) return; + + } else if ( index.count === 0 ) { + + return; + + } + + // + + var rangeFactor = 1; + + if ( material.wireframe === true ) { + + index = geometries.getWireframeAttribute( geometry ); + rangeFactor = 2; + + } + + var attribute; + var renderer = bufferRenderer; + + if ( index !== null ) { + + attribute = attributes.get( index ); + + renderer = indexedBufferRenderer; + renderer.setIndex( attribute ); + + } + + if ( updateBuffers ) { + + setupVertexAttributes( object, geometry, material, program ); + + if ( index !== null ) { + + _gl.bindBuffer( 34963, attribute.buffer ); + + } + + } + + // + + var dataCount = ( index !== null ) ? index.count : position.count; + + var rangeStart = geometry.drawRange.start * rangeFactor; + var rangeCount = geometry.drawRange.count * rangeFactor; + + var groupStart = group !== null ? group.start * rangeFactor : 0; + var groupCount = group !== null ? group.count * rangeFactor : Infinity; + + var drawStart = Math.max( rangeStart, groupStart ); + var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; + + var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); + + if ( drawCount === 0 ) return; + + // + + if ( object.isMesh ) { + + if ( material.wireframe === true ) { + + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( 1 ); + + } else { + + renderer.setMode( 4 ); + + } + + } else if ( object.isLine ) { + + var lineWidth = material.linewidth; + + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + + state.setLineWidth( lineWidth * getTargetPixelRatio() ); + + if ( object.isLineSegments ) { + + renderer.setMode( 1 ); + + } else if ( object.isLineLoop ) { + + renderer.setMode( 2 ); + + } else { + + renderer.setMode( 3 ); + + } + + } else if ( object.isPoints ) { + + renderer.setMode( 0 ); + + } else if ( object.isSprite ) { + + renderer.setMode( 4 ); + + } + + if ( object.isInstancedMesh ) { + + renderer.renderInstances( geometry, drawStart, drawCount, object.count ); + + } else if ( geometry.isInstancedBufferGeometry ) { + + renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount ); + + } else { + + renderer.render( drawStart, drawCount ); + + } + + }; + + function setupVertexAttributes( object, geometry, material, program ) { + + if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) { + + if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return; + + } + + state.initAttributes(); + + var geometryAttributes = geometry.attributes; + + var programAttributes = program.getAttributes(); + + var materialDefaultAttributeValues = material.defaultAttributeValues; + + for ( var name in programAttributes ) { + + var programAttribute = programAttributes[ name ]; + + if ( programAttribute >= 0 ) { + + var geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute !== undefined ) { + + var normalized = geometryAttribute.normalized; + var size = geometryAttribute.itemSize; + + var attribute = attributes.get( geometryAttribute ); + + // TODO Attribute may not be available on context restore + + if ( attribute === undefined ) continue; + + var buffer = attribute.buffer; + var type = attribute.type; + var bytesPerElement = attribute.bytesPerElement; + + if ( geometryAttribute.isInterleavedBufferAttribute ) { + + var data = geometryAttribute.data; + var stride = data.stride; + var offset = geometryAttribute.offset; + + if ( data && data.isInstancedInterleavedBuffer ) { + + state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute ); + + if ( geometry.maxInstancedCount === undefined ) { + + geometry.maxInstancedCount = data.meshPerAttribute * data.count; + + } + + } else { + + state.enableAttribute( programAttribute ); + + } + + _gl.bindBuffer( 34962, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement ); + + } else { + + if ( geometryAttribute.isInstancedBufferAttribute ) { + + state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute ); + + if ( geometry.maxInstancedCount === undefined ) { + + geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + + } + + } else { + + state.enableAttribute( programAttribute ); + + } + + _gl.bindBuffer( 34962, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 ); + + } + + } else if ( name === 'instanceMatrix' ) { + + var attribute = attributes.get( object.instanceMatrix ); + + // TODO Attribute may not be available on context restore + + if ( attribute === undefined ) continue; + + var buffer = attribute.buffer; + var type = attribute.type; + + state.enableAttributeAndDivisor( programAttribute + 0, 1 ); + state.enableAttributeAndDivisor( programAttribute + 1, 1 ); + state.enableAttributeAndDivisor( programAttribute + 2, 1 ); + state.enableAttributeAndDivisor( programAttribute + 3, 1 ); + + _gl.bindBuffer( 34962, buffer ); + + _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 ); + _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 ); + _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 ); + _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 ); + + } else if ( materialDefaultAttributeValues !== undefined ) { + + var value = materialDefaultAttributeValues[ name ]; + + if ( value !== undefined ) { + + switch ( value.length ) { + + case 2: + _gl.vertexAttrib2fv( programAttribute, value ); + break; + + case 3: + _gl.vertexAttrib3fv( programAttribute, value ); + break; + + case 4: + _gl.vertexAttrib4fv( programAttribute, value ); + break; + + default: + _gl.vertexAttrib1fv( programAttribute, value ); + + } + + } + + } + + } + + } + + state.disableUnusedAttributes(); + + } + + // Compile + + this.compile = function ( scene, camera ) { + + currentRenderState = renderStates.get( scene, camera ); + currentRenderState.init(); + + scene.traverse( function ( object ) { + + if ( object.isLight ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } + + } ); + + currentRenderState.setupLights( camera ); + + var compiled = {}; + + scene.traverse( function ( object ) { + + if ( object.material ) { + + if ( Array.isArray( object.material ) ) { + + for ( var i = 0; i < object.material.length; i ++ ) { + + if ( object.material[ i ].uuid in compiled === false ) { + + initMaterial( object.material[ i ], scene, object ); + compiled[ object.material[ i ].uuid ] = true; + + } + + } + + } else if ( object.material.uuid in compiled === false ) { + + initMaterial( object.material, scene, object ); + compiled[ object.material.uuid ] = true; + + } + + } + + } ); + + }; + + // Animation Loop + + var onAnimationFrameCallback = null; + + function onAnimationFrame( time ) { + + if ( xr.isPresenting ) return; + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); + + } + + var animation = new WebGLAnimation(); + animation.setAnimationLoop( onAnimationFrame ); + + if ( typeof window !== 'undefined' ) animation.setContext( window ); + + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + xr.setAnimationLoop( callback ); + + animation.start(); + + }; + + // Rendering + + this.render = function ( scene, camera ) { + + var renderTarget, forceClear; + + if ( arguments[ 2 ] !== undefined ) { + + console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' ); + renderTarget = arguments[ 2 ]; + + } + + if ( arguments[ 3 ] !== undefined ) { + + console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' ); + forceClear = arguments[ 3 ]; + + } + + if ( ! ( camera && camera.isCamera ) ) { + + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + if ( _isContextLost ) return; + + // reset caching for this frame + + _currentGeometryProgram.geometry = null; + _currentGeometryProgram.program = null; + _currentGeometryProgram.wireframe = false; + _currentMaterialId = - 1; + _currentCamera = null; + + // update scene graph + + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === null ) camera.updateMatrixWorld(); + + if ( xr.enabled && xr.isPresenting ) { + + camera = xr.getCamera( camera ); + + } + + // + + currentRenderState = renderStates.get( scene, camera ); + currentRenderState.init(); + + scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromProjectionMatrix( _projScreenMatrix ); + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); + + currentRenderList = renderLists.get( scene, camera ); + currentRenderList.init(); + + projectObject( scene, camera, 0, _this.sortObjects ); + + currentRenderList.finish(); + + if ( _this.sortObjects === true ) { + + currentRenderList.sort( _opaqueSort, _transparentSort ); + + } + + // + + if ( _clippingEnabled ) _clipping.beginShadows(); + + var shadowsArray = currentRenderState.state.shadowsArray; + + shadowMap.render( shadowsArray, scene, camera ); + + currentRenderState.setupLights( camera ); + + if ( _clippingEnabled ) _clipping.endShadows(); + + // + + if ( this.info.autoReset ) this.info.reset(); + + if ( renderTarget !== undefined ) { + + this.setRenderTarget( renderTarget ); + + } + + // + + background.render( currentRenderList, scene, camera, forceClear ); + + // render scene + + var opaqueObjects = currentRenderList.opaque; + var transparentObjects = currentRenderList.transparent; + + if ( scene.overrideMaterial ) { + + var overrideMaterial = scene.overrideMaterial; + + if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial ); + if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial ); + + } else { + + // opaque pass (front-to-back order) + + if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera ); + + // transparent pass (back-to-front order) + + if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera ); + + } + + // + + scene.onAfterRender( _this, scene, camera ); + + // + + if ( _currentRenderTarget !== null ) { + + // Generate mipmap if we're using any kind of mipmap filtering + + textures.updateRenderTargetMipmap( _currentRenderTarget ); + + // resolve multisample renderbuffers to a single-sample texture if necessary + + textures.updateMultisampleRenderTarget( _currentRenderTarget ); + + } + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + state.buffers.depth.setTest( true ); + state.buffers.depth.setMask( true ); + state.buffers.color.setMask( true ); + + state.setPolygonOffset( false ); + + // _gl.finish(); + + currentRenderList = null; + currentRenderState = null; + + }; + + function projectObject( object, camera, groupOrder, sortObjects ) { + + if ( object.visible === false ) return; + + var visible = object.layers.test( camera.layers ); + + if ( visible ) { + + if ( object.isGroup ) { + + groupOrder = object.renderOrder; + + } else if ( object.isLOD ) { + + if ( object.autoUpdate === true ) object.update( camera ); + + } else if ( object.isLight ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } else if ( object.isSprite ) { + + if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + var geometry = objects.update( object ); + var material = object.material; + + if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); + + } + + } + + } else if ( object.isImmediateRenderObject ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null ); + + } else if ( object.isMesh || object.isLine || object.isPoints ) { + + if ( object.isSkinnedMesh ) { + + // update skeleton only once in a frame + + if ( object.skeleton.frame !== info.render.frame ) { + + object.skeleton.update(); + object.skeleton.frame = info.render.frame; + + } + + } + + if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + var geometry = objects.update( object ); + var material = object.material; + + if ( Array.isArray( material ) ) { + + var groups = geometry.groups; + + for ( var i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + var groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group ); + + } + + } + + } else if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); + + } + + } + + } + + } + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera, groupOrder, sortObjects ); + + } + + } + + function renderObjects( renderList, scene, camera, overrideMaterial ) { + + for ( var i = 0, l = renderList.length; i < l; i ++ ) { + + var renderItem = renderList[ i ]; + + var object = renderItem.object; + var geometry = renderItem.geometry; + var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; + var group = renderItem.group; + + if ( camera.isArrayCamera ) { + + _currentArrayCamera = camera; + + var cameras = camera.cameras; + + for ( var j = 0, jl = cameras.length; j < jl; j ++ ) { + + var camera2 = cameras[ j ]; + + if ( object.layers.test( camera2.layers ) ) { + + state.viewport( _currentViewport.copy( camera2.viewport ) ); + + currentRenderState.setupLights( camera2 ); + + renderObject( object, scene, camera2, geometry, material, group ); + + } + + } + + } else { + + _currentArrayCamera = null; + + renderObject( object, scene, camera, geometry, material, group ); + + } + + } + + } + + function renderObject( object, scene, camera, geometry, material, group ) { + + object.onBeforeRender( _this, scene, camera, geometry, material, group ); + currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); + + object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); + + if ( object.isImmediateRenderObject ) { + + var program = setProgram( camera, scene, material, object ); + + state.setMaterial( material ); + + _currentGeometryProgram.geometry = null; + _currentGeometryProgram.program = null; + _currentGeometryProgram.wireframe = false; + + renderObjectImmediate( object, program ); + + } else { + + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + } + + object.onAfterRender( _this, scene, camera, geometry, material, group ); + currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); + + } + + function initMaterial( material, scene, object ) { + + var materialProperties = properties.get( material ); + + var lights = currentRenderState.state.lights; + var shadowsArray = currentRenderState.state.shadowsArray; + + var lightsStateVersion = lights.state.version; + + var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object ); + var programCacheKey = programCache.getProgramCacheKey( parameters ); + + var program = materialProperties.program; + var programChange = true; + + if ( program === undefined ) { + + // new material + material.addEventListener( 'dispose', onMaterialDispose ); + + } else if ( program.cacheKey !== programCacheKey ) { + + // changed glsl or parameters + releaseMaterialProgramReference( material ); + + } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) { + + materialProperties.lightsStateVersion = lightsStateVersion; + + programChange = false; + + } else if ( parameters.shaderID !== undefined ) { + + // same glsl and uniform list + return; + + } else { + + // only rebuild uniform list + programChange = false; + + } + + if ( programChange ) { + + program = programCache.acquireProgram( parameters, programCacheKey ); + + materialProperties.program = program; + materialProperties.uniforms = parameters.uniforms; + materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null; + materialProperties.outputEncoding = _this.outputEncoding; + material.program = program; + + } + + var programAttributes = program.getAttributes(); + + if ( material.morphTargets ) { + + material.numSupportedMorphTargets = 0; + + for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { + + if ( programAttributes[ 'morphTarget' + i ] >= 0 ) { + + material.numSupportedMorphTargets ++; + + } + + } + + } + + if ( material.morphNormals ) { + + material.numSupportedMorphNormals = 0; + + for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { + + if ( programAttributes[ 'morphNormal' + i ] >= 0 ) { + + material.numSupportedMorphNormals ++; + + } + + } + + } + + var uniforms = materialProperties.uniforms; + + if ( ! material.isShaderMaterial && + ! material.isRawShaderMaterial || + material.clipping === true ) { + + materialProperties.numClippingPlanes = _clipping.numPlanes; + materialProperties.numIntersection = _clipping.numIntersection; + uniforms.clippingPlanes = _clipping.uniform; + + } + + materialProperties.fog = scene.fog; + + // store the light setup it was created for + + materialProperties.needsLights = materialNeedsLights( material ); + materialProperties.lightsStateVersion = lightsStateVersion; + + if ( materialProperties.needsLights ) { + + // wire up the material to this renderer's lighting state + + uniforms.ambientLightColor.value = lights.state.ambient; + uniforms.lightProbe.value = lights.state.probe; + uniforms.directionalLights.value = lights.state.directional; + uniforms.directionalLightShadows.value = lights.state.directionalShadow; + uniforms.spotLights.value = lights.state.spot; + uniforms.spotLightShadows.value = lights.state.spotShadow; + uniforms.rectAreaLights.value = lights.state.rectArea; + uniforms.pointLights.value = lights.state.point; + uniforms.pointLightShadows.value = lights.state.pointShadow; + uniforms.hemisphereLights.value = lights.state.hemi; + + uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; + uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; + uniforms.spotShadowMap.value = lights.state.spotShadowMap; + uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix; + uniforms.pointShadowMap.value = lights.state.pointShadowMap; + uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; + // TODO (abelnation): add area lights shadow info to uniforms + + } + + var progUniforms = materialProperties.program.getUniforms(), + uniformsList = + WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); + + materialProperties.uniformsList = uniformsList; + + } + + function setProgram( camera, scene, material, object ) { + + textures.resetTextureUnits(); + + var fog = scene.fog; + var environment = material.isMeshStandardMaterial ? scene.environment : null; + + var materialProperties = properties.get( material ); + var lights = currentRenderState.state.lights; + + if ( _clippingEnabled ) { + + if ( _localClippingEnabled || camera !== _currentCamera ) { + + var useCache = + camera === _currentCamera && + material.id === _currentMaterialId; + + // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) + _clipping.setState( + material.clippingPlanes, material.clipIntersection, material.clipShadows, + camera, materialProperties, useCache ); + + } + + } + + if ( material.version === materialProperties.__version ) { + + if ( materialProperties.program === undefined ) { + + initMaterial( material, scene, object ); + + } else if ( material.fog && materialProperties.fog !== fog ) { + + initMaterial( material, scene, object ); + + } else if ( materialProperties.environment !== environment ) { + + initMaterial( material, scene, object ); + + } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { + + initMaterial( material, scene, object ); + + } else if ( materialProperties.numClippingPlanes !== undefined && + ( materialProperties.numClippingPlanes !== _clipping.numPlanes || + materialProperties.numIntersection !== _clipping.numIntersection ) ) { + + initMaterial( material, scene, object ); + + } else if ( materialProperties.outputEncoding !== _this.outputEncoding ) { + + initMaterial( material, scene, object ); + + } + + } else { + + initMaterial( material, scene, object ); + materialProperties.__version = material.version; + + } + + var refreshProgram = false; + var refreshMaterial = false; + var refreshLights = false; + + var program = materialProperties.program, + p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.uniforms; + + if ( state.useProgram( program.program ) ) { + + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + + refreshMaterial = true; + + } + + if ( refreshProgram || _currentCamera !== camera ) { + + p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); + + if ( capabilities.logarithmicDepthBuffer ) { + + p_uniforms.setValue( _gl, 'logDepthBufFC', + 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); + + } + + if ( _currentCamera !== camera ) { + + _currentCamera = camera; + + // lighting uniforms depend on the camera so enforce an update + // now, in case this material supports lights - or later, when + // the next material that does gets activated: + + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done + + } + + // load material specific uniforms + // (shader material also gets them for the sake of genericity) + + if ( material.isShaderMaterial || + material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshStandardMaterial || + material.envMap ) { + + var uCamPos = p_uniforms.map.cameraPosition; + + if ( uCamPos !== undefined ) { + + uCamPos.setValue( _gl, + _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + + } + + } + + if ( material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial ) { + + p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); + + } + + if ( material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial || + material.skinning ) { + + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); + + } + + } + + // skinning uniforms must be set even if material didn't change + // auto-setting of texture unit for bone texture must go before other textures + // otherwise textures used for skinning can take over texture units reserved for other material textures + + if ( material.skinning ) { + + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + + var skeleton = object.skeleton; + + if ( skeleton ) { + + var bones = skeleton.bones; + + if ( capabilities.floatVertexTextures ) { + + if ( skeleton.boneTexture === undefined ) { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) + + + var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix + size = MathUtils.ceilPowerOfTwo( size ); + size = Math.max( size, 4 ); + + var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + boneMatrices.set( skeleton.boneMatrices ); // copy current values + + var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); + + skeleton.boneMatrices = boneMatrices; + skeleton.boneTexture = boneTexture; + skeleton.boneTextureSize = size; + + } + + p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); + p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); + + } else { + + p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); + + } + + } + + } + + if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { + + materialProperties.receiveShadow = object.receiveShadow; + p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow ); + + } + + if ( refreshMaterial ) { + + p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); + p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint ); + + if ( materialProperties.needsLights ) { + + // the current material requires lighting info + + // note: all lighting uniforms are always set correctly + // they simply reference the renderer's state for their + // values + // + // use the current material's .needsUpdate flags to set + // the GL state when required + + markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); + + } + + // refresh uniforms common to several materials + + if ( fog && material.fog ) { + + refreshUniformsFog( m_uniforms, fog ); + + } + + if ( material.isMeshBasicMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + } else if ( material.isMeshLambertMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsLambert( m_uniforms, material ); + + } else if ( material.isMeshToonMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsToon( m_uniforms, material ); + + } else if ( material.isMeshPhongMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsPhong( m_uniforms, material ); + + } else if ( material.isMeshStandardMaterial ) { + + refreshUniformsCommon( m_uniforms, material, environment ); + + if ( material.isMeshPhysicalMaterial ) { + + refreshUniformsPhysical( m_uniforms, material, environment ); + + } else { + + refreshUniformsStandard( m_uniforms, material, environment ); + + } + + } else if ( material.isMeshMatcapMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsMatcap( m_uniforms, material ); + + } else if ( material.isMeshDepthMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsDepth( m_uniforms, material ); + + } else if ( material.isMeshDistanceMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsDistance( m_uniforms, material ); + + } else if ( material.isMeshNormalMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + refreshUniformsNormal( m_uniforms, material ); + + } else if ( material.isLineBasicMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + + if ( material.isLineDashedMaterial ) { + + refreshUniformsDash( m_uniforms, material ); + + } + + } else if ( material.isPointsMaterial ) { + + refreshUniformsPoints( m_uniforms, material ); + + } else if ( material.isSpriteMaterial ) { + + refreshUniformsSprites( m_uniforms, material ); + + } else if ( material.isShadowMaterial ) { + + m_uniforms.color.value.copy( material.color ); + m_uniforms.opacity.value = material.opacity; + + } + + // RectAreaLight Texture + // TODO (mrdoob): Find a nicer implementation + + if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1; + if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2; + + WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); + + if ( material.isShaderMaterial ) { + + material.uniformsNeedUpdate = false; // #15581 + + } + + } + + if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { + + WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); + material.uniformsNeedUpdate = false; + + } + + if ( material.isSpriteMaterial ) { + + p_uniforms.setValue( _gl, 'center', object.center ); + + } + + // common matrices + + p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); + p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + + return program; + + } + + // Uniforms (refresh uniforms objects) + + function refreshUniformsCommon( uniforms, material, environment ) { + + uniforms.opacity.value = material.opacity; + + if ( material.color ) { + + uniforms.diffuse.value.copy( material.color ); + + } + + if ( material.emissive ) { + + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + + } + + if ( material.map ) { + + uniforms.map.value = material.map; + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + } + + if ( material.specularMap ) { + + uniforms.specularMap.value = material.specularMap; + + } + + var envMap = material.envMap || environment; + + if ( envMap ) { + + uniforms.envMap.value = envMap; + + uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1; + + uniforms.reflectivity.value = material.reflectivity; + uniforms.refractionRatio.value = material.refractionRatio; + + uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel; + + } + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + + } + + if ( material.aoMap ) { + + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; + + } + + // uv repeat and offset setting priorities + // 1. color map + // 2. specular map + // 3. normal map + // 4. bump map + // 5. alpha map + // 6. emissive map + + var uvScaleMap; + + if ( material.map ) { + + uvScaleMap = material.map; + + } else if ( material.specularMap ) { + + uvScaleMap = material.specularMap; + + } else if ( material.displacementMap ) { + + uvScaleMap = material.displacementMap; + + } else if ( material.normalMap ) { + + uvScaleMap = material.normalMap; + + } else if ( material.bumpMap ) { + + uvScaleMap = material.bumpMap; + + } else if ( material.roughnessMap ) { + + uvScaleMap = material.roughnessMap; + + } else if ( material.metalnessMap ) { + + uvScaleMap = material.metalnessMap; + + } else if ( material.alphaMap ) { + + uvScaleMap = material.alphaMap; + + } else if ( material.emissiveMap ) { + + uvScaleMap = material.emissiveMap; + + } + + if ( uvScaleMap !== undefined ) { + + // backwards compatibility + if ( uvScaleMap.isWebGLRenderTarget ) { + + uvScaleMap = uvScaleMap.texture; + + } + + if ( uvScaleMap.matrixAutoUpdate === true ) { + + uvScaleMap.updateMatrix(); + + } + + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); + + } + + // uv repeat and offset setting priorities for uv2 + // 1. ao map + // 2. light map + + var uv2ScaleMap; + + if ( material.aoMap ) { + + uv2ScaleMap = material.aoMap; + + } else if ( material.lightMap ) { + + uv2ScaleMap = material.lightMap; + + } + + if ( uv2ScaleMap !== undefined ) { + + // backwards compatibility + if ( uv2ScaleMap.isWebGLRenderTarget ) { + + uv2ScaleMap = uv2ScaleMap.texture; + + } + + if ( uv2ScaleMap.matrixAutoUpdate === true ) { + + uv2ScaleMap.updateMatrix(); + + } + + uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix ); + + } + + } + + function refreshUniformsLine( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + + } + + function refreshUniformsDash( uniforms, material ) { + + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; + + } + + function refreshUniformsPoints( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * _pixelRatio; + uniforms.scale.value = _height * 0.5; + + if ( material.map ) { + + uniforms.map.value = material.map; + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + } + + // uv repeat and offset setting priorities + // 1. color map + // 2. alpha map + + var uvScaleMap; + + if ( material.map ) { + + uvScaleMap = material.map; + + } else if ( material.alphaMap ) { + + uvScaleMap = material.alphaMap; + + } + + if ( uvScaleMap !== undefined ) { + + if ( uvScaleMap.matrixAutoUpdate === true ) { + + uvScaleMap.updateMatrix(); + + } + + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); + + } + + } + + function refreshUniformsSprites( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.rotation.value = material.rotation; + + if ( material.map ) { + + uniforms.map.value = material.map; + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + } + + // uv repeat and offset setting priorities + // 1. color map + // 2. alpha map + + var uvScaleMap; + + if ( material.map ) { + + uvScaleMap = material.map; + + } else if ( material.alphaMap ) { + + uvScaleMap = material.alphaMap; + + } + + if ( uvScaleMap !== undefined ) { + + if ( uvScaleMap.matrixAutoUpdate === true ) { + + uvScaleMap.updateMatrix(); + + } + + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); + + } + + } + + function refreshUniformsFog( uniforms, fog ) { + + uniforms.fogColor.value.copy( fog.color ); + + if ( fog.isFog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog.isFogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + } + + function refreshUniformsLambert( uniforms, material ) { + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + } + + function refreshUniformsPhong( uniforms, material ) { + + uniforms.specular.value.copy( material.specular ); + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsToon( uniforms, material ) { + + uniforms.specular.value.copy( material.specular ); + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + + if ( material.gradientMap ) { + + uniforms.gradientMap.value = material.gradientMap; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsStandard( uniforms, material, environment ) { + + uniforms.roughness.value = material.roughness; + uniforms.metalness.value = material.metalness; + + if ( material.roughnessMap ) { + + uniforms.roughnessMap.value = material.roughnessMap; + + } + + if ( material.metalnessMap ) { + + uniforms.metalnessMap.value = material.metalnessMap; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + if ( material.envMap || environment ) { + + //uniforms.envMap.value = material.envMap; // part of uniforms common + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } + + function refreshUniformsPhysical( uniforms, material, environment ) { + + refreshUniformsStandard( uniforms, material, environment ); + + uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common + + uniforms.clearcoat.value = material.clearcoat; + uniforms.clearcoatRoughness.value = material.clearcoatRoughness; + if ( material.sheen ) uniforms.sheen.value.copy( material.sheen ); + + if ( material.clearcoatMap ) { + + uniforms.clearcoatMap.value = material.clearcoatMap; + + } + + if ( material.clearcoatRoughnessMap ) { + + uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; + + } + + if ( material.clearcoatNormalMap ) { + + uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); + uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; + + if ( material.side === BackSide ) { + + uniforms.clearcoatNormalScale.value.negate(); + + } + + } + + uniforms.transparency.value = material.transparency; + + } + + function refreshUniformsMatcap( uniforms, material ) { + + if ( material.matcap ) { + + uniforms.matcap.value = material.matcap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsDepth( uniforms, material ) { + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsDistance( uniforms, material ) { + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + uniforms.referencePosition.value.copy( material.referencePosition ); + uniforms.nearDistance.value = material.nearDistance; + uniforms.farDistance.value = material.farDistance; + + } + + function refreshUniformsNormal( uniforms, material ) { + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + // If uniforms are marked as clean, they don't need to be loaded to the GPU. + + function markUniformsLightsNeedsUpdate( uniforms, value ) { + + uniforms.ambientLightColor.needsUpdate = value; + uniforms.lightProbe.needsUpdate = value; + + uniforms.directionalLights.needsUpdate = value; + uniforms.directionalLightShadows.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.pointLightShadows.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.spotLightShadows.needsUpdate = value; + uniforms.rectAreaLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; + + } + + function materialNeedsLights( material ) { + + return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || + material.isMeshStandardMaterial || material.isShadowMaterial || + ( material.isShaderMaterial && material.lights === true ); + + } + + // + this.setFramebuffer = function ( value ) { + + if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value ); + + _framebuffer = value; + + }; + + this.getActiveCubeFace = function () { + + return _currentActiveCubeFace; + + }; + + this.getActiveMipmapLevel = function () { + + return _currentActiveMipmapLevel; + + }; + + this.getRenderTarget = function () { + + return _currentRenderTarget; + + }; + + this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) { + + _currentRenderTarget = renderTarget; + _currentActiveCubeFace = activeCubeFace; + _currentActiveMipmapLevel = activeMipmapLevel; + + if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( renderTarget ); + + } + + var framebuffer = _framebuffer; + var isCube = false; + + if ( renderTarget ) { + + var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + framebuffer = __webglFramebuffer[ activeCubeFace || 0 ]; + isCube = true; + + } else if ( renderTarget.isWebGLMultisampleRenderTarget ) { + + framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; + + } else { + + framebuffer = __webglFramebuffer; + + } + + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + } else { + + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); + _currentScissorTest = _scissorTest; + + } + + if ( _currentFramebuffer !== framebuffer ) { + + _gl.bindFramebuffer( 36160, framebuffer ); + _currentFramebuffer = framebuffer; + + } + + state.viewport( _currentViewport ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + if ( isCube ) { + + var textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 ); + + } + + }; + + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) { + + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; + + } + + var framebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { + + framebuffer = framebuffer[ activeCubeFaceIndex ]; + + } + + if ( framebuffer ) { + + var restore = false; + + if ( framebuffer !== _currentFramebuffer ) { + + _gl.bindFramebuffer( 36160, framebuffer ); + + restore = true; + + } + + try { + + var texture = renderTarget.texture; + var textureFormat = texture.format; + var textureType = texture.type; + + if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; + + } + + if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513) + ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox + ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); + return; + + } + + if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) { + + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + + _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); + + } + + } else { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); + + } + + } finally { + + if ( restore ) { + + _gl.bindFramebuffer( 36160, _currentFramebuffer ); + + } + + } + + } + + }; + + this.copyFramebufferToTexture = function ( position, texture, level ) { + + if ( level === undefined ) level = 0; + + var levelScale = Math.pow( 2, - level ); + var width = Math.floor( texture.image.width * levelScale ); + var height = Math.floor( texture.image.height * levelScale ); + var glFormat = utils.convert( texture.format ); + + textures.setTexture2D( texture, 0 ); + + _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 ); + + state.unbindTexture(); + + }; + + this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) { + + var width = srcTexture.image.width; + var height = srcTexture.image.height; + var glFormat = utils.convert( dstTexture.format ); + var glType = utils.convert( dstTexture.type ); + + textures.setTexture2D( dstTexture, 0 ); + + if ( srcTexture.isDataTexture ) { + + _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data ); + + } else { + + _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image ); + + } + + state.unbindTexture(); + + }; + + this.initTexture = function ( texture ) { + + textures.setTexture2D( texture, 0 ); + + state.unbindTexture(); + + }; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef + + } + +} + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function FogExp2( color, density ) { + + this.name = ''; + + this.color = new Color( color ); + this.density = ( density !== undefined ) ? density : 0.00025; + +} + +Object.assign( FogExp2.prototype, { + + isFogExp2: true, + + clone: function () { + + return new FogExp2( this.color, this.density ); + + }, + + toJSON: function ( /* meta */ ) { + + return { + type: 'FogExp2', + color: this.color.getHex(), + density: this.density + }; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function Fog( color, near, far ) { + + this.name = ''; + + this.color = new Color( color ); + + this.near = ( near !== undefined ) ? near : 1; + this.far = ( far !== undefined ) ? far : 1000; + +} + +Object.assign( Fog.prototype, { + + isFog: true, + + clone: function () { + + return new Fog( this.color, this.near, this.far ); + + }, + + toJSON: function ( /* meta */ ) { + + return { + type: 'Fog', + color: this.color.getHex(), + near: this.near, + far: this.far + }; + + } + +} ); + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InterleavedBuffer( array, stride ) { + + this.array = array; + this.stride = stride; + this.count = array !== undefined ? array.length / stride : 0; + + this.usage = StaticDrawUsage; + this.updateRange = { offset: 0, count: - 1 }; + + this.version = 0; + +} + +Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { + + set: function ( value ) { + + if ( value === true ) this.version ++; + + } + +} ); + +Object.assign( InterleavedBuffer.prototype, { + + isInterleavedBuffer: true, + + onUploadCallback: function () {}, + + setUsage: function ( value ) { + + this.usage = value; + + return this; + + }, + + copy: function ( source ) { + + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.usage = source.usage; + + return this; + + }, + + copyAt: function ( index1, attribute, index2 ) { + + index1 *= this.stride; + index2 *= attribute.stride; + + for ( var i = 0, l = this.stride; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + }, + + set: function ( value, offset ) { + + if ( offset === undefined ) offset = 0; + + this.array.set( value, offset ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + onUpload: function ( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + +} ); + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +var _vector$6 = new Vector3(); + +function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { + + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; + + this.normalized = normalized === true; + +} + +Object.defineProperties( InterleavedBufferAttribute.prototype, { + + count: { + + get: function () { + + return this.data.count; + + } + + }, + + array: { + + get: function () { + + return this.data.array; + + } + + } + +} ); + +Object.assign( InterleavedBufferAttribute.prototype, { + + isInterleavedBufferAttribute: true, + + applyMatrix4: function ( m ) { + + for ( var i = 0, l = this.data.count; i < l; i ++ ) { + + _vector$6.x = this.getX( i ); + _vector$6.y = this.getY( i ); + _vector$6.z = this.getZ( i ); + + _vector$6.applyMatrix4( m ); + + this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); + + } + + return this; + + }, + + setX: function ( index, x ) { + + this.data.array[ index * this.data.stride + this.offset ] = x; + + return this; + + }, + + setY: function ( index, y ) { + + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + + return this; + + }, + + setZ: function ( index, z ) { + + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + + return this; + + }, + + setW: function ( index, w ) { + + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + + return this; + + }, + + getX: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset ]; + + }, + + getY: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 1 ]; + + }, + + getZ: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 2 ]; + + }, + + getW: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 3 ]; + + }, + + setXY: function ( index, x, y ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + + return this; + + }, + + setXYZ: function ( index, x, y, z ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + + return this; + + }, + + setXYZW: function ( index, x, y, z, w ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + this.data.array[ index + 3 ] = w; + + return this; + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * map: new THREE.Texture( ), + * alphaMap: new THREE.Texture( ), + * rotation: , + * sizeAttenuation: + * } + */ + +function SpriteMaterial( parameters ) { + + Material.call( this ); + + this.type = 'SpriteMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.alphaMap = null; + + this.rotation = 0; + + this.sizeAttenuation = true; + + this.transparent = true; + + this.setValues( parameters ); + +} + +SpriteMaterial.prototype = Object.create( Material.prototype ); +SpriteMaterial.prototype.constructor = SpriteMaterial; +SpriteMaterial.prototype.isSpriteMaterial = true; + +SpriteMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.rotation = source.rotation; + + this.sizeAttenuation = source.sizeAttenuation; + + return this; + +}; + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +var _geometry; + +var _intersectPoint = new Vector3(); +var _worldScale = new Vector3(); +var _mvPosition = new Vector3(); + +var _alignedPosition = new Vector2(); +var _rotatedPosition = new Vector2(); +var _viewWorldMatrix = new Matrix4(); + +var _vA$1 = new Vector3(); +var _vB$1 = new Vector3(); +var _vC$1 = new Vector3(); + +var _uvA$1 = new Vector2(); +var _uvB$1 = new Vector2(); +var _uvC$1 = new Vector2(); + +function Sprite( material ) { + + Object3D.call( this ); + + this.type = 'Sprite'; + + if ( _geometry === undefined ) { + + _geometry = new BufferGeometry(); + + var float32Array = new Float32Array( [ + - 0.5, - 0.5, 0, 0, 0, + 0.5, - 0.5, 0, 1, 0, + 0.5, 0.5, 0, 1, 1, + - 0.5, 0.5, 0, 0, 1 + ] ); + + var interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); + + _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); + _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); + _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); + + } + + this.geometry = _geometry; + this.material = ( material !== undefined ) ? material : new SpriteMaterial(); + + this.center = new Vector2( 0.5, 0.5 ); + +} + +Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Sprite, + + isSprite: true, + + raycast: function ( raycaster, intersects ) { + + if ( raycaster.camera === null ) { + + console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' ); + + } + + _worldScale.setFromMatrixScale( this.matrixWorld ); + + _viewWorldMatrix.copy( raycaster.camera.matrixWorld ); + this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld ); + + _mvPosition.setFromMatrixPosition( this.modelViewMatrix ); + + if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) { + + _worldScale.multiplyScalar( - _mvPosition.z ); + + } + + var rotation = this.material.rotation; + var sin, cos; + if ( rotation !== 0 ) { + + cos = Math.cos( rotation ); + sin = Math.sin( rotation ); + + } + + var center = this.center; + + transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + + _uvA$1.set( 0, 0 ); + _uvB$1.set( 1, 0 ); + _uvC$1.set( 1, 1 ); + + // check first triangle + var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint ); + + if ( intersect === null ) { + + // check second triangle + transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + _uvB$1.set( 0, 1 ); + + intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint ); + if ( intersect === null ) { + + return; + + } + + } + + var distance = raycaster.ray.origin.distanceTo( _intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + point: _intersectPoint.clone(), + uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ), + face: null, + object: this + + } ); + + }, + + clone: function () { + + return new this.constructor( this.material ).copy( this ); + + }, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + if ( source.center !== undefined ) this.center.copy( source.center ); + + return this; + + } + + +} ); + +function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { + + // compute position in camera space + _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); + + // to check if rotation is not zero + if ( sin !== undefined ) { + + _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y ); + _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y ); + + } else { + + _rotatedPosition.copy( _alignedPosition ); + + } + + + vertexPosition.copy( mvPosition ); + vertexPosition.x += _rotatedPosition.x; + vertexPosition.y += _rotatedPosition.y; + + // transform to world space + vertexPosition.applyMatrix4( _viewWorldMatrix ); + +} + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +var _v1$4 = new Vector3(); +var _v2$2 = new Vector3(); + +function LOD() { + + Object3D.call( this ); + + this._currentLevel = 0; + + this.type = 'LOD'; + + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + } + } ); + + this.autoUpdate = true; + +} + +LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: LOD, + + isLOD: true, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source, false ); + + var levels = source.levels; + + for ( var i = 0, l = levels.length; i < l; i ++ ) { + + var level = levels[ i ]; + + this.addLevel( level.object.clone(), level.distance ); + + } + + this.autoUpdate = source.autoUpdate; + + return this; + + }, + + addLevel: function ( object, distance ) { + + if ( distance === undefined ) distance = 0; + + distance = Math.abs( distance ); + + var levels = this.levels; + + for ( var l = 0; l < levels.length; l ++ ) { + + if ( distance < levels[ l ].distance ) { + + break; + + } + + } + + levels.splice( l, 0, { distance: distance, object: object } ); + + this.add( object ); + + return this; + + }, + + getCurrentLevel: function () { + + return this._currentLevel; + + }, + + getObjectForDistance: function ( distance ) { + + var levels = this.levels; + + if ( levels.length > 0 ) { + + for ( var i = 1, l = levels.length; i < l; i ++ ) { + + if ( distance < levels[ i ].distance ) { + + break; + + } + + } + + return levels[ i - 1 ].object; + + } + + return null; + + }, + + raycast: function ( raycaster, intersects ) { + + var levels = this.levels; + + if ( levels.length > 0 ) { + + _v1$4.setFromMatrixPosition( this.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( _v1$4 ); + + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + + } + + }, + + update: function ( camera ) { + + var levels = this.levels; + + if ( levels.length > 1 ) { + + _v1$4.setFromMatrixPosition( camera.matrixWorld ); + _v2$2.setFromMatrixPosition( this.matrixWorld ); + + var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom; + + levels[ 0 ].object.visible = true; + + for ( var i = 1, l = levels.length; i < l; i ++ ) { + + if ( distance >= levels[ i ].distance ) { + + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; + + } else { + + break; + + } + + } + + this._currentLevel = i - 1; + + for ( ; i < l; i ++ ) { + + levels[ i ].object.visible = false; + + } + + } + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + if ( this.autoUpdate === false ) data.object.autoUpdate = false; + + data.object.levels = []; + + var levels = this.levels; + + for ( var i = 0, l = levels.length; i < l; i ++ ) { + + var level = levels[ i ]; + + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance + } ); + + } + + return data; + + } + +} ); + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + +function SkinnedMesh( geometry, material ) { + + if ( geometry && geometry.isGeometry ) { + + console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); + + } + + Mesh.call( this, geometry, material ); + + this.type = 'SkinnedMesh'; + + this.bindMode = 'attached'; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); + +} + +SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { + + constructor: SkinnedMesh, + + isSkinnedMesh: true, + + bind: function ( skeleton, bindMatrix ) { + + this.skeleton = skeleton; + + if ( bindMatrix === undefined ) { + + this.updateMatrixWorld( true ); + + this.skeleton.calculateInverses(); + + bindMatrix = this.matrixWorld; + + } + + this.bindMatrix.copy( bindMatrix ); + this.bindMatrixInverse.getInverse( bindMatrix ); + + }, + + pose: function () { + + this.skeleton.pose(); + + }, + + normalizeSkinWeights: function () { + + var vector = new Vector4(); + + var skinWeight = this.geometry.attributes.skinWeight; + + for ( var i = 0, l = skinWeight.count; i < l; i ++ ) { + + vector.x = skinWeight.getX( i ); + vector.y = skinWeight.getY( i ); + vector.z = skinWeight.getZ( i ); + vector.w = skinWeight.getW( i ); + + var scale = 1.0 / vector.manhattanLength(); + + if ( scale !== Infinity ) { + + vector.multiplyScalar( scale ); + + } else { + + vector.set( 1, 0, 0, 0 ); // do something reasonable + + } + + skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); + + } + + }, + + updateMatrixWorld: function ( force ) { + + Mesh.prototype.updateMatrixWorld.call( this, force ); + + if ( this.bindMode === 'attached' ) { + + this.bindMatrixInverse.getInverse( this.matrixWorld ); + + } else if ( this.bindMode === 'detached' ) { + + this.bindMatrixInverse.getInverse( this.bindMatrix ); + + } else { + + console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); + + } + + }, + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author michael guerrero / http://realitymeltdown.com + * @author ikerr / http://verold.com + */ + +var _offsetMatrix = new Matrix4(); +var _identityMatrix = new Matrix4(); + +function Skeleton( bones, boneInverses ) { + + // copy the bone array + + bones = bones || []; + + this.bones = bones.slice( 0 ); + this.boneMatrices = new Float32Array( this.bones.length * 16 ); + + this.frame = - 1; + + // use the supplied bone inverses or calculate the inverses + + if ( boneInverses === undefined ) { + + this.calculateInverses(); + + } else { + + if ( this.bones.length === boneInverses.length ) { + + this.boneInverses = boneInverses.slice( 0 ); + + } else { + + console.warn( 'THREE.Skeleton boneInverses is the wrong length.' ); + + this.boneInverses = []; + + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + + this.boneInverses.push( new Matrix4() ); + + } + + } + + } + +} + +Object.assign( Skeleton.prototype, { + + calculateInverses: function () { + + this.boneInverses = []; + + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + + var inverse = new Matrix4(); + + if ( this.bones[ i ] ) { + + inverse.getInverse( this.bones[ i ].matrixWorld ); + + } + + this.boneInverses.push( inverse ); + + } + + }, + + pose: function () { + + var bone, i, il; + + // recover the bind-time world matrices + + for ( i = 0, il = this.bones.length; i < il; i ++ ) { + + bone = this.bones[ i ]; + + if ( bone ) { + + bone.matrixWorld.getInverse( this.boneInverses[ i ] ); + + } + + } + + // compute the local matrices, positions, rotations and scales + + for ( i = 0, il = this.bones.length; i < il; i ++ ) { + + bone = this.bones[ i ]; + + if ( bone ) { + + if ( bone.parent && bone.parent.isBone ) { + + bone.matrix.getInverse( bone.parent.matrixWorld ); + bone.matrix.multiply( bone.matrixWorld ); + + } else { + + bone.matrix.copy( bone.matrixWorld ); + + } + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + } + + } + + }, + + update: function () { + + var bones = this.bones; + var boneInverses = this.boneInverses; + var boneMatrices = this.boneMatrices; + var boneTexture = this.boneTexture; + + // flatten bone matrices to array + + for ( var i = 0, il = bones.length; i < il; i ++ ) { + + // compute the offset between the current and the original transform + + var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix; + + _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); + _offsetMatrix.toArray( boneMatrices, i * 16 ); + + } + + if ( boneTexture !== undefined ) { + + boneTexture.needsUpdate = true; + + } + + }, + + clone: function () { + + return new Skeleton( this.bones, this.boneInverses ); + + }, + + getBoneByName: function ( name ) { + + for ( var i = 0, il = this.bones.length; i < il; i ++ ) { + + var bone = this.bones[ i ]; + + if ( bone.name === name ) { + + return bone; + + } + + } + + return undefined; + + }, + + dispose: function ( ) { + + if ( this.boneTexture ) { + + this.boneTexture.dispose(); + + this.boneTexture = undefined; + + } + + } + +} ); + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + +function Bone() { + + Object3D.call( this ); + + this.type = 'Bone'; + +} + +Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Bone, + + isBone: true + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var _instanceLocalMatrix = new Matrix4(); +var _instanceWorldMatrix = new Matrix4(); + +var _instanceIntersects = []; + +var _mesh = new Mesh(); + +function InstancedMesh( geometry, material, count ) { + + Mesh.call( this, geometry, material ); + + this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 ); + + this.count = count; + + this.frustumCulled = false; + +} + +InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { + + constructor: InstancedMesh, + + isInstancedMesh: true, + + getMatrixAt: function ( index, matrix ) { + + matrix.fromArray( this.instanceMatrix.array, index * 16 ); + + }, + + raycast: function ( raycaster, intersects ) { + + var matrixWorld = this.matrixWorld; + var raycastTimes = this.count; + + _mesh.geometry = this.geometry; + _mesh.material = this.material; + + if ( _mesh.material === undefined ) return; + + for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { + + // calculate the world matrix for each instance + + this.getMatrixAt( instanceId, _instanceLocalMatrix ); + + _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); + + // the mesh represents this single instance + + _mesh.matrixWorld = _instanceWorldMatrix; + + _mesh.raycast( raycaster, _instanceIntersects ); + + // process the result of raycast + + if ( _instanceIntersects.length > 0 ) { + + _instanceIntersects[ 0 ].instanceId = instanceId; + _instanceIntersects[ 0 ].object = this; + + intersects.push( _instanceIntersects[ 0 ] ); + + _instanceIntersects.length = 0; + + } + + } + + }, + + setMatrixAt: function ( index, matrix ) { + + matrix.toArray( this.instanceMatrix.array, index * 16 ); + + }, + + updateMorphTargets: function () { + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round" + * } + */ + +function LineBasicMaterial( parameters ) { + + Material.call( this ); + + this.type = 'LineBasicMaterial'; + + this.color = new Color( 0xffffff ); + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.setValues( parameters ); + +} + +LineBasicMaterial.prototype = Object.create( Material.prototype ); +LineBasicMaterial.prototype.constructor = LineBasicMaterial; + +LineBasicMaterial.prototype.isLineBasicMaterial = true; + +LineBasicMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + return this; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var _start = new Vector3(); +var _end = new Vector3(); +var _inverseMatrix$1 = new Matrix4(); +var _ray$1 = new Ray(); +var _sphere$2 = new Sphere(); + +function Line( geometry, material, mode ) { + + if ( mode === 1 ) { + + console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' ); + + } + + Object3D.call( this ); + + this.type = 'Line'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new LineBasicMaterial(); + +} + +Line.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Line, + + isLine: true, + + computeLineDistances: function () { + + var geometry = this.geometry; + + if ( geometry.isBufferGeometry ) { + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + var positionAttribute = geometry.attributes.position; + var lineDistances = [ 0 ]; + + for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) { + + _start.fromBufferAttribute( positionAttribute, i - 1 ); + _end.fromBufferAttribute( positionAttribute, i ); + + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += _start.distanceTo( _end ); + + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + } else if ( geometry.isGeometry ) { + + var vertices = geometry.vertices; + var lineDistances = geometry.lineDistances; + + lineDistances[ 0 ] = 0; + + for ( var i = 1, l = vertices.length; i < l; i ++ ) { + + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] ); + + } + + } + + return this; + + }, + + raycast: function ( raycaster, intersects ) { + + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + var threshold = raycaster.params.Line.threshold; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$2.copy( geometry.boundingSphere ); + _sphere$2.applyMatrix4( matrixWorld ); + _sphere$2.radius += threshold; + + if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return; + + // + + _inverseMatrix$1.getInverse( matrixWorld ); + _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); + + var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + var localThresholdSq = localThreshold * localThreshold; + + var vStart = new Vector3(); + var vEnd = new Vector3(); + var interSegment = new Vector3(); + var interRay = new Vector3(); + var step = ( this && this.isLineSegments ) ? 2 : 1; + + if ( geometry.isBufferGeometry ) { + + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, l = indices.length - 1; i < l; i += step ) { + + var a = indices[ i ]; + var b = indices[ i + 1 ]; + + vStart.fromArray( positions, a * 3 ); + vEnd.fromArray( positions, b * 3 ); + + var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > localThresholdSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } else { + + for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { + + vStart.fromArray( positions, 3 * i ); + vEnd.fromArray( positions, 3 * i + 3 ); + + var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > localThresholdSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + } else if ( geometry.isGeometry ) { + + var vertices = geometry.vertices; + var nbVertices = vertices.length; + + for ( var i = 0; i < nbVertices - 1; i += step ) { + + var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); + + if ( distSq > localThresholdSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + }, + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var _start$1 = new Vector3(); +var _end$1 = new Vector3(); + +function LineSegments( geometry, material ) { + + Line.call( this, geometry, material ); + + this.type = 'LineSegments'; + +} + +LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { + + constructor: LineSegments, + + isLineSegments: true, + + computeLineDistances: function () { + + var geometry = this.geometry; + + if ( geometry.isBufferGeometry ) { + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + var positionAttribute = geometry.attributes.position; + var lineDistances = []; + + for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) { + + _start$1.fromBufferAttribute( positionAttribute, i ); + _end$1.fromBufferAttribute( positionAttribute, i + 1 ); + + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 ); + + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + } else if ( geometry.isGeometry ) { + + var vertices = geometry.vertices; + var lineDistances = geometry.lineDistances; + + for ( var i = 0, l = vertices.length; i < l; i += 2 ) { + + _start$1.copy( vertices[ i ] ); + _end$1.copy( vertices[ i + 1 ] ); + + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 ); + + } + + } + + return this; + + } + +} ); + +/** + * @author mgreter / http://github.com/mgreter + */ + +function LineLoop( geometry, material ) { + + Line.call( this, geometry, material ); + + this.type = 'LineLoop'; + +} + +LineLoop.prototype = Object.assign( Object.create( Line.prototype ), { + + constructor: LineLoop, + + isLineLoop: true, + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * alphaMap: new THREE.Texture( ), + * + * size: , + * sizeAttenuation: + * + * morphTargets: + * } + */ + +function PointsMaterial( parameters ) { + + Material.call( this ); + + this.type = 'PointsMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.alphaMap = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.morphTargets = false; + + this.setValues( parameters ); + +} + +PointsMaterial.prototype = Object.create( Material.prototype ); +PointsMaterial.prototype.constructor = PointsMaterial; + +PointsMaterial.prototype.isPointsMaterial = true; + +PointsMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + + this.morphTargets = source.morphTargets; + + return this; + +}; + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +var _inverseMatrix$2 = new Matrix4(); +var _ray$2 = new Ray(); +var _sphere$3 = new Sphere(); +var _position$1 = new Vector3(); + +function Points( geometry, material ) { + + Object3D.call( this ); + + this.type = 'Points'; + + this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); + this.material = material !== undefined ? material : new PointsMaterial(); + + this.updateMorphTargets(); + +} + +Points.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Points, + + isPoints: true, + + raycast: function ( raycaster, intersects ) { + + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + var threshold = raycaster.params.Points.threshold; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$3.copy( geometry.boundingSphere ); + _sphere$3.applyMatrix4( matrixWorld ); + _sphere$3.radius += threshold; + + if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return; + + // + + _inverseMatrix$2.getInverse( matrixWorld ); + _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); + + var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + var localThresholdSq = localThreshold * localThreshold; + + if ( geometry.isBufferGeometry ) { + + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, il = indices.length; i < il; i ++ ) { + + var a = indices[ i ]; + + _position$1.fromArray( positions, a * 3 ); + + testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } else { + + for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { + + _position$1.fromArray( positions, i * 3 ); + + testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } + + } else { + + var vertices = geometry.vertices; + + for ( var i = 0, l = vertices.length; i < l; i ++ ) { + + testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } + + }, + + updateMorphTargets: function () { + + var geometry = this.geometry; + var m, ml, name; + + if ( geometry.isBufferGeometry ) { + + var morphAttributes = geometry.morphAttributes; + var keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + var morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } else { + + var morphTargets = geometry.morphTargets; + + if ( morphTargets !== undefined && morphTargets.length > 0 ) { + + console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' ); + + } + + } + + }, + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + +function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { + + var rayPointDistanceSq = _ray$2.distanceSqToPoint( point ); + + if ( rayPointDistanceSq < localThresholdSq ) { + + var intersectPoint = new Vector3(); + + _ray$2.closestPointToPoint( point, intersectPoint ); + intersectPoint.applyMatrix4( matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint, + index: index, + face: null, + object: object + + } ); + + } + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.format = format !== undefined ? format : RGBFormat; + + this.minFilter = minFilter !== undefined ? minFilter : LinearFilter; + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + + this.generateMipmaps = false; + +} + +VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), { + + constructor: VideoTexture, + + isVideoTexture: true, + + update: function () { + + var video = this.image; + + if ( video.readyState >= video.HAVE_CURRENT_DATA ) { + + this.needsUpdate = true; + + } + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; + + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) + + this.flipY = false; + + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files + + this.generateMipmaps = false; + +} + +CompressedTexture.prototype = Object.create( Texture.prototype ); +CompressedTexture.prototype.constructor = CompressedTexture; + +CompressedTexture.prototype.isCompressedTexture = true; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.needsUpdate = true; + +} + +CanvasTexture.prototype = Object.create( Texture.prototype ); +CanvasTexture.prototype.constructor = CanvasTexture; +CanvasTexture.prototype.isCanvasTexture = true; + +/** + * @author Matt DesLauriers / @mattdesl + * @author atix / arthursilber.de + */ + +function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { + + format = format !== undefined ? format : DepthFormat; + + if ( format !== DepthFormat && format !== DepthStencilFormat ) { + + throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); + + } + + if ( type === undefined && format === DepthFormat ) type = UnsignedShortType; + if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; + + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.image = { width: width, height: height }; + + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.flipY = false; + this.generateMipmaps = false; + +} + +DepthTexture.prototype = Object.create( Texture.prototype ); +DepthTexture.prototype.constructor = DepthTexture; +DepthTexture.prototype.isDepthTexture = true; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +function WireframeGeometry( geometry ) { + + BufferGeometry.call( this ); + + this.type = 'WireframeGeometry'; + + // buffer + + var vertices = []; + + // helper variables + + var i, j, l, o, ol; + var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; + var vertex; + + // different logic for Geometry and BufferGeometry + + if ( geometry && geometry.isGeometry ) { + + // create a data structure that contains all edges without duplicates + + var faces = geometry.faces; + + for ( i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( j = 0; j < 3; j ++ ) { + + edge1 = face[ keys[ j ] ]; + edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); + + key = edge[ 0 ] + ',' + edge[ 1 ]; + + if ( edges[ key ] === undefined ) { + + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + + } + + } + + } + + // generate vertices + + for ( key in edges ) { + + e = edges[ key ]; + + vertex = geometry.vertices[ e.index1 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + vertex = geometry.vertices[ e.index2 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } else if ( geometry && geometry.isBufferGeometry ) { + + var position, indices, groups; + var group, start, count; + var index1, index2; + + vertex = new Vector3(); + + if ( geometry.index !== null ) { + + // indexed BufferGeometry + + position = geometry.attributes.position; + indices = geometry.index; + groups = geometry.groups; + + if ( groups.length === 0 ) { + + groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; + + } + + // create a data structure that contains all eges without duplicates + + for ( o = 0, ol = groups.length; o < ol; ++ o ) { + + group = groups[ o ]; + + start = group.start; + count = group.count; + + for ( i = start, l = ( start + count ); i < l; i += 3 ) { + + for ( j = 0; j < 3; j ++ ) { + + edge1 = indices.getX( i + j ); + edge2 = indices.getX( i + ( j + 1 ) % 3 ); + edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates + edge[ 1 ] = Math.max( edge1, edge2 ); + + key = edge[ 0 ] + ',' + edge[ 1 ]; + + if ( edges[ key ] === undefined ) { + + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; + + } + + } + + } + + } + + // generate vertices + + for ( key in edges ) { + + e = edges[ key ]; + + vertex.fromBufferAttribute( position, e.index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + vertex.fromBufferAttribute( position, e.index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } else { + + // non-indexed BufferGeometry + + position = geometry.attributes.position; + + for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { + + for ( j = 0; j < 3; j ++ ) { + + // three edges per triangle, an edge is represented as (index1, index2) + // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) + + index1 = 3 * i + j; + vertex.fromBufferAttribute( position, index1 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + index2 = 3 * i + ( ( j + 1 ) % 3 ); + vertex.fromBufferAttribute( position, index2 ); + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + } + + } + + // build geometry + + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + +} + +WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); +WireframeGeometry.prototype.constructor = WireframeGeometry; + +/** + * @author zz85 / https://github.com/zz85 + * @author Mugen87 / https://github.com/Mugen87 + * + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html + */ + +// ParametricGeometry + +function ParametricGeometry( func, slices, stacks ) { + + Geometry.call( this ); + + this.type = 'ParametricGeometry'; + + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; + + this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); + this.mergeVertices(); + +} + +ParametricGeometry.prototype = Object.create( Geometry.prototype ); +ParametricGeometry.prototype.constructor = ParametricGeometry; + +// ParametricBufferGeometry + +function ParametricBufferGeometry( func, slices, stacks ) { + + BufferGeometry.call( this ); + + this.type = 'ParametricBufferGeometry'; + + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + var EPS = 0.00001; + + var normal = new Vector3(); + + var p0 = new Vector3(), p1 = new Vector3(); + var pu = new Vector3(), pv = new Vector3(); + + var i, j; + + if ( func.length < 3 ) { + + console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' ); + + } + + // generate vertices, normals and uvs + + var sliceCount = slices + 1; + + for ( i = 0; i <= stacks; i ++ ) { + + var v = i / stacks; + + for ( j = 0; j <= slices; j ++ ) { + + var u = j / slices; + + // vertex + + func( u, v, p0 ); + vertices.push( p0.x, p0.y, p0.z ); + + // normal + + // approximate tangent vectors via finite differences + + if ( u - EPS >= 0 ) { + + func( u - EPS, v, p1 ); + pu.subVectors( p0, p1 ); + + } else { + + func( u + EPS, v, p1 ); + pu.subVectors( p1, p0 ); + + } + + if ( v - EPS >= 0 ) { + + func( u, v - EPS, p1 ); + pv.subVectors( p0, p1 ); + + } else { + + func( u, v + EPS, p1 ); + pv.subVectors( p1, p0 ); + + } + + // cross product of tangent vectors returns surface normal + + normal.crossVectors( pu, pv ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, v ); + + } + + } + + // generate indices + + for ( i = 0; i < stacks; i ++ ) { + + for ( j = 0; j < slices; j ++ ) { + + var a = i * sliceCount + j; + var b = i * sliceCount + j + 1; + var c = ( i + 1 ) * sliceCount + j + 1; + var d = ( i + 1 ) * sliceCount + j; + + // faces one and two + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; + +/** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + * @author WestLangley / http://github.com/WestLangley + * @author Mugen87 / https://github.com/Mugen87 + */ + +// PolyhedronGeometry + +function PolyhedronGeometry( vertices, indices, radius, detail ) { + + Geometry.call( this ); + + this.type = 'PolyhedronGeometry'; + + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); + this.mergeVertices(); + +} + +PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); +PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; + +// PolyhedronBufferGeometry + +function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { + + BufferGeometry.call( this ); + + this.type = 'PolyhedronBufferGeometry'; + + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + radius = radius || 1; + detail = detail || 0; + + // default buffer data + + var vertexBuffer = []; + var uvBuffer = []; + + // the subdivision creates the vertex buffer data + + subdivide( detail ); + + // all vertices should lie on a conceptual sphere with a given radius + + applyRadius( radius ); + + // finally, create the uv data + + generateUVs(); + + // build non-indexed geometry + + this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); + + if ( detail === 0 ) { + + this.computeVertexNormals(); // flat normals + + } else { + + this.normalizeNormals(); // smooth normals + + } + + // helper functions + + function subdivide( detail ) { + + var a = new Vector3(); + var b = new Vector3(); + var c = new Vector3(); + + // iterate over all faces and apply a subdivison with the given detail value + + for ( var i = 0; i < indices.length; i += 3 ) { + + // get the vertices of the face + + getVertexByIndex( indices[ i + 0 ], a ); + getVertexByIndex( indices[ i + 1 ], b ); + getVertexByIndex( indices[ i + 2 ], c ); + + // perform subdivision + + subdivideFace( a, b, c, detail ); + + } + + } + + function subdivideFace( a, b, c, detail ) { + + var cols = Math.pow( 2, detail ); + + // we use this multidimensional array as a data structure for creating the subdivision + + var v = []; + + var i, j; + + // construct all of the vertices for this subdivision + + for ( i = 0; i <= cols; i ++ ) { + + v[ i ] = []; + + var aj = a.clone().lerp( c, i / cols ); + var bj = b.clone().lerp( c, i / cols ); + + var rows = cols - i; + + for ( j = 0; j <= rows; j ++ ) { + + if ( j === 0 && i === cols ) { + + v[ i ][ j ] = aj; + + } else { + + v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); + + } + + } + + } + + // construct all of the faces + + for ( i = 0; i < cols; i ++ ) { + + for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + + var k = Math.floor( j / 2 ); + + if ( j % 2 === 0 ) { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + pushVertex( v[ i ][ k ] ); + + } else { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + + } + + } + + } + + } + + function applyRadius( radius ) { + + var vertex = new Vector3(); + + // iterate over the entire buffer and apply the radius to each vertex + + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + vertex.normalize().multiplyScalar( radius ); + + vertexBuffer[ i + 0 ] = vertex.x; + vertexBuffer[ i + 1 ] = vertex.y; + vertexBuffer[ i + 2 ] = vertex.z; + + } + + } + + function generateUVs() { + + var vertex = new Vector3(); + + for ( var i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + var u = azimuth( vertex ) / 2 / Math.PI + 0.5; + var v = inclination( vertex ) / Math.PI + 0.5; + uvBuffer.push( u, 1 - v ); + + } + + correctUVs(); + + correctSeam(); + + } + + function correctSeam() { + + // handle case when face straddles the seam, see #3269 + + for ( var i = 0; i < uvBuffer.length; i += 6 ) { + + // uv data of a single face + + var x0 = uvBuffer[ i + 0 ]; + var x1 = uvBuffer[ i + 2 ]; + var x2 = uvBuffer[ i + 4 ]; + + var max = Math.max( x0, x1, x2 ); + var min = Math.min( x0, x1, x2 ); + + // 0.9 is somewhat arbitrary + + if ( max > 0.9 && min < 0.1 ) { + + if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; + if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; + if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; + + } + + } + + } + + function pushVertex( vertex ) { + + vertexBuffer.push( vertex.x, vertex.y, vertex.z ); + + } + + function getVertexByIndex( index, vertex ) { + + var stride = index * 3; + + vertex.x = vertices[ stride + 0 ]; + vertex.y = vertices[ stride + 1 ]; + vertex.z = vertices[ stride + 2 ]; + + } + + function correctUVs() { + + var a = new Vector3(); + var b = new Vector3(); + var c = new Vector3(); + + var centroid = new Vector3(); + + var uvA = new Vector2(); + var uvB = new Vector2(); + var uvC = new Vector2(); + + for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { + + a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); + b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); + c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); + + uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); + uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); + uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); + + centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); + + var azi = azimuth( centroid ); + + correctUV( uvA, j + 0, a, azi ); + correctUV( uvB, j + 2, b, azi ); + correctUV( uvC, j + 4, c, azi ); + + } + + } + + function correctUV( uv, stride, vector, azimuth ) { + + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { + + uvBuffer[ stride ] = uv.x - 1; + + } + + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { + + uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; + + } + + } + + // Angle around the Y axis, counter-clockwise when looking from above. + + function azimuth( vector ) { + + return Math.atan2( vector.z, - vector.x ); + + } + + + // Angle above the XZ plane. + + function inclination( vector ) { + + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + +} + +PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; + +/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ + +// TetrahedronGeometry + +function TetrahedronGeometry( radius, detail ) { + + Geometry.call( this ); + + this.type = 'TetrahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + +} + +TetrahedronGeometry.prototype = Object.create( Geometry.prototype ); +TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; + +// TetrahedronBufferGeometry + +function TetrahedronBufferGeometry( radius, detail ) { + + var vertices = [ + 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 + ]; + + var indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; + + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'TetrahedronBufferGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +} + +TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); +TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; + +/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ + +// OctahedronGeometry + +function OctahedronGeometry( radius, detail ) { + + Geometry.call( this ); + + this.type = 'OctahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + +} + +OctahedronGeometry.prototype = Object.create( Geometry.prototype ); +OctahedronGeometry.prototype.constructor = OctahedronGeometry; + +// OctahedronBufferGeometry + +function OctahedronBufferGeometry( radius, detail ) { + + var vertices = [ + 1, 0, 0, - 1, 0, 0, 0, 1, 0, + 0, - 1, 0, 0, 0, 1, 0, 0, - 1 + ]; + + var indices = [ + 0, 2, 4, 0, 4, 3, 0, 3, 5, + 0, 5, 2, 1, 2, 5, 1, 5, 3, + 1, 3, 4, 1, 4, 2 + ]; + + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'OctahedronBufferGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +} + +OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); +OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; + +/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ + +// IcosahedronGeometry + +function IcosahedronGeometry( radius, detail ) { + + Geometry.call( this ); + + this.type = 'IcosahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + +} + +IcosahedronGeometry.prototype = Object.create( Geometry.prototype ); +IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; + +// IcosahedronBufferGeometry + +function IcosahedronBufferGeometry( radius, detail ) { + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + + var vertices = [ + - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, + 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, + t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 + ]; + + var indices = [ + 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, + 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, + 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, + 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 + ]; + + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'IcosahedronBufferGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +} + +IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); +IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; + +/** + * @author Abe Pazos / https://hamoid.com + * @author Mugen87 / https://github.com/Mugen87 + */ + +// DodecahedronGeometry + +function DodecahedronGeometry( radius, detail ) { + + Geometry.call( this ); + + this.type = 'DodecahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); + this.mergeVertices(); + +} + +DodecahedronGeometry.prototype = Object.create( Geometry.prototype ); +DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; + +// DodecahedronBufferGeometry + +function DodecahedronBufferGeometry( radius, detail ) { + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + var r = 1 / t; + + var vertices = [ + + // (±1, ±1, ±1) + - 1, - 1, - 1, - 1, - 1, 1, + - 1, 1, - 1, - 1, 1, 1, + 1, - 1, - 1, 1, - 1, 1, + 1, 1, - 1, 1, 1, 1, + + // (0, ±1/φ, ±φ) + 0, - r, - t, 0, - r, t, + 0, r, - t, 0, r, t, + + // (±1/φ, ±φ, 0) + - r, - t, 0, - r, t, 0, + r, - t, 0, r, t, 0, + + // (±φ, 0, ±1/φ) + - t, 0, - r, t, 0, - r, + - t, 0, r, t, 0, r + ]; + + var indices = [ + 3, 11, 7, 3, 7, 15, 3, 15, 13, + 7, 19, 17, 7, 17, 6, 7, 6, 15, + 17, 4, 8, 17, 8, 10, 17, 10, 6, + 8, 0, 16, 8, 16, 2, 8, 2, 10, + 0, 12, 1, 0, 1, 18, 0, 18, 16, + 6, 10, 2, 6, 2, 13, 6, 13, 15, + 2, 16, 18, 2, 18, 3, 2, 3, 13, + 18, 1, 9, 18, 9, 11, 18, 11, 3, + 4, 14, 12, 4, 12, 0, 4, 0, 8, + 11, 9, 5, 11, 5, 19, 11, 19, 7, + 19, 5, 14, 19, 14, 4, 19, 4, 17, + 1, 12, 14, 1, 14, 5, 1, 5, 9 + ]; + + PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'DodecahedronBufferGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +} + +DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); +DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; + +/** + * @author oosmoxiecode / https://github.com/oosmoxiecode + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * @author jonobr1 / https://github.com/jonobr1 + * @author Mugen87 / https://github.com/Mugen87 + * + */ + +// TubeGeometry + +function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) { + + Geometry.call( this ); + + this.type = 'TubeGeometry'; + + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; + + if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' ); + + var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ); + + // expose internals + + this.tangents = bufferGeometry.tangents; + this.normals = bufferGeometry.normals; + this.binormals = bufferGeometry.binormals; + + // create geometry + + this.fromBufferGeometry( bufferGeometry ); + this.mergeVertices(); + +} + +TubeGeometry.prototype = Object.create( Geometry.prototype ); +TubeGeometry.prototype.constructor = TubeGeometry; + +// TubeBufferGeometry + +function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) { + + BufferGeometry.call( this ); + + this.type = 'TubeBufferGeometry'; + + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; + + tubularSegments = tubularSegments || 64; + radius = radius || 1; + radialSegments = radialSegments || 8; + closed = closed || false; + + var frames = path.computeFrenetFrames( tubularSegments, closed ); + + // expose internals + + this.tangents = frames.tangents; + this.normals = frames.normals; + this.binormals = frames.binormals; + + // helper variables + + var vertex = new Vector3(); + var normal = new Vector3(); + var uv = new Vector2(); + var P = new Vector3(); + + var i, j; + + // buffer + + var vertices = []; + var normals = []; + var uvs = []; + var indices = []; + + // create buffer data + + generateBufferData(); + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // functions + + function generateBufferData() { + + for ( i = 0; i < tubularSegments; i ++ ) { + + generateSegment( i ); + + } + + // if the geometry is not closed, generate the last row of vertices and normals + // at the regular position on the given path + // + // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) + + generateSegment( ( closed === false ) ? tubularSegments : 0 ); + + // uvs are generated in a separate function. + // this makes it easy compute correct values for closed geometries + + generateUVs(); + + // finally create faces + + generateIndices(); + + } + + function generateSegment( i ) { + + // we use getPointAt to sample evenly distributed points from the given path + + P = path.getPointAt( i / tubularSegments, P ); + + // retrieve corresponding normal and binormal + + var N = frames.normals[ i ]; + var B = frames.binormals[ i ]; + + // generate normals and vertices for the current segment + + for ( j = 0; j <= radialSegments; j ++ ) { + + var v = j / radialSegments * Math.PI * 2; + + var sin = Math.sin( v ); + var cos = - Math.cos( v ); + + // normal + + normal.x = ( cos * N.x + sin * B.x ); + normal.y = ( cos * N.y + sin * B.y ); + normal.z = ( cos * N.z + sin * B.z ); + normal.normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // vertex + + vertex.x = P.x + radius * normal.x; + vertex.y = P.y + radius * normal.y; + vertex.z = P.z + radius * normal.z; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + function generateIndices() { + + for ( j = 1; j <= tubularSegments; j ++ ) { + + for ( i = 1; i <= radialSegments; i ++ ) { + + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + } + + function generateUVs() { + + for ( i = 0; i <= tubularSegments; i ++ ) { + + for ( j = 0; j <= radialSegments; j ++ ) { + + uv.x = i / tubularSegments; + uv.y = j / radialSegments; + + uvs.push( uv.x, uv.y ); + + } + + } + + } + +} + +TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; + +TubeBufferGeometry.prototype.toJSON = function () { + + var data = BufferGeometry.prototype.toJSON.call( this ); + + data.path = this.parameters.path.toJSON(); + + return data; + +}; + +/** + * @author oosmoxiecode + * @author Mugen87 / https://github.com/Mugen87 + * + * based on http://www.blackpawn.com/texts/pqtorus/ + */ + +// TorusKnotGeometry + +function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { + + Geometry.call( this ); + + this.type = 'TorusKnotGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); + + this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); + this.mergeVertices(); + +} + +TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); +TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; + +// TorusKnotBufferGeometry + +function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { + + BufferGeometry.call( this ); + + this.type = 'TorusKnotBufferGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + radius = radius || 1; + tube = tube || 0.4; + tubularSegments = Math.floor( tubularSegments ) || 64; + radialSegments = Math.floor( radialSegments ) || 8; + p = p || 2; + q = q || 3; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var i, j; + + var vertex = new Vector3(); + var normal = new Vector3(); + + var P1 = new Vector3(); + var P2 = new Vector3(); + + var B = new Vector3(); + var T = new Vector3(); + var N = new Vector3(); + + // generate vertices, normals and uvs + + for ( i = 0; i <= tubularSegments; ++ i ) { + + // the radian "u" is used to calculate the position on the torus curve of the current tubular segement + + var u = i / tubularSegments * p * Math.PI * 2; + + // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions + + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); + + // calculate orthonormal basis + + T.subVectors( P2, P1 ); + N.addVectors( P2, P1 ); + B.crossVectors( T, N ); + N.crossVectors( B, T ); + + // normalize B, N. T can be ignored, we don't use it + + B.normalize(); + N.normalize(); + + for ( j = 0; j <= radialSegments; ++ j ) { + + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + + var v = j / radialSegments * Math.PI * 2; + var cx = - tube * Math.cos( v ); + var cy = tube * Math.sin( v ); + + // now calculate the final vertex position. + // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve + + vertex.x = P1.x + ( cx * N.x + cy * B.x ); + vertex.y = P1.y + ( cx * N.y + cy * B.y ); + vertex.z = P1.z + ( cx * N.z + cy * B.z ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) + + normal.subVectors( vertex, P1 ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( j = 1; j <= tubularSegments; j ++ ) { + + for ( i = 1; i <= radialSegments; i ++ ) { + + // indices + + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // this function calculates the current position on the torus curve + + function calculatePositionOnCurve( u, p, q, radius, position ) { + + var cu = Math.cos( u ); + var su = Math.sin( u ); + var quOverP = q / p * u; + var cs = Math.cos( quOverP ); + + position.x = radius * ( 2 + cs ) * 0.5 * cu; + position.y = radius * ( 2 + cs ) * su * 0.5; + position.z = radius * Math.sin( quOverP ) * 0.5; + + } + +} + +TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; + +/** + * @author oosmoxiecode + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +// TorusGeometry + +function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + + Geometry.call( this ); + + this.type = 'TorusGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); + this.mergeVertices(); + +} + +TorusGeometry.prototype = Object.create( Geometry.prototype ); +TorusGeometry.prototype.constructor = TorusGeometry; + +// TorusBufferGeometry + +function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + + BufferGeometry.call( this ); + + this.type = 'TorusBufferGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + radius = radius || 1; + tube = tube || 0.4; + radialSegments = Math.floor( radialSegments ) || 8; + tubularSegments = Math.floor( tubularSegments ) || 6; + arc = arc || Math.PI * 2; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var center = new Vector3(); + var vertex = new Vector3(); + var normal = new Vector3(); + + var j, i; + + // generate vertices, normals and uvs + + for ( j = 0; j <= radialSegments; j ++ ) { + + for ( i = 0; i <= tubularSegments; i ++ ) { + + var u = i / tubularSegments * arc; + var v = j / radialSegments * Math.PI * 2; + + // vertex + + vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = tube * Math.sin( v ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); + normal.subVectors( vertex, center ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( j = 1; j <= radialSegments; j ++ ) { + + for ( i = 1; i <= tubularSegments; i ++ ) { + + // indices + + var a = ( tubularSegments + 1 ) * j + i - 1; + var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + var d = ( tubularSegments + 1 ) * j + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; + +/** + * @author Mugen87 / https://github.com/Mugen87 + * Port from https://github.com/mapbox/earcut (v2.1.5) + */ + +var Earcut = { + + triangulate: function ( data, holeIndices, dim ) { + + dim = dim || 2; + + var hasHoles = holeIndices && holeIndices.length, + outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length, + outerNode = linkedList( data, 0, outerLen, dim, true ), + triangles = []; + + if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles; + + var minX, minY, maxX, maxY, x, y, invSize; + + if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); + + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + if ( data.length > 80 * dim ) { + + minX = maxX = data[ 0 ]; + minY = maxY = data[ 1 ]; + + for ( var i = dim; i < outerLen; i += dim ) { + + x = data[ i ]; + y = data[ i + 1 ]; + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + + } + + // minX, minY and invSize are later used to transform coords into integers for z-order calculation + invSize = Math.max( maxX - minX, maxY - minY ); + invSize = invSize !== 0 ? 1 / invSize : 0; + + } + + earcutLinked( outerNode, triangles, dim, minX, minY, invSize ); + + return triangles; + + } + +}; + +// create a circular doubly linked list from polygon points in the specified winding order +function linkedList( data, start, end, dim, clockwise ) { + + var i, last; + + if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { + + for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + + } else { + + for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + + } + + if ( last && equals( last, last.next ) ) { + + removeNode( last ); + last = last.next; + + } + + return last; + +} + +// eliminate colinear or duplicate points +function filterPoints( start, end ) { + + if ( ! start ) return start; + if ( ! end ) end = start; + + var p = start, + again; + do { + + again = false; + + if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { + + removeNode( p ); + p = end = p.prev; + if ( p === p.next ) break; + again = true; + + } else { + + p = p.next; + + } + + } while ( again || p !== end ); + + return end; + +} + +// main ear slicing loop which triangulates a polygon (given as a linked list) +function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { + + if ( ! ear ) return; + + // interlink polygon nodes in z-order + if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); + + var stop = ear, + prev, next; + + // iterate through ears, slicing them one by one + while ( ear.prev !== ear.next ) { + + prev = ear.prev; + next = ear.next; + + if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { + + // cut off the triangle + triangles.push( prev.i / dim ); + triangles.push( ear.i / dim ); + triangles.push( next.i / dim ); + + removeNode( ear ); + + // skipping the next vertex leads to less sliver triangles + ear = next.next; + stop = next.next; + + continue; + + } + + ear = next; + + // if we looped through the whole remaining polygon and can't find any more ears + if ( ear === stop ) { + + // try filtering points and slicing again + if ( ! pass ) { + + earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); + + // if this didn't work, try curing all small self-intersections locally + + } else if ( pass === 1 ) { + + ear = cureLocalIntersections( ear, triangles, dim ); + earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); + + // as a last resort, try splitting the remaining polygon into two + + } else if ( pass === 2 ) { + + splitEarcut( ear, triangles, dim, minX, minY, invSize ); + + } + + break; + + } + + } + +} + +// check whether a polygon node forms a valid ear with adjacent nodes +function isEar( ear ) { + + var a = ear.prev, + b = ear, + c = ear.next; + + if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + + // now make sure we don't have other points inside the potential ear + var p = ear.next.next; + + while ( p !== ear.prev ) { + + if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && + area( p.prev, p, p.next ) >= 0 ) return false; + p = p.next; + + } + + return true; + +} + +function isEarHashed( ear, minX, minY, invSize ) { + + var a = ear.prev, + b = ear, + c = ear.next; + + if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + + // triangle bbox; min & max are calculated like this for speed + var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ), + minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ), + maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ), + maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y ); + + // z-order range for the current triangle bbox; + var minZ = zOrder( minTX, minTY, minX, minY, invSize ), + maxZ = zOrder( maxTX, maxTY, minX, minY, invSize ); + + var p = ear.prevZ, + n = ear.nextZ; + + // look for points inside the triangle in both directions + while ( p && p.z >= minZ && n && n.z <= maxZ ) { + + if ( p !== ear.prev && p !== ear.next && + pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && + area( p.prev, p, p.next ) >= 0 ) return false; + p = p.prevZ; + + if ( n !== ear.prev && n !== ear.next && + pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) && + area( n.prev, n, n.next ) >= 0 ) return false; + n = n.nextZ; + + } + + // look for remaining points in decreasing z-order + while ( p && p.z >= minZ ) { + + if ( p !== ear.prev && p !== ear.next && + pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && + area( p.prev, p, p.next ) >= 0 ) return false; + p = p.prevZ; + + } + + // look for remaining points in increasing z-order + while ( n && n.z <= maxZ ) { + + if ( n !== ear.prev && n !== ear.next && + pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) && + area( n.prev, n, n.next ) >= 0 ) return false; + n = n.nextZ; + + } + + return true; + +} + +// go through all polygon nodes and cure small local self-intersections +function cureLocalIntersections( start, triangles, dim ) { + + var p = start; + do { + + var a = p.prev, + b = p.next.next; + + if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) { + + triangles.push( a.i / dim ); + triangles.push( p.i / dim ); + triangles.push( b.i / dim ); + + // remove two nodes involved + removeNode( p ); + removeNode( p.next ); + + p = start = b; + + } + + p = p.next; + + } while ( p !== start ); + + return p; + +} + +// try splitting polygon into two and triangulate them independently +function splitEarcut( start, triangles, dim, minX, minY, invSize ) { + + // look for a valid diagonal that divides the polygon into two + var a = start; + do { + + var b = a.next.next; + while ( b !== a.prev ) { + + if ( a.i !== b.i && isValidDiagonal( a, b ) ) { + + // split the polygon in two by the diagonal + var c = splitPolygon( a, b ); + + // filter colinear points around the cuts + a = filterPoints( a, a.next ); + c = filterPoints( c, c.next ); + + // run earcut on each half + earcutLinked( a, triangles, dim, minX, minY, invSize ); + earcutLinked( c, triangles, dim, minX, minY, invSize ); + return; + + } + + b = b.next; + + } + + a = a.next; + + } while ( a !== start ); + +} + +// link every hole into the outer loop, producing a single-ring polygon without holes +function eliminateHoles( data, holeIndices, outerNode, dim ) { + + var queue = [], + i, len, start, end, list; + + for ( i = 0, len = holeIndices.length; i < len; i ++ ) { + + start = holeIndices[ i ] * dim; + end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; + list = linkedList( data, start, end, dim, false ); + if ( list === list.next ) list.steiner = true; + queue.push( getLeftmost( list ) ); + + } + + queue.sort( compareX ); + + // process holes from left to right + for ( i = 0; i < queue.length; i ++ ) { + + eliminateHole( queue[ i ], outerNode ); + outerNode = filterPoints( outerNode, outerNode.next ); + + } + + return outerNode; + +} + +function compareX( a, b ) { + + return a.x - b.x; + +} + +// find a bridge between vertices that connects hole with an outer ring and and link it +function eliminateHole( hole, outerNode ) { + + outerNode = findHoleBridge( hole, outerNode ); + if ( outerNode ) { + + var b = splitPolygon( outerNode, hole ); + filterPoints( b, b.next ); + + } + +} + +// David Eberly's algorithm for finding a bridge between hole and outer polygon +function findHoleBridge( hole, outerNode ) { + + var p = outerNode, + hx = hole.x, + hy = hole.y, + qx = - Infinity, + m; + + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + do { + + if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) { + + var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y ); + if ( x <= hx && x > qx ) { + + qx = x; + if ( x === hx ) { + + if ( hy === p.y ) return p; + if ( hy === p.next.y ) return p.next; + + } + + m = p.x < p.next.x ? p : p.next; + + } + + } + + p = p.next; + + } while ( p !== outerNode ); + + if ( ! m ) return null; + + if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint + + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point + + var stop = m, + mx = m.x, + my = m.y, + tanMin = Infinity, + tan; + + p = m.next; + + while ( p !== stop ) { + + if ( hx >= p.x && p.x >= mx && hx !== p.x && + pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { + + tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential + + if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) { + + m = p; + tanMin = tan; + + } + + } + + p = p.next; + + } + + return m; + +} + +// interlink polygon nodes in z-order +function indexCurve( start, minX, minY, invSize ) { + + var p = start; + do { + + if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + + } while ( p !== start ); + + p.prevZ.nextZ = null; + p.prevZ = null; + + sortLinked( p ); + +} + +// Simon Tatham's linked list merge sort algorithm +// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html +function sortLinked( list ) { + + var i, p, q, e, tail, numMerges, pSize, qSize, + inSize = 1; + + do { + + p = list; + list = null; + tail = null; + numMerges = 0; + + while ( p ) { + + numMerges ++; + q = p; + pSize = 0; + for ( i = 0; i < inSize; i ++ ) { + + pSize ++; + q = q.nextZ; + if ( ! q ) break; + + } + + qSize = inSize; + + while ( pSize > 0 || ( qSize > 0 && q ) ) { + + if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { + + e = p; + p = p.nextZ; + pSize --; + + } else { + + e = q; + q = q.nextZ; + qSize --; + + } + + if ( tail ) tail.nextZ = e; + else list = e; + + e.prevZ = tail; + tail = e; + + } + + p = q; + + } + + tail.nextZ = null; + inSize *= 2; + + } while ( numMerges > 1 ); + + return list; + +} + +// z-order of a point given coords and inverse of the longer side of data bbox +function zOrder( x, y, minX, minY, invSize ) { + + // coords are transformed into non-negative 15-bit integer range + x = 32767 * ( x - minX ) * invSize; + y = 32767 * ( y - minY ) * invSize; + + x = ( x | ( x << 8 ) ) & 0x00FF00FF; + x = ( x | ( x << 4 ) ) & 0x0F0F0F0F; + x = ( x | ( x << 2 ) ) & 0x33333333; + x = ( x | ( x << 1 ) ) & 0x55555555; + + y = ( y | ( y << 8 ) ) & 0x00FF00FF; + y = ( y | ( y << 4 ) ) & 0x0F0F0F0F; + y = ( y | ( y << 2 ) ) & 0x33333333; + y = ( y | ( y << 1 ) ) & 0x55555555; + + return x | ( y << 1 ); + +} + +// find the leftmost node of a polygon ring +function getLeftmost( start ) { + + var p = start, + leftmost = start; + do { + + if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p; + p = p.next; + + } while ( p !== start ); + + return leftmost; + +} + +// check if a point lies within a convex triangle +function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { + + return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 && + ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 && + ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0; + +} + +// check if a diagonal between two polygon nodes is valid (lies in polygon interior) +function isValidDiagonal( a, b ) { + + return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && + locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ); + +} + +// signed area of a triangle +function area( p, q, r ) { + + return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); + +} + +// check if two points are equal +function equals( p1, p2 ) { + + return p1.x === p2.x && p1.y === p2.y; + +} + +// check if two segments intersect +function intersects( p1, q1, p2, q2 ) { + + if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) || + ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true; + return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 && + area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0; + +} + +// check if a polygon diagonal intersects any polygon segments +function intersectsPolygon( a, b ) { + + var p = a; + do { + + if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects( p, p.next, a, b ) ) return true; + p = p.next; + + } while ( p !== a ); + + return false; + +} + +// check if a polygon diagonal is locally inside the polygon +function locallyInside( a, b ) { + + return area( a.prev, a, a.next ) < 0 ? + area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : + area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; + +} + +// check if the middle point of a polygon diagonal is inside the polygon +function middleInside( a, b ) { + + var p = a, + inside = false, + px = ( a.x + b.x ) / 2, + py = ( a.y + b.y ) / 2; + do { + + if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && + ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) + inside = ! inside; + p = p.next; + + } while ( p !== a ); + + return inside; + +} + +// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; +// if one belongs to the outer ring and another to a hole, it merges it into a single ring +function splitPolygon( a, b ) { + + var a2 = new Node( a.i, a.x, a.y ), + b2 = new Node( b.i, b.x, b.y ), + an = a.next, + bp = b.prev; + + a.next = b; + b.prev = a; + + a2.next = an; + an.prev = a2; + + b2.next = a2; + a2.prev = b2; + + bp.next = b2; + b2.prev = bp; + + return b2; + +} + +// create a node and optionally link it with previous one (in a circular doubly linked list) +function insertNode( i, x, y, last ) { + + var p = new Node( i, x, y ); + + if ( ! last ) { + + p.prev = p; + p.next = p; + + } else { + + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + + } + + return p; + +} + +function removeNode( p ) { + + p.next.prev = p.prev; + p.prev.next = p.next; + + if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; + if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; + +} + +function Node( i, x, y ) { + + // vertex index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertex nodes in a polygon ring + this.prev = null; + this.next = null; + + // z-order curve value + this.z = null; + + // previous and next nodes in z-order + this.prevZ = null; + this.nextZ = null; + + // indicates whether this is a steiner point + this.steiner = false; + +} + +function signedArea( data, start, end, dim ) { + + var sum = 0; + for ( var i = start, j = end - dim; i < end; i += dim ) { + + sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); + j = i; + + } + + return sum; + +} + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +var ShapeUtils = { + + // calculate area of the contour polygon + + area: function ( contour ) { + + var n = contour.length; + var a = 0.0; + + for ( var p = n - 1, q = 0; q < n; p = q ++ ) { + + a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; + + } + + return a * 0.5; + + }, + + isClockWise: function ( pts ) { + + return ShapeUtils.area( pts ) < 0; + + }, + + triangulateShape: function ( contour, holes ) { + + var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] + var holeIndices = []; // array of hole indices + var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] + + removeDupEndPts( contour ); + addContour( vertices, contour ); + + // + + var holeIndex = contour.length; + + holes.forEach( removeDupEndPts ); + + for ( var i = 0; i < holes.length; i ++ ) { + + holeIndices.push( holeIndex ); + holeIndex += holes[ i ].length; + addContour( vertices, holes[ i ] ); + + } + + // + + var triangles = Earcut.triangulate( vertices, holeIndices ); + + // + + for ( var i = 0; i < triangles.length; i += 3 ) { + + faces.push( triangles.slice( i, i + 3 ) ); + + } + + return faces; + + } + +}; + +function removeDupEndPts( points ) { + + var l = points.length; + + if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { + + points.pop(); + + } + +} + +function addContour( vertices, contour ) { + + for ( var i = 0; i < contour.length; i ++ ) { + + vertices.push( contour[ i ].x ); + vertices.push( contour[ i ].y ); + + } + +} + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * depth: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline (including bevelOffset) is bevel + * bevelOffset: , // how far from shape outline does bevel start + * bevelSegments: , // number of bevel layers + * + * extrudePath: // curve to extrude shape along + * + * UVGenerator: // object that provides UV generator functions + * + * } + */ + +// ExtrudeGeometry + +function ExtrudeGeometry( shapes, options ) { + + Geometry.call( this ); + + this.type = 'ExtrudeGeometry'; + + this.parameters = { + shapes: shapes, + options: options + }; + + this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); + this.mergeVertices(); + +} + +ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); +ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; + +ExtrudeGeometry.prototype.toJSON = function () { + + var data = Geometry.prototype.toJSON.call( this ); + + var shapes = this.parameters.shapes; + var options = this.parameters.options; + + return toJSON( shapes, options, data ); + +}; + +// ExtrudeBufferGeometry + +function ExtrudeBufferGeometry( shapes, options ) { + + BufferGeometry.call( this ); + + this.type = 'ExtrudeBufferGeometry'; + + this.parameters = { + shapes: shapes, + options: options + }; + + shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; + + var scope = this; + + var verticesArray = []; + var uvArray = []; + + for ( var i = 0, l = shapes.length; i < l; i ++ ) { + + var shape = shapes[ i ]; + addShape( shape ); + + } + + // build geometry + + this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); + + this.computeVertexNormals(); + + // functions + + function addShape( shape ) { + + var placeholder = []; + + // options + + var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + var steps = options.steps !== undefined ? options.steps : 1; + var depth = options.depth !== undefined ? options.depth : 100; + + var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; + var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; + var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; + var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0; + var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + + var extrudePath = options.extrudePath; + + var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; + + // deprecated options + + if ( options.amount !== undefined ) { + + console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' ); + depth = options.amount; + + } + + // + + var extrudePts, extrudeByPath = false; + var splineTube, binormal, normal, position2; + + if ( extrudePath ) { + + extrudePts = extrudePath.getSpacedPoints( steps ); + + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion + + // SETUP TNB variables + + // TODO1 - have a .isClosed in spline? + + splineTube = extrudePath.computeFrenetFrames( steps, false ); + + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + + binormal = new Vector3(); + normal = new Vector3(); + position2 = new Vector3(); + + } + + // Safeguards if bevels are not enabled + + if ( ! bevelEnabled ) { + + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; + bevelOffset = 0; + + } + + // Variables initialization + + var ahole, h, hl; // looping of holes + + var shapePoints = shape.extractPoints( curveSegments ); + + var vertices = shapePoints.shape; + var holes = shapePoints.holes; + + var reverse = ! ShapeUtils.isClockWise( vertices ); + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe ... + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + if ( ShapeUtils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + } + + + var faces = ShapeUtils.triangulateShape( vertices, holes ); + + /* Vertices */ + + var contour = vertices; // vertices has all points but contour has only points of circumference + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2( pt, vec, size ) { + + if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); + + return vec.clone().multiplyScalar( size ).add( pt ); + + } + + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length; + + + // Find directions for point movement + + + function getBevelVec( inPt, inPrev, inNext ) { + + // computes for inPt the corresponding point inPt' on a new contour + // shifted by 1 unit (length of normalized vector) to the left + // if we walk along contour clockwise, this new contour is outside the old one + // + // inPt' is the intersection of the two lines parallel to the two + // adjacent edges of inPt at a distance of 1 unit on the left side. + + var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt + + // good reading for geometry algorithms (here: line-line intersection) + // http://geomalgorithms.com/a05-_intersect-1.html + + var v_prev_x = inPt.x - inPrev.x, + v_prev_y = inPt.y - inPrev.y; + var v_next_x = inNext.x - inPt.x, + v_next_y = inNext.y - inPt.y; + + var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); + + // check for collinear edges + var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + if ( Math.abs( collinear0 ) > Number.EPSILON ) { + + // not collinear + + // length of vectors for normalizing + + var v_prev_len = Math.sqrt( v_prev_lensq ); + var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + + // shift adjacent points by unit vectors to the left + + var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); + var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + + var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); + var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + + // scaling factor for v_prev to intersection point + + var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - + ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / + ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + // vector from inPt to intersection point + + v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); + v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + + // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes + var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); + if ( v_trans_lensq <= 2 ) { + + return new Vector2( v_trans_x, v_trans_y ); + + } else { + + shrink_by = Math.sqrt( v_trans_lensq / 2 ); + + } + + } else { + + // handle special case of collinear edges + + var direction_eq = false; // assumes: opposite + if ( v_prev_x > Number.EPSILON ) { + + if ( v_next_x > Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( v_prev_x < - Number.EPSILON ) { + + if ( v_next_x < - Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + + direction_eq = true; + + } + + } + + } + + if ( direction_eq ) { + + // console.log("Warning: lines are a straight sequence"); + v_trans_x = - v_prev_y; + v_trans_y = v_prev_x; + shrink_by = Math.sqrt( v_prev_lensq ); + + } else { + + // console.log("Warning: lines are a straight spike"); + v_trans_x = v_prev_x; + v_trans_y = v_prev_y; + shrink_by = Math.sqrt( v_prev_lensq / 2 ); + + } + + } + + return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); + + } + + + var contourMovements = []; + + for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + var holesMovements = [], + oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( b = 0; b < bevelSegments; b ++ ) { + + //for ( b = bevelSegments; b > 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + } + + } + + bs = bevelSize + bevelOffset; + + // Back facing vertices + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + // Add stepped vertices... + // Including front facing vertices + + var s; + + for ( s = 1; s <= steps; s ++ ) { + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, depth / steps * s ); + + } else { + + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + + normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * Math.cos( t * Math.PI / 2 ); + bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, depth + z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, depth + z ); + + } else { + + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + + } + + } + + } + + } + + /* Faces */ + + // Top and bottom faces + + buildLidFaces(); + + // Sides faces + + buildSideFaces(); + + + ///// Internal functions + + function buildLidFaces() { + + var start = verticesArray.length / 3; + + if ( bevelEnabled ) { + + var layer = 0; // steps + 1 + var offset = vlen * layer; + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + + } + + } else { + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + + } + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + + } + + } + + scope.addGroup( start, verticesArray.length / 3 - start, 0 ); + + } + + // Create faces for the z-sides of the shape + + function buildSideFaces() { + + var start = verticesArray.length / 3; + var layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); + + //, true + layeroffset += ahole.length; + + } + + + scope.addGroup( start, verticesArray.length / 3 - start, 1 ); + + + } + + function sidewalls( contour, layeroffset ) { + + var j, k; + i = contour.length; + + while ( -- i >= 0 ) { + + j = i; + k = i - 1; + if ( k < 0 ) k = contour.length - 1; + + //console.log('b', i,j, i-1, k,vertices.length); + + var s = 0, + sl = steps + bevelSegments * 2; + + for ( s = 0; s < sl; s ++ ) { + + var slen1 = vlen * s; + var slen2 = vlen * ( s + 1 ); + + var a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; + + f4( a, b, c, d ); + + } + + } + + } + + function v( x, y, z ) { + + placeholder.push( x ); + placeholder.push( y ); + placeholder.push( z ); + + } + + + function f3( a, b, c ) { + + addVertex( a ); + addVertex( b ); + addVertex( c ); + + var nextIndex = verticesArray.length / 3; + var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + + } + + function f4( a, b, c, d ) { + + addVertex( a ); + addVertex( b ); + addVertex( d ); + + addVertex( b ); + addVertex( c ); + addVertex( d ); + + + var nextIndex = verticesArray.length / 3; + var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 3 ] ); + + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + addUV( uvs[ 3 ] ); + + } + + function addVertex( index ) { + + verticesArray.push( placeholder[ index * 3 + 0 ] ); + verticesArray.push( placeholder[ index * 3 + 1 ] ); + verticesArray.push( placeholder[ index * 3 + 2 ] ); + + } + + + function addUV( vector2 ) { + + uvArray.push( vector2.x ); + uvArray.push( vector2.y ); + + } + + } + +} + +ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry; + +ExtrudeBufferGeometry.prototype.toJSON = function () { + + var data = BufferGeometry.prototype.toJSON.call( this ); + + var shapes = this.parameters.shapes; + var options = this.parameters.options; + + return toJSON( shapes, options, data ); + +}; + +// + +var WorldUVGenerator = { + + generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { + + var a_x = vertices[ indexA * 3 ]; + var a_y = vertices[ indexA * 3 + 1 ]; + var b_x = vertices[ indexB * 3 ]; + var b_y = vertices[ indexB * 3 + 1 ]; + var c_x = vertices[ indexC * 3 ]; + var c_y = vertices[ indexC * 3 + 1 ]; + + return [ + new Vector2( a_x, a_y ), + new Vector2( b_x, b_y ), + new Vector2( c_x, c_y ) + ]; + + }, + + generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { + + var a_x = vertices[ indexA * 3 ]; + var a_y = vertices[ indexA * 3 + 1 ]; + var a_z = vertices[ indexA * 3 + 2 ]; + var b_x = vertices[ indexB * 3 ]; + var b_y = vertices[ indexB * 3 + 1 ]; + var b_z = vertices[ indexB * 3 + 2 ]; + var c_x = vertices[ indexC * 3 ]; + var c_y = vertices[ indexC * 3 + 1 ]; + var c_z = vertices[ indexC * 3 + 2 ]; + var d_x = vertices[ indexD * 3 ]; + var d_y = vertices[ indexD * 3 + 1 ]; + var d_z = vertices[ indexD * 3 + 2 ]; + + if ( Math.abs( a_y - b_y ) < 0.01 ) { + + return [ + new Vector2( a_x, 1 - a_z ), + new Vector2( b_x, 1 - b_z ), + new Vector2( c_x, 1 - c_z ), + new Vector2( d_x, 1 - d_z ) + ]; + + } else { + + return [ + new Vector2( a_y, 1 - a_z ), + new Vector2( b_y, 1 - b_z ), + new Vector2( c_y, 1 - c_z ), + new Vector2( d_y, 1 - d_z ) + ]; + + } + + } +}; + +function toJSON( shapes, options, data ) { + + // + + data.shapes = []; + + if ( Array.isArray( shapes ) ) { + + for ( var i = 0, l = shapes.length; i < l; i ++ ) { + + var shape = shapes[ i ]; + + data.shapes.push( shape.uuid ); + + } + + } else { + + data.shapes.push( shapes.uuid ); + + } + + // + + if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON(); + + return data; + +} + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * Text = 3D Text + * + * parameters = { + * font: , // font + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: , // how far from text outline (including bevelOffset) is bevel + * bevelOffset: // how far from text outline does bevel start + * } + */ + +// TextGeometry + +function TextGeometry( text, parameters ) { + + Geometry.call( this ); + + this.type = 'TextGeometry'; + + this.parameters = { + text: text, + parameters: parameters + }; + + this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); + this.mergeVertices(); + +} + +TextGeometry.prototype = Object.create( Geometry.prototype ); +TextGeometry.prototype.constructor = TextGeometry; + +// TextBufferGeometry + +function TextBufferGeometry( text, parameters ) { + + parameters = parameters || {}; + + var font = parameters.font; + + if ( ! ( font && font.isFont ) ) { + + console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); + return new Geometry(); + + } + + var shapes = font.generateShapes( text, parameters.size ); + + // translate parameters to ExtrudeGeometry API + + parameters.depth = parameters.height !== undefined ? parameters.height : 50; + + // defaults + + if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; + if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; + if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; + + ExtrudeBufferGeometry.call( this, shapes, parameters ); + + this.type = 'TextBufferGeometry'; + +} + +TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype ); +TextBufferGeometry.prototype.constructor = TextBufferGeometry; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author benaadams / https://twitter.com/ben_a_adams + * @author Mugen87 / https://github.com/Mugen87 + */ + +// SphereGeometry + +function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'SphereGeometry'; + + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); + this.mergeVertices(); + +} + +SphereGeometry.prototype = Object.create( Geometry.prototype ); +SphereGeometry.prototype.constructor = SphereGeometry; + +// SphereBufferGeometry + +function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'SphereBufferGeometry'; + + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + radius = radius || 1; + + widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); + heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); + + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + + var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI ); + + var ix, iy; + + var index = 0; + var grid = []; + + var vertex = new Vector3(); + var normal = new Vector3(); + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // generate vertices, normals and uvs + + for ( iy = 0; iy <= heightSegments; iy ++ ) { + + var verticesRow = []; + + var v = iy / heightSegments; + + // special case for the poles + + var uOffset = 0; + + if ( iy == 0 && thetaStart == 0 ) { + + uOffset = 0.5 / widthSegments; + + } else if ( iy == heightSegments && thetaEnd == Math.PI ) { + + uOffset = - 0.5 / widthSegments; + + } + + for ( ix = 0; ix <= widthSegments; ix ++ ) { + + var u = ix / widthSegments; + + // vertex + + vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); + vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.copy( vertex ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u + uOffset, 1 - v ); + + verticesRow.push( index ++ ); + + } + + grid.push( verticesRow ); + + } + + // indices + + for ( iy = 0; iy < heightSegments; iy ++ ) { + + for ( ix = 0; ix < widthSegments; ix ++ ) { + + var a = grid[ iy ][ ix + 1 ]; + var b = grid[ iy ][ ix ]; + var c = grid[ iy + 1 ][ ix ]; + var d = grid[ iy + 1 ][ ix + 1 ]; + + if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); + if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; + +/** + * @author Kaleb Murphy + * @author Mugen87 / https://github.com/Mugen87 + */ + +// RingGeometry + +function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'RingGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); + this.mergeVertices(); + +} + +RingGeometry.prototype = Object.create( Geometry.prototype ); +RingGeometry.prototype.constructor = RingGeometry; + +// RingBufferGeometry + +function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'RingBufferGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + innerRadius = innerRadius || 0.5; + outerRadius = outerRadius || 1; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; + phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // some helper variables + + var segment; + var radius = innerRadius; + var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + var vertex = new Vector3(); + var uv = new Vector2(); + var j, i; + + // generate vertices, normals and uvs + + for ( j = 0; j <= phiSegments; j ++ ) { + + for ( i = 0; i <= thetaSegments; i ++ ) { + + // values are generate from the inside of the ring to the outside + + segment = thetaStart + i / thetaSegments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uv + + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // increase the radius for next row of vertices + + radius += radiusStep; + + } + + // indices + + for ( j = 0; j < phiSegments; j ++ ) { + + var thetaSegmentLevel = j * ( thetaSegments + 1 ); + + for ( i = 0; i < thetaSegments; i ++ ) { + + segment = i + thetaSegmentLevel; + + var a = segment; + var b = segment + thetaSegments + 1; + var c = segment + thetaSegments + 2; + var d = segment + 1; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +RingBufferGeometry.prototype.constructor = RingBufferGeometry; + +/** + * @author zz85 / https://github.com/zz85 + * @author bhouston / http://clara.io + * @author Mugen87 / https://github.com/Mugen87 + */ + +// LatheGeometry + +function LatheGeometry( points, segments, phiStart, phiLength ) { + + Geometry.call( this ); + + this.type = 'LatheGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); + this.mergeVertices(); + +} + +LatheGeometry.prototype = Object.create( Geometry.prototype ); +LatheGeometry.prototype.constructor = LatheGeometry; + +// LatheBufferGeometry + +function LatheBufferGeometry( points, segments, phiStart, phiLength ) { + + BufferGeometry.call( this ); + + this.type = 'LatheBufferGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + segments = Math.floor( segments ) || 12; + phiStart = phiStart || 0; + phiLength = phiLength || Math.PI * 2; + + // clamp phiLength so it's in range of [ 0, 2PI ] + + phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 ); + + + // buffers + + var indices = []; + var vertices = []; + var uvs = []; + + // helper variables + + var base; + var inverseSegments = 1.0 / segments; + var vertex = new Vector3(); + var uv = new Vector2(); + var i, j; + + // generate vertices and uvs + + for ( i = 0; i <= segments; i ++ ) { + + var phi = phiStart + i * inverseSegments * phiLength; + + var sin = Math.sin( phi ); + var cos = Math.cos( phi ); + + for ( j = 0; j <= ( points.length - 1 ); j ++ ) { + + // vertex + + vertex.x = points[ j ].x * sin; + vertex.y = points[ j ].y; + vertex.z = points[ j ].x * cos; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // uv + + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + + uvs.push( uv.x, uv.y ); + + + } + + } + + // indices + + for ( i = 0; i < segments; i ++ ) { + + for ( j = 0; j < ( points.length - 1 ); j ++ ) { + + base = j + i * points.length; + + var a = base; + var b = base + points.length; + var c = base + points.length + 1; + var d = base + 1; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // generate normals + + this.computeVertexNormals(); + + // if the geometry is closed, we need to average the normals along the seam. + // because the corresponding vertices are identical (but still have different UVs). + + if ( phiLength === Math.PI * 2 ) { + + var normals = this.attributes.normal.array; + var n1 = new Vector3(); + var n2 = new Vector3(); + var n = new Vector3(); + + // this is the buffer offset for the last line of vertices + + base = segments * points.length * 3; + + for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { + + // select the normal of the vertex in the first line + + n1.x = normals[ j + 0 ]; + n1.y = normals[ j + 1 ]; + n1.z = normals[ j + 2 ]; + + // select the normal of the vertex in the last line + + n2.x = normals[ base + j + 0 ]; + n2.y = normals[ base + j + 1 ]; + n2.z = normals[ base + j + 2 ]; + + // average normals + + n.addVectors( n1, n2 ).normalize(); + + // assign the new values to both normals + + normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; + normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; + normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; + + } + + } + +} + +LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; + +/** + * @author jonobr1 / http://jonobr1.com + * @author Mugen87 / https://github.com/Mugen87 + */ + +// ShapeGeometry + +function ShapeGeometry( shapes, curveSegments ) { + + Geometry.call( this ); + + this.type = 'ShapeGeometry'; + + if ( typeof curveSegments === 'object' ) { + + console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); + + curveSegments = curveSegments.curveSegments; + + } + + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; + + this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); + this.mergeVertices(); + +} + +ShapeGeometry.prototype = Object.create( Geometry.prototype ); +ShapeGeometry.prototype.constructor = ShapeGeometry; + +ShapeGeometry.prototype.toJSON = function () { + + var data = Geometry.prototype.toJSON.call( this ); + + var shapes = this.parameters.shapes; + + return toJSON$1( shapes, data ); + +}; + +// ShapeBufferGeometry + +function ShapeBufferGeometry( shapes, curveSegments ) { + + BufferGeometry.call( this ); + + this.type = 'ShapeBufferGeometry'; + + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; + + curveSegments = curveSegments || 12; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var groupStart = 0; + var groupCount = 0; + + // allow single and array values for "shapes" parameter + + if ( Array.isArray( shapes ) === false ) { + + addShape( shapes ); + + } else { + + for ( var i = 0; i < shapes.length; i ++ ) { + + addShape( shapes[ i ] ); + + this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support + + groupStart += groupCount; + groupCount = 0; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + + // helper functions + + function addShape( shape ) { + + var i, l, shapeHole; + + var indexOffset = vertices.length / 3; + var points = shape.extractPoints( curveSegments ); + + var shapeVertices = points.shape; + var shapeHoles = points.holes; + + // check direction of vertices + + if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { + + shapeVertices = shapeVertices.reverse(); + + } + + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + + shapeHole = shapeHoles[ i ]; + + if ( ShapeUtils.isClockWise( shapeHole ) === true ) { + + shapeHoles[ i ] = shapeHole.reverse(); + + } + + } + + var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); + + // join vertices of inner and outer paths to a single array + + for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { + + shapeHole = shapeHoles[ i ]; + shapeVertices = shapeVertices.concat( shapeHole ); + + } + + // vertices, normals, uvs + + for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { + + var vertex = shapeVertices[ i ]; + + vertices.push( vertex.x, vertex.y, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( vertex.x, vertex.y ); // world uvs + + } + + // incides + + for ( i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + var a = face[ 0 ] + indexOffset; + var b = face[ 1 ] + indexOffset; + var c = face[ 2 ] + indexOffset; + + indices.push( a, b, c ); + groupCount += 3; + + } + + } + +} + +ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; + +ShapeBufferGeometry.prototype.toJSON = function () { + + var data = BufferGeometry.prototype.toJSON.call( this ); + + var shapes = this.parameters.shapes; + + return toJSON$1( shapes, data ); + +}; + +// + +function toJSON$1( shapes, data ) { + + data.shapes = []; + + if ( Array.isArray( shapes ) ) { + + for ( var i = 0, l = shapes.length; i < l; i ++ ) { + + var shape = shapes[ i ]; + + data.shapes.push( shape.uuid ); + + } + + } else { + + data.shapes.push( shapes.uuid ); + + } + + return data; + +} + +/** + * @author WestLangley / http://github.com/WestLangley + * @author Mugen87 / https://github.com/Mugen87 + */ + +function EdgesGeometry( geometry, thresholdAngle ) { + + BufferGeometry.call( this ); + + this.type = 'EdgesGeometry'; + + this.parameters = { + thresholdAngle: thresholdAngle + }; + + thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; + + // buffer + + var vertices = []; + + // helper variables + + var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle ); + var edge = [ 0, 0 ], edges = {}, edge1, edge2; + var key, keys = [ 'a', 'b', 'c' ]; + + // prepare source geometry + + var geometry2; + + if ( geometry.isBufferGeometry ) { + + geometry2 = new Geometry(); + geometry2.fromBufferGeometry( geometry ); + + } else { + + geometry2 = geometry.clone(); + + } + + geometry2.mergeVertices(); + geometry2.computeFaceNormals(); + + var sourceVertices = geometry2.vertices; + var faces = geometry2.faces; + + // now create a data structure where each entry represents an edge with its adjoining faces + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0; j < 3; j ++ ) { + + edge1 = face[ keys[ j ] ]; + edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; + edge[ 0 ] = Math.min( edge1, edge2 ); + edge[ 1 ] = Math.max( edge1, edge2 ); + + key = edge[ 0 ] + ',' + edge[ 1 ]; + + if ( edges[ key ] === undefined ) { + + edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; + + } else { + + edges[ key ].face2 = i; + + } + + } + + } + + // generate vertices + + for ( key in edges ) { + + var e = edges[ key ]; + + // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. + + if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) { + + var vertex = sourceVertices[ e.index1 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + vertex = sourceVertices[ e.index2 ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + // build geometry + + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + +} + +EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); +EdgesGeometry.prototype.constructor = EdgesGeometry; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ + +// CylinderGeometry + +function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'CylinderGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); + this.mergeVertices(); + +} + +CylinderGeometry.prototype = Object.create( Geometry.prototype ); +CylinderGeometry.prototype.constructor = CylinderGeometry; + +// CylinderBufferGeometry + +function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'CylinderBufferGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + var scope = this; + + radiusTop = radiusTop !== undefined ? radiusTop : 1; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; + height = height || 1; + + radialSegments = Math.floor( radialSegments ) || 8; + heightSegments = Math.floor( heightSegments ) || 1; + + openEnded = openEnded !== undefined ? openEnded : false; + thetaStart = thetaStart !== undefined ? thetaStart : 0.0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var index = 0; + var indexArray = []; + var halfHeight = height / 2; + var groupStart = 0; + + // generate geometry + + generateTorso(); + + if ( openEnded === false ) { + + if ( radiusTop > 0 ) generateCap( true ); + if ( radiusBottom > 0 ) generateCap( false ); + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function generateTorso() { + + var x, y; + var normal = new Vector3(); + var vertex = new Vector3(); + + var groupCount = 0; + + // this will be used to calculate the normal + var slope = ( radiusBottom - radiusTop ) / height; + + // generate vertices, normals and uvs + + for ( y = 0; y <= heightSegments; y ++ ) { + + var indexRow = []; + + var v = y / heightSegments; + + // calculate the radius of the current row + + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + + var theta = u * thetaLength + thetaStart; + + var sinTheta = Math.sin( theta ); + var cosTheta = Math.cos( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = - v * height + halfHeight; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.set( sinTheta, slope, cosTheta ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, 1 - v ); + + // save index of vertex in respective row + + indexRow.push( index ++ ); + + } + + // now save vertices of the row in our index array + + indexArray.push( indexRow ); + + } + + // generate indices + + for ( x = 0; x < radialSegments; x ++ ) { + + for ( y = 0; y < heightSegments; y ++ ) { + + // we use the index array to access the correct indices + + var a = indexArray[ y ][ x ]; + var b = indexArray[ y + 1 ][ x ]; + var c = indexArray[ y + 1 ][ x + 1 ]; + var d = indexArray[ y ][ x + 1 ]; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + // update group counter + + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, 0 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + function generateCap( top ) { + + var x, centerIndexStart, centerIndexEnd; + + var uv = new Vector2(); + var vertex = new Vector3(); + + var groupCount = 0; + + var radius = ( top === true ) ? radiusTop : radiusBottom; + var sign = ( top === true ) ? 1 : - 1; + + // save the index of the first center vertex + centerIndexStart = index; + + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment + + for ( x = 1; x <= radialSegments; x ++ ) { + + // vertex + + vertices.push( 0, halfHeight * sign, 0 ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uvs.push( 0.5, 0.5 ); + + // increase index + + index ++; + + } + + // save the index of the last center vertex + + centerIndexEnd = index; + + // now we generate the surrounding vertices, normals and uvs + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + var theta = u * thetaLength + thetaStart; + + var cosTheta = Math.cos( theta ); + var sinTheta = Math.sin( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.push( uv.x, uv.y ); + + // increase index + + index ++; + + } + + // generate indices + + for ( x = 0; x < radialSegments; x ++ ) { + + var c = centerIndexStart + x; + var i = centerIndexEnd + x; + + if ( top === true ) { + + // face top + + indices.push( i, i + 1, c ); + + } else { + + // face bottom + + indices.push( i + 1, i, c ); + + } + + groupCount += 3; + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + +} + +CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; + +/** + * @author abelnation / http://github.com/abelnation + */ + +// ConeGeometry + +function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + + this.type = 'ConeGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + +} + +ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); +ConeGeometry.prototype.constructor = ConeGeometry; + +// ConeBufferGeometry + +function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + + this.type = 'ConeBufferGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + +} + +ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype ); +ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; + +/** + * @author benaadams / https://twitter.com/ben_a_adams + * @author Mugen87 / https://github.com/Mugen87 + * @author hughes + */ + +// CircleGeometry + +function CircleGeometry( radius, segments, thetaStart, thetaLength ) { + + Geometry.call( this ); + + this.type = 'CircleGeometry'; + + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); + this.mergeVertices(); + +} + +CircleGeometry.prototype = Object.create( Geometry.prototype ); +CircleGeometry.prototype.constructor = CircleGeometry; + +// CircleBufferGeometry + +function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { + + BufferGeometry.call( this ); + + this.type = 'CircleBufferGeometry'; + + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + radius = radius || 1; + segments = segments !== undefined ? Math.max( 3, segments ) : 8; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + // buffers + + var indices = []; + var vertices = []; + var normals = []; + var uvs = []; + + // helper variables + + var i, s; + var vertex = new Vector3(); + var uv = new Vector2(); + + // center point + + vertices.push( 0, 0, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( 0.5, 0.5 ); + + for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { + + var segment = thetaStart + s / segments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uvs + + uv.x = ( vertices[ i ] / radius + 1 ) / 2; + uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // indices + + for ( i = 1; i <= segments; i ++ ) { + + indices.push( i, i + 1, 0 ); + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + +} + +CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); +CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; + + + +var Geometries = /*#__PURE__*/Object.freeze({ + __proto__: null, + WireframeGeometry: WireframeGeometry, + ParametricGeometry: ParametricGeometry, + ParametricBufferGeometry: ParametricBufferGeometry, + TetrahedronGeometry: TetrahedronGeometry, + TetrahedronBufferGeometry: TetrahedronBufferGeometry, + OctahedronGeometry: OctahedronGeometry, + OctahedronBufferGeometry: OctahedronBufferGeometry, + IcosahedronGeometry: IcosahedronGeometry, + IcosahedronBufferGeometry: IcosahedronBufferGeometry, + DodecahedronGeometry: DodecahedronGeometry, + DodecahedronBufferGeometry: DodecahedronBufferGeometry, + PolyhedronGeometry: PolyhedronGeometry, + PolyhedronBufferGeometry: PolyhedronBufferGeometry, + TubeGeometry: TubeGeometry, + TubeBufferGeometry: TubeBufferGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TorusKnotBufferGeometry: TorusKnotBufferGeometry, + TorusGeometry: TorusGeometry, + TorusBufferGeometry: TorusBufferGeometry, + TextGeometry: TextGeometry, + TextBufferGeometry: TextBufferGeometry, + SphereGeometry: SphereGeometry, + SphereBufferGeometry: SphereBufferGeometry, + RingGeometry: RingGeometry, + RingBufferGeometry: RingBufferGeometry, + PlaneGeometry: PlaneGeometry, + PlaneBufferGeometry: PlaneBufferGeometry, + LatheGeometry: LatheGeometry, + LatheBufferGeometry: LatheBufferGeometry, + ShapeGeometry: ShapeGeometry, + ShapeBufferGeometry: ShapeBufferGeometry, + ExtrudeGeometry: ExtrudeGeometry, + ExtrudeBufferGeometry: ExtrudeBufferGeometry, + EdgesGeometry: EdgesGeometry, + ConeGeometry: ConeGeometry, + ConeBufferGeometry: ConeBufferGeometry, + CylinderGeometry: CylinderGeometry, + CylinderBufferGeometry: CylinderBufferGeometry, + CircleGeometry: CircleGeometry, + CircleBufferGeometry: CircleBufferGeometry, + BoxGeometry: BoxGeometry, + BoxBufferGeometry: BoxBufferGeometry +}); + +/** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * color: + * } + */ + +function ShadowMaterial( parameters ) { + + Material.call( this ); + + this.type = 'ShadowMaterial'; + + this.color = new Color( 0x000000 ); + this.transparent = true; + + this.setValues( parameters ); + +} + +ShadowMaterial.prototype = Object.create( Material.prototype ); +ShadowMaterial.prototype.constructor = ShadowMaterial; + +ShadowMaterial.prototype.isShadowMaterial = true; + +ShadowMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + return this; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function RawShaderMaterial( parameters ) { + + ShaderMaterial.call( this, parameters ); + + this.type = 'RawShaderMaterial'; + +} + +RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); +RawShaderMaterial.prototype.constructor = RawShaderMaterial; + +RawShaderMaterial.prototype.isRawShaderMaterial = true; + +/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * color: , + * roughness: , + * metalness: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * roughnessMap: new THREE.Texture( ), + * + * metalnessMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: + * + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function MeshStandardMaterial( parameters ) { + + Material.call( this ); + + this.defines = { 'STANDARD': '' }; + + this.type = 'MeshStandardMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 1.0; + this.metalness = 0.0; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.roughnessMap = null; + + this.metalnessMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.envMapIntensity = 1.0; + + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.vertexTangents = false; + + this.setValues( parameters ); + +} + +MeshStandardMaterial.prototype = Object.create( Material.prototype ); +MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; + +MeshStandardMaterial.prototype.isMeshStandardMaterial = true; + +MeshStandardMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.defines = { 'STANDARD': '' }; + + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.roughnessMap = source.roughnessMap; + + this.metalnessMap = source.metalnessMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapIntensity = source.envMapIntensity; + + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + this.vertexTangents = source.vertexTangents; + + return this; + +}; + +/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * clearcoat: , + * clearcoatMap: new THREE.Texture( ), + * clearcoatRoughness: , + * clearcoatRoughnessMap: new THREE.Texture( ), + * clearcoatNormalScale: , + * clearcoatNormalMap: new THREE.Texture( ), + * + * reflectivity: , + * + * sheen: , + * + * transparency: + * } + */ + +function MeshPhysicalMaterial( parameters ) { + + MeshStandardMaterial.call( this ); + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.type = 'MeshPhysicalMaterial'; + + this.clearcoat = 0.0; + this.clearcoatMap = null; + this.clearcoatRoughness = 0.0; + this.clearcoatRoughnessMap = null; + this.clearcoatNormalScale = new Vector2( 1, 1 ); + this.clearcoatNormalMap = null; + + this.reflectivity = 0.5; // maps to F0 = 0.04 + + this.sheen = null; // null will disable sheen bsdf + + this.transparency = 0.0; + + this.setValues( parameters ); + +} + +MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); +MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; + +MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; + +MeshPhysicalMaterial.prototype.copy = function ( source ) { + + MeshStandardMaterial.prototype.copy.call( this, source ); + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.clearcoat = source.clearcoat; + this.clearcoatMap = source.clearcoatMap; + this.clearcoatRoughness = source.clearcoatRoughness; + this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; + this.clearcoatNormalMap = source.clearcoatNormalMap; + this.clearcoatNormalScale.copy( source.clearcoatNormalScale ); + + this.reflectivity = source.reflectivity; + + if ( source.sheen ) { + + this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); + + } else { + + this.sheen = null; + + } + + this.transparency = source.transparency; + + return this; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.MultiplyOperation, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function MeshPhongMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshPhongMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.specular = new Color( 0x111111 ); + this.shininess = 30; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +} + +MeshPhongMaterial.prototype = Object.create( Material.prototype ); +MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; + +MeshPhongMaterial.prototype.isMeshPhongMaterial = true; + +MeshPhongMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.specular.copy( source.specular ); + this.shininess = source.shininess; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +/** + * @author takahirox / http://github.com/takahirox + * + * parameters = { + * color: , + * specular: , + * shininess: , + * + * map: new THREE.Texture( ), + * gradientMap: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function MeshToonMaterial( parameters ) { + + Material.call( this ); + + this.defines = { 'TOON': '' }; + + this.type = 'MeshToonMaterial'; + + this.color = new Color( 0xffffff ); + this.specular = new Color( 0x111111 ); + this.shininess = 30; + + this.map = null; + this.gradientMap = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.specularMap = null; + + this.alphaMap = null; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +} + +MeshToonMaterial.prototype = Object.create( Material.prototype ); +MeshToonMaterial.prototype.constructor = MeshToonMaterial; + +MeshToonMaterial.prototype.isMeshToonMaterial = true; + +MeshToonMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.specular.copy( source.specular ); + this.shininess = source.shininess; + + this.map = source.map; + this.gradientMap = source.gradientMap; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * opacity: , + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function MeshNormalMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshNormalMaterial'; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +} + +MeshNormalMaterial.prototype = Object.create( Material.prototype ); +MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; + +MeshNormalMaterial.prototype.isMeshNormalMaterial = true; + +MeshNormalMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * * aoMap: new THREE.Texture( ), * aoMapIntensity: * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function MeshLambertMaterial( parameters ) { + + Material.call( this ); + + this.type = 'MeshLambertMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +} + +MeshLambertMaterial.prototype = Object.create( Material.prototype ); +MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; + +MeshLambertMaterial.prototype.isMeshLambertMaterial = true; + +MeshLambertMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * color: , + * opacity: , + * + * matcap: new THREE.Texture( ), + * + * map: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * alphaMap: new THREE.Texture( ), + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +function MeshMatcapMaterial( parameters ) { + + Material.call( this ); + + this.defines = { 'MATCAP': '' }; + + this.type = 'MeshMatcapMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + + this.matcap = null; + + this.map = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.alphaMap = null; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +} + +MeshMatcapMaterial.prototype = Object.create( Material.prototype ); +MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial; + +MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true; + +MeshMatcapMaterial.prototype.copy = function ( source ) { + + Material.prototype.copy.call( this, source ); + + this.defines = { 'MATCAP': '' }; + + this.color.copy( source.color ); + + this.matcap = source.matcap; + + this.map = source.map; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.alphaMap = source.alphaMap; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * + * scale: , + * dashSize: , + * gapSize: + * } + */ + +function LineDashedMaterial( parameters ) { + + LineBasicMaterial.call( this ); + + this.type = 'LineDashedMaterial'; + + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; + + this.setValues( parameters ); + +} + +LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype ); +LineDashedMaterial.prototype.constructor = LineDashedMaterial; + +LineDashedMaterial.prototype.isLineDashedMaterial = true; + +LineDashedMaterial.prototype.copy = function ( source ) { + + LineBasicMaterial.prototype.copy.call( this, source ); + + this.scale = source.scale; + this.dashSize = source.dashSize; + this.gapSize = source.gapSize; + + return this; + +}; + + + +var Materials = /*#__PURE__*/Object.freeze({ + __proto__: null, + ShadowMaterial: ShadowMaterial, + SpriteMaterial: SpriteMaterial, + RawShaderMaterial: RawShaderMaterial, + ShaderMaterial: ShaderMaterial, + PointsMaterial: PointsMaterial, + MeshPhysicalMaterial: MeshPhysicalMaterial, + MeshStandardMaterial: MeshStandardMaterial, + MeshPhongMaterial: MeshPhongMaterial, + MeshToonMaterial: MeshToonMaterial, + MeshNormalMaterial: MeshNormalMaterial, + MeshLambertMaterial: MeshLambertMaterial, + MeshDepthMaterial: MeshDepthMaterial, + MeshDistanceMaterial: MeshDistanceMaterial, + MeshBasicMaterial: MeshBasicMaterial, + MeshMatcapMaterial: MeshMatcapMaterial, + LineDashedMaterial: LineDashedMaterial, + LineBasicMaterial: LineBasicMaterial, + Material: Material +}); + +/** + * @author tschw + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + +var AnimationUtils = { + + // same as Array.prototype.slice, but also works on typed arrays + arraySlice: function ( array, from, to ) { + + if ( AnimationUtils.isTypedArray( array ) ) { + + // in ios9 array.subarray(from, undefined) will return empty array + // but array.subarray(from) or array.subarray(from, len) is correct + return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) ); + + } + + return array.slice( from, to ); + + }, + + // converts an array to a specific type + convertArray: function ( array, type, forceClone ) { + + if ( ! array || // let 'undefined' and 'null' pass + ! forceClone && array.constructor === type ) return array; + + if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { + + return new type( array ); // create typed array + + } + + return Array.prototype.slice.call( array ); // create Array + + }, + + isTypedArray: function ( object ) { + + return ArrayBuffer.isView( object ) && + ! ( object instanceof DataView ); + + }, + + // returns an array by which times and values can be sorted + getKeyframeOrder: function ( times ) { + + function compareTime( i, j ) { + + return times[ i ] - times[ j ]; + + } + + var n = times.length; + var result = new Array( n ); + for ( var i = 0; i !== n; ++ i ) result[ i ] = i; + + result.sort( compareTime ); + + return result; + + }, + + // uses the array previously returned by 'getKeyframeOrder' to sort data + sortedArray: function ( values, stride, order ) { + + var nValues = values.length; + var result = new values.constructor( nValues ); + + for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { + + var srcOffset = order[ i ] * stride; + + for ( var j = 0; j !== stride; ++ j ) { + + result[ dstOffset ++ ] = values[ srcOffset + j ]; + + } + + } + + return result; + + }, + + // function for parsing AOS keyframe formats + flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) { + + var i = 1, key = jsonKeys[ 0 ]; + + while ( key !== undefined && key[ valuePropertyName ] === undefined ) { + + key = jsonKeys[ i ++ ]; + + } + + if ( key === undefined ) return; // no data + + var value = key[ valuePropertyName ]; + if ( value === undefined ) return; // no data + + if ( Array.isArray( value ) ) { + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push.apply( values, value ); // push all elements + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else if ( value.toArray !== undefined ) { + + // ...assume THREE.Math-ish + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + value.toArray( values, values.length ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else { + + // otherwise push as-is + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push( value ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } + + }, + + subclip: function ( sourceClip, name, startFrame, endFrame, fps ) { + + fps = fps || 30; + + var clip = sourceClip.clone(); + + clip.name = name; + + var tracks = []; + + for ( var i = 0; i < clip.tracks.length; ++ i ) { + + var track = clip.tracks[ i ]; + var valueSize = track.getValueSize(); + + var times = []; + var values = []; + + for ( var j = 0; j < track.times.length; ++ j ) { + + var frame = track.times[ j ] * fps; + + if ( frame < startFrame || frame >= endFrame ) continue; + + times.push( track.times[ j ] ); + + for ( var k = 0; k < valueSize; ++ k ) { + + values.push( track.values[ j * valueSize + k ] ); + + } + + } + + if ( times.length === 0 ) continue; + + track.times = AnimationUtils.convertArray( times, track.times.constructor ); + track.values = AnimationUtils.convertArray( values, track.values.constructor ); + + tracks.push( track ); + + } + + clip.tracks = tracks; + + // find minimum .times value across all tracks in the trimmed clip + + var minStartTime = Infinity; + + for ( var i = 0; i < clip.tracks.length; ++ i ) { + + if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) { + + minStartTime = clip.tracks[ i ].times[ 0 ]; + + } + + } + + // shift all tracks such that clip begins at t=0 + + for ( var i = 0; i < clip.tracks.length; ++ i ) { + + clip.tracks[ i ].shift( - 1 * minStartTime ); + + } + + clip.resetDuration(); + + return clip; + + } + +}; + +/** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + * @author tschw + */ + +function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; + + this.resultBuffer = resultBuffer !== undefined ? + resultBuffer : new sampleValues.constructor( sampleSize ); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; + +} + +Object.assign( Interpolant.prototype, { + + evaluate: function ( t ) { + + var pp = this.parameterPositions, + i1 = this._cachedIndex, + + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; + + validate_interval: { + + seek: { + + var right; + + linear_scan: { + + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { + + for ( var giveUpAt = i1 + 2; ; ) { + + if ( t1 === undefined ) { + + if ( t < t0 ) break forward_scan; + + // after end + + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t, t0 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t0 = t1; + t1 = pp[ ++ i1 ]; + + if ( t < t1 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; + + } + + //- slower code: + //- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { + + // looping? + + var t1global = pp[ 1 ]; + + if ( t < t1global ) { + + i1 = 2; // + 1, using the scan for the details + t0 = t1global; + + } + + // linear reverse scan + + for ( var giveUpAt = i1 - 2; ; ) { + + if ( t0 === undefined ) { + + // before start + + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t1 = t0; + t0 = pp[ -- i1 - 1 ]; + + if ( t >= t0 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; + + } + + // the interval is valid + + break validate_interval; + + } // linear scan + + // binary search + + while ( i1 < right ) { + + var mid = ( i1 + right ) >>> 1; + + if ( t < pp[ mid ] ) { + + right = mid; + + } else { + + i1 = mid + 1; + + } + + } + + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; + + // check boundary cases, again + + if ( t0 === undefined ) { + + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); + + } + + if ( t1 === undefined ) { + + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t0, t ); + + } + + } // seek + + this._cachedIndex = i1; + + this.intervalChanged_( i1, t0, t1 ); + + } // validate_interval + + return this.interpolate_( i1, t0, t, t1 ); + + }, + + settings: null, // optional, subclass-specific settings structure + // Note: The indirection allows central control of many interpolants. + + // --- Protected interface + + DefaultSettings_: {}, + + getSettings_: function () { + + return this.settings || this.DefaultSettings_; + + }, + + copySampleValue_: function ( index ) { + + // copies a sample value to the result buffer + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + }, + + // Template methods for derived classes: + + interpolate_: function ( /* i1, t0, t, t1 */ ) { + + throw new Error( 'call to abstract method' ); + // implementations shall return this.resultBuffer + + }, + + intervalChanged_: function ( /* i1, t0, t1 */ ) { + + // empty + + } + +} ); + +// DECLARE ALIAS AFTER assign prototype +Object.assign( Interpolant.prototype, { + + //( 0, t, t0 ), returns this.resultBuffer + beforeStart_: Interpolant.prototype.copySampleValue_, + + //( N-1, tN-1, t ), returns this.resultBuffer + afterEnd_: Interpolant.prototype.copySampleValue_, + +} ); + +/** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + * + * @author tschw + */ + +function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + + this._weightPrev = - 0; + this._offsetPrev = - 0; + this._weightNext = - 0; + this._offsetNext = - 0; + +} + +CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: CubicInterpolant, + + DefaultSettings_: { + + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + + }, + + intervalChanged_: function ( i1, t0, t1 ) { + + var pp = this.parameterPositions, + iPrev = i1 - 2, + iNext = i1 + 1, + + tPrev = pp[ iPrev ], + tNext = pp[ iNext ]; + + if ( tPrev === undefined ) { + + switch ( this.getSettings_().endingStart ) { + + case ZeroSlopeEnding: + + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; + + } + + } + + if ( tNext === undefined ) { + + switch ( this.getSettings_().endingEnd ) { + + case ZeroSlopeEnding: + + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[ 1 ] - pp[ 0 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; + + } + + } + + var halfDt = ( t1 - t0 ) * 0.5, + stride = this.valueSize; + + this._weightPrev = halfDt / ( t0 - tPrev ); + this._weightNext = halfDt / ( tNext - t1 ); + this._offsetPrev = iPrev * stride; + this._offsetNext = iNext * stride; + + }, + + interpolate_: function ( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + o1 = i1 * stride, o0 = o1 - stride, + oP = this._offsetPrev, oN = this._offsetNext, + wP = this._weightPrev, wN = this._weightNext, + + p = ( t - t0 ) / ( t1 - t0 ), + pp = p * p, + ppp = pp * p; + + // evaluate polynomials + + var sP = - wP * ppp + 2 * wP * pp - wP * p; + var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; + var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + var sN = wN * ppp - wN * pp; + + // combine data linearly + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; + + } + + return result; + + } + +} ); + +/** + * @author tschw + */ + +function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +} + +LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: LinearInterpolant, + + interpolate_: function ( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset1 = i1 * stride, + offset0 = offset1 - stride, + + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = + values[ offset0 + i ] * weight0 + + values[ offset1 + i ] * weight1; + + } + + return result; + + } + +} ); + +/** + * + * Interpolant that evaluates to the sample value at the position preceeding + * the parameter. + * + * @author tschw + */ + +function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +} + +DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: DiscreteInterpolant, + + interpolate_: function ( i1 /*, t0, t, t1 */ ) { + + return this.copySampleValue_( i1 - 1 ); + + } + +} ); + +/** + * + * A timed sequence of keyframes for a specific property. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function KeyframeTrack( name, times, values, interpolation ) { + + if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); + if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); + + this.name = name; + + this.times = AnimationUtils.convertArray( times, this.TimeBufferType ); + this.values = AnimationUtils.convertArray( values, this.ValueBufferType ); + + this.setInterpolation( interpolation || this.DefaultInterpolation ); + +} + +// Static methods + +Object.assign( KeyframeTrack, { + + // Serialization (in static context, because of constructor invocation + // and automatic invocation of .toJSON): + + toJSON: function ( track ) { + + var trackType = track.constructor; + + var json; + + // derived classes can define a static toJSON method + if ( trackType.toJSON !== undefined ) { + + json = trackType.toJSON( track ); + + } else { + + // by default, we assume the data can be serialized as-is + json = { + + 'name': track.name, + 'times': AnimationUtils.convertArray( track.times, Array ), + 'values': AnimationUtils.convertArray( track.values, Array ) + + }; + + var interpolation = track.getInterpolation(); + + if ( interpolation !== track.DefaultInterpolation ) { + + json.interpolation = interpolation; + + } + + } + + json.type = track.ValueTypeName; // mandatory + + return json; + + } + +} ); + +Object.assign( KeyframeTrack.prototype, { + + constructor: KeyframeTrack, + + TimeBufferType: Float32Array, + + ValueBufferType: Float32Array, + + DefaultInterpolation: InterpolateLinear, + + InterpolantFactoryMethodDiscrete: function ( result ) { + + return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodLinear: function ( result ) { + + return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodSmooth: function ( result ) { + + return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); + + }, + + setInterpolation: function ( interpolation ) { + + var factoryMethod; + + switch ( interpolation ) { + + case InterpolateDiscrete: + + factoryMethod = this.InterpolantFactoryMethodDiscrete; + + break; + + case InterpolateLinear: + + factoryMethod = this.InterpolantFactoryMethodLinear; + + break; + + case InterpolateSmooth: + + factoryMethod = this.InterpolantFactoryMethodSmooth; + + break; + + } + + if ( factoryMethod === undefined ) { + + var message = "unsupported interpolation for " + + this.ValueTypeName + " keyframe track named " + this.name; + + if ( this.createInterpolant === undefined ) { + + // fall back to default, unless the default itself is messed up + if ( interpolation !== this.DefaultInterpolation ) { + + this.setInterpolation( this.DefaultInterpolation ); + + } else { + + throw new Error( message ); // fatal, in this case + + } + + } + + console.warn( 'THREE.KeyframeTrack:', message ); + return this; + + } + + this.createInterpolant = factoryMethod; + + return this; + + }, + + getInterpolation: function () { + + switch ( this.createInterpolant ) { + + case this.InterpolantFactoryMethodDiscrete: + + return InterpolateDiscrete; + + case this.InterpolantFactoryMethodLinear: + + return InterpolateLinear; + + case this.InterpolantFactoryMethodSmooth: + + return InterpolateSmooth; + + } + + }, + + getValueSize: function () { + + return this.values.length / this.times.length; + + }, + + // move all keyframes either forwards or backwards in time + shift: function ( timeOffset ) { + + if ( timeOffset !== 0.0 ) { + + var times = this.times; + + for ( var i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] += timeOffset; + + } + + } + + return this; + + }, + + // scale all keyframe times by a factor (useful for frame <-> seconds conversions) + scale: function ( timeScale ) { + + if ( timeScale !== 1.0 ) { + + var times = this.times; + + for ( var i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] *= timeScale; + + } + + } + + return this; + + }, + + // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. + // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values + trim: function ( startTime, endTime ) { + + var times = this.times, + nKeys = times.length, + from = 0, + to = nKeys - 1; + + while ( from !== nKeys && times[ from ] < startTime ) { + + ++ from; + + } + + while ( to !== - 1 && times[ to ] > endTime ) { + + -- to; + + } + + ++ to; // inclusive -> exclusive bound + + if ( from !== 0 || to !== nKeys ) { + + // empty tracks are forbidden, so keep at least one keyframe + if ( from >= to ) { + + to = Math.max( to, 1 ); + from = to - 1; + + } + + var stride = this.getValueSize(); + this.times = AnimationUtils.arraySlice( times, from, to ); + this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride ); + + } + + return this; + + }, + + // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable + validate: function () { + + var valid = true; + + var valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { + + console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); + valid = false; + + } + + var times = this.times, + values = this.values, + + nKeys = times.length; + + if ( nKeys === 0 ) { + + console.error( 'THREE.KeyframeTrack: Track is empty.', this ); + valid = false; + + } + + var prevTime = null; + + for ( var i = 0; i !== nKeys; i ++ ) { + + var currTime = times[ i ]; + + if ( typeof currTime === 'number' && isNaN( currTime ) ) { + + console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); + valid = false; + break; + + } + + if ( prevTime !== null && prevTime > currTime ) { + + console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); + valid = false; + break; + + } + + prevTime = currTime; + + } + + if ( values !== undefined ) { + + if ( AnimationUtils.isTypedArray( values ) ) { + + for ( var i = 0, n = values.length; i !== n; ++ i ) { + + var value = values[ i ]; + + if ( isNaN( value ) ) { + + console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); + valid = false; + break; + + } + + } + + } + + } + + return valid; + + }, + + // removes equivalent sequential keys as common in morph target sequences + // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) + optimize: function () { + + // times or values may be shared with other tracks, so overwriting is unsafe + var times = AnimationUtils.arraySlice( this.times ), + values = AnimationUtils.arraySlice( this.values ), + stride = this.getValueSize(), + + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + + writeIndex = 1, + lastIndex = times.length - 1; + + for ( var i = 1; i < lastIndex; ++ i ) { + + var keep = false; + + var time = times[ i ]; + var timeNext = times[ i + 1 ]; + + // remove adjacent keyframes scheduled at the same time + + if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { + + if ( ! smoothInterpolation ) { + + // remove unnecessary keyframes same as their neighbors + + var offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; + + for ( var j = 0; j !== stride; ++ j ) { + + var value = values[ offset + j ]; + + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { + + keep = true; + break; + + } + + } + + } else { + + keep = true; + + } + + } + + // in-place compaction + + if ( keep ) { + + if ( i !== writeIndex ) { + + times[ writeIndex ] = times[ i ]; + + var readOffset = i * stride, + writeOffset = writeIndex * stride; + + for ( var j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + } + + ++ writeIndex; + + } + + } + + // flush last keyframe (compaction looks ahead) + + if ( lastIndex > 0 ) { + + times[ writeIndex ] = times[ lastIndex ]; + + for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + ++ writeIndex; + + } + + if ( writeIndex !== times.length ) { + + this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); + this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); + + } else { + + this.times = times; + this.values = values; + + } + + return this; + + }, + + clone: function () { + + var times = AnimationUtils.arraySlice( this.times, 0 ); + var values = AnimationUtils.arraySlice( this.values, 0 ); + + var TypedKeyframeTrack = this.constructor; + var track = new TypedKeyframeTrack( this.name, times, values ); + + // Interpolant argument to constructor is not saved, so copy the factory method directly. + track.createInterpolant = this.createInterpolant; + + return track; + + } + +} ); + +/** + * + * A Track of Boolean keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function BooleanKeyframeTrack( name, times, values ) { + + KeyframeTrack.call( this, name, times, values ); + +} + +BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: BooleanKeyframeTrack, + + ValueTypeName: 'bool', + ValueBufferType: Array, + + DefaultInterpolation: InterpolateDiscrete, + + InterpolantFactoryMethodLinear: undefined, + InterpolantFactoryMethodSmooth: undefined + + // Note: Actually this track could have a optimized / compressed + // representation of a single value and a custom interpolant that + // computes "firstValue ^ isOdd( index )". + +} ); + +/** + * + * A Track of keyframe values that represent color. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function ColorKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + +} + +ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: ColorKeyframeTrack, + + ValueTypeName: 'color' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + + // Note: Very basic implementation and nothing special yet. + // However, this is the place for color space parameterization. + +} ); + +/** + * + * A Track of numeric keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function NumberKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + +} + +NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: NumberKeyframeTrack, + + ValueTypeName: 'number' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + +} ); + +/** + * Spherical linear unit quaternion interpolant. + * + * @author tschw + */ + +function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +} + +QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + + constructor: QuaternionLinearInterpolant, + + interpolate_: function ( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset = i1 * stride, + + alpha = ( t - t0 ) / ( t1 - t0 ); + + for ( var end = offset + stride; offset !== end; offset += 4 ) { + + Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); + + } + + return result; + + } + +} ); + +/** + * + * A Track of quaternion keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function QuaternionKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + +} + +QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: QuaternionKeyframeTrack, + + ValueTypeName: 'quaternion', + + // ValueBufferType is inherited + + DefaultInterpolation: InterpolateLinear, + + InterpolantFactoryMethodLinear: function ( result ) { + + return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodSmooth: undefined // not yet implemented + +} ); + +/** + * + * A Track that interpolates Strings + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function StringKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + +} + +StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: StringKeyframeTrack, + + ValueTypeName: 'string', + ValueBufferType: Array, + + DefaultInterpolation: InterpolateDiscrete, + + InterpolantFactoryMethodLinear: undefined, + + InterpolantFactoryMethodSmooth: undefined + +} ); + +/** + * + * A Track of vectored keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function VectorKeyframeTrack( name, times, values, interpolation ) { + + KeyframeTrack.call( this, name, times, values, interpolation ); + +} + +VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + + constructor: VectorKeyframeTrack, + + ValueTypeName: 'vector' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + +} ); + +/** + * + * Reusable set of Tracks that represent an animation. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + +function AnimationClip( name, duration, tracks ) { + + this.name = name; + this.tracks = tracks; + this.duration = ( duration !== undefined ) ? duration : - 1; + + this.uuid = MathUtils.generateUUID(); + + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { + + this.resetDuration(); + + } + +} + +function getTrackTypeForValueTypeName( typeName ) { + + switch ( typeName.toLowerCase() ) { + + case 'scalar': + case 'double': + case 'float': + case 'number': + case 'integer': + + return NumberKeyframeTrack; + + case 'vector': + case 'vector2': + case 'vector3': + case 'vector4': + + return VectorKeyframeTrack; + + case 'color': + + return ColorKeyframeTrack; + + case 'quaternion': + + return QuaternionKeyframeTrack; + + case 'bool': + case 'boolean': + + return BooleanKeyframeTrack; + + case 'string': + + return StringKeyframeTrack; + + } + + throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); + +} + +function parseKeyframeTrack( json ) { + + if ( json.type === undefined ) { + + throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); + + } + + var trackType = getTrackTypeForValueTypeName( json.type ); + + if ( json.times === undefined ) { + + var times = [], values = []; + + AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); + + json.times = times; + json.values = values; + + } + + // derived classes can define a static parse method + if ( trackType.parse !== undefined ) { + + return trackType.parse( json ); + + } else { + + // by default, we assume a constructor compatible with the base + return new trackType( json.name, json.times, json.values, json.interpolation ); + + } + +} + +Object.assign( AnimationClip, { + + parse: function ( json ) { + + var tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / ( json.fps || 1.0 ); + + for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { + + tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); + + } + + return new AnimationClip( json.name, json.duration, tracks ); + + }, + + toJSON: function ( clip ) { + + var tracks = [], + clipTracks = clip.tracks; + + var json = { + + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks, + 'uuid': clip.uuid + + }; + + for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { + + tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + + } + + return json; + + }, + + CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) { + + var numMorphTargets = morphTargetSequence.length; + var tracks = []; + + for ( var i = 0; i < numMorphTargets; i ++ ) { + + var times = []; + var values = []; + + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); + + values.push( 0, 1, 0 ); + + var order = AnimationUtils.getKeyframeOrder( times ); + times = AnimationUtils.sortedArray( times, 1, order ); + values = AnimationUtils.sortedArray( values, 1, order ); + + // if there is a key at the first frame, duplicate it as the + // last frame as well for perfect loop. + if ( ! noLoop && times[ 0 ] === 0 ) { + + times.push( numMorphTargets ); + values.push( values[ 0 ] ); + + } + + tracks.push( + new NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); + + } + + return new AnimationClip( name, - 1, tracks ); + + }, + + findByName: function ( objectOrClipArray, name ) { + + var clipArray = objectOrClipArray; + + if ( ! Array.isArray( objectOrClipArray ) ) { + + var o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; + + } + + for ( var i = 0; i < clipArray.length; i ++ ) { + + if ( clipArray[ i ].name === name ) { + + return clipArray[ i ]; + + } + + } + + return null; + + }, + + CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) { + + var animationToMorphTargets = {}; + + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + var pattern = /^([\w-]*?)([\d]+)$/; + + // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 + for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { + + var morphTarget = morphTargets[ i ]; + var parts = morphTarget.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + var name = parts[ 1 ]; + + var animationMorphTargets = animationToMorphTargets[ name ]; + if ( ! animationMorphTargets ) { + + animationToMorphTargets[ name ] = animationMorphTargets = []; + + } + + animationMorphTargets.push( morphTarget ); + + } + + } + + var clips = []; + + for ( var name in animationToMorphTargets ) { + + clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + + } + + return clips; + + }, + + // parse the animation.hierarchy format + parseAnimation: function ( animation, bones ) { + + if ( ! animation ) { + + console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); + return null; + + } + + var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { + + // only return track if there are actually keys. + if ( animationKeys.length !== 0 ) { + + var times = []; + var values = []; + + AnimationUtils.flattenJSON( animationKeys, times, values, propertyName ); + + // empty keys are filtered out, so check again + if ( times.length !== 0 ) { + + destTracks.push( new trackType( trackName, times, values ) ); + + } + + } + + }; + + var tracks = []; + + var clipName = animation.name || 'default'; + // automatic length determination in AnimationClip. + var duration = animation.length || - 1; + var fps = animation.fps || 30; + + var hierarchyTracks = animation.hierarchy || []; + + for ( var h = 0; h < hierarchyTracks.length; h ++ ) { + + var animationKeys = hierarchyTracks[ h ].keys; + + // skip empty tracks + if ( ! animationKeys || animationKeys.length === 0 ) continue; + + // process morph targets + if ( animationKeys[ 0 ].morphTargets ) { + + // figure out all morph targets used in this track + var morphTargetNames = {}; + + for ( var k = 0; k < animationKeys.length; k ++ ) { + + if ( animationKeys[ k ].morphTargets ) { + + for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { + + morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; + + } + + } + + } + + // create a track for each morph target with all zero + // morphTargetInfluences except for the keys in which + // the morphTarget is named. + for ( var morphTargetName in morphTargetNames ) { + + var times = []; + var values = []; + + for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { + + var animationKey = animationKeys[ k ]; + + times.push( animationKey.time ); + values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); + + } + + tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + + } + + duration = morphTargetNames.length * ( fps || 1.0 ); + + } else { + + // ...assume skeletal animation + + var boneName = '.bones[' + bones[ h ].name + ']'; + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.position', + animationKeys, 'pos', tracks ); + + addNonemptyTrack( + QuaternionKeyframeTrack, boneName + '.quaternion', + animationKeys, 'rot', tracks ); + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.scale', + animationKeys, 'scl', tracks ); + + } + + } + + if ( tracks.length === 0 ) { + + return null; + + } + + var clip = new AnimationClip( clipName, duration, tracks ); + + return clip; + + } + +} ); + +Object.assign( AnimationClip.prototype, { + + resetDuration: function () { + + var tracks = this.tracks, duration = 0; + + for ( var i = 0, n = tracks.length; i !== n; ++ i ) { + + var track = this.tracks[ i ]; + + duration = Math.max( duration, track.times[ track.times.length - 1 ] ); + + } + + this.duration = duration; + + return this; + + }, + + trim: function () { + + for ( var i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].trim( 0, this.duration ); + + } + + return this; + + }, + + validate: function () { + + var valid = true; + + for ( var i = 0; i < this.tracks.length; i ++ ) { + + valid = valid && this.tracks[ i ].validate(); + + } + + return valid; + + }, + + optimize: function () { + + for ( var i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].optimize(); + + } + + return this; + + }, + + clone: function () { + + var tracks = []; + + for ( var i = 0; i < this.tracks.length; i ++ ) { + + tracks.push( this.tracks[ i ].clone() ); + + } + + return new AnimationClip( this.name, this.duration, tracks ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var Cache = { + + enabled: false, + + files: {}, + + add: function ( key, file ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Adding key:', key ); + + this.files[ key ] = file; + + }, + + get: function ( key ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Checking key:', key ); + + return this.files[ key ]; + + }, + + remove: function ( key ) { + + delete this.files[ key ]; + + }, + + clear: function () { + + this.files = {}; + + } + +}; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function LoadingManager( onLoad, onProgress, onError ) { + + var scope = this; + + var isLoading = false; + var itemsLoaded = 0; + var itemsTotal = 0; + var urlModifier = undefined; + var handlers = []; + + // Refer to #5689 for the reason why we don't set .onStart + // in the constructor + + this.onStart = undefined; + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; + + this.itemStart = function ( url ) { + + itemsTotal ++; + + if ( isLoading === false ) { + + if ( scope.onStart !== undefined ) { + + scope.onStart( url, itemsLoaded, itemsTotal ); + + } + + } + + isLoading = true; + + }; + + this.itemEnd = function ( url ) { + + itemsLoaded ++; + + if ( scope.onProgress !== undefined ) { + + scope.onProgress( url, itemsLoaded, itemsTotal ); + + } + + if ( itemsLoaded === itemsTotal ) { + + isLoading = false; + + if ( scope.onLoad !== undefined ) { + + scope.onLoad(); + + } + + } + + }; + + this.itemError = function ( url ) { + + if ( scope.onError !== undefined ) { + + scope.onError( url ); + + } + + }; + + this.resolveURL = function ( url ) { + + if ( urlModifier ) { + + return urlModifier( url ); + + } + + return url; + + }; + + this.setURLModifier = function ( transform ) { + + urlModifier = transform; + + return this; + + }; + + this.addHandler = function ( regex, loader ) { + + handlers.push( regex, loader ); + + return this; + + }; + + this.removeHandler = function ( regex ) { + + var index = handlers.indexOf( regex ); + + if ( index !== - 1 ) { + + handlers.splice( index, 2 ); + + } + + return this; + + }; + + this.getHandler = function ( file ) { + + for ( var i = 0, l = handlers.length; i < l; i += 2 ) { + + var regex = handlers[ i ]; + var loader = handlers[ i + 1 ]; + + if ( regex.global ) regex.lastIndex = 0; // see #17920 + + if ( regex.test( file ) ) { + + return loader; + + } + + } + + return null; + + }; + +} + +var DefaultLoadingManager = new LoadingManager(); + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function Loader( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + this.crossOrigin = 'anonymous'; + this.path = ''; + this.resourcePath = ''; + +} + +Object.assign( Loader.prototype, { + + load: function ( /* url, onLoad, onProgress, onError */ ) {}, + + parse: function ( /* data */ ) {}, + + setCrossOrigin: function ( crossOrigin ) { + + this.crossOrigin = crossOrigin; + return this; + + }, + + setPath: function ( path ) { + + this.path = path; + return this; + + }, + + setResourcePath: function ( resourcePath ) { + + this.resourcePath = resourcePath; + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var loading = {}; + +function FileLoader( manager ) { + + Loader.call( this, manager ); + +} + +FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: FileLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + var scope = this; + + var cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + // Check if request is duplicate + + if ( loading[ url ] !== undefined ) { + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + return; + + } + + // Check for data: URI + var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; + var dataUriRegexResult = url.match( dataUriRegex ); + + // Safari can not handle Data URIs through XMLHttpRequest so process manually + if ( dataUriRegexResult ) { + + var mimeType = dataUriRegexResult[ 1 ]; + var isBase64 = !! dataUriRegexResult[ 2 ]; + var data = dataUriRegexResult[ 3 ]; + + data = decodeURIComponent( data ); + + if ( isBase64 ) data = atob( data ); + + try { + + var response; + var responseType = ( this.responseType || '' ).toLowerCase(); + + switch ( responseType ) { + + case 'arraybuffer': + case 'blob': + + var view = new Uint8Array( data.length ); + + for ( var i = 0; i < data.length; i ++ ) { + + view[ i ] = data.charCodeAt( i ); + + } + + if ( responseType === 'blob' ) { + + response = new Blob( [ view.buffer ], { type: mimeType } ); + + } else { + + response = view.buffer; + + } + + break; + + case 'document': + + var parser = new DOMParser(); + response = parser.parseFromString( data, mimeType ); + + break; + + case 'json': + + response = JSON.parse( data ); + + break; + + default: // 'text' or other + + response = data; + + break; + + } + + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + setTimeout( function () { + + if ( onLoad ) onLoad( response ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + } catch ( error ) { + + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + setTimeout( function () { + + if ( onError ) onError( error ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + }, 0 ); + + } + + } else { + + // Initialise array for duplicate requests + + loading[ url ] = []; + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + var request = new XMLHttpRequest(); + + request.open( 'GET', url, true ); + + request.addEventListener( 'load', function ( event ) { + + var response = this.response; + + var callbacks = loading[ url ]; + + delete loading[ url ]; + + if ( this.status === 200 || this.status === 0 ) { + + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. + + if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); + + // Add to cache only on HTTP success, so that we do not cache + // error response bodies as proper responses to requests. + Cache.add( url, response ); + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( response ); + + } + + scope.manager.itemEnd( url ); + + } else { + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } + + }, false ); + + request.addEventListener( 'progress', function ( event ) { + + var callbacks = loading[ url ]; + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onProgress ) callback.onProgress( event ); + + } + + }, false ); + + request.addEventListener( 'error', function ( event ) { + + var callbacks = loading[ url ]; + + delete loading[ url ]; + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + }, false ); + + request.addEventListener( 'abort', function ( event ) { + + var callbacks = loading[ url ]; + + delete loading[ url ]; + + for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + + var callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + }, false ); + + if ( this.responseType !== undefined ) request.responseType = this.responseType; + if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; + + if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); + + for ( var header in this.requestHeader ) { + + request.setRequestHeader( header, this.requestHeader[ header ] ); + + } + + request.send( null ); + + } + + scope.manager.itemStart( url ); + + return request; + + }, + + setResponseType: function ( value ) { + + this.responseType = value; + return this; + + }, + + setWithCredentials: function ( value ) { + + this.withCredentials = value; + return this; + + }, + + setMimeType: function ( value ) { + + this.mimeType = value; + return this; + + }, + + setRequestHeader: function ( value ) { + + this.requestHeader = value; + return this; + + } + +} ); + +/** + * @author bhouston / http://clara.io/ + */ + +function AnimationLoader( manager ) { + + Loader.call( this, manager ); + +} + +AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: AnimationLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( scope.manager ); + loader.setPath( scope.path ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + var animations = []; + + for ( var i = 0; i < json.length; i ++ ) { + + var clip = AnimationClip.parse( json[ i ] ); + + animations.push( clip ); + + } + + return animations; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * + * Abstract Base class to block based textures loader (dds, pvr, ...) + * + * Sub classes have to implement the parse() method which will be used in load(). + */ + +function CompressedTextureLoader( manager ) { + + Loader.call( this, manager ); + +} + +CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: CompressedTextureLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var images = []; + + var texture = new CompressedTexture(); + texture.image = images; + + var loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + + function loadTexture( i ) { + + loader.load( url[ i ], function ( buffer ) { + + var texDatas = scope.parse( buffer, true ); + + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; + + loaded += 1; + + if ( loaded === 6 ) { + + if ( texDatas.mipmapCount === 1 ) + texture.minFilter = LinearFilter; + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, onProgress, onError ); + + } + + if ( Array.isArray( url ) ) { + + var loaded = 0; + + for ( var i = 0, il = url.length; i < il; ++ i ) { + + loadTexture( i ); + + } + + } else { + + // compressed cubemap texture stored in a single DDS file + + loader.load( url, function ( buffer ) { + + var texDatas = scope.parse( buffer, true ); + + if ( texDatas.isCubemap ) { + + var faces = texDatas.mipmaps.length / texDatas.mipmapCount; + + for ( var f = 0; f < faces; f ++ ) { + + images[ f ] = { mipmaps: [] }; + + for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { + + images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); + images[ f ].format = texDatas.format; + images[ f ].width = texDatas.width; + images[ f ].height = texDatas.height; + + } + + } + + } else { + + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; + + } + + if ( texDatas.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + }, onProgress, onError ); + + } + + return texture; + + } + +} ); + +/** + * @author Nikos M. / https://github.com/foo123/ + * + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + * + * Sub classes have to implement the parse() method which will be used in load(). + */ + +function DataTextureLoader( manager ) { + + Loader.call( this, manager ); + +} + +DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: DataTextureLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texture = new DataTexture(); + + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.setPath( this.path ); + loader.load( url, function ( buffer ) { + + var texData = scope.parse( buffer ); + + if ( ! texData ) return; + + if ( texData.image !== undefined ) { + + texture.image = texData.image; + + } else if ( texData.data !== undefined ) { + + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; + + } + + texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping; + + texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter; + texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter; + + texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1; + + if ( texData.format !== undefined ) { + + texture.format = texData.format; + + } + if ( texData.type !== undefined ) { + + texture.type = texData.type; + + } + + if ( texData.mipmaps !== undefined ) { + + texture.mipmaps = texData.mipmaps; + texture.minFilter = LinearMipmapLinearFilter; // presumably... + + } + + if ( texData.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture, texData ); + + }, onProgress, onError ); + + + return texture; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function ImageLoader( manager ) { + + Loader.call( this, manager ); + +} + +ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: ImageLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + var scope = this; + + var cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); + + function onImageLoad() { + + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); + + Cache.add( url, this ); + + if ( onLoad ) onLoad( this ); + + scope.manager.itemEnd( url ); + + } + + function onImageError( event ) { + + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); + + if ( onError ) onError( event ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } + + image.addEventListener( 'load', onImageLoad, false ); + image.addEventListener( 'error', onImageError, false ); + + if ( url.substr( 0, 5 ) !== 'data:' ) { + + if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + + } + + scope.manager.itemStart( url ); + + image.src = url; + + return image; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + + +function CubeTextureLoader( manager ) { + + Loader.call( this, manager ); + +} + +CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: CubeTextureLoader, + + load: function ( urls, onLoad, onProgress, onError ) { + + var texture = new CubeTexture(); + + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + var loaded = 0; + + function loadTexture( i ) { + + loader.load( urls[ i ], function ( image ) { + + texture.images[ i ] = image; + + loaded ++; + + if ( loaded === 6 ) { + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, undefined, onError ); + + } + + for ( var i = 0; i < urls.length; ++ i ) { + + loadTexture( i ); + + } + + return texture; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function TextureLoader( manager ) { + + Loader.call( this, manager ); + +} + +TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: TextureLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var texture = new Texture(); + + var loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + loader.load( url, function ( image ) { + + texture.image = image; + + // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. + var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; + + texture.format = isJPEG ? RGBFormat : RGBAFormat; + texture.needsUpdate = true; + + if ( onLoad !== undefined ) { + + onLoad( texture ); + + } + + }, onProgress, onError ); + + return texture; + + } + +} ); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Extensible curve object + * + * Some common of curve methods: + * .getPoint( t, optionalTarget ), .getTangent( t ) + * .getPointAt( u, optionalTarget ), .getTangentAt( u ) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() + * + * This following curves inherit from THREE.Curve: + * + * -- 2D curves -- + * THREE.ArcCurve + * THREE.CubicBezierCurve + * THREE.EllipseCurve + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.SplineCurve + * + * -- 3D curves -- + * THREE.CatmullRomCurve3 + * THREE.CubicBezierCurve3 + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * + * A series of curves can be represented as a THREE.CurvePath. + * + **/ + +/************************************************************** + * Abstract Curve base class + **************************************************************/ + +function Curve() { + + this.type = 'Curve'; + + this.arcLengthDivisions = 200; + +} + +Object.assign( Curve.prototype, { + + // Virtual base class method to overwrite and implement in subclasses + // - t [0 .. 1] + + getPoint: function ( /* t, optionalTarget */ ) { + + console.warn( 'THREE.Curve: .getPoint() not implemented.' ); + return null; + + }, + + // Get point at relative position in curve according to arc length + // - u [0 .. 1] + + getPointAt: function ( u, optionalTarget ) { + + var t = this.getUtoTmapping( u ); + return this.getPoint( t, optionalTarget ); + + }, + + // Get sequence of points using getPoint( t ) + + getPoints: function ( divisions ) { + + if ( divisions === undefined ) divisions = 5; + + var points = []; + + for ( var d = 0; d <= divisions; d ++ ) { + + points.push( this.getPoint( d / divisions ) ); + + } + + return points; + + }, + + // Get sequence of points using getPointAt( u ) + + getSpacedPoints: function ( divisions ) { + + if ( divisions === undefined ) divisions = 5; + + var points = []; + + for ( var d = 0; d <= divisions; d ++ ) { + + points.push( this.getPointAt( d / divisions ) ); + + } + + return points; + + }, + + // Get total curve arc length + + getLength: function () { + + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + + }, + + // Get list of cumulative segment lengths + + getLengths: function ( divisions ) { + + if ( divisions === undefined ) divisions = this.arcLengthDivisions; + + if ( this.cacheArcLengths && + ( this.cacheArcLengths.length === divisions + 1 ) && + ! this.needsUpdate ) { + + return this.cacheArcLengths; + + } + + this.needsUpdate = false; + + var cache = []; + var current, last = this.getPoint( 0 ); + var p, sum = 0; + + cache.push( 0 ); + + for ( p = 1; p <= divisions; p ++ ) { + + current = this.getPoint( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; + + } + + this.cacheArcLengths = cache; + + return cache; // { sums: cache, sum: sum }; Sum is in the last element. + + }, + + updateArcLengths: function () { + + this.needsUpdate = true; + this.getLengths(); + + }, + + // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant + + getUtoTmapping: function ( u, distance ) { + + var arcLengths = this.getLengths(); + + var i = 0, il = arcLengths.length; + + var targetArcLength; // The targeted u distance value to get + + if ( distance ) { + + targetArcLength = distance; + + } else { + + targetArcLength = u * arcLengths[ il - 1 ]; + + } + + // binary search for the index with largest value smaller than target u distance + + var low = 0, high = il - 1, comparison; + + while ( low <= high ) { + + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + + comparison = arcLengths[ i ] - targetArcLength; + + if ( comparison < 0 ) { + + low = i + 1; + + } else if ( comparison > 0 ) { + + high = i - 1; + + } else { + + high = i; + break; + + // DONE + + } + + } + + i = high; + + if ( arcLengths[ i ] === targetArcLength ) { + + return i / ( il - 1 ); + + } + + // we could get finer grain at lengths, or use simple interpolation between two points + + var lengthBefore = arcLengths[ i ]; + var lengthAfter = arcLengths[ i + 1 ]; + + var segmentLength = lengthAfter - lengthBefore; + + // determine where we are between the 'before' and 'after' points + + var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + + // add that fractional amount to t + + var t = ( i + segmentFraction ) / ( il - 1 ); + + return t; + + }, + + // Returns a unit vector tangent at t + // In case any sub curve does not implement its tangent derivation, + // 2 points a small delta apart will be used to find its gradient + // which seems to give a reasonable approximation + + getTangent: function ( t ) { + + var delta = 0.0001; + var t1 = t - delta; + var t2 = t + delta; + + // Capping in case of danger + + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; + + var pt1 = this.getPoint( t1 ); + var pt2 = this.getPoint( t2 ); + + var vec = pt2.clone().sub( pt1 ); + return vec.normalize(); + + }, + + getTangentAt: function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); + + }, + + computeFrenetFrames: function ( segments, closed ) { + + // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf + + var normal = new Vector3(); + + var tangents = []; + var normals = []; + var binormals = []; + + var vec = new Vector3(); + var mat = new Matrix4(); + + var i, u, theta; + + // compute the tangent vectors for each segment on the curve + + for ( i = 0; i <= segments; i ++ ) { + + u = i / segments; + + tangents[ i ] = this.getTangentAt( u ); + tangents[ i ].normalize(); + + } + + // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the minimum tangent xyz component + + normals[ 0 ] = new Vector3(); + binormals[ 0 ] = new Vector3(); + var min = Number.MAX_VALUE; + var tx = Math.abs( tangents[ 0 ].x ); + var ty = Math.abs( tangents[ 0 ].y ); + var tz = Math.abs( tangents[ 0 ].z ); + + if ( tx <= min ) { + + min = tx; + normal.set( 1, 0, 0 ); + + } + + if ( ty <= min ) { + + min = ty; + normal.set( 0, 1, 0 ); + + } + + if ( tz <= min ) { + + normal.set( 0, 0, 1 ); + + } + + vec.crossVectors( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + + + // compute the slowly-varying normal and binormal vectors for each segment on the curve + + for ( i = 1; i <= segments; i ++ ) { + + normals[ i ] = normals[ i - 1 ].clone(); + + binormals[ i ] = binormals[ i - 1 ].clone(); + + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + + if ( vec.length() > Number.EPSILON ) { + + vec.normalize(); + + theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + + } + + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed === true ) { + + theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); + theta /= segments; + + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { + + theta = - theta; + + } + + for ( i = 1; i <= segments; i ++ ) { + + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + } + + return { + tangents: tangents, + normals: normals, + binormals: binormals + }; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.arcLengthDivisions = source.arcLengthDivisions; + + return this; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.5, + type: 'Curve', + generator: 'Curve.toJSON' + } + }; + + data.arcLengthDivisions = this.arcLengthDivisions; + data.type = this.type; + + return data; + + }, + + fromJSON: function ( json ) { + + this.arcLengthDivisions = json.arcLengthDivisions; + + return this; + + } + +} ); + +function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + Curve.call( this ); + + this.type = 'EllipseCurve'; + + this.aX = aX || 0; + this.aY = aY || 0; + + this.xRadius = xRadius || 1; + this.yRadius = yRadius || 1; + + this.aStartAngle = aStartAngle || 0; + this.aEndAngle = aEndAngle || 2 * Math.PI; + + this.aClockwise = aClockwise || false; + + this.aRotation = aRotation || 0; + +} + +EllipseCurve.prototype = Object.create( Curve.prototype ); +EllipseCurve.prototype.constructor = EllipseCurve; + +EllipseCurve.prototype.isEllipseCurve = true; + +EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var twoPi = Math.PI * 2; + var deltaAngle = this.aEndAngle - this.aStartAngle; + var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; + + // ensures that deltaAngle is 0 .. 2 PI + while ( deltaAngle < 0 ) deltaAngle += twoPi; + while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + + if ( deltaAngle < Number.EPSILON ) { + + if ( samePoints ) { + + deltaAngle = 0; + + } else { + + deltaAngle = twoPi; + + } + + } + + if ( this.aClockwise === true && ! samePoints ) { + + if ( deltaAngle === twoPi ) { + + deltaAngle = - twoPi; + + } else { + + deltaAngle = deltaAngle - twoPi; + + } + + } + + var angle = this.aStartAngle + t * deltaAngle; + var x = this.aX + this.xRadius * Math.cos( angle ); + var y = this.aY + this.yRadius * Math.sin( angle ); + + if ( this.aRotation !== 0 ) { + + var cos = Math.cos( this.aRotation ); + var sin = Math.sin( this.aRotation ); + + var tx = x - this.aX; + var ty = y - this.aY; + + // Rotate the point about the center of the ellipse. + x = tx * cos - ty * sin + this.aX; + y = tx * sin + ty * cos + this.aY; + + } + + return point.set( x, y ); + +}; + +EllipseCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.aX = source.aX; + this.aY = source.aY; + + this.xRadius = source.xRadius; + this.yRadius = source.yRadius; + + this.aStartAngle = source.aStartAngle; + this.aEndAngle = source.aEndAngle; + + this.aClockwise = source.aClockwise; + + this.aRotation = source.aRotation; + + return this; + +}; + + +EllipseCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.aX = this.aX; + data.aY = this.aY; + + data.xRadius = this.xRadius; + data.yRadius = this.yRadius; + + data.aStartAngle = this.aStartAngle; + data.aEndAngle = this.aEndAngle; + + data.aClockwise = this.aClockwise; + + data.aRotation = this.aRotation; + + return data; + +}; + +EllipseCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.aX = json.aX; + this.aY = json.aY; + + this.xRadius = json.xRadius; + this.yRadius = json.yRadius; + + this.aStartAngle = json.aStartAngle; + this.aEndAngle = json.aEndAngle; + + this.aClockwise = json.aClockwise; + + this.aRotation = json.aRotation; + + return this; + +}; + +function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + this.type = 'ArcCurve'; + +} + +ArcCurve.prototype = Object.create( EllipseCurve.prototype ); +ArcCurve.prototype.constructor = ArcCurve; + +ArcCurve.prototype.isArcCurve = true; + +/** + * @author zz85 https://github.com/zz85 + * + * Centripetal CatmullRom Curve - which is useful for avoiding + * cusps and self-intersections in non-uniform catmull rom curves. + * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf + * + * curve.type accepts centripetal(default), chordal and catmullrom + * curve.tension is used for catmullrom which defaults to 0.5 + */ + + +/* +Based on an optimized c++ solution in + - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ + - http://ideone.com/NoEbVM + +This CubicPoly class could be used for reusing some variables and calculations, +but for three.js curve use, it could be possible inlined and flatten into a single function call +which can be placed in CurveUtils. +*/ + +function CubicPoly() { + + var c0 = 0, c1 = 0, c2 = 0, c3 = 0; + + /* + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ + function init( x0, x1, t0, t1 ) { + + c0 = x0; + c1 = t0; + c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; + c3 = 2 * x0 - 2 * x1 + t0 + t1; + + } + + return { + + initCatmullRom: function ( x0, x1, x2, x3, tension ) { + + init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); + + }, + + initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { + + // compute tangents when parameterized in [t1,t2] + var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; + var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; + + // rescale tangents for parametrization in [0,1] + t1 *= dt1; + t2 *= dt1; + + init( x1, x2, t1, t2 ); + + }, + + calc: function ( t ) { + + var t2 = t * t; + var t3 = t2 * t; + return c0 + c1 * t + c2 * t2 + c3 * t3; + + } + + }; + +} + +// + +var tmp = new Vector3(); +var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly(); + +function CatmullRomCurve3( points, closed, curveType, tension ) { + + Curve.call( this ); + + this.type = 'CatmullRomCurve3'; + + this.points = points || []; + this.closed = closed || false; + this.curveType = curveType || 'centripetal'; + this.tension = tension || 0.5; + +} + +CatmullRomCurve3.prototype = Object.create( Curve.prototype ); +CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; + +CatmullRomCurve3.prototype.isCatmullRomCurve3 = true; + +CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + var points = this.points; + var l = points.length; + + var p = ( l - ( this.closed ? 0 : 1 ) ) * t; + var intPoint = Math.floor( p ); + var weight = p - intPoint; + + if ( this.closed ) { + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l; + + } else if ( weight === 0 && intPoint === l - 1 ) { + + intPoint = l - 2; + weight = 1; + + } + + var p0, p1, p2, p3; // 4 points + + if ( this.closed || intPoint > 0 ) { + + p0 = points[ ( intPoint - 1 ) % l ]; + + } else { + + // extrapolate first point + tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); + p0 = tmp; + + } + + p1 = points[ intPoint % l ]; + p2 = points[ ( intPoint + 1 ) % l ]; + + if ( this.closed || intPoint + 2 < l ) { + + p3 = points[ ( intPoint + 2 ) % l ]; + + } else { + + // extrapolate last point + tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); + p3 = tmp; + + } + + if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { + + // init Centripetal / Chordal Catmull-Rom + var pow = this.curveType === 'chordal' ? 0.5 : 0.25; + var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); + var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); + var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); + + // safety check for repeated points + if ( dt1 < 1e-4 ) dt1 = 1.0; + if ( dt0 < 1e-4 ) dt0 = dt1; + if ( dt2 < 1e-4 ) dt2 = dt1; + + px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); + py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); + pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); + + } else if ( this.curveType === 'catmullrom' ) { + + px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); + py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); + pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); + + } + + point.set( + px.calc( weight ), + py.calc( weight ), + pz.calc( weight ) + ); + + return point; + +}; + +CatmullRomCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.points = []; + + for ( var i = 0, l = source.points.length; i < l; i ++ ) { + + var point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + this.closed = source.closed; + this.curveType = source.curveType; + this.tension = source.tension; + + return this; + +}; + +CatmullRomCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.points = []; + + for ( var i = 0, l = this.points.length; i < l; i ++ ) { + + var point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + data.closed = this.closed; + data.curveType = this.curveType; + data.tension = this.tension; + + return data; + +}; + +CatmullRomCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.points = []; + + for ( var i = 0, l = json.points.length; i < l; i ++ ) { + + var point = json.points[ i ]; + this.points.push( new Vector3().fromArray( point ) ); + + } + + this.closed = json.closed; + this.curveType = json.curveType; + this.tension = json.tension; + + return this; + +}; + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Bezier Curves formulas obtained from + * http://en.wikipedia.org/wiki/Bézier_curve + */ + +function CatmullRom( t, p0, p1, p2, p3 ) { + + var v0 = ( p2 - p0 ) * 0.5; + var v1 = ( p3 - p1 ) * 0.5; + var t2 = t * t; + var t3 = t * t2; + return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; + +} + +// + +function QuadraticBezierP0( t, p ) { + + var k = 1 - t; + return k * k * p; + +} + +function QuadraticBezierP1( t, p ) { + + return 2 * ( 1 - t ) * t * p; + +} + +function QuadraticBezierP2( t, p ) { + + return t * t * p; + +} + +function QuadraticBezier( t, p0, p1, p2 ) { + + return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + + QuadraticBezierP2( t, p2 ); + +} + +// + +function CubicBezierP0( t, p ) { + + var k = 1 - t; + return k * k * k * p; + +} + +function CubicBezierP1( t, p ) { + + var k = 1 - t; + return 3 * k * k * t * p; + +} + +function CubicBezierP2( t, p ) { + + return 3 * ( 1 - t ) * t * t * p; + +} + +function CubicBezierP3( t, p ) { + + return t * t * t * p; + +} + +function CubicBezier( t, p0, p1, p2, p3 ) { + + return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + + CubicBezierP3( t, p3 ); + +} + +function CubicBezierCurve( v0, v1, v2, v3 ) { + + Curve.call( this ); + + this.type = 'CubicBezierCurve'; + + this.v0 = v0 || new Vector2(); + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + this.v3 = v3 || new Vector2(); + +} + +CubicBezierCurve.prototype = Object.create( Curve.prototype ); +CubicBezierCurve.prototype.constructor = CubicBezierCurve; + +CubicBezierCurve.prototype.isCubicBezierCurve = true; + +CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) + ); + + return point; + +}; + +CubicBezierCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + +}; + +CubicBezierCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + +}; + +CubicBezierCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + +}; + +function CubicBezierCurve3( v0, v1, v2, v3 ) { + + Curve.call( this ); + + this.type = 'CubicBezierCurve3'; + + this.v0 = v0 || new Vector3(); + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + this.v3 = v3 || new Vector3(); + +} + +CubicBezierCurve3.prototype = Object.create( Curve.prototype ); +CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; + +CubicBezierCurve3.prototype.isCubicBezierCurve3 = true; + +CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), + CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) + ); + + return point; + +}; + +CubicBezierCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + +}; + +CubicBezierCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + +}; + +CubicBezierCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + +}; + +function LineCurve( v1, v2 ) { + + Curve.call( this ); + + this.type = 'LineCurve'; + + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + +} + +LineCurve.prototype = Object.create( Curve.prototype ); +LineCurve.prototype.constructor = LineCurve; + +LineCurve.prototype.isLineCurve = true; + +LineCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + } + + return point; + +}; + +// Line curve is linear, so we can overwrite default getPointAt + +LineCurve.prototype.getPointAt = function ( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + +}; + +LineCurve.prototype.getTangent = function ( /* t */ ) { + + var tangent = this.v2.clone().sub( this.v1 ); + + return tangent.normalize(); + +}; + +LineCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + +}; + +LineCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + +}; + +LineCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + +}; + +function LineCurve3( v1, v2 ) { + + Curve.call( this ); + + this.type = 'LineCurve3'; + + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + +} + +LineCurve3.prototype = Object.create( Curve.prototype ); +LineCurve3.prototype.constructor = LineCurve3; + +LineCurve3.prototype.isLineCurve3 = true; + +LineCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + } + + return point; + +}; + +// Line curve is linear, so we can overwrite default getPointAt + +LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + +}; + +LineCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + +}; + +LineCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + +}; + +LineCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + +}; + +function QuadraticBezierCurve( v0, v1, v2 ) { + + Curve.call( this ); + + this.type = 'QuadraticBezierCurve'; + + this.v0 = v0 || new Vector2(); + this.v1 = v1 || new Vector2(); + this.v2 = v2 || new Vector2(); + +} + +QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); +QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; + +QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true; + +QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ) + ); + + return point; + +}; + +QuadraticBezierCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + +}; + +QuadraticBezierCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + +}; + +QuadraticBezierCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + +}; + +function QuadraticBezierCurve3( v0, v1, v2 ) { + + Curve.call( this ); + + this.type = 'QuadraticBezierCurve3'; + + this.v0 = v0 || new Vector3(); + this.v1 = v1 || new Vector3(); + this.v2 = v2 || new Vector3(); + +} + +QuadraticBezierCurve3.prototype = Object.create( Curve.prototype ); +QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; + +QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true; + +QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector3(); + + var v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ), + QuadraticBezier( t, v0.z, v1.z, v2.z ) + ); + + return point; + +}; + +QuadraticBezierCurve3.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + +}; + +QuadraticBezierCurve3.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + +}; + +QuadraticBezierCurve3.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + +}; + +function SplineCurve( points /* array of Vector2 */ ) { + + Curve.call( this ); + + this.type = 'SplineCurve'; + + this.points = points || []; + +} + +SplineCurve.prototype = Object.create( Curve.prototype ); +SplineCurve.prototype.constructor = SplineCurve; + +SplineCurve.prototype.isSplineCurve = true; + +SplineCurve.prototype.getPoint = function ( t, optionalTarget ) { + + var point = optionalTarget || new Vector2(); + + var points = this.points; + var p = ( points.length - 1 ) * t; + + var intPoint = Math.floor( p ); + var weight = p - intPoint; + + var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; + var p1 = points[ intPoint ]; + var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + + point.set( + CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), + CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) + ); + + return point; + +}; + +SplineCurve.prototype.copy = function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.points = []; + + for ( var i = 0, l = source.points.length; i < l; i ++ ) { + + var point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + return this; + +}; + +SplineCurve.prototype.toJSON = function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.points = []; + + for ( var i = 0, l = this.points.length; i < l; i ++ ) { + + var point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + return data; + +}; + +SplineCurve.prototype.fromJSON = function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.points = []; + + for ( var i = 0, l = json.points.length; i < l; i ++ ) { + + var point = json.points[ i ]; + this.points.push( new Vector2().fromArray( point ) ); + + } + + return this; + +}; + + + +var Curves = /*#__PURE__*/Object.freeze({ + __proto__: null, + ArcCurve: ArcCurve, + CatmullRomCurve3: CatmullRomCurve3, + CubicBezierCurve: CubicBezierCurve, + CubicBezierCurve3: CubicBezierCurve3, + EllipseCurve: EllipseCurve, + LineCurve: LineCurve, + LineCurve3: LineCurve3, + QuadraticBezierCurve: QuadraticBezierCurve, + QuadraticBezierCurve3: QuadraticBezierCurve3, + SplineCurve: SplineCurve +}); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + **/ + +/************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ + +function CurvePath() { + + Curve.call( this ); + + this.type = 'CurvePath'; + + this.curves = []; + this.autoClose = false; // Automatically closes the path + +} + +CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { + + constructor: CurvePath, + + add: function ( curve ) { + + this.curves.push( curve ); + + }, + + closePath: function () { + + // Add a line curve if start and end of lines are not connected + var startPoint = this.curves[ 0 ].getPoint( 0 ); + var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); + + if ( ! startPoint.equals( endPoint ) ) { + + this.curves.push( new LineCurve( endPoint, startPoint ) ); + + } + + }, + + // To get accurate point with reference to + // entire path distance at time t, + // following has to be done: + + // 1. Length of each sub path have to be known + // 2. Locate and identify type of curve + // 3. Get t for the curve + // 4. Return curve.getPointAt(t') + + getPoint: function ( t ) { + + var d = t * this.getLength(); + var curveLengths = this.getCurveLengths(); + var i = 0; + + // To think about boundaries points. + + while ( i < curveLengths.length ) { + + if ( curveLengths[ i ] >= d ) { + + var diff = curveLengths[ i ] - d; + var curve = this.curves[ i ]; + + var segmentLength = curve.getLength(); + var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; + + return curve.getPointAt( u ); + + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { + + points.push( points[ 0 ] ); + + } + + return points; + + }, + + copy: function ( source ) { + + Curve.prototype.copy.call( this, source ); + + this.curves = []; + + for ( var i = 0, l = source.curves.length; i < l; i ++ ) { + + var curve = source.curves[ i ]; + + this.curves.push( curve.clone() ); + + } + + this.autoClose = source.autoClose; + + return this; + + }, + + toJSON: function () { + + var data = Curve.prototype.toJSON.call( this ); + + data.autoClose = this.autoClose; + data.curves = []; + + for ( var i = 0, l = this.curves.length; i < l; i ++ ) { + + var curve = this.curves[ i ]; + data.curves.push( curve.toJSON() ); + + } + + return data; + + }, + + fromJSON: function ( json ) { + + Curve.prototype.fromJSON.call( this, json ); + + this.autoClose = json.autoClose; + this.curves = []; + + for ( var i = 0, l = json.curves.length; i < l; i ++ ) { + + var curve = json.curves[ i ]; + this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); + + } + + return this; + + } + +} ); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Creates free form 2d path using series of points, lines or curves. + **/ + +function Path( points ) { + + CurvePath.call( this ); + + this.type = 'Path'; + + this.currentPoint = new Vector2(); + + if ( points ) { + + this.setFromPoints( points ); + + } + +} + +Path.prototype = Object.assign( Object.create( CurvePath.prototype ), { + + constructor: Path, + + setFromPoints: function ( points ) { + + this.moveTo( points[ 0 ].x, points[ 0 ].y ); + + for ( var i = 1, l = points.length; i < l; i ++ ) { + + this.lineTo( points[ i ].x, points[ i ].y ); + + } + + return this; + + }, + + moveTo: function ( x, y ) { + + this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? + + return this; + + }, + + lineTo: function ( x, y ) { + + var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); + this.curves.push( curve ); + + this.currentPoint.set( x, y ); + + return this; + + }, + + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + + var curve = new QuadraticBezierCurve( + this.currentPoint.clone(), + new Vector2( aCPx, aCPy ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + return this; + + }, + + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + var curve = new CubicBezierCurve( + this.currentPoint.clone(), + new Vector2( aCP1x, aCP1y ), + new Vector2( aCP2x, aCP2y ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + return this; + + }, + + splineThru: function ( pts /*Array of Vector*/ ) { + + var npts = [ this.currentPoint.clone() ].concat( pts ); + + var curve = new SplineCurve( npts ); + this.curves.push( curve ); + + this.currentPoint.copy( pts[ pts.length - 1 ] ); + + return this; + + }, + + arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; + + this.absarc( aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); + + return this; + + }, + + absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + return this; + + }, + + ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; + + this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + return this; + + }, + + absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + if ( this.curves.length > 0 ) { + + // if a previous curve is present, attempt to join + var firstPoint = curve.getPoint( 0 ); + + if ( ! firstPoint.equals( this.currentPoint ) ) { + + this.lineTo( firstPoint.x, firstPoint.y ); + + } + + } + + this.curves.push( curve ); + + var lastPoint = curve.getPoint( 1 ); + this.currentPoint.copy( lastPoint ); + + return this; + + }, + + copy: function ( source ) { + + CurvePath.prototype.copy.call( this, source ); + + this.currentPoint.copy( source.currentPoint ); + + return this; + + }, + + toJSON: function () { + + var data = CurvePath.prototype.toJSON.call( this ); + + data.currentPoint = this.currentPoint.toArray(); + + return data; + + }, + + fromJSON: function ( json ) { + + CurvePath.prototype.fromJSON.call( this, json ); + + this.currentPoint.fromArray( json.currentPoint ); + + return this; + + } + +} ); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Defines a 2d shape plane using paths. + **/ + +// STEP 1 Create a path. +// STEP 2 Turn path into shape. +// STEP 3 ExtrudeGeometry takes in Shape/Shapes +// STEP 3a - Extract points from each shape, turn to vertices +// STEP 3b - Triangulate each shape, add faces. + +function Shape( points ) { + + Path.call( this, points ); + + this.uuid = MathUtils.generateUUID(); + + this.type = 'Shape'; + + this.holes = []; + +} + +Shape.prototype = Object.assign( Object.create( Path.prototype ), { + + constructor: Shape, + + getPointsHoles: function ( divisions ) { + + var holesPts = []; + + for ( var i = 0, l = this.holes.length; i < l; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getPoints( divisions ); + + } + + return holesPts; + + }, + + // get points of shape and holes (keypoints based on segments parameter) + + extractPoints: function ( divisions ) { + + return { + + shape: this.getPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + + }, + + copy: function ( source ) { + + Path.prototype.copy.call( this, source ); + + this.holes = []; + + for ( var i = 0, l = source.holes.length; i < l; i ++ ) { + + var hole = source.holes[ i ]; + + this.holes.push( hole.clone() ); + + } + + return this; + + }, + + toJSON: function () { + + var data = Path.prototype.toJSON.call( this ); + + data.uuid = this.uuid; + data.holes = []; + + for ( var i = 0, l = this.holes.length; i < l; i ++ ) { + + var hole = this.holes[ i ]; + data.holes.push( hole.toJSON() ); + + } + + return data; + + }, + + fromJSON: function ( json ) { + + Path.prototype.fromJSON.call( this, json ); + + this.uuid = json.uuid; + this.holes = []; + + for ( var i = 0, l = json.holes.length; i < l; i ++ ) { + + var hole = json.holes[ i ]; + this.holes.push( new Path().fromJSON( hole ) ); + + } + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function Light( color, intensity ) { + + Object3D.call( this ); + + this.type = 'Light'; + + this.color = new Color( color ); + this.intensity = intensity !== undefined ? intensity : 1; + + this.receiveShadow = undefined; + +} + +Light.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Light, + + isLight: true, + + copy: function ( source ) { + + Object3D.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.intensity = source.intensity; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; + + if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); + + if ( this.distance !== undefined ) data.object.distance = this.distance; + if ( this.angle !== undefined ) data.object.angle = this.angle; + if ( this.decay !== undefined ) data.object.decay = this.decay; + if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; + + if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); + + return data; + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function HemisphereLight( skyColor, groundColor, intensity ) { + + Light.call( this, skyColor, intensity ); + + this.type = 'HemisphereLight'; + + this.castShadow = undefined; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.groundColor = new Color( groundColor ); + +} + +HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: HemisphereLight, + + isHemisphereLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.groundColor.copy( source.groundColor ); + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function LightShadow( camera ) { + + this.camera = camera; + + this.bias = 0; + this.radius = 1; + + this.mapSize = new Vector2( 512, 512 ); + + this.map = null; + this.mapPass = null; + this.matrix = new Matrix4(); + + this._frustum = new Frustum(); + this._frameExtents = new Vector2( 1, 1 ); + + this._viewportCount = 1; + + this._viewports = [ + + new Vector4( 0, 0, 1, 1 ) + + ]; + +} + +Object.assign( LightShadow.prototype, { + + _projScreenMatrix: new Matrix4(), + + _lightPositionWorld: new Vector3(), + + _lookTarget: new Vector3(), + + getViewportCount: function () { + + return this._viewportCount; + + }, + + getFrustum: function () { + + return this._frustum; + + }, + + updateMatrices: function ( light ) { + + var shadowCamera = this.camera, + shadowMatrix = this.matrix, + projScreenMatrix = this._projScreenMatrix, + lookTarget = this._lookTarget, + lightPositionWorld = this._lightPositionWorld; + + lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( lightPositionWorld ); + + lookTarget.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( lookTarget ); + shadowCamera.updateMatrixWorld(); + + projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + this._frustum.setFromProjectionMatrix( projScreenMatrix ); + + shadowMatrix.set( + 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 + ); + + shadowMatrix.multiply( shadowCamera.projectionMatrix ); + shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); + + }, + + getViewport: function ( viewportIndex ) { + + return this._viewports[ viewportIndex ]; + + }, + + getFrameExtents: function () { + + return this._frameExtents; + + }, + + copy: function ( source ) { + + this.camera = source.camera.clone(); + + this.bias = source.bias; + this.radius = source.radius; + + this.mapSize.copy( source.mapSize ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + toJSON: function () { + + var object = {}; + + if ( this.bias !== 0 ) object.bias = this.bias; + if ( this.radius !== 1 ) object.radius = this.radius; + if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); + + object.camera = this.camera.toJSON( false ).object; + delete object.camera.matrix; + + return object; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function SpotLightShadow() { + + LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + +} + +SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + + constructor: SpotLightShadow, + + isSpotLightShadow: true, + + updateMatrices: function ( light ) { + + var camera = this.camera; + + var fov = MathUtils.RAD2DEG * 2 * light.angle; + var aspect = this.mapSize.width / this.mapSize.height; + var far = light.distance || camera.far; + + if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { + + camera.fov = fov; + camera.aspect = aspect; + camera.far = far; + camera.updateProjectionMatrix(); + + } + + LightShadow.prototype.updateMatrices.call( this, light ); + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function SpotLight( color, intensity, distance, angle, penumbra, decay ) { + + Light.call( this, color, intensity ); + + this.type = 'SpotLight'; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new Object3D(); + + Object.defineProperty( this, 'power', { + get: function () { + + // intensity = power per solid angle. + // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + return this.intensity * Math.PI; + + }, + set: function ( power ) { + + // intensity = power per solid angle. + // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + this.intensity = power / Math.PI; + + } + } ); + + this.distance = ( distance !== undefined ) ? distance : 0; + this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; + this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + + this.shadow = new SpotLightShadow(); + +} + +SpotLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: SpotLight, + + isSpotLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.distance = source.distance; + this.angle = source.angle; + this.penumbra = source.penumbra; + this.decay = source.decay; + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + + } + +} ); + +function PointLightShadow() { + + LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + + this._frameExtents = new Vector2( 4, 2 ); + + this._viewportCount = 6; + + this._viewports = [ + // These viewports map a cube-map onto a 2D texture with the + // following orientation: + // + // xzXZ + // y Y + // + // X - Positive x direction + // x - Negative x direction + // Y - Positive y direction + // y - Negative y direction + // Z - Positive z direction + // z - Negative z direction + + // positive X + new Vector4( 2, 1, 1, 1 ), + // negative X + new Vector4( 0, 1, 1, 1 ), + // positive Z + new Vector4( 3, 1, 1, 1 ), + // negative Z + new Vector4( 1, 1, 1, 1 ), + // positive Y + new Vector4( 3, 0, 1, 1 ), + // negative Y + new Vector4( 1, 0, 1, 1 ) + ]; + + this._cubeDirections = [ + new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), + new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) + ]; + + this._cubeUps = [ + new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), + new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) + ]; + +} + +PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + + constructor: PointLightShadow, + + isPointLightShadow: true, + + updateMatrices: function ( light, viewportIndex ) { + + if ( viewportIndex === undefined ) viewportIndex = 0; + + var camera = this.camera, + shadowMatrix = this.matrix, + lightPositionWorld = this._lightPositionWorld, + lookTarget = this._lookTarget, + projScreenMatrix = this._projScreenMatrix; + + lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + camera.position.copy( lightPositionWorld ); + + lookTarget.copy( camera.position ); + lookTarget.add( this._cubeDirections[ viewportIndex ] ); + camera.up.copy( this._cubeUps[ viewportIndex ] ); + camera.lookAt( lookTarget ); + camera.updateMatrixWorld(); + + shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z ); + + projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + this._frustum.setFromProjectionMatrix( projScreenMatrix ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + + +function PointLight( color, intensity, distance, decay ) { + + Light.call( this, color, intensity ); + + this.type = 'PointLight'; + + Object.defineProperty( this, 'power', { + get: function () { + + // intensity = power per solid angle. + // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + return this.intensity * 4 * Math.PI; + + }, + set: function ( power ) { + + // intensity = power per solid angle. + // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + this.intensity = power / ( 4 * Math.PI ); + + } + } ); + + this.distance = ( distance !== undefined ) ? distance : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + + this.shadow = new PointLightShadow(); + +} + +PointLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: PointLight, + + isPointLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.distance = source.distance; + this.decay = source.decay; + + this.shadow = source.shadow.clone(); + + return this; + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + * @author arose / http://github.com/arose + */ + +function OrthographicCamera( left, right, top, bottom, near, far ) { + + Camera.call( this ); + + this.type = 'OrthographicCamera'; + + this.zoom = 1; + this.view = null; + + this.left = ( left !== undefined ) ? left : - 1; + this.right = ( right !== undefined ) ? right : 1; + this.top = ( top !== undefined ) ? top : 1; + this.bottom = ( bottom !== undefined ) ? bottom : - 1; + + this.near = ( near !== undefined ) ? near : 0.1; + this.far = ( far !== undefined ) ? far : 2000; + + this.updateProjectionMatrix(); + +} + +OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + + constructor: OrthographicCamera, + + isOrthographicCamera: true, + + copy: function ( source, recursive ) { + + Camera.prototype.copy.call( this, source, recursive ); + + this.left = source.left; + this.right = source.right; + this.top = source.top; + this.bottom = source.bottom; + this.near = source.near; + this.far = source.far; + + this.zoom = source.zoom; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + return this; + + }, + + setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + }, + + clearViewOffset: function () { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + }, + + updateProjectionMatrix: function () { + + var dx = ( this.right - this.left ) / ( 2 * this.zoom ); + var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); + var cx = ( this.right + this.left ) / 2; + var cy = ( this.top + this.bottom ) / 2; + + var left = cx - dx; + var right = cx + dx; + var top = cy + dy; + var bottom = cy - dy; + + if ( this.view !== null && this.view.enabled ) { + + var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom; + var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom; + + left += scaleW * this.view.offsetX; + right = left + scaleW * this.view.width; + top -= scaleH * this.view.offsetY; + bottom = top - scaleH * this.view.height; + + } + + this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); + + this.projectionMatrixInverse.getInverse( this.projectionMatrix ); + + }, + + toJSON: function ( meta ) { + + var data = Object3D.prototype.toJSON.call( this, meta ); + + data.object.zoom = this.zoom; + data.object.left = this.left; + data.object.right = this.right; + data.object.top = this.top; + data.object.bottom = this.bottom; + data.object.near = this.near; + data.object.far = this.far; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + return data; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function DirectionalLightShadow() { + + LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + +} + +DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + + constructor: DirectionalLightShadow, + + isDirectionalLightShadow: true, + + updateMatrices: function ( light ) { + + LightShadow.prototype.updateMatrices.call( this, light ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +function DirectionalLight( color, intensity ) { + + Light.call( this, color, intensity ); + + this.type = 'DirectionalLight'; + + this.position.copy( Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new Object3D(); + + this.shadow = new DirectionalLightShadow(); + +} + +DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: DirectionalLight, + + isDirectionalLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function AmbientLight( color, intensity ) { + + Light.call( this, color, intensity ); + + this.type = 'AmbientLight'; + + this.castShadow = undefined; + +} + +AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: AmbientLight, + + isAmbientLight: true + +} ); + +/** + * @author abelnation / http://github.com/abelnation + */ + +function RectAreaLight( color, intensity, width, height ) { + + Light.call( this, color, intensity ); + + this.type = 'RectAreaLight'; + + this.width = ( width !== undefined ) ? width : 10; + this.height = ( height !== undefined ) ? height : 10; + +} + +RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: RectAreaLight, + + isRectAreaLight: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.width = source.width; + this.height = source.height; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = Light.prototype.toJSON.call( this, meta ); + + data.object.width = this.width; + data.object.height = this.height; + + return data; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function MaterialLoader( manager ) { + + Loader.call( this, manager ); + + this.textures = {}; + +} + +MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: MaterialLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( scope.manager ); + loader.setPath( scope.path ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + var textures = this.textures; + + function getTexture( name ) { + + if ( textures[ name ] === undefined ) { + + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + + } + + return textures[ name ]; + + } + + var material = new Materials[ json.type ](); + + if ( json.uuid !== undefined ) material.uuid = json.uuid; + if ( json.name !== undefined ) material.name = json.name; + if ( json.color !== undefined ) material.color.setHex( json.color ); + if ( json.roughness !== undefined ) material.roughness = json.roughness; + if ( json.metalness !== undefined ) material.metalness = json.metalness; + if ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen ); + if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); + if ( json.specular !== undefined ) material.specular.setHex( json.specular ); + if ( json.shininess !== undefined ) material.shininess = json.shininess; + if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat; + if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness; + if ( json.fog !== undefined ) material.fog = json.fog; + if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; + if ( json.blending !== undefined ) material.blending = json.blending; + if ( json.combine !== undefined ) material.combine = json.combine; + if ( json.side !== undefined ) material.side = json.side; + if ( json.opacity !== undefined ) material.opacity = json.opacity; + if ( json.transparent !== undefined ) material.transparent = json.transparent; + if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; + if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; + if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; + + if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite; + if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask; + if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc; + if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef; + if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask; + if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail; + if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail; + if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass; + + if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; + if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; + if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; + if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + + if ( json.rotation !== undefined ) material.rotation = json.rotation; + + if ( json.linewidth !== 1 ) material.linewidth = json.linewidth; + if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; + if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; + if ( json.scale !== undefined ) material.scale = json.scale; + + if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; + if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; + if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits; + + if ( json.skinning !== undefined ) material.skinning = json.skinning; + if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; + if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals; + if ( json.dithering !== undefined ) material.dithering = json.dithering; + + if ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents; + + if ( json.visible !== undefined ) material.visible = json.visible; + + if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped; + + if ( json.userData !== undefined ) material.userData = json.userData; + + if ( json.vertexColors !== undefined ) { + + if ( typeof json.vertexColors === 'number' ) { + + material.vertexColors = ( json.vertexColors > 0 ) ? true : false; + + } else { + + material.vertexColors = json.vertexColors; + + } + + } + + // Shader Material + + if ( json.uniforms !== undefined ) { + + for ( var name in json.uniforms ) { + + var uniform = json.uniforms[ name ]; + + material.uniforms[ name ] = {}; + + switch ( uniform.type ) { + + case 't': + material.uniforms[ name ].value = getTexture( uniform.value ); + break; + + case 'c': + material.uniforms[ name ].value = new Color().setHex( uniform.value ); + break; + + case 'v2': + material.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); + break; + + case 'v3': + material.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); + break; + + case 'v4': + material.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); + break; + + case 'm3': + material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value ); + + case 'm4': + material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); + break; + + default: + material.uniforms[ name ].value = uniform.value; + + } + + } + + } + + if ( json.defines !== undefined ) material.defines = json.defines; + if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; + if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; + + if ( json.extensions !== undefined ) { + + for ( var key in json.extensions ) { + + material.extensions[ key ] = json.extensions[ key ]; + + } + + } + + // Deprecated + + if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading + + // for PointsMaterial + + if ( json.size !== undefined ) material.size = json.size; + if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + + // maps + + if ( json.map !== undefined ) material.map = getTexture( json.map ); + if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap ); + + if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap ); + + if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); + if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + + if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); + if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType; + if ( json.normalScale !== undefined ) { + + var normalScale = json.normalScale; + + if ( Array.isArray( normalScale ) === false ) { + + // Blender exporter used to export a scalar. See #7459 + + normalScale = [ normalScale, normalScale ]; + + } + + material.normalScale = new Vector2().fromArray( normalScale ); + + } + + if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); + if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; + if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; + + if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); + if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); + + if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); + if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; + + if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); + + if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); + if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity; + + if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio; + + if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); + if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + + if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); + if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + + if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); + + if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap ); + if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); + if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); + if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); + + return material; + + }, + + setTextures: function ( value ) { + + this.textures = value; + return this; + + } + +} ); + +/** + * @author Don McCurdy / https://www.donmccurdy.com + */ + +var LoaderUtils = { + + decodeText: function ( array ) { + + if ( typeof TextDecoder !== 'undefined' ) { + + return new TextDecoder().decode( array ); + + } + + // Avoid the String.fromCharCode.apply(null, array) shortcut, which + // throws a "maximum call stack size exceeded" error for large arrays. + + var s = ''; + + for ( var i = 0, il = array.length; i < il; i ++ ) { + + // Implicitly assumes little-endian. + s += String.fromCharCode( array[ i ] ); + + } + + try { + + // merges multi-byte utf-8 characters. + + return decodeURIComponent( escape( s ) ); + + } catch ( e ) { // see #16358 + + return s; + + } + + }, + + extractUrlBase: function ( url ) { + + var index = url.lastIndexOf( '/' ); + + if ( index === - 1 ) return './'; + + return url.substr( 0, index + 1 ); + + } + +}; + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InstancedBufferGeometry() { + + BufferGeometry.call( this ); + + this.type = 'InstancedBufferGeometry'; + this.maxInstancedCount = undefined; + +} + +InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), { + + constructor: InstancedBufferGeometry, + + isInstancedBufferGeometry: true, + + copy: function ( source ) { + + BufferGeometry.prototype.copy.call( this, source ); + + this.maxInstancedCount = source.maxInstancedCount; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + toJSON: function () { + + var data = BufferGeometry.prototype.toJSON.call( this ); + + data.maxInstancedCount = this.maxInstancedCount; + + data.isInstancedBufferGeometry = true; + + return data; + + } + +} ); + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) { + + if ( typeof ( normalized ) === 'number' ) { + + meshPerAttribute = normalized; + + normalized = false; + + console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' ); + + } + + BufferAttribute.call( this, array, itemSize, normalized ); + + this.meshPerAttribute = meshPerAttribute || 1; + +} + +InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), { + + constructor: InstancedBufferAttribute, + + isInstancedBufferAttribute: true, + + copy: function ( source ) { + + BufferAttribute.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + }, + + toJSON: function () { + + var data = BufferAttribute.prototype.toJSON.call( this ); + + data.meshPerAttribute = this.meshPerAttribute; + + data.isInstancedBufferAttribute = true; + + return data; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function BufferGeometryLoader( manager ) { + + Loader.call( this, manager ); + +} + +BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: BufferGeometryLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( scope.manager ); + loader.setPath( scope.path ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry(); + + var index = json.data.index; + + if ( index !== undefined ) { + + var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); + geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + + } + + var attributes = json.data.attributes; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); + var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; + var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized ); + if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; + geometry.setAttribute( key, bufferAttribute ); + + } + + var morphAttributes = json.data.morphAttributes; + + if ( morphAttributes ) { + + for ( var key in morphAttributes ) { + + var attributeArray = morphAttributes[ key ]; + + var array = []; + + for ( var i = 0, il = attributeArray.length; i < il; i ++ ) { + + var attribute = attributeArray[ i ]; + var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); + + var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ); + if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; + array.push( bufferAttribute ); + + } + + geometry.morphAttributes[ key ] = array; + + } + + } + + var morphTargetsRelative = json.data.morphTargetsRelative; + + if ( morphTargetsRelative ) { + + geometry.morphTargetsRelative = true; + + } + + var groups = json.data.groups || json.data.drawcalls || json.data.offsets; + + if ( groups !== undefined ) { + + for ( var i = 0, n = groups.length; i !== n; ++ i ) { + + var group = groups[ i ]; + + geometry.addGroup( group.start, group.count, group.materialIndex ); + + } + + } + + var boundingSphere = json.data.boundingSphere; + + if ( boundingSphere !== undefined ) { + + var center = new Vector3(); + + if ( boundingSphere.center !== undefined ) { + + center.fromArray( boundingSphere.center ); + + } + + geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); + + } + + if ( json.name ) geometry.name = json.name; + if ( json.userData ) geometry.userData = json.userData; + + return geometry; + + } + +} ); + +var TYPED_ARRAYS = { + Int8Array: Int8Array, + Uint8Array: Uint8Array, + // Workaround for IE11 pre KB2929437. See #11440 + Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array, + Int16Array: Int16Array, + Uint16Array: Uint16Array, + Int32Array: Int32Array, + Uint32Array: Uint32Array, + Float32Array: Float32Array, + Float64Array: Float64Array +}; + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function ObjectLoader( manager ) { + + Loader.call( this, manager ); + +} + +ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: ObjectLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; + this.resourcePath = this.resourcePath || path; + + var loader = new FileLoader( scope.manager ); + loader.setPath( this.path ); + loader.load( url, function ( text ) { + + var json = null; + + try { + + json = JSON.parse( text ); + + } catch ( error ) { + + if ( onError !== undefined ) onError( error ); + + console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); + + return; + + } + + var metadata = json.metadata; + + if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + + console.error( 'THREE.ObjectLoader: Can\'t load ' + url ); + return; + + } + + scope.parse( json, onLoad ); + + }, onProgress, onError ); + + }, + + parse: function ( json, onLoad ) { + + var shapes = this.parseShape( json.shapes ); + var geometries = this.parseGeometries( json.geometries, shapes ); + + var images = this.parseImages( json.images, function () { + + if ( onLoad !== undefined ) onLoad( object ); + + } ); + + var textures = this.parseTextures( json.textures, images ); + var materials = this.parseMaterials( json.materials, textures ); + + var object = this.parseObject( json.object, geometries, materials ); + + if ( json.animations ) { + + object.animations = this.parseAnimations( json.animations ); + + } + + if ( json.images === undefined || json.images.length === 0 ) { + + if ( onLoad !== undefined ) onLoad( object ); + + } + + return object; + + }, + + parseShape: function ( json ) { + + var shapes = {}; + + if ( json !== undefined ) { + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var shape = new Shape().fromJSON( json[ i ] ); + + shapes[ shape.uuid ] = shape; + + } + + } + + return shapes; + + }, + + parseGeometries: function ( json, shapes ) { + + var geometries = {}; + + if ( json !== undefined ) { + + var bufferGeometryLoader = new BufferGeometryLoader(); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var geometry; + var data = json[ i ]; + + switch ( data.type ) { + + case 'PlaneGeometry': + case 'PlaneBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.widthSegments, + data.heightSegments + ); + + break; + + case 'BoxGeometry': + case 'BoxBufferGeometry': + case 'CubeGeometry': // backwards compatible + + geometry = new Geometries[ data.type ]( + data.width, + data.height, + data.depth, + data.widthSegments, + data.heightSegments, + data.depthSegments + ); + + break; + + case 'CircleGeometry': + case 'CircleBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.segments, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'CylinderGeometry': + case 'CylinderBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radiusTop, + data.radiusBottom, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'ConeGeometry': + case 'ConeBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'SphereGeometry': + case 'SphereBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.widthSegments, + data.heightSegments, + data.phiStart, + data.phiLength, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'DodecahedronGeometry': + case 'DodecahedronBufferGeometry': + case 'IcosahedronGeometry': + case 'IcosahedronBufferGeometry': + case 'OctahedronGeometry': + case 'OctahedronBufferGeometry': + case 'TetrahedronGeometry': + case 'TetrahedronBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.detail + ); + + break; + + case 'RingGeometry': + case 'RingBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.innerRadius, + data.outerRadius, + data.thetaSegments, + data.phiSegments, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'TorusGeometry': + case 'TorusBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.radialSegments, + data.tubularSegments, + data.arc + ); + + break; + + case 'TorusKnotGeometry': + case 'TorusKnotBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.radius, + data.tube, + data.tubularSegments, + data.radialSegments, + data.p, + data.q + ); + + break; + + case 'TubeGeometry': + case 'TubeBufferGeometry': + + // This only works for built-in curves (e.g. CatmullRomCurve3). + // User defined curves or instances of CurvePath will not be deserialized. + geometry = new Geometries[ data.type ]( + new Curves[ data.path.type ]().fromJSON( data.path ), + data.tubularSegments, + data.radius, + data.radialSegments, + data.closed + ); + + break; + + case 'LatheGeometry': + case 'LatheBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.points, + data.segments, + data.phiStart, + data.phiLength + ); + + break; + + case 'PolyhedronGeometry': + case 'PolyhedronBufferGeometry': + + geometry = new Geometries[ data.type ]( + data.vertices, + data.indices, + data.radius, + data.details + ); + + break; + + case 'ShapeGeometry': + case 'ShapeBufferGeometry': + + var geometryShapes = []; + + for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) { + + var shape = shapes[ data.shapes[ j ] ]; + + geometryShapes.push( shape ); + + } + + geometry = new Geometries[ data.type ]( + geometryShapes, + data.curveSegments + ); + + break; + + + case 'ExtrudeGeometry': + case 'ExtrudeBufferGeometry': + + var geometryShapes = []; + + for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) { + + var shape = shapes[ data.shapes[ j ] ]; + + geometryShapes.push( shape ); + + } + + var extrudePath = data.options.extrudePath; + + if ( extrudePath !== undefined ) { + + data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); + + } + + geometry = new Geometries[ data.type ]( + geometryShapes, + data.options + ); + + break; + + case 'BufferGeometry': + case 'InstancedBufferGeometry': + + geometry = bufferGeometryLoader.parse( data ); + + break; + + case 'Geometry': + + console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' ); + + break; + + default: + + console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); + + continue; + + } + + geometry.uuid = data.uuid; + + if ( data.name !== undefined ) geometry.name = data.name; + if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData; + + geometries[ data.uuid ] = geometry; + + } + + } + + return geometries; + + }, + + parseMaterials: function ( json, textures ) { + + var cache = {}; // MultiMaterial + var materials = {}; + + if ( json !== undefined ) { + + var loader = new MaterialLoader(); + loader.setTextures( textures ); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var data = json[ i ]; + + if ( data.type === 'MultiMaterial' ) { + + // Deprecated + + var array = []; + + for ( var j = 0; j < data.materials.length; j ++ ) { + + var material = data.materials[ j ]; + + if ( cache[ material.uuid ] === undefined ) { + + cache[ material.uuid ] = loader.parse( material ); + + } + + array.push( cache[ material.uuid ] ); + + } + + materials[ data.uuid ] = array; + + } else { + + if ( cache[ data.uuid ] === undefined ) { + + cache[ data.uuid ] = loader.parse( data ); + + } + + materials[ data.uuid ] = cache[ data.uuid ]; + + } + + } + + } + + return materials; + + }, + + parseAnimations: function ( json ) { + + var animations = []; + + for ( var i = 0; i < json.length; i ++ ) { + + var data = json[ i ]; + + var clip = AnimationClip.parse( data ); + + if ( data.uuid !== undefined ) clip.uuid = data.uuid; + + animations.push( clip ); + + } + + return animations; + + }, + + parseImages: function ( json, onLoad ) { + + var scope = this; + var images = {}; + + function loadImage( url ) { + + scope.manager.itemStart( url ); + + return loader.load( url, function () { + + scope.manager.itemEnd( url ); + + }, undefined, function () { + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } ); + + } + + if ( json !== undefined && json.length > 0 ) { + + var manager = new LoadingManager( onLoad ); + + var loader = new ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); + + for ( var i = 0, il = json.length; i < il; i ++ ) { + + var image = json[ i ]; + var url = image.url; + + if ( Array.isArray( url ) ) { + + // load array of images e.g CubeTexture + + images[ image.uuid ] = []; + + for ( var j = 0, jl = url.length; j < jl; j ++ ) { + + var currentUrl = url[ j ]; + + var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl; + + images[ image.uuid ].push( loadImage( path ) ); + + } + + } else { + + // load single image + + var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url; + + images[ image.uuid ] = loadImage( path ); + + } + + } + + } + + return images; + + }, + + parseTextures: function ( json, images ) { + + function parseConstant( value, type ) { + + if ( typeof value === 'number' ) return value; + + console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + + return type[ value ]; + + } + + var textures = {}; + + if ( json !== undefined ) { + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var data = json[ i ]; + + if ( data.image === undefined ) { + + console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); + + } + + if ( images[ data.image ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); + + } + + var texture; + + if ( Array.isArray( images[ data.image ] ) ) { + + texture = new CubeTexture( images[ data.image ] ); + + } else { + + texture = new Texture( images[ data.image ] ); + + } + + texture.needsUpdate = true; + + texture.uuid = data.uuid; + + if ( data.name !== undefined ) texture.name = data.name; + + if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); + + if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); + if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); + if ( data.center !== undefined ) texture.center.fromArray( data.center ); + if ( data.rotation !== undefined ) texture.rotation = data.rotation; + + if ( data.wrap !== undefined ) { + + texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); + texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); + + } + + if ( data.format !== undefined ) texture.format = data.format; + if ( data.type !== undefined ) texture.type = data.type; + if ( data.encoding !== undefined ) texture.encoding = data.encoding; + + if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); + if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + + if ( data.flipY !== undefined ) texture.flipY = data.flipY; + + if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha; + if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment; + + textures[ data.uuid ] = texture; + + } + + } + + return textures; + + }, + + parseObject: function ( data, geometries, materials ) { + + var object; + + function getGeometry( name ) { + + if ( geometries[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + + } + + return geometries[ name ]; + + } + + function getMaterial( name ) { + + if ( name === undefined ) return undefined; + + if ( Array.isArray( name ) ) { + + var array = []; + + for ( var i = 0, l = name.length; i < l; i ++ ) { + + var uuid = name[ i ]; + + if ( materials[ uuid ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); + + } + + array.push( materials[ uuid ] ); + + } + + return array; + + } + + if ( materials[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', name ); + + } + + return materials[ name ]; + + } + + switch ( data.type ) { + + case 'Scene': + + object = new Scene(); + + if ( data.background !== undefined ) { + + if ( Number.isInteger( data.background ) ) { + + object.background = new Color( data.background ); + + } + + } + + if ( data.fog !== undefined ) { + + if ( data.fog.type === 'Fog' ) { + + object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + + } else if ( data.fog.type === 'FogExp2' ) { + + object.fog = new FogExp2( data.fog.color, data.fog.density ); + + } + + } + + break; + + case 'PerspectiveCamera': + + object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + + if ( data.focus !== undefined ) object.focus = data.focus; + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; + if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'OrthographicCamera': + + object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'AmbientLight': + + object = new AmbientLight( data.color, data.intensity ); + + break; + + case 'DirectionalLight': + + object = new DirectionalLight( data.color, data.intensity ); + + break; + + case 'PointLight': + + object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + + break; + + case 'RectAreaLight': + + object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); + + break; + + case 'SpotLight': + + object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + + break; + + case 'HemisphereLight': + + object = new HemisphereLight( data.color, data.groundColor, data.intensity ); + + break; + + case 'SkinnedMesh': + + console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); + + case 'Mesh': + + var geometry = getGeometry( data.geometry ); + var material = getMaterial( data.material ); + + object = new Mesh( geometry, material ); + + break; + + case 'InstancedMesh': + + var geometry = getGeometry( data.geometry ); + var material = getMaterial( data.material ); + var count = data.count; + var instanceMatrix = data.instanceMatrix; + + object = new InstancedMesh( geometry, material, count ); + object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 ); + + break; + + case 'LOD': + + object = new LOD(); + + break; + + case 'Line': + + object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); + + break; + + case 'LineLoop': + + object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'LineSegments': + + object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'PointCloud': + case 'Points': + + object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'Sprite': + + object = new Sprite( getMaterial( data.material ) ); + + break; + + case 'Group': + + object = new Group(); + + break; + + default: + + object = new Object3D(); + + } + + object.uuid = data.uuid; + + if ( data.name !== undefined ) object.name = data.name; + + if ( data.matrix !== undefined ) { + + object.matrix.fromArray( data.matrix ); + + if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate; + if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale ); + + } else { + + if ( data.position !== undefined ) object.position.fromArray( data.position ); + if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); + if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); + if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); + + } + + if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; + if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; + + if ( data.shadow ) { + + if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; + if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; + if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); + if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + + } + + if ( data.visible !== undefined ) object.visible = data.visible; + if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled; + if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder; + if ( data.userData !== undefined ) object.userData = data.userData; + if ( data.layers !== undefined ) object.layers.mask = data.layers; + + if ( data.children !== undefined ) { + + var children = data.children; + + for ( var i = 0; i < children.length; i ++ ) { + + object.add( this.parseObject( children[ i ], geometries, materials ) ); + + } + + } + + if ( data.type === 'LOD' ) { + + if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate; + + var levels = data.levels; + + for ( var l = 0; l < levels.length; l ++ ) { + + var level = levels[ l ]; + var child = object.getObjectByProperty( 'uuid', level.object ); + + if ( child !== undefined ) { + + object.addLevel( child, level.distance ); + + } + + } + + } + + return object; + + } + +} ); + +var TEXTURE_MAPPING = { + UVMapping: UVMapping, + CubeReflectionMapping: CubeReflectionMapping, + CubeRefractionMapping: CubeRefractionMapping, + EquirectangularReflectionMapping: EquirectangularReflectionMapping, + EquirectangularRefractionMapping: EquirectangularRefractionMapping, + SphericalReflectionMapping: SphericalReflectionMapping, + CubeUVReflectionMapping: CubeUVReflectionMapping, + CubeUVRefractionMapping: CubeUVRefractionMapping +}; + +var TEXTURE_WRAPPING = { + RepeatWrapping: RepeatWrapping, + ClampToEdgeWrapping: ClampToEdgeWrapping, + MirroredRepeatWrapping: MirroredRepeatWrapping +}; + +var TEXTURE_FILTER = { + NearestFilter: NearestFilter, + NearestMipmapNearestFilter: NearestMipmapNearestFilter, + NearestMipmapLinearFilter: NearestMipmapLinearFilter, + LinearFilter: LinearFilter, + LinearMipmapNearestFilter: LinearMipmapNearestFilter, + LinearMipmapLinearFilter: LinearMipmapLinearFilter +}; + +/** + * @author thespite / http://clicktorelease.com/ + */ + + +function ImageBitmapLoader( manager ) { + + if ( typeof createImageBitmap === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); + + } + + if ( typeof fetch === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); + + } + + Loader.call( this, manager ); + + this.options = undefined; + +} + +ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: ImageBitmapLoader, + + setOptions: function setOptions( options ) { + + this.options = options; + + return this; + + }, + + load: function ( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + var scope = this; + + var cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + fetch( url ).then( function ( res ) { + + return res.blob(); + + } ).then( function ( blob ) { + + if ( scope.options === undefined ) { + + // Workaround for FireFox. It causes an error if you pass options. + return createImageBitmap( blob ); + + } else { + + return createImageBitmap( blob, scope.options ); + + } + + } ).then( function ( imageBitmap ) { + + Cache.add( url, imageBitmap ); + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + } ).catch( function ( e ) { + + if ( onError ) onError( e ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } ); + + scope.manager.itemStart( url ); + + } + +} ); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * minimal class for proxing functions to Path. Replaces old "extractSubpaths()" + **/ + +function ShapePath() { + + this.type = 'ShapePath'; + + this.color = new Color(); + + this.subPaths = []; + this.currentPath = null; + +} + +Object.assign( ShapePath.prototype, { + + moveTo: function ( x, y ) { + + this.currentPath = new Path(); + this.subPaths.push( this.currentPath ); + this.currentPath.moveTo( x, y ); + + return this; + + }, + + lineTo: function ( x, y ) { + + this.currentPath.lineTo( x, y ); + + return this; + + }, + + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + + return this; + + }, + + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + + return this; + + }, + + splineThru: function ( pts ) { + + this.currentPath.splineThru( pts ); + + return this; + + }, + + toShapes: function ( isCCW, noHoles ) { + + function toShapesNoHoles( inSubpaths ) { + + var shapes = []; + + for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { + + var tmpPath = inSubpaths[ i ]; + + var tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + + } + + return shapes; + + } + + function isPointInsidePolygon( inPt, inPolygon ) { + + var polyLen = inPolygon.length; + + // inPt on polygon contour => immediate success or + // toggling of inside/outside at every single! intersection point of an edge + // with the horizontal line through inPt, left of inPt + // not counting lowerY endpoints of edges and whole edges on that line + var inside = false; + for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { + + var edgeLowPt = inPolygon[ p ]; + var edgeHighPt = inPolygon[ q ]; + + var edgeDx = edgeHighPt.x - edgeLowPt.x; + var edgeDy = edgeHighPt.y - edgeLowPt.y; + + if ( Math.abs( edgeDy ) > Number.EPSILON ) { + + // not parallel + if ( edgeDy < 0 ) { + + edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; + edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + + } + if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + + if ( inPt.y === edgeLowPt.y ) { + + if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! + + } else { + + var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); + if ( perpEdge === 0 ) return true; // inPt is on contour ? + if ( perpEdge < 0 ) continue; + inside = ! inside; // true intersection left of inPt + + } + + } else { + + // parallel or collinear + if ( inPt.y !== edgeLowPt.y ) continue; // parallel + // edge lies on the same horizontal line as inPt + if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || + ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! + // continue; + + } + + } + + return inside; + + } + + var isClockWise = ShapeUtils.isClockWise; + + var subPaths = this.subPaths; + if ( subPaths.length === 0 ) return []; + + if ( noHoles === true ) return toShapesNoHoles( subPaths ); + + + var solid, tmpPath, tmpShape, shapes = []; + + if ( subPaths.length === 1 ) { + + tmpPath = subPaths[ 0 ]; + tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; + + } + + var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); + holesFirst = isCCW ? ! holesFirst : holesFirst; + + // console.log("Holes first", holesFirst); + + var betterShapeHoles = []; + var newShapes = []; + var newShapeHoles = []; + var mainIdx = 0; + var tmpPoints; + + newShapes[ mainIdx ] = undefined; + newShapeHoles[ mainIdx ] = []; + + for ( var i = 0, l = subPaths.length; i < l; i ++ ) { + + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = isClockWise( tmpPoints ); + solid = isCCW ? ! solid : solid; + + if ( solid ) { + + if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; + + newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; + newShapes[ mainIdx ].s.curves = tmpPath.curves; + + if ( holesFirst ) mainIdx ++; + newShapeHoles[ mainIdx ] = []; + + //console.log('cw', i); + + } else { + + newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + + //console.log('ccw', i); + + } + + } + + // only Holes? -> probably all Shapes with wrong orientation + if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); + + + if ( newShapes.length > 1 ) { + + var ambiguous = false; + var toChange = []; + + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + betterShapeHoles[ sIdx ] = []; + + } + + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + var sho = newShapeHoles[ sIdx ]; + + for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { + + var ho = sho[ hIdx ]; + var hole_unassigned = true; + + for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + + if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { + + if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); + if ( hole_unassigned ) { + + hole_unassigned = false; + betterShapeHoles[ s2Idx ].push( ho ); + + } else { + + ambiguous = true; + + } + + } + + } + if ( hole_unassigned ) { + + betterShapeHoles[ sIdx ].push( ho ); + + } + + } + + } + // console.log("ambiguous: ", ambiguous); + if ( toChange.length > 0 ) { + + // console.log("to change: ", toChange); + if ( ! ambiguous ) newShapeHoles = betterShapeHoles; + + } + + } + + var tmpHoles; + + for ( var i = 0, il = newShapes.length; i < il; i ++ ) { + + tmpShape = newShapes[ i ].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[ i ]; + + for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + + tmpShape.holes.push( tmpHoles[ j ].h ); + + } + + } + + //console.log("shape", shapes); + + return shapes; + + } + +} ); + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author mrdoob / http://mrdoob.com/ + */ + + +function Font( data ) { + + this.type = 'Font'; + + this.data = data; + +} + +Object.assign( Font.prototype, { + + isFont: true, + + generateShapes: function ( text, size ) { + + if ( size === undefined ) size = 100; + + var shapes = []; + var paths = createPaths( text, size, this.data ); + + for ( var p = 0, pl = paths.length; p < pl; p ++ ) { + + Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); + + } + + return shapes; + + } + +} ); + +function createPaths( text, size, data ) { + + var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988 + var scale = size / data.resolution; + var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale; + + var paths = []; + + var offsetX = 0, offsetY = 0; + + for ( var i = 0; i < chars.length; i ++ ) { + + var char = chars[ i ]; + + if ( char === '\n' ) { + + offsetX = 0; + offsetY -= line_height; + + } else { + + var ret = createPath( char, scale, offsetX, offsetY, data ); + offsetX += ret.offsetX; + paths.push( ret.path ); + + } + + } + + return paths; + +} + +function createPath( char, scale, offsetX, offsetY, data ) { + + var glyph = data.glyphs[ char ] || data.glyphs[ '?' ]; + + if ( ! glyph ) { + + console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' ); + + return; + + } + + var path = new ShapePath(); + + var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2; + + if ( glyph.o ) { + + var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); + + for ( var i = 0, l = outline.length; i < l; ) { + + var action = outline[ i ++ ]; + + switch ( action ) { + + case 'm': // moveTo + + x = outline[ i ++ ] * scale + offsetX; + y = outline[ i ++ ] * scale + offsetY; + + path.moveTo( x, y ); + + break; + + case 'l': // lineTo + + x = outline[ i ++ ] * scale + offsetX; + y = outline[ i ++ ] * scale + offsetY; + + path.lineTo( x, y ); + + break; + + case 'q': // quadraticCurveTo + + cpx = outline[ i ++ ] * scale + offsetX; + cpy = outline[ i ++ ] * scale + offsetY; + cpx1 = outline[ i ++ ] * scale + offsetX; + cpy1 = outline[ i ++ ] * scale + offsetY; + + path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); + + break; + + case 'b': // bezierCurveTo + + cpx = outline[ i ++ ] * scale + offsetX; + cpy = outline[ i ++ ] * scale + offsetY; + cpx1 = outline[ i ++ ] * scale + offsetX; + cpy1 = outline[ i ++ ] * scale + offsetY; + cpx2 = outline[ i ++ ] * scale + offsetX; + cpy2 = outline[ i ++ ] * scale + offsetY; + + path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); + + break; + + } + + } + + } + + return { offsetX: glyph.ha * scale, path: path }; + +} + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function FontLoader( manager ) { + + Loader.call( this, manager ); + +} + +FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: FontLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.load( url, function ( text ) { + + var json; + + try { + + json = JSON.parse( text ); + + } catch ( e ) { + + console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); + json = JSON.parse( text.substring( 65, text.length - 2 ) ); + + } + + var font = scope.parse( json ); + + if ( onLoad ) onLoad( font ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + return new Font( json ); + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var _context; + +var AudioContext = { + + getContext: function () { + + if ( _context === undefined ) { + + _context = new ( window.AudioContext || window.webkitAudioContext )(); + + } + + return _context; + + }, + + setContext: function ( value ) { + + _context = value; + + } + +}; + +/** + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ + +function AudioLoader( manager ) { + + Loader.call( this, manager ); + +} + +AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: AudioLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.setPath( this.path ); + loader.load( url, function ( buffer ) { + + // Create a copy of the buffer. The `decodeAudioData` method + // detaches the buffer when complete, preventing reuse. + var bufferCopy = buffer.slice( 0 ); + + var context = AudioContext.getContext(); + context.decodeAudioData( bufferCopy, function ( audioBuffer ) { + + onLoad( audioBuffer ); + + } ); + + }, onProgress, onError ); + + } + +} ); + +/** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * Primary reference: + * https://graphics.stanford.edu/papers/envmap/envmap.pdf + * + * Secondary reference: + * https://www.ppsloan.org/publications/StupidSH36.pdf + */ + +// 3-band SH defined by 9 coefficients + +function SphericalHarmonics3() { + + this.coefficients = []; + + for ( var i = 0; i < 9; i ++ ) { + + this.coefficients.push( new Vector3() ); + + } + +} + +Object.assign( SphericalHarmonics3.prototype, { + + isSphericalHarmonics3: true, + + set: function ( coefficients ) { + + for ( var i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].copy( coefficients[ i ] ); + + } + + return this; + + }, + + zero: function () { + + for ( var i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].set( 0, 0, 0 ); + + } + + return this; + + }, + + // get the radiance in the direction of the normal + // target is a Vector3 + getAt: function ( normal, target ) { + + // normal is assumed to be unit length + + var x = normal.x, y = normal.y, z = normal.z; + + var coeff = this.coefficients; + + // band 0 + target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 ); + + // band 1 + target.addScaledVector( coeff[ 1 ], 0.488603 * y ); + target.addScaledVector( coeff[ 2 ], 0.488603 * z ); + target.addScaledVector( coeff[ 3 ], 0.488603 * x ); + + // band 2 + target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) ); + target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) ); + target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) ); + target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) ); + target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) ); + + return target; + + }, + + // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal + // target is a Vector3 + // https://graphics.stanford.edu/papers/envmap/envmap.pdf + getIrradianceAt: function ( normal, target ) { + + // normal is assumed to be unit length + + var x = normal.x, y = normal.y, z = normal.z; + + var coeff = this.coefficients; + + // band 0 + target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095 + + // band 1 + target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603 + target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z ); + target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x ); + + // band 2 + target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548 + target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z ); + target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3 + target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z ); + target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274 + + return target; + + }, + + add: function ( sh ) { + + for ( var i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].add( sh.coefficients[ i ] ); + + } + + return this; + + }, + + addScaledSH: function ( sh, s ) { + + for ( var i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s ); + + } + + return this; + + }, + + scale: function ( s ) { + + for ( var i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].multiplyScalar( s ); + + } + + return this; + + }, + + lerp: function ( sh, alpha ) { + + for ( var i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); + + } + + return this; + + }, + + equals: function ( sh ) { + + for ( var i = 0; i < 9; i ++ ) { + + if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { + + return false; + + } + + } + + return true; + + }, + + copy: function ( sh ) { + + return this.set( sh.coefficients ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + var coefficients = this.coefficients; + + for ( var i = 0; i < 9; i ++ ) { + + coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); + + } + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + var coefficients = this.coefficients; + + for ( var i = 0; i < 9; i ++ ) { + + coefficients[ i ].toArray( array, offset + ( i * 3 ) ); + + } + + return array; + + } + +} ); + +Object.assign( SphericalHarmonics3, { + + // evaluate the basis functions + // shBasis is an Array[ 9 ] + getBasisAt: function ( normal, shBasis ) { + + // normal is assumed to be unit length + + var x = normal.x, y = normal.y, z = normal.z; + + // band 0 + shBasis[ 0 ] = 0.282095; + + // band 1 + shBasis[ 1 ] = 0.488603 * y; + shBasis[ 2 ] = 0.488603 * z; + shBasis[ 3 ] = 0.488603 * x; + + // band 2 + shBasis[ 4 ] = 1.092548 * x * y; + shBasis[ 5 ] = 1.092548 * y * z; + shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 ); + shBasis[ 7 ] = 1.092548 * x * z; + shBasis[ 8 ] = 0.546274 * ( x * x - y * y ); + + } + +} ); + +/** + * @author WestLangley / http://github.com/WestLangley + * + * A LightProbe is a source of indirect-diffuse light + */ + +function LightProbe( sh, intensity ) { + + Light.call( this, undefined, intensity ); + + this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3(); + +} + +LightProbe.prototype = Object.assign( Object.create( Light.prototype ), { + + constructor: LightProbe, + + isLightProbe: true, + + copy: function ( source ) { + + Light.prototype.copy.call( this, source ); + + this.sh.copy( source.sh ); + this.intensity = source.intensity; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = Light.prototype.toJSON.call( this, meta ); + + // data.sh = this.sh.toArray(); // todo + + return data; + + } + +} ); + +/** + * @author WestLangley / http://github.com/WestLangley + */ + +function HemisphereLightProbe( skyColor, groundColor, intensity ) { + + LightProbe.call( this, undefined, intensity ); + + var color1 = new Color().set( skyColor ); + var color2 = new Color().set( groundColor ); + + var sky = new Vector3( color1.r, color1.g, color1.b ); + var ground = new Vector3( color2.r, color2.g, color2.b ); + + // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI ); + var c0 = Math.sqrt( Math.PI ); + var c1 = c0 * Math.sqrt( 0.75 ); + + this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 ); + this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 ); + +} + +HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), { + + constructor: HemisphereLightProbe, + + isHemisphereLightProbe: true, + + copy: function ( source ) { // modifying colors not currently supported + + LightProbe.prototype.copy.call( this, source ); + + return this; + + }, + + toJSON: function ( meta ) { + + var data = LightProbe.prototype.toJSON.call( this, meta ); + + // data.sh = this.sh.toArray(); // todo + + return data; + + } + +} ); + +/** + * @author WestLangley / http://github.com/WestLangley + */ + +function AmbientLightProbe( color, intensity ) { + + LightProbe.call( this, undefined, intensity ); + + var color1 = new Color().set( color ); + + // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI ); + this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) ); + +} + +AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), { + + constructor: AmbientLightProbe, + + isAmbientLightProbe: true, + + copy: function ( source ) { // modifying color not currently supported + + LightProbe.prototype.copy.call( this, source ); + + return this; + + }, + + toJSON: function ( meta ) { + + var data = LightProbe.prototype.toJSON.call( this, meta ); + + // data.sh = this.sh.toArray(); // todo + + return data; + + } + +} ); + +var _eyeRight = new Matrix4(); +var _eyeLeft = new Matrix4(); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function StereoCamera() { + + this.type = 'StereoCamera'; + + this.aspect = 1; + + this.eyeSep = 0.064; + + this.cameraL = new PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; + + this.cameraR = new PerspectiveCamera(); + this.cameraR.layers.enable( 2 ); + this.cameraR.matrixAutoUpdate = false; + + this._cache = { + focus: null, + fov: null, + aspect: null, + near: null, + far: null, + zoom: null, + eyeSep: null + }; + +} + +Object.assign( StereoCamera.prototype, { + + update: function ( camera ) { + + var cache = this._cache; + + var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || + cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || + cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep; + + if ( needsUpdate ) { + + cache.focus = camera.focus; + cache.fov = camera.fov; + cache.aspect = camera.aspect * this.aspect; + cache.near = camera.near; + cache.far = camera.far; + cache.zoom = camera.zoom; + cache.eyeSep = this.eyeSep; + + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ + + var projectionMatrix = camera.projectionMatrix.clone(); + var eyeSepHalf = cache.eyeSep / 2; + var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus; + var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom; + var xmin, xmax; + + // translate xOffset + + _eyeLeft.elements[ 12 ] = - eyeSepHalf; + _eyeRight.elements[ 12 ] = eyeSepHalf; + + // for left eye + + xmin = - ymax * cache.aspect + eyeSepOnProjection; + xmax = ymax * cache.aspect + eyeSepOnProjection; + + projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraL.projectionMatrix.copy( projectionMatrix ); + + // for right eye + + xmin = - ymax * cache.aspect - eyeSepOnProjection; + xmax = ymax * cache.aspect - eyeSepOnProjection; + + projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraR.projectionMatrix.copy( projectionMatrix ); + + } + + this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft ); + this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight ); + + } + +} ); + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +function Clock( autoStart ) { + + this.autoStart = ( autoStart !== undefined ) ? autoStart : true; + + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; + + this.running = false; + +} + +Object.assign( Clock.prototype, { + + start: function () { + + this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 + + this.oldTime = this.startTime; + this.elapsedTime = 0; + this.running = true; + + }, + + stop: function () { + + this.getElapsedTime(); + this.running = false; + this.autoStart = false; + + }, + + getElapsedTime: function () { + + this.getDelta(); + return this.elapsedTime; + + }, + + getDelta: function () { + + var diff = 0; + + if ( this.autoStart && ! this.running ) { + + this.start(); + return 0; + + } + + if ( this.running ) { + + var newTime = ( typeof performance === 'undefined' ? Date : performance ).now(); + + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; + + this.elapsedTime += diff; + + } + + return diff; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var _position$2 = new Vector3(); +var _quaternion$3 = new Quaternion(); +var _scale$1 = new Vector3(); +var _orientation = new Vector3(); + +function AudioListener() { + + Object3D.call( this ); + + this.type = 'AudioListener'; + + this.context = AudioContext.getContext(); + + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + this.filter = null; + + this.timeDelta = 0; + + // private + + this._clock = new Clock(); + +} + +AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: AudioListener, + + getInput: function () { + + return this.gain; + + }, + + removeFilter: function ( ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + this.gain.connect( this.context.destination ); + this.filter = null; + + } + + return this; + + }, + + getFilter: function () { + + return this.filter; + + }, + + setFilter: function ( value ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + + } else { + + this.gain.disconnect( this.context.destination ); + + } + + this.filter = value; + this.gain.connect( this.filter ); + this.filter.connect( this.context.destination ); + + return this; + + }, + + getMasterVolume: function () { + + return this.gain.gain.value; + + }, + + setMasterVolume: function ( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + }, + + updateMatrixWorld: function ( force ) { + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + var listener = this.context.listener; + var up = this.up; + + this.timeDelta = this._clock.getDelta(); + + this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 ); + + _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 ); + + if ( listener.positionX ) { + + // code path for Chrome (see #14393) + + var endTime = this.context.currentTime + this.timeDelta; + + listener.positionX.linearRampToValueAtTime( _position$2.x, endTime ); + listener.positionY.linearRampToValueAtTime( _position$2.y, endTime ); + listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime ); + listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime ); + listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime ); + listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime ); + listener.upX.linearRampToValueAtTime( up.x, endTime ); + listener.upY.linearRampToValueAtTime( up.y, endTime ); + listener.upZ.linearRampToValueAtTime( up.z, endTime ); + + } else { + + listener.setPosition( _position$2.x, _position$2.y, _position$2.z ); + listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z ); + + } + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ + +function Audio( listener ) { + + Object3D.call( this ); + + this.type = 'Audio'; + + this.listener = listener; + this.context = listener.context; + + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); + + this.autoplay = false; + + this.buffer = null; + this.detune = 0; + this.loop = false; + this.loopStart = 0; + this.loopEnd = 0; + this.offset = 0; + this.duration = undefined; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.sourceType = 'empty'; + + this._startedAt = 0; + this._pausedAt = 0; + + this.filters = []; + +} + +Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { + + constructor: Audio, + + getOutput: function () { + + return this.gain; + + }, + + setNodeSource: function ( audioNode ) { + + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); + + return this; + + }, + + setMediaElementSource: function ( mediaElement ) { + + this.hasPlaybackControl = false; + this.sourceType = 'mediaNode'; + this.source = this.context.createMediaElementSource( mediaElement ); + this.connect(); + + return this; + + }, + + setMediaStreamSource: function ( mediaStream ) { + + this.hasPlaybackControl = false; + this.sourceType = 'mediaStreamNode'; + this.source = this.context.createMediaStreamSource( mediaStream ); + this.connect(); + + return this; + + }, + + setBuffer: function ( audioBuffer ) { + + this.buffer = audioBuffer; + this.sourceType = 'buffer'; + + if ( this.autoplay ) this.play(); + + return this; + + }, + + play: function ( delay ) { + + if ( delay === undefined ) delay = 0; + + if ( this.isPlaying === true ) { + + console.warn( 'THREE.Audio: Audio is already playing.' ); + return; + + } + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this._startedAt = this.context.currentTime + delay; + + var source = this.context.createBufferSource(); + source.buffer = this.buffer; + source.loop = this.loop; + source.loopStart = this.loopStart; + source.loopEnd = this.loopEnd; + source.onended = this.onEnded.bind( this ); + source.start( this._startedAt, this._pausedAt + this.offset, this.duration ); + + this.isPlaying = true; + + this.source = source; + + this.setDetune( this.detune ); + this.setPlaybackRate( this.playbackRate ); + + return this.connect(); + + }, + + pause: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + if ( this.isPlaying === true ) { + + this._pausedAt += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate; + + this.source.stop(); + this.source.onended = null; + + this.isPlaying = false; + + } + + return this; + + }, + + stop: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this._pausedAt = 0; + + this.source.stop(); + this.source.onended = null; + this.isPlaying = false; + + return this; + + }, + + connect: function () { + + if ( this.filters.length > 0 ) { + + this.source.connect( this.filters[ 0 ] ); + + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].connect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); + + } else { + + this.source.connect( this.getOutput() ); + + } + + return this; + + }, + + disconnect: function () { + + if ( this.filters.length > 0 ) { + + this.source.disconnect( this.filters[ 0 ] ); + + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); + + } else { + + this.source.disconnect( this.getOutput() ); + + } + + return this; + + }, + + getFilters: function () { + + return this.filters; + + }, + + setFilters: function ( value ) { + + if ( ! value ) value = []; + + if ( this.isPlaying === true ) { + + this.disconnect(); + this.filters = value; + this.connect(); + + } else { + + this.filters = value; + + } + + return this; + + }, + + setDetune: function ( value ) { + + this.detune = value; + + if ( this.source.detune === undefined ) return; // only set detune when available + + if ( this.isPlaying === true ) { + + this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 ); + + } + + return this; + + }, + + getDetune: function () { + + return this.detune; + + }, + + getFilter: function () { + + return this.getFilters()[ 0 ]; + + }, + + setFilter: function ( filter ) { + + return this.setFilters( filter ? [ filter ] : [] ); + + }, + + setPlaybackRate: function ( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.playbackRate = value; + + if ( this.isPlaying === true ) { + + this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 ); + + } + + return this; + + }, + + getPlaybackRate: function () { + + return this.playbackRate; + + }, + + onEnded: function () { + + this.isPlaying = false; + + }, + + getLoop: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return false; + + } + + return this.loop; + + }, + + setLoop: function ( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.loop = value; + + if ( this.isPlaying === true ) { + + this.source.loop = this.loop; + + } + + return this; + + }, + + setLoopStart: function ( value ) { + + this.loopStart = value; + + return this; + + }, + + setLoopEnd: function ( value ) { + + this.loopEnd = value; + + return this; + + }, + + getVolume: function () { + + return this.gain.gain.value; + + }, + + setVolume: function ( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var _position$3 = new Vector3(); +var _quaternion$4 = new Quaternion(); +var _scale$2 = new Vector3(); +var _orientation$1 = new Vector3(); + +function PositionalAudio( listener ) { + + Audio.call( this, listener ); + + this.panner = this.context.createPanner(); + this.panner.panningModel = 'HRTF'; + this.panner.connect( this.gain ); + +} + +PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { + + constructor: PositionalAudio, + + getOutput: function () { + + return this.panner; + + }, + + getRefDistance: function () { + + return this.panner.refDistance; + + }, + + setRefDistance: function ( value ) { + + this.panner.refDistance = value; + + return this; + + }, + + getRolloffFactor: function () { + + return this.panner.rolloffFactor; + + }, + + setRolloffFactor: function ( value ) { + + this.panner.rolloffFactor = value; + + return this; + + }, + + getDistanceModel: function () { + + return this.panner.distanceModel; + + }, + + setDistanceModel: function ( value ) { + + this.panner.distanceModel = value; + + return this; + + }, + + getMaxDistance: function () { + + return this.panner.maxDistance; + + }, + + setMaxDistance: function ( value ) { + + this.panner.maxDistance = value; + + return this; + + }, + + setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) { + + this.panner.coneInnerAngle = coneInnerAngle; + this.panner.coneOuterAngle = coneOuterAngle; + this.panner.coneOuterGain = coneOuterGain; + + return this; + + }, + + updateMatrixWorld: function ( force ) { + + Object3D.prototype.updateMatrixWorld.call( this, force ); + + if ( this.hasPlaybackControl === true && this.isPlaying === false ) return; + + this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 ); + + _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 ); + + var panner = this.panner; + + if ( panner.positionX ) { + + // code path for Chrome and Firefox (see #14393) + + var endTime = this.context.currentTime + this.listener.timeDelta; + + panner.positionX.linearRampToValueAtTime( _position$3.x, endTime ); + panner.positionY.linearRampToValueAtTime( _position$3.y, endTime ); + panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime ); + panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime ); + panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime ); + panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime ); + + } else { + + panner.setPosition( _position$3.x, _position$3.y, _position$3.z ); + panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z ); + + } + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function AudioAnalyser( audio, fftSize ) { + + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; + + this.data = new Uint8Array( this.analyser.frequencyBinCount ); + + audio.getOutput().connect( this.analyser ); + +} + +Object.assign( AudioAnalyser.prototype, { + + getFrequencyData: function () { + + this.analyser.getByteFrequencyData( this.data ); + + return this.data; + + }, + + getAverageFrequency: function () { + + var value = 0, data = this.getFrequencyData(); + + for ( var i = 0; i < data.length; i ++ ) { + + value += data[ i ]; + + } + + return value / data.length; + + } + +} ); + +/** + * + * Buffered scene graph property that allows weighted accumulation. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function PropertyMixer( binding, typeName, valueSize ) { + + this.binding = binding; + this.valueSize = valueSize; + + var bufferType = Float64Array, + mixFunction; + + switch ( typeName ) { + + case 'quaternion': + mixFunction = this._slerp; + break; + + case 'string': + case 'bool': + bufferType = Array; + mixFunction = this._select; + break; + + default: + mixFunction = this._lerp; + + } + + this.buffer = new bufferType( valueSize * 4 ); + // layout: [ incoming | accu0 | accu1 | orig ] + // + // interpolators can use .buffer as their .result + // the data then goes to 'incoming' + // + // 'accu0' and 'accu1' are used frame-interleaved for + // the cumulative result and are compared to detect + // changes + // + // 'orig' stores the original state of the property + + this._mixBufferRegion = mixFunction; + + this.cumulativeWeight = 0; + + this.useCount = 0; + this.referenceCount = 0; + +} + +Object.assign( PropertyMixer.prototype, { + + // accumulate data in the 'incoming' region into 'accu' + accumulate: function ( accuIndex, weight ) { + + // note: happily accumulating nothing when weight = 0, the caller knows + // the weight and shouldn't have made the call in the first place + + var buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride, + + currentWeight = this.cumulativeWeight; + + if ( currentWeight === 0 ) { + + // accuN := incoming * weight + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ offset + i ] = buffer[ i ]; + + } + + currentWeight = weight; + + } else { + + // accuN := accuN + incoming * weight + + currentWeight += weight; + var mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); + + } + + this.cumulativeWeight = currentWeight; + + }, + + // apply the state of 'accu' to the binding when accus differ + apply: function ( accuIndex ) { + + var stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, + + weight = this.cumulativeWeight, + + binding = this.binding; + + this.cumulativeWeight = 0; + + if ( weight < 1 ) { + + // accuN := accuN + original * ( 1 - cumulativeWeight ) + + var originalValueOffset = stride * 3; + + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); + + } + + for ( var i = stride, e = stride + stride; i !== e; ++ i ) { + + if ( buffer[ i ] !== buffer[ i + stride ] ) { + + // value has changed -> update scene graph + + binding.setValue( buffer, offset ); + break; + + } + + } + + }, + + // remember the state of the bound property and copy it to both accus + saveOriginalState: function () { + + var binding = this.binding; + + var buffer = this.buffer, + stride = this.valueSize, + + originalValueOffset = stride * 3; + + binding.getValue( buffer, originalValueOffset ); + + // accu[0..1] := orig -- initially detect changes against the original + for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { + + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + + } + + this.cumulativeWeight = 0; + + }, + + // apply the state previously taken via 'saveOriginalState' to the binding + restoreOriginalState: function () { + + var originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); + + }, + + + // mix functions + + _select: function ( buffer, dstOffset, srcOffset, t, stride ) { + + if ( t >= 0.5 ) { + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + + } + + } + + }, + + _slerp: function ( buffer, dstOffset, srcOffset, t ) { + + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); + + }, + + _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) { + + var s = 1 - t; + + for ( var i = 0; i !== stride; ++ i ) { + + var j = dstOffset + i; + + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + + } + + } + +} ); + +/** + * + * A reference to a real property in the scene graph. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +// Characters [].:/ are reserved for track binding syntax. +var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; +var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' ); + +// Attempts to allow node names from any language. ES5's `\w` regexp matches +// only latin characters, and the unicode \p{L} is not yet supported. So +// instead, we exclude reserved characters and match everything else. +var _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; +var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; + +// Parent directories, delimited by '/' or ':'. Currently unused, but must +// be matched to parse the rest of the track name. +var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar ); + +// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. +var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot ); + +// Object on target node, and accessor. May not contain reserved +// characters. Accessor may contain any character except closing bracket. +var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar ); + +// Property and accessor. May not contain reserved characters. Accessor may +// contain any non-bracket characters. +var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar ); + +var _trackRe = new RegExp( '' + + '^' + + _directoryRe + + _nodeRe + + _objectRe + + _propertyRe + + '$' +); + +var _supportedObjectNames = [ 'material', 'materials', 'bones' ]; + +function Composite( targetGroup, path, optionalParsedPath ) { + + var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); + + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); + +} + +Object.assign( Composite.prototype, { + + getValue: function ( array, offset ) { + + this.bind(); // bind all binding + + var firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; + + // and only call .getValue on the first + if ( binding !== undefined ) binding.getValue( array, offset ); + + }, + + setValue: function ( array, offset ) { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].setValue( array, offset ); + + } + + }, + + bind: function () { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].bind(); + + } + + }, + + unbind: function () { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].unbind(); + + } + + } + +} ); + + +function PropertyBinding( rootNode, path, parsedPath ) { + + this.path = path; + this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); + + this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; + + this.rootNode = rootNode; + +} + +Object.assign( PropertyBinding, { + + Composite: Composite, + + create: function ( root, path, parsedPath ) { + + if ( ! ( root && root.isAnimationObjectGroup ) ) { + + return new PropertyBinding( root, path, parsedPath ); + + } else { + + return new PropertyBinding.Composite( root, path, parsedPath ); + + } + + }, + + /** + * Replaces spaces with underscores and removes unsupported characters from + * node names, to ensure compatibility with parseTrackName(). + * + * @param {string} name Node name to be sanitized. + * @return {string} + */ + sanitizeNodeName: function ( name ) { + + return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); + + }, + + parseTrackName: function ( trackName ) { + + var matches = _trackRe.exec( trackName ); + + if ( ! matches ) { + + throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); + + } + + var results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], // required + propertyIndex: matches[ 6 ] + }; + + var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); + + if ( lastDot !== undefined && lastDot !== - 1 ) { + + var objectName = results.nodeName.substring( lastDot + 1 ); + + // Object names must be checked against a whitelist. Otherwise, there + // is no way to parse 'foo.bar.baz': 'baz' must be a property, but + // 'bar' could be the objectName, or part of a nodeName (which can + // include '.' characters). + if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) { + + results.nodeName = results.nodeName.substring( 0, lastDot ); + results.objectName = objectName; + + } + + } + + if ( results.propertyName === null || results.propertyName.length === 0 ) { + + throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); + + } + + return results; + + }, + + findNode: function ( root, nodeName ) { + + if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { + + return root; + + } + + // search into skeleton bones. + if ( root.skeleton ) { + + var bone = root.skeleton.getBoneByName( nodeName ); + + if ( bone !== undefined ) { + + return bone; + + } + + } + + // search into node subtree. + if ( root.children ) { + + var searchNodeSubtree = function ( children ) { + + for ( var i = 0; i < children.length; i ++ ) { + + var childNode = children[ i ]; + + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + + return childNode; + + } + + var result = searchNodeSubtree( childNode.children ); + + if ( result ) return result; + + } + + return null; + + }; + + var subTreeNode = searchNodeSubtree( root.children ); + + if ( subTreeNode ) { + + return subTreeNode; + + } + + } + + return null; + + } + +} ); + +Object.assign( PropertyBinding.prototype, { // prototype, continued + + // these are used to "bind" a nonexistent property + _getValue_unavailable: function () {}, + _setValue_unavailable: function () {}, + + BindingType: { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 + }, + + Versioning: { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 + }, + + GetterByBindingType: [ + + function getValue_direct( buffer, offset ) { + + buffer[ offset ] = this.node[ this.propertyName ]; + + }, + + function getValue_array( buffer, offset ) { + + var source = this.resolvedProperty; + + for ( var i = 0, n = source.length; i !== n; ++ i ) { + + buffer[ offset ++ ] = source[ i ]; + + } + + }, + + function getValue_arrayElement( buffer, offset ) { + + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + + }, + + function getValue_toArray( buffer, offset ) { + + this.resolvedProperty.toArray( buffer, offset ); + + } + + ], + + SetterByBindingTypeAndVersioning: [ + + [ + // Direct + + function setValue_direct( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + + }, + + function setValue_direct_setNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + }, + + function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // EntireArray + + function setValue_array( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + }, + + function setValue_array_setNeedsUpdate( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.needsUpdate = true; + + }, + + function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // ArrayElement + + function setValue_arrayElement( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + + }, + + function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + }, + + function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // HasToFromArray + + function setValue_fromArray( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + + }, + + function setValue_fromArray_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; + + }, + + function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ] + + ], + + getValue: function getValue_unbound( targetArray, offset ) { + + this.bind(); + this.getValue( targetArray, offset ); + + // Note: This class uses a State pattern on a per-method basis: + // 'bind' sets 'this.getValue' / 'setValue' and shadows the + // prototype version of these methods with one that represents + // the bound state. When the property is not found, the methods + // become no-ops. + + }, + + setValue: function getValue_unbound( sourceArray, offset ) { + + this.bind(); + this.setValue( sourceArray, offset ); + + }, + + // create getter / setter pair for a property in the scene graph + bind: function () { + + var targetObject = this.node, + parsedPath = this.parsedPath, + + objectName = parsedPath.objectName, + propertyName = parsedPath.propertyName, + propertyIndex = parsedPath.propertyIndex; + + if ( ! targetObject ) { + + targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; + + this.node = targetObject; + + } + + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; + + // ensure there is a value node + if ( ! targetObject ) { + + console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); + return; + + } + + if ( objectName ) { + + var objectIndex = parsedPath.objectIndex; + + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { + + case 'materials': + + if ( ! targetObject.material ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; + + } + + if ( ! targetObject.material.materials ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); + return; + + } + + targetObject = targetObject.material.materials; + + break; + + case 'bones': + + if ( ! targetObject.skeleton ) { + + console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); + return; + + } + + // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. + + targetObject = targetObject.skeleton.bones; + + // support resolving morphTarget names into indices. + for ( var i = 0; i < targetObject.length; i ++ ) { + + if ( targetObject[ i ].name === objectIndex ) { + + objectIndex = i; + break; + + } + + } + + break; + + default: + + if ( targetObject[ objectName ] === undefined ) { + + console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); + return; + + } + + targetObject = targetObject[ objectName ]; + + } + + + if ( objectIndex !== undefined ) { + + if ( targetObject[ objectIndex ] === undefined ) { + + console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); + return; + + } + + targetObject = targetObject[ objectIndex ]; + + } + + } + + // resolve property + var nodeProperty = targetObject[ propertyName ]; + + if ( nodeProperty === undefined ) { + + var nodeName = parsedPath.nodeName; + + console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + + '.' + propertyName + ' but it wasn\'t found.', targetObject ); + return; + + } + + // determine versioning scheme + var versioning = this.Versioning.None; + + this.targetObject = targetObject; + + if ( targetObject.needsUpdate !== undefined ) { // material + + versioning = this.Versioning.NeedsUpdate; + + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + + versioning = this.Versioning.MatrixWorldNeedsUpdate; + + } + + // determine how the property gets bound + var bindingType = this.BindingType.Direct; + + if ( propertyIndex !== undefined ) { + + // access a sub element of the property array (only primitives are supported right now) + + if ( propertyName === "morphTargetInfluences" ) { + + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. + + // support resolving morphTarget names into indices. + if ( ! targetObject.geometry ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); + return; + + } + + if ( targetObject.geometry.isBufferGeometry ) { + + if ( ! targetObject.geometry.morphAttributes ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); + return; + + } + + for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) { + + if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) { + + propertyIndex = i; + break; + + } + + } + + + } else { + + if ( ! targetObject.geometry.morphTargets ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this ); + return; + + } + + for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { + + if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { + + propertyIndex = i; + break; + + } + + } + + } + + } + + bindingType = this.BindingType.ArrayElement; + + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; + + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + + // must use copy for Object3D.Euler/Quaternion + + bindingType = this.BindingType.HasFromToArray; + + this.resolvedProperty = nodeProperty; + + } else if ( Array.isArray( nodeProperty ) ) { + + bindingType = this.BindingType.EntireArray; + + this.resolvedProperty = nodeProperty; + + } else { + + this.propertyName = propertyName; + + } + + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; + + }, + + unbind: function () { + + this.node = null; + + // back to the prototype version of getValue / setValue + // note: avoiding to mutate the shape of 'this' via 'delete' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + +} ); + +// DECLARE ALIAS AFTER assign prototype +Object.assign( PropertyBinding.prototype, { + + // initial state of these methods that calls 'bind' + _getValue_unbound: PropertyBinding.prototype.getValue, + _setValue_unbound: PropertyBinding.prototype.setValue, + +} ); + +/** + * + * A group of objects that receives a shared animation state. * - * bumpMap: new THREE.Texture( ), - * bumpScale: , + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + * + * @author tschw + */ + +function AnimationObjectGroup() { + + this.uuid = MathUtils.generateUUID(); + + // cached objects followed by the active ones + this._objects = Array.prototype.slice.call( arguments ); + + this.nCachedObjects_ = 0; // threshold + // note: read by PropertyBinding.Composite + + var indices = {}; + this._indicesByUUID = indices; // for bookkeeping + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + indices[ arguments[ i ].uuid ] = i; + + } + + this._paths = []; // inside: string + this._parsedPaths = []; // inside: { we don't care, here } + this._bindings = []; // inside: Array< PropertyBinding > + this._bindingsIndicesByPath = {}; // inside: indices in these arrays + + var scope = this; + + this.stats = { + + objects: { + get total() { + + return scope._objects.length; + + }, + get inUse() { + + return this.total - scope.nCachedObjects_; + + } + }, + get bindingsPerObject() { + + return scope._bindings.length; + + } + + }; + +} + +Object.assign( AnimationObjectGroup.prototype, { + + isAnimationObjectGroup: true, + + add: function () { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length, + knownObject = undefined; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index === undefined ) { + + // unknown object -> add it to the ACTIVE region + + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); + + } + + } else if ( index < nCachedObjects ) { + + knownObject = objects[ index ]; + + // move existing object to the ACTIVE region + + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ]; + + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + indicesByUUID[ uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = lastCached; + + if ( binding === undefined ) { + + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist + + binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); + + } + + bindingsForPath[ firstActiveIndex ] = binding; + + } + + } else if ( objects[ index ] !== knownObject ) { + + console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); + + } // else the object is already where we want it to be + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + remove: function () { + + var objects = this._objects, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined && index >= nCachedObjects ) { + + // move existing object into the CACHED region + + var lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; + + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; + + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; + + } + + } + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + // remove & forget + uncache: function () { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined ) { + + delete indicesByUUID[ uuid ]; + + if ( index < nCachedObjects ) { + + // object is cached, shrink the CACHED region + + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + // last cached object takes this object's place + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + // last object goes to the activated slot and pop + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; + + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); + + } + + } else { + + // object is active, just swap with the last and pop + + var lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + indicesByUUID[ lastObject.uuid ] = index; + objects[ index ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ]; + + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); + + } + + } // cached or active + + } // if object is known + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + // Internal interface used by befriended PropertyBinding.Composite: + + subscribe_: function ( path, parsedPath ) { + + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group + + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ], + bindings = this._bindings; + + if ( index !== undefined ) return bindings[ index ]; + + var paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); + + index = bindings.length; + + indicesByPath[ path ] = index; + + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); + + for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) { + + var object = objects[ i ]; + bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); + + } + + return bindingsForPath; + + }, + + unsubscribe_: function ( path ) { + + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' + + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; + + if ( index !== undefined ) { + + var paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = path[ lastBindingsIndex ]; + + indicesByPath[ lastBindingsPath ] = index; + + bindings[ index ] = lastBindings; + bindings.pop(); + + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); + + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); + + } + + } + +} ); + +/** * - * normalMap: new THREE.Texture( ), - * normalScale: , + * Action provided by AnimationMixer for scheduling clip playback on specific + * objects. * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw * - * specularMap: new THREE.Texture( ), + */ + +function AnimationAction( mixer, clip, localRoot ) { + + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot || null; + + var tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array( nTracks ); + + var interpolantSettings = { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + }; + + for ( var i = 0; i !== nTracks; ++ i ) { + + var interpolant = tracks[ i ].createInterpolant( null ); + interpolants[ i ] = interpolant; + interpolant.settings = interpolantSettings; + + } + + this._interpolantSettings = interpolantSettings; + + this._interpolants = interpolants; // bound by the mixer + + // inside: PropertyMixer (managed by the mixer) + this._propertyBindings = new Array( nTracks ); + + this._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager + + this._timeScaleInterpolant = null; + this._weightInterpolant = null; + + this.loop = LoopRepeat; + this._loopCount = - 1; + + // global mixer time when the action is to be started + // it's set back to 'null' upon start of the action + this._startTime = null; + + // scaled local time of the action + // gets clamped or wrapped to 0..clip.duration according to loop + this.time = 0; + + this.timeScale = 1; + this._effectiveTimeScale = 1; + + this.weight = 1; + this._effectiveWeight = 1; + + this.repetitions = Infinity; // no. of repetitions when looping + + this.paused = false; // true -> zero effective time scale + this.enabled = true; // false -> zero effective weight + + this.clampWhenFinished = false;// keep feeding the last frame? + + this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate + this.zeroSlopeAtEnd = true;// clips for start, loop and end + +} + +Object.assign( AnimationAction.prototype, { + + // State & Scheduling + + play: function () { + + this._mixer._activateAction( this ); + + return this; + + }, + + stop: function () { + + this._mixer._deactivateAction( this ); + + return this.reset(); + + }, + + reset: function () { + + this.paused = false; + this.enabled = true; + + this.time = 0; // restart clip + this._loopCount = - 1;// forget previous loops + this._startTime = null;// forget scheduling + + return this.stopFading().stopWarping(); + + }, + + isRunning: function () { + + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); + + }, + + // return true when play has been called + isScheduled: function () { + + return this._mixer._isActiveAction( this ); + + }, + + startAt: function ( time ) { + + this._startTime = time; + + return this; + + }, + + setLoop: function ( mode, repetitions ) { + + this.loop = mode; + this.repetitions = repetitions; + + return this; + + }, + + // Weight + + // set the weight stopping any scheduled fading + // although .enabled = false yields an effective weight of zero, this + // method does *not* change .enabled, because it would be confusing + setEffectiveWeight: function ( weight ) { + + this.weight = weight; + + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; + + return this.stopFading(); + + }, + + // return the weight considering fading and .enabled + getEffectiveWeight: function () { + + return this._effectiveWeight; + + }, + + fadeIn: function ( duration ) { + + return this._scheduleFading( duration, 0, 1 ); + + }, + + fadeOut: function ( duration ) { + + return this._scheduleFading( duration, 1, 0 ); + + }, + + crossFadeFrom: function ( fadeOutAction, duration, warp ) { + + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); + + if ( warp ) { + + var fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, + + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; + + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); + + } + + return this; + + }, + + crossFadeTo: function ( fadeInAction, duration, warp ) { + + return fadeInAction.crossFadeFrom( this, duration, warp ); + + }, + + stopFading: function () { + + var weightInterpolant = this._weightInterpolant; + + if ( weightInterpolant !== null ) { + + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); + + } + + return this; + + }, + + // Time Scale Control + + // set the time scale stopping any scheduled warping + // although .paused = true yields an effective time scale of zero, this + // method does *not* change .paused, because it would be confusing + setEffectiveTimeScale: function ( timeScale ) { + + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 : timeScale; + + return this.stopWarping(); + + }, + + // return the time scale considering warping and .paused + getEffectiveTimeScale: function () { + + return this._effectiveTimeScale; + + }, + + setDuration: function ( duration ) { + + this.timeScale = this._clip.duration / duration; + + return this.stopWarping(); + + }, + + syncWith: function ( action ) { + + this.time = action.time; + this.timeScale = action.timeScale; + + return this.stopWarping(); + + }, + + halt: function ( duration ) { + + return this.warp( this._effectiveTimeScale, 0, duration ); + + }, + + warp: function ( startTimeScale, endTimeScale, duration ) { + + var mixer = this._mixer, now = mixer.time, + interpolant = this._timeScaleInterpolant, + + timeScale = this.timeScale; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._timeScaleInterpolant = interpolant; + + } + + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + times[ 1 ] = now + duration; + + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; + + return this; + + }, + + stopWarping: function () { + + var timeScaleInterpolant = this._timeScaleInterpolant; + + if ( timeScaleInterpolant !== null ) { + + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + + } + + return this; + + }, + + // Object Accessors + + getMixer: function () { + + return this._mixer; + + }, + + getClip: function () { + + return this._clip; + + }, + + getRoot: function () { + + return this._localRoot || this._mixer._root; + + }, + + // Interna + + _update: function ( time, deltaTime, timeDirection, accuIndex ) { + + // called by the mixer + + if ( ! this.enabled ) { + + // call ._updateWeight() to update ._effectiveWeight + + this._updateWeight( time ); + return; + + } + + var startTime = this._startTime; + + if ( startTime !== null ) { + + // check for scheduled start of action + + var timeRunning = ( time - startTime ) * timeDirection; + if ( timeRunning < 0 || timeDirection === 0 ) { + + return; // yet to come / don't decide when delta = 0 + + } + + // start + + this._startTime = null; // unschedule + deltaTime = timeDirection * timeRunning; + + } + + // apply time scale and advance time + + deltaTime *= this._updateTimeScale( time ); + var clipTime = this._updateTime( deltaTime ); + + // note: _updateTime may disable the action resulting in + // an effective weight of 0 + + var weight = this._updateWeight( time ); + + if ( weight > 0 ) { + + var interpolants = this._interpolants; + var propertyMixers = this._propertyBindings; + + for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); + + } + + } + + }, + + _updateWeight: function ( time ) { + + var weight = 0; + + if ( this.enabled ) { + + weight = this.weight; + var interpolant = this._weightInterpolant; + + if ( interpolant !== null ) { + + var interpolantValue = interpolant.evaluate( time )[ 0 ]; + + weight *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopFading(); + + if ( interpolantValue === 0 ) { + + // faded out, disable + this.enabled = false; + + } + + } + + } + + } + + this._effectiveWeight = weight; + return weight; + + }, + + _updateTimeScale: function ( time ) { + + var timeScale = 0; + + if ( ! this.paused ) { + + timeScale = this.timeScale; + + var interpolant = this._timeScaleInterpolant; + + if ( interpolant !== null ) { + + var interpolantValue = interpolant.evaluate( time )[ 0 ]; + + timeScale *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopWarping(); + + if ( timeScale === 0 ) { + + // motion has halted, pause + this.paused = true; + + } else { + + // warp done - apply final time scale + this.timeScale = timeScale; + + } + + } + + } + + } + + this._effectiveTimeScale = timeScale; + return timeScale; + + }, + + _updateTime: function ( deltaTime ) { + + var time = this.time + deltaTime; + var duration = this._clip.duration; + var loop = this.loop; + var loopCount = this._loopCount; + + var pingPong = ( loop === LoopPingPong ); + + if ( deltaTime === 0 ) { + + if ( loopCount === - 1 ) return time; + + return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; + + } + + if ( loop === LoopOnce ) { + + if ( loopCount === - 1 ) { + + // just started + + this._loopCount = 0; + this._setEndings( true, true, false ); + + } + + handle_stop: { + + if ( time >= duration ) { + + time = duration; + + } else if ( time < 0 ) { + + time = 0; + + } else { + + this.time = time; + + break handle_stop; + + } + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? - 1 : 1 + } ); + + } + + } else { // repetitive Repeat or PingPong + + if ( loopCount === - 1 ) { + + // just started + + if ( deltaTime >= 0 ) { + + loopCount = 0; + + this._setEndings( true, this.repetitions === 0, pingPong ); + + } else { + + // when looping in reverse direction, the initial + // transition through zero counts as a repetition, + // so leave loopCount at -1 + + this._setEndings( this.repetitions === 0, true, pingPong ); + + } + + } + + if ( time >= duration || time < 0 ) { + + // wrap around + + var loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; + + loopCount += Math.abs( loopDelta ); + + var pending = this.repetitions - loopCount; + + if ( pending <= 0 ) { + + // have to stop (switch state, clamp time, fire event) + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + time = deltaTime > 0 ? duration : 0; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : - 1 + } ); + + } else { + + // keep running + + if ( pending === 1 ) { + + // entering the last round + + var atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); + + } else { + + this._setEndings( false, false, pingPong ); + + } + + this._loopCount = loopCount; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); + + } + + } else { + + this.time = time; + + } + + if ( pingPong && ( loopCount & 1 ) === 1 ) { + + // invert time for the "pong round" + + return duration - time; + + } + + } + + return time; + + }, + + _setEndings: function ( atStart, atEnd, pingPong ) { + + var settings = this._interpolantSettings; + + if ( pingPong ) { + + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; + + } else { + + // assuming for LoopOnce atStart == atEnd == true + + if ( atStart ) { + + settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingStart = WrapAroundEnding; + + } + + if ( atEnd ) { + + settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingEnd = WrapAroundEnding; + + } + + } + + }, + + _scheduleFading: function ( duration, weightNow, weightThen ) { + + var mixer = this._mixer, now = mixer.time, + interpolant = this._weightInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._weightInterpolant = interpolant; + + } + + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + values[ 0 ] = weightNow; + times[ 1 ] = now + duration; + values[ 1 ] = weightThen; + + return this; + + } + +} ); + +/** * - * alphaMap: new THREE.Texture( ), + * Player for AnimationClips. * - * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , * - * shading: THREE.SmoothShading, - * blending: THREE.NormalBlending, - * depthTest: , - * depthWrite: , + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +function AnimationMixer( root ) { + + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; + + this.time = 0; + + this.timeScale = 1.0; + +} + +AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + + constructor: AnimationMixer, + + _bindAction: function ( action, prototypeAction ) { + + var root = action._localRoot || this._root, + tracks = action._clip.tracks, + nTracks = tracks.length, + bindings = action._propertyBindings, + interpolants = action._interpolants, + rootUuid = root.uuid, + bindingsByRoot = this._bindingsByRootAndName, + bindingsByName = bindingsByRoot[ rootUuid ]; + + if ( bindingsByName === undefined ) { + + bindingsByName = {}; + bindingsByRoot[ rootUuid ] = bindingsByName; + + } + + for ( var i = 0; i !== nTracks; ++ i ) { + + var track = tracks[ i ], + trackName = track.name, + binding = bindingsByName[ trackName ]; + + if ( binding !== undefined ) { + + bindings[ i ] = binding; + + } else { + + binding = bindings[ i ]; + + if ( binding !== undefined ) { + + // existing binding, make sure the cache knows + + if ( binding._cacheIndex === null ) { + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + } + + continue; + + } + + var path = prototypeAction && prototypeAction. + _propertyBindings[ i ].binding.parsedPath; + + binding = new PropertyMixer( + PropertyBinding.create( root, trackName, path ), + track.ValueTypeName, track.getValueSize() ); + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + bindings[ i ] = binding; + + } + + interpolants[ i ].resultBuffer = binding.buffer; + + } + + }, + + _activateAction: function ( action ) { + + if ( ! this._isActiveAction( action ) ) { + + if ( action._cacheIndex === null ) { + + // this action has been forgotten by the cache, but the user + // appears to be still using it -> rebind + + var rootUuid = ( action._localRoot || this._root ).uuid, + clipUuid = action._clip.uuid, + actionsForClip = this._actionsByClip[ clipUuid ]; + + this._bindAction( action, + actionsForClip && actionsForClip.knownActions[ 0 ] ); + + this._addInactiveAction( action, clipUuid, rootUuid ); + + } + + var bindings = action._propertyBindings; + + // increment reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( binding.useCount ++ === 0 ) { + + this._lendBinding( binding ); + binding.saveOriginalState(); + + } + + } + + this._lendAction( action ); + + } + + }, + + _deactivateAction: function ( action ) { + + if ( this._isActiveAction( action ) ) { + + var bindings = action._propertyBindings; + + // decrement reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( -- binding.useCount === 0 ) { + + binding.restoreOriginalState(); + this._takeBackBinding( binding ); + + } + + } + + this._takeBackAction( action ); + + } + + }, + + // Memory manager + + _initMemoryManager: function () { + + this._actions = []; // 'nActiveActions' followed by inactive ones + this._nActiveActions = 0; + + this._actionsByClip = {}; + // inside: + // { + // knownActions: Array< AnimationAction > - used as prototypes + // actionByRoot: AnimationAction - lookup + // } + + + this._bindings = []; // 'nActiveBindings' followed by inactive ones + this._nActiveBindings = 0; + + this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > + + + this._controlInterpolants = []; // same game as above + this._nActiveControlInterpolants = 0; + + var scope = this; + + this.stats = { + + actions: { + get total() { + + return scope._actions.length; + + }, + get inUse() { + + return scope._nActiveActions; + + } + }, + bindings: { + get total() { + + return scope._bindings.length; + + }, + get inUse() { + + return scope._nActiveBindings; + + } + }, + controlInterpolants: { + get total() { + + return scope._controlInterpolants.length; + + }, + get inUse() { + + return scope._nActiveControlInterpolants; + + } + } + + }; + + }, + + // Memory management for AnimationAction objects + + _isActiveAction: function ( action ) { + + var index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + + }, + + _addInactiveAction: function ( action, clipUuid, rootUuid ) { + + var actions = this._actions, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip === undefined ) { + + actionsForClip = { + + knownActions: [ action ], + actionByRoot: {} + + }; + + action._byClipCacheIndex = 0; + + actionsByClip[ clipUuid ] = actionsForClip; + + } else { + + var knownActions = actionsForClip.knownActions; + + action._byClipCacheIndex = knownActions.length; + knownActions.push( action ); + + } + + action._cacheIndex = actions.length; + actions.push( action ); + + actionsForClip.actionByRoot[ rootUuid ] = action; + + }, + + _removeInactiveAction: function ( action ) { + + var actions = this._actions, + lastInactiveAction = actions[ actions.length - 1 ], + cacheIndex = action._cacheIndex; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + action._cacheIndex = null; + + + var clipUuid = action._clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ], + knownActionsForClip = actionsForClip.knownActions, + + lastKnownAction = + knownActionsForClip[ knownActionsForClip.length - 1 ], + + byClipCacheIndex = action._byClipCacheIndex; + + lastKnownAction._byClipCacheIndex = byClipCacheIndex; + knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; + knownActionsForClip.pop(); + + action._byClipCacheIndex = null; + + + var actionByRoot = actionsForClip.actionByRoot, + rootUuid = ( action._localRoot || this._root ).uuid; + + delete actionByRoot[ rootUuid ]; + + if ( knownActionsForClip.length === 0 ) { + + delete actionsByClip[ clipUuid ]; + + } + + this._removeInactiveBindingsForAction( action ); + + }, + + _removeInactiveBindingsForAction: function ( action ) { + + var bindings = action._propertyBindings; + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( -- binding.referenceCount === 0 ) { + + this._removeInactiveBinding( binding ); + + } + + } + + }, + + _lendAction: function ( action ) { + + // [ active actions | inactive actions ] + // [ active actions >| inactive actions ] + // s a + // <-swap-> + // a s + + var actions = this._actions, + prevIndex = action._cacheIndex, + + lastActiveIndex = this._nActiveActions ++, + + firstInactiveAction = actions[ lastActiveIndex ]; + + action._cacheIndex = lastActiveIndex; + actions[ lastActiveIndex ] = action; + + firstInactiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = firstInactiveAction; + + }, + + _takeBackAction: function ( action ) { + + // [ active actions | inactive actions ] + // [ active actions |< inactive actions ] + // a s + // <-swap-> + // s a + + var actions = this._actions, + prevIndex = action._cacheIndex, + + firstInactiveIndex = -- this._nActiveActions, + + lastActiveAction = actions[ firstInactiveIndex ]; + + action._cacheIndex = firstInactiveIndex; + actions[ firstInactiveIndex ] = action; + + lastActiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = lastActiveAction; + + }, + + // Memory management for PropertyMixer objects + + _addInactiveBinding: function ( binding, rootUuid, trackName ) { + + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + bindings = this._bindings; + + if ( bindingByName === undefined ) { + + bindingByName = {}; + bindingsByRoot[ rootUuid ] = bindingByName; + + } + + bindingByName[ trackName ] = binding; + + binding._cacheIndex = bindings.length; + bindings.push( binding ); + + }, + + _removeInactiveBinding: function ( binding ) { + + var bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + lastInactiveBinding = bindings[ bindings.length - 1 ], + cacheIndex = binding._cacheIndex; + + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[ cacheIndex ] = lastInactiveBinding; + bindings.pop(); + + delete bindingByName[ trackName ]; + + if ( Object.keys( bindingByName ).length === 0 ) { + + delete bindingsByRoot[ rootUuid ]; + + } + + }, + + _lendBinding: function ( binding ) { + + var bindings = this._bindings, + prevIndex = binding._cacheIndex, + + lastActiveIndex = this._nActiveBindings ++, + + firstInactiveBinding = bindings[ lastActiveIndex ]; + + binding._cacheIndex = lastActiveIndex; + bindings[ lastActiveIndex ] = binding; + + firstInactiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = firstInactiveBinding; + + }, + + _takeBackBinding: function ( binding ) { + + var bindings = this._bindings, + prevIndex = binding._cacheIndex, + + firstInactiveIndex = -- this._nActiveBindings, + + lastActiveBinding = bindings[ firstInactiveIndex ]; + + binding._cacheIndex = firstInactiveIndex; + bindings[ firstInactiveIndex ] = binding; + + lastActiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = lastActiveBinding; + + }, + + + // Memory management of Interpolants for weight and time scale + + _lendControlInterpolant: function () { + + var interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants ++, + interpolant = interpolants[ lastActiveIndex ]; + + if ( interpolant === undefined ) { + + interpolant = new LinearInterpolant( + new Float32Array( 2 ), new Float32Array( 2 ), + 1, this._controlInterpolantsResultBuffer ); + + interpolant.__cacheIndex = lastActiveIndex; + interpolants[ lastActiveIndex ] = interpolant; + + } + + return interpolant; + + }, + + _takeBackControlInterpolant: function ( interpolant ) { + + var interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, + + firstInactiveIndex = -- this._nActiveControlInterpolants, + + lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[ firstInactiveIndex ] = interpolant; + + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[ prevIndex ] = lastActiveInterpolant; + + }, + + _controlInterpolantsResultBuffer: new Float32Array( 1 ), + + // return an action for a clip optionally using a custom root target + // object (this method allocates a lot of dynamic memory in case a + // previously unknown clip/root combination is specified) + clipAction: function ( clip, optionalRoot ) { + + var root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject !== null ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ], + prototypeAction = null; + + if ( actionsForClip !== undefined ) { + + var existingAction = + actionsForClip.actionByRoot[ rootUuid ]; + + if ( existingAction !== undefined ) { + + return existingAction; + + } + + // we know the clip, so we don't have to parse all + // the bindings again but can just copy + prototypeAction = actionsForClip.knownActions[ 0 ]; + + // also, take the clip from the prototype action + if ( clipObject === null ) + clipObject = prototypeAction._clip; + + } + + // clip must be known when specified via string + if ( clipObject === null ) return null; + + // allocate all resources required to run it + var newAction = new AnimationAction( this, clipObject, optionalRoot ); + + this._bindAction( newAction, prototypeAction ); + + // and make the action known to the memory manager + this._addInactiveAction( newAction, clipUuid, rootUuid ); + + return newAction; + + }, + + // get an existing action + existingAction: function ( clip, optionalRoot ) { + + var root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + return actionsForClip.actionByRoot[ rootUuid ] || null; + + } + + return null; + + }, + + // deactivates all previously scheduled actions + stopAllAction: function () { + + var actions = this._actions, + nActions = this._nActiveActions, + bindings = this._bindings, + nBindings = this._nActiveBindings; + + this._nActiveActions = 0; + this._nActiveBindings = 0; + + for ( var i = 0; i !== nActions; ++ i ) { + + actions[ i ].reset(); + + } + + for ( var i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].useCount = 0; + + } + + return this; + + }, + + // advance the time and update apply the animation + update: function ( deltaTime ) { + + deltaTime *= this.timeScale; + + var actions = this._actions, + nActions = this._nActiveActions, + + time = this.time += deltaTime, + timeDirection = Math.sign( deltaTime ), + + accuIndex = this._accuIndex ^= 1; + + // run active actions + + for ( var i = 0; i !== nActions; ++ i ) { + + var action = actions[ i ]; + + action._update( time, deltaTime, timeDirection, accuIndex ); + + } + + // update scene graph + + var bindings = this._bindings, + nBindings = this._nActiveBindings; + + for ( var i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].apply( accuIndex ); + + } + + return this; + + }, + + // Allows you to seek to a specific time in an animation. + setTime: function ( timeInSeconds ) { + + this.time = 0; // Zero out time attribute for AnimationMixer object; + for ( var i = 0; i < this._actions.length; i ++ ) { + + this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects. + + } + + return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object. + + }, + + // return this mixer's root target object + getRoot: function () { + + return this._root; + + }, + + // free all resources specific to a particular clip + uncacheClip: function ( clip ) { + + var actions = this._actions, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away + + var actionsToRemove = actionsForClip.knownActions; + + for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + + var action = actionsToRemove[ i ]; + + this._deactivateAction( action ); + + var cacheIndex = action._cacheIndex, + lastInactiveAction = actions[ actions.length - 1 ]; + + action._cacheIndex = null; + action._byClipCacheIndex = null; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + this._removeInactiveBindingsForAction( action ); + + } + + delete actionsByClip[ clipUuid ]; + + } + + }, + + // free all resources specific to a particular root target object + uncacheRoot: function ( root ) { + + var rootUuid = root.uuid, + actionsByClip = this._actionsByClip; + + for ( var clipUuid in actionsByClip ) { + + var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, + action = actionByRoot[ rootUuid ]; + + if ( action !== undefined ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName !== undefined ) { + + for ( var trackName in bindingByName ) { + + var binding = bindingByName[ trackName ]; + binding.restoreOriginalState(); + this._removeInactiveBinding( binding ); + + } + + } + + }, + + // remove a targeted clip from the cache + uncacheAction: function ( clip, optionalRoot ) { + + var action = this.existingAction( clip, optionalRoot ); + + if ( action !== null ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +function Uniform( value ) { + + if ( typeof value === 'string' ) { + + console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); + value = arguments[ 1 ]; + + } + + this.value = value; + +} + +Uniform.prototype.clone = function () { + + return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); + +}; + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { + + InterleavedBuffer.call( this, array, stride ); + + this.meshPerAttribute = meshPerAttribute || 1; + +} + +InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), { + + constructor: InstancedInterleavedBuffer, + + isInstancedInterleavedBuffer: true, + + copy: function ( source ) { + + InterleavedBuffer.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + +} ); + +/** + * @author mrdoob / http://mrdoob.com/ + * @author bhouston / http://clara.io/ + * @author stephomi / http://stephaneginier.com/ + */ + +function Raycaster( origin, direction, near, far ) { + + this.ray = new Ray( origin, direction ); + // direction is assumed to be normalized (for accurate distance calculations) + + this.near = near || 0; + this.far = far || Infinity; + this.camera = null; + this.layers = new Layers(); + + this.params = { + Mesh: {}, + Line: { threshold: 1 }, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; + + Object.defineProperties( this.params, { + PointCloud: { + get: function () { + + console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); + return this.Points; + + } + } + } ); + +} + +function ascSort( a, b ) { + + return a.distance - b.distance; + +} + +function intersectObject( object, raycaster, intersects, recursive ) { + + if ( object.layers.test( raycaster.layers ) ) { + + object.raycast( raycaster, intersects ); + + } + + if ( recursive === true ) { + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + intersectObject( children[ i ], raycaster, intersects, true ); + + } + + } + +} + +Object.assign( Raycaster.prototype, { + + set: function ( origin, direction ) { + + // direction is assumed to be normalized (for accurate distance calculations) + + this.ray.set( origin, direction ); + + }, + + setFromCamera: function ( coords, camera ) { + + if ( ( camera && camera.isPerspectiveCamera ) ) { + + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); + this.camera = camera; + + } else if ( ( camera && camera.isOrthographicCamera ) ) { + + this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera + this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); + this.camera = camera; + + } else { + + console.error( 'THREE.Raycaster: Unsupported camera type.' ); + + } + + }, + + intersectObject: function ( object, recursive, optionalTarget ) { + + var intersects = optionalTarget || []; + + intersectObject( object, this, intersects, recursive ); + + intersects.sort( ascSort ); + + return intersects; + + }, + + intersectObjects: function ( objects, recursive, optionalTarget ) { + + var intersects = optionalTarget || []; + + if ( Array.isArray( objects ) === false ) { + + console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); + return intersects; + + } + + for ( var i = 0, l = objects.length; i < l; i ++ ) { + + intersectObject( objects[ i ], this, intersects, recursive ); + + } + + intersects.sort( ascSort ); + + return intersects; + + } + +} ); + +/** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley * - * wireframe: , - * wireframeLinewidth: , + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system * - * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up. + * The azimuthal angle (theta) is measured from the positive z-axis. + */ + +function Spherical( radius, phi, theta ) { + + this.radius = ( radius !== undefined ) ? radius : 1.0; + this.phi = ( phi !== undefined ) ? phi : 0; // polar angle + this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle + + return this; + +} + +Object.assign( Spherical.prototype, { + + set: function ( radius, phi, theta ) { + + this.radius = radius; + this.phi = phi; + this.theta = theta; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( other ) { + + this.radius = other.radius; + this.phi = other.phi; + this.theta = other.theta; + + return this; + + }, + + // restrict phi to be betwee EPS and PI-EPS + makeSafe: function () { + + var EPS = 0.000001; + this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + + return this; + + }, + + setFromVector3: function ( v ) { + + return this.setFromCartesianCoords( v.x, v.y, v.z ); + + }, + + setFromCartesianCoords: function ( x, y, z ) { + + this.radius = Math.sqrt( x * x + y * y + z * z ); + + if ( this.radius === 0 ) { + + this.theta = 0; + this.phi = 0; + + } else { + + this.theta = Math.atan2( x, z ); + this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) ); + + } + + return this; + + } + +} ); + +/** + * @author Mugen87 / https://github.com/Mugen87 * - * skinning: , - * morphTargets: , - * morphNormals: , + * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system * - * fog: - * } */ +function Cylindrical( radius, theta, y ) { + + this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane + this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis + this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane + + return this; + +} + +Object.assign( Cylindrical.prototype, { + + set: function ( radius, theta, y ) { + + this.radius = radius; + this.theta = theta; + this.y = y; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( other ) { + + this.radius = other.radius; + this.theta = other.theta; + this.y = other.y; + + return this; + + }, + + setFromVector3: function ( v ) { + + return this.setFromCartesianCoords( v.x, v.y, v.z ); + + }, + + setFromCartesianCoords: function ( x, y, z ) { + + this.radius = Math.sqrt( x * x + z * z ); + this.theta = Math.atan2( x, z ); + this.y = y; + + return this; + + } + +} ); + +/** + * @author bhouston / http://clara.io + */ + +var _vector$7 = new Vector2(); + +function Box2( min, max ) { + + this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); + +} + +Object.assign( Box2.prototype, { + + set: function ( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + }, + + setFromPoints: function ( points ) { + + this.makeEmpty(); + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + }, + + setFromCenterAndSize: function ( center, size ) { + + var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + }, + + makeEmpty: function () { + + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; + + return this; + + }, + + isEmpty: function () { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); + + }, + + getCenter: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Box2: .getCenter() target is now required' ); + target = new Vector2(); + + } + + return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + }, + + getSize: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Box2: .getSize() target is now required' ); + target = new Vector2(); + + } + + return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); + + }, + + expandByPoint: function ( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + }, + + expandByVector: function ( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + }, + + expandByScalar: function ( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + }, + + containsPoint: function ( point ) { + + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y ? false : true; + + }, + + containsBox: function ( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y; + + }, + + getParameter: function ( point, target ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + if ( target === undefined ) { + + console.warn( 'THREE.Box2: .getParameter() target is now required' ); + target = new Vector2(); + + } + + return target.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ) + ); + + }, + + intersectsBox: function ( box ) { + + // using 4 splitting planes to rule out intersections + + return box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y ? false : true; + + }, + + clampPoint: function ( point, target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Box2: .clampPoint() target is now required' ); + target = new Vector2(); + + } + + return target.copy( point ).clamp( this.min, this.max ); + + }, + + distanceToPoint: function ( point ) { + + var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); + + }, + + intersect: function ( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + return this; + + }, + + union: function ( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + }, + + translate: function ( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + }, + + equals: function ( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +} ); + +/** + * @author bhouston / http://clara.io + */ + +var _startP = new Vector3(); +var _startEnd = new Vector3(); + +function Line3( start, end ) { + + this.start = ( start !== undefined ) ? start : new Vector3(); + this.end = ( end !== undefined ) ? end : new Vector3(); + +} + +Object.assign( Line3.prototype, { + + set: function ( start, end ) { + + this.start.copy( start ); + this.end.copy( end ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( line ) { + + this.start.copy( line.start ); + this.end.copy( line.end ); + + return this; + + }, + + getCenter: function ( target ) { + + if ( target === undefined ) { + + console.warn( 'THREE.Line3: .getCenter() target is now required' ); + target = new Vector3(); + + } + + return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + + }, + + delta: function ( target ) { -THREE.MeshPhongMaterial = function (parameters) { - THREE.Material.call(this); - this.type = 'MeshPhongMaterial'; - this.color = new THREE.Color(0xffffff); // diffuse - - this.specular = new THREE.Color(0x111111); - this.shininess = 30; - this.map = null; - this.lightMap = null; - this.lightMapIntensity = 1.0; - this.aoMap = null; - this.aoMapIntensity = 1.0; - this.emissive = new THREE.Color(0x000000); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - this.bumpMap = null; - this.bumpScale = 1; - this.normalMap = null; - this.normalScale = new THREE.Vector2(1, 1); - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - this.specularMap = null; - this.alphaMap = null; - this.envMap = null; - this.combine = THREE.MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; - this.fog = true; - this.shading = THREE.SmoothShading; - this.blending = THREE.NormalBlending; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - this.vertexColors = THREE.NoColors; - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - this.setValues(parameters); -}; + if ( target === undefined ) { -THREE.MeshPhongMaterial.prototype = Object.create(THREE.Material.prototype); -THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial; - -THREE.MeshPhongMaterial.prototype.copy = function (source) { - THREE.Material.prototype.copy.call(this, source); - this.color.copy(source.color); - this.specular.copy(source.specular); - this.shininess = source.shininess; - this.map = source.map; - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - this.emissive.copy(source.emissive); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - this.normalMap = source.normalMap; - this.normalScale.copy(source.normalScale); - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - this.specularMap = source.specularMap; - this.alphaMap = source.alphaMap; - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; - this.fog = source.fog; - this.shading = source.shading; - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - this.vertexColors = source.vertexColors; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - return this; -}; // File:src/materials/MultiMaterial.js + console.warn( 'THREE.Line3: .delta() target is now required' ); + target = new Vector3(); -/** - * @author mrdoob / http://mrdoob.com/ - */ + } + return target.subVectors( this.end, this.start ); -THREE.MultiMaterial = function (materials) { - this.uuid = THREE.Math.generateUUID(); - this.type = 'MultiMaterial'; - this.materials = materials instanceof Array ? materials : []; - this.visible = true; -}; + }, -THREE.MultiMaterial.prototype = { - constructor: THREE.MultiMaterial, - toJSON: function (meta) { - var output = { - metadata: { - version: 4.2, - type: 'material', - generator: 'MaterialExporter' - }, - uuid: this.uuid, - type: this.type, - materials: [] - }; - var materials = this.materials; + distanceSq: function () { - for (var i = 0, l = materials.length; i < l; i++) { - var material = materials[i].toJSON(meta); - delete material.metadata; - output.materials.push(material); - } + return this.start.distanceToSquared( this.end ); - output.visible = this.visible; - return output; - }, - clone: function () { - var material = new this.constructor(); + }, - for (var i = 0; i < this.materials.length; i++) { - material.materials.push(this.materials[i].clone()); - } + distance: function () { - material.visible = this.visible; - return material; - } -}; // File:src/materials/RawShaderMaterial.js + return this.start.distanceTo( this.end ); -/** - * @author mrdoob / http://mrdoob.com/ - */ + }, -THREE.RawShaderMaterial = function (parameters) { - THREE.ShaderMaterial.call(this, parameters); - this.type = 'RawShaderMaterial'; -}; + at: function ( t, target ) { -THREE.RawShaderMaterial.prototype = Object.create(THREE.ShaderMaterial.prototype); -THREE.RawShaderMaterial.prototype.constructor = THREE.RawShaderMaterial; // File:src/textures/Texture.js + if ( target === undefined ) { -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - */ + console.warn( 'THREE.Line3: .at() target is now required' ); + target = new Vector3(); -THREE.Texture = function (image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) { - Object.defineProperty(this, 'id', { - value: THREE.TextureIdCount++ - }); - this.uuid = THREE.Math.generateUUID(); - this.name = ''; - this.sourceFile = ''; - this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE; - this.mipmaps = []; - this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING; - this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping; - this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping; - this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter; - this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter; - this.anisotropy = anisotropy !== undefined ? anisotropy : 1; - this.format = format !== undefined ? format : THREE.RGBAFormat; - this.type = type !== undefined ? type : THREE.UnsignedByteType; - this.offset = new THREE.Vector2(0, 0); - this.repeat = new THREE.Vector2(1, 1); - this.generateMipmaps = true; - this.premultiplyAlpha = false; - this.flipY = true; - this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) - // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. - // - // Also changing the encoding after already used by a Material will not automatically make the Material - // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. - - this.encoding = THREE.LinearEncoding; - this.version = 0; - this.onUpdate = null; -}; + } -THREE.Texture.DEFAULT_IMAGE = undefined; -THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping; -THREE.Texture.prototype = { - constructor: THREE.Texture, - - set needsUpdate(value) { - if (value === true) this.version++; - }, - - clone: function () { - return new this.constructor().copy(this); - }, - copy: function (source) { - this.image = source.image; - this.mipmaps = source.mipmaps.slice(0); - this.mapping = source.mapping; - this.wrapS = source.wrapS; - this.wrapT = source.wrapT; - this.magFilter = source.magFilter; - this.minFilter = source.minFilter; - this.anisotropy = source.anisotropy; - this.format = source.format; - this.type = source.type; - this.offset.copy(source.offset); - this.repeat.copy(source.repeat); - this.generateMipmaps = source.generateMipmaps; - this.premultiplyAlpha = source.premultiplyAlpha; - this.flipY = source.flipY; - this.unpackAlignment = source.unpackAlignment; - this.encoding = source.encoding; - return this; - }, - toJSON: function (meta) { - if (meta.textures[this.uuid] !== undefined) { - return meta.textures[this.uuid]; - } + return this.delta( target ).multiplyScalar( t ).add( this.start ); - function getDataURL(image) { - var canvas; + }, - if (image.toDataURL !== undefined) { - canvas = image; - } else { - canvas = document.createElement('canvas'); - canvas.width = image.width; - canvas.height = image.height; - canvas.getContext('2d').drawImage(image, 0, 0, image.width, image.height); - } + closestPointToPointParameter: function ( point, clampToLine ) { - if (canvas.width > 2048 || canvas.height > 2048) { - return canvas.toDataURL('image/jpeg', 0.6); - } else { - return canvas.toDataURL('image/png'); - } - } + _startP.subVectors( point, this.start ); + _startEnd.subVectors( this.end, this.start ); - var output = { - metadata: { - version: 4.4, - type: 'Texture', - generator: 'Texture.toJSON' - }, - uuid: this.uuid, - name: this.name, - mapping: this.mapping, - repeat: [this.repeat.x, this.repeat.y], - offset: [this.offset.x, this.offset.y], - wrap: [this.wrapS, this.wrapT], - minFilter: this.minFilter, - magFilter: this.magFilter, - anisotropy: this.anisotropy - }; + var startEnd2 = _startEnd.dot( _startEnd ); + var startEnd_startP = _startEnd.dot( _startP ); - if (this.image !== undefined) { - // TODO: Move to THREE.Image - var image = this.image; + var t = startEnd_startP / startEnd2; - if (image.uuid === undefined) { - image.uuid = THREE.Math.generateUUID(); // UGH - } + if ( clampToLine ) { - if (meta.images[image.uuid] === undefined) { - meta.images[image.uuid] = { - uuid: image.uuid, - url: getDataURL(image) - }; - } + t = MathUtils.clamp( t, 0, 1 ); - output.image = image.uuid; - } + } - meta.textures[this.uuid] = output; - return output; - }, - dispose: function () { - this.dispatchEvent({ - type: 'dispose' - }); - }, - transformUv: function (uv) { - if (this.mapping !== THREE.UVMapping) return; - uv.multiply(this.repeat); - uv.add(this.offset); - - if (uv.x < 0 || uv.x > 1) { - switch (this.wrapS) { - case THREE.RepeatWrapping: - uv.x = uv.x - Math.floor(uv.x); - break; - - case THREE.ClampToEdgeWrapping: - uv.x = uv.x < 0 ? 0 : 1; - break; - - case THREE.MirroredRepeatWrapping: - if (Math.abs(Math.floor(uv.x) % 2) === 1) { - uv.x = Math.ceil(uv.x) - uv.x; - } else { - uv.x = uv.x - Math.floor(uv.x); - } - - break; - } - } + return t; - if (uv.y < 0 || uv.y > 1) { - switch (this.wrapT) { - case THREE.RepeatWrapping: - uv.y = uv.y - Math.floor(uv.y); - break; + }, - case THREE.ClampToEdgeWrapping: - uv.y = uv.y < 0 ? 0 : 1; - break; + closestPointToPoint: function ( point, clampToLine, target ) { - case THREE.MirroredRepeatWrapping: - if (Math.abs(Math.floor(uv.y) % 2) === 1) { - uv.y = Math.ceil(uv.y) - uv.y; - } else { - uv.y = uv.y - Math.floor(uv.y); - } + var t = this.closestPointToPointParameter( point, clampToLine ); - break; - } - } + if ( target === undefined ) { - if (this.flipY) { - uv.y = 1 - uv.y; - } - } -}; -THREE.EventDispatcher.prototype.apply(THREE.Texture.prototype); -THREE.TextureIdCount = 0; // File:src/textures/DataTexture.js + console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' ); + target = new Vector3(); -/** - * @author alteredq / http://alteredqualia.com/ - */ + } -THREE.DataTexture = function (data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy) { - THREE.Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy); - this.image = { - data: data, - width: width, - height: height - }; - this.magFilter = magFilter !== undefined ? magFilter : THREE.NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : THREE.NearestFilter; - this.flipY = false; - this.generateMipmaps = false; -}; + return this.delta( target ).multiplyScalar( t ).add( this.start ); + + }, + + applyMatrix4: function ( matrix ) { + + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); + + return this; + + }, + + equals: function ( line ) { + + return line.start.equals( this.start ) && line.end.equals( this.end ); + + } -THREE.DataTexture.prototype = Object.create(THREE.Texture.prototype); -THREE.DataTexture.prototype.constructor = THREE.DataTexture; // File:src/textures/CompressedTexture.js +} ); /** * @author alteredq / http://alteredqualia.com/ */ -THREE.CompressedTexture = function (mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy) { - THREE.Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy); - this.image = { - width: width, - height: height - }; - this.mipmaps = mipmaps; // no flipping for cube textures - // (also flipping doesn't work for compressed textures ) +function ImmediateRenderObject( material ) { - this.flipY = false; // can't generate mipmaps for compressed textures - // mips must be embedded in DDS files + Object3D.call( this ); - this.generateMipmaps = false; -}; + this.material = material; + this.render = function ( /* renderCallback */ ) {}; + +} -THREE.CompressedTexture.prototype = Object.create(THREE.Texture.prototype); -THREE.CompressedTexture.prototype.constructor = THREE.CompressedTexture; // File:src/textures/CubeTexture.js +ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); +ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; + +ImmediateRenderObject.prototype.isImmediateRenderObject = true; /** + * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley */ -THREE.CubeTexture = function (images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) { - images = images !== undefined ? images : []; - mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping; - THREE.Texture.call(this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy); - this.flipY = false; +var _vector$8 = new Vector3(); + +function SpotLightHelper( light, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + var geometry = new BufferGeometry(); + + var positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, - 1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, - 1, 1 + ]; + + for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + + var p1 = ( i / l ) * Math.PI * 2; + var p2 = ( j / l ) * Math.PI * 2; + + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + var material = new LineBasicMaterial( { fog: false, toneMapped: false } ); + + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); + + this.update(); + +} + +SpotLightHelper.prototype = Object.create( Object3D.prototype ); +SpotLightHelper.prototype.constructor = SpotLightHelper; + +SpotLightHelper.prototype.dispose = function () { + + this.cone.geometry.dispose(); + this.cone.material.dispose(); + }; -THREE.CubeTexture.prototype = Object.create(THREE.Texture.prototype); -THREE.CubeTexture.prototype.constructor = THREE.CubeTexture; -Object.defineProperty(THREE.CubeTexture.prototype, 'images', { - get: function () { - return this.image; - }, - set: function (value) { - this.image = value; - } -}); // File:src/textures/VideoTexture.js +SpotLightHelper.prototype.update = function () { + + this.light.updateMatrixWorld(); + + var coneLength = this.light.distance ? this.light.distance : 1000; + var coneWidth = coneLength * Math.tan( this.light.angle ); + + this.cone.scale.set( coneWidth, coneWidth, coneLength ); + + _vector$8.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( _vector$8 ); + + if ( this.color !== undefined ) { + + this.cone.material.color.set( this.color ); + + } else { + + this.cone.material.color.copy( this.light.color ); + + } + +}; /** + * @author Sean Griffin / http://twitter.com/sgrif + * @author Michael Guerrero / http://realitymeltdown.com * @author mrdoob / http://mrdoob.com/ + * @author ikerr / http://verold.com + * @author Mugen87 / https://github.com/Mugen87 */ -THREE.VideoTexture = function (video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) { - THREE.Texture.call(this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy); - this.generateMipmaps = false; - var scope = this; +var _vector$9 = new Vector3(); +var _boneMatrix = new Matrix4(); +var _matrixWorldInv = new Matrix4(); - function update() { - requestAnimationFrame(update); +function getBoneList( object ) { - if (video.readyState >= video.HAVE_CURRENT_DATA) { - scope.needsUpdate = true; - } - } + var boneList = []; - update(); -}; + if ( object && object.isBone ) { -THREE.VideoTexture.prototype = Object.create(THREE.Texture.prototype); -THREE.VideoTexture.prototype.constructor = THREE.VideoTexture; // File:src/objects/Sprite.js + boneList.push( object ); -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ + } -THREE.Sprite = function () { - var indices = new Uint16Array([0, 1, 2, 0, 2, 3]); - var vertices = new Float32Array([-0.5, -0.5, 0, 0.5, -0.5, 0, 0.5, 0.5, 0, -0.5, 0.5, 0]); - var uvs = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]); - var geometry = new THREE.BufferGeometry(); - geometry.setIndex(new THREE.BufferAttribute(indices, 1)); - geometry.addAttribute('position', new THREE.BufferAttribute(vertices, 3)); - geometry.addAttribute('uv', new THREE.BufferAttribute(uvs, 2)); - return function Sprite(material) { - THREE.Object3D.call(this); - this.type = 'Sprite'; - this.geometry = geometry; - this.material = material !== undefined ? material : new THREE.SpriteMaterial(); - }; -}(); + for ( var i = 0; i < object.children.length; i ++ ) { -THREE.Sprite.prototype = Object.create(THREE.Object3D.prototype); -THREE.Sprite.prototype.constructor = THREE.Sprite; + boneList.push.apply( boneList, getBoneList( object.children[ i ] ) ); -THREE.Sprite.prototype.raycast = function () { - var matrixPosition = new THREE.Vector3(); - return function raycast(raycaster, intersects) { - matrixPosition.setFromMatrixPosition(this.matrixWorld); - var distanceSq = raycaster.ray.distanceSqToPoint(matrixPosition); - var guessSizeSq = this.scale.x * this.scale.y; + } - if (distanceSq > guessSizeSq) { - return; - } + return boneList; - intersects.push({ - distance: Math.sqrt(distanceSq), - point: this.position, - face: null, - object: this - }); - }; -}(); +} -THREE.Sprite.prototype.clone = function () { - return new this.constructor(this.material).copy(this); -}; // Backwards compatibility +function SkeletonHelper( object ) { + var bones = getBoneList( object ); -THREE.Particle = THREE.Sprite; // File:src/objects/LensFlare.js + var geometry = new BufferGeometry(); -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ + var vertices = []; + var colors = []; -THREE.LensFlare = function (texture, size, distance, blending, color) { - THREE.Object3D.call(this); - this.lensFlares = []; - this.positionScreen = new THREE.Vector3(); - this.customUpdateCallback = undefined; + var color1 = new Color( 0, 0, 1 ); + var color2 = new Color( 0, 1, 0 ); - if (texture !== undefined) { - this.add(texture, size, distance, blending, color); - } -}; + for ( var i = 0; i < bones.length; i ++ ) { -THREE.LensFlare.prototype = Object.create(THREE.Object3D.prototype); -THREE.LensFlare.prototype.constructor = THREE.LensFlare; -/* - * Add: adds another flare - */ - -THREE.LensFlare.prototype.add = function (texture, size, distance, blending, color, opacity) { - if (size === undefined) size = -1; - if (distance === undefined) distance = 0; - if (opacity === undefined) opacity = 1; - if (color === undefined) color = new THREE.Color(0xffffff); - if (blending === undefined) blending = THREE.NormalBlending; - distance = Math.min(distance, Math.max(0, distance)); - this.lensFlares.push({ - texture: texture, - // THREE.Texture - size: size, - // size in pixels (-1 = use texture.width) - distance: distance, - // distance (0-1) from light source (0=at light source) - x: 0, - y: 0, - z: 0, - // screen position (-1 => 1) z = 0 is in front z = 1 is back - scale: 1, - // scale - rotation: 0, - // rotation - opacity: opacity, - // opacity - color: color, - // color - blending: blending // blending + var bone = bones[ i ]; - }); -}; -/* - * Update lens flares update positions on all flares based on the screen position - * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. - */ + if ( bone.parent && bone.parent.isBone ) { + vertices.push( 0, 0, 0 ); + vertices.push( 0, 0, 0 ); + colors.push( color1.r, color1.g, color1.b ); + colors.push( color2.r, color2.g, color2.b ); -THREE.LensFlare.prototype.updateLensFlares = function () { - var f, - fl = this.lensFlares.length; - var flare; - var vecX = -this.positionScreen.x * 2; - var vecY = -this.positionScreen.y * 2; + } - for (f = 0; f < fl; f++) { - flare = this.lensFlares[f]; - flare.x = this.positionScreen.x + vecX * flare.distance; - flare.y = this.positionScreen.y + vecY * flare.distance; - flare.wantedRotation = flare.x * Math.PI * 0.25; - flare.rotation += (flare.wantedRotation - flare.rotation) * 0.25; - } -}; + } -THREE.LensFlare.prototype.copy = function (source) { - THREE.Object3D.prototype.copy.call(this, source); - this.positionScreen.copy(source.positionScreen); - this.customUpdateCallback = source.customUpdateCallback; + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - for (var i = 0, l = source.lensFlares.length; i < l; i++) { - this.lensFlares.push(source.lensFlares[i]); - } + var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); + + LineSegments.call( this, geometry, material ); + + this.root = object; + this.bones = bones; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + +} + +SkeletonHelper.prototype = Object.create( LineSegments.prototype ); +SkeletonHelper.prototype.constructor = SkeletonHelper; + +SkeletonHelper.prototype.isSkeletonHelper = true; + +SkeletonHelper.prototype.updateMatrixWorld = function ( force ) { + + var bones = this.bones; + + var geometry = this.geometry; + var position = geometry.getAttribute( 'position' ); + + _matrixWorldInv.getInverse( this.root.matrixWorld ); + + for ( var i = 0, j = 0; i < bones.length; i ++ ) { + + var bone = bones[ i ]; - return this; -}; // File:src/objects/Line.js + if ( bone.parent && bone.parent.isBone ) { + + _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); + _vector$9.setFromMatrixPosition( _boneMatrix ); + position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z ); + + _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); + _vector$9.setFromMatrixPosition( _boneMatrix ); + position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z ); + + j += 2; + + } + + } + + geometry.getAttribute( 'position' ).needsUpdate = true; + + Object3D.prototype.updateMatrixWorld.call( this, force ); + +}; /** + * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */ +function PointLightHelper( light, sphereSize, color ) { -THREE.Line = function (geometry, material, mode) { - if (mode === 1) { - return new THREE.LineSegments(geometry, material); - } + this.light = light; + this.light.updateMatrixWorld(); + + this.color = color; + + var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); + var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); + + Mesh.call( this, geometry, material ); + + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + + + /* + var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 ); + var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + + var d = light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.scale.set( d, d, d ); + + } + + this.add( this.lightDistance ); + */ + +} + +PointLightHelper.prototype = Object.create( Mesh.prototype ); +PointLightHelper.prototype.constructor = PointLightHelper; + +PointLightHelper.prototype.dispose = function () { + + this.geometry.dispose(); + this.material.dispose(); - THREE.Object3D.call(this); - this.type = 'Line'; - this.geometry = geometry !== undefined ? geometry : new THREE.Geometry(); - this.material = material !== undefined ? material : new THREE.LineBasicMaterial({ - color: Math.random() * 0xffffff - }); }; -THREE.Line.prototype = Object.create(THREE.Object3D.prototype); -THREE.Line.prototype.constructor = THREE.Line; - -THREE.Line.prototype.raycast = function () { - var inverseMatrix = new THREE.Matrix4(); - var ray = new THREE.Ray(); - var sphere = new THREE.Sphere(); - return function raycast(raycaster, intersects) { - var precision = raycaster.linePrecision; - var precisionSq = precision * precision; - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; // Checking boundingSphere distance to ray - - if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); - sphere.copy(geometry.boundingSphere); - sphere.applyMatrix4(matrixWorld); - if (raycaster.ray.intersectsSphere(sphere) === false) return; // - - inverseMatrix.getInverse(matrixWorld); - ray.copy(raycaster.ray).applyMatrix4(inverseMatrix); - var vStart = new THREE.Vector3(); - var vEnd = new THREE.Vector3(); - var interSegment = new THREE.Vector3(); - var interRay = new THREE.Vector3(); - var step = this instanceof THREE.LineSegments ? 2 : 1; - - if (geometry instanceof THREE.BufferGeometry) { - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; - - if (index !== null) { - var indices = index.array; - - for (var i = 0, l = indices.length - 1; i < l; i += step) { - var a = indices[i]; - var b = indices[i + 1]; - vStart.fromArray(positions, a * 3); - vEnd.fromArray(positions, b * 3); - var distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment); - if (distSq > precisionSq) continue; - interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation - - var distance = raycaster.ray.origin.distanceTo(interRay); - if (distance < raycaster.near || distance > raycaster.far) continue; - intersects.push({ - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4(this.matrixWorld), - index: i, - face: null, - faceIndex: null, - object: this - }); - } - } else { - for (var i = 0, l = positions.length / 3 - 1; i < l; i += step) { - vStart.fromArray(positions, 3 * i); - vEnd.fromArray(positions, 3 * i + 3); - var distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment); - if (distSq > precisionSq) continue; - interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation - - var distance = raycaster.ray.origin.distanceTo(interRay); - if (distance < raycaster.near || distance > raycaster.far) continue; - intersects.push({ - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4(this.matrixWorld), - index: i, - face: null, - faceIndex: null, - object: this - }); - } - } - } else if (geometry instanceof THREE.Geometry) { - var vertices = geometry.vertices; - var nbVertices = vertices.length; - - for (var i = 0; i < nbVertices - 1; i += step) { - var distSq = ray.distanceSqToSegment(vertices[i], vertices[i + 1], interRay, interSegment); - if (distSq > precisionSq) continue; - interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation - - var distance = raycaster.ray.origin.distanceTo(interRay); - if (distance < raycaster.near || distance > raycaster.far) continue; - intersects.push({ - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4(this.matrixWorld), - index: i, - face: null, - faceIndex: null, - object: this - }); - } - } - }; -}(); +PointLightHelper.prototype.update = function () { + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + this.material.color.copy( this.light.color ); -THREE.Line.prototype.clone = function () { - return new this.constructor(this.geometry, this.material).copy(this); -}; // DEPRECATED + } + /* + var d = this.light.distance; -THREE.LineStrip = 0; -THREE.LinePieces = 1; // File:src/objects/LineSegments.js + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + + } + */ + +}; /** + * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 */ -THREE.LineSegments = function (geometry, material) { - THREE.Line.call(this, geometry, material); - this.type = 'LineSegments'; +var _vector$a = new Vector3(); +var _color1 = new Color(); +var _color2 = new Color(); + +function HemisphereLightHelper( light, size, color ) { + + Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + var geometry = new OctahedronBufferGeometry( size ); + geometry.rotateY( Math.PI * 0.5 ); + + this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); + if ( this.color === undefined ) this.material.vertexColors = true; + + var position = geometry.getAttribute( 'position' ); + var colors = new Float32Array( position.count * 3 ); + + geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) ); + + this.add( new Mesh( geometry, this.material ) ); + + this.update(); + +} + +HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); +HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; + +HemisphereLightHelper.prototype.dispose = function () { + + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + }; -THREE.LineSegments.prototype = Object.create(THREE.Line.prototype); -THREE.LineSegments.prototype.constructor = THREE.LineSegments; // File:src/objects/Mesh.js +HemisphereLightHelper.prototype.update = function () { + + var mesh = this.children[ 0 ]; + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + var colors = mesh.geometry.getAttribute( 'color' ); + + _color1.copy( this.light.color ); + _color2.copy( this.light.groundColor ); + + for ( var i = 0, l = colors.count; i < l; i ++ ) { + + var color = ( i < ( l / 2 ) ) ? _color1 : _color2; + + colors.setXYZ( i, color.r, color.g, color.b ); + + } + + colors.needsUpdate = true; + + } + + mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + +}; /** * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author jonobr1 / http://jonobr1.com/ */ -THREE.Mesh = function (geometry, material) { - THREE.Object3D.call(this); - this.type = 'Mesh'; - this.geometry = geometry !== undefined ? geometry : new THREE.Geometry(); - this.material = material !== undefined ? material : new THREE.MeshBasicMaterial({ - color: Math.random() * 0xffffff - }); - this.drawMode = THREE.TrianglesDrawMode; - this.updateMorphTargets(); -}; +function GridHelper( size, divisions, color1, color2 ) { -THREE.Mesh.prototype = Object.create(THREE.Object3D.prototype); -THREE.Mesh.prototype.constructor = THREE.Mesh; + size = size || 10; + divisions = divisions || 10; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); -THREE.Mesh.prototype.setDrawMode = function (value) { - this.drawMode = value; -}; + var center = divisions / 2; + var step = size / divisions; + var halfSize = size / 2; -THREE.Mesh.prototype.updateMorphTargets = function () { - if (this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0) { - this.morphTargetBase = -1; - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; + var vertices = [], colors = []; - for (var m = 0, ml = this.geometry.morphTargets.length; m < ml; m++) { - this.morphTargetInfluences.push(0); - this.morphTargetDictionary[this.geometry.morphTargets[m].name] = m; - } - } -}; + for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { -THREE.Mesh.prototype.getMorphTargetIndexByName = function (name) { - if (this.morphTargetDictionary[name] !== undefined) { - return this.morphTargetDictionary[name]; - } + vertices.push( - halfSize, 0, k, halfSize, 0, k ); + vertices.push( k, 0, - halfSize, k, 0, halfSize ); - return 0; -}; + var color = i === center ? color1 : color2; -THREE.Mesh.prototype.raycast = function () { - var inverseMatrix = new THREE.Matrix4(); - var ray = new THREE.Ray(); - var sphere = new THREE.Sphere(); - var vA = new THREE.Vector3(); - var vB = new THREE.Vector3(); - var vC = new THREE.Vector3(); - var tempA = new THREE.Vector3(); - var tempB = new THREE.Vector3(); - var tempC = new THREE.Vector3(); - var uvA = new THREE.Vector2(); - var uvB = new THREE.Vector2(); - var uvC = new THREE.Vector2(); - var barycoord = new THREE.Vector3(); - var intersectionPoint = new THREE.Vector3(); - var intersectionPointWorld = new THREE.Vector3(); - - function uvIntersection(point, p1, p2, p3, uv1, uv2, uv3) { - THREE.Triangle.barycoordFromPoint(point, p1, p2, p3, barycoord); - uv1.multiplyScalar(barycoord.x); - uv2.multiplyScalar(barycoord.y); - uv3.multiplyScalar(barycoord.z); - uv1.add(uv2).add(uv3); - return uv1.clone(); - } + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; - function checkIntersection(object, raycaster, ray, pA, pB, pC, point) { - var intersect; - var material = object.material; + } - if (material.side === THREE.BackSide) { - intersect = ray.intersectTriangle(pC, pB, pA, true, point); - } else { - intersect = ray.intersectTriangle(pA, pB, pC, material.side !== THREE.DoubleSide, point); - } + var geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - if (intersect === null) return null; - intersectionPointWorld.copy(point); - intersectionPointWorld.applyMatrix4(object.matrixWorld); - var distance = raycaster.ray.origin.distanceTo(intersectionPointWorld); - if (distance < raycaster.near || distance > raycaster.far) return null; - return { - distance: distance, - point: intersectionPointWorld.clone(), - object: object - }; - } + var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - function checkBufferGeometryIntersection(object, raycaster, ray, positions, uvs, a, b, c) { - vA.fromArray(positions, a * 3); - vB.fromArray(positions, b * 3); - vC.fromArray(positions, c * 3); - var intersection = checkIntersection(object, raycaster, ray, vA, vB, vC, intersectionPoint); - - if (intersection) { - if (uvs) { - uvA.fromArray(uvs, a * 2); - uvB.fromArray(uvs, b * 2); - uvC.fromArray(uvs, c * 2); - intersection.uv = uvIntersection(intersectionPoint, vA, vB, vC, uvA, uvB, uvC); - } + LineSegments.call( this, geometry, material ); - intersection.face = new THREE.Face3(a, b, c, THREE.Triangle.normal(vA, vB, vC)); - intersection.faceIndex = a; - } +} - return intersection; - } +GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), { - return function raycast(raycaster, intersects) { - var geometry = this.geometry; - var material = this.material; - var matrixWorld = this.matrixWorld; - if (material === undefined) return; // Checking boundingSphere distance to ray + constructor: GridHelper, - if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); - sphere.copy(geometry.boundingSphere); - sphere.applyMatrix4(matrixWorld); - if (raycaster.ray.intersectsSphere(sphere) === false) return; // + copy: function ( source ) { - inverseMatrix.getInverse(matrixWorld); - ray.copy(raycaster.ray).applyMatrix4(inverseMatrix); // Check boundingBox before continuing + LineSegments.prototype.copy.call( this, source ); - if (geometry.boundingBox !== null) { - if (ray.intersectsBox(geometry.boundingBox) === false) return; - } + this.geometry.copy( source.geometry ); + this.material.copy( source.material ); - var uvs, intersection; + return this; - if (geometry instanceof THREE.BufferGeometry) { - var a, b, c; - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; + }, - if (attributes.uv !== undefined) { - uvs = attributes.uv.array; - } + clone: function () { - if (index !== null) { - var indices = index.array; - - for (var i = 0, l = indices.length; i < l; i += 3) { - a = indices[i]; - b = indices[i + 1]; - c = indices[i + 2]; - intersection = checkBufferGeometryIntersection(this, raycaster, ray, positions, uvs, a, b, c); - - if (intersection) { - intersection.faceIndex = Math.floor(i / 3); // triangle number in indices buffer semantics - - intersects.push(intersection); - } - } - } else { - for (var i = 0, l = positions.length; i < l; i += 9) { - a = i / 3; - b = a + 1; - c = a + 2; - intersection = checkBufferGeometryIntersection(this, raycaster, ray, positions, uvs, a, b, c); - - if (intersection) { - intersection.index = a; // triangle number in positions buffer semantics - - intersects.push(intersection); - } - } - } - } else if (geometry instanceof THREE.Geometry) { - var fvA, fvB, fvC; - var isFaceMaterial = material instanceof THREE.MultiMaterial; - var materials = isFaceMaterial === true ? material.materials : null; - var vertices = geometry.vertices; - var faces = geometry.faces; - var faceVertexUvs = geometry.faceVertexUvs[0]; - if (faceVertexUvs.length > 0) uvs = faceVertexUvs; - - for (var f = 0, fl = faces.length; f < fl; f++) { - var face = faces[f]; - var faceMaterial = isFaceMaterial === true ? materials[face.materialIndex] : material; - if (faceMaterial === undefined) continue; - fvA = vertices[face.a]; - fvB = vertices[face.b]; - fvC = vertices[face.c]; - - if (faceMaterial.morphTargets === true) { - var morphTargets = geometry.morphTargets; - var morphInfluences = this.morphTargetInfluences; - vA.set(0, 0, 0); - vB.set(0, 0, 0); - vC.set(0, 0, 0); - - for (var t = 0, tl = morphTargets.length; t < tl; t++) { - var influence = morphInfluences[t]; - if (influence === 0) continue; - var targets = morphTargets[t].vertices; - vA.addScaledVector(tempA.subVectors(targets[face.a], fvA), influence); - vB.addScaledVector(tempB.subVectors(targets[face.b], fvB), influence); - vC.addScaledVector(tempC.subVectors(targets[face.c], fvC), influence); - } - - vA.add(fvA); - vB.add(fvB); - vC.add(fvC); - fvA = vA; - fvB = vB; - fvC = vC; - } - - intersection = checkIntersection(this, raycaster, ray, fvA, fvB, fvC, intersectionPoint); - - if (intersection) { - if (uvs) { - var uvs_f = uvs[f]; - uvA.copy(uvs_f[0]); - uvB.copy(uvs_f[1]); - uvC.copy(uvs_f[2]); - intersection.uv = uvIntersection(intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC); - } - - intersection.face = face; - intersection.faceIndex = f; - intersects.push(intersection); - } - } - } - }; -}(); + return new this.constructor().copy( this ); + + } -THREE.Mesh.prototype.clone = function () { - return new this.constructor(this.geometry, this.material).copy(this); -}; // File:src/objects/SkinnedMesh.js +} ); /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author ikerr / http://verold.com + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / http://github.com/Mugen87 + * @author Hectate / http://www.github.com/Hectate */ +function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) { -THREE.SkinnedMesh = function (geometry, material, useVertexTexture) { - THREE.Mesh.call(this, geometry, material); - this.type = 'SkinnedMesh'; - this.bindMode = "attached"; - this.bindMatrix = new THREE.Matrix4(); - this.bindMatrixInverse = new THREE.Matrix4(); // init bones - // TODO: remove bone creation as there is no reason (other than - // convenience) for THREE.SkinnedMesh to do this. + radius = radius || 10; + radials = radials || 16; + circles = circles || 8; + divisions = divisions || 64; + color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); - var bones = []; + var vertices = []; + var colors = []; - if (this.geometry && this.geometry.bones !== undefined) { - var bone, gbone; + var x, z; + var v, i, j, r, color; - for (var b = 0, bl = this.geometry.bones.length; b < bl; ++b) { - gbone = this.geometry.bones[b]; - bone = new THREE.Bone(this); - bones.push(bone); - bone.name = gbone.name; - bone.position.fromArray(gbone.pos); - bone.quaternion.fromArray(gbone.rotq); - if (gbone.scl !== undefined) bone.scale.fromArray(gbone.scl); - } + // create the radials - for (var b = 0, bl = this.geometry.bones.length; b < bl; ++b) { - gbone = this.geometry.bones[b]; + for ( i = 0; i <= radials; i ++ ) { - if (gbone.parent !== -1 && gbone.parent !== null) { - bones[gbone.parent].add(bones[b]); - } else { - this.add(bones[b]); - } - } - } + v = ( i / radials ) * ( Math.PI * 2 ); - this.normalizeSkinWeights(); - this.updateMatrixWorld(true); - this.bind(new THREE.Skeleton(bones, undefined, useVertexTexture), this.matrixWorld); -}; + x = Math.sin( v ) * radius; + z = Math.cos( v ) * radius; + + vertices.push( 0, 0, 0 ); + vertices.push( x, 0, z ); + + color = ( i & 1 ) ? color1 : color2; + + colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); + + } + + // create the circles + + for ( i = 0; i <= circles; i ++ ) { + + color = ( i & 1 ) ? color1 : color2; + + r = radius - ( radius / circles * i ); + + for ( j = 0; j < divisions; j ++ ) { + + // first vertex + + v = ( j / divisions ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); -THREE.SkinnedMesh.prototype = Object.create(THREE.Mesh.prototype); -THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh; + // second vertex -THREE.SkinnedMesh.prototype.bind = function (skeleton, bindMatrix) { - this.skeleton = skeleton; + v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); - if (bindMatrix === undefined) { - this.updateMatrixWorld(true); - this.skeleton.calculateInverses(); - bindMatrix = this.matrixWorld; - } + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; - this.bindMatrix.copy(bindMatrix); - this.bindMatrixInverse.getInverse(bindMatrix); -}; + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); -THREE.SkinnedMesh.prototype.pose = function () { - this.skeleton.pose(); -}; + } -THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () { - if (this.geometry instanceof THREE.Geometry) { - for (var i = 0; i < this.geometry.skinWeights.length; i++) { - var sw = this.geometry.skinWeights[i]; - var scale = 1.0 / sw.lengthManhattan(); + } - if (scale !== Infinity) { - sw.multiplyScalar(scale); - } else { - sw.set(1, 0, 0, 0); // do something reasonable - } - } - } else if (this.geometry instanceof THREE.BufferGeometry) { - var vec = new THREE.Vector4(); - var skinWeight = this.geometry.attributes.skinWeight; - - for (var i = 0; i < skinWeight.count; i++) { - vec.x = skinWeight.getX(i); - vec.y = skinWeight.getY(i); - vec.z = skinWeight.getZ(i); - vec.w = skinWeight.getW(i); - var scale = 1.0 / vec.lengthManhattan(); - - if (scale !== Infinity) { - vec.multiplyScalar(scale); - } else { - vec.set(1, 0, 0, 0); // do something reasonable - } + var geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - skinWeight.setXYZW(i, vec.x, vec.y, vec.z, vec.w); - } - } -}; + var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); -THREE.SkinnedMesh.prototype.updateMatrixWorld = function (force) { - THREE.Mesh.prototype.updateMatrixWorld.call(this, true); + LineSegments.call( this, geometry, material ); - if (this.bindMode === "attached") { - this.bindMatrixInverse.getInverse(this.matrixWorld); - } else if (this.bindMode === "detached") { - this.bindMatrixInverse.getInverse(this.bindMatrix); - } -}; +} -THREE.SkinnedMesh.prototype.clone = function () { - return new this.constructor(this.geometry, this.material, this.useVertexTexture).copy(this); -}; // File:src/objects/Points.js +PolarGridHelper.prototype = Object.create( LineSegments.prototype ); +PolarGridHelper.prototype.constructor = PolarGridHelper; /** * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley */ +var _v1$5 = new Vector3(); +var _v2$3 = new Vector3(); +var _v3$1 = new Vector3(); -THREE.Points = function (geometry, material) { - THREE.Object3D.call(this); - this.type = 'Points'; - this.geometry = geometry !== undefined ? geometry : new THREE.Geometry(); - this.material = material !== undefined ? material : new THREE.PointsMaterial({ - color: Math.random() * 0xffffff - }); -}; +function DirectionalLightHelper( light, size, color ) { -THREE.Points.prototype = Object.create(THREE.Object3D.prototype); -THREE.Points.prototype.constructor = THREE.Points; - -THREE.Points.prototype.raycast = function () { - var inverseMatrix = new THREE.Matrix4(); - var ray = new THREE.Ray(); - var sphere = new THREE.Sphere(); - return function raycast(raycaster, intersects) { - var object = this; - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; - var threshold = raycaster.params.Points.threshold; // Checking boundingSphere distance to ray - - if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); - sphere.copy(geometry.boundingSphere); - sphere.applyMatrix4(matrixWorld); - if (raycaster.ray.intersectsSphere(sphere) === false) return; // - - inverseMatrix.getInverse(matrixWorld); - ray.copy(raycaster.ray).applyMatrix4(inverseMatrix); - var localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3); - var localThresholdSq = localThreshold * localThreshold; - var position = new THREE.Vector3(); - - function testPoint(point, index) { - var rayPointDistanceSq = ray.distanceSqToPoint(point); - - if (rayPointDistanceSq < localThresholdSq) { - var intersectPoint = ray.closestPointToPoint(point); - intersectPoint.applyMatrix4(matrixWorld); - var distance = raycaster.ray.origin.distanceTo(intersectPoint); - if (distance < raycaster.near || distance > raycaster.far) return; - intersects.push({ - distance: distance, - distanceToRay: Math.sqrt(rayPointDistanceSq), - point: intersectPoint.clone(), - index: index, - face: null, - object: object - }); - } - } + Object3D.call( this ); - if (geometry instanceof THREE.BufferGeometry) { - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; - - if (index !== null) { - var indices = index.array; - - for (var i = 0, il = indices.length; i < il; i++) { - var a = indices[i]; - position.fromArray(positions, a * 3); - testPoint(position, a); - } - } else { - for (var i = 0, l = positions.length / 3; i < l; i++) { - position.fromArray(positions, i * 3); - testPoint(position, i); - } - } - } else { - var vertices = geometry.vertices; + this.light = light; + this.light.updateMatrixWorld(); - for (var i = 0, l = vertices.length; i < l; i++) { - testPoint(vertices[i], i); - } - } - }; -}(); + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; -THREE.Points.prototype.clone = function () { - return new this.constructor(this.geometry, this.material).copy(this); -}; // File:src/lights/Light.js + this.color = color; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + if ( size === undefined ) size = 1; + var geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); -THREE.Light = function (color, intensity) { - THREE.Object3D.call(this); - this.type = 'Light'; - this.color = new THREE.Color(color); - this.intensity = intensity !== undefined ? intensity : 1; - this.receiveShadow = undefined; -}; + var material = new LineBasicMaterial( { fog: false, toneMapped: false } ); -THREE.Light.prototype = Object.create(THREE.Object3D.prototype); -THREE.Light.prototype.constructor = THREE.Light; + this.lightPlane = new Line( geometry, material ); + this.add( this.lightPlane ); -THREE.Light.prototype.copy = function (source) { - THREE.Object3D.prototype.copy.call(this, source); - this.color.copy(source.color); - this.intensity = source.intensity; - return this; -}; + geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); -THREE.Light.prototype.toJSON = function (meta) { - var data = THREE.Object3D.prototype.toJSON.call(this, meta); - data.object.color = this.color.getHex(); - data.object.intensity = this.intensity; - if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex(); - if (this.distance !== undefined) data.object.distance = this.distance; - if (this.angle !== undefined) data.object.angle = this.angle; - if (this.decay !== undefined) data.object.decay = this.decay; - if (this.penumbra !== undefined) data.object.penumbra = this.penumbra; - return data; -}; // File:src/renderers/shaders/ShaderChunk.js + this.targetLine = new Line( geometry, material ); + this.add( this.targetLine ); + this.update(); -THREE.ShaderChunk = {}; // File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl +} -THREE.ShaderChunk['alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl +DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); +DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; -THREE.ShaderChunk['alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n\tuniform sampler2D alphaMap;\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl +DirectionalLightHelper.prototype.dispose = function () { -THREE.ShaderChunk['alphatest_fragment'] = "#ifdef ALPHATEST\n\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/aomap_fragment.glsl + this.lightPlane.geometry.dispose(); + this.lightPlane.material.dispose(); + this.targetLine.geometry.dispose(); + this.targetLine.material.dispose(); -THREE.ShaderChunk['aomap_fragment'] = "#ifdef USE_AOMAP\n\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\n\t#endif\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl +}; -THREE.ShaderChunk['aomap_pars_fragment'] = "#ifdef USE_AOMAP\n\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/begin_vertex.glsl +DirectionalLightHelper.prototype.update = function () { -THREE.ShaderChunk['begin_vertex'] = "\nvec3 transformed = vec3( position );\n"; // File:src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl + _v1$5.setFromMatrixPosition( this.light.matrixWorld ); + _v2$3.setFromMatrixPosition( this.light.target.matrixWorld ); + _v3$1.subVectors( _v2$3, _v1$5 ); -THREE.ShaderChunk['beginnormal_vertex'] = "\nvec3 objectNormal = vec3( normal );\n"; // File:src/renderers/shaders/ShaderChunk/color_fragment.glsl + this.lightPlane.lookAt( _v2$3 ); -THREE.ShaderChunk['color_fragment'] = "#ifdef USE_COLOR\n\n\tdiffuseColor.rgb *= vColor;\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl + if ( this.color !== undefined ) { -THREE.ShaderChunk['color_pars_fragment'] = "#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl + this.lightPlane.material.color.set( this.color ); + this.targetLine.material.color.set( this.color ); -THREE.ShaderChunk['color_pars_vertex'] = "#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/color_vertex.glsl + } else { -THREE.ShaderChunk['color_vertex'] = "#ifdef USE_COLOR\n\n\tvColor.xyz = color.xyz;\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/common.glsl + this.lightPlane.material.color.copy( this.light.color ); + this.targetLine.material.color.copy( this.light.color ); -THREE.ShaderChunk['common'] = "#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\n\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\n\n\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\n\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\n\n\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n}\n\n// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n\n}\n\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\n\treturn - distance * planeNormal + point;\n\n}\n\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n\n}\n\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n\n}\n"; // File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl + } -THREE.ShaderChunk['defaultnormal_vertex'] = "#ifdef FLIP_SIDED\n\n\tobjectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n"; // File:src/renderers/shaders/ShaderChunk/encodings_fragment.glsl + this.targetLine.lookAt( _v2$3 ); + this.targetLine.scale.z = _v3$1.length(); -THREE.ShaderChunk['encodings_fragment'] = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; // File:src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl +}; -THREE.ShaderChunk['encodings_pars_fragment'] = "// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/\n\nvec4 LinearToLinear( in vec4 value ) {\n return value;\n}\n\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\n\nvec4 sRGBToLinear( in vec4 value ) {\n return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\n\nvec4 RGBEToLinear( in vec4 value ) {\n return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n float maxComponent = max( max( value.r, value.g ), value.b );\n float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n// return vec4( value.brg, ( 3.0 + 128.0 ) / 256.0 );\n}\n\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n M = ceil( M * 255.0 ) / 255.0;\n return vec4( value.rgb / ( M * maxRange ), M );\n}\n\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float D = max( maxRange / maxRGB, 1.0 );\n D = min( floor( D ) / 255.0, 1.0 );\n return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\n\n// LogLuv reference: http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html\n\n// M matrix, for encoding\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vec4 vResult;\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n return vResult;\n}\n\n// Inverse M matrix, for decoding\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n float Le = value.z * 255.0 + value.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n return vec4( max(vRGB, 0.0), 1.0 );\n}\n"; // File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl +/** + * @author alteredq / http://alteredqualia.com/ + * @author Mugen87 / https://github.com/Mugen87 + * + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * http://evanw.github.com/lightgl.js/tests/shadowmap.html + */ -THREE.ShaderChunk['envmap_fragment'] = "#ifdef USE_ENVMAP\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n\t\t// Transforming Normal Vectors with the Inverse Transformation\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n\t\t#else\n\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t\t#endif\n\n\t#else\n\n\t\tvec3 reflectVec = vReflect;\n\n\t#endif\n\n\t#ifdef DOUBLE_SIDED\n\t\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#else\n\t\tfloat flipNormal = 1.0;\n\t#endif\n\n\t#ifdef ENVMAP_TYPE_CUBE\n\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\n\t\tvec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\n\t#endif\n\n\tenvColor = envMapTexelToLinear( envColor );\n\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n\t#endif\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl +var _vector$b = new Vector3(); +var _camera = new Camera(); -THREE.ShaderChunk['envmap_pars_fragment'] = "#if defined( USE_ENVMAP ) || defined( STANDARD )\n\tuniform float reflectivity;\n\tuniform float envMapIntenstiy;\n#endif\n\n#ifdef USE_ENVMAP\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )\n\n\t\tuniform float refractionRatio;\n\n\t#else\n\n\t\tvarying vec3 vReflect;\n\n\t#endif\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl +function CameraHelper( camera ) { -THREE.ShaderChunk['envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )\n\n\tvarying vec3 vReflect;\n\n\tuniform float refractionRatio;\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl + var geometry = new BufferGeometry(); + var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } ); -THREE.ShaderChunk['envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )\n\n\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\n\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\n\t#else\n\n\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t#endif\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl + var vertices = []; + var colors = []; -THREE.ShaderChunk['fog_fragment'] = "#ifdef USE_FOG\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n\t#else\n\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\n\t#endif\n\n\t#ifdef FOG_EXP2\n\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\n\t#else\n\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\n\t#endif\n\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl + var pointMap = {}; -THREE.ShaderChunk['fog_pars_fragment'] = "#ifdef USE_FOG\n\n\tuniform vec3 fogColor;\n\n\t#ifdef FOG_EXP2\n\n\t\tuniform float fogDensity;\n\n\t#else\n\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl + // colors -THREE.ShaderChunk['logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl + var colorFrustum = new Color( 0xffaa00 ); + var colorCone = new Color( 0xff0000 ); + var colorUp = new Color( 0x00aaff ); + var colorTarget = new Color( 0xffffff ); + var colorCross = new Color( 0x333333 ); -THREE.ShaderChunk['logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n\tuniform float logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl + // near -THREE.ShaderChunk['logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n\tuniform float logDepthBufFC;\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl + addLine( 'n1', 'n2', colorFrustum ); + addLine( 'n2', 'n4', colorFrustum ); + addLine( 'n4', 'n3', colorFrustum ); + addLine( 'n3', 'n1', colorFrustum ); -THREE.ShaderChunk['logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\n\t#else\n\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n\t#endif\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/map_fragment.glsl + // far -THREE.ShaderChunk['map_fragment'] = "#ifdef USE_MAP\n\n\tvec4 texelColor = texture2D( map, vUv );\n\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl + addLine( 'f1', 'f2', colorFrustum ); + addLine( 'f2', 'f4', colorFrustum ); + addLine( 'f4', 'f3', colorFrustum ); + addLine( 'f3', 'f1', colorFrustum ); -THREE.ShaderChunk['map_pars_fragment'] = "#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl + // sides -THREE.ShaderChunk['morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl + addLine( 'n1', 'f1', colorFrustum ); + addLine( 'n2', 'f2', colorFrustum ); + addLine( 'n3', 'f3', colorFrustum ); + addLine( 'n4', 'f4', colorFrustum ); -THREE.ShaderChunk['morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n\t#ifndef USE_MORPHNORMALS\n\n\tuniform float morphTargetInfluences[ 8 ];\n\n\t#else\n\n\tuniform float morphTargetInfluences[ 4 ];\n\n\t#endif\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl + // cone -THREE.ShaderChunk['morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n\t#ifndef USE_MORPHNORMALS\n\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n\t#endif\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl + addLine( 'p', 'n1', colorCone ); + addLine( 'p', 'n2', colorCone ); + addLine( 'p', 'n3', colorCone ); + addLine( 'p', 'n4', colorCone ); -THREE.ShaderChunk['premultiplied_alpha_fragment'] = "#ifdef PREMULTIPLIED_ALPHA\n\n\t// Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation.\n\tgl_FragColor.rgb *= gl_FragColor.a;\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/project_vertex.glsl + // up -THREE.ShaderChunk['project_vertex'] = "#ifdef USE_SKINNING\n\n\tvec4 mvPosition = modelViewMatrix * skinned;\n\n#else\n\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n"; // File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl + addLine( 'u1', 'u2', colorUp ); + addLine( 'u2', 'u3', colorUp ); + addLine( 'u3', 'u1', colorUp ); -THREE.ShaderChunk['skinbase_vertex'] = "#ifdef USE_SKINNING\n\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl + // target -THREE.ShaderChunk['skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\n\t#ifdef BONE_TEXTURE\n\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\n\t\t\ty = dy * ( y + 0.5 );\n\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\n\t\t\treturn bone;\n\n\t\t}\n\n\t#else\n\n\t\tuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tmat4 bone = boneGlobalMatrices[ int(i) ];\n\t\t\treturn bone;\n\n\t\t}\n\n\t#endif\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl + addLine( 'c', 't', colorTarget ); + addLine( 'p', 'c', colorCross ); -THREE.ShaderChunk['skinning_vertex'] = "#ifdef USE_SKINNING\n\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl + // cross -THREE.ShaderChunk['skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl + addLine( 'cn1', 'cn2', colorCross ); + addLine( 'cn3', 'cn4', colorCross ); -THREE.ShaderChunk['specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n\n#else\n\n\tspecularStrength = 1.0;\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl + addLine( 'cf1', 'cf2', colorCross ); + addLine( 'cf3', 'cf4', colorCross ); -THREE.ShaderChunk['specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n\tuniform sampler2D specularMap;\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl + function addLine( a, b, color ) { -THREE.ShaderChunk['tonemapping_fragment'] = "#if defined( TONE_MAPPING )\n\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl + addPoint( a, color ); + addPoint( b, color ); -THREE.ShaderChunk['tonemapping_pars_fragment'] = "#define saturate(a) clamp( a, 0.0, 1.0 )\n\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\n\n// exposure only\nvec3 LinearToneMapping( vec3 color ) {\n\n return toneMappingExposure * color;\n\n}\n\n// source: https://www.cs.utah.edu/~reinhard/cdrom/\nvec3 ReinhardToneMapping( vec3 color ) {\n\n color *= toneMappingExposure;\n return saturate( color / ( vec3( 1.0 ) + color ) );\n\n}\n\n// source: http://filmicgames.com/archives/75\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\n // John Hable's filmic operator from Uncharted 2 video game\n color *= toneMappingExposure;\n return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n\n}\n\n// source: http://filmicgames.com/archives/75\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\n // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n\n}\n"; // File:src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl + } -THREE.ShaderChunk['uv2_pars_fragment'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvarying vec2 vUv2;\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl + function addPoint( id, color ) { -THREE.ShaderChunk['uv2_pars_vertex'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/uv2_vertex.glsl + vertices.push( 0, 0, 0 ); + colors.push( color.r, color.g, color.b ); -THREE.ShaderChunk['uv2_vertex'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvUv2 = uv2;\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl + if ( pointMap[ id ] === undefined ) { -THREE.ShaderChunk['uv_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\n\tvarying vec2 vUv;\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl + pointMap[ id ] = []; -THREE.ShaderChunk['uv_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n\n#endif\n"; // File:src/renderers/shaders/ShaderChunk/uv_vertex.glsl + } -THREE.ShaderChunk['uv_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif"; // File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl + pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); -THREE.ShaderChunk['worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( STANDARD ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n\t#ifdef USE_SKINNING\n\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\n\t#else\n\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\n\t#endif\n\n#endif\n"; // File:src/renderers/shaders/ShaderLib/meshbasic_frag.glsl + } -THREE.ShaderChunk['meshbasic_frag'] = "uniform vec3 diffuse;\nuniform float opacity;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tReflectedLight reflectedLight;\n\treflectedLight.directDiffuse = vec3( 0.0 );\n\treflectedLight.directSpecular = vec3( 0.0 );\n\treflectedLight.indirectDiffuse = diffuseColor.rgb;\n\treflectedLight.indirectSpecular = vec3( 0.0 );\n\n\t#include \n\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\n\t#include \n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n"; // File:src/renderers/shaders/ShaderLib/meshbasic_vert.glsl + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); -THREE.ShaderChunk['meshbasic_vert'] = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#ifdef USE_ENVMAP\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\n}\n"; // File:src/renderers/shaders/UniformsUtils.js + LineSegments.call( this, geometry, material ); -/** - * Uniform Utilities - */ + this.camera = camera; + if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); -THREE.UniformsUtils = { - merge: function (uniforms) { - var merged = {}; + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; - for (var u = 0; u < uniforms.length; u++) { - var tmp = this.clone(uniforms[u]); + this.pointMap = pointMap; - for (var p in tmp) { - merged[p] = tmp[p]; - } - } + this.update(); - return merged; - }, - clone: function (uniforms_src) { - var uniforms_dst = {}; +} - for (var u in uniforms_src) { - uniforms_dst[u] = {}; +CameraHelper.prototype = Object.create( LineSegments.prototype ); +CameraHelper.prototype.constructor = CameraHelper; - for (var p in uniforms_src[u]) { - var parameter_src = uniforms_src[u][p]; +CameraHelper.prototype.update = function () { - if (parameter_src instanceof THREE.Color || parameter_src instanceof THREE.Vector2 || parameter_src instanceof THREE.Vector3 || parameter_src instanceof THREE.Vector4 || parameter_src instanceof THREE.Matrix3 || parameter_src instanceof THREE.Matrix4 || parameter_src instanceof THREE.Texture) { - uniforms_dst[u][p] = parameter_src.clone(); - } else if (Array.isArray(parameter_src)) { - uniforms_dst[u][p] = parameter_src.slice(); - } else { - uniforms_dst[u][p] = parameter_src; - } - } - } + var geometry = this.geometry; + var pointMap = this.pointMap; - return uniforms_dst; - } -}; // File:src/renderers/shaders/UniformsLib.js + var w = 1, h = 1; -/** - * Uniforms library for shared webgl shaders - */ + // we need just camera projection matrix inverse + // world matrix must be identity -THREE.UniformsLib = { - common: { - "diffuse": { - type: "c", - value: new THREE.Color(0xeeeeee) - }, - "opacity": { - type: "f", - value: 1.0 - }, - "map": { - type: "t", - value: null - }, - "offsetRepeat": { - type: "v4", - value: new THREE.Vector4(0, 0, 1, 1) - }, - "specularMap": { - type: "t", - value: null - }, - "alphaMap": { - type: "t", - value: null - }, - "envMap": { - type: "t", - value: null - }, - "flipEnvMap": { - type: "f", - value: -1 - }, - "reflectivity": { - type: "f", - value: 1.0 - }, - "refractionRatio": { - type: "f", - value: 0.98 - } - }, - aomap: { - "aoMap": { - type: "t", - value: null - }, - "aoMapIntensity": { - type: "f", - value: 1 - } - }, - lightmap: { - "lightMap": { - type: "t", - value: null - }, - "lightMapIntensity": { - type: "f", - value: 1 - } - }, - emissivemap: { - "emissiveMap": { - type: "t", - value: null - } - }, - bumpmap: { - "bumpMap": { - type: "t", - value: null - }, - "bumpScale": { - type: "f", - value: 1 - } - }, - normalmap: { - "normalMap": { - type: "t", - value: null - }, - "normalScale": { - type: "v2", - value: new THREE.Vector2(1, 1) - } - }, - displacementmap: { - "displacementMap": { - type: "t", - value: null - }, - "displacementScale": { - type: "f", - value: 1 - }, - "displacementBias": { - type: "f", - value: 0 - } - }, - roughnessmap: { - "roughnessMap": { - type: "t", - value: null - } - }, - metalnessmap: { - "metalnessMap": { - type: "t", - value: null - } - }, - fog: { - "fogDensity": { - type: "f", - value: 0.00025 - }, - "fogNear": { - type: "f", - value: 1 - }, - "fogFar": { - type: "f", - value: 2000 - }, - "fogColor": { - type: "c", - value: new THREE.Color(0xffffff) - } - }, - lights: { - "ambientLightColor": { - type: "fv", - value: [] - }, - "directionalLights": { - type: "sa", - value: [], - properties: { - "direction": { - type: "v3" - }, - "color": { - type: "c" - }, - "shadow": { - type: "i" - }, - "shadowBias": { - type: "f" - }, - "shadowRadius": { - type: "f" - }, - "shadowMapSize": { - type: "v2" - } - } - }, - "directionalShadowMap": { - type: "tv", - value: [] - }, - "directionalShadowMatrix": { - type: "m4v", - value: [] - }, - "spotLights": { - type: "sa", - value: [], - properties: { - "color": { - type: "c" - }, - "position": { - type: "v3" - }, - "direction": { - type: "v3" - }, - "distance": { - type: "f" - }, - "coneCos": { - type: "f" - }, - "penumbraCos": { - type: "f" - }, - "decay": { - type: "f" - }, - "shadow": { - type: "i" - }, - "shadowBias": { - type: "f" - }, - "shadowRadius": { - type: "f" - }, - "shadowMapSize": { - type: "v2" - } - } - }, - "spotShadowMap": { - type: "tv", - value: [] - }, - "spotShadowMatrix": { - type: "m4v", - value: [] - }, - "pointLights": { - type: "sa", - value: [], - properties: { - "color": { - type: "c" - }, - "position": { - type: "v3" - }, - "decay": { - type: "f" - }, - "distance": { - type: "f" - }, - "shadow": { - type: "i" - }, - "shadowBias": { - type: "f" - }, - "shadowRadius": { - type: "f" - }, - "shadowMapSize": { - type: "v2" - } - } - }, - "pointShadowMap": { - type: "tv", - value: [] - }, - "pointShadowMatrix": { - type: "m4v", - value: [] - }, - "hemisphereLights": { - type: "sa", - value: [], - properties: { - "direction": { - type: "v3" - }, - "skyColor": { - type: "c" - }, - "groundColor": { - type: "c" - } - } - } - }, - points: { - "diffuse": { - type: "c", - value: new THREE.Color(0xeeeeee) - }, - "opacity": { - type: "f", - value: 1.0 - }, - "size": { - type: "f", - value: 1.0 - }, - "scale": { - type: "f", - value: 1.0 - }, - "map": { - type: "t", - value: null - }, - "offsetRepeat": { - type: "v4", - value: new THREE.Vector4(0, 0, 1, 1) - } - } -}; // File:src/renderers/shaders/ShaderLib.js + _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse ); -/** - * Webgl Shader Library for three.js - * - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - */ + // center / target -THREE.ShaderLib = { - 'basic': { - uniforms: THREE.UniformsUtils.merge([THREE.UniformsLib["common"], THREE.UniformsLib["aomap"], THREE.UniformsLib["fog"]]), - vertexShader: THREE.ShaderChunk['meshbasic_vert'], - fragmentShader: THREE.ShaderChunk['meshbasic_frag'] - }, - 'lambert': { - uniforms: THREE.UniformsUtils.merge([THREE.UniformsLib["common"], THREE.UniformsLib["aomap"], THREE.UniformsLib["lightmap"], THREE.UniformsLib["emissivemap"], THREE.UniformsLib["fog"], THREE.UniformsLib["lights"], { - "emissive": { - type: "c", - value: new THREE.Color(0x000000) - } - }]), - vertexShader: THREE.ShaderChunk['meshlambert_vert'], - fragmentShader: THREE.ShaderChunk['meshlambert_frag'] - }, - 'phong': { - uniforms: THREE.UniformsUtils.merge([THREE.UniformsLib["common"], THREE.UniformsLib["aomap"], THREE.UniformsLib["lightmap"], THREE.UniformsLib["emissivemap"], THREE.UniformsLib["bumpmap"], THREE.UniformsLib["normalmap"], THREE.UniformsLib["displacementmap"], THREE.UniformsLib["fog"], THREE.UniformsLib["lights"], { - "emissive": { - type: "c", - value: new THREE.Color(0x000000) - }, - "specular": { - type: "c", - value: new THREE.Color(0x111111) - }, - "shininess": { - type: "f", - value: 30 - } - }]), - vertexShader: THREE.ShaderChunk['meshphong_vert'], - fragmentShader: THREE.ShaderChunk['meshphong_frag'] - }, - 'standard': { - uniforms: THREE.UniformsUtils.merge([THREE.UniformsLib["common"], THREE.UniformsLib["aomap"], THREE.UniformsLib["lightmap"], THREE.UniformsLib["emissivemap"], THREE.UniformsLib["bumpmap"], THREE.UniformsLib["normalmap"], THREE.UniformsLib["displacementmap"], THREE.UniformsLib["roughnessmap"], THREE.UniformsLib["metalnessmap"], THREE.UniformsLib["fog"], THREE.UniformsLib["lights"], { - "emissive": { - type: "c", - value: new THREE.Color(0x000000) - }, - "roughness": { - type: "f", - value: 0.5 - }, - "metalness": { - type: "f", - value: 0 - }, - "envMapIntensity": { - type: "f", - value: 1 // temporary + setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 ); + setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 ); - } - }]), - vertexShader: THREE.ShaderChunk['meshstandard_vert'], - fragmentShader: THREE.ShaderChunk['meshstandard_frag'] - }, - 'points': { - uniforms: THREE.UniformsUtils.merge([THREE.UniformsLib["points"], THREE.UniformsLib["fog"]]), - vertexShader: THREE.ShaderChunk['points_vert'], - fragmentShader: THREE.ShaderChunk['points_frag'] - }, - 'dashed': { - uniforms: THREE.UniformsUtils.merge([THREE.UniformsLib["common"], THREE.UniformsLib["fog"], { - "scale": { - type: "f", - value: 1 - }, - "dashSize": { - type: "f", - value: 1 - }, - "totalSize": { - type: "f", - value: 2 - } - }]), - vertexShader: THREE.ShaderChunk['linedashed_vert'], - fragmentShader: THREE.ShaderChunk['linedashed_frag'] - }, - 'depth': { - uniforms: { - "mNear": { - type: "f", - value: 1.0 - }, - "mFar": { - type: "f", - value: 2000.0 - }, - "opacity": { - type: "f", - value: 1.0 - } - }, - vertexShader: THREE.ShaderChunk['depth_vert'], - fragmentShader: THREE.ShaderChunk['depth_frag'] - }, - 'normal': { - uniforms: { - "opacity": { - type: "f", - value: 1.0 - } - }, - vertexShader: THREE.ShaderChunk['normal_vert'], - fragmentShader: THREE.ShaderChunk['normal_frag'] - }, - - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ - 'cube': { - uniforms: { - "tCube": { - type: "t", - value: null - }, - "tFlip": { - type: "f", - value: -1 - } - }, - vertexShader: THREE.ShaderChunk['cube_vert'], - fragmentShader: THREE.ShaderChunk['cube_frag'] - }, - - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ - 'equirect': { - uniforms: { - "tEquirect": { - type: "t", - value: null - }, - "tFlip": { - type: "f", - value: -1 - } - }, - vertexShader: THREE.ShaderChunk['equirect_vert'], - fragmentShader: THREE.ShaderChunk['equirect_frag'] - }, - - /* Depth encoding into RGBA texture - * - * based on SpiderGL shadow map example - * http://spidergl.org/example.php?id=6 - * - * originally from - * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD - * - * see also - * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/ - */ - 'depthRGBA': { - uniforms: {}, - vertexShader: THREE.ShaderChunk['depthRGBA_vert'], - fragmentShader: THREE.ShaderChunk['depthRGBA_frag'] - }, - 'distanceRGBA': { - uniforms: { - "lightPos": { - type: "v3", - value: new THREE.Vector3(0, 0, 0) - } - }, - vertexShader: THREE.ShaderChunk['distanceRGBA_vert'], - fragmentShader: THREE.ShaderChunk['distanceRGBA_frag'] - } -}; // File:src/renderers/WebGLRenderer.js + // near -/** - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - */ + setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 ); + setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 ); + setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 ); + setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 ); -THREE.WebGLRenderer = function (parameters) { - parameters = parameters || {}; - - var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement('canvas'), - _context = parameters.context !== undefined ? parameters.context : null, - _alpha = parameters.alpha !== undefined ? parameters.alpha : false, - _depth = parameters.depth !== undefined ? parameters.depth : true, - _stencil = parameters.stencil !== undefined ? parameters.stencil : true, - _antialias = parameters.antialias !== undefined ? parameters.antialias : false, - _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, - _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false; - - var lights = []; - var opaqueObjects = []; - var opaqueObjectsLastIndex = -1; - var transparentObjects = []; - var transparentObjectsLastIndex = -1; - var morphInfluences = new Float32Array(8); - var sprites = []; - var lensFlares = []; // public properties - - this.domElement = _canvas; - this.context = null; // clearing - - this.autoClear = true; - this.autoClearColor = true; - this.autoClearDepth = true; - this.autoClearStencil = true; // scene graph - - this.sortObjects = true; // physically based shading - - this.gammaFactor = 2.0; // for backwards compatibility - - this.gammaInput = false; - this.gammaOutput = false; // physical lights - - this.physicallyCorrectLights = false; // tone mapping - - this.toneMapping = THREE.LinearToneMapping; - this.toneMappingExposure = 1.0; - this.toneMappingWhitePoint = 1.0; // morphs - - this.maxMorphTargets = 8; - this.maxMorphNormals = 4; // flags - - this.autoScaleCubemaps = true; // internal properties - - var _this = this, - // internal state cache - _currentProgram = null, - _currentRenderTarget = null, - _currentFramebuffer = null, - _currentMaterialId = -1, - _currentGeometryProgram = '', - _currentCamera = null, - _currentScissor = new THREE.Vector4(), - _currentScissorTest = null, - _currentViewport = new THREE.Vector4(), - // - _usedTextureUnits = 0, - // - _clearColor = new THREE.Color(0x000000), - _clearAlpha = 0, - _width = _canvas.width, - _height = _canvas.height, - _pixelRatio = 1, - _scissor = new THREE.Vector4(0, 0, _width, _height), - _scissorTest = false, - _viewport = new THREE.Vector4(0, 0, _width, _height), - // frustum - _frustum = new THREE.Frustum(), - // camera matrices cache - _projScreenMatrix = new THREE.Matrix4(), - _vector3 = new THREE.Vector3(), - // light arrays cache - _lights = { - hash: '', - ambient: [0, 0, 0], - directional: [], - directionalShadowMap: [], - directionalShadowMatrix: [], - spot: [], - spotShadowMap: [], - spotShadowMatrix: [], - point: [], - pointShadowMap: [], - pointShadowMatrix: [], - hemi: [], - shadows: [], - shadowsPointLight: 0 - }, - // info - _infoMemory = { - geometries: 0, - textures: 0 - }, - _infoRender = { - calls: 0, - vertices: 0, - faces: 0, - points: 0 - }; + // far - this.info = { - render: _infoRender, - memory: _infoMemory, - programs: null - }; // initialize + setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 ); + setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 ); + setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 ); + setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 ); - var _gl; + // up - try { - var attributes = { - alpha: _alpha, - depth: _depth, - stencil: _stencil, - antialias: _antialias, - premultipliedAlpha: _premultipliedAlpha, - preserveDrawingBuffer: _preserveDrawingBuffer - }; - _gl = _context || _canvas.getContext('webgl', attributes) || _canvas.getContext('experimental-webgl', attributes); + setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 ); + setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 ); + setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 ); - if (_gl === null) { - if (_canvas.getContext('webgl') !== null) { - throw 'Error creating WebGL context with your selected attributes.'; - } else { - throw 'Error creating WebGL context.'; - } - } // Some experimental-webgl implementations do not have getShaderPrecisionFormat + // cross + setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 ); + setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 ); + setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 ); + setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 ); - if (_gl.getShaderPrecisionFormat === undefined) { - _gl.getShaderPrecisionFormat = function () { - return { - 'rangeMin': 1, - 'rangeMax': 1, - 'precision': 1 - }; - }; - } + setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 ); + setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 ); + setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 ); + setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 ); - _canvas.addEventListener('webglcontextlost', onContextLost, false); - } catch (error) {} + geometry.getAttribute( 'position' ).needsUpdate = true; - var extensions = new THREE.WebGLExtensions(_gl); - extensions.get('OES_texture_float'); - extensions.get('OES_texture_float_linear'); - extensions.get('OES_texture_half_float'); - extensions.get('OES_texture_half_float_linear'); - extensions.get('OES_standard_derivatives'); - extensions.get('ANGLE_instanced_arrays'); +}; - if (extensions.get('OES_element_index_uint')) { - THREE.BufferGeometry.MaxIndex = 4294967296; - } +function setPoint( point, pointMap, geometry, camera, x, y, z ) { - var capabilities = new THREE.WebGLCapabilities(_gl, extensions, parameters); - var state = new THREE.WebGLState(_gl, extensions, paramThreeToGL); - var properties = new THREE.WebGLProperties(); - var objects = new THREE.WebGLObjects(_gl, properties, this.info); - var programCache = new THREE.WebGLPrograms(this, capabilities); - var lightCache = new THREE.WebGLLights(); - this.info.programs = programCache.programs; - var bufferRenderer = new THREE.WebGLBufferRenderer(_gl, extensions, _infoRender); - var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer(_gl, extensions, _infoRender); // - - function getTargetPixelRatio() { - return _currentRenderTarget === null ? _pixelRatio : 1; - } + _vector$b.set( x, y, z ).unproject( camera ); - function glClearColor(r, g, b, a) { - if (_premultipliedAlpha === true) { - r *= a; - g *= a; - b *= a; - } + var points = pointMap[ point ]; - state.clearColor(r, g, b, a); - } + if ( points !== undefined ) { - function setDefaultGLState() { - state.init(); - state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio)); - state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio)); - glClearColor(_clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha); - } + var position = geometry.getAttribute( 'position' ); - function resetGLState() { - _currentProgram = null; - _currentCamera = null; - _currentGeometryProgram = ''; - _currentMaterialId = -1; - state.reset(); - } + for ( var i = 0, l = points.length; i < l; i ++ ) { - setDefaultGLState(); - this.context = _gl; - this.capabilities = capabilities; - this.extensions = extensions; - this.properties = properties; - this.state = state; // shadow map + position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z ); - var shadowMap = new THREE.WebGLShadowMap(this, _lights, objects); - this.shadowMap = shadowMap; // Plugins + } - var spritePlugin = new THREE.SpritePlugin(this, sprites); - var lensFlarePlugin = new THREE.LensFlarePlugin(this, lensFlares); // API + } - this.getContext = function () { - return _gl; - }; +} - this.getContextAttributes = function () { - return _gl.getContextAttributes(); - }; +/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / http://github.com/Mugen87 + */ - this.forceContextLoss = function () { - extensions.get('WEBGL_lose_context').loseContext(); - }; +var _box$3 = new Box3(); - this.getMaxAnisotropy = function () { - var value; - return function getMaxAnisotropy() { - if (value !== undefined) return value; - var extension = extensions.get('EXT_texture_filter_anisotropic'); +function BoxHelper( object, color ) { - if (extension !== null) { - value = _gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT); - } else { - value = 0; - } + this.object = object; - return value; - }; - }(); + if ( color === undefined ) color = 0xffff00; - this.getPrecision = function () { - return capabilities.precision; - }; + var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + var positions = new Float32Array( 8 * 3 ); - this.getPixelRatio = function () { - return _pixelRatio; - }; + var geometry = new BufferGeometry(); + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); - this.setPixelRatio = function (value) { - if (value === undefined) return; - _pixelRatio = value; - this.setSize(_viewport.z, _viewport.w, false); - }; + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - this.getSize = function () { - return { - width: _width, - height: _height - }; - }; + this.matrixAutoUpdate = false; - this.setSize = function (width, height, updateStyle) { - _width = width; - _height = height; - _canvas.width = width * _pixelRatio; - _canvas.height = height * _pixelRatio; + this.update(); - if (updateStyle !== false) { - _canvas.style.width = width + 'px'; - _canvas.style.height = height + 'px'; - } +} - this.setViewport(0, 0, width, height); - }; +BoxHelper.prototype = Object.create( LineSegments.prototype ); +BoxHelper.prototype.constructor = BoxHelper; - this.setViewport = function (x, y, width, height) { - state.viewport(_viewport.set(x, y, width, height)); - }; +BoxHelper.prototype.update = function ( object ) { - this.setScissor = function (x, y, width, height) { - state.scissor(_scissor.set(x, y, width, height)); - }; + if ( object !== undefined ) { - this.setScissorTest = function (boolean) { - state.setScissorTest(_scissorTest = boolean); - }; // Clearing + console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); + } - this.getClearColor = function () { - return _clearColor; - }; + if ( this.object !== undefined ) { - this.setClearColor = function (color, alpha) { - _clearColor.set(color); + _box$3.setFromObject( this.object ); - _clearAlpha = alpha !== undefined ? alpha : 1; - glClearColor(_clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha); - }; + } - this.getClearAlpha = function () { - return _clearAlpha; - }; + if ( _box$3.isEmpty() ) return; - this.setClearAlpha = function (alpha) { - _clearAlpha = alpha; - glClearColor(_clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha); - }; + var min = _box$3.min; + var max = _box$3.max; - this.clear = function (color, depth, stencil) { - var bits = 0; - if (color === undefined || color) bits |= _gl.COLOR_BUFFER_BIT; - if (depth === undefined || depth) bits |= _gl.DEPTH_BUFFER_BIT; - if (stencil === undefined || stencil) bits |= _gl.STENCIL_BUFFER_BIT; + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ - _gl.clear(bits); - }; + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ - this.clearColor = function () { - this.clear(true, false, false); - }; + var position = this.geometry.attributes.position; + var array = position.array; - this.clearDepth = function () { - this.clear(false, true, false); - }; + array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; + array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; + array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; + array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; + array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; + array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; + array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; + array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; - this.clearStencil = function () { - this.clear(false, false, true); - }; + position.needsUpdate = true; - this.clearTarget = function (renderTarget, color, depth, stencil) { - this.setRenderTarget(renderTarget); - this.clear(color, depth, stencil); - }; // Reset + this.geometry.computeBoundingSphere(); - this.resetGLState = resetGLState; +}; - this.dispose = function () { - _canvas.removeEventListener('webglcontextlost', onContextLost, false); - }; // Events +BoxHelper.prototype.setFromObject = function ( object ) { + this.object = object; + this.update(); - function onContextLost(event) { - event.preventDefault(); - resetGLState(); - setDefaultGLState(); - properties.clear(); - } + return this; - function onTextureDispose(event) { - var texture = event.target; - texture.removeEventListener('dispose', onTextureDispose); - deallocateTexture(texture); - _infoMemory.textures--; - } +}; - function onRenderTargetDispose(event) { - var renderTarget = event.target; - renderTarget.removeEventListener('dispose', onRenderTargetDispose); - deallocateRenderTarget(renderTarget); - _infoMemory.textures--; - } +BoxHelper.prototype.copy = function ( source ) { - function onMaterialDispose(event) { - var material = event.target; - material.removeEventListener('dispose', onMaterialDispose); - deallocateMaterial(material); - } // Buffer deallocation + LineSegments.prototype.copy.call( this, source ); + this.object = source.object; - function deallocateTexture(texture) { - var textureProperties = properties.get(texture); + return this; - if (texture.image && textureProperties.__image__webglTextureCube) { - // cube texture - _gl.deleteTexture(textureProperties.__image__webglTextureCube); - } else { - // 2D texture - if (textureProperties.__webglInit === undefined) return; +}; - _gl.deleteTexture(textureProperties.__webglTexture); - } // remove all webgl properties +BoxHelper.prototype.clone = function () { + return new this.constructor().copy( this ); - properties.delete(texture); - } +}; - function deallocateRenderTarget(renderTarget) { - var renderTargetProperties = properties.get(renderTarget); - var textureProperties = properties.get(renderTarget.texture); - if (!renderTarget || textureProperties.__webglTexture === undefined) return; +/** + * @author WestLangley / http://github.com/WestLangley + */ - _gl.deleteTexture(textureProperties.__webglTexture); +function Box3Helper( box, color ) { - if (renderTarget instanceof THREE.WebGLRenderTargetCube) { - for (var i = 0; i < 6; i++) { - _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]); + this.type = 'Box3Helper'; - _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]); - } - } else { - _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer); + this.box = box; - _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer); - } + color = color || 0xffff00; - properties.delete(renderTarget.texture); - properties.delete(renderTarget); - } + var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); - function deallocateMaterial(material) { - releaseMaterialProgramReference(material); - properties.delete(material); - } + var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ]; - function releaseMaterialProgramReference(material) { - var programInfo = properties.get(material).program; - material.program = undefined; + var geometry = new BufferGeometry(); - if (programInfo !== undefined) { - programCache.releaseProgram(programInfo); - } - } // Buffer rendering + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - this.renderBufferImmediate = function (object, program, material) { - state.initAttributes(); - var buffers = properties.get(object); - if (object.hasPositions && !buffers.position) buffers.position = _gl.createBuffer(); - if (object.hasNormals && !buffers.normal) buffers.normal = _gl.createBuffer(); - if (object.hasUvs && !buffers.uv) buffers.uv = _gl.createBuffer(); - if (object.hasColors && !buffers.color) buffers.color = _gl.createBuffer(); - var attributes = program.getAttributes(); + LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - if (object.hasPositions) { - _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.position); + this.geometry.computeBoundingSphere(); - _gl.bufferData(_gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW); +} - state.enableAttribute(attributes.position); +Box3Helper.prototype = Object.create( LineSegments.prototype ); +Box3Helper.prototype.constructor = Box3Helper; - _gl.vertexAttribPointer(attributes.position, 3, _gl.FLOAT, false, 0, 0); - } +Box3Helper.prototype.updateMatrixWorld = function ( force ) { - if (object.hasNormals) { - _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.normal); - - if (material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.shading === THREE.FlatShading) { - for (var i = 0, l = object.count * 3; i < l; i += 9) { - var array = object.normalArray; - var nx = (array[i + 0] + array[i + 3] + array[i + 6]) / 3; - var ny = (array[i + 1] + array[i + 4] + array[i + 7]) / 3; - var nz = (array[i + 2] + array[i + 5] + array[i + 8]) / 3; - array[i + 0] = nx; - array[i + 1] = ny; - array[i + 2] = nz; - array[i + 3] = nx; - array[i + 4] = ny; - array[i + 5] = nz; - array[i + 6] = nx; - array[i + 7] = ny; - array[i + 8] = nz; - } - } + var box = this.box; - _gl.bufferData(_gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW); + if ( box.isEmpty() ) return; - state.enableAttribute(attributes.normal); + box.getCenter( this.position ); - _gl.vertexAttribPointer(attributes.normal, 3, _gl.FLOAT, false, 0, 0); - } + box.getSize( this.scale ); - if (object.hasUvs && material.map) { - _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.uv); + this.scale.multiplyScalar( 0.5 ); - _gl.bufferData(_gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW); + Object3D.prototype.updateMatrixWorld.call( this, force ); - state.enableAttribute(attributes.uv); +}; - _gl.vertexAttribPointer(attributes.uv, 2, _gl.FLOAT, false, 0, 0); - } +/** + * @author WestLangley / http://github.com/WestLangley + */ - if (object.hasColors && material.vertexColors !== THREE.NoColors) { - _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.color); +function PlaneHelper( plane, size, hex ) { - _gl.bufferData(_gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW); + this.type = 'PlaneHelper'; - state.enableAttribute(attributes.color); + this.plane = plane; - _gl.vertexAttribPointer(attributes.color, 3, _gl.FLOAT, false, 0, 0); - } + this.size = ( size === undefined ) ? 1 : size; - state.disableUnusedAttributes(); + var color = ( hex !== undefined ) ? hex : 0xffff00; - _gl.drawArrays(_gl.TRIANGLES, 0, object.count); + var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ]; - object.count = 0; - }; + var geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + geometry.computeBoundingSphere(); - this.renderBufferDirect = function (camera, fog, geometry, material, object, group) { - setMaterial(material); - var program = setProgram(camera, fog, material, object); - var updateBuffers = false; - var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe; + Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - if (geometryProgram !== _currentGeometryProgram) { - _currentGeometryProgram = geometryProgram; - updateBuffers = true; - } // morph targets + // + var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ]; - var morphTargetInfluences = object.morphTargetInfluences; + var geometry2 = new BufferGeometry(); + geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); + geometry2.computeBoundingSphere(); - if (morphTargetInfluences !== undefined) { - var activeInfluences = []; + this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) ); - for (var i = 0, l = morphTargetInfluences.length; i < l; i++) { - var influence = morphTargetInfluences[i]; - activeInfluences.push([influence, i]); - } +} - activeInfluences.sort(absNumericalSort); +PlaneHelper.prototype = Object.create( Line.prototype ); +PlaneHelper.prototype.constructor = PlaneHelper; - if (activeInfluences.length > 8) { - activeInfluences.length = 8; - } +PlaneHelper.prototype.updateMatrixWorld = function ( force ) { - var morphAttributes = geometry.morphAttributes; + var scale = - this.plane.constant; - for (var i = 0, l = activeInfluences.length; i < l; i++) { - var influence = activeInfluences[i]; - morphInfluences[i] = influence[0]; + if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter - if (influence[0] !== 0) { - var index = influence[1]; - if (material.morphTargets === true && morphAttributes.position) geometry.addAttribute('morphTarget' + i, morphAttributes.position[index]); - if (material.morphNormals === true && morphAttributes.normal) geometry.addAttribute('morphNormal' + i, morphAttributes.normal[index]); - } else { - if (material.morphTargets === true) geometry.removeAttribute('morphTarget' + i); - if (material.morphNormals === true) geometry.removeAttribute('morphNormal' + i); - } - } + this.scale.set( 0.5 * this.size, 0.5 * this.size, scale ); - var uniforms = program.getUniforms(); + this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here - if (uniforms.morphTargetInfluences !== null) { - _gl.uniform1fv(uniforms.morphTargetInfluences, morphInfluences); - } + this.lookAt( this.plane.normal ); - updateBuffers = true; - } // + Object3D.prototype.updateMatrixWorld.call( this, force ); +}; - var index = geometry.index; - var position = geometry.attributes.position; +/** + * @author WestLangley / http://github.com/WestLangley + * @author zz85 / http://github.com/zz85 + * @author bhouston / http://clara.io + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * color - color in hex value + * headLength - Number + * headWidth - Number + */ - if (material.wireframe === true) { - index = objects.getWireframeAttribute(geometry); - } +var _axis = new Vector3(); +var _lineGeometry, _coneGeometry; - var renderer; +function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { - if (index !== null) { - renderer = indexedBufferRenderer; - renderer.setIndex(index); - } else { - renderer = bufferRenderer; - } + // dir is assumed to be normalized - if (updateBuffers) { - setupVertexAttributes(material, program, geometry); + Object3D.call( this ); - if (index !== null) { - _gl.bindBuffer(_gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer(index)); - } - } // + if ( dir === undefined ) dir = new Vector3( 0, 0, 1 ); + if ( origin === undefined ) origin = new Vector3( 0, 0, 0 ); + if ( length === undefined ) length = 1; + if ( color === undefined ) color = 0xffff00; + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + if ( _lineGeometry === undefined ) { - var dataStart = 0; - var dataCount = Infinity; + _lineGeometry = new BufferGeometry(); + _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); - if (index !== null) { - dataCount = index.count; - } else if (position !== undefined) { - dataCount = position.count; - } + _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); + _coneGeometry.translate( 0, - 0.5, 0 ); - var rangeStart = geometry.drawRange.start; - var rangeCount = geometry.drawRange.count; - var groupStart = group !== null ? group.start : 0; - var groupCount = group !== null ? group.count : Infinity; - var drawStart = Math.max(dataStart, rangeStart, groupStart); - var drawEnd = Math.min(dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1; - var drawCount = Math.max(0, drawEnd - drawStart + 1); // - - if (object instanceof THREE.Mesh) { - if (material.wireframe === true) { - state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio()); - renderer.setMode(_gl.LINES); - } else { - switch (object.drawMode) { - case THREE.TrianglesDrawMode: - renderer.setMode(_gl.TRIANGLES); - break; - - case THREE.TriangleStripDrawMode: - renderer.setMode(_gl.TRIANGLE_STRIP); - break; - - case THREE.TriangleFanDrawMode: - renderer.setMode(_gl.TRIANGLE_FAN); - break; - } - } - } else if (object instanceof THREE.Line) { - var lineWidth = material.linewidth; - if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material + } - state.setLineWidth(lineWidth * getTargetPixelRatio()); + this.position.copy( origin ); - if (object instanceof THREE.LineSegments) { - renderer.setMode(_gl.LINES); - } else { - renderer.setMode(_gl.LINE_STRIP); - } - } else if (object instanceof THREE.Points) { - renderer.setMode(_gl.POINTS); - } + this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); - if (geometry instanceof THREE.InstancedBufferGeometry) { - if (geometry.maxInstancedCount > 0) { - renderer.renderInstances(geometry, drawStart, drawCount); - } - } else { - renderer.render(drawStart, drawCount); - } - }; + this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); - function setupVertexAttributes(material, program, geometry, startIndex) { - var extension; + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); - if (geometry instanceof THREE.InstancedBufferGeometry) { - extension = extensions.get('ANGLE_instanced_arrays'); +} - if (extension === null) { - return; - } - } +ArrowHelper.prototype = Object.create( Object3D.prototype ); +ArrowHelper.prototype.constructor = ArrowHelper; - if (startIndex === undefined) startIndex = 0; - state.initAttributes(); - var geometryAttributes = geometry.attributes; - var programAttributes = program.getAttributes(); - var materialDefaultAttributeValues = material.defaultAttributeValues; +ArrowHelper.prototype.setDirection = function ( dir ) { - for (var name in programAttributes) { - var programAttribute = programAttributes[name]; + // dir is assumed to be normalized - if (programAttribute >= 0) { - var geometryAttribute = geometryAttributes[name]; + if ( dir.y > 0.99999 ) { - if (geometryAttribute !== undefined) { - var size = geometryAttribute.itemSize; - var buffer = objects.getAttributeBuffer(geometryAttribute); + this.quaternion.set( 0, 0, 0, 1 ); - if (geometryAttribute instanceof THREE.InterleavedBufferAttribute) { - var data = geometryAttribute.data; - var stride = data.stride; - var offset = geometryAttribute.offset; + } else if ( dir.y < - 0.99999 ) { - if (data instanceof THREE.InstancedInterleavedBuffer) { - state.enableAttributeAndDivisor(programAttribute, data.meshPerAttribute, extension); + this.quaternion.set( 1, 0, 0, 0 ); - if (geometry.maxInstancedCount === undefined) { - geometry.maxInstancedCount = data.meshPerAttribute * data.count; - } - } else { - state.enableAttribute(programAttribute); - } + } else { - _gl.bindBuffer(_gl.ARRAY_BUFFER, buffer); + _axis.set( dir.z, 0, - dir.x ).normalize(); - _gl.vertexAttribPointer(programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, (startIndex * stride + offset) * data.array.BYTES_PER_ELEMENT); - } else { - if (geometryAttribute instanceof THREE.InstancedBufferAttribute) { - state.enableAttributeAndDivisor(programAttribute, geometryAttribute.meshPerAttribute, extension); + var radians = Math.acos( dir.y ); - if (geometry.maxInstancedCount === undefined) { - geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; - } - } else { - state.enableAttribute(programAttribute); - } + this.quaternion.setFromAxisAngle( _axis, radians ); - _gl.bindBuffer(_gl.ARRAY_BUFFER, buffer); + } - _gl.vertexAttribPointer(programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4); // 4 bytes per Float32 +}; - } - } else if (materialDefaultAttributeValues !== undefined) { - var value = materialDefaultAttributeValues[name]; +ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { - if (value !== undefined) { - switch (value.length) { - case 2: - _gl.vertexAttrib2fv(programAttribute, value); + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; - break; + this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458 + this.line.updateMatrix(); - case 3: - _gl.vertexAttrib3fv(programAttribute, value); + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); - break; +}; - case 4: - _gl.vertexAttrib4fv(programAttribute, value); +ArrowHelper.prototype.setColor = function ( color ) { - break; + this.line.material.color.set( color ); + this.cone.material.color.set( color ); - default: - _gl.vertexAttrib1fv(programAttribute, value); +}; - } - } - } - } - } +ArrowHelper.prototype.copy = function ( source ) { - state.disableUnusedAttributes(); - } // Sorting + Object3D.prototype.copy.call( this, source, false ); + this.line.copy( source.line ); + this.cone.copy( source.cone ); - function absNumericalSort(a, b) { - return Math.abs(b[0]) - Math.abs(a[0]); - } + return this; - function painterSortStable(a, b) { - if (a.object.renderOrder !== b.object.renderOrder) { - return a.object.renderOrder - b.object.renderOrder; - } else if (a.material.id !== b.material.id) { - return a.material.id - b.material.id; - } else if (a.z !== b.z) { - return a.z - b.z; - } else { - return a.id - b.id; - } - } +}; - function reversePainterSortStable(a, b) { - if (a.object.renderOrder !== b.object.renderOrder) { - return a.object.renderOrder - b.object.renderOrder; - } +ArrowHelper.prototype.clone = function () { - if (a.z !== b.z) { - return b.z - a.z; - } else { - return a.id - b.id; - } - } // Rendering + return new this.constructor().copy( this ); +}; - this.render = function (scene, camera, renderTarget, forceClear) { - if (camera instanceof THREE.Camera === false) { - return; - } +/** + * @author sroucheray / http://sroucheray.org/ + * @author mrdoob / http://mrdoob.com/ + */ - var fog = scene.fog; // reset caching for this frame +function AxesHelper( size ) { - _currentGeometryProgram = ''; - _currentMaterialId = -1; - _currentCamera = null; // update scene graph + size = size || 1; - if (scene.autoUpdate === true) scene.updateMatrixWorld(); // update camera matrices and frustum + var vertices = [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ]; - if (camera.parent === null) camera.updateMatrixWorld(); - camera.matrixWorldInverse.getInverse(camera.matrixWorld); + var colors = [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ]; - _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse); + var geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - _frustum.setFromMatrix(_projScreenMatrix); + var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); - lights.length = 0; - opaqueObjectsLastIndex = -1; - transparentObjectsLastIndex = -1; - sprites.length = 0; - lensFlares.length = 0; - projectObject(scene, camera); - opaqueObjects.length = opaqueObjectsLastIndex + 1; - transparentObjects.length = transparentObjectsLastIndex + 1; + LineSegments.call( this, geometry, material ); - if (_this.sortObjects === true) { - opaqueObjects.sort(painterSortStable); - transparentObjects.sort(reversePainterSortStable); - } +} - setupLights(lights, camera); // +AxesHelper.prototype = Object.create( LineSegments.prototype ); +AxesHelper.prototype.constructor = AxesHelper; - shadowMap.render(scene, camera); // +/** + * @author Emmett Lalish / elalish + * + * This class generates a Prefiltered, Mipmapped Radiance Environment Map + * (PMREM) from a cubeMap environment texture. This allows different levels of + * blur to be quickly accessed based on material roughness. It is packed into a + * special CubeUV format that allows us to perform custom interpolation so that + * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap + * chain, it only goes down to the LOD_MIN level (above), and then creates extra + * even more filtered 'mips' at the same LOD_MIN resolution, associated with + * higher roughness levels. In this way we maintain resolution to smoothly + * interpolate diffuse lighting while limiting sampling computation. + */ - _infoRender.calls = 0; - _infoRender.vertices = 0; - _infoRender.faces = 0; - _infoRender.points = 0; +var LOD_MIN = 4; +var LOD_MAX = 8; +// The standard deviations (radians) associated with the extra mips. These are +// chosen to approximate a Trowbridge-Reitz distribution function times the +// geometric shadowing function. These sigma values squared must match the +// variance #defines in cube_uv_reflection_fragment.glsl.js. +var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ]; +var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; +// The maximum length of the blur for loop. Smaller sigmas will use fewer +// samples and exit early, but not recompile the shader. +var MAX_SAMPLES = 20; +var ENCODINGS = { + [ LinearEncoding ]: 0, + [ sRGBEncoding ]: 1, + [ RGBEEncoding ]: 2, + [ RGBM7Encoding ]: 3, + [ RGBM16Encoding ]: 4, + [ RGBDEncoding ]: 5, + [ GammaEncoding ]: 6 +}; - if (renderTarget === undefined) { - renderTarget = null; - } +var _flatCamera = new OrthographicCamera(); +var _blurMaterial = _getBlurShader( MAX_SAMPLES ); - this.setRenderTarget(renderTarget); +var { _lodPlanes, _sizeLods, _sigmas } = _createPlanes(); - if (this.autoClear || forceClear) { - this.clear(this.autoClearColor, this.autoClearDepth, this.autoClearStencil); - } // +function _createPlanes() { + var _lodPlanes = []; + var _sizeLods = []; + var _sigmas = []; - if (scene.overrideMaterial) { - var overrideMaterial = scene.overrideMaterial; - renderObjects(opaqueObjects, camera, fog, overrideMaterial); - renderObjects(transparentObjects, camera, fog, overrideMaterial); - } else { - // opaque pass (front-to-back order) - state.setBlending(THREE.NoBlending); - renderObjects(opaqueObjects, camera, fog); // transparent pass (back-to-front order) + var lod = LOD_MAX; + for ( var i = 0; i < TOTAL_LODS; i ++ ) { - renderObjects(transparentObjects, camera, fog); - } // custom render plugins (post pass) + var sizeLod = Math.pow( 2, lod ); + _sizeLods.push( sizeLod ); + var sigma = 1.0 / sizeLod; + if ( i > LOD_MAX - LOD_MIN ) { + sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ]; - spritePlugin.render(scene, camera); - lensFlarePlugin.render(scene, camera, _currentViewport); // Generate mipmap if we're using any kind of mipmap filtering + } else if ( i == 0 ) { - if (renderTarget) { - var texture = renderTarget.texture; + sigma = 0; - if (texture.generateMipmaps && isPowerOfTwo(renderTarget) && texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter) { - updateRenderTargetMipmap(renderTarget); - } - } // Ensure depth buffer writing is enabled so it can be cleared on next render + } + _sigmas.push( sigma ); + var texelSize = 1.0 / ( sizeLod - 1 ); + var min = - texelSize / 2; + var max = 1 + texelSize / 2; + var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ]; - state.setDepthTest(true); - state.setDepthWrite(true); - state.setColorWrite(true); // _gl.finish(); - }; + var cubeFaces = 6; + var vertices = 6; + var positionSize = 3; + var uvSize = 2; + var faceIndexSize = 1; - function pushRenderItem(object, geometry, material, z, group) { - var array, index; // allocate the next position in the appropriate array + var position = new Float32Array( positionSize * vertices * cubeFaces ); + var uv = new Float32Array( uvSize * vertices * cubeFaces ); + var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces ); - if (material.transparent) { - array = transparentObjects; - index = ++transparentObjectsLastIndex; - } else { - array = opaqueObjects; - index = ++opaqueObjectsLastIndex; - } // recycle existing render item or grow the array + for ( var face = 0; face < cubeFaces; face ++ ) { + var x = ( face % 3 ) * 2 / 3 - 1; + var y = face > 2 ? 0 : - 1; + var coordinates = [ + x, y, 0, + x + 2 / 3, y, 0, + x + 2 / 3, y + 1, 0, + x, y, 0, + x + 2 / 3, y + 1, 0, + x, y + 1, 0 + ]; + position.set( coordinates, positionSize * vertices * face ); + uv.set( uv1, uvSize * vertices * face ); + var fill = [ face, face, face, face, face, face ]; + faceIndex.set( fill, faceIndexSize * vertices * face ); - var renderItem = array[index]; + } + var planes = new BufferGeometry(); + planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) ); + planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) ); + planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) ); + _lodPlanes.push( planes ); - if (renderItem !== undefined) { - renderItem.id = object.id; - renderItem.object = object; - renderItem.geometry = geometry; - renderItem.material = material; - renderItem.z = _vector3.z; - renderItem.group = group; - } else { - renderItem = { - id: object.id, - object: object, - geometry: geometry, - material: material, - z: _vector3.z, - group: group - }; // assert( index === array.length ); - - array.push(renderItem); - } - } + if ( lod > LOD_MIN ) { - function projectObject(object, camera) { - if (object.visible === false) return; - - if (object.layers.test(camera.layers)) { - if (object instanceof THREE.Light) { - lights.push(object); - } else if (object instanceof THREE.Sprite) { - if (object.frustumCulled === false || _frustum.intersectsObject(object) === true) { - sprites.push(object); - } - } else if (object instanceof THREE.LensFlare) { - lensFlares.push(object); - } else if (object instanceof THREE.ImmediateRenderObject) { - if (_this.sortObjects === true) { - _vector3.setFromMatrixPosition(object.matrixWorld); - - _vector3.applyProjection(_projScreenMatrix); - } - - pushRenderItem(object, null, object.material, _vector3.z, null); - } else if (object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points) { - if (object instanceof THREE.SkinnedMesh) { - object.skeleton.update(); - } - - if (object.frustumCulled === false || _frustum.intersectsObject(object) === true) { - var material = object.material; - - if (material.visible === true) { - if (_this.sortObjects === true) { - _vector3.setFromMatrixPosition(object.matrixWorld); - - _vector3.applyProjection(_projScreenMatrix); - } - - var geometry = objects.update(object); - - if (material instanceof THREE.MultiMaterial) { - var groups = geometry.groups; - var materials = material.materials; - - for (var i = 0, l = groups.length; i < l; i++) { - var group = groups[i]; - var groupMaterial = materials[group.materialIndex]; - - if (groupMaterial.visible === true) { - pushRenderItem(object, geometry, groupMaterial, _vector3.z, group); - } - } - } else { - pushRenderItem(object, geometry, material, _vector3.z, null); - } - } - } - } - } + lod --; - var children = object.children; + } - for (var i = 0, l = children.length; i < l; i++) { - projectObject(children[i], camera); - } - } + } + return { _lodPlanes, _sizeLods, _sigmas }; - function renderObjects(renderList, camera, fog, overrideMaterial) { - for (var i = 0, l = renderList.length; i < l; i++) { - var renderItem = renderList[i]; - var object = renderItem.object; - var geometry = renderItem.geometry; - var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; - var group = renderItem.group; - object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld); - object.normalMatrix.getNormalMatrix(object.modelViewMatrix); - - if (object instanceof THREE.ImmediateRenderObject) { - setMaterial(material); - var program = setProgram(camera, fog, material, object); - _currentGeometryProgram = ''; - object.render(function (object) { - _this.renderBufferImmediate(object, program, material); - }); - } else { - _this.renderBufferDirect(camera, fog, geometry, material, object, group); - } - } - } +} - function initMaterial(material, fog, object) { - var materialProperties = properties.get(material); - var parameters = programCache.getParameters(material, _lights, fog, object); - var code = programCache.getProgramCode(material, parameters); - var program = materialProperties.program; - var programChange = true; - - if (program === undefined) { - // new material - material.addEventListener('dispose', onMaterialDispose); - } else if (program.code !== code) { - // changed glsl or parameters - releaseMaterialProgramReference(material); - } else if (parameters.shaderID !== undefined) { - // same glsl and uniform list - return; - } else { - // only rebuild uniform list - programChange = false; - } +function _getBlurShader( maxSamples ) { + + var weights = new Float32Array( maxSamples ); + var poleAxis = new Vector3( 0, 1, 0 ); + var shaderMaterial = new RawShaderMaterial( { + + defines: { 'n': maxSamples }, + + uniforms: { + 'envMap': { value: null }, + 'samples': { value: 1 }, + 'weights': { value: weights }, + 'latitudinal': { value: false }, + 'dTheta': { value: 0 }, + 'mipInt': { value: 0 }, + 'poleAxis': { value: poleAxis }, + 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] }, + 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: ` +precision mediump float; +precision mediump int; +varying vec3 vOutputDirection; +uniform sampler2D envMap; +uniform int samples; +uniform float weights[n]; +uniform bool latitudinal; +uniform float dTheta; +uniform float mipInt; +uniform vec3 poleAxis; + +${_getEncodings()} + +#define ENVMAP_TYPE_CUBE_UV +#include + +vec3 getSample(float theta, vec3 axis) { + float cosTheta = cos(theta); + // Rodrigues' axis-angle rotation + vec3 sampleDirection = vOutputDirection * cosTheta + + cross(axis, vOutputDirection) * sin(theta) + + axis * dot(axis, vOutputDirection) * (1.0 - cosTheta); + return bilinearCubeUV(envMap, sampleDirection, mipInt); +} - if (programChange) { - if (parameters.shaderID) { - var shader = THREE.ShaderLib[parameters.shaderID]; - materialProperties.__webglShader = { - name: material.type, - uniforms: THREE.UniformsUtils.clone(shader.uniforms), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader - }; - } else { - materialProperties.__webglShader = { - name: material.type, - uniforms: material.uniforms, - vertexShader: material.vertexShader, - fragmentShader: material.fragmentShader - }; - } +void main() { + vec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection); + if (all(equal(axis, vec3(0.0)))) + axis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x); + axis = normalize(axis); + gl_FragColor = vec4(0.0); + gl_FragColor.rgb += weights[0] * getSample(0.0, axis); + for (int i = 1; i < n; i++) { + if (i >= samples) + break; + float theta = dTheta * float(i); + gl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis); + gl_FragColor.rgb += weights[i] * getSample(theta, axis); + } + gl_FragColor = linearToOutputTexel(gl_FragColor); +} + `, - material.__webglShader = materialProperties.__webglShader; - program = programCache.acquireProgram(material, parameters, code); - materialProperties.program = program; - material.program = program; - } + blending: NoBlending, + depthTest: false, + depthWrite: false - var attributes = program.getAttributes(); + } ); - if (material.morphTargets) { - material.numSupportedMorphTargets = 0; + shaderMaterial.type = 'SphericalGaussianBlur'; - for (var i = 0; i < _this.maxMorphTargets; i++) { - if (attributes['morphTarget' + i] >= 0) { - material.numSupportedMorphTargets++; - } - } - } + return shaderMaterial; - if (material.morphNormals) { - material.numSupportedMorphNormals = 0; +} - for (var i = 0; i < _this.maxMorphNormals; i++) { - if (attributes['morphNormal' + i] >= 0) { - material.numSupportedMorphNormals++; - } - } - } +function _getCommonVertexShader() { + + return ` +precision mediump float; +precision mediump int; +attribute vec3 position; +attribute vec2 uv; +attribute float faceIndex; +varying vec3 vOutputDirection; +vec3 getDirection(vec2 uv, float face) { + uv = 2.0 * uv - 1.0; + vec3 direction = vec3(uv, 1.0); + if (face == 0.0) { + direction = direction.zyx; + direction.z *= -1.0; + } else if (face == 1.0) { + direction = direction.xzy; + direction.z *= -1.0; + } else if (face == 3.0) { + direction = direction.zyx; + direction.x *= -1.0; + } else if (face == 4.0) { + direction = direction.xzy; + direction.y *= -1.0; + } else if (face == 5.0) { + direction.xz *= -1.0; + } + return direction; +} +void main() { + vOutputDirection = getDirection(uv, faceIndex); + gl_Position = vec4( position, 1.0 ); +} + `; - materialProperties.uniformsList = []; - var uniforms = materialProperties.__webglShader.uniforms, - uniformLocations = materialProperties.program.getUniforms(); +} - for (var u in uniforms) { - var location = uniformLocations[u]; +function _getEncodings() { + + return ` +uniform int inputEncoding; +uniform int outputEncoding; + +#include + +vec4 inputTexelToLinear(vec4 value){ + if(inputEncoding == 0){ + return value; + }else if(inputEncoding == 1){ + return sRGBToLinear(value); + }else if(inputEncoding == 2){ + return RGBEToLinear(value); + }else if(inputEncoding == 3){ + return RGBMToLinear(value, 7.0); + }else if(inputEncoding == 4){ + return RGBMToLinear(value, 16.0); + }else if(inputEncoding == 5){ + return RGBDToLinear(value, 256.0); + }else{ + return GammaToLinear(value, 2.2); + } +} - if (location) { - materialProperties.uniformsList.push([materialProperties.__webglShader.uniforms[u], location]); - } - } +vec4 linearToOutputTexel(vec4 value){ + if(outputEncoding == 0){ + return value; + }else if(outputEncoding == 1){ + return LinearTosRGB(value); + }else if(outputEncoding == 2){ + return LinearToRGBE(value); + }else if(outputEncoding == 3){ + return LinearToRGBM(value, 7.0); + }else if(outputEncoding == 4){ + return LinearToRGBM(value, 16.0); + }else if(outputEncoding == 5){ + return LinearToRGBD(value, 256.0); + }else{ + return LinearToGamma(value, 2.2); + } +} - if (material instanceof THREE.MeshPhongMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshStandardMaterial || material.lights) { - // store the light setup it was created for - materialProperties.lightsHash = _lights.hash; // wire up the material to this renderer's lighting state +vec4 envMapTexelToLinear(vec4 color) { + return inputTexelToLinear(color); +} + `; - uniforms.ambientLightColor.value = _lights.ambient; - uniforms.directionalLights.value = _lights.directional; - uniforms.spotLights.value = _lights.spot; - uniforms.pointLights.value = _lights.point; - uniforms.hemisphereLights.value = _lights.hemi; - uniforms.directionalShadowMap.value = _lights.directionalShadowMap; - uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix; - uniforms.spotShadowMap.value = _lights.spotShadowMap; - uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix; - uniforms.pointShadowMap.value = _lights.pointShadowMap; - uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix; - } // detect dynamic uniforms +} +// - materialProperties.hasDynamicUniforms = false; +Curve.create = function ( construct, getPoint ) { - for (var j = 0, jl = materialProperties.uniformsList.length; j < jl; j++) { - var uniform = materialProperties.uniformsList[j][0]; + console.log( 'THREE.Curve.create() has been deprecated' ); - if (uniform.dynamic === true) { - materialProperties.hasDynamicUniforms = true; - break; - } - } - } + construct.prototype = Object.create( Curve.prototype ); + construct.prototype.constructor = construct; + construct.prototype.getPoint = getPoint; - function setMaterial(material) { - setMaterialFaces(material); + return construct; - if (material.transparent === true) { - state.setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha); - } else { - state.setBlending(THREE.NoBlending); - } +}; - state.setDepthFunc(material.depthFunc); - state.setDepthTest(material.depthTest); - state.setDepthWrite(material.depthWrite); - state.setColorWrite(material.colorWrite); - state.setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits); - } +// - function setMaterialFaces(material) { - material.side !== THREE.DoubleSide ? state.enable(_gl.CULL_FACE) : state.disable(_gl.CULL_FACE); - state.setFlipSided(material.side === THREE.BackSide); - } +Object.assign( CurvePath.prototype, { + + createPointsGeometry: function ( divisions ) { + + console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); + + // generate geometry from path points (for Line or Points objects) + + var pts = this.getPoints( divisions ); + return this.createGeometry( pts ); + + }, + + createSpacedPointsGeometry: function ( divisions ) { - function setProgram(camera, fog, material, object) { - _usedTextureUnits = 0; - var materialProperties = properties.get(material); + console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); - if (materialProperties.program === undefined) { - material.needsUpdate = true; - } + // generate geometry from equidistant sampling along the path - if (materialProperties.lightsHash !== undefined && materialProperties.lightsHash !== _lights.hash) { - material.needsUpdate = true; - } + var pts = this.getSpacedPoints( divisions ); + return this.createGeometry( pts ); - if (material.needsUpdate) { - initMaterial(material, fog, object); - material.needsUpdate = false; - } + }, - var refreshProgram = false; - var refreshMaterial = false; - var refreshLights = false; - var program = materialProperties.program, - p_uniforms = program.getUniforms(), - m_uniforms = materialProperties.__webglShader.uniforms; + createGeometry: function ( points ) { - if (program.id !== _currentProgram) { - _gl.useProgram(program.program); + console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); - _currentProgram = program.id; - refreshProgram = true; - refreshMaterial = true; - refreshLights = true; - } + var geometry = new Geometry(); - if (material.id !== _currentMaterialId) { - _currentMaterialId = material.id; - refreshMaterial = true; - } + for ( var i = 0, l = points.length; i < l; i ++ ) { - if (refreshProgram || camera !== _currentCamera) { - _gl.uniformMatrix4fv(p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements); + var point = points[ i ]; + geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); - if (capabilities.logarithmicDepthBuffer) { - _gl.uniform1f(p_uniforms.logDepthBufFC, 2.0 / (Math.log(camera.far + 1.0) / Math.LN2)); - } + } - if (camera !== _currentCamera) { - _currentCamera = camera; // lighting uniforms depend on the camera so enforce an update - // now, in case this material supports lights - or later, when - // the next material that does gets activated: + return geometry; - refreshMaterial = true; // set to true on material change + } - refreshLights = true; // remains set until update done - } // load material specific uniforms - // (shader material also gets them for the sake of genericity) +} ); +// - if (material instanceof THREE.ShaderMaterial || material instanceof THREE.MeshPhongMaterial || material instanceof THREE.MeshStandardMaterial || material.envMap) { - if (p_uniforms.cameraPosition !== undefined) { - _vector3.setFromMatrixPosition(camera.matrixWorld); +Object.assign( Path.prototype, { - _gl.uniform3f(p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z); - } - } + fromPoints: function ( points ) { - if (material instanceof THREE.MeshPhongMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshStandardMaterial || material instanceof THREE.ShaderMaterial || material.skinning) { - if (p_uniforms.viewMatrix !== undefined) { - _gl.uniformMatrix4fv(p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements); - } - } + console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' ); + return this.setFromPoints( points ); - if (p_uniforms.toneMappingExposure !== undefined) { - _gl.uniform1f(p_uniforms.toneMappingExposure, _this.toneMappingExposure); - } + } - if (p_uniforms.toneMappingWhitePoint !== undefined) { - _gl.uniform1f(p_uniforms.toneMappingWhitePoint, _this.toneMappingWhitePoint); - } - } // skinning uniforms must be set even if material didn't change - // auto-setting of texture unit for bone texture must go before other textures - // not sure why, but otherwise weird things happen +} ); +// - if (material.skinning) { - if (object.bindMatrix && p_uniforms.bindMatrix !== undefined) { - _gl.uniformMatrix4fv(p_uniforms.bindMatrix, false, object.bindMatrix.elements); - } +function Spline( points ) { - if (object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined) { - _gl.uniformMatrix4fv(p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements); - } + console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' ); - if (capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture) { - if (p_uniforms.boneTexture !== undefined) { - var textureUnit = getTextureUnit(); + CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; - _gl.uniform1i(p_uniforms.boneTexture, textureUnit); +} - _this.setTexture(object.skeleton.boneTexture, textureUnit); - } +Spline.prototype = Object.create( CatmullRomCurve3.prototype ); - if (p_uniforms.boneTextureWidth !== undefined) { - _gl.uniform1i(p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth); - } +Object.assign( Spline.prototype, { - if (p_uniforms.boneTextureHeight !== undefined) { - _gl.uniform1i(p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight); - } - } else if (object.skeleton && object.skeleton.boneMatrices) { - if (p_uniforms.boneGlobalMatrices !== undefined) { - _gl.uniformMatrix4fv(p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices); - } - } - } + initFromArray: function ( /* a */ ) { - if (refreshMaterial) { - if (material instanceof THREE.MeshPhongMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshStandardMaterial || material.lights) { - // the current material requires lighting info - // note: all lighting uniforms are always set correctly - // they simply reference the renderer's state for their - // values - // - // use the current material's .needsUpdate flags to set - // the GL state when required - markUniformsLightsNeedsUpdate(m_uniforms, refreshLights); - } // refresh uniforms common to several materials - - - if (fog && material.fog) { - refreshUniformsFog(m_uniforms, fog); - } + console.error( 'THREE.Spline: .initFromArray() has been removed.' ); - if (material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial || material instanceof THREE.MeshStandardMaterial) { - refreshUniformsCommon(m_uniforms, material); - } // refresh single material specific uniforms - - - if (material instanceof THREE.LineBasicMaterial) { - refreshUniformsLine(m_uniforms, material); - } else if (material instanceof THREE.LineDashedMaterial) { - refreshUniformsLine(m_uniforms, material); - refreshUniformsDash(m_uniforms, material); - } else if (material instanceof THREE.PointsMaterial) { - refreshUniformsPoints(m_uniforms, material); - } else if (material instanceof THREE.MeshLambertMaterial) { - refreshUniformsLambert(m_uniforms, material); - } else if (material instanceof THREE.MeshPhongMaterial) { - refreshUniformsPhong(m_uniforms, material); - } else if (material instanceof THREE.MeshStandardMaterial) { - refreshUniformsStandard(m_uniforms, material); - } else if (material instanceof THREE.MeshDepthMaterial) { - m_uniforms.mNear.value = camera.near; - m_uniforms.mFar.value = camera.far; - m_uniforms.opacity.value = material.opacity; - } else if (material instanceof THREE.MeshNormalMaterial) { - m_uniforms.opacity.value = material.opacity; - } // load common uniforms - - - loadUniformsGeneric(materialProperties.uniformsList); - } + }, + getControlPointsArray: function ( /* optionalTarget */ ) { - loadUniformsMatrices(p_uniforms, object); + console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' ); - if (p_uniforms.modelMatrix !== undefined) { - _gl.uniformMatrix4fv(p_uniforms.modelMatrix, false, object.matrixWorld.elements); - } + }, + reparametrizeByArcLength: function ( /* samplingCoef */ ) { - if (materialProperties.hasDynamicUniforms === true) { - updateDynamicUniforms(materialProperties.uniformsList, object, camera); - } + console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' ); - return program; - } + } - function updateDynamicUniforms(uniforms, object, camera) { - var dynamicUniforms = []; +} ); - for (var j = 0, jl = uniforms.length; j < jl; j++) { - var uniform = uniforms[j][0]; - var onUpdateCallback = uniform.onUpdateCallback; +GridHelper.prototype.setColors = function () { - if (onUpdateCallback !== undefined) { - onUpdateCallback.bind(uniform)(object, camera); - dynamicUniforms.push(uniforms[j]); - } - } + console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); - loadUniformsGeneric(dynamicUniforms); - } // Uniforms (refresh uniforms objects) +}; +SkeletonHelper.prototype.update = function () { - function refreshUniformsCommon(uniforms, material) { - uniforms.opacity.value = material.opacity; - uniforms.diffuse.value = material.color; + console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' ); - if (material.emissive) { - uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity); - } +}; - uniforms.map.value = material.map; - uniforms.specularMap.value = material.specularMap; - uniforms.alphaMap.value = material.alphaMap; - - if (material.aoMap) { - uniforms.aoMap.value = material.aoMap; - uniforms.aoMapIntensity.value = material.aoMapIntensity; - } // uv repeat and offset setting priorities - // 1. color map - // 2. specular map - // 3. normal map - // 4. bump map - // 5. alpha map - // 6. emissive map - - - var uvScaleMap; - - if (material.map) { - uvScaleMap = material.map; - } else if (material.specularMap) { - uvScaleMap = material.specularMap; - } else if (material.displacementMap) { - uvScaleMap = material.displacementMap; - } else if (material.normalMap) { - uvScaleMap = material.normalMap; - } else if (material.bumpMap) { - uvScaleMap = material.bumpMap; - } else if (material.roughnessMap) { - uvScaleMap = material.roughnessMap; - } else if (material.metalnessMap) { - uvScaleMap = material.metalnessMap; - } else if (material.alphaMap) { - uvScaleMap = material.alphaMap; - } else if (material.emissiveMap) { - uvScaleMap = material.emissiveMap; - } +// - if (uvScaleMap !== undefined) { - if (uvScaleMap instanceof THREE.WebGLRenderTarget) { - uvScaleMap = uvScaleMap.texture; - } +Object.assign( Loader.prototype, { - var offset = uvScaleMap.offset; - var repeat = uvScaleMap.repeat; - uniforms.offsetRepeat.value.set(offset.x, offset.y, repeat.x, repeat.y); - } + extractUrlBase: function ( url ) { - uniforms.envMap.value = material.envMap; - uniforms.flipEnvMap.value = material.envMap instanceof THREE.WebGLRenderTargetCube ? 1 : -1; - uniforms.reflectivity.value = material.reflectivity; - uniforms.refractionRatio.value = material.refractionRatio; - } + console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' ); + return LoaderUtils.extractUrlBase( url ); - function refreshUniformsLine(uniforms, material) { - uniforms.diffuse.value = material.color; - uniforms.opacity.value = material.opacity; - } + } - function refreshUniformsDash(uniforms, material) { - uniforms.dashSize.value = material.dashSize; - uniforms.totalSize.value = material.dashSize + material.gapSize; - uniforms.scale.value = material.scale; - } +} ); - function refreshUniformsPoints(uniforms, material) { - uniforms.diffuse.value = material.color; - uniforms.opacity.value = material.opacity; - uniforms.size.value = material.size * _pixelRatio; - uniforms.scale.value = _canvas.clientHeight / 2.0; // TODO: Cache this. +Loader.Handlers = { - uniforms.map.value = material.map; + add: function ( /* regex, loader */ ) { - if (material.map !== null) { - var offset = material.map.offset; - var repeat = material.map.repeat; - uniforms.offsetRepeat.value.set(offset.x, offset.y, repeat.x, repeat.y); - } - } + console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' ); - function refreshUniformsFog(uniforms, fog) { - uniforms.fogColor.value = fog.color; + }, - if (fog instanceof THREE.Fog) { - uniforms.fogNear.value = fog.near; - uniforms.fogFar.value = fog.far; - } else if (fog instanceof THREE.FogExp2) { - uniforms.fogDensity.value = fog.density; - } - } + get: function ( /* file */ ) { - function refreshUniformsLambert(uniforms, material) { - if (material.lightMap) { - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; - } + console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' ); - if (material.emissiveMap) { - uniforms.emissiveMap.value = material.emissiveMap; - } - } + } - function refreshUniformsPhong(uniforms, material) { - uniforms.specular.value = material.specular; - uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 ) +}; - if (material.lightMap) { - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; - } +Object.assign( ObjectLoader.prototype, { - if (material.emissiveMap) { - uniforms.emissiveMap.value = material.emissiveMap; - } + setTexturePath: function ( value ) { - if (material.bumpMap) { - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - } + console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' ); + return this.setResourcePath( value ); - if (material.normalMap) { - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy(material.normalScale); - } + } - if (material.displacementMap) { - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - } - } +} ); - function refreshUniformsStandard(uniforms, material) { - uniforms.roughness.value = material.roughness; - uniforms.metalness.value = material.metalness; +// - if (material.roughnessMap) { - uniforms.roughnessMap.value = material.roughnessMap; - } +Object.assign( Box2.prototype, { - if (material.metalnessMap) { - uniforms.metalnessMap.value = material.metalnessMap; - } + center: function ( optionalTarget ) { - if (material.lightMap) { - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; - } + console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); - if (material.emissiveMap) { - uniforms.emissiveMap.value = material.emissiveMap; - } + }, + empty: function () { - if (material.bumpMap) { - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - } + console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); - if (material.normalMap) { - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy(material.normalScale); - } + }, + isIntersectionBox: function ( box ) { - if (material.displacementMap) { - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - } + console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); - if (material.envMap) { - //uniforms.envMap.value = material.envMap; // part of uniforms common - uniforms.envMapIntensity.value = material.envMapIntensity; - } - } // If uniforms are marked as clean, they don't need to be loaded to the GPU. + }, + size: function ( optionalTarget ) { + console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); - function markUniformsLightsNeedsUpdate(uniforms, value) { - uniforms.ambientLightColor.needsUpdate = value; - uniforms.directionalLights.needsUpdate = value; - uniforms.pointLights.needsUpdate = value; - uniforms.spotLights.needsUpdate = value; - uniforms.hemisphereLights.needsUpdate = value; - } // Uniforms (load to GPU) + } +} ); +Object.assign( Box3.prototype, { - function loadUniformsMatrices(uniforms, object) { - _gl.uniformMatrix4fv(uniforms.modelViewMatrix, false, object.modelViewMatrix.elements); + center: function ( optionalTarget ) { - if (uniforms.normalMatrix) { - _gl.uniformMatrix3fv(uniforms.normalMatrix, false, object.normalMatrix.elements); - } - } + console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); - function getTextureUnit() { - var textureUnit = _usedTextureUnits; + }, + empty: function () { - _usedTextureUnits += 1; - return textureUnit; - } + console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); - function loadUniform(uniform, type, location, value) { - var texture, textureUnit; - - if (type === '1i') { - _gl.uniform1i(location, value); - } else if (type === '1f') { - _gl.uniform1f(location, value); - } else if (type === '2f') { - _gl.uniform2f(location, value[0], value[1]); - } else if (type === '3f') { - _gl.uniform3f(location, value[0], value[1], value[2]); - } else if (type === '4f') { - _gl.uniform4f(location, value[0], value[1], value[2], value[3]); - } else if (type === '1iv') { - _gl.uniform1iv(location, value); - } else if (type === '3iv') { - _gl.uniform3iv(location, value); - } else if (type === '1fv') { - _gl.uniform1fv(location, value); - } else if (type === '2fv') { - _gl.uniform2fv(location, value); - } else if (type === '3fv') { - _gl.uniform3fv(location, value); - } else if (type === '4fv') { - _gl.uniform4fv(location, value); - } else if (type === 'Matrix2fv') { - _gl.uniformMatrix2fv(location, false, value); - } else if (type === 'Matrix3fv') { - _gl.uniformMatrix3fv(location, false, value); - } else if (type === 'Matrix4fv') { - _gl.uniformMatrix4fv(location, false, value); // - - } else if (type === 'i') { - // single integer - _gl.uniform1i(location, value); - } else if (type === 'f') { - // single float - _gl.uniform1f(location, value); - } else if (type === 'v2') { - // single THREE.Vector2 - _gl.uniform2f(location, value.x, value.y); - } else if (type === 'v3') { - // single THREE.Vector3 - _gl.uniform3f(location, value.x, value.y, value.z); - } else if (type === 'v4') { - // single THREE.Vector4 - _gl.uniform4f(location, value.x, value.y, value.z, value.w); - } else if (type === 'c') { - // single THREE.Color - _gl.uniform3f(location, value.r, value.g, value.b); - } else if (type === 's') { - // TODO: Optimize this - var properties = uniform.properties; - - for (var name in properties) { - var property = properties[name]; - var locationProperty = location[name]; - var valueProperty = value[name]; - loadUniform(property, property.type, locationProperty, valueProperty); - } - } else if (type === 'sa') { - // TODO: Optimize this - var properties = uniform.properties; - - for (var i = 0, l = value.length; i < l; i++) { - for (var name in properties) { - var property = properties[name]; - var locationProperty = location[i][name]; - var valueProperty = value[i][name]; - loadUniform(property, property.type, locationProperty, valueProperty); - } - } - } else if (type === 'iv1') { - // flat array of integers (JS or typed array) - _gl.uniform1iv(location, value); - } else if (type === 'iv') { - // flat array of integers with 3 x N size (JS or typed array) - _gl.uniform3iv(location, value); - } else if (type === 'fv1') { - // flat array of floats (JS or typed array) - _gl.uniform1fv(location, value); - } else if (type === 'fv') { - // flat array of floats with 3 x N size (JS or typed array) - _gl.uniform3fv(location, value); - } else if (type === 'v2v') { - // array of THREE.Vector2 - if (uniform._array === undefined) { - uniform._array = new Float32Array(2 * value.length); - } + }, + isIntersectionBox: function ( box ) { - for (var i = 0, i2 = 0, il = value.length; i < il; i++, i2 += 2) { - uniform._array[i2 + 0] = value[i].x; - uniform._array[i2 + 1] = value[i].y; - } + console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); - _gl.uniform2fv(location, uniform._array); - } else if (type === 'v3v') { - // array of THREE.Vector3 - if (uniform._array === undefined) { - uniform._array = new Float32Array(3 * value.length); - } + }, + isIntersectionSphere: function ( sphere ) { - for (var i = 0, i3 = 0, il = value.length; i < il; i++, i3 += 3) { - uniform._array[i3 + 0] = value[i].x; - uniform._array[i3 + 1] = value[i].y; - uniform._array[i3 + 2] = value[i].z; - } + console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); - _gl.uniform3fv(location, uniform._array); - } else if (type === 'v4v') { - // array of THREE.Vector4 - if (uniform._array === undefined) { - uniform._array = new Float32Array(4 * value.length); - } + }, + size: function ( optionalTarget ) { - for (var i = 0, i4 = 0, il = value.length; i < il; i++, i4 += 4) { - uniform._array[i4 + 0] = value[i].x; - uniform._array[i4 + 1] = value[i].y; - uniform._array[i4 + 2] = value[i].z; - uniform._array[i4 + 3] = value[i].w; - } + console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); - _gl.uniform4fv(location, uniform._array); - } else if (type === 'm2') { - // single THREE.Matrix2 - _gl.uniformMatrix2fv(location, false, value.elements); - } else if (type === 'm3') { - // single THREE.Matrix3 - _gl.uniformMatrix3fv(location, false, value.elements); - } else if (type === 'm3v') { - // array of THREE.Matrix3 - if (uniform._array === undefined) { - uniform._array = new Float32Array(9 * value.length); - } + } +} ); - for (var i = 0, il = value.length; i < il; i++) { - value[i].flattenToArrayOffset(uniform._array, i * 9); - } +Frustum.prototype.setFromMatrix = function ( m ) { - _gl.uniformMatrix3fv(location, false, uniform._array); - } else if (type === 'm4') { - // single THREE.Matrix4 - _gl.uniformMatrix4fv(location, false, value.elements); - } else if (type === 'm4v') { - // array of THREE.Matrix4 - if (uniform._array === undefined) { - uniform._array = new Float32Array(16 * value.length); - } + console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' ); + return this.setFromProjectionMatrix( m ); - for (var i = 0, il = value.length; i < il; i++) { - value[i].flattenToArrayOffset(uniform._array, i * 16); - } +}; - _gl.uniformMatrix4fv(location, false, uniform._array); - } else if (type === 't') { - // single THREE.Texture (2d or cube) - texture = value; - textureUnit = getTextureUnit(); - - _gl.uniform1i(location, textureUnit); - - if (!texture) return; - - if (texture instanceof THREE.CubeTexture || Array.isArray(texture.image) && texture.image.length === 6) { - // CompressedTexture can have Array in image :/ - setCubeTexture(texture, textureUnit); - } else if (texture instanceof THREE.WebGLRenderTargetCube) { - setCubeTextureDynamic(texture.texture, textureUnit); - } else if (texture instanceof THREE.WebGLRenderTarget) { - _this.setTexture(texture.texture, textureUnit); - } else { - _this.setTexture(texture, textureUnit); - } - } else if (type === 'tv') { - // array of THREE.Texture (2d or cube) - if (uniform._array === undefined) { - uniform._array = []; - } +Line3.prototype.center = function ( optionalTarget ) { - for (var i = 0, il = uniform.value.length; i < il; i++) { - uniform._array[i] = getTextureUnit(); - } + console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); - _gl.uniform1iv(location, uniform._array); - - for (var i = 0, il = uniform.value.length; i < il; i++) { - texture = uniform.value[i]; - textureUnit = uniform._array[i]; - if (!texture) continue; - - if (texture instanceof THREE.CubeTexture || texture.image instanceof Array && texture.image.length === 6) { - // CompressedTexture can have Array in image :/ - setCubeTexture(texture, textureUnit); - } else if (texture instanceof THREE.WebGLRenderTarget) { - _this.setTexture(texture.texture, textureUnit); - } else if (texture instanceof THREE.WebGLRenderTargetCube) { - setCubeTextureDynamic(texture.texture, textureUnit); - } else { - _this.setTexture(texture, textureUnit); - } - } - } - } +}; - function loadUniformsGeneric(uniforms) { - for (var i = 0, l = uniforms.length; i < l; i++) { - var uniform = uniforms[i][0]; // needsUpdate property is not added to all uniforms. +Object.assign( MathUtils, { - if (uniform.needsUpdate === false) continue; - var type = uniform.type; - var location = uniforms[i][1]; - var value = uniform.value; - loadUniform(uniform, type, location, value); - } - } + random16: function () { - function setupLights(lights, camera) { - var l, - ll, - light, - r = 0, - g = 0, - b = 0, - color, - intensity, - distance, - viewMatrix = camera.matrixWorldInverse, - directionalLength = 0, - pointLength = 0, - spotLength = 0, - hemiLength = 0, - shadowsLength = 0; - _lights.shadowsPointLight = 0; - - for (l = 0, ll = lights.length; l < ll; l++) { - light = lights[l]; - color = light.color; - intensity = light.intensity; - distance = light.distance; - - if (light instanceof THREE.AmbientLight) { - r += color.r * intensity; - g += color.g * intensity; - b += color.b * intensity; - } else if (light instanceof THREE.DirectionalLight) { - var uniforms = lightCache.get(light); - uniforms.color.copy(light.color).multiplyScalar(light.intensity); - uniforms.direction.setFromMatrixPosition(light.matrixWorld); - - _vector3.setFromMatrixPosition(light.target.matrixWorld); - - uniforms.direction.sub(_vector3); - uniforms.direction.transformDirection(viewMatrix); - uniforms.shadow = light.castShadow; - - if (light.castShadow) { - uniforms.shadowBias = light.shadow.bias; - uniforms.shadowRadius = light.shadow.radius; - uniforms.shadowMapSize = light.shadow.mapSize; - _lights.shadows[shadowsLength++] = light; - } - - _lights.directionalShadowMap[directionalLength] = light.shadow.map; - _lights.directionalShadowMatrix[directionalLength] = light.shadow.matrix; - _lights.directional[directionalLength++] = uniforms; - } else if (light instanceof THREE.SpotLight) { - var uniforms = lightCache.get(light); - uniforms.position.setFromMatrixPosition(light.matrixWorld); - uniforms.position.applyMatrix4(viewMatrix); - uniforms.color.copy(color).multiplyScalar(intensity); - uniforms.distance = distance; - uniforms.direction.setFromMatrixPosition(light.matrixWorld); - - _vector3.setFromMatrixPosition(light.target.matrixWorld); - - uniforms.direction.sub(_vector3); - uniforms.direction.transformDirection(viewMatrix); - uniforms.coneCos = Math.cos(light.angle); - uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra)); - uniforms.decay = light.distance === 0 ? 0.0 : light.decay; - uniforms.shadow = light.castShadow; - - if (light.castShadow) { - uniforms.shadowBias = light.shadow.bias; - uniforms.shadowRadius = light.shadow.radius; - uniforms.shadowMapSize = light.shadow.mapSize; - _lights.shadows[shadowsLength++] = light; - } - - _lights.spotShadowMap[spotLength] = light.shadow.map; - _lights.spotShadowMatrix[spotLength] = light.shadow.matrix; - _lights.spot[spotLength++] = uniforms; - } else if (light instanceof THREE.PointLight) { - var uniforms = lightCache.get(light); - uniforms.position.setFromMatrixPosition(light.matrixWorld); - uniforms.position.applyMatrix4(viewMatrix); - uniforms.color.copy(light.color).multiplyScalar(light.intensity); - uniforms.distance = light.distance; - uniforms.decay = light.distance === 0 ? 0.0 : light.decay; - uniforms.shadow = light.castShadow; - - if (light.castShadow) { - uniforms.shadowBias = light.shadow.bias; - uniforms.shadowRadius = light.shadow.radius; - uniforms.shadowMapSize = light.shadow.mapSize; - _lights.shadows[shadowsLength++] = light; - } - - _lights.pointShadowMap[pointLength] = light.shadow.map; - - if (_lights.pointShadowMatrix[pointLength] === undefined) { - _lights.pointShadowMatrix[pointLength] = new THREE.Matrix4(); - } // for point lights we set the shadow matrix to be a translation-only matrix - // equal to inverse of the light's position - - - _vector3.setFromMatrixPosition(light.matrixWorld).negate(); - - _lights.pointShadowMatrix[pointLength].identity().setPosition(_vector3); - - _lights.point[pointLength++] = uniforms; - } else if (light instanceof THREE.HemisphereLight) { - var uniforms = lightCache.get(light); - uniforms.direction.setFromMatrixPosition(light.matrixWorld); - uniforms.direction.transformDirection(viewMatrix); - uniforms.direction.normalize(); - uniforms.skyColor.copy(light.color).multiplyScalar(intensity); - uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity); - _lights.hemi[hemiLength++] = uniforms; - } - } + console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' ); + return Math.random(); - _lights.ambient[0] = r; - _lights.ambient[1] = g; - _lights.ambient[2] = b; - _lights.directional.length = directionalLength; - _lights.spot.length = spotLength; - _lights.point.length = pointLength; - _lights.hemi.length = hemiLength; - _lights.shadows.length = shadowsLength; - _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + shadowsLength; - } // GL state setting - - - this.setFaceCulling = function (cullFace, frontFaceDirection) { - if (cullFace === THREE.CullFaceNone) { - state.disable(_gl.CULL_FACE); - } else { - if (frontFaceDirection === THREE.FrontFaceDirectionCW) { - _gl.frontFace(_gl.CW); - } else { - _gl.frontFace(_gl.CCW); - } + }, - if (cullFace === THREE.CullFaceBack) { - _gl.cullFace(_gl.BACK); - } else if (cullFace === THREE.CullFaceFront) { - _gl.cullFace(_gl.FRONT); - } else { - _gl.cullFace(_gl.FRONT_AND_BACK); - } + nearestPowerOfTwo: function ( value ) { - state.enable(_gl.CULL_FACE); - } - }; // Textures + console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' ); + return MathUtils.floorPowerOfTwo( value ); + }, - function setTextureParameters(textureType, texture, isPowerOfTwoImage) { - var extension; + nextPowerOfTwo: function ( value ) { - if (isPowerOfTwoImage) { - _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL(texture.wrapS)); + console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' ); + return MathUtils.ceilPowerOfTwo( value ); - _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL(texture.wrapT)); + } - _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL(texture.magFilter)); +} ); - _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL(texture.minFilter)); - } else { - _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE); +Object.assign( Matrix3.prototype, { - _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE); + flattenToArrayOffset: function ( array, offset ) { - if (texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping) ; + console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); + return this.toArray( array, offset ); - _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterFallback(texture.magFilter)); + }, + multiplyVector3: function ( vector ) { - _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterFallback(texture.minFilter)); + console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); + return vector.applyMatrix3( this ); - if (texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter) ; - } + }, + multiplyVector3Array: function ( /* a */ ) { - extension = extensions.get('EXT_texture_filter_anisotropic'); + console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' ); - if (extension) { - if (texture.type === THREE.FloatType && extensions.get('OES_texture_float_linear') === null) return; - if (texture.type === THREE.HalfFloatType && extensions.get('OES_texture_half_float_linear') === null) return; + }, + applyToBufferAttribute: function ( attribute ) { - if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) { - _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, _this.getMaxAnisotropy())); + console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' ); + return attribute.applyMatrix3( this ); - properties.get(texture).__currentAnisotropy = texture.anisotropy; - } - } - } + }, + applyToVector3Array: function ( /* array, offset, length */ ) { - function uploadTexture(textureProperties, texture, slot) { - if (textureProperties.__webglInit === undefined) { - textureProperties.__webglInit = true; - texture.addEventListener('dispose', onTextureDispose); - textureProperties.__webglTexture = _gl.createTexture(); - _infoMemory.textures++; - } + console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); - state.activeTexture(_gl.TEXTURE0 + slot); - state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture); + } - _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY); +} ); - _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha); +Object.assign( Matrix4.prototype, { - _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment); + extractPosition: function ( m ) { - var image = clampToMaxSize(texture.image, capabilities.maxTextureSize); + console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); + return this.copyPosition( m ); - if (textureNeedsPowerOfTwo(texture) && isPowerOfTwo(image) === false) { - image = makePowerOfTwo(image); - } + }, + flattenToArrayOffset: function ( array, offset ) { - var isPowerOfTwoImage = isPowerOfTwo(image), - glFormat = paramThreeToGL(texture.format), - glType = paramThreeToGL(texture.type); - setTextureParameters(_gl.TEXTURE_2D, texture, isPowerOfTwoImage); - var mipmap, - mipmaps = texture.mipmaps; - - if (texture instanceof THREE.DataTexture) { - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - if (mipmaps.length > 0 && isPowerOfTwoImage) { - for (var i = 0, il = mipmaps.length; i < il; i++) { - mipmap = mipmaps[i]; - state.texImage2D(_gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data); - } - - texture.generateMipmaps = false; - } else { - state.texImage2D(_gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data); - } - } else if (texture instanceof THREE.CompressedTexture) { - for (var i = 0, il = mipmaps.length; i < il; i++) { - mipmap = mipmaps[i]; - - if (texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat) { - if (state.getCompressedTextureFormats().indexOf(glFormat) > -1) { - state.compressedTexImage2D(_gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data); - } - } else { - state.texImage2D(_gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data); - } - } - } else { - // regular Texture (image, video, canvas) - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - if (mipmaps.length > 0 && isPowerOfTwoImage) { - for (var i = 0, il = mipmaps.length; i < il; i++) { - mipmap = mipmaps[i]; - state.texImage2D(_gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap); - } - - texture.generateMipmaps = false; - } else { - state.texImage2D(_gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image); - } - } + console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); + return this.toArray( array, offset ); - if (texture.generateMipmaps && isPowerOfTwoImage) _gl.generateMipmap(_gl.TEXTURE_2D); - textureProperties.__version = texture.version; - if (texture.onUpdate) texture.onUpdate(texture); - } + }, + getPosition: function () { - this.setTexture = function (texture, slot) { - var textureProperties = properties.get(texture); + console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); + return new Vector3().setFromMatrixColumn( this, 3 ); - if (texture.version > 0 && textureProperties.__version !== texture.version) { - var image = texture.image; + }, + setRotationFromQuaternion: function ( q ) { - if (image === undefined) { - return; - } + console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); + return this.makeRotationFromQuaternion( q ); - if (image.complete === false) { - return; - } + }, + multiplyToArray: function () { - uploadTexture(textureProperties, texture, slot); - return; - } + console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' ); - state.activeTexture(_gl.TEXTURE0 + slot); - state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture); - }; + }, + multiplyVector3: function ( vector ) { - function clampToMaxSize(image, maxSize) { - if (image.width > maxSize || image.height > maxSize) { - // Warning: Scaling through the canvas will only work with images that use - // premultiplied alpha. - var scale = maxSize / Math.max(image.width, image.height); - var canvas = document.createElement('canvas'); - canvas.width = Math.floor(image.width * scale); - canvas.height = Math.floor(image.height * scale); - var context = canvas.getContext('2d'); - context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height); - return canvas; - } + console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); - return image; - } + }, + multiplyVector4: function ( vector ) { - function isPowerOfTwo(image) { - return THREE.Math.isPowerOfTwo(image.width) && THREE.Math.isPowerOfTwo(image.height); - } + console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); - function textureNeedsPowerOfTwo(texture) { - if (texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping) return true; - if (texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter) return true; - return false; - } + }, + multiplyVector3Array: function ( /* a */ ) { - function makePowerOfTwo(image) { - if (image instanceof HTMLImageElement || image instanceof HTMLCanvasElement) { - var canvas = document.createElement('canvas'); - canvas.width = THREE.Math.nearestPowerOfTwo(image.width); - canvas.height = THREE.Math.nearestPowerOfTwo(image.height); - var context = canvas.getContext('2d'); - context.drawImage(image, 0, 0, canvas.width, canvas.height); - return canvas; - } + console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' ); - return image; - } + }, + rotateAxis: function ( v ) { - function setCubeTexture(texture, slot) { - var textureProperties = properties.get(texture); - - if (texture.image.length === 6) { - if (texture.version > 0 && textureProperties.__version !== texture.version) { - if (!textureProperties.__image__webglTextureCube) { - texture.addEventListener('dispose', onTextureDispose); - textureProperties.__image__webglTextureCube = _gl.createTexture(); - _infoMemory.textures++; - } - - state.activeTexture(_gl.TEXTURE0 + slot); - state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube); - - _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY); - - var isCompressed = texture instanceof THREE.CompressedTexture; - var isDataTexture = texture.image[0] instanceof THREE.DataTexture; - var cubeImage = []; - - for (var i = 0; i < 6; i++) { - if (_this.autoScaleCubemaps && !isCompressed && !isDataTexture) { - cubeImage[i] = clampToMaxSize(texture.image[i], capabilities.maxCubemapSize); - } else { - cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i]; - } - } - - var image = cubeImage[0], - isPowerOfTwoImage = isPowerOfTwo(image), - glFormat = paramThreeToGL(texture.format), - glType = paramThreeToGL(texture.type); - setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage); - - for (var i = 0; i < 6; i++) { - if (!isCompressed) { - if (isDataTexture) { - state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data); - } else { - state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[i]); - } - } else { - var mipmap, - mipmaps = cubeImage[i].mipmaps; - - for (var j = 0, jl = mipmaps.length; j < jl; j++) { - mipmap = mipmaps[j]; - - if (texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat) { - if (state.getCompressedTextureFormats().indexOf(glFormat) > -1) { - state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data); - } - } else { - state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data); - } - } - } - } - - if (texture.generateMipmaps && isPowerOfTwoImage) { - _gl.generateMipmap(_gl.TEXTURE_CUBE_MAP); - } - - textureProperties.__version = texture.version; - if (texture.onUpdate) texture.onUpdate(texture); - } else { - state.activeTexture(_gl.TEXTURE0 + slot); - state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube); - } - } - } + console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); + v.transformDirection( this ); - function setCubeTextureDynamic(texture, slot) { - state.activeTexture(_gl.TEXTURE0 + slot); - state.bindTexture(_gl.TEXTURE_CUBE_MAP, properties.get(texture).__webglTexture); - } // Render targets - // Setup storage for target texture and bind it to correct framebuffer + }, + crossVector: function ( vector ) { + console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); - function setupFrameBufferTexture(framebuffer, renderTarget, attachment, textureTarget) { - var glFormat = paramThreeToGL(renderTarget.texture.format); - var glType = paramThreeToGL(renderTarget.texture.type); - state.texImage2D(textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null); + }, + translate: function () { - _gl.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); + console.error( 'THREE.Matrix4: .translate() has been removed.' ); - _gl.framebufferTexture2D(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(renderTarget.texture).__webglTexture, 0); + }, + rotateX: function () { - _gl.bindFramebuffer(_gl.FRAMEBUFFER, null); - } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); + }, + rotateY: function () { - function setupRenderBufferStorage(renderbuffer, renderTarget) { - _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer); + console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); - if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) { - _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height); + }, + rotateZ: function () { - _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer); - } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) { - _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height); + console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); - _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer); - } else { - // FIXME: We don't support !depth !stencil - _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height); - } + }, + rotateByAxis: function () { - _gl.bindRenderbuffer(_gl.RENDERBUFFER, null); - } // Setup GL resources for a non-texture depth buffer + console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); + }, + applyToBufferAttribute: function ( attribute ) { - function setupDepthRenderbuffer(renderTarget) { - var renderTargetProperties = properties.get(renderTarget); - var isCube = renderTarget instanceof THREE.WebGLRenderTargetCube; + console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' ); + return attribute.applyMatrix4( this ); - if (isCube) { - renderTargetProperties.__webglDepthbuffer = []; + }, + applyToVector3Array: function ( /* array, offset, length */ ) { - for (var i = 0; i < 6; i++) { - _gl.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[i]); + console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); - renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer(); - setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget); - } - } else { - _gl.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer); + }, + makeFrustum: function ( left, right, bottom, top, near, far ) { - renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); - setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget); - } + console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' ); + return this.makePerspective( left, right, top, bottom, near, far ); - _gl.bindFramebuffer(_gl.FRAMEBUFFER, null); - } // Set up GL resources for the render target + } +} ); - function setupRenderTarget(renderTarget) { - var renderTargetProperties = properties.get(renderTarget); - var textureProperties = properties.get(renderTarget.texture); - renderTarget.addEventListener('dispose', onRenderTargetDispose); - textureProperties.__webglTexture = _gl.createTexture(); - _infoMemory.textures++; - var isCube = renderTarget instanceof THREE.WebGLRenderTargetCube; - var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo(renderTarget.width) && THREE.Math.isPowerOfTwo(renderTarget.height); // Setup framebuffer +Plane.prototype.isIntersectionLine = function ( line ) { - if (isCube) { - renderTargetProperties.__webglFramebuffer = []; + console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); + return this.intersectsLine( line ); - for (var i = 0; i < 6; i++) { - renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer(); - } - } else { - renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); - } // Setup color buffer +}; +Quaternion.prototype.multiplyVector3 = function ( vector ) { - if (isCube) { - state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture); - setTextureParameters(_gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo); + console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); + return vector.applyQuaternion( this ); - for (var i = 0; i < 6; i++) { - setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i); - } +}; - if (renderTarget.texture.generateMipmaps && isTargetPowerOfTwo) _gl.generateMipmap(_gl.TEXTURE_CUBE_MAP); - state.bindTexture(_gl.TEXTURE_CUBE_MAP, null); - } else { - state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture); - setTextureParameters(_gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo); - setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D); - if (renderTarget.texture.generateMipmaps && isTargetPowerOfTwo) _gl.generateMipmap(_gl.TEXTURE_2D); - state.bindTexture(_gl.TEXTURE_2D, null); - } // Setup depth and stencil buffers +Object.assign( Ray.prototype, { + isIntersectionBox: function ( box ) { - if (renderTarget.depthBuffer) { - setupDepthRenderbuffer(renderTarget); - } - } + console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); - this.getCurrentRenderTarget = function () { - return _currentRenderTarget; - }; + }, + isIntersectionPlane: function ( plane ) { - this.setRenderTarget = function (renderTarget) { - _currentRenderTarget = renderTarget; + console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); + return this.intersectsPlane( plane ); - if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) { - setupRenderTarget(renderTarget); - } + }, + isIntersectionSphere: function ( sphere ) { - var isCube = renderTarget instanceof THREE.WebGLRenderTargetCube; - var framebuffer; + console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); - if (renderTarget) { - var renderTargetProperties = properties.get(renderTarget); + } - if (isCube) { - framebuffer = renderTargetProperties.__webglFramebuffer[renderTarget.activeCubeFace]; - } else { - framebuffer = renderTargetProperties.__webglFramebuffer; - } +} ); - _currentScissor.copy(renderTarget.scissor); +Object.assign( Triangle.prototype, { - _currentScissorTest = renderTarget.scissorTest; + area: function () { - _currentViewport.copy(renderTarget.viewport); - } else { - framebuffer = null; + console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' ); + return this.getArea(); - _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio); + }, + barycoordFromPoint: function ( point, target ) { - _currentScissorTest = _scissorTest; + console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); + return this.getBarycoord( point, target ); - _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio); - } + }, + midpoint: function ( target ) { - if (_currentFramebuffer !== framebuffer) { - _gl.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); + console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' ); + return this.getMidpoint( target ); - _currentFramebuffer = framebuffer; - } + }, + normal: function ( target ) { - state.scissor(_currentScissor); - state.setScissorTest(_currentScissorTest); - state.viewport(_currentViewport); + console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); + return this.getNormal( target ); - if (isCube) { - var textureProperties = properties.get(renderTarget.texture); + }, + plane: function ( target ) { - _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel); - } - }; + console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' ); + return this.getPlane( target ); - this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer) { - if (renderTarget instanceof THREE.WebGLRenderTarget === false) { - return; - } + } - var framebuffer = properties.get(renderTarget).__webglFramebuffer; +} ); - if (framebuffer) { - var restore = false; +Object.assign( Triangle, { - if (framebuffer !== _currentFramebuffer) { - _gl.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); + barycoordFromPoint: function ( point, a, b, c, target ) { - restore = true; - } + console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); + return Triangle.getBarycoord( point, a, b, c, target ); - try { - var texture = renderTarget.texture; + }, + normal: function ( a, b, c, target ) { - if (texture.format !== THREE.RGBAFormat && paramThreeToGL(texture.format) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_FORMAT)) { - return; - } + console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); + return Triangle.getNormal( a, b, c, target ); - if (texture.type !== THREE.UnsignedByteType && paramThreeToGL(texture.type) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE) && !(texture.type === THREE.FloatType && extensions.get('WEBGL_color_buffer_float')) && !(texture.type === THREE.HalfFloatType && extensions.get('EXT_color_buffer_half_float'))) { - return; - } + } - if (_gl.checkFramebufferStatus(_gl.FRAMEBUFFER) === _gl.FRAMEBUFFER_COMPLETE) { - _gl.readPixels(x, y, width, height, paramThreeToGL(texture.format), paramThreeToGL(texture.type), buffer); - } - } finally { - if (restore) { - _gl.bindFramebuffer(_gl.FRAMEBUFFER, _currentFramebuffer); - } - } - } - }; +} ); - function updateRenderTargetMipmap(renderTarget) { - var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; +Object.assign( Shape.prototype, { - var texture = properties.get(renderTarget.texture).__webglTexture; + extractAllPoints: function ( divisions ) { - state.bindTexture(target, texture); + console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' ); + return this.extractPoints( divisions ); - _gl.generateMipmap(target); + }, + extrude: function ( options ) { - state.bindTexture(target, null); - } // Fallback filters for non-power-of-2 textures + console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' ); + return new ExtrudeGeometry( this, options ); + }, + makeGeometry: function ( options ) { - function filterFallback(f) { - if (f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter) { - return _gl.NEAREST; - } + console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' ); + return new ShapeGeometry( this, options ); - return _gl.LINEAR; - } // Map three.js constants to WebGL constants - - - function paramThreeToGL(p) { - var extension; - if (p === THREE.RepeatWrapping) return _gl.REPEAT; - if (p === THREE.ClampToEdgeWrapping) return _gl.CLAMP_TO_EDGE; - if (p === THREE.MirroredRepeatWrapping) return _gl.MIRRORED_REPEAT; - if (p === THREE.NearestFilter) return _gl.NEAREST; - if (p === THREE.NearestMipMapNearestFilter) return _gl.NEAREST_MIPMAP_NEAREST; - if (p === THREE.NearestMipMapLinearFilter) return _gl.NEAREST_MIPMAP_LINEAR; - if (p === THREE.LinearFilter) return _gl.LINEAR; - if (p === THREE.LinearMipMapNearestFilter) return _gl.LINEAR_MIPMAP_NEAREST; - if (p === THREE.LinearMipMapLinearFilter) return _gl.LINEAR_MIPMAP_LINEAR; - if (p === THREE.UnsignedByteType) return _gl.UNSIGNED_BYTE; - if (p === THREE.UnsignedShort4444Type) return _gl.UNSIGNED_SHORT_4_4_4_4; - if (p === THREE.UnsignedShort5551Type) return _gl.UNSIGNED_SHORT_5_5_5_1; - if (p === THREE.UnsignedShort565Type) return _gl.UNSIGNED_SHORT_5_6_5; - if (p === THREE.ByteType) return _gl.BYTE; - if (p === THREE.ShortType) return _gl.SHORT; - if (p === THREE.UnsignedShortType) return _gl.UNSIGNED_SHORT; - if (p === THREE.IntType) return _gl.INT; - if (p === THREE.UnsignedIntType) return _gl.UNSIGNED_INT; - if (p === THREE.FloatType) return _gl.FLOAT; - extension = extensions.get('OES_texture_half_float'); - - if (extension !== null) { - if (p === THREE.HalfFloatType) return extension.HALF_FLOAT_OES; - } + } - if (p === THREE.AlphaFormat) return _gl.ALPHA; - if (p === THREE.RGBFormat) return _gl.RGB; - if (p === THREE.RGBAFormat) return _gl.RGBA; - if (p === THREE.LuminanceFormat) return _gl.LUMINANCE; - if (p === THREE.LuminanceAlphaFormat) return _gl.LUMINANCE_ALPHA; - if (p === THREE.AddEquation) return _gl.FUNC_ADD; - if (p === THREE.SubtractEquation) return _gl.FUNC_SUBTRACT; - if (p === THREE.ReverseSubtractEquation) return _gl.FUNC_REVERSE_SUBTRACT; - if (p === THREE.ZeroFactor) return _gl.ZERO; - if (p === THREE.OneFactor) return _gl.ONE; - if (p === THREE.SrcColorFactor) return _gl.SRC_COLOR; - if (p === THREE.OneMinusSrcColorFactor) return _gl.ONE_MINUS_SRC_COLOR; - if (p === THREE.SrcAlphaFactor) return _gl.SRC_ALPHA; - if (p === THREE.OneMinusSrcAlphaFactor) return _gl.ONE_MINUS_SRC_ALPHA; - if (p === THREE.DstAlphaFactor) return _gl.DST_ALPHA; - if (p === THREE.OneMinusDstAlphaFactor) return _gl.ONE_MINUS_DST_ALPHA; - if (p === THREE.DstColorFactor) return _gl.DST_COLOR; - if (p === THREE.OneMinusDstColorFactor) return _gl.ONE_MINUS_DST_COLOR; - if (p === THREE.SrcAlphaSaturateFactor) return _gl.SRC_ALPHA_SATURATE; - extension = extensions.get('WEBGL_compressed_texture_s3tc'); - - if (extension !== null) { - if (p === THREE.RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; - if (p === THREE.RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; - if (p === THREE.RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; - if (p === THREE.RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; - } +} ); - extension = extensions.get('WEBGL_compressed_texture_pvrtc'); +Object.assign( Vector2.prototype, { - if (extension !== null) { - if (p === THREE.RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; - if (p === THREE.RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; - if (p === THREE.RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; - if (p === THREE.RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; - } + fromAttribute: function ( attribute, index, offset ) { - extension = extensions.get('WEBGL_compressed_texture_etc1'); + console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); - if (extension !== null) { - if (p === THREE.RGB_ETC1_Format) return extension.COMPRESSED_RGB_ETC1_WEBGL; - } + }, + distanceToManhattan: function ( v ) { - extension = extensions.get('EXT_blend_minmax'); + console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); + return this.manhattanDistanceTo( v ); - if (extension !== null) { - if (p === THREE.MinEquation) return extension.MIN_EXT; - if (p === THREE.MaxEquation) return extension.MAX_EXT; - } + }, + lengthManhattan: function () { - return 0; - } -}; // File:src/renderers/webgl/WebGLExtensions.js + console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); -/** -* @author mrdoob / http://mrdoob.com/ -*/ + } +} ); -THREE.WebGLExtensions = function (gl) { - var extensions = {}; +Object.assign( Vector3.prototype, { - this.get = function (name) { - if (extensions[name] !== undefined) { - return extensions[name]; - } + setEulerFromRotationMatrix: function () { - var extension; + console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); - switch (name) { - case 'EXT_texture_filter_anisotropic': - extension = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic'); - break; + }, + setEulerFromQuaternion: function () { - case 'WEBGL_compressed_texture_s3tc': - extension = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'); - break; + console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); - case 'WEBGL_compressed_texture_pvrtc': - extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'); - break; + }, + getPositionFromMatrix: function ( m ) { - case 'WEBGL_compressed_texture_etc1': - extension = gl.getExtension('WEBGL_compressed_texture_etc1'); - break; + console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); + return this.setFromMatrixPosition( m ); - default: - extension = gl.getExtension(name); - } + }, + getScaleFromMatrix: function ( m ) { - extensions[name] = extension; - return extension; - }; -}; // File:src/renderers/webgl/WebGLCapabilities.js + console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); + return this.setFromMatrixScale( m ); + }, + getColumnFromMatrix: function ( index, matrix ) { -THREE.WebGLCapabilities = function (gl, extensions, parameters) { - function getMaxPrecision(precision) { - if (precision === 'highp') { - if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision > 0) { - return 'highp'; - } + console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); + return this.setFromMatrixColumn( matrix, index ); - precision = 'mediump'; - } + }, + applyProjection: function ( m ) { - if (precision === 'mediump') { - if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).precision > 0) { - return 'mediump'; - } - } + console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' ); + return this.applyMatrix4( m ); - return 'lowp'; - } + }, + fromAttribute: function ( attribute, index, offset ) { - this.getMaxPrecision = getMaxPrecision; - this.precision = parameters.precision !== undefined ? parameters.precision : 'highp', this.logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false; - this.maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); - this.maxVertexTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS); - this.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); - this.maxCubemapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE); - this.maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); - this.maxVertexUniforms = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS); - this.maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS); - this.maxFragmentUniforms = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS); - this.vertexTextures = this.maxVertexTextures > 0; - this.floatFragmentTextures = !!extensions.get('OES_texture_float'); - this.floatVertexTextures = this.vertexTextures && this.floatFragmentTextures; - - var _maxPrecision = getMaxPrecision(this.precision); - - if (_maxPrecision !== this.precision) { - this.precision = _maxPrecision; - } + console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); - if (this.logarithmicDepthBuffer) { - this.logarithmicDepthBuffer = !!extensions.get('EXT_frag_depth'); - } -}; // File:src/renderers/webgl/WebGLProperties.js + }, + distanceToManhattan: function ( v ) { -/** -* @author fordacious / fordacious.github.io -*/ + console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); + return this.manhattanDistanceTo( v ); + }, + lengthManhattan: function () { -THREE.WebGLProperties = function () { - var properties = {}; + console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); - this.get = function (object) { - var uuid = object.uuid; - var map = properties[uuid]; + } - if (map === undefined) { - map = {}; - properties[uuid] = map; - } +} ); - return map; - }; +Object.assign( Vector4.prototype, { - this.delete = function (object) { - delete properties[object.uuid]; - }; + fromAttribute: function ( attribute, index, offset ) { - this.clear = function () { - properties = {}; - }; -}; // File:src/renderers/webgl/WebGLLights.js + console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); -/** -* @author mrdoob / http://mrdoob.com/ -*/ + }, + lengthManhattan: function () { + console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); -THREE.WebGLLights = function () { - var lights = {}; + } - this.get = function (light) { - if (lights[light.id] !== undefined) { - return lights[light.id]; - } +} ); - var uniforms; - - switch (light.type) { - case 'DirectionalLight': - uniforms = { - direction: new THREE.Vector3(), - color: new THREE.Color(), - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new THREE.Vector2() - }; - break; - - case 'SpotLight': - uniforms = { - position: new THREE.Vector3(), - direction: new THREE.Vector3(), - color: new THREE.Color(), - distance: 0, - coneCos: 0, - penumbraCos: 0, - decay: 0, - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new THREE.Vector2() - }; - break; - - case 'PointLight': - uniforms = { - position: new THREE.Vector3(), - color: new THREE.Color(), - distance: 0, - decay: 0, - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new THREE.Vector2() - }; - break; - - case 'HemisphereLight': - uniforms = { - direction: new THREE.Vector3(), - skyColor: new THREE.Color(), - groundColor: new THREE.Color() - }; - break; - } +// - lights[light.id] = uniforms; - return uniforms; - }; -}; // File:src/renderers/webgl/WebGLState.js +Object.assign( Geometry.prototype, { -/** -* @author mrdoob / http://mrdoob.com/ -*/ + computeTangents: function () { + console.error( 'THREE.Geometry: .computeTangents() has been removed.' ); -THREE.WebGLState = function (gl, extensions, paramThreeToGL) { - var _this = this; - - var color = new THREE.Vector4(); - var newAttributes = new Uint8Array(16); - var enabledAttributes = new Uint8Array(16); - var attributeDivisors = new Uint8Array(16); - var capabilities = {}; - var compressedTextureFormats = null; - var currentBlending = null; - var currentBlendEquation = null; - var currentBlendSrc = null; - var currentBlendDst = null; - var currentBlendEquationAlpha = null; - var currentBlendSrcAlpha = null; - var currentBlendDstAlpha = null; - var currentPremultipledAlpha = false; - var currentDepthFunc = null; - var currentDepthWrite = null; - var currentColorWrite = null; - var currentStencilWrite = null; - var currentStencilFunc = null; - var currentStencilRef = null; - var currentStencilMask = null; - var currentStencilFail = null; - var currentStencilZFail = null; - var currentStencilZPass = null; - var currentFlipSided = null; - var currentLineWidth = null; - var currentPolygonOffsetFactor = null; - var currentPolygonOffsetUnits = null; - var currentScissorTest = null; - var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); - var currentTextureSlot = undefined; - var currentBoundTextures = {}; - var currentClearColor = new THREE.Vector4(); - var currentClearDepth = null; - var currentClearStencil = null; - var currentScissor = new THREE.Vector4(); - var currentViewport = new THREE.Vector4(); - var emptyTexture = gl.createTexture(); - gl.bindTexture(gl.TEXTURE_2D, emptyTexture); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array(3)); - - this.init = function () { - this.clearColor(0, 0, 0, 1); - this.clearDepth(1); - this.clearStencil(0); - this.enable(gl.DEPTH_TEST); - gl.depthFunc(gl.LEQUAL); - gl.frontFace(gl.CCW); - gl.cullFace(gl.BACK); - this.enable(gl.CULL_FACE); - this.enable(gl.BLEND); - gl.blendEquation(gl.FUNC_ADD); - gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); - }; + }, + computeLineDistances: function () { - this.initAttributes = function () { - for (var i = 0, l = newAttributes.length; i < l; i++) { - newAttributes[i] = 0; - } - }; + console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' ); - this.enableAttribute = function (attribute) { - newAttributes[attribute] = 1; + }, + applyMatrix: function ( matrix ) { - if (enabledAttributes[attribute] === 0) { - gl.enableVertexAttribArray(attribute); - enabledAttributes[attribute] = 1; - } + console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' ); + return this.applyMatrix4( matrix ); - if (attributeDivisors[attribute] !== 0) { - var extension = extensions.get('ANGLE_instanced_arrays'); - extension.vertexAttribDivisorANGLE(attribute, 0); - attributeDivisors[attribute] = 0; - } - }; + } - this.enableAttributeAndDivisor = function (attribute, meshPerAttribute, extension) { - newAttributes[attribute] = 1; +} ); - if (enabledAttributes[attribute] === 0) { - gl.enableVertexAttribArray(attribute); - enabledAttributes[attribute] = 1; - } +Object.assign( Object3D.prototype, { - if (attributeDivisors[attribute] !== meshPerAttribute) { - extension.vertexAttribDivisorANGLE(attribute, meshPerAttribute); - attributeDivisors[attribute] = meshPerAttribute; - } - }; + getChildByName: function ( name ) { - this.disableUnusedAttributes = function () { - for (var i = 0, l = enabledAttributes.length; i < l; i++) { - if (enabledAttributes[i] !== newAttributes[i]) { - gl.disableVertexAttribArray(i); - enabledAttributes[i] = 0; - } - } - }; + console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); + return this.getObjectByName( name ); - this.enable = function (id) { - if (capabilities[id] !== true) { - gl.enable(id); - capabilities[id] = true; - } - }; + }, + renderDepth: function () { - this.disable = function (id) { - if (capabilities[id] !== false) { - gl.disable(id); - capabilities[id] = false; - } - }; + console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); - this.getCompressedTextureFormats = function () { - if (compressedTextureFormats === null) { - compressedTextureFormats = []; + }, + translate: function ( distance, axis ) { - if (extensions.get('WEBGL_compressed_texture_pvrtc') || extensions.get('WEBGL_compressed_texture_s3tc') || extensions.get('WEBGL_compressed_texture_etc1')) { - var formats = gl.getParameter(gl.COMPRESSED_TEXTURE_FORMATS); + console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); + return this.translateOnAxis( axis, distance ); - for (var i = 0; i < formats.length; i++) { - compressedTextureFormats.push(formats[i]); - } - } - } + }, + getWorldRotation: function () { - return compressedTextureFormats; - }; + console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' ); - this.setBlending = function (blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) { - if (blending === THREE.NoBlending) { - this.disable(gl.BLEND); - } else { - this.enable(gl.BLEND); - } + }, + applyMatrix: function ( matrix ) { - if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) { - if (blending === THREE.AdditiveBlending) { - if (premultipliedAlpha) { - gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); - gl.blendFuncSeparate(gl.ONE, gl.ONE, gl.ONE, gl.ONE); - } else { - gl.blendEquation(gl.FUNC_ADD); - gl.blendFunc(gl.SRC_ALPHA, gl.ONE); - } - } else if (blending === THREE.SubtractiveBlending) { - if (premultipliedAlpha) { - gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); - gl.blendFuncSeparate(gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA); - } else { - gl.blendEquation(gl.FUNC_ADD); - gl.blendFunc(gl.ZERO, gl.ONE_MINUS_SRC_COLOR); - } - } else if (blending === THREE.MultiplyBlending) { - if (premultipliedAlpha) { - gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); - gl.blendFuncSeparate(gl.ZERO, gl.ZERO, gl.SRC_COLOR, gl.SRC_ALPHA); - } else { - gl.blendEquation(gl.FUNC_ADD); - gl.blendFunc(gl.ZERO, gl.SRC_COLOR); - } - } else { - if (premultipliedAlpha) { - gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); - gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); - } else { - gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); - gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); - } - } + console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' ); + return this.applyMatrix4( matrix ); - currentBlending = blending; - currentPremultipledAlpha = premultipliedAlpha; - } + } - if (blending === THREE.CustomBlending) { - blendEquationAlpha = blendEquationAlpha || blendEquation; - blendSrcAlpha = blendSrcAlpha || blendSrc; - blendDstAlpha = blendDstAlpha || blendDst; +} ); - if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) { - gl.blendEquationSeparate(paramThreeToGL(blendEquation), paramThreeToGL(blendEquationAlpha)); - currentBlendEquation = blendEquation; - currentBlendEquationAlpha = blendEquationAlpha; - } +Object.defineProperties( Object3D.prototype, { - if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) { - gl.blendFuncSeparate(paramThreeToGL(blendSrc), paramThreeToGL(blendDst), paramThreeToGL(blendSrcAlpha), paramThreeToGL(blendDstAlpha)); - currentBlendSrc = blendSrc; - currentBlendDst = blendDst; - currentBlendSrcAlpha = blendSrcAlpha; - currentBlendDstAlpha = blendDstAlpha; - } - } else { - currentBlendEquation = null; - currentBlendSrc = null; - currentBlendDst = null; - currentBlendEquationAlpha = null; - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; - } - }; + eulerOrder: { + get: function () { - this.setDepthFunc = function (depthFunc) { - if (currentDepthFunc !== depthFunc) { - if (depthFunc) { - switch (depthFunc) { - case THREE.NeverDepth: - gl.depthFunc(gl.NEVER); - break; - - case THREE.AlwaysDepth: - gl.depthFunc(gl.ALWAYS); - break; - - case THREE.LessDepth: - gl.depthFunc(gl.LESS); - break; - - case THREE.LessEqualDepth: - gl.depthFunc(gl.LEQUAL); - break; - - case THREE.EqualDepth: - gl.depthFunc(gl.EQUAL); - break; - - case THREE.GreaterEqualDepth: - gl.depthFunc(gl.GEQUAL); - break; - - case THREE.GreaterDepth: - gl.depthFunc(gl.GREATER); - break; - - case THREE.NotEqualDepth: - gl.depthFunc(gl.NOTEQUAL); - break; - - default: - gl.depthFunc(gl.LEQUAL); - } - } else { - gl.depthFunc(gl.LEQUAL); - } + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + return this.rotation.order; - currentDepthFunc = depthFunc; - } - }; + }, + set: function ( value ) { - this.setDepthTest = function (depthTest) { - if (depthTest) { - this.enable(gl.DEPTH_TEST); - } else { - this.disable(gl.DEPTH_TEST); - } - }; + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + this.rotation.order = value; - this.setDepthWrite = function (depthWrite) { - // TODO: Rename to setDepthMask - if (currentDepthWrite !== depthWrite) { - gl.depthMask(depthWrite); - currentDepthWrite = depthWrite; - } - }; + } + }, + useQuaternion: { + get: function () { - this.setColorWrite = function (colorWrite) { - // TODO: Rename to setColorMask - if (currentColorWrite !== colorWrite) { - gl.colorMask(colorWrite, colorWrite, colorWrite, colorWrite); - currentColorWrite = colorWrite; - } - }; + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); - this.setStencilFunc = function (stencilFunc, stencilRef, stencilMask) { - if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilMask !== stencilMask) { - gl.stencilFunc(stencilFunc, stencilRef, stencilMask); - currentStencilFunc = stencilFunc; - currentStencilRef = stencilRef; - currentStencilMask = stencilMask; - } - }; + }, + set: function () { - this.setStencilOp = function (stencilFail, stencilZFail, stencilZPass) { - if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) { - gl.stencilOp(stencilFail, stencilZFail, stencilZPass); - currentStencilFail = stencilFail; - currentStencilZFail = stencilZFail; - currentStencilZPass = stencilZPass; - } - }; + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); - this.setStencilTest = function (stencilTest) { - if (stencilTest) { - this.enable(gl.STENCIL_TEST); - } else { - this.disable(gl.STENCIL_TEST); - } - }; + } + } - this.setStencilWrite = function (stencilWrite) { - // TODO: Rename to setStencilMask - if (currentStencilWrite !== stencilWrite) { - gl.stencilMask(stencilWrite); - currentStencilWrite = stencilWrite; - } - }; +} ); - this.setFlipSided = function (flipSided) { - if (currentFlipSided !== flipSided) { - if (flipSided) { - gl.frontFace(gl.CW); - } else { - gl.frontFace(gl.CCW); - } +Object.assign( Mesh.prototype, { - currentFlipSided = flipSided; - } - }; + setDrawMode: function () { - this.setLineWidth = function (width) { - if (width !== currentLineWidth) { - gl.lineWidth(width); - currentLineWidth = width; - } - }; + console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' ); - this.setPolygonOffset = function (polygonOffset, factor, units) { - if (polygonOffset) { - this.enable(gl.POLYGON_OFFSET_FILL); - } else { - this.disable(gl.POLYGON_OFFSET_FILL); - } + }, - if (polygonOffset && (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units)) { - gl.polygonOffset(factor, units); - currentPolygonOffsetFactor = factor; - currentPolygonOffsetUnits = units; - } - }; +} ); - this.getScissorTest = function () { - return currentScissorTest; - }; +Object.defineProperties( Mesh.prototype, { - this.setScissorTest = function (scissorTest) { - currentScissorTest = scissorTest; + drawMode: { + get: function () { - if (scissorTest) { - this.enable(gl.SCISSOR_TEST); - } else { - this.disable(gl.SCISSOR_TEST); - } - }; // texture + console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' ); + return TrianglesDrawMode; + }, + set: function () { - this.activeTexture = function (webglSlot) { - if (webglSlot === undefined) webglSlot = gl.TEXTURE0 + maxTextures - 1; + console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' ); - if (currentTextureSlot !== webglSlot) { - gl.activeTexture(webglSlot); - currentTextureSlot = webglSlot; - } - }; + } + } - this.bindTexture = function (webglType, webglTexture) { - if (currentTextureSlot === undefined) { - _this.activeTexture(); - } +} ); - var boundTexture = currentBoundTextures[currentTextureSlot]; +Object.defineProperties( LOD.prototype, { - if (boundTexture === undefined) { - boundTexture = { - type: undefined, - texture: undefined - }; - currentBoundTextures[currentTextureSlot] = boundTexture; - } + objects: { + get: function () { - if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) { - gl.bindTexture(webglType, webglTexture || emptyTexture); - boundTexture.type = webglType; - boundTexture.texture = webglTexture; - } - }; + console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); + return this.levels; - this.compressedTexImage2D = function () { - try { - gl.compressedTexImage2D.apply(gl, arguments); - } catch (error) {} - }; + } + } - this.texImage2D = function () { - try { - gl.texImage2D.apply(gl, arguments); - } catch (error) {} - }; // clear values +} ); +Object.defineProperty( Skeleton.prototype, 'useVertexTexture', { - this.clearColor = function (r, g, b, a) { - color.set(r, g, b, a); + get: function () { - if (currentClearColor.equals(color) === false) { - gl.clearColor(r, g, b, a); - currentClearColor.copy(color); - } - }; + console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); - this.clearDepth = function (depth) { - if (currentClearDepth !== depth) { - gl.clearDepth(depth); - currentClearDepth = depth; - } - }; + }, + set: function () { - this.clearStencil = function (stencil) { - if (currentClearStencil !== stencil) { - gl.clearStencil(stencil); - currentClearStencil = stencil; - } - }; // + console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); + } - this.scissor = function (scissor) { - if (currentScissor.equals(scissor) === false) { - gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w); - currentScissor.copy(scissor); - } - }; +} ); - this.viewport = function (viewport) { - if (currentViewport.equals(viewport) === false) { - gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w); - currentViewport.copy(viewport); - } - }; // +SkinnedMesh.prototype.initBones = function () { + console.error( 'THREE.SkinnedMesh: initBones() has been removed.' ); - this.reset = function () { - for (var i = 0; i < enabledAttributes.length; i++) { - if (enabledAttributes[i] === 1) { - gl.disableVertexAttribArray(i); - enabledAttributes[i] = 0; - } - } +}; - capabilities = {}; - compressedTextureFormats = null; - currentTextureSlot = undefined; - currentBoundTextures = {}; - currentBlending = null; - currentColorWrite = null; - currentDepthWrite = null; - currentStencilWrite = null; - currentFlipSided = null; - }; -}; // File:src/renderers/webgl/WebGLGeometries.js +Object.defineProperty( Curve.prototype, '__arcLengthDivisions', { -/** -* @author mrdoob / http://mrdoob.com/ -*/ + get: function () { + console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); + return this.arcLengthDivisions; -THREE.WebGLGeometries = function (gl, properties, info) { - var geometries = {}; + }, + set: function ( value ) { - function get(object) { - var geometry = object.geometry; + console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); + this.arcLengthDivisions = value; - if (geometries[geometry.id] !== undefined) { - return geometries[geometry.id]; - } + } - geometry.addEventListener('dispose', onGeometryDispose); - var buffergeometry; +} ); - if (geometry instanceof THREE.BufferGeometry) { - buffergeometry = geometry; - } else if (geometry instanceof THREE.Geometry) { - if (geometry._bufferGeometry === undefined) { - geometry._bufferGeometry = new THREE.BufferGeometry().setFromObject(object); - } +// - buffergeometry = geometry._bufferGeometry; - } +PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) { - geometries[geometry.id] = buffergeometry; - info.memory.geometries++; - return buffergeometry; - } + console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " + + "Use .setFocalLength and .filmGauge for a photographic setup." ); - function onGeometryDispose(event) { - var geometry = event.target; - var buffergeometry = geometries[geometry.id]; + if ( filmGauge !== undefined ) this.filmGauge = filmGauge; + this.setFocalLength( focalLength ); - if (buffergeometry.index !== null) { - deleteAttribute(buffergeometry.index); - } +}; - deleteAttributes(buffergeometry.attributes); - geometry.removeEventListener('dispose', onGeometryDispose); - delete geometries[geometry.id]; // TODO +// - var property = properties.get(geometry); +Object.defineProperties( Light.prototype, { + onlyShadow: { + set: function () { - if (property.wireframe) { - deleteAttribute(property.wireframe); - } + console.warn( 'THREE.Light: .onlyShadow has been removed.' ); - properties.delete(geometry); - var bufferproperty = properties.get(buffergeometry); + } + }, + shadowCameraFov: { + set: function ( value ) { - if (bufferproperty.wireframe) { - deleteAttribute(bufferproperty.wireframe); - } + console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); + this.shadow.camera.fov = value; - properties.delete(buffergeometry); // + } + }, + shadowCameraLeft: { + set: function ( value ) { - info.memory.geometries--; - } + console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); + this.shadow.camera.left = value; - function getAttributeBuffer(attribute) { - if (attribute instanceof THREE.InterleavedBufferAttribute) { - return properties.get(attribute.data).__webglBuffer; - } + } + }, + shadowCameraRight: { + set: function ( value ) { - return properties.get(attribute).__webglBuffer; - } + console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); + this.shadow.camera.right = value; - function deleteAttribute(attribute) { - var buffer = getAttributeBuffer(attribute); + } + }, + shadowCameraTop: { + set: function ( value ) { - if (buffer !== undefined) { - gl.deleteBuffer(buffer); - removeAttributeBuffer(attribute); - } - } + console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); + this.shadow.camera.top = value; - function deleteAttributes(attributes) { - for (var name in attributes) { - deleteAttribute(attributes[name]); - } - } + } + }, + shadowCameraBottom: { + set: function ( value ) { - function removeAttributeBuffer(attribute) { - if (attribute instanceof THREE.InterleavedBufferAttribute) { - properties.delete(attribute.data); - } else { - properties.delete(attribute); - } - } + console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); + this.shadow.camera.bottom = value; - this.get = get; -}; // File:src/renderers/webgl/WebGLBufferRenderer.js + } + }, + shadowCameraNear: { + set: function ( value ) { -/** -* @author mrdoob / http://mrdoob.com/ -*/ + console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); + this.shadow.camera.near = value; + } + }, + shadowCameraFar: { + set: function ( value ) { -THREE.WebGLBufferRenderer = function (_gl, extensions, _infoRender) { - var mode; + console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); + this.shadow.camera.far = value; - function setMode(value) { - mode = value; - } + } + }, + shadowCameraVisible: { + set: function () { - function render(start, count) { - _gl.drawArrays(mode, start, count); + console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); - _infoRender.calls++; - _infoRender.vertices += count; - if (mode === _gl.TRIANGLES) _infoRender.faces += count / 3; - } + } + }, + shadowBias: { + set: function ( value ) { - function renderInstances(geometry) { - var extension = extensions.get('ANGLE_instanced_arrays'); + console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' ); + this.shadow.bias = value; - if (extension === null) { - return; - } + } + }, + shadowDarkness: { + set: function () { - var position = geometry.attributes.position; - var count = 0; + console.warn( 'THREE.Light: .shadowDarkness has been removed.' ); - if (position instanceof THREE.InterleavedBufferAttribute) { - count = position.data.count; - extension.drawArraysInstancedANGLE(mode, 0, count, geometry.maxInstancedCount); - } else { - count = position.count; - extension.drawArraysInstancedANGLE(mode, 0, count, geometry.maxInstancedCount); - } + } + }, + shadowMapWidth: { + set: function ( value ) { - _infoRender.calls++; - _infoRender.vertices += count * geometry.maxInstancedCount; - if (mode === _gl.TRIANGLES) _infoRender.faces += geometry.maxInstancedCount * count / 3; - } + console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); + this.shadow.mapSize.width = value; - this.setMode = setMode; - this.render = render; - this.renderInstances = renderInstances; -}; // File:src/renderers/webgl/WebGLIndexedBufferRenderer.js + } + }, + shadowMapHeight: { + set: function ( value ) { -/** -* @author mrdoob / http://mrdoob.com/ -*/ + console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); + this.shadow.mapSize.height = value; + } + } +} ); -THREE.WebGLIndexedBufferRenderer = function (_gl, extensions, _infoRender) { - var mode; +// - function setMode(value) { - mode = value; - } +Object.defineProperties( BufferAttribute.prototype, { - var type, size; + length: { + get: function () { - function setIndex(index) { - if (index.array instanceof Uint32Array && extensions.get('OES_element_index_uint')) { - type = _gl.UNSIGNED_INT; - size = 4; - } else { - type = _gl.UNSIGNED_SHORT; - size = 2; - } - } + console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' ); + return this.array.length; - function render(start, count) { - _gl.drawElements(mode, count, type, start * size); + } + }, + dynamic: { + get: function () { - _infoRender.calls++; - _infoRender.vertices += count; - if (mode === _gl.TRIANGLES) _infoRender.faces += count / 3; - } + console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' ); + return this.usage === DynamicDrawUsage; - function renderInstances(geometry, start, count) { - var extension = extensions.get('ANGLE_instanced_arrays'); + }, + set: function ( /* value */ ) { - if (extension === null) { - return; - } + console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' ); + this.setUsage( DynamicDrawUsage ); - extension.drawElementsInstancedANGLE(mode, count, type, start * size, geometry.maxInstancedCount); - _infoRender.calls++; - _infoRender.vertices += count * geometry.maxInstancedCount; - if (mode === _gl.TRIANGLES) _infoRender.faces += geometry.maxInstancedCount * count / 3; - } + } + } - this.setMode = setMode; - this.setIndex = setIndex; - this.render = render; - this.renderInstances = renderInstances; -}; // File:src/renderers/webgl/WebGLShader.js +} ); +Object.assign( BufferAttribute.prototype, { + setDynamic: function ( value ) { -THREE.WebGLShader = function () { + console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' ); + this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage ); + return this; - return function WebGLShader(gl, type, string) { - var shader = gl.createShader(type); - gl.shaderSource(shader, string); - gl.compileShader(shader); + }, + copyIndicesArray: function ( /* indices */ ) { - if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) === false) ; + console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' ); - if (gl.getShaderInfoLog(shader) !== '') ; // --enable-privileged-webgl-extension - // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + }, + setArray: function ( /* array */ ) { + console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' ); - return shader; - }; -}(); // File:src/renderers/webgl/WebGLShadowMap.js + } +} ); -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ +Object.assign( BufferGeometry.prototype, { + addIndex: function ( index ) { -THREE.WebGLShadowMap = function (_renderer, _lights, _objects) { - var _gl = _renderer.context, - _state = _renderer.state, - _frustum = new THREE.Frustum(), - _projScreenMatrix = new THREE.Matrix4(), - _shadowMapSize = new THREE.Vector2(), - _lookTarget = new THREE.Vector3(), - _lightPositionWorld = new THREE.Vector3(), - _renderList = [], - _MorphingFlag = 1, - _SkinningFlag = 2, - _NumberOfMaterialVariants = (_MorphingFlag | _SkinningFlag) + 1, - _depthMaterials = new Array(_NumberOfMaterialVariants), - _distanceMaterials = new Array(_NumberOfMaterialVariants); - - var cubeDirections = [new THREE.Vector3(1, 0, 0), new THREE.Vector3(-1, 0, 0), new THREE.Vector3(0, 0, 1), new THREE.Vector3(0, 0, -1), new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, -1, 0)]; - var cubeUps = [new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, 0, 1), new THREE.Vector3(0, 0, -1)]; - var cube2DViewPorts = [new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4()]; // init - - var depthShader = THREE.ShaderLib["depthRGBA"]; - var depthUniforms = THREE.UniformsUtils.clone(depthShader.uniforms); - var distanceShader = THREE.ShaderLib["distanceRGBA"]; - var distanceUniforms = THREE.UniformsUtils.clone(distanceShader.uniforms); - - for (var i = 0; i !== _NumberOfMaterialVariants; ++i) { - var useMorphing = (i & _MorphingFlag) !== 0; - var useSkinning = (i & _SkinningFlag) !== 0; - var depthMaterial = new THREE.ShaderMaterial({ - uniforms: depthUniforms, - vertexShader: depthShader.vertexShader, - fragmentShader: depthShader.fragmentShader, - morphTargets: useMorphing, - skinning: useSkinning - }); - _depthMaterials[i] = depthMaterial; - var distanceMaterial = new THREE.ShaderMaterial({ - defines: { - 'USE_SHADOWMAP': '' - }, - uniforms: distanceUniforms, - vertexShader: distanceShader.vertexShader, - fragmentShader: distanceShader.fragmentShader, - morphTargets: useMorphing, - skinning: useSkinning - }); - _distanceMaterials[i] = distanceMaterial; - } // - - - var scope = this; - this.enabled = false; - this.autoUpdate = true; - this.needsUpdate = false; - this.type = THREE.PCFShadowMap; - this.cullFace = THREE.CullFaceFront; - - this.render = function (scene, camera) { - var faceCount, isPointLight; - var shadows = _lights.shadows; - if (shadows.length === 0) return; - if (scope.enabled === false) return; - if (scope.autoUpdate === false && scope.needsUpdate === false) return; // Set GL state for depth map. - - _state.clearColor(1, 1, 1, 1); - - _state.disable(_gl.BLEND); - - _state.enable(_gl.CULL_FACE); - - _gl.frontFace(_gl.CCW); - - _gl.cullFace(scope.cullFace === THREE.CullFaceFront ? _gl.FRONT : _gl.BACK); - - _state.setDepthTest(true); - - _state.setScissorTest(false); // render depth map - - - for (var i = 0, il = shadows.length; i < il; i++) { - var light = shadows[i]; - var shadow = light.shadow; - var shadowCamera = shadow.camera; - - _shadowMapSize.copy(shadow.mapSize); - - if (light instanceof THREE.PointLight) { - faceCount = 6; - isPointLight = true; - var vpWidth = _shadowMapSize.x; - var vpHeight = _shadowMapSize.y; // These viewports map a cube-map onto a 2D texture with the - // following orientation: - // - // xzXZ - // y Y - // - // X - Positive x direction - // x - Negative x direction - // Y - Positive y direction - // y - Negative y direction - // Z - Positive z direction - // z - Negative z direction - // positive X - - cube2DViewPorts[0].set(vpWidth * 2, vpHeight, vpWidth, vpHeight); // negative X - - cube2DViewPorts[1].set(0, vpHeight, vpWidth, vpHeight); // positive Z - - cube2DViewPorts[2].set(vpWidth * 3, vpHeight, vpWidth, vpHeight); // negative Z - - cube2DViewPorts[3].set(vpWidth, vpHeight, vpWidth, vpHeight); // positive Y - - cube2DViewPorts[4].set(vpWidth * 3, 0, vpWidth, vpHeight); // negative Y - - cube2DViewPorts[5].set(vpWidth, 0, vpWidth, vpHeight); - _shadowMapSize.x *= 4.0; - _shadowMapSize.y *= 2.0; - } else { - faceCount = 1; - isPointLight = false; - } + console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); + this.setIndex( index ); - if (shadow.map === null) { - var pars = { - minFilter: THREE.NearestFilter, - magFilter: THREE.NearestFilter, - format: THREE.RGBAFormat - }; - shadow.map = new THREE.WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars); // + }, + addAttribute: function ( name, attribute ) { - if (light instanceof THREE.SpotLight) { - shadowCamera.aspect = _shadowMapSize.x / _shadowMapSize.y; - } + console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' ); - shadowCamera.updateProjectionMatrix(); - } + if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) { - var shadowMap = shadow.map; - var shadowMatrix = shadow.matrix; + console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); - _lightPositionWorld.setFromMatrixPosition(light.matrixWorld); + return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); - shadowCamera.position.copy(_lightPositionWorld); + } - _renderer.setRenderTarget(shadowMap); + if ( name === 'index' ) { - _renderer.clear(); // render shadow map for each cube face (if omni-directional) or - // run a single pass if not + console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); + this.setIndex( attribute ); + return this; - for (var face = 0; face < faceCount; face++) { - if (isPointLight) { - _lookTarget.copy(shadowCamera.position); + } - _lookTarget.add(cubeDirections[face]); + return this.setAttribute( name, attribute ); - shadowCamera.up.copy(cubeUps[face]); - shadowCamera.lookAt(_lookTarget); - var vpDimensions = cube2DViewPorts[face]; + }, + addDrawCall: function ( start, count, indexOffset ) { - _state.viewport(vpDimensions); - } else { - _lookTarget.setFromMatrixPosition(light.target.matrixWorld); + if ( indexOffset !== undefined ) { - shadowCamera.lookAt(_lookTarget); - } + console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); - shadowCamera.updateMatrixWorld(); - shadowCamera.matrixWorldInverse.getInverse(shadowCamera.matrixWorld); // compute shadow matrix + } + console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); + this.addGroup( start, count ); - shadowMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0); - shadowMatrix.multiply(shadowCamera.projectionMatrix); - shadowMatrix.multiply(shadowCamera.matrixWorldInverse); // update camera matrices and frustum + }, + clearDrawCalls: function () { - _projScreenMatrix.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse); + console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); + this.clearGroups(); - _frustum.setFromMatrix(_projScreenMatrix); // set object matrices & frustum culling + }, + computeTangents: function () { + console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); - _renderList.length = 0; - projectObject(scene, camera, shadowCamera); // render shadow map - // render regular objects + }, + computeOffsets: function () { - for (var j = 0, jl = _renderList.length; j < jl; j++) { - var object = _renderList[j]; + console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); - var geometry = _objects.update(object); + }, + removeAttribute: function ( name ) { - var material = object.material; + console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' ); - if (material instanceof THREE.MultiMaterial) { - var groups = geometry.groups; - var materials = material.materials; + return this.deleteAttribute( name ); - for (var k = 0, kl = groups.length; k < kl; k++) { - var group = groups[k]; - var groupMaterial = materials[group.materialIndex]; + }, + applyMatrix: function ( matrix ) { - if (groupMaterial.visible === true) { - var depthMaterial = getDepthMaterial(object, groupMaterial, isPointLight, _lightPositionWorld); + console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' ); + return this.applyMatrix4( matrix ); - _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group); - } - } - } else { - var depthMaterial = getDepthMaterial(object, material, isPointLight, _lightPositionWorld); + } - _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null); - } - } - } - } // Restore GL state. +} ); +Object.defineProperties( BufferGeometry.prototype, { - var clearColor = _renderer.getClearColor(), - clearAlpha = _renderer.getClearAlpha(); + drawcalls: { + get: function () { - _renderer.setClearColor(clearColor, clearAlpha); + console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); + return this.groups; - _state.enable(_gl.BLEND); + } + }, + offsets: { + get: function () { - if (scope.cullFace === THREE.CullFaceFront) { - _gl.cullFace(_gl.BACK); - } + console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); + return this.groups; - scope.needsUpdate = false; - }; + } + } - function getDepthMaterial(object, material, isPointLight, lightPositionWorld) { - var geometry = object.geometry; - var newMaterial = null; - var materialVariants = _depthMaterials; - var customMaterial = object.customDepthMaterial; +} ); - if (isPointLight) { - materialVariants = _distanceMaterials; - customMaterial = object.customDistanceMaterial; - } +Object.defineProperties( Raycaster.prototype, { - if (!customMaterial) { - var useMorphing = geometry.morphTargets !== undefined && geometry.morphTargets.length > 0 && material.morphTargets; - var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning; - var variantIndex = 0; - if (useMorphing) variantIndex |= _MorphingFlag; - if (useSkinning) variantIndex |= _SkinningFlag; - newMaterial = materialVariants[variantIndex]; - } else { - newMaterial = customMaterial; - } + linePrecision: { + get: function () { - newMaterial.visible = material.visible; - newMaterial.wireframe = material.wireframe; - newMaterial.wireframeLinewidth = material.wireframeLinewidth; + console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' ); + return this.params.Line.threshold; - if (isPointLight && newMaterial.uniforms.lightPos !== undefined) { - newMaterial.uniforms.lightPos.value.copy(lightPositionWorld); - } + }, + set: function ( value ) { - return newMaterial; - } + console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' ); + this.params.Line.threshold = value; - function projectObject(object, camera, shadowCamera) { - if (object.visible === false) return; + } + } - if (object.layers.test(camera.layers) && (object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points)) { - if (object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject(object) === true)) { - var material = object.material; +} ); - if (material.visible === true) { - object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld); +Object.defineProperties( InterleavedBuffer.prototype, { - _renderList.push(object); - } - } - } + dynamic: { + get: function () { - var children = object.children; + console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' ); + return this.usage === DynamicDrawUsage; - for (var i = 0, l = children.length; i < l; i++) { - projectObject(children[i], camera, shadowCamera); - } - } -}; // File:src/renderers/webgl/plugins/SpritePlugin.js + }, + set: function ( value ) { -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ + console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' ); + this.setUsage( value ); + } + } -THREE.SpritePlugin = function (renderer, sprites) { - var gl = renderer.context; - var state = renderer.state; - var vertexBuffer, elementBuffer; - var program, attributes, uniforms; - var texture; // decompose matrixWorld - - var spritePosition = new THREE.Vector3(); - var spriteRotation = new THREE.Quaternion(); - var spriteScale = new THREE.Vector3(); - - function init() { - var vertices = new Float32Array([-0.5, -0.5, 0, 0, 0.5, -0.5, 1, 0, 0.5, 0.5, 1, 1, -0.5, 0.5, 0, 1]); - var faces = new Uint16Array([0, 1, 2, 0, 2, 3]); - vertexBuffer = gl.createBuffer(); - elementBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); - gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer); - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW); - program = createProgram(); - attributes = { - position: gl.getAttribLocation(program, 'position'), - uv: gl.getAttribLocation(program, 'uv') - }; - uniforms = { - uvOffset: gl.getUniformLocation(program, 'uvOffset'), - uvScale: gl.getUniformLocation(program, 'uvScale'), - rotation: gl.getUniformLocation(program, 'rotation'), - scale: gl.getUniformLocation(program, 'scale'), - color: gl.getUniformLocation(program, 'color'), - map: gl.getUniformLocation(program, 'map'), - opacity: gl.getUniformLocation(program, 'opacity'), - modelViewMatrix: gl.getUniformLocation(program, 'modelViewMatrix'), - projectionMatrix: gl.getUniformLocation(program, 'projectionMatrix'), - fogType: gl.getUniformLocation(program, 'fogType'), - fogDensity: gl.getUniformLocation(program, 'fogDensity'), - fogNear: gl.getUniformLocation(program, 'fogNear'), - fogFar: gl.getUniformLocation(program, 'fogFar'), - fogColor: gl.getUniformLocation(program, 'fogColor'), - alphaTest: gl.getUniformLocation(program, 'alphaTest') - }; - var canvas = document.createElement('canvas'); - canvas.width = 8; - canvas.height = 8; - var context = canvas.getContext('2d'); - context.fillStyle = 'white'; - context.fillRect(0, 0, 8, 8); - texture = new THREE.Texture(canvas); - texture.needsUpdate = true; - } +} ); - this.render = function (scene, camera) { - if (sprites.length === 0) return; // setup gl +Object.assign( InterleavedBuffer.prototype, { + setDynamic: function ( value ) { - if (program === undefined) { - init(); - } + console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' ); + this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage ); + return this; - gl.useProgram(program); - state.initAttributes(); - state.enableAttribute(attributes.position); - state.enableAttribute(attributes.uv); - state.disableUnusedAttributes(); - state.disable(gl.CULL_FACE); - state.enable(gl.BLEND); - gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); - gl.vertexAttribPointer(attributes.position, 2, gl.FLOAT, false, 2 * 8, 0); - gl.vertexAttribPointer(attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8); - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer); - gl.uniformMatrix4fv(uniforms.projectionMatrix, false, camera.projectionMatrix.elements); - state.activeTexture(gl.TEXTURE0); - gl.uniform1i(uniforms.map, 0); - var oldFogType = 0; - var sceneFogType = 0; - var fog = scene.fog; - - if (fog) { - gl.uniform3f(uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b); - - if (fog instanceof THREE.Fog) { - gl.uniform1f(uniforms.fogNear, fog.near); - gl.uniform1f(uniforms.fogFar, fog.far); - gl.uniform1i(uniforms.fogType, 1); - oldFogType = 1; - sceneFogType = 1; - } else if (fog instanceof THREE.FogExp2) { - gl.uniform1f(uniforms.fogDensity, fog.density); - gl.uniform1i(uniforms.fogType, 2); - oldFogType = 2; - sceneFogType = 2; - } - } else { - gl.uniform1i(uniforms.fogType, 0); - oldFogType = 0; - sceneFogType = 0; - } // update positions and sort + }, + setArray: function ( /* array */ ) { + console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' ); - for (var i = 0, l = sprites.length; i < l; i++) { - var sprite = sprites[i]; - sprite.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, sprite.matrixWorld); - sprite.z = -sprite.modelViewMatrix.elements[14]; - } + } +} ); - sprites.sort(painterSortStable); // render all sprites +// - var scale = []; +Object.assign( ExtrudeBufferGeometry.prototype, { - for (var i = 0, l = sprites.length; i < l; i++) { - var sprite = sprites[i]; - var material = sprite.material; - gl.uniform1f(uniforms.alphaTest, material.alphaTest); - gl.uniformMatrix4fv(uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements); - sprite.matrixWorld.decompose(spritePosition, spriteRotation, spriteScale); - scale[0] = spriteScale.x; - scale[1] = spriteScale.y; - var fogType = 0; + getArrays: function () { - if (scene.fog && material.fog) { - fogType = sceneFogType; - } + console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' ); - if (oldFogType !== fogType) { - gl.uniform1i(uniforms.fogType, fogType); - oldFogType = fogType; - } + }, - if (material.map !== null) { - gl.uniform2f(uniforms.uvOffset, material.map.offset.x, material.map.offset.y); - gl.uniform2f(uniforms.uvScale, material.map.repeat.x, material.map.repeat.y); - } else { - gl.uniform2f(uniforms.uvOffset, 0, 0); - gl.uniform2f(uniforms.uvScale, 1, 1); - } + addShapeList: function () { - gl.uniform1f(uniforms.opacity, material.opacity); - gl.uniform3f(uniforms.color, material.color.r, material.color.g, material.color.b); - gl.uniform1f(uniforms.rotation, material.rotation); - gl.uniform2fv(uniforms.scale, scale); - state.setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst); - state.setDepthTest(material.depthTest); - state.setDepthWrite(material.depthWrite); - - if (material.map && material.map.image && material.map.image.width) { - renderer.setTexture(material.map, 0); - } else { - renderer.setTexture(texture, 0); - } + console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' ); - gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); - } // restore gl + }, + addShape: function () { - state.enable(gl.CULL_FACE); - renderer.resetGLState(); - }; + console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' ); - function createProgram() { - var program = gl.createProgram(); - var vertexShader = gl.createShader(gl.VERTEX_SHADER); - var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); - gl.shaderSource(vertexShader, ['precision ' + renderer.getPrecision() + ' float;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform float rotation;', 'uniform vec2 scale;', 'uniform vec2 uvOffset;', 'uniform vec2 uvScale;', 'attribute vec2 position;', 'attribute vec2 uv;', 'varying vec2 vUV;', 'void main() {', 'vUV = uvOffset + uv * uvScale;', 'vec2 alignedPosition = position * scale;', 'vec2 rotatedPosition;', 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;', 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;', 'vec4 finalPosition;', 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', 'finalPosition.xy += rotatedPosition;', 'finalPosition = projectionMatrix * finalPosition;', 'gl_Position = finalPosition;', '}'].join('\n')); - gl.shaderSource(fragmentShader, ['precision ' + renderer.getPrecision() + ' float;', 'uniform vec3 color;', 'uniform sampler2D map;', 'uniform float opacity;', 'uniform int fogType;', 'uniform vec3 fogColor;', 'uniform float fogDensity;', 'uniform float fogNear;', 'uniform float fogFar;', 'uniform float alphaTest;', 'varying vec2 vUV;', 'void main() {', 'vec4 texture = texture2D( map, vUV );', 'if ( texture.a < alphaTest ) discard;', 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', 'if ( fogType > 0 ) {', 'float depth = gl_FragCoord.z / gl_FragCoord.w;', 'float fogFactor = 0.0;', 'if ( fogType == 1 ) {', 'fogFactor = smoothstep( fogNear, fogFar, depth );', '} else {', 'const float LOG2 = 1.442695;', 'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );', 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );', '}', 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );', '}', '}'].join('\n')); - gl.compileShader(vertexShader); - gl.compileShader(fragmentShader); - gl.attachShader(program, vertexShader); - gl.attachShader(program, fragmentShader); - gl.linkProgram(program); - return program; - } + } - function painterSortStable(a, b) { - if (a.renderOrder !== b.renderOrder) { - return a.renderOrder - b.renderOrder; - } else if (a.z !== b.z) { - return b.z - a.z; - } else { - return b.id - a.id; - } - } -}; // File:src/renderers/webgl/plugins/LensFlarePlugin.js +} ); -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ +// +Object.defineProperties( Uniform.prototype, { -THREE.LensFlarePlugin = function (renderer, flares) { - var gl = renderer.context; - var state = renderer.state; - var vertexBuffer, elementBuffer; - var program, attributes, uniforms; - var hasVertexTexture; - var tempTexture, occlusionTexture; - - function init() { - var vertices = new Float32Array([-1, -1, 0, 0, 1, -1, 1, 0, 1, 1, 1, 1, -1, 1, 0, 1]); - var faces = new Uint16Array([0, 1, 2, 0, 2, 3]); // buffers - - vertexBuffer = gl.createBuffer(); - elementBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); - gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer); - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW); // textures - - tempTexture = gl.createTexture(); - occlusionTexture = gl.createTexture(); - state.bindTexture(gl.TEXTURE_2D, tempTexture); - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); - state.bindTexture(gl.TEXTURE_2D, occlusionTexture); - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); - hasVertexTexture = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) > 0; - var shader; - - if (hasVertexTexture) { - shader = { - vertexShader: ["uniform lowp int renderType;", "uniform vec3 screenPosition;", "uniform vec2 scale;", "uniform float rotation;", "uniform sampler2D occlusionMap;", "attribute vec2 position;", "attribute vec2 uv;", "varying vec2 vUV;", "varying float vVisibility;", "void main() {", "vUV = uv;", "vec2 pos = position;", "if ( renderType == 2 ) {", "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );", "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );", "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );", "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );", "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );", "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );", "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );", "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );", "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );", "vVisibility = visibility.r / 9.0;", "vVisibility *= 1.0 - visibility.g / 9.0;", "vVisibility *= visibility.b / 9.0;", "vVisibility *= 1.0 - visibility.a / 9.0;", "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", "}", "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", "}"].join("\n"), - fragmentShader: ["uniform lowp int renderType;", "uniform sampler2D map;", "uniform float opacity;", "uniform vec3 color;", "varying vec2 vUV;", "varying float vVisibility;", "void main() {", // pink square - "if ( renderType == 0 ) {", "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", // restore - "} else if ( renderType == 1 ) {", "gl_FragColor = texture2D( map, vUV );", // flare - "} else {", "vec4 texture = texture2D( map, vUV );", "texture.a *= opacity * vVisibility;", "gl_FragColor = texture;", "gl_FragColor.rgb *= color;", "}", "}"].join("\n") - }; - } else { - shader = { - vertexShader: ["uniform lowp int renderType;", "uniform vec3 screenPosition;", "uniform vec2 scale;", "uniform float rotation;", "attribute vec2 position;", "attribute vec2 uv;", "varying vec2 vUV;", "void main() {", "vUV = uv;", "vec2 pos = position;", "if ( renderType == 2 ) {", "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", "}", "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", "}"].join("\n"), - fragmentShader: ["precision mediump float;", "uniform lowp int renderType;", "uniform sampler2D map;", "uniform sampler2D occlusionMap;", "uniform float opacity;", "uniform vec3 color;", "varying vec2 vUV;", "void main() {", // pink square - "if ( renderType == 0 ) {", "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );", // restore - "} else if ( renderType == 1 ) {", "gl_FragColor = texture2D( map, vUV );", // flare - "} else {", "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;", "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;", "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;", "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;", "visibility = ( 1.0 - visibility / 4.0 );", "vec4 texture = texture2D( map, vUV );", "texture.a *= opacity * visibility;", "gl_FragColor = texture;", "gl_FragColor.rgb *= color;", "}", "}"].join("\n") - }; - } + dynamic: { + set: function () { - program = createProgram(shader); - attributes = { - vertex: gl.getAttribLocation(program, "position"), - uv: gl.getAttribLocation(program, "uv") - }; - uniforms = { - renderType: gl.getUniformLocation(program, "renderType"), - map: gl.getUniformLocation(program, "map"), - occlusionMap: gl.getUniformLocation(program, "occlusionMap"), - opacity: gl.getUniformLocation(program, "opacity"), - color: gl.getUniformLocation(program, "color"), - scale: gl.getUniformLocation(program, "scale"), - rotation: gl.getUniformLocation(program, "rotation"), - screenPosition: gl.getUniformLocation(program, "screenPosition") - }; - } - /* - * Render lens flares - * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, - * reads these back and calculates occlusion. - */ - - - this.render = function (scene, camera, viewport) { - if (flares.length === 0) return; - var tempPosition = new THREE.Vector3(); - var invAspect = viewport.w / viewport.z, - halfViewportWidth = viewport.z * 0.5, - halfViewportHeight = viewport.w * 0.5; - var size = 16 / viewport.w, - scale = new THREE.Vector2(size * invAspect, size); - var screenPosition = new THREE.Vector3(1, 1, 0), - screenPositionPixels = new THREE.Vector2(1, 1); - - if (program === undefined) { - init(); - } + console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' ); - gl.useProgram(program); - state.initAttributes(); - state.enableAttribute(attributes.vertex); - state.enableAttribute(attributes.uv); - state.disableUnusedAttributes(); // loop through all lens flares to update their occlusion and positions - // setup gl and common used attribs/uniforms - - gl.uniform1i(uniforms.occlusionMap, 0); - gl.uniform1i(uniforms.map, 1); - gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); - gl.vertexAttribPointer(attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0); - gl.vertexAttribPointer(attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8); - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer); - state.disable(gl.CULL_FACE); - state.setDepthWrite(false); - - for (var i = 0, l = flares.length; i < l; i++) { - size = 16 / viewport.w; - scale.set(size * invAspect, size); // calc object screen position - - var flare = flares[i]; - tempPosition.set(flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14]); - tempPosition.applyMatrix4(camera.matrixWorldInverse); - tempPosition.applyProjection(camera.projectionMatrix); // setup arrays for gl programs - - screenPosition.copy(tempPosition); - screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth; - screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight; // screen cull - - if (hasVertexTexture || screenPositionPixels.x > 0 && screenPositionPixels.x < viewport.z && screenPositionPixels.y > 0 && screenPositionPixels.y < viewport.w) { - // save current RGB to temp texture - state.activeTexture(gl.TEXTURE0); - state.bindTexture(gl.TEXTURE_2D, null); - state.activeTexture(gl.TEXTURE1); - state.bindTexture(gl.TEXTURE_2D, tempTexture); - gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGB, viewport.x + screenPositionPixels.x - 8, viewport.y + screenPositionPixels.y - 8, 16, 16, 0); // render pink quad - - gl.uniform1i(uniforms.renderType, 0); - gl.uniform2f(uniforms.scale, scale.x, scale.y); - gl.uniform3f(uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z); - state.disable(gl.BLEND); - state.enable(gl.DEPTH_TEST); - gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); // copy result to occlusionMap - - state.activeTexture(gl.TEXTURE0); - state.bindTexture(gl.TEXTURE_2D, occlusionTexture); - gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, viewport.x + screenPositionPixels.x - 8, viewport.y + screenPositionPixels.y - 8, 16, 16, 0); // restore graphics - - gl.uniform1i(uniforms.renderType, 1); - state.disable(gl.DEPTH_TEST); - state.activeTexture(gl.TEXTURE1); - state.bindTexture(gl.TEXTURE_2D, tempTexture); - gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); // update object positions - - flare.positionScreen.copy(screenPosition); - - if (flare.customUpdateCallback) { - flare.customUpdateCallback(flare); - } else { - flare.updateLensFlares(); - } // render flares - - - gl.uniform1i(uniforms.renderType, 2); - state.enable(gl.BLEND); - - for (var j = 0, jl = flare.lensFlares.length; j < jl; j++) { - var sprite = flare.lensFlares[j]; - - if (sprite.opacity > 0.001 && sprite.scale > 0.001) { - screenPosition.x = sprite.x; - screenPosition.y = sprite.y; - screenPosition.z = sprite.z; - size = sprite.size * sprite.scale / viewport.w; - scale.x = size * invAspect; - scale.y = size; - gl.uniform3f(uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z); - gl.uniform2f(uniforms.scale, scale.x, scale.y); - gl.uniform1f(uniforms.rotation, sprite.rotation); - gl.uniform1f(uniforms.opacity, sprite.opacity); - gl.uniform3f(uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b); - state.setBlending(sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst); - renderer.setTexture(sprite.texture, 1); - gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); - } - } - } - } // restore gl + } + }, + onUpdate: { + value: function () { + console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' ); + return this; - state.enable(gl.CULL_FACE); - state.enable(gl.DEPTH_TEST); - state.setDepthWrite(true); - renderer.resetGLState(); - }; + } + } - function createProgram(shader) { - var program = gl.createProgram(); - var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); - var vertexShader = gl.createShader(gl.VERTEX_SHADER); - var prefix = "precision " + renderer.getPrecision() + " float;\n"; - gl.shaderSource(fragmentShader, prefix + shader.fragmentShader); - gl.shaderSource(vertexShader, prefix + shader.vertexShader); - gl.compileShader(fragmentShader); - gl.compileShader(vertexShader); - gl.attachShader(program, fragmentShader); - gl.attachShader(program, vertexShader); - gl.linkProgram(program); - return program; - } -}; // File:src/renderers/webgl/WebGLObjects.js +} ); -/** -* @author mrdoob / http://mrdoob.com/ -*/ +// +Object.defineProperties( Material.prototype, { -THREE.WebGLObjects = function (gl, properties, info) { - var geometries = new THREE.WebGLGeometries(gl, properties, info); // + wrapAround: { + get: function () { - function update(object) { - // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter. - var geometry = geometries.get(object); + console.warn( 'THREE.Material: .wrapAround has been removed.' ); - if (object.geometry instanceof THREE.Geometry) { - geometry.updateFromObject(object); - } + }, + set: function () { - var index = geometry.index; - var attributes = geometry.attributes; + console.warn( 'THREE.Material: .wrapAround has been removed.' ); - if (index !== null) { - updateAttribute(index, gl.ELEMENT_ARRAY_BUFFER); - } + } + }, - for (var name in attributes) { - updateAttribute(attributes[name], gl.ARRAY_BUFFER); - } // morph targets + overdraw: { + get: function () { + console.warn( 'THREE.Material: .overdraw has been removed.' ); - var morphAttributes = geometry.morphAttributes; + }, + set: function () { - for (var name in morphAttributes) { - var array = morphAttributes[name]; + console.warn( 'THREE.Material: .overdraw has been removed.' ); - for (var i = 0, l = array.length; i < l; i++) { - updateAttribute(array[i], gl.ARRAY_BUFFER); - } - } + } + }, - return geometry; - } + wrapRGB: { + get: function () { - function updateAttribute(attribute, bufferType) { - var data = attribute instanceof THREE.InterleavedBufferAttribute ? attribute.data : attribute; - var attributeProperties = properties.get(data); + console.warn( 'THREE.Material: .wrapRGB has been removed.' ); + return new Color(); - if (attributeProperties.__webglBuffer === undefined) { - createBuffer(attributeProperties, data, bufferType); - } else if (attributeProperties.version !== data.version) { - updateBuffer(attributeProperties, data, bufferType); - } - } + } + }, - function createBuffer(attributeProperties, data, bufferType) { - attributeProperties.__webglBuffer = gl.createBuffer(); - gl.bindBuffer(bufferType, attributeProperties.__webglBuffer); - var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; - gl.bufferData(bufferType, data.array, usage); - attributeProperties.version = data.version; - } + shading: { + get: function () { - function updateBuffer(attributeProperties, data, bufferType) { - gl.bindBuffer(bufferType, attributeProperties.__webglBuffer); + console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); - if (data.dynamic === false || data.updateRange.count === -1) { - // Not using update ranges - gl.bufferSubData(bufferType, 0, data.array); - } else if (data.updateRange.count === 0) ; else { - gl.bufferSubData(bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT, data.array.subarray(data.updateRange.offset, data.updateRange.offset + data.updateRange.count)); - data.updateRange.count = 0; // reset range - } + }, + set: function ( value ) { - attributeProperties.version = data.version; - } + console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + this.flatShading = ( value === FlatShading ); - function getAttributeBuffer(attribute) { - if (attribute instanceof THREE.InterleavedBufferAttribute) { - return properties.get(attribute.data).__webglBuffer; - } + } + }, - return properties.get(attribute).__webglBuffer; - } + stencilMask: { + get: function () { - function getWireframeAttribute(geometry) { - var property = properties.get(geometry); + console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' ); + return this.stencilFuncMask; - if (property.wireframe !== undefined) { - return property.wireframe; - } + }, + set: function ( value ) { - var indices = []; - var index = geometry.index; - var attributes = geometry.attributes; - var position = attributes.position; // console.time( 'wireframe' ); - - if (index !== null) { - var edges = {}; - var array = index.array; - - for (var i = 0, l = array.length; i < l; i += 3) { - var a = array[i + 0]; - var b = array[i + 1]; - var c = array[i + 2]; - if (checkEdge(edges, a, b)) indices.push(a, b); - if (checkEdge(edges, b, c)) indices.push(b, c); - if (checkEdge(edges, c, a)) indices.push(c, a); - } - } else { - var array = attributes.position.array; + console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' ); + this.stencilFuncMask = value; - for (var i = 0, l = array.length / 3 - 1; i < l; i += 3) { - var a = i + 0; - var b = i + 1; - var c = i + 2; - indices.push(a, b, b, c, c, a); - } - } // console.timeEnd( 'wireframe' ); + } + } +} ); - var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array; - var attribute = new THREE.BufferAttribute(new TypeArray(indices), 1); - updateAttribute(attribute, gl.ELEMENT_ARRAY_BUFFER); - property.wireframe = attribute; - return attribute; - } +Object.defineProperties( MeshPhongMaterial.prototype, { - function checkEdge(edges, a, b) { - if (a > b) { - var tmp = a; - a = b; - b = tmp; - } + metal: { + get: function () { - var list = edges[a]; + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); + return false; - if (list === undefined) { - edges[a] = [b]; - return true; - } else if (list.indexOf(b) === -1) { - list.push(b); - return true; - } + }, + set: function () { - return false; - } + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); - this.getAttributeBuffer = getAttributeBuffer; - this.getWireframeAttribute = getWireframeAttribute; - this.update = update; -}; // File:src/renderers/webgl/WebGLProgram.js + } + } +} ); -THREE.WebGLProgram = function () { - var programIdCount = 0; // TODO: Combine the regex +Object.defineProperties( ShaderMaterial.prototype, { - var structRe = /^([\w\d_]+)\.([\w\d_]+)$/; - var arrayStructRe = /^([\w\d_]+)\[(\d+)\]\.([\w\d_]+)$/; - var arrayRe = /^([\w\d_]+)\[0\]$/; + derivatives: { + get: function () { - function getEncodingComponents(encoding) { - switch (encoding) { - case THREE.LinearEncoding: - return ['Linear', '( value )']; + console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + return this.extensions.derivatives; - case THREE.sRGBEncoding: - return ['sRGB', '( value )']; + }, + set: function ( value ) { - case THREE.RGBEEncoding: - return ['RGBE', '( value )']; + console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + this.extensions.derivatives = value; - case THREE.RGBM7Encoding: - return ['RGBM', '( value, 7.0 )']; + } + } - case THREE.RGBM16Encoding: - return ['RGBM', '( value, 16.0 )']; +} ); - case THREE.RGBDEncoding: - return ['RGBD', '( value, 256.0 )']; +// - case THREE.GammaEncoding: - return ['Gamma', '( value, float( GAMMA_FACTOR ) )']; +Object.assign( WebGLRenderer.prototype, { - default: - throw new Error('unsupported encoding: ' + encoding); - } - } + clearTarget: function ( renderTarget, color, depth, stencil ) { - function getTexelDecodingFunction(functionName, encoding) { - var components = getEncodingComponents(encoding); - return "vec4 " + functionName + "( vec4 value ) { return " + components[0] + "ToLinear" + components[1] + "; }"; - } + console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' ); + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); - function getTexelEncodingFunction(functionName, encoding) { - var components = getEncodingComponents(encoding); - return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[0] + components[1] + "; }"; - } + }, + animate: function ( callback ) { - function getToneMappingFunction(functionName, toneMapping) { - var toneMappingName; + console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' ); + this.setAnimationLoop( callback ); - switch (toneMapping) { - case THREE.LinearToneMapping: - toneMappingName = "Linear"; - break; + }, + getCurrentRenderTarget: function () { - case THREE.ReinhardToneMapping: - toneMappingName = "Reinhard"; - break; + console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' ); + return this.getRenderTarget(); - case THREE.Uncharted2ToneMapping: - toneMappingName = "Uncharted2"; - break; + }, + getMaxAnisotropy: function () { - case THREE.CineonToneMapping: - toneMappingName = "OptimizedCineon"; - break; + console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' ); + return this.capabilities.getMaxAnisotropy(); - default: - throw new Error('unsupported toneMapping: ' + toneMapping); - } + }, + getPrecision: function () { - return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }"; - } + console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' ); + return this.capabilities.precision; - function generateExtensions(extensions, parameters, rendererExtensions) { - extensions = extensions || {}; - var chunks = [extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ? '#extension GL_OES_standard_derivatives : enable' : '', (extensions.fragDepth || parameters.logarithmicDepthBuffer) && rendererExtensions.get('EXT_frag_depth') ? '#extension GL_EXT_frag_depth : enable' : '', extensions.drawBuffers && rendererExtensions.get('WEBGL_draw_buffers') ? '#extension GL_EXT_draw_buffers : require' : '', (extensions.shaderTextureLOD || parameters.envMap) && rendererExtensions.get('EXT_shader_texture_lod') ? '#extension GL_EXT_shader_texture_lod : enable' : '']; - return chunks.filter(filterEmptyLine).join('\n'); - } + }, + resetGLState: function () { - function generateDefines(defines) { - var chunks = []; + console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' ); + return this.state.reset(); - for (var name in defines) { - var value = defines[name]; - if (value === false) continue; - chunks.push('#define ' + name + ' ' + value); - } + }, + supportsFloatTextures: function () { - return chunks.join('\n'); - } + console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); + return this.extensions.get( 'OES_texture_float' ); - function fetchUniformLocations(gl, program, identifiers) { - var uniforms = {}; - var n = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); + }, + supportsHalfFloatTextures: function () { - for (var i = 0; i < n; i++) { - var info = gl.getActiveUniform(program, i); - var name = info.name; - var location = gl.getUniformLocation(program, name); //console.log("THREE.WebGLProgram: ACTIVE UNIFORM:", name); + console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); + return this.extensions.get( 'OES_texture_half_float' ); - var matches = structRe.exec(name); + }, + supportsStandardDerivatives: function () { - if (matches) { - var structName = matches[1]; - var structProperty = matches[2]; - var uniformsStruct = uniforms[structName]; + console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); + return this.extensions.get( 'OES_standard_derivatives' ); - if (!uniformsStruct) { - uniformsStruct = uniforms[structName] = {}; - } + }, + supportsCompressedTextureS3TC: function () { - uniformsStruct[structProperty] = location; - continue; - } + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); - matches = arrayStructRe.exec(name); + }, + supportsCompressedTexturePVRTC: function () { - if (matches) { - var arrayName = matches[1]; - var arrayIndex = matches[2]; - var arrayProperty = matches[3]; - var uniformsArray = uniforms[arrayName]; + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - if (!uniformsArray) { - uniformsArray = uniforms[arrayName] = []; - } + }, + supportsBlendMinMax: function () { - var uniformsArrayIndex = uniformsArray[arrayIndex]; + console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); + return this.extensions.get( 'EXT_blend_minmax' ); - if (!uniformsArrayIndex) { - uniformsArrayIndex = uniformsArray[arrayIndex] = {}; - } + }, + supportsVertexTextures: function () { - uniformsArrayIndex[arrayProperty] = location; - continue; - } + console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' ); + return this.capabilities.vertexTextures; - matches = arrayRe.exec(name); + }, + supportsInstancedArrays: function () { - if (matches) { - var arrayName = matches[1]; - uniforms[arrayName] = location; - continue; - } + console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); + return this.extensions.get( 'ANGLE_instanced_arrays' ); - uniforms[name] = location; - } + }, + enableScissorTest: function ( boolean ) { - return uniforms; - } + console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); + this.setScissorTest( boolean ); - function fetchAttributeLocations(gl, program, identifiers) { - var attributes = {}; - var n = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); + }, + initMaterial: function () { - for (var i = 0; i < n; i++) { - var info = gl.getActiveAttrib(program, i); - var name = info.name; // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i ); + console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); - attributes[name] = gl.getAttribLocation(program, name); - } + }, + addPrePlugin: function () { - return attributes; - } + console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); - function filterEmptyLine(string) { - return string !== ''; - } + }, + addPostPlugin: function () { - function replaceLightNums(string, parameters) { - return string.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights).replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights); - } + console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); - function parseIncludes(string) { - var pattern = /#include +<([\w\d.]+)>/g; + }, + updateShadowMap: function () { - function replace(match, include) { - var replace = THREE.ShaderChunk[include]; + console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); - if (replace === undefined) { - throw new Error('Can not resolve #include <' + include + '>'); - } + }, + setFaceCulling: function () { - return parseIncludes(replace); - } + console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' ); - return string.replace(pattern, replace); - } + }, + allocTextureUnit: function () { - function unrollLoops(string) { - var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; + console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' ); - function replace(match, start, end, snippet) { - var unroll = ''; + }, + setTexture: function () { - for (var i = parseInt(start); i < parseInt(end); i++) { - unroll += snippet.replace(/\[ i \]/g, '[ ' + i + ' ]'); - } + console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' ); - return unroll; - } + }, + setTexture2D: function () { - return string.replace(pattern, replace); - } + console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' ); - return function WebGLProgram(renderer, code, material, parameters) { - var gl = renderer.context; - var extensions = material.extensions; - var defines = material.defines; - var vertexShader = material.__webglShader.vertexShader; - var fragmentShader = material.__webglShader.fragmentShader; - var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; - - if (parameters.shadowMapType === THREE.PCFShadowMap) { - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; - } else if (parameters.shadowMapType === THREE.PCFSoftShadowMap) { - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; - } + }, + setTextureCube: function () { - var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; - var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; - - if (parameters.envMap) { - switch (material.envMap.mapping) { - case THREE.CubeReflectionMapping: - case THREE.CubeRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - break; - - case THREE.CubeUVReflectionMapping: - case THREE.CubeUVRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; - break; - - case THREE.EquirectangularReflectionMapping: - case THREE.EquirectangularRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; - break; - - case THREE.SphericalReflectionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; - break; - } + console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' ); - switch (material.envMap.mapping) { - case THREE.CubeRefractionMapping: - case THREE.EquirectangularRefractionMapping: - envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; - break; - } + }, + getActiveMipMapLevel: function () { - switch (material.combine) { - case THREE.MultiplyOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; - break; + console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' ); + return this.getActiveMipmapLevel(); - case THREE.MixOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; - break; + } - case THREE.AddOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; - break; - } - } +} ); - var gammaFactorDefine = renderer.gammaFactor > 0 ? renderer.gammaFactor : 1.0; // console.log( 'building new program ' ); - // +Object.defineProperties( WebGLRenderer.prototype, { - var customExtensions = generateExtensions(extensions, parameters, renderer.extensions); - var customDefines = generateDefines(defines); // + shadowMapEnabled: { + get: function () { - var program = gl.createProgram(); - var prefixVertex, prefixFragment; + return this.shadowMap.enabled; - if (material instanceof THREE.RawShaderMaterial) { - prefixVertex = ''; - prefixFragment = ''; - } else { - prefixVertex = ['precision ' + parameters.precision + ' float;', 'precision ' + parameters.precision + ' int;', '#define SHADER_NAME ' + material.__webglShader.name, customDefines, parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', '#define GAMMA_FACTOR ' + gammaFactorDefine, '#define MAX_BONES ' + parameters.maxBones, parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '', parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && renderer.extensions.get('EXT_frag_depth') ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_COLOR', ' attribute vec3 color;', '#endif', '#ifdef USE_MORPHTARGETS', ' attribute vec3 morphTarget0;', ' attribute vec3 morphTarget1;', ' attribute vec3 morphTarget2;', ' attribute vec3 morphTarget3;', ' #ifdef USE_MORPHNORMALS', ' attribute vec3 morphNormal0;', ' attribute vec3 morphNormal1;', ' attribute vec3 morphNormal2;', ' attribute vec3 morphNormal3;', ' #else', ' attribute vec3 morphTarget4;', ' attribute vec3 morphTarget5;', ' attribute vec3 morphTarget6;', ' attribute vec3 morphTarget7;', ' #endif', '#endif', '#ifdef USE_SKINNING', ' attribute vec4 skinIndex;', ' attribute vec4 skinWeight;', '#endif', '\n'].filter(filterEmptyLine).join('\n'); - prefixFragment = [customExtensions, 'precision ' + parameters.precision + ' float;', 'precision ' + parameters.precision + ' int;', '#define SHADER_NAME ' + material.__webglShader.name, customDefines, parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', '#define GAMMA_FACTOR ' + gammaFactorDefine, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '', parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '', parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && renderer.extensions.get('EXT_frag_depth') ? '#define USE_LOGDEPTHBUF_EXT' : '', parameters.envMap && renderer.extensions.get('EXT_shader_texture_lod') ? '#define TEXTURE_LOD_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', parameters.toneMapping !== THREE.NoToneMapping ? "#define TONE_MAPPING" : '', parameters.toneMapping !== THREE.NoToneMapping ? THREE.ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below - parameters.toneMapping !== THREE.NoToneMapping ? getToneMappingFunction("toneMapping", parameters.toneMapping) : '', parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ? THREE.ShaderChunk['encodings_pars_fragment'] : '', // this code is required here because it is used by the various encoding/decoding function defined below - parameters.mapEncoding ? getTexelDecodingFunction('mapTexelToLinear', parameters.mapEncoding) : '', parameters.envMapEncoding ? getTexelDecodingFunction('envMapTexelToLinear', parameters.envMapEncoding) : '', parameters.emissiveMapEncoding ? getTexelDecodingFunction('emissiveMapTexelToLinear', parameters.emissiveMapEncoding) : '', parameters.outputEncoding ? getTexelEncodingFunction("linearToOutputTexel", parameters.outputEncoding) : '', '\n'].filter(filterEmptyLine).join('\n'); - } + }, + set: function ( value ) { - vertexShader = parseIncludes(vertexShader, parameters); - vertexShader = replaceLightNums(vertexShader, parameters); - fragmentShader = parseIncludes(fragmentShader, parameters); - fragmentShader = replaceLightNums(fragmentShader, parameters); + console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); + this.shadowMap.enabled = value; - if (material instanceof THREE.ShaderMaterial === false) { - vertexShader = unrollLoops(vertexShader); - fragmentShader = unrollLoops(fragmentShader); - } + } + }, + shadowMapType: { + get: function () { - var vertexGlsl = prefixVertex + vertexShader; - var fragmentGlsl = prefixFragment + fragmentShader; // console.log( '*VERTEX*', vertexGlsl ); - // console.log( '*FRAGMENT*', fragmentGlsl ); + return this.shadowMap.type; - var glVertexShader = THREE.WebGLShader(gl, gl.VERTEX_SHADER, vertexGlsl); - var glFragmentShader = THREE.WebGLShader(gl, gl.FRAGMENT_SHADER, fragmentGlsl); - gl.attachShader(program, glVertexShader); - gl.attachShader(program, glFragmentShader); // Force a particular attribute to index 0. + }, + set: function ( value ) { - if (material.index0AttributeName !== undefined) { - gl.bindAttribLocation(program, 0, material.index0AttributeName); - } else if (parameters.morphTargets === true) { - // programs with morphTargets displace position out of attribute 0 - gl.bindAttribLocation(program, 0, 'position'); - } + console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); + this.shadowMap.type = value; - gl.linkProgram(program); - var programLog = gl.getProgramInfoLog(program); - var vertexLog = gl.getShaderInfoLog(glVertexShader); - var fragmentLog = gl.getShaderInfoLog(glFragmentShader); - var runnable = true; - var haveDiagnostics = true; // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); - // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); - - if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) { - runnable = false; - } else if (programLog !== '') ; else if (vertexLog === '' || fragmentLog === '') { - haveDiagnostics = false; - } + } + }, + shadowMapCullFace: { + get: function () { - if (haveDiagnostics) { - this.diagnostics = { - runnable: runnable, - material: material, - programLog: programLog, - vertexShader: { - log: vertexLog, - prefix: prefixVertex - }, - fragmentShader: { - log: fragmentLog, - prefix: prefixFragment - } - }; - } // clean up - - - gl.deleteShader(glVertexShader); - gl.deleteShader(glFragmentShader); // set up caching for uniform locations - - var cachedUniforms; - - this.getUniforms = function () { - if (cachedUniforms === undefined) { - cachedUniforms = fetchUniformLocations(gl, program); - } + console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' ); + return undefined; - return cachedUniforms; - }; // set up caching for attribute locations + }, + set: function ( /* value */ ) { + console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' ); - var cachedAttributes; + } + }, + context: { + get: function () { - this.getAttributes = function () { - if (cachedAttributes === undefined) { - cachedAttributes = fetchAttributeLocations(gl, program); - } + console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' ); + return this.getContext(); - return cachedAttributes; - }; // free resource + } + }, + vr: { + get: function () { + console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' ); + return this.xr; - this.destroy = function () { - gl.deleteProgram(program); - this.program = undefined; - }; // DEPRECATED + } + }, + gammaInput: { + get: function () { + console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' ); + return false; - Object.defineProperties(this, { - uniforms: { - get: function () { - return this.getUniforms(); - } - }, - attributes: { - get: function () { - return this.getAttributes(); - } - } - }); // - - this.id = programIdCount++; - this.code = code; - this.usedTimes = 1; - this.program = program; - this.vertexShader = glVertexShader; - this.fragmentShader = glFragmentShader; - return this; - }; -}(); // File:src/renderers/WebGLRenderTarget.js + }, + set: function () { -/** - * @author szimek / https://github.com/szimek/ - * @author alteredq / http://alteredqualia.com/ - * @author Marius Kintel / https://github.com/kintel - */ + console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' ); -/* - In options, we can specify: - * Texture parameters for an auto-generated target texture - * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers -*/ + } + }, + gammaOutput: { + get: function () { + console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' ); + return false; -THREE.WebGLRenderTarget = function (width, height, options) { - this.uuid = THREE.Math.generateUUID(); - this.width = width; - this.height = height; - this.scissor = new THREE.Vector4(0, 0, width, height); - this.scissorTest = false; - this.viewport = new THREE.Vector4(0, 0, width, height); - options = options || {}; - if (options.minFilter === undefined) options.minFilter = THREE.LinearFilter; - this.texture = new THREE.Texture(undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy); - this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; - this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; -}; + }, + set: function ( value ) { -THREE.WebGLRenderTarget.prototype = { - constructor: THREE.WebGLRenderTarget, - setSize: function (width, height) { - if (this.width !== width || this.height !== height) { - this.width = width; - this.height = height; - this.dispose(); - } + console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' ); + this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding; - this.viewport.set(0, 0, width, height); - this.scissor.set(0, 0, width, height); - }, - clone: function () { - return new this.constructor().copy(this); - }, - copy: function (source) { - this.width = source.width; - this.height = source.height; - this.viewport.copy(source.viewport); - this.texture = source.texture.clone(); - this.depthBuffer = source.depthBuffer; - this.stencilBuffer = source.stencilBuffer; - return this; - }, - dispose: function () { - this.dispatchEvent({ - type: 'dispose' - }); - } -}; -THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype); // File:src/renderers/WebGLRenderTargetCube.js + } + } -/** - * @author alteredq / http://alteredqualia.com - */ +} ); -THREE.WebGLRenderTargetCube = function (width, height, options) { - THREE.WebGLRenderTarget.call(this, width, height, options); - this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 +Object.defineProperties( WebGLShadowMap.prototype, { - this.activeMipMapLevel = 0; -}; + cullFace: { + get: function () { -THREE.WebGLRenderTargetCube.prototype = Object.create(THREE.WebGLRenderTarget.prototype); -THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube; // File:src/renderers/webgl/WebGLPrograms.js - -THREE.WebGLPrograms = function (renderer, capabilities) { - var programs = []; - var shaderIDs = { - MeshDepthMaterial: 'depth', - MeshNormalMaterial: 'normal', - MeshBasicMaterial: 'basic', - MeshLambertMaterial: 'lambert', - MeshPhongMaterial: 'phong', - MeshStandardMaterial: 'standard', - LineBasicMaterial: 'basic', - LineDashedMaterial: 'dashed', - PointsMaterial: 'points' - }; - var parameterNames = ["precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", "roughnessMap", "metalnessMap", "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", "maxBones", "useVertexTexture", "morphTargets", "morphNormals", "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "shadowMapEnabled", "pointLightShadows", "toneMapping", 'physicallyCorrectLights', "shadowMapType", "alphaTest", "doubleSided", "flipSided"]; + console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' ); + return undefined; - function allocateBones(object) { - if (capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture) { - return 1024; - } else { - // default for when object is not specified - // ( for example when prebuilding shader to be used with multiple objects ) - // - // - leave some extra space for other uniforms - // - limit here is ANGLE's 254 max uniform vectors - // (up to 54 should be safe) - var nVertexUniforms = capabilities.maxVertexUniforms; - var nVertexMatrices = Math.floor((nVertexUniforms - 20) / 4); - var maxBones = nVertexMatrices; - - if (object !== undefined && object instanceof THREE.SkinnedMesh) { - maxBones = Math.min(object.skeleton.bones.length, maxBones); - - if (maxBones < object.skeleton.bones.length) ; - } + }, + set: function ( /* cullFace */ ) { - return maxBones; - } - } + console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' ); - function getTextureEncodingFromMap(map, gammaOverrideLinear) { - var encoding; + } + }, + renderReverseSided: { + get: function () { - if (!map) { - encoding = THREE.LinearEncoding; - } else if (map instanceof THREE.Texture) { - encoding = map.encoding; - } else if (map instanceof THREE.WebGLRenderTarget) { - encoding = map.texture.encoding; - } // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. + console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' ); + return undefined; + }, + set: function () { - if (encoding === THREE.LinearEncoding && gammaOverrideLinear) { - encoding = THREE.GammaEncoding; - } + console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' ); - return encoding; - } + } + }, + renderSingleSided: { + get: function () { - this.getParameters = function (material, lights, fog, object) { - var shaderID = shaderIDs[material.type]; // heuristics to create shader parameters according to lights in the scene - // (not to blow over maxLights budget) + console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' ); + return undefined; - var maxBones = allocateBones(object); - var precision = renderer.getPrecision(); + }, + set: function () { - if (material.precision !== null) { - precision = capabilities.getMaxPrecision(material.precision); + console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' ); - if (precision !== material.precision) ; - } + } + } - var parameters = { - shaderID: shaderID, - precision: precision, - supportsVertexTextures: capabilities.vertexTextures, - outputEncoding: getTextureEncodingFromMap(renderer.getCurrentRenderTarget(), renderer.gammaOutput), - map: !!material.map, - mapEncoding: getTextureEncodingFromMap(material.map, renderer.gammaInput), - envMap: !!material.envMap, - envMapMode: material.envMap && material.envMap.mapping, - envMapEncoding: getTextureEncodingFromMap(material.envMap, renderer.gammaInput), - envMapCubeUV: !!material.envMap && (material.envMap.mapping === THREE.CubeUVReflectionMapping || material.envMap.mapping === THREE.CubeUVRefractionMapping), - lightMap: !!material.lightMap, - aoMap: !!material.aoMap, - emissiveMap: !!material.emissiveMap, - emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap, renderer.gammaInput), - bumpMap: !!material.bumpMap, - normalMap: !!material.normalMap, - displacementMap: !!material.displacementMap, - roughnessMap: !!material.roughnessMap, - metalnessMap: !!material.metalnessMap, - specularMap: !!material.specularMap, - alphaMap: !!material.alphaMap, - combine: material.combine, - vertexColors: material.vertexColors, - fog: fog, - useFog: material.fog, - fogExp: fog instanceof THREE.FogExp2, - flatShading: material.shading === THREE.FlatShading, - sizeAttenuation: material.sizeAttenuation, - logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, - skinning: material.skinning, - maxBones: maxBones, - useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture, - morphTargets: material.morphTargets, - morphNormals: material.morphNormals, - maxMorphTargets: renderer.maxMorphTargets, - maxMorphNormals: renderer.maxMorphNormals, - numDirLights: lights.directional.length, - numPointLights: lights.point.length, - numSpotLights: lights.spot.length, - numHemiLights: lights.hemi.length, - pointLightShadows: lights.shadowsPointLight, - shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0, - shadowMapType: renderer.shadowMap.type, - toneMapping: renderer.toneMapping, - physicallyCorrectLights: renderer.physicallyCorrectLights, - premultipliedAlpha: material.premultipliedAlpha, - alphaTest: material.alphaTest, - doubleSided: material.side === THREE.DoubleSide, - flipSided: material.side === THREE.BackSide - }; - return parameters; - }; +} ); - this.getProgramCode = function (material, parameters) { - var chunks = []; +// - if (parameters.shaderID) { - chunks.push(parameters.shaderID); - } else { - chunks.push(material.fragmentShader); - chunks.push(material.vertexShader); - } +Object.defineProperties( WebGLRenderTarget.prototype, { - if (material.defines !== undefined) { - for (var name in material.defines) { - chunks.push(name); - chunks.push(material.defines[name]); - } - } + wrapS: { + get: function () { - for (var i = 0; i < parameterNames.length; i++) { - var parameterName = parameterNames[i]; - chunks.push(parameterName); - chunks.push(parameters[parameterName]); - } + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + return this.texture.wrapS; - return chunks.join(); - }; + }, + set: function ( value ) { - this.acquireProgram = function (material, parameters, code) { - var program; // Check if code has been already compiled + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + this.texture.wrapS = value; - for (var p = 0, pl = programs.length; p < pl; p++) { - var programInfo = programs[p]; + } + }, + wrapT: { + get: function () { - if (programInfo.code === code) { - program = programInfo; - ++program.usedTimes; - break; - } - } + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + return this.texture.wrapT; - if (program === undefined) { - program = new THREE.WebGLProgram(renderer, code, material, parameters); - programs.push(program); - } + }, + set: function ( value ) { - return program; - }; + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + this.texture.wrapT = value; - this.releaseProgram = function (program) { - if (--program.usedTimes === 0) { - // Remove from unordered set - var i = programs.indexOf(program); - programs[i] = programs[programs.length - 1]; - programs.pop(); // Free WebGL resources + } + }, + magFilter: { + get: function () { - program.destroy(); - } - }; // Exposed for resource monitoring & error feedback via renderer.info: + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + return this.texture.magFilter; + }, + set: function ( value ) { - this.programs = programs; -}; + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + this.texture.magFilter = value; -var Renderer = -/*#__PURE__*/ -function () { - function Renderer(options) { - _classCallCheck(this, Renderer); - - Object.assign(this, options); - this.renderer = new threejs360.WebGLRenderer(); - this.renderer.setClearColor(0x000000, 0); - this.renderer.setSize(this.width, this.height); - this.renderer.setPixelRatio(window.devicePixelRatio); - this.el = this.renderer.domElement; - } + } + }, + minFilter: { + get: function () { - _createClass(Renderer, [{ - key: "setTexture", - value: function setTexture(texture) { - this.texture = texture; - this.mesh = this.createMesh(); - } - }, { - key: "setSize", - value: function setSize(_ref) { - var height = _ref.height, - width = _ref.width; - this.height = height; - this.width = width; - this.renderer.setSize(width, height); - } - }, { - key: "createMesh", - value: function createMesh() { - this.material = new threejs360.MeshBasicMaterial({ - map: this.texture - }); - this.geometry = new threejs360.SphereGeometry(1, 50, 50); - this.geometry.scale(-1, 1, 1); - var mesh = new threejs360.Mesh(this.geometry, this.material); - return mesh; - } - }, { - key: "destroy", - value: function destroy() { - this.geometry.dispose(); - this.material.dispose(); - this.renderer.dispose(); - } - }, { - key: "render", - value: function render(scene, camera, needsUpdate) { - if (!needsUpdate) return; - this.renderer.render(scene, camera); - } - }]); + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + return this.texture.minFilter; - return Renderer; -}(); + }, + set: function ( value ) { -var easeOutBack = function easeOutBack(k) { - var s = 1.70158; - return --k * k * ((s + 1) * k + s) + 1; -}; + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + this.texture.minFilter = value; -var Controls = -/*#__PURE__*/ -function () { - function Controls(options) { - var _this = this; - - _classCallCheck(this, Controls); - - Object.assign(this, options); - this.el = this.renderer.el; - this.theta = this.initialYaw * Math.PI / 180; - this.phi = 0; - this.velo = 0.02; - this.rotateStart = new threejs360.Vector2(); - this.rotateEnd = new threejs360.Vector2(); - this.rotateDelta = new threejs360.Vector2(); - this.orientation = new threejs360.Quaternion(); - this.euler = new threejs360.Euler(); - this.momentum = false; - this.isUserInteracting = false; - this.addDraggableStyle(); - this.onMouseMove = this.onMouseMove.bind(this); - this.onMouseDown = this.onMouseDown.bind(this); - this.onMouseUp = this.onMouseUp.bind(this); - - this.onTouchStart = function (e) { - return _this.onMouseDown({ - clientX: e.touches[0].pageX, - clientY: e.touches[0].pageY - }); - }; + } + }, + anisotropy: { + get: function () { - this.onTouchMove = function (e) { - return _this.onMouseMove({ - clientX: e.touches[0].pageX, - clientY: e.touches[0].pageY - }); - }; + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + return this.texture.anisotropy; - this.onTouchEnd = function (_) { - return _this.onMouseUp(); - }; + }, + set: function ( value ) { - this.onDeviceMotion = this.onDeviceMotion.bind(this); - this.onMessage = this.onMessage.bind(this); - this.bindEvents(); - } + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + this.texture.anisotropy = value; - _createClass(Controls, [{ - key: "bindEvents", - value: function bindEvents() { - this.el.addEventListener('mouseleave', this.onMouseUp); - this.el.addEventListener('mousemove', this.onMouseMove); - this.el.addEventListener('mousedown', this.onMouseDown); - this.el.addEventListener('mouseup', this.onMouseUp); - this.el.addEventListener('touchstart', this.onTouchStart); - this.el.addEventListener('touchmove', this.onTouchMove); - this.el.addEventListener('touchend', this.onTouchEnd); - if (!this.isInIframe()) window.addEventListener('devicemotion', this.onDeviceMotion); - window.addEventListener('message', this.onMessage); - } - }, { - key: "centralize", - value: function centralize() { - var _this2 = this; - - var endTheta = this.initialYaw * Math.PI / 180; - var duration = 750; - var startTheta = this.theta; - var startPhi = this.phi; - var start = Date.now(); - - var animate = function animate() { - var progress = Date.now() - start; - var elapsed = progress / duration; - elapsed = elapsed > 1 ? 1 : elapsed; - - if (progress >= duration) { - return cancelAnimationFrame(id); - } - - _this2.theta = startTheta + (endTheta - startTheta) * easeOutBack(elapsed); - _this2.phi = startPhi + (0 - startPhi) * easeOutBack(elapsed); - return requestAnimationFrame(animate); - }; - - var id = animate(); - } - }, { - key: "isInIframe", - value: function isInIframe() { - try { - return window.self !== window.top; - } catch (e) { - return true; - } - } - }, { - key: "destroy", - value: function destroy() { - this.el.removeEventListener('mouseleave', this.onMouseUp); - this.el.removeEventListener('mousemove', this.onMouseMove); - this.el.removeEventListener('mousedown', this.onMouseDown); - this.el.removeEventListener('mouseup', this.onMouseUp); - this.el.removeEventListener('touchstart', this.onTouchStart); - this.el.removeEventListener('touchmove', this.onTouchMove); - this.el.removeEventListener('touchend', this.onTouchEnd); - window.removeEventListener('devicemotion', this.onDeviceMotion); - window.removeEventListener('message', this.onMessage); - } - }, { - key: "getCurrentStyle", - value: function getCurrentStyle() { - return "height: ".concat(parseInt(this.el.style.height, 10), "px; width: ").concat(parseInt(this.el.style.width, 10), "px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);"); - } - }, { - key: "addDraggingStyle", - value: function addDraggingStyle() { - this.el.setAttribute('style', "".concat(this.getCurrentStyle(), " cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;")); - } - }, { - key: "addDraggableStyle", - value: function addDraggableStyle() { - this.el.setAttribute('style', "".concat(this.getCurrentStyle(), " cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;")); - } - }, { - key: "onMessage", - value: function onMessage(event) { - var _event$data = event.data, - orientation = _event$data.orientation, - portrait = _event$data.portrait, - rotationRate = _event$data.rotationRate; - if (!rotationRate) return; - this.onDeviceMotion({ - orientation: orientation, - portrait: portrait, - rotationRate: rotationRate - }); - } - }, { - key: "onDeviceMotion", - value: function onDeviceMotion(event) { - var portrait = event.portrait !== undefined ? event.portrait : window.matchMedia("(orientation: portrait)").matches; - var orientation; - - if (event.orientation !== undefined) { - orientation = event.orientation; - } else if (window.orientation !== undefined) { - orientation = window.orientation; - } else { - orientation = -90; - } + } + }, + offset: { + get: function () { - var alpha = threejs360.Math.degToRad(event.rotationRate.alpha); - var beta = threejs360.Math.degToRad(event.rotationRate.beta); + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + return this.texture.offset; - if (portrait) { - this.phi = this.verticalPanning ? this.phi + alpha * this.velo : this.phi; - this.theta = this.theta - beta * this.velo * -1; - } else { - if (this.verticalPanning) { - this.phi = orientation === -90 ? this.phi + beta * this.velo : this.phi - beta * this.velo; - } + }, + set: function ( value ) { - this.theta = orientation === -90 ? this.theta - alpha * this.velo : this.theta + alpha * this.velo; - } + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + this.texture.offset = value; - this.adjustPhi(); - } - }, { - key: "onMouseMove", - value: function onMouseMove(event) { - if (!this.isUserInteracting) { - return; - } + } + }, + repeat: { + get: function () { - this.rotateEnd.set(event.clientX, event.clientY); - this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart); - this.rotateStart.copy(this.rotateEnd); - this.phi = this.verticalPanning ? this.phi + 2 * Math.PI * this.rotateDelta.y / this.renderer.height * 0.3 : this.phi; - this.theta += 2 * Math.PI * this.rotateDelta.x / this.renderer.width * 0.5; - this.adjustPhi(); - } - }, { - key: "adjustPhi", - value: function adjustPhi() { - // Prevent looking too far up or down. - this.phi = threejs360.Math.clamp(this.phi, -Math.PI / 1.95, Math.PI / 1.95); - } - }, { - key: "onMouseDown", - value: function onMouseDown(event) { - this.addDraggingStyle(); - this.rotateStart.set(event.clientX, event.clientY); - this.isUserInteracting = true; - this.momentum = false; - this.onDragStart && this.onDragStart(); - } - }, { - key: "inertia", - value: function inertia() { - if (!this.momentum) return; - this.rotateDelta.y *= 0.90; - this.rotateDelta.x *= 0.90; - this.theta += 0.005 * this.rotateDelta.x; - this.phi = this.verticalPanning ? this.phi + 0.005 * this.rotateDelta.y : this.phi; - this.adjustPhi(); - } - }, { - key: "onMouseUp", - value: function onMouseUp() { - this.isUserInteracting && this.onDragStop && this.onDragStop(); - this.addDraggableStyle(); - this.isUserInteracting = false; - this.momentum = true; - this.inertia(); - } - }, { - key: "update", - value: function update() { - if (this.phi === this.previousPhi && this.theta === this.previousTheta) return false; - this.previousPhi = this.phi; - this.previousTheta = this.theta; - this.euler.set(this.phi, this.theta, 0, 'YXZ'); - this.orientation.setFromEuler(this.euler); - this.camera.quaternion.copy(this.orientation); - this.inertia(); - return true; - } - }]); - - return Controls; -}(); - -var ThreeSixtyViewer = -/*#__PURE__*/ -function () { - function ThreeSixtyViewer() { - var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; - - _classCallCheck(this, ThreeSixtyViewer); - - Object.assign(this, { - height: 360, - width: 640, - initialYaw: 90, - verticalPanning: true - }, options); - var height = this.height, - width = this.width, - container = this.container, - containerId = this.containerId, - initialYaw = this.initialYaw, - verticalPanning = this.verticalPanning, - onDragStart = this.onDragStart, - onDragStop = this.onDragStop; - this.renderer = new Renderer({ - height: height, - width: width - }); - this.camera = new threejs360.PerspectiveCamera(80, this.width / this.height, 0.1, 100); - this.controls = new Controls({ - camera: this.camera, - renderer: this.renderer, - initialYaw: initialYaw, - verticalPanning: verticalPanning, - onDragStart: onDragStart, - onDragStop: onDragStop - }); - this.stopVideoLoop = this.stopVideoLoop.bind(this); - this.onError = this.onError.bind(this); - this.startVideoLoop = this.startVideoLoop.bind(this); - this.needsUpdate = false; - this.scene = this.createScene(); - this.scene.add(this.camera); - this.element = this.getElement(); - this.elementReady = false; - this.element.addEventListener('playing', this.startVideoLoop); - this.element.addEventListener('pause', this.stopVideoLoop); - this.element.addEventListener('ended', this.stopVideoLoop); - this.element.addEventListener('loadedmetadata', this.initAfterLoadedMetadata.bind(this)); - this.target = this.container ? this.container : document.querySelector(this.containerId); - } + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + return this.texture.repeat; - _createClass(ThreeSixtyViewer, [{ - key: "initAfterLoadedMetadata", - value: function initAfterLoadedMetadata() { - if (this.element.readyState >= 1 && !this.elementReady) { - this.texture = this.createTexture(); - this.renderer.setTexture(this.texture); - this.scene.getObjectByName('photo').children = [this.renderer.mesh]; - this.elementReady = true; - } - } - }, { - key: "play", - value: function play() { - this.element.play && this.element.play(); - } - }, { - key: "pause", - value: function pause() { - this.element.pause && this.element.pause(); - } - }, { - key: "centralize", - value: function centralize() { - this.controls.centralize(); - } - }, { - key: "stopVideoLoop", - value: function stopVideoLoop() { - clearTimeout(this.videoLoopId); - this.videoLoopId = null; - this.needsUpdate = false; - } - }, { - key: "destroy", - value: function destroy() { - this.element.style.display = ''; - clearTimeout(this.videoLoopId); - cancelAnimationFrame(this.animationFrameId); - this.element.pause && this.element.pause(); - this.target.removeChild(this.renderer.el); - this.controls.destroy(); - this.renderer.destroy(); - } - }, { - key: "setSize", - value: function setSize(_ref) { - var height = _ref.height, - width = _ref.width; - this.camera.aspect = width / height; - this.camera.updateProjectionMatrix(); - this.renderer.setSize({ - height: height, - width: width - }); - } - }, { - key: "getElement", - value: function getElement() { - if (this.source && this.source.tagName) return this.source; - var video = document.createElement('video'); - video.loop = this.loop || false; - video.muted = this.muted || false; - video.setAttribute('crossorigin', 'anonymous'); - video.setAttribute('webkit-playsinline', 'true'); - video.setAttribute('playsinline', 'true'); - video.setAttribute('src', this.source); - video.autoplay = this.autoplay !== undefined ? this.autoplay : true; - video.addEventListener('error', this.onError); - return video; - } - }, { - key: "createTexture", - value: function createTexture() { - var texture = new threejs360.Texture(this.element); - texture.minFilter = threejs360.LinearFilter; - texture.magFilter = threejs360.LinearFilter; - texture.format = threejs360.RGBFormat; - texture.generateMipmaps = false; - texture.needsUpdate = true; - return texture; - } - }, { - key: "createScene", - value: function createScene() { - var scene = new threejs360.Scene(); - var group = new threejs360.Object3D(); - group.name = 'photo'; - scene.add(group); - return scene; - } - }, { - key: "onError", - value: function onError(err) {} - }, { - key: "startVideoLoop", - value: function startVideoLoop() { - var _this = this; - - var videoFps = 1000 / 25; - - if (this.videoLoopId) { - clearTimeout(this.videoLoopId); - this.videoLoopId = null; - } + }, + set: function ( value ) { - var videoLoop = function videoLoop() { - _this.needsUpdate = true; - _this.videoLoopId = setTimeout(videoLoop, videoFps); - }; + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + this.texture.repeat = value; - videoLoop(); - } - }, { - key: "render", - value: function render() { - var _this2 = this; + } + }, + format: { + get: function () { - this.target.appendChild(this.renderer.el); - this.element.style.display = 'none'; + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + return this.texture.format; - var loop = function loop() { - _this2.animationFrameId = requestAnimationFrame(loop); + }, + set: function ( value ) { - var cameraUpdated = _this2.controls.update(); + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + this.texture.format = value; - _this2.renderer.render(_this2.scene, _this2.camera, _this2.needsUpdate || cameraUpdated); + } + }, + type: { + get: function () { - _this2.needsUpdate = false; - }; + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + return this.texture.type; - this.startVideoLoop(); - loop(); - } - }]); + }, + set: function ( value ) { - return ThreeSixtyViewer; -}(); + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + this.texture.type = value; -var Video = -/*#__PURE__*/ -function (_ThreeSixtyViewer) { - _inherits(Video, _ThreeSixtyViewer); + } + }, + generateMipmaps: { + get: function () { - function Video(options) { - _classCallCheck(this, Video); + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + return this.texture.generateMipmaps; - return _possibleConstructorReturn(this, _getPrototypeOf(Video).call(this, options)); - } + }, + set: function ( value ) { - _createClass(Video, [{ - key: "createTexture", - value: function createTexture() { - var texture = new threejs360.VideoTexture(this.element); //TODO: we can pass all this info through the constructor - - texture.minFilter = threejs360.LinearFilter; - texture.magFilter = threejs360.LinearFilter; - texture.format = threejs360.RGBFormat; - texture.generateMipmaps = false; - texture.needsUpdate = true; - return texture; - } - }]); + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + this.texture.generateMipmaps = value; - return Video; -}(ThreeSixtyViewer); + } + } -var Image = -/*#__PURE__*/ -function (_ThreeSixtyViewer) { - _inherits(Image, _ThreeSixtyViewer); +} ); - function Image(options) { - _classCallCheck(this, Image); +// - return _possibleConstructorReturn(this, _getPrototypeOf(Image).call(this, options)); - } +Object.defineProperties( Audio.prototype, { - _createClass(Image, [{ - key: "getElement", - value: function getElement() { - if (this.source && this.source.tagName) return this.source; - var image = document.createElement('img'); - image.setAttribute('crossorigin', 'anonymous'); - image.src = this.source; - return image; - } - }]); + load: { + value: function ( file ) { - return Image; -}(ThreeSixtyViewer); + console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' ); + var scope = this; + var audioLoader = new AudioLoader(); + audioLoader.load( file, function ( buffer ) { -var Canvas = -/*#__PURE__*/ -function (_ThreeSixtyViewer) { - _inherits(Canvas, _ThreeSixtyViewer); + scope.setBuffer( buffer ); - function Canvas(options) { - var _this; + } ); + return this; - _classCallCheck(this, Canvas); + } + }, + startTime: { + set: function () { - _this = _possibleConstructorReturn(this, _getPrototypeOf(Canvas).call(this, options)); - _this.context = _this.element.getContext('2d'); - return _this; - } + console.warn( 'THREE.Audio: .startTime is now .play( delay ).' ); - _createClass(Canvas, [{ - key: "play", - value: function play() { - this.video.play && this.video.play(); - } - }, { - key: "pause", - value: function pause() { - this.video.pause && this.video.pause(); - } - }, { - key: "destroy", - value: function destroy() { - this.video.style.display = ''; + } + } - _get(_getPrototypeOf(Canvas.prototype), "destroy", this).call(this); - } - }, { - key: "getElement", - value: function getElement() { - this.video = _get(_getPrototypeOf(Canvas.prototype), "getElement", this).call(this); - this.video.addEventListener('playing', this.startVideoLoop); - this.video.addEventListener('pause', this.stopVideoLoop); - this.video.addEventListener('ended', this.stopVideoLoop); - var canvas = document.createElement('canvas'); - canvas.height = this.video.videoHeight; - canvas.width = this.video.videoWidth; - return canvas; - } - }, { - key: "render", - value: function render() { - var _this2 = this; +} ); - this.target.appendChild(this.renderer.el); - this.video.style.display = 'none'; +AudioAnalyser.prototype.getData = function () { - var loop = function loop() { - _this2.animationFrameId = requestAnimationFrame(loop); - var h = _this2.video.videoHeight; - var w = _this2.video.videoWidth; + console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); + return this.getFrequencyData(); - if (_this2.element.height != h) { - _this2.element.height = h; - } +}; - if (_this2.element.width != w) { - _this2.element.width = w; - } +// - _this2.context.clearRect(0, 0, w, h); +CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) { - _this2.context.drawImage(_this2.video, 0, 0, w, h); + console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' ); + return this.update( renderer, scene ); - var cameraUpdated = _this2.controls.update(); +}; - _this2.renderer.render(_this2.scene, _this2.camera, _this2.needsUpdate || cameraUpdated); +ImageUtils.crossOrigin = undefined; - _this2.renderer.mesh.material.map.needsUpdate = true; - _this2.needsUpdate = false; - }; +ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) { - this.startVideoLoop(); - loop(); - } - }]); + console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); - return Canvas; -}(ThreeSixtyViewer); + var loader = new TextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); -var Audio = -/*#__PURE__*/ -function (_ThreeSixtyViewer) { - _inherits(Audio, _ThreeSixtyViewer); + var texture = loader.load( url, onLoad, undefined, onError ); - function Audio(options) { - var _this; + if ( mapping ) texture.mapping = mapping; - _classCallCheck(this, Audio); + return texture; - _this = _possibleConstructorReturn(this, _getPrototypeOf(Audio).call(this, options)); +}; - _this.driver.addEventListener('playing', _this.startVideoLoop); +ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) { - _this.driver.addEventListener('pause', _this.stopVideoLoop); + console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); - _this.driver.addEventListener('ended', _this.stopVideoLoop); + var loader = new CubeTextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); - _this.driver.addEventListener('stalled', _this.stopVideoLoop); + var texture = loader.load( urls, onLoad, undefined, onError ); - _this.driverInitialized = false; - return _this; - } + if ( mapping ) texture.mapping = mapping; - _createClass(Audio, [{ - key: "play", - value: function play() { - this.driver.play(); - } - }, { - key: "pause", - value: function pause() { - this.driver.pause(); - } - }, { - key: "getElement", - value: function getElement() { - if (this.source && this.source.tagName) { - this.driver = this.source; - } else { - this.driver = document.createElement('audio'); - this.driver.src = this.source; - this.driver.loop = this.loop || false; - this.driver.muted = this.muted || false; - this.driver.setAttribute('crossorigin', 'anonymous'); - this.driver.autoplay = this.autoplay || true; - } + return texture; - this.source = this.driver.src; - this.driver.src = ''; - this.driver.load(); - var video = document.createElement('video'); - video.setAttribute('crossorigin', 'anonymous'); - video.src = this.source; - video.load(); - video.addEventListener('error', this.onError); - return video; - } - }, { - key: "createTexture", - value: function createTexture() { - var texture = new threejs360.VideoTexture(this.element); //TODO: we can pass all this info through the constructor - - texture.minFilter = threejs360.LinearFilter; - texture.magFilter = threejs360.LinearFilter; - texture.format = threejs360.RGBFormat; - texture.generateMipmaps = false; - texture.needsUpdate = true; - return texture; - } - }, { - key: "startVideoLoop", - value: function startVideoLoop() { - var _this2 = this; +}; - var videoFps = 1000 / 25; +ImageUtils.loadCompressedTexture = function () { - if (this.videoLoopId) { - clearTimeout(this.videoLoopId); - this.videoLoopId = null; - } + console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); - var videoLoop = function videoLoop() { - _this2.element.currentTime = _this2.driver.currentTime; - _this2.needsUpdate = true; - _this2.videoLoopId = setTimeout(videoLoop, videoFps); - }; +}; - videoLoop(); - } - }, { - key: "destroy", - value: function destroy() { - this.driver.style.display = ''; +ImageUtils.loadCompressedTextureCube = function () { - _get(_getPrototypeOf(Audio.prototype), "destroy", this).call(this); - } - }, { - key: "render", - value: function render() { - var _this3 = this; + console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ); - this.target.appendChild(this.renderer.el); - this.element.style.display = 'none'; - this.driver.style.display = 'none'; +}; - var loop = function loop() { - var cameraUpdated = _this3.controls.update(); +if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { - _this3.renderer.render(_this3.scene, _this3.camera, _this3.needsUpdate || cameraUpdated); + /* eslint-disable no-undef */ + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: { + revision: REVISION, + } } ) ); + /* eslint-enable no-undef */ - _this3.needsUpdate = false; - _this3.animationFrameId = requestAnimationFrame(loop); - var shouldInitializeDriver = _this3.element.readyState >= _this3.element.HAVE_FUTURE_DATA && !_this3.driverInitialized; +} - if (shouldInitializeDriver) { - _this3.driver.src = _this3.source; +var Renderer=/*#__PURE__*/function(){function a(b){_classCallCheck(this,a),Object.assign(this,b),this.renderer=new WebGLRenderer,this.renderer.setClearColor(0,0),this.renderer.setSize(this.width,this.height),this.renderer.setPixelRatio(window.devicePixelRatio),this.el=this.renderer.domElement;}return _createClass(a,[{key:"setTexture",value:function setTexture(a){this.texture=a,this.mesh=this.createMesh();}},{key:"setSize",value:function setSize(a){var b=a.height,c=a.width;this.height=b,this.width=c,this.renderer.setSize(c,b);}},{key:"createMesh",value:function createMesh(){this.material=new MeshBasicMaterial({map:this.texture}),this.geometry=new SphereGeometry(1,50,50),this.geometry.scale(-1,1,1);var a=new Mesh(this.geometry,this.material);return a}},{key:"destroy",value:function destroy(){this.geometry.dispose(),this.material.dispose(),this.renderer.dispose();}},{key:"render",value:function render(a,b,c){c&&this.renderer.render(a,b);}}]),a}(); - _this3.driver.load(); +var easeOutBack=function(a){var b=1.70158;return --a*a*((b+1)*a+b)+1},Controls=/*#__PURE__*/function(){var b=Math.PI;function a(c){var d=this;_classCallCheck(this,a),Object.assign(this,c),this.el=this.renderer.el,this.theta=this.initialYaw*b/180,this.phi=0,this.velo=.02,this.rotateStart=new Vector2,this.rotateEnd=new Vector2,this.rotateDelta=new Vector2,this.orientation=new Quaternion,this.euler=new Euler,this.momentum=!1,this.isUserInteracting=!1,this.addDraggableStyle(),this.onMouseMove=this.onMouseMove.bind(this),this.onMouseDown=this.onMouseDown.bind(this),this.onMouseUp=this.onMouseUp.bind(this),this.onTouchStart=function(a){return d.onMouseDown({clientX:a.touches[0].pageX,clientY:a.touches[0].pageY})},this.onTouchMove=function(a){return d.onMouseMove({clientX:a.touches[0].pageX,clientY:a.touches[0].pageY})},this.onTouchEnd=function(){return d.onMouseUp()},this.onDeviceMotion=this.onDeviceMotion.bind(this),this.onMessage=this.onMessage.bind(this),this.bindEvents();}return _createClass(a,[{key:"bindEvents",value:function bindEvents(){this.el.addEventListener("mouseleave",this.onMouseUp),this.el.addEventListener("mousemove",this.onMouseMove),this.el.addEventListener("mousedown",this.onMouseDown),this.el.addEventListener("mouseup",this.onMouseUp),this.el.addEventListener("touchstart",this.onTouchStart),this.el.addEventListener("touchmove",this.onTouchMove),this.el.addEventListener("touchend",this.onTouchEnd),this.isInIframe()||window.addEventListener("devicemotion",this.onDeviceMotion),window.addEventListener("message",this.onMessage);}},{key:"centralize",value:function centralize(){var a=this,c=this.initialYaw*b/180,d=750,e=this.theta,f=this.phi,g=Date.now(),h=function(){var b=Date.now()-g,j=b/d;return (j=1=d)?cancelAnimationFrame(i):(a.theta=e+(c-e)*easeOutBack(j),a.phi=f+(0-f)*easeOutBack(j),requestAnimationFrame(h))},i=h();}},{key:"isInIframe",value:function isInIframe(){try{return window.self!==window.top}catch(a){return !0}}},{key:"destroy",value:function destroy(){this.el.removeEventListener("mouseleave",this.onMouseUp),this.el.removeEventListener("mousemove",this.onMouseMove),this.el.removeEventListener("mousedown",this.onMouseDown),this.el.removeEventListener("mouseup",this.onMouseUp),this.el.removeEventListener("touchstart",this.onTouchStart),this.el.removeEventListener("touchmove",this.onTouchMove),this.el.removeEventListener("touchend",this.onTouchEnd),window.removeEventListener("devicemotion",this.onDeviceMotion),window.removeEventListener("message",this.onMessage);}},{key:"getCurrentStyle",value:function getCurrentStyle(){return "height: ".concat(parseInt(this.el.style.height,10),"px; width: ").concat(parseInt(this.el.style.width,10),"px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);")}},{key:"addDraggingStyle",value:function addDraggingStyle(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;"));}},{key:"addDraggableStyle",value:function addDraggableStyle(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;"));}},{key:"onMessage",value:function onMessage(a){var b=a.data,c=b.orientation,d=b.portrait,e=b.rotationRate;e&&this.onDeviceMotion({orientation:c,portrait:d,rotationRate:e});}},{key:"onDeviceMotion",value:function onDeviceMotion(a){var b,c=void 0===a.portrait?window.matchMedia("(orientation: portrait)").matches:a.portrait;b=void 0===a.orientation?void 0===window.orientation?-90:window.orientation:a.orientation;var d=MathUtils.degToRad(a.rotationRate.alpha),e=MathUtils.degToRad(a.rotationRate.beta);c?(this.phi=this.verticalPanning?this.phi+d*this.velo:this.phi,this.theta-=-1*(e*this.velo)):(this.verticalPanning&&(this.phi=-90===b?this.phi+e*this.velo:this.phi-e*this.velo),this.theta=-90===b?this.theta-d*this.velo:this.theta+d*this.velo),this.adjustPhi();}},{key:"onMouseMove",value:function onMouseMove(a){this.isUserInteracting&&(this.rotateEnd.set(a.clientX,a.clientY),this.rotateDelta.subVectors(this.rotateEnd,this.rotateStart),this.rotateStart.copy(this.rotateEnd),this.phi=this.verticalPanning?this.phi+.3*(2*b*this.rotateDelta.y/this.renderer.height):this.phi,this.theta+=.5*(2*b*this.rotateDelta.x/this.renderer.width),this.adjustPhi());}},{key:"adjustPhi",value:function adjustPhi(){this.phi=MathUtils.clamp(this.phi,-b/1.95,b/1.95);}},{key:"onMouseDown",value:function onMouseDown(a){this.addDraggingStyle(),this.rotateStart.set(a.clientX,a.clientY),this.isUserInteracting=!0,this.momentum=!1,this.onDragStart&&this.onDragStart();}},{key:"inertia",value:function inertia(){this.momentum&&(this.rotateDelta.y*=.9,this.rotateDelta.x*=.9,this.theta+=.005*this.rotateDelta.x,this.phi=this.verticalPanning?this.phi+.005*this.rotateDelta.y:this.phi,this.adjustPhi());}},{key:"onMouseUp",value:function onMouseUp(){this.isUserInteracting&&this.onDragStop&&this.onDragStop(),this.addDraggableStyle(),this.isUserInteracting=!1,this.momentum=!0,this.inertia();}},{key:"update",value:function update(){return (this.phi!==this.previousPhi||this.theta!==this.previousTheta)&&(this.previousPhi=this.phi,this.previousTheta=this.theta,this.euler.set(this.phi,this.theta,0,"YXZ"),this.orientation.setFromEuler(this.euler),this.camera.quaternion.copy(this.orientation),this.inertia(),!0)}}]),a}(); - _this3.onDriverReady && _this3.onDriverReady(); - _this3.driverInitialized = true; - } - }; +var consol=console,ThreeSixtyViewer=/*#__PURE__*/function(){function a(){var b=0=a.element.HAVE_FUTURE_DATA&&!a.driverInitialized;if(b)return a.driver.src=a.source,a.driver.load(),a.onDriverReady&&a.onDriverReady(),a.driverInitialized=!0,void c()}setTimeout(d,100);};d();}}]),b}(ThreeSixtyViewer); - return new Video(options); -}; +var video=function(a){return utils.shouldUseAudioDriver()?new Audio$1(a):utils.shouldUseCanvasInBetween()?new Canvas(a):new Video(a)}; -export { video as Video, Image }; +export { Image, video as Video }; diff --git a/dist/kaleidoscope.iife.min.js b/dist/kaleidoscope.iife.min.js index bea2a44..6f65eac 100644 --- a/dist/kaleidoscope.iife.min.js +++ b/dist/kaleidoscope.iife.min.js @@ -1 +1,2469 @@ -var t=function(t){"use strict";var e=function(){var t=/iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent),e=/(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent);return t||e},i=function(){return/trident|edge/i.test(navigator.userAgent)};function h(t,e){if(!(t instanceof e))throw new TypeError("Cannot call a class as a function")}function r(t,e){for(var i=0;i>=4,f[19===t?3&d|8:d]);return m.join("")}),clamp:function(t,e,i){return Math.max(e,Math.min(i,t))},euclideanModulo:function(t,e){return(t%e+e)%e},mapLinear:function(t,e,i,r,n){return r+(t-e)*(n-r)/(i-e)},smoothstep:function(t,e,i){return t<=e?0:i<=t?1:(t=(t-e)/(i-e))*t*(3-2*t)},smootherstep:function(t,e,i){return t<=e?0:i<=t?1:(t=(t-e)/(i-e))*t*t*(t*(6*t-15)+10)},random16:function(){return Math.random()},randInt:function(t,e){return t+Math.floor(Math.random()*(e-t+1))},randFloat:function(t,e){return t+Math.random()*(e-t)},randFloatSpread:function(t){return t*(.5-Math.random())},degToRad:(p=Math.PI/180,function(t){return t*p}),radToDeg:(c=180/Math.PI,function(t){return t*c}),isPowerOfTwo:function(t){return 0==(t&t-1)&&0!==t},nearestPowerOfTwo:function(t){return Math.pow(2,Math.round(Math.log(t)/Math.LN2))},nextPowerOfTwo:function(t){return t--,t|=t>>1,t|=t>>2,t|=t>>4,t|=t>>8,t|=t>>16,++t}},me.Color=function(t){return 3===arguments.length?this.fromArray(arguments):this.set(t)},me.Color.prototype={constructor:me.Color,r:1,g:1,b:1,set:function(t){return t instanceof me.Color?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this},setScalar:function(t){this.r=t,this.g=t,this.b=t},setHex:function(t){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,this},setRGB:function(t,e,i){return this.r=t,this.g=e,this.b=i,this},setHSL:function(){function a(t,e,i){return i<0&&(i+=1),1Math.abs(t.z)?Y.set(-t.y,t.x,0):Y.set(0,-t.z,t.y)):Y.crossVectors(t,e),this._x=Y.x,this._y=Y.y,this._z=Y.z,this._w=Z,this.normalize(),this},inverse:function(){return this.conjugate().normalize(),this},conjugate:function(){return this._x*=-1,this._y*=-1,this._z*=-1,this.onChangeCallback(),this},dot:function(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w},lengthSq:function(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function(){var t=this.length();return this._w=0===t?(this._x=0,this._y=0,this._z=0,1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w*t),this.onChangeCallback(),this},multiply:function(t,e){return void 0!==e?this.multiplyQuaternions(t,e):this.multiplyQuaternions(this,t)},multiplyQuaternions:function(t,e){var i=t._x,r=t._y,n=t._z,a=t._w,o=e._x,s=e._y,h=e._z,l=e._w;return this._x=i*l+a*o+r*h-n*s,this._y=r*l+a*s+n*o-i*h,this._z=n*l+a*h+i*s-r*o,this._w=a*l-i*o-r*s-n*h,this.onChangeCallback(),this},slerp:function(t,e){if(0===e)return this;if(1===e)return this.copy(t);var i=this._x,r=this._y,n=this._z,a=this._w,o=a*t._w+i*t._x+r*t._y+n*t._z;if(o<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,o=-o):this.copy(t),1<=o)return this._w=a,this._x=i,this._y=r,this._z=n,this;var s=Math.sqrt(1-o*o);if(Math.abs(s)<.001)return this._w=.5*(a+this._w),this._x=.5*(i+this._x),this._y=.5*(r+this._y),this._z=.5*(n+this._z),this;var h=Math.atan2(s,o),l=Math.sin((1-e)*h)/s,u=Math.sin(e*h)/s;return this._w=a*l+this._w*u,this._x=i*l+this._x*u,this._y=r*l+this._y*u,this._z=n*l+this._z*u,this.onChangeCallback(),this},equals:function(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w},fromArray:function(t,e){return void 0===e&&(e=0),this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this.onChangeCallback(),this},toArray:function(t,e){return void 0===t&&(t=[]),void 0===e&&(e=0),t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t},onChange:function(t){return this.onChangeCallback=t,this},onChangeCallback:function(){}},Object.assign(me.Quaternion,{slerp:function(t,e,i,r){return i.copy(t).slerp(e,r)},slerpFlat:function(t,e,i,r,n,a,o){var s=i[r+0],h=i[r+1],l=i[r+2],u=i[r+3],c=n[a+0],p=n[a+1],d=n[a+2],f=n[a+3];if(u!==f||s!==c||h!==p||l!==d){var m=1-o,v=s*c+h*p+l*d+u*f,g=0<=v?1:-1,y=1-v*v;if(y>Number.EPSILON){var x=Math.sqrt(y),M=Math.atan2(x,v*g);m=Math.sin(m*M)/x,o=Math.sin(o*M)/x}var b=o*g;if(s=s*m+c*b,h=h*m+p*b,l=l*m+d*b,u=u*m+f*b,m===1-o){var _=1/Math.sqrt(s*s+h*h+l*l+u*u);s*=_,h*=_,l*=_,u*=_}}t[e]=s,t[e+1]=h,t[e+2]=l,t[e+3]=u}}),me.Triangle=function(t,e,i){this.a=void 0!==t?t:new me.Vector3,this.b=void 0!==e?e:new me.Vector3,this.c=void 0!==i?i:new me.Vector3},me.Triangle.normal=(Q=new me.Vector3,function(t,e,i,r){var n=r||new me.Vector3;n.subVectors(i,e),Q.subVectors(t,e),n.cross(Q);var a=n.lengthSq();return 0this.max.x||t.ythis.max.y||t.zthis.max.z)},containsBox:function(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z},getParameter:function(t,e){return(e||new me.Vector3).set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)},intersectsSphere:function(t){return void 0===ot&&(ot=new me.Vector3),this.clampPoint(t.center,ot),ot.distanceToSquared(t.center)<=t.radius*t.radius},intersectsPlane:function(t){var e,i;return i=0=t.constant},clampPoint:function(t,e){return(e||new me.Vector3).copy(t).clamp(this.min,this.max)},distanceToPoint:(at=new me.Vector3,function(t){return at.copy(t).clamp(this.min,this.max).sub(t).length()}),getBoundingSphere:(nt=new me.Vector3,function(t){var e=t||new me.Sphere;return e.center=this.center(),e.radius=.5*this.size(nt).length(),e}),intersect:function(t){return this.min.max(t.min),this.max.min(t.max),this},union:function(t){return this.min.min(t.min),this.max.max(t.max),this},applyMatrix4:(rt=[new me.Vector3,new me.Vector3,new me.Vector3,new me.Vector3,new me.Vector3,new me.Vector3,new me.Vector3,new me.Vector3],function(t){return rt[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),rt[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),rt[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),rt[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),rt[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),rt[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),rt[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),rt[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.makeEmpty(),this.setFromPoints(rt),this}),translate:function(t){return this.min.add(t),this.max.add(t),this},equals:function(t){return t.min.equals(this.min)&&t.max.equals(this.max)}},me.Euler=function(t,e,i,r){this._x=t||0,this._y=e||0,this._z=i||0,this._order=r||me.Euler.DefaultOrder},me.Euler.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"],me.Euler.DefaultOrder="XYZ",me.Euler.prototype={constructor:me.Euler,get x(){return this._x},set x(t){this._x=t,this.onChangeCallback()},get y(){return this._y},set y(t){this._y=t,this.onChangeCallback()},get z(){return this._z},set z(t){this._z=t,this.onChangeCallback()},get order(){return this._order},set order(t){this._order=t,this.onChangeCallback()},set:function(t,e,i,r){return this._x=t,this._y=e,this._z=i,this._order=r||this._order,this.onChangeCallback(),this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this.onChangeCallback(),this},setFromRotationMatrix:function(t,e,i){var r=me.Math.clamp,n=t.elements,a=n[0],o=n[4],s=n[8],h=n[1],l=n[5],u=n[9],c=n[2],p=n[6],d=n[10];return"XYZ"===(e=e||this._order)?(this._y=Math.asin(r(s,-1,1)),Math.abs(s)<.99999?(this._x=Math.atan2(-u,d),this._z=Math.atan2(-o,a)):(this._x=Math.atan2(p,l),this._z=0)):"YXZ"===e?(this._x=Math.asin(-r(u,-1,1)),Math.abs(u)<.99999?(this._y=Math.atan2(s,d),this._z=Math.atan2(h,l)):(this._y=Math.atan2(-c,a),this._z=0)):"ZXY"===e?(this._x=Math.asin(r(p,-1,1)),Math.abs(p)<.99999?(this._y=Math.atan2(-c,d),this._z=Math.atan2(-o,l)):(this._y=0,this._z=Math.atan2(h,a))):"ZYX"===e?(this._y=Math.asin(-r(c,-1,1)),Math.abs(c)<.99999?(this._x=Math.atan2(p,d),this._z=Math.atan2(h,a)):(this._x=0,this._z=Math.atan2(-o,l))):"YZX"===e?(this._z=Math.asin(r(h,-1,1)),Math.abs(h)<.99999?(this._x=Math.atan2(-u,l),this._y=Math.atan2(-c,a)):(this._x=0,this._y=Math.atan2(s,d))):"XZY"===e&&(this._z=Math.asin(-r(o,-1,1)),Math.abs(o)<.99999?(this._x=Math.atan2(p,l),this._y=Math.atan2(s,a)):(this._x=Math.atan2(-u,d),this._y=0)),this._order=e,!1!==i&&this.onChangeCallback(),this},setFromQuaternion:function(t,e,i){return void 0===ut&&(ut=new me.Matrix4),ut.makeRotationFromQuaternion(t),this.setFromRotationMatrix(ut,e,i),this},setFromVector3:function(t,e){return this.set(t.x,t.y,t.z,e||this._order)},reorder:(lt=new me.Quaternion,function(t){lt.setFromEuler(this),this.setFromQuaternion(lt,t)}),equals:function(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order},fromArray:function(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this.onChangeCallback(),this},toArray:function(t,e){return void 0===t&&(t=[]),void 0===e&&(e=0),t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t},toVector3:function(t){return t?t.set(this._x,this._y,this._z):new me.Vector3(this._x,this._y,this._z)},onChange:function(t){return this.onChangeCallback=t,this},onChangeCallback:function(){}},me.Ray=function(t,e){this.origin=void 0!==t?t:new me.Vector3,this.direction=void 0!==e?e:new me.Vector3},me.Ray.prototype={constructor:me.Ray,set:function(t,e){return this.origin.copy(t),this.direction.copy(e),this},clone:function(){return(new this.constructor).copy(this)},copy:function(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this},at:function(t,e){return(e||new me.Vector3).copy(this.direction).multiplyScalar(t).add(this.origin)},lookAt:function(t){this.direction.copy(t).sub(this.origin).normalize()},recast:(bt=new me.Vector3,function(t){return this.origin.copy(this.at(t,bt)),this}),closestPointToPoint:function(t,e){var i=e||new me.Vector3;i.subVectors(t,this.origin);var r=i.dot(this.direction);return r<0?i.copy(this.origin):i.copy(this.direction).multiplyScalar(r).add(this.origin)},distanceToPoint:function(t){return Math.sqrt(this.distanceSqToPoint(t))},distanceSqToPoint:(Mt=new me.Vector3,function(t){var e=Mt.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(Mt.copy(this.direction).multiplyScalar(e).add(this.origin),Mt.distanceToSquared(t))}),distanceSqToSegment:(gt=new me.Vector3,yt=new me.Vector3,xt=new me.Vector3,function(t,e,i,r){gt.copy(t).add(e).multiplyScalar(.5),yt.copy(e).sub(t).normalize(),xt.copy(this.origin).sub(gt);var n,a,o,s,h=.5*t.distanceTo(e),l=-this.direction.dot(yt),u=xt.dot(this.direction),c=-xt.dot(yt),p=xt.lengthSq(),d=Math.abs(1-l*l);if(0this.radius*this.radius&&(r.sub(this.center).normalize(),r.multiplyScalar(this.radius).add(this.center)),r},getBoundingBox:function(t){var e=t||new me.Box3;return e.set(this.center,this.center),e.expandByScalar(this.radius),e},applyMatrix4:function(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this},translate:function(t){return this.center.add(t),this},equals:function(t){return t.center.equals(this.center)&&t.radius===this.radius}},me.Frustum=function(t,e,i,r,n,a){this.planes=[void 0!==t?t:new me.Plane,void 0!==e?e:new me.Plane,void 0!==i?i:new me.Plane,void 0!==r?r:new me.Plane,void 0!==n?n:new me.Plane,void 0!==a?a:new me.Plane]},me.Frustum.prototype={constructor:me.Frustum,set:function(t,e,i,r,n,a){var o=this.planes;return o[0].copy(t),o[1].copy(e),o[2].copy(i),o[3].copy(r),o[4].copy(n),o[5].copy(a),this},clone:function(){return(new this.constructor).copy(this)},copy:function(t){for(var e=this.planes,i=0;i<6;i++)e[i].copy(t.planes[i]);return this},setFromMatrix:function(t){var e=this.planes,i=t.elements,r=i[0],n=i[1],a=i[2],o=i[3],s=i[4],h=i[5],l=i[6],u=i[7],c=i[8],p=i[9],d=i[10],f=i[11],m=i[12],v=i[13],g=i[14],y=i[15];return e[0].setComponents(o-r,u-s,f-c,y-m).normalize(),e[1].setComponents(o+r,u+s,f+c,y+m).normalize(),e[2].setComponents(o+n,u+h,f+p,y+v).normalize(),e[3].setComponents(o-n,u-h,f-p,y-v).normalize(),e[4].setComponents(o-a,u-l,f-d,y-g).normalize(),e[5].setComponents(o+a,u+l,f+d,y+g).normalize(),this},intersectsObject:(Et=new me.Sphere,function(t){var e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),Et.copy(e.boundingSphere),Et.applyMatrix4(t.matrixWorld),this.intersectsSphere(Et)}),intersectsSphere:function(t){for(var e=this.planes,i=t.center,r=-t.radius,n=0;n<6;n++){if(e[n].distanceToPoint(i)=e.HAVE_CURRENT_DATA&&(l.needsUpdate=!0)}()},me.VideoTexture.prototype=Object.create(me.Texture.prototype),me.VideoTexture.prototype.constructor=me.VideoTexture,me.Sprite=(ne=new Uint16Array([0,1,2,0,2,3]),ae=new Float32Array([-.5,-.5,0,.5,-.5,0,.5,.5,0,-.5,.5,0]),oe=new Float32Array([0,0,1,0,1,1,0,1]),(se=new me.BufferGeometry).setIndex(new me.BufferAttribute(ne,1)),se.addAttribute("position",new me.BufferAttribute(ae,3)),se.addAttribute("uv",new me.BufferAttribute(oe,2)),function(t){me.Object3D.call(this),this.type="Sprite",this.geometry=se,this.material=void 0!==t?t:new me.SpriteMaterial}),me.Sprite.prototype=Object.create(me.Object3D.prototype),me.Sprite.prototype.constructor=me.Sprite,me.Sprite.prototype.raycast=(he=new me.Vector3,function(t,e){he.setFromMatrixPosition(this.matrixWorld);var i=t.ray.distanceSqToPoint(he);this.scale.x*this.scale.yt.far||e.push({distance:M,point:h.clone().applyMatrix4(this.matrixWorld),index:f,face:null,faceIndex:null,object:this}))}else for(f=0,m=p.length/3-1;ft.far||e.push({distance:M,point:h.clone().applyMatrix4(this.matrixWorld),index:f,face:null,faceIndex:null,object:this}))}else if(n instanceof me.Geometry){var y=n.vertices,x=y.length;for(f=0;ft.far||e.push({distance:M,point:h.clone().applyMatrix4(this.matrixWorld),index:f,face:null,faceIndex:null,object:this}))}}}}),me.Line.prototype.clone=function(){return new this.constructor(this.geometry,this.material).copy(this)},me.LineStrip=0,me.LinePieces=1,me.LineSegments=function(t,e){me.Line.call(this,t,e),this.type="LineSegments"},me.LineSegments.prototype=Object.create(me.Line.prototype),me.LineSegments.prototype.constructor=me.LineSegments,me.Mesh=function(t,e){me.Object3D.call(this),this.type="Mesh",this.geometry=void 0!==t?t:new me.Geometry,this.material=void 0!==e?e:new me.MeshBasicMaterial({color:16777215*Math.random()}),this.drawMode=me.TrianglesDrawMode,this.updateMorphTargets()},me.Mesh.prototype=Object.create(me.Object3D.prototype),me.Mesh.prototype.constructor=me.Mesh,me.Mesh.prototype.setDrawMode=function(t){this.drawMode=t},me.Mesh.prototype.updateMorphTargets=function(){if(void 0!==this.geometry.morphTargets&&0e.far?null:{distance:h,point:l.clone(),object:t}}function Q(t,e,i,r,n,a,o,s){O.fromArray(r,3*a),V.fromArray(r,3*o),z.fromArray(r,3*s);var h=Z(t,e,i,O,V,z,q);return h&&(n&&(j.fromArray(n,2*a),X.fromArray(n,2*o),H.fromArray(n,2*s),h.uv=Y(q,O,V,z,j,X,H)),h.face=new me.Face3(a,o,s,me.Triangle.normal(O,V,z)),h.faceIndex=a),h}return function(t,e){var i,r,n=this.geometry,a=this.material,o=this.matrixWorld;if(void 0!==a&&(null===n.boundingSphere&&n.computeBoundingSphere(),I.copy(n.boundingSphere),I.applyMatrix4(o),!1!==t.ray.intersectsSphere(I)&&(D.getInverse(o),B.copy(t.ray).applyMatrix4(D),null===n.boundingBox||!1!==B.intersectsBox(n.boundingBox))))if(n instanceof me.BufferGeometry){var s,h,l,u=n.index,c=n.attributes,p=c.position.array;if(void 0!==c.uv&&(i=c.uv.array),null!==u)for(var d=u.array,f=0,m=d.length;fa.far)return;o.push({distance:n,distanceToRay:Math.sqrt(i),point:r.clone(),index:e,face:null,object:s})}}}),me.Points.prototype.clone=function(){return new this.constructor(this.geometry,this.material).copy(this)},me.Light=function(t,e){me.Object3D.call(this),this.type="Light",this.color=new me.Color(t),this.intensity=void 0!==e?e:1,this.receiveShadow=void 0},me.Light.prototype=Object.create(me.Object3D.prototype),me.Light.prototype.constructor=me.Light,me.Light.prototype.copy=function(t){return me.Object3D.prototype.copy.call(this,t),this.color.copy(t.color),this.intensity=t.intensity,this},me.Light.prototype.toJSON=function(t){var e=me.Object3D.prototype.toJSON.call(this,t);return e.object.color=this.color.getHex(),e.object.intensity=this.intensity,void 0!==this.groundColor&&(e.object.groundColor=this.groundColor.getHex()),void 0!==this.distance&&(e.object.distance=this.distance),void 0!==this.angle&&(e.object.angle=this.angle),void 0!==this.decay&&(e.object.decay=this.decay),void 0!==this.penumbra&&(e.object.penumbra=this.penumbra),e},me.ShaderChunk={},me.ShaderChunk.alphamap_fragment="#ifdef USE_ALPHAMAP\n\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n",me.ShaderChunk.alphamap_pars_fragment="#ifdef USE_ALPHAMAP\n\n\tuniform sampler2D alphaMap;\n\n#endif\n",me.ShaderChunk.alphatest_fragment="#ifdef ALPHATEST\n\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n\n#endif\n",me.ShaderChunk.aomap_fragment="#ifdef USE_AOMAP\n\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\n\t#endif\n\n#endif\n",me.ShaderChunk.aomap_pars_fragment="#ifdef USE_AOMAP\n\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n\n#endif",me.ShaderChunk.begin_vertex="\nvec3 transformed = vec3( position );\n",me.ShaderChunk.beginnormal_vertex="\nvec3 objectNormal = vec3( normal );\n",me.ShaderChunk.color_fragment="#ifdef USE_COLOR\n\n\tdiffuseColor.rgb *= vColor;\n\n#endif",me.ShaderChunk.color_pars_fragment="#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif\n",me.ShaderChunk.color_pars_vertex="#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif",me.ShaderChunk.color_vertex="#ifdef USE_COLOR\n\n\tvColor.xyz = color.xyz;\n\n#endif",me.ShaderChunk.common="#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\n\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\n\n\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\n\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\n\n\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n}\n\n// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n\n}\n\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\n\treturn - distance * planeNormal + point;\n\n}\n\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n\n}\n\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n\n}\n",me.ShaderChunk.defaultnormal_vertex="#ifdef FLIP_SIDED\n\n\tobjectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n",me.ShaderChunk.encodings_fragment=" gl_FragColor = linearToOutputTexel( gl_FragColor );\n",me.ShaderChunk.encodings_pars_fragment="// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/\n\nvec4 LinearToLinear( in vec4 value ) {\n return value;\n}\n\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\n\nvec4 sRGBToLinear( in vec4 value ) {\n return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\n\nvec4 RGBEToLinear( in vec4 value ) {\n return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n float maxComponent = max( max( value.r, value.g ), value.b );\n float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n// return vec4( value.brg, ( 3.0 + 128.0 ) / 256.0 );\n}\n\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n M = ceil( M * 255.0 ) / 255.0;\n return vec4( value.rgb / ( M * maxRange ), M );\n}\n\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float D = max( maxRange / maxRGB, 1.0 );\n D = min( floor( D ) / 255.0, 1.0 );\n return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\n\n// LogLuv reference: http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html\n\n// M matrix, for encoding\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vec4 vResult;\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n return vResult;\n}\n\n// Inverse M matrix, for decoding\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n float Le = value.z * 255.0 + value.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n return vec4( max(vRGB, 0.0), 1.0 );\n}\n",me.ShaderChunk.envmap_fragment="#ifdef USE_ENVMAP\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n\t\t// Transforming Normal Vectors with the Inverse Transformation\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n\t\t#else\n\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t\t#endif\n\n\t#else\n\n\t\tvec3 reflectVec = vReflect;\n\n\t#endif\n\n\t#ifdef DOUBLE_SIDED\n\t\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#else\n\t\tfloat flipNormal = 1.0;\n\t#endif\n\n\t#ifdef ENVMAP_TYPE_CUBE\n\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\n\t\tvec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\n\t#endif\n\n\tenvColor = envMapTexelToLinear( envColor );\n\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n\t#endif\n\n#endif\n",me.ShaderChunk.envmap_pars_fragment="#if defined( USE_ENVMAP ) || defined( STANDARD )\n\tuniform float reflectivity;\n\tuniform float envMapIntenstiy;\n#endif\n\n#ifdef USE_ENVMAP\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )\n\n\t\tuniform float refractionRatio;\n\n\t#else\n\n\t\tvarying vec3 vReflect;\n\n\t#endif\n\n#endif\n",me.ShaderChunk.envmap_pars_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )\n\n\tvarying vec3 vReflect;\n\n\tuniform float refractionRatio;\n\n#endif\n",me.ShaderChunk.envmap_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )\n\n\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\n\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\n\t#else\n\n\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t#endif\n\n#endif\n",me.ShaderChunk.fog_fragment="#ifdef USE_FOG\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n\t#else\n\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\n\t#endif\n\n\t#ifdef FOG_EXP2\n\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\n\t#else\n\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\n\t#endif\n\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n\n#endif\n",me.ShaderChunk.fog_pars_fragment="#ifdef USE_FOG\n\n\tuniform vec3 fogColor;\n\n\t#ifdef FOG_EXP2\n\n\t\tuniform float fogDensity;\n\n\t#else\n\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n\n#endif",me.ShaderChunk.logdepthbuf_fragment="#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif",me.ShaderChunk.logdepthbuf_pars_fragment="#ifdef USE_LOGDEPTHBUF\n\n\tuniform float logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n#endif\n",me.ShaderChunk.logdepthbuf_pars_vertex="#ifdef USE_LOGDEPTHBUF\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n\tuniform float logDepthBufFC;\n\n#endif",me.ShaderChunk.logdepthbuf_vertex="#ifdef USE_LOGDEPTHBUF\n\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\n\t#else\n\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n\t#endif\n\n#endif\n",me.ShaderChunk.map_fragment="#ifdef USE_MAP\n\n\tvec4 texelColor = texture2D( map, vUv );\n\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n\n#endif\n",me.ShaderChunk.map_pars_fragment="#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif\n",me.ShaderChunk.morphnormal_vertex="#ifdef USE_MORPHNORMALS\n\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n#endif\n",me.ShaderChunk.morphtarget_pars_vertex="#ifdef USE_MORPHTARGETS\n\n\t#ifndef USE_MORPHNORMALS\n\n\tuniform float morphTargetInfluences[ 8 ];\n\n\t#else\n\n\tuniform float morphTargetInfluences[ 4 ];\n\n\t#endif\n\n#endif",me.ShaderChunk.morphtarget_vertex="#ifdef USE_MORPHTARGETS\n\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n\t#ifndef USE_MORPHNORMALS\n\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n\t#endif\n\n#endif\n",me.ShaderChunk.premultiplied_alpha_fragment="#ifdef PREMULTIPLIED_ALPHA\n\n\t// Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation.\n\tgl_FragColor.rgb *= gl_FragColor.a;\n\n#endif\n",me.ShaderChunk.project_vertex="#ifdef USE_SKINNING\n\n\tvec4 mvPosition = modelViewMatrix * skinned;\n\n#else\n\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n",me.ShaderChunk.skinbase_vertex="#ifdef USE_SKINNING\n\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif",me.ShaderChunk.skinning_pars_vertex="#ifdef USE_SKINNING\n\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\n\t#ifdef BONE_TEXTURE\n\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\n\t\t\ty = dy * ( y + 0.5 );\n\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\n\t\t\treturn bone;\n\n\t\t}\n\n\t#else\n\n\t\tuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tmat4 bone = boneGlobalMatrices[ int(i) ];\n\t\t\treturn bone;\n\n\t\t}\n\n\t#endif\n\n#endif\n",me.ShaderChunk.skinning_vertex="#ifdef USE_SKINNING\n\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n\n#endif\n",me.ShaderChunk.skinnormal_vertex="#ifdef USE_SKINNING\n\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\n#endif\n",me.ShaderChunk.specularmap_fragment="float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n\n#else\n\n\tspecularStrength = 1.0;\n\n#endif",me.ShaderChunk.specularmap_pars_fragment="#ifdef USE_SPECULARMAP\n\n\tuniform sampler2D specularMap;\n\n#endif",me.ShaderChunk.tonemapping_fragment="#if defined( TONE_MAPPING )\n\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n\n#endif\n",me.ShaderChunk.tonemapping_pars_fragment="#define saturate(a) clamp( a, 0.0, 1.0 )\n\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\n\n// exposure only\nvec3 LinearToneMapping( vec3 color ) {\n\n return toneMappingExposure * color;\n\n}\n\n// source: https://www.cs.utah.edu/~reinhard/cdrom/\nvec3 ReinhardToneMapping( vec3 color ) {\n\n color *= toneMappingExposure;\n return saturate( color / ( vec3( 1.0 ) + color ) );\n\n}\n\n// source: http://filmicgames.com/archives/75\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\n // John Hable's filmic operator from Uncharted 2 video game\n color *= toneMappingExposure;\n return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n\n}\n\n// source: http://filmicgames.com/archives/75\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\n // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n\n}\n",me.ShaderChunk.uv2_pars_fragment="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvarying vec2 vUv2;\n\n#endif",me.ShaderChunk.uv2_pars_vertex="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\n#endif",me.ShaderChunk.uv2_vertex="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvUv2 = uv2;\n\n#endif",me.ShaderChunk.uv_pars_fragment="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\n\tvarying vec2 vUv;\n\n#endif",me.ShaderChunk.uv_pars_vertex="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n\n#endif\n",me.ShaderChunk.uv_vertex="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif",me.ShaderChunk.worldpos_vertex="#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( STANDARD ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n\t#ifdef USE_SKINNING\n\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\n\t#else\n\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\n\t#endif\n\n#endif\n",me.ShaderChunk.meshbasic_frag="uniform vec3 diffuse;\nuniform float opacity;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tReflectedLight reflectedLight;\n\treflectedLight.directDiffuse = vec3( 0.0 );\n\treflectedLight.directSpecular = vec3( 0.0 );\n\treflectedLight.indirectDiffuse = diffuseColor.rgb;\n\treflectedLight.indirectSpecular = vec3( 0.0 );\n\n\t#include \n\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\n\t#include \n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",me.ShaderChunk.meshbasic_vert="#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#ifdef USE_ENVMAP\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\n}\n",me.UniformsUtils={merge:function(t){for(var e={},i=0;ie||t.height>e){var i=e/Math.max(t.width,t.height),r=document.createElement("canvas");return r.width=Math.floor(t.width*i),r.height=Math.floor(t.height*i),r.getContext("2d").drawImage(t,0,0,t.width,t.height,0,0,r.width,r.height),r}return t}function Tt(t){return me.Math.isPowerOfTwo(t.width)&&me.Math.isPowerOfTwo(t.height)}function At(t,e){var i=q.get(t);if(6===t.image.length)if(0 0 ) {","float depth = gl_FragCoord.z / gl_FragCoord.w;","float fogFactor = 0.0;","if ( fogType == 1 ) {","fogFactor = smoothstep( fogNear, fogFar, depth );","} else {","const float LOG2 = 1.442695;","fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );","fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );","}","gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );","}","}"].join("\n")),x.compileShader(e),x.compileShader(i),x.attachShader(t,e),x.attachShader(t,i),x.linkProgram(t),m=t,v={position:x.getAttribLocation(m,"position"),uv:x.getAttribLocation(m,"uv")},g={uvOffset:x.getUniformLocation(m,"uvOffset"),uvScale:x.getUniformLocation(m,"uvScale"),rotation:x.getUniformLocation(m,"rotation"),scale:x.getUniformLocation(m,"scale"),color:x.getUniformLocation(m,"color"),map:x.getUniformLocation(m,"map"),opacity:x.getUniformLocation(m,"opacity"),modelViewMatrix:x.getUniformLocation(m,"modelViewMatrix"),projectionMatrix:x.getUniformLocation(m,"projectionMatrix"),fogType:x.getUniformLocation(m,"fogType"),fogDensity:x.getUniformLocation(m,"fogDensity"),fogNear:x.getUniformLocation(m,"fogNear"),fogFar:x.getUniformLocation(m,"fogFar"),fogColor:x.getUniformLocation(m,"fogColor"),alphaTest:x.getUniformLocation(m,"alphaTest")};var a=document.createElement("canvas");a.width=8,a.height=8;var o=a.getContext("2d");o.fillStyle="white",o.fillRect(0,0,8,8),(y=new me.Texture(a)).needsUpdate=!0}function E(t,e){return t.renderOrder!==e.renderOrder?t.renderOrder-e.renderOrder:t.z!==e.z?e.z-t.z:e.id-t.id}this.render=function(t,e){if(0!==p.length){void 0===m&&w(),x.useProgram(m),M.initAttributes(),M.enableAttribute(v.position),M.enableAttribute(v.uv),M.disableUnusedAttributes(),M.disable(x.CULL_FACE),M.enable(x.BLEND),x.bindBuffer(x.ARRAY_BUFFER,d),x.vertexAttribPointer(v.position,2,x.FLOAT,!1,16,0),x.vertexAttribPointer(v.uv,2,x.FLOAT,!1,16,8),x.bindBuffer(x.ELEMENT_ARRAY_BUFFER,f),x.uniformMatrix4fv(g.projectionMatrix,!1,e.projectionMatrix.elements),M.activeTexture(x.TEXTURE0),x.uniform1i(g.map,0);var i=0,r=0,n=t.fog;n?(x.uniform3f(g.fogColor,n.color.r,n.color.g,n.color.b),n instanceof me.Fog?(x.uniform1f(g.fogNear,n.near),x.uniform1f(g.fogFar,n.far),x.uniform1i(g.fogType,1),r=i=1):n instanceof me.FogExp2&&(x.uniform1f(g.fogDensity,n.density),x.uniform1i(g.fogType,2),r=i=2)):(x.uniform1i(g.fogType,0),r=i=0);for(var a=0,o=p.length;a/g,function(t,e){var i=me.ShaderChunk[e];if(void 0===i)throw new Error("Can not resolve #include <"+e+">");return j(i)})}function X(t){return t.replace(/for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g,function(t,e,i,r){for(var n="",a=parseInt(e);a=e.element.HAVE_FUTURE_DATA&&!e.driverInitialized&&(e.driver.src=e.source,e.driver.load(),e.onDriverReady&&e.onDriverReady(),e.driverInitialized=!0)};i()}}]),i}();return t.Video=function(t){return e()?new we(t):i()?new Se(t):new be(t)},t.Image=_e,t}({}); +"use strict";function _defineProperty(e,t,r){return t in e?Object.defineProperty(e,t,{value:r,enumerable:!0,configurable:!0,writable:!0}):e[t]=r,e}function _classCallCheck2(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function _inherits2(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function");e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,writable:!0,configurable:!0}}),t&&_setPrototypeOf2(e,t)}function _setPrototypeOf2(e,t){return _setPrototypeOf2=Object.setPrototypeOf||function(e,t){return e.__proto__=t,e},_setPrototypeOf2(e,t)}function _createSuper2(e){var t=_isNativeReflectConstruct2();return function(){var r=_getPrototypeOf2(e),a;if(t){var i=_getPrototypeOf2(this).constructor;a=Reflect.construct(r,arguments,i)}else a=r.apply(this,arguments);return _possibleConstructorReturn2(this,a)}}function _possibleConstructorReturn2(e,t){return t&&("object"===_typeof(t)||"function"==typeof t)?t:_assertThisInitialized2(e)}function _assertThisInitialized2(e){if(void 0===e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return e}function _isNativeReflectConstruct2(){if("undefined"==typeof Reflect||!Reflect.construct)return!1;if(Reflect.construct.sham)return!1;if("function"==typeof Proxy)return!0;try{return Date.prototype.toString.call(Reflect.construct(Date,[],function(){})),!0}catch(t){return!1}}function _getPrototypeOf2(e){return _getPrototypeOf2=Object.setPrototypeOf?Object.getPrototypeOf:function(e){return e.__proto__||Object.getPrototypeOf(e)},_getPrototypeOf2(e)}function _typeof(e){"@babel/helpers - typeof";return _typeof="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(e){return typeof e}:function(e){return e&&"function"==typeof Symbol&&e.constructor===Symbol&&e!==Symbol.prototype?"symbol":typeof e},_typeof(e)}var Kaleidoscope=function(e){'use strict';var ho=Math.tan,yo=Math.atan,vo=Math.acos,xo=Math.round,_o=Math.ceil,bo=Math.sign,Mo=Number.EPSILON,So=Math.sin,To=Math.atan2,Eo=Math.PI,wo=Math.sqrt,Lo=Math.LN2,Ao=Math.log,Ro=Math.cos,Po=Math.floor,Co=Number.isInteger,Do=Math.pow,Io=Math.min,No=Math.max,zo=Math.abs;function t(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function r(e,t){for(var r=0,a;rd)// points of the projected triangle are outside the projected half-length of the aabb +// the axis is seperating and we can exit +return!1}return!0}/** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */function C(e,t){this.center=void 0===e?new S:e,this.radius=void 0===t?0:t}/** + * @author bhouston / http://clara.io + */function D(e,t){this.origin=void 0===e?new S:e,this.direction=void 0===t?new S(0,0,-1):t}function I(e,t){this.normal=void 0===e?new S(1,0,0):e,this.constant=void 0===t?0:t}function N(e,t,r){this.a=void 0===e?new S:e,this.b=void 0===t?new S:t,this.c=void 0===r?new S:r}function U(e,t,r){return void 0===t&&void 0===r?this.set(e):this.setRGB(e,t,r)}function B(e,r,a){return 0>a&&(a+=1),1e?.0773993808*e:Do(.9478672986*e+.0521327014,2.4)}function O(e){return .0031308>e?12.92*e:1.055*Do(e,.41666)-.055}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */function G(e,t,r,a,i,n){this.a=e,this.b=t,this.c=r,this.normal=a&&a.isVector3?a:new S,this.vertexNormals=Array.isArray(a)?a:[],this.color=i&&i.isColor?i:new U,this.vertexColors=Array.isArray(i)?i:[],this.materialIndex=void 0===n?0:n}function H(){Object.defineProperty(this,"id",{value:fl++}),this.uuid=os.generateUUID(),this.name="",this.type="Material",this.fog=!0,this.blending=1,this.side=0,this.flatShading=!1,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=100,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=7680,this.stencilZFail=7680,this.stencilZPass=7680,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaTest=0,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * depthTest: , + * depthWrite: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: + * } + */function V(e){H.call(this),this.type="MeshBasicMaterial",this.color=new U(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.setValues(e)}function k(e,t,r){if(Array.isArray(e))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.name="",this.array=e,this.itemSize=t,this.count=void 0===e?0:e.length/t,this.normalized=!0===r,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0}// +function W(e,t,r){k.call(this,new Int8Array(e),t,r)}function j(e,t,r){k.call(this,new Uint8Array(e),t,r)}function q(e,t,r){k.call(this,new Uint8ClampedArray(e),t,r)}function X(e,t,r){k.call(this,new Int16Array(e),t,r)}function Y(e,t,r){k.call(this,new Uint16Array(e),t,r)}function Z(e,t,r){k.call(this,new Int32Array(e),t,r)}function J(e,t,r){k.call(this,new Uint32Array(e),t,r)}function Q(e,t,r){k.call(this,new Float32Array(e),t,r)}function K(e,t,r){k.call(this,new Float64Array(e),t,r)}/** + * @author mrdoob / http://mrdoob.com/ + */function $(){this.vertices=[],this.normals=[],this.colors=[],this.uvs=[],this.uvs2=[],this.groups=[],this.morphTargets={},this.skinWeights=[],this.skinIndices=[],this.boundingBox=null,this.boundingSphere=null,this.verticesNeedUpdate=!1,this.normalsNeedUpdate=!1,this.colorsNeedUpdate=!1,this.uvsNeedUpdate=!1,this.groupsNeedUpdate=!1}/** + * @author mrdoob / http://mrdoob.com/ + */function ee(e){if(0===e.length)return-Infinity;for(var t=e[0],r=1,a=e.length;rt&&(t=e[r]);return t}/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */function te(){Object.defineProperty(this,"id",{value:yl+=2}),this.uuid=os.generateUUID(),this.name="",this.type="BufferGeometry",this.index=null,this.attributes={},this.morphAttributes={},this.morphTargetsRelative=!1,this.groups=[],this.boundingBox=null,this.boundingSphere=null,this.drawRange={start:0,count:1/0},this.userData={}}function re(e,t){L.call(this),this.type="Mesh",this.geometry=void 0===e?new te:e,this.material=void 0===t?new V:t,this.updateMorphTargets()}function ae(e,t,r,a,i,n,o,s){var l;if(l=1===t.side?a.intersectTriangle(o,n,i,!0,s):a.intersectTriangle(i,n,o,2!==t.side,s),null===l)return null;Gl.copy(s),Gl.applyMatrix4(e.matrixWorld);var d=r.ray.origin.distanceTo(Gl);return dr.far?null:{distance:d,point:Gl.clone(),object:e}}function ie(e,t,r,n,o,s,l,d,p,u,a,m){Ll.fromBufferAttribute(o,u),Al.fromBufferAttribute(o,a),Rl.fromBufferAttribute(o,m);var c=e.morphTargetInfluences;if(t.morphTargets&&s&&c){Il.set(0,0,0),Nl.set(0,0,0),zl.set(0,0,0);for(var g=0,f=s.length;g, + * vertexShader: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function le(e){H.call(this),this.type="ShaderMaterial",this.defines={},this.uniforms={},this.vertexShader="void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",this.fragmentShader="void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}",this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.extensions={derivatives:!1,// set to use derivatives +fragDepth:!1,// set to use fragment depth values +drawBuffers:!1,// set to use draw buffers +shaderTextureLOD:!1// set to use shader texture LOD +},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv2:[0,0]},this.index0AttributeName=void 0,this.uniformsNeedUpdate=!1,void 0!==e&&(void 0!==e.attributes&&console.error("THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead."),this.setValues(e))}/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author WestLangley / http://github.com/WestLangley + */function de(){L.call(this),this.type="Camera",this.matrixWorldInverse=new T,this.projectionMatrix=new T,this.projectionMatrixInverse=new T}/** + * @author mrdoob / http://mrdoob.com/ + * @author greggman / http://games.greggman.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author tschw + */function pe(e,t,r,a){de.call(this),this.type="PerspectiveCamera",this.fov=void 0===e?50:e,this.zoom=1,this.near=void 0===r?.1:r,this.far=void 0===a?2e3:a,this.focus=10,this.aspect=void 0===t?1:t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}function ce(e,t,r,a){L.call(this),this.type="CubeCamera";var i=new pe(90,1,e,t);i.up.set(0,-1,0),i.lookAt(new S(1,0,0)),this.add(i);var n=new pe(90,1,e,t);n.up.set(0,-1,0),n.lookAt(new S(-1,0,0)),this.add(n);var o=new pe(90,1,e,t);o.up.set(0,0,1),o.lookAt(new S(0,1,0)),this.add(o);var s=new pe(90,1,e,t);s.up.set(0,0,-1),s.lookAt(new S(0,-1,0)),this.add(s);var l=new pe(90,1,e,t);l.up.set(0,-1,0),l.lookAt(new S(0,0,1)),this.add(l);var d=new pe(90,1,e,t);d.up.set(0,-1,0),d.lookAt(new S(0,0,-1)),this.add(d),a=a||{format:1022,magFilter:1006,minFilter:1006},this.renderTarget=new ue(r,a),this.renderTarget.texture.name="CubeCamera",this.update=function(e,t){null===this.parent&&this.updateMatrixWorld();var r=e.getRenderTarget(),a=this.renderTarget,p=a.texture.generateMipmaps;a.texture.generateMipmaps=!1,e.setRenderTarget(a,0),e.render(t,i),e.setRenderTarget(a,1),e.render(t,n),e.setRenderTarget(a,2),e.render(t,o),e.setRenderTarget(a,3),e.render(t,s),e.setRenderTarget(a,4),e.render(t,l),a.texture.generateMipmaps=p,e.setRenderTarget(a,5),e.render(t,d),e.setRenderTarget(r)},this.clear=function(e,t,r,a){for(var n=e.getRenderTarget(),o=this.renderTarget,s=0;6>s;s++)e.setRenderTarget(o,s),e.clear(t,r,a);e.setRenderTarget(n)}}/** + * @author alteredq / http://alteredqualia.com + * @author WestLangley / http://github.com/WestLangley + */function ue(e,t,r){Co(t)&&(console.warn("THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )"),t=r),_.call(this,e,e,t)}/** + * @author alteredq / http://alteredqualia.com/ + */function me(e,t,r,a,i,n,o,s,l,d,p,c){v.call(this,null,n,o,s,l,d,a,i,p,c),this.image={data:e||null,width:t||1,height:r||1},this.magFilter=void 0===l?1003:l,this.minFilter=void 0===d?1003:d,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1,this.needsUpdate=!0}function ge(e,t,r,a,i,n){this.planes=[void 0===e?new I:e,void 0===t?new I:t,void 0===r?new I:r,void 0===a?new I:a,void 0===i?new I:i,void 0===n?new I:n]}/** + * @author mrdoob / http://mrdoob.com/ + */function fe(){function e(i,n){!1===r||(a(i,n),t.requestAnimationFrame(e))}var t=null,r=!1,a=null;return{start:function start(){!0===r||null===a||(t.requestAnimationFrame(e),r=!0)},stop:function stop(){r=!1},setAnimationLoop:function setAnimationLoop(e){a=e},setContext:function setContext(e){t=e}}}/** + * @author mrdoob / http://mrdoob.com/ + */function he(e,t){function r(t,r){var a=t.array,i=t.usage,n=e.createBuffer();e.bindBuffer(r,n),e.bufferData(r,a,i),t.onUploadCallback();var o=5126;return a instanceof Float32Array?o=5126:a instanceof Float64Array?console.warn("THREE.WebGLAttributes: Unsupported data buffer format: Float64Array."):a instanceof Uint16Array?o=5123:a instanceof Int16Array?o=5122:a instanceof Uint32Array?o=5125:a instanceof Int32Array?o=5124:a instanceof Int8Array?o=5120:a instanceof Uint8Array&&(o=5121),{buffer:n,type:o,bytesPerElement:a.BYTES_PER_ELEMENT,version:t.version}}function a(t,r,a){var n=r.array,o=r.updateRange;e.bindBuffer(a,t),-1===o.count?e.bufferSubData(a,0,n):(i?e.bufferSubData(a,o.offset*n.BYTES_PER_ELEMENT,n,o.offset,o.count):e.bufferSubData(a,o.offset*n.BYTES_PER_ELEMENT,n.subarray(o.offset,o.offset+o.count)),o.count=-1)}// +var i=t.isWebGL2,n=new WeakMap;return{get:function(e){return e.isInterleavedBufferAttribute&&(e=e.data),n.get(e)},remove:function(t){t.isInterleavedBufferAttribute&&(t=t.data);var r=n.get(t);r&&(e.deleteBuffer(r.buffer),n["delete"](t))},update:function(e,t){e.isInterleavedBufferAttribute&&(e=e.data);var i=n.get(e);void 0===i?n.set(e,r(e,t)):i.versionc;c++){if(g=p[c],g){var h=g[0],y=g[1];if(y){u&&n.setAttribute("morphTarget"+c,u[h]),m&&n.setAttribute("morphNormal"+c,m[h]),a[c]=y,f+=y;continue}}a[c]=0}// GLSL shader uses formula baseinfluence * base + sum(target * influence) +// This allows us to switch between absolute morphs and relative morphs without changing shader code +// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) +var v=n.morphTargetsRelative?1:1-f;s.getUniforms().setValue(e,"morphTargetBaseInfluence",v),s.getUniforms().setValue(e,"morphTargetInfluences",a)}var r={},a=new Float32Array(8);return{update:t}}/** + * @author mrdoob / http://mrdoob.com/ + */function Re(e,t,r,a){function i(e){var i=a.render.frame,o=e.geometry,s=t.get(e,o);return n.get(s)!==i&&(o.isGeometry&&s.updateFromObject(e),t.update(s),n.set(s,i)),e.isInstancedMesh&&r.update(e.instanceMatrix,34962),s}var n=new WeakMap;return{update:i,dispose:function(){n=new WeakMap}}}/** + * @author mrdoob / http://mrdoob.com/ + */function Pe(e,t,r,a,i,n,o,s,l,d){e=void 0===e?[]:e,t=void 0===t?301:t,o=void 0===o?1022:o,v.call(this,e,t,r,a,i,n,o,s,l,d),this.flipY=!1}/** + * @author Takahiro https://github.com/takahirox + */function Ce(e,t,r,a){v.call(this,null),this.image={data:e||null,width:t||1,height:r||1,depth:a||1},this.magFilter=1003,this.minFilter=1003,this.wrapR=1001,this.generateMipmaps=!1,this.flipY=!1,this.needsUpdate=!0}/** + * @author Artur Trzesiok + */function De(e,t,r,a){v.call(this,null),this.image={data:e||null,width:t||1,height:r||1,depth:a||1},this.magFilter=1003,this.minFilter=1003,this.wrapR=1001,this.generateMipmaps=!1,this.flipY=!1,this.needsUpdate=!0}// Flattening for arrays of vectors and matrices +function Ie(e,t,a){var o=e[0];if(0>=o||0");return It(r)}// Unroll Loops +function zt(e){return e.replace(ud,Bt).replace(cd,Ut)}function Ut(e,t,r,a){return console.warn("WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead."),Bt(e,t,r,a)}function Bt(e,t,r,a){for(var n="",o=parseInt(t);om;m++)a.probe[m].set(0,0,0);var f=0,h=0,y=0,v=0,x=0,_=0,M=0,S=0,T=d.matrixWorldInverse;e.sort(Kt);for(var m=0,E=e.length;mC;C++)a.probe[C].addScaledVector(w.sh.coefficients[C],A);else if(w.isDirectionalLight){var D=t.get(w);if(D.color.copy(w.color).multiplyScalar(w.intensity),D.direction.setFromMatrixPosition(w.matrixWorld),o.setFromMatrixPosition(w.target.matrixWorld),D.direction.sub(o),D.direction.transformDirection(T),w.castShadow){var I=w.shadow,N=r.get(w);N.shadowBias=I.bias,N.shadowRadius=I.radius,N.shadowMapSize=I.mapSize,a.directionalShadow[f]=N,a.directionalShadowMap[f]=P,a.directionalShadowMatrix[f]=w.shadow.matrix,_++}a.directional[f]=D,f++}else if(w.isSpotLight){var D=t.get(w);if(D.position.setFromMatrixPosition(w.matrixWorld),D.position.applyMatrix4(T),D.color.copy(L).multiplyScalar(A),D.distance=R,D.direction.setFromMatrixPosition(w.matrixWorld),o.setFromMatrixPosition(w.target.matrixWorld),D.direction.sub(o),D.direction.transformDirection(T),D.coneCos=Ro(w.angle),D.penumbraCos=Ro(w.angle*(1-w.penumbra)),D.decay=w.decay,w.castShadow){var I=w.shadow,N=r.get(w);N.shadowBias=I.bias,N.shadowRadius=I.radius,N.shadowMapSize=I.mapSize,a.spotShadow[y]=N,a.spotShadowMap[y]=P,a.spotShadowMatrix[y]=w.shadow.matrix,S++}a.spot[y]=D,y++}else if(w.isRectAreaLight){var D=t.get(w);// (a) intensity is the total visible light emitted +//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); +// (b) intensity is the brightness of the light +D.color.copy(L).multiplyScalar(A),D.position.setFromMatrixPosition(w.matrixWorld),D.position.applyMatrix4(T),l.identity(),s.copy(w.matrixWorld),s.premultiply(T),l.extractRotation(s),D.halfWidth.set(.5*w.width,0,0),D.halfHeight.set(0,.5*w.height,0),D.halfWidth.applyMatrix4(l),D.halfHeight.applyMatrix4(l),a.rectArea[v]=D,v++}else if(w.isPointLight){var D=t.get(w);if(D.position.setFromMatrixPosition(w.matrixWorld),D.position.applyMatrix4(T),D.color.copy(w.color).multiplyScalar(w.intensity),D.distance=w.distance,D.decay=w.decay,w.castShadow){var I=w.shadow,N=r.get(w);N.shadowBias=I.bias,N.shadowRadius=I.radius,N.shadowMapSize=I.mapSize,N.shadowCameraNear=I.camera.near,N.shadowCameraFar=I.camera.far,a.pointShadow[h]=N,a.pointShadowMap[h]=P,a.pointShadowMatrix[h]=w.shadow.matrix,M++}a.point[h]=D,h++}else if(w.isHemisphereLight){var D=t.get(w);D.direction.setFromMatrixPosition(w.matrixWorld),D.direction.transformDirection(T),D.direction.normalize(),D.skyColor.copy(w.color).multiplyScalar(A),D.groundColor.copy(w.groundColor).multiplyScalar(A),a.hemi[x]=D,x++}}a.ambient[0]=p,a.ambient[1]=c,a.ambient[2]=u;var z=a.hash;(z.directionalLength!==f||z.pointLength!==h||z.spotLength!==y||z.rectAreaLength!==v||z.hemiLength!==x||z.numDirectionalShadows!==_||z.numPointShadows!==M||z.numSpotShadows!==S)&&(a.directional.length=f,a.spot.length=y,a.rectArea.length=v,a.point.length=h,a.hemi.length=x,a.directionalShadow.length=_,a.directionalShadowMap.length=_,a.pointShadow.length=M,a.pointShadowMap.length=M,a.spotShadow.length=S,a.spotShadowMap.length=S,a.directionalShadowMatrix.length=_,a.pointShadowMatrix.length=M,a.spotShadowMatrix.length=S,z.directionalLength=f,z.pointLength=h,z.spotLength=y,z.rectAreaLength=v,z.hemiLength=x,z.numDirectionalShadows=_,z.numPointShadows=M,z.numSpotShadows=S,a.version=md++)}for(var t=new Jt,r=Qt(),a={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadow:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[]},n=0;9>n;n++)a.probe.push(new S);var o=new S,s=new T,l=new T;return{setup:e,state:a}}/** + * @author Mugen87 / https://github.com/Mugen87 + */function er(){var e=new $t,t=[],r=[];return{init:function(){t.length=0,r.length=0},state:{lightsArray:t,shadowsArray:r,lights:e},setupLights:function(a){e.setup(t,r,a)},pushLight:function(e){t.push(e)},pushShadow:function(e){r.push(e)}}}function tr(){function e(t){var a=t.target;a.removeEventListener("dispose",e),r["delete"](a)}function t(t,a){var i;return!1===r.has(t)?(i=new er,r.set(t,new WeakMap),r.get(t).set(a,i),t.addEventListener("dispose",e)):!1===r.get(t).has(a)?(i=new er,r.get(t).set(a,i)):i=r.get(t).get(a),i}var r=new WeakMap;return{get:t,dispose:function(){r=new WeakMap}}}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / https://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * opacity: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * } + */function rr(e){H.call(this),this.type="MeshDepthMaterial",this.depthPacking=3200,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.setValues(e)}/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * referencePosition: , + * nearDistance: , + * farDistance: , + * + * skinning: , + * morphTargets: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: + * + * } + */function ar(e){H.call(this),this.type="MeshDistanceMaterial",this.referencePosition=new S,this.nearDistance=1,this.farDistance=1e3,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.fog=!1,this.setValues(e)}/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */function ir(e,t,r){function a(r,a){var i=t.update(M);// vertical pass +y.uniforms.shadow_pass.value=r.map.texture,y.uniforms.resolution.value=r.mapSize,y.uniforms.radius.value=r.radius,e.setRenderTarget(r.mapPass),e.clear(),e.renderBufferDirect(a,null,i,y,M,null),v.uniforms.shadow_pass.value=r.mapPass.texture,v.uniforms.resolution.value=r.mapSize,v.uniforms.radius.value=r.radius,e.setRenderTarget(r.map),e.clear(),e.renderBufferDirect(a,null,i,v,M,null)}function i(e,t,r){var a=e<<0|t<<1|r<<2,i=u[a];return void 0===i&&(i=new rr({depthPacking:3201,morphTargets:e,skinning:t}),u[a]=i),i}function n(e,t,r){var a=e<<0|t<<1|r<<2,i=m[a];return void 0===i&&(i=new ar({morphTargets:e,skinning:t}),m[a]=i),i}function o(t,r,a,o,s,l){var d=t.geometry,p=null,c=i,u=t.customDepthMaterial;if(!0===a.isPointLight&&(c=n,u=t.customDistanceMaterial),void 0===u){var m=!1;!0===r.morphTargets&&(!0===d.isBufferGeometry?m=d.morphAttributes&&d.morphAttributes.position&&0b;b++)s(_[b],a,n,d,p)}}var l=new ge,d=new h,p=new h,c=new x,u=[],m=[],g={},f={0:1,1:0,2:2},y=new le({defines:{SAMPLE_RATE:2/8,HALF_SAMPLE_RATE:1/8},uniforms:{shadow_pass:{value:null},resolution:{value:new h},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"}),v=y.clone();v.defines.HORIZONAL_PASS=1;var b=new te;b.setAttribute("position",new k(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));var M=new re(b,y),S=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=1,this.render=function(t,n,o){if(!1!==S.enabled&&(!1!==S.autoUpdate||!1!==S.needsUpdate)&&0!==t.length){var u=e.getRenderTarget(),m=e.getActiveCubeFace(),g=e.getActiveMipmapLevel(),f=e.state;f.setBlending(0),f.buffers.color.setClear(1,1,1,1),f.buffers.depth.setTest(!0),f.setScissorTest(!1);// render depth map +for(var h=0,y=t.length;hr||d.y>r)&&(console.warn("THREE.WebGLShadowMap:",v,"has shadow exceeding max texture size, reducing"),d.x>r&&(p.x=Po(r/b.x),d.x=p.x*b.x,x.mapSize.x=p.x),d.y>r&&(p.y=Po(r/b.y),d.y=p.y*b.y,x.mapSize.y=p.y)),null===x.map&&!x.isPointLightShadow&&3===this.type){var M={minFilter:1006,magFilter:1006,format:1023};x.map=new _(d.x,d.y,M),x.map.texture.name=v.name+".shadowMap",x.mapPass=new _(d.x,d.y,M),x.camera.updateProjectionMatrix()}if(null===x.map){var M={minFilter:1003,magFilter:1003,format:1023};x.map=new _(d.x,d.y,M),x.map.texture.name=v.name+".shadowMap",x.camera.updateProjectionMatrix()}e.setRenderTarget(x.map),e.clear();for(var T=x.getViewportCount(),E=0,w;Ea||e.height>a)&&(i=a/No(e.width,e.height)),1>i||!0===t){// only perform resize for certain image types +if("undefined"!=typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap){var n=t?os.floorPowerOfTwo:Po,o=n(i*e.width),l=n(i*e.height);void 0===W&&(W=s(o,l));// cube textures can't reuse the same canvas +var d=r?s(o,l):W;d.width=o,d.height=l;var p=d.getContext("2d");return p.drawImage(e,0,0,o,l),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+e.width+"x"+e.height+") to ("+o+"x"+l+")."),d}return"data"in e&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+e.width+"x"+e.height+")."),e}return e}function d(e){return os.isPowerOfTwo(e.width)&&os.isPowerOfTwo(e.height)}function p(e){return!z&&(1001!==e.wrapS||1001!==e.wrapT||1003!==e.minFilter&&1006!==e.minFilter)}function c(e,t){return e.generateMipmaps&&t&&1003!==e.minFilter&&1006!==e.minFilter}function u(t,r,i,n){var o=Math.LOG2E;e.generateMipmap(t);var s=a.get(r);// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11 +s.__maxMipLevel=Ao(No(i,n))*o}function m(r,a,i){if(!1===z)return a;if(null!==r){if(void 0!==e[r])return e[r];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+r+"'")}var n=a;return 6403===a&&(5126===i&&(n=33326),5131===i&&(n=33325),5121===i&&(n=33321)),6407===a&&(5126===i&&(n=34837),5131===i&&(n=34843),5121===i&&(n=32849)),6408===a&&(5126===i&&(n=34836),5131===i&&(n=34842),5121===i&&(n=32856)),(33325===n||33326===n||34842===n||34836===n)&&t.get("EXT_color_buffer_float"),n}// Fallback filters for non-power-of-2 textures +function g(e){return 1003===e||1004===e||1005===e?9728:9729}// +function f(e){var t=e.target;t.removeEventListener("dispose",f),y(t),t.isVideoTexture&&G["delete"](t),o.memory.textures--}function h(e){var t=e.target;t.removeEventListener("dispose",h),v(t),o.memory.textures--}// +function y(t){var r=a.get(t);void 0===r.__webglInit||(e.deleteTexture(r.__webglTexture),a.remove(t))}function v(t){var r=a.get(t),n=a.get(t.texture);if(t){if(void 0!==n.__webglTexture&&e.deleteTexture(n.__webglTexture),t.depthTexture&&t.depthTexture.dispose(),t.isWebGLCubeRenderTarget)for(var o=0;6>o;o++)e.deleteFramebuffer(r.__webglFramebuffer[o]),r.__webglDepthbuffer&&e.deleteRenderbuffer(r.__webglDepthbuffer[o]);else e.deleteFramebuffer(r.__webglFramebuffer),r.__webglDepthbuffer&&e.deleteRenderbuffer(r.__webglDepthbuffer),r.__webglMultisampledFramebuffer&&e.deleteFramebuffer(r.__webglMultisampledFramebuffer),r.__webglColorRenderbuffer&&e.deleteRenderbuffer(r.__webglColorRenderbuffer),r.__webglDepthRenderbuffer&&e.deleteRenderbuffer(r.__webglDepthRenderbuffer);a.remove(t.texture),a.remove(t)}}// +function x(){var e=j;return e>=U&&console.warn("THREE.WebGLTextures: Trying to use "+e+" texture units while this GPU supports only "+U),j+=1,e}// +function _(e,t){var i=a.get(e);if(e.isVideoTexture&&D(e),0h;h++)f[h]=p||g?g?t.image[h].image:t.image[h]:l(t.image[h],!1,!0,B);var y=f[0],v=d(y)||z,x=n.convert(t.format),_=n.convert(t.type),b=m(t.internalFormat,x,_);S(34067,t,v);var M;if(p){for(var h=0;6>h;h++){M=f[h].mipmaps;for(var E=0,w;Eh;h++)if(g){r.texImage2D(34069+h,0,b,f[h].width,f[h].height,0,x,_,f[h].data);for(var E=0;Eo;o++)e.bindFramebuffer(36160,r.__webglFramebuffer[o]),r.__webglDepthbuffer[o]=e.createRenderbuffer(),L(r.__webglDepthbuffer[o],t,!1)}else e.bindFramebuffer(36160,r.__webglFramebuffer),r.__webglDepthbuffer=e.createRenderbuffer(),L(r.__webglDepthbuffer,t,!1);e.bindFramebuffer(36160,null)}// Set up GL resources for the render target +function P(t){var s=a.get(t),l=a.get(t.texture);t.addEventListener("dispose",h),l.__webglTexture=e.createTexture(),o.memory.textures++;var p=!0===t.isWebGLCubeRenderTarget,g=!0===t.isWebGLMultisampleRenderTarget,f=d(t)||z;// Setup framebuffer +if(z&&1022===t.texture.format&&(1015===t.texture.type||1016===t.texture.type)&&(t.texture.format=1023,console.warn("THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.")),p){s.__webglFramebuffer=[];for(var y=0;6>y;y++)s.__webglFramebuffer[y]=e.createFramebuffer()}else if(s.__webglFramebuffer=e.createFramebuffer(),g)if(z){s.__webglMultisampledFramebuffer=e.createFramebuffer(),s.__webglColorRenderbuffer=e.createRenderbuffer(),e.bindRenderbuffer(36161,s.__webglColorRenderbuffer);var v=n.convert(t.texture.format),x=n.convert(t.texture.type),_=m(t.texture.internalFormat,v,x),b=C(t);e.renderbufferStorageMultisample(36161,b,_,t.width,t.height),e.bindFramebuffer(36160,s.__webglMultisampledFramebuffer),e.framebufferRenderbuffer(36160,36064,36161,s.__webglColorRenderbuffer),e.bindRenderbuffer(36161,null),t.depthBuffer&&(s.__webglDepthRenderbuffer=e.createRenderbuffer(),L(s.__webglDepthRenderbuffer,t,!0)),e.bindFramebuffer(36160,null)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.");// Setup color buffer +if(p){r.bindTexture(34067,l.__webglTexture),S(34067,t.texture,f);for(var y=0;6>y;y++)w(s.__webglFramebuffer[y],t,36064,34069+y);c(t.texture,f)&&u(34067,t.texture,t.width,t.height),r.bindTexture(34067,null)}else r.bindTexture(3553,l.__webglTexture),S(3553,t.texture,f),w(s.__webglFramebuffer,t,36064,3553),c(t.texture,f)&&u(3553,t.texture,t.width,t.height),r.bindTexture(3553,null);// Setup depth and stencil buffers +t.depthBuffer&&R(t)}function C(e){return z&&e.isWebGLMultisampleRenderTarget?Io(O,e.samples):0}function D(e){var t=o.render.frame;// Check the last frame we updated the VideoTexture +G.get(e)!==t&&(G.set(e,t),e.update())}// backwards compatibility +function I(e,t){e&&e.isWebGLRenderTarget&&(!1===Y&&(console.warn("THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead."),Y=!0),e=e.texture),_(e,t)}function N(e,t){e&&e.isWebGLCubeRenderTarget&&(!1===Z&&(console.warn("THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead."),Z=!0),e=e.texture),e&&e.isCubeTexture||Array.isArray(e.image)&&6===e.image.length?b(e,t):M(e,t)}// +var z=i.isWebGL2,U=i.maxTextures,B=i.maxCubemapSize,F=i.maxTextureSize,O=i.maxSamples,G=new WeakMap,H=!1,V,k,W;try{H="undefined"!=typeof OffscreenCanvas&&null!==new OffscreenCanvas(1,1).getContext("2d")}catch(e){// Ignore any errors +}var j=0,q=(V={},_defineProperty(V,1000,10497),_defineProperty(V,1001,33071),_defineProperty(V,1002,33648),V),X=(k={},_defineProperty(k,1003,9728),_defineProperty(k,1004,9984),_defineProperty(k,1005,9986),_defineProperty(k,1006,9729),_defineProperty(k,1007,9985),_defineProperty(k,1008,9987),k),Y=!1,Z=!1;this.allocateTextureUnit=x,this.resetTextureUnits=function(){j=0},this.setTexture2D=_,this.setTexture2DArray=function(e,t){var i=a.get(e);return 0 column1, column2, column3, column4) +// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) +// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) +// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) +// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) +var T=wo(4*S.length);// 4 pixels needed for 1 matrix +T=os.ceilPowerOfTwo(T),T=No(T,4);var A=new Float32Array(4*(T*T));// 4 floats per RGBA pixel +A.set(x.boneMatrices);// copy current values +var B=new me(A,T,T,1023,1015);x.boneMatrices=A,x.boneTexture=B,x.boneTextureSize=T}m.setValue(Fe,"boneTexture",x.boneTexture,je),m.setValue(Fe,"boneTextureSize",x.boneTextureSize)}else m.setOptional(Fe,x,"boneMatrices")}}return(p||o.receiveShadow!==a.receiveShadow)&&(o.receiveShadow=a.receiveShadow,m.setValue(Fe,"receiveShadow",a.receiveShadow)),p&&(m.setValue(Fe,"toneMappingExposure",J.toneMappingExposure),m.setValue(Fe,"toneMappingWhitePoint",J.toneMappingWhitePoint),o.needsLights&&U(f,c),i&&r.fog&&E(f,i),r.isMeshBasicMaterial?y(f,r):r.isMeshLambertMaterial?(y(f,r),w(f,r)):r.isMeshToonMaterial?(y(f,r),R(f,r)):r.isMeshPhongMaterial?(y(f,r),L(f,r)):r.isMeshStandardMaterial?(y(f,r,n),r.isMeshPhysicalMaterial?C(f,r,n):P(f,r,n)):r.isMeshMatcapMaterial?(y(f,r),D(f,r)):r.isMeshDepthMaterial?(y(f,r),I(f,r)):r.isMeshDistanceMaterial?(y(f,r),N(f,r)):r.isMeshNormalMaterial?(y(f,r),z(f,r)):r.isLineBasicMaterial?(v(f,r),r.isLineDashedMaterial&&_(f,r)):r.isPointsMaterial?b(f,r):r.isSpriteMaterial?M(f,r):r.isShadowMaterial&&(f.color.value.copy(r.color),f.opacity.value=r.opacity),void 0!==f.ltc_1&&(f.ltc_1.value=Jl.LTC_1),void 0!==f.ltc_2&&(f.ltc_2.value=Jl.LTC_2),xt.upload(Fe,o.uniformsList,f,je),r.isShaderMaterial&&(r.uniformsNeedUpdate=!1)),r.isShaderMaterial&&!0===r.uniformsNeedUpdate&&(xt.upload(Fe,o.uniformsList,f,je),r.uniformsNeedUpdate=!1),r.isSpriteMaterial&&m.setValue(Fe,"center",a.center),m.setValue(Fe,"modelViewMatrix",a.modelViewMatrix),m.setValue(Fe,"normalMatrix",a.normalMatrix),m.setValue(Fe,"modelMatrix",a.matrixWorld),u}// Uniforms (refresh uniforms objects) +function y(e,t,r){e.opacity.value=t.opacity,t.color&&e.diffuse.value.copy(t.color),t.emissive&&e.emissive.value.copy(t.emissive).multiplyScalar(t.emissiveIntensity),t.map&&(e.map.value=t.map),t.alphaMap&&(e.alphaMap.value=t.alphaMap),t.specularMap&&(e.specularMap.value=t.specularMap);var a=t.envMap||r;a&&(e.envMap.value=a,e.flipEnvMap.value=a.isCubeTexture?-1:1,e.reflectivity.value=t.reflectivity,e.refractionRatio.value=t.refractionRatio,e.maxMipLevel.value=We.get(a).__maxMipLevel),t.lightMap&&(e.lightMap.value=t.lightMap,e.lightMapIntensity.value=t.lightMapIntensity),t.aoMap&&(e.aoMap.value=t.aoMap,e.aoMapIntensity.value=t.aoMapIntensity);// uv repeat and offset setting priorities +// 1. color map +// 2. specular map +// 3. normal map +// 4. bump map +// 5. alpha map +// 6. emissive map +var i;t.map?i=t.map:t.specularMap?i=t.specularMap:t.displacementMap?i=t.displacementMap:t.normalMap?i=t.normalMap:t.bumpMap?i=t.bumpMap:t.roughnessMap?i=t.roughnessMap:t.metalnessMap?i=t.metalnessMap:t.alphaMap?i=t.alphaMap:t.emissiveMap&&(i=t.emissiveMap),void 0!==i&&(i.isWebGLRenderTarget&&(i=i.texture),!0===i.matrixAutoUpdate&&i.updateMatrix(),e.uvTransform.value.copy(i.matrix));// uv repeat and offset setting priorities for uv2 +// 1. ao map +// 2. light map +var n;t.aoMap?n=t.aoMap:t.lightMap&&(n=t.lightMap),void 0!==n&&(n.isWebGLRenderTarget&&(n=n.texture),!0===n.matrixAutoUpdate&&n.updateMatrix(),e.uv2Transform.value.copy(n.matrix))}function v(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity}function _(e,t){e.dashSize.value=t.dashSize,e.totalSize.value=t.dashSize+t.gapSize,e.scale.value=t.scale}function b(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity,e.size.value=t.size*ue,e.scale.value=.5*ce,t.map&&(e.map.value=t.map),t.alphaMap&&(e.alphaMap.value=t.alphaMap);// uv repeat and offset setting priorities +// 1. color map +// 2. alpha map +var r;t.map?r=t.map:t.alphaMap&&(r=t.alphaMap),void 0!==r&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),e.uvTransform.value.copy(r.matrix))}function M(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity,e.rotation.value=t.rotation,t.map&&(e.map.value=t.map),t.alphaMap&&(e.alphaMap.value=t.alphaMap);// uv repeat and offset setting priorities +// 1. color map +// 2. alpha map +var r;t.map?r=t.map:t.alphaMap&&(r=t.alphaMap),void 0!==r&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),e.uvTransform.value.copy(r.matrix))}function E(e,t){e.fogColor.value.copy(t.color),t.isFog?(e.fogNear.value=t.near,e.fogFar.value=t.far):t.isFogExp2&&(e.fogDensity.value=t.density)}function w(e,t){t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap)}function L(e,t){e.specular.value.copy(t.specular),e.shininess.value=No(t.shininess,1e-4),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,1===t.side&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),1===t.side&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function R(e,t){e.specular.value.copy(t.specular),e.shininess.value=No(t.shininess,1e-4),t.gradientMap&&(e.gradientMap.value=t.gradientMap),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,1===t.side&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),1===t.side&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function P(e,t,r){e.roughness.value=t.roughness,e.metalness.value=t.metalness,t.roughnessMap&&(e.roughnessMap.value=t.roughnessMap),t.metalnessMap&&(e.metalnessMap.value=t.metalnessMap),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,1===t.side&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),1===t.side&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias),(t.envMap||r)&&(e.envMapIntensity.value=t.envMapIntensity)}function C(e,t,r){P(e,t,r),e.reflectivity.value=t.reflectivity,e.clearcoat.value=t.clearcoat,e.clearcoatRoughness.value=t.clearcoatRoughness,t.sheen&&e.sheen.value.copy(t.sheen),t.clearcoatMap&&(e.clearcoatMap.value=t.clearcoatMap),t.clearcoatRoughnessMap&&(e.clearcoatRoughnessMap.value=t.clearcoatRoughnessMap),t.clearcoatNormalMap&&(e.clearcoatNormalScale.value.copy(t.clearcoatNormalScale),e.clearcoatNormalMap.value=t.clearcoatNormalMap,1===t.side&&e.clearcoatNormalScale.value.negate()),e.transparency.value=t.transparency}function D(e,t){t.matcap&&(e.matcap.value=t.matcap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,1===t.side&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),1===t.side&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function I(e,t){t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function N(e,t){t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias),e.referencePosition.value.copy(t.referencePosition),e.nearDistance.value=t.nearDistance,e.farDistance.value=t.farDistance}function z(e,t){t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,1===t.side&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),1===t.side&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}// If uniforms are marked as clean, they don't need to be loaded to the GPU. +function U(e,t){e.ambientLightColor.needsUpdate=t,e.lightProbe.needsUpdate=t,e.directionalLights.needsUpdate=t,e.directionalLightShadows.needsUpdate=t,e.pointLights.needsUpdate=t,e.pointLightShadows.needsUpdate=t,e.spotLights.needsUpdate=t,e.spotLightShadows.needsUpdate=t,e.rectAreaLights.needsUpdate=t,e.hemisphereLights.needsUpdate=t}function B(e){return e.isMeshLambertMaterial||e.isMeshToonMaterial||e.isMeshPhongMaterial||e.isMeshStandardMaterial||e.isShadowMaterial||e.isShaderMaterial&&!0===e.lights}// +e=e||{};var F=void 0===e.canvas?document.createElementNS("http://www.w3.org/1999/xhtml","canvas"):e.canvas,O=void 0===e.context?null:e.context,G=void 0!==e.alpha&&e.alpha,H=void 0===e.depth||e.depth,V=void 0===e.stencil||e.stencil,k=void 0!==e.antialias&&e.antialias,W=void 0===e.premultipliedAlpha||e.premultipliedAlpha,j=void 0!==e.preserveDrawingBuffer&&e.preserveDrawingBuffer,q=void 0===e.powerPreference?"default":e.powerPreference,X=void 0!==e.failIfMajorPerformanceCaveat&&e.failIfMajorPerformanceCaveat,Y=null,Z=null;this.domElement=F,this.debug={/** + * Enables error checking and reporting when shader programs are being compiled + * @type {boolean} + */checkShaderErrors:!0},this.autoClear=!0,this.autoClearColor=!0,this.autoClearDepth=!0,this.autoClearStencil=!0,this.sortObjects=!0,this.clippingPlanes=[],this.localClippingEnabled=!1,this.gammaFactor=2,this.outputEncoding=3000,this.physicallyCorrectLights=!1,this.toneMapping=1,this.toneMappingExposure=1,this.toneMappingWhitePoint=1,this.maxMorphTargets=8,this.maxMorphNormals=4;// internal properties +var J=this,Q=!1,// internal state cache +K=null,$=0,ee=0,te=null,re=null,ae=-1,// geometry and program caching +ie={geometry:null,program:null,wireframe:!1},ne=null,oe=null,se=new x,le=new x,de=null,// +pe=F.width,ce=F.height,ue=1,ye=null,ve=null,Le=new x(0,0,pe,ce),Pe=new x(0,0,pe,ce),Ce=!1,// frustum +De=new ge,// clipping +Ie=new Me,Ne=!1,ze=!1,// camera matrices cache +Ue=new T,Be=new S,Fe;try{var Oe={alpha:G,depth:H,stencil:V,antialias:k,premultipliedAlpha:W,preserveDrawingBuffer:j,powerPreference:q,failIfMajorPerformanceCaveat:X,xrCompatible:!0};// event listeners must be registered before WebGL context is created, see #12753 +if(F.addEventListener("webglcontextlost",a,!1),F.addEventListener("webglcontextrestored",i,!1),Fe=O||F.getContext("webgl",Oe)||F.getContext("experimental-webgl",Oe),null===Fe)if(null!==F.getContext("webgl"))throw new Error("Error creating WebGL context with your selected attributes.");else throw new Error("Error creating WebGL context.");// Some experimental-webgl implementations do not have getShaderPrecisionFormat +void 0===Fe.getShaderPrecisionFormat&&(Fe.getShaderPrecisionFormat=function(){return{rangeMin:1,rangeMax:1,precision:1}})}catch(e){throw console.error("THREE.WebGLRenderer: "+e.message),e}var Ge,He,Ve,ke,We,je,qe,Xe,Ye,Ze,Je,Qe,Ke,$e,et,tt,rt;r();// xr +var at=new pr(J,Fe);this.xr=at;// shadow map +var it=new ir(J,Ye,He.maxTextureSize);this.shadowMap=it,this.getContext=function(){return Fe},this.getContextAttributes=function(){return Fe.getContextAttributes()},this.forceContextLoss=function(){var e=Ge.get("WEBGL_lose_context");e&&e.loseContext()},this.forceContextRestore=function(){var e=Ge.get("WEBGL_lose_context");e&&e.restoreContext()},this.getPixelRatio=function(){return ue},this.setPixelRatio=function(e){void 0===e||(ue=e,this.setSize(pe,ce,!1))},this.getSize=function(e){return void 0===e&&(console.warn("WebGLRenderer: .getsize() now requires a Vector2 as an argument"),e=new h),e.set(pe,ce)},this.setSize=function(e,t,r){return at.isPresenting?void console.warn("THREE.WebGLRenderer: Can't change size while VR device is presenting."):void(pe=e,ce=t,F.width=Po(e*ue),F.height=Po(t*ue),!1!==r&&(F.style.width=e+"px",F.style.height=t+"px"),this.setViewport(0,0,e,t))},this.getDrawingBufferSize=function(e){return void 0===e&&(console.warn("WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument"),e=new h),e.set(pe*ue,ce*ue).floor()},this.setDrawingBufferSize=function(e,t,r){pe=e,ce=t,ue=r,F.width=Po(e*r),F.height=Po(t*r),this.setViewport(0,0,e,t)},this.getCurrentViewport=function(e){return void 0===e&&(console.warn("WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument"),e=new x),e.copy(se)},this.getViewport=function(e){return e.copy(Le)},this.setViewport=function(e,t,r,a){e.isVector4?Le.set(e.x,e.y,e.z,e.w):Le.set(e,t,r,a),Ve.viewport(se.copy(Le).multiplyScalar(ue).floor())},this.getScissor=function(e){return e.copy(Pe)},this.setScissor=function(e,t,r,a){e.isVector4?Pe.set(e.x,e.y,e.z,e.w):Pe.set(e,t,r,a),Ve.scissor(le.copy(Pe).multiplyScalar(ue).floor())},this.getScissorTest=function(){return Ce},this.setScissorTest=function(e){Ve.setScissorTest(Ce=e)},this.setOpaqueSort=function(e){ye=e},this.setTransparentSort=function(e){ve=e},this.getClearColor=function(){return Ke.getClearColor()},this.setClearColor=function(){Ke.setClearColor.apply(Ke,arguments)},this.getClearAlpha=function(){return Ke.getClearAlpha()},this.setClearAlpha=function(){Ke.setClearAlpha.apply(Ke,arguments)},this.clear=function(e,t,r){var a=0;(void 0===e||e)&&(a|=16384),(void 0===t||t)&&(a|=256),(void 0===r||r)&&(a|=1024),Fe.clear(a)},this.clearColor=function(){this.clear(!0,!1,!1)},this.clearDepth=function(){this.clear(!1,!0,!1)},this.clearStencil=function(){this.clear(!1,!1,!0)},this.dispose=function(){F.removeEventListener("webglcontextlost",a,!1),F.removeEventListener("webglcontextrestored",i,!1),Je.dispose(),Qe.dispose(),We.dispose(),Ye.dispose(),at.dispose(),st.stop(),this.forceContextLoss()},this.renderBufferImmediate=function(e,t){Ve.initAttributes();var r=We.get(e);e.hasPositions&&!r.position&&(r.position=Fe.createBuffer()),e.hasNormals&&!r.normal&&(r.normal=Fe.createBuffer()),e.hasUvs&&!r.uv&&(r.uv=Fe.createBuffer()),e.hasColors&&!r.color&&(r.color=Fe.createBuffer());var a=t.getAttributes();e.hasPositions&&(Fe.bindBuffer(34962,r.position),Fe.bufferData(34962,e.positionArray,35048),Ve.enableAttribute(a.position),Fe.vertexAttribPointer(a.position,3,5126,!1,0,0)),e.hasNormals&&(Fe.bindBuffer(34962,r.normal),Fe.bufferData(34962,e.normalArray,35048),Ve.enableAttribute(a.normal),Fe.vertexAttribPointer(a.normal,3,5126,!1,0,0)),e.hasUvs&&(Fe.bindBuffer(34962,r.uv),Fe.bufferData(34962,e.uvArray,35048),Ve.enableAttribute(a.uv),Fe.vertexAttribPointer(a.uv,2,5126,!1,0,0)),e.hasColors&&(Fe.bindBuffer(34962,r.color),Fe.bufferData(34962,e.colorArray,35048),Ve.enableAttribute(a.color),Fe.vertexAttribPointer(a.color,3,5126,!1,0,0)),Ve.disableUnusedAttributes(),Fe.drawArrays(4,0,e.count),e.count=0};var nt=new A;this.renderBufferDirect=function(e,r,a,i,n,o){null===r&&(r=nt);// renderBufferDirect second parameter used to be fog (could be null) +var s=n.isMesh&&0>n.matrixWorld.determinant(),l=f(e,r,i,n);Ve.setMaterial(i,s);var p=!1;(ie.geometry!==a.id||ie.program!==l.id||ie.wireframe!==(!0===i.wireframe))&&(ie.geometry=a.id,ie.program=l.id,ie.wireframe=!0===i.wireframe,p=!0),(i.morphTargets||i.morphNormals)&&($e.update(n,a,i,l),p=!0);// +var c=a.index,u=a.attributes.position;// +if(null===c){if(void 0===u||0===u.count)return;}else if(0===c.count)return;// +var m=1;!0===i.wireframe&&(c=Xe.getWireframeAttribute(a),m=2);var g=et,h;null!==c&&(h=qe.get(c),g=tt,g.setIndex(h)),p&&(d(n,a,i,l),null!==c&&Fe.bindBuffer(34963,h.buffer));// +var y=null===c?u.count:c.count,v=a.drawRange.start*m,x=a.drawRange.count*m,_=null===o?0:o.start*m,b=null===o?1/0:o.count*m,M=No(v,_),S=Io(y,v+x,_+b)-1,T=No(0,S-M+1);if(0!==T){// +if(n.isMesh)!0===i.wireframe?(Ve.setLineWidth(i.wireframeLinewidth*t()),g.setMode(1)):g.setMode(4);else if(n.isLine){var E=i.linewidth;void 0===E&&(E=1),Ve.setLineWidth(E*t()),n.isLineSegments?g.setMode(1):n.isLineLoop?g.setMode(2):g.setMode(3)}else n.isPoints?g.setMode(0):n.isSprite&&g.setMode(4);n.isInstancedMesh?g.renderInstances(a,M,T,n.count):a.isInstancedBufferGeometry?g.renderInstances(a,M,T,a.maxInstancedCount):g.render(M,T)}},this.compile=function(e,t){Z=Qe.get(e,t),Z.init(),e.traverse(function(e){e.isLight&&(Z.pushLight(e),e.castShadow&&Z.pushShadow(e))}),Z.setupLights(t);var r={};e.traverse(function(t){if(t.material)if(Array.isArray(t.material))for(var a=0;a= 52 and Firefox +!(1016===c&&(He.isWebGL2?Ge.get("EXT_color_buffer_float"):Ge.get("EXT_color_buffer_half_float"))))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");36053===Fe.checkFramebufferStatus(36160)?0<=t&&t<=e.width-a&&0<=r&&r<=e.height-i&&Fe.readPixels(t,r,a,i,rt.convert(p),rt.convert(c),n):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.")}finally{l&&Fe.bindFramebuffer(36160,re)}}},this.copyFramebufferToTexture=function(e,t,r){void 0===r&&(r=0);var a=Do(2,-r),i=Po(t.image.width*a),n=Po(t.image.height*a),o=rt.convert(t.format);je.setTexture2D(t,0),Fe.copyTexImage2D(3553,r,o,e.x,e.y,i,n,0),Ve.unbindTexture()},this.copyTextureToTexture=function(e,t,r,a){var i=t.image.width,n=t.image.height,o=rt.convert(r.format),s=rt.convert(r.type);je.setTexture2D(r,0),t.isDataTexture?Fe.texSubImage2D(3553,a||0,e.x,e.y,i,n,o,s,t.image.data):Fe.texSubImage2D(3553,a||0,e.x,e.y,o,s,t.image),Ve.unbindTexture()},this.initTexture=function(e){je.setTexture2D(e,0),Ve.unbindTexture()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */function ur(e,t){this.name="",this.color=new U(e),this.density=void 0===t?25e-5:t}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */function mr(e,t,r){this.name="",this.color=new U(e),this.near=void 0===t?1:t,this.far=void 0===r?1e3:r}/** + * @author benaadams / https://twitter.com/ben_a_adams + */function gr(e,t){this.array=e,this.stride=t,this.count=void 0===e?0:e.length/t,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0}function fr(e,t,r,a){this.data=e,this.itemSize=t,this.offset=r,this.normalized=!0===a}/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * map: new THREE.Texture( ), + * alphaMap: new THREE.Texture( ), + * rotation: , + * sizeAttenuation: + * } + */function hr(e){H.call(this),this.type="SpriteMaterial",this.color=new U(16777215),this.map=null,this.alphaMap=null,this.rotation=0,this.sizeAttenuation=!0,this.transparent=!0,this.setValues(e)}function yr(e){if(L.call(this),this.type="Sprite",void 0===Ld){Ld=new te;var t=new Float32Array([-.5,-.5,0,0,0,.5,-.5,0,1,0,.5,.5,0,1,1,-.5,.5,0,0,1]),r=new gr(t,5);Ld.setIndex([0,1,2,0,2,3]),Ld.setAttribute("position",new fr(r,3,0,!1)),Ld.setAttribute("uv",new fr(r,2,3,!1))}this.geometry=Ld,this.material=void 0===e?new hr:e,this.center=new h(.5,.5)}function vr(e,t,r,a,i,n){vd.subVectors(e,r).addScalar(.5).multiply(a),void 0===i?xd.copy(vd):(xd.x=n*vd.x-i*vd.y,xd.y=i*vd.x+n*vd.y),e.copy(t),e.x+=xd.x,e.y+=xd.y,e.applyMatrix4(_d)}/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */function xr(){L.call(this),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]}}),this.autoUpdate=!0}/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */function _r(e,t){e&&e.isGeometry&&console.error("THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead."),re.call(this,e,t),this.type="SkinnedMesh",this.bindMode="attached",this.bindMatrix=new T,this.bindMatrixInverse=new T}function br(e,t){// use the supplied bone inverses or calculate the inverses +if(e=e||[],this.bones=e.slice(0),this.boneMatrices=new Float32Array(16*this.bones.length),this.frame=-1,void 0===t)this.calculateInverses();else if(this.bones.length===t.length)this.boneInverses=t.slice(0);else{console.warn("THREE.Skeleton boneInverses is the wrong length."),this.boneInverses=[];for(var r=0,a=this.bones.length;r, + * opacity: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round" + * } + */function Tr(e){H.call(this),this.type="LineBasicMaterial",this.color=new U(16777215),this.linewidth=1,this.linecap="round",this.linejoin="round",this.setValues(e)}function Er(e,t,r){1===r&&console.error("THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead."),L.call(this),this.type="Line",this.geometry=void 0===e?new te:e,this.material=void 0===t?new Tr:t}function wr(e,t){Er.call(this,e,t),this.type="LineSegments"}/** + * @author mgreter / http://github.com/mgreter + */function Lr(e,t){Er.call(this,e,t),this.type="LineLoop"}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * alphaMap: new THREE.Texture( ), + * + * size: , + * sizeAttenuation: + * + * morphTargets: + * } + */function Ar(e){H.call(this),this.type="PointsMaterial",this.color=new U(16777215),this.map=null,this.alphaMap=null,this.size=1,this.sizeAttenuation=!0,this.morphTargets=!1,this.setValues(e)}function Rr(e,t){L.call(this),this.type="Points",this.geometry=void 0===e?new te:e,this.material=void 0===t?new Ar:t,this.updateMorphTargets()}function Pr(e,t,r,a,i,n,o){var s=Wd.distanceSqToPoint(e);if(si.far)return;n.push({distance:d,distanceToRay:wo(s),point:l,index:t,face:null,object:o})}}/** + * @author mrdoob / http://mrdoob.com/ + */function Cr(e,t,r,a,i,n,o,s,l){v.call(this,e,t,r,a,i,n,o,s,l),this.format=void 0===o?1022:o,this.minFilter=void 0===n?1006:n,this.magFilter=void 0===i?1006:i,this.generateMipmaps=!1}/** + * @author alteredq / http://alteredqualia.com/ + */function Dr(e,t,r,a,i,n,o,s,l,d,p,c){v.call(this,null,n,o,s,l,d,a,i,p,c),this.image={width:t,height:r},this.mipmaps=e,this.flipY=!1,this.generateMipmaps=!1}/** + * @author mrdoob / http://mrdoob.com/ + */function Ir(e,t,r,a,i,n,o,s,l){v.call(this,e,t,r,a,i,n,o,s,l),this.needsUpdate=!0}/** + * @author Matt DesLauriers / @mattdesl + * @author atix / arthursilber.de + */function Nr(e,t,r,a,i,n,o,s,l,d){if(d=void 0===d?1026:d,1026!==d&&1027!==d)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===r&&1026===d&&(r=1012),void 0===r&&1027===d&&(r=1020),v.call(this,null,a,i,n,o,s,d,r,l),this.image={width:e,height:t},this.magFilter=void 0===o?1003:o,this.minFilter=void 0===s?1003:s,this.flipY=!1,this.generateMipmaps=!1}/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */function zr(t){te.call(this),this.type="WireframeGeometry";// buffer +var r=[],a=[0,0],n={},s=["a","b","c"],d,p,c,u,m,g,f,h,y,v;// helper variables +// different logic for Geometry and BufferGeometry +if(t&&t.isGeometry){// create a data structure that contains all edges without duplicates +var x=t.faces;for(d=0,c=x.length;dp;p++)// sorting prevents duplicates +f=_[s[p]],h=_[s[(p+1)%3]],a[0]=Io(f,h),a[1]=No(f,h),y=a[0]+","+a[1],void 0===n[y]&&(n[y]={index1:a[0],index2:a[1]})}// generate vertices +for(y in n)g=n[y],v=t.vertices[g.index1],r.push(v.x,v.y,v.z),v=t.vertices[g.index2],r.push(v.x,v.y,v.z)}else if(t&&t.isBufferGeometry){var b,M,T,E,w,L,A,R;if(v=new S,null!==t.index){// create a data structure that contains all eges without duplicates +for(b=t.attributes.position,M=t.index,T=t.groups,0===T.length&&(T=[{start:0,count:M.count,materialIndex:0}]),(u=0,m=T.length);up;p++)// sorting prevents duplicates +f=M.getX(d+p),h=M.getX(d+(p+1)%3),a[0]=Io(f,h),a[1]=No(f,h),y=a[0]+","+a[1],void 0===n[y]&&(n[y]={index1:a[0],index2:a[1]});// generate vertices +for(y in n)g=n[y],v.fromBufferAttribute(b,g.index1),r.push(v.x,v.y,v.z),v.fromBufferAttribute(b,g.index2),r.push(v.x,v.y,v.z)}else for(b=t.attributes.position,d=0,c=b.count/3;dp;p++)// three edges per triangle, an edge is represented as (index1, index2) +// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) +A=3*d+p,v.fromBufferAttribute(b,A),r.push(v.x,v.y,v.z),R=3*d+(p+1)%3,v.fromBufferAttribute(b,R),r.push(v.x,v.y,v.z)}// build geometry +this.setAttribute("position",new Q(r,3))}/** + * @author zz85 / https://github.com/zz85 + * @author Mugen87 / https://github.com/Mugen87 + * + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html + */ // ParametricGeometry +function Ur(e,t,r){ne.call(this),this.type="ParametricGeometry",this.parameters={func:e,slices:t,stacks:r},this.fromBufferGeometry(new Br(e,t,r)),this.mergeVertices()}// ParametricBufferGeometry +function Br(e,t,r){te.call(this),this.type="ParametricBufferGeometry",this.parameters={func:e,slices:t,stacks:r};// buffers +var n=[],o=[],s=[],l=[],p=1e-5,m=new S,g=new S,f=new S,h=new S,y=new S,x,_;3>e.length&&console.error("THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.");// generate vertices, normals and uvs +var M=t+1;for(x=0;x<=r;x++){var T=x/r;for(_=0;_<=t;_++){var v=_/t;// vertex +e(v,T,g),o.push(g.x,g.y,g.z),0<=v-p?(e(v-p,T,f),h.subVectors(g,f)):(e(v+p,T,f),h.subVectors(f,g)),0<=T-p?(e(v,T-p,f),y.subVectors(g,f)):(e(v,T+p,f),y.subVectors(f,g)),m.crossVectors(h,y).normalize(),s.push(m.x,m.y,m.z),l.push(v,T)}}// generate indices +for(x=0;xo&&(.2>t&&(y[e+0]+=1),.2>r&&(y[e+2]+=1),.2>a&&(y[e+4]+=1))}}function d(e){f.push(e.x,e.y,e.z)}function p(t,r){var a=3*t;r.x=e[a+0],r.y=e[a+1],r.z=e[a+2]}function c(){for(var e=new S,t=new S,r=new S,a=new S,n=new h,o=new h,s=new h,l=0,d=0;la&&1===e.x&&(y[t]=e.x-1),0===r.x&&0===r.z&&(y[t]=a/2/Eo+.5)}// Angle around the Y axis, counter-clockwise when looking from above. +function m(e){return To(e.z,-e.x)}// Angle above the XZ plane. +function g(e){return To(-e.y,wo(e.x*e.x+e.z*e.z))}te.call(this),this.type="PolyhedronBufferGeometry",this.parameters={vertices:e,indices:t,radius:r,detail:a},r=r||1,a=a||0;// default buffer data +var f=[],y=[];i(a),o(r),s(),this.setAttribute("position",new Q(f,3)),this.setAttribute("normal",new Q(f.slice(),3)),this.setAttribute("uv",new Q(y,2)),0===a?this.computeVertexNormals():this.normalizeNormals()}/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ // TetrahedronGeometry +function Gr(e,t){ne.call(this),this.type="TetrahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new Hr(e,t)),this.mergeVertices()}// TetrahedronBufferGeometry +function Hr(e,t){Or.call(this,[1,1,1,-1,-1,1,-1,1,-1,1,-1,-1],[2,1,0,0,3,2,1,3,0,2,3,1],e,t),this.type="TetrahedronBufferGeometry",this.parameters={radius:e,detail:t}}/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ // OctahedronGeometry +function Vr(e,t){ne.call(this),this.type="OctahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new kr(e,t)),this.mergeVertices()}// OctahedronBufferGeometry +function kr(e,t){Or.call(this,[1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1],[0,2,4,0,4,3,0,3,5,0,5,2,1,2,5,1,5,3,1,3,4,1,4,2],e,t),this.type="OctahedronBufferGeometry",this.parameters={radius:e,detail:t}}/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ // IcosahedronGeometry +function Wr(e,t){ne.call(this),this.type="IcosahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new jr(e,t)),this.mergeVertices()}// IcosahedronBufferGeometry +function jr(e,r){var a=(1+wo(5))/2;Or.call(this,[-1,a,0,1,a,0,-1,-a,0,1,-a,0,0,-1,a,0,1,a,0,-1,-a,0,1,-a,a,0,-1,a,0,1,-a,0,-1,-a,0,1],[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1],e,r),this.type="IcosahedronBufferGeometry",this.parameters={radius:e,detail:r}}/** + * @author Abe Pazos / https://hamoid.com + * @author Mugen87 / https://github.com/Mugen87 + */ // DodecahedronGeometry +function qr(e,t){ne.call(this),this.type="DodecahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new Xr(e,t)),this.mergeVertices()}// DodecahedronBufferGeometry +function Xr(e,a){var i=(1+wo(5))/2,t=1/i;Or.call(this,[// (±1, ±1, ±1) +-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,// (0, ±1/φ, ±φ) +0,-t,-i,0,-t,i,0,t,-i,0,t,i,// (±1/φ, ±φ, 0) +-t,-i,0,-t,i,0,t,-i,0,t,i,0,// (±φ, 0, ±1/φ) +-i,0,-t,i,0,-t,-i,0,t,i,0,t],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],e,a),this.type="DodecahedronBufferGeometry",this.parameters={radius:e,detail:a}}/** + * @author oosmoxiecode / https://github.com/oosmoxiecode + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * @author jonobr1 / https://github.com/jonobr1 + * @author Mugen87 / https://github.com/Mugen87 + * + */ // TubeGeometry +function Yr(e,t,r,a,i,n){ne.call(this),this.type="TubeGeometry",this.parameters={path:e,tubularSegments:t,radius:r,radialSegments:a,closed:i},void 0!==n&&console.warn("THREE.TubeGeometry: taper has been removed.");var o=new Zr(e,t,r,a,i);// expose internals +this.tangents=o.tangents,this.normals=o.normals,this.binormals=o.binormals,this.fromBufferGeometry(o),this.mergeVertices()}// TubeBufferGeometry +function Zr(e,t,r,n,o){// functions +function s(){for(_=0;_=t;o-=a)s=Ta(o,e[o],e[o+1],s);return s&&va(s,s.next)&&(Ea(s),s=s.next),s}// eliminate colinear or duplicate points +function ta(e,t){if(!e)return e;t||(t=e);var r=e,a;do if(a=!1,!r.steiner&&(va(r,r.next)||0===ya(r.prev,r,r.next))){if(Ea(r),r=t=r.prev,r===r.next)break;a=!0}else r=r.next;while(a||r!==t);return t}// main ear slicing loop which triangulates a polygon (given as a linked list) +function ra(e,t,r,a,i,n,o){if(e){!o&&n&&ca(e,a,i,n);// iterate through ears, slicing them one by one +for(var s=e,l,d;e.prev!==e.next;){if(l=e.prev,d=e.next,n?ia(e,a,i,n):aa(e)){t.push(l.i/r),t.push(e.i/r),t.push(d.i/r),Ea(e),e=d.next,s=d.next;continue}// if we looped through the whole remaining polygon and can't find any more ears +if(e=d,e===s){o?1===o?(e=na(e,t,r),ra(e,t,r,a,i,n,2)):2==o&&oa(e,t,r,a,i,n):ra(ta(e),t,r,a,i,n,1);break}}}// interlink polygon nodes in z-order +}// check whether a polygon node forms a valid ear with adjacent nodes +function aa(e){var t=e.prev,r=e,a=e.next;if(0<=ya(t,r,a))return!1;// reflex, can't be an ear +// now make sure we don't have other points inside the potential ear +for(var i=e.next.next;i!==e.prev;){if(fa(t.x,t.y,r.x,r.y,a.x,a.y,i.x,i.y)&&0<=ya(i.prev,i,i.next))return!1;i=i.next}return!0}function ia(e,t,r,i){var o=e.prev,a=e,s=e.next;if(0<=ya(o,a,s))return!1;// reflex, can't be an ear +// triangle bbox; min & max are calculated like this for speed +// look for points inside the triangle in both directions +for(var l=o.xa.x?o.x>s.x?o.x:s.x:a.x>s.x?a.x:s.x,u=o.y>a.y?o.y>s.y?o.y:s.y:a.y>s.y?a.y:s.y,m=ma(l,d,t,r,i),g=ma(c,u,t,r,i),f=e.prevZ,h=e.nextZ// z-order range for the current triangle bbox; +;f&&f.z>=m&&h&&h.z<=g;){if(f!==e.prev&&f!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,f.x,f.y)&&0<=ya(f.prev,f,f.next))return!1;if(f=f.prevZ,h!==e.prev&&h!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,h.x,h.y)&&0<=ya(h.prev,h,h.next))return!1;h=h.nextZ}// look for remaining points in decreasing z-order +for(;f&&f.z>=m;){if(f!==e.prev&&f!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,f.x,f.y)&&0<=ya(f.prev,f,f.next))return!1;f=f.prevZ}// look for remaining points in increasing z-order +for(;h&&h.z<=g;){if(h!==e.prev&&h!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,h.x,h.y)&&0<=ya(h.prev,h,h.next))return!1;h=h.nextZ}return!0}// go through all polygon nodes and cure small local self-intersections +function na(e,t,r){var i=e;do{var n=i.prev,a=i.next.next;!va(n,a)&&xa(n,i,i.next,a)&&ba(n,a)&&ba(a,n)&&(t.push(n.i/r),t.push(i.i/r),t.push(a.i/r),Ea(i),Ea(i.next),i=e=a),i=i.next}while(i!==e);return i}// try splitting polygon into two and triangulate them independently +function oa(e,t,r,i,n,o){// look for a valid diagonal that divides the polygon into two +var s=e;do{for(var l=s.next.next;l!==s.prev;){if(s.i!==l.i&&ha(s,l)){// split the polygon in two by the diagonal +var d=Sa(s,l);// filter colinear points around the cuts +return s=ta(s,s.next),d=ta(d,d.next),ra(s,t,r,i,n,o),void ra(d,t,r,i,n,o)}l=l.next}s=s.next}while(s!==e)}// link every hole into the outer loop, producing a single-ring polygon without holes +function sa(e,t,r,a){var n=[],o,s,l,d,p;for(o=0,s=t.length;o=r.next.y&&r.next.y!==r.y){var s=r.x+(i-r.y)*(r.next.x-r.x)/(r.next.y-r.y);if(s<=a&&s>n){if(n=s,s===a){if(i===r.y)return r;if(i===r.next.y)return r.next}o=r.x=r.x&&r.x>=d&&a!==r.x&&fa(io.x)&&ba(r,e)&&(o=r,u=g)),r=r.next;return o}// interlink polygon nodes in z-order +function ca(e,t,r,a){var i=e;do null===i.z&&(i.z=ma(i.x,i.y,t,r,a)),i.prevZ=i.prev,i.nextZ=i.next,i=i.next;while(i!==e);i.prevZ.nextZ=null,i.prevZ=null,ua(i)}// Simon Tatham's linked list merge sort algorithm +// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html +function ua(t){var r=1,a,n,o,s,l,d,c,u;do{for(n=t,t=null,l=null,d=0;n;){for(d++,o=n,c=0,a=0;aya(e.prev,e,e.next)?0<=ya(e,t,e.next)&&0<=ya(e,e.prev,t):0>ya(e,t,e.prev)||0>ya(e,e.next,t)}// check if the middle point of a polygon diagonal is inside the polygon +function Ma(e,t){var r=e,a=!1,i=(e.x+t.x)/2,n=(e.y+t.y)/2;do r.y>n!=r.next.y>n&&r.next.y!==r.y&&i<(r.next.x-r.x)*(n-r.y)/(r.next.y-r.y)+r.x&&(a=!a),r=r.next;while(r!==e);return a}// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; +// if one belongs to the outer ring and another to a hole, it merges it into a single ring +function Sa(e,t){var r=new wa(e.i,e.x,e.y),a=new wa(t.i,t.x,t.y),i=e.next,n=t.prev;return e.next=t,t.prev=e,r.next=i,i.prev=r,a.next=r,r.prev=a,n.next=a,a.prev=n,a}// create a node and optionally link it with previous one (in a circular doubly linked list) +function Ta(e,t,r,a){var i=new wa(e,t,r);return a?(i.next=a.next,i.prev=a,a.next.prev=i,a.next=i):(i.prev=i,i.next=i),i}function Ea(e){e.next.prev=e.prev,e.prev.next=e.next,e.prevZ&&(e.prevZ.nextZ=e.nextZ),e.nextZ&&(e.nextZ.prevZ=e.prevZ)}function wa(e,t,r){this.i=e,this.x=t,this.y=r,this.prev=null,this.next=null,this.z=null,this.prevZ=null,this.nextZ=null,this.steiner=!1}function La(e,t,r,a){for(var n=0,o=t,s=r-a;o, // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * depth: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline (including bevelOffset) is bevel + * bevelOffset: , // how far from shape outline does bevel start + * bevelSegments: , // number of bevel layers + * + * extrudePath: // curve to extrude shape along + * + * UVGenerator: // object that provides UV generator functions + * + * } + */ // ExtrudeGeometry +function Pa(e,t){ne.call(this),this.type="ExtrudeGeometry",this.parameters={shapes:e,options:t},this.fromBufferGeometry(new Ca(e,t)),this.mergeVertices()}// ExtrudeBufferGeometry +function Ca(e,r){// functions +function a(e){function a(e,t,r){return t||console.error("THREE.ExtrudeGeometry: vec does not exist"),t.clone().multiplyScalar(r).add(e)}// Find directions for point movement +function l(e,t,r){// computes for inPt the corresponding point inPt' on a new contour +// shifted by 1 unit (length of normalized vector) to the left +// if we walk along contour clockwise, this new contour is outside the old one +// +// inPt' is the intersection of the two lines parallel to the two +// adjacent edges of inPt at a distance of 1 unit on the left side. +var a=e.x-t.x,i=e.y-t.y,n=r.x-e.x,o=r.y-e.y,s=a*a+i*i,l,d,p;// resulting translation vector for inPt +// good reading for geometry algorithms (here: line-line intersection) +// http://geomalgorithms.com/a05-_intersect-1.html +if(zo(a*o-i*n)>Mo){// not collinear +// length of vectors for normalizing +var c=wo(s),u=wo(n*n+o*o),m=t.x-i/c,g=t.y+a/c,f=r.x-o/u,y=r.y+n/u,v=((f-m)*o-(y-g)*n)/(a*o-i*n);l=m+a*v-e.x,d=g+i*v-e.y;// Don't normalize!, otherwise sharp corners become ugly +// but prevent crazy spikes +var x=l*l+d*d;if(2>=x)return new h(l,d);p=wo(x/2)}else{// handle special case of collinear edges +var _=!1;// assumes: opposite +a>Mo?n>Mo&&(_=!0):a<-Mo?n<-Mo&&(_=!0):bo(i)===bo(o)&&(_=!0),_?(l=-i,d=a,p=wo(s)):(l=a,d=i,p=wo(s/2))}return new h(l/p,d/p)}///// Internal functions +function d(){var e=o.length/3;if(T){var t=0,r=Z*t;// steps + 1 +// Bottom faces +for(K=0;Ki&&(i=e.length-1);//console.log('b', i,j, i-1, k,vertices.length); +var n=0,o=_+2*A;for(n=0;n, // font + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: , // how far from text outline (including bevelOffset) is bevel + * bevelOffset: // how far from text outline does bevel start + * } + */ // TextGeometry +function Ia(e,t){ne.call(this),this.type="TextGeometry",this.parameters={text:e,parameters:t},this.fromBufferGeometry(new Na(e,t)),this.mergeVertices()}// TextBufferGeometry +function Na(e,t){t=t||{};var r=t.font;if(!(r&&r.isFont))return console.error("THREE.TextGeometry: font parameter is not an instance of THREE.Font."),new ne;var a=r.generateShapes(e,t.size);// translate parameters to ExtrudeGeometry API +t.depth=void 0===t.height?50:t.height,void 0===t.bevelThickness&&(t.bevelThickness=10),void 0===t.bevelSize&&(t.bevelSize=8),void 0===t.bevelEnabled&&(t.bevelEnabled=!1),Ca.call(this,a,t),this.type="TextBufferGeometry"}/** + * @author mrdoob / http://mrdoob.com/ + * @author benaadams / https://twitter.com/ben_a_adams + * @author Mugen87 / https://github.com/Mugen87 + */ // SphereGeometry +function za(e,t,r,a,i,n,o){ne.call(this),this.type="SphereGeometry",this.parameters={radius:e,widthSegments:t,heightSegments:r,phiStart:a,phiLength:i,thetaStart:n,thetaLength:o},this.fromBufferGeometry(new Ua(e,t,r,a,i,n,o)),this.mergeVertices()}// SphereBufferGeometry +function Ua(e,t,r,i,n,o,s){te.call(this),this.type="SphereBufferGeometry",this.parameters={radius:e,widthSegments:t,heightSegments:r,phiStart:i,phiLength:n,thetaStart:o,thetaLength:s},e=e||1,t=No(3,Po(t)||8),r=No(2,Po(r)||6),i=void 0===i?0:i,n=void 0===n?2*Eo:n,o=void 0===o?0:o,s=void 0===s?Eo:s;var l=Io(o+s,Math.PI),p=0,m=[],g=new S,f=new S,h=[],y=[],x=[],_=[],M,T;// generate vertices, normals and uvs +for(T=0;T<=r;T++){var E=[],w=T/r,v=0;for(0==T&&0==o?v=.5/t:T==r&&l==Eo&&(v=-.5/t),M=0;M<=t;M++){var L=M/t;// vertex +g.x=-e*Ro(i+L*n)*So(o+w*s),g.y=e*Ro(o+w*s),g.z=e*So(i+L*n)*So(o+w*s),y.push(g.x,g.y,g.z),f.copy(g).normalize(),x.push(f.x,f.y,f.z),_.push(L+v,1-w),E.push(p++)}m.push(E)}// indices +for(T=0;Tv;v++)p=l[d[v]],c=l[d[(v+1)%3]],o[0]=Io(p,c),o[1]=No(p,c),u=o[0]+","+o[1],void 0===s[u]?s[u]={index1:o[0],index2:o[1],face1:h,face2:void 0}:s[u].face2=h}// generate vertices +for(u in s){var x=s[u];// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. +if(void 0===x.face2||f[x.face1].normal.dot(f[x.face2].normal)<=n){var e=g[x.index1];a.push(e.x,e.y,e.z),e=g[x.index2],a.push(e.x,e.y,e.z)}}// build geometry +this.setAttribute("position",new Q(a,3))}/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ // CylinderGeometry +function ja(e,t,r,a,i,n,o,s){ne.call(this),this.type="CylinderGeometry",this.parameters={radiusTop:e,radiusBottom:t,height:r,radialSegments:a,heightSegments:i,openEnded:n,thetaStart:o,thetaLength:s},this.fromBufferGeometry(new qa(e,t,r,a,i,n,o,s)),this.mergeVertices()}// CylinderBufferGeometry +function qa(e,t,r,n,o,s,l,d){function p(){var i=new S,s=new S,p=0,h=(t-e)/r,w,L;// generate vertices, normals and uvs +for(L=0;L<=o;L++){var A=[],R=L/o,v=R*(t-e)+e;for(w=0;w<=n;w++){var P=w/n,u=P*d+l,C=So(u),D=Ro(u);s.x=v*C,s.y=-R*r+T,s.z=v*D,f.push(s.x,s.y,s.z),i.set(C,h,D).normalize(),y.push(i.x,i.y,i.z),_.push(P,1-R),A.push(b++)}// now save vertices of the row in our index array +M.push(A)}// generate indices +for(w=0;w + * } + */function Qa(e){H.call(this),this.type="ShadowMaterial",this.color=new U(0),this.transparent=!0,this.setValues(e)}/** + * @author mrdoob / http://mrdoob.com/ + */function Ka(e){le.call(this,e),this.type="RawShaderMaterial"}/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * color: , + * roughness: , + * metalness: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * roughnessMap: new THREE.Texture( ), + * + * metalnessMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: + * + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function $a(e){H.call(this),this.defines={STANDARD:""},this.type="MeshStandardMaterial",this.color=new U(16777215),this.roughness=1,this.metalness=0,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.roughnessMap=null,this.metalnessMap=null,this.alphaMap=null,this.envMap=null,this.envMapIntensity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.vertexTangents=!1,this.setValues(e)}/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * clearcoat: , + * clearcoatMap: new THREE.Texture( ), + * clearcoatRoughness: , + * clearcoatRoughnessMap: new THREE.Texture( ), + * clearcoatNormalScale: , + * clearcoatNormalMap: new THREE.Texture( ), + * + * reflectivity: , + * + * sheen: , + * + * transparency: + * } + */function ei(e){$a.call(this),this.defines={STANDARD:"",PHYSICAL:""},this.type="MeshPhysicalMaterial",this.clearcoat=0,this.clearcoatMap=null,this.clearcoatRoughness=0,this.clearcoatRoughnessMap=null,this.clearcoatNormalScale=new h(1,1),this.clearcoatNormalMap=null,this.reflectivity=.5,this.sheen=null,this.transparency=0,this.setValues(e)}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.MultiplyOperation, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function ti(e){H.call(this),this.type="MeshPhongMaterial",this.color=new U(16777215),this.specular=new U(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** + * @author takahirox / http://github.com/takahirox + * + * parameters = { + * color: , + * specular: , + * shininess: , + * + * map: new THREE.Texture( ), + * gradientMap: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function ri(e){H.call(this),this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new U(16777215),this.specular=new U(1118481),this.shininess=30,this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * opacity: , + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function ai(e){H.call(this),this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function ii(e){H.call(this),this.type="MeshLambertMaterial",this.color=new U(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * color: , + * opacity: , + * + * matcap: new THREE.Texture( ), + * + * map: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * alphaMap: new THREE.Texture( ), + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function ni(e){H.call(this),this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new U(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * + * scale: , + * dashSize: , + * gapSize: + * } + */function oi(e){Tr.call(this),this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(e)}/** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + * @author tschw + */function si(e,t,r,a){this.parameterPositions=e,this._cachedIndex=0,this.resultBuffer=void 0===a?new t.constructor(r):a,this.sampleValues=t,this.valueSize=r}/** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + * + * @author tschw + */function li(e,t,r,a){si.call(this,e,t,r,a),this._weightPrev=-0,this._offsetPrev=-0,this._weightNext=-0,this._offsetNext=-0}/** + * @author tschw + */function di(e,t,r,a){si.call(this,e,t,r,a)}/** + * + * Interpolant that evaluates to the sample value at the position preceeding + * the parameter. + * + * @author tschw + */function pi(e,t,r,a){si.call(this,e,t,r,a)}/** + * + * A timed sequence of keyframes for a specific property. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function ci(e,t,r,a){if(void 0===e)throw new Error("THREE.KeyframeTrack: track name is undefined");if(void 0===t||0===t.length)throw new Error("THREE.KeyframeTrack: no keyframes in track named "+e);this.name=e,this.times=Kd.convertArray(t,this.TimeBufferType),this.values=Kd.convertArray(r,this.ValueBufferType),this.setInterpolation(a||this.DefaultInterpolation)}// Static methods +/** + * + * A Track of Boolean keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function ui(e,t,r){ci.call(this,e,t,r)}/** + * + * A Track of keyframe values that represent color. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function mi(e,t,r,a){ci.call(this,e,t,r,a)}/** + * + * A Track of numeric keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function gi(e,t,r,a){ci.call(this,e,t,r,a)}/** + * Spherical linear unit quaternion interpolant. + * + * @author tschw + */function fi(e,t,r,a){si.call(this,e,t,r,a)}/** + * + * A Track of quaternion keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function hi(e,t,r,a){ci.call(this,e,t,r,a)}/** + * + * A Track that interpolates Strings + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function yi(e,t,r,a){ci.call(this,e,t,r,a)}/** + * + * A Track of vectored keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function vi(e,t,r,a){ci.call(this,e,t,r,a)}/** + * + * Reusable set of Tracks that represent an animation. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */function xi(e,t,r){this.name=e,this.tracks=r,this.duration=void 0===t?-1:t,this.uuid=os.generateUUID(),0>this.duration&&this.resetDuration()}function _i(e){switch(e.toLowerCase()){case"scalar":case"double":case"float":case"number":case"integer":return gi;case"vector":case"vector2":case"vector3":case"vector4":return vi;case"color":return mi;case"quaternion":return hi;case"bool":case"boolean":return ui;case"string":return yi;}throw new Error("THREE.KeyframeTrack: Unsupported typeName: "+e)}function bi(e){if(void 0===e.type)throw new Error("THREE.KeyframeTrack: track type undefined, can not parse");var t=_i(e.type);if(void 0===e.times){var r=[],a=[];Kd.flattenJSON(e.keys,r,a,"value"),e.times=r,e.values=a}// derived classes can define a static parse method +return void 0===t.parse?new t(e.name,e.times,e.values,e.interpolation):t.parse(e)}/** + * @author mrdoob / http://mrdoob.com/ + */function Mi(e,t,r){var a=this,i=!1,n=0,o=0,s=void 0,d=[];this.onStart=void 0,this.onLoad=e,this.onProgress=t,this.onError=r,this.itemStart=function(e){o++,!1===i&&void 0!==a.onStart&&a.onStart(e,n,o),i=!0},this.itemEnd=function(e){n++,void 0!==a.onProgress&&a.onProgress(e,n,o),n===o&&(i=!1,void 0!==a.onLoad&&a.onLoad())},this.itemError=function(e){void 0!==a.onError&&a.onError(e)},this.resolveURL=function(e){return s?s(e):e},this.setURLModifier=function(e){return s=e,this},this.addHandler=function(e,t){return d.push(e,t),this},this.removeHandler=function(e){var t=d.indexOf(e);return-1!==t&&d.splice(t,2),this},this.getHandler=function(e){for(var t=0,r=d.length;te;e++)this.coefficients.push(new S)}/** + * @author WestLangley / http://github.com/WestLangley + * + * A LightProbe is a source of indirect-diffuse light + */function An(e,t){rn.call(this,void 0,t),this.sh=void 0===e?new Ln:e}/** + * @author WestLangley / http://github.com/WestLangley + */function Rn(e,t,r){An.call(this,void 0,r);var a=new U().set(e),i=new U().set(t),n=new S(a.r,a.g,a.b),o=new S(i.r,i.g,i.b),s=wo(Math.PI),l=s*wo(.75);this.sh.coefficients[0].copy(n).add(o).multiplyScalar(s),this.sh.coefficients[1].copy(n).sub(o).multiplyScalar(l)}/** + * @author WestLangley / http://github.com/WestLangley + */function Pn(e,t){An.call(this,void 0,t);var r=new U().set(e);// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI ); +this.sh.coefficients[0].set(r.r,r.g,r.b).multiplyScalar(2*wo(Math.PI))}/** + * @author alteredq / http://alteredqualia.com/ + */function Cn(e){this.autoStart=void 0===e||e,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1}function Dn(){L.call(this),this.type="AudioListener",this.context=up.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null,this.timeDelta=0,this._clock=new Cn}/** + * @author mrdoob / http://mrdoob.com/ + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */function In(e){L.call(this),this.type="Audio",this.listener=e,this.context=e.context,this.gain=this.context.createGain(),this.gain.connect(e.getInput()),this.autoplay=!1,this.buffer=null,this.detune=0,this.loop=!1,this.loopStart=0,this.loopEnd=0,this.offset=0,this.duration=void 0,this.playbackRate=1,this.isPlaying=!1,this.hasPlaybackControl=!0,this.sourceType="empty",this._startedAt=0,this._pausedAt=0,this.filters=[]}function Nn(e){In.call(this,e),this.panner=this.context.createPanner(),this.panner.panningModel="HRTF",this.panner.connect(this.gain)}/** + * @author mrdoob / http://mrdoob.com/ + */function zn(e,t){this.analyser=e.context.createAnalyser(),this.analyser.fftSize=void 0===t?2048:t,this.data=new Uint8Array(this.analyser.frequencyBinCount),e.getOutput().connect(this.analyser)}/** + * + * Buffered scene graph property that allows weighted accumulation. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function Un(e,t,r){this.binding=e,this.valueSize=r;var a=Float64Array,i;"quaternion"===t?i=this._slerp:"string"===t||"bool"===t?(a=Array,i=this._select):i=this._lerp,this.buffer=new a(4*r),this._mixBufferRegion=i,this.cumulativeWeight=0,this.useCount=0,this.referenceCount=0}function Bn(e,t,r){var a=r||Fn.parseTrackName(t);this._targetGroup=e,this._bindings=e.subscribe_(t,a)}function Fn(e,t,r){this.path=t,this.parsedPath=r||Fn.parseTrackName(t),this.node=Fn.findNode(e,this.parsedPath.nodeName)||e,this.rootNode=e}/** + * + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + * + * @author tschw + */function On(){this.uuid=os.generateUUID(),this._objects=Array.prototype.slice.call(arguments),this.nCachedObjects_=0;// threshold +// note: read by PropertyBinding.Composite +var e={};this._indicesByUUID=e;// for bookkeeping +for(var t=0,r=arguments.length;t!==r;++t)e[arguments[t].uuid]=t;this._paths=[],this._parsedPaths=[],this._bindings=[],this._bindingsIndicesByPath={};// inside: indices in these arrays +var a=this;this.stats={objects:{get total(){return a._objects.length},get inUse(){return this.total-a.nCachedObjects_}},get bindingsPerObject(){return a._bindings.length}}}/** + * + * Action provided by AnimationMixer for scheduling clip playback on specific + * objects. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + * + */function Gn(e,t,r){this._mixer=e,this._clip=t,this._localRoot=r||null;for(var a=t.tracks,n=a.length,o=Array(n),s={endingStart:2400,endingEnd:2400},l=0,d;l!==n;++l)d=a[l].createInterpolant(null),o[l]=d,d.settings=s;this._interpolantSettings=s,this._interpolants=o,this._propertyBindings=Array(n),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=2201,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}/** + * + * Player for AnimationClips. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function Hn(e){this._root=e,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}/** + * @author mrdoob / http://mrdoob.com/ + */function Vn(e){"string"==typeof e&&(console.warn("THREE.Uniform: Type parameter is no longer needed."),e=arguments[1]),this.value=e}/** + * @author benaadams / https://twitter.com/ben_a_adams + */function kn(e,t,r){gr.call(this,e,t),this.meshPerAttribute=r||1}/** + * @author mrdoob / http://mrdoob.com/ + * @author bhouston / http://clara.io/ + * @author stephomi / http://stephaneginier.com/ + */function Wn(e,t,r,a){this.ray=new D(e,t),this.near=r||0,this.far=a||1/0,this.camera=null,this.layers=new w,this.params={Mesh:{},Line:{threshold:1},LOD:{},Points:{threshold:1},Sprite:{}},Object.defineProperties(this.params,{PointCloud:{get:function get(){return console.warn("THREE.Raycaster: params.PointCloud has been renamed to params.Points."),this.Points}}})}function jn(e,t){return e.distance-t.distance}function qn(e,t,r,a){if(e.layers.test(t.layers)&&e.raycast(t,r),!0===a)for(var n=e.children,o=0,s=n.length;o\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t"}// +// +function fo(e){console.warn("THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead."),zi.call(this,e),this.type="catmullrom"}var Uo={isiOS:function(){return /(ipad|iphone|ipod)/ig.test(navigator.userAgent)},isEdge:function(){return /(Edge)/ig.test(navigator.userAgent)},shouldUseAudioDriver:function(){var e=/iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent),t=/(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent);return e||t},shouldUseCanvasInBetween:function(){var e=/trident|edge/i.test(navigator.userAgent),t=this.isiOS();return e||t}},Bo;void 0===Mo&&(Mo=Do(2,-52)),void 0===Co&&(Co=function(e){return"number"==typeof e&&isFinite(e)&&Po(e)===e}),void 0===bo&&(bo=function(e){return 0>e?-1:0ns;ns++)is[ns]=(16>ns?"0":"")+ns.toString(16);var os={DEG2RAD:Eo/180,RAD2DEG:180/Eo,generateUUID:function generateUUID(){// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 +var e=0|4294967295*Math.random(),t=0|4294967295*Math.random(),r=0|4294967295*Math.random(),a=0|4294967295*Math.random(),i=is[255&e]+is[255&e>>8]+is[255&e>>16]+is[255&e>>24]+"-"+is[255&t]+is[255&t>>8]+"-"+is[64|15&t>>16]+is[255&t>>24]+"-"+is[128|63&r]+is[255&r>>8]+"-"+is[255&r>>16]+is[255&r>>24]+is[255&a]+is[255&a>>8]+is[255&a>>16]+is[255&a>>24];// .toUpperCase() here flattens concatenated strings to save heap memory space. +return i.toUpperCase()},clamp:function clamp(e,t,r){return No(t,Io(r,e))},// compute euclidian modulo of m % n +// https://en.wikipedia.org/wiki/Modulo_operation +euclideanModulo:function euclideanModulo(e,t){return(e%t+t)%t},// Linear mapping from range to range +mapLinear:function mapLinear(e,t,r,a,i){return a+(e-t)*(i-a)/(r-t)},// https://en.wikipedia.org/wiki/Linear_interpolation +lerp:function lerp(e,r,a){return(1-a)*e+a*r},// http://en.wikipedia.org/wiki/Smoothstep +smoothstep:function smoothstep(e,t,r){return e<=t?0:e>=r?1:(e=(e-t)/(r-t),e*e*(3-2*e))},smootherstep:function smootherstep(e,t,r){return e<=t?0:e>=r?1:(e=(e-t)/(r-t),e*e*e*(e*(6*e-15)+10))},// Random integer from interval +randInt:function randInt(e,t){return e+Po(Math.random()*(t-e+1))},// Random float from interval +randFloat:function randFloat(e,t){return e+Math.random()*(t-e)},// Random float from <-range/2, range/2> interval +randFloatSpread:function randFloatSpread(e){return e*(.5-Math.random())},degToRad:function degToRad(e){return e*os.DEG2RAD},radToDeg:function radToDeg(e){return e*os.RAD2DEG},isPowerOfTwo:function isPowerOfTwo(e){return 0==(e&e-1)&&0!==e},ceilPowerOfTwo:function ceilPowerOfTwo(e){return Do(2,_o(Ao(e)/Lo))},floorPowerOfTwo:function floorPowerOfTwo(e){return Do(2,Po(Ao(e)/Lo))},setQuaternionFromProperEuler:function setQuaternionFromProperEuler(e,t,r,a,i){// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles +// rotations are applied to the axes in the order specified by 'order' +// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' +// angles are in radians +var n=Ro,o=So,s=n(r/2),l=o(r/2),d=n((t+a)/2),p=o((t+a)/2),c=n((t-a)/2),u=o((t-a)/2),m=n((a-t)/2),g=o((a-t)/2);"XYX"===i?e.set(s*p,l*c,l*u,s*d):"YZY"===i?e.set(l*u,s*p,l*c,s*d):"ZXZ"===i?e.set(l*c,l*u,s*p,s*d):"XZX"===i?e.set(s*p,l*g,l*m,s*d):"YXY"===i?e.set(l*m,s*p,l*g,s*d):"ZYZ"===i?e.set(l*g,l*m,s*p,s*d):console.warn("THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.")}};Object.defineProperties(h.prototype,{width:{get:function get(){return this.x},set:function set(e){this.x=e}},height:{get:function get(){return this.y},set:function set(e){this.y=e}}}),Object.assign(h.prototype,{isVector2:!0,set:function set(e,t){return this.x=e,this.y=t,this},setScalar:function setScalar(e){return this.x=e,this.y=e,this},setX:function setX(e){return this.x=e,this},setY:function setY(e){return this.y=e,this},setComponent:function setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;default:throw new Error("index is out of range: "+e);}return this},getComponent:function getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;default:throw new Error("index is out of range: "+e);}},clone:function clone(){return new this.constructor(this.x,this.y)},copy:function copy(e){return this.x=e.x,this.y=e.y,this},add:function add(e,t){return void 0===t?(this.x+=e.x,this.y+=e.y,this):(console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t))},addScalar:function addScalar(e){return this.x+=e,this.y+=e,this},addVectors:function addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this},addScaledVector:function addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this},sub:function sub(e,t){return void 0===t?(this.x-=e.x,this.y-=e.y,this):(console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t))},subScalar:function subScalar(e){return this.x-=e,this.y-=e,this},subVectors:function subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this},multiply:function multiply(e){return this.x*=e.x,this.y*=e.y,this},multiplyScalar:function multiplyScalar(e){return this.x*=e,this.y*=e,this},divide:function divide(e){return this.x/=e.x,this.y/=e.y,this},divideScalar:function divideScalar(e){return this.multiplyScalar(1/e)},applyMatrix3:function applyMatrix3(t){var r=this.x,a=this.y,i=t.elements;return this.x=i[0]*r+i[3]*a+i[6],this.y=i[1]*r+i[4]*a+i[7],this},min:function min(e){return this.x=Io(this.x,e.x),this.y=Io(this.y,e.y),this},max:function max(e){return this.x=No(this.x,e.x),this.y=No(this.y,e.y),this},clamp:function clamp(e,t){return this.x=No(e.x,Io(t.x,this.x)),this.y=No(e.y,Io(t.y,this.y)),this},clampScalar:function clampScalar(e,t){return this.x=No(e,Io(t,this.x)),this.y=No(e,Io(t,this.y)),this},clampLength:function clampLength(e,t){var r=this.length();return this.divideScalar(r||1).multiplyScalar(No(e,Io(t,r)))},floor:function floor(){return this.x=Po(this.x),this.y=Po(this.y),this},ceil:function ceil(){return this.x=_o(this.x),this.y=_o(this.y),this},round:function round(){return this.x=xo(this.x),this.y=xo(this.y),this},roundToZero:function roundToZero(){return this.x=0>this.x?_o(this.x):Po(this.x),this.y=0>this.y?_o(this.y):Po(this.y),this},negate:function negate(){return this.x=-this.x,this.y=-this.y,this},dot:function dot(e){return this.x*e.x+this.y*e.y},cross:function cross(e){return this.x*e.y-this.y*e.x},lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y},length:function length(){return wo(this.x*this.x+this.y*this.y)},manhattanLength:function manhattanLength(){return zo(this.x)+zo(this.y)},normalize:function normalize(){return this.divideScalar(this.length()||1)},angle:function(){// computes the angle in radians with respect to the positive x-axis +var e=To(-this.y,-this.x)+Eo;return e},distanceTo:function distanceTo(e){return wo(this.distanceToSquared(e))},distanceToSquared:function distanceToSquared(e){var t=this.x-e.x,r=this.y-e.y;return t*t+r*r},manhattanDistanceTo:function manhattanDistanceTo(e){return zo(this.x-e.x)+zo(this.y-e.y)},setLength:function setLength(e){return this.normalize().multiplyScalar(e)},lerp:function lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this},lerpVectors:function lerpVectors(e,t,r){return this.subVectors(t,e).multiplyScalar(r).add(e)},equals:function(e){return e.x===this.x&&e.y===this.y},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e},fromBufferAttribute:function fromBufferAttribute(e,t,r){return void 0!==r&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this},rotateAround:function rotateAround(e,t){var r=Ro(t),a=So(t),i=this.x-e.x,n=this.y-e.y;return this.x=i*r-n*a+e.x,this.y=i*a+n*r+e.y,this}}),Object.assign(y.prototype,{isMatrix3:!0,set:function set(e,t,r,a,i,n,o,s,l){var d=this.elements;return d[0]=e,d[1]=a,d[2]=o,d[3]=t,d[4]=i,d[5]=s,d[6]=r,d[7]=n,d[8]=l,this},identity:function identity(){return this.set(1,0,0,0,1,0,0,0,1),this},clone:function clone(){return new this.constructor().fromArray(this.elements)},copy:function copy(e){var t=this.elements,r=e.elements;return t[0]=r[0],t[1]=r[1],t[2]=r[2],t[3]=r[3],t[4]=r[4],t[5]=r[5],t[6]=r[6],t[7]=r[7],t[8]=r[8],this},extractBasis:function extractBasis(e,t,r){return e.setFromMatrix3Column(this,0),t.setFromMatrix3Column(this,1),r.setFromMatrix3Column(this,2),this},setFromMatrix4:function setFromMatrix4(e){var t=e.elements;return this.set(t[0],t[4],t[8],t[1],t[5],t[9],t[2],t[6],t[10]),this},multiply:function multiply(e){return this.multiplyMatrices(this,e)},premultiply:function premultiply(e){return this.multiplyMatrices(e,this)},multiplyMatrices:function multiplyMatrices(e,t){var r=e.elements,a=t.elements,i=this.elements,n=r[0],o=r[3],s=r[6],l=r[1],d=r[4],p=r[7],c=r[2],u=r[5],m=r[8],g=a[0],f=a[3],h=a[6],y=a[1],v=a[4],x=a[7],_=a[2],b=a[5],M=a[8];return i[0]=n*g+o*y+s*_,i[3]=n*f+o*v+s*b,i[6]=n*h+o*x+s*M,i[1]=l*g+d*y+p*_,i[4]=l*f+d*v+p*b,i[7]=l*h+d*x+p*M,i[2]=c*g+u*y+m*_,i[5]=c*f+u*v+m*b,i[8]=c*h+u*x+m*M,this},multiplyScalar:function multiplyScalar(e){var t=this.elements;return t[0]*=e,t[3]*=e,t[6]*=e,t[1]*=e,t[4]*=e,t[7]*=e,t[2]*=e,t[5]*=e,t[8]*=e,this},determinant:function determinant(){var t=this.elements,r=t[0],a=t[1],n=t[2],o=t[3],s=t[4],e=t[5],l=t[6],d=t[7],p=t[8];return r*s*p-r*e*d-a*o*p+a*e*l+n*o*d-n*s*l},getInverse:function getInverse(e,t){void 0!==t&&console.warn("THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate.");var r=e.elements,a=this.elements,i=r[0],n=r[1],o=r[2],s=r[3],l=r[4],d=r[5],p=r[6],c=r[7],u=r[8],m=u*l-d*c,g=d*p-u*s,f=c*s-l*p,h=i*m+n*g+o*f;if(0==h)return this.set(0,0,0,0,0,0,0,0,0);var y=1/h;return a[0]=m*y,a[1]=(o*c-u*n)*y,a[2]=(d*n-o*l)*y,a[3]=g*y,a[4]=(u*i-o*p)*y,a[5]=(o*s-d*i)*y,a[6]=f*y,a[7]=(n*p-c*i)*y,a[8]=(l*i-n*s)*y,this},transpose:function transpose(){var e=this.elements,t;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this},getNormalMatrix:function getNormalMatrix(e){return this.setFromMatrix4(e).getInverse(this).transpose()},transposeIntoArray:function transposeIntoArray(e){var t=this.elements;return e[0]=t[0],e[1]=t[3],e[2]=t[6],e[3]=t[1],e[4]=t[4],e[5]=t[7],e[6]=t[2],e[7]=t[5],e[8]=t[8],this},setUvTransform:function setUvTransform(e,t,r,a,i,n,o){var l=Ro(i),d=So(i);this.set(r*l,r*d,-r*(l*n+d*o)+n+e,-a*d,a*l,-a*(-d*n+l*o)+o+t,0,0,1)},scale:function scale(e,t){var r=this.elements;return r[0]*=e,r[3]*=e,r[6]*=e,r[1]*=t,r[4]*=t,r[7]*=t,this},rotate:function rotate(e){var t=Ro(e),r=So(e),a=this.elements,i=a[0],n=a[3],o=a[6],s=a[1],l=a[4],d=a[7];return a[0]=t*i+r*s,a[3]=t*n+r*l,a[6]=t*o+r*d,a[1]=-r*i+t*s,a[4]=-r*n+t*l,a[7]=-r*o+t*d,this},translate:function translate(e,t){var r=this.elements;return r[0]+=e*r[2],r[3]+=e*r[5],r[6]+=e*r[8],r[1]+=t*r[2],r[4]+=t*r[5],r[7]+=t*r[8],this},equals:function(e){for(var t=this.elements,r=e.elements,a=0;9>a;a++)if(t[a]!==r[a])return!1;return!0},fromArray:function fromArray(e,t){void 0===t&&(t=0);for(var r=0;9>r;r++)this.elements[r]=e[r+t];return this},toArray:function toArray(e,t){void 0===e&&(e=[]),void 0===t&&(t=0);var r=this.elements;return e[t]=r[0],e[t+1]=r[1],e[t+2]=r[2],e[t+3]=r[3],e[t+4]=r[4],e[t+5]=r[5],e[t+6]=r[6],e[t+7]=r[7],e[t+8]=r[8],e}});/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */var ss={getDataURL:function getDataURL(e){var t;if("undefined"==typeof HTMLCanvasElement)return e.src;if(e instanceof HTMLCanvasElement)t=e;else{void 0===ds&&(ds=document.createElementNS("http://www.w3.org/1999/xhtml","canvas")),ds.width=e.width,ds.height=e.height;var r=ds.getContext("2d");e instanceof ImageData?r.putImageData(e,0,0):r.drawImage(e,0,0,e.width,e.height),t=ds}return 2048e.x||1e.x?0:1;break;case Wo:1===zo(Po(e.x)%2)?e.x=_o(e.x)-e.x:e.x-=Po(e.x);}if(0>e.y||1e.y?0:1;break;case Wo:1===zo(Po(e.y)%2)?e.y=_o(e.y)-e.y:e.y-=Po(e.y);}return this.flipY&&(e.y=1-e.y),e}}),Object.defineProperty(v.prototype,"needsUpdate",{set:function set(e){!0===e&&this.version++}}),Object.defineProperties(x.prototype,{width:{get:function get(){return this.z},set:function set(e){this.z=e}},height:{get:function get(){return this.w},set:function set(e){this.w=e}}}),Object.assign(x.prototype,{isVector4:!0,set:function set(e,t,r,a){return this.x=e,this.y=t,this.z=r,this.w=a,this},setScalar:function setScalar(e){return this.x=e,this.y=e,this.z=e,this.w=e,this},setX:function setX(e){return this.x=e,this},setY:function setY(e){return this.y=e,this},setZ:function setZ(e){return this.z=e,this},setW:function setW(e){return this.w=e,this},setComponent:function setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;case 3:this.w=t;break;default:throw new Error("index is out of range: "+e);}return this},getComponent:function getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+e);}},clone:function clone(){return new this.constructor(this.x,this.y,this.z,this.w)},copy:function copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=void 0===e.w?1:e.w,this},add:function add(e,t){return void 0===t?(this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this):(console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t))},addScalar:function addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this.w+=e,this},addVectors:function addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this.w=e.w+t.w,this},addScaledVector:function addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this.w+=e.w*t,this},sub:function sub(e,t){return void 0===t?(this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this):(console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t))},subScalar:function subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this},subVectors:function subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this.w=e.w-t.w,this},multiplyScalar:function multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this},applyMatrix4:function applyMatrix4(t){var r=this.x,a=this.y,i=this.z,n=this.w,o=t.elements;return this.x=o[0]*r+o[4]*a+o[8]*i+o[12]*n,this.y=o[1]*r+o[5]*a+o[9]*i+o[13]*n,this.z=o[2]*r+o[6]*a+o[10]*i+o[14]*n,this.w=o[3]*r+o[7]*a+o[11]*i+o[15]*n,this},divideScalar:function divideScalar(e){return this.multiplyScalar(1/e)},setAxisAngleFromQuaternion:function setAxisAngleFromQuaternion(e){this.w=2*vo(e.w);var t=wo(1-e.w*e.w);return 1e-4>t?(this.x=1,this.y=0,this.z=0):(this.x=e.x/t,this.y=e.y/t,this.z=e.z/t),this},setAxisAngleFromRotationMatrix:function setAxisAngleFromRotationMatrix(e){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm +// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) +var// variables for result +t=.01,// margin to allow for rounding errors +r=.1,// margin to distinguish between 0 and 180 degrees +a=e.elements,i=a[0],n=a[4],o=a[8],l=a[1],d=a[5],p=a[9],c=a[2],u=a[6],m=a[10],g,f,h,v;if(zo(n-l)b&&_>M?_M?bzo(w)&&(w=1),this.x=(u-p)/w,this.y=(o-c)/w,this.z=(l-n)/w,this.w=vo((i+d+m-1)/2),this},min:function min(e){return this.x=Io(this.x,e.x),this.y=Io(this.y,e.y),this.z=Io(this.z,e.z),this.w=Io(this.w,e.w),this},max:function max(e){return this.x=No(this.x,e.x),this.y=No(this.y,e.y),this.z=No(this.z,e.z),this.w=No(this.w,e.w),this},clamp:function clamp(e,t){return this.x=No(e.x,Io(t.x,this.x)),this.y=No(e.y,Io(t.y,this.y)),this.z=No(e.z,Io(t.z,this.z)),this.w=No(e.w,Io(t.w,this.w)),this},clampScalar:function clampScalar(e,t){return this.x=No(e,Io(t,this.x)),this.y=No(e,Io(t,this.y)),this.z=No(e,Io(t,this.z)),this.w=No(e,Io(t,this.w)),this},clampLength:function clampLength(e,t){var r=this.length();return this.divideScalar(r||1).multiplyScalar(No(e,Io(t,r)))},floor:function floor(){return this.x=Po(this.x),this.y=Po(this.y),this.z=Po(this.z),this.w=Po(this.w),this},ceil:function ceil(){return this.x=_o(this.x),this.y=_o(this.y),this.z=_o(this.z),this.w=_o(this.w),this},round:function round(){return this.x=xo(this.x),this.y=xo(this.y),this.z=xo(this.z),this.w=xo(this.w),this},roundToZero:function roundToZero(){return this.x=0>this.x?_o(this.x):Po(this.x),this.y=0>this.y?_o(this.y):Po(this.y),this.z=0>this.z?_o(this.z):Po(this.z),this.w=0>this.w?_o(this.w):Po(this.w),this},negate:function negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this},dot:function dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.w},lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function length(){return wo(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},manhattanLength:function manhattanLength(){return zo(this.x)+zo(this.y)+zo(this.z)+zo(this.w)},normalize:function normalize(){return this.divideScalar(this.length()||1)},setLength:function setLength(e){return this.normalize().multiplyScalar(e)},lerp:function lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this},lerpVectors:function lerpVectors(e,t,r){return this.subVectors(t,e).multiplyScalar(r).add(e)},equals:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e},fromBufferAttribute:function fromBufferAttribute(e,t,r){return void 0!==r&&console.warn("THREE.Vector4: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}}),_.prototype=Object.assign(Object.create(f.prototype),{constructor:_,isWebGLRenderTarget:!0,setSize:function setSize(e,t){(this.width!==e||this.height!==t)&&(this.width=e,this.height=t,this.texture.image.width=e,this.texture.image.height=t,this.dispose()),this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.width=e.width,this.height=e.height,this.viewport.copy(e.viewport),this.texture=e.texture.clone(),this.depthBuffer=e.depthBuffer,this.stencilBuffer=e.stencilBuffer,this.depthTexture=e.depthTexture,this},dispose:function dispose(){this.dispatchEvent({type:"dispose"})}}),b.prototype=Object.assign(Object.create(_.prototype),{constructor:b,isWebGLMultisampleRenderTarget:!0,copy:function copy(e){return _.prototype.copy.call(this,e),this.samples=e.samples,this}}),Object.assign(M,{slerp:function slerp(e,r,a,i){return a.copy(e).slerp(r,i)},slerpFlat:function slerpFlat(e,r,a,i,n,o,l){// fuzz-free, array-based Quaternion SLERP operation +var d=a[i+0],p=a[i+1],c=a[i+2],u=a[i+3],m=n[o+0],g=n[o+1],h=n[o+2],y=n[o+3];if(u!==y||d!==m||p!==g||c!==h){var v=1-l,x=d*m+p*g+c*h+u*y,_=0<=x?1:-1,b=1-x*x;// Skip the Slerp for tiny steps to avoid numeric problems: +if(b>Mo){var M=wo(b),S=To(M,x*_);v=So(v*S)/M,l=So(l*S)/M}var T=l*_;// Normalize in case we just did a lerp: +if(d=d*v+m*T,p=p*v+g*T,c=c*v+h*T,u=u*v+y*T,v==1-l){var E=1/wo(d*d+p*p+c*c+u*u);d*=E,p*=E,c*=E,u*=E}}e[r]=d,e[r+1]=p,e[r+2]=c,e[r+3]=u}}),Object.defineProperties(M.prototype,{x:{get:function get(){return this._x},set:function set(e){this._x=e,this._onChangeCallback()}},y:{get:function get(){return this._y},set:function set(e){this._y=e,this._onChangeCallback()}},z:{get:function get(){return this._z},set:function set(e){this._z=e,this._onChangeCallback()}},w:{get:function get(){return this._w},set:function set(e){this._w=e,this._onChangeCallback()}}}),Object.assign(M.prototype,{isQuaternion:!0,set:function set(e,t,r,a){return this._x=e,this._y=t,this._z=r,this._w=a,this._onChangeCallback(),this},clone:function clone(){return new this.constructor(this._x,this._y,this._z,this._w)},copy:function copy(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this._onChangeCallback(),this},setFromEuler:function setFromEuler(e,t){if(!(e&&e.isEuler))throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");var r=e._x,a=e._y,i=e._z,n=e.order,o=Ro,s=So,l=o(r/2),d=o(a/2),p=o(i/2),c=s(r/2),u=s(a/2),m=s(i/2);// http://www.mathworks.com/matlabcentral/fileexchange/ +// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ +// content/SpinCalc.m +return"XYZ"===n?(this._x=c*d*p+l*u*m,this._y=l*u*p-c*d*m,this._z=l*d*m+c*u*p,this._w=l*d*p-c*u*m):"YXZ"===n?(this._x=c*d*p+l*u*m,this._y=l*u*p-c*d*m,this._z=l*d*m-c*u*p,this._w=l*d*p+c*u*m):"ZXY"===n?(this._x=c*d*p-l*u*m,this._y=l*u*p+c*d*m,this._z=l*d*m+c*u*p,this._w=l*d*p-c*u*m):"ZYX"===n?(this._x=c*d*p-l*u*m,this._y=l*u*p+c*d*m,this._z=l*d*m-c*u*p,this._w=l*d*p+c*u*m):"YZX"===n?(this._x=c*d*p+l*u*m,this._y=l*u*p+c*d*m,this._z=l*d*m-c*u*p,this._w=l*d*p-c*u*m):"XZY"===n&&(this._x=c*d*p-l*u*m,this._y=l*u*p-c*d*m,this._z=l*d*m+c*u*p,this._w=l*d*p+c*u*m),!1!==t&&this._onChangeCallback(),this},setFromAxisAngle:function setFromAxisAngle(e,t){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm +// assumes axis is normalized +var r=t/2,a=So(r);return this._x=e.x*a,this._y=e.y*a,this._z=e.z*a,this._w=Ro(r),this._onChangeCallback(),this},setFromRotationMatrix:function setFromRotationMatrix(e){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm +// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) +var t=e.elements,r=t[0],a=t[4],i=t[8],n=t[1],o=t[5],l=t[9],d=t[2],p=t[6],c=t[10],u=r+o+c,m;return 0o&&r>c?(m=2*wo(1+r-o-c),this._w=(p-l)/m,this._x=.25*m,this._y=(a+n)/m,this._z=(i+d)/m):o>c?(m=2*wo(1+o-r-c),this._w=(i-d)/m,this._x=(a+n)/m,this._y=.25*m,this._z=(l+p)/m):(m=2*wo(1+c-r-o),this._w=(n-a)/m,this._x=(i+d)/m,this._y=(l+p)/m,this._z=.25*m),this._onChangeCallback(),this},setFromUnitVectors:function setFromUnitVectors(e,t){// assumes direction vectors vFrom and vTo are normalized +var a=e.dot(t)+1;return a<1e-6?(a=0,zo(e.x)>zo(e.z)?(this._x=-e.y,this._y=e.x,this._z=0,this._w=a):(this._x=0,this._y=-e.z,this._z=e.y,this._w=a)):(this._x=e.y*t.z-e.z*t.y,this._y=e.z*t.x-e.x*t.z,this._z=e.x*t.y-e.y*t.x,this._w=a),this.normalize()},angleTo:function angleTo(e){return 2*vo(zo(os.clamp(this.dot(e),-1,1)))},rotateTowards:function rotateTowards(e,r){var a=this.angleTo(e);if(0===a)return this;var i=Io(1,r/a);return this.slerp(e,i),this},inverse:function inverse(){// quaternion is assumed to have unit length +return this.conjugate()},conjugate:function conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this},dot:function dot(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._w},lengthSq:function lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function length(){return wo(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function normalize(){var e=this.length();return 0===e?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x*=e,this._y*=e,this._z*=e,this._w*=e),this._onChangeCallback(),this},multiply:function multiply(e,t){return void 0===t?this.multiplyQuaternions(this,e):(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(e,t))},premultiply:function premultiply(e){return this.multiplyQuaternions(e,this)},multiplyQuaternions:function multiplyQuaternions(e,t){// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm +var r=e._x,a=e._y,i=e._z,n=e._w,o=t._x,s=t._y,l=t._z,d=t._w;return this._x=r*d+n*o+a*l-i*s,this._y=a*d+n*s+i*o-r*l,this._z=i*d+n*l+r*s-a*o,this._w=n*d-r*o-a*s-i*l,this._onChangeCallback(),this},slerp:function slerp(e,r){if(0===r)return this;if(1===r)return this.copy(e);var t=this._x,a=this._y,i=this._z,n=this._w,o=n*e._w+t*e._x+a*e._y+i*e._z;// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ +if(0>o?(this._w=-e._w,this._x=-e._x,this._y=-e._y,this._z=-e._z,o=-o):this.copy(e),1<=o)return this._w=n,this._x=t,this._y=a,this._z=i,this;var l=1-o*o;if(l<=Mo){var d=1-r;return this._w=d*n+r*this._w,this._x=d*t+r*this._x,this._y=d*a+r*this._y,this._z=d*i+r*this._z,this.normalize(),this._onChangeCallback(),this}var s=wo(l),p=To(s,o),c=So((1-r)*p)/s,u=So(r*p)/s;return this._w=n*c+this._w*u,this._x=t*c+this._x*u,this._y=a*c+this._y*u,this._z=i*c+this._z*u,this._onChangeCallback(),this},equals:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this._onChangeCallback(),this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e},fromBufferAttribute:function fromBufferAttribute(e,t){return this._x=e.getX(t),this._y=e.getY(t),this._z=e.getZ(t),this._w=e.getW(t),this},_onChange:function _onChange(e){return this._onChangeCallback=e,this},_onChangeCallback:function _onChangeCallback(){}});/** + * @author mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */var ps=new S,cs=new M;Object.assign(S.prototype,{isVector3:!0,set:function set(e,t,r){return this.x=e,this.y=t,this.z=r,this},setScalar:function setScalar(e){return this.x=e,this.y=e,this.z=e,this},setX:function setX(e){return this.x=e,this},setY:function setY(e){return this.y=e,this},setZ:function setZ(e){return this.z=e,this},setComponent:function setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw new Error("index is out of range: "+e);}return this},getComponent:function getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+e);}},clone:function clone(){return new this.constructor(this.x,this.y,this.z)},copy:function copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this},add:function add(e,t){return void 0===t?(this.x+=e.x,this.y+=e.y,this.z+=e.z,this):(console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t))},addScalar:function addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this},addVectors:function addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this},addScaledVector:function addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this},sub:function sub(e,t){return void 0===t?(this.x-=e.x,this.y-=e.y,this.z-=e.z,this):(console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t))},subScalar:function subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this},subVectors:function subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this},multiply:function multiply(e,t){return void 0===t?(this.x*=e.x,this.y*=e.y,this.z*=e.z,this):(console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(e,t))},multiplyScalar:function multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this},multiplyVectors:function multiplyVectors(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this},applyEuler:function applyEuler(e){return e&&e.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."),this.applyQuaternion(cs.setFromEuler(e))},applyAxisAngle:function applyAxisAngle(e,t){return this.applyQuaternion(cs.setFromAxisAngle(e,t))},applyMatrix3:function applyMatrix3(t){var r=this.x,a=this.y,i=this.z,n=t.elements;return this.x=n[0]*r+n[3]*a+n[6]*i,this.y=n[1]*r+n[4]*a+n[7]*i,this.z=n[2]*r+n[5]*a+n[8]*i,this},applyNormalMatrix:function applyNormalMatrix(e){return this.applyMatrix3(e).normalize()},applyMatrix4:function applyMatrix4(t){var r=this.x,a=this.y,i=this.z,n=t.elements,e=1/(n[3]*r+n[7]*a+n[11]*i+n[15]);return this.x=(n[0]*r+n[4]*a+n[8]*i+n[12])*e,this.y=(n[1]*r+n[5]*a+n[9]*i+n[13])*e,this.z=(n[2]*r+n[6]*a+n[10]*i+n[14])*e,this},applyQuaternion:function applyQuaternion(e){var t=this.x,r=this.y,a=this.z,i=e.x,n=e.y,o=e.z,s=e.w,l=s*t+n*a-o*r,d=s*r+o*t-i*a,p=s*a+i*r-n*t,c=-i*t-n*r-o*a;return this.x=l*s+c*-i+d*-o-p*-n,this.y=d*s+c*-n+p*-i-l*-o,this.z=p*s+c*-o+l*-n-d*-i,this},project:function project(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)},unproject:function unproject(e){return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld)},transformDirection:function transformDirection(t){// input: THREE.Matrix4 affine matrix +// vector interpreted as a direction +var r=this.x,a=this.y,i=this.z,n=t.elements;return this.x=n[0]*r+n[4]*a+n[8]*i,this.y=n[1]*r+n[5]*a+n[9]*i,this.z=n[2]*r+n[6]*a+n[10]*i,this.normalize()},divide:function divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this},divideScalar:function divideScalar(e){return this.multiplyScalar(1/e)},min:function min(e){return this.x=Io(this.x,e.x),this.y=Io(this.y,e.y),this.z=Io(this.z,e.z),this},max:function max(e){return this.x=No(this.x,e.x),this.y=No(this.y,e.y),this.z=No(this.z,e.z),this},clamp:function clamp(e,t){return this.x=No(e.x,Io(t.x,this.x)),this.y=No(e.y,Io(t.y,this.y)),this.z=No(e.z,Io(t.z,this.z)),this},clampScalar:function clampScalar(e,t){return this.x=No(e,Io(t,this.x)),this.y=No(e,Io(t,this.y)),this.z=No(e,Io(t,this.z)),this},clampLength:function clampLength(e,t){var r=this.length();return this.divideScalar(r||1).multiplyScalar(No(e,Io(t,r)))},floor:function floor(){return this.x=Po(this.x),this.y=Po(this.y),this.z=Po(this.z),this},ceil:function ceil(){return this.x=_o(this.x),this.y=_o(this.y),this.z=_o(this.z),this},round:function round(){return this.x=xo(this.x),this.y=xo(this.y),this.z=xo(this.z),this},roundToZero:function roundToZero(){return this.x=0>this.x?_o(this.x):Po(this.x),this.y=0>this.y?_o(this.y):Po(this.y),this.z=0>this.z?_o(this.z):Po(this.z),this},negate:function negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this},dot:function dot(e){return this.x*e.x+this.y*e.y+this.z*e.z},// TODO lengthSquared? +lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function length(){return wo(this.x*this.x+this.y*this.y+this.z*this.z)},manhattanLength:function manhattanLength(){return zo(this.x)+zo(this.y)+zo(this.z)},normalize:function normalize(){return this.divideScalar(this.length()||1)},setLength:function setLength(e){return this.normalize().multiplyScalar(e)},lerp:function lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this},lerpVectors:function lerpVectors(e,t,r){return this.subVectors(t,e).multiplyScalar(r).add(e)},cross:function cross(e,t){return void 0===t?this.crossVectors(this,e):(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(e,t))},crossVectors:function crossVectors(e,t){var r=e.x,a=e.y,i=e.z,n=t.x,o=t.y,s=t.z;return this.x=a*s-i*o,this.y=i*n-r*s,this.z=r*o-a*n,this},projectOnVector:function projectOnVector(e){var t=e.lengthSq();if(0===t)return this.set(0,0,0);var r=e.dot(this)/t;return this.copy(e).multiplyScalar(r)},projectOnPlane:function projectOnPlane(e){return ps.copy(this).projectOnVector(e),this.sub(ps)},reflect:function reflect(e){// reflect incident vector off plane orthogonal to normal +// normal is assumed to have unit length +return this.sub(ps.copy(e).multiplyScalar(2*this.dot(e)))},angleTo:function angleTo(e){var t=wo(this.lengthSq()*e.lengthSq());if(0===t)return Eo/2;var r=this.dot(e)/t;// clamp, to handle numerical problems +return vo(os.clamp(r,-1,1))},distanceTo:function distanceTo(e){return wo(this.distanceToSquared(e))},distanceToSquared:function distanceToSquared(e){var t=this.x-e.x,r=this.y-e.y,a=this.z-e.z;return t*t+r*r+a*a},manhattanDistanceTo:function manhattanDistanceTo(e){return zo(this.x-e.x)+zo(this.y-e.y)+zo(this.z-e.z)},setFromSpherical:function setFromSpherical(e){return this.setFromSphericalCoords(e.radius,e.phi,e.theta)},setFromSphericalCoords:function setFromSphericalCoords(e,t,r){var a=So(t)*e;return this.x=a*So(r),this.y=Ro(t)*e,this.z=a*Ro(r),this},setFromCylindrical:function setFromCylindrical(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)},setFromCylindricalCoords:function setFromCylindricalCoords(e,t,r){return this.x=e*So(t),this.y=r,this.z=e*Ro(t),this},setFromMatrixPosition:function setFromMatrixPosition(t){var r=t.elements;return this.x=r[12],this.y=r[13],this.z=r[14],this},setFromMatrixScale:function setFromMatrixScale(e){var t=this.setFromMatrixColumn(e,0).length(),r=this.setFromMatrixColumn(e,1).length(),a=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=r,this.z=a,this},setFromMatrixColumn:function setFromMatrixColumn(e,t){return this.fromArray(e.elements,4*t)},setFromMatrix3Column:function setFromMatrix3Column(e,t){return this.fromArray(e.elements,3*t)},equals:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this.z=e[t+2],this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e},fromBufferAttribute:function fromBufferAttribute(e,t,r){return void 0!==r&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}});var us=new S,ms=new T,gs=new S(0,0,0),fs=new S(1,1,1),hs=new S,a=new S,z=new S;Object.assign(T.prototype,{isMatrix4:!0,set:function set(e,t,r,a,i,n,o,s,l,d,p,c,u,m,g,f){var h=this.elements;return h[0]=e,h[4]=t,h[8]=r,h[12]=a,h[1]=i,h[5]=n,h[9]=o,h[13]=s,h[2]=l,h[6]=d,h[10]=p,h[14]=c,h[3]=u,h[7]=m,h[11]=g,h[15]=f,this},identity:function identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this},clone:function clone(){return new T().fromArray(this.elements)},copy:function copy(e){var t=this.elements,r=e.elements;return t[0]=r[0],t[1]=r[1],t[2]=r[2],t[3]=r[3],t[4]=r[4],t[5]=r[5],t[6]=r[6],t[7]=r[7],t[8]=r[8],t[9]=r[9],t[10]=r[10],t[11]=r[11],t[12]=r[12],t[13]=r[13],t[14]=r[14],t[15]=r[15],this},copyPosition:function copyPosition(e){var t=this.elements,r=e.elements;return t[12]=r[12],t[13]=r[13],t[14]=r[14],this},extractBasis:function extractBasis(e,t,r){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),r.setFromMatrixColumn(this,2),this},makeBasis:function makeBasis(e,t,r){return this.set(e.x,t.x,r.x,0,e.y,t.y,r.y,0,e.z,t.z,r.z,0,0,0,0,1),this},extractRotation:function extractRotation(e){// this method does not support reflection matrices +var t=this.elements,r=e.elements,a=1/us.setFromMatrixColumn(e,0).length(),i=1/us.setFromMatrixColumn(e,1).length(),n=1/us.setFromMatrixColumn(e,2).length();return t[0]=r[0]*a,t[1]=r[1]*a,t[2]=r[2]*a,t[3]=0,t[4]=r[4]*i,t[5]=r[5]*i,t[6]=r[6]*i,t[7]=0,t[8]=r[8]*n,t[9]=r[9]*n,t[10]=r[10]*n,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this},makeRotationFromEuler:function makeRotationFromEuler(t){t&&t.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");var r=this.elements,i=t.x,n=t.y,o=t.z,s=Ro(i),a=So(i),l=Ro(n),p=So(n),d=Ro(o),e=So(o);if("XYZ"===t.order){var c=s*d,u=s*e,m=a*d,g=a*e;r[0]=l*d,r[4]=-l*e,r[8]=p,r[1]=u+m*p,r[5]=c-g*p,r[9]=-a*l,r[2]=g-c*p,r[6]=m+u*p,r[10]=s*l}else if("YXZ"===t.order){var f=l*d,h=l*e,y=p*d,v=p*e;r[0]=f+v*a,r[4]=y*a-h,r[8]=s*p,r[1]=s*e,r[5]=s*d,r[9]=-a,r[2]=h*a-y,r[6]=v+f*a,r[10]=s*l}else if("ZXY"===t.order){var f=l*d,h=l*e,y=p*d,v=p*e;r[0]=f-v*a,r[4]=-s*e,r[8]=y+h*a,r[1]=h+y*a,r[5]=s*d,r[9]=v-f*a,r[2]=-s*p,r[6]=a,r[10]=s*l}else if("ZYX"===t.order){var c=s*d,u=s*e,m=a*d,g=a*e;r[0]=l*d,r[4]=m*p-u,r[8]=c*p+g,r[1]=l*e,r[5]=g*p+c,r[9]=u*p-m,r[2]=-p,r[6]=a*l,r[10]=s*l}else if("YZX"===t.order){var x=s*l,_=s*p,b=a*l,M=a*p;r[0]=l*d,r[4]=M-x*e,r[8]=b*e+_,r[1]=e,r[5]=s*d,r[9]=-a*d,r[2]=-p*d,r[6]=_*e+b,r[10]=x-M*e}else if("XZY"===t.order){var x=s*l,_=s*p,b=a*l,M=a*p;r[0]=l*d,r[4]=-e,r[8]=p*d,r[1]=x*e+M,r[5]=s*d,r[9]=_*e-b,r[2]=b*e-_,r[6]=a*d,r[10]=M*e+x}// bottom row +return r[3]=0,r[7]=0,r[11]=0,r[12]=0,r[13]=0,r[14]=0,r[15]=1,this},makeRotationFromQuaternion:function makeRotationFromQuaternion(e){return this.compose(gs,e,fs)},lookAt:function lookAt(e,t,r){var i=this.elements;return z.subVectors(e,t),0===z.lengthSq()&&(z.z=1),z.normalize(),hs.crossVectors(r,z),0===hs.lengthSq()&&(1===zo(r.z)?z.x+=1e-4:z.z+=1e-4,z.normalize(),hs.crossVectors(r,z)),hs.normalize(),a.crossVectors(z,hs),i[0]=hs.x,i[4]=a.x,i[8]=z.x,i[1]=hs.y,i[5]=a.y,i[9]=z.y,i[2]=hs.z,i[6]=a.z,i[10]=z.z,this},multiply:function multiply(e,t){return void 0===t?this.multiplyMatrices(this,e):(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(e,t))},premultiply:function premultiply(e){return this.multiplyMatrices(e,this)},multiplyMatrices:function multiplyMatrices(e,t){var r=e.elements,a=t.elements,i=this.elements,n=r[0],o=r[4],s=r[8],l=r[12],d=r[1],p=r[5],c=r[9],u=r[13],m=r[2],g=r[6],f=r[10],h=r[14],y=r[3],v=r[7],x=r[11],_=r[15],b=a[0],M=a[4],S=a[8],T=a[12],E=a[1],w=a[5],L=a[9],A=a[13],R=a[2],P=a[6],C=a[10],D=a[14],I=a[3],N=a[7],z=a[11],U=a[15];return i[0]=n*b+o*E+s*R+l*I,i[4]=n*M+o*w+s*P+l*N,i[8]=n*S+o*L+s*C+l*z,i[12]=n*T+o*A+s*D+l*U,i[1]=d*b+p*E+c*R+u*I,i[5]=d*M+p*w+c*P+u*N,i[9]=d*S+p*L+c*C+u*z,i[13]=d*T+p*A+c*D+u*U,i[2]=m*b+g*E+f*R+h*I,i[6]=m*M+g*w+f*P+h*N,i[10]=m*S+g*L+f*C+h*z,i[14]=m*T+g*A+f*D+h*U,i[3]=y*b+v*E+x*R+_*I,i[7]=y*M+v*w+x*P+_*N,i[11]=y*S+v*L+x*C+_*z,i[15]=y*T+v*A+x*D+_*U,this},multiplyScalar:function multiplyScalar(e){var t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this},determinant:function determinant(){var e=this.elements,t=e[0],r=e[4],a=e[8],i=e[12],n=e[1],o=e[5],s=e[9],l=e[13],d=e[2],p=e[6],c=e[10],u=e[14],m=e[3],g=e[7],f=e[11],h=e[15];//TODO: make this more efficient +//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) +return m*(+i*s*p-a*l*p-i*o*c+r*l*c+a*o*u-r*s*u)+g*(+t*s*u-t*l*c+i*n*c-a*n*u+a*l*d-i*s*d)+f*(+t*l*p-t*o*u-i*n*p+r*n*u+i*o*d-r*l*d)+h*(-a*o*d-t*s*p+t*o*c+a*n*p-r*n*c+r*s*d)},transpose:function transpose(){var e=this.elements,t;return t=e[1],e[1]=e[4],e[4]=t,t=e[2],e[2]=e[8],e[8]=t,t=e[6],e[6]=e[9],e[9]=t,t=e[3],e[3]=e[12],e[12]=t,t=e[7],e[7]=e[13],e[13]=t,t=e[11],e[11]=e[14],e[14]=t,this},setPosition:function setPosition(e,t,r){var a=this.elements;return e.isVector3?(a[12]=e.x,a[13]=e.y,a[14]=e.z):(a[12]=e,a[13]=t,a[14]=r),this},getInverse:function getInverse(e,t){void 0!==t&&console.warn("THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate.");// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm +var r=this.elements,a=e.elements,i=a[0],n=a[1],o=a[2],s=a[3],l=a[4],d=a[5],p=a[6],c=a[7],u=a[8],m=a[9],g=a[10],f=a[11],h=a[12],y=a[13],v=a[14],x=a[15],_=m*v*c-y*g*c+y*p*f-d*v*f-m*p*x+d*g*x,b=h*g*c-u*v*c-h*p*f+l*v*f+u*p*x-l*g*x,M=u*y*c-h*m*c+h*d*f-l*y*f-u*d*x+l*m*x,S=h*m*p-u*y*p-h*d*g+l*y*g+u*d*v-l*m*v,T=i*_+n*b+o*M+s*S;if(0===T)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);var E=1/T;return r[0]=_*E,r[1]=(y*g*s-m*v*s-y*o*f+n*v*f+m*o*x-n*g*x)*E,r[2]=(d*v*s-y*p*s+y*o*c-n*v*c-d*o*x+n*p*x)*E,r[3]=(m*p*s-d*g*s-m*o*c+n*g*c+d*o*f-n*p*f)*E,r[4]=b*E,r[5]=(u*v*s-h*g*s+h*o*f-i*v*f-u*o*x+i*g*x)*E,r[6]=(h*p*s-l*v*s-h*o*c+i*v*c+l*o*x-i*p*x)*E,r[7]=(l*g*s-u*p*s+u*o*c-i*g*c-l*o*f+i*p*f)*E,r[8]=M*E,r[9]=(h*m*s-u*y*s-h*n*f+i*y*f+u*n*x-i*m*x)*E,r[10]=(l*y*s-h*d*s+h*n*c-i*y*c-l*n*x+i*d*x)*E,r[11]=(u*d*s-l*m*s-u*n*c+i*m*c+l*n*f-i*d*f)*E,r[12]=S*E,r[13]=(u*y*o-h*m*o+h*n*g-i*y*g-u*n*v+i*m*v)*E,r[14]=(h*d*o-l*y*o-h*n*p+i*y*p+l*n*v-i*d*v)*E,r[15]=(l*m*o-u*d*o+u*n*p-i*m*p-l*n*g+i*d*g)*E,this},scale:function scale(e){var t=this.elements,r=e.x,a=e.y,i=e.z;return t[0]*=r,t[4]*=a,t[8]*=i,t[1]*=r,t[5]*=a,t[9]*=i,t[2]*=r,t[6]*=a,t[10]*=i,t[3]*=r,t[7]*=a,t[11]*=i,this},getMaxScaleOnAxis:function getMaxScaleOnAxis(){var e=this.elements,t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2],r=e[4]*e[4]+e[5]*e[5]+e[6]*e[6],a=e[8]*e[8]+e[9]*e[9]+e[10]*e[10];return wo(No(t,r,a))},makeTranslation:function makeTranslation(e,t,r){return this.set(1,0,0,e,0,1,0,t,0,0,1,r,0,0,0,1),this},makeRotationX:function makeRotationX(e){var t=Ro(e),r=So(e);return this.set(1,0,0,0,0,t,-r,0,0,r,t,0,0,0,0,1),this},makeRotationY:function makeRotationY(e){var t=Ro(e),r=So(e);return this.set(t,0,r,0,0,1,0,0,-r,0,t,0,0,0,0,1),this},makeRotationZ:function makeRotationZ(e){var t=Ro(e),r=So(e);return this.set(t,-r,0,0,r,t,0,0,0,0,1,0,0,0,0,1),this},makeRotationAxis:function makeRotationAxis(e,r){// Based on http://www.gamedev.net/reference/articles/article1199.asp +var a=Ro(r),i=So(r),n=1-a,t=e.x,o=e.y,s=e.z,l=n*t,d=n*o;return this.set(l*t+a,l*o-i*s,l*s+i*o,0,l*o+i*s,d*o+a,d*s-i*t,0,l*s-i*o,d*s+i*t,n*s*s+a,0,0,0,0,1),this},makeScale:function makeScale(e,t,r){return this.set(e,0,0,0,0,t,0,0,0,0,r,0,0,0,0,1),this},makeShear:function makeShear(e,t,r){return this.set(1,t,r,0,e,1,r,0,e,t,1,0,0,0,0,1),this},compose:function compose(e,t,r){var a=this.elements,i=t._x,n=t._y,o=t._z,s=t._w,l=i+i,d=n+n,p=o+o,c=i*l,u=i*d,m=i*p,g=n*d,f=n*p,h=o*p,y=s*l,v=s*d,x=s*p,_=r.x,b=r.y,M=r.z;return a[0]=(1-(g+h))*_,a[1]=(u+x)*_,a[2]=(m-v)*_,a[3]=0,a[4]=(u-x)*b,a[5]=(1-(c+h))*b,a[6]=(f+y)*b,a[7]=0,a[8]=(m+v)*M,a[9]=(f-y)*M,a[10]=(1-(c+g))*M,a[11]=0,a[12]=e.x,a[13]=e.y,a[14]=e.z,a[15]=1,this},decompose:function decompose(e,t,r){var a=this.elements,i=us.set(a[0],a[1],a[2]).length(),n=us.set(a[4],a[5],a[6]).length(),o=us.set(a[8],a[9],a[10]).length(),s=this.determinant();0>s&&(i=-i),e.x=a[12],e.y=a[13],e.z=a[14],ms.copy(this);var l=1/i,d=1/n,p=1/o;return ms.elements[0]*=l,ms.elements[1]*=l,ms.elements[2]*=l,ms.elements[4]*=d,ms.elements[5]*=d,ms.elements[6]*=d,ms.elements[8]*=p,ms.elements[9]*=p,ms.elements[10]*=p,t.setFromRotationMatrix(ms),r.x=i,r.y=n,r.z=o,this},makePerspective:function makePerspective(e,t,r,a,i,n){void 0===n&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");var o=this.elements;return o[0]=2*i/(t-e),o[4]=0,o[8]=(t+e)/(t-e),o[12]=0,o[1]=0,o[5]=2*i/(r-a),o[9]=(r+a)/(r-a),o[13]=0,o[2]=0,o[6]=0,o[10]=-(n+i)/(n-i),o[14]=-2*n*i/(n-i),o[3]=0,o[7]=0,o[11]=-1,o[15]=0,this},makeOrthographic:function makeOrthographic(e,t,r,a,i,n){var o=this.elements,s=1/(t-e),l=1/(r-a),d=1/(n-i);return o[0]=2*s,o[4]=0,o[8]=0,o[12]=-((t+e)*s),o[1]=0,o[5]=2*l,o[9]=0,o[13]=-((r+a)*l),o[2]=0,o[6]=0,o[10]=-2*d,o[14]=-((n+i)*d),o[3]=0,o[7]=0,o[11]=0,o[15]=1,this},equals:function(e){for(var t=this.elements,r=e.elements,a=0;16>a;a++)if(t[a]!==r[a])return!1;return!0},fromArray:function fromArray(e,t){void 0===t&&(t=0);for(var r=0;16>r;r++)this.elements[r]=e[r+t];return this},toArray:function toArray(e,t){void 0===e&&(e=[]),void 0===t&&(t=0);var r=this.elements;return e[t]=r[0],e[t+1]=r[1],e[t+2]=r[2],e[t+3]=r[3],e[t+4]=r[4],e[t+5]=r[5],e[t+6]=r[6],e[t+7]=r[7],e[t+8]=r[8],e[t+9]=r[9],e[t+10]=r[10],e[t+11]=r[11],e[t+12]=r[12],e[t+13]=r[13],e[t+14]=r[14],e[t+15]=r[15],e}});/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */var ys=new T,vs=new M;E.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"],E.DefaultOrder="XYZ",Object.defineProperties(E.prototype,{x:{get:function get(){return this._x},set:function set(e){this._x=e,this._onChangeCallback()}},y:{get:function get(){return this._y},set:function set(e){this._y=e,this._onChangeCallback()}},z:{get:function get(){return this._z},set:function set(e){this._z=e,this._onChangeCallback()}},order:{get:function get(){return this._order},set:function set(e){this._order=e,this._onChangeCallback()}}}),Object.assign(E.prototype,{isEuler:!0,set:function set(e,t,r,a){return this._x=e,this._y=t,this._z=r,this._order=a||this._order,this._onChangeCallback(),this},clone:function clone(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function copy(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this._onChangeCallback(),this},setFromRotationMatrix:function setFromRotationMatrix(e,t,r){var a=Math.asin,i=os.clamp,n=e.elements,o=n[0],s=n[4],l=n[8],d=n[1],p=n[5],c=n[9],u=n[2],m=n[6],g=n[10];return t=t||this._order,"XYZ"===t?(this._y=a(i(l,-1,1)),.9999999>zo(l)?(this._x=To(-c,g),this._z=To(-s,o)):(this._x=To(m,p),this._z=0)):"YXZ"===t?(this._x=a(-i(c,-1,1)),.9999999>zo(c)?(this._y=To(l,g),this._z=To(d,p)):(this._y=To(-u,o),this._z=0)):"ZXY"===t?(this._x=a(i(m,-1,1)),.9999999>zo(m)?(this._y=To(-u,g),this._z=To(-s,p)):(this._y=0,this._z=To(d,o))):"ZYX"===t?(this._y=a(-i(u,-1,1)),.9999999>zo(u)?(this._x=To(m,g),this._z=To(d,o)):(this._x=0,this._z=To(-s,p))):"YZX"===t?(this._z=a(i(d,-1,1)),.9999999>zo(d)?(this._x=To(-c,p),this._y=To(-u,o)):(this._x=0,this._y=To(l,g))):"XZY"===t?(this._z=a(-i(s,-1,1)),.9999999>zo(s)?(this._x=To(m,p),this._y=To(l,o)):(this._x=To(-c,g),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+t),this._order=t,!1!==r&&this._onChangeCallback(),this},setFromQuaternion:function setFromQuaternion(e,t,r){return ys.makeRotationFromQuaternion(e),this.setFromRotationMatrix(ys,t,r)},setFromVector3:function setFromVector3(e,t){return this.set(e.x,e.y,e.z,t||this._order)},reorder:function reorder(e){return vs.setFromEuler(this),this.setFromQuaternion(vs,e)},equals:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order},fromArray:function fromArray(e){return this._x=e[0],this._y=e[1],this._z=e[2],void 0!==e[3]&&(this._order=e[3]),this._onChangeCallback(),this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e},toVector3:function toVector3(e){return e?e.set(this._x,this._y,this._z):new S(this._x,this._y,this._z)},_onChange:function _onChange(e){return this._onChangeCallback=e,this},_onChangeCallback:function _onChangeCallback(){}}),Object.assign(w.prototype,{set:function set(e){this.mask=0|1<r;r++)t[r].traverseVisible(e)}},traverseAncestors:function traverseAncestors(e){var t=this.parent;null!==t&&(e(t),t.traverseAncestors(e))},updateMatrix:function updateMatrix(){this.matrix.compose(this.position,this.quaternion,this.scale),this.matrixWorldNeedsUpdate=!0},updateMatrixWorld:function updateMatrixWorld(e){this.matrixAutoUpdate&&this.updateMatrix(),(this.matrixWorldNeedsUpdate||e)&&(null===this.parent?this.matrixWorld.copy(this.matrix):this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,this.matrix),this.matrixWorldNeedsUpdate=!1,e=!0);for(var t=this.children,r=0,a=t.length;rn&&(n=l),c>o&&(o=c),u>s&&(s=u)}return this.min.set(t,r,a),this.max.set(n,o,s),this},setFromBufferAttribute:function setFromBufferAttribute(e){for(var t=+Infinity,r=+Infinity,a=+Infinity,n=-Infinity,o=-Infinity,s=-Infinity,d=0,p=e.count;dn&&(n=l),c>o&&(o=c),u>s&&(s=u)}return this.min.set(t,r,a),this.max.set(n,o,s),this},setFromPoints:function setFromPoints(e){this.makeEmpty();for(var t=0,r=e.length;tthis.max.x||e.ythis.max.y||e.zthis.max.z)},containsBox:function containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z},getParameter:function getParameter(e,t){return void 0===t&&(console.warn("THREE.Box3: .getParameter() target is now required"),t=new S),t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function intersectsBox(e){// using 6 splitting planes to rule out intersections. +return!(e.max.xthis.max.x||e.max.ythis.max.y||e.max.zthis.max.z)},intersectsSphere:function intersectsSphere(e){// If that point is inside the sphere, the AABB and sphere intersect. +return this.clampPoint(e.center,Is),Is.distanceToSquared(e.center)<=e.radius*e.radius},intersectsPlane:function intersectsPlane(e){// We compute the minimum and maximum dot product values. If those values +// are on the same side (back or front) of the plane, then there is no intersection. +var t,r;return 0=-e.constant},intersectsTriangle:function intersectsTriangle(e){if(this.isEmpty())return!1;// compute box center and extents +this.getCenter(Hs),Vs.subVectors(this.max,Hs),zs.subVectors(e.a,Hs),Us.subVectors(e.b,Hs),Bs.subVectors(e.c,Hs),Fs.subVectors(Us,zs),Os.subVectors(Bs,Us),Gs.subVectors(zs,Bs);// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb +// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation +// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) +var t=[0,-Fs.z,Fs.y,0,-Os.z,Os.y,0,-Gs.z,Gs.y,Fs.z,0,-Fs.x,Os.z,0,-Os.x,Gs.z,0,-Gs.x,-Fs.y,Fs.x,0,-Os.y,Os.x,0,-Gs.y,Gs.x,0];return!!P(t,zs,Us,Bs,Vs)&&(t=[1,0,0,0,1,0,0,0,1],!!P(t,zs,Us,Bs,Vs))&&(ks.crossVectors(Fs,Os),t=[ks.x,ks.y,ks.z],P(t,zs,Us,Bs,Vs));// test 3 face normals from the aabb +// finally testing the face normal of the triangle +// use already existing triangle edge vectors here +},clampPoint:function clampPoint(e,t){return void 0===t&&(console.warn("THREE.Box3: .clampPoint() target is now required"),t=new S),t.copy(e).clamp(this.min,this.max)},distanceToPoint:function distanceToPoint(e){var t=Is.copy(e).clamp(this.min,this.max);return t.sub(e).length()},getBoundingSphere:function getBoundingSphere(e){return void 0===e&&console.error("THREE.Box3: .getBoundingSphere() target is now required"),this.getCenter(e.center),e.radius=.5*this.getSize(Is).length(),e},intersect:function intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this},union:function union(e){return this.min.min(e.min),this.max.max(e.max),this},applyMatrix4:function applyMatrix4(e){// transform of empty box is an empty box. +return this.isEmpty()?this:(Ds[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),Ds[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),Ds[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),Ds[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),Ds[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),Ds[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),Ds[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),Ds[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(Ds),this);// NOTE: I am using a binary pattern to specify all 2^3 combinations below +},translate:function translate(e){return this.min.add(e),this.max.add(e),this},equals:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}});var js=new R;Object.assign(C.prototype,{set:function set(e,t){return this.center.copy(e),this.radius=t,this},setFromPoints:function setFromPoints(e,t){var r=this.center;void 0===t?js.setFromPoints(e).getCenter(r):r.copy(t);for(var a=0,n=0,o=e.length;n=this.radius},containsPoint:function containsPoint(e){return e.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function distanceToPoint(e){return e.distanceTo(this.center)-this.radius},intersectsSphere:function intersectsSphere(e){var t=this.radius+e.radius;return e.center.distanceToSquared(this.center)<=t*t},intersectsBox:function intersectsBox(e){return e.intersectsSphere(this)},intersectsPlane:function intersectsPlane(e){return zo(e.distanceToPoint(this.center))<=this.radius},clampPoint:function clampPoint(e,t){var r=this.center.distanceToSquared(e);return void 0===t&&(console.warn("THREE.Sphere: .clampPoint() target is now required"),t=new S),t.copy(e),r>this.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t},getBoundingBox:function getBoundingBox(e){return void 0===e&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),e=new R),e.set(this.center,this.center),e.expandByScalar(this.radius),e},applyMatrix4:function applyMatrix4(e){return this.center.applyMatrix4(e),this.radius*=e.getMaxScaleOnAxis(),this},translate:function translate(e){return this.center.add(e),this},equals:function(e){return e.center.equals(this.center)&&e.radius===this.radius}});var qs=new S,Xs=new S,Ys=new S,Zs=new S,Js=new S,Qs=new S,Ks=new S;Object.assign(D.prototype,{set:function set(e,t){return this.origin.copy(e),this.direction.copy(t),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this},at:function at(e,t){return void 0===t&&(console.warn("THREE.Ray: .at() target is now required"),t=new S),t.copy(this.direction).multiplyScalar(e).add(this.origin)},lookAt:function lookAt(e){return this.direction.copy(e).sub(this.origin).normalize(),this},recast:function recast(e){return this.origin.copy(this.at(e,qs)),this},closestPointToPoint:function closestPointToPoint(e,t){void 0===t&&(console.warn("THREE.Ray: .closestPointToPoint() target is now required"),t=new S),t.subVectors(e,this.origin);var r=t.dot(this.direction);return 0>r?t.copy(this.origin):t.copy(this.direction).multiplyScalar(r).add(this.origin)},distanceToPoint:function distanceToPoint(e){return wo(this.distanceSqToPoint(e))},distanceSqToPoint:function distanceSqToPoint(e){var t=qs.subVectors(e,this.origin).dot(this.direction);// point behind the ray +return 0>t?this.origin.distanceToSquared(e):(qs.copy(this.direction).multiplyScalar(t).add(this.origin),qs.distanceToSquared(e))},distanceSqToSegment:function distanceSqToSegment(e,t,r,a){Xs.copy(e).add(t).multiplyScalar(.5),Ys.copy(t).sub(e).normalize(),Zs.copy(this.origin).sub(Xs);var i=.5*e.distanceTo(t),n=-this.direction.dot(Ys),o=Zs.dot(this.direction),s=-Zs.dot(Ys),l=Zs.lengthSq(),d=zo(1-n*n),p,c,u,m;if(!(0=-m))c=-i,p=No(0,-(n*c+o)),u=-p*p+c*(c+2*s)+l;else if(c<=m){// region 0 +// Minimum at interior points of ray and segment. +var g=1/d;p*=g,c*=g,u=p*(p+n*c+2*o)+c*(n*p+c+2*s)+l}else// region 1 +c=i,p=No(0,-(n*c+o)),u=-p*p+c*(c+2*s)+l;return r&&r.copy(this.direction).multiplyScalar(p).add(this.origin),a&&a.copy(Ys).multiplyScalar(c).add(Xs),u},intersectSphere:function intersectSphere(e,t){qs.subVectors(e.center,this.origin);var r=qs.dot(this.direction),a=qs.dot(qs)-r*r,i=e.radius*e.radius;if(a>i)return null;var n=wo(i-a),o=r-n,s=r+n;// t0 = first intersect point - entrance on front of sphere +// test to see if both t0 and t1 are behind the ray - if so, return null +return 0>o&&0>s?null:0>o?this.at(s,t):this.at(o,t);// test to see if t0 is behind the ray: +// if it is, the ray is inside the sphere, so return the second exit point scaled by t1, +// in order to always return an intersect point that is in front of the ray. +// else t0 is in front of the ray, so return the first collision point scaled by t0 +},intersectsSphere:function intersectsSphere(e){return this.distanceSqToPoint(e.center)<=e.radius*e.radius},distanceToPlane:function distanceToPlane(e){var r=e.normal.dot(this.direction);if(0===r)// line is coplanar, return origin +return 0===e.distanceToPoint(this.origin)?0:null;// Null is preferable to undefined since undefined means.... it is undefined +var a=-(this.origin.dot(e.normal)+e.constant)/r;// Return if the ray never intersects the plane +return 0<=a?a:null},intersectPlane:function intersectPlane(e,r){var a=this.distanceToPlane(e);return null===a?null:this.at(a,r)},intersectsPlane:function intersectsPlane(e){// check if the ray lies on the plane first +var t=e.distanceToPoint(this.origin);if(0===t)return!0;var r=e.normal.dot(this.direction);return!!(0>r*t);// ray origin is behind the plane (and is pointing behind it) +},intersectBox:function intersectBox(e,t){var r=1/this.direction.x,a=1/this.direction.y,i=1/this.direction.z,n=this.origin,o,s,l,d,p,c;return(0<=r?(o=(e.min.x-n.x)*r,s=(e.max.x-n.x)*r):(o=(e.max.x-n.x)*r,s=(e.min.x-n.x)*r),0<=a?(l=(e.min.y-n.y)*a,d=(e.max.y-n.y)*a):(l=(e.max.y-n.y)*a,d=(e.min.y-n.y)*a),o>d||l>s)?null:((l>o||o!==o)&&(o=l),(dc||p>s)?null:((p>o||o!==o)&&(o=p),(cs?null:this.at(0<=o?o:s,t));// These lines also handle the case where tmin or tmax is NaN +// (result of 0 * Infinity). x !== x returns true if x is NaN +},intersectsBox:function intersectsBox(e){return null!==this.intersectBox(e,qs)},intersectTriangle:function intersectTriangle(e,t,r,a,i){Js.subVectors(t,e),Qs.subVectors(r,e),Ks.crossVectors(Js,Qs);// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, +// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by +// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) +// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) +// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) +var n=this.direction.dot(Ks),o;if(0n)o=-1,n=-n;else return null;Zs.subVectors(this.origin,e);var s=o*this.direction.dot(Qs.crossVectors(Zs,Qs));// b1 < 0, no intersection +if(0>s)return null;var l=o*this.direction.dot(Js.cross(Zs));// b2 < 0, no intersection +if(0>l)return null;// b1+b2 > 1, no intersection +if(s+l>n)return null;// Line intersects triangle, check if ray does. +var d=-o*Zs.dot(Ks);// t < 0, no intersection +return 0>d?null:this.at(d/n,i);// Ray intersects triangle. +},applyMatrix4:function applyMatrix4(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this},equals:function(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}});/** + * @author bhouston / http://clara.io + */var $s=new S,el=new S,tl=new y;Object.assign(I.prototype,{isPlane:!0,set:function set(e,t){return this.normal.copy(e),this.constant=t,this},setComponents:function setComponents(e,t,r,a){return this.normal.set(e,t,r),this.constant=a,this},setFromNormalAndCoplanarPoint:function setFromNormalAndCoplanarPoint(e,t){return this.normal.copy(e),this.constant=-t.dot(this.normal),this},setFromCoplanarPoints:function setFromCoplanarPoints(e,t,r){var a=$s.subVectors(r,t).cross(el.subVectors(e,t)).normalize();// Q: should an error be thrown if normal is zero (e.g. degenerate plane)? +return this.setFromNormalAndCoplanarPoint(a,e),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.normal.copy(e.normal),this.constant=e.constant,this},normalize:function normalize(){// Note: will lead to a divide by zero if the plane is invalid. +var e=1/this.normal.length();return this.normal.multiplyScalar(e),this.constant*=e,this},negate:function negate(){return this.constant*=-1,this.normal.negate(),this},distanceToPoint:function distanceToPoint(e){return this.normal.dot(e)+this.constant},distanceToSphere:function distanceToSphere(e){return this.distanceToPoint(e.center)-e.radius},projectPoint:function projectPoint(e,t){return void 0===t&&(console.warn("THREE.Plane: .projectPoint() target is now required"),t=new S),t.copy(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e)},intersectLine:function intersectLine(e,r){void 0===r&&(console.warn("THREE.Plane: .intersectLine() target is now required"),r=new S);var a=e.delta($s),i=this.normal.dot(a);if(0===i)// line is coplanar, return origin +return 0===this.distanceToPoint(e.start)?r.copy(e.start):void 0;// Unsure if this is the correct method to handle this case. +var n=-(e.start.dot(this.normal)+this.constant)/i;return 0>n||1t&&0r&&0=nl.x+nl.y},getUV:function getUV(e,t,r,a,i,n,o,s){return this.getBarycoord(e,t,r,a,nl),s.set(0,0),s.addScaledVector(i,nl.x),s.addScaledVector(n,nl.y),s.addScaledVector(o,nl.z),s},isFrontFacing:function isFrontFacing(e,t,r,a){// strictly front facing +return rl.subVectors(r,t),al.subVectors(e,t),!!(0>rl.cross(al).dot(a))}}),Object.assign(N.prototype,{set:function set(e,t,r){return this.a.copy(e),this.b.copy(t),this.c.copy(r),this},setFromPointsAndIndices:function setFromPointsAndIndices(e,t,r,a){return this.a.copy(e[t]),this.b.copy(e[r]),this.c.copy(e[a]),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this},getArea:function getArea(){return rl.subVectors(this.c,this.b),al.subVectors(this.a,this.b),.5*rl.cross(al).length()},getMidpoint:function getMidpoint(e){return void 0===e&&(console.warn("THREE.Triangle: .getMidpoint() target is now required"),e=new S),e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},getNormal:function getNormal(e){return N.getNormal(this.a,this.b,this.c,e)},getPlane:function getPlane(e){return void 0===e&&(console.warn("THREE.Triangle: .getPlane() target is now required"),e=new I),e.setFromCoplanarPoints(this.a,this.b,this.c)},getBarycoord:function getBarycoord(e,t){return N.getBarycoord(e,this.a,this.b,this.c,t)},getUV:function getUV(e,t,r,a,i){return N.getUV(e,this.a,this.b,this.c,t,r,a,i)},containsPoint:function containsPoint(e){return N.containsPoint(e,this.a,this.b,this.c)},isFrontFacing:function isFrontFacing(e){return N.isFrontFacing(this.a,this.b,this.c,e)},intersectsBox:function intersectsBox(e){return e.intersectsTriangle(this)},closestPointToPoint:function closestPointToPoint(e,t){void 0===t&&(console.warn("THREE.Triangle: .closestPointToPoint() target is now required"),t=new S);var r=this.a,a=this.b,i=this.c,n,o;ol.subVectors(a,r),sl.subVectors(i,r),dl.subVectors(e,r);var s=ol.dot(dl),l=sl.dot(dl);if(0>=s&&0>=l)// vertex region of A; barycentric coords (1, 0, 0) +return t.copy(r);pl.subVectors(e,a);var d=ol.dot(pl),p=sl.dot(pl);if(0<=d&&p<=d)// vertex region of B; barycentric coords (0, 1, 0) +return t.copy(a);var c=s*p-d*l;if(0>=c&&0<=s&&0>=d)// edge region of AB; barycentric coords (1-v, v, 0) +return n=s/(s-d),t.copy(r).addScaledVector(ol,n);cl.subVectors(e,i);var u=ol.dot(cl),m=sl.dot(cl);if(0<=m&&u<=m)// vertex region of C; barycentric coords (0, 0, 1) +return t.copy(i);var g=u*l-s*m;if(0>=g&&0<=l&&0>=m)// edge region of AC; barycentric coords (1-w, 0, w) +return o=l/(l-m),t.copy(r).addScaledVector(sl,o);var f=d*m-u*p;if(0>=f&&0<=p-d&&0<=u-m)// edge region of BC; barycentric coords (0, 1-w, w) +return ll.subVectors(i,a),o=(p-d)/(p-d+(u-m)),t.copy(a).addScaledVector(ll,o);// edge region of BC +// face region +var h=1/(f+g+c);// u = va * denom +return n=g*h,o=c*h,t.copy(r).addScaledVector(ol,n).addScaledVector(sl,o)},equals:function(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}});/** + * @author mrdoob / http://mrdoob.com/ + */var ul={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},ml={h:0,s:0,l:0},gl={h:0,s:0,l:0};Object.assign(U.prototype,{isColor:!0,r:1,g:1,b:1,set:function set(e){return e&&e.isColor?this.copy(e):"number"==typeof e?this.setHex(e):"string"==typeof e&&this.setStyle(e),this},setScalar:function setScalar(e){return this.r=e,this.g=e,this.b=e,this},setHex:function setHex(e){return e=Po(e),this.r=(255&e>>16)/255,this.g=(255&e>>8)/255,this.b=(255&e)/255,this},setRGB:function setRGB(e,t,r){return this.r=e,this.g=t,this.b=r,this},setHSL:function setHSL(e,t,r){if(e=os.euclideanModulo(e,1),t=os.clamp(t,0,1),r=os.clamp(r,0,1),0===t)this.r=this.g=this.b=r;else{var a=.5>=r?r*(1+t):r+t-r*t,i=2*r-a;this.r=B(i,a,e+1/3),this.g=B(i,a,e),this.b=B(i,a,e-1/3)}return this},setStyle:function setStyle(e){function t(t){void 0===t||1>parseFloat(t)&&console.warn("THREE.Color: Alpha component of "+e+" will be ignored.")}var r;if(r=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(e)){// rgb / hsl +var a=r[1],i=r[2],n;switch(a){case"rgb":case"rgba":if(n=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(i))return this.r=Io(255,parseInt(n[1],10))/255,this.g=Io(255,parseInt(n[2],10))/255,this.b=Io(255,parseInt(n[3],10))/255,t(n[5]),this;if(n=/^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(i))return this.r=Io(100,parseInt(n[1],10))/100,this.g=Io(100,parseInt(n[2],10))/100,this.b=Io(100,parseInt(n[3],10))/100,t(n[5]),this;break;case"hsl":case"hsla":if(n=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(i)){// hsl(120,50%,50%) hsla(120,50%,50%,0.5) +var o=parseFloat(n[1])/360,d=parseInt(n[2],10)/100,s=parseInt(n[3],10)/100;return t(n[5]),this.setHSL(o,d,s)}}}else if(r=/^\#([A-Fa-f0-9]+)$/.exec(e)){// hex color +var l=r[1],p=l.length;if(3===p)return this.r=parseInt(l.charAt(0)+l.charAt(0),16)/255,this.g=parseInt(l.charAt(1)+l.charAt(1),16)/255,this.b=parseInt(l.charAt(2)+l.charAt(2),16)/255,this;if(6===p)return this.r=parseInt(l.charAt(0)+l.charAt(1),16)/255,this.g=parseInt(l.charAt(2)+l.charAt(3),16)/255,this.b=parseInt(l.charAt(4)+l.charAt(5),16)/255,this}return e&&0=o?d/(i+n):d/(2-i-n),i===t?s=(r-a)/d+(rthis.opacity&&(a.opacity=this.opacity),!0===this.transparent&&(a.transparent=this.transparent),a.depthFunc=this.depthFunc,a.depthTest=this.depthTest,a.depthWrite=this.depthWrite,a.stencilWrite=this.stencilWrite,a.stencilWriteMask=this.stencilWriteMask,a.stencilFunc=this.stencilFunc,a.stencilRef=this.stencilRef,a.stencilFuncMask=this.stencilFuncMask,a.stencilFail=this.stencilFail,a.stencilZFail=this.stencilZFail,a.stencilZPass=this.stencilZPass,this.rotation&&0!==this.rotation&&(a.rotation=this.rotation),!0===this.polygonOffset&&(a.polygonOffset=!0),0!==this.polygonOffsetFactor&&(a.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(a.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth&&1!==this.linewidth&&(a.linewidth=this.linewidth),void 0!==this.dashSize&&(a.dashSize=this.dashSize),void 0!==this.gapSize&&(a.gapSize=this.gapSize),void 0!==this.scale&&(a.scale=this.scale),!0===this.dithering&&(a.dithering=!0),0f;f++)if(c[f]===c[(f+1)%3]){g.push(l);break}}for(l=g.length-1;0<=l;l--){var h=g[l];for(this.faces.splice(h,1),u=0,m=this.faceVertexUvs.length;u 1) +return this.filmGauge/No(this.aspect,1)},/** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * var w = 1920; + * var h = 1080; + * var fullWidth = w * 3; + * var fullHeight = h * 2; + * + * --A-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */setViewOffset:function setViewOffset(e,t,r,a,i,n){this.aspect=e/t,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=r,this.view.offsetY=a,this.view.width=i,this.view.height=n,this.updateProjectionMatrix()},clearViewOffset:function clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()},updateProjectionMatrix:function updateProjectionMatrix(){var e=this.near,t=e*ho(.5*os.DEG2RAD*this.fov)/this.zoom,r=2*t,a=this.aspect*r,i=-.5*a,n=this.view;if(null!==this.view&&this.view.enabled){var o=n.fullWidth,s=n.fullHeight;i+=n.offsetX*a/o,t-=n.offsetY*r/s,a*=n.width/o,r*=n.height/s}var l=this.filmOffset;0!==l&&(i+=e*l/this.getFilmWidth()),this.projectionMatrix.makePerspective(i,i+a,t,t-r,e,this.far),this.projectionMatrixInverse.getInverse(this.projectionMatrix)},toJSON:function(e){var t=L.prototype.toJSON.call(this,e);return t.object.fov=this.fov,t.object.zoom=this.zoom,t.object.near=this.near,t.object.far=this.far,t.object.focus=this.focus,t.object.aspect=this.aspect,null!==this.view&&(t.object.view=Object.assign({},this.view)),t.object.filmGauge=this.filmGauge,t.object.filmOffset=this.filmOffset,t}});ce.prototype=Object.create(L.prototype),ce.prototype.constructor=ce,ue.prototype=Object.create(_.prototype),ue.prototype.constructor=ue,ue.prototype.isWebGLCubeRenderTarget=!0,ue.prototype.fromEquirectangularTexture=function(e,t){this.texture.type=t.type,this.texture.format=t.format,this.texture.encoding=t.encoding;var r=new A,a={uniforms:{tEquirect:{value:null}},vertexShader:"varying vec3 vWorldDirection;\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",fragmentShader:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}"},i=new le({type:"CubemapFromEquirect",uniforms:oe(a.uniforms),vertexShader:a.vertexShader,fragmentShader:a.fragmentShader,side:Oo,blending:0});i.uniforms.tEquirect.value=t;var n=new re(new ql(5,5,5),i);r.add(n);var o=new ce(1,10,1);return o.renderTarget=this,o.renderTarget.texture.name="CubeCameraTexture",o.update(e,r),n.geometry.dispose(),n.material.dispose(),this},me.prototype=Object.create(v.prototype),me.prototype.constructor=me,me.prototype.isDataTexture=!0;/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / http://clara.io + */var Yl=new C,Zl=new S;Object.assign(ge.prototype,{set:function set(e,t,r,a,i,n){var o=this.planes;return o[0].copy(e),o[1].copy(t),o[2].copy(r),o[3].copy(a),o[4].copy(i),o[5].copy(n),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){for(var t=this.planes,r=0;6>r;r++)t[r].copy(e.planes[r]);return this},setFromProjectionMatrix:function setFromProjectionMatrix(e){var t=this.planes,r=e.elements,a=r[0],i=r[1],n=r[2],o=r[3],s=r[4],l=r[5],d=r[6],p=r[7],c=r[8],u=r[9],m=r[10],g=r[11],f=r[12],h=r[13],y=r[14],v=r[15];return t[0].setComponents(o-a,p-s,g-c,v-f).normalize(),t[1].setComponents(o+a,p+s,g+c,v+f).normalize(),t[2].setComponents(o+i,p+l,g+u,v+h).normalize(),t[3].setComponents(o-i,p-l,g-u,v-h).normalize(),t[4].setComponents(o-n,p-d,g-m,v-y).normalize(),t[5].setComponents(o+n,p+d,g+m,v+y).normalize(),this},intersectsObject:function intersectsObject(e){var t=e.geometry;return null===t.boundingSphere&&t.computeBoundingSphere(),Yl.copy(t.boundingSphere).applyMatrix4(e.matrixWorld),this.intersectsSphere(Yl)},intersectsSprite:function intersectsSprite(e){return Yl.center.set(0,0,0),Yl.radius=.7071067811865476,Yl.applyMatrix4(e.matrixWorld),this.intersectsSphere(Yl)},intersectsSphere:function intersectsSphere(e){for(var t=this.planes,r=e.center,a=-e.radius,n=0,o;6>n;n++)if(o=t[n].distanceToPoint(r),or;r++)if(a=t[r],Zl.x=0a.distanceToPoint(Zl))return!1;return!0},containsPoint:function containsPoint(e){for(var t=this.planes,r=0;6>r;r++)if(0>t[r].distanceToPoint(e))return!1;return!0}});/** + * Uniforms library for shared webgl shaders + */var Jl={common:{diffuse:{value:new U(15658734)},opacity:{value:1},map:{value:null},uvTransform:{value:new y},uv2Transform:{value:new y},alphaMap:{value:null}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},refractionRatio:{value:.98},maxMipLevel:{value:0}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new h(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new U(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src +rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}}},points:{diffuse:{value:new U(15658734)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},uvTransform:{value:new y}},sprite:{diffuse:{value:new U(15658734)},opacity:{value:1},center:{value:new h(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},uvTransform:{value:new y}}};ye.prototype=Object.create(ne.prototype),ye.prototype.constructor=ye,ve.prototype=Object.create(te.prototype),ve.prototype.constructor=ve;var Ql={alphamap_fragment:"#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif",alphamap_pars_fragment:"#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",alphatest_fragment:"#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif",aomap_fragment:"#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif",aomap_pars_fragment:"#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif",begin_vertex:"vec3 transformed = vec3( position );",beginnormal_vertex:"vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif",bsdfs:"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif",common:"#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif",fog_vertex:"#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_vertex:"vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif",normal_fragment_begin:"#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",background_frag:"uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}",cube_frag:"#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",normal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}",normal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"},Kl={basic:{uniforms:se([Jl.common,Jl.specularmap,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.fog]),vertexShader:Ql.meshbasic_vert,fragmentShader:Ql.meshbasic_frag},lambert:{uniforms:se([Jl.common,Jl.specularmap,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.fog,Jl.lights,{emissive:{value:new U(0)}}]),vertexShader:Ql.meshlambert_vert,fragmentShader:Ql.meshlambert_frag},phong:{uniforms:se([Jl.common,Jl.specularmap,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.fog,Jl.lights,{emissive:{value:new U(0)},specular:{value:new U(1118481)},shininess:{value:30}}]),vertexShader:Ql.meshphong_vert,fragmentShader:Ql.meshphong_frag},standard:{uniforms:se([Jl.common,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.roughnessmap,Jl.metalnessmap,Jl.fog,Jl.lights,{emissive:{value:new U(0)},roughness:{value:.5},metalness:{value:.5},envMapIntensity:{value:1}// temporary +}]),vertexShader:Ql.meshphysical_vert,fragmentShader:Ql.meshphysical_frag},toon:{uniforms:se([Jl.common,Jl.specularmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.gradientmap,Jl.fog,Jl.lights,{emissive:{value:new U(0)},specular:{value:new U(1118481)},shininess:{value:30}}]),vertexShader:Ql.meshtoon_vert,fragmentShader:Ql.meshtoon_frag},matcap:{uniforms:se([Jl.common,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.fog,{matcap:{value:null}}]),vertexShader:Ql.meshmatcap_vert,fragmentShader:Ql.meshmatcap_frag},points:{uniforms:se([Jl.points,Jl.fog]),vertexShader:Ql.points_vert,fragmentShader:Ql.points_frag},dashed:{uniforms:se([Jl.common,Jl.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:Ql.linedashed_vert,fragmentShader:Ql.linedashed_frag},depth:{uniforms:se([Jl.common,Jl.displacementmap]),vertexShader:Ql.depth_vert,fragmentShader:Ql.depth_frag},normal:{uniforms:se([Jl.common,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,{opacity:{value:1}}]),vertexShader:Ql.normal_vert,fragmentShader:Ql.normal_frag},sprite:{uniforms:se([Jl.sprite,Jl.fog]),vertexShader:Ql.sprite_vert,fragmentShader:Ql.sprite_frag},background:{uniforms:{uvTransform:{value:new y},t2D:{value:null}},vertexShader:Ql.background_vert,fragmentShader:Ql.background_frag},/* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */cube:{uniforms:se([Jl.envmap,{opacity:{value:1}}]),vertexShader:Ql.cube_vert,fragmentShader:Ql.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:Ql.equirect_vert,fragmentShader:Ql.equirect_frag},distanceRGBA:{uniforms:se([Jl.common,Jl.displacementmap,{referencePosition:{value:new S},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:Ql.distanceRGBA_vert,fragmentShader:Ql.distanceRGBA_frag},shadow:{uniforms:se([Jl.lights,Jl.fog,{color:{value:new U(0)},opacity:{value:1}}]),vertexShader:Ql.shadow_vert,fragmentShader:Ql.shadow_frag}};Kl.physical={uniforms:se([Kl.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatNormalScale:{value:new h(1,1)},clearcoatNormalMap:{value:null},sheen:{value:new U(0)},transparency:{value:0}}]),vertexShader:Ql.meshphysical_vert,fragmentShader:Ql.meshphysical_frag},Pe.prototype=Object.create(v.prototype),Pe.prototype.constructor=Pe,Pe.prototype.isCubeTexture=!0,Object.defineProperty(Pe.prototype,"images",{get:function get(){return this.image},set:function set(e){this.image=e}}),Ce.prototype=Object.create(v.prototype),Ce.prototype.constructor=Ce,Ce.prototype.isDataTexture2DArray=!0,De.prototype=Object.create(v.prototype),De.prototype.constructor=De,De.prototype.isDataTexture3D=!0;/** + * @author tschw + * @author Mugen87 / https://github.com/Mugen87 + * @author mrdoob / http://mrdoob.com/ + * + * Uniforms of a program. + * Those form a tree structure with a special top-level container for the root, + * which you get by calling 'new WebGLUniforms( gl, program )'. + * + * + * Properties of inner nodes including the top-level container: + * + * .seq - array of nested uniforms + * .map - nested uniforms by name + * + * + * Methods of all nodes except the top-level container: + * + * .setValue( gl, value, [textures] ) + * + * uploads a uniform value(s) + * the 'textures' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (textures factorizations): + * + * .upload( gl, seq, values, textures ) + * + * sets uniforms in 'seq' to 'values[id].value' + * + * .seqWithValue( seq, values ) : filteredSeq + * + * filters 'seq' entries with corresponding entry in values + * + * + * Methods of the top-level container (textures factorizations): + * + * .setValue( gl, name, value, textures ) + * + * sets uniform with name 'name' to 'value' + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */var $l=new v,ed=new Ce,td=new De,rd=new Pe,ad=[],id=[],nd=new Float32Array(16),od=new Float32Array(9),sd=new Float32Array(4);ft.prototype.updateCache=function(e){var t=this.cache;e instanceof Float32Array&&t.length!==e.length&&(this.cache=new Float32Array(e.length)),ze(t,e)},ht.prototype.setValue=function(e,t,r){for(var a=this.seq,o=0,s=a.length,n;o!==s;++o)n=a[o],n.setValue(e,t[n.id],r)};// --- Top-level --- +// Parser - builds up the property tree from the path strings +var ld=/([\w\d_]+)(\])?(\[|\.)?/g;xt.prototype.setValue=function(e,t,r,a){var i=this.map[t];void 0!==i&&i.setValue(e,r,a)},xt.prototype.setOptional=function(e,t,r){var a=t[r];void 0!==a&&this.setValue(e,r,a)},xt.upload=function(e,t,r,a){for(var o=0,s=t.length;o!==s;++o){var n=t[o],l=r[n.id];!1!==l.needsUpdate&&n.setValue(e,l.value,a)}},xt.seqWithValue=function(e,t){for(var a=[],r=0,o=e.length,n;r!==o;++r)n=e[r],n.id in t&&a.push(n);return a};var dd=0,pd=/^[ \t]*#include +<([\w\d./]+)>/gm,cd=/#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g,ud=/#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g,md=0;rr.prototype=Object.create(H.prototype),rr.prototype.constructor=rr,rr.prototype.isMeshDepthMaterial=!0,rr.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.depthPacking=e.depthPacking,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this},ar.prototype=Object.create(H.prototype),ar.prototype.constructor=ar,ar.prototype.isMeshDistanceMaterial=!0,ar.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.referencePosition.copy(e.referencePosition),this.nearDistance=e.nearDistance,this.farDistance=e.farDistance,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this};lr.prototype=Object.assign(Object.create(pe.prototype),{constructor:lr,isArrayCamera:!0}),dr.prototype=Object.assign(Object.create(L.prototype),{constructor:dr,isGroup:!0}),Object.assign(pr.prototype,f.prototype),Object.assign(ur.prototype,{isFogExp2:!0,clone:function clone(){return new ur(this.color,this.density)},toJSON:function()/* meta */{return{type:"FogExp2",color:this.color.getHex(),density:this.density}}}),Object.assign(mr.prototype,{isFog:!0,clone:function clone(){return new mr(this.color,this.near,this.far)},toJSON:function()/* meta */{return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}}),Object.defineProperty(gr.prototype,"needsUpdate",{set:function set(e){!0===e&&this.version++}}),Object.assign(gr.prototype,{isInterleavedBuffer:!0,onUploadCallback:function onUploadCallback(){},setUsage:function setUsage(e){return this.usage=e,this},copy:function copy(e){return this.array=new e.array.constructor(e.array),this.count=e.count,this.stride=e.stride,this.usage=e.usage,this},copyAt:function copyAt(e,t,r){e*=this.stride,r*=t.stride;for(var a=0,n=this.stride;ae.far||t.push({distance:s,point:fd.clone(),uv:N.getUV(fd,bd,Md,Sd,Td,Ed,wd,new h),face:null,object:this})}},clone:function clone(){return new this.constructor(this.material).copy(this)},copy:function copy(e){return L.prototype.copy.call(this,e),void 0!==e.center&&this.center.copy(e.center),this}});var Ad=new S,Rd=new S;xr.prototype=Object.assign(Object.create(L.prototype),{constructor:xr,isLOD:!0,copy:function copy(e){L.prototype.copy.call(this,e,!1);for(var t=e.levels,r=0,a=t.length,n;r=t[a].distance;a++)t[a-1].object.visible=!1,t[a].object.visible=!0;for(this._currentLevel=a-1;ad)){m.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation +var T=e.ray.origin.distanceTo(m);Te.far||t.push({distance:T,// What do we want? intersection point on the ray or on the segment?? +// point: raycaster.ray.at( distance ), +point:u.clone().applyMatrix4(this.matrixWorld),index:x,face:null,faceIndex:null,object:this})}}else for(var x=0,_=y.length/3-1;x<_;x+=g){p.fromArray(y,3*x),c.fromArray(y,3*x+3);var b=Od.distanceSqToSegment(p,c,m,u);if(!(b>d)){m.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation +var T=e.ray.origin.distanceTo(m);Te.far||t.push({distance:T,// What do we want? intersection point on the ray or on the segment?? +// point: raycaster.ray.at( distance ), +point:u.clone().applyMatrix4(this.matrixWorld),index:x,face:null,faceIndex:null,object:this})}}}else if(r.isGeometry)for(var E=r.vertices,w=E.length,x=0,b;xd)){m.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation +var T=e.ray.origin.distanceTo(m);Te.far||t.push({distance:T,// What do we want? intersection point on the ray or on the segment?? +// point: raycaster.ray.at( distance ), +point:u.clone().applyMatrix4(this.matrixWorld),index:x,face:null,faceIndex:null,object:this})}}// +},clone:function clone(){return new this.constructor(this.geometry,this.material).copy(this)}});/** + * @author mrdoob / http://mrdoob.com/ + */var Hd=new S,Vd=new S;wr.prototype=Object.assign(Object.create(Er.prototype),{constructor:wr,isLineSegments:!0,computeLineDistances:function computeLineDistances(){var e=this.geometry;if(e.isBufferGeometry){// we assume non-indexed geometry +if(null===e.index){for(var t=e.attributes.position,r=[],a=0,n=t.count;a=e.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}}),Dr.prototype=Object.create(v.prototype),Dr.prototype.constructor=Dr,Dr.prototype.isCompressedTexture=!0,Ir.prototype=Object.create(v.prototype),Ir.prototype.constructor=Ir,Ir.prototype.isCanvasTexture=!0,Nr.prototype=Object.create(v.prototype),Nr.prototype.constructor=Nr,Nr.prototype.isDepthTexture=!0,zr.prototype=Object.create(te.prototype),zr.prototype.constructor=zr,Ur.prototype=Object.create(ne.prototype),Ur.prototype.constructor=Ur,Br.prototype=Object.create(te.prototype),Br.prototype.constructor=Br,Fr.prototype=Object.create(ne.prototype),Fr.prototype.constructor=Fr,Or.prototype=Object.create(te.prototype),Or.prototype.constructor=Or,Gr.prototype=Object.create(ne.prototype),Gr.prototype.constructor=Gr,Hr.prototype=Object.create(Or.prototype),Hr.prototype.constructor=Hr,Vr.prototype=Object.create(ne.prototype),Vr.prototype.constructor=Vr,kr.prototype=Object.create(Or.prototype),kr.prototype.constructor=kr,Wr.prototype=Object.create(ne.prototype),Wr.prototype.constructor=Wr,jr.prototype=Object.create(Or.prototype),jr.prototype.constructor=jr,qr.prototype=Object.create(ne.prototype),qr.prototype.constructor=qr,Xr.prototype=Object.create(Or.prototype),Xr.prototype.constructor=Xr,Yr.prototype=Object.create(ne.prototype),Yr.prototype.constructor=Yr,Zr.prototype=Object.create(te.prototype),Zr.prototype.constructor=Zr,Zr.prototype.toJSON=function(){var e=te.prototype.toJSON.call(this);return e.path=this.parameters.path.toJSON(),e},Jr.prototype=Object.create(ne.prototype),Jr.prototype.constructor=Jr,Qr.prototype=Object.create(te.prototype),Qr.prototype.constructor=Qr,Kr.prototype=Object.create(ne.prototype),Kr.prototype.constructor=Kr,$r.prototype=Object.create(te.prototype),$r.prototype.constructor=$r;/** + * @author Mugen87 / https://github.com/Mugen87 + * Port from https://github.com/mapbox/earcut (v2.1.5) + */var Xd={triangulate:function triangulate(e,t,r){r=r||2;var a=t&&t.length,n=a?t[0]*r:e.length,o=ea(e,0,n,r,!0),s=[];if(!o||o.next===o.prev)return s;var l,d,p,c,u,m,g;// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox +if(a&&(o=sa(e,t,o,r)),e.length>80*r){l=p=e[0],d=c=e[1];for(var f=r;fp&&(p=u),m>c&&(c=m);// minX, minY and invSize are later used to transform coords into integers for z-order calculation +g=No(p-l,c-d),g=0===g?0:1/g}return ra(o,s,r,l,d,g),s}},Yd={// calculate area of the contour polygon +area:function(e){for(var t=e.length,r=0,i=t-1,n=0;nYd.area(e)},triangulateShape:function triangulateShape(e,t){var r=[],a=[],n=[];// flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] +Aa(e),Ra(r,e);// +var o=e.length;t.forEach(Aa);for(var s=0;szo(s-p)?[new h(o,1-l),new h(d,1-c),new h(u,1-g),new h(f,1-v)]:[new h(s,1-l),new h(p,1-c),new h(m,1-g),new h(y,1-v)]}};Ia.prototype=Object.create(ne.prototype),Ia.prototype.constructor=Ia,Na.prototype=Object.create(Ca.prototype),Na.prototype.constructor=Na,za.prototype=Object.create(ne.prototype),za.prototype.constructor=za,Ua.prototype=Object.create(te.prototype),Ua.prototype.constructor=Ua,Ba.prototype=Object.create(ne.prototype),Ba.prototype.constructor=Ba,Fa.prototype=Object.create(te.prototype),Fa.prototype.constructor=Fa,Oa.prototype=Object.create(ne.prototype),Oa.prototype.constructor=Oa,Ga.prototype=Object.create(te.prototype),Ga.prototype.constructor=Ga,Ha.prototype=Object.create(ne.prototype),Ha.prototype.constructor=Ha,Ha.prototype.toJSON=function(){var e=ne.prototype.toJSON.call(this),t=this.parameters.shapes;return ka(t,e)},Va.prototype=Object.create(te.prototype),Va.prototype.constructor=Va,Va.prototype.toJSON=function(){var e=te.prototype.toJSON.call(this),t=this.parameters.shapes;return ka(t,e)},Wa.prototype=Object.create(te.prototype),Wa.prototype.constructor=Wa,ja.prototype=Object.create(ne.prototype),ja.prototype.constructor=ja,qa.prototype=Object.create(te.prototype),qa.prototype.constructor=qa,Xa.prototype=Object.create(ja.prototype),Xa.prototype.constructor=Xa,Ya.prototype=Object.create(qa.prototype),Ya.prototype.constructor=Ya,Za.prototype=Object.create(ne.prototype),Za.prototype.constructor=Za,Ja.prototype=Object.create(te.prototype),Ja.prototype.constructor=Ja;var Jd=/*#__PURE__*/Object.freeze({__proto__:null,WireframeGeometry:zr,ParametricGeometry:Ur,ParametricBufferGeometry:Br,TetrahedronGeometry:Gr,TetrahedronBufferGeometry:Hr,OctahedronGeometry:Vr,OctahedronBufferGeometry:kr,IcosahedronGeometry:Wr,IcosahedronBufferGeometry:jr,DodecahedronGeometry:qr,DodecahedronBufferGeometry:Xr,PolyhedronGeometry:Fr,PolyhedronBufferGeometry:Or,TubeGeometry:Yr,TubeBufferGeometry:Zr,TorusKnotGeometry:Jr,TorusKnotBufferGeometry:Qr,TorusGeometry:Kr,TorusBufferGeometry:$r,TextGeometry:Ia,TextBufferGeometry:Na,SphereGeometry:za,SphereBufferGeometry:Ua,RingGeometry:Ba,RingBufferGeometry:Fa,PlaneGeometry:ye,PlaneBufferGeometry:ve,LatheGeometry:Oa,LatheBufferGeometry:Ga,ShapeGeometry:Ha,ShapeBufferGeometry:Va,ExtrudeGeometry:Pa,ExtrudeBufferGeometry:Ca,EdgesGeometry:Wa,ConeGeometry:Xa,ConeBufferGeometry:Ya,CylinderGeometry:ja,CylinderBufferGeometry:qa,CircleGeometry:Za,CircleBufferGeometry:Ja,BoxGeometry:jl,BoxBufferGeometry:ql});Qa.prototype=Object.create(H.prototype),Qa.prototype.constructor=Qa,Qa.prototype.isShadowMaterial=!0,Qa.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this},Ka.prototype=Object.create(le.prototype),Ka.prototype.constructor=Ka,Ka.prototype.isRawShaderMaterial=!0,$a.prototype=Object.create(H.prototype),$a.prototype.constructor=$a,$a.prototype.isMeshStandardMaterial=!0,$a.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.defines={STANDARD:""},this.color.copy(e.color),this.roughness=e.roughness,this.metalness=e.metalness,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.roughnessMap=e.roughnessMap,this.metalnessMap=e.metalnessMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapIntensity=e.envMapIntensity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this.vertexTangents=e.vertexTangents,this},ei.prototype=Object.create($a.prototype),ei.prototype.constructor=ei,ei.prototype.isMeshPhysicalMaterial=!0,ei.prototype.copy=function(e){return $a.prototype.copy.call(this,e),this.defines={STANDARD:"",PHYSICAL:""},this.clearcoat=e.clearcoat,this.clearcoatMap=e.clearcoatMap,this.clearcoatRoughness=e.clearcoatRoughness,this.clearcoatRoughnessMap=e.clearcoatRoughnessMap,this.clearcoatNormalMap=e.clearcoatNormalMap,this.clearcoatNormalScale.copy(e.clearcoatNormalScale),this.reflectivity=e.reflectivity,this.sheen=e.sheen?(this.sheen||new U).copy(e.sheen):null,this.transparency=e.transparency,this},ti.prototype=Object.create(H.prototype),ti.prototype.constructor=ti,ti.prototype.isMeshPhongMaterial=!0,ti.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ri.prototype=Object.create(H.prototype),ri.prototype.constructor=ri,ri.prototype.isMeshToonMaterial=!0,ri.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.gradientMap=e.gradientMap,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ai.prototype=Object.create(H.prototype),ai.prototype.constructor=ai,ai.prototype.isMeshNormalMaterial=!0,ai.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ii.prototype=Object.create(H.prototype),ii.prototype.constructor=ii,ii.prototype.isMeshLambertMaterial=!0,ii.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ni.prototype=Object.create(H.prototype),ni.prototype.constructor=ni,ni.prototype.isMeshMatcapMaterial=!0,ni.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.defines={MATCAP:""},this.color.copy(e.color),this.matcap=e.matcap,this.map=e.map,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},oi.prototype=Object.create(Tr.prototype),oi.prototype.constructor=oi,oi.prototype.isLineDashedMaterial=!0,oi.prototype.copy=function(e){return Tr.prototype.copy.call(this,e),this.scale=e.scale,this.dashSize=e.dashSize,this.gapSize=e.gapSize,this};var Qd=/*#__PURE__*/Object.freeze({__proto__:null,ShadowMaterial:Qa,SpriteMaterial:hr,RawShaderMaterial:Ka,ShaderMaterial:le,PointsMaterial:Ar,MeshPhysicalMaterial:ei,MeshStandardMaterial:$a,MeshPhongMaterial:ti,MeshToonMaterial:ri,MeshNormalMaterial:ai,MeshLambertMaterial:ii,MeshDepthMaterial:rr,MeshDistanceMaterial:ar,MeshBasicMaterial:V,MeshMatcapMaterial:ni,LineDashedMaterial:oi,LineBasicMaterial:Tr,Material:H}),Kd={// same as Array.prototype.slice, but also works on typed arrays +arraySlice:function arraySlice(e,t,r){return Kd.isTypedArray(e)?new e.constructor(e.subarray(t,void 0===r?e.length:r)):e.slice(t,r)},// converts an array to a specific type +convertArray:function convertArray(e,t,r){return e&&(// let 'undefined' and 'null' pass +r||e.constructor!==t)?"number"==typeof t.BYTES_PER_ELEMENT?new t(e):Array.prototype.slice.call(e):e;// create Array +},isTypedArray:function isTypedArray(e){return ArrayBuffer.isView(e)&&!(e instanceof DataView)},// returns an array by which times and values can be sorted +getKeyframeOrder:function getKeyframeOrder(e){function t(t,r){return e[t]-e[r]}for(var r=e.length,a=Array(r),n=0;n!==r;++n)a[n]=n;return a.sort(t),a},// uses the array previously returned by 'getKeyframeOrder' to sort data +sortedArray:function sortedArray(e,t,r){for(var a=e.length,n=new e.constructor(a),o=0,s=0,l;s!==a;++o){l=r[o]*t;for(var d=0;d!==t;++d)n[s++]=e[l+d]}return n},// function for parsing AOS keyframe formats +flattenJSON:function flattenJSON(e,t,r,a){for(var n=1,o=e[0];void 0!==o&&void 0===o[a];)o=e[n++];if(void 0!==o){// no data +var s=o[a];if(void 0!==s)// no data +if(Array.isArray(s))do s=o[a],void 0!==s&&(t.push(o.time),r.push.apply(r,s)),o=e[n++];while(void 0!==o);else if(void 0!==s.toArray)// ...assume THREE.Math-ish +do s=o[a],void 0!==s&&(t.push(o.time),s.toArray(r,r.length)),o=e[n++];while(void 0!==o);else// otherwise push as-is +do s=o[a],void 0!==s&&(t.push(o.time),r.push(s)),o=e[n++];while(void 0!==o)}},subclip:function subclip(e,t,r,a,n){n=n||30;var o=e.clone();o.name=t;for(var s=[],l=0;l=a)){c.push(d.times[m]);for(var f=0;fo.tracks[l].times[0]&&(h=o.tracks[l].times[0]);// shift all tracks such that clip begins at t=0 +for(var l=0;l= t1 || t1 === undefined ) { +forward_scan:if(!(e=i)){// looping? +var s=t[1];e=i)// we have arrived at the sought interval +break seek}// prepare binary search on the left side of the index +n=r,r=0;break linear_scan}// the interval is valid +break validate_interval}// linear scan +// binary search +for(;r>>1;e seconds conversions) +scale:function scale(e){if(1!==e)for(var t=this.times,r=0,a=t.length;r!==a;++r)t[r]*=e;return this},// removes keyframes before and after animation without changing any values within the range [startTime, endTime]. +// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values +trim:function trim(e,t){for(var r=this.times,a=r.length,i=0,n=a-1;i!==a&&r[i]t;)--n;// inclusive -> exclusive bound +if(++n,0!==i||n!==a){i>=n&&(n=No(n,1),i=n-1);var o=this.getValueSize();this.times=Kd.arraySlice(r,i,n),this.values=Kd.arraySlice(this.values,i*o,n*o)}return this},// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable +validate:function validate(){var e=!0,t=this.getValueSize();0!=t-Po(t)&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),e=!1);var r=this.times,a=this.values,o=r.length;0===o&&(console.error("THREE.KeyframeTrack: Track is empty.",this),e=!1);for(var s=null,l=0,d;l!==o;l++){if(d=r[l],"number"==typeof d&&isNaN(d)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,l,d),e=!1;break}if(null!==s&&s>d){console.error("THREE.KeyframeTrack: Out of order keys.",this,l,d,s),e=!1;break}s=d}if(void 0!==a&&Kd.isTypedArray(a))for(var l=0,p=a.length,n;l!==p;++l)if(n=a[l],isNaN(n)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,l,n),e=!1;break}return e},// removes equivalent sequential keys as common in morph target sequences +// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) +optimize:function optimize(){// times or values may be shared with other tracks, so overwriting is unsafe +for(var e=Kd.arraySlice(this.times),t=Kd.arraySlice(this.values),r=this.getValueSize(),a=this.getInterpolation()===Jo,n=1,o=e.length-1,s=1;sp)l=n+1;else if(0r&&(r=0),1Mo&&(l.normalize(),m=vo(os.clamp(n[p-1].dot(n[p]),-1,1)),o[p].applyMatrix4(d.makeRotationAxis(l,m))),s[p].crossVectors(n[p],o[p]);// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same +if(!0===t)for(m=vo(os.clamp(o[0].dot(o[e]),-1,1)),m/=e,0i;)i+=a;for(;i>a;)i-=a;ig&&(g=1),1e-4>m&&(m=g),1e-4>f&&(f=g),ap.initNonuniformCatmullRom(l.x,d.x,p.x,c.x,m,g,f),ip.initNonuniformCatmullRom(l.y,d.y,p.y,c.y,m,g,f),np.initNonuniformCatmullRom(l.z,d.z,p.z,c.z,m,g,f)}else"catmullrom"===this.curveType&&(ap.initCatmullRom(l.x,d.x,p.x,c.x,this.tension),ip.initCatmullRom(l.y,d.y,p.y,c.y,this.tension),np.initCatmullRom(l.z,d.z,p.z,c.z,this.tension));return r.set(ap.calc(s),ip.calc(s),np.calc(s)),r},zi.prototype.copy=function(e){Ci.prototype.copy.call(this,e),this.points=[];for(var t=0,r=e.points.length,a;ta.length-2?a.length-1:n+1],p=a[n>a.length-3?a.length-1:n+2];return r.set(Ui(o,s.x,l.x,d.x,p.x),Ui(o,s.y,l.y,d.y,p.y)),r},Ki.prototype.copy=function(e){Ci.prototype.copy.call(this,e),this.points=[];for(var t=0,r=e.points.length,a;t=t){var n=r[a]-t,o=this.curves[a],s=o.getLength(),l=0===s?0:1-n/s;return o.getPointAt(l)}a++}return null;// loop where sum != 0, sum > d , sum+1 Mo){if(0>d&&(o=t[n],l=-l,s=t[i],d=-d),e.ys.y)continue;if(e.y!==o.y){var c=d*(e.x-o.x)-l*(e.y-o.y);if(0==c)return!0;// inPt is on contour ? +if(0>c)continue;a=!a}else if(e.x===o.x)return!0;// inPt is on contour ? +// continue; // no intersection or edgeLowPt => doesn't count !!! +}else{// parallel or collinear +if(e.y!==o.y)continue;// parallel +// edge lies on the same horizontal line as inPt +if(s.x<=e.x&&e.x<=o.x||o.x<=e.x&&e.x<=s.x)return!0;// inPt: Point on contour ! +// continue; +}}return a}var n=Yd.isClockWise,o=this.subPaths;if(0===o.length)return[];if(!0===t)return r(o);var s=[],d,p,c;if(1===o.length)return p=o[0],c=new tn,c.curves=p.curves,s.push(c),s;var u=!n(o[0].getPoints());u=e?!u:u;// console.log("Holes first", holesFirst); +var m=[],g=[],f=[],h=0,y;g[h]=void 0,f[h]=[];for(var v=0,x=o.length;v probably all Shapes with wrong orientation +if(!g[0])return r(o);if(1t;t++)this.coefficients[t].copy(e[t]);return this},zero:function zero(){for(var e=0;9>e;e++)this.coefficients[e].set(0,0,0);return this},// get the radiance in the direction of the normal +// target is a Vector3 +getAt:function getAt(e,t){// normal is assumed to be unit length +var r=e.x,a=e.y,i=e.z,n=this.coefficients;return t.copy(n[0]).multiplyScalar(.282095),t.addScaledVector(n[1],.488603*a),t.addScaledVector(n[2],.488603*i),t.addScaledVector(n[3],.488603*r),t.addScaledVector(n[4],1.092548*(r*a)),t.addScaledVector(n[5],1.092548*(a*i)),t.addScaledVector(n[6],.315392*(3*i*i-1)),t.addScaledVector(n[7],1.092548*(r*i)),t.addScaledVector(n[8],.546274*(r*r-a*a)),t},// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal +// target is a Vector3 +// https://graphics.stanford.edu/papers/envmap/envmap.pdf +getIrradianceAt:function getIrradianceAt(e,t){// normal is assumed to be unit length +var r=e.x,a=e.y,i=e.z,n=this.coefficients;// ( π / 4 ) * 0.546274 +return t.copy(n[0]).multiplyScalar(.886227),t.addScaledVector(n[1],2*.511664*a),t.addScaledVector(n[2],2*.511664*i),t.addScaledVector(n[3],2*.511664*r),t.addScaledVector(n[4],2*.429043*r*a),t.addScaledVector(n[5],2*.429043*a*i),t.addScaledVector(n[6],.743125*i*i-.247708),t.addScaledVector(n[7],2*.429043*r*i),t.addScaledVector(n[8],.429043*(r*r-a*a)),t},add:function add(e){for(var t=0;9>t;t++)this.coefficients[t].add(e.coefficients[t]);return this},addScaledSH:function addScaledSH(e,t){for(var r=0;9>r;r++)this.coefficients[r].addScaledVector(e.coefficients[r],t);return this},scale:function scale(e){for(var t=0;9>t;t++)this.coefficients[t].multiplyScalar(e);return this},lerp:function lerp(e,t){for(var r=0;9>r;r++)this.coefficients[r].lerp(e.coefficients[r],t);return this},equals:function(e){for(var t=0;9>t;t++)if(!this.coefficients[t].equals(e.coefficients[t]))return!1;return!0},copy:function copy(e){return this.set(e.coefficients)},clone:function clone(){return new this.constructor().copy(this)},fromArray:function fromArray(e,t){void 0===t&&(t=0);for(var r=this.coefficients,a=0;9>a;a++)r[a].fromArray(e,t+3*a);return this},toArray:function toArray(e,t){void 0===e&&(e=[]),void 0===t&&(t=0);for(var r=this.coefficients,a=0;9>a;a++)r[a].toArray(e,t+3*a);return e}}),Object.assign(Ln,{// evaluate the basis functions +// shBasis is an Array[ 9 ] +getBasisAt:function getBasisAt(e,t){// normal is assumed to be unit length +var r=e.x,a=e.y,i=e.z;// band 0 +t[0]=.282095,t[1]=.488603*a,t[2]=.488603*i,t[3]=.488603*r,t[4]=1.092548*r*a,t[5]=1.092548*a*i,t[6]=.315392*(3*i*i-1),t[7]=1.092548*r*i,t[8]=.546274*(r*r-a*a)}}),An.prototype=Object.assign(Object.create(rn.prototype),{constructor:An,isLightProbe:!0,copy:function copy(e){return rn.prototype.copy.call(this,e),this.sh.copy(e.sh),this.intensity=e.intensity,this},toJSON:function(e){var t=rn.prototype.toJSON.call(this,e);// data.sh = this.sh.toArray(); // todo +return t}}),Rn.prototype=Object.assign(Object.create(An.prototype),{constructor:Rn,isHemisphereLightProbe:!0,copy:function copy(e){return An.prototype.copy.call(this,e),this},toJSON:function(e){var t=An.prototype.toJSON.call(this,e);// data.sh = this.sh.toArray(); // todo +return t}}),Pn.prototype=Object.assign(Object.create(An.prototype),{constructor:Pn,isAmbientLightProbe:!0,copy:function copy(e){return An.prototype.copy.call(this,e),this},toJSON:function(e){var t=An.prototype.toJSON.call(this,e);// data.sh = this.sh.toArray(); // todo +return t}});var gp=new T,fp=new T;Object.assign(/** + * @author mrdoob / http://mrdoob.com/ + */function(){this.type="StereoCamera",this.aspect=1,this.eyeSep=.064,this.cameraL=new pe,this.cameraL.layers.enable(1),this.cameraL.matrixAutoUpdate=!1,this.cameraR=new pe,this.cameraR.layers.enable(2),this.cameraR.matrixAutoUpdate=!1,this._cache={focus:null,fov:null,aspect:null,near:null,far:null,zoom:null,eyeSep:null}}.prototype,{update:function update(e){var t=this._cache,r=t.focus!==e.focus||t.fov!==e.fov||t.aspect!==e.aspect*this.aspect||t.near!==e.near||t.far!==e.far||t.zoom!==e.zoom||t.eyeSep!==this.eyeSep;if(r){t.focus=e.focus,t.fov=e.fov,t.aspect=e.aspect*this.aspect,t.near=e.near,t.far=e.far,t.zoom=e.zoom,t.eyeSep=this.eyeSep;// Off-axis stereoscopic effect based on +// http://paulbourke.net/stereographics/stereorender/ +var a=e.projectionMatrix.clone(),i=t.eyeSep/2,n=i*t.near/t.focus,o=t.near*ho(.5*(os.DEG2RAD*t.fov))/t.zoom,s,l;fp.elements[12]=-i,gp.elements[12]=i,s=-o*t.aspect+n,l=o*t.aspect+n,a.elements[0]=2*t.near/(l-s),a.elements[8]=(l+s)/(l-s),this.cameraL.projectionMatrix.copy(a),s=-o*t.aspect-n,l=o*t.aspect-n,a.elements[0]=2*t.near/(l-s),a.elements[8]=(l+s)/(l-s),this.cameraR.projectionMatrix.copy(a)}this.cameraL.matrixWorld.copy(e.matrixWorld).multiply(fp),this.cameraR.matrixWorld.copy(e.matrixWorld).multiply(gp)}}),Object.assign(Cn.prototype,{start:function start(){this.startTime=("undefined"==typeof performance?Date:performance).now(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0},stop:function stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1},getElapsedTime:function getElapsedTime(){return this.getDelta(),this.elapsedTime},getDelta:function getDelta(){var e=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){var t=("undefined"==typeof performance?Date:performance).now();e=(t-this.oldTime)/1e3,this.oldTime=t,this.elapsedTime+=e}return e}});/** + * @author mrdoob / http://mrdoob.com/ + */var hp=new S,yp=new M,vp=new S,xp=new S;Dn.prototype=Object.assign(Object.create(L.prototype),{constructor:Dn,getInput:function getInput(){return this.gain},removeFilter:function removeFilter(){return null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null),this},getFilter:function getFilter(){return this.filter},setFilter:function setFilter(e){return null===this.filter?this.gain.disconnect(this.context.destination):(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)),this.filter=e,this.gain.connect(this.filter),this.filter.connect(this.context.destination),this},getMasterVolume:function getMasterVolume(){return this.gain.gain.value},setMasterVolume:function setMasterVolume(e){return this.gain.gain.setTargetAtTime(e,this.context.currentTime,.01),this},updateMatrixWorld:function updateMatrixWorld(e){L.prototype.updateMatrixWorld.call(this,e);var t=this.context.listener,r=this.up;if(this.timeDelta=this._clock.getDelta(),this.matrixWorld.decompose(hp,yp,vp),xp.set(0,0,-1).applyQuaternion(yp),t.positionX){// code path for Chrome (see #14393) +var a=this.context.currentTime+this.timeDelta;t.positionX.linearRampToValueAtTime(hp.x,a),t.positionY.linearRampToValueAtTime(hp.y,a),t.positionZ.linearRampToValueAtTime(hp.z,a),t.forwardX.linearRampToValueAtTime(xp.x,a),t.forwardY.linearRampToValueAtTime(xp.y,a),t.forwardZ.linearRampToValueAtTime(xp.z,a),t.upX.linearRampToValueAtTime(r.x,a),t.upY.linearRampToValueAtTime(r.y,a),t.upZ.linearRampToValueAtTime(r.z,a)}else t.setPosition(hp.x,hp.y,hp.z),t.setOrientation(xp.x,xp.y,xp.z,r.x,r.y,r.z)}}),In.prototype=Object.assign(Object.create(L.prototype),{constructor:In,getOutput:function getOutput(){return this.gain},setNodeSource:function setNodeSource(e){return this.hasPlaybackControl=!1,this.sourceType="audioNode",this.source=e,this.connect(),this},setMediaElementSource:function setMediaElementSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaNode",this.source=this.context.createMediaElementSource(e),this.connect(),this},setMediaStreamSource:function setMediaStreamSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaStreamNode",this.source=this.context.createMediaStreamSource(e),this.connect(),this},setBuffer:function setBuffer(e){return this.buffer=e,this.sourceType="buffer",this.autoplay&&this.play(),this},play:function play(e){if(void 0===e&&(e=0),!0===this.isPlaying)return void console.warn("THREE.Audio: Audio is already playing.");if(!1===this.hasPlaybackControl)return void console.warn("THREE.Audio: this Audio has no playback control.");this._startedAt=this.context.currentTime+e;var t=this.context.createBufferSource();return t.buffer=this.buffer,t.loop=this.loop,t.loopStart=this.loopStart,t.loopEnd=this.loopEnd,t.onended=this.onEnded.bind(this),t.start(this._startedAt,this._pausedAt+this.offset,this.duration),this.isPlaying=!0,this.source=t,this.setDetune(this.detune),this.setPlaybackRate(this.playbackRate),this.connect()},pause:function pause(){return!1===this.hasPlaybackControl?void console.warn("THREE.Audio: this Audio has no playback control."):(!0===this.isPlaying&&(this._pausedAt+=No(this.context.currentTime-this._startedAt,0)*this.playbackRate,this.source.stop(),this.source.onended=null,this.isPlaying=!1),this)},stop:function stop(){return!1===this.hasPlaybackControl?void console.warn("THREE.Audio: this Audio has no playback control."):(this._pausedAt=0,this.source.stop(),this.source.onended=null,this.isPlaying=!1,this)},connect:function connect(){if(0' +accumulate:function accumulate(e,t){// note: happily accumulating nothing when weight = 0, the caller knows +// the weight and shouldn't have made the call in the first place +var r=this.buffer,a=this.valueSize,n=e*a+a,o=this.cumulativeWeight;if(0===o){// accuN := incoming * weight +for(var s=0;s!==a;++s)r[n+s]=r[s];o=t}else{o+=t;var l=t/o;this._mixBufferRegion(r,n,0,l,a)}this.cumulativeWeight=o},// apply the state of 'accu' to the binding when accus differ +apply:function apply(e){var t=this.valueSize,r=this.buffer,a=e*t+t,n=this.cumulativeWeight,o=this.binding;if(this.cumulativeWeight=0,1>n){// accuN := accuN + original * ( 1 - cumulativeWeight ) +this._mixBufferRegion(r,a,3*t,1-n,t)}for(var s=t;s!==t+t;++s)if(r[s]!==r[s+t]){o.setValue(r,a);break}},// remember the state of the bound property and copy it to both accus +saveOriginalState:function saveOriginalState(){var e=this.binding,t=this.buffer,r=this.valueSize,a=3*r;e.getValue(t,a);// accu[0..1] := orig -- initially detect changes against the original +for(var n=r;n!==a;++n)t[n]=t[a+n%r];this.cumulativeWeight=0},// apply the state previously taken via 'saveOriginalState' to the binding +restoreOriginalState:function restoreOriginalState(){var e=3*this.valueSize;this.binding.setValue(this.buffer,e)},// mix functions +_select:function _select(e,r,a,n,t){if(.5<=n)for(var o=0;o!==t;++o)e[r+o]=e[a+o]},_slerp:function _slerp(e,r,a,i){M.slerpFlat(e,r,e,r,e,a,i)},_lerp:function _lerp(e,r,a,n,t){for(var o=0,s;o!==t;++o)s=r+o,e[s]=e[s]*(1-n)+e[a+o]*n}});/** + * + * A reference to a real property in the scene graph. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ // Characters [].:/ are reserved for track binding syntax. +var Tp="[^\\[\\]\\.:\\/]",Ep="[^"+"\\[\\]\\.:\\/".replace("\\.","")+"]",wp=/((?:WC+[\/:])*)/.source.replace("WC",Tp),Lp=/(WCOD+)?/.source.replace("WCOD",Ep),Ap=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",Tp),Rp=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",Tp),Pp=new RegExp("^"+wp+Lp+Ap+Rp+"$"),Cp=["material","materials","bones"];Object.assign(Bn.prototype,{getValue:function getValue(e,t){this.bind();// bind all binding +var r=this._targetGroup.nCachedObjects_,a=this._bindings[r];// and only call .getValue on the first +void 0!==a&&a.getValue(e,t)},setValue:function setValue(e,t){for(var r=this._bindings,a=this._targetGroup.nCachedObjects_,o=r.length;a!==o;++a)r[a].setValue(e,t)},bind:function bind(){for(var e=this._bindings,t=this._targetGroup.nCachedObjects_,r=e.length;t!==r;++t)e[t].bind()},unbind:function unbind(){for(var e=this._bindings,t=this._targetGroup.nCachedObjects_,r=e.length;t!==r;++t)e[t].unbind()}}),Object.assign(Fn,{Composite:Bn,create:function create(e,t,r){return e&&e.isAnimationObjectGroup?new Fn.Composite(e,t,r):new Fn(e,t,r)},/** + * Replaces spaces with underscores and removes unsupported characters from + * node names, to ensure compatibility with parseTrackName(). + * + * @param {string} name Node name to be sanitized. + * @return {string} + */sanitizeNodeName:function sanitizeNodeName(e){return e.replace(/\s/g,"_").replace(/[\[\]\.:\/]/g,"")},parseTrackName:function parseTrackName(e){var t=Pp.exec(e);if(!t)throw new Error("PropertyBinding: Cannot parse trackName: "+e);var r={// directoryName: matches[ 1 ], // (tschw) currently unused +nodeName:t[2],objectName:t[3],objectIndex:t[4],propertyName:t[5],// required +propertyIndex:t[6]},a=r.nodeName&&r.nodeName.lastIndexOf(".");if(void 0!==a&&-1!==a){var i=r.nodeName.substring(a+1);// Object names must be checked against a whitelist. Otherwise, there +// is no way to parse 'foo.bar.baz': 'baz' must be a property, but +// 'bar' could be the objectName, or part of a nodeName (which can +// include '.' characters). +-1!==Cp.indexOf(i)&&(r.nodeName=r.nodeName.substring(0,a),r.objectName=i)}if(null===r.propertyName||0===r.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+e);return r},findNode:function findNode(e,t){if(!t||""===t||"."===t||-1===t||t===e.name||t===e.uuid)return e;// search into skeleton bones. +if(e.skeleton){var r=e.skeleton.getBoneByName(t);if(void 0!==r)return r}// search into node subtree. +if(e.children){var a=function(e){for(var r=0,n;r=t){// move existing object into the CACHED region +var c=t++,u=e[c];r[u.uuid]=p,e[p]=u,r[d]=c,e[c]=n;// accounting is done, now do the same for all bindings +for(var m=0;m!==o;++m){var g=a[m],f=g[c],h=g[p];g[p]=f,g[c]=h}}}// for arguments +this.nCachedObjects_=t},// remove & forget +uncache:function uncache(){for(var e=this._objects,t=e.length,r=this.nCachedObjects_,a=this._indicesByUUID,o=this._bindings,s=o.length,l=0,d=arguments.length;l!==d;++l){var n=arguments[l],p=n.uuid,c=a[p];if(void 0!==c)if(delete a[p],cn||0===r)return;// yet to come / don't decide when delta = 0 +// start +this._startTime=null,t=r*n}// apply time scale and advance time +t*=this._updateTimeScale(e);var o=this._updateTime(t),s=this._updateWeight(e);// note: _updateTime may disable the action resulting in +// an effective weight of 0 +if(0r.parameterPositions[1]&&(this.stopFading(),0===a&&(this.enabled=!1))}}return this._effectiveWeight=t,t},_updateTimeScale:function _updateTimeScale(e){var t=0;if(!this.paused){t=this.timeScale;var r=this._timeScaleInterpolant;if(null!==r){var a=r.evaluate(e)[0];t*=a,e>r.parameterPositions[1]&&(this.stopWarping(),0===t?this.paused=!0:this.timeScale=t)}}return this._effectiveTimeScale=t,t},_updateTime:function _updateTime(e){var t=this.time+e,r=this._clip.duration,a=this.loop,i=this._loopCount,n=a===2202;if(0===e)return-1===i?t:n&&1==(1&i)?r-t:t;if(a===2200){-1===i&&(this._loopCount=0,this._setEndings(!0,!0,!1));handle_stop:{if(t>=r)t=r;else if(0>t)t=0;else{this.time=t;break handle_stop}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=t,this._mixer.dispatchEvent({type:"finished",action:this,direction:0>e?-1:1})}}else{if(-1===i&&(0<=e?(i=0,this._setEndings(!0,0===this.repetitions,n)):this._setEndings(0===this.repetitions,!0,n)),t>=r||0>t){// wrap around +var o=Po(t/r);// signed +t-=r*o,i+=zo(o);var s=this.repetitions-i;if(0>=s)this.clampWhenFinished?this.paused=!0:this.enabled=!1,t=0e;this._setEndings(l,!l,n)}else this._setEndings(!1,!1,n);this._loopCount=i,this.time=t,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:o})}}else this.time=t;if(n&&1==(1&i))// invert time for the "pong round" +return r-t}return t},_setEndings:function _setEndings(e,t,r){var a=this._interpolantSettings;r?(a.endingStart=Ko,a.endingEnd=Ko):(a.endingStart=e?this.zeroSlopeAtStart?Ko:Qo:$o,a.endingEnd=t?this.zeroSlopeAtEnd?Ko:Qo:$o)},_scheduleFading:function _scheduleFading(e,t,r){var a=this._mixer,i=a.time,n=this._weightInterpolant;null===n&&(n=a._lendControlInterpolant(),this._weightInterpolant=n);var o=n.parameterPositions,s=n.sampleValues;return o[0]=i,s[0]=t,o[1]=i+e,s[1]=r,this}}),Hn.prototype=Object.assign(Object.create(f.prototype),{constructor:Hn,_bindAction:function _bindAction(e,t){var r=e._localRoot||this._root,a=e._clip.tracks,n=a.length,o=e._propertyBindings,s=e._interpolants,l=r.uuid,d=this._bindingsByRootAndName,p=d[l];void 0===p&&(p={},d[l]=p);for(var c=0;c!==n;++c){var u=a[c],m=u.name,g=p[m];if(void 0!==g)o[c]=g;else{if(g=o[c],void 0!==g){null===g._cacheIndex&&(++g.referenceCount,this._addInactiveBinding(g,l,m));continue}var f=t&&t._propertyBindings[c].binding.parsedPath;g=new Un(Fn.create(r,m,f),u.ValueTypeName,u.getValueSize()),++g.referenceCount,this._addInactiveBinding(g,l,m),o[c]=g}s[c].resultBuffer=g.buffer}},_activateAction:function _activateAction(e){if(!this._isActiveAction(e)){if(null===e._cacheIndex){// this action has been forgotten by the cache, but the user +// appears to be still using it -> rebind +var t=(e._localRoot||this._root).uuid,r=e._clip.uuid,a=this._actionsByClip[r];this._bindAction(e,a&&a.knownActions[0]),this._addInactiveAction(e,r,t)}// increment reference counts / sort out state +for(var o=e._propertyBindings,s=0,l=o.length,n;s!==l;++s)n=o[s],0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState());this._lendAction(e)}},_deactivateAction:function _deactivateAction(e){if(this._isActiveAction(e)){// decrement reference counts / sort out state +for(var t=e._propertyBindings,r=0,a=t.length,n;r!==a;++r)n=t[r],0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n));this._takeBackAction(e)}},// Memory manager +_initMemoryManager:function _initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;var e=this;this.stats={actions:{get total(){return e._actions.length},get inUse(){return e._nActiveActions}},bindings:{get total(){return e._bindings.length},get inUse(){return e._nActiveBindings}},controlInterpolants:{get total(){return e._controlInterpolants.length},get inUse(){return e._nActiveControlInterpolants}}}},// Memory management for AnimationAction objects +_isActiveAction:function _isActiveAction(e){var t=e._cacheIndex;return null!==t&&t| inactive actions ] +// s a +// <-swap-> +// a s +var t=this._actions,r=e._cacheIndex,a=this._nActiveActions++,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},_takeBackAction:function _takeBackAction(e){// [ active actions | inactive actions ] +// [ active actions |< inactive actions ] +// a s +// <-swap-> +// s a +var t=this._actions,r=e._cacheIndex,a=--this._nActiveActions,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},// Memory management for PropertyMixer objects +_addInactiveBinding:function _addInactiveBinding(e,t,r){var a=this._bindingsByRootAndName,i=a[t],n=this._bindings;void 0===i&&(i={},a[t]=i),i[r]=e,e._cacheIndex=n.length,n.push(e)},_removeInactiveBinding:function _removeInactiveBinding(e){var t=this._bindings,r=e.binding,a=r.rootNode.uuid,i=r.path,n=this._bindingsByRootAndName,o=n[a],s=t[t.length-1],l=e._cacheIndex;s._cacheIndex=l,t[l]=s,t.pop(),delete o[i],0===Object.keys(o).length&&delete n[a]},_lendBinding:function _lendBinding(e){var t=this._bindings,r=e._cacheIndex,a=this._nActiveBindings++,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},_takeBackBinding:function _takeBackBinding(e){var t=this._bindings,r=e._cacheIndex,a=--this._nActiveBindings,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},// Memory management of Interpolants for weight and time scale +_lendControlInterpolant:function _lendControlInterpolant(){var e=this._controlInterpolants,t=this._nActiveControlInterpolants++,r=e[t];return void 0===r&&(r=new di(new Float32Array(2),new Float32Array(2),1,this._controlInterpolantsResultBuffer),r.__cacheIndex=t,e[t]=r),r},_takeBackControlInterpolant:function _takeBackControlInterpolant(e){var t=this._controlInterpolants,r=e.__cacheIndex,a=--this._nActiveControlInterpolants,i=t[a];e.__cacheIndex=a,t[a]=e,i.__cacheIndex=r,t[r]=i},_controlInterpolantsResultBuffer:new Float32Array(1),// return an action for a clip optionally using a custom root target +// object (this method allocates a lot of dynamic memory in case a +// previously unknown clip/root combination is specified) +clipAction:function clipAction(e,t){var r=t||this._root,a=r.uuid,i="string"==typeof e?xi.findByName(r,e):e,n=null===i?e:i.uuid,o=this._actionsByClip[n],s=null;if(void 0!==o){var l=o.actionByRoot[a];if(void 0!==l)return l;// we know the clip, so we don't have to parse all +// the bindings again but can just copy +s=o.knownActions[0],null===i&&(i=s._clip)}// clip must be known when specified via string +if(null===i)return null;// allocate all resources required to run it +var d=new Gn(this,i,t);return this._bindAction(d,s),this._addInactiveAction(d,n,a),d},// get an existing action +existingAction:function existingAction(e,t){var r=t||this._root,a=r.uuid,i="string"==typeof e?xi.findByName(r,e):e,n=i?i.uuid:e,o=this._actionsByClip[n];return void 0===o?null:o.actionByRoot[a]||null},// deactivates all previously scheduled actions +stopAllAction:function stopAllAction(){var e=this._actions,t=this._nActiveActions,r=this._bindings,a=this._nActiveBindings;this._nActiveActions=0,this._nActiveBindings=0;for(var n=0;n!==t;++n)e[n].reset();for(var n=0;n!==a;++n)r[n].useCount=0;return this},// advance the time and update apply the animation +update:function update(e){e*=this.timeScale;// run active actions +for(var t=this._actions,r=this._nActiveActions,a=this.time+=e,n=bo(e),o=this._accuIndex^=1,s=0,l;s!==r;++s)l=t[s],l._update(a,e,n,o);// update scene graph +for(var d=this._bindings,p=this._nActiveBindings,s=0;s!==p;++s)d[s].apply(o);return this},// Allows you to seek to a specific time in an animation. +setTime:function setTime(e){this.time=0;// Zero out time attribute for AnimationMixer object; +for(var t=0;tthis.max.x||e.ythis.max.y)},containsBox:function containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y},getParameter:function getParameter(e,t){return void 0===t&&(console.warn("THREE.Box2: .getParameter() target is now required"),t=new h),t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function intersectsBox(e){// using 4 splitting planes to rule out intersections +return!(e.max.xthis.max.x||e.max.ythis.max.y)},clampPoint:function clampPoint(e,t){return void 0===t&&(console.warn("THREE.Box2: .clampPoint() target is now required"),t=new h),t.copy(e).clamp(this.min,this.max)},distanceToPoint:function distanceToPoint(e){var t=Dp.copy(e).clamp(this.min,this.max);return t.sub(e).length()},intersect:function intersect(e){return this.min.max(e.min),this.max.min(e.max),this},union:function union(e){return this.min.min(e.min),this.max.max(e.max),this},translate:function translate(e){return this.min.add(e),this.max.add(e),this},equals:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}});/** + * @author bhouston / http://clara.io + */var Ip=new S,Np=new S;Object.assign(Yn.prototype,{set:function set(e,t){return this.start.copy(e),this.end.copy(t),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.start.copy(e.start),this.end.copy(e.end),this},getCenter:function getCenter(e){return void 0===e&&(console.warn("THREE.Line3: .getCenter() target is now required"),e=new S),e.addVectors(this.start,this.end).multiplyScalar(.5)},delta:function delta(e){return void 0===e&&(console.warn("THREE.Line3: .delta() target is now required"),e=new S),e.subVectors(this.end,this.start)},distanceSq:function distanceSq(){return this.start.distanceToSquared(this.end)},distance:function distance(){return this.start.distanceTo(this.end)},at:function at(e,t){return void 0===t&&(console.warn("THREE.Line3: .at() target is now required"),t=new S),this.delta(t).multiplyScalar(e).add(this.start)},closestPointToPointParameter:function closestPointToPointParameter(e,r){Ip.subVectors(e,this.start),Np.subVectors(this.end,this.start);var a=Np.dot(Np),i=Np.dot(Ip),n=i/a;return r&&(n=os.clamp(n,0,1)),n},closestPointToPoint:function closestPointToPoint(e,r,a){var i=this.closestPointToPointParameter(e,r);return void 0===a&&(console.warn("THREE.Line3: .closestPointToPoint() target is now required"),a=new S),this.delta(a).multiplyScalar(i).add(this.start)},applyMatrix4:function applyMatrix4(e){return this.start.applyMatrix4(e),this.end.applyMatrix4(e),this},equals:function(e){return e.start.equals(this.start)&&e.end.equals(this.end)}}),Zn.prototype=Object.create(L.prototype),Zn.prototype.constructor=Zn,Zn.prototype.isImmediateRenderObject=!0;/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */var zp=new S;Jn.prototype=Object.create(L.prototype),Jn.prototype.constructor=Jn,Jn.prototype.dispose=function(){this.cone.geometry.dispose(),this.cone.material.dispose()},Jn.prototype.update=function(){this.light.updateMatrixWorld();var e=this.light.distance?this.light.distance:1e3,t=e*ho(this.light.angle);this.cone.scale.set(t,t,e),zp.setFromMatrixPosition(this.light.target.matrixWorld),this.cone.lookAt(zp),void 0===this.color?this.cone.material.color.copy(this.light.color):this.cone.material.color.set(this.color)};/** + * @author Sean Griffin / http://twitter.com/sgrif + * @author Michael Guerrero / http://realitymeltdown.com + * @author mrdoob / http://mrdoob.com/ + * @author ikerr / http://verold.com + * @author Mugen87 / https://github.com/Mugen87 + */var Up=new S,Bp=new T,Fp=new T;Kn.prototype=Object.create(wr.prototype),Kn.prototype.constructor=Kn,Kn.prototype.isSkeletonHelper=!0,Kn.prototype.updateMatrixWorld=function(e){var t=this.bones,r=this.geometry,a=r.getAttribute("position");Fp.getInverse(this.root.matrixWorld);for(var n=0,o=0,s;nzo(t)&&(t=1e-8),this.scale.set(.5*this.size,.5*this.size,t),this.children[0].material.side=0>t?Oo:Fo,this.lookAt(this.plane.normal),L.prototype.updateMatrixWorld.call(this,e)};/** + * @author WestLangley / http://github.com/WestLangley + * @author zz85 / http://github.com/zz85 + * @author bhouston / http://clara.io + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * color - color in hex value + * headLength - Number + * headWidth - Number + */var Yp=new S,Zp,Jp;po.prototype=Object.create(L.prototype),po.prototype.constructor=po,po.prototype.setDirection=function(e){// dir is assumed to be normalized +if(.99999e.y)this.quaternion.set(1,0,0,0);else{Yp.set(e.z,0,-e.x).normalize();var t=vo(e.y);this.quaternion.setFromAxisAngle(Yp,t)}},po.prototype.setLength=function(e,t,r){void 0===t&&(t=.2*e),void 0===r&&(r=.2*t),this.line.scale.set(1,No(1e-4,e-t),1),this.line.updateMatrix(),this.cone.scale.set(r,t,r),this.cone.position.y=e,this.cone.updateMatrix()},po.prototype.setColor=function(e){this.line.material.color.set(e),this.cone.material.color.set(e)},po.prototype.copy=function(e){return L.prototype.copy.call(this,e,!1),this.line.copy(e.line),this.cone.copy(e.cone),this},po.prototype.clone=function(){return new this.constructor().copy(this)},co.prototype=Object.create(wr.prototype),co.prototype.constructor=co;/** + * @author Emmett Lalish / elalish + * + * This class generates a Prefiltered, Mipmapped Radiance Environment Map + * (PMREM) from a cubeMap environment texture. This allows different levels of + * blur to be quickly accessed based on material roughness. It is packed into a + * special CubeUV format that allows us to perform custom interpolation so that + * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap + * chain, it only goes down to the LOD_MIN level (above), and then creates extra + * even more filtered 'mips' at the same LOD_MIN resolution, associated with + * higher roughness levels. In this way we maintain resolution to smoothly + * interpolate diffuse lighting while limiting sampling computation. + */var Qp=[.125,.215,.35,.446,.526,.582],Kp=8-4+1+Qp.length,$p=(Bo={},_defineProperty(Bo,es,0),_defineProperty(Bo,ts,1),_defineProperty(Bo,3002,2),_defineProperty(Bo,3004,3),_defineProperty(Bo,3005,4),_defineProperty(Bo,3006,5),_defineProperty(Bo,3007,6),Bo),ec=new pn,tc=function(e){var t=new Float32Array(e),r=new S(0,1,0),a=new Ka({defines:{n:e},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:t},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r},inputEncoding:{value:$p[3000]},outputEncoding:{value:$p[3000]}},vertexShader:mo(),fragmentShader:"\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n".concat(go(),"\n\n#define ENVMAP_TYPE_CUBE_UV\n#include \n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),blending:0,depthTest:!1,depthWrite:!1});return a.type="SphericalGaussianBlur",a}(20),rc=uo(),ac=rc._lodPlanes,ic=rc._sizeLods,nc=rc._sigmas;Ci.create=function(e,t){return console.log("THREE.Curve.create() has been deprecated"),e.prototype=Object.create(Ci.prototype),e.prototype.constructor=e,e.prototype.getPoint=t,e},Object.assign($i.prototype,{createPointsGeometry:function createPointsGeometry(e){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from path points (for Line or Points objects) +var t=this.getPoints(e);return this.createGeometry(t)},createSpacedPointsGeometry:function createSpacedPointsGeometry(e){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from equidistant sampling along the path +var t=this.getSpacedPoints(e);return this.createGeometry(t)},createGeometry:function createGeometry(e){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");for(var t=new ne,r=0,a=e.length,n;r=e.element.HAVE_FUTURE_DATA&&!e.driverInitialized;if(t)return e.driver.src=e.source,e.driver.load(),e.onDriverReady&&e.onDriverReady(),e.driverInitialized=!0,void r()}setTimeout(a,100)};a()}}]),r}(pc);return e.Image=uc,e.Video=function video(e){return Uo.shouldUseAudioDriver()?new gc(e):Uo.shouldUseCanvasInBetween()?new mc(e):new cc(e)},e}({}); + diff --git a/dist/kaleidoscope.min.js b/dist/kaleidoscope.min.js index b7e19cd..69339f8 100644 --- a/dist/kaleidoscope.min.js +++ b/dist/kaleidoscope.min.js @@ -1 +1,2641 @@ -!function(t,e){"object"==typeof exports&&"undefined"!=typeof module?e(exports):"function"==typeof define&&define.amd?define(["exports"],e):e(t.Kaleidoscope={})}(this,function(t){"use strict";var e=function(){var t=/iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent),e=/(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent);return t||e},i=function(){return/trident|edge/i.test(navigator.userAgent)};function h(t,e){if(!(t instanceof e))throw new TypeError("Cannot call a class as a function")}function r(t,e){for(var i=0;i>=4,f[19===t?3&d|8:d]);return m.join("")}),clamp:function(t,e,i){return Math.max(e,Math.min(i,t))},euclideanModulo:function(t,e){return(t%e+e)%e},mapLinear:function(t,e,i,r,n){return r+(t-e)*(n-r)/(i-e)},smoothstep:function(t,e,i){return t<=e?0:i<=t?1:(t=(t-e)/(i-e))*t*(3-2*t)},smootherstep:function(t,e,i){return t<=e?0:i<=t?1:(t=(t-e)/(i-e))*t*t*(t*(6*t-15)+10)},random16:function(){return Math.random()},randInt:function(t,e){return t+Math.floor(Math.random()*(e-t+1))},randFloat:function(t,e){return t+Math.random()*(e-t)},randFloatSpread:function(t){return t*(.5-Math.random())},degToRad:(p=Math.PI/180,function(t){return t*p}),radToDeg:(c=180/Math.PI,function(t){return t*c}),isPowerOfTwo:function(t){return 0==(t&t-1)&&0!==t},nearestPowerOfTwo:function(t){return Math.pow(2,Math.round(Math.log(t)/Math.LN2))},nextPowerOfTwo:function(t){return t--,t|=t>>1,t|=t>>2,t|=t>>4,t|=t>>8,t|=t>>16,++t}},me.Color=function(t){return 3===arguments.length?this.fromArray(arguments):this.set(t)},me.Color.prototype={constructor:me.Color,r:1,g:1,b:1,set:function(t){return t instanceof me.Color?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this},setScalar:function(t){this.r=t,this.g=t,this.b=t},setHex:function(t){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,this},setRGB:function(t,e,i){return this.r=t,this.g=e,this.b=i,this},setHSL:function(){function a(t,e,i){return i<0&&(i+=1),1Math.abs(t.z)?Y.set(-t.y,t.x,0):Y.set(0,-t.z,t.y)):Y.crossVectors(t,e),this._x=Y.x,this._y=Y.y,this._z=Y.z,this._w=Z,this.normalize(),this},inverse:function(){return this.conjugate().normalize(),this},conjugate:function(){return this._x*=-1,this._y*=-1,this._z*=-1,this.onChangeCallback(),this},dot:function(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w},lengthSq:function(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function(){var t=this.length();return this._w=0===t?(this._x=0,this._y=0,this._z=0,1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w*t),this.onChangeCallback(),this},multiply:function(t,e){return void 0!==e?this.multiplyQuaternions(t,e):this.multiplyQuaternions(this,t)},multiplyQuaternions:function(t,e){var i=t._x,r=t._y,n=t._z,a=t._w,o=e._x,s=e._y,h=e._z,l=e._w;return this._x=i*l+a*o+r*h-n*s,this._y=r*l+a*s+n*o-i*h,this._z=n*l+a*h+i*s-r*o,this._w=a*l-i*o-r*s-n*h,this.onChangeCallback(),this},slerp:function(t,e){if(0===e)return this;if(1===e)return this.copy(t);var i=this._x,r=this._y,n=this._z,a=this._w,o=a*t._w+i*t._x+r*t._y+n*t._z;if(o<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,o=-o):this.copy(t),1<=o)return this._w=a,this._x=i,this._y=r,this._z=n,this;var s=Math.sqrt(1-o*o);if(Math.abs(s)<.001)return this._w=.5*(a+this._w),this._x=.5*(i+this._x),this._y=.5*(r+this._y),this._z=.5*(n+this._z),this;var h=Math.atan2(s,o),l=Math.sin((1-e)*h)/s,u=Math.sin(e*h)/s;return this._w=a*l+this._w*u,this._x=i*l+this._x*u,this._y=r*l+this._y*u,this._z=n*l+this._z*u,this.onChangeCallback(),this},equals:function(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w},fromArray:function(t,e){return void 0===e&&(e=0),this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this.onChangeCallback(),this},toArray:function(t,e){return void 0===t&&(t=[]),void 0===e&&(e=0),t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t},onChange:function(t){return this.onChangeCallback=t,this},onChangeCallback:function(){}},Object.assign(me.Quaternion,{slerp:function(t,e,i,r){return i.copy(t).slerp(e,r)},slerpFlat:function(t,e,i,r,n,a,o){var s=i[r+0],h=i[r+1],l=i[r+2],u=i[r+3],c=n[a+0],p=n[a+1],d=n[a+2],f=n[a+3];if(u!==f||s!==c||h!==p||l!==d){var m=1-o,v=s*c+h*p+l*d+u*f,g=0<=v?1:-1,y=1-v*v;if(y>Number.EPSILON){var x=Math.sqrt(y),M=Math.atan2(x,v*g);m=Math.sin(m*M)/x,o=Math.sin(o*M)/x}var b=o*g;if(s=s*m+c*b,h=h*m+p*b,l=l*m+d*b,u=u*m+f*b,m===1-o){var _=1/Math.sqrt(s*s+h*h+l*l+u*u);s*=_,h*=_,l*=_,u*=_}}t[e]=s,t[e+1]=h,t[e+2]=l,t[e+3]=u}}),me.Triangle=function(t,e,i){this.a=void 0!==t?t:new me.Vector3,this.b=void 0!==e?e:new me.Vector3,this.c=void 0!==i?i:new me.Vector3},me.Triangle.normal=(Q=new me.Vector3,function(t,e,i,r){var n=r||new me.Vector3;n.subVectors(i,e),Q.subVectors(t,e),n.cross(Q);var a=n.lengthSq();return 0this.max.x||t.ythis.max.y||t.zthis.max.z)},containsBox:function(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z},getParameter:function(t,e){return(e||new me.Vector3).set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)},intersectsSphere:function(t){return void 0===ot&&(ot=new me.Vector3),this.clampPoint(t.center,ot),ot.distanceToSquared(t.center)<=t.radius*t.radius},intersectsPlane:function(t){var e,i;return i=0=t.constant},clampPoint:function(t,e){return(e||new me.Vector3).copy(t).clamp(this.min,this.max)},distanceToPoint:(at=new me.Vector3,function(t){return at.copy(t).clamp(this.min,this.max).sub(t).length()}),getBoundingSphere:(nt=new me.Vector3,function(t){var e=t||new me.Sphere;return e.center=this.center(),e.radius=.5*this.size(nt).length(),e}),intersect:function(t){return this.min.max(t.min),this.max.min(t.max),this},union:function(t){return this.min.min(t.min),this.max.max(t.max),this},applyMatrix4:(rt=[new me.Vector3,new me.Vector3,new me.Vector3,new me.Vector3,new me.Vector3,new me.Vector3,new me.Vector3,new me.Vector3],function(t){return rt[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),rt[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),rt[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),rt[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),rt[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),rt[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),rt[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),rt[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.makeEmpty(),this.setFromPoints(rt),this}),translate:function(t){return this.min.add(t),this.max.add(t),this},equals:function(t){return t.min.equals(this.min)&&t.max.equals(this.max)}},me.Euler=function(t,e,i,r){this._x=t||0,this._y=e||0,this._z=i||0,this._order=r||me.Euler.DefaultOrder},me.Euler.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"],me.Euler.DefaultOrder="XYZ",me.Euler.prototype={constructor:me.Euler,get x(){return this._x},set x(t){this._x=t,this.onChangeCallback()},get y(){return this._y},set y(t){this._y=t,this.onChangeCallback()},get z(){return this._z},set z(t){this._z=t,this.onChangeCallback()},get order(){return this._order},set order(t){this._order=t,this.onChangeCallback()},set:function(t,e,i,r){return this._x=t,this._y=e,this._z=i,this._order=r||this._order,this.onChangeCallback(),this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this.onChangeCallback(),this},setFromRotationMatrix:function(t,e,i){var r=me.Math.clamp,n=t.elements,a=n[0],o=n[4],s=n[8],h=n[1],l=n[5],u=n[9],c=n[2],p=n[6],d=n[10];return"XYZ"===(e=e||this._order)?(this._y=Math.asin(r(s,-1,1)),Math.abs(s)<.99999?(this._x=Math.atan2(-u,d),this._z=Math.atan2(-o,a)):(this._x=Math.atan2(p,l),this._z=0)):"YXZ"===e?(this._x=Math.asin(-r(u,-1,1)),Math.abs(u)<.99999?(this._y=Math.atan2(s,d),this._z=Math.atan2(h,l)):(this._y=Math.atan2(-c,a),this._z=0)):"ZXY"===e?(this._x=Math.asin(r(p,-1,1)),Math.abs(p)<.99999?(this._y=Math.atan2(-c,d),this._z=Math.atan2(-o,l)):(this._y=0,this._z=Math.atan2(h,a))):"ZYX"===e?(this._y=Math.asin(-r(c,-1,1)),Math.abs(c)<.99999?(this._x=Math.atan2(p,d),this._z=Math.atan2(h,a)):(this._x=0,this._z=Math.atan2(-o,l))):"YZX"===e?(this._z=Math.asin(r(h,-1,1)),Math.abs(h)<.99999?(this._x=Math.atan2(-u,l),this._y=Math.atan2(-c,a)):(this._x=0,this._y=Math.atan2(s,d))):"XZY"===e&&(this._z=Math.asin(-r(o,-1,1)),Math.abs(o)<.99999?(this._x=Math.atan2(p,l),this._y=Math.atan2(s,a)):(this._x=Math.atan2(-u,d),this._y=0)),this._order=e,!1!==i&&this.onChangeCallback(),this},setFromQuaternion:function(t,e,i){return void 0===ut&&(ut=new me.Matrix4),ut.makeRotationFromQuaternion(t),this.setFromRotationMatrix(ut,e,i),this},setFromVector3:function(t,e){return this.set(t.x,t.y,t.z,e||this._order)},reorder:(lt=new me.Quaternion,function(t){lt.setFromEuler(this),this.setFromQuaternion(lt,t)}),equals:function(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order},fromArray:function(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this.onChangeCallback(),this},toArray:function(t,e){return void 0===t&&(t=[]),void 0===e&&(e=0),t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t},toVector3:function(t){return t?t.set(this._x,this._y,this._z):new me.Vector3(this._x,this._y,this._z)},onChange:function(t){return this.onChangeCallback=t,this},onChangeCallback:function(){}},me.Ray=function(t,e){this.origin=void 0!==t?t:new me.Vector3,this.direction=void 0!==e?e:new me.Vector3},me.Ray.prototype={constructor:me.Ray,set:function(t,e){return this.origin.copy(t),this.direction.copy(e),this},clone:function(){return(new this.constructor).copy(this)},copy:function(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this},at:function(t,e){return(e||new me.Vector3).copy(this.direction).multiplyScalar(t).add(this.origin)},lookAt:function(t){this.direction.copy(t).sub(this.origin).normalize()},recast:(bt=new me.Vector3,function(t){return this.origin.copy(this.at(t,bt)),this}),closestPointToPoint:function(t,e){var i=e||new me.Vector3;i.subVectors(t,this.origin);var r=i.dot(this.direction);return r<0?i.copy(this.origin):i.copy(this.direction).multiplyScalar(r).add(this.origin)},distanceToPoint:function(t){return Math.sqrt(this.distanceSqToPoint(t))},distanceSqToPoint:(Mt=new me.Vector3,function(t){var e=Mt.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(Mt.copy(this.direction).multiplyScalar(e).add(this.origin),Mt.distanceToSquared(t))}),distanceSqToSegment:(gt=new me.Vector3,yt=new me.Vector3,xt=new me.Vector3,function(t,e,i,r){gt.copy(t).add(e).multiplyScalar(.5),yt.copy(e).sub(t).normalize(),xt.copy(this.origin).sub(gt);var n,a,o,s,h=.5*t.distanceTo(e),l=-this.direction.dot(yt),u=xt.dot(this.direction),c=-xt.dot(yt),p=xt.lengthSq(),d=Math.abs(1-l*l);if(0this.radius*this.radius&&(r.sub(this.center).normalize(),r.multiplyScalar(this.radius).add(this.center)),r},getBoundingBox:function(t){var e=t||new me.Box3;return e.set(this.center,this.center),e.expandByScalar(this.radius),e},applyMatrix4:function(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this},translate:function(t){return this.center.add(t),this},equals:function(t){return t.center.equals(this.center)&&t.radius===this.radius}},me.Frustum=function(t,e,i,r,n,a){this.planes=[void 0!==t?t:new me.Plane,void 0!==e?e:new me.Plane,void 0!==i?i:new me.Plane,void 0!==r?r:new me.Plane,void 0!==n?n:new me.Plane,void 0!==a?a:new me.Plane]},me.Frustum.prototype={constructor:me.Frustum,set:function(t,e,i,r,n,a){var o=this.planes;return o[0].copy(t),o[1].copy(e),o[2].copy(i),o[3].copy(r),o[4].copy(n),o[5].copy(a),this},clone:function(){return(new this.constructor).copy(this)},copy:function(t){for(var e=this.planes,i=0;i<6;i++)e[i].copy(t.planes[i]);return this},setFromMatrix:function(t){var e=this.planes,i=t.elements,r=i[0],n=i[1],a=i[2],o=i[3],s=i[4],h=i[5],l=i[6],u=i[7],c=i[8],p=i[9],d=i[10],f=i[11],m=i[12],v=i[13],g=i[14],y=i[15];return e[0].setComponents(o-r,u-s,f-c,y-m).normalize(),e[1].setComponents(o+r,u+s,f+c,y+m).normalize(),e[2].setComponents(o+n,u+h,f+p,y+v).normalize(),e[3].setComponents(o-n,u-h,f-p,y-v).normalize(),e[4].setComponents(o-a,u-l,f-d,y-g).normalize(),e[5].setComponents(o+a,u+l,f+d,y+g).normalize(),this},intersectsObject:(Et=new me.Sphere,function(t){var e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),Et.copy(e.boundingSphere),Et.applyMatrix4(t.matrixWorld),this.intersectsSphere(Et)}),intersectsSphere:function(t){for(var e=this.planes,i=t.center,r=-t.radius,n=0;n<6;n++){if(e[n].distanceToPoint(i)=e.HAVE_CURRENT_DATA&&(l.needsUpdate=!0)}()},me.VideoTexture.prototype=Object.create(me.Texture.prototype),me.VideoTexture.prototype.constructor=me.VideoTexture,me.Sprite=(ne=new Uint16Array([0,1,2,0,2,3]),ae=new Float32Array([-.5,-.5,0,.5,-.5,0,.5,.5,0,-.5,.5,0]),oe=new Float32Array([0,0,1,0,1,1,0,1]),(se=new me.BufferGeometry).setIndex(new me.BufferAttribute(ne,1)),se.addAttribute("position",new me.BufferAttribute(ae,3)),se.addAttribute("uv",new me.BufferAttribute(oe,2)),function(t){me.Object3D.call(this),this.type="Sprite",this.geometry=se,this.material=void 0!==t?t:new me.SpriteMaterial}),me.Sprite.prototype=Object.create(me.Object3D.prototype),me.Sprite.prototype.constructor=me.Sprite,me.Sprite.prototype.raycast=(he=new me.Vector3,function(t,e){he.setFromMatrixPosition(this.matrixWorld);var i=t.ray.distanceSqToPoint(he);this.scale.x*this.scale.yt.far||e.push({distance:M,point:h.clone().applyMatrix4(this.matrixWorld),index:f,face:null,faceIndex:null,object:this}))}else for(f=0,m=p.length/3-1;ft.far||e.push({distance:M,point:h.clone().applyMatrix4(this.matrixWorld),index:f,face:null,faceIndex:null,object:this}))}else if(n instanceof me.Geometry){var y=n.vertices,x=y.length;for(f=0;ft.far||e.push({distance:M,point:h.clone().applyMatrix4(this.matrixWorld),index:f,face:null,faceIndex:null,object:this}))}}}}),me.Line.prototype.clone=function(){return new this.constructor(this.geometry,this.material).copy(this)},me.LineStrip=0,me.LinePieces=1,me.LineSegments=function(t,e){me.Line.call(this,t,e),this.type="LineSegments"},me.LineSegments.prototype=Object.create(me.Line.prototype),me.LineSegments.prototype.constructor=me.LineSegments,me.Mesh=function(t,e){me.Object3D.call(this),this.type="Mesh",this.geometry=void 0!==t?t:new me.Geometry,this.material=void 0!==e?e:new me.MeshBasicMaterial({color:16777215*Math.random()}),this.drawMode=me.TrianglesDrawMode,this.updateMorphTargets()},me.Mesh.prototype=Object.create(me.Object3D.prototype),me.Mesh.prototype.constructor=me.Mesh,me.Mesh.prototype.setDrawMode=function(t){this.drawMode=t},me.Mesh.prototype.updateMorphTargets=function(){if(void 0!==this.geometry.morphTargets&&0e.far?null:{distance:h,point:l.clone(),object:t}}function Q(t,e,i,r,n,a,o,s){O.fromArray(r,3*a),V.fromArray(r,3*o),z.fromArray(r,3*s);var h=Z(t,e,i,O,V,z,q);return h&&(n&&(j.fromArray(n,2*a),X.fromArray(n,2*o),H.fromArray(n,2*s),h.uv=Y(q,O,V,z,j,X,H)),h.face=new me.Face3(a,o,s,me.Triangle.normal(O,V,z)),h.faceIndex=a),h}return function(t,e){var i,r,n=this.geometry,a=this.material,o=this.matrixWorld;if(void 0!==a&&(null===n.boundingSphere&&n.computeBoundingSphere(),I.copy(n.boundingSphere),I.applyMatrix4(o),!1!==t.ray.intersectsSphere(I)&&(D.getInverse(o),B.copy(t.ray).applyMatrix4(D),null===n.boundingBox||!1!==B.intersectsBox(n.boundingBox))))if(n instanceof me.BufferGeometry){var s,h,l,u=n.index,c=n.attributes,p=c.position.array;if(void 0!==c.uv&&(i=c.uv.array),null!==u)for(var d=u.array,f=0,m=d.length;fa.far)return;o.push({distance:n,distanceToRay:Math.sqrt(i),point:r.clone(),index:e,face:null,object:s})}}}),me.Points.prototype.clone=function(){return new this.constructor(this.geometry,this.material).copy(this)},me.Light=function(t,e){me.Object3D.call(this),this.type="Light",this.color=new me.Color(t),this.intensity=void 0!==e?e:1,this.receiveShadow=void 0},me.Light.prototype=Object.create(me.Object3D.prototype),me.Light.prototype.constructor=me.Light,me.Light.prototype.copy=function(t){return me.Object3D.prototype.copy.call(this,t),this.color.copy(t.color),this.intensity=t.intensity,this},me.Light.prototype.toJSON=function(t){var e=me.Object3D.prototype.toJSON.call(this,t);return e.object.color=this.color.getHex(),e.object.intensity=this.intensity,void 0!==this.groundColor&&(e.object.groundColor=this.groundColor.getHex()),void 0!==this.distance&&(e.object.distance=this.distance),void 0!==this.angle&&(e.object.angle=this.angle),void 0!==this.decay&&(e.object.decay=this.decay),void 0!==this.penumbra&&(e.object.penumbra=this.penumbra),e},me.ShaderChunk={},me.ShaderChunk.alphamap_fragment="#ifdef USE_ALPHAMAP\n\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n",me.ShaderChunk.alphamap_pars_fragment="#ifdef USE_ALPHAMAP\n\n\tuniform sampler2D alphaMap;\n\n#endif\n",me.ShaderChunk.alphatest_fragment="#ifdef ALPHATEST\n\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n\n#endif\n",me.ShaderChunk.aomap_fragment="#ifdef USE_AOMAP\n\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\n\t#endif\n\n#endif\n",me.ShaderChunk.aomap_pars_fragment="#ifdef USE_AOMAP\n\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n\n#endif",me.ShaderChunk.begin_vertex="\nvec3 transformed = vec3( position );\n",me.ShaderChunk.beginnormal_vertex="\nvec3 objectNormal = vec3( normal );\n",me.ShaderChunk.color_fragment="#ifdef USE_COLOR\n\n\tdiffuseColor.rgb *= vColor;\n\n#endif",me.ShaderChunk.color_pars_fragment="#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif\n",me.ShaderChunk.color_pars_vertex="#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif",me.ShaderChunk.color_vertex="#ifdef USE_COLOR\n\n\tvColor.xyz = color.xyz;\n\n#endif",me.ShaderChunk.common="#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\n\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\n\n\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\n\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\n\n\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n}\n\n// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n\n}\n\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\n\treturn - distance * planeNormal + point;\n\n}\n\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n\n}\n\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n\n}\n",me.ShaderChunk.defaultnormal_vertex="#ifdef FLIP_SIDED\n\n\tobjectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n",me.ShaderChunk.encodings_fragment=" gl_FragColor = linearToOutputTexel( gl_FragColor );\n",me.ShaderChunk.encodings_pars_fragment="// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/\n\nvec4 LinearToLinear( in vec4 value ) {\n return value;\n}\n\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\n\nvec4 sRGBToLinear( in vec4 value ) {\n return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\n\nvec4 RGBEToLinear( in vec4 value ) {\n return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n float maxComponent = max( max( value.r, value.g ), value.b );\n float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n// return vec4( value.brg, ( 3.0 + 128.0 ) / 256.0 );\n}\n\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n M = ceil( M * 255.0 ) / 255.0;\n return vec4( value.rgb / ( M * maxRange ), M );\n}\n\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float D = max( maxRange / maxRGB, 1.0 );\n D = min( floor( D ) / 255.0, 1.0 );\n return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\n\n// LogLuv reference: http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html\n\n// M matrix, for encoding\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vec4 vResult;\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n return vResult;\n}\n\n// Inverse M matrix, for decoding\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n float Le = value.z * 255.0 + value.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n return vec4( max(vRGB, 0.0), 1.0 );\n}\n",me.ShaderChunk.envmap_fragment="#ifdef USE_ENVMAP\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n\t\t// Transforming Normal Vectors with the Inverse Transformation\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n\t\t#else\n\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t\t#endif\n\n\t#else\n\n\t\tvec3 reflectVec = vReflect;\n\n\t#endif\n\n\t#ifdef DOUBLE_SIDED\n\t\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#else\n\t\tfloat flipNormal = 1.0;\n\t#endif\n\n\t#ifdef ENVMAP_TYPE_CUBE\n\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\n\t\tvec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\n\t#endif\n\n\tenvColor = envMapTexelToLinear( envColor );\n\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n\t#endif\n\n#endif\n",me.ShaderChunk.envmap_pars_fragment="#if defined( USE_ENVMAP ) || defined( STANDARD )\n\tuniform float reflectivity;\n\tuniform float envMapIntenstiy;\n#endif\n\n#ifdef USE_ENVMAP\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )\n\n\t\tuniform float refractionRatio;\n\n\t#else\n\n\t\tvarying vec3 vReflect;\n\n\t#endif\n\n#endif\n",me.ShaderChunk.envmap_pars_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )\n\n\tvarying vec3 vReflect;\n\n\tuniform float refractionRatio;\n\n#endif\n",me.ShaderChunk.envmap_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )\n\n\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\n\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\n\t#else\n\n\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t#endif\n\n#endif\n",me.ShaderChunk.fog_fragment="#ifdef USE_FOG\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n\t#else\n\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\n\t#endif\n\n\t#ifdef FOG_EXP2\n\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\n\t#else\n\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\n\t#endif\n\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n\n#endif\n",me.ShaderChunk.fog_pars_fragment="#ifdef USE_FOG\n\n\tuniform vec3 fogColor;\n\n\t#ifdef FOG_EXP2\n\n\t\tuniform float fogDensity;\n\n\t#else\n\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n\n#endif",me.ShaderChunk.logdepthbuf_fragment="#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif",me.ShaderChunk.logdepthbuf_pars_fragment="#ifdef USE_LOGDEPTHBUF\n\n\tuniform float logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n#endif\n",me.ShaderChunk.logdepthbuf_pars_vertex="#ifdef USE_LOGDEPTHBUF\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n\tuniform float logDepthBufFC;\n\n#endif",me.ShaderChunk.logdepthbuf_vertex="#ifdef USE_LOGDEPTHBUF\n\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\n\t#else\n\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n\t#endif\n\n#endif\n",me.ShaderChunk.map_fragment="#ifdef USE_MAP\n\n\tvec4 texelColor = texture2D( map, vUv );\n\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n\n#endif\n",me.ShaderChunk.map_pars_fragment="#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif\n",me.ShaderChunk.morphnormal_vertex="#ifdef USE_MORPHNORMALS\n\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n#endif\n",me.ShaderChunk.morphtarget_pars_vertex="#ifdef USE_MORPHTARGETS\n\n\t#ifndef USE_MORPHNORMALS\n\n\tuniform float morphTargetInfluences[ 8 ];\n\n\t#else\n\n\tuniform float morphTargetInfluences[ 4 ];\n\n\t#endif\n\n#endif",me.ShaderChunk.morphtarget_vertex="#ifdef USE_MORPHTARGETS\n\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n\t#ifndef USE_MORPHNORMALS\n\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n\t#endif\n\n#endif\n",me.ShaderChunk.premultiplied_alpha_fragment="#ifdef PREMULTIPLIED_ALPHA\n\n\t// Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation.\n\tgl_FragColor.rgb *= gl_FragColor.a;\n\n#endif\n",me.ShaderChunk.project_vertex="#ifdef USE_SKINNING\n\n\tvec4 mvPosition = modelViewMatrix * skinned;\n\n#else\n\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n",me.ShaderChunk.skinbase_vertex="#ifdef USE_SKINNING\n\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif",me.ShaderChunk.skinning_pars_vertex="#ifdef USE_SKINNING\n\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\n\t#ifdef BONE_TEXTURE\n\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\n\t\t\ty = dy * ( y + 0.5 );\n\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\n\t\t\treturn bone;\n\n\t\t}\n\n\t#else\n\n\t\tuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tmat4 bone = boneGlobalMatrices[ int(i) ];\n\t\t\treturn bone;\n\n\t\t}\n\n\t#endif\n\n#endif\n",me.ShaderChunk.skinning_vertex="#ifdef USE_SKINNING\n\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n\n#endif\n",me.ShaderChunk.skinnormal_vertex="#ifdef USE_SKINNING\n\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\n#endif\n",me.ShaderChunk.specularmap_fragment="float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n\n#else\n\n\tspecularStrength = 1.0;\n\n#endif",me.ShaderChunk.specularmap_pars_fragment="#ifdef USE_SPECULARMAP\n\n\tuniform sampler2D specularMap;\n\n#endif",me.ShaderChunk.tonemapping_fragment="#if defined( TONE_MAPPING )\n\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n\n#endif\n",me.ShaderChunk.tonemapping_pars_fragment="#define saturate(a) clamp( a, 0.0, 1.0 )\n\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\n\n// exposure only\nvec3 LinearToneMapping( vec3 color ) {\n\n return toneMappingExposure * color;\n\n}\n\n// source: https://www.cs.utah.edu/~reinhard/cdrom/\nvec3 ReinhardToneMapping( vec3 color ) {\n\n color *= toneMappingExposure;\n return saturate( color / ( vec3( 1.0 ) + color ) );\n\n}\n\n// source: http://filmicgames.com/archives/75\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\n // John Hable's filmic operator from Uncharted 2 video game\n color *= toneMappingExposure;\n return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n\n}\n\n// source: http://filmicgames.com/archives/75\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\n // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n\n}\n",me.ShaderChunk.uv2_pars_fragment="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvarying vec2 vUv2;\n\n#endif",me.ShaderChunk.uv2_pars_vertex="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\n#endif",me.ShaderChunk.uv2_vertex="#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvUv2 = uv2;\n\n#endif",me.ShaderChunk.uv_pars_fragment="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\n\tvarying vec2 vUv;\n\n#endif",me.ShaderChunk.uv_pars_vertex="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n\n#endif\n",me.ShaderChunk.uv_vertex="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif",me.ShaderChunk.worldpos_vertex="#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( STANDARD ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n\t#ifdef USE_SKINNING\n\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\n\t#else\n\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\n\t#endif\n\n#endif\n",me.ShaderChunk.meshbasic_frag="uniform vec3 diffuse;\nuniform float opacity;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\tReflectedLight reflectedLight;\n\treflectedLight.directDiffuse = vec3( 0.0 );\n\treflectedLight.directSpecular = vec3( 0.0 );\n\treflectedLight.indirectDiffuse = diffuseColor.rgb;\n\treflectedLight.indirectSpecular = vec3( 0.0 );\n\n\t#include \n\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\n\t#include \n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n}\n",me.ShaderChunk.meshbasic_vert="#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n\nvoid main() {\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#ifdef USE_ENVMAP\n\n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#endif\n\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\n\t#include \n\t#include \n\n}\n",me.UniformsUtils={merge:function(t){for(var e={},i=0;ie||t.height>e){var i=e/Math.max(t.width,t.height),r=document.createElement("canvas");return r.width=Math.floor(t.width*i),r.height=Math.floor(t.height*i),r.getContext("2d").drawImage(t,0,0,t.width,t.height,0,0,r.width,r.height),r}return t}function Tt(t){return me.Math.isPowerOfTwo(t.width)&&me.Math.isPowerOfTwo(t.height)}function At(t,e){var i=q.get(t);if(6===t.image.length)if(0 0 ) {","float depth = gl_FragCoord.z / gl_FragCoord.w;","float fogFactor = 0.0;","if ( fogType == 1 ) {","fogFactor = smoothstep( fogNear, fogFar, depth );","} else {","const float LOG2 = 1.442695;","fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );","fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );","}","gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );","}","}"].join("\n")),x.compileShader(e),x.compileShader(i),x.attachShader(t,e),x.attachShader(t,i),x.linkProgram(t),m=t,v={position:x.getAttribLocation(m,"position"),uv:x.getAttribLocation(m,"uv")},g={uvOffset:x.getUniformLocation(m,"uvOffset"),uvScale:x.getUniformLocation(m,"uvScale"),rotation:x.getUniformLocation(m,"rotation"),scale:x.getUniformLocation(m,"scale"),color:x.getUniformLocation(m,"color"),map:x.getUniformLocation(m,"map"),opacity:x.getUniformLocation(m,"opacity"),modelViewMatrix:x.getUniformLocation(m,"modelViewMatrix"),projectionMatrix:x.getUniformLocation(m,"projectionMatrix"),fogType:x.getUniformLocation(m,"fogType"),fogDensity:x.getUniformLocation(m,"fogDensity"),fogNear:x.getUniformLocation(m,"fogNear"),fogFar:x.getUniformLocation(m,"fogFar"),fogColor:x.getUniformLocation(m,"fogColor"),alphaTest:x.getUniformLocation(m,"alphaTest")};var a=document.createElement("canvas");a.width=8,a.height=8;var o=a.getContext("2d");o.fillStyle="white",o.fillRect(0,0,8,8),(y=new me.Texture(a)).needsUpdate=!0}function E(t,e){return t.renderOrder!==e.renderOrder?t.renderOrder-e.renderOrder:t.z!==e.z?e.z-t.z:e.id-t.id}this.render=function(t,e){if(0!==p.length){void 0===m&&w(),x.useProgram(m),M.initAttributes(),M.enableAttribute(v.position),M.enableAttribute(v.uv),M.disableUnusedAttributes(),M.disable(x.CULL_FACE),M.enable(x.BLEND),x.bindBuffer(x.ARRAY_BUFFER,d),x.vertexAttribPointer(v.position,2,x.FLOAT,!1,16,0),x.vertexAttribPointer(v.uv,2,x.FLOAT,!1,16,8),x.bindBuffer(x.ELEMENT_ARRAY_BUFFER,f),x.uniformMatrix4fv(g.projectionMatrix,!1,e.projectionMatrix.elements),M.activeTexture(x.TEXTURE0),x.uniform1i(g.map,0);var i=0,r=0,n=t.fog;n?(x.uniform3f(g.fogColor,n.color.r,n.color.g,n.color.b),n instanceof me.Fog?(x.uniform1f(g.fogNear,n.near),x.uniform1f(g.fogFar,n.far),x.uniform1i(g.fogType,1),r=i=1):n instanceof me.FogExp2&&(x.uniform1f(g.fogDensity,n.density),x.uniform1i(g.fogType,2),r=i=2)):(x.uniform1i(g.fogType,0),r=i=0);for(var a=0,o=p.length;a/g,function(t,e){var i=me.ShaderChunk[e];if(void 0===i)throw new Error("Can not resolve #include <"+e+">");return j(i)})}function X(t){return t.replace(/for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g,function(t,e,i,r){for(var n="",a=parseInt(e);a=e.element.HAVE_FUTURE_DATA&&!e.driverInitialized&&(e.driver.src=e.source,e.driver.load(),e.onDriverReady&&e.onDriverReady(),e.driverInitialized=!0)};i()}}]),i}();t.Video=function(t){return e()?new we(t):i()?new Se(t):new be(t)},t.Image=_e,Object.defineProperty(t,"__esModule",{value:!0})}); +"use strict";function _defineProperty(e,t,r){return t in e?Object.defineProperty(e,t,{value:r,enumerable:!0,configurable:!0,writable:!0}):e[t]=r,e}function _classCallCheck2(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function _inherits2(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function");e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,writable:!0,configurable:!0}}),t&&_setPrototypeOf2(e,t)}function _setPrototypeOf2(e,t){return _setPrototypeOf2=Object.setPrototypeOf||function(e,t){return e.__proto__=t,e},_setPrototypeOf2(e,t)}function _createSuper2(e){var t=_isNativeReflectConstruct2();return function(){var r=_getPrototypeOf2(e),a;if(t){var i=_getPrototypeOf2(this).constructor;a=Reflect.construct(r,arguments,i)}else a=r.apply(this,arguments);return _possibleConstructorReturn2(this,a)}}function _possibleConstructorReturn2(e,t){return t&&("object"===_typeof(t)||"function"==typeof t)?t:_assertThisInitialized2(e)}function _assertThisInitialized2(e){if(void 0===e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return e}function _isNativeReflectConstruct2(){if("undefined"==typeof Reflect||!Reflect.construct)return!1;if(Reflect.construct.sham)return!1;if("function"==typeof Proxy)return!0;try{return Date.prototype.toString.call(Reflect.construct(Date,[],function(){})),!0}catch(t){return!1}}function _getPrototypeOf2(e){return _getPrototypeOf2=Object.setPrototypeOf?Object.getPrototypeOf:function(e){return e.__proto__||Object.getPrototypeOf(e)},_getPrototypeOf2(e)}function _typeof(e){"@babel/helpers - typeof";return _typeof="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(e){return typeof e}:function(e){return e&&"function"==typeof Symbol&&e.constructor===Symbol&&e!==Symbol.prototype?"symbol":typeof e},_typeof(e)}(function(e,t){"object"===("undefined"==typeof exports?"undefined":_typeof(exports))&&"undefined"!=typeof module?t(exports):"function"==typeof define&&define.amd?define(["exports"],t):(e=e||self,t(e.Kaleidoscope={}))})(void 0,function(e){'use strict';var ho=Math.tan,yo=Math.atan,vo=Math.acos,xo=Math.round,_o=Math.ceil,bo=Math.sign,Mo=Number.EPSILON,So=Math.sin,To=Math.atan2,Eo=Math.PI,wo=Math.sqrt,Lo=Math.LN2,Ao=Math.log,Ro=Math.cos,Po=Math.floor,Co=Number.isInteger,Do=Math.pow,Io=Math.min,No=Math.max,zo=Math.abs;function t(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function r(e,t){for(var r=0,a;rd)// points of the projected triangle are outside the projected half-length of the aabb +// the axis is seperating and we can exit +return!1}return!0}/** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */function C(e,t){this.center=e===void 0?new S:e,this.radius=t===void 0?0:t}/** + * @author bhouston / http://clara.io + */function D(e,t){this.origin=e===void 0?new S:e,this.direction=t===void 0?new S(0,0,-1):t}function I(e,t){// normal is assumed to be normalized +this.normal=e===void 0?new S(1,0,0):e,this.constant=t===void 0?0:t}function N(e,t,r){this.a=e===void 0?new S:e,this.b=t===void 0?new S:t,this.c=r===void 0?new S:r}function U(e,t,r){return void 0===t&&void 0===r?this.set(e):this.setRGB(e,t,r)}function B(e,r,a){return 0>a&&(a+=1),1e?.0773993808*e:Do(.9478672986*e+.0521327014,2.4)}function O(e){return .0031308>e?12.92*e:1.055*Do(e,.41666)-.055}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */function G(e,t,r,a,i,n){this.a=e,this.b=t,this.c=r,this.normal=a&&a.isVector3?a:new S,this.vertexNormals=Array.isArray(a)?a:[],this.color=i&&i.isColor?i:new U,this.vertexColors=Array.isArray(i)?i:[],this.materialIndex=n===void 0?0:n}function H(){// override the renderer's default precision for this material +Object.defineProperty(this,"id",{value:fl++}),this.uuid=os.generateUUID(),this.name="",this.type="Material",this.fog=!0,this.blending=1,this.side=0,this.flatShading=!1,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=100,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=7680,this.stencilZFail=7680,this.stencilZPass=7680,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaTest=0,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * depthTest: , + * depthWrite: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: + * } + */function V(e){// emissive +H.call(this),this.type="MeshBasicMaterial",this.color=new U(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.setValues(e)}function k(e,t,r){if(Array.isArray(e))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.name="",this.array=e,this.itemSize=t,this.count=e===void 0?0:e.length/t,this.normalized=!0===r,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0}// +function W(e,t,r){k.call(this,new Int8Array(e),t,r)}function j(e,t,r){k.call(this,new Uint8Array(e),t,r)}function q(e,t,r){k.call(this,new Uint8ClampedArray(e),t,r)}function X(e,t,r){k.call(this,new Int16Array(e),t,r)}function Y(e,t,r){k.call(this,new Uint16Array(e),t,r)}function Z(e,t,r){k.call(this,new Int32Array(e),t,r)}function J(e,t,r){k.call(this,new Uint32Array(e),t,r)}function Q(e,t,r){k.call(this,new Float32Array(e),t,r)}function K(e,t,r){k.call(this,new Float64Array(e),t,r)}/** + * @author mrdoob / http://mrdoob.com/ + */function $(){// this.lineDistances = []; +// update flags +this.vertices=[],this.normals=[],this.colors=[],this.uvs=[],this.uvs2=[],this.groups=[],this.morphTargets={},this.skinWeights=[],this.skinIndices=[],this.boundingBox=null,this.boundingSphere=null,this.verticesNeedUpdate=!1,this.normalsNeedUpdate=!1,this.colorsNeedUpdate=!1,this.uvsNeedUpdate=!1,this.groupsNeedUpdate=!1}/** + * @author mrdoob / http://mrdoob.com/ + */function ee(e){if(0===e.length)return-Infinity;for(var t=e[0],r=1,a=e.length;rt&&(t=e[r]);return t}/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */function te(){Object.defineProperty(this,"id",{value:yl+=2}),this.uuid=os.generateUUID(),this.name="",this.type="BufferGeometry",this.index=null,this.attributes={},this.morphAttributes={},this.morphTargetsRelative=!1,this.groups=[],this.boundingBox=null,this.boundingSphere=null,this.drawRange={start:0,count:1/0},this.userData={}}function re(e,t){L.call(this),this.type="Mesh",this.geometry=e===void 0?new te:e,this.material=t===void 0?new V:t,this.updateMorphTargets()}function ae(e,t,r,a,i,n,o,s){var l;if(l=1===t.side?a.intersectTriangle(o,n,i,!0,s):a.intersectTriangle(i,n,o,2!==t.side,s),null===l)return null;Gl.copy(s),Gl.applyMatrix4(e.matrixWorld);var d=r.ray.origin.distanceTo(Gl);return dr.far?null:{distance:d,point:Gl.clone(),object:e}}function ie(e,t,r,n,o,s,l,d,p,u,a,m){Ll.fromBufferAttribute(o,u),Al.fromBufferAttribute(o,a),Rl.fromBufferAttribute(o,m);var c=e.morphTargetInfluences;if(t.morphTargets&&s&&c){Il.set(0,0,0),Nl.set(0,0,0),zl.set(0,0,0);for(var g=0,f=s.length;g, + * vertexShader: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function le(e){// set to use scene fog +// set to use scene lights +// set to use user-defined clipping planes +// set to use skinning attribute streams +// set to use morph targets +// set to use morph normals +// When rendered geometry doesn't include these attributes but the material does, +// use these default values in WebGL. This avoids errors when buffer data is missing. +H.call(this),this.type="ShaderMaterial",this.defines={},this.uniforms={},this.vertexShader="void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",this.fragmentShader="void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}",this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.extensions={derivatives:!1,// set to use derivatives +fragDepth:!1,// set to use fragment depth values +drawBuffers:!1,// set to use draw buffers +shaderTextureLOD:!1// set to use shader texture LOD +},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv2:[0,0]},this.index0AttributeName=void 0,this.uniformsNeedUpdate=!1,e!==void 0&&(e.attributes!==void 0&&console.error("THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead."),this.setValues(e))}/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author WestLangley / http://github.com/WestLangley + */function de(){L.call(this),this.type="Camera",this.matrixWorldInverse=new T,this.projectionMatrix=new T,this.projectionMatrixInverse=new T}/** + * @author mrdoob / http://mrdoob.com/ + * @author greggman / http://games.greggman.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author tschw + */function pe(e,t,r,a){// width of the film (default in millimeters) +// horizontal film offset (same unit as gauge) +de.call(this),this.type="PerspectiveCamera",this.fov=e===void 0?50:e,this.zoom=1,this.near=r===void 0?.1:r,this.far=a===void 0?2e3:a,this.focus=10,this.aspect=t===void 0?1:t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}function ce(e,t,r,a){L.call(this),this.type="CubeCamera";var i=new pe(90,1,e,t);i.up.set(0,-1,0),i.lookAt(new S(1,0,0)),this.add(i);var n=new pe(90,1,e,t);n.up.set(0,-1,0),n.lookAt(new S(-1,0,0)),this.add(n);var o=new pe(90,1,e,t);o.up.set(0,0,1),o.lookAt(new S(0,1,0)),this.add(o);var s=new pe(90,1,e,t);s.up.set(0,0,-1),s.lookAt(new S(0,-1,0)),this.add(s);var l=new pe(90,1,e,t);l.up.set(0,-1,0),l.lookAt(new S(0,0,1)),this.add(l);var d=new pe(90,1,e,t);d.up.set(0,-1,0),d.lookAt(new S(0,0,-1)),this.add(d),a=a||{format:1022,magFilter:1006,minFilter:1006},this.renderTarget=new ue(r,a),this.renderTarget.texture.name="CubeCamera",this.update=function(e,t){null===this.parent&&this.updateMatrixWorld();var r=e.getRenderTarget(),a=this.renderTarget,p=a.texture.generateMipmaps;a.texture.generateMipmaps=!1,e.setRenderTarget(a,0),e.render(t,i),e.setRenderTarget(a,1),e.render(t,n),e.setRenderTarget(a,2),e.render(t,o),e.setRenderTarget(a,3),e.render(t,s),e.setRenderTarget(a,4),e.render(t,l),a.texture.generateMipmaps=p,e.setRenderTarget(a,5),e.render(t,d),e.setRenderTarget(r)},this.clear=function(e,t,r,a){for(var n=e.getRenderTarget(),o=this.renderTarget,s=0;6>s;s++)e.setRenderTarget(o,s),e.clear(t,r,a);e.setRenderTarget(n)}}/** + * @author alteredq / http://alteredqualia.com + * @author WestLangley / http://github.com/WestLangley + */function ue(e,t,r){Co(t)&&(console.warn("THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )"),t=r),_.call(this,e,e,t)}/** + * @author alteredq / http://alteredqualia.com/ + */function me(e,t,r,a,i,n,o,s,l,d,p,c){v.call(this,null,n,o,s,l,d,a,i,p,c),this.image={data:e||null,width:t||1,height:r||1},this.magFilter=l===void 0?1003:l,this.minFilter=d===void 0?1003:d,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1,this.needsUpdate=!0}function ge(e,t,r,a,i,n){this.planes=[e===void 0?new I:e,t===void 0?new I:t,r===void 0?new I:r,a===void 0?new I:a,i===void 0?new I:i,n===void 0?new I:n]}/** + * @author mrdoob / http://mrdoob.com/ + */function fe(){function e(i,n){!1===r||(a(i,n),t.requestAnimationFrame(e))}var t=null,r=!1,a=null;return{start:function start(){!0===r||null===a||(t.requestAnimationFrame(e),r=!0)},stop:function stop(){r=!1},setAnimationLoop:function setAnimationLoop(e){a=e},setContext:function setContext(e){t=e}}}/** + * @author mrdoob / http://mrdoob.com/ + */function he(e,t){function r(t,r){var a=t.array,i=t.usage,n=e.createBuffer();e.bindBuffer(r,n),e.bufferData(r,a,i),t.onUploadCallback();var o=5126;return a instanceof Float32Array?o=5126:a instanceof Float64Array?console.warn("THREE.WebGLAttributes: Unsupported data buffer format: Float64Array."):a instanceof Uint16Array?o=5123:a instanceof Int16Array?o=5122:a instanceof Uint32Array?o=5125:a instanceof Int32Array?o=5124:a instanceof Int8Array?o=5120:a instanceof Uint8Array&&(o=5121),{buffer:n,type:o,bytesPerElement:a.BYTES_PER_ELEMENT,version:t.version}}function a(t,r,a){var n=r.array,o=r.updateRange;e.bindBuffer(a,t),-1===o.count?e.bufferSubData(a,0,n):(i?e.bufferSubData(a,o.offset*n.BYTES_PER_ELEMENT,n,o.offset,o.count):e.bufferSubData(a,o.offset*n.BYTES_PER_ELEMENT,n.subarray(o.offset,o.offset+o.count)),o.count=-1)}// +var i=t.isWebGL2,n=new WeakMap;return{get:function(e){return e.isInterleavedBufferAttribute&&(e=e.data),n.get(e)},remove:function(t){t.isInterleavedBufferAttribute&&(t=t.data);var r=n.get(t);r&&(e.deleteBuffer(r.buffer),n["delete"](t))},update:function(e,t){e.isInterleavedBufferAttribute&&(e=e.data);var i=n.get(e);i===void 0?n.set(e,r(e,t)):i.versionc;c++){if(g=p[c],g){var h=g[0],y=g[1];if(y){u&&n.setAttribute("morphTarget"+c,u[h]),m&&n.setAttribute("morphNormal"+c,m[h]),a[c]=y,f+=y;continue}}a[c]=0}// GLSL shader uses formula baseinfluence * base + sum(target * influence) +// This allows us to switch between absolute morphs and relative morphs without changing shader code +// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) +var v=n.morphTargetsRelative?1:1-f;s.getUniforms().setValue(e,"morphTargetBaseInfluence",v),s.getUniforms().setValue(e,"morphTargetInfluences",a)}var r={},a=new Float32Array(8);return{update:t}}/** + * @author mrdoob / http://mrdoob.com/ + */function Re(e,t,r,a){function i(e){var i=a.render.frame,o=e.geometry,s=t.get(e,o);return n.get(s)!==i&&(o.isGeometry&&s.updateFromObject(e),t.update(s),n.set(s,i)),e.isInstancedMesh&&r.update(e.instanceMatrix,34962),s}var n=new WeakMap;return{update:i,dispose:function(){n=new WeakMap}}}/** + * @author mrdoob / http://mrdoob.com/ + */function Pe(e,t,r,a,i,n,o,s,l,d){e=e===void 0?[]:e,t=t===void 0?301:t,o=o===void 0?1022:o,v.call(this,e,t,r,a,i,n,o,s,l,d),this.flipY=!1}/** + * @author Takahiro https://github.com/takahirox + */function Ce(e,t,r,a){v.call(this,null),this.image={data:e||null,width:t||1,height:r||1,depth:a||1},this.magFilter=1003,this.minFilter=1003,this.wrapR=1001,this.generateMipmaps=!1,this.flipY=!1,this.needsUpdate=!0}/** + * @author Artur Trzesiok + */function De(e,t,r,a){// We're going to add .setXXX() methods for setting properties later. +// Users can still set in DataTexture3D directly. +// +// var texture = new THREE.DataTexture3D( data, width, height, depth ); +// texture.anisotropy = 16; +// +// See #14839 +v.call(this,null),this.image={data:e||null,width:t||1,height:r||1,depth:a||1},this.magFilter=1003,this.minFilter=1003,this.wrapR=1001,this.generateMipmaps=!1,this.flipY=!1,this.needsUpdate=!0}// Flattening for arrays of vectors and matrices +function Ie(e,t,a){var o=e[0];if(0>=o||0");return It(r)}// Unroll Loops +function zt(e){return e.replace(ud,Bt).replace(cd,Ut)}function Ut(e,t,r,a){return console.warn("WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead."),Bt(e,t,r,a)}function Bt(e,t,r,a){for(var n="",o=parseInt(t);om;m++)a.probe[m].set(0,0,0);var f=0,h=0,y=0,v=0,x=0,_=0,M=0,S=0,T=d.matrixWorldInverse;e.sort(Kt);for(var m=0,E=e.length;mC;C++)a.probe[C].addScaledVector(w.sh.coefficients[C],A);else if(w.isDirectionalLight){var D=t.get(w);if(D.color.copy(w.color).multiplyScalar(w.intensity),D.direction.setFromMatrixPosition(w.matrixWorld),o.setFromMatrixPosition(w.target.matrixWorld),D.direction.sub(o),D.direction.transformDirection(T),w.castShadow){var I=w.shadow,N=r.get(w);N.shadowBias=I.bias,N.shadowRadius=I.radius,N.shadowMapSize=I.mapSize,a.directionalShadow[f]=N,a.directionalShadowMap[f]=P,a.directionalShadowMatrix[f]=w.shadow.matrix,_++}a.directional[f]=D,f++}else if(w.isSpotLight){var D=t.get(w);if(D.position.setFromMatrixPosition(w.matrixWorld),D.position.applyMatrix4(T),D.color.copy(L).multiplyScalar(A),D.distance=R,D.direction.setFromMatrixPosition(w.matrixWorld),o.setFromMatrixPosition(w.target.matrixWorld),D.direction.sub(o),D.direction.transformDirection(T),D.coneCos=Ro(w.angle),D.penumbraCos=Ro(w.angle*(1-w.penumbra)),D.decay=w.decay,w.castShadow){var I=w.shadow,N=r.get(w);N.shadowBias=I.bias,N.shadowRadius=I.radius,N.shadowMapSize=I.mapSize,a.spotShadow[y]=N,a.spotShadowMap[y]=P,a.spotShadowMatrix[y]=w.shadow.matrix,S++}a.spot[y]=D,y++}else if(w.isRectAreaLight){var D=t.get(w);// (a) intensity is the total visible light emitted +//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); +// (b) intensity is the brightness of the light +D.color.copy(L).multiplyScalar(A),D.position.setFromMatrixPosition(w.matrixWorld),D.position.applyMatrix4(T),l.identity(),s.copy(w.matrixWorld),s.premultiply(T),l.extractRotation(s),D.halfWidth.set(.5*w.width,0,0),D.halfHeight.set(0,.5*w.height,0),D.halfWidth.applyMatrix4(l),D.halfHeight.applyMatrix4(l),a.rectArea[v]=D,v++}else if(w.isPointLight){var D=t.get(w);if(D.position.setFromMatrixPosition(w.matrixWorld),D.position.applyMatrix4(T),D.color.copy(w.color).multiplyScalar(w.intensity),D.distance=w.distance,D.decay=w.decay,w.castShadow){var I=w.shadow,N=r.get(w);N.shadowBias=I.bias,N.shadowRadius=I.radius,N.shadowMapSize=I.mapSize,N.shadowCameraNear=I.camera.near,N.shadowCameraFar=I.camera.far,a.pointShadow[h]=N,a.pointShadowMap[h]=P,a.pointShadowMatrix[h]=w.shadow.matrix,M++}a.point[h]=D,h++}else if(w.isHemisphereLight){var D=t.get(w);D.direction.setFromMatrixPosition(w.matrixWorld),D.direction.transformDirection(T),D.direction.normalize(),D.skyColor.copy(w.color).multiplyScalar(A),D.groundColor.copy(w.groundColor).multiplyScalar(A),a.hemi[x]=D,x++}}a.ambient[0]=p,a.ambient[1]=c,a.ambient[2]=u;var z=a.hash;(z.directionalLength!==f||z.pointLength!==h||z.spotLength!==y||z.rectAreaLength!==v||z.hemiLength!==x||z.numDirectionalShadows!==_||z.numPointShadows!==M||z.numSpotShadows!==S)&&(a.directional.length=f,a.spot.length=y,a.rectArea.length=v,a.point.length=h,a.hemi.length=x,a.directionalShadow.length=_,a.directionalShadowMap.length=_,a.pointShadow.length=M,a.pointShadowMap.length=M,a.spotShadow.length=S,a.spotShadowMap.length=S,a.directionalShadowMatrix.length=_,a.pointShadowMatrix.length=M,a.spotShadowMatrix.length=S,z.directionalLength=f,z.pointLength=h,z.spotLength=y,z.rectAreaLength=v,z.hemiLength=x,z.numDirectionalShadows=_,z.numPointShadows=M,z.numSpotShadows=S,a.version=md++)}for(var t=new Jt,r=Qt(),a={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadow:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[]},n=0;9>n;n++)a.probe.push(new S);var o=new S,s=new T,l=new T;return{setup:e,state:a}}/** + * @author Mugen87 / https://github.com/Mugen87 + */function er(){var e=new $t,t=[],r=[];return{init:function(){t.length=0,r.length=0},state:{lightsArray:t,shadowsArray:r,lights:e},setupLights:function(a){e.setup(t,r,a)},pushLight:function(e){t.push(e)},pushShadow:function(e){r.push(e)}}}function tr(){function e(t){var a=t.target;a.removeEventListener("dispose",e),r["delete"](a)}function t(t,a){var i;return!1===r.has(t)?(i=new er,r.set(t,new WeakMap),r.get(t).set(a,i),t.addEventListener("dispose",e)):!1===r.get(t).has(a)?(i=new er,r.get(t).set(a,i)):i=r.get(t).get(a),i}var r=new WeakMap;return{get:t,dispose:function(){r=new WeakMap}}}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / https://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * opacity: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * } + */function rr(e){H.call(this),this.type="MeshDepthMaterial",this.depthPacking=3200,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.setValues(e)}/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * referencePosition: , + * nearDistance: , + * farDistance: , + * + * skinning: , + * morphTargets: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: + * + * } + */function ar(e){H.call(this),this.type="MeshDistanceMaterial",this.referencePosition=new S,this.nearDistance=1,this.farDistance=1e3,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.fog=!1,this.setValues(e)}/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */function ir(e,t,r){function a(r,a){var i=t.update(M);// vertical pass +// horizonal pass +y.uniforms.shadow_pass.value=r.map.texture,y.uniforms.resolution.value=r.mapSize,y.uniforms.radius.value=r.radius,e.setRenderTarget(r.mapPass),e.clear(),e.renderBufferDirect(a,null,i,y,M,null),v.uniforms.shadow_pass.value=r.mapPass.texture,v.uniforms.resolution.value=r.mapSize,v.uniforms.radius.value=r.radius,e.setRenderTarget(r.map),e.clear(),e.renderBufferDirect(a,null,i,v,M,null)}function i(e,t,r){var a=e<<0|t<<1|r<<2,i=u[a];return void 0===i&&(i=new rr({depthPacking:3201,morphTargets:e,skinning:t}),u[a]=i),i}function n(e,t,r){var a=e<<0|t<<1|r<<2,i=m[a];return void 0===i&&(i=new ar({morphTargets:e,skinning:t}),m[a]=i),i}function o(t,r,a,o,s,l){var d=t.geometry,p=null,c=i,u=t.customDepthMaterial;if(!0===a.isPointLight&&(c=n,u=t.customDistanceMaterial),void 0===u){var m=!1;!0===r.morphTargets&&(!0===d.isBufferGeometry?m=d.morphAttributes&&d.morphAttributes.position&&0\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"}),v=y.clone();v.defines.HORIZONAL_PASS=1;var b=new te;b.setAttribute("position",new k(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));var M=new re(b,y),S=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=1,this.render=function(t,n,o){if(!1!==S.enabled&&(!1!==S.autoUpdate||!1!==S.needsUpdate)&&0!==t.length){var u=e.getRenderTarget(),m=e.getActiveCubeFace(),g=e.getActiveMipmapLevel(),f=e.state;f.setBlending(0),f.buffers.color.setClear(1,1,1,1),f.buffers.depth.setTest(!0),f.setScissorTest(!1);// render depth map +for(var h=0,y=t.length;hr||d.y>r)&&(console.warn("THREE.WebGLShadowMap:",v,"has shadow exceeding max texture size, reducing"),d.x>r&&(p.x=Po(r/b.x),d.x=p.x*b.x,x.mapSize.x=p.x),d.y>r&&(p.y=Po(r/b.y),d.y=p.y*b.y,x.mapSize.y=p.y)),null===x.map&&!x.isPointLightShadow&&3===this.type){var M={minFilter:1006,magFilter:1006,format:1023};x.map=new _(d.x,d.y,M),x.map.texture.name=v.name+".shadowMap",x.mapPass=new _(d.x,d.y,M),x.camera.updateProjectionMatrix()}if(null===x.map){var M={minFilter:1003,magFilter:1003,format:1023};x.map=new _(d.x,d.y,M),x.map.texture.name=v.name+".shadowMap",x.camera.updateProjectionMatrix()}e.setRenderTarget(x.map),e.clear();for(var T=x.getViewportCount(),E=0,w;Ea||e.height>a)&&(i=a/No(e.width,e.height)),1>i||!0===t){// only perform resize for certain image types +if("undefined"!=typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap){var n=t?os.floorPowerOfTwo:Po,o=n(i*e.width),l=n(i*e.height);void 0===W&&(W=s(o,l));// cube textures can't reuse the same canvas +var d=r?s(o,l):W;d.width=o,d.height=l;var p=d.getContext("2d");return p.drawImage(e,0,0,o,l),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+e.width+"x"+e.height+") to ("+o+"x"+l+")."),d}return"data"in e&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+e.width+"x"+e.height+")."),e}return e}function d(e){return os.isPowerOfTwo(e.width)&&os.isPowerOfTwo(e.height)}function p(e){return!z&&(e.wrapS!==1001||e.wrapT!==1001||e.minFilter!==1003&&e.minFilter!==1006)}function c(e,t){return e.generateMipmaps&&t&&e.minFilter!==1003&&e.minFilter!==1006}function u(t,r,i,n){e.generateMipmap(t);var o=a.get(r);// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11 +o.__maxMipLevel=Ao(No(i,n))*Math.LOG2E}function m(r,a,i){if(!1===z)return a;if(null!==r){if(void 0!==e[r])return e[r];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+r+"'")}var n=a;return 6403===a&&(5126===i&&(n=33326),5131===i&&(n=33325),5121===i&&(n=33321)),6407===a&&(5126===i&&(n=34837),5131===i&&(n=34843),5121===i&&(n=32849)),6408===a&&(5126===i&&(n=34836),5131===i&&(n=34842),5121===i&&(n=32856)),(33325===n||33326===n||34842===n||34836===n)&&t.get("EXT_color_buffer_float"),n}// Fallback filters for non-power-of-2 textures +function g(e){return 1003===e||1004===e||1005===e?9728:9729}// +function f(e){var t=e.target;t.removeEventListener("dispose",f),y(t),t.isVideoTexture&&G["delete"](t),o.memory.textures--}function h(e){var t=e.target;t.removeEventListener("dispose",h),v(t),o.memory.textures--}// +function y(t){var r=a.get(t);void 0===r.__webglInit||(e.deleteTexture(r.__webglTexture),a.remove(t))}function v(t){var r=a.get(t),n=a.get(t.texture);if(t){if(void 0!==n.__webglTexture&&e.deleteTexture(n.__webglTexture),t.depthTexture&&t.depthTexture.dispose(),t.isWebGLCubeRenderTarget)for(var o=0;6>o;o++)e.deleteFramebuffer(r.__webglFramebuffer[o]),r.__webglDepthbuffer&&e.deleteRenderbuffer(r.__webglDepthbuffer[o]);else e.deleteFramebuffer(r.__webglFramebuffer),r.__webglDepthbuffer&&e.deleteRenderbuffer(r.__webglDepthbuffer),r.__webglMultisampledFramebuffer&&e.deleteFramebuffer(r.__webglMultisampledFramebuffer),r.__webglColorRenderbuffer&&e.deleteRenderbuffer(r.__webglColorRenderbuffer),r.__webglDepthRenderbuffer&&e.deleteRenderbuffer(r.__webglDepthRenderbuffer);a.remove(t.texture),a.remove(t)}}// +function x(){var e=j;return e>=U&&console.warn("THREE.WebGLTextures: Trying to use "+e+" texture units while this GPU supports only "+U),j+=1,e}// +function _(e,t){var i=a.get(e);if(e.isVideoTexture&&D(e),0h;h++)f[h]=p||g?g?t.image[h].image:t.image[h]:l(t.image[h],!1,!0,B);var y=f[0],v=d(y)||z,x=n.convert(t.format),_=n.convert(t.type),b=m(t.internalFormat,x,_);S(34067,t,v);var M;if(p){for(var h=0;6>h;h++){M=f[h].mipmaps;for(var E=0,w;Eh;h++)if(g){r.texImage2D(34069+h,0,b,f[h].width,f[h].height,0,x,_,f[h].data);for(var E=0;Eo;o++)e.bindFramebuffer(36160,r.__webglFramebuffer[o]),r.__webglDepthbuffer[o]=e.createRenderbuffer(),L(r.__webglDepthbuffer[o],t,!1)}else e.bindFramebuffer(36160,r.__webglFramebuffer),r.__webglDepthbuffer=e.createRenderbuffer(),L(r.__webglDepthbuffer,t,!1);e.bindFramebuffer(36160,null)}// Set up GL resources for the render target +function P(t){var s=a.get(t),l=a.get(t.texture);t.addEventListener("dispose",h),l.__webglTexture=e.createTexture(),o.memory.textures++;var p=!0===t.isWebGLCubeRenderTarget,g=!0===t.isWebGLMultisampleRenderTarget,f=d(t)||z;// Setup framebuffer +if(z&&1022===t.texture.format&&(1015===t.texture.type||1016===t.texture.type)&&(t.texture.format=1023,console.warn("THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.")),p){s.__webglFramebuffer=[];for(var y=0;6>y;y++)s.__webglFramebuffer[y]=e.createFramebuffer()}else if(s.__webglFramebuffer=e.createFramebuffer(),g)if(z){s.__webglMultisampledFramebuffer=e.createFramebuffer(),s.__webglColorRenderbuffer=e.createRenderbuffer(),e.bindRenderbuffer(36161,s.__webglColorRenderbuffer);var v=n.convert(t.texture.format),x=n.convert(t.texture.type),_=m(t.texture.internalFormat,v,x),b=C(t);e.renderbufferStorageMultisample(36161,b,_,t.width,t.height),e.bindFramebuffer(36160,s.__webglMultisampledFramebuffer),e.framebufferRenderbuffer(36160,36064,36161,s.__webglColorRenderbuffer),e.bindRenderbuffer(36161,null),t.depthBuffer&&(s.__webglDepthRenderbuffer=e.createRenderbuffer(),L(s.__webglDepthRenderbuffer,t,!0)),e.bindFramebuffer(36160,null)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.");// Setup color buffer +if(p){r.bindTexture(34067,l.__webglTexture),S(34067,t.texture,f);for(var y=0;6>y;y++)w(s.__webglFramebuffer[y],t,36064,34069+y);c(t.texture,f)&&u(34067,t.texture,t.width,t.height),r.bindTexture(34067,null)}else r.bindTexture(3553,l.__webglTexture),S(3553,t.texture,f),w(s.__webglFramebuffer,t,36064,3553),c(t.texture,f)&&u(3553,t.texture,t.width,t.height),r.bindTexture(3553,null);// Setup depth and stencil buffers +t.depthBuffer&&R(t)}function C(e){return z&&e.isWebGLMultisampleRenderTarget?Io(O,e.samples):0}function D(e){var t=o.render.frame;// Check the last frame we updated the VideoTexture +G.get(e)!==t&&(G.set(e,t),e.update())}// backwards compatibility +function I(e,t){e&&e.isWebGLRenderTarget&&(!1===Y&&(console.warn("THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead."),Y=!0),e=e.texture),_(e,t)}function N(e,t){e&&e.isWebGLCubeRenderTarget&&(!1===Z&&(console.warn("THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead."),Z=!0),e=e.texture),e&&e.isCubeTexture||Array.isArray(e.image)&&6===e.image.length?b(e,t):M(e,t)}// +var z=i.isWebGL2,U=i.maxTextures,B=i.maxCubemapSize,F=i.maxTextureSize,O=i.maxSamples,G=new WeakMap,H=!1,V,k,W;try{H="undefined"!=typeof OffscreenCanvas&&null!==new OffscreenCanvas(1,1).getContext("2d")}catch(e){// Ignore any errors +}var j=0,q=(V={},_defineProperty(V,1000,10497),_defineProperty(V,1001,33071),_defineProperty(V,1002,33648),V),X=(k={},_defineProperty(k,1003,9728),_defineProperty(k,1004,9984),_defineProperty(k,1005,9986),_defineProperty(k,1006,9729),_defineProperty(k,1007,9985),_defineProperty(k,1008,9987),k),Y=!1,Z=!1;this.allocateTextureUnit=x,this.resetTextureUnits=function(){j=0},this.setTexture2D=_,this.setTexture2DArray=function(e,t){var i=a.get(e);return 0 column1, column2, column3, column4) +// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) +// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) +// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) +// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) +var T=wo(4*S.length);// 4 pixels needed for 1 matrix +T=os.ceilPowerOfTwo(T),T=No(T,4);var A=new Float32Array(4*(T*T));// 4 floats per RGBA pixel +A.set(x.boneMatrices);// copy current values +var B=new me(A,T,T,1023,1015);x.boneMatrices=A,x.boneTexture=B,x.boneTextureSize=T}m.setValue(Fe,"boneTexture",x.boneTexture,je),m.setValue(Fe,"boneTextureSize",x.boneTextureSize)}else m.setOptional(Fe,x,"boneMatrices")}}return(p||o.receiveShadow!==a.receiveShadow)&&(o.receiveShadow=a.receiveShadow,m.setValue(Fe,"receiveShadow",a.receiveShadow)),p&&(m.setValue(Fe,"toneMappingExposure",J.toneMappingExposure),m.setValue(Fe,"toneMappingWhitePoint",J.toneMappingWhitePoint),o.needsLights&&U(f,c),i&&r.fog&&E(f,i),r.isMeshBasicMaterial?y(f,r):r.isMeshLambertMaterial?(y(f,r),w(f,r)):r.isMeshToonMaterial?(y(f,r),R(f,r)):r.isMeshPhongMaterial?(y(f,r),L(f,r)):r.isMeshStandardMaterial?(y(f,r,n),r.isMeshPhysicalMaterial?C(f,r,n):P(f,r,n)):r.isMeshMatcapMaterial?(y(f,r),D(f,r)):r.isMeshDepthMaterial?(y(f,r),I(f,r)):r.isMeshDistanceMaterial?(y(f,r),N(f,r)):r.isMeshNormalMaterial?(y(f,r),z(f,r)):r.isLineBasicMaterial?(v(f,r),r.isLineDashedMaterial&&_(f,r)):r.isPointsMaterial?b(f,r):r.isSpriteMaterial?M(f,r):r.isShadowMaterial&&(f.color.value.copy(r.color),f.opacity.value=r.opacity),void 0!==f.ltc_1&&(f.ltc_1.value=Jl.LTC_1),void 0!==f.ltc_2&&(f.ltc_2.value=Jl.LTC_2),xt.upload(Fe,o.uniformsList,f,je),r.isShaderMaterial&&(r.uniformsNeedUpdate=!1)),r.isShaderMaterial&&!0===r.uniformsNeedUpdate&&(xt.upload(Fe,o.uniformsList,f,je),r.uniformsNeedUpdate=!1),r.isSpriteMaterial&&m.setValue(Fe,"center",a.center),m.setValue(Fe,"modelViewMatrix",a.modelViewMatrix),m.setValue(Fe,"normalMatrix",a.normalMatrix),m.setValue(Fe,"modelMatrix",a.matrixWorld),u}// Uniforms (refresh uniforms objects) +function y(e,t,r){e.opacity.value=t.opacity,t.color&&e.diffuse.value.copy(t.color),t.emissive&&e.emissive.value.copy(t.emissive).multiplyScalar(t.emissiveIntensity),t.map&&(e.map.value=t.map),t.alphaMap&&(e.alphaMap.value=t.alphaMap),t.specularMap&&(e.specularMap.value=t.specularMap);var a=t.envMap||r;a&&(e.envMap.value=a,e.flipEnvMap.value=a.isCubeTexture?-1:1,e.reflectivity.value=t.reflectivity,e.refractionRatio.value=t.refractionRatio,e.maxMipLevel.value=We.get(a).__maxMipLevel),t.lightMap&&(e.lightMap.value=t.lightMap,e.lightMapIntensity.value=t.lightMapIntensity),t.aoMap&&(e.aoMap.value=t.aoMap,e.aoMapIntensity.value=t.aoMapIntensity);// uv repeat and offset setting priorities +// 1. color map +// 2. specular map +// 3. normal map +// 4. bump map +// 5. alpha map +// 6. emissive map +var i;t.map?i=t.map:t.specularMap?i=t.specularMap:t.displacementMap?i=t.displacementMap:t.normalMap?i=t.normalMap:t.bumpMap?i=t.bumpMap:t.roughnessMap?i=t.roughnessMap:t.metalnessMap?i=t.metalnessMap:t.alphaMap?i=t.alphaMap:t.emissiveMap&&(i=t.emissiveMap),i!==void 0&&(i.isWebGLRenderTarget&&(i=i.texture),!0===i.matrixAutoUpdate&&i.updateMatrix(),e.uvTransform.value.copy(i.matrix));// uv repeat and offset setting priorities for uv2 +// 1. ao map +// 2. light map +var n;t.aoMap?n=t.aoMap:t.lightMap&&(n=t.lightMap),n!==void 0&&(n.isWebGLRenderTarget&&(n=n.texture),!0===n.matrixAutoUpdate&&n.updateMatrix(),e.uv2Transform.value.copy(n.matrix))}function v(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity}function _(e,t){e.dashSize.value=t.dashSize,e.totalSize.value=t.dashSize+t.gapSize,e.scale.value=t.scale}function b(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity,e.size.value=t.size*ue,e.scale.value=.5*ce,t.map&&(e.map.value=t.map),t.alphaMap&&(e.alphaMap.value=t.alphaMap);// uv repeat and offset setting priorities +// 1. color map +// 2. alpha map +var r;t.map?r=t.map:t.alphaMap&&(r=t.alphaMap),r!==void 0&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),e.uvTransform.value.copy(r.matrix))}function M(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity,e.rotation.value=t.rotation,t.map&&(e.map.value=t.map),t.alphaMap&&(e.alphaMap.value=t.alphaMap);// uv repeat and offset setting priorities +// 1. color map +// 2. alpha map +var r;t.map?r=t.map:t.alphaMap&&(r=t.alphaMap),r!==void 0&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),e.uvTransform.value.copy(r.matrix))}function E(e,t){e.fogColor.value.copy(t.color),t.isFog?(e.fogNear.value=t.near,e.fogFar.value=t.far):t.isFogExp2&&(e.fogDensity.value=t.density)}function w(e,t){t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap)}function L(e,t){e.specular.value.copy(t.specular),e.shininess.value=No(t.shininess,1e-4),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,t.side===1&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),t.side===1&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function R(e,t){e.specular.value.copy(t.specular),e.shininess.value=No(t.shininess,1e-4),t.gradientMap&&(e.gradientMap.value=t.gradientMap),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,t.side===1&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),t.side===1&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function P(e,t,r){e.roughness.value=t.roughness,e.metalness.value=t.metalness,t.roughnessMap&&(e.roughnessMap.value=t.roughnessMap),t.metalnessMap&&(e.metalnessMap.value=t.metalnessMap),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,t.side===1&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),t.side===1&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias),(t.envMap||r)&&(e.envMapIntensity.value=t.envMapIntensity)}function C(e,t,r){// also part of uniforms common +P(e,t,r),e.reflectivity.value=t.reflectivity,e.clearcoat.value=t.clearcoat,e.clearcoatRoughness.value=t.clearcoatRoughness,t.sheen&&e.sheen.value.copy(t.sheen),t.clearcoatMap&&(e.clearcoatMap.value=t.clearcoatMap),t.clearcoatRoughnessMap&&(e.clearcoatRoughnessMap.value=t.clearcoatRoughnessMap),t.clearcoatNormalMap&&(e.clearcoatNormalScale.value.copy(t.clearcoatNormalScale),e.clearcoatNormalMap.value=t.clearcoatNormalMap,t.side===1&&e.clearcoatNormalScale.value.negate()),e.transparency.value=t.transparency}function D(e,t){t.matcap&&(e.matcap.value=t.matcap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,t.side===1&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),t.side===1&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function I(e,t){t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function N(e,t){t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias),e.referencePosition.value.copy(t.referencePosition),e.nearDistance.value=t.nearDistance,e.farDistance.value=t.farDistance}function z(e,t){t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,t.side===1&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),t.side===1&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}// If uniforms are marked as clean, they don't need to be loaded to the GPU. +function U(e,t){e.ambientLightColor.needsUpdate=t,e.lightProbe.needsUpdate=t,e.directionalLights.needsUpdate=t,e.directionalLightShadows.needsUpdate=t,e.pointLights.needsUpdate=t,e.pointLightShadows.needsUpdate=t,e.spotLights.needsUpdate=t,e.spotLightShadows.needsUpdate=t,e.rectAreaLights.needsUpdate=t,e.hemisphereLights.needsUpdate=t}function B(e){return e.isMeshLambertMaterial||e.isMeshToonMaterial||e.isMeshPhongMaterial||e.isMeshStandardMaterial||e.isShadowMaterial||e.isShaderMaterial&&!0===e.lights}// +e=e||{};var F=e.canvas===void 0?document.createElementNS("http://www.w3.org/1999/xhtml","canvas"):e.canvas,O=e.context===void 0?null:e.context,G=e.alpha!==void 0&&e.alpha,H=!(e.depth!==void 0)||e.depth,V=!(e.stencil!==void 0)||e.stencil,k=e.antialias!==void 0&&e.antialias,W=!(e.premultipliedAlpha!==void 0)||e.premultipliedAlpha,j=e.preserveDrawingBuffer!==void 0&&e.preserveDrawingBuffer,q=e.powerPreference===void 0?"default":e.powerPreference,X=e.failIfMajorPerformanceCaveat!==void 0&&e.failIfMajorPerformanceCaveat,Y=null,Z=null;this.domElement=F,this.debug={/** + * Enables error checking and reporting when shader programs are being compiled + * @type {boolean} + */checkShaderErrors:!0},this.autoClear=!0,this.autoClearColor=!0,this.autoClearDepth=!0,this.autoClearStencil=!0,this.sortObjects=!0,this.clippingPlanes=[],this.localClippingEnabled=!1,this.gammaFactor=2,this.outputEncoding=3000,this.physicallyCorrectLights=!1,this.toneMapping=1,this.toneMappingExposure=1,this.toneMappingWhitePoint=1,this.maxMorphTargets=8,this.maxMorphNormals=4;// internal properties +var J=this,Q=!1,// internal state cache +K=null,$=0,ee=0,te=null,re=null,ae=-1,// geometry and program caching +ie={geometry:null,program:null,wireframe:!1},ne=null,oe=null,se=new x,le=new x,de=null,// +pe=F.width,ce=F.height,ue=1,ye=null,ve=null,Le=new x(0,0,pe,ce),Pe=new x(0,0,pe,ce),Ce=!1,// frustum +De=new ge,// clipping +Ie=new Me,Ne=!1,ze=!1,// camera matrices cache +Ue=new T,Be=new S,Fe;try{var Oe={alpha:G,depth:H,stencil:V,antialias:k,premultipliedAlpha:W,preserveDrawingBuffer:j,powerPreference:q,failIfMajorPerformanceCaveat:X,xrCompatible:!0};// event listeners must be registered before WebGL context is created, see #12753 +if(F.addEventListener("webglcontextlost",a,!1),F.addEventListener("webglcontextrestored",i,!1),Fe=O||F.getContext("webgl",Oe)||F.getContext("experimental-webgl",Oe),null===Fe)if(null!==F.getContext("webgl"))throw new Error("Error creating WebGL context with your selected attributes.");else throw new Error("Error creating WebGL context.");// Some experimental-webgl implementations do not have getShaderPrecisionFormat +void 0===Fe.getShaderPrecisionFormat&&(Fe.getShaderPrecisionFormat=function(){return{rangeMin:1,rangeMax:1,precision:1}})}catch(e){throw console.error("THREE.WebGLRenderer: "+e.message),e}var Ge,He,Ve,ke,We,je,qe,Xe,Ye,Ze,Je,Qe,Ke,$e,et,tt,rt;r();// xr +var at=new pr(J,Fe);this.xr=at;// shadow map +var it=new ir(J,Ye,He.maxTextureSize);this.shadowMap=it,this.getContext=function(){return Fe},this.getContextAttributes=function(){return Fe.getContextAttributes()},this.forceContextLoss=function(){var e=Ge.get("WEBGL_lose_context");e&&e.loseContext()},this.forceContextRestore=function(){var e=Ge.get("WEBGL_lose_context");e&&e.restoreContext()},this.getPixelRatio=function(){return ue},this.setPixelRatio=function(e){void 0===e||(ue=e,this.setSize(pe,ce,!1))},this.getSize=function(e){return void 0===e&&(console.warn("WebGLRenderer: .getsize() now requires a Vector2 as an argument"),e=new h),e.set(pe,ce)},this.setSize=function(e,t,r){return at.isPresenting?void console.warn("THREE.WebGLRenderer: Can't change size while VR device is presenting."):void(pe=e,ce=t,F.width=Po(e*ue),F.height=Po(t*ue),!1!==r&&(F.style.width=e+"px",F.style.height=t+"px"),this.setViewport(0,0,e,t))},this.getDrawingBufferSize=function(e){return void 0===e&&(console.warn("WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument"),e=new h),e.set(pe*ue,ce*ue).floor()},this.setDrawingBufferSize=function(e,t,r){pe=e,ce=t,ue=r,F.width=Po(e*r),F.height=Po(t*r),this.setViewport(0,0,e,t)},this.getCurrentViewport=function(e){return void 0===e&&(console.warn("WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument"),e=new x),e.copy(se)},this.getViewport=function(e){return e.copy(Le)},this.setViewport=function(e,t,r,a){e.isVector4?Le.set(e.x,e.y,e.z,e.w):Le.set(e,t,r,a),Ve.viewport(se.copy(Le).multiplyScalar(ue).floor())},this.getScissor=function(e){return e.copy(Pe)},this.setScissor=function(e,t,r,a){e.isVector4?Pe.set(e.x,e.y,e.z,e.w):Pe.set(e,t,r,a),Ve.scissor(le.copy(Pe).multiplyScalar(ue).floor())},this.getScissorTest=function(){return Ce},this.setScissorTest=function(e){Ve.setScissorTest(Ce=e)},this.setOpaqueSort=function(e){ye=e},this.setTransparentSort=function(e){ve=e},this.getClearColor=function(){return Ke.getClearColor()},this.setClearColor=function(){Ke.setClearColor.apply(Ke,arguments)},this.getClearAlpha=function(){return Ke.getClearAlpha()},this.setClearAlpha=function(){Ke.setClearAlpha.apply(Ke,arguments)},this.clear=function(e,t,r){var a=0;(e===void 0||e)&&(a|=16384),(t===void 0||t)&&(a|=256),(r===void 0||r)&&(a|=1024),Fe.clear(a)},this.clearColor=function(){this.clear(!0,!1,!1)},this.clearDepth=function(){this.clear(!1,!0,!1)},this.clearStencil=function(){this.clear(!1,!1,!0)},this.dispose=function(){F.removeEventListener("webglcontextlost",a,!1),F.removeEventListener("webglcontextrestored",i,!1),Je.dispose(),Qe.dispose(),We.dispose(),Ye.dispose(),at.dispose(),st.stop(),this.forceContextLoss()},this.renderBufferImmediate=function(e,t){Ve.initAttributes();var r=We.get(e);e.hasPositions&&!r.position&&(r.position=Fe.createBuffer()),e.hasNormals&&!r.normal&&(r.normal=Fe.createBuffer()),e.hasUvs&&!r.uv&&(r.uv=Fe.createBuffer()),e.hasColors&&!r.color&&(r.color=Fe.createBuffer());var a=t.getAttributes();e.hasPositions&&(Fe.bindBuffer(34962,r.position),Fe.bufferData(34962,e.positionArray,35048),Ve.enableAttribute(a.position),Fe.vertexAttribPointer(a.position,3,5126,!1,0,0)),e.hasNormals&&(Fe.bindBuffer(34962,r.normal),Fe.bufferData(34962,e.normalArray,35048),Ve.enableAttribute(a.normal),Fe.vertexAttribPointer(a.normal,3,5126,!1,0,0)),e.hasUvs&&(Fe.bindBuffer(34962,r.uv),Fe.bufferData(34962,e.uvArray,35048),Ve.enableAttribute(a.uv),Fe.vertexAttribPointer(a.uv,2,5126,!1,0,0)),e.hasColors&&(Fe.bindBuffer(34962,r.color),Fe.bufferData(34962,e.colorArray,35048),Ve.enableAttribute(a.color),Fe.vertexAttribPointer(a.color,3,5126,!1,0,0)),Ve.disableUnusedAttributes(),Fe.drawArrays(4,0,e.count),e.count=0};var nt=new A;this.renderBufferDirect=function(e,r,a,i,n,o){null===r&&(r=nt);// renderBufferDirect second parameter used to be fog (could be null) +var s=n.isMesh&&0>n.matrixWorld.determinant(),l=f(e,r,i,n);Ve.setMaterial(i,s);var p=!1;(ie.geometry!==a.id||ie.program!==l.id||ie.wireframe!==(!0===i.wireframe))&&(ie.geometry=a.id,ie.program=l.id,ie.wireframe=!0===i.wireframe,p=!0),(i.morphTargets||i.morphNormals)&&($e.update(n,a,i,l),p=!0);// +var c=a.index,u=a.attributes.position;// +if(null===c){if(void 0===u||0===u.count)return;}else if(0===c.count)return;// +var m=1;!0===i.wireframe&&(c=Xe.getWireframeAttribute(a),m=2);var g=et,h;null!==c&&(h=qe.get(c),g=tt,g.setIndex(h)),p&&(d(n,a,i,l),null!==c&&Fe.bindBuffer(34963,h.buffer));// +var y=null===c?u.count:c.count,v=a.drawRange.start*m,x=a.drawRange.count*m,_=null===o?0:o.start*m,b=null===o?1/0:o.count*m,M=No(v,_),S=Io(y,v+x,_+b)-1,T=No(0,S-M+1);if(0!==T){// +if(n.isMesh)!0===i.wireframe?(Ve.setLineWidth(i.wireframeLinewidth*t()),g.setMode(1)):g.setMode(4);else if(n.isLine){var E=i.linewidth;void 0===E&&(E=1),Ve.setLineWidth(E*t()),n.isLineSegments?g.setMode(1):n.isLineLoop?g.setMode(2):g.setMode(3)}else n.isPoints?g.setMode(0):n.isSprite&&g.setMode(4);n.isInstancedMesh?g.renderInstances(a,M,T,n.count):a.isInstancedBufferGeometry?g.renderInstances(a,M,T,a.maxInstancedCount):g.render(M,T)}},this.compile=function(e,t){Z=Qe.get(e,t),Z.init(),e.traverse(function(e){e.isLight&&(Z.pushLight(e),e.castShadow&&Z.pushShadow(e))}),Z.setupLights(t);var r={};e.traverse(function(t){if(t.material)if(Array.isArray(t.material))for(var a=0;a= 52 and Firefox +!(1016===c&&(He.isWebGL2?Ge.get("EXT_color_buffer_float"):Ge.get("EXT_color_buffer_half_float"))))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");36053===Fe.checkFramebufferStatus(36160)?0<=t&&t<=e.width-a&&0<=r&&r<=e.height-i&&Fe.readPixels(t,r,a,i,rt.convert(p),rt.convert(c),n):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.")}finally{l&&Fe.bindFramebuffer(36160,re)}}},this.copyFramebufferToTexture=function(e,t,r){r===void 0&&(r=0);var a=Do(2,-r),i=Po(t.image.width*a),n=Po(t.image.height*a),o=rt.convert(t.format);je.setTexture2D(t,0),Fe.copyTexImage2D(3553,r,o,e.x,e.y,i,n,0),Ve.unbindTexture()},this.copyTextureToTexture=function(e,t,r,a){var i=t.image.width,n=t.image.height,o=rt.convert(r.format),s=rt.convert(r.type);je.setTexture2D(r,0),t.isDataTexture?Fe.texSubImage2D(3553,a||0,e.x,e.y,i,n,o,s,t.image.data):Fe.texSubImage2D(3553,a||0,e.x,e.y,o,s,t.image),Ve.unbindTexture()},this.initTexture=function(e){je.setTexture2D(e,0),Ve.unbindTexture()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */function ur(e,t){this.name="",this.color=new U(e),this.density=t===void 0?25e-5:t}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */function mr(e,t,r){this.name="",this.color=new U(e),this.near=t===void 0?1:t,this.far=r===void 0?1e3:r}/** + * @author benaadams / https://twitter.com/ben_a_adams + */function gr(e,t){this.array=e,this.stride=t,this.count=e===void 0?0:e.length/t,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0}function fr(e,t,r,a){this.data=e,this.itemSize=t,this.offset=r,this.normalized=!0===a}/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * map: new THREE.Texture( ), + * alphaMap: new THREE.Texture( ), + * rotation: , + * sizeAttenuation: + * } + */function hr(e){H.call(this),this.type="SpriteMaterial",this.color=new U(16777215),this.map=null,this.alphaMap=null,this.rotation=0,this.sizeAttenuation=!0,this.transparent=!0,this.setValues(e)}function yr(e){if(L.call(this),this.type="Sprite",void 0===Ld){Ld=new te;var t=new Float32Array([-.5,-.5,0,0,0,.5,-.5,0,1,0,.5,.5,0,1,1,-.5,.5,0,0,1]),r=new gr(t,5);Ld.setIndex([0,1,2,0,2,3]),Ld.setAttribute("position",new fr(r,3,0,!1)),Ld.setAttribute("uv",new fr(r,2,3,!1))}this.geometry=Ld,this.material=void 0===e?new hr:e,this.center=new h(.5,.5)}function vr(e,t,r,a,i,n){// compute position in camera space +// transform to world space +vd.subVectors(e,r).addScalar(.5).multiply(a),i===void 0?xd.copy(vd):(xd.x=n*vd.x-i*vd.y,xd.y=i*vd.x+n*vd.y),e.copy(t),e.x+=xd.x,e.y+=xd.y,e.applyMatrix4(_d)}/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */function xr(){L.call(this),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]}}),this.autoUpdate=!0}/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */function _r(e,t){e&&e.isGeometry&&console.error("THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead."),re.call(this,e,t),this.type="SkinnedMesh",this.bindMode="attached",this.bindMatrix=new T,this.bindMatrixInverse=new T}function br(e,t){// use the supplied bone inverses or calculate the inverses +if(e=e||[],this.bones=e.slice(0),this.boneMatrices=new Float32Array(16*this.bones.length),this.frame=-1,void 0===t)this.calculateInverses();else if(this.bones.length===t.length)this.boneInverses=t.slice(0);else{console.warn("THREE.Skeleton boneInverses is the wrong length."),this.boneInverses=[];for(var r=0,a=this.bones.length;r, + * opacity: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round" + * } + */function Tr(e){H.call(this),this.type="LineBasicMaterial",this.color=new U(16777215),this.linewidth=1,this.linecap="round",this.linejoin="round",this.setValues(e)}function Er(e,t,r){1===r&&console.error("THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead."),L.call(this),this.type="Line",this.geometry=e===void 0?new te:e,this.material=t===void 0?new Tr:t}function wr(e,t){Er.call(this,e,t),this.type="LineSegments"}/** + * @author mgreter / http://github.com/mgreter + */function Lr(e,t){Er.call(this,e,t),this.type="LineLoop"}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * alphaMap: new THREE.Texture( ), + * + * size: , + * sizeAttenuation: + * + * morphTargets: + * } + */function Ar(e){H.call(this),this.type="PointsMaterial",this.color=new U(16777215),this.map=null,this.alphaMap=null,this.size=1,this.sizeAttenuation=!0,this.morphTargets=!1,this.setValues(e)}function Rr(e,t){L.call(this),this.type="Points",this.geometry=e===void 0?new te:e,this.material=t===void 0?new Ar:t,this.updateMorphTargets()}function Pr(e,t,r,a,i,n,o){var s=Wd.distanceSqToPoint(e);if(si.far)return;n.push({distance:d,distanceToRay:wo(s),point:l,index:t,face:null,object:o})}}/** + * @author mrdoob / http://mrdoob.com/ + */function Cr(e,t,r,a,i,n,o,s,l){v.call(this,e,t,r,a,i,n,o,s,l),this.format=o===void 0?1022:o,this.minFilter=n===void 0?1006:n,this.magFilter=i===void 0?1006:i,this.generateMipmaps=!1}/** + * @author alteredq / http://alteredqualia.com/ + */function Dr(e,t,r,a,i,n,o,s,l,d,p,c){// no flipping for cube textures +// (also flipping doesn't work for compressed textures ) +// can't generate mipmaps for compressed textures +// mips must be embedded in DDS files +v.call(this,null,n,o,s,l,d,a,i,p,c),this.image={width:t,height:r},this.mipmaps=e,this.flipY=!1,this.generateMipmaps=!1}/** + * @author mrdoob / http://mrdoob.com/ + */function Ir(e,t,r,a,i,n,o,s,l){v.call(this,e,t,r,a,i,n,o,s,l),this.needsUpdate=!0}/** + * @author Matt DesLauriers / @mattdesl + * @author atix / arthursilber.de + */function Nr(e,t,r,a,i,n,o,s,l,d){if(d=void 0===d?1026:d,1026!==d&&1027!==d)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===r&&1026===d&&(r=1012),void 0===r&&1027===d&&(r=1020),v.call(this,null,a,i,n,o,s,d,r,l),this.image={width:e,height:t},this.magFilter=void 0===o?1003:o,this.minFilter=void 0===s?1003:s,this.flipY=!1,this.generateMipmaps=!1}/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */function zr(t){te.call(this),this.type="WireframeGeometry";// buffer +var r=[],a=[0,0],n={},s=["a","b","c"],d,p,c,u,m,g,f,h,y,v;// helper variables +// different logic for Geometry and BufferGeometry +if(t&&t.isGeometry){// create a data structure that contains all edges without duplicates +var x=t.faces;for(d=0,c=x.length;dp;p++)// sorting prevents duplicates +f=_[s[p]],h=_[s[(p+1)%3]],a[0]=Io(f,h),a[1]=No(f,h),y=a[0]+","+a[1],void 0===n[y]&&(n[y]={index1:a[0],index2:a[1]})}// generate vertices +for(y in n)g=n[y],v=t.vertices[g.index1],r.push(v.x,v.y,v.z),v=t.vertices[g.index2],r.push(v.x,v.y,v.z)}else if(t&&t.isBufferGeometry){var b,M,T,E,w,L,A,R;if(v=new S,null!==t.index){// create a data structure that contains all eges without duplicates +for(b=t.attributes.position,M=t.index,T=t.groups,0===T.length&&(T=[{start:0,count:M.count,materialIndex:0}]),(u=0,m=T.length);up;p++)// sorting prevents duplicates +f=M.getX(d+p),h=M.getX(d+(p+1)%3),a[0]=Io(f,h),a[1]=No(f,h),y=a[0]+","+a[1],void 0===n[y]&&(n[y]={index1:a[0],index2:a[1]});// generate vertices +for(y in n)g=n[y],v.fromBufferAttribute(b,g.index1),r.push(v.x,v.y,v.z),v.fromBufferAttribute(b,g.index2),r.push(v.x,v.y,v.z)}else for(b=t.attributes.position,d=0,c=b.count/3;dp;p++)// three edges per triangle, an edge is represented as (index1, index2) +// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) +A=3*d+p,v.fromBufferAttribute(b,A),r.push(v.x,v.y,v.z),R=3*d+(p+1)%3,v.fromBufferAttribute(b,R),r.push(v.x,v.y,v.z)}// build geometry +this.setAttribute("position",new Q(r,3))}/** + * @author zz85 / https://github.com/zz85 + * @author Mugen87 / https://github.com/Mugen87 + * + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html + */ // ParametricGeometry +function Ur(e,t,r){ne.call(this),this.type="ParametricGeometry",this.parameters={func:e,slices:t,stacks:r},this.fromBufferGeometry(new Br(e,t,r)),this.mergeVertices()}// ParametricBufferGeometry +function Br(e,t,r){te.call(this),this.type="ParametricBufferGeometry",this.parameters={func:e,slices:t,stacks:r};// buffers +var n=[],o=[],s=[],l=[],p=1e-5,m=new S,g=new S,f=new S,h=new S,y=new S,x,_;3>e.length&&console.error("THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.");// generate vertices, normals and uvs +var M=t+1;for(x=0;x<=r;x++){var T=x/r;for(_=0;_<=t;_++){var v=_/t;// vertex +// cross product of tangent vectors returns surface normal +// uv +e(v,T,g),o.push(g.x,g.y,g.z),0<=v-p?(e(v-p,T,f),h.subVectors(g,f)):(e(v+p,T,f),h.subVectors(f,g)),0<=T-p?(e(v,T-p,f),y.subVectors(g,f)):(e(v,T+p,f),y.subVectors(f,g)),m.crossVectors(h,y).normalize(),s.push(m.x,m.y,m.z),l.push(v,T)}}// generate indices +for(x=0;xo&&(.2>t&&(y[e+0]+=1),.2>r&&(y[e+2]+=1),.2>a&&(y[e+4]+=1))}}function d(e){f.push(e.x,e.y,e.z)}function p(t,r){var a=3*t;r.x=e[a+0],r.y=e[a+1],r.z=e[a+2]}function c(){for(var e=new S,t=new S,r=new S,a=new S,n=new h,o=new h,s=new h,l=0,d=0;la&&1===e.x&&(y[t]=e.x-1),0===r.x&&0===r.z&&(y[t]=a/2/Eo+.5)}// Angle around the Y axis, counter-clockwise when looking from above. +function m(e){return To(e.z,-e.x)}// Angle above the XZ plane. +function g(e){return To(-e.y,wo(e.x*e.x+e.z*e.z))}te.call(this),this.type="PolyhedronBufferGeometry",this.parameters={vertices:e,indices:t,radius:r,detail:a},r=r||1,a=a||0;// default buffer data +var f=[],y=[];// the subdivision creates the vertex buffer data +// all vertices should lie on a conceptual sphere with a given radius +// finally, create the uv data +// build non-indexed geometry +i(a),o(r),s(),this.setAttribute("position",new Q(f,3)),this.setAttribute("normal",new Q(f.slice(),3)),this.setAttribute("uv",new Q(y,2)),0===a?this.computeVertexNormals():this.normalizeNormals()}/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ // TetrahedronGeometry +function Gr(e,t){ne.call(this),this.type="TetrahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new Hr(e,t)),this.mergeVertices()}// TetrahedronBufferGeometry +function Hr(e,t){Or.call(this,[1,1,1,-1,-1,1,-1,1,-1,1,-1,-1],[2,1,0,0,3,2,1,3,0,2,3,1],e,t),this.type="TetrahedronBufferGeometry",this.parameters={radius:e,detail:t}}/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ // OctahedronGeometry +function Vr(e,t){ne.call(this),this.type="OctahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new kr(e,t)),this.mergeVertices()}// OctahedronBufferGeometry +function kr(e,t){Or.call(this,[1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1],[0,2,4,0,4,3,0,3,5,0,5,2,1,2,5,1,5,3,1,3,4,1,4,2],e,t),this.type="OctahedronBufferGeometry",this.parameters={radius:e,detail:t}}/** + * @author timothypratley / https://github.com/timothypratley + * @author Mugen87 / https://github.com/Mugen87 + */ // IcosahedronGeometry +function Wr(e,t){ne.call(this),this.type="IcosahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new jr(e,t)),this.mergeVertices()}// IcosahedronBufferGeometry +function jr(e,r){var a=(1+wo(5))/2;Or.call(this,[-1,a,0,1,a,0,-1,-a,0,1,-a,0,0,-1,a,0,1,a,0,-1,-a,0,1,-a,a,0,-1,a,0,1,-a,0,-1,-a,0,1],[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1],e,r),this.type="IcosahedronBufferGeometry",this.parameters={radius:e,detail:r}}/** + * @author Abe Pazos / https://hamoid.com + * @author Mugen87 / https://github.com/Mugen87 + */ // DodecahedronGeometry +function qr(e,t){ne.call(this),this.type="DodecahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new Xr(e,t)),this.mergeVertices()}// DodecahedronBufferGeometry +function Xr(e,a){var i=(1+wo(5))/2,t=1/i;Or.call(this,[// (±1, ±1, ±1) +-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,// (0, ±1/φ, ±φ) +0,-t,-i,0,-t,i,0,t,-i,0,t,i,// (±1/φ, ±φ, 0) +-t,-i,0,-t,i,0,t,-i,0,t,i,0,// (±φ, 0, ±1/φ) +-i,0,-t,i,0,-t,-i,0,t,i,0,t],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],e,a),this.type="DodecahedronBufferGeometry",this.parameters={radius:e,detail:a}}/** + * @author oosmoxiecode / https://github.com/oosmoxiecode + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * @author jonobr1 / https://github.com/jonobr1 + * @author Mugen87 / https://github.com/Mugen87 + * + */ // TubeGeometry +function Yr(e,t,r,a,i,n){ne.call(this),this.type="TubeGeometry",this.parameters={path:e,tubularSegments:t,radius:r,radialSegments:a,closed:i},n!==void 0&&console.warn("THREE.TubeGeometry: taper has been removed.");var o=new Zr(e,t,r,a,i);// expose internals +// create geometry +this.tangents=o.tangents,this.normals=o.normals,this.binormals=o.binormals,this.fromBufferGeometry(o),this.mergeVertices()}// TubeBufferGeometry +function Zr(e,t,r,n,o){// functions +function s(){for(_=0;_=t;o-=a)s=Ta(o,e[o],e[o+1],s);return s&&va(s,s.next)&&(Ea(s),s=s.next),s}// eliminate colinear or duplicate points +function ta(e,t){if(!e)return e;t||(t=e);var r=e,a;do if(a=!1,!r.steiner&&(va(r,r.next)||0===ya(r.prev,r,r.next))){if(Ea(r),r=t=r.prev,r===r.next)break;a=!0}else r=r.next;while(a||r!==t);return t}// main ear slicing loop which triangulates a polygon (given as a linked list) +function ra(e,t,r,a,i,n,o){if(e){!o&&n&&ca(e,a,i,n);// iterate through ears, slicing them one by one +for(var s=e,l,d;e.prev!==e.next;){if(l=e.prev,d=e.next,n?ia(e,a,i,n):aa(e)){t.push(l.i/r),t.push(e.i/r),t.push(d.i/r),Ea(e),e=d.next,s=d.next;continue}// if we looped through the whole remaining polygon and can't find any more ears +if(e=d,e===s){o?1===o?(e=na(e,t,r),ra(e,t,r,a,i,n,2)):2==o&&oa(e,t,r,a,i,n):ra(ta(e),t,r,a,i,n,1);break}}}// interlink polygon nodes in z-order +}// check whether a polygon node forms a valid ear with adjacent nodes +function aa(e){var t=e.prev,r=e,a=e.next;if(0<=ya(t,r,a))return!1;// reflex, can't be an ear +// now make sure we don't have other points inside the potential ear +for(var i=e.next.next;i!==e.prev;){if(fa(t.x,t.y,r.x,r.y,a.x,a.y,i.x,i.y)&&0<=ya(i.prev,i,i.next))return!1;i=i.next}return!0}function ia(e,t,r,i){var o=e.prev,a=e,s=e.next;if(0<=ya(o,a,s))return!1;// reflex, can't be an ear +// triangle bbox; min & max are calculated like this for speed +// look for points inside the triangle in both directions +for(var l=o.xa.x?o.x>s.x?o.x:s.x:a.x>s.x?a.x:s.x,u=o.y>a.y?o.y>s.y?o.y:s.y:a.y>s.y?a.y:s.y,m=ma(l,d,t,r,i),g=ma(c,u,t,r,i),f=e.prevZ,h=e.nextZ// z-order range for the current triangle bbox; +;f&&f.z>=m&&h&&h.z<=g;){if(f!==e.prev&&f!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,f.x,f.y)&&0<=ya(f.prev,f,f.next))return!1;if(f=f.prevZ,h!==e.prev&&h!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,h.x,h.y)&&0<=ya(h.prev,h,h.next))return!1;h=h.nextZ}// look for remaining points in decreasing z-order +for(;f&&f.z>=m;){if(f!==e.prev&&f!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,f.x,f.y)&&0<=ya(f.prev,f,f.next))return!1;f=f.prevZ}// look for remaining points in increasing z-order +for(;h&&h.z<=g;){if(h!==e.prev&&h!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,h.x,h.y)&&0<=ya(h.prev,h,h.next))return!1;h=h.nextZ}return!0}// go through all polygon nodes and cure small local self-intersections +function na(e,t,r){var i=e;do{var n=i.prev,a=i.next.next;!va(n,a)&&xa(n,i,i.next,a)&&ba(n,a)&&ba(a,n)&&(t.push(n.i/r),t.push(i.i/r),t.push(a.i/r),Ea(i),Ea(i.next),i=e=a),i=i.next}while(i!==e);return i}// try splitting polygon into two and triangulate them independently +function oa(e,t,r,i,n,o){// look for a valid diagonal that divides the polygon into two +var s=e;do{for(var l=s.next.next;l!==s.prev;){if(s.i!==l.i&&ha(s,l)){// split the polygon in two by the diagonal +var d=Sa(s,l);// filter colinear points around the cuts +return s=ta(s,s.next),d=ta(d,d.next),ra(s,t,r,i,n,o),void ra(d,t,r,i,n,o)}l=l.next}s=s.next}while(s!==e)}// link every hole into the outer loop, producing a single-ring polygon without holes +function sa(e,t,r,a){var n=[],o,s,l,d,p;for(o=0,s=t.length;o=r.next.y&&r.next.y!==r.y){var s=r.x+(i-r.y)*(r.next.x-r.x)/(r.next.y-r.y);if(s<=a&&s>n){if(n=s,s===a){if(i===r.y)return r;if(i===r.next.y)return r.next}o=r.x=r.x&&r.x>=d&&a!==r.x&&fa(io.x)&&ba(r,e)&&(o=r,u=g)),r=r.next;return o}// interlink polygon nodes in z-order +function ca(e,t,r,a){var i=e;do null===i.z&&(i.z=ma(i.x,i.y,t,r,a)),i.prevZ=i.prev,i.nextZ=i.next,i=i.next;while(i!==e);i.prevZ.nextZ=null,i.prevZ=null,ua(i)}// Simon Tatham's linked list merge sort algorithm +// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html +function ua(t){var r=1,a,n,o,s,l,d,c,u;do{for(n=t,t=null,l=null,d=0;n;){for(d++,o=n,c=0,a=0;aya(e.prev,e,e.next)?0<=ya(e,t,e.next)&&0<=ya(e,e.prev,t):0>ya(e,t,e.prev)||0>ya(e,e.next,t)}// check if the middle point of a polygon diagonal is inside the polygon +function Ma(e,t){var r=e,a=!1,i=(e.x+t.x)/2,n=(e.y+t.y)/2;do r.y>n!=r.next.y>n&&r.next.y!==r.y&&i<(r.next.x-r.x)*(n-r.y)/(r.next.y-r.y)+r.x&&(a=!a),r=r.next;while(r!==e);return a}// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; +// if one belongs to the outer ring and another to a hole, it merges it into a single ring +function Sa(e,t){var r=new wa(e.i,e.x,e.y),a=new wa(t.i,t.x,t.y),i=e.next,n=t.prev;return e.next=t,t.prev=e,r.next=i,i.prev=r,a.next=r,r.prev=a,n.next=a,a.prev=n,a}// create a node and optionally link it with previous one (in a circular doubly linked list) +function Ta(e,t,r,a){var i=new wa(e,t,r);return a?(i.next=a.next,i.prev=a,a.next.prev=i,a.next=i):(i.prev=i,i.next=i),i}function Ea(e){e.next.prev=e.prev,e.prev.next=e.next,e.prevZ&&(e.prevZ.nextZ=e.nextZ),e.nextZ&&(e.nextZ.prevZ=e.prevZ)}function wa(e,t,r){// vertex index in coordinates array +// vertex coordinates +// previous and next vertex nodes in a polygon ring +// z-order curve value +// previous and next nodes in z-order +// indicates whether this is a steiner point +this.i=e,this.x=t,this.y=r,this.prev=null,this.next=null,this.z=null,this.prevZ=null,this.nextZ=null,this.steiner=!1}function La(e,t,r,a){for(var n=0,o=t,s=r-a;o, // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * depth: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline (including bevelOffset) is bevel + * bevelOffset: , // how far from shape outline does bevel start + * bevelSegments: , // number of bevel layers + * + * extrudePath: // curve to extrude shape along + * + * UVGenerator: // object that provides UV generator functions + * + * } + */ // ExtrudeGeometry +function Pa(e,t){ne.call(this),this.type="ExtrudeGeometry",this.parameters={shapes:e,options:t},this.fromBufferGeometry(new Ca(e,t)),this.mergeVertices()}// ExtrudeBufferGeometry +function Ca(e,r){// functions +function a(e){function a(e,t,r){return t||console.error("THREE.ExtrudeGeometry: vec does not exist"),t.clone().multiplyScalar(r).add(e)}// Find directions for point movement +function l(e,t,r){// computes for inPt the corresponding point inPt' on a new contour +// shifted by 1 unit (length of normalized vector) to the left +// if we walk along contour clockwise, this new contour is outside the old one +// +// inPt' is the intersection of the two lines parallel to the two +// adjacent edges of inPt at a distance of 1 unit on the left side. +var a=e.x-t.x,i=e.y-t.y,n=r.x-e.x,o=r.y-e.y,s=a*a+i*i,l,d,p;// resulting translation vector for inPt +// good reading for geometry algorithms (here: line-line intersection) +// http://geomalgorithms.com/a05-_intersect-1.html +if(zo(a*o-i*n)>Mo){// not collinear +// length of vectors for normalizing +var c=wo(s),u=wo(n*n+o*o),m=t.x-i/c,g=t.y+a/c,f=r.x-o/u,y=r.y+n/u,v=((f-m)*o-(y-g)*n)/(a*o-i*n);l=m+a*v-e.x,d=g+i*v-e.y;// Don't normalize!, otherwise sharp corners become ugly +// but prevent crazy spikes +var x=l*l+d*d;if(2>=x)return new h(l,d);p=wo(x/2)}else{// handle special case of collinear edges +var _=!1;// assumes: opposite +a>Mo?n>Mo&&(_=!0):a<-Mo?n<-Mo&&(_=!0):bo(i)===bo(o)&&(_=!0),_?(l=-i,d=a,p=wo(s)):(l=a,d=i,p=wo(s/2))}return new h(l/p,d/p)}///// Internal functions +function d(){var e=o.length/3;if(T){var t=0,r=Z*t;// steps + 1 +// Bottom faces +for(K=0;Ki&&(i=e.length-1);//console.log('b', i,j, i-1, k,vertices.length); +var n=0,o=_+2*A;for(n=0;n, // font + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: , // how far from text outline (including bevelOffset) is bevel + * bevelOffset: // how far from text outline does bevel start + * } + */ // TextGeometry +function Ia(e,t){ne.call(this),this.type="TextGeometry",this.parameters={text:e,parameters:t},this.fromBufferGeometry(new Na(e,t)),this.mergeVertices()}// TextBufferGeometry +function Na(e,t){t=t||{};var r=t.font;if(!(r&&r.isFont))return console.error("THREE.TextGeometry: font parameter is not an instance of THREE.Font."),new ne;var a=r.generateShapes(e,t.size);// translate parameters to ExtrudeGeometry API +t.depth=t.height===void 0?50:t.height,t.bevelThickness===void 0&&(t.bevelThickness=10),t.bevelSize===void 0&&(t.bevelSize=8),t.bevelEnabled===void 0&&(t.bevelEnabled=!1),Ca.call(this,a,t),this.type="TextBufferGeometry"}/** + * @author mrdoob / http://mrdoob.com/ + * @author benaadams / https://twitter.com/ben_a_adams + * @author Mugen87 / https://github.com/Mugen87 + */ // SphereGeometry +function za(e,t,r,a,i,n,o){ne.call(this),this.type="SphereGeometry",this.parameters={radius:e,widthSegments:t,heightSegments:r,phiStart:a,phiLength:i,thetaStart:n,thetaLength:o},this.fromBufferGeometry(new Ua(e,t,r,a,i,n,o)),this.mergeVertices()}// SphereBufferGeometry +function Ua(e,t,r,i,n,o,s){te.call(this),this.type="SphereBufferGeometry",this.parameters={radius:e,widthSegments:t,heightSegments:r,phiStart:i,phiLength:n,thetaStart:o,thetaLength:s},e=e||1,t=No(3,Po(t)||8),r=No(2,Po(r)||6),i=i===void 0?0:i,n=n===void 0?2*Eo:n,o=o===void 0?0:o,s=s===void 0?Eo:s;var l=Io(o+s,Math.PI),p=0,m=[],g=new S,f=new S,h=[],y=[],x=[],_=[],M,T;// generate vertices, normals and uvs +for(T=0;T<=r;T++){var E=[],w=T/r,v=0;for(0==T&&0==o?v=.5/t:T==r&&l==Eo&&(v=-.5/t),M=0;M<=t;M++){var L=M/t;// vertex +// normal +// uv +g.x=-e*Ro(i+L*n)*So(o+w*s),g.y=e*Ro(o+w*s),g.z=e*So(i+L*n)*So(o+w*s),y.push(g.x,g.y,g.z),f.copy(g).normalize(),x.push(f.x,f.y,f.z),_.push(L+v,1-w),E.push(p++)}m.push(E)}// indices +for(T=0;Tv;v++)p=l[d[v]],c=l[d[(v+1)%3]],o[0]=Io(p,c),o[1]=No(p,c),u=o[0]+","+o[1],void 0===s[u]?s[u]={index1:o[0],index2:o[1],face1:h,face2:void 0}:s[u].face2=h}// generate vertices +for(u in s){var x=s[u];// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. +if(x.face2===void 0||f[x.face1].normal.dot(f[x.face2].normal)<=n){var e=g[x.index1];a.push(e.x,e.y,e.z),e=g[x.index2],a.push(e.x,e.y,e.z)}}// build geometry +this.setAttribute("position",new Q(a,3))}/** + * @author mrdoob / http://mrdoob.com/ + * @author Mugen87 / https://github.com/Mugen87 + */ // CylinderGeometry +function ja(e,t,r,a,i,n,o,s){ne.call(this),this.type="CylinderGeometry",this.parameters={radiusTop:e,radiusBottom:t,height:r,radialSegments:a,heightSegments:i,openEnded:n,thetaStart:o,thetaLength:s},this.fromBufferGeometry(new qa(e,t,r,a,i,n,o,s)),this.mergeVertices()}// CylinderBufferGeometry +function qa(e,t,r,n,o,s,l,d){function p(){var i=new S,s=new S,p=0,h=(t-e)/r,w,L;// generate vertices, normals and uvs +for(L=0;L<=o;L++){var A=[],R=L/o,v=R*(t-e)+e;for(w=0;w<=n;w++){var P=w/n,u=P*d+l,C=So(u),D=Ro(u);// vertex +// normal +// uv +// save index of vertex in respective row +s.x=v*C,s.y=-R*r+T,s.z=v*D,f.push(s.x,s.y,s.z),i.set(C,h,D).normalize(),y.push(i.x,i.y,i.z),_.push(P,1-R),A.push(b++)}// now save vertices of the row in our index array +M.push(A)}// generate indices +for(w=0;w + * } + */function Qa(e){H.call(this),this.type="ShadowMaterial",this.color=new U(0),this.transparent=!0,this.setValues(e)}/** + * @author mrdoob / http://mrdoob.com/ + */function Ka(e){le.call(this,e),this.type="RawShaderMaterial"}/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * color: , + * roughness: , + * metalness: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * roughnessMap: new THREE.Texture( ), + * + * metalnessMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: + * + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function $a(e){// diffuse +H.call(this),this.defines={STANDARD:""},this.type="MeshStandardMaterial",this.color=new U(16777215),this.roughness=1,this.metalness=0,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.roughnessMap=null,this.metalnessMap=null,this.alphaMap=null,this.envMap=null,this.envMapIntensity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.vertexTangents=!1,this.setValues(e)}/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * clearcoat: , + * clearcoatMap: new THREE.Texture( ), + * clearcoatRoughness: , + * clearcoatRoughnessMap: new THREE.Texture( ), + * clearcoatNormalScale: , + * clearcoatNormalMap: new THREE.Texture( ), + * + * reflectivity: , + * + * sheen: , + * + * transparency: + * } + */function ei(e){// maps to F0 = 0.04 +// null will disable sheen bsdf +$a.call(this),this.defines={STANDARD:"",PHYSICAL:""},this.type="MeshPhysicalMaterial",this.clearcoat=0,this.clearcoatMap=null,this.clearcoatRoughness=0,this.clearcoatRoughnessMap=null,this.clearcoatNormalScale=new h(1,1),this.clearcoatNormalMap=null,this.reflectivity=.5,this.sheen=null,this.transparency=0,this.setValues(e)}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.MultiplyOperation, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function ti(e){// diffuse +H.call(this),this.type="MeshPhongMaterial",this.color=new U(16777215),this.specular=new U(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** + * @author takahirox / http://github.com/takahirox + * + * parameters = { + * color: , + * specular: , + * shininess: , + * + * map: new THREE.Texture( ), + * gradientMap: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function ri(e){H.call(this),this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new U(16777215),this.specular=new U(1118481),this.shininess=30,this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * opacity: , + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function ai(e){H.call(this),this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function ii(e){// diffuse +H.call(this),this.type="MeshLambertMaterial",this.color=new U(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * color: , + * opacity: , + * + * matcap: new THREE.Texture( ), + * + * map: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * alphaMap: new THREE.Texture( ), + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */function ni(e){// diffuse +H.call(this),this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new U(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * + * scale: , + * dashSize: , + * gapSize: + * } + */function oi(e){Tr.call(this),this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(e)}/** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + * @author tschw + */function si(e,t,r,a){this.parameterPositions=e,this._cachedIndex=0,this.resultBuffer=a===void 0?new t.constructor(r):a,this.sampleValues=t,this.valueSize=r}/** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + * + * @author tschw + */function li(e,t,r,a){si.call(this,e,t,r,a),this._weightPrev=-0,this._offsetPrev=-0,this._weightNext=-0,this._offsetNext=-0}/** + * @author tschw + */function di(e,t,r,a){si.call(this,e,t,r,a)}/** + * + * Interpolant that evaluates to the sample value at the position preceeding + * the parameter. + * + * @author tschw + */function pi(e,t,r,a){si.call(this,e,t,r,a)}/** + * + * A timed sequence of keyframes for a specific property. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function ci(e,t,r,a){if(e===void 0)throw new Error("THREE.KeyframeTrack: track name is undefined");if(void 0===t||0===t.length)throw new Error("THREE.KeyframeTrack: no keyframes in track named "+e);this.name=e,this.times=Kd.convertArray(t,this.TimeBufferType),this.values=Kd.convertArray(r,this.ValueBufferType),this.setInterpolation(a||this.DefaultInterpolation)}// Static methods +/** + * + * A Track of Boolean keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function ui(e,t,r){ci.call(this,e,t,r)}/** + * + * A Track of keyframe values that represent color. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function mi(e,t,r,a){ci.call(this,e,t,r,a)}/** + * + * A Track of numeric keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function gi(e,t,r,a){ci.call(this,e,t,r,a)}/** + * Spherical linear unit quaternion interpolant. + * + * @author tschw + */function fi(e,t,r,a){si.call(this,e,t,r,a)}/** + * + * A Track of quaternion keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function hi(e,t,r,a){ci.call(this,e,t,r,a)}/** + * + * A Track that interpolates Strings + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function yi(e,t,r,a){ci.call(this,e,t,r,a)}/** + * + * A Track of vectored keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function vi(e,t,r,a){ci.call(this,e,t,r,a)}/** + * + * Reusable set of Tracks that represent an animation. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */function xi(e,t,r){this.name=e,this.tracks=r,this.duration=t===void 0?-1:t,this.uuid=os.generateUUID(),0>this.duration&&this.resetDuration()}function _i(e){switch(e.toLowerCase()){case"scalar":case"double":case"float":case"number":case"integer":return gi;case"vector":case"vector2":case"vector3":case"vector4":return vi;case"color":return mi;case"quaternion":return hi;case"bool":case"boolean":return ui;case"string":return yi;}throw new Error("THREE.KeyframeTrack: Unsupported typeName: "+e)}function bi(e){if(e.type===void 0)throw new Error("THREE.KeyframeTrack: track type undefined, can not parse");var t=_i(e.type);if(e.times===void 0){var r=[],a=[];Kd.flattenJSON(e.keys,r,a,"value"),e.times=r,e.values=a}// derived classes can define a static parse method +return void 0===t.parse?new t(e.name,e.times,e.values,e.interpolation):t.parse(e)}/** + * @author mrdoob / http://mrdoob.com/ + */function Mi(e,t,r){var a=this,i=!1,n=0,o=0,s=void 0,d=[];// Refer to #5689 for the reason why we don't set .onStart +// in the constructor +this.onStart=void 0,this.onLoad=e,this.onProgress=t,this.onError=r,this.itemStart=function(e){o++,!1===i&&a.onStart!==void 0&&a.onStart(e,n,o),i=!0},this.itemEnd=function(e){n++,a.onProgress!==void 0&&a.onProgress(e,n,o),n===o&&(i=!1,a.onLoad!==void 0&&a.onLoad())},this.itemError=function(e){a.onError!==void 0&&a.onError(e)},this.resolveURL=function(e){return s?s(e):e},this.setURLModifier=function(e){return s=e,this},this.addHandler=function(e,t){return d.push(e,t),this},this.removeHandler=function(e){var t=d.indexOf(e);return-1!==t&&d.splice(t,2),this},this.getHandler=function(e){for(var t=0,r=d.length;te;e++)this.coefficients.push(new S)}/** + * @author WestLangley / http://github.com/WestLangley + * + * A LightProbe is a source of indirect-diffuse light + */function An(e,t){rn.call(this,void 0,t),this.sh=e===void 0?new Ln:e}/** + * @author WestLangley / http://github.com/WestLangley + */function Rn(e,t,r){An.call(this,void 0,r);var a=new U().set(e),i=new U().set(t),n=new S(a.r,a.g,a.b),o=new S(i.r,i.g,i.b),s=wo(Math.PI),l=s*wo(.75);this.sh.coefficients[0].copy(n).add(o).multiplyScalar(s),this.sh.coefficients[1].copy(n).sub(o).multiplyScalar(l)}/** + * @author WestLangley / http://github.com/WestLangley + */function Pn(e,t){An.call(this,void 0,t);var r=new U().set(e);// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI ); +this.sh.coefficients[0].set(r.r,r.g,r.b).multiplyScalar(2*wo(Math.PI))}/** + * @author alteredq / http://alteredqualia.com/ + */function Cn(e){this.autoStart=!(e!==void 0)||e,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1}function Dn(){// private +L.call(this),this.type="AudioListener",this.context=up.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null,this.timeDelta=0,this._clock=new Cn}/** + * @author mrdoob / http://mrdoob.com/ + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */function In(e){L.call(this),this.type="Audio",this.listener=e,this.context=e.context,this.gain=this.context.createGain(),this.gain.connect(e.getInput()),this.autoplay=!1,this.buffer=null,this.detune=0,this.loop=!1,this.loopStart=0,this.loopEnd=0,this.offset=0,this.duration=void 0,this.playbackRate=1,this.isPlaying=!1,this.hasPlaybackControl=!0,this.sourceType="empty",this._startedAt=0,this._pausedAt=0,this.filters=[]}function Nn(e){In.call(this,e),this.panner=this.context.createPanner(),this.panner.panningModel="HRTF",this.panner.connect(this.gain)}/** + * @author mrdoob / http://mrdoob.com/ + */function zn(e,t){this.analyser=e.context.createAnalyser(),this.analyser.fftSize=t===void 0?2048:t,this.data=new Uint8Array(this.analyser.frequencyBinCount),e.getOutput().connect(this.analyser)}/** + * + * Buffered scene graph property that allows weighted accumulation. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function Un(e,t,r){this.binding=e,this.valueSize=r;var a=Float64Array,i;"quaternion"===t?i=this._slerp:"string"===t||"bool"===t?(a=Array,i=this._select):i=this._lerp;// layout: [ incoming | accu0 | accu1 | orig ] +// +// interpolators can use .buffer as their .result +// the data then goes to 'incoming' +// +// 'accu0' and 'accu1' are used frame-interleaved for +// the cumulative result and are compared to detect +// changes +// +// 'orig' stores the original state of the property +this.buffer=new a(4*r),this._mixBufferRegion=i,this.cumulativeWeight=0,this.useCount=0,this.referenceCount=0}function Bn(e,t,r){var a=r||Fn.parseTrackName(t);this._targetGroup=e,this._bindings=e.subscribe_(t,a)}function Fn(e,t,r){this.path=t,this.parsedPath=r||Fn.parseTrackName(t),this.node=Fn.findNode(e,this.parsedPath.nodeName)||e,this.rootNode=e}/** + * + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + * + * @author tschw + */function On(){this.uuid=os.generateUUID(),this._objects=Array.prototype.slice.call(arguments),this.nCachedObjects_=0;// threshold +// note: read by PropertyBinding.Composite +var e={};this._indicesByUUID=e;// for bookkeeping +for(var t=0,r=arguments.length;t!==r;++t)e[arguments[t].uuid]=t;this._paths=[],this._parsedPaths=[],this._bindings=[],this._bindingsIndicesByPath={};// inside: indices in these arrays +var a=this;this.stats={objects:{get total(){return a._objects.length},get inUse(){return this.total-a.nCachedObjects_}},get bindingsPerObject(){return a._bindings.length}}}/** + * + * Action provided by AnimationMixer for scheduling clip playback on specific + * objects. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + * + */function Gn(e,t,r){this._mixer=e,this._clip=t,this._localRoot=r||null;for(var a=t.tracks,n=a.length,o=Array(n),s={endingStart:2400,endingEnd:2400},l=0,d;l!==n;++l)d=a[l].createInterpolant(null),o[l]=d,d.settings=s;// bound by the mixer +// inside: PropertyMixer (managed by the mixer) +// for the memory manager +// for the memory manager +// global mixer time when the action is to be started +// it's set back to 'null' upon start of the action +// scaled local time of the action +// gets clamped or wrapped to 0..clip.duration according to loop +// no. of repetitions when looping +// true -> zero effective time scale +// false -> zero effective weight +// keep feeding the last frame? +// for smooth interpolation w/o separate +this._interpolantSettings=s,this._interpolants=o,this._propertyBindings=Array(n),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=2201,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}/** + * + * Player for AnimationClips. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */function Hn(e){this._root=e,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}/** + * @author mrdoob / http://mrdoob.com/ + */function Vn(e){"string"==typeof e&&(console.warn("THREE.Uniform: Type parameter is no longer needed."),e=arguments[1]),this.value=e}/** + * @author benaadams / https://twitter.com/ben_a_adams + */function kn(e,t,r){gr.call(this,e,t),this.meshPerAttribute=r||1}/** + * @author mrdoob / http://mrdoob.com/ + * @author bhouston / http://clara.io/ + * @author stephomi / http://stephaneginier.com/ + */function Wn(e,t,r,a){// direction is assumed to be normalized (for accurate distance calculations) +this.ray=new D(e,t),this.near=r||0,this.far=a||1/0,this.camera=null,this.layers=new w,this.params={Mesh:{},Line:{threshold:1},LOD:{},Points:{threshold:1},Sprite:{}},Object.defineProperties(this.params,{PointCloud:{get:function get(){return console.warn("THREE.Raycaster: params.PointCloud has been renamed to params.Points."),this.Points}}})}function jn(e,t){return e.distance-t.distance}function qn(e,t,r,a){if(e.layers.test(t.layers)&&e.raycast(t,r),!0===a)for(var n=e.children,o=0,s=n.length;o4?s=Qp[n-8+4-1]:0==n&&(s=0),r.push(s);for(var l=1/(o-1),d=-l/2,p=1+l/2,c=[d,d,p,d,p,p,d,d,p,p,d,p],u=6,m=6,g=3,f=2,h=1,v=new Float32Array(g*m*u),_=new Float32Array(f*m*u),b=new Float32Array(h*m*u),M=0;M4&&a--}return{_lodPlanes:e,_sizeLods:t,_sigmas:r}}function mo(){return"\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t"}function go(){return"\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include \n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t"}// +// +function fo(e){console.warn("THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead."),zi.call(this,e),this.type="catmullrom"}var Uo={isiOS:function(){return /(ipad|iphone|ipod)/ig.test(navigator.userAgent)},isEdge:function(){return /(Edge)/ig.test(navigator.userAgent)},shouldUseAudioDriver:function(){var e=/iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent),t=/(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent);return e||t},shouldUseCanvasInBetween:function(){var e=/trident|edge/i.test(navigator.userAgent),t=this.isiOS();return e||t}},Bo;Mo===void 0&&(Mo=Do(2,-52)),Co===void 0&&(Co=function(e){return"number"==typeof e&&isFinite(e)&&Po(e)===e}),bo===void 0&&(bo=function(e){return 0>e?-1:0ns;ns++)is[ns]=(16>ns?"0":"")+ns.toString(16);var os={DEG2RAD:Eo/180,RAD2DEG:180/Eo,generateUUID:function generateUUID(){// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 +var e=0|4294967295*Math.random(),t=0|4294967295*Math.random(),r=0|4294967295*Math.random(),a=0|4294967295*Math.random(),i=is[255&e]+is[255&e>>8]+is[255&e>>16]+is[255&e>>24]+"-"+is[255&t]+is[255&t>>8]+"-"+is[64|15&t>>16]+is[255&t>>24]+"-"+is[128|63&r]+is[255&r>>8]+"-"+is[255&r>>16]+is[255&r>>24]+is[255&a]+is[255&a>>8]+is[255&a>>16]+is[255&a>>24];// .toUpperCase() here flattens concatenated strings to save heap memory space. +return i.toUpperCase()},clamp:function clamp(e,t,r){return No(t,Io(r,e))},// compute euclidian modulo of m % n +// https://en.wikipedia.org/wiki/Modulo_operation +euclideanModulo:function euclideanModulo(e,t){return(e%t+t)%t},// Linear mapping from range to range +mapLinear:function mapLinear(e,t,r,a,i){return a+(e-t)*(i-a)/(r-t)},// https://en.wikipedia.org/wiki/Linear_interpolation +lerp:function lerp(e,r,a){return(1-a)*e+a*r},// http://en.wikipedia.org/wiki/Smoothstep +smoothstep:function smoothstep(e,t,r){return e<=t?0:e>=r?1:(e=(e-t)/(r-t),e*e*(3-2*e))},smootherstep:function smootherstep(e,t,r){return e<=t?0:e>=r?1:(e=(e-t)/(r-t),e*e*e*(e*(6*e-15)+10))},// Random integer from interval +randInt:function randInt(e,t){return e+Po(Math.random()*(t-e+1))},// Random float from interval +randFloat:function randFloat(e,t){return e+Math.random()*(t-e)},// Random float from <-range/2, range/2> interval +randFloatSpread:function randFloatSpread(e){return e*(.5-Math.random())},degToRad:function degToRad(e){return e*os.DEG2RAD},radToDeg:function radToDeg(e){return e*os.RAD2DEG},isPowerOfTwo:function isPowerOfTwo(e){return 0==(e&e-1)&&0!==e},ceilPowerOfTwo:function ceilPowerOfTwo(e){return Do(2,_o(Ao(e)/Lo))},floorPowerOfTwo:function floorPowerOfTwo(e){return Do(2,Po(Ao(e)/Lo))},setQuaternionFromProperEuler:function setQuaternionFromProperEuler(e,t,r,a,i){// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles +// rotations are applied to the axes in the order specified by 'order' +// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' +// angles are in radians +var n=Ro,o=So,s=n(r/2),l=o(r/2),d=n((t+a)/2),p=o((t+a)/2),c=n((t-a)/2),u=o((t-a)/2),m=n((a-t)/2),g=o((a-t)/2);"XYX"===i?e.set(s*p,l*c,l*u,s*d):"YZY"===i?e.set(l*u,s*p,l*c,s*d):"ZXZ"===i?e.set(l*c,l*u,s*p,s*d):"XZX"===i?e.set(s*p,l*g,l*m,s*d):"YXY"===i?e.set(l*m,s*p,l*g,s*d):"ZYZ"===i?e.set(l*g,l*m,s*p,s*d):console.warn("THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.")}};Object.defineProperties(h.prototype,{width:{get:function get(){return this.x},set:function set(e){this.x=e}},height:{get:function get(){return this.y},set:function set(e){this.y=e}}}),Object.assign(h.prototype,{isVector2:!0,set:function set(e,t){return this.x=e,this.y=t,this},setScalar:function setScalar(e){return this.x=e,this.y=e,this},setX:function setX(e){return this.x=e,this},setY:function setY(e){return this.y=e,this},setComponent:function setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;default:throw new Error("index is out of range: "+e);}return this},getComponent:function getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;default:throw new Error("index is out of range: "+e);}},clone:function clone(){return new this.constructor(this.x,this.y)},copy:function copy(e){return this.x=e.x,this.y=e.y,this},add:function add(e,t){return void 0===t?(this.x+=e.x,this.y+=e.y,this):(console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t))},addScalar:function addScalar(e){return this.x+=e,this.y+=e,this},addVectors:function addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this},addScaledVector:function addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this},sub:function sub(e,t){return void 0===t?(this.x-=e.x,this.y-=e.y,this):(console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t))},subScalar:function subScalar(e){return this.x-=e,this.y-=e,this},subVectors:function subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this},multiply:function multiply(e){return this.x*=e.x,this.y*=e.y,this},multiplyScalar:function multiplyScalar(e){return this.x*=e,this.y*=e,this},divide:function divide(e){return this.x/=e.x,this.y/=e.y,this},divideScalar:function divideScalar(e){return this.multiplyScalar(1/e)},applyMatrix3:function applyMatrix3(t){var r=this.x,a=this.y,i=t.elements;return this.x=i[0]*r+i[3]*a+i[6],this.y=i[1]*r+i[4]*a+i[7],this},min:function min(e){return this.x=Io(this.x,e.x),this.y=Io(this.y,e.y),this},max:function max(e){return this.x=No(this.x,e.x),this.y=No(this.y,e.y),this},clamp:function clamp(e,t){return this.x=No(e.x,Io(t.x,this.x)),this.y=No(e.y,Io(t.y,this.y)),this},clampScalar:function clampScalar(e,t){return this.x=No(e,Io(t,this.x)),this.y=No(e,Io(t,this.y)),this},clampLength:function clampLength(e,t){var r=this.length();return this.divideScalar(r||1).multiplyScalar(No(e,Io(t,r)))},floor:function floor(){return this.x=Po(this.x),this.y=Po(this.y),this},ceil:function ceil(){return this.x=_o(this.x),this.y=_o(this.y),this},round:function round(){return this.x=xo(this.x),this.y=xo(this.y),this},roundToZero:function roundToZero(){return this.x=0>this.x?_o(this.x):Po(this.x),this.y=0>this.y?_o(this.y):Po(this.y),this},negate:function negate(){return this.x=-this.x,this.y=-this.y,this},dot:function dot(e){return this.x*e.x+this.y*e.y},cross:function cross(e){return this.x*e.y-this.y*e.x},lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y},length:function length(){return wo(this.x*this.x+this.y*this.y)},manhattanLength:function manhattanLength(){return zo(this.x)+zo(this.y)},normalize:function normalize(){return this.divideScalar(this.length()||1)},angle:function(){// computes the angle in radians with respect to the positive x-axis +var e=To(-this.y,-this.x)+Eo;return e},distanceTo:function distanceTo(e){return wo(this.distanceToSquared(e))},distanceToSquared:function distanceToSquared(e){var t=this.x-e.x,r=this.y-e.y;return t*t+r*r},manhattanDistanceTo:function manhattanDistanceTo(e){return zo(this.x-e.x)+zo(this.y-e.y)},setLength:function setLength(e){return this.normalize().multiplyScalar(e)},lerp:function lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this},lerpVectors:function lerpVectors(e,t,r){return this.subVectors(t,e).multiplyScalar(r).add(e)},equals:function(e){return e.x===this.x&&e.y===this.y},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e},fromBufferAttribute:function fromBufferAttribute(e,t,r){return void 0!==r&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this},rotateAround:function rotateAround(e,t){var r=Ro(t),a=So(t),i=this.x-e.x,n=this.y-e.y;return this.x=i*r-n*a+e.x,this.y=i*a+n*r+e.y,this}}),Object.assign(y.prototype,{isMatrix3:!0,set:function set(e,t,r,a,i,n,o,s,l){var d=this.elements;return d[0]=e,d[1]=a,d[2]=o,d[3]=t,d[4]=i,d[5]=s,d[6]=r,d[7]=n,d[8]=l,this},identity:function identity(){return this.set(1,0,0,0,1,0,0,0,1),this},clone:function clone(){return new this.constructor().fromArray(this.elements)},copy:function copy(e){var t=this.elements,r=e.elements;return t[0]=r[0],t[1]=r[1],t[2]=r[2],t[3]=r[3],t[4]=r[4],t[5]=r[5],t[6]=r[6],t[7]=r[7],t[8]=r[8],this},extractBasis:function extractBasis(e,t,r){return e.setFromMatrix3Column(this,0),t.setFromMatrix3Column(this,1),r.setFromMatrix3Column(this,2),this},setFromMatrix4:function setFromMatrix4(e){var t=e.elements;return this.set(t[0],t[4],t[8],t[1],t[5],t[9],t[2],t[6],t[10]),this},multiply:function multiply(e){return this.multiplyMatrices(this,e)},premultiply:function premultiply(e){return this.multiplyMatrices(e,this)},multiplyMatrices:function multiplyMatrices(e,t){var r=e.elements,a=t.elements,i=this.elements,n=r[0],o=r[3],s=r[6],l=r[1],d=r[4],p=r[7],c=r[2],u=r[5],m=r[8],g=a[0],f=a[3],h=a[6],y=a[1],v=a[4],x=a[7],_=a[2],b=a[5],M=a[8];return i[0]=n*g+o*y+s*_,i[3]=n*f+o*v+s*b,i[6]=n*h+o*x+s*M,i[1]=l*g+d*y+p*_,i[4]=l*f+d*v+p*b,i[7]=l*h+d*x+p*M,i[2]=c*g+u*y+m*_,i[5]=c*f+u*v+m*b,i[8]=c*h+u*x+m*M,this},multiplyScalar:function multiplyScalar(e){var t=this.elements;return t[0]*=e,t[3]*=e,t[6]*=e,t[1]*=e,t[4]*=e,t[7]*=e,t[2]*=e,t[5]*=e,t[8]*=e,this},determinant:function determinant(){var t=this.elements,r=t[0],a=t[1],n=t[2],o=t[3],s=t[4],e=t[5],l=t[6],d=t[7],p=t[8];return r*s*p-r*e*d-a*o*p+a*e*l+n*o*d-n*s*l},getInverse:function getInverse(e,t){void 0!==t&&console.warn("THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate.");var r=e.elements,a=this.elements,i=r[0],n=r[1],o=r[2],s=r[3],l=r[4],d=r[5],p=r[6],c=r[7],u=r[8],m=u*l-d*c,g=d*p-u*s,f=c*s-l*p,h=i*m+n*g+o*f;if(0==h)return this.set(0,0,0,0,0,0,0,0,0);var y=1/h;return a[0]=m*y,a[1]=(o*c-u*n)*y,a[2]=(d*n-o*l)*y,a[3]=g*y,a[4]=(u*i-o*p)*y,a[5]=(o*s-d*i)*y,a[6]=f*y,a[7]=(n*p-c*i)*y,a[8]=(l*i-n*s)*y,this},transpose:function transpose(){var e=this.elements,t;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this},getNormalMatrix:function getNormalMatrix(e){return this.setFromMatrix4(e).getInverse(this).transpose()},transposeIntoArray:function transposeIntoArray(e){var t=this.elements;return e[0]=t[0],e[1]=t[3],e[2]=t[6],e[3]=t[1],e[4]=t[4],e[5]=t[7],e[6]=t[2],e[7]=t[5],e[8]=t[8],this},setUvTransform:function setUvTransform(e,t,r,a,i,n,o){var l=Ro(i),d=So(i);this.set(r*l,r*d,-r*(l*n+d*o)+n+e,-a*d,a*l,-a*(-d*n+l*o)+o+t,0,0,1)},scale:function scale(e,t){var r=this.elements;return r[0]*=e,r[3]*=e,r[6]*=e,r[1]*=t,r[4]*=t,r[7]*=t,this},rotate:function rotate(e){var t=Ro(e),r=So(e),a=this.elements,i=a[0],n=a[3],o=a[6],s=a[1],l=a[4],d=a[7];return a[0]=t*i+r*s,a[3]=t*n+r*l,a[6]=t*o+r*d,a[1]=-r*i+t*s,a[4]=-r*n+t*l,a[7]=-r*o+t*d,this},translate:function translate(e,t){var r=this.elements;return r[0]+=e*r[2],r[3]+=e*r[5],r[6]+=e*r[8],r[1]+=t*r[2],r[4]+=t*r[5],r[7]+=t*r[8],this},equals:function(e){for(var t=this.elements,r=e.elements,a=0;9>a;a++)if(t[a]!==r[a])return!1;return!0},fromArray:function fromArray(e,t){t===void 0&&(t=0);for(var r=0;9>r;r++)this.elements[r]=e[r+t];return this},toArray:function toArray(e,t){void 0===e&&(e=[]),void 0===t&&(t=0);var r=this.elements;return e[t]=r[0],e[t+1]=r[1],e[t+2]=r[2],e[t+3]=r[3],e[t+4]=r[4],e[t+5]=r[5],e[t+6]=r[6],e[t+7]=r[7],e[t+8]=r[8],e}});/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */var ss={getDataURL:function getDataURL(e){var t;if("undefined"==typeof HTMLCanvasElement)return e.src;if(e instanceof HTMLCanvasElement)t=e;else{void 0===ds&&(ds=document.createElementNS("http://www.w3.org/1999/xhtml","canvas")),ds.width=e.width,ds.height=e.height;var r=ds.getContext("2d");e instanceof ImageData?r.putImageData(e,0,0):r.drawImage(e,0,0,e.width,e.height),t=ds}return 2048e.x||1e.x?0:1;break;case Wo:1===zo(Po(e.x)%2)?e.x=_o(e.x)-e.x:e.x-=Po(e.x);}if(0>e.y||1e.y?0:1;break;case Wo:1===zo(Po(e.y)%2)?e.y=_o(e.y)-e.y:e.y-=Po(e.y);}return this.flipY&&(e.y=1-e.y),e}}),Object.defineProperty(v.prototype,"needsUpdate",{set:function set(e){!0===e&&this.version++}}),Object.defineProperties(x.prototype,{width:{get:function get(){return this.z},set:function set(e){this.z=e}},height:{get:function get(){return this.w},set:function set(e){this.w=e}}}),Object.assign(x.prototype,{isVector4:!0,set:function set(e,t,r,a){return this.x=e,this.y=t,this.z=r,this.w=a,this},setScalar:function setScalar(e){return this.x=e,this.y=e,this.z=e,this.w=e,this},setX:function setX(e){return this.x=e,this},setY:function setY(e){return this.y=e,this},setZ:function setZ(e){return this.z=e,this},setW:function setW(e){return this.w=e,this},setComponent:function setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;case 3:this.w=t;break;default:throw new Error("index is out of range: "+e);}return this},getComponent:function getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+e);}},clone:function clone(){return new this.constructor(this.x,this.y,this.z,this.w)},copy:function copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=void 0===e.w?1:e.w,this},add:function add(e,t){return void 0===t?(this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this):(console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t))},addScalar:function addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this.w+=e,this},addVectors:function addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this.w=e.w+t.w,this},addScaledVector:function addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this.w+=e.w*t,this},sub:function sub(e,t){return void 0===t?(this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this):(console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t))},subScalar:function subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this},subVectors:function subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this.w=e.w-t.w,this},multiplyScalar:function multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this},applyMatrix4:function applyMatrix4(t){var r=this.x,a=this.y,i=this.z,n=this.w,o=t.elements;return this.x=o[0]*r+o[4]*a+o[8]*i+o[12]*n,this.y=o[1]*r+o[5]*a+o[9]*i+o[13]*n,this.z=o[2]*r+o[6]*a+o[10]*i+o[14]*n,this.w=o[3]*r+o[7]*a+o[11]*i+o[15]*n,this},divideScalar:function divideScalar(e){return this.multiplyScalar(1/e)},setAxisAngleFromQuaternion:function setAxisAngleFromQuaternion(e){this.w=2*vo(e.w);var t=wo(1-e.w*e.w);return 1e-4>t?(this.x=1,this.y=0,this.z=0):(this.x=e.x/t,this.y=e.y/t,this.z=e.z/t),this},setAxisAngleFromRotationMatrix:function setAxisAngleFromRotationMatrix(e){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm +// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) +var// variables for result +t=.01,// margin to allow for rounding errors +r=.1,// margin to distinguish between 0 and 180 degrees +a=e.elements,i=a[0],n=a[4],o=a[8],l=a[1],d=a[5],p=a[9],c=a[2],u=a[6],m=a[10],g,f,h,v;if(zo(n-l)b&&_>M?_M?bzo(w)&&(w=1),this.x=(u-p)/w,this.y=(o-c)/w,this.z=(l-n)/w,this.w=vo((i+d+m-1)/2),this},min:function min(e){return this.x=Io(this.x,e.x),this.y=Io(this.y,e.y),this.z=Io(this.z,e.z),this.w=Io(this.w,e.w),this},max:function max(e){return this.x=No(this.x,e.x),this.y=No(this.y,e.y),this.z=No(this.z,e.z),this.w=No(this.w,e.w),this},clamp:function clamp(e,t){return this.x=No(e.x,Io(t.x,this.x)),this.y=No(e.y,Io(t.y,this.y)),this.z=No(e.z,Io(t.z,this.z)),this.w=No(e.w,Io(t.w,this.w)),this},clampScalar:function clampScalar(e,t){return this.x=No(e,Io(t,this.x)),this.y=No(e,Io(t,this.y)),this.z=No(e,Io(t,this.z)),this.w=No(e,Io(t,this.w)),this},clampLength:function clampLength(e,t){var r=this.length();return this.divideScalar(r||1).multiplyScalar(No(e,Io(t,r)))},floor:function floor(){return this.x=Po(this.x),this.y=Po(this.y),this.z=Po(this.z),this.w=Po(this.w),this},ceil:function ceil(){return this.x=_o(this.x),this.y=_o(this.y),this.z=_o(this.z),this.w=_o(this.w),this},round:function round(){return this.x=xo(this.x),this.y=xo(this.y),this.z=xo(this.z),this.w=xo(this.w),this},roundToZero:function roundToZero(){return this.x=0>this.x?_o(this.x):Po(this.x),this.y=0>this.y?_o(this.y):Po(this.y),this.z=0>this.z?_o(this.z):Po(this.z),this.w=0>this.w?_o(this.w):Po(this.w),this},negate:function negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this},dot:function dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.w},lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function length(){return wo(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},manhattanLength:function manhattanLength(){return zo(this.x)+zo(this.y)+zo(this.z)+zo(this.w)},normalize:function normalize(){return this.divideScalar(this.length()||1)},setLength:function setLength(e){return this.normalize().multiplyScalar(e)},lerp:function lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this},lerpVectors:function lerpVectors(e,t,r){return this.subVectors(t,e).multiplyScalar(r).add(e)},equals:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e},fromBufferAttribute:function fromBufferAttribute(e,t,r){return void 0!==r&&console.warn("THREE.Vector4: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}}),_.prototype=Object.assign(Object.create(f.prototype),{constructor:_,isWebGLRenderTarget:!0,setSize:function setSize(e,t){(this.width!==e||this.height!==t)&&(this.width=e,this.height=t,this.texture.image.width=e,this.texture.image.height=t,this.dispose()),this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.width=e.width,this.height=e.height,this.viewport.copy(e.viewport),this.texture=e.texture.clone(),this.depthBuffer=e.depthBuffer,this.stencilBuffer=e.stencilBuffer,this.depthTexture=e.depthTexture,this},dispose:function dispose(){this.dispatchEvent({type:"dispose"})}}),b.prototype=Object.assign(Object.create(_.prototype),{constructor:b,isWebGLMultisampleRenderTarget:!0,copy:function copy(e){return _.prototype.copy.call(this,e),this.samples=e.samples,this}}),Object.assign(M,{slerp:function slerp(e,r,a,i){return a.copy(e).slerp(r,i)},slerpFlat:function slerpFlat(e,r,a,i,n,o,l){// fuzz-free, array-based Quaternion SLERP operation +var d=a[i+0],p=a[i+1],c=a[i+2],u=a[i+3],m=n[o+0],g=n[o+1],h=n[o+2],y=n[o+3];if(u!==y||d!==m||p!==g||c!==h){var v=1-l,x=d*m+p*g+c*h+u*y,_=0<=x?1:-1,b=1-x*x;// Skip the Slerp for tiny steps to avoid numeric problems: +if(b>Mo){var M=wo(b),S=To(M,x*_);v=So(v*S)/M,l=So(l*S)/M}var T=l*_;// Normalize in case we just did a lerp: +if(d=d*v+m*T,p=p*v+g*T,c=c*v+h*T,u=u*v+y*T,v==1-l){var E=1/wo(d*d+p*p+c*c+u*u);d*=E,p*=E,c*=E,u*=E}}e[r]=d,e[r+1]=p,e[r+2]=c,e[r+3]=u}}),Object.defineProperties(M.prototype,{x:{get:function get(){return this._x},set:function set(e){this._x=e,this._onChangeCallback()}},y:{get:function get(){return this._y},set:function set(e){this._y=e,this._onChangeCallback()}},z:{get:function get(){return this._z},set:function set(e){this._z=e,this._onChangeCallback()}},w:{get:function get(){return this._w},set:function set(e){this._w=e,this._onChangeCallback()}}}),Object.assign(M.prototype,{isQuaternion:!0,set:function set(e,t,r,a){return this._x=e,this._y=t,this._z=r,this._w=a,this._onChangeCallback(),this},clone:function clone(){return new this.constructor(this._x,this._y,this._z,this._w)},copy:function copy(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this._onChangeCallback(),this},setFromEuler:function setFromEuler(e,t){if(!(e&&e.isEuler))throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");var r=e._x,a=e._y,i=e._z,n=e.order,o=Ro,s=So,l=o(r/2),d=o(a/2),p=o(i/2),c=s(r/2),u=s(a/2),m=s(i/2);// http://www.mathworks.com/matlabcentral/fileexchange/ +// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ +// content/SpinCalc.m +return"XYZ"===n?(this._x=c*d*p+l*u*m,this._y=l*u*p-c*d*m,this._z=l*d*m+c*u*p,this._w=l*d*p-c*u*m):"YXZ"===n?(this._x=c*d*p+l*u*m,this._y=l*u*p-c*d*m,this._z=l*d*m-c*u*p,this._w=l*d*p+c*u*m):"ZXY"===n?(this._x=c*d*p-l*u*m,this._y=l*u*p+c*d*m,this._z=l*d*m+c*u*p,this._w=l*d*p-c*u*m):"ZYX"===n?(this._x=c*d*p-l*u*m,this._y=l*u*p+c*d*m,this._z=l*d*m-c*u*p,this._w=l*d*p+c*u*m):"YZX"===n?(this._x=c*d*p+l*u*m,this._y=l*u*p+c*d*m,this._z=l*d*m-c*u*p,this._w=l*d*p-c*u*m):"XZY"===n&&(this._x=c*d*p-l*u*m,this._y=l*u*p-c*d*m,this._z=l*d*m+c*u*p,this._w=l*d*p+c*u*m),!1!==t&&this._onChangeCallback(),this},setFromAxisAngle:function setFromAxisAngle(e,t){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm +// assumes axis is normalized +var r=t/2,a=So(r);return this._x=e.x*a,this._y=e.y*a,this._z=e.z*a,this._w=Ro(r),this._onChangeCallback(),this},setFromRotationMatrix:function setFromRotationMatrix(e){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm +// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) +var t=e.elements,r=t[0],a=t[4],i=t[8],n=t[1],o=t[5],l=t[9],d=t[2],p=t[6],c=t[10],u=r+o+c,m;return 0o&&r>c?(m=2*wo(1+r-o-c),this._w=(p-l)/m,this._x=.25*m,this._y=(a+n)/m,this._z=(i+d)/m):o>c?(m=2*wo(1+o-r-c),this._w=(i-d)/m,this._x=(a+n)/m,this._y=.25*m,this._z=(l+p)/m):(m=2*wo(1+c-r-o),this._w=(n-a)/m,this._x=(i+d)/m,this._y=(l+p)/m,this._z=.25*m),this._onChangeCallback(),this},setFromUnitVectors:function setFromUnitVectors(e,t){// assumes direction vectors vFrom and vTo are normalized +var a=e.dot(t)+1;return a<1e-6?(a=0,zo(e.x)>zo(e.z)?(this._x=-e.y,this._y=e.x,this._z=0,this._w=a):(this._x=0,this._y=-e.z,this._z=e.y,this._w=a)):(this._x=e.y*t.z-e.z*t.y,this._y=e.z*t.x-e.x*t.z,this._z=e.x*t.y-e.y*t.x,this._w=a),this.normalize()},angleTo:function angleTo(e){return 2*vo(zo(os.clamp(this.dot(e),-1,1)))},rotateTowards:function rotateTowards(e,r){var a=this.angleTo(e);if(0===a)return this;var i=Io(1,r/a);return this.slerp(e,i),this},inverse:function inverse(){// quaternion is assumed to have unit length +return this.conjugate()},conjugate:function conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this},dot:function dot(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._w},lengthSq:function lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function length(){return wo(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function normalize(){var e=this.length();return 0===e?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x*=e,this._y*=e,this._z*=e,this._w*=e),this._onChangeCallback(),this},multiply:function multiply(e,t){return void 0===t?this.multiplyQuaternions(this,e):(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(e,t))},premultiply:function premultiply(e){return this.multiplyQuaternions(e,this)},multiplyQuaternions:function multiplyQuaternions(e,t){// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm +var r=e._x,a=e._y,i=e._z,n=e._w,o=t._x,s=t._y,l=t._z,d=t._w;return this._x=r*d+n*o+a*l-i*s,this._y=a*d+n*s+i*o-r*l,this._z=i*d+n*l+r*s-a*o,this._w=n*d-r*o-a*s-i*l,this._onChangeCallback(),this},slerp:function slerp(e,r){if(0===r)return this;if(1===r)return this.copy(e);var t=this._x,a=this._y,i=this._z,n=this._w,o=n*e._w+t*e._x+a*e._y+i*e._z;// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ +if(0>o?(this._w=-e._w,this._x=-e._x,this._y=-e._y,this._z=-e._z,o=-o):this.copy(e),1<=o)return this._w=n,this._x=t,this._y=a,this._z=i,this;var l=1-o*o;if(l<=Mo){var d=1-r;return this._w=d*n+r*this._w,this._x=d*t+r*this._x,this._y=d*a+r*this._y,this._z=d*i+r*this._z,this.normalize(),this._onChangeCallback(),this}var s=wo(l),p=To(s,o),c=So((1-r)*p)/s,u=So(r*p)/s;return this._w=n*c+this._w*u,this._x=t*c+this._x*u,this._y=a*c+this._y*u,this._z=i*c+this._z*u,this._onChangeCallback(),this},equals:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this._onChangeCallback(),this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e},fromBufferAttribute:function fromBufferAttribute(e,t){return this._x=e.getX(t),this._y=e.getY(t),this._z=e.getZ(t),this._w=e.getW(t),this},_onChange:function _onChange(e){return this._onChangeCallback=e,this},_onChangeCallback:function _onChangeCallback(){}});/** + * @author mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */var ps=new S,cs=new M;Object.assign(S.prototype,{isVector3:!0,set:function set(e,t,r){return this.x=e,this.y=t,this.z=r,this},setScalar:function setScalar(e){return this.x=e,this.y=e,this.z=e,this},setX:function setX(e){return this.x=e,this},setY:function setY(e){return this.y=e,this},setZ:function setZ(e){return this.z=e,this},setComponent:function setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw new Error("index is out of range: "+e);}return this},getComponent:function getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+e);}},clone:function clone(){return new this.constructor(this.x,this.y,this.z)},copy:function copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this},add:function add(e,t){return void 0===t?(this.x+=e.x,this.y+=e.y,this.z+=e.z,this):(console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t))},addScalar:function addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this},addVectors:function addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this},addScaledVector:function addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this},sub:function sub(e,t){return void 0===t?(this.x-=e.x,this.y-=e.y,this.z-=e.z,this):(console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t))},subScalar:function subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this},subVectors:function subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this},multiply:function multiply(e,t){return void 0===t?(this.x*=e.x,this.y*=e.y,this.z*=e.z,this):(console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(e,t))},multiplyScalar:function multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this},multiplyVectors:function multiplyVectors(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this},applyEuler:function applyEuler(e){return e&&e.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."),this.applyQuaternion(cs.setFromEuler(e))},applyAxisAngle:function applyAxisAngle(e,t){return this.applyQuaternion(cs.setFromAxisAngle(e,t))},applyMatrix3:function applyMatrix3(t){var r=this.x,a=this.y,i=this.z,n=t.elements;return this.x=n[0]*r+n[3]*a+n[6]*i,this.y=n[1]*r+n[4]*a+n[7]*i,this.z=n[2]*r+n[5]*a+n[8]*i,this},applyNormalMatrix:function applyNormalMatrix(e){return this.applyMatrix3(e).normalize()},applyMatrix4:function applyMatrix4(t){var r=this.x,a=this.y,i=this.z,n=t.elements,e=1/(n[3]*r+n[7]*a+n[11]*i+n[15]);return this.x=(n[0]*r+n[4]*a+n[8]*i+n[12])*e,this.y=(n[1]*r+n[5]*a+n[9]*i+n[13])*e,this.z=(n[2]*r+n[6]*a+n[10]*i+n[14])*e,this},applyQuaternion:function applyQuaternion(e){var t=this.x,r=this.y,a=this.z,i=e.x,n=e.y,o=e.z,s=e.w,l=s*t+n*a-o*r,d=s*r+o*t-i*a,p=s*a+i*r-n*t,c=-i*t-n*r-o*a;return this.x=l*s+c*-i+d*-o-p*-n,this.y=d*s+c*-n+p*-i-l*-o,this.z=p*s+c*-o+l*-n-d*-i,this},project:function project(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)},unproject:function unproject(e){return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld)},transformDirection:function transformDirection(t){// input: THREE.Matrix4 affine matrix +// vector interpreted as a direction +var r=this.x,a=this.y,i=this.z,n=t.elements;return this.x=n[0]*r+n[4]*a+n[8]*i,this.y=n[1]*r+n[5]*a+n[9]*i,this.z=n[2]*r+n[6]*a+n[10]*i,this.normalize()},divide:function divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this},divideScalar:function divideScalar(e){return this.multiplyScalar(1/e)},min:function min(e){return this.x=Io(this.x,e.x),this.y=Io(this.y,e.y),this.z=Io(this.z,e.z),this},max:function max(e){return this.x=No(this.x,e.x),this.y=No(this.y,e.y),this.z=No(this.z,e.z),this},clamp:function clamp(e,t){return this.x=No(e.x,Io(t.x,this.x)),this.y=No(e.y,Io(t.y,this.y)),this.z=No(e.z,Io(t.z,this.z)),this},clampScalar:function clampScalar(e,t){return this.x=No(e,Io(t,this.x)),this.y=No(e,Io(t,this.y)),this.z=No(e,Io(t,this.z)),this},clampLength:function clampLength(e,t){var r=this.length();return this.divideScalar(r||1).multiplyScalar(No(e,Io(t,r)))},floor:function floor(){return this.x=Po(this.x),this.y=Po(this.y),this.z=Po(this.z),this},ceil:function ceil(){return this.x=_o(this.x),this.y=_o(this.y),this.z=_o(this.z),this},round:function round(){return this.x=xo(this.x),this.y=xo(this.y),this.z=xo(this.z),this},roundToZero:function roundToZero(){return this.x=0>this.x?_o(this.x):Po(this.x),this.y=0>this.y?_o(this.y):Po(this.y),this.z=0>this.z?_o(this.z):Po(this.z),this},negate:function negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this},dot:function dot(e){return this.x*e.x+this.y*e.y+this.z*e.z},// TODO lengthSquared? +lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function length(){return wo(this.x*this.x+this.y*this.y+this.z*this.z)},manhattanLength:function manhattanLength(){return zo(this.x)+zo(this.y)+zo(this.z)},normalize:function normalize(){return this.divideScalar(this.length()||1)},setLength:function setLength(e){return this.normalize().multiplyScalar(e)},lerp:function lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this},lerpVectors:function lerpVectors(e,t,r){return this.subVectors(t,e).multiplyScalar(r).add(e)},cross:function cross(e,t){return void 0===t?this.crossVectors(this,e):(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(e,t))},crossVectors:function crossVectors(e,t){var r=e.x,a=e.y,i=e.z,n=t.x,o=t.y,s=t.z;return this.x=a*s-i*o,this.y=i*n-r*s,this.z=r*o-a*n,this},projectOnVector:function projectOnVector(e){var t=e.lengthSq();if(0===t)return this.set(0,0,0);var r=e.dot(this)/t;return this.copy(e).multiplyScalar(r)},projectOnPlane:function projectOnPlane(e){return ps.copy(this).projectOnVector(e),this.sub(ps)},reflect:function reflect(e){// reflect incident vector off plane orthogonal to normal +// normal is assumed to have unit length +return this.sub(ps.copy(e).multiplyScalar(2*this.dot(e)))},angleTo:function angleTo(e){var t=wo(this.lengthSq()*e.lengthSq());if(0===t)return Eo/2;var r=this.dot(e)/t;// clamp, to handle numerical problems +return vo(os.clamp(r,-1,1))},distanceTo:function distanceTo(e){return wo(this.distanceToSquared(e))},distanceToSquared:function distanceToSquared(e){var t=this.x-e.x,r=this.y-e.y,a=this.z-e.z;return t*t+r*r+a*a},manhattanDistanceTo:function manhattanDistanceTo(e){return zo(this.x-e.x)+zo(this.y-e.y)+zo(this.z-e.z)},setFromSpherical:function setFromSpherical(e){return this.setFromSphericalCoords(e.radius,e.phi,e.theta)},setFromSphericalCoords:function setFromSphericalCoords(e,t,r){var a=So(t)*e;return this.x=a*So(r),this.y=Ro(t)*e,this.z=a*Ro(r),this},setFromCylindrical:function setFromCylindrical(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)},setFromCylindricalCoords:function setFromCylindricalCoords(e,t,r){return this.x=e*So(t),this.y=r,this.z=e*Ro(t),this},setFromMatrixPosition:function setFromMatrixPosition(t){var r=t.elements;return this.x=r[12],this.y=r[13],this.z=r[14],this},setFromMatrixScale:function setFromMatrixScale(e){var t=this.setFromMatrixColumn(e,0).length(),r=this.setFromMatrixColumn(e,1).length(),a=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=r,this.z=a,this},setFromMatrixColumn:function setFromMatrixColumn(e,t){return this.fromArray(e.elements,4*t)},setFromMatrix3Column:function setFromMatrix3Column(e,t){return this.fromArray(e.elements,3*t)},equals:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this.z=e[t+2],this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e},fromBufferAttribute:function fromBufferAttribute(e,t,r){return void 0!==r&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}});var us=new S,ms=new T,gs=new S(0,0,0),fs=new S(1,1,1),hs=new S,a=new S,z=new S;Object.assign(T.prototype,{isMatrix4:!0,set:function set(e,t,r,a,i,n,o,s,l,d,p,c,u,m,g,f){var h=this.elements;return h[0]=e,h[4]=t,h[8]=r,h[12]=a,h[1]=i,h[5]=n,h[9]=o,h[13]=s,h[2]=l,h[6]=d,h[10]=p,h[14]=c,h[3]=u,h[7]=m,h[11]=g,h[15]=f,this},identity:function identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this},clone:function clone(){return new T().fromArray(this.elements)},copy:function copy(e){var t=this.elements,r=e.elements;return t[0]=r[0],t[1]=r[1],t[2]=r[2],t[3]=r[3],t[4]=r[4],t[5]=r[5],t[6]=r[6],t[7]=r[7],t[8]=r[8],t[9]=r[9],t[10]=r[10],t[11]=r[11],t[12]=r[12],t[13]=r[13],t[14]=r[14],t[15]=r[15],this},copyPosition:function copyPosition(e){var t=this.elements,r=e.elements;return t[12]=r[12],t[13]=r[13],t[14]=r[14],this},extractBasis:function extractBasis(e,t,r){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),r.setFromMatrixColumn(this,2),this},makeBasis:function makeBasis(e,t,r){return this.set(e.x,t.x,r.x,0,e.y,t.y,r.y,0,e.z,t.z,r.z,0,0,0,0,1),this},extractRotation:function extractRotation(e){// this method does not support reflection matrices +var t=this.elements,r=e.elements,a=1/us.setFromMatrixColumn(e,0).length(),i=1/us.setFromMatrixColumn(e,1).length(),n=1/us.setFromMatrixColumn(e,2).length();return t[0]=r[0]*a,t[1]=r[1]*a,t[2]=r[2]*a,t[3]=0,t[4]=r[4]*i,t[5]=r[5]*i,t[6]=r[6]*i,t[7]=0,t[8]=r[8]*n,t[9]=r[9]*n,t[10]=r[10]*n,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this},makeRotationFromEuler:function makeRotationFromEuler(t){t&&t.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");var r=this.elements,i=t.x,n=t.y,o=t.z,s=Ro(i),a=So(i),l=Ro(n),p=So(n),d=Ro(o),e=So(o);if("XYZ"===t.order){var c=s*d,u=s*e,m=a*d,g=a*e;r[0]=l*d,r[4]=-l*e,r[8]=p,r[1]=u+m*p,r[5]=c-g*p,r[9]=-a*l,r[2]=g-c*p,r[6]=m+u*p,r[10]=s*l}else if("YXZ"===t.order){var f=l*d,h=l*e,y=p*d,v=p*e;r[0]=f+v*a,r[4]=y*a-h,r[8]=s*p,r[1]=s*e,r[5]=s*d,r[9]=-a,r[2]=h*a-y,r[6]=v+f*a,r[10]=s*l}else if("ZXY"===t.order){var f=l*d,h=l*e,y=p*d,v=p*e;r[0]=f-v*a,r[4]=-s*e,r[8]=y+h*a,r[1]=h+y*a,r[5]=s*d,r[9]=v-f*a,r[2]=-s*p,r[6]=a,r[10]=s*l}else if("ZYX"===t.order){var c=s*d,u=s*e,m=a*d,g=a*e;r[0]=l*d,r[4]=m*p-u,r[8]=c*p+g,r[1]=l*e,r[5]=g*p+c,r[9]=u*p-m,r[2]=-p,r[6]=a*l,r[10]=s*l}else if("YZX"===t.order){var x=s*l,_=s*p,b=a*l,M=a*p;r[0]=l*d,r[4]=M-x*e,r[8]=b*e+_,r[1]=e,r[5]=s*d,r[9]=-a*d,r[2]=-p*d,r[6]=_*e+b,r[10]=x-M*e}else if("XZY"===t.order){var x=s*l,_=s*p,b=a*l,M=a*p;r[0]=l*d,r[4]=-e,r[8]=p*d,r[1]=x*e+M,r[5]=s*d,r[9]=_*e-b,r[2]=b*e-_,r[6]=a*d,r[10]=M*e+x}// bottom row +return r[3]=0,r[7]=0,r[11]=0,r[12]=0,r[13]=0,r[14]=0,r[15]=1,this},makeRotationFromQuaternion:function makeRotationFromQuaternion(e){return this.compose(gs,e,fs)},lookAt:function lookAt(e,t,r){var i=this.elements;return z.subVectors(e,t),0===z.lengthSq()&&(z.z=1),z.normalize(),hs.crossVectors(r,z),0===hs.lengthSq()&&(1===zo(r.z)?z.x+=1e-4:z.z+=1e-4,z.normalize(),hs.crossVectors(r,z)),hs.normalize(),a.crossVectors(z,hs),i[0]=hs.x,i[4]=a.x,i[8]=z.x,i[1]=hs.y,i[5]=a.y,i[9]=z.y,i[2]=hs.z,i[6]=a.z,i[10]=z.z,this},multiply:function multiply(e,t){return void 0===t?this.multiplyMatrices(this,e):(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(e,t))},premultiply:function premultiply(e){return this.multiplyMatrices(e,this)},multiplyMatrices:function multiplyMatrices(e,t){var r=e.elements,a=t.elements,i=this.elements,n=r[0],o=r[4],s=r[8],l=r[12],d=r[1],p=r[5],c=r[9],u=r[13],m=r[2],g=r[6],f=r[10],h=r[14],y=r[3],v=r[7],x=r[11],_=r[15],b=a[0],M=a[4],S=a[8],T=a[12],E=a[1],w=a[5],L=a[9],A=a[13],R=a[2],P=a[6],C=a[10],D=a[14],I=a[3],N=a[7],z=a[11],U=a[15];return i[0]=n*b+o*E+s*R+l*I,i[4]=n*M+o*w+s*P+l*N,i[8]=n*S+o*L+s*C+l*z,i[12]=n*T+o*A+s*D+l*U,i[1]=d*b+p*E+c*R+u*I,i[5]=d*M+p*w+c*P+u*N,i[9]=d*S+p*L+c*C+u*z,i[13]=d*T+p*A+c*D+u*U,i[2]=m*b+g*E+f*R+h*I,i[6]=m*M+g*w+f*P+h*N,i[10]=m*S+g*L+f*C+h*z,i[14]=m*T+g*A+f*D+h*U,i[3]=y*b+v*E+x*R+_*I,i[7]=y*M+v*w+x*P+_*N,i[11]=y*S+v*L+x*C+_*z,i[15]=y*T+v*A+x*D+_*U,this},multiplyScalar:function multiplyScalar(e){var t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this},determinant:function determinant(){var e=this.elements,t=e[0],r=e[4],a=e[8],i=e[12],n=e[1],o=e[5],s=e[9],l=e[13],d=e[2],p=e[6],c=e[10],u=e[14],m=e[3],g=e[7],f=e[11],h=e[15];//TODO: make this more efficient +//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) +return m*(+i*s*p-a*l*p-i*o*c+r*l*c+a*o*u-r*s*u)+g*(+t*s*u-t*l*c+i*n*c-a*n*u+a*l*d-i*s*d)+f*(+t*l*p-t*o*u-i*n*p+r*n*u+i*o*d-r*l*d)+h*(-a*o*d-t*s*p+t*o*c+a*n*p-r*n*c+r*s*d)},transpose:function transpose(){var e=this.elements,t;return t=e[1],e[1]=e[4],e[4]=t,t=e[2],e[2]=e[8],e[8]=t,t=e[6],e[6]=e[9],e[9]=t,t=e[3],e[3]=e[12],e[12]=t,t=e[7],e[7]=e[13],e[13]=t,t=e[11],e[11]=e[14],e[14]=t,this},setPosition:function setPosition(e,t,r){var a=this.elements;return e.isVector3?(a[12]=e.x,a[13]=e.y,a[14]=e.z):(a[12]=e,a[13]=t,a[14]=r),this},getInverse:function getInverse(e,t){void 0!==t&&console.warn("THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate.");// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm +var r=this.elements,a=e.elements,i=a[0],n=a[1],o=a[2],s=a[3],l=a[4],d=a[5],p=a[6],c=a[7],u=a[8],m=a[9],g=a[10],f=a[11],h=a[12],y=a[13],v=a[14],x=a[15],_=m*v*c-y*g*c+y*p*f-d*v*f-m*p*x+d*g*x,b=h*g*c-u*v*c-h*p*f+l*v*f+u*p*x-l*g*x,M=u*y*c-h*m*c+h*d*f-l*y*f-u*d*x+l*m*x,S=h*m*p-u*y*p-h*d*g+l*y*g+u*d*v-l*m*v,T=i*_+n*b+o*M+s*S;if(0===T)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);var E=1/T;return r[0]=_*E,r[1]=(y*g*s-m*v*s-y*o*f+n*v*f+m*o*x-n*g*x)*E,r[2]=(d*v*s-y*p*s+y*o*c-n*v*c-d*o*x+n*p*x)*E,r[3]=(m*p*s-d*g*s-m*o*c+n*g*c+d*o*f-n*p*f)*E,r[4]=b*E,r[5]=(u*v*s-h*g*s+h*o*f-i*v*f-u*o*x+i*g*x)*E,r[6]=(h*p*s-l*v*s-h*o*c+i*v*c+l*o*x-i*p*x)*E,r[7]=(l*g*s-u*p*s+u*o*c-i*g*c-l*o*f+i*p*f)*E,r[8]=M*E,r[9]=(h*m*s-u*y*s-h*n*f+i*y*f+u*n*x-i*m*x)*E,r[10]=(l*y*s-h*d*s+h*n*c-i*y*c-l*n*x+i*d*x)*E,r[11]=(u*d*s-l*m*s-u*n*c+i*m*c+l*n*f-i*d*f)*E,r[12]=S*E,r[13]=(u*y*o-h*m*o+h*n*g-i*y*g-u*n*v+i*m*v)*E,r[14]=(h*d*o-l*y*o-h*n*p+i*y*p+l*n*v-i*d*v)*E,r[15]=(l*m*o-u*d*o+u*n*p-i*m*p-l*n*g+i*d*g)*E,this},scale:function scale(e){var t=this.elements,r=e.x,a=e.y,i=e.z;return t[0]*=r,t[4]*=a,t[8]*=i,t[1]*=r,t[5]*=a,t[9]*=i,t[2]*=r,t[6]*=a,t[10]*=i,t[3]*=r,t[7]*=a,t[11]*=i,this},getMaxScaleOnAxis:function getMaxScaleOnAxis(){var e=this.elements,t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2],r=e[4]*e[4]+e[5]*e[5]+e[6]*e[6],a=e[8]*e[8]+e[9]*e[9]+e[10]*e[10];return wo(No(t,r,a))},makeTranslation:function makeTranslation(e,t,r){return this.set(1,0,0,e,0,1,0,t,0,0,1,r,0,0,0,1),this},makeRotationX:function makeRotationX(e){var t=Ro(e),r=So(e);return this.set(1,0,0,0,0,t,-r,0,0,r,t,0,0,0,0,1),this},makeRotationY:function makeRotationY(e){var t=Ro(e),r=So(e);return this.set(t,0,r,0,0,1,0,0,-r,0,t,0,0,0,0,1),this},makeRotationZ:function makeRotationZ(e){var t=Ro(e),r=So(e);return this.set(t,-r,0,0,r,t,0,0,0,0,1,0,0,0,0,1),this},makeRotationAxis:function makeRotationAxis(e,r){// Based on http://www.gamedev.net/reference/articles/article1199.asp +var a=Ro(r),i=So(r),n=1-a,t=e.x,o=e.y,s=e.z,l=n*t,d=n*o;return this.set(l*t+a,l*o-i*s,l*s+i*o,0,l*o+i*s,d*o+a,d*s-i*t,0,l*s-i*o,d*s+i*t,n*s*s+a,0,0,0,0,1),this},makeScale:function makeScale(e,t,r){return this.set(e,0,0,0,0,t,0,0,0,0,r,0,0,0,0,1),this},makeShear:function makeShear(e,t,r){return this.set(1,t,r,0,e,1,r,0,e,t,1,0,0,0,0,1),this},compose:function compose(e,t,r){var a=this.elements,i=t._x,n=t._y,o=t._z,s=t._w,l=i+i,d=n+n,p=o+o,c=i*l,u=i*d,m=i*p,g=n*d,f=n*p,h=o*p,y=s*l,v=s*d,x=s*p,_=r.x,b=r.y,M=r.z;return a[0]=(1-(g+h))*_,a[1]=(u+x)*_,a[2]=(m-v)*_,a[3]=0,a[4]=(u-x)*b,a[5]=(1-(c+h))*b,a[6]=(f+y)*b,a[7]=0,a[8]=(m+v)*M,a[9]=(f-y)*M,a[10]=(1-(c+g))*M,a[11]=0,a[12]=e.x,a[13]=e.y,a[14]=e.z,a[15]=1,this},decompose:function decompose(e,t,r){var a=this.elements,i=us.set(a[0],a[1],a[2]).length(),n=us.set(a[4],a[5],a[6]).length(),o=us.set(a[8],a[9],a[10]).length(),s=this.determinant();0>s&&(i=-i),e.x=a[12],e.y=a[13],e.z=a[14],ms.copy(this);var l=1/i,d=1/n,p=1/o;return ms.elements[0]*=l,ms.elements[1]*=l,ms.elements[2]*=l,ms.elements[4]*=d,ms.elements[5]*=d,ms.elements[6]*=d,ms.elements[8]*=p,ms.elements[9]*=p,ms.elements[10]*=p,t.setFromRotationMatrix(ms),r.x=i,r.y=n,r.z=o,this},makePerspective:function makePerspective(e,t,r,a,i,n){void 0===n&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");var o=this.elements;return o[0]=2*i/(t-e),o[4]=0,o[8]=(t+e)/(t-e),o[12]=0,o[1]=0,o[5]=2*i/(r-a),o[9]=(r+a)/(r-a),o[13]=0,o[2]=0,o[6]=0,o[10]=-(n+i)/(n-i),o[14]=-2*n*i/(n-i),o[3]=0,o[7]=0,o[11]=-1,o[15]=0,this},makeOrthographic:function makeOrthographic(e,t,r,a,i,n){var o=this.elements,s=1/(t-e),l=1/(r-a),d=1/(n-i);return o[0]=2*s,o[4]=0,o[8]=0,o[12]=-((t+e)*s),o[1]=0,o[5]=2*l,o[9]=0,o[13]=-((r+a)*l),o[2]=0,o[6]=0,o[10]=-2*d,o[14]=-((n+i)*d),o[3]=0,o[7]=0,o[11]=0,o[15]=1,this},equals:function(e){for(var t=this.elements,r=e.elements,a=0;16>a;a++)if(t[a]!==r[a])return!1;return!0},fromArray:function fromArray(e,t){t===void 0&&(t=0);for(var r=0;16>r;r++)this.elements[r]=e[r+t];return this},toArray:function toArray(e,t){void 0===e&&(e=[]),void 0===t&&(t=0);var r=this.elements;return e[t]=r[0],e[t+1]=r[1],e[t+2]=r[2],e[t+3]=r[3],e[t+4]=r[4],e[t+5]=r[5],e[t+6]=r[6],e[t+7]=r[7],e[t+8]=r[8],e[t+9]=r[9],e[t+10]=r[10],e[t+11]=r[11],e[t+12]=r[12],e[t+13]=r[13],e[t+14]=r[14],e[t+15]=r[15],e}});/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */var ys=new T,vs=new M;E.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"],E.DefaultOrder="XYZ",Object.defineProperties(E.prototype,{x:{get:function get(){return this._x},set:function set(e){this._x=e,this._onChangeCallback()}},y:{get:function get(){return this._y},set:function set(e){this._y=e,this._onChangeCallback()}},z:{get:function get(){return this._z},set:function set(e){this._z=e,this._onChangeCallback()}},order:{get:function get(){return this._order},set:function set(e){this._order=e,this._onChangeCallback()}}}),Object.assign(E.prototype,{isEuler:!0,set:function set(e,t,r,a){return this._x=e,this._y=t,this._z=r,this._order=a||this._order,this._onChangeCallback(),this},clone:function clone(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function copy(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this._onChangeCallback(),this},setFromRotationMatrix:function setFromRotationMatrix(e,t,r){var a=Math.asin,i=os.clamp,n=e.elements,o=n[0],s=n[4],l=n[8],d=n[1],p=n[5],c=n[9],u=n[2],m=n[6],g=n[10];return t=t||this._order,"XYZ"===t?(this._y=a(i(l,-1,1)),.9999999>zo(l)?(this._x=To(-c,g),this._z=To(-s,o)):(this._x=To(m,p),this._z=0)):"YXZ"===t?(this._x=a(-i(c,-1,1)),.9999999>zo(c)?(this._y=To(l,g),this._z=To(d,p)):(this._y=To(-u,o),this._z=0)):"ZXY"===t?(this._x=a(i(m,-1,1)),.9999999>zo(m)?(this._y=To(-u,g),this._z=To(-s,p)):(this._y=0,this._z=To(d,o))):"ZYX"===t?(this._y=a(-i(u,-1,1)),.9999999>zo(u)?(this._x=To(m,g),this._z=To(d,o)):(this._x=0,this._z=To(-s,p))):"YZX"===t?(this._z=a(i(d,-1,1)),.9999999>zo(d)?(this._x=To(-c,p),this._y=To(-u,o)):(this._x=0,this._y=To(l,g))):"XZY"===t?(this._z=a(-i(s,-1,1)),.9999999>zo(s)?(this._x=To(m,p),this._y=To(l,o)):(this._x=To(-c,g),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+t),this._order=t,!1!==r&&this._onChangeCallback(),this},setFromQuaternion:function setFromQuaternion(e,t,r){return ys.makeRotationFromQuaternion(e),this.setFromRotationMatrix(ys,t,r)},setFromVector3:function setFromVector3(e,t){return this.set(e.x,e.y,e.z,t||this._order)},reorder:function reorder(e){return vs.setFromEuler(this),this.setFromQuaternion(vs,e)},equals:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order},fromArray:function fromArray(e){return this._x=e[0],this._y=e[1],this._z=e[2],void 0!==e[3]&&(this._order=e[3]),this._onChangeCallback(),this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e},toVector3:function toVector3(e){return e?e.set(this._x,this._y,this._z):new S(this._x,this._y,this._z)},_onChange:function _onChange(e){return this._onChangeCallback=e,this},_onChangeCallback:function _onChangeCallback(){}}),Object.assign(w.prototype,{set:function set(e){this.mask=0|1<n&&(n=l),c>o&&(o=c),u>s&&(s=u)}return this.min.set(t,r,a),this.max.set(n,o,s),this},setFromBufferAttribute:function setFromBufferAttribute(e){for(var t=+Infinity,r=+Infinity,a=+Infinity,n=-Infinity,o=-Infinity,s=-Infinity,d=0,p=e.count;dn&&(n=l),c>o&&(o=c),u>s&&(s=u)}return this.min.set(t,r,a),this.max.set(n,o,s),this},setFromPoints:function setFromPoints(e){this.makeEmpty();for(var t=0,r=e.length;tthis.max.x||e.ythis.max.y||e.zthis.max.z)},containsBox:function containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z},getParameter:function getParameter(e,t){return void 0===t&&(console.warn("THREE.Box3: .getParameter() target is now required"),t=new S),t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function intersectsBox(e){// using 6 splitting planes to rule out intersections. +return!(e.max.xthis.max.x||e.max.ythis.max.y||e.max.zthis.max.z)},intersectsSphere:function intersectsSphere(e){// If that point is inside the sphere, the AABB and sphere intersect. +return this.clampPoint(e.center,Is),Is.distanceToSquared(e.center)<=e.radius*e.radius},intersectsPlane:function intersectsPlane(e){// We compute the minimum and maximum dot product values. If those values +// are on the same side (back or front) of the plane, then there is no intersection. +var t,r;return 0=-e.constant},intersectsTriangle:function intersectsTriangle(e){if(this.isEmpty())return!1;// compute box center and extents +this.getCenter(Hs),Vs.subVectors(this.max,Hs),zs.subVectors(e.a,Hs),Us.subVectors(e.b,Hs),Bs.subVectors(e.c,Hs),Fs.subVectors(Us,zs),Os.subVectors(Bs,Us),Gs.subVectors(zs,Bs);// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb +// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation +// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) +var t=[0,-Fs.z,Fs.y,0,-Os.z,Os.y,0,-Gs.z,Gs.y,Fs.z,0,-Fs.x,Os.z,0,-Os.x,Gs.z,0,-Gs.x,-Fs.y,Fs.x,0,-Os.y,Os.x,0,-Gs.y,Gs.x,0];return!!P(t,zs,Us,Bs,Vs)&&(t=[1,0,0,0,1,0,0,0,1],!!P(t,zs,Us,Bs,Vs))&&(ks.crossVectors(Fs,Os),t=[ks.x,ks.y,ks.z],P(t,zs,Us,Bs,Vs));// test 3 face normals from the aabb +// finally testing the face normal of the triangle +// use already existing triangle edge vectors here +},clampPoint:function clampPoint(e,t){return void 0===t&&(console.warn("THREE.Box3: .clampPoint() target is now required"),t=new S),t.copy(e).clamp(this.min,this.max)},distanceToPoint:function distanceToPoint(e){var t=Is.copy(e).clamp(this.min,this.max);return t.sub(e).length()},getBoundingSphere:function getBoundingSphere(e){return void 0===e&&console.error("THREE.Box3: .getBoundingSphere() target is now required"),this.getCenter(e.center),e.radius=.5*this.getSize(Is).length(),e},intersect:function intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this},union:function union(e){return this.min.min(e.min),this.max.max(e.max),this},applyMatrix4:function applyMatrix4(e){// transform of empty box is an empty box. +return this.isEmpty()?this:(Ds[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),Ds[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),Ds[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),Ds[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),Ds[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),Ds[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),Ds[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),Ds[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(Ds),this);// NOTE: I am using a binary pattern to specify all 2^3 combinations below +},translate:function translate(e){return this.min.add(e),this.max.add(e),this},equals:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}});var js=new R;Object.assign(C.prototype,{set:function set(e,t){return this.center.copy(e),this.radius=t,this},setFromPoints:function setFromPoints(e,t){var r=this.center;void 0===t?js.setFromPoints(e).getCenter(r):r.copy(t);for(var a=0,n=0,o=e.length;n=this.radius},containsPoint:function containsPoint(e){return e.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function distanceToPoint(e){return e.distanceTo(this.center)-this.radius},intersectsSphere:function intersectsSphere(e){var t=this.radius+e.radius;return e.center.distanceToSquared(this.center)<=t*t},intersectsBox:function intersectsBox(e){return e.intersectsSphere(this)},intersectsPlane:function intersectsPlane(e){return zo(e.distanceToPoint(this.center))<=this.radius},clampPoint:function clampPoint(e,t){var r=this.center.distanceToSquared(e);return void 0===t&&(console.warn("THREE.Sphere: .clampPoint() target is now required"),t=new S),t.copy(e),r>this.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t},getBoundingBox:function getBoundingBox(e){return void 0===e&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),e=new R),e.set(this.center,this.center),e.expandByScalar(this.radius),e},applyMatrix4:function applyMatrix4(e){return this.center.applyMatrix4(e),this.radius*=e.getMaxScaleOnAxis(),this},translate:function translate(e){return this.center.add(e),this},equals:function(e){return e.center.equals(this.center)&&e.radius===this.radius}});var qs=new S,Xs=new S,Ys=new S,Zs=new S,Js=new S,Qs=new S,Ks=new S;Object.assign(D.prototype,{set:function set(e,t){return this.origin.copy(e),this.direction.copy(t),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this},at:function at(e,t){return void 0===t&&(console.warn("THREE.Ray: .at() target is now required"),t=new S),t.copy(this.direction).multiplyScalar(e).add(this.origin)},lookAt:function lookAt(e){return this.direction.copy(e).sub(this.origin).normalize(),this},recast:function recast(e){return this.origin.copy(this.at(e,qs)),this},closestPointToPoint:function closestPointToPoint(e,t){t===void 0&&(console.warn("THREE.Ray: .closestPointToPoint() target is now required"),t=new S),t.subVectors(e,this.origin);var r=t.dot(this.direction);return 0>r?t.copy(this.origin):t.copy(this.direction).multiplyScalar(r).add(this.origin)},distanceToPoint:function distanceToPoint(e){return wo(this.distanceSqToPoint(e))},distanceSqToPoint:function distanceSqToPoint(e){var t=qs.subVectors(e,this.origin).dot(this.direction);// point behind the ray +return 0>t?this.origin.distanceToSquared(e):(qs.copy(this.direction).multiplyScalar(t).add(this.origin),qs.distanceToSquared(e))},distanceSqToSegment:function distanceSqToSegment(e,t,r,a){Xs.copy(e).add(t).multiplyScalar(.5),Ys.copy(t).sub(e).normalize(),Zs.copy(this.origin).sub(Xs);var i=.5*e.distanceTo(t),n=-this.direction.dot(Ys),o=Zs.dot(this.direction),s=-Zs.dot(Ys),l=Zs.lengthSq(),d=zo(1-n*n),p,c,u,m;if(!(0=-m))c=-i,p=No(0,-(n*c+o)),u=-p*p+c*(c+2*s)+l;else if(c<=m){// region 0 +// Minimum at interior points of ray and segment. +var g=1/d;p*=g,c*=g,u=p*(p+n*c+2*o)+c*(n*p+c+2*s)+l}else// region 1 +c=i,p=No(0,-(n*c+o)),u=-p*p+c*(c+2*s)+l;return r&&r.copy(this.direction).multiplyScalar(p).add(this.origin),a&&a.copy(Ys).multiplyScalar(c).add(Xs),u},intersectSphere:function intersectSphere(e,t){qs.subVectors(e.center,this.origin);var r=qs.dot(this.direction),a=qs.dot(qs)-r*r,i=e.radius*e.radius;if(a>i)return null;var n=wo(i-a),o=r-n,s=r+n;// t0 = first intersect point - entrance on front of sphere +// test to see if both t0 and t1 are behind the ray - if so, return null +return 0>o&&0>s?null:0>o?this.at(s,t):this.at(o,t);// test to see if t0 is behind the ray: +// if it is, the ray is inside the sphere, so return the second exit point scaled by t1, +// in order to always return an intersect point that is in front of the ray. +// else t0 is in front of the ray, so return the first collision point scaled by t0 +},intersectsSphere:function intersectsSphere(e){return this.distanceSqToPoint(e.center)<=e.radius*e.radius},distanceToPlane:function distanceToPlane(e){var r=e.normal.dot(this.direction);if(0===r)// line is coplanar, return origin +return 0===e.distanceToPoint(this.origin)?0:null;// Null is preferable to undefined since undefined means.... it is undefined +var a=-(this.origin.dot(e.normal)+e.constant)/r;// Return if the ray never intersects the plane +return 0<=a?a:null},intersectPlane:function intersectPlane(e,r){var a=this.distanceToPlane(e);return null===a?null:this.at(a,r)},intersectsPlane:function intersectsPlane(e){// check if the ray lies on the plane first +var t=e.distanceToPoint(this.origin);if(0===t)return!0;var r=e.normal.dot(this.direction);return!!(0>r*t);// ray origin is behind the plane (and is pointing behind it) +},intersectBox:function intersectBox(e,t){var r=1/this.direction.x,a=1/this.direction.y,i=1/this.direction.z,n=this.origin,o,s,l,d,p,c;return(0<=r?(o=(e.min.x-n.x)*r,s=(e.max.x-n.x)*r):(o=(e.max.x-n.x)*r,s=(e.min.x-n.x)*r),0<=a?(l=(e.min.y-n.y)*a,d=(e.max.y-n.y)*a):(l=(e.max.y-n.y)*a,d=(e.min.y-n.y)*a),o>d||l>s)?null:((l>o||o!==o)&&(o=l),(dc||p>s)?null:((p>o||o!==o)&&(o=p),(cs?null:this.at(0<=o?o:s,t));// These lines also handle the case where tmin or tmax is NaN +// (result of 0 * Infinity). x !== x returns true if x is NaN +},intersectsBox:function intersectsBox(e){return null!==this.intersectBox(e,qs)},intersectTriangle:function intersectTriangle(e,t,r,a,i){Js.subVectors(t,e),Qs.subVectors(r,e),Ks.crossVectors(Js,Qs);// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, +// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by +// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) +// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) +// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) +var n=this.direction.dot(Ks),o;if(0n)o=-1,n=-n;else return null;Zs.subVectors(this.origin,e);var s=o*this.direction.dot(Qs.crossVectors(Zs,Qs));// b1 < 0, no intersection +if(0>s)return null;var l=o*this.direction.dot(Js.cross(Zs));// b2 < 0, no intersection +if(0>l)return null;// b1+b2 > 1, no intersection +if(s+l>n)return null;// Line intersects triangle, check if ray does. +var d=-o*Zs.dot(Ks);// t < 0, no intersection +return 0>d?null:this.at(d/n,i);// Ray intersects triangle. +},applyMatrix4:function applyMatrix4(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this},equals:function(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}});/** + * @author bhouston / http://clara.io + */var $s=new S,el=new S,tl=new y;Object.assign(I.prototype,{isPlane:!0,set:function set(e,t){return this.normal.copy(e),this.constant=t,this},setComponents:function setComponents(e,t,r,a){return this.normal.set(e,t,r),this.constant=a,this},setFromNormalAndCoplanarPoint:function setFromNormalAndCoplanarPoint(e,t){return this.normal.copy(e),this.constant=-t.dot(this.normal),this},setFromCoplanarPoints:function setFromCoplanarPoints(e,t,r){var a=$s.subVectors(r,t).cross(el.subVectors(e,t)).normalize();// Q: should an error be thrown if normal is zero (e.g. degenerate plane)? +return this.setFromNormalAndCoplanarPoint(a,e),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.normal.copy(e.normal),this.constant=e.constant,this},normalize:function normalize(){// Note: will lead to a divide by zero if the plane is invalid. +var e=1/this.normal.length();return this.normal.multiplyScalar(e),this.constant*=e,this},negate:function negate(){return this.constant*=-1,this.normal.negate(),this},distanceToPoint:function distanceToPoint(e){return this.normal.dot(e)+this.constant},distanceToSphere:function distanceToSphere(e){return this.distanceToPoint(e.center)-e.radius},projectPoint:function projectPoint(e,t){return void 0===t&&(console.warn("THREE.Plane: .projectPoint() target is now required"),t=new S),t.copy(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e)},intersectLine:function intersectLine(e,r){r===void 0&&(console.warn("THREE.Plane: .intersectLine() target is now required"),r=new S);var a=e.delta($s),i=this.normal.dot(a);if(0===i)// line is coplanar, return origin +return 0===this.distanceToPoint(e.start)?r.copy(e.start):void 0;// Unsure if this is the correct method to handle this case. +var n=-(e.start.dot(this.normal)+this.constant)/i;return 0>n||1t&&0r&&0=nl.x+nl.y},getUV:function getUV(e,t,r,a,i,n,o,s){return this.getBarycoord(e,t,r,a,nl),s.set(0,0),s.addScaledVector(i,nl.x),s.addScaledVector(n,nl.y),s.addScaledVector(o,nl.z),s},isFrontFacing:function isFrontFacing(e,t,r,a){// strictly front facing +return rl.subVectors(r,t),al.subVectors(e,t),!!(0>rl.cross(al).dot(a))}}),Object.assign(N.prototype,{set:function set(e,t,r){return this.a.copy(e),this.b.copy(t),this.c.copy(r),this},setFromPointsAndIndices:function setFromPointsAndIndices(e,t,r,a){return this.a.copy(e[t]),this.b.copy(e[r]),this.c.copy(e[a]),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this},getArea:function getArea(){return rl.subVectors(this.c,this.b),al.subVectors(this.a,this.b),.5*rl.cross(al).length()},getMidpoint:function getMidpoint(e){return void 0===e&&(console.warn("THREE.Triangle: .getMidpoint() target is now required"),e=new S),e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},getNormal:function getNormal(e){return N.getNormal(this.a,this.b,this.c,e)},getPlane:function getPlane(e){return void 0===e&&(console.warn("THREE.Triangle: .getPlane() target is now required"),e=new I),e.setFromCoplanarPoints(this.a,this.b,this.c)},getBarycoord:function getBarycoord(e,t){return N.getBarycoord(e,this.a,this.b,this.c,t)},getUV:function getUV(e,t,r,a,i){return N.getUV(e,this.a,this.b,this.c,t,r,a,i)},containsPoint:function containsPoint(e){return N.containsPoint(e,this.a,this.b,this.c)},isFrontFacing:function isFrontFacing(e){return N.isFrontFacing(this.a,this.b,this.c,e)},intersectsBox:function intersectsBox(e){return e.intersectsTriangle(this)},closestPointToPoint:function closestPointToPoint(e,t){void 0===t&&(console.warn("THREE.Triangle: .closestPointToPoint() target is now required"),t=new S);var r=this.a,a=this.b,i=this.c,n,o;ol.subVectors(a,r),sl.subVectors(i,r),dl.subVectors(e,r);var s=ol.dot(dl),l=sl.dot(dl);if(0>=s&&0>=l)// vertex region of A; barycentric coords (1, 0, 0) +return t.copy(r);pl.subVectors(e,a);var d=ol.dot(pl),p=sl.dot(pl);if(0<=d&&p<=d)// vertex region of B; barycentric coords (0, 1, 0) +return t.copy(a);var c=s*p-d*l;if(0>=c&&0<=s&&0>=d)// edge region of AB; barycentric coords (1-v, v, 0) +return n=s/(s-d),t.copy(r).addScaledVector(ol,n);cl.subVectors(e,i);var u=ol.dot(cl),m=sl.dot(cl);if(0<=m&&u<=m)// vertex region of C; barycentric coords (0, 0, 1) +return t.copy(i);var g=u*l-s*m;if(0>=g&&0<=l&&0>=m)// edge region of AC; barycentric coords (1-w, 0, w) +return o=l/(l-m),t.copy(r).addScaledVector(sl,o);var f=d*m-u*p;if(0>=f&&0<=p-d&&0<=u-m)// edge region of BC; barycentric coords (0, 1-w, w) +return ll.subVectors(i,a),o=(p-d)/(p-d+(u-m)),t.copy(a).addScaledVector(ll,o);// edge region of BC +// face region +var h=1/(f+g+c);// u = va * denom +return n=g*h,o=c*h,t.copy(r).addScaledVector(ol,n).addScaledVector(sl,o)},equals:function(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}});/** + * @author mrdoob / http://mrdoob.com/ + */var ul={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},ml={h:0,s:0,l:0},gl={h:0,s:0,l:0};Object.assign(U.prototype,{isColor:!0,r:1,g:1,b:1,set:function set(e){return e&&e.isColor?this.copy(e):"number"==typeof e?this.setHex(e):"string"==typeof e&&this.setStyle(e),this},setScalar:function setScalar(e){return this.r=e,this.g=e,this.b=e,this},setHex:function setHex(e){return e=Po(e),this.r=(255&e>>16)/255,this.g=(255&e>>8)/255,this.b=(255&e)/255,this},setRGB:function setRGB(e,t,r){return this.r=e,this.g=t,this.b=r,this},setHSL:function setHSL(e,t,r){if(e=os.euclideanModulo(e,1),t=os.clamp(t,0,1),r=os.clamp(r,0,1),0===t)this.r=this.g=this.b=r;else{var a=.5>=r?r*(1+t):r+t-r*t,i=2*r-a;this.r=B(i,a,e+1/3),this.g=B(i,a,e),this.b=B(i,a,e-1/3)}return this},setStyle:function setStyle(e){function t(t){void 0===t||1>parseFloat(t)&&console.warn("THREE.Color: Alpha component of "+e+" will be ignored.")}var r;if(r=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(e)){// rgb / hsl +var a=r[1],i=r[2],n;switch(a){case"rgb":case"rgba":if(n=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(i))return this.r=Io(255,parseInt(n[1],10))/255,this.g=Io(255,parseInt(n[2],10))/255,this.b=Io(255,parseInt(n[3],10))/255,t(n[5]),this;if(n=/^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(i))return this.r=Io(100,parseInt(n[1],10))/100,this.g=Io(100,parseInt(n[2],10))/100,this.b=Io(100,parseInt(n[3],10))/100,t(n[5]),this;break;case"hsl":case"hsla":if(n=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(i)){// hsl(120,50%,50%) hsla(120,50%,50%,0.5) +var o=parseFloat(n[1])/360,d=parseInt(n[2],10)/100,s=parseInt(n[3],10)/100;return t(n[5]),this.setHSL(o,d,s)}}}else if(r=/^\#([A-Fa-f0-9]+)$/.exec(e)){// hex color +var l=r[1],p=l.length;if(3===p)return this.r=parseInt(l.charAt(0)+l.charAt(0),16)/255,this.g=parseInt(l.charAt(1)+l.charAt(1),16)/255,this.b=parseInt(l.charAt(2)+l.charAt(2),16)/255,this;if(6===p)return this.r=parseInt(l.charAt(0)+l.charAt(1),16)/255,this.g=parseInt(l.charAt(2)+l.charAt(3),16)/255,this.b=parseInt(l.charAt(4)+l.charAt(5),16)/255,this}return e&&0=o?d/(i+n):d/(2-i-n),i===t?s=(r-a)/d+(rthis.opacity&&(a.opacity=this.opacity),!0===this.transparent&&(a.transparent=this.transparent),a.depthFunc=this.depthFunc,a.depthTest=this.depthTest,a.depthWrite=this.depthWrite,a.stencilWrite=this.stencilWrite,a.stencilWriteMask=this.stencilWriteMask,a.stencilFunc=this.stencilFunc,a.stencilRef=this.stencilRef,a.stencilFuncMask=this.stencilFuncMask,a.stencilFail=this.stencilFail,a.stencilZFail=this.stencilZFail,a.stencilZPass=this.stencilZPass,this.rotation&&0!==this.rotation&&(a.rotation=this.rotation),!0===this.polygonOffset&&(a.polygonOffset=!0),0!==this.polygonOffsetFactor&&(a.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(a.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth&&1!==this.linewidth&&(a.linewidth=this.linewidth),void 0!==this.dashSize&&(a.dashSize=this.dashSize),void 0!==this.gapSize&&(a.gapSize=this.gapSize),void 0!==this.scale&&(a.scale=this.scale),!0===this.dithering&&(a.dithering=!0),0f;f++)if(c[f]===c[(f+1)%3]){g.push(l);break}}for(l=g.length-1;0<=l;l--){var h=g[l];for(this.faces.splice(h,1),u=0,m=this.faceVertexUvs.length;u 1) +return this.filmGauge/No(this.aspect,1)},/** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * var w = 1920; + * var h = 1080; + * var fullWidth = w * 3; + * var fullHeight = h * 2; + * + * --A-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */setViewOffset:function setViewOffset(e,t,r,a,i,n){this.aspect=e/t,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=r,this.view.offsetY=a,this.view.width=i,this.view.height=n,this.updateProjectionMatrix()},clearViewOffset:function clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()},updateProjectionMatrix:function updateProjectionMatrix(){var e=this.near,t=e*ho(.5*os.DEG2RAD*this.fov)/this.zoom,r=2*t,a=this.aspect*r,i=-.5*a,n=this.view;if(null!==this.view&&this.view.enabled){var o=n.fullWidth,s=n.fullHeight;i+=n.offsetX*a/o,t-=n.offsetY*r/s,a*=n.width/o,r*=n.height/s}var l=this.filmOffset;0!==l&&(i+=e*l/this.getFilmWidth()),this.projectionMatrix.makePerspective(i,i+a,t,t-r,e,this.far),this.projectionMatrixInverse.getInverse(this.projectionMatrix)},toJSON:function(e){var t=L.prototype.toJSON.call(this,e);return t.object.fov=this.fov,t.object.zoom=this.zoom,t.object.near=this.near,t.object.far=this.far,t.object.focus=this.focus,t.object.aspect=this.aspect,null!==this.view&&(t.object.view=Object.assign({},this.view)),t.object.filmGauge=this.filmGauge,t.object.filmOffset=this.filmOffset,t}});ce.prototype=Object.create(L.prototype),ce.prototype.constructor=ce,ue.prototype=Object.create(_.prototype),ue.prototype.constructor=ue,ue.prototype.isWebGLCubeRenderTarget=!0,ue.prototype.fromEquirectangularTexture=function(e,t){this.texture.type=t.type,this.texture.format=t.format,this.texture.encoding=t.encoding;var r=new A,a={uniforms:{tEquirect:{value:null}},vertexShader:"varying vec3 vWorldDirection;\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",fragmentShader:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}"},i=new le({type:"CubemapFromEquirect",uniforms:oe(a.uniforms),vertexShader:a.vertexShader,fragmentShader:a.fragmentShader,side:Oo,blending:0});i.uniforms.tEquirect.value=t;var n=new re(new ql(5,5,5),i);r.add(n);var o=new ce(1,10,1);return o.renderTarget=this,o.renderTarget.texture.name="CubeCameraTexture",o.update(e,r),n.geometry.dispose(),n.material.dispose(),this},me.prototype=Object.create(v.prototype),me.prototype.constructor=me,me.prototype.isDataTexture=!0;/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / http://clara.io + */var Yl=new C,Zl=new S;Object.assign(ge.prototype,{set:function set(e,t,r,a,i,n){var o=this.planes;return o[0].copy(e),o[1].copy(t),o[2].copy(r),o[3].copy(a),o[4].copy(i),o[5].copy(n),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){for(var t=this.planes,r=0;6>r;r++)t[r].copy(e.planes[r]);return this},setFromProjectionMatrix:function setFromProjectionMatrix(e){var t=this.planes,r=e.elements,a=r[0],i=r[1],n=r[2],o=r[3],s=r[4],l=r[5],d=r[6],p=r[7],c=r[8],u=r[9],m=r[10],g=r[11],f=r[12],h=r[13],y=r[14],v=r[15];return t[0].setComponents(o-a,p-s,g-c,v-f).normalize(),t[1].setComponents(o+a,p+s,g+c,v+f).normalize(),t[2].setComponents(o+i,p+l,g+u,v+h).normalize(),t[3].setComponents(o-i,p-l,g-u,v-h).normalize(),t[4].setComponents(o-n,p-d,g-m,v-y).normalize(),t[5].setComponents(o+n,p+d,g+m,v+y).normalize(),this},intersectsObject:function intersectsObject(e){var t=e.geometry;return null===t.boundingSphere&&t.computeBoundingSphere(),Yl.copy(t.boundingSphere).applyMatrix4(e.matrixWorld),this.intersectsSphere(Yl)},intersectsSprite:function intersectsSprite(e){return Yl.center.set(0,0,0),Yl.radius=.7071067811865476,Yl.applyMatrix4(e.matrixWorld),this.intersectsSphere(Yl)},intersectsSphere:function intersectsSphere(e){for(var t=this.planes,r=e.center,a=-e.radius,n=0,o;6>n;n++)if(o=t[n].distanceToPoint(r),or;r++)if(a=t[r],Zl.x=0a.distanceToPoint(Zl))return!1;return!0},containsPoint:function containsPoint(e){for(var t=this.planes,r=0;6>r;r++)if(0>t[r].distanceToPoint(e))return!1;return!0}});/** + * Uniforms library for shared webgl shaders + */var Jl={common:{diffuse:{value:new U(15658734)},opacity:{value:1},map:{value:null},uvTransform:{value:new y},uv2Transform:{value:new y},alphaMap:{value:null}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},refractionRatio:{value:.98},maxMipLevel:{value:0}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new h(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new U(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src +rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}}},points:{diffuse:{value:new U(15658734)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},uvTransform:{value:new y}},sprite:{diffuse:{value:new U(15658734)},opacity:{value:1},center:{value:new h(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},uvTransform:{value:new y}}};ye.prototype=Object.create(ne.prototype),ye.prototype.constructor=ye,ve.prototype=Object.create(te.prototype),ve.prototype.constructor=ve;var Ql={alphamap_fragment:"#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif",alphamap_pars_fragment:"#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",alphatest_fragment:"#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif",aomap_fragment:"#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif",aomap_pars_fragment:"#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif",begin_vertex:"vec3 transformed = vec3( position );",beginnormal_vertex:"vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif",bsdfs:"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif",common:"#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif",fog_vertex:"#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_vertex:"vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif",normal_fragment_begin:"#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",background_frag:"uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}",cube_frag:"#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",normal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}",normal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"},Kl={basic:{uniforms:se([Jl.common,Jl.specularmap,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.fog]),vertexShader:Ql.meshbasic_vert,fragmentShader:Ql.meshbasic_frag},lambert:{uniforms:se([Jl.common,Jl.specularmap,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.fog,Jl.lights,{emissive:{value:new U(0)}}]),vertexShader:Ql.meshlambert_vert,fragmentShader:Ql.meshlambert_frag},phong:{uniforms:se([Jl.common,Jl.specularmap,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.fog,Jl.lights,{emissive:{value:new U(0)},specular:{value:new U(1118481)},shininess:{value:30}}]),vertexShader:Ql.meshphong_vert,fragmentShader:Ql.meshphong_frag},standard:{uniforms:se([Jl.common,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.roughnessmap,Jl.metalnessmap,Jl.fog,Jl.lights,{emissive:{value:new U(0)},roughness:{value:.5},metalness:{value:.5},envMapIntensity:{value:1}// temporary +}]),vertexShader:Ql.meshphysical_vert,fragmentShader:Ql.meshphysical_frag},toon:{uniforms:se([Jl.common,Jl.specularmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.gradientmap,Jl.fog,Jl.lights,{emissive:{value:new U(0)},specular:{value:new U(1118481)},shininess:{value:30}}]),vertexShader:Ql.meshtoon_vert,fragmentShader:Ql.meshtoon_frag},matcap:{uniforms:se([Jl.common,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.fog,{matcap:{value:null}}]),vertexShader:Ql.meshmatcap_vert,fragmentShader:Ql.meshmatcap_frag},points:{uniforms:se([Jl.points,Jl.fog]),vertexShader:Ql.points_vert,fragmentShader:Ql.points_frag},dashed:{uniforms:se([Jl.common,Jl.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:Ql.linedashed_vert,fragmentShader:Ql.linedashed_frag},depth:{uniforms:se([Jl.common,Jl.displacementmap]),vertexShader:Ql.depth_vert,fragmentShader:Ql.depth_frag},normal:{uniforms:se([Jl.common,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,{opacity:{value:1}}]),vertexShader:Ql.normal_vert,fragmentShader:Ql.normal_frag},sprite:{uniforms:se([Jl.sprite,Jl.fog]),vertexShader:Ql.sprite_vert,fragmentShader:Ql.sprite_frag},background:{uniforms:{uvTransform:{value:new y},t2D:{value:null}},vertexShader:Ql.background_vert,fragmentShader:Ql.background_frag},/* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */cube:{uniforms:se([Jl.envmap,{opacity:{value:1}}]),vertexShader:Ql.cube_vert,fragmentShader:Ql.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:Ql.equirect_vert,fragmentShader:Ql.equirect_frag},distanceRGBA:{uniforms:se([Jl.common,Jl.displacementmap,{referencePosition:{value:new S},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:Ql.distanceRGBA_vert,fragmentShader:Ql.distanceRGBA_frag},shadow:{uniforms:se([Jl.lights,Jl.fog,{color:{value:new U(0)},opacity:{value:1}}]),vertexShader:Ql.shadow_vert,fragmentShader:Ql.shadow_frag}};Kl.physical={uniforms:se([Kl.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatNormalScale:{value:new h(1,1)},clearcoatNormalMap:{value:null},sheen:{value:new U(0)},transparency:{value:0}}]),vertexShader:Ql.meshphysical_vert,fragmentShader:Ql.meshphysical_frag},Pe.prototype=Object.create(v.prototype),Pe.prototype.constructor=Pe,Pe.prototype.isCubeTexture=!0,Object.defineProperty(Pe.prototype,"images",{get:function get(){return this.image},set:function set(e){this.image=e}}),Ce.prototype=Object.create(v.prototype),Ce.prototype.constructor=Ce,Ce.prototype.isDataTexture2DArray=!0,De.prototype=Object.create(v.prototype),De.prototype.constructor=De,De.prototype.isDataTexture3D=!0;/** + * @author tschw + * @author Mugen87 / https://github.com/Mugen87 + * @author mrdoob / http://mrdoob.com/ + * + * Uniforms of a program. + * Those form a tree structure with a special top-level container for the root, + * which you get by calling 'new WebGLUniforms( gl, program )'. + * + * + * Properties of inner nodes including the top-level container: + * + * .seq - array of nested uniforms + * .map - nested uniforms by name + * + * + * Methods of all nodes except the top-level container: + * + * .setValue( gl, value, [textures] ) + * + * uploads a uniform value(s) + * the 'textures' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (textures factorizations): + * + * .upload( gl, seq, values, textures ) + * + * sets uniforms in 'seq' to 'values[id].value' + * + * .seqWithValue( seq, values ) : filteredSeq + * + * filters 'seq' entries with corresponding entry in values + * + * + * Methods of the top-level container (textures factorizations): + * + * .setValue( gl, name, value, textures ) + * + * sets uniform with name 'name' to 'value' + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */var $l=new v,ed=new Ce,td=new De,rd=new Pe,ad=[],id=[],nd=new Float32Array(16),od=new Float32Array(9),sd=new Float32Array(4);ft.prototype.updateCache=function(e){var t=this.cache;e instanceof Float32Array&&t.length!==e.length&&(this.cache=new Float32Array(e.length)),ze(t,e)},ht.prototype.setValue=function(e,t,r){for(var a=this.seq,o=0,s=a.length,n;o!==s;++o)n=a[o],n.setValue(e,t[n.id],r)};// --- Top-level --- +// Parser - builds up the property tree from the path strings +var ld=/([\w\d_]+)(\])?(\[|\.)?/g;xt.prototype.setValue=function(e,t,r,a){var i=this.map[t];i!==void 0&&i.setValue(e,r,a)},xt.prototype.setOptional=function(e,t,r){var a=t[r];a!==void 0&&this.setValue(e,r,a)},xt.upload=function(e,t,r,a){for(var o=0,s=t.length;o!==s;++o){var n=t[o],l=r[n.id];!1!==l.needsUpdate&&n.setValue(e,l.value,a)}},xt.seqWithValue=function(e,t){for(var a=[],r=0,o=e.length,n;r!==o;++r)n=e[r],n.id in t&&a.push(n);return a};var dd=0,pd=/^[ \t]*#include +<([\w\d./]+)>/gm,cd=/#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g,ud=/#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g,md=0;rr.prototype=Object.create(H.prototype),rr.prototype.constructor=rr,rr.prototype.isMeshDepthMaterial=!0,rr.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.depthPacking=e.depthPacking,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this},ar.prototype=Object.create(H.prototype),ar.prototype.constructor=ar,ar.prototype.isMeshDistanceMaterial=!0,ar.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.referencePosition.copy(e.referencePosition),this.nearDistance=e.nearDistance,this.farDistance=e.farDistance,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this};lr.prototype=Object.assign(Object.create(pe.prototype),{constructor:lr,isArrayCamera:!0}),dr.prototype=Object.assign(Object.create(L.prototype),{constructor:dr,isGroup:!0}),Object.assign(pr.prototype,f.prototype),Object.assign(ur.prototype,{isFogExp2:!0,clone:function clone(){return new ur(this.color,this.density)},toJSON:function()/* meta */{return{type:"FogExp2",color:this.color.getHex(),density:this.density}}}),Object.assign(mr.prototype,{isFog:!0,clone:function clone(){return new mr(this.color,this.near,this.far)},toJSON:function()/* meta */{return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}}),Object.defineProperty(gr.prototype,"needsUpdate",{set:function set(e){!0===e&&this.version++}}),Object.assign(gr.prototype,{isInterleavedBuffer:!0,onUploadCallback:function onUploadCallback(){},setUsage:function setUsage(e){return this.usage=e,this},copy:function copy(e){return this.array=new e.array.constructor(e.array),this.count=e.count,this.stride=e.stride,this.usage=e.usage,this},copyAt:function copyAt(e,t,r){e*=this.stride,r*=t.stride;for(var a=0,n=this.stride;ae.far||t.push({distance:s,point:fd.clone(),uv:N.getUV(fd,bd,Md,Sd,Td,Ed,wd,new h),face:null,object:this})}},clone:function clone(){return new this.constructor(this.material).copy(this)},copy:function copy(e){return L.prototype.copy.call(this,e),void 0!==e.center&&this.center.copy(e.center),this}});var Ad=new S,Rd=new S;xr.prototype=Object.assign(Object.create(L.prototype),{constructor:xr,isLOD:!0,copy:function copy(e){L.prototype.copy.call(this,e,!1);for(var t=e.levels,r=0,a=t.length,n;r=t[a].distance;a++)t[a-1].object.visible=!1,t[a].object.visible=!0;for(this._currentLevel=a-1;ad)){m.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation +var T=e.ray.origin.distanceTo(m);Te.far||t.push({distance:T,// What do we want? intersection point on the ray or on the segment?? +// point: raycaster.ray.at( distance ), +point:u.clone().applyMatrix4(this.matrixWorld),index:x,face:null,faceIndex:null,object:this})}}else for(var x=0,_=y.length/3-1;x<_;x+=g){p.fromArray(y,3*x),c.fromArray(y,3*x+3);var b=Od.distanceSqToSegment(p,c,m,u);if(!(b>d)){m.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation +var T=e.ray.origin.distanceTo(m);Te.far||t.push({distance:T,// What do we want? intersection point on the ray or on the segment?? +// point: raycaster.ray.at( distance ), +point:u.clone().applyMatrix4(this.matrixWorld),index:x,face:null,faceIndex:null,object:this})}}}else if(r.isGeometry)for(var E=r.vertices,w=E.length,x=0,b;xd)){m.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation +var T=e.ray.origin.distanceTo(m);Te.far||t.push({distance:T,// What do we want? intersection point on the ray or on the segment?? +// point: raycaster.ray.at( distance ), +point:u.clone().applyMatrix4(this.matrixWorld),index:x,face:null,faceIndex:null,object:this})}}// +},clone:function clone(){return new this.constructor(this.geometry,this.material).copy(this)}});/** + * @author mrdoob / http://mrdoob.com/ + */var Hd=new S,Vd=new S;wr.prototype=Object.assign(Object.create(Er.prototype),{constructor:wr,isLineSegments:!0,computeLineDistances:function computeLineDistances(){var e=this.geometry;if(e.isBufferGeometry){// we assume non-indexed geometry +if(null===e.index){for(var t=e.attributes.position,r=[],a=0,n=t.count;a=e.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}}),Dr.prototype=Object.create(v.prototype),Dr.prototype.constructor=Dr,Dr.prototype.isCompressedTexture=!0,Ir.prototype=Object.create(v.prototype),Ir.prototype.constructor=Ir,Ir.prototype.isCanvasTexture=!0,Nr.prototype=Object.create(v.prototype),Nr.prototype.constructor=Nr,Nr.prototype.isDepthTexture=!0,zr.prototype=Object.create(te.prototype),zr.prototype.constructor=zr,Ur.prototype=Object.create(ne.prototype),Ur.prototype.constructor=Ur,Br.prototype=Object.create(te.prototype),Br.prototype.constructor=Br,Fr.prototype=Object.create(ne.prototype),Fr.prototype.constructor=Fr,Or.prototype=Object.create(te.prototype),Or.prototype.constructor=Or,Gr.prototype=Object.create(ne.prototype),Gr.prototype.constructor=Gr,Hr.prototype=Object.create(Or.prototype),Hr.prototype.constructor=Hr,Vr.prototype=Object.create(ne.prototype),Vr.prototype.constructor=Vr,kr.prototype=Object.create(Or.prototype),kr.prototype.constructor=kr,Wr.prototype=Object.create(ne.prototype),Wr.prototype.constructor=Wr,jr.prototype=Object.create(Or.prototype),jr.prototype.constructor=jr,qr.prototype=Object.create(ne.prototype),qr.prototype.constructor=qr,Xr.prototype=Object.create(Or.prototype),Xr.prototype.constructor=Xr,Yr.prototype=Object.create(ne.prototype),Yr.prototype.constructor=Yr,Zr.prototype=Object.create(te.prototype),Zr.prototype.constructor=Zr,Zr.prototype.toJSON=function(){var e=te.prototype.toJSON.call(this);return e.path=this.parameters.path.toJSON(),e},Jr.prototype=Object.create(ne.prototype),Jr.prototype.constructor=Jr,Qr.prototype=Object.create(te.prototype),Qr.prototype.constructor=Qr,Kr.prototype=Object.create(ne.prototype),Kr.prototype.constructor=Kr,$r.prototype=Object.create(te.prototype),$r.prototype.constructor=$r;/** + * @author Mugen87 / https://github.com/Mugen87 + * Port from https://github.com/mapbox/earcut (v2.1.5) + */var Xd={triangulate:function triangulate(e,t,r){r=r||2;var a=t&&t.length,n=a?t[0]*r:e.length,o=ea(e,0,n,r,!0),s=[];if(!o||o.next===o.prev)return s;var l,d,p,c,u,m,g;// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox +if(a&&(o=sa(e,t,o,r)),e.length>80*r){l=p=e[0],d=c=e[1];for(var f=r;fp&&(p=u),m>c&&(c=m);// minX, minY and invSize are later used to transform coords into integers for z-order calculation +g=No(p-l,c-d),g=0===g?0:1/g}return ra(o,s,r,l,d,g),s}},Yd={// calculate area of the contour polygon +area:function(e){for(var t=e.length,r=0,i=t-1,n=0;nYd.area(e)},triangulateShape:function triangulateShape(e,t){var r=[],a=[],n=[];// flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] +Aa(e),Ra(r,e);// +var o=e.length;t.forEach(Aa);for(var s=0;szo(s-p)?[new h(o,1-l),new h(d,1-c),new h(u,1-g),new h(f,1-v)]:[new h(s,1-l),new h(p,1-c),new h(m,1-g),new h(y,1-v)]}};Ia.prototype=Object.create(ne.prototype),Ia.prototype.constructor=Ia,Na.prototype=Object.create(Ca.prototype),Na.prototype.constructor=Na,za.prototype=Object.create(ne.prototype),za.prototype.constructor=za,Ua.prototype=Object.create(te.prototype),Ua.prototype.constructor=Ua,Ba.prototype=Object.create(ne.prototype),Ba.prototype.constructor=Ba,Fa.prototype=Object.create(te.prototype),Fa.prototype.constructor=Fa,Oa.prototype=Object.create(ne.prototype),Oa.prototype.constructor=Oa,Ga.prototype=Object.create(te.prototype),Ga.prototype.constructor=Ga,Ha.prototype=Object.create(ne.prototype),Ha.prototype.constructor=Ha,Ha.prototype.toJSON=function(){var e=ne.prototype.toJSON.call(this),t=this.parameters.shapes;return ka(t,e)},Va.prototype=Object.create(te.prototype),Va.prototype.constructor=Va,Va.prototype.toJSON=function(){var e=te.prototype.toJSON.call(this),t=this.parameters.shapes;return ka(t,e)},Wa.prototype=Object.create(te.prototype),Wa.prototype.constructor=Wa,ja.prototype=Object.create(ne.prototype),ja.prototype.constructor=ja,qa.prototype=Object.create(te.prototype),qa.prototype.constructor=qa,Xa.prototype=Object.create(ja.prototype),Xa.prototype.constructor=Xa,Ya.prototype=Object.create(qa.prototype),Ya.prototype.constructor=Ya,Za.prototype=Object.create(ne.prototype),Za.prototype.constructor=Za,Ja.prototype=Object.create(te.prototype),Ja.prototype.constructor=Ja;var Jd=/*#__PURE__*/Object.freeze({__proto__:null,WireframeGeometry:zr,ParametricGeometry:Ur,ParametricBufferGeometry:Br,TetrahedronGeometry:Gr,TetrahedronBufferGeometry:Hr,OctahedronGeometry:Vr,OctahedronBufferGeometry:kr,IcosahedronGeometry:Wr,IcosahedronBufferGeometry:jr,DodecahedronGeometry:qr,DodecahedronBufferGeometry:Xr,PolyhedronGeometry:Fr,PolyhedronBufferGeometry:Or,TubeGeometry:Yr,TubeBufferGeometry:Zr,TorusKnotGeometry:Jr,TorusKnotBufferGeometry:Qr,TorusGeometry:Kr,TorusBufferGeometry:$r,TextGeometry:Ia,TextBufferGeometry:Na,SphereGeometry:za,SphereBufferGeometry:Ua,RingGeometry:Ba,RingBufferGeometry:Fa,PlaneGeometry:ye,PlaneBufferGeometry:ve,LatheGeometry:Oa,LatheBufferGeometry:Ga,ShapeGeometry:Ha,ShapeBufferGeometry:Va,ExtrudeGeometry:Pa,ExtrudeBufferGeometry:Ca,EdgesGeometry:Wa,ConeGeometry:Xa,ConeBufferGeometry:Ya,CylinderGeometry:ja,CylinderBufferGeometry:qa,CircleGeometry:Za,CircleBufferGeometry:Ja,BoxGeometry:jl,BoxBufferGeometry:ql});Qa.prototype=Object.create(H.prototype),Qa.prototype.constructor=Qa,Qa.prototype.isShadowMaterial=!0,Qa.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this},Ka.prototype=Object.create(le.prototype),Ka.prototype.constructor=Ka,Ka.prototype.isRawShaderMaterial=!0,$a.prototype=Object.create(H.prototype),$a.prototype.constructor=$a,$a.prototype.isMeshStandardMaterial=!0,$a.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.defines={STANDARD:""},this.color.copy(e.color),this.roughness=e.roughness,this.metalness=e.metalness,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.roughnessMap=e.roughnessMap,this.metalnessMap=e.metalnessMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapIntensity=e.envMapIntensity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this.vertexTangents=e.vertexTangents,this},ei.prototype=Object.create($a.prototype),ei.prototype.constructor=ei,ei.prototype.isMeshPhysicalMaterial=!0,ei.prototype.copy=function(e){return $a.prototype.copy.call(this,e),this.defines={STANDARD:"",PHYSICAL:""},this.clearcoat=e.clearcoat,this.clearcoatMap=e.clearcoatMap,this.clearcoatRoughness=e.clearcoatRoughness,this.clearcoatRoughnessMap=e.clearcoatRoughnessMap,this.clearcoatNormalMap=e.clearcoatNormalMap,this.clearcoatNormalScale.copy(e.clearcoatNormalScale),this.reflectivity=e.reflectivity,this.sheen=e.sheen?(this.sheen||new U).copy(e.sheen):null,this.transparency=e.transparency,this},ti.prototype=Object.create(H.prototype),ti.prototype.constructor=ti,ti.prototype.isMeshPhongMaterial=!0,ti.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ri.prototype=Object.create(H.prototype),ri.prototype.constructor=ri,ri.prototype.isMeshToonMaterial=!0,ri.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.gradientMap=e.gradientMap,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ai.prototype=Object.create(H.prototype),ai.prototype.constructor=ai,ai.prototype.isMeshNormalMaterial=!0,ai.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ii.prototype=Object.create(H.prototype),ii.prototype.constructor=ii,ii.prototype.isMeshLambertMaterial=!0,ii.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ni.prototype=Object.create(H.prototype),ni.prototype.constructor=ni,ni.prototype.isMeshMatcapMaterial=!0,ni.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.defines={MATCAP:""},this.color.copy(e.color),this.matcap=e.matcap,this.map=e.map,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},oi.prototype=Object.create(Tr.prototype),oi.prototype.constructor=oi,oi.prototype.isLineDashedMaterial=!0,oi.prototype.copy=function(e){return Tr.prototype.copy.call(this,e),this.scale=e.scale,this.dashSize=e.dashSize,this.gapSize=e.gapSize,this};var Qd=/*#__PURE__*/Object.freeze({__proto__:null,ShadowMaterial:Qa,SpriteMaterial:hr,RawShaderMaterial:Ka,ShaderMaterial:le,PointsMaterial:Ar,MeshPhysicalMaterial:ei,MeshStandardMaterial:$a,MeshPhongMaterial:ti,MeshToonMaterial:ri,MeshNormalMaterial:ai,MeshLambertMaterial:ii,MeshDepthMaterial:rr,MeshDistanceMaterial:ar,MeshBasicMaterial:V,MeshMatcapMaterial:ni,LineDashedMaterial:oi,LineBasicMaterial:Tr,Material:H}),Kd={// same as Array.prototype.slice, but also works on typed arrays +arraySlice:function arraySlice(e,t,r){return Kd.isTypedArray(e)?new e.constructor(e.subarray(t,void 0===r?e.length:r)):e.slice(t,r)},// converts an array to a specific type +convertArray:function convertArray(e,t,r){return e&&(// let 'undefined' and 'null' pass +r||e.constructor!==t)?"number"==typeof t.BYTES_PER_ELEMENT?new t(e):Array.prototype.slice.call(e):e;// create Array +},isTypedArray:function isTypedArray(e){return ArrayBuffer.isView(e)&&!(e instanceof DataView)},// returns an array by which times and values can be sorted +getKeyframeOrder:function getKeyframeOrder(e){function t(t,r){return e[t]-e[r]}for(var r=e.length,a=Array(r),n=0;n!==r;++n)a[n]=n;return a.sort(t),a},// uses the array previously returned by 'getKeyframeOrder' to sort data +sortedArray:function sortedArray(e,t,r){for(var a=e.length,n=new e.constructor(a),o=0,s=0,l;s!==a;++o){l=r[o]*t;for(var d=0;d!==t;++d)n[s++]=e[l+d]}return n},// function for parsing AOS keyframe formats +flattenJSON:function flattenJSON(e,t,r,a){for(var n=1,o=e[0];o!==void 0&&o[a]===void 0;)o=e[n++];if(void 0!==o){// no data +var s=o[a];if(void 0!==s)// no data +if(Array.isArray(s))do s=o[a],void 0!==s&&(t.push(o.time),r.push.apply(r,s)),o=e[n++];while(void 0!==o);else if(void 0!==s.toArray)// ...assume THREE.Math-ish +do s=o[a],void 0!==s&&(t.push(o.time),s.toArray(r,r.length)),o=e[n++];while(void 0!==o);else// otherwise push as-is +do s=o[a],void 0!==s&&(t.push(o.time),r.push(s)),o=e[n++];while(void 0!==o)}},subclip:function subclip(e,t,r,a,n){n=n||30;var o=e.clone();o.name=t;for(var s=[],l=0;l=a)){c.push(d.times[m]);for(var f=0;fo.tracks[l].times[0]&&(h=o.tracks[l].times[0]);// shift all tracks such that clip begins at t=0 +for(var l=0;l= t1 || t1 === undefined ) { +forward_scan:if(!(e=i)){// looping? +var s=t[1];e=i)// we have arrived at the sought interval +break seek}// prepare binary search on the left side of the index +n=r,r=0;break linear_scan}// the interval is valid +break validate_interval}// linear scan +// binary search +for(;r>>1;e seconds conversions) +scale:function scale(e){if(1!==e)for(var t=this.times,r=0,a=t.length;r!==a;++r)t[r]*=e;return this},// removes keyframes before and after animation without changing any values within the range [startTime, endTime]. +// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values +trim:function trim(e,t){for(var r=this.times,a=r.length,i=0,n=a-1;i!==a&&r[i]t;)--n;// inclusive -> exclusive bound +if(++n,0!==i||n!==a){i>=n&&(n=No(n,1),i=n-1);var o=this.getValueSize();this.times=Kd.arraySlice(r,i,n),this.values=Kd.arraySlice(this.values,i*o,n*o)}return this},// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable +validate:function validate(){var e=!0,t=this.getValueSize();0!=t-Po(t)&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),e=!1);var r=this.times,a=this.values,o=r.length;0===o&&(console.error("THREE.KeyframeTrack: Track is empty.",this),e=!1);for(var s=null,l=0,d;l!==o;l++){if(d=r[l],"number"==typeof d&&isNaN(d)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,l,d),e=!1;break}if(null!==s&&s>d){console.error("THREE.KeyframeTrack: Out of order keys.",this,l,d,s),e=!1;break}s=d}if(a!==void 0&&Kd.isTypedArray(a))for(var l=0,p=a.length,n;l!==p;++l)if(n=a[l],isNaN(n)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,l,n),e=!1;break}return e},// removes equivalent sequential keys as common in morph target sequences +// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) +optimize:function optimize(){// times or values may be shared with other tracks, so overwriting is unsafe +for(var e=Kd.arraySlice(this.times),t=Kd.arraySlice(this.values),r=this.getValueSize(),a=this.getInterpolation()===Jo,n=1,o=e.length-1,s=1;sp)l=n+1;else if(0r&&(r=0),1Mo&&(s.normalize(),c=vo(os.clamp(a[d-1].dot(a[d]),-1,1)),n[d].applyMatrix4(l.makeRotationAxis(s,c))),o[d].crossVectors(a[d],n[d]);// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same +if(!0===t)for(c=vo(os.clamp(n[0].dot(n[e]),-1,1)),c/=e,0i;)i+=a;for(;i>a;)i-=a;ig&&(g=1),1e-4>m&&(m=g),1e-4>f&&(f=g),ap.initNonuniformCatmullRom(l.x,d.x,p.x,c.x,m,g,f),ip.initNonuniformCatmullRom(l.y,d.y,p.y,c.y,m,g,f),np.initNonuniformCatmullRom(l.z,d.z,p.z,c.z,m,g,f)}else"catmullrom"===this.curveType&&(ap.initCatmullRom(l.x,d.x,p.x,c.x,this.tension),ip.initCatmullRom(l.y,d.y,p.y,c.y,this.tension),np.initCatmullRom(l.z,d.z,p.z,c.z,this.tension));return r.set(ap.calc(s),ip.calc(s),np.calc(s)),r},zi.prototype.copy=function(e){Ci.prototype.copy.call(this,e),this.points=[];for(var t=0,r=e.points.length,a;ta.length-2?a.length-1:n+1],p=a[n>a.length-3?a.length-1:n+2];return r.set(Ui(o,s.x,l.x,d.x,p.x),Ui(o,s.y,l.y,d.y,p.y)),r},Ki.prototype.copy=function(e){Ci.prototype.copy.call(this,e),this.points=[];for(var t=0,r=e.points.length,a;t=t){var n=r[a]-t,o=this.curves[a],s=o.getLength(),l=0===s?0:1-n/s;return o.getPointAt(l)}a++}return null;// loop where sum != 0, sum > d , sum+1 Mo){if(0>d&&(o=t[n],l=-l,s=t[i],d=-d),e.ys.y)continue;if(e.y!==o.y){var c=d*(e.x-o.x)-l*(e.y-o.y);if(0==c)return!0;// inPt is on contour ? +if(0>c)continue;a=!a}else if(e.x===o.x)return!0;// inPt is on contour ? +// continue; // no intersection or edgeLowPt => doesn't count !!! +}else{// parallel or collinear +if(e.y!==o.y)continue;// parallel +// edge lies on the same horizontal line as inPt +if(s.x<=e.x&&e.x<=o.x||o.x<=e.x&&e.x<=s.x)return!0;// inPt: Point on contour ! +// continue; +}}return a}var n=Yd.isClockWise,o=this.subPaths;if(0===o.length)return[];if(!0===t)return r(o);var s=[],d,p,c;if(1===o.length)return p=o[0],c=new tn,c.curves=p.curves,s.push(c),s;var u=!n(o[0].getPoints());u=e?!u:u;// console.log("Holes first", holesFirst); +var m=[],g=[],f=[],h=0,y;g[h]=void 0,f[h]=[];for(var v=0,x=o.length;v probably all Shapes with wrong orientation +if(!g[0])return r(o);if(1t;t++)this.coefficients[t].copy(e[t]);return this},zero:function zero(){for(var e=0;9>e;e++)this.coefficients[e].set(0,0,0);return this},// get the radiance in the direction of the normal +// target is a Vector3 +getAt:function getAt(e,t){// normal is assumed to be unit length +var r=e.x,a=e.y,i=e.z,n=this.coefficients;return t.copy(n[0]).multiplyScalar(.282095),t.addScaledVector(n[1],.488603*a),t.addScaledVector(n[2],.488603*i),t.addScaledVector(n[3],.488603*r),t.addScaledVector(n[4],1.092548*(r*a)),t.addScaledVector(n[5],1.092548*(a*i)),t.addScaledVector(n[6],.315392*(3*i*i-1)),t.addScaledVector(n[7],1.092548*(r*i)),t.addScaledVector(n[8],.546274*(r*r-a*a)),t},// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal +// target is a Vector3 +// https://graphics.stanford.edu/papers/envmap/envmap.pdf +getIrradianceAt:function getIrradianceAt(e,t){// normal is assumed to be unit length +var r=e.x,a=e.y,i=e.z,n=this.coefficients;// ( π / 4 ) * 0.546274 +return t.copy(n[0]).multiplyScalar(.886227),t.addScaledVector(n[1],.511664*2*a),t.addScaledVector(n[2],.511664*2*i),t.addScaledVector(n[3],.511664*2*r),t.addScaledVector(n[4],.429043*2*r*a),t.addScaledVector(n[5],.429043*2*a*i),t.addScaledVector(n[6],.743125*i*i-.247708),t.addScaledVector(n[7],.429043*2*r*i),t.addScaledVector(n[8],.429043*(r*r-a*a)),t},add:function add(e){for(var t=0;9>t;t++)this.coefficients[t].add(e.coefficients[t]);return this},addScaledSH:function addScaledSH(e,t){for(var r=0;9>r;r++)this.coefficients[r].addScaledVector(e.coefficients[r],t);return this},scale:function scale(e){for(var t=0;9>t;t++)this.coefficients[t].multiplyScalar(e);return this},lerp:function lerp(e,t){for(var r=0;9>r;r++)this.coefficients[r].lerp(e.coefficients[r],t);return this},equals:function(e){for(var t=0;9>t;t++)if(!this.coefficients[t].equals(e.coefficients[t]))return!1;return!0},copy:function copy(e){return this.set(e.coefficients)},clone:function clone(){return new this.constructor().copy(this)},fromArray:function fromArray(e,t){t===void 0&&(t=0);for(var r=this.coefficients,a=0;9>a;a++)r[a].fromArray(e,t+3*a);return this},toArray:function toArray(e,t){e===void 0&&(e=[]),t===void 0&&(t=0);for(var r=this.coefficients,a=0;9>a;a++)r[a].toArray(e,t+3*a);return e}}),Object.assign(Ln,{// evaluate the basis functions +// shBasis is an Array[ 9 ] +getBasisAt:function getBasisAt(e,t){// normal is assumed to be unit length +var r=e.x,a=e.y,i=e.z;// band 0 +// band 1 +// band 2 +t[0]=.282095,t[1]=.488603*a,t[2]=.488603*i,t[3]=.488603*r,t[4]=1.092548*r*a,t[5]=1.092548*a*i,t[6]=.315392*(3*i*i-1),t[7]=1.092548*r*i,t[8]=.546274*(r*r-a*a)}}),An.prototype=Object.assign(Object.create(rn.prototype),{constructor:An,isLightProbe:!0,copy:function copy(e){return rn.prototype.copy.call(this,e),this.sh.copy(e.sh),this.intensity=e.intensity,this},toJSON:function(e){var t=rn.prototype.toJSON.call(this,e);// data.sh = this.sh.toArray(); // todo +return t}}),Rn.prototype=Object.assign(Object.create(An.prototype),{constructor:Rn,isHemisphereLightProbe:!0,copy:function copy(e){return An.prototype.copy.call(this,e),this},toJSON:function(e){var t=An.prototype.toJSON.call(this,e);// data.sh = this.sh.toArray(); // todo +return t}}),Pn.prototype=Object.assign(Object.create(An.prototype),{constructor:Pn,isAmbientLightProbe:!0,copy:function copy(e){return An.prototype.copy.call(this,e),this},toJSON:function(e){var t=An.prototype.toJSON.call(this,e);// data.sh = this.sh.toArray(); // todo +return t}});var gp=new T,fp=new T;Object.assign(/** + * @author mrdoob / http://mrdoob.com/ + */function(){this.type="StereoCamera",this.aspect=1,this.eyeSep=.064,this.cameraL=new pe,this.cameraL.layers.enable(1),this.cameraL.matrixAutoUpdate=!1,this.cameraR=new pe,this.cameraR.layers.enable(2),this.cameraR.matrixAutoUpdate=!1,this._cache={focus:null,fov:null,aspect:null,near:null,far:null,zoom:null,eyeSep:null}}.prototype,{update:function update(e){var t=this._cache,r=t.focus!==e.focus||t.fov!==e.fov||t.aspect!==e.aspect*this.aspect||t.near!==e.near||t.far!==e.far||t.zoom!==e.zoom||t.eyeSep!==this.eyeSep;if(r){t.focus=e.focus,t.fov=e.fov,t.aspect=e.aspect*this.aspect,t.near=e.near,t.far=e.far,t.zoom=e.zoom,t.eyeSep=this.eyeSep;// Off-axis stereoscopic effect based on +// http://paulbourke.net/stereographics/stereorender/ +var a=e.projectionMatrix.clone(),i=t.eyeSep/2,n=i*t.near/t.focus,o=t.near*ho(.5*(os.DEG2RAD*t.fov))/t.zoom,s,l;// translate xOffset +// for left eye +// for right eye +fp.elements[12]=-i,gp.elements[12]=i,s=-o*t.aspect+n,l=o*t.aspect+n,a.elements[0]=2*t.near/(l-s),a.elements[8]=(l+s)/(l-s),this.cameraL.projectionMatrix.copy(a),s=-o*t.aspect-n,l=o*t.aspect-n,a.elements[0]=2*t.near/(l-s),a.elements[8]=(l+s)/(l-s),this.cameraR.projectionMatrix.copy(a)}this.cameraL.matrixWorld.copy(e.matrixWorld).multiply(fp),this.cameraR.matrixWorld.copy(e.matrixWorld).multiply(gp)}}),Object.assign(Cn.prototype,{start:function start(){// see #10732 +this.startTime=("undefined"==typeof performance?Date:performance).now(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0},stop:function stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1},getElapsedTime:function getElapsedTime(){return this.getDelta(),this.elapsedTime},getDelta:function getDelta(){var e=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){var t=("undefined"==typeof performance?Date:performance).now();e=(t-this.oldTime)/1e3,this.oldTime=t,this.elapsedTime+=e}return e}});/** + * @author mrdoob / http://mrdoob.com/ + */var hp=new S,yp=new M,vp=new S,xp=new S;Dn.prototype=Object.assign(Object.create(L.prototype),{constructor:Dn,getInput:function getInput(){return this.gain},removeFilter:function removeFilter(){return null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null),this},getFilter:function getFilter(){return this.filter},setFilter:function setFilter(e){return null===this.filter?this.gain.disconnect(this.context.destination):(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)),this.filter=e,this.gain.connect(this.filter),this.filter.connect(this.context.destination),this},getMasterVolume:function getMasterVolume(){return this.gain.gain.value},setMasterVolume:function setMasterVolume(e){return this.gain.gain.setTargetAtTime(e,this.context.currentTime,.01),this},updateMatrixWorld:function updateMatrixWorld(e){L.prototype.updateMatrixWorld.call(this,e);var t=this.context.listener,r=this.up;if(this.timeDelta=this._clock.getDelta(),this.matrixWorld.decompose(hp,yp,vp),xp.set(0,0,-1).applyQuaternion(yp),t.positionX){// code path for Chrome (see #14393) +var a=this.context.currentTime+this.timeDelta;t.positionX.linearRampToValueAtTime(hp.x,a),t.positionY.linearRampToValueAtTime(hp.y,a),t.positionZ.linearRampToValueAtTime(hp.z,a),t.forwardX.linearRampToValueAtTime(xp.x,a),t.forwardY.linearRampToValueAtTime(xp.y,a),t.forwardZ.linearRampToValueAtTime(xp.z,a),t.upX.linearRampToValueAtTime(r.x,a),t.upY.linearRampToValueAtTime(r.y,a),t.upZ.linearRampToValueAtTime(r.z,a)}else t.setPosition(hp.x,hp.y,hp.z),t.setOrientation(xp.x,xp.y,xp.z,r.x,r.y,r.z)}}),In.prototype=Object.assign(Object.create(L.prototype),{constructor:In,getOutput:function getOutput(){return this.gain},setNodeSource:function setNodeSource(e){return this.hasPlaybackControl=!1,this.sourceType="audioNode",this.source=e,this.connect(),this},setMediaElementSource:function setMediaElementSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaNode",this.source=this.context.createMediaElementSource(e),this.connect(),this},setMediaStreamSource:function setMediaStreamSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaStreamNode",this.source=this.context.createMediaStreamSource(e),this.connect(),this},setBuffer:function setBuffer(e){return this.buffer=e,this.sourceType="buffer",this.autoplay&&this.play(),this},play:function play(e){if(void 0===e&&(e=0),!0===this.isPlaying)return void console.warn("THREE.Audio: Audio is already playing.");if(!1===this.hasPlaybackControl)return void console.warn("THREE.Audio: this Audio has no playback control.");this._startedAt=this.context.currentTime+e;var t=this.context.createBufferSource();return t.buffer=this.buffer,t.loop=this.loop,t.loopStart=this.loopStart,t.loopEnd=this.loopEnd,t.onended=this.onEnded.bind(this),t.start(this._startedAt,this._pausedAt+this.offset,this.duration),this.isPlaying=!0,this.source=t,this.setDetune(this.detune),this.setPlaybackRate(this.playbackRate),this.connect()},pause:function pause(){return!1===this.hasPlaybackControl?void console.warn("THREE.Audio: this Audio has no playback control."):(!0===this.isPlaying&&(this._pausedAt+=No(this.context.currentTime-this._startedAt,0)*this.playbackRate,this.source.stop(),this.source.onended=null,this.isPlaying=!1),this)},stop:function stop(){return!1===this.hasPlaybackControl?void console.warn("THREE.Audio: this Audio has no playback control."):(this._pausedAt=0,this.source.stop(),this.source.onended=null,this.isPlaying=!1,this)},connect:function connect(){if(0' +accumulate:function accumulate(e,t){// note: happily accumulating nothing when weight = 0, the caller knows +// the weight and shouldn't have made the call in the first place +var r=this.buffer,a=this.valueSize,n=e*a+a,o=this.cumulativeWeight;if(0===o){// accuN := incoming * weight +for(var s=0;s!==a;++s)r[n+s]=r[s];o=t}else{o+=t;var l=t/o;this._mixBufferRegion(r,n,0,l,a)}this.cumulativeWeight=o},// apply the state of 'accu' to the binding when accus differ +apply:function apply(e){var t=this.valueSize,r=this.buffer,a=e*t+t,n=this.cumulativeWeight,o=this.binding;if(this.cumulativeWeight=0,1>n){// accuN := accuN + original * ( 1 - cumulativeWeight ) +this._mixBufferRegion(r,a,3*t,1-n,t)}for(var s=t;s!==t+t;++s)if(r[s]!==r[s+t]){o.setValue(r,a);break}},// remember the state of the bound property and copy it to both accus +saveOriginalState:function saveOriginalState(){var e=this.binding,t=this.buffer,r=this.valueSize,a=3*r;e.getValue(t,a);// accu[0..1] := orig -- initially detect changes against the original +for(var n=r;n!==a;++n)t[n]=t[a+n%r];this.cumulativeWeight=0},// apply the state previously taken via 'saveOriginalState' to the binding +restoreOriginalState:function restoreOriginalState(){var e=3*this.valueSize;this.binding.setValue(this.buffer,e)},// mix functions +_select:function _select(e,r,a,n,t){if(.5<=n)for(var o=0;o!==t;++o)e[r+o]=e[a+o]},_slerp:function _slerp(e,r,a,i){M.slerpFlat(e,r,e,r,e,a,i)},_lerp:function _lerp(e,r,a,n,t){for(var o=0,s;o!==t;++o)s=r+o,e[s]=e[s]*(1-n)+e[a+o]*n}});/** + * + * A reference to a real property in the scene graph. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ // Characters [].:/ are reserved for track binding syntax. +var Tp="[^\\[\\]\\.:\\/]",Ep="[^"+"\\[\\]\\.:\\/".replace("\\.","")+"]",wp=/((?:WC+[\/:])*)/.source.replace("WC",Tp),Lp=/(WCOD+)?/.source.replace("WCOD",Ep),Ap=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",Tp),Rp=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",Tp),Pp=new RegExp("^"+wp+Lp+Ap+Rp+"$"),Cp=["material","materials","bones"];Object.assign(Bn.prototype,{getValue:function getValue(e,t){this.bind();// bind all binding +var r=this._targetGroup.nCachedObjects_,a=this._bindings[r];// and only call .getValue on the first +a!==void 0&&a.getValue(e,t)},setValue:function setValue(e,t){for(var r=this._bindings,a=this._targetGroup.nCachedObjects_,o=r.length;a!==o;++a)r[a].setValue(e,t)},bind:function bind(){for(var e=this._bindings,t=this._targetGroup.nCachedObjects_,r=e.length;t!==r;++t)e[t].bind()},unbind:function unbind(){for(var e=this._bindings,t=this._targetGroup.nCachedObjects_,r=e.length;t!==r;++t)e[t].unbind()}}),Object.assign(Fn,{Composite:Bn,create:function create(e,t,r){return e&&e.isAnimationObjectGroup?new Fn.Composite(e,t,r):new Fn(e,t,r)},/** + * Replaces spaces with underscores and removes unsupported characters from + * node names, to ensure compatibility with parseTrackName(). + * + * @param {string} name Node name to be sanitized. + * @return {string} + */sanitizeNodeName:function sanitizeNodeName(e){return e.replace(/\s/g,"_").replace(/[\[\]\.:\/]/g,"")},parseTrackName:function parseTrackName(e){var t=Pp.exec(e);if(!t)throw new Error("PropertyBinding: Cannot parse trackName: "+e);var r={// directoryName: matches[ 1 ], // (tschw) currently unused +nodeName:t[2],objectName:t[3],objectIndex:t[4],propertyName:t[5],// required +propertyIndex:t[6]},a=r.nodeName&&r.nodeName.lastIndexOf(".");if(a!==void 0&&-1!==a){var i=r.nodeName.substring(a+1);// Object names must be checked against a whitelist. Otherwise, there +// is no way to parse 'foo.bar.baz': 'baz' must be a property, but +// 'bar' could be the objectName, or part of a nodeName (which can +// include '.' characters). +-1!==Cp.indexOf(i)&&(r.nodeName=r.nodeName.substring(0,a),r.objectName=i)}if(null===r.propertyName||0===r.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+e);return r},findNode:function findNode(e,t){if(!t||""===t||"."===t||-1===t||t===e.name||t===e.uuid)return e;// search into skeleton bones. +if(e.skeleton){var r=e.skeleton.getBoneByName(t);if(void 0!==r)return r}// search into node subtree. +if(e.children){var a=function(e){for(var r=0,n;r=t){// move existing object into the CACHED region +var c=t++,u=e[c];r[u.uuid]=p,e[p]=u,r[d]=c,e[c]=n;// accounting is done, now do the same for all bindings +for(var m=0;m!==o;++m){var g=a[m],f=g[c],h=g[p];g[p]=f,g[c]=h}}}// for arguments +this.nCachedObjects_=t},// remove & forget +uncache:function uncache(){for(var e=this._objects,t=e.length,r=this.nCachedObjects_,a=this._indicesByUUID,o=this._bindings,s=o.length,l=0,d=arguments.length;l!==d;++l){var n=arguments[l],p=n.uuid,c=a[p];if(void 0!==c)if(delete a[p],cn||0===r)return;// yet to come / don't decide when delta = 0 +// start +// unschedule +this._startTime=null,t=r*n}// apply time scale and advance time +t*=this._updateTimeScale(e);var o=this._updateTime(t),s=this._updateWeight(e);// note: _updateTime may disable the action resulting in +// an effective weight of 0 +if(0r.parameterPositions[1]&&(this.stopFading(),0===a&&(this.enabled=!1))}}return this._effectiveWeight=t,t},_updateTimeScale:function _updateTimeScale(e){var t=0;if(!this.paused){t=this.timeScale;var r=this._timeScaleInterpolant;if(null!==r){var a=r.evaluate(e)[0];t*=a,e>r.parameterPositions[1]&&(this.stopWarping(),0===t?this.paused=!0:this.timeScale=t)}}return this._effectiveTimeScale=t,t},_updateTime:function _updateTime(e){var t=this.time+e,r=this._clip.duration,a=this.loop,i=this._loopCount,n=a===2202;if(0===e)return-1===i?t:n&&1==(1&i)?r-t:t;if(a===2200){-1===i&&(this._loopCount=0,this._setEndings(!0,!0,!1));handle_stop:{if(t>=r)t=r;else if(0>t)t=0;else{this.time=t;break handle_stop}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=t,this._mixer.dispatchEvent({type:"finished",action:this,direction:0>e?-1:1})}}else{if(-1===i&&(0<=e?(i=0,this._setEndings(!0,0===this.repetitions,n)):this._setEndings(0===this.repetitions,!0,n)),t>=r||0>t){// wrap around +var o=Po(t/r);// signed +t-=r*o,i+=zo(o);var s=this.repetitions-i;if(0>=s)this.clampWhenFinished?this.paused=!0:this.enabled=!1,t=0e;this._setEndings(l,!l,n)}else this._setEndings(!1,!1,n);this._loopCount=i,this.time=t,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:o})}}else this.time=t;if(n&&1==(1&i))// invert time for the "pong round" +return r-t}return t},_setEndings:function _setEndings(e,t,r){var a=this._interpolantSettings;r?(a.endingStart=Ko,a.endingEnd=Ko):(a.endingStart=e?this.zeroSlopeAtStart?Ko:Qo:$o,a.endingEnd=t?this.zeroSlopeAtEnd?Ko:Qo:$o)},_scheduleFading:function _scheduleFading(e,t,r){var a=this._mixer,i=a.time,n=this._weightInterpolant;null===n&&(n=a._lendControlInterpolant(),this._weightInterpolant=n);var o=n.parameterPositions,s=n.sampleValues;return o[0]=i,s[0]=t,o[1]=i+e,s[1]=r,this}}),Hn.prototype=Object.assign(Object.create(f.prototype),{constructor:Hn,_bindAction:function _bindAction(e,t){var r=e._localRoot||this._root,a=e._clip.tracks,n=a.length,o=e._propertyBindings,s=e._interpolants,l=r.uuid,d=this._bindingsByRootAndName,p=d[l];p===void 0&&(p={},d[l]=p);for(var c=0;c!==n;++c){var u=a[c],m=u.name,g=p[m];if(void 0!==g)o[c]=g;else{if(g=o[c],void 0!==g){null===g._cacheIndex&&(++g.referenceCount,this._addInactiveBinding(g,l,m));continue}var f=t&&t._propertyBindings[c].binding.parsedPath;g=new Un(Fn.create(r,m,f),u.ValueTypeName,u.getValueSize()),++g.referenceCount,this._addInactiveBinding(g,l,m),o[c]=g}s[c].resultBuffer=g.buffer}},_activateAction:function _activateAction(e){if(!this._isActiveAction(e)){if(null===e._cacheIndex){// this action has been forgotten by the cache, but the user +// appears to be still using it -> rebind +var t=(e._localRoot||this._root).uuid,r=e._clip.uuid,a=this._actionsByClip[r];this._bindAction(e,a&&a.knownActions[0]),this._addInactiveAction(e,r,t)}// increment reference counts / sort out state +for(var o=e._propertyBindings,s=0,l=o.length,n;s!==l;++s)n=o[s],0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState());this._lendAction(e)}},_deactivateAction:function _deactivateAction(e){if(this._isActiveAction(e)){// decrement reference counts / sort out state +for(var t=e._propertyBindings,r=0,a=t.length,n;r!==a;++r)n=t[r],0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n));this._takeBackAction(e)}},// Memory manager +_initMemoryManager:function _initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;var e=this;this.stats={actions:{get total(){return e._actions.length},get inUse(){return e._nActiveActions}},bindings:{get total(){return e._bindings.length},get inUse(){return e._nActiveBindings}},controlInterpolants:{get total(){return e._controlInterpolants.length},get inUse(){return e._nActiveControlInterpolants}}}},// Memory management for AnimationAction objects +_isActiveAction:function _isActiveAction(e){var t=e._cacheIndex;return null!==t&&t| inactive actions ] +// s a +// <-swap-> +// a s +var t=this._actions,r=e._cacheIndex,a=this._nActiveActions++,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},_takeBackAction:function _takeBackAction(e){// [ active actions | inactive actions ] +// [ active actions |< inactive actions ] +// a s +// <-swap-> +// s a +var t=this._actions,r=e._cacheIndex,a=--this._nActiveActions,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},// Memory management for PropertyMixer objects +_addInactiveBinding:function _addInactiveBinding(e,t,r){var a=this._bindingsByRootAndName,i=a[t],n=this._bindings;i===void 0&&(i={},a[t]=i),i[r]=e,e._cacheIndex=n.length,n.push(e)},_removeInactiveBinding:function _removeInactiveBinding(e){var t=this._bindings,r=e.binding,a=r.rootNode.uuid,i=r.path,n=this._bindingsByRootAndName,o=n[a],s=t[t.length-1],l=e._cacheIndex;s._cacheIndex=l,t[l]=s,t.pop(),delete o[i],0===Object.keys(o).length&&delete n[a]},_lendBinding:function _lendBinding(e){var t=this._bindings,r=e._cacheIndex,a=this._nActiveBindings++,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},_takeBackBinding:function _takeBackBinding(e){var t=this._bindings,r=e._cacheIndex,a=--this._nActiveBindings,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},// Memory management of Interpolants for weight and time scale +_lendControlInterpolant:function _lendControlInterpolant(){var e=this._controlInterpolants,t=this._nActiveControlInterpolants++,r=e[t];return void 0===r&&(r=new di(new Float32Array(2),new Float32Array(2),1,this._controlInterpolantsResultBuffer),r.__cacheIndex=t,e[t]=r),r},_takeBackControlInterpolant:function _takeBackControlInterpolant(e){var t=this._controlInterpolants,r=e.__cacheIndex,a=--this._nActiveControlInterpolants,i=t[a];e.__cacheIndex=a,t[a]=e,i.__cacheIndex=r,t[r]=i},_controlInterpolantsResultBuffer:new Float32Array(1),// return an action for a clip optionally using a custom root target +// object (this method allocates a lot of dynamic memory in case a +// previously unknown clip/root combination is specified) +clipAction:function clipAction(e,t){var r=t||this._root,a=r.uuid,i="string"==typeof e?xi.findByName(r,e):e,n=null===i?e:i.uuid,o=this._actionsByClip[n],s=null;if(void 0!==o){var l=o.actionByRoot[a];if(void 0!==l)return l;// we know the clip, so we don't have to parse all +// the bindings again but can just copy +s=o.knownActions[0],null===i&&(i=s._clip)}// clip must be known when specified via string +if(null===i)return null;// allocate all resources required to run it +var d=new Gn(this,i,t);return this._bindAction(d,s),this._addInactiveAction(d,n,a),d},// get an existing action +existingAction:function existingAction(e,t){var r=t||this._root,a=r.uuid,i="string"==typeof e?xi.findByName(r,e):e,n=i?i.uuid:e,o=this._actionsByClip[n];return void 0===o?null:o.actionByRoot[a]||null},// deactivates all previously scheduled actions +stopAllAction:function stopAllAction(){var e=this._actions,t=this._nActiveActions,r=this._bindings,a=this._nActiveBindings;this._nActiveActions=0,this._nActiveBindings=0;for(var n=0;n!==t;++n)e[n].reset();for(var n=0;n!==a;++n)r[n].useCount=0;return this},// advance the time and update apply the animation +update:function update(e){e*=this.timeScale;// run active actions +for(var t=this._actions,r=this._nActiveActions,a=this.time+=e,n=bo(e),o=this._accuIndex^=1,s=0,l;s!==r;++s)l=t[s],l._update(a,e,n,o);// update scene graph +for(var d=this._bindings,p=this._nActiveBindings,s=0;s!==p;++s)d[s].apply(o);return this},// Allows you to seek to a specific time in an animation. +setTime:function setTime(e){this.time=0;// Zero out time attribute for AnimationMixer object; +for(var t=0;tthis.max.x||e.ythis.max.y)},containsBox:function containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y},getParameter:function getParameter(e,t){return void 0===t&&(console.warn("THREE.Box2: .getParameter() target is now required"),t=new h),t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function intersectsBox(e){// using 4 splitting planes to rule out intersections +return!(e.max.xthis.max.x||e.max.ythis.max.y)},clampPoint:function clampPoint(e,t){return void 0===t&&(console.warn("THREE.Box2: .clampPoint() target is now required"),t=new h),t.copy(e).clamp(this.min,this.max)},distanceToPoint:function distanceToPoint(e){var t=Dp.copy(e).clamp(this.min,this.max);return t.sub(e).length()},intersect:function intersect(e){return this.min.max(e.min),this.max.min(e.max),this},union:function union(e){return this.min.min(e.min),this.max.max(e.max),this},translate:function translate(e){return this.min.add(e),this.max.add(e),this},equals:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}});/** + * @author bhouston / http://clara.io + */var Ip=new S,Np=new S;Object.assign(Yn.prototype,{set:function set(e,t){return this.start.copy(e),this.end.copy(t),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.start.copy(e.start),this.end.copy(e.end),this},getCenter:function getCenter(e){return void 0===e&&(console.warn("THREE.Line3: .getCenter() target is now required"),e=new S),e.addVectors(this.start,this.end).multiplyScalar(.5)},delta:function delta(e){return void 0===e&&(console.warn("THREE.Line3: .delta() target is now required"),e=new S),e.subVectors(this.end,this.start)},distanceSq:function distanceSq(){return this.start.distanceToSquared(this.end)},distance:function distance(){return this.start.distanceTo(this.end)},at:function at(e,t){return void 0===t&&(console.warn("THREE.Line3: .at() target is now required"),t=new S),this.delta(t).multiplyScalar(e).add(this.start)},closestPointToPointParameter:function closestPointToPointParameter(e,r){Ip.subVectors(e,this.start),Np.subVectors(this.end,this.start);var a=Np.dot(Np),i=Np.dot(Ip),n=i/a;return r&&(n=os.clamp(n,0,1)),n},closestPointToPoint:function closestPointToPoint(e,r,a){var i=this.closestPointToPointParameter(e,r);return void 0===a&&(console.warn("THREE.Line3: .closestPointToPoint() target is now required"),a=new S),this.delta(a).multiplyScalar(i).add(this.start)},applyMatrix4:function applyMatrix4(e){return this.start.applyMatrix4(e),this.end.applyMatrix4(e),this},equals:function(e){return e.start.equals(this.start)&&e.end.equals(this.end)}}),Zn.prototype=Object.create(L.prototype),Zn.prototype.constructor=Zn,Zn.prototype.isImmediateRenderObject=!0;/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */var zp=new S;Jn.prototype=Object.create(L.prototype),Jn.prototype.constructor=Jn,Jn.prototype.dispose=function(){this.cone.geometry.dispose(),this.cone.material.dispose()},Jn.prototype.update=function(){this.light.updateMatrixWorld();var e=this.light.distance?this.light.distance:1e3,t=e*ho(this.light.angle);this.cone.scale.set(t,t,e),zp.setFromMatrixPosition(this.light.target.matrixWorld),this.cone.lookAt(zp),this.color===void 0?this.cone.material.color.copy(this.light.color):this.cone.material.color.set(this.color)};/** + * @author Sean Griffin / http://twitter.com/sgrif + * @author Michael Guerrero / http://realitymeltdown.com + * @author mrdoob / http://mrdoob.com/ + * @author ikerr / http://verold.com + * @author Mugen87 / https://github.com/Mugen87 + */var Up=new S,Bp=new T,Fp=new T;Kn.prototype=Object.create(wr.prototype),Kn.prototype.constructor=Kn,Kn.prototype.isSkeletonHelper=!0,Kn.prototype.updateMatrixWorld=function(e){var t=this.bones,r=this.geometry,a=r.getAttribute("position");Fp.getInverse(this.root.matrixWorld);for(var n=0,o=0,s;nzo(t)&&(t=1e-8),this.scale.set(.5*this.size,.5*this.size,t),this.children[0].material.side=0>t?Oo:Fo,this.lookAt(this.plane.normal),L.prototype.updateMatrixWorld.call(this,e)};/** + * @author WestLangley / http://github.com/WestLangley + * @author zz85 / http://github.com/zz85 + * @author bhouston / http://clara.io + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * color - color in hex value + * headLength - Number + * headWidth - Number + */var Yp=new S,Zp,Jp;po.prototype=Object.create(L.prototype),po.prototype.constructor=po,po.prototype.setDirection=function(e){// dir is assumed to be normalized +if(.99999e.y)this.quaternion.set(1,0,0,0);else{Yp.set(e.z,0,-e.x).normalize();var t=vo(e.y);this.quaternion.setFromAxisAngle(Yp,t)}},po.prototype.setLength=function(e,t,r){// see #17458 +t===void 0&&(t=.2*e),r===void 0&&(r=.2*t),this.line.scale.set(1,No(1e-4,e-t),1),this.line.updateMatrix(),this.cone.scale.set(r,t,r),this.cone.position.y=e,this.cone.updateMatrix()},po.prototype.setColor=function(e){this.line.material.color.set(e),this.cone.material.color.set(e)},po.prototype.copy=function(e){return L.prototype.copy.call(this,e,!1),this.line.copy(e.line),this.cone.copy(e.cone),this},po.prototype.clone=function(){return new this.constructor().copy(this)},co.prototype=Object.create(wr.prototype),co.prototype.constructor=co;/** + * @author Emmett Lalish / elalish + * + * This class generates a Prefiltered, Mipmapped Radiance Environment Map + * (PMREM) from a cubeMap environment texture. This allows different levels of + * blur to be quickly accessed based on material roughness. It is packed into a + * special CubeUV format that allows us to perform custom interpolation so that + * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap + * chain, it only goes down to the LOD_MIN level (above), and then creates extra + * even more filtered 'mips' at the same LOD_MIN resolution, associated with + * higher roughness levels. In this way we maintain resolution to smoothly + * interpolate diffuse lighting while limiting sampling computation. + */var Qp=[.125,.215,.35,.446,.526,.582],Kp=8-4+1+Qp.length,$p=(Bo={},_defineProperty(Bo,es,0),_defineProperty(Bo,ts,1),_defineProperty(Bo,3002,2),_defineProperty(Bo,3004,3),_defineProperty(Bo,3005,4),_defineProperty(Bo,3006,5),_defineProperty(Bo,3007,6),Bo),ec=new pn,tc=function(e){var t=new Float32Array(e),r=new S(0,1,0),a=new Ka({defines:{n:e},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:t},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r},inputEncoding:{value:$p[3000]},outputEncoding:{value:$p[3000]}},vertexShader:mo(),fragmentShader:"\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n".concat(go(),"\n\n#define ENVMAP_TYPE_CUBE_UV\n#include \n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),blending:0,depthTest:!1,depthWrite:!1});return a.type="SphericalGaussianBlur",a}(20),rc=uo(),ac=rc._lodPlanes,ic=rc._sizeLods,nc=rc._sigmas;Ci.create=function(e,t){return console.log("THREE.Curve.create() has been deprecated"),e.prototype=Object.create(Ci.prototype),e.prototype.constructor=e,e.prototype.getPoint=t,e},Object.assign($i.prototype,{createPointsGeometry:function createPointsGeometry(e){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from path points (for Line or Points objects) +var t=this.getPoints(e);return this.createGeometry(t)},createSpacedPointsGeometry:function createSpacedPointsGeometry(e){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from equidistant sampling along the path +var t=this.getSpacedPoints(e);return this.createGeometry(t)},createGeometry:function createGeometry(e){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");for(var t=new ne,r=0,a=e.length,n;r=750)?cancelAnimationFrame(l):(t.theta=n+(a-n)*sc(i),t.phi=e+(0-e)*sc(i),requestAnimationFrame(s))},l=s()}},{key:"isInIframe",value:function(){try{return window.self!==window.top}catch(e){return!0}}},{key:"destroy",value:function(){this.el.removeEventListener("mouseleave",this.onMouseUp),this.el.removeEventListener("mousemove",this.onMouseMove),this.el.removeEventListener("mousedown",this.onMouseDown),this.el.removeEventListener("mouseup",this.onMouseUp),this.el.removeEventListener("touchstart",this.onTouchStart),this.el.removeEventListener("touchmove",this.onTouchMove),this.el.removeEventListener("touchend",this.onTouchEnd),window.removeEventListener("devicemotion",this.onDeviceMotion),window.removeEventListener("message",this.onMessage)}},{key:"getCurrentStyle",value:function(){return"height: ".concat(parseInt(this.el.style.height,10),"px; width: ").concat(parseInt(this.el.style.width,10),"px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);")}},{key:"addDraggingStyle",value:function(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;"))}},{key:"addDraggableStyle",value:function(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;"))}},{key:"onMessage",value:function(t){var r=t.data,a=r.orientation,i=r.portrait,n=r.rotationRate;n&&this.onDeviceMotion({orientation:a,portrait:i,rotationRate:n})}},{key:"onDeviceMotion",value:function(t){var r=void 0===t.portrait?window.matchMedia("(orientation: portrait)").matches:t.portrait,a;a=void 0===t.orientation?void 0===window.orientation?-90:window.orientation:t.orientation;var i=os.degToRad(t.rotationRate.alpha),n=os.degToRad(t.rotationRate.beta);r?(this.phi=this.verticalPanning?this.phi+i*this.velo:this.phi,this.theta-=-1*(n*this.velo)):(this.verticalPanning&&(this.phi=-90===a?this.phi+n*this.velo:this.phi-n*this.velo),this.theta=-90===a?this.theta-i*this.velo:this.theta+i*this.velo),this.adjustPhi()}},{key:"onMouseMove",value:function(e){this.isUserInteracting&&(this.rotateEnd.set(e.clientX,e.clientY),this.rotateDelta.subVectors(this.rotateEnd,this.rotateStart),this.rotateStart.copy(this.rotateEnd),this.phi=this.verticalPanning?this.phi+.3*(2*r*this.rotateDelta.y/this.renderer.height):this.phi,this.theta+=.5*(2*r*this.rotateDelta.x/this.renderer.width),this.adjustPhi())}},{key:"adjustPhi",value:function(){this.phi=os.clamp(this.phi,-r/1.95,r/1.95)}},{key:"onMouseDown",value:function(e){this.addDraggingStyle(),this.rotateStart.set(e.clientX,e.clientY),this.isUserInteracting=!0,this.momentum=!1,this.onDragStart&&this.onDragStart()}},{key:"inertia",value:function(){this.momentum&&(this.rotateDelta.y*=.9,this.rotateDelta.x*=.9,this.theta+=.005*this.rotateDelta.x,this.phi=this.verticalPanning?this.phi+.005*this.rotateDelta.y:this.phi,this.adjustPhi())}},{key:"onMouseUp",value:function(){this.isUserInteracting&&this.onDragStop&&this.onDragStop(),this.addDraggableStyle(),this.isUserInteracting=!1,this.momentum=!0,this.inertia()}},{key:"update",value:function(){return(this.phi!==this.previousPhi||this.theta!==this.previousTheta)&&(this.previousPhi=this.phi,this.previousTheta=this.theta,this.euler.set(this.phi,this.theta,0,"YXZ"),this.orientation.setFromEuler(this.euler),this.camera.quaternion.copy(this.orientation),this.inertia(),!0)}}]),e}(),dc=console,pc=/*#__PURE__*/function(){function r(){var a=0=e.element.HAVE_FUTURE_DATA&&!e.driverInitialized;if(t)return e.driver.src=e.source,e.driver.load(),e.onDriverReady&&e.onDriverReady(),e.driverInitialized=!0,void r()}setTimeout(a,100)};a()}}]),r}(pc);e.Image=uc,e.Video=function video(e){return Uo.shouldUseAudioDriver()?new gc(e):Uo.shouldUseCanvasInBetween()?new mc(e):new cc(e)},Object.defineProperty(e,"__esModule",{value:!0})}); + diff --git a/package.json b/package.json index c2580d2..e5e7d89 100644 --- a/package.json +++ b/package.json @@ -7,7 +7,7 @@ "scripts": { "test": "karma start --single-run", "build": "rollup -c", - "build-release": "BABEL_ENV=production rollup -c && cat dist/kaleidoscope.js | uglifyjs -m -c > dist/kaleidoscope.min.js && cat dist/kaleidoscope.iife.js | uglifyjs -m toplevel -c > dist/kaleidoscope.iife.min.js" + "build-release": "BABEL_ENV=production rollup -c && babel dist/kaleidoscope.js --presets minify > dist/kaleidoscope.min.js && babel dist/kaleidoscope.iife.js --presets minify > dist/kaleidoscope.iife.min.js" }, "files": [ "package.json", @@ -22,11 +22,12 @@ "babel": { "presets": [ [ - "@babel/env", + "@babel/preset-env", { - "modules": false + "modules": "auto" } - ] + ], + "minify" ], "env": { "production": { @@ -35,9 +36,7 @@ ] } }, - "plugins": [ - "@babel/plugin-external-helpers" - ] + "plugins": [] }, "repository": { "type": "git", @@ -59,10 +58,14 @@ }, "homepage": "https://github.com/thiagopnts/kaleidoscope#readme", "devDependencies": { - "@babel/core": "^7.1.5", + "@babel/cli": "^7.8.4", + "@babel/core": "^7.9.6", "@babel/plugin-external-helpers": "^7.0.0", - "@babel/preset-env": "^7.1.5", - "babel-preset-minify": "^0.5.0", + "@babel/preset-env": "^7.9.6", + "@rollup/plugin-babel": "^5.0.0", + "@rollup/plugin-commonjs": "^11.1.0", + "@rollup/plugin-node-resolve": "^7.1.3", + "babel-preset-minify": "^0.5.1", "chai": "^4.2.0", "jasmine-core": "^3.3.0", "karma": "^3.1.1", @@ -70,18 +73,14 @@ "karma-chrome-launcher": "^2.2.0", "karma-jasmine": "^1.1.2", "karma-mocha": "^1.3.0", - "karma-rollup-preprocessor": "^6.1.0", + "karma-rollup-preprocessor": "^7.0.5", "karma-sinon": "^1.0.5", "mocha": "^5.2.0", - "rollup": "^0.67.0", - "rollup-plugin-babel": "^4.0.3", - "rollup-plugin-commonjs": "^9.2.0", - "rollup-plugin-node-resolve": "^3.4.0", - "rollup-plugin-strip": "^1.2.0", + "rollup": "^2.7.5", "sinon": "^7.1.1", - "uglify-js": "^3.4.9" + "uglify-js": "^3.9.1" }, "dependencies": { - "threejs360": "^1.0.3" + "three": "0.115.0" } } diff --git a/rollup.config.js b/rollup.config.js index 8224200..a3be475 100644 --- a/rollup.config.js +++ b/rollup.config.js @@ -1,7 +1,6 @@ -import babel from 'rollup-plugin-babel'; -import commonjs from 'rollup-plugin-commonjs'; -import nodeResolve from 'rollup-plugin-node-resolve'; -import strip from 'rollup-plugin-strip'; +import babel from '@rollup/plugin-babel'; +import commonjs from '@rollup/plugin-commonjs'; +import nodeResolve from '@rollup/plugin-node-resolve'; const name = 'Kaleidoscope'; const output = [ @@ -21,8 +20,10 @@ export default { jsnext: true, browser: true, }), - strip({debugger: true, sourceMap: false}), commonjs(), - babel(), + babel({ + exclude: 'node_modules/**', + babelHelpers: 'bundled' + }), ], }; diff --git a/src/audio.js b/src/audio.js index 92efb0d..3a1d484 100644 --- a/src/audio.js +++ b/src/audio.js @@ -1,5 +1,5 @@ import ThreeSixtyViewer from './three-sixty-viewer'; -import THREE from 'threejs360'; +import * as THREE from 'three'; export default class Audio extends ThreeSixtyViewer { constructor(options) { @@ -53,21 +53,6 @@ export default class Audio extends ThreeSixtyViewer { return texture; } - startVideoLoop() { - let videoFps = 1000 / 25; - if (this.videoLoopId) { - clearTimeout(this.videoLoopId); - this.videoLoopId = null; - } - let videoLoop = () => { - this.element.currentTime = this.driver.currentTime; - this.needsUpdate = true; - this.videoLoopId = setTimeout(videoLoop, videoFps); - } - - videoLoop(); - } - destroy() { this.driver.style.display = ''; super.destroy(); @@ -77,19 +62,39 @@ export default class Audio extends ThreeSixtyViewer { this.target.appendChild(this.renderer.el); this.element.style.display = 'none'; this.driver.style.display = 'none'; - let loop = () => { + + let fps = 1000 / 30; + + let draw = () => { + this.element.currentTime = this.driver.currentTime; + let cameraUpdated = this.controls.update(); this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated); - this.needsUpdate = false; - this.animationFrameId = requestAnimationFrame(loop); - let shouldInitializeDriver = (this.element.readyState >= this.element.HAVE_FUTURE_DATA) && !this.driverInitialized; - if (shouldInitializeDriver) { - this.driver.src = this.source; - this.driver.load(); - this.onDriverReady && this.onDriverReady(); - this.driverInitialized = true; - } + } + + let loop = () => { + this.videoLoopId = setInterval(() => { + this.animationFrameId = requestAnimationFrame(draw); + }, fps); }; - loop(); + + let waitLoop = () => { + if (this.element.videoWidth != 0 && this.element.videoHeight != 0) { + let shouldInitializeDriver = (this.element.readyState >= this.element.HAVE_FUTURE_DATA) && !this.driverInitialized; + if (shouldInitializeDriver) { + this.driver.src = this.source; + this.driver.load(); + this.onDriverReady && this.onDriverReady(); + this.driverInitialized = true; + + loop(); + return; + } + } + + setTimeout(waitLoop, 100); + } + + waitLoop(); } } diff --git a/src/canvas.js b/src/canvas.js index 8102143..deae459 100644 --- a/src/canvas.js +++ b/src/canvas.js @@ -1,56 +1,74 @@ import ThreeSixtyViewer from './three-sixty-viewer'; +import * as THREE from 'three'; export default class Canvas extends ThreeSixtyViewer { constructor(options) { super(options); - this.context = this.element.getContext('2d'); } - play() { - this.video.play && this.video.play(); - } + createTexture() { + this.videoWidth = this.element.videoWidth; + this.videoHeight = this.element.videoHeight; - pause() { - this.video.pause && this.video.pause(); - } + this.canvas = document.createElement('canvas'); - destroy() { - this.video.style.display = ''; - super.destroy(); - } + this.context = this.canvas.getContext('2d'); - getElement() { - this.video = super.getElement(); - this.video.addEventListener('playing', this.startVideoLoop); - this.video.addEventListener('pause', this.stopVideoLoop); - this.video.addEventListener('ended', this.stopVideoLoop); - let canvas = document.createElement('canvas'); - canvas.height = this.video.videoHeight; - canvas.width = this.video.videoWidth; - return canvas; + let texture = new THREE.CanvasTexture(this.canvas); + //TODO: we can pass all this info through the constructor + texture.minFilter = THREE.LinearFilter; + texture.magFilter = THREE.LinearFilter; + texture.format = THREE.RGBFormat; + texture.generateMipmaps = false; + texture.needsUpdate = true; + return texture; } render() { this.target.appendChild(this.renderer.el); - this.video.style.display = 'none'; - let loop = () => { - this.animationFrameId = requestAnimationFrame(loop); - let h = this.video.videoHeight; - let w = this.video.videoWidth; - if (this.element.height != h) { - this.element.height = h; - } - if (this.element.width != w) { - this.element.width = w; + this.element.style.display = 'none'; + + let fps = 1000 / 30; + + let draw = () => { + if(this.needsUpdate == true) { + if (this.element.width != this.videoWidth) { + this.videoWidth = this.element.videoWidth; + } + if (this.element.height != this.videoHeight) { + this.videoHeight = this.element.videoHeight; + } + + this.context.drawImage(this.element, 0, 0, this.videoWidth, this.videoHeight); + this.texture.needsUpdate = true; } - this.context.clearRect(0, 0, w, h); - this.context.drawImage(this.video, 0, 0, w, h); + let cameraUpdated = this.controls.update(); this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated); - this.renderer.mesh.material.map.needsUpdate = true - this.needsUpdate = false; + } + + let loop = () => { + this.videoLoopId = setInterval(() => { + this.animationFrameId = requestAnimationFrame(draw); + }, fps); }; - this.startVideoLoop(); - loop(); + + let waitLoop = () => { + if(this.element.videoWidth != 0 && this.element.videoHeight != 0) { + this.videoWidth = this.element.videoWidth; + this.videoHeight = this.element.videoHeight; + + this.canvas.width = this.videoWidth; + this.canvas.height = this.videoHeight; + + loop(); + + return; + } + + setTimeout(waitLoop, 100); + } + + waitLoop(); } } diff --git a/src/controls.js b/src/controls.js index 9d8f4ce..d3fe3cd 100644 --- a/src/controls.js +++ b/src/controls.js @@ -1,4 +1,4 @@ -import THREE from 'threejs360'; +import * as THREE from 'three'; import utils from './utils' let easeOutBack = k => { diff --git a/src/image.js b/src/image.js index 5949041..2fe2632 100644 --- a/src/image.js +++ b/src/image.js @@ -1,8 +1,13 @@ import ThreeSixtyViewer from './three-sixty-viewer'; +import * as THREE from 'three'; export default class Image extends ThreeSixtyViewer { constructor(options) { super(options); + + this.texture = this.createTexture(); + this.renderer.setTexture(this.texture); + this.scene.add(this.renderer.mesh); } getElement() { @@ -13,4 +18,34 @@ export default class Image extends ThreeSixtyViewer { image.src = this.source; return image; } + + createTexture() { + let texture = new THREE.Texture(this.element); + texture.minFilter = THREE.LinearFilter; + texture.magFilter = THREE.LinearFilter; + texture.format = THREE.RGBFormat; + texture.generateMipmaps = false; + texture.needsUpdate = true; + return texture; + } + + render() { + this.target.appendChild(this.renderer.el); + this.element.style.display = 'none'; + + let fps = 1000 / 30; + + let draw = () => { + let cameraUpdated = this.controls.update(); + this.renderer.render(this.scene, this.camera, cameraUpdated); + } + + let loop = () => { + this.videoLoopId = setInterval(() => { + this.animationFrameId = requestAnimationFrame(draw); + }, fps); + }; + + loop(); + } } diff --git a/src/renderer.js b/src/renderer.js index 56c45aa..216f3bd 100644 --- a/src/renderer.js +++ b/src/renderer.js @@ -1,4 +1,4 @@ -import THREE from 'threejs360'; +import * as THREE from 'three'; export default class Renderer { constructor(options) { diff --git a/src/three-sixty-viewer.js b/src/three-sixty-viewer.js index fc7af19..5355ee4 100644 --- a/src/three-sixty-viewer.js +++ b/src/three-sixty-viewer.js @@ -2,7 +2,9 @@ import Renderer from './renderer' import utils from './utils' import Controls from './controls' -import THREE from 'threejs360'; +import * as THREE from 'three'; + +let consol = console; export default class ThreeSixtyViewer { constructor(options={}) { @@ -32,7 +34,6 @@ export default class ThreeSixtyViewer { this.startVideoLoop = this.startVideoLoop.bind(this); this.needsUpdate = false; this.scene = this.createScene(); - this.scene.add(this.camera); this.element = this.getElement(); this.elementReady = false; this.element.addEventListener('playing', this.startVideoLoop); @@ -46,7 +47,7 @@ export default class ThreeSixtyViewer { if (this.element.readyState >= 1 && !this.elementReady) { this.texture = this.createTexture(); this.renderer.setTexture(this.texture); - this.scene.getObjectByName('photo').children = [this.renderer.mesh]; + this.scene.add(this.renderer.mesh); this.elementReady = true; } } @@ -64,14 +65,12 @@ export default class ThreeSixtyViewer { } stopVideoLoop() { - clearTimeout(this.videoLoopId); - this.videoLoopId = null; this.needsUpdate = false; } destroy() { this.element.style.display = ''; - clearTimeout(this.videoLoopId); + clearInterval(this.videoLoopId); cancelAnimationFrame(this.animationFrameId); this.element.pause && this.element.pause(); this.target.removeChild(this.renderer.el); @@ -86,8 +85,9 @@ export default class ThreeSixtyViewer { } getElement() { - if (this.source && this.source.tagName) + if (this.source && this.source.tagName) { return this.source; + } let video = document.createElement('video'); video.loop = this.loop || false; video.muted = this.muted || false; @@ -101,7 +101,7 @@ export default class ThreeSixtyViewer { } createTexture() { - let texture = new THREE.Texture(this.element); + let texture = new THREE.VideoTexture(this.element); texture.minFilter = THREE.LinearFilter; texture.magFilter = THREE.LinearFilter; texture.format = THREE.RGBFormat; @@ -112,43 +112,44 @@ export default class ThreeSixtyViewer { createScene() { let scene = new THREE.Scene(); - let group = new THREE.Object3D(); - group.name = 'photo'; - scene.add(group); return scene; } onError(err) { - console.error('error loading', this.source, err); + consol.error('error loading', this.source, err); } startVideoLoop() { - let videoFps = 1000 / 25; - if (this.videoLoopId) { - clearTimeout(this.videoLoopId); - this.videoLoopId = null; - } - let videoLoop = () => { - this.needsUpdate = true; - this.videoLoopId = setTimeout(videoLoop, videoFps); - } - - videoLoop(); + this.needsUpdate = true; } render() { this.target.appendChild(this.renderer.el); this.element.style.display = 'none'; - let loop = () => { - this.animationFrameId = requestAnimationFrame(loop); + let fps = 1000 / 30; + + let draw = () => { let cameraUpdated = this.controls.update(); this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated); - this.needsUpdate = false; + } + + let loop = () => { + this.videoLoopId = setInterval(() => { + this.animationFrameId = requestAnimationFrame(draw); + }, fps); }; - this.startVideoLoop(); - loop(); + let waitLoop = () => { + if (this.element.videoWidth != 0 && this.element.videoHeight != 0) { + loop(); + return; + } + + setTimeout(waitLoop, 100); + } + + waitLoop(); } } diff --git a/src/utils.js b/src/utils.js index b9716ec..abfb98f 100644 --- a/src/utils.js +++ b/src/utils.js @@ -11,6 +11,8 @@ export default { return isOldiOSOnIphone || isWebView; }, shouldUseCanvasInBetween() { - return /trident|edge/i.test(navigator.userAgent); + let edge = /trident|edge/i.test(navigator.userAgent); + let ios = this.isiOS(); + return edge || ios; }, } diff --git a/src/video.js b/src/video.js index 41088a2..c308abb 100644 --- a/src/video.js +++ b/src/video.js @@ -1,19 +1,8 @@ import ThreeSixtyViewer from './three-sixty-viewer'; -import THREE from 'threejs360'; +import * as THREE from 'three'; export default class Video extends ThreeSixtyViewer { constructor(options) { super(options); } - - createTexture() { - let texture = new THREE.VideoTexture(this.element); - //TODO: we can pass all this info through the constructor - texture.minFilter = THREE.LinearFilter; - texture.magFilter = THREE.LinearFilter; - texture.format = THREE.RGBFormat; - texture.generateMipmaps = false; - texture.needsUpdate = true; - return texture; - } } diff --git a/test/canvas.js b/test/canvas.js index 7e136ee..9a7cc17 100644 --- a/test/canvas.js +++ b/test/canvas.js @@ -4,18 +4,18 @@ describe('Canvas', () => { describe('source', () => { it('as string', () => { let viewer = new Canvas({source: 'foo.mp4'}); - assert.equal(viewer.element.tagName, 'CANVAS'); - assert.ok(viewer.video.src.endsWith('foo.mp4')); + assert.equal(viewer.canvas.tagName, 'CANVAS'); + assert.ok(viewer.element.src.endsWith('foo.mp4')); }); it('as element', () => { let video = document.createElement('video'); video.src = 'foo.mp4'; let viewer = new Canvas({source: video}); - assert.equal(viewer.element.tagName, 'CANVAS'); - assert.equal(viewer.video.tagName, 'VIDEO'); - assert.equal(viewer.video, video); - assert.ok(viewer.video.src.endsWith('foo.mp4')); + assert.equal(viewer.canvas.tagName, 'CANVAS'); + assert.equal(viewer.element.tagName, 'VIDEO'); + assert.equal(viewer.element, video); + assert.ok(viewer.element.src.endsWith('foo.mp4')); }); }); diff --git a/test/utils.js b/test/utils.js index 27baec5..7abeed2 100644 --- a/test/utils.js +++ b/test/utils.js @@ -51,9 +51,9 @@ describe('utils', () => { it('#shouldUseCanvasInBetween', () => { setUserAgent(iphoneUserAgent); - assert.ok(!utils.shouldUseCanvasInBetween()); + assert.ok(utils.shouldUseCanvasInBetween()); setUserAgent(ios10UserAgent); - assert.ok(!utils.shouldUseCanvasInBetween()); + assert.ok(utils.shouldUseCanvasInBetween()); setUserAgent(edgeUserAgent); assert.ok(utils.shouldUseCanvasInBetween()); From 93de9c7d1b29f1bb5e600256cf74fa3c9d1820cf Mon Sep 17 00:00:00 2001 From: Ingo Oppermann Date: Tue, 5 May 2020 13:27:23 +0200 Subject: [PATCH 2/5] Check for availability of canvas element --- dist/kaleidoscope.es.js | 4 ++-- dist/kaleidoscope.iife.min.js | 4 ++-- dist/kaleidoscope.min.js | 4 ++-- src/canvas.js | 7 +++---- 4 files changed, 9 insertions(+), 10 deletions(-) diff --git a/dist/kaleidoscope.es.js b/dist/kaleidoscope.es.js index a7f6444..1430666 100644 --- a/dist/kaleidoscope.es.js +++ b/dist/kaleidoscope.es.js @@ -49344,8 +49344,8 @@ var Video=/*#__PURE__*/function(a){function b(a){return _classCallCheck(this,b), var Image=/*#__PURE__*/function(a){function b(a){var d;return _classCallCheck(this,b),d=c.call(this,a),d.texture=d.createTexture(),d.renderer.setTexture(d.texture),d.scene.add(d.renderer.mesh),d}_inherits(b,a);var c=_createSuper(b);return _createClass(b,[{key:"getElement",value:function getElement(){if(this.source&&this.source.tagName)return this.source;var a=document.createElement("img");return a.setAttribute("crossorigin","anonymous"),a.src=this.source,a}},{key:"createTexture",value:function createTexture(){var a=new Texture(this.element);return a.minFilter=LinearFilter,a.magFilter=LinearFilter,a.format=RGBFormat,a.generateMipmaps=!1,a.needsUpdate=!0,a}},{key:"render",value:function render(){var a=this;this.target.appendChild(this.renderer.el),this.element.style.display="none";var b=function(){var b=a.controls.update();a.renderer.render(a.scene,a.camera,b);};(function loop(){a.videoLoopId=setInterval(function(){a.animationFrameId=requestAnimationFrame(b);},1e3/30);})();}}]),b}(ThreeSixtyViewer); -var Canvas=/*#__PURE__*/function(a){function b(a){return _classCallCheck(this,b),c.call(this,a)}_inherits(b,a);var c=_createSuper(b);return _createClass(b,[{key:"createTexture",value:function createTexture(){this.videoWidth=this.element.videoWidth,this.videoHeight=this.element.videoHeight,this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d");var a=new CanvasTexture(this.canvas);//TODO: we can pass all this info through the constructor -return a.minFilter=LinearFilter,a.magFilter=LinearFilter,a.format=RGBFormat,a.generateMipmaps=!1,a.needsUpdate=!0,a}},{key:"render",value:function render(){var a=this;this.target.appendChild(this.renderer.el),this.element.style.display="none";var b=function(){!0==a.needsUpdate&&(a.element.width!=a.videoWidth&&(a.videoWidth=a.element.videoWidth),a.element.height!=a.videoHeight&&(a.videoHeight=a.element.videoHeight),a.context.drawImage(a.element,0,0,a.videoWidth,a.videoHeight),a.texture.needsUpdate=!0);var b=a.controls.update();a.renderer.render(a.scene,a.camera,a.needsUpdate||b);},c=function(){a.videoLoopId=setInterval(function(){a.animationFrameId=requestAnimationFrame(b);},1e3/30);},d=function(){return 0!=a.element.videoWidth&&0!=a.element.videoHeight?(a.videoWidth=a.element.videoWidth,a.videoHeight=a.element.videoHeight,a.canvas.width=a.videoWidth,a.canvas.height=a.videoHeight,void c()):void setTimeout(d,100)};d();}}]),b}(ThreeSixtyViewer); +var con=console,Canvas=/*#__PURE__*/function(a){function b(a){return _classCallCheck(this,b),c.call(this,a)}_inherits(b,a);var c=_createSuper(b);return _createClass(b,[{key:"createTexture",value:function createTexture(){for(var b in this.videoWidth=this.element.videoWidth,this.videoHeight=this.element.videoHeight,this.canvas=document.createElement("canvas"),this.element)con.log("".concat(b,": ").concat(this.element[b]));con.log("width: "+this.videoWidth+", height: "+this.videoHeight),this.context=this.canvas.getContext("2d");var a=new CanvasTexture(this.canvas);//TODO: we can pass all this info through the constructor +return a.minFilter=LinearFilter,a.magFilter=LinearFilter,a.format=RGBFormat,a.generateMipmaps=!1,a.needsUpdate=!0,a}},{key:"render",value:function render(){var a=this;this.target.appendChild(this.renderer.el),this.element.style.display="none";var b=function(){!0==a.needsUpdate&&(a.element.width!=a.videoWidth&&(a.videoWidth=a.element.videoWidth),a.element.height!=a.videoHeight&&(a.videoHeight=a.element.videoHeight),a.videoWidth=1440,a.videoHeight=720,a.context.drawImage(a.element,0,0,a.videoWidth,a.videoHeight),a.texture.needsUpdate=!0);var b=a.controls.update();a.renderer.render(a.scene,a.camera,a.needsUpdate||b);},c=function(){a.videoLoopId=setInterval(function(){a.animationFrameId=requestAnimationFrame(b);},1e3/30);},d=function(){return 0!=a.element.videoWidth&&0!=a.element.videoHeight?(a.videoWidth=a.element.videoWidth,a.videoHeight=a.element.videoHeight,a.videoWidth=1440,a.videoHeight=720,a.canvas.width=a.videoWidth,a.canvas.height=a.videoHeight,void c()):void setTimeout(d,100)};d();}}]),b}(ThreeSixtyViewer); var Audio$1=/*#__PURE__*/function(a){function b(a){var d;return _classCallCheck(this,b),d=c.call(this,a),d.driver.addEventListener("playing",d.startVideoLoop),d.driver.addEventListener("pause",d.stopVideoLoop),d.driver.addEventListener("ended",d.stopVideoLoop),d.driver.addEventListener("stalled",d.stopVideoLoop),d.driverInitialized=!1,d}_inherits(b,a);var c=_createSuper(b);return _createClass(b,[{key:"play",value:function play(){this.driver.play();}},{key:"pause",value:function pause(){this.driver.pause();}},{key:"getElement",value:function getElement(){this.source&&this.source.tagName?this.driver=this.source:(this.driver=document.createElement("audio"),this.driver.src=this.source,this.driver.loop=this.loop||!1,this.driver.muted=this.muted||!1,this.driver.setAttribute("crossorigin","anonymous"),this.driver.autoplay=this.autoplay||!0),this.source=this.driver.src,this.driver.src="",this.driver.load();var a=document.createElement("video");return a.setAttribute("crossorigin","anonymous"),a.src=this.source,a.load(),a.addEventListener("error",this.onError),a}},{key:"createTexture",value:function createTexture(){var a=new VideoTexture(this.element);//TODO: we can pass all this info through the constructor return a.minFilter=LinearFilter,a.magFilter=LinearFilter,a.format=RGBFormat,a.generateMipmaps=!1,a.needsUpdate=!0,a}},{key:"destroy",value:function destroy(){this.driver.style.display="",_get(_getPrototypeOf(b.prototype),"destroy",this).call(this);}},{key:"render",value:function render(){var a=this;this.target.appendChild(this.renderer.el),this.element.style.display="none",this.driver.style.display="none";var b=function(){a.element.currentTime=a.driver.currentTime;var b=a.controls.update();a.renderer.render(a.scene,a.camera,a.needsUpdate||b);},c=function(){a.videoLoopId=setInterval(function(){a.animationFrameId=requestAnimationFrame(b);},1e3/30);},d=function(){if(0!=a.element.videoWidth&&0!=a.element.videoHeight){var b=a.element.readyState>=a.element.HAVE_FUTURE_DATA&&!a.driverInitialized;if(b)return a.driver.src=a.source,a.driver.load(),a.onDriverReady&&a.onDriverReady(),a.driverInitialized=!0,void c()}setTimeout(d,100);};d();}}]),b}(ThreeSixtyViewer); diff --git a/dist/kaleidoscope.iife.min.js b/dist/kaleidoscope.iife.min.js index 6f65eac..a6774ad 100644 --- a/dist/kaleidoscope.iife.min.js +++ b/dist/kaleidoscope.iife.min.js @@ -2463,7 +2463,7 @@ if(.99999e.y)this.quaternion.s * interpolate diffuse lighting while limiting sampling computation. */var Qp=[.125,.215,.35,.446,.526,.582],Kp=8-4+1+Qp.length,$p=(Bo={},_defineProperty(Bo,es,0),_defineProperty(Bo,ts,1),_defineProperty(Bo,3002,2),_defineProperty(Bo,3004,3),_defineProperty(Bo,3005,4),_defineProperty(Bo,3006,5),_defineProperty(Bo,3007,6),Bo),ec=new pn,tc=function(e){var t=new Float32Array(e),r=new S(0,1,0),a=new Ka({defines:{n:e},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:t},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r},inputEncoding:{value:$p[3000]},outputEncoding:{value:$p[3000]}},vertexShader:mo(),fragmentShader:"\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n".concat(go(),"\n\n#define ENVMAP_TYPE_CUBE_UV\n#include \n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),blending:0,depthTest:!1,depthWrite:!1});return a.type="SphericalGaussianBlur",a}(20),rc=uo(),ac=rc._lodPlanes,ic=rc._sizeLods,nc=rc._sigmas;Ci.create=function(e,t){return console.log("THREE.Curve.create() has been deprecated"),e.prototype=Object.create(Ci.prototype),e.prototype.constructor=e,e.prototype.getPoint=t,e},Object.assign($i.prototype,{createPointsGeometry:function createPointsGeometry(e){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from path points (for Line or Points objects) var t=this.getPoints(e);return this.createGeometry(t)},createSpacedPointsGeometry:function createSpacedPointsGeometry(e){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from equidistant sampling along the path -var t=this.getSpacedPoints(e);return this.createGeometry(t)},createGeometry:function createGeometry(e){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");for(var t=new ne,r=0,a=e.length,n;r=e.element.HAVE_FUTURE_DATA&&!e.driverInitialized;if(t)return e.driver.src=e.source,e.driver.load(),e.onDriverReady&&e.onDriverReady(),e.driverInitialized=!0,void r()}setTimeout(a,100)};a()}}]),r}(pc);return e.Image=uc,e.Video=function video(e){return Uo.shouldUseAudioDriver()?new gc(e):Uo.shouldUseCanvasInBetween()?new mc(e):new cc(e)},e}({}); diff --git a/dist/kaleidoscope.min.js b/dist/kaleidoscope.min.js index 69339f8..3dbec2b 100644 --- a/dist/kaleidoscope.min.js +++ b/dist/kaleidoscope.min.js @@ -2635,7 +2635,7 @@ t===void 0&&(t=.2*e),r===void 0&&(r=.2*t),this.line.scale.set(1,No(1e-4,e-t),1), * interpolate diffuse lighting while limiting sampling computation. */var Qp=[.125,.215,.35,.446,.526,.582],Kp=8-4+1+Qp.length,$p=(Bo={},_defineProperty(Bo,es,0),_defineProperty(Bo,ts,1),_defineProperty(Bo,3002,2),_defineProperty(Bo,3004,3),_defineProperty(Bo,3005,4),_defineProperty(Bo,3006,5),_defineProperty(Bo,3007,6),Bo),ec=new pn,tc=function(e){var t=new Float32Array(e),r=new S(0,1,0),a=new Ka({defines:{n:e},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:t},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r},inputEncoding:{value:$p[3000]},outputEncoding:{value:$p[3000]}},vertexShader:mo(),fragmentShader:"\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n".concat(go(),"\n\n#define ENVMAP_TYPE_CUBE_UV\n#include \n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),blending:0,depthTest:!1,depthWrite:!1});return a.type="SphericalGaussianBlur",a}(20),rc=uo(),ac=rc._lodPlanes,ic=rc._sizeLods,nc=rc._sigmas;Ci.create=function(e,t){return console.log("THREE.Curve.create() has been deprecated"),e.prototype=Object.create(Ci.prototype),e.prototype.constructor=e,e.prototype.getPoint=t,e},Object.assign($i.prototype,{createPointsGeometry:function createPointsGeometry(e){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from path points (for Line or Points objects) var t=this.getPoints(e);return this.createGeometry(t)},createSpacedPointsGeometry:function createSpacedPointsGeometry(e){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from equidistant sampling along the path -var t=this.getSpacedPoints(e);return this.createGeometry(t)},createGeometry:function createGeometry(e){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");for(var t=new ne,r=0,a=e.length,n;r=750)?cancelAnimationFrame(l):(t.theta=n+(a-n)*sc(i),t.phi=e+(0-e)*sc(i),requestAnimationFrame(s))},l=s()}},{key:"isInIframe",value:function(){try{return window.self!==window.top}catch(e){return!0}}},{key:"destroy",value:function(){this.el.removeEventListener("mouseleave",this.onMouseUp),this.el.removeEventListener("mousemove",this.onMouseMove),this.el.removeEventListener("mousedown",this.onMouseDown),this.el.removeEventListener("mouseup",this.onMouseUp),this.el.removeEventListener("touchstart",this.onTouchStart),this.el.removeEventListener("touchmove",this.onTouchMove),this.el.removeEventListener("touchend",this.onTouchEnd),window.removeEventListener("devicemotion",this.onDeviceMotion),window.removeEventListener("message",this.onMessage)}},{key:"getCurrentStyle",value:function(){return"height: ".concat(parseInt(this.el.style.height,10),"px; width: ").concat(parseInt(this.el.style.width,10),"px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);")}},{key:"addDraggingStyle",value:function(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;"))}},{key:"addDraggableStyle",value:function(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;"))}},{key:"onMessage",value:function(t){var r=t.data,a=r.orientation,i=r.portrait,n=r.rotationRate;n&&this.onDeviceMotion({orientation:a,portrait:i,rotationRate:n})}},{key:"onDeviceMotion",value:function(t){var r=void 0===t.portrait?window.matchMedia("(orientation: portrait)").matches:t.portrait,a;a=void 0===t.orientation?void 0===window.orientation?-90:window.orientation:t.orientation;var i=os.degToRad(t.rotationRate.alpha),n=os.degToRad(t.rotationRate.beta);r?(this.phi=this.verticalPanning?this.phi+i*this.velo:this.phi,this.theta-=-1*(n*this.velo)):(this.verticalPanning&&(this.phi=-90===a?this.phi+n*this.velo:this.phi-n*this.velo),this.theta=-90===a?this.theta-i*this.velo:this.theta+i*this.velo),this.adjustPhi()}},{key:"onMouseMove",value:function(e){this.isUserInteracting&&(this.rotateEnd.set(e.clientX,e.clientY),this.rotateDelta.subVectors(this.rotateEnd,this.rotateStart),this.rotateStart.copy(this.rotateEnd),this.phi=this.verticalPanning?this.phi+.3*(2*r*this.rotateDelta.y/this.renderer.height):this.phi,this.theta+=.5*(2*r*this.rotateDelta.x/this.renderer.width),this.adjustPhi())}},{key:"adjustPhi",value:function(){this.phi=os.clamp(this.phi,-r/1.95,r/1.95)}},{key:"onMouseDown",value:function(e){this.addDraggingStyle(),this.rotateStart.set(e.clientX,e.clientY),this.isUserInteracting=!0,this.momentum=!1,this.onDragStart&&this.onDragStart()}},{key:"inertia",value:function(){this.momentum&&(this.rotateDelta.y*=.9,this.rotateDelta.x*=.9,this.theta+=.005*this.rotateDelta.x,this.phi=this.verticalPanning?this.phi+.005*this.rotateDelta.y:this.phi,this.adjustPhi())}},{key:"onMouseUp",value:function(){this.isUserInteracting&&this.onDragStop&&this.onDragStop(),this.addDraggableStyle(),this.isUserInteracting=!1,this.momentum=!0,this.inertia()}},{key:"update",value:function(){return(this.phi!==this.previousPhi||this.theta!==this.previousTheta)&&(this.previousPhi=this.phi,this.previousTheta=this.theta,this.euler.set(this.phi,this.theta,0,"YXZ"),this.orientation.setFromEuler(this.euler),this.camera.quaternion.copy(this.orientation),this.inertia(),!0)}}]),e}(),dc=console,pc=/*#__PURE__*/function(){function r(){var a=0=750)?cancelAnimationFrame(l):(t.theta=n+(a-n)*sc(i),t.phi=e+(0-e)*sc(i),requestAnimationFrame(s))},l=s()}},{key:"isInIframe",value:function(){try{return window.self!==window.top}catch(e){return!0}}},{key:"destroy",value:function(){this.el.removeEventListener("mouseleave",this.onMouseUp),this.el.removeEventListener("mousemove",this.onMouseMove),this.el.removeEventListener("mousedown",this.onMouseDown),this.el.removeEventListener("mouseup",this.onMouseUp),this.el.removeEventListener("touchstart",this.onTouchStart),this.el.removeEventListener("touchmove",this.onTouchMove),this.el.removeEventListener("touchend",this.onTouchEnd),window.removeEventListener("devicemotion",this.onDeviceMotion),window.removeEventListener("message",this.onMessage)}},{key:"getCurrentStyle",value:function(){return"height: ".concat(parseInt(this.el.style.height,10),"px; width: ").concat(parseInt(this.el.style.width,10),"px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);")}},{key:"addDraggingStyle",value:function(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;"))}},{key:"addDraggableStyle",value:function(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;"))}},{key:"onMessage",value:function(t){var r=t.data,a=r.orientation,i=r.portrait,n=r.rotationRate;n&&this.onDeviceMotion({orientation:a,portrait:i,rotationRate:n})}},{key:"onDeviceMotion",value:function(t){var r=void 0===t.portrait?window.matchMedia("(orientation: portrait)").matches:t.portrait,a;a=void 0===t.orientation?void 0===window.orientation?-90:window.orientation:t.orientation;var i=os.degToRad(t.rotationRate.alpha),n=os.degToRad(t.rotationRate.beta);r?(this.phi=this.verticalPanning?this.phi+i*this.velo:this.phi,this.theta-=-1*(n*this.velo)):(this.verticalPanning&&(this.phi=-90===a?this.phi+n*this.velo:this.phi-n*this.velo),this.theta=-90===a?this.theta-i*this.velo:this.theta+i*this.velo),this.adjustPhi()}},{key:"onMouseMove",value:function(e){this.isUserInteracting&&(this.rotateEnd.set(e.clientX,e.clientY),this.rotateDelta.subVectors(this.rotateEnd,this.rotateStart),this.rotateStart.copy(this.rotateEnd),this.phi=this.verticalPanning?this.phi+.3*(2*r*this.rotateDelta.y/this.renderer.height):this.phi,this.theta+=.5*(2*r*this.rotateDelta.x/this.renderer.width),this.adjustPhi())}},{key:"adjustPhi",value:function(){this.phi=os.clamp(this.phi,-r/1.95,r/1.95)}},{key:"onMouseDown",value:function(e){this.addDraggingStyle(),this.rotateStart.set(e.clientX,e.clientY),this.isUserInteracting=!0,this.momentum=!1,this.onDragStart&&this.onDragStart()}},{key:"inertia",value:function(){this.momentum&&(this.rotateDelta.y*=.9,this.rotateDelta.x*=.9,this.theta+=.005*this.rotateDelta.x,this.phi=this.verticalPanning?this.phi+.005*this.rotateDelta.y:this.phi,this.adjustPhi())}},{key:"onMouseUp",value:function(){this.isUserInteracting&&this.onDragStop&&this.onDragStop(),this.addDraggableStyle(),this.isUserInteracting=!1,this.momentum=!0,this.inertia()}},{key:"update",value:function(){return(this.phi!==this.previousPhi||this.theta!==this.previousTheta)&&(this.previousPhi=this.phi,this.previousTheta=this.theta,this.euler.set(this.phi,this.theta,0,"YXZ"),this.orientation.setFromEuler(this.euler),this.camera.quaternion.copy(this.orientation),this.inertia(),!0)}}]),e}(),dc=console,pc=/*#__PURE__*/function(){function r(){var a=0=e.element.HAVE_FUTURE_DATA&&!e.driverInitialized;if(t)return e.driver.src=e.source,e.driver.load(),e.onDriverReady&&e.onDriverReady(),e.driverInitialized=!0,void r()}setTimeout(a,100)};a()}}]),r}(pc);e.Image=uc,e.Video=function video(e){return Uo.shouldUseAudioDriver()?new gc(e):Uo.shouldUseCanvasInBetween()?new mc(e):new cc(e)},Object.defineProperty(e,"__esModule",{value:!0})}); diff --git a/src/canvas.js b/src/canvas.js index deae459..1756e91 100644 --- a/src/canvas.js +++ b/src/canvas.js @@ -4,12 +4,11 @@ import * as THREE from 'three'; export default class Canvas extends ThreeSixtyViewer { constructor(options) { super(options); + + this.canvas = null; } createTexture() { - this.videoWidth = this.element.videoWidth; - this.videoHeight = this.element.videoHeight; - this.canvas = document.createElement('canvas'); this.context = this.canvas.getContext('2d'); @@ -54,7 +53,7 @@ export default class Canvas extends ThreeSixtyViewer { }; let waitLoop = () => { - if(this.element.videoWidth != 0 && this.element.videoHeight != 0) { + if(this.canvas && this.element.videoWidth != 0 && this.element.videoHeight != 0) { this.videoWidth = this.element.videoWidth; this.videoHeight = this.element.videoHeight; From 73abba0df71a9d7b1314fa39061d2be98f2a6385 Mon Sep 17 00:00:00 2001 From: Ingo Oppermann Date: Tue, 5 May 2020 13:40:50 +0200 Subject: [PATCH 3/5] Add es module --- dist/kaleidoscope.es.js | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dist/kaleidoscope.es.js b/dist/kaleidoscope.es.js index 1430666..64b86ad 100644 --- a/dist/kaleidoscope.es.js +++ b/dist/kaleidoscope.es.js @@ -49344,8 +49344,8 @@ var Video=/*#__PURE__*/function(a){function b(a){return _classCallCheck(this,b), var Image=/*#__PURE__*/function(a){function b(a){var d;return _classCallCheck(this,b),d=c.call(this,a),d.texture=d.createTexture(),d.renderer.setTexture(d.texture),d.scene.add(d.renderer.mesh),d}_inherits(b,a);var c=_createSuper(b);return _createClass(b,[{key:"getElement",value:function getElement(){if(this.source&&this.source.tagName)return this.source;var a=document.createElement("img");return a.setAttribute("crossorigin","anonymous"),a.src=this.source,a}},{key:"createTexture",value:function createTexture(){var a=new Texture(this.element);return a.minFilter=LinearFilter,a.magFilter=LinearFilter,a.format=RGBFormat,a.generateMipmaps=!1,a.needsUpdate=!0,a}},{key:"render",value:function render(){var a=this;this.target.appendChild(this.renderer.el),this.element.style.display="none";var b=function(){var b=a.controls.update();a.renderer.render(a.scene,a.camera,b);};(function loop(){a.videoLoopId=setInterval(function(){a.animationFrameId=requestAnimationFrame(b);},1e3/30);})();}}]),b}(ThreeSixtyViewer); -var con=console,Canvas=/*#__PURE__*/function(a){function b(a){return _classCallCheck(this,b),c.call(this,a)}_inherits(b,a);var c=_createSuper(b);return _createClass(b,[{key:"createTexture",value:function createTexture(){for(var b in this.videoWidth=this.element.videoWidth,this.videoHeight=this.element.videoHeight,this.canvas=document.createElement("canvas"),this.element)con.log("".concat(b,": ").concat(this.element[b]));con.log("width: "+this.videoWidth+", height: "+this.videoHeight),this.context=this.canvas.getContext("2d");var a=new CanvasTexture(this.canvas);//TODO: we can pass all this info through the constructor -return a.minFilter=LinearFilter,a.magFilter=LinearFilter,a.format=RGBFormat,a.generateMipmaps=!1,a.needsUpdate=!0,a}},{key:"render",value:function render(){var a=this;this.target.appendChild(this.renderer.el),this.element.style.display="none";var b=function(){!0==a.needsUpdate&&(a.element.width!=a.videoWidth&&(a.videoWidth=a.element.videoWidth),a.element.height!=a.videoHeight&&(a.videoHeight=a.element.videoHeight),a.videoWidth=1440,a.videoHeight=720,a.context.drawImage(a.element,0,0,a.videoWidth,a.videoHeight),a.texture.needsUpdate=!0);var b=a.controls.update();a.renderer.render(a.scene,a.camera,a.needsUpdate||b);},c=function(){a.videoLoopId=setInterval(function(){a.animationFrameId=requestAnimationFrame(b);},1e3/30);},d=function(){return 0!=a.element.videoWidth&&0!=a.element.videoHeight?(a.videoWidth=a.element.videoWidth,a.videoHeight=a.element.videoHeight,a.videoWidth=1440,a.videoHeight=720,a.canvas.width=a.videoWidth,a.canvas.height=a.videoHeight,void c()):void setTimeout(d,100)};d();}}]),b}(ThreeSixtyViewer); +var Canvas=/*#__PURE__*/function(a){function b(a){var d;return _classCallCheck(this,b),d=c.call(this,a),d.canvas=null,d}_inherits(b,a);var c=_createSuper(b);return _createClass(b,[{key:"createTexture",value:function createTexture(){this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d");var a=new CanvasTexture(this.canvas);//TODO: we can pass all this info through the constructor +return a.minFilter=LinearFilter,a.magFilter=LinearFilter,a.format=RGBFormat,a.generateMipmaps=!1,a.needsUpdate=!0,a}},{key:"render",value:function render(){var a=this;this.target.appendChild(this.renderer.el),this.element.style.display="none";var b=function(){!0==a.needsUpdate&&(a.element.width!=a.videoWidth&&(a.videoWidth=a.element.videoWidth),a.element.height!=a.videoHeight&&(a.videoHeight=a.element.videoHeight),a.context.drawImage(a.element,0,0,a.videoWidth,a.videoHeight),a.texture.needsUpdate=!0);var b=a.controls.update();a.renderer.render(a.scene,a.camera,a.needsUpdate||b);},c=function(){a.videoLoopId=setInterval(function(){a.animationFrameId=requestAnimationFrame(b);},1e3/30);},d=function(){return a.canvas&&0!=a.element.videoWidth&&0!=a.element.videoHeight?(a.videoWidth=a.element.videoWidth,a.videoHeight=a.element.videoHeight,a.canvas.width=a.videoWidth,a.canvas.height=a.videoHeight,void c()):void setTimeout(d,100)};d();}}]),b}(ThreeSixtyViewer); var Audio$1=/*#__PURE__*/function(a){function b(a){var d;return _classCallCheck(this,b),d=c.call(this,a),d.driver.addEventListener("playing",d.startVideoLoop),d.driver.addEventListener("pause",d.stopVideoLoop),d.driver.addEventListener("ended",d.stopVideoLoop),d.driver.addEventListener("stalled",d.stopVideoLoop),d.driverInitialized=!1,d}_inherits(b,a);var c=_createSuper(b);return _createClass(b,[{key:"play",value:function play(){this.driver.play();}},{key:"pause",value:function pause(){this.driver.pause();}},{key:"getElement",value:function getElement(){this.source&&this.source.tagName?this.driver=this.source:(this.driver=document.createElement("audio"),this.driver.src=this.source,this.driver.loop=this.loop||!1,this.driver.muted=this.muted||!1,this.driver.setAttribute("crossorigin","anonymous"),this.driver.autoplay=this.autoplay||!0),this.source=this.driver.src,this.driver.src="",this.driver.load();var a=document.createElement("video");return a.setAttribute("crossorigin","anonymous"),a.src=this.source,a.load(),a.addEventListener("error",this.onError),a}},{key:"createTexture",value:function createTexture(){var a=new VideoTexture(this.element);//TODO: we can pass all this info through the constructor return a.minFilter=LinearFilter,a.magFilter=LinearFilter,a.format=RGBFormat,a.generateMipmaps=!1,a.needsUpdate=!0,a}},{key:"destroy",value:function destroy(){this.driver.style.display="",_get(_getPrototypeOf(b.prototype),"destroy",this).call(this);}},{key:"render",value:function render(){var a=this;this.target.appendChild(this.renderer.el),this.element.style.display="none",this.driver.style.display="none";var b=function(){a.element.currentTime=a.driver.currentTime;var b=a.controls.update();a.renderer.render(a.scene,a.camera,a.needsUpdate||b);},c=function(){a.videoLoopId=setInterval(function(){a.animationFrameId=requestAnimationFrame(b);},1e3/30);},d=function(){if(0!=a.element.videoWidth&&0!=a.element.videoHeight){var b=a.element.readyState>=a.element.HAVE_FUTURE_DATA&&!a.driverInitialized;if(b)return a.driver.src=a.source,a.driver.load(),a.onDriverReady&&a.onDriverReady(),a.driverInitialized=!0,void c()}setTimeout(d,100);};d();}}]),b}(ThreeSixtyViewer); From dd9e29ec1db0aed76191b944e5011e691b088a8e Mon Sep 17 00:00:00 2001 From: Ingo Oppermann Date: Tue, 5 May 2020 15:03:40 +0200 Subject: [PATCH 4/5] Fix resizing canvas --- dist/kaleidoscope.es.js | 2 +- dist/kaleidoscope.iife.min.js | 2 +- dist/kaleidoscope.min.js | 2 +- src/canvas.js | 6 ++++-- 4 files changed, 7 insertions(+), 5 deletions(-) diff --git a/dist/kaleidoscope.es.js b/dist/kaleidoscope.es.js index 64b86ad..7cb91f2 100644 --- a/dist/kaleidoscope.es.js +++ b/dist/kaleidoscope.es.js @@ -49345,7 +49345,7 @@ var Video=/*#__PURE__*/function(a){function b(a){return _classCallCheck(this,b), var Image=/*#__PURE__*/function(a){function b(a){var d;return _classCallCheck(this,b),d=c.call(this,a),d.texture=d.createTexture(),d.renderer.setTexture(d.texture),d.scene.add(d.renderer.mesh),d}_inherits(b,a);var c=_createSuper(b);return _createClass(b,[{key:"getElement",value:function getElement(){if(this.source&&this.source.tagName)return this.source;var a=document.createElement("img");return a.setAttribute("crossorigin","anonymous"),a.src=this.source,a}},{key:"createTexture",value:function createTexture(){var a=new Texture(this.element);return a.minFilter=LinearFilter,a.magFilter=LinearFilter,a.format=RGBFormat,a.generateMipmaps=!1,a.needsUpdate=!0,a}},{key:"render",value:function render(){var a=this;this.target.appendChild(this.renderer.el),this.element.style.display="none";var b=function(){var b=a.controls.update();a.renderer.render(a.scene,a.camera,b);};(function loop(){a.videoLoopId=setInterval(function(){a.animationFrameId=requestAnimationFrame(b);},1e3/30);})();}}]),b}(ThreeSixtyViewer); var Canvas=/*#__PURE__*/function(a){function b(a){var d;return _classCallCheck(this,b),d=c.call(this,a),d.canvas=null,d}_inherits(b,a);var c=_createSuper(b);return _createClass(b,[{key:"createTexture",value:function createTexture(){this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d");var a=new CanvasTexture(this.canvas);//TODO: we can pass all this info through the constructor -return a.minFilter=LinearFilter,a.magFilter=LinearFilter,a.format=RGBFormat,a.generateMipmaps=!1,a.needsUpdate=!0,a}},{key:"render",value:function render(){var a=this;this.target.appendChild(this.renderer.el),this.element.style.display="none";var b=function(){!0==a.needsUpdate&&(a.element.width!=a.videoWidth&&(a.videoWidth=a.element.videoWidth),a.element.height!=a.videoHeight&&(a.videoHeight=a.element.videoHeight),a.context.drawImage(a.element,0,0,a.videoWidth,a.videoHeight),a.texture.needsUpdate=!0);var b=a.controls.update();a.renderer.render(a.scene,a.camera,a.needsUpdate||b);},c=function(){a.videoLoopId=setInterval(function(){a.animationFrameId=requestAnimationFrame(b);},1e3/30);},d=function(){return a.canvas&&0!=a.element.videoWidth&&0!=a.element.videoHeight?(a.videoWidth=a.element.videoWidth,a.videoHeight=a.element.videoHeight,a.canvas.width=a.videoWidth,a.canvas.height=a.videoHeight,void c()):void setTimeout(d,100)};d();}}]),b}(ThreeSixtyViewer); +return a.minFilter=LinearFilter,a.magFilter=LinearFilter,a.format=RGBFormat,a.generateMipmaps=!1,a.needsUpdate=!0,a}},{key:"render",value:function render(){var a=this;this.target.appendChild(this.renderer.el),this.element.style.display="none";var b=function(){!0==a.needsUpdate&&(a.element.videoWidth!=a.videoWidth&&(a.videoWidth=a.element.videoWidth,a.canvas.width=a.videoWidth),a.element.videoHeight!=a.videoHeight&&(a.videoHeight=a.element.videoHeight,a.canvas.height=a.videoHeight),a.context.drawImage(a.element,0,0,a.videoWidth,a.videoHeight),a.texture.needsUpdate=!0);var b=a.controls.update();a.renderer.render(a.scene,a.camera,a.needsUpdate||b);},c=function(){a.videoLoopId=setInterval(function(){a.animationFrameId=requestAnimationFrame(b);},1e3/30);},d=function(){return a.canvas&&0!=a.element.videoWidth&&0!=a.element.videoHeight?(a.videoWidth=a.element.videoWidth,a.videoHeight=a.element.videoHeight,a.canvas.width=a.videoWidth,a.canvas.height=a.videoHeight,void c()):void setTimeout(d,100)};d();}}]),b}(ThreeSixtyViewer); var Audio$1=/*#__PURE__*/function(a){function b(a){var d;return _classCallCheck(this,b),d=c.call(this,a),d.driver.addEventListener("playing",d.startVideoLoop),d.driver.addEventListener("pause",d.stopVideoLoop),d.driver.addEventListener("ended",d.stopVideoLoop),d.driver.addEventListener("stalled",d.stopVideoLoop),d.driverInitialized=!1,d}_inherits(b,a);var c=_createSuper(b);return _createClass(b,[{key:"play",value:function play(){this.driver.play();}},{key:"pause",value:function pause(){this.driver.pause();}},{key:"getElement",value:function getElement(){this.source&&this.source.tagName?this.driver=this.source:(this.driver=document.createElement("audio"),this.driver.src=this.source,this.driver.loop=this.loop||!1,this.driver.muted=this.muted||!1,this.driver.setAttribute("crossorigin","anonymous"),this.driver.autoplay=this.autoplay||!0),this.source=this.driver.src,this.driver.src="",this.driver.load();var a=document.createElement("video");return a.setAttribute("crossorigin","anonymous"),a.src=this.source,a.load(),a.addEventListener("error",this.onError),a}},{key:"createTexture",value:function createTexture(){var a=new VideoTexture(this.element);//TODO: we can pass all this info through the constructor return a.minFilter=LinearFilter,a.magFilter=LinearFilter,a.format=RGBFormat,a.generateMipmaps=!1,a.needsUpdate=!0,a}},{key:"destroy",value:function destroy(){this.driver.style.display="",_get(_getPrototypeOf(b.prototype),"destroy",this).call(this);}},{key:"render",value:function render(){var a=this;this.target.appendChild(this.renderer.el),this.element.style.display="none",this.driver.style.display="none";var b=function(){a.element.currentTime=a.driver.currentTime;var b=a.controls.update();a.renderer.render(a.scene,a.camera,a.needsUpdate||b);},c=function(){a.videoLoopId=setInterval(function(){a.animationFrameId=requestAnimationFrame(b);},1e3/30);},d=function(){if(0!=a.element.videoWidth&&0!=a.element.videoHeight){var b=a.element.readyState>=a.element.HAVE_FUTURE_DATA&&!a.driverInitialized;if(b)return a.driver.src=a.source,a.driver.load(),a.onDriverReady&&a.onDriverReady(),a.driverInitialized=!0,void c()}setTimeout(d,100);};d();}}]),b}(ThreeSixtyViewer); diff --git a/dist/kaleidoscope.iife.min.js b/dist/kaleidoscope.iife.min.js index a6774ad..99504d3 100644 --- a/dist/kaleidoscope.iife.min.js +++ b/dist/kaleidoscope.iife.min.js @@ -2464,6 +2464,6 @@ if(.99999e.y)this.quaternion.s */var Qp=[.125,.215,.35,.446,.526,.582],Kp=8-4+1+Qp.length,$p=(Bo={},_defineProperty(Bo,es,0),_defineProperty(Bo,ts,1),_defineProperty(Bo,3002,2),_defineProperty(Bo,3004,3),_defineProperty(Bo,3005,4),_defineProperty(Bo,3006,5),_defineProperty(Bo,3007,6),Bo),ec=new pn,tc=function(e){var t=new Float32Array(e),r=new S(0,1,0),a=new Ka({defines:{n:e},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:t},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r},inputEncoding:{value:$p[3000]},outputEncoding:{value:$p[3000]}},vertexShader:mo(),fragmentShader:"\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n".concat(go(),"\n\n#define ENVMAP_TYPE_CUBE_UV\n#include \n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),blending:0,depthTest:!1,depthWrite:!1});return a.type="SphericalGaussianBlur",a}(20),rc=uo(),ac=rc._lodPlanes,ic=rc._sizeLods,nc=rc._sigmas;Ci.create=function(e,t){return console.log("THREE.Curve.create() has been deprecated"),e.prototype=Object.create(Ci.prototype),e.prototype.constructor=e,e.prototype.getPoint=t,e},Object.assign($i.prototype,{createPointsGeometry:function createPointsGeometry(e){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from path points (for Line or Points objects) var t=this.getPoints(e);return this.createGeometry(t)},createSpacedPointsGeometry:function createSpacedPointsGeometry(e){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from equidistant sampling along the path var t=this.getSpacedPoints(e);return this.createGeometry(t)},createGeometry:function createGeometry(e){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");for(var t=new ne,r=0,a=e.length,n;r=e.element.HAVE_FUTURE_DATA&&!e.driverInitialized;if(t)return e.driver.src=e.source,e.driver.load(),e.onDriverReady&&e.onDriverReady(),e.driverInitialized=!0,void r()}setTimeout(a,100)};a()}}]),r}(pc);return e.Image=uc,e.Video=function video(e){return Uo.shouldUseAudioDriver()?new gc(e):Uo.shouldUseCanvasInBetween()?new mc(e):new cc(e)},e}({}); diff --git a/dist/kaleidoscope.min.js b/dist/kaleidoscope.min.js index 3dbec2b..14d5379 100644 --- a/dist/kaleidoscope.min.js +++ b/dist/kaleidoscope.min.js @@ -2636,6 +2636,6 @@ t===void 0&&(t=.2*e),r===void 0&&(r=.2*t),this.line.scale.set(1,No(1e-4,e-t),1), */var Qp=[.125,.215,.35,.446,.526,.582],Kp=8-4+1+Qp.length,$p=(Bo={},_defineProperty(Bo,es,0),_defineProperty(Bo,ts,1),_defineProperty(Bo,3002,2),_defineProperty(Bo,3004,3),_defineProperty(Bo,3005,4),_defineProperty(Bo,3006,5),_defineProperty(Bo,3007,6),Bo),ec=new pn,tc=function(e){var t=new Float32Array(e),r=new S(0,1,0),a=new Ka({defines:{n:e},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:t},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r},inputEncoding:{value:$p[3000]},outputEncoding:{value:$p[3000]}},vertexShader:mo(),fragmentShader:"\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n".concat(go(),"\n\n#define ENVMAP_TYPE_CUBE_UV\n#include \n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),blending:0,depthTest:!1,depthWrite:!1});return a.type="SphericalGaussianBlur",a}(20),rc=uo(),ac=rc._lodPlanes,ic=rc._sizeLods,nc=rc._sigmas;Ci.create=function(e,t){return console.log("THREE.Curve.create() has been deprecated"),e.prototype=Object.create(Ci.prototype),e.prototype.constructor=e,e.prototype.getPoint=t,e},Object.assign($i.prototype,{createPointsGeometry:function createPointsGeometry(e){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from path points (for Line or Points objects) var t=this.getPoints(e);return this.createGeometry(t)},createSpacedPointsGeometry:function createSpacedPointsGeometry(e){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from equidistant sampling along the path var t=this.getSpacedPoints(e);return this.createGeometry(t)},createGeometry:function createGeometry(e){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");for(var t=new ne,r=0,a=e.length,n;r=750)?cancelAnimationFrame(l):(t.theta=n+(a-n)*sc(i),t.phi=e+(0-e)*sc(i),requestAnimationFrame(s))},l=s()}},{key:"isInIframe",value:function(){try{return window.self!==window.top}catch(e){return!0}}},{key:"destroy",value:function(){this.el.removeEventListener("mouseleave",this.onMouseUp),this.el.removeEventListener("mousemove",this.onMouseMove),this.el.removeEventListener("mousedown",this.onMouseDown),this.el.removeEventListener("mouseup",this.onMouseUp),this.el.removeEventListener("touchstart",this.onTouchStart),this.el.removeEventListener("touchmove",this.onTouchMove),this.el.removeEventListener("touchend",this.onTouchEnd),window.removeEventListener("devicemotion",this.onDeviceMotion),window.removeEventListener("message",this.onMessage)}},{key:"getCurrentStyle",value:function(){return"height: ".concat(parseInt(this.el.style.height,10),"px; width: ").concat(parseInt(this.el.style.width,10),"px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);")}},{key:"addDraggingStyle",value:function(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;"))}},{key:"addDraggableStyle",value:function(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;"))}},{key:"onMessage",value:function(t){var r=t.data,a=r.orientation,i=r.portrait,n=r.rotationRate;n&&this.onDeviceMotion({orientation:a,portrait:i,rotationRate:n})}},{key:"onDeviceMotion",value:function(t){var r=void 0===t.portrait?window.matchMedia("(orientation: portrait)").matches:t.portrait,a;a=void 0===t.orientation?void 0===window.orientation?-90:window.orientation:t.orientation;var i=os.degToRad(t.rotationRate.alpha),n=os.degToRad(t.rotationRate.beta);r?(this.phi=this.verticalPanning?this.phi+i*this.velo:this.phi,this.theta-=-1*(n*this.velo)):(this.verticalPanning&&(this.phi=-90===a?this.phi+n*this.velo:this.phi-n*this.velo),this.theta=-90===a?this.theta-i*this.velo:this.theta+i*this.velo),this.adjustPhi()}},{key:"onMouseMove",value:function(e){this.isUserInteracting&&(this.rotateEnd.set(e.clientX,e.clientY),this.rotateDelta.subVectors(this.rotateEnd,this.rotateStart),this.rotateStart.copy(this.rotateEnd),this.phi=this.verticalPanning?this.phi+.3*(2*r*this.rotateDelta.y/this.renderer.height):this.phi,this.theta+=.5*(2*r*this.rotateDelta.x/this.renderer.width),this.adjustPhi())}},{key:"adjustPhi",value:function(){this.phi=os.clamp(this.phi,-r/1.95,r/1.95)}},{key:"onMouseDown",value:function(e){this.addDraggingStyle(),this.rotateStart.set(e.clientX,e.clientY),this.isUserInteracting=!0,this.momentum=!1,this.onDragStart&&this.onDragStart()}},{key:"inertia",value:function(){this.momentum&&(this.rotateDelta.y*=.9,this.rotateDelta.x*=.9,this.theta+=.005*this.rotateDelta.x,this.phi=this.verticalPanning?this.phi+.005*this.rotateDelta.y:this.phi,this.adjustPhi())}},{key:"onMouseUp",value:function(){this.isUserInteracting&&this.onDragStop&&this.onDragStop(),this.addDraggableStyle(),this.isUserInteracting=!1,this.momentum=!0,this.inertia()}},{key:"update",value:function(){return(this.phi!==this.previousPhi||this.theta!==this.previousTheta)&&(this.previousPhi=this.phi,this.previousTheta=this.theta,this.euler.set(this.phi,this.theta,0,"YXZ"),this.orientation.setFromEuler(this.euler),this.camera.quaternion.copy(this.orientation),this.inertia(),!0)}}]),e}(),dc=console,pc=/*#__PURE__*/function(){function r(){var a=0=e.element.HAVE_FUTURE_DATA&&!e.driverInitialized;if(t)return e.driver.src=e.source,e.driver.load(),e.onDriverReady&&e.onDriverReady(),e.driverInitialized=!0,void r()}setTimeout(a,100)};a()}}]),r}(pc);e.Image=uc,e.Video=function video(e){return Uo.shouldUseAudioDriver()?new gc(e):Uo.shouldUseCanvasInBetween()?new mc(e):new cc(e)},Object.defineProperty(e,"__esModule",{value:!0})}); diff --git a/src/canvas.js b/src/canvas.js index 1756e91..e827338 100644 --- a/src/canvas.js +++ b/src/canvas.js @@ -31,11 +31,13 @@ export default class Canvas extends ThreeSixtyViewer { let draw = () => { if(this.needsUpdate == true) { - if (this.element.width != this.videoWidth) { + if (this.element.videoWidth != this.videoWidth) { this.videoWidth = this.element.videoWidth; + this.canvas.width = this.videoWidth; } - if (this.element.height != this.videoHeight) { + if (this.element.videoHeight != this.videoHeight) { this.videoHeight = this.element.videoHeight; + this.canvas.height = this.videoHeight; } this.context.drawImage(this.element, 0, 0, this.videoWidth, this.videoHeight); From 146a024517f314ed4fe3509adab64b4004e7d7bd Mon Sep 17 00:00:00 2001 From: Ingo Oppermann Date: Tue, 20 Apr 2021 12:44:52 +0200 Subject: [PATCH 5/5] Generate smaller builds --- dist/kaleidoscope.es.js | 51479 +++++++++++--------------------- dist/kaleidoscope.es.js.map | 1 + dist/kaleidoscope.iife.js.map | 1 + dist/kaleidoscope.iife.min.js | 2469 -- dist/kaleidoscope.js.map | 1 + dist/kaleidoscope.min.js | 2646 +- dist/kaleidoscope.min.js.map | 1 + examples/dash.html | 4 +- examples/hls.html | 5 +- examples/image.html | 2 +- examples/mp4.html | 4 +- package.json | 60 +- rollup.config.js | 59 +- 13 files changed, 17556 insertions(+), 39176 deletions(-) create mode 100644 dist/kaleidoscope.es.js.map create mode 100644 dist/kaleidoscope.iife.js.map delete mode 100644 dist/kaleidoscope.iife.min.js create mode 100644 dist/kaleidoscope.js.map create mode 100644 dist/kaleidoscope.min.js.map diff --git a/dist/kaleidoscope.es.js b/dist/kaleidoscope.es.js index 7cb91f2..f7198a5 100644 --- a/dist/kaleidoscope.es.js +++ b/dist/kaleidoscope.es.js @@ -1,4 +1,21 @@ -var utils = {isiOS:function isiOS(){return /(ipad|iphone|ipod)/ig.test(navigator.userAgent)},isEdge:function isEdge(){return /(Edge)/ig.test(navigator.userAgent)},shouldUseAudioDriver:function shouldUseAudioDriver(){var a=/iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent),b=/(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent);return a||b},shouldUseCanvasInBetween:function shouldUseCanvasInBetween(){var a=/trident|edge/i.test(navigator.userAgent),b=this.isiOS();return a||b}}; +var utils = { + isiOS: function isiOS() { + return /(ipad|iphone|ipod)/ig.test(navigator.userAgent); + }, + isEdge: function isEdge() { + return /(Edge)/ig.test(navigator.userAgent); + }, + shouldUseAudioDriver: function shouldUseAudioDriver() { + var isOldiOSOnIphone = /iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent); + var isWebView = /(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent); + return isOldiOSOnIphone || isWebView; + }, + shouldUseCanvasInBetween: function shouldUseCanvasInBetween() { + var edge = /trident|edge/i.test(navigator.userAgent); + var ios = this.isiOS(); + return edge || ios; + } +}; function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { @@ -59,7 +76,7 @@ function _isNativeReflectConstruct() { if (typeof Proxy === "function") return true; try { - Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); + Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; @@ -85,7 +102,7 @@ function _possibleConstructorReturn(self, call) { function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); - return function () { + return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; @@ -131,260 +148,166 @@ function _get(target, property, receiver) { return _get(target, property, receiver || target); } -// Polyfills - -if ( Number.EPSILON === undefined ) { - - Number.EPSILON = Math.pow( 2, - 52 ); - -} - -if ( Number.isInteger === undefined ) { - - // Missing in IE - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger - - Number.isInteger = function ( value ) { - - return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value; - - }; - -} - -// - -if ( Math.sign === undefined ) { - - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign - - Math.sign = function ( x ) { - - return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; - - }; - -} - -if ( 'name' in Function.prototype === false ) { - - // Missing in IE - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name - - Object.defineProperty( Function.prototype, 'name', { - - get: function () { - - return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ]; - - } - - } ); - -} - -if ( Object.assign === undefined ) { - - // Missing in IE - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign - - Object.assign = function ( target ) { - - if ( target === undefined || target === null ) { - - throw new TypeError( 'Cannot convert undefined or null to object' ); - - } - - var output = Object( target ); - - for ( var index = 1; index < arguments.length; index ++ ) { - - var source = arguments[ index ]; - - if ( source !== undefined && source !== null ) { - - for ( var nextKey in source ) { - - if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { - - output[ nextKey ] = source[ nextKey ]; - - } - - } - - } - - } - - return output; - - }; - -} - -var REVISION = '115'; -var CullFaceNone = 0; -var CullFaceBack = 1; -var CullFaceFront = 2; -var PCFShadowMap = 1; -var PCFSoftShadowMap = 2; -var VSMShadowMap = 3; -var FrontSide = 0; -var BackSide = 1; -var DoubleSide = 2; -var FlatShading = 1; -var NoBlending = 0; -var NormalBlending = 1; -var AdditiveBlending = 2; -var SubtractiveBlending = 3; -var MultiplyBlending = 4; -var CustomBlending = 5; -var AddEquation = 100; -var SubtractEquation = 101; -var ReverseSubtractEquation = 102; -var MinEquation = 103; -var MaxEquation = 104; -var ZeroFactor = 200; -var OneFactor = 201; -var SrcColorFactor = 202; -var OneMinusSrcColorFactor = 203; -var SrcAlphaFactor = 204; -var OneMinusSrcAlphaFactor = 205; -var DstAlphaFactor = 206; -var OneMinusDstAlphaFactor = 207; -var DstColorFactor = 208; -var OneMinusDstColorFactor = 209; -var SrcAlphaSaturateFactor = 210; -var NeverDepth = 0; -var AlwaysDepth = 1; -var LessDepth = 2; -var LessEqualDepth = 3; -var EqualDepth = 4; -var GreaterEqualDepth = 5; -var GreaterDepth = 6; -var NotEqualDepth = 7; -var MultiplyOperation = 0; -var MixOperation = 1; -var AddOperation = 2; -var NoToneMapping = 0; -var LinearToneMapping = 1; -var ReinhardToneMapping = 2; -var Uncharted2ToneMapping = 3; -var CineonToneMapping = 4; -var ACESFilmicToneMapping = 5; - -var UVMapping = 300; -var CubeReflectionMapping = 301; -var CubeRefractionMapping = 302; -var EquirectangularReflectionMapping = 303; -var EquirectangularRefractionMapping = 304; -var SphericalReflectionMapping = 305; -var CubeUVReflectionMapping = 306; -var CubeUVRefractionMapping = 307; -var RepeatWrapping = 1000; -var ClampToEdgeWrapping = 1001; -var MirroredRepeatWrapping = 1002; -var NearestFilter = 1003; -var NearestMipmapNearestFilter = 1004; -var NearestMipmapLinearFilter = 1005; -var LinearFilter = 1006; -var LinearMipmapNearestFilter = 1007; -var LinearMipmapLinearFilter = 1008; -var UnsignedByteType = 1009; -var ByteType = 1010; -var ShortType = 1011; -var UnsignedShortType = 1012; -var IntType = 1013; -var UnsignedIntType = 1014; -var FloatType = 1015; -var HalfFloatType = 1016; -var UnsignedShort4444Type = 1017; -var UnsignedShort5551Type = 1018; -var UnsignedShort565Type = 1019; -var UnsignedInt248Type = 1020; -var AlphaFormat = 1021; -var RGBFormat = 1022; -var RGBAFormat = 1023; -var LuminanceFormat = 1024; -var LuminanceAlphaFormat = 1025; -var DepthFormat = 1026; -var DepthStencilFormat = 1027; -var RedFormat = 1028; -var RedIntegerFormat = 1029; -var RGFormat = 1030; -var RGIntegerFormat = 1031; -var RGBIntegerFormat = 1032; -var RGBAIntegerFormat = 1033; - -var RGB_S3TC_DXT1_Format = 33776; -var RGBA_S3TC_DXT1_Format = 33777; -var RGBA_S3TC_DXT3_Format = 33778; -var RGBA_S3TC_DXT5_Format = 33779; -var RGB_PVRTC_4BPPV1_Format = 35840; -var RGB_PVRTC_2BPPV1_Format = 35841; -var RGBA_PVRTC_4BPPV1_Format = 35842; -var RGBA_PVRTC_2BPPV1_Format = 35843; -var RGB_ETC1_Format = 36196; -var RGB_ETC2_Format = 37492; -var RGBA_ETC2_EAC_Format = 37496; -var RGBA_ASTC_4x4_Format = 37808; -var RGBA_ASTC_5x4_Format = 37809; -var RGBA_ASTC_5x5_Format = 37810; -var RGBA_ASTC_6x5_Format = 37811; -var RGBA_ASTC_6x6_Format = 37812; -var RGBA_ASTC_8x5_Format = 37813; -var RGBA_ASTC_8x6_Format = 37814; -var RGBA_ASTC_8x8_Format = 37815; -var RGBA_ASTC_10x5_Format = 37816; -var RGBA_ASTC_10x6_Format = 37817; -var RGBA_ASTC_10x8_Format = 37818; -var RGBA_ASTC_10x10_Format = 37819; -var RGBA_ASTC_12x10_Format = 37820; -var RGBA_ASTC_12x12_Format = 37821; -var RGBA_BPTC_Format = 36492; -var SRGB8_ALPHA8_ASTC_4x4_Format = 37840; -var SRGB8_ALPHA8_ASTC_5x4_Format = 37841; -var SRGB8_ALPHA8_ASTC_5x5_Format = 37842; -var SRGB8_ALPHA8_ASTC_6x5_Format = 37843; -var SRGB8_ALPHA8_ASTC_6x6_Format = 37844; -var SRGB8_ALPHA8_ASTC_8x5_Format = 37845; -var SRGB8_ALPHA8_ASTC_8x6_Format = 37846; -var SRGB8_ALPHA8_ASTC_8x8_Format = 37847; -var SRGB8_ALPHA8_ASTC_10x5_Format = 37848; -var SRGB8_ALPHA8_ASTC_10x6_Format = 37849; -var SRGB8_ALPHA8_ASTC_10x8_Format = 37850; -var SRGB8_ALPHA8_ASTC_10x10_Format = 37851; -var SRGB8_ALPHA8_ASTC_12x10_Format = 37852; -var SRGB8_ALPHA8_ASTC_12x12_Format = 37853; -var LoopOnce = 2200; -var LoopRepeat = 2201; -var LoopPingPong = 2202; -var InterpolateDiscrete = 2300; -var InterpolateLinear = 2301; -var InterpolateSmooth = 2302; -var ZeroCurvatureEnding = 2400; -var ZeroSlopeEnding = 2401; -var WrapAroundEnding = 2402; -var TrianglesDrawMode = 0; -var LinearEncoding = 3000; -var sRGBEncoding = 3001; -var GammaEncoding = 3007; -var RGBEEncoding = 3002; -var LogLuvEncoding = 3003; -var RGBM7Encoding = 3004; -var RGBM16Encoding = 3005; -var RGBDEncoding = 3006; -var BasicDepthPacking = 3200; -var RGBADepthPacking = 3201; -var TangentSpaceNormalMap = 0; -var ObjectSpaceNormalMap = 1; -var KeepStencilOp = 7680; -var AlwaysStencilFunc = 519; - -var StaticDrawUsage = 35044; -var DynamicDrawUsage = 35048; +/** + * @license + * Copyright 2010-2021 Three.js Authors + * SPDX-License-Identifier: MIT + */ +const REVISION = '127'; +const CullFaceNone = 0; +const CullFaceBack = 1; +const CullFaceFront = 2; +const PCFShadowMap = 1; +const PCFSoftShadowMap = 2; +const VSMShadowMap = 3; +const FrontSide = 0; +const BackSide = 1; +const DoubleSide = 2; +const FlatShading = 1; +const NoBlending = 0; +const NormalBlending = 1; +const AdditiveBlending = 2; +const SubtractiveBlending = 3; +const MultiplyBlending = 4; +const CustomBlending = 5; +const AddEquation = 100; +const SubtractEquation = 101; +const ReverseSubtractEquation = 102; +const MinEquation = 103; +const MaxEquation = 104; +const ZeroFactor = 200; +const OneFactor = 201; +const SrcColorFactor = 202; +const OneMinusSrcColorFactor = 203; +const SrcAlphaFactor = 204; +const OneMinusSrcAlphaFactor = 205; +const DstAlphaFactor = 206; +const OneMinusDstAlphaFactor = 207; +const DstColorFactor = 208; +const OneMinusDstColorFactor = 209; +const SrcAlphaSaturateFactor = 210; +const NeverDepth = 0; +const AlwaysDepth = 1; +const LessDepth = 2; +const LessEqualDepth = 3; +const EqualDepth = 4; +const GreaterEqualDepth = 5; +const GreaterDepth = 6; +const NotEqualDepth = 7; +const MultiplyOperation = 0; +const MixOperation = 1; +const AddOperation = 2; +const NoToneMapping = 0; +const LinearToneMapping = 1; +const ReinhardToneMapping = 2; +const CineonToneMapping = 3; +const ACESFilmicToneMapping = 4; +const CustomToneMapping = 5; + +const UVMapping = 300; +const CubeReflectionMapping = 301; +const CubeRefractionMapping = 302; +const EquirectangularReflectionMapping = 303; +const EquirectangularRefractionMapping = 304; +const CubeUVReflectionMapping = 306; +const CubeUVRefractionMapping = 307; +const RepeatWrapping = 1000; +const ClampToEdgeWrapping = 1001; +const MirroredRepeatWrapping = 1002; +const NearestFilter = 1003; +const NearestMipmapNearestFilter = 1004; +const NearestMipmapLinearFilter = 1005; +const LinearFilter = 1006; +const LinearMipmapNearestFilter = 1007; +const LinearMipmapLinearFilter = 1008; +const UnsignedByteType = 1009; +const ByteType = 1010; +const ShortType = 1011; +const UnsignedShortType = 1012; +const IntType = 1013; +const UnsignedIntType = 1014; +const FloatType = 1015; +const HalfFloatType = 1016; +const UnsignedShort4444Type = 1017; +const UnsignedShort5551Type = 1018; +const UnsignedShort565Type = 1019; +const UnsignedInt248Type = 1020; +const AlphaFormat = 1021; +const RGBFormat = 1022; +const RGBAFormat = 1023; +const LuminanceFormat = 1024; +const LuminanceAlphaFormat = 1025; +const DepthFormat = 1026; +const DepthStencilFormat = 1027; +const RedFormat = 1028; +const RedIntegerFormat = 1029; +const RGFormat = 1030; +const RGIntegerFormat = 1031; +const RGBIntegerFormat = 1032; +const RGBAIntegerFormat = 1033; + +const RGB_S3TC_DXT1_Format = 33776; +const RGBA_S3TC_DXT1_Format = 33777; +const RGBA_S3TC_DXT3_Format = 33778; +const RGBA_S3TC_DXT5_Format = 33779; +const RGB_PVRTC_4BPPV1_Format = 35840; +const RGB_PVRTC_2BPPV1_Format = 35841; +const RGBA_PVRTC_4BPPV1_Format = 35842; +const RGBA_PVRTC_2BPPV1_Format = 35843; +const RGB_ETC1_Format = 36196; +const RGB_ETC2_Format = 37492; +const RGBA_ETC2_EAC_Format = 37496; +const RGBA_ASTC_4x4_Format = 37808; +const RGBA_ASTC_5x4_Format = 37809; +const RGBA_ASTC_5x5_Format = 37810; +const RGBA_ASTC_6x5_Format = 37811; +const RGBA_ASTC_6x6_Format = 37812; +const RGBA_ASTC_8x5_Format = 37813; +const RGBA_ASTC_8x6_Format = 37814; +const RGBA_ASTC_8x8_Format = 37815; +const RGBA_ASTC_10x5_Format = 37816; +const RGBA_ASTC_10x6_Format = 37817; +const RGBA_ASTC_10x8_Format = 37818; +const RGBA_ASTC_10x10_Format = 37819; +const RGBA_ASTC_12x10_Format = 37820; +const RGBA_ASTC_12x12_Format = 37821; +const RGBA_BPTC_Format = 36492; +const SRGB8_ALPHA8_ASTC_4x4_Format = 37840; +const SRGB8_ALPHA8_ASTC_5x4_Format = 37841; +const SRGB8_ALPHA8_ASTC_5x5_Format = 37842; +const SRGB8_ALPHA8_ASTC_6x5_Format = 37843; +const SRGB8_ALPHA8_ASTC_6x6_Format = 37844; +const SRGB8_ALPHA8_ASTC_8x5_Format = 37845; +const SRGB8_ALPHA8_ASTC_8x6_Format = 37846; +const SRGB8_ALPHA8_ASTC_8x8_Format = 37847; +const SRGB8_ALPHA8_ASTC_10x5_Format = 37848; +const SRGB8_ALPHA8_ASTC_10x6_Format = 37849; +const SRGB8_ALPHA8_ASTC_10x8_Format = 37850; +const SRGB8_ALPHA8_ASTC_10x10_Format = 37851; +const SRGB8_ALPHA8_ASTC_12x10_Format = 37852; +const SRGB8_ALPHA8_ASTC_12x12_Format = 37853; +const ZeroCurvatureEnding = 2400; +const ZeroSlopeEnding = 2401; +const WrapAroundEnding = 2402; +const TrianglesDrawMode = 0; +const LinearEncoding = 3000; +const sRGBEncoding = 3001; +const GammaEncoding = 3007; +const RGBEEncoding = 3002; +const LogLuvEncoding = 3003; +const RGBM7Encoding = 3004; +const RGBM16Encoding = 3005; +const RGBDEncoding = 3006; +const BasicDepthPacking = 3200; +const RGBADepthPacking = 3201; +const TangentSpaceNormalMap = 0; +const ObjectSpaceNormalMap = 1; +const KeepStencilOp = 7680; +const AlwaysStencilFunc = 519; + +const StaticDrawUsage = 35044; +const DynamicDrawUsage = 35048; +const GLSL3 = '300 es'; /** * https://github.com/mrdoob/eventdispatcher.js/ @@ -398,7 +321,7 @@ Object.assign( EventDispatcher.prototype, { if ( this._listeners === undefined ) this._listeners = {}; - var listeners = this._listeners; + const listeners = this._listeners; if ( listeners[ type ] === undefined ) { @@ -418,7 +341,7 @@ Object.assign( EventDispatcher.prototype, { if ( this._listeners === undefined ) return false; - var listeners = this._listeners; + const listeners = this._listeners; return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; @@ -428,12 +351,12 @@ Object.assign( EventDispatcher.prototype, { if ( this._listeners === undefined ) return; - var listeners = this._listeners; - var listenerArray = listeners[ type ]; + const listeners = this._listeners; + const listenerArray = listeners[ type ]; if ( listenerArray !== undefined ) { - var index = listenerArray.indexOf( listener ); + const index = listenerArray.indexOf( listener ); if ( index !== - 1 ) { @@ -449,44 +372,41 @@ Object.assign( EventDispatcher.prototype, { if ( this._listeners === undefined ) return; - var listeners = this._listeners; - var listenerArray = listeners[ event.type ]; + const listeners = this._listeners; + const listenerArray = listeners[ event.type ]; if ( listenerArray !== undefined ) { event.target = this; // Make a copy, in case listeners are removed while iterating. - var array = listenerArray.slice( 0 ); + const array = listenerArray.slice( 0 ); - for ( var i = 0, l = array.length; i < l; i ++ ) { + for ( let i = 0, l = array.length; i < l; i ++ ) { array[ i ].call( this, event ); } + event.target = null; + } } } ); -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * @author thezwap - */ +const _lut = []; -var _lut = []; - -for ( var i = 0; i < 256; i ++ ) { +for ( let i = 0; i < 256; i ++ ) { _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 ); } -var MathUtils = { +let _seed = 1234567; + +const MathUtils = { DEG2RAD: Math.PI / 180, RAD2DEG: 180 / Math.PI, @@ -495,11 +415,11 @@ var MathUtils = { // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 - var d0 = Math.random() * 0xffffffff | 0; - var d1 = Math.random() * 0xffffffff | 0; - var d2 = Math.random() * 0xffffffff | 0; - var d3 = Math.random() * 0xffffffff | 0; - var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' + + const d0 = Math.random() * 0xffffffff | 0; + const d1 = Math.random() * 0xffffffff | 0; + const d2 = Math.random() * 0xffffffff | 0; + const d3 = Math.random() * 0xffffffff | 0; + const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' + _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' + _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] + _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ]; @@ -532,6 +452,22 @@ var MathUtils = { }, + // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/ + + inverseLerp: function ( x, y, value ) { + + if ( x !== y ) { + + return ( value - x ) / ( y - x ); + + } else { + + return 0; + + } + + }, + // https://en.wikipedia.org/wiki/Linear_interpolation lerp: function ( x, y, t ) { @@ -540,6 +476,22 @@ var MathUtils = { }, + // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ + + damp: function ( x, y, lambda, dt ) { + + return MathUtils.lerp( x, y, 1 - Math.exp( - lambda * dt ) ); + + }, + + // https://www.desmos.com/calculator/vcsjnyz7x4 + + pingpong: function ( x, length = 1 ) { + + return length - Math.abs( MathUtils.euclideanModulo( x, length * 2 ) - length ); + + }, + // http://en.wikipedia.org/wiki/Smoothstep smoothstep: function ( x, min, max ) { @@ -588,6 +540,20 @@ var MathUtils = { }, + // Deterministic pseudo-random float in the interval [ 0, 1 ] + + seededRandom: function ( s ) { + + if ( s !== undefined ) _seed = s % 2147483647; + + // Park-Miller algorithm + + _seed = _seed * 16807 % 2147483647; + + return ( _seed - 1 ) / 2147483646; + + }, + degToRad: function ( degrees ) { return degrees * MathUtils.DEG2RAD; @@ -626,48 +592,49 @@ var MathUtils = { // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' // angles are in radians - var cos = Math.cos; - var sin = Math.sin; - - var c2 = cos( b / 2 ); - var s2 = sin( b / 2 ); - - var c13 = cos( ( a + c ) / 2 ); - var s13 = sin( ( a + c ) / 2 ); - - var c1_3 = cos( ( a - c ) / 2 ); - var s1_3 = sin( ( a - c ) / 2 ); + const cos = Math.cos; + const sin = Math.sin; - var c3_1 = cos( ( c - a ) / 2 ); - var s3_1 = sin( ( c - a ) / 2 ); + const c2 = cos( b / 2 ); + const s2 = sin( b / 2 ); - if ( order === 'XYX' ) { + const c13 = cos( ( a + c ) / 2 ); + const s13 = sin( ( a + c ) / 2 ); - q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 ); + const c1_3 = cos( ( a - c ) / 2 ); + const s1_3 = sin( ( a - c ) / 2 ); - } else if ( order === 'YZY' ) { + const c3_1 = cos( ( c - a ) / 2 ); + const s3_1 = sin( ( c - a ) / 2 ); - q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 ); + switch ( order ) { - } else if ( order === 'ZXZ' ) { - - q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 ); - - } else if ( order === 'XZX' ) { - - q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 ); + case 'XYX': + q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 ); + break; - } else if ( order === 'YXY' ) { + case 'YZY': + q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 ); + break; - q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 ); + case 'ZXZ': + q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 ); + break; - } else if ( order === 'ZYZ' ) { + case 'XZX': + q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 ); + break; - q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 ); + case 'YXY': + q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 ); + break; - } else { + case 'ZYZ': + q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 ); + break; - console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.' ); + default: + console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order ); } @@ -675,95 +642,74 @@ var MathUtils = { }; -/** - * @author mrdoob / http://mrdoob.com/ - * @author philogb / http://blog.thejit.org/ - * @author egraether / http://egraether.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - */ - -function Vector2( x, y ) { - - this.x = x || 0; - this.y = y || 0; - -} - -Object.defineProperties( Vector2.prototype, { - - "width": { - - get: function () { - - return this.x; - - }, +class Vector2 { - set: function ( value ) { + constructor( x = 0, y = 0 ) { - this.x = value; + this.x = x; + this.y = y; - } + } - }, + get width() { - "height": { + return this.x; - get: function () { + } - return this.y; + set width( value ) { - }, + this.x = value; - set: function ( value ) { + } - this.y = value; + get height() { - } + return this.y; } -} ); + set height( value ) { -Object.assign( Vector2.prototype, { + this.y = value; - isVector2: true, + } - set: function ( x, y ) { + set( x, y ) { this.x = x; this.y = y; return this; - }, + } - setScalar: function ( scalar ) { + setScalar( scalar ) { this.x = scalar; this.y = scalar; return this; - }, + } - setX: function ( x ) { + setX( x ) { this.x = x; return this; - }, + } - setY: function ( y ) { + setY( y ) { this.y = y; return this; - }, + } - setComponent: function ( index, value ) { + setComponent( index, value ) { switch ( index ) { @@ -775,9 +721,9 @@ Object.assign( Vector2.prototype, { return this; - }, + } - getComponent: function ( index ) { + getComponent( index ) { switch ( index ) { @@ -787,24 +733,24 @@ Object.assign( Vector2.prototype, { } - }, + } - clone: function () { + clone() { return new this.constructor( this.x, this.y ); - }, + } - copy: function ( v ) { + copy( v ) { this.x = v.x; this.y = v.y; return this; - }, + } - add: function ( v, w ) { + add( v, w ) { if ( w !== undefined ) { @@ -818,36 +764,36 @@ Object.assign( Vector2.prototype, { return this; - }, + } - addScalar: function ( s ) { + addScalar( s ) { this.x += s; this.y += s; return this; - }, + } - addVectors: function ( a, b ) { + addVectors( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; return this; - }, + } - addScaledVector: function ( v, s ) { + addScaledVector( v, s ) { this.x += v.x * s; this.y += v.y * s; return this; - }, + } - sub: function ( v, w ) { + sub( v, w ) { if ( w !== undefined ) { @@ -861,90 +807,90 @@ Object.assign( Vector2.prototype, { return this; - }, + } - subScalar: function ( s ) { + subScalar( s ) { this.x -= s; this.y -= s; return this; - }, + } - subVectors: function ( a, b ) { + subVectors( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; return this; - }, + } - multiply: function ( v ) { + multiply( v ) { this.x *= v.x; this.y *= v.y; return this; - }, + } - multiplyScalar: function ( scalar ) { + multiplyScalar( scalar ) { this.x *= scalar; this.y *= scalar; return this; - }, + } - divide: function ( v ) { + divide( v ) { this.x /= v.x; this.y /= v.y; return this; - }, + } - divideScalar: function ( scalar ) { + divideScalar( scalar ) { return this.multiplyScalar( 1 / scalar ); - }, + } - applyMatrix3: function ( m ) { + applyMatrix3( m ) { - var x = this.x, y = this.y; - var e = m.elements; + const x = this.x, y = this.y; + const e = m.elements; this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; return this; - }, + } - min: function ( v ) { + min( v ) { this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); return this; - }, + } - max: function ( v ) { + max( v ) { this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); return this; - }, + } - clamp: function ( min, max ) { + clamp( min, max ) { // assumes min < max, componentwise @@ -953,186 +899,184 @@ Object.assign( Vector2.prototype, { return this; - }, + } - clampScalar: function ( minVal, maxVal ) { + clampScalar( minVal, maxVal ) { this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); return this; - }, + } - clampLength: function ( min, max ) { + clampLength( min, max ) { - var length = this.length(); + const length = this.length(); return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - }, + } - floor: function () { + floor() { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); return this; - }, + } - ceil: function () { + ceil() { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); return this; - }, + } - round: function () { + round() { this.x = Math.round( this.x ); this.y = Math.round( this.y ); return this; - }, + } - roundToZero: function () { + roundToZero() { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); return this; - }, + } - negate: function () { + negate() { this.x = - this.x; this.y = - this.y; return this; - }, + } - dot: function ( v ) { + dot( v ) { return this.x * v.x + this.y * v.y; - }, + } - cross: function ( v ) { + cross( v ) { return this.x * v.y - this.y * v.x; - }, + } - lengthSq: function () { + lengthSq() { return this.x * this.x + this.y * this.y; - }, + } - length: function () { + length() { return Math.sqrt( this.x * this.x + this.y * this.y ); - }, + } - manhattanLength: function () { + manhattanLength() { return Math.abs( this.x ) + Math.abs( this.y ); - }, + } - normalize: function () { + normalize() { return this.divideScalar( this.length() || 1 ); - }, + } - angle: function () { + angle() { // computes the angle in radians with respect to the positive x-axis - var angle = Math.atan2( - this.y, - this.x ) + Math.PI; + const angle = Math.atan2( - this.y, - this.x ) + Math.PI; return angle; - }, + } - distanceTo: function ( v ) { + distanceTo( v ) { return Math.sqrt( this.distanceToSquared( v ) ); - }, + } - distanceToSquared: function ( v ) { + distanceToSquared( v ) { - var dx = this.x - v.x, dy = this.y - v.y; + const dx = this.x - v.x, dy = this.y - v.y; return dx * dx + dy * dy; - }, + } - manhattanDistanceTo: function ( v ) { + manhattanDistanceTo( v ) { return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); - }, + } - setLength: function ( length ) { + setLength( length ) { return this.normalize().multiplyScalar( length ); - }, + } - lerp: function ( v, alpha ) { + lerp( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; return this; - }, + } - lerpVectors: function ( v1, v2, alpha ) { + lerpVectors( v1, v2, alpha ) { - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; - }, + return this; - equals: function ( v ) { + } - return ( ( v.x === this.x ) && ( v.y === this.y ) ); + equals( v ) { - }, + return ( ( v.x === this.x ) && ( v.y === this.y ) ); - fromArray: function ( array, offset ) { + } - if ( offset === undefined ) offset = 0; + fromArray( array, offset = 0 ) { this.x = array[ offset ]; this.y = array[ offset + 1 ]; return this; - }, - - toArray: function ( array, offset ) { + } - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + toArray( array = [], offset = 0 ) { array[ offset ] = this.x; array[ offset + 1 ] = this.y; return array; - }, + } - fromBufferAttribute: function ( attribute, index, offset ) { + fromBufferAttribute( attribute, index, offset ) { if ( offset !== undefined ) { @@ -1145,14 +1089,14 @@ Object.assign( Vector2.prototype, { return this; - }, + } - rotateAround: function ( center, angle ) { + rotateAround( center, angle ) { - var c = Math.cos( angle ), s = Math.sin( angle ); + const c = Math.cos( angle ), s = Math.sin( angle ); - var x = this.x - center.x; - var y = this.y - center.y; + const x = this.x - center.x; + const y = this.y - center.y; this.x = x * c - y * s + center.x; this.y = x * s + y * c + center.y; @@ -1161,40 +1105,42 @@ Object.assign( Vector2.prototype, { } -} ); + random() { -/** - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - * @author tschw - */ + this.x = Math.random(); + this.y = Math.random(); -function Matrix3() { + return this; - this.elements = [ + } - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 +} - ]; +Vector2.prototype.isVector2 = true; - if ( arguments.length > 0 ) { +class Matrix3 { - console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); + constructor() { - } + this.elements = [ -} + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 -Object.assign( Matrix3.prototype, { + ]; - isMatrix3: true, + if ( arguments.length > 0 ) { - set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); - var te = this.elements; + } + + } + + set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + const te = this.elements; te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; @@ -1202,9 +1148,9 @@ Object.assign( Matrix3.prototype, { return this; - }, + } - identity: function () { + identity() { this.set( @@ -1216,18 +1162,12 @@ Object.assign( Matrix3.prototype, { return this; - }, - - clone: function () { - - return new this.constructor().fromArray( this.elements ); - - }, + } - copy: function ( m ) { + copy( m ) { - var te = this.elements; - var me = m.elements; + const te = this.elements; + const me = m.elements; te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; @@ -1235,9 +1175,9 @@ Object.assign( Matrix3.prototype, { return this; - }, + } - extractBasis: function ( xAxis, yAxis, zAxis ) { + extractBasis( xAxis, yAxis, zAxis ) { xAxis.setFromMatrix3Column( this, 0 ); yAxis.setFromMatrix3Column( this, 1 ); @@ -1245,11 +1185,11 @@ Object.assign( Matrix3.prototype, { return this; - }, + } - setFromMatrix4: function ( m ) { + setFromMatrix4( m ) { - var me = m.elements; + const me = m.elements; this.set( @@ -1261,33 +1201,33 @@ Object.assign( Matrix3.prototype, { return this; - }, + } - multiply: function ( m ) { + multiply( m ) { return this.multiplyMatrices( this, m ); - }, + } - premultiply: function ( m ) { + premultiply( m ) { return this.multiplyMatrices( m, this ); - }, + } - multiplyMatrices: function ( a, b ) { + multiplyMatrices( a, b ) { - var ae = a.elements; - var be = b.elements; - var te = this.elements; + const ae = a.elements; + const be = b.elements; + const te = this.elements; - var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; - var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; - var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; + const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; + const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; + const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; - var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; - var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; - var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; + const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; + const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; + const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; @@ -1303,11 +1243,11 @@ Object.assign( Matrix3.prototype, { return this; - }, + } - multiplyScalar: function ( s ) { + multiplyScalar( s ) { - var te = this.elements; + const te = this.elements; te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; @@ -1315,34 +1255,27 @@ Object.assign( Matrix3.prototype, { return this; - }, + } - determinant: function () { + determinant() { - var te = this.elements; + const te = this.elements; - var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], + const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; - }, - - getInverse: function ( matrix, throwOnDegenerate ) { - - if ( throwOnDegenerate !== undefined ) { - - console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." ); + } - } + invert() { - var me = matrix.elements, - te = this.elements, + const te = this.elements, - n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], - n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], - n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], + n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], + n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ], + n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ], t11 = n33 * n22 - n32 * n23, t12 = n32 * n13 - n33 * n12, @@ -1352,7 +1285,7 @@ Object.assign( Matrix3.prototype, { if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); - var detInv = 1 / det; + const detInv = 1 / det; te[ 0 ] = t11 * detInv; te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; @@ -1368,11 +1301,12 @@ Object.assign( Matrix3.prototype, { return this; - }, + } - transpose: function () { + transpose() { - var tmp, m = this.elements; + let tmp; + const m = this.elements; tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; @@ -1380,17 +1314,17 @@ Object.assign( Matrix3.prototype, { return this; - }, + } - getNormalMatrix: function ( matrix4 ) { + getNormalMatrix( matrix4 ) { - return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); + return this.setFromMatrix4( matrix4 ).invert().transpose(); - }, + } - transposeIntoArray: function ( r ) { + transposeIntoArray( r ) { - var m = this.elements; + const m = this.elements; r[ 0 ] = m[ 0 ]; r[ 1 ] = m[ 3 ]; @@ -1404,12 +1338,12 @@ Object.assign( Matrix3.prototype, { return this; - }, + } - setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) { + setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) { - var c = Math.cos( rotation ); - var s = Math.sin( rotation ); + const c = Math.cos( rotation ); + const s = Math.sin( rotation ); this.set( sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, @@ -1417,28 +1351,30 @@ Object.assign( Matrix3.prototype, { 0, 0, 1 ); - }, + return this; - scale: function ( sx, sy ) { + } + + scale( sx, sy ) { - var te = this.elements; + const te = this.elements; te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy; return this; - }, + } - rotate: function ( theta ) { + rotate( theta ) { - var c = Math.cos( theta ); - var s = Math.sin( theta ); + const c = Math.cos( theta ); + const s = Math.sin( theta ); - var te = this.elements; + const te = this.elements; - var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; - var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ]; + const a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; + const a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ]; te[ 0 ] = c * a11 + s * a21; te[ 3 ] = c * a12 + s * a22; @@ -1450,25 +1386,25 @@ Object.assign( Matrix3.prototype, { return this; - }, + } - translate: function ( tx, ty ) { + translate( tx, ty ) { - var te = this.elements; + const te = this.elements; te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ]; te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ]; return this; - }, + } - equals: function ( matrix ) { + equals( matrix ) { - var te = this.elements; - var me = matrix.elements; + const te = this.elements; + const me = matrix.elements; - for ( var i = 0; i < 9; i ++ ) { + for ( let i = 0; i < 9; i ++ ) { if ( te[ i ] !== me[ i ] ) return false; @@ -1476,13 +1412,11 @@ Object.assign( Matrix3.prototype, { return true; - }, - - fromArray: function ( array, offset ) { + } - if ( offset === undefined ) offset = 0; + fromArray( array, offset = 0 ) { - for ( var i = 0; i < 9; i ++ ) { + for ( let i = 0; i < 9; i ++ ) { this.elements[ i ] = array[ i + offset ]; @@ -1490,14 +1424,11 @@ Object.assign( Matrix3.prototype, { return this; - }, - - toArray: function ( array, offset ) { + } - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + toArray( array = [], offset = 0 ) { - var te = this.elements; + const te = this.elements; array[ offset ] = te[ 0 ]; array[ offset + 1 ] = te[ 1 ]; @@ -1515,27 +1446,37 @@ Object.assign( Matrix3.prototype, { } -} ); + clone() { -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - */ + return new this.constructor().fromArray( this.elements ); + + } -var _canvas; +} + +Matrix3.prototype.isMatrix3 = true; -var ImageUtils = { +let _canvas; + +const ImageUtils = { getDataURL: function ( image ) { - var canvas; + if ( /^data:/i.test( image.src ) ) { + + return image.src; + + } if ( typeof HTMLCanvasElement == 'undefined' ) { return image.src; - } else if ( image instanceof HTMLCanvasElement ) { + } + + let canvas; + + if ( image instanceof HTMLCanvasElement ) { canvas = image; @@ -1546,7 +1487,7 @@ var ImageUtils = { _canvas.width = image.width; _canvas.height = image.height; - var context = _canvas.getContext( '2d' ); + const context = _canvas.getContext( '2d' ); if ( image instanceof ImageData ) { @@ -1564,6 +1505,8 @@ var ImageUtils = { if ( canvas.width > 2048 || canvas.height > 2048 ) { + console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image ); + return canvas.toDataURL( 'image/jpeg', 0.6 ); } else { @@ -1576,85 +1519,74 @@ var ImageUtils = { }; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - */ - -var textureId = 0; - -function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - - Object.defineProperty( this, 'id', { value: textureId ++ } ); +let textureId = 0; - this.uuid = MathUtils.generateUUID(); +class Texture extends EventDispatcher { - this.name = ''; + constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) { - this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; - this.mipmaps = []; + super(); - this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; + Object.defineProperty( this, 'id', { value: textureId ++ } ); - this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; - this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; + this.uuid = MathUtils.generateUUID(); - this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; - this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter; + this.name = ''; - this.anisotropy = anisotropy !== undefined ? anisotropy : 1; + this.image = image; + this.mipmaps = []; - this.format = format !== undefined ? format : RGBAFormat; - this.internalFormat = null; - this.type = type !== undefined ? type : UnsignedByteType; + this.mapping = mapping; - this.offset = new Vector2( 0, 0 ); - this.repeat = new Vector2( 1, 1 ); - this.center = new Vector2( 0, 0 ); - this.rotation = 0; + this.wrapS = wrapS; + this.wrapT = wrapT; - this.matrixAutoUpdate = true; - this.matrix = new Matrix3(); + this.magFilter = magFilter; + this.minFilter = minFilter; - this.generateMipmaps = true; - this.premultiplyAlpha = false; - this.flipY = true; - this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + this.anisotropy = anisotropy; - // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. - // - // Also changing the encoding after already used by a Material will not automatically make the Material - // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. - this.encoding = encoding !== undefined ? encoding : LinearEncoding; + this.format = format; + this.internalFormat = null; + this.type = type; - this.version = 0; - this.onUpdate = null; + this.offset = new Vector2( 0, 0 ); + this.repeat = new Vector2( 1, 1 ); + this.center = new Vector2( 0, 0 ); + this.rotation = 0; -} + this.matrixAutoUpdate = true; + this.matrix = new Matrix3(); -Texture.DEFAULT_IMAGE = undefined; -Texture.DEFAULT_MAPPING = UVMapping; + this.generateMipmaps = true; + this.premultiplyAlpha = false; + this.flipY = true; + this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) -Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. + // + // Also changing the encoding after already used by a Material will not automatically make the Material + // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. + this.encoding = encoding; - constructor: Texture, + this.version = 0; + this.onUpdate = null; - isTexture: true, + } - updateMatrix: function () { + updateMatrix() { this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y ); - }, + } - clone: function () { + clone() { return new this.constructor().copy( this ); - }, + } - copy: function ( source ) { + copy( source ) { this.name = source.name; @@ -1691,11 +1623,11 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { return this; - }, + } - toJSON: function ( meta ) { + toJSON( meta ) { - var isRootObject = ( meta === undefined || typeof meta === 'string' ); + const isRootObject = ( meta === undefined || typeof meta === 'string' ); if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { @@ -1703,7 +1635,7 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { } - var output = { + const output = { metadata: { version: 4.5, @@ -1742,7 +1674,7 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { // TODO: Move to THREE.Image - var image = this.image; + const image = this.image; if ( image.uuid === undefined ) { @@ -1752,7 +1684,7 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) { - var url; + let url; if ( Array.isArray( image ) ) { @@ -1760,9 +1692,19 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { url = []; - for ( var i = 0, l = image.length; i < l; i ++ ) { + for ( let i = 0, l = image.length; i < l; i ++ ) { + + // check cube texture with data textures + + if ( image[ i ].isDataTexture ) { + + url.push( serializeImage( image[ i ].image ) ); + + } else { + + url.push( serializeImage( image[ i ] ) ); - url.push( ImageUtils.getDataURL( image[ i ] ) ); + } } @@ -1770,7 +1712,7 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { // process single image - url = ImageUtils.getDataURL( image ); + url = serializeImage( image ); } @@ -1793,15 +1735,15 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { return output; - }, + } - dispose: function () { + dispose() { this.dispatchEvent( { type: 'dispose' } ); - }, + } - transformUv: function ( uv ) { + transformUv( uv ) { if ( this.mapping !== UVMapping ) return uv; @@ -1832,6 +1774,7 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { uv.x = uv.x - Math.floor( uv.x ); } + break; } @@ -1863,6 +1806,7 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { uv.y = uv.y - Math.floor( uv.y ); } + break; } @@ -1879,76 +1823,89 @@ Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { } -} ); - -Object.defineProperty( Texture.prototype, "needsUpdate", { - - set: function ( value ) { + set needsUpdate( value ) { if ( value === true ) this.version ++; } -} ); +} -/** - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author philogb / http://blog.thejit.org/ - * @author mikael emtinger / http://gomo.se/ - * @author egraether / http://egraether.com/ - * @author WestLangley / http://github.com/WestLangley - */ +Texture.DEFAULT_IMAGE = undefined; +Texture.DEFAULT_MAPPING = UVMapping; -function Vector4( x, y, z, w ) { +Texture.prototype.isTexture = true; - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; - this.w = ( w !== undefined ) ? w : 1; +function serializeImage( image ) { -} + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { -Object.defineProperties( Vector4.prototype, { + // default images - "width": { + return ImageUtils.getDataURL( image ); - get: function () { + } else { - return this.z; + if ( image.data ) { - }, + // images of DataTexture - set: function ( value ) { + return { + data: Array.prototype.slice.call( image.data ), + width: image.width, + height: image.height, + type: image.data.constructor.name + }; + + } else { - this.z = value; + console.warn( 'THREE.Texture: Unable to serialize Texture.' ); + return {}; } - }, + } - "height": { +} - get: function () { +class Vector4 { - return this.w; + constructor( x = 0, y = 0, z = 0, w = 1 ) { - }, + this.x = x; + this.y = y; + this.z = z; + this.w = w; - set: function ( value ) { + } - this.w = value; + get width() { - } + return this.z; } -} ); + set width( value ) { + + this.z = value; + + } + + get height() { + + return this.w; + + } -Object.assign( Vector4.prototype, { + set height( value ) { - isVector4: true, + this.w = value; - set: function ( x, y, z, w ) { + } + + set( x, y, z, w ) { this.x = x; this.y = y; @@ -1957,9 +1914,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - setScalar: function ( scalar ) { + setScalar( scalar ) { this.x = scalar; this.y = scalar; @@ -1968,41 +1925,41 @@ Object.assign( Vector4.prototype, { return this; - }, + } - setX: function ( x ) { + setX( x ) { this.x = x; return this; - }, + } - setY: function ( y ) { + setY( y ) { this.y = y; return this; - }, + } - setZ: function ( z ) { + setZ( z ) { this.z = z; return this; - }, + } - setW: function ( w ) { + setW( w ) { this.w = w; return this; - }, + } - setComponent: function ( index, value ) { + setComponent( index, value ) { switch ( index ) { @@ -2016,9 +1973,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - getComponent: function ( index ) { + getComponent( index ) { switch ( index ) { @@ -2030,15 +1987,15 @@ Object.assign( Vector4.prototype, { } - }, + } - clone: function () { + clone() { return new this.constructor( this.x, this.y, this.z, this.w ); - }, + } - copy: function ( v ) { + copy( v ) { this.x = v.x; this.y = v.y; @@ -2047,9 +2004,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - add: function ( v, w ) { + add( v, w ) { if ( w !== undefined ) { @@ -2065,9 +2022,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - addScalar: function ( s ) { + addScalar( s ) { this.x += s; this.y += s; @@ -2076,9 +2033,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - addVectors: function ( a, b ) { + addVectors( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; @@ -2087,9 +2044,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - addScaledVector: function ( v, s ) { + addScaledVector( v, s ) { this.x += v.x * s; this.y += v.y * s; @@ -2098,9 +2055,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - sub: function ( v, w ) { + sub( v, w ) { if ( w !== undefined ) { @@ -2116,9 +2073,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - subScalar: function ( s ) { + subScalar( s ) { this.x -= s; this.y -= s; @@ -2127,9 +2084,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - subVectors: function ( a, b ) { + subVectors( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; @@ -2138,9 +2095,20 @@ Object.assign( Vector4.prototype, { return this; - }, + } + + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + this.w *= v.w; + + return this; - multiplyScalar: function ( scalar ) { + } + + multiplyScalar( scalar ) { this.x *= scalar; this.y *= scalar; @@ -2149,12 +2117,12 @@ Object.assign( Vector4.prototype, { return this; - }, + } - applyMatrix4: function ( m ) { + applyMatrix4( m ) { - var x = this.x, y = this.y, z = this.z, w = this.w; - var e = m.elements; + const x = this.x, y = this.y, z = this.z, w = this.w; + const e = m.elements; this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; @@ -2163,15 +2131,15 @@ Object.assign( Vector4.prototype, { return this; - }, + } - divideScalar: function ( scalar ) { + divideScalar( scalar ) { return this.multiplyScalar( 1 / scalar ); - }, + } - setAxisAngleFromQuaternion: function ( q ) { + setAxisAngleFromQuaternion( q ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm @@ -2179,7 +2147,7 @@ Object.assign( Vector4.prototype, { this.w = 2 * Math.acos( q.w ); - var s = Math.sqrt( 1 - q.w * q.w ); + const s = Math.sqrt( 1 - q.w * q.w ); if ( s < 0.0001 ) { @@ -2197,16 +2165,16 @@ Object.assign( Vector4.prototype, { return this; - }, + } - setAxisAngleFromRotationMatrix: function ( m ) { + setAxisAngleFromRotationMatrix( m ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - var angle, x, y, z, // variables for result - epsilon = 0.01, // margin to allow for rounding errors + let angle, x, y, z; // variables for result + const epsilon = 0.01, // margin to allow for rounding errors epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees te = m.elements, @@ -2240,12 +2208,12 @@ Object.assign( Vector4.prototype, { angle = Math.PI; - var xx = ( m11 + 1 ) / 2; - var yy = ( m22 + 1 ) / 2; - var zz = ( m33 + 1 ) / 2; - var xy = ( m12 + m21 ) / 4; - var xz = ( m13 + m31 ) / 4; - var yz = ( m23 + m32 ) / 4; + const xx = ( m11 + 1 ) / 2; + const yy = ( m22 + 1 ) / 2; + const zz = ( m33 + 1 ) / 2; + const xy = ( m12 + m21 ) / 4; + const xz = ( m13 + m31 ) / 4; + const yz = ( m23 + m32 ) / 4; if ( ( xx > yy ) && ( xx > zz ) ) { @@ -2311,9 +2279,9 @@ Object.assign( Vector4.prototype, { // as we have reached here there are no singularities so we can handle normally - var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + - ( m13 - m31 ) * ( m13 - m31 ) + - ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize if ( Math.abs( s ) < 0.001 ) s = 1; @@ -2327,9 +2295,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - min: function ( v ) { + min( v ) { this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); @@ -2338,9 +2306,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - max: function ( v ) { + max( v ) { this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); @@ -2349,9 +2317,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - clamp: function ( min, max ) { + clamp( min, max ) { // assumes min < max, componentwise @@ -2362,9 +2330,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - clampScalar: function ( minVal, maxVal ) { + clampScalar( minVal, maxVal ) { this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); @@ -2373,17 +2341,17 @@ Object.assign( Vector4.prototype, { return this; - }, + } - clampLength: function ( min, max ) { + clampLength( min, max ) { - var length = this.length(); + const length = this.length(); return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - }, + } - floor: function () { + floor() { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); @@ -2392,9 +2360,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - ceil: function () { + ceil() { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); @@ -2403,9 +2371,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - round: function () { + round() { this.x = Math.round( this.x ); this.y = Math.round( this.y ); @@ -2414,9 +2382,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - roundToZero: function () { + roundToZero() { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); @@ -2425,9 +2393,9 @@ Object.assign( Vector4.prototype, { return this; - }, + } - negate: function () { + negate() { this.x = - this.x; this.y = - this.y; @@ -2436,45 +2404,45 @@ Object.assign( Vector4.prototype, { return this; - }, + } - dot: function ( v ) { + dot( v ) { return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; - }, + } - lengthSq: function () { + lengthSq() { return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; - }, + } - length: function () { + length() { return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); - }, + } - manhattanLength: function () { + manhattanLength() { return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); - }, + } - normalize: function () { + normalize() { return this.divideScalar( this.length() || 1 ); - }, + } - setLength: function ( length ) { + setLength( length ) { return this.normalize().multiplyScalar( length ); - }, + } - lerp: function ( v, alpha ) { + lerp( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; @@ -2483,23 +2451,26 @@ Object.assign( Vector4.prototype, { return this; - }, + } - lerpVectors: function ( v1, v2, alpha ) { + lerpVectors( v1, v2, alpha ) { - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + this.z = v1.z + ( v2.z - v1.z ) * alpha; + this.w = v1.w + ( v2.w - v1.w ) * alpha; - }, + return this; - equals: function ( v ) { + } - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + equals( v ) { - }, + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); - fromArray: function ( array, offset ) { + } - if ( offset === undefined ) offset = 0; + fromArray( array, offset = 0 ) { this.x = array[ offset ]; this.y = array[ offset + 1 ]; @@ -2508,12 +2479,9 @@ Object.assign( Vector4.prototype, { return this; - }, - - toArray: function ( array, offset ) { + } - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + toArray( array = [], offset = 0 ) { array[ offset ] = this.x; array[ offset + 1 ] = this.y; @@ -2522,9 +2490,9 @@ Object.assign( Vector4.prototype, { return array; - }, + } - fromBufferAttribute: function ( attribute, index, offset ) { + fromBufferAttribute( attribute, index, offset ) { if ( offset !== undefined ) { @@ -2541,61 +2509,82 @@ Object.assign( Vector4.prototype, { } -} ); + random() { -/** - * @author szimek / https://github.com/szimek/ - * @author alteredq / http://alteredqualia.com/ - * @author Marius Kintel / https://github.com/kintel - */ + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + this.w = Math.random(); + + return this; + + } + +} + +Vector4.prototype.isVector4 = true; /* In options, we can specify: * Texture parameters for an auto-generated target texture * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers */ -function WebGLRenderTarget( width, height, options ) { +class WebGLRenderTarget extends EventDispatcher { + + constructor( width, height, options ) { - this.width = width; - this.height = height; + super(); - this.scissor = new Vector4( 0, 0, width, height ); - this.scissorTest = false; + this.width = width; + this.height = height; + this.depth = 1; - this.viewport = new Vector4( 0, 0, width, height ); + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; - options = options || {}; + this.viewport = new Vector4( 0, 0, width, height ); - this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); + options = options || {}; - this.texture.image = {}; - this.texture.image.width = width; - this.texture.image.height = height; + this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); - this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; - this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; + this.texture.image = {}; + this.texture.image.width = width; + this.texture.image.height = height; + this.texture.image.depth = 1; - this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; - this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; - this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; + this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; -} + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false; + this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; -WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + } + + setTexture( texture ) { + + texture.image = { + width: this.width, + height: this.height, + depth: this.depth + }; - constructor: WebGLRenderTarget, + this.texture = texture; - isWebGLRenderTarget: true, + } - setSize: function ( width, height ) { + setSize( width, height, depth = 1 ) { - if ( this.width !== width || this.height !== height ) { + if ( this.width !== width || this.height !== height || this.depth !== depth ) { this.width = width; this.height = height; + this.depth = depth; this.texture.image.width = width; this.texture.image.height = height; + this.texture.image.depth = depth; this.dispose(); @@ -2604,18 +2593,19 @@ WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prot this.viewport.set( 0, 0, width, height ); this.scissor.set( 0, 0, width, height ); - }, + } - clone: function () { + clone() { return new this.constructor().copy( this ); - }, + } - copy: function ( source ) { + copy( source ) { this.width = source.width; this.height = source.height; + this.depth = source.depth; this.viewport.copy( source.viewport ); @@ -2627,98 +2617,81 @@ WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prot return this; - }, + } - dispose: function () { + dispose() { this.dispatchEvent( { type: 'dispose' } ); } -} ); - -/** - * @author Mugen87 / https://github.com/Mugen87 - * @author Matt DesLauriers / @mattdesl - */ - -function WebGLMultisampleRenderTarget( width, height, options ) { - - WebGLRenderTarget.call( this, width, height, options ); - - this.samples = 4; - } -WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), { - - constructor: WebGLMultisampleRenderTarget, - - isWebGLMultisampleRenderTarget: true, +WebGLRenderTarget.prototype.isWebGLRenderTarget = true; - copy: function ( source ) { - - WebGLRenderTarget.prototype.copy.call( this, source ); +class Quaternion { - this.samples = source.samples; + constructor( x = 0, y = 0, z = 0, w = 1 ) { - return this; + this._x = x; + this._y = y; + this._z = z; + this._w = w; } -} ); - -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - */ - -function Quaternion( x, y, z, w ) { + static slerp( qa, qb, qm, t ) { - this._x = x || 0; - this._y = y || 0; - this._z = z || 0; - this._w = ( w !== undefined ) ? w : 1; + console.warn( 'THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.' ); + return qm.slerpQuaternions( qa, qb, t ); -} - -Object.assign( Quaternion, { - - slerp: function ( qa, qb, qm, t ) { - - return qm.copy( qa ).slerp( qb, t ); - - }, + } - slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { // fuzz-free, array-based Quaternion SLERP operation - var x0 = src0[ srcOffset0 + 0 ], + let x0 = src0[ srcOffset0 + 0 ], y0 = src0[ srcOffset0 + 1 ], z0 = src0[ srcOffset0 + 2 ], - w0 = src0[ srcOffset0 + 3 ], + w0 = src0[ srcOffset0 + 3 ]; - x1 = src1[ srcOffset1 + 0 ], + const x1 = src1[ srcOffset1 + 0 ], y1 = src1[ srcOffset1 + 1 ], z1 = src1[ srcOffset1 + 2 ], w1 = src1[ srcOffset1 + 3 ]; - if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + if ( t === 0 ) { - var s = 1 - t, + dst[ dstOffset + 0 ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + return; + + } + + if ( t === 1 ) { + + dst[ dstOffset + 0 ] = x1; + dst[ dstOffset + 1 ] = y1; + dst[ dstOffset + 2 ] = z1; + dst[ dstOffset + 3 ] = w1; + return; + + } - cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + let s = 1 - t; + const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, dir = ( cos >= 0 ? 1 : - 1 ), sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems: if ( sqrSin > Number.EPSILON ) { - var sin = Math.sqrt( sqrSin ), + const sin = Math.sqrt( sqrSin ), len = Math.atan2( sin, cos * dir ); s = Math.sin( s * len ) / sin; @@ -2726,7 +2699,7 @@ Object.assign( Quaternion, { } - var tDir = t * dir; + const tDir = t * dir; x0 = x0 * s + x1 * tDir; y0 = y0 * s + y1 * tDir; @@ -2736,7 +2709,7 @@ Object.assign( Quaternion, { // Normalize in case we just did a lerp: if ( s === 1 - t ) { - var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); + const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); x0 *= f; y0 *= f; @@ -2754,85 +2727,80 @@ Object.assign( Quaternion, { } -} ); - -Object.defineProperties( Quaternion.prototype, { - - x: { - - get: function () { - - return this._x; - - }, - - set: function ( value ) { - - this._x = value; - this._onChangeCallback(); + static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) { - } + const x0 = src0[ srcOffset0 ]; + const y0 = src0[ srcOffset0 + 1 ]; + const z0 = src0[ srcOffset0 + 2 ]; + const w0 = src0[ srcOffset0 + 3 ]; - }, + const x1 = src1[ srcOffset1 ]; + const y1 = src1[ srcOffset1 + 1 ]; + const z1 = src1[ srcOffset1 + 2 ]; + const w1 = src1[ srcOffset1 + 3 ]; - y: { + dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; + dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; + dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; + dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; - get: function () { + return dst; - return this._y; + } - }, + get x() { - set: function ( value ) { + return this._x; - this._y = value; - this._onChangeCallback(); + } - } + set x( value ) { - }, + this._x = value; + this._onChangeCallback(); - z: { + } - get: function () { + get y() { - return this._z; + return this._y; - }, + } - set: function ( value ) { + set y( value ) { - this._z = value; - this._onChangeCallback(); + this._y = value; + this._onChangeCallback(); - } + } - }, + get z() { - w: { + return this._z; - get: function () { + } - return this._w; + set z( value ) { - }, + this._z = value; + this._onChangeCallback(); - set: function ( value ) { + } - this._w = value; - this._onChangeCallback(); + get w() { - } + return this._w; } -} ); + set w( value ) { -Object.assign( Quaternion.prototype, { + this._w = value; + this._onChangeCallback(); - isQuaternion: true, + } - set: function ( x, y, z, w ) { + set( x, y, z, w ) { this._x = x; this._y = y; @@ -2843,15 +2811,15 @@ Object.assign( Quaternion.prototype, { return this; - }, + } - clone: function () { + clone() { return new this.constructor( this._x, this._y, this._z, this._w ); - }, + } - copy: function ( quaternion ) { + copy( quaternion ) { this._x = quaternion.x; this._y = quaternion.y; @@ -2862,9 +2830,9 @@ Object.assign( Quaternion.prototype, { return this; - }, + } - setFromEuler: function ( euler, update ) { + setFromEuler( euler, update ) { if ( ! ( euler && euler.isEuler ) ) { @@ -2872,64 +2840,69 @@ Object.assign( Quaternion.prototype, { } - var x = euler._x, y = euler._y, z = euler._z, order = euler.order; + const x = euler._x, y = euler._y, z = euler._z, order = euler._order; // http://www.mathworks.com/matlabcentral/fileexchange/ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ // content/SpinCalc.m - var cos = Math.cos; - var sin = Math.sin; - - var c1 = cos( x / 2 ); - var c2 = cos( y / 2 ); - var c3 = cos( z / 2 ); - - var s1 = sin( x / 2 ); - var s2 = sin( y / 2 ); - var s3 = sin( z / 2 ); - - if ( order === 'XYZ' ) { - - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; + const cos = Math.cos; + const sin = Math.sin; - } else if ( order === 'YXZ' ) { + const c1 = cos( x / 2 ); + const c2 = cos( y / 2 ); + const c3 = cos( z / 2 ); - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; + const s1 = sin( x / 2 ); + const s2 = sin( y / 2 ); + const s3 = sin( z / 2 ); - } else if ( order === 'ZXY' ) { + switch ( order ) { - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; + case 'XYZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; - } else if ( order === 'ZYX' ) { + case 'YXZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; + case 'ZXY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; - } else if ( order === 'YZX' ) { + case 'ZYX': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; + case 'YZX': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; - } else if ( order === 'XZY' ) { + case 'XZY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; + default: + console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order ); } @@ -2937,15 +2910,15 @@ Object.assign( Quaternion.prototype, { return this; - }, + } - setFromAxisAngle: function ( axis, angle ) { + setFromAxisAngle( axis, angle ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm // assumes axis is normalized - var halfAngle = angle / 2, s = Math.sin( halfAngle ); + const halfAngle = angle / 2, s = Math.sin( halfAngle ); this._x = axis.x * s; this._y = axis.y * s; @@ -2956,26 +2929,25 @@ Object.assign( Quaternion.prototype, { return this; - }, + } - setFromRotationMatrix: function ( m ) { + setFromRotationMatrix( m ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - var te = m.elements, + const te = m.elements, m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], - trace = m11 + m22 + m33, - s; + trace = m11 + m22 + m33; if ( trace > 0 ) { - s = 0.5 / Math.sqrt( trace + 1.0 ); + const s = 0.5 / Math.sqrt( trace + 1.0 ); this._w = 0.25 / s; this._x = ( m32 - m23 ) * s; @@ -2984,7 +2956,7 @@ Object.assign( Quaternion.prototype, { } else if ( m11 > m22 && m11 > m33 ) { - s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); this._w = ( m32 - m23 ) / s; this._x = 0.25 * s; @@ -2993,7 +2965,7 @@ Object.assign( Quaternion.prototype, { } else if ( m22 > m33 ) { - s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); this._w = ( m13 - m31 ) / s; this._x = ( m12 + m21 ) / s; @@ -3002,7 +2974,7 @@ Object.assign( Quaternion.prototype, { } else { - s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); this._w = ( m21 - m12 ) / s; this._x = ( m13 + m31 ) / s; @@ -3015,17 +2987,17 @@ Object.assign( Quaternion.prototype, { return this; - }, + } - setFromUnitVectors: function ( vFrom, vTo ) { + setFromUnitVectors( vFrom, vTo ) { // assumes direction vectors vFrom and vTo are normalized - var EPS = 0.000001; + let r = vFrom.dot( vTo ) + 1; - var r = vFrom.dot( vTo ) + 1; + if ( r < Number.EPSILON ) { - if ( r < EPS ) { + // vFrom and vTo point in opposite directions r = 0; @@ -3058,37 +3030,43 @@ Object.assign( Quaternion.prototype, { return this.normalize(); - }, + } - angleTo: function ( q ) { + angleTo( q ) { return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) ); - }, + } - rotateTowards: function ( q, step ) { + rotateTowards( q, step ) { - var angle = this.angleTo( q ); + const angle = this.angleTo( q ); if ( angle === 0 ) return this; - var t = Math.min( 1, step / angle ); + const t = Math.min( 1, step / angle ); this.slerp( q, t ); return this; - }, + } + + identity() { - inverse: function () { + return this.set( 0, 0, 0, 1 ); + + } + + invert() { // quaternion is assumed to have unit length return this.conjugate(); - }, + } - conjugate: function () { + conjugate() { this._x *= - 1; this._y *= - 1; @@ -3098,29 +3076,29 @@ Object.assign( Quaternion.prototype, { return this; - }, + } - dot: function ( v ) { + dot( v ) { return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; - }, + } - lengthSq: function () { + lengthSq() { return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; - }, + } - length: function () { + length() { return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); - }, + } - normalize: function () { + normalize() { - var l = this.length(); + let l = this.length(); if ( l === 0 ) { @@ -3144,9 +3122,9 @@ Object.assign( Quaternion.prototype, { return this; - }, + } - multiply: function ( q, p ) { + multiply( q, p ) { if ( p !== undefined ) { @@ -3157,20 +3135,20 @@ Object.assign( Quaternion.prototype, { return this.multiplyQuaternions( this, q ); - }, + } - premultiply: function ( q ) { + premultiply( q ) { return this.multiplyQuaternions( q, this ); - }, + } - multiplyQuaternions: function ( a, b ) { + multiplyQuaternions( a, b ) { // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm - var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; - var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; + const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; @@ -3181,18 +3159,18 @@ Object.assign( Quaternion.prototype, { return this; - }, + } - slerp: function ( qb, t ) { + slerp( qb, t ) { if ( t === 0 ) return this; if ( t === 1 ) return this.copy( qb ); - var x = this._x, y = this._y, z = this._z, w = this._w; + const x = this._x, y = this._y, z = this._z, w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ - var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; + let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; if ( cosHalfTheta < 0 ) { @@ -3220,11 +3198,11 @@ Object.assign( Quaternion.prototype, { } - var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; + const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; if ( sqrSinHalfTheta <= Number.EPSILON ) { - var s = 1 - t; + const s = 1 - t; this._w = s * w + t * this._w; this._x = s * x + t * this._x; this._y = s * y + t * this._y; @@ -3237,9 +3215,9 @@ Object.assign( Quaternion.prototype, { } - var sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); - var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); - var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + const sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); + const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); + const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; this._w = ( w * ratioA + this._w * ratioB ); @@ -3251,17 +3229,21 @@ Object.assign( Quaternion.prototype, { return this; - }, + } - equals: function ( quaternion ) { + slerpQuaternions( qa, qb, t ) { - return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + this.copy( qa ).slerp( qb, t ); - }, + } + + equals( quaternion ) { + + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); - fromArray: function ( array, offset ) { + } - if ( offset === undefined ) offset = 0; + fromArray( array, offset = 0 ) { this._x = array[ offset ]; this._y = array[ offset + 1 ]; @@ -3272,12 +3254,9 @@ Object.assign( Quaternion.prototype, { return this; - }, - - toArray: function ( array, offset ) { + } - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + toArray( array = [], offset = 0 ) { array[ offset ] = this._x; array[ offset + 1 ] = this._y; @@ -3286,9 +3265,9 @@ Object.assign( Quaternion.prototype, { return array; - }, + } - fromBufferAttribute: function ( attribute, index ) { + fromBufferAttribute( attribute, index ) { this._x = attribute.getX( index ); this._y = attribute.getY( index ); @@ -3297,45 +3276,35 @@ Object.assign( Quaternion.prototype, { return this; - }, + } - _onChange: function ( callback ) { + _onChange( callback ) { this._onChangeCallback = callback; return this; - }, - - _onChangeCallback: function () {} + } -} ); + _onChangeCallback() {} -/** - * @author mrdoob / http://mrdoob.com/ - * @author kile / http://kile.stravaganza.org/ - * @author philogb / http://blog.thejit.org/ - * @author mikael emtinger / http://gomo.se/ - * @author egraether / http://egraether.com/ - * @author WestLangley / http://github.com/WestLangley - */ +} -var _vector = new Vector3(); -var _quaternion = new Quaternion(); +Quaternion.prototype.isQuaternion = true; -function Vector3( x, y, z ) { +class Vector3 { - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; + constructor( x = 0, y = 0, z = 0 ) { -} + this.x = x; + this.y = y; + this.z = z; -Object.assign( Vector3.prototype, { + } - isVector3: true, + set( x, y, z ) { - set: function ( x, y, z ) { + if ( z === undefined ) z = this.z; // sprite.scale.set(x,y) this.x = x; this.y = y; @@ -3343,9 +3312,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - setScalar: function ( scalar ) { + setScalar( scalar ) { this.x = scalar; this.y = scalar; @@ -3353,33 +3322,33 @@ Object.assign( Vector3.prototype, { return this; - }, + } - setX: function ( x ) { + setX( x ) { this.x = x; return this; - }, + } - setY: function ( y ) { + setY( y ) { this.y = y; return this; - }, + } - setZ: function ( z ) { + setZ( z ) { this.z = z; return this; - }, + } - setComponent: function ( index, value ) { + setComponent( index, value ) { switch ( index ) { @@ -3392,9 +3361,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - getComponent: function ( index ) { + getComponent( index ) { switch ( index ) { @@ -3405,15 +3374,15 @@ Object.assign( Vector3.prototype, { } - }, + } - clone: function () { + clone() { return new this.constructor( this.x, this.y, this.z ); - }, + } - copy: function ( v ) { + copy( v ) { this.x = v.x; this.y = v.y; @@ -3421,9 +3390,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - add: function ( v, w ) { + add( v, w ) { if ( w !== undefined ) { @@ -3438,9 +3407,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - addScalar: function ( s ) { + addScalar( s ) { this.x += s; this.y += s; @@ -3448,9 +3417,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - addVectors: function ( a, b ) { + addVectors( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; @@ -3458,9 +3427,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - addScaledVector: function ( v, s ) { + addScaledVector( v, s ) { this.x += v.x * s; this.y += v.y * s; @@ -3468,9 +3437,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - sub: function ( v, w ) { + sub( v, w ) { if ( w !== undefined ) { @@ -3485,9 +3454,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - subScalar: function ( s ) { + subScalar( s ) { this.x -= s; this.y -= s; @@ -3495,9 +3464,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - subVectors: function ( a, b ) { + subVectors( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; @@ -3505,9 +3474,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - multiply: function ( v, w ) { + multiply( v, w ) { if ( w !== undefined ) { @@ -3522,9 +3491,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - multiplyScalar: function ( scalar ) { + multiplyScalar( scalar ) { this.x *= scalar; this.y *= scalar; @@ -3532,9 +3501,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - multiplyVectors: function ( a, b ) { + multiplyVectors( a, b ) { this.x = a.x * b.x; this.y = a.y * b.y; @@ -3542,9 +3511,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - applyEuler: function ( euler ) { + applyEuler( euler ) { if ( ! ( euler && euler.isEuler ) ) { @@ -3552,20 +3521,20 @@ Object.assign( Vector3.prototype, { } - return this.applyQuaternion( _quaternion.setFromEuler( euler ) ); + return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) ); - }, + } - applyAxisAngle: function ( axis, angle ) { + applyAxisAngle( axis, angle ) { - return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) ); + return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) ); - }, + } - applyMatrix3: function ( m ) { + applyMatrix3( m ) { - var x = this.x, y = this.y, z = this.z; - var e = m.elements; + const x = this.x, y = this.y, z = this.z; + const e = m.elements; this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; @@ -3573,20 +3542,20 @@ Object.assign( Vector3.prototype, { return this; - }, + } - applyNormalMatrix: function ( m ) { + applyNormalMatrix( m ) { return this.applyMatrix3( m ).normalize(); - }, + } - applyMatrix4: function ( m ) { + applyMatrix4( m ) { - var x = this.x, y = this.y, z = this.z; - var e = m.elements; + const x = this.x, y = this.y, z = this.z; + const e = m.elements; - var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); + const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; @@ -3594,19 +3563,19 @@ Object.assign( Vector3.prototype, { return this; - }, + } - applyQuaternion: function ( q ) { + applyQuaternion( q ) { - var x = this.x, y = this.y, z = this.z; - var qx = q.x, qy = q.y, qz = q.z, qw = q.w; + const x = this.x, y = this.y, z = this.z; + const qx = q.x, qy = q.y, qz = q.z, qw = q.w; // calculate quat * vector - var ix = qw * x + qy * z - qz * y; - var iy = qw * y + qz * x - qx * z; - var iz = qw * z + qx * y - qy * x; - var iw = - qx * x - qy * y - qz * z; + const ix = qw * x + qy * z - qz * y; + const iy = qw * y + qz * x - qx * z; + const iz = qw * z + qx * y - qy * x; + const iw = - qx * x - qy * y - qz * z; // calculate result * inverse quat @@ -3616,27 +3585,27 @@ Object.assign( Vector3.prototype, { return this; - }, + } - project: function ( camera ) { + project( camera ) { return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); - }, + } - unproject: function ( camera ) { + unproject( camera ) { return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); - }, + } - transformDirection: function ( m ) { + transformDirection( m ) { // input: THREE.Matrix4 affine matrix // vector interpreted as a direction - var x = this.x, y = this.y, z = this.z; - var e = m.elements; + const x = this.x, y = this.y, z = this.z; + const e = m.elements; this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; @@ -3644,9 +3613,9 @@ Object.assign( Vector3.prototype, { return this.normalize(); - }, + } - divide: function ( v ) { + divide( v ) { this.x /= v.x; this.y /= v.y; @@ -3654,15 +3623,15 @@ Object.assign( Vector3.prototype, { return this; - }, + } - divideScalar: function ( scalar ) { + divideScalar( scalar ) { return this.multiplyScalar( 1 / scalar ); - }, + } - min: function ( v ) { + min( v ) { this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); @@ -3670,9 +3639,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - max: function ( v ) { + max( v ) { this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); @@ -3680,9 +3649,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - clamp: function ( min, max ) { + clamp( min, max ) { // assumes min < max, componentwise @@ -3692,9 +3661,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - clampScalar: function ( minVal, maxVal ) { + clampScalar( minVal, maxVal ) { this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); @@ -3702,17 +3671,17 @@ Object.assign( Vector3.prototype, { return this; - }, + } - clampLength: function ( min, max ) { + clampLength( min, max ) { - var length = this.length(); + const length = this.length(); return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); - }, + } - floor: function () { + floor() { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); @@ -3720,9 +3689,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - ceil: function () { + ceil() { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); @@ -3730,9 +3699,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - round: function () { + round() { this.x = Math.round( this.x ); this.y = Math.round( this.y ); @@ -3740,9 +3709,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - roundToZero: function () { + roundToZero() { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); @@ -3750,9 +3719,9 @@ Object.assign( Vector3.prototype, { return this; - }, + } - negate: function () { + negate() { this.x = - this.x; this.y = - this.y; @@ -3760,47 +3729,47 @@ Object.assign( Vector3.prototype, { return this; - }, + } - dot: function ( v ) { + dot( v ) { return this.x * v.x + this.y * v.y + this.z * v.z; - }, + } // TODO lengthSquared? - lengthSq: function () { + lengthSq() { return this.x * this.x + this.y * this.y + this.z * this.z; - }, + } - length: function () { + length() { return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); - }, + } - manhattanLength: function () { + manhattanLength() { return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); - }, + } - normalize: function () { + normalize() { return this.divideScalar( this.length() || 1 ); - }, + } - setLength: function ( length ) { + setLength( length ) { return this.normalize().multiplyScalar( length ); - }, + } - lerp: function ( v, alpha ) { + lerp( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; @@ -3808,15 +3777,19 @@ Object.assign( Vector3.prototype, { return this; - }, + } - lerpVectors: function ( v1, v2, alpha ) { + lerpVectors( v1, v2, alpha ) { - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + this.z = v1.z + ( v2.z - v1.z ) * alpha; - }, + return this; + + } - cross: function ( v, w ) { + cross( v, w ) { if ( w !== undefined ) { @@ -3827,12 +3800,12 @@ Object.assign( Vector3.prototype, { return this.crossVectors( this, v ); - }, + } - crossVectors: function ( a, b ) { + crossVectors( a, b ) { - var ax = a.x, ay = a.y, az = a.z; - var bx = b.x, by = b.y, bz = b.z; + const ax = a.x, ay = a.y, az = a.z; + const bx = b.x, by = b.y, bz = b.z; this.x = ay * bz - az * by; this.y = az * bx - ax * bz; @@ -3840,80 +3813,80 @@ Object.assign( Vector3.prototype, { return this; - }, + } - projectOnVector: function ( v ) { + projectOnVector( v ) { - var denominator = v.lengthSq(); + const denominator = v.lengthSq(); if ( denominator === 0 ) return this.set( 0, 0, 0 ); - var scalar = v.dot( this ) / denominator; + const scalar = v.dot( this ) / denominator; return this.copy( v ).multiplyScalar( scalar ); - }, + } - projectOnPlane: function ( planeNormal ) { + projectOnPlane( planeNormal ) { - _vector.copy( this ).projectOnVector( planeNormal ); + _vector$c.copy( this ).projectOnVector( planeNormal ); - return this.sub( _vector ); + return this.sub( _vector$c ); - }, + } - reflect: function ( normal ) { + reflect( normal ) { // reflect incident vector off plane orthogonal to normal // normal is assumed to have unit length - return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); - }, + } - angleTo: function ( v ) { + angleTo( v ) { - var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); + const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); if ( denominator === 0 ) return Math.PI / 2; - var theta = this.dot( v ) / denominator; + const theta = this.dot( v ) / denominator; // clamp, to handle numerical problems return Math.acos( MathUtils.clamp( theta, - 1, 1 ) ); - }, + } - distanceTo: function ( v ) { + distanceTo( v ) { return Math.sqrt( this.distanceToSquared( v ) ); - }, + } - distanceToSquared: function ( v ) { + distanceToSquared( v ) { - var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; return dx * dx + dy * dy + dz * dz; - }, + } - manhattanDistanceTo: function ( v ) { + manhattanDistanceTo( v ) { return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); - }, + } - setFromSpherical: function ( s ) { + setFromSpherical( s ) { return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); - }, + } - setFromSphericalCoords: function ( radius, phi, theta ) { + setFromSphericalCoords( radius, phi, theta ) { - var sinPhiRadius = Math.sin( phi ) * radius; + const sinPhiRadius = Math.sin( phi ) * radius; this.x = sinPhiRadius * Math.sin( theta ); this.y = Math.cos( phi ) * radius; @@ -3921,15 +3894,15 @@ Object.assign( Vector3.prototype, { return this; - }, + } - setFromCylindrical: function ( c ) { + setFromCylindrical( c ) { return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); - }, + } - setFromCylindricalCoords: function ( radius, theta, y ) { + setFromCylindricalCoords( radius, theta, y ) { this.x = radius * Math.sin( theta ); this.y = y; @@ -3937,11 +3910,11 @@ Object.assign( Vector3.prototype, { return this; - }, + } - setFromMatrixPosition: function ( m ) { + setFromMatrixPosition( m ) { - var e = m.elements; + const e = m.elements; this.x = e[ 12 ]; this.y = e[ 13 ]; @@ -3949,13 +3922,13 @@ Object.assign( Vector3.prototype, { return this; - }, + } - setFromMatrixScale: function ( m ) { + setFromMatrixScale( m ) { - var sx = this.setFromMatrixColumn( m, 0 ).length(); - var sy = this.setFromMatrixColumn( m, 1 ).length(); - var sz = this.setFromMatrixColumn( m, 2 ).length(); + const sx = this.setFromMatrixColumn( m, 0 ).length(); + const sy = this.setFromMatrixColumn( m, 1 ).length(); + const sz = this.setFromMatrixColumn( m, 2 ).length(); this.x = sx; this.y = sy; @@ -3963,29 +3936,27 @@ Object.assign( Vector3.prototype, { return this; - }, + } - setFromMatrixColumn: function ( m, index ) { + setFromMatrixColumn( m, index ) { return this.fromArray( m.elements, index * 4 ); - }, + } - setFromMatrix3Column: function ( m, index ) { + setFromMatrix3Column( m, index ) { return this.fromArray( m.elements, index * 3 ); - }, + } - equals: function ( v ) { + equals( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); - }, - - fromArray: function ( array, offset ) { + } - if ( offset === undefined ) offset = 0; + fromArray( array, offset = 0 ) { this.x = array[ offset ]; this.y = array[ offset + 1 ]; @@ -3993,12 +3964,9 @@ Object.assign( Vector3.prototype, { return this; - }, - - toArray: function ( array, offset ) { + } - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + toArray( array = [], offset = 0 ) { array[ offset ] = this.x; array[ offset + 1 ] = this.y; @@ -4006,9 +3974,9 @@ Object.assign( Vector3.prototype, { return array; - }, + } - fromBufferAttribute: function ( attribute, index, offset ) { + fromBufferAttribute( attribute, index, offset ) { if ( offset !== undefined ) { @@ -4024,3502 +3992,3511 @@ Object.assign( Vector3.prototype, { } -} ); + random() { -var _v1 = new Vector3(); -var _m1 = new Matrix4(); -var _zero = new Vector3( 0, 0, 0 ); -var _one = new Vector3( 1, 1, 1 ); -var _x = new Vector3(); -var _y = new Vector3(); -var _z = new Vector3(); + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); -/** - * @author mrdoob / http://mrdoob.com/ - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author philogb / http://blog.thejit.org/ - * @author jordi_ros / http://plattsoft.com - * @author D1plo1d / http://github.com/D1plo1d - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author timknip / http://www.floorplanner.com/ - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - */ + return this; + + } -function Matrix4() { +} - this.elements = [ +Vector3.prototype.isVector3 = true; - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 +const _vector$c = /*@__PURE__*/ new Vector3(); +const _quaternion$4 = /*@__PURE__*/ new Quaternion(); - ]; +class Box3 { - if ( arguments.length > 0 ) { + constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { - console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); + this.min = min; + this.max = max; } -} + set( min, max ) { -Object.assign( Matrix4.prototype, { + this.min.copy( min ); + this.max.copy( max ); - isMatrix4: true, + return this; - set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + } - var te = this.elements; + setFromArray( array ) { - te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; - te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; - te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; - te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; + let minX = + Infinity; + let minY = + Infinity; + let minZ = + Infinity; - return this; + let maxX = - Infinity; + let maxY = - Infinity; + let maxZ = - Infinity; - }, + for ( let i = 0, l = array.length; i < l; i += 3 ) { - identity: function () { + const x = array[ i ]; + const y = array[ i + 1 ]; + const z = array[ i + 2 ]; - this.set( + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( z < minZ ) minZ = z; - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + if ( z > maxZ ) maxZ = z; - ); + } + + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); return this; - }, + } - clone: function () { + setFromBufferAttribute( attribute ) { - return new Matrix4().fromArray( this.elements ); + let minX = + Infinity; + let minY = + Infinity; + let minZ = + Infinity; - }, + let maxX = - Infinity; + let maxY = - Infinity; + let maxZ = - Infinity; - copy: function ( m ) { + for ( let i = 0, l = attribute.count; i < l; i ++ ) { - var te = this.elements; - var me = m.elements; + const x = attribute.getX( i ); + const y = attribute.getY( i ); + const z = attribute.getZ( i ); - te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; - te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; - te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; - te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( z < minZ ) minZ = z; - return this; + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + if ( z > maxZ ) maxZ = z; - }, + } - copyPosition: function ( m ) { + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); - var te = this.elements, me = m.elements; + return this; - te[ 12 ] = me[ 12 ]; - te[ 13 ] = me[ 13 ]; - te[ 14 ] = me[ 14 ]; + } - return this; + setFromPoints( points ) { - }, + this.makeEmpty(); - extractBasis: function ( xAxis, yAxis, zAxis ) { + for ( let i = 0, il = points.length; i < il; i ++ ) { - xAxis.setFromMatrixColumn( this, 0 ); - yAxis.setFromMatrixColumn( this, 1 ); - zAxis.setFromMatrixColumn( this, 2 ); + this.expandByPoint( points[ i ] ); + + } return this; - }, + } - makeBasis: function ( xAxis, yAxis, zAxis ) { + setFromCenterAndSize( center, size ) { - this.set( - xAxis.x, yAxis.x, zAxis.x, 0, - xAxis.y, yAxis.y, zAxis.y, 0, - xAxis.z, yAxis.z, zAxis.z, 0, - 0, 0, 0, 1 - ); + const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 ); + + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); return this; - }, + } - extractRotation: function ( m ) { + setFromObject( object ) { - // this method does not support reflection matrices + this.makeEmpty(); - var te = this.elements; - var me = m.elements; + return this.expandByObject( object ); - var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length(); - var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length(); - var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length(); + } - te[ 0 ] = me[ 0 ] * scaleX; - te[ 1 ] = me[ 1 ] * scaleX; - te[ 2 ] = me[ 2 ] * scaleX; - te[ 3 ] = 0; + clone() { - te[ 4 ] = me[ 4 ] * scaleY; - te[ 5 ] = me[ 5 ] * scaleY; - te[ 6 ] = me[ 6 ] * scaleY; - te[ 7 ] = 0; + return new this.constructor().copy( this ); - te[ 8 ] = me[ 8 ] * scaleZ; - te[ 9 ] = me[ 9 ] * scaleZ; - te[ 10 ] = me[ 10 ] * scaleZ; - te[ 11 ] = 0; + } - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; + copy( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); return this; - }, + } - makeRotationFromEuler: function ( euler ) { + makeEmpty() { - if ( ! ( euler && euler.isEuler ) ) { + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; - console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + return this; - } + } - var te = this.elements; + isEmpty() { - var x = euler.x, y = euler.y, z = euler.z; - var a = Math.cos( x ), b = Math.sin( x ); - var c = Math.cos( y ), d = Math.sin( y ); - var e = Math.cos( z ), f = Math.sin( z ); + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - if ( euler.order === 'XYZ' ) { + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); - var ae = a * e, af = a * f, be = b * e, bf = b * f; + } - te[ 0 ] = c * e; - te[ 4 ] = - c * f; - te[ 8 ] = d; + getCenter( target ) { - te[ 1 ] = af + be * d; - te[ 5 ] = ae - bf * d; - te[ 9 ] = - b * c; + if ( target === undefined ) { - te[ 2 ] = bf - ae * d; - te[ 6 ] = be + af * d; - te[ 10 ] = a * c; + console.warn( 'THREE.Box3: .getCenter() target is now required' ); + target = new Vector3(); - } else if ( euler.order === 'YXZ' ) { + } - var ce = c * e, cf = c * f, de = d * e, df = d * f; + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - te[ 0 ] = ce + df * b; - te[ 4 ] = de * b - cf; - te[ 8 ] = a * d; + } - te[ 1 ] = a * f; - te[ 5 ] = a * e; - te[ 9 ] = - b; + getSize( target ) { - te[ 2 ] = cf * b - de; - te[ 6 ] = df + ce * b; - te[ 10 ] = a * c; + if ( target === undefined ) { - } else if ( euler.order === 'ZXY' ) { + console.warn( 'THREE.Box3: .getSize() target is now required' ); + target = new Vector3(); - var ce = c * e, cf = c * f, de = d * e, df = d * f; + } - te[ 0 ] = ce - df * b; - te[ 4 ] = - a * f; - te[ 8 ] = de + cf * b; + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); - te[ 1 ] = cf + de * b; - te[ 5 ] = a * e; - te[ 9 ] = df - ce * b; + } - te[ 2 ] = - a * d; - te[ 6 ] = b; - te[ 10 ] = a * c; + expandByPoint( point ) { - } else if ( euler.order === 'ZYX' ) { + this.min.min( point ); + this.max.max( point ); - var ae = a * e, af = a * f, be = b * e, bf = b * f; + return this; - te[ 0 ] = c * e; - te[ 4 ] = be * d - af; - te[ 8 ] = ae * d + bf; + } - te[ 1 ] = c * f; - te[ 5 ] = bf * d + ae; - te[ 9 ] = af * d - be; + expandByVector( vector ) { - te[ 2 ] = - d; - te[ 6 ] = b * c; - te[ 10 ] = a * c; + this.min.sub( vector ); + this.max.add( vector ); - } else if ( euler.order === 'YZX' ) { - - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + return this; - te[ 0 ] = c * e; - te[ 4 ] = bd - ac * f; - te[ 8 ] = bc * f + ad; + } - te[ 1 ] = f; - te[ 5 ] = a * e; - te[ 9 ] = - b * e; + expandByScalar( scalar ) { - te[ 2 ] = - d * e; - te[ 6 ] = ad * f + bc; - te[ 10 ] = ac - bd * f; + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); - } else if ( euler.order === 'XZY' ) { + return this; - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + } - te[ 0 ] = c * e; - te[ 4 ] = - f; - te[ 8 ] = d * e; + expandByObject( object ) { - te[ 1 ] = ac * f + bd; - te[ 5 ] = a * e; - te[ 9 ] = ad * f - bc; + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms - te[ 2 ] = bc * f - ad; - te[ 6 ] = b * e; - te[ 10 ] = bd * f + ac; + object.updateWorldMatrix( false, false ); - } + const geometry = object.geometry; - // bottom row - te[ 3 ] = 0; - te[ 7 ] = 0; - te[ 11 ] = 0; + if ( geometry !== undefined ) { - // last column - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; + if ( geometry.boundingBox === null ) { - return this; + geometry.computeBoundingBox(); - }, + } - makeRotationFromQuaternion: function ( q ) { + _box$3.copy( geometry.boundingBox ); + _box$3.applyMatrix4( object.matrixWorld ); - return this.compose( _zero, q, _one ); + this.union( _box$3 ); - }, + } - lookAt: function ( eye, target, up ) { + const children = object.children; - var te = this.elements; + for ( let i = 0, l = children.length; i < l; i ++ ) { - _z.subVectors( eye, target ); + this.expandByObject( children[ i ] ); - if ( _z.lengthSq() === 0 ) { + } - // eye and target are in the same position + return this; - _z.z = 1; + } - } + containsPoint( point ) { - _z.normalize(); - _x.crossVectors( up, _z ); + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y || + point.z < this.min.z || point.z > this.max.z ? false : true; - if ( _x.lengthSq() === 0 ) { + } - // up and z are parallel + containsBox( box ) { - if ( Math.abs( up.z ) === 1 ) { + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y && + this.min.z <= box.min.z && box.max.z <= this.max.z; - _z.x += 0.0001; + } - } else { + getParameter( point, target ) { - _z.z += 0.0001; + // This can potentially have a divide by zero if the box + // has a size dimension of 0. - } + if ( target === undefined ) { - _z.normalize(); - _x.crossVectors( up, _z ); + console.warn( 'THREE.Box3: .getParameter() target is now required' ); + target = new Vector3(); } - _x.normalize(); - _y.crossVectors( _z, _x ); + return target.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ), + ( point.z - this.min.z ) / ( this.max.z - this.min.z ) + ); - te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; - te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; - te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; + } - return this; + intersectsBox( box ) { - }, + // using 6 splitting planes to rule out intersections. + return box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y || + box.max.z < this.min.z || box.min.z > this.max.z ? false : true; - multiply: function ( m, n ) { + } - if ( n !== undefined ) { + intersectsSphere( sphere ) { - console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); - return this.multiplyMatrices( m, n ); + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, _vector$b ); - } + // If that point is inside the sphere, the AABB and sphere intersect. + return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); - return this.multiplyMatrices( this, m ); + } - }, + intersectsPlane( plane ) { - premultiply: function ( m ) { + // We compute the minimum and maximum dot product values. If those values + // are on the same side (back or front) of the plane, then there is no intersection. - return this.multiplyMatrices( m, this ); + let min, max; - }, + if ( plane.normal.x > 0 ) { - multiplyMatrices: function ( a, b ) { + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; - var ae = a.elements; - var be = b.elements; - var te = this.elements; + } else { - var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; - var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; - var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; - var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; - var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; - var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; - var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; - var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + } - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; - te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; - te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; - te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + if ( plane.normal.y > 0 ) { - te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; - te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; - te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; - te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; - te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; - te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; - te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; - te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + } else { - te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; - te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; - te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; - te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; - return this; + } - }, + if ( plane.normal.z > 0 ) { - multiplyScalar: function ( s ) { + min += plane.normal.z * this.min.z; + max += plane.normal.z * this.max.z; - var te = this.elements; + } else { - te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; - te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; - te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; - te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; + min += plane.normal.z * this.max.z; + max += plane.normal.z * this.min.z; - return this; + } - }, + return ( min <= - plane.constant && max >= - plane.constant ); - determinant: function () { + } - var te = this.elements; + intersectsTriangle( triangle ) { - var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; - var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; - var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; - var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + if ( this.isEmpty() ) { - //TODO: make this more efficient - //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + return false; - return ( - n41 * ( - + n14 * n23 * n32 - - n13 * n24 * n32 - - n14 * n22 * n33 - + n12 * n24 * n33 - + n13 * n22 * n34 - - n12 * n23 * n34 - ) + - n42 * ( - + n11 * n23 * n34 - - n11 * n24 * n33 - + n14 * n21 * n33 - - n13 * n21 * n34 - + n13 * n24 * n31 - - n14 * n23 * n31 - ) + - n43 * ( - + n11 * n24 * n32 - - n11 * n22 * n34 - - n14 * n21 * n32 - + n12 * n21 * n34 - + n14 * n22 * n31 - - n12 * n24 * n31 - ) + - n44 * ( - - n13 * n22 * n31 - - n11 * n23 * n32 - + n11 * n22 * n33 - + n13 * n21 * n32 - - n12 * n21 * n33 - + n12 * n23 * n31 - ) + } - ); + // compute box center and extents + this.getCenter( _center ); + _extents.subVectors( this.max, _center ); - }, + // translate triangle to aabb origin + _v0$2.subVectors( triangle.a, _center ); + _v1$7.subVectors( triangle.b, _center ); + _v2$3.subVectors( triangle.c, _center ); - transpose: function () { + // compute edge vectors for triangle + _f0.subVectors( _v1$7, _v0$2 ); + _f1.subVectors( _v2$3, _v1$7 ); + _f2.subVectors( _v0$2, _v2$3 ); - var te = this.elements; - var tmp; + // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb + // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation + // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) + let axes = [ + 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, + _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, + - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 + ]; + if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) { - tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; - tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; - tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; + return false; - tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; - tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; - tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; + } - return this; + // test 3 face normals from the aabb + axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; + if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) { - }, + return false; - setPosition: function ( x, y, z ) { + } - var te = this.elements; + // finally testing the face normal of the triangle + // use already existing triangle edge vectors here + _triangleNormal.crossVectors( _f0, _f1 ); + axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ]; - if ( x.isVector3 ) { + return satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ); - te[ 12 ] = x.x; - te[ 13 ] = x.y; - te[ 14 ] = x.z; + } - } else { + clampPoint( point, target ) { - te[ 12 ] = x; - te[ 13 ] = y; - te[ 14 ] = z; + if ( target === undefined ) { + + console.warn( 'THREE.Box3: .clampPoint() target is now required' ); + target = new Vector3(); } - return this; + return target.copy( point ).clamp( this.min, this.max ); - }, + } - getInverse: function ( m, throwOnDegenerate ) { + distanceToPoint( point ) { - if ( throwOnDegenerate !== undefined ) { + const clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max ); - console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." ); + return clampedPoint.sub( point ).length(); - } + } - // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm - var te = this.elements, - me = m.elements, + getBoundingSphere( target ) { - n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], - n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], - n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], - n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], + if ( target === undefined ) { - t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, - t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, - t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, - t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + console.error( 'THREE.Box3: .getBoundingSphere() target is now required' ); + //target = new Sphere(); // removed to avoid cyclic dependency - var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + } - if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); + this.getCenter( target.center ); - var detInv = 1 / det; + target.radius = this.getSize( _vector$b ).length() * 0.5; - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; - te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; - te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; + return target; - te[ 4 ] = t12 * detInv; - te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; - te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; - te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; + } - te[ 8 ] = t13 * detInv; - te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; - te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; - te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; + intersect( box ) { - te[ 12 ] = t14 * detInv; - te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; - te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; - te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; + this.min.max( box.min ); + this.max.min( box.max ); + + // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. + if ( this.isEmpty() ) this.makeEmpty(); return this; - }, + } + + union( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); - scale: function ( v ) { + return this; - var te = this.elements; - var x = v.x, y = v.y, z = v.z; + } - te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; - te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; - te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; - te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; + applyMatrix4( matrix ) { + + // transform of empty box is an empty box. + if ( this.isEmpty() ) return this; + + // NOTE: I am using a binary pattern to specify all 2^3 combinations below + _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 + _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 + _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 + _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 + _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 + _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 + _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 + _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 + + this.setFromPoints( _points ); return this; - }, + } + + translate( offset ) { - getMaxScaleOnAxis: function () { + this.min.add( offset ); + this.max.add( offset ); - var te = this.elements; + return this; - var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; - var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; - var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; + } - return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); + equals( box ) { - }, + return box.min.equals( this.min ) && box.max.equals( this.max ); - makeTranslation: function ( x, y, z ) { + } - this.set( +} - 1, 0, 0, x, - 0, 1, 0, y, - 0, 0, 1, z, - 0, 0, 0, 1 +Box3.prototype.isBox3 = true; - ); +const _points = [ + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3() +]; - return this; +const _vector$b = /*@__PURE__*/ new Vector3(); - }, +const _box$3 = /*@__PURE__*/ new Box3(); - makeRotationX: function ( theta ) { +// triangle centered vertices - var c = Math.cos( theta ), s = Math.sin( theta ); +const _v0$2 = /*@__PURE__*/ new Vector3(); +const _v1$7 = /*@__PURE__*/ new Vector3(); +const _v2$3 = /*@__PURE__*/ new Vector3(); - this.set( +// triangle edge vectors - 1, 0, 0, 0, - 0, c, - s, 0, - 0, s, c, 0, - 0, 0, 0, 1 +const _f0 = /*@__PURE__*/ new Vector3(); +const _f1 = /*@__PURE__*/ new Vector3(); +const _f2 = /*@__PURE__*/ new Vector3(); - ); +const _center = /*@__PURE__*/ new Vector3(); +const _extents = /*@__PURE__*/ new Vector3(); +const _triangleNormal = /*@__PURE__*/ new Vector3(); +const _testAxis = /*@__PURE__*/ new Vector3(); - return this; +function satForAxes( axes, v0, v1, v2, extents ) { - }, + for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) { - makeRotationY: function ( theta ) { + _testAxis.fromArray( axes, i ); + // project the aabb onto the seperating axis + const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); + // project all 3 vertices of the triangle onto the seperating axis + const p0 = v0.dot( _testAxis ); + const p1 = v1.dot( _testAxis ); + const p2 = v2.dot( _testAxis ); + // actual test, basically see if either of the most extreme of the triangle points intersects r + if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { - var c = Math.cos( theta ), s = Math.sin( theta ); + // points of the projected triangle are outside the projected half-length of the aabb + // the axis is seperating and we can exit + return false; - this.set( + } - c, 0, s, 0, - 0, 1, 0, 0, - - s, 0, c, 0, - 0, 0, 0, 1 + } - ); + return true; - return this; +} - }, +const _box$2 = /*@__PURE__*/ new Box3(); +const _v1$6 = /*@__PURE__*/ new Vector3(); +const _toFarthestPoint = /*@__PURE__*/ new Vector3(); +const _toPoint = /*@__PURE__*/ new Vector3(); - makeRotationZ: function ( theta ) { +class Sphere { - var c = Math.cos( theta ), s = Math.sin( theta ); + constructor( center = new Vector3(), radius = - 1 ) { - this.set( + this.center = center; + this.radius = radius; - c, - s, 0, 0, - s, c, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 + } - ); + set( center, radius ) { + + this.center.copy( center ); + this.radius = radius; return this; - }, + } - makeRotationAxis: function ( axis, angle ) { + setFromPoints( points, optionalCenter ) { - // Based on http://www.gamedev.net/reference/articles/article1199.asp + const center = this.center; - var c = Math.cos( angle ); - var s = Math.sin( angle ); - var t = 1 - c; - var x = axis.x, y = axis.y, z = axis.z; - var tx = t * x, ty = t * y; + if ( optionalCenter !== undefined ) { - this.set( + center.copy( optionalCenter ); - tx * x + c, tx * y - s * z, tx * z + s * y, 0, - tx * y + s * z, ty * y + c, ty * z - s * x, 0, - tx * z - s * y, ty * z + s * x, t * z * z + c, 0, - 0, 0, 0, 1 + } else { - ); + _box$2.setFromPoints( points ).getCenter( center ); - return this; + } - }, + let maxRadiusSq = 0; - makeScale: function ( x, y, z ) { + for ( let i = 0, il = points.length; i < il; i ++ ) { - this.set( + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); - x, 0, 0, 0, - 0, y, 0, 0, - 0, 0, z, 0, - 0, 0, 0, 1 + } - ); + this.radius = Math.sqrt( maxRadiusSq ); return this; - }, + } - makeShear: function ( x, y, z ) { + copy( sphere ) { - this.set( + this.center.copy( sphere.center ); + this.radius = sphere.radius; - 1, y, z, 0, - x, 1, z, 0, - x, y, 1, 0, - 0, 0, 0, 1 + return this; - ); + } - return this; + isEmpty() { - }, + return ( this.radius < 0 ); - compose: function ( position, quaternion, scale ) { + } - var te = this.elements; + makeEmpty() { - var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; - var x2 = x + x, y2 = y + y, z2 = z + z; - var xx = x * x2, xy = x * y2, xz = x * z2; - var yy = y * y2, yz = y * z2, zz = z * z2; - var wx = w * x2, wy = w * y2, wz = w * z2; + this.center.set( 0, 0, 0 ); + this.radius = - 1; - var sx = scale.x, sy = scale.y, sz = scale.z; + return this; - te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; - te[ 1 ] = ( xy + wz ) * sx; - te[ 2 ] = ( xz - wy ) * sx; - te[ 3 ] = 0; + } - te[ 4 ] = ( xy - wz ) * sy; - te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; - te[ 6 ] = ( yz + wx ) * sy; - te[ 7 ] = 0; + containsPoint( point ) { - te[ 8 ] = ( xz + wy ) * sz; - te[ 9 ] = ( yz - wx ) * sz; - te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; - te[ 11 ] = 0; + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); - te[ 12 ] = position.x; - te[ 13 ] = position.y; - te[ 14 ] = position.z; - te[ 15 ] = 1; + } - return this; + distanceToPoint( point ) { - }, + return ( point.distanceTo( this.center ) - this.radius ); - decompose: function ( position, quaternion, scale ) { + } - var te = this.elements; + intersectsSphere( sphere ) { - var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); - var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); - var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + const radiusSum = this.radius + sphere.radius; - // if determine is negative, we need to invert one scale - var det = this.determinant(); - if ( det < 0 ) sx = - sx; + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); - position.x = te[ 12 ]; - position.y = te[ 13 ]; - position.z = te[ 14 ]; + } - // scale the rotation part - _m1.copy( this ); + intersectsBox( box ) { + + return box.intersectsSphere( this ); + + } - var invSX = 1 / sx; - var invSY = 1 / sy; - var invSZ = 1 / sz; + intersectsPlane( plane ) { - _m1.elements[ 0 ] *= invSX; - _m1.elements[ 1 ] *= invSX; - _m1.elements[ 2 ] *= invSX; + return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; - _m1.elements[ 4 ] *= invSY; - _m1.elements[ 5 ] *= invSY; - _m1.elements[ 6 ] *= invSY; + } - _m1.elements[ 8 ] *= invSZ; - _m1.elements[ 9 ] *= invSZ; - _m1.elements[ 10 ] *= invSZ; + clampPoint( point, target ) { - quaternion.setFromRotationMatrix( _m1 ); + const deltaLengthSq = this.center.distanceToSquared( point ); - scale.x = sx; - scale.y = sy; - scale.z = sz; + if ( target === undefined ) { - return this; + console.warn( 'THREE.Sphere: .clampPoint() target is now required' ); + target = new Vector3(); - }, + } - makePerspective: function ( left, right, top, bottom, near, far ) { + target.copy( point ); - if ( far === undefined ) { + if ( deltaLengthSq > ( this.radius * this.radius ) ) { - console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); + target.sub( this.center ).normalize(); + target.multiplyScalar( this.radius ).add( this.center ); } - var te = this.elements; - var x = 2 * near / ( right - left ); - var y = 2 * near / ( top - bottom ); + return target; - var a = ( right + left ) / ( right - left ); - var b = ( top + bottom ) / ( top - bottom ); - var c = - ( far + near ) / ( far - near ); - var d = - 2 * far * near / ( far - near ); + } - te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; - te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; - te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; - te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; + getBoundingBox( target ) { - return this; + if ( target === undefined ) { - }, + console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' ); + target = new Box3(); - makeOrthographic: function ( left, right, top, bottom, near, far ) { + } - var te = this.elements; - var w = 1.0 / ( right - left ); - var h = 1.0 / ( top - bottom ); - var p = 1.0 / ( far - near ); + if ( this.isEmpty() ) { - var x = ( right + left ) * w; - var y = ( top + bottom ) * h; - var z = ( far + near ) * p; + // Empty sphere produces empty bounding box + target.makeEmpty(); + return target; - te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; - te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; - te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; - te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; + } + + target.set( this.center, this.center ); + target.expandByScalar( this.radius ); + + return target; + + } + + applyMatrix4( matrix ) { + + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); return this; - }, + } - equals: function ( matrix ) { + translate( offset ) { - var te = this.elements; - var me = matrix.elements; + this.center.add( offset ); - for ( var i = 0; i < 16; i ++ ) { + return this; - if ( te[ i ] !== me[ i ] ) return false; + } - } + expandByPoint( point ) { - return true; + // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671 - }, + _toPoint.subVectors( point, this.center ); - fromArray: function ( array, offset ) { + const lengthSq = _toPoint.lengthSq(); - if ( offset === undefined ) offset = 0; + if ( lengthSq > ( this.radius * this.radius ) ) { - for ( var i = 0; i < 16; i ++ ) { + const length = Math.sqrt( lengthSq ); + const missingRadiusHalf = ( length - this.radius ) * 0.5; - this.elements[ i ] = array[ i + offset ]; + // Nudge this sphere towards the target point. Add half the missing distance to radius, + // and the other half to position. This gives a tighter enclosure, instead of if + // the whole missing distance were just added to radius. + + this.center.add( _toPoint.multiplyScalar( missingRadiusHalf / length ) ); + this.radius += missingRadiusHalf; } return this; - }, + } - toArray: function ( array, offset ) { + union( sphere ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769 - var te = this.elements; + // To enclose another sphere into this sphere, we only need to enclose two points: + // 1) Enclose the farthest point on the other sphere into this sphere. + // 2) Enclose the opposite point of the farthest point into this sphere. - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; - array[ offset + 3 ] = te[ 3 ]; + _toFarthestPoint.subVectors( sphere.center, this.center ).normalize().multiplyScalar( sphere.radius ); - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; - - array[ offset + 8 ] = te[ 8 ]; - array[ offset + 9 ] = te[ 9 ]; - array[ offset + 10 ] = te[ 10 ]; - array[ offset + 11 ] = te[ 11 ]; + this.expandByPoint( _v1$6.copy( sphere.center ).add( _toFarthestPoint ) ); + this.expandByPoint( _v1$6.copy( sphere.center ).sub( _toFarthestPoint ) ); - array[ offset + 12 ] = te[ 12 ]; - array[ offset + 13 ] = te[ 13 ]; - array[ offset + 14 ] = te[ 14 ]; - array[ offset + 15 ] = te[ 15 ]; - - return array; + return this; } -} ); + equals( sphere ) { -/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - */ + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + + } -var _matrix = new Matrix4(); -var _quaternion$1 = new Quaternion(); + clone() { -function Euler( x, y, z, order ) { + return new this.constructor().copy( this ); - this._x = x || 0; - this._y = y || 0; - this._z = z || 0; - this._order = order || Euler.DefaultOrder; + } } -Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; +const _vector$a = /*@__PURE__*/ new Vector3(); +const _segCenter = /*@__PURE__*/ new Vector3(); +const _segDir = /*@__PURE__*/ new Vector3(); +const _diff = /*@__PURE__*/ new Vector3(); -Euler.DefaultOrder = 'XYZ'; +const _edge1 = /*@__PURE__*/ new Vector3(); +const _edge2 = /*@__PURE__*/ new Vector3(); +const _normal$1 = /*@__PURE__*/ new Vector3(); -Object.defineProperties( Euler.prototype, { +class Ray { - x: { + constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) { - get: function () { + this.origin = origin; + this.direction = direction; - return this._x; + } - }, + set( origin, direction ) { - set: function ( value ) { + this.origin.copy( origin ); + this.direction.copy( direction ); - this._x = value; - this._onChangeCallback(); + return this; - } + } - }, + copy( ray ) { - y: { + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); - get: function () { + return this; - return this._y; + } - }, + at( t, target ) { - set: function ( value ) { + if ( target === undefined ) { - this._y = value; - this._onChangeCallback(); + console.warn( 'THREE.Ray: .at() target is now required' ); + target = new Vector3(); } - }, + return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); - z: { + } - get: function () { + lookAt( v ) { - return this._z; + this.direction.copy( v ).sub( this.origin ).normalize(); - }, + return this; - set: function ( value ) { + } - this._z = value; - this._onChangeCallback(); + recast( t ) { - } + this.origin.copy( this.at( t, _vector$a ) ); - }, + return this; - order: { + } - get: function () { + closestPointToPoint( point, target ) { - return this._order; + if ( target === undefined ) { - }, + console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' ); + target = new Vector3(); - set: function ( value ) { + } - this._order = value; - this._onChangeCallback(); + target.subVectors( point, this.origin ); + + const directionDistance = target.dot( this.direction ); + + if ( directionDistance < 0 ) { + + return target.copy( this.origin ); } + return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + } -} ); + distanceToPoint( point ) { -Object.assign( Euler.prototype, { + return Math.sqrt( this.distanceSqToPoint( point ) ); - isEuler: true, + } - set: function ( x, y, z, order ) { + distanceSqToPoint( point ) { - this._x = x; - this._y = y; - this._z = z; - this._order = order || this._order; + const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction ); - this._onChangeCallback(); + // point behind the ray - return this; + if ( directionDistance < 0 ) { - }, + return this.origin.distanceToSquared( point ); - clone: function () { + } - return new this.constructor( this._x, this._y, this._z, this._order ); + _vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); - }, + return _vector$a.distanceToSquared( point ); - copy: function ( euler ) { + } - this._x = euler._x; - this._y = euler._y; - this._z = euler._z; - this._order = euler._order; + distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { - this._onChangeCallback(); + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment - return this; + _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + _segDir.copy( v1 ).sub( v0 ).normalize(); + _diff.copy( this.origin ).sub( _segCenter ); - }, + const segExtent = v0.distanceTo( v1 ) * 0.5; + const a01 = - this.direction.dot( _segDir ); + const b0 = _diff.dot( this.direction ); + const b1 = - _diff.dot( _segDir ); + const c = _diff.lengthSq(); + const det = Math.abs( 1 - a01 * a01 ); + let s0, s1, sqrDist, extDet; - setFromRotationMatrix: function ( m, order, update ) { + if ( det > 0 ) { - var clamp = MathUtils.clamp; + // The ray and segment are not parallel. - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; - var te = m.elements; - var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; - var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; - var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + if ( s0 >= 0 ) { - order = order || this._order; + if ( s1 >= - extDet ) { - if ( order === 'XYZ' ) { + if ( s1 <= extDet ) { - this._y = Math.asin( clamp( m13, - 1, 1 ) ); + // region 0 + // Minimum at interior points of ray and segment. - if ( Math.abs( m13 ) < 0.9999999 ) { + const invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; - this._x = Math.atan2( - m23, m33 ); - this._z = Math.atan2( - m12, m11 ); + } else { - } else { + // region 1 - this._x = Math.atan2( m32, m22 ); - this._z = 0; + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - } + } - } else if ( order === 'YXZ' ) { + } else { - this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + // region 5 - if ( Math.abs( m23 ) < 0.9999999 ) { + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - this._y = Math.atan2( m13, m33 ); - this._z = Math.atan2( m21, m22 ); + } } else { - this._y = Math.atan2( - m31, m11 ); - this._z = 0; + if ( s1 <= - extDet ) { - } + // region 4 - } else if ( order === 'ZXY' ) { + s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - this._x = Math.asin( clamp( m32, - 1, 1 ) ); + } else if ( s1 <= extDet ) { - if ( Math.abs( m32 ) < 0.9999999 ) { + // region 3 - this._y = Math.atan2( - m31, m33 ); - this._z = Math.atan2( - m12, m22 ); + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; - } else { + } else { - this._y = 0; - this._z = Math.atan2( m21, m11 ); + // region 2 - } + s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - } else if ( order === 'ZYX' ) { + } - this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + } - if ( Math.abs( m31 ) < 0.9999999 ) { + } else { - this._x = Math.atan2( m32, m33 ); - this._z = Math.atan2( m21, m11 ); + // Ray and segment are parallel. - } else { + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; - this._x = 0; - this._z = Math.atan2( - m12, m22 ); + } - } + if ( optionalPointOnRay ) { - } else if ( order === 'YZX' ) { + optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); - this._z = Math.asin( clamp( m21, - 1, 1 ) ); + } - if ( Math.abs( m21 ) < 0.9999999 ) { + if ( optionalPointOnSegment ) { - this._x = Math.atan2( - m23, m22 ); - this._y = Math.atan2( - m31, m11 ); + optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter ); - } else { + } - this._x = 0; - this._y = Math.atan2( m13, m33 ); + return sqrDist; - } + } - } else if ( order === 'XZY' ) { + intersectSphere( sphere, target ) { - this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + _vector$a.subVectors( sphere.center, this.origin ); + const tca = _vector$a.dot( this.direction ); + const d2 = _vector$a.dot( _vector$a ) - tca * tca; + const radius2 = sphere.radius * sphere.radius; - if ( Math.abs( m12 ) < 0.9999999 ) { + if ( d2 > radius2 ) return null; - this._x = Math.atan2( m32, m22 ); - this._y = Math.atan2( m13, m11 ); + const thc = Math.sqrt( radius2 - d2 ); - } else { + // t0 = first intersect point - entrance on front of sphere + const t0 = tca - thc; - this._x = Math.atan2( - m23, m33 ); - this._y = 0; + // t1 = second intersect point - exit point on back of sphere + const t1 = tca + thc; - } + // test to see if both t0 and t1 are behind the ray - if so, return null + if ( t0 < 0 && t1 < 0 ) return null; - } else { + // test to see if t0 is behind the ray: + // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, + // in order to always return an intersect point that is in front of the ray. + if ( t0 < 0 ) return this.at( t1, target ); - console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, target ); - } + } - this._order = order; + intersectsSphere( sphere ) { - if ( update !== false ) this._onChangeCallback(); + return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); - return this; + } - }, + distanceToPlane( plane ) { - setFromQuaternion: function ( q, order, update ) { + const denominator = plane.normal.dot( this.direction ); - _matrix.makeRotationFromQuaternion( q ); + if ( denominator === 0 ) { - return this.setFromRotationMatrix( _matrix, order, update ); + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { - }, + return 0; - setFromVector3: function ( v, order ) { + } - return this.set( v.x, v.y, v.z, order || this._order ); + // Null is preferable to undefined since undefined means.... it is undefined - }, + return null; - reorder: function ( newOrder ) { + } - // WARNING: this discards revolution information -bhouston + const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; - _quaternion$1.setFromEuler( this ); + // Return if the ray never intersects the plane - return this.setFromQuaternion( _quaternion$1, newOrder ); + return t >= 0 ? t : null; - }, + } - equals: function ( euler ) { + intersectPlane( plane, target ) { - return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + const t = this.distanceToPlane( plane ); - }, + if ( t === null ) { - fromArray: function ( array ) { + return null; - this._x = array[ 0 ]; - this._y = array[ 1 ]; - this._z = array[ 2 ]; - if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + } - this._onChangeCallback(); + return this.at( t, target ); - return this; + } - }, + intersectsPlane( plane ) { - toArray: function ( array, offset ) { + // check if the ray lies on the plane first - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + const distToPoint = plane.distanceToPoint( this.origin ); - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._order; + if ( distToPoint === 0 ) { - return array; + return true; - }, + } - toVector3: function ( optionalResult ) { + const denominator = plane.normal.dot( this.direction ); - if ( optionalResult ) { + if ( denominator * distToPoint < 0 ) { - return optionalResult.set( this._x, this._y, this._z ); + return true; - } else { + } - return new Vector3( this._x, this._y, this._z ); + // ray origin is behind the plane (and is pointing behind it) - } + return false; - }, + } - _onChange: function ( callback ) { + intersectBox( box, target ) { - this._onChangeCallback = callback; - - return this; - - }, + let tmin, tmax, tymin, tymax, tzmin, tzmax; - _onChangeCallback: function () {} + const invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; -} ); + const origin = this.origin; -/** - * @author mrdoob / http://mrdoob.com/ - */ + if ( invdirx >= 0 ) { -function Layers() { + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; - this.mask = 1 | 0; + } else { -} + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; -Object.assign( Layers.prototype, { + } - set: function ( channel ) { + if ( invdiry >= 0 ) { - this.mask = 1 << channel | 0; + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; - }, + } else { - enable: function ( channel ) { + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; - this.mask |= 1 << channel | 0; + } - }, + if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; - enableAll: function () { + // These lines also handle the case where tmin or tmax is NaN + // (result of 0 * Infinity). x !== x returns true if x is NaN - this.mask = 0xffffffff | 0; + if ( tymin > tmin || tmin !== tmin ) tmin = tymin; - }, + if ( tymax < tmax || tmax !== tmax ) tmax = tymax; - toggle: function ( channel ) { + if ( invdirz >= 0 ) { - this.mask ^= 1 << channel | 0; + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; - }, + } else { - disable: function ( channel ) { + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; - this.mask &= ~ ( 1 << channel | 0 ); + } - }, + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; - disableAll: function () { + if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; - this.mask = 0; + if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; - }, + //return point closest to the ray (positive side) - test: function ( layers ) { + if ( tmax < 0 ) return null; - return ( this.mask & layers.mask ) !== 0; + return this.at( tmin >= 0 ? tmin : tmax, target ); } -} ); + intersectsBox( box ) { -var _object3DId = 0; + return this.intersectBox( box, _vector$a ) !== null; -var _v1$1 = new Vector3(); -var _q1 = new Quaternion(); -var _m1$1 = new Matrix4(); -var _target = new Vector3(); + } -var _position = new Vector3(); -var _scale = new Vector3(); -var _quaternion$2 = new Quaternion(); + intersectTriangle( a, b, c, backfaceCulling, target ) { -var _xAxis = new Vector3( 1, 0, 0 ); -var _yAxis = new Vector3( 0, 1, 0 ); -var _zAxis = new Vector3( 0, 0, 1 ); + // Compute the offset origin, edges, and normal. -var _addedEvent = { type: 'added' }; -var _removedEvent = { type: 'removed' }; + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h -/** - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author elephantatwork / www.elephantatwork.ch - */ + _edge1.subVectors( b, a ); + _edge2.subVectors( c, a ); + _normal$1.crossVectors( _edge1, _edge2 ); -function Object3D() { + // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, + // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by + // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) + // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) + // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) + let DdN = this.direction.dot( _normal$1 ); + let sign; - Object.defineProperty( this, 'id', { value: _object3DId ++ } ); + if ( DdN > 0 ) { - this.uuid = MathUtils.generateUUID(); + if ( backfaceCulling ) return null; + sign = 1; - this.name = ''; - this.type = 'Object3D'; + } else if ( DdN < 0 ) { - this.parent = null; - this.children = []; + sign = - 1; + DdN = - DdN; - this.up = Object3D.DefaultUp.clone(); + } else { - var position = new Vector3(); - var rotation = new Euler(); - var quaternion = new Quaternion(); - var scale = new Vector3( 1, 1, 1 ); + return null; - function onRotationChange() { + } - quaternion.setFromEuler( rotation, false ); + _diff.subVectors( this.origin, a ); + const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) ); - } + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { - function onQuaternionChange() { + return null; - rotation.setFromQuaternion( quaternion, undefined, false ); + } - } + const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) ); - rotation._onChange( onRotationChange ); - quaternion._onChange( onQuaternionChange ); + // b2 < 0, no intersection + if ( DdE1xQ < 0 ) { + + return null; - Object.defineProperties( this, { - position: { - configurable: true, - enumerable: true, - value: position - }, - rotation: { - configurable: true, - enumerable: true, - value: rotation - }, - quaternion: { - configurable: true, - enumerable: true, - value: quaternion - }, - scale: { - configurable: true, - enumerable: true, - value: scale - }, - modelViewMatrix: { - value: new Matrix4() - }, - normalMatrix: { - value: new Matrix3() } - } ); - this.matrix = new Matrix4(); - this.matrixWorld = new Matrix4(); + // b1+b2 > 1, no intersection + if ( DdQxE2 + DdE1xQ > DdN ) { - this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; - this.matrixWorldNeedsUpdate = false; + return null; - this.layers = new Layers(); - this.visible = true; + } - this.castShadow = false; - this.receiveShadow = false; + // Line intersects triangle, check if ray does. + const QdN = - sign * _diff.dot( _normal$1 ); - this.frustumCulled = true; - this.renderOrder = 0; + // t < 0, no intersection + if ( QdN < 0 ) { - this.userData = {}; + return null; -} + } -Object3D.DefaultUp = new Vector3( 0, 1, 0 ); -Object3D.DefaultMatrixAutoUpdate = true; + // Ray intersects triangle. + return this.at( QdN / DdN, target ); -Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + } - constructor: Object3D, + applyMatrix4( matrix4 ) { - isObject3D: true, + this.origin.applyMatrix4( matrix4 ); + this.direction.transformDirection( matrix4 ); - onBeforeRender: function () {}, - onAfterRender: function () {}, + return this; - applyMatrix4: function ( matrix ) { + } - if ( this.matrixAutoUpdate ) this.updateMatrix(); + equals( ray ) { - this.matrix.premultiply( matrix ); + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); - this.matrix.decompose( this.position, this.quaternion, this.scale ); + } - }, + clone() { - applyQuaternion: function ( q ) { + return new this.constructor().copy( this ); - this.quaternion.premultiply( q ); + } - return this; +} - }, +class Matrix4 { - setRotationFromAxisAngle: function ( axis, angle ) { + constructor() { - // assumes axis is normalized + this.elements = [ - this.quaternion.setFromAxisAngle( axis, angle ); + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 - }, + ]; - setRotationFromEuler: function ( euler ) { + if ( arguments.length > 0 ) { - this.quaternion.setFromEuler( euler, true ); + console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); - }, + } - setRotationFromMatrix: function ( m ) { + } - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { - this.quaternion.setFromRotationMatrix( m ); + const te = this.elements; - }, + te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; + te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; + te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; + te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; - setRotationFromQuaternion: function ( q ) { + return this; - // assumes q is normalized + } - this.quaternion.copy( q ); + identity() { - }, + this.set( - rotateOnAxis: function ( axis, angle ) { + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 - // rotate object on axis in object space - // axis is assumed to be normalized + ); - _q1.setFromAxisAngle( axis, angle ); + return this; - this.quaternion.multiply( _q1 ); + } - return this; + clone() { - }, + return new Matrix4().fromArray( this.elements ); - rotateOnWorldAxis: function ( axis, angle ) { + } - // rotate object on axis in world space - // axis is assumed to be normalized - // method assumes no rotated parent + copy( m ) { - _q1.setFromAxisAngle( axis, angle ); + const te = this.elements; + const me = m.elements; - this.quaternion.premultiply( _q1 ); + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; + te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; + te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; + te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; return this; - }, + } - rotateX: function ( angle ) { + copyPosition( m ) { - return this.rotateOnAxis( _xAxis, angle ); + const te = this.elements, me = m.elements; - }, + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; - rotateY: function ( angle ) { + return this; - return this.rotateOnAxis( _yAxis, angle ); + } - }, + setFromMatrix3( m ) { - rotateZ: function ( angle ) { + const me = m.elements; - return this.rotateOnAxis( _zAxis, angle ); + this.set( - }, + me[ 0 ], me[ 3 ], me[ 6 ], 0, + me[ 1 ], me[ 4 ], me[ 7 ], 0, + me[ 2 ], me[ 5 ], me[ 8 ], 0, + 0, 0, 0, 1 - translateOnAxis: function ( axis, distance ) { - - // translate object by distance along axis in object space - // axis is assumed to be normalized - - _v1$1.copy( axis ).applyQuaternion( this.quaternion ); - - this.position.add( _v1$1.multiplyScalar( distance ) ); + ); return this; - }, + } - translateX: function ( distance ) { + extractBasis( xAxis, yAxis, zAxis ) { - return this.translateOnAxis( _xAxis, distance ); + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); - }, + return this; - translateY: function ( distance ) { + } - return this.translateOnAxis( _yAxis, distance ); + makeBasis( xAxis, yAxis, zAxis ) { - }, + this.set( + xAxis.x, yAxis.x, zAxis.x, 0, + xAxis.y, yAxis.y, zAxis.y, 0, + xAxis.z, yAxis.z, zAxis.z, 0, + 0, 0, 0, 1 + ); - translateZ: function ( distance ) { + return this; - return this.translateOnAxis( _zAxis, distance ); + } - }, + extractRotation( m ) { - localToWorld: function ( vector ) { + // this method does not support reflection matrices - return vector.applyMatrix4( this.matrixWorld ); + const te = this.elements; + const me = m.elements; - }, + const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length(); + const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length(); + const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length(); - worldToLocal: function ( vector ) { + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; + te[ 3 ] = 0; - return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) ); + te[ 4 ] = me[ 4 ] * scaleY; + te[ 5 ] = me[ 5 ] * scaleY; + te[ 6 ] = me[ 6 ] * scaleY; + te[ 7 ] = 0; - }, + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; + te[ 11 ] = 0; - lookAt: function ( x, y, z ) { + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; - // This method does not support objects having non-uniformly-scaled parent(s) + return this; - if ( x.isVector3 ) { + } - _target.copy( x ); + makeRotationFromEuler( euler ) { - } else { + if ( ! ( euler && euler.isEuler ) ) { - _target.set( x, y, z ); + console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); } - var parent = this.parent; + const te = this.elements; - this.updateWorldMatrix( true, false ); + const x = euler.x, y = euler.y, z = euler.z; + const a = Math.cos( x ), b = Math.sin( x ); + const c = Math.cos( y ), d = Math.sin( y ); + const e = Math.cos( z ), f = Math.sin( z ); - _position.setFromMatrixPosition( this.matrixWorld ); + if ( euler.order === 'XYZ' ) { - if ( this.isCamera || this.isLight ) { + const ae = a * e, af = a * f, be = b * e, bf = b * f; - _m1$1.lookAt( _position, _target, this.up ); + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; - } else { + te[ 1 ] = af + be * d; + te[ 5 ] = ae - bf * d; + te[ 9 ] = - b * c; - _m1$1.lookAt( _target, _position, this.up ); + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; - } + } else if ( euler.order === 'YXZ' ) { - this.quaternion.setFromRotationMatrix( _m1$1 ); + const ce = c * e, cf = c * f, de = d * e, df = d * f; - if ( parent ) { + te[ 0 ] = ce + df * b; + te[ 4 ] = de * b - cf; + te[ 8 ] = a * d; - _m1$1.extractRotation( parent.matrixWorld ); - _q1.setFromRotationMatrix( _m1$1 ); - this.quaternion.premultiply( _q1.inverse() ); + te[ 1 ] = a * f; + te[ 5 ] = a * e; + te[ 9 ] = - b; - } + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; - }, + } else if ( euler.order === 'ZXY' ) { - add: function ( object ) { + const ce = c * e, cf = c * f, de = d * e, df = d * f; - if ( arguments.length > 1 ) { + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; - for ( var i = 0; i < arguments.length; i ++ ) { + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; - this.add( arguments[ i ] ); + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; - } + } else if ( euler.order === 'ZYX' ) { - return this; + const ae = a * e, af = a * f, be = b * e, bf = b * f; - } + te[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; - if ( object === this ) { + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; - console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); - return this; + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; - } + } else if ( euler.order === 'YZX' ) { - if ( ( object && object.isObject3D ) ) { + const ac = a * c, ad = a * d, bc = b * c, bd = b * d; - if ( object.parent !== null ) { + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; - object.parent.remove( object ); + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; - } + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; - object.parent = this; - this.children.push( object ); + } else if ( euler.order === 'XZY' ) { - object.dispatchEvent( _addedEvent ); + const ac = a * c, ad = a * d, bc = b * c, bd = b * d; - } else { + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; + + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; - console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; } - return this; + // bottom row + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; - }, + // last column + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; - remove: function ( object ) { + return this; - if ( arguments.length > 1 ) { + } - for ( var i = 0; i < arguments.length; i ++ ) { + makeRotationFromQuaternion( q ) { - this.remove( arguments[ i ] ); + return this.compose( _zero, q, _one ); - } + } - return this; + lookAt( eye, target, up ) { - } + const te = this.elements; - var index = this.children.indexOf( object ); + _z.subVectors( eye, target ); - if ( index !== - 1 ) { + if ( _z.lengthSq() === 0 ) { - object.parent = null; - this.children.splice( index, 1 ); + // eye and target are in the same position - object.dispatchEvent( _removedEvent ); + _z.z = 1; } - return this; + _z.normalize(); + _x.crossVectors( up, _z ); - }, + if ( _x.lengthSq() === 0 ) { - attach: function ( object ) { + // up and z are parallel - // adds object as a child of this, while maintaining the object's world transform + if ( Math.abs( up.z ) === 1 ) { - this.updateWorldMatrix( true, false ); + _z.x += 0.0001; - _m1$1.getInverse( this.matrixWorld ); + } else { - if ( object.parent !== null ) { + _z.z += 0.0001; - object.parent.updateWorldMatrix( true, false ); + } - _m1$1.multiply( object.parent.matrixWorld ); + _z.normalize(); + _x.crossVectors( up, _z ); } - object.applyMatrix4( _m1$1 ); - - object.updateWorldMatrix( false, false ); + _x.normalize(); + _y.crossVectors( _z, _x ); - this.add( object ); + te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; + te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; + te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; return this; - }, + } - getObjectById: function ( id ) { + multiply( m, n ) { - return this.getObjectByProperty( 'id', id ); + if ( n !== undefined ) { - }, + console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); + return this.multiplyMatrices( m, n ); - getObjectByName: function ( name ) { + } - return this.getObjectByProperty( 'name', name ); + return this.multiplyMatrices( this, m ); - }, + } - getObjectByProperty: function ( name, value ) { + premultiply( m ) { - if ( this[ name ] === value ) return this; + return this.multiplyMatrices( m, this ); - for ( var i = 0, l = this.children.length; i < l; i ++ ) { + } - var child = this.children[ i ]; - var object = child.getObjectByProperty( name, value ); + multiplyMatrices( a, b ) { - if ( object !== undefined ) { + const ae = a.elements; + const be = b.elements; + const te = this.elements; - return object; + const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; + const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; + const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; + const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; - } + const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; + const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; + const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; + const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; - } + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; - return undefined; + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; - }, + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; - getWorldPosition: function ( target ) { + te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; - if ( target === undefined ) { + return this; - console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' ); - target = new Vector3(); + } - } + multiplyScalar( s ) { - this.updateMatrixWorld( true ); + const te = this.elements; - return target.setFromMatrixPosition( this.matrixWorld ); + te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; + te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; + te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; + te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; - }, + return this; - getWorldQuaternion: function ( target ) { + } - if ( target === undefined ) { + determinant() { - console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' ); - target = new Quaternion(); + const te = this.elements; - } + const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; + const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; + const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; + const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; - this.updateMatrixWorld( true ); + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) - this.matrixWorld.decompose( _position, target, _scale ); + return ( + n41 * ( + + n14 * n23 * n32 + - n13 * n24 * n32 + - n14 * n22 * n33 + + n12 * n24 * n33 + + n13 * n22 * n34 + - n12 * n23 * n34 + ) + + n42 * ( + + n11 * n23 * n34 + - n11 * n24 * n33 + + n14 * n21 * n33 + - n13 * n21 * n34 + + n13 * n24 * n31 + - n14 * n23 * n31 + ) + + n43 * ( + + n11 * n24 * n32 + - n11 * n22 * n34 + - n14 * n21 * n32 + + n12 * n21 * n34 + + n14 * n22 * n31 + - n12 * n24 * n31 + ) + + n44 * ( + - n13 * n22 * n31 + - n11 * n23 * n32 + + n11 * n22 * n33 + + n13 * n21 * n32 + - n12 * n21 * n33 + + n12 * n23 * n31 + ) - return target; + ); - }, + } - getWorldScale: function ( target ) { + transpose() { - if ( target === undefined ) { + const te = this.elements; + let tmp; - console.warn( 'THREE.Object3D: .getWorldScale() target is now required' ); - target = new Vector3(); + tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; + tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; + tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; - } + tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; + tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; + tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; - this.updateMatrixWorld( true ); + return this; - this.matrixWorld.decompose( _position, _quaternion$2, target ); + } - return target; + setPosition( x, y, z ) { - }, + const te = this.elements; - getWorldDirection: function ( target ) { + if ( x.isVector3 ) { - if ( target === undefined ) { + te[ 12 ] = x.x; + te[ 13 ] = x.y; + te[ 14 ] = x.z; - console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' ); - target = new Vector3(); + } else { - } + te[ 12 ] = x; + te[ 13 ] = y; + te[ 14 ] = z; - this.updateMatrixWorld( true ); + } - var e = this.matrixWorld.elements; + return this; - return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); + } - }, + invert() { - raycast: function () {}, + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + const te = this.elements, - traverse: function ( callback ) { + n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ], + n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ], + n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ], + n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ], - callback( this ); + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; - var children = this.children; + const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; - for ( var i = 0, l = children.length; i < l; i ++ ) { + if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); - children[ i ].traverse( callback ); + const detInv = 1 / det; - } + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; + te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; + te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; - }, + te[ 4 ] = t12 * detInv; + te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; + te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; + te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; - traverseVisible: function ( callback ) { + te[ 8 ] = t13 * detInv; + te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; + te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; + te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; - if ( this.visible === false ) return; + te[ 12 ] = t14 * detInv; + te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; + te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; + te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; - callback( this ); + return this; - var children = this.children; + } - for ( var i = 0, l = children.length; i < l; i ++ ) { + scale( v ) { - children[ i ].traverseVisible( callback ); + const te = this.elements; + const x = v.x, y = v.y, z = v.z; - } + te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; + te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; + te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; + te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; - }, + return this; - traverseAncestors: function ( callback ) { + } - var parent = this.parent; + getMaxScaleOnAxis() { - if ( parent !== null ) { + const te = this.elements; - callback( parent ); + const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; + const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; + const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; - parent.traverseAncestors( callback ); + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); - } + } - }, + makeTranslation( x, y, z ) { - updateMatrix: function () { + this.set( - this.matrix.compose( this.position, this.quaternion, this.scale ); + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 - this.matrixWorldNeedsUpdate = true; + ); - }, + return this; - updateMatrixWorld: function ( force ) { + } - if ( this.matrixAutoUpdate ) this.updateMatrix(); + makeRotationX( theta ) { - if ( this.matrixWorldNeedsUpdate || force ) { + const c = Math.cos( theta ), s = Math.sin( theta ); - if ( this.parent === null ) { + this.set( - this.matrixWorld.copy( this.matrix ); + 1, 0, 0, 0, + 0, c, - s, 0, + 0, s, c, 0, + 0, 0, 0, 1 - } else { + ); - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + return this; - } + } - this.matrixWorldNeedsUpdate = false; + makeRotationY( theta ) { - force = true; + const c = Math.cos( theta ), s = Math.sin( theta ); - } + this.set( - // update children + c, 0, s, 0, + 0, 1, 0, 0, + - s, 0, c, 0, + 0, 0, 0, 1 - var children = this.children; + ); - for ( var i = 0, l = children.length; i < l; i ++ ) { + return this; - children[ i ].updateMatrixWorld( force ); + } - } + makeRotationZ( theta ) { - }, + const c = Math.cos( theta ), s = Math.sin( theta ); - updateWorldMatrix: function ( updateParents, updateChildren ) { + this.set( - var parent = this.parent; + c, - s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 - if ( updateParents === true && parent !== null ) { + ); - parent.updateWorldMatrix( true, false ); + return this; - } + } - if ( this.matrixAutoUpdate ) this.updateMatrix(); + makeRotationAxis( axis, angle ) { - if ( this.parent === null ) { + // Based on http://www.gamedev.net/reference/articles/article1199.asp - this.matrixWorld.copy( this.matrix ); + const c = Math.cos( angle ); + const s = Math.sin( angle ); + const t = 1 - c; + const x = axis.x, y = axis.y, z = axis.z; + const tx = t * x, ty = t * y; - } else { + this.set( - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + tx * x + c, tx * y - s * z, tx * z + s * y, 0, + tx * y + s * z, ty * y + c, ty * z - s * x, 0, + tx * z - s * y, ty * z + s * x, t * z * z + c, 0, + 0, 0, 0, 1 - } + ); - // update children + return this; - if ( updateChildren === true ) { + } - var children = this.children; + makeScale( x, y, z ) { - for ( var i = 0, l = children.length; i < l; i ++ ) { + this.set( - children[ i ].updateWorldMatrix( false, true ); + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 - } + ); - } + return this; - }, + } - toJSON: function ( meta ) { + makeShear( x, y, z ) { - // meta is a string when called from JSON.stringify - var isRootObject = ( meta === undefined || typeof meta === 'string' ); + this.set( - var output = {}; + 1, y, z, 0, + x, 1, z, 0, + x, y, 1, 0, + 0, 0, 0, 1 - // meta is a hash used to collect geometries, materials. - // not providing it implies that this is the root object - // being serialized. - if ( isRootObject ) { + ); - // initialize meta obj - meta = { - geometries: {}, - materials: {}, - textures: {}, - images: {}, - shapes: {} - }; + return this; - output.metadata = { - version: 4.5, - type: 'Object', - generator: 'Object3D.toJSON' - }; + } - } + compose( position, quaternion, scale ) { - // standard Object3D serialization + const te = this.elements; - var object = {}; + const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; + const x2 = x + x, y2 = y + y, z2 = z + z; + const xx = x * x2, xy = x * y2, xz = x * z2; + const yy = y * y2, yz = y * z2, zz = z * z2; + const wx = w * x2, wy = w * y2, wz = w * z2; - object.uuid = this.uuid; - object.type = this.type; + const sx = scale.x, sy = scale.y, sz = scale.z; - if ( this.name !== '' ) object.name = this.name; - if ( this.castShadow === true ) object.castShadow = true; - if ( this.receiveShadow === true ) object.receiveShadow = true; - if ( this.visible === false ) object.visible = false; - if ( this.frustumCulled === false ) object.frustumCulled = false; - if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder; - if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; + te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; + te[ 1 ] = ( xy + wz ) * sx; + te[ 2 ] = ( xz - wy ) * sx; + te[ 3 ] = 0; - object.layers = this.layers.mask; - object.matrix = this.matrix.toArray(); + te[ 4 ] = ( xy - wz ) * sy; + te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; + te[ 6 ] = ( yz + wx ) * sy; + te[ 7 ] = 0; - if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false; + te[ 8 ] = ( xz + wy ) * sz; + te[ 9 ] = ( yz - wx ) * sz; + te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; + te[ 11 ] = 0; - // object specific properties + te[ 12 ] = position.x; + te[ 13 ] = position.y; + te[ 14 ] = position.z; + te[ 15 ] = 1; - if ( this.isInstancedMesh ) { + return this; - object.type = 'InstancedMesh'; - object.count = this.count; - object.instanceMatrix = this.instanceMatrix.toJSON(); + } - } + decompose( position, quaternion, scale ) { - // + const te = this.elements; - function serialize( library, element ) { + let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); - if ( library[ element.uuid ] === undefined ) { + // if determine is negative, we need to invert one scale + const det = this.determinant(); + if ( det < 0 ) sx = - sx; - library[ element.uuid ] = element.toJSON( meta ); + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; - } + // scale the rotation part + _m1$2.copy( this ); - return element.uuid; + const invSX = 1 / sx; + const invSY = 1 / sy; + const invSZ = 1 / sz; - } + _m1$2.elements[ 0 ] *= invSX; + _m1$2.elements[ 1 ] *= invSX; + _m1$2.elements[ 2 ] *= invSX; - if ( this.isMesh || this.isLine || this.isPoints ) { + _m1$2.elements[ 4 ] *= invSY; + _m1$2.elements[ 5 ] *= invSY; + _m1$2.elements[ 6 ] *= invSY; - object.geometry = serialize( meta.geometries, this.geometry ); + _m1$2.elements[ 8 ] *= invSZ; + _m1$2.elements[ 9 ] *= invSZ; + _m1$2.elements[ 10 ] *= invSZ; - var parameters = this.geometry.parameters; + quaternion.setFromRotationMatrix( _m1$2 ); - if ( parameters !== undefined && parameters.shapes !== undefined ) { + scale.x = sx; + scale.y = sy; + scale.z = sz; - var shapes = parameters.shapes; + return this; - if ( Array.isArray( shapes ) ) { + } - for ( var i = 0, l = shapes.length; i < l; i ++ ) { + makePerspective( left, right, top, bottom, near, far ) { - var shape = shapes[ i ]; + if ( far === undefined ) { - serialize( meta.shapes, shape ); + console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); - } + } - } else { + const te = this.elements; + const x = 2 * near / ( right - left ); + const y = 2 * near / ( top - bottom ); - serialize( meta.shapes, shapes ); + const a = ( right + left ) / ( right - left ); + const b = ( top + bottom ) / ( top - bottom ); + const c = - ( far + near ) / ( far - near ); + const d = - 2 * far * near / ( far - near ); - } + te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; + te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; - } + return this; - } + } - if ( this.material !== undefined ) { + makeOrthographic( left, right, top, bottom, near, far ) { - if ( Array.isArray( this.material ) ) { + const te = this.elements; + const w = 1.0 / ( right - left ); + const h = 1.0 / ( top - bottom ); + const p = 1.0 / ( far - near ); - var uuids = []; + const x = ( right + left ) * w; + const y = ( top + bottom ) * h; + const z = ( far + near ) * p; - for ( var i = 0, l = this.material.length; i < l; i ++ ) { + te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; + te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; - uuids.push( serialize( meta.materials, this.material[ i ] ) ); + return this; - } + } - object.material = uuids; + equals( matrix ) { - } else { + const te = this.elements; + const me = matrix.elements; - object.material = serialize( meta.materials, this.material ); + for ( let i = 0; i < 16; i ++ ) { - } + if ( te[ i ] !== me[ i ] ) return false; } - // - - if ( this.children.length > 0 ) { + return true; - object.children = []; + } - for ( var i = 0; i < this.children.length; i ++ ) { + fromArray( array, offset = 0 ) { - object.children.push( this.children[ i ].toJSON( meta ).object ); + for ( let i = 0; i < 16; i ++ ) { - } + this.elements[ i ] = array[ i + offset ]; } - if ( isRootObject ) { + return this; - var geometries = extractFromCache( meta.geometries ); - var materials = extractFromCache( meta.materials ); - var textures = extractFromCache( meta.textures ); - var images = extractFromCache( meta.images ); - var shapes = extractFromCache( meta.shapes ); + } - if ( geometries.length > 0 ) output.geometries = geometries; - if ( materials.length > 0 ) output.materials = materials; - if ( textures.length > 0 ) output.textures = textures; - if ( images.length > 0 ) output.images = images; - if ( shapes.length > 0 ) output.shapes = shapes; + toArray( array = [], offset = 0 ) { - } + const te = this.elements; - output.object = object; + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; - return output; + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; - // extract data from the cache hash - // remove metadata on each item - // and return as array - function extractFromCache( cache ) { + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; - var values = []; - for ( var key in cache ) { + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; - var data = cache[ key ]; - delete data.metadata; - values.push( data ); + return array; - } - return values; + } - } +} - }, +Matrix4.prototype.isMatrix4 = true; - clone: function ( recursive ) { +const _v1$5 = /*@__PURE__*/ new Vector3(); +const _m1$2 = /*@__PURE__*/ new Matrix4(); +const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 ); +const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 ); +const _x = /*@__PURE__*/ new Vector3(); +const _y = /*@__PURE__*/ new Vector3(); +const _z = /*@__PURE__*/ new Vector3(); - return new this.constructor().copy( this, recursive ); +const _matrix$1 = /*@__PURE__*/ new Matrix4(); +const _quaternion$3 = /*@__PURE__*/ new Quaternion(); - }, +class Euler { - copy: function ( source, recursive ) { + constructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) { - if ( recursive === undefined ) recursive = true; + this._x = x; + this._y = y; + this._z = z; + this._order = order; - this.name = source.name; + } - this.up.copy( source.up ); + get x() { - this.position.copy( source.position ); - this.quaternion.copy( source.quaternion ); - this.scale.copy( source.scale ); + return this._x; - this.matrix.copy( source.matrix ); - this.matrixWorld.copy( source.matrixWorld ); + } - this.matrixAutoUpdate = source.matrixAutoUpdate; - this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + set x( value ) { - this.layers.mask = source.layers.mask; - this.visible = source.visible; + this._x = value; + this._onChangeCallback(); - this.castShadow = source.castShadow; - this.receiveShadow = source.receiveShadow; + } - this.frustumCulled = source.frustumCulled; - this.renderOrder = source.renderOrder; + get y() { - this.userData = JSON.parse( JSON.stringify( source.userData ) ); + return this._y; - if ( recursive === true ) { + } - for ( var i = 0; i < source.children.length; i ++ ) { + set y( value ) { - var child = source.children[ i ]; - this.add( child.clone() ); + this._y = value; + this._onChangeCallback(); - } + } - } + get z() { - return this; + return this._z; } -} ); + set z( value ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + this._z = value; + this._onChangeCallback(); -function Scene() { + } - Object3D.call( this ); + get order() { - this.type = 'Scene'; + return this._order; - this.background = null; - this.environment = null; - this.fog = null; + } - this.overrideMaterial = null; + set order( value ) { - this.autoUpdate = true; // checked by the renderer + this._order = value; + this._onChangeCallback(); - if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + } - __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef + set( x, y, z, order ) { - } + this._x = x; + this._y = y; + this._z = z; + this._order = order || this._order; -} + this._onChangeCallback(); -Scene.prototype = Object.assign( Object.create( Object3D.prototype ), { + return this; - constructor: Scene, + } - isScene: true, + clone() { - copy: function ( source, recursive ) { + return new this.constructor( this._x, this._y, this._z, this._order ); - Object3D.prototype.copy.call( this, source, recursive ); + } - if ( source.background !== null ) this.background = source.background.clone(); - if ( source.environment !== null ) this.environment = source.environment.clone(); - if ( source.fog !== null ) this.fog = source.fog.clone(); + copy( euler ) { - if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; - this.autoUpdate = source.autoUpdate; - this.matrixAutoUpdate = source.matrixAutoUpdate; + this._onChangeCallback(); return this; - }, + } - toJSON: function ( meta ) { + setFromRotationMatrix( m, order, update ) { - var data = Object3D.prototype.toJSON.call( this, meta ); + const clamp = MathUtils.clamp; - if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); - if ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta ); - if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - return data; + const te = m.elements; + const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; + const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; + const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; - }, + order = order || this._order; - dispose: function () { + switch ( order ) { - this.dispatchEvent( { type: 'dispose' } ); + case 'XYZ': - } + this._y = Math.asin( clamp( m13, - 1, 1 ) ); -} ); + if ( Math.abs( m13 ) < 0.9999999 ) { -var _points = [ - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3() -]; + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); -var _vector$1 = new Vector3(); + } else { -var _box = new Box3(); + this._x = Math.atan2( m32, m22 ); + this._z = 0; -// triangle centered vertices + } -var _v0 = new Vector3(); -var _v1$2 = new Vector3(); -var _v2 = new Vector3(); + break; -// triangle edge vectors + case 'YXZ': -var _f0 = new Vector3(); -var _f1 = new Vector3(); -var _f2 = new Vector3(); + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); -var _center = new Vector3(); -var _extents = new Vector3(); -var _triangleNormal = new Vector3(); -var _testAxis = new Vector3(); + if ( Math.abs( m23 ) < 0.9999999 ) { -/** - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - */ + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); -function Box3( min, max ) { + } else { - this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); - this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); + this._y = Math.atan2( - m31, m11 ); + this._z = 0; -} + } + break; -Object.assign( Box3.prototype, { + case 'ZXY': - isBox3: true, + this._x = Math.asin( clamp( m32, - 1, 1 ) ); - set: function ( min, max ) { + if ( Math.abs( m32 ) < 0.9999999 ) { - this.min.copy( min ); - this.max.copy( max ); + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); - return this; + } else { - }, + this._y = 0; + this._z = Math.atan2( m21, m11 ); - setFromArray: function ( array ) { + } - var minX = + Infinity; - var minY = + Infinity; - var minZ = + Infinity; + break; - var maxX = - Infinity; - var maxY = - Infinity; - var maxZ = - Infinity; + case 'ZYX': - for ( var i = 0, l = array.length; i < l; i += 3 ) { + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); - var x = array[ i ]; - var y = array[ i + 1 ]; - var z = array[ i + 2 ]; + if ( Math.abs( m31 ) < 0.9999999 ) { - if ( x < minX ) minX = x; - if ( y < minY ) minY = y; - if ( z < minZ ) minZ = z; + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); - if ( x > maxX ) maxX = x; - if ( y > maxY ) maxY = y; - if ( z > maxZ ) maxZ = z; + } else { - } + this._x = 0; + this._z = Math.atan2( - m12, m22 ); - this.min.set( minX, minY, minZ ); - this.max.set( maxX, maxY, maxZ ); + } - return this; + break; - }, + case 'YZX': - setFromBufferAttribute: function ( attribute ) { + this._z = Math.asin( clamp( m21, - 1, 1 ) ); - var minX = + Infinity; - var minY = + Infinity; - var minZ = + Infinity; + if ( Math.abs( m21 ) < 0.9999999 ) { - var maxX = - Infinity; - var maxY = - Infinity; - var maxZ = - Infinity; + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); - for ( var i = 0, l = attribute.count; i < l; i ++ ) { + } else { - var x = attribute.getX( i ); - var y = attribute.getY( i ); - var z = attribute.getZ( i ); + this._x = 0; + this._y = Math.atan2( m13, m33 ); - if ( x < minX ) minX = x; - if ( y < minY ) minY = y; - if ( z < minZ ) minZ = z; + } - if ( x > maxX ) maxX = x; - if ( y > maxY ) maxY = y; - if ( z > maxZ ) maxZ = z; + break; - } + case 'XZY': - this.min.set( minX, minY, minZ ); - this.max.set( maxX, maxY, maxZ ); + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); - return this; + if ( Math.abs( m12 ) < 0.9999999 ) { - }, + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); - setFromPoints: function ( points ) { + } else { - this.makeEmpty(); + this._x = Math.atan2( - m23, m33 ); + this._y = 0; - for ( var i = 0, il = points.length; i < il; i ++ ) { + } - this.expandByPoint( points[ i ] ); + break; + + default: + + console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order ); } + this._order = order; + + if ( update !== false ) this._onChangeCallback(); + return this; - }, + } - setFromCenterAndSize: function ( center, size ) { + setFromQuaternion( q, order, update ) { - var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 ); + _matrix$1.makeRotationFromQuaternion( q ); - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); + return this.setFromRotationMatrix( _matrix$1, order, update ); - return this; + } - }, + setFromVector3( v, order ) { - setFromObject: function ( object ) { + return this.set( v.x, v.y, v.z, order || this._order ); - this.makeEmpty(); + } - return this.expandByObject( object ); + reorder( newOrder ) { - }, + // WARNING: this discards revolution information -bhouston - clone: function () { + _quaternion$3.setFromEuler( this ); - return new this.constructor().copy( this ); + return this.setFromQuaternion( _quaternion$3, newOrder ); - }, + } - copy: function ( box ) { + equals( euler ) { - this.min.copy( box.min ); - this.max.copy( box.max ); + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); - return this; + } - }, + fromArray( array ) { - makeEmpty: function () { + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; - this.min.x = this.min.y = this.min.z = + Infinity; - this.max.x = this.max.y = this.max.z = - Infinity; + this._onChangeCallback(); return this; - }, + } - isEmpty: function () { + toArray( array = [], offset = 0 ) { - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); + return array; - }, + } - getCenter: function ( target ) { + toVector3( optionalResult ) { - if ( target === undefined ) { + if ( optionalResult ) { - console.warn( 'THREE.Box3: .getCenter() target is now required' ); - target = new Vector3(); + return optionalResult.set( this._x, this._y, this._z ); + + } else { + + return new Vector3( this._x, this._y, this._z ); } - return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + } - }, + _onChange( callback ) { - getSize: function ( target ) { + this._onChangeCallback = callback; - if ( target === undefined ) { + return this; - console.warn( 'THREE.Box3: .getSize() target is now required' ); - target = new Vector3(); + } - } + _onChangeCallback() {} - return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); +} - }, +Euler.prototype.isEuler = true; - expandByPoint: function ( point ) { +Euler.DefaultOrder = 'XYZ'; +Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; - this.min.min( point ); - this.max.max( point ); +class Layers { - return this; + constructor() { - }, + this.mask = 1 | 0; - expandByVector: function ( vector ) { + } - this.min.sub( vector ); - this.max.add( vector ); + set( channel ) { - return this; + this.mask = 1 << channel | 0; - }, + } - expandByScalar: function ( scalar ) { + enable( channel ) { - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); + this.mask |= 1 << channel | 0; - return this; + } - }, + enableAll() { - expandByObject: function ( object ) { + this.mask = 0xffffffff | 0; - // Computes the world-axis-aligned bounding box of an object (including its children), - // accounting for both the object's, and children's, world transforms + } - object.updateWorldMatrix( false, false ); + toggle( channel ) { - var geometry = object.geometry; + this.mask ^= 1 << channel | 0; - if ( geometry !== undefined ) { + } - if ( geometry.boundingBox === null ) { + disable( channel ) { - geometry.computeBoundingBox(); + this.mask &= ~ ( 1 << channel | 0 ); - } + } - _box.copy( geometry.boundingBox ); - _box.applyMatrix4( object.matrixWorld ); + disableAll() { - this.union( _box ); + this.mask = 0; - } + } - var children = object.children; + test( layers ) { - for ( var i = 0, l = children.length; i < l; i ++ ) { + return ( this.mask & layers.mask ) !== 0; - this.expandByObject( children[ i ] ); + } - } +} - return this; +let _object3DId = 0; - }, +const _v1$4 = new Vector3(); +const _q1 = new Quaternion(); +const _m1$1 = new Matrix4(); +const _target = new Vector3(); - containsPoint: function ( point ) { +const _position$3 = new Vector3(); +const _scale$2 = new Vector3(); +const _quaternion$2 = new Quaternion(); - return point.x < this.min.x || point.x > this.max.x || - point.y < this.min.y || point.y > this.max.y || - point.z < this.min.z || point.z > this.max.z ? false : true; +const _xAxis = new Vector3( 1, 0, 0 ); +const _yAxis = new Vector3( 0, 1, 0 ); +const _zAxis = new Vector3( 0, 0, 1 ); - }, +const _addedEvent = { type: 'added' }; +const _removedEvent = { type: 'removed' }; - containsBox: function ( box ) { +function Object3D() { - return this.min.x <= box.min.x && box.max.x <= this.max.x && - this.min.y <= box.min.y && box.max.y <= this.max.y && - this.min.z <= box.min.z && box.max.z <= this.max.z; + Object.defineProperty( this, 'id', { value: _object3DId ++ } ); - }, + this.uuid = MathUtils.generateUUID(); - getParameter: function ( point, target ) { + this.name = ''; + this.type = 'Object3D'; - // This can potentially have a divide by zero if the box - // has a size dimension of 0. + this.parent = null; + this.children = []; - if ( target === undefined ) { + this.up = Object3D.DefaultUp.clone(); - console.warn( 'THREE.Box3: .getParameter() target is now required' ); - target = new Vector3(); + const position = new Vector3(); + const rotation = new Euler(); + const quaternion = new Quaternion(); + const scale = new Vector3( 1, 1, 1 ); - } + function onRotationChange() { - return target.set( - ( point.x - this.min.x ) / ( this.max.x - this.min.x ), - ( point.y - this.min.y ) / ( this.max.y - this.min.y ), - ( point.z - this.min.z ) / ( this.max.z - this.min.z ) - ); + quaternion.setFromEuler( rotation, false ); - }, + } - intersectsBox: function ( box ) { + function onQuaternionChange() { - // using 6 splitting planes to rule out intersections. - return box.max.x < this.min.x || box.min.x > this.max.x || - box.max.y < this.min.y || box.min.y > this.max.y || - box.max.z < this.min.z || box.min.z > this.max.z ? false : true; + rotation.setFromQuaternion( quaternion, undefined, false ); - }, + } - intersectsSphere: function ( sphere ) { + rotation._onChange( onRotationChange ); + quaternion._onChange( onQuaternionChange ); - // Find the point on the AABB closest to the sphere center. - this.clampPoint( sphere.center, _vector$1 ); + Object.defineProperties( this, { + position: { + configurable: true, + enumerable: true, + value: position + }, + rotation: { + configurable: true, + enumerable: true, + value: rotation + }, + quaternion: { + configurable: true, + enumerable: true, + value: quaternion + }, + scale: { + configurable: true, + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + } ); - // If that point is inside the sphere, the AABB and sphere intersect. - return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); - }, + this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; + this.matrixWorldNeedsUpdate = false; - intersectsPlane: function ( plane ) { + this.layers = new Layers(); + this.visible = true; - // We compute the minimum and maximum dot product values. If those values - // are on the same side (back or front) of the plane, then there is no intersection. + this.castShadow = false; + this.receiveShadow = false; - var min, max; + this.frustumCulled = true; + this.renderOrder = 0; - if ( plane.normal.x > 0 ) { + this.animations = []; - min = plane.normal.x * this.min.x; - max = plane.normal.x * this.max.x; + this.userData = {}; - } else { +} - min = plane.normal.x * this.max.x; - max = plane.normal.x * this.min.x; +Object3D.DefaultUp = new Vector3( 0, 1, 0 ); +Object3D.DefaultMatrixAutoUpdate = true; - } +Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { - if ( plane.normal.y > 0 ) { + constructor: Object3D, - min += plane.normal.y * this.min.y; - max += plane.normal.y * this.max.y; + isObject3D: true, - } else { + onBeforeRender: function () {}, + onAfterRender: function () {}, - min += plane.normal.y * this.max.y; - max += plane.normal.y * this.min.y; + applyMatrix4: function ( matrix ) { - } + if ( this.matrixAutoUpdate ) this.updateMatrix(); - if ( plane.normal.z > 0 ) { + this.matrix.premultiply( matrix ); - min += plane.normal.z * this.min.z; - max += plane.normal.z * this.max.z; + this.matrix.decompose( this.position, this.quaternion, this.scale ); - } else { + }, - min += plane.normal.z * this.max.z; - max += plane.normal.z * this.min.z; + applyQuaternion: function ( q ) { - } + this.quaternion.premultiply( q ); - return ( min <= - plane.constant && max >= - plane.constant ); + return this; }, - intersectsTriangle: function ( triangle ) { + setRotationFromAxisAngle: function ( axis, angle ) { - if ( this.isEmpty() ) { + // assumes axis is normalized - return false; + this.quaternion.setFromAxisAngle( axis, angle ); - } + }, - // compute box center and extents - this.getCenter( _center ); - _extents.subVectors( this.max, _center ); + setRotationFromEuler: function ( euler ) { - // translate triangle to aabb origin - _v0.subVectors( triangle.a, _center ); - _v1$2.subVectors( triangle.b, _center ); - _v2.subVectors( triangle.c, _center ); + this.quaternion.setFromEuler( euler, true ); - // compute edge vectors for triangle - _f0.subVectors( _v1$2, _v0 ); - _f1.subVectors( _v2, _v1$2 ); - _f2.subVectors( _v0, _v2 ); + }, - // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb - // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation - // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) - var axes = [ - 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, - _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, - - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 - ]; - if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) { - - return false; + setRotationFromMatrix: function ( m ) { - } + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) - // test 3 face normals from the aabb - axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; - if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) { + this.quaternion.setFromRotationMatrix( m ); - return false; + }, - } + setRotationFromQuaternion: function ( q ) { - // finally testing the face normal of the triangle - // use already existing triangle edge vectors here - _triangleNormal.crossVectors( _f0, _f1 ); - axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ]; + // assumes q is normalized - return satForAxes( axes, _v0, _v1$2, _v2, _extents ); + this.quaternion.copy( q ); }, - clampPoint: function ( point, target ) { + rotateOnAxis: function ( axis, angle ) { - if ( target === undefined ) { + // rotate object on axis in object space + // axis is assumed to be normalized - console.warn( 'THREE.Box3: .clampPoint() target is now required' ); - target = new Vector3(); + _q1.setFromAxisAngle( axis, angle ); - } + this.quaternion.multiply( _q1 ); - return target.copy( point ).clamp( this.min, this.max ); + return this; }, - distanceToPoint: function ( point ) { + rotateOnWorldAxis: function ( axis, angle ) { - var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max ); + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent - return clampedPoint.sub( point ).length(); + _q1.setFromAxisAngle( axis, angle ); - }, + this.quaternion.premultiply( _q1 ); - getBoundingSphere: function ( target ) { + return this; - if ( target === undefined ) { + }, - console.error( 'THREE.Box3: .getBoundingSphere() target is now required' ); - //target = new Sphere(); // removed to avoid cyclic dependency + rotateX: function ( angle ) { - } + return this.rotateOnAxis( _xAxis, angle ); - this.getCenter( target.center ); + }, - target.radius = this.getSize( _vector$1 ).length() * 0.5; + rotateY: function ( angle ) { - return target; + return this.rotateOnAxis( _yAxis, angle ); }, - intersect: function ( box ) { + rotateZ: function ( angle ) { - this.min.max( box.min ); - this.max.min( box.max ); + return this.rotateOnAxis( _zAxis, angle ); - // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. - if ( this.isEmpty() ) this.makeEmpty(); + }, - return this; + translateOnAxis: function ( axis, distance ) { - }, + // translate object by distance along axis in object space + // axis is assumed to be normalized - union: function ( box ) { + _v1$4.copy( axis ).applyQuaternion( this.quaternion ); - this.min.min( box.min ); - this.max.max( box.max ); + this.position.add( _v1$4.multiplyScalar( distance ) ); return this; }, - applyMatrix4: function ( matrix ) { + translateX: function ( distance ) { - // transform of empty box is an empty box. - if ( this.isEmpty() ) return this; + return this.translateOnAxis( _xAxis, distance ); - // NOTE: I am using a binary pattern to specify all 2^3 combinations below - _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 - _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 - _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 - _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 - _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 - _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 - _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 - _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 + }, - this.setFromPoints( _points ); + translateY: function ( distance ) { - return this; + return this.translateOnAxis( _yAxis, distance ); }, - translate: function ( offset ) { + translateZ: function ( distance ) { - this.min.add( offset ); - this.max.add( offset ); + return this.translateOnAxis( _zAxis, distance ); - return this; + }, + + localToWorld: function ( vector ) { + + return vector.applyMatrix4( this.matrixWorld ); }, - equals: function ( box ) { + worldToLocal: function ( vector ) { - return box.min.equals( this.min ) && box.max.equals( this.max ); + return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() ); - } + }, -} ); + lookAt: function ( x, y, z ) { -function satForAxes( axes, v0, v1, v2, extents ) { + // This method does not support objects having non-uniformly-scaled parent(s) - var i, j; + if ( x.isVector3 ) { - for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) { + _target.copy( x ); - _testAxis.fromArray( axes, i ); - // project the aabb onto the seperating axis - var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); - // project all 3 vertices of the triangle onto the seperating axis - var p0 = v0.dot( _testAxis ); - var p1 = v1.dot( _testAxis ); - var p2 = v2.dot( _testAxis ); - // actual test, basically see if either of the most extreme of the triangle points intersects r - if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { + } else { - // points of the projected triangle are outside the projected half-length of the aabb - // the axis is seperating and we can exit - return false; + _target.set( x, y, z ); } - } + const parent = this.parent; - return true; + this.updateWorldMatrix( true, false ); -} + _position$3.setFromMatrixPosition( this.matrixWorld ); -var _box$1 = new Box3(); + if ( this.isCamera || this.isLight ) { -/** - * @author bhouston / http://clara.io - * @author mrdoob / http://mrdoob.com/ - */ + _m1$1.lookAt( _position$3, _target, this.up ); -function Sphere( center, radius ) { + } else { - this.center = ( center !== undefined ) ? center : new Vector3(); - this.radius = ( radius !== undefined ) ? radius : 0; + _m1$1.lookAt( _target, _position$3, this.up ); -} + } -Object.assign( Sphere.prototype, { + this.quaternion.setFromRotationMatrix( _m1$1 ); - set: function ( center, radius ) { + if ( parent ) { - this.center.copy( center ); - this.radius = radius; + _m1$1.extractRotation( parent.matrixWorld ); + _q1.setFromRotationMatrix( _m1$1 ); + this.quaternion.premultiply( _q1.invert() ); - return this; + } }, - setFromPoints: function ( points, optionalCenter ) { + add: function ( object ) { - var center = this.center; + if ( arguments.length > 1 ) { - if ( optionalCenter !== undefined ) { + for ( let i = 0; i < arguments.length; i ++ ) { - center.copy( optionalCenter ); + this.add( arguments[ i ] ); - } else { + } - _box$1.setFromPoints( points ).getCenter( center ); + return this; } - var maxRadiusSq = 0; - - for ( var i = 0, il = points.length; i < il; i ++ ) { + if ( object === this ) { - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object ); + return this; } - this.radius = Math.sqrt( maxRadiusSq ); + if ( object && object.isObject3D ) { - return this; + if ( object.parent !== null ) { - }, + object.parent.remove( object ); - clone: function () { + } - return new this.constructor().copy( this ); + object.parent = this; + this.children.push( object ); - }, + object.dispatchEvent( _addedEvent ); - copy: function ( sphere ) { + } else { - this.center.copy( sphere.center ); - this.radius = sphere.radius; + console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object ); + + } return this; }, - empty: function () { - - return ( this.radius <= 0 ); - - }, + remove: function ( object ) { - containsPoint: function ( point ) { + if ( arguments.length > 1 ) { - return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + for ( let i = 0; i < arguments.length; i ++ ) { - }, + this.remove( arguments[ i ] ); - distanceToPoint: function ( point ) { + } - return ( point.distanceTo( this.center ) - this.radius ); + return this; - }, + } - intersectsSphere: function ( sphere ) { + const index = this.children.indexOf( object ); - var radiusSum = this.radius + sphere.radius; + if ( index !== - 1 ) { - return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + object.parent = null; + this.children.splice( index, 1 ); - }, + object.dispatchEvent( _removedEvent ); - intersectsBox: function ( box ) { + } - return box.intersectsSphere( this ); + return this; }, - intersectsPlane: function ( plane ) { - - return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; - - }, + clear: function () { - clampPoint: function ( point, target ) { + for ( let i = 0; i < this.children.length; i ++ ) { - var deltaLengthSq = this.center.distanceToSquared( point ); + const object = this.children[ i ]; - if ( target === undefined ) { + object.parent = null; - console.warn( 'THREE.Sphere: .clampPoint() target is now required' ); - target = new Vector3(); + object.dispatchEvent( _removedEvent ); } - target.copy( point ); + this.children.length = 0; - if ( deltaLengthSq > ( this.radius * this.radius ) ) { + return this; - target.sub( this.center ).normalize(); - target.multiplyScalar( this.radius ).add( this.center ); - } + }, - return target; + attach: function ( object ) { - }, + // adds object as a child of this, while maintaining the object's world transform - getBoundingBox: function ( target ) { + this.updateWorldMatrix( true, false ); - if ( target === undefined ) { + _m1$1.copy( this.matrixWorld ).invert(); - console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' ); - target = new Box3(); + if ( object.parent !== null ) { - } + object.parent.updateWorldMatrix( true, false ); - target.set( this.center, this.center ); - target.expandByScalar( this.radius ); + _m1$1.multiply( object.parent.matrixWorld ); - return target; + } - }, + object.applyMatrix4( _m1$1 ); - applyMatrix4: function ( matrix ) { + this.add( object ); - this.center.applyMatrix4( matrix ); - this.radius = this.radius * matrix.getMaxScaleOnAxis(); + object.updateWorldMatrix( false, true ); return this; }, - translate: function ( offset ) { - - this.center.add( offset ); + getObjectById: function ( id ) { - return this; + return this.getObjectByProperty( 'id', id ); }, - equals: function ( sphere ) { - - return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); - - } + getObjectByName: function ( name ) { -} ); + return this.getObjectByProperty( 'name', name ); -var _vector$2 = new Vector3(); -var _segCenter = new Vector3(); -var _segDir = new Vector3(); -var _diff = new Vector3(); + }, -var _edge1 = new Vector3(); -var _edge2 = new Vector3(); -var _normal = new Vector3(); + getObjectByProperty: function ( name, value ) { -/** - * @author bhouston / http://clara.io - */ + if ( this[ name ] === value ) return this; -function Ray( origin, direction ) { + for ( let i = 0, l = this.children.length; i < l; i ++ ) { - this.origin = ( origin !== undefined ) ? origin : new Vector3(); - this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 ); + const child = this.children[ i ]; + const object = child.getObjectByProperty( name, value ); -} + if ( object !== undefined ) { -Object.assign( Ray.prototype, { + return object; - set: function ( origin, direction ) { + } - this.origin.copy( origin ); - this.direction.copy( direction ); + } - return this; + return undefined; }, - clone: function () { + getWorldPosition: function ( target ) { - return new this.constructor().copy( this ); + if ( target === undefined ) { - }, + console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' ); + target = new Vector3(); - copy: function ( ray ) { + } - this.origin.copy( ray.origin ); - this.direction.copy( ray.direction ); + this.updateWorldMatrix( true, false ); - return this; + return target.setFromMatrixPosition( this.matrixWorld ); }, - at: function ( t, target ) { + getWorldQuaternion: function ( target ) { if ( target === undefined ) { - console.warn( 'THREE.Ray: .at() target is now required' ); - target = new Vector3(); + console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' ); + target = new Quaternion(); } - return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); + this.updateWorldMatrix( true, false ); + + this.matrixWorld.decompose( _position$3, target, _scale$2 ); + + return target; }, - lookAt: function ( v ) { + getWorldScale: function ( target ) { - this.direction.copy( v ).sub( this.origin ).normalize(); + if ( target === undefined ) { - return this; + console.warn( 'THREE.Object3D: .getWorldScale() target is now required' ); + target = new Vector3(); - }, + } - recast: function ( t ) { + this.updateWorldMatrix( true, false ); - this.origin.copy( this.at( t, _vector$2 ) ); + this.matrixWorld.decompose( _position$3, _quaternion$2, target ); - return this; + return target; }, - closestPointToPoint: function ( point, target ) { + getWorldDirection: function ( target ) { if ( target === undefined ) { - console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' ); + console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' ); target = new Vector3(); } - target.subVectors( point, this.origin ); + this.updateWorldMatrix( true, false ); - var directionDistance = target.dot( this.direction ); + const e = this.matrixWorld.elements; - if ( directionDistance < 0 ) { + return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); - return target.copy( this.origin ); + }, - } + raycast: function () {}, - return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + traverse: function ( callback ) { - }, + callback( this ); - distanceToPoint: function ( point ) { + const children = this.children; - return Math.sqrt( this.distanceSqToPoint( point ) ); + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverse( callback ); + + } }, - distanceSqToPoint: function ( point ) { + traverseVisible: function ( callback ) { - var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction ); + if ( this.visible === false ) return; - // point behind the ray + callback( this ); - if ( directionDistance < 0 ) { + const children = this.children; - return this.origin.distanceToSquared( point ); + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverseVisible( callback ); } - _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + }, - return _vector$2.distanceToSquared( point ); + traverseAncestors: function ( callback ) { - }, + const parent = this.parent; - distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + if ( parent !== null ) { - // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h - // It returns the min distance between the ray and the segment - // defined by v0 and v1 - // It can also set two optional targets : - // - The closest point on the ray - // - The closest point on the segment + callback( parent ); - _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); - _segDir.copy( v1 ).sub( v0 ).normalize(); - _diff.copy( this.origin ).sub( _segCenter ); + parent.traverseAncestors( callback ); - var segExtent = v0.distanceTo( v1 ) * 0.5; - var a01 = - this.direction.dot( _segDir ); - var b0 = _diff.dot( this.direction ); - var b1 = - _diff.dot( _segDir ); - var c = _diff.lengthSq(); - var det = Math.abs( 1 - a01 * a01 ); - var s0, s1, sqrDist, extDet; + } - if ( det > 0 ) { + }, - // The ray and segment are not parallel. + updateMatrix: function () { - s0 = a01 * b1 - b0; - s1 = a01 * b0 - b1; - extDet = segExtent * det; + this.matrix.compose( this.position, this.quaternion, this.scale ); - if ( s0 >= 0 ) { + this.matrixWorldNeedsUpdate = true; - if ( s1 >= - extDet ) { + }, - if ( s1 <= extDet ) { + updateMatrixWorld: function ( force ) { - // region 0 - // Minimum at interior points of ray and segment. + if ( this.matrixAutoUpdate ) this.updateMatrix(); - var invDet = 1 / det; - s0 *= invDet; - s1 *= invDet; - sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; + if ( this.matrixWorldNeedsUpdate || force ) { - } else { + if ( this.parent === null ) { - // region 1 + this.matrixWorld.copy( this.matrix ); - s1 = segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + } else { - } + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); - } else { + } - // region 5 + this.matrixWorldNeedsUpdate = false; - s1 = - segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + force = true; - } + } - } else { + // update children - if ( s1 <= - extDet ) { + const children = this.children; - // region 4 + for ( let i = 0, l = children.length; i < l; i ++ ) { - s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); - s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + children[ i ].updateMatrixWorld( force ); - } else if ( s1 <= extDet ) { + } - // region 3 + }, - s0 = 0; - s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = s1 * ( s1 + 2 * b1 ) + c; + updateWorldMatrix: function ( updateParents, updateChildren ) { - } else { + const parent = this.parent; - // region 2 + if ( updateParents === true && parent !== null ) { - s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); - s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + parent.updateWorldMatrix( true, false ); - } + } - } + if ( this.matrixAutoUpdate ) this.updateMatrix(); - } else { + if ( this.parent === null ) { - // Ray and segment are parallel. + this.matrixWorld.copy( this.matrix ); - s1 = ( a01 > 0 ) ? - segExtent : segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); } - if ( optionalPointOnRay ) { + // update children - optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); + if ( updateChildren === true ) { - } + const children = this.children; - if ( optionalPointOnSegment ) { + for ( let i = 0, l = children.length; i < l; i ++ ) { - optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter ); + children[ i ].updateWorldMatrix( false, true ); - } + } - return sqrDist; + } }, - intersectSphere: function ( sphere, target ) { + toJSON: function ( meta ) { - _vector$2.subVectors( sphere.center, this.origin ); - var tca = _vector$2.dot( this.direction ); - var d2 = _vector$2.dot( _vector$2 ) - tca * tca; - var radius2 = sphere.radius * sphere.radius; + // meta is a string when called from JSON.stringify + const isRootObject = ( meta === undefined || typeof meta === 'string' ); - if ( d2 > radius2 ) return null; + const output = {}; - var thc = Math.sqrt( radius2 - d2 ); + // meta is a hash used to collect geometries, materials. + // not providing it implies that this is the root object + // being serialized. + if ( isRootObject ) { - // t0 = first intersect point - entrance on front of sphere - var t0 = tca - thc; + // initialize meta obj + meta = { + geometries: {}, + materials: {}, + textures: {}, + images: {}, + shapes: {}, + skeletons: {}, + animations: {} + }; - // t1 = second intersect point - exit point on back of sphere - var t1 = tca + thc; + output.metadata = { + version: 4.5, + type: 'Object', + generator: 'Object3D.toJSON' + }; - // test to see if both t0 and t1 are behind the ray - if so, return null - if ( t0 < 0 && t1 < 0 ) return null; + } - // test to see if t0 is behind the ray: - // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, - // in order to always return an intersect point that is in front of the ray. - if ( t0 < 0 ) return this.at( t1, target ); + // standard Object3D serialization - // else t0 is in front of the ray, so return the first collision point scaled by t0 - return this.at( t0, target ); + const object = {}; - }, + object.uuid = this.uuid; + object.type = this.type; - intersectsSphere: function ( sphere ) { + if ( this.name !== '' ) object.name = this.name; + if ( this.castShadow === true ) object.castShadow = true; + if ( this.receiveShadow === true ) object.receiveShadow = true; + if ( this.visible === false ) object.visible = false; + if ( this.frustumCulled === false ) object.frustumCulled = false; + if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder; + if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; - return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); + object.layers = this.layers.mask; + object.matrix = this.matrix.toArray(); - }, + if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false; - distanceToPlane: function ( plane ) { + // object specific properties - var denominator = plane.normal.dot( this.direction ); + if ( this.isInstancedMesh ) { - if ( denominator === 0 ) { + object.type = 'InstancedMesh'; + object.count = this.count; + object.instanceMatrix = this.instanceMatrix.toJSON(); + if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON(); - // line is coplanar, return origin - if ( plane.distanceToPoint( this.origin ) === 0 ) { + } - return 0; + // - } + function serialize( library, element ) { - // Null is preferable to undefined since undefined means.... it is undefined + if ( library[ element.uuid ] === undefined ) { - return null; + library[ element.uuid ] = element.toJSON( meta ); - } + } - var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + return element.uuid; - // Return if the ray never intersects the plane + } - return t >= 0 ? t : null; + if ( this.isMesh || this.isLine || this.isPoints ) { - }, + object.geometry = serialize( meta.geometries, this.geometry ); - intersectPlane: function ( plane, target ) { + const parameters = this.geometry.parameters; - var t = this.distanceToPlane( plane ); + if ( parameters !== undefined && parameters.shapes !== undefined ) { - if ( t === null ) { + const shapes = parameters.shapes; - return null; + if ( Array.isArray( shapes ) ) { - } + for ( let i = 0, l = shapes.length; i < l; i ++ ) { - return this.at( t, target ); + const shape = shapes[ i ]; - }, + serialize( meta.shapes, shape ); - intersectsPlane: function ( plane ) { + } - // check if the ray lies on the plane first + } else { - var distToPoint = plane.distanceToPoint( this.origin ); + serialize( meta.shapes, shapes ); - if ( distToPoint === 0 ) { + } - return true; + } } - var denominator = plane.normal.dot( this.direction ); + if ( this.isSkinnedMesh ) { - if ( denominator * distToPoint < 0 ) { + object.bindMode = this.bindMode; + object.bindMatrix = this.bindMatrix.toArray(); - return true; + if ( this.skeleton !== undefined ) { - } - - // ray origin is behind the plane (and is pointing behind it) - - return false; - - }, + serialize( meta.skeletons, this.skeleton ); - intersectBox: function ( box, target ) { + object.skeleton = this.skeleton.uuid; - var tmin, tmax, tymin, tymax, tzmin, tzmax; + } - var invdirx = 1 / this.direction.x, - invdiry = 1 / this.direction.y, - invdirz = 1 / this.direction.z; + } - var origin = this.origin; + if ( this.material !== undefined ) { - if ( invdirx >= 0 ) { + if ( Array.isArray( this.material ) ) { - tmin = ( box.min.x - origin.x ) * invdirx; - tmax = ( box.max.x - origin.x ) * invdirx; + const uuids = []; - } else { + for ( let i = 0, l = this.material.length; i < l; i ++ ) { - tmin = ( box.max.x - origin.x ) * invdirx; - tmax = ( box.min.x - origin.x ) * invdirx; + uuids.push( serialize( meta.materials, this.material[ i ] ) ); - } + } - if ( invdiry >= 0 ) { + object.material = uuids; - tymin = ( box.min.y - origin.y ) * invdiry; - tymax = ( box.max.y - origin.y ) * invdiry; + } else { - } else { + object.material = serialize( meta.materials, this.material ); - tymin = ( box.max.y - origin.y ) * invdiry; - tymax = ( box.min.y - origin.y ) * invdiry; + } } - if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; - - // These lines also handle the case where tmin or tmax is NaN - // (result of 0 * Infinity). x !== x returns true if x is NaN - - if ( tymin > tmin || tmin !== tmin ) tmin = tymin; + // - if ( tymax < tmax || tmax !== tmax ) tmax = tymax; + if ( this.children.length > 0 ) { - if ( invdirz >= 0 ) { + object.children = []; - tzmin = ( box.min.z - origin.z ) * invdirz; - tzmax = ( box.max.z - origin.z ) * invdirz; + for ( let i = 0; i < this.children.length; i ++ ) { - } else { + object.children.push( this.children[ i ].toJSON( meta ).object ); - tzmin = ( box.max.z - origin.z ) * invdirz; - tzmax = ( box.min.z - origin.z ) * invdirz; + } } - if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; - - if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; - - if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + // - //return point closest to the ray (positive side) + if ( this.animations.length > 0 ) { - if ( tmax < 0 ) return null; + object.animations = []; - return this.at( tmin >= 0 ? tmin : tmax, target ); + for ( let i = 0; i < this.animations.length; i ++ ) { - }, + const animation = this.animations[ i ]; - intersectsBox: function ( box ) { + object.animations.push( serialize( meta.animations, animation ) ); - return this.intersectBox( box, _vector$2 ) !== null; + } - }, + } - intersectTriangle: function ( a, b, c, backfaceCulling, target ) { + if ( isRootObject ) { - // Compute the offset origin, edges, and normal. + const geometries = extractFromCache( meta.geometries ); + const materials = extractFromCache( meta.materials ); + const textures = extractFromCache( meta.textures ); + const images = extractFromCache( meta.images ); + const shapes = extractFromCache( meta.shapes ); + const skeletons = extractFromCache( meta.skeletons ); + const animations = extractFromCache( meta.animations ); - // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + if ( geometries.length > 0 ) output.geometries = geometries; + if ( materials.length > 0 ) output.materials = materials; + if ( textures.length > 0 ) output.textures = textures; + if ( images.length > 0 ) output.images = images; + if ( shapes.length > 0 ) output.shapes = shapes; + if ( skeletons.length > 0 ) output.skeletons = skeletons; + if ( animations.length > 0 ) output.animations = animations; - _edge1.subVectors( b, a ); - _edge2.subVectors( c, a ); - _normal.crossVectors( _edge1, _edge2 ); + } - // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, - // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by - // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) - // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) - // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) - var DdN = this.direction.dot( _normal ); - var sign; + output.object = object; - if ( DdN > 0 ) { + return output; - if ( backfaceCulling ) return null; - sign = 1; + // extract data from the cache hash + // remove metadata on each item + // and return as array + function extractFromCache( cache ) { - } else if ( DdN < 0 ) { + const values = []; + for ( const key in cache ) { - sign = - 1; - DdN = - DdN; + const data = cache[ key ]; + delete data.metadata; + values.push( data ); - } else { + } - return null; + return values; } - _diff.subVectors( this.origin, a ); - var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) ); + }, - // b1 < 0, no intersection - if ( DdQxE2 < 0 ) { + clone: function ( recursive ) { - return null; + return new this.constructor().copy( this, recursive ); - } + }, - var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) ); + copy: function ( source, recursive = true ) { - // b2 < 0, no intersection - if ( DdE1xQ < 0 ) { + this.name = source.name; - return null; + this.up.copy( source.up ); - } + this.position.copy( source.position ); + this.rotation.order = source.rotation.order; + this.quaternion.copy( source.quaternion ); + this.scale.copy( source.scale ); - // b1+b2 > 1, no intersection - if ( DdQxE2 + DdE1xQ > DdN ) { + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); - return null; + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; - } + this.layers.mask = source.layers.mask; + this.visible = source.visible; - // Line intersects triangle, check if ray does. - var QdN = - sign * _diff.dot( _normal ); + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; - // t < 0, no intersection - if ( QdN < 0 ) { + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; - return null; + this.userData = JSON.parse( JSON.stringify( source.userData ) ); - } + if ( recursive === true ) { - // Ray intersects triangle. - return this.at( QdN / DdN, target ); + for ( let i = 0; i < source.children.length; i ++ ) { - }, + const child = source.children[ i ]; + this.add( child.clone() ); - applyMatrix4: function ( matrix4 ) { + } - this.origin.applyMatrix4( matrix4 ); - this.direction.transformDirection( matrix4 ); + } return this; - }, - - equals: function ( ray ) { - - return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); - } } ); -/** - * @author bhouston / http://clara.io - */ - -var _vector1 = new Vector3(); -var _vector2 = new Vector3(); -var _normalMatrix = new Matrix3(); +const _vector1 = /*@__PURE__*/ new Vector3(); +const _vector2$1 = /*@__PURE__*/ new Vector3(); +const _normalMatrix = /*@__PURE__*/ new Matrix3(); -function Plane( normal, constant ) { +class Plane { - // normal is assumed to be normalized + constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) { - this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); - this.constant = ( constant !== undefined ) ? constant : 0; + // normal is assumed to be normalized -} - -Object.assign( Plane.prototype, { + this.normal = normal; + this.constant = constant; - isPlane: true, + } - set: function ( normal, constant ) { + set( normal, constant ) { this.normal.copy( normal ); this.constant = constant; return this; - }, + } - setComponents: function ( x, y, z, w ) { + setComponents( x, y, z, w ) { this.normal.set( x, y, z ); this.constant = w; return this; - }, + } - setFromNormalAndCoplanarPoint: function ( normal, point ) { + setFromNormalAndCoplanarPoint( normal, point ) { this.normal.copy( normal ); this.constant = - point.dot( this.normal ); return this; - }, + } - setFromCoplanarPoints: function ( a, b, c ) { + setFromCoplanarPoints( a, b, c ) { - var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize(); + const normal = _vector1.subVectors( c, b ).cross( _vector2$1.subVectors( a, b ) ).normalize(); // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? @@ -7527,57 +7504,51 @@ Object.assign( Plane.prototype, { return this; - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, + } - copy: function ( plane ) { + copy( plane ) { this.normal.copy( plane.normal ); this.constant = plane.constant; return this; - }, + } - normalize: function () { + normalize() { // Note: will lead to a divide by zero if the plane is invalid. - var inverseNormalLength = 1.0 / this.normal.length(); + const inverseNormalLength = 1.0 / this.normal.length(); this.normal.multiplyScalar( inverseNormalLength ); this.constant *= inverseNormalLength; return this; - }, + } - negate: function () { + negate() { this.constant *= - 1; this.normal.negate(); return this; - }, + } - distanceToPoint: function ( point ) { + distanceToPoint( point ) { return this.normal.dot( point ) + this.constant; - }, + } - distanceToSphere: function ( sphere ) { + distanceToSphere( sphere ) { return this.distanceToPoint( sphere.center ) - sphere.radius; - }, + } - projectPoint: function ( point, target ) { + projectPoint( point, target ) { if ( target === undefined ) { @@ -7588,9 +7559,9 @@ Object.assign( Plane.prototype, { return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); - }, + } - intersectLine: function ( line, target ) { + intersectLine( line, target ) { if ( target === undefined ) { @@ -7599,9 +7570,9 @@ Object.assign( Plane.prototype, { } - var direction = line.delta( _vector1 ); + const direction = line.delta( _vector1 ); - var denominator = this.normal.dot( direction ); + const denominator = this.normal.dot( direction ); if ( denominator === 0 ) { @@ -7613,46 +7584,46 @@ Object.assign( Plane.prototype, { } // Unsure if this is the correct method to handle this case. - return undefined; + return null; } - var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; if ( t < 0 || t > 1 ) { - return undefined; + return null; } return target.copy( direction ).multiplyScalar( t ).add( line.start ); - }, + } - intersectsLine: function ( line ) { + intersectsLine( line ) { // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. - var startSign = this.distanceToPoint( line.start ); - var endSign = this.distanceToPoint( line.end ); + const startSign = this.distanceToPoint( line.start ); + const endSign = this.distanceToPoint( line.end ); return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); - }, + } - intersectsBox: function ( box ) { + intersectsBox( box ) { return box.intersectsPlane( this ); - }, + } - intersectsSphere: function ( sphere ) { + intersectsSphere( sphere ) { return sphere.intersectsPlane( this ); - }, + } - coplanarPoint: function ( target ) { + coplanarPoint( target ) { if ( target === undefined ) { @@ -7663,66 +7634,69 @@ Object.assign( Plane.prototype, { return target.copy( this.normal ).multiplyScalar( - this.constant ); - }, + } - applyMatrix4: function ( matrix, optionalNormalMatrix ) { + applyMatrix4( matrix, optionalNormalMatrix ) { - var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); + const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); - var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); + const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); - var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + const normal = this.normal.applyMatrix3( normalMatrix ).normalize(); this.constant = - referencePoint.dot( normal ); return this; - }, + } - translate: function ( offset ) { + translate( offset ) { this.constant -= offset.dot( this.normal ); return this; - }, + } - equals: function ( plane ) { + equals( plane ) { return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); } -} ); + clone() { -/** - * @author bhouston / http://clara.io - * @author mrdoob / http://mrdoob.com/ - */ + return new this.constructor().copy( this ); -var _v0$1 = new Vector3(); -var _v1$3 = new Vector3(); -var _v2$1 = new Vector3(); -var _v3 = new Vector3(); + } + +} -var _vab = new Vector3(); -var _vac = new Vector3(); -var _vbc = new Vector3(); -var _vap = new Vector3(); -var _vbp = new Vector3(); -var _vcp = new Vector3(); +Plane.prototype.isPlane = true; -function Triangle( a, b, c ) { +const _v0$1 = /*@__PURE__*/ new Vector3(); +const _v1$3 = /*@__PURE__*/ new Vector3(); +const _v2$2 = /*@__PURE__*/ new Vector3(); +const _v3$1 = /*@__PURE__*/ new Vector3(); - this.a = ( a !== undefined ) ? a : new Vector3(); - this.b = ( b !== undefined ) ? b : new Vector3(); - this.c = ( c !== undefined ) ? c : new Vector3(); +const _vab = /*@__PURE__*/ new Vector3(); +const _vac = /*@__PURE__*/ new Vector3(); +const _vbc = /*@__PURE__*/ new Vector3(); +const _vap = /*@__PURE__*/ new Vector3(); +const _vbp = /*@__PURE__*/ new Vector3(); +const _vcp = /*@__PURE__*/ new Vector3(); -} +class Triangle { -Object.assign( Triangle, { + constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) { - getNormal: function ( a, b, c, target ) { + this.a = a; + this.b = b; + this.c = c; + + } + + static getNormal( a, b, c, target ) { if ( target === undefined ) { @@ -7735,7 +7709,7 @@ Object.assign( Triangle, { _v0$1.subVectors( a, b ); target.cross( _v0$1 ); - var targetLengthSq = target.lengthSq(); + const targetLengthSq = target.lengthSq(); if ( targetLengthSq > 0 ) { return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); @@ -7744,23 +7718,23 @@ Object.assign( Triangle, { return target.set( 0, 0, 0 ); - }, + } // static/instance method to calculate barycentric coordinates // based on: http://www.blackpawn.com/texts/pointinpoly/default.html - getBarycoord: function ( point, a, b, c, target ) { + static getBarycoord( point, a, b, c, target ) { _v0$1.subVectors( c, a ); _v1$3.subVectors( b, a ); - _v2$1.subVectors( point, a ); + _v2$2.subVectors( point, a ); - var dot00 = _v0$1.dot( _v0$1 ); - var dot01 = _v0$1.dot( _v1$3 ); - var dot02 = _v0$1.dot( _v2$1 ); - var dot11 = _v1$3.dot( _v1$3 ); - var dot12 = _v1$3.dot( _v2$1 ); + const dot00 = _v0$1.dot( _v0$1 ); + const dot01 = _v0$1.dot( _v1$3 ); + const dot02 = _v0$1.dot( _v2$2 ); + const dot11 = _v1$3.dot( _v1$3 ); + const dot12 = _v1$3.dot( _v2$2 ); - var denom = ( dot00 * dot11 - dot01 * dot01 ); + const denom = ( dot00 * dot11 - dot01 * dot01 ); if ( target === undefined ) { @@ -7778,37 +7752,37 @@ Object.assign( Triangle, { } - var invDenom = 1 / denom; - var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; - var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + const invDenom = 1 / denom; + const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; // barycentric coordinates must always sum to 1 return target.set( 1 - u - v, v, u ); - }, + } - containsPoint: function ( point, a, b, c ) { + static containsPoint( point, a, b, c ) { - Triangle.getBarycoord( point, a, b, c, _v3 ); + this.getBarycoord( point, a, b, c, _v3$1 ); - return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 ); + return ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 ); - }, + } - getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) { + static getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) { - this.getBarycoord( point, p1, p2, p3, _v3 ); + this.getBarycoord( point, p1, p2, p3, _v3$1 ); target.set( 0, 0 ); - target.addScaledVector( uv1, _v3.x ); - target.addScaledVector( uv2, _v3.y ); - target.addScaledVector( uv3, _v3.z ); + target.addScaledVector( uv1, _v3$1.x ); + target.addScaledVector( uv2, _v3$1.y ); + target.addScaledVector( uv3, _v3$1.z ); return target; - }, + } - isFrontFacing: function ( a, b, c, direction ) { + static isFrontFacing( a, b, c, direction ) { _v0$1.subVectors( c, b ); _v1$3.subVectors( a, b ); @@ -7818,11 +7792,7 @@ Object.assign( Triangle, { } -} ); - -Object.assign( Triangle.prototype, { - - set: function ( a, b, c ) { + set( a, b, c ) { this.a.copy( a ); this.b.copy( b ); @@ -7830,9 +7800,9 @@ Object.assign( Triangle.prototype, { return this; - }, + } - setFromPointsAndIndices: function ( points, i0, i1, i2 ) { + setFromPointsAndIndices( points, i0, i1, i2 ) { this.a.copy( points[ i0 ] ); this.b.copy( points[ i1 ] ); @@ -7840,15 +7810,15 @@ Object.assign( Triangle.prototype, { return this; - }, + } - clone: function () { + clone() { return new this.constructor().copy( this ); - }, + } - copy: function ( triangle ) { + copy( triangle ) { this.a.copy( triangle.a ); this.b.copy( triangle.b ); @@ -7856,18 +7826,18 @@ Object.assign( Triangle.prototype, { return this; - }, + } - getArea: function () { + getArea() { _v0$1.subVectors( this.c, this.b ); _v1$3.subVectors( this.a, this.b ); return _v0$1.cross( _v1$3 ).length() * 0.5; - }, + } - getMidpoint: function ( target ) { + getMidpoint( target ) { if ( target === undefined ) { @@ -7878,15 +7848,15 @@ Object.assign( Triangle.prototype, { return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); - }, + } - getNormal: function ( target ) { + getNormal( target ) { return Triangle.getNormal( this.a, this.b, this.c, target ); - }, + } - getPlane: function ( target ) { + getPlane( target ) { if ( target === undefined ) { @@ -7897,39 +7867,39 @@ Object.assign( Triangle.prototype, { return target.setFromCoplanarPoints( this.a, this.b, this.c ); - }, + } - getBarycoord: function ( point, target ) { + getBarycoord( point, target ) { return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); - }, + } - getUV: function ( point, uv1, uv2, uv3, target ) { + getUV( point, uv1, uv2, uv3, target ) { return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target ); - }, + } - containsPoint: function ( point ) { + containsPoint( point ) { return Triangle.containsPoint( point, this.a, this.b, this.c ); - }, + } - isFrontFacing: function ( direction ) { + isFrontFacing( direction ) { return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); - }, + } - intersectsBox: function ( box ) { + intersectsBox( box ) { return box.intersectsTriangle( this ); - }, + } - closestPointToPoint: function ( p, target ) { + closestPointToPoint( p, target ) { if ( target === undefined ) { @@ -7938,8 +7908,8 @@ Object.assign( Triangle.prototype, { } - var a = this.a, b = this.b, c = this.c; - var v, w; + const a = this.a, b = this.b, c = this.c; + let v, w; // algorithm thanks to Real-Time Collision Detection by Christer Ericson, // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., @@ -7950,8 +7920,8 @@ Object.assign( Triangle.prototype, { _vab.subVectors( b, a ); _vac.subVectors( c, a ); _vap.subVectors( p, a ); - var d1 = _vab.dot( _vap ); - var d2 = _vac.dot( _vap ); + const d1 = _vab.dot( _vap ); + const d2 = _vac.dot( _vap ); if ( d1 <= 0 && d2 <= 0 ) { // vertex region of A; barycentric coords (1, 0, 0) @@ -7960,8 +7930,8 @@ Object.assign( Triangle.prototype, { } _vbp.subVectors( p, b ); - var d3 = _vab.dot( _vbp ); - var d4 = _vac.dot( _vbp ); + const d3 = _vab.dot( _vbp ); + const d4 = _vac.dot( _vbp ); if ( d3 >= 0 && d4 <= d3 ) { // vertex region of B; barycentric coords (0, 1, 0) @@ -7969,7 +7939,7 @@ Object.assign( Triangle.prototype, { } - var vc = d1 * d4 - d3 * d2; + const vc = d1 * d4 - d3 * d2; if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) { v = d1 / ( d1 - d3 ); @@ -7979,8 +7949,8 @@ Object.assign( Triangle.prototype, { } _vcp.subVectors( p, c ); - var d5 = _vab.dot( _vcp ); - var d6 = _vac.dot( _vcp ); + const d5 = _vab.dot( _vcp ); + const d6 = _vac.dot( _vcp ); if ( d6 >= 0 && d5 <= d6 ) { // vertex region of C; barycentric coords (0, 0, 1) @@ -7988,7 +7958,7 @@ Object.assign( Triangle.prototype, { } - var vb = d5 * d2 - d1 * d6; + const vb = d5 * d2 - d1 * d6; if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) { w = d2 / ( d2 - d6 ); @@ -7997,7 +7967,7 @@ Object.assign( Triangle.prototype, { } - var va = d3 * d6 - d5 * d4; + const va = d3 * d6 - d5 * d4; if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) { _vbc.subVectors( c, b ); @@ -8008,662 +7978,731 @@ Object.assign( Triangle.prototype, { } // face region - var denom = 1 / ( va + vb + vc ); + const denom = 1 / ( va + vb + vc ); // u = va * denom v = vb * denom; w = vc * denom; return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); - }, + } - equals: function ( triangle ) { + equals( triangle ) { return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); } -} ); +} -/** - * @author mrdoob / http://mrdoob.com/ - */ +let materialId = 0; -var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, - 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, - 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, - 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, - 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, - 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, - 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, - 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, - 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, - 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, - 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, - 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, - 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, - 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, - 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, - 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, - 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, - 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, - 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, - 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, - 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, - 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, - 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, - 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; - -var _hslA = { h: 0, s: 0, l: 0 }; -var _hslB = { h: 0, s: 0, l: 0 }; +function Material() { -function Color( r, g, b ) { + Object.defineProperty( this, 'id', { value: materialId ++ } ); - if ( g === undefined && b === undefined ) { + this.uuid = MathUtils.generateUUID(); - // r is THREE.Color, hex or string - return this.set( r ); + this.name = ''; + this.type = 'Material'; - } + this.fog = true; - return this.setRGB( r, g, b ); + this.blending = NormalBlending; + this.side = FrontSide; + this.vertexColors = false; -} + this.opacity = 1; + this.transparent = false; -function hue2rgb( p, q, t ) { + this.blendSrc = SrcAlphaFactor; + this.blendDst = OneMinusSrcAlphaFactor; + this.blendEquation = AddEquation; + this.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; - if ( t < 0 ) t += 1; - if ( t > 1 ) t -= 1; - if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; - if ( t < 1 / 2 ) return q; - if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); - return p; + this.depthFunc = LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; -} + this.stencilWriteMask = 0xff; + this.stencilFunc = AlwaysStencilFunc; + this.stencilRef = 0; + this.stencilFuncMask = 0xff; + this.stencilFail = KeepStencilOp; + this.stencilZFail = KeepStencilOp; + this.stencilZPass = KeepStencilOp; + this.stencilWrite = false; -function SRGBToLinear( c ) { + this.clippingPlanes = null; + this.clipIntersection = false; + this.clipShadows = false; - return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + this.shadowSide = null; -} + this.colorWrite = true; -function LinearToSRGB( c ) { + this.precision = null; // override the renderer's default precision for this material - return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; -} + this.dithering = false; -Object.assign( Color.prototype, { + this.alphaTest = 0; + this.alphaToCoverage = false; + this.premultipliedAlpha = false; - isColor: true, + this.visible = true; - r: 1, g: 1, b: 1, + this.toneMapped = true; - set: function ( value ) { + this.userData = {}; - if ( value && value.isColor ) { + this.version = 0; - this.copy( value ); +} - } else if ( typeof value === 'number' ) { +Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { - this.setHex( value ); + constructor: Material, - } else if ( typeof value === 'string' ) { + isMaterial: true, - this.setStyle( value ); + onBeforeCompile: function ( /* shaderobject, renderer */ ) {}, - } + customProgramCacheKey: function () { - return this; + return this.onBeforeCompile.toString(); }, - setScalar: function ( scalar ) { + setValues: function ( values ) { - this.r = scalar; - this.g = scalar; - this.b = scalar; + if ( values === undefined ) return; - return this; + for ( const key in values ) { - }, + const newValue = values[ key ]; - setHex: function ( hex ) { + if ( newValue === undefined ) { - hex = Math.floor( hex ); + console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' ); + continue; - this.r = ( hex >> 16 & 255 ) / 255; - this.g = ( hex >> 8 & 255 ) / 255; - this.b = ( hex & 255 ) / 255; + } - return this; + // for backward compatability if shading is set in the constructor + if ( key === 'shading' ) { - }, + console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); + this.flatShading = ( newValue === FlatShading ) ? true : false; + continue; - setRGB: function ( r, g, b ) { + } - this.r = r; - this.g = g; - this.b = b; + const currentValue = this[ key ]; - return this; + if ( currentValue === undefined ) { - }, + console.warn( 'THREE.' + this.type + ': \'' + key + '\' is not a property of this material.' ); + continue; - setHSL: function ( h, s, l ) { + } - // h,s,l ranges are in 0.0 - 1.0 - h = MathUtils.euclideanModulo( h, 1 ); - s = MathUtils.clamp( s, 0, 1 ); - l = MathUtils.clamp( l, 0, 1 ); + if ( currentValue && currentValue.isColor ) { - if ( s === 0 ) { + currentValue.set( newValue ); - this.r = this.g = this.b = l; + } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { - } else { + currentValue.copy( newValue ); - var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); - var q = ( 2 * l ) - p; + } else { - this.r = hue2rgb( q, p, h + 1 / 3 ); - this.g = hue2rgb( q, p, h ); - this.b = hue2rgb( q, p, h - 1 / 3 ); + this[ key ] = newValue; - } + } - return this; + } }, - setStyle: function ( style ) { + toJSON: function ( meta ) { - function handleAlpha( string ) { + const isRoot = ( meta === undefined || typeof meta === 'string' ); - if ( string === undefined ) return; + if ( isRoot ) { - if ( parseFloat( string ) < 1 ) { + meta = { + textures: {}, + images: {} + }; - console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + } + const data = { + metadata: { + version: 4.5, + type: 'Material', + generator: 'Material.toJSON' } + }; - } - + // standard Material serialization + data.uuid = this.uuid; + data.type = this.type; - var m; + if ( this.name !== '' ) data.name = this.name; - if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { + if ( this.color && this.color.isColor ) data.color = this.color.getHex(); - // rgb / hsl + if ( this.roughness !== undefined ) data.roughness = this.roughness; + if ( this.metalness !== undefined ) data.metalness = this.metalness; - var color; - var name = m[ 1 ]; - var components = m[ 2 ]; + if ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex(); + if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); + if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; - switch ( name ) { + if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); + if ( this.shininess !== undefined ) data.shininess = this.shininess; + if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat; + if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness; - case 'rgb': - case 'rgba': + if ( this.clearcoatMap && this.clearcoatMap.isTexture ) { - if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid; - // rgb(255,0,0) rgba(255,0,0,0.5) - this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; - this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; - this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; + } - handleAlpha( color[ 5 ] ); + if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) { - return this; + data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid; - } + } - if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) { - // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) - this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; - this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; - this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; + data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid; + data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); - handleAlpha( color[ 5 ] ); + } - return this; + if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid; + if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; - } + if ( this.lightMap && this.lightMap.isTexture ) { - break; + data.lightMap = this.lightMap.toJSON( meta ).uuid; + data.lightMapIntensity = this.lightMapIntensity; - case 'hsl': - case 'hsla': + } - if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + if ( this.aoMap && this.aoMap.isTexture ) { - // hsl(120,50%,50%) hsla(120,50%,50%,0.5) - var h = parseFloat( color[ 1 ] ) / 360; - var s = parseInt( color[ 2 ], 10 ) / 100; - var l = parseInt( color[ 3 ], 10 ) / 100; + data.aoMap = this.aoMap.toJSON( meta ).uuid; + data.aoMapIntensity = this.aoMapIntensity; - handleAlpha( color[ 5 ] ); + } - return this.setHSL( h, s, l ); + if ( this.bumpMap && this.bumpMap.isTexture ) { - } + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; - break; + } - } + if ( this.normalMap && this.normalMap.isTexture ) { - } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalMapType = this.normalMapType; + data.normalScale = this.normalScale.toArray(); - // hex color + } - var hex = m[ 1 ]; - var size = hex.length; + if ( this.displacementMap && this.displacementMap.isTexture ) { - if ( size === 3 ) { + data.displacementMap = this.displacementMap.toJSON( meta ).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; - // #ff0 - this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; - this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; - this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; + } - return this; + if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; + if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; - } else if ( size === 6 ) { + if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; + if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; - // #ff0000 - this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; - this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; - this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; + if ( this.envMap && this.envMap.isTexture ) { - return this; + data.envMap = this.envMap.toJSON( meta ).uuid; + data.reflectivity = this.reflectivity; // Scale behind envMap + data.refractionRatio = this.refractionRatio; - } + if ( this.combine !== undefined ) data.combine = this.combine; + if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity; } - if ( style && style.length > 0 ) { + if ( this.gradientMap && this.gradientMap.isTexture ) { - return this.setColorName( style ); + data.gradientMap = this.gradientMap.toJSON( meta ).uuid; } - return this; + if ( this.size !== undefined ) data.size = this.size; + if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide; + if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; - }, + if ( this.blending !== NormalBlending ) data.blending = this.blending; + if ( this.side !== FrontSide ) data.side = this.side; + if ( this.vertexColors ) data.vertexColors = true; - setColorName: function ( style ) { + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = this.transparent; - // color keywords - var hex = _colorKeywords[ style ]; + data.depthFunc = this.depthFunc; + data.depthTest = this.depthTest; + data.depthWrite = this.depthWrite; + data.colorWrite = this.colorWrite; - if ( hex !== undefined ) { + data.stencilWrite = this.stencilWrite; + data.stencilWriteMask = this.stencilWriteMask; + data.stencilFunc = this.stencilFunc; + data.stencilRef = this.stencilRef; + data.stencilFuncMask = this.stencilFuncMask; + data.stencilFail = this.stencilFail; + data.stencilZFail = this.stencilZFail; + data.stencilZPass = this.stencilZPass; - // red - this.setHex( hex ); + // rotation (SpriteMaterial) + if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation; - } else { + if ( this.polygonOffset === true ) data.polygonOffset = true; + if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor; + if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits; - // unknown color - console.warn( 'THREE.Color: Unknown color ' + style ); + if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth; + if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; + if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; + if ( this.scale !== undefined ) data.scale = this.scale; - } + if ( this.dithering === true ) data.dithering = true; - return this; + if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; + if ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage; + if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; - }, + if ( this.wireframe === true ) data.wireframe = this.wireframe; + if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; + if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; + if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; - clone: function () { + if ( this.morphTargets === true ) data.morphTargets = true; + if ( this.morphNormals === true ) data.morphNormals = true; + if ( this.skinning === true ) data.skinning = true; - return new this.constructor( this.r, this.g, this.b ); + if ( this.flatShading === true ) data.flatShading = this.flatShading; - }, + if ( this.visible === false ) data.visible = false; - copy: function ( color ) { + if ( this.toneMapped === false ) data.toneMapped = false; - this.r = color.r; - this.g = color.g; - this.b = color.b; + if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; - return this; + // TODO: Copied from Object3D.toJSON - }, + function extractFromCache( cache ) { - copyGammaToLinear: function ( color, gammaFactor ) { + const values = []; - if ( gammaFactor === undefined ) gammaFactor = 2.0; + for ( const key in cache ) { - this.r = Math.pow( color.r, gammaFactor ); - this.g = Math.pow( color.g, gammaFactor ); - this.b = Math.pow( color.b, gammaFactor ); + const data = cache[ key ]; + delete data.metadata; + values.push( data ); - return this; + } - }, + return values; + + } - copyLinearToGamma: function ( color, gammaFactor ) { + if ( isRoot ) { - if ( gammaFactor === undefined ) gammaFactor = 2.0; + const textures = extractFromCache( meta.textures ); + const images = extractFromCache( meta.images ); - var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; - this.r = Math.pow( color.r, safeInverse ); - this.g = Math.pow( color.g, safeInverse ); - this.b = Math.pow( color.b, safeInverse ); + } - return this; + return data; }, - convertGammaToLinear: function ( gammaFactor ) { - - this.copyGammaToLinear( this, gammaFactor ); + clone: function () { - return this; + return new this.constructor().copy( this ); }, - convertLinearToGamma: function ( gammaFactor ) { + copy: function ( source ) { - this.copyLinearToGamma( this, gammaFactor ); + this.name = source.name; - return this; + this.fog = source.fog; - }, + this.blending = source.blending; + this.side = source.side; + this.vertexColors = source.vertexColors; - copySRGBToLinear: function ( color ) { + this.opacity = source.opacity; + this.transparent = source.transparent; - this.r = SRGBToLinear( color.r ); - this.g = SRGBToLinear( color.g ); - this.b = SRGBToLinear( color.b ); + this.blendSrc = source.blendSrc; + this.blendDst = source.blendDst; + this.blendEquation = source.blendEquation; + this.blendSrcAlpha = source.blendSrcAlpha; + this.blendDstAlpha = source.blendDstAlpha; + this.blendEquationAlpha = source.blendEquationAlpha; - return this; + this.depthFunc = source.depthFunc; + this.depthTest = source.depthTest; + this.depthWrite = source.depthWrite; - }, + this.stencilWriteMask = source.stencilWriteMask; + this.stencilFunc = source.stencilFunc; + this.stencilRef = source.stencilRef; + this.stencilFuncMask = source.stencilFuncMask; + this.stencilFail = source.stencilFail; + this.stencilZFail = source.stencilZFail; + this.stencilZPass = source.stencilZPass; + this.stencilWrite = source.stencilWrite; - copyLinearToSRGB: function ( color ) { + const srcPlanes = source.clippingPlanes; + let dstPlanes = null; - this.r = LinearToSRGB( color.r ); - this.g = LinearToSRGB( color.g ); - this.b = LinearToSRGB( color.b ); + if ( srcPlanes !== null ) { - return this; + const n = srcPlanes.length; + dstPlanes = new Array( n ); - }, + for ( let i = 0; i !== n; ++ i ) { - convertSRGBToLinear: function () { + dstPlanes[ i ] = srcPlanes[ i ].clone(); - this.copySRGBToLinear( this ); + } - return this; + } - }, + this.clippingPlanes = dstPlanes; + this.clipIntersection = source.clipIntersection; + this.clipShadows = source.clipShadows; - convertLinearToSRGB: function () { + this.shadowSide = source.shadowSide; - this.copyLinearToSRGB( this ); + this.colorWrite = source.colorWrite; - return this; + this.precision = source.precision; - }, + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; - getHex: function () { + this.dithering = source.dithering; - return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + this.alphaTest = source.alphaTest; + this.alphaToCoverage = source.alphaToCoverage; + this.premultipliedAlpha = source.premultipliedAlpha; - }, + this.visible = source.visible; + + this.toneMapped = source.toneMapped; - getHexString: function () { + this.userData = JSON.parse( JSON.stringify( source.userData ) ); - return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); + return this; }, - getHSL: function ( target ) { + dispose: function () { - // h,s,l ranges are in 0.0 - 1.0 + this.dispatchEvent( { type: 'dispose' } ); - if ( target === undefined ) { + } - console.warn( 'THREE.Color: .getHSL() target is now required' ); - target = { h: 0, s: 0, l: 0 }; +} ); - } +Object.defineProperty( Material.prototype, 'needsUpdate', { - var r = this.r, g = this.g, b = this.b; + set: function ( value ) { - var max = Math.max( r, g, b ); - var min = Math.min( r, g, b ); + if ( value === true ) this.version ++; - var hue, saturation; - var lightness = ( min + max ) / 2.0; + } - if ( min === max ) { +} ); - hue = 0; - saturation = 0; +const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, + 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, + 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, + 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, + 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, + 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, + 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, + 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, + 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, + 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, + 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, + 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, + 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, + 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, + 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, + 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, + 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, + 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, + 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, + 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, + 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, + 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, + 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, + 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; - } else { +const _hslA = { h: 0, s: 0, l: 0 }; +const _hslB = { h: 0, s: 0, l: 0 }; - var delta = max - min; +function hue2rgb( p, q, t ) { - saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + if ( t < 0 ) t += 1; + if ( t > 1 ) t -= 1; + if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; + if ( t < 1 / 2 ) return q; + if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); + return p; - switch ( max ) { +} - case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; - case g: hue = ( b - r ) / delta + 2; break; - case b: hue = ( r - g ) / delta + 4; break; +function SRGBToLinear( c ) { - } + return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); - hue /= 6; +} - } +function LinearToSRGB( c ) { - target.h = hue; - target.s = saturation; - target.l = lightness; + return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; - return target; +} - }, +class Color { - getStyle: function () { + constructor( r, g, b ) { - return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + if ( g === undefined && b === undefined ) { - }, + // r is THREE.Color, hex or string + return this.set( r ); - offsetHSL: function ( h, s, l ) { + } - this.getHSL( _hslA ); + return this.setRGB( r, g, b ); - _hslA.h += h; _hslA.s += s; _hslA.l += l; + } - this.setHSL( _hslA.h, _hslA.s, _hslA.l ); + set( value ) { - return this; + if ( value && value.isColor ) { - }, + this.copy( value ); - add: function ( color ) { + } else if ( typeof value === 'number' ) { - this.r += color.r; - this.g += color.g; - this.b += color.b; + this.setHex( value ); + + } else if ( typeof value === 'string' ) { + + this.setStyle( value ); + + } return this; - }, + } - addColors: function ( color1, color2 ) { + setScalar( scalar ) { - this.r = color1.r + color2.r; - this.g = color1.g + color2.g; - this.b = color1.b + color2.b; + this.r = scalar; + this.g = scalar; + this.b = scalar; return this; - }, + } - addScalar: function ( s ) { + setHex( hex ) { - this.r += s; - this.g += s; - this.b += s; + hex = Math.floor( hex ); + + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; return this; - }, + } - sub: function ( color ) { + setRGB( r, g, b ) { - this.r = Math.max( 0, this.r - color.r ); - this.g = Math.max( 0, this.g - color.g ); - this.b = Math.max( 0, this.b - color.b ); + this.r = r; + this.g = g; + this.b = b; return this; - }, + } - multiply: function ( color ) { + setHSL( h, s, l ) { - this.r *= color.r; - this.g *= color.g; - this.b *= color.b; + // h,s,l ranges are in 0.0 - 1.0 + h = MathUtils.euclideanModulo( h, 1 ); + s = MathUtils.clamp( s, 0, 1 ); + l = MathUtils.clamp( l, 0, 1 ); - return this; + if ( s === 0 ) { - }, + this.r = this.g = this.b = l; - multiplyScalar: function ( s ) { + } else { - this.r *= s; - this.g *= s; - this.b *= s; + const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + const q = ( 2 * l ) - p; - return this; + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); - }, + } - lerp: function ( color, alpha ) { + return this; - this.r += ( color.r - this.r ) * alpha; - this.g += ( color.g - this.g ) * alpha; - this.b += ( color.b - this.b ) * alpha; + } - return this; + setStyle( style ) { - }, + function handleAlpha( string ) { - lerpHSL: function ( color, alpha ) { + if ( string === undefined ) return; - this.getHSL( _hslA ); - color.getHSL( _hslB ); + if ( parseFloat( string ) < 1 ) { - var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha ); - var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha ); - var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha ); + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); - this.setHSL( h, s, l ); + } - return this; + } - }, - equals: function ( c ) { + let m; - return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + if ( m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec( style ) ) { - }, + // rgb / hsl - fromArray: function ( array, offset ) { + let color; + const name = m[ 1 ]; + const components = m[ 2 ]; - if ( offset === undefined ) offset = 0; + switch ( name ) { - this.r = array[ offset ]; - this.g = array[ offset + 1 ]; - this.b = array[ offset + 2 ]; + case 'rgb': + case 'rgba': - return this; + if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { - }, + // rgb(255,0,0) rgba(255,0,0,0.5) + this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; + this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; + this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; - toArray: function ( array, offset ) { + handleAlpha( color[ 4 ] ); - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + return this; - array[ offset ] = this.r; - array[ offset + 1 ] = this.g; - array[ offset + 2 ] = this.b; + } - return array; + if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { - }, + // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) + this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; + this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; + this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; - toJSON: function () { + handleAlpha( color[ 4 ] ); - return this.getHex(); + return this; - } + } -} ); + break; -Color.NAMES = _colorKeywords; + case 'hsl': + case 'hsla': -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { -function Face3( a, b, c, normal, color, materialIndex ) { + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + const h = parseFloat( color[ 1 ] ) / 360; + const s = parseInt( color[ 2 ], 10 ) / 100; + const l = parseInt( color[ 3 ], 10 ) / 100; - this.a = a; - this.b = b; - this.c = c; + handleAlpha( color[ 4 ] ); - this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3(); - this.vertexNormals = Array.isArray( normal ) ? normal : []; + return this.setHSL( h, s, l ); - this.color = ( color && color.isColor ) ? color : new Color(); - this.vertexColors = Array.isArray( color ) ? color : []; + } - this.materialIndex = materialIndex !== undefined ? materialIndex : 0; + break; -} + } -Object.assign( Face3.prototype, { + } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) { - clone: function () { + // hex color - return new this.constructor().copy( this ); + const hex = m[ 1 ]; + const size = hex.length; - }, + if ( size === 3 ) { - copy: function ( source ) { + // #ff0 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; - this.a = source.a; - this.b = source.b; - this.c = source.c; + return this; - this.normal.copy( source.normal ); - this.color.copy( source.color ); + } else if ( size === 6 ) { - this.materialIndex = source.materialIndex; + // #ff0000 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; - for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { + return this; - this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); + } } - for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { + if ( style && style.length > 0 ) { - this.vertexColors[ i ] = source.vertexColors[ i ].clone(); + return this.setColorName( style ); } @@ -8671,452 +8710,354 @@ Object.assign( Face3.prototype, { } -} ); + setColorName( style ) { -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + // color keywords + const hex = _colorKeywords[ style ]; -var materialId = 0; + if ( hex !== undefined ) { -function Material() { + // red + this.setHex( hex ); - Object.defineProperty( this, 'id', { value: materialId ++ } ); + } else { - this.uuid = MathUtils.generateUUID(); + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); - this.name = ''; - this.type = 'Material'; + } - this.fog = true; + return this; - this.blending = NormalBlending; - this.side = FrontSide; - this.flatShading = false; - this.vertexColors = false; + } - this.opacity = 1; - this.transparent = false; + clone() { - this.blendSrc = SrcAlphaFactor; - this.blendDst = OneMinusSrcAlphaFactor; - this.blendEquation = AddEquation; - this.blendSrcAlpha = null; - this.blendDstAlpha = null; - this.blendEquationAlpha = null; + return new this.constructor( this.r, this.g, this.b ); - this.depthFunc = LessEqualDepth; - this.depthTest = true; - this.depthWrite = true; + } - this.stencilWriteMask = 0xff; - this.stencilFunc = AlwaysStencilFunc; - this.stencilRef = 0; - this.stencilFuncMask = 0xff; - this.stencilFail = KeepStencilOp; - this.stencilZFail = KeepStencilOp; - this.stencilZPass = KeepStencilOp; - this.stencilWrite = false; + copy( color ) { - this.clippingPlanes = null; - this.clipIntersection = false; - this.clipShadows = false; + this.r = color.r; + this.g = color.g; + this.b = color.b; - this.shadowSide = null; + return this; - this.colorWrite = true; + } - this.precision = null; // override the renderer's default precision for this material + copyGammaToLinear( color, gammaFactor = 2.0 ) { - this.polygonOffset = false; - this.polygonOffsetFactor = 0; - this.polygonOffsetUnits = 0; + this.r = Math.pow( color.r, gammaFactor ); + this.g = Math.pow( color.g, gammaFactor ); + this.b = Math.pow( color.b, gammaFactor ); - this.dithering = false; + return this; - this.alphaTest = 0; - this.premultipliedAlpha = false; + } - this.visible = true; + copyLinearToGamma( color, gammaFactor = 2.0 ) { - this.toneMapped = true; + const safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; - this.userData = {}; + this.r = Math.pow( color.r, safeInverse ); + this.g = Math.pow( color.g, safeInverse ); + this.b = Math.pow( color.b, safeInverse ); - this.version = 0; + return this; -} + } -Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + convertGammaToLinear( gammaFactor ) { - constructor: Material, + this.copyGammaToLinear( this, gammaFactor ); - isMaterial: true, + return this; - onBeforeCompile: function () {}, + } - setValues: function ( values ) { + convertLinearToGamma( gammaFactor ) { - if ( values === undefined ) return; + this.copyLinearToGamma( this, gammaFactor ); - for ( var key in values ) { + return this; - var newValue = values[ key ]; + } - if ( newValue === undefined ) { + copySRGBToLinear( color ) { - console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); - continue; + this.r = SRGBToLinear( color.r ); + this.g = SRGBToLinear( color.g ); + this.b = SRGBToLinear( color.b ); - } + return this; - // for backward compatability if shading is set in the constructor - if ( key === 'shading' ) { + } - console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); - this.flatShading = ( newValue === FlatShading ) ? true : false; - continue; + copyLinearToSRGB( color ) { - } + this.r = LinearToSRGB( color.r ); + this.g = LinearToSRGB( color.g ); + this.b = LinearToSRGB( color.b ); - var currentValue = this[ key ]; + return this; - if ( currentValue === undefined ) { + } - console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); - continue; + convertSRGBToLinear() { - } + this.copySRGBToLinear( this ); - if ( currentValue && currentValue.isColor ) { + return this; - currentValue.set( newValue ); + } - } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { + convertLinearToSRGB() { - currentValue.copy( newValue ); + this.copyLinearToSRGB( this ); - } else { + return this; - this[ key ] = newValue; + } - } + getHex() { - } + return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; - }, + } - toJSON: function ( meta ) { + getHexString() { - var isRoot = ( meta === undefined || typeof meta === 'string' ); + return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); - if ( isRoot ) { + } - meta = { - textures: {}, - images: {} - }; + getHSL( target ) { - } + // h,s,l ranges are in 0.0 - 1.0 - var data = { - metadata: { - version: 4.5, - type: 'Material', - generator: 'Material.toJSON' - } - }; + if ( target === undefined ) { - // standard Material serialization - data.uuid = this.uuid; - data.type = this.type; + console.warn( 'THREE.Color: .getHSL() target is now required' ); + target = { h: 0, s: 0, l: 0 }; - if ( this.name !== '' ) data.name = this.name; + } - if ( this.color && this.color.isColor ) data.color = this.color.getHex(); + const r = this.r, g = this.g, b = this.b; - if ( this.roughness !== undefined ) data.roughness = this.roughness; - if ( this.metalness !== undefined ) data.metalness = this.metalness; + const max = Math.max( r, g, b ); + const min = Math.min( r, g, b ); - if ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex(); - if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); - if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; + let hue, saturation; + const lightness = ( min + max ) / 2.0; - if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); - if ( this.shininess !== undefined ) data.shininess = this.shininess; - if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat; - if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness; + if ( min === max ) { - if ( this.clearcoatMap && this.clearcoatMap.isTexture ) { + hue = 0; + saturation = 0; - data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid; + } else { - } + const delta = max - min; - if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) { + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); - data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid; + switch ( max ) { - } + case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; + case g: hue = ( b - r ) / delta + 2; break; + case b: hue = ( r - g ) / delta + 4; break; - if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) { + } - data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid; - data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); + hue /= 6; } - if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; - if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid; - if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; - if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; + target.h = hue; + target.s = saturation; + target.l = lightness; - if ( this.aoMap && this.aoMap.isTexture ) { + return target; - data.aoMap = this.aoMap.toJSON( meta ).uuid; - data.aoMapIntensity = this.aoMapIntensity; + } - } + getStyle() { - if ( this.bumpMap && this.bumpMap.isTexture ) { + return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; - data.bumpMap = this.bumpMap.toJSON( meta ).uuid; - data.bumpScale = this.bumpScale; + } - } + offsetHSL( h, s, l ) { - if ( this.normalMap && this.normalMap.isTexture ) { + this.getHSL( _hslA ); - data.normalMap = this.normalMap.toJSON( meta ).uuid; - data.normalMapType = this.normalMapType; - data.normalScale = this.normalScale.toArray(); + _hslA.h += h; _hslA.s += s; _hslA.l += l; - } + this.setHSL( _hslA.h, _hslA.s, _hslA.l ); - if ( this.displacementMap && this.displacementMap.isTexture ) { + return this; - data.displacementMap = this.displacementMap.toJSON( meta ).uuid; - data.displacementScale = this.displacementScale; - data.displacementBias = this.displacementBias; + } - } + add( color ) { - if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; - if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; + this.r += color.r; + this.g += color.g; + this.b += color.b; - if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; - if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; + return this; - if ( this.envMap && this.envMap.isTexture ) { + } - data.envMap = this.envMap.toJSON( meta ).uuid; - data.reflectivity = this.reflectivity; // Scale behind envMap - data.refractionRatio = this.refractionRatio; + addColors( color1, color2 ) { - if ( this.combine !== undefined ) data.combine = this.combine; - if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity; + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; - } + return this; - if ( this.gradientMap && this.gradientMap.isTexture ) { + } - data.gradientMap = this.gradientMap.toJSON( meta ).uuid; + addScalar( s ) { - } + this.r += s; + this.g += s; + this.b += s; - if ( this.size !== undefined ) data.size = this.size; - if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + return this; - if ( this.blending !== NormalBlending ) data.blending = this.blending; - if ( this.flatShading === true ) data.flatShading = this.flatShading; - if ( this.side !== FrontSide ) data.side = this.side; - if ( this.vertexColors ) data.vertexColors = true; + } - if ( this.opacity < 1 ) data.opacity = this.opacity; - if ( this.transparent === true ) data.transparent = this.transparent; + sub( color ) { - data.depthFunc = this.depthFunc; - data.depthTest = this.depthTest; - data.depthWrite = this.depthWrite; + this.r = Math.max( 0, this.r - color.r ); + this.g = Math.max( 0, this.g - color.g ); + this.b = Math.max( 0, this.b - color.b ); - data.stencilWrite = this.stencilWrite; - data.stencilWriteMask = this.stencilWriteMask; - data.stencilFunc = this.stencilFunc; - data.stencilRef = this.stencilRef; - data.stencilFuncMask = this.stencilFuncMask; - data.stencilFail = this.stencilFail; - data.stencilZFail = this.stencilZFail; - data.stencilZPass = this.stencilZPass; + return this; - // rotation (SpriteMaterial) - if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation; + } - if ( this.polygonOffset === true ) data.polygonOffset = true; - if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor; - if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits; + multiply( color ) { - if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth; - if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; - if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; - if ( this.scale !== undefined ) data.scale = this.scale; + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; - if ( this.dithering === true ) data.dithering = true; + return this; - if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; - if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; + } - if ( this.wireframe === true ) data.wireframe = this.wireframe; - if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; - if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; - if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; + multiplyScalar( s ) { - if ( this.morphTargets === true ) data.morphTargets = true; - if ( this.morphNormals === true ) data.morphNormals = true; - if ( this.skinning === true ) data.skinning = true; + this.r *= s; + this.g *= s; + this.b *= s; - if ( this.visible === false ) data.visible = false; + return this; - if ( this.toneMapped === false ) data.toneMapped = false; + } - if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; + lerp( color, alpha ) { - // TODO: Copied from Object3D.toJSON + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; - function extractFromCache( cache ) { + return this; - var values = []; + } - for ( var key in cache ) { + lerpColors( color1, color2, alpha ) { - var data = cache[ key ]; - delete data.metadata; - values.push( data ); + this.r = color1.r + ( color2.r - color1.r ) * alpha; + this.g = color1.g + ( color2.g - color1.g ) * alpha; + this.b = color1.b + ( color2.b - color1.b ) * alpha; - } + return this; - return values; + } - } + lerpHSL( color, alpha ) { - if ( isRoot ) { + this.getHSL( _hslA ); + color.getHSL( _hslB ); - var textures = extractFromCache( meta.textures ); - var images = extractFromCache( meta.images ); + const h = MathUtils.lerp( _hslA.h, _hslB.h, alpha ); + const s = MathUtils.lerp( _hslA.s, _hslB.s, alpha ); + const l = MathUtils.lerp( _hslA.l, _hslB.l, alpha ); - if ( textures.length > 0 ) data.textures = textures; - if ( images.length > 0 ) data.images = images; + this.setHSL( h, s, l ); - } + return this; - return data; + } - }, + equals( c ) { - clone: function () { + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); - return new this.constructor().copy( this ); + } - }, + fromArray( array, offset = 0 ) { - copy: function ( source ) { + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; - this.name = source.name; + return this; - this.fog = source.fog; + } - this.blending = source.blending; - this.side = source.side; - this.flatShading = source.flatShading; - this.vertexColors = source.vertexColors; + toArray( array = [], offset = 0 ) { - this.opacity = source.opacity; - this.transparent = source.transparent; + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; - this.blendSrc = source.blendSrc; - this.blendDst = source.blendDst; - this.blendEquation = source.blendEquation; - this.blendSrcAlpha = source.blendSrcAlpha; - this.blendDstAlpha = source.blendDstAlpha; - this.blendEquationAlpha = source.blendEquationAlpha; + return array; - this.depthFunc = source.depthFunc; - this.depthTest = source.depthTest; - this.depthWrite = source.depthWrite; + } - this.stencilWriteMask = source.stencilWriteMask; - this.stencilFunc = source.stencilFunc; - this.stencilRef = source.stencilRef; - this.stencilFuncMask = source.stencilFuncMask; - this.stencilFail = source.stencilFail; - this.stencilZFail = source.stencilZFail; - this.stencilZPass = source.stencilZPass; - this.stencilWrite = source.stencilWrite; + fromBufferAttribute( attribute, index ) { - var srcPlanes = source.clippingPlanes, - dstPlanes = null; + this.r = attribute.getX( index ); + this.g = attribute.getY( index ); + this.b = attribute.getZ( index ); - if ( srcPlanes !== null ) { + if ( attribute.normalized === true ) { - var n = srcPlanes.length; - dstPlanes = new Array( n ); + // assuming Uint8Array - for ( var i = 0; i !== n; ++ i ) - dstPlanes[ i ] = srcPlanes[ i ].clone(); + this.r /= 255; + this.g /= 255; + this.b /= 255; } - this.clippingPlanes = dstPlanes; - this.clipIntersection = source.clipIntersection; - this.clipShadows = source.clipShadows; + return this; - this.shadowSide = source.shadowSide; + } - this.colorWrite = source.colorWrite; + toJSON() { - this.precision = source.precision; + return this.getHex(); - this.polygonOffset = source.polygonOffset; - this.polygonOffsetFactor = source.polygonOffsetFactor; - this.polygonOffsetUnits = source.polygonOffsetUnits; + } - this.dithering = source.dithering; +} - this.alphaTest = source.alphaTest; - this.premultipliedAlpha = source.premultipliedAlpha; - - this.visible = source.visible; - - this.toneMapped = source.toneMapped; - - this.userData = JSON.parse( JSON.stringify( source.userData ) ); - - return this; - - }, - - dispose: function () { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -} ); - -Object.defineProperty( Material.prototype, 'needsUpdate', { - - set: function ( value ) { - - if ( value === true ) this.version ++; - - } +Color.NAMES = _colorKeywords; -} ); +Color.prototype.isColor = true; +Color.prototype.r = 1; +Color.prototype.g = 1; +Color.prototype.b = 1; /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * * parameters = { * color: , * opacity: , @@ -9148,88 +9089,86 @@ Object.defineProperty( Material.prototype, 'needsUpdate', { * } */ -function MeshBasicMaterial( parameters ) { +class MeshBasicMaterial extends Material { - Material.call( this ); + constructor( parameters ) { - this.type = 'MeshBasicMaterial'; + super(); - this.color = new Color( 0xffffff ); // emissive + this.type = 'MeshBasicMaterial'; - this.map = null; + this.color = new Color( 0xffffff ); // emissive - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.map = null; - this.aoMap = null; - this.aoMapIntensity = 1.0; + this.lightMap = null; + this.lightMapIntensity = 1.0; - this.specularMap = null; + this.aoMap = null; + this.aoMapIntensity = 1.0; - this.alphaMap = null; + this.specularMap = null; - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + this.alphaMap = null; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; - this.skinning = false; - this.morphTargets = false; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.setValues( parameters ); + this.skinning = false; + this.morphTargets = false; -} + this.setValues( parameters ); -MeshBasicMaterial.prototype = Object.create( Material.prototype ); -MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; + } -MeshBasicMaterial.prototype.isMeshBasicMaterial = true; + copy( source ) { -MeshBasicMaterial.prototype.copy = function ( source ) { + super.copy( source ); - Material.prototype.copy.call( this, source ); + this.color.copy( source.color ); - this.color.copy( source.color ); + this.map = source.map; - this.map = source.map; + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; + this.specularMap = source.specularMap; - this.specularMap = source.specularMap; + this.alphaMap = source.alphaMap; - this.alphaMap = source.alphaMap; + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; + return this; - return this; + } -}; +} -/** - * @author mrdoob / http://mrdoob.com/ - */ +MeshBasicMaterial.prototype.isMeshBasicMaterial = true; -var _vector$3 = new Vector3(); +const _vector$9 = new Vector3(); +const _vector2 = new Vector2(); function BufferAttribute( array, itemSize, normalized ) { @@ -9296,7 +9235,7 @@ Object.assign( BufferAttribute.prototype, { index1 *= this.itemSize; index2 *= attribute.itemSize; - for ( var i = 0, l = this.itemSize; i < l; i ++ ) { + for ( let i = 0, l = this.itemSize; i < l; i ++ ) { this.array[ index1 + i ] = attribute.array[ index2 + i ]; @@ -9316,11 +9255,12 @@ Object.assign( BufferAttribute.prototype, { copyColorsArray: function ( colors ) { - var array = this.array, offset = 0; + const array = this.array; + let offset = 0; - for ( var i = 0, l = colors.length; i < l; i ++ ) { + for ( let i = 0, l = colors.length; i < l; i ++ ) { - var color = colors[ i ]; + let color = colors[ i ]; if ( color === undefined ) { @@ -9341,11 +9281,12 @@ Object.assign( BufferAttribute.prototype, { copyVector2sArray: function ( vectors ) { - var array = this.array, offset = 0; + const array = this.array; + let offset = 0; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + for ( let i = 0, l = vectors.length; i < l; i ++ ) { - var vector = vectors[ i ]; + let vector = vectors[ i ]; if ( vector === undefined ) { @@ -9365,11 +9306,12 @@ Object.assign( BufferAttribute.prototype, { copyVector3sArray: function ( vectors ) { - var array = this.array, offset = 0; + const array = this.array; + let offset = 0; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + for ( let i = 0, l = vectors.length; i < l; i ++ ) { - var vector = vectors[ i ]; + let vector = vectors[ i ]; if ( vector === undefined ) { @@ -9390,11 +9332,12 @@ Object.assign( BufferAttribute.prototype, { copyVector4sArray: function ( vectors ) { - var array = this.array, offset = 0; + const array = this.array; + let offset = 0; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + for ( let i = 0, l = vectors.length; i < l; i ++ ) { - var vector = vectors[ i ]; + let vector = vectors[ i ]; if ( vector === undefined ) { @@ -9416,15 +9359,27 @@ Object.assign( BufferAttribute.prototype, { applyMatrix3: function ( m ) { - for ( var i = 0, l = this.count; i < l; i ++ ) { + if ( this.itemSize === 2 ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector2.fromBufferAttribute( this, i ); + _vector2.applyMatrix3( m ); + + this.setXY( i, _vector2.x, _vector2.y ); - _vector$3.x = this.getX( i ); - _vector$3.y = this.getY( i ); - _vector$3.z = this.getZ( i ); + } + + } else if ( this.itemSize === 3 ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$9.fromBufferAttribute( this, i ); + _vector$9.applyMatrix3( m ); - _vector$3.applyMatrix3( m ); + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); - this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z ); + } } @@ -9434,15 +9389,15 @@ Object.assign( BufferAttribute.prototype, { applyMatrix4: function ( m ) { - for ( var i = 0, l = this.count; i < l; i ++ ) { + for ( let i = 0, l = this.count; i < l; i ++ ) { - _vector$3.x = this.getX( i ); - _vector$3.y = this.getY( i ); - _vector$3.z = this.getZ( i ); + _vector$9.x = this.getX( i ); + _vector$9.y = this.getY( i ); + _vector$9.z = this.getZ( i ); - _vector$3.applyMatrix4( m ); + _vector$9.applyMatrix4( m ); - this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z ); + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); } @@ -9452,15 +9407,15 @@ Object.assign( BufferAttribute.prototype, { applyNormalMatrix: function ( m ) { - for ( var i = 0, l = this.count; i < l; i ++ ) { + for ( let i = 0, l = this.count; i < l; i ++ ) { - _vector$3.x = this.getX( i ); - _vector$3.y = this.getY( i ); - _vector$3.z = this.getZ( i ); + _vector$9.x = this.getX( i ); + _vector$9.y = this.getY( i ); + _vector$9.z = this.getZ( i ); - _vector$3.applyNormalMatrix( m ); + _vector$9.applyNormalMatrix( m ); - this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z ); + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); } @@ -9470,15 +9425,15 @@ Object.assign( BufferAttribute.prototype, { transformDirection: function ( m ) { - for ( var i = 0, l = this.count; i < l; i ++ ) { + for ( let i = 0, l = this.count; i < l; i ++ ) { - _vector$3.x = this.getX( i ); - _vector$3.y = this.getY( i ); - _vector$3.z = this.getZ( i ); + _vector$9.x = this.getX( i ); + _vector$9.y = this.getY( i ); + _vector$9.z = this.getZ( i ); - _vector$3.transformDirection( m ); + _vector$9.transformDirection( m ); - this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z ); + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); } @@ -9486,9 +9441,7 @@ Object.assign( BufferAttribute.prototype, { }, - set: function ( value, offset ) { - - if ( offset === undefined ) offset = 0; + set: function ( value, offset = 0 ) { this.array.set( value, offset ); @@ -9604,13 +9557,19 @@ Object.assign( BufferAttribute.prototype, { toJSON: function () { - return { + const data = { itemSize: this.itemSize, type: this.array.constructor.name, array: Array.prototype.slice.call( this.array ), normalized: this.normalized }; + if ( this.name !== '' ) data.name = this.name; + if ( this.usage !== StaticDrawUsage ) data.usage = this.usage; + if ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange; + + return data; + } } ); @@ -9686,6 +9645,15 @@ function Uint32BufferAttribute( array, itemSize, normalized ) { Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; +function Float16BufferAttribute( array, itemSize, normalized ) { + + BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized ); + +} + +Float16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); +Float16BufferAttribute.prototype.constructor = Float16BufferAttribute; +Float16BufferAttribute.prototype.isFloat16BufferAttribute = true; function Float32BufferAttribute( array, itemSize, normalized ) { @@ -9706,21352 +9674,5164 @@ function Float64BufferAttribute( array, itemSize, normalized ) { Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function DirectGeometry() { +function arrayMax( array ) { - this.vertices = []; - this.normals = []; - this.colors = []; - this.uvs = []; - this.uvs2 = []; + if ( array.length === 0 ) return - Infinity; - this.groups = []; + let max = array[ 0 ]; - this.morphTargets = {}; + for ( let i = 1, l = array.length; i < l; ++ i ) { - this.skinWeights = []; - this.skinIndices = []; + if ( array[ i ] > max ) max = array[ i ]; - // this.lineDistances = []; + } - this.boundingBox = null; - this.boundingSphere = null; + return max; - // update flags +} - this.verticesNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.uvsNeedUpdate = false; - this.groupsNeedUpdate = false; +let _id = 0; -} +const _m1 = new Matrix4(); +const _obj = new Object3D(); +const _offset = new Vector3(); +const _box$1 = new Box3(); +const _boxMorphTargets = new Box3(); +const _vector$8 = new Vector3(); -Object.assign( DirectGeometry.prototype, { +function BufferGeometry() { - computeGroups: function ( geometry ) { + Object.defineProperty( this, 'id', { value: _id ++ } ); - var group; - var groups = []; - var materialIndex = undefined; + this.uuid = MathUtils.generateUUID(); - var faces = geometry.faces; + this.name = ''; + this.type = 'BufferGeometry'; - for ( var i = 0; i < faces.length; i ++ ) { + this.index = null; + this.attributes = {}; - var face = faces[ i ]; + this.morphAttributes = {}; + this.morphTargetsRelative = false; - // materials + this.groups = []; - if ( face.materialIndex !== materialIndex ) { + this.boundingBox = null; + this.boundingSphere = null; - materialIndex = face.materialIndex; + this.drawRange = { start: 0, count: Infinity }; - if ( group !== undefined ) { + this.userData = {}; - group.count = ( i * 3 ) - group.start; - groups.push( group ); +} - } +BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { - group = { - start: i * 3, - materialIndex: materialIndex - }; + constructor: BufferGeometry, - } + isBufferGeometry: true, - } + getIndex: function () { - if ( group !== undefined ) { + return this.index; - group.count = ( i * 3 ) - group.start; - groups.push( group ); + }, - } + setIndex: function ( index ) { - this.groups = groups; + if ( Array.isArray( index ) ) { - }, + this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); - fromGeometry: function ( geometry ) { + } else { - var faces = geometry.faces; - var vertices = geometry.vertices; - var faceVertexUvs = geometry.faceVertexUvs; + this.index = index; - var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; - var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; + } - // morphs + return this; - var morphTargets = geometry.morphTargets; - var morphTargetsLength = morphTargets.length; + }, - var morphTargetsPosition; + getAttribute: function ( name ) { - if ( morphTargetsLength > 0 ) { + return this.attributes[ name ]; - morphTargetsPosition = []; + }, - for ( var i = 0; i < morphTargetsLength; i ++ ) { + setAttribute: function ( name, attribute ) { - morphTargetsPosition[ i ] = { - name: morphTargets[ i ].name, - data: [] - }; + this.attributes[ name ] = attribute; - } + return this; - this.morphTargets.position = morphTargetsPosition; + }, - } + deleteAttribute: function ( name ) { - var morphNormals = geometry.morphNormals; - var morphNormalsLength = morphNormals.length; + delete this.attributes[ name ]; - var morphTargetsNormal; + return this; - if ( morphNormalsLength > 0 ) { + }, - morphTargetsNormal = []; + hasAttribute: function ( name ) { - for ( var i = 0; i < morphNormalsLength; i ++ ) { + return this.attributes[ name ] !== undefined; - morphTargetsNormal[ i ] = { - name: morphNormals[ i ].name, - data: [] - }; + }, - } + addGroup: function ( start, count, materialIndex = 0 ) { - this.morphTargets.normal = morphTargetsNormal; + this.groups.push( { - } + start: start, + count: count, + materialIndex: materialIndex - // skins + } ); - var skinIndices = geometry.skinIndices; - var skinWeights = geometry.skinWeights; + }, - var hasSkinIndices = skinIndices.length === vertices.length; - var hasSkinWeights = skinWeights.length === vertices.length; + clearGroups: function () { - // + this.groups = []; - if ( vertices.length > 0 && faces.length === 0 ) { + }, - console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' ); + setDrawRange: function ( start, count ) { - } + this.drawRange.start = start; + this.drawRange.count = count; - for ( var i = 0; i < faces.length; i ++ ) { + }, - var face = faces[ i ]; + applyMatrix4: function ( matrix ) { - this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); + const position = this.attributes.position; - var vertexNormals = face.vertexNormals; + if ( position !== undefined ) { - if ( vertexNormals.length === 3 ) { + position.applyMatrix4( matrix ); - this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); + position.needsUpdate = true; - } else { + } - var normal = face.normal; + const normal = this.attributes.normal; - this.normals.push( normal, normal, normal ); + if ( normal !== undefined ) { - } + const normalMatrix = new Matrix3().getNormalMatrix( matrix ); - var vertexColors = face.vertexColors; + normal.applyNormalMatrix( normalMatrix ); - if ( vertexColors.length === 3 ) { + normal.needsUpdate = true; - this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); + } - } else { + const tangent = this.attributes.tangent; - var color = face.color; + if ( tangent !== undefined ) { - this.colors.push( color, color, color ); + tangent.transformDirection( matrix ); - } + tangent.needsUpdate = true; - if ( hasFaceVertexUv === true ) { + } - var vertexUvs = faceVertexUvs[ 0 ][ i ]; + if ( this.boundingBox !== null ) { - if ( vertexUvs !== undefined ) { + this.computeBoundingBox(); - this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + } - } else { + if ( this.boundingSphere !== null ) { - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + this.computeBoundingSphere(); - this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); + } - } + return this; - } + }, - if ( hasFaceVertexUv2 === true ) { + rotateX: function ( angle ) { - var vertexUvs = faceVertexUvs[ 1 ][ i ]; + // rotate geometry around world x-axis - if ( vertexUvs !== undefined ) { + _m1.makeRotationX( angle ); - this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + this.applyMatrix4( _m1 ); - } else { + return this; - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); + }, - this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); + rotateY: function ( angle ) { - } + // rotate geometry around world y-axis - } + _m1.makeRotationY( angle ); - // morphs + this.applyMatrix4( _m1 ); - for ( var j = 0; j < morphTargetsLength; j ++ ) { + return this; - var morphTarget = morphTargets[ j ].vertices; + }, - morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); + rotateZ: function ( angle ) { - } + // rotate geometry around world z-axis - for ( var j = 0; j < morphNormalsLength; j ++ ) { + _m1.makeRotationZ( angle ); - var morphNormal = morphNormals[ j ].vertexNormals[ i ]; + this.applyMatrix4( _m1 ); - morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c ); + return this; - } + }, - // skins + translate: function ( x, y, z ) { - if ( hasSkinIndices ) { + // translate geometry - this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); + _m1.makeTranslation( x, y, z ); - } + this.applyMatrix4( _m1 ); - if ( hasSkinWeights ) { + return this; - this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); + }, - } + scale: function ( x, y, z ) { - } + // scale geometry - this.computeGroups( geometry ); + _m1.makeScale( x, y, z ); - this.verticesNeedUpdate = geometry.verticesNeedUpdate; - this.normalsNeedUpdate = geometry.normalsNeedUpdate; - this.colorsNeedUpdate = geometry.colorsNeedUpdate; - this.uvsNeedUpdate = geometry.uvsNeedUpdate; - this.groupsNeedUpdate = geometry.groupsNeedUpdate; + this.applyMatrix4( _m1 ); - if ( geometry.boundingSphere !== null ) { + return this; - this.boundingSphere = geometry.boundingSphere.clone(); + }, - } + lookAt: function ( vector ) { - if ( geometry.boundingBox !== null ) { + _obj.lookAt( vector ); - this.boundingBox = geometry.boundingBox.clone(); + _obj.updateMatrix(); - } + this.applyMatrix4( _obj.matrix ); return this; - } + }, -} ); + center: function () { -/** - * @author mrdoob / http://mrdoob.com/ - */ + this.computeBoundingBox(); -function arrayMax( array ) { + this.boundingBox.getCenter( _offset ).negate(); - if ( array.length === 0 ) return - Infinity; + this.translate( _offset.x, _offset.y, _offset.z ); - var max = array[ 0 ]; + return this; - for ( var i = 1, l = array.length; i < l; ++ i ) { + }, - if ( array[ i ] > max ) max = array[ i ]; + setFromPoints: function ( points ) { - } + const position = []; - return max; + for ( let i = 0, l = points.length; i < l; i ++ ) { -} + const point = points[ i ]; + position.push( point.x, point.y, point.z || 0 ); -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ + } -var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id + this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); -var _m1$2 = new Matrix4(); -var _obj = new Object3D(); -var _offset = new Vector3(); -var _box$2 = new Box3(); -var _boxMorphTargets = new Box3(); -var _vector$4 = new Vector3(); + return this; -function BufferGeometry() { + }, - Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } ); + computeBoundingBox: function () { - this.uuid = MathUtils.generateUUID(); + if ( this.boundingBox === null ) { - this.name = ''; - this.type = 'BufferGeometry'; + this.boundingBox = new Box3(); - this.index = null; - this.attributes = {}; + } - this.morphAttributes = {}; - this.morphTargetsRelative = false; + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; - this.groups = []; + if ( position && position.isGLBufferAttribute ) { - this.boundingBox = null; - this.boundingSphere = null; + console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this ); - this.drawRange = { start: 0, count: Infinity }; + this.boundingBox.set( + new Vector3( - Infinity, - Infinity, - Infinity ), + new Vector3( + Infinity, + Infinity, + Infinity ) + ); - this.userData = {}; + return; -} + } -BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + if ( position !== undefined ) { - constructor: BufferGeometry, + this.boundingBox.setFromBufferAttribute( position ); - isBufferGeometry: true, + // process morph attributes if present - getIndex: function () { + if ( morphAttributesPosition ) { - return this.index; + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { - }, + const morphAttribute = morphAttributesPosition[ i ]; + _box$1.setFromBufferAttribute( morphAttribute ); - setIndex: function ( index ) { + if ( this.morphTargetsRelative ) { - if ( Array.isArray( index ) ) { + _vector$8.addVectors( this.boundingBox.min, _box$1.min ); + this.boundingBox.expandByPoint( _vector$8 ); - this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); + _vector$8.addVectors( this.boundingBox.max, _box$1.max ); + this.boundingBox.expandByPoint( _vector$8 ); + + } else { + + this.boundingBox.expandByPoint( _box$1.min ); + this.boundingBox.expandByPoint( _box$1.max ); + + } + + } + + } } else { - this.index = index; + this.boundingBox.makeEmpty(); } - }, + if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { - getAttribute: function ( name ) { + console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); - return this.attributes[ name ]; + } }, - setAttribute: function ( name, attribute ) { - - this.attributes[ name ] = attribute; + computeBoundingSphere: function () { - return this; + if ( this.boundingSphere === null ) { - }, + this.boundingSphere = new Sphere(); - deleteAttribute: function ( name ) { + } - delete this.attributes[ name ]; + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; - return this; + if ( position && position.isGLBufferAttribute ) { - }, + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this ); - addGroup: function ( start, count, materialIndex ) { + this.boundingSphere.set( new Vector3(), Infinity ); - this.groups.push( { + return; - start: start, - count: count, - materialIndex: materialIndex !== undefined ? materialIndex : 0 + } - } ); + if ( position ) { - }, + // first, find the center of the bounding sphere - clearGroups: function () { + const center = this.boundingSphere.center; - this.groups = []; + _box$1.setFromBufferAttribute( position ); - }, + // process morph attributes if present - setDrawRange: function ( start, count ) { + if ( morphAttributesPosition ) { - this.drawRange.start = start; - this.drawRange.count = count; + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { - }, + const morphAttribute = morphAttributesPosition[ i ]; + _boxMorphTargets.setFromBufferAttribute( morphAttribute ); - applyMatrix4: function ( matrix ) { + if ( this.morphTargetsRelative ) { - var position = this.attributes.position; + _vector$8.addVectors( _box$1.min, _boxMorphTargets.min ); + _box$1.expandByPoint( _vector$8 ); - if ( position !== undefined ) { + _vector$8.addVectors( _box$1.max, _boxMorphTargets.max ); + _box$1.expandByPoint( _vector$8 ); - position.applyMatrix4( matrix ); + } else { - position.needsUpdate = true; + _box$1.expandByPoint( _boxMorphTargets.min ); + _box$1.expandByPoint( _boxMorphTargets.max ); - } + } - var normal = this.attributes.normal; + } - if ( normal !== undefined ) { + } - var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + _box$1.getCenter( center ); - normal.applyNormalMatrix( normalMatrix ); + // second, try to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case - normal.needsUpdate = true; + let maxRadiusSq = 0; - } + for ( let i = 0, il = position.count; i < il; i ++ ) { - var tangent = this.attributes.tangent; + _vector$8.fromBufferAttribute( position, i ); - if ( tangent !== undefined ) { + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) ); - tangent.transformDirection( matrix ); + } - tangent.needsUpdate = true; + // process morph attributes if present - } + if ( morphAttributesPosition ) { - if ( this.boundingBox !== null ) { + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { - this.computeBoundingBox(); + const morphAttribute = morphAttributesPosition[ i ]; + const morphTargetsRelative = this.morphTargetsRelative; - } + for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) { - if ( this.boundingSphere !== null ) { + _vector$8.fromBufferAttribute( morphAttribute, j ); - this.computeBoundingSphere(); + if ( morphTargetsRelative ) { - } + _offset.fromBufferAttribute( position, j ); + _vector$8.add( _offset ); - return this; + } - }, + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) ); - rotateX: function ( angle ) { + } - // rotate geometry around world x-axis + } - _m1$2.makeRotationX( angle ); + } - this.applyMatrix4( _m1$2 ); + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); - return this; + if ( isNaN( this.boundingSphere.radius ) ) { - }, + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); - rotateY: function ( angle ) { + } - // rotate geometry around world y-axis + } - _m1$2.makeRotationY( angle ); + }, - this.applyMatrix4( _m1$2 ); + computeFaceNormals: function () { - return this; + // backwards compatibility }, - rotateZ: function ( angle ) { + computeTangents: function () { - // rotate geometry around world z-axis + const index = this.index; + const attributes = this.attributes; - _m1$2.makeRotationZ( angle ); + // based on http://www.terathon.com/code/tangent.html + // (per vertex tangents) - this.applyMatrix4( _m1$2 ); + if ( index === null || + attributes.position === undefined || + attributes.normal === undefined || + attributes.uv === undefined ) { - return this; + console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' ); + return; - }, + } - translate: function ( x, y, z ) { + const indices = index.array; + const positions = attributes.position.array; + const normals = attributes.normal.array; + const uvs = attributes.uv.array; - // translate geometry + const nVertices = positions.length / 3; - _m1$2.makeTranslation( x, y, z ); + if ( attributes.tangent === undefined ) { - this.applyMatrix4( _m1$2 ); + this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) ); - return this; + } - }, + const tangents = attributes.tangent.array; - scale: function ( x, y, z ) { + const tan1 = [], tan2 = []; - // scale geometry + for ( let i = 0; i < nVertices; i ++ ) { - _m1$2.makeScale( x, y, z ); + tan1[ i ] = new Vector3(); + tan2[ i ] = new Vector3(); - this.applyMatrix4( _m1$2 ); + } - return this; + const vA = new Vector3(), + vB = new Vector3(), + vC = new Vector3(), - }, + uvA = new Vector2(), + uvB = new Vector2(), + uvC = new Vector2(), - lookAt: function ( vector ) { + sdir = new Vector3(), + tdir = new Vector3(); - _obj.lookAt( vector ); + function handleTriangle( a, b, c ) { - _obj.updateMatrix(); + vA.fromArray( positions, a * 3 ); + vB.fromArray( positions, b * 3 ); + vC.fromArray( positions, c * 3 ); - this.applyMatrix4( _obj.matrix ); + uvA.fromArray( uvs, a * 2 ); + uvB.fromArray( uvs, b * 2 ); + uvC.fromArray( uvs, c * 2 ); - return this; + vB.sub( vA ); + vC.sub( vA ); - }, + uvB.sub( uvA ); + uvC.sub( uvA ); - center: function () { + const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y ); - this.computeBoundingBox(); + // silently ignore degenerate uv triangles having coincident or colinear vertices - this.boundingBox.getCenter( _offset ).negate(); + if ( ! isFinite( r ) ) return; - this.translate( _offset.x, _offset.y, _offset.z ); + sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r ); + tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r ); - return this; + tan1[ a ].add( sdir ); + tan1[ b ].add( sdir ); + tan1[ c ].add( sdir ); - }, + tan2[ a ].add( tdir ); + tan2[ b ].add( tdir ); + tan2[ c ].add( tdir ); + + } - setFromObject: function ( object ) { + let groups = this.groups; - // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); + if ( groups.length === 0 ) { - var geometry = object.geometry; + groups = [ { + start: 0, + count: indices.length + } ]; - if ( object.isPoints || object.isLine ) { + } - var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 ); - var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 ); + for ( let i = 0, il = groups.length; i < il; ++ i ) { - this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); - this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); + const group = groups[ i ]; - if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { + const start = group.start; + const count = group.count; - var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 ); + for ( let j = start, jl = start + count; j < jl; j += 3 ) { - this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); + handleTriangle( + indices[ j + 0 ], + indices[ j + 1 ], + indices[ j + 2 ] + ); } - if ( geometry.boundingSphere !== null ) { + } - this.boundingSphere = geometry.boundingSphere.clone(); + const tmp = new Vector3(), tmp2 = new Vector3(); + const n = new Vector3(), n2 = new Vector3(); - } + function handleVertex( v ) { - if ( geometry.boundingBox !== null ) { + n.fromArray( normals, v * 3 ); + n2.copy( n ); - this.boundingBox = geometry.boundingBox.clone(); + const t = tan1[ v ]; - } + // Gram-Schmidt orthogonalize - } else if ( object.isMesh ) { + tmp.copy( t ); + tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); - if ( geometry && geometry.isGeometry ) { + // Calculate handedness - this.fromGeometry( geometry ); + tmp2.crossVectors( n2, t ); + const test = tmp2.dot( tan2[ v ] ); + const w = ( test < 0.0 ) ? - 1.0 : 1.0; - } + tangents[ v * 4 ] = tmp.x; + tangents[ v * 4 + 1 ] = tmp.y; + tangents[ v * 4 + 2 ] = tmp.z; + tangents[ v * 4 + 3 ] = w; } - return this; + for ( let i = 0, il = groups.length; i < il; ++ i ) { - }, + const group = groups[ i ]; - setFromPoints: function ( points ) { + const start = group.start; + const count = group.count; - var position = []; + for ( let j = start, jl = start + count; j < jl; j += 3 ) { - for ( var i = 0, l = points.length; i < l; i ++ ) { + handleVertex( indices[ j + 0 ] ); + handleVertex( indices[ j + 1 ] ); + handleVertex( indices[ j + 2 ] ); - var point = points[ i ]; - position.push( point.x, point.y, point.z || 0 ); + } } - this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); + }, - return this; + computeVertexNormals: function () { - }, + const index = this.index; + const positionAttribute = this.getAttribute( 'position' ); - updateFromObject: function ( object ) { + if ( positionAttribute !== undefined ) { - var geometry = object.geometry; + let normalAttribute = this.getAttribute( 'normal' ); - if ( object.isMesh ) { + if ( normalAttribute === undefined ) { - var direct = geometry.__directGeometry; + normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 ); + this.setAttribute( 'normal', normalAttribute ); - if ( geometry.elementsNeedUpdate === true ) { + } else { - direct = undefined; - geometry.elementsNeedUpdate = false; + // reset existing normals to zero - } + for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) { - if ( direct === undefined ) { + normalAttribute.setXYZ( i, 0, 0, 0 ); - return this.fromGeometry( geometry ); + } } - direct.verticesNeedUpdate = geometry.verticesNeedUpdate; - direct.normalsNeedUpdate = geometry.normalsNeedUpdate; - direct.colorsNeedUpdate = geometry.colorsNeedUpdate; - direct.uvsNeedUpdate = geometry.uvsNeedUpdate; - direct.groupsNeedUpdate = geometry.groupsNeedUpdate; + const pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); + const nA = new Vector3(), nB = new Vector3(), nC = new Vector3(); + const cb = new Vector3(), ab = new Vector3(); + + // indexed elements + + if ( index ) { - geometry.verticesNeedUpdate = false; - geometry.normalsNeedUpdate = false; - geometry.colorsNeedUpdate = false; - geometry.uvsNeedUpdate = false; - geometry.groupsNeedUpdate = false; + for ( let i = 0, il = index.count; i < il; i += 3 ) { - geometry = direct; + const vA = index.getX( i + 0 ); + const vB = index.getX( i + 1 ); + const vC = index.getX( i + 2 ); - } + pA.fromBufferAttribute( positionAttribute, vA ); + pB.fromBufferAttribute( positionAttribute, vB ); + pC.fromBufferAttribute( positionAttribute, vC ); - var attribute; + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); - if ( geometry.verticesNeedUpdate === true ) { + nA.fromBufferAttribute( normalAttribute, vA ); + nB.fromBufferAttribute( normalAttribute, vB ); + nC.fromBufferAttribute( normalAttribute, vC ); - attribute = this.attributes.position; + nA.add( cb ); + nB.add( cb ); + nC.add( cb ); - if ( attribute !== undefined ) { + normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z ); + normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z ); + normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z ); - attribute.copyVector3sArray( geometry.vertices ); - attribute.needsUpdate = true; + } - } + } else { - geometry.verticesNeedUpdate = false; + // non-indexed elements (unconnected triangle soup) - } + for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) { - if ( geometry.normalsNeedUpdate === true ) { + pA.fromBufferAttribute( positionAttribute, i + 0 ); + pB.fromBufferAttribute( positionAttribute, i + 1 ); + pC.fromBufferAttribute( positionAttribute, i + 2 ); - attribute = this.attributes.normal; + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); - if ( attribute !== undefined ) { + normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z ); + normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z ); + normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z ); - attribute.copyVector3sArray( geometry.normals ); - attribute.needsUpdate = true; + } } - geometry.normalsNeedUpdate = false; - - } + this.normalizeNormals(); - if ( geometry.colorsNeedUpdate === true ) { + normalAttribute.needsUpdate = true; - attribute = this.attributes.color; + } - if ( attribute !== undefined ) { + }, - attribute.copyColorsArray( geometry.colors ); - attribute.needsUpdate = true; + merge: function ( geometry, offset ) { - } + if ( ! ( geometry && geometry.isBufferGeometry ) ) { - geometry.colorsNeedUpdate = false; + console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); + return; } - if ( geometry.uvsNeedUpdate ) { + if ( offset === undefined ) { + + offset = 0; - attribute = this.attributes.uv; + console.warn( + 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.' + ); - if ( attribute !== undefined ) { + } - attribute.copyVector2sArray( geometry.uvs ); - attribute.needsUpdate = true; + const attributes = this.attributes; - } + for ( const key in attributes ) { - geometry.uvsNeedUpdate = false; + if ( geometry.attributes[ key ] === undefined ) continue; - } + const attribute1 = attributes[ key ]; + const attributeArray1 = attribute1.array; - if ( geometry.lineDistancesNeedUpdate ) { + const attribute2 = geometry.attributes[ key ]; + const attributeArray2 = attribute2.array; - attribute = this.attributes.lineDistance; + const attributeOffset = attribute2.itemSize * offset; + const length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset ); - if ( attribute !== undefined ) { + for ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) { - attribute.copyArray( geometry.lineDistances ); - attribute.needsUpdate = true; + attributeArray1[ j ] = attributeArray2[ i ]; } - geometry.lineDistancesNeedUpdate = false; - } - if ( geometry.groupsNeedUpdate ) { + return this; - geometry.computeGroups( object.geometry ); - this.groups = geometry.groups; + }, - geometry.groupsNeedUpdate = false; + normalizeNormals: function () { - } + const normals = this.attributes.normal; - return this; + for ( let i = 0, il = normals.count; i < il; i ++ ) { - }, + _vector$8.fromBufferAttribute( normals, i ); - fromGeometry: function ( geometry ) { + _vector$8.normalize(); - geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); + normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); - return this.fromDirectGeometry( geometry.__directGeometry ); + } }, - fromDirectGeometry: function ( geometry ) { - - var positions = new Float32Array( geometry.vertices.length * 3 ); - this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); + toNonIndexed: function () { - if ( geometry.normals.length > 0 ) { + function convertBufferAttribute( attribute, indices ) { - var normals = new Float32Array( geometry.normals.length * 3 ); - this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); + const array = attribute.array; + const itemSize = attribute.itemSize; + const normalized = attribute.normalized; - } + const array2 = new array.constructor( indices.length * itemSize ); - if ( geometry.colors.length > 0 ) { + let index = 0, index2 = 0; - var colors = new Float32Array( geometry.colors.length * 3 ); - this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); + for ( let i = 0, l = indices.length; i < l; i ++ ) { - } + index = indices[ i ] * itemSize; - if ( geometry.uvs.length > 0 ) { + for ( let j = 0; j < itemSize; j ++ ) { - var uvs = new Float32Array( geometry.uvs.length * 2 ); - this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); + array2[ index2 ++ ] = array[ index ++ ]; - } + } - if ( geometry.uvs2.length > 0 ) { + } - var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); - this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); + return new BufferAttribute( array2, itemSize, normalized ); } - // groups + // - this.groups = geometry.groups; + if ( this.index === null ) { - // morphs + console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' ); + return this; - for ( var name in geometry.morphTargets ) { + } - var array = []; - var morphTargets = geometry.morphTargets[ name ]; + const geometry2 = new BufferGeometry(); - for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { + const indices = this.index.array; + const attributes = this.attributes; - var morphTarget = morphTargets[ i ]; + // attributes - var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 ); - attribute.name = morphTarget.name; + for ( const name in attributes ) { - array.push( attribute.copyVector3sArray( morphTarget.data ) ); + const attribute = attributes[ name ]; - } + const newAttribute = convertBufferAttribute( attribute, indices ); - this.morphAttributes[ name ] = array; + geometry2.setAttribute( name, newAttribute ); } - // skinning + // morph attributes - if ( geometry.skinIndices.length > 0 ) { + const morphAttributes = this.morphAttributes; - var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 ); - this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); + for ( const name in morphAttributes ) { - } + const morphArray = []; + const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes - if ( geometry.skinWeights.length > 0 ) { + for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { - var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 ); - this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); + const attribute = morphAttribute[ i ]; - } + const newAttribute = convertBufferAttribute( attribute, indices ); - // + morphArray.push( newAttribute ); - if ( geometry.boundingSphere !== null ) { + } - this.boundingSphere = geometry.boundingSphere.clone(); + geometry2.morphAttributes[ name ] = morphArray; } - if ( geometry.boundingBox !== null ) { + geometry2.morphTargetsRelative = this.morphTargetsRelative; + + // groups + + const groups = this.groups; - this.boundingBox = geometry.boundingBox.clone(); + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + geometry2.addGroup( group.start, group.count, group.materialIndex ); } - return this; + return geometry2; }, - computeBoundingBox: function () { + toJSON: function () { - if ( this.boundingBox === null ) { + const data = { + metadata: { + version: 4.5, + type: 'BufferGeometry', + generator: 'BufferGeometry.toJSON' + } + }; - this.boundingBox = new Box3(); + // standard BufferGeometry serialization - } + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; - var position = this.attributes.position; - var morphAttributesPosition = this.morphAttributes.position; + if ( this.parameters !== undefined ) { - if ( position !== undefined ) { + const parameters = this.parameters; - this.boundingBox.setFromBufferAttribute( position ); + for ( const key in parameters ) { - // process morph attributes if present + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; - if ( morphAttributesPosition ) { + } - for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + return data; - var morphAttribute = morphAttributesPosition[ i ]; - _box$2.setFromBufferAttribute( morphAttribute ); + } - if ( this.morphTargetsRelative ) { + // for simplicity the code assumes attributes are not shared across geometries, see #15811 - _vector$4.addVectors( this.boundingBox.min, _box$2.min ); - this.boundingBox.expandByPoint( _vector$4 ); + data.data = { attributes: {} }; - _vector$4.addVectors( this.boundingBox.max, _box$2.max ); - this.boundingBox.expandByPoint( _vector$4 ); + const index = this.index; - } else { + if ( index !== null ) { - this.boundingBox.expandByPoint( _box$2.min ); - this.boundingBox.expandByPoint( _box$2.max ); + data.data.index = { + type: index.array.constructor.name, + array: Array.prototype.slice.call( index.array ) + }; - } + } - } + const attributes = this.attributes; - } + for ( const key in attributes ) { - } else { + const attribute = attributes[ key ]; - this.boundingBox.makeEmpty(); + data.data.attributes[ key ] = attribute.toJSON( data.data ); } - if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { + const morphAttributes = {}; + let hasMorphAttributes = false; - console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); + for ( const key in this.morphAttributes ) { - } + const attributeArray = this.morphAttributes[ key ]; - }, + const array = []; - computeBoundingSphere: function () { + for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { - if ( this.boundingSphere === null ) { + const attribute = attributeArray[ i ]; - this.boundingSphere = new Sphere(); + array.push( attribute.toJSON( data.data ) ); - } + } - var position = this.attributes.position; - var morphAttributesPosition = this.morphAttributes.position; + if ( array.length > 0 ) { - if ( position ) { + morphAttributes[ key ] = array; - // first, find the center of the bounding sphere + hasMorphAttributes = true; - var center = this.boundingSphere.center; + } - _box$2.setFromBufferAttribute( position ); + } - // process morph attributes if present + if ( hasMorphAttributes ) { - if ( morphAttributesPosition ) { + data.data.morphAttributes = morphAttributes; + data.data.morphTargetsRelative = this.morphTargetsRelative; - for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + } - var morphAttribute = morphAttributesPosition[ i ]; - _boxMorphTargets.setFromBufferAttribute( morphAttribute ); + const groups = this.groups; - if ( this.morphTargetsRelative ) { + if ( groups.length > 0 ) { - _vector$4.addVectors( _box$2.min, _boxMorphTargets.min ); - _box$2.expandByPoint( _vector$4 ); + data.data.groups = JSON.parse( JSON.stringify( groups ) ); - _vector$4.addVectors( _box$2.max, _boxMorphTargets.max ); - _box$2.expandByPoint( _vector$4 ); + } - } else { + const boundingSphere = this.boundingSphere; - _box$2.expandByPoint( _boxMorphTargets.min ); - _box$2.expandByPoint( _boxMorphTargets.max ); + if ( boundingSphere !== null ) { - } + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; - } + } - } + return data; - _box$2.getCenter( center ); + }, - // second, try to find a boundingSphere with a radius smaller than the - // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + clone: function () { - var maxRadiusSq = 0; + /* + // Handle primitives - for ( var i = 0, il = position.count; i < il; i ++ ) { + const parameters = this.parameters; - _vector$4.fromBufferAttribute( position, i ); + if ( parameters !== undefined ) { - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) ); + const values = []; - } + for ( const key in parameters ) { - // process morph attributes if present + values.push( parameters[ key ] ); - if ( morphAttributesPosition ) { + } - for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + const geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; - var morphAttribute = morphAttributesPosition[ i ]; - var morphTargetsRelative = this.morphTargetsRelative; + } - for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) { + return new this.constructor().copy( this ); + */ - _vector$4.fromBufferAttribute( morphAttribute, j ); + return new BufferGeometry().copy( this ); - if ( morphTargetsRelative ) { + }, - _offset.fromBufferAttribute( position, j ); - _vector$4.add( _offset ); + copy: function ( source ) { - } + // reset - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) ); + this.index = null; + this.attributes = {}; + this.morphAttributes = {}; + this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; - } + // used for storing cloned, shared data - } + const data = {}; - } + // name - this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + this.name = source.name; - if ( isNaN( this.boundingSphere.radius ) ) { + // index - console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + const index = source.index; - } + if ( index !== null ) { + + this.setIndex( index.clone( data ) ); } - }, + // attributes - computeFaceNormals: function () { + const attributes = source.attributes; - // backwards compatibility + for ( const name in attributes ) { - }, + const attribute = attributes[ name ]; + this.setAttribute( name, attribute.clone( data ) ); - computeVertexNormals: function () { + } - var index = this.index; - var attributes = this.attributes; + // morph attributes - if ( attributes.position ) { + const morphAttributes = source.morphAttributes; - var positions = attributes.position.array; + for ( const name in morphAttributes ) { - if ( attributes.normal === undefined ) { + const array = []; + const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes - this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) ); + for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) { - } else { + array.push( morphAttribute[ i ].clone( data ) ); - // reset existing normals to zero + } - var array = attributes.normal.array; + this.morphAttributes[ name ] = array; - for ( var i = 0, il = array.length; i < il; i ++ ) { + } - array[ i ] = 0; + this.morphTargetsRelative = source.morphTargetsRelative; - } + // groups - } + const groups = source.groups; - var normals = attributes.normal.array; + for ( let i = 0, l = groups.length; i < l; i ++ ) { - var vA, vB, vC; - var pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); - var cb = new Vector3(), ab = new Vector3(); + const group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); - // indexed elements + } - if ( index ) { + // bounding box - var indices = index.array; + const boundingBox = source.boundingBox; - for ( var i = 0, il = index.count; i < il; i += 3 ) { + if ( boundingBox !== null ) { - vA = indices[ i + 0 ] * 3; - vB = indices[ i + 1 ] * 3; - vC = indices[ i + 2 ] * 3; + this.boundingBox = boundingBox.clone(); - pA.fromArray( positions, vA ); - pB.fromArray( positions, vB ); - pC.fromArray( positions, vC ); + } - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); + // bounding sphere - normals[ vA ] += cb.x; - normals[ vA + 1 ] += cb.y; - normals[ vA + 2 ] += cb.z; + const boundingSphere = source.boundingSphere; - normals[ vB ] += cb.x; - normals[ vB + 1 ] += cb.y; - normals[ vB + 2 ] += cb.z; + if ( boundingSphere !== null ) { - normals[ vC ] += cb.x; - normals[ vC + 1 ] += cb.y; - normals[ vC + 2 ] += cb.z; + this.boundingSphere = boundingSphere.clone(); - } + } - } else { + // draw range - // non-indexed elements (unconnected triangle soup) + this.drawRange.start = source.drawRange.start; + this.drawRange.count = source.drawRange.count; - for ( var i = 0, il = positions.length; i < il; i += 9 ) { + // user data - pA.fromArray( positions, i ); - pB.fromArray( positions, i + 3 ); - pC.fromArray( positions, i + 6 ); + this.userData = source.userData; - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); + return this; - normals[ i ] = cb.x; - normals[ i + 1 ] = cb.y; - normals[ i + 2 ] = cb.z; + }, - normals[ i + 3 ] = cb.x; - normals[ i + 4 ] = cb.y; - normals[ i + 5 ] = cb.z; + dispose: function () { - normals[ i + 6 ] = cb.x; - normals[ i + 7 ] = cb.y; - normals[ i + 8 ] = cb.z; + this.dispatchEvent( { type: 'dispose' } ); - } + } - } +} ); - this.normalizeNormals(); +const _inverseMatrix$2 = new Matrix4(); +const _ray$2 = new Ray(); +const _sphere$3 = new Sphere(); - attributes.normal.needsUpdate = true; +const _vA$1 = new Vector3(); +const _vB$1 = new Vector3(); +const _vC$1 = new Vector3(); - } +const _tempA = new Vector3(); +const _tempB = new Vector3(); +const _tempC = new Vector3(); - }, +const _morphA = new Vector3(); +const _morphB = new Vector3(); +const _morphC = new Vector3(); - merge: function ( geometry, offset ) { +const _uvA$1 = new Vector2(); +const _uvB$1 = new Vector2(); +const _uvC$1 = new Vector2(); - if ( ! ( geometry && geometry.isBufferGeometry ) ) { +const _intersectionPoint = new Vector3(); +const _intersectionPointWorld = new Vector3(); - console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); - return; +function Mesh( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) { - } + Object3D.call( this ); - if ( offset === undefined ) { + this.type = 'Mesh'; - offset = 0; + this.geometry = geometry; + this.material = material; - console.warn( - 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' - + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.' - ); + this.updateMorphTargets(); - } +} - var attributes = this.attributes; +Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { - for ( var key in attributes ) { + constructor: Mesh, - if ( geometry.attributes[ key ] === undefined ) continue; + isMesh: true, + + copy: function ( source ) { - var attribute1 = attributes[ key ]; - var attributeArray1 = attribute1.array; + Object3D.prototype.copy.call( this, source ); - var attribute2 = geometry.attributes[ key ]; - var attributeArray2 = attribute2.array; + if ( source.morphTargetInfluences !== undefined ) { - var attributeOffset = attribute2.itemSize * offset; - var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset ); + this.morphTargetInfluences = source.morphTargetInfluences.slice(); - for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) { + } - attributeArray1[ j ] = attributeArray2[ i ]; + if ( source.morphTargetDictionary !== undefined ) { - } + this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); } + this.material = source.material; + this.geometry = source.geometry; + return this; }, - normalizeNormals: function () { + updateMorphTargets: function () { - var normals = this.attributes.normal; + const geometry = this.geometry; - for ( var i = 0, il = normals.count; i < il; i ++ ) { + if ( geometry.isBufferGeometry ) { - _vector$4.x = normals.getX( i ); - _vector$4.y = normals.getY( i ); - _vector$4.z = normals.getZ( i ); + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); - _vector$4.normalize(); + if ( keys.length > 0 ) { - normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z ); + const morphAttribute = morphAttributes[ keys[ 0 ] ]; - } + if ( morphAttribute !== undefined ) { - }, + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; - toNonIndexed: function () { + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { - function convertBufferAttribute( attribute, indices ) { + const name = morphAttribute[ m ].name || String( m ); - var array = attribute.array; - var itemSize = attribute.itemSize; + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; - var array2 = new array.constructor( indices.length * itemSize ); + } - var index = 0, index2 = 0; + } - for ( var i = 0, l = indices.length; i < l; i ++ ) { + } - index = indices[ i ] * itemSize; + } else { - for ( var j = 0; j < itemSize; j ++ ) { + const morphTargets = geometry.morphTargets; - array2[ index2 ++ ] = array[ index ++ ]; + if ( morphTargets !== undefined && morphTargets.length > 0 ) { - } + console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); } - return new BufferAttribute( array2, itemSize ); - } - // + }, - if ( this.index === null ) { + raycast: function ( raycaster, intersects ) { - console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); - return this; + const geometry = this.geometry; + const material = this.material; + const matrixWorld = this.matrixWorld; - } + if ( material === undefined ) return; - var geometry2 = new BufferGeometry(); + // Checking boundingSphere distance to ray - var indices = this.index.array; - var attributes = this.attributes; + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - // attributes + _sphere$3.copy( geometry.boundingSphere ); + _sphere$3.applyMatrix4( matrixWorld ); - for ( var name in attributes ) { + if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return; - var attribute = attributes[ name ]; + // - var newAttribute = convertBufferAttribute( attribute, indices ); + _inverseMatrix$2.copy( matrixWorld ).invert(); + _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); - geometry2.setAttribute( name, newAttribute ); + // Check boundingBox before continuing - } + if ( geometry.boundingBox !== null ) { - // morph attributes + if ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return; - var morphAttributes = this.morphAttributes; + } - for ( name in morphAttributes ) { + let intersection; - var morphArray = []; - var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + if ( geometry.isBufferGeometry ) { - for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) { + const index = geometry.index; + const position = geometry.attributes.position; + const morphPosition = geometry.morphAttributes.position; + const morphTargetsRelative = geometry.morphTargetsRelative; + const uv = geometry.attributes.uv; + const uv2 = geometry.attributes.uv2; + const groups = geometry.groups; + const drawRange = geometry.drawRange; - var attribute = morphAttribute[ i ]; + if ( index !== null ) { - var newAttribute = convertBufferAttribute( attribute, indices ); + // indexed buffer geometry - morphArray.push( newAttribute ); + if ( Array.isArray( material ) ) { - } + for ( let i = 0, il = groups.length; i < il; i ++ ) { - geometry2.morphAttributes[ name ] = morphArray; + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; - } + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); - geometry2.morphTargetsRelative = this.morphTargetsRelative; + for ( let j = start, jl = end; j < jl; j += 3 ) { - // groups + const a = index.getX( j ); + const b = index.getX( j + 1 ); + const c = index.getX( j + 2 ); - var groups = this.groups; + intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); - for ( var i = 0, l = groups.length; i < l; i ++ ) { + if ( intersection ) { - var group = groups[ i ]; - geometry2.addGroup( group.start, group.count, group.materialIndex ); + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); - } + } - return geometry2; + } - }, + } - toJSON: function () { + } else { - var data = { - metadata: { - version: 4.5, - type: 'BufferGeometry', - generator: 'BufferGeometry.toJSON' - } - }; + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); - // standard BufferGeometry serialization + for ( let i = start, il = end; i < il; i += 3 ) { - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; - if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; + const a = index.getX( i ); + const b = index.getX( i + 1 ); + const c = index.getX( i + 2 ); - if ( this.parameters !== undefined ) { + intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); - var parameters = this.parameters; + if ( intersection ) { - for ( var key in parameters ) { + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + } - } + } - return data; + } - } + } else if ( position !== undefined ) { - data.data = { attributes: {} }; + // non-indexed buffer geometry - var index = this.index; + if ( Array.isArray( material ) ) { - if ( index !== null ) { + for ( let i = 0, il = groups.length; i < il; i ++ ) { - data.data.index = { - type: index.array.constructor.name, - array: Array.prototype.slice.call( index.array ) - }; + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; - } + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); - var attributes = this.attributes; + for ( let j = start, jl = end; j < jl; j += 3 ) { - for ( var key in attributes ) { + const a = j; + const b = j + 1; + const c = j + 2; - var attribute = attributes[ key ]; + intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); - var attributeData = attribute.toJSON(); + if ( intersection ) { - if ( attribute.name !== '' ) attributeData.name = attribute.name; + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); - data.data.attributes[ key ] = attributeData; + } - } + } - var morphAttributes = {}; - var hasMorphAttributes = false; + } - for ( var key in this.morphAttributes ) { + } else { - var attributeArray = this.morphAttributes[ key ]; + const start = Math.max( 0, drawRange.start ); + const end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); - var array = []; + for ( let i = start, il = end; i < il; i += 3 ) { - for ( var i = 0, il = attributeArray.length; i < il; i ++ ) { + const a = i; + const b = i + 1; + const c = i + 2; - var attribute = attributeArray[ i ]; + intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); - var attributeData = attribute.toJSON(); + if ( intersection ) { - if ( attribute.name !== '' ) attributeData.name = attribute.name; + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); - array.push( attributeData ); + } - } + } - if ( array.length > 0 ) { + } - morphAttributes[ key ] = array; + } - hasMorphAttributes = true; + } else if ( geometry.isGeometry ) { - } + console.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); } - if ( hasMorphAttributes ) { - - data.data.morphAttributes = morphAttributes; - data.data.morphTargetsRelative = this.morphTargetsRelative; + } - } +} ); - var groups = this.groups; +function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { - if ( groups.length > 0 ) { + let intersect; - data.data.groups = JSON.parse( JSON.stringify( groups ) ); + if ( material.side === BackSide ) { - } + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); - var boundingSphere = this.boundingSphere; + } else { - if ( boundingSphere !== null ) { + intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); - data.data.boundingSphere = { - center: boundingSphere.center.toArray(), - radius: boundingSphere.radius - }; + } - } + if ( intersect === null ) return null; - return data; + _intersectionPointWorld.copy( point ); + _intersectionPointWorld.applyMatrix4( object.matrixWorld ); - }, + const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld ); - clone: function () { + if ( distance < raycaster.near || distance > raycaster.far ) return null; - /* - // Handle primitives + return { + distance: distance, + point: _intersectionPointWorld.clone(), + object: object + }; - var parameters = this.parameters; +} - if ( parameters !== undefined ) { +function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) { - var values = []; + _vA$1.fromBufferAttribute( position, a ); + _vB$1.fromBufferAttribute( position, b ); + _vC$1.fromBufferAttribute( position, c ); - for ( var key in parameters ) { + const morphInfluences = object.morphTargetInfluences; - values.push( parameters[ key ] ); + if ( material.morphTargets && morphPosition && morphInfluences ) { - } + _morphA.set( 0, 0, 0 ); + _morphB.set( 0, 0, 0 ); + _morphC.set( 0, 0, 0 ); - var geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; + for ( let i = 0, il = morphPosition.length; i < il; i ++ ) { - } + const influence = morphInfluences[ i ]; + const morphAttribute = morphPosition[ i ]; - return new this.constructor().copy( this ); - */ + if ( influence === 0 ) continue; - return new BufferGeometry().copy( this ); + _tempA.fromBufferAttribute( morphAttribute, a ); + _tempB.fromBufferAttribute( morphAttribute, b ); + _tempC.fromBufferAttribute( morphAttribute, c ); - }, + if ( morphTargetsRelative ) { - copy: function ( source ) { + _morphA.addScaledVector( _tempA, influence ); + _morphB.addScaledVector( _tempB, influence ); + _morphC.addScaledVector( _tempC, influence ); - var name, i, l; + } else { - // reset + _morphA.addScaledVector( _tempA.sub( _vA$1 ), influence ); + _morphB.addScaledVector( _tempB.sub( _vB$1 ), influence ); + _morphC.addScaledVector( _tempC.sub( _vC$1 ), influence ); - this.index = null; - this.attributes = {}; - this.morphAttributes = {}; - this.groups = []; - this.boundingBox = null; - this.boundingSphere = null; + } - // name + } - this.name = source.name; + _vA$1.add( _morphA ); + _vB$1.add( _morphB ); + _vC$1.add( _morphC ); - // index + } - var index = source.index; + if ( object.isSkinnedMesh && material.skinning ) { - if ( index !== null ) { + object.boneTransform( a, _vA$1 ); + object.boneTransform( b, _vB$1 ); + object.boneTransform( c, _vC$1 ); - this.setIndex( index.clone() ); + } - } + const intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint ); - // attributes + if ( intersection ) { - var attributes = source.attributes; + if ( uv ) { - for ( name in attributes ) { + _uvA$1.fromBufferAttribute( uv, a ); + _uvB$1.fromBufferAttribute( uv, b ); + _uvC$1.fromBufferAttribute( uv, c ); - var attribute = attributes[ name ]; - this.setAttribute( name, attribute.clone() ); + intersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); } - // morph attributes + if ( uv2 ) { - var morphAttributes = source.morphAttributes; + _uvA$1.fromBufferAttribute( uv2, a ); + _uvB$1.fromBufferAttribute( uv2, b ); + _uvC$1.fromBufferAttribute( uv2, c ); - for ( name in morphAttributes ) { + intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); - var array = []; - var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + } - for ( i = 0, l = morphAttribute.length; i < l; i ++ ) { + const face = { + a: a, + b: b, + c: c, + normal: new Vector3(), + materialIndex: 0 + }; - array.push( morphAttribute[ i ].clone() ); + Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal ); - } + intersection.face = face; - this.morphAttributes[ name ] = array; + } - } + return intersection; - this.morphTargetsRelative = source.morphTargetsRelative; +} - // groups +class BoxGeometry extends BufferGeometry { - var groups = source.groups; + constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { - for ( i = 0, l = groups.length; i < l; i ++ ) { + super(); - var group = groups[ i ]; - this.addGroup( group.start, group.count, group.materialIndex ); + this.type = 'BoxGeometry'; - } + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; - // bounding box + const scope = this; - var boundingBox = source.boundingBox; + // segments - if ( boundingBox !== null ) { + widthSegments = Math.floor( widthSegments ); + heightSegments = Math.floor( heightSegments ); + depthSegments = Math.floor( depthSegments ); - this.boundingBox = boundingBox.clone(); + // buffers - } + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; - // bounding sphere + // helper variables - var boundingSphere = source.boundingSphere; + let numberOfVertices = 0; + let groupStart = 0; - if ( boundingSphere !== null ) { + // build each side of the box geometry - this.boundingSphere = boundingSphere.clone(); + buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz - } + // build geometry - // draw range + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - this.drawRange.start = source.drawRange.start; - this.drawRange.count = source.drawRange.count; + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { - // user data + const segmentWidth = width / gridX; + const segmentHeight = height / gridY; - this.userData = source.userData; + const widthHalf = width / 2; + const heightHalf = height / 2; + const depthHalf = depth / 2; - return this; + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; - }, + let vertexCounter = 0; + let groupCount = 0; - dispose: function () { + const vector = new Vector3(); - this.dispatchEvent( { type: 'dispose' } ); + // generate vertices, normals and uvs - } + for ( let iy = 0; iy < gridY1; iy ++ ) { -} ); + const y = iy * segmentHeight - heightHalf; -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author jonobr1 / http://jonobr1.com/ - */ + for ( let ix = 0; ix < gridX1; ix ++ ) { -var _inverseMatrix = new Matrix4(); -var _ray = new Ray(); -var _sphere = new Sphere(); + const x = ix * segmentWidth - widthHalf; -var _vA = new Vector3(); -var _vB = new Vector3(); -var _vC = new Vector3(); + // set values to correct vector component -var _tempA = new Vector3(); -var _tempB = new Vector3(); -var _tempC = new Vector3(); + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; -var _morphA = new Vector3(); -var _morphB = new Vector3(); -var _morphC = new Vector3(); + // now apply vector to vertex buffer -var _uvA = new Vector2(); -var _uvB = new Vector2(); -var _uvC = new Vector2(); + vertices.push( vector.x, vector.y, vector.z ); -var _intersectionPoint = new Vector3(); -var _intersectionPointWorld = new Vector3(); + // set values to correct vector component -function Mesh( geometry, material ) { + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; - Object3D.call( this ); + // now apply vector to normal buffer - this.type = 'Mesh'; + normals.push( vector.x, vector.y, vector.z ); - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new MeshBasicMaterial(); + // uvs - this.updateMorphTargets(); + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); -} + // counters -Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { + vertexCounter += 1; - constructor: Mesh, + } - isMesh: true, + } - copy: function ( source ) { + // indices - Object3D.prototype.copy.call( this, source ); + // 1. you need three indices to draw a single face + // 2. a single segment consists of two faces + // 3. so we need to generate six (2*3) indices per segment - if ( source.morphTargetInfluences !== undefined ) { + for ( let iy = 0; iy < gridY; iy ++ ) { - this.morphTargetInfluences = source.morphTargetInfluences.slice(); + for ( let ix = 0; ix < gridX; ix ++ ) { - } + const a = numberOfVertices + ix + gridX1 * iy; + const b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; - if ( source.morphTargetDictionary !== undefined ) { + // faces - this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); + indices.push( a, b, d ); + indices.push( b, c, d ); - } + // increase counter - return this; + groupCount += 6; - }, + } - updateMorphTargets: function () { + } - var geometry = this.geometry; - var m, ml, name; + // add a group to the geometry. this will ensure multi material support - if ( geometry.isBufferGeometry ) { + scope.addGroup( groupStart, groupCount, materialIndex ); - var morphAttributes = geometry.morphAttributes; - var keys = Object.keys( morphAttributes ); + // calculate new start value for groups - if ( keys.length > 0 ) { + groupStart += groupCount; + + // update total number of vertices - var morphAttribute = morphAttributes[ keys[ 0 ] ]; + numberOfVertices += vertexCounter; - if ( morphAttribute !== undefined ) { + } - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; + } - for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) { +} - name = morphAttribute[ m ].name || String( m ); +/** + * Uniform Utilities + */ - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; +function cloneUniforms( src ) { - } + const dst = {}; - } + for ( const u in src ) { - } + dst[ u ] = {}; - } else { + for ( const p in src[ u ] ) { - var morphTargets = geometry.morphTargets; + const property = src[ u ][ p ]; - if ( morphTargets !== undefined && morphTargets.length > 0 ) { + if ( property && ( property.isColor || + property.isMatrix3 || property.isMatrix4 || + property.isVector2 || property.isVector3 || property.isVector4 || + property.isTexture || property.isQuaternion ) ) { - console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); + dst[ u ][ p ] = property.clone(); - } + } else if ( Array.isArray( property ) ) { - } + dst[ u ][ p ] = property.slice(); - }, + } else { - raycast: function ( raycaster, intersects ) { + dst[ u ][ p ] = property; - var geometry = this.geometry; - var material = this.material; - var matrixWorld = this.matrixWorld; + } - if ( material === undefined ) return; + } - // Checking boundingSphere distance to ray + } - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + return dst; - _sphere.copy( geometry.boundingSphere ); - _sphere.applyMatrix4( matrixWorld ); +} - if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; +function mergeUniforms( uniforms ) { - // + const merged = {}; - _inverseMatrix.getInverse( matrixWorld ); - _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); + for ( let u = 0; u < uniforms.length; u ++ ) { - // Check boundingBox before continuing + const tmp = cloneUniforms( uniforms[ u ] ); - if ( geometry.boundingBox !== null ) { + for ( const p in tmp ) { - if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return; + merged[ p ] = tmp[ p ]; } - var intersection; - - if ( geometry.isBufferGeometry ) { + } - var a, b, c; - var index = geometry.index; - var position = geometry.attributes.position; - var morphPosition = geometry.morphAttributes.position; - var morphTargetsRelative = geometry.morphTargetsRelative; - var uv = geometry.attributes.uv; - var uv2 = geometry.attributes.uv2; - var groups = geometry.groups; - var drawRange = geometry.drawRange; - var i, j, il, jl; - var group, groupMaterial; - var start, end; + return merged; - if ( index !== null ) { +} - // indexed buffer geometry +// Legacy - if ( Array.isArray( material ) ) { +const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; - for ( i = 0, il = groups.length; i < il; i ++ ) { +var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; - group = groups[ i ]; - groupMaterial = material[ group.materialIndex ]; +var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; - start = Math.max( group.start, drawRange.start ); - end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); +/** + * parameters = { + * defines: { "label" : "value" }, + * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, + * + * fragmentShader: , + * vertexShader: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ - for ( j = start, jl = end; j < jl; j += 3 ) { +function ShaderMaterial( parameters ) { - a = index.getX( j ); - b = index.getX( j + 1 ); - c = index.getX( j + 2 ); + Material.call( this ); - intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); + this.type = 'ShaderMaterial'; - if ( intersection ) { + this.defines = {}; + this.uniforms = {}; - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics - intersection.face.materialIndex = group.materialIndex; - intersects.push( intersection ); + this.vertexShader = default_vertex; + this.fragmentShader = default_fragment; - } + this.linewidth = 1; - } + this.wireframe = false; + this.wireframeLinewidth = 1; - } + this.fog = false; // set to use scene fog + this.lights = false; // set to use scene lights + this.clipping = false; // set to use user-defined clipping planes - } else { + this.skinning = false; // set to use skinning attribute streams + this.morphTargets = false; // set to use morph targets + this.morphNormals = false; // set to use morph normals - start = Math.max( 0, drawRange.start ); - end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + this.extensions = { + derivatives: false, // set to use derivatives + fragDepth: false, // set to use fragment depth values + drawBuffers: false, // set to use draw buffers + shaderTextureLOD: false // set to use shader texture LOD + }; - for ( i = start, il = end; i < il; i += 3 ) { + // When rendered geometry doesn't include these attributes but the material does, + // use these default values in WebGL. This avoids errors when buffer data is missing. + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv2': [ 0, 0 ] + }; - a = index.getX( i ); - b = index.getX( i + 1 ); - c = index.getX( i + 2 ); + this.index0AttributeName = undefined; + this.uniformsNeedUpdate = false; - intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); + this.glslVersion = null; - if ( intersection ) { + if ( parameters !== undefined ) { - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics - intersects.push( intersection ); + if ( parameters.attributes !== undefined ) { - } + console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); - } + } - } + this.setValues( parameters ); - } else if ( position !== undefined ) { + } - // non-indexed buffer geometry +} - if ( Array.isArray( material ) ) { +ShaderMaterial.prototype = Object.create( Material.prototype ); +ShaderMaterial.prototype.constructor = ShaderMaterial; - for ( i = 0, il = groups.length; i < il; i ++ ) { +ShaderMaterial.prototype.isShaderMaterial = true; - group = groups[ i ]; - groupMaterial = material[ group.materialIndex ]; +ShaderMaterial.prototype.copy = function ( source ) { - start = Math.max( group.start, drawRange.start ); - end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + Material.prototype.copy.call( this, source ); - for ( j = start, jl = end; j < jl; j += 3 ) { + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; - a = j; - b = j + 1; - c = j + 2; + this.uniforms = cloneUniforms( source.uniforms ); - intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); + this.defines = Object.assign( {}, source.defines ); - if ( intersection ) { + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; - intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics - intersection.face.materialIndex = group.materialIndex; - intersects.push( intersection ); + this.lights = source.lights; + this.clipping = source.clipping; - } + this.skinning = source.skinning; - } + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; - } + this.extensions = Object.assign( {}, source.extensions ); - } else { + this.glslVersion = source.glslVersion; - start = Math.max( 0, drawRange.start ); - end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); + return this; - for ( i = start, il = end; i < il; i += 3 ) { +}; - a = i; - b = i + 1; - c = i + 2; +ShaderMaterial.prototype.toJSON = function ( meta ) { - intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ); + const data = Material.prototype.toJSON.call( this, meta ); - if ( intersection ) { + data.glslVersion = this.glslVersion; + data.uniforms = {}; - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics - intersects.push( intersection ); + for ( const name in this.uniforms ) { - } + const uniform = this.uniforms[ name ]; + const value = uniform.value; - } + if ( value && value.isTexture ) { - } + data.uniforms[ name ] = { + type: 't', + value: value.toJSON( meta ).uuid + }; - } + } else if ( value && value.isColor ) { - } else if ( geometry.isGeometry ) { + data.uniforms[ name ] = { + type: 'c', + value: value.getHex() + }; - var fvA, fvB, fvC; - var isMultiMaterial = Array.isArray( material ); + } else if ( value && value.isVector2 ) { - var vertices = geometry.vertices; - var faces = geometry.faces; - var uvs; + data.uniforms[ name ] = { + type: 'v2', + value: value.toArray() + }; - var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; - if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; + } else if ( value && value.isVector3 ) { - for ( var f = 0, fl = faces.length; f < fl; f ++ ) { + data.uniforms[ name ] = { + type: 'v3', + value: value.toArray() + }; - var face = faces[ f ]; - var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; + } else if ( value && value.isVector4 ) { - if ( faceMaterial === undefined ) continue; + data.uniforms[ name ] = { + type: 'v4', + value: value.toArray() + }; - fvA = vertices[ face.a ]; - fvB = vertices[ face.b ]; - fvC = vertices[ face.c ]; + } else if ( value && value.isMatrix3 ) { - intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint ); + data.uniforms[ name ] = { + type: 'm3', + value: value.toArray() + }; - if ( intersection ) { + } else if ( value && value.isMatrix4 ) { - if ( uvs && uvs[ f ] ) { + data.uniforms[ name ] = { + type: 'm4', + value: value.toArray() + }; - var uvs_f = uvs[ f ]; - _uvA.copy( uvs_f[ 0 ] ); - _uvB.copy( uvs_f[ 1 ] ); - _uvC.copy( uvs_f[ 2 ] ); + } else { - intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() ); + data.uniforms[ name ] = { + value: value + }; - } + // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far - intersection.face = face; - intersection.faceIndex = f; - intersects.push( intersection ); + } - } + } - } + if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; - } + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; - }, + const extensions = {}; - clone: function () { + for ( const key in this.extensions ) { - return new this.constructor( this.geometry, this.material ).copy( this ); + if ( this.extensions[ key ] === true ) extensions[ key ] = true; } -} ); + if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; -function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { + return data; - var intersect; +}; - if ( material.side === BackSide ) { +function Camera() { - intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + Object3D.call( this ); - } else { + this.type = 'Camera'; - intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); + this.matrixWorldInverse = new Matrix4(); - } + this.projectionMatrix = new Matrix4(); + this.projectionMatrixInverse = new Matrix4(); - if ( intersect === null ) return null; +} - _intersectionPointWorld.copy( point ); - _intersectionPointWorld.applyMatrix4( object.matrixWorld ); +Camera.prototype = Object.assign( Object.create( Object3D.prototype ), { - var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld ); + constructor: Camera, - if ( distance < raycaster.near || distance > raycaster.far ) return null; + isCamera: true, - return { - distance: distance, - point: _intersectionPointWorld.clone(), - object: object - }; + copy: function ( source, recursive ) { -} + Object3D.prototype.copy.call( this, source, recursive ); -function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) { + this.matrixWorldInverse.copy( source.matrixWorldInverse ); - _vA.fromBufferAttribute( position, a ); - _vB.fromBufferAttribute( position, b ); - _vC.fromBufferAttribute( position, c ); + this.projectionMatrix.copy( source.projectionMatrix ); + this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); - var morphInfluences = object.morphTargetInfluences; + return this; - if ( material.morphTargets && morphPosition && morphInfluences ) { + }, - _morphA.set( 0, 0, 0 ); - _morphB.set( 0, 0, 0 ); - _morphC.set( 0, 0, 0 ); + getWorldDirection: function ( target ) { - for ( var i = 0, il = morphPosition.length; i < il; i ++ ) { + if ( target === undefined ) { - var influence = morphInfluences[ i ]; - var morphAttribute = morphPosition[ i ]; + console.warn( 'THREE.Camera: .getWorldDirection() target is now required' ); + target = new Vector3(); - if ( influence === 0 ) continue; + } - _tempA.fromBufferAttribute( morphAttribute, a ); - _tempB.fromBufferAttribute( morphAttribute, b ); - _tempC.fromBufferAttribute( morphAttribute, c ); + this.updateWorldMatrix( true, false ); - if ( morphTargetsRelative ) { + const e = this.matrixWorld.elements; - _morphA.addScaledVector( _tempA, influence ); - _morphB.addScaledVector( _tempB, influence ); - _morphC.addScaledVector( _tempC, influence ); + return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize(); - } else { + }, - _morphA.addScaledVector( _tempA.sub( _vA ), influence ); - _morphB.addScaledVector( _tempB.sub( _vB ), influence ); - _morphC.addScaledVector( _tempC.sub( _vC ), influence ); + updateMatrixWorld: function ( force ) { - } + Object3D.prototype.updateMatrixWorld.call( this, force ); - } + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); - _vA.add( _morphA ); - _vB.add( _morphB ); - _vC.add( _morphC ); + }, - } + updateWorldMatrix: function ( updateParents, updateChildren ) { - var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint ); + Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren ); - if ( intersection ) { + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); - if ( uv ) { + }, - _uvA.fromBufferAttribute( uv, a ); - _uvB.fromBufferAttribute( uv, b ); - _uvC.fromBufferAttribute( uv, c ); + clone: function () { - intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ); + return new this.constructor().copy( this ); - } + } - if ( uv2 ) { +} ); - _uvA.fromBufferAttribute( uv2, a ); - _uvB.fromBufferAttribute( uv2, b ); - _uvC.fromBufferAttribute( uv2, c ); +function PerspectiveCamera( fov = 50, aspect = 1, near = 0.1, far = 2000 ) { - intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ); + Camera.call( this ); - } + this.type = 'PerspectiveCamera'; - var face = new Face3( a, b, c ); - Triangle.getNormal( _vA, _vB, _vC, face.normal ); + this.fov = fov; + this.zoom = 1; - intersection.face = face; + this.near = near; + this.far = far; + this.focus = 10; - } + this.aspect = aspect; + this.view = null; - return intersection; + this.filmGauge = 35; // width of the film (default in millimeters) + this.filmOffset = 0; // horizontal film offset (same unit as gauge) -} + this.updateProjectionMatrix(); -/** - * @author mrdoob / http://mrdoob.com/ - * @author kile / http://kile.stravaganza.org/ - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author bhouston / http://clara.io - */ +} -var _geometryId = 0; // Geometry uses even numbers as Id -var _m1$3 = new Matrix4(); -var _obj$1 = new Object3D(); -var _offset$1 = new Vector3(); +PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { -function Geometry() { + constructor: PerspectiveCamera, - Object.defineProperty( this, 'id', { value: _geometryId += 2 } ); + isPerspectiveCamera: true, - this.uuid = MathUtils.generateUUID(); + copy: function ( source, recursive ) { - this.name = ''; - this.type = 'Geometry'; + Camera.prototype.copy.call( this, source, recursive ); - this.vertices = []; - this.colors = []; - this.faces = []; - this.faceVertexUvs = [[]]; + this.fov = source.fov; + this.zoom = source.zoom; - this.morphTargets = []; - this.morphNormals = []; + this.near = source.near; + this.far = source.far; + this.focus = source.focus; - this.skinWeights = []; - this.skinIndices = []; + this.aspect = source.aspect; + this.view = source.view === null ? null : Object.assign( {}, source.view ); - this.lineDistances = []; + this.filmGauge = source.filmGauge; + this.filmOffset = source.filmOffset; - this.boundingBox = null; - this.boundingSphere = null; + return this; - // update flags + }, - this.elementsNeedUpdate = false; - this.verticesNeedUpdate = false; - this.uvsNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.lineDistancesNeedUpdate = false; - this.groupsNeedUpdate = false; + /** + * Sets the FOV by focal length in respect to the current .filmGauge. + * + * The default film gauge is 35, so that the focal length can be specified for + * a 35mm (full frame) camera. + * + * Values for focal length and film gauge must have the same unit. + */ + setFocalLength: function ( focalLength ) { -} + /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */ + const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; -Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); - constructor: Geometry, + }, - isGeometry: true, + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ + getFocalLength: function () { - applyMatrix4: function ( matrix ) { + const vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ); - var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + return 0.5 * this.getFilmHeight() / vExtentSlope; - for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { + }, - var vertex = this.vertices[ i ]; - vertex.applyMatrix4( matrix ); + getEffectiveFOV: function () { - } + return MathUtils.RAD2DEG * 2 * Math.atan( + Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom ); - for ( var i = 0, il = this.faces.length; i < il; i ++ ) { + }, - var face = this.faces[ i ]; - face.normal.applyMatrix3( normalMatrix ).normalize(); + getFilmWidth: function () { - for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); - face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); + }, - } + getFilmHeight: function () { - } + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); - if ( this.boundingBox !== null ) { + }, - this.computeBoundingBox(); + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * const w = 1920; + * const h = 1080; + * const fullWidth = w * 3; + * const fullHeight = h * 2; + * + * --A-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ + setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { - } + this.aspect = fullWidth / fullHeight; - if ( this.boundingSphere !== null ) { + if ( this.view === null ) { - this.computeBoundingSphere(); + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; } - this.verticesNeedUpdate = true; - this.normalsNeedUpdate = true; + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; - return this; + this.updateProjectionMatrix(); }, - rotateX: function ( angle ) { + clearViewOffset: function () { - // rotate geometry around world x-axis + if ( this.view !== null ) { - _m1$3.makeRotationX( angle ); + this.view.enabled = false; - this.applyMatrix4( _m1$3 ); + } - return this; + this.updateProjectionMatrix(); }, - rotateY: function ( angle ) { + updateProjectionMatrix: function () { - // rotate geometry around world y-axis + const near = this.near; + let top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom; + let height = 2 * top; + let width = this.aspect * height; + let left = - 0.5 * width; + const view = this.view; - _m1$3.makeRotationY( angle ); + if ( this.view !== null && this.view.enabled ) { - this.applyMatrix4( _m1$3 ); + const fullWidth = view.fullWidth, + fullHeight = view.fullHeight; - return this; + left += view.offsetX * width / fullWidth; + top -= view.offsetY * height / fullHeight; + width *= view.width / fullWidth; + height *= view.height / fullHeight; - }, + } - rotateZ: function ( angle ) { + const skew = this.filmOffset; + if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); - // rotate geometry around world z-axis + this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); - _m1$3.makeRotationZ( angle ); + this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); - this.applyMatrix4( _m1$3 ); + }, - return this; + toJSON: function ( meta ) { - }, + const data = Object3D.prototype.toJSON.call( this, meta ); - translate: function ( x, y, z ) { + data.object.fov = this.fov; + data.object.zoom = this.zoom; - // translate geometry + data.object.near = this.near; + data.object.far = this.far; + data.object.focus = this.focus; - _m1$3.makeTranslation( x, y, z ); + data.object.aspect = this.aspect; - this.applyMatrix4( _m1$3 ); + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - return this; + data.object.filmGauge = this.filmGauge; + data.object.filmOffset = this.filmOffset; - }, + return data; - scale: function ( x, y, z ) { + } - // scale geometry +} ); - _m1$3.makeScale( x, y, z ); +const fov = 90, aspect = 1; - this.applyMatrix4( _m1$3 ); +class CubeCamera extends Object3D { - return this; + constructor( near, far, renderTarget ) { - }, + super(); - lookAt: function ( vector ) { + this.type = 'CubeCamera'; - _obj$1.lookAt( vector ); + if ( renderTarget.isWebGLCubeRenderTarget !== true ) { - _obj$1.updateMatrix(); + console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' ); + return; - this.applyMatrix4( _obj$1.matrix ); + } - return this; + this.renderTarget = renderTarget; - }, + const cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.layers = this.layers; + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); - fromBufferGeometry: function ( geometry ) { + const cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.layers = this.layers; + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); + this.add( cameraNX ); - var scope = this; + const cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.layers = this.layers; + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); - var indices = geometry.index !== null ? geometry.index.array : undefined; - var attributes = geometry.attributes; + const cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.layers = this.layers; + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); + this.add( cameraNY ); - if ( attributes.position === undefined ) { + const cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.layers = this.layers; + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); - console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' ); - return this; - - } - - var positions = attributes.position.array; - var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; - var colors = attributes.color !== undefined ? attributes.color.array : undefined; - var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; - var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; - - if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; - - for ( var i = 0; i < positions.length; i += 3 ) { - - scope.vertices.push( new Vector3().fromArray( positions, i ) ); - - if ( colors !== undefined ) { + const cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.layers = this.layers; + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); + this.add( cameraNZ ); - scope.colors.push( new Color().fromArray( colors, i ) ); + } - } + update( renderer, scene ) { - } + if ( this.parent === null ) this.updateMatrixWorld(); - function addFace( a, b, c, materialIndex ) { + const renderTarget = this.renderTarget; - var vertexColors = ( colors === undefined ) ? [] : [ - scope.colors[ a ].clone(), - scope.colors[ b ].clone(), - scope.colors[ c ].clone() ]; + const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children; - var vertexNormals = ( normals === undefined ) ? [] : [ - new Vector3().fromArray( normals, a * 3 ), - new Vector3().fromArray( normals, b * 3 ), - new Vector3().fromArray( normals, c * 3 ) - ]; + const currentXrEnabled = renderer.xr.enabled; + const currentRenderTarget = renderer.getRenderTarget(); - var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); + renderer.xr.enabled = false; - scope.faces.push( face ); + const generateMipmaps = renderTarget.texture.generateMipmaps; - if ( uvs !== undefined ) { + renderTarget.texture.generateMipmaps = false; - scope.faceVertexUvs[ 0 ].push( [ - new Vector2().fromArray( uvs, a * 2 ), - new Vector2().fromArray( uvs, b * 2 ), - new Vector2().fromArray( uvs, c * 2 ) - ] ); + renderer.setRenderTarget( renderTarget, 0 ); + renderer.render( scene, cameraPX ); - } + renderer.setRenderTarget( renderTarget, 1 ); + renderer.render( scene, cameraNX ); - if ( uvs2 !== undefined ) { + renderer.setRenderTarget( renderTarget, 2 ); + renderer.render( scene, cameraPY ); - scope.faceVertexUvs[ 1 ].push( [ - new Vector2().fromArray( uvs2, a * 2 ), - new Vector2().fromArray( uvs2, b * 2 ), - new Vector2().fromArray( uvs2, c * 2 ) - ] ); + renderer.setRenderTarget( renderTarget, 3 ); + renderer.render( scene, cameraNY ); - } + renderer.setRenderTarget( renderTarget, 4 ); + renderer.render( scene, cameraPZ ); - } + renderTarget.texture.generateMipmaps = generateMipmaps; - var groups = geometry.groups; + renderer.setRenderTarget( renderTarget, 5 ); + renderer.render( scene, cameraNZ ); - if ( groups.length > 0 ) { + renderer.setRenderTarget( currentRenderTarget ); - for ( var i = 0; i < groups.length; i ++ ) { + renderer.xr.enabled = currentXrEnabled; - var group = groups[ i ]; + } - var start = group.start; - var count = group.count; +} - for ( var j = start, jl = start + count; j < jl; j += 3 ) { +class CubeTexture extends Texture { - if ( indices !== undefined ) { + constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + format = format !== undefined ? format : RGBFormat; - } else { + super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - addFace( j, j + 1, j + 2, group.materialIndex ); + // Why CubeTexture._needsFlipEnvMap is necessary: + // + // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) + // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, + // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly. - } + // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped + // and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false) + // when using WebGLCubeRenderTarget.texture as a cube texture. - } + this._needsFlipEnvMap = true; - } + this.flipY = false; - } else { + } - if ( indices !== undefined ) { + get images() { - for ( var i = 0; i < indices.length; i += 3 ) { + return this.image; - addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); + } - } + set images( value ) { - } else { + this.image = value; - for ( var i = 0; i < positions.length / 3; i += 3 ) { + } - addFace( i, i + 1, i + 2 ); +} - } +CubeTexture.prototype.isCubeTexture = true; - } +class WebGLCubeRenderTarget extends WebGLRenderTarget { - } + constructor( size, options, dummy ) { - this.computeFaceNormals(); + if ( Number.isInteger( options ) ) { - if ( geometry.boundingBox !== null ) { + console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' ); - this.boundingBox = geometry.boundingBox.clone(); + options = dummy; } - if ( geometry.boundingSphere !== null ) { + super( size, size, options ); - this.boundingSphere = geometry.boundingSphere.clone(); + options = options || {}; - } + this.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); - return this; + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; + this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; - }, + this.texture._needsFlipEnvMap = false; - center: function () { + } - this.computeBoundingBox(); + fromEquirectangularTexture( renderer, texture ) { - this.boundingBox.getCenter( _offset$1 ).negate(); + this.texture.type = texture.type; + this.texture.format = RGBAFormat; // see #18859 + this.texture.encoding = texture.encoding; - this.translate( _offset$1.x, _offset$1.y, _offset$1.z ); + this.texture.generateMipmaps = texture.generateMipmaps; + this.texture.minFilter = texture.minFilter; + this.texture.magFilter = texture.magFilter; - return this; + const shader = { - }, + uniforms: { + tEquirect: { value: null }, + }, - normalize: function () { + vertexShader: /* glsl */` - this.computeBoundingSphere(); + varying vec3 vWorldDirection; - var center = this.boundingSphere.center; - var radius = this.boundingSphere.radius; + vec3 transformDirection( in vec3 dir, in mat4 matrix ) { - var s = radius === 0 ? 1 : 1.0 / radius; + return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); - var matrix = new Matrix4(); - matrix.set( - s, 0, 0, - s * center.x, - 0, s, 0, - s * center.y, - 0, 0, s, - s * center.z, - 0, 0, 0, 1 - ); + } - this.applyMatrix4( matrix ); + void main() { - return this; + vWorldDirection = transformDirection( position, modelMatrix ); - }, + #include + #include - computeFaceNormals: function () { + } + `, - var cb = new Vector3(), ab = new Vector3(); + fragmentShader: /* glsl */` - for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { + uniform sampler2D tEquirect; - var face = this.faces[ f ]; + varying vec3 vWorldDirection; - var vA = this.vertices[ face.a ]; - var vB = this.vertices[ face.b ]; - var vC = this.vertices[ face.c ]; + #include - cb.subVectors( vC, vB ); - ab.subVectors( vA, vB ); - cb.cross( ab ); + void main() { - cb.normalize(); + vec3 direction = normalize( vWorldDirection ); - face.normal.copy( cb ); + vec2 sampleUV = equirectUv( direction ); - } + gl_FragColor = texture2D( tEquirect, sampleUV ); - }, + } + ` + }; - computeVertexNormals: function ( areaWeighted ) { + const geometry = new BoxGeometry( 5, 5, 5 ); - if ( areaWeighted === undefined ) areaWeighted = true; + const material = new ShaderMaterial( { - var v, vl, f, fl, face, vertices; + name: 'CubemapFromEquirect', - vertices = new Array( this.vertices.length ); + uniforms: cloneUniforms( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader, + side: BackSide, + blending: NoBlending - for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + } ); - vertices[ v ] = new Vector3(); + material.uniforms.tEquirect.value = texture; - } + const mesh = new Mesh( geometry, material ); - if ( areaWeighted ) { + const currentMinFilter = texture.minFilter; - // vertex normals weighted by triangle areas - // http://www.iquilezles.org/www/articles/normals/normals.htm + // Avoid blurred poles + if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter; - var vA, vB, vC; - var cb = new Vector3(), ab = new Vector3(); + const camera = new CubeCamera( 1, 10, this ); + camera.update( renderer, mesh ); - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + texture.minFilter = currentMinFilter; - face = this.faces[ f ]; + mesh.geometry.dispose(); + mesh.material.dispose(); - vA = this.vertices[ face.a ]; - vB = this.vertices[ face.b ]; - vC = this.vertices[ face.c ]; + return this; - cb.subVectors( vC, vB ); - ab.subVectors( vA, vB ); - cb.cross( ab ); + } - vertices[ face.a ].add( cb ); - vertices[ face.b ].add( cb ); - vertices[ face.c ].add( cb ); + clear( renderer, color, depth, stencil ) { - } + const currentRenderTarget = renderer.getRenderTarget(); - } else { + for ( let i = 0; i < 6; i ++ ) { - this.computeFaceNormals(); + renderer.setRenderTarget( this, i ); - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + renderer.clear( color, depth, stencil ); - face = this.faces[ f ]; + } - vertices[ face.a ].add( face.normal ); - vertices[ face.b ].add( face.normal ); - vertices[ face.c ].add( face.normal ); + renderer.setRenderTarget( currentRenderTarget ); - } + } - } +} - for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { +WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true; - vertices[ v ].normalize(); +class DataTexture extends Texture { - } + constructor( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - face = this.faces[ f ]; + this.image = { data: data || null, width: width || 1, height: height || 1 }; - var vertexNormals = face.vertexNormals; + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; - if ( vertexNormals.length === 3 ) { + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; - vertexNormals[ 0 ].copy( vertices[ face.a ] ); - vertexNormals[ 1 ].copy( vertices[ face.b ] ); - vertexNormals[ 2 ].copy( vertices[ face.c ] ); + this.needsUpdate = true; - } else { + } - vertexNormals[ 0 ] = vertices[ face.a ].clone(); - vertexNormals[ 1 ] = vertices[ face.b ].clone(); - vertexNormals[ 2 ] = vertices[ face.c ].clone(); +} - } +DataTexture.prototype.isDataTexture = true; - } +const _sphere$2 = /*@__PURE__*/ new Sphere(); +const _vector$7 = /*@__PURE__*/ new Vector3(); - if ( this.faces.length > 0 ) { +class Frustum { - this.normalsNeedUpdate = true; + constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) { - } + this.planes = [ p0, p1, p2, p3, p4, p5 ]; - }, + } - computeFlatVertexNormals: function () { + set( p0, p1, p2, p3, p4, p5 ) { - var f, fl, face; + const planes = this.planes; - this.computeFaceNormals(); + planes[ 0 ].copy( p0 ); + planes[ 1 ].copy( p1 ); + planes[ 2 ].copy( p2 ); + planes[ 3 ].copy( p3 ); + planes[ 4 ].copy( p4 ); + planes[ 5 ].copy( p5 ); - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + return this; - face = this.faces[ f ]; + } - var vertexNormals = face.vertexNormals; + copy( frustum ) { - if ( vertexNormals.length === 3 ) { + const planes = this.planes; - vertexNormals[ 0 ].copy( face.normal ); - vertexNormals[ 1 ].copy( face.normal ); - vertexNormals[ 2 ].copy( face.normal ); + for ( let i = 0; i < 6; i ++ ) { - } else { + planes[ i ].copy( frustum.planes[ i ] ); - vertexNormals[ 0 ] = face.normal.clone(); - vertexNormals[ 1 ] = face.normal.clone(); - vertexNormals[ 2 ] = face.normal.clone(); + } - } + return this; - } + } - if ( this.faces.length > 0 ) { + setFromProjectionMatrix( m ) { - this.normalsNeedUpdate = true; + const planes = this.planes; + const me = m.elements; + const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; + const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; + const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; + const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; - } + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); - }, + return this; - computeMorphNormals: function () { + } - var i, il, f, fl, face; + intersectsObject( object ) { - // save original normals - // - create temp variables on first access - // otherwise just copy (for faster repeated calls) + const geometry = object.geometry; - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - face = this.faces[ f ]; + _sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); - if ( ! face.__originalFaceNormal ) { + return this.intersectsSphere( _sphere$2 ); - face.__originalFaceNormal = face.normal.clone(); + } - } else { + intersectsSprite( sprite ) { - face.__originalFaceNormal.copy( face.normal ); + _sphere$2.center.set( 0, 0, 0 ); + _sphere$2.radius = 0.7071067811865476; + _sphere$2.applyMatrix4( sprite.matrixWorld ); - } + return this.intersectsSphere( _sphere$2 ); - if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; + } - for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { + intersectsSphere( sphere ) { - if ( ! face.__originalVertexNormals[ i ] ) { + const planes = this.planes; + const center = sphere.center; + const negRadius = - sphere.radius; - face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); + for ( let i = 0; i < 6; i ++ ) { - } else { + const distance = planes[ i ].distanceToPoint( center ); - face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); + if ( distance < negRadius ) { - } + return false; } } - // use temp geometry to compute face and vertex normals for each morph + return true; - var tmpGeo = new Geometry(); - tmpGeo.faces = this.faces; + } - for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { + intersectsBox( box ) { - // create on first access + const planes = this.planes; - if ( ! this.morphNormals[ i ] ) { + for ( let i = 0; i < 6; i ++ ) { - this.morphNormals[ i ] = {}; - this.morphNormals[ i ].faceNormals = []; - this.morphNormals[ i ].vertexNormals = []; + const plane = planes[ i ]; - var dstNormalsFace = this.morphNormals[ i ].faceNormals; - var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + // corner at max distance - var faceNormal, vertexNormals; + _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x; + _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y; + _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z; - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + if ( plane.distanceToPoint( _vector$7 ) < 0 ) { - faceNormal = new Vector3(); - vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; + return false; - dstNormalsFace.push( faceNormal ); - dstNormalsVertex.push( vertexNormals ); + } - } + } - } + return true; - var morphNormals = this.morphNormals[ i ]; + } - // set vertices to morph target + containsPoint( point ) { - tmpGeo.vertices = this.morphTargets[ i ].vertices; + const planes = this.planes; - // compute morph normals + for ( let i = 0; i < 6; i ++ ) { - tmpGeo.computeFaceNormals(); - tmpGeo.computeVertexNormals(); + if ( planes[ i ].distanceToPoint( point ) < 0 ) { - // store morph normals + return false; - var faceNormal, vertexNormals; + } - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + } - face = this.faces[ f ]; + return true; - faceNormal = morphNormals.faceNormals[ f ]; - vertexNormals = morphNormals.vertexNormals[ f ]; + } - faceNormal.copy( face.normal ); + clone() { - vertexNormals.a.copy( face.vertexNormals[ 0 ] ); - vertexNormals.b.copy( face.vertexNormals[ 1 ] ); - vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + return new this.constructor().copy( this ); - } + } - } +} - // restore original normals +function WebGLAnimation() { - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + let context = null; + let isAnimating = false; + let animationLoop = null; + let requestId = null; - face = this.faces[ f ]; + function onAnimationFrame( time, frame ) { - face.normal = face.__originalFaceNormal; - face.vertexNormals = face.__originalVertexNormals; + animationLoop( time, frame ); - } + requestId = context.requestAnimationFrame( onAnimationFrame ); - }, + } - computeBoundingBox: function () { + return { - if ( this.boundingBox === null ) { + start: function () { - this.boundingBox = new Box3(); + if ( isAnimating === true ) return; + if ( animationLoop === null ) return; - } + requestId = context.requestAnimationFrame( onAnimationFrame ); - this.boundingBox.setFromPoints( this.vertices ); + isAnimating = true; - }, + }, - computeBoundingSphere: function () { + stop: function () { - if ( this.boundingSphere === null ) { + context.cancelAnimationFrame( requestId ); - this.boundingSphere = new Sphere(); + isAnimating = false; - } + }, - this.boundingSphere.setFromPoints( this.vertices ); + setAnimationLoop: function ( callback ) { - }, + animationLoop = callback; - merge: function ( geometry, matrix, materialIndexOffset ) { + }, - if ( ! ( geometry && geometry.isGeometry ) ) { + setContext: function ( value ) { - console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); - return; + context = value; } - var normalMatrix, - vertexOffset = this.vertices.length, - vertices1 = this.vertices, - vertices2 = geometry.vertices, - faces1 = this.faces, - faces2 = geometry.faces, - colors1 = this.colors, - colors2 = geometry.colors; - - if ( materialIndexOffset === undefined ) materialIndexOffset = 0; + }; - if ( matrix !== undefined ) { +} - normalMatrix = new Matrix3().getNormalMatrix( matrix ); +function WebGLAttributes( gl, capabilities ) { - } + const isWebGL2 = capabilities.isWebGL2; - // vertices + const buffers = new WeakMap(); - for ( var i = 0, il = vertices2.length; i < il; i ++ ) { + function createBuffer( attribute, bufferType ) { - var vertex = vertices2[ i ]; + const array = attribute.array; + const usage = attribute.usage; - var vertexCopy = vertex.clone(); + const buffer = gl.createBuffer(); - if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); + gl.bindBuffer( bufferType, buffer ); + gl.bufferData( bufferType, array, usage ); - vertices1.push( vertexCopy ); + attribute.onUploadCallback(); - } + let type = 5126; - // colors + if ( array instanceof Float32Array ) { - for ( var i = 0, il = colors2.length; i < il; i ++ ) { + type = 5126; - colors1.push( colors2[ i ].clone() ); + } else if ( array instanceof Float64Array ) { - } + console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' ); - // faces + } else if ( array instanceof Uint16Array ) { - for ( i = 0, il = faces2.length; i < il; i ++ ) { + if ( attribute.isFloat16BufferAttribute ) { - var face = faces2[ i ], faceCopy, normal, color, - faceVertexNormals = face.vertexNormals, - faceVertexColors = face.vertexColors; + if ( isWebGL2 ) { - faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); - faceCopy.normal.copy( face.normal ); + type = 5131; - if ( normalMatrix !== undefined ) { + } else { - faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); + console.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' ); - } + } - for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + } else { - normal = faceVertexNormals[ j ].clone(); + type = 5123; - if ( normalMatrix !== undefined ) { + } - normal.applyMatrix3( normalMatrix ).normalize(); + } else if ( array instanceof Int16Array ) { - } + type = 5122; - faceCopy.vertexNormals.push( normal ); + } else if ( array instanceof Uint32Array ) { - } + type = 5125; - faceCopy.color.copy( face.color ); + } else if ( array instanceof Int32Array ) { - for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { + type = 5124; - color = faceVertexColors[ j ]; - faceCopy.vertexColors.push( color.clone() ); + } else if ( array instanceof Int8Array ) { - } + type = 5120; - faceCopy.materialIndex = face.materialIndex + materialIndexOffset; + } else if ( array instanceof Uint8Array ) { - faces1.push( faceCopy ); + type = 5121; } - // uvs - - for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) { + return { + buffer: buffer, + type: type, + bytesPerElement: array.BYTES_PER_ELEMENT, + version: attribute.version + }; - var faceVertexUvs2 = geometry.faceVertexUvs[ i ]; + } - if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = []; + function updateBuffer( buffer, attribute, bufferType ) { - for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) { + const array = attribute.array; + const updateRange = attribute.updateRange; - var uvs2 = faceVertexUvs2[ j ], uvsCopy = []; + gl.bindBuffer( bufferType, buffer ); - for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) { + if ( updateRange.count === - 1 ) { - uvsCopy.push( uvs2[ k ].clone() ); + // Not using update ranges - } + gl.bufferSubData( bufferType, 0, array ); - this.faceVertexUvs[ i ].push( uvsCopy ); + } else { - } + if ( isWebGL2 ) { - } + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array, updateRange.offset, updateRange.count ); - }, + } else { - mergeMesh: function ( mesh ) { + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); - if ( ! ( mesh && mesh.isMesh ) ) { + } - console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); - return; + updateRange.count = - 1; // reset range } - if ( mesh.matrixAutoUpdate ) mesh.updateMatrix(); + } - this.merge( mesh.geometry, mesh.matrix ); + // - }, + function get( attribute ) { - /* - * Checks for duplicate vertices with hashmap. - * Duplicated vertices are removed - * and faces' vertices are updated. - */ + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - mergeVertices: function () { + return buffers.get( attribute ); - var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) - var unique = [], changes = []; + } - var v, key; - var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 - var precision = Math.pow( 10, precisionPoints ); - var i, il, face; - var indices, j, jl; + function remove( attribute ) { - for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - v = this.vertices[ i ]; - key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); + const data = buffers.get( attribute ); - if ( verticesMap[ key ] === undefined ) { + if ( data ) { - verticesMap[ key ] = i; - unique.push( this.vertices[ i ] ); - changes[ i ] = unique.length - 1; - - } else { - - //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); - changes[ i ] = changes[ verticesMap[ key ] ]; + gl.deleteBuffer( data.buffer ); - } + buffers.delete( attribute ); } + } - // if faces are completely degenerate after merging vertices, we - // have to remove them from the geometry. - var faceIndicesToRemove = []; - - for ( i = 0, il = this.faces.length; i < il; i ++ ) { - - face = this.faces[ i ]; - - face.a = changes[ face.a ]; - face.b = changes[ face.b ]; - face.c = changes[ face.c ]; - - indices = [ face.a, face.b, face.c ]; - - // if any duplicate vertices are found in a Face3 - // we have to remove the face as nothing can be saved - for ( var n = 0; n < 3; n ++ ) { - - if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { - - faceIndicesToRemove.push( i ); - break; - - } - - } - - } - - for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { + function update( attribute, bufferType ) { - var idx = faceIndicesToRemove[ i ]; + if ( attribute.isGLBufferAttribute ) { - this.faces.splice( idx, 1 ); + const cached = buffers.get( attribute ); - for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { + if ( ! cached || cached.version < attribute.version ) { - this.faceVertexUvs[ j ].splice( idx, 1 ); + buffers.set( attribute, { + buffer: attribute.buffer, + type: attribute.type, + bytesPerElement: attribute.elementSize, + version: attribute.version + } ); } - } - - // Use unique set of vertices - - var diff = this.vertices.length - unique.length; - this.vertices = unique; - return diff; - - }, - - setFromPoints: function ( points ) { - - this.vertices = []; - - for ( var i = 0, l = points.length; i < l; i ++ ) { - - var point = points[ i ]; - this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + return; } - return this; - - }, - - sortFacesByMaterialIndex: function () { - - var faces = this.faces; - var length = faces.length; - - // tag faces + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - for ( var i = 0; i < length; i ++ ) { + const data = buffers.get( attribute ); - faces[ i ]._id = i; + if ( data === undefined ) { - } + buffers.set( attribute, createBuffer( attribute, bufferType ) ); - // sort faces + } else if ( data.version < attribute.version ) { - function materialIndexSort( a, b ) { + updateBuffer( data.buffer, attribute, bufferType ); - return a.materialIndex - b.materialIndex; + data.version = attribute.version; } - faces.sort( materialIndexSort ); - - // sort uvs - - var uvs1 = this.faceVertexUvs[ 0 ]; - var uvs2 = this.faceVertexUvs[ 1 ]; - - var newUvs1, newUvs2; - - if ( uvs1 && uvs1.length === length ) newUvs1 = []; - if ( uvs2 && uvs2.length === length ) newUvs2 = []; + } - for ( var i = 0; i < length; i ++ ) { + return { - var id = faces[ i ]._id; + get: get, + remove: remove, + update: update - if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); - if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); + }; - } +} - if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; - if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; +class PlaneGeometry extends BufferGeometry { - }, + constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) { - toJSON: function () { + super(); + this.type = 'PlaneGeometry'; - var data = { - metadata: { - version: 4.5, - type: 'Geometry', - generator: 'Geometry.toJSON' - } + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments }; - // standard Geometry serialization - - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; - - if ( this.parameters !== undefined ) { - - var parameters = this.parameters; - - for ( var key in parameters ) { - - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; - - } - - return data; - - } - - var vertices = []; - - for ( var i = 0; i < this.vertices.length; i ++ ) { - - var vertex = this.vertices[ i ]; - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - var faces = []; - var normals = []; - var normalsHash = {}; - var colors = []; - var colorsHash = {}; - var uvs = []; - var uvsHash = {}; - - for ( var i = 0; i < this.faces.length; i ++ ) { - - var face = this.faces[ i ]; - - var hasMaterial = true; - var hasFaceUv = false; // deprecated - var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; - var hasFaceNormal = face.normal.length() > 0; - var hasFaceVertexNormal = face.vertexNormals.length > 0; - var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; - var hasFaceVertexColor = face.vertexColors.length > 0; - - var faceType = 0; + const width_half = width / 2; + const height_half = height / 2; - faceType = setBit( faceType, 0, 0 ); // isQuad - faceType = setBit( faceType, 1, hasMaterial ); - faceType = setBit( faceType, 2, hasFaceUv ); - faceType = setBit( faceType, 3, hasFaceVertexUv ); - faceType = setBit( faceType, 4, hasFaceNormal ); - faceType = setBit( faceType, 5, hasFaceVertexNormal ); - faceType = setBit( faceType, 6, hasFaceColor ); - faceType = setBit( faceType, 7, hasFaceVertexColor ); + const gridX = Math.floor( widthSegments ); + const gridY = Math.floor( heightSegments ); - faces.push( faceType ); - faces.push( face.a, face.b, face.c ); - faces.push( face.materialIndex ); + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; - if ( hasFaceVertexUv ) { + const segment_width = width / gridX; + const segment_height = height / gridY; - var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; + // - faces.push( - getUvIndex( faceVertexUvs[ 0 ] ), - getUvIndex( faceVertexUvs[ 1 ] ), - getUvIndex( faceVertexUvs[ 2 ] ) - ); + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; - } + for ( let iy = 0; iy < gridY1; iy ++ ) { - if ( hasFaceNormal ) { + const y = iy * segment_height - height_half; - faces.push( getNormalIndex( face.normal ) ); + for ( let ix = 0; ix < gridX1; ix ++ ) { - } + const x = ix * segment_width - width_half; - if ( hasFaceVertexNormal ) { + vertices.push( x, - y, 0 ); - var vertexNormals = face.vertexNormals; + normals.push( 0, 0, 1 ); - faces.push( - getNormalIndex( vertexNormals[ 0 ] ), - getNormalIndex( vertexNormals[ 1 ] ), - getNormalIndex( vertexNormals[ 2 ] ) - ); + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); } - if ( hasFaceColor ) { - - faces.push( getColorIndex( face.color ) ); + } - } + for ( let iy = 0; iy < gridY; iy ++ ) { - if ( hasFaceVertexColor ) { + for ( let ix = 0; ix < gridX; ix ++ ) { - var vertexColors = face.vertexColors; + const a = ix + gridX1 * iy; + const b = ix + gridX1 * ( iy + 1 ); + const c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + const d = ( ix + 1 ) + gridX1 * iy; - faces.push( - getColorIndex( vertexColors[ 0 ] ), - getColorIndex( vertexColors[ 1 ] ), - getColorIndex( vertexColors[ 2 ] ) - ); + indices.push( a, b, d ); + indices.push( b, c, d ); } } - function setBit( value, position, enabled ) { - - return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); - - } - - function getNormalIndex( normal ) { - - var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); - - if ( normalsHash[ hash ] !== undefined ) { + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - return normalsHash[ hash ]; + } - } +} - normalsHash[ hash ] = normals.length / 3; - normals.push( normal.x, normal.y, normal.z ); +var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif"; - return normalsHash[ hash ]; +var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; - } +var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif"; - function getColorIndex( color ) { +var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif"; - var hash = color.r.toString() + color.g.toString() + color.b.toString(); +var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; - if ( colorsHash[ hash ] !== undefined ) { +var begin_vertex = "vec3 transformed = vec3( position );"; - return colorsHash[ hash ]; +var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; - } +var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif"; - colorsHash[ hash ] = colors.length; - colors.push( color.getHex() ); +var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif"; - return colorsHash[ hash ]; +var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif"; - } +var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif"; - function getUvIndex( uv ) { +var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif"; - var hash = uv.x.toString() + uv.y.toString(); +var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif"; - if ( uvsHash[ hash ] !== undefined ) { +var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif"; - return uvsHash[ hash ]; +var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif"; - } +var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif"; - uvsHash[ hash ] = uvs.length / 2; - uvs.push( uv.x, uv.y ); +var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif"; - return uvsHash[ hash ]; +var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}"; - } +var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif"; - data.data = {}; +var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif"; - data.data.vertices = vertices; - data.data.normals = normals; - if ( colors.length > 0 ) data.data.colors = colors; - if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility - data.data.faces = faces; +var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif"; - return data; +var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif"; - }, +var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif"; - clone: function () { +var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif"; - /* - // Handle primitives +var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );"; - var parameters = this.parameters; +var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}"; - if ( parameters !== undefined ) { +var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif"; - var values = []; +var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif"; - for ( var key in parameters ) { +var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif"; - values.push( parameters[ key ] ); +var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif"; - } +var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif"; - var geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; +var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif"; - } +var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif"; - return new this.constructor().copy( this ); - */ +var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif"; - return new Geometry().copy( this ); +var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; - }, +var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}"; - copy: function ( source ) { +var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif"; - var i, il, j, jl, k, kl; +var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; - // reset +var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif"; - this.vertices = []; - this.colors = []; - this.faces = []; - this.faceVertexUvs = [[]]; - this.morphTargets = []; - this.morphNormals = []; - this.skinWeights = []; - this.skinIndices = []; - this.lineDistances = []; - this.boundingBox = null; - this.boundingSphere = null; +var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif"; - // name +var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif"; - this.name = source.name; +var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;"; - // vertices +var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)"; - var vertices = source.vertices; +var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; - for ( i = 0, il = vertices.length; i < il; i ++ ) { +var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)"; - this.vertices.push( vertices[ i ].clone() ); +var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif"; - } +var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}"; - // colors +var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; - var colors = source.colors; +var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif"; - for ( i = 0, il = colors.length; i < il; i ++ ) { +var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif"; - this.colors.push( colors[ i ].clone() ); +var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; - } +var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; - // faces +var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif"; - var faces = source.faces; +var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif"; - for ( i = 0, il = faces.length; i < il; i ++ ) { +var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif"; - this.faces.push( faces[ i ].clone() ); +var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif"; - } +var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif"; - // face vertex uvs +var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; - for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { +var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif"; - var faceVertexUvs = source.faceVertexUvs[ i ]; +var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; - if ( this.faceVertexUvs[ i ] === undefined ) { +var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif"; - this.faceVertexUvs[ i ] = []; +var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif"; - } +var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif"; - for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { +var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;"; - var uvs = faceVertexUvs[ j ], uvsCopy = []; +var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif"; - for ( k = 0, kl = uvs.length; k < kl; k ++ ) { +var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif"; - var uv = uvs[ k ]; +var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif"; - uvsCopy.push( uv.clone() ); +var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif"; - } +var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif"; - this.faceVertexUvs[ i ].push( uvsCopy ); +var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}"; - } +var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif"; - } +var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;"; - // morph targets +var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif"; - var morphTargets = source.morphTargets; +var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif"; - for ( i = 0, il = morphTargets.length; i < il; i ++ ) { +var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif"; - var morphTarget = {}; - morphTarget.name = morphTargets[ i ].name; +var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; - // vertices +var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif"; - if ( morphTargets[ i ].vertices !== undefined ) { +var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; - morphTarget.vertices = []; +var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif"; - for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) { +var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}"; - morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() ); +var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; - } +var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif"; - } +var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif"; - // normals +var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif"; - if ( morphTargets[ i ].normals !== undefined ) { +var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; - morphTarget.normals = []; +var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; - for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) { +var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; - morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() ); +var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; - } +var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif"; - } +var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif"; - this.morphTargets.push( morphTarget ); +var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif"; - } +var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif"; - // morph normals +var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif"; - var morphNormals = source.morphNormals; +var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; - for ( i = 0, il = morphNormals.length; i < il; i ++ ) { +var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif"; - var morphNormal = {}; +var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif"; - // vertex normals +var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif"; - if ( morphNormals[ i ].vertexNormals !== undefined ) { +var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}"; - morphNormal.vertexNormals = []; +var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}"; - for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) { +var cube_frag = "#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; - var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ]; - var destVertexNormal = {}; +var cube_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; - destVertexNormal.a = srcVertexNormal.a.clone(); - destVertexNormal.b = srcVertexNormal.b.clone(); - destVertexNormal.c = srcVertexNormal.c.clone(); +var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}"; - morphNormal.vertexNormals.push( destVertexNormal ); +var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}"; - } +var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}"; - } +var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}"; - // face normals +var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}"; - if ( morphNormals[ i ].faceNormals !== undefined ) { +var equirect_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; - morphNormal.faceNormals = []; +var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) { +var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() ); +var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - } +var meshbasic_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - } +var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - this.morphNormals.push( morphNormal ); +var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - } +var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - // skin weights +var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}"; - var skinWeights = source.skinWeights; +var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - for ( i = 0, il = skinWeights.length; i < il; i ++ ) { +var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; - this.skinWeights.push( skinWeights[ i ].clone() ); +var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - } +var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - // skin indices +var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - var skinIndices = source.skinIndices; +var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; - for ( i = 0, il = skinIndices.length; i < il; i ++ ) { +var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}"; - this.skinIndices.push( skinIndices[ i ].clone() ); +var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; - } +var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - // line distances +var points_vert = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - var lineDistances = source.lineDistances; +var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}"; - for ( i = 0, il = lineDistances.length; i < il; i ++ ) { +var shadow_vert = "#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - this.lineDistances.push( lineDistances[ i ] ); +var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}"; - } +var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"; - // bounding box - - var boundingBox = source.boundingBox; - - if ( boundingBox !== null ) { - - this.boundingBox = boundingBox.clone(); - - } - - // bounding sphere - - var boundingSphere = source.boundingSphere; - - if ( boundingSphere !== null ) { - - this.boundingSphere = boundingSphere.clone(); - - } - - // update flags - - this.elementsNeedUpdate = source.elementsNeedUpdate; - this.verticesNeedUpdate = source.verticesNeedUpdate; - this.uvsNeedUpdate = source.uvsNeedUpdate; - this.normalsNeedUpdate = source.normalsNeedUpdate; - this.colorsNeedUpdate = source.colorsNeedUpdate; - this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate; - this.groupsNeedUpdate = source.groupsNeedUpdate; - - return this; - - }, - - dispose: function () { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -} ); - -/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ - -// BoxGeometry - -class BoxGeometry extends Geometry { - - constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) { - - super(); - - this.type = 'BoxGeometry'; - - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; - - this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); - this.mergeVertices(); - - } - -} - -// BoxBufferGeometry - -class BoxBufferGeometry extends BufferGeometry { - - constructor( width, height, depth, widthSegments, heightSegments, depthSegments ) { - - super(); - - this.type = 'BoxBufferGeometry'; - - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; - - var scope = this; - - width = width || 1; - height = height || 1; - depth = depth || 1; - - // segments - - widthSegments = Math.floor( widthSegments ) || 1; - heightSegments = Math.floor( heightSegments ) || 1; - depthSegments = Math.floor( depthSegments ) || 1; - - // buffers - - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; - - // helper variables - - var numberOfVertices = 0; - var groupStart = 0; - - // build each side of the box geometry - - buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px - buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx - buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py - buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny - buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz - buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { - - var segmentWidth = width / gridX; - var segmentHeight = height / gridY; - - var widthHalf = width / 2; - var heightHalf = height / 2; - var depthHalf = depth / 2; - - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; - - var vertexCounter = 0; - var groupCount = 0; - - var ix, iy; - - var vector = new Vector3(); - - // generate vertices, normals and uvs - - for ( iy = 0; iy < gridY1; iy ++ ) { - - var y = iy * segmentHeight - heightHalf; - - for ( ix = 0; ix < gridX1; ix ++ ) { - - var x = ix * segmentWidth - widthHalf; - - // set values to correct vector component - - vector[ u ] = x * udir; - vector[ v ] = y * vdir; - vector[ w ] = depthHalf; - - // now apply vector to vertex buffer - - vertices.push( vector.x, vector.y, vector.z ); - - // set values to correct vector component - - vector[ u ] = 0; - vector[ v ] = 0; - vector[ w ] = depth > 0 ? 1 : - 1; - - // now apply vector to normal buffer - - normals.push( vector.x, vector.y, vector.z ); - - // uvs - - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); - - // counters - - vertexCounter += 1; - - } - - } - - // indices - - // 1. you need three indices to draw a single face - // 2. a single segment consists of two faces - // 3. so we need to generate six (2*3) indices per segment - - for ( iy = 0; iy < gridY; iy ++ ) { - - for ( ix = 0; ix < gridX; ix ++ ) { - - var a = numberOfVertices + ix + gridX1 * iy; - var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); - var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); - var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - // increase counter - - groupCount += 6; - - } - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, materialIndex ); - - // calculate new start value for groups - - groupStart += groupCount; - - // update total number of vertices - - numberOfVertices += vertexCounter; - - } - - } - -} - -/** - * Uniform Utilities - */ - -function cloneUniforms( src ) { - - var dst = {}; - - for ( var u in src ) { - - dst[ u ] = {}; - - for ( var p in src[ u ] ) { - - var property = src[ u ][ p ]; - - if ( property && ( property.isColor || - property.isMatrix3 || property.isMatrix4 || - property.isVector2 || property.isVector3 || property.isVector4 || - property.isTexture ) ) { - - dst[ u ][ p ] = property.clone(); - - } else if ( Array.isArray( property ) ) { - - dst[ u ][ p ] = property.slice(); - - } else { - - dst[ u ][ p ] = property; - - } - - } - - } - - return dst; - -} - -function mergeUniforms( uniforms ) { - - var merged = {}; - - for ( var u = 0; u < uniforms.length; u ++ ) { - - var tmp = cloneUniforms( uniforms[ u ] ); - - for ( var p in tmp ) { - - merged[ p ] = tmp[ p ]; - - } - - } - - return merged; - -} - -// Legacy - -var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; - -var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; - -var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; - -/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * defines: { "label" : "value" }, - * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, - * - * fragmentShader: , - * vertexShader: , - * - * wireframe: , - * wireframeLinewidth: , - * - * lights: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - -function ShaderMaterial( parameters ) { - - Material.call( this ); - - this.type = 'ShaderMaterial'; - - this.defines = {}; - this.uniforms = {}; - - this.vertexShader = default_vertex; - this.fragmentShader = default_fragment; - - this.linewidth = 1; - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.fog = false; // set to use scene fog - this.lights = false; // set to use scene lights - this.clipping = false; // set to use user-defined clipping planes - - this.skinning = false; // set to use skinning attribute streams - this.morphTargets = false; // set to use morph targets - this.morphNormals = false; // set to use morph normals - - this.extensions = { - derivatives: false, // set to use derivatives - fragDepth: false, // set to use fragment depth values - drawBuffers: false, // set to use draw buffers - shaderTextureLOD: false // set to use shader texture LOD - }; - - // When rendered geometry doesn't include these attributes but the material does, - // use these default values in WebGL. This avoids errors when buffer data is missing. - this.defaultAttributeValues = { - 'color': [ 1, 1, 1 ], - 'uv': [ 0, 0 ], - 'uv2': [ 0, 0 ] - }; - - this.index0AttributeName = undefined; - this.uniformsNeedUpdate = false; - - if ( parameters !== undefined ) { - - if ( parameters.attributes !== undefined ) { - - console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); - - } - - this.setValues( parameters ); - - } - -} - -ShaderMaterial.prototype = Object.create( Material.prototype ); -ShaderMaterial.prototype.constructor = ShaderMaterial; - -ShaderMaterial.prototype.isShaderMaterial = true; - -ShaderMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.fragmentShader = source.fragmentShader; - this.vertexShader = source.vertexShader; - - this.uniforms = cloneUniforms( source.uniforms ); - - this.defines = Object.assign( {}, source.defines ); - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - this.lights = source.lights; - this.clipping = source.clipping; - - this.skinning = source.skinning; - - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - this.extensions = source.extensions; - - return this; - -}; - -ShaderMaterial.prototype.toJSON = function ( meta ) { - - var data = Material.prototype.toJSON.call( this, meta ); - - data.uniforms = {}; - - for ( var name in this.uniforms ) { - - var uniform = this.uniforms[ name ]; - var value = uniform.value; - - if ( value && value.isTexture ) { - - data.uniforms[ name ] = { - type: 't', - value: value.toJSON( meta ).uuid - }; - - } else if ( value && value.isColor ) { - - data.uniforms[ name ] = { - type: 'c', - value: value.getHex() - }; - - } else if ( value && value.isVector2 ) { - - data.uniforms[ name ] = { - type: 'v2', - value: value.toArray() - }; - - } else if ( value && value.isVector3 ) { - - data.uniforms[ name ] = { - type: 'v3', - value: value.toArray() - }; - - } else if ( value && value.isVector4 ) { - - data.uniforms[ name ] = { - type: 'v4', - value: value.toArray() - }; - - } else if ( value && value.isMatrix3 ) { - - data.uniforms[ name ] = { - type: 'm3', - value: value.toArray() - }; - - } else if ( value && value.isMatrix4 ) { - - data.uniforms[ name ] = { - type: 'm4', - value: value.toArray() - }; - - } else { - - data.uniforms[ name ] = { - value: value - }; - - // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far - - } - - } - - if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; - - data.vertexShader = this.vertexShader; - data.fragmentShader = this.fragmentShader; - - var extensions = {}; - - for ( var key in this.extensions ) { - - if ( this.extensions[ key ] === true ) extensions[ key ] = true; - - } - - if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; - - return data; - -}; - -/** - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - * @author WestLangley / http://github.com/WestLangley -*/ - -function Camera() { - - Object3D.call( this ); - - this.type = 'Camera'; - - this.matrixWorldInverse = new Matrix4(); - - this.projectionMatrix = new Matrix4(); - this.projectionMatrixInverse = new Matrix4(); - -} - -Camera.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Camera, - - isCamera: true, - - copy: function ( source, recursive ) { - - Object3D.prototype.copy.call( this, source, recursive ); - - this.matrixWorldInverse.copy( source.matrixWorldInverse ); - - this.projectionMatrix.copy( source.projectionMatrix ); - this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); - - return this; - - }, - - getWorldDirection: function ( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Camera: .getWorldDirection() target is now required' ); - target = new Vector3(); - - } - - this.updateMatrixWorld( true ); - - var e = this.matrixWorld.elements; - - return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize(); - - }, - - updateMatrixWorld: function ( force ) { - - Object3D.prototype.updateMatrixWorld.call( this, force ); - - this.matrixWorldInverse.getInverse( this.matrixWorld ); - - }, - - updateWorldMatrix: function ( updateParents, updateChildren ) { - - Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren ); - - this.matrixWorldInverse.getInverse( this.matrixWorld ); - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - } - -} ); - -/** - * @author mrdoob / http://mrdoob.com/ - * @author greggman / http://games.greggman.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author tschw - */ - -function PerspectiveCamera( fov, aspect, near, far ) { - - Camera.call( this ); - - this.type = 'PerspectiveCamera'; - - this.fov = fov !== undefined ? fov : 50; - this.zoom = 1; - - this.near = near !== undefined ? near : 0.1; - this.far = far !== undefined ? far : 2000; - this.focus = 10; - - this.aspect = aspect !== undefined ? aspect : 1; - this.view = null; - - this.filmGauge = 35; // width of the film (default in millimeters) - this.filmOffset = 0; // horizontal film offset (same unit as gauge) - - this.updateProjectionMatrix(); - -} - -PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { - - constructor: PerspectiveCamera, - - isPerspectiveCamera: true, - - copy: function ( source, recursive ) { - - Camera.prototype.copy.call( this, source, recursive ); - - this.fov = source.fov; - this.zoom = source.zoom; - - this.near = source.near; - this.far = source.far; - this.focus = source.focus; - - this.aspect = source.aspect; - this.view = source.view === null ? null : Object.assign( {}, source.view ); - - this.filmGauge = source.filmGauge; - this.filmOffset = source.filmOffset; - - return this; - - }, - - /** - * Sets the FOV by focal length in respect to the current .filmGauge. - * - * The default film gauge is 35, so that the focal length can be specified for - * a 35mm (full frame) camera. - * - * Values for focal length and film gauge must have the same unit. - */ - setFocalLength: function ( focalLength ) { - - // see http://www.bobatkins.com/photography/technical/field_of_view.html - var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; - - this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope ); - this.updateProjectionMatrix(); - - }, - - /** - * Calculates the focal length from the current .fov and .filmGauge. - */ - getFocalLength: function () { - - var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ); - - return 0.5 * this.getFilmHeight() / vExtentSlope; - - }, - - getEffectiveFOV: function () { - - return MathUtils.RAD2DEG * 2 * Math.atan( - Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom ); - - }, - - getFilmWidth: function () { - - // film not completely covered in portrait format (aspect < 1) - return this.filmGauge * Math.min( this.aspect, 1 ); - - }, - - getFilmHeight: function () { - - // film not completely covered in landscape format (aspect > 1) - return this.filmGauge / Math.max( this.aspect, 1 ); - - }, - - /** - * Sets an offset in a larger frustum. This is useful for multi-window or - * multi-monitor/multi-machine setups. - * - * For example, if you have 3x2 monitors and each monitor is 1920x1080 and - * the monitors are in grid like this - * - * +---+---+---+ - * | A | B | C | - * +---+---+---+ - * | D | E | F | - * +---+---+---+ - * - * then for each monitor you would call it like this - * - * var w = 1920; - * var h = 1080; - * var fullWidth = w * 3; - * var fullHeight = h * 2; - * - * --A-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); - * --B-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); - * --C-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); - * --D-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); - * --E-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); - * --F-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); - * - * Note there is no reason monitors have to be the same size or in a grid. - */ - setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { - - this.aspect = fullWidth / fullHeight; - - if ( this.view === null ) { - - this.view = { - enabled: true, - fullWidth: 1, - fullHeight: 1, - offsetX: 0, - offsetY: 0, - width: 1, - height: 1 - }; - - } - - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; - this.view.offsetX = x; - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; - - this.updateProjectionMatrix(); - - }, - - clearViewOffset: function () { - - if ( this.view !== null ) { - - this.view.enabled = false; - - } - - this.updateProjectionMatrix(); - - }, - - updateProjectionMatrix: function () { - - var near = this.near, - top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom, - height = 2 * top, - width = this.aspect * height, - left = - 0.5 * width, - view = this.view; - - if ( this.view !== null && this.view.enabled ) { - - var fullWidth = view.fullWidth, - fullHeight = view.fullHeight; - - left += view.offsetX * width / fullWidth; - top -= view.offsetY * height / fullHeight; - width *= view.width / fullWidth; - height *= view.height / fullHeight; - - } - - var skew = this.filmOffset; - if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); - - this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); - - this.projectionMatrixInverse.getInverse( this.projectionMatrix ); - - }, - - toJSON: function ( meta ) { - - var data = Object3D.prototype.toJSON.call( this, meta ); - - data.object.fov = this.fov; - data.object.zoom = this.zoom; - - data.object.near = this.near; - data.object.far = this.far; - data.object.focus = this.focus; - - data.object.aspect = this.aspect; - - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - - data.object.filmGauge = this.filmGauge; - data.object.filmOffset = this.filmOffset; - - return data; - - } - -} ); - -/** - * Camera for rendering cube maps - * - renders scene into axis-aligned cube - * - * @author alteredq / http://alteredqualia.com/ - */ - -var fov = 90, aspect = 1; - -function CubeCamera( near, far, cubeResolution, options ) { - - Object3D.call( this ); - - this.type = 'CubeCamera'; - - var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); - cameraPX.up.set( 0, - 1, 0 ); - cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); - this.add( cameraPX ); - - var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); - cameraNX.up.set( 0, - 1, 0 ); - cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); - this.add( cameraNX ); - - var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); - cameraPY.up.set( 0, 0, 1 ); - cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); - this.add( cameraPY ); - - var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); - cameraNY.up.set( 0, 0, - 1 ); - cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); - this.add( cameraNY ); - - var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraPZ.up.set( 0, - 1, 0 ); - cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); - this.add( cameraPZ ); - - var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraNZ.up.set( 0, - 1, 0 ); - cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); - this.add( cameraNZ ); - - options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; - - this.renderTarget = new WebGLCubeRenderTarget( cubeResolution, options ); - this.renderTarget.texture.name = "CubeCamera"; - - this.update = function ( renderer, scene ) { - - if ( this.parent === null ) this.updateMatrixWorld(); - - var currentRenderTarget = renderer.getRenderTarget(); - - var renderTarget = this.renderTarget; - var generateMipmaps = renderTarget.texture.generateMipmaps; - - renderTarget.texture.generateMipmaps = false; - - renderer.setRenderTarget( renderTarget, 0 ); - renderer.render( scene, cameraPX ); - - renderer.setRenderTarget( renderTarget, 1 ); - renderer.render( scene, cameraNX ); - - renderer.setRenderTarget( renderTarget, 2 ); - renderer.render( scene, cameraPY ); - - renderer.setRenderTarget( renderTarget, 3 ); - renderer.render( scene, cameraNY ); - - renderer.setRenderTarget( renderTarget, 4 ); - renderer.render( scene, cameraPZ ); - - renderTarget.texture.generateMipmaps = generateMipmaps; - - renderer.setRenderTarget( renderTarget, 5 ); - renderer.render( scene, cameraNZ ); - - renderer.setRenderTarget( currentRenderTarget ); - - }; - - this.clear = function ( renderer, color, depth, stencil ) { - - var currentRenderTarget = renderer.getRenderTarget(); - - var renderTarget = this.renderTarget; - - for ( var i = 0; i < 6; i ++ ) { - - renderer.setRenderTarget( renderTarget, i ); - - renderer.clear( color, depth, stencil ); - - } - - renderer.setRenderTarget( currentRenderTarget ); - - }; - -} - -CubeCamera.prototype = Object.create( Object3D.prototype ); -CubeCamera.prototype.constructor = CubeCamera; - -/** - * @author alteredq / http://alteredqualia.com - * @author WestLangley / http://github.com/WestLangley - */ - -function WebGLCubeRenderTarget( size, options, dummy ) { - - if ( Number.isInteger( options ) ) { - - console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' ); - - options = dummy; - - } - - WebGLRenderTarget.call( this, size, size, options ); - -} - -WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype ); -WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget; - -WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true; - -WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) { - - this.texture.type = texture.type; - this.texture.format = texture.format; - this.texture.encoding = texture.encoding; - - var scene = new Scene(); - - var shader = { - - uniforms: { - tEquirect: { value: null }, - }, - - vertexShader: [ - - "varying vec3 vWorldDirection;", - - "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {", - - " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );", - - "}", - - "void main() {", - - " vWorldDirection = transformDirection( position, modelMatrix );", - - " #include ", - " #include ", - - "}" - - ].join( '\n' ), - - fragmentShader: [ - - "uniform sampler2D tEquirect;", - - "varying vec3 vWorldDirection;", - - "#define RECIPROCAL_PI 0.31830988618", - "#define RECIPROCAL_PI2 0.15915494", - - "void main() {", - - " vec3 direction = normalize( vWorldDirection );", - - " vec2 sampleUV;", - - " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;", - - " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;", - - " gl_FragColor = texture2D( tEquirect, sampleUV );", - - "}" - - ].join( '\n' ), - }; - - var material = new ShaderMaterial( { - - type: 'CubemapFromEquirect', - - uniforms: cloneUniforms( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader, - side: BackSide, - blending: NoBlending - - } ); - - material.uniforms.tEquirect.value = texture; - - var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material ); - - scene.add( mesh ); - - var camera = new CubeCamera( 1, 10, 1 ); - - camera.renderTarget = this; - camera.renderTarget.texture.name = 'CubeCameraTexture'; - - camera.update( renderer, scene ); - - mesh.geometry.dispose(); - mesh.material.dispose(); - - return this; - -}; - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { - - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - - this.image = { data: data || null, width: width || 1, height: height || 1 }; - - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; - - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; - - this.needsUpdate = true; - -} - -DataTexture.prototype = Object.create( Texture.prototype ); -DataTexture.prototype.constructor = DataTexture; - -DataTexture.prototype.isDataTexture = true; - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author bhouston / http://clara.io - */ - -var _sphere$1 = new Sphere(); -var _vector$5 = new Vector3(); - -function Frustum( p0, p1, p2, p3, p4, p5 ) { - - this.planes = [ - - ( p0 !== undefined ) ? p0 : new Plane(), - ( p1 !== undefined ) ? p1 : new Plane(), - ( p2 !== undefined ) ? p2 : new Plane(), - ( p3 !== undefined ) ? p3 : new Plane(), - ( p4 !== undefined ) ? p4 : new Plane(), - ( p5 !== undefined ) ? p5 : new Plane() - - ]; - -} - -Object.assign( Frustum.prototype, { - - set: function ( p0, p1, p2, p3, p4, p5 ) { - - var planes = this.planes; - - planes[ 0 ].copy( p0 ); - planes[ 1 ].copy( p1 ); - planes[ 2 ].copy( p2 ); - planes[ 3 ].copy( p3 ); - planes[ 4 ].copy( p4 ); - planes[ 5 ].copy( p5 ); - - return this; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( frustum ) { - - var planes = this.planes; - - for ( var i = 0; i < 6; i ++ ) { - - planes[ i ].copy( frustum.planes[ i ] ); - - } - - return this; - - }, - - setFromProjectionMatrix: function ( m ) { - - var planes = this.planes; - var me = m.elements; - var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; - var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; - var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; - var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; - - planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); - planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); - planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); - planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); - planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); - planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); - - return this; - - }, - - intersectsObject: function ( object ) { - - var geometry = object.geometry; - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); - - return this.intersectsSphere( _sphere$1 ); - - }, - - intersectsSprite: function ( sprite ) { - - _sphere$1.center.set( 0, 0, 0 ); - _sphere$1.radius = 0.7071067811865476; - _sphere$1.applyMatrix4( sprite.matrixWorld ); - - return this.intersectsSphere( _sphere$1 ); - - }, - - intersectsSphere: function ( sphere ) { - - var planes = this.planes; - var center = sphere.center; - var negRadius = - sphere.radius; - - for ( var i = 0; i < 6; i ++ ) { - - var distance = planes[ i ].distanceToPoint( center ); - - if ( distance < negRadius ) { - - return false; - - } - - } - - return true; - - }, - - intersectsBox: function ( box ) { - - var planes = this.planes; - - for ( var i = 0; i < 6; i ++ ) { - - var plane = planes[ i ]; - - // corner at max distance - - _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x; - _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y; - _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z; - - if ( plane.distanceToPoint( _vector$5 ) < 0 ) { - - return false; - - } - - } - - return true; - - }, - - containsPoint: function ( point ) { - - var planes = this.planes; - - for ( var i = 0; i < 6; i ++ ) { - - if ( planes[ i ].distanceToPoint( point ) < 0 ) { - - return false; - - } - - } - - return true; - - } - -} ); - -/** - * Uniforms library for shared webgl shaders - */ - -var UniformsLib = { - - common: { - - diffuse: { value: new Color( 0xeeeeee ) }, - opacity: { value: 1.0 }, - - map: { value: null }, - uvTransform: { value: new Matrix3() }, - uv2Transform: { value: new Matrix3() }, - - alphaMap: { value: null }, - - }, - - specularmap: { - - specularMap: { value: null }, - - }, - - envmap: { - - envMap: { value: null }, - flipEnvMap: { value: - 1 }, - reflectivity: { value: 1.0 }, - refractionRatio: { value: 0.98 }, - maxMipLevel: { value: 0 } - - }, - - aomap: { - - aoMap: { value: null }, - aoMapIntensity: { value: 1 } - - }, - - lightmap: { - - lightMap: { value: null }, - lightMapIntensity: { value: 1 } - - }, - - emissivemap: { - - emissiveMap: { value: null } - - }, - - bumpmap: { - - bumpMap: { value: null }, - bumpScale: { value: 1 } - - }, - - normalmap: { - - normalMap: { value: null }, - normalScale: { value: new Vector2( 1, 1 ) } - - }, - - displacementmap: { - - displacementMap: { value: null }, - displacementScale: { value: 1 }, - displacementBias: { value: 0 } - - }, - - roughnessmap: { - - roughnessMap: { value: null } - - }, - - metalnessmap: { - - metalnessMap: { value: null } - - }, - - gradientmap: { - - gradientMap: { value: null } - - }, - - fog: { - - fogDensity: { value: 0.00025 }, - fogNear: { value: 1 }, - fogFar: { value: 2000 }, - fogColor: { value: new Color( 0xffffff ) } - - }, - - lights: { - - ambientLightColor: { value: [] }, - - lightProbe: { value: [] }, - - directionalLights: { value: [], properties: { - direction: {}, - color: {} - } }, - - directionalLightShadows: { value: [], properties: { - shadowBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, - - directionalShadowMap: { value: [] }, - directionalShadowMatrix: { value: [] }, - - spotLights: { value: [], properties: { - color: {}, - position: {}, - direction: {}, - distance: {}, - coneCos: {}, - penumbraCos: {}, - decay: {} - } }, - - spotLightShadows: { value: [], properties: { - shadowBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, - - spotShadowMap: { value: [] }, - spotShadowMatrix: { value: [] }, - - pointLights: { value: [], properties: { - color: {}, - position: {}, - decay: {}, - distance: {} - } }, - - pointLightShadows: { value: [], properties: { - shadowBias: {}, - shadowRadius: {}, - shadowMapSize: {}, - shadowCameraNear: {}, - shadowCameraFar: {} - } }, - - pointShadowMap: { value: [] }, - pointShadowMatrix: { value: [] }, - - hemisphereLights: { value: [], properties: { - direction: {}, - skyColor: {}, - groundColor: {} - } }, - - // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src - rectAreaLights: { value: [], properties: { - color: {}, - position: {}, - width: {}, - height: {} - } } - - }, - - points: { - - diffuse: { value: new Color( 0xeeeeee ) }, - opacity: { value: 1.0 }, - size: { value: 1.0 }, - scale: { value: 1.0 }, - map: { value: null }, - alphaMap: { value: null }, - uvTransform: { value: new Matrix3() } - - }, - - sprite: { - - diffuse: { value: new Color( 0xeeeeee ) }, - opacity: { value: 1.0 }, - center: { value: new Vector2( 0.5, 0.5 ) }, - rotation: { value: 0.0 }, - map: { value: null }, - alphaMap: { value: null }, - uvTransform: { value: new Matrix3() } - - } - -}; - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLAnimation() { - - var context = null; - var isAnimating = false; - var animationLoop = null; - - function onAnimationFrame( time, frame ) { - - if ( isAnimating === false ) return; - - animationLoop( time, frame ); - - context.requestAnimationFrame( onAnimationFrame ); - - } - - return { - - start: function () { - - if ( isAnimating === true ) return; - if ( animationLoop === null ) return; - - context.requestAnimationFrame( onAnimationFrame ); - - isAnimating = true; - - }, - - stop: function () { - - isAnimating = false; - - }, - - setAnimationLoop: function ( callback ) { - - animationLoop = callback; - - }, - - setContext: function ( value ) { - - context = value; - - } - - }; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLAttributes( gl, capabilities ) { - - var isWebGL2 = capabilities.isWebGL2; - - var buffers = new WeakMap(); - - function createBuffer( attribute, bufferType ) { - - var array = attribute.array; - var usage = attribute.usage; - - var buffer = gl.createBuffer(); - - gl.bindBuffer( bufferType, buffer ); - gl.bufferData( bufferType, array, usage ); - - attribute.onUploadCallback(); - - var type = 5126; - - if ( array instanceof Float32Array ) { - - type = 5126; - - } else if ( array instanceof Float64Array ) { - - console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' ); - - } else if ( array instanceof Uint16Array ) { - - type = 5123; - - } else if ( array instanceof Int16Array ) { - - type = 5122; - - } else if ( array instanceof Uint32Array ) { - - type = 5125; - - } else if ( array instanceof Int32Array ) { - - type = 5124; - - } else if ( array instanceof Int8Array ) { - - type = 5120; - - } else if ( array instanceof Uint8Array ) { - - type = 5121; - - } - - return { - buffer: buffer, - type: type, - bytesPerElement: array.BYTES_PER_ELEMENT, - version: attribute.version - }; - - } - - function updateBuffer( buffer, attribute, bufferType ) { - - var array = attribute.array; - var updateRange = attribute.updateRange; - - gl.bindBuffer( bufferType, buffer ); - - if ( updateRange.count === - 1 ) { - - // Not using update ranges - - gl.bufferSubData( bufferType, 0, array ); - - } else { - - if ( isWebGL2 ) { - - gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, - array, updateRange.offset, updateRange.count ); - - } else { - - gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, - array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); - - } - - updateRange.count = - 1; // reset range - - } - - } - - // - - function get( attribute ) { - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - return buffers.get( attribute ); - - } - - function remove( attribute ) { - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - var data = buffers.get( attribute ); - - if ( data ) { - - gl.deleteBuffer( data.buffer ); - - buffers.delete( attribute ); - - } - - } - - function update( attribute, bufferType ) { - - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; - - var data = buffers.get( attribute ); - - if ( data === undefined ) { - - buffers.set( attribute, createBuffer( attribute, bufferType ) ); - - } else if ( data.version < attribute.version ) { - - updateBuffer( data.buffer, attribute, bufferType ); - - data.version = attribute.version; - - } - - } - - return { - - get: get, - remove: remove, - update: update - - }; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ - -// PlaneGeometry - -function PlaneGeometry( width, height, widthSegments, heightSegments ) { - - Geometry.call( this ); - - this.type = 'PlaneGeometry'; - - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; - - this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); - this.mergeVertices(); - -} - -PlaneGeometry.prototype = Object.create( Geometry.prototype ); -PlaneGeometry.prototype.constructor = PlaneGeometry; - -// PlaneBufferGeometry - -function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { - - BufferGeometry.call( this ); - - this.type = 'PlaneBufferGeometry'; - - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; - - width = width || 1; - height = height || 1; - - var width_half = width / 2; - var height_half = height / 2; - - var gridX = Math.floor( widthSegments ) || 1; - var gridY = Math.floor( heightSegments ) || 1; - - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; - - var segment_width = width / gridX; - var segment_height = height / gridY; - - var ix, iy; - - // buffers - - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; - - // generate vertices, normals and uvs - - for ( iy = 0; iy < gridY1; iy ++ ) { - - var y = iy * segment_height - height_half; - - for ( ix = 0; ix < gridX1; ix ++ ) { - - var x = ix * segment_width - width_half; - - vertices.push( x, - y, 0 ); - - normals.push( 0, 0, 1 ); - - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); - - } - - } - - // indices - - for ( iy = 0; iy < gridY; iy ++ ) { - - for ( ix = 0; ix < gridX; ix ++ ) { - - var a = ix + gridX1 * iy; - var b = ix + gridX1 * ( iy + 1 ); - var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); - var d = ( ix + 1 ) + gridX1 * iy; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - -} - -PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; - -var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif"; - -var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; - -var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif"; - -var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif"; - -var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; - -var begin_vertex = "vec3 transformed = vec3( position );"; - -var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; - -var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif"; - -var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif"; - -var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif"; - -var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif"; - -var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif"; - -var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif"; - -var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif"; - -var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; - -var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; - -var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif"; - -var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}"; - -var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif"; - -var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif"; - -var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif"; - -var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif"; - -var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif"; - -var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif"; - -var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );"; - -var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}"; - -var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif"; - -var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif"; - -var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif"; - -var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif"; - -var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif"; - -var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif"; - -var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif"; - -var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif"; - -var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; - -var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}"; - -var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif"; - -var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; - -var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif"; - -var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif"; - -var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif"; - -var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; - -var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)"; - -var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; - -var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)"; - -var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif"; - -var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}"; - -var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; - -var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif"; - -var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif"; - -var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; - -var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; - -var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif"; - -var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif"; - -var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif"; - -var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif"; - -var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif"; - -var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; - -var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif"; - -var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; - -var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif"; - -var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif"; - -var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif"; - -var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;"; - -var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif"; - -var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif"; - -var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif"; - -var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif"; - -var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif"; - -var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}"; - -var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif"; - -var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;"; - -var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif"; - -var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif"; - -var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif"; - -var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; - -var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif"; - -var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; - -var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif"; - -var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}"; - -var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; - -var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif"; - -var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif"; - -var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif"; - -var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; - -var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; - -var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; - -var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}"; - -var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif"; - -var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif"; - -var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif"; - -var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; - -var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif"; - -var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif"; - -var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif"; - -var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}"; - -var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}"; - -var cube_frag = "#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; - -var cube_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; - -var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}"; - -var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}"; - -var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}"; - -var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}"; - -var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}"; - -var equirect_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; - -var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshbasic_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}"; - -var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; - -var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; - -var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}"; - -var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; - -var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var points_vert = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}"; - -var shadow_vert = "#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - -var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}"; - -var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"; - -var ShaderChunk = { - alphamap_fragment: alphamap_fragment, - alphamap_pars_fragment: alphamap_pars_fragment, - alphatest_fragment: alphatest_fragment, - aomap_fragment: aomap_fragment, - aomap_pars_fragment: aomap_pars_fragment, - begin_vertex: begin_vertex, - beginnormal_vertex: beginnormal_vertex, - bsdfs: bsdfs, - bumpmap_pars_fragment: bumpmap_pars_fragment, - clipping_planes_fragment: clipping_planes_fragment, - clipping_planes_pars_fragment: clipping_planes_pars_fragment, - clipping_planes_pars_vertex: clipping_planes_pars_vertex, - clipping_planes_vertex: clipping_planes_vertex, - color_fragment: color_fragment, - color_pars_fragment: color_pars_fragment, - color_pars_vertex: color_pars_vertex, - color_vertex: color_vertex, - common: common, - cube_uv_reflection_fragment: cube_uv_reflection_fragment, - defaultnormal_vertex: defaultnormal_vertex, - displacementmap_pars_vertex: displacementmap_pars_vertex, - displacementmap_vertex: displacementmap_vertex, - emissivemap_fragment: emissivemap_fragment, - emissivemap_pars_fragment: emissivemap_pars_fragment, - encodings_fragment: encodings_fragment, - encodings_pars_fragment: encodings_pars_fragment, - envmap_fragment: envmap_fragment, - envmap_common_pars_fragment: envmap_common_pars_fragment, - envmap_pars_fragment: envmap_pars_fragment, - envmap_pars_vertex: envmap_pars_vertex, - envmap_physical_pars_fragment: envmap_physical_pars_fragment, - envmap_vertex: envmap_vertex, - fog_vertex: fog_vertex, - fog_pars_vertex: fog_pars_vertex, - fog_fragment: fog_fragment, - fog_pars_fragment: fog_pars_fragment, - gradientmap_pars_fragment: gradientmap_pars_fragment, - lightmap_fragment: lightmap_fragment, - lightmap_pars_fragment: lightmap_pars_fragment, - lights_lambert_vertex: lights_lambert_vertex, - lights_pars_begin: lights_pars_begin, - lights_toon_fragment: lights_toon_fragment, - lights_toon_pars_fragment: lights_toon_pars_fragment, - lights_phong_fragment: lights_phong_fragment, - lights_phong_pars_fragment: lights_phong_pars_fragment, - lights_physical_fragment: lights_physical_fragment, - lights_physical_pars_fragment: lights_physical_pars_fragment, - lights_fragment_begin: lights_fragment_begin, - lights_fragment_maps: lights_fragment_maps, - lights_fragment_end: lights_fragment_end, - logdepthbuf_fragment: logdepthbuf_fragment, - logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, - logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, - logdepthbuf_vertex: logdepthbuf_vertex, - map_fragment: map_fragment, - map_pars_fragment: map_pars_fragment, - map_particle_fragment: map_particle_fragment, - map_particle_pars_fragment: map_particle_pars_fragment, - metalnessmap_fragment: metalnessmap_fragment, - metalnessmap_pars_fragment: metalnessmap_pars_fragment, - morphnormal_vertex: morphnormal_vertex, - morphtarget_pars_vertex: morphtarget_pars_vertex, - morphtarget_vertex: morphtarget_vertex, - normal_fragment_begin: normal_fragment_begin, - normal_fragment_maps: normal_fragment_maps, - normalmap_pars_fragment: normalmap_pars_fragment, - clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, - clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, - clearcoat_pars_fragment: clearcoat_pars_fragment, - packing: packing, - premultiplied_alpha_fragment: premultiplied_alpha_fragment, - project_vertex: project_vertex, - dithering_fragment: dithering_fragment, - dithering_pars_fragment: dithering_pars_fragment, - roughnessmap_fragment: roughnessmap_fragment, - roughnessmap_pars_fragment: roughnessmap_pars_fragment, - shadowmap_pars_fragment: shadowmap_pars_fragment, - shadowmap_pars_vertex: shadowmap_pars_vertex, - shadowmap_vertex: shadowmap_vertex, - shadowmask_pars_fragment: shadowmask_pars_fragment, - skinbase_vertex: skinbase_vertex, - skinning_pars_vertex: skinning_pars_vertex, - skinning_vertex: skinning_vertex, - skinnormal_vertex: skinnormal_vertex, - specularmap_fragment: specularmap_fragment, - specularmap_pars_fragment: specularmap_pars_fragment, - tonemapping_fragment: tonemapping_fragment, - tonemapping_pars_fragment: tonemapping_pars_fragment, - uv_pars_fragment: uv_pars_fragment, - uv_pars_vertex: uv_pars_vertex, - uv_vertex: uv_vertex, - uv2_pars_fragment: uv2_pars_fragment, - uv2_pars_vertex: uv2_pars_vertex, - uv2_vertex: uv2_vertex, - worldpos_vertex: worldpos_vertex, - - background_frag: background_frag, - background_vert: background_vert, - cube_frag: cube_frag, - cube_vert: cube_vert, - depth_frag: depth_frag, - depth_vert: depth_vert, - distanceRGBA_frag: distanceRGBA_frag, - distanceRGBA_vert: distanceRGBA_vert, - equirect_frag: equirect_frag, - equirect_vert: equirect_vert, - linedashed_frag: linedashed_frag, - linedashed_vert: linedashed_vert, - meshbasic_frag: meshbasic_frag, - meshbasic_vert: meshbasic_vert, - meshlambert_frag: meshlambert_frag, - meshlambert_vert: meshlambert_vert, - meshmatcap_frag: meshmatcap_frag, - meshmatcap_vert: meshmatcap_vert, - meshtoon_frag: meshtoon_frag, - meshtoon_vert: meshtoon_vert, - meshphong_frag: meshphong_frag, - meshphong_vert: meshphong_vert, - meshphysical_frag: meshphysical_frag, - meshphysical_vert: meshphysical_vert, - normal_frag: normal_frag, - normal_vert: normal_vert, - points_frag: points_frag, - points_vert: points_vert, - shadow_frag: shadow_frag, - shadow_vert: shadow_vert, - sprite_frag: sprite_frag, - sprite_vert: sprite_vert -}; - -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - */ - -var ShaderLib = { - - basic: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.specularmap, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.fog - ] ), - - vertexShader: ShaderChunk.meshbasic_vert, - fragmentShader: ShaderChunk.meshbasic_frag - - }, - - lambert: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.specularmap, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: new Color( 0x000000 ) } - } - ] ), - - vertexShader: ShaderChunk.meshlambert_vert, - fragmentShader: ShaderChunk.meshlambert_frag - - }, - - phong: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.specularmap, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: new Color( 0x000000 ) }, - specular: { value: new Color( 0x111111 ) }, - shininess: { value: 30 } - } - ] ), - - vertexShader: ShaderChunk.meshphong_vert, - fragmentShader: ShaderChunk.meshphong_frag - - }, - - standard: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.roughnessmap, - UniformsLib.metalnessmap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: new Color( 0x000000 ) }, - roughness: { value: 0.5 }, - metalness: { value: 0.5 }, - envMapIntensity: { value: 1 } // temporary - } - ] ), - - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag - - }, - - toon: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.specularmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.gradientmap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: new Color( 0x000000 ) }, - specular: { value: new Color( 0x111111 ) }, - shininess: { value: 30 } - } - ] ), - - vertexShader: ShaderChunk.meshtoon_vert, - fragmentShader: ShaderChunk.meshtoon_frag - - }, - - matcap: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.fog, - { - matcap: { value: null } - } - ] ), - - vertexShader: ShaderChunk.meshmatcap_vert, - fragmentShader: ShaderChunk.meshmatcap_frag - - }, - - points: { - - uniforms: mergeUniforms( [ - UniformsLib.points, - UniformsLib.fog - ] ), - - vertexShader: ShaderChunk.points_vert, - fragmentShader: ShaderChunk.points_frag - - }, - - dashed: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.fog, - { - scale: { value: 1 }, - dashSize: { value: 1 }, - totalSize: { value: 2 } - } - ] ), - - vertexShader: ShaderChunk.linedashed_vert, - fragmentShader: ShaderChunk.linedashed_frag - - }, - - depth: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.displacementmap - ] ), - - vertexShader: ShaderChunk.depth_vert, - fragmentShader: ShaderChunk.depth_frag - - }, - - normal: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - { - opacity: { value: 1.0 } - } - ] ), - - vertexShader: ShaderChunk.normal_vert, - fragmentShader: ShaderChunk.normal_frag - - }, - - sprite: { - - uniforms: mergeUniforms( [ - UniformsLib.sprite, - UniformsLib.fog - ] ), - - vertexShader: ShaderChunk.sprite_vert, - fragmentShader: ShaderChunk.sprite_frag - - }, - - background: { - - uniforms: { - uvTransform: { value: new Matrix3() }, - t2D: { value: null }, - }, - - vertexShader: ShaderChunk.background_vert, - fragmentShader: ShaderChunk.background_frag - - }, - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ - - cube: { - - uniforms: mergeUniforms( [ - UniformsLib.envmap, - { - opacity: { value: 1.0 } - } - ] ), - - vertexShader: ShaderChunk.cube_vert, - fragmentShader: ShaderChunk.cube_frag - - }, - - equirect: { - - uniforms: { - tEquirect: { value: null }, - }, - - vertexShader: ShaderChunk.equirect_vert, - fragmentShader: ShaderChunk.equirect_frag - - }, - - distanceRGBA: { - - uniforms: mergeUniforms( [ - UniformsLib.common, - UniformsLib.displacementmap, - { - referencePosition: { value: new Vector3() }, - nearDistance: { value: 1 }, - farDistance: { value: 1000 } - } - ] ), - - vertexShader: ShaderChunk.distanceRGBA_vert, - fragmentShader: ShaderChunk.distanceRGBA_frag - - }, - - shadow: { - - uniforms: mergeUniforms( [ - UniformsLib.lights, - UniformsLib.fog, - { - color: { value: new Color( 0x00000 ) }, - opacity: { value: 1.0 } - }, - ] ), - - vertexShader: ShaderChunk.shadow_vert, - fragmentShader: ShaderChunk.shadow_frag - - } - -}; - -ShaderLib.physical = { - - uniforms: mergeUniforms( [ - ShaderLib.standard.uniforms, - { - clearcoat: { value: 0 }, - clearcoatMap: { value: null }, - clearcoatRoughness: { value: 0 }, - clearcoatRoughnessMap: { value: null }, - clearcoatNormalScale: { value: new Vector2( 1, 1 ) }, - clearcoatNormalMap: { value: null }, - sheen: { value: new Color( 0x000000 ) }, - transparency: { value: 0 }, - } - ] ), - - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag - -}; - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLBackground( renderer, state, objects, premultipliedAlpha ) { - - var clearColor = new Color( 0x000000 ); - var clearAlpha = 0; - - var planeMesh; - var boxMesh; - - var currentBackground = null; - var currentBackgroundVersion = 0; - var currentTonemapping = null; - - function render( renderList, scene, camera, forceClear ) { - - var background = scene.background; - - // Ignore background in AR - // TODO: Reconsider this. - - var xr = renderer.xr; - var session = xr.getSession && xr.getSession(); - - if ( session && session.environmentBlendMode === 'additive' ) { - - background = null; - - } - - if ( background === null ) { - - setClear( clearColor, clearAlpha ); - - } else if ( background && background.isColor ) { - - setClear( background, 1 ); - forceClear = true; - - } - - if ( renderer.autoClear || forceClear ) { - - renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); - - } - - if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) { - - if ( boxMesh === undefined ) { - - boxMesh = new Mesh( - new BoxBufferGeometry( 1, 1, 1 ), - new ShaderMaterial( { - type: 'BackgroundCubeMaterial', - uniforms: cloneUniforms( ShaderLib.cube.uniforms ), - vertexShader: ShaderLib.cube.vertexShader, - fragmentShader: ShaderLib.cube.fragmentShader, - side: BackSide, - depthTest: false, - depthWrite: false, - fog: false - } ) - ); - - boxMesh.geometry.deleteAttribute( 'normal' ); - boxMesh.geometry.deleteAttribute( 'uv' ); - - boxMesh.onBeforeRender = function ( renderer, scene, camera ) { - - this.matrixWorld.copyPosition( camera.matrixWorld ); - - }; - - // enable code injection for non-built-in material - Object.defineProperty( boxMesh.material, 'envMap', { - - get: function () { - - return this.uniforms.envMap.value; - - } - - } ); - - objects.update( boxMesh ); - - } - - var texture = background.isWebGLCubeRenderTarget ? background.texture : background; - - boxMesh.material.uniforms.envMap.value = texture; - boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1; - - if ( currentBackground !== background || - currentBackgroundVersion !== texture.version || - currentTonemapping !== renderer.toneMapping ) { - - boxMesh.material.needsUpdate = true; - - currentBackground = background; - currentBackgroundVersion = texture.version; - currentTonemapping = renderer.toneMapping; - - } - - // push to the pre-sorted opaque render list - renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); - - } else if ( background && background.isTexture ) { - - if ( planeMesh === undefined ) { - - planeMesh = new Mesh( - new PlaneBufferGeometry( 2, 2 ), - new ShaderMaterial( { - type: 'BackgroundMaterial', - uniforms: cloneUniforms( ShaderLib.background.uniforms ), - vertexShader: ShaderLib.background.vertexShader, - fragmentShader: ShaderLib.background.fragmentShader, - side: FrontSide, - depthTest: false, - depthWrite: false, - fog: false - } ) - ); - - planeMesh.geometry.deleteAttribute( 'normal' ); - - // enable code injection for non-built-in material - Object.defineProperty( planeMesh.material, 'map', { - - get: function () { - - return this.uniforms.t2D.value; - - } - - } ); - - objects.update( planeMesh ); - - } - - planeMesh.material.uniforms.t2D.value = background; - - if ( background.matrixAutoUpdate === true ) { - - background.updateMatrix(); - - } - - planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); - - if ( currentBackground !== background || - currentBackgroundVersion !== background.version || - currentTonemapping !== renderer.toneMapping ) { - - planeMesh.material.needsUpdate = true; - - currentBackground = background; - currentBackgroundVersion = background.version; - currentTonemapping = renderer.toneMapping; - - } - - - // push to the pre-sorted opaque render list - renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null ); - - } - - } - - function setClear( color, alpha ) { - - state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha ); - - } - - return { - - getClearColor: function () { - - return clearColor; - - }, - setClearColor: function ( color, alpha ) { - - clearColor.set( color ); - clearAlpha = alpha !== undefined ? alpha : 1; - setClear( clearColor, clearAlpha ); - - }, - getClearAlpha: function () { - - return clearAlpha; - - }, - setClearAlpha: function ( alpha ) { - - clearAlpha = alpha; - setClear( clearColor, clearAlpha ); - - }, - render: render - - }; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLBufferRenderer( gl, extensions, info, capabilities ) { - - var isWebGL2 = capabilities.isWebGL2; - - var mode; - - function setMode( value ) { - - mode = value; - - } - - function render( start, count ) { - - gl.drawArrays( mode, start, count ); - - info.update( count, mode ); - - } - - function renderInstances( geometry, start, count, primcount ) { - - if ( primcount === 0 ) return; - - var extension, methodName; - - if ( isWebGL2 ) { - - extension = gl; - methodName = 'drawArraysInstanced'; - - } else { - - extension = extensions.get( 'ANGLE_instanced_arrays' ); - methodName = 'drawArraysInstancedANGLE'; - - if ( extension === null ) { - - console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; - - } - - } - - extension[ methodName ]( mode, start, count, primcount ); - - info.update( count, mode, primcount ); - - } - - // - - this.setMode = setMode; - this.render = render; - this.renderInstances = renderInstances; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLCapabilities( gl, extensions, parameters ) { - - var maxAnisotropy; - - function getMaxAnisotropy() { - - if ( maxAnisotropy !== undefined ) return maxAnisotropy; - - var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - - if ( extension !== null ) { - - maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); - - } else { - - maxAnisotropy = 0; - - } - - return maxAnisotropy; - - } - - function getMaxPrecision( precision ) { - - if ( precision === 'highp' ) { - - if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 && - gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) { - - return 'highp'; - - } - - precision = 'mediump'; - - } - - if ( precision === 'mediump' ) { - - if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 && - gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) { - - return 'mediump'; - - } - - } - - return 'lowp'; - - } - - /* eslint-disable no-undef */ - var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) || - ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext ); - /* eslint-enable no-undef */ - - var precision = parameters.precision !== undefined ? parameters.precision : 'highp'; - var maxPrecision = getMaxPrecision( precision ); - - if ( maxPrecision !== precision ) { - - console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); - precision = maxPrecision; - - } - - var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; - - var maxTextures = gl.getParameter( 34930 ); - var maxVertexTextures = gl.getParameter( 35660 ); - var maxTextureSize = gl.getParameter( 3379 ); - var maxCubemapSize = gl.getParameter( 34076 ); - - var maxAttributes = gl.getParameter( 34921 ); - var maxVertexUniforms = gl.getParameter( 36347 ); - var maxVaryings = gl.getParameter( 36348 ); - var maxFragmentUniforms = gl.getParameter( 36349 ); - - var vertexTextures = maxVertexTextures > 0; - var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' ); - var floatVertexTextures = vertexTextures && floatFragmentTextures; - - var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0; - - return { - - isWebGL2: isWebGL2, - - getMaxAnisotropy: getMaxAnisotropy, - getMaxPrecision: getMaxPrecision, - - precision: precision, - logarithmicDepthBuffer: logarithmicDepthBuffer, - - maxTextures: maxTextures, - maxVertexTextures: maxVertexTextures, - maxTextureSize: maxTextureSize, - maxCubemapSize: maxCubemapSize, - - maxAttributes: maxAttributes, - maxVertexUniforms: maxVertexUniforms, - maxVaryings: maxVaryings, - maxFragmentUniforms: maxFragmentUniforms, - - vertexTextures: vertexTextures, - floatFragmentTextures: floatFragmentTextures, - floatVertexTextures: floatVertexTextures, - - maxSamples: maxSamples - - }; - -} - -/** - * @author tschw - */ - -function WebGLClipping() { - - var scope = this, - - globalState = null, - numGlobalPlanes = 0, - localClippingEnabled = false, - renderingShadows = false, - - plane = new Plane(), - viewNormalMatrix = new Matrix3(), - - uniform = { value: null, needsUpdate: false }; - - this.uniform = uniform; - this.numPlanes = 0; - this.numIntersection = 0; - - this.init = function ( planes, enableLocalClipping, camera ) { - - var enabled = - planes.length !== 0 || - enableLocalClipping || - // enable state of previous frame - the clipping code has to - // run another frame in order to reset the state: - numGlobalPlanes !== 0 || - localClippingEnabled; - - localClippingEnabled = enableLocalClipping; - - globalState = projectPlanes( planes, camera, 0 ); - numGlobalPlanes = planes.length; - - return enabled; - - }; - - this.beginShadows = function () { - - renderingShadows = true; - projectPlanes( null ); - - }; - - this.endShadows = function () { - - renderingShadows = false; - resetGlobalState(); - - }; - - this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) { - - if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { - - // there's no local clipping - - if ( renderingShadows ) { - - // there's no global clipping - - projectPlanes( null ); - - } else { - - resetGlobalState(); - - } - - } else { - - var nGlobal = renderingShadows ? 0 : numGlobalPlanes, - lGlobal = nGlobal * 4, - - dstArray = cache.clippingState || null; - - uniform.value = dstArray; // ensure unique state - - dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); - - for ( var i = 0; i !== lGlobal; ++ i ) { - - dstArray[ i ] = globalState[ i ]; - - } - - cache.clippingState = dstArray; - this.numIntersection = clipIntersection ? this.numPlanes : 0; - this.numPlanes += nGlobal; - - } - - - }; - - function resetGlobalState() { - - if ( uniform.value !== globalState ) { - - uniform.value = globalState; - uniform.needsUpdate = numGlobalPlanes > 0; - - } - - scope.numPlanes = numGlobalPlanes; - scope.numIntersection = 0; - - } - - function projectPlanes( planes, camera, dstOffset, skipTransform ) { - - var nPlanes = planes !== null ? planes.length : 0, - dstArray = null; - - if ( nPlanes !== 0 ) { - - dstArray = uniform.value; - - if ( skipTransform !== true || dstArray === null ) { - - var flatSize = dstOffset + nPlanes * 4, - viewMatrix = camera.matrixWorldInverse; - - viewNormalMatrix.getNormalMatrix( viewMatrix ); - - if ( dstArray === null || dstArray.length < flatSize ) { - - dstArray = new Float32Array( flatSize ); - - } - - for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { - - plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); - - plane.normal.toArray( dstArray, i4 ); - dstArray[ i4 + 3 ] = plane.constant; - - } - - } - - uniform.value = dstArray; - uniform.needsUpdate = true; - - } - - scope.numPlanes = nPlanes; - scope.numIntersection = 0; - - return dstArray; - - } - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLExtensions( gl ) { - - var extensions = {}; - - return { - - get: function ( name ) { - - if ( extensions[ name ] !== undefined ) { - - return extensions[ name ]; - - } - - var extension; - - switch ( name ) { - - case 'WEBGL_depth_texture': - extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); - break; - - case 'EXT_texture_filter_anisotropic': - extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); - break; - - case 'WEBGL_compressed_texture_s3tc': - extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); - break; - - case 'WEBGL_compressed_texture_pvrtc': - extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); - break; - - default: - extension = gl.getExtension( name ); - - } - - if ( extension === null ) { - - console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); - - } - - extensions[ name ] = extension; - - return extension; - - } - - }; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLGeometries( gl, attributes, info ) { - - var geometries = new WeakMap(); - var wireframeAttributes = new WeakMap(); - - function onGeometryDispose( event ) { - - var geometry = event.target; - var buffergeometry = geometries.get( geometry ); - - if ( buffergeometry.index !== null ) { - - attributes.remove( buffergeometry.index ); - - } - - for ( var name in buffergeometry.attributes ) { - - attributes.remove( buffergeometry.attributes[ name ] ); - - } - - geometry.removeEventListener( 'dispose', onGeometryDispose ); - - geometries.delete( geometry ); - - var attribute = wireframeAttributes.get( buffergeometry ); - - if ( attribute ) { - - attributes.remove( attribute ); - wireframeAttributes.delete( buffergeometry ); - - } - - // - - info.memory.geometries --; - - } - - function get( object, geometry ) { - - var buffergeometry = geometries.get( geometry ); - - if ( buffergeometry ) return buffergeometry; - - geometry.addEventListener( 'dispose', onGeometryDispose ); - - if ( geometry.isBufferGeometry ) { - - buffergeometry = geometry; - - } else if ( geometry.isGeometry ) { - - if ( geometry._bufferGeometry === undefined ) { - - geometry._bufferGeometry = new BufferGeometry().setFromObject( object ); - - } - - buffergeometry = geometry._bufferGeometry; - - } - - geometries.set( geometry, buffergeometry ); - - info.memory.geometries ++; - - return buffergeometry; - - } - - function update( geometry ) { - - var index = geometry.index; - var geometryAttributes = geometry.attributes; - - if ( index !== null ) { - - attributes.update( index, 34963 ); - - } - - for ( var name in geometryAttributes ) { - - attributes.update( geometryAttributes[ name ], 34962 ); - - } - - // morph targets - - var morphAttributes = geometry.morphAttributes; - - for ( var name in morphAttributes ) { - - var array = morphAttributes[ name ]; - - for ( var i = 0, l = array.length; i < l; i ++ ) { - - attributes.update( array[ i ], 34962 ); - - } - - } - - } - - function updateWireframeAttribute( geometry ) { - - var indices = []; - - var geometryIndex = geometry.index; - var geometryPosition = geometry.attributes.position; - var version = 0; - - if ( geometryIndex !== null ) { - - var array = geometryIndex.array; - version = geometryIndex.version; - - for ( var i = 0, l = array.length; i < l; i += 3 ) { - - var a = array[ i + 0 ]; - var b = array[ i + 1 ]; - var c = array[ i + 2 ]; - - indices.push( a, b, b, c, c, a ); - - } - - } else { - - var array = geometryPosition.array; - version = geometryPosition.version; - - for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { - - var a = i + 0; - var b = i + 1; - var c = i + 2; - - indices.push( a, b, b, c, c, a ); - - } - - } - - var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); - attribute.version = version; - - attributes.update( attribute, 34963 ); - - // - - var previousAttribute = wireframeAttributes.get( geometry ); - - if ( previousAttribute ) attributes.remove( previousAttribute ); - - // - - wireframeAttributes.set( geometry, attribute ); - - } - - function getWireframeAttribute( geometry ) { - - var currentAttribute = wireframeAttributes.get( geometry ); - - if ( currentAttribute ) { - - var geometryIndex = geometry.index; - - if ( geometryIndex !== null ) { - - // if the attribute is obsolete, create a new one - - if ( currentAttribute.version < geometryIndex.version ) { - - updateWireframeAttribute( geometry ); - - } - - } - - } else { - - updateWireframeAttribute( geometry ); - - } - - return wireframeAttributes.get( geometry ); - - } - - return { - - get: get, - update: update, - - getWireframeAttribute: getWireframeAttribute - - }; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { - - var isWebGL2 = capabilities.isWebGL2; - - var mode; - - function setMode( value ) { - - mode = value; - - } - - var type, bytesPerElement; - - function setIndex( value ) { - - type = value.type; - bytesPerElement = value.bytesPerElement; - - } - - function render( start, count ) { - - gl.drawElements( mode, count, type, start * bytesPerElement ); - - info.update( count, mode ); - - } - - function renderInstances( geometry, start, count, primcount ) { - - if ( primcount === 0 ) return; - - var extension, methodName; - - if ( isWebGL2 ) { - - extension = gl; - methodName = 'drawElementsInstanced'; - - } else { - - extension = extensions.get( 'ANGLE_instanced_arrays' ); - methodName = 'drawElementsInstancedANGLE'; - - if ( extension === null ) { - - console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; - - } - - } - - extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount ); - - info.update( count, mode, primcount ); - - } - - // - - this.setMode = setMode; - this.setIndex = setIndex; - this.render = render; - this.renderInstances = renderInstances; - -} - -/** - * @author Mugen87 / https://github.com/Mugen87 - */ - -function WebGLInfo( gl ) { - - var memory = { - geometries: 0, - textures: 0 - }; - - var render = { - frame: 0, - calls: 0, - triangles: 0, - points: 0, - lines: 0 - }; - - function update( count, mode, instanceCount ) { - - instanceCount = instanceCount || 1; - - render.calls ++; - - switch ( mode ) { - - case 4: - render.triangles += instanceCount * ( count / 3 ); - break; - - case 1: - render.lines += instanceCount * ( count / 2 ); - break; - - case 3: - render.lines += instanceCount * ( count - 1 ); - break; - - case 2: - render.lines += instanceCount * count; - break; - - case 0: - render.points += instanceCount * count; - break; - - default: - console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode ); - break; - - } - - } - - function reset() { - - render.frame ++; - render.calls = 0; - render.triangles = 0; - render.points = 0; - render.lines = 0; - - } - - return { - memory: memory, - render: render, - programs: null, - autoReset: true, - reset: reset, - update: update - }; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function absNumericalSort( a, b ) { - - return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); - -} - -function WebGLMorphtargets( gl ) { - - var influencesList = {}; - var morphInfluences = new Float32Array( 8 ); - - function update( object, geometry, material, program ) { - - var objectInfluences = object.morphTargetInfluences; - - // When object doesn't have morph target influences defined, we treat it as a 0-length array - // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences - - var length = objectInfluences === undefined ? 0 : objectInfluences.length; - - var influences = influencesList[ geometry.id ]; - - if ( influences === undefined ) { - - // initialise list - - influences = []; - - for ( var i = 0; i < length; i ++ ) { - - influences[ i ] = [ i, 0 ]; - - } - - influencesList[ geometry.id ] = influences; - - } - - var morphTargets = material.morphTargets && geometry.morphAttributes.position; - var morphNormals = material.morphNormals && geometry.morphAttributes.normal; - - // Remove current morphAttributes - - for ( var i = 0; i < length; i ++ ) { - - var influence = influences[ i ]; - - if ( influence[ 1 ] !== 0 ) { - - if ( morphTargets ) geometry.deleteAttribute( 'morphTarget' + i ); - if ( morphNormals ) geometry.deleteAttribute( 'morphNormal' + i ); - - } - - } - - // Collect influences - - for ( var i = 0; i < length; i ++ ) { - - var influence = influences[ i ]; - - influence[ 0 ] = i; - influence[ 1 ] = objectInfluences[ i ]; - - } - - influences.sort( absNumericalSort ); - - // Add morphAttributes - - var morphInfluencesSum = 0; - - for ( var i = 0; i < 8; i ++ ) { - - var influence = influences[ i ]; - - if ( influence ) { - - var index = influence[ 0 ]; - var value = influence[ 1 ]; - - if ( value ) { - - if ( morphTargets ) geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); - if ( morphNormals ) geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); - - morphInfluences[ i ] = value; - morphInfluencesSum += value; - continue; - - } - - } - - morphInfluences[ i ] = 0; - - } - - // GLSL shader uses formula baseinfluence * base + sum(target * influence) - // This allows us to switch between absolute morphs and relative morphs without changing shader code - // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) - var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; - - program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); - program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); - - } - - return { - - update: update - - }; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLObjects( gl, geometries, attributes, info ) { - - var updateMap = new WeakMap(); - - function update( object ) { - - var frame = info.render.frame; - - var geometry = object.geometry; - var buffergeometry = geometries.get( object, geometry ); - - // Update once per frame - - if ( updateMap.get( buffergeometry ) !== frame ) { - - if ( geometry.isGeometry ) { - - buffergeometry.updateFromObject( object ); - - } - - geometries.update( buffergeometry ); - - updateMap.set( buffergeometry, frame ); - - } - - if ( object.isInstancedMesh ) { - - attributes.update( object.instanceMatrix, 34962 ); - - } - - return buffergeometry; - - } - - function dispose() { - - updateMap = new WeakMap(); - - } - - return { - - update: update, - dispose: dispose - - }; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { - - images = images !== undefined ? images : []; - mapping = mapping !== undefined ? mapping : CubeReflectionMapping; - format = format !== undefined ? format : RGBFormat; - - Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - - this.flipY = false; - -} - -CubeTexture.prototype = Object.create( Texture.prototype ); -CubeTexture.prototype.constructor = CubeTexture; - -CubeTexture.prototype.isCubeTexture = true; - -Object.defineProperty( CubeTexture.prototype, 'images', { - - get: function () { - - return this.image; - - }, - - set: function ( value ) { - - this.image = value; - - } - -} ); - -/** - * @author Takahiro https://github.com/takahirox - */ - -function DataTexture2DArray( data, width, height, depth ) { - - Texture.call( this, null ); - - this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 }; - - this.magFilter = NearestFilter; - this.minFilter = NearestFilter; - - this.wrapR = ClampToEdgeWrapping; - - this.generateMipmaps = false; - this.flipY = false; - - this.needsUpdate = true; - -} - -DataTexture2DArray.prototype = Object.create( Texture.prototype ); -DataTexture2DArray.prototype.constructor = DataTexture2DArray; -DataTexture2DArray.prototype.isDataTexture2DArray = true; - -/** - * @author Artur Trzesiok - */ - -function DataTexture3D( data, width, height, depth ) { - - // We're going to add .setXXX() methods for setting properties later. - // Users can still set in DataTexture3D directly. - // - // var texture = new THREE.DataTexture3D( data, width, height, depth ); - // texture.anisotropy = 16; - // - // See #14839 - - Texture.call( this, null ); - - this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 }; - - this.magFilter = NearestFilter; - this.minFilter = NearestFilter; - - this.wrapR = ClampToEdgeWrapping; - - this.generateMipmaps = false; - this.flipY = false; - - this.needsUpdate = true; - - -} - -DataTexture3D.prototype = Object.create( Texture.prototype ); -DataTexture3D.prototype.constructor = DataTexture3D; -DataTexture3D.prototype.isDataTexture3D = true; - -/** - * @author tschw - * @author Mugen87 / https://github.com/Mugen87 - * @author mrdoob / http://mrdoob.com/ - * - * Uniforms of a program. - * Those form a tree structure with a special top-level container for the root, - * which you get by calling 'new WebGLUniforms( gl, program )'. - * - * - * Properties of inner nodes including the top-level container: - * - * .seq - array of nested uniforms - * .map - nested uniforms by name - * - * - * Methods of all nodes except the top-level container: - * - * .setValue( gl, value, [textures] ) - * - * uploads a uniform value(s) - * the 'textures' parameter is needed for sampler uniforms - * - * - * Static methods of the top-level container (textures factorizations): - * - * .upload( gl, seq, values, textures ) - * - * sets uniforms in 'seq' to 'values[id].value' - * - * .seqWithValue( seq, values ) : filteredSeq - * - * filters 'seq' entries with corresponding entry in values - * - * - * Methods of the top-level container (textures factorizations): - * - * .setValue( gl, name, value, textures ) - * - * sets uniform with name 'name' to 'value' - * - * .setOptional( gl, obj, prop ) - * - * like .set for an optional property of the object - * - */ - -var emptyTexture = new Texture(); -var emptyTexture2dArray = new DataTexture2DArray(); -var emptyTexture3d = new DataTexture3D(); -var emptyCubeTexture = new CubeTexture(); - -// --- Utilities --- - -// Array Caches (provide typed arrays for temporary by size) - -var arrayCacheF32 = []; -var arrayCacheI32 = []; - -// Float32Array caches used for uploading Matrix uniforms - -var mat4array = new Float32Array( 16 ); -var mat3array = new Float32Array( 9 ); -var mat2array = new Float32Array( 4 ); - -// Flattening for arrays of vectors and matrices - -function flatten( array, nBlocks, blockSize ) { - - var firstElem = array[ 0 ]; - - if ( firstElem <= 0 || firstElem > 0 ) return array; - // unoptimized: ! isNaN( firstElem ) - // see http://jacksondunstan.com/articles/983 - - var n = nBlocks * blockSize, - r = arrayCacheF32[ n ]; - - if ( r === undefined ) { - - r = new Float32Array( n ); - arrayCacheF32[ n ] = r; - - } - - if ( nBlocks !== 0 ) { - - firstElem.toArray( r, 0 ); - - for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { - - offset += blockSize; - array[ i ].toArray( r, offset ); - - } - - } - - return r; - -} - -function arraysEqual( a, b ) { - - if ( a.length !== b.length ) return false; - - for ( var i = 0, l = a.length; i < l; i ++ ) { - - if ( a[ i ] !== b[ i ] ) return false; - - } - - return true; - -} - -function copyArray( a, b ) { - - for ( var i = 0, l = b.length; i < l; i ++ ) { - - a[ i ] = b[ i ]; - - } - -} - -// Texture unit allocation - -function allocTexUnits( textures, n ) { - - var r = arrayCacheI32[ n ]; - - if ( r === undefined ) { - - r = new Int32Array( n ); - arrayCacheI32[ n ] = r; - - } - - for ( var i = 0; i !== n; ++ i ) - r[ i ] = textures.allocateTextureUnit(); - - return r; - -} - -// --- Setters --- - -// Note: Defining these methods externally, because they come in a bunch -// and this way their names minify. - -// Single scalar - -function setValueV1f( gl, v ) { - - var cache = this.cache; - - if ( cache[ 0 ] === v ) return; - - gl.uniform1f( this.addr, v ); - - cache[ 0 ] = v; - -} - -// Single float vector (from flat array or THREE.VectorN) - -function setValueV2f( gl, v ) { - - var cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { - - gl.uniform2f( this.addr, v.x, v.y ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform2fv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -function setValueV3f( gl, v ) { - - var cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { - - gl.uniform3f( this.addr, v.x, v.y, v.z ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - cache[ 2 ] = v.z; - - } - - } else if ( v.r !== undefined ) { - - if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { - - gl.uniform3f( this.addr, v.r, v.g, v.b ); - - cache[ 0 ] = v.r; - cache[ 1 ] = v.g; - cache[ 2 ] = v.b; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform3fv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -function setValueV4f( gl, v ) { - - var cache = this.cache; - - if ( v.x !== undefined ) { - - if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { - - gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); - - cache[ 0 ] = v.x; - cache[ 1 ] = v.y; - cache[ 2 ] = v.z; - cache[ 3 ] = v.w; - - } - - } else { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform4fv( this.addr, v ); - - copyArray( cache, v ); - - } - -} - -// Single matrix (from flat array or MatrixN) - -function setValueM2( gl, v ) { - - var cache = this.cache; - var elements = v.elements; - - if ( elements === undefined ) { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniformMatrix2fv( this.addr, false, v ); - - copyArray( cache, v ); - - } else { - - if ( arraysEqual( cache, elements ) ) return; - - mat2array.set( elements ); - - gl.uniformMatrix2fv( this.addr, false, mat2array ); - - copyArray( cache, elements ); - - } - -} - -function setValueM3( gl, v ) { - - var cache = this.cache; - var elements = v.elements; - - if ( elements === undefined ) { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniformMatrix3fv( this.addr, false, v ); - - copyArray( cache, v ); - - } else { - - if ( arraysEqual( cache, elements ) ) return; - - mat3array.set( elements ); - - gl.uniformMatrix3fv( this.addr, false, mat3array ); - - copyArray( cache, elements ); - - } - -} - -function setValueM4( gl, v ) { - - var cache = this.cache; - var elements = v.elements; - - if ( elements === undefined ) { - - if ( arraysEqual( cache, v ) ) return; - - gl.uniformMatrix4fv( this.addr, false, v ); - - copyArray( cache, v ); - - } else { - - if ( arraysEqual( cache, elements ) ) return; - - mat4array.set( elements ); - - gl.uniformMatrix4fv( this.addr, false, mat4array ); - - copyArray( cache, elements ); - - } - -} - -// Single texture (2D / Cube) - -function setValueT1( gl, v, textures ) { - - var cache = this.cache; - var unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.safeSetTexture2D( v || emptyTexture, unit ); - -} - -function setValueT2DArray1( gl, v, textures ) { - - var cache = this.cache; - var unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.setTexture2DArray( v || emptyTexture2dArray, unit ); - -} - -function setValueT3D1( gl, v, textures ) { - - var cache = this.cache; - var unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.setTexture3D( v || emptyTexture3d, unit ); - -} - -function setValueT6( gl, v, textures ) { - - var cache = this.cache; - var unit = textures.allocateTextureUnit(); - - if ( cache[ 0 ] !== unit ) { - - gl.uniform1i( this.addr, unit ); - cache[ 0 ] = unit; - - } - - textures.safeSetTextureCube( v || emptyCubeTexture, unit ); - -} - -// Integer / Boolean vectors or arrays thereof (always flat arrays) - -function setValueV1i( gl, v ) { - - var cache = this.cache; - - if ( cache[ 0 ] === v ) return; - - gl.uniform1i( this.addr, v ); - - cache[ 0 ] = v; - -} - -function setValueV2i( gl, v ) { - - var cache = this.cache; - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform2iv( this.addr, v ); - - copyArray( cache, v ); - -} - -function setValueV3i( gl, v ) { - - var cache = this.cache; - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform3iv( this.addr, v ); - - copyArray( cache, v ); - -} - -function setValueV4i( gl, v ) { - - var cache = this.cache; - - if ( arraysEqual( cache, v ) ) return; - - gl.uniform4iv( this.addr, v ); - - copyArray( cache, v ); - -} - -// uint - -function setValueV1ui( gl, v ) { - - var cache = this.cache; - - if ( cache[ 0 ] === v ) return; - - gl.uniform1ui( this.addr, v ); - - cache[ 0 ] = v; - -} - -// Helper to pick the right setter for the singular case - -function getSingularSetter( type ) { - - switch ( type ) { - - case 0x1406: return setValueV1f; // FLOAT - case 0x8b50: return setValueV2f; // _VEC2 - case 0x8b51: return setValueV3f; // _VEC3 - case 0x8b52: return setValueV4f; // _VEC4 - - case 0x8b5a: return setValueM2; // _MAT2 - case 0x8b5b: return setValueM3; // _MAT3 - case 0x8b5c: return setValueM4; // _MAT4 - - case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL - case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2 - case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3 - case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4 - - case 0x1405: return setValueV1ui; // UINT - - case 0x8b5e: // SAMPLER_2D - case 0x8d66: // SAMPLER_EXTERNAL_OES - case 0x8dca: // INT_SAMPLER_2D - case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D - case 0x8b62: // SAMPLER_2D_SHADOW - return setValueT1; - - case 0x8b5f: // SAMPLER_3D - case 0x8dcb: // INT_SAMPLER_3D - case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D - return setValueT3D1; - - case 0x8b60: // SAMPLER_CUBE - case 0x8dcc: // INT_SAMPLER_CUBE - case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE - case 0x8dc5: // SAMPLER_CUBE_SHADOW - return setValueT6; - - case 0x8dc1: // SAMPLER_2D_ARRAY - case 0x8dcf: // INT_SAMPLER_2D_ARRAY - case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY - case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW - return setValueT2DArray1; - - } - -} - -// Array of scalars -function setValueV1fArray( gl, v ) { - - gl.uniform1fv( this.addr, v ); - -} - -// Integer / Boolean vectors or arrays thereof (always flat arrays) -function setValueV1iArray( gl, v ) { - - gl.uniform1iv( this.addr, v ); - -} - -function setValueV2iArray( gl, v ) { - - gl.uniform2iv( this.addr, v ); - -} - -function setValueV3iArray( gl, v ) { - - gl.uniform3iv( this.addr, v ); - -} - -function setValueV4iArray( gl, v ) { - - gl.uniform4iv( this.addr, v ); - -} - - -// Array of vectors (flat or from THREE classes) - -function setValueV2fArray( gl, v ) { - - var data = flatten( v, this.size, 2 ); - - gl.uniform2fv( this.addr, data ); - -} - -function setValueV3fArray( gl, v ) { - - var data = flatten( v, this.size, 3 ); - - gl.uniform3fv( this.addr, data ); - -} - -function setValueV4fArray( gl, v ) { - - var data = flatten( v, this.size, 4 ); - - gl.uniform4fv( this.addr, data ); - -} - -// Array of matrices (flat or from THREE clases) - -function setValueM2Array( gl, v ) { - - var data = flatten( v, this.size, 4 ); - - gl.uniformMatrix2fv( this.addr, false, data ); - -} - -function setValueM3Array( gl, v ) { - - var data = flatten( v, this.size, 9 ); - - gl.uniformMatrix3fv( this.addr, false, data ); - -} - -function setValueM4Array( gl, v ) { - - var data = flatten( v, this.size, 16 ); - - gl.uniformMatrix4fv( this.addr, false, data ); - -} - -// Array of textures (2D / Cube) - -function setValueT1Array( gl, v, textures ) { - - var n = v.length; - - var units = allocTexUnits( textures, n ); - - gl.uniform1iv( this.addr, units ); - - for ( var i = 0; i !== n; ++ i ) { - - textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] ); - - } - -} - -function setValueT6Array( gl, v, textures ) { - - var n = v.length; - - var units = allocTexUnits( textures, n ); - - gl.uniform1iv( this.addr, units ); - - for ( var i = 0; i !== n; ++ i ) { - - textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); - - } - -} - -// Helper to pick the right setter for a pure (bottom-level) array - -function getPureArraySetter( type ) { - - switch ( type ) { - - case 0x1406: return setValueV1fArray; // FLOAT - case 0x8b50: return setValueV2fArray; // _VEC2 - case 0x8b51: return setValueV3fArray; // _VEC3 - case 0x8b52: return setValueV4fArray; // _VEC4 - - case 0x8b5a: return setValueM2Array; // _MAT2 - case 0x8b5b: return setValueM3Array; // _MAT3 - case 0x8b5c: return setValueM4Array; // _MAT4 - - case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL - case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2 - case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3 - case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4 - - case 0x8b5e: // SAMPLER_2D - case 0x8d66: // SAMPLER_EXTERNAL_OES - case 0x8dca: // INT_SAMPLER_2D - case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D - case 0x8b62: // SAMPLER_2D_SHADOW - return setValueT1Array; - - case 0x8b60: // SAMPLER_CUBE - case 0x8dcc: // INT_SAMPLER_CUBE - case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE - case 0x8dc5: // SAMPLER_CUBE_SHADOW - return setValueT6Array; - - } - -} - -// --- Uniform Classes --- - -function SingleUniform( id, activeInfo, addr ) { - - this.id = id; - this.addr = addr; - this.cache = []; - this.setValue = getSingularSetter( activeInfo.type ); - - // this.path = activeInfo.name; // DEBUG - -} - -function PureArrayUniform( id, activeInfo, addr ) { - - this.id = id; - this.addr = addr; - this.cache = []; - this.size = activeInfo.size; - this.setValue = getPureArraySetter( activeInfo.type ); - - // this.path = activeInfo.name; // DEBUG - -} - -PureArrayUniform.prototype.updateCache = function ( data ) { - - var cache = this.cache; - - if ( data instanceof Float32Array && cache.length !== data.length ) { - - this.cache = new Float32Array( data.length ); - - } - - copyArray( cache, data ); - -}; - -function StructuredUniform( id ) { - - this.id = id; - - this.seq = []; - this.map = {}; - -} - -StructuredUniform.prototype.setValue = function ( gl, value, textures ) { - - var seq = this.seq; - - for ( var i = 0, n = seq.length; i !== n; ++ i ) { - - var u = seq[ i ]; - u.setValue( gl, value[ u.id ], textures ); - - } - -}; - -// --- Top-level --- - -// Parser - builds up the property tree from the path strings - -var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; - -// extracts -// - the identifier (member name or array index) -// - followed by an optional right bracket (found when array index) -// - followed by an optional left bracket or dot (type of subscript) -// -// Note: These portions can be read in a non-overlapping fashion and -// allow straightforward parsing of the hierarchy that WebGL encodes -// in the uniform names. - -function addUniform( container, uniformObject ) { - - container.seq.push( uniformObject ); - container.map[ uniformObject.id ] = uniformObject; - -} - -function parseUniform( activeInfo, addr, container ) { - - var path = activeInfo.name, - pathLength = path.length; - - // reset RegExp object, because of the early exit of a previous run - RePathPart.lastIndex = 0; - - while ( true ) { - - var match = RePathPart.exec( path ), - matchEnd = RePathPart.lastIndex, - - id = match[ 1 ], - idIsIndex = match[ 2 ] === ']', - subscript = match[ 3 ]; - - if ( idIsIndex ) id = id | 0; // convert to integer - - if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { - - // bare name or "pure" bottom-level array "[0]" suffix - - addUniform( container, subscript === undefined ? - new SingleUniform( id, activeInfo, addr ) : - new PureArrayUniform( id, activeInfo, addr ) ); - - break; - - } else { - - // step into inner node / create it in case it doesn't exist - - var map = container.map, next = map[ id ]; - - if ( next === undefined ) { - - next = new StructuredUniform( id ); - addUniform( container, next ); - - } - - container = next; - - } - - } - -} - -// Root Container - -function WebGLUniforms( gl, program ) { - - this.seq = []; - this.map = {}; - - var n = gl.getProgramParameter( program, 35718 ); - - for ( var i = 0; i < n; ++ i ) { - - var info = gl.getActiveUniform( program, i ), - addr = gl.getUniformLocation( program, info.name ); - - parseUniform( info, addr, this ); - - } - -} - -WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) { - - var u = this.map[ name ]; - - if ( u !== undefined ) u.setValue( gl, value, textures ); - -}; - -WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { - - var v = object[ name ]; - - if ( v !== undefined ) this.setValue( gl, name, v ); - -}; - - -// Static interface - -WebGLUniforms.upload = function ( gl, seq, values, textures ) { - - for ( var i = 0, n = seq.length; i !== n; ++ i ) { - - var u = seq[ i ], - v = values[ u.id ]; - - if ( v.needsUpdate !== false ) { - - // note: always updating when .needsUpdate is undefined - u.setValue( gl, v.value, textures ); - - } - - } - -}; - -WebGLUniforms.seqWithValue = function ( seq, values ) { - - var r = []; - - for ( var i = 0, n = seq.length; i !== n; ++ i ) { - - var u = seq[ i ]; - if ( u.id in values ) r.push( u ); - - } - - return r; - -}; - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLShader( gl, type, string ) { - - var shader = gl.createShader( type ); - - gl.shaderSource( shader, string ); - gl.compileShader( shader ); - - return shader; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -var programIdCount = 0; - -function addLineNumbers( string ) { - - var lines = string.split( '\n' ); - - for ( var i = 0; i < lines.length; i ++ ) { - - lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; - - } - - return lines.join( '\n' ); - -} - -function getEncodingComponents( encoding ) { - - switch ( encoding ) { - - case LinearEncoding: - return [ 'Linear', '( value )' ]; - case sRGBEncoding: - return [ 'sRGB', '( value )' ]; - case RGBEEncoding: - return [ 'RGBE', '( value )' ]; - case RGBM7Encoding: - return [ 'RGBM', '( value, 7.0 )' ]; - case RGBM16Encoding: - return [ 'RGBM', '( value, 16.0 )' ]; - case RGBDEncoding: - return [ 'RGBD', '( value, 256.0 )' ]; - case GammaEncoding: - return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ]; - case LogLuvEncoding: - return [ 'LogLuv', '( value )' ]; - default: - throw new Error( 'unsupported encoding: ' + encoding ); - - } - -} - -function getShaderErrors( gl, shader, type ) { - - var status = gl.getShaderParameter( shader, 35713 ); - var log = gl.getShaderInfoLog( shader ).trim(); - - if ( status && log === '' ) return ''; - - // --enable-privileged-webgl-extension - // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); - - var source = gl.getShaderSource( shader ); - - return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source ); - -} - -function getTexelDecodingFunction( functionName, encoding ) { - - var components = getEncodingComponents( encoding ); - return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }'; - -} - -function getTexelEncodingFunction( functionName, encoding ) { - - var components = getEncodingComponents( encoding ); - return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }'; - -} - -function getToneMappingFunction( functionName, toneMapping ) { - - var toneMappingName; - - switch ( toneMapping ) { - - case LinearToneMapping: - toneMappingName = 'Linear'; - break; - - case ReinhardToneMapping: - toneMappingName = 'Reinhard'; - break; - - case Uncharted2ToneMapping: - toneMappingName = 'Uncharted2'; - break; - - case CineonToneMapping: - toneMappingName = 'OptimizedCineon'; - break; - - case ACESFilmicToneMapping: - toneMappingName = 'ACESFilmic'; - break; - - default: - throw new Error( 'unsupported toneMapping: ' + toneMapping ); - - } - - return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; - -} - -function generateExtensions( parameters ) { - - var chunks = [ - ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '', - ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', - ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '', - ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : '' - ]; - - return chunks.filter( filterEmptyLine ).join( '\n' ); - -} - -function generateDefines( defines ) { - - var chunks = []; - - for ( var name in defines ) { - - var value = defines[ name ]; - - if ( value === false ) continue; - - chunks.push( '#define ' + name + ' ' + value ); - - } - - return chunks.join( '\n' ); - -} - -function fetchAttributeLocations( gl, program ) { - - var attributes = {}; - - var n = gl.getProgramParameter( program, 35721 ); - - for ( var i = 0; i < n; i ++ ) { - - var info = gl.getActiveAttrib( program, i ); - var name = info.name; - - // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); - - attributes[ name ] = gl.getAttribLocation( program, name ); - - } - - return attributes; - -} - -function filterEmptyLine( string ) { - - return string !== ''; - -} - -function replaceLightNums( string, parameters ) { - - return string - .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) - .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) - .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) - .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) - .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ) - .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows ) - .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows ) - .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows ); - -} - -function replaceClippingPlaneNums( string, parameters ) { - - return string - .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) - .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); - -} - -// Resolve Includes - -var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; - -function resolveIncludes( string ) { - - return string.replace( includePattern, includeReplacer ); - -} - -function includeReplacer( match, include ) { - - var string = ShaderChunk[ include ]; - - if ( string === undefined ) { - - throw new Error( 'Can not resolve #include <' + include + '>' ); - - } - - return resolveIncludes( string ); - -} - -// Unroll Loops - -var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; -var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g; - -function unrollLoops( string ) { - - return string - .replace( unrollLoopPattern, loopReplacer ) - .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer ); - -} - -function deprecatedLoopReplacer( match, start, end, snippet ) { - - console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' ); - return loopReplacer( match, start, end, snippet ); - -} - -function loopReplacer( match, start, end, snippet ) { - - var string = ''; - - for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { - - string += snippet - .replace( /\[ i \]/g, '[ ' + i + ' ]' ) - .replace( /UNROLLED_LOOP_INDEX/g, i ); - - } - - return string; - -} - -// - -function generatePrecision( parameters ) { - - var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;"; - - if ( parameters.precision === "highp" ) { - - precisionstring += "\n#define HIGH_PRECISION"; - - } else if ( parameters.precision === "mediump" ) { - - precisionstring += "\n#define MEDIUM_PRECISION"; - - } else if ( parameters.precision === "lowp" ) { - - precisionstring += "\n#define LOW_PRECISION"; - - } - - return precisionstring; - -} - -function generateShadowMapTypeDefine( parameters ) { - - var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; - - if ( parameters.shadowMapType === PCFShadowMap ) { - - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; - - } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { - - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; - - } else if ( parameters.shadowMapType === VSMShadowMap ) { - - shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM'; - - } - - return shadowMapTypeDefine; - -} - -function generateEnvMapTypeDefine( parameters ) { - - var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - - if ( parameters.envMap ) { - - switch ( parameters.envMapMode ) { - - case CubeReflectionMapping: - case CubeRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - break; - - case CubeUVReflectionMapping: - case CubeUVRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; - break; - - case EquirectangularReflectionMapping: - case EquirectangularRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; - break; - - case SphericalReflectionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; - break; - - } - - } - - return envMapTypeDefine; - -} - -function generateEnvMapModeDefine( parameters ) { - - var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; - - if ( parameters.envMap ) { - - switch ( parameters.envMapMode ) { - - case CubeRefractionMapping: - case EquirectangularRefractionMapping: - envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; - break; - - } - - } - - return envMapModeDefine; - -} - -function generateEnvMapBlendingDefine( parameters ) { - - var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE'; - - if ( parameters.envMap ) { - - switch ( parameters.combine ) { - - case MultiplyOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; - break; - - case MixOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; - break; - - case AddOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; - break; - - } - - } - - return envMapBlendingDefine; - -} - -function WebGLProgram( renderer, cacheKey, parameters ) { - - var gl = renderer.getContext(); - - var defines = parameters.defines; - - var vertexShader = parameters.vertexShader; - var fragmentShader = parameters.fragmentShader; - var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters ); - var envMapTypeDefine = generateEnvMapTypeDefine( parameters ); - var envMapModeDefine = generateEnvMapModeDefine( parameters ); - var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters ); - - - var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; - - var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters ); - - var customDefines = generateDefines( defines ); - - var program = gl.createProgram(); - - var prefixVertex, prefixFragment; - - if ( parameters.isRawShaderMaterial ) { - - prefixVertex = [ - - customDefines - - ].filter( filterEmptyLine ).join( '\n' ); - - if ( prefixVertex.length > 0 ) { - - prefixVertex += '\n'; - - } - - prefixFragment = [ - - customExtensions, - customDefines - - ].filter( filterEmptyLine ).join( '\n' ); - - if ( prefixFragment.length > 0 ) { - - prefixFragment += '\n'; - - } - - } else { - - prefixVertex = [ - - generatePrecision( parameters ), - - '#define SHADER_NAME ' + parameters.shaderName, - - customDefines, - - parameters.instancing ? '#define USE_INSTANCING' : '', - parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', - - '#define GAMMA_FACTOR ' + gammaFactorDefine, - - '#define MAX_BONES ' + parameters.maxBones, - ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', - ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', - - parameters.map ? '#define USE_MAP' : '', - parameters.envMap ? '#define USE_ENVMAP' : '', - parameters.envMap ? '#define ' + envMapModeDefine : '', - parameters.lightMap ? '#define USE_LIGHTMAP' : '', - parameters.aoMap ? '#define USE_AOMAP' : '', - parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', - parameters.bumpMap ? '#define USE_BUMPMAP' : '', - parameters.normalMap ? '#define USE_NORMALMAP' : '', - ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', - ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', - - parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', - parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', - parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', - parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', - parameters.specularMap ? '#define USE_SPECULARMAP' : '', - parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', - parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', - parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - - parameters.vertexTangents ? '#define USE_TANGENT' : '', - parameters.vertexColors ? '#define USE_COLOR' : '', - parameters.vertexUvs ? '#define USE_UV' : '', - parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', - - parameters.flatShading ? '#define FLAT_SHADED' : '', - - parameters.skinning ? '#define USE_SKINNING' : '', - parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', - - parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', - parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', - - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - - parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', - - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', - - 'uniform mat4 modelMatrix;', - 'uniform mat4 modelViewMatrix;', - 'uniform mat4 projectionMatrix;', - 'uniform mat4 viewMatrix;', - 'uniform mat3 normalMatrix;', - 'uniform vec3 cameraPosition;', - 'uniform bool isOrthographic;', - - '#ifdef USE_INSTANCING', - - ' attribute mat4 instanceMatrix;', - - '#endif', - - 'attribute vec3 position;', - 'attribute vec3 normal;', - 'attribute vec2 uv;', - - '#ifdef USE_TANGENT', - - ' attribute vec4 tangent;', - - '#endif', - - '#ifdef USE_COLOR', - - ' attribute vec3 color;', - - '#endif', - - '#ifdef USE_MORPHTARGETS', - - ' attribute vec3 morphTarget0;', - ' attribute vec3 morphTarget1;', - ' attribute vec3 morphTarget2;', - ' attribute vec3 morphTarget3;', - - ' #ifdef USE_MORPHNORMALS', - - ' attribute vec3 morphNormal0;', - ' attribute vec3 morphNormal1;', - ' attribute vec3 morphNormal2;', - ' attribute vec3 morphNormal3;', - - ' #else', - - ' attribute vec3 morphTarget4;', - ' attribute vec3 morphTarget5;', - ' attribute vec3 morphTarget6;', - ' attribute vec3 morphTarget7;', - - ' #endif', - - '#endif', - - '#ifdef USE_SKINNING', - - ' attribute vec4 skinIndex;', - ' attribute vec4 skinWeight;', - - '#endif', - - '\n' - - ].filter( filterEmptyLine ).join( '\n' ); - - prefixFragment = [ - - customExtensions, - - generatePrecision( parameters ), - - '#define SHADER_NAME ' + parameters.shaderName, - - customDefines, - - parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer - - '#define GAMMA_FACTOR ' + gammaFactorDefine, - - ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', - ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', - - parameters.map ? '#define USE_MAP' : '', - parameters.matcap ? '#define USE_MATCAP' : '', - parameters.envMap ? '#define USE_ENVMAP' : '', - parameters.envMap ? '#define ' + envMapTypeDefine : '', - parameters.envMap ? '#define ' + envMapModeDefine : '', - parameters.envMap ? '#define ' + envMapBlendingDefine : '', - parameters.lightMap ? '#define USE_LIGHTMAP' : '', - parameters.aoMap ? '#define USE_AOMAP' : '', - parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', - parameters.bumpMap ? '#define USE_BUMPMAP' : '', - parameters.normalMap ? '#define USE_NORMALMAP' : '', - ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', - ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', - parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', - parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', - parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', - parameters.specularMap ? '#define USE_SPECULARMAP' : '', - parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', - parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', - parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - - parameters.sheen ? '#define USE_SHEEN' : '', - - parameters.vertexTangents ? '#define USE_TANGENT' : '', - parameters.vertexColors ? '#define USE_COLOR' : '', - parameters.vertexUvs ? '#define USE_UV' : '', - parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', - - parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', - - parameters.flatShading ? '#define FLAT_SHADED' : '', - - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', - - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - - parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', - - parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', - - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', - - ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '', - - 'uniform mat4 viewMatrix;', - 'uniform vec3 cameraPosition;', - 'uniform bool isOrthographic;', - - ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', - ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below - ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', - - parameters.dithering ? '#define DITHERING' : '', - - ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ? - ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below - parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', - parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '', - parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', - parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', - parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '', - parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '', - - parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', - - '\n' - - ].filter( filterEmptyLine ).join( '\n' ); - - } - - vertexShader = resolveIncludes( vertexShader ); - vertexShader = replaceLightNums( vertexShader, parameters ); - vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); - - fragmentShader = resolveIncludes( fragmentShader ); - fragmentShader = replaceLightNums( fragmentShader, parameters ); - fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); - - vertexShader = unrollLoops( vertexShader ); - fragmentShader = unrollLoops( fragmentShader ); - - if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) { - - var isGLSL3ShaderMaterial = false; - - var versionRegex = /^\s*#version\s+300\s+es\s*\n/; - - if ( parameters.isShaderMaterial && - vertexShader.match( versionRegex ) !== null && - fragmentShader.match( versionRegex ) !== null ) { - - isGLSL3ShaderMaterial = true; - - vertexShader = vertexShader.replace( versionRegex, '' ); - fragmentShader = fragmentShader.replace( versionRegex, '' ); - - } - - // GLSL 3.0 conversion - - prefixVertex = [ - '#version 300 es\n', - '#define attribute in', - '#define varying out', - '#define texture2D texture' - ].join( '\n' ) + '\n' + prefixVertex; - - prefixFragment = [ - '#version 300 es\n', - '#define varying in', - isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;', - isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor', - '#define gl_FragDepthEXT gl_FragDepth', - '#define texture2D texture', - '#define textureCube texture', - '#define texture2DProj textureProj', - '#define texture2DLodEXT textureLod', - '#define texture2DProjLodEXT textureProjLod', - '#define textureCubeLodEXT textureLod', - '#define texture2DGradEXT textureGrad', - '#define texture2DProjGradEXT textureProjGrad', - '#define textureCubeGradEXT textureGrad' - ].join( '\n' ) + '\n' + prefixFragment; - - } - - var vertexGlsl = prefixVertex + vertexShader; - var fragmentGlsl = prefixFragment + fragmentShader; - - // console.log( '*VERTEX*', vertexGlsl ); - // console.log( '*FRAGMENT*', fragmentGlsl ); - - var glVertexShader = WebGLShader( gl, 35633, vertexGlsl ); - var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl ); - - gl.attachShader( program, glVertexShader ); - gl.attachShader( program, glFragmentShader ); - - // Force a particular attribute to index 0. - - if ( parameters.index0AttributeName !== undefined ) { - - gl.bindAttribLocation( program, 0, parameters.index0AttributeName ); - - } else if ( parameters.morphTargets === true ) { - - // programs with morphTargets displace position out of attribute 0 - gl.bindAttribLocation( program, 0, 'position' ); - - } - - gl.linkProgram( program ); - - // check for link errors - if ( renderer.debug.checkShaderErrors ) { - - var programLog = gl.getProgramInfoLog( program ).trim(); - var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); - var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); - - var runnable = true; - var haveDiagnostics = true; - - if ( gl.getProgramParameter( program, 35714 ) === false ) { - - runnable = false; - - var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' ); - var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' ); - - console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors ); - - } else if ( programLog !== '' ) { - - console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); - - } else if ( vertexLog === '' || fragmentLog === '' ) { - - haveDiagnostics = false; - - } - - if ( haveDiagnostics ) { - - this.diagnostics = { - - runnable: runnable, - - programLog: programLog, - - vertexShader: { - - log: vertexLog, - prefix: prefixVertex - - }, - - fragmentShader: { - - log: fragmentLog, - prefix: prefixFragment - - } - - }; - - } - - } - - // clean up - - gl.detachShader( program, glVertexShader ); - gl.detachShader( program, glFragmentShader ); - - gl.deleteShader( glVertexShader ); - gl.deleteShader( glFragmentShader ); - - // set up caching for uniform locations - - var cachedUniforms; - - this.getUniforms = function () { - - if ( cachedUniforms === undefined ) { - - cachedUniforms = new WebGLUniforms( gl, program ); - - } - - return cachedUniforms; - - }; - - // set up caching for attribute locations - - var cachedAttributes; - - this.getAttributes = function () { - - if ( cachedAttributes === undefined ) { - - cachedAttributes = fetchAttributeLocations( gl, program ); - - } - - return cachedAttributes; - - }; - - // free resource - - this.destroy = function () { - - gl.deleteProgram( program ); - this.program = undefined; - - }; - - // - - this.name = parameters.shaderName; - this.id = programIdCount ++; - this.cacheKey = cacheKey; - this.usedTimes = 1; - this.program = program; - this.vertexShader = glVertexShader; - this.fragmentShader = glFragmentShader; - - return this; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLPrograms( renderer, extensions, capabilities ) { - - var programs = []; - - var isWebGL2 = capabilities.isWebGL2; - var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; - var floatVertexTextures = capabilities.floatVertexTextures; - var precision = capabilities.precision; - var maxVertexUniforms = capabilities.maxVertexUniforms; - var vertexTextures = capabilities.vertexTextures; - - var shaderIDs = { - MeshDepthMaterial: 'depth', - MeshDistanceMaterial: 'distanceRGBA', - MeshNormalMaterial: 'normal', - MeshBasicMaterial: 'basic', - MeshLambertMaterial: 'lambert', - MeshPhongMaterial: 'phong', - MeshToonMaterial: 'toon', - MeshStandardMaterial: 'physical', - MeshPhysicalMaterial: 'physical', - MeshMatcapMaterial: 'matcap', - LineBasicMaterial: 'basic', - LineDashedMaterial: 'dashed', - PointsMaterial: 'points', - ShadowMaterial: 'shadow', - SpriteMaterial: 'sprite' - }; - - var parameterNames = [ - "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", - "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV", - "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap", - "roughnessMap", "metalnessMap", "gradientMap", - "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2", - "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", - "maxBones", "useVertexTexture", "morphTargets", "morphNormals", - "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", - "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights", - "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows", - "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', - "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering", - "sheen" - ]; - - function getShaderObject( material, shaderID ) { - - var shaderobject; - - if ( shaderID ) { - - var shader = ShaderLib[ shaderID ]; - - shaderobject = { - name: material.type, - uniforms: UniformsUtils.clone( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader - }; - - } else { - - shaderobject = { - name: material.type, - uniforms: material.uniforms, - vertexShader: material.vertexShader, - fragmentShader: material.fragmentShader - }; - - } - - return shaderobject; - - } - - function allocateBones( object ) { - - var skeleton = object.skeleton; - var bones = skeleton.bones; - - if ( floatVertexTextures ) { - - return 1024; - - } else { - - // default for when object is not specified - // ( for example when prebuilding shader to be used with multiple objects ) - // - // - leave some extra space for other uniforms - // - limit here is ANGLE's 254 max uniform vectors - // (up to 54 should be safe) - - var nVertexUniforms = maxVertexUniforms; - var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); - - var maxBones = Math.min( nVertexMatrices, bones.length ); - - if ( maxBones < bones.length ) { - - console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' ); - return 0; - - } - - return maxBones; - - } - - } - - function getTextureEncodingFromMap( map ) { - - var encoding; - - if ( ! map ) { - - encoding = LinearEncoding; - - } else if ( map.isTexture ) { - - encoding = map.encoding; - - } else if ( map.isWebGLRenderTarget ) { - - console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); - encoding = map.texture.encoding; - - } - - return encoding; - - } - - this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) { - - var fog = scene.fog; - var environment = material.isMeshStandardMaterial ? scene.environment : null; - - var envMap = material.envMap || environment; - - var shaderID = shaderIDs[ material.type ]; - - // heuristics to create shader parameters according to lights in the scene - // (not to blow over maxLights budget) - - var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0; - - if ( material.precision !== null ) { - - precision = capabilities.getMaxPrecision( material.precision ); - - if ( precision !== material.precision ) { - - console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); - - } - - } - - var shaderobject = getShaderObject( material, shaderID ); - material.onBeforeCompile( shaderobject, renderer ); - - var currentRenderTarget = renderer.getRenderTarget(); - - var parameters = { - - isWebGL2: isWebGL2, - - shaderID: shaderID, - shaderName: shaderobject.name, - - uniforms: shaderobject.uniforms, - vertexShader: shaderobject.vertexShader, - fragmentShader: shaderobject.fragmentShader, - defines: material.defines, - - isRawShaderMaterial: material.isRawShaderMaterial, - isShaderMaterial: material.isShaderMaterial, - - precision: precision, - - instancing: object.isInstancedMesh === true, - - supportsVertexTextures: vertexTextures, - outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding, - map: !! material.map, - mapEncoding: getTextureEncodingFromMap( material.map ), - matcap: !! material.matcap, - matcapEncoding: getTextureEncodingFromMap( material.matcap ), - envMap: !! envMap, - envMapMode: envMap && envMap.mapping, - envMapEncoding: getTextureEncodingFromMap( envMap ), - envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ), - lightMap: !! material.lightMap, - lightMapEncoding: getTextureEncodingFromMap( material.lightMap ), - aoMap: !! material.aoMap, - emissiveMap: !! material.emissiveMap, - emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ), - bumpMap: !! material.bumpMap, - normalMap: !! material.normalMap, - objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap, - tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap, - clearcoatMap: !! material.clearcoatMap, - clearcoatRoughnessMap: !! material.clearcoatRoughnessMap, - clearcoatNormalMap: !! material.clearcoatNormalMap, - displacementMap: !! material.displacementMap, - roughnessMap: !! material.roughnessMap, - metalnessMap: !! material.metalnessMap, - specularMap: !! material.specularMap, - alphaMap: !! material.alphaMap, - - gradientMap: !! material.gradientMap, - - sheen: !! material.sheen, - - combine: material.combine, - - vertexTangents: ( material.normalMap && material.vertexTangents ), - vertexColors: material.vertexColors, - vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap, - uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap, - - fog: !! fog, - useFog: material.fog, - fogExp2: ( fog && fog.isFogExp2 ), - - flatShading: material.flatShading, - - sizeAttenuation: material.sizeAttenuation, - logarithmicDepthBuffer: logarithmicDepthBuffer, - - skinning: material.skinning && maxBones > 0, - maxBones: maxBones, - useVertexTexture: floatVertexTextures, - - morphTargets: material.morphTargets, - morphNormals: material.morphNormals, - maxMorphTargets: renderer.maxMorphTargets, - maxMorphNormals: renderer.maxMorphNormals, - - numDirLights: lights.directional.length, - numPointLights: lights.point.length, - numSpotLights: lights.spot.length, - numRectAreaLights: lights.rectArea.length, - numHemiLights: lights.hemi.length, - - numDirLightShadows: lights.directionalShadowMap.length, - numPointLightShadows: lights.pointShadowMap.length, - numSpotLightShadows: lights.spotShadowMap.length, - - numClippingPlanes: nClipPlanes, - numClipIntersection: nClipIntersection, - - dithering: material.dithering, - - shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, - shadowMapType: renderer.shadowMap.type, - - toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping, - physicallyCorrectLights: renderer.physicallyCorrectLights, - - premultipliedAlpha: material.premultipliedAlpha, - - alphaTest: material.alphaTest, - doubleSided: material.side === DoubleSide, - flipSided: material.side === BackSide, - - depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false, - - index0AttributeName: material.index0AttributeName, - - extensionDerivatives: material.extensions && material.extensions.derivatives, - extensionFragDepth: material.extensions && material.extensions.fragDepth, - extensionDrawBuffers: material.extensions && material.extensions.drawBuffers, - extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD, - - rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null, - rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null, - rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null, - - onBeforeCompile: material.onBeforeCompile - - }; - - return parameters; - - }; - - this.getProgramCacheKey = function ( parameters ) { - - var array = []; - - if ( parameters.shaderID ) { - - array.push( parameters.shaderID ); - - } else { - - array.push( parameters.fragmentShader ); - array.push( parameters.vertexShader ); - - } - - if ( parameters.defines !== undefined ) { - - for ( var name in parameters.defines ) { - - array.push( name ); - array.push( parameters.defines[ name ] ); - - } - - } - - if ( parameters.isRawShaderMaterial === undefined ) { - - for ( var i = 0; i < parameterNames.length; i ++ ) { - - array.push( parameters[ parameterNames[ i ] ] ); - - } - - array.push( renderer.outputEncoding ); - array.push( renderer.gammaFactor ); - - } - - array.push( parameters.onBeforeCompile.toString() ); - - return array.join(); - - }; - - this.acquireProgram = function ( parameters, cacheKey ) { - - var program; - - // Check if code has been already compiled - for ( var p = 0, pl = programs.length; p < pl; p ++ ) { - - var preexistingProgram = programs[ p ]; - - if ( preexistingProgram.cacheKey === cacheKey ) { - - program = preexistingProgram; - ++ program.usedTimes; - - break; - - } - - } - - if ( program === undefined ) { - - program = new WebGLProgram( renderer, cacheKey, parameters ); - programs.push( program ); - - } - - return program; - - }; - - this.releaseProgram = function ( program ) { - - if ( -- program.usedTimes === 0 ) { - - // Remove from unordered set - var i = programs.indexOf( program ); - programs[ i ] = programs[ programs.length - 1 ]; - programs.pop(); - - // Free WebGL resources - program.destroy(); - - } - - }; - - // Exposed for resource monitoring & error feedback via renderer.info: - this.programs = programs; - -} - -/** - * @author fordacious / fordacious.github.io - */ - -function WebGLProperties() { - - var properties = new WeakMap(); - - function get( object ) { - - var map = properties.get( object ); - - if ( map === undefined ) { - - map = {}; - properties.set( object, map ); - - } - - return map; - - } - - function remove( object ) { - - properties.delete( object ); - - } - - function update( object, key, value ) { - - properties.get( object )[ key ] = value; - - } - - function dispose() { - - properties = new WeakMap(); - - } - - return { - get: get, - remove: remove, - update: update, - dispose: dispose - }; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function painterSortStable( a, b ) { - - if ( a.groupOrder !== b.groupOrder ) { - - return a.groupOrder - b.groupOrder; - - } else if ( a.renderOrder !== b.renderOrder ) { - - return a.renderOrder - b.renderOrder; - - } else if ( a.program !== b.program ) { - - return a.program.id - b.program.id; - - } else if ( a.material.id !== b.material.id ) { - - return a.material.id - b.material.id; - - } else if ( a.z !== b.z ) { - - return a.z - b.z; - - } else { - - return a.id - b.id; - - } - -} - -function reversePainterSortStable( a, b ) { - - if ( a.groupOrder !== b.groupOrder ) { - - return a.groupOrder - b.groupOrder; - - } else if ( a.renderOrder !== b.renderOrder ) { - - return a.renderOrder - b.renderOrder; - - } else if ( a.z !== b.z ) { - - return b.z - a.z; - - } else { - - return a.id - b.id; - - } - -} - - -function WebGLRenderList() { - - var renderItems = []; - var renderItemsIndex = 0; - - var opaque = []; - var transparent = []; - - var defaultProgram = { id: - 1 }; - - function init() { - - renderItemsIndex = 0; - - opaque.length = 0; - transparent.length = 0; - - } - - function getNextRenderItem( object, geometry, material, groupOrder, z, group ) { - - var renderItem = renderItems[ renderItemsIndex ]; - - if ( renderItem === undefined ) { - - renderItem = { - id: object.id, - object: object, - geometry: geometry, - material: material, - program: material.program || defaultProgram, - groupOrder: groupOrder, - renderOrder: object.renderOrder, - z: z, - group: group - }; - - renderItems[ renderItemsIndex ] = renderItem; - - } else { - - renderItem.id = object.id; - renderItem.object = object; - renderItem.geometry = geometry; - renderItem.material = material; - renderItem.program = material.program || defaultProgram; - renderItem.groupOrder = groupOrder; - renderItem.renderOrder = object.renderOrder; - renderItem.z = z; - renderItem.group = group; - - } - - renderItemsIndex ++; - - return renderItem; - - } - - function push( object, geometry, material, groupOrder, z, group ) { - - var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); - - ( material.transparent === true ? transparent : opaque ).push( renderItem ); - - } - - function unshift( object, geometry, material, groupOrder, z, group ) { - - var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); - - ( material.transparent === true ? transparent : opaque ).unshift( renderItem ); - - } - - function sort( customOpaqueSort, customTransparentSort ) { - - if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); - if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); - - } - - function finish() { - - // Clear references from inactive renderItems in the list - - for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { - - var renderItem = renderItems[ i ]; - - if ( renderItem.id === null ) break; - - renderItem.id = null; - renderItem.object = null; - renderItem.geometry = null; - renderItem.material = null; - renderItem.program = null; - renderItem.group = null; - - } - - } - - return { - opaque: opaque, - transparent: transparent, - - init: init, - push: push, - unshift: unshift, - finish: finish, - - sort: sort - }; - -} - -function WebGLRenderLists() { - - var lists = new WeakMap(); - - function onSceneDispose( event ) { - - var scene = event.target; - - scene.removeEventListener( 'dispose', onSceneDispose ); - - lists.delete( scene ); - - } - - function get( scene, camera ) { - - var cameras = lists.get( scene ); - var list; - if ( cameras === undefined ) { - - list = new WebGLRenderList(); - lists.set( scene, new WeakMap() ); - lists.get( scene ).set( camera, list ); - - scene.addEventListener( 'dispose', onSceneDispose ); - - } else { - - list = cameras.get( camera ); - if ( list === undefined ) { - - list = new WebGLRenderList(); - cameras.set( camera, list ); - - } - - } - - return list; - - } - - function dispose() { - - lists = new WeakMap(); - - } - - return { - get: get, - dispose: dispose - }; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function UniformsCache() { - - var lights = {}; - - return { - - get: function ( light ) { - - if ( lights[ light.id ] !== undefined ) { - - return lights[ light.id ]; - - } - - var uniforms; - - switch ( light.type ) { - - case 'DirectionalLight': - uniforms = { - direction: new Vector3(), - color: new Color() - }; - break; - - case 'SpotLight': - uniforms = { - position: new Vector3(), - direction: new Vector3(), - color: new Color(), - distance: 0, - coneCos: 0, - penumbraCos: 0, - decay: 0 - }; - break; - - case 'PointLight': - uniforms = { - position: new Vector3(), - color: new Color(), - distance: 0, - decay: 0 - }; - break; - - case 'HemisphereLight': - uniforms = { - direction: new Vector3(), - skyColor: new Color(), - groundColor: new Color() - }; - break; - - case 'RectAreaLight': - uniforms = { - color: new Color(), - position: new Vector3(), - halfWidth: new Vector3(), - halfHeight: new Vector3() - }; - break; - - } - - lights[ light.id ] = uniforms; - - return uniforms; - - } - - }; - -} - -function ShadowUniformsCache() { - - var lights = {}; - - return { - - get: function ( light ) { - - if ( lights[ light.id ] !== undefined ) { - - return lights[ light.id ]; - - } - - var uniforms; - - switch ( light.type ) { - - case 'DirectionalLight': - uniforms = { - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; - - case 'SpotLight': - uniforms = { - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; - - case 'PointLight': - uniforms = { - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2(), - shadowCameraNear: 1, - shadowCameraFar: 1000 - }; - break; - - // TODO (abelnation): set RectAreaLight shadow uniforms - - } - - lights[ light.id ] = uniforms; - - return uniforms; - - } - - }; - -} - - - -var nextVersion = 0; - -function shadowCastingLightsFirst( lightA, lightB ) { - - return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 ); - -} - -function WebGLLights() { - - var cache = new UniformsCache(); - - var shadowCache = ShadowUniformsCache(); - - var state = { - - version: 0, - - hash: { - directionalLength: - 1, - pointLength: - 1, - spotLength: - 1, - rectAreaLength: - 1, - hemiLength: - 1, - - numDirectionalShadows: - 1, - numPointShadows: - 1, - numSpotShadows: - 1 - }, - - ambient: [ 0, 0, 0 ], - probe: [], - directional: [], - directionalShadow: [], - directionalShadowMap: [], - directionalShadowMatrix: [], - spot: [], - spotShadow: [], - spotShadowMap: [], - spotShadowMatrix: [], - rectArea: [], - point: [], - pointShadow: [], - pointShadowMap: [], - pointShadowMatrix: [], - hemi: [] - - }; - - for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); - - var vector3 = new Vector3(); - var matrix4 = new Matrix4(); - var matrix42 = new Matrix4(); - - function setup( lights, shadows, camera ) { - - var r = 0, g = 0, b = 0; - - for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); - - var directionalLength = 0; - var pointLength = 0; - var spotLength = 0; - var rectAreaLength = 0; - var hemiLength = 0; - - var numDirectionalShadows = 0; - var numPointShadows = 0; - var numSpotShadows = 0; - - var viewMatrix = camera.matrixWorldInverse; - - lights.sort( shadowCastingLightsFirst ); - - for ( var i = 0, l = lights.length; i < l; i ++ ) { - - var light = lights[ i ]; - - var color = light.color; - var intensity = light.intensity; - var distance = light.distance; - - var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; - - if ( light.isAmbientLight ) { - - r += color.r * intensity; - g += color.g * intensity; - b += color.b * intensity; - - } else if ( light.isLightProbe ) { - - for ( var j = 0; j < 9; j ++ ) { - - state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); - - } - - } else if ( light.isDirectionalLight ) { - - var uniforms = cache.get( light ); - - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( vector3 ); - uniforms.direction.transformDirection( viewMatrix ); - - if ( light.castShadow ) { - - var shadow = light.shadow; - - var shadowUniforms = shadowCache.get( light ); - - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; - - state.directionalShadow[ directionalLength ] = shadowUniforms; - state.directionalShadowMap[ directionalLength ] = shadowMap; - state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; - - numDirectionalShadows ++; - - } - - state.directional[ directionalLength ] = uniforms; - - directionalLength ++; - - } else if ( light.isSpotLight ) { - - var uniforms = cache.get( light ); - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - uniforms.color.copy( color ).multiplyScalar( intensity ); - uniforms.distance = distance; - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( vector3 ); - uniforms.direction.transformDirection( viewMatrix ); - - uniforms.coneCos = Math.cos( light.angle ); - uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); - uniforms.decay = light.decay; - - if ( light.castShadow ) { - - var shadow = light.shadow; - - var shadowUniforms = shadowCache.get( light ); - - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; - - state.spotShadow[ spotLength ] = shadowUniforms; - state.spotShadowMap[ spotLength ] = shadowMap; - state.spotShadowMatrix[ spotLength ] = light.shadow.matrix; - - numSpotShadows ++; - - } - - state.spot[ spotLength ] = uniforms; - - spotLength ++; - - } else if ( light.isRectAreaLight ) { - - var uniforms = cache.get( light ); - - // (a) intensity is the total visible light emitted - //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); - - // (b) intensity is the brightness of the light - uniforms.color.copy( color ).multiplyScalar( intensity ); - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - // extract local rotation of light to derive width/height half vectors - matrix42.identity(); - matrix4.copy( light.matrixWorld ); - matrix4.premultiply( viewMatrix ); - matrix42.extractRotation( matrix4 ); - - uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); - uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); - - uniforms.halfWidth.applyMatrix4( matrix42 ); - uniforms.halfHeight.applyMatrix4( matrix42 ); - - // TODO (abelnation): RectAreaLight distance? - // uniforms.distance = distance; - - state.rectArea[ rectAreaLength ] = uniforms; - - rectAreaLength ++; - - } else if ( light.isPointLight ) { - - var uniforms = cache.get( light ); - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - uniforms.distance = light.distance; - uniforms.decay = light.decay; - - if ( light.castShadow ) { - - var shadow = light.shadow; - - var shadowUniforms = shadowCache.get( light ); - - shadowUniforms.shadowBias = shadow.bias; - shadowUniforms.shadowRadius = shadow.radius; - shadowUniforms.shadowMapSize = shadow.mapSize; - shadowUniforms.shadowCameraNear = shadow.camera.near; - shadowUniforms.shadowCameraFar = shadow.camera.far; - - state.pointShadow[ pointLength ] = shadowUniforms; - state.pointShadowMap[ pointLength ] = shadowMap; - state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; - - numPointShadows ++; - - } - - state.point[ pointLength ] = uniforms; - - pointLength ++; - - } else if ( light.isHemisphereLight ) { - - var uniforms = cache.get( light ); - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - uniforms.direction.transformDirection( viewMatrix ); - uniforms.direction.normalize(); - - uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); - uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); - - state.hemi[ hemiLength ] = uniforms; - - hemiLength ++; - - } - - } - - state.ambient[ 0 ] = r; - state.ambient[ 1 ] = g; - state.ambient[ 2 ] = b; - - var hash = state.hash; - - if ( hash.directionalLength !== directionalLength || - hash.pointLength !== pointLength || - hash.spotLength !== spotLength || - hash.rectAreaLength !== rectAreaLength || - hash.hemiLength !== hemiLength || - hash.numDirectionalShadows !== numDirectionalShadows || - hash.numPointShadows !== numPointShadows || - hash.numSpotShadows !== numSpotShadows ) { - - state.directional.length = directionalLength; - state.spot.length = spotLength; - state.rectArea.length = rectAreaLength; - state.point.length = pointLength; - state.hemi.length = hemiLength; - - state.directionalShadow.length = numDirectionalShadows; - state.directionalShadowMap.length = numDirectionalShadows; - state.pointShadow.length = numPointShadows; - state.pointShadowMap.length = numPointShadows; - state.spotShadow.length = numSpotShadows; - state.spotShadowMap.length = numSpotShadows; - state.directionalShadowMatrix.length = numDirectionalShadows; - state.pointShadowMatrix.length = numPointShadows; - state.spotShadowMatrix.length = numSpotShadows; - - hash.directionalLength = directionalLength; - hash.pointLength = pointLength; - hash.spotLength = spotLength; - hash.rectAreaLength = rectAreaLength; - hash.hemiLength = hemiLength; - - hash.numDirectionalShadows = numDirectionalShadows; - hash.numPointShadows = numPointShadows; - hash.numSpotShadows = numSpotShadows; - - state.version = nextVersion ++; - - } - - } - - return { - setup: setup, - state: state - }; - -} - -/** - * @author Mugen87 / https://github.com/Mugen87 - */ - -function WebGLRenderState() { - - var lights = new WebGLLights(); - - var lightsArray = []; - var shadowsArray = []; - - function init() { - - lightsArray.length = 0; - shadowsArray.length = 0; - - } - - function pushLight( light ) { - - lightsArray.push( light ); - - } - - function pushShadow( shadowLight ) { - - shadowsArray.push( shadowLight ); - - } - - function setupLights( camera ) { - - lights.setup( lightsArray, shadowsArray, camera ); - - } - - var state = { - lightsArray: lightsArray, - shadowsArray: shadowsArray, - - lights: lights - }; - - return { - init: init, - state: state, - setupLights: setupLights, - - pushLight: pushLight, - pushShadow: pushShadow - }; - -} - -function WebGLRenderStates() { - - var renderStates = new WeakMap(); - - function onSceneDispose( event ) { - - var scene = event.target; - - scene.removeEventListener( 'dispose', onSceneDispose ); - - renderStates.delete( scene ); - - } - - function get( scene, camera ) { - - var renderState; - - if ( renderStates.has( scene ) === false ) { - - renderState = new WebGLRenderState(); - renderStates.set( scene, new WeakMap() ); - renderStates.get( scene ).set( camera, renderState ); - - scene.addEventListener( 'dispose', onSceneDispose ); - - } else { - - if ( renderStates.get( scene ).has( camera ) === false ) { - - renderState = new WebGLRenderState(); - renderStates.get( scene ).set( camera, renderState ); - - } else { - - renderState = renderStates.get( scene ).get( camera ); - - } - - } - - return renderState; - - } - - function dispose() { - - renderStates = new WeakMap(); - - } - - return { - get: get, - dispose: dispose - }; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author bhouston / https://clara.io - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * - * opacity: , - * - * map: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * wireframe: , - * wireframeLinewidth: - * } - */ - -function MeshDepthMaterial( parameters ) { - - Material.call( this ); - - this.type = 'MeshDepthMaterial'; - - this.depthPacking = BasicDepthPacking; - - this.skinning = false; - this.morphTargets = false; - - this.map = null; - - this.alphaMap = null; - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.fog = false; - - this.setValues( parameters ); - -} - -MeshDepthMaterial.prototype = Object.create( Material.prototype ); -MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; - -MeshDepthMaterial.prototype.isMeshDepthMaterial = true; - -MeshDepthMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.depthPacking = source.depthPacking; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - return this; - -}; - -/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * - * referencePosition: , - * nearDistance: , - * farDistance: , - * - * skinning: , - * morphTargets: , - * - * map: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: - * - * } - */ - -function MeshDistanceMaterial( parameters ) { - - Material.call( this ); - - this.type = 'MeshDistanceMaterial'; - - this.referencePosition = new Vector3(); - this.nearDistance = 1; - this.farDistance = 1000; - - this.skinning = false; - this.morphTargets = false; - - this.map = null; - - this.alphaMap = null; - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.fog = false; - - this.setValues( parameters ); - -} - -MeshDistanceMaterial.prototype = Object.create( Material.prototype ); -MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial; - -MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true; - -MeshDistanceMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.referencePosition.copy( source.referencePosition ); - this.nearDistance = source.nearDistance; - this.farDistance = source.farDistance; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - return this; - -}; - -var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"; - -var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; - -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { - - var _frustum = new Frustum(), - - _shadowMapSize = new Vector2(), - _viewportSize = new Vector2(), - - _viewport = new Vector4(), - - _depthMaterials = [], - _distanceMaterials = [], - - _materialCache = {}; - - var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide }; - - var shadowMaterialVertical = new ShaderMaterial( { - - defines: { - SAMPLE_RATE: 2.0 / 8.0, - HALF_SAMPLE_RATE: 1.0 / 8.0 - }, - - uniforms: { - shadow_pass: { value: null }, - resolution: { value: new Vector2() }, - radius: { value: 4.0 } - }, - - vertexShader: vsm_vert, - - fragmentShader: vsm_frag - - } ); - - var shadowMaterialHorizonal = shadowMaterialVertical.clone(); - shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1; - - var fullScreenTri = new BufferGeometry(); - fullScreenTri.setAttribute( - "position", - new BufferAttribute( - new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ), - 3 - ) - ); - - var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical ); - - var scope = this; - - this.enabled = false; - - this.autoUpdate = true; - this.needsUpdate = false; - - this.type = PCFShadowMap; - - this.render = function ( lights, scene, camera ) { - - if ( scope.enabled === false ) return; - if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; - - if ( lights.length === 0 ) return; - - var currentRenderTarget = _renderer.getRenderTarget(); - var activeCubeFace = _renderer.getActiveCubeFace(); - var activeMipmapLevel = _renderer.getActiveMipmapLevel(); - - var _state = _renderer.state; - - // Set GL state for depth map. - _state.setBlending( NoBlending ); - _state.buffers.color.setClear( 1, 1, 1, 1 ); - _state.buffers.depth.setTest( true ); - _state.setScissorTest( false ); - - // render depth map - - for ( var i = 0, il = lights.length; i < il; i ++ ) { - - var light = lights[ i ]; - var shadow = light.shadow; - - if ( shadow === undefined ) { - - console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); - continue; - - } - - _shadowMapSize.copy( shadow.mapSize ); - - var shadowFrameExtents = shadow.getFrameExtents(); - - _shadowMapSize.multiply( shadowFrameExtents ); - - _viewportSize.copy( shadow.mapSize ); - - if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) { - - console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' ); - - if ( _shadowMapSize.x > maxTextureSize ) { - - _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x ); - _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; - shadow.mapSize.x = _viewportSize.x; - - } - - if ( _shadowMapSize.y > maxTextureSize ) { - - _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y ); - _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; - shadow.mapSize.y = _viewportSize.y; - - } - - } - - if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) { - - var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; - - shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - shadow.map.texture.name = light.name + ".shadowMap"; - - shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - - shadow.camera.updateProjectionMatrix(); - - } - - if ( shadow.map === null ) { - - var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; - - shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - shadow.map.texture.name = light.name + ".shadowMap"; - - shadow.camera.updateProjectionMatrix(); - - } - - _renderer.setRenderTarget( shadow.map ); - _renderer.clear(); - - var viewportCount = shadow.getViewportCount(); - - for ( var vp = 0; vp < viewportCount; vp ++ ) { - - var viewport = shadow.getViewport( vp ); - - _viewport.set( - _viewportSize.x * viewport.x, - _viewportSize.y * viewport.y, - _viewportSize.x * viewport.z, - _viewportSize.y * viewport.w - ); - - _state.viewport( _viewport ); - - shadow.updateMatrices( light, vp ); - - _frustum = shadow.getFrustum(); - - renderObject( scene, camera, shadow.camera, light, this.type ); - - } - - // do blur pass for VSM - - if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) { - - VSMPass( shadow, camera ); - - } - - } - - scope.needsUpdate = false; - - _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); - - }; - - function VSMPass( shadow, camera ) { - - var geometry = _objects.update( fullScreenMesh ); - - // vertical pass - - shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture; - shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize; - shadowMaterialVertical.uniforms.radius.value = shadow.radius; - _renderer.setRenderTarget( shadow.mapPass ); - _renderer.clear(); - _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); - - // horizonal pass - - shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture; - shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize; - shadowMaterialHorizonal.uniforms.radius.value = shadow.radius; - _renderer.setRenderTarget( shadow.map ); - _renderer.clear(); - _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null ); - - } - - function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) { - - var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2; - - var material = _depthMaterials[ index ]; - - if ( material === undefined ) { - - material = new MeshDepthMaterial( { - - depthPacking: RGBADepthPacking, - - morphTargets: useMorphing, - skinning: useSkinning - - } ); - - _depthMaterials[ index ] = material; - - } - - return material; - - } - - function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) { - - var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2; - - var material = _distanceMaterials[ index ]; - - if ( material === undefined ) { - - material = new MeshDistanceMaterial( { - - morphTargets: useMorphing, - skinning: useSkinning - - } ); - - _distanceMaterials[ index ] = material; - - } - - return material; - - } - - function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) { - - var geometry = object.geometry; - - var result = null; - - var getMaterialVariant = getDepthMaterialVariant; - var customMaterial = object.customDepthMaterial; - - if ( light.isPointLight === true ) { - - getMaterialVariant = getDistanceMaterialVariant; - customMaterial = object.customDistanceMaterial; - - } - - if ( customMaterial === undefined ) { - - var useMorphing = false; - - if ( material.morphTargets === true ) { - - if ( geometry.isBufferGeometry === true ) { - - useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; - - } else if ( geometry.isGeometry === true ) { - - useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; - - } - - } - - var useSkinning = false; - - if ( object.isSkinnedMesh === true ) { - - if ( material.skinning === true ) { - - useSkinning = true; - - } else { - - console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); - - } - - } - - var useInstancing = object.isInstancedMesh === true; - - result = getMaterialVariant( useMorphing, useSkinning, useInstancing ); - - } else { - - result = customMaterial; - - } - - if ( _renderer.localClippingEnabled && - material.clipShadows === true && - material.clippingPlanes.length !== 0 ) { - - // in this case we need a unique material instance reflecting the - // appropriate state - - var keyA = result.uuid, keyB = material.uuid; - - var materialsForVariant = _materialCache[ keyA ]; - - if ( materialsForVariant === undefined ) { - - materialsForVariant = {}; - _materialCache[ keyA ] = materialsForVariant; - - } - - var cachedMaterial = materialsForVariant[ keyB ]; - - if ( cachedMaterial === undefined ) { - - cachedMaterial = result.clone(); - materialsForVariant[ keyB ] = cachedMaterial; - - } - - result = cachedMaterial; - - } - - result.visible = material.visible; - result.wireframe = material.wireframe; - - if ( type === VSMShadowMap ) { - - result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; - - } else { - - result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; - - } - - result.clipShadows = material.clipShadows; - result.clippingPlanes = material.clippingPlanes; - result.clipIntersection = material.clipIntersection; - - result.wireframeLinewidth = material.wireframeLinewidth; - result.linewidth = material.linewidth; - - if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { - - result.referencePosition.setFromMatrixPosition( light.matrixWorld ); - result.nearDistance = shadowCameraNear; - result.farDistance = shadowCameraFar; - - } - - return result; - - } - - function renderObject( object, camera, shadowCamera, light, type ) { - - if ( object.visible === false ) return; - - var visible = object.layers.test( camera.layers ); - - if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { - - if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { - - object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); - - var geometry = _objects.update( object ); - var material = object.material; - - if ( Array.isArray( material ) ) { - - var groups = geometry.groups; - - for ( var k = 0, kl = groups.length; k < kl; k ++ ) { - - var group = groups[ k ]; - var groupMaterial = material[ group.materialIndex ]; - - if ( groupMaterial && groupMaterial.visible ) { - - var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type ); - - _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); - - } - - } - - } else if ( material.visible ) { - - var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type ); - - _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); - - } - - } - - } - - var children = object.children; - - for ( var i = 0, l = children.length; i < l; i ++ ) { - - renderObject( children[ i ], camera, shadowCamera, light, type ); - - } - - } - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLState( gl, extensions, capabilities ) { - - var isWebGL2 = capabilities.isWebGL2; - - function ColorBuffer() { - - var locked = false; - - var color = new Vector4(); - var currentColorMask = null; - var currentColorClear = new Vector4( 0, 0, 0, 0 ); - - return { - - setMask: function ( colorMask ) { - - if ( currentColorMask !== colorMask && ! locked ) { - - gl.colorMask( colorMask, colorMask, colorMask, colorMask ); - currentColorMask = colorMask; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( r, g, b, a, premultipliedAlpha ) { - - if ( premultipliedAlpha === true ) { - - r *= a; g *= a; b *= a; - - } - - color.set( r, g, b, a ); - - if ( currentColorClear.equals( color ) === false ) { - - gl.clearColor( r, g, b, a ); - currentColorClear.copy( color ); - - } - - }, - - reset: function () { - - locked = false; - - currentColorMask = null; - currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state - - } - - }; - - } - - function DepthBuffer() { - - var locked = false; - - var currentDepthMask = null; - var currentDepthFunc = null; - var currentDepthClear = null; - - return { - - setTest: function ( depthTest ) { - - if ( depthTest ) { - - enable( 2929 ); - - } else { - - disable( 2929 ); - - } - - }, - - setMask: function ( depthMask ) { - - if ( currentDepthMask !== depthMask && ! locked ) { - - gl.depthMask( depthMask ); - currentDepthMask = depthMask; - - } - - }, - - setFunc: function ( depthFunc ) { - - if ( currentDepthFunc !== depthFunc ) { - - if ( depthFunc ) { - - switch ( depthFunc ) { - - case NeverDepth: - - gl.depthFunc( 512 ); - break; - - case AlwaysDepth: - - gl.depthFunc( 519 ); - break; - - case LessDepth: - - gl.depthFunc( 513 ); - break; - - case LessEqualDepth: - - gl.depthFunc( 515 ); - break; - - case EqualDepth: - - gl.depthFunc( 514 ); - break; - - case GreaterEqualDepth: - - gl.depthFunc( 518 ); - break; - - case GreaterDepth: - - gl.depthFunc( 516 ); - break; - - case NotEqualDepth: - - gl.depthFunc( 517 ); - break; - - default: - - gl.depthFunc( 515 ); - - } - - } else { - - gl.depthFunc( 515 ); - - } - - currentDepthFunc = depthFunc; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( depth ) { - - if ( currentDepthClear !== depth ) { - - gl.clearDepth( depth ); - currentDepthClear = depth; - - } - - }, - - reset: function () { - - locked = false; - - currentDepthMask = null; - currentDepthFunc = null; - currentDepthClear = null; - - } - - }; - - } - - function StencilBuffer() { - - var locked = false; - - var currentStencilMask = null; - var currentStencilFunc = null; - var currentStencilRef = null; - var currentStencilFuncMask = null; - var currentStencilFail = null; - var currentStencilZFail = null; - var currentStencilZPass = null; - var currentStencilClear = null; - - return { - - setTest: function ( stencilTest ) { - - if ( ! locked ) { - - if ( stencilTest ) { - - enable( 2960 ); - - } else { - - disable( 2960 ); - - } - - } - - }, - - setMask: function ( stencilMask ) { - - if ( currentStencilMask !== stencilMask && ! locked ) { - - gl.stencilMask( stencilMask ); - currentStencilMask = stencilMask; - - } - - }, - - setFunc: function ( stencilFunc, stencilRef, stencilMask ) { - - if ( currentStencilFunc !== stencilFunc || - currentStencilRef !== stencilRef || - currentStencilFuncMask !== stencilMask ) { - - gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); - - currentStencilFunc = stencilFunc; - currentStencilRef = stencilRef; - currentStencilFuncMask = stencilMask; - - } - - }, - - setOp: function ( stencilFail, stencilZFail, stencilZPass ) { - - if ( currentStencilFail !== stencilFail || - currentStencilZFail !== stencilZFail || - currentStencilZPass !== stencilZPass ) { - - gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); - - currentStencilFail = stencilFail; - currentStencilZFail = stencilZFail; - currentStencilZPass = stencilZPass; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( stencil ) { - - if ( currentStencilClear !== stencil ) { - - gl.clearStencil( stencil ); - currentStencilClear = stencil; - - } - - }, - - reset: function () { - - locked = false; - - currentStencilMask = null; - currentStencilFunc = null; - currentStencilRef = null; - currentStencilFuncMask = null; - currentStencilFail = null; - currentStencilZFail = null; - currentStencilZPass = null; - currentStencilClear = null; - - } - - }; - - } - - // - - var colorBuffer = new ColorBuffer(); - var depthBuffer = new DepthBuffer(); - var stencilBuffer = new StencilBuffer(); - - var maxVertexAttributes = gl.getParameter( 34921 ); - var newAttributes = new Uint8Array( maxVertexAttributes ); - var enabledAttributes = new Uint8Array( maxVertexAttributes ); - var attributeDivisors = new Uint8Array( maxVertexAttributes ); - - var enabledCapabilities = {}; - - var currentProgram = null; - - var currentBlendingEnabled = null; - var currentBlending = null; - var currentBlendEquation = null; - var currentBlendSrc = null; - var currentBlendDst = null; - var currentBlendEquationAlpha = null; - var currentBlendSrcAlpha = null; - var currentBlendDstAlpha = null; - var currentPremultipledAlpha = false; - - var currentFlipSided = null; - var currentCullFace = null; - - var currentLineWidth = null; - - var currentPolygonOffsetFactor = null; - var currentPolygonOffsetUnits = null; - - var maxTextures = gl.getParameter( 35661 ); - - var lineWidthAvailable = false; - var version = 0; - var glVersion = gl.getParameter( 7938 ); - - if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) { - - version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] ); - lineWidthAvailable = ( version >= 1.0 ); - - } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) { - - version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] ); - lineWidthAvailable = ( version >= 2.0 ); - - } - - var currentTextureSlot = null; - var currentBoundTextures = {}; - - var currentScissor = new Vector4(); - var currentViewport = new Vector4(); - - function createTexture( type, target, count ) { - - var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. - var texture = gl.createTexture(); - - gl.bindTexture( type, texture ); - gl.texParameteri( type, 10241, 9728 ); - gl.texParameteri( type, 10240, 9728 ); - - for ( var i = 0; i < count; i ++ ) { - - gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data ); - - } - - return texture; - - } - - var emptyTextures = {}; - emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 ); - emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 ); - - // init - - colorBuffer.setClear( 0, 0, 0, 1 ); - depthBuffer.setClear( 1 ); - stencilBuffer.setClear( 0 ); - - enable( 2929 ); - depthBuffer.setFunc( LessEqualDepth ); - - setFlipSided( false ); - setCullFace( CullFaceBack ); - enable( 2884 ); - - setBlending( NoBlending ); - - // - - function initAttributes() { - - for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { - - newAttributes[ i ] = 0; - - } - - } - - function enableAttribute( attribute ) { - - enableAttributeAndDivisor( attribute, 0 ); - - } - - function enableAttributeAndDivisor( attribute, meshPerAttribute ) { - - newAttributes[ attribute ] = 1; - - if ( enabledAttributes[ attribute ] === 0 ) { - - gl.enableVertexAttribArray( attribute ); - enabledAttributes[ attribute ] = 1; - - } - - if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { - - var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' ); - - extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute ); - attributeDivisors[ attribute ] = meshPerAttribute; - - } - - } - - function disableUnusedAttributes() { - - for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { - - if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { - - gl.disableVertexAttribArray( i ); - enabledAttributes[ i ] = 0; - - } - - } - - } - - function enable( id ) { - - if ( enabledCapabilities[ id ] !== true ) { - - gl.enable( id ); - enabledCapabilities[ id ] = true; - - } - - } - - function disable( id ) { - - if ( enabledCapabilities[ id ] !== false ) { - - gl.disable( id ); - enabledCapabilities[ id ] = false; - - } - - } - - function useProgram( program ) { - - if ( currentProgram !== program ) { - - gl.useProgram( program ); - - currentProgram = program; - - return true; - - } - - return false; - - } - - var equationToGL = { - [ AddEquation ]: 32774, - [ SubtractEquation ]: 32778, - [ ReverseSubtractEquation ]: 32779 - }; - - if ( isWebGL2 ) { - - equationToGL[ MinEquation ] = 32775; - equationToGL[ MaxEquation ] = 32776; - - } else { - - var extension = extensions.get( 'EXT_blend_minmax' ); - - if ( extension !== null ) { - - equationToGL[ MinEquation ] = extension.MIN_EXT; - equationToGL[ MaxEquation ] = extension.MAX_EXT; - - } - - } - - var factorToGL = { - [ ZeroFactor ]: 0, - [ OneFactor ]: 1, - [ SrcColorFactor ]: 768, - [ SrcAlphaFactor ]: 770, - [ SrcAlphaSaturateFactor ]: 776, - [ DstColorFactor ]: 774, - [ DstAlphaFactor ]: 772, - [ OneMinusSrcColorFactor ]: 769, - [ OneMinusSrcAlphaFactor ]: 771, - [ OneMinusDstColorFactor ]: 775, - [ OneMinusDstAlphaFactor ]: 773 - }; - - function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { - - if ( blending === NoBlending ) { - - if ( currentBlendingEnabled ) { - - disable( 3042 ); - currentBlendingEnabled = false; - - } - - return; - - } - - if ( ! currentBlendingEnabled ) { - - enable( 3042 ); - currentBlendingEnabled = true; - - } - - if ( blending !== CustomBlending ) { - - if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { - - if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { - - gl.blendEquation( 32774 ); - - currentBlendEquation = AddEquation; - currentBlendEquationAlpha = AddEquation; - - } - - if ( premultipliedAlpha ) { - - switch ( blending ) { - - case NormalBlending: - gl.blendFuncSeparate( 1, 771, 1, 771 ); - break; - - case AdditiveBlending: - gl.blendFunc( 1, 1 ); - break; - - case SubtractiveBlending: - gl.blendFuncSeparate( 0, 0, 769, 771 ); - break; - - case MultiplyBlending: - gl.blendFuncSeparate( 0, 768, 0, 770 ); - break; - - default: - console.error( 'THREE.WebGLState: Invalid blending: ', blending ); - break; - - } - - } else { - - switch ( blending ) { - - case NormalBlending: - gl.blendFuncSeparate( 770, 771, 1, 771 ); - break; - - case AdditiveBlending: - gl.blendFunc( 770, 1 ); - break; - - case SubtractiveBlending: - gl.blendFunc( 0, 769 ); - break; - - case MultiplyBlending: - gl.blendFunc( 0, 768 ); - break; - - default: - console.error( 'THREE.WebGLState: Invalid blending: ', blending ); - break; - - } - - } - - currentBlendSrc = null; - currentBlendDst = null; - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; - - currentBlending = blending; - currentPremultipledAlpha = premultipliedAlpha; - - } - - return; - - } - - // custom blending - - blendEquationAlpha = blendEquationAlpha || blendEquation; - blendSrcAlpha = blendSrcAlpha || blendSrc; - blendDstAlpha = blendDstAlpha || blendDst; - - if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { - - gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); - - currentBlendEquation = blendEquation; - currentBlendEquationAlpha = blendEquationAlpha; - - } - - if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { - - gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); - - currentBlendSrc = blendSrc; - currentBlendDst = blendDst; - currentBlendSrcAlpha = blendSrcAlpha; - currentBlendDstAlpha = blendDstAlpha; - - } - - currentBlending = blending; - currentPremultipledAlpha = null; - - } - - function setMaterial( material, frontFaceCW ) { - - material.side === DoubleSide - ? disable( 2884 ) - : enable( 2884 ); - - var flipSided = ( material.side === BackSide ); - if ( frontFaceCW ) flipSided = ! flipSided; - - setFlipSided( flipSided ); - - ( material.blending === NormalBlending && material.transparent === false ) - ? setBlending( NoBlending ) - : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); - - depthBuffer.setFunc( material.depthFunc ); - depthBuffer.setTest( material.depthTest ); - depthBuffer.setMask( material.depthWrite ); - colorBuffer.setMask( material.colorWrite ); - - var stencilWrite = material.stencilWrite; - stencilBuffer.setTest( stencilWrite ); - if ( stencilWrite ) { - - stencilBuffer.setMask( material.stencilWriteMask ); - stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); - stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); - - } - - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - } - - // - - function setFlipSided( flipSided ) { - - if ( currentFlipSided !== flipSided ) { - - if ( flipSided ) { - - gl.frontFace( 2304 ); - - } else { - - gl.frontFace( 2305 ); - - } - - currentFlipSided = flipSided; - - } - - } - - function setCullFace( cullFace ) { - - if ( cullFace !== CullFaceNone ) { - - enable( 2884 ); - - if ( cullFace !== currentCullFace ) { - - if ( cullFace === CullFaceBack ) { - - gl.cullFace( 1029 ); - - } else if ( cullFace === CullFaceFront ) { - - gl.cullFace( 1028 ); - - } else { - - gl.cullFace( 1032 ); - - } - - } - - } else { - - disable( 2884 ); - - } - - currentCullFace = cullFace; - - } - - function setLineWidth( width ) { - - if ( width !== currentLineWidth ) { - - if ( lineWidthAvailable ) gl.lineWidth( width ); - - currentLineWidth = width; - - } - - } - - function setPolygonOffset( polygonOffset, factor, units ) { - - if ( polygonOffset ) { - - enable( 32823 ); - - if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { - - gl.polygonOffset( factor, units ); - - currentPolygonOffsetFactor = factor; - currentPolygonOffsetUnits = units; - - } - - } else { - - disable( 32823 ); - - } - - } - - function setScissorTest( scissorTest ) { - - if ( scissorTest ) { - - enable( 3089 ); - - } else { - - disable( 3089 ); - - } - - } - - // texture - - function activeTexture( webglSlot ) { - - if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1; - - if ( currentTextureSlot !== webglSlot ) { - - gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; - - } - - } - - function bindTexture( webglType, webglTexture ) { - - if ( currentTextureSlot === null ) { - - activeTexture(); - - } - - var boundTexture = currentBoundTextures[ currentTextureSlot ]; - - if ( boundTexture === undefined ) { - - boundTexture = { type: undefined, texture: undefined }; - currentBoundTextures[ currentTextureSlot ] = boundTexture; - - } - - if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { - - gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); - - boundTexture.type = webglType; - boundTexture.texture = webglTexture; - - } - - } - - function unbindTexture() { - - var boundTexture = currentBoundTextures[ currentTextureSlot ]; - - if ( boundTexture !== undefined && boundTexture.type !== undefined ) { - - gl.bindTexture( boundTexture.type, null ); - - boundTexture.type = undefined; - boundTexture.texture = undefined; - - } - - } - - function compressedTexImage2D() { - - try { - - gl.compressedTexImage2D.apply( gl, arguments ); - - } catch ( error ) { - - console.error( 'THREE.WebGLState:', error ); - - } - - } - - function texImage2D() { - - try { - - gl.texImage2D.apply( gl, arguments ); - - } catch ( error ) { - - console.error( 'THREE.WebGLState:', error ); - - } - - } - - function texImage3D() { - - try { - - gl.texImage3D.apply( gl, arguments ); - - } catch ( error ) { - - console.error( 'THREE.WebGLState:', error ); - - } - - } - - // - - function scissor( scissor ) { - - if ( currentScissor.equals( scissor ) === false ) { - - gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); - currentScissor.copy( scissor ); - - } - - } - - function viewport( viewport ) { - - if ( currentViewport.equals( viewport ) === false ) { - - gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); - currentViewport.copy( viewport ); - - } - - } - - // - - function reset() { - - for ( var i = 0; i < enabledAttributes.length; i ++ ) { - - if ( enabledAttributes[ i ] === 1 ) { - - gl.disableVertexAttribArray( i ); - enabledAttributes[ i ] = 0; - - } - - } - - enabledCapabilities = {}; - - currentTextureSlot = null; - currentBoundTextures = {}; - - currentProgram = null; - - currentBlending = null; - - currentFlipSided = null; - currentCullFace = null; - - colorBuffer.reset(); - depthBuffer.reset(); - stencilBuffer.reset(); - - } - - return { - - buffers: { - color: colorBuffer, - depth: depthBuffer, - stencil: stencilBuffer - }, - - initAttributes: initAttributes, - enableAttribute: enableAttribute, - enableAttributeAndDivisor: enableAttributeAndDivisor, - disableUnusedAttributes: disableUnusedAttributes, - enable: enable, - disable: disable, - - useProgram: useProgram, - - setBlending: setBlending, - setMaterial: setMaterial, - - setFlipSided: setFlipSided, - setCullFace: setCullFace, - - setLineWidth: setLineWidth, - setPolygonOffset: setPolygonOffset, - - setScissorTest: setScissorTest, - - activeTexture: activeTexture, - bindTexture: bindTexture, - unbindTexture: unbindTexture, - compressedTexImage2D: compressedTexImage2D, - texImage2D: texImage2D, - texImage3D: texImage3D, - - scissor: scissor, - viewport: viewport, - - reset: reset - - }; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { - - var isWebGL2 = capabilities.isWebGL2; - var maxTextures = capabilities.maxTextures; - var maxCubemapSize = capabilities.maxCubemapSize; - var maxTextureSize = capabilities.maxTextureSize; - var maxSamples = capabilities.maxSamples; - - var _videoTextures = new WeakMap(); - var _canvas; - - // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, - // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! - // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). - - var useOffscreenCanvas = false; - - try { - - useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' - && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null; - - } catch ( err ) { - - // Ignore any errors - - } - - function createCanvas( width, height ) { - - // Use OffscreenCanvas when available. Specially needed in web workers - - return useOffscreenCanvas ? - new OffscreenCanvas( width, height ) : - document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - - } - - function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) { - - var scale = 1; - - // handle case if texture exceeds max size - - if ( image.width > maxSize || image.height > maxSize ) { - - scale = maxSize / Math.max( image.width, image.height ); - - } - - // only perform resize if necessary - - if ( scale < 1 || needsPowerOfTwo === true ) { - - // only perform resize for certain image types - - if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || - ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || - ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { - - var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor; - - var width = floor( scale * image.width ); - var height = floor( scale * image.height ); - - if ( _canvas === undefined ) _canvas = createCanvas( width, height ); - - // cube textures can't reuse the same canvas - - var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; - - canvas.width = width; - canvas.height = height; - - var context = canvas.getContext( '2d' ); - context.drawImage( image, 0, 0, width, height ); - - console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' ); - - return canvas; - - } else { - - if ( 'data' in image ) { - - console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' ); - - } - - return image; - - } - - } - - return image; - - } - - function isPowerOfTwo( image ) { - - return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height ); - - } - - function textureNeedsPowerOfTwo( texture ) { - - if ( isWebGL2 ) return false; - - return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || - ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); - - } - - function textureNeedsGenerateMipmaps( texture, supportsMips ) { - - return texture.generateMipmaps && supportsMips && - texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; - - } - - function generateMipmap( target, texture, width, height ) { - - _gl.generateMipmap( target ); - - var textureProperties = properties.get( texture ); - - // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11 - textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E; - - } - - function getInternalFormat( internalFormatName, glFormat, glType ) { - - if ( isWebGL2 === false ) return glFormat; - - if ( internalFormatName !== null ) { - - if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ]; - - console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); - - } - - var internalFormat = glFormat; - - if ( glFormat === 6403 ) { - - if ( glType === 5126 ) internalFormat = 33326; - if ( glType === 5131 ) internalFormat = 33325; - if ( glType === 5121 ) internalFormat = 33321; - - } - - if ( glFormat === 6407 ) { - - if ( glType === 5126 ) internalFormat = 34837; - if ( glType === 5131 ) internalFormat = 34843; - if ( glType === 5121 ) internalFormat = 32849; - - } - - if ( glFormat === 6408 ) { - - if ( glType === 5126 ) internalFormat = 34836; - if ( glType === 5131 ) internalFormat = 34842; - if ( glType === 5121 ) internalFormat = 32856; - - } - - if ( internalFormat === 33325 || internalFormat === 33326 || - internalFormat === 34842 || internalFormat === 34836 ) { - - extensions.get( 'EXT_color_buffer_float' ); - - } - - return internalFormat; - - } - - // Fallback filters for non-power-of-2 textures - - function filterFallback( f ) { - - if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) { - - return 9728; - - } - - return 9729; - - } - - // - - function onTextureDispose( event ) { - - var texture = event.target; - - texture.removeEventListener( 'dispose', onTextureDispose ); - - deallocateTexture( texture ); - - if ( texture.isVideoTexture ) { - - _videoTextures.delete( texture ); - - } - - info.memory.textures --; - - } - - function onRenderTargetDispose( event ) { - - var renderTarget = event.target; - - renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); - - deallocateRenderTarget( renderTarget ); - - info.memory.textures --; - - } - - // - - function deallocateTexture( texture ) { - - var textureProperties = properties.get( texture ); - - if ( textureProperties.__webglInit === undefined ) return; - - _gl.deleteTexture( textureProperties.__webglTexture ); - - properties.remove( texture ); - - } - - function deallocateRenderTarget( renderTarget ) { - - var renderTargetProperties = properties.get( renderTarget ); - var textureProperties = properties.get( renderTarget.texture ); - - if ( ! renderTarget ) return; - - if ( textureProperties.__webglTexture !== undefined ) { - - _gl.deleteTexture( textureProperties.__webglTexture ); - - } - - if ( renderTarget.depthTexture ) { - - renderTarget.depthTexture.dispose(); - - } - - if ( renderTarget.isWebGLCubeRenderTarget ) { - - for ( var i = 0; i < 6; i ++ ) { - - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); - - } - - } else { - - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); - if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); - if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); - if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); - - } - - properties.remove( renderTarget.texture ); - properties.remove( renderTarget ); - - } - - // - - var textureUnits = 0; - - function resetTextureUnits() { - - textureUnits = 0; - - } - - function allocateTextureUnit() { - - var textureUnit = textureUnits; - - if ( textureUnit >= maxTextures ) { - - console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures ); - - } - - textureUnits += 1; - - return textureUnit; - - } - - // - - function setTexture2D( texture, slot ) { - - var textureProperties = properties.get( texture ); - - if ( texture.isVideoTexture ) updateVideoTexture( texture ); - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - - var image = texture.image; - - if ( image === undefined ) { - - console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' ); - - } else if ( image.complete === false ) { - - console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' ); - - } else { - - uploadTexture( textureProperties, texture, slot ); - return; - - } - - } - - state.activeTexture( 33984 + slot ); - state.bindTexture( 3553, textureProperties.__webglTexture ); - - } - - function setTexture2DArray( texture, slot ) { - - var textureProperties = properties.get( texture ); - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - - uploadTexture( textureProperties, texture, slot ); - return; - - } - - state.activeTexture( 33984 + slot ); - state.bindTexture( 35866, textureProperties.__webglTexture ); - - } - - function setTexture3D( texture, slot ) { - - var textureProperties = properties.get( texture ); - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - - uploadTexture( textureProperties, texture, slot ); - return; - - } - - state.activeTexture( 33984 + slot ); - state.bindTexture( 32879, textureProperties.__webglTexture ); - - } - - function setTextureCube( texture, slot ) { - - if ( texture.image.length !== 6 ) return; - - var textureProperties = properties.get( texture ); - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - - initTexture( textureProperties, texture ); - - state.activeTexture( 33984 + slot ); - state.bindTexture( 34067, textureProperties.__webglTexture ); - - _gl.pixelStorei( 37440, texture.flipY ); - - var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) ); - var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); - - var cubeImage = []; - - for ( var i = 0; i < 6; i ++ ) { - - if ( ! isCompressed && ! isDataTexture ) { - - cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize ); - - } else { - - cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; - - } - - } - - var image = cubeImage[ 0 ], - supportsMips = isPowerOfTwo( image ) || isWebGL2, - glFormat = utils.convert( texture.format ), - glType = utils.convert( texture.type ), - glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); - - setTextureParameters( 34067, texture, supportsMips ); - - var mipmaps; - - if ( isCompressed ) { - - for ( var i = 0; i < 6; i ++ ) { - - mipmaps = cubeImage[ i ].mipmaps; - - for ( var j = 0; j < mipmaps.length; j ++ ) { - - var mipmap = mipmaps[ j ]; - - if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { - - if ( glFormat !== null ) { - - state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - - } else { - - console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); - - } - - } else { - - state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - } - - } - - textureProperties.__maxMipLevel = mipmaps.length - 1; - - } else { - - mipmaps = texture.mipmaps; - - for ( var i = 0; i < 6; i ++ ) { - - if ( isDataTexture ) { - - state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); - - for ( var j = 0; j < mipmaps.length; j ++ ) { - - var mipmap = mipmaps[ j ]; - var mipmapImage = mipmap.image[ i ].image; - - state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data ); - - } - - } else { - - state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); - - for ( var j = 0; j < mipmaps.length; j ++ ) { - - var mipmap = mipmaps[ j ]; - - state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] ); - - } - - } - - } - - textureProperties.__maxMipLevel = mipmaps.length; - - } - - if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { - - // We assume images for cube map have the same size. - generateMipmap( 34067, texture, image.width, image.height ); - - } - - textureProperties.__version = texture.version; - - if ( texture.onUpdate ) texture.onUpdate( texture ); - - } else { - - state.activeTexture( 33984 + slot ); - state.bindTexture( 34067, textureProperties.__webglTexture ); - - } - - } - - function setTextureCubeDynamic( texture, slot ) { - - state.activeTexture( 33984 + slot ); - state.bindTexture( 34067, properties.get( texture ).__webglTexture ); - - } - - var wrappingToGL = { - [ RepeatWrapping ]: 10497, - [ ClampToEdgeWrapping ]: 33071, - [ MirroredRepeatWrapping ]: 33648 - }; - - var filterToGL = { - [ NearestFilter ]: 9728, - [ NearestMipmapNearestFilter ]: 9984, - [ NearestMipmapLinearFilter ]: 9986, - - [ LinearFilter ]: 9729, - [ LinearMipmapNearestFilter ]: 9985, - [ LinearMipmapLinearFilter ]: 9987 - }; - - function setTextureParameters( textureType, texture, supportsMips ) { - - if ( supportsMips ) { - - _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] ); - _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] ); - - if ( textureType === 32879 || textureType === 35866 ) { - - _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] ); - - } - - _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] ); - _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] ); - - } else { - - _gl.texParameteri( textureType, 10242, 33071 ); - _gl.texParameteri( textureType, 10243, 33071 ); - - if ( textureType === 32879 || textureType === 35866 ) { - - _gl.texParameteri( textureType, 32882, 33071 ); - - } - - if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { - - console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' ); - - } - - _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) ); - _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) ); - - if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { - - console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' ); - - } - - } - - var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - - if ( extension ) { - - if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; - if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return; - - if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { - - _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); - properties.get( texture ).__currentAnisotropy = texture.anisotropy; - - } - - } - - } - - function initTexture( textureProperties, texture ) { - - if ( textureProperties.__webglInit === undefined ) { - - textureProperties.__webglInit = true; - - texture.addEventListener( 'dispose', onTextureDispose ); - - textureProperties.__webglTexture = _gl.createTexture(); - - info.memory.textures ++; - - } - - } - - function uploadTexture( textureProperties, texture, slot ) { - - var textureType = 3553; - - if ( texture.isDataTexture2DArray ) textureType = 35866; - if ( texture.isDataTexture3D ) textureType = 32879; - - initTexture( textureProperties, texture ); - - state.activeTexture( 33984 + slot ); - state.bindTexture( textureType, textureProperties.__webglTexture ); - - _gl.pixelStorei( 37440, texture.flipY ); - _gl.pixelStorei( 37441, texture.premultiplyAlpha ); - _gl.pixelStorei( 3317, texture.unpackAlignment ); - - var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false; - var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize ); - - var supportsMips = isPowerOfTwo( image ) || isWebGL2, - glFormat = utils.convert( texture.format ), - glType = utils.convert( texture.type ), - glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); - - setTextureParameters( textureType, texture, supportsMips ); - - var mipmap, mipmaps = texture.mipmaps; - - if ( texture.isDepthTexture ) { - - // populate depth texture with dummy data - - glInternalFormat = 6402; - - if ( isWebGL2 ) { - - if ( texture.type === FloatType ) { - - glInternalFormat = 36012; - - } else if ( texture.type === UnsignedIntType ) { - - glInternalFormat = 33190; - - } else if ( texture.type === UnsignedInt248Type ) { - - glInternalFormat = 35056; - - } else { - - glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D - - } - - } else { - - if ( texture.type === FloatType ) { - - console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' ); - - } - - } - - // validation checks for WebGL 1 - - if ( texture.format === DepthFormat && glInternalFormat === 6402 ) { - - // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are - // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { - - console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); - - texture.type = UnsignedShortType; - glType = utils.convert( texture.type ); - - } - - } - - if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) { - - // Depth stencil textures need the DEPTH_STENCIL internal format - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - glInternalFormat = 34041; - - // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are - // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - if ( texture.type !== UnsignedInt248Type ) { - - console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); - - texture.type = UnsignedInt248Type; - glType = utils.convert( texture.type ); - - } - - } - - // - - state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ); - - } else if ( texture.isDataTexture ) { - - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - - if ( mipmaps.length > 0 && supportsMips ) { - - for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - texture.generateMipmaps = false; - textureProperties.__maxMipLevel = mipmaps.length - 1; - - } else { - - state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); - textureProperties.__maxMipLevel = 0; - - } - - } else if ( texture.isCompressedTexture ) { - - for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - - if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { - - if ( glFormat !== null ) { - - state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - - } else { - - console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); - - } - - } else { - - state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - } - - textureProperties.__maxMipLevel = mipmaps.length - 1; - - } else if ( texture.isDataTexture2DArray ) { - - state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); - textureProperties.__maxMipLevel = 0; - - } else if ( texture.isDataTexture3D ) { - - state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); - textureProperties.__maxMipLevel = 0; - - } else { - - // regular Texture (image, video, canvas) - - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - - if ( mipmaps.length > 0 && supportsMips ) { - - for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap ); - - } - - texture.generateMipmaps = false; - textureProperties.__maxMipLevel = mipmaps.length - 1; - - } else { - - state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image ); - textureProperties.__maxMipLevel = 0; - - } - - } - - if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { - - generateMipmap( textureType, texture, image.width, image.height ); - - } - - textureProperties.__version = texture.version; - - if ( texture.onUpdate ) texture.onUpdate( texture ); - - } - - // Render targets - - // Setup storage for target texture and bind it to correct framebuffer - function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) { - - var glFormat = utils.convert( renderTarget.texture.format ); - var glType = utils.convert( renderTarget.texture.type ); - var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType ); - state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); - _gl.bindFramebuffer( 36160, framebuffer ); - _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); - _gl.bindFramebuffer( 36160, null ); - - } - - // Setup storage for internal depth/stencil buffers and bind to correct framebuffer - function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) { - - _gl.bindRenderbuffer( 36161, renderbuffer ); - - if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { - - var glInternalFormat = 33189; - - if ( isMultisample ) { - - var depthTexture = renderTarget.depthTexture; - - if ( depthTexture && depthTexture.isDepthTexture ) { - - if ( depthTexture.type === FloatType ) { - - glInternalFormat = 36012; - - } else if ( depthTexture.type === UnsignedIntType ) { - - glInternalFormat = 33190; - - } - - } - - var samples = getRenderTargetSamples( renderTarget ); - - _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); - - } else { - - _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height ); - - } - - _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer ); - - } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { - - if ( isMultisample ) { - - var samples = getRenderTargetSamples( renderTarget ); - - _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height ); - - } else { - - _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height ); - - } - - - _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer ); - - } else { - - var glFormat = utils.convert( renderTarget.texture.format ); - var glType = utils.convert( renderTarget.texture.type ); - var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType ); - - if ( isMultisample ) { - - var samples = getRenderTargetSamples( renderTarget ); - - _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); - - } else { - - _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height ); - - } - - } - - _gl.bindRenderbuffer( 36161, null ); - - } - - // Setup resources for a Depth Texture for a FBO (needs an extension) - function setupDepthTexture( framebuffer, renderTarget ) { - - var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget ); - if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); - - _gl.bindFramebuffer( 36160, framebuffer ); - - if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { - - throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); - - } - - // upload an empty depth texture with framebuffer size - if ( ! properties.get( renderTarget.depthTexture ).__webglTexture || - renderTarget.depthTexture.image.width !== renderTarget.width || - renderTarget.depthTexture.image.height !== renderTarget.height ) { - - renderTarget.depthTexture.image.width = renderTarget.width; - renderTarget.depthTexture.image.height = renderTarget.height; - renderTarget.depthTexture.needsUpdate = true; - - } - - setTexture2D( renderTarget.depthTexture, 0 ); - - var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; - - if ( renderTarget.depthTexture.format === DepthFormat ) { - - _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 ); - - } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { - - _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 ); - - } else { - - throw new Error( 'Unknown depthTexture format' ); - - } - - } - - // Setup GL resources for a non-texture depth buffer - function setupDepthRenderbuffer( renderTarget ) { - - var renderTargetProperties = properties.get( renderTarget ); - - var isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); - - if ( renderTarget.depthTexture ) { - - if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); - - setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); - - } else { - - if ( isCube ) { - - renderTargetProperties.__webglDepthbuffer = []; - - for ( var i = 0; i < 6; i ++ ) { - - _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] ); - renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false ); - - } - - } else { - - _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer ); - renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false ); - - } - - } - - _gl.bindFramebuffer( 36160, null ); - - } - - // Set up GL resources for the render target - function setupRenderTarget( renderTarget ) { - - var renderTargetProperties = properties.get( renderTarget ); - var textureProperties = properties.get( renderTarget.texture ); - - renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); - - textureProperties.__webglTexture = _gl.createTexture(); - - info.memory.textures ++; - - var isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); - var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true ); - var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2; - - // Handles WebGL2 RGBFormat fallback - #18858 - - if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) { - - renderTarget.texture.format = RGBAFormat; - - console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' ); - - } - - // Setup framebuffer - - if ( isCube ) { - - renderTargetProperties.__webglFramebuffer = []; - - for ( var i = 0; i < 6; i ++ ) { - - renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); - - } - - } else { - - renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); - - if ( isMultisample ) { - - if ( isWebGL2 ) { - - renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); - renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer(); - - _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer ); - - var glFormat = utils.convert( renderTarget.texture.format ); - var glType = utils.convert( renderTarget.texture.type ); - var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType ); - var samples = getRenderTargetSamples( renderTarget ); - _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); - - _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); - _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer ); - _gl.bindRenderbuffer( 36161, null ); - - if ( renderTarget.depthBuffer ) { - - renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true ); - - } - - _gl.bindFramebuffer( 36160, null ); - - - } else { - - console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' ); - - } - - } - - } - - // Setup color buffer - - if ( isCube ) { - - state.bindTexture( 34067, textureProperties.__webglTexture ); - setTextureParameters( 34067, renderTarget.texture, supportsMips ); - - for ( var i = 0; i < 6; i ++ ) { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i ); - - } - - if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) { - - generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height ); - - } - - state.bindTexture( 34067, null ); - - } else { - - state.bindTexture( 3553, textureProperties.__webglTexture ); - setTextureParameters( 3553, renderTarget.texture, supportsMips ); - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 ); - - if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) { - - generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height ); - - } - - state.bindTexture( 3553, null ); - - } - - // Setup depth and stencil buffers - - if ( renderTarget.depthBuffer ) { - - setupDepthRenderbuffer( renderTarget ); - - } - - } - - function updateRenderTargetMipmap( renderTarget ) { - - var texture = renderTarget.texture; - var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2; - - if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { - - var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553; - var webglTexture = properties.get( texture ).__webglTexture; - - state.bindTexture( target, webglTexture ); - generateMipmap( target, texture, renderTarget.width, renderTarget.height ); - state.bindTexture( target, null ); - - } - - } - - function updateMultisampleRenderTarget( renderTarget ) { - - if ( renderTarget.isWebGLMultisampleRenderTarget ) { - - if ( isWebGL2 ) { - - var renderTargetProperties = properties.get( renderTarget ); - - _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer ); - _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer ); - - var width = renderTarget.width; - var height = renderTarget.height; - var mask = 16384; - - if ( renderTarget.depthBuffer ) mask |= 256; - if ( renderTarget.stencilBuffer ) mask |= 1024; - - _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 ); - - _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905 - - } else { - - console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' ); - - } - - } - - } - - function getRenderTargetSamples( renderTarget ) { - - return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ? - Math.min( maxSamples, renderTarget.samples ) : 0; - - } - - function updateVideoTexture( texture ) { - - var frame = info.render.frame; - - // Check the last frame we updated the VideoTexture - - if ( _videoTextures.get( texture ) !== frame ) { - - _videoTextures.set( texture, frame ); - texture.update(); - - } - - } - - // backwards compatibility - - var warnedTexture2D = false; - var warnedTextureCube = false; - - function safeSetTexture2D( texture, slot ) { - - if ( texture && texture.isWebGLRenderTarget ) { - - if ( warnedTexture2D === false ) { - - console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." ); - warnedTexture2D = true; - - } - - texture = texture.texture; - - } - - setTexture2D( texture, slot ); - - } - - function safeSetTextureCube( texture, slot ) { - - if ( texture && texture.isWebGLCubeRenderTarget ) { - - if ( warnedTextureCube === false ) { - - console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); - warnedTextureCube = true; - - } - - texture = texture.texture; - - } - - // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture - // TODO: unify these code paths - if ( ( texture && texture.isCubeTexture ) || - ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { - - // CompressedTexture can have Array in image :/ - - // this function alone should take care of cube textures - setTextureCube( texture, slot ); - - } else { - - // assumed: texture property of THREE.WebGLCubeRenderTarget - setTextureCubeDynamic( texture, slot ); - - } - - } - - // - - this.allocateTextureUnit = allocateTextureUnit; - this.resetTextureUnits = resetTextureUnits; - - this.setTexture2D = setTexture2D; - this.setTexture2DArray = setTexture2DArray; - this.setTexture3D = setTexture3D; - this.setTextureCube = setTextureCube; - this.setTextureCubeDynamic = setTextureCubeDynamic; - this.setupRenderTarget = setupRenderTarget; - this.updateRenderTargetMipmap = updateRenderTargetMipmap; - this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; - - this.safeSetTexture2D = safeSetTexture2D; - this.safeSetTextureCube = safeSetTextureCube; - -} - -/** - * @author thespite / http://www.twitter.com/thespite - */ - -function WebGLUtils( gl, extensions, capabilities ) { - - var isWebGL2 = capabilities.isWebGL2; - - function convert( p ) { - - var extension; - - if ( p === UnsignedByteType ) return 5121; - if ( p === UnsignedShort4444Type ) return 32819; - if ( p === UnsignedShort5551Type ) return 32820; - if ( p === UnsignedShort565Type ) return 33635; - - if ( p === ByteType ) return 5120; - if ( p === ShortType ) return 5122; - if ( p === UnsignedShortType ) return 5123; - if ( p === IntType ) return 5124; - if ( p === UnsignedIntType ) return 5125; - if ( p === FloatType ) return 5126; - - if ( p === HalfFloatType ) { - - if ( isWebGL2 ) return 5131; - - extension = extensions.get( 'OES_texture_half_float' ); - - if ( extension !== null ) { - - return extension.HALF_FLOAT_OES; - - } else { - - return null; - - } - - } - - if ( p === AlphaFormat ) return 6406; - if ( p === RGBFormat ) return 6407; - if ( p === RGBAFormat ) return 6408; - if ( p === LuminanceFormat ) return 6409; - if ( p === LuminanceAlphaFormat ) return 6410; - if ( p === DepthFormat ) return 6402; - if ( p === DepthStencilFormat ) return 34041; - if ( p === RedFormat ) return 6403; - - // WebGL2 formats. - - if ( p === RedIntegerFormat ) return 36244; - if ( p === RGFormat ) return 33319; - if ( p === RGIntegerFormat ) return 33320; - if ( p === RGBIntegerFormat ) return 36248; - if ( p === RGBAIntegerFormat ) return 36249; - - if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || - p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); - - if ( extension !== null ) { - - if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; - if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; - - } else { - - return null; - - } - - } - - if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || - p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - - if ( extension !== null ) { - - if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; - if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; - if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; - if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; - - } else { - - return null; - - } - - } - - if ( p === RGB_ETC1_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); - - if ( extension !== null ) { - - return extension.COMPRESSED_RGB_ETC1_WEBGL; - - } else { - - return null; - - } - - } - - if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_etc' ); - - if ( extension !== null ) { - - if ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2; - if ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC; - - } - - } - - if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || - p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || - p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || - p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || - p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format || - p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format || - p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format || - p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format || - p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format || - p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_astc' ); - - if ( extension !== null ) { - - // TODO Complete? - - return p; - - } else { - - return null; - - } - - } - - if ( p === RGBA_BPTC_Format ) { - - extension = extensions.get( 'EXT_texture_compression_bptc' ); - - if ( extension !== null ) { - - // TODO Complete? - - return p; - - } else { - - return null; - - } - - } - - if ( p === UnsignedInt248Type ) { - - if ( isWebGL2 ) return 34042; - - extension = extensions.get( 'WEBGL_depth_texture' ); - - if ( extension !== null ) { - - return extension.UNSIGNED_INT_24_8_WEBGL; - - } else { - - return null; - - } - - } - - } - - return { convert: convert }; - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function ArrayCamera( array ) { - - PerspectiveCamera.call( this ); - - this.cameras = array || []; - -} - -ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), { - - constructor: ArrayCamera, - - isArrayCamera: true - -} ); - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function Group() { - - Object3D.call( this ); - - this.type = 'Group'; - -} - -Group.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Group, - - isGroup: true - -} ); - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function WebXRManager( renderer, gl ) { - - var scope = this; - - var session = null; - - var framebufferScaleFactor = 1.0; - - var referenceSpace = null; - var referenceSpaceType = 'local-floor'; - - var pose = null; - - var controllers = []; - var inputSourcesMap = new Map(); - - // - - var cameraL = new PerspectiveCamera(); - cameraL.layers.enable( 1 ); - cameraL.viewport = new Vector4(); - - var cameraR = new PerspectiveCamera(); - cameraR.layers.enable( 2 ); - cameraR.viewport = new Vector4(); - - var cameraVR = new ArrayCamera( [ cameraL, cameraR ] ); - cameraVR.layers.enable( 1 ); - cameraVR.layers.enable( 2 ); - - var _currentDepthNear = null; - var _currentDepthFar = null; - - // - - this.enabled = false; - - this.isPresenting = false; - - this.getController = function ( id ) { - - var controller = controllers[ id ]; - - if ( controller === undefined ) { - - controller = {}; - controllers[ id ] = controller; - - } - - if ( controller.targetRay === undefined ) { - - controller.targetRay = new Group(); - controller.targetRay.matrixAutoUpdate = false; - controller.targetRay.visible = false; - - } - - return controller.targetRay; - - }; - - this.getControllerGrip = function ( id ) { - - var controller = controllers[ id ]; - - if ( controller === undefined ) { - - controller = {}; - controllers[ id ] = controller; - - } - - if ( controller.grip === undefined ) { - - controller.grip = new Group(); - controller.grip.matrixAutoUpdate = false; - controller.grip.visible = false; - - } - - return controller.grip; - - }; - - // - - function onSessionEvent( event ) { - - var controller = inputSourcesMap.get( event.inputSource ); - - if ( controller ) { - - if ( controller.targetRay ) { - - controller.targetRay.dispatchEvent( { type: event.type } ); - - } - - if ( controller.grip ) { - - controller.grip.dispatchEvent( { type: event.type } ); - - } - - } - - } - - function onSessionEnd() { - - inputSourcesMap.forEach( function ( controller, inputSource ) { - - if ( controller.targetRay ) { - - controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } ); - controller.targetRay.visible = false; - - } - - if ( controller.grip ) { - - controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } ); - controller.grip.visible = false; - - } - - } ); - - inputSourcesMap.clear(); - - // - - renderer.setFramebuffer( null ); - renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830 - animation.stop(); - - scope.isPresenting = false; - - scope.dispatchEvent( { type: 'sessionend' } ); - - } - - function onRequestReferenceSpace( value ) { - - referenceSpace = value; - - animation.setContext( session ); - animation.start(); - - scope.isPresenting = true; - - scope.dispatchEvent( { type: 'sessionstart' } ); - - } - - this.setFramebufferScaleFactor = function ( value ) { - - framebufferScaleFactor = value; - - // Warn if function is used while presenting - if ( scope.isPresenting == true ) { - - console.warn( "WebXRManager: Cannot change framebuffer scale while presenting VR content" ); - - } - - }; - - this.setReferenceSpaceType = function ( value ) { - - referenceSpaceType = value; - - }; - - this.getReferenceSpace = function () { - - return referenceSpace; - - }; - - this.getSession = function () { - - return session; - - }; - - this.setSession = function ( value ) { - - session = value; - - if ( session !== null ) { - - session.addEventListener( 'select', onSessionEvent ); - session.addEventListener( 'selectstart', onSessionEvent ); - session.addEventListener( 'selectend', onSessionEvent ); - session.addEventListener( 'squeeze', onSessionEvent ); - session.addEventListener( 'squeezestart', onSessionEvent ); - session.addEventListener( 'squeezeend', onSessionEvent ); - session.addEventListener( 'end', onSessionEnd ); - - var attributes = gl.getContextAttributes(); - - var layerInit = { - antialias: attributes.antialias, - alpha: attributes.alpha, - depth: attributes.depth, - stencil: attributes.stencil, - framebufferScaleFactor: framebufferScaleFactor - }; - - // eslint-disable-next-line no-undef - var baseLayer = new XRWebGLLayer( session, gl, layerInit ); - - session.updateRenderState( { baseLayer: baseLayer } ); - - session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace ); - - // - - session.addEventListener( 'inputsourceschange', updateInputSources ); - - } - - }; - - function updateInputSources( event ) { - - var inputSources = session.inputSources; - - // Assign inputSources to available controllers - - for ( var i = 0; i < controllers.length; i ++ ) { - - inputSourcesMap.set( inputSources[ i ], controllers[ i ] ); - - } - - // Notify disconnected - - for ( var i = 0; i < event.removed.length; i ++ ) { - - var inputSource = event.removed[ i ]; - var controller = inputSourcesMap.get( inputSource ); - - if ( controller ) { - - if ( controller.targetRay ) { - - controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } ); - - } - - if ( controller.grip ) { - - controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } ); - - } - - inputSourcesMap.delete( inputSource ); - - } - - } - - // Notify connected - - for ( var i = 0; i < event.added.length; i ++ ) { - - var inputSource = event.added[ i ]; - var controller = inputSourcesMap.get( inputSource ); - - if ( controller ) { - - if ( controller.targetRay ) { - - controller.targetRay.dispatchEvent( { type: 'connected', data: inputSource } ); - - } - - if ( controller.grip ) { - - controller.grip.dispatchEvent( { type: 'connected', data: inputSource } ); - - } - - } - - } - - } - - // - - var cameraLPos = new Vector3(); - var cameraRPos = new Vector3(); - - /** - * @author jsantell / https://www.jsantell.com/ - * - * Assumes 2 cameras that are parallel and share an X-axis, and that - * the cameras' projection and world matrices have already been set. - * And that near and far planes are identical for both cameras. - * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 - */ - function setProjectionFromUnion( camera, cameraL, cameraR ) { - - cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); - cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); - - var ipd = cameraLPos.distanceTo( cameraRPos ); - - var projL = cameraL.projectionMatrix.elements; - var projR = cameraR.projectionMatrix.elements; - - // VR systems will have identical far and near planes, and - // most likely identical top and bottom frustum extents. - // Use the left camera for these values. - var near = projL[ 14 ] / ( projL[ 10 ] - 1 ); - var far = projL[ 14 ] / ( projL[ 10 ] + 1 ); - var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; - var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; - - var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; - var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; - var left = near * leftFov; - var right = near * rightFov; - - // Calculate the new camera's position offset from the - // left camera. xOffset should be roughly half `ipd`. - var zOffset = ipd / ( - leftFov + rightFov ); - var xOffset = zOffset * - leftFov; - - // TODO: Better way to apply this offset? - cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); - camera.translateX( xOffset ); - camera.translateZ( zOffset ); - camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - - // Find the union of the frustum values of the cameras and scale - // the values so that the near plane's position does not change in world space, - // although must now be relative to the new union camera. - var near2 = near + zOffset; - var far2 = far + zOffset; - var left2 = left - xOffset; - var right2 = right + ( ipd - xOffset ); - var top2 = topFov * far / far2 * near2; - var bottom2 = bottomFov * far / far2 * near2; - - camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); - - } - - function updateCamera( camera, parent ) { - - if ( parent === null ) { - - camera.matrixWorld.copy( camera.matrix ); - - } else { - - camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); - - } - - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - - } - - this.getCamera = function ( camera ) { - - cameraVR.near = cameraR.near = cameraL.near = camera.near; - cameraVR.far = cameraR.far = cameraL.far = camera.far; - - if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) { - - // Note that the new renderState won't apply until the next frame. See #18320 - - session.updateRenderState( { - depthNear: cameraVR.near, - depthFar: cameraVR.far - } ); - - _currentDepthNear = cameraVR.near; - _currentDepthFar = cameraVR.far; - - } - - var parent = camera.parent; - var cameras = cameraVR.cameras; - - updateCamera( cameraVR, parent ); - - for ( var i = 0; i < cameras.length; i ++ ) { - - updateCamera( cameras[ i ], parent ); - - } - - // update camera and its children - - camera.matrixWorld.copy( cameraVR.matrixWorld ); - - var children = camera.children; - - for ( var i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].updateMatrixWorld( true ); - - } - - setProjectionFromUnion( cameraVR, cameraL, cameraR ); - - return cameraVR; - - }; - - // Animation Loop - - var onAnimationFrameCallback = null; - - function onAnimationFrame( time, frame ) { - - pose = frame.getViewerPose( referenceSpace ); - - if ( pose !== null ) { - - var views = pose.views; - var baseLayer = session.renderState.baseLayer; - - renderer.setFramebuffer( baseLayer.framebuffer ); - - for ( var i = 0; i < views.length; i ++ ) { - - var view = views[ i ]; - var viewport = baseLayer.getViewport( view ); - - var camera = cameraVR.cameras[ i ]; - camera.matrix.fromArray( view.transform.matrix ); - camera.projectionMatrix.fromArray( view.projectionMatrix ); - camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); - - if ( i === 0 ) { - - cameraVR.matrix.copy( camera.matrix ); - - } - - } - - } - - // - - var inputSources = session.inputSources; - - for ( var i = 0; i < controllers.length; i ++ ) { - - var controller = controllers[ i ]; - - var inputSource = inputSources[ i ]; - - var inputPose = null; - var gripPose = null; - - if ( inputSource ) { - - if ( controller.targetRay ) { - - inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace ); - - if ( inputPose !== null ) { - - controller.targetRay.matrix.fromArray( inputPose.transform.matrix ); - controller.targetRay.matrix.decompose( controller.targetRay.position, controller.targetRay.rotation, controller.targetRay.scale ); - - } - - } - - if ( controller.grip && inputSource.gripSpace ) { - - gripPose = frame.getPose( inputSource.gripSpace, referenceSpace ); - - if ( gripPose !== null ) { - - controller.grip.matrix.fromArray( gripPose.transform.matrix ); - controller.grip.matrix.decompose( controller.grip.position, controller.grip.rotation, controller.grip.scale ); - - } - - } - - } - - if ( controller.targetRay ) { - - controller.targetRay.visible = inputPose !== null; - - } - - if ( controller.grip ) { - - controller.grip.visible = gripPose !== null; - - } - - } - - if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame ); - - } - - var animation = new WebGLAnimation(); - animation.setAnimationLoop( onAnimationFrame ); - - this.setAnimationLoop = function ( callback ) { - - onAnimationFrameCallback = callback; - - }; - - this.dispose = function () {}; - -} - -Object.assign( WebXRManager.prototype, EventDispatcher.prototype ); - -/** - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - * @author tschw - */ - -function WebGLRenderer( parameters ) { - - parameters = parameters || {}; - - var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), - _context = parameters.context !== undefined ? parameters.context : null, - - _alpha = parameters.alpha !== undefined ? parameters.alpha : false, - _depth = parameters.depth !== undefined ? parameters.depth : true, - _stencil = parameters.stencil !== undefined ? parameters.stencil : true, - _antialias = parameters.antialias !== undefined ? parameters.antialias : false, - _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, - _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, - _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', - _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false; - - var currentRenderList = null; - var currentRenderState = null; - - // public properties - - this.domElement = _canvas; - - // Debug configuration container - this.debug = { - - /** - * Enables error checking and reporting when shader programs are being compiled - * @type {boolean} - */ - checkShaderErrors: true - }; - - // clearing - - this.autoClear = true; - this.autoClearColor = true; - this.autoClearDepth = true; - this.autoClearStencil = true; - - // scene graph - - this.sortObjects = true; - - // user-defined clipping - - this.clippingPlanes = []; - this.localClippingEnabled = false; - - // physically based shading - - this.gammaFactor = 2.0; // for backwards compatibility - this.outputEncoding = LinearEncoding; - - // physical lights - - this.physicallyCorrectLights = false; - - // tone mapping - - this.toneMapping = LinearToneMapping; - this.toneMappingExposure = 1.0; - this.toneMappingWhitePoint = 1.0; - - // morphs - - this.maxMorphTargets = 8; - this.maxMorphNormals = 4; - - // internal properties - - var _this = this, - - _isContextLost = false, - - // internal state cache - - _framebuffer = null, - - _currentActiveCubeFace = 0, - _currentActiveMipmapLevel = 0, - _currentRenderTarget = null, - _currentFramebuffer = null, - _currentMaterialId = - 1, - - // geometry and program caching - - _currentGeometryProgram = { - geometry: null, - program: null, - wireframe: false - }, - - _currentCamera = null, - _currentArrayCamera = null, - - _currentViewport = new Vector4(), - _currentScissor = new Vector4(), - _currentScissorTest = null, - - // - - _width = _canvas.width, - _height = _canvas.height, - - _pixelRatio = 1, - _opaqueSort = null, - _transparentSort = null, - - _viewport = new Vector4( 0, 0, _width, _height ), - _scissor = new Vector4( 0, 0, _width, _height ), - _scissorTest = false, - - // frustum - - _frustum = new Frustum(), - - // clipping - - _clipping = new WebGLClipping(), - _clippingEnabled = false, - _localClippingEnabled = false, - - // camera matrices cache - - _projScreenMatrix = new Matrix4(), - - _vector3 = new Vector3(); - - function getTargetPixelRatio() { - - return _currentRenderTarget === null ? _pixelRatio : 1; - - } - - // initialize - - var _gl; - - try { - - var contextAttributes = { - alpha: _alpha, - depth: _depth, - stencil: _stencil, - antialias: _antialias, - premultipliedAlpha: _premultipliedAlpha, - preserveDrawingBuffer: _preserveDrawingBuffer, - powerPreference: _powerPreference, - failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat, - xrCompatible: true - }; - - // event listeners must be registered before WebGL context is created, see #12753 - - _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); - _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); - - _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes ); - - if ( _gl === null ) { - - if ( _canvas.getContext( 'webgl' ) !== null ) { - - throw new Error( 'Error creating WebGL context with your selected attributes.' ); - - } else { - - throw new Error( 'Error creating WebGL context.' ); - - } - - } - - // Some experimental-webgl implementations do not have getShaderPrecisionFormat - - if ( _gl.getShaderPrecisionFormat === undefined ) { - - _gl.getShaderPrecisionFormat = function () { - - return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; - - }; - - } - - } catch ( error ) { - - console.error( 'THREE.WebGLRenderer: ' + error.message ); - throw error; - - } - - var extensions, capabilities, state, info; - var properties, textures, attributes, geometries, objects; - var programCache, renderLists, renderStates; - - var background, morphtargets, bufferRenderer, indexedBufferRenderer; - - var utils; - - function initGLContext() { - - extensions = new WebGLExtensions( _gl ); - - capabilities = new WebGLCapabilities( _gl, extensions, parameters ); - - if ( capabilities.isWebGL2 === false ) { - - extensions.get( 'WEBGL_depth_texture' ); - extensions.get( 'OES_texture_float' ); - extensions.get( 'OES_texture_half_float' ); - extensions.get( 'OES_texture_half_float_linear' ); - extensions.get( 'OES_standard_derivatives' ); - extensions.get( 'OES_element_index_uint' ); - extensions.get( 'ANGLE_instanced_arrays' ); - - } - - extensions.get( 'OES_texture_float_linear' ); - - utils = new WebGLUtils( _gl, extensions, capabilities ); - - state = new WebGLState( _gl, extensions, capabilities ); - state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() ); - state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() ); - - info = new WebGLInfo( _gl ); - properties = new WebGLProperties(); - textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); - attributes = new WebGLAttributes( _gl, capabilities ); - geometries = new WebGLGeometries( _gl, attributes, info ); - objects = new WebGLObjects( _gl, geometries, attributes, info ); - morphtargets = new WebGLMorphtargets( _gl ); - programCache = new WebGLPrograms( _this, extensions, capabilities ); - renderLists = new WebGLRenderLists(); - renderStates = new WebGLRenderStates(); - - background = new WebGLBackground( _this, state, objects, _premultipliedAlpha ); - - bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities ); - indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities ); - - info.programs = programCache.programs; - - _this.capabilities = capabilities; - _this.extensions = extensions; - _this.properties = properties; - _this.renderLists = renderLists; - _this.state = state; - _this.info = info; - - } - - initGLContext(); - - // xr - - var xr = new WebXRManager( _this, _gl ); - - this.xr = xr; - - // shadow map - - var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize ); - - this.shadowMap = shadowMap; - - // API - - this.getContext = function () { - - return _gl; - - }; - - this.getContextAttributes = function () { - - return _gl.getContextAttributes(); - - }; - - this.forceContextLoss = function () { - - var extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.loseContext(); - - }; - - this.forceContextRestore = function () { - - var extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.restoreContext(); - - }; - - this.getPixelRatio = function () { - - return _pixelRatio; - - }; - - this.setPixelRatio = function ( value ) { - - if ( value === undefined ) return; - - _pixelRatio = value; - - this.setSize( _width, _height, false ); - - }; - - this.getSize = function ( target ) { - - if ( target === undefined ) { - - console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' ); - - target = new Vector2(); - - } - - return target.set( _width, _height ); - - }; - - this.setSize = function ( width, height, updateStyle ) { - - if ( xr.isPresenting ) { - - console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); - return; - - } - - _width = width; - _height = height; - - _canvas.width = Math.floor( width * _pixelRatio ); - _canvas.height = Math.floor( height * _pixelRatio ); - - if ( updateStyle !== false ) { - - _canvas.style.width = width + 'px'; - _canvas.style.height = height + 'px'; - - } - - this.setViewport( 0, 0, width, height ); - - }; - - this.getDrawingBufferSize = function ( target ) { - - if ( target === undefined ) { - - console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' ); - - target = new Vector2(); - - } - - return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor(); - - }; - - this.setDrawingBufferSize = function ( width, height, pixelRatio ) { - - _width = width; - _height = height; - - _pixelRatio = pixelRatio; - - _canvas.width = Math.floor( width * pixelRatio ); - _canvas.height = Math.floor( height * pixelRatio ); - - this.setViewport( 0, 0, width, height ); - - }; - - this.getCurrentViewport = function ( target ) { - - if ( target === undefined ) { - - console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' ); - - target = new Vector4(); - - } - - return target.copy( _currentViewport ); - - }; - - this.getViewport = function ( target ) { - - return target.copy( _viewport ); - - }; - - this.setViewport = function ( x, y, width, height ) { - - if ( x.isVector4 ) { - - _viewport.set( x.x, x.y, x.z, x.w ); - - } else { - - _viewport.set( x, y, width, height ); - - } - - state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() ); - - }; - - this.getScissor = function ( target ) { - - return target.copy( _scissor ); - - }; - - this.setScissor = function ( x, y, width, height ) { - - if ( x.isVector4 ) { - - _scissor.set( x.x, x.y, x.z, x.w ); - - } else { - - _scissor.set( x, y, width, height ); - - } - - state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() ); - - }; - - this.getScissorTest = function () { - - return _scissorTest; - - }; - - this.setScissorTest = function ( boolean ) { - - state.setScissorTest( _scissorTest = boolean ); - - }; - - this.setOpaqueSort = function ( method ) { - - _opaqueSort = method; - - }; - - this.setTransparentSort = function ( method ) { - - _transparentSort = method; - - }; - - // Clearing - - this.getClearColor = function () { - - return background.getClearColor(); - - }; - - this.setClearColor = function () { - - background.setClearColor.apply( background, arguments ); - - }; - - this.getClearAlpha = function () { - - return background.getClearAlpha(); - - }; - - this.setClearAlpha = function () { - - background.setClearAlpha.apply( background, arguments ); - - }; - - this.clear = function ( color, depth, stencil ) { - - var bits = 0; - - if ( color === undefined || color ) bits |= 16384; - if ( depth === undefined || depth ) bits |= 256; - if ( stencil === undefined || stencil ) bits |= 1024; - - _gl.clear( bits ); - - }; - - this.clearColor = function () { - - this.clear( true, false, false ); - - }; - - this.clearDepth = function () { - - this.clear( false, true, false ); - - }; - - this.clearStencil = function () { - - this.clear( false, false, true ); - - }; - - // - - this.dispose = function () { - - _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); - _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); - - renderLists.dispose(); - renderStates.dispose(); - properties.dispose(); - objects.dispose(); - - xr.dispose(); - - animation.stop(); - - this.forceContextLoss(); - - }; - - // Events - - function onContextLost( event ) { - - event.preventDefault(); - - console.log( 'THREE.WebGLRenderer: Context Lost.' ); - - _isContextLost = true; - - } - - function onContextRestore( /* event */ ) { - - console.log( 'THREE.WebGLRenderer: Context Restored.' ); - - _isContextLost = false; - - initGLContext(); - - } - - function onMaterialDispose( event ) { - - var material = event.target; - - material.removeEventListener( 'dispose', onMaterialDispose ); - - deallocateMaterial( material ); - - } - - // Buffer deallocation - - function deallocateMaterial( material ) { - - releaseMaterialProgramReference( material ); - - properties.remove( material ); - - } - - - function releaseMaterialProgramReference( material ) { - - var programInfo = properties.get( material ).program; - - material.program = undefined; - - if ( programInfo !== undefined ) { - - programCache.releaseProgram( programInfo ); - - } - - } - - // Buffer rendering - - function renderObjectImmediate( object, program ) { - - object.render( function ( object ) { - - _this.renderBufferImmediate( object, program ); - - } ); - - } - - this.renderBufferImmediate = function ( object, program ) { - - state.initAttributes(); - - var buffers = properties.get( object ); - - if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); - if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); - if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); - if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); - - var programAttributes = program.getAttributes(); - - if ( object.hasPositions ) { - - _gl.bindBuffer( 34962, buffers.position ); - _gl.bufferData( 34962, object.positionArray, 35048 ); - - state.enableAttribute( programAttributes.position ); - _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 ); - - } - - if ( object.hasNormals ) { - - _gl.bindBuffer( 34962, buffers.normal ); - _gl.bufferData( 34962, object.normalArray, 35048 ); - - state.enableAttribute( programAttributes.normal ); - _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 ); - - } - - if ( object.hasUvs ) { - - _gl.bindBuffer( 34962, buffers.uv ); - _gl.bufferData( 34962, object.uvArray, 35048 ); - - state.enableAttribute( programAttributes.uv ); - _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 ); - - } - - if ( object.hasColors ) { - - _gl.bindBuffer( 34962, buffers.color ); - _gl.bufferData( 34962, object.colorArray, 35048 ); - - state.enableAttribute( programAttributes.color ); - _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 ); - - } - - state.disableUnusedAttributes(); - - _gl.drawArrays( 4, 0, object.count ); - - object.count = 0; - - }; - - var tempScene = new Scene(); - - this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) { - - if ( scene === null ) scene = tempScene; // renderBufferDirect second parameter used to be fog (could be null) - - var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); - - var program = setProgram( camera, scene, material, object ); - - state.setMaterial( material, frontFaceCW ); - - var updateBuffers = false; - - if ( _currentGeometryProgram.geometry !== geometry.id || - _currentGeometryProgram.program !== program.id || - _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) { - - _currentGeometryProgram.geometry = geometry.id; - _currentGeometryProgram.program = program.id; - _currentGeometryProgram.wireframe = material.wireframe === true; - updateBuffers = true; - - } - - if ( material.morphTargets || material.morphNormals ) { - - morphtargets.update( object, geometry, material, program ); - - updateBuffers = true; - - } - - // - - var index = geometry.index; - var position = geometry.attributes.position; - - // - - if ( index === null ) { - - if ( position === undefined || position.count === 0 ) return; - - } else if ( index.count === 0 ) { - - return; - - } - - // - - var rangeFactor = 1; - - if ( material.wireframe === true ) { - - index = geometries.getWireframeAttribute( geometry ); - rangeFactor = 2; - - } - - var attribute; - var renderer = bufferRenderer; - - if ( index !== null ) { - - attribute = attributes.get( index ); - - renderer = indexedBufferRenderer; - renderer.setIndex( attribute ); - - } - - if ( updateBuffers ) { - - setupVertexAttributes( object, geometry, material, program ); - - if ( index !== null ) { - - _gl.bindBuffer( 34963, attribute.buffer ); - - } - - } - - // - - var dataCount = ( index !== null ) ? index.count : position.count; - - var rangeStart = geometry.drawRange.start * rangeFactor; - var rangeCount = geometry.drawRange.count * rangeFactor; - - var groupStart = group !== null ? group.start * rangeFactor : 0; - var groupCount = group !== null ? group.count * rangeFactor : Infinity; - - var drawStart = Math.max( rangeStart, groupStart ); - var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; - - var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); - - if ( drawCount === 0 ) return; - - // - - if ( object.isMesh ) { - - if ( material.wireframe === true ) { - - state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); - renderer.setMode( 1 ); - - } else { - - renderer.setMode( 4 ); - - } - - } else if ( object.isLine ) { - - var lineWidth = material.linewidth; - - if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material - - state.setLineWidth( lineWidth * getTargetPixelRatio() ); - - if ( object.isLineSegments ) { - - renderer.setMode( 1 ); - - } else if ( object.isLineLoop ) { - - renderer.setMode( 2 ); - - } else { - - renderer.setMode( 3 ); - - } - - } else if ( object.isPoints ) { - - renderer.setMode( 0 ); - - } else if ( object.isSprite ) { - - renderer.setMode( 4 ); - - } - - if ( object.isInstancedMesh ) { - - renderer.renderInstances( geometry, drawStart, drawCount, object.count ); - - } else if ( geometry.isInstancedBufferGeometry ) { - - renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount ); - - } else { - - renderer.render( drawStart, drawCount ); - - } - - }; - - function setupVertexAttributes( object, geometry, material, program ) { - - if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) { - - if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return; - - } - - state.initAttributes(); - - var geometryAttributes = geometry.attributes; - - var programAttributes = program.getAttributes(); - - var materialDefaultAttributeValues = material.defaultAttributeValues; - - for ( var name in programAttributes ) { - - var programAttribute = programAttributes[ name ]; - - if ( programAttribute >= 0 ) { - - var geometryAttribute = geometryAttributes[ name ]; - - if ( geometryAttribute !== undefined ) { - - var normalized = geometryAttribute.normalized; - var size = geometryAttribute.itemSize; - - var attribute = attributes.get( geometryAttribute ); - - // TODO Attribute may not be available on context restore - - if ( attribute === undefined ) continue; - - var buffer = attribute.buffer; - var type = attribute.type; - var bytesPerElement = attribute.bytesPerElement; - - if ( geometryAttribute.isInterleavedBufferAttribute ) { - - var data = geometryAttribute.data; - var stride = data.stride; - var offset = geometryAttribute.offset; - - if ( data && data.isInstancedInterleavedBuffer ) { - - state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute ); - - if ( geometry.maxInstancedCount === undefined ) { - - geometry.maxInstancedCount = data.meshPerAttribute * data.count; - - } - - } else { - - state.enableAttribute( programAttribute ); - - } - - _gl.bindBuffer( 34962, buffer ); - _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement ); - - } else { - - if ( geometryAttribute.isInstancedBufferAttribute ) { - - state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute ); - - if ( geometry.maxInstancedCount === undefined ) { - - geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; - - } - - } else { - - state.enableAttribute( programAttribute ); - - } - - _gl.bindBuffer( 34962, buffer ); - _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 ); - - } - - } else if ( name === 'instanceMatrix' ) { - - var attribute = attributes.get( object.instanceMatrix ); - - // TODO Attribute may not be available on context restore - - if ( attribute === undefined ) continue; - - var buffer = attribute.buffer; - var type = attribute.type; - - state.enableAttributeAndDivisor( programAttribute + 0, 1 ); - state.enableAttributeAndDivisor( programAttribute + 1, 1 ); - state.enableAttributeAndDivisor( programAttribute + 2, 1 ); - state.enableAttributeAndDivisor( programAttribute + 3, 1 ); - - _gl.bindBuffer( 34962, buffer ); - - _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 ); - _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 ); - _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 ); - _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 ); - - } else if ( materialDefaultAttributeValues !== undefined ) { - - var value = materialDefaultAttributeValues[ name ]; - - if ( value !== undefined ) { - - switch ( value.length ) { - - case 2: - _gl.vertexAttrib2fv( programAttribute, value ); - break; - - case 3: - _gl.vertexAttrib3fv( programAttribute, value ); - break; - - case 4: - _gl.vertexAttrib4fv( programAttribute, value ); - break; - - default: - _gl.vertexAttrib1fv( programAttribute, value ); - - } - - } - - } - - } - - } - - state.disableUnusedAttributes(); - - } - - // Compile - - this.compile = function ( scene, camera ) { - - currentRenderState = renderStates.get( scene, camera ); - currentRenderState.init(); - - scene.traverse( function ( object ) { - - if ( object.isLight ) { - - currentRenderState.pushLight( object ); - - if ( object.castShadow ) { - - currentRenderState.pushShadow( object ); - - } - - } - - } ); - - currentRenderState.setupLights( camera ); - - var compiled = {}; - - scene.traverse( function ( object ) { - - if ( object.material ) { - - if ( Array.isArray( object.material ) ) { - - for ( var i = 0; i < object.material.length; i ++ ) { - - if ( object.material[ i ].uuid in compiled === false ) { - - initMaterial( object.material[ i ], scene, object ); - compiled[ object.material[ i ].uuid ] = true; - - } - - } - - } else if ( object.material.uuid in compiled === false ) { - - initMaterial( object.material, scene, object ); - compiled[ object.material.uuid ] = true; - - } - - } - - } ); - - }; - - // Animation Loop - - var onAnimationFrameCallback = null; - - function onAnimationFrame( time ) { - - if ( xr.isPresenting ) return; - if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); - - } - - var animation = new WebGLAnimation(); - animation.setAnimationLoop( onAnimationFrame ); - - if ( typeof window !== 'undefined' ) animation.setContext( window ); - - this.setAnimationLoop = function ( callback ) { - - onAnimationFrameCallback = callback; - xr.setAnimationLoop( callback ); - - animation.start(); - - }; - - // Rendering - - this.render = function ( scene, camera ) { - - var renderTarget, forceClear; - - if ( arguments[ 2 ] !== undefined ) { - - console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' ); - renderTarget = arguments[ 2 ]; - - } - - if ( arguments[ 3 ] !== undefined ) { - - console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' ); - forceClear = arguments[ 3 ]; - - } - - if ( ! ( camera && camera.isCamera ) ) { - - console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); - return; - - } - - if ( _isContextLost ) return; - - // reset caching for this frame - - _currentGeometryProgram.geometry = null; - _currentGeometryProgram.program = null; - _currentGeometryProgram.wireframe = false; - _currentMaterialId = - 1; - _currentCamera = null; - - // update scene graph - - if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); - - // update camera matrices and frustum - - if ( camera.parent === null ) camera.updateMatrixWorld(); - - if ( xr.enabled && xr.isPresenting ) { - - camera = xr.getCamera( camera ); - - } - - // - - currentRenderState = renderStates.get( scene, camera ); - currentRenderState.init(); - - scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); - - _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - _frustum.setFromProjectionMatrix( _projScreenMatrix ); - - _localClippingEnabled = this.localClippingEnabled; - _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); - - currentRenderList = renderLists.get( scene, camera ); - currentRenderList.init(); - - projectObject( scene, camera, 0, _this.sortObjects ); - - currentRenderList.finish(); - - if ( _this.sortObjects === true ) { - - currentRenderList.sort( _opaqueSort, _transparentSort ); - - } - - // - - if ( _clippingEnabled ) _clipping.beginShadows(); - - var shadowsArray = currentRenderState.state.shadowsArray; - - shadowMap.render( shadowsArray, scene, camera ); - - currentRenderState.setupLights( camera ); - - if ( _clippingEnabled ) _clipping.endShadows(); - - // - - if ( this.info.autoReset ) this.info.reset(); - - if ( renderTarget !== undefined ) { - - this.setRenderTarget( renderTarget ); - - } - - // - - background.render( currentRenderList, scene, camera, forceClear ); - - // render scene - - var opaqueObjects = currentRenderList.opaque; - var transparentObjects = currentRenderList.transparent; - - if ( scene.overrideMaterial ) { - - var overrideMaterial = scene.overrideMaterial; - - if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial ); - if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial ); - - } else { - - // opaque pass (front-to-back order) - - if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera ); - - // transparent pass (back-to-front order) - - if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera ); - - } - - // - - scene.onAfterRender( _this, scene, camera ); - - // - - if ( _currentRenderTarget !== null ) { - - // Generate mipmap if we're using any kind of mipmap filtering - - textures.updateRenderTargetMipmap( _currentRenderTarget ); - - // resolve multisample renderbuffers to a single-sample texture if necessary - - textures.updateMultisampleRenderTarget( _currentRenderTarget ); - - } - - // Ensure depth buffer writing is enabled so it can be cleared on next render - - state.buffers.depth.setTest( true ); - state.buffers.depth.setMask( true ); - state.buffers.color.setMask( true ); - - state.setPolygonOffset( false ); - - // _gl.finish(); - - currentRenderList = null; - currentRenderState = null; - - }; - - function projectObject( object, camera, groupOrder, sortObjects ) { - - if ( object.visible === false ) return; - - var visible = object.layers.test( camera.layers ); - - if ( visible ) { - - if ( object.isGroup ) { - - groupOrder = object.renderOrder; - - } else if ( object.isLOD ) { - - if ( object.autoUpdate === true ) object.update( camera ); - - } else if ( object.isLight ) { - - currentRenderState.pushLight( object ); - - if ( object.castShadow ) { - - currentRenderState.pushShadow( object ); - - } - - } else if ( object.isSprite ) { - - if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { - - if ( sortObjects ) { - - _vector3.setFromMatrixPosition( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); - - } - - var geometry = objects.update( object ); - var material = object.material; - - if ( material.visible ) { - - currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); - - } - - } - - } else if ( object.isImmediateRenderObject ) { - - if ( sortObjects ) { - - _vector3.setFromMatrixPosition( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); - - } - - currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null ); - - } else if ( object.isMesh || object.isLine || object.isPoints ) { - - if ( object.isSkinnedMesh ) { - - // update skeleton only once in a frame - - if ( object.skeleton.frame !== info.render.frame ) { - - object.skeleton.update(); - object.skeleton.frame = info.render.frame; - - } - - } - - if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { - - if ( sortObjects ) { - - _vector3.setFromMatrixPosition( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); - - } - - var geometry = objects.update( object ); - var material = object.material; - - if ( Array.isArray( material ) ) { - - var groups = geometry.groups; - - for ( var i = 0, l = groups.length; i < l; i ++ ) { - - var group = groups[ i ]; - var groupMaterial = material[ group.materialIndex ]; - - if ( groupMaterial && groupMaterial.visible ) { - - currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group ); - - } - - } - - } else if ( material.visible ) { - - currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); - - } - - } - - } - - } - - var children = object.children; - - for ( var i = 0, l = children.length; i < l; i ++ ) { - - projectObject( children[ i ], camera, groupOrder, sortObjects ); - - } - - } - - function renderObjects( renderList, scene, camera, overrideMaterial ) { - - for ( var i = 0, l = renderList.length; i < l; i ++ ) { - - var renderItem = renderList[ i ]; - - var object = renderItem.object; - var geometry = renderItem.geometry; - var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; - var group = renderItem.group; - - if ( camera.isArrayCamera ) { - - _currentArrayCamera = camera; - - var cameras = camera.cameras; - - for ( var j = 0, jl = cameras.length; j < jl; j ++ ) { - - var camera2 = cameras[ j ]; - - if ( object.layers.test( camera2.layers ) ) { - - state.viewport( _currentViewport.copy( camera2.viewport ) ); - - currentRenderState.setupLights( camera2 ); - - renderObject( object, scene, camera2, geometry, material, group ); - - } - - } - - } else { - - _currentArrayCamera = null; - - renderObject( object, scene, camera, geometry, material, group ); - - } - - } - - } - - function renderObject( object, scene, camera, geometry, material, group ) { - - object.onBeforeRender( _this, scene, camera, geometry, material, group ); - currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); - - object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); - object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); - - if ( object.isImmediateRenderObject ) { - - var program = setProgram( camera, scene, material, object ); - - state.setMaterial( material ); - - _currentGeometryProgram.geometry = null; - _currentGeometryProgram.program = null; - _currentGeometryProgram.wireframe = false; - - renderObjectImmediate( object, program ); - - } else { - - _this.renderBufferDirect( camera, scene, geometry, material, object, group ); - - } - - object.onAfterRender( _this, scene, camera, geometry, material, group ); - currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); - - } - - function initMaterial( material, scene, object ) { - - var materialProperties = properties.get( material ); - - var lights = currentRenderState.state.lights; - var shadowsArray = currentRenderState.state.shadowsArray; - - var lightsStateVersion = lights.state.version; - - var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object ); - var programCacheKey = programCache.getProgramCacheKey( parameters ); - - var program = materialProperties.program; - var programChange = true; - - if ( program === undefined ) { - - // new material - material.addEventListener( 'dispose', onMaterialDispose ); - - } else if ( program.cacheKey !== programCacheKey ) { - - // changed glsl or parameters - releaseMaterialProgramReference( material ); - - } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) { - - materialProperties.lightsStateVersion = lightsStateVersion; - - programChange = false; - - } else if ( parameters.shaderID !== undefined ) { - - // same glsl and uniform list - return; - - } else { - - // only rebuild uniform list - programChange = false; - - } - - if ( programChange ) { - - program = programCache.acquireProgram( parameters, programCacheKey ); - - materialProperties.program = program; - materialProperties.uniforms = parameters.uniforms; - materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null; - materialProperties.outputEncoding = _this.outputEncoding; - material.program = program; - - } - - var programAttributes = program.getAttributes(); - - if ( material.morphTargets ) { - - material.numSupportedMorphTargets = 0; - - for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { - - if ( programAttributes[ 'morphTarget' + i ] >= 0 ) { - - material.numSupportedMorphTargets ++; - - } - - } - - } - - if ( material.morphNormals ) { - - material.numSupportedMorphNormals = 0; - - for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { - - if ( programAttributes[ 'morphNormal' + i ] >= 0 ) { - - material.numSupportedMorphNormals ++; - - } - - } - - } - - var uniforms = materialProperties.uniforms; - - if ( ! material.isShaderMaterial && - ! material.isRawShaderMaterial || - material.clipping === true ) { - - materialProperties.numClippingPlanes = _clipping.numPlanes; - materialProperties.numIntersection = _clipping.numIntersection; - uniforms.clippingPlanes = _clipping.uniform; - - } - - materialProperties.fog = scene.fog; - - // store the light setup it was created for - - materialProperties.needsLights = materialNeedsLights( material ); - materialProperties.lightsStateVersion = lightsStateVersion; - - if ( materialProperties.needsLights ) { - - // wire up the material to this renderer's lighting state - - uniforms.ambientLightColor.value = lights.state.ambient; - uniforms.lightProbe.value = lights.state.probe; - uniforms.directionalLights.value = lights.state.directional; - uniforms.directionalLightShadows.value = lights.state.directionalShadow; - uniforms.spotLights.value = lights.state.spot; - uniforms.spotLightShadows.value = lights.state.spotShadow; - uniforms.rectAreaLights.value = lights.state.rectArea; - uniforms.pointLights.value = lights.state.point; - uniforms.pointLightShadows.value = lights.state.pointShadow; - uniforms.hemisphereLights.value = lights.state.hemi; - - uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; - uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; - uniforms.spotShadowMap.value = lights.state.spotShadowMap; - uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix; - uniforms.pointShadowMap.value = lights.state.pointShadowMap; - uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; - // TODO (abelnation): add area lights shadow info to uniforms - - } - - var progUniforms = materialProperties.program.getUniforms(), - uniformsList = - WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); - - materialProperties.uniformsList = uniformsList; - - } - - function setProgram( camera, scene, material, object ) { - - textures.resetTextureUnits(); - - var fog = scene.fog; - var environment = material.isMeshStandardMaterial ? scene.environment : null; - - var materialProperties = properties.get( material ); - var lights = currentRenderState.state.lights; - - if ( _clippingEnabled ) { - - if ( _localClippingEnabled || camera !== _currentCamera ) { - - var useCache = - camera === _currentCamera && - material.id === _currentMaterialId; - - // we might want to call this function with some ClippingGroup - // object instead of the material, once it becomes feasible - // (#8465, #8379) - _clipping.setState( - material.clippingPlanes, material.clipIntersection, material.clipShadows, - camera, materialProperties, useCache ); - - } - - } - - if ( material.version === materialProperties.__version ) { - - if ( materialProperties.program === undefined ) { - - initMaterial( material, scene, object ); - - } else if ( material.fog && materialProperties.fog !== fog ) { - - initMaterial( material, scene, object ); - - } else if ( materialProperties.environment !== environment ) { - - initMaterial( material, scene, object ); - - } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { - - initMaterial( material, scene, object ); - - } else if ( materialProperties.numClippingPlanes !== undefined && - ( materialProperties.numClippingPlanes !== _clipping.numPlanes || - materialProperties.numIntersection !== _clipping.numIntersection ) ) { - - initMaterial( material, scene, object ); - - } else if ( materialProperties.outputEncoding !== _this.outputEncoding ) { - - initMaterial( material, scene, object ); - - } - - } else { - - initMaterial( material, scene, object ); - materialProperties.__version = material.version; - - } - - var refreshProgram = false; - var refreshMaterial = false; - var refreshLights = false; - - var program = materialProperties.program, - p_uniforms = program.getUniforms(), - m_uniforms = materialProperties.uniforms; - - if ( state.useProgram( program.program ) ) { - - refreshProgram = true; - refreshMaterial = true; - refreshLights = true; - - } - - if ( material.id !== _currentMaterialId ) { - - _currentMaterialId = material.id; - - refreshMaterial = true; - - } - - if ( refreshProgram || _currentCamera !== camera ) { - - p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); - - if ( capabilities.logarithmicDepthBuffer ) { - - p_uniforms.setValue( _gl, 'logDepthBufFC', - 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); - - } - - if ( _currentCamera !== camera ) { - - _currentCamera = camera; - - // lighting uniforms depend on the camera so enforce an update - // now, in case this material supports lights - or later, when - // the next material that does gets activated: - - refreshMaterial = true; // set to true on material change - refreshLights = true; // remains set until update done - - } - - // load material specific uniforms - // (shader material also gets them for the sake of genericity) - - if ( material.isShaderMaterial || - material.isMeshPhongMaterial || - material.isMeshToonMaterial || - material.isMeshStandardMaterial || - material.envMap ) { - - var uCamPos = p_uniforms.map.cameraPosition; - - if ( uCamPos !== undefined ) { - - uCamPos.setValue( _gl, - _vector3.setFromMatrixPosition( camera.matrixWorld ) ); - - } - - } - - if ( material.isMeshPhongMaterial || - material.isMeshToonMaterial || - material.isMeshLambertMaterial || - material.isMeshBasicMaterial || - material.isMeshStandardMaterial || - material.isShaderMaterial ) { - - p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); - - } - - if ( material.isMeshPhongMaterial || - material.isMeshToonMaterial || - material.isMeshLambertMaterial || - material.isMeshBasicMaterial || - material.isMeshStandardMaterial || - material.isShaderMaterial || - material.skinning ) { - - p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); - - } - - } - - // skinning uniforms must be set even if material didn't change - // auto-setting of texture unit for bone texture must go before other textures - // otherwise textures used for skinning can take over texture units reserved for other material textures - - if ( material.skinning ) { - - p_uniforms.setOptional( _gl, object, 'bindMatrix' ); - p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); - - var skeleton = object.skeleton; - - if ( skeleton ) { - - var bones = skeleton.bones; - - if ( capabilities.floatVertexTextures ) { - - if ( skeleton.boneTexture === undefined ) { - - // layout (1 matrix = 4 pixels) - // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) - // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) - // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) - // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) - // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) - - - var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix - size = MathUtils.ceilPowerOfTwo( size ); - size = Math.max( size, 4 ); - - var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel - boneMatrices.set( skeleton.boneMatrices ); // copy current values - - var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); - - skeleton.boneMatrices = boneMatrices; - skeleton.boneTexture = boneTexture; - skeleton.boneTextureSize = size; - - } - - p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); - p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); - - } else { - - p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); - - } - - } - - } - - if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { - - materialProperties.receiveShadow = object.receiveShadow; - p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow ); - - } - - if ( refreshMaterial ) { - - p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); - p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint ); - - if ( materialProperties.needsLights ) { - - // the current material requires lighting info - - // note: all lighting uniforms are always set correctly - // they simply reference the renderer's state for their - // values - // - // use the current material's .needsUpdate flags to set - // the GL state when required - - markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); - - } - - // refresh uniforms common to several materials - - if ( fog && material.fog ) { - - refreshUniformsFog( m_uniforms, fog ); - - } - - if ( material.isMeshBasicMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - - } else if ( material.isMeshLambertMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - refreshUniformsLambert( m_uniforms, material ); - - } else if ( material.isMeshToonMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - refreshUniformsToon( m_uniforms, material ); - - } else if ( material.isMeshPhongMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - refreshUniformsPhong( m_uniforms, material ); - - } else if ( material.isMeshStandardMaterial ) { - - refreshUniformsCommon( m_uniforms, material, environment ); - - if ( material.isMeshPhysicalMaterial ) { - - refreshUniformsPhysical( m_uniforms, material, environment ); - - } else { - - refreshUniformsStandard( m_uniforms, material, environment ); - - } - - } else if ( material.isMeshMatcapMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - refreshUniformsMatcap( m_uniforms, material ); - - } else if ( material.isMeshDepthMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - refreshUniformsDepth( m_uniforms, material ); - - } else if ( material.isMeshDistanceMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - refreshUniformsDistance( m_uniforms, material ); - - } else if ( material.isMeshNormalMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - refreshUniformsNormal( m_uniforms, material ); - - } else if ( material.isLineBasicMaterial ) { - - refreshUniformsLine( m_uniforms, material ); - - if ( material.isLineDashedMaterial ) { - - refreshUniformsDash( m_uniforms, material ); - - } - - } else if ( material.isPointsMaterial ) { - - refreshUniformsPoints( m_uniforms, material ); - - } else if ( material.isSpriteMaterial ) { - - refreshUniformsSprites( m_uniforms, material ); - - } else if ( material.isShadowMaterial ) { - - m_uniforms.color.value.copy( material.color ); - m_uniforms.opacity.value = material.opacity; - - } - - // RectAreaLight Texture - // TODO (mrdoob): Find a nicer implementation - - if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1; - if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2; - - WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); - - if ( material.isShaderMaterial ) { - - material.uniformsNeedUpdate = false; // #15581 - - } - - } - - if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { - - WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); - material.uniformsNeedUpdate = false; - - } - - if ( material.isSpriteMaterial ) { - - p_uniforms.setValue( _gl, 'center', object.center ); - - } - - // common matrices - - p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); - p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); - p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); - - return program; - - } - - // Uniforms (refresh uniforms objects) - - function refreshUniformsCommon( uniforms, material, environment ) { - - uniforms.opacity.value = material.opacity; - - if ( material.color ) { - - uniforms.diffuse.value.copy( material.color ); - - } - - if ( material.emissive ) { - - uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); - - } - - if ( material.map ) { - - uniforms.map.value = material.map; - - } - - if ( material.alphaMap ) { - - uniforms.alphaMap.value = material.alphaMap; - - } - - if ( material.specularMap ) { - - uniforms.specularMap.value = material.specularMap; - - } - - var envMap = material.envMap || environment; - - if ( envMap ) { - - uniforms.envMap.value = envMap; - - uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1; - - uniforms.reflectivity.value = material.reflectivity; - uniforms.refractionRatio.value = material.refractionRatio; - - uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel; - - } - - if ( material.lightMap ) { - - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; - - } - - if ( material.aoMap ) { - - uniforms.aoMap.value = material.aoMap; - uniforms.aoMapIntensity.value = material.aoMapIntensity; - - } - - // uv repeat and offset setting priorities - // 1. color map - // 2. specular map - // 3. normal map - // 4. bump map - // 5. alpha map - // 6. emissive map - - var uvScaleMap; - - if ( material.map ) { - - uvScaleMap = material.map; - - } else if ( material.specularMap ) { - - uvScaleMap = material.specularMap; - - } else if ( material.displacementMap ) { - - uvScaleMap = material.displacementMap; - - } else if ( material.normalMap ) { - - uvScaleMap = material.normalMap; - - } else if ( material.bumpMap ) { - - uvScaleMap = material.bumpMap; - - } else if ( material.roughnessMap ) { - - uvScaleMap = material.roughnessMap; - - } else if ( material.metalnessMap ) { - - uvScaleMap = material.metalnessMap; - - } else if ( material.alphaMap ) { - - uvScaleMap = material.alphaMap; - - } else if ( material.emissiveMap ) { - - uvScaleMap = material.emissiveMap; - - } - - if ( uvScaleMap !== undefined ) { - - // backwards compatibility - if ( uvScaleMap.isWebGLRenderTarget ) { - - uvScaleMap = uvScaleMap.texture; - - } - - if ( uvScaleMap.matrixAutoUpdate === true ) { - - uvScaleMap.updateMatrix(); - - } - - uniforms.uvTransform.value.copy( uvScaleMap.matrix ); - - } - - // uv repeat and offset setting priorities for uv2 - // 1. ao map - // 2. light map - - var uv2ScaleMap; - - if ( material.aoMap ) { - - uv2ScaleMap = material.aoMap; - - } else if ( material.lightMap ) { - - uv2ScaleMap = material.lightMap; - - } - - if ( uv2ScaleMap !== undefined ) { - - // backwards compatibility - if ( uv2ScaleMap.isWebGLRenderTarget ) { - - uv2ScaleMap = uv2ScaleMap.texture; - - } - - if ( uv2ScaleMap.matrixAutoUpdate === true ) { - - uv2ScaleMap.updateMatrix(); - - } - - uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix ); - - } - - } - - function refreshUniformsLine( uniforms, material ) { - - uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - - } - - function refreshUniformsDash( uniforms, material ) { - - uniforms.dashSize.value = material.dashSize; - uniforms.totalSize.value = material.dashSize + material.gapSize; - uniforms.scale.value = material.scale; - - } - - function refreshUniformsPoints( uniforms, material ) { - - uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - uniforms.size.value = material.size * _pixelRatio; - uniforms.scale.value = _height * 0.5; - - if ( material.map ) { - - uniforms.map.value = material.map; - - } - - if ( material.alphaMap ) { - - uniforms.alphaMap.value = material.alphaMap; - - } - - // uv repeat and offset setting priorities - // 1. color map - // 2. alpha map - - var uvScaleMap; - - if ( material.map ) { - - uvScaleMap = material.map; - - } else if ( material.alphaMap ) { - - uvScaleMap = material.alphaMap; - - } - - if ( uvScaleMap !== undefined ) { - - if ( uvScaleMap.matrixAutoUpdate === true ) { - - uvScaleMap.updateMatrix(); - - } - - uniforms.uvTransform.value.copy( uvScaleMap.matrix ); - - } - - } - - function refreshUniformsSprites( uniforms, material ) { - - uniforms.diffuse.value.copy( material.color ); - uniforms.opacity.value = material.opacity; - uniforms.rotation.value = material.rotation; - - if ( material.map ) { - - uniforms.map.value = material.map; - - } - - if ( material.alphaMap ) { - - uniforms.alphaMap.value = material.alphaMap; - - } - - // uv repeat and offset setting priorities - // 1. color map - // 2. alpha map - - var uvScaleMap; - - if ( material.map ) { - - uvScaleMap = material.map; - - } else if ( material.alphaMap ) { - - uvScaleMap = material.alphaMap; - - } - - if ( uvScaleMap !== undefined ) { - - if ( uvScaleMap.matrixAutoUpdate === true ) { - - uvScaleMap.updateMatrix(); - - } - - uniforms.uvTransform.value.copy( uvScaleMap.matrix ); - - } - - } - - function refreshUniformsFog( uniforms, fog ) { - - uniforms.fogColor.value.copy( fog.color ); - - if ( fog.isFog ) { - - uniforms.fogNear.value = fog.near; - uniforms.fogFar.value = fog.far; - - } else if ( fog.isFogExp2 ) { - - uniforms.fogDensity.value = fog.density; - - } - - } - - function refreshUniformsLambert( uniforms, material ) { - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - } - - function refreshUniformsPhong( uniforms, material ) { - - uniforms.specular.value.copy( material.specular ); - uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - function refreshUniformsToon( uniforms, material ) { - - uniforms.specular.value.copy( material.specular ); - uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) - - if ( material.gradientMap ) { - - uniforms.gradientMap.value = material.gradientMap; - - } - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - function refreshUniformsStandard( uniforms, material, environment ) { - - uniforms.roughness.value = material.roughness; - uniforms.metalness.value = material.metalness; - - if ( material.roughnessMap ) { - - uniforms.roughnessMap.value = material.roughnessMap; - - } - - if ( material.metalnessMap ) { - - uniforms.metalnessMap.value = material.metalnessMap; - - } - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - if ( material.envMap || environment ) { - - //uniforms.envMap.value = material.envMap; // part of uniforms common - uniforms.envMapIntensity.value = material.envMapIntensity; - - } - - } - - function refreshUniformsPhysical( uniforms, material, environment ) { - - refreshUniformsStandard( uniforms, material, environment ); - - uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common - - uniforms.clearcoat.value = material.clearcoat; - uniforms.clearcoatRoughness.value = material.clearcoatRoughness; - if ( material.sheen ) uniforms.sheen.value.copy( material.sheen ); - - if ( material.clearcoatMap ) { - - uniforms.clearcoatMap.value = material.clearcoatMap; - - } - - if ( material.clearcoatRoughnessMap ) { - - uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; - - } - - if ( material.clearcoatNormalMap ) { - - uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); - uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; - - if ( material.side === BackSide ) { - - uniforms.clearcoatNormalScale.value.negate(); - - } - - } - - uniforms.transparency.value = material.transparency; - - } - - function refreshUniformsMatcap( uniforms, material ) { - - if ( material.matcap ) { - - uniforms.matcap.value = material.matcap; - - } - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - function refreshUniformsDepth( uniforms, material ) { - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - function refreshUniformsDistance( uniforms, material ) { - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - uniforms.referencePosition.value.copy( material.referencePosition ); - uniforms.nearDistance.value = material.nearDistance; - uniforms.farDistance.value = material.farDistance; - - } - - function refreshUniformsNormal( uniforms, material ) { - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); - if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - // If uniforms are marked as clean, they don't need to be loaded to the GPU. - - function markUniformsLightsNeedsUpdate( uniforms, value ) { - - uniforms.ambientLightColor.needsUpdate = value; - uniforms.lightProbe.needsUpdate = value; - - uniforms.directionalLights.needsUpdate = value; - uniforms.directionalLightShadows.needsUpdate = value; - uniforms.pointLights.needsUpdate = value; - uniforms.pointLightShadows.needsUpdate = value; - uniforms.spotLights.needsUpdate = value; - uniforms.spotLightShadows.needsUpdate = value; - uniforms.rectAreaLights.needsUpdate = value; - uniforms.hemisphereLights.needsUpdate = value; - - } - - function materialNeedsLights( material ) { - - return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || - material.isMeshStandardMaterial || material.isShadowMaterial || - ( material.isShaderMaterial && material.lights === true ); - - } - - // - this.setFramebuffer = function ( value ) { - - if ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value ); - - _framebuffer = value; - - }; - - this.getActiveCubeFace = function () { - - return _currentActiveCubeFace; - - }; - - this.getActiveMipmapLevel = function () { - - return _currentActiveMipmapLevel; - - }; - - this.getRenderTarget = function () { - - return _currentRenderTarget; - - }; - - this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) { - - _currentRenderTarget = renderTarget; - _currentActiveCubeFace = activeCubeFace; - _currentActiveMipmapLevel = activeMipmapLevel; - - if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { - - textures.setupRenderTarget( renderTarget ); - - } - - var framebuffer = _framebuffer; - var isCube = false; - - if ( renderTarget ) { - - var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; - - if ( renderTarget.isWebGLCubeRenderTarget ) { - - framebuffer = __webglFramebuffer[ activeCubeFace || 0 ]; - isCube = true; - - } else if ( renderTarget.isWebGLMultisampleRenderTarget ) { - - framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; - - } else { - - framebuffer = __webglFramebuffer; - - } - - _currentViewport.copy( renderTarget.viewport ); - _currentScissor.copy( renderTarget.scissor ); - _currentScissorTest = renderTarget.scissorTest; - - } else { - - _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); - _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); - _currentScissorTest = _scissorTest; - - } - - if ( _currentFramebuffer !== framebuffer ) { - - _gl.bindFramebuffer( 36160, framebuffer ); - _currentFramebuffer = framebuffer; - - } - - state.viewport( _currentViewport ); - state.scissor( _currentScissor ); - state.setScissorTest( _currentScissorTest ); - - if ( isCube ) { - - var textureProperties = properties.get( renderTarget.texture ); - _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 ); - - } - - }; - - this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) { - - if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); - return; - - } - - var framebuffer = properties.get( renderTarget ).__webglFramebuffer; - - if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { - - framebuffer = framebuffer[ activeCubeFaceIndex ]; - - } - - if ( framebuffer ) { - - var restore = false; - - if ( framebuffer !== _currentFramebuffer ) { - - _gl.bindFramebuffer( 36160, framebuffer ); - - restore = true; - - } - - try { - - var texture = renderTarget.texture; - var textureFormat = texture.format; - var textureType = texture.type; - - if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); - return; - - } - - if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513) - ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox - ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); - return; - - } - - if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) { - - // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) - - if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { - - _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); - - } - - } else { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); - - } - - } finally { - - if ( restore ) { - - _gl.bindFramebuffer( 36160, _currentFramebuffer ); - - } - - } - - } - - }; - - this.copyFramebufferToTexture = function ( position, texture, level ) { - - if ( level === undefined ) level = 0; - - var levelScale = Math.pow( 2, - level ); - var width = Math.floor( texture.image.width * levelScale ); - var height = Math.floor( texture.image.height * levelScale ); - var glFormat = utils.convert( texture.format ); - - textures.setTexture2D( texture, 0 ); - - _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 ); - - state.unbindTexture(); - - }; - - this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) { - - var width = srcTexture.image.width; - var height = srcTexture.image.height; - var glFormat = utils.convert( dstTexture.format ); - var glType = utils.convert( dstTexture.type ); - - textures.setTexture2D( dstTexture, 0 ); - - if ( srcTexture.isDataTexture ) { - - _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data ); - - } else { - - _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image ); - - } - - state.unbindTexture(); - - }; - - this.initTexture = function ( texture ) { - - textures.setTexture2D( texture, 0 ); - - state.unbindTexture(); - - }; - - if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { - - __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef - - } - -} - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -function FogExp2( color, density ) { - - this.name = ''; - - this.color = new Color( color ); - this.density = ( density !== undefined ) ? density : 0.00025; - -} - -Object.assign( FogExp2.prototype, { - - isFogExp2: true, - - clone: function () { - - return new FogExp2( this.color, this.density ); - - }, - - toJSON: function ( /* meta */ ) { - - return { - type: 'FogExp2', - color: this.color.getHex(), - density: this.density - }; - - } - -} ); - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -function Fog( color, near, far ) { - - this.name = ''; - - this.color = new Color( color ); - - this.near = ( near !== undefined ) ? near : 1; - this.far = ( far !== undefined ) ? far : 1000; - -} - -Object.assign( Fog.prototype, { - - isFog: true, - - clone: function () { - - return new Fog( this.color, this.near, this.far ); - - }, - - toJSON: function ( /* meta */ ) { - - return { - type: 'Fog', - color: this.color.getHex(), - near: this.near, - far: this.far - }; - - } - -} ); - -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ - -function InterleavedBuffer( array, stride ) { - - this.array = array; - this.stride = stride; - this.count = array !== undefined ? array.length / stride : 0; - - this.usage = StaticDrawUsage; - this.updateRange = { offset: 0, count: - 1 }; - - this.version = 0; - -} - -Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { - - set: function ( value ) { - - if ( value === true ) this.version ++; - - } - -} ); - -Object.assign( InterleavedBuffer.prototype, { - - isInterleavedBuffer: true, - - onUploadCallback: function () {}, - - setUsage: function ( value ) { - - this.usage = value; - - return this; - - }, - - copy: function ( source ) { - - this.array = new source.array.constructor( source.array ); - this.count = source.count; - this.stride = source.stride; - this.usage = source.usage; - - return this; - - }, - - copyAt: function ( index1, attribute, index2 ) { - - index1 *= this.stride; - index2 *= attribute.stride; - - for ( var i = 0, l = this.stride; i < l; i ++ ) { - - this.array[ index1 + i ] = attribute.array[ index2 + i ]; - - } - - return this; - - }, - - set: function ( value, offset ) { - - if ( offset === undefined ) offset = 0; - - this.array.set( value, offset ); - - return this; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - onUpload: function ( callback ) { - - this.onUploadCallback = callback; - - return this; - - } - -} ); - -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ - -var _vector$6 = new Vector3(); - -function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { - - this.data = interleavedBuffer; - this.itemSize = itemSize; - this.offset = offset; - - this.normalized = normalized === true; - -} - -Object.defineProperties( InterleavedBufferAttribute.prototype, { - - count: { - - get: function () { - - return this.data.count; - - } - - }, - - array: { - - get: function () { - - return this.data.array; - - } - - } - -} ); - -Object.assign( InterleavedBufferAttribute.prototype, { - - isInterleavedBufferAttribute: true, - - applyMatrix4: function ( m ) { - - for ( var i = 0, l = this.data.count; i < l; i ++ ) { - - _vector$6.x = this.getX( i ); - _vector$6.y = this.getY( i ); - _vector$6.z = this.getZ( i ); - - _vector$6.applyMatrix4( m ); - - this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); - - } - - return this; - - }, - - setX: function ( index, x ) { - - this.data.array[ index * this.data.stride + this.offset ] = x; - - return this; - - }, - - setY: function ( index, y ) { - - this.data.array[ index * this.data.stride + this.offset + 1 ] = y; - - return this; - - }, - - setZ: function ( index, z ) { - - this.data.array[ index * this.data.stride + this.offset + 2 ] = z; - - return this; - - }, - - setW: function ( index, w ) { - - this.data.array[ index * this.data.stride + this.offset + 3 ] = w; - - return this; - - }, - - getX: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset ]; - - }, - - getY: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset + 1 ]; - - }, - - getZ: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset + 2 ]; - - }, - - getW: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset + 3 ]; - - }, - - setXY: function ( index, x, y ) { - - index = index * this.data.stride + this.offset; - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - - return this; - - }, - - setXYZ: function ( index, x, y, z ) { - - index = index * this.data.stride + this.offset; - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; - - return this; - - }, - - setXYZW: function ( index, x, y, z, w ) { - - index = index * this.data.stride + this.offset; - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; - this.data.array[ index + 3 ] = w; - - return this; - - } - -} ); - -/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * map: new THREE.Texture( ), - * alphaMap: new THREE.Texture( ), - * rotation: , - * sizeAttenuation: - * } - */ - -function SpriteMaterial( parameters ) { - - Material.call( this ); - - this.type = 'SpriteMaterial'; - - this.color = new Color( 0xffffff ); - - this.map = null; - - this.alphaMap = null; - - this.rotation = 0; - - this.sizeAttenuation = true; - - this.transparent = true; - - this.setValues( parameters ); - -} - -SpriteMaterial.prototype = Object.create( Material.prototype ); -SpriteMaterial.prototype.constructor = SpriteMaterial; -SpriteMaterial.prototype.isSpriteMaterial = true; - -SpriteMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.rotation = source.rotation; - - this.sizeAttenuation = source.sizeAttenuation; - - return this; - -}; - -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ - -var _geometry; - -var _intersectPoint = new Vector3(); -var _worldScale = new Vector3(); -var _mvPosition = new Vector3(); - -var _alignedPosition = new Vector2(); -var _rotatedPosition = new Vector2(); -var _viewWorldMatrix = new Matrix4(); - -var _vA$1 = new Vector3(); -var _vB$1 = new Vector3(); -var _vC$1 = new Vector3(); - -var _uvA$1 = new Vector2(); -var _uvB$1 = new Vector2(); -var _uvC$1 = new Vector2(); - -function Sprite( material ) { - - Object3D.call( this ); - - this.type = 'Sprite'; - - if ( _geometry === undefined ) { - - _geometry = new BufferGeometry(); - - var float32Array = new Float32Array( [ - - 0.5, - 0.5, 0, 0, 0, - 0.5, - 0.5, 0, 1, 0, - 0.5, 0.5, 0, 1, 1, - - 0.5, 0.5, 0, 0, 1 - ] ); - - var interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); - - _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); - _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); - _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); - - } - - this.geometry = _geometry; - this.material = ( material !== undefined ) ? material : new SpriteMaterial(); - - this.center = new Vector2( 0.5, 0.5 ); - -} - -Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Sprite, - - isSprite: true, - - raycast: function ( raycaster, intersects ) { - - if ( raycaster.camera === null ) { - - console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' ); - - } - - _worldScale.setFromMatrixScale( this.matrixWorld ); - - _viewWorldMatrix.copy( raycaster.camera.matrixWorld ); - this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld ); - - _mvPosition.setFromMatrixPosition( this.modelViewMatrix ); - - if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) { - - _worldScale.multiplyScalar( - _mvPosition.z ); - - } - - var rotation = this.material.rotation; - var sin, cos; - if ( rotation !== 0 ) { - - cos = Math.cos( rotation ); - sin = Math.sin( rotation ); - - } - - var center = this.center; - - transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - - _uvA$1.set( 0, 0 ); - _uvB$1.set( 1, 0 ); - _uvC$1.set( 1, 1 ); - - // check first triangle - var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint ); - - if ( intersect === null ) { - - // check second triangle - transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); - _uvB$1.set( 0, 1 ); - - intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint ); - if ( intersect === null ) { - - return; - - } - - } - - var distance = raycaster.ray.origin.distanceTo( _intersectPoint ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - intersects.push( { - - distance: distance, - point: _intersectPoint.clone(), - uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ), - face: null, - object: this - - } ); - - }, - - clone: function () { - - return new this.constructor( this.material ).copy( this ); - - }, - - copy: function ( source ) { - - Object3D.prototype.copy.call( this, source ); - - if ( source.center !== undefined ) this.center.copy( source.center ); - - return this; - - } - - -} ); - -function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { - - // compute position in camera space - _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); - - // to check if rotation is not zero - if ( sin !== undefined ) { - - _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y ); - _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y ); - - } else { - - _rotatedPosition.copy( _alignedPosition ); - - } - - - vertexPosition.copy( mvPosition ); - vertexPosition.x += _rotatedPosition.x; - vertexPosition.y += _rotatedPosition.y; - - // transform to world space - vertexPosition.applyMatrix4( _viewWorldMatrix ); - -} - -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ - -var _v1$4 = new Vector3(); -var _v2$2 = new Vector3(); - -function LOD() { - - Object3D.call( this ); - - this._currentLevel = 0; - - this.type = 'LOD'; - - Object.defineProperties( this, { - levels: { - enumerable: true, - value: [] - } - } ); - - this.autoUpdate = true; - -} - -LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: LOD, - - isLOD: true, - - copy: function ( source ) { - - Object3D.prototype.copy.call( this, source, false ); - - var levels = source.levels; - - for ( var i = 0, l = levels.length; i < l; i ++ ) { - - var level = levels[ i ]; - - this.addLevel( level.object.clone(), level.distance ); - - } - - this.autoUpdate = source.autoUpdate; - - return this; - - }, - - addLevel: function ( object, distance ) { - - if ( distance === undefined ) distance = 0; - - distance = Math.abs( distance ); - - var levels = this.levels; - - for ( var l = 0; l < levels.length; l ++ ) { - - if ( distance < levels[ l ].distance ) { - - break; - - } - - } - - levels.splice( l, 0, { distance: distance, object: object } ); - - this.add( object ); - - return this; - - }, - - getCurrentLevel: function () { - - return this._currentLevel; - - }, - - getObjectForDistance: function ( distance ) { - - var levels = this.levels; - - if ( levels.length > 0 ) { - - for ( var i = 1, l = levels.length; i < l; i ++ ) { - - if ( distance < levels[ i ].distance ) { - - break; - - } - - } - - return levels[ i - 1 ].object; - - } - - return null; - - }, - - raycast: function ( raycaster, intersects ) { - - var levels = this.levels; - - if ( levels.length > 0 ) { - - _v1$4.setFromMatrixPosition( this.matrixWorld ); - - var distance = raycaster.ray.origin.distanceTo( _v1$4 ); - - this.getObjectForDistance( distance ).raycast( raycaster, intersects ); - - } - - }, - - update: function ( camera ) { - - var levels = this.levels; - - if ( levels.length > 1 ) { - - _v1$4.setFromMatrixPosition( camera.matrixWorld ); - _v2$2.setFromMatrixPosition( this.matrixWorld ); - - var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom; - - levels[ 0 ].object.visible = true; - - for ( var i = 1, l = levels.length; i < l; i ++ ) { - - if ( distance >= levels[ i ].distance ) { - - levels[ i - 1 ].object.visible = false; - levels[ i ].object.visible = true; - - } else { - - break; - - } - - } - - this._currentLevel = i - 1; - - for ( ; i < l; i ++ ) { - - levels[ i ].object.visible = false; - - } - - } - - }, - - toJSON: function ( meta ) { - - var data = Object3D.prototype.toJSON.call( this, meta ); - - if ( this.autoUpdate === false ) data.object.autoUpdate = false; - - data.object.levels = []; - - var levels = this.levels; - - for ( var i = 0, l = levels.length; i < l; i ++ ) { - - var level = levels[ i ]; - - data.object.levels.push( { - object: level.object.uuid, - distance: level.distance - } ); - - } - - return data; - - } - -} ); - -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author ikerr / http://verold.com - */ - -function SkinnedMesh( geometry, material ) { - - if ( geometry && geometry.isGeometry ) { - - console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); - - } - - Mesh.call( this, geometry, material ); - - this.type = 'SkinnedMesh'; - - this.bindMode = 'attached'; - this.bindMatrix = new Matrix4(); - this.bindMatrixInverse = new Matrix4(); - -} - -SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { - - constructor: SkinnedMesh, - - isSkinnedMesh: true, - - bind: function ( skeleton, bindMatrix ) { - - this.skeleton = skeleton; - - if ( bindMatrix === undefined ) { - - this.updateMatrixWorld( true ); - - this.skeleton.calculateInverses(); - - bindMatrix = this.matrixWorld; - - } - - this.bindMatrix.copy( bindMatrix ); - this.bindMatrixInverse.getInverse( bindMatrix ); - - }, - - pose: function () { - - this.skeleton.pose(); - - }, - - normalizeSkinWeights: function () { - - var vector = new Vector4(); - - var skinWeight = this.geometry.attributes.skinWeight; - - for ( var i = 0, l = skinWeight.count; i < l; i ++ ) { - - vector.x = skinWeight.getX( i ); - vector.y = skinWeight.getY( i ); - vector.z = skinWeight.getZ( i ); - vector.w = skinWeight.getW( i ); - - var scale = 1.0 / vector.manhattanLength(); - - if ( scale !== Infinity ) { - - vector.multiplyScalar( scale ); - - } else { - - vector.set( 1, 0, 0, 0 ); // do something reasonable - - } - - skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); - - } - - }, - - updateMatrixWorld: function ( force ) { - - Mesh.prototype.updateMatrixWorld.call( this, force ); - - if ( this.bindMode === 'attached' ) { - - this.bindMatrixInverse.getInverse( this.matrixWorld ); - - } else if ( this.bindMode === 'detached' ) { - - this.bindMatrixInverse.getInverse( this.bindMatrix ); - - } else { - - console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); - - } - - }, - - clone: function () { - - return new this.constructor( this.geometry, this.material ).copy( this ); - - } - -} ); - -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author michael guerrero / http://realitymeltdown.com - * @author ikerr / http://verold.com - */ - -var _offsetMatrix = new Matrix4(); -var _identityMatrix = new Matrix4(); - -function Skeleton( bones, boneInverses ) { - - // copy the bone array - - bones = bones || []; - - this.bones = bones.slice( 0 ); - this.boneMatrices = new Float32Array( this.bones.length * 16 ); - - this.frame = - 1; - - // use the supplied bone inverses or calculate the inverses - - if ( boneInverses === undefined ) { - - this.calculateInverses(); - - } else { - - if ( this.bones.length === boneInverses.length ) { - - this.boneInverses = boneInverses.slice( 0 ); - - } else { - - console.warn( 'THREE.Skeleton boneInverses is the wrong length.' ); - - this.boneInverses = []; - - for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - - this.boneInverses.push( new Matrix4() ); - - } - - } - - } - -} - -Object.assign( Skeleton.prototype, { - - calculateInverses: function () { - - this.boneInverses = []; - - for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - - var inverse = new Matrix4(); - - if ( this.bones[ i ] ) { - - inverse.getInverse( this.bones[ i ].matrixWorld ); - - } - - this.boneInverses.push( inverse ); - - } - - }, - - pose: function () { - - var bone, i, il; - - // recover the bind-time world matrices - - for ( i = 0, il = this.bones.length; i < il; i ++ ) { - - bone = this.bones[ i ]; - - if ( bone ) { - - bone.matrixWorld.getInverse( this.boneInverses[ i ] ); - - } - - } - - // compute the local matrices, positions, rotations and scales - - for ( i = 0, il = this.bones.length; i < il; i ++ ) { - - bone = this.bones[ i ]; - - if ( bone ) { - - if ( bone.parent && bone.parent.isBone ) { - - bone.matrix.getInverse( bone.parent.matrixWorld ); - bone.matrix.multiply( bone.matrixWorld ); - - } else { - - bone.matrix.copy( bone.matrixWorld ); - - } - - bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); - - } - - } - - }, - - update: function () { - - var bones = this.bones; - var boneInverses = this.boneInverses; - var boneMatrices = this.boneMatrices; - var boneTexture = this.boneTexture; - - // flatten bone matrices to array - - for ( var i = 0, il = bones.length; i < il; i ++ ) { - - // compute the offset between the current and the original transform - - var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix; - - _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); - _offsetMatrix.toArray( boneMatrices, i * 16 ); - - } - - if ( boneTexture !== undefined ) { - - boneTexture.needsUpdate = true; - - } - - }, - - clone: function () { - - return new Skeleton( this.bones, this.boneInverses ); - - }, - - getBoneByName: function ( name ) { - - for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - - var bone = this.bones[ i ]; - - if ( bone.name === name ) { - - return bone; - - } - - } - - return undefined; - - }, - - dispose: function ( ) { - - if ( this.boneTexture ) { - - this.boneTexture.dispose(); - - this.boneTexture = undefined; - - } - - } - -} ); - -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author ikerr / http://verold.com - */ - -function Bone() { - - Object3D.call( this ); - - this.type = 'Bone'; - -} - -Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Bone, - - isBone: true - -} ); - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -var _instanceLocalMatrix = new Matrix4(); -var _instanceWorldMatrix = new Matrix4(); - -var _instanceIntersects = []; - -var _mesh = new Mesh(); - -function InstancedMesh( geometry, material, count ) { - - Mesh.call( this, geometry, material ); - - this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 ); - - this.count = count; - - this.frustumCulled = false; - -} - -InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { - - constructor: InstancedMesh, - - isInstancedMesh: true, - - getMatrixAt: function ( index, matrix ) { - - matrix.fromArray( this.instanceMatrix.array, index * 16 ); - - }, - - raycast: function ( raycaster, intersects ) { - - var matrixWorld = this.matrixWorld; - var raycastTimes = this.count; - - _mesh.geometry = this.geometry; - _mesh.material = this.material; - - if ( _mesh.material === undefined ) return; - - for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { - - // calculate the world matrix for each instance - - this.getMatrixAt( instanceId, _instanceLocalMatrix ); - - _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); - - // the mesh represents this single instance - - _mesh.matrixWorld = _instanceWorldMatrix; - - _mesh.raycast( raycaster, _instanceIntersects ); - - // process the result of raycast - - if ( _instanceIntersects.length > 0 ) { - - _instanceIntersects[ 0 ].instanceId = instanceId; - _instanceIntersects[ 0 ].object = this; - - intersects.push( _instanceIntersects[ 0 ] ); - - _instanceIntersects.length = 0; - - } - - } - - }, - - setMatrixAt: function ( index, matrix ) { - - matrix.toArray( this.instanceMatrix.array, index * 16 ); - - }, - - updateMorphTargets: function () { - - } - -} ); - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * linecap: "round", - * linejoin: "round" - * } - */ - -function LineBasicMaterial( parameters ) { - - Material.call( this ); - - this.type = 'LineBasicMaterial'; - - this.color = new Color( 0xffffff ); - - this.linewidth = 1; - this.linecap = 'round'; - this.linejoin = 'round'; - - this.setValues( parameters ); - -} - -LineBasicMaterial.prototype = Object.create( Material.prototype ); -LineBasicMaterial.prototype.constructor = LineBasicMaterial; - -LineBasicMaterial.prototype.isLineBasicMaterial = true; - -LineBasicMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.linewidth = source.linewidth; - this.linecap = source.linecap; - this.linejoin = source.linejoin; - - return this; - -}; - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -var _start = new Vector3(); -var _end = new Vector3(); -var _inverseMatrix$1 = new Matrix4(); -var _ray$1 = new Ray(); -var _sphere$2 = new Sphere(); - -function Line( geometry, material, mode ) { - - if ( mode === 1 ) { - - console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' ); - - } - - Object3D.call( this ); - - this.type = 'Line'; - - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new LineBasicMaterial(); - -} - -Line.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Line, - - isLine: true, - - computeLineDistances: function () { - - var geometry = this.geometry; - - if ( geometry.isBufferGeometry ) { - - // we assume non-indexed geometry - - if ( geometry.index === null ) { - - var positionAttribute = geometry.attributes.position; - var lineDistances = [ 0 ]; - - for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) { - - _start.fromBufferAttribute( positionAttribute, i - 1 ); - _end.fromBufferAttribute( positionAttribute, i ); - - lineDistances[ i ] = lineDistances[ i - 1 ]; - lineDistances[ i ] += _start.distanceTo( _end ); - - } - - geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - - } else { - - console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - - } - - } else if ( geometry.isGeometry ) { - - var vertices = geometry.vertices; - var lineDistances = geometry.lineDistances; - - lineDistances[ 0 ] = 0; - - for ( var i = 1, l = vertices.length; i < l; i ++ ) { - - lineDistances[ i ] = lineDistances[ i - 1 ]; - lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] ); - - } - - } - - return this; - - }, - - raycast: function ( raycaster, intersects ) { - - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; - var threshold = raycaster.params.Line.threshold; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$2.copy( geometry.boundingSphere ); - _sphere$2.applyMatrix4( matrixWorld ); - _sphere$2.radius += threshold; - - if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return; - - // - - _inverseMatrix$1.getInverse( matrixWorld ); - _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); - - var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - var localThresholdSq = localThreshold * localThreshold; - - var vStart = new Vector3(); - var vEnd = new Vector3(); - var interSegment = new Vector3(); - var interRay = new Vector3(); - var step = ( this && this.isLineSegments ) ? 2 : 1; - - if ( geometry.isBufferGeometry ) { - - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; - - if ( index !== null ) { - - var indices = index.array; - - for ( var i = 0, l = indices.length - 1; i < l; i += step ) { - - var a = indices[ i ]; - var b = indices[ i + 1 ]; - - vStart.fromArray( positions, a * 3 ); - vEnd.fromArray( positions, b * 3 ); - - var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - - if ( distSq > localThresholdSq ) continue; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - var distance = raycaster.ray.origin.distanceTo( interRay ); - - if ( distance < raycaster.near || distance > raycaster.far ) continue; - - intersects.push( { - - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this - - } ); - - } - - } else { - - for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { - - vStart.fromArray( positions, 3 * i ); - vEnd.fromArray( positions, 3 * i + 3 ); - - var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - - if ( distSq > localThresholdSq ) continue; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - var distance = raycaster.ray.origin.distanceTo( interRay ); - - if ( distance < raycaster.near || distance > raycaster.far ) continue; - - intersects.push( { - - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this - - } ); - - } - - } - - } else if ( geometry.isGeometry ) { - - var vertices = geometry.vertices; - var nbVertices = vertices.length; - - for ( var i = 0; i < nbVertices - 1; i += step ) { - - var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); - - if ( distSq > localThresholdSq ) continue; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - var distance = raycaster.ray.origin.distanceTo( interRay ); - - if ( distance < raycaster.near || distance > raycaster.far ) continue; - - intersects.push( { - - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this - - } ); - - } - - } - - }, - - clone: function () { - - return new this.constructor( this.geometry, this.material ).copy( this ); - - } - -} ); - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -var _start$1 = new Vector3(); -var _end$1 = new Vector3(); - -function LineSegments( geometry, material ) { - - Line.call( this, geometry, material ); - - this.type = 'LineSegments'; - -} - -LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { - - constructor: LineSegments, - - isLineSegments: true, - - computeLineDistances: function () { - - var geometry = this.geometry; - - if ( geometry.isBufferGeometry ) { - - // we assume non-indexed geometry - - if ( geometry.index === null ) { - - var positionAttribute = geometry.attributes.position; - var lineDistances = []; - - for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) { - - _start$1.fromBufferAttribute( positionAttribute, i ); - _end$1.fromBufferAttribute( positionAttribute, i + 1 ); - - lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; - lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 ); - - } - - geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - - } else { - - console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - - } - - } else if ( geometry.isGeometry ) { - - var vertices = geometry.vertices; - var lineDistances = geometry.lineDistances; - - for ( var i = 0, l = vertices.length; i < l; i += 2 ) { - - _start$1.copy( vertices[ i ] ); - _end$1.copy( vertices[ i + 1 ] ); - - lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; - lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 ); - - } - - } - - return this; - - } - -} ); - -/** - * @author mgreter / http://github.com/mgreter - */ - -function LineLoop( geometry, material ) { - - Line.call( this, geometry, material ); - - this.type = 'LineLoop'; - -} - -LineLoop.prototype = Object.assign( Object.create( Line.prototype ), { - - constructor: LineLoop, - - isLineLoop: true, - -} ); - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * alphaMap: new THREE.Texture( ), - * - * size: , - * sizeAttenuation: - * - * morphTargets: - * } - */ - -function PointsMaterial( parameters ) { - - Material.call( this ); - - this.type = 'PointsMaterial'; - - this.color = new Color( 0xffffff ); - - this.map = null; - - this.alphaMap = null; - - this.size = 1; - this.sizeAttenuation = true; - - this.morphTargets = false; - - this.setValues( parameters ); - -} - -PointsMaterial.prototype = Object.create( Material.prototype ); -PointsMaterial.prototype.constructor = PointsMaterial; - -PointsMaterial.prototype.isPointsMaterial = true; - -PointsMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.size = source.size; - this.sizeAttenuation = source.sizeAttenuation; - - this.morphTargets = source.morphTargets; - - return this; - -}; - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -var _inverseMatrix$2 = new Matrix4(); -var _ray$2 = new Ray(); -var _sphere$3 = new Sphere(); -var _position$1 = new Vector3(); - -function Points( geometry, material ) { - - Object3D.call( this ); - - this.type = 'Points'; - - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new PointsMaterial(); - - this.updateMorphTargets(); - -} - -Points.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Points, - - isPoints: true, - - raycast: function ( raycaster, intersects ) { - - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; - var threshold = raycaster.params.Points.threshold; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - _sphere$3.copy( geometry.boundingSphere ); - _sphere$3.applyMatrix4( matrixWorld ); - _sphere$3.radius += threshold; - - if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return; - - // - - _inverseMatrix$2.getInverse( matrixWorld ); - _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); - - var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - var localThresholdSq = localThreshold * localThreshold; - - if ( geometry.isBufferGeometry ) { - - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; - - if ( index !== null ) { - - var indices = index.array; - - for ( var i = 0, il = indices.length; i < il; i ++ ) { - - var a = indices[ i ]; - - _position$1.fromArray( positions, a * 3 ); - - testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); - - } - - } else { - - for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { - - _position$1.fromArray( positions, i * 3 ); - - testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); - - } - - } - - } else { - - var vertices = geometry.vertices; - - for ( var i = 0, l = vertices.length; i < l; i ++ ) { - - testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this ); - - } - - } - - }, - - updateMorphTargets: function () { - - var geometry = this.geometry; - var m, ml, name; - - if ( geometry.isBufferGeometry ) { - - var morphAttributes = geometry.morphAttributes; - var keys = Object.keys( morphAttributes ); - - if ( keys.length > 0 ) { - - var morphAttribute = morphAttributes[ keys[ 0 ] ]; - - if ( morphAttribute !== undefined ) { - - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; - - for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) { - - name = morphAttribute[ m ].name || String( m ); - - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; - - } - - } - - } - - } else { - - var morphTargets = geometry.morphTargets; - - if ( morphTargets !== undefined && morphTargets.length > 0 ) { - - console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' ); - - } - - } - - }, - - clone: function () { - - return new this.constructor( this.geometry, this.material ).copy( this ); - - } - -} ); - -function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { - - var rayPointDistanceSq = _ray$2.distanceSqToPoint( point ); - - if ( rayPointDistanceSq < localThresholdSq ) { - - var intersectPoint = new Vector3(); - - _ray$2.closestPointToPoint( point, intersectPoint ); - intersectPoint.applyMatrix4( matrixWorld ); - - var distance = raycaster.ray.origin.distanceTo( intersectPoint ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - intersects.push( { - - distance: distance, - distanceToRay: Math.sqrt( rayPointDistanceSq ), - point: intersectPoint, - index: index, - face: null, - object: object - - } ); - - } - -} - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.format = format !== undefined ? format : RGBFormat; - - this.minFilter = minFilter !== undefined ? minFilter : LinearFilter; - this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; - - this.generateMipmaps = false; - -} - -VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), { - - constructor: VideoTexture, - - isVideoTexture: true, - - update: function () { - - var video = this.image; - - if ( video.readyState >= video.HAVE_CURRENT_DATA ) { - - this.needsUpdate = true; - - } - - } - -} ); - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { - - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - - this.image = { width: width, height: height }; - this.mipmaps = mipmaps; - - // no flipping for cube textures - // (also flipping doesn't work for compressed textures ) - - this.flipY = false; - - // can't generate mipmaps for compressed textures - // mips must be embedded in DDS files - - this.generateMipmaps = false; - -} - -CompressedTexture.prototype = Object.create( Texture.prototype ); -CompressedTexture.prototype.constructor = CompressedTexture; - -CompressedTexture.prototype.isCompressedTexture = true; - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.needsUpdate = true; - -} - -CanvasTexture.prototype = Object.create( Texture.prototype ); -CanvasTexture.prototype.constructor = CanvasTexture; -CanvasTexture.prototype.isCanvasTexture = true; - -/** - * @author Matt DesLauriers / @mattdesl - * @author atix / arthursilber.de - */ - -function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { - - format = format !== undefined ? format : DepthFormat; - - if ( format !== DepthFormat && format !== DepthStencilFormat ) { - - throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); - - } - - if ( type === undefined && format === DepthFormat ) type = UnsignedShortType; - if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; - - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.image = { width: width, height: height }; - - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; - - this.flipY = false; - this.generateMipmaps = false; - -} - -DepthTexture.prototype = Object.create( Texture.prototype ); -DepthTexture.prototype.constructor = DepthTexture; -DepthTexture.prototype.isDepthTexture = true; - -/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ - -function WireframeGeometry( geometry ) { - - BufferGeometry.call( this ); - - this.type = 'WireframeGeometry'; - - // buffer - - var vertices = []; - - // helper variables - - var i, j, l, o, ol; - var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; - var key, keys = [ 'a', 'b', 'c' ]; - var vertex; - - // different logic for Geometry and BufferGeometry - - if ( geometry && geometry.isGeometry ) { - - // create a data structure that contains all edges without duplicates - - var faces = geometry.faces; - - for ( i = 0, l = faces.length; i < l; i ++ ) { - - var face = faces[ i ]; - - for ( j = 0; j < 3; j ++ ) { - - edge1 = face[ keys[ j ] ]; - edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; - edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates - edge[ 1 ] = Math.max( edge1, edge2 ); - - key = edge[ 0 ] + ',' + edge[ 1 ]; - - if ( edges[ key ] === undefined ) { - - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; - - } - - } - - } - - // generate vertices - - for ( key in edges ) { - - e = edges[ key ]; - - vertex = geometry.vertices[ e.index1 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); - - vertex = geometry.vertices[ e.index2 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } else if ( geometry && geometry.isBufferGeometry ) { - - var position, indices, groups; - var group, start, count; - var index1, index2; - - vertex = new Vector3(); - - if ( geometry.index !== null ) { - - // indexed BufferGeometry - - position = geometry.attributes.position; - indices = geometry.index; - groups = geometry.groups; - - if ( groups.length === 0 ) { - - groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; - - } - - // create a data structure that contains all eges without duplicates - - for ( o = 0, ol = groups.length; o < ol; ++ o ) { - - group = groups[ o ]; - - start = group.start; - count = group.count; - - for ( i = start, l = ( start + count ); i < l; i += 3 ) { - - for ( j = 0; j < 3; j ++ ) { - - edge1 = indices.getX( i + j ); - edge2 = indices.getX( i + ( j + 1 ) % 3 ); - edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates - edge[ 1 ] = Math.max( edge1, edge2 ); - - key = edge[ 0 ] + ',' + edge[ 1 ]; - - if ( edges[ key ] === undefined ) { - - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; - - } - - } - - } - - } - - // generate vertices - - for ( key in edges ) { - - e = edges[ key ]; - - vertex.fromBufferAttribute( position, e.index1 ); - vertices.push( vertex.x, vertex.y, vertex.z ); - - vertex.fromBufferAttribute( position, e.index2 ); - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } else { - - // non-indexed BufferGeometry - - position = geometry.attributes.position; - - for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { - - for ( j = 0; j < 3; j ++ ) { - - // three edges per triangle, an edge is represented as (index1, index2) - // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) - - index1 = 3 * i + j; - vertex.fromBufferAttribute( position, index1 ); - vertices.push( vertex.x, vertex.y, vertex.z ); - - index2 = 3 * i + ( ( j + 1 ) % 3 ); - vertex.fromBufferAttribute( position, index2 ); - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } - - } - - } - - // build geometry - - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - -} - -WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); -WireframeGeometry.prototype.constructor = WireframeGeometry; - -/** - * @author zz85 / https://github.com/zz85 - * @author Mugen87 / https://github.com/Mugen87 - * - * Parametric Surfaces Geometry - * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html - */ - -// ParametricGeometry - -function ParametricGeometry( func, slices, stacks ) { - - Geometry.call( this ); - - this.type = 'ParametricGeometry'; - - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; - - this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); - this.mergeVertices(); - -} - -ParametricGeometry.prototype = Object.create( Geometry.prototype ); -ParametricGeometry.prototype.constructor = ParametricGeometry; - -// ParametricBufferGeometry - -function ParametricBufferGeometry( func, slices, stacks ) { - - BufferGeometry.call( this ); - - this.type = 'ParametricBufferGeometry'; - - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; - - // buffers - - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; - - var EPS = 0.00001; - - var normal = new Vector3(); - - var p0 = new Vector3(), p1 = new Vector3(); - var pu = new Vector3(), pv = new Vector3(); - - var i, j; - - if ( func.length < 3 ) { - - console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' ); - - } - - // generate vertices, normals and uvs - - var sliceCount = slices + 1; - - for ( i = 0; i <= stacks; i ++ ) { - - var v = i / stacks; - - for ( j = 0; j <= slices; j ++ ) { - - var u = j / slices; - - // vertex - - func( u, v, p0 ); - vertices.push( p0.x, p0.y, p0.z ); - - // normal - - // approximate tangent vectors via finite differences - - if ( u - EPS >= 0 ) { - - func( u - EPS, v, p1 ); - pu.subVectors( p0, p1 ); - - } else { - - func( u + EPS, v, p1 ); - pu.subVectors( p1, p0 ); - - } - - if ( v - EPS >= 0 ) { - - func( u, v - EPS, p1 ); - pv.subVectors( p0, p1 ); - - } else { - - func( u, v + EPS, p1 ); - pv.subVectors( p1, p0 ); - - } - - // cross product of tangent vectors returns surface normal - - normal.crossVectors( pu, pv ).normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u, v ); - - } - - } - - // generate indices - - for ( i = 0; i < stacks; i ++ ) { - - for ( j = 0; j < slices; j ++ ) { - - var a = i * sliceCount + j; - var b = i * sliceCount + j + 1; - var c = ( i + 1 ) * sliceCount + j + 1; - var d = ( i + 1 ) * sliceCount + j; - - // faces one and two - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - -} - -ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; - -/** - * @author clockworkgeek / https://github.com/clockworkgeek - * @author timothypratley / https://github.com/timothypratley - * @author WestLangley / http://github.com/WestLangley - * @author Mugen87 / https://github.com/Mugen87 - */ - -// PolyhedronGeometry - -function PolyhedronGeometry( vertices, indices, radius, detail ) { - - Geometry.call( this ); - - this.type = 'PolyhedronGeometry'; - - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); - this.mergeVertices(); - -} - -PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); -PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; - -// PolyhedronBufferGeometry - -function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { - - BufferGeometry.call( this ); - - this.type = 'PolyhedronBufferGeometry'; - - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; - - radius = radius || 1; - detail = detail || 0; - - // default buffer data - - var vertexBuffer = []; - var uvBuffer = []; - - // the subdivision creates the vertex buffer data - - subdivide( detail ); - - // all vertices should lie on a conceptual sphere with a given radius - - applyRadius( radius ); - - // finally, create the uv data - - generateUVs(); - - // build non-indexed geometry - - this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); - - if ( detail === 0 ) { - - this.computeVertexNormals(); // flat normals - - } else { - - this.normalizeNormals(); // smooth normals - - } - - // helper functions - - function subdivide( detail ) { - - var a = new Vector3(); - var b = new Vector3(); - var c = new Vector3(); - - // iterate over all faces and apply a subdivison with the given detail value - - for ( var i = 0; i < indices.length; i += 3 ) { - - // get the vertices of the face - - getVertexByIndex( indices[ i + 0 ], a ); - getVertexByIndex( indices[ i + 1 ], b ); - getVertexByIndex( indices[ i + 2 ], c ); - - // perform subdivision - - subdivideFace( a, b, c, detail ); - - } - - } - - function subdivideFace( a, b, c, detail ) { - - var cols = Math.pow( 2, detail ); - - // we use this multidimensional array as a data structure for creating the subdivision - - var v = []; - - var i, j; - - // construct all of the vertices for this subdivision - - for ( i = 0; i <= cols; i ++ ) { - - v[ i ] = []; - - var aj = a.clone().lerp( c, i / cols ); - var bj = b.clone().lerp( c, i / cols ); - - var rows = cols - i; - - for ( j = 0; j <= rows; j ++ ) { - - if ( j === 0 && i === cols ) { - - v[ i ][ j ] = aj; - - } else { - - v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); - - } - - } - - } - - // construct all of the faces - - for ( i = 0; i < cols; i ++ ) { - - for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { - - var k = Math.floor( j / 2 ); - - if ( j % 2 === 0 ) { - - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); - pushVertex( v[ i ][ k ] ); - - } else { - - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); - - } - - } - - } - - } - - function applyRadius( radius ) { - - var vertex = new Vector3(); - - // iterate over the entire buffer and apply the radius to each vertex - - for ( var i = 0; i < vertexBuffer.length; i += 3 ) { - - vertex.x = vertexBuffer[ i + 0 ]; - vertex.y = vertexBuffer[ i + 1 ]; - vertex.z = vertexBuffer[ i + 2 ]; - - vertex.normalize().multiplyScalar( radius ); - - vertexBuffer[ i + 0 ] = vertex.x; - vertexBuffer[ i + 1 ] = vertex.y; - vertexBuffer[ i + 2 ] = vertex.z; - - } - - } - - function generateUVs() { - - var vertex = new Vector3(); - - for ( var i = 0; i < vertexBuffer.length; i += 3 ) { - - vertex.x = vertexBuffer[ i + 0 ]; - vertex.y = vertexBuffer[ i + 1 ]; - vertex.z = vertexBuffer[ i + 2 ]; - - var u = azimuth( vertex ) / 2 / Math.PI + 0.5; - var v = inclination( vertex ) / Math.PI + 0.5; - uvBuffer.push( u, 1 - v ); - - } - - correctUVs(); - - correctSeam(); - - } - - function correctSeam() { - - // handle case when face straddles the seam, see #3269 - - for ( var i = 0; i < uvBuffer.length; i += 6 ) { - - // uv data of a single face - - var x0 = uvBuffer[ i + 0 ]; - var x1 = uvBuffer[ i + 2 ]; - var x2 = uvBuffer[ i + 4 ]; - - var max = Math.max( x0, x1, x2 ); - var min = Math.min( x0, x1, x2 ); - - // 0.9 is somewhat arbitrary - - if ( max > 0.9 && min < 0.1 ) { - - if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; - if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; - if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; - - } - - } - - } - - function pushVertex( vertex ) { - - vertexBuffer.push( vertex.x, vertex.y, vertex.z ); - - } - - function getVertexByIndex( index, vertex ) { - - var stride = index * 3; - - vertex.x = vertices[ stride + 0 ]; - vertex.y = vertices[ stride + 1 ]; - vertex.z = vertices[ stride + 2 ]; - - } - - function correctUVs() { - - var a = new Vector3(); - var b = new Vector3(); - var c = new Vector3(); - - var centroid = new Vector3(); - - var uvA = new Vector2(); - var uvB = new Vector2(); - var uvC = new Vector2(); - - for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { - - a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); - b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); - c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); - - uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); - uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); - uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); - - centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); - - var azi = azimuth( centroid ); - - correctUV( uvA, j + 0, a, azi ); - correctUV( uvB, j + 2, b, azi ); - correctUV( uvC, j + 4, c, azi ); - - } - - } - - function correctUV( uv, stride, vector, azimuth ) { - - if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { - - uvBuffer[ stride ] = uv.x - 1; - - } - - if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { - - uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; - - } - - } - - // Angle around the Y axis, counter-clockwise when looking from above. - - function azimuth( vector ) { - - return Math.atan2( vector.z, - vector.x ); - - } - - - // Angle above the XZ plane. - - function inclination( vector ) { - - return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); - - } - -} - -PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; - -/** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ - -// TetrahedronGeometry - -function TetrahedronGeometry( radius, detail ) { - - Geometry.call( this ); - - this.type = 'TetrahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - -} - -TetrahedronGeometry.prototype = Object.create( Geometry.prototype ); -TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; - -// TetrahedronBufferGeometry - -function TetrahedronBufferGeometry( radius, detail ) { - - var vertices = [ - 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 - ]; - - var indices = [ - 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 - ]; - - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); - - this.type = 'TetrahedronBufferGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - -} - -TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); -TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; - -/** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ - -// OctahedronGeometry - -function OctahedronGeometry( radius, detail ) { - - Geometry.call( this ); - - this.type = 'OctahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - -} - -OctahedronGeometry.prototype = Object.create( Geometry.prototype ); -OctahedronGeometry.prototype.constructor = OctahedronGeometry; - -// OctahedronBufferGeometry - -function OctahedronBufferGeometry( radius, detail ) { - - var vertices = [ - 1, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, - 1, 0, 0, 0, 1, 0, 0, - 1 - ]; - - var indices = [ - 0, 2, 4, 0, 4, 3, 0, 3, 5, - 0, 5, 2, 1, 2, 5, 1, 5, 3, - 1, 3, 4, 1, 4, 2 - ]; - - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); - - this.type = 'OctahedronBufferGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - -} - -OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); -OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; - -/** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ - -// IcosahedronGeometry - -function IcosahedronGeometry( radius, detail ) { - - Geometry.call( this ); - - this.type = 'IcosahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - -} - -IcosahedronGeometry.prototype = Object.create( Geometry.prototype ); -IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; - -// IcosahedronBufferGeometry - -function IcosahedronBufferGeometry( radius, detail ) { - - var t = ( 1 + Math.sqrt( 5 ) ) / 2; - - var vertices = [ - - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, - 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, - t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 - ]; - - var indices = [ - 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, - 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, - 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, - 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 - ]; - - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); - - this.type = 'IcosahedronBufferGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - -} - -IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); -IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; - -/** - * @author Abe Pazos / https://hamoid.com - * @author Mugen87 / https://github.com/Mugen87 - */ - -// DodecahedronGeometry - -function DodecahedronGeometry( radius, detail ) { - - Geometry.call( this ); - - this.type = 'DodecahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - -} - -DodecahedronGeometry.prototype = Object.create( Geometry.prototype ); -DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; - -// DodecahedronBufferGeometry - -function DodecahedronBufferGeometry( radius, detail ) { - - var t = ( 1 + Math.sqrt( 5 ) ) / 2; - var r = 1 / t; - - var vertices = [ - - // (±1, ±1, ±1) - - 1, - 1, - 1, - 1, - 1, 1, - - 1, 1, - 1, - 1, 1, 1, - 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, 1, 1, 1, - - // (0, ±1/φ, ±φ) - 0, - r, - t, 0, - r, t, - 0, r, - t, 0, r, t, - - // (±1/φ, ±φ, 0) - - r, - t, 0, - r, t, 0, - r, - t, 0, r, t, 0, - - // (±φ, 0, ±1/φ) - - t, 0, - r, t, 0, - r, - - t, 0, r, t, 0, r - ]; - - var indices = [ - 3, 11, 7, 3, 7, 15, 3, 15, 13, - 7, 19, 17, 7, 17, 6, 7, 6, 15, - 17, 4, 8, 17, 8, 10, 17, 10, 6, - 8, 0, 16, 8, 16, 2, 8, 2, 10, - 0, 12, 1, 0, 1, 18, 0, 18, 16, - 6, 10, 2, 6, 2, 13, 6, 13, 15, - 2, 16, 18, 2, 18, 3, 2, 3, 13, - 18, 1, 9, 18, 9, 11, 18, 11, 3, - 4, 14, 12, 4, 12, 0, 4, 0, 8, - 11, 9, 5, 11, 5, 19, 11, 19, 7, - 19, 5, 14, 19, 14, 4, 19, 4, 17, - 1, 12, 14, 1, 14, 5, 1, 5, 9 - ]; - - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); - - this.type = 'DodecahedronBufferGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - -} - -DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); -DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; - -/** - * @author oosmoxiecode / https://github.com/oosmoxiecode - * @author WestLangley / https://github.com/WestLangley - * @author zz85 / https://github.com/zz85 - * @author miningold / https://github.com/miningold - * @author jonobr1 / https://github.com/jonobr1 - * @author Mugen87 / https://github.com/Mugen87 - * - */ - -// TubeGeometry - -function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) { - - Geometry.call( this ); - - this.type = 'TubeGeometry'; - - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; - - if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' ); - - var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ); - - // expose internals - - this.tangents = bufferGeometry.tangents; - this.normals = bufferGeometry.normals; - this.binormals = bufferGeometry.binormals; - - // create geometry - - this.fromBufferGeometry( bufferGeometry ); - this.mergeVertices(); - -} - -TubeGeometry.prototype = Object.create( Geometry.prototype ); -TubeGeometry.prototype.constructor = TubeGeometry; - -// TubeBufferGeometry - -function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) { - - BufferGeometry.call( this ); - - this.type = 'TubeBufferGeometry'; - - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; - - tubularSegments = tubularSegments || 64; - radius = radius || 1; - radialSegments = radialSegments || 8; - closed = closed || false; - - var frames = path.computeFrenetFrames( tubularSegments, closed ); - - // expose internals - - this.tangents = frames.tangents; - this.normals = frames.normals; - this.binormals = frames.binormals; - - // helper variables - - var vertex = new Vector3(); - var normal = new Vector3(); - var uv = new Vector2(); - var P = new Vector3(); - - var i, j; - - // buffer - - var vertices = []; - var normals = []; - var uvs = []; - var indices = []; - - // create buffer data - - generateBufferData(); - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // functions - - function generateBufferData() { - - for ( i = 0; i < tubularSegments; i ++ ) { - - generateSegment( i ); - - } - - // if the geometry is not closed, generate the last row of vertices and normals - // at the regular position on the given path - // - // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) - - generateSegment( ( closed === false ) ? tubularSegments : 0 ); - - // uvs are generated in a separate function. - // this makes it easy compute correct values for closed geometries - - generateUVs(); - - // finally create faces - - generateIndices(); - - } - - function generateSegment( i ) { - - // we use getPointAt to sample evenly distributed points from the given path - - P = path.getPointAt( i / tubularSegments, P ); - - // retrieve corresponding normal and binormal - - var N = frames.normals[ i ]; - var B = frames.binormals[ i ]; - - // generate normals and vertices for the current segment - - for ( j = 0; j <= radialSegments; j ++ ) { - - var v = j / radialSegments * Math.PI * 2; - - var sin = Math.sin( v ); - var cos = - Math.cos( v ); - - // normal - - normal.x = ( cos * N.x + sin * B.x ); - normal.y = ( cos * N.y + sin * B.y ); - normal.z = ( cos * N.z + sin * B.z ); - normal.normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // vertex - - vertex.x = P.x + radius * normal.x; - vertex.y = P.y + radius * normal.y; - vertex.z = P.z + radius * normal.z; - - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } - - function generateIndices() { - - for ( j = 1; j <= tubularSegments; j ++ ) { - - for ( i = 1; i <= radialSegments; i ++ ) { - - var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - var b = ( radialSegments + 1 ) * j + ( i - 1 ); - var c = ( radialSegments + 1 ) * j + i; - var d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - } - - function generateUVs() { - - for ( i = 0; i <= tubularSegments; i ++ ) { - - for ( j = 0; j <= radialSegments; j ++ ) { - - uv.x = i / tubularSegments; - uv.y = j / radialSegments; - - uvs.push( uv.x, uv.y ); - - } - - } - - } - -} - -TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; - -TubeBufferGeometry.prototype.toJSON = function () { - - var data = BufferGeometry.prototype.toJSON.call( this ); - - data.path = this.parameters.path.toJSON(); - - return data; - -}; - -/** - * @author oosmoxiecode - * @author Mugen87 / https://github.com/Mugen87 - * - * based on http://www.blackpawn.com/texts/pqtorus/ - */ - -// TorusKnotGeometry - -function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { - - Geometry.call( this ); - - this.type = 'TorusKnotGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; - - if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); - - this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); - this.mergeVertices(); - -} - -TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); -TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; - -// TorusKnotBufferGeometry - -function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { - - BufferGeometry.call( this ); - - this.type = 'TorusKnotBufferGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; - - radius = radius || 1; - tube = tube || 0.4; - tubularSegments = Math.floor( tubularSegments ) || 64; - radialSegments = Math.floor( radialSegments ) || 8; - p = p || 2; - q = q || 3; - - // buffers - - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; - - // helper variables - - var i, j; - - var vertex = new Vector3(); - var normal = new Vector3(); - - var P1 = new Vector3(); - var P2 = new Vector3(); - - var B = new Vector3(); - var T = new Vector3(); - var N = new Vector3(); - - // generate vertices, normals and uvs - - for ( i = 0; i <= tubularSegments; ++ i ) { - - // the radian "u" is used to calculate the position on the torus curve of the current tubular segement - - var u = i / tubularSegments * p * Math.PI * 2; - - // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. - // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions - - calculatePositionOnCurve( u, p, q, radius, P1 ); - calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); - - // calculate orthonormal basis - - T.subVectors( P2, P1 ); - N.addVectors( P2, P1 ); - B.crossVectors( T, N ); - N.crossVectors( B, T ); - - // normalize B, N. T can be ignored, we don't use it - - B.normalize(); - N.normalize(); - - for ( j = 0; j <= radialSegments; ++ j ) { - - // now calculate the vertices. they are nothing more than an extrusion of the torus curve. - // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. - - var v = j / radialSegments * Math.PI * 2; - var cx = - tube * Math.cos( v ); - var cy = tube * Math.sin( v ); - - // now calculate the final vertex position. - // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve - - vertex.x = P1.x + ( cx * N.x + cy * B.x ); - vertex.y = P1.y + ( cx * N.y + cy * B.y ); - vertex.z = P1.z + ( cx * N.z + cy * B.z ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - - normal.subVectors( vertex, P1 ).normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); - - } - - } - - // generate indices - - for ( j = 1; j <= tubularSegments; j ++ ) { - - for ( i = 1; i <= radialSegments; i ++ ) { - - // indices - - var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - var b = ( radialSegments + 1 ) * j + ( i - 1 ); - var c = ( radialSegments + 1 ) * j + i; - var d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // this function calculates the current position on the torus curve - - function calculatePositionOnCurve( u, p, q, radius, position ) { - - var cu = Math.cos( u ); - var su = Math.sin( u ); - var quOverP = q / p * u; - var cs = Math.cos( quOverP ); - - position.x = radius * ( 2 + cs ) * 0.5 * cu; - position.y = radius * ( 2 + cs ) * su * 0.5; - position.z = radius * Math.sin( quOverP ) * 0.5; - - } - -} +const ShaderChunk = { + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + encodings_fragment: encodings_fragment, + encodings_pars_fragment: encodings_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_common_pars_fragment: envmap_common_pars_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_physical_pars_fragment: envmap_physical_pars_fragment, + envmap_vertex: envmap_vertex, + fog_vertex: fog_vertex, + fog_pars_vertex: fog_pars_vertex, + fog_fragment: fog_fragment, + fog_pars_fragment: fog_pars_fragment, + gradientmap_pars_fragment: gradientmap_pars_fragment, + lightmap_fragment: lightmap_fragment, + lightmap_pars_fragment: lightmap_pars_fragment, + lights_lambert_vertex: lights_lambert_vertex, + lights_pars_begin: lights_pars_begin, + lights_toon_fragment: lights_toon_fragment, + lights_toon_pars_fragment: lights_toon_pars_fragment, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_fragment_begin: lights_fragment_begin, + lights_fragment_maps: lights_fragment_maps, + lights_fragment_end: lights_fragment_end, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_fragment_begin: normal_fragment_begin, + normal_fragment_maps: normal_fragment_maps, + normalmap_pars_fragment: normalmap_pars_fragment, + clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, + clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, + clearcoat_pars_fragment: clearcoat_pars_fragment, + packing: packing, + premultiplied_alpha_fragment: premultiplied_alpha_fragment, + project_vertex: project_vertex, + dithering_fragment: dithering_fragment, + dithering_pars_fragment: dithering_pars_fragment, + roughnessmap_fragment: roughnessmap_fragment, + roughnessmap_pars_fragment: roughnessmap_pars_fragment, + shadowmap_pars_fragment: shadowmap_pars_fragment, + shadowmap_pars_vertex: shadowmap_pars_vertex, + shadowmap_vertex: shadowmap_vertex, + shadowmask_pars_fragment: shadowmask_pars_fragment, + skinbase_vertex: skinbase_vertex, + skinning_pars_vertex: skinning_pars_vertex, + skinning_vertex: skinning_vertex, + skinnormal_vertex: skinnormal_vertex, + specularmap_fragment: specularmap_fragment, + specularmap_pars_fragment: specularmap_pars_fragment, + tonemapping_fragment: tonemapping_fragment, + tonemapping_pars_fragment: tonemapping_pars_fragment, + transmissionmap_fragment: transmissionmap_fragment, + transmissionmap_pars_fragment: transmissionmap_pars_fragment, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + uv2_pars_fragment: uv2_pars_fragment, + uv2_pars_vertex: uv2_pars_vertex, + uv2_vertex: uv2_vertex, + worldpos_vertex: worldpos_vertex, -TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; + background_frag: background_frag, + background_vert: background_vert, + cube_frag: cube_frag, + cube_vert: cube_vert, + depth_frag: depth_frag, + depth_vert: depth_vert, + distanceRGBA_frag: distanceRGBA_frag, + distanceRGBA_vert: distanceRGBA_vert, + equirect_frag: equirect_frag, + equirect_vert: equirect_vert, + linedashed_frag: linedashed_frag, + linedashed_vert: linedashed_vert, + meshbasic_frag: meshbasic_frag, + meshbasic_vert: meshbasic_vert, + meshlambert_frag: meshlambert_frag, + meshlambert_vert: meshlambert_vert, + meshmatcap_frag: meshmatcap_frag, + meshmatcap_vert: meshmatcap_vert, + meshtoon_frag: meshtoon_frag, + meshtoon_vert: meshtoon_vert, + meshphong_frag: meshphong_frag, + meshphong_vert: meshphong_vert, + meshphysical_frag: meshphysical_frag, + meshphysical_vert: meshphysical_vert, + normal_frag: normal_frag, + normal_vert: normal_vert, + points_frag: points_frag, + points_vert: points_vert, + shadow_frag: shadow_frag, + shadow_vert: shadow_vert, + sprite_frag: sprite_frag, + sprite_vert: sprite_vert +}; /** - * @author oosmoxiecode - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 + * Uniforms library for shared webgl shaders */ -// TorusGeometry +const UniformsLib = { -function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + common: { - Geometry.call( this ); + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, - this.type = 'TorusGeometry'; + map: { value: null }, + uvTransform: { value: new Matrix3() }, + uv2Transform: { value: new Matrix3() }, - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; + alphaMap: { value: null }, - this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); - this.mergeVertices(); + }, -} + specularmap: { -TorusGeometry.prototype = Object.create( Geometry.prototype ); -TorusGeometry.prototype.constructor = TorusGeometry; + specularMap: { value: null }, -// TorusBufferGeometry + }, -function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { + envmap: { - BufferGeometry.call( this ); + envMap: { value: null }, + flipEnvMap: { value: - 1 }, + reflectivity: { value: 1.0 }, + refractionRatio: { value: 0.98 }, + maxMipLevel: { value: 0 } - this.type = 'TorusBufferGeometry'; + }, - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; + aomap: { - radius = radius || 1; - tube = tube || 0.4; - radialSegments = Math.floor( radialSegments ) || 8; - tubularSegments = Math.floor( tubularSegments ) || 6; - arc = arc || Math.PI * 2; + aoMap: { value: null }, + aoMapIntensity: { value: 1 } - // buffers + }, - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + lightmap: { - // helper variables + lightMap: { value: null }, + lightMapIntensity: { value: 1 } - var center = new Vector3(); - var vertex = new Vector3(); - var normal = new Vector3(); + }, - var j, i; + emissivemap: { - // generate vertices, normals and uvs + emissiveMap: { value: null } - for ( j = 0; j <= radialSegments; j ++ ) { + }, - for ( i = 0; i <= tubularSegments; i ++ ) { + bumpmap: { - var u = i / tubularSegments * arc; - var v = j / radialSegments * Math.PI * 2; + bumpMap: { value: null }, + bumpScale: { value: 1 } - // vertex + }, - vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); - vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); - vertex.z = tube * Math.sin( v ); + normalmap: { - vertices.push( vertex.x, vertex.y, vertex.z ); + normalMap: { value: null }, + normalScale: { value: new Vector2( 1, 1 ) } - // normal + }, - center.x = radius * Math.cos( u ); - center.y = radius * Math.sin( u ); - normal.subVectors( vertex, center ).normalize(); + displacementmap: { - normals.push( normal.x, normal.y, normal.z ); + displacementMap: { value: null }, + displacementScale: { value: 1 }, + displacementBias: { value: 0 } - // uv + }, - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); + roughnessmap: { - } + roughnessMap: { value: null } - } + }, - // generate indices + metalnessmap: { - for ( j = 1; j <= radialSegments; j ++ ) { + metalnessMap: { value: null } - for ( i = 1; i <= tubularSegments; i ++ ) { + }, - // indices + gradientmap: { - var a = ( tubularSegments + 1 ) * j + i - 1; - var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; - var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; - var d = ( tubularSegments + 1 ) * j + i; + gradientMap: { value: null } - // faces + }, - indices.push( a, b, d ); - indices.push( b, c, d ); + fog: { - } + fogDensity: { value: 0.00025 }, + fogNear: { value: 1 }, + fogFar: { value: 2000 }, + fogColor: { value: new Color( 0xffffff ) } - } + }, - // build geometry + lights: { - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + ambientLightColor: { value: [] }, -} + lightProbe: { value: [] }, -TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; + directionalLights: { value: [], properties: { + direction: {}, + color: {} + } }, -/** - * @author Mugen87 / https://github.com/Mugen87 - * Port from https://github.com/mapbox/earcut (v2.1.5) - */ + directionalLightShadows: { value: [], properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, -var Earcut = { + directionalShadowMap: { value: [] }, + directionalShadowMatrix: { value: [] }, - triangulate: function ( data, holeIndices, dim ) { + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {} + } }, - dim = dim || 2; + spotLightShadows: { value: [], properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, - var hasHoles = holeIndices && holeIndices.length, - outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length, - outerNode = linkedList( data, 0, outerLen, dim, true ), - triangles = []; + spotShadowMap: { value: [] }, + spotShadowMatrix: { value: [] }, - if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles; + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {} + } }, - var minX, minY, maxX, maxY, x, y, invSize; + pointLightShadows: { value: [], properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {}, + shadowCameraNear: {}, + shadowCameraFar: {} + } }, - if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); + pointShadowMap: { value: [] }, + pointShadowMatrix: { value: [] }, - // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox - if ( data.length > 80 * dim ) { + hemisphereLights: { value: [], properties: { + direction: {}, + skyColor: {}, + groundColor: {} + } }, - minX = maxX = data[ 0 ]; - minY = maxY = data[ 1 ]; + // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src + rectAreaLights: { value: [], properties: { + color: {}, + position: {}, + width: {}, + height: {} + } }, - for ( var i = dim; i < outerLen; i += dim ) { + ltc_1: { value: null }, + ltc_2: { value: null } - x = data[ i ]; - y = data[ i + 1 ]; - if ( x < minX ) minX = x; - if ( y < minY ) minY = y; - if ( x > maxX ) maxX = x; - if ( y > maxY ) maxY = y; + }, - } + points: { - // minX, minY and invSize are later used to transform coords into integers for z-order calculation - invSize = Math.max( maxX - minX, maxY - minY ); - invSize = invSize !== 0 ? 1 / invSize : 0; + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + size: { value: 1.0 }, + scale: { value: 1.0 }, + map: { value: null }, + alphaMap: { value: null }, + uvTransform: { value: new Matrix3() } - } + }, - earcutLinked( outerNode, triangles, dim, minX, minY, invSize ); + sprite: { - return triangles; + diffuse: { value: new Color( 0xeeeeee ) }, + opacity: { value: 1.0 }, + center: { value: new Vector2( 0.5, 0.5 ) }, + rotation: { value: 0.0 }, + map: { value: null }, + alphaMap: { value: null }, + uvTransform: { value: new Matrix3() } } }; -// create a circular doubly linked list from polygon points in the specified winding order -function linkedList( data, start, end, dim, clockwise ) { +const ShaderLib = { - var i, last; + basic: { - if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.fog + ] ), - for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag - } else { + }, - for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + lambert: { - } + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) } + } + ] ), - if ( last && equals( last, last.next ) ) { + vertexShader: ShaderChunk.meshlambert_vert, + fragmentShader: ShaderChunk.meshlambert_frag - removeNode( last ); - last = last.next; + }, - } + phong: { - return last; + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) }, + specular: { value: new Color( 0x111111 ) }, + shininess: { value: 30 } + } + ] ), -} + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag -// eliminate colinear or duplicate points -function filterPoints( start, end ) { + }, - if ( ! start ) return start; - if ( ! end ) end = start; + standard: { - var p = start, - again; - do { + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.roughnessmap, + UniformsLib.metalnessmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) }, + roughness: { value: 1.0 }, + metalness: { value: 0.0 }, + envMapIntensity: { value: 1 } // temporary + } + ] ), - again = false; + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag - if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { + }, - removeNode( p ); - p = end = p.prev; - if ( p === p.next ) break; - again = true; + toon: { - } else { + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.gradientmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: new Color( 0x000000 ) } + } + ] ), - p = p.next; + vertexShader: ShaderChunk.meshtoon_vert, + fragmentShader: ShaderChunk.meshtoon_frag - } + }, - } while ( again || p !== end ); + matcap: { - return end; + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + { + matcap: { value: null } + } + ] ), -} + vertexShader: ShaderChunk.meshmatcap_vert, + fragmentShader: ShaderChunk.meshmatcap_frag -// main ear slicing loop which triangulates a polygon (given as a linked list) -function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { + }, - if ( ! ear ) return; + points: { - // interlink polygon nodes in z-order - if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); + uniforms: mergeUniforms( [ + UniformsLib.points, + UniformsLib.fog + ] ), - var stop = ear, - prev, next; + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag - // iterate through ears, slicing them one by one - while ( ear.prev !== ear.next ) { + }, - prev = ear.prev; - next = ear.next; + dashed: { - if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.fog, + { + scale: { value: 1 }, + dashSize: { value: 1 }, + totalSize: { value: 2 } + } + ] ), - // cut off the triangle - triangles.push( prev.i / dim ); - triangles.push( ear.i / dim ); - triangles.push( next.i / dim ); + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag - removeNode( ear ); + }, - // skipping the next vertex leads to less sliver triangles - ear = next.next; - stop = next.next; + depth: { - continue; + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap + ] ), - } + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag - ear = next; + }, - // if we looped through the whole remaining polygon and can't find any more ears - if ( ear === stop ) { + normal: { - // try filtering points and slicing again - if ( ! pass ) { + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + { + opacity: { value: 1.0 } + } + ] ), - earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); + vertexShader: ShaderChunk.normal_vert, + fragmentShader: ShaderChunk.normal_frag - // if this didn't work, try curing all small self-intersections locally + }, - } else if ( pass === 1 ) { + sprite: { - ear = cureLocalIntersections( ear, triangles, dim ); - earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); + uniforms: mergeUniforms( [ + UniformsLib.sprite, + UniformsLib.fog + ] ), - // as a last resort, try splitting the remaining polygon into two + vertexShader: ShaderChunk.sprite_vert, + fragmentShader: ShaderChunk.sprite_frag - } else if ( pass === 2 ) { + }, - splitEarcut( ear, triangles, dim, minX, minY, invSize ); + background: { - } + uniforms: { + uvTransform: { value: new Matrix3() }, + t2D: { value: null }, + }, - break; + vertexShader: ShaderChunk.background_vert, + fragmentShader: ShaderChunk.background_frag - } + }, + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ - } + cube: { -} + uniforms: mergeUniforms( [ + UniformsLib.envmap, + { + opacity: { value: 1.0 } + } + ] ), -// check whether a polygon node forms a valid ear with adjacent nodes -function isEar( ear ) { + vertexShader: ShaderChunk.cube_vert, + fragmentShader: ShaderChunk.cube_frag - var a = ear.prev, - b = ear, - c = ear.next; + }, - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + equirect: { - // now make sure we don't have other points inside the potential ear - var p = ear.next.next; + uniforms: { + tEquirect: { value: null }, + }, - while ( p !== ear.prev ) { + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag - if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && - area( p.prev, p, p.next ) >= 0 ) return false; - p = p.next; + }, - } + distanceRGBA: { - return true; + uniforms: mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap, + { + referencePosition: { value: new Vector3() }, + nearDistance: { value: 1 }, + farDistance: { value: 1000 } + } + ] ), -} + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag -function isEarHashed( ear, minX, minY, invSize ) { + }, - var a = ear.prev, - b = ear, - c = ear.next; + shadow: { - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + uniforms: mergeUniforms( [ + UniformsLib.lights, + UniformsLib.fog, + { + color: { value: new Color( 0x00000 ) }, + opacity: { value: 1.0 } + }, + ] ), - // triangle bbox; min & max are calculated like this for speed - var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ), - minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ), - maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ), - maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y ); + vertexShader: ShaderChunk.shadow_vert, + fragmentShader: ShaderChunk.shadow_frag - // z-order range for the current triangle bbox; - var minZ = zOrder( minTX, minTY, minX, minY, invSize ), - maxZ = zOrder( maxTX, maxTY, minX, minY, invSize ); + } - var p = ear.prevZ, - n = ear.nextZ; +}; - // look for points inside the triangle in both directions - while ( p && p.z >= minZ && n && n.z <= maxZ ) { +ShaderLib.physical = { - if ( p !== ear.prev && p !== ear.next && - pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && - area( p.prev, p, p.next ) >= 0 ) return false; - p = p.prevZ; + uniforms: mergeUniforms( [ + ShaderLib.standard.uniforms, + { + clearcoat: { value: 0 }, + clearcoatMap: { value: null }, + clearcoatRoughness: { value: 0 }, + clearcoatRoughnessMap: { value: null }, + clearcoatNormalScale: { value: new Vector2( 1, 1 ) }, + clearcoatNormalMap: { value: null }, + sheen: { value: new Color( 0x000000 ) }, + transmission: { value: 0 }, + transmissionMap: { value: null }, + } + ] ), - if ( n !== ear.prev && n !== ear.next && - pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) && - area( n.prev, n, n.next ) >= 0 ) return false; - n = n.nextZ; + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag - } +}; - // look for remaining points in decreasing z-order - while ( p && p.z >= minZ ) { +function WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) { - if ( p !== ear.prev && p !== ear.next && - pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && - area( p.prev, p, p.next ) >= 0 ) return false; - p = p.prevZ; + const clearColor = new Color( 0x000000 ); + let clearAlpha = 0; - } + let planeMesh; + let boxMesh; - // look for remaining points in increasing z-order - while ( n && n.z <= maxZ ) { + let currentBackground = null; + let currentBackgroundVersion = 0; + let currentTonemapping = null; - if ( n !== ear.prev && n !== ear.next && - pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) && - area( n.prev, n, n.next ) >= 0 ) return false; - n = n.nextZ; + function render( renderList, scene, camera, forceClear ) { - } + let background = scene.isScene === true ? scene.background : null; - return true; + if ( background && background.isTexture ) { -} + background = cubemaps.get( background ); -// go through all polygon nodes and cure small local self-intersections -function cureLocalIntersections( start, triangles, dim ) { + } - var p = start; - do { + // Ignore background in AR + // TODO: Reconsider this. - var a = p.prev, - b = p.next.next; + const xr = renderer.xr; + const session = xr.getSession && xr.getSession(); - if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) { + if ( session && session.environmentBlendMode === 'additive' ) { - triangles.push( a.i / dim ); - triangles.push( p.i / dim ); - triangles.push( b.i / dim ); + background = null; - // remove two nodes involved - removeNode( p ); - removeNode( p.next ); + } - p = start = b; + if ( background === null ) { - } + setClear( clearColor, clearAlpha ); - p = p.next; + } else if ( background && background.isColor ) { - } while ( p !== start ); + setClear( background, 1 ); + forceClear = true; - return p; + } -} + if ( renderer.autoClear || forceClear ) { -// try splitting polygon into two and triangulate them independently -function splitEarcut( start, triangles, dim, minX, minY, invSize ) { + renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); - // look for a valid diagonal that divides the polygon into two - var a = start; - do { + } - var b = a.next.next; - while ( b !== a.prev ) { + if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) { - if ( a.i !== b.i && isValidDiagonal( a, b ) ) { + if ( boxMesh === undefined ) { - // split the polygon in two by the diagonal - var c = splitPolygon( a, b ); + boxMesh = new Mesh( + new BoxGeometry( 1, 1, 1 ), + new ShaderMaterial( { + name: 'BackgroundCubeMaterial', + uniforms: cloneUniforms( ShaderLib.cube.uniforms ), + vertexShader: ShaderLib.cube.vertexShader, + fragmentShader: ShaderLib.cube.fragmentShader, + side: BackSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); - // filter colinear points around the cuts - a = filterPoints( a, a.next ); - c = filterPoints( c, c.next ); + boxMesh.geometry.deleteAttribute( 'normal' ); + boxMesh.geometry.deleteAttribute( 'uv' ); - // run earcut on each half - earcutLinked( a, triangles, dim, minX, minY, invSize ); - earcutLinked( c, triangles, dim, minX, minY, invSize ); - return; + boxMesh.onBeforeRender = function ( renderer, scene, camera ) { - } + this.matrixWorld.copyPosition( camera.matrixWorld ); - b = b.next; + }; - } + // enable code injection for non-built-in material + Object.defineProperty( boxMesh.material, 'envMap', { - a = a.next; + get: function () { - } while ( a !== start ); + return this.uniforms.envMap.value; -} + } -// link every hole into the outer loop, producing a single-ring polygon without holes -function eliminateHoles( data, holeIndices, outerNode, dim ) { + } ); - var queue = [], - i, len, start, end, list; + objects.update( boxMesh ); - for ( i = 0, len = holeIndices.length; i < len; i ++ ) { + } - start = holeIndices[ i ] * dim; - end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; - list = linkedList( data, start, end, dim, false ); - if ( list === list.next ) list.steiner = true; - queue.push( getLeftmost( list ) ); + boxMesh.material.uniforms.envMap.value = background; + boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1; - } + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { - queue.sort( compareX ); + boxMesh.material.needsUpdate = true; - // process holes from left to right - for ( i = 0; i < queue.length; i ++ ) { + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; - eliminateHole( queue[ i ], outerNode ); - outerNode = filterPoints( outerNode, outerNode.next ); + } - } + // push to the pre-sorted opaque render list + renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); - return outerNode; + } else if ( background && background.isTexture ) { -} + if ( planeMesh === undefined ) { -function compareX( a, b ) { + planeMesh = new Mesh( + new PlaneGeometry( 2, 2 ), + new ShaderMaterial( { + name: 'BackgroundMaterial', + uniforms: cloneUniforms( ShaderLib.background.uniforms ), + vertexShader: ShaderLib.background.vertexShader, + fragmentShader: ShaderLib.background.fragmentShader, + side: FrontSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); - return a.x - b.x; + planeMesh.geometry.deleteAttribute( 'normal' ); -} + // enable code injection for non-built-in material + Object.defineProperty( planeMesh.material, 'map', { -// find a bridge between vertices that connects hole with an outer ring and and link it -function eliminateHole( hole, outerNode ) { + get: function () { - outerNode = findHoleBridge( hole, outerNode ); - if ( outerNode ) { + return this.uniforms.t2D.value; - var b = splitPolygon( outerNode, hole ); - filterPoints( b, b.next ); + } - } + } ); -} + objects.update( planeMesh ); -// David Eberly's algorithm for finding a bridge between hole and outer polygon -function findHoleBridge( hole, outerNode ) { + } - var p = outerNode, - hx = hole.x, - hy = hole.y, - qx = - Infinity, - m; + planeMesh.material.uniforms.t2D.value = background; - // find a segment intersected by a ray from the hole's leftmost point to the left; - // segment's endpoint with lesser x will be potential connection point - do { + if ( background.matrixAutoUpdate === true ) { - if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) { + background.updateMatrix(); - var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y ); - if ( x <= hx && x > qx ) { + } - qx = x; - if ( x === hx ) { + planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); - if ( hy === p.y ) return p; - if ( hy === p.next.y ) return p.next; + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { - } + planeMesh.material.needsUpdate = true; - m = p.x < p.next.x ? p : p.next; + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; } - } - p = p.next; + // push to the pre-sorted opaque render list + renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null ); - } while ( p !== outerNode ); + } - if ( ! m ) return null; + } - if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint + function setClear( color, alpha ) { - // look for points inside the triangle of hole point, segment intersection and endpoint; - // if there are no points found, we have a valid connection; - // otherwise choose the point of the minimum angle with the ray as connection point + state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha ); - var stop = m, - mx = m.x, - my = m.y, - tanMin = Infinity, - tan; + } - p = m.next; + return { - while ( p !== stop ) { + getClearColor: function () { - if ( hx >= p.x && p.x >= mx && hx !== p.x && - pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { + return clearColor; - tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential + }, + setClearColor: function ( color, alpha = 1 ) { - if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) { + clearColor.set( color ); + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); - m = p; - tanMin = tan; + }, + getClearAlpha: function () { - } + return clearAlpha; - } + }, + setClearAlpha: function ( alpha ) { - p = p.next; + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); - } + }, + render: render - return m; + }; } -// interlink polygon nodes in z-order -function indexCurve( start, minX, minY, invSize ) { +function WebGLBindingStates( gl, extensions, attributes, capabilities ) { - var p = start; - do { + const maxVertexAttributes = gl.getParameter( 34921 ); - if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); - p.prevZ = p.prev; - p.nextZ = p.next; - p = p.next; + const extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' ); + const vaoAvailable = capabilities.isWebGL2 || extension !== null; - } while ( p !== start ); + const bindingStates = {}; - p.prevZ.nextZ = null; - p.prevZ = null; + const defaultState = createBindingState( null ); + let currentState = defaultState; - sortLinked( p ); + function setup( object, material, program, geometry, index ) { -} + let updateBuffers = false; -// Simon Tatham's linked list merge sort algorithm -// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html -function sortLinked( list ) { + if ( vaoAvailable ) { - var i, p, q, e, tail, numMerges, pSize, qSize, - inSize = 1; + const state = getBindingState( geometry, program, material ); - do { + if ( currentState !== state ) { - p = list; - list = null; - tail = null; - numMerges = 0; + currentState = state; + bindVertexArrayObject( currentState.object ); - while ( p ) { + } - numMerges ++; - q = p; - pSize = 0; - for ( i = 0; i < inSize; i ++ ) { + updateBuffers = needsUpdate( geometry, index ); - pSize ++; - q = q.nextZ; - if ( ! q ) break; + if ( updateBuffers ) saveCache( geometry, index ); - } + } else { - qSize = inSize; + const wireframe = ( material.wireframe === true ); - while ( pSize > 0 || ( qSize > 0 && q ) ) { + if ( currentState.geometry !== geometry.id || + currentState.program !== program.id || + currentState.wireframe !== wireframe ) { - if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { + currentState.geometry = geometry.id; + currentState.program = program.id; + currentState.wireframe = wireframe; - e = p; - p = p.nextZ; - pSize --; + updateBuffers = true; - } else { + } - e = q; - q = q.nextZ; - qSize --; + } - } + if ( object.isInstancedMesh === true ) { - if ( tail ) tail.nextZ = e; - else list = e; + updateBuffers = true; - e.prevZ = tail; - tail = e; + } - } + if ( index !== null ) { - p = q; + attributes.update( index, 34963 ); } - tail.nextZ = null; - inSize *= 2; + if ( updateBuffers ) { - } while ( numMerges > 1 ); + setupVertexAttributes( object, material, program, geometry ); - return list; + if ( index !== null ) { -} + gl.bindBuffer( 34963, attributes.get( index ).buffer ); -// z-order of a point given coords and inverse of the longer side of data bbox -function zOrder( x, y, minX, minY, invSize ) { + } - // coords are transformed into non-negative 15-bit integer range - x = 32767 * ( x - minX ) * invSize; - y = 32767 * ( y - minY ) * invSize; + } - x = ( x | ( x << 8 ) ) & 0x00FF00FF; - x = ( x | ( x << 4 ) ) & 0x0F0F0F0F; - x = ( x | ( x << 2 ) ) & 0x33333333; - x = ( x | ( x << 1 ) ) & 0x55555555; + } - y = ( y | ( y << 8 ) ) & 0x00FF00FF; - y = ( y | ( y << 4 ) ) & 0x0F0F0F0F; - y = ( y | ( y << 2 ) ) & 0x33333333; - y = ( y | ( y << 1 ) ) & 0x55555555; + function createVertexArrayObject() { - return x | ( y << 1 ); + if ( capabilities.isWebGL2 ) return gl.createVertexArray(); -} + return extension.createVertexArrayOES(); -// find the leftmost node of a polygon ring -function getLeftmost( start ) { + } - var p = start, - leftmost = start; - do { + function bindVertexArrayObject( vao ) { - if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p; - p = p.next; + if ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao ); - } while ( p !== start ); + return extension.bindVertexArrayOES( vao ); - return leftmost; + } -} + function deleteVertexArrayObject( vao ) { -// check if a point lies within a convex triangle -function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { + if ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao ); - return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 && - ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 && - ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0; + return extension.deleteVertexArrayOES( vao ); -} + } -// check if a diagonal between two polygon nodes is valid (lies in polygon interior) -function isValidDiagonal( a, b ) { + function getBindingState( geometry, program, material ) { - return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && - locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ); + const wireframe = ( material.wireframe === true ); -} + let programMap = bindingStates[ geometry.id ]; -// signed area of a triangle -function area( p, q, r ) { + if ( programMap === undefined ) { - return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); + programMap = {}; + bindingStates[ geometry.id ] = programMap; -} + } -// check if two points are equal -function equals( p1, p2 ) { + let stateMap = programMap[ program.id ]; - return p1.x === p2.x && p1.y === p2.y; + if ( stateMap === undefined ) { -} + stateMap = {}; + programMap[ program.id ] = stateMap; -// check if two segments intersect -function intersects( p1, q1, p2, q2 ) { + } - if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) || - ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true; - return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 && - area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0; + let state = stateMap[ wireframe ]; -} + if ( state === undefined ) { -// check if a polygon diagonal intersects any polygon segments -function intersectsPolygon( a, b ) { + state = createBindingState( createVertexArrayObject() ); + stateMap[ wireframe ] = state; - var p = a; - do { + } - if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && - intersects( p, p.next, a, b ) ) return true; - p = p.next; + return state; - } while ( p !== a ); + } - return false; + function createBindingState( vao ) { -} + const newAttributes = []; + const enabledAttributes = []; + const attributeDivisors = []; -// check if a polygon diagonal is locally inside the polygon -function locallyInside( a, b ) { + for ( let i = 0; i < maxVertexAttributes; i ++ ) { - return area( a.prev, a, a.next ) < 0 ? - area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : - area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; + newAttributes[ i ] = 0; + enabledAttributes[ i ] = 0; + attributeDivisors[ i ] = 0; -} + } -// check if the middle point of a polygon diagonal is inside the polygon -function middleInside( a, b ) { + return { - var p = a, - inside = false, - px = ( a.x + b.x ) / 2, - py = ( a.y + b.y ) / 2; - do { + // for backward compatibility on non-VAO support browser + geometry: null, + program: null, + wireframe: false, - if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && - ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) - inside = ! inside; - p = p.next; + newAttributes: newAttributes, + enabledAttributes: enabledAttributes, + attributeDivisors: attributeDivisors, + object: vao, + attributes: {}, + index: null - } while ( p !== a ); + }; - return inside; + } -} + function needsUpdate( geometry, index ) { -// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; -// if one belongs to the outer ring and another to a hole, it merges it into a single ring -function splitPolygon( a, b ) { + const cachedAttributes = currentState.attributes; + const geometryAttributes = geometry.attributes; - var a2 = new Node( a.i, a.x, a.y ), - b2 = new Node( b.i, b.x, b.y ), - an = a.next, - bp = b.prev; + let attributesNum = 0; - a.next = b; - b.prev = a; + for ( const key in geometryAttributes ) { - a2.next = an; - an.prev = a2; + const cachedAttribute = cachedAttributes[ key ]; + const geometryAttribute = geometryAttributes[ key ]; - b2.next = a2; - a2.prev = b2; + if ( cachedAttribute === undefined ) return true; - bp.next = b2; - b2.prev = bp; + if ( cachedAttribute.attribute !== geometryAttribute ) return true; - return b2; + if ( cachedAttribute.data !== geometryAttribute.data ) return true; -} + attributesNum ++; -// create a node and optionally link it with previous one (in a circular doubly linked list) -function insertNode( i, x, y, last ) { + } - var p = new Node( i, x, y ); + if ( currentState.attributesNum !== attributesNum ) return true; - if ( ! last ) { + if ( currentState.index !== index ) return true; - p.prev = p; - p.next = p; + return false; - } else { + } - p.next = last.next; - p.prev = last; - last.next.prev = p; - last.next = p; + function saveCache( geometry, index ) { - } + const cache = {}; + const attributes = geometry.attributes; + let attributesNum = 0; - return p; + for ( const key in attributes ) { -} + const attribute = attributes[ key ]; -function removeNode( p ) { + const data = {}; + data.attribute = attribute; - p.next.prev = p.prev; - p.prev.next = p.next; + if ( attribute.data ) { - if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; - if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; + data.data = attribute.data; -} + } -function Node( i, x, y ) { + cache[ key ] = data; - // vertex index in coordinates array - this.i = i; + attributesNum ++; - // vertex coordinates - this.x = x; - this.y = y; + } - // previous and next vertex nodes in a polygon ring - this.prev = null; - this.next = null; + currentState.attributes = cache; + currentState.attributesNum = attributesNum; - // z-order curve value - this.z = null; + currentState.index = index; - // previous and next nodes in z-order - this.prevZ = null; - this.nextZ = null; + } - // indicates whether this is a steiner point - this.steiner = false; + function initAttributes() { -} + const newAttributes = currentState.newAttributes; -function signedArea( data, start, end, dim ) { + for ( let i = 0, il = newAttributes.length; i < il; i ++ ) { - var sum = 0; - for ( var i = start, j = end - dim; i < end; i += dim ) { + newAttributes[ i ] = 0; - sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); - j = i; + } } - return sum; + function enableAttribute( attribute ) { -} + enableAttributeAndDivisor( attribute, 0 ); -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - */ + } + + function enableAttributeAndDivisor( attribute, meshPerAttribute ) { + + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + const attributeDivisors = currentState.attributeDivisors; + + newAttributes[ attribute ] = 1; -var ShapeUtils = { + if ( enabledAttributes[ attribute ] === 0 ) { - // calculate area of the contour polygon + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; - area: function ( contour ) { + } - var n = contour.length; - var a = 0.0; + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { - for ( var p = n - 1, q = 0; q < n; p = q ++ ) { + const extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' ); - a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; + extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; } - return a * 0.5; + } + + function disableUnusedAttributes() { - }, + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; - isClockWise: function ( pts ) { + for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) { - return ShapeUtils.area( pts ) < 0; + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { - }, + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; - triangulateShape: function ( contour, holes ) { + } - var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] - var holeIndices = []; // array of hole indices - var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] + } - removeDupEndPts( contour ); - addContour( vertices, contour ); + } - // + function vertexAttribPointer( index, size, type, normalized, stride, offset ) { - var holeIndex = contour.length; + if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) { - holes.forEach( removeDupEndPts ); + gl.vertexAttribIPointer( index, size, type, stride, offset ); - for ( var i = 0; i < holes.length; i ++ ) { + } else { - holeIndices.push( holeIndex ); - holeIndex += holes[ i ].length; - addContour( vertices, holes[ i ] ); + gl.vertexAttribPointer( index, size, type, normalized, stride, offset ); } - // - - var triangles = Earcut.triangulate( vertices, holeIndices ); + } - // + function setupVertexAttributes( object, material, program, geometry ) { - for ( var i = 0; i < triangles.length; i += 3 ) { + if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) { - faces.push( triangles.slice( i, i + 3 ) ); + if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return; } - return faces; + initAttributes(); - } + const geometryAttributes = geometry.attributes; -}; + const programAttributes = program.getAttributes(); -function removeDupEndPts( points ) { + const materialDefaultAttributeValues = material.defaultAttributeValues; - var l = points.length; + for ( const name in programAttributes ) { - if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { + const programAttribute = programAttributes[ name ]; - points.pop(); + if ( programAttribute >= 0 ) { - } + const geometryAttribute = geometryAttributes[ name ]; -} + if ( geometryAttribute !== undefined ) { -function addContour( vertices, contour ) { + const normalized = geometryAttribute.normalized; + const size = geometryAttribute.itemSize; - for ( var i = 0; i < contour.length; i ++ ) { + const attribute = attributes.get( geometryAttribute ); - vertices.push( contour[ i ].x ); - vertices.push( contour[ i ].y ); + // TODO Attribute may not be available on context restore - } + if ( attribute === undefined ) continue; -} + const buffer = attribute.buffer; + const type = attribute.type; + const bytesPerElement = attribute.bytesPerElement; -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * - * Creates extruded geometry from a path shape. - * - * parameters = { - * - * curveSegments: , // number of points on the curves - * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too - * depth: , // Depth to extrude the shape - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into the original shape bevel goes - * bevelSize: , // how far from shape outline (including bevelOffset) is bevel - * bevelOffset: , // how far from shape outline does bevel start - * bevelSegments: , // number of bevel layers - * - * extrudePath: // curve to extrude shape along - * - * UVGenerator: // object that provides UV generator functions - * - * } - */ + if ( geometryAttribute.isInterleavedBufferAttribute ) { -// ExtrudeGeometry + const data = geometryAttribute.data; + const stride = data.stride; + const offset = geometryAttribute.offset; -function ExtrudeGeometry( shapes, options ) { + if ( data && data.isInstancedInterleavedBuffer ) { - Geometry.call( this ); + enableAttributeAndDivisor( programAttribute, data.meshPerAttribute ); - this.type = 'ExtrudeGeometry'; + if ( geometry._maxInstanceCount === undefined ) { - this.parameters = { - shapes: shapes, - options: options - }; + geometry._maxInstanceCount = data.meshPerAttribute * data.count; - this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); - this.mergeVertices(); + } -} + } else { -ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); -ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; + enableAttribute( programAttribute ); -ExtrudeGeometry.prototype.toJSON = function () { + } - var data = Geometry.prototype.toJSON.call( this ); + gl.bindBuffer( 34962, buffer ); + vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement ); - var shapes = this.parameters.shapes; - var options = this.parameters.options; + } else { - return toJSON( shapes, options, data ); + if ( geometryAttribute.isInstancedBufferAttribute ) { -}; + enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute ); -// ExtrudeBufferGeometry + if ( geometry._maxInstanceCount === undefined ) { -function ExtrudeBufferGeometry( shapes, options ) { + geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; - BufferGeometry.call( this ); + } - this.type = 'ExtrudeBufferGeometry'; + } else { - this.parameters = { - shapes: shapes, - options: options - }; + enableAttribute( programAttribute ); - shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; + } - var scope = this; + gl.bindBuffer( 34962, buffer ); + vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 ); - var verticesArray = []; - var uvArray = []; + } - for ( var i = 0, l = shapes.length; i < l; i ++ ) { + } else if ( name === 'instanceMatrix' ) { - var shape = shapes[ i ]; - addShape( shape ); + const attribute = attributes.get( object.instanceMatrix ); - } + // TODO Attribute may not be available on context restore - // build geometry + if ( attribute === undefined ) continue; - this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); + const buffer = attribute.buffer; + const type = attribute.type; - this.computeVertexNormals(); + enableAttributeAndDivisor( programAttribute + 0, 1 ); + enableAttributeAndDivisor( programAttribute + 1, 1 ); + enableAttributeAndDivisor( programAttribute + 2, 1 ); + enableAttributeAndDivisor( programAttribute + 3, 1 ); - // functions + gl.bindBuffer( 34962, buffer ); - function addShape( shape ) { + gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 ); + gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 ); + gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 ); + gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 ); - var placeholder = []; + } else if ( name === 'instanceColor' ) { - // options + const attribute = attributes.get( object.instanceColor ); - var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - var steps = options.steps !== undefined ? options.steps : 1; - var depth = options.depth !== undefined ? options.depth : 100; + // TODO Attribute may not be available on context restore - var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; - var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; - var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; - var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0; - var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + if ( attribute === undefined ) continue; - var extrudePath = options.extrudePath; + const buffer = attribute.buffer; + const type = attribute.type; - var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; + enableAttributeAndDivisor( programAttribute, 1 ); - // deprecated options + gl.bindBuffer( 34962, buffer ); - if ( options.amount !== undefined ) { + gl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 ); - console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' ); - depth = options.amount; + } else if ( materialDefaultAttributeValues !== undefined ) { - } + const value = materialDefaultAttributeValues[ name ]; - // + if ( value !== undefined ) { - var extrudePts, extrudeByPath = false; - var splineTube, binormal, normal, position2; + switch ( value.length ) { - if ( extrudePath ) { + case 2: + gl.vertexAttrib2fv( programAttribute, value ); + break; - extrudePts = extrudePath.getSpacedPoints( steps ); + case 3: + gl.vertexAttrib3fv( programAttribute, value ); + break; - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion + case 4: + gl.vertexAttrib4fv( programAttribute, value ); + break; - // SETUP TNB variables + default: + gl.vertexAttrib1fv( programAttribute, value ); - // TODO1 - have a .isClosed in spline? + } - splineTube = extrudePath.computeFrenetFrames( steps, false ); + } - // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + } - binormal = new Vector3(); - normal = new Vector3(); - position2 = new Vector3(); + } } - // Safeguards if bevels are not enabled + disableUnusedAttributes(); - if ( ! bevelEnabled ) { + } - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; - bevelOffset = 0; + function dispose() { - } + reset(); - // Variables initialization + for ( const geometryId in bindingStates ) { - var ahole, h, hl; // looping of holes + const programMap = bindingStates[ geometryId ]; - var shapePoints = shape.extractPoints( curveSegments ); + for ( const programId in programMap ) { - var vertices = shapePoints.shape; - var holes = shapePoints.holes; + const stateMap = programMap[ programId ]; - var reverse = ! ShapeUtils.isClockWise( vertices ); + for ( const wireframe in stateMap ) { - if ( reverse ) { + deleteVertexArrayObject( stateMap[ wireframe ].object ); - vertices = vertices.reverse(); + delete stateMap[ wireframe ]; - // Maybe we should also check if holes are in the opposite direction, just to be safe ... + } - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + delete programMap[ programId ]; - ahole = holes[ h ]; + } - if ( ShapeUtils.isClockWise( ahole ) ) { + delete bindingStates[ geometryId ]; - holes[ h ] = ahole.reverse(); + } - } + } - } + function releaseStatesOfGeometry( geometry ) { - } + if ( bindingStates[ geometry.id ] === undefined ) return; + const programMap = bindingStates[ geometry.id ]; - var faces = ShapeUtils.triangulateShape( vertices, holes ); + for ( const programId in programMap ) { - /* Vertices */ + const stateMap = programMap[ programId ]; - var contour = vertices; // vertices has all points but contour has only points of circumference + for ( const wireframe in stateMap ) { - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + deleteVertexArrayObject( stateMap[ wireframe ].object ); - ahole = holes[ h ]; + delete stateMap[ wireframe ]; + + } - vertices = vertices.concat( ahole ); + delete programMap[ programId ]; } + delete bindingStates[ geometry.id ]; - function scalePt2( pt, vec, size ) { + } - if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); + function releaseStatesOfProgram( program ) { - return vec.clone().multiplyScalar( size ).add( pt ); + for ( const geometryId in bindingStates ) { - } + const programMap = bindingStates[ geometryId ]; - var b, bs, t, z, - vert, vlen = vertices.length, - face, flen = faces.length; + if ( programMap[ program.id ] === undefined ) continue; + const stateMap = programMap[ program.id ]; - // Find directions for point movement + for ( const wireframe in stateMap ) { + deleteVertexArrayObject( stateMap[ wireframe ].object ); - function getBevelVec( inPt, inPrev, inNext ) { + delete stateMap[ wireframe ]; - // computes for inPt the corresponding point inPt' on a new contour - // shifted by 1 unit (length of normalized vector) to the left - // if we walk along contour clockwise, this new contour is outside the old one - // - // inPt' is the intersection of the two lines parallel to the two - // adjacent edges of inPt at a distance of 1 unit on the left side. + } - var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt + delete programMap[ program.id ]; - // good reading for geometry algorithms (here: line-line intersection) - // http://geomalgorithms.com/a05-_intersect-1.html + } - var v_prev_x = inPt.x - inPrev.x, - v_prev_y = inPt.y - inPrev.y; - var v_next_x = inNext.x - inPt.x, - v_next_y = inNext.y - inPt.y; + } - var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); + function reset() { - // check for collinear edges - var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + resetDefaultState(); - if ( Math.abs( collinear0 ) > Number.EPSILON ) { + if ( currentState === defaultState ) return; - // not collinear + currentState = defaultState; + bindVertexArrayObject( currentState.object ); - // length of vectors for normalizing + } - var v_prev_len = Math.sqrt( v_prev_lensq ); - var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + // for backward-compatilibity - // shift adjacent points by unit vectors to the left + function resetDefaultState() { - var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); - var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + defaultState.geometry = null; + defaultState.program = null; + defaultState.wireframe = false; - var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); - var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + } - // scaling factor for v_prev to intersection point + return { - var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - - ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / - ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + setup: setup, + reset: reset, + resetDefaultState: resetDefaultState, + dispose: dispose, + releaseStatesOfGeometry: releaseStatesOfGeometry, + releaseStatesOfProgram: releaseStatesOfProgram, - // vector from inPt to intersection point + initAttributes: initAttributes, + enableAttribute: enableAttribute, + disableUnusedAttributes: disableUnusedAttributes - v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); - v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + }; - // Don't normalize!, otherwise sharp corners become ugly - // but prevent crazy spikes - var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); - if ( v_trans_lensq <= 2 ) { +} - return new Vector2( v_trans_x, v_trans_y ); +function WebGLBufferRenderer( gl, extensions, info, capabilities ) { - } else { + const isWebGL2 = capabilities.isWebGL2; - shrink_by = Math.sqrt( v_trans_lensq / 2 ); + let mode; - } + function setMode( value ) { - } else { + mode = value; - // handle special case of collinear edges + } - var direction_eq = false; // assumes: opposite - if ( v_prev_x > Number.EPSILON ) { + function render( start, count ) { - if ( v_next_x > Number.EPSILON ) { + gl.drawArrays( mode, start, count ); - direction_eq = true; + info.update( count, mode, 1 ); - } + } - } else { + function renderInstances( start, count, primcount ) { - if ( v_prev_x < - Number.EPSILON ) { + if ( primcount === 0 ) return; - if ( v_next_x < - Number.EPSILON ) { + let extension, methodName; - direction_eq = true; + if ( isWebGL2 ) { - } + extension = gl; + methodName = 'drawArraysInstanced'; - } else { + } else { - if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + extension = extensions.get( 'ANGLE_instanced_arrays' ); + methodName = 'drawArraysInstancedANGLE'; - direction_eq = true; + if ( extension === null ) { - } + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; - } + } - } + } - if ( direction_eq ) { + extension[ methodName ]( mode, start, count, primcount ); - // console.log("Warning: lines are a straight sequence"); - v_trans_x = - v_prev_y; - v_trans_y = v_prev_x; - shrink_by = Math.sqrt( v_prev_lensq ); + info.update( count, mode, primcount ); - } else { + } - // console.log("Warning: lines are a straight spike"); - v_trans_x = v_prev_x; - v_trans_y = v_prev_y; - shrink_by = Math.sqrt( v_prev_lensq / 2 ); + // - } + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; - } +} - return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); +function WebGLCapabilities( gl, extensions, parameters ) { - } + let maxAnisotropy; + + function getMaxAnisotropy() { + if ( maxAnisotropy !== undefined ) return maxAnisotropy; - var contourMovements = []; + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { - for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - if ( j === il ) j = 0; - if ( k === il ) k = 0; + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); - // (j)---(i)---(k) - // console.log('i,j,k', i, j , k) + } else { - contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + maxAnisotropy = 0; } - var holesMovements = [], - oneHoleMovements, verticesMovements = contourMovements.concat(); - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + return maxAnisotropy; - ahole = holes[ h ]; + } - oneHoleMovements = []; + function getMaxPrecision( precision ) { - for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + if ( precision === 'highp' ) { - if ( j === il ) j = 0; - if ( k === il ) k = 0; + if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 && + gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) { - // (j)---(i)---(k) - oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + return 'highp'; } - holesMovements.push( oneHoleMovements ); - verticesMovements = verticesMovements.concat( oneHoleMovements ); + precision = 'mediump'; } + if ( precision === 'mediump' ) { - // Loop bevelSegments, 1 for the front, 1 for the back + if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 && + gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) { - for ( b = 0; b < bevelSegments; b ++ ) { + return 'mediump'; - //for ( b = bevelSegments; b > 0; b -- ) { + } - t = b / bevelSegments; - z = bevelThickness * Math.cos( t * Math.PI / 2 ); - bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; + } - // contract shape + return 'lowp'; - for ( i = 0, il = contour.length; i < il; i ++ ) { + } - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + /* eslint-disable no-undef */ + const isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) || + ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext ); + /* eslint-enable no-undef */ - v( vert.x, vert.y, - z ); + let precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + const maxPrecision = getMaxPrecision( precision ); - } + if ( maxPrecision !== precision ) { - // expand holes + console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); + precision = maxPrecision; - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + } - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; + const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; - for ( i = 0, il = ahole.length; i < il; i ++ ) { + const maxTextures = gl.getParameter( 34930 ); + const maxVertexTextures = gl.getParameter( 35660 ); + const maxTextureSize = gl.getParameter( 3379 ); + const maxCubemapSize = gl.getParameter( 34076 ); - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + const maxAttributes = gl.getParameter( 34921 ); + const maxVertexUniforms = gl.getParameter( 36347 ); + const maxVaryings = gl.getParameter( 36348 ); + const maxFragmentUniforms = gl.getParameter( 36349 ); - v( vert.x, vert.y, - z ); + const vertexTextures = maxVertexTextures > 0; + const floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' ); + const floatVertexTextures = vertexTextures && floatFragmentTextures; - } + const maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0; - } + return { - } + isWebGL2: isWebGL2, + + getMaxAnisotropy: getMaxAnisotropy, + getMaxPrecision: getMaxPrecision, - bs = bevelSize + bevelOffset; + precision: precision, + logarithmicDepthBuffer: logarithmicDepthBuffer, - // Back facing vertices + maxTextures: maxTextures, + maxVertexTextures: maxVertexTextures, + maxTextureSize: maxTextureSize, + maxCubemapSize: maxCubemapSize, - for ( i = 0; i < vlen; i ++ ) { + maxAttributes: maxAttributes, + maxVertexUniforms: maxVertexUniforms, + maxVaryings: maxVaryings, + maxFragmentUniforms: maxFragmentUniforms, - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + vertexTextures: vertexTextures, + floatFragmentTextures: floatFragmentTextures, + floatVertexTextures: floatVertexTextures, - if ( ! extrudeByPath ) { + maxSamples: maxSamples - v( vert.x, vert.y, 0 ); + }; - } else { +} - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); +function WebGLClipping( properties ) { - normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); + const scope = this; - position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); + let globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false; - v( position2.x, position2.y, position2.z ); + const plane = new Plane(), + viewNormalMatrix = new Matrix3(), - } + uniform = { value: null, needsUpdate: false }; - } + this.uniform = uniform; + this.numPlanes = 0; + this.numIntersection = 0; - // Add stepped vertices... - // Including front facing vertices + this.init = function ( planes, enableLocalClipping, camera ) { - var s; + const enabled = + planes.length !== 0 || + enableLocalClipping || + // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || + localClippingEnabled; - for ( s = 1; s <= steps; s ++ ) { + localClippingEnabled = enableLocalClipping; - for ( i = 0; i < vlen; i ++ ) { + globalState = projectPlanes( planes, camera, 0 ); + numGlobalPlanes = planes.length; - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + return enabled; - if ( ! extrudeByPath ) { + }; - v( vert.x, vert.y, depth / steps * s ); + this.beginShadows = function () { - } else { + renderingShadows = true; + projectPlanes( null ); - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + }; - normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); + this.endShadows = function () { - position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); + renderingShadows = false; + resetGlobalState(); - v( position2.x, position2.y, position2.z ); + }; - } + this.setState = function ( material, camera, useCache ) { - } + const planes = material.clippingPlanes, + clipIntersection = material.clipIntersection, + clipShadows = material.clipShadows; - } + const materialProperties = properties.get( material ); + if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { - // Add bevel segments planes + // there's no local clipping - //for ( b = 1; b <= bevelSegments; b ++ ) { - for ( b = bevelSegments - 1; b >= 0; b -- ) { + if ( renderingShadows ) { - t = b / bevelSegments; - z = bevelThickness * Math.cos( t * Math.PI / 2 ); - bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; + // there's no global clipping - // contract shape + projectPlanes( null ); - for ( i = 0, il = contour.length; i < il; i ++ ) { + } else { - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - v( vert.x, vert.y, depth + z ); + resetGlobalState(); } - // expand holes + } else { - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + const nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4; - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; + let dstArray = materialProperties.clippingState || null; - for ( i = 0, il = ahole.length; i < il; i ++ ) { + uniform.value = dstArray; // ensure unique state - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + dstArray = projectPlanes( planes, camera, lGlobal, useCache ); - if ( ! extrudeByPath ) { + for ( let i = 0; i !== lGlobal; ++ i ) { - v( vert.x, vert.y, depth + z ); + dstArray[ i ] = globalState[ i ]; - } else { + } - v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + materialProperties.clippingState = dstArray; + this.numIntersection = clipIntersection ? this.numPlanes : 0; + this.numPlanes += nGlobal; - } + } - } - } + }; - } + function resetGlobalState() { - /* Faces */ + if ( uniform.value !== globalState ) { - // Top and bottom faces + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; - buildLidFaces(); + } - // Sides faces + scope.numPlanes = numGlobalPlanes; + scope.numIntersection = 0; - buildSideFaces(); + } + function projectPlanes( planes, camera, dstOffset, skipTransform ) { - ///// Internal functions + const nPlanes = planes !== null ? planes.length : 0; + let dstArray = null; - function buildLidFaces() { + if ( nPlanes !== 0 ) { - var start = verticesArray.length / 3; + dstArray = uniform.value; - if ( bevelEnabled ) { + if ( skipTransform !== true || dstArray === null ) { - var layer = 0; // steps + 1 - var offset = vlen * layer; + const flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; - // Bottom faces + viewNormalMatrix.getNormalMatrix( viewMatrix ); - for ( i = 0; i < flen; i ++ ) { + if ( dstArray === null || dstArray.length < flatSize ) { - face = faces[ i ]; - f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + dstArray = new Float32Array( flatSize ); } - layer = steps + bevelSegments * 2; - offset = vlen * layer; + for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { - // Top faces - - for ( i = 0; i < flen; i ++ ) { + plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); - face = faces[ i ]; - f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + plane.normal.toArray( dstArray, i4 ); + dstArray[ i4 + 3 ] = plane.constant; } - } else { + } - // Bottom faces + uniform.value = dstArray; + uniform.needsUpdate = true; - for ( i = 0; i < flen; i ++ ) { + } - face = faces[ i ]; - f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + scope.numPlanes = nPlanes; + scope.numIntersection = 0; - } + return dstArray; - // Top faces + } - for ( i = 0; i < flen; i ++ ) { +} - face = faces[ i ]; - f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); +function WebGLCubeMaps( renderer ) { - } + let cubemaps = new WeakMap(); - } + function mapTextureMapping( texture, mapping ) { - scope.addGroup( start, verticesArray.length / 3 - start, 0 ); + if ( mapping === EquirectangularReflectionMapping ) { - } + texture.mapping = CubeReflectionMapping; + + } else if ( mapping === EquirectangularRefractionMapping ) { + + texture.mapping = CubeRefractionMapping; - // Create faces for the z-sides of the shape + } - function buildSideFaces() { + return texture; - var start = verticesArray.length / 3; - var layeroffset = 0; - sidewalls( contour, layeroffset ); - layeroffset += contour.length; + } - for ( h = 0, hl = holes.length; h < hl; h ++ ) { + function get( texture ) { - ahole = holes[ h ]; - sidewalls( ahole, layeroffset ); + if ( texture && texture.isTexture ) { - //, true - layeroffset += ahole.length; + const mapping = texture.mapping; - } + if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) { + if ( cubemaps.has( texture ) ) { - scope.addGroup( start, verticesArray.length / 3 - start, 1 ); + const cubemap = cubemaps.get( texture ).texture; + return mapTextureMapping( cubemap, texture.mapping ); + } else { - } + const image = texture.image; - function sidewalls( contour, layeroffset ) { + if ( image && image.height > 0 ) { - var j, k; - i = contour.length; + const currentRenderTarget = renderer.getRenderTarget(); - while ( -- i >= 0 ) { + const renderTarget = new WebGLCubeRenderTarget( image.height / 2 ); + renderTarget.fromEquirectangularTexture( renderer, texture ); + cubemaps.set( texture, renderTarget ); - j = i; - k = i - 1; - if ( k < 0 ) k = contour.length - 1; + renderer.setRenderTarget( currentRenderTarget ); - //console.log('b', i,j, i-1, k,vertices.length); + texture.addEventListener( 'dispose', onTextureDispose ); - var s = 0, - sl = steps + bevelSegments * 2; + return mapTextureMapping( renderTarget.texture, texture.mapping ); - for ( s = 0; s < sl; s ++ ) { + } else { - var slen1 = vlen * s; - var slen2 = vlen * ( s + 1 ); + // image not yet ready. try the conversion next frame - var a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; + return null; - f4( a, b, c, d ); + } } @@ -31059,9196 +14839,8636 @@ function ExtrudeBufferGeometry( shapes, options ) { } - function v( x, y, z ) { + return texture; + + } + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); - placeholder.push( x ); - placeholder.push( y ); - placeholder.push( z ); + const cubemap = cubemaps.get( texture ); - } + if ( cubemap !== undefined ) { + cubemaps.delete( texture ); + cubemap.dispose(); - function f3( a, b, c ) { + } - addVertex( a ); - addVertex( b ); - addVertex( c ); + } - var nextIndex = verticesArray.length / 3; - var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + function dispose() { - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); + cubemaps = new WeakMap(); - } + } - function f4( a, b, c, d ) { + return { + get: get, + dispose: dispose + }; - addVertex( a ); - addVertex( b ); - addVertex( d ); +} - addVertex( b ); - addVertex( c ); - addVertex( d ); +function WebGLExtensions( gl ) { + const extensions = {}; - var nextIndex = verticesArray.length / 3; - var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + function getExtension( name ) { - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 3 ] ); + if ( extensions[ name ] !== undefined ) { - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - addUV( uvs[ 3 ] ); + return extensions[ name ]; } - function addVertex( index ) { + let extension; - verticesArray.push( placeholder[ index * 3 + 0 ] ); - verticesArray.push( placeholder[ index * 3 + 1 ] ); - verticesArray.push( placeholder[ index * 3 + 2 ] ); + switch ( name ) { - } + case 'WEBGL_depth_texture': + extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); + break; + + case 'EXT_texture_filter_anisotropic': + extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); + break; + case 'WEBGL_compressed_texture_s3tc': + extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); + break; - function addUV( vector2 ) { + case 'WEBGL_compressed_texture_pvrtc': + extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); + break; - uvArray.push( vector2.x ); - uvArray.push( vector2.y ); + default: + extension = gl.getExtension( name ); } - } + extensions[ name ] = extension; -} + return extension; + + } -ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry; + return { -ExtrudeBufferGeometry.prototype.toJSON = function () { + has: function ( name ) { - var data = BufferGeometry.prototype.toJSON.call( this ); + return getExtension( name ) !== null; - var shapes = this.parameters.shapes; - var options = this.parameters.options; + }, - return toJSON( shapes, options, data ); + init: function ( capabilities ) { -}; + if ( capabilities.isWebGL2 ) { -// + getExtension( 'EXT_color_buffer_float' ); -var WorldUVGenerator = { + } else { - generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { + getExtension( 'WEBGL_depth_texture' ); + getExtension( 'OES_texture_float' ); + getExtension( 'OES_texture_half_float' ); + getExtension( 'OES_texture_half_float_linear' ); + getExtension( 'OES_standard_derivatives' ); + getExtension( 'OES_element_index_uint' ); + getExtension( 'OES_vertex_array_object' ); + getExtension( 'ANGLE_instanced_arrays' ); - var a_x = vertices[ indexA * 3 ]; - var a_y = vertices[ indexA * 3 + 1 ]; - var b_x = vertices[ indexB * 3 ]; - var b_y = vertices[ indexB * 3 + 1 ]; - var c_x = vertices[ indexC * 3 ]; - var c_y = vertices[ indexC * 3 + 1 ]; + } - return [ - new Vector2( a_x, a_y ), - new Vector2( b_x, b_y ), - new Vector2( c_x, c_y ) - ]; + getExtension( 'OES_texture_float_linear' ); + getExtension( 'EXT_color_buffer_half_float' ); - }, + }, - generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { + get: function ( name ) { - var a_x = vertices[ indexA * 3 ]; - var a_y = vertices[ indexA * 3 + 1 ]; - var a_z = vertices[ indexA * 3 + 2 ]; - var b_x = vertices[ indexB * 3 ]; - var b_y = vertices[ indexB * 3 + 1 ]; - var b_z = vertices[ indexB * 3 + 2 ]; - var c_x = vertices[ indexC * 3 ]; - var c_y = vertices[ indexC * 3 + 1 ]; - var c_z = vertices[ indexC * 3 + 2 ]; - var d_x = vertices[ indexD * 3 ]; - var d_y = vertices[ indexD * 3 + 1 ]; - var d_z = vertices[ indexD * 3 + 2 ]; + const extension = getExtension( name ); - if ( Math.abs( a_y - b_y ) < 0.01 ) { + if ( extension === null ) { - return [ - new Vector2( a_x, 1 - a_z ), - new Vector2( b_x, 1 - b_z ), - new Vector2( c_x, 1 - c_z ), - new Vector2( d_x, 1 - d_z ) - ]; + console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); - } else { + } - return [ - new Vector2( a_y, 1 - a_z ), - new Vector2( b_y, 1 - b_z ), - new Vector2( c_y, 1 - c_z ), - new Vector2( d_y, 1 - d_z ) - ]; + return extension; } - } -}; + }; -function toJSON( shapes, options, data ) { +} - // +function WebGLGeometries( gl, attributes, info, bindingStates ) { - data.shapes = []; + const geometries = {}; + const wireframeAttributes = new WeakMap(); - if ( Array.isArray( shapes ) ) { + function onGeometryDispose( event ) { - for ( var i = 0, l = shapes.length; i < l; i ++ ) { + const geometry = event.target; - var shape = shapes[ i ]; + if ( geometry.index !== null ) { - data.shapes.push( shape.uuid ); + attributes.remove( geometry.index ); } - } else { + for ( const name in geometry.attributes ) { - data.shapes.push( shapes.uuid ); + attributes.remove( geometry.attributes[ name ] ); - } + } - // + geometry.removeEventListener( 'dispose', onGeometryDispose ); - if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON(); + delete geometries[ geometry.id ]; - return data; + const attribute = wireframeAttributes.get( geometry ); -} + if ( attribute ) { -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author alteredq / http://alteredqualia.com/ - * - * Text = 3D Text - * - * parameters = { - * font: , // font - * - * size: , // size of the text - * height: , // thickness to extrude text - * curveSegments: , // number of points on the curves - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into text bevel goes - * bevelSize: , // how far from text outline (including bevelOffset) is bevel - * bevelOffset: // how far from text outline does bevel start - * } - */ + attributes.remove( attribute ); + wireframeAttributes.delete( geometry ); -// TextGeometry + } -function TextGeometry( text, parameters ) { + bindingStates.releaseStatesOfGeometry( geometry ); - Geometry.call( this ); + if ( geometry.isInstancedBufferGeometry === true ) { - this.type = 'TextGeometry'; + delete geometry._maxInstanceCount; - this.parameters = { - text: text, - parameters: parameters - }; + } - this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); - this.mergeVertices(); + // -} + info.memory.geometries --; -TextGeometry.prototype = Object.create( Geometry.prototype ); -TextGeometry.prototype.constructor = TextGeometry; + } -// TextBufferGeometry + function get( object, geometry ) { -function TextBufferGeometry( text, parameters ) { + if ( geometries[ geometry.id ] === true ) return geometry; - parameters = parameters || {}; + geometry.addEventListener( 'dispose', onGeometryDispose ); - var font = parameters.font; + geometries[ geometry.id ] = true; - if ( ! ( font && font.isFont ) ) { + info.memory.geometries ++; - console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); - return new Geometry(); + return geometry; } - var shapes = font.generateShapes( text, parameters.size ); - - // translate parameters to ExtrudeGeometry API - - parameters.depth = parameters.height !== undefined ? parameters.height : 50; - - // defaults + function update( geometry ) { - if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; - if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; - if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; + const geometryAttributes = geometry.attributes; - ExtrudeBufferGeometry.call( this, shapes, parameters ); + // Updating index buffer in VAO now. See WebGLBindingStates. - this.type = 'TextBufferGeometry'; + for ( const name in geometryAttributes ) { -} + attributes.update( geometryAttributes[ name ], 34962 ); -TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype ); -TextBufferGeometry.prototype.constructor = TextBufferGeometry; + } -/** - * @author mrdoob / http://mrdoob.com/ - * @author benaadams / https://twitter.com/ben_a_adams - * @author Mugen87 / https://github.com/Mugen87 - */ + // morph targets -// SphereGeometry + const morphAttributes = geometry.morphAttributes; -function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + for ( const name in morphAttributes ) { - Geometry.call( this ); + const array = morphAttributes[ name ]; - this.type = 'SphereGeometry'; + for ( let i = 0, l = array.length; i < l; i ++ ) { - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + attributes.update( array[ i ], 34962 ); - this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); - this.mergeVertices(); + } -} + } -SphereGeometry.prototype = Object.create( Geometry.prototype ); -SphereGeometry.prototype.constructor = SphereGeometry; + } -// SphereBufferGeometry + function updateWireframeAttribute( geometry ) { -function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + const indices = []; - BufferGeometry.call( this ); + const geometryIndex = geometry.index; + const geometryPosition = geometry.attributes.position; + let version = 0; - this.type = 'SphereBufferGeometry'; + if ( geometryIndex !== null ) { - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + const array = geometryIndex.array; + version = geometryIndex.version; - radius = radius || 1; + for ( let i = 0, l = array.length; i < l; i += 3 ) { - widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); - heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); + const a = array[ i + 0 ]; + const b = array[ i + 1 ]; + const c = array[ i + 2 ]; - phiStart = phiStart !== undefined ? phiStart : 0; - phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; + indices.push( a, b, b, c, c, a ); - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + } - var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI ); + } else { - var ix, iy; + const array = geometryPosition.array; + version = geometryPosition.version; - var index = 0; - var grid = []; + for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { - var vertex = new Vector3(); - var normal = new Vector3(); + const a = i + 0; + const b = i + 1; + const c = i + 2; - // buffers + indices.push( a, b, b, c, c, a ); - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + } - // generate vertices, normals and uvs + } - for ( iy = 0; iy <= heightSegments; iy ++ ) { + const attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); + attribute.version = version; - var verticesRow = []; + // Updating index buffer in VAO now. See WebGLBindingStates - var v = iy / heightSegments; + // - // special case for the poles + const previousAttribute = wireframeAttributes.get( geometry ); - var uOffset = 0; + if ( previousAttribute ) attributes.remove( previousAttribute ); - if ( iy == 0 && thetaStart == 0 ) { + // - uOffset = 0.5 / widthSegments; + wireframeAttributes.set( geometry, attribute ); - } else if ( iy == heightSegments && thetaEnd == Math.PI ) { + } - uOffset = - 0.5 / widthSegments; + function getWireframeAttribute( geometry ) { - } + const currentAttribute = wireframeAttributes.get( geometry ); - for ( ix = 0; ix <= widthSegments; ix ++ ) { + if ( currentAttribute ) { - var u = ix / widthSegments; + const geometryIndex = geometry.index; - // vertex + if ( geometryIndex !== null ) { - vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); - vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + // if the attribute is obsolete, create a new one - vertices.push( vertex.x, vertex.y, vertex.z ); + if ( currentAttribute.version < geometryIndex.version ) { - // normal + updateWireframeAttribute( geometry ); - normal.copy( vertex ).normalize(); - normals.push( normal.x, normal.y, normal.z ); + } - // uv + } - uvs.push( u + uOffset, 1 - v ); + } else { - verticesRow.push( index ++ ); + updateWireframeAttribute( geometry ); } - grid.push( verticesRow ); + return wireframeAttributes.get( geometry ); } - // indices - - for ( iy = 0; iy < heightSegments; iy ++ ) { + return { - for ( ix = 0; ix < widthSegments; ix ++ ) { + get: get, + update: update, - var a = grid[ iy ][ ix + 1 ]; - var b = grid[ iy ][ ix ]; - var c = grid[ iy + 1 ][ ix ]; - var d = grid[ iy + 1 ][ ix + 1 ]; + getWireframeAttribute: getWireframeAttribute - if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); - if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); + }; - } +} - } +function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { - // build geometry + const isWebGL2 = capabilities.isWebGL2; - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + let mode; -} + function setMode( value ) { -SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; + mode = value; -/** - * @author Kaleb Murphy - * @author Mugen87 / https://github.com/Mugen87 - */ + } -// RingGeometry + let type, bytesPerElement; -function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + function setIndex( value ) { - Geometry.call( this ); + type = value.type; + bytesPerElement = value.bytesPerElement; - this.type = 'RingGeometry'; + } - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + function render( start, count ) { - this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); - this.mergeVertices(); + gl.drawElements( mode, count, type, start * bytesPerElement ); -} + info.update( count, mode, 1 ); -RingGeometry.prototype = Object.create( Geometry.prototype ); -RingGeometry.prototype.constructor = RingGeometry; + } -// RingBufferGeometry + function renderInstances( start, count, primcount ) { -function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + if ( primcount === 0 ) return; - BufferGeometry.call( this ); + let extension, methodName; - this.type = 'RingBufferGeometry'; + if ( isWebGL2 ) { - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + extension = gl; + methodName = 'drawElementsInstanced'; - innerRadius = innerRadius || 0.5; - outerRadius = outerRadius || 1; + } else { - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + extension = extensions.get( 'ANGLE_instanced_arrays' ); + methodName = 'drawElementsInstancedANGLE'; - thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; - phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; + if ( extension === null ) { - // buffers + console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + } - // some helper variables + } - var segment; - var radius = innerRadius; - var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); - var vertex = new Vector3(); - var uv = new Vector2(); - var j, i; + extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount ); - // generate vertices, normals and uvs + info.update( count, mode, primcount ); - for ( j = 0; j <= phiSegments; j ++ ) { + } - for ( i = 0; i <= thetaSegments; i ++ ) { + // - // values are generate from the inside of the ring to the outside + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; - segment = thetaStart + i / thetaSegments * thetaLength; +} - // vertex +function WebGLInfo( gl ) { - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); + const memory = { + geometries: 0, + textures: 0 + }; - vertices.push( vertex.x, vertex.y, vertex.z ); + const render = { + frame: 0, + calls: 0, + triangles: 0, + points: 0, + lines: 0 + }; - // normal + function update( count, mode, instanceCount ) { - normals.push( 0, 0, 1 ); + render.calls ++; - // uv + switch ( mode ) { - uv.x = ( vertex.x / outerRadius + 1 ) / 2; - uv.y = ( vertex.y / outerRadius + 1 ) / 2; + case 4: + render.triangles += instanceCount * ( count / 3 ); + break; - uvs.push( uv.x, uv.y ); + case 1: + render.lines += instanceCount * ( count / 2 ); + break; - } + case 3: + render.lines += instanceCount * ( count - 1 ); + break; - // increase the radius for next row of vertices + case 2: + render.lines += instanceCount * count; + break; - radius += radiusStep; + case 0: + render.points += instanceCount * count; + break; - } + default: + console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode ); + break; - // indices + } - for ( j = 0; j < phiSegments; j ++ ) { + } - var thetaSegmentLevel = j * ( thetaSegments + 1 ); + function reset() { - for ( i = 0; i < thetaSegments; i ++ ) { + render.frame ++; + render.calls = 0; + render.triangles = 0; + render.points = 0; + render.lines = 0; - segment = i + thetaSegmentLevel; + } - var a = segment; - var b = segment + thetaSegments + 1; - var c = segment + thetaSegments + 2; - var d = segment + 1; + return { + memory: memory, + render: render, + programs: null, + autoReset: true, + reset: reset, + update: update + }; - // faces +} - indices.push( a, b, d ); - indices.push( b, c, d ); +function numericalSort( a, b ) { - } + return a[ 0 ] - b[ 0 ]; - } +} - // build geometry +function absNumericalSort( a, b ) { - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); } -RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -RingBufferGeometry.prototype.constructor = RingBufferGeometry; - -/** - * @author zz85 / https://github.com/zz85 - * @author bhouston / http://clara.io - * @author Mugen87 / https://github.com/Mugen87 - */ +function WebGLMorphtargets( gl ) { -// LatheGeometry + const influencesList = {}; + const morphInfluences = new Float32Array( 8 ); -function LatheGeometry( points, segments, phiStart, phiLength ) { + const workInfluences = []; - Geometry.call( this ); + for ( let i = 0; i < 8; i ++ ) { - this.type = 'LatheGeometry'; + workInfluences[ i ] = [ i, 0 ]; - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; + } - this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); - this.mergeVertices(); + function update( object, geometry, material, program ) { -} + const objectInfluences = object.morphTargetInfluences; -LatheGeometry.prototype = Object.create( Geometry.prototype ); -LatheGeometry.prototype.constructor = LatheGeometry; + // When object doesn't have morph target influences defined, we treat it as a 0-length array + // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences -// LatheBufferGeometry + const length = objectInfluences === undefined ? 0 : objectInfluences.length; -function LatheBufferGeometry( points, segments, phiStart, phiLength ) { + let influences = influencesList[ geometry.id ]; - BufferGeometry.call( this ); + if ( influences === undefined ) { - this.type = 'LatheBufferGeometry'; + // initialise list - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; + influences = []; - segments = Math.floor( segments ) || 12; - phiStart = phiStart || 0; - phiLength = phiLength || Math.PI * 2; + for ( let i = 0; i < length; i ++ ) { - // clamp phiLength so it's in range of [ 0, 2PI ] + influences[ i ] = [ i, 0 ]; - phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 ); + } + influencesList[ geometry.id ] = influences; - // buffers + } - var indices = []; - var vertices = []; - var uvs = []; + // Collect influences - // helper variables + for ( let i = 0; i < length; i ++ ) { - var base; - var inverseSegments = 1.0 / segments; - var vertex = new Vector3(); - var uv = new Vector2(); - var i, j; + const influence = influences[ i ]; - // generate vertices and uvs + influence[ 0 ] = i; + influence[ 1 ] = objectInfluences[ i ]; - for ( i = 0; i <= segments; i ++ ) { + } - var phi = phiStart + i * inverseSegments * phiLength; + influences.sort( absNumericalSort ); - var sin = Math.sin( phi ); - var cos = Math.cos( phi ); + for ( let i = 0; i < 8; i ++ ) { - for ( j = 0; j <= ( points.length - 1 ); j ++ ) { + if ( i < length && influences[ i ][ 1 ] ) { - // vertex + workInfluences[ i ][ 0 ] = influences[ i ][ 0 ]; + workInfluences[ i ][ 1 ] = influences[ i ][ 1 ]; - vertex.x = points[ j ].x * sin; - vertex.y = points[ j ].y; - vertex.z = points[ j ].x * cos; + } else { - vertices.push( vertex.x, vertex.y, vertex.z ); + workInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER; + workInfluences[ i ][ 1 ] = 0; - // uv + } - uv.x = i / segments; - uv.y = j / ( points.length - 1 ); + } - uvs.push( uv.x, uv.y ); + workInfluences.sort( numericalSort ); + const morphTargets = material.morphTargets && geometry.morphAttributes.position; + const morphNormals = material.morphNormals && geometry.morphAttributes.normal; - } + let morphInfluencesSum = 0; - } + for ( let i = 0; i < 8; i ++ ) { - // indices + const influence = workInfluences[ i ]; + const index = influence[ 0 ]; + const value = influence[ 1 ]; - for ( i = 0; i < segments; i ++ ) { + if ( index !== Number.MAX_SAFE_INTEGER && value ) { - for ( j = 0; j < ( points.length - 1 ); j ++ ) { + if ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) { - base = j + i * points.length; + geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); - var a = base; - var b = base + points.length; - var c = base + points.length + 1; - var d = base + 1; + } - // faces + if ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) { - indices.push( a, b, d ); - indices.push( b, c, d ); + geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); - } + } - } + morphInfluences[ i ] = value; + morphInfluencesSum += value; - // build geometry + } else { - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + if ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) { - // generate normals + geometry.deleteAttribute( 'morphTarget' + i ); - this.computeVertexNormals(); + } - // if the geometry is closed, we need to average the normals along the seam. - // because the corresponding vertices are identical (but still have different UVs). + if ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) { - if ( phiLength === Math.PI * 2 ) { + geometry.deleteAttribute( 'morphNormal' + i ); - var normals = this.attributes.normal.array; - var n1 = new Vector3(); - var n2 = new Vector3(); - var n = new Vector3(); + } - // this is the buffer offset for the last line of vertices + morphInfluences[ i ] = 0; - base = segments * points.length * 3; + } - for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { + } - // select the normal of the vertex in the first line + // GLSL shader uses formula baseinfluence * base + sum(target * influence) + // This allows us to switch between absolute morphs and relative morphs without changing shader code + // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) + const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; - n1.x = normals[ j + 0 ]; - n1.y = normals[ j + 1 ]; - n1.z = normals[ j + 2 ]; + program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); + program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); - // select the normal of the vertex in the last line + } - n2.x = normals[ base + j + 0 ]; - n2.y = normals[ base + j + 1 ]; - n2.z = normals[ base + j + 2 ]; + return { - // average normals + update: update - n.addVectors( n1, n2 ).normalize(); + }; - // assign the new values to both normals +} - normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; - normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; - normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; +function WebGLObjects( gl, geometries, attributes, info ) { - } + let updateMap = new WeakMap(); - } + function update( object ) { -} + const frame = info.render.frame; -LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; + const geometry = object.geometry; + const buffergeometry = geometries.get( object, geometry ); -/** - * @author jonobr1 / http://jonobr1.com - * @author Mugen87 / https://github.com/Mugen87 - */ + // Update once per frame -// ShapeGeometry + if ( updateMap.get( buffergeometry ) !== frame ) { -function ShapeGeometry( shapes, curveSegments ) { + geometries.update( buffergeometry ); - Geometry.call( this ); + updateMap.set( buffergeometry, frame ); - this.type = 'ShapeGeometry'; + } - if ( typeof curveSegments === 'object' ) { + if ( object.isInstancedMesh ) { - console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); + if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) { - curveSegments = curveSegments.curveSegments; + object.addEventListener( 'dispose', onInstancedMeshDispose ); - } + } - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; + attributes.update( object.instanceMatrix, 34962 ); - this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); - this.mergeVertices(); + if ( object.instanceColor !== null ) { -} + attributes.update( object.instanceColor, 34962 ); -ShapeGeometry.prototype = Object.create( Geometry.prototype ); -ShapeGeometry.prototype.constructor = ShapeGeometry; + } -ShapeGeometry.prototype.toJSON = function () { + } - var data = Geometry.prototype.toJSON.call( this ); + return buffergeometry; - var shapes = this.parameters.shapes; + } - return toJSON$1( shapes, data ); + function dispose() { -}; + updateMap = new WeakMap(); -// ShapeBufferGeometry + } -function ShapeBufferGeometry( shapes, curveSegments ) { + function onInstancedMeshDispose( event ) { - BufferGeometry.call( this ); + const instancedMesh = event.target; - this.type = 'ShapeBufferGeometry'; + instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose ); - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; + attributes.remove( instancedMesh.instanceMatrix ); - curveSegments = curveSegments || 12; + if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor ); - // buffers + } - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + return { - // helper variables + update: update, + dispose: dispose - var groupStart = 0; - var groupCount = 0; + }; - // allow single and array values for "shapes" parameter +} - if ( Array.isArray( shapes ) === false ) { +class DataTexture2DArray extends Texture { - addShape( shapes ); + constructor( data = null, width = 1, height = 1, depth = 1 ) { - } else { + super( null ); - for ( var i = 0; i < shapes.length; i ++ ) { + this.image = { data, width, height, depth }; - addShape( shapes[ i ] ); + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; - this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support + this.wrapR = ClampToEdgeWrapping; - groupStart += groupCount; - groupCount = 0; + this.generateMipmaps = false; + this.flipY = false; - } + this.needsUpdate = true; } - // build geometry +} - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); +DataTexture2DArray.prototype.isDataTexture2DArray = true; +class DataTexture3D extends Texture { - // helper functions + constructor( data = null, width = 1, height = 1, depth = 1 ) { - function addShape( shape ) { + // We're going to add .setXXX() methods for setting properties later. + // Users can still set in DataTexture3D directly. + // + // const texture = new THREE.DataTexture3D( data, width, height, depth ); + // texture.anisotropy = 16; + // + // See #14839 - var i, l, shapeHole; + super( null ); - var indexOffset = vertices.length / 3; - var points = shape.extractPoints( curveSegments ); + this.image = { data, width, height, depth }; - var shapeVertices = points.shape; - var shapeHoles = points.holes; + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; - // check direction of vertices + this.wrapR = ClampToEdgeWrapping; - if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { + this.generateMipmaps = false; + this.flipY = false; - shapeVertices = shapeVertices.reverse(); + this.needsUpdate = true; - } + } - for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { +} - shapeHole = shapeHoles[ i ]; +DataTexture3D.prototype.isDataTexture3D = true; - if ( ShapeUtils.isClockWise( shapeHole ) === true ) { +/** + * Uniforms of a program. + * Those form a tree structure with a special top-level container for the root, + * which you get by calling 'new WebGLUniforms( gl, program )'. + * + * + * Properties of inner nodes including the top-level container: + * + * .seq - array of nested uniforms + * .map - nested uniforms by name + * + * + * Methods of all nodes except the top-level container: + * + * .setValue( gl, value, [textures] ) + * + * uploads a uniform value(s) + * the 'textures' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (textures factorizations): + * + * .upload( gl, seq, values, textures ) + * + * sets uniforms in 'seq' to 'values[id].value' + * + * .seqWithValue( seq, values ) : filteredSeq + * + * filters 'seq' entries with corresponding entry in values + * + * + * Methods of the top-level container (textures factorizations): + * + * .setValue( gl, name, value, textures ) + * + * sets uniform with name 'name' to 'value' + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */ - shapeHoles[ i ] = shapeHole.reverse(); +const emptyTexture = new Texture(); +const emptyTexture2dArray = new DataTexture2DArray(); +const emptyTexture3d = new DataTexture3D(); +const emptyCubeTexture = new CubeTexture(); - } +// --- Utilities --- - } +// Array Caches (provide typed arrays for temporary by size) - var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); +const arrayCacheF32 = []; +const arrayCacheI32 = []; - // join vertices of inner and outer paths to a single array +// Float32Array caches used for uploading Matrix uniforms - for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { +const mat4array = new Float32Array( 16 ); +const mat3array = new Float32Array( 9 ); +const mat2array = new Float32Array( 4 ); - shapeHole = shapeHoles[ i ]; - shapeVertices = shapeVertices.concat( shapeHole ); +// Flattening for arrays of vectors and matrices - } +function flatten( array, nBlocks, blockSize ) { - // vertices, normals, uvs + const firstElem = array[ 0 ]; - for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 - var vertex = shapeVertices[ i ]; + const n = nBlocks * blockSize; + let r = arrayCacheF32[ n ]; - vertices.push( vertex.x, vertex.y, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( vertex.x, vertex.y ); // world uvs + if ( r === undefined ) { - } + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; - // incides + } - for ( i = 0, l = faces.length; i < l; i ++ ) { + if ( nBlocks !== 0 ) { - var face = faces[ i ]; + firstElem.toArray( r, 0 ); - var a = face[ 0 ] + indexOffset; - var b = face[ 1 ] + indexOffset; - var c = face[ 2 ] + indexOffset; + for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) { - indices.push( a, b, c ); - groupCount += 3; + offset += blockSize; + array[ i ].toArray( r, offset ); } } + return r; + } -ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; +function arraysEqual( a, b ) { + + if ( a.length !== b.length ) return false; -ShapeBufferGeometry.prototype.toJSON = function () { + for ( let i = 0, l = a.length; i < l; i ++ ) { - var data = BufferGeometry.prototype.toJSON.call( this ); + if ( a[ i ] !== b[ i ] ) return false; - var shapes = this.parameters.shapes; + } - return toJSON$1( shapes, data ); + return true; -}; +} -// +function copyArray( a, b ) { -function toJSON$1( shapes, data ) { + for ( let i = 0, l = b.length; i < l; i ++ ) { - data.shapes = []; + a[ i ] = b[ i ]; - if ( Array.isArray( shapes ) ) { + } - for ( var i = 0, l = shapes.length; i < l; i ++ ) { +} - var shape = shapes[ i ]; +// Texture unit allocation - data.shapes.push( shape.uuid ); +function allocTexUnits( textures, n ) { - } + let r = arrayCacheI32[ n ]; - } else { + if ( r === undefined ) { - data.shapes.push( shapes.uuid ); + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; } - return data; + for ( let i = 0; i !== n; ++ i ) { + + r[ i ] = textures.allocateTextureUnit(); + + } + + return r; } -/** - * @author WestLangley / http://github.com/WestLangley - * @author Mugen87 / https://github.com/Mugen87 - */ +// --- Setters --- -function EdgesGeometry( geometry, thresholdAngle ) { +// Note: Defining these methods externally, because they come in a bunch +// and this way their names minify. - BufferGeometry.call( this ); +// Single scalar - this.type = 'EdgesGeometry'; +function setValueV1f( gl, v ) { - this.parameters = { - thresholdAngle: thresholdAngle - }; + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1f( this.addr, v ); + + cache[ 0 ] = v; - thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; +} - // buffer +// Single float vector (from flat array or THREE.VectorN) - var vertices = []; +function setValueV2f( gl, v ) { - // helper variables + const cache = this.cache; - var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle ); - var edge = [ 0, 0 ], edges = {}, edge1, edge2; - var key, keys = [ 'a', 'b', 'c' ]; + if ( v.x !== undefined ) { - // prepare source geometry + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { - var geometry2; + gl.uniform2f( this.addr, v.x, v.y ); - if ( geometry.isBufferGeometry ) { + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; - geometry2 = new Geometry(); - geometry2.fromBufferGeometry( geometry ); + } } else { - geometry2 = geometry.clone(); + if ( arraysEqual( cache, v ) ) return; - } + gl.uniform2fv( this.addr, v ); + + copyArray( cache, v ); - geometry2.mergeVertices(); - geometry2.computeFaceNormals(); + } - var sourceVertices = geometry2.vertices; - var faces = geometry2.faces; +} - // now create a data structure where each entry represents an edge with its adjoining faces +function setValueV3f( gl, v ) { - for ( var i = 0, l = faces.length; i < l; i ++ ) { + const cache = this.cache; - var face = faces[ i ]; + if ( v.x !== undefined ) { - for ( var j = 0; j < 3; j ++ ) { + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { - edge1 = face[ keys[ j ] ]; - edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; - edge[ 0 ] = Math.min( edge1, edge2 ); - edge[ 1 ] = Math.max( edge1, edge2 ); + gl.uniform3f( this.addr, v.x, v.y, v.z ); - key = edge[ 0 ] + ',' + edge[ 1 ]; + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; - if ( edges[ key ] === undefined ) { + } - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; + } else if ( v.r !== undefined ) { - } else { + if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { - edges[ key ].face2 = i; + gl.uniform3f( this.addr, v.r, v.g, v.b ); - } + cache[ 0 ] = v.r; + cache[ 1 ] = v.g; + cache[ 2 ] = v.b; } + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3fv( this.addr, v ); + + copyArray( cache, v ); + } - // generate vertices +} - for ( key in edges ) { +function setValueV4f( gl, v ) { - var e = edges[ key ]; + const cache = this.cache; - // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. + if ( v.x !== undefined ) { - if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) { + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { - var vertex = sourceVertices[ e.index1 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); + gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); - vertex = sourceVertices[ e.index2 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; } - } + } else { - // build geometry + if ( arraysEqual( cache, v ) ) return; - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + gl.uniform4fv( this.addr, v ); -} + copyArray( cache, v ); -EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); -EdgesGeometry.prototype.constructor = EdgesGeometry; + } -/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ +} -// CylinderGeometry +// Single matrix (from flat array or THREE.MatrixN) -function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { +function setValueM2( gl, v ) { - Geometry.call( this ); + const cache = this.cache; + const elements = v.elements; - this.type = 'CylinderGeometry'; + if ( elements === undefined ) { - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + if ( arraysEqual( cache, v ) ) return; - this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); - this.mergeVertices(); + gl.uniformMatrix2fv( this.addr, false, v ); -} + copyArray( cache, v ); -CylinderGeometry.prototype = Object.create( Geometry.prototype ); -CylinderGeometry.prototype.constructor = CylinderGeometry; + } else { -// CylinderBufferGeometry + if ( arraysEqual( cache, elements ) ) return; -function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + mat2array.set( elements ); - BufferGeometry.call( this ); + gl.uniformMatrix2fv( this.addr, false, mat2array ); - this.type = 'CylinderBufferGeometry'; + copyArray( cache, elements ); - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + } - var scope = this; +} - radiusTop = radiusTop !== undefined ? radiusTop : 1; - radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; - height = height || 1; +function setValueM3( gl, v ) { - radialSegments = Math.floor( radialSegments ) || 8; - heightSegments = Math.floor( heightSegments ) || 1; + const cache = this.cache; + const elements = v.elements; - openEnded = openEnded !== undefined ? openEnded : false; - thetaStart = thetaStart !== undefined ? thetaStart : 0.0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + if ( elements === undefined ) { - // buffers + if ( arraysEqual( cache, v ) ) return; - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + gl.uniformMatrix3fv( this.addr, false, v ); - // helper variables + copyArray( cache, v ); - var index = 0; - var indexArray = []; - var halfHeight = height / 2; - var groupStart = 0; + } else { - // generate geometry + if ( arraysEqual( cache, elements ) ) return; - generateTorso(); + mat3array.set( elements ); - if ( openEnded === false ) { + gl.uniformMatrix3fv( this.addr, false, mat3array ); - if ( radiusTop > 0 ) generateCap( true ); - if ( radiusBottom > 0 ) generateCap( false ); + copyArray( cache, elements ); } - // build geometry +} - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); +function setValueM4( gl, v ) { - function generateTorso() { + const cache = this.cache; + const elements = v.elements; - var x, y; - var normal = new Vector3(); - var vertex = new Vector3(); + if ( elements === undefined ) { - var groupCount = 0; + if ( arraysEqual( cache, v ) ) return; - // this will be used to calculate the normal - var slope = ( radiusBottom - radiusTop ) / height; + gl.uniformMatrix4fv( this.addr, false, v ); - // generate vertices, normals and uvs + copyArray( cache, v ); - for ( y = 0; y <= heightSegments; y ++ ) { + } else { - var indexRow = []; + if ( arraysEqual( cache, elements ) ) return; - var v = y / heightSegments; + mat4array.set( elements ); - // calculate the radius of the current row + gl.uniformMatrix4fv( this.addr, false, mat4array ); - var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + copyArray( cache, elements ); - for ( x = 0; x <= radialSegments; x ++ ) { + } - var u = x / radialSegments; +} - var theta = u * thetaLength + thetaStart; +// Single integer / boolean - var sinTheta = Math.sin( theta ); - var cosTheta = Math.cos( theta ); +function setValueV1i( gl, v ) { - // vertex + const cache = this.cache; - vertex.x = radius * sinTheta; - vertex.y = - v * height + halfHeight; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); + if ( cache[ 0 ] === v ) return; - // normal + gl.uniform1i( this.addr, v ); - normal.set( sinTheta, slope, cosTheta ).normalize(); - normals.push( normal.x, normal.y, normal.z ); + cache[ 0 ] = v; - // uv +} - uvs.push( u, 1 - v ); +// Single integer / boolean vector (from flat array) - // save index of vertex in respective row +function setValueV2i( gl, v ) { - indexRow.push( index ++ ); + const cache = this.cache; - } + if ( arraysEqual( cache, v ) ) return; - // now save vertices of the row in our index array + gl.uniform2iv( this.addr, v ); - indexArray.push( indexRow ); + copyArray( cache, v ); - } +} - // generate indices +function setValueV3i( gl, v ) { - for ( x = 0; x < radialSegments; x ++ ) { + const cache = this.cache; - for ( y = 0; y < heightSegments; y ++ ) { + if ( arraysEqual( cache, v ) ) return; - // we use the index array to access the correct indices + gl.uniform3iv( this.addr, v ); - var a = indexArray[ y ][ x ]; - var b = indexArray[ y + 1 ][ x ]; - var c = indexArray[ y + 1 ][ x + 1 ]; - var d = indexArray[ y ][ x + 1 ]; + copyArray( cache, v ); - // faces +} - indices.push( a, b, d ); - indices.push( b, c, d ); +function setValueV4i( gl, v ) { - // update group counter + const cache = this.cache; - groupCount += 6; + if ( arraysEqual( cache, v ) ) return; - } + gl.uniform4iv( this.addr, v ); - } + copyArray( cache, v ); - // add a group to the geometry. this will ensure multi material support +} - scope.addGroup( groupStart, groupCount, 0 ); +// Single unsigned integer - // calculate new start value for groups +function setValueV1ui( gl, v ) { - groupStart += groupCount; + const cache = this.cache; - } + if ( cache[ 0 ] === v ) return; - function generateCap( top ) { + gl.uniform1ui( this.addr, v ); - var x, centerIndexStart, centerIndexEnd; + cache[ 0 ] = v; - var uv = new Vector2(); - var vertex = new Vector3(); +} - var groupCount = 0; +// Single unsigned integer vector (from flat array) - var radius = ( top === true ) ? radiusTop : radiusBottom; - var sign = ( top === true ) ? 1 : - 1; +function setValueV2ui( gl, v ) { - // save the index of the first center vertex - centerIndexStart = index; + const cache = this.cache; - // first we generate the center vertex data of the cap. - // because the geometry needs one set of uvs per face, - // we must generate a center vertex per face/segment + if ( arraysEqual( cache, v ) ) return; - for ( x = 1; x <= radialSegments; x ++ ) { + gl.uniform2uiv( this.addr, v ); - // vertex + copyArray( cache, v ); - vertices.push( 0, halfHeight * sign, 0 ); +} - // normal +function setValueV3ui( gl, v ) { - normals.push( 0, sign, 0 ); + const cache = this.cache; - // uv + if ( arraysEqual( cache, v ) ) return; - uvs.push( 0.5, 0.5 ); + gl.uniform3uiv( this.addr, v ); - // increase index + copyArray( cache, v ); - index ++; +} - } +function setValueV4ui( gl, v ) { - // save the index of the last center vertex + const cache = this.cache; - centerIndexEnd = index; + if ( arraysEqual( cache, v ) ) return; - // now we generate the surrounding vertices, normals and uvs + gl.uniform4uiv( this.addr, v ); - for ( x = 0; x <= radialSegments; x ++ ) { + copyArray( cache, v ); - var u = x / radialSegments; - var theta = u * thetaLength + thetaStart; +} - var cosTheta = Math.cos( theta ); - var sinTheta = Math.sin( theta ); - // vertex +// Single texture (2D / Cube) - vertex.x = radius * sinTheta; - vertex.y = halfHeight * sign; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); +function setValueT1( gl, v, textures ) { - // normal + const cache = this.cache; + const unit = textures.allocateTextureUnit(); - normals.push( 0, sign, 0 ); + if ( cache[ 0 ] !== unit ) { - // uv + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; - uv.x = ( cosTheta * 0.5 ) + 0.5; - uv.y = ( sinTheta * 0.5 * sign ) + 0.5; - uvs.push( uv.x, uv.y ); + } - // increase index + textures.safeSetTexture2D( v || emptyTexture, unit ); - index ++; +} - } +function setValueT3D1( gl, v, textures ) { - // generate indices + const cache = this.cache; + const unit = textures.allocateTextureUnit(); - for ( x = 0; x < radialSegments; x ++ ) { + if ( cache[ 0 ] !== unit ) { - var c = centerIndexStart + x; - var i = centerIndexEnd + x; + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; - if ( top === true ) { + } - // face top + textures.setTexture3D( v || emptyTexture3d, unit ); - indices.push( i, i + 1, c ); +} - } else { +function setValueT6( gl, v, textures ) { - // face bottom + const cache = this.cache; + const unit = textures.allocateTextureUnit(); - indices.push( i + 1, i, c ); + if ( cache[ 0 ] !== unit ) { - } + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; - groupCount += 3; + } - } + textures.safeSetTextureCube( v || emptyCubeTexture, unit ); - // add a group to the geometry. this will ensure multi material support +} - scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); +function setValueT2DArray1( gl, v, textures ) { - // calculate new start value for groups + const cache = this.cache; + const unit = textures.allocateTextureUnit(); - groupStart += groupCount; + if ( cache[ 0 ] !== unit ) { - } + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; -} + } -CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; + textures.setTexture2DArray( v || emptyTexture2dArray, unit ); -/** - * @author abelnation / http://github.com/abelnation - */ +} -// ConeGeometry +// Helper to pick the right setter for the singular case -function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { +function getSingularSetter( type ) { - CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + switch ( type ) { - this.type = 'ConeGeometry'; + case 0x1406: return setValueV1f; // FLOAT + case 0x8b50: return setValueV2f; // _VEC2 + case 0x8b51: return setValueV3f; // _VEC3 + case 0x8b52: return setValueV4f; // _VEC4 - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + case 0x8b5a: return setValueM2; // _MAT2 + case 0x8b5b: return setValueM3; // _MAT3 + case 0x8b5c: return setValueM4; // _MAT4 -} + case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4 -ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); -ConeGeometry.prototype.constructor = ConeGeometry; + case 0x1405: return setValueV1ui; // UINT + case 0x8dc6: return setValueV2ui; // _VEC2 + case 0x8dc7: return setValueV3ui; // _VEC3 + case 0x8dc8: return setValueV4ui; // _VEC4 -// ConeBufferGeometry + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1; -function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + case 0x8b5f: // SAMPLER_3D + case 0x8dcb: // INT_SAMPLER_3D + case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D + return setValueT3D1; - CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6; - this.type = 'ConeBufferGeometry'; + case 0x8dc1: // SAMPLER_2D_ARRAY + case 0x8dcf: // INT_SAMPLER_2D_ARRAY + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY + case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArray1; - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + } } -ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype ); -ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; -/** - * @author benaadams / https://twitter.com/ben_a_adams - * @author Mugen87 / https://github.com/Mugen87 - * @author hughes - */ +// Array of scalars -// CircleGeometry +function setValueV1fArray( gl, v ) { -function CircleGeometry( radius, segments, thetaStart, thetaLength ) { + gl.uniform1fv( this.addr, v ); - Geometry.call( this ); +} - this.type = 'CircleGeometry'; +// Array of vectors (from flat array or array of THREE.VectorN) - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; +function setValueV2fArray( gl, v ) { - this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); - this.mergeVertices(); + const data = flatten( v, this.size, 2 ); + + gl.uniform2fv( this.addr, data ); } -CircleGeometry.prototype = Object.create( Geometry.prototype ); -CircleGeometry.prototype.constructor = CircleGeometry; +function setValueV3fArray( gl, v ) { -// CircleBufferGeometry + const data = flatten( v, this.size, 3 ); -function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { + gl.uniform3fv( this.addr, data ); - BufferGeometry.call( this ); +} - this.type = 'CircleBufferGeometry'; +function setValueV4fArray( gl, v ) { - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; + const data = flatten( v, this.size, 4 ); - radius = radius || 1; - segments = segments !== undefined ? Math.max( 3, segments ) : 8; + gl.uniform4fv( this.addr, data ); - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; +} - // buffers +// Array of matrices (from flat array or array of THREE.MatrixN) - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; +function setValueM2Array( gl, v ) { - // helper variables + const data = flatten( v, this.size, 4 ); - var i, s; - var vertex = new Vector3(); - var uv = new Vector2(); + gl.uniformMatrix2fv( this.addr, false, data ); - // center point +} - vertices.push( 0, 0, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( 0.5, 0.5 ); +function setValueM3Array( gl, v ) { - for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { + const data = flatten( v, this.size, 9 ); - var segment = thetaStart + s / segments * thetaLength; + gl.uniformMatrix3fv( this.addr, false, data ); - // vertex +} - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); +function setValueM4Array( gl, v ) { - vertices.push( vertex.x, vertex.y, vertex.z ); + const data = flatten( v, this.size, 16 ); - // normal + gl.uniformMatrix4fv( this.addr, false, data ); - normals.push( 0, 0, 1 ); +} - // uvs +// Array of integer / boolean - uv.x = ( vertices[ i ] / radius + 1 ) / 2; - uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; +function setValueV1iArray( gl, v ) { - uvs.push( uv.x, uv.y ); + gl.uniform1iv( this.addr, v ); - } +} - // indices +// Array of integer / boolean vectors (from flat array) - for ( i = 1; i <= segments; i ++ ) { +function setValueV2iArray( gl, v ) { - indices.push( i, i + 1, 0 ); + gl.uniform2iv( this.addr, v ); - } +} - // build geometry +function setValueV3iArray( gl, v ) { - this.setIndex( indices ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + gl.uniform3iv( this.addr, v ); } -CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); -CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; - - - -var Geometries = /*#__PURE__*/Object.freeze({ - __proto__: null, - WireframeGeometry: WireframeGeometry, - ParametricGeometry: ParametricGeometry, - ParametricBufferGeometry: ParametricBufferGeometry, - TetrahedronGeometry: TetrahedronGeometry, - TetrahedronBufferGeometry: TetrahedronBufferGeometry, - OctahedronGeometry: OctahedronGeometry, - OctahedronBufferGeometry: OctahedronBufferGeometry, - IcosahedronGeometry: IcosahedronGeometry, - IcosahedronBufferGeometry: IcosahedronBufferGeometry, - DodecahedronGeometry: DodecahedronGeometry, - DodecahedronBufferGeometry: DodecahedronBufferGeometry, - PolyhedronGeometry: PolyhedronGeometry, - PolyhedronBufferGeometry: PolyhedronBufferGeometry, - TubeGeometry: TubeGeometry, - TubeBufferGeometry: TubeBufferGeometry, - TorusKnotGeometry: TorusKnotGeometry, - TorusKnotBufferGeometry: TorusKnotBufferGeometry, - TorusGeometry: TorusGeometry, - TorusBufferGeometry: TorusBufferGeometry, - TextGeometry: TextGeometry, - TextBufferGeometry: TextBufferGeometry, - SphereGeometry: SphereGeometry, - SphereBufferGeometry: SphereBufferGeometry, - RingGeometry: RingGeometry, - RingBufferGeometry: RingBufferGeometry, - PlaneGeometry: PlaneGeometry, - PlaneBufferGeometry: PlaneBufferGeometry, - LatheGeometry: LatheGeometry, - LatheBufferGeometry: LatheBufferGeometry, - ShapeGeometry: ShapeGeometry, - ShapeBufferGeometry: ShapeBufferGeometry, - ExtrudeGeometry: ExtrudeGeometry, - ExtrudeBufferGeometry: ExtrudeBufferGeometry, - EdgesGeometry: EdgesGeometry, - ConeGeometry: ConeGeometry, - ConeBufferGeometry: ConeBufferGeometry, - CylinderGeometry: CylinderGeometry, - CylinderBufferGeometry: CylinderBufferGeometry, - CircleGeometry: CircleGeometry, - CircleBufferGeometry: CircleBufferGeometry, - BoxGeometry: BoxGeometry, - BoxBufferGeometry: BoxBufferGeometry -}); - -/** - * @author mrdoob / http://mrdoob.com/ - * - * parameters = { - * color: - * } - */ +function setValueV4iArray( gl, v ) { -function ShadowMaterial( parameters ) { + gl.uniform4iv( this.addr, v ); - Material.call( this ); +} - this.type = 'ShadowMaterial'; +// Array of unsigned integer - this.color = new Color( 0x000000 ); - this.transparent = true; +function setValueV1uiArray( gl, v ) { - this.setValues( parameters ); + gl.uniform1uiv( this.addr, v ); } -ShadowMaterial.prototype = Object.create( Material.prototype ); -ShadowMaterial.prototype.constructor = ShadowMaterial; - -ShadowMaterial.prototype.isShadowMaterial = true; +// Array of unsigned integer vectors (from flat array) -ShadowMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); +function setValueV2uiArray( gl, v ) { - this.color.copy( source.color ); + gl.uniform2uiv( this.addr, v ); - return this; +} -}; +function setValueV3uiArray( gl, v ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + gl.uniform3uiv( this.addr, v ); -function RawShaderMaterial( parameters ) { +} - ShaderMaterial.call( this, parameters ); +function setValueV4uiArray( gl, v ) { - this.type = 'RawShaderMaterial'; + gl.uniform4uiv( this.addr, v ); } -RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); -RawShaderMaterial.prototype.constructor = RawShaderMaterial; -RawShaderMaterial.prototype.isRawShaderMaterial = true; +// Array of textures (2D / Cube) -/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * color: , - * roughness: , - * metalness: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * roughnessMap: new THREE.Texture( ), - * - * metalnessMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * envMapIntensity: - * - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ +function setValueT1Array( gl, v, textures ) { -function MeshStandardMaterial( parameters ) { + const n = v.length; - Material.call( this ); + const units = allocTexUnits( textures, n ); - this.defines = { 'STANDARD': '' }; + gl.uniform1iv( this.addr, units ); - this.type = 'MeshStandardMaterial'; + for ( let i = 0; i !== n; ++ i ) { - this.color = new Color( 0xffffff ); // diffuse - this.roughness = 1.0; - this.metalness = 0.0; + textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] ); - this.map = null; + } - this.lightMap = null; - this.lightMapIntensity = 1.0; +} - this.aoMap = null; - this.aoMapIntensity = 1.0; +function setValueT6Array( gl, v, textures ) { - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + const n = v.length; - this.bumpMap = null; - this.bumpScale = 1; + const units = allocTexUnits( textures, n ); - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); + gl.uniform1iv( this.addr, units ); - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + for ( let i = 0; i !== n; ++ i ) { - this.roughnessMap = null; + textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); - this.metalnessMap = null; + } - this.alphaMap = null; +} - this.envMap = null; - this.envMapIntensity = 1.0; +// Helper to pick the right setter for a pure (bottom-level) array - this.refractionRatio = 0.98; +function getPureArraySetter( type ) { - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + switch ( type ) { - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + case 0x1406: return setValueV1fArray; // FLOAT + case 0x8b50: return setValueV2fArray; // _VEC2 + case 0x8b51: return setValueV3fArray; // _VEC3 + case 0x8b52: return setValueV4fArray; // _VEC4 - this.vertexTangents = false; + case 0x8b5a: return setValueM2Array; // _MAT2 + case 0x8b5b: return setValueM3Array; // _MAT3 + case 0x8b5c: return setValueM4Array; // _MAT4 - this.setValues( parameters ); + case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4 -} + case 0x1405: return setValueV1uiArray; // UINT + case 0x8dc6: return setValueV2uiArray; // _VEC2 + case 0x8dc7: return setValueV3uiArray; // _VEC3 + case 0x8dc8: return setValueV4uiArray; // _VEC4 -MeshStandardMaterial.prototype = Object.create( Material.prototype ); -MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1Array; -MeshStandardMaterial.prototype.isMeshStandardMaterial = true; + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6Array; -MeshStandardMaterial.prototype.copy = function ( source ) { + } - Material.prototype.copy.call( this, source ); +} - this.defines = { 'STANDARD': '' }; +// --- Uniform Classes --- - this.color.copy( source.color ); - this.roughness = source.roughness; - this.metalness = source.metalness; +function SingleUniform( id, activeInfo, addr ) { - this.map = source.map; + this.id = id; + this.addr = addr; + this.cache = []; + this.setValue = getSingularSetter( activeInfo.type ); - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; + // this.path = activeInfo.name; // DEBUG - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; +} - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; +function PureArrayUniform( id, activeInfo, addr ) { - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; + this.id = id; + this.addr = addr; + this.cache = []; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); + // this.path = activeInfo.name; // DEBUG - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; +} - this.roughnessMap = source.roughnessMap; +PureArrayUniform.prototype.updateCache = function ( data ) { - this.metalnessMap = source.metalnessMap; + const cache = this.cache; - this.alphaMap = source.alphaMap; + if ( data instanceof Float32Array && cache.length !== data.length ) { - this.envMap = source.envMap; - this.envMapIntensity = source.envMapIntensity; + this.cache = new Float32Array( data.length ); - this.refractionRatio = source.refractionRatio; + } - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; + copyArray( cache, data ); - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; +}; - this.vertexTangents = source.vertexTangents; +function StructuredUniform( id ) { - return this; + this.id = id; -}; + this.seq = []; + this.map = {}; -/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * clearcoat: , - * clearcoatMap: new THREE.Texture( ), - * clearcoatRoughness: , - * clearcoatRoughnessMap: new THREE.Texture( ), - * clearcoatNormalScale: , - * clearcoatNormalMap: new THREE.Texture( ), - * - * reflectivity: , - * - * sheen: , - * - * transparency: - * } - */ +} -function MeshPhysicalMaterial( parameters ) { +StructuredUniform.prototype.setValue = function ( gl, value, textures ) { - MeshStandardMaterial.call( this ); + const seq = this.seq; - this.defines = { + for ( let i = 0, n = seq.length; i !== n; ++ i ) { - 'STANDARD': '', - 'PHYSICAL': '' + const u = seq[ i ]; + u.setValue( gl, value[ u.id ], textures ); - }; + } - this.type = 'MeshPhysicalMaterial'; +}; - this.clearcoat = 0.0; - this.clearcoatMap = null; - this.clearcoatRoughness = 0.0; - this.clearcoatRoughnessMap = null; - this.clearcoatNormalScale = new Vector2( 1, 1 ); - this.clearcoatNormalMap = null; +// --- Top-level --- - this.reflectivity = 0.5; // maps to F0 = 0.04 +// Parser - builds up the property tree from the path strings - this.sheen = null; // null will disable sheen bsdf +const RePathPart = /(\w+)(\])?(\[|\.)?/g; + +// extracts +// - the identifier (member name or array index) +// - followed by an optional right bracket (found when array index) +// - followed by an optional left bracket or dot (type of subscript) +// +// Note: These portions can be read in a non-overlapping fashion and +// allow straightforward parsing of the hierarchy that WebGL encodes +// in the uniform names. - this.transparency = 0.0; +function addUniform( container, uniformObject ) { - this.setValues( parameters ); + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; } -MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); -MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; +function parseUniform( activeInfo, addr, container ) { -MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; + const path = activeInfo.name, + pathLength = path.length; -MeshPhysicalMaterial.prototype.copy = function ( source ) { + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; - MeshStandardMaterial.prototype.copy.call( this, source ); + while ( true ) { - this.defines = { + const match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex; - 'STANDARD': '', - 'PHYSICAL': '' + let id = match[ 1 ]; + const idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; - }; + if ( idIsIndex ) id = id | 0; // convert to integer - this.clearcoat = source.clearcoat; - this.clearcoatMap = source.clearcoatMap; - this.clearcoatRoughness = source.clearcoatRoughness; - this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; - this.clearcoatNormalMap = source.clearcoatNormalMap; - this.clearcoatNormalScale.copy( source.clearcoatNormalScale ); + if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { - this.reflectivity = source.reflectivity; + // bare name or "pure" bottom-level array "[0]" suffix - if ( source.sheen ) { + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); - this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); + break; - } else { + } else { - this.sheen = null; + // step into inner node / create it in case it doesn't exist - } + const map = container.map; + let next = map[ id ]; - this.transparency = source.transparency; + if ( next === undefined ) { - return this; + next = new StructuredUniform( id ); + addUniform( container, next ); -}; + } -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * specular: , - * shininess: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.MultiplyOperation, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ + container = next; -function MeshPhongMaterial( parameters ) { + } - Material.call( this ); + } - this.type = 'MeshPhongMaterial'; +} - this.color = new Color( 0xffffff ); // diffuse - this.specular = new Color( 0x111111 ); - this.shininess = 30; +// Root Container - this.map = null; +function WebGLUniforms( gl, program ) { - this.lightMap = null; - this.lightMapIntensity = 1.0; + this.seq = []; + this.map = {}; - this.aoMap = null; - this.aoMapIntensity = 1.0; + const n = gl.getProgramParameter( program, 35718 ); - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + for ( let i = 0; i < n; ++ i ) { - this.bumpMap = null; - this.bumpScale = 1; + const info = gl.getActiveUniform( program, i ), + addr = gl.getUniformLocation( program, info.name ); - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); + parseUniform( info, addr, this ); - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + } - this.specularMap = null; +} - this.alphaMap = null; +WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) { - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + const u = this.map[ name ]; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + if ( u !== undefined ) u.setValue( gl, value, textures ); - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; +}; - this.setValues( parameters ); +WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { -} + const v = object[ name ]; -MeshPhongMaterial.prototype = Object.create( Material.prototype ); -MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; + if ( v !== undefined ) this.setValue( gl, name, v ); -MeshPhongMaterial.prototype.isMeshPhongMaterial = true; +}; -MeshPhongMaterial.prototype.copy = function ( source ) { - Material.prototype.copy.call( this, source ); +// Static interface - this.color.copy( source.color ); - this.specular.copy( source.specular ); - this.shininess = source.shininess; +WebGLUniforms.upload = function ( gl, seq, values, textures ) { - this.map = source.map; + for ( let i = 0, n = seq.length; i !== n; ++ i ) { - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; + const u = seq[ i ], + v = values[ u.id ]; - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; + if ( v.needsUpdate !== false ) { - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; + // note: always updating when .needsUpdate is undefined + u.setValue( gl, v.value, textures ); - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; + } - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); + } - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; +}; - this.specularMap = source.specularMap; +WebGLUniforms.seqWithValue = function ( seq, values ) { - this.alphaMap = source.alphaMap; + const r = []; - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; + for ( let i = 0, n = seq.length; i !== n; ++ i ) { - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; + const u = seq[ i ]; + if ( u.id in values ) r.push( u ); - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + } - return this; + return r; }; -/** - * @author takahirox / http://github.com/takahirox - * - * parameters = { - * color: , - * specular: , - * shininess: , - * - * map: new THREE.Texture( ), - * gradientMap: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - -function MeshToonMaterial( parameters ) { +function WebGLShader( gl, type, string ) { - Material.call( this ); + const shader = gl.createShader( type ); - this.defines = { 'TOON': '' }; + gl.shaderSource( shader, string ); + gl.compileShader( shader ); - this.type = 'MeshToonMaterial'; + return shader; - this.color = new Color( 0xffffff ); - this.specular = new Color( 0x111111 ); - this.shininess = 30; +} - this.map = null; - this.gradientMap = null; +let programIdCount = 0; - this.lightMap = null; - this.lightMapIntensity = 1.0; +function addLineNumbers( string ) { - this.aoMap = null; - this.aoMapIntensity = 1.0; + const lines = string.split( '\n' ); - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + for ( let i = 0; i < lines.length; i ++ ) { - this.bumpMap = null; - this.bumpScale = 1; + lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); + } - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + return lines.join( '\n' ); - this.specularMap = null; +} - this.alphaMap = null; +function getEncodingComponents( encoding ) { - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + switch ( encoding ) { - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + case LinearEncoding: + return [ 'Linear', '( value )' ]; + case sRGBEncoding: + return [ 'sRGB', '( value )' ]; + case RGBEEncoding: + return [ 'RGBE', '( value )' ]; + case RGBM7Encoding: + return [ 'RGBM', '( value, 7.0 )' ]; + case RGBM16Encoding: + return [ 'RGBM', '( value, 16.0 )' ]; + case RGBDEncoding: + return [ 'RGBD', '( value, 256.0 )' ]; + case GammaEncoding: + return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ]; + case LogLuvEncoding: + return [ 'LogLuv', '( value )' ]; + default: + console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding ); + return [ 'Linear', '( value )' ]; - this.setValues( parameters ); + } } -MeshToonMaterial.prototype = Object.create( Material.prototype ); -MeshToonMaterial.prototype.constructor = MeshToonMaterial; - -MeshToonMaterial.prototype.isMeshToonMaterial = true; +function getShaderErrors( gl, shader, type ) { -MeshToonMaterial.prototype.copy = function ( source ) { + const status = gl.getShaderParameter( shader, 35713 ); + const log = gl.getShaderInfoLog( shader ).trim(); - Material.prototype.copy.call( this, source ); + if ( status && log === '' ) return ''; - this.color.copy( source.color ); - this.specular.copy( source.specular ); - this.shininess = source.shininess; + // --enable-privileged-webgl-extension + // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); - this.map = source.map; - this.gradientMap = source.gradientMap; + const source = gl.getShaderSource( shader ); - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; + return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source ); - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; +} - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; +function getTexelDecodingFunction( functionName, encoding ) { - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; + const components = getEncodingComponents( encoding ); + return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }'; - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); +} - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; +function getTexelEncodingFunction( functionName, encoding ) { - this.specularMap = source.specularMap; + const components = getEncodingComponents( encoding ); + return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }'; - this.alphaMap = source.alphaMap; +} - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; +function getToneMappingFunction( functionName, toneMapping ) { - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + let toneMappingName; - return this; + switch ( toneMapping ) { -}; + case LinearToneMapping: + toneMappingName = 'Linear'; + break; -/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * opacity: , - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * wireframe: , - * wireframeLinewidth: - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ + case ReinhardToneMapping: + toneMappingName = 'Reinhard'; + break; -function MeshNormalMaterial( parameters ) { + case CineonToneMapping: + toneMappingName = 'OptimizedCineon'; + break; - Material.call( this ); + case ACESFilmicToneMapping: + toneMappingName = 'ACESFilmic'; + break; - this.type = 'MeshNormalMaterial'; + case CustomToneMapping: + toneMappingName = 'Custom'; + break; - this.bumpMap = null; - this.bumpScale = 1; + default: + console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping ); + toneMappingName = 'Linear'; - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); + } - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; - this.wireframe = false; - this.wireframeLinewidth = 1; +} - this.fog = false; +function generateExtensions( parameters ) { - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + const chunks = [ + ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '', + ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', + ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '', + ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : '' + ]; - this.setValues( parameters ); + return chunks.filter( filterEmptyLine ).join( '\n' ); } -MeshNormalMaterial.prototype = Object.create( Material.prototype ); -MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; - -MeshNormalMaterial.prototype.isMeshNormalMaterial = true; - -MeshNormalMaterial.prototype.copy = function ( source ) { +function generateDefines( defines ) { - Material.prototype.copy.call( this, source ); + const chunks = []; - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; + for ( const name in defines ) { - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); + const value = defines[ name ]; - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; + if ( value === false ) continue; - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; + chunks.push( '#define ' + name + ' ' + value ); - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + } - return this; + return chunks.join( '\n' ); -}; +} -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ +function fetchAttributeLocations( gl, program ) { -function MeshLambertMaterial( parameters ) { + const attributes = {}; - Material.call( this ); + const n = gl.getProgramParameter( program, 35721 ); - this.type = 'MeshLambertMaterial'; + for ( let i = 0; i < n; i ++ ) { - this.color = new Color( 0xffffff ); // diffuse + const info = gl.getActiveAttrib( program, i ); + const name = info.name; - this.map = null; + // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); - this.lightMap = null; - this.lightMapIntensity = 1.0; + attributes[ name ] = gl.getAttribLocation( program, name ); - this.aoMap = null; - this.aoMapIntensity = 1.0; + } - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; + return attributes; - this.specularMap = null; +} - this.alphaMap = null; +function filterEmptyLine( string ) { - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + return string !== ''; - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; +} - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; +function replaceLightNums( string, parameters ) { - this.setValues( parameters ); + return string + .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) + .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) + .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) + .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) + .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ) + .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows ) + .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows ) + .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows ); } -MeshLambertMaterial.prototype = Object.create( Material.prototype ); -MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; - -MeshLambertMaterial.prototype.isMeshLambertMaterial = true; +function replaceClippingPlaneNums( string, parameters ) { -MeshLambertMaterial.prototype.copy = function ( source ) { + return string + .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) + .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); - Material.prototype.copy.call( this, source ); +} - this.color.copy( source.color ); +// Resolve Includes - this.map = source.map; +const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; +function resolveIncludes( string ) { - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; + return string.replace( includePattern, includeReplacer ); - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; +} - this.specularMap = source.specularMap; +function includeReplacer( match, include ) { - this.alphaMap = source.alphaMap; + const string = ShaderChunk[ include ]; - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; + if ( string === undefined ) { - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; + throw new Error( 'Can not resolve #include <' + include + '>' ); - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + } - return this; + return resolveIncludes( string ); -}; +} -/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * color: , - * opacity: , - * - * matcap: new THREE.Texture( ), - * - * map: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * alphaMap: new THREE.Texture( ), - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ +// Unroll Loops -function MeshMatcapMaterial( parameters ) { +const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; +const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g; - Material.call( this ); +function unrollLoops( string ) { - this.defines = { 'MATCAP': '' }; + return string + .replace( unrollLoopPattern, loopReplacer ) + .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer ); - this.type = 'MeshMatcapMaterial'; +} - this.color = new Color( 0xffffff ); // diffuse +function deprecatedLoopReplacer( match, start, end, snippet ) { - this.matcap = null; + console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' ); + return loopReplacer( match, start, end, snippet ); - this.map = null; +} - this.bumpMap = null; - this.bumpScale = 1; +function loopReplacer( match, start, end, snippet ) { - this.normalMap = null; - this.normalMapType = TangentSpaceNormalMap; - this.normalScale = new Vector2( 1, 1 ); + let string = ''; - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; + for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) { - this.alphaMap = null; + string += snippet + .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' ) + .replace( /UNROLLED_LOOP_INDEX/g, i ); - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; + } - this.setValues( parameters ); + return string; } -MeshMatcapMaterial.prototype = Object.create( Material.prototype ); -MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial; +// -MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true; +function generatePrecision( parameters ) { -MeshMatcapMaterial.prototype.copy = function ( source ) { + let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;'; - Material.prototype.copy.call( this, source ); + if ( parameters.precision === 'highp' ) { - this.defines = { 'MATCAP': '' }; + precisionstring += '\n#define HIGH_PRECISION'; - this.color.copy( source.color ); + } else if ( parameters.precision === 'mediump' ) { - this.matcap = source.matcap; + precisionstring += '\n#define MEDIUM_PRECISION'; - this.map = source.map; + } else if ( parameters.precision === 'lowp' ) { - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; + precisionstring += '\n#define LOW_PRECISION'; - this.normalMap = source.normalMap; - this.normalMapType = source.normalMapType; - this.normalScale.copy( source.normalScale ); + } - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; + return precisionstring; - this.alphaMap = source.alphaMap; +} - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; +function generateShadowMapTypeDefine( parameters ) { - return this; + let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; -}; + if ( parameters.shadowMapType === PCFShadowMap ) { -/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * - * scale: , - * dashSize: , - * gapSize: - * } - */ + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + + } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { -function LineDashedMaterial( parameters ) { + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; - LineBasicMaterial.call( this ); + } else if ( parameters.shadowMapType === VSMShadowMap ) { - this.type = 'LineDashedMaterial'; + shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM'; - this.scale = 1; - this.dashSize = 3; - this.gapSize = 1; + } - this.setValues( parameters ); + return shadowMapTypeDefine; } -LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype ); -LineDashedMaterial.prototype.constructor = LineDashedMaterial; +function generateEnvMapTypeDefine( parameters ) { -LineDashedMaterial.prototype.isLineDashedMaterial = true; + let envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; -LineDashedMaterial.prototype.copy = function ( source ) { + if ( parameters.envMap ) { - LineBasicMaterial.prototype.copy.call( this, source ); + switch ( parameters.envMapMode ) { - this.scale = source.scale; - this.dashSize = source.dashSize; - this.gapSize = source.gapSize; + case CubeReflectionMapping: + case CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; - return this; + case CubeUVReflectionMapping: + case CubeUVRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; -}; + } + } + return envMapTypeDefine; -var Materials = /*#__PURE__*/Object.freeze({ - __proto__: null, - ShadowMaterial: ShadowMaterial, - SpriteMaterial: SpriteMaterial, - RawShaderMaterial: RawShaderMaterial, - ShaderMaterial: ShaderMaterial, - PointsMaterial: PointsMaterial, - MeshPhysicalMaterial: MeshPhysicalMaterial, - MeshStandardMaterial: MeshStandardMaterial, - MeshPhongMaterial: MeshPhongMaterial, - MeshToonMaterial: MeshToonMaterial, - MeshNormalMaterial: MeshNormalMaterial, - MeshLambertMaterial: MeshLambertMaterial, - MeshDepthMaterial: MeshDepthMaterial, - MeshDistanceMaterial: MeshDistanceMaterial, - MeshBasicMaterial: MeshBasicMaterial, - MeshMatcapMaterial: MeshMatcapMaterial, - LineDashedMaterial: LineDashedMaterial, - LineBasicMaterial: LineBasicMaterial, - Material: Material -}); +} -/** - * @author tschw - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - */ +function generateEnvMapModeDefine( parameters ) { -var AnimationUtils = { + let envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; + + if ( parameters.envMap ) { - // same as Array.prototype.slice, but also works on typed arrays - arraySlice: function ( array, from, to ) { + switch ( parameters.envMapMode ) { - if ( AnimationUtils.isTypedArray( array ) ) { + case CubeRefractionMapping: + case CubeUVRefractionMapping: - // in ios9 array.subarray(from, undefined) will return empty array - // but array.subarray(from) or array.subarray(from, len) is correct - return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) ); + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; } - return array.slice( from, to ); + } - }, + return envMapModeDefine; - // converts an array to a specific type - convertArray: function ( array, type, forceClone ) { +} - if ( ! array || // let 'undefined' and 'null' pass - ! forceClone && array.constructor === type ) return array; +function generateEnvMapBlendingDefine( parameters ) { - if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { + let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE'; - return new type( array ); // create typed array + if ( parameters.envMap ) { - } + switch ( parameters.combine ) { - return Array.prototype.slice.call( array ); // create Array + case MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; - }, + case MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; - isTypedArray: function ( object ) { + case AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; + + } - return ArrayBuffer.isView( object ) && - ! ( object instanceof DataView ); + } - }, + return envMapBlendingDefine; - // returns an array by which times and values can be sorted - getKeyframeOrder: function ( times ) { +} - function compareTime( i, j ) { +function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { - return times[ i ] - times[ j ]; + const gl = renderer.getContext(); - } + const defines = parameters.defines; - var n = times.length; - var result = new Array( n ); - for ( var i = 0; i !== n; ++ i ) result[ i ] = i; + let vertexShader = parameters.vertexShader; + let fragmentShader = parameters.fragmentShader; - result.sort( compareTime ); + const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters ); + const envMapTypeDefine = generateEnvMapTypeDefine( parameters ); + const envMapModeDefine = generateEnvMapModeDefine( parameters ); + const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters ); - return result; - }, + const gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; - // uses the array previously returned by 'getKeyframeOrder' to sort data - sortedArray: function ( values, stride, order ) { + const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters ); - var nValues = values.length; - var result = new values.constructor( nValues ); + const customDefines = generateDefines( defines ); - for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { + const program = gl.createProgram(); - var srcOffset = order[ i ] * stride; + let prefixVertex, prefixFragment; + let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; - for ( var j = 0; j !== stride; ++ j ) { + if ( parameters.isRawShaderMaterial ) { - result[ dstOffset ++ ] = values[ srcOffset + j ]; + prefixVertex = [ - } + customDefines - } + ].filter( filterEmptyLine ).join( '\n' ); - return result; + if ( prefixVertex.length > 0 ) { - }, + prefixVertex += '\n'; - // function for parsing AOS keyframe formats - flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) { + } - var i = 1, key = jsonKeys[ 0 ]; + prefixFragment = [ - while ( key !== undefined && key[ valuePropertyName ] === undefined ) { + customExtensions, + customDefines - key = jsonKeys[ i ++ ]; + ].filter( filterEmptyLine ).join( '\n' ); - } + if ( prefixFragment.length > 0 ) { - if ( key === undefined ) return; // no data + prefixFragment += '\n'; - var value = key[ valuePropertyName ]; - if ( value === undefined ) return; // no data + } - if ( Array.isArray( value ) ) { + } else { - do { + prefixVertex = [ - value = key[ valuePropertyName ]; + generatePrecision( parameters ), - if ( value !== undefined ) { + '#define SHADER_NAME ' + parameters.shaderName, - times.push( key.time ); - values.push.apply( values, value ); // push all elements + customDefines, - } + parameters.instancing ? '#define USE_INSTANCING' : '', + parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', - key = jsonKeys[ i ++ ]; + parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', - } while ( key !== undefined ); + '#define GAMMA_FACTOR ' + gammaFactorDefine, - } else if ( value.toArray !== undefined ) { + '#define MAX_BONES ' + parameters.maxBones, + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', - // ...assume THREE.Math-ish + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', + ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', - do { + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', - value = key[ valuePropertyName ]; + parameters.vertexTangents ? '#define USE_TANGENT' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUvs ? '#define USE_UV' : '', + parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', - if ( value !== undefined ) { + parameters.flatShading ? '#define FLAT_SHADED' : '', - times.push( key.time ); - value.toArray( values, values.length ); + parameters.skinning ? '#define USE_SKINNING' : '', + parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', - } + parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', + parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', - key = jsonKeys[ i ++ ]; + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - } while ( key !== undefined ); + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', - } else { + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', - // otherwise push as-is + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', - do { + '#ifdef USE_INSTANCING', - value = key[ valuePropertyName ]; + ' attribute mat4 instanceMatrix;', - if ( value !== undefined ) { + '#endif', - times.push( key.time ); - values.push( value ); + '#ifdef USE_INSTANCING_COLOR', - } + ' attribute vec3 instanceColor;', - key = jsonKeys[ i ++ ]; + '#endif', - } while ( key !== undefined ); + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', - } + '#ifdef USE_TANGENT', - }, + ' attribute vec4 tangent;', - subclip: function ( sourceClip, name, startFrame, endFrame, fps ) { + '#endif', - fps = fps || 30; + '#if defined( USE_COLOR_ALPHA )', - var clip = sourceClip.clone(); + ' attribute vec4 color;', - clip.name = name; + '#elif defined( USE_COLOR )', - var tracks = []; + ' attribute vec3 color;', - for ( var i = 0; i < clip.tracks.length; ++ i ) { + '#endif', - var track = clip.tracks[ i ]; - var valueSize = track.getValueSize(); + '#ifdef USE_MORPHTARGETS', - var times = []; - var values = []; + ' attribute vec3 morphTarget0;', + ' attribute vec3 morphTarget1;', + ' attribute vec3 morphTarget2;', + ' attribute vec3 morphTarget3;', - for ( var j = 0; j < track.times.length; ++ j ) { + ' #ifdef USE_MORPHNORMALS', - var frame = track.times[ j ] * fps; + ' attribute vec3 morphNormal0;', + ' attribute vec3 morphNormal1;', + ' attribute vec3 morphNormal2;', + ' attribute vec3 morphNormal3;', - if ( frame < startFrame || frame >= endFrame ) continue; + ' #else', - times.push( track.times[ j ] ); + ' attribute vec3 morphTarget4;', + ' attribute vec3 morphTarget5;', + ' attribute vec3 morphTarget6;', + ' attribute vec3 morphTarget7;', - for ( var k = 0; k < valueSize; ++ k ) { + ' #endif', - values.push( track.values[ j * valueSize + k ] ); + '#endif', - } + '#ifdef USE_SKINNING', - } + ' attribute vec4 skinIndex;', + ' attribute vec4 skinWeight;', - if ( times.length === 0 ) continue; + '#endif', - track.times = AnimationUtils.convertArray( times, track.times.constructor ); - track.values = AnimationUtils.convertArray( values, track.values.constructor ); + '\n' - tracks.push( track ); + ].filter( filterEmptyLine ).join( '\n' ); - } + prefixFragment = [ - clip.tracks = tracks; + customExtensions, - // find minimum .times value across all tracks in the trimmed clip + generatePrecision( parameters ), - var minStartTime = Infinity; + '#define SHADER_NAME ' + parameters.shaderName, - for ( var i = 0; i < clip.tracks.length; ++ i ) { + customDefines, - if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) { + parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer - minStartTime = clip.tracks[ i ].times[ 0 ]; + '#define GAMMA_FACTOR ' + gammaFactorDefine, - } + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '', - } + parameters.map ? '#define USE_MAP' : '', + parameters.matcap ? '#define USE_MATCAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapTypeDefine : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.envMap ? '#define ' + envMapBlendingDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '', + ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '', + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - // shift all tracks such that clip begins at t=0 + parameters.sheen ? '#define USE_SHEEN' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', - for ( var i = 0; i < clip.tracks.length; ++ i ) { + parameters.vertexTangents ? '#define USE_TANGENT' : '', + parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', + parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUvs ? '#define USE_UV' : '', + parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', - clip.tracks[ i ].shift( - 1 * minStartTime ); + parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', - } + parameters.flatShading ? '#define FLAT_SHADED' : '', - clip.resetDuration(); + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', - return clip; + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - } + parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', -}; + parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', -/** - * Abstract base class of interpolants over parametric samples. - * - * The parameter domain is one dimensional, typically the time or a path - * along a curve defined by the data. - * - * The sample values can have any dimensionality and derived classes may - * apply special interpretations to the data. - * - * This class provides the interval seek in a Template Method, deferring - * the actual interpolation to derived classes. - * - * Time complexity is O(1) for linear access crossing at most two points - * and O(log N) for random access, where N is the number of positions. - * - * References: - * - * http://www.oodesign.com/template-method-pattern.html - * - * @author tschw - */ + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', -function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '', - this.parameterPositions = parameterPositions; - this._cachedIndex = 0; + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', - this.resultBuffer = resultBuffer !== undefined ? - resultBuffer : new sampleValues.constructor( sampleSize ); - this.sampleValues = sampleValues; - this.valueSize = sampleSize; + ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', + ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', -} + parameters.dithering ? '#define DITHERING' : '', -Object.assign( Interpolant.prototype, { + ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below + parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', + parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '', + parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', + parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', + parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '', + getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ), - evaluate: function ( t ) { + parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', - var pp = this.parameterPositions, - i1 = this._cachedIndex, + '\n' - t1 = pp[ i1 ], - t0 = pp[ i1 - 1 ]; + ].filter( filterEmptyLine ).join( '\n' ); - validate_interval: { + } - seek: { + vertexShader = resolveIncludes( vertexShader ); + vertexShader = replaceLightNums( vertexShader, parameters ); + vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); - var right; + fragmentShader = resolveIncludes( fragmentShader ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); - linear_scan: { + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); - //- See http://jsperf.com/comparison-to-undefined/3 - //- slower code: - //- - //- if ( t >= t1 || t1 === undefined ) { - forward_scan: if ( ! ( t < t1 ) ) { + if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) { - for ( var giveUpAt = i1 + 2; ; ) { + // GLSL 3.0 conversion for built-in materials and ShaderMaterial - if ( t1 === undefined ) { + versionString = '#version 300 es\n'; - if ( t < t0 ) break forward_scan; + prefixVertex = [ + '#define attribute in', + '#define varying out', + '#define texture2D texture' + ].join( '\n' ) + '\n' + prefixVertex; - // after end + prefixFragment = [ + '#define varying in', + ( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;', + ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor', + '#define gl_FragDepthEXT gl_FragDepth', + '#define texture2D texture', + '#define textureCube texture', + '#define texture2DProj textureProj', + '#define texture2DLodEXT textureLod', + '#define texture2DProjLodEXT textureProjLod', + '#define textureCubeLodEXT textureLod', + '#define texture2DGradEXT textureGrad', + '#define texture2DProjGradEXT textureProjGrad', + '#define textureCubeGradEXT textureGrad' + ].join( '\n' ) + '\n' + prefixFragment; - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t, t0 ); + } - } + const vertexGlsl = versionString + prefixVertex + vertexShader; + const fragmentGlsl = versionString + prefixFragment + fragmentShader; - if ( i1 === giveUpAt ) break; // this loop + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); - t0 = t1; - t1 = pp[ ++ i1 ]; + const glVertexShader = WebGLShader( gl, 35633, vertexGlsl ); + const glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl ); - if ( t < t1 ) { + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); - // we have arrived at the sought interval - break seek; + // Force a particular attribute to index 0. - } + if ( parameters.index0AttributeName !== undefined ) { - } + gl.bindAttribLocation( program, 0, parameters.index0AttributeName ); - // prepare binary search on the right side of the index - right = pp.length; - break linear_scan; + } else if ( parameters.morphTargets === true ) { - } + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); - //- slower code: - //- if ( t < t0 || t0 === undefined ) { - if ( ! ( t >= t0 ) ) { + } - // looping? + gl.linkProgram( program ); - var t1global = pp[ 1 ]; + // check for link errors + if ( renderer.debug.checkShaderErrors ) { - if ( t < t1global ) { + const programLog = gl.getProgramInfoLog( program ).trim(); + const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); + const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); - i1 = 2; // + 1, using the scan for the details - t0 = t1global; + let runnable = true; + let haveDiagnostics = true; - } + if ( gl.getProgramParameter( program, 35714 ) === false ) { - // linear reverse scan + runnable = false; - for ( var giveUpAt = i1 - 2; ; ) { + const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' ); + const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' ); - if ( t0 === undefined ) { + console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors ); - // before start + } else if ( programLog !== '' ) { - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); + console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); - } + } else if ( vertexLog === '' || fragmentLog === '' ) { - if ( i1 === giveUpAt ) break; // this loop + haveDiagnostics = false; - t1 = t0; - t0 = pp[ -- i1 - 1 ]; + } - if ( t >= t0 ) { + if ( haveDiagnostics ) { - // we have arrived at the sought interval - break seek; + this.diagnostics = { - } + runnable: runnable, - } + programLog: programLog, - // prepare binary search on the left side of the index - right = i1; - i1 = 0; - break linear_scan; + vertexShader: { - } + log: vertexLog, + prefix: prefixVertex - // the interval is valid + }, - break validate_interval; + fragmentShader: { - } // linear scan + log: fragmentLog, + prefix: prefixFragment - // binary search + } - while ( i1 < right ) { + }; - var mid = ( i1 + right ) >>> 1; + } - if ( t < pp[ mid ] ) { + } - right = mid; + // Clean up - } else { + // Crashes in iOS9 and iOS10. #18402 + // gl.detachShader( program, glVertexShader ); + // gl.detachShader( program, glFragmentShader ); - i1 = mid + 1; + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); - } + // set up caching for uniform locations - } + let cachedUniforms; - t1 = pp[ i1 ]; - t0 = pp[ i1 - 1 ]; + this.getUniforms = function () { - // check boundary cases, again + if ( cachedUniforms === undefined ) { - if ( t0 === undefined ) { + cachedUniforms = new WebGLUniforms( gl, program ); - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); + } - } + return cachedUniforms; - if ( t1 === undefined ) { + }; - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t0, t ); + // set up caching for attribute locations - } + let cachedAttributes; - } // seek + this.getAttributes = function () { - this._cachedIndex = i1; + if ( cachedAttributes === undefined ) { - this.intervalChanged_( i1, t0, t1 ); + cachedAttributes = fetchAttributeLocations( gl, program ); - } // validate_interval + } - return this.interpolate_( i1, t0, t, t1 ); + return cachedAttributes; - }, + }; - settings: null, // optional, subclass-specific settings structure - // Note: The indirection allows central control of many interpolants. + // free resource - // --- Protected interface + this.destroy = function () { - DefaultSettings_: {}, + bindingStates.releaseStatesOfProgram( this ); - getSettings_: function () { + gl.deleteProgram( program ); + this.program = undefined; - return this.settings || this.DefaultSettings_; + }; - }, + // - copySampleValue_: function ( index ) { + this.name = parameters.shaderName; + this.id = programIdCount ++; + this.cacheKey = cacheKey; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; - // copies a sample value to the result buffer + return this; - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - offset = index * stride; +} - for ( var i = 0; i !== stride; ++ i ) { +function WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) { - result[ i ] = values[ offset + i ]; + const programs = []; - } + const isWebGL2 = capabilities.isWebGL2; + const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; + const floatVertexTextures = capabilities.floatVertexTextures; + const maxVertexUniforms = capabilities.maxVertexUniforms; + const vertexTextures = capabilities.vertexTextures; - return result; + let precision = capabilities.precision; - }, + const shaderIDs = { + MeshDepthMaterial: 'depth', + MeshDistanceMaterial: 'distanceRGBA', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'toon', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + MeshMatcapMaterial: 'matcap', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points', + ShadowMaterial: 'shadow', + SpriteMaterial: 'sprite' + }; - // Template methods for derived classes: + const parameterNames = [ + 'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor', + 'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV', + 'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap', + 'roughnessMap', 'metalnessMap', 'gradientMap', + 'alphaMap', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2', + 'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning', + 'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'premultipliedAlpha', + 'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights', + 'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows', + 'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights', + 'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering', + 'sheen', 'transmissionMap' + ]; - interpolate_: function ( /* i1, t0, t, t1 */ ) { + function getMaxBones( object ) { - throw new Error( 'call to abstract method' ); - // implementations shall return this.resultBuffer + const skeleton = object.skeleton; + const bones = skeleton.bones; - }, + if ( floatVertexTextures ) { - intervalChanged_: function ( /* i1, t0, t1 */ ) { + return 1024; - // empty + } else { - } + // default for when object is not specified + // ( for example when prebuilding shader to be used with multiple objects ) + // + // - leave some extra space for other uniforms + // - limit here is ANGLE's 254 max uniform vectors + // (up to 54 should be safe) -} ); + const nVertexUniforms = maxVertexUniforms; + const nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); -// DECLARE ALIAS AFTER assign prototype -Object.assign( Interpolant.prototype, { + const maxBones = Math.min( nVertexMatrices, bones.length ); - //( 0, t, t0 ), returns this.resultBuffer - beforeStart_: Interpolant.prototype.copySampleValue_, + if ( maxBones < bones.length ) { - //( N-1, tN-1, t ), returns this.resultBuffer - afterEnd_: Interpolant.prototype.copySampleValue_, + console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' ); + return 0; -} ); + } -/** - * Fast and simple cubic spline interpolant. - * - * It was derived from a Hermitian construction setting the first derivative - * at each sample position to the linear slope between neighboring positions - * over their parameter interval. - * - * @author tschw - */ + return maxBones; -function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + } - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + } - this._weightPrev = - 0; - this._offsetPrev = - 0; - this._weightNext = - 0; - this._offsetNext = - 0; + function getTextureEncodingFromMap( map ) { -} + let encoding; -CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + if ( map && map.isTexture ) { - constructor: CubicInterpolant, + encoding = map.encoding; - DefaultSettings_: { + } else if ( map && map.isWebGLRenderTarget ) { - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding + console.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\'t use render targets as textures. Use their .texture property instead.' ); + encoding = map.texture.encoding; - }, + } else { - intervalChanged_: function ( i1, t0, t1 ) { + encoding = LinearEncoding; - var pp = this.parameterPositions, - iPrev = i1 - 2, - iNext = i1 + 1, + } - tPrev = pp[ iPrev ], - tNext = pp[ iNext ]; + return encoding; - if ( tPrev === undefined ) { + } - switch ( this.getSettings_().endingStart ) { + function getParameters( material, lights, shadows, scene, object ) { - case ZeroSlopeEnding: + const fog = scene.fog; + const environment = material.isMeshStandardMaterial ? scene.environment : null; - // f'(t0) = 0 - iPrev = i1; - tPrev = 2 * t0 - t1; + const envMap = cubemaps.get( material.envMap || environment ); - break; + const shaderID = shaderIDs[ material.type ]; - case WrapAroundEnding: + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) - // use the other end of the curve - iPrev = pp.length - 2; - tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; + const maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0; - break; + if ( material.precision !== null ) { - default: // ZeroCurvatureEnding + precision = capabilities.getMaxPrecision( material.precision ); - // f''(t0) = 0 a.k.a. Natural Spline - iPrev = i1; - tPrev = t1; + if ( precision !== material.precision ) { + + console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); } } - if ( tNext === undefined ) { - - switch ( this.getSettings_().endingEnd ) { + let vertexShader, fragmentShader; - case ZeroSlopeEnding: + if ( shaderID ) { - // f'(tN) = 0 - iNext = i1; - tNext = 2 * t1 - t0; + const shader = ShaderLib[ shaderID ]; - break; + vertexShader = shader.vertexShader; + fragmentShader = shader.fragmentShader; - case WrapAroundEnding: + } else { - // use the other end of the curve - iNext = 1; - tNext = t1 + pp[ 1 ] - pp[ 0 ]; + vertexShader = material.vertexShader; + fragmentShader = material.fragmentShader; - break; + } - default: // ZeroCurvatureEnding + const currentRenderTarget = renderer.getRenderTarget(); - // f''(tN) = 0, a.k.a. Natural Spline - iNext = i1 - 1; - tNext = t0; + const parameters = { - } + isWebGL2: isWebGL2, - } + shaderID: shaderID, + shaderName: material.type, - var halfDt = ( t1 - t0 ) * 0.5, - stride = this.valueSize; + vertexShader: vertexShader, + fragmentShader: fragmentShader, + defines: material.defines, - this._weightPrev = halfDt / ( t0 - tPrev ); - this._weightNext = halfDt / ( tNext - t1 ); - this._offsetPrev = iPrev * stride; - this._offsetNext = iNext * stride; + isRawShaderMaterial: material.isRawShaderMaterial === true, + glslVersion: material.glslVersion, - }, + precision: precision, - interpolate_: function ( i1, t0, t, t1 ) { + instancing: object.isInstancedMesh === true, + instancingColor: object.isInstancedMesh === true && object.instanceColor !== null, - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, + supportsVertexTextures: vertexTextures, + outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding, + map: !! material.map, + mapEncoding: getTextureEncodingFromMap( material.map ), + matcap: !! material.matcap, + matcapEncoding: getTextureEncodingFromMap( material.matcap ), + envMap: !! envMap, + envMapMode: envMap && envMap.mapping, + envMapEncoding: getTextureEncodingFromMap( envMap ), + envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ), + lightMap: !! material.lightMap, + lightMapEncoding: getTextureEncodingFromMap( material.lightMap ), + aoMap: !! material.aoMap, + emissiveMap: !! material.emissiveMap, + emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ), + bumpMap: !! material.bumpMap, + normalMap: !! material.normalMap, + objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap, + tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap, + clearcoatMap: !! material.clearcoatMap, + clearcoatRoughnessMap: !! material.clearcoatRoughnessMap, + clearcoatNormalMap: !! material.clearcoatNormalMap, + displacementMap: !! material.displacementMap, + roughnessMap: !! material.roughnessMap, + metalnessMap: !! material.metalnessMap, + specularMap: !! material.specularMap, + alphaMap: !! material.alphaMap, - o1 = i1 * stride, o0 = o1 - stride, - oP = this._offsetPrev, oN = this._offsetNext, - wP = this._weightPrev, wN = this._weightNext, + gradientMap: !! material.gradientMap, - p = ( t - t0 ) / ( t1 - t0 ), - pp = p * p, - ppp = pp * p; + sheen: !! material.sheen, - // evaluate polynomials + transmissionMap: !! material.transmissionMap, - var sP = - wP * ppp + 2 * wP * pp - wP * p; - var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; - var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; - var sN = wN * ppp - wN * pp; + combine: material.combine, - // combine data linearly + vertexTangents: ( material.normalMap && material.vertexTangents ), + vertexColors: material.vertexColors, + vertexAlphas: material.vertexColors === true && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4, + vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap, + uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap, - for ( var i = 0; i !== stride; ++ i ) { + fog: !! fog, + useFog: material.fog, + fogExp2: ( fog && fog.isFogExp2 ), - result[ i ] = - sP * values[ oP + i ] + - s0 * values[ o0 + i ] + - s1 * values[ o1 + i ] + - sN * values[ oN + i ]; + flatShading: !! material.flatShading, - } + sizeAttenuation: material.sizeAttenuation, + logarithmicDepthBuffer: logarithmicDepthBuffer, - return result; + skinning: material.skinning && maxBones > 0, + maxBones: maxBones, + useVertexTexture: floatVertexTextures, - } + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, -} ); + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numRectAreaLights: lights.rectArea.length, + numHemiLights: lights.hemi.length, -/** - * @author tschw - */ + numDirLightShadows: lights.directionalShadowMap.length, + numPointLightShadows: lights.pointShadowMap.length, + numSpotLightShadows: lights.spotShadowMap.length, -function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + numClippingPlanes: clipping.numPlanes, + numClipIntersection: clipping.numIntersection, - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + dithering: material.dithering, -} + shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, + shadowMapType: renderer.shadowMap.type, -LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping, + physicallyCorrectLights: renderer.physicallyCorrectLights, - constructor: LinearInterpolant, + premultipliedAlpha: material.premultipliedAlpha, - interpolate_: function ( i1, t0, t, t1 ) { + alphaTest: material.alphaTest, + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, + depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false, - offset1 = i1 * stride, - offset0 = offset1 - stride, + index0AttributeName: material.index0AttributeName, - weight1 = ( t - t0 ) / ( t1 - t0 ), - weight0 = 1 - weight1; + extensionDerivatives: material.extensions && material.extensions.derivatives, + extensionFragDepth: material.extensions && material.extensions.fragDepth, + extensionDrawBuffers: material.extensions && material.extensions.drawBuffers, + extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD, - for ( var i = 0; i !== stride; ++ i ) { + rendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ), + rendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ), + rendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ), - result[ i ] = - values[ offset0 + i ] * weight0 + - values[ offset1 + i ] * weight1; + customProgramCacheKey: material.customProgramCacheKey() - } + }; - return result; + return parameters; } -} ); - -/** - * - * Interpolant that evaluates to the sample value at the position preceeding - * the parameter. - * - * @author tschw - */ + function getProgramCacheKey( parameters ) { -function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + const array = []; - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + if ( parameters.shaderID ) { -} + array.push( parameters.shaderID ); -DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + } else { - constructor: DiscreteInterpolant, + array.push( parameters.fragmentShader ); + array.push( parameters.vertexShader ); - interpolate_: function ( i1 /*, t0, t, t1 */ ) { + } - return this.copySampleValue_( i1 - 1 ); + if ( parameters.defines !== undefined ) { - } + for ( const name in parameters.defines ) { -} ); + array.push( name ); + array.push( parameters.defines[ name ] ); -/** - * - * A timed sequence of keyframes for a specific property. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + } -function KeyframeTrack( name, times, values, interpolation ) { + } - if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); - if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); + if ( parameters.isRawShaderMaterial === false ) { - this.name = name; + for ( let i = 0; i < parameterNames.length; i ++ ) { - this.times = AnimationUtils.convertArray( times, this.TimeBufferType ); - this.values = AnimationUtils.convertArray( values, this.ValueBufferType ); + array.push( parameters[ parameterNames[ i ] ] ); - this.setInterpolation( interpolation || this.DefaultInterpolation ); + } -} + array.push( renderer.outputEncoding ); + array.push( renderer.gammaFactor ); -// Static methods + } -Object.assign( KeyframeTrack, { + array.push( parameters.customProgramCacheKey ); - // Serialization (in static context, because of constructor invocation - // and automatic invocation of .toJSON): + return array.join(); - toJSON: function ( track ) { + } - var trackType = track.constructor; + function getUniforms( material ) { - var json; + const shaderID = shaderIDs[ material.type ]; + let uniforms; - // derived classes can define a static toJSON method - if ( trackType.toJSON !== undefined ) { + if ( shaderID ) { - json = trackType.toJSON( track ); + const shader = ShaderLib[ shaderID ]; + uniforms = UniformsUtils.clone( shader.uniforms ); } else { - // by default, we assume the data can be serialized as-is - json = { + uniforms = material.uniforms; - 'name': track.name, - 'times': AnimationUtils.convertArray( track.times, Array ), - 'values': AnimationUtils.convertArray( track.values, Array ) + } - }; + return uniforms; - var interpolation = track.getInterpolation(); + } - if ( interpolation !== track.DefaultInterpolation ) { + function acquireProgram( parameters, cacheKey ) { - json.interpolation = interpolation; + let program; - } + // Check if code has been already compiled + for ( let p = 0, pl = programs.length; p < pl; p ++ ) { - } + const preexistingProgram = programs[ p ]; - json.type = track.ValueTypeName; // mandatory + if ( preexistingProgram.cacheKey === cacheKey ) { - return json; + program = preexistingProgram; + ++ program.usedTimes; - } + break; -} ); + } -Object.assign( KeyframeTrack.prototype, { + } - constructor: KeyframeTrack, + if ( program === undefined ) { - TimeBufferType: Float32Array, + program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates ); + programs.push( program ); - ValueBufferType: Float32Array, + } - DefaultInterpolation: InterpolateLinear, + return program; - InterpolantFactoryMethodDiscrete: function ( result ) { + } - return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); + function releaseProgram( program ) { - }, + if ( -- program.usedTimes === 0 ) { - InterpolantFactoryMethodLinear: function ( result ) { + // Remove from unordered set + const i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); - return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); + // Free WebGL resources + program.destroy(); - }, + } - InterpolantFactoryMethodSmooth: function ( result ) { + } - return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); + return { + getParameters: getParameters, + getProgramCacheKey: getProgramCacheKey, + getUniforms: getUniforms, + acquireProgram: acquireProgram, + releaseProgram: releaseProgram, + // Exposed for resource monitoring & error feedback via renderer.info: + programs: programs + }; - }, +} - setInterpolation: function ( interpolation ) { +function WebGLProperties() { - var factoryMethod; + let properties = new WeakMap(); - switch ( interpolation ) { + function get( object ) { - case InterpolateDiscrete: + let map = properties.get( object ); - factoryMethod = this.InterpolantFactoryMethodDiscrete; + if ( map === undefined ) { - break; + map = {}; + properties.set( object, map ); - case InterpolateLinear: + } - factoryMethod = this.InterpolantFactoryMethodLinear; + return map; - break; + } - case InterpolateSmooth: + function remove( object ) { - factoryMethod = this.InterpolantFactoryMethodSmooth; + properties.delete( object ); - break; + } - } + function update( object, key, value ) { - if ( factoryMethod === undefined ) { + properties.get( object )[ key ] = value; - var message = "unsupported interpolation for " + - this.ValueTypeName + " keyframe track named " + this.name; + } - if ( this.createInterpolant === undefined ) { + function dispose() { - // fall back to default, unless the default itself is messed up - if ( interpolation !== this.DefaultInterpolation ) { + properties = new WeakMap(); - this.setInterpolation( this.DefaultInterpolation ); + } - } else { + return { + get: get, + remove: remove, + update: update, + dispose: dispose + }; - throw new Error( message ); // fatal, in this case +} - } +function painterSortStable( a, b ) { - } + if ( a.groupOrder !== b.groupOrder ) { - console.warn( 'THREE.KeyframeTrack:', message ); - return this; + return a.groupOrder - b.groupOrder; - } + } else if ( a.renderOrder !== b.renderOrder ) { - this.createInterpolant = factoryMethod; + return a.renderOrder - b.renderOrder; - return this; + } else if ( a.program !== b.program ) { - }, + return a.program.id - b.program.id; - getInterpolation: function () { + } else if ( a.material.id !== b.material.id ) { - switch ( this.createInterpolant ) { + return a.material.id - b.material.id; - case this.InterpolantFactoryMethodDiscrete: + } else if ( a.z !== b.z ) { - return InterpolateDiscrete; + return a.z - b.z; - case this.InterpolantFactoryMethodLinear: + } else { - return InterpolateLinear; + return a.id - b.id; - case this.InterpolantFactoryMethodSmooth: + } - return InterpolateSmooth; +} - } +function reversePainterSortStable( a, b ) { - }, + if ( a.groupOrder !== b.groupOrder ) { - getValueSize: function () { + return a.groupOrder - b.groupOrder; - return this.values.length / this.times.length; + } else if ( a.renderOrder !== b.renderOrder ) { - }, + return a.renderOrder - b.renderOrder; - // move all keyframes either forwards or backwards in time - shift: function ( timeOffset ) { + } else if ( a.z !== b.z ) { - if ( timeOffset !== 0.0 ) { + return b.z - a.z; - var times = this.times; + } else { - for ( var i = 0, n = times.length; i !== n; ++ i ) { + return a.id - b.id; - times[ i ] += timeOffset; + } - } +} - } - return this; +function WebGLRenderList( properties ) { - }, + const renderItems = []; + let renderItemsIndex = 0; - // scale all keyframe times by a factor (useful for frame <-> seconds conversions) - scale: function ( timeScale ) { + const opaque = []; + const transparent = []; - if ( timeScale !== 1.0 ) { + const defaultProgram = { id: - 1 }; - var times = this.times; + function init() { - for ( var i = 0, n = times.length; i !== n; ++ i ) { + renderItemsIndex = 0; - times[ i ] *= timeScale; + opaque.length = 0; + transparent.length = 0; - } + } - } + function getNextRenderItem( object, geometry, material, groupOrder, z, group ) { - return this; + let renderItem = renderItems[ renderItemsIndex ]; + const materialProperties = properties.get( material ); - }, + if ( renderItem === undefined ) { - // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. - // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values - trim: function ( startTime, endTime ) { + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + program: materialProperties.program || defaultProgram, + groupOrder: groupOrder, + renderOrder: object.renderOrder, + z: z, + group: group + }; - var times = this.times, - nKeys = times.length, - from = 0, - to = nKeys - 1; + renderItems[ renderItemsIndex ] = renderItem; - while ( from !== nKeys && times[ from ] < startTime ) { + } else { - ++ from; + renderItem.id = object.id; + renderItem.object = object; + renderItem.geometry = geometry; + renderItem.material = material; + renderItem.program = materialProperties.program || defaultProgram; + renderItem.groupOrder = groupOrder; + renderItem.renderOrder = object.renderOrder; + renderItem.z = z; + renderItem.group = group; } - while ( to !== - 1 && times[ to ] > endTime ) { - - -- to; + renderItemsIndex ++; - } + return renderItem; - ++ to; // inclusive -> exclusive bound + } - if ( from !== 0 || to !== nKeys ) { + function push( object, geometry, material, groupOrder, z, group ) { - // empty tracks are forbidden, so keep at least one keyframe - if ( from >= to ) { + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); - to = Math.max( to, 1 ); - from = to - 1; + ( material.transparent === true ? transparent : opaque ).push( renderItem ); - } + } - var stride = this.getValueSize(); - this.times = AnimationUtils.arraySlice( times, from, to ); - this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride ); + function unshift( object, geometry, material, groupOrder, z, group ) { - } + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); - return this; + ( material.transparent === true ? transparent : opaque ).unshift( renderItem ); - }, + } - // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable - validate: function () { + function sort( customOpaqueSort, customTransparentSort ) { - var valid = true; + if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); + if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); - var valueSize = this.getValueSize(); - if ( valueSize - Math.floor( valueSize ) !== 0 ) { + } - console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); - valid = false; + function finish() { - } + // Clear references from inactive renderItems in the list - var times = this.times, - values = this.values, + for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { - nKeys = times.length; + const renderItem = renderItems[ i ]; - if ( nKeys === 0 ) { + if ( renderItem.id === null ) break; - console.error( 'THREE.KeyframeTrack: Track is empty.', this ); - valid = false; + renderItem.id = null; + renderItem.object = null; + renderItem.geometry = null; + renderItem.material = null; + renderItem.program = null; + renderItem.group = null; } - var prevTime = null; - - for ( var i = 0; i !== nKeys; i ++ ) { - - var currTime = times[ i ]; + } - if ( typeof currTime === 'number' && isNaN( currTime ) ) { + return { - console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); - valid = false; - break; + opaque: opaque, + transparent: transparent, - } + init: init, + push: push, + unshift: unshift, + finish: finish, - if ( prevTime !== null && prevTime > currTime ) { + sort: sort + }; - console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); - valid = false; - break; +} - } +function WebGLRenderLists( properties ) { - prevTime = currTime; + let lists = new WeakMap(); - } + function get( scene, renderCallDepth ) { - if ( values !== undefined ) { + let list; - if ( AnimationUtils.isTypedArray( values ) ) { + if ( lists.has( scene ) === false ) { - for ( var i = 0, n = values.length; i !== n; ++ i ) { + list = new WebGLRenderList( properties ); + lists.set( scene, [ list ] ); - var value = values[ i ]; + } else { - if ( isNaN( value ) ) { + if ( renderCallDepth >= lists.get( scene ).length ) { - console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); - valid = false; - break; + list = new WebGLRenderList( properties ); + lists.get( scene ).push( list ); - } + } else { - } + list = lists.get( scene )[ renderCallDepth ]; } } - return valid; - - }, - - // removes equivalent sequential keys as common in morph target sequences - // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) - optimize: function () { + return list; - // times or values may be shared with other tracks, so overwriting is unsafe - var times = AnimationUtils.arraySlice( this.times ), - values = AnimationUtils.arraySlice( this.values ), - stride = this.getValueSize(), + } - smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + function dispose() { - writeIndex = 1, - lastIndex = times.length - 1; + lists = new WeakMap(); - for ( var i = 1; i < lastIndex; ++ i ) { + } - var keep = false; + return { + get: get, + dispose: dispose + }; - var time = times[ i ]; - var timeNext = times[ i + 1 ]; +} - // remove adjacent keyframes scheduled at the same time +function UniformsCache() { - if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { + const lights = {}; - if ( ! smoothInterpolation ) { + return { - // remove unnecessary keyframes same as their neighbors + get: function ( light ) { - var offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; + if ( lights[ light.id ] !== undefined ) { - for ( var j = 0; j !== stride; ++ j ) { + return lights[ light.id ]; - var value = values[ offset + j ]; + } - if ( value !== values[ offsetP + j ] || - value !== values[ offsetN + j ] ) { + let uniforms; - keep = true; - break; + switch ( light.type ) { - } + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color() + }; + break; - } + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0 + }; + break; - } else { + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0 + }; + break; - keep = true; + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + break; - } + case 'RectAreaLight': + uniforms = { + color: new Color(), + position: new Vector3(), + halfWidth: new Vector3(), + halfHeight: new Vector3() + }; + break; } - // in-place compaction + lights[ light.id ] = uniforms; + + return uniforms; - if ( keep ) { + } - if ( i !== writeIndex ) { + }; - times[ writeIndex ] = times[ i ]; +} - var readOffset = i * stride, - writeOffset = writeIndex * stride; +function ShadowUniformsCache() { - for ( var j = 0; j !== stride; ++ j ) { + const lights = {}; - values[ writeOffset + j ] = values[ readOffset + j ]; + return { - } + get: function ( light ) { - } + if ( lights[ light.id ] !== undefined ) { - ++ writeIndex; + return lights[ light.id ]; } - } + let uniforms; - // flush last keyframe (compaction looks ahead) + switch ( light.type ) { - if ( lastIndex > 0 ) { + case 'DirectionalLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; - times[ writeIndex ] = times[ lastIndex ]; + case 'SpotLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; - for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { + case 'PointLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2(), + shadowCameraNear: 1, + shadowCameraFar: 1000 + }; + break; - values[ writeOffset + j ] = values[ readOffset + j ]; + // TODO (abelnation): set RectAreaLight shadow uniforms } - ++ writeIndex; + lights[ light.id ] = uniforms; + + return uniforms; } - if ( writeIndex !== times.length ) { + }; - this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); - this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); +} - } else { - this.times = times; - this.values = values; - } +let nextVersion = 0; - return this; +function shadowCastingLightsFirst( lightA, lightB ) { - }, + return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 ); - clone: function () { +} - var times = AnimationUtils.arraySlice( this.times, 0 ); - var values = AnimationUtils.arraySlice( this.values, 0 ); +function WebGLLights( extensions, capabilities ) { - var TypedKeyframeTrack = this.constructor; - var track = new TypedKeyframeTrack( this.name, times, values ); + const cache = new UniformsCache(); - // Interpolant argument to constructor is not saved, so copy the factory method directly. - track.createInterpolant = this.createInterpolant; + const shadowCache = ShadowUniformsCache(); - return track; + const state = { - } + version: 0, -} ); + hash: { + directionalLength: - 1, + pointLength: - 1, + spotLength: - 1, + rectAreaLength: - 1, + hemiLength: - 1, -/** - * - * A Track of Boolean keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + numDirectionalShadows: - 1, + numPointShadows: - 1, + numSpotShadows: - 1 + }, + + ambient: [ 0, 0, 0 ], + probe: [], + directional: [], + directionalShadow: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotShadow: [], + spotShadowMap: [], + spotShadowMatrix: [], + rectArea: [], + rectAreaLTC1: null, + rectAreaLTC2: null, + point: [], + pointShadow: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [] -function BooleanKeyframeTrack( name, times, values ) { + }; - KeyframeTrack.call( this, name, times, values ); + for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); -} + const vector3 = new Vector3(); + const matrix4 = new Matrix4(); + const matrix42 = new Matrix4(); -BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + function setup( lights ) { - constructor: BooleanKeyframeTrack, + let r = 0, g = 0, b = 0; - ValueTypeName: 'bool', - ValueBufferType: Array, + for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); - DefaultInterpolation: InterpolateDiscrete, + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; - InterpolantFactoryMethodLinear: undefined, - InterpolantFactoryMethodSmooth: undefined + let numDirectionalShadows = 0; + let numPointShadows = 0; + let numSpotShadows = 0; - // Note: Actually this track could have a optimized / compressed - // representation of a single value and a custom interpolant that - // computes "firstValue ^ isOdd( index )". + lights.sort( shadowCastingLightsFirst ); -} ); + for ( let i = 0, l = lights.length; i < l; i ++ ) { -/** - * - * A Track of keyframe values that represent color. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + const light = lights[ i ]; -function ColorKeyframeTrack( name, times, values, interpolation ) { + const color = light.color; + const intensity = light.intensity; + const distance = light.distance; - KeyframeTrack.call( this, name, times, values, interpolation ); + const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; -} + if ( light.isAmbientLight ) { + + r += color.r * intensity; + g += color.g * intensity; + b += color.b * intensity; -ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + } else if ( light.isLightProbe ) { - constructor: ColorKeyframeTrack, + for ( let j = 0; j < 9; j ++ ) { - ValueTypeName: 'color' + state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); - // ValueBufferType is inherited + } - // DefaultInterpolation is inherited + } else if ( light.isDirectionalLight ) { - // Note: Very basic implementation and nothing special yet. - // However, this is the place for color space parameterization. + const uniforms = cache.get( light ); -} ); + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); -/** - * - * A Track of numeric keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + if ( light.castShadow ) { -function NumberKeyframeTrack( name, times, values, interpolation ) { + const shadow = light.shadow; - KeyframeTrack.call( this, name, times, values, interpolation ); + const shadowUniforms = shadowCache.get( light ); -} + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; -NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + state.directionalShadow[ directionalLength ] = shadowUniforms; + state.directionalShadowMap[ directionalLength ] = shadowMap; + state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; - constructor: NumberKeyframeTrack, + numDirectionalShadows ++; - ValueTypeName: 'number' + } - // ValueBufferType is inherited + state.directional[ directionalLength ] = uniforms; - // DefaultInterpolation is inherited + directionalLength ++; -} ); + } else if ( light.isSpotLight ) { -/** - * Spherical linear unit quaternion interpolant. - * - * @author tschw - */ + const uniforms = cache.get( light ); -function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + uniforms.position.setFromMatrixPosition( light.matrixWorld ); - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + uniforms.color.copy( color ).multiplyScalar( intensity ); + uniforms.distance = distance; -} + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = light.decay; -QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { + if ( light.castShadow ) { - constructor: QuaternionLinearInterpolant, + const shadow = light.shadow; - interpolate_: function ( i1, t0, t, t1 ) { + const shadowUniforms = shadowCache.get( light ); - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; - offset = i1 * stride, + state.spotShadow[ spotLength ] = shadowUniforms; + state.spotShadowMap[ spotLength ] = shadowMap; + state.spotShadowMatrix[ spotLength ] = light.shadow.matrix; - alpha = ( t - t0 ) / ( t1 - t0 ); + numSpotShadows ++; - for ( var end = offset + stride; offset !== end; offset += 4 ) { + } - Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); + state.spot[ spotLength ] = uniforms; - } + spotLength ++; - return result; + } else if ( light.isRectAreaLight ) { - } + const uniforms = cache.get( light ); -} ); + // (a) intensity is the total visible light emitted + //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); -/** - * - * A Track of quaternion keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + // (b) intensity is the brightness of the light + uniforms.color.copy( color ).multiplyScalar( intensity ); -function QuaternionKeyframeTrack( name, times, values, interpolation ) { + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); - KeyframeTrack.call( this, name, times, values, interpolation ); + state.rectArea[ rectAreaLength ] = uniforms; -} + rectAreaLength ++; -QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + } else if ( light.isPointLight ) { - constructor: QuaternionKeyframeTrack, + const uniforms = cache.get( light ); - ValueTypeName: 'quaternion', + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.distance = light.distance; + uniforms.decay = light.decay; - // ValueBufferType is inherited + if ( light.castShadow ) { - DefaultInterpolation: InterpolateLinear, + const shadow = light.shadow; - InterpolantFactoryMethodLinear: function ( result ) { + const shadowUniforms = shadowCache.get( light ); - return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + shadowUniforms.shadowCameraNear = shadow.camera.near; + shadowUniforms.shadowCameraFar = shadow.camera.far; - }, + state.pointShadow[ pointLength ] = shadowUniforms; + state.pointShadowMap[ pointLength ] = shadowMap; + state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; - InterpolantFactoryMethodSmooth: undefined // not yet implemented + numPointShadows ++; -} ); + } -/** - * - * A Track that interpolates Strings - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + state.point[ pointLength ] = uniforms; -function StringKeyframeTrack( name, times, values, interpolation ) { + pointLength ++; - KeyframeTrack.call( this, name, times, values, interpolation ); + } else if ( light.isHemisphereLight ) { -} + const uniforms = cache.get( light ); -StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); - constructor: StringKeyframeTrack, + state.hemi[ hemiLength ] = uniforms; - ValueTypeName: 'string', - ValueBufferType: Array, + hemiLength ++; - DefaultInterpolation: InterpolateDiscrete, + } - InterpolantFactoryMethodLinear: undefined, + } - InterpolantFactoryMethodSmooth: undefined + if ( rectAreaLength > 0 ) { -} ); + if ( capabilities.isWebGL2 ) { -/** - * - * A Track of vectored keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + // WebGL 2 -function VectorKeyframeTrack( name, times, values, interpolation ) { + state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; + state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; - KeyframeTrack.call( this, name, times, values, interpolation ); + } else { -} + // WebGL 1 -VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { + if ( extensions.has( 'OES_texture_float_linear' ) === true ) { - constructor: VectorKeyframeTrack, + state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; + state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; - ValueTypeName: 'vector' + } else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) { - // ValueBufferType is inherited + state.rectAreaLTC1 = UniformsLib.LTC_HALF_1; + state.rectAreaLTC2 = UniformsLib.LTC_HALF_2; - // DefaultInterpolation is inherited + } else { -} ); + console.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' ); -/** - * - * Reusable set of Tracks that represent an animation. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - */ + } -function AnimationClip( name, duration, tracks ) { + } - this.name = name; - this.tracks = tracks; - this.duration = ( duration !== undefined ) ? duration : - 1; + } - this.uuid = MathUtils.generateUUID(); + state.ambient[ 0 ] = r; + state.ambient[ 1 ] = g; + state.ambient[ 2 ] = b; - // this means it should figure out its duration by scanning the tracks - if ( this.duration < 0 ) { + const hash = state.hash; - this.resetDuration(); + if ( hash.directionalLength !== directionalLength || + hash.pointLength !== pointLength || + hash.spotLength !== spotLength || + hash.rectAreaLength !== rectAreaLength || + hash.hemiLength !== hemiLength || + hash.numDirectionalShadows !== numDirectionalShadows || + hash.numPointShadows !== numPointShadows || + hash.numSpotShadows !== numSpotShadows ) { - } + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; -} + state.directionalShadow.length = numDirectionalShadows; + state.directionalShadowMap.length = numDirectionalShadows; + state.pointShadow.length = numPointShadows; + state.pointShadowMap.length = numPointShadows; + state.spotShadow.length = numSpotShadows; + state.spotShadowMap.length = numSpotShadows; + state.directionalShadowMatrix.length = numDirectionalShadows; + state.pointShadowMatrix.length = numPointShadows; + state.spotShadowMatrix.length = numSpotShadows; -function getTrackTypeForValueTypeName( typeName ) { + hash.directionalLength = directionalLength; + hash.pointLength = pointLength; + hash.spotLength = spotLength; + hash.rectAreaLength = rectAreaLength; + hash.hemiLength = hemiLength; - switch ( typeName.toLowerCase() ) { + hash.numDirectionalShadows = numDirectionalShadows; + hash.numPointShadows = numPointShadows; + hash.numSpotShadows = numSpotShadows; - case 'scalar': - case 'double': - case 'float': - case 'number': - case 'integer': + state.version = nextVersion ++; - return NumberKeyframeTrack; + } - case 'vector': - case 'vector2': - case 'vector3': - case 'vector4': + } - return VectorKeyframeTrack; + function setupView( lights, camera ) { - case 'color': + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; - return ColorKeyframeTrack; + const viewMatrix = camera.matrixWorldInverse; - case 'quaternion': + for ( let i = 0, l = lights.length; i < l; i ++ ) { - return QuaternionKeyframeTrack; + const light = lights[ i ]; - case 'bool': - case 'boolean': + if ( light.isDirectionalLight ) { - return BooleanKeyframeTrack; + const uniforms = state.directional[ directionalLength ]; - case 'string': + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); - return StringKeyframeTrack; + directionalLength ++; - } + } else if ( light.isSpotLight ) { - throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); + const uniforms = state.spot[ spotLength ]; -} + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); -function parseKeyframeTrack( json ) { + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); - if ( json.type === undefined ) { + spotLength ++; - throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); + } else if ( light.isRectAreaLight ) { - } + const uniforms = state.rectArea[ rectAreaLength ]; - var trackType = getTrackTypeForValueTypeName( json.type ); + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); - if ( json.times === undefined ) { + // extract local rotation of light to derive width/height half vectors + matrix42.identity(); + matrix4.copy( light.matrixWorld ); + matrix4.premultiply( viewMatrix ); + matrix42.extractRotation( matrix4 ); - var times = [], values = []; + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); - AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); + uniforms.halfWidth.applyMatrix4( matrix42 ); + uniforms.halfHeight.applyMatrix4( matrix42 ); - json.times = times; - json.values = values; + rectAreaLength ++; - } + } else if ( light.isPointLight ) { - // derived classes can define a static parse method - if ( trackType.parse !== undefined ) { + const uniforms = state.point[ pointLength ]; - return trackType.parse( json ); + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); - } else { + pointLength ++; - // by default, we assume a constructor compatible with the base - return new trackType( json.name, json.times, json.values, json.interpolation ); + } else if ( light.isHemisphereLight ) { - } + const uniforms = state.hemi[ hemiLength ]; -} + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + uniforms.direction.normalize(); -Object.assign( AnimationClip, { + hemiLength ++; - parse: function ( json ) { + } - var tracks = [], - jsonTracks = json.tracks, - frameTime = 1.0 / ( json.fps || 1.0 ); + } - for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { + } - tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); + return { + setup: setup, + setupView: setupView, + state: state + }; - } +} - return new AnimationClip( json.name, json.duration, tracks ); +function WebGLRenderState( extensions, capabilities ) { - }, + const lights = new WebGLLights( extensions, capabilities ); - toJSON: function ( clip ) { + const lightsArray = []; + const shadowsArray = []; - var tracks = [], - clipTracks = clip.tracks; + function init() { - var json = { + lightsArray.length = 0; + shadowsArray.length = 0; - 'name': clip.name, - 'duration': clip.duration, - 'tracks': tracks, - 'uuid': clip.uuid + } - }; + function pushLight( light ) { - for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { + lightsArray.push( light ); - tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + } - } + function pushShadow( shadowLight ) { - return json; + shadowsArray.push( shadowLight ); - }, + } - CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) { + function setupLights() { - var numMorphTargets = morphTargetSequence.length; - var tracks = []; + lights.setup( lightsArray ); - for ( var i = 0; i < numMorphTargets; i ++ ) { + } - var times = []; - var values = []; + function setupLightsView( camera ) { - times.push( - ( i + numMorphTargets - 1 ) % numMorphTargets, - i, - ( i + 1 ) % numMorphTargets ); + lights.setupView( lightsArray, camera ); - values.push( 0, 1, 0 ); + } - var order = AnimationUtils.getKeyframeOrder( times ); - times = AnimationUtils.sortedArray( times, 1, order ); - values = AnimationUtils.sortedArray( values, 1, order ); + const state = { + lightsArray: lightsArray, + shadowsArray: shadowsArray, - // if there is a key at the first frame, duplicate it as the - // last frame as well for perfect loop. - if ( ! noLoop && times[ 0 ] === 0 ) { + lights: lights + }; - times.push( numMorphTargets ); - values.push( values[ 0 ] ); + return { + init: init, + state: state, + setupLights: setupLights, + setupLightsView: setupLightsView, - } + pushLight: pushLight, + pushShadow: pushShadow + }; - tracks.push( - new NumberKeyframeTrack( - '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', - times, values - ).scale( 1.0 / fps ) ); +} - } +function WebGLRenderStates( extensions, capabilities ) { - return new AnimationClip( name, - 1, tracks ); + let renderStates = new WeakMap(); - }, + function get( scene, renderCallDepth = 0 ) { - findByName: function ( objectOrClipArray, name ) { + let renderState; - var clipArray = objectOrClipArray; + if ( renderStates.has( scene ) === false ) { - if ( ! Array.isArray( objectOrClipArray ) ) { + renderState = new WebGLRenderState( extensions, capabilities ); + renderStates.set( scene, [ renderState ] ); - var o = objectOrClipArray; - clipArray = o.geometry && o.geometry.animations || o.animations; + } else { - } + if ( renderCallDepth >= renderStates.get( scene ).length ) { - for ( var i = 0; i < clipArray.length; i ++ ) { + renderState = new WebGLRenderState( extensions, capabilities ); + renderStates.get( scene ).push( renderState ); - if ( clipArray[ i ].name === name ) { + } else { - return clipArray[ i ]; + renderState = renderStates.get( scene )[ renderCallDepth ]; } } - return null; + return renderState; - }, + } + + function dispose() { - CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) { + renderStates = new WeakMap(); - var animationToMorphTargets = {}; + } - // tested with https://regex101.com/ on trick sequences - // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 - var pattern = /^([\w-]*?)([\d]+)$/; + return { + get: get, + dispose: dispose + }; - // sort morph target names into animation groups based - // patterns like Walk_001, Walk_002, Run_001, Run_002 - for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { +} - var morphTarget = morphTargets[ i ]; - var parts = morphTarget.name.match( pattern ); +/** + * parameters = { + * + * opacity: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ - if ( parts && parts.length > 1 ) { +class MeshDepthMaterial extends Material { - var name = parts[ 1 ]; + constructor( parameters ) { - var animationMorphTargets = animationToMorphTargets[ name ]; - if ( ! animationMorphTargets ) { + super(); - animationToMorphTargets[ name ] = animationMorphTargets = []; + this.type = 'MeshDepthMaterial'; - } + this.depthPacking = BasicDepthPacking; - animationMorphTargets.push( morphTarget ); + this.skinning = false; + this.morphTargets = false; - } + this.map = null; - } + this.alphaMap = null; - var clips = []; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - for ( var name in animationToMorphTargets ) { + this.wireframe = false; + this.wireframeLinewidth = 1; - clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + this.fog = false; - } + this.setValues( parameters ); - return clips; + } - }, + copy( source ) { - // parse the animation.hierarchy format - parseAnimation: function ( animation, bones ) { + super.copy( source ); - if ( ! animation ) { + this.depthPacking = source.depthPacking; - console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); - return null; + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; - } + this.map = source.map; - var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { + this.alphaMap = source.alphaMap; - // only return track if there are actually keys. - if ( animationKeys.length !== 0 ) { + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; - var times = []; - var values = []; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; - AnimationUtils.flattenJSON( animationKeys, times, values, propertyName ); + return this; - // empty keys are filtered out, so check again - if ( times.length !== 0 ) { + } - destTracks.push( new trackType( trackName, times, values ) ); +} - } +MeshDepthMaterial.prototype.isMeshDepthMaterial = true; - } +/** + * parameters = { + * + * referencePosition: , + * nearDistance: , + * farDistance: , + * + * skinning: , + * morphTargets: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: + * + * } + */ - }; +class MeshDistanceMaterial extends Material { - var tracks = []; + constructor( parameters ) { - var clipName = animation.name || 'default'; - // automatic length determination in AnimationClip. - var duration = animation.length || - 1; - var fps = animation.fps || 30; + super(); - var hierarchyTracks = animation.hierarchy || []; + this.type = 'MeshDistanceMaterial'; - for ( var h = 0; h < hierarchyTracks.length; h ++ ) { + this.referencePosition = new Vector3(); + this.nearDistance = 1; + this.farDistance = 1000; - var animationKeys = hierarchyTracks[ h ].keys; + this.skinning = false; + this.morphTargets = false; - // skip empty tracks - if ( ! animationKeys || animationKeys.length === 0 ) continue; + this.map = null; - // process morph targets - if ( animationKeys[ 0 ].morphTargets ) { + this.alphaMap = null; - // figure out all morph targets used in this track - var morphTargetNames = {}; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - for ( var k = 0; k < animationKeys.length; k ++ ) { + this.fog = false; - if ( animationKeys[ k ].morphTargets ) { + this.setValues( parameters ); - for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { + } - morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; + copy( source ) { - } + super.copy( source ); - } + this.referencePosition.copy( source.referencePosition ); + this.nearDistance = source.nearDistance; + this.farDistance = source.farDistance; - } + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; - // create a track for each morph target with all zero - // morphTargetInfluences except for the keys in which - // the morphTarget is named. - for ( var morphTargetName in morphTargetNames ) { + this.map = source.map; - var times = []; - var values = []; + this.alphaMap = source.alphaMap; - for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; - var animationKey = animationKeys[ k ]; + return this; - times.push( animationKey.time ); - values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); + } - } +} - tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); +MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true; - } +var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"; - duration = morphTargetNames.length * ( fps || 1.0 ); +var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; - } else { +function WebGLShadowMap( _renderer, _objects, _capabilities ) { - // ...assume skeletal animation + let _frustum = new Frustum(); - var boneName = '.bones[' + bones[ h ].name + ']'; + const _shadowMapSize = new Vector2(), + _viewportSize = new Vector2(), - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.position', - animationKeys, 'pos', tracks ); + _viewport = new Vector4(), - addNonemptyTrack( - QuaternionKeyframeTrack, boneName + '.quaternion', - animationKeys, 'rot', tracks ); + _depthMaterials = [], + _distanceMaterials = [], - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.scale', - animationKeys, 'scl', tracks ); + _materialCache = {}, - } + _maxTextureSize = _capabilities.maxTextureSize; - } + const shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide }; - if ( tracks.length === 0 ) { + const shadowMaterialVertical = new ShaderMaterial( { - return null; + defines: { + SAMPLE_RATE: 2.0 / 8.0, + HALF_SAMPLE_RATE: 1.0 / 8.0 + }, - } + uniforms: { + shadow_pass: { value: null }, + resolution: { value: new Vector2() }, + radius: { value: 4.0 } + }, - var clip = new AnimationClip( clipName, duration, tracks ); + vertexShader: vsm_vert, - return clip; + fragmentShader: vsm_frag - } + } ); -} ); + const shadowMaterialHorizontal = shadowMaterialVertical.clone(); + shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1; -Object.assign( AnimationClip.prototype, { + const fullScreenTri = new BufferGeometry(); + fullScreenTri.setAttribute( + 'position', + new BufferAttribute( + new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ), + 3 + ) + ); - resetDuration: function () { + const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical ); - var tracks = this.tracks, duration = 0; + const scope = this; - for ( var i = 0, n = tracks.length; i !== n; ++ i ) { + this.enabled = false; - var track = this.tracks[ i ]; + this.autoUpdate = true; + this.needsUpdate = false; - duration = Math.max( duration, track.times[ track.times.length - 1 ] ); + this.type = PCFShadowMap; - } + this.render = function ( lights, scene, camera ) { - this.duration = duration; + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; - return this; + if ( lights.length === 0 ) return; - }, + const currentRenderTarget = _renderer.getRenderTarget(); + const activeCubeFace = _renderer.getActiveCubeFace(); + const activeMipmapLevel = _renderer.getActiveMipmapLevel(); - trim: function () { + const _state = _renderer.state; - for ( var i = 0; i < this.tracks.length; i ++ ) { + // Set GL state for depth map. + _state.setBlending( NoBlending ); + _state.buffers.color.setClear( 1, 1, 1, 1 ); + _state.buffers.depth.setTest( true ); + _state.setScissorTest( false ); - this.tracks[ i ].trim( 0, this.duration ); + // render depth map - } + for ( let i = 0, il = lights.length; i < il; i ++ ) { - return this; + const light = lights[ i ]; + const shadow = light.shadow; - }, + if ( shadow === undefined ) { - validate: function () { + console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); + continue; - var valid = true; + } - for ( var i = 0; i < this.tracks.length; i ++ ) { + if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue; - valid = valid && this.tracks[ i ].validate(); + _shadowMapSize.copy( shadow.mapSize ); - } + const shadowFrameExtents = shadow.getFrameExtents(); - return valid; + _shadowMapSize.multiply( shadowFrameExtents ); - }, + _viewportSize.copy( shadow.mapSize ); - optimize: function () { + if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) { - for ( var i = 0; i < this.tracks.length; i ++ ) { + if ( _shadowMapSize.x > _maxTextureSize ) { - this.tracks[ i ].optimize(); + _viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x ); + _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; + shadow.mapSize.x = _viewportSize.x; - } + } - return this; + if ( _shadowMapSize.y > _maxTextureSize ) { - }, + _viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y ); + _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; + shadow.mapSize.y = _viewportSize.y; - clone: function () { + } - var tracks = []; + } - for ( var i = 0; i < this.tracks.length; i ++ ) { + if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) { - tracks.push( this.tracks[ i ].clone() ); + const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; - } + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map.texture.name = light.name + '.shadowMap'; - return new AnimationClip( this.name, this.duration, tracks ); + shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - } + shadow.camera.updateProjectionMatrix(); -} ); + } -/** - * @author mrdoob / http://mrdoob.com/ - */ + if ( shadow.map === null ) { -var Cache = { + const pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; - enabled: false, + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map.texture.name = light.name + '.shadowMap'; - files: {}, + shadow.camera.updateProjectionMatrix(); - add: function ( key, file ) { + } - if ( this.enabled === false ) return; + _renderer.setRenderTarget( shadow.map ); + _renderer.clear(); - // console.log( 'THREE.Cache', 'Adding key:', key ); + const viewportCount = shadow.getViewportCount(); - this.files[ key ] = file; + for ( let vp = 0; vp < viewportCount; vp ++ ) { - }, + const viewport = shadow.getViewport( vp ); - get: function ( key ) { + _viewport.set( + _viewportSize.x * viewport.x, + _viewportSize.y * viewport.y, + _viewportSize.x * viewport.z, + _viewportSize.y * viewport.w + ); - if ( this.enabled === false ) return; + _state.viewport( _viewport ); - // console.log( 'THREE.Cache', 'Checking key:', key ); + shadow.updateMatrices( light, vp ); - return this.files[ key ]; + _frustum = shadow.getFrustum(); - }, + renderObject( scene, camera, shadow.camera, light, this.type ); - remove: function ( key ) { + } - delete this.files[ key ]; + // do blur pass for VSM - }, + if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) { - clear: function () { + VSMPass( shadow, camera ); - this.files = {}; + } - } + shadow.needsUpdate = false; -}; + } -/** - * @author mrdoob / http://mrdoob.com/ - */ + scope.needsUpdate = false; -function LoadingManager( onLoad, onProgress, onError ) { + _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); - var scope = this; + }; - var isLoading = false; - var itemsLoaded = 0; - var itemsTotal = 0; - var urlModifier = undefined; - var handlers = []; + function VSMPass( shadow, camera ) { - // Refer to #5689 for the reason why we don't set .onStart - // in the constructor + const geometry = _objects.update( fullScreenMesh ); - this.onStart = undefined; - this.onLoad = onLoad; - this.onProgress = onProgress; - this.onError = onError; + // vertical pass - this.itemStart = function ( url ) { + shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture; + shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize; + shadowMaterialVertical.uniforms.radius.value = shadow.radius; + _renderer.setRenderTarget( shadow.mapPass ); + _renderer.clear(); + _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); - itemsTotal ++; + // horizontal pass - if ( isLoading === false ) { + shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture; + shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize; + shadowMaterialHorizontal.uniforms.radius.value = shadow.radius; + _renderer.setRenderTarget( shadow.map ); + _renderer.clear(); + _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null ); - if ( scope.onStart !== undefined ) { + } - scope.onStart( url, itemsLoaded, itemsTotal ); + function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) { - } + const index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2; - } + let material = _depthMaterials[ index ]; - isLoading = true; + if ( material === undefined ) { - }; + material = new MeshDepthMaterial( { - this.itemEnd = function ( url ) { + depthPacking: RGBADepthPacking, - itemsLoaded ++; + morphTargets: useMorphing, + skinning: useSkinning - if ( scope.onProgress !== undefined ) { + } ); - scope.onProgress( url, itemsLoaded, itemsTotal ); + _depthMaterials[ index ] = material; } - if ( itemsLoaded === itemsTotal ) { + return material; - isLoading = false; + } - if ( scope.onLoad !== undefined ) { + function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) { - scope.onLoad(); + const index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2; - } + let material = _distanceMaterials[ index ]; - } + if ( material === undefined ) { - }; + material = new MeshDistanceMaterial( { - this.itemError = function ( url ) { + morphTargets: useMorphing, + skinning: useSkinning - if ( scope.onError !== undefined ) { + } ); - scope.onError( url ); + _distanceMaterials[ index ] = material; } - }; + return material; - this.resolveURL = function ( url ) { + } - if ( urlModifier ) { + function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) { - return urlModifier( url ); + let result = null; - } + let getMaterialVariant = getDepthMaterialVariant; + let customMaterial = object.customDepthMaterial; - return url; + if ( light.isPointLight === true ) { - }; + getMaterialVariant = getDistanceMaterialVariant; + customMaterial = object.customDistanceMaterial; - this.setURLModifier = function ( transform ) { + } - urlModifier = transform; + if ( customMaterial === undefined ) { - return this; + let useMorphing = false; - }; + if ( material.morphTargets === true ) { - this.addHandler = function ( regex, loader ) { + useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; - handlers.push( regex, loader ); + } - return this; + let useSkinning = false; - }; + if ( object.isSkinnedMesh === true ) { - this.removeHandler = function ( regex ) { + if ( material.skinning === true ) { - var index = handlers.indexOf( regex ); + useSkinning = true; - if ( index !== - 1 ) { + } else { - handlers.splice( index, 2 ); + console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); - } + } - return this; + } - }; + const useInstancing = object.isInstancedMesh === true; - this.getHandler = function ( file ) { + result = getMaterialVariant( useMorphing, useSkinning, useInstancing ); - for ( var i = 0, l = handlers.length; i < l; i += 2 ) { + } else { - var regex = handlers[ i ]; - var loader = handlers[ i + 1 ]; + result = customMaterial; - if ( regex.global ) regex.lastIndex = 0; // see #17920 + } - if ( regex.test( file ) ) { + if ( _renderer.localClippingEnabled && + material.clipShadows === true && + material.clippingPlanes.length !== 0 ) { - return loader; + // in this case we need a unique material instance reflecting the + // appropriate state - } + const keyA = result.uuid, keyB = material.uuid; - } + let materialsForVariant = _materialCache[ keyA ]; - return null; + if ( materialsForVariant === undefined ) { - }; + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; -} + } -var DefaultLoadingManager = new LoadingManager(); + let cachedMaterial = materialsForVariant[ keyB ]; -/** - * @author alteredq / http://alteredqualia.com/ - */ + if ( cachedMaterial === undefined ) { -function Loader( manager ) { + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + } - this.crossOrigin = 'anonymous'; - this.path = ''; - this.resourcePath = ''; + result = cachedMaterial; -} + } -Object.assign( Loader.prototype, { + result.visible = material.visible; + result.wireframe = material.wireframe; - load: function ( /* url, onLoad, onProgress, onError */ ) {}, + if ( type === VSMShadowMap ) { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; - parse: function ( /* data */ ) {}, + } else { - setCrossOrigin: function ( crossOrigin ) { + result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; - this.crossOrigin = crossOrigin; - return this; + } - }, + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + result.clipIntersection = material.clipIntersection; - setPath: function ( path ) { + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; - this.path = path; - return this; + if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { - }, + result.referencePosition.setFromMatrixPosition( light.matrixWorld ); + result.nearDistance = shadowCameraNear; + result.farDistance = shadowCameraFar; - setResourcePath: function ( resourcePath ) { + } - this.resourcePath = resourcePath; - return this; + return result; } -} ); + function renderObject( object, camera, shadowCamera, light, type ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + if ( object.visible === false ) return; -var loading = {}; + const visible = object.layers.test( camera.layers ); -function FileLoader( manager ) { + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { - Loader.call( this, manager ); + if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { -} + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); -FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + const geometry = _objects.update( object ); + const material = object.material; - constructor: FileLoader, + if ( Array.isArray( material ) ) { - load: function ( url, onLoad, onProgress, onError ) { + const groups = geometry.groups; - if ( url === undefined ) url = ''; + for ( let k = 0, kl = groups.length; k < kl; k ++ ) { - if ( this.path !== undefined ) url = this.path + url; + const group = groups[ k ]; + const groupMaterial = material[ group.materialIndex ]; - url = this.manager.resolveURL( url ); + if ( groupMaterial && groupMaterial.visible ) { - var scope = this; + const depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type ); - var cached = Cache.get( url ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); - if ( cached !== undefined ) { + } - scope.manager.itemStart( url ); + } - setTimeout( function () { + } else if ( material.visible ) { - if ( onLoad ) onLoad( cached ); + const depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type ); - scope.manager.itemEnd( url ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); - }, 0 ); + } - return cached; + } } - // Check if request is duplicate - - if ( loading[ url ] !== undefined ) { - - loading[ url ].push( { - - onLoad: onLoad, - onProgress: onProgress, - onError: onError + const children = object.children; - } ); + for ( let i = 0, l = children.length; i < l; i ++ ) { - return; + renderObject( children[ i ], camera, shadowCamera, light, type ); } - // Check for data: URI - var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; - var dataUriRegexResult = url.match( dataUriRegex ); + } - // Safari can not handle Data URIs through XMLHttpRequest so process manually - if ( dataUriRegexResult ) { +} - var mimeType = dataUriRegexResult[ 1 ]; - var isBase64 = !! dataUriRegexResult[ 2 ]; - var data = dataUriRegexResult[ 3 ]; +function WebGLState( gl, extensions, capabilities ) { - data = decodeURIComponent( data ); + const isWebGL2 = capabilities.isWebGL2; - if ( isBase64 ) data = atob( data ); + function ColorBuffer() { - try { + let locked = false; - var response; - var responseType = ( this.responseType || '' ).toLowerCase(); + const color = new Vector4(); + let currentColorMask = null; + const currentColorClear = new Vector4( 0, 0, 0, 0 ); - switch ( responseType ) { + return { - case 'arraybuffer': - case 'blob': + setMask: function ( colorMask ) { - var view = new Uint8Array( data.length ); + if ( currentColorMask !== colorMask && ! locked ) { - for ( var i = 0; i < data.length; i ++ ) { + gl.colorMask( colorMask, colorMask, colorMask, colorMask ); + currentColorMask = colorMask; - view[ i ] = data.charCodeAt( i ); + } - } + }, - if ( responseType === 'blob' ) { + setLocked: function ( lock ) { - response = new Blob( [ view.buffer ], { type: mimeType } ); + locked = lock; - } else { + }, - response = view.buffer; + setClear: function ( r, g, b, a, premultipliedAlpha ) { - } + if ( premultipliedAlpha === true ) { - break; + r *= a; g *= a; b *= a; - case 'document': + } - var parser = new DOMParser(); - response = parser.parseFromString( data, mimeType ); + color.set( r, g, b, a ); - break; + if ( currentColorClear.equals( color ) === false ) { - case 'json': + gl.clearColor( r, g, b, a ); + currentColorClear.copy( color ); - response = JSON.parse( data ); + } - break; + }, - default: // 'text' or other + reset: function () { - response = data; + locked = false; - break; + currentColorMask = null; + currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state - } + } - // Wait for next browser tick like standard XMLHttpRequest event dispatching does - setTimeout( function () { + }; - if ( onLoad ) onLoad( response ); + } - scope.manager.itemEnd( url ); + function DepthBuffer() { - }, 0 ); + let locked = false; - } catch ( error ) { + let currentDepthMask = null; + let currentDepthFunc = null; + let currentDepthClear = null; - // Wait for next browser tick like standard XMLHttpRequest event dispatching does - setTimeout( function () { + return { - if ( onError ) onError( error ); + setTest: function ( depthTest ) { - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); + if ( depthTest ) { - }, 0 ); + enable( 2929 ); - } + } else { - } else { + disable( 2929 ); - // Initialise array for duplicate requests + } - loading[ url ] = []; + }, - loading[ url ].push( { + setMask: function ( depthMask ) { - onLoad: onLoad, - onProgress: onProgress, - onError: onError + if ( currentDepthMask !== depthMask && ! locked ) { - } ); + gl.depthMask( depthMask ); + currentDepthMask = depthMask; - var request = new XMLHttpRequest(); + } - request.open( 'GET', url, true ); + }, - request.addEventListener( 'load', function ( event ) { + setFunc: function ( depthFunc ) { - var response = this.response; + if ( currentDepthFunc !== depthFunc ) { - var callbacks = loading[ url ]; + if ( depthFunc ) { - delete loading[ url ]; + switch ( depthFunc ) { - if ( this.status === 200 || this.status === 0 ) { + case NeverDepth: - // Some browsers return HTTP Status 0 when using non-http protocol - // e.g. 'file://' or 'data://'. Handle as success. + gl.depthFunc( 512 ); + break; - if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); + case AlwaysDepth: - // Add to cache only on HTTP success, so that we do not cache - // error response bodies as proper responses to requests. - Cache.add( url, response ); + gl.depthFunc( 519 ); + break; - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + case LessDepth: - var callback = callbacks[ i ]; - if ( callback.onLoad ) callback.onLoad( response ); + gl.depthFunc( 513 ); + break; - } + case LessEqualDepth: - scope.manager.itemEnd( url ); + gl.depthFunc( 515 ); + break; - } else { + case EqualDepth: - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + gl.depthFunc( 514 ); + break; - var callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( event ); + case GreaterEqualDepth: - } + gl.depthFunc( 518 ); + break; - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); + case GreaterDepth: - } + gl.depthFunc( 516 ); + break; - }, false ); + case NotEqualDepth: - request.addEventListener( 'progress', function ( event ) { + gl.depthFunc( 517 ); + break; - var callbacks = loading[ url ]; + default: - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + gl.depthFunc( 515 ); - var callback = callbacks[ i ]; - if ( callback.onProgress ) callback.onProgress( event ); + } - } + } else { - }, false ); + gl.depthFunc( 515 ); - request.addEventListener( 'error', function ( event ) { + } - var callbacks = loading[ url ]; + currentDepthFunc = depthFunc; - delete loading[ url ]; + } - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + }, - var callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( event ); + setLocked: function ( lock ) { - } + locked = lock; - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); + }, - }, false ); + setClear: function ( depth ) { - request.addEventListener( 'abort', function ( event ) { + if ( currentDepthClear !== depth ) { - var callbacks = loading[ url ]; + gl.clearDepth( depth ); + currentDepthClear = depth; - delete loading[ url ]; + } - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { + }, - var callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( event ); + reset: function () { - } + locked = false; - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; - }, false ); + } - if ( this.responseType !== undefined ) request.responseType = this.responseType; - if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; + }; - if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); + } - for ( var header in this.requestHeader ) { + function StencilBuffer() { - request.setRequestHeader( header, this.requestHeader[ header ] ); + let locked = false; - } + let currentStencilMask = null; + let currentStencilFunc = null; + let currentStencilRef = null; + let currentStencilFuncMask = null; + let currentStencilFail = null; + let currentStencilZFail = null; + let currentStencilZPass = null; + let currentStencilClear = null; - request.send( null ); + return { - } + setTest: function ( stencilTest ) { - scope.manager.itemStart( url ); + if ( ! locked ) { - return request; + if ( stencilTest ) { - }, + enable( 2960 ); - setResponseType: function ( value ) { + } else { - this.responseType = value; - return this; + disable( 2960 ); - }, + } - setWithCredentials: function ( value ) { + } - this.withCredentials = value; - return this; + }, - }, + setMask: function ( stencilMask ) { - setMimeType: function ( value ) { + if ( currentStencilMask !== stencilMask && ! locked ) { - this.mimeType = value; - return this; + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; - }, + } - setRequestHeader: function ( value ) { + }, - this.requestHeader = value; - return this; + setFunc: function ( stencilFunc, stencilRef, stencilMask ) { - } + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { -} ); + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); -/** - * @author bhouston / http://clara.io/ - */ + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; -function AnimationLoader( manager ) { + } - Loader.call( this, manager ); + }, -} + setOp: function ( stencilFail, stencilZFail, stencilZPass ) { -AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { - constructor: AnimationLoader, + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); - load: function ( url, onLoad, onProgress, onError ) { + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; - var scope = this; + } - var loader = new FileLoader( scope.manager ); - loader.setPath( scope.path ); - loader.load( url, function ( text ) { + }, - onLoad( scope.parse( JSON.parse( text ) ) ); + setLocked: function ( lock ) { - }, onProgress, onError ); + locked = lock; - }, + }, - parse: function ( json ) { + setClear: function ( stencil ) { - var animations = []; + if ( currentStencilClear !== stencil ) { - for ( var i = 0; i < json.length; i ++ ) { + gl.clearStencil( stencil ); + currentStencilClear = stencil; - var clip = AnimationClip.parse( json[ i ] ); + } - animations.push( clip ); + }, - } + reset: function () { - return animations; + locked = false; - } + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; -} ); + } -/** - * @author mrdoob / http://mrdoob.com/ - * - * Abstract Base class to block based textures loader (dds, pvr, ...) - * - * Sub classes have to implement the parse() method which will be used in load(). - */ + }; -function CompressedTextureLoader( manager ) { + } - Loader.call( this, manager ); + // -} + const colorBuffer = new ColorBuffer(); + const depthBuffer = new DepthBuffer(); + const stencilBuffer = new StencilBuffer(); -CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + let enabledCapabilities = {}; - constructor: CompressedTextureLoader, + let xrFramebuffer = null; + let currentBoundFramebuffers = {}; - load: function ( url, onLoad, onProgress, onError ) { + let currentProgram = null; - var scope = this; + let currentBlendingEnabled = false; + let currentBlending = null; + let currentBlendEquation = null; + let currentBlendSrc = null; + let currentBlendDst = null; + let currentBlendEquationAlpha = null; + let currentBlendSrcAlpha = null; + let currentBlendDstAlpha = null; + let currentPremultipledAlpha = false; - var images = []; + let currentFlipSided = null; + let currentCullFace = null; - var texture = new CompressedTexture(); - texture.image = images; + let currentLineWidth = null; - var loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.setResponseType( 'arraybuffer' ); + let currentPolygonOffsetFactor = null; + let currentPolygonOffsetUnits = null; - function loadTexture( i ) { + const maxTextures = gl.getParameter( 35661 ); - loader.load( url[ i ], function ( buffer ) { + let lineWidthAvailable = false; + let version = 0; + const glVersion = gl.getParameter( 7938 ); - var texDatas = scope.parse( buffer, true ); + if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) { - images[ i ] = { - width: texDatas.width, - height: texDatas.height, - format: texDatas.format, - mipmaps: texDatas.mipmaps - }; + version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 1.0 ); - loaded += 1; + } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) { - if ( loaded === 6 ) { + version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 2.0 ); - if ( texDatas.mipmapCount === 1 ) - texture.minFilter = LinearFilter; + } - texture.format = texDatas.format; - texture.needsUpdate = true; + let currentTextureSlot = null; + let currentBoundTextures = {}; - if ( onLoad ) onLoad( texture ); + const currentScissor = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height ); + const currentViewport = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height ); - } + function createTexture( type, target, count ) { - }, onProgress, onError ); + const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. + const texture = gl.createTexture(); - } + gl.bindTexture( type, texture ); + gl.texParameteri( type, 10241, 9728 ); + gl.texParameteri( type, 10240, 9728 ); - if ( Array.isArray( url ) ) { + for ( let i = 0; i < count; i ++ ) { - var loaded = 0; + gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data ); - for ( var i = 0, il = url.length; i < il; ++ i ) { + } - loadTexture( i ); + return texture; - } + } - } else { + const emptyTextures = {}; + emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 ); + emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 ); - // compressed cubemap texture stored in a single DDS file + // init - loader.load( url, function ( buffer ) { + colorBuffer.setClear( 0, 0, 0, 1 ); + depthBuffer.setClear( 1 ); + stencilBuffer.setClear( 0 ); - var texDatas = scope.parse( buffer, true ); + enable( 2929 ); + depthBuffer.setFunc( LessEqualDepth ); - if ( texDatas.isCubemap ) { + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( 2884 ); - var faces = texDatas.mipmaps.length / texDatas.mipmapCount; + setBlending( NoBlending ); - for ( var f = 0; f < faces; f ++ ) { + // - images[ f ] = { mipmaps: [] }; + function enable( id ) { - for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { + if ( enabledCapabilities[ id ] !== true ) { - images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); - images[ f ].format = texDatas.format; - images[ f ].width = texDatas.width; - images[ f ].height = texDatas.height; + gl.enable( id ); + enabledCapabilities[ id ] = true; - } + } - } + } - } else { + function disable( id ) { - texture.image.width = texDatas.width; - texture.image.height = texDatas.height; - texture.mipmaps = texDatas.mipmaps; + if ( enabledCapabilities[ id ] !== false ) { - } + gl.disable( id ); + enabledCapabilities[ id ] = false; - if ( texDatas.mipmapCount === 1 ) { + } - texture.minFilter = LinearFilter; + } - } + function bindXRFramebuffer( framebuffer ) { - texture.format = texDatas.format; - texture.needsUpdate = true; + if ( framebuffer !== xrFramebuffer ) { - if ( onLoad ) onLoad( texture ); + gl.bindFramebuffer( 36160, framebuffer ); - }, onProgress, onError ); + xrFramebuffer = framebuffer; } - return texture; - } -} ); - -/** - * @author Nikos M. / https://github.com/foo123/ - * - * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) - * - * Sub classes have to implement the parse() method which will be used in load(). - */ - -function DataTextureLoader( manager ) { + function bindFramebuffer( target, framebuffer ) { - Loader.call( this, manager ); + if ( framebuffer === null && xrFramebuffer !== null ) framebuffer = xrFramebuffer; // use active XR framebuffer if available -} + if ( currentBoundFramebuffers[ target ] !== framebuffer ) { -DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + gl.bindFramebuffer( target, framebuffer ); - constructor: DataTextureLoader, + currentBoundFramebuffers[ target ] = framebuffer; - load: function ( url, onLoad, onProgress, onError ) { + } - var scope = this; + } - var texture = new DataTexture(); + function useProgram( program ) { - var loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); - loader.setPath( this.path ); - loader.load( url, function ( buffer ) { + if ( currentProgram !== program ) { - var texData = scope.parse( buffer ); + gl.useProgram( program ); - if ( ! texData ) return; + currentProgram = program; - if ( texData.image !== undefined ) { + return true; - texture.image = texData.image; + } - } else if ( texData.data !== undefined ) { + return false; - texture.image.width = texData.width; - texture.image.height = texData.height; - texture.image.data = texData.data; + } - } + const equationToGL = { + [ AddEquation ]: 32774, + [ SubtractEquation ]: 32778, + [ ReverseSubtractEquation ]: 32779 + }; - texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping; - texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping; + if ( isWebGL2 ) { - texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter; - texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter; + equationToGL[ MinEquation ] = 32775; + equationToGL[ MaxEquation ] = 32776; - texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1; + } else { - if ( texData.format !== undefined ) { + const extension = extensions.get( 'EXT_blend_minmax' ); - texture.format = texData.format; + if ( extension !== null ) { - } - if ( texData.type !== undefined ) { + equationToGL[ MinEquation ] = extension.MIN_EXT; + equationToGL[ MaxEquation ] = extension.MAX_EXT; - texture.type = texData.type; + } - } + } - if ( texData.mipmaps !== undefined ) { + const factorToGL = { + [ ZeroFactor ]: 0, + [ OneFactor ]: 1, + [ SrcColorFactor ]: 768, + [ SrcAlphaFactor ]: 770, + [ SrcAlphaSaturateFactor ]: 776, + [ DstColorFactor ]: 774, + [ DstAlphaFactor ]: 772, + [ OneMinusSrcColorFactor ]: 769, + [ OneMinusSrcAlphaFactor ]: 771, + [ OneMinusDstColorFactor ]: 775, + [ OneMinusDstAlphaFactor ]: 773 + }; - texture.mipmaps = texData.mipmaps; - texture.minFilter = LinearMipmapLinearFilter; // presumably... + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { - } + if ( blending === NoBlending ) { - if ( texData.mipmapCount === 1 ) { + if ( currentBlendingEnabled === true ) { - texture.minFilter = LinearFilter; + disable( 3042 ); + currentBlendingEnabled = false; } - texture.needsUpdate = true; + return; - if ( onLoad ) onLoad( texture, texData ); + } - }, onProgress, onError ); + if ( currentBlendingEnabled === false ) { + enable( 3042 ); + currentBlendingEnabled = true; - return texture; + } - } + if ( blending !== CustomBlending ) { -} ); + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { -function ImageLoader( manager ) { + gl.blendEquation( 32774 ); - Loader.call( this, manager ); + currentBlendEquation = AddEquation; + currentBlendEquationAlpha = AddEquation; -} + } -ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + if ( premultipliedAlpha ) { - constructor: ImageLoader, + switch ( blending ) { - load: function ( url, onLoad, onProgress, onError ) { + case NormalBlending: + gl.blendFuncSeparate( 1, 771, 1, 771 ); + break; - if ( this.path !== undefined ) url = this.path + url; + case AdditiveBlending: + gl.blendFunc( 1, 1 ); + break; - url = this.manager.resolveURL( url ); + case SubtractiveBlending: + gl.blendFuncSeparate( 0, 0, 769, 771 ); + break; - var scope = this; + case MultiplyBlending: + gl.blendFuncSeparate( 0, 768, 0, 770 ); + break; - var cached = Cache.get( url ); + default: + console.error( 'THREE.WebGLState: Invalid blending: ', blending ); + break; - if ( cached !== undefined ) { + } - scope.manager.itemStart( url ); + } else { - setTimeout( function () { + switch ( blending ) { - if ( onLoad ) onLoad( cached ); + case NormalBlending: + gl.blendFuncSeparate( 770, 771, 1, 771 ); + break; - scope.manager.itemEnd( url ); + case AdditiveBlending: + gl.blendFunc( 770, 1 ); + break; - }, 0 ); + case SubtractiveBlending: + gl.blendFunc( 0, 769 ); + break; - return cached; + case MultiplyBlending: + gl.blendFunc( 0, 768 ); + break; - } + default: + console.error( 'THREE.WebGLState: Invalid blending: ', blending ); + break; - var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); + } - function onImageLoad() { + } - image.removeEventListener( 'load', onImageLoad, false ); - image.removeEventListener( 'error', onImageError, false ); + currentBlendSrc = null; + currentBlendDst = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; - Cache.add( url, this ); + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; - if ( onLoad ) onLoad( this ); + } - scope.manager.itemEnd( url ); + return; } - function onImageError( event ) { + // custom blending - image.removeEventListener( 'load', onImageLoad, false ); - image.removeEventListener( 'error', onImageError, false ); + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; - if ( onError ) onError( event ); + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); + gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; } - image.addEventListener( 'load', onImageLoad, false ); - image.addEventListener( 'error', onImageError, false ); + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { - if ( url.substr( 0, 5 ) !== 'data:' ) { + gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); - if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; } - scope.manager.itemStart( url ); - - image.src = url; - - return image; + currentBlending = blending; + currentPremultipledAlpha = null; } -} ); + function setMaterial( material, frontFaceCW ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + material.side === DoubleSide + ? disable( 2884 ) + : enable( 2884 ); + let flipSided = ( material.side === BackSide ); + if ( frontFaceCW ) flipSided = ! flipSided; -function CubeTextureLoader( manager ) { + setFlipSided( flipSided ); - Loader.call( this, manager ); + ( material.blending === NormalBlending && material.transparent === false ) + ? setBlending( NoBlending ) + : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); -} + depthBuffer.setFunc( material.depthFunc ); + depthBuffer.setTest( material.depthTest ); + depthBuffer.setMask( material.depthWrite ); + colorBuffer.setMask( material.colorWrite ); -CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + const stencilWrite = material.stencilWrite; + stencilBuffer.setTest( stencilWrite ); + if ( stencilWrite ) { - constructor: CubeTextureLoader, + stencilBuffer.setMask( material.stencilWriteMask ); + stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); + stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); - load: function ( urls, onLoad, onProgress, onError ) { + } - var texture = new CubeTexture(); + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - var loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); + material.alphaToCoverage === true + ? enable( 32926 ) + : disable( 32926 ); - var loaded = 0; + } - function loadTexture( i ) { + // - loader.load( urls[ i ], function ( image ) { + function setFlipSided( flipSided ) { - texture.images[ i ] = image; + if ( currentFlipSided !== flipSided ) { - loaded ++; + if ( flipSided ) { - if ( loaded === 6 ) { + gl.frontFace( 2304 ); - texture.needsUpdate = true; + } else { - if ( onLoad ) onLoad( texture ); + gl.frontFace( 2305 ); - } + } - }, undefined, onError ); + currentFlipSided = flipSided; } - for ( var i = 0; i < urls.length; ++ i ) { - - loadTexture( i ); + } - } + function setCullFace( cullFace ) { - return texture; + if ( cullFace !== CullFaceNone ) { - } + enable( 2884 ); -} ); + if ( cullFace !== currentCullFace ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + if ( cullFace === CullFaceBack ) { -function TextureLoader( manager ) { + gl.cullFace( 1029 ); - Loader.call( this, manager ); + } else if ( cullFace === CullFaceFront ) { -} + gl.cullFace( 1028 ); -TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + } else { - constructor: TextureLoader, + gl.cullFace( 1032 ); - load: function ( url, onLoad, onProgress, onError ) { + } - var texture = new Texture(); + } - var loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); + } else { - loader.load( url, function ( image ) { + disable( 2884 ); - texture.image = image; + } - // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. - var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; + currentCullFace = cullFace; - texture.format = isJPEG ? RGBFormat : RGBAFormat; - texture.needsUpdate = true; + } - if ( onLoad !== undefined ) { + function setLineWidth( width ) { - onLoad( texture ); + if ( width !== currentLineWidth ) { - } + if ( lineWidthAvailable ) gl.lineWidth( width ); - }, onProgress, onError ); + currentLineWidth = width; - return texture; + } } -} ); + function setPolygonOffset( polygonOffset, factor, units ) { -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Extensible curve object - * - * Some common of curve methods: - * .getPoint( t, optionalTarget ), .getTangent( t ) - * .getPointAt( u, optionalTarget ), .getTangentAt( u ) - * .getPoints(), .getSpacedPoints() - * .getLength() - * .updateArcLengths() - * - * This following curves inherit from THREE.Curve: - * - * -- 2D curves -- - * THREE.ArcCurve - * THREE.CubicBezierCurve - * THREE.EllipseCurve - * THREE.LineCurve - * THREE.QuadraticBezierCurve - * THREE.SplineCurve - * - * -- 3D curves -- - * THREE.CatmullRomCurve3 - * THREE.CubicBezierCurve3 - * THREE.LineCurve3 - * THREE.QuadraticBezierCurve3 - * - * A series of curves can be represented as a THREE.CurvePath. - * - **/ + if ( polygonOffset ) { -/************************************************************** - * Abstract Curve base class - **************************************************************/ + enable( 32823 ); -function Curve() { + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { - this.type = 'Curve'; + gl.polygonOffset( factor, units ); - this.arcLengthDivisions = 200; + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; -} + } -Object.assign( Curve.prototype, { + } else { - // Virtual base class method to overwrite and implement in subclasses - // - t [0 .. 1] + disable( 32823 ); - getPoint: function ( /* t, optionalTarget */ ) { + } - console.warn( 'THREE.Curve: .getPoint() not implemented.' ); - return null; + } - }, + function setScissorTest( scissorTest ) { - // Get point at relative position in curve according to arc length - // - u [0 .. 1] + if ( scissorTest ) { - getPointAt: function ( u, optionalTarget ) { + enable( 3089 ); - var t = this.getUtoTmapping( u ); - return this.getPoint( t, optionalTarget ); + } else { - }, + disable( 3089 ); - // Get sequence of points using getPoint( t ) + } - getPoints: function ( divisions ) { + } - if ( divisions === undefined ) divisions = 5; + // texture - var points = []; + function activeTexture( webglSlot ) { - for ( var d = 0; d <= divisions; d ++ ) { + if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1; - points.push( this.getPoint( d / divisions ) ); + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; } - return points; + } - }, + function bindTexture( webglType, webglTexture ) { - // Get sequence of points using getPointAt( u ) + if ( currentTextureSlot === null ) { - getSpacedPoints: function ( divisions ) { + activeTexture(); - if ( divisions === undefined ) divisions = 5; + } - var points = []; + let boundTexture = currentBoundTextures[ currentTextureSlot ]; - for ( var d = 0; d <= divisions; d ++ ) { + if ( boundTexture === undefined ) { - points.push( this.getPointAt( d / divisions ) ); + boundTexture = { type: undefined, texture: undefined }; + currentBoundTextures[ currentTextureSlot ] = boundTexture; } - return points; - - }, + if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { - // Get total curve arc length + gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); - getLength: function () { + boundTexture.type = webglType; + boundTexture.texture = webglTexture; - var lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; + } - }, + } - // Get list of cumulative segment lengths + function unbindTexture() { - getLengths: function ( divisions ) { + const boundTexture = currentBoundTextures[ currentTextureSlot ]; - if ( divisions === undefined ) divisions = this.arcLengthDivisions; + if ( boundTexture !== undefined && boundTexture.type !== undefined ) { - if ( this.cacheArcLengths && - ( this.cacheArcLengths.length === divisions + 1 ) && - ! this.needsUpdate ) { + gl.bindTexture( boundTexture.type, null ); - return this.cacheArcLengths; + boundTexture.type = undefined; + boundTexture.texture = undefined; } - this.needsUpdate = false; - - var cache = []; - var current, last = this.getPoint( 0 ); - var p, sum = 0; + } - cache.push( 0 ); + function compressedTexImage2D() { - for ( p = 1; p <= divisions; p ++ ) { + try { - current = this.getPoint( p / divisions ); - sum += current.distanceTo( last ); - cache.push( sum ); - last = current; + gl.compressedTexImage2D.apply( gl, arguments ); - } + } catch ( error ) { - this.cacheArcLengths = cache; + console.error( 'THREE.WebGLState:', error ); - return cache; // { sums: cache, sum: sum }; Sum is in the last element. + } - }, + } - updateArcLengths: function () { + function texImage2D() { - this.needsUpdate = true; - this.getLengths(); + try { - }, + gl.texImage2D.apply( gl, arguments ); - // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant + } catch ( error ) { - getUtoTmapping: function ( u, distance ) { + console.error( 'THREE.WebGLState:', error ); - var arcLengths = this.getLengths(); + } - var i = 0, il = arcLengths.length; + } - var targetArcLength; // The targeted u distance value to get + function texImage3D() { - if ( distance ) { + try { - targetArcLength = distance; + gl.texImage3D.apply( gl, arguments ); - } else { + } catch ( error ) { - targetArcLength = u * arcLengths[ il - 1 ]; + console.error( 'THREE.WebGLState:', error ); } - // binary search for the index with largest value smaller than target u distance - - var low = 0, high = il - 1, comparison; + } - while ( low <= high ) { + // - i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + function scissor( scissor ) { - comparison = arcLengths[ i ] - targetArcLength; + if ( currentScissor.equals( scissor ) === false ) { - if ( comparison < 0 ) { + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); - low = i + 1; + } - } else if ( comparison > 0 ) { + } - high = i - 1; + function viewport( viewport ) { - } else { + if ( currentViewport.equals( viewport ) === false ) { - high = i; - break; + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); - // DONE + } - } + } - } + // - i = high; + function reset() { - if ( arcLengths[ i ] === targetArcLength ) { + // reset state - return i / ( il - 1 ); + gl.disable( 3042 ); + gl.disable( 2884 ); + gl.disable( 2929 ); + gl.disable( 32823 ); + gl.disable( 3089 ); + gl.disable( 2960 ); + gl.disable( 32926 ); - } + gl.blendEquation( 32774 ); + gl.blendFunc( 1, 0 ); + gl.blendFuncSeparate( 1, 0, 1, 0 ); - // we could get finer grain at lengths, or use simple interpolation between two points + gl.colorMask( true, true, true, true ); + gl.clearColor( 0, 0, 0, 0 ); - var lengthBefore = arcLengths[ i ]; - var lengthAfter = arcLengths[ i + 1 ]; + gl.depthMask( true ); + gl.depthFunc( 513 ); + gl.clearDepth( 1 ); - var segmentLength = lengthAfter - lengthBefore; + gl.stencilMask( 0xffffffff ); + gl.stencilFunc( 519, 0, 0xffffffff ); + gl.stencilOp( 7680, 7680, 7680 ); + gl.clearStencil( 0 ); - // determine where we are between the 'before' and 'after' points + gl.cullFace( 1029 ); + gl.frontFace( 2305 ); - var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + gl.polygonOffset( 0, 0 ); - // add that fractional amount to t + gl.activeTexture( 33984 ); - var t = ( i + segmentFraction ) / ( il - 1 ); + gl.bindFramebuffer( 36160, null ); - return t; + if ( isWebGL2 === true ) { - }, + gl.bindFramebuffer( 36009, null ); + gl.bindFramebuffer( 36008, null ); - // Returns a unit vector tangent at t - // In case any sub curve does not implement its tangent derivation, - // 2 points a small delta apart will be used to find its gradient - // which seems to give a reasonable approximation + } - getTangent: function ( t ) { + gl.useProgram( null ); - var delta = 0.0001; - var t1 = t - delta; - var t2 = t + delta; + gl.lineWidth( 1 ); - // Capping in case of danger + gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height ); + gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height ); - if ( t1 < 0 ) t1 = 0; - if ( t2 > 1 ) t2 = 1; + // reset internals - var pt1 = this.getPoint( t1 ); - var pt2 = this.getPoint( t2 ); + enabledCapabilities = {}; - var vec = pt2.clone().sub( pt1 ); - return vec.normalize(); + currentTextureSlot = null; + currentBoundTextures = {}; - }, + xrFramebuffer = null; + currentBoundFramebuffers = {}; - getTangentAt: function ( u ) { + currentProgram = null; - var t = this.getUtoTmapping( u ); - return this.getTangent( t ); + currentBlendingEnabled = false; + currentBlending = null; + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + currentPremultipledAlpha = false; - }, + currentFlipSided = null; + currentCullFace = null; - computeFrenetFrames: function ( segments, closed ) { + currentLineWidth = null; - // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf + currentPolygonOffsetFactor = null; + currentPolygonOffsetUnits = null; - var normal = new Vector3(); + currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height ); + currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height ); - var tangents = []; - var normals = []; - var binormals = []; + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); - var vec = new Vector3(); - var mat = new Matrix4(); + } - var i, u, theta; + return { - // compute the tangent vectors for each segment on the curve + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, - for ( i = 0; i <= segments; i ++ ) { + enable: enable, + disable: disable, - u = i / segments; + bindFramebuffer: bindFramebuffer, + bindXRFramebuffer: bindXRFramebuffer, - tangents[ i ] = this.getTangentAt( u ); - tangents[ i ].normalize(); + useProgram: useProgram, - } + setBlending: setBlending, + setMaterial: setMaterial, - // select an initial normal vector perpendicular to the first tangent vector, - // and in the direction of the minimum tangent xyz component + setFlipSided: setFlipSided, + setCullFace: setCullFace, - normals[ 0 ] = new Vector3(); - binormals[ 0 ] = new Vector3(); - var min = Number.MAX_VALUE; - var tx = Math.abs( tangents[ 0 ].x ); - var ty = Math.abs( tangents[ 0 ].y ); - var tz = Math.abs( tangents[ 0 ].z ); + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, - if ( tx <= min ) { + setScissorTest: setScissorTest, - min = tx; - normal.set( 1, 0, 0 ); + activeTexture: activeTexture, + bindTexture: bindTexture, + unbindTexture: unbindTexture, + compressedTexImage2D: compressedTexImage2D, + texImage2D: texImage2D, + texImage3D: texImage3D, - } + scissor: scissor, + viewport: viewport, - if ( ty <= min ) { + reset: reset - min = ty; - normal.set( 0, 1, 0 ); + }; - } +} - if ( tz <= min ) { +function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { - normal.set( 0, 0, 1 ); + const isWebGL2 = capabilities.isWebGL2; + const maxTextures = capabilities.maxTextures; + const maxCubemapSize = capabilities.maxCubemapSize; + const maxTextureSize = capabilities.maxTextureSize; + const maxSamples = capabilities.maxSamples; - } + const _videoTextures = new WeakMap(); + let _canvas; - vec.crossVectors( tangents[ 0 ], normal ).normalize(); + // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, + // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! + // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). - normals[ 0 ].crossVectors( tangents[ 0 ], vec ); - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + let useOffscreenCanvas = false; + try { - // compute the slowly-varying normal and binormal vectors for each segment on the curve + useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' + && ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null; - for ( i = 1; i <= segments; i ++ ) { + } catch ( err ) { - normals[ i ] = normals[ i - 1 ].clone(); + // Ignore any errors - binormals[ i ] = binormals[ i - 1 ].clone(); + } - vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + function createCanvas( width, height ) { - if ( vec.length() > Number.EPSILON ) { + // Use OffscreenCanvas when available. Specially needed in web workers - vec.normalize(); + return useOffscreenCanvas ? + new OffscreenCanvas( width, height ) : + document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + } - normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) { - } + let scale = 1; - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + // handle case if texture exceeds max size - } + if ( image.width > maxSize || image.height > maxSize ) { - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + scale = maxSize / Math.max( image.width, image.height ); - if ( closed === true ) { + } - theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); - theta /= segments; + // only perform resize if necessary - if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { + if ( scale < 1 || needsPowerOfTwo === true ) { - theta = - theta; + // only perform resize for certain image types - } + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { - for ( i = 1; i <= segments; i ++ ) { + const floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor; - // twist a little... - normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + const width = floor( scale * image.width ); + const height = floor( scale * image.height ); - } + if ( _canvas === undefined ) _canvas = createCanvas( width, height ); - } + // cube textures can't reuse the same canvas - return { - tangents: tangents, - normals: normals, - binormals: binormals - }; + const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; - }, + canvas.width = width; + canvas.height = height; - clone: function () { + const context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, width, height ); - return new this.constructor().copy( this ); + console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' ); - }, + return canvas; - copy: function ( source ) { + } else { - this.arcLengthDivisions = source.arcLengthDivisions; + if ( 'data' in image ) { - return this; + console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' ); - }, + } - toJSON: function () { + return image; - var data = { - metadata: { - version: 4.5, - type: 'Curve', - generator: 'Curve.toJSON' } - }; - - data.arcLengthDivisions = this.arcLengthDivisions; - data.type = this.type; - return data; + } - }, + return image; - fromJSON: function ( json ) { + } - this.arcLengthDivisions = json.arcLengthDivisions; + function isPowerOfTwo( image ) { - return this; + return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height ); } -} ); + function textureNeedsPowerOfTwo( texture ) { -function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + if ( isWebGL2 ) return false; - Curve.call( this ); + return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || + ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); - this.type = 'EllipseCurve'; + } - this.aX = aX || 0; - this.aY = aY || 0; + function textureNeedsGenerateMipmaps( texture, supportsMips ) { - this.xRadius = xRadius || 1; - this.yRadius = yRadius || 1; + return texture.generateMipmaps && supportsMips && + texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; - this.aStartAngle = aStartAngle || 0; - this.aEndAngle = aEndAngle || 2 * Math.PI; + } - this.aClockwise = aClockwise || false; + function generateMipmap( target, texture, width, height ) { - this.aRotation = aRotation || 0; + _gl.generateMipmap( target ); -} + const textureProperties = properties.get( texture ); -EllipseCurve.prototype = Object.create( Curve.prototype ); -EllipseCurve.prototype.constructor = EllipseCurve; + textureProperties.__maxMipLevel = Math.log2( Math.max( width, height ) ); -EllipseCurve.prototype.isEllipseCurve = true; + } -EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) { + function getInternalFormat( internalFormatName, glFormat, glType ) { - var point = optionalTarget || new Vector2(); + if ( isWebGL2 === false ) return glFormat; - var twoPi = Math.PI * 2; - var deltaAngle = this.aEndAngle - this.aStartAngle; - var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; + if ( internalFormatName !== null ) { - // ensures that deltaAngle is 0 .. 2 PI - while ( deltaAngle < 0 ) deltaAngle += twoPi; - while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ]; - if ( deltaAngle < Number.EPSILON ) { + console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); - if ( samePoints ) { + } - deltaAngle = 0; + let internalFormat = glFormat; - } else { + if ( glFormat === 6403 ) { - deltaAngle = twoPi; + if ( glType === 5126 ) internalFormat = 33326; + if ( glType === 5131 ) internalFormat = 33325; + if ( glType === 5121 ) internalFormat = 33321; } - } - - if ( this.aClockwise === true && ! samePoints ) { + if ( glFormat === 6407 ) { - if ( deltaAngle === twoPi ) { + if ( glType === 5126 ) internalFormat = 34837; + if ( glType === 5131 ) internalFormat = 34843; + if ( glType === 5121 ) internalFormat = 32849; - deltaAngle = - twoPi; + } - } else { + if ( glFormat === 6408 ) { - deltaAngle = deltaAngle - twoPi; + if ( glType === 5126 ) internalFormat = 34836; + if ( glType === 5131 ) internalFormat = 34842; + if ( glType === 5121 ) internalFormat = 32856; } - } + if ( internalFormat === 33325 || internalFormat === 33326 || + internalFormat === 34842 || internalFormat === 34836 ) { - var angle = this.aStartAngle + t * deltaAngle; - var x = this.aX + this.xRadius * Math.cos( angle ); - var y = this.aY + this.yRadius * Math.sin( angle ); + extensions.get( 'EXT_color_buffer_float' ); - if ( this.aRotation !== 0 ) { + } - var cos = Math.cos( this.aRotation ); - var sin = Math.sin( this.aRotation ); + return internalFormat; - var tx = x - this.aX; - var ty = y - this.aY; + } - // Rotate the point about the center of the ellipse. - x = tx * cos - ty * sin + this.aX; - y = tx * sin + ty * cos + this.aY; + // Fallback filters for non-power-of-2 textures - } + function filterFallback( f ) { - return point.set( x, y ); + if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) { -}; + return 9728; -EllipseCurve.prototype.copy = function ( source ) { + } - Curve.prototype.copy.call( this, source ); + return 9729; - this.aX = source.aX; - this.aY = source.aY; + } - this.xRadius = source.xRadius; - this.yRadius = source.yRadius; + // - this.aStartAngle = source.aStartAngle; - this.aEndAngle = source.aEndAngle; + function onTextureDispose( event ) { - this.aClockwise = source.aClockwise; + const texture = event.target; - this.aRotation = source.aRotation; + texture.removeEventListener( 'dispose', onTextureDispose ); - return this; + deallocateTexture( texture ); -}; + if ( texture.isVideoTexture ) { + _videoTextures.delete( texture ); -EllipseCurve.prototype.toJSON = function () { + } - var data = Curve.prototype.toJSON.call( this ); + info.memory.textures --; - data.aX = this.aX; - data.aY = this.aY; + } - data.xRadius = this.xRadius; - data.yRadius = this.yRadius; + function onRenderTargetDispose( event ) { - data.aStartAngle = this.aStartAngle; - data.aEndAngle = this.aEndAngle; + const renderTarget = event.target; - data.aClockwise = this.aClockwise; + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); - data.aRotation = this.aRotation; + deallocateRenderTarget( renderTarget ); - return data; + info.memory.textures --; -}; + } -EllipseCurve.prototype.fromJSON = function ( json ) { + // - Curve.prototype.fromJSON.call( this, json ); + function deallocateTexture( texture ) { - this.aX = json.aX; - this.aY = json.aY; + const textureProperties = properties.get( texture ); - this.xRadius = json.xRadius; - this.yRadius = json.yRadius; + if ( textureProperties.__webglInit === undefined ) return; - this.aStartAngle = json.aStartAngle; - this.aEndAngle = json.aEndAngle; + _gl.deleteTexture( textureProperties.__webglTexture ); - this.aClockwise = json.aClockwise; + properties.remove( texture ); - this.aRotation = json.aRotation; + } - return this; + function deallocateRenderTarget( renderTarget ) { -}; + const texture = renderTarget.texture; -function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); - EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + if ( ! renderTarget ) return; - this.type = 'ArcCurve'; + if ( textureProperties.__webglTexture !== undefined ) { -} + _gl.deleteTexture( textureProperties.__webglTexture ); -ArcCurve.prototype = Object.create( EllipseCurve.prototype ); -ArcCurve.prototype.constructor = ArcCurve; + } -ArcCurve.prototype.isArcCurve = true; + if ( renderTarget.depthTexture ) { -/** - * @author zz85 https://github.com/zz85 - * - * Centripetal CatmullRom Curve - which is useful for avoiding - * cusps and self-intersections in non-uniform catmull rom curves. - * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf - * - * curve.type accepts centripetal(default), chordal and catmullrom - * curve.tension is used for catmullrom which defaults to 0.5 - */ + renderTarget.depthTexture.dispose(); + } -/* -Based on an optimized c++ solution in - - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ - - http://ideone.com/NoEbVM + if ( renderTarget.isWebGLCubeRenderTarget ) { -This CubicPoly class could be used for reusing some variables and calculations, -but for three.js curve use, it could be possible inlined and flatten into a single function call -which can be placed in CurveUtils. -*/ + for ( let i = 0; i < 6; i ++ ) { -function CubicPoly() { + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); - var c0 = 0, c1 = 0, c2 = 0, c3 = 0; + } - /* - * Compute coefficients for a cubic polynomial - * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 - * such that - * p(0) = x0, p(1) = x1 - * and - * p'(0) = t0, p'(1) = t1. - */ - function init( x0, x1, t0, t1 ) { + } else { - c0 = x0; - c1 = t0; - c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; - c3 = 2 * x0 - 2 * x1 + t0 + t1; + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); + if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); + if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); - } + } - return { + properties.remove( texture ); + properties.remove( renderTarget ); - initCatmullRom: function ( x0, x1, x2, x3, tension ) { + } - init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); + // - }, + let textureUnits = 0; - initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { + function resetTextureUnits() { - // compute tangents when parameterized in [t1,t2] - var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; - var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; + textureUnits = 0; - // rescale tangents for parametrization in [0,1] - t1 *= dt1; - t2 *= dt1; + } - init( x1, x2, t1, t2 ); + function allocateTextureUnit() { - }, + const textureUnit = textureUnits; - calc: function ( t ) { + if ( textureUnit >= maxTextures ) { - var t2 = t * t; - var t3 = t2 * t; - return c0 + c1 * t + c2 * t2 + c3 * t3; + console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures ); } - }; - -} + textureUnits += 1; -// + return textureUnit; -var tmp = new Vector3(); -var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly(); + } -function CatmullRomCurve3( points, closed, curveType, tension ) { + // - Curve.call( this ); + function setTexture2D( texture, slot ) { - this.type = 'CatmullRomCurve3'; + const textureProperties = properties.get( texture ); - this.points = points || []; - this.closed = closed || false; - this.curveType = curveType || 'centripetal'; - this.tension = tension || 0.5; + if ( texture.isVideoTexture ) updateVideoTexture( texture ); -} + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { -CatmullRomCurve3.prototype = Object.create( Curve.prototype ); -CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; + const image = texture.image; -CatmullRomCurve3.prototype.isCatmullRomCurve3 = true; + if ( image === undefined ) { -CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) { + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' ); - var point = optionalTarget || new Vector3(); + } else if ( image.complete === false ) { - var points = this.points; - var l = points.length; + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' ); - var p = ( l - ( this.closed ? 0 : 1 ) ) * t; - var intPoint = Math.floor( p ); - var weight = p - intPoint; + } else { - if ( this.closed ) { + uploadTexture( textureProperties, texture, slot ); + return; - intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l; + } - } else if ( weight === 0 && intPoint === l - 1 ) { + } - intPoint = l - 2; - weight = 1; + state.activeTexture( 33984 + slot ); + state.bindTexture( 3553, textureProperties.__webglTexture ); } - var p0, p1, p2, p3; // 4 points + function setTexture2DArray( texture, slot ) { + + const textureProperties = properties.get( texture ); - if ( this.closed || intPoint > 0 ) { + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - p0 = points[ ( intPoint - 1 ) % l ]; + uploadTexture( textureProperties, texture, slot ); + return; - } else { + } - // extrapolate first point - tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); - p0 = tmp; + state.activeTexture( 33984 + slot ); + state.bindTexture( 35866, textureProperties.__webglTexture ); } - p1 = points[ intPoint % l ]; - p2 = points[ ( intPoint + 1 ) % l ]; + function setTexture3D( texture, slot ) { - if ( this.closed || intPoint + 2 < l ) { + const textureProperties = properties.get( texture ); - p3 = points[ ( intPoint + 2 ) % l ]; + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - } else { + uploadTexture( textureProperties, texture, slot ); + return; - // extrapolate last point - tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); - p3 = tmp; + } + + state.activeTexture( 33984 + slot ); + state.bindTexture( 32879, textureProperties.__webglTexture ); } - if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { + function setTextureCube( texture, slot ) { - // init Centripetal / Chordal Catmull-Rom - var pow = this.curveType === 'chordal' ? 0.5 : 0.25; - var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); - var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); - var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); + const textureProperties = properties.get( texture ); - // safety check for repeated points - if ( dt1 < 1e-4 ) dt1 = 1.0; - if ( dt0 < 1e-4 ) dt0 = dt1; - if ( dt2 < 1e-4 ) dt2 = dt1; + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); - py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); - pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); + uploadCubeTexture( textureProperties, texture, slot ); + return; - } else if ( this.curveType === 'catmullrom' ) { + } - px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); - py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); - pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); + state.activeTexture( 33984 + slot ); + state.bindTexture( 34067, textureProperties.__webglTexture ); } - point.set( - px.calc( weight ), - py.calc( weight ), - pz.calc( weight ) - ); - - return point; - -}; - -CatmullRomCurve3.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); + const wrappingToGL = { + [ RepeatWrapping ]: 10497, + [ ClampToEdgeWrapping ]: 33071, + [ MirroredRepeatWrapping ]: 33648 + }; - this.points = []; + const filterToGL = { + [ NearestFilter ]: 9728, + [ NearestMipmapNearestFilter ]: 9984, + [ NearestMipmapLinearFilter ]: 9986, - for ( var i = 0, l = source.points.length; i < l; i ++ ) { + [ LinearFilter ]: 9729, + [ LinearMipmapNearestFilter ]: 9985, + [ LinearMipmapLinearFilter ]: 9987 + }; - var point = source.points[ i ]; + function setTextureParameters( textureType, texture, supportsMips ) { - this.points.push( point.clone() ); + if ( supportsMips ) { - } + _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] ); + _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] ); - this.closed = source.closed; - this.curveType = source.curveType; - this.tension = source.tension; + if ( textureType === 32879 || textureType === 35866 ) { - return this; + _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] ); -}; + } -CatmullRomCurve3.prototype.toJSON = function () { + _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] ); + _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] ); - var data = Curve.prototype.toJSON.call( this ); + } else { - data.points = []; + _gl.texParameteri( textureType, 10242, 33071 ); + _gl.texParameteri( textureType, 10243, 33071 ); - for ( var i = 0, l = this.points.length; i < l; i ++ ) { + if ( textureType === 32879 || textureType === 35866 ) { - var point = this.points[ i ]; - data.points.push( point.toArray() ); + _gl.texParameteri( textureType, 32882, 33071 ); - } + } - data.closed = this.closed; - data.curveType = this.curveType; - data.tension = this.tension; + if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { - return data; + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' ); -}; + } -CatmullRomCurve3.prototype.fromJSON = function ( json ) { + _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) ); - Curve.prototype.fromJSON.call( this, json ); + if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { - this.points = []; + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' ); - for ( var i = 0, l = json.points.length; i < l; i ++ ) { + } - var point = json.points[ i ]; - this.points.push( new Vector3().fromArray( point ) ); + } - } + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { - this.closed = json.closed; - this.curveType = json.curveType; - this.tension = json.tension; + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - return this; + if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2 + if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only -}; + if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * - * Bezier Curves formulas obtained from - * http://en.wikipedia.org/wiki/Bézier_curve - */ + _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); + properties.get( texture ).__currentAnisotropy = texture.anisotropy; -function CatmullRom( t, p0, p1, p2, p3 ) { + } - var v0 = ( p2 - p0 ) * 0.5; - var v1 = ( p3 - p1 ) * 0.5; - var t2 = t * t; - var t3 = t * t2; - return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; + } -} + } -// + function initTexture( textureProperties, texture ) { -function QuadraticBezierP0( t, p ) { + if ( textureProperties.__webglInit === undefined ) { - var k = 1 - t; - return k * k * p; + textureProperties.__webglInit = true; -} + texture.addEventListener( 'dispose', onTextureDispose ); -function QuadraticBezierP1( t, p ) { + textureProperties.__webglTexture = _gl.createTexture(); - return 2 * ( 1 - t ) * t * p; + info.memory.textures ++; -} + } -function QuadraticBezierP2( t, p ) { + } - return t * t * p; + function uploadTexture( textureProperties, texture, slot ) { -} + let textureType = 3553; -function QuadraticBezier( t, p0, p1, p2 ) { + if ( texture.isDataTexture2DArray ) textureType = 35866; + if ( texture.isDataTexture3D ) textureType = 32879; - return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + - QuadraticBezierP2( t, p2 ); + initTexture( textureProperties, texture ); -} + state.activeTexture( 33984 + slot ); + state.bindTexture( textureType, textureProperties.__webglTexture ); -// + _gl.pixelStorei( 37440, texture.flipY ); + _gl.pixelStorei( 37441, texture.premultiplyAlpha ); + _gl.pixelStorei( 3317, texture.unpackAlignment ); + _gl.pixelStorei( 37443, 0 ); -function CubicBezierP0( t, p ) { + const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false; + const image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize ); - var k = 1 - t; - return k * k * k * p; + const supportsMips = isPowerOfTwo( image ) || isWebGL2, + glFormat = utils.convert( texture.format ); -} + let glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); -function CubicBezierP1( t, p ) { + setTextureParameters( textureType, texture, supportsMips ); - var k = 1 - t; - return 3 * k * k * t * p; + let mipmap; + const mipmaps = texture.mipmaps; -} + if ( texture.isDepthTexture ) { -function CubicBezierP2( t, p ) { + // populate depth texture with dummy data - return 3 * ( 1 - t ) * t * t * p; + glInternalFormat = 6402; -} + if ( isWebGL2 ) { -function CubicBezierP3( t, p ) { + if ( texture.type === FloatType ) { - return t * t * t * p; + glInternalFormat = 36012; -} + } else if ( texture.type === UnsignedIntType ) { -function CubicBezier( t, p0, p1, p2, p3 ) { + glInternalFormat = 33190; - return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + - CubicBezierP3( t, p3 ); + } else if ( texture.type === UnsignedInt248Type ) { -} + glInternalFormat = 35056; -function CubicBezierCurve( v0, v1, v2, v3 ) { + } else { - Curve.call( this ); + glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D - this.type = 'CubicBezierCurve'; + } - this.v0 = v0 || new Vector2(); - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); - this.v3 = v3 || new Vector2(); + } else { -} + if ( texture.type === FloatType ) { -CubicBezierCurve.prototype = Object.create( Curve.prototype ); -CubicBezierCurve.prototype.constructor = CubicBezierCurve; + console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' ); -CubicBezierCurve.prototype.isCubicBezierCurve = true; + } -CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { + } - var point = optionalTarget || new Vector2(); + // validation checks for WebGL 1 - var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + if ( texture.format === DepthFormat && glInternalFormat === 6402 ) { - point.set( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) - ); + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { - return point; + console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); -}; + texture.type = UnsignedShortType; + glType = utils.convert( texture.type ); -CubicBezierCurve.prototype.copy = function ( source ) { + } - Curve.prototype.copy.call( this, source ); + } - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - this.v3.copy( source.v3 ); + if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) { - return this; + // Depth stencil textures need the DEPTH_STENCIL internal format + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + glInternalFormat = 34041; -}; + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedInt248Type ) { -CubicBezierCurve.prototype.toJSON = function () { + console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); - var data = Curve.prototype.toJSON.call( this ); + texture.type = UnsignedInt248Type; + glType = utils.convert( texture.type ); - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); + } - return data; + } -}; + // -CubicBezierCurve.prototype.fromJSON = function ( json ) { + state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ); - Curve.prototype.fromJSON.call( this, json ); + } else if ( texture.isDataTexture ) { - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - this.v3.fromArray( json.v3 ); + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels - return this; + if ( mipmaps.length > 0 && supportsMips ) { -}; + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { -function CubicBezierCurve3( v0, v1, v2, v3 ) { + mipmap = mipmaps[ i ]; + state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - Curve.call( this ); + } - this.type = 'CubicBezierCurve3'; + texture.generateMipmaps = false; + textureProperties.__maxMipLevel = mipmaps.length - 1; - this.v0 = v0 || new Vector3(); - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); - this.v3 = v3 || new Vector3(); + } else { -} + state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); + textureProperties.__maxMipLevel = 0; -CubicBezierCurve3.prototype = Object.create( Curve.prototype ); -CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; + } -CubicBezierCurve3.prototype.isCubicBezierCurve3 = true; + } else if ( texture.isCompressedTexture ) { -CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { - var point = optionalTarget || new Vector3(); + mipmap = mipmaps[ i ]; - var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { - point.set( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), - CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) - ); + if ( glFormat !== null ) { - return point; + state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); -}; + } else { -CubicBezierCurve3.prototype.copy = function ( source ) { + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); - Curve.prototype.copy.call( this, source ); + } - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - this.v3.copy( source.v3 ); + } else { - return this; + state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); -}; + } -CubicBezierCurve3.prototype.toJSON = function () { + } - var data = Curve.prototype.toJSON.call( this ); + textureProperties.__maxMipLevel = mipmaps.length - 1; - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); + } else if ( texture.isDataTexture2DArray ) { - return data; + state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + textureProperties.__maxMipLevel = 0; -}; + } else if ( texture.isDataTexture3D ) { -CubicBezierCurve3.prototype.fromJSON = function ( json ) { + state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + textureProperties.__maxMipLevel = 0; - Curve.prototype.fromJSON.call( this, json ); + } else { - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - this.v3.fromArray( json.v3 ); + // regular Texture (image, video, canvas) - return this; + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels -}; + if ( mipmaps.length > 0 && supportsMips ) { -function LineCurve( v1, v2 ) { + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { - Curve.call( this ); + mipmap = mipmaps[ i ]; + state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap ); - this.type = 'LineCurve'; + } - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); + texture.generateMipmaps = false; + textureProperties.__maxMipLevel = mipmaps.length - 1; -} + } else { -LineCurve.prototype = Object.create( Curve.prototype ); -LineCurve.prototype.constructor = LineCurve; + state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image ); + textureProperties.__maxMipLevel = 0; -LineCurve.prototype.isLineCurve = true; + } -LineCurve.prototype.getPoint = function ( t, optionalTarget ) { + } - var point = optionalTarget || new Vector2(); + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { - if ( t === 1 ) { + generateMipmap( textureType, texture, image.width, image.height ); - point.copy( this.v2 ); + } - } else { + textureProperties.__version = texture.version; - point.copy( this.v2 ).sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); + if ( texture.onUpdate ) texture.onUpdate( texture ); } - return point; + function uploadCubeTexture( textureProperties, texture, slot ) { -}; + if ( texture.image.length !== 6 ) return; + + initTexture( textureProperties, texture ); -// Line curve is linear, so we can overwrite default getPointAt + state.activeTexture( 33984 + slot ); + state.bindTexture( 34067, textureProperties.__webglTexture ); -LineCurve.prototype.getPointAt = function ( u, optionalTarget ) { + _gl.pixelStorei( 37440, texture.flipY ); + _gl.pixelStorei( 37441, texture.premultiplyAlpha ); + _gl.pixelStorei( 3317, texture.unpackAlignment ); + _gl.pixelStorei( 37443, 0 ); - return this.getPoint( u, optionalTarget ); + const isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) ); + const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); -}; + const cubeImage = []; -LineCurve.prototype.getTangent = function ( /* t */ ) { + for ( let i = 0; i < 6; i ++ ) { - var tangent = this.v2.clone().sub( this.v1 ); + if ( ! isCompressed && ! isDataTexture ) { - return tangent.normalize(); + cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize ); -}; + } else { -LineCurve.prototype.copy = function ( source ) { + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; - Curve.prototype.copy.call( this, source ); + } - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); + } - return this; + const image = cubeImage[ 0 ], + supportsMips = isPowerOfTwo( image ) || isWebGL2, + glFormat = utils.convert( texture.format ), + glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); -}; + setTextureParameters( 34067, texture, supportsMips ); -LineCurve.prototype.toJSON = function () { + let mipmaps; - var data = Curve.prototype.toJSON.call( this ); + if ( isCompressed ) { - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); + for ( let i = 0; i < 6; i ++ ) { - return data; + mipmaps = cubeImage[ i ].mipmaps; -}; + for ( let j = 0; j < mipmaps.length; j ++ ) { -LineCurve.prototype.fromJSON = function ( json ) { + const mipmap = mipmaps[ j ]; - Curve.prototype.fromJSON.call( this, json ); + if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); + if ( glFormat !== null ) { - return this; + state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); -}; + } else { -function LineCurve3( v1, v2 ) { + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); - Curve.call( this ); + } - this.type = 'LineCurve3'; + } else { - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); + state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); -} + } -LineCurve3.prototype = Object.create( Curve.prototype ); -LineCurve3.prototype.constructor = LineCurve3; + } -LineCurve3.prototype.isLineCurve3 = true; + } -LineCurve3.prototype.getPoint = function ( t, optionalTarget ) { + textureProperties.__maxMipLevel = mipmaps.length - 1; - var point = optionalTarget || new Vector3(); + } else { - if ( t === 1 ) { + mipmaps = texture.mipmaps; - point.copy( this.v2 ); + for ( let i = 0; i < 6; i ++ ) { - } else { + if ( isDataTexture ) { - point.copy( this.v2 ).sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); + state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); - } + for ( let j = 0; j < mipmaps.length; j ++ ) { - return point; + const mipmap = mipmaps[ j ]; + const mipmapImage = mipmap.image[ i ].image; -}; + state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data ); -// Line curve is linear, so we can overwrite default getPointAt + } -LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) { + } else { - return this.getPoint( u, optionalTarget ); + state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); -}; + for ( let j = 0; j < mipmaps.length; j ++ ) { -LineCurve3.prototype.copy = function ( source ) { + const mipmap = mipmaps[ j ]; - Curve.prototype.copy.call( this, source ); + state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); + } - return this; + } -}; + } -LineCurve3.prototype.toJSON = function () { + textureProperties.__maxMipLevel = mipmaps.length; - var data = Curve.prototype.toJSON.call( this ); + } - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { - return data; + // We assume images for cube map have the same size. + generateMipmap( 34067, texture, image.width, image.height ); -}; + } -LineCurve3.prototype.fromJSON = function ( json ) { + textureProperties.__version = texture.version; - Curve.prototype.fromJSON.call( this, json ); + if ( texture.onUpdate ) texture.onUpdate( texture ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); + } - return this; + // Render targets -}; + // Setup storage for target texture and bind it to correct framebuffer + function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) { -function QuadraticBezierCurve( v0, v1, v2 ) { + const texture = renderTarget.texture; - Curve.call( this ); + const glFormat = utils.convert( texture.format ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); - this.type = 'QuadraticBezierCurve'; + if ( textureTarget === 32879 || textureTarget === 35866 ) { - this.v0 = v0 || new Vector2(); - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); + state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null ); -} + } else { -QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); -QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; + state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); -QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true; + } -QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { + state.bindFramebuffer( 36160, framebuffer ); + _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 ); + state.bindFramebuffer( 36160, null ); - var point = optionalTarget || new Vector2(); + } - var v0 = this.v0, v1 = this.v1, v2 = this.v2; + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) { - point.set( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ) - ); + _gl.bindRenderbuffer( 36161, renderbuffer ); - return point; + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { -}; + let glInternalFormat = 33189; -QuadraticBezierCurve.prototype.copy = function ( source ) { + if ( isMultisample ) { - Curve.prototype.copy.call( this, source ); + const depthTexture = renderTarget.depthTexture; - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); + if ( depthTexture && depthTexture.isDepthTexture ) { - return this; + if ( depthTexture.type === FloatType ) { -}; + glInternalFormat = 36012; -QuadraticBezierCurve.prototype.toJSON = function () { + } else if ( depthTexture.type === UnsignedIntType ) { - var data = Curve.prototype.toJSON.call( this ); + glInternalFormat = 33190; - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); + } - return data; + } -}; + const samples = getRenderTargetSamples( renderTarget ); -QuadraticBezierCurve.prototype.fromJSON = function ( json ) { + _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); - Curve.prototype.fromJSON.call( this, json ); + } else { - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); + _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height ); - return this; + } -}; + _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer ); -function QuadraticBezierCurve3( v0, v1, v2 ) { + } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { - Curve.call( this ); + if ( isMultisample ) { - this.type = 'QuadraticBezierCurve3'; + const samples = getRenderTargetSamples( renderTarget ); - this.v0 = v0 || new Vector3(); - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); + _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height ); -} + } else { -QuadraticBezierCurve3.prototype = Object.create( Curve.prototype ); -QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; + _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height ); -QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true; + } -QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { - var point = optionalTarget || new Vector3(); + _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer ); - var v0 = this.v0, v1 = this.v1, v2 = this.v2; + } else { - point.set( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ), - QuadraticBezier( t, v0.z, v1.z, v2.z ) - ); + const texture = renderTarget.texture; - return point; + const glFormat = utils.convert( texture.format ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); -}; + if ( isMultisample ) { -QuadraticBezierCurve3.prototype.copy = function ( source ) { + const samples = getRenderTargetSamples( renderTarget ); - Curve.prototype.copy.call( this, source ); + _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); + } else { - return this; + _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height ); -}; + } -QuadraticBezierCurve3.prototype.toJSON = function () { + } - var data = Curve.prototype.toJSON.call( this ); + _gl.bindRenderbuffer( 36161, null ); - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); + } - return data; + // Setup resources for a Depth Texture for a FBO (needs an extension) + function setupDepthTexture( framebuffer, renderTarget ) { -}; + const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget ); + if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); -QuadraticBezierCurve3.prototype.fromJSON = function ( json ) { + state.bindFramebuffer( 36160, framebuffer ); - Curve.prototype.fromJSON.call( this, json ); + if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); + throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); - return this; + } -}; + // upload an empty depth texture with framebuffer size + if ( ! properties.get( renderTarget.depthTexture ).__webglTexture || + renderTarget.depthTexture.image.width !== renderTarget.width || + renderTarget.depthTexture.image.height !== renderTarget.height ) { -function SplineCurve( points /* array of Vector2 */ ) { + renderTarget.depthTexture.image.width = renderTarget.width; + renderTarget.depthTexture.image.height = renderTarget.height; + renderTarget.depthTexture.needsUpdate = true; - Curve.call( this ); + } - this.type = 'SplineCurve'; + setTexture2D( renderTarget.depthTexture, 0 ); - this.points = points || []; + const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; -} + if ( renderTarget.depthTexture.format === DepthFormat ) { -SplineCurve.prototype = Object.create( Curve.prototype ); -SplineCurve.prototype.constructor = SplineCurve; + _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 ); -SplineCurve.prototype.isSplineCurve = true; + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { -SplineCurve.prototype.getPoint = function ( t, optionalTarget ) { + _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 ); - var point = optionalTarget || new Vector2(); + } else { - var points = this.points; - var p = ( points.length - 1 ) * t; + throw new Error( 'Unknown depthTexture format' ); - var intPoint = Math.floor( p ); - var weight = p - intPoint; + } - var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; - var p1 = points[ intPoint ]; - var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; - var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + } - point.set( - CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), - CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) - ); + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { - return point; + const renderTargetProperties = properties.get( renderTarget ); -}; + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); -SplineCurve.prototype.copy = function ( source ) { + if ( renderTarget.depthTexture ) { - Curve.prototype.copy.call( this, source ); + if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); - this.points = []; + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); - for ( var i = 0, l = source.points.length; i < l; i ++ ) { + } else { - var point = source.points[ i ]; + if ( isCube ) { - this.points.push( point.clone() ); + renderTargetProperties.__webglDepthbuffer = []; - } + for ( let i = 0; i < 6; i ++ ) { - return this; + state.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] ); + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false ); -}; + } -SplineCurve.prototype.toJSON = function () { + } else { - var data = Curve.prototype.toJSON.call( this ); + state.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer ); + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false ); - data.points = []; + } - for ( var i = 0, l = this.points.length; i < l; i ++ ) { + } - var point = this.points[ i ]; - data.points.push( point.toArray() ); + state.bindFramebuffer( 36160, null ); } - return data; + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { -}; + const texture = renderTarget.texture; -SplineCurve.prototype.fromJSON = function ( json ) { + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); - Curve.prototype.fromJSON.call( this, json ); + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); - this.points = []; + textureProperties.__webglTexture = _gl.createTexture(); + textureProperties.__version = texture.version; - for ( var i = 0, l = json.points.length; i < l; i ++ ) { + info.memory.textures ++; - var point = json.points[ i ]; - this.points.push( new Vector2().fromArray( point ) ); + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + const isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true ); + const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray; + const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2; - } + // Handles WebGL2 RGBFormat fallback - #18858 - return this; + if ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) { -}; + texture.format = RGBAFormat; + console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' ); + } -var Curves = /*#__PURE__*/Object.freeze({ - __proto__: null, - ArcCurve: ArcCurve, - CatmullRomCurve3: CatmullRomCurve3, - CubicBezierCurve: CubicBezierCurve, - CubicBezierCurve3: CubicBezierCurve3, - EllipseCurve: EllipseCurve, - LineCurve: LineCurve, - LineCurve3: LineCurve3, - QuadraticBezierCurve: QuadraticBezierCurve, - QuadraticBezierCurve3: QuadraticBezierCurve3, - SplineCurve: SplineCurve -}); + // Setup framebuffer -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * - **/ + if ( isCube ) { -/************************************************************** - * Curved Path - a curve path is simply a array of connected - * curves, but retains the api of a curve - **************************************************************/ + renderTargetProperties.__webglFramebuffer = []; -function CurvePath() { + for ( let i = 0; i < 6; i ++ ) { - Curve.call( this ); + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); - this.type = 'CurvePath'; + } - this.curves = []; - this.autoClose = false; // Automatically closes the path + } else { -} + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); -CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { + if ( isMultisample ) { - constructor: CurvePath, + if ( isWebGL2 ) { - add: function ( curve ) { + renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); + renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer(); - this.curves.push( curve ); + _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer ); - }, + const glFormat = utils.convert( texture.format ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType ); + const samples = getRenderTargetSamples( renderTarget ); + _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height ); - closePath: function () { + state.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer ); + _gl.bindRenderbuffer( 36161, null ); - // Add a line curve if start and end of lines are not connected - var startPoint = this.curves[ 0 ].getPoint( 0 ); - var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); + if ( renderTarget.depthBuffer ) { - if ( ! startPoint.equals( endPoint ) ) { + renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true ); - this.curves.push( new LineCurve( endPoint, startPoint ) ); + } - } + state.bindFramebuffer( 36160, null ); - }, - // To get accurate point with reference to - // entire path distance at time t, - // following has to be done: + } else { - // 1. Length of each sub path have to be known - // 2. Locate and identify type of curve - // 3. Get t for the curve - // 4. Return curve.getPointAt(t') + console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' ); - getPoint: function ( t ) { + } - var d = t * this.getLength(); - var curveLengths = this.getCurveLengths(); - var i = 0; + } - // To think about boundaries points. + } - while ( i < curveLengths.length ) { + // Setup color buffer - if ( curveLengths[ i ] >= d ) { + if ( isCube ) { - var diff = curveLengths[ i ] - d; - var curve = this.curves[ i ]; + state.bindTexture( 34067, textureProperties.__webglTexture ); + setTextureParameters( 34067, texture, supportsMips ); - var segmentLength = curve.getLength(); - var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; + for ( let i = 0; i < 6; i ++ ) { - return curve.getPointAt( u ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i ); } - i ++; - - } - - return null; - - // loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { - - points.push( points[ 0 ] ); - - } + } - return points; + function getRenderTargetSamples( renderTarget ) { - }, + return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ? + Math.min( maxSamples, renderTarget.samples ) : 0; - copy: function ( source ) { + } - Curve.prototype.copy.call( this, source ); + function updateVideoTexture( texture ) { - this.curves = []; + const frame = info.render.frame; - for ( var i = 0, l = source.curves.length; i < l; i ++ ) { + // Check the last frame we updated the VideoTexture - var curve = source.curves[ i ]; + if ( _videoTextures.get( texture ) !== frame ) { - this.curves.push( curve.clone() ); + _videoTextures.set( texture, frame ); + texture.update(); } - this.autoClose = source.autoClose; - - return this; - - }, + } - toJSON: function () { + // backwards compatibility - var data = Curve.prototype.toJSON.call( this ); + let warnedTexture2D = false; + let warnedTextureCube = false; - data.autoClose = this.autoClose; - data.curves = []; + function safeSetTexture2D( texture, slot ) { - for ( var i = 0, l = this.curves.length; i < l; i ++ ) { + if ( texture && texture.isWebGLRenderTarget ) { - var curve = this.curves[ i ]; - data.curves.push( curve.toJSON() ); + if ( warnedTexture2D === false ) { - } + console.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.' ); + warnedTexture2D = true; - return data; + } - }, + texture = texture.texture; - fromJSON: function ( json ) { + } - Curve.prototype.fromJSON.call( this, json ); + setTexture2D( texture, slot ); - this.autoClose = json.autoClose; - this.curves = []; + } - for ( var i = 0, l = json.curves.length; i < l; i ++ ) { + function safeSetTextureCube( texture, slot ) { - var curve = json.curves[ i ]; - this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); + if ( texture && texture.isWebGLCubeRenderTarget ) { - } + if ( warnedTextureCube === false ) { - return this; + console.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.' ); + warnedTextureCube = true; - } + } -} ); + texture = texture.texture; -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Creates free form 2d path using series of points, lines or curves. - **/ + } -function Path( points ) { - CurvePath.call( this ); + setTextureCube( texture, slot ); - this.type = 'Path'; + } - this.currentPoint = new Vector2(); + // - if ( points ) { + this.allocateTextureUnit = allocateTextureUnit; + this.resetTextureUnits = resetTextureUnits; - this.setFromPoints( points ); + this.setTexture2D = setTexture2D; + this.setTexture2DArray = setTexture2DArray; + this.setTexture3D = setTexture3D; + this.setTextureCube = setTextureCube; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; - } + this.safeSetTexture2D = safeSetTexture2D; + this.safeSetTextureCube = safeSetTextureCube; } -Path.prototype = Object.assign( Object.create( CurvePath.prototype ), { - - constructor: Path, +function WebGLUtils( gl, extensions, capabilities ) { - setFromPoints: function ( points ) { + const isWebGL2 = capabilities.isWebGL2; - this.moveTo( points[ 0 ].x, points[ 0 ].y ); + function convert( p ) { - for ( var i = 1, l = points.length; i < l; i ++ ) { + let extension; - this.lineTo( points[ i ].x, points[ i ].y ); + if ( p === UnsignedByteType ) return 5121; + if ( p === UnsignedShort4444Type ) return 32819; + if ( p === UnsignedShort5551Type ) return 32820; + if ( p === UnsignedShort565Type ) return 33635; - } + if ( p === ByteType ) return 5120; + if ( p === ShortType ) return 5122; + if ( p === UnsignedShortType ) return 5123; + if ( p === IntType ) return 5124; + if ( p === UnsignedIntType ) return 5125; + if ( p === FloatType ) return 5126; - return this; + if ( p === HalfFloatType ) { - }, + if ( isWebGL2 ) return 5131; - moveTo: function ( x, y ) { + extension = extensions.get( 'OES_texture_half_float' ); - this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? + if ( extension !== null ) { - return this; + return extension.HALF_FLOAT_OES; - }, + } else { - lineTo: function ( x, y ) { + return null; - var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); - this.curves.push( curve ); + } - this.currentPoint.set( x, y ); + } - return this; + if ( p === AlphaFormat ) return 6406; + if ( p === RGBFormat ) return 6407; + if ( p === RGBAFormat ) return 6408; + if ( p === LuminanceFormat ) return 6409; + if ( p === LuminanceAlphaFormat ) return 6410; + if ( p === DepthFormat ) return 6402; + if ( p === DepthStencilFormat ) return 34041; + if ( p === RedFormat ) return 6403; - }, + // WebGL2 formats. - quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + if ( p === RedIntegerFormat ) return 36244; + if ( p === RGFormat ) return 33319; + if ( p === RGIntegerFormat ) return 33320; + if ( p === RGBIntegerFormat ) return 36248; + if ( p === RGBAIntegerFormat ) return 36249; - var curve = new QuadraticBezierCurve( - this.currentPoint.clone(), - new Vector2( aCPx, aCPy ), - new Vector2( aX, aY ) - ); + if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || + p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { - this.curves.push( curve ); + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); - this.currentPoint.set( aX, aY ); + if ( extension !== null ) { - return this; + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; - }, + } else { - bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + return null; - var curve = new CubicBezierCurve( - this.currentPoint.clone(), - new Vector2( aCP1x, aCP1y ), - new Vector2( aCP2x, aCP2y ), - new Vector2( aX, aY ) - ); + } - this.curves.push( curve ); + } - this.currentPoint.set( aX, aY ); + if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || + p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { - return this; + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - }, + if ( extension !== null ) { - splineThru: function ( pts /*Array of Vector*/ ) { + if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; - var npts = [ this.currentPoint.clone() ].concat( pts ); + } else { - var curve = new SplineCurve( npts ); - this.curves.push( curve ); + return null; - this.currentPoint.copy( pts[ pts.length - 1 ] ); + } - return this; + } - }, + if ( p === RGB_ETC1_Format ) { - arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); - var x0 = this.currentPoint.x; - var y0 = this.currentPoint.y; + if ( extension !== null ) { - this.absarc( aX + x0, aY + y0, aRadius, - aStartAngle, aEndAngle, aClockwise ); + return extension.COMPRESSED_RGB_ETC1_WEBGL; - return this; + } else { - }, + return null; - absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + } - this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + } - return this; + if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) { - }, + extension = extensions.get( 'WEBGL_compressed_texture_etc' ); - ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + if ( extension !== null ) { - var x0 = this.currentPoint.x; - var y0 = this.currentPoint.y; + if ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2; + if ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC; - this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + } - return this; + } - }, + if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || + p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || + p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || + p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || + p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format || + p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format || + p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format || + p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format || + p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format || + p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) { - absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + extension = extensions.get( 'WEBGL_compressed_texture_astc' ); - var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + if ( extension !== null ) { - if ( this.curves.length > 0 ) { + // TODO Complete? - // if a previous curve is present, attempt to join - var firstPoint = curve.getPoint( 0 ); + return p; - if ( ! firstPoint.equals( this.currentPoint ) ) { + } else { - this.lineTo( firstPoint.x, firstPoint.y ); + return null; } } - this.curves.push( curve ); + if ( p === RGBA_BPTC_Format ) { - var lastPoint = curve.getPoint( 1 ); - this.currentPoint.copy( lastPoint ); + extension = extensions.get( 'EXT_texture_compression_bptc' ); - return this; + if ( extension !== null ) { - }, + // TODO Complete? - copy: function ( source ) { + return p; - CurvePath.prototype.copy.call( this, source ); + } else { - this.currentPoint.copy( source.currentPoint ); + return null; - return this; + } - }, + } - toJSON: function () { + if ( p === UnsignedInt248Type ) { - var data = CurvePath.prototype.toJSON.call( this ); + if ( isWebGL2 ) return 34042; - data.currentPoint = this.currentPoint.toArray(); + extension = extensions.get( 'WEBGL_depth_texture' ); - return data; + if ( extension !== null ) { - }, + return extension.UNSIGNED_INT_24_8_WEBGL; - fromJSON: function ( json ) { + } else { - CurvePath.prototype.fromJSON.call( this, json ); + return null; - this.currentPoint.fromArray( json.currentPoint ); + } - return this; + } } -} ); - -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Defines a 2d shape plane using paths. - **/ + return { convert: convert }; -// STEP 1 Create a path. -// STEP 2 Turn path into shape. -// STEP 3 ExtrudeGeometry takes in Shape/Shapes -// STEP 3a - Extract points from each shape, turn to vertices -// STEP 3b - Triangulate each shape, add faces. +} -function Shape( points ) { +class ArrayCamera extends PerspectiveCamera { - Path.call( this, points ); + constructor( array = [] ) { - this.uuid = MathUtils.generateUUID(); + super(); - this.type = 'Shape'; + this.cameras = array; - this.holes = []; + } } -Shape.prototype = Object.assign( Object.create( Path.prototype ), { +ArrayCamera.prototype.isArrayCamera = true; - constructor: Shape, +class Group extends Object3D { - getPointsHoles: function ( divisions ) { + constructor() { - var holesPts = []; - - for ( var i = 0, l = this.holes.length; i < l; i ++ ) { - - holesPts[ i ] = this.holes[ i ].getPoints( divisions ); - - } - - return holesPts; + super(); - }, + this.type = 'Group'; - // get points of shape and holes (keypoints based on segments parameter) + } - extractPoints: function ( divisions ) { +} - return { +Group.prototype.isGroup = true; - shape: this.getPoints( divisions ), - holes: this.getPointsHoles( divisions ) +function WebXRController() { - }; + this._targetRay = null; + this._grip = null; + this._hand = null; - }, +} - copy: function ( source ) { +Object.assign( WebXRController.prototype, { - Path.prototype.copy.call( this, source ); + constructor: WebXRController, - this.holes = []; + getHandSpace: function () { - for ( var i = 0, l = source.holes.length; i < l; i ++ ) { + if ( this._hand === null ) { - var hole = source.holes[ i ]; + this._hand = new Group(); + this._hand.matrixAutoUpdate = false; + this._hand.visible = false; - this.holes.push( hole.clone() ); + this._hand.joints = {}; + this._hand.inputState = { pinching: false }; } - return this; + return this._hand; }, - toJSON: function () { - - var data = Path.prototype.toJSON.call( this ); - - data.uuid = this.uuid; - data.holes = []; + getTargetRaySpace: function () { - for ( var i = 0, l = this.holes.length; i < l; i ++ ) { + if ( this._targetRay === null ) { - var hole = this.holes[ i ]; - data.holes.push( hole.toJSON() ); + this._targetRay = new Group(); + this._targetRay.matrixAutoUpdate = false; + this._targetRay.visible = false; } - return data; + return this._targetRay; }, - fromJSON: function ( json ) { - - Path.prototype.fromJSON.call( this, json ); + getGripSpace: function () { - this.uuid = json.uuid; - this.holes = []; + if ( this._grip === null ) { - for ( var i = 0, l = json.holes.length; i < l; i ++ ) { - - var hole = json.holes[ i ]; - this.holes.push( new Path().fromJSON( hole ) ); + this._grip = new Group(); + this._grip.matrixAutoUpdate = false; + this._grip.visible = false; } - return this; - - } - -} ); - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -function Light( color, intensity ) { + return this._grip; - Object3D.call( this ); + }, - this.type = 'Light'; + dispatchEvent: function ( event ) { - this.color = new Color( color ); - this.intensity = intensity !== undefined ? intensity : 1; + if ( this._targetRay !== null ) { - this.receiveShadow = undefined; + this._targetRay.dispatchEvent( event ); -} + } -Light.prototype = Object.assign( Object.create( Object3D.prototype ), { + if ( this._grip !== null ) { - constructor: Light, + this._grip.dispatchEvent( event ); - isLight: true, + } - copy: function ( source ) { + if ( this._hand !== null ) { - Object3D.prototype.copy.call( this, source ); + this._hand.dispatchEvent( event ); - this.color.copy( source.color ); - this.intensity = source.intensity; + } return this; }, - toJSON: function ( meta ) { - - var data = Object3D.prototype.toJSON.call( this, meta ); - - data.object.color = this.color.getHex(); - data.object.intensity = this.intensity; - - if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); - - if ( this.distance !== undefined ) data.object.distance = this.distance; - if ( this.angle !== undefined ) data.object.angle = this.angle; - if ( this.decay !== undefined ) data.object.decay = this.decay; - if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; + disconnect: function ( inputSource ) { - if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); + this.dispatchEvent( { type: 'disconnected', data: inputSource } ); - return data; + if ( this._targetRay !== null ) { - } + this._targetRay.visible = false; -} ); + } -/** - * @author alteredq / http://alteredqualia.com/ - */ + if ( this._grip !== null ) { -function HemisphereLight( skyColor, groundColor, intensity ) { + this._grip.visible = false; - Light.call( this, skyColor, intensity ); + } - this.type = 'HemisphereLight'; + if ( this._hand !== null ) { - this.castShadow = undefined; + this._hand.visible = false; - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); + } - this.groundColor = new Color( groundColor ); + return this; -} + }, -HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), { + update: function ( inputSource, frame, referenceSpace ) { - constructor: HemisphereLight, + let inputPose = null; + let gripPose = null; + let handPose = null; - isHemisphereLight: true, + const targetRay = this._targetRay; + const grip = this._grip; + const hand = this._hand; - copy: function ( source ) { + if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) { - Light.prototype.copy.call( this, source ); + if ( targetRay !== null ) { - this.groundColor.copy( source.groundColor ); + inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace ); - return this; + if ( inputPose !== null ) { - } + targetRay.matrix.fromArray( inputPose.transform.matrix ); + targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale ); -} ); + } -/** - * @author mrdoob / http://mrdoob.com/ - */ + } -function LightShadow( camera ) { + if ( hand && inputSource.hand ) { - this.camera = camera; + handPose = true; - this.bias = 0; - this.radius = 1; + for ( const inputjoint of inputSource.hand.values() ) { - this.mapSize = new Vector2( 512, 512 ); + // Update the joints groups with the XRJoint poses + const jointPose = frame.getJointPose( inputjoint, referenceSpace ); - this.map = null; - this.mapPass = null; - this.matrix = new Matrix4(); + if ( hand.joints[ inputjoint.jointName ] === undefined ) { - this._frustum = new Frustum(); - this._frameExtents = new Vector2( 1, 1 ); + // The transform of this joint will be updated with the joint pose on each frame + const joint = new Group(); + joint.matrixAutoUpdate = false; + joint.visible = false; + hand.joints[ inputjoint.jointName ] = joint; + // ?? + hand.add( joint ); - this._viewportCount = 1; + } - this._viewports = [ + const joint = hand.joints[ inputjoint.jointName ]; - new Vector4( 0, 0, 1, 1 ) + if ( jointPose !== null ) { - ]; + joint.matrix.fromArray( jointPose.transform.matrix ); + joint.matrix.decompose( joint.position, joint.rotation, joint.scale ); + joint.jointRadius = jointPose.radius; -} + } -Object.assign( LightShadow.prototype, { + joint.visible = jointPose !== null; - _projScreenMatrix: new Matrix4(), + } - _lightPositionWorld: new Vector3(), + // Custom events - _lookTarget: new Vector3(), + // Check pinchz + const indexTip = hand.joints[ 'index-finger-tip' ]; + const thumbTip = hand.joints[ 'thumb-tip' ]; + const distance = indexTip.position.distanceTo( thumbTip.position ); - getViewportCount: function () { + const distanceToPinch = 0.02; + const threshold = 0.005; - return this._viewportCount; + if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) { - }, + hand.inputState.pinching = false; + this.dispatchEvent( { + type: 'pinchend', + handedness: inputSource.handedness, + target: this + } ); - getFrustum: function () { + } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) { - return this._frustum; + hand.inputState.pinching = true; + this.dispatchEvent( { + type: 'pinchstart', + handedness: inputSource.handedness, + target: this + } ); - }, + } - updateMatrices: function ( light ) { + } else { - var shadowCamera = this.camera, - shadowMatrix = this.matrix, - projScreenMatrix = this._projScreenMatrix, - lookTarget = this._lookTarget, - lightPositionWorld = this._lightPositionWorld; + if ( grip !== null && inputSource.gripSpace ) { - lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); - shadowCamera.position.copy( lightPositionWorld ); + gripPose = frame.getPose( inputSource.gripSpace, referenceSpace ); - lookTarget.setFromMatrixPosition( light.target.matrixWorld ); - shadowCamera.lookAt( lookTarget ); - shadowCamera.updateMatrixWorld(); + if ( gripPose !== null ) { - projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); - this._frustum.setFromProjectionMatrix( projScreenMatrix ); + grip.matrix.fromArray( gripPose.transform.matrix ); + grip.matrix.decompose( grip.position, grip.rotation, grip.scale ); - shadowMatrix.set( - 0.5, 0.0, 0.0, 0.5, - 0.0, 0.5, 0.0, 0.5, - 0.0, 0.0, 0.5, 0.5, - 0.0, 0.0, 0.0, 1.0 - ); + } - shadowMatrix.multiply( shadowCamera.projectionMatrix ); - shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); + } - }, + } - getViewport: function ( viewportIndex ) { + } - return this._viewports[ viewportIndex ]; + if ( targetRay !== null ) { - }, + targetRay.visible = ( inputPose !== null ); - getFrameExtents: function () { + } - return this._frameExtents; + if ( grip !== null ) { - }, + grip.visible = ( gripPose !== null ); - copy: function ( source ) { + } - this.camera = source.camera.clone(); + if ( hand !== null ) { - this.bias = source.bias; - this.radius = source.radius; + hand.visible = ( handPose !== null ); - this.mapSize.copy( source.mapSize ); + } return this; - }, - - clone: function () { + } - return new this.constructor().copy( this ); +} ); - }, +function WebXRManager( renderer, gl ) { - toJSON: function () { + const scope = this; + const state = renderer.state; - var object = {}; + let session = null; - if ( this.bias !== 0 ) object.bias = this.bias; - if ( this.radius !== 1 ) object.radius = this.radius; - if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); + let framebufferScaleFactor = 1.0; - object.camera = this.camera.toJSON( false ).object; - delete object.camera.matrix; + let referenceSpace = null; + let referenceSpaceType = 'local-floor'; - return object; + let pose = null; - } + const controllers = []; + const inputSourcesMap = new Map(); -} ); + // -/** - * @author mrdoob / http://mrdoob.com/ - */ + const cameraL = new PerspectiveCamera(); + cameraL.layers.enable( 1 ); + cameraL.viewport = new Vector4(); -function SpotLightShadow() { + const cameraR = new PerspectiveCamera(); + cameraR.layers.enable( 2 ); + cameraR.viewport = new Vector4(); - LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + const cameras = [ cameraL, cameraR ]; -} + const cameraVR = new ArrayCamera(); + cameraVR.layers.enable( 1 ); + cameraVR.layers.enable( 2 ); -SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + let _currentDepthNear = null; + let _currentDepthFar = null; - constructor: SpotLightShadow, + // - isSpotLightShadow: true, + this.enabled = false; - updateMatrices: function ( light ) { + this.isPresenting = false; - var camera = this.camera; + this.getController = function ( index ) { - var fov = MathUtils.RAD2DEG * 2 * light.angle; - var aspect = this.mapSize.width / this.mapSize.height; - var far = light.distance || camera.far; + let controller = controllers[ index ]; - if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { + if ( controller === undefined ) { - camera.fov = fov; - camera.aspect = aspect; - camera.far = far; - camera.updateProjectionMatrix(); + controller = new WebXRController(); + controllers[ index ] = controller; } - LightShadow.prototype.updateMatrices.call( this, light ); + return controller.getTargetRaySpace(); - } + }; -} ); + this.getControllerGrip = function ( index ) { -/** - * @author alteredq / http://alteredqualia.com/ - */ + let controller = controllers[ index ]; -function SpotLight( color, intensity, distance, angle, penumbra, decay ) { + if ( controller === undefined ) { - Light.call( this, color, intensity ); + controller = new WebXRController(); + controllers[ index ] = controller; - this.type = 'SpotLight'; + } - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); + return controller.getGripSpace(); - this.target = new Object3D(); + }; - Object.defineProperty( this, 'power', { - get: function () { + this.getHand = function ( index ) { - // intensity = power per solid angle. - // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf - return this.intensity * Math.PI; + let controller = controllers[ index ]; - }, - set: function ( power ) { + if ( controller === undefined ) { - // intensity = power per solid angle. - // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf - this.intensity = power / Math.PI; + controller = new WebXRController(); + controllers[ index ] = controller; } - } ); - - this.distance = ( distance !== undefined ) ? distance : 0; - this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; - this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; - this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. - this.shadow = new SpotLightShadow(); + return controller.getHandSpace(); -} + }; -SpotLight.prototype = Object.assign( Object.create( Light.prototype ), { + // - constructor: SpotLight, + function onSessionEvent( event ) { - isSpotLight: true, + const controller = inputSourcesMap.get( event.inputSource ); - copy: function ( source ) { + if ( controller ) { - Light.prototype.copy.call( this, source ); + controller.dispatchEvent( { type: event.type, data: event.inputSource } ); - this.distance = source.distance; - this.angle = source.angle; - this.penumbra = source.penumbra; - this.decay = source.decay; + } - this.target = source.target.clone(); + } - this.shadow = source.shadow.clone(); + function onSessionEnd() { - return this; + inputSourcesMap.forEach( function ( controller, inputSource ) { - } + controller.disconnect( inputSource ); -} ); + } ); -function PointLightShadow() { + inputSourcesMap.clear(); - LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + _currentDepthNear = null; + _currentDepthFar = null; - this._frameExtents = new Vector2( 4, 2 ); + // restore framebuffer/rendering state - this._viewportCount = 6; + state.bindXRFramebuffer( null ); + renderer.setRenderTarget( renderer.getRenderTarget() ); - this._viewports = [ - // These viewports map a cube-map onto a 2D texture with the - // following orientation: - // - // xzXZ - // y Y // - // X - Positive x direction - // x - Negative x direction - // Y - Positive y direction - // y - Negative y direction - // Z - Positive z direction - // z - Negative z direction - - // positive X - new Vector4( 2, 1, 1, 1 ), - // negative X - new Vector4( 0, 1, 1, 1 ), - // positive Z - new Vector4( 3, 1, 1, 1 ), - // negative Z - new Vector4( 1, 1, 1, 1 ), - // positive Y - new Vector4( 3, 0, 1, 1 ), - // negative Y - new Vector4( 1, 0, 1, 1 ) - ]; - - this._cubeDirections = [ - new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), - new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) - ]; - this._cubeUps = [ - new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), - new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) - ]; + animation.stop(); -} + scope.isPresenting = false; -PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + scope.dispatchEvent( { type: 'sessionend' } ); - constructor: PointLightShadow, + } - isPointLightShadow: true, + this.setFramebufferScaleFactor = function ( value ) { - updateMatrices: function ( light, viewportIndex ) { + framebufferScaleFactor = value; - if ( viewportIndex === undefined ) viewportIndex = 0; + if ( scope.isPresenting === true ) { - var camera = this.camera, - shadowMatrix = this.matrix, - lightPositionWorld = this._lightPositionWorld, - lookTarget = this._lookTarget, - projScreenMatrix = this._projScreenMatrix; + console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' ); - lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); - camera.position.copy( lightPositionWorld ); + } - lookTarget.copy( camera.position ); - lookTarget.add( this._cubeDirections[ viewportIndex ] ); - camera.up.copy( this._cubeUps[ viewportIndex ] ); - camera.lookAt( lookTarget ); - camera.updateMatrixWorld(); + }; - shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z ); + this.setReferenceSpaceType = function ( value ) { - projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - this._frustum.setFromProjectionMatrix( projScreenMatrix ); + referenceSpaceType = value; - } + if ( scope.isPresenting === true ) { -} ); + console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' ); -/** - * @author mrdoob / http://mrdoob.com/ - */ + } + }; -function PointLight( color, intensity, distance, decay ) { + this.getReferenceSpace = function () { - Light.call( this, color, intensity ); + return referenceSpace; - this.type = 'PointLight'; + }; - Object.defineProperty( this, 'power', { - get: function () { + this.getSession = function () { - // intensity = power per solid angle. - // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf - return this.intensity * 4 * Math.PI; + return session; - }, - set: function ( power ) { + }; - // intensity = power per solid angle. - // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf - this.intensity = power / ( 4 * Math.PI ); + this.setSession = async function ( value ) { - } - } ); + session = value; - this.distance = ( distance !== undefined ) ? distance : 0; - this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + if ( session !== null ) { - this.shadow = new PointLightShadow(); + session.addEventListener( 'select', onSessionEvent ); + session.addEventListener( 'selectstart', onSessionEvent ); + session.addEventListener( 'selectend', onSessionEvent ); + session.addEventListener( 'squeeze', onSessionEvent ); + session.addEventListener( 'squeezestart', onSessionEvent ); + session.addEventListener( 'squeezeend', onSessionEvent ); + session.addEventListener( 'end', onSessionEnd ); + session.addEventListener( 'inputsourceschange', onInputSourcesChange ); -} + const attributes = gl.getContextAttributes(); -PointLight.prototype = Object.assign( Object.create( Light.prototype ), { + if ( attributes.xrCompatible !== true ) { - constructor: PointLight, + await gl.makeXRCompatible(); - isPointLight: true, + } - copy: function ( source ) { + const layerInit = { + antialias: attributes.antialias, + alpha: attributes.alpha, + depth: attributes.depth, + stencil: attributes.stencil, + framebufferScaleFactor: framebufferScaleFactor + }; - Light.prototype.copy.call( this, source ); + // eslint-disable-next-line no-undef + const baseLayer = new XRWebGLLayer( session, gl, layerInit ); - this.distance = source.distance; - this.decay = source.decay; + session.updateRenderState( { baseLayer: baseLayer } ); - this.shadow = source.shadow.clone(); + referenceSpace = await session.requestReferenceSpace( referenceSpaceType ); - return this; + animation.setContext( session ); + animation.start(); - } + scope.isPresenting = true; -} ); + scope.dispatchEvent( { type: 'sessionstart' } ); -/** - * @author alteredq / http://alteredqualia.com/ - * @author arose / http://github.com/arose - */ + } -function OrthographicCamera( left, right, top, bottom, near, far ) { + }; - Camera.call( this ); + function onInputSourcesChange( event ) { - this.type = 'OrthographicCamera'; + const inputSources = session.inputSources; - this.zoom = 1; - this.view = null; + // Assign inputSources to available controllers - this.left = ( left !== undefined ) ? left : - 1; - this.right = ( right !== undefined ) ? right : 1; - this.top = ( top !== undefined ) ? top : 1; - this.bottom = ( bottom !== undefined ) ? bottom : - 1; + for ( let i = 0; i < controllers.length; i ++ ) { - this.near = ( near !== undefined ) ? near : 0.1; - this.far = ( far !== undefined ) ? far : 2000; + inputSourcesMap.set( inputSources[ i ], controllers[ i ] ); - this.updateProjectionMatrix(); + } -} + // Notify disconnected -OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + for ( let i = 0; i < event.removed.length; i ++ ) { - constructor: OrthographicCamera, + const inputSource = event.removed[ i ]; + const controller = inputSourcesMap.get( inputSource ); - isOrthographicCamera: true, + if ( controller ) { - copy: function ( source, recursive ) { + controller.dispatchEvent( { type: 'disconnected', data: inputSource } ); + inputSourcesMap.delete( inputSource ); - Camera.prototype.copy.call( this, source, recursive ); + } - this.left = source.left; - this.right = source.right; - this.top = source.top; - this.bottom = source.bottom; - this.near = source.near; - this.far = source.far; + } - this.zoom = source.zoom; - this.view = source.view === null ? null : Object.assign( {}, source.view ); + // Notify connected - return this; + for ( let i = 0; i < event.added.length; i ++ ) { - }, + const inputSource = event.added[ i ]; + const controller = inputSourcesMap.get( inputSource ); - setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + if ( controller ) { - if ( this.view === null ) { + controller.dispatchEvent( { type: 'connected', data: inputSource } ); - this.view = { - enabled: true, - fullWidth: 1, - fullHeight: 1, - offsetX: 0, - offsetY: 0, - width: 1, - height: 1 - }; + } } - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; - this.view.offsetX = x; - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; - - this.updateProjectionMatrix(); - - }, - - clearViewOffset: function () { + } - if ( this.view !== null ) { + // - this.view.enabled = false; + const cameraLPos = new Vector3(); + const cameraRPos = new Vector3(); - } + /** + * Assumes 2 cameras that are parallel and share an X-axis, and that + * the cameras' projection and world matrices have already been set. + * And that near and far planes are identical for both cameras. + * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 + */ + function setProjectionFromUnion( camera, cameraL, cameraR ) { - this.updateProjectionMatrix(); + cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); + cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); - }, + const ipd = cameraLPos.distanceTo( cameraRPos ); - updateProjectionMatrix: function () { + const projL = cameraL.projectionMatrix.elements; + const projR = cameraR.projectionMatrix.elements; - var dx = ( this.right - this.left ) / ( 2 * this.zoom ); - var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); - var cx = ( this.right + this.left ) / 2; - var cy = ( this.top + this.bottom ) / 2; + // VR systems will have identical far and near planes, and + // most likely identical top and bottom frustum extents. + // Use the left camera for these values. + const near = projL[ 14 ] / ( projL[ 10 ] - 1 ); + const far = projL[ 14 ] / ( projL[ 10 ] + 1 ); + const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; + const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; - var left = cx - dx; - var right = cx + dx; - var top = cy + dy; - var bottom = cy - dy; + const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; + const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; + const left = near * leftFov; + const right = near * rightFov; - if ( this.view !== null && this.view.enabled ) { + // Calculate the new camera's position offset from the + // left camera. xOffset should be roughly half `ipd`. + const zOffset = ipd / ( - leftFov + rightFov ); + const xOffset = zOffset * - leftFov; - var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom; - var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom; + // TODO: Better way to apply this offset? + cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); + camera.translateX( xOffset ); + camera.translateZ( zOffset ); + camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); - left += scaleW * this.view.offsetX; - right = left + scaleW * this.view.width; - top -= scaleH * this.view.offsetY; - bottom = top - scaleH * this.view.height; + // Find the union of the frustum values of the cameras and scale + // the values so that the near plane's position does not change in world space, + // although must now be relative to the new union camera. + const near2 = near + zOffset; + const far2 = far + zOffset; + const left2 = left - xOffset; + const right2 = right + ( ipd - xOffset ); + const top2 = topFov * far / far2 * near2; + const bottom2 = bottomFov * far / far2 * near2; - } + camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); - this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); + } - this.projectionMatrixInverse.getInverse( this.projectionMatrix ); + function updateCamera( camera, parent ) { - }, + if ( parent === null ) { - toJSON: function ( meta ) { + camera.matrixWorld.copy( camera.matrix ); - var data = Object3D.prototype.toJSON.call( this, meta ); + } else { - data.object.zoom = this.zoom; - data.object.left = this.left; - data.object.right = this.right; - data.object.top = this.top; - data.object.bottom = this.bottom; - data.object.near = this.near; - data.object.far = this.far; + camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + } - return data; + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); } -} ); - -/** - * @author mrdoob / http://mrdoob.com/ - */ + this.getCamera = function ( camera ) { -function DirectionalLightShadow() { + cameraVR.near = cameraR.near = cameraL.near = camera.near; + cameraVR.far = cameraR.far = cameraL.far = camera.far; - LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) { -} + // Note that the new renderState won't apply until the next frame. See #18320 -DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { + session.updateRenderState( { + depthNear: cameraVR.near, + depthFar: cameraVR.far + } ); - constructor: DirectionalLightShadow, + _currentDepthNear = cameraVR.near; + _currentDepthFar = cameraVR.far; - isDirectionalLightShadow: true, + } - updateMatrices: function ( light ) { + const parent = camera.parent; + const cameras = cameraVR.cameras; - LightShadow.prototype.updateMatrices.call( this, light ); + updateCamera( cameraVR, parent ); - } + for ( let i = 0; i < cameras.length; i ++ ) { -} ); + updateCamera( cameras[ i ], parent ); -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + } -function DirectionalLight( color, intensity ) { + // update camera and its children - Light.call( this, color, intensity ); + camera.matrixWorld.copy( cameraVR.matrixWorld ); + camera.matrix.copy( cameraVR.matrix ); + camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); - this.type = 'DirectionalLight'; + const children = camera.children; - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); + for ( let i = 0, l = children.length; i < l; i ++ ) { - this.target = new Object3D(); + children[ i ].updateMatrixWorld( true ); - this.shadow = new DirectionalLightShadow(); + } -} + // update projection matrix for proper view frustum culling -DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { + if ( cameras.length === 2 ) { - constructor: DirectionalLight, + setProjectionFromUnion( cameraVR, cameraL, cameraR ); - isDirectionalLight: true, + } else { - copy: function ( source ) { + // assume single camera setup (AR) - Light.prototype.copy.call( this, source ); + cameraVR.projectionMatrix.copy( cameraL.projectionMatrix ); - this.target = source.target.clone(); + } - this.shadow = source.shadow.clone(); + return cameraVR; - return this; + }; - } + // Animation Loop -} ); + let onAnimationFrameCallback = null; -/** - * @author mrdoob / http://mrdoob.com/ - */ + function onAnimationFrame( time, frame ) { -function AmbientLight( color, intensity ) { + pose = frame.getViewerPose( referenceSpace ); - Light.call( this, color, intensity ); + if ( pose !== null ) { - this.type = 'AmbientLight'; + const views = pose.views; + const baseLayer = session.renderState.baseLayer; - this.castShadow = undefined; + state.bindXRFramebuffer( baseLayer.framebuffer ); -} + let cameraVRNeedsUpdate = false; -AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { + // check if it's necessary to rebuild cameraVR's camera list - constructor: AmbientLight, + if ( views.length !== cameraVR.cameras.length ) { - isAmbientLight: true + cameraVR.cameras.length = 0; + cameraVRNeedsUpdate = true; -} ); + } -/** - * @author abelnation / http://github.com/abelnation - */ + for ( let i = 0; i < views.length; i ++ ) { -function RectAreaLight( color, intensity, width, height ) { + const view = views[ i ]; + const viewport = baseLayer.getViewport( view ); - Light.call( this, color, intensity ); + const camera = cameras[ i ]; + camera.matrix.fromArray( view.transform.matrix ); + camera.projectionMatrix.fromArray( view.projectionMatrix ); + camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); - this.type = 'RectAreaLight'; + if ( i === 0 ) { - this.width = ( width !== undefined ) ? width : 10; - this.height = ( height !== undefined ) ? height : 10; + cameraVR.matrix.copy( camera.matrix ); -} + } -RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), { + if ( cameraVRNeedsUpdate === true ) { - constructor: RectAreaLight, + cameraVR.cameras.push( camera ); - isRectAreaLight: true, + } - copy: function ( source ) { + } - Light.prototype.copy.call( this, source ); + } - this.width = source.width; - this.height = source.height; + // - return this; + const inputSources = session.inputSources; - }, + for ( let i = 0; i < controllers.length; i ++ ) { - toJSON: function ( meta ) { + const controller = controllers[ i ]; + const inputSource = inputSources[ i ]; - var data = Light.prototype.toJSON.call( this, meta ); + controller.update( inputSource, frame, referenceSpace ); - data.object.width = this.width; - data.object.height = this.height; + } - return data; + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame ); } -} ); + const animation = new WebGLAnimation(); + animation.setAnimationLoop( onAnimationFrame ); -/** - * @author mrdoob / http://mrdoob.com/ - */ + this.setAnimationLoop = function ( callback ) { -function MaterialLoader( manager ) { + onAnimationFrameCallback = callback; - Loader.call( this, manager ); + }; - this.textures = {}; + this.dispose = function () {}; } -MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), { +Object.assign( WebXRManager.prototype, EventDispatcher.prototype ); - constructor: MaterialLoader, +function WebGLMaterials( properties ) { - load: function ( url, onLoad, onProgress, onError ) { + function refreshFogUniforms( uniforms, fog ) { - var scope = this; + uniforms.fogColor.value.copy( fog.color ); - var loader = new FileLoader( scope.manager ); - loader.setPath( scope.path ); - loader.load( url, function ( text ) { + if ( fog.isFog ) { - onLoad( scope.parse( JSON.parse( text ) ) ); + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; - }, onProgress, onError ); + } else if ( fog.isFogExp2 ) { - }, + uniforms.fogDensity.value = fog.density; - parse: function ( json ) { + } - var textures = this.textures; + } - function getTexture( name ) { + function refreshMaterialUniforms( uniforms, material, pixelRatio, height ) { - if ( textures[ name ] === undefined ) { + if ( material.isMeshBasicMaterial ) { - console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + refreshUniformsCommon( uniforms, material ); - } + } else if ( material.isMeshLambertMaterial ) { - return textures[ name ]; + refreshUniformsCommon( uniforms, material ); + refreshUniformsLambert( uniforms, material ); - } + } else if ( material.isMeshToonMaterial ) { - var material = new Materials[ json.type ](); + refreshUniformsCommon( uniforms, material ); + refreshUniformsToon( uniforms, material ); - if ( json.uuid !== undefined ) material.uuid = json.uuid; - if ( json.name !== undefined ) material.name = json.name; - if ( json.color !== undefined ) material.color.setHex( json.color ); - if ( json.roughness !== undefined ) material.roughness = json.roughness; - if ( json.metalness !== undefined ) material.metalness = json.metalness; - if ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen ); - if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); - if ( json.specular !== undefined ) material.specular.setHex( json.specular ); - if ( json.shininess !== undefined ) material.shininess = json.shininess; - if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat; - if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness; - if ( json.fog !== undefined ) material.fog = json.fog; - if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; - if ( json.blending !== undefined ) material.blending = json.blending; - if ( json.combine !== undefined ) material.combine = json.combine; - if ( json.side !== undefined ) material.side = json.side; - if ( json.opacity !== undefined ) material.opacity = json.opacity; - if ( json.transparent !== undefined ) material.transparent = json.transparent; - if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; - if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; - if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; - if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; + } else if ( material.isMeshPhongMaterial ) { - if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite; - if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask; - if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc; - if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef; - if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask; - if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail; - if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail; - if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass; + refreshUniformsCommon( uniforms, material ); + refreshUniformsPhong( uniforms, material ); - if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; - if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; - if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; - if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + } else if ( material.isMeshStandardMaterial ) { - if ( json.rotation !== undefined ) material.rotation = json.rotation; + refreshUniformsCommon( uniforms, material ); - if ( json.linewidth !== 1 ) material.linewidth = json.linewidth; - if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; - if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; - if ( json.scale !== undefined ) material.scale = json.scale; + if ( material.isMeshPhysicalMaterial ) { - if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; - if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; - if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits; + refreshUniformsPhysical( uniforms, material ); - if ( json.skinning !== undefined ) material.skinning = json.skinning; - if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; - if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals; - if ( json.dithering !== undefined ) material.dithering = json.dithering; + } else { - if ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents; + refreshUniformsStandard( uniforms, material ); - if ( json.visible !== undefined ) material.visible = json.visible; + } - if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped; + } else if ( material.isMeshMatcapMaterial ) { - if ( json.userData !== undefined ) material.userData = json.userData; + refreshUniformsCommon( uniforms, material ); + refreshUniformsMatcap( uniforms, material ); - if ( json.vertexColors !== undefined ) { + } else if ( material.isMeshDepthMaterial ) { - if ( typeof json.vertexColors === 'number' ) { + refreshUniformsCommon( uniforms, material ); + refreshUniformsDepth( uniforms, material ); - material.vertexColors = ( json.vertexColors > 0 ) ? true : false; + } else if ( material.isMeshDistanceMaterial ) { - } else { + refreshUniformsCommon( uniforms, material ); + refreshUniformsDistance( uniforms, material ); - material.vertexColors = json.vertexColors; + } else if ( material.isMeshNormalMaterial ) { - } + refreshUniformsCommon( uniforms, material ); + refreshUniformsNormal( uniforms, material ); - } + } else if ( material.isLineBasicMaterial ) { - // Shader Material + refreshUniformsLine( uniforms, material ); - if ( json.uniforms !== undefined ) { + if ( material.isLineDashedMaterial ) { - for ( var name in json.uniforms ) { + refreshUniformsDash( uniforms, material ); - var uniform = json.uniforms[ name ]; + } - material.uniforms[ name ] = {}; + } else if ( material.isPointsMaterial ) { - switch ( uniform.type ) { + refreshUniformsPoints( uniforms, material, pixelRatio, height ); - case 't': - material.uniforms[ name ].value = getTexture( uniform.value ); - break; + } else if ( material.isSpriteMaterial ) { - case 'c': - material.uniforms[ name ].value = new Color().setHex( uniform.value ); - break; + refreshUniformsSprites( uniforms, material ); - case 'v2': - material.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); - break; + } else if ( material.isShadowMaterial ) { - case 'v3': - material.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); - break; + uniforms.color.value.copy( material.color ); + uniforms.opacity.value = material.opacity; - case 'v4': - material.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); - break; + } else if ( material.isShaderMaterial ) { - case 'm3': - material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value ); + material.uniformsNeedUpdate = false; // #15581 - case 'm4': - material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); - break; + } - default: - material.uniforms[ name ].value = uniform.value; + } - } + function refreshUniformsCommon( uniforms, material ) { - } + uniforms.opacity.value = material.opacity; + + if ( material.color ) { + + uniforms.diffuse.value.copy( material.color ); } - if ( json.defines !== undefined ) material.defines = json.defines; - if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; - if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; + if ( material.emissive ) { - if ( json.extensions !== undefined ) { + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); - for ( var key in json.extensions ) { + } - material.extensions[ key ] = json.extensions[ key ]; + if ( material.map ) { - } + uniforms.map.value = material.map; } - // Deprecated + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; - if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading + } - // for PointsMaterial + if ( material.specularMap ) { - if ( json.size !== undefined ) material.size = json.size; - if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + uniforms.specularMap.value = material.specularMap; - // maps + } - if ( json.map !== undefined ) material.map = getTexture( json.map ); - if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap ); + const envMap = properties.get( material ).envMap; - if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap ); + if ( envMap ) { - if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); - if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + uniforms.envMap.value = envMap; - if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); - if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType; - if ( json.normalScale !== undefined ) { + uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1; - var normalScale = json.normalScale; + uniforms.reflectivity.value = material.reflectivity; + uniforms.refractionRatio.value = material.refractionRatio; - if ( Array.isArray( normalScale ) === false ) { + const maxMipLevel = properties.get( envMap ).__maxMipLevel; - // Blender exporter used to export a scalar. See #7459 + if ( maxMipLevel !== undefined ) { - normalScale = [ normalScale, normalScale ]; + uniforms.maxMipLevel.value = maxMipLevel; } - material.normalScale = new Vector2().fromArray( normalScale ); - } - if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); - if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; - if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; - - if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); - if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); + if ( material.lightMap ) { - if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); - if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; - if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); + } - if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); - if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity; + if ( material.aoMap ) { - if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; - if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio; + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; - if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); - if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + } - if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); - if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + // uv repeat and offset setting priorities + // 1. color map + // 2. specular map + // 3. displacementMap map + // 4. normal map + // 5. bump map + // 6. roughnessMap map + // 7. metalnessMap map + // 8. alphaMap map + // 9. emissiveMap map + // 10. clearcoat map + // 11. clearcoat normal map + // 12. clearcoat roughnessMap map + + let uvScaleMap; - if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); + if ( material.map ) { - if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap ); - if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); - if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); - if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); + uvScaleMap = material.map; - return material; + } else if ( material.specularMap ) { - }, + uvScaleMap = material.specularMap; - setTextures: function ( value ) { + } else if ( material.displacementMap ) { - this.textures = value; - return this; + uvScaleMap = material.displacementMap; - } + } else if ( material.normalMap ) { -} ); + uvScaleMap = material.normalMap; -/** - * @author Don McCurdy / https://www.donmccurdy.com - */ + } else if ( material.bumpMap ) { -var LoaderUtils = { + uvScaleMap = material.bumpMap; - decodeText: function ( array ) { + } else if ( material.roughnessMap ) { - if ( typeof TextDecoder !== 'undefined' ) { + uvScaleMap = material.roughnessMap; - return new TextDecoder().decode( array ); + } else if ( material.metalnessMap ) { - } + uvScaleMap = material.metalnessMap; - // Avoid the String.fromCharCode.apply(null, array) shortcut, which - // throws a "maximum call stack size exceeded" error for large arrays. + } else if ( material.alphaMap ) { - var s = ''; + uvScaleMap = material.alphaMap; - for ( var i = 0, il = array.length; i < il; i ++ ) { + } else if ( material.emissiveMap ) { - // Implicitly assumes little-endian. - s += String.fromCharCode( array[ i ] ); + uvScaleMap = material.emissiveMap; - } + } else if ( material.clearcoatMap ) { - try { + uvScaleMap = material.clearcoatMap; - // merges multi-byte utf-8 characters. + } else if ( material.clearcoatNormalMap ) { - return decodeURIComponent( escape( s ) ); + uvScaleMap = material.clearcoatNormalMap; - } catch ( e ) { // see #16358 + } else if ( material.clearcoatRoughnessMap ) { - return s; + uvScaleMap = material.clearcoatRoughnessMap; } - }, + if ( uvScaleMap !== undefined ) { - extractUrlBase: function ( url ) { + // backwards compatibility + if ( uvScaleMap.isWebGLRenderTarget ) { - var index = url.lastIndexOf( '/' ); + uvScaleMap = uvScaleMap.texture; - if ( index === - 1 ) return './'; + } - return url.substr( 0, index + 1 ); + if ( uvScaleMap.matrixAutoUpdate === true ) { - } + uvScaleMap.updateMatrix(); -}; + } -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); -function InstancedBufferGeometry() { + } - BufferGeometry.call( this ); + // uv repeat and offset setting priorities for uv2 + // 1. ao map + // 2. light map - this.type = 'InstancedBufferGeometry'; - this.maxInstancedCount = undefined; + let uv2ScaleMap; -} + if ( material.aoMap ) { -InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), { + uv2ScaleMap = material.aoMap; - constructor: InstancedBufferGeometry, + } else if ( material.lightMap ) { - isInstancedBufferGeometry: true, + uv2ScaleMap = material.lightMap; - copy: function ( source ) { + } - BufferGeometry.prototype.copy.call( this, source ); + if ( uv2ScaleMap !== undefined ) { - this.maxInstancedCount = source.maxInstancedCount; + // backwards compatibility + if ( uv2ScaleMap.isWebGLRenderTarget ) { - return this; + uv2ScaleMap = uv2ScaleMap.texture; - }, + } - clone: function () { + if ( uv2ScaleMap.matrixAutoUpdate === true ) { - return new this.constructor().copy( this ); + uv2ScaleMap.updateMatrix(); - }, + } - toJSON: function () { + uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix ); - var data = BufferGeometry.prototype.toJSON.call( this ); + } - data.maxInstancedCount = this.maxInstancedCount; + } - data.isInstancedBufferGeometry = true; + function refreshUniformsLine( uniforms, material ) { - return data; + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; } -} ); + function refreshUniformsDash( uniforms, material ) { -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; -function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) { + } - if ( typeof ( normalized ) === 'number' ) { + function refreshUniformsPoints( uniforms, material, pixelRatio, height ) { - meshPerAttribute = normalized; + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * pixelRatio; + uniforms.scale.value = height * 0.5; - normalized = false; + if ( material.map ) { - console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' ); + uniforms.map.value = material.map; - } + } - BufferAttribute.call( this, array, itemSize, normalized ); + if ( material.alphaMap ) { - this.meshPerAttribute = meshPerAttribute || 1; + uniforms.alphaMap.value = material.alphaMap; -} + } -InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), { + // uv repeat and offset setting priorities + // 1. color map + // 2. alpha map - constructor: InstancedBufferAttribute, + let uvScaleMap; - isInstancedBufferAttribute: true, + if ( material.map ) { - copy: function ( source ) { + uvScaleMap = material.map; - BufferAttribute.prototype.copy.call( this, source ); + } else if ( material.alphaMap ) { - this.meshPerAttribute = source.meshPerAttribute; + uvScaleMap = material.alphaMap; - return this; + } - }, + if ( uvScaleMap !== undefined ) { - toJSON: function () { + if ( uvScaleMap.matrixAutoUpdate === true ) { - var data = BufferAttribute.prototype.toJSON.call( this ); + uvScaleMap.updateMatrix(); - data.meshPerAttribute = this.meshPerAttribute; + } - data.isInstancedBufferAttribute = true; + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); - return data; + } } -} ); - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -function BufferGeometryLoader( manager ) { + function refreshUniformsSprites( uniforms, material ) { - Loader.call( this, manager ); + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.rotation.value = material.rotation; -} + if ( material.map ) { -BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + uniforms.map.value = material.map; - constructor: BufferGeometryLoader, + } - load: function ( url, onLoad, onProgress, onError ) { + if ( material.alphaMap ) { - var scope = this; + uniforms.alphaMap.value = material.alphaMap; - var loader = new FileLoader( scope.manager ); - loader.setPath( scope.path ); - loader.load( url, function ( text ) { + } - onLoad( scope.parse( JSON.parse( text ) ) ); + // uv repeat and offset setting priorities + // 1. color map + // 2. alpha map - }, onProgress, onError ); + let uvScaleMap; - }, + if ( material.map ) { - parse: function ( json ) { + uvScaleMap = material.map; - var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry(); + } else if ( material.alphaMap ) { - var index = json.data.index; + uvScaleMap = material.alphaMap; - if ( index !== undefined ) { + } - var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); - geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + if ( uvScaleMap !== undefined ) { - } + if ( uvScaleMap.matrixAutoUpdate === true ) { - var attributes = json.data.attributes; + uvScaleMap.updateMatrix(); - for ( var key in attributes ) { + } - var attribute = attributes[ key ]; - var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); - var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; - var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized ); - if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; - geometry.setAttribute( key, bufferAttribute ); + uniforms.uvTransform.value.copy( uvScaleMap.matrix ); } - var morphAttributes = json.data.morphAttributes; - - if ( morphAttributes ) { + } - for ( var key in morphAttributes ) { + function refreshUniformsLambert( uniforms, material ) { - var attributeArray = morphAttributes[ key ]; + if ( material.emissiveMap ) { - var array = []; + uniforms.emissiveMap.value = material.emissiveMap; - for ( var i = 0, il = attributeArray.length; i < il; i ++ ) { + } - var attribute = attributeArray[ i ]; - var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); + } - var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ); - if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; - array.push( bufferAttribute ); + function refreshUniformsPhong( uniforms, material ) { - } + uniforms.specular.value.copy( material.specular ); + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) - geometry.morphAttributes[ key ] = array; + if ( material.emissiveMap ) { - } + uniforms.emissiveMap.value = material.emissiveMap; } - var morphTargetsRelative = json.data.morphTargetsRelative; - - if ( morphTargetsRelative ) { + if ( material.bumpMap ) { - geometry.morphTargetsRelative = true; + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; } - var groups = json.data.groups || json.data.drawcalls || json.data.offsets; - - if ( groups !== undefined ) { + if ( material.normalMap ) { - for ( var i = 0, n = groups.length; i !== n; ++ i ) { + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - var group = groups[ i ]; + } - geometry.addGroup( group.start, group.count, group.materialIndex ); + if ( material.displacementMap ) { - } + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; } - var boundingSphere = json.data.boundingSphere; + } - if ( boundingSphere !== undefined ) { + function refreshUniformsToon( uniforms, material ) { - var center = new Vector3(); + if ( material.gradientMap ) { - if ( boundingSphere.center !== undefined ) { + uniforms.gradientMap.value = material.gradientMap; - center.fromArray( boundingSphere.center ); + } - } + if ( material.emissiveMap ) { - geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); + uniforms.emissiveMap.value = material.emissiveMap; } - if ( json.name ) geometry.name = json.name; - if ( json.userData ) geometry.userData = json.userData; + if ( material.bumpMap ) { - return geometry; + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - } + } -} ); + if ( material.normalMap ) { -var TYPED_ARRAYS = { - Int8Array: Int8Array, - Uint8Array: Uint8Array, - // Workaround for IE11 pre KB2929437. See #11440 - Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array, - Int16Array: Int16Array, - Uint16Array: Uint16Array, - Int32Array: Int32Array, - Uint32Array: Uint32Array, - Float32Array: Float32Array, - Float64Array: Float64Array -}; + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); -/** - * @author mrdoob / http://mrdoob.com/ - */ + } -function ObjectLoader( manager ) { + if ( material.displacementMap ) { - Loader.call( this, manager ); + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; -} + } -ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + } - constructor: ObjectLoader, + function refreshUniformsStandard( uniforms, material ) { - load: function ( url, onLoad, onProgress, onError ) { + uniforms.roughness.value = material.roughness; + uniforms.metalness.value = material.metalness; - var scope = this; + if ( material.roughnessMap ) { - var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; - this.resourcePath = this.resourcePath || path; + uniforms.roughnessMap.value = material.roughnessMap; - var loader = new FileLoader( scope.manager ); - loader.setPath( this.path ); - loader.load( url, function ( text ) { + } - var json = null; + if ( material.metalnessMap ) { - try { + uniforms.metalnessMap.value = material.metalnessMap; - json = JSON.parse( text ); + } - } catch ( error ) { + if ( material.emissiveMap ) { - if ( onError !== undefined ) onError( error ); + uniforms.emissiveMap.value = material.emissiveMap; - console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); + } - return; + if ( material.bumpMap ) { - } + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - var metadata = json.metadata; + } - if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + if ( material.normalMap ) { - console.error( 'THREE.ObjectLoader: Can\'t load ' + url ); - return; + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - } + } - scope.parse( json, onLoad ); + if ( material.displacementMap ) { - }, onProgress, onError ); + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; - }, + } - parse: function ( json, onLoad ) { + const envMap = properties.get( material ).envMap; - var shapes = this.parseShape( json.shapes ); - var geometries = this.parseGeometries( json.geometries, shapes ); + if ( envMap ) { - var images = this.parseImages( json.images, function () { + //uniforms.envMap.value = material.envMap; // part of uniforms common + uniforms.envMapIntensity.value = material.envMapIntensity; - if ( onLoad !== undefined ) onLoad( object ); + } - } ); + } - var textures = this.parseTextures( json.textures, images ); - var materials = this.parseMaterials( json.materials, textures ); + function refreshUniformsPhysical( uniforms, material ) { - var object = this.parseObject( json.object, geometries, materials ); + refreshUniformsStandard( uniforms, material ); - if ( json.animations ) { + uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common + + uniforms.clearcoat.value = material.clearcoat; + uniforms.clearcoatRoughness.value = material.clearcoatRoughness; + if ( material.sheen ) uniforms.sheen.value.copy( material.sheen ); + + if ( material.clearcoatMap ) { - object.animations = this.parseAnimations( json.animations ); + uniforms.clearcoatMap.value = material.clearcoatMap; } - if ( json.images === undefined || json.images.length === 0 ) { + if ( material.clearcoatRoughnessMap ) { - if ( onLoad !== undefined ) onLoad( object ); + uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; } - return object; + if ( material.clearcoatNormalMap ) { - }, + uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); + uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; - parseShape: function ( json ) { + if ( material.side === BackSide ) { - var shapes = {}; + uniforms.clearcoatNormalScale.value.negate(); - if ( json !== undefined ) { + } - for ( var i = 0, l = json.length; i < l; i ++ ) { + } - var shape = new Shape().fromJSON( json[ i ] ); + uniforms.transmission.value = material.transmission; - shapes[ shape.uuid ] = shape; + if ( material.transmissionMap ) { - } + uniforms.transmissionMap.value = material.transmissionMap; } - return shapes; + } + + function refreshUniformsMatcap( uniforms, material ) { - }, + if ( material.matcap ) { - parseGeometries: function ( json, shapes ) { + uniforms.matcap.value = material.matcap; - var geometries = {}; + } - if ( json !== undefined ) { + if ( material.bumpMap ) { - var bufferGeometryLoader = new BufferGeometryLoader(); + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - for ( var i = 0, l = json.length; i < l; i ++ ) { + } - var geometry; - var data = json[ i ]; + if ( material.normalMap ) { - switch ( data.type ) { + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - case 'PlaneGeometry': - case 'PlaneBufferGeometry': + } - geometry = new Geometries[ data.type ]( - data.width, - data.height, - data.widthSegments, - data.heightSegments - ); + if ( material.displacementMap ) { - break; + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; - case 'BoxGeometry': - case 'BoxBufferGeometry': - case 'CubeGeometry': // backwards compatible + } - geometry = new Geometries[ data.type ]( - data.width, - data.height, - data.depth, - data.widthSegments, - data.heightSegments, - data.depthSegments - ); + } - break; + function refreshUniformsDepth( uniforms, material ) { + + if ( material.displacementMap ) { - case 'CircleGeometry': - case 'CircleBufferGeometry': + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; - geometry = new Geometries[ data.type ]( - data.radius, - data.segments, - data.thetaStart, - data.thetaLength - ); + } - break; + } - case 'CylinderGeometry': - case 'CylinderBufferGeometry': + function refreshUniformsDistance( uniforms, material ) { - geometry = new Geometries[ data.type ]( - data.radiusTop, - data.radiusBottom, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded, - data.thetaStart, - data.thetaLength - ); + if ( material.displacementMap ) { - break; + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; - case 'ConeGeometry': - case 'ConeBufferGeometry': + } - geometry = new Geometries[ data.type ]( - data.radius, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded, - data.thetaStart, - data.thetaLength - ); + uniforms.referencePosition.value.copy( material.referencePosition ); + uniforms.nearDistance.value = material.nearDistance; + uniforms.farDistance.value = material.farDistance; - break; + } - case 'SphereGeometry': - case 'SphereBufferGeometry': + function refreshUniformsNormal( uniforms, material ) { - geometry = new Geometries[ data.type ]( - data.radius, - data.widthSegments, - data.heightSegments, - data.phiStart, - data.phiLength, - data.thetaStart, - data.thetaLength - ); + if ( material.bumpMap ) { - break; + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1; - case 'DodecahedronGeometry': - case 'DodecahedronBufferGeometry': - case 'IcosahedronGeometry': - case 'IcosahedronBufferGeometry': - case 'OctahedronGeometry': - case 'OctahedronBufferGeometry': - case 'TetrahedronGeometry': - case 'TetrahedronBufferGeometry': + } - geometry = new Geometries[ data.type ]( - data.radius, - data.detail - ); + if ( material.normalMap ) { - break; + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + if ( material.side === BackSide ) uniforms.normalScale.value.negate(); - case 'RingGeometry': - case 'RingBufferGeometry': + } - geometry = new Geometries[ data.type ]( - data.innerRadius, - data.outerRadius, - data.thetaSegments, - data.phiSegments, - data.thetaStart, - data.thetaLength - ); + if ( material.displacementMap ) { - break; + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; - case 'TorusGeometry': - case 'TorusBufferGeometry': + } - geometry = new Geometries[ data.type ]( - data.radius, - data.tube, - data.radialSegments, - data.tubularSegments, - data.arc - ); + } - break; + return { + refreshFogUniforms: refreshFogUniforms, + refreshMaterialUniforms: refreshMaterialUniforms + }; - case 'TorusKnotGeometry': - case 'TorusKnotBufferGeometry': +} - geometry = new Geometries[ data.type ]( - data.radius, - data.tube, - data.tubularSegments, - data.radialSegments, - data.p, - data.q - ); +function createCanvasElement() { - break; + const canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.style.display = 'block'; + return canvas; - case 'TubeGeometry': - case 'TubeBufferGeometry': +} - // This only works for built-in curves (e.g. CatmullRomCurve3). - // User defined curves or instances of CurvePath will not be deserialized. - geometry = new Geometries[ data.type ]( - new Curves[ data.path.type ]().fromJSON( data.path ), - data.tubularSegments, - data.radius, - data.radialSegments, - data.closed - ); +function WebGLRenderer( parameters ) { - break; + parameters = parameters || {}; - case 'LatheGeometry': - case 'LatheBufferGeometry': + const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(), + _context = parameters.context !== undefined ? parameters.context : null, - geometry = new Geometries[ data.type ]( - data.points, - data.segments, - data.phiStart, - data.phiLength - ); + _alpha = parameters.alpha !== undefined ? parameters.alpha : false, + _depth = parameters.depth !== undefined ? parameters.depth : true, + _stencil = parameters.stencil !== undefined ? parameters.stencil : true, + _antialias = parameters.antialias !== undefined ? parameters.antialias : false, + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', + _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false; - break; + let currentRenderList = null; + let currentRenderState = null; - case 'PolyhedronGeometry': - case 'PolyhedronBufferGeometry': + // render() can be called from within a callback triggered by another render. + // We track this so that the nested render call gets its list and state isolated from the parent render call. - geometry = new Geometries[ data.type ]( - data.vertices, - data.indices, - data.radius, - data.details - ); + const renderListStack = []; + const renderStateStack = []; - break; + // public properties - case 'ShapeGeometry': - case 'ShapeBufferGeometry': + this.domElement = _canvas; - var geometryShapes = []; + // Debug configuration container + this.debug = { - for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) { + /** + * Enables error checking and reporting when shader programs are being compiled + * @type {boolean} + */ + checkShaderErrors: true + }; - var shape = shapes[ data.shapes[ j ] ]; + // clearing - geometryShapes.push( shape ); + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; - } + // scene graph - geometry = new Geometries[ data.type ]( - geometryShapes, - data.curveSegments - ); + this.sortObjects = true; - break; + // user-defined clipping + this.clippingPlanes = []; + this.localClippingEnabled = false; - case 'ExtrudeGeometry': - case 'ExtrudeBufferGeometry': + // physically based shading - var geometryShapes = []; + this.gammaFactor = 2.0; // for backwards compatibility + this.outputEncoding = LinearEncoding; - for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) { + // physical lights - var shape = shapes[ data.shapes[ j ] ]; + this.physicallyCorrectLights = false; - geometryShapes.push( shape ); + // tone mapping - } + this.toneMapping = NoToneMapping; + this.toneMappingExposure = 1.0; - var extrudePath = data.options.extrudePath; + // internal properties - if ( extrudePath !== undefined ) { + const _this = this; - data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); + let _isContextLost = false; - } + // internal state cache - geometry = new Geometries[ data.type ]( - geometryShapes, - data.options - ); + let _currentActiveCubeFace = 0; + let _currentActiveMipmapLevel = 0; + let _currentRenderTarget = null; + let _currentMaterialId = - 1; - break; + let _currentCamera = null; - case 'BufferGeometry': - case 'InstancedBufferGeometry': + const _currentViewport = new Vector4(); + const _currentScissor = new Vector4(); + let _currentScissorTest = null; - geometry = bufferGeometryLoader.parse( data ); + // - break; + let _width = _canvas.width; + let _height = _canvas.height; - case 'Geometry': + let _pixelRatio = 1; + let _opaqueSort = null; + let _transparentSort = null; - console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' ); + const _viewport = new Vector4( 0, 0, _width, _height ); + const _scissor = new Vector4( 0, 0, _width, _height ); + let _scissorTest = false; - break; + // frustum - default: + const _frustum = new Frustum(); - console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); + // clipping - continue; + let _clippingEnabled = false; + let _localClippingEnabled = false; - } + // camera matrices cache - geometry.uuid = data.uuid; + const _projScreenMatrix = new Matrix4(); - if ( data.name !== undefined ) geometry.name = data.name; - if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData; + const _vector3 = new Vector3(); - geometries[ data.uuid ] = geometry; + const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true }; - } + function getTargetPixelRatio() { - } + return _currentRenderTarget === null ? _pixelRatio : 1; - return geometries; + } - }, + // initialize - parseMaterials: function ( json, textures ) { + let _gl = _context; - var cache = {}; // MultiMaterial - var materials = {}; + function getContext( contextNames, contextAttributes ) { - if ( json !== undefined ) { + for ( let i = 0; i < contextNames.length; i ++ ) { - var loader = new MaterialLoader(); - loader.setTextures( textures ); + const contextName = contextNames[ i ]; + const context = _canvas.getContext( contextName, contextAttributes ); + if ( context !== null ) return context; - for ( var i = 0, l = json.length; i < l; i ++ ) { + } - var data = json[ i ]; + return null; - if ( data.type === 'MultiMaterial' ) { + } - // Deprecated + try { - var array = []; + const contextAttributes = { + alpha: _alpha, + depth: _depth, + stencil: _stencil, + antialias: _antialias, + premultipliedAlpha: _premultipliedAlpha, + preserveDrawingBuffer: _preserveDrawingBuffer, + powerPreference: _powerPreference, + failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat + }; - for ( var j = 0; j < data.materials.length; j ++ ) { + // event listeners must be registered before WebGL context is created, see #12753 - var material = data.materials[ j ]; + _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); - if ( cache[ material.uuid ] === undefined ) { + if ( _gl === null ) { - cache[ material.uuid ] = loader.parse( material ); + const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ]; - } + if ( _this.isWebGL1Renderer === true ) { - array.push( cache[ material.uuid ] ); + contextNames.shift(); - } + } - materials[ data.uuid ] = array; + _gl = getContext( contextNames, contextAttributes ); - } else { + if ( _gl === null ) { - if ( cache[ data.uuid ] === undefined ) { + if ( getContext( contextNames ) ) { - cache[ data.uuid ] = loader.parse( data ); + throw new Error( 'Error creating WebGL context with your selected attributes.' ); - } + } else { - materials[ data.uuid ] = cache[ data.uuid ]; + throw new Error( 'Error creating WebGL context.' ); } @@ -40256,2194 +23476,2161 @@ ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), { } - return materials; + // Some experimental-webgl implementations do not have getShaderPrecisionFormat - }, + if ( _gl.getShaderPrecisionFormat === undefined ) { - parseAnimations: function ( json ) { + _gl.getShaderPrecisionFormat = function () { - var animations = []; + return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; - for ( var i = 0; i < json.length; i ++ ) { + }; - var data = json[ i ]; + } - var clip = AnimationClip.parse( data ); + } catch ( error ) { - if ( data.uuid !== undefined ) clip.uuid = data.uuid; + console.error( 'THREE.WebGLRenderer: ' + error.message ); + throw error; - animations.push( clip ); + } - } + let extensions, capabilities, state, info; + let properties, textures, cubemaps, attributes, geometries, objects; + let programCache, materials, renderLists, renderStates, clipping, shadowMap; - return animations; + let background, morphtargets, bufferRenderer, indexedBufferRenderer; - }, + let utils, bindingStates; - parseImages: function ( json, onLoad ) { + function initGLContext() { - var scope = this; - var images = {}; + extensions = new WebGLExtensions( _gl ); - function loadImage( url ) { + capabilities = new WebGLCapabilities( _gl, extensions, parameters ); - scope.manager.itemStart( url ); + extensions.init( capabilities ); - return loader.load( url, function () { + utils = new WebGLUtils( _gl, extensions, capabilities ); - scope.manager.itemEnd( url ); + state = new WebGLState( _gl, extensions, capabilities ); - }, undefined, function () { + info = new WebGLInfo( _gl ); + properties = new WebGLProperties(); + textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); + cubemaps = new WebGLCubeMaps( _this ); + attributes = new WebGLAttributes( _gl, capabilities ); + bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities ); + geometries = new WebGLGeometries( _gl, attributes, info, bindingStates ); + objects = new WebGLObjects( _gl, geometries, attributes, info ); + morphtargets = new WebGLMorphtargets( _gl ); + clipping = new WebGLClipping( properties ); + programCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping ); + materials = new WebGLMaterials( properties ); + renderLists = new WebGLRenderLists( properties ); + renderStates = new WebGLRenderStates( extensions, capabilities ); + background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha ); + shadowMap = new WebGLShadowMap( _this, objects, capabilities ); - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); + bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities ); + indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities ); - } ); + info.programs = programCache.programs; - } + _this.capabilities = capabilities; + _this.extensions = extensions; + _this.properties = properties; + _this.renderLists = renderLists; + _this.shadowMap = shadowMap; + _this.state = state; + _this.info = info; + + } + + initGLContext(); + + // xr - if ( json !== undefined && json.length > 0 ) { + const xr = new WebXRManager( _this, _gl ); - var manager = new LoadingManager( onLoad ); + this.xr = xr; - var loader = new ImageLoader( manager ); - loader.setCrossOrigin( this.crossOrigin ); + // API - for ( var i = 0, il = json.length; i < il; i ++ ) { + this.getContext = function () { - var image = json[ i ]; - var url = image.url; + return _gl; - if ( Array.isArray( url ) ) { + }; - // load array of images e.g CubeTexture + this.getContextAttributes = function () { - images[ image.uuid ] = []; + return _gl.getContextAttributes(); - for ( var j = 0, jl = url.length; j < jl; j ++ ) { + }; - var currentUrl = url[ j ]; + this.forceContextLoss = function () { - var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl; + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.loseContext(); - images[ image.uuid ].push( loadImage( path ) ); + }; - } + this.forceContextRestore = function () { - } else { + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.restoreContext(); - // load single image + }; - var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url; + this.getPixelRatio = function () { - images[ image.uuid ] = loadImage( path ); + return _pixelRatio; - } + }; - } + this.setPixelRatio = function ( value ) { - } + if ( value === undefined ) return; - return images; + _pixelRatio = value; - }, + this.setSize( _width, _height, false ); - parseTextures: function ( json, images ) { + }; - function parseConstant( value, type ) { + this.getSize = function ( target ) { - if ( typeof value === 'number' ) return value; + if ( target === undefined ) { - console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' ); - return type[ value ]; + target = new Vector2(); } - var textures = {}; + return target.set( _width, _height ); - if ( json !== undefined ) { + }; - for ( var i = 0, l = json.length; i < l; i ++ ) { + this.setSize = function ( width, height, updateStyle ) { - var data = json[ i ]; + if ( xr.isPresenting ) { - if ( data.image === undefined ) { + console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); + return; - console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); + } - } + _width = width; + _height = height; - if ( images[ data.image ] === undefined ) { + _canvas.width = Math.floor( width * _pixelRatio ); + _canvas.height = Math.floor( height * _pixelRatio ); - console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); + if ( updateStyle !== false ) { - } + _canvas.style.width = width + 'px'; + _canvas.style.height = height + 'px'; - var texture; + } - if ( Array.isArray( images[ data.image ] ) ) { + this.setViewport( 0, 0, width, height ); - texture = new CubeTexture( images[ data.image ] ); + }; - } else { + this.getDrawingBufferSize = function ( target ) { - texture = new Texture( images[ data.image ] ); + if ( target === undefined ) { - } + console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' ); - texture.needsUpdate = true; + target = new Vector2(); - texture.uuid = data.uuid; + } - if ( data.name !== undefined ) texture.name = data.name; + return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor(); - if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); + }; - if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); - if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); - if ( data.center !== undefined ) texture.center.fromArray( data.center ); - if ( data.rotation !== undefined ) texture.rotation = data.rotation; + this.setDrawingBufferSize = function ( width, height, pixelRatio ) { - if ( data.wrap !== undefined ) { + _width = width; + _height = height; - texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); - texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); + _pixelRatio = pixelRatio; - } + _canvas.width = Math.floor( width * pixelRatio ); + _canvas.height = Math.floor( height * pixelRatio ); - if ( data.format !== undefined ) texture.format = data.format; - if ( data.type !== undefined ) texture.type = data.type; - if ( data.encoding !== undefined ) texture.encoding = data.encoding; + this.setViewport( 0, 0, width, height ); - if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); - if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); - if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + }; - if ( data.flipY !== undefined ) texture.flipY = data.flipY; + this.getCurrentViewport = function ( target ) { - if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha; - if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment; + if ( target === undefined ) { - textures[ data.uuid ] = texture; + console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' ); - } + target = new Vector4(); } - return textures; + return target.copy( _currentViewport ); + + }; - }, + this.getViewport = function ( target ) { - parseObject: function ( data, geometries, materials ) { + return target.copy( _viewport ); - var object; + }; - function getGeometry( name ) { + this.setViewport = function ( x, y, width, height ) { - if ( geometries[ name ] === undefined ) { + if ( x.isVector4 ) { - console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + _viewport.set( x.x, x.y, x.z, x.w ); - } + } else { - return geometries[ name ]; + _viewport.set( x, y, width, height ); } - function getMaterial( name ) { + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() ); - if ( name === undefined ) return undefined; + }; - if ( Array.isArray( name ) ) { + this.getScissor = function ( target ) { - var array = []; + return target.copy( _scissor ); - for ( var i = 0, l = name.length; i < l; i ++ ) { + }; - var uuid = name[ i ]; + this.setScissor = function ( x, y, width, height ) { - if ( materials[ uuid ] === undefined ) { + if ( x.isVector4 ) { - console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); + _scissor.set( x.x, x.y, x.z, x.w ); - } + } else { - array.push( materials[ uuid ] ); + _scissor.set( x, y, width, height ); - } + } - return array; + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() ); - } + }; - if ( materials[ name ] === undefined ) { + this.getScissorTest = function () { - console.warn( 'THREE.ObjectLoader: Undefined material', name ); + return _scissorTest; - } + }; - return materials[ name ]; + this.setScissorTest = function ( boolean ) { - } + state.setScissorTest( _scissorTest = boolean ); - switch ( data.type ) { + }; - case 'Scene': + this.setOpaqueSort = function ( method ) { - object = new Scene(); + _opaqueSort = method; - if ( data.background !== undefined ) { + }; - if ( Number.isInteger( data.background ) ) { + this.setTransparentSort = function ( method ) { - object.background = new Color( data.background ); + _transparentSort = method; - } + }; - } + // Clearing - if ( data.fog !== undefined ) { + this.getClearColor = function ( target ) { - if ( data.fog.type === 'Fog' ) { + if ( target === undefined ) { - object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + console.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' ); - } else if ( data.fog.type === 'FogExp2' ) { + target = new Color(); - object.fog = new FogExp2( data.fog.color, data.fog.density ); + } - } + return target.copy( background.getClearColor() ); - } + }; - break; + this.setClearColor = function () { - case 'PerspectiveCamera': + background.setClearColor.apply( background, arguments ); - object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + }; - if ( data.focus !== undefined ) object.focus = data.focus; - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; - if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + this.getClearAlpha = function () { - break; + return background.getClearAlpha(); + + }; - case 'OrthographicCamera': + this.setClearAlpha = function () { - object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + background.setClearAlpha.apply( background, arguments ); - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + }; - break; + this.clear = function ( color, depth, stencil ) { - case 'AmbientLight': + let bits = 0; - object = new AmbientLight( data.color, data.intensity ); + if ( color === undefined || color ) bits |= 16384; + if ( depth === undefined || depth ) bits |= 256; + if ( stencil === undefined || stencil ) bits |= 1024; - break; + _gl.clear( bits ); - case 'DirectionalLight': + }; - object = new DirectionalLight( data.color, data.intensity ); + this.clearColor = function () { - break; + this.clear( true, false, false ); - case 'PointLight': + }; - object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + this.clearDepth = function () { - break; + this.clear( false, true, false ); - case 'RectAreaLight': + }; - object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); + this.clearStencil = function () { - break; + this.clear( false, false, true ); - case 'SpotLight': + }; - object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + // - break; + this.dispose = function () { - case 'HemisphereLight': + _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); - object = new HemisphereLight( data.color, data.groundColor, data.intensity ); + renderLists.dispose(); + renderStates.dispose(); + properties.dispose(); + cubemaps.dispose(); + objects.dispose(); + bindingStates.dispose(); - break; + xr.dispose(); - case 'SkinnedMesh': + xr.removeEventListener( 'sessionstart', onXRSessionStart ); + xr.removeEventListener( 'sessionend', onXRSessionEnd ); - console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); + animation.stop(); - case 'Mesh': + }; - var geometry = getGeometry( data.geometry ); - var material = getMaterial( data.material ); + // Events - object = new Mesh( geometry, material ); + function onContextLost( event ) { - break; + event.preventDefault(); - case 'InstancedMesh': + console.log( 'THREE.WebGLRenderer: Context Lost.' ); - var geometry = getGeometry( data.geometry ); - var material = getMaterial( data.material ); - var count = data.count; - var instanceMatrix = data.instanceMatrix; + _isContextLost = true; - object = new InstancedMesh( geometry, material, count ); - object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 ); + } - break; + function onContextRestore( /* event */ ) { - case 'LOD': + console.log( 'THREE.WebGLRenderer: Context Restored.' ); - object = new LOD(); + _isContextLost = false; - break; + const infoAutoReset = info.autoReset; + const shadowMapEnabled = shadowMap.enabled; + const shadowMapAutoUpdate = shadowMap.autoUpdate; + const shadowMapNeedsUpdate = shadowMap.needsUpdate; + const shadowMapType = shadowMap.type; - case 'Line': + initGLContext(); - object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); + info.autoReset = infoAutoReset; + shadowMap.enabled = shadowMapEnabled; + shadowMap.autoUpdate = shadowMapAutoUpdate; + shadowMap.needsUpdate = shadowMapNeedsUpdate; + shadowMap.type = shadowMapType; - break; + } - case 'LineLoop': + function onMaterialDispose( event ) { - object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); + const material = event.target; - break; + material.removeEventListener( 'dispose', onMaterialDispose ); - case 'LineSegments': + deallocateMaterial( material ); - object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); + } - break; + // Buffer deallocation - case 'PointCloud': - case 'Points': + function deallocateMaterial( material ) { - object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + releaseMaterialProgramReferences( material ); - break; + properties.remove( material ); - case 'Sprite': + } - object = new Sprite( getMaterial( data.material ) ); - break; + function releaseMaterialProgramReferences( material ) { - case 'Group': + const programs = properties.get( material ).programs; - object = new Group(); + if ( programs !== undefined ) { - break; + programs.forEach( function ( program ) { - default: + programCache.releaseProgram( program ); - object = new Object3D(); + } ); } - object.uuid = data.uuid; - - if ( data.name !== undefined ) object.name = data.name; + } - if ( data.matrix !== undefined ) { + // Buffer rendering - object.matrix.fromArray( data.matrix ); + function renderObjectImmediate( object, program ) { - if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate; - if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale ); + object.render( function ( object ) { - } else { + _this.renderBufferImmediate( object, program ); - if ( data.position !== undefined ) object.position.fromArray( data.position ); - if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); - if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); - if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); + } ); - } + } - if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; - if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; + this.renderBufferImmediate = function ( object, program ) { - if ( data.shadow ) { + bindingStates.initAttributes(); - if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; - if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; - if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); - if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + const buffers = properties.get( object ); - } + if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); + if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); + if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); + if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); - if ( data.visible !== undefined ) object.visible = data.visible; - if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled; - if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder; - if ( data.userData !== undefined ) object.userData = data.userData; - if ( data.layers !== undefined ) object.layers.mask = data.layers; + const programAttributes = program.getAttributes(); - if ( data.children !== undefined ) { + if ( object.hasPositions ) { - var children = data.children; + _gl.bindBuffer( 34962, buffers.position ); + _gl.bufferData( 34962, object.positionArray, 35048 ); - for ( var i = 0; i < children.length; i ++ ) { + bindingStates.enableAttribute( programAttributes.position ); + _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 ); - object.add( this.parseObject( children[ i ], geometries, materials ) ); + } - } + if ( object.hasNormals ) { - } + _gl.bindBuffer( 34962, buffers.normal ); + _gl.bufferData( 34962, object.normalArray, 35048 ); - if ( data.type === 'LOD' ) { + bindingStates.enableAttribute( programAttributes.normal ); + _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 ); - if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate; + } - var levels = data.levels; + if ( object.hasUvs ) { - for ( var l = 0; l < levels.length; l ++ ) { + _gl.bindBuffer( 34962, buffers.uv ); + _gl.bufferData( 34962, object.uvArray, 35048 ); - var level = levels[ l ]; - var child = object.getObjectByProperty( 'uuid', level.object ); + bindingStates.enableAttribute( programAttributes.uv ); + _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 ); - if ( child !== undefined ) { + } - object.addLevel( child, level.distance ); + if ( object.hasColors ) { - } + _gl.bindBuffer( 34962, buffers.color ); + _gl.bufferData( 34962, object.colorArray, 35048 ); - } + bindingStates.enableAttribute( programAttributes.color ); + _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 ); } - return object; + bindingStates.disableUnusedAttributes(); - } - -} ); + _gl.drawArrays( 4, 0, object.count ); -var TEXTURE_MAPPING = { - UVMapping: UVMapping, - CubeReflectionMapping: CubeReflectionMapping, - CubeRefractionMapping: CubeRefractionMapping, - EquirectangularReflectionMapping: EquirectangularReflectionMapping, - EquirectangularRefractionMapping: EquirectangularRefractionMapping, - SphericalReflectionMapping: SphericalReflectionMapping, - CubeUVReflectionMapping: CubeUVReflectionMapping, - CubeUVRefractionMapping: CubeUVRefractionMapping -}; + object.count = 0; -var TEXTURE_WRAPPING = { - RepeatWrapping: RepeatWrapping, - ClampToEdgeWrapping: ClampToEdgeWrapping, - MirroredRepeatWrapping: MirroredRepeatWrapping -}; + }; -var TEXTURE_FILTER = { - NearestFilter: NearestFilter, - NearestMipmapNearestFilter: NearestMipmapNearestFilter, - NearestMipmapLinearFilter: NearestMipmapLinearFilter, - LinearFilter: LinearFilter, - LinearMipmapNearestFilter: LinearMipmapNearestFilter, - LinearMipmapLinearFilter: LinearMipmapLinearFilter -}; + this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) { -/** - * @author thespite / http://clicktorelease.com/ - */ + if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) + const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); -function ImageBitmapLoader( manager ) { + const program = setProgram( camera, scene, material, object ); - if ( typeof createImageBitmap === 'undefined' ) { + state.setMaterial( material, frontFaceCW ); - console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); + // - } + let index = geometry.index; + const position = geometry.attributes.position; - if ( typeof fetch === 'undefined' ) { + // - console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); + if ( index === null ) { - } + if ( position === undefined || position.count === 0 ) return; - Loader.call( this, manager ); + } else if ( index.count === 0 ) { - this.options = undefined; + return; -} + } -ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + // - constructor: ImageBitmapLoader, + let rangeFactor = 1; - setOptions: function setOptions( options ) { + if ( material.wireframe === true ) { - this.options = options; + index = geometries.getWireframeAttribute( geometry ); + rangeFactor = 2; - return this; + } - }, + if ( material.morphTargets || material.morphNormals ) { - load: function ( url, onLoad, onProgress, onError ) { + morphtargets.update( object, geometry, material, program ); - if ( url === undefined ) url = ''; + } - if ( this.path !== undefined ) url = this.path + url; + bindingStates.setup( object, material, program, geometry, index ); - url = this.manager.resolveURL( url ); + let attribute; + let renderer = bufferRenderer; - var scope = this; + if ( index !== null ) { - var cached = Cache.get( url ); + attribute = attributes.get( index ); - if ( cached !== undefined ) { + renderer = indexedBufferRenderer; + renderer.setIndex( attribute ); - scope.manager.itemStart( url ); + } - setTimeout( function () { + // - if ( onLoad ) onLoad( cached ); + const dataCount = ( index !== null ) ? index.count : position.count; - scope.manager.itemEnd( url ); + const rangeStart = geometry.drawRange.start * rangeFactor; + const rangeCount = geometry.drawRange.count * rangeFactor; - }, 0 ); + const groupStart = group !== null ? group.start * rangeFactor : 0; + const groupCount = group !== null ? group.count * rangeFactor : Infinity; - return cached; + const drawStart = Math.max( rangeStart, groupStart ); + const drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; - } + const drawCount = Math.max( 0, drawEnd - drawStart + 1 ); - fetch( url ).then( function ( res ) { + if ( drawCount === 0 ) return; - return res.blob(); + // - } ).then( function ( blob ) { + if ( object.isMesh ) { - if ( scope.options === undefined ) { + if ( material.wireframe === true ) { - // Workaround for FireFox. It causes an error if you pass options. - return createImageBitmap( blob ); + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( 1 ); } else { - return createImageBitmap( blob, scope.options ); + renderer.setMode( 4 ); } - } ).then( function ( imageBitmap ) { - - Cache.add( url, imageBitmap ); + } else if ( object.isLine ) { - if ( onLoad ) onLoad( imageBitmap ); + let lineWidth = material.linewidth; - scope.manager.itemEnd( url ); + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material - } ).catch( function ( e ) { + state.setLineWidth( lineWidth * getTargetPixelRatio() ); - if ( onError ) onError( e ); + if ( object.isLineSegments ) { - scope.manager.itemError( url ); - scope.manager.itemEnd( url ); + renderer.setMode( 1 ); - } ); + } else if ( object.isLineLoop ) { - scope.manager.itemStart( url ); + renderer.setMode( 2 ); - } + } else { -} ); + renderer.setMode( 3 ); -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * minimal class for proxing functions to Path. Replaces old "extractSubpaths()" - **/ + } -function ShapePath() { + } else if ( object.isPoints ) { - this.type = 'ShapePath'; + renderer.setMode( 0 ); - this.color = new Color(); + } else if ( object.isSprite ) { - this.subPaths = []; - this.currentPath = null; + renderer.setMode( 4 ); -} + } -Object.assign( ShapePath.prototype, { + if ( object.isInstancedMesh ) { - moveTo: function ( x, y ) { + renderer.renderInstances( drawStart, drawCount, object.count ); - this.currentPath = new Path(); - this.subPaths.push( this.currentPath ); - this.currentPath.moveTo( x, y ); + } else if ( geometry.isInstancedBufferGeometry ) { - return this; + const instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount ); - }, + renderer.renderInstances( drawStart, drawCount, instanceCount ); - lineTo: function ( x, y ) { + } else { - this.currentPath.lineTo( x, y ); + renderer.render( drawStart, drawCount ); - return this; + } - }, + }; - quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + // Compile - this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + this.compile = function ( scene, camera ) { - return this; + currentRenderState = renderStates.get( scene ); + currentRenderState.init(); - }, + scene.traverseVisible( function ( object ) { - bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + if ( object.isLight && object.layers.test( camera.layers ) ) { - this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + currentRenderState.pushLight( object ); - return this; + if ( object.castShadow ) { - }, + currentRenderState.pushShadow( object ); - splineThru: function ( pts ) { + } - this.currentPath.splineThru( pts ); + } - return this; + } ); - }, + currentRenderState.setupLights(); - toShapes: function ( isCCW, noHoles ) { + scene.traverse( function ( object ) { - function toShapesNoHoles( inSubpaths ) { + const material = object.material; - var shapes = []; + if ( material ) { - for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { + if ( Array.isArray( material ) ) { - var tmpPath = inSubpaths[ i ]; + for ( let i = 0; i < material.length; i ++ ) { - var tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; + const material2 = material[ i ]; - shapes.push( tmpShape ); + getProgram( material2, scene, object ); - } + } - return shapes; + } else { - } + getProgram( material, scene, object ); - function isPointInsidePolygon( inPt, inPolygon ) { + } - var polyLen = inPolygon.length; + } - // inPt on polygon contour => immediate success or - // toggling of inside/outside at every single! intersection point of an edge - // with the horizontal line through inPt, left of inPt - // not counting lowerY endpoints of edges and whole edges on that line - var inside = false; - for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { + } ); - var edgeLowPt = inPolygon[ p ]; - var edgeHighPt = inPolygon[ q ]; + }; - var edgeDx = edgeHighPt.x - edgeLowPt.x; - var edgeDy = edgeHighPt.y - edgeLowPt.y; + // Animation Loop - if ( Math.abs( edgeDy ) > Number.EPSILON ) { + let onAnimationFrameCallback = null; - // not parallel - if ( edgeDy < 0 ) { + function onAnimationFrame( time ) { - edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; - edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); - } - if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + } - if ( inPt.y === edgeLowPt.y ) { + function onXRSessionStart() { - if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? - // continue; // no intersection or edgeLowPt => doesn't count !!! + animation.stop(); - } else { + } - var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); - if ( perpEdge === 0 ) return true; // inPt is on contour ? - if ( perpEdge < 0 ) continue; - inside = ! inside; // true intersection left of inPt + function onXRSessionEnd() { - } + animation.start(); - } else { + } - // parallel or collinear - if ( inPt.y !== edgeLowPt.y ) continue; // parallel - // edge lies on the same horizontal line as inPt - if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || - ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! - // continue; + const animation = new WebGLAnimation(); + animation.setAnimationLoop( onAnimationFrame ); - } + if ( typeof window !== 'undefined' ) animation.setContext( window ); - } + this.setAnimationLoop = function ( callback ) { - return inside; + onAnimationFrameCallback = callback; + xr.setAnimationLoop( callback ); - } + ( callback === null ) ? animation.stop() : animation.start(); - var isClockWise = ShapeUtils.isClockWise; + }; - var subPaths = this.subPaths; - if ( subPaths.length === 0 ) return []; + xr.addEventListener( 'sessionstart', onXRSessionStart ); + xr.addEventListener( 'sessionend', onXRSessionEnd ); - if ( noHoles === true ) return toShapesNoHoles( subPaths ); + // Rendering + this.render = function ( scene, camera ) { - var solid, tmpPath, tmpShape, shapes = []; + let renderTarget, forceClear; - if ( subPaths.length === 1 ) { + if ( arguments[ 2 ] !== undefined ) { - tmpPath = subPaths[ 0 ]; - tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; - shapes.push( tmpShape ); - return shapes; + console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' ); + renderTarget = arguments[ 2 ]; } - var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); - holesFirst = isCCW ? ! holesFirst : holesFirst; - - // console.log("Holes first", holesFirst); - - var betterShapeHoles = []; - var newShapes = []; - var newShapeHoles = []; - var mainIdx = 0; - var tmpPoints; + if ( arguments[ 3 ] !== undefined ) { - newShapes[ mainIdx ] = undefined; - newShapeHoles[ mainIdx ] = []; + console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' ); + forceClear = arguments[ 3 ]; - for ( var i = 0, l = subPaths.length; i < l; i ++ ) { + } - tmpPath = subPaths[ i ]; - tmpPoints = tmpPath.getPoints(); - solid = isClockWise( tmpPoints ); - solid = isCCW ? ! solid : solid; + if ( camera !== undefined && camera.isCamera !== true ) { - if ( solid ) { + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; - if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; + } - newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; - newShapes[ mainIdx ].s.curves = tmpPath.curves; + if ( _isContextLost === true ) return; - if ( holesFirst ) mainIdx ++; - newShapeHoles[ mainIdx ] = []; + // update scene graph - //console.log('cw', i); + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); - } else { + // update camera matrices and frustum - newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + if ( camera.parent === null ) camera.updateMatrixWorld(); - //console.log('ccw', i); + if ( xr.enabled === true && xr.isPresenting === true ) { - } + camera = xr.getCamera( camera ); } - // only Holes? -> probably all Shapes with wrong orientation - if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); - - - if ( newShapes.length > 1 ) { - - var ambiguous = false; - var toChange = []; - - for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + // + if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); - betterShapeHoles[ sIdx ] = []; + currentRenderState = renderStates.get( scene, renderStateStack.length ); + currentRenderState.init(); - } + renderStateStack.push( currentRenderState ); - for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromProjectionMatrix( _projScreenMatrix ); - var sho = newShapeHoles[ sIdx ]; + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); - for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { + currentRenderList = renderLists.get( scene, renderListStack.length ); + currentRenderList.init(); - var ho = sho[ hIdx ]; - var hole_unassigned = true; + renderListStack.push( currentRenderList ); - for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + projectObject( scene, camera, 0, _this.sortObjects ); - if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { + currentRenderList.finish(); - if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); - if ( hole_unassigned ) { + if ( _this.sortObjects === true ) { - hole_unassigned = false; - betterShapeHoles[ s2Idx ].push( ho ); + currentRenderList.sort( _opaqueSort, _transparentSort ); - } else { + } - ambiguous = true; + // - } + if ( _clippingEnabled === true ) clipping.beginShadows(); - } + const shadowsArray = currentRenderState.state.shadowsArray; - } - if ( hole_unassigned ) { + shadowMap.render( shadowsArray, scene, camera ); - betterShapeHoles[ sIdx ].push( ho ); + currentRenderState.setupLights(); + currentRenderState.setupLightsView( camera ); - } + if ( _clippingEnabled === true ) clipping.endShadows(); - } + // - } - // console.log("ambiguous: ", ambiguous); - if ( toChange.length > 0 ) { + if ( this.info.autoReset === true ) this.info.reset(); - // console.log("to change: ", toChange); - if ( ! ambiguous ) newShapeHoles = betterShapeHoles; + if ( renderTarget !== undefined ) { - } + this.setRenderTarget( renderTarget ); } - var tmpHoles; + // - for ( var i = 0, il = newShapes.length; i < il; i ++ ) { + background.render( currentRenderList, scene, camera, forceClear ); - tmpShape = newShapes[ i ].s; - shapes.push( tmpShape ); - tmpHoles = newShapeHoles[ i ]; + // render scene - for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + const opaqueObjects = currentRenderList.opaque; + const transparentObjects = currentRenderList.transparent; - tmpShape.holes.push( tmpHoles[ j ].h ); + if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera ); + if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera ); - } + // - } + if ( _currentRenderTarget !== null ) { - //console.log("shape", shapes); + // Generate mipmap if we're using any kind of mipmap filtering - return shapes; + textures.updateRenderTargetMipmap( _currentRenderTarget ); - } + // resolve multisample renderbuffers to a single-sample texture if necessary -} ); + textures.updateMultisampleRenderTarget( _currentRenderTarget ); -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author mrdoob / http://mrdoob.com/ - */ + } + // -function Font( data ) { + if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); - this.type = 'Font'; + // Ensure depth buffer writing is enabled so it can be cleared on next render - this.data = data; + state.buffers.depth.setTest( true ); + state.buffers.depth.setMask( true ); + state.buffers.color.setMask( true ); -} + state.setPolygonOffset( false ); -Object.assign( Font.prototype, { + // _gl.finish(); - isFont: true, + bindingStates.resetDefaultState(); + _currentMaterialId = - 1; + _currentCamera = null; - generateShapes: function ( text, size ) { + renderStateStack.pop(); - if ( size === undefined ) size = 100; + if ( renderStateStack.length > 0 ) { - var shapes = []; - var paths = createPaths( text, size, this.data ); + currentRenderState = renderStateStack[ renderStateStack.length - 1 ]; - for ( var p = 0, pl = paths.length; p < pl; p ++ ) { + } else { - Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); + currentRenderState = null; } - return shapes; + renderListStack.pop(); - } + if ( renderListStack.length > 0 ) { -} ); + currentRenderList = renderListStack[ renderListStack.length - 1 ]; -function createPaths( text, size, data ) { + } else { - var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988 - var scale = size / data.resolution; - var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale; + currentRenderList = null; - var paths = []; + } - var offsetX = 0, offsetY = 0; + }; - for ( var i = 0; i < chars.length; i ++ ) { + function projectObject( object, camera, groupOrder, sortObjects ) { - var char = chars[ i ]; + if ( object.visible === false ) return; - if ( char === '\n' ) { + const visible = object.layers.test( camera.layers ); - offsetX = 0; - offsetY -= line_height; + if ( visible ) { - } else { + if ( object.isGroup ) { - var ret = createPath( char, scale, offsetX, offsetY, data ); - offsetX += ret.offsetX; - paths.push( ret.path ); + groupOrder = object.renderOrder; - } + } else if ( object.isLOD ) { - } + if ( object.autoUpdate === true ) object.update( camera ); - return paths; + } else if ( object.isLight ) { -} + currentRenderState.pushLight( object ); -function createPath( char, scale, offsetX, offsetY, data ) { + if ( object.castShadow ) { - var glyph = data.glyphs[ char ] || data.glyphs[ '?' ]; + currentRenderState.pushShadow( object ); - if ( ! glyph ) { + } - console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' ); + } else if ( object.isSprite ) { - return; + if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { - } + if ( sortObjects ) { - var path = new ShapePath(); + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); - var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2; + } - if ( glyph.o ) { + const geometry = objects.update( object ); + const material = object.material; - var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); + if ( material.visible ) { - for ( var i = 0, l = outline.length; i < l; ) { + currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); - var action = outline[ i ++ ]; + } - switch ( action ) { + } - case 'm': // moveTo + } else if ( object.isImmediateRenderObject ) { - x = outline[ i ++ ] * scale + offsetX; - y = outline[ i ++ ] * scale + offsetY; + if ( sortObjects ) { - path.moveTo( x, y ); + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); - break; + } - case 'l': // lineTo + currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null ); - x = outline[ i ++ ] * scale + offsetX; - y = outline[ i ++ ] * scale + offsetY; + } else if ( object.isMesh || object.isLine || object.isPoints ) { - path.lineTo( x, y ); + if ( object.isSkinnedMesh ) { - break; + // update skeleton only once in a frame - case 'q': // quadraticCurveTo + if ( object.skeleton.frame !== info.render.frame ) { - cpx = outline[ i ++ ] * scale + offsetX; - cpy = outline[ i ++ ] * scale + offsetY; - cpx1 = outline[ i ++ ] * scale + offsetX; - cpy1 = outline[ i ++ ] * scale + offsetY; + object.skeleton.update(); + object.skeleton.frame = info.render.frame; - path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); + } - break; + } - case 'b': // bezierCurveTo + if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { - cpx = outline[ i ++ ] * scale + offsetX; - cpy = outline[ i ++ ] * scale + offsetY; - cpx1 = outline[ i ++ ] * scale + offsetX; - cpy1 = outline[ i ++ ] * scale + offsetY; - cpx2 = outline[ i ++ ] * scale + offsetX; - cpy2 = outline[ i ++ ] * scale + offsetY; + if ( sortObjects ) { - path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); - break; + } - } + const geometry = objects.update( object ); + const material = object.material; - } + if ( Array.isArray( material ) ) { - } + const groups = geometry.groups; - return { offsetX: glyph.ha * scale, path: path }; + for ( let i = 0, l = groups.length; i < l; i ++ ) { -} + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; -/** - * @author mrdoob / http://mrdoob.com/ - */ + if ( groupMaterial && groupMaterial.visible ) { -function FontLoader( manager ) { + currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group ); - Loader.call( this, manager ); + } -} + } -FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + } else if ( material.visible ) { - constructor: FontLoader, + currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); - load: function ( url, onLoad, onProgress, onError ) { + } - var scope = this; + } - var loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.load( url, function ( text ) { + } - var json; + } - try { + const children = object.children; - json = JSON.parse( text ); + for ( let i = 0, l = children.length; i < l; i ++ ) { - } catch ( e ) { + projectObject( children[ i ], camera, groupOrder, sortObjects ); - console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); - json = JSON.parse( text.substring( 65, text.length - 2 ) ); + } - } + } - var font = scope.parse( json ); + function renderObjects( renderList, scene, camera ) { - if ( onLoad ) onLoad( font ); + const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; - }, onProgress, onError ); + for ( let i = 0, l = renderList.length; i < l; i ++ ) { - }, + const renderItem = renderList[ i ]; - parse: function ( json ) { + const object = renderItem.object; + const geometry = renderItem.geometry; + const material = overrideMaterial === null ? renderItem.material : overrideMaterial; + const group = renderItem.group; - return new Font( json ); + if ( camera.isArrayCamera ) { - } + const cameras = camera.cameras; -} ); + for ( let j = 0, jl = cameras.length; j < jl; j ++ ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + const camera2 = cameras[ j ]; -var _context; + if ( object.layers.test( camera2.layers ) ) { -var AudioContext = { + state.viewport( _currentViewport.copy( camera2.viewport ) ); - getContext: function () { + currentRenderState.setupLightsView( camera2 ); - if ( _context === undefined ) { + renderObject( object, scene, camera2, geometry, material, group ); - _context = new ( window.AudioContext || window.webkitAudioContext )(); + } - } + } - return _context; + } else { - }, + renderObject( object, scene, camera, geometry, material, group ); - setContext: function ( value ) { + } - _context = value; + } } -}; - -/** - * @author Reece Aaron Lecrivain / http://reecenotes.com/ - */ - -function AudioLoader( manager ) { + function renderObject( object, scene, camera, geometry, material, group ) { - Loader.call( this, manager ); + object.onBeforeRender( _this, scene, camera, geometry, material, group ); -} + object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); -AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + if ( object.isImmediateRenderObject ) { - constructor: AudioLoader, + const program = setProgram( camera, scene, material, object ); - load: function ( url, onLoad, onProgress, onError ) { + state.setMaterial( material ); - var loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); - loader.setPath( this.path ); - loader.load( url, function ( buffer ) { + bindingStates.reset(); - // Create a copy of the buffer. The `decodeAudioData` method - // detaches the buffer when complete, preventing reuse. - var bufferCopy = buffer.slice( 0 ); + renderObjectImmediate( object, program ); - var context = AudioContext.getContext(); - context.decodeAudioData( bufferCopy, function ( audioBuffer ) { + } else { - onLoad( audioBuffer ); + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); - } ); + } - }, onProgress, onError ); + object.onAfterRender( _this, scene, camera, geometry, material, group ); } -} ); - -/** - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - * - * Primary reference: - * https://graphics.stanford.edu/papers/envmap/envmap.pdf - * - * Secondary reference: - * https://www.ppsloan.org/publications/StupidSH36.pdf - */ + function getProgram( material, scene, object ) { -// 3-band SH defined by 9 coefficients + if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... -function SphericalHarmonics3() { + const materialProperties = properties.get( material ); - this.coefficients = []; + const lights = currentRenderState.state.lights; + const shadowsArray = currentRenderState.state.shadowsArray; - for ( var i = 0; i < 9; i ++ ) { + const lightsStateVersion = lights.state.version; - this.coefficients.push( new Vector3() ); + const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object ); + const programCacheKey = programCache.getProgramCacheKey( parameters ); - } + let programs = materialProperties.programs; -} + // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change -Object.assign( SphericalHarmonics3.prototype, { + materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null; + materialProperties.fog = scene.fog; + materialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment ); - isSphericalHarmonics3: true, + if ( programs === undefined ) { - set: function ( coefficients ) { + // new material - for ( var i = 0; i < 9; i ++ ) { + material.addEventListener( 'dispose', onMaterialDispose ); - this.coefficients[ i ].copy( coefficients[ i ] ); + programs = new Map(); + materialProperties.programs = programs; } - return this; + let program = programs.get( programCacheKey ); - }, + if ( program !== undefined ) { - zero: function () { + // early out if program and light state is identical - for ( var i = 0; i < 9; i ++ ) { + if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) { - this.coefficients[ i ].set( 0, 0, 0 ); + updateCommonMaterialProperties( material, parameters ); - } + return program; - return this; + } - }, + } else { + + parameters.uniforms = programCache.getUniforms( material ); + + material.onBeforeCompile( parameters, _this ); - // get the radiance in the direction of the normal - // target is a Vector3 - getAt: function ( normal, target ) { + program = programCache.acquireProgram( parameters, programCacheKey ); + programs.set( programCacheKey, program ); - // normal is assumed to be unit length + materialProperties.uniforms = parameters.uniforms; - var x = normal.x, y = normal.y, z = normal.z; + } - var coeff = this.coefficients; + const uniforms = materialProperties.uniforms; - // band 0 - target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 ); + if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) { - // band 1 - target.addScaledVector( coeff[ 1 ], 0.488603 * y ); - target.addScaledVector( coeff[ 2 ], 0.488603 * z ); - target.addScaledVector( coeff[ 3 ], 0.488603 * x ); + uniforms.clippingPlanes = clipping.uniform; - // band 2 - target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) ); - target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) ); - target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) ); - target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) ); - target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) ); + } - return target; + updateCommonMaterialProperties( material, parameters ); - }, + // store the light setup it was created for - // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal - // target is a Vector3 - // https://graphics.stanford.edu/papers/envmap/envmap.pdf - getIrradianceAt: function ( normal, target ) { + materialProperties.needsLights = materialNeedsLights( material ); + materialProperties.lightsStateVersion = lightsStateVersion; - // normal is assumed to be unit length + if ( materialProperties.needsLights ) { - var x = normal.x, y = normal.y, z = normal.z; + // wire up the material to this renderer's lighting state - var coeff = this.coefficients; + uniforms.ambientLightColor.value = lights.state.ambient; + uniforms.lightProbe.value = lights.state.probe; + uniforms.directionalLights.value = lights.state.directional; + uniforms.directionalLightShadows.value = lights.state.directionalShadow; + uniforms.spotLights.value = lights.state.spot; + uniforms.spotLightShadows.value = lights.state.spotShadow; + uniforms.rectAreaLights.value = lights.state.rectArea; + uniforms.ltc_1.value = lights.state.rectAreaLTC1; + uniforms.ltc_2.value = lights.state.rectAreaLTC2; + uniforms.pointLights.value = lights.state.point; + uniforms.pointLightShadows.value = lights.state.pointShadow; + uniforms.hemisphereLights.value = lights.state.hemi; - // band 0 - target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095 + uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; + uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; + uniforms.spotShadowMap.value = lights.state.spotShadowMap; + uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix; + uniforms.pointShadowMap.value = lights.state.pointShadowMap; + uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; + // TODO (abelnation): add area lights shadow info to uniforms - // band 1 - target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603 - target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z ); - target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x ); + } - // band 2 - target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548 - target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z ); - target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3 - target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z ); - target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274 + const progUniforms = program.getUniforms(); + const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); - return target; + materialProperties.currentProgram = program; + materialProperties.uniformsList = uniformsList; - }, + return program; - add: function ( sh ) { + } - for ( var i = 0; i < 9; i ++ ) { + function updateCommonMaterialProperties( material, parameters ) { - this.coefficients[ i ].add( sh.coefficients[ i ] ); + const materialProperties = properties.get( material ); - } + materialProperties.outputEncoding = parameters.outputEncoding; + materialProperties.instancing = parameters.instancing; + materialProperties.numClippingPlanes = parameters.numClippingPlanes; + materialProperties.numIntersection = parameters.numClipIntersection; + materialProperties.vertexAlphas = parameters.vertexAlphas; - return this; + } - }, + function setProgram( camera, scene, material, object ) { - addScaledSH: function ( sh, s ) { + if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... - for ( var i = 0; i < 9; i ++ ) { + textures.resetTextureUnits(); - this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s ); + const fog = scene.fog; + const environment = material.isMeshStandardMaterial ? scene.environment : null; + const encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding; + const envMap = cubemaps.get( material.envMap || environment ); + const vertexAlphas = material.vertexColors === true && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4; - } + const materialProperties = properties.get( material ); + const lights = currentRenderState.state.lights; - return this; + if ( _clippingEnabled === true ) { - }, + if ( _localClippingEnabled === true || camera !== _currentCamera ) { - scale: function ( s ) { + const useCache = + camera === _currentCamera && + material.id === _currentMaterialId; - for ( var i = 0; i < 9; i ++ ) { + // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) + clipping.setState( material, camera, useCache ); - this.coefficients[ i ].multiplyScalar( s ); + } } - return this; + // - }, + let needsProgramChange = false; - lerp: function ( sh, alpha ) { + if ( material.version === materialProperties.__version ) { - for ( var i = 0; i < 9; i ++ ) { + if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { - this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); + needsProgramChange = true; - } + } else if ( materialProperties.outputEncoding !== encoding ) { - return this; + needsProgramChange = true; - }, + } else if ( object.isInstancedMesh && materialProperties.instancing === false ) { - equals: function ( sh ) { + needsProgramChange = true; - for ( var i = 0; i < 9; i ++ ) { + } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) { - if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { + needsProgramChange = true; - return false; + } else if ( materialProperties.envMap !== envMap ) { - } + needsProgramChange = true; - } + } else if ( material.fog && materialProperties.fog !== fog ) { - return true; + needsProgramChange = true; - }, + } else if ( materialProperties.numClippingPlanes !== undefined && + ( materialProperties.numClippingPlanes !== clipping.numPlanes || + materialProperties.numIntersection !== clipping.numIntersection ) ) { - copy: function ( sh ) { + needsProgramChange = true; - return this.set( sh.coefficients ); + } else if ( materialProperties.vertexAlphas !== vertexAlphas ) { - }, + needsProgramChange = true; - clone: function () { + } - return new this.constructor().copy( this ); + } else { - }, + needsProgramChange = true; + materialProperties.__version = material.version; - fromArray: function ( array, offset ) { + } - if ( offset === undefined ) offset = 0; + // - var coefficients = this.coefficients; + let program = materialProperties.currentProgram; - for ( var i = 0; i < 9; i ++ ) { + if ( needsProgramChange === true ) { - coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); + program = getProgram( material, scene, object ); } - return this; + let refreshProgram = false; + let refreshMaterial = false; + let refreshLights = false; - }, + const p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.uniforms; + + if ( state.useProgram( program.program ) ) { - toArray: function ( array, offset ) { + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + } - var coefficients = this.coefficients; + if ( material.id !== _currentMaterialId ) { - for ( var i = 0; i < 9; i ++ ) { + _currentMaterialId = material.id; - coefficients[ i ].toArray( array, offset + ( i * 3 ) ); + refreshMaterial = true; } - return array; - - } + if ( refreshProgram || _currentCamera !== camera ) { -} ); + p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); -Object.assign( SphericalHarmonics3, { + if ( capabilities.logarithmicDepthBuffer ) { - // evaluate the basis functions - // shBasis is an Array[ 9 ] - getBasisAt: function ( normal, shBasis ) { + p_uniforms.setValue( _gl, 'logDepthBufFC', + 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); - // normal is assumed to be unit length + } - var x = normal.x, y = normal.y, z = normal.z; + if ( _currentCamera !== camera ) { - // band 0 - shBasis[ 0 ] = 0.282095; + _currentCamera = camera; - // band 1 - shBasis[ 1 ] = 0.488603 * y; - shBasis[ 2 ] = 0.488603 * z; - shBasis[ 3 ] = 0.488603 * x; + // lighting uniforms depend on the camera so enforce an update + // now, in case this material supports lights - or later, when + // the next material that does gets activated: - // band 2 - shBasis[ 4 ] = 1.092548 * x * y; - shBasis[ 5 ] = 1.092548 * y * z; - shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 ); - shBasis[ 7 ] = 1.092548 * x * z; - shBasis[ 8 ] = 0.546274 * ( x * x - y * y ); + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done - } + } -} ); + // load material specific uniforms + // (shader material also gets them for the sake of genericity) -/** - * @author WestLangley / http://github.com/WestLangley - * - * A LightProbe is a source of indirect-diffuse light - */ + if ( material.isShaderMaterial || + material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshStandardMaterial || + material.envMap ) { -function LightProbe( sh, intensity ) { + const uCamPos = p_uniforms.map.cameraPosition; - Light.call( this, undefined, intensity ); + if ( uCamPos !== undefined ) { - this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3(); + uCamPos.setValue( _gl, + _vector3.setFromMatrixPosition( camera.matrixWorld ) ); -} + } -LightProbe.prototype = Object.assign( Object.create( Light.prototype ), { + } - constructor: LightProbe, + if ( material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial ) { - isLightProbe: true, + p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); - copy: function ( source ) { + } - Light.prototype.copy.call( this, source ); + if ( material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial || + material.isShadowMaterial || + material.skinning ) { - this.sh.copy( source.sh ); - this.intensity = source.intensity; + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); - return this; + } - }, + } - toJSON: function ( meta ) { + // skinning uniforms must be set even if material didn't change + // auto-setting of texture unit for bone texture must go before other textures + // otherwise textures used for skinning can take over texture units reserved for other material textures - var data = Light.prototype.toJSON.call( this, meta ); + if ( material.skinning ) { - // data.sh = this.sh.toArray(); // todo + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); - return data; + const skeleton = object.skeleton; - } + if ( skeleton ) { -} ); + const bones = skeleton.bones; -/** - * @author WestLangley / http://github.com/WestLangley - */ + if ( capabilities.floatVertexTextures ) { -function HemisphereLightProbe( skyColor, groundColor, intensity ) { + if ( skeleton.boneTexture === null ) { - LightProbe.call( this, undefined, intensity ); + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) - var color1 = new Color().set( skyColor ); - var color2 = new Color().set( groundColor ); - var sky = new Vector3( color1.r, color1.g, color1.b ); - var ground = new Vector3( color2.r, color2.g, color2.b ); + let size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix + size = MathUtils.ceilPowerOfTwo( size ); + size = Math.max( size, 4 ); - // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI ); - var c0 = Math.sqrt( Math.PI ); - var c1 = c0 * Math.sqrt( 0.75 ); + const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + boneMatrices.set( skeleton.boneMatrices ); // copy current values - this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 ); - this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 ); + const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); -} + skeleton.boneMatrices = boneMatrices; + skeleton.boneTexture = boneTexture; + skeleton.boneTextureSize = size; -HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), { + } - constructor: HemisphereLightProbe, + p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); + p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); - isHemisphereLightProbe: true, + } else { - copy: function ( source ) { // modifying colors not currently supported + p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); - LightProbe.prototype.copy.call( this, source ); + } - return this; + } - }, + } - toJSON: function ( meta ) { + if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { - var data = LightProbe.prototype.toJSON.call( this, meta ); + materialProperties.receiveShadow = object.receiveShadow; + p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow ); - // data.sh = this.sh.toArray(); // todo + } - return data; + if ( refreshMaterial ) { - } + p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); -} ); + if ( materialProperties.needsLights ) { -/** - * @author WestLangley / http://github.com/WestLangley - */ + // the current material requires lighting info -function AmbientLightProbe( color, intensity ) { + // note: all lighting uniforms are always set correctly + // they simply reference the renderer's state for their + // values + // + // use the current material's .needsUpdate flags to set + // the GL state when required - LightProbe.call( this, undefined, intensity ); + markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); - var color1 = new Color().set( color ); + } - // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI ); - this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) ); + // refresh uniforms common to several materials -} + if ( fog && material.fog ) { -AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), { + materials.refreshFogUniforms( m_uniforms, fog ); - constructor: AmbientLightProbe, + } - isAmbientLightProbe: true, + materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height ); - copy: function ( source ) { // modifying color not currently supported + WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); - LightProbe.prototype.copy.call( this, source ); + } - return this; + if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { - }, + WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); + material.uniformsNeedUpdate = false; - toJSON: function ( meta ) { + } - var data = LightProbe.prototype.toJSON.call( this, meta ); + if ( material.isSpriteMaterial ) { - // data.sh = this.sh.toArray(); // todo + p_uniforms.setValue( _gl, 'center', object.center ); - return data; + } - } + // common matrices -} ); + p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); + p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); -var _eyeRight = new Matrix4(); -var _eyeLeft = new Matrix4(); + return program; -/** - * @author mrdoob / http://mrdoob.com/ - */ + } -function StereoCamera() { + // If uniforms are marked as clean, they don't need to be loaded to the GPU. - this.type = 'StereoCamera'; + function markUniformsLightsNeedsUpdate( uniforms, value ) { - this.aspect = 1; + uniforms.ambientLightColor.needsUpdate = value; + uniforms.lightProbe.needsUpdate = value; - this.eyeSep = 0.064; + uniforms.directionalLights.needsUpdate = value; + uniforms.directionalLightShadows.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.pointLightShadows.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.spotLightShadows.needsUpdate = value; + uniforms.rectAreaLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; - this.cameraL = new PerspectiveCamera(); - this.cameraL.layers.enable( 1 ); - this.cameraL.matrixAutoUpdate = false; + } - this.cameraR = new PerspectiveCamera(); - this.cameraR.layers.enable( 2 ); - this.cameraR.matrixAutoUpdate = false; + function materialNeedsLights( material ) { - this._cache = { - focus: null, - fov: null, - aspect: null, - near: null, - far: null, - zoom: null, - eyeSep: null - }; + return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || + material.isMeshStandardMaterial || material.isShadowMaterial || + ( material.isShaderMaterial && material.lights === true ); -} + } -Object.assign( StereoCamera.prototype, { + this.getActiveCubeFace = function () { - update: function ( camera ) { + return _currentActiveCubeFace; - var cache = this._cache; + }; - var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || - cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || - cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep; + this.getActiveMipmapLevel = function () { - if ( needsUpdate ) { + return _currentActiveMipmapLevel; - cache.focus = camera.focus; - cache.fov = camera.fov; - cache.aspect = camera.aspect * this.aspect; - cache.near = camera.near; - cache.far = camera.far; - cache.zoom = camera.zoom; - cache.eyeSep = this.eyeSep; + }; - // Off-axis stereoscopic effect based on - // http://paulbourke.net/stereographics/stereorender/ + this.getRenderTarget = function () { - var projectionMatrix = camera.projectionMatrix.clone(); - var eyeSepHalf = cache.eyeSep / 2; - var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus; - var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom; - var xmin, xmax; + return _currentRenderTarget; - // translate xOffset + }; - _eyeLeft.elements[ 12 ] = - eyeSepHalf; - _eyeRight.elements[ 12 ] = eyeSepHalf; + this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) { - // for left eye + _currentRenderTarget = renderTarget; + _currentActiveCubeFace = activeCubeFace; + _currentActiveMipmapLevel = activeMipmapLevel; - xmin = - ymax * cache.aspect + eyeSepOnProjection; - xmax = ymax * cache.aspect + eyeSepOnProjection; + if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { - projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + textures.setupRenderTarget( renderTarget ); - this.cameraL.projectionMatrix.copy( projectionMatrix ); + } - // for right eye + let framebuffer = null; + let isCube = false; + let isRenderTarget3D = false; - xmin = - ymax * cache.aspect - eyeSepOnProjection; - xmax = ymax * cache.aspect - eyeSepOnProjection; + if ( renderTarget ) { - projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + const texture = renderTarget.texture; - this.cameraR.projectionMatrix.copy( projectionMatrix ); + if ( texture.isDataTexture3D || texture.isDataTexture2DArray ) { - } + isRenderTarget3D = true; - this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft ); - this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight ); + } - } + const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; -} ); + if ( renderTarget.isWebGLCubeRenderTarget ) { -/** - * @author alteredq / http://alteredqualia.com/ - */ + framebuffer = __webglFramebuffer[ activeCubeFace ]; + isCube = true; -function Clock( autoStart ) { + } else if ( renderTarget.isWebGLMultisampleRenderTarget ) { - this.autoStart = ( autoStart !== undefined ) ? autoStart : true; + framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; - this.startTime = 0; - this.oldTime = 0; - this.elapsedTime = 0; + } else { - this.running = false; + framebuffer = __webglFramebuffer; -} + } -Object.assign( Clock.prototype, { + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; - start: function () { + } else { - this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); + _currentScissorTest = _scissorTest; - this.oldTime = this.startTime; - this.elapsedTime = 0; - this.running = true; + } - }, + state.bindFramebuffer( 36160, framebuffer ); - stop: function () { + state.viewport( _currentViewport ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); - this.getElapsedTime(); - this.running = false; - this.autoStart = false; + if ( isCube ) { - }, + const textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel ); - getElapsedTime: function () { + } else if ( isRenderTarget3D ) { - this.getDelta(); - return this.elapsedTime; + const textureProperties = properties.get( renderTarget.texture ); + const layer = activeCubeFace || 0; + _gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer ); - }, + } - getDelta: function () { + }; - var diff = 0; + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) { - if ( this.autoStart && ! this.running ) { + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { - this.start(); - return 0; + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; } - if ( this.running ) { + let framebuffer = properties.get( renderTarget ).__webglFramebuffer; - var newTime = ( typeof performance === 'undefined' ? Date : performance ).now(); - - diff = ( newTime - this.oldTime ) / 1000; - this.oldTime = newTime; + if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { - this.elapsedTime += diff; + framebuffer = framebuffer[ activeCubeFaceIndex ]; } - return diff; + if ( framebuffer ) { - } + state.bindFramebuffer( 36160, framebuffer ); -} ); + try { -/** - * @author mrdoob / http://mrdoob.com/ - */ + const texture = renderTarget.texture; + const textureFormat = texture.format; + const textureType = texture.type; -var _position$2 = new Vector3(); -var _quaternion$3 = new Quaternion(); -var _scale$1 = new Vector3(); -var _orientation = new Vector3(); + if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) { -function AudioListener() { + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; - Object3D.call( this ); + } - this.type = 'AudioListener'; + const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) ); - this.context = AudioContext.getContext(); + if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513) + ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox + ! halfFloatSupportedByExt ) { - this.gain = this.context.createGain(); - this.gain.connect( this.context.destination ); + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); + return; - this.filter = null; + } - this.timeDelta = 0; + if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) { - // private + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) - this._clock = new Clock(); + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { -} + _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); -AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { + } - constructor: AudioListener, + } else { - getInput: function () { + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); - return this.gain; + } - }, + } finally { - removeFilter: function ( ) { + // restore framebuffer of current render target if necessary - if ( this.filter !== null ) { + const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; + state.bindFramebuffer( 36160, framebuffer ); - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); - this.gain.connect( this.context.destination ); - this.filter = null; + } } - return this; + }; - }, + this.copyFramebufferToTexture = function ( position, texture, level = 0 ) { - getFilter: function () { + const levelScale = Math.pow( 2, - level ); + const width = Math.floor( texture.image.width * levelScale ); + const height = Math.floor( texture.image.height * levelScale ); + const glFormat = utils.convert( texture.format ); - return this.filter; + textures.setTexture2D( texture, 0 ); - }, + _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 ); + + state.unbindTexture(); - setFilter: function ( value ) { + }; - if ( this.filter !== null ) { + this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) { - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); + const width = srcTexture.image.width; + const height = srcTexture.image.height; + const glFormat = utils.convert( dstTexture.format ); + const glType = utils.convert( dstTexture.type ); - } else { + textures.setTexture2D( dstTexture, 0 ); - this.gain.disconnect( this.context.destination ); + // As another texture upload may have changed pixelStorei + // parameters, make sure they are correct for the dstTexture + _gl.pixelStorei( 37440, dstTexture.flipY ); + _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha ); + _gl.pixelStorei( 3317, dstTexture.unpackAlignment ); - } + if ( srcTexture.isDataTexture ) { - this.filter = value; - this.gain.connect( this.filter ); - this.filter.connect( this.context.destination ); + _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data ); - return this; + } else { - }, + if ( srcTexture.isCompressedTexture ) { - getMasterVolume: function () { + _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data ); - return this.gain.gain.value; + } else { - }, + _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image ); - setMasterVolume: function ( value ) { + } - this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + } - return this; + // Generate mipmaps only when copying level 0 + if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 ); - }, + state.unbindTexture(); - updateMatrixWorld: function ( force ) { + }; - Object3D.prototype.updateMatrixWorld.call( this, force ); + this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) { - var listener = this.context.listener; - var up = this.up; + if ( _this.isWebGL1Renderer ) { - this.timeDelta = this._clock.getDelta(); + console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' ); + return; - this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 ); + } - _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 ); + const { width, height, data } = srcTexture.image; + const glFormat = utils.convert( dstTexture.format ); + const glType = utils.convert( dstTexture.type ); + let glTarget; - if ( listener.positionX ) { + if ( dstTexture.isDataTexture3D ) { - // code path for Chrome (see #14393) + textures.setTexture3D( dstTexture, 0 ); + glTarget = 32879; - var endTime = this.context.currentTime + this.timeDelta; + } else if ( dstTexture.isDataTexture2DArray ) { - listener.positionX.linearRampToValueAtTime( _position$2.x, endTime ); - listener.positionY.linearRampToValueAtTime( _position$2.y, endTime ); - listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime ); - listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime ); - listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime ); - listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime ); - listener.upX.linearRampToValueAtTime( up.x, endTime ); - listener.upY.linearRampToValueAtTime( up.y, endTime ); - listener.upZ.linearRampToValueAtTime( up.z, endTime ); + textures.setTexture2DArray( dstTexture, 0 ); + glTarget = 35866; } else { - listener.setPosition( _position$2.x, _position$2.y, _position$2.z ); - listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z ); + console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' ); + return; } - } + _gl.pixelStorei( 37440, dstTexture.flipY ); + _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha ); + _gl.pixelStorei( 3317, dstTexture.unpackAlignment ); + + const unpackRowLen = _gl.getParameter( 3314 ); + const unpackImageHeight = _gl.getParameter( 32878 ); + const unpackSkipPixels = _gl.getParameter( 3316 ); + const unpackSkipRows = _gl.getParameter( 3315 ); + const unpackSkipImages = _gl.getParameter( 32877 ); + + _gl.pixelStorei( 3314, width ); + _gl.pixelStorei( 32878, height ); + _gl.pixelStorei( 3316, sourceBox.min.x ); + _gl.pixelStorei( 3315, sourceBox.min.y ); + _gl.pixelStorei( 32877, sourceBox.min.z ); + + _gl.texSubImage3D( + glTarget, + level, + position.x, + position.y, + position.z, + sourceBox.max.x - sourceBox.min.x + 1, + sourceBox.max.y - sourceBox.min.y + 1, + sourceBox.max.z - sourceBox.min.z + 1, + glFormat, + glType, + data + ); -} ); + _gl.pixelStorei( 3314, unpackRowLen ); + _gl.pixelStorei( 32878, unpackImageHeight ); + _gl.pixelStorei( 3316, unpackSkipPixels ); + _gl.pixelStorei( 3315, unpackSkipRows ); + _gl.pixelStorei( 32877, unpackSkipImages ); -/** - * @author mrdoob / http://mrdoob.com/ - * @author Reece Aaron Lecrivain / http://reecenotes.com/ - */ + // Generate mipmaps only when copying level 0 + if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget ); -function Audio( listener ) { + state.unbindTexture(); - Object3D.call( this ); + }; - this.type = 'Audio'; + this.initTexture = function ( texture ) { - this.listener = listener; - this.context = listener.context; + textures.setTexture2D( texture, 0 ); - this.gain = this.context.createGain(); - this.gain.connect( listener.getInput() ); + state.unbindTexture(); - this.autoplay = false; + }; - this.buffer = null; - this.detune = 0; - this.loop = false; - this.loopStart = 0; - this.loopEnd = 0; - this.offset = 0; - this.duration = undefined; - this.playbackRate = 1; - this.isPlaying = false; - this.hasPlaybackControl = true; - this.sourceType = 'empty'; + this.resetState = function () { - this._startedAt = 0; - this._pausedAt = 0; + _currentActiveCubeFace = 0; + _currentActiveMipmapLevel = 0; + _currentRenderTarget = null; - this.filters = []; + state.reset(); + bindingStates.reset(); -} + }; -Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { - constructor: Audio, + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef - getOutput: function () { + } - return this.gain; +} - }, +class Scene extends Object3D { - setNodeSource: function ( audioNode ) { + constructor() { - this.hasPlaybackControl = false; - this.sourceType = 'audioNode'; - this.source = audioNode; - this.connect(); + super(); - return this; + this.type = 'Scene'; - }, + this.background = null; + this.environment = null; + this.fog = null; - setMediaElementSource: function ( mediaElement ) { + this.overrideMaterial = null; - this.hasPlaybackControl = false; - this.sourceType = 'mediaNode'; - this.source = this.context.createMediaElementSource( mediaElement ); - this.connect(); + this.autoUpdate = true; // checked by the renderer - return this; + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { - }, + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef - setMediaStreamSource: function ( mediaStream ) { + } - this.hasPlaybackControl = false; - this.sourceType = 'mediaStreamNode'; - this.source = this.context.createMediaStreamSource( mediaStream ); - this.connect(); + } - return this; + copy( source, recursive ) { - }, + super.copy( source, recursive ); - setBuffer: function ( audioBuffer ) { + if ( source.background !== null ) this.background = source.background.clone(); + if ( source.environment !== null ) this.environment = source.environment.clone(); + if ( source.fog !== null ) this.fog = source.fog.clone(); - this.buffer = audioBuffer; - this.sourceType = 'buffer'; + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); - if ( this.autoplay ) this.play(); + this.autoUpdate = source.autoUpdate; + this.matrixAutoUpdate = source.matrixAutoUpdate; return this; - }, - - play: function ( delay ) { + } - if ( delay === undefined ) delay = 0; + toJSON( meta ) { - if ( this.isPlaying === true ) { + const data = super.toJSON( meta ); - console.warn( 'THREE.Audio: Audio is already playing.' ); - return; + if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); + if ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta ); + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); - } + return data; - if ( this.hasPlaybackControl === false ) { + } - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; +} - } +Scene.prototype.isScene = true; - this._startedAt = this.context.currentTime + delay; +function InterleavedBuffer( array, stride ) { - var source = this.context.createBufferSource(); - source.buffer = this.buffer; - source.loop = this.loop; - source.loopStart = this.loopStart; - source.loopEnd = this.loopEnd; - source.onended = this.onEnded.bind( this ); - source.start( this._startedAt, this._pausedAt + this.offset, this.duration ); + this.array = array; + this.stride = stride; + this.count = array !== undefined ? array.length / stride : 0; - this.isPlaying = true; + this.usage = StaticDrawUsage; + this.updateRange = { offset: 0, count: - 1 }; - this.source = source; + this.version = 0; - this.setDetune( this.detune ); - this.setPlaybackRate( this.playbackRate ); + this.uuid = MathUtils.generateUUID(); - return this.connect(); +} - }, +Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { - pause: function () { + set: function ( value ) { - if ( this.hasPlaybackControl === false ) { + if ( value === true ) this.version ++; - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; + } - } +} ); - if ( this.isPlaying === true ) { +Object.assign( InterleavedBuffer.prototype, { - this._pausedAt += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate; + isInterleavedBuffer: true, - this.source.stop(); - this.source.onended = null; + onUploadCallback: function () {}, - this.isPlaying = false; + setUsage: function ( value ) { - } + this.usage = value; return this; }, - stop: function () { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this._pausedAt = 0; + copy: function ( source ) { - this.source.stop(); - this.source.onended = null; - this.isPlaying = false; + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.usage = source.usage; return this; }, - connect: function () { - - if ( this.filters.length > 0 ) { + copyAt: function ( index1, attribute, index2 ) { - this.source.connect( this.filters[ 0 ] ); + index1 *= this.stride; + index2 *= attribute.stride; - for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + for ( let i = 0, l = this.stride; i < l; i ++ ) { - this.filters[ i - 1 ].connect( this.filters[ i ] ); + this.array[ index1 + i ] = attribute.array[ index2 + i ]; - } + } - this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); + return this; - } else { + }, - this.source.connect( this.getOutput() ); + set: function ( value, offset = 0 ) { - } + this.array.set( value, offset ); return this; }, - disconnect: function () { + clone: function ( data ) { - if ( this.filters.length > 0 ) { + if ( data.arrayBuffers === undefined ) { - this.source.disconnect( this.filters[ 0 ] ); + data.arrayBuffers = {}; - for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + } - this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + if ( this.array.buffer._uuid === undefined ) { - } + this.array.buffer._uuid = MathUtils.generateUUID(); - this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); + } - } else { + if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { - this.source.disconnect( this.getOutput() ); + data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer; } - return this; + const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] ); + + const ib = new InterleavedBuffer( array, this.stride ); + ib.setUsage( this.usage ); + + return ib; }, - getFilters: function () { + onUpload: function ( callback ) { + + this.onUploadCallback = callback; - return this.filters; + return this; }, - setFilters: function ( value ) { + toJSON: function ( data ) { - if ( ! value ) value = []; + if ( data.arrayBuffers === undefined ) { - if ( this.isPlaying === true ) { + data.arrayBuffers = {}; - this.disconnect(); - this.filters = value; - this.connect(); + } - } else { + // generate UUID for array buffer if necessary - this.filters = value; + if ( this.array.buffer._uuid === undefined ) { + + this.array.buffer._uuid = MathUtils.generateUUID(); } - return this; + if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { - }, + data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) ); - setDetune: function ( value ) { + } - this.detune = value; + // - if ( this.source.detune === undefined ) return; // only set detune when available + return { + uuid: this.uuid, + buffer: this.array.buffer._uuid, + type: this.array.constructor.name, + stride: this.stride + }; - if ( this.isPlaying === true ) { + } - this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 ); +} ); - } +const _vector$6 = new Vector3(); - return this; +function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { - }, + this.name = ''; - getDetune: function () { + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; - return this.detune; + this.normalized = normalized === true; - }, +} - getFilter: function () { +Object.defineProperties( InterleavedBufferAttribute.prototype, { - return this.getFilters()[ 0 ]; + count: { - }, + get: function () { - setFilter: function ( filter ) { + return this.data.count; - return this.setFilters( filter ? [ filter ] : [] ); + } }, - setPlaybackRate: function ( value ) { + array: { - if ( this.hasPlaybackControl === false ) { + get: function () { - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; + return this.data.array; } - this.playbackRate = value; - - if ( this.isPlaying === true ) { + }, - this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 ); + needsUpdate: { - } + set: function ( value ) { - return this; + this.data.needsUpdate = value; - }, + } - getPlaybackRate: function () { + } - return this.playbackRate; +} ); - }, +Object.assign( InterleavedBufferAttribute.prototype, { - onEnded: function () { + isInterleavedBufferAttribute: true, - this.isPlaying = false; + applyMatrix4: function ( m ) { - }, + for ( let i = 0, l = this.data.count; i < l; i ++ ) { - getLoop: function () { + _vector$6.x = this.getX( i ); + _vector$6.y = this.getY( i ); + _vector$6.z = this.getZ( i ); - if ( this.hasPlaybackControl === false ) { + _vector$6.applyMatrix4( m ); - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return false; + this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); } - return this.loop; + return this; }, - setLoop: function ( value ) { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; + applyNormalMatrix: function ( m ) { - } + for ( let i = 0, l = this.count; i < l; i ++ ) { - this.loop = value; + _vector$6.x = this.getX( i ); + _vector$6.y = this.getY( i ); + _vector$6.z = this.getZ( i ); - if ( this.isPlaying === true ) { + _vector$6.applyNormalMatrix( m ); - this.source.loop = this.loop; + this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); } @@ -42451,1068 +25638,1050 @@ Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { }, - setLoopStart: function ( value ) { + transformDirection: function ( m ) { - this.loopStart = value; + for ( let i = 0, l = this.count; i < l; i ++ ) { - return this; + _vector$6.x = this.getX( i ); + _vector$6.y = this.getY( i ); + _vector$6.z = this.getZ( i ); - }, + _vector$6.transformDirection( m ); - setLoopEnd: function ( value ) { + this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); - this.loopEnd = value; + } return this; }, - getVolume: function () { + setX: function ( index, x ) { + + this.data.array[ index * this.data.stride + this.offset ] = x; - return this.gain.gain.value; + return this; }, - setVolume: function ( value ) { + setY: function ( index, y ) { - this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; return this; - } - -} ); + }, -/** - * @author mrdoob / http://mrdoob.com/ - */ + setZ: function ( index, z ) { -var _position$3 = new Vector3(); -var _quaternion$4 = new Quaternion(); -var _scale$2 = new Vector3(); -var _orientation$1 = new Vector3(); + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; -function PositionalAudio( listener ) { + return this; - Audio.call( this, listener ); + }, - this.panner = this.context.createPanner(); - this.panner.panningModel = 'HRTF'; - this.panner.connect( this.gain ); + setW: function ( index, w ) { -} + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; -PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { + return this; - constructor: PositionalAudio, + }, - getOutput: function () { + getX: function ( index ) { - return this.panner; + return this.data.array[ index * this.data.stride + this.offset ]; }, - getRefDistance: function () { + getY: function ( index ) { - return this.panner.refDistance; + return this.data.array[ index * this.data.stride + this.offset + 1 ]; }, - setRefDistance: function ( value ) { - - this.panner.refDistance = value; + getZ: function ( index ) { - return this; + return this.data.array[ index * this.data.stride + this.offset + 2 ]; }, - getRolloffFactor: function () { + getW: function ( index ) { - return this.panner.rolloffFactor; + return this.data.array[ index * this.data.stride + this.offset + 3 ]; }, - setRolloffFactor: function ( value ) { + setXY: function ( index, x, y ) { + + index = index * this.data.stride + this.offset; - this.panner.rolloffFactor = value; + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; return this; }, - getDistanceModel: function () { - - return this.panner.distanceModel; - - }, + setXYZ: function ( index, x, y, z ) { - setDistanceModel: function ( value ) { + index = index * this.data.stride + this.offset; - this.panner.distanceModel = value; + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; return this; }, - getMaxDistance: function () { - - return this.panner.maxDistance; - - }, + setXYZW: function ( index, x, y, z, w ) { - setMaxDistance: function ( value ) { + index = index * this.data.stride + this.offset; - this.panner.maxDistance = value; + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + this.data.array[ index + 3 ] = w; return this; }, - setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) { + clone: function ( data ) { - this.panner.coneInnerAngle = coneInnerAngle; - this.panner.coneOuterAngle = coneOuterAngle; - this.panner.coneOuterGain = coneOuterGain; + if ( data === undefined ) { - return this; + console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' ); - }, + const array = []; - updateMatrixWorld: function ( force ) { + for ( let i = 0; i < this.count; i ++ ) { - Object3D.prototype.updateMatrixWorld.call( this, force ); + const index = i * this.data.stride + this.offset; - if ( this.hasPlaybackControl === true && this.isPlaying === false ) return; + for ( let j = 0; j < this.itemSize; j ++ ) { - this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 ); + array.push( this.data.array[ index + j ] ); - _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 ); + } - var panner = this.panner; + } - if ( panner.positionX ) { + return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized ); - // code path for Chrome and Firefox (see #14393) + } else { - var endTime = this.context.currentTime + this.listener.timeDelta; + if ( data.interleavedBuffers === undefined ) { - panner.positionX.linearRampToValueAtTime( _position$3.x, endTime ); - panner.positionY.linearRampToValueAtTime( _position$3.y, endTime ); - panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime ); - panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime ); - panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime ); - panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime ); + data.interleavedBuffers = {}; - } else { + } - panner.setPosition( _position$3.x, _position$3.y, _position$3.z ); - panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z ); + if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { - } + data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data ); + + } - } + return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized ); -} ); + } -/** - * @author mrdoob / http://mrdoob.com/ - */ + }, -function AudioAnalyser( audio, fftSize ) { + toJSON: function ( data ) { - this.analyser = audio.context.createAnalyser(); - this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; + if ( data === undefined ) { - this.data = new Uint8Array( this.analyser.frequencyBinCount ); + console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' ); - audio.getOutput().connect( this.analyser ); + const array = []; -} + for ( let i = 0; i < this.count; i ++ ) { -Object.assign( AudioAnalyser.prototype, { + const index = i * this.data.stride + this.offset; - getFrequencyData: function () { + for ( let j = 0; j < this.itemSize; j ++ ) { - this.analyser.getByteFrequencyData( this.data ); + array.push( this.data.array[ index + j ] ); - return this.data; + } - }, + } - getAverageFrequency: function () { + // deinterleave data and save it as an ordinary buffer attribute for now - var value = 0, data = this.getFrequencyData(); + return { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: array, + normalized: this.normalized + }; - for ( var i = 0; i < data.length; i ++ ) { + } else { - value += data[ i ]; + // save as true interlaved attribtue - } + if ( data.interleavedBuffers === undefined ) { - return value / data.length; + data.interleavedBuffers = {}; - } + } -} ); + if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { -/** - * - * Buffered scene graph property that allows weighted accumulation. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ + data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data ); -function PropertyMixer( binding, typeName, valueSize ) { + } - this.binding = binding; - this.valueSize = valueSize; + return { + isInterleavedBufferAttribute: true, + itemSize: this.itemSize, + data: this.data.uuid, + offset: this.offset, + normalized: this.normalized + }; - var bufferType = Float64Array, - mixFunction; + } - switch ( typeName ) { + } - case 'quaternion': - mixFunction = this._slerp; - break; +} ); - case 'string': - case 'bool': - bufferType = Array; - mixFunction = this._select; - break; +const _basePosition = new Vector3(); - default: - mixFunction = this._lerp; +const _skinIndex = new Vector4(); +const _skinWeight = new Vector4(); - } +const _vector$5 = new Vector3(); +const _matrix = new Matrix4(); - this.buffer = new bufferType( valueSize * 4 ); - // layout: [ incoming | accu0 | accu1 | orig ] - // - // interpolators can use .buffer as their .result - // the data then goes to 'incoming' - // - // 'accu0' and 'accu1' are used frame-interleaved for - // the cumulative result and are compared to detect - // changes - // - // 'orig' stores the original state of the property +function SkinnedMesh( geometry, material ) { - this._mixBufferRegion = mixFunction; + Mesh.call( this, geometry, material ); - this.cumulativeWeight = 0; + this.type = 'SkinnedMesh'; - this.useCount = 0; - this.referenceCount = 0; + this.bindMode = 'attached'; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); } -Object.assign( PropertyMixer.prototype, { +SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { - // accumulate data in the 'incoming' region into 'accu' - accumulate: function ( accuIndex, weight ) { + constructor: SkinnedMesh, - // note: happily accumulating nothing when weight = 0, the caller knows - // the weight and shouldn't have made the call in the first place + isSkinnedMesh: true, - var buffer = this.buffer, - stride = this.valueSize, - offset = accuIndex * stride + stride, + copy: function ( source ) { - currentWeight = this.cumulativeWeight; + Mesh.prototype.copy.call( this, source ); - if ( currentWeight === 0 ) { + this.bindMode = source.bindMode; + this.bindMatrix.copy( source.bindMatrix ); + this.bindMatrixInverse.copy( source.bindMatrixInverse ); - // accuN := incoming * weight + this.skeleton = source.skeleton; - for ( var i = 0; i !== stride; ++ i ) { + return this; - buffer[ offset + i ] = buffer[ i ]; + }, - } + bind: function ( skeleton, bindMatrix ) { - currentWeight = weight; + this.skeleton = skeleton; - } else { + if ( bindMatrix === undefined ) { - // accuN := accuN + incoming * weight + this.updateMatrixWorld( true ); + + this.skeleton.calculateInverses(); - currentWeight += weight; - var mix = weight / currentWeight; - this._mixBufferRegion( buffer, offset, 0, mix, stride ); + bindMatrix = this.matrixWorld; } - this.cumulativeWeight = currentWeight; + this.bindMatrix.copy( bindMatrix ); + this.bindMatrixInverse.copy( bindMatrix ).invert(); }, - // apply the state of 'accu' to the binding when accus differ - apply: function ( accuIndex ) { - - var stride = this.valueSize, - buffer = this.buffer, - offset = accuIndex * stride + stride, + pose: function () { - weight = this.cumulativeWeight, + this.skeleton.pose(); - binding = this.binding; + }, - this.cumulativeWeight = 0; + normalizeSkinWeights: function () { - if ( weight < 1 ) { + const vector = new Vector4(); - // accuN := accuN + original * ( 1 - cumulativeWeight ) + const skinWeight = this.geometry.attributes.skinWeight; - var originalValueOffset = stride * 3; + for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { - this._mixBufferRegion( - buffer, offset, originalValueOffset, 1 - weight, stride ); + vector.x = skinWeight.getX( i ); + vector.y = skinWeight.getY( i ); + vector.z = skinWeight.getZ( i ); + vector.w = skinWeight.getW( i ); - } + const scale = 1.0 / vector.manhattanLength(); - for ( var i = stride, e = stride + stride; i !== e; ++ i ) { + if ( scale !== Infinity ) { - if ( buffer[ i ] !== buffer[ i + stride ] ) { + vector.multiplyScalar( scale ); - // value has changed -> update scene graph + } else { - binding.setValue( buffer, offset ); - break; + vector.set( 1, 0, 0, 0 ); // do something reasonable } + skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); + } }, - // remember the state of the bound property and copy it to both accus - saveOriginalState: function () { + updateMatrixWorld: function ( force ) { + + Mesh.prototype.updateMatrixWorld.call( this, force ); - var binding = this.binding; + if ( this.bindMode === 'attached' ) { - var buffer = this.buffer, - stride = this.valueSize, + this.bindMatrixInverse.copy( this.matrixWorld ).invert(); - originalValueOffset = stride * 3; + } else if ( this.bindMode === 'detached' ) { - binding.getValue( buffer, originalValueOffset ); + this.bindMatrixInverse.copy( this.bindMatrix ).invert(); - // accu[0..1] := orig -- initially detect changes against the original - for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { + } else { - buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); } - this.cumulativeWeight = 0; - }, - // apply the state previously taken via 'saveOriginalState' to the binding - restoreOriginalState: function () { + boneTransform: function ( index, target ) { - var originalValueOffset = this.valueSize * 3; - this.binding.setValue( this.buffer, originalValueOffset ); + const skeleton = this.skeleton; + const geometry = this.geometry; - }, + _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); + _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); + _basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix ); - // mix functions + target.set( 0, 0, 0 ); - _select: function ( buffer, dstOffset, srcOffset, t, stride ) { + for ( let i = 0; i < 4; i ++ ) { - if ( t >= 0.5 ) { + const weight = _skinWeight.getComponent( i ); - for ( var i = 0; i !== stride; ++ i ) { + if ( weight !== 0 ) { - buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + const boneIndex = _skinIndex.getComponent( i ); + + _matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] ); + + target.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight ); } } - }, - - _slerp: function ( buffer, dstOffset, srcOffset, t ) { + return target.applyMatrix4( this.bindMatrixInverse ); - Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); + } - }, +} ); - _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) { +function Bone() { - var s = 1 - t; + Object3D.call( this ); - for ( var i = 0; i !== stride; ++ i ) { + this.type = 'Bone'; - var j = dstOffset + i; +} - buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; +Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { - } + constructor: Bone, - } + isBone: true } ); -/** - * - * A reference to a real property in the scene graph. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ +const _instanceLocalMatrix = new Matrix4(); +const _instanceWorldMatrix = new Matrix4(); -// Characters [].:/ are reserved for track binding syntax. -var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; -var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' ); +const _instanceIntersects = []; -// Attempts to allow node names from any language. ES5's `\w` regexp matches -// only latin characters, and the unicode \p{L} is not yet supported. So -// instead, we exclude reserved characters and match everything else. -var _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; -var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; +const _mesh = new Mesh(); -// Parent directories, delimited by '/' or ':'. Currently unused, but must -// be matched to parse the rest of the track name. -var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar ); +function InstancedMesh( geometry, material, count ) { -// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. -var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot ); + Mesh.call( this, geometry, material ); -// Object on target node, and accessor. May not contain reserved -// characters. Accessor may contain any character except closing bracket. -var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar ); + this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 ); + this.instanceColor = null; -// Property and accessor. May not contain reserved characters. Accessor may -// contain any non-bracket characters. -var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar ); + this.count = count; -var _trackRe = new RegExp( '' - + '^' - + _directoryRe - + _nodeRe - + _objectRe - + _propertyRe - + '$' -); + this.frustumCulled = false; -var _supportedObjectNames = [ 'material', 'materials', 'bones' ]; +} -function Composite( targetGroup, path, optionalParsedPath ) { +InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { - var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); + constructor: InstancedMesh, - this._targetGroup = targetGroup; - this._bindings = targetGroup.subscribe_( path, parsedPath ); + isInstancedMesh: true, -} + copy: function ( source ) { -Object.assign( Composite.prototype, { + Mesh.prototype.copy.call( this, source ); - getValue: function ( array, offset ) { + this.instanceMatrix.copy( source.instanceMatrix ); - this.bind(); // bind all binding + if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone(); - var firstValidIndex = this._targetGroup.nCachedObjects_, - binding = this._bindings[ firstValidIndex ]; + this.count = source.count; - // and only call .getValue on the first - if ( binding !== undefined ) binding.getValue( array, offset ); + return this; }, - setValue: function ( array, offset ) { + getColorAt: function ( index, color ) { - var bindings = this._bindings; + color.fromArray( this.instanceColor.array, index * 3 ); - for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + }, - bindings[ i ].setValue( array, offset ); + getMatrixAt: function ( index, matrix ) { - } + matrix.fromArray( this.instanceMatrix.array, index * 16 ); }, - bind: function () { + raycast: function ( raycaster, intersects ) { - var bindings = this._bindings; + const matrixWorld = this.matrixWorld; + const raycastTimes = this.count; - for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + _mesh.geometry = this.geometry; + _mesh.material = this.material; - bindings[ i ].bind(); + if ( _mesh.material === undefined ) return; - } + for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { - }, + // calculate the world matrix for each instance - unbind: function () { + this.getMatrixAt( instanceId, _instanceLocalMatrix ); - var bindings = this._bindings; + _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); - for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + // the mesh represents this single instance - bindings[ i ].unbind(); + _mesh.matrixWorld = _instanceWorldMatrix; - } + _mesh.raycast( raycaster, _instanceIntersects ); - } + // process the result of raycast -} ); + for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) { + const intersect = _instanceIntersects[ i ]; + intersect.instanceId = instanceId; + intersect.object = this; + intersects.push( intersect ); -function PropertyBinding( rootNode, path, parsedPath ) { + } - this.path = path; - this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); + _instanceIntersects.length = 0; - this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; + } - this.rootNode = rootNode; + }, -} + setColorAt: function ( index, color ) { -Object.assign( PropertyBinding, { + if ( this.instanceColor === null ) { - Composite: Composite, + this.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 ); - create: function ( root, path, parsedPath ) { + } - if ( ! ( root && root.isAnimationObjectGroup ) ) { + color.toArray( this.instanceColor.array, index * 3 ); - return new PropertyBinding( root, path, parsedPath ); + }, - } else { + setMatrixAt: function ( index, matrix ) { - return new PropertyBinding.Composite( root, path, parsedPath ); + matrix.toArray( this.instanceMatrix.array, index * 16 ); - } + }, + + updateMorphTargets: function () { }, - /** - * Replaces spaces with underscores and removes unsupported characters from - * node names, to ensure compatibility with parseTrackName(). - * - * @param {string} name Node name to be sanitized. - * @return {string} - */ - sanitizeNodeName: function ( name ) { + dispose: function () { - return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); + this.dispatchEvent( { type: 'dispose' } ); - }, + } - parseTrackName: function ( trackName ) { +} ); - var matches = _trackRe.exec( trackName ); +/** + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round" + * } + */ - if ( ! matches ) { +class LineBasicMaterial extends Material { - throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); + constructor( parameters ) { - } + super(); - var results = { - // directoryName: matches[ 1 ], // (tschw) currently unused - nodeName: matches[ 2 ], - objectName: matches[ 3 ], - objectIndex: matches[ 4 ], - propertyName: matches[ 5 ], // required - propertyIndex: matches[ 6 ] - }; + this.type = 'LineBasicMaterial'; - var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); + this.color = new Color( 0xffffff ); - if ( lastDot !== undefined && lastDot !== - 1 ) { + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; - var objectName = results.nodeName.substring( lastDot + 1 ); + this.morphTargets = false; - // Object names must be checked against a whitelist. Otherwise, there - // is no way to parse 'foo.bar.baz': 'baz' must be a property, but - // 'bar' could be the objectName, or part of a nodeName (which can - // include '.' characters). - if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) { + this.setValues( parameters ); - results.nodeName = results.nodeName.substring( 0, lastDot ); - results.objectName = objectName; + } - } - } + copy( source ) { - if ( results.propertyName === null || results.propertyName.length === 0 ) { + super.copy( source ); + + this.color.copy( source.color ); + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + this.morphTargets = source.morphTargets; + + return this; + + } + +} + +LineBasicMaterial.prototype.isLineBasicMaterial = true; + +const _start$1 = new Vector3(); +const _end$1 = new Vector3(); +const _inverseMatrix$1 = new Matrix4(); +const _ray$1 = new Ray(); +const _sphere$1 = new Sphere(); - throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); +function Line( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) { - } + Object3D.call( this ); - return results; + this.type = 'Line'; - }, + this.geometry = geometry; + this.material = material; - findNode: function ( root, nodeName ) { + this.updateMorphTargets(); - if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { +} - return root; +Line.prototype = Object.assign( Object.create( Object3D.prototype ), { - } + constructor: Line, - // search into skeleton bones. - if ( root.skeleton ) { + isLine: true, - var bone = root.skeleton.getBoneByName( nodeName ); + copy: function ( source ) { - if ( bone !== undefined ) { + Object3D.prototype.copy.call( this, source ); - return bone; + this.material = source.material; + this.geometry = source.geometry; - } + return this; - } + }, - // search into node subtree. - if ( root.children ) { + computeLineDistances: function () { - var searchNodeSubtree = function ( children ) { + const geometry = this.geometry; - for ( var i = 0; i < children.length; i ++ ) { + if ( geometry.isBufferGeometry ) { - var childNode = children[ i ]; + // we assume non-indexed geometry - if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + if ( geometry.index === null ) { - return childNode; + const positionAttribute = geometry.attributes.position; + const lineDistances = [ 0 ]; - } + for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { - var result = searchNodeSubtree( childNode.children ); + _start$1.fromBufferAttribute( positionAttribute, i - 1 ); + _end$1.fromBufferAttribute( positionAttribute, i ); - if ( result ) return result; + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += _start$1.distanceTo( _end$1 ); } - return null; + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - }; + } else { - var subTreeNode = searchNodeSubtree( root.children ); + console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - if ( subTreeNode ) { + } - return subTreeNode; + } else if ( geometry.isGeometry ) { - } + console.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); } - return null; - - } + return this; -} ); + }, -Object.assign( PropertyBinding.prototype, { // prototype, continued + raycast: function ( raycaster, intersects ) { - // these are used to "bind" a nonexistent property - _getValue_unavailable: function () {}, - _setValue_unavailable: function () {}, + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Line.threshold; + const drawRange = geometry.drawRange; - BindingType: { - Direct: 0, - EntireArray: 1, - ArrayElement: 2, - HasFromToArray: 3 - }, + // Checking boundingSphere distance to ray - Versioning: { - None: 0, - NeedsUpdate: 1, - MatrixWorldNeedsUpdate: 2 - }, + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - GetterByBindingType: [ + _sphere$1.copy( geometry.boundingSphere ); + _sphere$1.applyMatrix4( matrixWorld ); + _sphere$1.radius += threshold; - function getValue_direct( buffer, offset ) { + if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return; - buffer[ offset ] = this.node[ this.propertyName ]; + // - }, + _inverseMatrix$1.copy( matrixWorld ).invert(); + _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); - function getValue_array( buffer, offset ) { + const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + const localThresholdSq = localThreshold * localThreshold; - var source = this.resolvedProperty; + const vStart = new Vector3(); + const vEnd = new Vector3(); + const interSegment = new Vector3(); + const interRay = new Vector3(); + const step = this.isLineSegments ? 2 : 1; - for ( var i = 0, n = source.length; i !== n; ++ i ) { + if ( geometry.isBufferGeometry ) { - buffer[ offset ++ ] = source[ i ]; + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; - } + if ( index !== null ) { - }, + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); - function getValue_arrayElement( buffer, offset ) { + for ( let i = start, l = end - 1; i < l; i += step ) { - buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + const a = index.getX( i ); + const b = index.getX( i + 1 ); - }, + vStart.fromBufferAttribute( positionAttribute, a ); + vEnd.fromBufferAttribute( positionAttribute, b ); - function getValue_toArray( buffer, offset ) { + const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - this.resolvedProperty.toArray( buffer, offset ); + if ( distSq > localThresholdSq ) continue; - } + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - ], + const distance = raycaster.ray.origin.distanceTo( interRay ); - SetterByBindingTypeAndVersioning: [ + if ( distance < raycaster.near || distance > raycaster.far ) continue; - [ - // Direct + intersects.push( { - function setValue_direct( buffer, offset ) { + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this - this.targetObject[ this.propertyName ] = buffer[ offset ]; + } ); - }, + } - function setValue_direct_setNeedsUpdate( buffer, offset ) { + } else { - this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; + const start = Math.max( 0, drawRange.start ); + const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); - }, + for ( let i = start, l = end - 1; i < l; i += step ) { - function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + vStart.fromBufferAttribute( positionAttribute, i ); + vEnd.fromBufferAttribute( positionAttribute, i + 1 ); - this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; + const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - } + if ( distSq > localThresholdSq ) continue; - ], [ + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - // EntireArray + const distance = raycaster.ray.origin.distanceTo( interRay ); - function setValue_array( buffer, offset ) { + if ( distance < raycaster.near || distance > raycaster.far ) continue; - var dest = this.resolvedProperty; + intersects.push( { - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this - dest[ i ] = buffer[ offset ++ ]; + } ); } - }, - - function setValue_array_setNeedsUpdate( buffer, offset ) { - - var dest = this.resolvedProperty; + } - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + } else if ( geometry.isGeometry ) { - dest[ i ] = buffer[ offset ++ ]; + console.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); - } + } - this.targetObject.needsUpdate = true; + }, - }, + updateMorphTargets: function () { - function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + const geometry = this.geometry; - var dest = this.resolvedProperty; + if ( geometry.isBufferGeometry ) { - for ( var i = 0, n = dest.length; i !== n; ++ i ) { + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); - dest[ i ] = buffer[ offset ++ ]; + if ( keys.length > 0 ) { - } + const morphAttribute = morphAttributes[ keys[ 0 ] ]; - this.targetObject.matrixWorldNeedsUpdate = true; + if ( morphAttribute !== undefined ) { - } + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; - ], [ + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { - // ArrayElement + const name = morphAttribute[ m ].name || String( m ); - function setValue_arrayElement( buffer, offset ) { + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + } - }, + } - function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + } - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; + } else { - }, + const morphTargets = geometry.morphTargets; - function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + if ( morphTargets !== undefined && morphTargets.length > 0 ) { - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; + console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' ); } - ], [ + } - // HasToFromArray + } - function setValue_fromArray( buffer, offset ) { +} ); - this.resolvedProperty.fromArray( buffer, offset ); +const _start = new Vector3(); +const _end = new Vector3(); - }, +function LineSegments( geometry, material ) { - function setValue_fromArray_setNeedsUpdate( buffer, offset ) { + Line.call( this, geometry, material ); - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.needsUpdate = true; + this.type = 'LineSegments'; - }, +} - function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { +LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.matrixWorldNeedsUpdate = true; + constructor: LineSegments, - } + isLineSegments: true, - ] + computeLineDistances: function () { - ], + const geometry = this.geometry; - getValue: function getValue_unbound( targetArray, offset ) { + if ( geometry.isBufferGeometry ) { - this.bind(); - this.getValue( targetArray, offset ); + // we assume non-indexed geometry - // Note: This class uses a State pattern on a per-method basis: - // 'bind' sets 'this.getValue' / 'setValue' and shadows the - // prototype version of these methods with one that represents - // the bound state. When the property is not found, the methods - // become no-ops. + if ( geometry.index === null ) { - }, + const positionAttribute = geometry.attributes.position; + const lineDistances = []; - setValue: function getValue_unbound( sourceArray, offset ) { + for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) { - this.bind(); - this.setValue( sourceArray, offset ); + _start.fromBufferAttribute( positionAttribute, i ); + _end.fromBufferAttribute( positionAttribute, i + 1 ); - }, + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end ); - // create getter / setter pair for a property in the scene graph - bind: function () { + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); - var targetObject = this.node, - parsedPath = this.parsedPath, + } else { - objectName = parsedPath.objectName, - propertyName = parsedPath.propertyName, - propertyIndex = parsedPath.propertyIndex; + console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - if ( ! targetObject ) { + } - targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; + } else if ( geometry.isGeometry ) { - this.node = targetObject; + console.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); } - // set fail state so we can just 'return' on error - this.getValue = this._getValue_unavailable; - this.setValue = this._setValue_unavailable; + return this; - // ensure there is a value node - if ( ! targetObject ) { + } - console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); - return; +} ); + +/** + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * alphaMap: new THREE.Texture( ), + * + * size: , + * sizeAttenuation: + * + * morphTargets: + * } + */ - } +class PointsMaterial extends Material { - if ( objectName ) { + constructor( parameters ) { - var objectIndex = parsedPath.objectIndex; + super(); - // special cases were we need to reach deeper into the hierarchy to get the face materials.... - switch ( objectName ) { + this.type = 'PointsMaterial'; - case 'materials': + this.color = new Color( 0xffffff ); - if ( ! targetObject.material ) { + this.map = null; - console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); - return; + this.alphaMap = null; - } + this.size = 1; + this.sizeAttenuation = true; - if ( ! targetObject.material.materials ) { + this.morphTargets = false; - console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); - return; + this.setValues( parameters ); - } + } - targetObject = targetObject.material.materials; + copy( source ) { - break; + super.copy( source ); - case 'bones': + this.color.copy( source.color ); - if ( ! targetObject.skeleton ) { + this.map = source.map; - console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); - return; + this.alphaMap = source.alphaMap; - } + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; - // potential future optimization: skip this if propertyIndex is already an integer - // and convert the integer string to a true integer. + this.morphTargets = source.morphTargets; - targetObject = targetObject.skeleton.bones; + return this; - // support resolving morphTarget names into indices. - for ( var i = 0; i < targetObject.length; i ++ ) { + } - if ( targetObject[ i ].name === objectIndex ) { +} - objectIndex = i; - break; +PointsMaterial.prototype.isPointsMaterial = true; - } +const _inverseMatrix = new Matrix4(); +const _ray = new Ray(); +const _sphere = new Sphere(); +const _position$2 = new Vector3(); - } +function Points( geometry = new BufferGeometry(), material = new PointsMaterial() ) { - break; + Object3D.call( this ); - default: + this.type = 'Points'; - if ( targetObject[ objectName ] === undefined ) { + this.geometry = geometry; + this.material = material; - console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); - return; + this.updateMorphTargets(); - } +} - targetObject = targetObject[ objectName ]; +Points.prototype = Object.assign( Object.create( Object3D.prototype ), { - } + constructor: Points, + isPoints: true, - if ( objectIndex !== undefined ) { + copy: function ( source ) { - if ( targetObject[ objectIndex ] === undefined ) { + Object3D.prototype.copy.call( this, source ); - console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); - return; + this.material = source.material; + this.geometry = source.geometry; - } + return this; - targetObject = targetObject[ objectIndex ]; + }, - } + raycast: function ( raycaster, intersects ) { - } + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Points.threshold; + const drawRange = geometry.drawRange; - // resolve property - var nodeProperty = targetObject[ propertyName ]; + // Checking boundingSphere distance to ray - if ( nodeProperty === undefined ) { + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - var nodeName = parsedPath.nodeName; + _sphere.copy( geometry.boundingSphere ); + _sphere.applyMatrix4( matrixWorld ); + _sphere.radius += threshold; - console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + - '.' + propertyName + ' but it wasn\'t found.', targetObject ); - return; + if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; - } + // - // determine versioning scheme - var versioning = this.Versioning.None; + _inverseMatrix.copy( matrixWorld ).invert(); + _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); - this.targetObject = targetObject; + const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + const localThresholdSq = localThreshold * localThreshold; - if ( targetObject.needsUpdate !== undefined ) { // material + if ( geometry.isBufferGeometry ) { - versioning = this.Versioning.NeedsUpdate; + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; - } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + if ( index !== null ) { - versioning = this.Versioning.MatrixWorldNeedsUpdate; + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); - } + for ( let i = start, il = end; i < il; i ++ ) { - // determine how the property gets bound - var bindingType = this.BindingType.Direct; + const a = index.getX( i ); - if ( propertyIndex !== undefined ) { + _position$2.fromBufferAttribute( positionAttribute, a ); - // access a sub element of the property array (only primitives are supported right now) + testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); - if ( propertyName === "morphTargetInfluences" ) { + } - // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. + } else { - // support resolving morphTarget names into indices. - if ( ! targetObject.geometry ) { + const start = Math.max( 0, drawRange.start ); + const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); - return; + for ( let i = start, l = end; i < l; i ++ ) { - } + _position$2.fromBufferAttribute( positionAttribute, i ); - if ( targetObject.geometry.isBufferGeometry ) { + testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); - if ( ! targetObject.geometry.morphAttributes ) { + } - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); - return; + } - } + } else { - for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) { + console.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); - if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) { + } - propertyIndex = i; - break; + }, - } + updateMorphTargets: function () { - } + const geometry = this.geometry; + if ( geometry.isBufferGeometry ) { - } else { + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); - if ( ! targetObject.geometry.morphTargets ) { + if ( keys.length > 0 ) { - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this ); - return; + const morphAttribute = morphAttributes[ keys[ 0 ] ]; - } + if ( morphAttribute !== undefined ) { - for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; - if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { - propertyIndex = i; - break; + const name = morphAttribute[ m ].name || String( m ); - } + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; } @@ -43520,4449 +26689,4048 @@ Object.assign( PropertyBinding.prototype, { // prototype, continued } - bindingType = this.BindingType.ArrayElement; + } else { - this.resolvedProperty = nodeProperty; - this.propertyIndex = propertyIndex; + const morphTargets = geometry.morphTargets; - } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + if ( morphTargets !== undefined && morphTargets.length > 0 ) { - // must use copy for Object3D.Euler/Quaternion + console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' ); - bindingType = this.BindingType.HasFromToArray; + } - this.resolvedProperty = nodeProperty; + } - } else if ( Array.isArray( nodeProperty ) ) { + } - bindingType = this.BindingType.EntireArray; +} ); - this.resolvedProperty = nodeProperty; +function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { - } else { + const rayPointDistanceSq = _ray.distanceSqToPoint( point ); - this.propertyName = propertyName; + if ( rayPointDistanceSq < localThresholdSq ) { - } + const intersectPoint = new Vector3(); - // select getter / setter - this.getValue = this.GetterByBindingType[ bindingType ]; - this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; + _ray.closestPointToPoint( point, intersectPoint ); + intersectPoint.applyMatrix4( matrixWorld ); - }, + const distance = raycaster.ray.origin.distanceTo( intersectPoint ); - unbind: function () { + if ( distance < raycaster.near || distance > raycaster.far ) return; - this.node = null; + intersects.push( { - // back to the prototype version of getValue / setValue - // note: avoiding to mutate the shape of 'this' via 'delete' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint, + index: index, + face: null, + object: object + + } ); } -} ); +} -// DECLARE ALIAS AFTER assign prototype -Object.assign( PropertyBinding.prototype, { +class VideoTexture extends Texture { - // initial state of these methods that calls 'bind' - _getValue_unbound: PropertyBinding.prototype.getValue, - _setValue_unbound: PropertyBinding.prototype.setValue, + constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { -} ); + super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); -/** - * - * A group of objects that receives a shared animation state. - * - * Usage: - * - * - Add objects you would otherwise pass as 'root' to the - * constructor or the .clipAction method of AnimationMixer. - * - * - Instead pass this object as 'root'. - * - * - You can also add and remove objects later when the mixer - * is running. - * - * Note: - * - * Objects of this class appear as one object to the mixer, - * so cache control of the individual objects must be done - * on the group. - * - * Limitation: - * - * - The animated properties must be compatible among the - * all objects in the group. - * - * - A single property can either be controlled through a - * target group or directly, but not both. - * - * @author tschw - */ + this.format = format !== undefined ? format : RGBFormat; -function AnimationObjectGroup() { + this.minFilter = minFilter !== undefined ? minFilter : LinearFilter; + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; - this.uuid = MathUtils.generateUUID(); + this.generateMipmaps = false; - // cached objects followed by the active ones - this._objects = Array.prototype.slice.call( arguments ); + const scope = this; - this.nCachedObjects_ = 0; // threshold - // note: read by PropertyBinding.Composite + function updateVideo() { - var indices = {}; - this._indicesByUUID = indices; // for bookkeeping + scope.needsUpdate = true; + video.requestVideoFrameCallback( updateVideo ); - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + } - indices[ arguments[ i ].uuid ] = i; + if ( 'requestVideoFrameCallback' in video ) { - } + video.requestVideoFrameCallback( updateVideo ); - this._paths = []; // inside: string - this._parsedPaths = []; // inside: { we don't care, here } - this._bindings = []; // inside: Array< PropertyBinding > - this._bindingsIndicesByPath = {}; // inside: indices in these arrays + } - var scope = this; + } - this.stats = { + clone() { - objects: { - get total() { + return new this.constructor( this.image ).copy( this ); - return scope._objects.length; + } - }, - get inUse() { + update() { - return this.total - scope.nCachedObjects_; + const video = this.image; + const hasVideoFrameCallback = 'requestVideoFrameCallback' in video; - } - }, - get bindingsPerObject() { + if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) { - return scope._bindings.length; + this.needsUpdate = true; } - }; + } } -Object.assign( AnimationObjectGroup.prototype, { +VideoTexture.prototype.isVideoTexture = true; - isAnimationObjectGroup: true, +class CompressedTexture extends Texture { - add: function () { + constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - nBindings = bindings.length, - knownObject = undefined; + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) - if ( index === undefined ) { + this.flipY = false; - // unknown object -> add it to the ACTIVE region + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files - index = nObjects ++; - indicesByUUID[ uuid ] = index; - objects.push( object ); + this.generateMipmaps = false; - // accounting is done, now do the same for all bindings + } - for ( var j = 0, m = nBindings; j !== m; ++ j ) { +} - bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); +CompressedTexture.prototype.isCompressedTexture = true; - } +class CanvasTexture extends Texture { - } else if ( index < nCachedObjects ) { + constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - knownObject = objects[ index ]; + super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - // move existing object to the ACTIVE region + this.needsUpdate = true; - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ]; + } - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; +} - indicesByUUID[ uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = object; +CanvasTexture.prototype.isCanvasTexture = true; - // accounting is done, now do the same for all bindings +/** + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html + */ - for ( var j = 0, m = nBindings; j !== m; ++ j ) { +function ParametricGeometry( func, slices, stacks ) { - var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - binding = bindingsForPath[ index ]; + BufferGeometry.call( this ); - bindingsForPath[ index ] = lastCached; + this.type = 'ParametricGeometry'; - if ( binding === undefined ) { + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; - // since we do not bother to create new bindings - // for objects that are cached, the binding may - // or may not exist + // buffers - binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; - } + const EPS = 0.00001; - bindingsForPath[ firstActiveIndex ] = binding; + const normal = new Vector3(); - } + const p0 = new Vector3(), p1 = new Vector3(); + const pu = new Vector3(), pv = new Vector3(); - } else if ( objects[ index ] !== knownObject ) { + if ( func.length < 3 ) { + + console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' ); + + } + + // generate vertices, normals and uvs - console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + - 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); + const sliceCount = slices + 1; - } // else the object is already where we want it to be + for ( let i = 0; i <= stacks; i ++ ) { - } // for arguments + const v = i / stacks; - this.nCachedObjects_ = nCachedObjects; + for ( let j = 0; j <= slices; j ++ ) { - }, + const u = j / slices; + + // vertex + + func( u, v, p0 ); + vertices.push( p0.x, p0.y, p0.z ); + + // normal + + // approximate tangent vectors via finite differences + + if ( u - EPS >= 0 ) { + + func( u - EPS, v, p1 ); + pu.subVectors( p0, p1 ); - remove: function () { + } else { - var objects = this._objects, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; + func( u + EPS, v, p1 ); + pu.subVectors( p1, p0 ); - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + } - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + if ( v - EPS >= 0 ) { - if ( index !== undefined && index >= nCachedObjects ) { + func( u, v - EPS, p1 ); + pv.subVectors( p0, p1 ); - // move existing object into the CACHED region + } else { - var lastCachedIndex = nCachedObjects ++, - firstActiveObject = objects[ lastCachedIndex ]; + func( u, v + EPS, p1 ); + pv.subVectors( p1, p0 ); - indicesByUUID[ firstActiveObject.uuid ] = index; - objects[ index ] = firstActiveObject; + } - indicesByUUID[ uuid ] = lastCachedIndex; - objects[ lastCachedIndex ] = object; + // cross product of tangent vectors returns surface normal - // accounting is done, now do the same for all bindings + normal.crossVectors( pu, pv ).normalize(); + normals.push( normal.x, normal.y, normal.z ); - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + // uv - var bindingsForPath = bindings[ j ], - firstActive = bindingsForPath[ lastCachedIndex ], - binding = bindingsForPath[ index ]; + uvs.push( u, v ); - bindingsForPath[ index ] = firstActive; - bindingsForPath[ lastCachedIndex ] = binding; + } - } + } - } + // generate indices - } // for arguments + for ( let i = 0; i < stacks; i ++ ) { - this.nCachedObjects_ = nCachedObjects; + for ( let j = 0; j < slices; j ++ ) { - }, + const a = i * sliceCount + j; + const b = i * sliceCount + j + 1; + const c = ( i + 1 ) * sliceCount + j + 1; + const d = ( i + 1 ) * sliceCount + j; - // remove & forget - uncache: function () { + // faces one and two - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; + indices.push( a, b, d ); + indices.push( b, c, d ); - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + } - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; + } - if ( index !== undefined ) { + // build geometry - delete indicesByUUID[ uuid ]; + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - if ( index < nCachedObjects ) { +} - // object is cached, shrink the CACHED region +ParametricGeometry.prototype = Object.create( BufferGeometry.prototype ); +ParametricGeometry.prototype.constructor = ParametricGeometry; - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ], - lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; +class SphereGeometry extends BufferGeometry { - // last cached object takes this object's place - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; + constructor( radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) { - // last object goes to the activated slot and pop - indicesByUUID[ lastObject.uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = lastObject; - objects.pop(); + super(); + this.type = 'SphereGeometry'; - // accounting is done, now do the same for all bindings + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + widthSegments = Math.max( 3, Math.floor( widthSegments ) ); + heightSegments = Math.max( 2, Math.floor( heightSegments ) ); - var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - last = bindingsForPath[ lastIndex ]; + const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI ); - bindingsForPath[ index ] = lastCached; - bindingsForPath[ firstActiveIndex ] = last; - bindingsForPath.pop(); + let index = 0; + const grid = []; - } + const vertex = new Vector3(); + const normal = new Vector3(); - } else { + // buffers - // object is active, just swap with the last and pop + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; - var lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; + // generate vertices, normals and uvs - indicesByUUID[ lastObject.uuid ] = index; - objects[ index ] = lastObject; - objects.pop(); + for ( let iy = 0; iy <= heightSegments; iy ++ ) { - // accounting is done, now do the same for all bindings + const verticesRow = []; - for ( var j = 0, m = nBindings; j !== m; ++ j ) { + const v = iy / heightSegments; - var bindingsForPath = bindings[ j ]; + // special case for the poles - bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; - bindingsForPath.pop(); + let uOffset = 0; - } + if ( iy == 0 && thetaStart == 0 ) { - } // cached or active + uOffset = 0.5 / widthSegments; - } // if object is known + } else if ( iy == heightSegments && thetaEnd == Math.PI ) { - } // for arguments + uOffset = - 0.5 / widthSegments; - this.nCachedObjects_ = nCachedObjects; + } - }, + for ( let ix = 0; ix <= widthSegments; ix ++ ) { - // Internal interface used by befriended PropertyBinding.Composite: + const u = ix / widthSegments; - subscribe_: function ( path, parsedPath ) { + // vertex - // returns an array of bindings for the given path that is changed - // according to the contained objects in the group + vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); + vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - var indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ], - bindings = this._bindings; + vertices.push( vertex.x, vertex.y, vertex.z ); - if ( index !== undefined ) return bindings[ index ]; + // normal - var paths = this._paths, - parsedPaths = this._parsedPaths, - objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - bindingsForPath = new Array( nObjects ); + normal.copy( vertex ).normalize(); + normals.push( normal.x, normal.y, normal.z ); - index = bindings.length; + // uv - indicesByPath[ path ] = index; + uvs.push( u + uOffset, 1 - v ); - paths.push( path ); - parsedPaths.push( parsedPath ); - bindings.push( bindingsForPath ); + verticesRow.push( index ++ ); - for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) { + } - var object = objects[ i ]; - bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); + grid.push( verticesRow ); } - return bindingsForPath; - - }, - - unsubscribe_: function ( path ) { - - // tells the group to forget about a property path and no longer - // update the array previously obtained with 'subscribe_' + // indices - var indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ]; + for ( let iy = 0; iy < heightSegments; iy ++ ) { - if ( index !== undefined ) { + for ( let ix = 0; ix < widthSegments; ix ++ ) { - var paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - lastBindingsIndex = bindings.length - 1, - lastBindings = bindings[ lastBindingsIndex ], - lastBindingsPath = path[ lastBindingsIndex ]; + const a = grid[ iy ][ ix + 1 ]; + const b = grid[ iy ][ ix ]; + const c = grid[ iy + 1 ][ ix ]; + const d = grid[ iy + 1 ][ ix + 1 ]; - indicesByPath[ lastBindingsPath ] = index; + if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); + if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); - bindings[ index ] = lastBindings; - bindings.pop(); + } - parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; - parsedPaths.pop(); + } - paths[ index ] = paths[ lastBindingsIndex ]; - paths.pop(); + // build geometry - } + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); } -} ); +} /** + * parameters = { + * color: , + * roughness: , + * metalness: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , * - * Action provided by AnimationMixer for scheduling clip playback on specific - * objects. + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * roughnessMap: new THREE.Texture( ), + * + * metalnessMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: + * + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw + * skinning: , + * morphTargets: , + * morphNormals: , * + * flatShading: + * } */ -function AnimationAction( mixer, clip, localRoot ) { +function MeshStandardMaterial( parameters ) { - this._mixer = mixer; - this._clip = clip; - this._localRoot = localRoot || null; + Material.call( this ); - var tracks = clip.tracks, - nTracks = tracks.length, - interpolants = new Array( nTracks ); + this.defines = { 'STANDARD': '' }; - var interpolantSettings = { - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - }; + this.type = 'MeshStandardMaterial'; - for ( var i = 0; i !== nTracks; ++ i ) { + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 1.0; + this.metalness = 0.0; - var interpolant = tracks[ i ].createInterpolant( null ); - interpolants[ i ] = interpolant; - interpolant.settings = interpolantSettings; + this.map = null; - } + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; - this._interpolantSettings = interpolantSettings; + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; - this._interpolants = interpolants; // bound by the mixer + this.bumpMap = null; + this.bumpScale = 1; - // inside: PropertyMixer (managed by the mixer) - this._propertyBindings = new Array( nTracks ); + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); - this._cacheIndex = null; // for the memory manager - this._byClipCacheIndex = null; // for the memory manager + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; - this._timeScaleInterpolant = null; - this._weightInterpolant = null; + this.roughnessMap = null; - this.loop = LoopRepeat; - this._loopCount = - 1; + this.metalnessMap = null; - // global mixer time when the action is to be started - // it's set back to 'null' upon start of the action - this._startTime = null; + this.alphaMap = null; - // scaled local time of the action - // gets clamped or wrapped to 0..clip.duration according to loop - this.time = 0; + this.envMap = null; + this.envMapIntensity = 1.0; - this.timeScale = 1; - this._effectiveTimeScale = 1; + this.refractionRatio = 0.98; - this.weight = 1; - this._effectiveWeight = 1; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; - this.repetitions = Infinity; // no. of repetitions when looping + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; - this.paused = false; // true -> zero effective time scale - this.enabled = true; // false -> zero effective weight + this.flatShading = false; - this.clampWhenFinished = false;// keep feeding the last frame? + this.vertexTangents = false; - this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate - this.zeroSlopeAtEnd = true;// clips for start, loop and end + this.setValues( parameters ); } -Object.assign( AnimationAction.prototype, { +MeshStandardMaterial.prototype = Object.create( Material.prototype ); +MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; - // State & Scheduling +MeshStandardMaterial.prototype.isMeshStandardMaterial = true; - play: function () { +MeshStandardMaterial.prototype.copy = function ( source ) { - this._mixer._activateAction( this ); + Material.prototype.copy.call( this, source ); - return this; + this.defines = { 'STANDARD': '' }; - }, + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; - stop: function () { + this.map = source.map; - this._mixer._deactivateAction( this ); + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; - return this.reset(); + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; - }, + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; - reset: function () { + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; - this.paused = false; - this.enabled = true; + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); - this.time = 0; // restart clip - this._loopCount = - 1;// forget previous loops - this._startTime = null;// forget scheduling + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; - return this.stopFading().stopWarping(); + this.roughnessMap = source.roughnessMap; - }, + this.metalnessMap = source.metalnessMap; - isRunning: function () { + this.alphaMap = source.alphaMap; - return this.enabled && ! this.paused && this.timeScale !== 0 && - this._startTime === null && this._mixer._isActiveAction( this ); + this.envMap = source.envMap; + this.envMapIntensity = source.envMapIntensity; - }, + this.refractionRatio = source.refractionRatio; - // return true when play has been called - isScheduled: function () { + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; - return this._mixer._isActiveAction( this ); + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; - }, + this.flatShading = source.flatShading; - startAt: function ( time ) { + this.vertexTangents = source.vertexTangents; - this._startTime = time; + return this; - return this; +}; - }, +/** + * parameters = { + * clearcoat: , + * clearcoatMap: new THREE.Texture( ), + * clearcoatRoughness: , + * clearcoatRoughnessMap: new THREE.Texture( ), + * clearcoatNormalScale: , + * clearcoatNormalMap: new THREE.Texture( ), + * + * reflectivity: , + * ior: , + * + * sheen: , + * + * transmission: , + * transmissionMap: new THREE.Texture( ) + * } + */ - setLoop: function ( mode, repetitions ) { +function MeshPhysicalMaterial( parameters ) { - this.loop = mode; - this.repetitions = repetitions; + MeshStandardMaterial.call( this ); - return this; + this.defines = { - }, + 'STANDARD': '', + 'PHYSICAL': '' + + }; - // Weight + this.type = 'MeshPhysicalMaterial'; - // set the weight stopping any scheduled fading - // although .enabled = false yields an effective weight of zero, this - // method does *not* change .enabled, because it would be confusing - setEffectiveWeight: function ( weight ) { + this.clearcoat = 0.0; + this.clearcoatMap = null; + this.clearcoatRoughness = 0.0; + this.clearcoatRoughnessMap = null; + this.clearcoatNormalScale = new Vector2( 1, 1 ); + this.clearcoatNormalMap = null; - this.weight = weight; + this.reflectivity = 0.5; // maps to F0 = 0.04 - // note: same logic as when updated at runtime - this._effectiveWeight = this.enabled ? weight : 0; + Object.defineProperty( this, 'ior', { + get: function () { - return this.stopFading(); + return ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity ); - }, + }, + set: function ( ior ) { - // return the weight considering fading and .enabled - getEffectiveWeight: function () { + this.reflectivity = MathUtils.clamp( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 ); - return this._effectiveWeight; + } + } ); - }, + this.sheen = null; // null will disable sheen bsdf - fadeIn: function ( duration ) { + this.transmission = 0.0; + this.transmissionMap = null; - return this._scheduleFading( duration, 0, 1 ); + this.setValues( parameters ); - }, +} - fadeOut: function ( duration ) { +MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); +MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; - return this._scheduleFading( duration, 1, 0 ); +MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; - }, +MeshPhysicalMaterial.prototype.copy = function ( source ) { - crossFadeFrom: function ( fadeOutAction, duration, warp ) { + MeshStandardMaterial.prototype.copy.call( this, source ); - fadeOutAction.fadeOut( duration ); - this.fadeIn( duration ); + this.defines = { - if ( warp ) { + 'STANDARD': '', + 'PHYSICAL': '' - var fadeInDuration = this._clip.duration, - fadeOutDuration = fadeOutAction._clip.duration, + }; - startEndRatio = fadeOutDuration / fadeInDuration, - endStartRatio = fadeInDuration / fadeOutDuration; + this.clearcoat = source.clearcoat; + this.clearcoatMap = source.clearcoatMap; + this.clearcoatRoughness = source.clearcoatRoughness; + this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; + this.clearcoatNormalMap = source.clearcoatNormalMap; + this.clearcoatNormalScale.copy( source.clearcoatNormalScale ); - fadeOutAction.warp( 1.0, startEndRatio, duration ); - this.warp( endStartRatio, 1.0, duration ); + this.reflectivity = source.reflectivity; - } + if ( source.sheen ) { - return this; + this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); - }, + } else { - crossFadeTo: function ( fadeInAction, duration, warp ) { + this.sheen = null; - return fadeInAction.crossFadeFrom( this, duration, warp ); + } - }, + this.transmission = source.transmission; + this.transmissionMap = source.transmissionMap; - stopFading: function () { + return this; - var weightInterpolant = this._weightInterpolant; +}; - if ( weightInterpolant !== null ) { +/** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + */ - this._weightInterpolant = null; - this._mixer._takeBackControlInterpolant( weightInterpolant ); +function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - } + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; - return this; + this.resultBuffer = resultBuffer !== undefined ? + resultBuffer : new sampleValues.constructor( sampleSize ); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; - }, +} - // Time Scale Control +Object.assign( Interpolant.prototype, { - // set the time scale stopping any scheduled warping - // although .paused = true yields an effective time scale of zero, this - // method does *not* change .paused, because it would be confusing - setEffectiveTimeScale: function ( timeScale ) { + evaluate: function ( t ) { - this.timeScale = timeScale; - this._effectiveTimeScale = this.paused ? 0 : timeScale; + const pp = this.parameterPositions; + let i1 = this._cachedIndex, + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; - return this.stopWarping(); + validate_interval: { - }, + seek: { - // return the time scale considering warping and .paused - getEffectiveTimeScale: function () { + let right; - return this._effectiveTimeScale; + linear_scan: { - }, + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { - setDuration: function ( duration ) { + for ( let giveUpAt = i1 + 2; ; ) { - this.timeScale = this._clip.duration / duration; + if ( t1 === undefined ) { - return this.stopWarping(); + if ( t < t0 ) break forward_scan; - }, + // after end - syncWith: function ( action ) { + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t, t0 ); - this.time = action.time; - this.timeScale = action.timeScale; + } - return this.stopWarping(); + if ( i1 === giveUpAt ) break; // this loop - }, + t0 = t1; + t1 = pp[ ++ i1 ]; - halt: function ( duration ) { + if ( t < t1 ) { - return this.warp( this._effectiveTimeScale, 0, duration ); + // we have arrived at the sought interval + break seek; - }, + } - warp: function ( startTimeScale, endTimeScale, duration ) { + } - var mixer = this._mixer, now = mixer.time, - interpolant = this._timeScaleInterpolant, + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; - timeScale = this.timeScale; + } - if ( interpolant === null ) { + //- slower code: + //- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { - interpolant = mixer._lendControlInterpolant(); - this._timeScaleInterpolant = interpolant; + // looping? - } + const t1global = pp[ 1 ]; - var times = interpolant.parameterPositions, - values = interpolant.sampleValues; + if ( t < t1global ) { - times[ 0 ] = now; - times[ 1 ] = now + duration; + i1 = 2; // + 1, using the scan for the details + t0 = t1global; - values[ 0 ] = startTimeScale / timeScale; - values[ 1 ] = endTimeScale / timeScale; + } - return this; + // linear reverse scan - }, + for ( let giveUpAt = i1 - 2; ; ) { - stopWarping: function () { + if ( t0 === undefined ) { - var timeScaleInterpolant = this._timeScaleInterpolant; + // before start - if ( timeScaleInterpolant !== null ) { + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); - this._timeScaleInterpolant = null; - this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + } - } + if ( i1 === giveUpAt ) break; // this loop - return this; + t1 = t0; + t0 = pp[ -- i1 - 1 ]; - }, + if ( t >= t0 ) { - // Object Accessors + // we have arrived at the sought interval + break seek; - getMixer: function () { + } - return this._mixer; + } - }, + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; - getClip: function () { + } - return this._clip; + // the interval is valid - }, + break validate_interval; - getRoot: function () { + } // linear scan - return this._localRoot || this._mixer._root; + // binary search - }, + while ( i1 < right ) { - // Interna + const mid = ( i1 + right ) >>> 1; - _update: function ( time, deltaTime, timeDirection, accuIndex ) { + if ( t < pp[ mid ] ) { - // called by the mixer + right = mid; - if ( ! this.enabled ) { + } else { - // call ._updateWeight() to update ._effectiveWeight + i1 = mid + 1; - this._updateWeight( time ); - return; + } - } + } - var startTime = this._startTime; + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; - if ( startTime !== null ) { + // check boundary cases, again - // check for scheduled start of action + if ( t0 === undefined ) { - var timeRunning = ( time - startTime ) * timeDirection; - if ( timeRunning < 0 || timeDirection === 0 ) { + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); - return; // yet to come / don't decide when delta = 0 + } - } + if ( t1 === undefined ) { - // start + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t0, t ); - this._startTime = null; // unschedule - deltaTime = timeDirection * timeRunning; + } - } + } // seek - // apply time scale and advance time + this._cachedIndex = i1; - deltaTime *= this._updateTimeScale( time ); - var clipTime = this._updateTime( deltaTime ); + this.intervalChanged_( i1, t0, t1 ); - // note: _updateTime may disable the action resulting in - // an effective weight of 0 + } // validate_interval - var weight = this._updateWeight( time ); + return this.interpolate_( i1, t0, t, t1 ); - if ( weight > 0 ) { + }, - var interpolants = this._interpolants; - var propertyMixers = this._propertyBindings; + settings: null, // optional, subclass-specific settings structure + // Note: The indirection allows central control of many interpolants. - for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { + // --- Protected interface - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulate( accuIndex, weight ); + DefaultSettings_: {}, - } + getSettings_: function () { - } + return this.settings || this.DefaultSettings_; }, - _updateWeight: function ( time ) { + copySampleValue_: function ( index ) { + + // copies a sample value to the result buffer - var weight = 0; + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; - if ( this.enabled ) { + for ( let i = 0; i !== stride; ++ i ) { - weight = this.weight; - var interpolant = this._weightInterpolant; + result[ i ] = values[ offset + i ]; - if ( interpolant !== null ) { + } - var interpolantValue = interpolant.evaluate( time )[ 0 ]; + return result; - weight *= interpolantValue; + }, - if ( time > interpolant.parameterPositions[ 1 ] ) { + // Template methods for derived classes: - this.stopFading(); + interpolate_: function ( /* i1, t0, t, t1 */ ) { - if ( interpolantValue === 0 ) { + throw new Error( 'call to abstract method' ); + // implementations shall return this.resultBuffer - // faded out, disable - this.enabled = false; + }, - } + intervalChanged_: function ( /* i1, t0, t1 */ ) { - } + // empty - } + } - } +} ); - this._effectiveWeight = weight; - return weight; +// DECLARE ALIAS AFTER assign prototype +Object.assign( Interpolant.prototype, { - }, + //( 0, t, t0 ), returns this.resultBuffer + beforeStart_: Interpolant.prototype.copySampleValue_, - _updateTimeScale: function ( time ) { + //( N-1, tN-1, t ), returns this.resultBuffer + afterEnd_: Interpolant.prototype.copySampleValue_, - var timeScale = 0; +} ); - if ( ! this.paused ) { +/** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + */ - timeScale = this.timeScale; +function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - var interpolant = this._timeScaleInterpolant; + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - if ( interpolant !== null ) { + this._weightPrev = - 0; + this._offsetPrev = - 0; + this._weightNext = - 0; + this._offsetNext = - 0; - var interpolantValue = interpolant.evaluate( time )[ 0 ]; +} - timeScale *= interpolantValue; +CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - if ( time > interpolant.parameterPositions[ 1 ] ) { + constructor: CubicInterpolant, - this.stopWarping(); + DefaultSettings_: { - if ( timeScale === 0 ) { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding - // motion has halted, pause - this.paused = true; + }, - } else { + intervalChanged_: function ( i1, t0, t1 ) { - // warp done - apply final time scale - this.timeScale = timeScale; + const pp = this.parameterPositions; + let iPrev = i1 - 2, + iNext = i1 + 1, - } + tPrev = pp[ iPrev ], + tNext = pp[ iNext ]; - } + if ( tPrev === undefined ) { - } + switch ( this.getSettings_().endingStart ) { - } + case ZeroSlopeEnding: - this._effectiveTimeScale = timeScale; - return timeScale; + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; - }, + break; - _updateTime: function ( deltaTime ) { + case WrapAroundEnding: - var time = this.time + deltaTime; - var duration = this._clip.duration; - var loop = this.loop; - var loopCount = this._loopCount; + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; - var pingPong = ( loop === LoopPingPong ); + break; - if ( deltaTime === 0 ) { + default: // ZeroCurvatureEnding - if ( loopCount === - 1 ) return time; + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; - return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; + } } - if ( loop === LoopOnce ) { - - if ( loopCount === - 1 ) { + if ( tNext === undefined ) { - // just started + switch ( this.getSettings_().endingEnd ) { - this._loopCount = 0; - this._setEndings( true, true, false ); + case ZeroSlopeEnding: - } + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; - handle_stop: { + break; - if ( time >= duration ) { + case WrapAroundEnding: - time = duration; + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[ 1 ] - pp[ 0 ]; - } else if ( time < 0 ) { + break; - time = 0; + default: // ZeroCurvatureEnding - } else { + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; - this.time = time; + } - break handle_stop; + } - } + const halfDt = ( t1 - t0 ) * 0.5, + stride = this.valueSize; - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; + this._weightPrev = halfDt / ( t0 - tPrev ); + this._weightNext = halfDt / ( tNext - t1 ); + this._offsetPrev = iPrev * stride; + this._offsetNext = iNext * stride; - this.time = time; + }, - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime < 0 ? - 1 : 1 - } ); + interpolate_: function ( i1, t0, t, t1 ) { - } + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, - } else { // repetitive Repeat or PingPong + o1 = i1 * stride, o0 = o1 - stride, + oP = this._offsetPrev, oN = this._offsetNext, + wP = this._weightPrev, wN = this._weightNext, - if ( loopCount === - 1 ) { + p = ( t - t0 ) / ( t1 - t0 ), + pp = p * p, + ppp = pp * p; - // just started + // evaluate polynomials - if ( deltaTime >= 0 ) { + const sP = - wP * ppp + 2 * wP * pp - wP * p; + const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; + const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + const sN = wN * ppp - wN * pp; - loopCount = 0; + // combine data linearly - this._setEndings( true, this.repetitions === 0, pingPong ); + for ( let i = 0; i !== stride; ++ i ) { - } else { + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; - // when looping in reverse direction, the initial - // transition through zero counts as a repetition, - // so leave loopCount at -1 + } - this._setEndings( this.repetitions === 0, true, pingPong ); + return result; - } + } - } +} ); - if ( time >= duration || time < 0 ) { +function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - // wrap around + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - var loopDelta = Math.floor( time / duration ); // signed - time -= duration * loopDelta; +} - loopCount += Math.abs( loopDelta ); +LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - var pending = this.repetitions - loopCount; + constructor: LinearInterpolant, - if ( pending <= 0 ) { + interpolate_: function ( i1, t0, t, t1 ) { - // have to stop (switch state, clamp time, fire event) + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; + offset1 = i1 * stride, + offset0 = offset1 - stride, - time = deltaTime > 0 ? duration : 0; + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; - this.time = time; + for ( let i = 0; i !== stride; ++ i ) { - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime > 0 ? 1 : - 1 - } ); + result[ i ] = + values[ offset0 + i ] * weight0 + + values[ offset1 + i ] * weight1; - } else { + } - // keep running + return result; - if ( pending === 1 ) { + } - // entering the last round +} ); - var atStart = deltaTime < 0; - this._setEndings( atStart, ! atStart, pingPong ); +/** + * + * Interpolant that evaluates to the sample value at the position preceeding + * the parameter. + */ - } else { +function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - this._setEndings( false, false, pingPong ); + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - } +} - this._loopCount = loopCount; +DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - this.time = time; + constructor: DiscreteInterpolant, - this._mixer.dispatchEvent( { - type: 'loop', action: this, loopDelta: loopDelta - } ); + interpolate_: function ( i1 /*, t0, t, t1 */ ) { - } + return this.copySampleValue_( i1 - 1 ); - } else { + } - this.time = time; +} ); - } +/** + * Spherical linear unit quaternion interpolant. + */ - if ( pingPong && ( loopCount & 1 ) === 1 ) { +function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - // invert time for the "pong round" + Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - return duration - time; +} - } +QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - } + constructor: QuaternionLinearInterpolant, - return time; + interpolate_: function ( i1, t0, t, t1 ) { - }, + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, - _setEndings: function ( atStart, atEnd, pingPong ) { + alpha = ( t - t0 ) / ( t1 - t0 ); - var settings = this._interpolantSettings; + let offset = i1 * stride; - if ( pingPong ) { + for ( let end = offset + stride; offset !== end; offset += 4 ) { - settings.endingStart = ZeroSlopeEnding; - settings.endingEnd = ZeroSlopeEnding; + Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); - } else { + } - // assuming for LoopOnce atStart == atEnd == true + return result; - if ( atStart ) { + } - settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; +} ); - } else { +const Cache = { - settings.endingStart = WrapAroundEnding; + enabled: false, - } + files: {}, - if ( atEnd ) { + add: function ( key, file ) { - settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; + if ( this.enabled === false ) return; - } else { + // console.log( 'THREE.Cache', 'Adding key:', key ); - settings.endingEnd = WrapAroundEnding; + this.files[ key ] = file; - } + }, - } + get: function ( key ) { - }, + if ( this.enabled === false ) return; - _scheduleFading: function ( duration, weightNow, weightThen ) { + // console.log( 'THREE.Cache', 'Checking key:', key ); - var mixer = this._mixer, now = mixer.time, - interpolant = this._weightInterpolant; + return this.files[ key ]; - if ( interpolant === null ) { + }, - interpolant = mixer._lendControlInterpolant(); - this._weightInterpolant = interpolant; + remove: function ( key ) { - } + delete this.files[ key ]; - var times = interpolant.parameterPositions, - values = interpolant.sampleValues; + }, - times[ 0 ] = now; - values[ 0 ] = weightNow; - times[ 1 ] = now + duration; - values[ 1 ] = weightThen; + clear: function () { - return this; + this.files = {}; } -} ); - -/** - * - * Player for AnimationClips. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ +}; -function AnimationMixer( root ) { +function LoadingManager( onLoad, onProgress, onError ) { - this._root = root; - this._initMemoryManager(); - this._accuIndex = 0; + const scope = this; - this.time = 0; + let isLoading = false; + let itemsLoaded = 0; + let itemsTotal = 0; + let urlModifier = undefined; + const handlers = []; - this.timeScale = 1.0; + // Refer to #5689 for the reason why we don't set .onStart + // in the constructor -} + this.onStart = undefined; + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; -AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + this.itemStart = function ( url ) { - constructor: AnimationMixer, + itemsTotal ++; - _bindAction: function ( action, prototypeAction ) { + if ( isLoading === false ) { - var root = action._localRoot || this._root, - tracks = action._clip.tracks, - nTracks = tracks.length, - bindings = action._propertyBindings, - interpolants = action._interpolants, - rootUuid = root.uuid, - bindingsByRoot = this._bindingsByRootAndName, - bindingsByName = bindingsByRoot[ rootUuid ]; + if ( scope.onStart !== undefined ) { - if ( bindingsByName === undefined ) { + scope.onStart( url, itemsLoaded, itemsTotal ); - bindingsByName = {}; - bindingsByRoot[ rootUuid ] = bindingsByName; + } } - for ( var i = 0; i !== nTracks; ++ i ) { + isLoading = true; - var track = tracks[ i ], - trackName = track.name, - binding = bindingsByName[ trackName ]; + }; - if ( binding !== undefined ) { + this.itemEnd = function ( url ) { - bindings[ i ] = binding; + itemsLoaded ++; - } else { + if ( scope.onProgress !== undefined ) { - binding = bindings[ i ]; + scope.onProgress( url, itemsLoaded, itemsTotal ); - if ( binding !== undefined ) { + } - // existing binding, make sure the cache knows + if ( itemsLoaded === itemsTotal ) { - if ( binding._cacheIndex === null ) { + isLoading = false; - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); + if ( scope.onLoad !== undefined ) { - } + scope.onLoad(); - continue; + } - } + } - var path = prototypeAction && prototypeAction. - _propertyBindings[ i ].binding.parsedPath; + }; - binding = new PropertyMixer( - PropertyBinding.create( root, trackName, path ), - track.ValueTypeName, track.getValueSize() ); + this.itemError = function ( url ) { - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); + if ( scope.onError !== undefined ) { - bindings[ i ] = binding; + scope.onError( url ); - } + } - interpolants[ i ].resultBuffer = binding.buffer; + }; - } + this.resolveURL = function ( url ) { - }, + if ( urlModifier ) { - _activateAction: function ( action ) { + return urlModifier( url ); - if ( ! this._isActiveAction( action ) ) { + } - if ( action._cacheIndex === null ) { + return url; - // this action has been forgotten by the cache, but the user - // appears to be still using it -> rebind + }; - var rootUuid = ( action._localRoot || this._root ).uuid, - clipUuid = action._clip.uuid, - actionsForClip = this._actionsByClip[ clipUuid ]; + this.setURLModifier = function ( transform ) { - this._bindAction( action, - actionsForClip && actionsForClip.knownActions[ 0 ] ); + urlModifier = transform; - this._addInactiveAction( action, clipUuid, rootUuid ); + return this; - } + }; - var bindings = action._propertyBindings; + this.addHandler = function ( regex, loader ) { - // increment reference counts / sort out state - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + handlers.push( regex, loader ); - var binding = bindings[ i ]; + return this; - if ( binding.useCount ++ === 0 ) { + }; - this._lendBinding( binding ); - binding.saveOriginalState(); + this.removeHandler = function ( regex ) { - } + const index = handlers.indexOf( regex ); - } + if ( index !== - 1 ) { - this._lendAction( action ); + handlers.splice( index, 2 ); } - }, - - _deactivateAction: function ( action ) { + return this; - if ( this._isActiveAction( action ) ) { + }; - var bindings = action._propertyBindings; + this.getHandler = function ( file ) { - // decrement reference counts / sort out state - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + for ( let i = 0, l = handlers.length; i < l; i += 2 ) { - var binding = bindings[ i ]; + const regex = handlers[ i ]; + const loader = handlers[ i + 1 ]; - if ( -- binding.useCount === 0 ) { + if ( regex.global ) regex.lastIndex = 0; // see #17920 - binding.restoreOriginalState(); - this._takeBackBinding( binding ); + if ( regex.test( file ) ) { - } + return loader; } - this._takeBackAction( action ); - } - }, - - // Memory manager - - _initMemoryManager: function () { - - this._actions = []; // 'nActiveActions' followed by inactive ones - this._nActiveActions = 0; - - this._actionsByClip = {}; - // inside: - // { - // knownActions: Array< AnimationAction > - used as prototypes - // actionByRoot: AnimationAction - lookup - // } - - - this._bindings = []; // 'nActiveBindings' followed by inactive ones - this._nActiveBindings = 0; - - this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > + return null; + }; - this._controlInterpolants = []; // same game as above - this._nActiveControlInterpolants = 0; +} - var scope = this; +const DefaultLoadingManager = new LoadingManager(); - this.stats = { +function Loader( manager ) { - actions: { - get total() { + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - return scope._actions.length; + this.crossOrigin = 'anonymous'; + this.withCredentials = false; + this.path = ''; + this.resourcePath = ''; + this.requestHeader = {}; - }, - get inUse() { +} - return scope._nActiveActions; +Object.assign( Loader.prototype, { - } - }, - bindings: { - get total() { + load: function ( /* url, onLoad, onProgress, onError */ ) {}, - return scope._bindings.length; + loadAsync: function ( url, onProgress ) { - }, - get inUse() { + const scope = this; - return scope._nActiveBindings; + return new Promise( function ( resolve, reject ) { - } - }, - controlInterpolants: { - get total() { + scope.load( url, resolve, onProgress, reject ); - return scope._controlInterpolants.length; + } ); - }, - get inUse() { + }, - return scope._nActiveControlInterpolants; + parse: function ( /* data */ ) {}, - } - } + setCrossOrigin: function ( crossOrigin ) { - }; + this.crossOrigin = crossOrigin; + return this; }, - // Memory management for AnimationAction objects - - _isActiveAction: function ( action ) { + setWithCredentials: function ( value ) { - var index = action._cacheIndex; - return index !== null && index < this._nActiveActions; + this.withCredentials = value; + return this; }, - _addInactiveAction: function ( action, clipUuid, rootUuid ) { - - var actions = this._actions, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ]; + setPath: function ( path ) { - if ( actionsForClip === undefined ) { + this.path = path; + return this; - actionsForClip = { + }, - knownActions: [ action ], - actionByRoot: {} + setResourcePath: function ( resourcePath ) { - }; + this.resourcePath = resourcePath; + return this; - action._byClipCacheIndex = 0; + }, - actionsByClip[ clipUuid ] = actionsForClip; + setRequestHeader: function ( requestHeader ) { - } else { + this.requestHeader = requestHeader; + return this; - var knownActions = actionsForClip.knownActions; + } - action._byClipCacheIndex = knownActions.length; - knownActions.push( action ); +} ); - } +const loading = {}; - action._cacheIndex = actions.length; - actions.push( action ); +function FileLoader( manager ) { - actionsForClip.actionByRoot[ rootUuid ] = action; + Loader.call( this, manager ); - }, +} - _removeInactiveAction: function ( action ) { +FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - var actions = this._actions, - lastInactiveAction = actions[ actions.length - 1 ], - cacheIndex = action._cacheIndex; + constructor: FileLoader, - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); + load: function ( url, onLoad, onProgress, onError ) { - action._cacheIndex = null; + if ( url === undefined ) url = ''; + if ( this.path !== undefined ) url = this.path + url; - var clipUuid = action._clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ], - knownActionsForClip = actionsForClip.knownActions, + url = this.manager.resolveURL( url ); - lastKnownAction = - knownActionsForClip[ knownActionsForClip.length - 1 ], + const scope = this; - byClipCacheIndex = action._byClipCacheIndex; + const cached = Cache.get( url ); - lastKnownAction._byClipCacheIndex = byClipCacheIndex; - knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; - knownActionsForClip.pop(); + if ( cached !== undefined ) { - action._byClipCacheIndex = null; + scope.manager.itemStart( url ); + setTimeout( function () { - var actionByRoot = actionsForClip.actionByRoot, - rootUuid = ( action._localRoot || this._root ).uuid; + if ( onLoad ) onLoad( cached ); - delete actionByRoot[ rootUuid ]; + scope.manager.itemEnd( url ); - if ( knownActionsForClip.length === 0 ) { + }, 0 ); - delete actionsByClip[ clipUuid ]; + return cached; } - this._removeInactiveBindingsForAction( action ); - - }, - - _removeInactiveBindingsForAction: function ( action ) { + // Check if request is duplicate - var bindings = action._propertyBindings; - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + if ( loading[ url ] !== undefined ) { - var binding = bindings[ i ]; + loading[ url ].push( { - if ( -- binding.referenceCount === 0 ) { + onLoad: onLoad, + onProgress: onProgress, + onError: onError - this._removeInactiveBinding( binding ); + } ); - } + return; } - }, + // Check for data: URI + const dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; + const dataUriRegexResult = url.match( dataUriRegex ); + let request; - _lendAction: function ( action ) { + // Safari can not handle Data URIs through XMLHttpRequest so process manually + if ( dataUriRegexResult ) { - // [ active actions | inactive actions ] - // [ active actions >| inactive actions ] - // s a - // <-swap-> - // a s + const mimeType = dataUriRegexResult[ 1 ]; + const isBase64 = !! dataUriRegexResult[ 2 ]; - var actions = this._actions, - prevIndex = action._cacheIndex, + let data = dataUriRegexResult[ 3 ]; + data = decodeURIComponent( data ); - lastActiveIndex = this._nActiveActions ++, + if ( isBase64 ) data = atob( data ); - firstInactiveAction = actions[ lastActiveIndex ]; + try { - action._cacheIndex = lastActiveIndex; - actions[ lastActiveIndex ] = action; + let response; + const responseType = ( this.responseType || '' ).toLowerCase(); - firstInactiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = firstInactiveAction; + switch ( responseType ) { - }, + case 'arraybuffer': + case 'blob': - _takeBackAction: function ( action ) { + const view = new Uint8Array( data.length ); - // [ active actions | inactive actions ] - // [ active actions |< inactive actions ] - // a s - // <-swap-> - // s a + for ( let i = 0; i < data.length; i ++ ) { - var actions = this._actions, - prevIndex = action._cacheIndex, + view[ i ] = data.charCodeAt( i ); - firstInactiveIndex = -- this._nActiveActions, + } - lastActiveAction = actions[ firstInactiveIndex ]; + if ( responseType === 'blob' ) { - action._cacheIndex = firstInactiveIndex; - actions[ firstInactiveIndex ] = action; + response = new Blob( [ view.buffer ], { type: mimeType } ); - lastActiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = lastActiveAction; + } else { - }, + response = view.buffer; - // Memory management for PropertyMixer objects + } - _addInactiveBinding: function ( binding, rootUuid, trackName ) { + break; - var bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ], + case 'document': - bindings = this._bindings; + const parser = new DOMParser(); + response = parser.parseFromString( data, mimeType ); - if ( bindingByName === undefined ) { + break; - bindingByName = {}; - bindingsByRoot[ rootUuid ] = bindingByName; + case 'json': - } + response = JSON.parse( data ); - bindingByName[ trackName ] = binding; + break; - binding._cacheIndex = bindings.length; - bindings.push( binding ); + default: // 'text' or other - }, + response = data; - _removeInactiveBinding: function ( binding ) { + break; - var bindings = this._bindings, - propBinding = binding.binding, - rootUuid = propBinding.rootNode.uuid, - trackName = propBinding.path, - bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ], + } - lastInactiveBinding = bindings[ bindings.length - 1 ], - cacheIndex = binding._cacheIndex; + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + setTimeout( function () { - lastInactiveBinding._cacheIndex = cacheIndex; - bindings[ cacheIndex ] = lastInactiveBinding; - bindings.pop(); + if ( onLoad ) onLoad( response ); - delete bindingByName[ trackName ]; + scope.manager.itemEnd( url ); - if ( Object.keys( bindingByName ).length === 0 ) { + }, 0 ); - delete bindingsByRoot[ rootUuid ]; + } catch ( error ) { - } + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + setTimeout( function () { - }, + if ( onError ) onError( error ); - _lendBinding: function ( binding ) { + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); - var bindings = this._bindings, - prevIndex = binding._cacheIndex, + }, 0 ); - lastActiveIndex = this._nActiveBindings ++, + } - firstInactiveBinding = bindings[ lastActiveIndex ]; + } else { - binding._cacheIndex = lastActiveIndex; - bindings[ lastActiveIndex ] = binding; + // Initialise array for duplicate requests - firstInactiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = firstInactiveBinding; + loading[ url ] = []; - }, + loading[ url ].push( { - _takeBackBinding: function ( binding ) { + onLoad: onLoad, + onProgress: onProgress, + onError: onError - var bindings = this._bindings, - prevIndex = binding._cacheIndex, + } ); - firstInactiveIndex = -- this._nActiveBindings, + request = new XMLHttpRequest(); - lastActiveBinding = bindings[ firstInactiveIndex ]; + request.open( 'GET', url, true ); - binding._cacheIndex = firstInactiveIndex; - bindings[ firstInactiveIndex ] = binding; + request.addEventListener( 'load', function ( event ) { - lastActiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = lastActiveBinding; + const response = this.response; - }, + const callbacks = loading[ url ]; + delete loading[ url ]; - // Memory management of Interpolants for weight and time scale + if ( this.status === 200 || this.status === 0 ) { - _lendControlInterpolant: function () { + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. - var interpolants = this._controlInterpolants, - lastActiveIndex = this._nActiveControlInterpolants ++, - interpolant = interpolants[ lastActiveIndex ]; + if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); - if ( interpolant === undefined ) { + // Add to cache only on HTTP success, so that we do not cache + // error response bodies as proper responses to requests. + Cache.add( url, response ); - interpolant = new LinearInterpolant( - new Float32Array( 2 ), new Float32Array( 2 ), - 1, this._controlInterpolantsResultBuffer ); + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { - interpolant.__cacheIndex = lastActiveIndex; - interpolants[ lastActiveIndex ] = interpolant; + const callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( response ); - } + } - return interpolant; + scope.manager.itemEnd( url ); - }, + } else { - _takeBackControlInterpolant: function ( interpolant ) { + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { - var interpolants = this._controlInterpolants, - prevIndex = interpolant.__cacheIndex, + const callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); - firstInactiveIndex = -- this._nActiveControlInterpolants, + } - lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); - interpolant.__cacheIndex = firstInactiveIndex; - interpolants[ firstInactiveIndex ] = interpolant; + } - lastActiveInterpolant.__cacheIndex = prevIndex; - interpolants[ prevIndex ] = lastActiveInterpolant; + }, false ); - }, + request.addEventListener( 'progress', function ( event ) { - _controlInterpolantsResultBuffer: new Float32Array( 1 ), + const callbacks = loading[ url ]; - // return an action for a clip optionally using a custom root target - // object (this method allocates a lot of dynamic memory in case a - // previously unknown clip/root combination is specified) - clipAction: function ( clip, optionalRoot ) { + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { - var root = optionalRoot || this._root, - rootUuid = root.uuid, + const callback = callbacks[ i ]; + if ( callback.onProgress ) callback.onProgress( event ); - clipObject = typeof clip === 'string' ? - AnimationClip.findByName( root, clip ) : clip, + } - clipUuid = clipObject !== null ? clipObject.uuid : clip, + }, false ); - actionsForClip = this._actionsByClip[ clipUuid ], - prototypeAction = null; + request.addEventListener( 'error', function ( event ) { - if ( actionsForClip !== undefined ) { + const callbacks = loading[ url ]; - var existingAction = - actionsForClip.actionByRoot[ rootUuid ]; + delete loading[ url ]; - if ( existingAction !== undefined ) { + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { - return existingAction; + const callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); - } + } - // we know the clip, so we don't have to parse all - // the bindings again but can just copy - prototypeAction = actionsForClip.knownActions[ 0 ]; + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); - // also, take the clip from the prototype action - if ( clipObject === null ) - clipObject = prototypeAction._clip; + }, false ); - } + request.addEventListener( 'abort', function ( event ) { - // clip must be known when specified via string - if ( clipObject === null ) return null; + const callbacks = loading[ url ]; - // allocate all resources required to run it - var newAction = new AnimationAction( this, clipObject, optionalRoot ); + delete loading[ url ]; - this._bindAction( newAction, prototypeAction ); + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { - // and make the action known to the memory manager - this._addInactiveAction( newAction, clipUuid, rootUuid ); + const callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); - return newAction; + } - }, + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); - // get an existing action - existingAction: function ( clip, optionalRoot ) { + }, false ); - var root = optionalRoot || this._root, - rootUuid = root.uuid, + if ( this.responseType !== undefined ) request.responseType = this.responseType; + if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; - clipObject = typeof clip === 'string' ? - AnimationClip.findByName( root, clip ) : clip, + if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); - clipUuid = clipObject ? clipObject.uuid : clip, + for ( const header in this.requestHeader ) { - actionsForClip = this._actionsByClip[ clipUuid ]; + request.setRequestHeader( header, this.requestHeader[ header ] ); - if ( actionsForClip !== undefined ) { + } - return actionsForClip.actionByRoot[ rootUuid ] || null; + request.send( null ); } - return null; + scope.manager.itemStart( url ); - }, + return request; - // deactivates all previously scheduled actions - stopAllAction: function () { + }, - var actions = this._actions, - nActions = this._nActiveActions, - bindings = this._bindings, - nBindings = this._nActiveBindings; + setResponseType: function ( value ) { - this._nActiveActions = 0; - this._nActiveBindings = 0; + this.responseType = value; + return this; - for ( var i = 0; i !== nActions; ++ i ) { + }, - actions[ i ].reset(); + setMimeType: function ( value ) { - } + this.mimeType = value; + return this; - for ( var i = 0; i !== nBindings; ++ i ) { + } - bindings[ i ].useCount = 0; +} ); - } +/** + * Abstract Base class to block based textures loader (dds, pvr, ...) + * + * Sub classes have to implement the parse() method which will be used in load(). + */ - return this; +function CompressedTextureLoader( manager ) { - }, + Loader.call( this, manager ); - // advance the time and update apply the animation - update: function ( deltaTime ) { +} - deltaTime *= this.timeScale; +CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - var actions = this._actions, - nActions = this._nActiveActions, + constructor: CompressedTextureLoader, - time = this.time += deltaTime, - timeDirection = Math.sign( deltaTime ), + load: function ( url, onLoad, onProgress, onError ) { - accuIndex = this._accuIndex ^= 1; + const scope = this; - // run active actions + const images = []; - for ( var i = 0; i !== nActions; ++ i ) { + const texture = new CompressedTexture(); - var action = actions[ i ]; + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( scope.withCredentials ); - action._update( time, deltaTime, timeDirection, accuIndex ); + let loaded = 0; - } + function loadTexture( i ) { - // update scene graph + loader.load( url[ i ], function ( buffer ) { - var bindings = this._bindings, - nBindings = this._nActiveBindings; + const texDatas = scope.parse( buffer, true ); - for ( var i = 0; i !== nBindings; ++ i ) { + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; - bindings[ i ].apply( accuIndex ); + loaded += 1; - } + if ( loaded === 6 ) { - return this; + if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter; - }, + texture.image = images; + texture.format = texDatas.format; + texture.needsUpdate = true; - // Allows you to seek to a specific time in an animation. - setTime: function ( timeInSeconds ) { + if ( onLoad ) onLoad( texture ); - this.time = 0; // Zero out time attribute for AnimationMixer object; - for ( var i = 0; i < this._actions.length; i ++ ) { + } - this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects. + }, onProgress, onError ); } - return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object. + if ( Array.isArray( url ) ) { - }, + for ( let i = 0, il = url.length; i < il; ++ i ) { - // return this mixer's root target object - getRoot: function () { + loadTexture( i ); - return this._root; + } - }, + } else { - // free all resources specific to a particular clip - uncacheClip: function ( clip ) { + // compressed cubemap texture stored in a single DDS file - var actions = this._actions, - clipUuid = clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ]; + loader.load( url, function ( buffer ) { - if ( actionsForClip !== undefined ) { + const texDatas = scope.parse( buffer, true ); - // note: just calling _removeInactiveAction would mess up the - // iteration state and also require updating the state we can - // just throw away + if ( texDatas.isCubemap ) { - var actionsToRemove = actionsForClip.knownActions; + const faces = texDatas.mipmaps.length / texDatas.mipmapCount; - for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + for ( let f = 0; f < faces; f ++ ) { - var action = actionsToRemove[ i ]; + images[ f ] = { mipmaps: [] }; - this._deactivateAction( action ); + for ( let i = 0; i < texDatas.mipmapCount; i ++ ) { - var cacheIndex = action._cacheIndex, - lastInactiveAction = actions[ actions.length - 1 ]; + images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); + images[ f ].format = texDatas.format; + images[ f ].width = texDatas.width; + images[ f ].height = texDatas.height; - action._cacheIndex = null; - action._byClipCacheIndex = null; + } - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); + } - this._removeInactiveBindingsForAction( action ); + texture.image = images; - } + } else { - delete actionsByClip[ clipUuid ]; + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; - } + } - }, + if ( texDatas.mipmapCount === 1 ) { - // free all resources specific to a particular root target object - uncacheRoot: function ( root ) { + texture.minFilter = LinearFilter; - var rootUuid = root.uuid, - actionsByClip = this._actionsByClip; + } - for ( var clipUuid in actionsByClip ) { + texture.format = texDatas.format; + texture.needsUpdate = true; - var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, - action = actionByRoot[ rootUuid ]; + if ( onLoad ) onLoad( texture ); - if ( action !== undefined ) { + }, onProgress, onError ); - this._deactivateAction( action ); - this._removeInactiveAction( action ); + } - } + return texture; - } + } - var bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ]; +} ); - if ( bindingByName !== undefined ) { +class ImageLoader extends Loader { - for ( var trackName in bindingByName ) { + constructor( manager ) { - var binding = bindingByName[ trackName ]; - binding.restoreOriginalState(); - this._removeInactiveBinding( binding ); + super( manager ); - } + } - } + load( url, onLoad, onProgress, onError ) { - }, + if ( this.path !== undefined ) url = this.path + url; - // remove a targeted clip from the cache - uncacheAction: function ( clip, optionalRoot ) { + url = this.manager.resolveURL( url ); - var action = this.existingAction( clip, optionalRoot ); + const scope = this; - if ( action !== null ) { + const cached = Cache.get( url ); - this._deactivateAction( action ); - this._removeInactiveAction( action ); + if ( cached !== undefined ) { - } + scope.manager.itemStart( url ); - } + setTimeout( function () { -} ); + if ( onLoad ) onLoad( cached ); -/** - * @author mrdoob / http://mrdoob.com/ - */ + scope.manager.itemEnd( url ); -function Uniform( value ) { + }, 0 ); - if ( typeof value === 'string' ) { + return cached; - console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); - value = arguments[ 1 ]; + } - } + const image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); - this.value = value; + function onImageLoad() { -} + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); -Uniform.prototype.clone = function () { + Cache.add( url, this ); - return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); + if ( onLoad ) onLoad( this ); -}; + scope.manager.itemEnd( url ); -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ + } -function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { + function onImageError( event ) { - InterleavedBuffer.call( this, array, stride ); + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); - this.meshPerAttribute = meshPerAttribute || 1; + if ( onError ) onError( event ); -} + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); -InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), { + } + + image.addEventListener( 'load', onImageLoad, false ); + image.addEventListener( 'error', onImageError, false ); - constructor: InstancedInterleavedBuffer, + if ( url.substr( 0, 5 ) !== 'data:' ) { - isInstancedInterleavedBuffer: true, + if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; - copy: function ( source ) { + } - InterleavedBuffer.prototype.copy.call( this, source ); + scope.manager.itemStart( url ); - this.meshPerAttribute = source.meshPerAttribute; + image.src = url; - return this; + return image; } -} ); +} -/** - * @author mrdoob / http://mrdoob.com/ - * @author bhouston / http://clara.io/ - * @author stephomi / http://stephaneginier.com/ - */ +class CubeTextureLoader extends Loader { -function Raycaster( origin, direction, near, far ) { + constructor( manager ) { - this.ray = new Ray( origin, direction ); - // direction is assumed to be normalized (for accurate distance calculations) + super( manager ); - this.near = near || 0; - this.far = far || Infinity; - this.camera = null; - this.layers = new Layers(); + } - this.params = { - Mesh: {}, - Line: { threshold: 1 }, - LOD: {}, - Points: { threshold: 1 }, - Sprite: {} - }; + load( urls, onLoad, onProgress, onError ) { - Object.defineProperties( this.params, { - PointCloud: { - get: function () { + const texture = new CubeTexture(); - console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); - return this.Points; + const loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); - } - } - } ); + let loaded = 0; -} + function loadTexture( i ) { -function ascSort( a, b ) { + loader.load( urls[ i ], function ( image ) { - return a.distance - b.distance; + texture.images[ i ] = image; -} + loaded ++; -function intersectObject( object, raycaster, intersects, recursive ) { + if ( loaded === 6 ) { - if ( object.layers.test( raycaster.layers ) ) { + texture.needsUpdate = true; - object.raycast( raycaster, intersects ); + if ( onLoad ) onLoad( texture ); - } + } - if ( recursive === true ) { + }, undefined, onError ); - var children = object.children; + } - for ( var i = 0, l = children.length; i < l; i ++ ) { + for ( let i = 0; i < urls.length; ++ i ) { - intersectObject( children[ i ], raycaster, intersects, true ); + loadTexture( i ); } + return texture; + } } -Object.assign( Raycaster.prototype, { +/** + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + * + * Sub classes have to implement the parse() method which will be used in load(). + */ - set: function ( origin, direction ) { +function DataTextureLoader( manager ) { - // direction is assumed to be normalized (for accurate distance calculations) + Loader.call( this, manager ); - this.ray.set( origin, direction ); +} - }, +DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - setFromCamera: function ( coords, camera ) { + constructor: DataTextureLoader, - if ( ( camera && camera.isPerspectiveCamera ) ) { + load: function ( url, onLoad, onProgress, onError ) { - this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); - this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); - this.camera = camera; + const scope = this; - } else if ( ( camera && camera.isOrthographicCamera ) ) { + const texture = new DataTexture(); - this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera - this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); - this.camera = camera; + const loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setPath( this.path ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( buffer ) { - } else { + const texData = scope.parse( buffer ); - console.error( 'THREE.Raycaster: Unsupported camera type.' ); + if ( ! texData ) return; - } + if ( texData.image !== undefined ) { - }, + texture.image = texData.image; - intersectObject: function ( object, recursive, optionalTarget ) { + } else if ( texData.data !== undefined ) { - var intersects = optionalTarget || []; + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; - intersectObject( object, this, intersects, recursive ); + } - intersects.sort( ascSort ); + texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping; - return intersects; + texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter; + texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter; - }, + texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1; - intersectObjects: function ( objects, recursive, optionalTarget ) { + if ( texData.encoding !== undefined ) { - var intersects = optionalTarget || []; + texture.encoding = texData.encoding; - if ( Array.isArray( objects ) === false ) { + } - console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); - return intersects; + if ( texData.flipY !== undefined ) { - } + texture.flipY = texData.flipY; - for ( var i = 0, l = objects.length; i < l; i ++ ) { + } - intersectObject( objects[ i ], this, intersects, recursive ); + if ( texData.format !== undefined ) { - } + texture.format = texData.format; - intersects.sort( ascSort ); + } - return intersects; + if ( texData.type !== undefined ) { - } + texture.type = texData.type; -} ); + } -/** - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - * - * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system - * - * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up. - * The azimuthal angle (theta) is measured from the positive z-axis. - */ + if ( texData.mipmaps !== undefined ) { -function Spherical( radius, phi, theta ) { + texture.mipmaps = texData.mipmaps; + texture.minFilter = LinearMipmapLinearFilter; // presumably... - this.radius = ( radius !== undefined ) ? radius : 1.0; - this.phi = ( phi !== undefined ) ? phi : 0; // polar angle - this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle + } - return this; + if ( texData.mipmapCount === 1 ) { -} + texture.minFilter = LinearFilter; -Object.assign( Spherical.prototype, { + } - set: function ( radius, phi, theta ) { + if ( texData.generateMipmaps !== undefined ) { - this.radius = radius; - this.phi = phi; - this.theta = theta; + texture.generateMipmaps = texData.generateMipmaps; - return this; + } - }, + texture.needsUpdate = true; - clone: function () { + if ( onLoad ) onLoad( texture, texData ); - return new this.constructor().copy( this ); + }, onProgress, onError ); - }, - copy: function ( other ) { + return texture; - this.radius = other.radius; - this.phi = other.phi; - this.theta = other.theta; + } - return this; +} ); - }, +function TextureLoader( manager ) { - // restrict phi to be betwee EPS and PI-EPS - makeSafe: function () { + Loader.call( this, manager ); - var EPS = 0.000001; - this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); +} - return this; +TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), { - }, + constructor: TextureLoader, + + load: function ( url, onLoad, onProgress, onError ) { - setFromVector3: function ( v ) { + const texture = new Texture(); - return this.setFromCartesianCoords( v.x, v.y, v.z ); + const loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); - }, + loader.load( url, function ( image ) { - setFromCartesianCoords: function ( x, y, z ) { + texture.image = image; - this.radius = Math.sqrt( x * x + y * y + z * z ); + // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. + const isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; - if ( this.radius === 0 ) { + texture.format = isJPEG ? RGBFormat : RGBAFormat; + texture.needsUpdate = true; - this.theta = 0; - this.phi = 0; + if ( onLoad !== undefined ) { - } else { + onLoad( texture ); - this.theta = Math.atan2( x, z ); - this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) ); + } - } + }, onProgress, onError ); - return this; + return texture; } } ); /** - * @author Mugen87 / https://github.com/Mugen87 + * Extensible curve object. + * + * Some common of curve methods: + * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget ) + * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget ) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() * - * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system + * This following curves inherit from THREE.Curve: * - */ + * -- 2D curves -- + * THREE.ArcCurve + * THREE.CubicBezierCurve + * THREE.EllipseCurve + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.SplineCurve + * + * -- 3D curves -- + * THREE.CatmullRomCurve3 + * THREE.CubicBezierCurve3 + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * + * A series of curves can be represented as a THREE.CurvePath. + * + **/ -function Cylindrical( radius, theta, y ) { +function Curve() { - this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane - this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis - this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane + this.type = 'Curve'; - return this; + this.arcLengthDivisions = 200; } -Object.assign( Cylindrical.prototype, { - - set: function ( radius, theta, y ) { - - this.radius = radius; - this.theta = theta; - this.y = y; - - return this; +Object.assign( Curve.prototype, { - }, + // Virtual base class method to overwrite and implement in subclasses + // - t [0 .. 1] - clone: function () { + getPoint: function ( /* t, optionalTarget */ ) { - return new this.constructor().copy( this ); + console.warn( 'THREE.Curve: .getPoint() not implemented.' ); + return null; }, - copy: function ( other ) { - - this.radius = other.radius; - this.theta = other.theta; - this.y = other.y; - - return this; - - }, + // Get point at relative position in curve according to arc length + // - u [0 .. 1] - setFromVector3: function ( v ) { + getPointAt: function ( u, optionalTarget ) { - return this.setFromCartesianCoords( v.x, v.y, v.z ); + const t = this.getUtoTmapping( u ); + return this.getPoint( t, optionalTarget ); }, - setFromCartesianCoords: function ( x, y, z ) { - - this.radius = Math.sqrt( x * x + z * z ); - this.theta = Math.atan2( x, z ); - this.y = y; - - return this; - - } - -} ); - -/** - * @author bhouston / http://clara.io - */ - -var _vector$7 = new Vector2(); - -function Box2( min, max ) { + // Get sequence of points using getPoint( t ) - this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); - this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); + getPoints: function ( divisions = 5 ) { -} + const points = []; -Object.assign( Box2.prototype, { + for ( let d = 0; d <= divisions; d ++ ) { - set: function ( min, max ) { + points.push( this.getPoint( d / divisions ) ); - this.min.copy( min ); - this.max.copy( max ); + } - return this; + return points; }, - setFromPoints: function ( points ) { + // Get sequence of points using getPointAt( u ) - this.makeEmpty(); + getSpacedPoints: function ( divisions = 5 ) { - for ( var i = 0, il = points.length; i < il; i ++ ) { + const points = []; - this.expandByPoint( points[ i ] ); + for ( let d = 0; d <= divisions; d ++ ) { + + points.push( this.getPointAt( d / divisions ) ); } - return this; + return points; }, - setFromCenterAndSize: function ( center, size ) { + // Get total curve arc length - var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 ); - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); + getLength: function () { - return this; + const lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; }, - clone: function () { + // Get list of cumulative segment lengths - return new this.constructor().copy( this ); + getLengths: function ( divisions ) { - }, + if ( divisions === undefined ) divisions = this.arcLengthDivisions; + + if ( this.cacheArcLengths && + ( this.cacheArcLengths.length === divisions + 1 ) && + ! this.needsUpdate ) { - copy: function ( box ) { + return this.cacheArcLengths; - this.min.copy( box.min ); - this.max.copy( box.max ); + } - return this; + this.needsUpdate = false; - }, + const cache = []; + let current, last = this.getPoint( 0 ); + let sum = 0; - makeEmpty: function () { + cache.push( 0 ); - this.min.x = this.min.y = + Infinity; - this.max.x = this.max.y = - Infinity; + for ( let p = 1; p <= divisions; p ++ ) { - return this; + current = this.getPoint( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; - }, + } - isEmpty: function () { + this.cacheArcLengths = cache; - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + return cache; // { sums: cache, sum: sum }; Sum is in the last element. + + }, + + updateArcLengths: function () { - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); + this.needsUpdate = true; + this.getLengths(); }, - getCenter: function ( target ) { + // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant - if ( target === undefined ) { + getUtoTmapping: function ( u, distance ) { - console.warn( 'THREE.Box2: .getCenter() target is now required' ); - target = new Vector2(); + const arcLengths = this.getLengths(); - } + let i = 0; + const il = arcLengths.length; - return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + let targetArcLength; // The targeted u distance value to get - }, + if ( distance ) { - getSize: function ( target ) { + targetArcLength = distance; - if ( target === undefined ) { + } else { - console.warn( 'THREE.Box2: .getSize() target is now required' ); - target = new Vector2(); + targetArcLength = u * arcLengths[ il - 1 ]; } - return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); + // binary search for the index with largest value smaller than target u distance - }, + let low = 0, high = il - 1, comparison; - expandByPoint: function ( point ) { + while ( low <= high ) { - this.min.min( point ); - this.max.max( point ); + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats - return this; + comparison = arcLengths[ i ] - targetArcLength; - }, + if ( comparison < 0 ) { - expandByVector: function ( vector ) { + low = i + 1; - this.min.sub( vector ); - this.max.add( vector ); + } else if ( comparison > 0 ) { - return this; + high = i - 1; - }, + } else { - expandByScalar: function ( scalar ) { + high = i; + break; - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); + // DONE - return this; + } - }, + } - containsPoint: function ( point ) { + i = high; - return point.x < this.min.x || point.x > this.max.x || - point.y < this.min.y || point.y > this.max.y ? false : true; + if ( arcLengths[ i ] === targetArcLength ) { - }, + return i / ( il - 1 ); - containsBox: function ( box ) { + } - return this.min.x <= box.min.x && box.max.x <= this.max.x && - this.min.y <= box.min.y && box.max.y <= this.max.y; + // we could get finer grain at lengths, or use simple interpolation between two points - }, + const lengthBefore = arcLengths[ i ]; + const lengthAfter = arcLengths[ i + 1 ]; - getParameter: function ( point, target ) { + const segmentLength = lengthAfter - lengthBefore; - // This can potentially have a divide by zero if the box - // has a size dimension of 0. + // determine where we are between the 'before' and 'after' points - if ( target === undefined ) { + const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - console.warn( 'THREE.Box2: .getParameter() target is now required' ); - target = new Vector2(); + // add that fractional amount to t - } + const t = ( i + segmentFraction ) / ( il - 1 ); - return target.set( - ( point.x - this.min.x ) / ( this.max.x - this.min.x ), - ( point.y - this.min.y ) / ( this.max.y - this.min.y ) - ); + return t; }, - intersectsBox: function ( box ) { + // Returns a unit vector tangent at t + // In case any sub curve does not implement its tangent derivation, + // 2 points a small delta apart will be used to find its gradient + // which seems to give a reasonable approximation - // using 4 splitting planes to rule out intersections + getTangent: function ( t, optionalTarget ) { - return box.max.x < this.min.x || box.min.x > this.max.x || - box.max.y < this.min.y || box.min.y > this.max.y ? false : true; + const delta = 0.0001; + let t1 = t - delta; + let t2 = t + delta; - }, + // Capping in case of danger - clampPoint: function ( point, target ) { + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; - if ( target === undefined ) { + const pt1 = this.getPoint( t1 ); + const pt2 = this.getPoint( t2 ); - console.warn( 'THREE.Box2: .clampPoint() target is now required' ); - target = new Vector2(); + const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() ); - } + tangent.copy( pt2 ).sub( pt1 ).normalize(); - return target.copy( point ).clamp( this.min, this.max ); + return tangent; }, - distanceToPoint: function ( point ) { + getTangentAt: function ( u, optionalTarget ) { - var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max ); - return clampedPoint.sub( point ).length(); + const t = this.getUtoTmapping( u ); + return this.getTangent( t, optionalTarget ); }, - intersect: function ( box ) { - - this.min.max( box.min ); - this.max.min( box.max ); + computeFrenetFrames: function ( segments, closed ) { - return this; + // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf - }, + const normal = new Vector3(); - union: function ( box ) { + const tangents = []; + const normals = []; + const binormals = []; - this.min.min( box.min ); - this.max.max( box.max ); + const vec = new Vector3(); + const mat = new Matrix4(); - return this; + // compute the tangent vectors for each segment on the curve - }, + for ( let i = 0; i <= segments; i ++ ) { - translate: function ( offset ) { + const u = i / segments; - this.min.add( offset ); - this.max.add( offset ); + tangents[ i ] = this.getTangentAt( u, new Vector3() ); + tangents[ i ].normalize(); - return this; + } - }, + // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the minimum tangent xyz component - equals: function ( box ) { + normals[ 0 ] = new Vector3(); + binormals[ 0 ] = new Vector3(); + let min = Number.MAX_VALUE; + const tx = Math.abs( tangents[ 0 ].x ); + const ty = Math.abs( tangents[ 0 ].y ); + const tz = Math.abs( tangents[ 0 ].z ); - return box.min.equals( this.min ) && box.max.equals( this.max ); + if ( tx <= min ) { - } + min = tx; + normal.set( 1, 0, 0 ); -} ); + } -/** - * @author bhouston / http://clara.io - */ + if ( ty <= min ) { -var _startP = new Vector3(); -var _startEnd = new Vector3(); + min = ty; + normal.set( 0, 1, 0 ); -function Line3( start, end ) { + } - this.start = ( start !== undefined ) ? start : new Vector3(); - this.end = ( end !== undefined ) ? end : new Vector3(); + if ( tz <= min ) { -} + normal.set( 0, 0, 1 ); -Object.assign( Line3.prototype, { + } - set: function ( start, end ) { + vec.crossVectors( tangents[ 0 ], normal ).normalize(); - this.start.copy( start ); - this.end.copy( end ); + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); - return this; - }, + // compute the slowly-varying normal and binormal vectors for each segment on the curve - clone: function () { + for ( let i = 1; i <= segments; i ++ ) { - return new this.constructor().copy( this ); + normals[ i ] = normals[ i - 1 ].clone(); - }, + binormals[ i ] = binormals[ i - 1 ].clone(); - copy: function ( line ) { + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); - this.start.copy( line.start ); - this.end.copy( line.end ); + if ( vec.length() > Number.EPSILON ) { - return this; + vec.normalize(); - }, + const theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors - getCenter: function ( target ) { + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); - if ( target === undefined ) { + } - console.warn( 'THREE.Line3: .getCenter() target is now required' ); - target = new Vector3(); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); } - return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed === true ) { - }, + let theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); + theta /= segments; - delta: function ( target ) { + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { - if ( target === undefined ) { + theta = - theta; - console.warn( 'THREE.Line3: .delta() target is now required' ); - target = new Vector3(); + } - } + for ( let i = 1; i <= segments; i ++ ) { - return target.subVectors( this.end, this.start ); + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - }, + } - distanceSq: function () { + } - return this.start.distanceToSquared( this.end ); + return { + tangents: tangents, + normals: normals, + binormals: binormals + }; }, - distance: function () { + clone: function () { - return this.start.distanceTo( this.end ); + return new this.constructor().copy( this ); }, - at: function ( t, target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Line3: .at() target is now required' ); - target = new Vector3(); + copy: function ( source ) { - } + this.arcLengthDivisions = source.arcLengthDivisions; - return this.delta( target ).multiplyScalar( t ).add( this.start ); + return this; }, - closestPointToPointParameter: function ( point, clampToLine ) { + toJSON: function () { - _startP.subVectors( point, this.start ); - _startEnd.subVectors( this.end, this.start ); + const data = { + metadata: { + version: 4.5, + type: 'Curve', + generator: 'Curve.toJSON' + } + }; - var startEnd2 = _startEnd.dot( _startEnd ); - var startEnd_startP = _startEnd.dot( _startP ); + data.arcLengthDivisions = this.arcLengthDivisions; + data.type = this.type; - var t = startEnd_startP / startEnd2; + return data; - if ( clampToLine ) { + }, - t = MathUtils.clamp( t, 0, 1 ); + fromJSON: function ( json ) { - } + this.arcLengthDivisions = json.arcLengthDivisions; - return t; + return this; - }, + } - closestPointToPoint: function ( point, clampToLine, target ) { +} ); - var t = this.closestPointToPointParameter( point, clampToLine ); +class Light extends Object3D { - if ( target === undefined ) { + constructor( color, intensity = 1 ) { - console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' ); - target = new Vector3(); + super(); - } + this.type = 'Light'; - return this.delta( target ).multiplyScalar( t ).add( this.start ); + this.color = new Color( color ); + this.intensity = intensity; - }, + } - applyMatrix4: function ( matrix ) { + copy( source ) { - this.start.applyMatrix4( matrix ); - this.end.applyMatrix4( matrix ); + super.copy( source ); - return this; + this.color.copy( source.color ); + this.intensity = source.intensity; - }, + return this; - equals: function ( line ) { + } - return line.start.equals( this.start ) && line.end.equals( this.end ); + toJSON( meta ) { - } + const data = super.toJSON( meta ); -} ); + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; -/** - * @author alteredq / http://alteredqualia.com/ - */ + if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); -function ImmediateRenderObject( material ) { + if ( this.distance !== undefined ) data.object.distance = this.distance; + if ( this.angle !== undefined ) data.object.angle = this.angle; + if ( this.decay !== undefined ) data.object.decay = this.decay; + if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; - Object3D.call( this ); + if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); - this.material = material; - this.render = function ( /* renderCallback */ ) {}; + return data; + + } } -ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); -ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; +Light.prototype.isLight = true; -ImmediateRenderObject.prototype.isImmediateRenderObject = true; +const LoaderUtils = { -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */ + decodeText: function ( array ) { -var _vector$8 = new Vector3(); + if ( typeof TextDecoder !== 'undefined' ) { -function SpotLightHelper( light, color ) { + return new TextDecoder().decode( array ); - Object3D.call( this ); + } - this.light = light; - this.light.updateMatrixWorld(); + // Avoid the String.fromCharCode.apply(null, array) shortcut, which + // throws a "maximum call stack size exceeded" error for large arrays. - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + let s = ''; - this.color = color; + for ( let i = 0, il = array.length; i < il; i ++ ) { - var geometry = new BufferGeometry(); + // Implicitly assumes little-endian. + s += String.fromCharCode( array[ i ] ); - var positions = [ - 0, 0, 0, 0, 0, 1, - 0, 0, 0, 1, 0, 1, - 0, 0, 0, - 1, 0, 1, - 0, 0, 0, 0, 1, 1, - 0, 0, 0, 0, - 1, 1 - ]; + } - for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + try { - var p1 = ( i / l ) * Math.PI * 2; - var p2 = ( j / l ) * Math.PI * 2; + // merges multi-byte utf-8 characters. - positions.push( - Math.cos( p1 ), Math.sin( p1 ), 1, - Math.cos( p2 ), Math.sin( p2 ), 1 - ); + return decodeURIComponent( escape( s ) ); - } + } catch ( e ) { // see #16358 - geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + return s; - var material = new LineBasicMaterial( { fog: false, toneMapped: false } ); + } - this.cone = new LineSegments( geometry, material ); - this.add( this.cone ); + }, - this.update(); + extractUrlBase: function ( url ) { -} + const index = url.lastIndexOf( '/' ); -SpotLightHelper.prototype = Object.create( Object3D.prototype ); -SpotLightHelper.prototype.constructor = SpotLightHelper; + if ( index === - 1 ) return './'; -SpotLightHelper.prototype.dispose = function () { + return url.substr( 0, index + 1 ); - this.cone.geometry.dispose(); - this.cone.material.dispose(); + } }; -SpotLightHelper.prototype.update = function () { - - this.light.updateMatrixWorld(); +function InstancedBufferGeometry() { - var coneLength = this.light.distance ? this.light.distance : 1000; - var coneWidth = coneLength * Math.tan( this.light.angle ); + BufferGeometry.call( this ); - this.cone.scale.set( coneWidth, coneWidth, coneLength ); + this.type = 'InstancedBufferGeometry'; + this.instanceCount = Infinity; - _vector$8.setFromMatrixPosition( this.light.target.matrixWorld ); +} - this.cone.lookAt( _vector$8 ); +InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), { - if ( this.color !== undefined ) { + constructor: InstancedBufferGeometry, - this.cone.material.color.set( this.color ); + isInstancedBufferGeometry: true, - } else { + copy: function ( source ) { - this.cone.material.color.copy( this.light.color ); + BufferGeometry.prototype.copy.call( this, source ); - } + this.instanceCount = source.instanceCount; -}; + return this; -/** - * @author Sean Griffin / http://twitter.com/sgrif - * @author Michael Guerrero / http://realitymeltdown.com - * @author mrdoob / http://mrdoob.com/ - * @author ikerr / http://verold.com - * @author Mugen87 / https://github.com/Mugen87 - */ + }, -var _vector$9 = new Vector3(); -var _boneMatrix = new Matrix4(); -var _matrixWorldInv = new Matrix4(); + clone: function () { -function getBoneList( object ) { + return new this.constructor().copy( this ); - var boneList = []; + }, - if ( object && object.isBone ) { + toJSON: function () { - boneList.push( object ); + const data = BufferGeometry.prototype.toJSON.call( this ); - } + data.instanceCount = this.instanceCount; - for ( var i = 0; i < object.children.length; i ++ ) { + data.isInstancedBufferGeometry = true; - boneList.push.apply( boneList, getBoneList( object.children[ i ] ) ); + return data; } - return boneList; - -} +} ); -function SkeletonHelper( object ) { +function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) { - var bones = getBoneList( object ); + if ( typeof ( normalized ) === 'number' ) { - var geometry = new BufferGeometry(); + meshPerAttribute = normalized; - var vertices = []; - var colors = []; + normalized = false; - var color1 = new Color( 0, 0, 1 ); - var color2 = new Color( 0, 1, 0 ); + console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' ); - for ( var i = 0; i < bones.length; i ++ ) { + } - var bone = bones[ i ]; + BufferAttribute.call( this, array, itemSize, normalized ); - if ( bone.parent && bone.parent.isBone ) { + this.meshPerAttribute = meshPerAttribute || 1; - vertices.push( 0, 0, 0 ); - vertices.push( 0, 0, 0 ); - colors.push( color1.r, color1.g, color1.b ); - colors.push( color2.r, color2.g, color2.b ); +} - } +InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), { - } + constructor: InstancedBufferAttribute, - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + isInstancedBufferAttribute: true, - var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); + copy: function ( source ) { - LineSegments.call( this, geometry, material ); + BufferAttribute.prototype.copy.call( this, source ); - this.root = object; - this.bones = bones; + this.meshPerAttribute = source.meshPerAttribute; - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; + return this; -} + }, -SkeletonHelper.prototype = Object.create( LineSegments.prototype ); -SkeletonHelper.prototype.constructor = SkeletonHelper; + toJSON: function () { -SkeletonHelper.prototype.isSkeletonHelper = true; + const data = BufferAttribute.prototype.toJSON.call( this ); -SkeletonHelper.prototype.updateMatrixWorld = function ( force ) { + data.meshPerAttribute = this.meshPerAttribute; - var bones = this.bones; + data.isInstancedBufferAttribute = true; - var geometry = this.geometry; - var position = geometry.getAttribute( 'position' ); + return data; - _matrixWorldInv.getInverse( this.root.matrixWorld ); + } - for ( var i = 0, j = 0; i < bones.length; i ++ ) { +} ); - var bone = bones[ i ]; +function ImageBitmapLoader( manager ) { - if ( bone.parent && bone.parent.isBone ) { + if ( typeof createImageBitmap === 'undefined' ) { - _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); - _vector$9.setFromMatrixPosition( _boneMatrix ); - position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z ); + console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); - _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); - _vector$9.setFromMatrixPosition( _boneMatrix ); - position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z ); + } - j += 2; + if ( typeof fetch === 'undefined' ) { - } + console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); } - geometry.getAttribute( 'position' ).needsUpdate = true; + Loader.call( this, manager ); - Object3D.prototype.updateMatrixWorld.call( this, force ); + this.options = { premultiplyAlpha: 'none' }; -}; +} -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ +ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), { + + constructor: ImageBitmapLoader, -function PointLightHelper( light, sphereSize, color ) { + isImageBitmapLoader: true, - this.light = light; - this.light.updateMatrixWorld(); + setOptions: function setOptions( options ) { - this.color = color; + this.options = options; - var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); - var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); + return this; - Mesh.call( this, geometry, material ); + }, - this.matrix = this.light.matrixWorld; - this.matrixAutoUpdate = false; + load: function ( url, onLoad, onProgress, onError ) { - this.update(); + if ( url === undefined ) url = ''; + if ( this.path !== undefined ) url = this.path + url; - /* - var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 ); - var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + url = this.manager.resolveURL( url ); - this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); - this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + const scope = this; - var d = light.distance; + const cached = Cache.get( url ); - if ( d === 0.0 ) { + if ( cached !== undefined ) { - this.lightDistance.visible = false; + scope.manager.itemStart( url ); - } else { + setTimeout( function () { - this.lightDistance.scale.set( d, d, d ); + if ( onLoad ) onLoad( cached ); - } + scope.manager.itemEnd( url ); - this.add( this.lightDistance ); - */ + }, 0 ); -} + return cached; -PointLightHelper.prototype = Object.create( Mesh.prototype ); -PointLightHelper.prototype.constructor = PointLightHelper; + } -PointLightHelper.prototype.dispose = function () { + const fetchOptions = {}; + fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include'; + fetchOptions.headers = this.requestHeader; - this.geometry.dispose(); - this.material.dispose(); + fetch( url, fetchOptions ).then( function ( res ) { -}; + return res.blob(); -PointLightHelper.prototype.update = function () { + } ).then( function ( blob ) { - if ( this.color !== undefined ) { + return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) ); - this.material.color.set( this.color ); + } ).then( function ( imageBitmap ) { - } else { + Cache.add( url, imageBitmap ); - this.material.color.copy( this.light.color ); + if ( onLoad ) onLoad( imageBitmap ); - } + scope.manager.itemEnd( url ); - /* - var d = this.light.distance; + } ).catch( function ( e ) { - if ( d === 0.0 ) { + if ( onError ) onError( e ); - this.lightDistance.visible = false; + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); - } else { + } ); - this.lightDistance.visible = true; - this.lightDistance.scale.set( d, d, d ); + scope.manager.itemStart( url ); } - */ -}; - -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ +} ); -var _vector$a = new Vector3(); -var _color1 = new Color(); -var _color2 = new Color(); +new Matrix4(); +new Matrix4(); -function HemisphereLightHelper( light, size, color ) { +// Characters [].:/ are reserved for track binding syntax. +const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; +const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' ); - Object3D.call( this ); +// Attempts to allow node names from any language. ES5's `\w` regexp matches +// only latin characters, and the unicode \p{L} is not yet supported. So +// instead, we exclude reserved characters and match everything else. +const _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; +const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; - this.light = light; - this.light.updateMatrixWorld(); +// Parent directories, delimited by '/' or ':'. Currently unused, but must +// be matched to parse the rest of the track name. +const _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar ); - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; +// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. +const _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot ); - this.color = color; +// Object on target node, and accessor. May not contain reserved +// characters. Accessor may contain any character except closing bracket. +const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar ); - var geometry = new OctahedronBufferGeometry( size ); - geometry.rotateY( Math.PI * 0.5 ); +// Property and accessor. May not contain reserved characters. Accessor may +// contain any non-bracket characters. +const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar ); - this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); - if ( this.color === undefined ) this.material.vertexColors = true; +const _trackRe = new RegExp( '' + + '^' + + _directoryRe + + _nodeRe + + _objectRe + + _propertyRe + + '$' +); - var position = geometry.getAttribute( 'position' ); - var colors = new Float32Array( position.count * 3 ); +const _supportedObjectNames = [ 'material', 'materials', 'bones' ]; - geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) ); +function Composite( targetGroup, path, optionalParsedPath ) { - this.add( new Mesh( geometry, this.material ) ); + const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); - this.update(); + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); } -HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); -HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; +Object.assign( Composite.prototype, { -HemisphereLightHelper.prototype.dispose = function () { + getValue: function ( array, offset ) { - this.children[ 0 ].geometry.dispose(); - this.children[ 0 ].material.dispose(); + this.bind(); // bind all binding -}; + const firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; -HemisphereLightHelper.prototype.update = function () { + // and only call .getValue on the first + if ( binding !== undefined ) binding.getValue( array, offset ); + + }, - var mesh = this.children[ 0 ]; + setValue: function ( array, offset ) { - if ( this.color !== undefined ) { + const bindings = this._bindings; - this.material.color.set( this.color ); + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - } else { + bindings[ i ].setValue( array, offset ); + + } - var colors = mesh.geometry.getAttribute( 'color' ); + }, - _color1.copy( this.light.color ); - _color2.copy( this.light.groundColor ); + bind: function () { - for ( var i = 0, l = colors.count; i < l; i ++ ) { + const bindings = this._bindings; - var color = ( i < ( l / 2 ) ) ? _color1 : _color2; + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { - colors.setXYZ( i, color.r, color.g, color.b ); + bindings[ i ].bind(); } - colors.needsUpdate = true; + }, - } + unbind: function () { - mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + const bindings = this._bindings; -}; + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { -/** - * @author mrdoob / http://mrdoob.com/ - */ + bindings[ i ].unbind(); + + } -function GridHelper( size, divisions, color1, color2 ) { + } - size = size || 10; - divisions = divisions || 10; - color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); - color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); +} ); - var center = divisions / 2; - var step = size / divisions; - var halfSize = size / 2; - var vertices = [], colors = []; +function PropertyBinding( rootNode, path, parsedPath ) { - for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { + this.path = path; + this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); - vertices.push( - halfSize, 0, k, halfSize, 0, k ); - vertices.push( k, 0, - halfSize, k, 0, halfSize ); + this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; - var color = i === center ? color1 : color2; + this.rootNode = rootNode; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; +} - } +Object.assign( PropertyBinding, { - var geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + Composite: Composite, - var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + create: function ( root, path, parsedPath ) { - LineSegments.call( this, geometry, material ); + if ( ! ( root && root.isAnimationObjectGroup ) ) { -} + return new PropertyBinding( root, path, parsedPath ); -GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), { + } else { - constructor: GridHelper, + return new PropertyBinding.Composite( root, path, parsedPath ); - copy: function ( source ) { + } - LineSegments.prototype.copy.call( this, source ); + }, - this.geometry.copy( source.geometry ); - this.material.copy( source.material ); + /** + * Replaces spaces with underscores and removes unsupported characters from + * node names, to ensure compatibility with parseTrackName(). + * + * @param {string} name Node name to be sanitized. + * @return {string} + */ + sanitizeNodeName: function ( name ) { - return this; + return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); }, - clone: function () { + parseTrackName: function ( trackName ) { - return new this.constructor().copy( this ); + const matches = _trackRe.exec( trackName ); - } + if ( ! matches ) { -} ); + throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); -/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / http://github.com/Mugen87 - * @author Hectate / http://www.github.com/Hectate - */ + } + + const results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], // required + propertyIndex: matches[ 6 ] + }; -function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) { + const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); - radius = radius || 10; - radials = radials || 16; - circles = circles || 8; - divisions = divisions || 64; - color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); - color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); + if ( lastDot !== undefined && lastDot !== - 1 ) { - var vertices = []; - var colors = []; + const objectName = results.nodeName.substring( lastDot + 1 ); - var x, z; - var v, i, j, r, color; + // Object names must be checked against an allowlist. Otherwise, there + // is no way to parse 'foo.bar.baz': 'baz' must be a property, but + // 'bar' could be the objectName, or part of a nodeName (which can + // include '.' characters). + if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) { - // create the radials + results.nodeName = results.nodeName.substring( 0, lastDot ); + results.objectName = objectName; - for ( i = 0; i <= radials; i ++ ) { + } - v = ( i / radials ) * ( Math.PI * 2 ); + } - x = Math.sin( v ) * radius; - z = Math.cos( v ) * radius; + if ( results.propertyName === null || results.propertyName.length === 0 ) { - vertices.push( 0, 0, 0 ); - vertices.push( x, 0, z ); + throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); - color = ( i & 1 ) ? color1 : color2; + } - colors.push( color.r, color.g, color.b ); - colors.push( color.r, color.g, color.b ); + return results; - } + }, - // create the circles + findNode: function ( root, nodeName ) { - for ( i = 0; i <= circles; i ++ ) { + if ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { - color = ( i & 1 ) ? color1 : color2; + return root; - r = radius - ( radius / circles * i ); + } - for ( j = 0; j < divisions; j ++ ) { + // search into skeleton bones. + if ( root.skeleton ) { - // first vertex + const bone = root.skeleton.getBoneByName( nodeName ); - v = ( j / divisions ) * ( Math.PI * 2 ); + if ( bone !== undefined ) { - x = Math.sin( v ) * r; - z = Math.cos( v ) * r; + return bone; - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); + } - // second vertex + } - v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); + // search into node subtree. + if ( root.children ) { - x = Math.sin( v ) * r; - z = Math.cos( v ) * r; + const searchNodeSubtree = function ( children ) { - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); + for ( let i = 0; i < children.length; i ++ ) { - } + const childNode = children[ i ]; - } + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { - var geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + return childNode; - var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + } - LineSegments.call( this, geometry, material ); + const result = searchNodeSubtree( childNode.children ); -} + if ( result ) return result; -PolarGridHelper.prototype = Object.create( LineSegments.prototype ); -PolarGridHelper.prototype.constructor = PolarGridHelper; + } -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */ + return null; -var _v1$5 = new Vector3(); -var _v2$3 = new Vector3(); -var _v3$1 = new Vector3(); + }; -function DirectionalLightHelper( light, size, color ) { + const subTreeNode = searchNodeSubtree( root.children ); - Object3D.call( this ); + if ( subTreeNode ) { - this.light = light; - this.light.updateMatrixWorld(); + return subTreeNode; - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; + } - this.color = color; + } - if ( size === undefined ) size = 1; + return null; - var geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( [ - - size, size, 0, - size, size, 0, - size, - size, 0, - - size, - size, 0, - - size, size, 0 - ], 3 ) ); + } - var material = new LineBasicMaterial( { fog: false, toneMapped: false } ); +} ); - this.lightPlane = new Line( geometry, material ); - this.add( this.lightPlane ); +Object.assign( PropertyBinding.prototype, { // prototype, continued - geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + // these are used to "bind" a nonexistent property + _getValue_unavailable: function () {}, + _setValue_unavailable: function () {}, - this.targetLine = new Line( geometry, material ); - this.add( this.targetLine ); + BindingType: { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 + }, - this.update(); + Versioning: { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 + }, -} + GetterByBindingType: [ -DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); -DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; + function getValue_direct( buffer, offset ) { -DirectionalLightHelper.prototype.dispose = function () { + buffer[ offset ] = this.node[ this.propertyName ]; - this.lightPlane.geometry.dispose(); - this.lightPlane.material.dispose(); - this.targetLine.geometry.dispose(); - this.targetLine.material.dispose(); + }, -}; + function getValue_array( buffer, offset ) { -DirectionalLightHelper.prototype.update = function () { + const source = this.resolvedProperty; - _v1$5.setFromMatrixPosition( this.light.matrixWorld ); - _v2$3.setFromMatrixPosition( this.light.target.matrixWorld ); - _v3$1.subVectors( _v2$3, _v1$5 ); + for ( let i = 0, n = source.length; i !== n; ++ i ) { - this.lightPlane.lookAt( _v2$3 ); + buffer[ offset ++ ] = source[ i ]; - if ( this.color !== undefined ) { + } - this.lightPlane.material.color.set( this.color ); - this.targetLine.material.color.set( this.color ); + }, - } else { + function getValue_arrayElement( buffer, offset ) { - this.lightPlane.material.color.copy( this.light.color ); - this.targetLine.material.color.copy( this.light.color ); + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; - } + }, - this.targetLine.lookAt( _v2$3 ); - this.targetLine.scale.z = _v3$1.length(); + function getValue_toArray( buffer, offset ) { -}; + this.resolvedProperty.toArray( buffer, offset ); -/** - * @author alteredq / http://alteredqualia.com/ - * @author Mugen87 / https://github.com/Mugen87 - * - * - shows frustum, line of sight and up of the camera - * - suitable for fast updates - * - based on frustum visualization in lightgl.js shadowmap example - * http://evanw.github.com/lightgl.js/tests/shadowmap.html - */ + } -var _vector$b = new Vector3(); -var _camera = new Camera(); + ], -function CameraHelper( camera ) { + SetterByBindingTypeAndVersioning: [ - var geometry = new BufferGeometry(); - var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } ); + [ + // Direct - var vertices = []; - var colors = []; + function setValue_direct( buffer, offset ) { - var pointMap = {}; + this.targetObject[ this.propertyName ] = buffer[ offset ]; - // colors + }, - var colorFrustum = new Color( 0xffaa00 ); - var colorCone = new Color( 0xff0000 ); - var colorUp = new Color( 0x00aaff ); - var colorTarget = new Color( 0xffffff ); - var colorCross = new Color( 0x333333 ); + function setValue_direct_setNeedsUpdate( buffer, offset ) { - // near + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; - addLine( 'n1', 'n2', colorFrustum ); - addLine( 'n2', 'n4', colorFrustum ); - addLine( 'n4', 'n3', colorFrustum ); - addLine( 'n3', 'n1', colorFrustum ); + }, - // far + function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { - addLine( 'f1', 'f2', colorFrustum ); - addLine( 'f2', 'f4', colorFrustum ); - addLine( 'f4', 'f3', colorFrustum ); - addLine( 'f3', 'f1', colorFrustum ); + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; - // sides + } - addLine( 'n1', 'f1', colorFrustum ); - addLine( 'n2', 'f2', colorFrustum ); - addLine( 'n3', 'f3', colorFrustum ); - addLine( 'n4', 'f4', colorFrustum ); + ], [ - // cone + // EntireArray - addLine( 'p', 'n1', colorCone ); - addLine( 'p', 'n2', colorCone ); - addLine( 'p', 'n3', colorCone ); - addLine( 'p', 'n4', colorCone ); + function setValue_array( buffer, offset ) { - // up + const dest = this.resolvedProperty; - addLine( 'u1', 'u2', colorUp ); - addLine( 'u2', 'u3', colorUp ); - addLine( 'u3', 'u1', colorUp ); + for ( let i = 0, n = dest.length; i !== n; ++ i ) { - // target + dest[ i ] = buffer[ offset ++ ]; - addLine( 'c', 't', colorTarget ); - addLine( 'p', 'c', colorCross ); + } - // cross + }, - addLine( 'cn1', 'cn2', colorCross ); - addLine( 'cn3', 'cn4', colorCross ); + function setValue_array_setNeedsUpdate( buffer, offset ) { - addLine( 'cf1', 'cf2', colorCross ); - addLine( 'cf3', 'cf4', colorCross ); + const dest = this.resolvedProperty; - function addLine( a, b, color ) { + for ( let i = 0, n = dest.length; i !== n; ++ i ) { - addPoint( a, color ); - addPoint( b, color ); + dest[ i ] = buffer[ offset ++ ]; - } + } - function addPoint( id, color ) { + this.targetObject.needsUpdate = true; - vertices.push( 0, 0, 0 ); - colors.push( color.r, color.g, color.b ); + }, - if ( pointMap[ id ] === undefined ) { + function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { - pointMap[ id ] = []; + const dest = this.resolvedProperty; - } + for ( let i = 0, n = dest.length; i !== n; ++ i ) { - pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); + dest[ i ] = buffer[ offset ++ ]; - } + } - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + this.targetObject.matrixWorldNeedsUpdate = true; - LineSegments.call( this, geometry, material ); + } - this.camera = camera; - if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + ], [ - this.matrix = camera.matrixWorld; - this.matrixAutoUpdate = false; + // ArrayElement - this.pointMap = pointMap; + function setValue_arrayElement( buffer, offset ) { - this.update(); + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; -} + }, -CameraHelper.prototype = Object.create( LineSegments.prototype ); -CameraHelper.prototype.constructor = CameraHelper; + function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { -CameraHelper.prototype.update = function () { + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; - var geometry = this.geometry; - var pointMap = this.pointMap; + }, - var w = 1, h = 1; + function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { - // we need just camera projection matrix inverse - // world matrix must be identity + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; - _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse ); + } - // center / target + ], [ - setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 ); - setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 ); + // HasToFromArray - // near + function setValue_fromArray( buffer, offset ) { - setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 ); - setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 ); - setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 ); - setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 ); + this.resolvedProperty.fromArray( buffer, offset ); - // far + }, - setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 ); - setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 ); - setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 ); - setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 ); + function setValue_fromArray_setNeedsUpdate( buffer, offset ) { - // up + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; - setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 ); - setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 ); - setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 ); + }, - // cross + function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { - setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 ); - setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 ); - setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 ); - setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 ); + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; - setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 ); - setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 ); - setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 ); - setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 ); + } - geometry.getAttribute( 'position' ).needsUpdate = true; + ] -}; + ], -function setPoint( point, pointMap, geometry, camera, x, y, z ) { + getValue: function getValue_unbound( targetArray, offset ) { - _vector$b.set( x, y, z ).unproject( camera ); + this.bind(); + this.getValue( targetArray, offset ); - var points = pointMap[ point ]; + // Note: This class uses a State pattern on a per-method basis: + // 'bind' sets 'this.getValue' / 'setValue' and shadows the + // prototype version of these methods with one that represents + // the bound state. When the property is not found, the methods + // become no-ops. - if ( points !== undefined ) { + }, - var position = geometry.getAttribute( 'position' ); + setValue: function getValue_unbound( sourceArray, offset ) { - for ( var i = 0, l = points.length; i < l; i ++ ) { + this.bind(); + this.setValue( sourceArray, offset ); - position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z ); + }, - } + // create getter / setter pair for a property in the scene graph + bind: function () { - } + let targetObject = this.node; + const parsedPath = this.parsedPath; -} + const objectName = parsedPath.objectName; + const propertyName = parsedPath.propertyName; + let propertyIndex = parsedPath.propertyIndex; -/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / http://github.com/Mugen87 - */ + if ( ! targetObject ) { -var _box$3 = new Box3(); + targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; -function BoxHelper( object, color ) { + this.node = targetObject; - this.object = object; + } - if ( color === undefined ) color = 0xffff00; + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; - var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); - var positions = new Float32Array( 8 * 3 ); + // ensure there is a value node + if ( ! targetObject ) { - var geometry = new BufferGeometry(); - geometry.setIndex( new BufferAttribute( indices, 1 ) ); - geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); + console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); + return; - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + } - this.matrixAutoUpdate = false; + if ( objectName ) { - this.update(); + let objectIndex = parsedPath.objectIndex; -} + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { -BoxHelper.prototype = Object.create( LineSegments.prototype ); -BoxHelper.prototype.constructor = BoxHelper; + case 'materials': -BoxHelper.prototype.update = function ( object ) { + if ( ! targetObject.material ) { - if ( object !== undefined ) { + console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; - console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); + } - } + if ( ! targetObject.material.materials ) { - if ( this.object !== undefined ) { + console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); + return; - _box$3.setFromObject( this.object ); + } - } + targetObject = targetObject.material.materials; - if ( _box$3.isEmpty() ) return; + break; - var min = _box$3.min; - var max = _box$3.max; + case 'bones': - /* - 5____4 - 1/___0/| - | 6__|_7 - 2/___3/ + if ( ! targetObject.skeleton ) { - 0: max.x, max.y, max.z - 1: min.x, max.y, max.z - 2: min.x, min.y, max.z - 3: max.x, min.y, max.z - 4: max.x, max.y, min.z - 5: min.x, max.y, min.z - 6: min.x, min.y, min.z - 7: max.x, min.y, min.z - */ + console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); + return; - var position = this.geometry.attributes.position; - var array = position.array; + } - array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; - array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; - array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; - array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; - array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; - array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; - array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; - array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; + // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. - position.needsUpdate = true; + targetObject = targetObject.skeleton.bones; - this.geometry.computeBoundingSphere(); + // support resolving morphTarget names into indices. + for ( let i = 0; i < targetObject.length; i ++ ) { + if ( targetObject[ i ].name === objectIndex ) { -}; + objectIndex = i; + break; -BoxHelper.prototype.setFromObject = function ( object ) { + } - this.object = object; - this.update(); + } - return this; + break; -}; + default: -BoxHelper.prototype.copy = function ( source ) { + if ( targetObject[ objectName ] === undefined ) { - LineSegments.prototype.copy.call( this, source ); + console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); + return; - this.object = source.object; + } - return this; + targetObject = targetObject[ objectName ]; -}; + } -BoxHelper.prototype.clone = function () { - return new this.constructor().copy( this ); + if ( objectIndex !== undefined ) { -}; + if ( targetObject[ objectIndex ] === undefined ) { -/** - * @author WestLangley / http://github.com/WestLangley - */ + console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); + return; -function Box3Helper( box, color ) { + } - this.type = 'Box3Helper'; + targetObject = targetObject[ objectIndex ]; - this.box = box; + } - color = color || 0xffff00; + } - var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + // resolve property + const nodeProperty = targetObject[ propertyName ]; - var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ]; + if ( nodeProperty === undefined ) { - var geometry = new BufferGeometry(); + const nodeName = parsedPath.nodeName; - geometry.setIndex( new BufferAttribute( indices, 1 ) ); + console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + + '.' + propertyName + ' but it wasn\'t found.', targetObject ); + return; - geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + } - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + // determine versioning scheme + let versioning = this.Versioning.None; - this.geometry.computeBoundingSphere(); + this.targetObject = targetObject; -} + if ( targetObject.needsUpdate !== undefined ) { // material -Box3Helper.prototype = Object.create( LineSegments.prototype ); -Box3Helper.prototype.constructor = Box3Helper; + versioning = this.Versioning.NeedsUpdate; -Box3Helper.prototype.updateMatrixWorld = function ( force ) { + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform - var box = this.box; + versioning = this.Versioning.MatrixWorldNeedsUpdate; - if ( box.isEmpty() ) return; + } - box.getCenter( this.position ); + // determine how the property gets bound + let bindingType = this.BindingType.Direct; - box.getSize( this.scale ); + if ( propertyIndex !== undefined ) { - this.scale.multiplyScalar( 0.5 ); + // access a sub element of the property array (only primitives are supported right now) - Object3D.prototype.updateMatrixWorld.call( this, force ); + if ( propertyName === 'morphTargetInfluences' ) { -}; + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. -/** - * @author WestLangley / http://github.com/WestLangley - */ + // support resolving morphTarget names into indices. + if ( ! targetObject.geometry ) { -function PlaneHelper( plane, size, hex ) { + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); + return; - this.type = 'PlaneHelper'; + } - this.plane = plane; + if ( targetObject.geometry.isBufferGeometry ) { - this.size = ( size === undefined ) ? 1 : size; + if ( ! targetObject.geometry.morphAttributes ) { - var color = ( hex !== undefined ) ? hex : 0xffff00; + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); + return; - var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ]; + } - var geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - geometry.computeBoundingSphere(); + if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) { - Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ]; - // + } - var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ]; - var geometry2 = new BufferGeometry(); - geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); - geometry2.computeBoundingSphere(); + } else { - this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) ); + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this ); + return; -} + } -PlaneHelper.prototype = Object.create( Line.prototype ); -PlaneHelper.prototype.constructor = PlaneHelper; + } -PlaneHelper.prototype.updateMatrixWorld = function ( force ) { + bindingType = this.BindingType.ArrayElement; - var scale = - this.plane.constant; + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; - if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { - this.scale.set( 0.5 * this.size, 0.5 * this.size, scale ); + // must use copy for Object3D.Euler/Quaternion - this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here + bindingType = this.BindingType.HasFromToArray; - this.lookAt( this.plane.normal ); + this.resolvedProperty = nodeProperty; - Object3D.prototype.updateMatrixWorld.call( this, force ); + } else if ( Array.isArray( nodeProperty ) ) { -}; + bindingType = this.BindingType.EntireArray; -/** - * @author WestLangley / http://github.com/WestLangley - * @author zz85 / http://github.com/zz85 - * @author bhouston / http://clara.io - * - * Creates an arrow for visualizing directions - * - * Parameters: - * dir - Vector3 - * origin - Vector3 - * length - Number - * color - color in hex value - * headLength - Number - * headWidth - Number - */ + this.resolvedProperty = nodeProperty; -var _axis = new Vector3(); -var _lineGeometry, _coneGeometry; + } else { -function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { + this.propertyName = propertyName; - // dir is assumed to be normalized + } - Object3D.call( this ); + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; - if ( dir === undefined ) dir = new Vector3( 0, 0, 1 ); - if ( origin === undefined ) origin = new Vector3( 0, 0, 0 ); - if ( length === undefined ) length = 1; - if ( color === undefined ) color = 0xffff00; - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; + }, - if ( _lineGeometry === undefined ) { + unbind: function () { - _lineGeometry = new BufferGeometry(); - _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + this.node = null; - _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); - _coneGeometry.translate( 0, - 0.5, 0 ); + // back to the prototype version of getValue / setValue + // note: avoiding to mutate the shape of 'this' via 'delete' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; } - this.position.copy( origin ); - - this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); - this.line.matrixAutoUpdate = false; - this.add( this.line ); - - this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) ); - this.cone.matrixAutoUpdate = false; - this.add( this.cone ); - - this.setDirection( dir ); - this.setLength( length, headLength, headWidth ); +} ); -} +// DECLARE ALIAS AFTER assign prototype +Object.assign( PropertyBinding.prototype, { -ArrowHelper.prototype = Object.create( Object3D.prototype ); -ArrowHelper.prototype.constructor = ArrowHelper; + // initial state of these methods that calls 'bind' + _getValue_unbound: PropertyBinding.prototype.getValue, + _setValue_unbound: PropertyBinding.prototype.setValue, -ArrowHelper.prototype.setDirection = function ( dir ) { +} ); - // dir is assumed to be normalized +function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { - if ( dir.y > 0.99999 ) { + InterleavedBuffer.call( this, array, stride ); - this.quaternion.set( 0, 0, 0, 1 ); + this.meshPerAttribute = meshPerAttribute || 1; - } else if ( dir.y < - 0.99999 ) { +} - this.quaternion.set( 1, 0, 0, 0 ); +InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), { - } else { + constructor: InstancedInterleavedBuffer, - _axis.set( dir.z, 0, - dir.x ).normalize(); + isInstancedInterleavedBuffer: true, - var radians = Math.acos( dir.y ); + copy: function ( source ) { - this.quaternion.setFromAxisAngle( _axis, radians ); + InterleavedBuffer.prototype.copy.call( this, source ); - } + this.meshPerAttribute = source.meshPerAttribute; -}; + return this; -ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { + }, - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; + clone: function ( data ) { - this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458 - this.line.updateMatrix(); + const ib = InterleavedBuffer.prototype.clone.call( this, data ); - this.cone.scale.set( headWidth, headLength, headWidth ); - this.cone.position.y = length; - this.cone.updateMatrix(); + ib.meshPerAttribute = this.meshPerAttribute; -}; + return ib; -ArrowHelper.prototype.setColor = function ( color ) { + }, - this.line.material.color.set( color ); - this.cone.material.color.set( color ); + toJSON: function ( data ) { -}; + const json = InterleavedBuffer.prototype.toJSON.call( this, data ); -ArrowHelper.prototype.copy = function ( source ) { + json.isInstancedInterleavedBuffer = true; + json.meshPerAttribute = this.meshPerAttribute; - Object3D.prototype.copy.call( this, source, false ); + return json; - this.line.copy( source.line ); - this.cone.copy( source.cone ); + } - return this; +} ); -}; +function GLBufferAttribute( buffer, type, itemSize, elementSize, count ) { -ArrowHelper.prototype.clone = function () { + this.buffer = buffer; + this.type = type; + this.itemSize = itemSize; + this.elementSize = elementSize; + this.count = count; - return new this.constructor().copy( this ); + this.version = 0; -}; +} -/** - * @author sroucheray / http://sroucheray.org/ - * @author mrdoob / http://mrdoob.com/ - */ +Object.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', { -function AxesHelper( size ) { + set: function ( value ) { - size = size || 1; + if ( value === true ) this.version ++; - var vertices = [ - 0, 0, 0, size, 0, 0, - 0, 0, 0, 0, size, 0, - 0, 0, 0, 0, 0, size - ]; + } - var colors = [ - 1, 0, 0, 1, 0.6, 0, - 0, 1, 0, 0.6, 1, 0, - 0, 0, 1, 0, 0.6, 1 - ]; +} ); - var geometry = new BufferGeometry(); - geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); +Object.assign( GLBufferAttribute.prototype, { - var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + isGLBufferAttribute: true, - LineSegments.call( this, geometry, material ); + setBuffer: function ( buffer ) { -} + this.buffer = buffer; -AxesHelper.prototype = Object.create( LineSegments.prototype ); -AxesHelper.prototype.constructor = AxesHelper; + return this; -/** - * @author Emmett Lalish / elalish - * - * This class generates a Prefiltered, Mipmapped Radiance Environment Map - * (PMREM) from a cubeMap environment texture. This allows different levels of - * blur to be quickly accessed based on material roughness. It is packed into a - * special CubeUV format that allows us to perform custom interpolation so that - * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap - * chain, it only goes down to the LOD_MIN level (above), and then creates extra - * even more filtered 'mips' at the same LOD_MIN resolution, associated with - * higher roughness levels. In this way we maintain resolution to smoothly - * interpolate diffuse lighting while limiting sampling computation. - */ + }, -var LOD_MIN = 4; -var LOD_MAX = 8; -// The standard deviations (radians) associated with the extra mips. These are -// chosen to approximate a Trowbridge-Reitz distribution function times the -// geometric shadowing function. These sigma values squared must match the -// variance #defines in cube_uv_reflection_fragment.glsl.js. -var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ]; -var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; -// The maximum length of the blur for loop. Smaller sigmas will use fewer -// samples and exit early, but not recompile the shader. -var MAX_SAMPLES = 20; -var ENCODINGS = { - [ LinearEncoding ]: 0, - [ sRGBEncoding ]: 1, - [ RGBEEncoding ]: 2, - [ RGBM7Encoding ]: 3, - [ RGBM16Encoding ]: 4, - [ RGBDEncoding ]: 5, - [ GammaEncoding ]: 6 -}; + setType: function ( type, elementSize ) { -var _flatCamera = new OrthographicCamera(); -var _blurMaterial = _getBlurShader( MAX_SAMPLES ); + this.type = type; + this.elementSize = elementSize; -var { _lodPlanes, _sizeLods, _sigmas } = _createPlanes(); + return this; -function _createPlanes() { + }, - var _lodPlanes = []; - var _sizeLods = []; - var _sigmas = []; + setItemSize: function ( itemSize ) { - var lod = LOD_MAX; - for ( var i = 0; i < TOTAL_LODS; i ++ ) { + this.itemSize = itemSize; - var sizeLod = Math.pow( 2, lod ); - _sizeLods.push( sizeLod ); - var sigma = 1.0 / sizeLod; - if ( i > LOD_MAX - LOD_MIN ) { + return this; - sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ]; + }, - } else if ( i == 0 ) { + setCount: function ( count ) { - sigma = 0; + this.count = count; - } - _sigmas.push( sigma ); + return this; - var texelSize = 1.0 / ( sizeLod - 1 ); - var min = - texelSize / 2; - var max = 1 + texelSize / 2; - var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ]; + }, - var cubeFaces = 6; - var vertices = 6; - var positionSize = 3; - var uvSize = 2; - var faceIndexSize = 1; +} ); - var position = new Float32Array( positionSize * vertices * cubeFaces ); - var uv = new Float32Array( uvSize * vertices * cubeFaces ); - var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces ); +function Raycaster( origin, direction, near = 0, far = Infinity ) { - for ( var face = 0; face < cubeFaces; face ++ ) { + this.ray = new Ray( origin, direction ); + // direction is assumed to be normalized (for accurate distance calculations) - var x = ( face % 3 ) * 2 / 3 - 1; - var y = face > 2 ? 0 : - 1; - var coordinates = [ - x, y, 0, - x + 2 / 3, y, 0, - x + 2 / 3, y + 1, 0, - x, y, 0, - x + 2 / 3, y + 1, 0, - x, y + 1, 0 - ]; - position.set( coordinates, positionSize * vertices * face ); - uv.set( uv1, uvSize * vertices * face ); - var fill = [ face, face, face, face, face, face ]; - faceIndex.set( fill, faceIndexSize * vertices * face ); + this.near = near; + this.far = far; + this.camera = null; + this.layers = new Layers(); - } - var planes = new BufferGeometry(); - planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) ); - planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) ); - planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) ); - _lodPlanes.push( planes ); + this.params = { + Mesh: {}, + Line: { threshold: 1 }, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; - if ( lod > LOD_MIN ) { + Object.defineProperties( this.params, { + PointCloud: { + get: function () { - lod --; + console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); + return this.Points; + } } - - } - return { _lodPlanes, _sizeLods, _sigmas }; + } ); } -function _getBlurShader( maxSamples ) { - - var weights = new Float32Array( maxSamples ); - var poleAxis = new Vector3( 0, 1, 0 ); - var shaderMaterial = new RawShaderMaterial( { - - defines: { 'n': maxSamples }, +function ascSort( a, b ) { - uniforms: { - 'envMap': { value: null }, - 'samples': { value: 1 }, - 'weights': { value: weights }, - 'latitudinal': { value: false }, - 'dTheta': { value: 0 }, - 'mipInt': { value: 0 }, - 'poleAxis': { value: poleAxis }, - 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] }, - 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] } - }, + return a.distance - b.distance; - vertexShader: _getCommonVertexShader(), - - fragmentShader: ` -precision mediump float; -precision mediump int; -varying vec3 vOutputDirection; -uniform sampler2D envMap; -uniform int samples; -uniform float weights[n]; -uniform bool latitudinal; -uniform float dTheta; -uniform float mipInt; -uniform vec3 poleAxis; - -${_getEncodings()} - -#define ENVMAP_TYPE_CUBE_UV -#include - -vec3 getSample(float theta, vec3 axis) { - float cosTheta = cos(theta); - // Rodrigues' axis-angle rotation - vec3 sampleDirection = vOutputDirection * cosTheta - + cross(axis, vOutputDirection) * sin(theta) - + axis * dot(axis, vOutputDirection) * (1.0 - cosTheta); - return bilinearCubeUV(envMap, sampleDirection, mipInt); } -void main() { - vec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection); - if (all(equal(axis, vec3(0.0)))) - axis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x); - axis = normalize(axis); - gl_FragColor = vec4(0.0); - gl_FragColor.rgb += weights[0] * getSample(0.0, axis); - for (int i = 1; i < n; i++) { - if (i >= samples) - break; - float theta = dTheta * float(i); - gl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis); - gl_FragColor.rgb += weights[i] * getSample(theta, axis); - } - gl_FragColor = linearToOutputTexel(gl_FragColor); -} - `, +function intersectObject( object, raycaster, intersects, recursive ) { - blending: NoBlending, - depthTest: false, - depthWrite: false + if ( object.layers.test( raycaster.layers ) ) { - } ); + object.raycast( raycaster, intersects ); - shaderMaterial.type = 'SphericalGaussianBlur'; + } - return shaderMaterial; + if ( recursive === true ) { -} + const children = object.children; -function _getCommonVertexShader() { - - return ` -precision mediump float; -precision mediump int; -attribute vec3 position; -attribute vec2 uv; -attribute float faceIndex; -varying vec3 vOutputDirection; -vec3 getDirection(vec2 uv, float face) { - uv = 2.0 * uv - 1.0; - vec3 direction = vec3(uv, 1.0); - if (face == 0.0) { - direction = direction.zyx; - direction.z *= -1.0; - } else if (face == 1.0) { - direction = direction.xzy; - direction.z *= -1.0; - } else if (face == 3.0) { - direction = direction.zyx; - direction.x *= -1.0; - } else if (face == 4.0) { - direction = direction.xzy; - direction.y *= -1.0; - } else if (face == 5.0) { - direction.xz *= -1.0; - } - return direction; -} -void main() { - vOutputDirection = getDirection(uv, faceIndex); - gl_Position = vec4( position, 1.0 ); -} - `; + for ( let i = 0, l = children.length; i < l; i ++ ) { -} + intersectObject( children[ i ], raycaster, intersects, true ); -function _getEncodings() { - - return ` -uniform int inputEncoding; -uniform int outputEncoding; - -#include - -vec4 inputTexelToLinear(vec4 value){ - if(inputEncoding == 0){ - return value; - }else if(inputEncoding == 1){ - return sRGBToLinear(value); - }else if(inputEncoding == 2){ - return RGBEToLinear(value); - }else if(inputEncoding == 3){ - return RGBMToLinear(value, 7.0); - }else if(inputEncoding == 4){ - return RGBMToLinear(value, 16.0); - }else if(inputEncoding == 5){ - return RGBDToLinear(value, 256.0); - }else{ - return GammaToLinear(value, 2.2); - } -} + } -vec4 linearToOutputTexel(vec4 value){ - if(outputEncoding == 0){ - return value; - }else if(outputEncoding == 1){ - return LinearTosRGB(value); - }else if(outputEncoding == 2){ - return LinearToRGBE(value); - }else if(outputEncoding == 3){ - return LinearToRGBM(value, 7.0); - }else if(outputEncoding == 4){ - return LinearToRGBM(value, 16.0); - }else if(outputEncoding == 5){ - return LinearToRGBD(value, 256.0); - }else{ - return LinearToGamma(value, 2.2); } -} -vec4 envMapTexelToLinear(vec4 color) { - return inputTexelToLinear(color); } - `; -} +Object.assign( Raycaster.prototype, { -// + set: function ( origin, direction ) { -Curve.create = function ( construct, getPoint ) { + // direction is assumed to be normalized (for accurate distance calculations) - console.log( 'THREE.Curve.create() has been deprecated' ); + this.ray.set( origin, direction ); - construct.prototype = Object.create( Curve.prototype ); - construct.prototype.constructor = construct; - construct.prototype.getPoint = getPoint; + }, - return construct; + setFromCamera: function ( coords, camera ) { -}; + if ( camera && camera.isPerspectiveCamera ) { -// + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); + this.camera = camera; -Object.assign( CurvePath.prototype, { + } else if ( camera && camera.isOrthographicCamera ) { - createPointsGeometry: function ( divisions ) { + this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera + this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); + this.camera = camera; - console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); + } else { - // generate geometry from path points (for Line or Points objects) + console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type ); - var pts = this.getPoints( divisions ); - return this.createGeometry( pts ); + } }, - createSpacedPointsGeometry: function ( divisions ) { + intersectObject: function ( object, recursive = false, intersects = [] ) { - console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); + intersectObject( object, this, intersects, recursive ); - // generate geometry from equidistant sampling along the path + intersects.sort( ascSort ); - var pts = this.getSpacedPoints( divisions ); - return this.createGeometry( pts ); + return intersects; }, - createGeometry: function ( points ) { + intersectObjects: function ( objects, recursive = false, intersects = [] ) { - console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); + for ( let i = 0, l = objects.length; i < l; i ++ ) { - var geometry = new Geometry(); - - for ( var i = 0, l = points.length; i < l; i ++ ) { - - var point = points[ i ]; - geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + intersectObject( objects[ i ], this, intersects, recursive ); } - return geometry; + intersects.sort( ascSort ); + + return intersects; } } ); -// +function ImmediateRenderObject( material ) { -Object.assign( Path.prototype, { + Object3D.call( this ); - fromPoints: function ( points ) { + this.material = material; + this.render = function ( /* renderCallback */ ) {}; - console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' ); - return this.setFromPoints( points ); + this.hasPositions = false; + this.hasNormals = false; + this.hasColors = false; + this.hasUvs = false; - } + this.positionArray = null; + this.normalArray = null; + this.colorArray = null; + this.uvArray = null; -} ); + this.count = 0; -// +} -function Spline( points ) { +ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); +ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; - console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' ); +ImmediateRenderObject.prototype.isImmediateRenderObject = true; - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; +const backgroundMaterial = new MeshBasicMaterial( { + side: BackSide, + depthWrite: false, + depthTest: false, +} ); +new Mesh( new BoxGeometry(), backgroundMaterial ); -} +// -Spline.prototype = Object.create( CatmullRomCurve3.prototype ); +Curve.create = function ( construct, getPoint ) { -Object.assign( Spline.prototype, { + console.log( 'THREE.Curve.create() has been deprecated' ); - initFromArray: function ( /* a */ ) { + construct.prototype = Object.create( Curve.prototype ); + construct.prototype.constructor = construct; + construct.prototype.getPoint = getPoint; - console.error( 'THREE.Spline: .initFromArray() has been removed.' ); + return construct; - }, - getControlPointsArray: function ( /* optionalTarget */ ) { +}; - console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' ); +// - }, - reparametrizeByArcLength: function ( /* samplingCoef */ ) { +Loader.prototype.extractUrlBase = function ( url ) { - console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' ); + console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' ); + return LoaderUtils.extractUrlBase( url ); - } +}; -} ); +Loader.Handlers = { -GridHelper.prototype.setColors = function () { + add: function ( /* regex, loader */ ) { - console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); + console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' ); -}; + }, -SkeletonHelper.prototype.update = function () { + get: function ( /* file */ ) { + + console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' ); - console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' ); + } }; // -Object.assign( Loader.prototype, { - - extractUrlBase: function ( url ) { +Box3.prototype.center = function ( optionalTarget ) { - console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' ); - return LoaderUtils.extractUrlBase( url ); + console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); + return this.getCenter( optionalTarget ); - } +}; -} ); +Box3.prototype.empty = function () { -Loader.Handlers = { + console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); - add: function ( /* regex, loader */ ) { +}; - console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' ); +Box3.prototype.isIntersectionBox = function ( box ) { - }, + console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); - get: function ( /* file */ ) { +}; - console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' ); +Box3.prototype.isIntersectionSphere = function ( sphere ) { - } + console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); }; -Object.assign( ObjectLoader.prototype, { +Box3.prototype.size = function ( optionalTarget ) { - setTexturePath: function ( value ) { + console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); + return this.getSize( optionalTarget ); - console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' ); - return this.setResourcePath( value ); +}; - } +// -} ); +Sphere.prototype.empty = function () { -// + console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); -Object.assign( Box2.prototype, { +}; - center: function ( optionalTarget ) { +// - console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); +Frustum.prototype.setFromMatrix = function ( m ) { - }, - empty: function () { + console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' ); + return this.setFromProjectionMatrix( m ); - console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); +}; - }, - isIntersectionBox: function ( box ) { +// - console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); +MathUtils.random16 = function () { - }, - size: function ( optionalTarget ) { + console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' ); + return Math.random(); - console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); - return this.getSize( optionalTarget ); +}; - } -} ); +MathUtils.nearestPowerOfTwo = function ( value ) { -Object.assign( Box3.prototype, { + console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' ); + return MathUtils.floorPowerOfTwo( value ); - center: function ( optionalTarget ) { +}; - console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); +MathUtils.nextPowerOfTwo = function ( value ) { - }, - empty: function () { + console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' ); + return MathUtils.ceilPowerOfTwo( value ); - console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); +}; - }, - isIntersectionBox: function ( box ) { +// - console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); +Matrix3.prototype.flattenToArrayOffset = function ( array, offset ) { - }, - isIntersectionSphere: function ( sphere ) { + console.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' ); + return this.toArray( array, offset ); - console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); +}; - }, - size: function ( optionalTarget ) { +Matrix3.prototype.multiplyVector3 = function ( vector ) { - console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); - return this.getSize( optionalTarget ); + console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); + return vector.applyMatrix3( this ); - } -} ); +}; -Frustum.prototype.setFromMatrix = function ( m ) { +Matrix3.prototype.multiplyVector3Array = function ( /* a */ ) { - console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' ); - return this.setFromProjectionMatrix( m ); + console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' ); }; -Line3.prototype.center = function ( optionalTarget ) { +Matrix3.prototype.applyToBufferAttribute = function ( attribute ) { - console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); + console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' ); + return attribute.applyMatrix3( this ); }; -Object.assign( MathUtils, { +Matrix3.prototype.applyToVector3Array = function ( /* array, offset, length */ ) { + + console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); + +}; - random16: function () { +Matrix3.prototype.getInverse = function ( matrix ) { - console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' ); - return Math.random(); + console.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' ); + return this.copy( matrix ).invert(); - }, +}; - nearestPowerOfTwo: function ( value ) { +// - console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' ); - return MathUtils.floorPowerOfTwo( value ); +Matrix4.prototype.extractPosition = function ( m ) { - }, + console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); + return this.copyPosition( m ); - nextPowerOfTwo: function ( value ) { +}; - console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' ); - return MathUtils.ceilPowerOfTwo( value ); +Matrix4.prototype.flattenToArrayOffset = function ( array, offset ) { - } + console.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' ); + return this.toArray( array, offset ); -} ); +}; -Object.assign( Matrix3.prototype, { +Matrix4.prototype.getPosition = function () { - flattenToArrayOffset: function ( array, offset ) { + console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); + return new Vector3().setFromMatrixColumn( this, 3 ); - console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); - return this.toArray( array, offset ); +}; - }, - multiplyVector3: function ( vector ) { +Matrix4.prototype.setRotationFromQuaternion = function ( q ) { - console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); - return vector.applyMatrix3( this ); + console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); + return this.makeRotationFromQuaternion( q ); - }, - multiplyVector3Array: function ( /* a */ ) { +}; - console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' ); +Matrix4.prototype.multiplyToArray = function () { - }, - applyToBufferAttribute: function ( attribute ) { + console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' ); - console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' ); - return attribute.applyMatrix3( this ); +}; - }, - applyToVector3Array: function ( /* array, offset, length */ ) { +Matrix4.prototype.multiplyVector3 = function ( vector ) { - console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); + console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); - } +}; -} ); +Matrix4.prototype.multiplyVector4 = function ( vector ) { -Object.assign( Matrix4.prototype, { + console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); - extractPosition: function ( m ) { +}; - console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); - return this.copyPosition( m ); +Matrix4.prototype.multiplyVector3Array = function ( /* a */ ) { - }, - flattenToArrayOffset: function ( array, offset ) { + console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' ); - console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); - return this.toArray( array, offset ); +}; - }, - getPosition: function () { +Matrix4.prototype.rotateAxis = function ( v ) { - console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); - return new Vector3().setFromMatrixColumn( this, 3 ); + console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); + v.transformDirection( this ); - }, - setRotationFromQuaternion: function ( q ) { +}; - console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); - return this.makeRotationFromQuaternion( q ); +Matrix4.prototype.crossVector = function ( vector ) { - }, - multiplyToArray: function () { + console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); - console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' ); +}; - }, - multiplyVector3: function ( vector ) { +Matrix4.prototype.translate = function () { - console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); + console.error( 'THREE.Matrix4: .translate() has been removed.' ); - }, - multiplyVector4: function ( vector ) { +}; - console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); +Matrix4.prototype.rotateX = function () { - }, - multiplyVector3Array: function ( /* a */ ) { + console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); - console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' ); +}; - }, - rotateAxis: function ( v ) { +Matrix4.prototype.rotateY = function () { - console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); - v.transformDirection( this ); + console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); - }, - crossVector: function ( vector ) { +}; - console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); +Matrix4.prototype.rotateZ = function () { - }, - translate: function () { + console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); - console.error( 'THREE.Matrix4: .translate() has been removed.' ); +}; - }, - rotateX: function () { +Matrix4.prototype.rotateByAxis = function () { - console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); + console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); - }, - rotateY: function () { +}; - console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); +Matrix4.prototype.applyToBufferAttribute = function ( attribute ) { - }, - rotateZ: function () { + console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' ); + return attribute.applyMatrix4( this ); - console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); +}; - }, - rotateByAxis: function () { +Matrix4.prototype.applyToVector3Array = function ( /* array, offset, length */ ) { - console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); + console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); - }, - applyToBufferAttribute: function ( attribute ) { +}; - console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' ); - return attribute.applyMatrix4( this ); +Matrix4.prototype.makeFrustum = function ( left, right, bottom, top, near, far ) { - }, - applyToVector3Array: function ( /* array, offset, length */ ) { + console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' ); + return this.makePerspective( left, right, top, bottom, near, far ); - console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); +}; - }, - makeFrustum: function ( left, right, bottom, top, near, far ) { +Matrix4.prototype.getInverse = function ( matrix ) { - console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' ); - return this.makePerspective( left, right, top, bottom, near, far ); + console.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' ); + return this.copy( matrix ).invert(); - } +}; -} ); +// Plane.prototype.isIntersectionLine = function ( line ) { @@ -47971,6 +30739,8 @@ Plane.prototype.isIntersectionLine = function ( line ) { }; +// + Quaternion.prototype.multiplyVector3 = function ( vector ) { console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); @@ -47978,256 +30748,223 @@ Quaternion.prototype.multiplyVector3 = function ( vector ) { }; -Object.assign( Ray.prototype, { - - isIntersectionBox: function ( box ) { - - console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); +Quaternion.prototype.inverse = function ( ) { - }, - isIntersectionPlane: function ( plane ) { + console.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' ); + return this.invert(); - console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); - return this.intersectsPlane( plane ); +}; - }, - isIntersectionSphere: function ( sphere ) { +// - console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); +Ray.prototype.isIntersectionBox = function ( box ) { - } + console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); -} ); +}; -Object.assign( Triangle.prototype, { +Ray.prototype.isIntersectionPlane = function ( plane ) { - area: function () { + console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); + return this.intersectsPlane( plane ); - console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' ); - return this.getArea(); +}; - }, - barycoordFromPoint: function ( point, target ) { +Ray.prototype.isIntersectionSphere = function ( sphere ) { - console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); - return this.getBarycoord( point, target ); + console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); - }, - midpoint: function ( target ) { +}; - console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' ); - return this.getMidpoint( target ); +// - }, - normal: function ( target ) { +Triangle.prototype.area = function () { - console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); - return this.getNormal( target ); + console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' ); + return this.getArea(); - }, - plane: function ( target ) { +}; - console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' ); - return this.getPlane( target ); +Triangle.prototype.barycoordFromPoint = function ( point, target ) { - } + console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); + return this.getBarycoord( point, target ); -} ); +}; -Object.assign( Triangle, { +Triangle.prototype.midpoint = function ( target ) { - barycoordFromPoint: function ( point, a, b, c, target ) { + console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' ); + return this.getMidpoint( target ); - console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); - return Triangle.getBarycoord( point, a, b, c, target ); +}; - }, - normal: function ( a, b, c, target ) { +Triangle.prototypenormal = function ( target ) { - console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); - return Triangle.getNormal( a, b, c, target ); + console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); + return this.getNormal( target ); - } +}; -} ); +Triangle.prototype.plane = function ( target ) { -Object.assign( Shape.prototype, { + console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' ); + return this.getPlane( target ); - extractAllPoints: function ( divisions ) { +}; - console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' ); - return this.extractPoints( divisions ); +Triangle.barycoordFromPoint = function ( point, a, b, c, target ) { - }, - extrude: function ( options ) { + console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); + return Triangle.getBarycoord( point, a, b, c, target ); - console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' ); - return new ExtrudeGeometry( this, options ); +}; - }, - makeGeometry: function ( options ) { +Triangle.normal = function ( a, b, c, target ) { - console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' ); - return new ShapeGeometry( this, options ); + console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); + return Triangle.getNormal( a, b, c, target ); - } +}; -} ); +// -Object.assign( Vector2.prototype, { +Vector2.prototype.fromAttribute = function ( attribute, index, offset ) { - fromAttribute: function ( attribute, index, offset ) { + console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); - console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' ); - return this.fromBufferAttribute( attribute, index, offset ); +}; - }, - distanceToManhattan: function ( v ) { +Vector2.prototype.distanceToManhattan = function ( v ) { - console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); - return this.manhattanDistanceTo( v ); + console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); + return this.manhattanDistanceTo( v ); - }, - lengthManhattan: function () { +}; - console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' ); - return this.manhattanLength(); +Vector2.prototype.lengthManhattan = function () { - } + console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); -} ); +}; -Object.assign( Vector3.prototype, { +// - setEulerFromRotationMatrix: function () { +Vector3.prototype.setEulerFromRotationMatrix = function () { - console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); + console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); - }, - setEulerFromQuaternion: function () { +}; - console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); +Vector3.prototype.setEulerFromQuaternion = function () { - }, - getPositionFromMatrix: function ( m ) { + console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); - console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); - return this.setFromMatrixPosition( m ); +}; - }, - getScaleFromMatrix: function ( m ) { +Vector3.prototype.getPositionFromMatrix = function ( m ) { - console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); - return this.setFromMatrixScale( m ); + console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); + return this.setFromMatrixPosition( m ); - }, - getColumnFromMatrix: function ( index, matrix ) { +}; - console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); - return this.setFromMatrixColumn( matrix, index ); +Vector3.prototype.getScaleFromMatrix = function ( m ) { - }, - applyProjection: function ( m ) { + console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); + return this.setFromMatrixScale( m ); - console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' ); - return this.applyMatrix4( m ); +}; - }, - fromAttribute: function ( attribute, index, offset ) { +Vector3.prototype.getColumnFromMatrix = function ( index, matrix ) { - console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' ); - return this.fromBufferAttribute( attribute, index, offset ); + console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); + return this.setFromMatrixColumn( matrix, index ); - }, - distanceToManhattan: function ( v ) { +}; - console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); - return this.manhattanDistanceTo( v ); +Vector3.prototype.applyProjection = function ( m ) { - }, - lengthManhattan: function () { + console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' ); + return this.applyMatrix4( m ); - console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' ); - return this.manhattanLength(); +}; - } +Vector3.prototype.fromAttribute = function ( attribute, index, offset ) { -} ); + console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); -Object.assign( Vector4.prototype, { +}; - fromAttribute: function ( attribute, index, offset ) { +Vector3.prototype.distanceToManhattan = function ( v ) { - console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' ); - return this.fromBufferAttribute( attribute, index, offset ); + console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); + return this.manhattanDistanceTo( v ); - }, - lengthManhattan: function () { +}; - console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' ); - return this.manhattanLength(); +Vector3.prototype.lengthManhattan = function () { - } + console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); -} ); +}; // -Object.assign( Geometry.prototype, { +Vector4.prototype.fromAttribute = function ( attribute, index, offset ) { - computeTangents: function () { + console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' ); + return this.fromBufferAttribute( attribute, index, offset ); - console.error( 'THREE.Geometry: .computeTangents() has been removed.' ); +}; - }, - computeLineDistances: function () { +Vector4.prototype.lengthManhattan = function () { - console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' ); + console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' ); + return this.manhattanLength(); - }, - applyMatrix: function ( matrix ) { +}; - console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' ); - return this.applyMatrix4( matrix ); +// - } +Object3D.prototype.getChildByName = function ( name ) { -} ); + console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); + return this.getObjectByName( name ); -Object.assign( Object3D.prototype, { +}; - getChildByName: function ( name ) { +Object3D.prototype.renderDepth = function () { - console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); - return this.getObjectByName( name ); + console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); - }, - renderDepth: function () { +}; - console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); +Object3D.prototype.translate = function ( distance, axis ) { - }, - translate: function ( distance, axis ) { + console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); + return this.translateOnAxis( axis, distance ); - console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); - return this.translateOnAxis( axis, distance ); +}; - }, - getWorldRotation: function () { +Object3D.prototype.getWorldRotation = function () { - console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' ); + console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' ); - }, - applyMatrix: function ( matrix ) { +}; - console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' ); - return this.applyMatrix4( matrix ); +Object3D.prototype.applyMatrix = function ( matrix ) { - } + console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' ); + return this.applyMatrix4( matrix ); -} ); +}; Object.defineProperties( Object3D.prototype, { @@ -48260,15 +30997,11 @@ Object.defineProperties( Object3D.prototype, { } ); -Object.assign( Mesh.prototype, { - - setDrawMode: function () { +Mesh.prototype.setDrawMode = function () { - console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' ); - - }, + console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' ); -} ); +}; Object.defineProperties( Mesh.prototype, { @@ -48288,34 +31021,6 @@ Object.defineProperties( Mesh.prototype, { } ); -Object.defineProperties( LOD.prototype, { - - objects: { - get: function () { - - console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); - return this.levels; - - } - } - -} ); - -Object.defineProperty( Skeleton.prototype, 'useVertexTexture', { - - get: function () { - - console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); - - }, - set: function () { - - console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); - - } - -} ); - SkinnedMesh.prototype.initBones = function () { console.error( 'THREE.SkinnedMesh: initBones() has been removed.' ); @@ -48343,8 +31048,8 @@ Object.defineProperty( Curve.prototype, '__arcLengthDivisions', { PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) { - console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " + - "Use .setFocalLength and .filmGauge for a photographic setup." ); + console.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' + + 'Use .setFocalLength and .filmGauge for a photographic setup.' ); if ( filmGauge !== undefined ) this.filmGauge = filmGauge; this.setFocalLength( focalLength ); @@ -48486,100 +31191,100 @@ Object.defineProperties( BufferAttribute.prototype, { } ); -Object.assign( BufferAttribute.prototype, { - setDynamic: function ( value ) { +BufferAttribute.prototype.setDynamic = function ( value ) { - console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' ); - this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage ); - return this; + console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' ); + this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage ); + return this; - }, - copyIndicesArray: function ( /* indices */ ) { +}; - console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' ); +BufferAttribute.prototype.copyIndicesArray = function ( /* indices */ ) { - }, - setArray: function ( /* array */ ) { + console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' ); - console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' ); +}, - } -} ); +BufferAttribute.prototype.setArray = function ( /* array */ ) { -Object.assign( BufferGeometry.prototype, { + console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' ); - addIndex: function ( index ) { +}; - console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); - this.setIndex( index ); +// - }, - addAttribute: function ( name, attribute ) { +BufferGeometry.prototype.addIndex = function ( index ) { - console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' ); + console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); + this.setIndex( index ); - if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) { +}; - console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); +BufferGeometry.prototype.addAttribute = function ( name, attribute ) { - return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); + console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' ); - } + if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) { - if ( name === 'index' ) { + console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); - console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); - this.setIndex( attribute ); + return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); - return this; + } - } + if ( name === 'index' ) { - return this.setAttribute( name, attribute ); + console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); + this.setIndex( attribute ); - }, - addDrawCall: function ( start, count, indexOffset ) { + return this; - if ( indexOffset !== undefined ) { + } - console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); + return this.setAttribute( name, attribute ); - } - console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); - this.addGroup( start, count ); +}; - }, - clearDrawCalls: function () { +BufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset ) { - console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); - this.clearGroups(); + if ( indexOffset !== undefined ) { - }, - computeTangents: function () { + console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); - console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); + } - }, - computeOffsets: function () { + console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); + this.addGroup( start, count ); - console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); +}; - }, - removeAttribute: function ( name ) { +BufferGeometry.prototype.clearDrawCalls = function () { - console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' ); + console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); + this.clearGroups(); - return this.deleteAttribute( name ); +}; - }, - applyMatrix: function ( matrix ) { +BufferGeometry.prototype.computeOffsets = function () { - console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' ); - return this.applyMatrix4( matrix ); + console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); - } +}; -} ); +BufferGeometry.prototype.removeAttribute = function ( name ) { + + console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' ); + + return this.deleteAttribute( name ); + +}; + +BufferGeometry.prototype.applyMatrix = function ( matrix ) { + + console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' ); + return this.applyMatrix4( matrix ); + +}; Object.defineProperties( BufferGeometry.prototype, { @@ -48602,6 +31307,25 @@ Object.defineProperties( BufferGeometry.prototype, { } ); +Object.defineProperties( InstancedBufferGeometry.prototype, { + + maxInstancedCount: { + get: function () { + + console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' ); + return this.instanceCount; + + }, + set: function ( value ) { + + console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' ); + this.instanceCount = value; + + } + } + +} ); + Object.defineProperties( Raycaster.prototype, { linePrecision: { @@ -48640,66 +31364,27 @@ Object.defineProperties( InterleavedBuffer.prototype, { } ); -Object.assign( InterleavedBuffer.prototype, { - setDynamic: function ( value ) { - - console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' ); - this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage ); - return this; - - }, - setArray: function ( /* array */ ) { - - console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' ); - - } -} ); - -// - -Object.assign( ExtrudeBufferGeometry.prototype, { - - getArrays: function () { - - console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' ); - - }, - - addShapeList: function () { - - console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' ); +InterleavedBuffer.prototype.setDynamic = function ( value ) { - }, + console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' ); + this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage ); + return this; - addShape: function () { +}; - console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' ); +InterleavedBuffer.prototype.setArray = function ( /* array */ ) { - } + console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' ); -} ); +}; // -Object.defineProperties( Uniform.prototype, { +Scene.prototype.dispose = function () { - dynamic: { - set: function () { - - console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' ); - - } - }, - onUpdate: { - value: function () { - - console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' ); - return this; + console.error( 'THREE.Scene: .dispose() has been removed.' ); - } - } - -} ); +}; // @@ -48771,18 +31456,19 @@ Object.defineProperties( Material.prototype, { } ); -Object.defineProperties( MeshPhongMaterial.prototype, { +Object.defineProperties( MeshPhysicalMaterial.prototype, { - metal: { + transparency: { get: function () { - console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); - return false; + console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' ); + return this.transmission; }, - set: function () { + set: function ( value ) { - console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); + console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' ); + this.transmission = value; } } @@ -48810,152 +31496,172 @@ Object.defineProperties( ShaderMaterial.prototype, { // -Object.assign( WebGLRenderer.prototype, { +WebGLRenderer.prototype.clearTarget = function ( renderTarget, color, depth, stencil ) { - clearTarget: function ( renderTarget, color, depth, stencil ) { + console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' ); + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); - console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' ); - this.setRenderTarget( renderTarget ); - this.clear( color, depth, stencil ); +}; - }, - animate: function ( callback ) { +WebGLRenderer.prototype.animate = function ( callback ) { - console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' ); - this.setAnimationLoop( callback ); + console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' ); + this.setAnimationLoop( callback ); - }, - getCurrentRenderTarget: function () { +}; - console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' ); - return this.getRenderTarget(); +WebGLRenderer.prototype.getCurrentRenderTarget = function () { - }, - getMaxAnisotropy: function () { + console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' ); + return this.getRenderTarget(); - console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' ); - return this.capabilities.getMaxAnisotropy(); +}; - }, - getPrecision: function () { +WebGLRenderer.prototype.getMaxAnisotropy = function () { - console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' ); - return this.capabilities.precision; + console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' ); + return this.capabilities.getMaxAnisotropy(); - }, - resetGLState: function () { +}; - console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' ); - return this.state.reset(); +WebGLRenderer.prototype.getPrecision = function () { - }, - supportsFloatTextures: function () { + console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' ); + return this.capabilities.precision; - console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); - return this.extensions.get( 'OES_texture_float' ); +}; - }, - supportsHalfFloatTextures: function () { +WebGLRenderer.prototype.resetGLState = function () { - console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); - return this.extensions.get( 'OES_texture_half_float' ); + console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' ); + return this.state.reset(); - }, - supportsStandardDerivatives: function () { +}; - console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); - return this.extensions.get( 'OES_standard_derivatives' ); +WebGLRenderer.prototype.supportsFloatTextures = function () { - }, - supportsCompressedTextureS3TC: function () { + console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); + return this.extensions.get( 'OES_texture_float' ); - console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); - return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); +}; - }, - supportsCompressedTexturePVRTC: function () { +WebGLRenderer.prototype.supportsHalfFloatTextures = function () { - console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); - return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); + return this.extensions.get( 'OES_texture_half_float' ); - }, - supportsBlendMinMax: function () { +}; - console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); - return this.extensions.get( 'EXT_blend_minmax' ); +WebGLRenderer.prototype.supportsStandardDerivatives = function () { - }, - supportsVertexTextures: function () { + console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); + return this.extensions.get( 'OES_standard_derivatives' ); - console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' ); - return this.capabilities.vertexTextures; +}; - }, - supportsInstancedArrays: function () { +WebGLRenderer.prototype.supportsCompressedTextureS3TC = function () { - console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); - return this.extensions.get( 'ANGLE_instanced_arrays' ); + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); - }, - enableScissorTest: function ( boolean ) { +}; - console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); - this.setScissorTest( boolean ); +WebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () { - }, - initMaterial: function () { + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); +}; - }, - addPrePlugin: function () { +WebGLRenderer.prototype.supportsBlendMinMax = function () { - console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); + console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); + return this.extensions.get( 'EXT_blend_minmax' ); - }, - addPostPlugin: function () { +}; - console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); +WebGLRenderer.prototype.supportsVertexTextures = function () { - }, - updateShadowMap: function () { + console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' ); + return this.capabilities.vertexTextures; - console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); +}; - }, - setFaceCulling: function () { +WebGLRenderer.prototype.supportsInstancedArrays = function () { - console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' ); + console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); + return this.extensions.get( 'ANGLE_instanced_arrays' ); - }, - allocTextureUnit: function () { +}; - console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' ); +WebGLRenderer.prototype.enableScissorTest = function ( boolean ) { - }, - setTexture: function () { + console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); + this.setScissorTest( boolean ); - console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' ); +}; - }, - setTexture2D: function () { +WebGLRenderer.prototype.initMaterial = function () { - console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' ); + console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); - }, - setTextureCube: function () { +}; - console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' ); +WebGLRenderer.prototype.addPrePlugin = function () { - }, - getActiveMipMapLevel: function () { + console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); - console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' ); - return this.getActiveMipmapLevel(); +}; - } +WebGLRenderer.prototype.addPostPlugin = function () { -} ); + console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); + +}; + +WebGLRenderer.prototype.updateShadowMap = function () { + + console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); + +}; + +WebGLRenderer.prototype.setFaceCulling = function () { + + console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' ); + +}; + +WebGLRenderer.prototype.allocTextureUnit = function () { + + console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' ); + +}; + +WebGLRenderer.prototype.setTexture = function () { + + console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' ); + +}; + +WebGLRenderer.prototype.setTexture2D = function () { + + console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' ); + +}; + +WebGLRenderer.prototype.setTextureCube = function () { + + console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' ); + +}; + +WebGLRenderer.prototype.getActiveMipMapLevel = function () { + + console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' ); + return this.getActiveMipmapLevel(); + +}; Object.defineProperties( WebGLRenderer.prototype, { @@ -49040,7 +31746,20 @@ Object.defineProperties( WebGLRenderer.prototype, { this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding; } - } + }, + toneMappingWhitePoint: { + get: function () { + + console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' ); + return 1.0; + + }, + set: function () { + + console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' ); + + } + }, } ); @@ -49237,46 +31956,17 @@ Object.defineProperties( WebGLRenderTarget.prototype, { // -Object.defineProperties( Audio.prototype, { - - load: { - value: function ( file ) { - - console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' ); - var scope = this; - var audioLoader = new AudioLoader(); - audioLoader.load( file, function ( buffer ) { - - scope.setBuffer( buffer ); - - } ); - return this; - - } - }, - startTime: { - set: function () { - - console.warn( 'THREE.Audio: .startTime is now .play( delay ).' ); - - } - } - -} ); - -AudioAnalyser.prototype.getData = function () { +CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) { - console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); - return this.getFrequencyData(); + console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' ); + return this.update( renderer, scene ); }; -// - -CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) { +CubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) { - console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' ); - return this.update( renderer, scene ); + console.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' ); + return this.renderTarget.clear( renderer, color, depth, stencil ); }; @@ -49286,10 +31976,10 @@ ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) { console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); - var loader = new TextureLoader(); + const loader = new TextureLoader(); loader.setCrossOrigin( this.crossOrigin ); - var texture = loader.load( url, onLoad, undefined, onError ); + const texture = loader.load( url, onLoad, undefined, onError ); if ( mapping ) texture.mapping = mapping; @@ -49301,10 +31991,10 @@ ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) { console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); - var loader = new CubeTextureLoader(); + const loader = new CubeTextureLoader(); loader.setCrossOrigin( this.crossOrigin ); - var texture = loader.load( urls, onLoad, undefined, onError ); + const texture = loader.load( urls, onLoad, undefined, onError ); if ( mapping ) texture.mapping = mapping; @@ -49334,22 +32024,803 @@ if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { } -var Renderer=/*#__PURE__*/function(){function a(b){_classCallCheck(this,a),Object.assign(this,b),this.renderer=new WebGLRenderer,this.renderer.setClearColor(0,0),this.renderer.setSize(this.width,this.height),this.renderer.setPixelRatio(window.devicePixelRatio),this.el=this.renderer.domElement;}return _createClass(a,[{key:"setTexture",value:function setTexture(a){this.texture=a,this.mesh=this.createMesh();}},{key:"setSize",value:function setSize(a){var b=a.height,c=a.width;this.height=b,this.width=c,this.renderer.setSize(c,b);}},{key:"createMesh",value:function createMesh(){this.material=new MeshBasicMaterial({map:this.texture}),this.geometry=new SphereGeometry(1,50,50),this.geometry.scale(-1,1,1);var a=new Mesh(this.geometry,this.material);return a}},{key:"destroy",value:function destroy(){this.geometry.dispose(),this.material.dispose(),this.renderer.dispose();}},{key:"render",value:function render(a,b,c){c&&this.renderer.render(a,b);}}]),a}(); +if ( typeof window !== 'undefined' ) { + + if ( window.__THREE__ ) { + + console.warn( 'WARNING: Multiple instances of Three.js being imported.' ); + + } else { + + window.__THREE__ = REVISION; + + } + +} + +var Renderer = /*#__PURE__*/function () { + function Renderer(options) { + _classCallCheck(this, Renderer); + + Object.assign(this, options); + this.renderer = new WebGLRenderer(); + this.renderer.setClearColor(0x000000, 0); + this.renderer.setSize(this.width, this.height); + this.renderer.setPixelRatio(window.devicePixelRatio); + this.el = this.renderer.domElement; + } + + _createClass(Renderer, [{ + key: "setTexture", + value: function setTexture(texture) { + this.texture = texture; + this.mesh = this.createMesh(); + } + }, { + key: "setSize", + value: function setSize(_ref) { + var height = _ref.height, + width = _ref.width; + this.height = height; + this.width = width; + this.renderer.setSize(width, height); + } + }, { + key: "createMesh", + value: function createMesh() { + this.material = new MeshBasicMaterial({ + map: this.texture + }); + this.geometry = new SphereGeometry(1, 50, 50); + this.geometry.scale(-1, 1, 1); + var mesh = new Mesh(this.geometry, this.material); + return mesh; + } + }, { + key: "destroy", + value: function destroy() { + this.geometry.dispose(); + this.material.dispose(); + this.renderer.dispose(); + } + }, { + key: "render", + value: function render(scene, camera, needsUpdate) { + if (!needsUpdate) return; + this.renderer.render(scene, camera); + } + }]); + + return Renderer; +}(); -var easeOutBack=function(a){var b=1.70158;return --a*a*((b+1)*a+b)+1},Controls=/*#__PURE__*/function(){var b=Math.PI;function a(c){var d=this;_classCallCheck(this,a),Object.assign(this,c),this.el=this.renderer.el,this.theta=this.initialYaw*b/180,this.phi=0,this.velo=.02,this.rotateStart=new Vector2,this.rotateEnd=new Vector2,this.rotateDelta=new Vector2,this.orientation=new Quaternion,this.euler=new Euler,this.momentum=!1,this.isUserInteracting=!1,this.addDraggableStyle(),this.onMouseMove=this.onMouseMove.bind(this),this.onMouseDown=this.onMouseDown.bind(this),this.onMouseUp=this.onMouseUp.bind(this),this.onTouchStart=function(a){return d.onMouseDown({clientX:a.touches[0].pageX,clientY:a.touches[0].pageY})},this.onTouchMove=function(a){return d.onMouseMove({clientX:a.touches[0].pageX,clientY:a.touches[0].pageY})},this.onTouchEnd=function(){return d.onMouseUp()},this.onDeviceMotion=this.onDeviceMotion.bind(this),this.onMessage=this.onMessage.bind(this),this.bindEvents();}return _createClass(a,[{key:"bindEvents",value:function bindEvents(){this.el.addEventListener("mouseleave",this.onMouseUp),this.el.addEventListener("mousemove",this.onMouseMove),this.el.addEventListener("mousedown",this.onMouseDown),this.el.addEventListener("mouseup",this.onMouseUp),this.el.addEventListener("touchstart",this.onTouchStart),this.el.addEventListener("touchmove",this.onTouchMove),this.el.addEventListener("touchend",this.onTouchEnd),this.isInIframe()||window.addEventListener("devicemotion",this.onDeviceMotion),window.addEventListener("message",this.onMessage);}},{key:"centralize",value:function centralize(){var a=this,c=this.initialYaw*b/180,d=750,e=this.theta,f=this.phi,g=Date.now(),h=function(){var b=Date.now()-g,j=b/d;return (j=1=d)?cancelAnimationFrame(i):(a.theta=e+(c-e)*easeOutBack(j),a.phi=f+(0-f)*easeOutBack(j),requestAnimationFrame(h))},i=h();}},{key:"isInIframe",value:function isInIframe(){try{return window.self!==window.top}catch(a){return !0}}},{key:"destroy",value:function destroy(){this.el.removeEventListener("mouseleave",this.onMouseUp),this.el.removeEventListener("mousemove",this.onMouseMove),this.el.removeEventListener("mousedown",this.onMouseDown),this.el.removeEventListener("mouseup",this.onMouseUp),this.el.removeEventListener("touchstart",this.onTouchStart),this.el.removeEventListener("touchmove",this.onTouchMove),this.el.removeEventListener("touchend",this.onTouchEnd),window.removeEventListener("devicemotion",this.onDeviceMotion),window.removeEventListener("message",this.onMessage);}},{key:"getCurrentStyle",value:function getCurrentStyle(){return "height: ".concat(parseInt(this.el.style.height,10),"px; width: ").concat(parseInt(this.el.style.width,10),"px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);")}},{key:"addDraggingStyle",value:function addDraggingStyle(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;"));}},{key:"addDraggableStyle",value:function addDraggableStyle(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;"));}},{key:"onMessage",value:function onMessage(a){var b=a.data,c=b.orientation,d=b.portrait,e=b.rotationRate;e&&this.onDeviceMotion({orientation:c,portrait:d,rotationRate:e});}},{key:"onDeviceMotion",value:function onDeviceMotion(a){var b,c=void 0===a.portrait?window.matchMedia("(orientation: portrait)").matches:a.portrait;b=void 0===a.orientation?void 0===window.orientation?-90:window.orientation:a.orientation;var d=MathUtils.degToRad(a.rotationRate.alpha),e=MathUtils.degToRad(a.rotationRate.beta);c?(this.phi=this.verticalPanning?this.phi+d*this.velo:this.phi,this.theta-=-1*(e*this.velo)):(this.verticalPanning&&(this.phi=-90===b?this.phi+e*this.velo:this.phi-e*this.velo),this.theta=-90===b?this.theta-d*this.velo:this.theta+d*this.velo),this.adjustPhi();}},{key:"onMouseMove",value:function onMouseMove(a){this.isUserInteracting&&(this.rotateEnd.set(a.clientX,a.clientY),this.rotateDelta.subVectors(this.rotateEnd,this.rotateStart),this.rotateStart.copy(this.rotateEnd),this.phi=this.verticalPanning?this.phi+.3*(2*b*this.rotateDelta.y/this.renderer.height):this.phi,this.theta+=.5*(2*b*this.rotateDelta.x/this.renderer.width),this.adjustPhi());}},{key:"adjustPhi",value:function adjustPhi(){this.phi=MathUtils.clamp(this.phi,-b/1.95,b/1.95);}},{key:"onMouseDown",value:function onMouseDown(a){this.addDraggingStyle(),this.rotateStart.set(a.clientX,a.clientY),this.isUserInteracting=!0,this.momentum=!1,this.onDragStart&&this.onDragStart();}},{key:"inertia",value:function inertia(){this.momentum&&(this.rotateDelta.y*=.9,this.rotateDelta.x*=.9,this.theta+=.005*this.rotateDelta.x,this.phi=this.verticalPanning?this.phi+.005*this.rotateDelta.y:this.phi,this.adjustPhi());}},{key:"onMouseUp",value:function onMouseUp(){this.isUserInteracting&&this.onDragStop&&this.onDragStop(),this.addDraggableStyle(),this.isUserInteracting=!1,this.momentum=!0,this.inertia();}},{key:"update",value:function update(){return (this.phi!==this.previousPhi||this.theta!==this.previousTheta)&&(this.previousPhi=this.phi,this.previousTheta=this.theta,this.euler.set(this.phi,this.theta,0,"YXZ"),this.orientation.setFromEuler(this.euler),this.camera.quaternion.copy(this.orientation),this.inertia(),!0)}}]),a}(); +var easeOutBack = function easeOutBack(k) { + var s = 1.70158; + return --k * k * ((s + 1) * k + s) + 1; +}; + +var Controls = /*#__PURE__*/function () { + function Controls(options) { + var _this = this; + + _classCallCheck(this, Controls); + + Object.assign(this, options); + this.el = this.renderer.el; + this.theta = this.initialYaw * Math.PI / 180; + this.phi = 0; + this.velo = 0.02; + this.rotateStart = new Vector2(); + this.rotateEnd = new Vector2(); + this.rotateDelta = new Vector2(); + this.orientation = new Quaternion(); + this.euler = new Euler(); + this.momentum = false; + this.isUserInteracting = false; + this.addDraggableStyle(); + this.onMouseMove = this.onMouseMove.bind(this); + this.onMouseDown = this.onMouseDown.bind(this); + this.onMouseUp = this.onMouseUp.bind(this); + + this.onTouchStart = function (e) { + return _this.onMouseDown({ + clientX: e.touches[0].pageX, + clientY: e.touches[0].pageY + }); + }; + + this.onTouchMove = function (e) { + return _this.onMouseMove({ + clientX: e.touches[0].pageX, + clientY: e.touches[0].pageY + }); + }; + + this.onTouchEnd = function (_) { + return _this.onMouseUp(); + }; + + this.onDeviceMotion = this.onDeviceMotion.bind(this); + this.onMessage = this.onMessage.bind(this); + this.bindEvents(); + } + + _createClass(Controls, [{ + key: "bindEvents", + value: function bindEvents() { + this.el.addEventListener('mouseleave', this.onMouseUp); + this.el.addEventListener('mousemove', this.onMouseMove); + this.el.addEventListener('mousedown', this.onMouseDown); + this.el.addEventListener('mouseup', this.onMouseUp); + this.el.addEventListener('touchstart', this.onTouchStart); + this.el.addEventListener('touchmove', this.onTouchMove); + this.el.addEventListener('touchend', this.onTouchEnd); + if (!this.isInIframe()) window.addEventListener('devicemotion', this.onDeviceMotion); + window.addEventListener('message', this.onMessage); + } + }, { + key: "centralize", + value: function centralize() { + var _this2 = this; + + var endTheta = this.initialYaw * Math.PI / 180; + var duration = 750; + var startTheta = this.theta; + var startPhi = this.phi; + var start = Date.now(); + + var animate = function animate() { + var progress = Date.now() - start; + var elapsed = progress / duration; + elapsed = elapsed > 1 ? 1 : elapsed; + + if (progress >= duration) { + return cancelAnimationFrame(id); + } + + _this2.theta = startTheta + (endTheta - startTheta) * easeOutBack(elapsed); + _this2.phi = startPhi + (0 - startPhi) * easeOutBack(elapsed); + return requestAnimationFrame(animate); + }; + + var id = animate(); + } + }, { + key: "isInIframe", + value: function isInIframe() { + try { + return window.self !== window.top; + } catch (e) { + return true; + } + } + }, { + key: "destroy", + value: function destroy() { + this.el.removeEventListener('mouseleave', this.onMouseUp); + this.el.removeEventListener('mousemove', this.onMouseMove); + this.el.removeEventListener('mousedown', this.onMouseDown); + this.el.removeEventListener('mouseup', this.onMouseUp); + this.el.removeEventListener('touchstart', this.onTouchStart); + this.el.removeEventListener('touchmove', this.onTouchMove); + this.el.removeEventListener('touchend', this.onTouchEnd); + window.removeEventListener('devicemotion', this.onDeviceMotion); + window.removeEventListener('message', this.onMessage); + } + }, { + key: "getCurrentStyle", + value: function getCurrentStyle() { + return "height: ".concat(parseInt(this.el.style.height, 10), "px; width: ").concat(parseInt(this.el.style.width, 10), "px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);"); + } + }, { + key: "addDraggingStyle", + value: function addDraggingStyle() { + this.el.setAttribute('style', "".concat(this.getCurrentStyle(), " cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;")); + } + }, { + key: "addDraggableStyle", + value: function addDraggableStyle() { + this.el.setAttribute('style', "".concat(this.getCurrentStyle(), " cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;")); + } + }, { + key: "onMessage", + value: function onMessage(event) { + var _event$data = event.data, + orientation = _event$data.orientation, + portrait = _event$data.portrait, + rotationRate = _event$data.rotationRate; + if (!rotationRate) return; + this.onDeviceMotion({ + orientation: orientation, + portrait: portrait, + rotationRate: rotationRate + }); + } + }, { + key: "onDeviceMotion", + value: function onDeviceMotion(event) { + var portrait = event.portrait !== undefined ? event.portrait : window.matchMedia("(orientation: portrait)").matches; + var orientation; + + if (event.orientation !== undefined) { + orientation = event.orientation; + } else if (window.orientation !== undefined) { + orientation = window.orientation; + } else { + orientation = -90; + } + + var alpha = MathUtils.degToRad(event.rotationRate.alpha); + var beta = MathUtils.degToRad(event.rotationRate.beta); + + if (portrait) { + this.phi = this.verticalPanning ? this.phi + alpha * this.velo : this.phi; + this.theta = this.theta - beta * this.velo * -1; + } else { + if (this.verticalPanning) { + this.phi = orientation === -90 ? this.phi + beta * this.velo : this.phi - beta * this.velo; + } + + this.theta = orientation === -90 ? this.theta - alpha * this.velo : this.theta + alpha * this.velo; + } + + this.adjustPhi(); + } + }, { + key: "onMouseMove", + value: function onMouseMove(event) { + if (!this.isUserInteracting) { + return; + } + + this.rotateEnd.set(event.clientX, event.clientY); + this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart); + this.rotateStart.copy(this.rotateEnd); + this.phi = this.verticalPanning ? this.phi + 2 * Math.PI * this.rotateDelta.y / this.renderer.height * 0.3 : this.phi; + this.theta += 2 * Math.PI * this.rotateDelta.x / this.renderer.width * 0.5; + this.adjustPhi(); + } + }, { + key: "adjustPhi", + value: function adjustPhi() { + // Prevent looking too far up or down. + this.phi = MathUtils.clamp(this.phi, -Math.PI / 1.95, Math.PI / 1.95); + } + }, { + key: "onMouseDown", + value: function onMouseDown(event) { + this.addDraggingStyle(); + this.rotateStart.set(event.clientX, event.clientY); + this.isUserInteracting = true; + this.momentum = false; + this.onDragStart && this.onDragStart(); + } + }, { + key: "inertia", + value: function inertia() { + if (!this.momentum) return; + this.rotateDelta.y *= 0.90; + this.rotateDelta.x *= 0.90; + this.theta += 0.005 * this.rotateDelta.x; + this.phi = this.verticalPanning ? this.phi + 0.005 * this.rotateDelta.y : this.phi; + this.adjustPhi(); + } + }, { + key: "onMouseUp", + value: function onMouseUp() { + this.isUserInteracting && this.onDragStop && this.onDragStop(); + this.addDraggableStyle(); + this.isUserInteracting = false; + this.momentum = true; + this.inertia(); + } + }, { + key: "update", + value: function update() { + if (this.phi === this.previousPhi && this.theta === this.previousTheta) return false; + this.previousPhi = this.phi; + this.previousTheta = this.theta; + this.euler.set(this.phi, this.theta, 0, 'YXZ'); + this.orientation.setFromEuler(this.euler); + this.camera.quaternion.copy(this.orientation); + this.inertia(); + return true; + } + }]); + + return Controls; +}(); + +var consol = console; + +var ThreeSixtyViewer = /*#__PURE__*/function () { + function ThreeSixtyViewer() { + var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; + + _classCallCheck(this, ThreeSixtyViewer); + + Object.assign(this, { + height: 360, + width: 640, + initialYaw: 90, + verticalPanning: true + }, options); + var height = this.height, + width = this.width; + this.container; + this.containerId; + var initialYaw = this.initialYaw, + verticalPanning = this.verticalPanning, + onDragStart = this.onDragStart, + onDragStop = this.onDragStop; + this.renderer = new Renderer({ + height: height, + width: width + }); + this.camera = new PerspectiveCamera(80, this.width / this.height, 0.1, 100); + this.controls = new Controls({ + camera: this.camera, + renderer: this.renderer, + initialYaw: initialYaw, + verticalPanning: verticalPanning, + onDragStart: onDragStart, + onDragStop: onDragStop + }); + this.stopVideoLoop = this.stopVideoLoop.bind(this); + this.onError = this.onError.bind(this); + this.startVideoLoop = this.startVideoLoop.bind(this); + this.needsUpdate = false; + this.scene = this.createScene(); + this.element = this.getElement(); + this.elementReady = false; + this.element.addEventListener('playing', this.startVideoLoop); + this.element.addEventListener('pause', this.stopVideoLoop); + this.element.addEventListener('ended', this.stopVideoLoop); + this.element.addEventListener('loadedmetadata', this.initAfterLoadedMetadata.bind(this)); + this.target = this.container ? this.container : document.querySelector(this.containerId); + } + + _createClass(ThreeSixtyViewer, [{ + key: "initAfterLoadedMetadata", + value: function initAfterLoadedMetadata() { + if (this.element.readyState >= 1 && !this.elementReady) { + this.texture = this.createTexture(); + this.renderer.setTexture(this.texture); + this.scene.add(this.renderer.mesh); + this.elementReady = true; + } + } + }, { + key: "play", + value: function play() { + this.element.play && this.element.play(); + } + }, { + key: "pause", + value: function pause() { + this.element.pause && this.element.pause(); + } + }, { + key: "centralize", + value: function centralize() { + this.controls.centralize(); + } + }, { + key: "stopVideoLoop", + value: function stopVideoLoop() { + this.needsUpdate = false; + } + }, { + key: "destroy", + value: function destroy() { + this.element.style.display = ''; + clearInterval(this.videoLoopId); + cancelAnimationFrame(this.animationFrameId); + this.element.pause && this.element.pause(); + this.target.removeChild(this.renderer.el); + this.controls.destroy(); + this.renderer.destroy(); + } + }, { + key: "setSize", + value: function setSize(_ref) { + var height = _ref.height, + width = _ref.width; + this.camera.aspect = width / height; + this.camera.updateProjectionMatrix(); + this.renderer.setSize({ + height: height, + width: width + }); + } + }, { + key: "getElement", + value: function getElement() { + if (this.source && this.source.tagName) { + return this.source; + } + + var video = document.createElement('video'); + video.loop = this.loop || false; + video.muted = this.muted || false; + video.setAttribute('crossorigin', 'anonymous'); + video.setAttribute('webkit-playsinline', 'true'); + video.setAttribute('playsinline', 'true'); + video.setAttribute('src', this.source); + video.autoplay = this.autoplay !== undefined ? this.autoplay : true; + video.addEventListener('error', this.onError); + return video; + } + }, { + key: "createTexture", + value: function createTexture() { + var texture = new VideoTexture(this.element); + texture.minFilter = LinearFilter; + texture.magFilter = LinearFilter; + texture.format = RGBFormat; + texture.generateMipmaps = false; + texture.needsUpdate = true; + return texture; + } + }, { + key: "createScene", + value: function createScene() { + var scene = new Scene(); + return scene; + } + }, { + key: "onError", + value: function onError(err) { + consol.error('error loading', this.source, err); + } + }, { + key: "startVideoLoop", + value: function startVideoLoop() { + this.needsUpdate = true; + } + }, { + key: "render", + value: function render() { + var _this = this; + + this.target.appendChild(this.renderer.el); + this.element.style.display = 'none'; + var fps = 1000 / 30; + + var draw = function draw() { + var cameraUpdated = _this.controls.update(); + + _this.renderer.render(_this.scene, _this.camera, _this.needsUpdate || cameraUpdated); + }; + + var loop = function loop() { + _this.videoLoopId = setInterval(function () { + _this.animationFrameId = requestAnimationFrame(draw); + }, fps); + }; + + var waitLoop = function waitLoop() { + if (_this.element.videoWidth != 0 && _this.element.videoHeight != 0) { + loop(); + return; + } + + setTimeout(waitLoop, 100); + }; + + waitLoop(); + } + }]); + + return ThreeSixtyViewer; +}(); + +var Video = /*#__PURE__*/function (_ThreeSixtyViewer) { + _inherits(Video, _ThreeSixtyViewer); + + var _super = _createSuper(Video); + + function Video(options) { + _classCallCheck(this, Video); + + return _super.call(this, options); + } + + return Video; +}(ThreeSixtyViewer); + +var Image = /*#__PURE__*/function (_ThreeSixtyViewer) { + _inherits(Image, _ThreeSixtyViewer); + + var _super = _createSuper(Image); + + function Image(options) { + var _this; + + _classCallCheck(this, Image); + + _this = _super.call(this, options); + _this.texture = _this.createTexture(); + + _this.renderer.setTexture(_this.texture); + + _this.scene.add(_this.renderer.mesh); + + return _this; + } + + _createClass(Image, [{ + key: "getElement", + value: function getElement() { + if (this.source && this.source.tagName) return this.source; + var image = document.createElement('img'); + image.setAttribute('crossorigin', 'anonymous'); + image.src = this.source; + return image; + } + }, { + key: "createTexture", + value: function createTexture() { + var texture = new Texture(this.element); + texture.minFilter = LinearFilter; + texture.magFilter = LinearFilter; + texture.format = RGBFormat; + texture.generateMipmaps = false; + texture.needsUpdate = true; + return texture; + } + }, { + key: "render", + value: function render() { + var _this2 = this; + + this.target.appendChild(this.renderer.el); + this.element.style.display = 'none'; + var fps = 1000 / 30; + + var draw = function draw() { + var cameraUpdated = _this2.controls.update(); + + _this2.renderer.render(_this2.scene, _this2.camera, cameraUpdated); + }; + + var loop = function loop() { + _this2.videoLoopId = setInterval(function () { + _this2.animationFrameId = requestAnimationFrame(draw); + }, fps); + }; + + loop(); + } + }]); + + return Image; +}(ThreeSixtyViewer); + +var Canvas = /*#__PURE__*/function (_ThreeSixtyViewer) { + _inherits(Canvas, _ThreeSixtyViewer); + + var _super = _createSuper(Canvas); + + function Canvas(options) { + var _this; + + _classCallCheck(this, Canvas); + + _this = _super.call(this, options); + _this.canvas = null; + return _this; + } + + _createClass(Canvas, [{ + key: "createTexture", + value: function createTexture() { + this.canvas = document.createElement('canvas'); + this.context = this.canvas.getContext('2d'); + var texture = new CanvasTexture(this.canvas); //TODO: we can pass all this info through the constructor + + texture.minFilter = LinearFilter; + texture.magFilter = LinearFilter; + texture.format = RGBFormat; + texture.generateMipmaps = false; + texture.needsUpdate = true; + return texture; + } + }, { + key: "render", + value: function render() { + var _this2 = this; + + this.target.appendChild(this.renderer.el); + this.element.style.display = 'none'; + var fps = 1000 / 30; + + var draw = function draw() { + if (_this2.needsUpdate == true) { + if (_this2.element.videoWidth != _this2.videoWidth) { + _this2.videoWidth = _this2.element.videoWidth; + _this2.canvas.width = _this2.videoWidth; + } + + if (_this2.element.videoHeight != _this2.videoHeight) { + _this2.videoHeight = _this2.element.videoHeight; + _this2.canvas.height = _this2.videoHeight; + } + + _this2.context.drawImage(_this2.element, 0, 0, _this2.videoWidth, _this2.videoHeight); + + _this2.texture.needsUpdate = true; + } + + var cameraUpdated = _this2.controls.update(); + + _this2.renderer.render(_this2.scene, _this2.camera, _this2.needsUpdate || cameraUpdated); + }; + + var loop = function loop() { + _this2.videoLoopId = setInterval(function () { + _this2.animationFrameId = requestAnimationFrame(draw); + }, fps); + }; + + var waitLoop = function waitLoop() { + if (_this2.canvas && _this2.element.videoWidth != 0 && _this2.element.videoHeight != 0) { + _this2.videoWidth = _this2.element.videoWidth; + _this2.videoHeight = _this2.element.videoHeight; + _this2.canvas.width = _this2.videoWidth; + _this2.canvas.height = _this2.videoHeight; + loop(); + return; + } + + setTimeout(waitLoop, 100); + }; + + waitLoop(); + } + }]); + + return Canvas; +}(ThreeSixtyViewer); + +var Audio = /*#__PURE__*/function (_ThreeSixtyViewer) { + _inherits(Audio, _ThreeSixtyViewer); -var consol=console,ThreeSixtyViewer=/*#__PURE__*/function(){function a(){var b=0=a.element.HAVE_FUTURE_DATA&&!a.driverInitialized;if(b)return a.driver.src=a.source,a.driver.load(),a.onDriverReady&&a.onDriverReady(),a.driverInitialized=!0,void c()}setTimeout(d,100);};d();}}]),b}(ThreeSixtyViewer); + _this.driver.addEventListener('playing', _this.startVideoLoop); -var video=function(a){return utils.shouldUseAudioDriver()?new Audio$1(a):utils.shouldUseCanvasInBetween()?new Canvas(a):new Video(a)}; + _this.driver.addEventListener('pause', _this.stopVideoLoop); + + _this.driver.addEventListener('ended', _this.stopVideoLoop); + + _this.driver.addEventListener('stalled', _this.stopVideoLoop); + + _this.driverInitialized = false; + return _this; + } + + _createClass(Audio, [{ + key: "play", + value: function play() { + this.driver.play(); + } + }, { + key: "pause", + value: function pause() { + this.driver.pause(); + } + }, { + key: "getElement", + value: function getElement() { + if (this.source && this.source.tagName) { + this.driver = this.source; + } else { + this.driver = document.createElement('audio'); + this.driver.src = this.source; + this.driver.loop = this.loop || false; + this.driver.muted = this.muted || false; + this.driver.setAttribute('crossorigin', 'anonymous'); + this.driver.autoplay = this.autoplay || true; + } + + this.source = this.driver.src; + this.driver.src = ''; + this.driver.load(); + var video = document.createElement('video'); + video.setAttribute('crossorigin', 'anonymous'); + video.src = this.source; + video.load(); + video.addEventListener('error', this.onError); + return video; + } + }, { + key: "createTexture", + value: function createTexture() { + var texture = new VideoTexture(this.element); //TODO: we can pass all this info through the constructor + + texture.minFilter = LinearFilter; + texture.magFilter = LinearFilter; + texture.format = RGBFormat; + texture.generateMipmaps = false; + texture.needsUpdate = true; + return texture; + } + }, { + key: "destroy", + value: function destroy() { + this.driver.style.display = ''; + + _get(_getPrototypeOf(Audio.prototype), "destroy", this).call(this); + } + }, { + key: "render", + value: function render() { + var _this2 = this; + + this.target.appendChild(this.renderer.el); + this.element.style.display = 'none'; + this.driver.style.display = 'none'; + var fps = 1000 / 30; + + var draw = function draw() { + _this2.element.currentTime = _this2.driver.currentTime; + + var cameraUpdated = _this2.controls.update(); + + _this2.renderer.render(_this2.scene, _this2.camera, _this2.needsUpdate || cameraUpdated); + }; + + var loop = function loop() { + _this2.videoLoopId = setInterval(function () { + _this2.animationFrameId = requestAnimationFrame(draw); + }, fps); + }; + + var waitLoop = function waitLoop() { + if (_this2.element.videoWidth != 0 && _this2.element.videoHeight != 0) { + var shouldInitializeDriver = _this2.element.readyState >= _this2.element.HAVE_FUTURE_DATA && !_this2.driverInitialized; + + if (shouldInitializeDriver) { + _this2.driver.src = _this2.source; + + _this2.driver.load(); + + _this2.onDriverReady && _this2.onDriverReady(); + _this2.driverInitialized = true; + loop(); + return; + } + } + + setTimeout(waitLoop, 100); + }; + + waitLoop(); + } + }]); + + return Audio; +}(ThreeSixtyViewer); + +var video = function video(options) { + if (utils.shouldUseAudioDriver()) { + return new Audio(options); + } + + if (utils.shouldUseCanvasInBetween()) { + return new Canvas(options); + } + + return new Video(options); +}; export { Image, video as Video }; +//# sourceMappingURL=kaleidoscope.es.js.map diff --git a/dist/kaleidoscope.es.js.map b/dist/kaleidoscope.es.js.map new file mode 100644 index 0000000..c21f1b4 --- /dev/null +++ b/dist/kaleidoscope.es.js.map @@ -0,0 +1 @@ +{"version":3,"file":"kaleidoscope.es.js","sources":["../src/utils.js","../node_modules/three/build/three.module.js","../src/renderer.js","../src/controls.js","../src/three-sixty-viewer.js","../src/video.js","../src/image.js","../src/canvas.js","../src/audio.js","../src/main.js"],"sourcesContent":["export default {\n isiOS() {\n return /(ipad|iphone|ipod)/ig.test(navigator.userAgent);\n },\n isEdge() {\n return /(Edge)/ig.test(navigator.userAgent);\n },\n shouldUseAudioDriver() {\n let isOldiOSOnIphone = /iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent);\n let isWebView = /(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent);\n return isOldiOSOnIphone || isWebView;\n },\n shouldUseCanvasInBetween() {\n let edge = /trident|edge/i.test(navigator.userAgent);\n let ios = this.isiOS();\n return edge || ios;\n },\n}\n","/**\n * @license\n * Copyright 2010-2021 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '127';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst CubeUVRefractionMapping = 307;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedShort565Type = 1019;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst RGBEFormat = RGBAFormat;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst SRGB8_ALPHA8_ASTC_4x4_Format = 37840;\nconst SRGB8_ALPHA8_ASTC_5x4_Format = 37841;\nconst SRGB8_ALPHA8_ASTC_5x5_Format = 37842;\nconst SRGB8_ALPHA8_ASTC_6x5_Format = 37843;\nconst SRGB8_ALPHA8_ASTC_6x6_Format = 37844;\nconst SRGB8_ALPHA8_ASTC_8x5_Format = 37845;\nconst SRGB8_ALPHA8_ASTC_8x6_Format = 37846;\nconst SRGB8_ALPHA8_ASTC_8x8_Format = 37847;\nconst SRGB8_ALPHA8_ASTC_10x5_Format = 37848;\nconst SRGB8_ALPHA8_ASTC_10x6_Format = 37849;\nconst SRGB8_ALPHA8_ASTC_10x8_Format = 37850;\nconst SRGB8_ALPHA8_ASTC_10x10_Format = 37851;\nconst SRGB8_ALPHA8_ASTC_12x10_Format = 37852;\nconst SRGB8_ALPHA8_ASTC_12x12_Format = 37853;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst GammaEncoding = 3007;\nconst RGBEEncoding = 3002;\nconst LogLuvEncoding = 3003;\nconst RGBM7Encoding = 3004;\nconst RGBM16Encoding = 3005;\nconst RGBDEncoding = 3006;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n} );\n\nconst _lut = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\nconst MathUtils = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: function () {\n\n\t\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\t\tconst d0 = Math.random() * 0xffffffff | 0;\n\t\tconst d1 = Math.random() * 0xffffffff | 0;\n\t\tconst d2 = Math.random() * 0xffffffff | 0;\n\t\tconst d3 = Math.random() * 0xffffffff | 0;\n\t\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t\t// .toUpperCase() here flattens concatenated strings to save heap memory space.\n\t\treturn uuid.toUpperCase();\n\n\t},\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range to range \n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\n\n\tinverseLerp: function ( x, y, value ) {\n\n\t\tif ( x !== y ) {\n\n\t\t\treturn ( value - x ) / ( y - x );\n\n\t\t } else {\n\n\t\t\treturn 0;\n\n\t\t }\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\n\n\tdamp: function ( x, y, lambda, dt ) {\n\n\t\treturn MathUtils.lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n\t},\n\n\t// https://www.desmos.com/calculator/vcsjnyz7x4\n\n\tpingpong: function ( x, length = 1 ) {\n\n\t\treturn length - Math.abs( MathUtils.euclideanModulo( x, length * 2 ) - length );\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\t// Deterministic pseudo-random float in the interval [ 0, 1 ]\n\n\tseededRandom: function ( s ) {\n\n\t\tif ( s !== undefined ) _seed = s % 2147483647;\n\n\t\t// Park-Miller algorithm\n\n\t\t_seed = _seed * 16807 % 2147483647;\n\n\t\treturn ( _seed - 1 ) / 2147483646;\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * MathUtils.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * MathUtils.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tceilPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tfloorPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tsetQuaternionFromProperEuler: function ( q, a, b, c, order ) {\n\n\t\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t\t// rotations are applied to the axes in the order specified by 'order'\n\t\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t\t// angles are in radians\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c2 = cos( b / 2 );\n\t\tconst s2 = sin( b / 2 );\n\n\t\tconst c13 = cos( ( a + c ) / 2 );\n\t\tconst s13 = sin( ( a + c ) / 2 );\n\n\t\tconst c1_3 = cos( ( a - c ) / 2 );\n\t\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\t\tconst c3_1 = cos( ( c - a ) / 2 );\n\t\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYX':\n\t\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZY':\n\t\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXZ':\n\t\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZX':\n\t\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXY':\n\t\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYZ':\n\t\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t}\n\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector2.prototype.isVector2 = true;\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nMatrix3.prototype.isMatrix3 = true;\n\nlet _canvas;\n\nconst ImageUtils = {\n\n\tgetDataURL: function ( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n};\n\nlet textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.image = image;\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t\t//\n\t\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\t\tthis.encoding = encoding;\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tconst image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = MathUtils.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tlet url;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\t// process array of images e.g. CubeTexture\n\n\t\t\t\t\turl = [];\n\n\t\t\t\t\tfor ( let i = 0, l = image.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t// check cube texture with data textures\n\n\t\t\t\t\t\tif ( image[ i ].isDataTexture ) {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ].image ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ] ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// process single image\n\n\t\t\t\t\turl = serializeImage( image );\n\n\t\t\t\t}\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: url\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype.isTexture = true;\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.prototype.slice.call( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector4.prototype.isVector4 = true;\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass WebGLRenderTarget extends EventDispatcher {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper();\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture.image = {};\n\t\tthis.texture.image.width = width;\n\t\tthis.texture.image.height = height;\n\t\tthis.texture.image.depth = 1;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\t\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\t\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n\t}\n\n\tsetTexture( texture ) {\n\n\t\ttexture.image = {\n\t\t\twidth: this.width,\n\t\t\theight: this.height,\n\t\t\tdepth: this.depth\n\t\t};\n\n\t\tthis.texture = texture;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\t\t\tthis.texture.image.depth = depth;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nWebGLRenderTarget.prototype.isWebGLRenderTarget = true;\n\nclass WebGLMultisampleRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.samples = 4;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy.call( this, source );\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n}\n\nWebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.' );\n\t\treturn qm.slerpQuaternions( qa, qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\tthis.copy( qa ).slerp( qb, t );\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nQuaternion.prototype.isQuaternion = true;\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( MathUtils.clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector3.prototype.isVector3 = true;\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getSize() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box$3.copy( geometry.boundingBox );\n\t\t\t_box$3.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.union( _box$3 );\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getParameter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$2.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$3.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$2 );\n\t\t_f1.subVectors( _v2$3, _v1$7 );\n\t\t_f2.subVectors( _v0$2, _v2$3 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Box3: .getBoundingSphere() target is now required' );\n\t\t\t//target = new Sphere(); // removed to avoid cyclic dependency\n\n\t\t}\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox3.prototype.isBox3 = true;\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the seperating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the seperating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is seperating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _toFarthestPoint = /*@__PURE__*/ new Vector3();\nconst _toPoint = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$2.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );\n\t\t\ttarget = new Box3();\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671\n\n\t\t_toPoint.subVectors( point, this.center );\n\n\t\tconst lengthSq = _toPoint.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\t\t\tconst missingRadiusHalf = ( length - this.radius ) * 0.5;\n\n\t\t\t// Nudge this sphere towards the target point. Add half the missing distance to radius,\n\t\t\t// and the other half to position. This gives a tighter enclosure, instead of if\n\t\t\t// the whole missing distance were just added to radius.\n\n\t\t\tthis.center.add( _toPoint.multiplyScalar( missingRadiusHalf / length ) );\n\t\t\tthis.radius += missingRadiusHalf;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769\n\n\t\t// To enclose another sphere into this sphere, we only need to enclose two points:\n\t\t// 1) Enclose the farthest point on the other sphere into this sphere.\n\t\t// 2) Enclose the opposite point of the farthest point into this sphere.\n\n\t\t_toFarthestPoint.subVectors( sphere.center, this.center ).normalize().multiplyScalar( sphere.radius );\n\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _toFarthestPoint ) );\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _toFarthestPoint ) );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$2.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$2.elements[ 0 ] *= invSX;\n\t\t_m1$2.elements[ 1 ] *= invSX;\n\t\t_m1$2.elements[ 2 ] *= invSX;\n\n\t\t_m1$2.elements[ 4 ] *= invSY;\n\t\t_m1$2.elements[ 5 ] *= invSY;\n\t\t_m1$2.elements[ 6 ] *= invSY;\n\n\t\t_m1$2.elements[ 8 ] *= invSZ;\n\t\t_m1$2.elements[ 9 ] *= invSZ;\n\t\t_m1$2.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$2 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nMatrix4.prototype.isMatrix4 = true;\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order, update ) {\n\n\t\tconst clamp = MathUtils.clamp;\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$1.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$1, order, update );\n\n\t}\n\n\tsetFromVector3( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\ttoVector3( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.prototype.isEuler = true;\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = new Vector3();\nconst _q1 = new Quaternion();\nconst _m1$1 = new Matrix4();\nconst _target = new Vector3();\n\nconst _position$3 = new Vector3();\nconst _scale$2 = new Vector3();\nconst _quaternion$2 = new Quaternion();\n\nconst _xAxis = new Vector3( 1, 0, 0 );\nconst _yAxis = new Vector3( 0, 1, 0 );\nconst _zAxis = new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nfunction Object3D() {\n\n\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Object3D';\n\n\tthis.parent = null;\n\tthis.children = [];\n\n\tthis.up = Object3D.DefaultUp.clone();\n\n\tconst position = new Vector3();\n\tconst rotation = new Euler();\n\tconst quaternion = new Quaternion();\n\tconst scale = new Vector3( 1, 1, 1 );\n\n\tfunction onRotationChange() {\n\n\t\tquaternion.setFromEuler( rotation, false );\n\n\t}\n\n\tfunction onQuaternionChange() {\n\n\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t}\n\n\trotation._onChange( onRotationChange );\n\tquaternion._onChange( onQuaternionChange );\n\n\tObject.defineProperties( this, {\n\t\tposition: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: position\n\t\t},\n\t\trotation: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: rotation\n\t\t},\n\t\tquaternion: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: quaternion\n\t\t},\n\t\tscale: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: scale\n\t\t},\n\t\tmodelViewMatrix: {\n\t\t\tvalue: new Matrix4()\n\t\t},\n\t\tnormalMatrix: {\n\t\t\tvalue: new Matrix3()\n\t\t}\n\t} );\n\n\tthis.matrix = new Matrix4();\n\tthis.matrixWorld = new Matrix4();\n\n\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\tthis.matrixWorldNeedsUpdate = false;\n\n\tthis.layers = new Layers();\n\tthis.visible = true;\n\n\tthis.castShadow = false;\n\tthis.receiveShadow = false;\n\n\tthis.frustumCulled = true;\n\tthis.renderOrder = 0;\n\n\tthis.animations = [];\n\n\tthis.userData = {};\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Object3D,\n\n\tisObject3D: true,\n\n\tonBeforeRender: function () {},\n\tonAfterRender: function () {},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t},\n\n\tsetRotationFromAxisAngle: function ( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t},\n\n\tsetRotationFromEuler: function ( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t},\n\n\tsetRotationFromMatrix: function ( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t},\n\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t},\n\n\trotateOnAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateOnWorldAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t},\n\n\ttranslateOnAxis: function ( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t},\n\n\ttranslateX: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t},\n\n\ttranslateY: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t},\n\n\ttranslateZ: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t},\n\n\tlocalToWorld: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t},\n\n\tworldToLocal: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t},\n\n\tlookAt: function ( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t},\n\n\tadd: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tremove: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclear: function () {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t},\n\n\tattach: function ( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tthis.add( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectById: function ( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t},\n\n\tgetObjectByName: function ( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t},\n\n\tgetObjectByProperty: function ( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tgetWorldPosition: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t},\n\n\tgetWorldQuaternion: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );\n\t\t\ttarget = new Quaternion();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldScale: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldScale() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t},\n\n\traycast: function () {},\n\n\ttraverse: function ( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseVisible: function ( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseAncestors: function ( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t},\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t},\n\n\tclone: function ( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t},\n\n\tcopy: function ( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2$1.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .projectPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .intersectLine() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .coplanarPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nPlane.prototype.isPlane = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getNormal() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$2.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getBarycoord() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3$1 );\n\n\t\treturn ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3$1 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3$1.x );\n\t\ttarget.addScaledVector( uv2, _v3$1.y );\n\t\ttarget.addScaledVector( uv3, _v3$1.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getMidpoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getPlane() target is now required' );\n\t\t\ttarget = new Plane();\n\n\t\t}\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nlet materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.vertexColors = false;\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.stencilWriteMask = 0xff;\n\tthis.stencilFunc = AlwaysStencilFunc;\n\tthis.stencilRef = 0;\n\tthis.stencilFuncMask = 0xff;\n\tthis.stencilFail = KeepStencilOp;\n\tthis.stencilZFail = KeepStencilOp;\n\tthis.stencilZPass = KeepStencilOp;\n\tthis.stencilWrite = false;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.shadowSide = null;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.alphaToCoverage = false;\n\tthis.premultipliedAlpha = false;\n\n\tthis.visible = true;\n\n\tthis.toneMapped = true;\n\n\tthis.userData = {};\n\n\tthis.version = 0;\n\n}\n\nMaterial.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Material,\n\n\tisMaterial: true,\n\n\tonBeforeCompile: function ( /* shaderobject, renderer */ ) {},\n\n\tcustomProgramCacheKey: function () {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Material: \\'' + key + '\\' parameter is undefined.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': \\'' + key + '\\' is not a property of this material.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\t\t\tdata.reflectivity = this.reflectivity; // Scale behind envMap\n\t\t\tdata.refractionRatio = this.refractionRatio;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\t\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\n\t\t}\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\t\tdata.colorWrite = this.colorWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.morphNormals === true ) data.morphNormals = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nObject.defineProperty( Material.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = MathUtils.euclideanModulo( h, 1 );\n\t\ts = MathUtils.clamp( s, 0, 1 );\n\t\tl = MathUtils.clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopyGammaToLinear( color, gammaFactor = 2.0 ) {\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToGamma( color, gammaFactor = 2.0 ) {\n\n\t\tconst safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t}\n\n\tconvertGammaToLinear( gammaFactor ) {\n\n\t\tthis.copyGammaToLinear( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToGamma( gammaFactor ) {\n\n\t\tthis.copyLinearToGamma( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex() {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t}\n\n\tgetHexString() {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Color: .getHSL() target is now required' );\n\t\t\ttarget = { h: 0, s: 0, l: 0 };\n\n\t\t}\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle() {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\n\nColor.prototype.isColor = true;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * depthTest: ,\n * depthWrite: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: \n * }\n */\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nconst _vector$9 = new Vector3();\nconst _vector2 = new Vector2();\n\nfunction BufferAttribute( array, itemSize, normalized ) {\n\n\tif ( Array.isArray( array ) ) {\n\n\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t}\n\n\tthis.name = '';\n\n\tthis.array = array;\n\tthis.itemSize = itemSize;\n\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\tthis.normalized = normalized === true;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( BufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\n\tisBufferAttribute: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyArray: function ( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t},\n\n\tcopyColorsArray: function ( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector2sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector3sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector4sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2.fromBufferAttribute( this, i );\n\t\t\t\t_vector2.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2.x, _vector2.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\t\tif ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n//\n\nfunction Int8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );\n\n}\n\nInt8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\n\nfunction Uint8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );\n\n}\n\nUint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\n\nfunction Uint8ClampedBufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );\n\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\n\nfunction Int16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );\n\n}\n\nInt16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\n\nfunction Uint16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nUint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\n\nfunction Int32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );\n\n}\n\nInt32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\n\nfunction Uint32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );\n\n}\n\nUint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\nfunction Float16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nFloat16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat16BufferAttribute.prototype.constructor = Float16BufferAttribute;\nFloat16BufferAttribute.prototype.isFloat16BufferAttribute = true;\n\nfunction Float32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );\n\n}\n\nFloat32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\n\nfunction Float64BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );\n\n}\n\nFloat64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nlet _id = 0;\n\nconst _m1 = new Matrix4();\nconst _obj = new Object3D();\nconst _offset = new Vector3();\nconst _box$1 = new Box3();\nconst _boxMorphTargets = new Box3();\nconst _vector$8 = new Vector3();\n\nfunction BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: _id ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\tthis.morphTargetsRelative = false;\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}\n\nBufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: BufferGeometry,\n\n\tisBufferGeometry: true,\n\n\tgetIndex: function () {\n\n\t\treturn this.index;\n\n\t},\n\n\tsetIndex: function ( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t},\n\n\tsetAttribute: function ( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t},\n\n\tdeleteAttribute: function ( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t},\n\n\thasAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t},\n\n\taddGroup: function ( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t},\n\n\tclearGroups: function () {\n\n\t\tthis.groups = [];\n\n\t},\n\n\tsetDrawRange: function ( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$1.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$1.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$1.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$1.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\t// backwards compatibility\n\n\t},\n\n\tcomputeTangents: function () {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst indices = index.array;\n\t\tconst positions = attributes.position.array;\n\t\tconst normals = attributes.normal.array;\n\t\tconst uvs = attributes.uv.array;\n\n\t\tconst nVertices = positions.length / 3;\n\n\t\tif ( attributes.tangent === undefined ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );\n\n\t\t}\n\n\t\tconst tangents = attributes.tangent.array;\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < nVertices; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromArray( positions, a * 3 );\n\t\t\tvB.fromArray( positions, b * 3 );\n\t\t\tvC.fromArray( positions, c * 3 );\n\n\t\t\tuvA.fromArray( uvs, a * 2 );\n\t\t\tuvB.fromArray( uvs, b * 2 );\n\t\t\tuvC.fromArray( uvs, c * 2 );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: indices.length\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindices[ j + 0 ],\n\t\t\t\t\tindices[ j + 1 ],\n\t\t\t\t\tindices[ j + 2 ]\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromArray( normals, v * 3 );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangents[ v * 4 ] = tmp.x;\n\t\t\ttangents[ v * 4 + 1 ] = tmp.y;\n\t\t\ttangents[ v * 4 + 2 ] = tmp.z;\n\t\t\ttangents[ v * 4 + 3 ] = w;\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( indices[ j + 0 ] );\n\t\t\t\thandleVertex( indices[ j + 1 ] );\n\t\t\t\thandleVertex( indices[ j + 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeVertexNormals: function () {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tmerge: function ( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tnormalizeNormals: function () {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t},\n\n\ttoNonIndexed: function () {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nconst _inverseMatrix$2 = new Matrix4();\nconst _ray$2 = new Ray();\nconst _sphere$3 = new Sphere();\n\nconst _vA$1 = new Vector3();\nconst _vB$1 = new Vector3();\nconst _vC$1 = new Vector3();\n\nconst _tempA = new Vector3();\nconst _tempB = new Vector3();\nconst _tempC = new Vector3();\n\nconst _morphA = new Vector3();\nconst _morphB = new Vector3();\nconst _morphC = new Vector3();\n\nconst _uvA$1 = new Vector2();\nconst _uvB$1 = new Vector2();\nconst _uvC$1 = new Vector2();\n\nconst _intersectionPoint = new Vector3();\nconst _intersectionPointWorld = new Vector3();\n\nfunction Mesh( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Mesh';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nMesh.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Mesh,\n\n\tisMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n} );\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA$1.fromBufferAttribute( position, a );\n\t_vB$1.fromBufferAttribute( position, b );\n\t_vC$1.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( material.morphTargets && morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA$1 ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB$1 ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC$1 ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA$1.add( _morphA );\n\t\t_vB$1.add( _morphB );\n\t\t_vC$1.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh && material.skinning ) {\n\n\t\tobject.boneTransform( a, _vA$1 );\n\t\tobject.boneTransform( b, _vB$1 );\n\t\tobject.boneTransform( c, _vC$1 );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv2, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv2, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\n/**\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShaderMaterial';\n\n\tthis.defines = {};\n\tthis.uniforms = {};\n\n\tthis.vertexShader = default_vertex;\n\tthis.fragmentShader = default_fragment;\n\n\tthis.linewidth = 1;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false; // set to use scene fog\n\tthis.lights = false; // set to use scene lights\n\tthis.clipping = false; // set to use user-defined clipping planes\n\n\tthis.skinning = false; // set to use skinning attribute streams\n\tthis.morphTargets = false; // set to use morph targets\n\tthis.morphNormals = false; // set to use morph normals\n\n\tthis.extensions = {\n\t\tderivatives: false, // set to use derivatives\n\t\tfragDepth: false, // set to use fragment depth values\n\t\tdrawBuffers: false, // set to use draw buffers\n\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t};\n\n\t// When rendered geometry doesn't include these attributes but the material does,\n\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\tthis.defaultAttributeValues = {\n\t\t'color': [ 1, 1, 1 ],\n\t\t'uv': [ 0, 0 ],\n\t\t'uv2': [ 0, 0 ]\n\t};\n\n\tthis.index0AttributeName = undefined;\n\tthis.uniformsNeedUpdate = false;\n\n\tthis.glslVersion = null;\n\n\tif ( parameters !== undefined ) {\n\n\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n}\n\nShaderMaterial.prototype = Object.create( Material.prototype );\nShaderMaterial.prototype.constructor = ShaderMaterial;\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.fragmentShader = source.fragmentShader;\n\tthis.vertexShader = source.vertexShader;\n\n\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\tthis.defines = Object.assign( {}, source.defines );\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.lights = source.lights;\n\tthis.clipping = source.clipping;\n\n\tthis.skinning = source.skinning;\n\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.extensions = Object.assign( {}, source.extensions );\n\n\tthis.glslVersion = source.glslVersion;\n\n\treturn this;\n\n};\n\nShaderMaterial.prototype.toJSON = function ( meta ) {\n\n\tconst data = Material.prototype.toJSON.call( this, meta );\n\n\tdata.glslVersion = this.glslVersion;\n\tdata.uniforms = {};\n\n\tfor ( const name in this.uniforms ) {\n\n\t\tconst uniform = this.uniforms[ name ];\n\t\tconst value = uniform.value;\n\n\t\tif ( value && value.isTexture ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 't',\n\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t};\n\n\t\t} else if ( value && value.isColor ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'c',\n\t\t\t\tvalue: value.getHex()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v2',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\tvalue: value\n\t\t\t};\n\n\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t}\n\n\t}\n\n\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\tdata.vertexShader = this.vertexShader;\n\tdata.fragmentShader = this.fragmentShader;\n\n\tconst extensions = {};\n\n\tfor ( const key in this.extensions ) {\n\n\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t}\n\n\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\treturn data;\n\n};\n\nfunction Camera() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Camera';\n\n\tthis.matrixWorldInverse = new Matrix4();\n\n\tthis.projectionMatrix = new Matrix4();\n\tthis.projectionMatrixInverse = new Matrix4();\n\n}\n\nCamera.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Camera,\n\n\tisCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Camera: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tObject3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\nfunction PerspectiveCamera( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'PerspectiveCamera';\n\n\tthis.fov = fov;\n\tthis.zoom = 1;\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.focus = 10;\n\n\tthis.aspect = aspect;\n\tthis.view = null;\n\n\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\tthis.updateProjectionMatrix();\n\n}\n\nPerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: PerspectiveCamera,\n\n\tisPerspectiveCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength: function ( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength: function () {\n\n\t\tconst vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t},\n\n\tgetEffectiveFOV: function () {\n\n\t\treturn MathUtils.RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t},\n\n\tgetFilmWidth: function () {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t},\n\n\tgetFilmHeight: function () {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t},\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst fov = 90, aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.renderTarget = renderTarget;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tcameraPY.up.set( 0, 0, 1 );\n\t\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst renderTarget = this.renderTarget;\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\t\tformat = format !== undefined ? format : RGBFormat;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\t// Why CubeTexture._needsFlipEnvMap is necessary:\n\t\t//\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)\n\t\t// when using WebGLCubeRenderTarget.texture as a cube texture.\n\n\t\tthis._needsFlipEnvMap = true;\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nCubeTexture.prototype.isCubeTexture = true;\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size, options, dummy ) {\n\n\t\tif ( Number.isInteger( options ) ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );\n\n\t\t\toptions = dummy;\n\n\t\t}\n\n\t\tsuper( size, size, options );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.texture._needsFlipEnvMap = false;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.format = RGBAFormat; // see #18859\n\t\tthis.texture.encoding = texture.encoding;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nclass DataTexture extends Texture {\n\n\tconstructor( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { data: data || null, width: width || 1, height: height || 1 };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture.prototype.isDataTexture = true;\n\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$2.center.set( 0, 0, 0 );\n\t\t_sphere$2.radius = 0.7071067811865476;\n\t\t_sphere$2.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type = 5126;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\\n}\\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\tif( cutoffDistance > 0.0 ) {\\n\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t}\\n\\treturn distanceFalloff;\\n#else\\n\\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t}\\n\\treturn 1.0;\\n#endif\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\\n\\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\\n\\treturn Fr * fresnel + F0;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\treturn specularColor * brdf.x + brdf.y;\\n}\\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\tvec3 FssEss = F * brdf.x + brdf.y;\\n\\tfloat Ess = brdf.x + brdf.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie(float roughness, float NoH) {\\n\\tfloat invAlpha = 1.0 / roughness;\\n\\tfloat cos2h = NoH * NoH;\\n\\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\\n}\\nfloat V_Neubelt(float NoV, float NoL) {\\n\\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\\n}\\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 H = normalize( V + L );\\n\\tfloat dotNH = saturate( dot( N, H ) );\\n\\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\\n}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\\n\\t\\tvec2 f = fract( uv );\\n\\t\\tuv += 0.5 - f;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x += texelSize;\\n\\t\\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.y += texelSize;\\n\\t\\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x -= texelSize;\\n\\t\\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\treturn mix( tm, bm, f.y );\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifndef ENVMAP_TYPE_CUBE_UV\\n\\t\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\\n#ifdef REFLECTIVITY\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#endif\\n#ifdef CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheen;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularRoughness;\\n\\tvec3 specularColor;\\n#ifdef CLEARCOAT\\n\\tfloat clearcoat;\\n\\tfloat clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tvec3 sheenColor;\\n#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.specularRoughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = ccDotNL * directLight.color;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tccIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t\\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\\n\\t\\t\\tmaterial.specularRoughness,\\n\\t\\t\\tdirectLight.direction,\\n\\t\\t\\tgeometry,\\n\\t\\t\\tmaterial.sheenColor\\n\\t\\t);\\n\\t#else\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\\n\\t#endif\\n\\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t\\tfloat ccDotNL = ccDotNV;\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\tfloat clearcoatInv = 1.0 - clearcoatDHR;\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\\n\\t#ifdef CLEARCOAT\\n\\t\\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * faceDirection;\\n\\t\\t\\tbitangent = bitangent * faceDirection;\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\t\\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmissionmap_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\\n#endif\";\n\nvar transmissionmap_pars_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\tuniform sampler2D transmissionMap;\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nvar cube_frag = \"#include \\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include \\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nvar cube_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nvar depth_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_frag = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_vert = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifndef FLAT_SHADED\\n\\t\\tvNormal = normalize( transformedNormal );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nvar meshtoon_frag = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshtoon_vert = \"#define TOON\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_frag = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define REFLECTIVITY\\n\\t#define CLEARCOAT\\n\\t#define TRANSMISSION\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef TRANSMISSION\\n\\tuniform float transmission;\\n#endif\\n#ifdef REFLECTIVITY\\n\\tuniform float reflectivity;\\n#endif\\n#ifdef CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheen;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#ifdef TRANSMISSION\\n\\t\\tfloat totalTransmission = transmission;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#ifdef TRANSMISSION\\n\\t\\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\\n\\t#endif\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_vert = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";\n\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_vert = \"#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_vert = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmissionmap_fragment: transmissionmap_fragment,\n\ttransmissionmap_pars_fragment: transmissionmap_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_frag: background_frag,\n\tbackground_vert: background_vert,\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshmatcap_frag: meshmatcap_frag,\n\tmeshmatcap_vert: meshmatcap_vert,\n\tmeshtoon_frag: meshtoon_frag,\n\tmeshtoon_vert: meshtoon_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert,\n\tsprite_frag: sprite_frag,\n\tsprite_vert: sprite_vert\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 },\n\t\tmaxMipLevel: { value: 0 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tsheen: { value: new Color( 0x000000 ) },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nfunction WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = 0;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tbackground = cubemaps.get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( geometry, index );\n\n\t\t\tif ( updateBuffers ) saveCache( geometry, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh === true ) {\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( geometry, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in geometryAttributes ) {\n\n\t\t\tconst cachedAttribute = cachedAttributes[ key ];\n\t\t\tconst geometryAttribute = geometryAttributes[ key ];\n\n\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\tif ( cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( geometry, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst data = {};\n\t\t\tdata.attribute = attribute;\n\n\t\t\tif ( attribute.data ) {\n\n\t\t\t\tdata.data = attribute.data;\n\n\t\t\t}\n\n\t\t\tcache[ key ] = data;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tconst geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( name === 'instanceMatrix' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceMatrix );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 0, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 1, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 2, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 3, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );\n\n\t\t\t\t} else if ( name === 'instanceColor' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceColor );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatilibity\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\t/* eslint-disable no-undef */\n\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\t/* eslint-enable no-undef */\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function ( capabilities ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\n\t\t\t} else {\n\n\t\t\t\tgetExtension( 'WEBGL_depth_texture' );\n\t\t\t\tgetExtension( 'OES_texture_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float_linear' );\n\t\t\t\tgetExtension( 'OES_standard_derivatives' );\n\t\t\t\tgetExtension( 'OES_element_index_uint' );\n\t\t\t\tgetExtension( 'OES_vertex_array_object' );\n\t\t\t\tgetExtension( 'ANGLE_instanced_arrays' );\n\n\t\t\t}\n\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\tlet influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tworkInfluences.sort( numericalSort );\n\n\t\tconst morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tconst morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tconst influence = workInfluences[ i ];\n\t\t\tconst index = influence[ 0 ];\n\t\t\tconst value = influence[ 1 ];\n\n\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t} else {\n\n\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass DataTexture2DArray extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\nclass DataTexture3D extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture3D.prototype.isDataTexture3D = true;\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = new Texture();\nconst emptyTexture2dArray = new DataTexture2DArray();\nconst emptyTexture3d = new DataTexture3D();\nconst emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || emptyTexture3d, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyTexture2dArray, unit );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (from flat array or array of THREE.MatrixN)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tconst cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tconst seq = this.seq;\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tconst n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tconst u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tconst v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tconst r = [];\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction addLineNumbers( string ) {\n\n\tconst lines = string.split( '\\n' );\n\n\tfor ( let i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tcase LogLuvEncoding:\n\t\t\treturn [ 'LogLuv', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst log = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && log === '' ) return '';\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\tconst source = gl.getShaderSource( shader );\n\n\treturn 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\\n' + log + addLineNumbers( source );\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string\n\t\t.replace( unrollLoopPattern, loopReplacer )\n\t\t.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );\n\n}\n\nfunction deprecatedLoopReplacer( match, start, end, snippet ) {\n\n\tconsole.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );\n\treturn loopReplacer( match, start, end, snippet );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = 'precision ' + parameters.precision + ' float;\\nprecision ' + parameters.precision + ' int;';\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\n\n\tconst gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',\n\t\t\tparameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst floatVertexTextures = capabilities.floatVertexTextures;\n\tconst maxVertexUniforms = capabilities.maxVertexUniforms;\n\tconst vertexTextures = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tconst parameterNames = [\n\t\t'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor',\n\t\t'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV',\n\t\t'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap',\n\t\t'roughnessMap', 'metalnessMap', 'gradientMap',\n\t\t'alphaMap', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2',\n\t\t'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning',\n\t\t'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'premultipliedAlpha',\n\t\t'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights',\n\t\t'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows',\n\t\t'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights',\n\t\t'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering',\n\t\t'sheen', 'transmissionMap'\n\t];\n\n\tfunction getMaxBones( object ) {\n\n\t\tconst skeleton = object.skeleton;\n\t\tconst bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tconst nVertexUniforms = maxVertexUniforms;\n\t\t\tconst nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tconst maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map ) {\n\n\t\tlet encoding;\n\n\t\tif ( map && map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map && map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t} else {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tconst maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet vertexShader, fragmentShader;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map ),\n\t\t\tmatcap: !! material.matcap,\n\t\t\tmatcapEncoding: getTextureEncodingFromMap( material.matcap ),\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( envMap ),\n\t\t\tenvMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\tlightMapEncoding: getTextureEncodingFromMap( material.lightMap ),\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\t\t\tclearcoatMap: !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: !! material.clearcoatNormalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: !! material.sheen,\n\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( material.normalMap && material.vertexTangents ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: !! material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.fragmentShader );\n\t\t\tarray.push( parameters.vertexShader );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tfor ( let i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t\t}\n\n\t\t\tarray.push( renderer.outputEncoding );\n\t\t\tarray.push( renderer.gammaFactor );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList( properties ) {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transparent = [];\n\n\tconst defaultProgram = { id: - 1 };\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: materialProperties.program || defaultProgram,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = materialProperties.program || defaultProgram;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).unshift( renderItem );\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.program = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists( properties ) {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tlet list;\n\n\t\tif ( lists.has( scene ) === false ) {\n\n\t\t\tlist = new WebGLRenderList( properties );\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= lists.get( scene ).length ) {\n\n\t\t\t\tlist = new WebGLRenderList( properties );\n\t\t\t\tlists.get( scene ).push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = lists.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights() {\n\n\t\tlights.setup( lightsArray );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tlet renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStates.get( scene ).length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * parameters = {\n *\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n * }\n */\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\n/**\n * parameters = {\n *\n * referencePosition: ,\n * nearDistance: ,\n * farDistance: ,\n *\n * skinning: ,\n * morphTargets: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: \n *\n * }\n */\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.referencePosition = new Vector3();\n\t\tthis.nearDistance = 1;\n\t\tthis.farDistance = 1000;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.referencePosition.copy( source.referencePosition );\n\t\tthis.nearDistance = source.nearDistance;\n\t\tthis.farDistance = source.farDistance;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nvar vsm_frag = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\\n\\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean * HALF_SAMPLE_RATE;\\n\\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, _capabilities ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterials = [],\n\t\t_distanceMaterials = [],\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = _capabilities.maxTextureSize;\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\n\t\tdefines: {\n\t\t\tSAMPLE_RATE: 2.0 / 8.0,\n\t\t\tHALF_SAMPLE_RATE: 1.0 / 8.0\n\t\t},\n\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vsm_vert,\n\n\t\tfragmentShader: vsm_frag\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tconst pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _depthMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDepthMaterial( {\n\n\t\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_depthMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _distanceMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDistanceMaterial( {\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_distanceMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tlet getMaterialVariant = getDepthMaterialVariant;\n\t\tlet customMaterial = object.customDepthMaterial;\n\n\t\tif ( light.isPointLight === true ) {\n\n\t\t\tgetMaterialVariant = getDistanceMaterialVariant;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( customMaterial === undefined ) {\n\n\t\t\tlet useMorphing = false;\n\n\t\t\tif ( material.morphTargets === true ) {\n\n\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t}\n\n\t\t\tlet useSkinning = false;\n\n\t\t\tif ( object.isSkinnedMesh === true ) {\n\n\t\t\t\tif ( material.skinning === true ) {\n\n\t\t\t\t\tuseSkinning = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst useInstancing = object.isInstancedMesh === true;\n\n\t\t\tresult = getMaterialVariant( useMorphing, useSkinning, useInstancing );\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tlet enabledCapabilities = {};\n\n\tlet xrFramebuffer = null;\n\tlet currentBoundFramebuffers = {};\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst currentScissor = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height );\n\tconst currentViewport = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindXRFramebuffer( framebuffer ) {\n\n\t\tif ( framebuffer !== xrFramebuffer ) {\n\n\t\t\tgl.bindFramebuffer( 36160, framebuffer );\n\n\t\t\txrFramebuffer = framebuffer;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( framebuffer === null && xrFramebuffer !== null ) framebuffer = xrFramebuffer; // use active XR framebuffer if available\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 0, 769, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 769 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( 32926 )\n\t\t\t: disable( 32926 );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( 3042 );\n\t\tgl.disable( 2884 );\n\t\tgl.disable( 2929 );\n\t\tgl.disable( 32823 );\n\t\tgl.disable( 3089 );\n\t\tgl.disable( 2960 );\n\t\tgl.disable( 32926 );\n\n\t\tgl.blendEquation( 32774 );\n\t\tgl.blendFunc( 1, 0 );\n\t\tgl.blendFuncSeparate( 1, 0, 1, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( 513 );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( 519, 0, 0xffffffff );\n\t\tgl.stencilOp( 7680, 7680, 7680 );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( 1029 );\n\t\tgl.frontFace( 2305 );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( 33984 );\n\n\t\tgl.bindFramebuffer( 36160, null );\n\n\t\tif ( isWebGL2 === true ) {\n\n\t\t\tgl.bindFramebuffer( 36009, null );\n\t\t\tgl.bindFramebuffer( 36008, null );\n\n\t\t}\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\txrFramebuffer = null;\n\t\tcurrentBoundFramebuffers = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tbindXRFramebuffer: bindXRFramebuffer,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\tnew OffscreenCanvas( width, height ) :\n\t\t\tdocument.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target, texture, width, height ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\ttextureProperties.__maxMipLevel = Math.log2( Math.max( width, height ) );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 6407 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34837;\n\t\t\tif ( glType === 5131 ) internalFormat = 34843;\n\t\t\tif ( glType === 5121 ) internalFormat = 32849;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = 32856;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2\n\t\t\tif ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataTexture2DArray ) textureType = 35866;\n\t\tif ( texture.isDataTexture3D ) textureType = 32879;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;\n\t\tconst image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\n\t\tconst supportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format );\n\n\t\tlet glType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\tlet mipmap;\n\t\tconst mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tglInternalFormat = 6402;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// validation checks for WebGL 1\n\n\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else if ( texture.isDataTexture2DArray ) {\n\n\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else if ( texture.isDataTexture3D ) {\n\n\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tgenerateMipmap( textureType, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );\n\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\tconst cubeImage = [];\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t} else {\n\n\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst image = cubeImage[ 0 ],\n\t\t\tsupportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\tglType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\tlet mipmaps;\n\n\t\tif ( isCompressed ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else {\n\n\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length;\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t// We assume images for cube map have the same size.\n\t\t\tgenerateMipmap( 34067, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst glFormat = utils.convert( texture.format );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tif ( textureTarget === 32879 || textureTarget === 35866 ) {\n\n\t\t\tstate.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t} else {\n\n\t\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\tconst glType = utils.convert( texture.type );\n\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\t\ttextureProperties.__version = texture.version;\n\n\t\tinfo.memory.textures ++;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );\n\t\tconst isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\t// Handles WebGL2 RGBFormat fallback - #18858\n\n\t\tif ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {\n\n\t\t\ttexture.format = RGBAFormat;\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, null );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067, texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 34067, null );\n\n\t\t} else {\n\n\t\t\tlet glTextureType = 3553;\n\n\t\t\tif ( isRenderTarget3D ) {\n\n\t\t\t\t// Render targets containing layers, i.e: Texture 3D and 2d arrays\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tconst isTexture3D = texture.isDataTexture3D;\n\t\t\t\t\tglTextureType = isTexture3D ? 32879 : 35866;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, glTextureType );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 3553, texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 3553, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\tgenerateMipmap( target, texture, renderTarget.width, renderTarget.height );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\tstate.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = 16384;\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?\n\t\t\tMath.min( maxSamples, renderTarget.samples ) : 0;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\t// backwards compatibility\n\n\tlet warnedTexture2D = false;\n\tlet warnedTextureCube = false;\n\n\tfunction safeSetTexture2D( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\tif ( warnedTexture2D === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTexture2D = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\tsetTexture2D( texture, slot );\n\n\t}\n\n\tfunction safeSetTextureCube( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLCubeRenderTarget ) {\n\n\t\t\tif ( warnedTextureCube === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\\'t use cube render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTextureCube = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\n\t\tsetTextureCube( texture, slot );\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\n\tthis.safeSetTexture2D = safeSetTexture2D;\n\tthis.safeSetTextureCube = safeSetTextureCube;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\t\tif ( p === UnsignedShort565Type ) return 33635;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBFormat ) return 6407;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBIntegerFormat ) return 36248;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nArrayCamera.prototype.isArrayCamera = true;\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nGroup.prototype.isGroup = true;\n\nfunction WebXRController() {\n\n\tthis._targetRay = null;\n\tthis._grip = null;\n\tthis._hand = null;\n\n}\n\nObject.assign( WebXRController.prototype, {\n\n\tconstructor: WebXRController,\n\n\tgetHandSpace: function () {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t},\n\n\tgetTargetRaySpace: function () {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t},\n\n\tgetGripSpace: function () {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tdisconnect: function ( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tupdate: function ( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\t\tconst joint = new Group();\n\t\t\t\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\t\t\t\tjoint.visible = false;\n\t\t\t\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\t\t\t\t\t\t// ??\n\t\t\t\t\t\thand.add( joint );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst joint = hand.joints[ inputjoint.jointName ];\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction WebXRManager( renderer, gl ) {\n\n\tconst scope = this;\n\tconst state = renderer.state;\n\n\tlet session = null;\n\n\tlet framebufferScaleFactor = 1.0;\n\n\tlet referenceSpace = null;\n\tlet referenceSpaceType = 'local-floor';\n\n\tlet pose = null;\n\n\tconst controllers = [];\n\tconst inputSourcesMap = new Map();\n\n\t//\n\n\tconst cameraL = new PerspectiveCamera();\n\tcameraL.layers.enable( 1 );\n\tcameraL.viewport = new Vector4();\n\n\tconst cameraR = new PerspectiveCamera();\n\tcameraR.layers.enable( 2 );\n\tcameraR.viewport = new Vector4();\n\n\tconst cameras = [ cameraL, cameraR ];\n\n\tconst cameraVR = new ArrayCamera();\n\tcameraVR.layers.enable( 1 );\n\tcameraVR.layers.enable( 2 );\n\n\tlet _currentDepthNear = null;\n\tlet _currentDepthFar = null;\n\n\t//\n\n\tthis.enabled = false;\n\n\tthis.isPresenting = false;\n\n\tthis.getController = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getTargetRaySpace();\n\n\t};\n\n\tthis.getControllerGrip = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getGripSpace();\n\n\t};\n\n\tthis.getHand = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getHandSpace();\n\n\t};\n\n\t//\n\n\tfunction onSessionEvent( event ) {\n\n\t\tconst controller = inputSourcesMap.get( event.inputSource );\n\n\t\tif ( controller ) {\n\n\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t}\n\n\t}\n\n\tfunction onSessionEnd() {\n\n\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\tcontroller.disconnect( inputSource );\n\n\t\t} );\n\n\t\tinputSourcesMap.clear();\n\n\t\t_currentDepthNear = null;\n\t\t_currentDepthFar = null;\n\n\t\t// restore framebuffer/rendering state\n\n\t\tstate.bindXRFramebuffer( null );\n\t\trenderer.setRenderTarget( renderer.getRenderTarget() );\n\n\t\t//\n\n\t\tanimation.stop();\n\n\t\tscope.isPresenting = false;\n\n\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t}\n\n\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\tframebufferScaleFactor = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\treferenceSpaceType = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.getReferenceSpace = function () {\n\n\t\treturn referenceSpace;\n\n\t};\n\n\tthis.getSession = function () {\n\n\t\treturn session;\n\n\t};\n\n\tthis.setSession = async function ( value ) {\n\n\t\tsession = value;\n\n\t\tif ( session !== null ) {\n\n\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tconst attributes = gl.getContextAttributes();\n\n\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t}\n\n\t\t\tconst layerInit = {\n\t\t\t\tantialias: attributes.antialias,\n\t\t\t\talpha: attributes.alpha,\n\t\t\t\tdepth: attributes.depth,\n\t\t\t\tstencil: attributes.stencil,\n\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t};\n\n\t\t\t// eslint-disable-next-line no-undef\n\t\t\tconst baseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\tsession.updateRenderState( { baseLayer: baseLayer } );\n\n\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\tanimation.setContext( session );\n\t\t\tanimation.start();\n\n\t\t\tscope.isPresenting = true;\n\n\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t}\n\n\t};\n\n\tfunction onInputSourcesChange( event ) {\n\n\t\tconst inputSources = session.inputSources;\n\n\t\t// Assign inputSources to available controllers\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t}\n\n\t\t// Notify disconnected\n\n\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\tconst inputSource = event.removed[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\tinputSourcesMap.delete( inputSource );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Notify connected\n\n\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\tconst inputSource = event.added[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tconst cameraLPos = new Vector3();\n\tconst cameraRPos = new Vector3();\n\n\t/**\n\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t * the cameras' projection and world matrices have already been set.\n\t * And that near and far planes are identical for both cameras.\n\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t */\n\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t// VR systems will have identical far and near planes, and\n\t\t// most likely identical top and bottom frustum extents.\n\t\t// Use the left camera for these values.\n\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\tconst left = near * leftFov;\n\t\tconst right = near * rightFov;\n\n\t\t// Calculate the new camera's position offset from the\n\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t// TODO: Better way to apply this offset?\n\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.translateX( xOffset );\n\t\tcamera.translateZ( zOffset );\n\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t// Find the union of the frustum values of the cameras and scale\n\t\t// the values so that the near plane's position does not change in world space,\n\t\t// although must now be relative to the new union camera.\n\t\tconst near2 = near + zOffset;\n\t\tconst far2 = far + zOffset;\n\t\tconst left2 = left - xOffset;\n\t\tconst right2 = right + ( ipd - xOffset );\n\t\tconst top2 = topFov * far / far2 * near2;\n\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t}\n\n\tfunction updateCamera( camera, parent ) {\n\n\t\tif ( parent === null ) {\n\n\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t} else {\n\n\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t}\n\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t}\n\n\tthis.getCamera = function ( camera ) {\n\n\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\tsession.updateRenderState( {\n\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\tdepthFar: cameraVR.far\n\t\t\t} );\n\n\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t}\n\n\t\tconst parent = camera.parent;\n\t\tconst cameras = cameraVR.cameras;\n\n\t\tupdateCamera( cameraVR, parent );\n\n\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t}\n\n\t\t// update camera and its children\n\n\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\t\tcamera.matrix.copy( cameraVR.matrix );\n\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\n\t\tconst children = camera.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t\t// update projection matrix for proper view frustum culling\n\n\t\tif ( cameras.length === 2 ) {\n\n\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t} else {\n\n\t\t\t// assume single camera setup (AR)\n\n\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t}\n\n\t\treturn cameraVR;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tpose = frame.getViewerPose( referenceSpace );\n\n\t\tif ( pose !== null ) {\n\n\t\t\tconst views = pose.views;\n\t\t\tconst baseLayer = session.renderState.baseLayer;\n\n\t\t\tstate.bindXRFramebuffer( baseLayer.framebuffer );\n\n\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\tconst view = views[ i ];\n\t\t\t\tconst viewport = baseLayer.getViewport( view );\n\n\t\t\t\tconst camera = cameras[ i ];\n\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t}\n\n\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst inputSources = session.inputSources;\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tconst controller = controllers[ i ];\n\t\t\tconst inputSource = inputSources[ i ];\n\n\t\t\tcontroller.update( inputSource, frame, referenceSpace );\n\n\t\t}\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\n\t};\n\n\tthis.dispose = function () {};\n\n}\n\nObject.assign( WebXRManager.prototype, EventDispatcher.prototype );\n\nfunction WebGLMaterials( properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsLambert( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material );\n\n\t\t\t} else {\n\n\t\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDepth( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsNormal( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t\tconst maxMipLevel = properties.get( envMap ).__maxMipLevel;\n\n\t\t\tif ( maxMipLevel !== undefined ) {\n\n\t\t\t\tuniforms.maxMipLevel.value = maxMipLevel;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material ) {\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t\tuniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\t\tif ( material.sheen ) uniforms.sheen.value.copy( material.sheen );\n\n\t\tif ( material.clearcoatMap ) {\n\n\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.transmission.value = material.transmission;\n\n\t\tif ( material.transmissionMap ) {\n\n\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters ) {\n\n\tparameters = parameters || {};\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// render() can be called from within a callback triggered by another render.\n\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\tconst renderListStack = [];\n\tconst renderStateStack = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\textensions.init( capabilities );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( properties );\n\t\trenderLists = new WebGLRenderLists( properties );\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );\n\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.shadowMap = shadowMap;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );\n\n\t\t\ttarget = new Vector4();\n\n\t\t}\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );\n\n\t\t\ttarget = new Color();\n\n\t\t}\n\n\t\treturn target.copy( background.getClearColor() );\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= 16384;\n\t\tif ( depth === undefined || depth ) bits |= 256;\n\t\tif ( stencil === undefined || stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\n\t\txr.dispose();\n\n\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tconst infoAutoReset = info.autoReset;\n\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\tconst shadowMapType = shadowMap.type;\n\n\t\tinitGLContext();\n\n\t\tinfo.autoReset = infoAutoReset;\n\t\tshadowMap.enabled = shadowMapEnabled;\n\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\tshadowMap.type = shadowMapType;\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReferences( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\tconst programs = properties.get( material ).programs;\n\n\t\tif ( programs !== undefined ) {\n\n\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t} );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program ) {\n\n\t\tbindingStates.initAttributes();\n\n\t\tconst buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.position );\n\t\t\t_gl.bufferData( 34962, object.positionArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.normal );\n\t\t\t_gl.bufferData( 34962, object.normalArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.normal );\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.uv );\n\t\t\t_gl.bufferData( 34962, object.uvArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.uv );\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.color );\n\t\t\t_gl.bufferData( 34962, object.colorArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.color );\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tbindingStates.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( 4, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tif ( material.morphTargets || material.morphNormals ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tconst rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tconst rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tconst groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tconst groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tconst drawStart = Math.max( rangeStart, groupStart );\n\t\tconst drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tconst drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene );\n\t\tcurrentRenderState.init();\n\n\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights();\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tgetProgram( material2, scene, object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tfunction onXRSessionStart() {\n\n\t\tanimation.stop();\n\n\t}\n\n\tfunction onXRSessionEnd() {\n\n\t\tanimation.start();\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof window !== 'undefined' ) animation.setContext( window );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tlet renderTarget, forceClear;\n\n\t\tif ( arguments[ 2 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );\n\t\t\trenderTarget = arguments[ 2 ];\n\n\t\t}\n\n\t\tif ( arguments[ 3 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );\n\t\t\tforceClear = arguments[ 3 ];\n\n\t\t}\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tcamera = xr.getCamera( camera );\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\tcurrentRenderList.init();\n\n\t\trenderListStack.push( currentRenderList );\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tcurrentRenderState.setupLights();\n\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\tif ( renderTarget !== undefined ) {\n\n\t\t\tthis.setRenderTarget( renderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\t// _gl.finish();\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\trenderStateStack.pop();\n\n\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderState = null;\n\n\t\t}\n\n\t\trenderListStack.pop();\n\n\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderList = null;\n\n\t\t}\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ j ];\n\n\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\tstate.viewport( _currentViewport.copy( camera2.viewport ) );\n\n\t\t\t\t\t\tcurrentRenderState.setupLightsView( camera2 );\n\n\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tbindingStates.reset();\n\n\t\t\trenderObjectImmediate( object, program );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction getProgram( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet programs = materialProperties.programs;\n\n\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );\n\n\t\tif ( programs === undefined ) {\n\n\t\t\t// new material\n\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tprograms = new Map();\n\t\t\tmaterialProperties.programs = programs;\n\n\t\t}\n\n\t\tlet program = programs.get( programCacheKey );\n\n\t\tif ( program !== undefined ) {\n\n\t\t\t// early out if program and light state is identical\n\n\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\treturn program;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.currentProgram = program;\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t\treturn program;\n\n\t}\n\n\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\t\tmaterialProperties.instancing = parameters.instancing;\n\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\n\t}\n\n\tfunction setProgram( camera, scene, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\t\tconst vertexAlphas = material.vertexColors === true && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4;\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tlet needsProgramChange = false;\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tneedsProgramChange = true;\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\t//\n\n\t\tlet program = materialProperties.currentProgram;\n\n\t\tif ( needsProgramChange === true ) {\n\n\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst p_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// otherwise textures used for skinning can take over texture units reserved for other material textures\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tconst bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tlet size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = MathUtils.ceilPowerOfTwo( size );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tlet framebuffer = null;\n\t\tlet isCube = false;\n\t\tlet isRenderTarget3D = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tif ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {\n\n\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t}\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t_gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! halfFloatSupportedByExt ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\t\tconst glFormat = utils.convert( texture.format );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tif ( _this.isWebGL1Renderer ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst { width, height, data } = srcTexture.image;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\t\tlet glTarget;\n\n\t\tif ( dstTexture.isDataTexture3D ) {\n\n\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\tglTarget = 32879;\n\n\t\t} else if ( dstTexture.isDataTexture2DArray ) {\n\n\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\tglTarget = 35866;\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tconst unpackRowLen = _gl.getParameter( 3314 );\n\t\tconst unpackImageHeight = _gl.getParameter( 32878 );\n\t\tconst unpackSkipPixels = _gl.getParameter( 3316 );\n\t\tconst unpackSkipRows = _gl.getParameter( 3315 );\n\t\tconst unpackSkipImages = _gl.getParameter( 32877 );\n\n\t\t_gl.pixelStorei( 3314, width );\n\t\t_gl.pixelStorei( 32878, height );\n\t\t_gl.pixelStorei( 3316, sourceBox.min.x );\n\t\t_gl.pixelStorei( 3315, sourceBox.min.y );\n\t\t_gl.pixelStorei( 32877, sourceBox.min.z );\n\n\t\t_gl.texSubImage3D(\n\t\t\tglTarget,\n\t\t\tlevel,\n\t\t\tposition.x,\n\t\t\tposition.y,\n\t\t\tposition.z,\n\t\t\tsourceBox.max.x - sourceBox.min.x + 1,\n\t\t\tsourceBox.max.y - sourceBox.min.y + 1,\n\t\t\tsourceBox.max.z - sourceBox.min.z + 1,\n\t\t\tglFormat,\n\t\t\tglType,\n\t\t\tdata\n\t\t);\n\n\t\t_gl.pixelStorei( 3314, unpackRowLen );\n\t\t_gl.pixelStorei( 32878, unpackImageHeight );\n\t\t_gl.pixelStorei( 3316, unpackSkipPixels );\n\t\t_gl.pixelStorei( 3315, unpackSkipRows );\n\t\t_gl.pixelStorei( 32877, unpackSkipImages );\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.resetState = function () {\n\n\t\t_currentActiveCubeFace = 0;\n\t\t_currentActiveMipmapLevel = 0;\n\t\t_currentRenderTarget = null;\n\n\t\tstate.reset();\n\t\tbindingStates.reset();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\nclass WebGL1Renderer extends WebGLRenderer {}\n\nWebGL1Renderer.prototype.isWebGL1Renderer = true;\n\nclass FogExp2 {\n\n\tconstructor( color, density = 0.00025 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = density;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nFogExp2.prototype.isFogExp2 = true;\n\nclass Fog {\n\n\tconstructor( color, near = 1, far = 1000 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nFog.prototype.isFog = true;\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nScene.prototype.isScene = true;\n\nfunction InterleavedBuffer( array, stride ) {\n\n\tthis.array = array;\n\tthis.stride = stride;\n\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n}\n\nObject.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\n\tisInterleavedBuffer: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new InterleavedBuffer( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n} );\n\nconst _vector$6 = new Vector3();\n\nfunction InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {\n\n\tthis.name = '';\n\n\tthis.data = interleavedBuffer;\n\tthis.itemSize = itemSize;\n\tthis.offset = offset;\n\n\tthis.normalized = normalized === true;\n\n}\n\nObject.defineProperties( InterleavedBufferAttribute.prototype, {\n\n\tcount: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.count;\n\n\t\t}\n\n\t},\n\n\tarray: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.array;\n\n\t\t}\n\n\t},\n\n\tneedsUpdate: {\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.data.needsUpdate = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( InterleavedBufferAttribute.prototype, {\n\n\tisInterleavedBufferAttribute: true,\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// deinterleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interlaved attribtue\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n * rotation: ,\n * sizeAttenuation: \n * }\n */\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSprite.prototype.isSprite = true;\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$2 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\n\nclass LOD extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis._currentLevel = 0;\n\n\t\tthis.type = 'LOD';\n\n\t\tObject.defineProperties( this, {\n\t\t\tlevels: {\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: []\n\t\t\t},\n\t\t\tisLOD: {\n\t\t\t\tvalue: true,\n\t\t\t}\n\t\t} );\n\n\t\tthis.autoUpdate = true;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\taddLevel( object, distance = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t}\n\n\tgetCurrentLevel() {\n\n\t\treturn this._currentLevel;\n\n\t}\n\n\tgetObjectForDistance( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$2 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$1.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _basePosition = new Vector3();\n\nconst _skinIndex = new Vector4();\nconst _skinWeight = new Vector4();\n\nconst _vector$5 = new Vector3();\nconst _matrix = new Matrix4();\n\nfunction SkinnedMesh( geometry, material ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'SkinnedMesh';\n\n\tthis.bindMode = 'attached';\n\tthis.bindMatrix = new Matrix4();\n\tthis.bindMatrixInverse = new Matrix4();\n\n}\n\nSkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: SkinnedMesh,\n\n\tisSkinnedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t},\n\n\tbind: function ( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t},\n\n\tpose: function () {\n\n\t\tthis.skeleton.pose();\n\n\t},\n\n\tnormalizeSkinWeights: function () {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.x = skinWeight.getX( i );\n\t\t\tvector.y = skinWeight.getY( i );\n\t\t\tvector.z = skinWeight.getZ( i );\n\t\t\tvector.w = skinWeight.getW( i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tMesh.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t},\n\n\tboneTransform: function ( index, target ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );\n\n\t\ttarget.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\ttarget.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n} );\n\nfunction Bone() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Bone';\n\n}\n\nBone.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Bone,\n\n\tisBone: true\n\n} );\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\t\tthis.boneTextureSize = 0;\n\n\t\tthis.frame = - 1;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _instanceLocalMatrix = new Matrix4();\nconst _instanceWorldMatrix = new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = new Mesh();\n\nfunction InstancedMesh( geometry, material, count ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );\n\tthis.instanceColor = null;\n\n\tthis.count = count;\n\n\tthis.frustumCulled = false;\n\n}\n\nInstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: InstancedMesh,\n\n\tisInstancedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t},\n\n\tgetColorAt: function ( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tgetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t},\n\n\tsetColorAt: function ( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tsetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nconst _start$1 = new Vector3();\nconst _end$1 = new Vector3();\nconst _inverseMatrix$1 = new Matrix4();\nconst _ray$1 = new Ray();\nconst _sphere$1 = new Sphere();\n\nfunction Line( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Line';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nLine.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Line,\n\n\tisLine: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere );\n\t\t_sphere$1.applyMatrix4( matrixWorld );\n\t\t_sphere$1.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _start = new Vector3();\nconst _end = new Vector3();\n\nfunction LineSegments( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineSegments';\n\n}\n\nLineSegments.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineSegments,\n\n\tisLineSegments: true,\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [];\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nLineLoop.prototype.isLineLoop = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n *\n * size: ,\n * sizeAttenuation: \n *\n * morphTargets: \n * }\n */\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nconst _inverseMatrix = new Matrix4();\nconst _ray = new Ray();\nconst _sphere = new Sphere();\nconst _position$2 = new Vector3();\n\nfunction Points( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Points';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nPoints.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Points,\n\n\tisPoints: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\t\t_sphere.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i ++ ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nclass VideoTexture extends Texture {\n\n\tconstructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.format = format !== undefined ? format : RGBFormat;\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nVideoTexture.prototype.isVideoTexture = true;\n\nclass CompressedTexture extends Texture {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nCanvasTexture.prototype.isCanvasTexture = true;\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\t\tformat = format !== undefined ? format : DepthFormat;\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps\t= false;\n\n\t}\n\n\n}\n\nDepthTexture.prototype.isDepthTexture = true;\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices, indices, radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nconst _v0 = new Vector3();\nconst _v1$1 = new Vector3();\nconst _normal = new Vector3();\nconst _triangle = new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry, thresholdAngle ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst precisionPoints = 4;\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\tconst thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );\n\n\t\tconst indexAttr = geometry.getIndex();\n\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\tconst indexArr = [ 0, 0, 0 ];\n\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\tconst hashes = new Array( 3 );\n\n\t\tconst edgeData = {};\n\t\tconst vertices = [];\n\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\tif ( indexAttr ) {\n\n\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t} else {\n\n\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t}\n\n\t\t\tconst { a, b, c } = _triangle;\n\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t_triangle.getNormal( _normal );\n\n\t\t\t// create hashes for the edge from the vertices\n\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t// skip degenerate triangles\n\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// iterate over every edge\n\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\tif ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\tnormal: _normal.clone(),\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\tfor ( const key in edgeData ) {\n\n\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t_v0.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t_v1$1.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\tvertices.push( _v0.x, _v0.y, _v0.z );\n\t\t\t\tvertices.push( _v1$1.x, _v1$1.y, _v1$1.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim ) {\n\n\t\tdim = dim || 2;\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tlet p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tconst b = splitPolygon( outerNode, hole );\n\n\t\t// filter collinear points around the cuts\n\t\tfilterPoints( outerNode, outerNode.next );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode;\n\tconst hx = hole.x;\n\tconst hy = hole.y;\n\tlet qx = - Infinity, m;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t\t( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t\t( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n\t\t( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n\t\t( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n\t\tequals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nconst ShapeUtils = {\n\n\t// calculate area of the contour polygon\n\n\tarea: function ( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t},\n\n\tisClockWise: function ( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t},\n\n\ttriangulateShape: function ( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n};\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tlet depth = options.depth !== undefined ? options.depth : 100;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t// deprecated options\n\n\t\t\tif ( options.amount !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\t\tdepth = options.amount;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points, segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices and uvs\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// generate normals\n\n\t\tthis.computeVertexNormals();\n\n\t\t// if the geometry is closed, we need to average the normals along the seam.\n\t\t// because the corresponding vertices are identical (but still have different UVs).\n\n\t\tif ( phiLength === Math.PI * 2 ) {\n\n\t\t\tconst normals = this.attributes.normal.array;\n\t\t\tconst n1 = new Vector3();\n\t\t\tconst n2 = new Vector3();\n\t\t\tconst n = new Vector3();\n\n\t\t\t// this is the buffer offset for the last line of vertices\n\n\t\t\tconst base = segments * points.length * 3;\n\n\t\t\tfor ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t\t// select the normal of the vertex in the first line\n\n\t\t\t\tn1.x = normals[ j + 0 ];\n\t\t\t\tn1.y = normals[ j + 1 ];\n\t\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t\t// select the normal of the vertex in the last line\n\n\t\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t\t// average normals\n\n\t\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t\t// assign the new values to both normals\n\n\t\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nfunction ParametricGeometry( func, slices, stacks ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ParametricGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\t// buffers\n\n\tconst indices = [];\n\tconst vertices = [];\n\tconst normals = [];\n\tconst uvs = [];\n\n\tconst EPS = 0.00001;\n\n\tconst normal = new Vector3();\n\n\tconst p0 = new Vector3(), p1 = new Vector3();\n\tconst pu = new Vector3(), pv = new Vector3();\n\n\tif ( func.length < 3 ) {\n\n\t\tconsole.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );\n\n\t}\n\n\t// generate vertices, normals and uvs\n\n\tconst sliceCount = slices + 1;\n\n\tfor ( let i = 0; i <= stacks; i ++ ) {\n\n\t\tconst v = i / stacks;\n\n\t\tfor ( let j = 0; j <= slices; j ++ ) {\n\n\t\t\tconst u = j / slices;\n\n\t\t\t// vertex\n\n\t\t\tfunc( u, v, p0 );\n\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t// normal\n\n\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\tfunc( u - EPS, v, p1 );\n\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u + EPS, v, p1 );\n\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\tfunc( u, v - EPS, p1 );\n\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u, v + EPS, p1 );\n\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, v );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( let i = 0; i < stacks; i ++ ) {\n\n\t\tfor ( let j = 0; j < slices; j ++ ) {\n\n\t\t\tconst a = i * sliceCount + j;\n\t\t\tconst b = i * sliceCount + j + 1;\n\t\t\tconst c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\tconst d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t// faces one and two\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nParametricGeometry.prototype = Object.create( BufferGeometry.prototype );\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, curveSegments = 12 ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// incides\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON( shapes, data );\n\n\t}\n\n}\n\nfunction toJSON( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n/**\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: , // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: // how far from text outline does bevel start\n * }\n */\n\nclass TextGeometry extends ExtrudeGeometry {\n\n\tconstructor( text, parameters = {} ) {\n\n\t\tconst font = parameters.font;\n\n\t\tif ( ! ( font && font.isFont ) ) {\n\n\t\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst shapes = font.generateShapes( text, parameters.size );\n\n\t\t// translate parameters to ExtrudeGeometry API\n\n\t\tparameters.depth = parameters.height !== undefined ? parameters.height : 50;\n\n\t\t// defaults\n\n\t\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\t\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\t\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\t\tsuper( shapes, parameters );\n\n\t\tthis.type = 'TextGeometry';\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry ) {\n\n\t\tsuper();\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\n\t\t// helper variables\n\n\t\tconst edge = [ 0, 0 ], edges = {};\n\n\t\tconst vertex = new Vector3();\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\t// indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst indices = geometry.index;\n\t\t\tlet groups = geometry.groups;\n\n\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t}\n\n\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\tconst start = group.start;\n\t\t\t\tconst count = group.count;\n\n\t\t\t\tfor ( let i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\tconst edge1 = indices.getX( i + j );\n\t\t\t\t\t\tconst edge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( const key in edges ) {\n\n\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// non-indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\n/**\n * parameters = {\n * color: \n * }\n */\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\treturn this;\n\n\t}\n\n}\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * roughness: ,\n * metalness: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * roughnessMap: new THREE.Texture( ),\n *\n * metalnessMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: \n *\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nfunction MeshStandardMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.type = 'MeshStandardMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.roughness = 1.0;\n\tthis.metalness = 0.0;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.roughnessMap = null;\n\n\tthis.metalnessMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.envMapIntensity = 1.0;\n\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.flatShading = false;\n\n\tthis.vertexTangents = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshStandardMaterial.prototype = Object.create( Material.prototype );\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.color.copy( source.color );\n\tthis.roughness = source.roughness;\n\tthis.metalness = source.metalness;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.roughnessMap = source.roughnessMap;\n\n\tthis.metalnessMap = source.metalnessMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.envMapIntensity = source.envMapIntensity;\n\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.flatShading = source.flatShading;\n\n\tthis.vertexTangents = source.vertexTangents;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * clearcoat: ,\n * clearcoatMap: new THREE.Texture( ),\n * clearcoatRoughness: ,\n * clearcoatRoughnessMap: new THREE.Texture( ),\n * clearcoatNormalScale: ,\n * clearcoatNormalMap: new THREE.Texture( ),\n *\n * reflectivity: ,\n * ior: ,\n *\n * sheen: ,\n *\n * transmission: ,\n * transmissionMap: new THREE.Texture( )\n * }\n */\n\nfunction MeshPhysicalMaterial( parameters ) {\n\n\tMeshStandardMaterial.call( this );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.type = 'MeshPhysicalMaterial';\n\n\tthis.clearcoat = 0.0;\n\tthis.clearcoatMap = null;\n\tthis.clearcoatRoughness = 0.0;\n\tthis.clearcoatRoughnessMap = null;\n\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\tthis.clearcoatNormalMap = null;\n\n\tthis.reflectivity = 0.5; // maps to F0 = 0.04\n\n\tObject.defineProperty( this, 'ior', {\n\t\tget: function () {\n\n\t\t\treturn ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity );\n\n\t\t},\n\t\tset: function ( ior ) {\n\n\t\t\tthis.reflectivity = MathUtils.clamp( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 );\n\n\t\t}\n\t} );\n\n\tthis.sheen = null; // null will disable sheen bsdf\n\n\tthis.transmission = 0.0;\n\tthis.transmissionMap = null;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function ( source ) {\n\n\tMeshStandardMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.clearcoat = source.clearcoat;\n\tthis.clearcoatMap = source.clearcoatMap;\n\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\tthis.reflectivity = source.reflectivity;\n\n\tif ( source.sheen ) {\n\n\t\tthis.sheen = ( this.sheen || new Color() ).copy( source.sheen );\n\n\t} else {\n\n\t\tthis.sheen = null;\n\n\t}\n\n\tthis.transmission = source.transmission;\n\tthis.transmissionMap = source.transmissionMap;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.MultiplyOperation,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshPhongMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.specular = new Color( 0x111111 );\n\t\tthis.shininess = 30;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.specular.copy( source.specular );\n\t\tthis.shininess = source.shininess;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n *\n * map: new THREE.Texture( ),\n * gradientMap: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'TOON': '' };\n\n\t\tthis.type = 'MeshToonMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\t\tthis.gradientMap = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\t\tthis.gradientMap = source.gradientMap;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\n/**\n * parameters = {\n * opacity: ,\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshNormalMaterial';\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshLambertMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * matcap: new THREE.Texture( ),\n *\n * map: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n *\n * flatShading: \n * }\n */\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.type = 'MeshMatcapMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.matcap = null;\n\n\t\tthis.map = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.matcap = source.matcap;\n\n\t\tthis.map = source.map;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineDashedMaterial';\n\n\t\tthis.scale = 1;\n\t\tthis.dashSize = 3;\n\t\tthis.gapSize = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.scale = source.scale;\n\t\tthis.dashSize = source.dashSize;\n\t\tthis.gapSize = source.gapSize;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nvar Materials = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tMeshMatcapMaterial: MeshMatcapMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\nconst AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tconst n = times.length;\n\t\tconst result = new Array( n );\n\t\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tconst nValues = values.length;\n\t\tconst result = new values.constructor( nValues );\n\n\t\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tconst srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tlet i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tlet value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\t\tconst clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tconst track = clip.tracks[ i ];\n\t\t\tconst valueSize = track.getValueSize();\n\n\t\t\tconst times = [];\n\t\t\tconst values = [];\n\n\t\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tlet minStartTime = Infinity;\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t},\n\n\tmakeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\t\tif ( fps <= 0 ) fps = 30;\n\n\t\tconst numTracks = referenceClip.tracks.length;\n\t\tconst referenceTime = referenceFrame / fps;\n\n\t\t// Make each track's values relative to the values at the reference frame\n\t\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t\t// Skip this track if it's non-numeric\n\t\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t\t} );\n\n\t\t\tif ( targetTrack === undefined ) continue;\n\n\t\t\tlet referenceOffset = 0;\n\t\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t\t}\n\n\t\t\tlet targetOffset = 0;\n\t\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t\t}\n\n\t\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\t\tlet referenceValue;\n\n\t\t\t// Find the value to subtract out of the track\n\t\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else {\n\n\t\t\t\t// Interpolate to the reference value\n\t\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t\t}\n\n\t\t\t// Conjugate the quaternion\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t\t}\n\n\t\t\t// Subtract the reference value from all of the track values\n\n\t\t\tconst numTimes = targetTrack.times.length;\n\t\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart,\n\t\t\t\t\t\treferenceValue,\n\t\t\t\t\t\t0,\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\t\treturn targetClip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nfunction Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tthis.parameterPositions = parameterPositions;\n\tthis._cachedIndex = 0;\n\n\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\tthis.sampleValues = sampleValues;\n\tthis.valueSize = sampleSize;\n\n}\n\nObject.assign( Interpolant.prototype, {\n\n\tevaluate: function ( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t},\n\n\tsettings: null, // optional, subclass-specific settings structure\n\t// Note: The indirection allows central control of many interpolants.\n\n\t// --- Protected interface\n\n\tDefaultSettings_: {},\n\n\tgetSettings_: function () {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t},\n\n\tcopySampleValue_: function ( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// Template methods for derived classes:\n\n\tinterpolate_: function ( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t},\n\n\tintervalChanged_: function ( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( Interpolant.prototype, {\n\n\t//( 0, t, t0 ), returns this.resultBuffer\n\tbeforeStart_: Interpolant.prototype.copySampleValue_,\n\n\t//( N-1, tN-1, t ), returns this.resultBuffer\n\tafterEnd_: Interpolant.prototype.copySampleValue_,\n\n} );\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nfunction CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\tthis._weightPrev = - 0;\n\tthis._offsetPrev = - 0;\n\tthis._weightNext = - 0;\n\tthis._offsetNext = - 0;\n\n}\n\nCubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: CubicInterpolant,\n\n\tDefaultSettings_: {\n\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\n\t},\n\n\tintervalChanged_: function ( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t},\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\nfunction LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: LinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n */\n\nfunction DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nDiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: DiscreteInterpolant,\n\n\tinterpolate_: function ( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n} );\n\nclass KeyframeTrack {\n\n\tconstructor( name, times, values, interpolation ) {\n\n\t\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\t\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\t\tthis.name = name;\n\n\t\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\t\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tconst values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nfunction QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: QuaternionLinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n * A Track of quaternion keyframe values.\n */\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n}\n\nQuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';\n// ValueBufferType is inherited\nQuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track that interpolates Strings\n */\nclass StringKeyframeTrack extends KeyframeTrack {}\n\nStringKeyframeTrack.prototype.ValueTypeName = 'string';\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of vectored keyframe values.\n */\nclass VectorKeyframeTrack extends KeyframeTrack {}\n\nVectorKeyframeTrack.prototype.ValueTypeName = 'vector';\n\nclass AnimationClip {\n\n\tconstructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {\n\n\t\tthis.name = name;\n\t\tthis.tracks = tracks;\n\t\tthis.duration = duration;\n\t\tthis.blendMode = blendMode;\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\t// this means it should figure out its duration by scanning the tracks\n\t\tif ( this.duration < 0 ) {\n\n\t\t\tthis.resetDuration();\n\n\t\t}\n\n\t}\n\n\n\tstatic parse( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new this( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t}\n\n\tstatic toJSON( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t}\n\n\tstatic CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nfunction LoadingManager( onLoad, onProgress, onError ) {\n\n\tconst scope = this;\n\n\tlet isLoading = false;\n\tlet itemsLoaded = 0;\n\tlet itemsTotal = 0;\n\tlet urlModifier = undefined;\n\tconst handlers = [];\n\n\t// Refer to #5689 for the reason why we don't set .onStart\n\t// in the constructor\n\n\tthis.onStart = undefined;\n\tthis.onLoad = onLoad;\n\tthis.onProgress = onProgress;\n\tthis.onError = onError;\n\n\tthis.itemStart = function ( url ) {\n\n\t\titemsTotal ++;\n\n\t\tif ( isLoading === false ) {\n\n\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tisLoading = true;\n\n\t};\n\n\tthis.itemEnd = function ( url ) {\n\n\t\titemsLoaded ++;\n\n\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t}\n\n\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\tisLoading = false;\n\n\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\tscope.onLoad();\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.itemError = function ( url ) {\n\n\t\tif ( scope.onError !== undefined ) {\n\n\t\t\tscope.onError( url );\n\n\t\t}\n\n\t};\n\n\tthis.resolveURL = function ( url ) {\n\n\t\tif ( urlModifier ) {\n\n\t\t\treturn urlModifier( url );\n\n\t\t}\n\n\t\treturn url;\n\n\t};\n\n\tthis.setURLModifier = function ( transform ) {\n\n\t\turlModifier = transform;\n\n\t\treturn this;\n\n\t};\n\n\tthis.addHandler = function ( regex, loader ) {\n\n\t\thandlers.push( regex, loader );\n\n\t\treturn this;\n\n\t};\n\n\tthis.removeHandler = function ( regex ) {\n\n\t\tconst index = handlers.indexOf( regex );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\thandlers.splice( index, 2 );\n\n\t\t}\n\n\t\treturn this;\n\n\t};\n\n\tthis.getHandler = function ( file ) {\n\n\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\tconst regex = handlers[ i ];\n\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\treturn loader;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t};\n\n}\n\nconst DefaultLoadingManager = new LoadingManager();\n\nfunction Loader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\tthis.crossOrigin = 'anonymous';\n\tthis.withCredentials = false;\n\tthis.path = '';\n\tthis.resourcePath = '';\n\tthis.requestHeader = {};\n\n}\n\nObject.assign( Loader.prototype, {\n\n\tload: function ( /* url, onLoad, onProgress, onError */ ) {},\n\n\tloadAsync: function ( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t},\n\n\tparse: function ( /* data */ ) {},\n\n\tsetCrossOrigin: function ( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t},\n\n\tsetWithCredentials: function ( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t},\n\n\tsetResourcePath: function ( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t},\n\n\tsetRequestHeader: function ( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst loading = {};\n\nfunction FileLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FileLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tconst dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tconst dataUriRegexResult = url.match( dataUriRegex );\n\t\tlet request;\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tconst mimeType = dataUriRegexResult[ 1 ];\n\t\t\tconst isBase64 = !! dataUriRegexResult[ 2 ];\n\n\t\t\tlet data = dataUriRegexResult[ 3 ];\n\t\t\tdata = decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tlet response;\n\t\t\t\tconst responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tconst view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\trequest = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tconst response = this.response;\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 || this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\t\tCache.add( url, response );\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'abort', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( const header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t},\n\n\tsetResponseType: function ( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t},\n\n\tsetMimeType: function ( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nclass AnimationLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction CompressedTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CompressedTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nclass ImageLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\nclass CubeTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction DataTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nDataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: DataTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.encoding !== undefined ) {\n\n\t\t\t\ttexture.encoding = texData.encoding;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction TextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: TextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tconst isJPEG = url.search( /\\.jpe?g($|\\?)/i ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nfunction Curve() {\n\n\tthis.type = 'Curve';\n\n\tthis.arcLengthDivisions = 200;\n\n}\n\nObject.assign( Curve.prototype, {\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint: function ( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t},\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t},\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get total curve arc length\n\n\tgetLength: function () {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t},\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = this.arcLengthDivisions;\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t},\n\n\tupdateArcLengths: function () {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t},\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping: function ( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t},\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent: function ( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t},\n\n\tgetTangentAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t},\n\n\tcomputeFrenetFrames: function ( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass EllipseCurve extends Curve {\n\n\tconstructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EllipseCurve';\n\n\t\tthis.aX = aX;\n\t\tthis.aY = aY;\n\n\t\tthis.xRadius = xRadius;\n\t\tthis.yRadius = yRadius;\n\n\t\tthis.aStartAngle = aStartAngle;\n\t\tthis.aEndAngle = aEndAngle;\n\n\t\tthis.aClockwise = aClockwise;\n\n\t\tthis.aRotation = aRotation;\n\n\t}\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst point = optionalTarget || new Vector2();\n\n\t\tconst twoPi = Math.PI * 2;\n\t\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\t\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t\t// ensures that deltaAngle is 0 .. 2 PI\n\t\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\t\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\t\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\t\tif ( samePoints ) {\n\n\t\t\t\tdeltaAngle = 0;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\t\tdeltaAngle = - twoPi;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst angle = this.aStartAngle + t * deltaAngle;\n\t\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\t\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\t\tif ( this.aRotation !== 0 ) {\n\n\t\t\tconst cos = Math.cos( this.aRotation );\n\t\t\tconst sin = Math.sin( this.aRotation );\n\n\t\t\tconst tx = x - this.aX;\n\t\t\tconst ty = y - this.aY;\n\n\t\t\t// Rotate the point about the center of the ellipse.\n\t\t\tx = tx * cos - ty * sin + this.aX;\n\t\t\ty = tx * sin + ty * cos + this.aY;\n\n\t\t}\n\n\t\treturn point.set( x, y );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.aX = source.aX;\n\t\tthis.aY = source.aY;\n\n\t\tthis.xRadius = source.xRadius;\n\t\tthis.yRadius = source.yRadius;\n\n\t\tthis.aStartAngle = source.aStartAngle;\n\t\tthis.aEndAngle = source.aEndAngle;\n\n\t\tthis.aClockwise = source.aClockwise;\n\n\t\tthis.aRotation = source.aRotation;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.aX = this.aX;\n\t\tdata.aY = this.aY;\n\n\t\tdata.xRadius = this.xRadius;\n\t\tdata.yRadius = this.yRadius;\n\n\t\tdata.aStartAngle = this.aStartAngle;\n\t\tdata.aEndAngle = this.aEndAngle;\n\n\t\tdata.aClockwise = this.aClockwise;\n\n\t\tdata.aRotation = this.aRotation;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.aX = json.aX;\n\t\tthis.aY = json.aY;\n\n\t\tthis.xRadius = json.xRadius;\n\t\tthis.yRadius = json.yRadius;\n\n\t\tthis.aStartAngle = json.aStartAngle;\n\t\tthis.aEndAngle = json.aEndAngle;\n\n\t\tthis.aClockwise = json.aClockwise;\n\n\t\tthis.aRotation = json.aRotation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nclass ArcCurve extends EllipseCurve {\n\n\tconstructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tsuper( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = new Vector3();\nconst px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nclass CatmullRomCurve3 extends Curve {\n\n\tconstructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CatmullRomCurve3';\n\n\t\tthis.points = points;\n\t\tthis.closed = closed;\n\t\tthis.curveType = curveType;\n\t\tthis.tension = tension;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst l = points.length;\n\n\t\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\t\tlet intPoint = Math.floor( p );\n\t\tlet weight = p - intPoint;\n\n\t\tif ( this.closed ) {\n\n\t\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\t\tintPoint = l - 2;\n\t\t\tweight = 1;\n\n\t\t}\n\n\t\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\t\tif ( this.closed || intPoint > 0 ) {\n\n\t\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate first point\n\t\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\t\tp0 = tmp;\n\n\t\t}\n\n\t\tconst p1 = points[ intPoint % l ];\n\t\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\t\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate last point\n\t\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\t\tp3 = tmp;\n\n\t\t}\n\n\t\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t\t// init Centripetal / Chordal Catmull-Rom\n\t\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t\t// safety check for repeated points\n\t\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t\t}\n\n\t\tpoint.set(\n\t\t\tpx.calc( weight ),\n\t\t\tpy.calc( weight ),\n\t\t\tpz.calc( weight )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\tthis.closed = source.closed;\n\t\tthis.curveType = source.curveType;\n\t\tthis.tension = source.tension;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\tdata.closed = this.closed;\n\t\tdata.curveType = this.curveType;\n\t\tdata.tension = this.tension;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t\t}\n\n\t\tthis.closed = json.closed;\n\t\tthis.curveType = json.curveType;\n\t\tthis.tension = json.tension;\n\n\t\treturn this;\n\n\t}\n\n}\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\n/**\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nclass CubicBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nclass CubicBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst tangent = optionalTarget || new Vector2();\n\n\t\ttangent.copy( this.v2 ).sub( this.v1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineCurve.prototype.isLineCurve = true;\n\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve3';\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SplineCurve';\n\n\t\tthis.points = points;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst p = ( points.length - 1 ) * t;\n\n\t\tconst intPoint = Math.floor( p );\n\t\tconst weight = p - intPoint;\n\n\t\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\t\tconst p1 = points[ intPoint ];\n\t\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\t\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\t\tpoint.set(\n\t\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nSplineCurve.prototype.isSplineCurve = true;\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nclass CurvePath extends Curve {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'CurvePath';\n\n\t\tthis.curves = [];\n\t\tthis.autoClose = false; // Automatically closes the path\n\n\t}\n\n\tadd( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t}\n\n\tclosePath() {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t}\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint( t ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Path extends CurvePath {\n\n\tconstructor( points ) {\n\n\t\tsuper();\n\t\tthis.type = 'Path';\n\n\t\tthis.currentPoint = new Vector2();\n\n\t\tif ( points ) {\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t}\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t}\n\n\tarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tabsarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t}\n\n\tabsellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.type = 'Shape';\n\n\t\tthis.holes = [];\n\n\t}\n\n\tgetPointsHoles( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t}\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLight.prototype.isLight = true;\n\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.type = 'HemisphereLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.groundColor = new Color( groundColor );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nHemisphereLight.prototype.isHemisphereLight = true;\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.focus = 1;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tsuper.updateMatrices( light );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.focus = source.focus;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLightShadow.prototype.isSpotLightShadow = true;\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLight.prototype.isSpotLight = true;\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t// xzXZ\n\t\t\t// y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nPointLightShadow.prototype.isPointLightShadow = true;\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointLight.prototype.isPointLight = true;\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nOrthographicCamera.prototype.isOrthographicCamera = true;\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t}\n\n}\n\nDirectionalLightShadow.prototype.isDirectionalLightShadow = true;\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.target = source.target.clone();\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nDirectionalLight.prototype.isDirectionalLight = true;\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nAmbientLight.prototype.isAmbientLight = true;\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n}\n\nRectAreaLight.prototype.isRectAreaLight = true;\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nSphericalHarmonics3.prototype.isSphericalHarmonics3 = true;\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLightProbe.prototype.isLightProbe = true;\n\nclass MaterialLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\t\tthis.textures = {};\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;\n\t\tif ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;\n\n\t\tif ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\n\t\treturn material;\n\n\t}\n\n\tsetTextures( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n}\n\nconst LoaderUtils = {\n\n\tdecodeText: function ( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t},\n\n\textractUrlBase: function ( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.substr( 0, index + 1 );\n\n\t}\n\n};\n\nfunction InstancedBufferGeometry() {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'InstancedBufferGeometry';\n\tthis.instanceCount = Infinity;\n\n}\n\nInstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {\n\n\tconstructor: InstancedBufferGeometry,\n\n\tisInstancedBufferGeometry: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferGeometry.prototype.copy.call( this, source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {\n\n\tif ( typeof ( normalized ) === 'number' ) {\n\n\t\tmeshPerAttribute = normalized;\n\n\t\tnormalized = false;\n\n\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t}\n\n\tBufferAttribute.call( this, array, itemSize, normalized );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {\n\n\tconstructor: InstancedBufferAttribute,\n\n\tisInstancedBufferAttribute: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferAttribute.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ()\t{\n\n\t\tconst data = BufferAttribute.prototype.toJSON.call( this );\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nclass BufferGeometryLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tif ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );\n\n\t\t\tif ( attribute.updateRange !== undefined ) {\n\n\t\t\t\tbufferAttribute.updateRange.offset = attribute.updateRange.offset;\n\t\t\t\tbufferAttribute.updateRange.count = attribute.updateRange.count;\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ] instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\t\tlet geometryShapes;\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'DodecahedronBufferGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronBufferGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'OctahedronBufferGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TubeGeometry':\n\t\t\t\t\tcase 'TubeBufferGeometry':\n\n\t\t\t\t\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t\t\t\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.closed\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'PolyhedronGeometry':\n\t\t\t\t\tcase 'PolyhedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.vertices,\n\t\t\t\t\t\t\tdata.indices,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.details\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ShapeGeometry':\n\t\t\t\t\tcase 'ShapeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.curveSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\n\t\t\t\t\tcase 'ExtrudeGeometry':\n\t\t\t\t\tcase 'ExtrudeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst extrudePath = data.options.extrudePath;\n\n\t\t\t\t\t\tif ( extrudePath !== undefined ) {\n\n\t\t\t\t\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.options\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: Loading \"Geometry\" is not supported anymore.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tconst array = [];\n\n\t\t\t\t\tfor ( let j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tconst material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\n\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\timages[ image.uuid ] = deserializedImage;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tlet texture;\n\t\t\t\tconst image = images[ data.image ];\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture( image );\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture( image.data, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\t\t\t\tconst instanceColor = data.instanceColor;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\t\t\t\tif ( instanceColor !== undefined ) object.instanceColor = new BufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t/* DEPRECATED */\n\n\tsetTexturePath( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nfunction ImageBitmapLoader( manager ) {\n\n\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t}\n\n\tif ( typeof fetch === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t}\n\n\tLoader.call( this, manager );\n\n\tthis.options = { premultiplyAlpha: 'none' };\n\n}\n\nImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageBitmapLoader,\n\n\tisImageBitmapLoader: true,\n\n\tsetOptions: function setOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tfetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n} );\n\nclass ShapePath {\n\n\tconstructor() {\n\n\t\tthis.type = 'ShapePath';\n\n\t\tthis.color = new Color();\n\n\t\tthis.subPaths = [];\n\t\tthis.currentPath = null;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t}\n\n\ttoShapes( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tconst toChange = [];\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nclass Font {\n\n\tconstructor( data ) {\n\n\t\tthis.type = 'Font';\n\n\t\tthis.data = data;\n\n\t}\n\n\tgenerateShapes( text, size = 100 ) {\n\n\t\tconst shapes = [];\n\t\tconst paths = createPaths( text, size, this.data );\n\n\t\tfor ( let p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nfunction createPaths( text, size, data ) {\n\n\tconst chars = Array.from( text );\n\tconst scale = size / data.resolution;\n\tconst line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\tconst paths = [];\n\n\tlet offsetX = 0, offsetY = 0;\n\n\tfor ( let i = 0; i < chars.length; i ++ ) {\n\n\t\tconst char = chars[ i ];\n\n\t\tif ( char === '\\n' ) {\n\n\t\t\toffsetX = 0;\n\t\t\toffsetY -= line_height;\n\n\t\t} else {\n\n\t\t\tconst ret = createPath( char, scale, offsetX, offsetY, data );\n\t\t\toffsetX += ret.offsetX;\n\t\t\tpaths.push( ret.path );\n\n\t\t}\n\n\t}\n\n\treturn paths;\n\n}\n\nfunction createPath( char, scale, offsetX, offsetY, data ) {\n\n\tconst glyph = data.glyphs[ char ] || data.glyphs[ '?' ];\n\n\tif ( ! glyph ) {\n\n\t\tconsole.error( 'THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.' );\n\n\t\treturn;\n\n\t}\n\n\tconst path = new ShapePath();\n\n\tlet x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n\tif ( glyph.o ) {\n\n\t\tconst outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\tfor ( let i = 0, l = outline.length; i < l; ) {\n\n\t\t\tconst action = outline[ i ++ ];\n\n\t\t\tswitch ( action ) {\n\n\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { offsetX: glyph.ha * scale, path: path };\n\n}\n\nFont.prototype.isFont = true;\n\nclass FontLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tconst font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n}\n\nlet _context;\n\nconst AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\nclass AudioLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n}\n\nclass HemisphereLightProbe extends LightProbe {\n\n\tconstructor( skyColor, groundColor, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( skyColor );\n\t\tconst color2 = new Color().set( groundColor );\n\n\t\tconst sky = new Vector3( color1.r, color1.g, color1.b );\n\t\tconst ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\t\tconst c0 = Math.sqrt( Math.PI );\n\t\tconst c1 = c0 * Math.sqrt( 0.75 );\n\n\t\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\t\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n\t}\n\n}\n\nHemisphereLightProbe.prototype.isHemisphereLightProbe = true;\n\nclass AmbientLightProbe extends LightProbe {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( color );\n\n\t\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\t\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n\t}\n\n}\n\nAmbientLightProbe.prototype.isAmbientLightProbe = true;\n\nconst _eyeRight = new Matrix4();\nconst _eyeLeft = new Matrix4();\n\nclass StereoCamera {\n\n\tconstructor() {\n\n\t\tthis.type = 'StereoCamera';\n\n\t\tthis.aspect = 1;\n\n\t\tthis.eyeSep = 0.064;\n\n\t\tthis.cameraL = new PerspectiveCamera();\n\t\tthis.cameraL.layers.enable( 1 );\n\t\tthis.cameraL.matrixAutoUpdate = false;\n\n\t\tthis.cameraR = new PerspectiveCamera();\n\t\tthis.cameraR.layers.enable( 2 );\n\t\tthis.cameraR.matrixAutoUpdate = false;\n\n\t\tthis._cache = {\n\t\t\tfocus: null,\n\t\t\tfov: null,\n\t\t\taspect: null,\n\t\t\tnear: null,\n\t\t\tfar: null,\n\t\t\tzoom: null,\n\t\t\teyeSep: null\n\t\t};\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\tconst projectionMatrix = camera.projectionMatrix.clone();\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n}\n\nclass Clock {\n\n\tconstructor( autoStart ) {\n\n\t\tthis.autoStart = ( autoStart !== undefined ) ? autoStart : true;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$1 = /*@__PURE__*/ new Vector3();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );\n\n\t\t_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$1.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$1.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$1.x, _position$1.y, _position$1.z );\n\t\t\tlistener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion, _scale );\n\n\t\t_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position.x, _position.y, _position.z );\n\t\t\tpanner.setOrientation( _orientation.x, _orientation.y, _orientation.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nclass PropertyMixer {\n\n\tconstructor( binding, typeName, valueSize ) {\n\n\t\tthis.binding = binding;\n\t\tthis.valueSize = valueSize;\n\n\t\tlet mixFunction,\n\t\t\tmixFunctionAdditive,\n\t\t\tsetIdentity;\n\n\t\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t\t//\n\t\t// interpolators can use .buffer as their .result\n\t\t// the data then goes to 'incoming'\n\t\t//\n\t\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t\t// the cumulative result and are compared to detect\n\t\t// changes\n\t\t//\n\t\t// 'orig' stores the original state of the property\n\t\t//\n\t\t// 'add' is used for additive cumulative results\n\t\t//\n\t\t// 'work' is optional and is only present for quaternion types. It is used\n\t\t// to store intermediate quaternion multiplication results\n\n\t\tswitch ( typeName ) {\n\n\t\t\tcase 'quaternion':\n\t\t\t\tmixFunction = this._slerp;\n\t\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\t\tthis._workIndex = 5;\n\t\t\t\tbreak;\n\n\t\t\tcase 'string':\n\t\t\tcase 'bool':\n\t\t\t\tmixFunction = this._select;\n\n\t\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t\t// additive is not relevant for non-numeric types\n\t\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tmixFunction = this._lerp;\n\t\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t\t}\n\n\t\tthis._mixBufferRegion = mixFunction;\n\t\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\t\tthis._setIdentity = setIdentity;\n\t\tthis._origIndex = 3;\n\t\tthis._addIndex = 4;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tthis.useCount = 0;\n\t\tthis.referenceCount = 0;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t}\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nfunction Composite( targetGroup, path, optionalParsedPath ) {\n\n\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis._targetGroup = targetGroup;\n\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n}\n\nObject.assign( Composite.prototype, {\n\n\tgetValue: function ( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t},\n\n\tsetValue: function ( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t},\n\n\tbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t},\n\n\tunbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n} );\n\n\nfunction PropertyBinding( rootNode, path, parsedPath ) {\n\n\tthis.path = path;\n\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\tthis.rootNode = rootNode;\n\n}\n\nObject.assign( PropertyBinding, {\n\n\tComposite: Composite,\n\n\tcreate: function ( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tsanitizeNodeName: function ( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t},\n\n\tparseTrackName: function ( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( ! matches ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t},\n\n\tfindNode: function ( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n} );\n\nObject.assign( PropertyBinding.prototype, { // prototype, continued\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable: function () {},\n\t_setValue_unavailable: function () {},\n\n\tBindingType: {\n\t\tDirect: 0,\n\t\tEntireArray: 1,\n\t\tArrayElement: 2,\n\t\tHasFromToArray: 3\n\t},\n\n\tVersioning: {\n\t\tNone: 0,\n\t\tNeedsUpdate: 1,\n\t\tMatrixWorldNeedsUpdate: 2\n\t},\n\n\tGetterByBindingType: [\n\n\t\tfunction getValue_direct( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.node[ this.propertyName ];\n\n\t\t},\n\n\t\tfunction getValue_array( buffer, offset ) {\n\n\t\t\tconst source = this.resolvedProperty;\n\n\t\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t\t}\n\n\t\t},\n\n\t\tfunction getValue_arrayElement( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t\t},\n\n\t\tfunction getValue_toArray( buffer, offset ) {\n\n\t\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t\t}\n\n\t],\n\n\tSetterByBindingTypeAndVersioning: [\n\n\t\t[\n\t\t\t// Direct\n\n\t\t\tfunction setValue_direct( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// EntireArray\n\n\t\t\tfunction setValue_array( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// ArrayElement\n\n\t\t\tfunction setValue_arrayElement( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// HasToFromArray\n\n\t\t\tfunction setValue_fromArray( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t]\n\n\t],\n\n\tgetValue: function getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t\t// Note: This class uses a State pattern on a per-method basis:\n\t\t// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n\t\t// prototype version of these methods with one that represents\n\t\t// the bound state. When the property is not found, the methods\n\t\t// become no-ops.\n\n\t},\n\n\tsetValue: function getValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t},\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind: function () {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t},\n\n\tunbind: function () {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( PropertyBinding.prototype, {\n\n\t// initial state of these methods that calls 'bind'\n\t_getValue_unbound: PropertyBinding.prototype.getValue,\n\t_setValue_unbound: PropertyBinding.prototype.setValue,\n\n} );\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nclass AnimationObjectGroup {\n\n\tconstructor() {\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\t// cached objects followed by the active ones\n\t\tthis._objects = Array.prototype.slice.call( arguments );\n\n\t\tthis.nCachedObjects_ = 0; // threshold\n\t\t// note: read by PropertyBinding.Composite\n\n\t\tconst indices = {};\n\t\tthis._indicesByUUID = indices; // for bookkeeping\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t\t}\n\n\t\tthis._paths = []; // inside: string\n\t\tthis._parsedPaths = []; // inside: { we don't care, here }\n\t\tthis._bindings = []; // inside: Array< PropertyBinding >\n\t\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tobjects: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._objects.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tget bindingsPerObject() {\n\n\t\t\t\treturn scope._bindings.length;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tadd() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\tremove() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// remove & forget\n\tuncache() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t}\n\n\tunsubscribe_( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n}\n\nAnimationObjectGroup.prototype.isAnimationObjectGroup = true;\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nAnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 );\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tif ( typeof value === 'string' ) {\n\n\t\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\t\tvalue = arguments[ 1 ];\n\n\t\t}\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nfunction InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {\n\n\tInterleavedBuffer.call( this, array, stride );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {\n\n\tconstructor: InstancedInterleavedBuffer,\n\n\tisInstancedInterleavedBuffer: true,\n\n\tcopy: function ( source ) {\n\n\t\tInterleavedBuffer.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tconst ib = InterleavedBuffer.prototype.clone.call( this, data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tconst json = InterleavedBuffer.prototype.toJSON.call( this, data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n} );\n\nfunction GLBufferAttribute( buffer, type, itemSize, elementSize, count ) {\n\n\tthis.buffer = buffer;\n\tthis.type = type;\n\tthis.itemSize = itemSize;\n\tthis.elementSize = elementSize;\n\tthis.count = count;\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( GLBufferAttribute.prototype, {\n\n\tisGLBufferAttribute: true,\n\n\tsetBuffer: function ( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t},\n\n\tsetType: function ( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetItemSize: function ( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetCount: function ( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t},\n\n} );\n\nfunction Raycaster( origin, direction, near = 0, far = Infinity ) {\n\n\tthis.ray = new Ray( origin, direction );\n\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.camera = null;\n\tthis.layers = new Layers();\n\n\tthis.params = {\n\t\tMesh: {},\n\t\tLine: { threshold: 1 },\n\t\tLOD: {},\n\t\tPoints: { threshold: 1 },\n\t\tSprite: {}\n\t};\n\n\tObject.defineProperties( this.params, {\n\t\tPointCloud: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );\n\t\t\t\treturn this.Points;\n\n\t\t\t}\n\t\t}\n\t} );\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Raycaster.prototype, {\n\n\tset: function ( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t},\n\n\tsetFromCamera: function ( coords, camera ) {\n\n\t\tif ( camera && camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera && camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t},\n\n\tintersectObject: function ( object, recursive = false, intersects = [] ) {\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t},\n\n\tintersectObjects: function ( objects, recursive = false, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n} );\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius = 1, theta = 0, y = 0 ) {\n\n\t\tthis.radius = radius; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = y; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$4 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getCenter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getSize() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getParameter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$4.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox2.prototype.isBox2 = true;\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = new Vector3(), end = new Vector3() ) {\n\n\t\tthis.start = start;\n\t\tthis.end = end;\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .delta() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = MathUtils.clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction ImmediateRenderObject( material ) {\n\n\tObject3D.call( this );\n\n\tthis.material = material;\n\tthis.render = function ( /* renderCallback */ ) {};\n\n\tthis.hasPositions = false;\n\tthis.hasNormals = false;\n\tthis.hasColors = false;\n\tthis.hasUvs = false;\n\n\tthis.positionArray = null;\n\tthis.normalArray = null;\n\tthis.colorArray = null;\n\tthis.uvArray = null;\n\n\tthis.count = 0;\n\n}\n\nImmediateRenderObject.prototype = Object.create( Object3D.prototype );\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\nconst _vector$3 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkeletonHelper';\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the radials\n\n\t\tfor ( let i = 0; i <= radials; i ++ ) {\n\n\t\t\tconst v = ( i / radials ) * ( Math.PI * 2 );\n\n\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( x, 0, z );\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t\t// create the circles\n\n\t\tfor ( let i = 0; i <= circles; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / circles * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n}\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\t_v1.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3.subVectors( _v2, _v1 );\n\n\t\tthis.lightPlane.lookAt( _v2 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2 );\n\t\tthis.targetLine.scale.z = _v3.length();\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2', colorFrustum );\n\t\taddLine( 'n2', 'n4', colorFrustum );\n\t\taddLine( 'n4', 'n3', colorFrustum );\n\t\taddLine( 'n3', 'n1', colorFrustum );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2', colorFrustum );\n\t\taddLine( 'f2', 'f4', colorFrustum );\n\t\taddLine( 'f4', 'f3', colorFrustum );\n\t\taddLine( 'f3', 'f1', colorFrustum );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1', colorFrustum );\n\t\taddLine( 'n2', 'f2', colorFrustum );\n\t\taddLine( 'n3', 'f3', colorFrustum );\n\t\taddLine( 'n4', 'f4', colorFrustum );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1', colorCone );\n\t\taddLine( 'p', 'n2', colorCone );\n\t\taddLine( 'p', 'n3', colorCone );\n\t\taddLine( 'p', 'n4', colorCone );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2', colorUp );\n\t\taddLine( 'u2', 'u3', colorUp );\n\t\taddLine( 'u3', 'u1', colorUp );\n\n\t\t// target\n\n\t\taddLine( 'c', 't', colorTarget );\n\t\taddLine( 'p', 'c', colorCross );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2', colorCross );\n\t\taddLine( 'cn3', 'cn4', colorCross );\n\n\t\taddLine( 'cf1', 'cf2', colorCross );\n\t\taddLine( 'cf3', 'cf4', colorCross );\n\n\t\tfunction addLine( a, b, color ) {\n\n\t\t\taddPoint( a, color );\n\t\t\taddPoint( b, color );\n\n\t\t}\n\n\t\tfunction addPoint( id, color ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box.isEmpty() ) return;\n\n\t\tconst min = _box.min;\n\t\tconst max = _box.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tlet scale = - this.plane.constant;\n\n\t\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\t\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\t// dir is assumed to be normalized\n\n\tconstructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n}\n\nconst _floatView = new Float32Array( 1 );\nconst _int32View = new Int32Array( _floatView.buffer );\n\nconst DataUtils = {\n\n\t// Converts float32 to float16 (stored as uint16 value).\n\n\ttoHalfFloat: function ( val ) {\n\n\t\t// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410\n\n\t\t/* This method is faster than the OpenEXR implementation (very often\n\t\t* used, eg. in Ogre), with the additional benefit of rounding, inspired\n\t\t* by James Tursa?s half-precision code. */\n\n\t\t_floatView[ 0 ] = val;\n\t\tconst x = _int32View[ 0 ];\n\n\t\tlet bits = ( x >> 16 ) & 0x8000; /* Get the sign */\n\t\tlet m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */\n\t\tconst e = ( x >> 23 ) & 0xff; /* Using int is faster here */\n\n\t\t/* If zero, or denormal, or exponent underflows too much for a denormal\n\t\t\t* half, return signed zero. */\n\t\tif ( e < 103 ) return bits;\n\n\t\t/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\n\t\tif ( e > 142 ) {\n\n\t\t\tbits |= 0x7c00;\n\t\t\t/* If exponent was 0xff and one mantissa bit was set, it means NaN,\n\t\t\t\t\t\t* not Inf, so make sure we set one mantissa bit too. */\n\t\t\tbits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\t/* If exponent underflows but not too much, return a denormal */\n\t\tif ( e < 113 ) {\n\n\t\t\tm |= 0x0800;\n\t\t\t/* Extra rounding may overflow and set mantissa to 0 and exponent\n\t\t\t\t* to 1, which is OK. */\n\t\t\tbits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\tbits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );\n\t\t/* Extra rounding. An overflow will set mantissa to 0 and increment\n\t\t\t* the exponent, which is OK. */\n\t\tbits += m & 1;\n\t\treturn bits;\n\n\t}\n\n};\n\nconst LOD_MIN = 4;\nconst LOD_MAX = 8;\nconst SIZE_MAX = Math.pow( 2, LOD_MAX );\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\nconst TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst ENCODINGS = {\n\t[ LinearEncoding ]: 0,\n\t[ sRGBEncoding ]: 1,\n\t[ RGBEEncoding ]: 2,\n\t[ RGBM7Encoding ]: 3,\n\t[ RGBM16Encoding ]: 4,\n\t[ RGBDEncoding ]: 5,\n\t[ GammaEncoding ]: 6\n};\n\nconst backgroundMaterial = new MeshBasicMaterial( {\n\tside: BackSide,\n\tdepthWrite: false,\n\tdepthTest: false,\n} );\nconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nfunction convertLinearToRGBE( color ) {\n\n\tconst maxComponent = Math.max( color.r, color.g, color.b );\n\tconst fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );\n\tcolor.multiplyScalar( Math.pow( 2.0, - fExp ) );\n\n\tconst alpha = ( fExp + 128.0 ) / 255.0;\n\treturn alpha;\n\n}\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._blurMaterial = _getBlurShader( MAX_SAMPLES );\n\t\tthis._equirectShader = null;\n\t\tthis._cubemapShader = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular ) {\n\n\t\treturn this._fromTexture( equirectangular );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap ) {\n\n\t\treturn this._fromTexture( cubemap );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapShader === null ) {\n\n\t\t\tthis._cubemapShader = _getCubemapShader();\n\t\t\tthis._compileMaterial( this._cubemapShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectShader === null ) {\n\n\t\t\tthis._equirectShader = _getEquirectShader();\n\t\t\tthis._compileMaterial( this._equirectShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._blurMaterial.dispose();\n\n\t\tif ( this._cubemapShader !== null ) this._cubemapShader.dispose();\n\t\tif ( this._equirectShader !== null ) this._equirectShader.dispose();\n\n\t\tfor ( let i = 0; i < _lodPlanes.length; i ++ ) {\n\n\t\t\t_lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t// private interface\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._pingPongRenderTarget.dispose();\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets( texture );\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets( texture ) { // warning: null texture is valid\n\n\t\tconst params = {\n\t\t\tmagFilter: NearestFilter,\n\t\t\tminFilter: NearestFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: UnsignedByteType,\n\t\t\tformat: RGBEFormat,\n\t\t\tencoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( params );\n\t\tcubeUVRenderTarget.depthBuffer = texture ? false : true;\n\t\tthis._pingPongRenderTarget = _createRenderTarget( params );\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( _lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst outputEncoding = renderer.outputEncoding;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.outputEncoding = LinearEncoding;\n\t\trenderer.autoClear = false;\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background ).convertSRGBToLinear();\n\t\t\t\tscene.background = null;\n\n\t\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor ).convertSRGBToLinear();\n\n\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\t\t\tif ( col == 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col == 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\t_setViewport( cubeUVRenderTarget,\n\t\t\t\tcol * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.outputEncoding = outputEncoding;\n\t\trenderer.autoClear = originalAutoClear;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tif ( texture.isCubeTexture ) {\n\n\t\t\tif ( this._cubemapShader == null ) {\n\n\t\t\t\tthis._cubemapShader = _getCubemapShader();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( this._equirectShader == null ) {\n\n\t\t\t\tthis._equirectShader = _getEquirectShader();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;\n\t\tconst mesh = new Mesh( _lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tif ( ! texture.isCubeTexture ) {\n\n\t\t\tuniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );\n\n\t\t}\n\n\t\tuniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\t\tuniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < TOTAL_LODS; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = _sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i == 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;\n\t\tblurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\t\tblurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\n\t\tconst outputSize = _sizeLods[ lodOut ];\n\t\tconst x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );\n\t\tconst y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\nfunction _isLDR( texture ) {\n\n\tif ( texture === undefined || texture.type !== UnsignedByteType ) return false;\n\n\treturn texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;\n\n}\n\nfunction _createPlanes() {\n\n\tconst _lodPlanes = [];\n\tconst _sizeLods = [];\n\tconst _sigmas = [];\n\n\tlet lod = LOD_MAX;\n\n\tfor ( let i = 0; i < TOTAL_LODS; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\t_sizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > LOD_MAX - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];\n\n\t\t} else if ( i == 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\t_sigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 1 );\n\t\tconst min = - texelSize / 2;\n\t\tconst max = 1 + texelSize / 2;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\t_lodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { _lodPlanes, _sizeLods, _sigmas };\n\n}\n\nfunction _createRenderTarget( params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( maxSamples ) {\n\n\tconst weights = new Float32Array( maxSamples );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: { 'n': maxSamples },\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectShader() {\n\n\tconst texelSize = new Vector2( 1, 1 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'texelSize': { value: texelSize },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCubemapShader() {\n\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction _getEncodings() {\n\n\treturn /* glsl */`\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include \n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t`;\n\n}\n\nconst LineStrip = 0;\nconst LinePieces = 1;\nconst NoColors = 0;\nconst FaceColors = 1;\nconst VertexColors = 2;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials = [] ) {\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nPath.prototype.fromPoints = function ( points ) {\n\n\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\treturn this.setFromPoints( points );\n\n};\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nLoader.prototype.extractUrlBase = function ( url ) {\n\n\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\treturn LoaderUtils.extractUrlBase( url );\n\n};\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\n//\n\nBox2.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox2.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox2.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox2.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nBox3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox3.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox3.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox3.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\nBox3.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nSphere.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\n//\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\n//\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\n//\n\nMathUtils.random16 = function () {\n\n\tconsole.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );\n\treturn Math.random();\n\n};\n\nMathUtils.nearestPowerOfTwo = function ( value ) {\n\n\tconsole.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );\n\treturn MathUtils.floorPowerOfTwo( value );\n\n};\n\nMathUtils.nextPowerOfTwo = function ( value ) {\n\n\tconsole.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );\n\treturn MathUtils.ceilPowerOfTwo( value );\n\n};\n\n//\n\nMatrix3.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix3.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\treturn vector.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\treturn attribute.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nMatrix4.prototype.extractPosition = function ( m ) {\n\n\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\treturn this.copyPosition( m );\n\n};\n\nMatrix4.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix4.prototype.getPosition = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n};\n\nMatrix4.prototype.setRotationFromQuaternion = function ( q ) {\n\n\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\treturn this.makeRotationFromQuaternion( q );\n\n};\n\nMatrix4.prototype.multiplyToArray = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n};\n\nMatrix4.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector4 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateAxis = function ( v ) {\n\n\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\tv.transformDirection( this );\n\n};\n\nMatrix4.prototype.crossVector = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.translate = function () {\n\n\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateX = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateY = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateZ = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateByAxis = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n};\n\nMatrix4.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\treturn attribute.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.makeFrustum = function ( left, right, bottom, top, near, far ) {\n\n\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n};\n\nMatrix4.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\n//\n\nQuaternion.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\treturn vector.applyQuaternion( this );\n\n};\n\nQuaternion.prototype.inverse = function ( ) {\n\n\tconsole.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );\n\treturn this.invert();\n\n};\n\n//\n\nRay.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nRay.prototype.isIntersectionPlane = function ( plane ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\treturn this.intersectsPlane( plane );\n\n};\n\nRay.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\n//\n\nTriangle.prototype.area = function () {\n\n\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\treturn this.getArea();\n\n};\n\nTriangle.prototype.barycoordFromPoint = function ( point, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn this.getBarycoord( point, target );\n\n};\n\nTriangle.prototype.midpoint = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\treturn this.getMidpoint( target );\n\n};\n\nTriangle.prototypenormal = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn this.getNormal( target );\n\n};\n\nTriangle.prototype.plane = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\treturn this.getPlane( target );\n\n};\n\nTriangle.barycoordFromPoint = function ( point, a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n};\n\nTriangle.normal = function ( a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn Triangle.getNormal( a, b, c, target );\n\n};\n\n//\n\nShape.prototype.extractAllPoints = function ( divisions ) {\n\n\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\treturn this.extractPoints( divisions );\n\n};\n\nShape.prototype.extrude = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\treturn new ExtrudeGeometry( this, options );\n\n};\n\nShape.prototype.makeGeometry = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\treturn new ShapeGeometry( this, options );\n\n};\n\n//\n\nVector2.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector2.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector2.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector3.prototype.setEulerFromRotationMatrix = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n};\n\nVector3.prototype.setEulerFromQuaternion = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n};\n\nVector3.prototype.getPositionFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\treturn this.setFromMatrixPosition( m );\n\n};\n\nVector3.prototype.getScaleFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\treturn this.setFromMatrixScale( m );\n\n};\n\nVector3.prototype.getColumnFromMatrix = function ( index, matrix ) {\n\n\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\treturn this.setFromMatrixColumn( matrix, index );\n\n};\n\nVector3.prototype.applyProjection = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\treturn this.applyMatrix4( m );\n\n};\n\nVector3.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector3.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector3.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector4.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector4.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nObject3D.prototype.getChildByName = function ( name ) {\n\n\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\treturn this.getObjectByName( name );\n\n};\n\nObject3D.prototype.renderDepth = function () {\n\n\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n};\n\nObject3D.prototype.translate = function ( distance, axis ) {\n\n\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\treturn this.translateOnAxis( axis, distance );\n\n};\n\nObject3D.prototype.getWorldRotation = function () {\n\n\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n};\n\nObject3D.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nMesh.prototype.setDrawMode = function () {\n\n\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n};\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\nObject.defineProperty( Curve.prototype, '__arcLengthDivisions', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\treturn this.arcLengthDivisions;\n\n\t},\n\tset: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\tthis.arcLengthDivisions = value;\n\n\t}\n\n} );\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +\n\t\t\t'Use .setFocalLength and .filmGauge for a photographic setup.' );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nBufferAttribute.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nBufferAttribute.prototype.copyIndicesArray = function ( /* indices */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n},\n\nBufferAttribute.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nBufferGeometry.prototype.addIndex = function ( index ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\tthis.setIndex( index );\n\n};\n\nBufferGeometry.prototype.addAttribute = function ( name, attribute ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t}\n\n\tif ( name === 'index' ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\tthis.setIndex( attribute );\n\n\t\treturn this;\n\n\t}\n\n\treturn this.setAttribute( name, attribute );\n\n};\n\nBufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset ) {\n\n\tif ( indexOffset !== undefined ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t}\n\n\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\tthis.addGroup( start, count );\n\n};\n\nBufferGeometry.prototype.clearDrawCalls = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\tthis.clearGroups();\n\n};\n\nBufferGeometry.prototype.computeOffsets = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n};\n\nBufferGeometry.prototype.removeAttribute = function ( name ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\treturn this.deleteAttribute( name );\n\n};\n\nBufferGeometry.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InstancedBufferGeometry.prototype, {\n\n\tmaxInstancedCount: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\treturn this.instanceCount;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\tthis.instanceCount = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( Raycaster.prototype, {\n\n\tlinePrecision: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\treturn this.params.Line.threshold;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\tthis.params.Line.threshold = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InterleavedBuffer.prototype, {\n\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( value );\n\n\t\t}\n\t}\n\n} );\n\nInterleavedBuffer.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nInterleavedBuffer.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nExtrudeGeometry.prototype.getArrays = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .getArrays() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShapeList = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShapeList() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShape = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShape() has been removed.' );\n\n};\n\n//\n\nScene.prototype.dispose = function () {\n\n\tconsole.error( 'THREE.Scene: .dispose() has been removed.' );\n\n};\n\n//\n\nUniform.prototype.onUpdate = function () {\n\n\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\treturn this;\n\n};\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhysicalMaterial.prototype, {\n\n\ttransparency: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\treturn this.transmission;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\tthis.transmission = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nWebGLRenderer.prototype.clearTarget = function ( renderTarget, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\tthis.setRenderTarget( renderTarget );\n\tthis.clear( color, depth, stencil );\n\n};\n\nWebGLRenderer.prototype.animate = function ( callback ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\tthis.setAnimationLoop( callback );\n\n};\n\nWebGLRenderer.prototype.getCurrentRenderTarget = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\treturn this.getRenderTarget();\n\n};\n\nWebGLRenderer.prototype.getMaxAnisotropy = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\treturn this.capabilities.getMaxAnisotropy();\n\n};\n\nWebGLRenderer.prototype.getPrecision = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\treturn this.capabilities.precision;\n\n};\n\nWebGLRenderer.prototype.resetGLState = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\treturn this.state.reset();\n\n};\n\nWebGLRenderer.prototype.supportsFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_float' );\n\n};\n\nWebGLRenderer.prototype.supportsHalfFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_half_float' );\n\n};\n\nWebGLRenderer.prototype.supportsStandardDerivatives = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n};\n\nWebGLRenderer.prototype.supportsBlendMinMax = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n};\n\nWebGLRenderer.prototype.supportsVertexTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\treturn this.capabilities.vertexTextures;\n\n};\n\nWebGLRenderer.prototype.supportsInstancedArrays = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n};\n\nWebGLRenderer.prototype.enableScissorTest = function ( boolean ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\tthis.setScissorTest( boolean );\n\n};\n\nWebGLRenderer.prototype.initMaterial = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPrePlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPostPlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.updateShadowMap = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setFaceCulling = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.allocTextureUnit = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture2D = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTextureCube = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.getActiveMipMapLevel = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\treturn this.getActiveMipmapLevel();\n\n};\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t},\n\ttoneMappingWhitePoint: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\t\t\treturn 1.0;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\treturn new WebGLCubeRenderTarget( width, options );\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nAudio.prototype.load = function ( file ) {\n\n\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\tconst scope = this;\n\tconst audioLoader = new AudioLoader();\n\taudioLoader.load( file, function ( buffer ) {\n\n\t\tscope.setBuffer( buffer );\n\n\t} );\n\treturn this;\n\n};\n\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\nCubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );\n\treturn this.renderTarget.clear( renderer, color, depth, stencil );\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tconst loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tconst loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nconst SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t/* eslint-disable no-undef */\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\t/* eslint-enable no-undef */\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxGeometry as BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleGeometry as CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeGeometry as ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry as CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry as DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry as ExtrudeBufferGeometry, ExtrudeGeometry, FaceColors, FileLoader, FlatShading, Float16BufferAttribute, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GammaEncoding, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronGeometry as IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry as LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry as OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricGeometry as ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneGeometry as PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry as PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry as RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry as ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereGeometry as SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry as TetrahedronBufferGeometry, TetrahedronGeometry, TextGeometry as TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusGeometry as TorusBufferGeometry, TorusGeometry, TorusKnotGeometry as TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry as TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGL1Renderer, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };\n","import * as THREE from 'three';\n\nexport default class Renderer {\n constructor(options) {\n Object.assign(this, options);\n this.renderer = new THREE.WebGLRenderer();\n this.renderer.setClearColor(0x000000, 0);\n this.renderer.setSize(this.width, this.height);\n this.renderer.setPixelRatio(window.devicePixelRatio);\n this.el = this.renderer.domElement;\n }\n\n setTexture(texture) {\n this.texture = texture;\n this.mesh = this.createMesh();\n }\n\n setSize({height, width}) {\n this.height = height;\n this.width = width;\n this.renderer.setSize(width, height);\n }\n\n createMesh() {\n this.material = new THREE.MeshBasicMaterial({map: this.texture});\n this.geometry = new THREE.SphereGeometry(1, 50, 50);\n this.geometry.scale(-1, 1, 1);\n let mesh = new THREE.Mesh(this.geometry, this.material);\n return mesh;\n }\n\n destroy() {\n this.geometry.dispose();\n this.material.dispose();\n this.renderer.dispose();\n }\n\n render(scene, camera, needsUpdate) {\n if (!needsUpdate) return;\n this.renderer.render(scene, camera);\n }\n}\n","import * as THREE from 'three';\nimport utils from './utils'\n\nlet easeOutBack = k => {\n let s = 1.70158;\n return --k * k * ((s + 1) * k + s) + 1;\n};\n\nexport default class Controls {\n constructor(options) {\n Object.assign(this, options);\n this.el = this.renderer.el;\n this.theta = this.initialYaw * Math.PI / 180;\n this.phi = 0;\n this.velo = 0.02;\n this.rotateStart = new THREE.Vector2();\n this.rotateEnd = new THREE.Vector2();\n this.rotateDelta = new THREE.Vector2();\n this.orientation = new THREE.Quaternion();\n this.euler = new THREE.Euler();\n this.momentum = false;\n this.isUserInteracting = false;\n this.addDraggableStyle();\n this.onMouseMove = this.onMouseMove.bind(this);\n this.onMouseDown = this.onMouseDown.bind(this);\n this.onMouseUp = this.onMouseUp.bind(this);\n this.onTouchStart = e => this.onMouseDown({clientX: e.touches[0].pageX, clientY: e.touches[0].pageY});\n this.onTouchMove = e => this.onMouseMove({clientX: e.touches[0].pageX, clientY: e.touches[0].pageY});\n this.onTouchEnd = _ => this.onMouseUp();\n this.onDeviceMotion = this.onDeviceMotion.bind(this);\n this.onMessage = this.onMessage.bind(this);\n this.bindEvents();\n }\n\n bindEvents() {\n this.el.addEventListener('mouseleave', this.onMouseUp);\n this.el.addEventListener('mousemove', this.onMouseMove);\n this.el.addEventListener('mousedown', this.onMouseDown);\n this.el.addEventListener('mouseup', this.onMouseUp);\n this.el.addEventListener('touchstart', this.onTouchStart);\n this.el.addEventListener('touchmove', this.onTouchMove);\n this.el.addEventListener('touchend', this.onTouchEnd);\n if (!this.isInIframe())\n window.addEventListener('devicemotion', this.onDeviceMotion);\n window.addEventListener('message', this.onMessage);\n }\n\n centralize() {\n let endTheta = this.initialYaw * Math.PI / 180;\n\n let duration = 750;\n let startTheta = this.theta;\n let startPhi = this.phi;\n let start = Date.now();\n\n let animate = () => {\n let progress = Date.now() - start;\n let elapsed = progress / duration;\n elapsed = elapsed > 1 ? 1 : elapsed;\n if (progress >= duration) {\n return cancelAnimationFrame(id);\n }\n this.theta = startTheta + (endTheta - startTheta) * easeOutBack(elapsed);\n this.phi = startPhi + (0 - startPhi) * easeOutBack(elapsed);\n return requestAnimationFrame(animate);\n };\n let id = animate();\n }\n\n isInIframe() {\n try {\n return window.self !== window.top;\n    } catch (e) {\n return true;\n    }\n }\n\n destroy() {\n this.el.removeEventListener('mouseleave', this.onMouseUp);\n this.el.removeEventListener('mousemove', this.onMouseMove);\n this.el.removeEventListener('mousedown', this.onMouseDown);\n this.el.removeEventListener('mouseup', this.onMouseUp);\n this.el.removeEventListener('touchstart', this.onTouchStart);\n this.el.removeEventListener('touchmove', this.onTouchMove);\n this.el.removeEventListener('touchend', this.onTouchEnd);\n window.removeEventListener('devicemotion', this.onDeviceMotion);\n window.removeEventListener('message', this.onMessage);\n }\n\n getCurrentStyle() {\n return `height: ${parseInt(this.el.style.height, 10)}px; width: ${parseInt(this.el.style.width, 10)}px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);`;\n }\n\n addDraggingStyle() {\n this.el.setAttribute('style', `${this.getCurrentStyle()} cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;`);\n }\n\n addDraggableStyle() {\n this.el.setAttribute('style', `${this.getCurrentStyle()} cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;`);\n }\n\n onMessage(event) {\n let {orientation, portrait, rotationRate} = event.data;\n if (!rotationRate) return;\n this.onDeviceMotion({orientation, portrait, rotationRate});\n }\n\n onDeviceMotion(event) {\n let portrait = event.portrait !== undefined ? event.portrait : window.matchMedia(\"(orientation: portrait)\").matches;\n let orientation;\n if (event.orientation !== undefined) {\n orientation = event.orientation;\n } else if (window.orientation !== undefined) {\n orientation = window.orientation;\n } else {\n orientation = -90;\n }\n let alpha = THREE.Math.degToRad(event.rotationRate.alpha);\n let beta = THREE.Math.degToRad(event.rotationRate.beta);\n if (portrait) {\n this.phi = this.verticalPanning ? this.phi + alpha * this.velo : this.phi;\n this.theta = this.theta - beta * this.velo * -1;\n } else {\n if (this.verticalPanning) {\n this.phi = orientation === -90 ? this.phi + beta * this.velo : this.phi - beta * this.velo;\n }\n this.theta = orientation === -90 ? this.theta - alpha * this.velo : this.theta + alpha * this.velo;\n }\n\n this.adjustPhi();\n }\n\n onMouseMove(event) {\n if (!this.isUserInteracting) {\n return;\n }\n this.rotateEnd.set(event.clientX, event.clientY);\n\n this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart);\n this.rotateStart.copy(this.rotateEnd);\n\n this.phi = this.verticalPanning ? this.phi + 2 * Math.PI * this.rotateDelta.y / this.renderer.height * 0.3 : this.phi;\n this.theta += 2 * Math.PI * this.rotateDelta.x / this.renderer.width * 0.5;\n this.adjustPhi();\n }\n\n adjustPhi() {\n // Prevent looking too far up or down.\n this.phi = THREE.Math.clamp(this.phi, -Math.PI / 1.95, Math.PI / 1.95);\n }\n\n onMouseDown(event) {\n this.addDraggingStyle();\n this.rotateStart.set(event.clientX, event.clientY);\n this.isUserInteracting = true;\n this.momentum = false;\n this.onDragStart && this.onDragStart();\n }\n\n inertia() {\n if (!this.momentum) return;\n this.rotateDelta.y *= 0.90;\n this.rotateDelta.x *= 0.90;\n this.theta += 0.005 * this.rotateDelta.x;\n this.phi = this.verticalPanning ? this.phi + 0.005 * this.rotateDelta.y : this.phi;\n this.adjustPhi();\n }\n\n onMouseUp() {\n this.isUserInteracting && this.onDragStop && this.onDragStop();\n this.addDraggableStyle();\n this.isUserInteracting = false;\n this.momentum = true;\n this.inertia();\n }\n\n update() {\n if ((this.phi === this.previousPhi) && (this.theta === this.previousTheta))\n return false;\n this.previousPhi = this.phi;\n this.previousTheta = this.theta;\n this.euler.set(this.phi, this.theta, 0, 'YXZ');\n this.orientation.setFromEuler(this.euler);\n this.camera.quaternion.copy(this.orientation);\n this.inertia();\n return true;\n }\n}\n","import Renderer from './renderer'\nimport utils from './utils'\nimport Controls from './controls'\n\nimport * as THREE from 'three';\n\nlet consol = console;\n\nexport default class ThreeSixtyViewer {\n constructor(options={}) {\n Object.assign(this, {height: 360, width: 640, initialYaw: 90, verticalPanning: true}, options);\n let {\n height,\n width,\n container,\n containerId,\n initialYaw,\n verticalPanning,\n onDragStart,\n onDragStop,\n } = this;\n this.renderer = new Renderer({height, width});\n this.camera = new THREE.PerspectiveCamera(80, this.width / this.height, 0.1, 100);\n this.controls = new Controls({\n camera: this.camera,\n renderer: this.renderer,\n initialYaw,\n verticalPanning,\n onDragStart,\n onDragStop,\n });\n this.stopVideoLoop = this.stopVideoLoop.bind(this);\n this.onError = this.onError.bind(this);\n this.startVideoLoop = this.startVideoLoop.bind(this);\n this.needsUpdate = false;\n this.scene = this.createScene();\n this.element = this.getElement();\n this.elementReady = false;\n this.element.addEventListener('playing', this.startVideoLoop);\n this.element.addEventListener('pause', this.stopVideoLoop);\n this.element.addEventListener('ended', this.stopVideoLoop);\n this.element.addEventListener('loadedmetadata', this.initAfterLoadedMetadata.bind(this))\n this.target = this.container ? this.container : document.querySelector(this.containerId);\n }\n\n initAfterLoadedMetadata() {\n if (this.element.readyState >= 1 && !this.elementReady) {\n this.texture = this.createTexture();\n this.renderer.setTexture(this.texture);\n this.scene.add(this.renderer.mesh);\n this.elementReady = true;\n }\n }\n\n play() {\n this.element.play && this.element.play();\n }\n\n pause() {\n this.element.pause && this.element.pause();\n }\n\n centralize() {\n this.controls.centralize();\n }\n\n stopVideoLoop() {\n this.needsUpdate = false;\n }\n\n destroy() {\n this.element.style.display = '';\n clearInterval(this.videoLoopId);\n cancelAnimationFrame(this.animationFrameId);\n this.element.pause && this.element.pause();\n this.target.removeChild(this.renderer.el);\n this.controls.destroy();\n this.renderer.destroy();\n }\n\n setSize({height, width}) {\n this.camera.aspect = width / height;\n this.camera.updateProjectionMatrix();\n this.renderer.setSize({height, width});\n }\n\n getElement() {\n if (this.source && this.source.tagName) {\n return this.source;\n }\n let video = document.createElement('video');\n video.loop = this.loop || false;\n video.muted = this.muted || false;\n video.setAttribute('crossorigin', 'anonymous');\n video.setAttribute('webkit-playsinline', 'true');\n video.setAttribute('playsinline', 'true');\n video.setAttribute('src', this.source);\n video.autoplay = this.autoplay !== undefined ? this.autoplay : true;\n video.addEventListener('error', this.onError);\n return video;\n }\n\n createTexture() {\n let texture = new THREE.VideoTexture(this.element);\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n createScene() {\n let scene = new THREE.Scene();\n return scene;\n }\n\n onError(err) {\n consol.error('error loading', this.source, err);\n }\n\n startVideoLoop() {\n this.needsUpdate = true;\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n let waitLoop = () => {\n if (this.element.videoWidth != 0 && this.element.videoHeight != 0) {\n loop();\n return;\n }\n\n setTimeout(waitLoop, 100);\n }\n\n waitLoop();\n }\n}\n\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Video extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n }\n}\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Image extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n\n this.texture = this.createTexture();\n this.renderer.setTexture(this.texture);\n this.scene.add(this.renderer.mesh);\n }\n\n getElement() {\n if (this.source && this.source.tagName)\n return this.source;\n let image = document.createElement('img');\n image.setAttribute('crossorigin', 'anonymous');\n image.src = this.source;\n return image;\n }\n\n createTexture() {\n let texture = new THREE.Texture(this.element);\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n loop();\n }\n}\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Canvas extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n\n this.canvas = null;\n }\n\n createTexture() {\n this.canvas = document.createElement('canvas');\n\n this.context = this.canvas.getContext('2d');\n\n let texture = new THREE.CanvasTexture(this.canvas);\n //TODO: we can pass all this info through the constructor\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n if(this.needsUpdate == true) {\n if (this.element.videoWidth != this.videoWidth) {\n this.videoWidth = this.element.videoWidth;\n this.canvas.width = this.videoWidth;\n }\n if (this.element.videoHeight != this.videoHeight) {\n this.videoHeight = this.element.videoHeight;\n this.canvas.height = this.videoHeight;\n }\n\n this.context.drawImage(this.element, 0, 0, this.videoWidth, this.videoHeight);\n this.texture.needsUpdate = true;\n }\n\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n let waitLoop = () => {\n if(this.canvas && this.element.videoWidth != 0 && this.element.videoHeight != 0) {\n this.videoWidth = this.element.videoWidth;\n this.videoHeight = this.element.videoHeight;\n\n this.canvas.width = this.videoWidth;\n this.canvas.height = this.videoHeight;\n\n loop();\n\n return;\n }\n\n setTimeout(waitLoop, 100);\n }\n\n waitLoop();\n }\n}\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Audio extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n this.driver.addEventListener('playing', this.startVideoLoop);\n this.driver.addEventListener('pause', this.stopVideoLoop);\n this.driver.addEventListener('ended', this.stopVideoLoop);\n this.driver.addEventListener('stalled', this.stopVideoLoop);\n this.driverInitialized = false;\n }\n\n play() {\n this.driver.play();\n }\n\n pause() {\n this.driver.pause();\n }\n\n getElement() {\n if (this.source && this.source.tagName) {\n this.driver = this.source;\n } else {\n this.driver = document.createElement('audio');\n this.driver.src = this.source;\n this.driver.loop = this.loop || false;\n this.driver.muted = this.muted || false;\n this.driver.setAttribute('crossorigin', 'anonymous');\n this.driver.autoplay = this.autoplay || true;\n }\n this.source = this.driver.src;\n this.driver.src = '';\n this.driver.load();\n\n let video = document.createElement('video');\n video.setAttribute('crossorigin', 'anonymous');\n video.src = this.source;\n video.load();\n video.addEventListener('error', this.onError);\n return video;\n }\n\n createTexture() {\n let texture = new THREE.VideoTexture(this.element);\n //TODO: we can pass all this info through the constructor\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n destroy() {\n this.driver.style.display = '';\n super.destroy();\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n this.driver.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n this.element.currentTime = this.driver.currentTime;\n\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n let waitLoop = () => {\n if (this.element.videoWidth != 0 && this.element.videoHeight != 0) {\n let shouldInitializeDriver = (this.element.readyState >= this.element.HAVE_FUTURE_DATA) && !this.driverInitialized;\n if (shouldInitializeDriver) {\n this.driver.src = this.source;\n this.driver.load();\n this.onDriverReady && this.onDriverReady();\n this.driverInitialized = true;\n\n loop();\n return;\n }\n }\n\n setTimeout(waitLoop, 100);\n }\n\n waitLoop();\n }\n}\n","import utils from './utils'\n\nimport Video from './video'\nimport Image from './image'\nimport Canvas from './canvas'\nimport Audio from './audio'\n\nlet video = (options) => {\n if (utils.shouldUseAudioDriver()) {\n return new Audio(options);\n }\n if (utils.shouldUseCanvasInBetween()) {\n return new Canvas(options);\n }\n return new Video(options);\n}\n\nexport {\n video as Video,\n Image,\n};\n"],"names":["isiOS","test","navigator","userAgent","isEdge","shouldUseAudioDriver","isOldiOSOnIphone","isWebView","shouldUseCanvasInBetween","edge","ios","Renderer","options","Object","assign","renderer","THREE","setClearColor","setSize","width","height","setPixelRatio","window","devicePixelRatio","el","domElement","texture","mesh","createMesh","material","map","geometry","scale","dispose","scene","camera","needsUpdate","render","easeOutBack","k","s","Controls","theta","initialYaw","Math","PI","phi","velo","rotateStart","rotateEnd","rotateDelta","orientation","euler","momentum","isUserInteracting","addDraggableStyle","onMouseMove","bind","onMouseDown","onMouseUp","onTouchStart","e","clientX","touches","pageX","clientY","pageY","onTouchMove","onTouchEnd","_","onDeviceMotion","onMessage","bindEvents","addEventListener","isInIframe","endTheta","duration","startTheta","startPhi","start","Date","now","animate","progress","elapsed","cancelAnimationFrame","id","requestAnimationFrame","self","top","removeEventListener","parseInt","style","setAttribute","getCurrentStyle","event","data","portrait","rotationRate","undefined","matchMedia","matches","alpha","degToRad","beta","verticalPanning","adjustPhi","set","subVectors","copy","y","x","clamp","addDraggingStyle","onDragStart","onDragStop","inertia","previousPhi","previousTheta","setFromEuler","quaternion","consol","console","ThreeSixtyViewer","container","containerId","controls","stopVideoLoop","onError","startVideoLoop","createScene","element","getElement","elementReady","initAfterLoadedMetadata","target","document","querySelector","readyState","createTexture","setTexture","add","play","pause","centralize","display","clearInterval","videoLoopId","animationFrameId","removeChild","destroy","aspect","updateProjectionMatrix","source","tagName","video","createElement","loop","muted","autoplay","minFilter","magFilter","format","generateMipmaps","err","error","appendChild","fps","draw","cameraUpdated","update","setInterval","waitLoop","videoWidth","videoHeight","setTimeout","Video","Image","image","src","Canvas","canvas","context","getContext","drawImage","Audio","driver","driverInitialized","load","currentTime","shouldInitializeDriver","HAVE_FUTURE_DATA","onDriverReady","utils"],"mappings":"AAAA,YAAe;AACbA,EAAAA,KADa,mBACL;AACN,WAAO,uBAAuBC,IAAvB,CAA4BC,SAAS,CAACC,SAAtC,CAAP;AACD,GAHY;AAIbC,EAAAA,MAJa,oBAIJ;AACP,WAAO,WAAWH,IAAX,CAAgBC,SAAS,CAACC,SAA1B,CAAP;AACD,GANY;AAObE,EAAAA,oBAPa,kCAOU;AACrB,QAAIC,gBAAgB,GAAG,yBAAyBL,IAAzB,CAA8BC,SAAS,CAACC,SAAxC,CAAvB;AACA,QAAII,SAAS,GAAG,0CAA0CN,IAA1C,CAA+CC,SAAS,CAACC,SAAzD,CAAhB;AACA,WAAOG,gBAAgB,IAAIC,SAA3B;AACD,GAXY;AAYbC,EAAAA,wBAZa,sCAYc;AACzB,QAAIC,IAAI,GAAG,gBAAgBR,IAAhB,CAAqBC,SAAS,CAACC,SAA/B,CAAX;AACA,QAAIO,GAAG,GAAG,KAAKV,KAAL,EAAV;AACA,WAAOS,IAAI,IAAIC,GAAf;AACD;AAhBY,CAAf;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;ACAA;AACA;AACA;AACA;AACA;AACA,MAAM,QAAQ,GAAG,KAAK,CAAC;AAGvB,MAAM,YAAY,GAAG,CAAC,CAAC;AACvB,MAAM,YAAY,GAAG,CAAC,CAAC;AACvB,MAAM,aAAa,GAAG,CAAC,CAAC;AAGxB,MAAM,YAAY,GAAG,CAAC,CAAC;AACvB,MAAM,gBAAgB,GAAG,CAAC,CAAC;AAC3B,MAAM,YAAY,GAAG,CAAC,CAAC;AACvB,MAAM,SAAS,GAAG,CAAC,CAAC;AACpB,MAAM,QAAQ,GAAG,CAAC,CAAC;AACnB,MAAM,UAAU,GAAG,CAAC,CAAC;AACrB,MAAM,WAAW,GAAG,CAAC,CAAC;AAEtB,MAAM,UAAU,GAAG,CAAC,CAAC;AACrB,MAAM,cAAc,GAAG,CAAC,CAAC;AACzB,MAAM,gBAAgB,GAAG,CAAC,CAAC;AAC3B,MAAM,mBAAmB,GAAG,CAAC,CAAC;AAC9B,MAAM,gBAAgB,GAAG,CAAC,CAAC;AAC3B,MAAM,cAAc,GAAG,CAAC,CAAC;AACzB,MAAM,WAAW,GAAG,GAAG,CAAC;AACxB,MAAM,gBAAgB,GAAG,GAAG,CAAC;AAC7B,MAAM,uBAAuB,GAAG,GAAG,CAAC;AACpC,MAAM,WAAW,GAAG,GAAG,CAAC;AACxB,MAAM,WAAW,GAAG,GAAG,CAAC;AACxB,MAAM,UAAU,GAAG,GAAG,CAAC;AACvB,MAAM,SAAS,GAAG,GAAG,CAAC;AACtB,MAAM,cAAc,GAAG,GAAG,CAAC;AAC3B,MAAM,sBAAsB,GAAG,GAAG,CAAC;AACnC,MAAM,cAAc,GAAG,GAAG,CAAC;AAC3B,MAAM,sBAAsB,GAAG,GAAG,CAAC;AACnC,MAAM,cAAc,GAAG,GAAG,CAAC;AAC3B,MAAM,sBAAsB,GAAG,GAAG,CAAC;AACnC,MAAM,cAAc,GAAG,GAAG,CAAC;AAC3B,MAAM,sBAAsB,GAAG,GAAG,CAAC;AACnC,MAAM,sBAAsB,GAAG,GAAG,CAAC;AACnC,MAAM,UAAU,GAAG,CAAC,CAAC;AACrB,MAAM,WAAW,GAAG,CAAC,CAAC;AACtB,MAAM,SAAS,GAAG,CAAC,CAAC;AACpB,MAAM,cAAc,GAAG,CAAC,CAAC;AACzB,MAAM,UAAU,GAAG,CAAC,CAAC;AACrB,MAAM,iBAAiB,GAAG,CAAC,CAAC;AAC5B,MAAM,YAAY,GAAG,CAAC,CAAC;AACvB,MAAM,aAAa,GAAG,CAAC,CAAC;AACxB,MAAM,iBAAiB,GAAG,CAAC,CAAC;AAC5B,MAAM,YAAY,GAAG,CAAC,CAAC;AACvB,MAAM,YAAY,GAAG,CAAC,CAAC;AACvB,MAAM,aAAa,GAAG,CAAC,CAAC;AACxB,MAAM,iBAAiB,GAAG,CAAC,CAAC;AAC5B,MAAM,mBAAmB,GAAG,CAAC,CAAC;AAC9B,MAAM,iBAAiB,GAAG,CAAC,CAAC;AAC5B,MAAM,qBAAqB,GAAG,CAAC,CAAC;AAChC,MAAM,iBAAiB,GAAG,CAAC,CAAC;AAC5B;AACA,MAAM,SAAS,GAAG,GAAG,CAAC;AACtB,MAAM,qBAAqB,GAAG,GAAG,CAAC;AAClC,MAAM,qBAAqB,GAAG,GAAG,CAAC;AAClC,MAAM,gCAAgC,GAAG,GAAG,CAAC;AAC7C,MAAM,gCAAgC,GAAG,GAAG,CAAC;AAC7C,MAAM,uBAAuB,GAAG,GAAG,CAAC;AACpC,MAAM,uBAAuB,GAAG,GAAG,CAAC;AACpC,MAAM,cAAc,GAAG,IAAI,CAAC;AAC5B,MAAM,mBAAmB,GAAG,IAAI,CAAC;AACjC,MAAM,sBAAsB,GAAG,IAAI,CAAC;AACpC,MAAM,aAAa,GAAG,IAAI,CAAC;AAC3B,MAAM,0BAA0B,GAAG,IAAI,CAAC;AAExC,MAAM,yBAAyB,GAAG,IAAI,CAAC;AAEvC,MAAM,YAAY,GAAG,IAAI,CAAC;AAC1B,MAAM,yBAAyB,GAAG,IAAI,CAAC;AAEvC,MAAM,wBAAwB,GAAG,IAAI,CAAC;AAEtC,MAAM,gBAAgB,GAAG,IAAI,CAAC;AAC9B,MAAM,QAAQ,GAAG,IAAI,CAAC;AACtB,MAAM,SAAS,GAAG,IAAI,CAAC;AACvB,MAAM,iBAAiB,GAAG,IAAI,CAAC;AAC/B,MAAM,OAAO,GAAG,IAAI,CAAC;AACrB,MAAM,eAAe,GAAG,IAAI,CAAC;AAC7B,MAAM,SAAS,GAAG,IAAI,CAAC;AACvB,MAAM,aAAa,GAAG,IAAI,CAAC;AAC3B,MAAM,qBAAqB,GAAG,IAAI,CAAC;AACnC,MAAM,qBAAqB,GAAG,IAAI,CAAC;AACnC,MAAM,oBAAoB,GAAG,IAAI,CAAC;AAClC,MAAM,kBAAkB,GAAG,IAAI,CAAC;AAChC,MAAM,WAAW,GAAG,IAAI,CAAC;AACzB,MAAM,SAAS,GAAG,IAAI,CAAC;AACvB,MAAM,UAAU,GAAG,IAAI,CAAC;AACxB,MAAM,eAAe,GAAG,IAAI,CAAC;AAC7B,MAAM,oBAAoB,GAAG,IAAI,CAAC;AAElC,MAAM,WAAW,GAAG,IAAI,CAAC;AACzB,MAAM,kBAAkB,GAAG,IAAI,CAAC;AAChC,MAAM,SAAS,GAAG,IAAI,CAAC;AACvB,MAAM,gBAAgB,GAAG,IAAI,CAAC;AAC9B,MAAM,QAAQ,GAAG,IAAI,CAAC;AACtB,MAAM,eAAe,GAAG,IAAI,CAAC;AAC7B,MAAM,gBAAgB,GAAG,IAAI,CAAC;AAC9B,MAAM,iBAAiB,GAAG,IAAI,CAAC;AAC/B;AACA,MAAM,oBAAoB,GAAG,KAAK,CAAC;AACnC,MAAM,qBAAqB,GAAG,KAAK,CAAC;AACpC,MAAM,qBAAqB,GAAG,KAAK,CAAC;AACpC,MAAM,qBAAqB,GAAG,KAAK,CAAC;AACpC,MAAM,uBAAuB,GAAG,KAAK,CAAC;AACtC,MAAM,uBAAuB,GAAG,KAAK,CAAC;AACtC,MAAM,wBAAwB,GAAG,KAAK,CAAC;AACvC,MAAM,wBAAwB,GAAG,KAAK,CAAC;AACvC,MAAM,eAAe,GAAG,KAAK,CAAC;AAC9B,MAAM,eAAe,GAAG,KAAK,CAAC;AAC9B,MAAM,oBAAoB,GAAG,KAAK,CAAC;AACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;AACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;AACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;AACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;AACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;AACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;AACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;AACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;AACnC,MAAM,qBAAqB,GAAG,KAAK,CAAC;AACpC,MAAM,qBAAqB,GAAG,KAAK,CAAC;AACpC,MAAM,qBAAqB,GAAG,KAAK,CAAC;AACpC,MAAM,sBAAsB,GAAG,KAAK,CAAC;AACrC,MAAM,sBAAsB,GAAG,KAAK,CAAC;AACrC,MAAM,sBAAsB,GAAG,KAAK,CAAC;AACrC,MAAM,gBAAgB,GAAG,KAAK,CAAC;AAC/B,MAAM,4BAA4B,GAAG,KAAK,CAAC;AAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;AAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;AAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;AAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;AAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;AAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;AAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;AAC3C,MAAM,6BAA6B,GAAG,KAAK,CAAC;AAC5C,MAAM,6BAA6B,GAAG,KAAK,CAAC;AAC5C,MAAM,6BAA6B,GAAG,KAAK,CAAC;AAC5C,MAAM,8BAA8B,GAAG,KAAK,CAAC;AAC7C,MAAM,8BAA8B,GAAG,KAAK,CAAC;AAC7C,MAAM,8BAA8B,GAAG,KAAK,CAAC;AAO7C,MAAM,mBAAmB,GAAG,IAAI,CAAC;AACjC,MAAM,eAAe,GAAG,IAAI,CAAC;AAC7B,MAAM,gBAAgB,GAAG,IAAI,CAAC;AAG9B,MAAM,iBAAiB,GAAG,CAAC,CAAC;AAG5B,MAAM,cAAc,GAAG,IAAI,CAAC;AAC5B,MAAM,YAAY,GAAG,IAAI,CAAC;AAC1B,MAAM,aAAa,GAAG,IAAI,CAAC;AAC3B,MAAM,YAAY,GAAG,IAAI,CAAC;AAC1B,MAAM,cAAc,GAAG,IAAI,CAAC;AAC5B,MAAM,aAAa,GAAG,IAAI,CAAC;AAC3B,MAAM,cAAc,GAAG,IAAI,CAAC;AAC5B,MAAM,YAAY,GAAG,IAAI,CAAC;AAC1B,MAAM,iBAAiB,GAAG,IAAI,CAAC;AAC/B,MAAM,gBAAgB,GAAG,IAAI,CAAC;AAC9B,MAAM,qBAAqB,GAAG,CAAC,CAAC;AAChC,MAAM,oBAAoB,GAAG,CAAC,CAAC;AAG/B,MAAM,aAAa,GAAG,IAAI,CAAC;AAe3B,MAAM,iBAAiB,GAAG,GAAG,CAAC;AAC9B;AACA,MAAM,eAAe,GAAG,KAAK,CAAC;AAC9B,MAAM,gBAAgB,GAAG,KAAK,CAAC;AAU/B,MAAM,KAAK,GAAG,QAAQ,CAAC;AACvB;AACA;AACA;AACA;AACA;AACA,SAAS,eAAe,GAAG,EAAE;AAC7B;AACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;AACA,CAAC,gBAAgB,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AAC/C;AACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;AAC5D;AACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC;AACA,EAAE,KAAK,SAAS,EAAE,IAAI,EAAE,KAAK,SAAS,GAAG;AACzC;AACA,GAAG,SAAS,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,KAAK,SAAS,EAAE,IAAI,EAAE,CAAC,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,GAAG;AACvD;AACA,GAAG,SAAS,EAAE,IAAI,EAAE,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;AACtC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AAC/C;AACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG,OAAO,KAAK,CAAC;AACpD;AACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC;AACA,EAAE,OAAO,SAAS,EAAE,IAAI,EAAE,KAAK,SAAS,IAAI,SAAS,EAAE,IAAI,EAAE,CAAC,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,CAAC;AAC1F;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AAClD;AACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG,OAAO;AAC9C;AACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC,EAAE,MAAM,aAAa,GAAG,SAAS,EAAE,IAAI,EAAE,CAAC;AAC1C;AACA,EAAE,KAAK,aAAa,KAAK,SAAS,GAAG;AACrC;AACA,GAAG,MAAM,KAAK,GAAG,aAAa,CAAC,OAAO,EAAE,QAAQ,EAAE,CAAC;AACnD;AACA,GAAG,KAAK,KAAK,KAAK,EAAE,CAAC,GAAG;AACxB;AACA,IAAI,aAAa,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACrC;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,WAAW,KAAK,GAAG;AACnC;AACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG,OAAO;AAC9C;AACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC,EAAE,MAAM,aAAa,GAAG,SAAS,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC;AAChD;AACA,EAAE,KAAK,aAAa,KAAK,SAAS,GAAG;AACrC;AACA,GAAG,KAAK,CAAC,MAAM,GAAG,IAAI,CAAC;AACvB;AACA;AACA,GAAG,MAAM,KAAK,GAAG,aAAa,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC;AAC1C;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;AACA,IAAI,KAAK,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,IAAI;AACJ;AACA,GAAG,KAAK,CAAC,MAAM,GAAG,IAAI,CAAC;AACvB;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,IAAI,GAAG,EAAE,CAAC;AAChB;AACA,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,GAAG;AACjC;AACA,CAAC,IAAI,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,KAAK,EAAE,CAAC,GAAG,QAAQ,EAAE,EAAE,EAAE,CAAC;AAC1D;AACA,CAAC;AACD;AACA,IAAI,KAAK,GAAG,OAAO,CAAC;AACpB;AACA,MAAM,SAAS,GAAG;AAClB;AACA,CAAC,OAAO,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG;AACvB,CAAC,OAAO,EAAE,GAAG,GAAG,IAAI,CAAC,EAAE;AACvB;AACA,CAAC,YAAY,EAAE,YAAY;AAC3B;AACA;AACA;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,UAAU,GAAG,CAAC,CAAC;AAC5C,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,UAAU,GAAG,CAAC,CAAC;AAC5C,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,UAAU,GAAG,CAAC,CAAC;AAC5C,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,UAAU,GAAG,CAAC,CAAC;AAC5C,EAAE,MAAM,IAAI,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,GAAG;AACnH,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,GAAG,IAAI,EAAE,GAAG,GAAG,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,GAAG;AACpH,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,GAAG,IAAI,EAAE,GAAG,GAAG,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE;AAC9G,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,CAAC;AAClG;AACA;AACA,EAAE,OAAO,IAAI,CAAC,WAAW,EAAE,CAAC;AAC5B;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG;AACrC;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA;AACA;AACA;AACA,CAAC,eAAe,EAAE,WAAW,CAAC,EAAE,CAAC,GAAG;AACpC;AACA,EAAE,OAAO,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;AAC/B;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,EAAE,WAAW,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG;AAC3C;AACA,EAAE,OAAO,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC;AACrD;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,WAAW,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,KAAK,GAAG;AACvC;AACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;AACA,GAAG,OAAO,EAAE,KAAK,GAAG,CAAC,OAAO,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;AACA,IAAI,MAAM;AACV;AACA,GAAG,OAAO,CAAC,CAAC;AACZ;AACA,IAAI;AACJ;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,IAAI,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC5B;AACA,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AAC/B;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,IAAI,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,GAAG;AACrC;AACA,EAAE,OAAO,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,MAAM,GAAG,EAAE,EAAE,EAAE,CAAC;AAC/D;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,QAAQ,EAAE,WAAW,CAAC,EAAE,MAAM,GAAG,CAAC,GAAG;AACtC;AACA,EAAE,OAAO,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,eAAe,EAAE,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;AAClF;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,UAAU,EAAE,WAAW,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG;AACtC;AACA,EAAE,KAAK,CAAC,IAAI,GAAG,GAAG,OAAO,CAAC,CAAC;AAC3B,EAAE,KAAK,CAAC,IAAI,GAAG,GAAG,OAAO,CAAC,CAAC;AAC3B;AACA,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE,CAAC;AAClC;AACA,EAAE,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG;AACxC;AACA,EAAE,KAAK,CAAC,IAAI,GAAG,GAAG,OAAO,CAAC,CAAC;AAC3B,EAAE,KAAK,CAAC,IAAI,GAAG,GAAG,OAAO,CAAC,CAAC;AAC3B;AACA,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE,CAAC;AAClC;AACA,EAAE,OAAO,CAAC,GAAG,CAAC,GAAG,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,OAAO,EAAE,WAAW,GAAG,EAAE,IAAI,GAAG;AACjC;AACA,EAAE,OAAO,GAAG,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,IAAI,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,CAAC;AAChE;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,EAAE,WAAW,GAAG,EAAE,IAAI,GAAG;AACnC;AACA,EAAE,OAAO,GAAG,GAAG,IAAI,CAAC,MAAM,EAAE,KAAK,IAAI,GAAG,GAAG,EAAE,CAAC;AAC9C;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,eAAe,EAAE,WAAW,KAAK,GAAG;AACrC;AACA,EAAE,OAAO,KAAK,KAAK,GAAG,GAAG,IAAI,CAAC,MAAM,EAAE,EAAE,CAAC;AACzC;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,YAAY,EAAE,WAAW,CAAC,GAAG;AAC9B;AACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,KAAK,GAAG,CAAC,GAAG,UAAU,CAAC;AAChD;AACA;AACA;AACA,EAAE,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,UAAU,CAAC;AACrC;AACA,EAAE,OAAO,EAAE,KAAK,GAAG,CAAC,KAAK,UAAU,CAAC;AACpC;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,WAAW,OAAO,GAAG;AAChC;AACA,EAAE,OAAO,OAAO,GAAG,SAAS,CAAC,OAAO,CAAC;AACrC;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,WAAW,OAAO,GAAG;AAChC;AACA,EAAE,OAAO,OAAO,GAAG,SAAS,CAAC,OAAO,CAAC;AACrC;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,KAAK,GAAG;AAClC;AACA,EAAE,OAAO,EAAE,KAAK,KAAK,KAAK,GAAG,CAAC,EAAE,OAAO,CAAC,IAAI,KAAK,KAAK,CAAC,CAAC;AACxD;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,WAAW,KAAK,GAAG;AACpC;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC;AAClE;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,WAAW,KAAK,GAAG;AACrC;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC;AACnE;AACA,EAAE;AACF;AACA,CAAC,4BAA4B,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,GAAG;AAC9D;AACA;AACA;AACA;AACA;AACA;AACA;AACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;AACvB,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;AACvB;AACA,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B;AACA,EAAE,MAAM,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACnC,EAAE,MAAM,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACnC;AACA,EAAE,MAAM,IAAI,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACpC,EAAE,MAAM,IAAI,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACpC;AACA,EAAE,MAAM,IAAI,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACpC,EAAE,MAAM,IAAI,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACpC;AACA,EAAE,SAAS,KAAK;AAChB;AACA,GAAG,KAAK,KAAK;AACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;AACtD,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;AACtD,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;AACtD,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;AACtD,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;AACtD,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;AACtD,IAAI,MAAM;AACV;AACA,GAAG;AACH,IAAI,OAAO,CAAC,IAAI,EAAE,iFAAiF,GAAG,KAAK,EAAE,CAAC;AAC9G;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,CAAC;AACF;AACA,MAAM,OAAO,CAAC;AACd;AACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG;AAC7B;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE;AACF;AACA,CAAC,IAAI,KAAK,GAAG;AACb;AACA,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,IAAI,KAAK,EAAE,KAAK,GAAG;AACpB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,IAAI,MAAM,GAAG;AACd;AACA,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,IAAI,MAAM,EAAE,KAAK,GAAG;AACrB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,GAAG;AAC9B;AACA,EAAE,SAAS,KAAK;AAChB;AACA,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;AACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;AACjC,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;AACA,EAAE,SAAS,KAAK;AAChB;AACA,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AACzB,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChD;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACf;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;AACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;AAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;AACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;AAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,CAAC,GAAG;AACf;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;AACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC3C;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG;AACnB;AACA;AACA;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,MAAM,EAAE,MAAM,GAAG;AAC/B;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,GAAG,EAAE,GAAG,GAAG;AACzB;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC,EAAE,CAAC,cAAc,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACrG;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,GAAG;AACR;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,GAAG;AACf;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;AACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrC;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,CAAC,GAAG;AACZ;AACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrC;AACA,EAAE;AACF;AACA,CAAC,QAAQ,GAAG;AACZ;AACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3C;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC;AACxD;AACA,EAAE;AACF;AACA,CAAC,eAAe,GAAG;AACnB;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA,CAAC,SAAS,GAAG;AACb;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA;AACA;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AAC3D;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,CAAC,GAAG;AACjB;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,CAAC,GAAG;AACxB;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AAC7C,EAAE,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,CAAC,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;AAC7D;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;AACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACnD;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,EAAE,KAAK,GAAG;AAClB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,GAAG;AAC9B;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;AACA,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,GAAG;AACtD;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;AACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACjD;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACzF;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,GAAG;AAC/B;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;AAC9B,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;AAC9B;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;AACpC,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;AACpC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;AACA,MAAM,OAAO,CAAC;AACd;AACA,CAAC,WAAW,GAAG;AACf;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG;AAClB;AACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACV,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACV,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACV;AACA,GAAG,CAAC;AACJ;AACA,EAAE,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,+EAA+E,EAAE,CAAC;AACpG;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,GAAG;AACpD;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAC9C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,GAAG;AACZ;AACA,EAAE,IAAI,CAAC,GAAG;AACV;AACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACV,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACV,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACV;AACA,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC1D;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG;AACrC;AACA,EAAE,KAAK,CAAC,oBAAoB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACxC,EAAE,KAAK,CAAC,oBAAoB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACxC,EAAE,KAAK,CAAC,oBAAoB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACxC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;AACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;AACA,EAAE,IAAI,CAAC,GAAG;AACV;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE;AAC5B,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE;AAC5B,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE;AAC7B;AACA,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,CAAC,GAAG;AACf;AACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAC1C;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,CAAC,GAAG;AAClB;AACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AAC1C;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,GAAG;AAC1B;AACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD;AACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;AAC3C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;AAC3C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;AAC3C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,GAAG;AACf;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,MAAM,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE;AAC7C,GAAG,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE;AACxC,GAAG,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACzC;AACA,EAAE,OAAO,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AAC/E;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ;AAC1B;AACA,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;AAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;AAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;AAC9C;AACA,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;AAC9B,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;AAC9B,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;AAC9B;AACA,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3C;AACA,EAAE,KAAK,GAAG,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAChE;AACA,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;AACzB;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;AACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AAC/C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AAC/C;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;AACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AAC/C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AAC/C;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;AACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AAC/C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AAC/C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,GAAG;AACb;AACA,EAAE,IAAI,GAAG,CAAC;AACV,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC1B;AACA,EAAE,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAC9C,EAAE,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAC9C,EAAE,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAC9C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,OAAO,GAAG;AAC5B;AACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;AAC7D;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,CAAC,GAAG;AACzB;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC1B;AACA,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,QAAQ,EAAE,EAAE,EAAE,EAAE,GAAG;AACpD;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACjC,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACjC;AACA,EAAE,IAAI,CAAC,GAAG;AACV,GAAG,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE;AACvD,GAAG,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE;AAC3D,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACV,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,EAAE,EAAE,EAAE,GAAG;AACjB;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AAC9C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,KAAK,GAAG;AACjB;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC9B,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC9B;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;AAC9B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;AAC9B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;AAC9B;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;AAChC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;AAChC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;AAChC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,EAAE,EAAE,EAAE,GAAG;AACrB;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC5E,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC5E;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,MAAM,GAAG;AAClB;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B,EAAE,MAAM,EAAE,GAAG,MAAM,CAAC,QAAQ,CAAC;AAC7B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;AACA,GAAG,KAAK,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,GAAG,OAAO,KAAK,CAAC;AAC3C;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;AACA,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC5C;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC5B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AAC3D;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;AACA,IAAI,OAAO,CAAC;AACZ;AACA,MAAM,UAAU,GAAG;AACnB;AACA,CAAC,UAAU,EAAE,WAAW,KAAK,GAAG;AAChC;AACA,EAAE,KAAK,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,GAAG,EAAE,GAAG;AACrC;AACA,GAAG,OAAO,KAAK,CAAC,GAAG,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE,KAAK,OAAO,iBAAiB,IAAI,WAAW,GAAG;AACjD;AACA,GAAG,OAAO,KAAK,CAAC,GAAG,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE,IAAI,MAAM,CAAC;AACb;AACA,EAAE,KAAK,KAAK,YAAY,iBAAiB,GAAG;AAC5C;AACA,GAAG,MAAM,GAAG,KAAK,CAAC;AAClB;AACA,GAAG,MAAM;AACT;AACA,GAAG,KAAK,OAAO,KAAK,SAAS,GAAG,OAAO,GAAG,QAAQ,CAAC,eAAe,EAAE,8BAA8B,EAAE,QAAQ,EAAE,CAAC;AAC/G;AACA,GAAG,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AAC/B,GAAG,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AACjC;AACA,GAAG,MAAM,OAAO,GAAG,OAAO,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AAC9C;AACA,GAAG,KAAK,KAAK,YAAY,SAAS,GAAG;AACrC;AACA,IAAI,OAAO,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACxC;AACA,IAAI,MAAM;AACV;AACA,IAAI,OAAO,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AAChE;AACA,IAAI;AACJ;AACA,GAAG,MAAM,GAAG,OAAO,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,CAAC,KAAK,GAAG,IAAI,IAAI,MAAM,CAAC,MAAM,GAAG,IAAI,GAAG;AACrD;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,KAAK,EAAE,CAAC;AACxG;AACA,GAAG,OAAO,MAAM,CAAC,SAAS,EAAE,YAAY,EAAE,GAAG,EAAE,CAAC;AAChD;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,MAAM,CAAC,SAAS,EAAE,WAAW,EAAE,CAAC;AAC1C;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,CAAC;AACF;AACA,IAAI,SAAS,GAAG,CAAC,CAAC;AAClB;AACA,MAAM,OAAO,SAAS,eAAe,CAAC;AACtC;AACA,CAAC,WAAW,EAAE,KAAK,GAAG,OAAO,CAAC,aAAa,EAAE,OAAO,GAAG,OAAO,CAAC,eAAe,EAAE,KAAK,GAAG,mBAAmB,EAAE,KAAK,GAAG,mBAAmB,EAAE,SAAS,GAAG,YAAY,EAAE,SAAS,GAAG,wBAAwB,EAAE,MAAM,GAAG,UAAU,EAAE,IAAI,GAAG,gBAAgB,EAAE,UAAU,GAAG,CAAC,EAAE,QAAQ,GAAG,cAAc,GAAG;AACpS;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,SAAS,GAAG,EAAE,EAAE,CAAC;AAC/D;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACvC;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;AACjB;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB,EAAE,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;AACpB;AACA,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACzB;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC7B,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC7B;AACA,EAAE,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAC/B;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB,EAAE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;AAC7B,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AACnB;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACpC,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACpC,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACpC,EAAE,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;AACpB;AACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAC/B,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;AACA,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC9B,EAAE,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;AAChC,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACpB,EAAE,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC;AAC3B;AACA;AACA;AACA;AACA;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;AACA,EAAE,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AACnB,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;AACA,EAAE;AACF;AACA,CAAC,YAAY,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC;AACxI;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC;AAC3C;AACA,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAChC;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC;AACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC9B,EAAE,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC9C,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACpC,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACpC,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACpC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACpC;AACA,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAChD,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAChD,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,IAAI,GAAG;AAChB;AACA,EAAE,MAAM,YAAY,KAAK,IAAI,KAAK,SAAS,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE,CAAC;AAC1E;AACA,EAAE,KAAK,EAAE,YAAY,IAAI,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AACpE;AACA,GAAG,OAAO,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,MAAM,MAAM,GAAG;AACjB;AACA,GAAG,QAAQ,EAAE;AACb,IAAI,OAAO,EAAE,GAAG;AAChB,IAAI,IAAI,EAAE,SAAS;AACnB,IAAI,SAAS,EAAE,gBAAgB;AAC/B,IAAI;AACJ;AACA,GAAG,IAAI,EAAE,IAAI,CAAC,IAAI;AAClB,GAAG,IAAI,EAAE,IAAI,CAAC,IAAI;AAClB;AACA,GAAG,OAAO,EAAE,IAAI,CAAC,OAAO;AACxB;AACA,GAAG,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE;AAC3C,GAAG,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE;AAC3C,GAAG,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE;AAC3C,GAAG,QAAQ,EAAE,IAAI,CAAC,QAAQ;AAC1B;AACA,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE;AACnC;AACA,GAAG,MAAM,EAAE,IAAI,CAAC,MAAM;AACtB,GAAG,IAAI,EAAE,IAAI,CAAC,IAAI;AAClB,GAAG,QAAQ,EAAE,IAAI,CAAC,QAAQ;AAC1B;AACA,GAAG,SAAS,EAAE,IAAI,CAAC,SAAS;AAC5B,GAAG,SAAS,EAAE,IAAI,CAAC,SAAS;AAC5B,GAAG,UAAU,EAAE,IAAI,CAAC,UAAU;AAC9B;AACA,GAAG,KAAK,EAAE,IAAI,CAAC,KAAK;AACpB;AACA,GAAG,gBAAgB,EAAE,IAAI,CAAC,gBAAgB;AAC1C,GAAG,eAAe,EAAE,IAAI,CAAC,eAAe;AACxC;AACA,GAAG,CAAC;AACJ;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,SAAS,GAAG;AAClC;AACA;AACA;AACA,GAAG,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC5B;AACA,GAAG,KAAK,KAAK,CAAC,IAAI,KAAK,SAAS,GAAG;AACnC;AACA,IAAI,KAAK,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AAC1C;AACA,IAAI;AACJ;AACA,GAAG,KAAK,EAAE,YAAY,IAAI,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AACpE;AACA,IAAI,IAAI,GAAG,CAAC;AACZ;AACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,KAAK,EAAE,GAAG;AAClC;AACA;AACA;AACA,KAAK,GAAG,GAAG,EAAE,CAAC;AACd;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;AACA;AACA;AACA,MAAM,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC,aAAa,GAAG;AACtC;AACA,OAAO,GAAG,CAAC,IAAI,EAAE,cAAc,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,EAAE,CAAC;AACtD;AACA,OAAO,MAAM;AACb;AACA,OAAO,GAAG,CAAC,IAAI,EAAE,cAAc,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAChD;AACA,OAAO;AACP;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA;AACA;AACA,KAAK,GAAG,GAAG,cAAc,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,KAAK;AACL;AACA,IAAI,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,GAAG;AAChC,KAAK,IAAI,EAAE,KAAK,CAAC,IAAI;AACrB,KAAK,GAAG,EAAE,GAAG;AACb,KAAK,CAAC;AACN;AACA,IAAI;AACJ;AACA,GAAG,MAAM,CAAC,KAAK,GAAG,KAAK,CAAC,IAAI,CAAC;AAC7B;AACA,GAAG;AACH;AACA,EAAE,KAAK,EAAE,YAAY,GAAG;AACxB;AACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,IAAI,EAAE,GAAG,MAAM,CAAC;AACvC;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,OAAO,GAAG;AACX;AACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,EAAE,GAAG;AACnB;AACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,SAAS,GAAG,OAAO,EAAE,CAAC;AAC9C;AACA,EAAE,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACjC;AACA,EAAE,KAAK,EAAE,CAAC,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG;AAC9B;AACA,GAAG,SAAS,IAAI,CAAC,KAAK;AACtB;AACA,IAAI,KAAK,cAAc;AACvB;AACA,KAAK,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACtC,KAAK,MAAM;AACX;AACA,IAAI,KAAK,mBAAmB;AAC5B;AACA,KAAK,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AAC7B,KAAK,MAAM;AACX;AACA,IAAI,KAAK,sBAAsB;AAC/B;AACA,KAAK,KAAK,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,KAAK,CAAC,GAAG;AACrD;AACA,MAAM,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;AACtC;AACA,MAAM,MAAM;AACZ;AACA,MAAM,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACvC;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,EAAE,CAAC,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG;AAC9B;AACA,GAAG,SAAS,IAAI,CAAC,KAAK;AACtB;AACA,IAAI,KAAK,cAAc;AACvB;AACA,KAAK,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACtC,KAAK,MAAM;AACX;AACA,IAAI,KAAK,mBAAmB;AAC5B;AACA,KAAK,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AAC7B,KAAK,MAAM;AACX;AACA,IAAI,KAAK,sBAAsB;AAC/B;AACA,KAAK,KAAK,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,KAAK,CAAC,GAAG;AACrD;AACA,MAAM,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;AACtC;AACA,MAAM,MAAM;AACZ;AACA,MAAM,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACvC;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,GAAG;AACpB;AACA,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;AACnB;AACA,GAAG;AACH;AACA,EAAE,OAAO,EAAE,CAAC;AACZ;AACA,EAAE;AACF;AACA,CAAC,IAAI,WAAW,EAAE,KAAK,GAAG;AAC1B;AACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,OAAO,CAAC,aAAa,GAAG,SAAS,CAAC;AAClC,OAAO,CAAC,eAAe,GAAG,SAAS,CAAC;AACpC;AACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;AACA,SAAS,cAAc,EAAE,KAAK,GAAG;AACjC;AACA,CAAC,KAAK,EAAE,OAAO,gBAAgB,KAAK,WAAW,IAAI,KAAK,YAAY,gBAAgB;AACpF,IAAI,OAAO,iBAAiB,KAAK,WAAW,IAAI,KAAK,YAAY,iBAAiB,EAAE;AACpF,IAAI,OAAO,WAAW,KAAK,WAAW,IAAI,KAAK,YAAY,WAAW,EAAE,GAAG;AAC3E;AACA;AACA;AACA,EAAE,OAAO,UAAU,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,EAAE,MAAM;AACR;AACA,EAAE,KAAK,KAAK,CAAC,IAAI,GAAG;AACpB;AACA;AACA;AACA,GAAG,OAAO;AACV,IAAI,IAAI,EAAE,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,IAAI,EAAE;AAClD,IAAI,KAAK,EAAE,KAAK,CAAC,KAAK;AACtB,IAAI,MAAM,EAAE,KAAK,CAAC,MAAM;AACxB,IAAI,IAAI,EAAE,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI;AACrC,IAAI,CAAC;AACL;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,6CAA6C,EAAE,CAAC;AACjE,GAAG,OAAO,EAAE,CAAC;AACb;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,MAAM,OAAO,CAAC;AACd;AACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG;AAC3C;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE;AACF;AACA,CAAC,IAAI,KAAK,GAAG;AACb;AACA,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,IAAI,KAAK,EAAE,KAAK,GAAG;AACpB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,IAAI,MAAM,GAAG;AACd;AACA,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,IAAI,MAAM,EAAE,KAAK,GAAG;AACrB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACnB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,GAAG;AAC9B;AACA,EAAE,SAAS,KAAK;AAChB;AACA,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;AACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;AACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;AACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;AACjC,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;AACA,EAAE,SAAS,KAAK;AAChB;AACA,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AACzB,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChE;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACf,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,KAAK,SAAS,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AAC3C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;AACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;AAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;AACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;AAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,CAAC,GAAG;AACf;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AACvD,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AAC9D,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AAC9D,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AAC/D,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AAC/D;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;AACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC3C;AACA,EAAE;AACF;AACA,CAAC,0BAA0B,EAAE,CAAC,GAAG;AACjC;AACA;AACA;AACA;AACA;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;AACvC;AACA,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG;AACpB;AACA,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACd,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACd,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACd;AACA,GAAG,MAAM;AACT;AACA,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,8BAA8B,EAAE,CAAC,GAAG;AACrC;AACA;AACA;AACA;AACA;AACA,EAAE,IAAI,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;AACrB,EAAE,MAAM,OAAO,GAAG,IAAI;AACtB,GAAG,QAAQ,GAAG,GAAG;AACjB;AACA,GAAG,EAAE,GAAG,CAAC,CAAC,QAAQ;AAClB;AACA,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;AAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;AAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAChD;AACA,EAAE,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,OAAO;AACxC,SAAS,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,OAAO,EAAE;AAC1C,SAAS,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,OAAO,EAAE,GAAG;AAC7C;AACA;AACA;AACA;AACA;AACA,GAAG,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,QAAQ;AAC1C,UAAU,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,QAAQ,EAAE;AAC5C,UAAU,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,QAAQ,EAAE;AAC5C,UAAU,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,EAAE,GAAG,QAAQ,EAAE,GAAG;AACzD;AACA;AACA;AACA,IAAI,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;AACA,IAAI,OAAO,IAAI,CAAC;AAChB;AACA,IAAI;AACJ;AACA;AACA;AACA,GAAG,KAAK,GAAG,IAAI,CAAC,EAAE,CAAC;AACnB;AACA,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,CAAC,KAAK,CAAC,CAAC;AAC9B,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,CAAC,KAAK,CAAC,CAAC;AAC9B,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,CAAC,KAAK,CAAC,CAAC;AAC9B,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAChC,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAChC,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAChC;AACA,GAAG,KAAK,EAAE,EAAE,GAAG,EAAE,QAAQ,EAAE,GAAG,EAAE,EAAE,GAAG;AACrC;AACA;AACA;AACA,IAAI,KAAK,EAAE,GAAG,OAAO,GAAG;AACxB;AACA,KAAK,CAAC,GAAG,CAAC,CAAC;AACX,KAAK,CAAC,GAAG,WAAW,CAAC;AACrB,KAAK,CAAC,GAAG,WAAW,CAAC;AACrB;AACA,KAAK,MAAM;AACX;AACA,KAAK,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACzB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB;AACA,KAAK;AACL;AACA,IAAI,MAAM,KAAK,EAAE,GAAG,EAAE,GAAG;AACzB;AACA;AACA;AACA,IAAI,KAAK,EAAE,GAAG,OAAO,GAAG;AACxB;AACA,KAAK,CAAC,GAAG,WAAW,CAAC;AACrB,KAAK,CAAC,GAAG,CAAC,CAAC;AACX,KAAK,CAAC,GAAG,WAAW,CAAC;AACrB;AACA,KAAK,MAAM;AACX;AACA,KAAK,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACzB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA;AACA;AACA,IAAI,KAAK,EAAE,GAAG,OAAO,GAAG;AACxB;AACA,KAAK,CAAC,GAAG,WAAW,CAAC;AACrB,KAAK,CAAC,GAAG,WAAW,CAAC;AACrB,KAAK,CAAC,GAAG,CAAC,CAAC;AACX;AACA,KAAK,MAAM;AACX;AACA,KAAK,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACzB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC9B;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,IAAI,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE;AAClD,GAAG,EAAE,GAAG,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE;AAChC,GAAG,EAAE,GAAG,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC;AACnC;AACA,EAAE,KAAK,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC;AACrC;AACA;AACA;AACA;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACpD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG;AACnB;AACA;AACA;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,MAAM,EAAE,MAAM,GAAG;AAC/B;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,GAAG,EAAE,GAAG,GAAG;AACzB;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC,EAAE,CAAC,cAAc,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACrG;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,GAAG;AACR;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,GAAG;AACf;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;AACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACnE;AACA,EAAE;AACF;AACA,CAAC,QAAQ,GAAG;AACZ;AACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/E;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC;AAC5F;AACA,EAAE;AACF;AACA,CAAC,eAAe,GAAG;AACnB;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC3F;AACA,EAAE;AACF;AACA,CAAC,SAAS,GAAG;AACb;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;AACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACnD;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,EAAE,KAAK,GAAG;AAClB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,GAAG;AAC9B;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;AACA,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,GAAG;AAClG;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;AACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACjD;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACzF;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;AACA;AACA;AACA;AACA;AACA;AACA,MAAM,iBAAiB,SAAS,eAAe,CAAC;AAChD;AACA,CAAC,WAAW,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,GAAG;AACvC;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB,EAAE,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;AACjB;AACA,EAAE,IAAI,CAAC,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACpD,EAAE,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC3B;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACrD;AACA,EAAE,OAAO,GAAG,OAAO,IAAI,EAAE,CAAC;AAC1B;AACA,EAAE,IAAI,CAAC,OAAO,GAAG,IAAI,OAAO,EAAE,SAAS,EAAE,OAAO,CAAC,OAAO,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,SAAS,EAAE,OAAO,CAAC,SAAS,EAAE,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,QAAQ,EAAE,CAAC;AACnM;AACA,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,EAAE,CAAC;AAC1B,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;AACnC,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,MAAM,CAAC;AACrC,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,CAAC,CAAC;AAC/B;AACA,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,KAAK,SAAS,GAAG,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;AACzG,EAAE,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,KAAK,SAAS,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AAC9F;AACA,EAAE,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,KAAK,SAAS,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AACpF,EAAE,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,aAAa,KAAK,SAAS,GAAG,OAAO,CAAC,aAAa,GAAG,KAAK,CAAC;AAC3F,EAAE,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC,YAAY,KAAK,SAAS,GAAG,OAAO,CAAC,YAAY,GAAG,IAAI,CAAC;AACvF;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,OAAO,GAAG;AACvB;AACA,EAAE,OAAO,CAAC,KAAK,GAAG;AAClB,GAAG,KAAK,EAAE,IAAI,CAAC,KAAK;AACpB,GAAG,MAAM,EAAE,IAAI,CAAC,MAAM;AACtB,GAAG,KAAK,EAAE,IAAI,CAAC,KAAK;AACpB,GAAG,CAAC;AACJ;AACA,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACzB;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,GAAG,CAAC,GAAG;AACrC;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,KAAK,IAAI,IAAI,CAAC,MAAM,KAAK,MAAM,IAAI,IAAI,CAAC,KAAK,KAAK,KAAK,GAAG;AAChF;AACA,GAAG,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACtB,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACxB,GAAG,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACtB;AACA,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;AACpC,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,MAAM,CAAC;AACtC,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;AACpC;AACA,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;AAClB;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,QAAQ,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3C,EAAE,IAAI,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC1C;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC9B,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;AACxC;AACA,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC;AACxC;AACA,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC5C,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,GAAG;AACX;AACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AAyBvD;AACA,MAAM,UAAU,CAAC;AACjB;AACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG;AAC3C;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;AACA,EAAE,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;AACzH,EAAE,OAAO,EAAE,CAAC,gBAAgB,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AAC1C;AACA,EAAE;AACF;AACA,CAAC,OAAO,SAAS,EAAE,GAAG,EAAE,SAAS,EAAE,IAAI,EAAE,UAAU,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,GAAG;AAC3E;AACA;AACA;AACA,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;AACjC,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;AAC9B,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;AAC9B,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AAC/B;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;AACnC,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;AAC9B,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;AAC9B,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AAC/B;AACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;AACA,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;AAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;AAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;AAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;AAC7B,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;AACA,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;AAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;AAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;AAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;AAC7B,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG;AAC1D;AACA,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACjB,GAAG,MAAM,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE;AACpD,IAAI,GAAG,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE;AAChC,IAAI,MAAM,GAAG,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3B;AACA;AACA,GAAG,KAAK,MAAM,GAAG,MAAM,CAAC,OAAO,GAAG;AAClC;AACA,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE;AACnC,KAAK,GAAG,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,CAAC;AACxC;AACA,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,EAAE,GAAG,GAAG,CAAC;AAClC,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,EAAE,GAAG,GAAG,CAAC;AAClC;AACA,IAAI;AACJ;AACA,GAAG,MAAM,IAAI,GAAG,CAAC,GAAG,GAAG,CAAC;AACxB;AACA,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC;AAC3B,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC;AAC3B,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC;AAC3B,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC;AAC3B;AACA;AACA,GAAG,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG;AACtB;AACA,IAAI,MAAM,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;AACrE;AACA,IAAI,EAAE,IAAI,CAAC,CAAC;AACZ,IAAI,EAAE,IAAI,CAAC,CAAC;AACZ,IAAI,EAAE,IAAI,CAAC,CAAC;AACZ,IAAI,EAAE,IAAI,CAAC,CAAC;AACZ;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,GAAG,EAAE,SAAS,EAAE,GAAG,EAAE,CAAC;AACxB,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;AAC5B,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;AAC5B,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;AAC5B;AACA,EAAE;AACF;AACA,CAAC,OAAO,uBAAuB,EAAE,GAAG,EAAE,SAAS,EAAE,IAAI,EAAE,UAAU,EAAE,IAAI,EAAE,UAAU,GAAG;AACtF;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,EAAE,CAAC;AAChC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AACpC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AACpC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AACpC;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,EAAE,CAAC;AAChC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AACpC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AACpC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AACpC;AACA,EAAE,GAAG,EAAE,SAAS,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC3D,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC/D,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC/D,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC/D;AACA,EAAE,OAAO,GAAG,CAAC;AACb;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,GAAG;AACT;AACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;AAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,GAAG;AACT;AACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;AAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,GAAG;AACT;AACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;AAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,GAAG;AACT;AACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;AAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACnB;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACpE;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,UAAU,GAAG;AACpB;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC;AACzB,EAAE,IAAI,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC;AACzB,EAAE,IAAI,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC;AACzB,EAAE,IAAI,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC;AACzB;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AAC/B;AACA,EAAE,KAAK,IAAI,KAAK,IAAI,KAAK,CAAC,OAAO,EAAE,GAAG;AACtC;AACA,GAAG,MAAM,IAAI,KAAK,EAAE,kGAAkG,EAAE,CAAC;AACzH;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,GAAG,KAAK,CAAC,EAAE,EAAE,CAAC,GAAG,KAAK,CAAC,EAAE,EAAE,CAAC,GAAG,KAAK,CAAC,EAAE,EAAE,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC;AACvE;AACA;AACA;AACA;AACA;AACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;AACvB,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;AACvB;AACA,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B;AACA,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B;AACA,EAAE,SAAS,KAAK;AAChB;AACA,GAAG,KAAK,KAAK;AACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1C,IAAI,MAAM;AACV;AACA,GAAG;AACH,IAAI,OAAO,CAAC,IAAI,EAAE,kEAAkE,GAAG,KAAK,EAAE,CAAC;AAC/F;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,KAAK,KAAK,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;AACnD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,GAAG;AACjC;AACA;AACA;AACA;AACA;AACA,EAAE,MAAM,SAAS,GAAG,KAAK,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACzD;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACvB,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACvB,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACvB,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,qBAAqB,EAAE,CAAC,GAAG;AAC5B;AACA;AACA;AACA;AACA;AACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ;AACvB;AACA,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;AAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;AAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE;AAC/C;AACA,GAAG,KAAK,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3B;AACA,EAAE,KAAK,KAAK,GAAG,CAAC,GAAG;AACnB;AACA,GAAG,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,GAAG,GAAG,EAAE,CAAC;AAC5C;AACA,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,GAAG,CAAC,CAAC;AACtB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B;AACA,GAAG,MAAM,KAAK,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,GAAG;AACvC;AACA,GAAG,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;AACtD;AACA,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,GAAG,CAAC,CAAC;AACtB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B;AACA,GAAG,MAAM,KAAK,GAAG,GAAG,GAAG,GAAG;AAC1B;AACA,GAAG,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;AACtD;AACA,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,GAAG,CAAC,CAAC;AACtB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;AACtD;AACA,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,GAAG,CAAC,CAAC;AACtB;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,KAAK,EAAE,GAAG,GAAG;AAClC;AACA;AACA;AACA,EAAE,IAAI,CAAC,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAC/B;AACA,EAAE,KAAK,CAAC,GAAG,MAAM,CAAC,OAAO,GAAG;AAC5B;AACA;AACA;AACA,GAAG,CAAC,GAAG,CAAC,CAAC;AACT;AACA,GAAG,KAAK,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,GAAG;AACpD;AACA,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,CAAC;AACxB,IAAI,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;AACtB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;AACA,IAAI,MAAM;AACV;AACA,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,CAAC;AACxB,IAAI,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;AACtB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA;AACA;AACA,GAAG,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;AAC/C,GAAG,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;AAC/C,GAAG,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;AAC/C,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC;AAC1B;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,CAAC,GAAG;AACd;AACA,EAAE,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC/E;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,CAAC,EAAE,IAAI,GAAG;AAC1B;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAClC;AACA,EAAE,KAAK,KAAK,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC;AACjC;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,KAAK,EAAE,CAAC;AACxC;AACA,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,GAAG;AACZ;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA;AACA;AACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC;AAC1B;AACA,EAAE;AACF;AACA,CAAC,SAAS,GAAG;AACb;AACA,EAAE,IAAI,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;AACjB,EAAE,IAAI,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;AACjB,EAAE,IAAI,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;AACjB;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;AACA,EAAE,OAAO,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC;AAC3E;AACA,EAAE;AACF;AACA,CAAC,QAAQ,GAAG;AACZ;AACA,EAAE,OAAO,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AACvF;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC;AACpG;AACA,EAAE;AACF;AACA,CAAC,SAAS,GAAG;AACb;AACA,EAAE,IAAI,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACxB;AACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;AACA,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf;AACA,GAAG,MAAM;AACT;AACA,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACb;AACA,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,GAAG;AAClB;AACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,wGAAwG,EAAE,CAAC;AAC5H,GAAG,OAAO,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3C;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,CAAC,GAAG;AAClB;AACA,EAAE,OAAO,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,GAAG;AAC7B;AACA;AACA;AACA,EAAE,MAAM,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC;AACvD,EAAE,MAAM,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC;AACvD;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,EAAE,EAAE,CAAC,GAAG;AAChB;AACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC;AAC7B,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACxC;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;AAC3D;AACA;AACA;AACA,EAAE,IAAI,YAAY,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;AACnE;AACA,EAAE,KAAK,YAAY,GAAG,CAAC,GAAG;AAC1B;AACA,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACrB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACrB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACrB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACrB;AACA,GAAG,YAAY,GAAG,EAAE,YAAY,CAAC;AACjC;AACA,GAAG,MAAM;AACT;AACA,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACnB;AACA,GAAG;AACH;AACA,EAAE,KAAK,YAAY,IAAI,GAAG,GAAG;AAC7B;AACA,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,MAAM,eAAe,GAAG,GAAG,GAAG,YAAY,GAAG,YAAY,CAAC;AAC5D;AACA,EAAE,KAAK,eAAe,IAAI,MAAM,CAAC,OAAO,GAAG;AAC3C;AACA,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;AACjC,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;AACjC,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;AACjC,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;AACjC;AACA,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;AACpB,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC5B;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC;AACpD,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,YAAY,EAAE,YAAY,EAAE,CAAC;AAC7D,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,SAAS,EAAE,GAAG,YAAY;AACjE,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,SAAS,EAAE,GAAG,YAAY,CAAC;AACrD;AACA,EAAE,IAAI,CAAC,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;AAC9C,EAAE,IAAI,CAAC,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;AAC9C,EAAE,IAAI,CAAC,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;AAC9C,EAAE,IAAI,CAAC,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;AAC9C;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;AACA,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACjC;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,UAAU,GAAG;AACtB;AACA,EAAE,OAAO,EAAE,UAAU,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,QAAQ,UAAU,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,MAAM,UAAU,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,MAAM,UAAU,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,CAAC;AAC1I;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;AAC5B,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;AACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AAC5B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,GAAG;AACzC;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACpC,EAAE,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACpC,EAAE,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACpC,EAAE,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACpC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,QAAQ,GAAG;AACvB;AACA,EAAE,IAAI,CAAC,iBAAiB,GAAG,QAAQ,CAAC;AACpC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,GAAG,EAAE;AACvB;AACA,CAAC;AACD;AACA,UAAU,CAAC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC;AACzC;AACA,MAAM,OAAO,CAAC;AACd;AACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG;AACpC;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAChB;AACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AACpC;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,GAAG;AAC9B;AACA,EAAE,SAAS,KAAK;AAChB;AACA,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;AACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;AACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;AACjC,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;AACA,EAAE,SAAS,KAAK;AAChB;AACA,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AACzB,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACxD;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACf;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;AACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;AAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;AACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;AAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,GAAG;AAClB;AACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,iGAAiG,EAAE,CAAC;AACrH,GAAG,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACvC;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,KAAK,GAAG;AACrB;AACA,EAAE,KAAK,IAAI,KAAK,IAAI,KAAK,CAAC,OAAO,EAAE,GAAG;AACtC;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,6FAA6F,EAAE,CAAC;AAClH;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,aAAa,CAAC,YAAY,EAAE,KAAK,EAAE,EAAE,CAAC;AACrE;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,IAAI,EAAE,KAAK,GAAG;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,aAAa,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC;AAC/E;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3C,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChD,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChD,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,CAAC,GAAG;AACxB;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3C,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;AACA,EAAE,MAAM,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC;AACpE;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,CAAC,CAAC;AAClE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,CAAC,CAAC;AAClE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,CAAC,CAAC;AACnE;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,CAAC,GAAG;AACtB;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3C,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AAC/C;AACA;AACA;AACA,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AACtC,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AACtC,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AACtC,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AACxC;AACA;AACA;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;AACvD,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;AACvD,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;AACvD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,MAAM,GAAG;AACnB;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,kBAAkB,EAAE,CAAC,YAAY,EAAE,MAAM,CAAC,gBAAgB,EAAE,CAAC;AAChG;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,uBAAuB,EAAE,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAChG;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,CAAC,GAAG;AACzB;AACA;AACA;AACA;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3C,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChD,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChD,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACjD;AACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC;AAC1B;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;AACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC3C;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG;AACnB;AACA;AACA;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,MAAM,EAAE,MAAM,GAAG;AAC/B;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,GAAG,EAAE,GAAG,GAAG;AACzB;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC,EAAE,CAAC,cAAc,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACrG;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,GAAG;AACR;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,GAAG;AACf;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;AACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACpD;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,QAAQ,GAAG;AACZ;AACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC7D;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC;AAC1E;AACA,EAAE;AACF;AACA,CAAC,eAAe,GAAG;AACnB;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACtE;AACA,EAAE;AACF;AACA,CAAC,SAAS,GAAG;AACb;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;AACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACnD;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,EAAE,KAAK,GAAG;AAClB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,GAAG;AAC9B;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,GAAG;AACf;AACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,2FAA2F,EAAE,CAAC;AAC/G,GAAG,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACpC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACtC;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,GAAG;AACtB;AACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACrC,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACrC;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC7B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,CAAC,GAAG;AACtB;AACA,EAAE,MAAM,WAAW,GAAG,CAAC,CAAC,QAAQ,EAAE,CAAC;AACnC;AACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtD;AACA,EAAE,MAAM,MAAM,GAAG,CAAC,CAAC,GAAG,EAAE,IAAI,EAAE,GAAG,WAAW,CAAC;AAC7C;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,WAAW,GAAG;AAC/B;AACA,EAAE,SAAS,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,eAAe,EAAE,WAAW,EAAE,CAAC;AACxD;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,MAAM,GAAG;AACnB;AACA;AACA;AACA;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,cAAc,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACvF;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,CAAC,GAAG;AACd;AACA,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,GAAG,CAAC,CAAC,QAAQ,EAAE,EAAE,CAAC;AAClE;AACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9C;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,WAAW,CAAC;AAC5C;AACA;AACA;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,SAAS,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AACvD;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,CAAC,GAAG;AACjB;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,CAAC,GAAG;AACxB;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AAChE;AACA,EAAE,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACrC;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,CAAC,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;AACxF;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,CAAC,GAAG;AACvB;AACA,EAAE,OAAO,IAAI,CAAC,sBAAsB,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,EAAE,CAAC;AACjE;AACA,EAAE;AACF;AACA,CAAC,sBAAsB,EAAE,MAAM,EAAE,GAAG,EAAE,KAAK,GAAG;AAC9C;AACA,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,MAAM,CAAC;AAChD;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,MAAM,CAAC;AACpC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC5C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,CAAC,GAAG;AACzB;AACA,EAAE,OAAO,IAAI,CAAC,wBAAwB,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACjE;AACA,EAAE;AACF;AACA,CAAC,wBAAwB,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC,GAAG;AAC9C;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACtC,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACtC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,qBAAqB,EAAE,CAAC,GAAG;AAC5B;AACA,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC;AACnB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC;AACnB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC;AACnB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,CAAC,GAAG;AACzB;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;AACvD,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;AACvD,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;AACvD;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;AACd;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,CAAC,EAAE,KAAK,GAAG;AACjC;AACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,CAAC,QAAQ,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA,CAAC,oBAAoB,EAAE,CAAC,EAAE,KAAK,GAAG;AAClC;AACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,CAAC,QAAQ,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;AACA,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,GAAG;AAC5E;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;AACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACjD;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACzF;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;AACA,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C,MAAM,aAAa,iBAAiB,IAAI,UAAU,EAAE,CAAC;AACrD;AACA,MAAM,IAAI,CAAC;AACX;AACA,CAAC,WAAW,EAAE,GAAG,GAAG,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,GAAG,GAAG,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,GAAG;AACjI;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;AACjB,EAAE,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,GAAG;AACjB;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC;AACvB,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC;AACvB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;AACA,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB;AACA,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AACrD;AACA,GAAG,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB,GAAG,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC5B,GAAG,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC5B;AACA,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B;AACA,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,sBAAsB,EAAE,SAAS,GAAG;AACrC;AACA,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB;AACA,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACjC,GAAG,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACjC,GAAG,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACjC;AACA,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B;AACA,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,MAAM,GAAG;AACzB;AACA,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACnB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,IAAI,CAAC,aAAa,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,oBAAoB,EAAE,MAAM,EAAE,IAAI,GAAG;AACtC;AACA,EAAE,MAAM,QAAQ,GAAG,SAAS,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,cAAc,EAAE,GAAG,EAAE,CAAC;AAChE;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC1C,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC1C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,MAAM,GAAG;AACzB;AACA,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACnB;AACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACvC;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,GAAG,GAAG;AACb;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC3B,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,GAAG;AACb;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,QAAQ,CAAC;AACpD,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,QAAQ,CAAC;AACpD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,GAAG;AACX;AACA;AACA;AACA,EAAE,OAAO,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,QAAQ,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;AACnG;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,iDAAiD,EAAE,CAAC;AACrE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC,OAAO,EAAE,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC,UAAU,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC,cAAc,EAAE,GAAG,EAAE,CAAC;AAChH;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,MAAM,GAAG;AACnB;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;AACnE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC,OAAO,EAAE,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC,UAAU,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AAC1F;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACzB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACzB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,CAAC;AACjC,EAAE,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;AACA;AACA;AACA;AACA,EAAE,MAAM,CAAC,iBAAiB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAC3C;AACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;AACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;AACA,GAAG,KAAK,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG;AACxC;AACA,IAAI,QAAQ,CAAC,kBAAkB,EAAE,CAAC;AAClC;AACA,IAAI;AACJ;AACA,GAAG,MAAM,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;AACvC,GAAG,MAAM,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC7C;AACA,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,CAAC;AACxB;AACA,GAAG;AACH;AACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,IAAI,CAAC,cAAc,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AACxC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;AACA,EAAE,OAAO,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;AACrD,GAAG,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;AAC/C,GAAG,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC;AAC/D;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,GAAG,GAAG;AACpB;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC;AAC3D,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC;AACrD,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtD;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AAC/B;AACA;AACA;AACA;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,oDAAoD,EAAE,CAAC;AACxE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,GAAG;AACnB,GAAG,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE;AACzD,GAAG,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE;AACzD,GAAG,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE;AACzD,GAAG,CAAC;AACJ;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;AACA;AACA,EAAE,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;AACzD,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;AACnD,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC;AACnE;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;AACA;AACA,EAAE,IAAI,CAAC,UAAU,EAAE,MAAM,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;AAC9C;AACA;AACA,EAAE,OAAO,SAAS,CAAC,iBAAiB,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC;AAC3F;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;AACA;AACA;AACA;AACA,EAAE,IAAI,GAAG,EAAE,GAAG,CAAC;AACf;AACA,EAAE,KAAK,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG;AAC5B;AACA,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACrC,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACrC;AACA,GAAG,MAAM;AACT;AACA,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACrC,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,KAAK,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG;AAC5B;AACA,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC;AACA,GAAG,MAAM;AACT;AACA,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC;AACA,GAAG;AACH;AACA,EAAE,KAAK,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG;AAC5B;AACA,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC;AACA,GAAG,MAAM;AACT;AACA,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC;AACA,GAAG;AACH;AACA,EAAE,SAAS,GAAG,IAAI,EAAE,KAAK,CAAC,QAAQ,IAAI,GAAG,IAAI,EAAE,KAAK,CAAC,QAAQ,GAAG;AAChE;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,QAAQ,GAAG;AAChC;AACA,EAAE,KAAK,IAAI,CAAC,OAAO,EAAE,GAAG;AACxB;AACA,GAAG,OAAO,KAAK,CAAC;AAChB;AACA,GAAG;AACH;AACA;AACA,EAAE,IAAI,CAAC,SAAS,EAAE,OAAO,EAAE,CAAC;AAC5B,EAAE,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AAC3C;AACA;AACA,EAAE,KAAK,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC;AAC1C,EAAE,KAAK,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC;AAC1C,EAAE,KAAK,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC;AAC1C;AACA;AACA,EAAE,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACjC,EAAE,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACjC,EAAE,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACjC;AACA;AACA;AACA;AACA,EAAE,IAAI,IAAI,GAAG;AACb,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;AAC1D,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC;AAC1D,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC;AAC1D,GAAG,CAAC;AACJ,EAAE,KAAK,EAAE,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG;AAC7D;AACA,GAAG,OAAO,KAAK,CAAC;AAChB;AACA,GAAG;AACH;AACA;AACA,EAAE,IAAI,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACvC,EAAE,KAAK,EAAE,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG;AAC7D;AACA,GAAG,OAAO,KAAK,CAAC;AAChB;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,eAAe,CAAC,YAAY,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC3C,EAAE,IAAI,GAAG,EAAE,eAAe,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,EAAE,CAAC;AACrE;AACA,EAAE,OAAO,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC3D;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,GAAG;AAC7B;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,kDAAkD,EAAE,CAAC;AACtE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AAC1D;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;AACA,EAAE,MAAM,YAAY,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AAC3E;AACA,EAAE,OAAO,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,MAAM,GAAG;AAC7B;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,yDAAyD,EAAE,CAAC;AAC9E;AACA;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AAClC;AACA,EAAE,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,EAAE,SAAS,EAAE,CAAC,MAAM,EAAE,GAAG,GAAG,CAAC;AAC3D;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,GAAG,GAAG;AAClB;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC1B,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC1B;AACA;AACA,EAAE,KAAK,IAAI,CAAC,OAAO,EAAE,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;AACzC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,GAAG,GAAG;AACd;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC1B,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;AACA;AACA,EAAE,KAAK,IAAI,CAAC,OAAO,EAAE,GAAG,OAAO,IAAI,CAAC;AACpC;AACA;AACA,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AAChF;AACA,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,EAAE,CAAC;AAChC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACzB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACzB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,GAAG,GAAG;AACf;AACA,EAAE,OAAO,GAAG,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,GAAG,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AAClE;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,IAAI,CAAC;AAC7B;AACA,MAAM,OAAO,GAAG;AAChB,eAAe,IAAI,OAAO,EAAE;AAC5B,eAAe,IAAI,OAAO,EAAE;AAC5B,eAAe,IAAI,OAAO,EAAE;AAC5B,eAAe,IAAI,OAAO,EAAE;AAC5B,eAAe,IAAI,OAAO,EAAE;AAC5B,eAAe,IAAI,OAAO,EAAE;AAC5B,eAAe,IAAI,OAAO,EAAE;AAC5B,eAAe,IAAI,OAAO,EAAE;AAC5B,CAAC,CAAC;AACF;AACA,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C;AACA,MAAM,MAAM,iBAAiB,IAAI,IAAI,EAAE,CAAC;AACxC;AACA;AACA;AACA,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C;AACA;AACA;AACA,MAAM,GAAG,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACxC,MAAM,GAAG,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACxC,MAAM,GAAG,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACxC;AACA,MAAM,OAAO,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC5C,MAAM,QAAQ,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC7C,MAAM,eAAe,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACpD,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C;AACA,SAAS,UAAU,EAAE,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,OAAO,GAAG;AACjD;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AACxD;AACA,EAAE,SAAS,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACjC;AACA,EAAE,MAAM,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,CAAC,EAAE,GAAG,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,CAAC,EAAE,GAAG,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC5H;AACA,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACjC,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACjC,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACjC;AACA,EAAE,KAAK,IAAI,CAAC,GAAG,EAAE,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG;AAC1E;AACA;AACA;AACA,GAAG,OAAO,KAAK,CAAC;AAChB;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO,IAAI,CAAC;AACb;AACA,CAAC;AACD;AACA,MAAM,MAAM,iBAAiB,IAAI,IAAI,EAAE,CAAC;AACxC,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C,MAAM,gBAAgB,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACrD,MAAM,QAAQ,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC7C;AACA,MAAM,MAAM,CAAC;AACb;AACA,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI,OAAO,EAAE,EAAE,MAAM,GAAG,EAAE,CAAC,GAAG;AACrD;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,GAAG;AACvB;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AAC7B,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,MAAM,EAAE,cAAc,GAAG;AACzC;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;AACA,EAAE,KAAK,cAAc,KAAK,SAAS,GAAG;AACtC;AACA,GAAG,MAAM,CAAC,IAAI,EAAE,cAAc,EAAE,CAAC;AACjC;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,CAAC,aAAa,EAAE,MAAM,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AACtD;AACA,GAAG;AACH;AACA,EAAE,IAAI,WAAW,GAAG,CAAC,CAAC;AACtB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,WAAW,GAAG,IAAI,CAAC,GAAG,EAAE,WAAW,EAAE,MAAM,CAAC,iBAAiB,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAClF;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AACzC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACpC,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC9B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,GAAG;AACX;AACA,EAAE,SAAS,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AAC7B;AACA,EAAE;AACF;AACA,CAAC,SAAS,GAAG;AACb;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7B,EAAE,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC,CAAC;AACpB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;AACA,EAAE,SAAS,KAAK,CAAC,iBAAiB,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG;AACrF;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;AACA,EAAE,SAAS,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,GAAG;AAC3D;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;AACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAChD;AACA,EAAE,OAAO,MAAM,CAAC,MAAM,CAAC,iBAAiB,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,SAAS,GAAG,SAAS,EAAE,CAAC;AACrF;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;AACA,EAAE,OAAO,GAAG,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC;AACtC;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,IAAI,IAAI,CAAC,MAAM,CAAC;AACzE;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,GAAG;AAC7B;AACA,EAAE,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AAC/D;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,oDAAoD,EAAE,CAAC;AACxE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACvB;AACA,EAAE,KAAK,aAAa,KAAK,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG;AACvD;AACA,GAAG,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;AACzC,GAAG,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC3D;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC5E,GAAG,MAAM,GAAG,IAAI,IAAI,EAAE,CAAC;AACvB;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,OAAO,EAAE,GAAG;AACxB;AACA;AACA,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC;AACtB,GAAG,OAAO,MAAM,CAAC;AACjB;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACzC,EAAE,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACvC;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AACrC,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,iBAAiB,EAAE,CAAC;AACzD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AAC5B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;AACA;AACA;AACA,EAAE,QAAQ,CAAC,UAAU,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC5C;AACA,EAAE,MAAM,QAAQ,GAAG,QAAQ,CAAC,QAAQ,EAAE,CAAC;AACvC;AACA,EAAE,KAAK,QAAQ,KAAK,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG;AAClD;AACA,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;AACxC,GAAG,MAAM,iBAAiB,GAAG,EAAE,MAAM,GAAG,IAAI,CAAC,MAAM,KAAK,GAAG,CAAC;AAC5D;AACA;AACA;AACA;AACA;AACA,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,QAAQ,CAAC,cAAc,EAAE,iBAAiB,GAAG,MAAM,EAAE,EAAE,CAAC;AAC5E,GAAG,IAAI,CAAC,MAAM,IAAI,iBAAiB,CAAC;AACpC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,MAAM,GAAG;AACjB;AACA;AACA;AACA;AACA;AACA;AACA;AACA,EAAE,gBAAgB,CAAC,UAAU,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACxG;AACA,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,gBAAgB,EAAE,EAAE,CAAC;AAC5E,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,gBAAgB,EAAE,EAAE,CAAC;AAC5E;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,MAAM,GAAG;AAClB;AACA,EAAE,OAAO,MAAM,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,MAAM,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM,EAAE,CAAC;AAClF;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C,MAAM,UAAU,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC/C,MAAM,OAAO,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC5C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C;AACA,MAAM,MAAM,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC3C,MAAM,MAAM,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC3C,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C;AACA,MAAM,GAAG,CAAC;AACV;AACA,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI,OAAO,EAAE,EAAE,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG;AAC7E;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC7B;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,MAAM,EAAE,SAAS,GAAG;AAC1B;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AAC7B,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,GAAG,GAAG;AACb;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC;AACjC,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,GAAG,CAAC,SAAS,EAAE,CAAC;AACvC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG;AACjB;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,yCAAyC,EAAE,CAAC;AAC7D,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC9E;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;AACA,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;AAC1D;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC,EAAE,SAAS,EAAE,EAAE,CAAC;AAC9C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,KAAK,EAAE,MAAM,GAAG;AACtC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC9E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,UAAU,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC1C;AACA,EAAE,MAAM,iBAAiB,GAAG,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACzD;AACA,EAAE,KAAK,iBAAiB,GAAG,CAAC,GAAG;AAC/B;AACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,iBAAiB,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC9F;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,iBAAiB,EAAE,KAAK,EAAE,EAAE,CAAC;AACtD;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,KAAK,GAAG;AAC5B;AACA,EAAE,MAAM,iBAAiB,GAAG,SAAS,CAAC,UAAU,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AAC7F;AACA;AACA;AACA,EAAE,KAAK,iBAAiB,GAAG,CAAC,GAAG;AAC/B;AACA,GAAG,OAAO,IAAI,CAAC,MAAM,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AACjD;AACA,GAAG;AACH;AACA,EAAE,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,iBAAiB,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC1F;AACA,EAAE,OAAO,SAAS,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AAC9C;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,EAAE,EAAE,EAAE,EAAE,kBAAkB,EAAE,sBAAsB,GAAG;AAC3E;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,EAAE,UAAU,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,cAAc,EAAE,GAAG,EAAE,CAAC;AACxD,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AAC3C,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,UAAU,EAAE,CAAC;AAC9C;AACA,EAAE,MAAM,SAAS,GAAG,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AAC9C,EAAE,MAAM,GAAG,GAAG,EAAE,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AAC9C,EAAE,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACzC,EAAE,MAAM,EAAE,GAAG,EAAE,KAAK,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACpC,EAAE,MAAM,CAAC,GAAG,KAAK,CAAC,QAAQ,EAAE,CAAC;AAC7B,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;AACxC,EAAE,IAAI,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,MAAM,CAAC;AAC9B;AACA,EAAE,KAAK,GAAG,GAAG,CAAC,GAAG;AACjB;AACA;AACA;AACA,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AACtB,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AACtB,GAAG,MAAM,GAAG,SAAS,GAAG,GAAG,CAAC;AAC5B;AACA,GAAG,KAAK,EAAE,IAAI,CAAC,GAAG;AAClB;AACA,IAAI,KAAK,EAAE,IAAI,EAAE,MAAM,GAAG;AAC1B;AACA,KAAK,KAAK,EAAE,IAAI,MAAM,GAAG;AACzB;AACA;AACA;AACA;AACA,MAAM,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;AAC7B,MAAM,EAAE,IAAI,MAAM,CAAC;AACnB,MAAM,EAAE,IAAI,MAAM,CAAC;AACnB,MAAM,OAAO,GAAG,EAAE,KAAK,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACtF;AACA,MAAM,MAAM;AACZ;AACA;AACA;AACA,MAAM,EAAE,GAAG,SAAS,CAAC;AACrB,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;AAC9C,MAAM,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACrD;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA;AACA;AACA,KAAK,EAAE,GAAG,EAAE,SAAS,CAAC;AACtB,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;AAC7C,KAAK,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACpD;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,IAAI,KAAK,EAAE,IAAI,EAAE,MAAM,GAAG;AAC1B;AACA;AACA;AACA,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,GAAG,SAAS,GAAG,EAAE,EAAE,EAAE,CAAC;AACtD,KAAK,EAAE,GAAG,EAAE,EAAE,GAAG,CAAC,KAAK,EAAE,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,SAAS,EAAE,EAAE,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AAC1F,KAAK,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACpD;AACA,KAAK,MAAM,KAAK,EAAE,IAAI,MAAM,GAAG;AAC/B;AACA;AACA;AACA,KAAK,EAAE,GAAG,CAAC,CAAC;AACZ,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,SAAS,EAAE,EAAE,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AAC/D,KAAK,OAAO,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACxC;AACA,KAAK,MAAM;AACX;AACA;AACA;AACA,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,GAAG,SAAS,GAAG,EAAE,EAAE,EAAE,CAAC;AACpD,KAAK,EAAE,GAAG,EAAE,EAAE,GAAG,CAAC,KAAK,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,SAAS,EAAE,EAAE,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AACxF,KAAK,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACpD;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA;AACA;AACA,GAAG,EAAE,GAAG,EAAE,GAAG,GAAG,CAAC,KAAK,EAAE,SAAS,GAAG,SAAS,CAAC;AAC9C,GAAG,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;AAC3C,GAAG,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AAClD;AACA,GAAG;AACH;AACA,EAAE,KAAK,kBAAkB,GAAG;AAC5B;AACA,GAAG,kBAAkB,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,EAAE,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACrF;AACA,GAAG;AACH;AACA,EAAE,KAAK,sBAAsB,GAAG;AAChC;AACA,GAAG,sBAAsB,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC,cAAc,EAAE,EAAE,EAAE,CAAC,GAAG,EAAE,UAAU,EAAE,CAAC;AACjF;AACA,GAAG;AACH;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,MAAM,EAAE,MAAM,GAAG;AACnC;AACA,EAAE,SAAS,CAAC,UAAU,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACrD,EAAE,MAAM,GAAG,GAAG,SAAS,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AAC9C,EAAE,MAAM,EAAE,GAAG,SAAS,CAAC,GAAG,EAAE,SAAS,EAAE,GAAG,GAAG,GAAG,GAAG,CAAC;AACpD,EAAE,MAAM,OAAO,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAChD;AACA,EAAE,KAAK,EAAE,GAAG,OAAO,GAAG,OAAO,IAAI,CAAC;AAClC;AACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,OAAO,GAAG,EAAE,EAAE,CAAC;AACxC;AACA;AACA,EAAE,MAAM,EAAE,GAAG,GAAG,GAAG,GAAG,CAAC;AACvB;AACA;AACA,EAAE,MAAM,EAAE,GAAG,GAAG,GAAG,GAAG,CAAC;AACvB;AACA;AACA,EAAE,KAAK,EAAE,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,GAAG,OAAO,IAAI,CAAC;AACtC;AACA;AACA;AACA;AACA,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,OAAO,IAAI,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC;AAC7C;AACA;AACA,EAAE,OAAO,IAAI,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;AACA,EAAE,OAAO,IAAI,CAAC,iBAAiB,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC;AACtF;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;AACA,EAAE,MAAM,WAAW,GAAG,KAAK,CAAC,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACzD;AACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG;AAC3B;AACA;AACA,GAAG,KAAK,KAAK,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,GAAG;AACrD;AACA,IAAI,OAAO,CAAC,CAAC;AACb;AACA,IAAI;AACJ;AACA;AACA;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,KAAK,CAAC,MAAM,EAAE,GAAG,KAAK,CAAC,QAAQ,EAAE,GAAG,WAAW,CAAC;AACjF;AACA;AACA;AACA,EAAE,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,KAAK,EAAE,MAAM,GAAG;AACjC;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,eAAe,EAAE,KAAK,EAAE,CAAC;AAC1C;AACA,EAAE,KAAK,CAAC,KAAK,IAAI,GAAG;AACpB;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC,EAAE,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC;AAC9B;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;AACA;AACA;AACA,EAAE,MAAM,WAAW,GAAG,KAAK,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC3D;AACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG;AAC3B;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,MAAM,WAAW,GAAG,KAAK,CAAC,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACzD;AACA,EAAE,KAAK,WAAW,GAAG,WAAW,GAAG,CAAC,GAAG;AACvC;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,GAAG,EAAE,MAAM,GAAG;AAC7B;AACA,EAAE,IAAI,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC;AAC7C;AACA,EAAE,MAAM,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC;AACtC,GAAG,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC;AACjC,GAAG,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;AAClC;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;AACA,EAAE,KAAK,OAAO,IAAI,CAAC,GAAG;AACtB;AACA,GAAG,IAAI,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC7C,GAAG,IAAI,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC7C;AACA,GAAG,MAAM;AACT;AACA,GAAG,IAAI,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC7C,GAAG,IAAI,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC7C;AACA,GAAG;AACH;AACA,EAAE,KAAK,OAAO,IAAI,CAAC,GAAG;AACtB;AACA,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C;AACA,GAAG,MAAM;AACT;AACA,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C;AACA,GAAG;AACH;AACA,EAAE,KAAK,EAAE,IAAI,GAAG,KAAK,QAAQ,KAAK,GAAG,IAAI,EAAE,GAAG,OAAO,IAAI,CAAC;AAC1D;AACA;AACA;AACA;AACA,EAAE,KAAK,KAAK,GAAG,IAAI,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,KAAK,CAAC;AACpD;AACA,EAAE,KAAK,KAAK,GAAG,IAAI,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,KAAK,CAAC;AACpD;AACA,EAAE,KAAK,OAAO,IAAI,CAAC,GAAG;AACtB;AACA,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C;AACA,GAAG,MAAM;AACT;AACA,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C;AACA,GAAG;AACH;AACA,EAAE,KAAK,EAAE,IAAI,GAAG,KAAK,QAAQ,KAAK,GAAG,IAAI,EAAE,GAAG,OAAO,IAAI,CAAC;AAC1D;AACA,EAAE,KAAK,KAAK,GAAG,IAAI,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,KAAK,CAAC;AACpD;AACA,EAAE,KAAK,KAAK,GAAG,IAAI,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,KAAK,CAAC;AACpD;AACA;AACA;AACA,EAAE,KAAK,IAAI,GAAG,CAAC,GAAG,OAAO,IAAI,CAAC;AAC9B;AACA,EAAE,OAAO,IAAI,CAAC,EAAE,EAAE,IAAI,IAAI,CAAC,GAAG,IAAI,GAAG,IAAI,EAAE,MAAM,EAAE,CAAC;AACpD;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,SAAS,EAAE,KAAK,IAAI,CAAC;AACtD;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,eAAe,EAAE,MAAM,GAAG;AACvD;AACA;AACA;AACA;AACA;AACA,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B,EAAE,SAAS,CAAC,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAC3C;AACA;AACA;AACA;AACA;AACA;AACA,EAAE,IAAI,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAC5C,EAAE,IAAI,IAAI,CAAC;AACX;AACA,EAAE,KAAK,GAAG,GAAG,CAAC,GAAG;AACjB;AACA,GAAG,KAAK,eAAe,GAAG,OAAO,IAAI,CAAC;AACtC,GAAG,IAAI,GAAG,CAAC,CAAC;AACZ;AACA,GAAG,MAAM,KAAK,GAAG,GAAG,CAAC,GAAG;AACxB;AACA,GAAG,IAAI,GAAG,EAAE,CAAC,CAAC;AACd,GAAG,GAAG,GAAG,EAAE,GAAG,CAAC;AACf;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;AACrC,EAAE,MAAM,MAAM,GAAG,IAAI,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE,CAAC;AACnF;AACA;AACA,EAAE,KAAK,MAAM,GAAG,CAAC,GAAG;AACpB;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE,CAAC;AACpE;AACA;AACA,EAAE,KAAK,MAAM,GAAG,CAAC,GAAG;AACpB;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA;AACA,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,GAAG,GAAG;AAC/B;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA;AACA,EAAE,MAAM,GAAG,GAAG,EAAE,IAAI,GAAG,KAAK,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAC9C;AACA;AACA,EAAE,KAAK,GAAG,GAAG,CAAC,GAAG;AACjB;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA;AACA,EAAE,OAAO,IAAI,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,EAAE,MAAM,EAAE,CAAC;AACtC;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,OAAO,GAAG;AACzB;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;AACtC,EAAE,IAAI,CAAC,SAAS,CAAC,kBAAkB,EAAE,OAAO,EAAE,CAAC;AAC/C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,GAAG,GAAG;AACf;AACA,EAAE,OAAO,GAAG,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,GAAG,CAAC,SAAS,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACpF;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,MAAM,OAAO,CAAC;AACd;AACA,CAAC,WAAW,GAAG;AACf;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG;AAClB;AACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;AACA,GAAG,CAAC;AACJ;AACA,EAAE,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,+EAA+E,EAAE,CAAC;AACpG;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,GAAG;AACvF;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AAC9D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AAC9D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AAC/D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AAC/D;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,GAAG;AACZ;AACA,EAAE,IAAI,CAAC,GAAG;AACV;AACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;AACA,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,OAAO,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AAClD;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC7E,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC7E,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACjF,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrF;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,EAAE,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AAC5C;AACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACtB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACtB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACtB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;AACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;AACA,EAAE,IAAI,CAAC,GAAG;AACV;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/B,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/B,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/B,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;AACA,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG;AACrC;AACA,EAAE,KAAK,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACvC,EAAE,KAAK,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACvC,EAAE,KAAK,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACvC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG;AAClC;AACA,EAAE,IAAI,CAAC,GAAG;AACV,GAAG,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AAC/B,GAAG,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AAC/B,GAAG,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AAC/B,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,CAAC,GAAG;AACtB;AACA;AACA;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;AACA,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;AAChE,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;AAChE,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;AAChE;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;AAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;AAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;AAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;AAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;AAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;AAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;AAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;AAC7B,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,MAAM,CAAC;AAC/B,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;AACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,qBAAqB,EAAE,KAAK,GAAG;AAChC;AACA,EAAE,KAAK,IAAI,KAAK,IAAI,KAAK,CAAC,OAAO,EAAE,GAAG;AACtC;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,uGAAuG,EAAE,CAAC;AAC5H;AACA,GAAG;AACH;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,MAAM,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;AAC9C,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;AAC7C,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;AAC7C,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;AAC7C;AACA,EAAE,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AAC/B;AACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;AACrB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACf;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;AACrB;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;AACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;AACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;AACjB;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;AACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;AACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;AACrB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;AACrB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACf,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;AACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;AACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;AACjB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;AACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;AACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACf,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;AACrB;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;AACrB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAC1B;AACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;AACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;AACjB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB;AACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;AACA;AACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,0BAA0B,EAAE,CAAC,GAAG;AACjC;AACA,EAAE,OAAO,IAAI,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AACxC;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,GAAG;AAC3B;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,EAAE,CAAC,UAAU,EAAE,GAAG,EAAE,MAAM,EAAE,CAAC;AAC/B;AACA,EAAE,KAAK,EAAE,CAAC,QAAQ,EAAE,KAAK,CAAC,GAAG;AAC7B;AACA;AACA;AACA,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC;AACZ;AACA,GAAG;AACH;AACA,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AACjB,EAAE,EAAE,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;AACA,EAAE,KAAK,EAAE,CAAC,QAAQ,EAAE,KAAK,CAAC,GAAG;AAC7B;AACA;AACA;AACA,GAAG,KAAK,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,EAAE,KAAK,CAAC,GAAG;AACjC;AACA,IAAI,EAAE,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;AACA,IAAI,MAAM;AACV;AACA,IAAI,EAAE,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;AACA,IAAI;AACJ;AACA,GAAG,EAAE,CAAC,SAAS,EAAE,CAAC;AAClB,GAAG,EAAE,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC7B;AACA,GAAG;AACH;AACA,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AACjB,EAAE,EAAE,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;AACjD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;AACjD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;AAClD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,GAAG;AAClB;AACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,kGAAkG,EAAE,CAAC;AACtH,GAAG,OAAO,IAAI,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACxC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAC1C;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,CAAC,GAAG;AAClB;AACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AAC1C;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,GAAG;AAC1B;AACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrE;AACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrE;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;AAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;AAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;AAC3D,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;AAC3D;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,GAAG;AACf;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrE;AACA;AACA;AACA;AACA,EAAE;AACF,GAAG,GAAG;AACN,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG;AACrB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,IAAI;AACJ,GAAG,GAAG;AACN,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG;AACrB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,IAAI;AACJ,GAAG,GAAG;AACN,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG;AACrB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,IAAI;AACJ,GAAG,GAAG;AACN,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG;AACrB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;AACtB,IAAI;AACJ;AACA,IAAI;AACJ;AACA,EAAE;AACF;AACA,CAAC,SAAS,GAAG;AACb;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B,EAAE,IAAI,GAAG,CAAC;AACV;AACA,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAClD,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAClD,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAClD;AACA,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACpD,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACpD,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACtD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACxB;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,KAAK,CAAC,CAAC,SAAS,GAAG;AACrB;AACA,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AAClB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AAClB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AAClB;AACA,GAAG,MAAM;AACT;AACA,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AAChB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AAChB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AAChB;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ;AAC1B;AACA,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;AAC7D,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;AAC7D,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE;AAC/D,GAAG,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE;AACjE;AACA,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;AAClH,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;AAClH,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;AAClH,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AACnH;AACA,EAAE,MAAM,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC5D;AACA,EAAE,KAAK,GAAG,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrF;AACA,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;AACzB;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;AACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACnI,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACnI,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACnI;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;AACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACnI,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACnI,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACnI;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;AACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACnI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACpI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACpI;AACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;AAC1B,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACpI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACpI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACpI;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,CAAC,GAAG;AACZ;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AAClC;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;AAC3C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;AAC3C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;AAC5C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;AAC5C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,GAAG;AACrB;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,MAAM,QAAQ,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC7E,EAAE,MAAM,QAAQ,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC7E,EAAE,MAAM,QAAQ,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAC/E;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,EAAE,CAAC;AAC/D;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC5B;AACA,EAAE,IAAI,CAAC,GAAG;AACV;AACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;AACA,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;AACA,EAAE,IAAI,CAAC,GAAG;AACV;AACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AACf,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;AACA,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;AACA,EAAE,IAAI,CAAC,GAAG;AACV;AACA,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACd,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACd,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACf,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACd;AACA,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;AACA,EAAE,IAAI,CAAC,GAAG;AACV;AACA,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACf,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;AACA,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,GAAG;AACjC;AACA;AACA;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC9B,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC9B,EAAE,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AAClB,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3C,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AAC/B;AACA,EAAE,IAAI,CAAC,GAAG;AACV;AACA,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AAChD,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AAChD,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AACnD,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;AACA,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACtB;AACA,EAAE,IAAI,CAAC,GAAG;AACV;AACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;AACA,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACtB;AACA,EAAE,IAAI,CAAC,GAAG;AACV;AACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;AACA,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,KAAK,GAAG;AACxC;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,MAAM,CAAC,GAAG,UAAU,CAAC,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,EAAE,CAAC;AACnF,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AAC3C,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC9C,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC9C,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC9C;AACA,EAAE,MAAM,EAAE,GAAG,KAAK,CAAC,CAAC,EAAE,EAAE,GAAG,KAAK,CAAC,CAAC,EAAE,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;AACjD;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,CAAC;AACrC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;AAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;AAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;AAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,CAAC;AACrC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;AAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;AAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;AAC7B,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,CAAC;AACtC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;AACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC;AACxB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC;AACxB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC;AACxB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,QAAQ,EAAE,UAAU,EAAE,KAAK,GAAG;AAC1C;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,IAAI,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,EAAE,CAAC;AAC3D,EAAE,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,EAAE,CAAC;AAC7D,EAAE,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,MAAM,EAAE,CAAC;AAC9D;AACA;AACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;AACjC,EAAE,KAAK,GAAG,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;AAC3B;AACA,EAAE,QAAQ,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACxB,EAAE,QAAQ,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACxB,EAAE,QAAQ,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACxB;AACA;AACA,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACrB;AACA,EAAE,MAAM,KAAK,GAAG,CAAC,GAAG,EAAE,CAAC;AACvB,EAAE,MAAM,KAAK,GAAG,CAAC,GAAG,EAAE,CAAC;AACvB,EAAE,MAAM,KAAK,GAAG,CAAC,GAAG,EAAE,CAAC;AACvB;AACA,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;AAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;AAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;AAC/B;AACA,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;AAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;AAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;AAC/B;AACA,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;AAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;AAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,EAAE,EAAE,IAAI,KAAK,CAAC;AAChC;AACA,EAAE,UAAU,CAAC,qBAAqB,EAAE,KAAK,EAAE,CAAC;AAC5C;AACA,EAAE,KAAK,CAAC,CAAC,GAAG,EAAE,CAAC;AACf,EAAE,KAAK,CAAC,CAAC,GAAG,EAAE,CAAC;AACf,EAAE,KAAK,CAAC,CAAC,GAAG,EAAE,CAAC;AACf;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,GAAG;AACxD;AACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG;AAC3B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;AAC1H;AACA,GAAG;AACH;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B,EAAE,MAAM,CAAC,GAAG,CAAC,GAAG,IAAI,KAAK,KAAK,GAAG,IAAI,EAAE,CAAC;AACxC,EAAE,MAAM,CAAC,GAAG,CAAC,GAAG,IAAI,KAAK,GAAG,GAAG,MAAM,EAAE,CAAC;AACxC;AACA,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,GAAG,IAAI,OAAO,KAAK,GAAG,IAAI,EAAE,CAAC;AAChD,EAAE,MAAM,CAAC,GAAG,EAAE,GAAG,GAAG,MAAM,OAAO,GAAG,GAAG,MAAM,EAAE,CAAC;AAChD,EAAE,MAAM,CAAC,GAAG,IAAI,GAAG,GAAG,IAAI,EAAE,KAAK,GAAG,GAAG,IAAI,EAAE,CAAC;AAC9C,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,IAAI,KAAK,GAAG,GAAG,IAAI,EAAE,CAAC;AAC9C;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACtD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACtD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACvD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACzD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,GAAG;AACzD;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B,EAAE,MAAM,CAAC,GAAG,GAAG,KAAK,KAAK,GAAG,IAAI,EAAE,CAAC;AACnC,EAAE,MAAM,CAAC,GAAG,GAAG,KAAK,GAAG,GAAG,MAAM,EAAE,CAAC;AACnC,EAAE,MAAM,CAAC,GAAG,GAAG,KAAK,GAAG,GAAG,IAAI,EAAE,CAAC;AACjC;AACA,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,GAAG,IAAI,KAAK,CAAC,CAAC;AACjC,EAAE,MAAM,CAAC,GAAG,EAAE,GAAG,GAAG,MAAM,KAAK,CAAC,CAAC;AACjC,EAAE,MAAM,CAAC,GAAG,EAAE,GAAG,GAAG,IAAI,KAAK,CAAC,CAAC;AAC/B;AACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;AAC5D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;AAC5D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;AAC/D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACvD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,MAAM,GAAG;AAClB;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B,EAAE,MAAM,EAAE,GAAG,MAAM,CAAC,QAAQ,CAAC;AAC7B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAClC;AACA,GAAG,KAAK,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,GAAG,OAAO,KAAK,CAAC;AAC3C;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAClC;AACA,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC5C;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;AACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC5B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAClC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAClC;AACA,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAClC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAClC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAClC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAClC;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;AACA,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACnD,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClD,MAAM,EAAE,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACvC,MAAM,EAAE,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACvC,MAAM,EAAE,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACvC;AACA,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C,MAAM,aAAa,iBAAiB,IAAI,UAAU,EAAE,CAAC;AACrD;AACA,MAAM,KAAK,CAAC;AACZ;AACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,YAAY,GAAG;AAChE;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;AACtB;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,GAAG;AACT;AACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;AAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,GAAG;AACT;AACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;AAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,GAAG;AACT;AACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;AAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,IAAI,KAAK,GAAG;AACb;AACA,EAAE,OAAO,IAAI,CAAC,MAAM,CAAC;AACrB;AACA,EAAE;AACF;AACA,CAAC,IAAI,KAAK,EAAE,KAAK,GAAG;AACpB;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;AACtB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,GAAG;AACvB;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,IAAI,IAAI,CAAC,MAAM,CAAC;AACrC;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACxE;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,KAAK,GAAG;AACf;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE,CAAC;AACrB,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE,CAAC;AACrB,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE,CAAC;AACrB,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AAC7B;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,qBAAqB,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AAC3C;AACA,EAAE,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;AAChC;AACA;AACA;AACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrD;AACA,EAAE,KAAK,GAAG,KAAK,IAAI,IAAI,CAAC,MAAM,CAAC;AAC/B;AACA,EAAE,SAAS,KAAK;AAChB;AACA,GAAG,KAAK,KAAK;AACb;AACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAChD;AACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;AACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC;AACA,KAAK,MAAM;AACX;AACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACjB;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb;AACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;AACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;AACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;AACA,KAAK,MAAM;AACX;AACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACjB;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb;AACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAChD;AACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;AACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC;AACA,KAAK,MAAM;AACX;AACA,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACjB,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb;AACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;AACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;AACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;AACA,KAAK,MAAM;AACX;AACA,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACjB,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb;AACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAChD;AACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;AACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC;AACA,KAAK,MAAM;AACX;AACA,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACjB,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,GAAG,KAAK,KAAK;AACb;AACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;AACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;AACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;AACA,KAAK,MAAM;AACX;AACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACjB;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,GAAG;AACH;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,sEAAsE,GAAG,KAAK,EAAE,CAAC;AACnG;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;AACtB;AACA,EAAE,KAAK,MAAM,KAAK,KAAK,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;AACnD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AACvC;AACA,EAAE,SAAS,CAAC,0BAA0B,EAAE,CAAC,EAAE,CAAC;AAC5C;AACA,EAAE,OAAO,IAAI,CAAC,qBAAqB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAChE;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,CAAC,EAAE,KAAK,GAAG;AAC5B;AACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,KAAK,IAAI,IAAI,CAAC,MAAM,EAAE,CAAC;AACzD;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,QAAQ,GAAG;AACrB;AACA;AACA;AACA,EAAE,aAAa,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACrC;AACA,EAAE,OAAO,IAAI,CAAC,iBAAiB,EAAE,aAAa,EAAE,QAAQ,EAAE,CAAC;AAC3D;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,KAAK,GAAG;AACjB;AACA,EAAE,OAAO,EAAE,KAAK,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,QAAQ,KAAK,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,MAAM,KAAK,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,MAAM,KAAK,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM,EAAE,CAAC;AAC9H;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,KAAK,GAAG;AACpB;AACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC3D;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;AACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AAC5B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,MAAM,CAAC;AACpC;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,cAAc,GAAG;AAC7B;AACA,EAAE,KAAK,cAAc,GAAG;AACxB;AACA,GAAG,OAAO,cAAc,CAAC,GAAG,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AAC1D;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,IAAI,OAAO,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACnD;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,QAAQ,GAAG;AACvB;AACA,EAAE,IAAI,CAAC,iBAAiB,GAAG,QAAQ,CAAC;AACpC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,GAAG,EAAE;AACvB;AACA,CAAC;AACD;AACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B;AACA,KAAK,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B,KAAK,CAAC,cAAc,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACpE;AACA,MAAM,MAAM,CAAC;AACb;AACA,CAAC,WAAW,GAAG;AACf;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,OAAO,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,IAAI,OAAO,GAAG,CAAC,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,OAAO,GAAG;AACnB;AACA,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,OAAO,GAAG,CAAC,CAAC;AAChC;AACA,EAAE;AACF;AACA,CAAC,SAAS,GAAG;AACb;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,UAAU,GAAG,CAAC,CAAC;AAC7B;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,OAAO,GAAG;AACnB;AACA,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,OAAO,GAAG,CAAC,CAAC;AAChC;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,OAAO,GAAG;AACpB;AACA,EAAE,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,IAAI,OAAO,GAAG,CAAC,EAAE,CAAC;AACtC;AACA,EAAE;AACF;AACA,CAAC,UAAU,GAAG;AACd;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;AACA,EAAE,OAAO,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC;AAC3C;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,IAAI,WAAW,GAAG,CAAC,CAAC;AACpB;AACA,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B,MAAM,GAAG,GAAG,IAAI,UAAU,EAAE,CAAC;AAC7B,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;AACA,MAAM,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B,MAAM,aAAa,GAAG,IAAI,UAAU,EAAE,CAAC;AACvC;AACA,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtC,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtC,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtC;AACA,MAAM,WAAW,GAAG,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AACtC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AAC1C;AACA,SAAS,QAAQ,GAAG;AACpB;AACA,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,WAAW,GAAG,EAAE,EAAE,CAAC;AAChE;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtC;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;AAChB,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,CAAC;AACxB;AACA,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;AACpB,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;AACA,CAAC,IAAI,CAAC,EAAE,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;AACtC;AACA,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC,CAAC,MAAM,QAAQ,GAAG,IAAI,KAAK,EAAE,CAAC;AAC9B,CAAC,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;AACrC,CAAC,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtC;AACA,CAAC,SAAS,gBAAgB,GAAG;AAC7B;AACA,EAAE,UAAU,CAAC,YAAY,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,SAAS,kBAAkB,GAAG;AAC/B;AACA,EAAE,QAAQ,CAAC,iBAAiB,EAAE,UAAU,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC;AAC7D;AACA,EAAE;AACF;AACA,CAAC,QAAQ,CAAC,SAAS,EAAE,gBAAgB,EAAE,CAAC;AACxC,CAAC,UAAU,CAAC,SAAS,EAAE,kBAAkB,EAAE,CAAC;AAC5C;AACA,CAAC,MAAM,CAAC,gBAAgB,EAAE,IAAI,EAAE;AAChC,EAAE,QAAQ,EAAE;AACZ,GAAG,YAAY,EAAE,IAAI;AACrB,GAAG,UAAU,EAAE,IAAI;AACnB,GAAG,KAAK,EAAE,QAAQ;AAClB,GAAG;AACH,EAAE,QAAQ,EAAE;AACZ,GAAG,YAAY,EAAE,IAAI;AACrB,GAAG,UAAU,EAAE,IAAI;AACnB,GAAG,KAAK,EAAE,QAAQ;AAClB,GAAG;AACH,EAAE,UAAU,EAAE;AACd,GAAG,YAAY,EAAE,IAAI;AACrB,GAAG,UAAU,EAAE,IAAI;AACnB,GAAG,KAAK,EAAE,UAAU;AACpB,GAAG;AACH,EAAE,KAAK,EAAE;AACT,GAAG,YAAY,EAAE,IAAI;AACrB,GAAG,UAAU,EAAE,IAAI;AACnB,GAAG,KAAK,EAAE,KAAK;AACf,GAAG;AACH,EAAE,eAAe,EAAE;AACnB,GAAG,KAAK,EAAE,IAAI,OAAO,EAAE;AACvB,GAAG;AACH,EAAE,YAAY,EAAE;AAChB,GAAG,KAAK,EAAE,IAAI,OAAO,EAAE;AACvB,GAAG;AACH,EAAE,EAAE,CAAC;AACL;AACA,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;AACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,QAAQ,CAAC,uBAAuB,CAAC;AAC1D,CAAC,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;AACrC;AACA,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,MAAM,EAAE,CAAC;AAC5B,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;AACrB;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;AACzB,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;AAC5B;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3B,CAAC,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;AACtB;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;AACtB;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;AACA,CAAC;AACD;AACA,QAAQ,CAAC,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5C,QAAQ,CAAC,uBAAuB,GAAG,IAAI,CAAC;AACxC;AACA,QAAQ,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,EAAE;AAChF;AACA,CAAC,WAAW,EAAE,QAAQ;AACtB;AACA,CAAC,UAAU,EAAE,IAAI;AACjB;AACA,CAAC,cAAc,EAAE,YAAY,EAAE;AAC/B,CAAC,aAAa,EAAE,YAAY,EAAE;AAC9B;AACA,CAAC,YAAY,EAAE,WAAW,MAAM,GAAG;AACnC;AACA,EAAE,KAAK,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AACnD;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,MAAM,EAAE,CAAC;AACpC;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACtE;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,WAAW,CAAC,GAAG;AACjC;AACA,EAAE,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,wBAAwB,EAAE,WAAW,IAAI,EAAE,KAAK,GAAG;AACpD;AACA;AACA;AACA,EAAE,IAAI,CAAC,UAAU,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAClD;AACA,EAAE;AACF;AACA,CAAC,oBAAoB,EAAE,WAAW,KAAK,GAAG;AAC1C;AACA,EAAE,IAAI,CAAC,UAAU,CAAC,YAAY,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC9C;AACA,EAAE;AACF;AACA,CAAC,qBAAqB,EAAE,WAAW,CAAC,GAAG;AACvC;AACA;AACA;AACA,EAAE,IAAI,CAAC,UAAU,CAAC,qBAAqB,EAAE,CAAC,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,yBAAyB,EAAE,WAAW,CAAC,GAAG;AAC3C;AACA;AACA;AACA,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC5B;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,IAAI,EAAE,KAAK,GAAG;AACxC;AACA;AACA;AACA;AACA,EAAE,GAAG,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACtC;AACA,EAAE,IAAI,CAAC,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,IAAI,EAAE,KAAK,GAAG;AAC7C;AACA;AACA;AACA;AACA;AACA,EAAE,GAAG,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACtC;AACA,EAAE,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE,CAAC;AACrC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AAC9C;AACA;AACA;AACA;AACA,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,eAAe,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AACxD;AACA,EAAE,IAAI,CAAC,QAAQ,CAAC,GAAG,EAAE,KAAK,CAAC,cAAc,EAAE,QAAQ,EAAE,EAAE,CAAC;AACxD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,WAAW,QAAQ,GAAG;AACnC;AACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAClD;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,WAAW,QAAQ,GAAG;AACnC;AACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAClD;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,WAAW,QAAQ,GAAG;AACnC;AACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAClD;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,MAAM,GAAG;AACnC;AACA,EAAE,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,MAAM,GAAG;AACnC;AACA,EAAE,OAAO,MAAM,CAAC,YAAY,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC;AACxE;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC9B;AACA;AACA;AACA,EAAE,KAAK,CAAC,CAAC,SAAS,GAAG;AACrB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACrB;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,EAAE,WAAW,CAAC,qBAAqB,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AACxD;AACA,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,OAAO,GAAG;AACvC;AACA,GAAG,KAAK,CAAC,MAAM,EAAE,WAAW,EAAE,OAAO,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACjD;AACA,GAAG,MAAM;AACT;AACA,GAAG,KAAK,CAAC,MAAM,EAAE,OAAO,EAAE,WAAW,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACjD;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,UAAU,CAAC,qBAAqB,EAAE,KAAK,EAAE,CAAC;AACjD;AACA,EAAE,KAAK,MAAM,GAAG;AAChB;AACA,GAAG,KAAK,CAAC,eAAe,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC/C,GAAG,GAAG,CAAC,qBAAqB,EAAE,KAAK,EAAE,CAAC;AACtC,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,GAAG,CAAC,MAAM,EAAE,EAAE,CAAC;AAC/C;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,WAAW,MAAM,GAAG;AAC1B;AACA,EAAE,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG;AAC9B;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;AACA,IAAI,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/B;AACA,IAAI;AACJ;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,KAAK,IAAI,GAAG;AACzB;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,kEAAkE,EAAE,MAAM,EAAE,CAAC;AAC/F,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,IAAI,MAAM,CAAC,UAAU,GAAG;AACrC;AACA,GAAG,KAAK,MAAM,CAAC,MAAM,KAAK,IAAI,GAAG;AACjC;AACA,IAAI,MAAM,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AACnC;AACA,IAAI;AACJ;AACA,GAAG,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC;AACxB,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AAChC;AACA,GAAG,MAAM,CAAC,aAAa,EAAE,WAAW,EAAE,CAAC;AACvC;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,+DAA+D,EAAE,MAAM,EAAE,CAAC;AAC5F;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,MAAM,GAAG;AAC7B;AACA,EAAE,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG;AAC9B;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;AACA,IAAI,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;AAClC;AACA,IAAI;AACJ;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,MAAM,EAAE,CAAC;AAChD;AACA,EAAE,KAAK,KAAK,KAAK,EAAE,CAAC,GAAG;AACvB;AACA,GAAG,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC;AACxB,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACpC;AACA,GAAG,MAAM,CAAC,aAAa,EAAE,aAAa,EAAE,CAAC;AACzC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,YAAY;AACpB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACpD;AACA,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;AACrC;AACA,GAAG,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC;AACxB;AACA,GAAG,MAAM,CAAC,aAAa,EAAE,aAAa,EAAE,CAAC;AACzC;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,MAAM,GAAG;AAC7B;AACA;AACA;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAC1C;AACA,EAAE,KAAK,MAAM,CAAC,MAAM,KAAK,IAAI,GAAG;AAChC;AACA,GAAG,MAAM,CAAC,MAAM,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAClD;AACA,GAAG,KAAK,CAAC,QAAQ,EAAE,MAAM,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;AAC/C;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AAC/B;AACA,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACrB;AACA,EAAE,MAAM,CAAC,iBAAiB,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC1C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,WAAW,EAAE,GAAG;AAChC;AACA,EAAE,OAAO,IAAI,CAAC,mBAAmB,EAAE,IAAI,EAAE,EAAE,EAAE,CAAC;AAC9C;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,WAAW,IAAI,GAAG;AACpC;AACA,EAAE,OAAO,IAAI,CAAC,mBAAmB,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AAClD;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,WAAW,IAAI,EAAE,KAAK,GAAG;AAC/C;AACA,EAAE,KAAK,IAAI,EAAE,IAAI,EAAE,KAAK,KAAK,GAAG,OAAO,IAAI,CAAC;AAC5C;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC3D;AACA,GAAG,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;AACpC,GAAG,MAAM,MAAM,GAAG,KAAK,CAAC,mBAAmB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC3D;AACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;AACA,IAAI,OAAO,MAAM,CAAC;AAClB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,SAAS,CAAC;AACnB;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,WAAW,MAAM,GAAG;AACvC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;AAChF,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,EAAE,OAAO,MAAM,CAAC,qBAAqB,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC1D;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,WAAW,MAAM,GAAG;AACzC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,8DAA8D,EAAE,CAAC;AAClF,GAAG,MAAM,GAAG,IAAI,UAAU,EAAE,CAAC;AAC7B;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,EAAE,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,WAAW,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAC9D;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,WAAW,MAAM,GAAG;AACpC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;AAC7E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,EAAE,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,EAAE,CAAC;AACnE;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,MAAM,GAAG;AACxC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;AACjF,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC;AACtC;AACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AAC3D;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,YAAY,EAAE;AACxB;AACA,CAAC,QAAQ,EAAE,WAAW,QAAQ,GAAG;AACjC;AACA,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;AACnB;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACtC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,WAAW,QAAQ,GAAG;AACxC;AACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACvC;AACA,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;AACnB;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,QAAQ,EAAE,CAAC;AAC7C;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,QAAQ,GAAG;AAC1C;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;AACA,EAAE,KAAK,MAAM,KAAK,IAAI,GAAG;AACzB;AACA,GAAG,QAAQ,EAAE,MAAM,EAAE,CAAC;AACtB;AACA,GAAG,MAAM,CAAC,iBAAiB,EAAE,QAAQ,EAAE,CAAC;AACxC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,YAAY;AAC3B;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACpE;AACA,EAAE,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACrC;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,KAAK,GAAG;AACvC;AACA,EAAE,KAAK,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AACnD;AACA,EAAE,KAAK,IAAI,CAAC,sBAAsB,IAAI,KAAK,GAAG;AAC9C;AACA,GAAG,KAAK,IAAI,CAAC,MAAM,KAAK,IAAI,GAAG;AAC/B;AACA,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACzC;AACA,IAAI,MAAM;AACV;AACA,IAAI,IAAI,CAAC,WAAW,CAAC,gBAAgB,EAAE,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC9E;AACA,IAAI;AACJ;AACA,GAAG,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;AACvC;AACA,GAAG,KAAK,GAAG,IAAI,CAAC;AAChB;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AAC5C;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,aAAa,EAAE,cAAc,GAAG;AAC/D;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;AACA,EAAE,KAAK,aAAa,KAAK,IAAI,IAAI,MAAM,KAAK,IAAI,GAAG;AACnD;AACA,GAAG,MAAM,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC3C;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AACnD;AACA,EAAE,KAAK,IAAI,CAAC,MAAM,KAAK,IAAI,GAAG;AAC9B;AACA,GAAG,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACxC;AACA,GAAG,MAAM;AACT;AACA,GAAG,IAAI,CAAC,WAAW,CAAC,gBAAgB,EAAE,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC7E;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,cAAc,KAAK,IAAI,GAAG;AACjC;AACA,GAAG,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAClC;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACvD;AACA,IAAI,QAAQ,EAAE,CAAC,EAAE,CAAC,iBAAiB,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACnD;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;AACA;AACA,EAAE,MAAM,YAAY,KAAK,IAAI,KAAK,SAAS,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE,CAAC;AAC1E;AACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;AACA;AACA;AACA;AACA,EAAE,KAAK,YAAY,GAAG;AACtB;AACA;AACA,GAAG,IAAI,GAAG;AACV,IAAI,UAAU,EAAE,EAAE;AAClB,IAAI,SAAS,EAAE,EAAE;AACjB,IAAI,QAAQ,EAAE,EAAE;AAChB,IAAI,MAAM,EAAE,EAAE;AACd,IAAI,MAAM,EAAE,EAAE;AACd,IAAI,SAAS,EAAE,EAAE;AACjB,IAAI,UAAU,EAAE,EAAE;AAClB,IAAI,CAAC;AACL;AACA,GAAG,MAAM,CAAC,QAAQ,GAAG;AACrB,IAAI,OAAO,EAAE,GAAG;AAChB,IAAI,IAAI,EAAE,QAAQ;AAClB,IAAI,SAAS,EAAE,iBAAiB;AAChC,IAAI,CAAC;AACL;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;AACA,EAAE,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAC1B,EAAE,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAC1B;AACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,EAAE,GAAG,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAClD,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC;AAC3D,EAAE,KAAK,IAAI,CAAC,aAAa,KAAK,IAAI,GAAG,MAAM,CAAC,aAAa,GAAG,IAAI,CAAC;AACjE,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,MAAM,CAAC,OAAO,GAAG,KAAK,CAAC;AACvD,EAAE,KAAK,IAAI,CAAC,aAAa,KAAK,KAAK,GAAG,MAAM,CAAC,aAAa,GAAG,KAAK,CAAC;AACnE,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,CAAC,GAAG,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACtE,EAAE,KAAK,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,KAAK,IAAI,GAAG,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAClF;AACA,EAAE,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC;AACnC,EAAE,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;AACxC;AACA,EAAE,KAAK,IAAI,CAAC,gBAAgB,KAAK,KAAK,GAAG,MAAM,CAAC,gBAAgB,GAAG,KAAK,CAAC;AACzE;AACA;AACA;AACA,EAAE,KAAK,IAAI,CAAC,eAAe,GAAG;AAC9B;AACA,GAAG,MAAM,CAAC,IAAI,GAAG,eAAe,CAAC;AACjC,GAAG,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC7B,GAAG,MAAM,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;AACxD,GAAG,KAAK,IAAI,CAAC,aAAa,KAAK,IAAI,GAAG,MAAM,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC;AACzF;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,SAAS,SAAS,EAAE,OAAO,EAAE,OAAO,GAAG;AACzC;AACA,GAAG,KAAK,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AAChD;AACA,IAAI,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AACrD;AACA,IAAI;AACJ;AACA,GAAG,OAAO,OAAO,CAAC,IAAI,CAAC;AACvB;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,GAAG;AACrD;AACA,GAAG,MAAM,CAAC,QAAQ,GAAG,SAAS,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AACjE;AACA,GAAG,MAAM,UAAU,GAAG,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC;AAC/C;AACA,GAAG,KAAK,UAAU,KAAK,SAAS,IAAI,UAAU,CAAC,MAAM,KAAK,SAAS,GAAG;AACtE;AACA,IAAI,MAAM,MAAM,GAAG,UAAU,CAAC,MAAM,CAAC;AACrC;AACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,GAAG;AACnC;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACvD;AACA,MAAM,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,MAAM,SAAS,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AACtC;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA,KAAK,SAAS,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AACtC;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,aAAa,GAAG;AAC5B;AACA,GAAG,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACnC,GAAG,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;AACjD;AACA,GAAG,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG;AACtC;AACA,IAAI,SAAS,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AAC/C;AACA,IAAI,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC;AACzC;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG;AACrC;AACA,GAAG,KAAK,KAAK,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,EAAE,GAAG;AACzC;AACA,IAAI,MAAM,KAAK,GAAG,EAAE,CAAC;AACrB;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC7D;AACA,KAAK,KAAK,CAAC,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AACnE;AACA,KAAK;AACL;AACA,IAAI,MAAM,CAAC,QAAQ,GAAG,KAAK,CAAC;AAC5B;AACA,IAAI,MAAM;AACV;AACA,IAAI,MAAM,CAAC,QAAQ,GAAG,SAAS,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AACjE;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,GAAG;AAClC;AACA,GAAG,MAAM,CAAC,QAAQ,GAAG,EAAE,CAAC;AACxB;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACrD;AACA,IAAI,MAAM,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,MAAM,EAAE,CAAC;AACrE;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,GAAG;AACpC;AACA,GAAG,MAAM,CAAC,UAAU,GAAG,EAAE,CAAC;AAC1B;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACvD;AACA,IAAI,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC;AAC3C;AACA,IAAI,MAAM,CAAC,UAAU,CAAC,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,UAAU,EAAE,SAAS,EAAE,EAAE,CAAC;AACtE;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,YAAY,GAAG;AACtB;AACA,GAAG,MAAM,UAAU,GAAG,gBAAgB,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AAC1D,GAAG,MAAM,SAAS,GAAG,gBAAgB,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACxD,GAAG,MAAM,QAAQ,GAAG,gBAAgB,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AACtD,GAAG,MAAM,MAAM,GAAG,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAClD,GAAG,MAAM,MAAM,GAAG,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAClD,GAAG,MAAM,SAAS,GAAG,gBAAgB,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACxD,GAAG,MAAM,UAAU,GAAG,gBAAgB,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AAC1D;AACA,GAAG,KAAK,UAAU,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,UAAU,GAAG,UAAU,CAAC;AAC/D,GAAG,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,SAAS,GAAG,SAAS,CAAC;AAC5D,GAAG,KAAK,QAAQ,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzD,GAAG,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;AACnD,GAAG,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;AACnD,GAAG,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,SAAS,GAAG,SAAS,CAAC;AAC5D,GAAG,KAAK,UAAU,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,UAAU,GAAG,UAAU,CAAC;AAC/D;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;AACzB;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA;AACA;AACA;AACA,EAAE,SAAS,gBAAgB,EAAE,KAAK,GAAG;AACrC;AACA,GAAG,MAAM,MAAM,GAAG,EAAE,CAAC;AACrB,GAAG,MAAM,MAAM,GAAG,IAAI,KAAK,GAAG;AAC9B;AACA,IAAI,MAAM,IAAI,GAAG,KAAK,EAAE,GAAG,EAAE,CAAC;AAC9B,IAAI,OAAO,IAAI,CAAC,QAAQ,CAAC;AACzB,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACxB;AACA,IAAI;AACJ;AACA,GAAG,OAAO,MAAM,CAAC;AACjB;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,WAAW,SAAS,GAAG;AAC/B;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AACxD;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG,IAAI,GAAG;AAC7C;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;AACA,EAAE,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,CAAC,EAAE,EAAE,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;AACxC,EAAE,IAAI,CAAC,QAAQ,CAAC,KAAK,GAAG,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC;AAC9C,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC;AAC5C,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACpC,EAAE,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC9C;AACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD,EAAE,IAAI,CAAC,sBAAsB,GAAG,MAAM,CAAC,sBAAsB,CAAC;AAC9D;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC;AACxC,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAChC;AACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC5C;AACA,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC5C,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,CAAC;AAClE;AACA,EAAE,KAAK,SAAS,KAAK,IAAI,GAAG;AAC5B;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACvD;AACA,IAAI,MAAM,KAAK,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;AACvC,IAAI,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,EAAE,CAAC;AAC9B;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,QAAQ,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC7C,MAAM,UAAU,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC/C,MAAM,aAAa,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAClD;AACA,MAAM,KAAK,CAAC;AACZ;AACA,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,QAAQ,GAAG,CAAC,GAAG;AAC9D;AACA;AACA;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,MAAM,EAAE,QAAQ,GAAG;AACzB;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AAC7B,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC7B;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7B,EAAE,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;AACpB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,6BAA6B,EAAE,MAAM,EAAE,KAAK,GAAG;AAChD;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AAC7B,EAAE,IAAI,CAAC,QAAQ,GAAG,EAAE,KAAK,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC7C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,qBAAqB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAClC;AACA,EAAE,MAAM,MAAM,GAAG,QAAQ,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,UAAU,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AAChG;AACA;AACA;AACA,EAAE,IAAI,CAAC,6BAA6B,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;AAClD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,KAAK,GAAG;AACf;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;AACjC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,GAAG;AACb;AACA;AACA;AACA,EAAE,MAAM,mBAAmB,GAAG,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AACzD,EAAE,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,mBAAmB,EAAE,CAAC;AACpD,EAAE,IAAI,CAAC,QAAQ,IAAI,mBAAmB,CAAC;AACvC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,IAAI,CAAC,QAAQ,IAAI,EAAE,CAAC,CAAC;AACvB,EAAE,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AACvB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAClD;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;AACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,MAAM,CAAC,MAAM,CAAC;AAC/D;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AAC/B;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;AACzE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,eAAe,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACnG;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,IAAI,EAAE,MAAM,GAAG;AAC/B;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;AAC1E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC3C;AACA,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACnD;AACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG;AAC3B;AACA;AACA,GAAG,KAAK,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,CAAC,GAAG;AACnD;AACA,IAAI,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACrC;AACA,IAAI;AACJ;AACA;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,EAAE,GAAG,WAAW,CAAC;AAC9E;AACA,EAAE,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG;AACxB;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACxE;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,IAAI,GAAG;AACxB;AACA;AACA;AACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACvD,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AACnD;AACA,EAAE,OAAO,EAAE,SAAS,GAAG,CAAC,IAAI,OAAO,GAAG,CAAC,QAAQ,OAAO,GAAG,CAAC,IAAI,SAAS,GAAG,CAAC,EAAE,CAAC;AAC9E;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;AACA,EAAE,OAAO,GAAG,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACrC;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;AACA,EAAE,OAAO,MAAM,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACxC;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,MAAM,GAAG;AACzB;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;AAC1E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AACtE;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,MAAM,EAAE,oBAAoB,GAAG;AAC9C;AACA,EAAE,MAAM,YAAY,GAAG,oBAAoB,IAAI,aAAa,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AACvF;AACA,EAAE,MAAM,cAAc,GAAG,IAAI,CAAC,aAAa,EAAE,QAAQ,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AAC/E;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,YAAY,EAAE,CAAC,SAAS,EAAE,CAAC;AACtE;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,EAAE,cAAc,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACjD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;AACA,EAAE,IAAI,CAAC,QAAQ,IAAI,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC7C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,KAAK,GAAG;AACjB;AACA,EAAE,OAAO,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,KAAK,CAAC,QAAQ,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC;AACpF;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B;AACA,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C;AACA,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACzC;AACA,MAAM,QAAQ,CAAC;AACf;AACA,CAAC,WAAW,EAAE,CAAC,GAAG,IAAI,OAAO,EAAE,EAAE,CAAC,GAAG,IAAI,OAAO,EAAE,EAAE,CAAC,GAAG,IAAI,OAAO,EAAE,GAAG;AACxE;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE;AACF;AACA,CAAC,OAAO,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,GAAG;AACrC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;AACzE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B,EAAE,MAAM,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC;AACxB;AACA,EAAE,MAAM,cAAc,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;AAC3C,EAAE,KAAK,cAAc,GAAG,CAAC,GAAG;AAC5B;AACA,GAAG,OAAO,MAAM,CAAC,cAAc,EAAE,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,cAAc,EAAE,EAAE,CAAC;AACnE;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,OAAO,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,GAAG;AAC/C;AACA,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B,EAAE,KAAK,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,EAAE,MAAM,KAAK,KAAK,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,KAAK,EAAE,CAAC;AAClD;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC5E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA;AACA,EAAE,KAAK,KAAK,KAAK,CAAC,GAAG;AACrB;AACA;AACA;AACA,GAAG,OAAO,MAAM,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AACtC;AACA,GAAG;AACH;AACA,EAAE,MAAM,QAAQ,GAAG,CAAC,GAAG,KAAK,CAAC;AAC7B,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,KAAK,KAAK,QAAQ,CAAC;AACzD,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,KAAK,KAAK,QAAQ,CAAC;AACzD;AACA;AACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACvC;AACA,EAAE;AACF;AACA,CAAC,OAAO,aAAa,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACxC;AACA,EAAE,IAAI,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC7C;AACA,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC,IAAI,CAAC,QAAQ,KAAK,CAAC,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM,CAAC,EAAE,CAAC;AAChF;AACA,EAAE;AACF;AACA,CAAC,OAAO,KAAK,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,MAAM,GAAG;AAC1D;AACA,EAAE,IAAI,CAAC,YAAY,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,EAAE,CAAC;AAChD;AACA,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrB,EAAE,MAAM,CAAC,eAAe,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACzC,EAAE,MAAM,CAAC,eAAe,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACzC,EAAE,MAAM,CAAC,eAAe,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACzC;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,OAAO,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,SAAS,GAAG;AAC5C;AACA,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;AACA;AACA,EAAE,OAAO,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,GAAG,EAAE,SAAS,EAAE,GAAG,CAAC,KAAK,IAAI,GAAG,KAAK,CAAC;AACtE;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACnB,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACnB,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACnB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,uBAAuB,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG;AAC/C;AACA,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;AAC9B,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;AAC9B,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;AAC9B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,QAAQ,GAAG;AAClB;AACA,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;AAC5B,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;AAC5B,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;AAC5B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,GAAG;AACX;AACA,EAAE,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACrC,EAAE,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACrC;AACA,EAAE,OAAO,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,MAAM,EAAE,GAAG,GAAG,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,MAAM,GAAG;AACvB;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,uDAAuD,EAAE,CAAC;AAC3E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,cAAc,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACnF;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;AACA,EAAE,OAAO,QAAQ,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC;AAC9D;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,MAAM,GAAG;AACpB;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,oDAAoD,EAAE,CAAC;AACxE,GAAG,MAAM,GAAG,IAAI,KAAK,EAAE,CAAC;AACxB;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,qBAAqB,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChE;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AAC/B;AACA,EAAE,OAAO,QAAQ,CAAC,YAAY,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC;AACxE;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,MAAM,GAAG;AACvC;AACA,EAAE,OAAO,QAAQ,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,MAAM,EAAE,CAAC;AAChF;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;AACA,EAAE,OAAO,QAAQ,CAAC,aAAa,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACjE;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,SAAS,GAAG;AAC5B;AACA,EAAE,OAAO,QAAQ,CAAC,aAAa,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC;AACrE;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;AACA,EAAE,OAAO,GAAG,CAAC,kBAAkB,EAAE,IAAI,EAAE,CAAC;AACxC;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,CAAC,EAAE,MAAM,GAAG;AAClC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+DAA+D,EAAE,CAAC;AACnF,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3C,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC;AACX;AACA;AACA;AACA;AACA;AACA;AACA;AACA,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1B,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1B,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AAC9B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AAC9B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG;AAC5B;AACA;AACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC3B;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AAC9B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AAC9B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG;AAC7B;AACA;AACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC3B;AACA,GAAG;AACH;AACA,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC/B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG;AACvC;AACA,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC;AACxB;AACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACtD;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AAC9B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AAC9B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG;AAC7B;AACA;AACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC3B;AACA,GAAG;AACH;AACA,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC/B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG;AACvC;AACA,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC;AACxB;AACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACtD;AACA,GAAG;AACH;AACA,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC/B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG,EAAE,MAAM,CAAC,IAAI,EAAE,EAAE,GAAG,EAAE,MAAM,CAAC,GAAG;AACzD;AACA,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,OAAO,EAAE,EAAE,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;AACnD;AACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACtD;AACA,GAAG;AACH;AACA;AACA,EAAE,MAAM,KAAK,GAAG,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;AACrC;AACA,EAAE,CAAC,GAAG,EAAE,GAAG,KAAK,CAAC;AACjB,EAAE,CAAC,GAAG,EAAE,GAAG,KAAK,CAAC;AACjB;AACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAChF;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,QAAQ,GAAG;AACpB;AACA,EAAE,OAAO,QAAQ,CAAC,CAAC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,QAAQ,CAAC,CAAC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,QAAQ,CAAC,CAAC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACnG;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,IAAI,UAAU,GAAG,CAAC,CAAC;AACnB;AACA,SAAS,QAAQ,GAAG;AACpB;AACA,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,UAAU,GAAG,EAAE,EAAE,CAAC;AAC/D;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtC;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;AAChB,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,CAAC;AACxB;AACA,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AACjB;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,cAAc,CAAC;AAChC,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC;AACvB,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AAClB,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1B;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,cAAc,CAAC;AAChC,CAAC,IAAI,CAAC,QAAQ,GAAG,sBAAsB,CAAC;AACxC,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,CAAC;AAClC,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3B,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3B,CAAC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;AAChC;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,cAAc,CAAC;AACjC,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;AACvB,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB;AACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAC9B,CAAC,IAAI,CAAC,WAAW,GAAG,iBAAiB,CAAC;AACtC,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;AACrB,CAAC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC7B,CAAC,IAAI,CAAC,WAAW,GAAG,aAAa,CAAC;AAClC,CAAC,IAAI,CAAC,YAAY,GAAG,aAAa,CAAC;AACnC,CAAC,IAAI,CAAC,YAAY,GAAG,aAAa,CAAC;AACnC,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;AACA,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;AAC5B,CAAC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;AAC/B,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1B;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;AACvB;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;AAC5B,CAAC,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC;AAC9B,CAAC,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;AAC7B;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;AACxB;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;AACpB,CAAC,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC9B,CAAC,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;AACjC;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;AACrB;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AAClB;AACA,CAAC;AACD;AACA,QAAQ,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,EAAE;AAChF;AACA,CAAC,WAAW,EAAE,QAAQ;AACtB;AACA,CAAC,UAAU,EAAE,IAAI;AACjB;AACA,CAAC,eAAe,EAAE,0CAA0C,EAAE;AAC9D;AACA,CAAC,qBAAqB,EAAE,YAAY;AACpC;AACA,EAAE,OAAO,IAAI,CAAC,eAAe,CAAC,QAAQ,EAAE,CAAC;AACzC;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,WAAW,MAAM,GAAG;AAChC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG,OAAO;AACrC;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,MAAM,GAAG;AAC9B;AACA,GAAG,MAAM,QAAQ,GAAG,MAAM,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,GAAG,KAAK,QAAQ,KAAK,SAAS,GAAG;AACjC;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,oBAAoB,GAAG,GAAG,GAAG,4BAA4B,EAAE,CAAC;AAC9E,IAAI,SAAS;AACb;AACA,IAAI;AACJ;AACA;AACA,GAAG,KAAK,GAAG,KAAK,SAAS,GAAG;AAC5B;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,oEAAoE,EAAE,CAAC;AAChH,IAAI,IAAI,CAAC,WAAW,GAAG,EAAE,QAAQ,KAAK,WAAW,KAAK,IAAI,GAAG,KAAK,CAAC;AACnE,IAAI,SAAS;AACb;AACA,IAAI;AACJ;AACA,GAAG,MAAM,YAAY,GAAG,IAAI,EAAE,GAAG,EAAE,CAAC;AACpC;AACA,GAAG,KAAK,YAAY,KAAK,SAAS,GAAG;AACrC;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,MAAM,GAAG,GAAG,GAAG,wCAAwC,EAAE,CAAC;AACnG,IAAI,SAAS;AACb;AACA,IAAI;AACJ;AACA,GAAG,KAAK,YAAY,IAAI,YAAY,CAAC,OAAO,GAAG;AAC/C;AACA,IAAI,YAAY,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACjC;AACA,IAAI,MAAM,KAAK,EAAE,YAAY,IAAI,YAAY,CAAC,SAAS,QAAQ,QAAQ,IAAI,QAAQ,CAAC,SAAS,EAAE,GAAG;AAClG;AACA,IAAI,YAAY,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;AAClC;AACA,IAAI,MAAM;AACV;AACA,IAAI,IAAI,EAAE,GAAG,EAAE,GAAG,QAAQ,CAAC;AAC3B;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;AACA,EAAE,MAAM,MAAM,KAAK,IAAI,KAAK,SAAS,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE,CAAC;AACpE;AACA,EAAE,KAAK,MAAM,GAAG;AAChB;AACA,GAAG,IAAI,GAAG;AACV,IAAI,QAAQ,EAAE,EAAE;AAChB,IAAI,MAAM,EAAE,EAAE;AACd,IAAI,CAAC;AACL;AACA,GAAG;AACH;AACA,EAAE,MAAM,IAAI,GAAG;AACf,GAAG,QAAQ,EAAE;AACb,IAAI,OAAO,EAAE,GAAG;AAChB,IAAI,IAAI,EAAE,UAAU;AACpB,IAAI,SAAS,EAAE,iBAAiB;AAChC,IAAI;AACJ,GAAG,CAAC;AACJ;AACA;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACxB,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACxB;AACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,EAAE,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAChD;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AAC3E;AACA,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACtE,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACtE;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AAC3E,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;AACvF,EAAE,KAAK,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,iBAAiB,KAAK,CAAC,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;AAChH;AACA,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;AACvF,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACtE,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACtE,EAAE,KAAK,IAAI,CAAC,kBAAkB,KAAK,SAAS,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACjG;AACA,EAAE,KAAK,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG;AAC1D;AACA,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAC7D;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,qBAAqB,IAAI,IAAI,CAAC,qBAAqB,CAAC,SAAS,GAAG;AAC5E;AACA,GAAG,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAC/E;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,kBAAkB,CAAC,SAAS,GAAG;AACtE;AACA,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AACzE,GAAG,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC,OAAO,EAAE,CAAC;AACnE;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,GAAG,IAAI,IAAI,CAAC,GAAG,CAAC,SAAS,GAAG,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAChF,EAAE,KAAK,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAC5F,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AACpG;AACA,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG;AAClD;AACA,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AACrD,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;AACnD;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG;AAC5C;AACA,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAC/C,GAAG,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC;AAC7C;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG;AAChD;AACA,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AACnD,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACnC;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,SAAS,GAAG;AACpD;AACA,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AACvD,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;AAC3C,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,CAAC;AACjD;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,SAAS,GAAG;AAChE;AACA,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AACnE,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;AACnD,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACjD;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AACpH,EAAE,KAAK,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AACpH;AACA,EAAE,KAAK,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,SAAS,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAChH,EAAE,KAAK,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,SAAS,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAChH;AACA,EAAE,KAAK,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG;AAC9C;AACA,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AACjD,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;AACzC,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AAC/C;AACA,GAAG,KAAK,IAAI,CAAC,OAAO,KAAK,SAAS,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;AACjE,GAAG,KAAK,IAAI,CAAC,eAAe,KAAK,SAAS,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AACzF;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,SAAS,GAAG;AACxD;AACA,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAC3D;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACvD,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACpE,EAAE,KAAK,IAAI,CAAC,eAAe,KAAK,SAAS,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AACxF;AACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,cAAc,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACxE,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACvD,EAAE,KAAK,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AACpD;AACA,EAAE,KAAK,IAAI,CAAC,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;AACtD,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACvE;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AAClC,EAAE,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AAClC,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC;AACA,EAAE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;AACxC,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AAChD,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACtC,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AAC9C,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACtC,EAAE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;AACxC,EAAE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;AACxC;AACA;AACA,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,KAAK,CAAC,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC5E;AACA,EAAE,KAAK,IAAI,CAAC,aAAa,KAAK,IAAI,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;AAC/D,EAAE,KAAK,IAAI,CAAC,mBAAmB,KAAK,CAAC,GAAG,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,mBAAmB,CAAC;AAC5F,EAAE,KAAK,IAAI,CAAC,kBAAkB,KAAK,CAAC,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACzF;AACA,EAAE,KAAK,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,KAAK,CAAC,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AAChF,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACnE,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,SAAS,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;AAChE,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,SAAS,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1D;AACA,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,IAAI,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;AACvD;AACA,EAAE,KAAK,IAAI,CAAC,SAAS,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AAC5D,EAAE,KAAK,IAAI,CAAC,eAAe,KAAK,IAAI,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AACnF,EAAE,KAAK,IAAI,CAAC,kBAAkB,KAAK,IAAI,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AAC5F;AACA,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,IAAI,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACjE,EAAE,KAAK,IAAI,CAAC,kBAAkB,GAAG,CAAC,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACvF,EAAE,KAAK,IAAI,CAAC,gBAAgB,KAAK,OAAO,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACzF,EAAE,KAAK,IAAI,CAAC,iBAAiB,KAAK,OAAO,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;AAC5F;AACA,EAAE,KAAK,IAAI,CAAC,YAAY,KAAK,IAAI,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AAC7D,EAAE,KAAK,IAAI,CAAC,YAAY,KAAK,IAAI,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AAC7D,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,IAAI,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACrD;AACA,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACvE;AACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AACrD;AACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;AAC3D;AACA,EAAE,KAAK,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,KAAK,IAAI,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAChF;AACA;AACA;AACA,EAAE,SAAS,gBAAgB,EAAE,KAAK,GAAG;AACrC;AACA,GAAG,MAAM,MAAM,GAAG,EAAE,CAAC;AACrB;AACA,GAAG,MAAM,MAAM,GAAG,IAAI,KAAK,GAAG;AAC9B;AACA,IAAI,MAAM,IAAI,GAAG,KAAK,EAAE,GAAG,EAAE,CAAC;AAC9B,IAAI,OAAO,IAAI,CAAC,QAAQ,CAAC;AACzB,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACxB;AACA,IAAI;AACJ;AACA,GAAG,OAAO,MAAM,CAAC;AACjB;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,GAAG;AAChB;AACA,GAAG,MAAM,QAAQ,GAAG,gBAAgB,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AACtD,GAAG,MAAM,MAAM,GAAG,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAClD;AACA,GAAG,KAAK,QAAQ,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACvD,GAAG,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACjD;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,YAAY;AACpB;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;AACA,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAChC,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC5C,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC5C,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC5C,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;AACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAChD,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;AACA,EAAE,MAAM,SAAS,GAAG,MAAM,CAAC,cAAc,CAAC;AAC1C,EAAE,IAAI,SAAS,GAAG,IAAI,CAAC;AACvB;AACA,EAAE,KAAK,SAAS,KAAK,IAAI,GAAG;AAC5B;AACA,GAAG,MAAM,CAAC,GAAG,SAAS,CAAC,MAAM,CAAC;AAC9B,GAAG,SAAS,GAAG,IAAI,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9B;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACpC;AACA,IAAI,SAAS,EAAE,CAAC,EAAE,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;AAC5C;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,cAAc,GAAG,SAAS,CAAC;AAClC,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;AACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;AACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC;AACA,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC5C,EAAE,IAAI,CAAC,mBAAmB,GAAG,MAAM,CAAC,mBAAmB,CAAC;AACxD,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAChD,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;AACA,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAChC;AACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,CAAC;AAClE;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,YAAY;AACtB;AACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,CAAC,cAAc,EAAE,QAAQ,CAAC,SAAS,EAAE,aAAa,EAAE;AAC1D;AACA,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;AACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,cAAc,GAAG,EAAE,WAAW,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ;AACrI,CAAC,OAAO,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ;AAC/H,CAAC,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ;AAClI,CAAC,gBAAgB,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ;AACpI,CAAC,eAAe,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ;AAC7I,CAAC,gBAAgB,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ;AAClJ,CAAC,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ;AACnI,CAAC,UAAU,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;AACvI,CAAC,aAAa,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ;AACvI,CAAC,WAAW,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ;AACjJ,CAAC,WAAW,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;AACxJ,CAAC,cAAc,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,sBAAsB,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;AACxJ,CAAC,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ;AACnJ,CAAC,gBAAgB,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;AACrJ,CAAC,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,kBAAkB,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ;AAC3I,CAAC,cAAc,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,iBAAiB,EAAE,QAAQ,EAAE,mBAAmB,EAAE,QAAQ,EAAE,iBAAiB,EAAE,QAAQ;AAC9I,CAAC,iBAAiB,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ;AACnJ,CAAC,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ;AAC/I,CAAC,eAAe,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;AACtJ,CAAC,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,KAAK,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;AACpK,CAAC,WAAW,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ;AACvI,CAAC,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ;AACnJ,CAAC,aAAa,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;AAClJ,CAAC,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,CAAC;AACjI;AACA,MAAM,KAAK,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACnC,MAAM,KAAK,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACnC;AACA,SAAS,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC5B;AACA,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;AACrB,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;AACrB,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;AAC/C,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,CAAC;AAC3B,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AAC3D,CAAC,OAAO,CAAC,CAAC;AACV;AACA,CAAC;AACD;AACA,SAAS,YAAY,EAAE,CAAC,GAAG;AAC3B;AACA,CAAC,OAAO,EAAE,CAAC,GAAG,OAAO,KAAK,CAAC,GAAG,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,YAAY,GAAG,YAAY,EAAE,GAAG,EAAE,CAAC;AAC9F;AACA,CAAC;AACD;AACA,SAAS,YAAY,EAAE,CAAC,GAAG;AAC3B;AACA,CAAC,OAAO,EAAE,CAAC,GAAG,SAAS,KAAK,CAAC,GAAG,KAAK,GAAG,KAAK,KAAK,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,OAAO,EAAE,EAAE,GAAG,KAAK,CAAC;AACnF;AACA,CAAC;AACD;AACA,MAAM,KAAK,CAAC;AACZ;AACA,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACxB;AACA,EAAE,KAAK,CAAC,KAAK,SAAS,IAAI,CAAC,KAAK,SAAS,GAAG;AAC5C;AACA;AACA,GAAG,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;AACxB;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,KAAK,GAAG;AACd;AACA,EAAE,KAAK,KAAK,IAAI,KAAK,CAAC,OAAO,GAAG;AAChC;AACA,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACtB;AACA,GAAG,MAAM,KAAK,OAAO,KAAK,KAAK,QAAQ,GAAG;AAC1C;AACA,GAAG,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AACxB;AACA,GAAG,MAAM,KAAK,OAAO,KAAK,KAAK,QAAQ,GAAG;AAC1C;AACA,GAAG,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,GAAG,GAAG;AACf;AACA,EAAE,GAAG,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,CAAC;AAC1B;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,IAAI,EAAE,GAAG,GAAG,KAAK,GAAG,CAAC;AACrC,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC,GAAG,GAAG,KAAK,GAAG,CAAC;AACpC,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,GAAG,CAAC;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACnB;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACnB;AACA;AACA,EAAE,CAAC,GAAG,SAAS,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACxC,EAAE,CAAC,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC,EAAE,CAAC,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC;AACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;AACA,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AAChC;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,CAAC,GAAG,CAAC,IAAI,GAAG,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1D,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;AAC3B;AACA,GAAG,IAAI,CAAC,CAAC,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AACvC,GAAG,IAAI,CAAC,CAAC,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B,GAAG,IAAI,CAAC,CAAC,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AACvC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,KAAK,GAAG;AACnB;AACA,EAAE,SAAS,WAAW,EAAE,MAAM,GAAG;AACjC;AACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG,OAAO;AACtC;AACA,GAAG,KAAK,UAAU,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG;AACnC;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,kCAAkC,GAAG,KAAK,GAAG,mBAAmB,EAAE,CAAC;AACrF;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA,EAAE,IAAI,CAAC,CAAC;AACR;AACA,EAAE,KAAK,CAAC,GAAG,8BAA8B,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG;AAC1D;AACA;AACA;AACA,GAAG,IAAI,KAAK,CAAC;AACb,GAAG,MAAM,IAAI,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACvB,GAAG,MAAM,UAAU,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7B;AACA,GAAG,SAAS,IAAI;AAChB;AACA,IAAI,KAAK,KAAK,CAAC;AACf,IAAI,KAAK,MAAM;AACf;AACA,KAAK,KAAK,KAAK,GAAG,8DAA8D,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG;AACtG;AACA;AACA,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjE,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjE,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjE;AACA,MAAM,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAChC;AACA,MAAM,OAAO,IAAI,CAAC;AAClB;AACA,MAAM;AACN;AACA,KAAK,KAAK,KAAK,GAAG,oEAAoE,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG;AAC5G;AACA;AACA,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjE,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjE,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjE;AACA,MAAM,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAChC;AACA,MAAM,OAAO,IAAI,CAAC;AAClB;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA,IAAI,KAAK,KAAK,CAAC;AACf,IAAI,KAAK,MAAM;AACf;AACA,KAAK,KAAK,KAAK,GAAG,wEAAwE,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG;AAChH;AACA;AACA,MAAM,MAAM,CAAC,GAAG,UAAU,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC;AAC/C,MAAM,MAAM,CAAC,GAAG,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjD,MAAM,MAAM,CAAC,GAAG,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjD;AACA,MAAM,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAChC;AACA,MAAM,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACpC;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA,IAAI;AACJ;AACA,GAAG,MAAM,KAAK,CAAC,GAAG,mBAAmB,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG;AACtD;AACA;AACA;AACA,GAAG,MAAM,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACtB,GAAG,MAAM,IAAI,GAAG,GAAG,CAAC,MAAM,CAAC;AAC3B;AACA,GAAG,KAAK,IAAI,KAAK,CAAC,GAAG;AACrB;AACA;AACA,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACrE,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACrE,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACrE;AACA,IAAI,OAAO,IAAI,CAAC;AAChB;AACA,IAAI,MAAM,KAAK,IAAI,KAAK,CAAC,GAAG;AAC5B;AACA;AACA,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACrE,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACrE,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACrE;AACA,IAAI,OAAO,IAAI,CAAC;AAChB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,KAAK,IAAI,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG;AACnC;AACA,GAAG,OAAO,IAAI,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;AACA;AACA,EAAE,MAAM,GAAG,GAAG,cAAc,EAAE,KAAK,EAAE,CAAC;AACtC;AACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG;AAC3B;AACA;AACA,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,EAAE,CAAC;AACtB;AACA,GAAG,MAAM;AACT;AACA;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,6BAA6B,GAAG,KAAK,EAAE,CAAC;AACzD;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACxD;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,KAAK,GAAG;AACf;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;AACnB,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;AACnB,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;AACnB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,KAAK,EAAE,WAAW,GAAG,GAAG,GAAG;AAC/C;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;AAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;AAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;AAC5C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,KAAK,EAAE,WAAW,GAAG,GAAG,GAAG;AAC/C;AACA,EAAE,MAAM,WAAW,GAAG,EAAE,WAAW,GAAG,CAAC,OAAO,GAAG,GAAG,WAAW,KAAK,GAAG,CAAC;AACxE;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;AAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;AAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;AAC5C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,oBAAoB,EAAE,WAAW,GAAG;AACrC;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,WAAW,EAAE,CAAC;AAC9C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,oBAAoB,EAAE,WAAW,GAAG;AACrC;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,WAAW,EAAE,CAAC;AAC9C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,KAAK,GAAG;AAC3B;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,KAAK,GAAG;AAC3B;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,GAAG;AACvB;AACA,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC;AAChC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,GAAG;AACvB;AACA,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC;AAChC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,OAAO,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,MAAM,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,MAAM,CAAC,CAAC;AAChF;AACA,EAAE;AACF;AACA,CAAC,YAAY,GAAG;AAChB;AACA,EAAE,OAAO,EAAE,QAAQ,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC;AAClE;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,MAAM,GAAG;AAClB;AACA;AACA;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;AACnE,GAAG,MAAM,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3C;AACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;AACA,EAAE,IAAI,GAAG,EAAE,UAAU,CAAC;AACtB,EAAE,MAAM,SAAS,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,GAAG,CAAC;AACxC;AACA,EAAE,KAAK,GAAG,KAAK,GAAG,GAAG;AACrB;AACA,GAAG,GAAG,GAAG,CAAC,CAAC;AACX,GAAG,UAAU,GAAG,CAAC,CAAC;AAClB;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,KAAK,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3B;AACA,GAAG,UAAU,GAAG,SAAS,IAAI,GAAG,GAAG,KAAK,KAAK,GAAG,GAAG,GAAG,EAAE,GAAG,KAAK,KAAK,CAAC,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;AACrF;AACA,GAAG,SAAS,GAAG;AACf;AACA,IAAI,KAAK,CAAC,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,KAAK,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,MAAM;AAC/D,IAAI,KAAK,CAAC,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,KAAK,GAAG,CAAC,CAAC,CAAC,MAAM;AAC/C,IAAI,KAAK,CAAC,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,KAAK,GAAG,CAAC,CAAC,CAAC,MAAM;AAC/C;AACA,IAAI;AACJ;AACA,GAAG,GAAG,IAAI,CAAC,CAAC;AACZ;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,CAAC,GAAG,GAAG,CAAC;AACjB,EAAE,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC;AACxB,EAAE,MAAM,CAAC,CAAC,GAAG,SAAS,CAAC;AACvB;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,QAAQ,GAAG;AACZ;AACA,EAAE,OAAO,MAAM,KAAK,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,KAAK,CAAC,EAAE,GAAG,GAAG,KAAK,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,KAAK,CAAC,EAAE,GAAG,GAAG,KAAK,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,KAAK,CAAC,EAAE,GAAG,GAAG,CAAC;AACnH;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACtB;AACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AACvB;AACA,EAAE,KAAK,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,CAAC;AAC3C;AACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AAC3C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,KAAK,GAAG;AACd;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;AACpB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,GAAG;AAC7B;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;AAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;AAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,KAAK,GAAG;AACd;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC;AAC3C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC;AAC3C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC;AAC3C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,KAAK,GAAG;AACnB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;AACpB,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;AACpB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,GAAG;AACtB;AACA,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACzC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACzC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACzC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,GAAG;AACrC;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,KAAK,CAAC;AACtD,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,KAAK,CAAC;AACtD,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,KAAK,CAAC;AACtD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,GAAG;AACzB;AACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AACvB,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AACxB;AACA,EAAE,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;AACtD,EAAE,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;AACtD,EAAE,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;AACtD;AACA,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;AACA,EAAE,OAAO,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,CAAC;AACxE;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;AACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,GAAG;AACzC;AACA,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,EAAE,KAAK,SAAS,CAAC,UAAU,KAAK,IAAI,GAAG;AACvC;AACA;AACA;AACA,GAAG,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC;AACjB,GAAG,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC;AACjB,GAAG,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC;AACjB;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC;AACvB;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,KAAK,CAAC,KAAK,GAAG,cAAc,CAAC;AAC7B;AACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B,KAAK,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC;AACtB,KAAK,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC;AACtB,KAAK,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC;AACtB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,MAAM,iBAAiB,SAAS,QAAQ,CAAC;AACzC;AACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,mBAAmB,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB,EAAE,IAAI,CAAC,iBAAiB,GAAG,GAAG,CAAC;AAC/B;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACpB,EAAE,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;AACrB,EAAE,IAAI,CAAC,OAAO,GAAG,iBAAiB,CAAC;AACnC,EAAE,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;AACxB,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC9B;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;AACzB,EAAE,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;AAC9B,EAAE,IAAI,CAAC,gBAAgB,GAAG,OAAO,CAAC;AAClC,EAAE,IAAI,CAAC,iBAAiB,GAAG,OAAO,CAAC;AACnC;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;AACxB,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;AACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC,EAAE,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACpD;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B,EAAE,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC9C;AACA,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC9B,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAChC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAChD;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD,EAAE,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACpD;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AACvD;AACA,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;AACA,SAAS,eAAe,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AACxD;AACA,CAAC,KAAK,KAAK,CAAC,OAAO,EAAE,KAAK,EAAE,GAAG;AAC/B;AACA,EAAE,MAAM,IAAI,SAAS,EAAE,uDAAuD,EAAE,CAAC;AACjF;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;AAChB;AACA,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACpB,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,KAAK,SAAS,GAAG,KAAK,CAAC,MAAM,GAAG,QAAQ,GAAG,CAAC,CAAC;AAChE,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,KAAK,IAAI,CAAC;AACvC;AACA,CAAC,IAAI,CAAC,KAAK,GAAG,eAAe,CAAC;AAC9B,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,MAAM,EAAE,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC;AAC9C;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AAClB;AACA,CAAC;AACD;AACA,MAAM,CAAC,cAAc,EAAE,eAAe,CAAC,SAAS,EAAE,aAAa,EAAE;AACjE;AACA,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;AACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;AACA,CAAC,iBAAiB,EAAE,IAAI;AACxB;AACA,CAAC,gBAAgB,EAAE,YAAY,EAAE;AACjC;AACA,CAAC,QAAQ,EAAE,WAAW,KAAK,GAAG;AAC9B;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,MAAM,CAAC,KAAK,CAAC,WAAW,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAC5D,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG;AAChD;AACA,EAAE,MAAM,IAAI,IAAI,CAAC,QAAQ,CAAC;AAC1B,EAAE,MAAM,IAAI,SAAS,CAAC,QAAQ,CAAC;AAC/B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;AACA,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,SAAS,CAAC,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC5D;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,WAAW,KAAK,GAAG;AAC/B;AACA,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,WAAW,MAAM,GAAG;AACtC;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3B,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;AACA,GAAG,IAAI,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC3B;AACA,GAAG,KAAK,KAAK,KAAK,SAAS,GAAG;AAC9B;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC,EAAE,CAAC;AACrF,IAAI,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;AACxB;AACA,IAAI;AACJ;AACA,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;AAChC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;AAChC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;AAChC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,OAAO,GAAG;AACzC;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3B,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACrD;AACA,GAAG,IAAI,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC7B;AACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC,EAAE,CAAC;AACxF,IAAI,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;AACA,IAAI;AACJ;AACA,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,OAAO,GAAG;AACzC;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3B,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACrD;AACA,GAAG,IAAI,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC7B;AACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC,EAAE,CAAC;AACxF,IAAI,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;AACA,IAAI;AACJ;AACA,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,OAAO,GAAG;AACzC;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3B,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACrD;AACA,GAAG,IAAI,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC7B;AACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC,EAAE,CAAC;AACxF,IAAI,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;AACA,IAAI;AACJ;AACA,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,CAAC,GAAG;AAC9B;AACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,CAAC,GAAG;AAC7B;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClD;AACA,IAAI,QAAQ,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAC5C,IAAI,QAAQ,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;AAC5C;AACA,IAAI;AACJ;AACA,GAAG,MAAM,KAAK,IAAI,CAAC,QAAQ,KAAK,CAAC,GAAG;AACpC;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClD;AACA,IAAI,SAAS,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAC7C,IAAI,SAAS,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,IAAI,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC5D;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,CAAC,GAAG;AAC9B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;AACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,CAAC,GAAG;AACnC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;AACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,GAAG,SAAS,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACpC;AACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,WAAW,CAAC,GAAG;AACpC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;AACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,GAAG,SAAS,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC;AACrC;AACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AACrC;AACA,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAClC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;AACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,GAAG,CAAC,CAAC;AAC1C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;AACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;AACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;AACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,GAAG;AACjC;AACA,EAAE,KAAK,IAAI,IAAI,CAAC,QAAQ,CAAC;AACzB;AACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACrC;AACA,EAAE,KAAK,IAAI,IAAI,CAAC,QAAQ,CAAC;AACzB;AACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACzC;AACA,EAAE,KAAK,IAAI,IAAI,CAAC,QAAQ,CAAC;AACzB;AACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,WAAW,QAAQ,GAAG;AACjC;AACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,QAAQ,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,YAAY;AACpB;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACxE;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,YAAY;AACrB;AACA,EAAE,MAAM,IAAI,GAAG;AACf,GAAG,QAAQ,EAAE,IAAI,CAAC,QAAQ;AAC1B,GAAG,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI;AACpC,GAAG,KAAK,EAAE,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,KAAK,EAAE;AAClD,GAAG,UAAU,EAAE,IAAI,CAAC,UAAU;AAC9B,GAAG,CAAC;AACJ;AACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,EAAE,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAChD,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,eAAe,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAChE,EAAE,KAAK,IAAI,CAAC,WAAW,CAAC,MAAM,KAAK,CAAC,IAAI,IAAI,CAAC,WAAW,CAAC,KAAK,KAAK,EAAE,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AAC7G;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA;AACA;AACA,SAAS,mBAAmB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC5D;AACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,SAAS,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC5E;AACA,CAAC;AACD;AACA,mBAAmB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;AAC3E,mBAAmB,CAAC,SAAS,CAAC,WAAW,GAAG,mBAAmB,CAAC;AAChE;AACA;AACA,SAAS,oBAAoB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC7D;AACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,UAAU,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC7E;AACA,CAAC;AACD;AACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;AAC5E,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;AACA;AACA,SAAS,2BAA2B,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AACpE;AACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,iBAAiB,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AACpF;AACA,CAAC;AACD;AACA,2BAA2B,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;AACnF,2BAA2B,CAAC,SAAS,CAAC,WAAW,GAAG,2BAA2B,CAAC;AAChF;AACA;AACA,SAAS,oBAAoB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC7D;AACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,UAAU,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC7E;AACA,CAAC;AACD;AACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;AAC5E,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;AACA;AACA,SAAS,qBAAqB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC9D;AACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,WAAW,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC9E;AACA,CAAC;AACD;AACA,qBAAqB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;AAC7E,qBAAqB,CAAC,SAAS,CAAC,WAAW,GAAG,qBAAqB,CAAC;AACpE;AACA;AACA,SAAS,oBAAoB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC7D;AACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,UAAU,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC7E;AACA,CAAC;AACD;AACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;AAC5E,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;AACA;AACA,SAAS,qBAAqB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC9D;AACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,WAAW,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC9E;AACA,CAAC;AACD;AACA,qBAAqB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;AAC7E,qBAAqB,CAAC,SAAS,CAAC,WAAW,GAAG,qBAAqB,CAAC;AACpE;AACA,SAAS,sBAAsB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC/D;AACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,WAAW,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC9E;AACA,CAAC;AACD;AACA,sBAAsB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;AAC9E,sBAAsB,CAAC,SAAS,CAAC,WAAW,GAAG,sBAAsB,CAAC;AACtE,sBAAsB,CAAC,SAAS,CAAC,wBAAwB,GAAG,IAAI,CAAC;AACjE;AACA,SAAS,sBAAsB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC/D;AACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,YAAY,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC/E;AACA,CAAC;AACD;AACA,sBAAsB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;AAC9E,sBAAsB,CAAC,SAAS,CAAC,WAAW,GAAG,sBAAsB,CAAC;AACtE;AACA;AACA,SAAS,sBAAsB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC/D;AACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,YAAY,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC/E;AACA,CAAC;AACD;AACA,sBAAsB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;AAC9E,sBAAsB,CAAC,SAAS,CAAC,WAAW,GAAG,sBAAsB,CAAC;AACtE;AACA,SAAS,QAAQ,EAAE,KAAK,GAAG;AAC3B;AACA,CAAC,KAAK,KAAK,CAAC,MAAM,KAAK,CAAC,GAAG,OAAO,EAAE,QAAQ,CAAC;AAC7C;AACA,CAAC,IAAI,GAAG,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AACtB;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG;AAClD;AACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC3C;AACA,EAAE;AACF;AACA,CAAC,OAAO,GAAG,CAAC;AACZ;AACA,CAAC;AAmBD;AACA,IAAI,GAAG,GAAG,CAAC,CAAC;AACZ;AACA,MAAM,GAAG,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B,MAAM,IAAI,GAAG,IAAI,QAAQ,EAAE,CAAC;AAC5B,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B,MAAM,MAAM,GAAG,IAAI,IAAI,EAAE,CAAC;AAC1B,MAAM,gBAAgB,GAAG,IAAI,IAAI,EAAE,CAAC;AACpC,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;AACA,SAAS,cAAc,GAAG;AAC1B;AACA,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC;AACxD;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtC;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;AAChB,CAAC,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;AAC9B;AACA,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACnB,CAAC,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;AACtB;AACA,CAAC,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;AAC3B,CAAC,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;AACnC;AACA,CAAC,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC;AAClB;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AACzB,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;AAC5B;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAChD;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;AACA,CAAC;AACD;AACA,cAAc,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,EAAE;AACtF;AACA,CAAC,WAAW,EAAE,cAAc;AAC5B;AACA,CAAC,gBAAgB,EAAE,IAAI;AACvB;AACA,CAAC,QAAQ,EAAE,YAAY;AACvB;AACA,EAAE,OAAO,IAAI,CAAC,KAAK,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,WAAW,KAAK,GAAG;AAC9B;AACA,EAAE,KAAK,KAAK,CAAC,OAAO,EAAE,KAAK,EAAE,GAAG;AAChC;AACA,GAAG,IAAI,CAAC,KAAK,GAAG,MAAM,QAAQ,EAAE,KAAK,EAAE,GAAG,KAAK,GAAG,qBAAqB,GAAG,qBAAqB,IAAI,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9G;AACA,GAAG,MAAM;AACT;AACA,GAAG,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACtB;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,IAAI,GAAG;AACjC;AACA,EAAE,OAAO,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AACjC;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,IAAI,EAAE,SAAS,GAAG;AAC5C;AACA,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,GAAG,SAAS,CAAC;AACtC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,WAAW,IAAI,GAAG;AACpC;AACA,EAAE,OAAO,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AACjC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,IAAI,GAAG;AACjC;AACA,EAAE,OAAO,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,KAAK,SAAS,CAAC;AAC/C;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,WAAW,KAAK,EAAE,KAAK,EAAE,aAAa,GAAG,CAAC,GAAG;AACxD;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE;AACpB;AACA,GAAG,KAAK,EAAE,KAAK;AACf,GAAG,KAAK,EAAE,KAAK;AACf,GAAG,aAAa,EAAE,aAAa;AAC/B;AACA,GAAG,EAAE,CAAC;AACN;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,YAAY;AAC1B;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC;AACnB;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,KAAK,EAAE,KAAK,GAAG;AACzC;AACA,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,KAAK,CAAC;AAC/B,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,KAAK,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,MAAM,GAAG;AACnC;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC;AAC5C;AACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;AACA,GAAG,QAAQ,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AACnC;AACA,GAAG,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;AAC/B;AACA,GAAG;AACH;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;AACxC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,MAAM,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AAChE;AACA,GAAG,MAAM,CAAC,iBAAiB,EAAE,YAAY,EAAE,CAAC;AAC5C;AACA,GAAG,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC;AAC7B;AACA,GAAG;AACH;AACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC;AAC1C;AACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG;AAC/B;AACA,GAAG,OAAO,CAAC,kBAAkB,EAAE,MAAM,EAAE,CAAC;AACxC;AACA,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC9B;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG;AACnC;AACA,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC7B;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,cAAc,KAAK,IAAI,GAAG;AACtC;AACA,GAAG,IAAI,CAAC,qBAAqB,EAAE,CAAC;AAChC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;AACA;AACA;AACA,EAAE,GAAG,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC7B;AACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;AACA;AACA;AACA,EAAE,GAAG,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC7B;AACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;AACA;AACA;AACA,EAAE,GAAG,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC7B;AACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACjC;AACA;AACA;AACA,EAAE,GAAG,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC;AACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC7B;AACA;AACA;AACA,EAAE,GAAG,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;AACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,MAAM,GAAG;AAC7B;AACA,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AACxB;AACA,EAAE,IAAI,CAAC,YAAY,EAAE,CAAC;AACtB;AACA,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,YAAY;AACrB;AACA,EAAE,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,OAAO,EAAE,CAAC,MAAM,EAAE,CAAC;AACjD;AACA,EAAE,IAAI,CAAC,SAAS,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,CAAC;AACpD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,WAAW,MAAM,GAAG;AACpC;AACA,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;AACtB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;AACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B,GAAG,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC;AACnD;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AAC7E;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;AACA,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG;AACnC;AACA,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,IAAI,EAAE,CAAC;AACjC;AACA,GAAG;AACH;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC;AAC5C,EAAE,MAAM,uBAAuB,GAAG,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC;AAChE;AACA,EAAE,KAAK,QAAQ,IAAI,QAAQ,CAAC,mBAAmB,GAAG;AAClD;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,iJAAiJ,EAAE,IAAI,EAAE,CAAC;AAC5K;AACA,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG;AACvB,IAAI,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE;AACrD,IAAI,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE;AACrD,IAAI,CAAC;AACL;AACA,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;AACA,GAAG,IAAI,CAAC,WAAW,CAAC,sBAAsB,EAAE,QAAQ,EAAE,CAAC;AACvD;AACA;AACA;AACA,GAAG,KAAK,uBAAuB,GAAG;AAClC;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,uBAAuB,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzE;AACA,KAAK,MAAM,cAAc,GAAG,uBAAuB,EAAE,CAAC,EAAE,CAAC;AACzD,KAAK,MAAM,CAAC,sBAAsB,EAAE,cAAc,EAAE,CAAC;AACrD;AACA,KAAK,KAAK,IAAI,CAAC,oBAAoB,GAAG;AACtC;AACA,MAAM,SAAS,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;AAC/D,MAAM,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;AAClD;AACA,MAAM,SAAS,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;AAC/D,MAAM,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;AAClD;AACA,MAAM,MAAM;AACZ;AACA,MAAM,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;AACnD,MAAM,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;AACnD;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,CAAC;AAChC;AACA,GAAG;AACH;AACA,EAAE,KAAK,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG;AAC/G;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,qIAAqI,EAAE,IAAI,EAAE,CAAC;AAChK;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,qBAAqB,EAAE,YAAY;AACpC;AACA,EAAE,KAAK,IAAI,CAAC,cAAc,KAAK,IAAI,GAAG;AACtC;AACA,GAAG,IAAI,CAAC,cAAc,GAAG,IAAI,MAAM,EAAE,CAAC;AACtC;AACA,GAAG;AACH;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC;AAC5C,EAAE,MAAM,uBAAuB,GAAG,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC;AAChE;AACA,EAAE,KAAK,QAAQ,IAAI,QAAQ,CAAC,mBAAmB,GAAG;AAClD;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,uJAAuJ,EAAE,IAAI,EAAE,CAAC;AAClL;AACA,GAAG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,CAAC;AACtD;AACA,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,GAAG;AAClB;AACA;AACA;AACA,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC;AAC7C;AACA,GAAG,MAAM,CAAC,sBAAsB,EAAE,QAAQ,EAAE,CAAC;AAC7C;AACA;AACA;AACA,GAAG,KAAK,uBAAuB,GAAG;AAClC;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,uBAAuB,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzE;AACA,KAAK,MAAM,cAAc,GAAG,uBAAuB,EAAE,CAAC,EAAE,CAAC;AACzD,KAAK,gBAAgB,CAAC,sBAAsB,EAAE,cAAc,EAAE,CAAC;AAC/D;AACA,KAAK,KAAK,IAAI,CAAC,oBAAoB,GAAG;AACtC;AACA,MAAM,SAAS,CAAC,UAAU,EAAE,MAAM,CAAC,GAAG,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;AAC/D,MAAM,MAAM,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;AACxC;AACA,MAAM,SAAS,CAAC,UAAU,EAAE,MAAM,CAAC,GAAG,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;AAC/D,MAAM,MAAM,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;AACxC;AACA,MAAM,MAAM;AACZ;AACA,MAAM,MAAM,CAAC,aAAa,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;AACnD,MAAM,MAAM,CAAC,aAAa,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;AACnD;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,MAAM,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AAC9B;AACA;AACA;AACA;AACA,GAAG,IAAI,WAAW,GAAG,CAAC,CAAC;AACvB;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACxD;AACA,IAAI,SAAS,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AACjD;AACA,IAAI,WAAW,GAAG,IAAI,CAAC,GAAG,EAAE,WAAW,EAAE,MAAM,CAAC,iBAAiB,EAAE,SAAS,EAAE,EAAE,CAAC;AACjF;AACA,IAAI;AACJ;AACA;AACA;AACA,GAAG,KAAK,uBAAuB,GAAG;AAClC;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,uBAAuB,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzE;AACA,KAAK,MAAM,cAAc,GAAG,uBAAuB,EAAE,CAAC,EAAE,CAAC;AACzD,KAAK,MAAM,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;AAC5D;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAChE;AACA,MAAM,SAAS,CAAC,mBAAmB,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AACzD;AACA,MAAM,KAAK,oBAAoB,GAAG;AAClC;AACA,OAAO,OAAO,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AAClD,OAAO,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AAChC;AACA,OAAO;AACP;AACA,MAAM,WAAW,GAAG,IAAI,CAAC,GAAG,EAAE,WAAW,EAAE,MAAM,CAAC,iBAAiB,EAAE,SAAS,EAAE,EAAE,CAAC;AACnF;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,IAAI,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AACzD;AACA,GAAG,KAAK,KAAK,EAAE,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,GAAG;AAC9C;AACA,IAAI,OAAO,CAAC,KAAK,EAAE,8HAA8H,EAAE,IAAI,EAAE,CAAC;AAC1J;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;AACA;AACA;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,YAAY;AAC9B;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3B,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;AACA;AACA;AACA;AACA,EAAE,KAAK,KAAK,KAAK,IAAI;AACrB,IAAI,UAAU,CAAC,QAAQ,KAAK,SAAS;AACrC,IAAI,UAAU,CAAC,MAAM,KAAK,SAAS;AACnC,IAAI,UAAU,CAAC,EAAE,KAAK,SAAS,GAAG;AAClC;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,8GAA8G,EAAE,CAAC;AACnI,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,MAAM,OAAO,GAAG,KAAK,CAAC,KAAK,CAAC;AAC9B,EAAE,MAAM,SAAS,GAAG,UAAU,CAAC,QAAQ,CAAC,KAAK,CAAC;AAC9C,EAAE,MAAM,OAAO,GAAG,UAAU,CAAC,MAAM,CAAC,KAAK,CAAC;AAC1C,EAAE,MAAM,GAAG,GAAG,UAAU,CAAC,EAAE,CAAC,KAAK,CAAC;AAClC;AACA,EAAE,MAAM,SAAS,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;AACzC;AACA,EAAE,KAAK,UAAU,CAAC,OAAO,KAAK,SAAS,GAAG;AAC1C;AACA,GAAG,IAAI,CAAC,YAAY,EAAE,SAAS,EAAE,IAAI,eAAe,EAAE,IAAI,YAAY,EAAE,CAAC,GAAG,SAAS,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/F;AACA,GAAG;AACH;AACA,EAAE,MAAM,QAAQ,GAAG,UAAU,CAAC,OAAO,CAAC,KAAK,CAAC;AAC5C;AACA,EAAE,MAAM,IAAI,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,CAAC;AAC7B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC,GAAG,GAAG;AACzC;AACA,GAAG,IAAI,EAAE,CAAC,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B,GAAG,IAAI,EAAE,CAAC,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B;AACA,GAAG;AACH;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE;AAC1B,GAAG,EAAE,GAAG,IAAI,OAAO,EAAE;AACrB,GAAG,EAAE,GAAG,IAAI,OAAO,EAAE;AACrB;AACA,GAAG,GAAG,GAAG,IAAI,OAAO,EAAE;AACtB,GAAG,GAAG,GAAG,IAAI,OAAO,EAAE;AACtB,GAAG,GAAG,GAAG,IAAI,OAAO,EAAE;AACtB;AACA,GAAG,IAAI,GAAG,IAAI,OAAO,EAAE;AACvB,GAAG,IAAI,GAAG,IAAI,OAAO,EAAE,CAAC;AACxB;AACA,EAAE,SAAS,cAAc,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACrC;AACA,GAAG,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC,GAAG,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC,GAAG,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;AACA,GAAG,GAAG,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC/B,GAAG,GAAG,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC/B,GAAG,GAAG,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC/B;AACA,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;AAChB,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;AAChB;AACA,GAAG,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AAClB,GAAG,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AAClB;AACA,GAAG,MAAM,CAAC,GAAG,GAAG,KAAK,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC;AACrD;AACA;AACA;AACA,GAAG,KAAK,EAAE,QAAQ,EAAE,CAAC,EAAE,GAAG,OAAO;AACjC;AACA,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,cAAc,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,eAAe,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;AAC9F,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,cAAc,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,eAAe,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;AAC9F;AACA,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AACzB,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AACzB,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AACzB;AACA,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AACzB,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AACzB,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AACzB;AACA,GAAG;AACH;AACA,EAAE,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC3B;AACA,EAAE,KAAK,MAAM,CAAC,MAAM,KAAK,CAAC,GAAG;AAC7B;AACA,GAAG,MAAM,GAAG,EAAE;AACd,IAAI,KAAK,EAAE,CAAC;AACZ,IAAI,KAAK,EAAE,OAAO,CAAC,MAAM;AACzB,IAAI,EAAE,CAAC;AACP;AACA,GAAG;AACH;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,GAAG;AACtD;AACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;AACA,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AAC7B,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AAC7B;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,KAAK,GAAG,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AAC7D;AACA,IAAI,cAAc;AAClB,KAAK,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE;AACrB,KAAK,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE;AACrB,KAAK,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE;AACrB,KAAK,CAAC;AACN;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,MAAM,GAAG,GAAG,IAAI,OAAO,EAAE,EAAE,IAAI,GAAG,IAAI,OAAO,EAAE,CAAC;AAClD,EAAE,MAAM,CAAC,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9C;AACA,EAAE,SAAS,YAAY,EAAE,CAAC,GAAG;AAC7B;AACA,GAAG,CAAC,CAAC,SAAS,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACjC,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChB;AACA,GAAG,MAAM,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC;AACvB;AACA;AACA;AACA,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACjB,GAAG,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,cAAc,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AACzD;AACA;AACA;AACA,GAAG,IAAI,CAAC,YAAY,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AAC9B,GAAG,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;AACtC,GAAG,MAAM,CAAC,GAAG,EAAE,IAAI,GAAG,GAAG,KAAK,EAAE,GAAG,GAAG,GAAG,CAAC;AAC1C;AACA,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC;AAC7B,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC;AACjC,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC;AACjC,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC7B;AACA,GAAG;AACH;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,GAAG;AACtD;AACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;AACA,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AAC7B,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AAC7B;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,KAAK,GAAG,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AAC7D;AACA,IAAI,YAAY,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC;AACrC,IAAI,YAAY,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC;AACrC,IAAI,YAAY,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC;AACrC;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,oBAAoB,EAAE,YAAY;AACnC;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3B,EAAE,MAAM,iBAAiB,GAAG,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC;AAC5D;AACA,EAAE,KAAK,iBAAiB,KAAK,SAAS,GAAG;AACzC;AACA,GAAG,IAAI,eAAe,GAAG,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC;AACvD;AACA,GAAG,KAAK,eAAe,KAAK,SAAS,GAAG;AACxC;AACA,IAAI,eAAe,GAAG,IAAI,eAAe,EAAE,IAAI,YAAY,EAAE,iBAAiB,CAAC,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AAChG,IAAI,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,eAAe,EAAE,CAAC;AACnD;AACA,IAAI,MAAM;AACV;AACA;AACA;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,eAAe,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAChE;AACA,KAAK,eAAe,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1C;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AACpE,GAAG,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AACpE,GAAG,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAChD;AACA;AACA;AACA,GAAG,KAAK,KAAK,GAAG;AAChB;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACxD;AACA,KAAK,MAAM,EAAE,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC,KAAK,MAAM,EAAE,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC,KAAK,MAAM,EAAE,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;AACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,EAAE,EAAE,CAAC;AACrD,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,EAAE,EAAE,CAAC;AACrD,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,EAAE,EAAE,CAAC;AACrD;AACA,KAAK,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC7B,KAAK,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC7B,KAAK,EAAE,CAAC,KAAK,EAAE,EAAE,EAAE,CAAC;AACpB;AACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,eAAe,EAAE,EAAE,EAAE,CAAC;AACnD,KAAK,EAAE,CAAC,mBAAmB,EAAE,eAAe,EAAE,EAAE,EAAE,CAAC;AACnD,KAAK,EAAE,CAAC,mBAAmB,EAAE,eAAe,EAAE,EAAE,EAAE,CAAC;AACnD;AACA,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;AAClB,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;AAClB,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;AAClB;AACA,KAAK,eAAe,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACpD,KAAK,eAAe,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACpD,KAAK,eAAe,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACpD;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA;AACA;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,iBAAiB,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACpE;AACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACxD,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACxD,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACxD;AACA,KAAK,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC7B,KAAK,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC7B,KAAK,EAAE,CAAC,KAAK,EAAE,EAAE,EAAE,CAAC;AACpB;AACA,KAAK,eAAe,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACvD,KAAK,eAAe,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACvD,KAAK,eAAe,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACvD;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,IAAI,CAAC,gBAAgB,EAAE,CAAC;AAC3B;AACA,GAAG,eAAe,CAAC,WAAW,GAAG,IAAI,CAAC;AACtC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,WAAW,QAAQ,EAAE,MAAM,GAAG;AACtC;AACA,EAAE,KAAK,IAAI,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,EAAE,GAAG;AACrD;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,iFAAiF,EAAE,QAAQ,EAAE,CAAC;AAChH,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,MAAM,GAAG,CAAC,CAAC;AACd;AACA,GAAG,OAAO,CAAC,IAAI;AACf,IAAI,qFAAqF;AACzF,MAAM,qEAAqE;AAC3E,IAAI,CAAC;AACL;AACA,GAAG;AACH;AACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,GAAG;AAClC;AACA,GAAG,KAAK,QAAQ,CAAC,UAAU,EAAE,GAAG,EAAE,KAAK,SAAS,GAAG,SAAS;AAC5D;AACA,GAAG,MAAM,UAAU,GAAG,UAAU,EAAE,GAAG,EAAE,CAAC;AACxC,GAAG,MAAM,eAAe,GAAG,UAAU,CAAC,KAAK,CAAC;AAC5C;AACA,GAAG,MAAM,UAAU,GAAG,QAAQ,CAAC,UAAU,EAAE,GAAG,EAAE,CAAC;AACjD,GAAG,MAAM,eAAe,GAAG,UAAU,CAAC,KAAK,CAAC;AAC5C;AACA,GAAG,MAAM,eAAe,GAAG,UAAU,CAAC,QAAQ,GAAG,MAAM,CAAC;AACxD,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,eAAe,CAAC,MAAM,EAAE,eAAe,CAAC,MAAM,GAAG,eAAe,EAAE,CAAC;AAC/F;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG;AAClE;AACA,IAAI,eAAe,EAAE,CAAC,EAAE,GAAG,eAAe,EAAE,CAAC,EAAE,CAAC;AAChD;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,YAAY;AAC/B;AACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;AACzC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,SAAS,CAAC,mBAAmB,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC;AAC/C;AACA,GAAG,SAAS,CAAC,SAAS,EAAE,CAAC;AACzB;AACA,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC9D;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,YAAY;AAC3B;AACA,EAAE,SAAS,sBAAsB,EAAE,SAAS,EAAE,OAAO,GAAG;AACxD;AACA,GAAG,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;AACjC,GAAG,MAAM,QAAQ,GAAG,SAAS,CAAC,QAAQ,CAAC;AACvC,GAAG,MAAM,UAAU,GAAG,SAAS,CAAC,UAAU,CAAC;AAC3C;AACA,GAAG,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,WAAW,EAAE,OAAO,CAAC,MAAM,GAAG,QAAQ,EAAE,CAAC;AACrE;AACA,GAAG,IAAI,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,CAAC;AAC7B;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,IAAI,KAAK,GAAG,OAAO,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC;AACpC;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,EAAE,CAAC,GAAG,GAAG;AAC1C;AACA,KAAK,MAAM,EAAE,MAAM,GAAG,EAAE,GAAG,KAAK,EAAE,KAAK,GAAG,EAAE,CAAC;AAC7C;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,OAAO,IAAI,eAAe,EAAE,MAAM,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC9D;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;AACjG,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,MAAM,SAAS,GAAG,IAAI,cAAc,EAAE,CAAC;AACzC;AACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC;AACnC,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;AACA;AACA;AACA,EAAE,MAAM,MAAM,IAAI,IAAI,UAAU,GAAG;AACnC;AACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,IAAI,EAAE,CAAC;AACxC;AACA,GAAG,MAAM,YAAY,GAAG,sBAAsB,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AACrE;AACA,GAAG,SAAS,CAAC,YAAY,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;AAChD;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AAC/C;AACA,EAAE,MAAM,MAAM,IAAI,IAAI,eAAe,GAAG;AACxC;AACA,GAAG,MAAM,UAAU,GAAG,EAAE,CAAC;AACzB,GAAG,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC;AAClD;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC/D;AACA,IAAI,MAAM,SAAS,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC;AAC1C;AACA,IAAI,MAAM,YAAY,GAAG,sBAAsB,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AACtE;AACA,IAAI,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACpC;AACA,IAAI;AACJ;AACA,GAAG,SAAS,CAAC,eAAe,EAAE,IAAI,EAAE,GAAG,UAAU,CAAC;AAClD;AACA,GAAG;AACH;AACA,EAAE,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;AAC7D;AACA;AACA;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;AACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B,GAAG,SAAS,CAAC,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACvE;AACA,GAAG;AACH;AACA,EAAE,OAAO,SAAS,CAAC;AACnB;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,YAAY;AACrB;AACA,EAAE,MAAM,IAAI,GAAG;AACf,GAAG,QAAQ,EAAE;AACb,IAAI,OAAO,EAAE,GAAG;AAChB,IAAI,IAAI,EAAE,gBAAgB;AAC1B,IAAI,SAAS,EAAE,uBAAuB;AACtC,IAAI;AACJ,GAAG,CAAC;AACJ;AACA;AACA;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACxB,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACxB,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,EAAE,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAChD,EAAE,KAAK,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC/E;AACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG;AACvC;AACA,GAAG,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACtC;AACA,GAAG,MAAM,MAAM,GAAG,IAAI,UAAU,GAAG;AACnC;AACA,IAAI,KAAK,UAAU,EAAE,GAAG,EAAE,KAAK,SAAS,GAAG,IAAI,EAAE,GAAG,EAAE,GAAG,UAAU,EAAE,GAAG,EAAE,CAAC;AAC3E;AACA,IAAI;AACJ;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,EAAE,UAAU,EAAE,EAAE,EAAE,CAAC;AACjC;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3B;AACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;AACA,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG;AACrB,IAAI,IAAI,EAAE,KAAK,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI;AACtC,IAAI,KAAK,EAAE,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE;AACpD,IAAI,CAAC;AACL;AACA,GAAG;AACH;AACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,GAAG;AAClC;AACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;AACA,GAAG,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,GAAG,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC/D;AACA,GAAG;AACH;AACA,EAAE,MAAM,eAAe,GAAG,EAAE,CAAC;AAC7B,EAAE,IAAI,kBAAkB,GAAG,KAAK,CAAC;AACjC;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,IAAI,CAAC,eAAe,GAAG;AAC5C;AACA,GAAG,MAAM,cAAc,GAAG,IAAI,CAAC,eAAe,EAAE,GAAG,EAAE,CAAC;AACtD;AACA,GAAG,MAAM,KAAK,GAAG,EAAE,CAAC;AACpB;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC/D;AACA,IAAI,MAAM,SAAS,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC;AAC1C;AACA,IAAI,KAAK,CAAC,IAAI,EAAE,SAAS,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,CAAC;AAChD;AACA,IAAI;AACJ;AACA,GAAG,KAAK,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG;AAC3B;AACA,IAAI,eAAe,EAAE,GAAG,EAAE,GAAG,KAAK,CAAC;AACnC;AACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,kBAAkB,GAAG;AAC5B;AACA,GAAG,IAAI,CAAC,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;AAC/C,GAAG,IAAI,CAAC,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;AAC9D;AACA,GAAG;AACH;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;AACA,EAAE,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG;AAC3B;AACA,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,MAAM,EAAE,EAAE,CAAC;AAC7D;AACA,GAAG;AACH;AACA,EAAE,MAAM,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC;AAC7C;AACA,EAAE,KAAK,cAAc,KAAK,IAAI,GAAG;AACjC;AACA,GAAG,IAAI,CAAC,IAAI,CAAC,cAAc,GAAG;AAC9B,IAAI,MAAM,EAAE,cAAc,CAAC,MAAM,CAAC,OAAO,EAAE;AAC3C,IAAI,MAAM,EAAE,cAAc,CAAC,MAAM;AACjC,IAAI,CAAC;AACL;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,YAAY;AACpB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,EAAE,OAAO,IAAI,cAAc,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;AACA;AACA;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACpB,EAAE,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;AACvB,EAAE,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;AAC5B,EAAE,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC;AACnB,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B,EAAE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;AAC7B;AACA;AACA;AACA,EAAE,MAAM,IAAI,GAAG,EAAE,CAAC;AAClB;AACA;AACA;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;AACA;AACA;AACA,EAAE,MAAM,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC7B;AACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;AACA,GAAG,IAAI,CAAC,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,IAAI,EAAE,EAAE,CAAC;AACxC;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACvC;AACA,EAAE,MAAM,MAAM,IAAI,IAAI,UAAU,GAAG;AACnC;AACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,IAAI,EAAE,CAAC;AACxC,GAAG,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,SAAS,CAAC,KAAK,EAAE,IAAI,EAAE,EAAE,CAAC;AACtD;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AACjD;AACA,EAAE,MAAM,MAAM,IAAI,IAAI,eAAe,GAAG;AACxC;AACA,GAAG,MAAM,KAAK,GAAG,EAAE,CAAC;AACpB,GAAG,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC;AAClD;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC7D;AACA,IAAI,KAAK,CAAC,IAAI,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,IAAI,EAAE,EAAE,CAAC;AACpD;AACA,IAAI;AACJ;AACA,GAAG,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,GAAG,KAAK,CAAC;AACxC;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC,oBAAoB,CAAC;AAC1D;AACA;AACA;AACA,EAAE,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC/B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;AACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B,GAAG,IAAI,CAAC,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAClE;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACzC;AACA,EAAE,KAAK,WAAW,KAAK,IAAI,GAAG;AAC9B;AACA,GAAG,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC,KAAK,EAAE,CAAC;AAC1C;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC/C;AACA,EAAE,KAAK,cAAc,KAAK,IAAI,GAAG;AACjC;AACA,GAAG,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC,KAAK,EAAE,CAAC;AAChD;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC;AAChD,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC;AAChD;AACA;AACA;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,YAAY;AACtB;AACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,gBAAgB,GAAG,IAAI,OAAO,EAAE,CAAC;AACvC,MAAM,MAAM,GAAG,IAAI,GAAG,EAAE,CAAC;AACzB,MAAM,SAAS,GAAG,IAAI,MAAM,EAAE,CAAC;AAC/B;AACA,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B;AACA,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B;AACA,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;AACA,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B;AACA,MAAM,kBAAkB,GAAG,IAAI,OAAO,EAAE,CAAC;AACzC,MAAM,uBAAuB,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9C;AACA,SAAS,IAAI,EAAE,QAAQ,GAAG,IAAI,cAAc,EAAE,EAAE,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG;AACrF;AACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC;AACpB;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B;AACA,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC3B;AACA,CAAC;AACD;AACA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACrE;AACA,CAAC,WAAW,EAAE,IAAI;AAClB;AACA,CAAC,MAAM,EAAE,IAAI;AACb;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;AACA,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC/C;AACA,EAAE,KAAK,MAAM,CAAC,qBAAqB,KAAK,SAAS,GAAG;AACpD;AACA,GAAG,IAAI,CAAC,qBAAqB,GAAG,MAAM,CAAC,qBAAqB,CAAC,KAAK,EAAE,CAAC;AACrE;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,CAAC,qBAAqB,KAAK,SAAS,GAAG;AACpD;AACA,GAAG,IAAI,CAAC,qBAAqB,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,MAAM,CAAC,qBAAqB,EAAE,CAAC;AAClF;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;AACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;AACA,GAAG,MAAM,eAAe,GAAG,QAAQ,CAAC,eAAe,CAAC;AACpD,GAAG,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC;AAC/C;AACA,GAAG,KAAK,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AAC1B;AACA,IAAI,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;AACxD;AACA,IAAI,KAAK,cAAc,KAAK,SAAS,GAAG;AACxC;AACA,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;AACrC,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;AACrC;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACjE;AACA,MAAM,MAAM,IAAI,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC,IAAI,IAAI,MAAM,EAAE,CAAC,EAAE,CAAC;AAC3D;AACA,MAAM,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC3C,MAAM,IAAI,CAAC,qBAAqB,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;AAC7C;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;AAC9C;AACA,GAAG,KAAK,YAAY,KAAK,SAAS,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,GAAG;AAChE;AACA,IAAI,OAAO,CAAC,KAAK,EAAE,sGAAsG,EAAE,CAAC;AAC5H;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,SAAS,EAAE,UAAU,GAAG;AAC7C;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACvC;AACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG,OAAO;AACvC;AACA;AACA;AACA,EAAE,KAAK,QAAQ,CAAC,cAAc,KAAK,IAAI,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;AAC3E;AACA,EAAE,SAAS,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC;AAC5C,EAAE,SAAS,CAAC,YAAY,EAAE,WAAW,EAAE,CAAC;AACxC;AACA,EAAE,KAAK,SAAS,CAAC,GAAG,CAAC,gBAAgB,EAAE,SAAS,EAAE,KAAK,KAAK,GAAG,OAAO;AACtE;AACA;AACA;AACA,EAAE,gBAAgB,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAChD,EAAE,MAAM,CAAC,IAAI,EAAE,SAAS,CAAC,GAAG,EAAE,CAAC,YAAY,EAAE,gBAAgB,EAAE,CAAC;AAChE;AACA;AACA;AACA,EAAE,KAAK,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG;AACvC;AACA,GAAG,KAAK,MAAM,CAAC,aAAa,EAAE,QAAQ,CAAC,WAAW,EAAE,KAAK,KAAK,GAAG,OAAO;AACxE;AACA,GAAG;AACH;AACA,EAAE,IAAI,YAAY,CAAC;AACnB;AACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;AACA,GAAG,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AAChC,GAAG,MAAM,QAAQ,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;AACjD,GAAG,MAAM,aAAa,GAAG,QAAQ,CAAC,eAAe,CAAC,QAAQ,CAAC;AAC3D,GAAG,MAAM,oBAAoB,GAAG,QAAQ,CAAC,oBAAoB,CAAC;AAC9D,GAAG,MAAM,EAAE,GAAG,QAAQ,CAAC,UAAU,CAAC,EAAE,CAAC;AACrC,GAAG,MAAM,GAAG,GAAG,QAAQ,CAAC,UAAU,CAAC,GAAG,CAAC;AACvC,GAAG,MAAM,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AAClC,GAAG,MAAM,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACxC;AACA,GAAG,KAAK,KAAK,KAAK,IAAI,GAAG;AACzB;AACA;AACA;AACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACrC;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;AACA,MAAM,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAChC,MAAM,MAAM,aAAa,GAAG,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAC5D;AACA,MAAM,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AAC7D,MAAM,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,IAAI,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,MAAM,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AACnG;AACA,MAAM,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACtD;AACA,OAAO,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACjC,OAAO,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACrC,OAAO,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACrC;AACA,OAAO,YAAY,GAAG,+BAA+B,EAAE,IAAI,EAAE,aAAa,EAAE,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjK;AACA,OAAO,KAAK,YAAY,GAAG;AAC3B;AACA,QAAQ,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACrD,QAAQ,YAAY,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC,aAAa,CAAC;AAC9D,QAAQ,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACxC;AACA,QAAQ;AACR;AACA,OAAO;AACP;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA,KAAK,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AAClD,KAAK,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAChF;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACrD;AACA,MAAM,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC,MAAM,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC,MAAM,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;AACA,MAAM,YAAY,GAAG,+BAA+B,EAAE,IAAI,EAAE,QAAQ,EAAE,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3J;AACA,MAAM,KAAK,YAAY,GAAG;AAC1B;AACA,OAAO,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpD,OAAO,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACvC;AACA,OAAO;AACP;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI,MAAM,KAAK,QAAQ,KAAK,SAAS,GAAG;AACxC;AACA;AACA;AACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACrC;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;AACA,MAAM,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAChC,MAAM,MAAM,aAAa,GAAG,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAC5D;AACA,MAAM,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AAC7D,MAAM,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,IAAI,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,MAAM,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AACnG;AACA,MAAM,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACtD;AACA,OAAO,MAAM,CAAC,GAAG,CAAC,CAAC;AACnB,OAAO,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACvB,OAAO,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACvB;AACA,OAAO,YAAY,GAAG,+BAA+B,EAAE,IAAI,EAAE,aAAa,EAAE,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjK;AACA,OAAO,KAAK,YAAY,GAAG;AAC3B;AACA,QAAQ,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACrD,QAAQ,YAAY,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC,aAAa,CAAC;AAC9D,QAAQ,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACxC;AACA,QAAQ;AACR;AACA,OAAO;AACP;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA,KAAK,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AAClD,KAAK,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AACnF;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACrD;AACA,MAAM,MAAM,CAAC,GAAG,CAAC,CAAC;AAClB,MAAM,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACtB,MAAM,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACtB;AACA,MAAM,YAAY,GAAG,+BAA+B,EAAE,IAAI,EAAE,QAAQ,EAAE,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3J;AACA,MAAM,KAAK,YAAY,GAAG;AAC1B;AACA,OAAO,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpD,OAAO,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACvC;AACA,OAAO;AACP;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,UAAU,GAAG;AACpC;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,2FAA2F,EAAE,CAAC;AAChH;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,SAAS,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,GAAG;AAClF;AACA,CAAC,IAAI,SAAS,CAAC;AACf;AACA,CAAC,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG;AACnC;AACA,EAAE,SAAS,GAAG,GAAG,CAAC,iBAAiB,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC/D;AACA,EAAE,MAAM;AACR;AACA,EAAE,SAAS,GAAG,GAAG,CAAC,iBAAiB,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,QAAQ,CAAC,IAAI,KAAK,UAAU,EAAE,KAAK,EAAE,CAAC;AACvF;AACA,EAAE;AACF;AACA,CAAC,KAAK,SAAS,KAAK,IAAI,GAAG,OAAO,IAAI,CAAC;AACvC;AACA,CAAC,uBAAuB,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACvC,CAAC,uBAAuB,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC5D;AACA,CAAC,MAAM,QAAQ,GAAG,SAAS,CAAC,GAAG,CAAC,MAAM,CAAC,UAAU,EAAE,uBAAuB,EAAE,CAAC;AAC7E;AACA,CAAC,KAAK,QAAQ,GAAG,SAAS,CAAC,IAAI,IAAI,QAAQ,GAAG,SAAS,CAAC,GAAG,GAAG,OAAO,IAAI,CAAC;AAC1E;AACA,CAAC,OAAO;AACR,EAAE,QAAQ,EAAE,QAAQ;AACpB,EAAE,KAAK,EAAE,uBAAuB,CAAC,KAAK,EAAE;AACxC,EAAE,MAAM,EAAE,MAAM;AAChB,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,+BAA+B,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,GAAG,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC9I;AACA,CAAC,KAAK,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC1C,CAAC,KAAK,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC1C,CAAC,KAAK,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC1C;AACA,CAAC,MAAM,eAAe,GAAG,MAAM,CAAC,qBAAqB,CAAC;AACtD;AACA,CAAC,KAAK,QAAQ,CAAC,YAAY,IAAI,aAAa,IAAI,eAAe,GAAG;AAClE;AACA,EAAE,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB,EAAE,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB,EAAE,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC7D;AACA,GAAG,MAAM,SAAS,GAAG,eAAe,EAAE,CAAC,EAAE,CAAC;AAC1C,GAAG,MAAM,cAAc,GAAG,aAAa,EAAE,CAAC,EAAE,CAAC;AAC7C;AACA,GAAG,KAAK,SAAS,KAAK,CAAC,GAAG,SAAS;AACnC;AACA,GAAG,MAAM,CAAC,mBAAmB,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AACnD,GAAG,MAAM,CAAC,mBAAmB,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AACnD,GAAG,MAAM,CAAC,mBAAmB,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AACnD;AACA,GAAG,KAAK,oBAAoB,GAAG;AAC/B;AACA,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AACjD,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AACjD,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AACjD;AACA,IAAI,MAAM;AACV;AACA,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,SAAS,EAAE,CAAC;AAC9D,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,SAAS,EAAE,CAAC;AAC9D,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,SAAS,EAAE,CAAC;AAC9D;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACvB,EAAE,KAAK,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACvB,EAAE,KAAK,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACvB;AACA,EAAE;AACF;AACA,CAAC,KAAK,MAAM,CAAC,aAAa,IAAI,QAAQ,CAAC,QAAQ,GAAG;AAClD;AACA,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AACnC,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,EAAE;AACF;AACA,CAAC,MAAM,YAAY,GAAG,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,kBAAkB,EAAE,CAAC;AACrH;AACA,CAAC,KAAK,YAAY,GAAG;AACrB;AACA,EAAE,KAAK,EAAE,GAAG;AACZ;AACA,GAAG,MAAM,CAAC,mBAAmB,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACvC,GAAG,MAAM,CAAC,mBAAmB,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACvC,GAAG,MAAM,CAAC,mBAAmB,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACvC;AACA,GAAG,YAAY,CAAC,EAAE,GAAG,QAAQ,CAAC,KAAK,EAAE,kBAAkB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC;AACtH;AACA,GAAG;AACH;AACA,EAAE,KAAK,GAAG,GAAG;AACb;AACA,GAAG,MAAM,CAAC,mBAAmB,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;AACxC,GAAG,MAAM,CAAC,mBAAmB,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;AACxC,GAAG,MAAM,CAAC,mBAAmB,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;AACxC;AACA,GAAG,YAAY,CAAC,GAAG,GAAG,QAAQ,CAAC,KAAK,EAAE,kBAAkB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC;AACvH;AACA,GAAG;AACH;AACA,EAAE,MAAM,IAAI,GAAG;AACf,GAAG,CAAC,EAAE,CAAC;AACP,GAAG,CAAC,EAAE,CAAC;AACP,GAAG,CAAC,EAAE,CAAC;AACP,GAAG,MAAM,EAAE,IAAI,OAAO,EAAE;AACxB,GAAG,aAAa,EAAE,CAAC;AACnB,GAAG,CAAC;AACJ;AACA,EAAE,QAAQ,CAAC,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACzD;AACA,EAAE,YAAY,CAAC,IAAI,GAAG,IAAI,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,OAAO,YAAY,CAAC;AACrB;AACA,CAAC;AACD;AACA,MAAM,WAAW,SAAS,cAAc,CAAC;AACzC;AACA,CAAC,WAAW,EAAE,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,aAAa,GAAG,CAAC,EAAE,cAAc,GAAG,CAAC,EAAE,aAAa,GAAG,CAAC,GAAG;AAC3G;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,aAAa,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,UAAU,GAAG;AACpB,GAAG,KAAK,EAAE,KAAK;AACf,GAAG,MAAM,EAAE,MAAM;AACjB,GAAG,KAAK,EAAE,KAAK;AACf,GAAG,aAAa,EAAE,aAAa;AAC/B,GAAG,cAAc,EAAE,cAAc;AACjC,GAAG,aAAa,EAAE,aAAa;AAC/B,GAAG,CAAC;AACJ;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;AACA;AACA;AACA,EAAE,aAAa,GAAG,IAAI,CAAC,KAAK,EAAE,aAAa,EAAE,CAAC;AAC9C,EAAE,cAAc,GAAG,IAAI,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC;AAChD,EAAE,aAAa,GAAG,IAAI,CAAC,KAAK,EAAE,aAAa,EAAE,CAAC;AAC9C;AACA;AACA;AACA,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;AACrB,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;AACtB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;AACrB,EAAE,MAAM,GAAG,GAAG,EAAE,CAAC;AACjB;AACA;AACA;AACA,EAAE,IAAI,gBAAgB,GAAG,CAAC,CAAC;AAC3B,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;AACrB;AACA;AACA;AACA,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AAChG,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AAChG,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,aAAa,EAAE,CAAC,EAAE,CAAC;AAC3F,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,EAAE,MAAM,EAAE,aAAa,EAAE,aAAa,EAAE,CAAC,EAAE,CAAC;AAC/F,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AAC9F,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AAClG;AACA;AACA;AACA,EAAE,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;AAC3B,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AAC7E,EAAE,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,IAAI,sBAAsB,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;AAC1E,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,sBAAsB,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC;AAClE;AACA,EAAE,SAAS,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,aAAa,GAAG;AAChG;AACA,GAAG,MAAM,YAAY,GAAG,KAAK,GAAG,KAAK,CAAC;AACtC,GAAG,MAAM,aAAa,GAAG,MAAM,GAAG,KAAK,CAAC;AACxC;AACA,GAAG,MAAM,SAAS,GAAG,KAAK,GAAG,CAAC,CAAC;AAC/B,GAAG,MAAM,UAAU,GAAG,MAAM,GAAG,CAAC,CAAC;AACjC,GAAG,MAAM,SAAS,GAAG,KAAK,GAAG,CAAC,CAAC;AAC/B;AACA,GAAG,MAAM,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;AAC5B,GAAG,MAAM,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;AAC5B;AACA,GAAG,IAAI,aAAa,GAAG,CAAC,CAAC;AACzB,GAAG,IAAI,UAAU,GAAG,CAAC,CAAC;AACtB;AACA,GAAG,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;AACA;AACA;AACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,GAAG;AAC1C;AACA,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,aAAa,GAAG,UAAU,CAAC;AAC9C;AACA,IAAI,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,GAAG;AAC3C;AACA,KAAK,MAAM,CAAC,GAAG,EAAE,GAAG,YAAY,GAAG,SAAS,CAAC;AAC7C;AACA;AACA;AACA,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,IAAI,CAAC;AAC5B,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,IAAI,CAAC;AAC5B,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,SAAS,CAAC;AAC7B;AACA;AACA;AACA,KAAK,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AACnD;AACA;AACA;AACA,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACrB,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACrB,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,KAAK,GAAG,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC;AACvC;AACA;AACA;AACA,KAAK,OAAO,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AAClD;AACA;AACA;AACA,KAAK,GAAG,CAAC,IAAI,EAAE,EAAE,GAAG,KAAK,EAAE,CAAC;AAC5B,KAAK,GAAG,CAAC,IAAI,EAAE,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,EAAE,CAAC;AACpC;AACA;AACA;AACA,KAAK,aAAa,IAAI,CAAC,CAAC;AACxB;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA;AACA;AACA;AACA;AACA;AACA;AACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG;AACzC;AACA,IAAI,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG;AAC1C;AACA,KAAK,MAAM,CAAC,GAAG,gBAAgB,GAAG,EAAE,GAAG,MAAM,GAAG,EAAE,CAAC;AACnD,KAAK,MAAM,CAAC,GAAG,gBAAgB,GAAG,EAAE,GAAG,MAAM,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;AAC3D,KAAK,MAAM,CAAC,GAAG,gBAAgB,KAAK,EAAE,GAAG,CAAC,EAAE,GAAG,MAAM,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;AACnE,KAAK,MAAM,CAAC,GAAG,gBAAgB,KAAK,EAAE,GAAG,CAAC,EAAE,GAAG,MAAM,GAAG,EAAE,CAAC;AAC3D;AACA;AACA;AACA,KAAK,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7B,KAAK,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7B;AACA;AACA;AACA,KAAK,UAAU,IAAI,CAAC,CAAC;AACrB;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA;AACA;AACA,GAAG,KAAK,CAAC,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,aAAa,EAAE,CAAC;AAC3D;AACA;AACA;AACA,GAAG,UAAU,IAAI,UAAU,CAAC;AAC5B;AACA;AACA;AACA,GAAG,gBAAgB,IAAI,aAAa,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA;AACA;AACA;AACA;AACA,SAAS,aAAa,EAAE,GAAG,GAAG;AAC9B;AACA,CAAC,MAAM,GAAG,GAAG,EAAE,CAAC;AAChB;AACA,CAAC,MAAM,MAAM,CAAC,IAAI,GAAG,GAAG;AACxB;AACA,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;AAChB;AACA,EAAE,MAAM,MAAM,CAAC,IAAI,GAAG,EAAE,CAAC,EAAE,GAAG;AAC9B;AACA,GAAG,MAAM,QAAQ,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AAClC;AACA,GAAG,KAAK,QAAQ,MAAM,QAAQ,CAAC,OAAO;AACtC,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,SAAS;AAC5C,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,SAAS;AAClE,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,YAAY,EAAE,GAAG;AACpD;AACA,IAAI,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC;AACrC;AACA,IAAI,MAAM,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AAC3C;AACA,IAAI,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC;AACrC;AACA,IAAI,MAAM;AACV;AACA,IAAI,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC;AAC7B;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO,GAAG,CAAC;AACZ;AACA,CAAC;AACD;AACA,SAAS,aAAa,EAAE,QAAQ,GAAG;AACnC;AACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;AACnB;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC9C;AACA,EAAE,MAAM,GAAG,GAAG,aAAa,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AAC7C;AACA,EAAE,MAAM,MAAM,CAAC,IAAI,GAAG,GAAG;AACzB;AACA,GAAG,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,EAAE,CAAC,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO,MAAM,CAAC;AACf;AACA,CAAC;AACD;AACA;AACA;AACA,MAAM,aAAa,GAAG,EAAE,KAAK,EAAE,aAAa,EAAE,KAAK,EAAE,aAAa,EAAE,CAAC;AACrE;AACA,IAAI,cAAc,GAAG,+FAA+F,CAAC;AACrH;AACA,IAAI,gBAAgB,GAAG,gEAAgE,CAAC;AACxF;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,SAAS,cAAc,EAAE,UAAU,GAAG;AACtC;AACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;AAC9B;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;AACnB,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,cAAc,CAAC;AACpC,CAAC,IAAI,CAAC,cAAc,GAAG,gBAAgB,CAAC;AACxC;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;AACpB;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;AACxB,CAAC,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;AAC7B;AACA,CAAC,IAAI,CAAC,GAAG,GAAG,KAAK,CAAC;AAClB,CAAC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;AACrB,CAAC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;AACvB;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;AACvB,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;AACA,CAAC,IAAI,CAAC,UAAU,GAAG;AACnB,EAAE,WAAW,EAAE,KAAK;AACpB,EAAE,SAAS,EAAE,KAAK;AAClB,EAAE,WAAW,EAAE,KAAK;AACpB,EAAE,gBAAgB,EAAE,KAAK;AACzB,EAAE,CAAC;AACH;AACA;AACA;AACA,CAAC,IAAI,CAAC,sBAAsB,GAAG;AAC/B,EAAE,OAAO,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AACtB,EAAE,IAAI,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE;AAChB,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE;AACjB,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,mBAAmB,GAAG,SAAS,CAAC;AACtC,CAAC,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;AACjC;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AACzB;AACA,CAAC,KAAK,UAAU,KAAK,SAAS,GAAG;AACjC;AACA,EAAE,KAAK,UAAU,CAAC,UAAU,KAAK,SAAS,GAAG;AAC7C;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,yFAAyF,EAAE,CAAC;AAC9G;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,cAAc,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;AAC/D,cAAc,CAAC,SAAS,CAAC,WAAW,GAAG,cAAc,CAAC;AACtD;AACA,cAAc,CAAC,SAAS,CAAC,gBAAgB,GAAG,IAAI,CAAC;AACjD;AACA,cAAc,CAAC,SAAS,CAAC,IAAI,GAAG,WAAW,MAAM,GAAG;AACpD;AACA,CAAC,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC9C;AACA,CAAC,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC7C,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,aAAa,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;AAClD;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC;AACpD;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACnC,CAAC,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACrD;AACA,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC7B,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACjC;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACjC;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC;AAC1D;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACvC;AACA,CAAC,OAAO,IAAI,CAAC;AACb;AACA,CAAC,CAAC;AACF;AACA,cAAc,CAAC,SAAS,CAAC,MAAM,GAAG,WAAW,IAAI,GAAG;AACpD;AACA,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3D;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACrC,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;AACA,CAAC,MAAM,MAAM,IAAI,IAAI,IAAI,CAAC,QAAQ,GAAG;AACrC;AACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;AACxC,EAAE,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AAC9B;AACA,EAAE,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AAClC;AACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;AAC3B,IAAI,IAAI,EAAE,GAAG;AACb,IAAI,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI;AACpC,IAAI,CAAC;AACL;AACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,OAAO,GAAG;AACvC;AACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;AAC3B,IAAI,IAAI,EAAE,GAAG;AACb,IAAI,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE;AACzB,IAAI,CAAC;AACL;AACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;AACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;AAC3B,IAAI,IAAI,EAAE,IAAI;AACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;AAC1B,IAAI,CAAC;AACL;AACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;AACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;AAC3B,IAAI,IAAI,EAAE,IAAI;AACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;AAC1B,IAAI,CAAC;AACL;AACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;AACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;AAC3B,IAAI,IAAI,EAAE,IAAI;AACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;AAC1B,IAAI,CAAC;AACL;AACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;AACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;AAC3B,IAAI,IAAI,EAAE,IAAI;AACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;AAC1B,IAAI,CAAC;AACL;AACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;AACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;AAC3B,IAAI,IAAI,EAAE,IAAI;AACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;AAC1B,IAAI,CAAC;AACL;AACA,GAAG,MAAM;AACT;AACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;AAC3B,IAAI,KAAK,EAAE,KAAK;AAChB,IAAI,CAAC;AACL;AACA;AACA;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,KAAK,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;AAC3E;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;AACvC,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC;AAC3C;AACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC;AACvB;AACA,CAAC,MAAM,MAAM,GAAG,IAAI,IAAI,CAAC,UAAU,GAAG;AACtC;AACA,EAAE,KAAK,IAAI,CAAC,UAAU,EAAE,GAAG,EAAE,KAAK,IAAI,GAAG,UAAU,EAAE,GAAG,EAAE,GAAG,IAAI,CAAC;AAClE;AACA,EAAE;AACF;AACA,CAAC,KAAK,MAAM,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAC1E;AACA,CAAC,OAAO,IAAI,CAAC;AACb;AACA,CAAC,CAAC;AACF;AACA,SAAS,MAAM,GAAG;AAClB;AACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,QAAQ,CAAC;AACtB;AACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,IAAI,OAAO,EAAE,CAAC;AACzC;AACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,IAAI,OAAO,EAAE,CAAC;AACvC,CAAC,IAAI,CAAC,uBAAuB,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9C;AACA,CAAC;AACD;AACA,MAAM,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACvE;AACA,CAAC,WAAW,EAAE,MAAM;AACpB;AACA,CAAC,QAAQ,EAAE,IAAI;AACf;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG;AACtC;AACA,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AAC1D;AACA,EAAE,IAAI,CAAC,kBAAkB,CAAC,IAAI,EAAE,MAAM,CAAC,kBAAkB,EAAE,CAAC;AAC5D;AACA,EAAE,IAAI,CAAC,gBAAgB,CAAC,IAAI,EAAE,MAAM,CAAC,gBAAgB,EAAE,CAAC;AACxD,EAAE,IAAI,CAAC,uBAAuB,CAAC,IAAI,EAAE,MAAM,CAAC,uBAAuB,EAAE,CAAC;AACtE;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,MAAM,GAAG;AACxC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,2DAA2D,EAAE,CAAC;AAC/E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC;AACtC;AACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AACjE;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,KAAK,GAAG;AACvC;AACA,EAAE,QAAQ,CAAC,SAAS,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC3D;AACA,EAAE,IAAI,CAAC,kBAAkB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,aAAa,EAAE,cAAc,GAAG;AAC/D;AACA,EAAE,QAAQ,CAAC,SAAS,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC;AACnF;AACA,EAAE,IAAI,CAAC,kBAAkB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,YAAY;AACpB;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,SAAS,iBAAiB,EAAE,GAAG,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,EAAE,IAAI,GAAG,GAAG,EAAE,GAAG,GAAG,IAAI,GAAG;AAC3E;AACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACrB;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,mBAAmB,CAAC;AACjC;AACA,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;AAChB,CAAC,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;AACf;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AAClB,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;AAChB,CAAC,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC;AACjB;AACA,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACtB,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AAClB;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,EAAE,CAAC;AACrB,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;AACrB;AACA,CAAC,IAAI,CAAC,sBAAsB,EAAE,CAAC;AAC/B;AACA,CAAC;AACD;AACA,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AAChF;AACA,CAAC,WAAW,EAAE,iBAAiB;AAC/B;AACA,CAAC,mBAAmB,EAAE,IAAI;AAC1B;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG;AACtC;AACA,EAAE,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AACxD;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC9B,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AAC7E;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,cAAc,EAAE,WAAW,WAAW,GAAG;AAC1C;AACA;AACA,EAAE,MAAM,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC,aAAa,EAAE,GAAG,WAAW,CAAC;AAChE;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AAC/D,EAAE,IAAI,CAAC,sBAAsB,EAAE,CAAC;AAChC;AACA,EAAE;AACF;AACA;AACA;AACA;AACA,CAAC,cAAc,EAAE,YAAY;AAC7B;AACA,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,OAAO,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC;AACtE;AACA,EAAE,OAAO,GAAG,GAAG,IAAI,CAAC,aAAa,EAAE,GAAG,YAAY,CAAC;AACnD;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,YAAY;AAC9B;AACA,EAAE,OAAO,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI;AAC1C,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,OAAO,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC;AAChE;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,YAAY;AAC3B;AACA;AACA,EAAE,OAAO,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;AACrD;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,YAAY;AAC5B;AACA;AACA,EAAE,OAAO,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;AACrD;AACA,EAAE;AACF;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,aAAa,EAAE,WAAW,SAAS,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AACxE;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,SAAS,GAAG,UAAU,CAAC;AACvC;AACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,GAAG;AAC5B;AACA,GAAG,IAAI,CAAC,IAAI,GAAG;AACf,IAAI,OAAO,EAAE,IAAI;AACjB,IAAI,SAAS,EAAE,CAAC;AAChB,IAAI,UAAU,EAAE,CAAC;AACjB,IAAI,OAAO,EAAE,CAAC;AACd,IAAI,OAAO,EAAE,CAAC;AACd,IAAI,KAAK,EAAE,CAAC;AACZ,IAAI,MAAM,EAAE,CAAC;AACb,IAAI,CAAC;AACL;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;AAC3B,EAAE,IAAI,CAAC,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAClC,EAAE,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AACpC,EAAE,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AACxB,EAAE,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AACxB,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AAC1B,EAAE,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,sBAAsB,EAAE,CAAC;AAChC;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,YAAY;AAC9B;AACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,GAAG;AAC5B;AACA,GAAG,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AAC7B;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,sBAAsB,EAAE,CAAC;AAChC;AACA,EAAE;AACF;AACA,CAAC,sBAAsB,EAAE,YAAY;AACrC;AACA,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACzB,EAAE,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,OAAO,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC;AAC9E,EAAE,IAAI,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;AACvB,EAAE,IAAI,KAAK,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACnC,EAAE,IAAI,IAAI,GAAG,EAAE,GAAG,GAAG,KAAK,CAAC;AAC3B,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACzB;AACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG;AACjD;AACA,GAAG,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS;AACnC,IAAI,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACjC;AACA,GAAG,IAAI,IAAI,IAAI,CAAC,OAAO,GAAG,KAAK,GAAG,SAAS,CAAC;AAC5C,GAAG,GAAG,IAAI,IAAI,CAAC,OAAO,GAAG,MAAM,GAAG,UAAU,CAAC;AAC7C,GAAG,KAAK,IAAI,IAAI,CAAC,KAAK,GAAG,SAAS,CAAC;AACnC,GAAG,MAAM,IAAI,IAAI,CAAC,MAAM,GAAG,UAAU,CAAC;AACtC;AACA,GAAG;AACH;AACA,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,CAAC;AAC/B,EAAE,KAAK,IAAI,KAAK,CAAC,GAAG,IAAI,IAAI,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AAC9D;AACA,EAAE,IAAI,CAAC,gBAAgB,CAAC,eAAe,EAAE,IAAI,EAAE,IAAI,GAAG,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AACjG;AACA,EAAE,IAAI,CAAC,uBAAuB,CAAC,IAAI,EAAE,IAAI,CAAC,gBAAgB,EAAE,CAAC,MAAM,EAAE,CAAC;AACtE;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;AACA,EAAE,MAAM,IAAI,GAAG,QAAQ,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AAC5D;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;AAC7B,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAC/B;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAC/B,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;AAC7B,EAAE,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AACjC;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACnC;AACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC9E;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACzC,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AAC3C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,GAAG,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,CAAC;AAC3B;AACA,MAAM,UAAU,SAAS,QAAQ,CAAC;AAClC;AACA,CAAC,WAAW,EAAE,IAAI,EAAE,GAAG,EAAE,YAAY,GAAG;AACxC;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,YAAY,CAAC;AAC3B;AACA,EAAE,KAAK,YAAY,CAAC,uBAAuB,KAAK,IAAI,GAAG;AACvD;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,wGAAwG,EAAE,CAAC;AAC7H,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;AACnC;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;AACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;AACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAC9C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;AACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;AACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAC9C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;AACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;AACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;AAC9C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,GAAG;AAC3B;AACA,EAAE,KAAK,IAAI,CAAC,MAAM,KAAK,IAAI,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;AACvD;AACA,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;AACzC;AACA,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AACvF;AACA,EAAE,MAAM,gBAAgB,GAAG,QAAQ,CAAC,EAAE,CAAC,OAAO,CAAC;AAC/C,EAAE,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;AACzD;AACA,EAAE,QAAQ,CAAC,EAAE,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;AACA,EAAE,MAAM,eAAe,GAAG,YAAY,CAAC,OAAO,CAAC,eAAe,CAAC;AAC/D;AACA,EAAE,YAAY,CAAC,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/C;AACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;AAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;AACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;AAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;AACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;AAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;AACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;AAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;AACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;AAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;AACA,EAAE,YAAY,CAAC,OAAO,CAAC,eAAe,GAAG,eAAe,CAAC;AACzD;AACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;AAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;AACA,EAAE,QAAQ,CAAC,eAAe,EAAE,mBAAmB,EAAE,CAAC;AAClD;AACA,EAAE,QAAQ,CAAC,EAAE,CAAC,OAAO,GAAG,gBAAgB,CAAC;AACzC;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,MAAM,WAAW,SAAS,OAAO,CAAC;AAClC;AACA,CAAC,WAAW,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,GAAG;AACxG;AACA,EAAE,MAAM,GAAG,MAAM,KAAK,SAAS,GAAG,MAAM,GAAG,EAAE,CAAC;AAC9C,EAAE,OAAO,GAAG,OAAO,KAAK,SAAS,GAAG,OAAO,GAAG,qBAAqB,CAAC;AACpE,EAAE,MAAM,GAAG,MAAM,KAAK,SAAS,GAAG,MAAM,GAAG,SAAS,CAAC;AACrD;AACA,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;AACnG;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAC/B;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;AACA,EAAE;AACF;AACA,CAAC,IAAI,MAAM,GAAG;AACd;AACA,EAAE,OAAO,IAAI,CAAC,KAAK,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,IAAI,MAAM,EAAE,KAAK,GAAG;AACrB;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,WAAW,CAAC,SAAS,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3C;AACA,MAAM,qBAAqB,SAAS,iBAAiB,CAAC;AACtD;AACA,CAAC,WAAW,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,GAAG;AACrC;AACA,EAAE,KAAK,MAAM,CAAC,SAAS,EAAE,OAAO,EAAE,GAAG;AACrC;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,kGAAkG,EAAE,CAAC;AACtH;AACA,GAAG,OAAO,GAAG,KAAK,CAAC;AACnB;AACA,GAAG;AACH;AACA,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC/B;AACA,EAAE,OAAO,GAAG,OAAO,IAAI,EAAE,CAAC;AAC1B;AACA,EAAE,IAAI,CAAC,OAAO,GAAG,IAAI,WAAW,EAAE,SAAS,EAAE,OAAO,CAAC,OAAO,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,SAAS,EAAE,OAAO,CAAC,SAAS,EAAE,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,QAAQ,EAAE,CAAC;AACvM;AACA,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,KAAK,SAAS,GAAG,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;AACzG,EAAE,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,KAAK,SAAS,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AAC9F;AACA,EAAE,IAAI,CAAC,OAAO,CAAC,gBAAgB,GAAG,KAAK,CAAC;AACxC;AACA,EAAE;AACF;AACA,CAAC,0BAA0B,EAAE,QAAQ,EAAE,OAAO,GAAG;AACjD;AACA,EAAE,IAAI,CAAC,OAAO,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;AACnC,EAAE,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,UAAU,CAAC;AACnC,EAAE,IAAI,CAAC,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;AAC3C;AACA,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,CAAC;AACzD,EAAE,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;AAC7C,EAAE,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;AAC7C;AACA,EAAE,MAAM,MAAM,GAAG;AACjB;AACA,GAAG,QAAQ,EAAE;AACb,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC9B,IAAI;AACJ;AACA,GAAG,YAAY,YAAY,CAAC;AAC5B;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,GAAG,CAAC;AACJ;AACA,GAAG,cAAc,YAAY,CAAC;AAC9B;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,GAAG,CAAC;AACJ,GAAG,CAAC;AACJ;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC9C;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,cAAc,EAAE;AACvC;AACA,GAAG,IAAI,EAAE,qBAAqB;AAC9B;AACA,GAAG,QAAQ,EAAE,aAAa,EAAE,MAAM,CAAC,QAAQ,EAAE;AAC7C,GAAG,YAAY,EAAE,MAAM,CAAC,YAAY;AACpC,GAAG,cAAc,EAAE,MAAM,CAAC,cAAc;AACxC,GAAG,IAAI,EAAE,QAAQ;AACjB,GAAG,QAAQ,EAAE,UAAU;AACvB;AACA,GAAG,EAAE,CAAC;AACN;AACA,EAAE,QAAQ,CAAC,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC;AAC9C;AACA,EAAE,MAAM,IAAI,GAAG,IAAI,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC9C;AACA,EAAE,MAAM,gBAAgB,GAAG,OAAO,CAAC,SAAS,CAAC;AAC7C;AACA;AACA,EAAE,KAAK,OAAO,CAAC,SAAS,KAAK,wBAAwB,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AACzF;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,EAAE,CAAC,EAAE,EAAE,EAAE,IAAI,EAAE,CAAC;AAC/C,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;AAClC;AACA,EAAE,OAAO,CAAC,SAAS,GAAG,gBAAgB,CAAC;AACvC;AACA,EAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AAC1B,EAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,GAAG;AAC1C;AACA,EAAE,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;AACzD;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;AACA,GAAG,QAAQ,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACvC;AACA,GAAG,QAAQ,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AAC3C;AACA,GAAG;AACH;AACA,EAAE,QAAQ,CAAC,eAAe,EAAE,mBAAmB,EAAE,CAAC;AAClD;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,qBAAqB,CAAC,SAAS,CAAC,uBAAuB,GAAG,IAAI,CAAC;AAC/D;AACA,MAAM,WAAW,SAAS,OAAO,CAAC;AAClC;AACA,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,UAAU,EAAE,QAAQ,GAAG;AACrH;AACA,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;AACjG;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,IAAI,EAAE,IAAI,IAAI,IAAI,EAAE,KAAK,EAAE,KAAK,IAAI,CAAC,EAAE,MAAM,EAAE,MAAM,IAAI,CAAC,EAAE,CAAC;AAC9E;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,aAAa,CAAC;AACvE,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,aAAa,CAAC;AACvE;AACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/B,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB,EAAE,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC;AAC3B;AACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,WAAW,CAAC,SAAS,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3C;AACA,MAAM,SAAS,iBAAiB,IAAI,MAAM,EAAE,CAAC;AAC7C,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C;AACA,MAAM,OAAO,CAAC;AACd;AACA,CAAC,WAAW,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,GAAG;AAC3H;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC3C;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG;AAC/B;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;AACA,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACzB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,OAAO,GAAG;AACjB;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;AACA,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;AAC3C;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,uBAAuB,EAAE,CAAC,GAAG;AAC9B;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACnE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACnE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACvE,EAAE,MAAM,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAC3E;AACA,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;AACzF,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;AACzF,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;AACzF,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;AACzF,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;AAC1F,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;AAC1F;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;AACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;AACA,EAAE,KAAK,QAAQ,CAAC,cAAc,KAAK,IAAI,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;AAC3E;AACA,EAAE,SAAS,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC/E;AACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,SAAS,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;AACA,EAAE,SAAS,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC,EAAE,SAAS,CAAC,MAAM,GAAG,kBAAkB,CAAC;AACxC,EAAE,SAAS,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC/C;AACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,SAAS,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B,EAAE,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC/B,EAAE,MAAM,SAAS,GAAG,EAAE,MAAM,CAAC,MAAM,CAAC;AACpC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;AACA,GAAG,MAAM,QAAQ,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AAC1D;AACA,GAAG,KAAK,QAAQ,GAAG,SAAS,GAAG;AAC/B;AACA,IAAI,OAAO,KAAK,CAAC;AACjB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;AACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;AACA;AACA;AACA,GAAG,SAAS,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;AAC5D,GAAG,SAAS,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;AAC5D,GAAG,SAAS,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;AAC5D;AACA,GAAG,KAAK,KAAK,CAAC,eAAe,EAAE,SAAS,EAAE,GAAG,CAAC,GAAG;AACjD;AACA,IAAI,OAAO,KAAK,CAAC;AACjB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;AACA,GAAG,KAAK,MAAM,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG;AACnD;AACA,IAAI,OAAO,KAAK,CAAC;AACjB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,SAAS,cAAc,GAAG;AAC1B;AACA,CAAC,IAAI,OAAO,GAAG,IAAI,CAAC;AACpB,CAAC,IAAI,WAAW,GAAG,KAAK,CAAC;AACzB,CAAC,IAAI,aAAa,GAAG,IAAI,CAAC;AAC1B,CAAC,IAAI,SAAS,GAAG,IAAI,CAAC;AACtB;AACA,CAAC,SAAS,gBAAgB,EAAE,IAAI,EAAE,KAAK,GAAG;AAC1C;AACA,EAAE,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC/B;AACA,EAAE,SAAS,GAAG,OAAO,CAAC,qBAAqB,EAAE,gBAAgB,EAAE,CAAC;AAChE;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR;AACA,EAAE,KAAK,EAAE,YAAY;AACrB;AACA,GAAG,KAAK,WAAW,KAAK,IAAI,GAAG,OAAO;AACtC,GAAG,KAAK,aAAa,KAAK,IAAI,GAAG,OAAO;AACxC;AACA,GAAG,SAAS,GAAG,OAAO,CAAC,qBAAqB,EAAE,gBAAgB,EAAE,CAAC;AACjE;AACA,GAAG,WAAW,GAAG,IAAI,CAAC;AACtB;AACA,GAAG;AACH;AACA,EAAE,IAAI,EAAE,YAAY;AACpB;AACA,GAAG,OAAO,CAAC,oBAAoB,EAAE,SAAS,EAAE,CAAC;AAC7C;AACA,GAAG,WAAW,GAAG,KAAK,CAAC;AACvB;AACA,GAAG;AACH;AACA,EAAE,gBAAgB,EAAE,WAAW,QAAQ,GAAG;AAC1C;AACA,GAAG,aAAa,GAAG,QAAQ,CAAC;AAC5B;AACA,GAAG;AACH;AACA,EAAE,UAAU,EAAE,WAAW,KAAK,GAAG;AACjC;AACA,GAAG,OAAO,GAAG,KAAK,CAAC;AACnB;AACA,GAAG;AACH;AACA,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,eAAe,EAAE,EAAE,EAAE,YAAY,GAAG;AAC7C;AACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;AACA,CAAC,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;AACA,CAAC,SAAS,YAAY,EAAE,SAAS,EAAE,UAAU,GAAG;AAChD;AACA,EAAE,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;AAChC,EAAE,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;AAChC;AACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC,YAAY,EAAE,CAAC;AACnC;AACA,EAAE,EAAE,CAAC,UAAU,EAAE,UAAU,EAAE,MAAM,EAAE,CAAC;AACtC,EAAE,EAAE,CAAC,UAAU,EAAE,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAC5C;AACA,EAAE,SAAS,CAAC,gBAAgB,EAAE,CAAC;AAC/B;AACA,EAAE,IAAI,IAAI,GAAG,IAAI,CAAC;AAClB;AACA,EAAE,KAAK,KAAK,YAAY,YAAY,GAAG;AACvC;AACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;AACA,GAAG,MAAM,KAAK,KAAK,YAAY,YAAY,GAAG;AAC9C;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,sEAAsE,EAAE,CAAC;AAC1F;AACA,GAAG,MAAM,KAAK,KAAK,YAAY,WAAW,GAAG;AAC7C;AACA,GAAG,KAAK,SAAS,CAAC,wBAAwB,GAAG;AAC7C;AACA,IAAI,KAAK,QAAQ,GAAG;AACpB;AACA,KAAK,IAAI,GAAG,IAAI,CAAC;AACjB;AACA,KAAK,MAAM;AACX;AACA,KAAK,OAAO,CAAC,IAAI,EAAE,yEAAyE,EAAE,CAAC;AAC/F;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,IAAI,IAAI,GAAG,IAAI,CAAC;AAChB;AACA,IAAI;AACJ;AACA,GAAG,MAAM,KAAK,KAAK,YAAY,UAAU,GAAG;AAC5C;AACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;AACA,GAAG,MAAM,KAAK,KAAK,YAAY,WAAW,GAAG;AAC7C;AACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;AACA,GAAG,MAAM,KAAK,KAAK,YAAY,UAAU,GAAG;AAC5C;AACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;AACA,GAAG,MAAM,KAAK,KAAK,YAAY,SAAS,GAAG;AAC3C;AACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;AACA,GAAG,MAAM,KAAK,KAAK,YAAY,UAAU,GAAG;AAC5C;AACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,OAAO;AACT,GAAG,MAAM,EAAE,MAAM;AACjB,GAAG,IAAI,EAAE,IAAI;AACb,GAAG,eAAe,EAAE,KAAK,CAAC,iBAAiB;AAC3C,GAAG,OAAO,EAAE,SAAS,CAAC,OAAO;AAC7B,GAAG,CAAC;AACJ;AACA,EAAE;AACF;AACA,CAAC,SAAS,YAAY,EAAE,MAAM,EAAE,SAAS,EAAE,UAAU,GAAG;AACxD;AACA,EAAE,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;AAChC,EAAE,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC5C;AACA,EAAE,EAAE,CAAC,UAAU,EAAE,UAAU,EAAE,MAAM,EAAE,CAAC;AACtC;AACA,EAAE,KAAK,WAAW,CAAC,KAAK,KAAK,EAAE,CAAC,GAAG;AACnC;AACA;AACA;AACA,GAAG,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC5C;AACA,GAAG,MAAM;AACT;AACA,GAAG,KAAK,QAAQ,GAAG;AACnB;AACA,IAAI,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,WAAW,CAAC,MAAM,GAAG,KAAK,CAAC,iBAAiB;AAC9E,KAAK,KAAK,EAAE,WAAW,CAAC,MAAM,EAAE,WAAW,CAAC,KAAK,EAAE,CAAC;AACpD;AACA,IAAI,MAAM;AACV;AACA,IAAI,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,WAAW,CAAC,MAAM,GAAG,KAAK,CAAC,iBAAiB;AAC9E,KAAK,KAAK,CAAC,QAAQ,EAAE,WAAW,CAAC,MAAM,EAAE,WAAW,CAAC,MAAM,GAAG,WAAW,CAAC,KAAK,EAAE,EAAE,CAAC;AACpF;AACA,IAAI;AACJ;AACA,GAAG,WAAW,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC;AAC3B;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,GAAG,EAAE,SAAS,GAAG;AAC3B;AACA,EAAE,KAAK,SAAS,CAAC,4BAA4B,GAAG,SAAS,GAAG,SAAS,CAAC,IAAI,CAAC;AAC3E;AACA,EAAE,OAAO,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAClC;AACA,EAAE;AACF;AACA,CAAC,SAAS,MAAM,EAAE,SAAS,GAAG;AAC9B;AACA,EAAE,KAAK,SAAS,CAAC,4BAA4B,GAAG,SAAS,GAAG,SAAS,CAAC,IAAI,CAAC;AAC3E;AACA,EAAE,MAAM,IAAI,GAAG,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACxC;AACA,EAAE,KAAK,IAAI,GAAG;AACd;AACA,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAClC;AACA,GAAG,OAAO,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;AAC/B;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,MAAM,EAAE,SAAS,EAAE,UAAU,GAAG;AAC1C;AACA,EAAE,KAAK,SAAS,CAAC,mBAAmB,GAAG;AACvC;AACA,GAAG,MAAM,MAAM,GAAG,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAC3C;AACA,GAAG,KAAK,EAAE,MAAM,IAAI,MAAM,CAAC,OAAO,GAAG,SAAS,CAAC,OAAO,GAAG;AACzD;AACA,IAAI,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE;AAC5B,KAAK,MAAM,EAAE,SAAS,CAAC,MAAM;AAC7B,KAAK,IAAI,EAAE,SAAS,CAAC,IAAI;AACzB,KAAK,eAAe,EAAE,SAAS,CAAC,WAAW;AAC3C,KAAK,OAAO,EAAE,SAAS,CAAC,OAAO;AAC/B,KAAK,EAAE,CAAC;AACR;AACA,IAAI;AACJ;AACA,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,KAAK,SAAS,CAAC,4BAA4B,GAAG,SAAS,GAAG,SAAS,CAAC,IAAI,CAAC;AAC3E;AACA,EAAE,MAAM,IAAI,GAAG,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACxC;AACA,EAAE,KAAK,IAAI,KAAK,SAAS,GAAG;AAC5B;AACA,GAAG,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,YAAY,EAAE,SAAS,EAAE,UAAU,EAAE,EAAE,CAAC;AACnE;AACA,GAAG,MAAM,KAAK,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,OAAO,GAAG;AACjD;AACA,GAAG,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,UAAU,EAAE,CAAC;AACtD;AACA,GAAG,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,OAAO,CAAC;AACpC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR;AACA,EAAE,GAAG,EAAE,GAAG;AACV,EAAE,MAAM,EAAE,MAAM;AAChB,EAAE,MAAM,EAAE,MAAM;AAChB;AACA,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,MAAM,aAAa,SAAS,cAAc,CAAC;AAC3C;AACA,CAAC,WAAW,EAAE,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,aAAa,GAAG,CAAC,EAAE,cAAc,GAAG,CAAC,GAAG;AAC7E;AACA,EAAE,KAAK,EAAE,CAAC;AACV,EAAE,IAAI,CAAC,IAAI,GAAG,eAAe,CAAC;AAC9B;AACA,EAAE,IAAI,CAAC,UAAU,GAAG;AACpB,GAAG,KAAK,EAAE,KAAK;AACf,GAAG,MAAM,EAAE,MAAM;AACjB,GAAG,aAAa,EAAE,aAAa;AAC/B,GAAG,cAAc,EAAE,cAAc;AACjC,GAAG,CAAC;AACJ;AACA,EAAE,MAAM,UAAU,GAAG,KAAK,GAAG,CAAC,CAAC;AAC/B,EAAE,MAAM,WAAW,GAAG,MAAM,GAAG,CAAC,CAAC;AACjC;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,aAAa,EAAE,CAAC;AAC5C,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC;AAC7C;AACA,EAAE,MAAM,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;AAC3B,EAAE,MAAM,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;AAC3B;AACA,EAAE,MAAM,aAAa,GAAG,KAAK,GAAG,KAAK,CAAC;AACtC,EAAE,MAAM,cAAc,GAAG,MAAM,GAAG,KAAK,CAAC;AACxC;AACA;AACA;AACA,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;AACrB,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;AACtB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;AACrB,EAAE,MAAM,GAAG,GAAG,EAAE,CAAC;AACjB;AACA,EAAE,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,GAAG;AACzC;AACA,GAAG,MAAM,CAAC,GAAG,EAAE,GAAG,cAAc,GAAG,WAAW,CAAC;AAC/C;AACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,GAAG;AAC1C;AACA,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,aAAa,GAAG,UAAU,CAAC;AAC9C;AACA,IAAI,QAAQ,CAAC,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B;AACA,IAAI,GAAG,CAAC,IAAI,EAAE,EAAE,GAAG,KAAK,EAAE,CAAC;AAC3B,IAAI,GAAG,CAAC,IAAI,EAAE,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,EAAE,CAAC;AACnC;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG;AACxC;AACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG;AACzC;AACA,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,MAAM,GAAG,EAAE,CAAC;AAC/B,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,MAAM,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;AACvC,IAAI,MAAM,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,KAAK,MAAM,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;AAC/C,IAAI,MAAM,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,KAAK,MAAM,GAAG,EAAE,CAAC;AACvC;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;AAC3B,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AAC7E,EAAE,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,IAAI,sBAAsB,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;AAC1E,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,sBAAsB,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC;AAClE;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,IAAI,iBAAiB,GAAG,gFAAgF,CAAC;AACzG;AACA,IAAI,sBAAsB,GAAG,4DAA4D,CAAC;AAC1F;AACA,IAAI,kBAAkB,GAAG,wEAAwE,CAAC;AAClG;AACA,IAAI,cAAc,GAAG,0aAA0a,CAAC;AAChc;AACA,IAAI,mBAAmB,GAAG,uFAAuF,CAAC;AAClH;AACA,IAAI,YAAY,GAAG,sCAAsC,CAAC;AAC1D;AACA,IAAI,kBAAkB,GAAG,8GAA8G,CAAC;AACxI;AACA,IAAI,KAAK,GAAG,2pPAA2pP,CAAC;AACxqP;AACA,IAAI,qBAAqB,GAAG,+7BAA+7B,CAAC;AAC59B;AACA,IAAI,wBAAwB,GAAG,4nBAA4nB,CAAC;AAC5pB;AACA,IAAI,6BAA6B,GAAG,2HAA2H,CAAC;AAChK;AACA,IAAI,2BAA2B,GAAG,oEAAoE,CAAC;AACvG;AACA,IAAI,sBAAsB,GAAG,0EAA0E,CAAC;AACxG;AACA,IAAI,cAAc,GAAG,8HAA8H,CAAC;AACpJ;AACA,IAAI,mBAAmB,GAAG,oHAAoH,CAAC;AAC/I;AACA,IAAI,iBAAiB,GAAG,uJAAuJ,CAAC;AAChL;AACA,IAAI,YAAY,GAAG,gRAAgR,CAAC;AACpS;AACA,IAAI,MAAM,GAAG,q0FAAq0F,CAAC;AACn1F;AACA,IAAI,2BAA2B,GAAG,01HAA01H,CAAC;AAC73H;AACA,IAAI,oBAAoB,GAAG,0jBAA0jB,CAAC;AACtlB;AACA,IAAI,2BAA2B,GAAG,iJAAiJ,CAAC;AACpL;AACA,IAAI,sBAAsB,GAAG,kKAAkK,CAAC;AAChM;AACA,IAAI,oBAAoB,GAAG,4MAA4M,CAAC;AACxO;AACA,IAAI,yBAAyB,GAAG,kEAAkE,CAAC;AACnG;AACA,IAAI,kBAAkB,GAAG,qDAAqD,CAAC;AAC/E;AACA,IAAI,uBAAuB,GAAG,2uFAA2uF,CAAC;AAC1wF;AACA,IAAI,eAAe,GAAG,+2CAA+2C,CAAC;AACt4C;AACA,IAAI,2BAA2B,GAAG,wOAAwO,CAAC;AAC3Q;AACA,IAAI,oBAAoB,GAAG,wTAAwT,CAAC;AACpV;AACA,IAAI,kBAAkB,GAAG,8RAA8R,CAAC;AACxT;AACA,IAAI,aAAa,GAAG,2oBAA2oB,CAAC;AAChqB;AACA,IAAI,UAAU,GAAG,sDAAsD,CAAC;AACxE;AACA,IAAI,eAAe,GAAG,mDAAmD,CAAC;AAC1E;AACA,IAAI,YAAY,GAAG,uRAAuR,CAAC;AAC3S;AACA,IAAI,iBAAiB,GAAG,yMAAyM,CAAC;AAClO;AACA,IAAI,yBAAyB,GAAG,gYAAgY,CAAC;AACja;AACA,IAAI,iBAAiB,GAAG,2LAA2L,CAAC;AACpN;AACA,IAAI,sBAAsB,GAAG,gGAAgG,CAAC;AAC9H;AACA,IAAI,qBAAqB,GAAG,uwFAAuwF,CAAC;AACpyF;AACA,IAAI,iBAAiB,GAAG,qzIAAqzI,CAAC;AAC90I;AACA,IAAI,6BAA6B,GAAG,y2EAAy2E,CAAC;AAC94E;AACA,IAAI,oBAAoB,GAAG,mEAAmE,CAAC;AAC/F;AACA,IAAI,yBAAyB,GAAG,s9BAAs9B,CAAC;AACv/B;AACA,IAAI,qBAAqB,GAAG,qMAAqM,CAAC;AAClO;AACA,IAAI,0BAA0B,GAAG,oxCAAoxC,CAAC;AACtzC;AACA,IAAI,wBAAwB,GAAG,u0CAAu0C,CAAC;AACv2C;AACA,IAAI,6BAA6B,GAAG,ujLAAujL,CAAC;AAC5lL;AACA,IAAI,qBAAqB,GAAG,42HAA42H,CAAC;AACz4H;AACA,IAAI,oBAAoB,GAAG,43BAA43B,CAAC;AACx5B;AACA,IAAI,mBAAmB,GAAG,0QAA0Q,CAAC;AACrS;AACA,IAAI,oBAAoB,GAAG,kLAAkL,CAAC;AAC9M;AACA,IAAI,yBAAyB,GAAG,wKAAwK,CAAC;AACzM;AACA,IAAI,uBAAuB,GAAG,qLAAqL,CAAC;AACpN;AACA,IAAI,kBAAkB,GAAG,8XAA8X,CAAC;AACxZ;AACA,IAAI,YAAY,GAAG,mJAAmJ,CAAC;AACvK;AACA,IAAI,iBAAiB,GAAG,kDAAkD,CAAC;AAC3E;AACA,IAAI,qBAAqB,GAAG,iVAAiV,CAAC;AAC9W;AACA,IAAI,0BAA0B,GAAG,sMAAsM,CAAC;AACxO;AACA,IAAI,qBAAqB,GAAG,sKAAsK,CAAC;AACnM;AACA,IAAI,0BAA0B,GAAG,oEAAoE,CAAC;AACtG;AACA,IAAI,kBAAkB,GAAG,sUAAsU,CAAC;AAChW;AACA,IAAI,uBAAuB,GAAG,yNAAyN,CAAC;AACxP;AACA,IAAI,kBAAkB,GAAG,mmBAAmmB,CAAC;AAC7nB;AACA,IAAI,qBAAqB,GAAG,m2BAAm2B,CAAC;AACh4B;AACA,IAAI,oBAAoB,GAAG,gqBAAgqB,CAAC;AAC5rB;AACA,IAAI,uBAAuB,GAAG,4+BAA4+B,CAAC;AAC3gC;AACA,IAAI,+BAA+B,GAAG,oEAAoE,CAAC;AAC3G;AACA,IAAI,8BAA8B,GAAG,kXAAkX,CAAC;AACxZ;AACA,IAAI,uBAAuB,GAAG,kRAAkR,CAAC;AACjT;AACA,IAAI,OAAO,GAAG,ujDAAujD,CAAC;AACtkD;AACA,IAAI,4BAA4B,GAAG,2EAA2E,CAAC;AAC/G;AACA,IAAI,cAAc,GAAG,mNAAmN,CAAC;AACzO;AACA,IAAI,kBAAkB,GAAG,+EAA+E,CAAC;AACzG;AACA,IAAI,uBAAuB,GAAG,0UAA0U,CAAC;AACzW;AACA,IAAI,qBAAqB,GAAG,sKAAsK,CAAC;AACnM;AACA,IAAI,0BAA0B,GAAG,oEAAoE,CAAC;AACtG;AACA,IAAI,uBAAuB,GAAG,06RAA06R,CAAC;AACz8R;AACA,IAAI,qBAAqB,GAAG,kxCAAkxC,CAAC;AAC/yC;AACA,IAAI,gBAAgB,GAAG,izCAAizC,CAAC;AACz0C;AACA,IAAI,wBAAwB,GAAG,i5CAAi5C,CAAC;AACj7C;AACA,IAAI,eAAe,GAAG,iOAAiO,CAAC;AACxP;AACA,IAAI,oBAAoB,GAAG,+gCAA+gC,CAAC;AAC3iC;AACA,IAAI,eAAe,GAAG,8XAA8X,CAAC;AACrZ;AACA,IAAI,iBAAiB,GAAG,odAAod,CAAC;AAC7e;AACA,IAAI,oBAAoB,GAAG,yLAAyL,CAAC;AACrN;AACA,IAAI,yBAAyB,GAAG,kEAAkE,CAAC;AACnG;AACA,IAAI,oBAAoB,GAAG,4FAA4F,CAAC;AACxH;AACA,IAAI,yBAAyB,GAAG,iyCAAiyC,CAAC;AACl0C;AACA,IAAI,wBAAwB,GAAG,iGAAiG,CAAC;AACjI;AACA,IAAI,6BAA6B,GAAG,0EAA0E,CAAC;AAC/G;AACA,IAAI,gBAAgB,GAAG,wFAAwF,CAAC;AAChH;AACA,IAAI,cAAc,GAAG,uIAAuI,CAAC;AAC7J;AACA,IAAI,SAAS,GAAG,oEAAoE,CAAC;AACrF;AACA,IAAI,iBAAiB,GAAG,mFAAmF,CAAC;AAC5G;AACA,IAAI,eAAe,GAAG,wIAAwI,CAAC;AAC/J;AACA,IAAI,UAAU,GAAG,6GAA6G,CAAC;AAC/H;AACA,IAAI,eAAe,GAAG,iRAAiR,CAAC;AACxS;AACA,IAAI,eAAe,GAAG,2NAA2N,CAAC;AAClP;AACA,IAAI,eAAe,GAAG,6JAA6J,CAAC;AACpL;AACA,IAAI,SAAS,GAAG,yVAAyV,CAAC;AAC1W;AACA,IAAI,SAAS,GAAG,gOAAgO,CAAC;AACjP;AACA,IAAI,UAAU,GAAG,y1BAAy1B,CAAC;AAC32B;AACA,IAAI,UAAU,GAAG,uuBAAuuB,CAAC;AACzvB;AACA,IAAI,iBAAiB,GAAG,4rBAA4rB,CAAC;AACrtB;AACA,IAAI,iBAAiB,GAAG,itBAAitB,CAAC;AAC1uB;AACA,IAAI,aAAa,GAAG,yWAAyW,CAAC;AAC9X;AACA,IAAI,aAAa,GAAG,8LAA8L,CAAC;AACnN;AACA,IAAI,eAAe,GAAG,kyBAAkyB,CAAC;AACzzB;AACA,IAAI,eAAe,GAAG,8hBAA8hB,CAAC;AACrjB;AACA,IAAI,cAAc,GAAG,+pDAA+pD,CAAC;AACrrD;AACA,IAAI,cAAc,GAAG,o2BAAo2B,CAAC;AAC13B;AACA,IAAI,gBAAgB,GAAG,40EAA40E,CAAC;AACp2E;AACA,IAAI,gBAAgB,GAAG,4nCAA4nC,CAAC;AACppC;AACA,IAAI,eAAe,GAAG,4gDAA4gD,CAAC;AACniD;AACA,IAAI,eAAe,GAAG,49BAA49B,CAAC;AACn/B;AACA,IAAI,aAAa,GAAG,wvDAAwvD,CAAC;AAC7wD;AACA,IAAI,aAAa,GAAG,wmCAAwmC,CAAC;AAC7nC;AACA,IAAI,cAAc,GAAG,iiEAAiiE,CAAC;AACvjE;AACA,IAAI,cAAc,GAAG,oqCAAoqC,CAAC;AAC1rC;AACA,IAAI,iBAAiB,GAAG,mmGAAmmG,CAAC;AAC5nG;AACA,IAAI,iBAAiB,GAAG,81CAA81C,CAAC;AACv3C;AACA,IAAI,WAAW,GAAG,kuBAAkuB,CAAC;AACrvB;AACA,IAAI,WAAW,GAAG,kyCAAkyC,CAAC;AACrzC;AACA,IAAI,WAAW,GAAG,mvBAAmvB,CAAC;AACtwB;AACA,IAAI,WAAW,GAAG,orBAAorB,CAAC;AACvsB;AACA,IAAI,WAAW,GAAG,kaAAka,CAAC;AACrb;AACA,IAAI,WAAW,GAAG,oZAAoZ,CAAC;AACva;AACA,IAAI,WAAW,GAAG,ytBAAytB,CAAC;AAC5uB;AACA,IAAI,WAAW,GAAG,qnCAAqnC,CAAC;AACxoC;AACA,MAAM,WAAW,GAAG;AACpB,CAAC,iBAAiB,EAAE,iBAAiB;AACrC,CAAC,sBAAsB,EAAE,sBAAsB;AAC/C,CAAC,kBAAkB,EAAE,kBAAkB;AACvC,CAAC,cAAc,EAAE,cAAc;AAC/B,CAAC,mBAAmB,EAAE,mBAAmB;AACzC,CAAC,YAAY,EAAE,YAAY;AAC3B,CAAC,kBAAkB,EAAE,kBAAkB;AACvC,CAAC,KAAK,EAAE,KAAK;AACb,CAAC,qBAAqB,EAAE,qBAAqB;AAC7C,CAAC,wBAAwB,EAAE,wBAAwB;AACnD,CAAC,6BAA6B,EAAE,6BAA6B;AAC7D,CAAC,2BAA2B,EAAE,2BAA2B;AACzD,CAAC,sBAAsB,EAAE,sBAAsB;AAC/C,CAAC,cAAc,EAAE,cAAc;AAC/B,CAAC,mBAAmB,EAAE,mBAAmB;AACzC,CAAC,iBAAiB,EAAE,iBAAiB;AACrC,CAAC,YAAY,EAAE,YAAY;AAC3B,CAAC,MAAM,EAAE,MAAM;AACf,CAAC,2BAA2B,EAAE,2BAA2B;AACzD,CAAC,oBAAoB,EAAE,oBAAoB;AAC3C,CAAC,2BAA2B,EAAE,2BAA2B;AACzD,CAAC,sBAAsB,EAAE,sBAAsB;AAC/C,CAAC,oBAAoB,EAAE,oBAAoB;AAC3C,CAAC,yBAAyB,EAAE,yBAAyB;AACrD,CAAC,kBAAkB,EAAE,kBAAkB;AACvC,CAAC,uBAAuB,EAAE,uBAAuB;AACjD,CAAC,eAAe,EAAE,eAAe;AACjC,CAAC,2BAA2B,EAAE,2BAA2B;AACzD,CAAC,oBAAoB,EAAE,oBAAoB;AAC3C,CAAC,kBAAkB,EAAE,kBAAkB;AACvC,CAAC,6BAA6B,EAAE,6BAA6B;AAC7D,CAAC,aAAa,EAAE,aAAa;AAC7B,CAAC,UAAU,EAAE,UAAU;AACvB,CAAC,eAAe,EAAE,eAAe;AACjC,CAAC,YAAY,EAAE,YAAY;AAC3B,CAAC,iBAAiB,EAAE,iBAAiB;AACrC,CAAC,yBAAyB,EAAE,yBAAyB;AACrD,CAAC,iBAAiB,EAAE,iBAAiB;AACrC,CAAC,sBAAsB,EAAE,sBAAsB;AAC/C,CAAC,qBAAqB,EAAE,qBAAqB;AAC7C,CAAC,iBAAiB,EAAE,iBAAiB;AACrC,CAAC,oBAAoB,EAAE,oBAAoB;AAC3C,CAAC,yBAAyB,EAAE,yBAAyB;AACrD,CAAC,qBAAqB,EAAE,qBAAqB;AAC7C,CAAC,0BAA0B,EAAE,0BAA0B;AACvD,CAAC,wBAAwB,EAAE,wBAAwB;AACnD,CAAC,6BAA6B,EAAE,6BAA6B;AAC7D,CAAC,qBAAqB,EAAE,qBAAqB;AAC7C,CAAC,oBAAoB,EAAE,oBAAoB;AAC3C,CAAC,mBAAmB,EAAE,mBAAmB;AACzC,CAAC,oBAAoB,EAAE,oBAAoB;AAC3C,CAAC,yBAAyB,EAAE,yBAAyB;AACrD,CAAC,uBAAuB,EAAE,uBAAuB;AACjD,CAAC,kBAAkB,EAAE,kBAAkB;AACvC,CAAC,YAAY,EAAE,YAAY;AAC3B,CAAC,iBAAiB,EAAE,iBAAiB;AACrC,CAAC,qBAAqB,EAAE,qBAAqB;AAC7C,CAAC,0BAA0B,EAAE,0BAA0B;AACvD,CAAC,qBAAqB,EAAE,qBAAqB;AAC7C,CAAC,0BAA0B,EAAE,0BAA0B;AACvD,CAAC,kBAAkB,EAAE,kBAAkB;AACvC,CAAC,uBAAuB,EAAE,uBAAuB;AACjD,CAAC,kBAAkB,EAAE,kBAAkB;AACvC,CAAC,qBAAqB,EAAE,qBAAqB;AAC7C,CAAC,oBAAoB,EAAE,oBAAoB;AAC3C,CAAC,uBAAuB,EAAE,uBAAuB;AACjD,CAAC,+BAA+B,EAAE,+BAA+B;AACjE,CAAC,8BAA8B,EAAE,8BAA8B;AAC/D,CAAC,uBAAuB,EAAE,uBAAuB;AACjD,CAAC,OAAO,EAAE,OAAO;AACjB,CAAC,4BAA4B,EAAE,4BAA4B;AAC3D,CAAC,cAAc,EAAE,cAAc;AAC/B,CAAC,kBAAkB,EAAE,kBAAkB;AACvC,CAAC,uBAAuB,EAAE,uBAAuB;AACjD,CAAC,qBAAqB,EAAE,qBAAqB;AAC7C,CAAC,0BAA0B,EAAE,0BAA0B;AACvD,CAAC,uBAAuB,EAAE,uBAAuB;AACjD,CAAC,qBAAqB,EAAE,qBAAqB;AAC7C,CAAC,gBAAgB,EAAE,gBAAgB;AACnC,CAAC,wBAAwB,EAAE,wBAAwB;AACnD,CAAC,eAAe,EAAE,eAAe;AACjC,CAAC,oBAAoB,EAAE,oBAAoB;AAC3C,CAAC,eAAe,EAAE,eAAe;AACjC,CAAC,iBAAiB,EAAE,iBAAiB;AACrC,CAAC,oBAAoB,EAAE,oBAAoB;AAC3C,CAAC,yBAAyB,EAAE,yBAAyB;AACrD,CAAC,oBAAoB,EAAE,oBAAoB;AAC3C,CAAC,yBAAyB,EAAE,yBAAyB;AACrD,CAAC,wBAAwB,EAAE,wBAAwB;AACnD,CAAC,6BAA6B,EAAE,6BAA6B;AAC7D,CAAC,gBAAgB,EAAE,gBAAgB;AACnC,CAAC,cAAc,EAAE,cAAc;AAC/B,CAAC,SAAS,EAAE,SAAS;AACrB,CAAC,iBAAiB,EAAE,iBAAiB;AACrC,CAAC,eAAe,EAAE,eAAe;AACjC,CAAC,UAAU,EAAE,UAAU;AACvB,CAAC,eAAe,EAAE,eAAe;AACjC;AACA,CAAC,eAAe,EAAE,eAAe;AACjC,CAAC,eAAe,EAAE,eAAe;AACjC,CAAC,SAAS,EAAE,SAAS;AACrB,CAAC,SAAS,EAAE,SAAS;AACrB,CAAC,UAAU,EAAE,UAAU;AACvB,CAAC,UAAU,EAAE,UAAU;AACvB,CAAC,iBAAiB,EAAE,iBAAiB;AACrC,CAAC,iBAAiB,EAAE,iBAAiB;AACrC,CAAC,aAAa,EAAE,aAAa;AAC7B,CAAC,aAAa,EAAE,aAAa;AAC7B,CAAC,eAAe,EAAE,eAAe;AACjC,CAAC,eAAe,EAAE,eAAe;AACjC,CAAC,cAAc,EAAE,cAAc;AAC/B,CAAC,cAAc,EAAE,cAAc;AAC/B,CAAC,gBAAgB,EAAE,gBAAgB;AACnC,CAAC,gBAAgB,EAAE,gBAAgB;AACnC,CAAC,eAAe,EAAE,eAAe;AACjC,CAAC,eAAe,EAAE,eAAe;AACjC,CAAC,aAAa,EAAE,aAAa;AAC7B,CAAC,aAAa,EAAE,aAAa;AAC7B,CAAC,cAAc,EAAE,cAAc;AAC/B,CAAC,cAAc,EAAE,cAAc;AAC/B,CAAC,iBAAiB,EAAE,iBAAiB;AACrC,CAAC,iBAAiB,EAAE,iBAAiB;AACrC,CAAC,WAAW,EAAE,WAAW;AACzB,CAAC,WAAW,EAAE,WAAW;AACzB,CAAC,WAAW,EAAE,WAAW;AACzB,CAAC,WAAW,EAAE,WAAW;AACzB,CAAC,WAAW,EAAE,WAAW;AACzB,CAAC,WAAW,EAAE,WAAW;AACzB,CAAC,WAAW,EAAE,WAAW;AACzB,CAAC,WAAW,EAAE,WAAW;AACzB,CAAC,CAAC;AACF;AACA;AACA;AACA;AACA;AACA,MAAM,WAAW,GAAG;AACpB;AACA,CAAC,MAAM,EAAE;AACT;AACA,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;AAC3C,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACzB;AACA,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACtB,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;AACvC,EAAE,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;AACxC;AACA,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC3B;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE;AACd;AACA,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC9B;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE;AACT;AACA,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACzB,EAAE,UAAU,EAAE,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE;AAC5B,EAAE,YAAY,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AAC9B,EAAE,eAAe,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAClC,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAC3B;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE;AACR;AACA,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACxB,EAAE,cAAc,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAC9B;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE;AACX;AACA,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC3B,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AACjC;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE;AACd;AACA,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC9B;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE;AACV;AACA,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC1B,EAAE,SAAS,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AACzB;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE;AACZ;AACA,EAAE,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC5B,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE;AAC7C;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE;AAClB;AACA,EAAE,eAAe,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAClC,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AACjC,EAAE,gBAAgB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAChC;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE;AACf;AACA,EAAE,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC/B;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE;AACf;AACA,EAAE,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC/B;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE;AACd;AACA,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC9B;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE;AACN;AACA,EAAE,UAAU,EAAE,EAAE,KAAK,EAAE,OAAO,EAAE;AAChC,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AACvB,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACzB,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;AAC5C;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE;AACT;AACA,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AAClC;AACA,EAAE,UAAU,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AAC3B;AACA,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;AAC9C,GAAG,SAAS,EAAE,EAAE;AAChB,GAAG,KAAK,EAAE,EAAE;AACZ,GAAG,EAAE;AACL;AACA,EAAE,uBAAuB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;AACpD,GAAG,UAAU,EAAE,EAAE;AACjB,GAAG,gBAAgB,EAAE,EAAE;AACvB,GAAG,YAAY,EAAE,EAAE;AACnB,GAAG,aAAa,EAAE,EAAE;AACpB,GAAG,EAAE;AACL;AACA,EAAE,oBAAoB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AACrC,EAAE,uBAAuB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AACxC;AACA,EAAE,UAAU,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;AACvC,GAAG,KAAK,EAAE,EAAE;AACZ,GAAG,QAAQ,EAAE,EAAE;AACf,GAAG,SAAS,EAAE,EAAE;AAChB,GAAG,QAAQ,EAAE,EAAE;AACf,GAAG,OAAO,EAAE,EAAE;AACd,GAAG,WAAW,EAAE,EAAE;AAClB,GAAG,KAAK,EAAE,EAAE;AACZ,GAAG,EAAE;AACL;AACA,EAAE,gBAAgB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;AAC7C,GAAG,UAAU,EAAE,EAAE;AACjB,GAAG,gBAAgB,EAAE,EAAE;AACvB,GAAG,YAAY,EAAE,EAAE;AACnB,GAAG,aAAa,EAAE,EAAE;AACpB,GAAG,EAAE;AACL;AACA,EAAE,aAAa,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AAC9B,EAAE,gBAAgB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AACjC;AACA,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;AACxC,GAAG,KAAK,EAAE,EAAE;AACZ,GAAG,QAAQ,EAAE,EAAE;AACf,GAAG,KAAK,EAAE,EAAE;AACZ,GAAG,QAAQ,EAAE,EAAE;AACf,GAAG,EAAE;AACL;AACA,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;AAC9C,GAAG,UAAU,EAAE,EAAE;AACjB,GAAG,gBAAgB,EAAE,EAAE;AACvB,GAAG,YAAY,EAAE,EAAE;AACnB,GAAG,aAAa,EAAE,EAAE;AACpB,GAAG,gBAAgB,EAAE,EAAE;AACvB,GAAG,eAAe,EAAE,EAAE;AACtB,GAAG,EAAE;AACL;AACA,EAAE,cAAc,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AAC/B,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AAClC;AACA,EAAE,gBAAgB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;AAC7C,GAAG,SAAS,EAAE,EAAE;AAChB,GAAG,QAAQ,EAAE,EAAE;AACf,GAAG,WAAW,EAAE,EAAE;AAClB,GAAG,EAAE;AACL;AACA;AACA,EAAE,cAAc,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;AAC3C,GAAG,KAAK,EAAE,EAAE;AACZ,GAAG,QAAQ,EAAE,EAAE;AACf,GAAG,KAAK,EAAE,EAAE;AACZ,GAAG,MAAM,EAAE,EAAE;AACb,GAAG,EAAE;AACL;AACA,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACxB,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACxB;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE;AACT;AACA,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;AAC3C,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACzB,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACtB,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACvB,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACtB,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC3B,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;AACvC;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE;AACT;AACA,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;AAC3C,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACzB,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE;AAC5C,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AAC1B,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACtB,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC3B,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;AACvC;AACA,EAAE;AACF;AACA,CAAC,CAAC;AACF;AACA,MAAM,SAAS,GAAG;AAClB;AACA,CAAC,KAAK,EAAE;AACR;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,WAAW;AAC1B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,KAAK;AACpB,GAAG,WAAW,CAAC,QAAQ;AACvB,GAAG,WAAW,CAAC,GAAG;AAClB,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,cAAc;AAC1C,EAAE,cAAc,EAAE,WAAW,CAAC,cAAc;AAC5C;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE;AACV;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,WAAW;AAC1B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,KAAK;AACpB,GAAG,WAAW,CAAC,QAAQ;AACvB,GAAG,WAAW,CAAC,WAAW;AAC1B,GAAG,WAAW,CAAC,GAAG;AAClB,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG;AACH,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;AAC9C,IAAI;AACJ,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,gBAAgB;AAC5C,EAAE,cAAc,EAAE,WAAW,CAAC,gBAAgB;AAC9C;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE;AACR;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,WAAW;AAC1B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,KAAK;AACpB,GAAG,WAAW,CAAC,QAAQ;AACvB,GAAG,WAAW,CAAC,WAAW;AAC1B,GAAG,WAAW,CAAC,OAAO;AACtB,GAAG,WAAW,CAAC,SAAS;AACxB,GAAG,WAAW,CAAC,eAAe;AAC9B,GAAG,WAAW,CAAC,GAAG;AAClB,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG;AACH,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;AAC9C,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;AAC9C,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AAC5B,IAAI;AACJ,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,cAAc;AAC1C,EAAE,cAAc,EAAE,WAAW,CAAC,cAAc;AAC5C;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE;AACX;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,KAAK;AACpB,GAAG,WAAW,CAAC,QAAQ;AACvB,GAAG,WAAW,CAAC,WAAW;AAC1B,GAAG,WAAW,CAAC,OAAO;AACtB,GAAG,WAAW,CAAC,SAAS;AACxB,GAAG,WAAW,CAAC,eAAe;AAC9B,GAAG,WAAW,CAAC,YAAY;AAC3B,GAAG,WAAW,CAAC,YAAY;AAC3B,GAAG,WAAW,CAAC,GAAG;AAClB,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG;AACH,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;AAC9C,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AAC7B,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AAC7B,IAAI,eAAe,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AACjC,IAAI;AACJ,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,iBAAiB;AAC7C,EAAE,cAAc,EAAE,WAAW,CAAC,iBAAiB;AAC/C;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE;AACP;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,KAAK;AACpB,GAAG,WAAW,CAAC,QAAQ;AACvB,GAAG,WAAW,CAAC,WAAW;AAC1B,GAAG,WAAW,CAAC,OAAO;AACtB,GAAG,WAAW,CAAC,SAAS;AACxB,GAAG,WAAW,CAAC,eAAe;AAC9B,GAAG,WAAW,CAAC,WAAW;AAC1B,GAAG,WAAW,CAAC,GAAG;AAClB,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG;AACH,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;AAC9C,IAAI;AACJ,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,aAAa;AACzC,EAAE,cAAc,EAAE,WAAW,CAAC,aAAa;AAC3C;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE;AACT;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,OAAO;AACtB,GAAG,WAAW,CAAC,SAAS;AACxB,GAAG,WAAW,CAAC,eAAe;AAC9B,GAAG,WAAW,CAAC,GAAG;AAClB,GAAG;AACH,IAAI,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC3B,IAAI;AACJ,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,eAAe;AAC3C,EAAE,cAAc,EAAE,WAAW,CAAC,eAAe;AAC7C;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE;AACT;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,GAAG;AAClB,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,WAAW;AACvC,EAAE,cAAc,EAAE,WAAW,CAAC,WAAW;AACzC;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE;AACT;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,GAAG;AAClB,GAAG;AACH,IAAI,KAAK,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AACvB,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAC1B,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAC3B,IAAI;AACJ,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,eAAe;AAC3C,EAAE,cAAc,EAAE,WAAW,CAAC,eAAe;AAC7C;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE;AACR;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,eAAe;AAC9B,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,UAAU;AACtC,EAAE,cAAc,EAAE,WAAW,CAAC,UAAU;AACxC;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE;AACT;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,OAAO;AACtB,GAAG,WAAW,CAAC,SAAS;AACxB,GAAG,WAAW,CAAC,eAAe;AAC9B,GAAG;AACH,IAAI,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AAC3B,IAAI;AACJ,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,WAAW;AACvC,EAAE,cAAc,EAAE,WAAW,CAAC,WAAW;AACzC;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE;AACT;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,GAAG;AAClB,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,WAAW;AACvC,EAAE,cAAc,EAAE,WAAW,CAAC,WAAW;AACzC;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE;AACb;AACA,EAAE,QAAQ,EAAE;AACZ,GAAG,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;AACxC,GAAG,GAAG,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACvB,GAAG;AACH;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,eAAe;AAC3C,EAAE,cAAc,EAAE,WAAW,CAAC,eAAe;AAC7C;AACA,EAAE;AACF;AACA;AACA;AACA;AACA,CAAC,IAAI,EAAE;AACP;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG;AACH,IAAI,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AAC3B,IAAI;AACJ,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,SAAS;AACrC,EAAE,cAAc,EAAE,WAAW,CAAC,SAAS;AACvC;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE;AACX;AACA,EAAE,QAAQ,EAAE;AACZ,GAAG,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC7B,GAAG;AACH;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,aAAa;AACzC,EAAE,cAAc,EAAE,WAAW,CAAC,aAAa;AAC3C;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE;AACf;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,eAAe;AAC9B,GAAG;AACH,IAAI,iBAAiB,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;AAC/C,IAAI,YAAY,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAC9B,IAAI,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAChC,IAAI;AACJ,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,iBAAiB;AAC7C,EAAE,cAAc,EAAE,WAAW,CAAC,iBAAiB;AAC/C;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE;AACT;AACA,EAAE,QAAQ,EAAE,aAAa,EAAE;AAC3B,GAAG,WAAW,CAAC,MAAM;AACrB,GAAG,WAAW,CAAC,GAAG;AAClB,GAAG;AACH,IAAI,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,OAAO,EAAE,EAAE;AAC1C,IAAI,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AAC3B,IAAI;AACJ,GAAG,EAAE;AACL;AACA,EAAE,YAAY,EAAE,WAAW,CAAC,WAAW;AACvC,EAAE,cAAc,EAAE,WAAW,CAAC,WAAW;AACzC;AACA,EAAE;AACF;AACA,CAAC,CAAC;AACF;AACA,SAAS,CAAC,QAAQ,GAAG;AACrB;AACA,CAAC,QAAQ,EAAE,aAAa,EAAE;AAC1B,EAAE,SAAS,CAAC,QAAQ,CAAC,QAAQ;AAC7B,EAAE;AACF,GAAG,SAAS,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAC1B,GAAG,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAChC,GAAG,kBAAkB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AACnC,GAAG,qBAAqB,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACzC,GAAG,oBAAoB,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE;AACvD,GAAG,kBAAkB,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACtC,GAAG,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;AAC1C,GAAG,YAAY,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAC7B,GAAG,eAAe,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACnC,GAAG;AACH,EAAE,EAAE;AACJ;AACA,CAAC,YAAY,EAAE,WAAW,CAAC,iBAAiB;AAC5C,CAAC,cAAc,EAAE,WAAW,CAAC,iBAAiB;AAC9C;AACA,CAAC,CAAC;AACF;AACA,SAAS,eAAe,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,OAAO,EAAE,kBAAkB,GAAG;AACnF;AACA,CAAC,MAAM,UAAU,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC1C,CAAC,IAAI,UAAU,GAAG,CAAC,CAAC;AACpB;AACA,CAAC,IAAI,SAAS,CAAC;AACf,CAAC,IAAI,OAAO,CAAC;AACb;AACA,CAAC,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC9B,CAAC,IAAI,wBAAwB,GAAG,CAAC,CAAC;AAClC,CAAC,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC/B;AACA,CAAC,SAAS,MAAM,EAAE,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,UAAU,GAAG;AAC1D;AACA,EAAE,IAAI,UAAU,GAAG,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,CAAC,UAAU,GAAG,IAAI,CAAC;AACpE;AACA,EAAE,KAAK,UAAU,IAAI,UAAU,CAAC,SAAS,GAAG;AAC5C;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,GAAG,EAAE,UAAU,EAAE,CAAC;AAC3C;AACA,GAAG;AACH;AACA;AACA;AACA;AACA,EAAE,MAAM,EAAE,GAAG,QAAQ,CAAC,EAAE,CAAC;AACzB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC,UAAU,IAAI,EAAE,CAAC,UAAU,EAAE,CAAC;AACnD;AACA,EAAE,KAAK,OAAO,IAAI,OAAO,CAAC,oBAAoB,KAAK,UAAU,GAAG;AAChE;AACA,GAAG,UAAU,GAAG,IAAI,CAAC;AACrB;AACA,GAAG;AACH;AACA,EAAE,KAAK,UAAU,KAAK,IAAI,GAAG;AAC7B;AACA,GAAG,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;AACtC;AACA,GAAG,MAAM,KAAK,UAAU,IAAI,UAAU,CAAC,OAAO,GAAG;AACjD;AACA,GAAG,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC;AAC7B,GAAG,UAAU,GAAG,IAAI,CAAC;AACrB;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,SAAS,IAAI,UAAU,GAAG;AAC1C;AACA,GAAG,QAAQ,CAAC,KAAK,EAAE,QAAQ,CAAC,cAAc,EAAE,QAAQ,CAAC,cAAc,EAAE,QAAQ,CAAC,gBAAgB,EAAE,CAAC;AACjG;AACA,GAAG;AACH;AACA,EAAE,KAAK,UAAU,MAAM,UAAU,CAAC,aAAa,IAAI,UAAU,CAAC,OAAO,KAAK,uBAAuB,EAAE,GAAG;AACtG;AACA,GAAG,KAAK,OAAO,KAAK,SAAS,GAAG;AAChC;AACA,IAAI,OAAO,GAAG,IAAI,IAAI;AACtB,KAAK,IAAI,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC/B,KAAK,IAAI,cAAc,EAAE;AACzB,MAAM,IAAI,EAAE,wBAAwB;AACpC,MAAM,QAAQ,EAAE,aAAa,EAAE,SAAS,CAAC,IAAI,CAAC,QAAQ,EAAE;AACxD,MAAM,YAAY,EAAE,SAAS,CAAC,IAAI,CAAC,YAAY;AAC/C,MAAM,cAAc,EAAE,SAAS,CAAC,IAAI,CAAC,cAAc;AACnD,MAAM,IAAI,EAAE,QAAQ;AACpB,MAAM,SAAS,EAAE,KAAK;AACtB,MAAM,UAAU,EAAE,KAAK;AACvB,MAAM,GAAG,EAAE,KAAK;AAChB,MAAM,EAAE;AACR,KAAK,CAAC;AACN;AACA,IAAI,OAAO,CAAC,QAAQ,CAAC,eAAe,EAAE,QAAQ,EAAE,CAAC;AACjD,IAAI,OAAO,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,IAAI,OAAO,CAAC,cAAc,GAAG,WAAW,QAAQ,EAAE,KAAK,EAAE,MAAM,GAAG;AAClE;AACA,KAAK,IAAI,CAAC,WAAW,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AACzD;AACA,KAAK,CAAC;AACN;AACA;AACA,IAAI,MAAM,CAAC,cAAc,EAAE,OAAO,CAAC,QAAQ,EAAE,QAAQ,EAAE;AACvD;AACA,KAAK,GAAG,EAAE,YAAY;AACtB;AACA,MAAM,OAAO,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,CAAC;AACxC;AACA,MAAM;AACN;AACA,KAAK,EAAE,CAAC;AACR;AACA,IAAI,OAAO,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;AAC9B;AACA,IAAI;AACJ;AACA,GAAG,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,UAAU,CAAC;AACvD,GAAG,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,EAAE,UAAU,CAAC,aAAa,IAAI,UAAU,CAAC,gBAAgB,KAAK,EAAE,CAAC,GAAG,CAAC,CAAC;AACtH;AACA,GAAG,KAAK,iBAAiB,KAAK,UAAU;AACxC,IAAI,wBAAwB,KAAK,UAAU,CAAC,OAAO;AACnD,IAAI,kBAAkB,KAAK,QAAQ,CAAC,WAAW,GAAG;AAClD;AACA,IAAI,OAAO,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;AACxC;AACA,IAAI,iBAAiB,GAAG,UAAU,CAAC;AACnC,IAAI,wBAAwB,GAAG,UAAU,CAAC,OAAO,CAAC;AAClD,IAAI,kBAAkB,GAAG,QAAQ,CAAC,WAAW,CAAC;AAC9C;AACA,IAAI;AACJ;AACA;AACA,GAAG,UAAU,CAAC,OAAO,EAAE,OAAO,EAAE,OAAO,CAAC,QAAQ,EAAE,OAAO,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AACjF;AACA,GAAG,MAAM,KAAK,UAAU,IAAI,UAAU,CAAC,SAAS,GAAG;AACnD;AACA,GAAG,KAAK,SAAS,KAAK,SAAS,GAAG;AAClC;AACA,IAAI,SAAS,GAAG,IAAI,IAAI;AACxB,KAAK,IAAI,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE;AAC9B,KAAK,IAAI,cAAc,EAAE;AACzB,MAAM,IAAI,EAAE,oBAAoB;AAChC,MAAM,QAAQ,EAAE,aAAa,EAAE,SAAS,CAAC,UAAU,CAAC,QAAQ,EAAE;AAC9D,MAAM,YAAY,EAAE,SAAS,CAAC,UAAU,CAAC,YAAY;AACrD,MAAM,cAAc,EAAE,SAAS,CAAC,UAAU,CAAC,cAAc;AACzD,MAAM,IAAI,EAAE,SAAS;AACrB,MAAM,SAAS,EAAE,KAAK;AACtB,MAAM,UAAU,EAAE,KAAK;AACvB,MAAM,GAAG,EAAE,KAAK;AAChB,MAAM,EAAE;AACR,KAAK,CAAC;AACN;AACA,IAAI,SAAS,CAAC,QAAQ,CAAC,eAAe,EAAE,QAAQ,EAAE,CAAC;AACnD;AACA;AACA,IAAI,MAAM,CAAC,cAAc,EAAE,SAAS,CAAC,QAAQ,EAAE,KAAK,EAAE;AACtD;AACA,KAAK,GAAG,EAAE,YAAY;AACtB;AACA,MAAM,OAAO,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,KAAK,CAAC;AACrC;AACA,MAAM;AACN;AACA,KAAK,EAAE,CAAC;AACR;AACA,IAAI,OAAO,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;AAChC;AACA,IAAI;AACJ;AACA,GAAG,SAAS,CAAC,QAAQ,CAAC,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,UAAU,CAAC;AACtD;AACA,GAAG,KAAK,UAAU,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC/C;AACA,IAAI,UAAU,CAAC,YAAY,EAAE,CAAC;AAC9B;AACA,IAAI;AACJ;AACA,GAAG,SAAS,CAAC,QAAQ,CAAC,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AAC3E;AACA,GAAG,KAAK,iBAAiB,KAAK,UAAU;AACxC,IAAI,wBAAwB,KAAK,UAAU,CAAC,OAAO;AACnD,IAAI,kBAAkB,KAAK,QAAQ,CAAC,WAAW,GAAG;AAClD;AACA,IAAI,SAAS,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1C;AACA,IAAI,iBAAiB,GAAG,UAAU,CAAC;AACnC,IAAI,wBAAwB,GAAG,UAAU,CAAC,OAAO,CAAC;AAClD,IAAI,kBAAkB,GAAG,QAAQ,CAAC,WAAW,CAAC;AAC9C;AACA,IAAI;AACJ;AACA;AACA;AACA,GAAG,UAAU,CAAC,OAAO,EAAE,SAAS,EAAE,SAAS,CAAC,QAAQ,EAAE,SAAS,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AACvF;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,QAAQ,EAAE,KAAK,EAAE,KAAK,GAAG;AACnC;AACA,EAAE,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,EAAE,kBAAkB,EAAE,CAAC;AACvF;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR;AACA,EAAE,aAAa,EAAE,YAAY;AAC7B;AACA,GAAG,OAAO,UAAU,CAAC;AACrB;AACA,GAAG;AACH,EAAE,aAAa,EAAE,WAAW,KAAK,EAAE,KAAK,GAAG,CAAC,GAAG;AAC/C;AACA,GAAG,UAAU,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC3B,GAAG,UAAU,GAAG,KAAK,CAAC;AACtB,GAAG,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;AACtC;AACA,GAAG;AACH,EAAE,aAAa,EAAE,YAAY;AAC7B;AACA,GAAG,OAAO,UAAU,CAAC;AACrB;AACA,GAAG;AACH,EAAE,aAAa,EAAE,WAAW,KAAK,GAAG;AACpC;AACA,GAAG,UAAU,GAAG,KAAK,CAAC;AACtB,GAAG,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;AACtC;AACA,GAAG;AACH,EAAE,MAAM,EAAE,MAAM;AAChB;AACA,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,kBAAkB,EAAE,EAAE,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,GAAG;AACxE;AACA,CAAC,MAAM,mBAAmB,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACtD;AACA,CAAC,MAAM,SAAS,GAAG,YAAY,CAAC,QAAQ,GAAG,IAAI,GAAG,UAAU,CAAC,GAAG,EAAE,yBAAyB,EAAE,CAAC;AAC9F,CAAC,MAAM,YAAY,GAAG,YAAY,CAAC,QAAQ,IAAI,SAAS,KAAK,IAAI,CAAC;AAClE;AACA,CAAC,MAAM,aAAa,GAAG,EAAE,CAAC;AAC1B;AACA,CAAC,MAAM,YAAY,GAAG,kBAAkB,EAAE,IAAI,EAAE,CAAC;AACjD,CAAC,IAAI,YAAY,GAAG,YAAY,CAAC;AACjC;AACA,CAAC,SAAS,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,KAAK,GAAG;AAC9D;AACA,EAAE,IAAI,aAAa,GAAG,KAAK,CAAC;AAC5B;AACA,EAAE,KAAK,YAAY,GAAG;AACtB;AACA,GAAG,MAAM,KAAK,GAAG,eAAe,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAC;AAChE;AACA,GAAG,KAAK,YAAY,KAAK,KAAK,GAAG;AACjC;AACA,IAAI,YAAY,GAAG,KAAK,CAAC;AACzB,IAAI,qBAAqB,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACjD;AACA,IAAI;AACJ;AACA,GAAG,aAAa,GAAG,WAAW,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAClD;AACA,GAAG,KAAK,aAAa,GAAG,SAAS,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACrD;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,SAAS,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,EAAE,CAAC;AACrD;AACA,GAAG,KAAK,YAAY,CAAC,QAAQ,KAAK,QAAQ,CAAC,EAAE;AAC7C,IAAI,YAAY,CAAC,OAAO,KAAK,OAAO,CAAC,EAAE;AACvC,IAAI,YAAY,CAAC,SAAS,KAAK,SAAS,GAAG;AAC3C;AACA,IAAI,YAAY,CAAC,QAAQ,GAAG,QAAQ,CAAC,EAAE,CAAC;AACxC,IAAI,YAAY,CAAC,OAAO,GAAG,OAAO,CAAC,EAAE,CAAC;AACtC,IAAI,YAAY,CAAC,SAAS,GAAG,SAAS,CAAC;AACvC;AACA,IAAI,aAAa,GAAG,IAAI,CAAC;AACzB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,CAAC,eAAe,KAAK,IAAI,GAAG;AACzC;AACA,GAAG,aAAa,GAAG,IAAI,CAAC;AACxB;AACA,GAAG;AACH;AACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;AACA,GAAG,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,KAAK,aAAa,GAAG;AACvB;AACA,GAAG,qBAAqB,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAC;AAChE;AACA,GAAG,KAAK,KAAK,KAAK,IAAI,GAAG;AACzB;AACA,IAAI,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,UAAU,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,MAAM,EAAE,CAAC;AAC3D;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,uBAAuB,GAAG;AACpC;AACA,EAAE,KAAK,YAAY,CAAC,QAAQ,GAAG,OAAO,EAAE,CAAC,iBAAiB,EAAE,CAAC;AAC7D;AACA,EAAE,OAAO,SAAS,CAAC,oBAAoB,EAAE,CAAC;AAC1C;AACA,EAAE;AACF;AACA,CAAC,SAAS,qBAAqB,EAAE,GAAG,GAAG;AACvC;AACA,EAAE,KAAK,YAAY,CAAC,QAAQ,GAAG,OAAO,EAAE,CAAC,eAAe,EAAE,GAAG,EAAE,CAAC;AAChE;AACA,EAAE,OAAO,SAAS,CAAC,kBAAkB,EAAE,GAAG,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,SAAS,uBAAuB,EAAE,GAAG,GAAG;AACzC;AACA,EAAE,KAAK,YAAY,CAAC,QAAQ,GAAG,OAAO,EAAE,CAAC,iBAAiB,EAAE,GAAG,EAAE,CAAC;AAClE;AACA,EAAE,OAAO,SAAS,CAAC,oBAAoB,EAAE,GAAG,EAAE,CAAC;AAC/C;AACA,EAAE;AACF;AACA,CAAC,SAAS,eAAe,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,GAAG;AACzD;AACA,EAAE,MAAM,SAAS,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,EAAE,CAAC;AACpD;AACA,EAAE,IAAI,UAAU,GAAG,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AAChD;AACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;AACA,GAAG,UAAU,GAAG,EAAE,CAAC;AACnB,GAAG,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,GAAG,UAAU,CAAC;AAC7C;AACA,GAAG;AACH;AACA,EAAE,IAAI,QAAQ,GAAG,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC;AAC1C;AACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;AACA,GAAG,QAAQ,GAAG,EAAE,CAAC;AACjB,GAAG,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC;AACvC;AACA,GAAG;AACH;AACA,EAAE,IAAI,KAAK,GAAG,QAAQ,EAAE,SAAS,EAAE,CAAC;AACpC;AACA,EAAE,KAAK,KAAK,KAAK,SAAS,GAAG;AAC7B;AACA,GAAG,KAAK,GAAG,kBAAkB,EAAE,uBAAuB,EAAE,EAAE,CAAC;AAC3D,GAAG,QAAQ,EAAE,SAAS,EAAE,GAAG,KAAK,CAAC;AACjC;AACA,GAAG;AACH;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,SAAS,kBAAkB,EAAE,GAAG,GAAG;AACpC;AACA,EAAE,MAAM,aAAa,GAAG,EAAE,CAAC;AAC3B,EAAE,MAAM,iBAAiB,GAAG,EAAE,CAAC;AAC/B,EAAE,MAAM,iBAAiB,GAAG,EAAE,CAAC;AAC/B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,EAAE,CAAC,GAAG,GAAG;AACnD;AACA,GAAG,aAAa,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC1B,GAAG,iBAAiB,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B,GAAG,iBAAiB,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B;AACA,GAAG;AACH;AACA,EAAE,OAAO;AACT;AACA;AACA,GAAG,QAAQ,EAAE,IAAI;AACjB,GAAG,OAAO,EAAE,IAAI;AAChB,GAAG,SAAS,EAAE,KAAK;AACnB;AACA,GAAG,aAAa,EAAE,aAAa;AAC/B,GAAG,iBAAiB,EAAE,iBAAiB;AACvC,GAAG,iBAAiB,EAAE,iBAAiB;AACvC,GAAG,MAAM,EAAE,GAAG;AACd,GAAG,UAAU,EAAE,EAAE;AACjB,GAAG,KAAK,EAAE,IAAI;AACd;AACA,GAAG,CAAC;AACJ;AACA,EAAE;AACF;AACA,CAAC,SAAS,WAAW,EAAE,QAAQ,EAAE,KAAK,GAAG;AACzC;AACA,EAAE,MAAM,gBAAgB,GAAG,YAAY,CAAC,UAAU,CAAC;AACnD,EAAE,MAAM,kBAAkB,GAAG,QAAQ,CAAC,UAAU,CAAC;AACjD;AACA,EAAE,IAAI,aAAa,GAAG,CAAC,CAAC;AACxB;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,kBAAkB,GAAG;AAC1C;AACA,GAAG,MAAM,eAAe,GAAG,gBAAgB,EAAE,GAAG,EAAE,CAAC;AACnD,GAAG,MAAM,iBAAiB,GAAG,kBAAkB,EAAE,GAAG,EAAE,CAAC;AACvD;AACA,GAAG,KAAK,eAAe,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;AACpD;AACA,GAAG,KAAK,eAAe,CAAC,SAAS,KAAK,iBAAiB,GAAG,OAAO,IAAI,CAAC;AACtE;AACA,GAAG,KAAK,eAAe,CAAC,IAAI,KAAK,iBAAiB,CAAC,IAAI,GAAG,OAAO,IAAI,CAAC;AACtE;AACA,GAAG,aAAa,GAAG,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE,KAAK,YAAY,CAAC,aAAa,KAAK,aAAa,GAAG,OAAO,IAAI,CAAC;AAClE;AACA,EAAE,KAAK,YAAY,CAAC,KAAK,KAAK,KAAK,GAAG,OAAO,IAAI,CAAC;AAClD;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,SAAS,SAAS,EAAE,QAAQ,EAAE,KAAK,GAAG;AACvC;AACA,EAAE,MAAM,KAAK,GAAG,EAAE,CAAC;AACnB,EAAE,MAAM,UAAU,GAAG,QAAQ,CAAC,UAAU,CAAC;AACzC,EAAE,IAAI,aAAa,GAAG,CAAC,CAAC;AACxB;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,GAAG;AAClC;AACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;AACA,GAAG,MAAM,IAAI,GAAG,EAAE,CAAC;AACnB,GAAG,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC9B;AACA,GAAG,KAAK,SAAS,CAAC,IAAI,GAAG;AACzB;AACA,IAAI,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,IAAI,CAAC;AAC/B;AACA,IAAI;AACJ;AACA,GAAG,KAAK,EAAE,GAAG,EAAE,GAAG,IAAI,CAAC;AACvB;AACA,GAAG,aAAa,GAAG,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE,YAAY,CAAC,UAAU,GAAG,KAAK,CAAC;AAClC,EAAE,YAAY,CAAC,aAAa,GAAG,aAAa,CAAC;AAC7C;AACA,EAAE,YAAY,CAAC,KAAK,GAAG,KAAK,CAAC;AAC7B;AACA,EAAE;AACF;AACA,CAAC,SAAS,cAAc,GAAG;AAC3B;AACA,EAAE,MAAM,aAAa,GAAG,YAAY,CAAC,aAAa,CAAC;AACnD;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC7D;AACA,GAAG,aAAa,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,eAAe,EAAE,SAAS,GAAG;AACvC;AACA,EAAE,yBAAyB,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,SAAS,yBAAyB,EAAE,SAAS,EAAE,gBAAgB,GAAG;AACnE;AACA,EAAE,MAAM,aAAa,GAAG,YAAY,CAAC,aAAa,CAAC;AACnD,EAAE,MAAM,iBAAiB,GAAG,YAAY,CAAC,iBAAiB,CAAC;AAC3D,EAAE,MAAM,iBAAiB,GAAG,YAAY,CAAC,iBAAiB,CAAC;AAC3D;AACA,EAAE,aAAa,EAAE,SAAS,EAAE,GAAG,CAAC,CAAC;AACjC;AACA,EAAE,KAAK,iBAAiB,EAAE,SAAS,EAAE,KAAK,CAAC,GAAG;AAC9C;AACA,GAAG,EAAE,CAAC,uBAAuB,EAAE,SAAS,EAAE,CAAC;AAC3C,GAAG,iBAAiB,EAAE,SAAS,EAAE,GAAG,CAAC,CAAC;AACtC;AACA,GAAG;AACH;AACA,EAAE,KAAK,iBAAiB,EAAE,SAAS,EAAE,KAAK,gBAAgB,GAAG;AAC7D;AACA,GAAG,MAAM,SAAS,GAAG,YAAY,CAAC,QAAQ,GAAG,EAAE,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AAC7F;AACA,GAAG,SAAS,EAAE,YAAY,CAAC,QAAQ,GAAG,qBAAqB,GAAG,0BAA0B,EAAE,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;AAC1H,GAAG,iBAAiB,EAAE,SAAS,EAAE,GAAG,gBAAgB,CAAC;AACrD;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,uBAAuB,GAAG;AACpC;AACA,EAAE,MAAM,aAAa,GAAG,YAAY,CAAC,aAAa,CAAC;AACnD,EAAE,MAAM,iBAAiB,GAAG,YAAY,CAAC,iBAAiB,CAAC;AAC3D;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,iBAAiB,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACjE;AACA,GAAG,KAAK,iBAAiB,EAAE,CAAC,EAAE,KAAK,aAAa,EAAE,CAAC,EAAE,GAAG;AACxD;AACA,IAAI,EAAE,CAAC,wBAAwB,EAAE,CAAC,EAAE,CAAC;AACrC,IAAI,iBAAiB,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC/B;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,mBAAmB,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,GAAG;AAC/E;AACA,EAAE,KAAK,YAAY,CAAC,QAAQ,KAAK,IAAI,MAAM,IAAI,KAAK,IAAI,IAAI,IAAI,KAAK,IAAI,EAAE,GAAG;AAC9E;AACA,GAAG,EAAE,CAAC,oBAAoB,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAChE;AACA,GAAG,MAAM;AACT;AACA,GAAG,EAAE,CAAC,mBAAmB,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAC3E;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,qBAAqB,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,GAAG;AACvE;AACA,EAAE,KAAK,YAAY,CAAC,QAAQ,KAAK,KAAK,MAAM,MAAM,CAAC,eAAe,IAAI,QAAQ,CAAC,yBAAyB,EAAE,GAAG;AAC7G;AACA,GAAG,KAAK,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,KAAK,IAAI,GAAG,OAAO;AACrE;AACA,GAAG;AACH;AACA,EAAE,cAAc,EAAE,CAAC;AACnB;AACA,EAAE,MAAM,kBAAkB,GAAG,QAAQ,CAAC,UAAU,CAAC;AACjD;AACA,EAAE,MAAM,iBAAiB,GAAG,OAAO,CAAC,aAAa,EAAE,CAAC;AACpD;AACA,EAAE,MAAM,8BAA8B,GAAG,QAAQ,CAAC,sBAAsB,CAAC;AACzE;AACA,EAAE,MAAM,MAAM,IAAI,IAAI,iBAAiB,GAAG;AAC1C;AACA,GAAG,MAAM,gBAAgB,GAAG,iBAAiB,EAAE,IAAI,EAAE,CAAC;AACtD;AACA,GAAG,KAAK,gBAAgB,IAAI,CAAC,GAAG;AAChC;AACA,IAAI,MAAM,iBAAiB,GAAG,kBAAkB,EAAE,IAAI,EAAE,CAAC;AACzD;AACA,IAAI,KAAK,iBAAiB,KAAK,SAAS,GAAG;AAC3C;AACA,KAAK,MAAM,UAAU,GAAG,iBAAiB,CAAC,UAAU,CAAC;AACrD,KAAK,MAAM,IAAI,GAAG,iBAAiB,CAAC,QAAQ,CAAC;AAC7C;AACA,KAAK,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,iBAAiB,EAAE,CAAC;AAC3D;AACA;AACA;AACA,KAAK,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS;AAC7C;AACA,KAAK,MAAM,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC;AACrC,KAAK,MAAM,IAAI,GAAG,SAAS,CAAC,IAAI,CAAC;AACjC,KAAK,MAAM,eAAe,GAAG,SAAS,CAAC,eAAe,CAAC;AACvD;AACA,KAAK,KAAK,iBAAiB,CAAC,4BAA4B,GAAG;AAC3D;AACA,MAAM,MAAM,IAAI,GAAG,iBAAiB,CAAC,IAAI,CAAC;AAC1C,MAAM,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACjC,MAAM,MAAM,MAAM,GAAG,iBAAiB,CAAC,MAAM,CAAC;AAC9C;AACA,MAAM,KAAK,IAAI,IAAI,IAAI,CAAC,4BAA4B,GAAG;AACvD;AACA,OAAO,yBAAyB,EAAE,gBAAgB,EAAE,IAAI,CAAC,gBAAgB,EAAE,CAAC;AAC5E;AACA,OAAO,KAAK,QAAQ,CAAC,iBAAiB,KAAK,SAAS,GAAG;AACvD;AACA,QAAQ,QAAQ,CAAC,iBAAiB,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,KAAK,CAAC;AACxE;AACA,QAAQ;AACR;AACA,OAAO,MAAM;AACb;AACA,OAAO,eAAe,EAAE,gBAAgB,EAAE,CAAC;AAC3C;AACA,OAAO;AACP;AACA,MAAM,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACrC,MAAM,mBAAmB,EAAE,gBAAgB,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,GAAG,eAAe,EAAE,MAAM,GAAG,eAAe,EAAE,CAAC;AAC1H;AACA,MAAM,MAAM;AACZ;AACA,MAAM,KAAK,iBAAiB,CAAC,0BAA0B,GAAG;AAC1D;AACA,OAAO,yBAAyB,EAAE,gBAAgB,EAAE,iBAAiB,CAAC,gBAAgB,EAAE,CAAC;AACzF;AACA,OAAO,KAAK,QAAQ,CAAC,iBAAiB,KAAK,SAAS,GAAG;AACvD;AACA,QAAQ,QAAQ,CAAC,iBAAiB,GAAG,iBAAiB,CAAC,gBAAgB,GAAG,iBAAiB,CAAC,KAAK,CAAC;AAClG;AACA,QAAQ;AACR;AACA,OAAO,MAAM;AACb;AACA,OAAO,eAAe,EAAE,gBAAgB,EAAE,CAAC;AAC3C;AACA,OAAO;AACP;AACA,MAAM,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACrC,MAAM,mBAAmB,EAAE,gBAAgB,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5E;AACA,MAAM;AACN;AACA,KAAK,MAAM,KAAK,IAAI,KAAK,gBAAgB,GAAG;AAC5C;AACA,KAAK,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,CAAC,cAAc,EAAE,CAAC;AAC/D;AACA;AACA;AACA,KAAK,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS;AAC7C;AACA,KAAK,MAAM,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC;AACrC,KAAK,MAAM,IAAI,GAAG,SAAS,CAAC,IAAI,CAAC;AACjC;AACA,KAAK,yBAAyB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1D,KAAK,yBAAyB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1D,KAAK,yBAAyB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1D,KAAK,yBAAyB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1D;AACA,KAAK,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACpC;AACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AAC3E,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5E,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5E,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5E;AACA,KAAK,MAAM,KAAK,IAAI,KAAK,eAAe,GAAG;AAC3C;AACA,KAAK,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC;AAC9D;AACA;AACA;AACA,KAAK,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS;AAC7C;AACA,KAAK,MAAM,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC;AACrC,KAAK,MAAM,IAAI,GAAG,SAAS,CAAC,IAAI,CAAC;AACjC;AACA,KAAK,yBAAyB,EAAE,gBAAgB,EAAE,CAAC,EAAE,CAAC;AACtD;AACA,KAAK,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACpC;AACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACvE;AACA,KAAK,MAAM,KAAK,8BAA8B,KAAK,SAAS,GAAG;AAC/D;AACA,KAAK,MAAM,KAAK,GAAG,8BAA8B,EAAE,IAAI,EAAE,CAAC;AAC1D;AACA,KAAK,KAAK,KAAK,KAAK,SAAS,GAAG;AAChC;AACA,MAAM,SAAS,KAAK,CAAC,MAAM;AAC3B;AACA,OAAO,KAAK,CAAC;AACb,QAAQ,EAAE,CAAC,eAAe,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;AACtD,QAAQ,MAAM;AACd;AACA,OAAO,KAAK,CAAC;AACb,QAAQ,EAAE,CAAC,eAAe,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;AACtD,QAAQ,MAAM;AACd;AACA,OAAO,KAAK,CAAC;AACb,QAAQ,EAAE,CAAC,eAAe,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;AACtD,QAAQ,MAAM;AACd;AACA,OAAO;AACP,QAAQ,EAAE,CAAC,eAAe,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;AACtD;AACA,OAAO;AACP;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,uBAAuB,EAAE,CAAC;AAC5B;AACA,EAAE;AACF;AACA,CAAC,SAAS,OAAO,GAAG;AACpB;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,MAAM,MAAM,UAAU,IAAI,aAAa,GAAG;AAC5C;AACA,GAAG,MAAM,UAAU,GAAG,aAAa,EAAE,UAAU,EAAE,CAAC;AAClD;AACA,GAAG,MAAM,MAAM,SAAS,IAAI,UAAU,GAAG;AACzC;AACA,IAAI,MAAM,QAAQ,GAAG,UAAU,EAAE,SAAS,EAAE,CAAC;AAC7C;AACA,IAAI,MAAM,MAAM,SAAS,IAAI,QAAQ,GAAG;AACxC;AACA,KAAK,uBAAuB,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC,MAAM,EAAE,CAAC;AAC7D;AACA,KAAK,OAAO,QAAQ,EAAE,SAAS,EAAE,CAAC;AAClC;AACA,KAAK;AACL;AACA,IAAI,OAAO,UAAU,EAAE,SAAS,EAAE,CAAC;AACnC;AACA,IAAI;AACJ;AACA,GAAG,OAAO,aAAa,EAAE,UAAU,EAAE,CAAC;AACtC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,GAAG;AAC9C;AACA,EAAE,KAAK,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,KAAK,SAAS,GAAG,OAAO;AAC3D;AACA,EAAE,MAAM,UAAU,GAAG,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AAClD;AACA,EAAE,MAAM,MAAM,SAAS,IAAI,UAAU,GAAG;AACxC;AACA,GAAG,MAAM,QAAQ,GAAG,UAAU,EAAE,SAAS,EAAE,CAAC;AAC5C;AACA,GAAG,MAAM,MAAM,SAAS,IAAI,QAAQ,GAAG;AACvC;AACA,IAAI,uBAAuB,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;AACA,IAAI,OAAO,QAAQ,EAAE,SAAS,EAAE,CAAC;AACjC;AACA,IAAI;AACJ;AACA,GAAG,OAAO,UAAU,EAAE,SAAS,EAAE,CAAC;AAClC;AACA,GAAG;AACH;AACA,EAAE,OAAO,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AACtC;AACA,EAAE;AACF;AACA,CAAC,SAAS,sBAAsB,EAAE,OAAO,GAAG;AAC5C;AACA,EAAE,MAAM,MAAM,UAAU,IAAI,aAAa,GAAG;AAC5C;AACA,GAAG,MAAM,UAAU,GAAG,aAAa,EAAE,UAAU,EAAE,CAAC;AAClD;AACA,GAAG,KAAK,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,KAAK,SAAS,GAAG,SAAS;AAC1D;AACA,GAAG,MAAM,QAAQ,GAAG,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC;AAC7C;AACA,GAAG,MAAM,MAAM,SAAS,IAAI,QAAQ,GAAG;AACvC;AACA,IAAI,uBAAuB,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;AACA,IAAI,OAAO,QAAQ,EAAE,SAAS,EAAE,CAAC;AACjC;AACA,IAAI;AACJ;AACA,GAAG,OAAO,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC;AACnC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,KAAK,GAAG;AAClB;AACA,EAAE,iBAAiB,EAAE,CAAC;AACtB;AACA,EAAE,KAAK,YAAY,KAAK,YAAY,GAAG,OAAO;AAC9C;AACA,EAAE,YAAY,GAAG,YAAY,CAAC;AAC9B,EAAE,qBAAqB,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAC/C;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,iBAAiB,GAAG;AAC9B;AACA,EAAE,YAAY,CAAC,QAAQ,GAAG,IAAI,CAAC;AAC/B,EAAE,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC;AAC9B,EAAE,YAAY,CAAC,SAAS,GAAG,KAAK,CAAC;AACjC;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR;AACA,EAAE,KAAK,EAAE,KAAK;AACd,EAAE,KAAK,EAAE,KAAK;AACd,EAAE,iBAAiB,EAAE,iBAAiB;AACtC,EAAE,OAAO,EAAE,OAAO;AAClB,EAAE,uBAAuB,EAAE,uBAAuB;AAClD,EAAE,sBAAsB,EAAE,sBAAsB;AAChD;AACA,EAAE,cAAc,EAAE,cAAc;AAChC,EAAE,eAAe,EAAE,eAAe;AAClC,EAAE,uBAAuB,EAAE,uBAAuB;AAClD;AACA,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,mBAAmB,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,GAAG;AACnE;AACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;AACA,CAAC,IAAI,IAAI,CAAC;AACV;AACA,CAAC,SAAS,OAAO,EAAE,KAAK,GAAG;AAC3B;AACA,EAAE,IAAI,GAAG,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,SAAS,MAAM,EAAE,KAAK,EAAE,KAAK,GAAG;AACjC;AACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACtC;AACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,EAAE;AACF;AACA,CAAC,SAAS,eAAe,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,GAAG;AACrD;AACA,EAAE,KAAK,SAAS,KAAK,CAAC,GAAG,OAAO;AAChC;AACA,EAAE,IAAI,SAAS,EAAE,UAAU,CAAC;AAC5B;AACA,EAAE,KAAK,QAAQ,GAAG;AAClB;AACA,GAAG,SAAS,GAAG,EAAE,CAAC;AAClB,GAAG,UAAU,GAAG,qBAAqB,CAAC;AACtC;AACA,GAAG,MAAM;AACT;AACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AAC1D,GAAG,UAAU,GAAG,0BAA0B,CAAC;AAC3C;AACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;AACA,IAAI,OAAO,CAAC,KAAK,EAAE,gIAAgI,EAAE,CAAC;AACtJ,IAAI,OAAO;AACX;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,SAAS,EAAE,UAAU,EAAE,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC;AAC3D;AACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AACxC;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACxB,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACtB,CAAC,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;AACxC;AACA,CAAC;AACD;AACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,UAAU,EAAE,UAAU,GAAG;AACzD;AACA,CAAC,IAAI,aAAa,CAAC;AACnB;AACA,CAAC,SAAS,gBAAgB,GAAG;AAC7B;AACA,EAAE,KAAK,aAAa,KAAK,SAAS,GAAG,OAAO,aAAa,CAAC;AAC1D;AACA,EAAE,KAAK,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,KAAK,IAAI,GAAG;AACrE;AACA,GAAG,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,CAAC;AACxE;AACA,GAAG,aAAa,GAAG,EAAE,CAAC,YAAY,EAAE,SAAS,CAAC,8BAA8B,EAAE,CAAC;AAC/E;AACA,GAAG,MAAM;AACT;AACA,GAAG,aAAa,GAAG,CAAC,CAAC;AACrB;AACA,GAAG;AACH;AACA,EAAE,OAAO,aAAa,CAAC;AACvB;AACA,EAAE;AACF;AACA,CAAC,SAAS,eAAe,EAAE,SAAS,GAAG;AACvC;AACA,EAAE,KAAK,SAAS,KAAK,OAAO,GAAG;AAC/B;AACA,GAAG,KAAK,EAAE,CAAC,wBAAwB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,SAAS,GAAG,CAAC;AACjE,IAAI,EAAE,CAAC,wBAAwB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,SAAS,GAAG,CAAC,GAAG;AAChE;AACA,IAAI,OAAO,OAAO,CAAC;AACnB;AACA,IAAI;AACJ;AACA,GAAG,SAAS,GAAG,SAAS,CAAC;AACzB;AACA,GAAG;AACH;AACA,EAAE,KAAK,SAAS,KAAK,SAAS,GAAG;AACjC;AACA,GAAG,KAAK,EAAE,CAAC,wBAAwB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,SAAS,GAAG,CAAC;AACjE,IAAI,EAAE,CAAC,wBAAwB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,SAAS,GAAG,CAAC,GAAG;AAChE;AACA,IAAI,OAAO,SAAS,CAAC;AACrB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA;AACA,CAAC,MAAM,QAAQ,GAAG,EAAE,OAAO,sBAAsB,KAAK,WAAW,IAAI,EAAE,YAAY,sBAAsB;AACzG,IAAI,OAAO,6BAA6B,KAAK,WAAW,IAAI,EAAE,YAAY,6BAA6B,EAAE,CAAC;AAC1G;AACA;AACA,CAAC,IAAI,SAAS,GAAG,UAAU,CAAC,SAAS,KAAK,SAAS,GAAG,UAAU,CAAC,SAAS,GAAG,OAAO,CAAC;AACrF,CAAC,MAAM,YAAY,GAAG,eAAe,EAAE,SAAS,EAAE,CAAC;AACnD;AACA,CAAC,KAAK,YAAY,KAAK,SAAS,GAAG;AACnC;AACA,EAAE,OAAO,CAAC,IAAI,EAAE,sBAAsB,EAAE,SAAS,EAAE,sBAAsB,EAAE,YAAY,EAAE,UAAU,EAAE,CAAC;AACtG,EAAE,SAAS,GAAG,YAAY,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,MAAM,sBAAsB,GAAG,UAAU,CAAC,sBAAsB,KAAK,IAAI,CAAC;AAC3E;AACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AAC9C,CAAC,MAAM,iBAAiB,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACpD,CAAC,MAAM,cAAc,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AAChD,CAAC,MAAM,cAAc,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACjD;AACA,CAAC,MAAM,aAAa,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AAChD,CAAC,MAAM,iBAAiB,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACpD,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AAC9C,CAAC,MAAM,mBAAmB,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACtD;AACA,CAAC,MAAM,cAAc,GAAG,iBAAiB,GAAG,CAAC,CAAC;AAC9C,CAAC,MAAM,qBAAqB,GAAG,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,mBAAmB,EAAE,CAAC;AACjF,CAAC,MAAM,mBAAmB,GAAG,cAAc,IAAI,qBAAqB,CAAC;AACrE;AACA,CAAC,MAAM,UAAU,GAAG,QAAQ,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,GAAG,CAAC,CAAC;AAC5D;AACA,CAAC,OAAO;AACR;AACA,EAAE,QAAQ,EAAE,QAAQ;AACpB;AACA,EAAE,gBAAgB,EAAE,gBAAgB;AACpC,EAAE,eAAe,EAAE,eAAe;AAClC;AACA,EAAE,SAAS,EAAE,SAAS;AACtB,EAAE,sBAAsB,EAAE,sBAAsB;AAChD;AACA,EAAE,WAAW,EAAE,WAAW;AAC1B,EAAE,iBAAiB,EAAE,iBAAiB;AACtC,EAAE,cAAc,EAAE,cAAc;AAChC,EAAE,cAAc,EAAE,cAAc;AAChC;AACA,EAAE,aAAa,EAAE,aAAa;AAC9B,EAAE,iBAAiB,EAAE,iBAAiB;AACtC,EAAE,WAAW,EAAE,WAAW;AAC1B,EAAE,mBAAmB,EAAE,mBAAmB;AAC1C;AACA,EAAE,cAAc,EAAE,cAAc;AAChC,EAAE,qBAAqB,EAAE,qBAAqB;AAC9C,EAAE,mBAAmB,EAAE,mBAAmB;AAC1C;AACA,EAAE,UAAU,EAAE,UAAU;AACxB;AACA,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,aAAa,EAAE,UAAU,GAAG;AACrC;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;AACpB;AACA,CAAC,IAAI,WAAW,GAAG,IAAI;AACvB,EAAE,eAAe,GAAG,CAAC;AACrB,EAAE,oBAAoB,GAAG,KAAK;AAC9B,EAAE,gBAAgB,GAAG,KAAK,CAAC;AAC3B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,KAAK,EAAE;AAC1B,EAAE,gBAAgB,GAAG,IAAI,OAAO,EAAE;AAClC;AACA,EAAE,OAAO,GAAG,EAAE,KAAK,EAAE,IAAI,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;AAChD;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACxB,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;AACpB,CAAC,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC;AAC1B;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,MAAM,EAAE,mBAAmB,EAAE,MAAM,GAAG;AAC9D;AACA,EAAE,MAAM,OAAO;AACf,GAAG,MAAM,CAAC,MAAM,KAAK,CAAC;AACtB,GAAG,mBAAmB;AACtB;AACA;AACA,GAAG,eAAe,KAAK,CAAC;AACxB,GAAG,oBAAoB,CAAC;AACxB;AACA,EAAE,oBAAoB,GAAG,mBAAmB,CAAC;AAC7C;AACA,EAAE,WAAW,GAAG,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;AACnD,EAAE,eAAe,GAAG,MAAM,CAAC,MAAM,CAAC;AAClC;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY;AACjC;AACA,EAAE,gBAAgB,GAAG,IAAI,CAAC;AAC1B,EAAE,aAAa,EAAE,IAAI,EAAE,CAAC;AACxB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;AACA,EAAE,gBAAgB,GAAG,KAAK,CAAC;AAC3B,EAAE,gBAAgB,EAAE,CAAC;AACrB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,WAAW,QAAQ,EAAE,MAAM,EAAE,QAAQ,GAAG;AACzD;AACA,EAAE,MAAM,MAAM,GAAG,QAAQ,CAAC,cAAc;AACxC,GAAG,gBAAgB,GAAG,QAAQ,CAAC,gBAAgB;AAC/C,GAAG,WAAW,GAAG,QAAQ,CAAC,WAAW,CAAC;AACtC;AACA,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;AACA,EAAE,KAAK,EAAE,oBAAoB,IAAI,MAAM,KAAK,IAAI,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC,IAAI,gBAAgB,IAAI,EAAE,WAAW,GAAG;AAC/G;AACA;AACA;AACA,GAAG,KAAK,gBAAgB,GAAG;AAC3B;AACA;AACA;AACA,IAAI,aAAa,EAAE,IAAI,EAAE,CAAC;AAC1B;AACA,IAAI,MAAM;AACV;AACA,IAAI,gBAAgB,EAAE,CAAC;AACvB;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,OAAO,GAAG,gBAAgB,GAAG,CAAC,GAAG,eAAe;AACzD,IAAI,OAAO,GAAG,OAAO,GAAG,CAAC,CAAC;AAC1B;AACA,GAAG,IAAI,QAAQ,GAAG,kBAAkB,CAAC,aAAa,IAAI,IAAI,CAAC;AAC3D;AACA,GAAG,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC;AAC5B;AACA,GAAG,QAAQ,GAAG,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAC;AACjE;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,OAAO,EAAE,GAAG,CAAC,GAAG;AAC1C;AACA,IAAI,QAAQ,EAAE,CAAC,EAAE,GAAG,WAAW,EAAE,CAAC,EAAE,CAAC;AACrC;AACA,IAAI;AACJ;AACA,GAAG,kBAAkB,CAAC,aAAa,GAAG,QAAQ,CAAC;AAC/C,GAAG,IAAI,CAAC,eAAe,GAAG,gBAAgB,GAAG,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;AAChE,GAAG,IAAI,CAAC,SAAS,IAAI,OAAO,CAAC;AAC7B;AACA,GAAG;AACH;AACA;AACA,EAAE,CAAC;AACH;AACA,CAAC,SAAS,gBAAgB,GAAG;AAC7B;AACA,EAAE,KAAK,OAAO,CAAC,KAAK,KAAK,WAAW,GAAG;AACvC;AACA,GAAG,OAAO,CAAC,KAAK,GAAG,WAAW,CAAC;AAC/B,GAAG,OAAO,CAAC,WAAW,GAAG,eAAe,GAAG,CAAC,CAAC;AAC7C;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,SAAS,GAAG,eAAe,CAAC;AACpC,EAAE,KAAK,CAAC,eAAe,GAAG,CAAC,CAAC;AAC5B;AACA,EAAE;AACF;AACA,CAAC,SAAS,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE,SAAS,EAAE,aAAa,GAAG;AACpE;AACA,EAAE,MAAM,OAAO,GAAG,MAAM,KAAK,IAAI,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;AACtD,EAAE,IAAI,QAAQ,GAAG,IAAI,CAAC;AACtB;AACA,EAAE,KAAK,OAAO,KAAK,CAAC,GAAG;AACvB;AACA,GAAG,QAAQ,GAAG,OAAO,CAAC,KAAK,CAAC;AAC5B;AACA,GAAG,KAAK,aAAa,KAAK,IAAI,IAAI,QAAQ,KAAK,IAAI,GAAG;AACtD;AACA,IAAI,MAAM,QAAQ,GAAG,SAAS,GAAG,OAAO,GAAG,CAAC;AAC5C,KAAK,UAAU,GAAG,MAAM,CAAC,kBAAkB,CAAC;AAC5C;AACA,IAAI,gBAAgB,CAAC,eAAe,EAAE,UAAU,EAAE,CAAC;AACnD;AACA,IAAI,KAAK,QAAQ,KAAK,IAAI,IAAI,QAAQ,CAAC,MAAM,GAAG,QAAQ,GAAG;AAC3D;AACA,KAAK,QAAQ,GAAG,IAAI,YAAY,EAAE,QAAQ,EAAE,CAAC;AAC7C;AACA,KAAK;AACL;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,EAAE,CAAC,KAAK,OAAO,EAAE,GAAG,CAAC,EAAE,EAAE,IAAI,CAAC,GAAG;AACpE;AACA,KAAK,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC,YAAY,EAAE,UAAU,EAAE,gBAAgB,EAAE,CAAC;AAC5E;AACA,KAAK,KAAK,CAAC,MAAM,CAAC,OAAO,EAAE,QAAQ,EAAE,EAAE,EAAE,CAAC;AAC1C,KAAK,QAAQ,EAAE,EAAE,GAAG,CAAC,EAAE,GAAG,KAAK,CAAC,QAAQ,CAAC;AACzC;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC;AAC5B,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC9B;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,SAAS,GAAG,OAAO,CAAC;AAC5B,EAAE,KAAK,CAAC,eAAe,GAAG,CAAC,CAAC;AAC5B;AACA,EAAE,OAAO,QAAQ,CAAC;AAClB;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,SAAS,aAAa,EAAE,QAAQ,GAAG;AACnC;AACA,CAAC,IAAI,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;AACA,CAAC,SAAS,iBAAiB,EAAE,OAAO,EAAE,OAAO,GAAG;AAChD;AACA,EAAE,KAAK,OAAO,KAAK,gCAAgC,GAAG;AACtD;AACA,GAAG,OAAO,CAAC,OAAO,GAAG,qBAAqB,CAAC;AAC3C;AACA,GAAG,MAAM,KAAK,OAAO,KAAK,gCAAgC,GAAG;AAC7D;AACA,GAAG,OAAO,CAAC,OAAO,GAAG,qBAAqB,CAAC;AAC3C;AACA,GAAG;AACH;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,SAAS,GAAG,EAAE,OAAO,GAAG;AACzB;AACA,EAAE,KAAK,OAAO,IAAI,OAAO,CAAC,SAAS,GAAG;AACtC;AACA,GAAG,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AACnC;AACA,GAAG,KAAK,OAAO,KAAK,gCAAgC,IAAI,OAAO,KAAK,gCAAgC,GAAG;AACvG;AACA,IAAI,KAAK,QAAQ,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG;AACnC;AACA,KAAK,MAAM,OAAO,GAAG,QAAQ,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,OAAO,CAAC;AACrD,KAAK,OAAO,iBAAiB,EAAE,OAAO,EAAE,OAAO,CAAC,OAAO,EAAE,CAAC;AAC1D;AACA,KAAK,MAAM;AACX;AACA,KAAK,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AACjC;AACA,KAAK,KAAK,KAAK,IAAI,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG;AACtC;AACA,MAAM,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;AAC7D;AACA,MAAM,MAAM,YAAY,GAAG,IAAI,qBAAqB,EAAE,KAAK,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACzE,MAAM,YAAY,CAAC,0BAA0B,EAAE,QAAQ,EAAE,OAAO,EAAE,CAAC;AACnE,MAAM,QAAQ,CAAC,GAAG,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AAC5C;AACA,MAAM,QAAQ,CAAC,eAAe,EAAE,mBAAmB,EAAE,CAAC;AACtD;AACA,MAAM,OAAO,CAAC,gBAAgB,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;AAC9D;AACA,MAAM,OAAO,iBAAiB,EAAE,YAAY,CAAC,OAAO,EAAE,OAAO,CAAC,OAAO,EAAE,CAAC;AACxE;AACA,MAAM,MAAM;AACZ;AACA;AACA;AACA,MAAM,OAAO,IAAI,CAAC;AAClB;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,SAAS,gBAAgB,EAAE,KAAK,GAAG;AACpC;AACA,EAAE,MAAM,OAAO,GAAG,KAAK,CAAC,MAAM,CAAC;AAC/B;AACA,EAAE,OAAO,CAAC,mBAAmB,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;AAC7D;AACA,EAAE,MAAM,OAAO,GAAG,QAAQ,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AAC1C;AACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG;AAC/B;AACA,GAAG,QAAQ,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;AAC9B,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;AACrB;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,OAAO,GAAG;AACpB;AACA,EAAE,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR,EAAE,GAAG,EAAE,GAAG;AACV,EAAE,OAAO,EAAE,OAAO;AAClB,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,eAAe,EAAE,EAAE,GAAG;AAC/B;AACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC;AACvB;AACA,CAAC,SAAS,YAAY,EAAE,IAAI,GAAG;AAC/B;AACA,EAAE,KAAK,UAAU,EAAE,IAAI,EAAE,KAAK,SAAS,GAAG;AAC1C;AACA,GAAG,OAAO,UAAU,EAAE,IAAI,EAAE,CAAC;AAC7B;AACA,GAAG;AACH;AACA,EAAE,IAAI,SAAS,CAAC;AAChB;AACA,EAAE,SAAS,IAAI;AACf;AACA,GAAG,KAAK,qBAAqB;AAC7B,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,qBAAqB,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,yBAAyB,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,4BAA4B,EAAE,CAAC;AAC5J,IAAI,MAAM;AACV;AACA,GAAG,KAAK,gCAAgC;AACxC,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,gCAAgC,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,oCAAoC,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,uCAAuC,EAAE,CAAC;AAC7L,IAAI,MAAM;AACV;AACA,GAAG,KAAK,+BAA+B;AACvC,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,+BAA+B,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,mCAAmC,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,sCAAsC,EAAE,CAAC;AAC1L,IAAI,MAAM;AACV;AACA,GAAG,KAAK,gCAAgC;AACxC,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,gCAAgC,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,uCAAuC,EAAE,CAAC;AAClI,IAAI,MAAM;AACV;AACA,GAAG;AACH,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACxC;AACA,GAAG;AACH;AACA,EAAE,UAAU,EAAE,IAAI,EAAE,GAAG,SAAS,CAAC;AACjC;AACA,EAAE,OAAO,SAAS,CAAC;AACnB;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR;AACA,EAAE,GAAG,EAAE,WAAW,IAAI,GAAG;AACzB;AACA,GAAG,OAAO,YAAY,EAAE,IAAI,EAAE,KAAK,IAAI,CAAC;AACxC;AACA,GAAG;AACH;AACA,EAAE,IAAI,EAAE,WAAW,YAAY,GAAG;AAClC;AACA,GAAG,KAAK,YAAY,CAAC,QAAQ,GAAG;AAChC;AACA,IAAI,YAAY,EAAE,wBAAwB,EAAE,CAAC;AAC7C;AACA,IAAI,MAAM;AACV;AACA,IAAI,YAAY,EAAE,qBAAqB,EAAE,CAAC;AAC1C,IAAI,YAAY,EAAE,mBAAmB,EAAE,CAAC;AACxC,IAAI,YAAY,EAAE,wBAAwB,EAAE,CAAC;AAC7C,IAAI,YAAY,EAAE,+BAA+B,EAAE,CAAC;AACpD,IAAI,YAAY,EAAE,0BAA0B,EAAE,CAAC;AAC/C,IAAI,YAAY,EAAE,wBAAwB,EAAE,CAAC;AAC7C,IAAI,YAAY,EAAE,yBAAyB,EAAE,CAAC;AAC9C,IAAI,YAAY,EAAE,wBAAwB,EAAE,CAAC;AAC7C;AACA,IAAI;AACJ;AACA,GAAG,YAAY,EAAE,0BAA0B,EAAE,CAAC;AAC9C,GAAG,YAAY,EAAE,6BAA6B,EAAE,CAAC;AACjD;AACA,GAAG;AACH;AACA,EAAE,GAAG,EAAE,WAAW,IAAI,GAAG;AACzB;AACA,GAAG,MAAM,SAAS,GAAG,YAAY,EAAE,IAAI,EAAE,CAAC;AAC1C;AACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,uBAAuB,GAAG,IAAI,GAAG,2BAA2B,EAAE,CAAC;AACjF;AACA,IAAI;AACJ;AACA,GAAG,OAAO,SAAS,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,eAAe,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE,aAAa,GAAG;AAChE;AACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC;AACvB,CAAC,MAAM,mBAAmB,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3C;AACA,CAAC,SAAS,iBAAiB,EAAE,KAAK,GAAG;AACrC;AACA,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,MAAM,CAAC;AAChC;AACA,EAAE,KAAK,QAAQ,CAAC,KAAK,KAAK,IAAI,GAAG;AACjC;AACA,GAAG,UAAU,CAAC,MAAM,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;AACvC;AACA,GAAG;AACH;AACA,EAAE,MAAM,MAAM,IAAI,IAAI,QAAQ,CAAC,UAAU,GAAG;AAC5C;AACA,GAAG,UAAU,CAAC,MAAM,EAAE,QAAQ,CAAC,UAAU,EAAE,IAAI,EAAE,EAAE,CAAC;AACpD;AACA,GAAG;AACH;AACA,EAAE,QAAQ,CAAC,mBAAmB,EAAE,SAAS,EAAE,iBAAiB,EAAE,CAAC;AAC/D;AACA,EAAE,OAAO,UAAU,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AACnC;AACA,EAAE,MAAM,SAAS,GAAG,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;AACA,EAAE,KAAK,SAAS,GAAG;AACnB;AACA,GAAG,UAAU,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;AAClC,GAAG,mBAAmB,CAAC,MAAM,EAAE,QAAQ,EAAE,CAAC;AAC1C;AACA,GAAG;AACH;AACA,EAAE,aAAa,CAAC,uBAAuB,EAAE,QAAQ,EAAE,CAAC;AACpD;AACA,EAAE,KAAK,QAAQ,CAAC,yBAAyB,KAAK,IAAI,GAAG;AACrD;AACA,GAAG,OAAO,QAAQ,CAAC,iBAAiB,CAAC;AACrC;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,GAAG,CAAC;AAC5B;AACA,EAAE;AACF;AACA,CAAC,SAAS,GAAG,EAAE,MAAM,EAAE,QAAQ,GAAG;AAClC;AACA,EAAE,KAAK,UAAU,EAAE,QAAQ,CAAC,EAAE,EAAE,KAAK,IAAI,GAAG,OAAO,QAAQ,CAAC;AAC5D;AACA,EAAE,QAAQ,CAAC,gBAAgB,EAAE,SAAS,EAAE,iBAAiB,EAAE,CAAC;AAC5D;AACA,EAAE,UAAU,EAAE,QAAQ,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC;AACnC;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,GAAG,CAAC;AAC5B;AACA,EAAE,OAAO,QAAQ,CAAC;AAClB;AACA,EAAE;AACF;AACA,CAAC,SAAS,MAAM,EAAE,QAAQ,GAAG;AAC7B;AACA,EAAE,MAAM,kBAAkB,GAAG,QAAQ,CAAC,UAAU,CAAC;AACjD;AACA;AACA;AACA,EAAE,MAAM,MAAM,IAAI,IAAI,kBAAkB,GAAG;AAC3C;AACA,GAAG,UAAU,CAAC,MAAM,EAAE,kBAAkB,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,CAAC;AAC1D;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,eAAe,GAAG,QAAQ,CAAC,eAAe,CAAC;AACnD;AACA,EAAE,MAAM,MAAM,IAAI,IAAI,eAAe,GAAG;AACxC;AACA,GAAG,MAAM,KAAK,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC;AACzC;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;AACA,IAAI,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,KAAK,EAAE,CAAC;AAC3C;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,wBAAwB,EAAE,QAAQ,GAAG;AAC/C;AACA,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;AACrB;AACA,EAAE,MAAM,aAAa,GAAG,QAAQ,CAAC,KAAK,CAAC;AACvC,EAAE,MAAM,gBAAgB,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;AACxD,EAAE,IAAI,OAAO,GAAG,CAAC,CAAC;AAClB;AACA,EAAE,KAAK,aAAa,KAAK,IAAI,GAAG;AAChC;AACA,GAAG,MAAM,KAAK,GAAG,aAAa,CAAC,KAAK,CAAC;AACrC,GAAG,OAAO,GAAG,aAAa,CAAC,OAAO,CAAC;AACnC;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AACtD;AACA,IAAI,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC7B,IAAI,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC7B,IAAI,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC7B;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrC;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,KAAK,GAAG,gBAAgB,CAAC,KAAK,CAAC;AACxC,GAAG,OAAO,GAAG,gBAAgB,CAAC,OAAO,CAAC;AACtC;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,KAAK,CAAC,MAAM,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AAClE;AACA,IAAI,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB,IAAI,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB,IAAI,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrC;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,MAAM,SAAS,GAAG,MAAM,QAAQ,EAAE,OAAO,EAAE,GAAG,KAAK,GAAG,qBAAqB,GAAG,qBAAqB,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC;AACtH,EAAE,SAAS,CAAC,OAAO,GAAG,OAAO,CAAC;AAC9B;AACA;AACA;AACA;AACA;AACA,EAAE,MAAM,iBAAiB,GAAG,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAChE;AACA,EAAE,KAAK,iBAAiB,GAAG,UAAU,CAAC,MAAM,EAAE,iBAAiB,EAAE,CAAC;AAClE;AACA;AACA;AACA,EAAE,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,GAAG;AAC5C;AACA,EAAE,MAAM,gBAAgB,GAAG,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC/D;AACA,EAAE,KAAK,gBAAgB,GAAG;AAC1B;AACA,GAAG,MAAM,aAAa,GAAG,QAAQ,CAAC,KAAK,CAAC;AACxC;AACA,GAAG,KAAK,aAAa,KAAK,IAAI,GAAG;AACjC;AACA;AACA;AACA,IAAI,KAAK,gBAAgB,CAAC,OAAO,GAAG,aAAa,CAAC,OAAO,GAAG;AAC5D;AACA,KAAK,wBAAwB,EAAE,QAAQ,EAAE,CAAC;AAC1C;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,wBAAwB,EAAE,QAAQ,EAAE,CAAC;AACxC;AACA,GAAG;AACH;AACA,EAAE,OAAO,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR;AACA,EAAE,GAAG,EAAE,GAAG;AACV,EAAE,MAAM,EAAE,MAAM;AAChB;AACA,EAAE,qBAAqB,EAAE,qBAAqB;AAC9C;AACA,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,0BAA0B,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,GAAG;AAC1E;AACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;AACA,CAAC,IAAI,IAAI,CAAC;AACV;AACA,CAAC,SAAS,OAAO,EAAE,KAAK,GAAG;AAC3B;AACA,EAAE,IAAI,GAAG,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,IAAI,IAAI,EAAE,eAAe,CAAC;AAC3B;AACA,CAAC,SAAS,QAAQ,EAAE,KAAK,GAAG;AAC5B;AACA,EAAE,IAAI,GAAG,KAAK,CAAC,IAAI,CAAC;AACpB,EAAE,eAAe,GAAG,KAAK,CAAC,eAAe,CAAC;AAC1C;AACA,EAAE;AACF;AACA,CAAC,SAAS,MAAM,EAAE,KAAK,EAAE,KAAK,GAAG;AACjC;AACA,EAAE,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,GAAG,eAAe,EAAE,CAAC;AAChE;AACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,EAAE;AACF;AACA,CAAC,SAAS,eAAe,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,GAAG;AACrD;AACA,EAAE,KAAK,SAAS,KAAK,CAAC,GAAG,OAAO;AAChC;AACA,EAAE,IAAI,SAAS,EAAE,UAAU,CAAC;AAC5B;AACA,EAAE,KAAK,QAAQ,GAAG;AAClB;AACA,GAAG,SAAS,GAAG,EAAE,CAAC;AAClB,GAAG,UAAU,GAAG,uBAAuB,CAAC;AACxC;AACA,GAAG,MAAM;AACT;AACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AAC1D,GAAG,UAAU,GAAG,4BAA4B,CAAC;AAC7C;AACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;AACA,IAAI,OAAO,CAAC,KAAK,EAAE,uIAAuI,EAAE,CAAC;AAC7J,IAAI,OAAO;AACX;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,SAAS,EAAE,UAAU,EAAE,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,GAAG,eAAe,EAAE,SAAS,EAAE,CAAC;AACnF;AACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AACxC;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACxB,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACtB,CAAC,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;AACxC;AACA,CAAC;AACD;AACA,SAAS,SAAS,EAAE,EAAE,GAAG;AACzB;AACA,CAAC,MAAM,MAAM,GAAG;AAChB,EAAE,UAAU,EAAE,CAAC;AACf,EAAE,QAAQ,EAAE,CAAC;AACb,EAAE,CAAC;AACH;AACA,CAAC,MAAM,MAAM,GAAG;AAChB,EAAE,KAAK,EAAE,CAAC;AACV,EAAE,KAAK,EAAE,CAAC;AACV,EAAE,SAAS,EAAE,CAAC;AACd,EAAE,MAAM,EAAE,CAAC;AACX,EAAE,KAAK,EAAE,CAAC;AACV,EAAE,CAAC;AACH;AACA,CAAC,SAAS,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,aAAa,GAAG;AAC/C;AACA,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC;AAClB;AACA,EAAE,SAAS,IAAI;AACf;AACA,GAAG,KAAK,CAAC;AACT,IAAI,MAAM,CAAC,SAAS,IAAI,aAAa,KAAK,KAAK,GAAG,CAAC,EAAE,CAAC;AACtD,IAAI,MAAM;AACV;AACA,GAAG,KAAK,CAAC;AACT,IAAI,MAAM,CAAC,KAAK,IAAI,aAAa,KAAK,KAAK,GAAG,CAAC,EAAE,CAAC;AAClD,IAAI,MAAM;AACV;AACA,GAAG,KAAK,CAAC;AACT,IAAI,MAAM,CAAC,KAAK,IAAI,aAAa,KAAK,KAAK,GAAG,CAAC,EAAE,CAAC;AAClD,IAAI,MAAM;AACV;AACA,GAAG,KAAK,CAAC;AACT,IAAI,MAAM,CAAC,KAAK,IAAI,aAAa,GAAG,KAAK,CAAC;AAC1C,IAAI,MAAM;AACV;AACA,GAAG,KAAK,CAAC;AACT,IAAI,MAAM,CAAC,MAAM,IAAI,aAAa,GAAG,KAAK,CAAC;AAC3C,IAAI,MAAM;AACV;AACA,GAAG;AACH,IAAI,OAAO,CAAC,KAAK,EAAE,qCAAqC,EAAE,IAAI,EAAE,CAAC;AACjE,IAAI,MAAM;AACV;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,KAAK,GAAG;AAClB;AACA,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC;AAClB,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;AACnB,EAAE,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC;AACvB,EAAE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;AACpB,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;AACnB;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR,EAAE,MAAM,EAAE,MAAM;AAChB,EAAE,MAAM,EAAE,MAAM;AAChB,EAAE,QAAQ,EAAE,IAAI;AAChB,EAAE,SAAS,EAAE,IAAI;AACjB,EAAE,KAAK,EAAE,KAAK;AACd,EAAE,MAAM,EAAE,MAAM;AAChB,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,aAAa,EAAE,CAAC,EAAE,CAAC,GAAG;AAC/B;AACA,CAAC,OAAO,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACxB;AACA,CAAC;AACD;AACA,SAAS,gBAAgB,EAAE,CAAC,EAAE,CAAC,GAAG;AAClC;AACA,CAAC,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAChD;AACA,CAAC;AACD;AACA,SAAS,iBAAiB,EAAE,EAAE,GAAG;AACjC;AACA,CAAC,MAAM,cAAc,GAAG,EAAE,CAAC;AAC3B,CAAC,MAAM,eAAe,GAAG,IAAI,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/C;AACA,CAAC,MAAM,cAAc,GAAG,EAAE,CAAC;AAC3B;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAChC;AACA,EAAE,cAAc,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC;AACA,EAAE;AACF;AACA,CAAC,SAAS,MAAM,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,GAAG;AACxD;AACA,EAAE,MAAM,gBAAgB,GAAG,MAAM,CAAC,qBAAqB,CAAC;AACxD;AACA;AACA;AACA;AACA,EAAE,MAAM,MAAM,GAAG,gBAAgB,KAAK,SAAS,GAAG,CAAC,GAAG,gBAAgB,CAAC,MAAM,CAAC;AAC9E;AACA,EAAE,IAAI,UAAU,GAAG,cAAc,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AACjD;AACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;AACA;AACA;AACA,GAAG,UAAU,GAAG,EAAE,CAAC;AACnB;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,GAAG;AACvC;AACA,IAAI,UAAU,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,IAAI;AACJ;AACA,GAAG,cAAc,EAAE,QAAQ,CAAC,EAAE,EAAE,GAAG,UAAU,CAAC;AAC9C;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,GAAG;AACtC;AACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,CAAC,EAAE,CAAC;AACrC;AACA,GAAG,SAAS,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACtB,GAAG,SAAS,EAAE,CAAC,EAAE,GAAG,gBAAgB,EAAE,CAAC,EAAE,CAAC;AAC1C;AACA,GAAG;AACH;AACA,EAAE,UAAU,CAAC,IAAI,EAAE,gBAAgB,EAAE,CAAC;AACtC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;AACA,GAAG,KAAK,CAAC,GAAG,MAAM,IAAI,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG;AAC7C;AACA,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD;AACA,IAAI,MAAM;AACV;AACA,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC,gBAAgB,CAAC;AACvD,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACjC;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,cAAc,CAAC,IAAI,EAAE,aAAa,EAAE,CAAC;AACvC;AACA,EAAE,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,IAAI,QAAQ,CAAC,eAAe,CAAC,QAAQ,CAAC;AAClF,EAAE,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,IAAI,QAAQ,CAAC,eAAe,CAAC,MAAM,CAAC;AAChF;AACA,EAAE,IAAI,kBAAkB,GAAG,CAAC,CAAC;AAC7B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;AACA,GAAG,MAAM,SAAS,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC;AACzC,GAAG,MAAM,KAAK,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AAChC,GAAG,MAAM,KAAK,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,GAAG,KAAK,KAAK,KAAK,MAAM,CAAC,gBAAgB,IAAI,KAAK,GAAG;AACrD;AACA,IAAI,KAAK,YAAY,IAAI,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,KAAK,YAAY,EAAE,KAAK,EAAE,GAAG;AAChG;AACA,KAAK,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,YAAY,EAAE,KAAK,EAAE,EAAE,CAAC;AACvE;AACA,KAAK;AACL;AACA,IAAI,KAAK,YAAY,IAAI,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,KAAK,YAAY,EAAE,KAAK,EAAE,GAAG;AAChG;AACA,KAAK,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,YAAY,EAAE,KAAK,EAAE,EAAE,CAAC;AACvE;AACA,KAAK;AACL;AACA,IAAI,eAAe,EAAE,CAAC,EAAE,GAAG,KAAK,CAAC;AACjC,IAAI,kBAAkB,IAAI,KAAK,CAAC;AAChC;AACA,IAAI,MAAM;AACV;AACA,IAAI,KAAK,YAAY,IAAI,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,KAAK,IAAI,GAAG;AAC/E;AACA,KAAK,QAAQ,CAAC,eAAe,EAAE,aAAa,GAAG,CAAC,EAAE,CAAC;AACnD;AACA,KAAK;AACL;AACA,IAAI,KAAK,YAAY,IAAI,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,KAAK,IAAI,GAAG;AAC/E;AACA,KAAK,QAAQ,CAAC,eAAe,EAAE,aAAa,GAAG,CAAC,EAAE,CAAC;AACnD;AACA,KAAK;AACL;AACA,IAAI,eAAe,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC7B;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA;AACA;AACA,EAAE,MAAM,kBAAkB,GAAG,QAAQ,CAAC,oBAAoB,GAAG,CAAC,GAAG,CAAC,GAAG,kBAAkB,CAAC;AACxF;AACA,EAAE,OAAO,CAAC,WAAW,EAAE,CAAC,QAAQ,EAAE,EAAE,EAAE,0BAA0B,EAAE,kBAAkB,EAAE,CAAC;AACvF,EAAE,OAAO,CAAC,WAAW,EAAE,CAAC,QAAQ,EAAE,EAAE,EAAE,uBAAuB,EAAE,eAAe,EAAE,CAAC;AACjF;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR;AACA,EAAE,MAAM,EAAE,MAAM;AAChB;AACA,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,YAAY,EAAE,EAAE,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,GAAG;AAC1D;AACA,CAAC,IAAI,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;AACA,CAAC,SAAS,MAAM,EAAE,MAAM,GAAG;AAC3B;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC;AAClC;AACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC,EAAE,MAAM,cAAc,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAC5D;AACA;AACA;AACA,EAAE,KAAK,SAAS,CAAC,GAAG,EAAE,cAAc,EAAE,KAAK,KAAK,GAAG;AACnD;AACA,GAAG,UAAU,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC;AACvC;AACA,GAAG,SAAS,CAAC,GAAG,EAAE,cAAc,EAAE,KAAK,EAAE,CAAC;AAC1C;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,CAAC,eAAe,GAAG;AAChC;AACA,GAAG,KAAK,MAAM,CAAC,gBAAgB,EAAE,SAAS,EAAE,sBAAsB,EAAE,KAAK,KAAK,GAAG;AACjF;AACA,IAAI,MAAM,CAAC,gBAAgB,EAAE,SAAS,EAAE,sBAAsB,EAAE,CAAC;AACjE;AACA,IAAI;AACJ;AACA,GAAG,UAAU,CAAC,MAAM,EAAE,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,CAAC;AACrD;AACA,GAAG,KAAK,MAAM,CAAC,aAAa,KAAK,IAAI,GAAG;AACxC;AACA,IAAI,UAAU,CAAC,MAAM,EAAE,MAAM,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AACrD;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,cAAc,CAAC;AACxB;AACA,EAAE;AACF;AACA,CAAC,SAAS,OAAO,GAAG;AACpB;AACA,EAAE,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B;AACA,EAAE;AACF;AACA,CAAC,SAAS,sBAAsB,EAAE,KAAK,GAAG;AAC1C;AACA,EAAE,MAAM,aAAa,GAAG,KAAK,CAAC,MAAM,CAAC;AACrC;AACA,EAAE,aAAa,CAAC,mBAAmB,EAAE,SAAS,EAAE,sBAAsB,EAAE,CAAC;AACzE;AACA,EAAE,UAAU,CAAC,MAAM,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC;AACpD;AACA,EAAE,KAAK,aAAa,CAAC,aAAa,KAAK,IAAI,GAAG,UAAU,CAAC,MAAM,EAAE,aAAa,CAAC,aAAa,EAAE,CAAC;AAC/F;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR;AACA,EAAE,MAAM,EAAE,MAAM;AAChB,EAAE,OAAO,EAAE,OAAO;AAClB;AACA,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,MAAM,kBAAkB,SAAS,OAAO,CAAC;AACzC;AACA,CAAC,WAAW,EAAE,IAAI,GAAG,IAAI,EAAE,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,GAAG;AAC9D;AACA,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAChB;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC9C;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;AACjC,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;AACjC;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,mBAAmB,CAAC;AACnC;AACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/B,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;AACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,kBAAkB,CAAC,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC;AACzD;AACA,MAAM,aAAa,SAAS,OAAO,CAAC;AACpC;AACA,CAAC,WAAW,EAAE,IAAI,GAAG,IAAI,EAAE,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,GAAG;AAC9D;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAChB;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC9C;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;AACjC,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;AACjC;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,mBAAmB,CAAC;AACnC;AACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/B,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;AACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,aAAa,CAAC,SAAS,CAAC,eAAe,GAAG,IAAI,CAAC;AAC/C;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,MAAM,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC;AACnC,MAAM,mBAAmB,GAAG,IAAI,kBAAkB,EAAE,CAAC;AACrD,MAAM,cAAc,GAAG,IAAI,aAAa,EAAE,CAAC;AAC3C,MAAM,gBAAgB,GAAG,IAAI,WAAW,EAAE,CAAC;AAC3C;AACA;AACA;AACA;AACA;AACA,MAAM,aAAa,GAAG,EAAE,CAAC;AACzB,MAAM,aAAa,GAAG,EAAE,CAAC;AACzB;AACA;AACA;AACA,MAAM,SAAS,GAAG,IAAI,YAAY,EAAE,EAAE,EAAE,CAAC;AACzC,MAAM,SAAS,GAAG,IAAI,YAAY,EAAE,CAAC,EAAE,CAAC;AACxC,MAAM,SAAS,GAAG,IAAI,YAAY,EAAE,CAAC,EAAE,CAAC;AACxC;AACA;AACA;AACA,SAAS,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,SAAS,GAAG;AAC9C;AACA,CAAC,MAAM,SAAS,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9B;AACA,CAAC,KAAK,SAAS,IAAI,CAAC,IAAI,SAAS,GAAG,CAAC,GAAG,OAAO,KAAK,CAAC;AACrD;AACA;AACA;AACA,CAAC,MAAM,CAAC,GAAG,OAAO,GAAG,SAAS,CAAC;AAC/B,CAAC,IAAI,CAAC,GAAG,aAAa,EAAE,CAAC,EAAE,CAAC;AAC5B;AACA,CAAC,KAAK,CAAC,KAAK,SAAS,GAAG;AACxB;AACA,EAAE,CAAC,GAAG,IAAI,YAAY,EAAE,CAAC,EAAE,CAAC;AAC5B,EAAE,aAAa,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB;AACA,EAAE;AACF;AACA,CAAC,KAAK,OAAO,KAAK,CAAC,GAAG;AACtB;AACA,EAAE,SAAS,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC,KAAK,OAAO,EAAE,GAAG,CAAC,GAAG;AACrD;AACA,GAAG,MAAM,IAAI,SAAS,CAAC;AACvB,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC,OAAO,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC;AACnC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO,CAAC,CAAC;AACV;AACA,CAAC;AACD;AACA,SAAS,WAAW,EAAE,CAAC,EAAE,CAAC,GAAG;AAC7B;AACA,CAAC,KAAK,CAAC,CAAC,MAAM,KAAK,CAAC,CAAC,MAAM,GAAG,OAAO,KAAK,CAAC;AAC3C;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC9C;AACA,EAAE,KAAK,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,EAAE,CAAC,EAAE,GAAG,OAAO,KAAK,CAAC;AACxC;AACA,EAAE;AACF;AACA,CAAC,OAAO,IAAI,CAAC;AACb;AACA,CAAC;AACD;AACA,SAAS,SAAS,EAAE,CAAC,EAAE,CAAC,GAAG;AAC3B;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC9C;AACA,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,aAAa,EAAE,QAAQ,EAAE,CAAC,GAAG;AACtC;AACA,CAAC,IAAI,CAAC,GAAG,aAAa,EAAE,CAAC,EAAE,CAAC;AAC5B;AACA,CAAC,KAAK,CAAC,KAAK,SAAS,GAAG;AACxB;AACA,EAAE,CAAC,GAAG,IAAI,UAAU,EAAE,CAAC,EAAE,CAAC;AAC1B,EAAE,aAAa,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB;AACA,EAAE;AACF;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClC;AACA,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC1C;AACA,EAAE;AACF;AACA,CAAC,OAAO,CAAC,CAAC;AACV;AACA,CAAC;AACD;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,GAAG,OAAO;AAChC;AACA,CAAC,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC9B;AACA,CAAC,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,GAAG;AAC1B;AACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,GAAG;AAClD;AACA,GAAG,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACvC;AACA,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE,MAAM;AACR;AACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;AACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,GAAG;AAC1B;AACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,GAAG;AACxE;AACA,GAAG,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AAC5C;AACA,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE,MAAM,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,GAAG;AACjC;AACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,GAAG;AACxE;AACA,GAAG,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AAC5C;AACA,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE,MAAM;AACR;AACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;AACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,GAAG;AAC1B;AACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,GAAG;AAC9F;AACA,GAAG,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACjD;AACA,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE,MAAM;AACR;AACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;AACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,GAAG;AAC7B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B,CAAC,MAAM,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC;AAC7B;AACA,CAAC,KAAK,QAAQ,KAAK,SAAS,GAAG;AAC/B;AACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;AACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC7C;AACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;AACA,EAAE,MAAM;AACR;AACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG,OAAO;AAC/C;AACA,EAAE,SAAS,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC5B;AACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC;AACrD;AACA,EAAE,SAAS,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,GAAG;AAC7B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B,CAAC,MAAM,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC;AAC7B;AACA,CAAC,KAAK,QAAQ,KAAK,SAAS,GAAG;AAC/B;AACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;AACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC7C;AACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;AACA,EAAE,MAAM;AACR;AACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG,OAAO;AAC/C;AACA,EAAE,SAAS,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC5B;AACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC;AACrD;AACA,EAAE,SAAS,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,GAAG;AAC7B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B,CAAC,MAAM,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC;AAC7B;AACA,CAAC,KAAK,QAAQ,KAAK,SAAS,GAAG;AAC/B;AACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;AACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC7C;AACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;AACA,EAAE,MAAM;AACR;AACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG,OAAO;AAC/C;AACA,EAAE,SAAS,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC5B;AACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC;AACrD;AACA,EAAE,SAAS,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,GAAG,OAAO;AAChC;AACA,CAAC,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC9B;AACA,CAAC,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;AACA,CAAC;AACD;AACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;AACA,CAAC;AACD;AACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,GAAG,OAAO;AAChC;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,CAAC,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;AACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;AACA,CAAC;AACD;AACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;AACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;AACA,CAAC;AACD;AACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;AACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;AACA,CAAC;AACD;AACA;AACA;AACA;AACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AACvC;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC7C;AACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,IAAI,GAAG;AAC5B;AACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAClC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,IAAI,YAAY,EAAE,IAAI,EAAE,CAAC;AACtD;AACA,CAAC;AACD;AACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AACzC;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC7C;AACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,IAAI,GAAG;AAC5B;AACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAClC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,QAAQ,CAAC,YAAY,EAAE,CAAC,IAAI,cAAc,EAAE,IAAI,EAAE,CAAC;AACpD;AACA,CAAC;AACD;AACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AACvC;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC7C;AACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,IAAI,GAAG;AAC5B;AACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAClC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,QAAQ,CAAC,kBAAkB,EAAE,CAAC,IAAI,gBAAgB,EAAE,IAAI,EAAE,CAAC;AAC5D;AACA,CAAC;AACD;AACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AAC9C;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC7C;AACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,IAAI,GAAG;AAC5B;AACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAClC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC,IAAI,mBAAmB,EAAE,IAAI,EAAE,CAAC;AAC9D;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,iBAAiB,EAAE,IAAI,GAAG;AACnC;AACA,CAAC,SAAS,IAAI;AACd;AACA,EAAE,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;AAClC,EAAE,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;AAClC,EAAE,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;AAClC,EAAE,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;AAClC;AACA,EAAE,KAAK,MAAM,EAAE,OAAO,UAAU,CAAC;AACjC,EAAE,KAAK,MAAM,EAAE,OAAO,UAAU,CAAC;AACjC,EAAE,KAAK,MAAM,EAAE,OAAO,UAAU,CAAC;AACjC;AACA,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;AAC/C,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;AAC/C,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;AAC/C,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;AAC/C;AACA,EAAE,KAAK,MAAM,EAAE,OAAO,YAAY,CAAC;AACnC,EAAE,KAAK,MAAM,EAAE,OAAO,YAAY,CAAC;AACnC,EAAE,KAAK,MAAM,EAAE,OAAO,YAAY,CAAC;AACnC,EAAE,KAAK,MAAM,EAAE,OAAO,YAAY,CAAC;AACnC;AACA,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM;AACb,GAAG,OAAO,UAAU,CAAC;AACrB;AACA,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM;AACb,GAAG,OAAO,YAAY,CAAC;AACvB;AACA,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM;AACb,GAAG,OAAO,UAAU,CAAC;AACrB;AACA,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM;AACb,GAAG,OAAO,iBAAiB,CAAC;AAC5B;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA;AACA;AACA;AACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;AACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAClC;AACA,CAAC;AACD;AACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;AACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAClC;AACA,CAAC;AACD;AACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;AACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAClC;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,GAAG;AAClC;AACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;AACA,CAAC,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC/C;AACA,CAAC;AACD;AACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,GAAG;AAClC;AACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;AACA,CAAC,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC/C;AACA,CAAC;AACD;AACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,GAAG;AAClC;AACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AAC1C;AACA,CAAC,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC/C;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,CAAC;AACD;AACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,CAAC;AACD;AACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,GAAG;AACpC;AACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,GAAG;AACpC;AACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,CAAC;AACD;AACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,GAAG;AACpC;AACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,CAAC;AACD;AACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,GAAG;AACpC;AACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,CAAC;AACD;AACA;AACA;AACA;AACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AAC5C;AACA,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC;AACpB;AACA,CAAC,MAAM,KAAK,GAAG,aAAa,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC5C;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClC;AACA,EAAE,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAClE;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AAC5C;AACA,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC;AACpB;AACA,CAAC,MAAM,KAAK,GAAG,aAAa,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC5C;AACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClC;AACA,EAAE,QAAQ,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,gBAAgB,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AACxE;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,kBAAkB,EAAE,IAAI,GAAG;AACpC;AACA,CAAC,SAAS,IAAI;AACd;AACA,EAAE,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;AACvC,EAAE,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;AACvC,EAAE,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;AACvC,EAAE,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;AACvC;AACA,EAAE,KAAK,MAAM,EAAE,OAAO,eAAe,CAAC;AACtC,EAAE,KAAK,MAAM,EAAE,OAAO,eAAe,CAAC;AACtC,EAAE,KAAK,MAAM,EAAE,OAAO,eAAe,CAAC;AACtC;AACA,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;AACpD,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;AACpD,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;AACpD,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;AACpD;AACA,EAAE,KAAK,MAAM,EAAE,OAAO,iBAAiB,CAAC;AACxC,EAAE,KAAK,MAAM,EAAE,OAAO,iBAAiB,CAAC;AACxC,EAAE,KAAK,MAAM,EAAE,OAAO,iBAAiB,CAAC;AACxC,EAAE,KAAK,MAAM,EAAE,OAAO,iBAAiB,CAAC;AACxC;AACA,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM;AACb,GAAG,OAAO,eAAe,CAAC;AAC1B;AACA,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM,CAAC;AACd,EAAE,KAAK,MAAM;AACb,GAAG,OAAO,eAAe,CAAC;AAC1B;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,aAAa,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,GAAG;AAC/C;AACA,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;AACd,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AAClB,CAAC,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC;AACjB,CAAC,IAAI,CAAC,QAAQ,GAAG,iBAAiB,EAAE,UAAU,CAAC,IAAI,EAAE,CAAC;AACtD;AACA;AACA;AACA,CAAC;AACD;AACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,GAAG;AAClD;AACA,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;AACd,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AAClB,CAAC,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC;AACjB,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,CAAC,IAAI,CAAC;AAC7B,CAAC,IAAI,CAAC,QAAQ,GAAG,kBAAkB,EAAE,UAAU,CAAC,IAAI,EAAE,CAAC;AACvD;AACA;AACA;AACA,CAAC;AACD;AACA,gBAAgB,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,IAAI,GAAG;AAC3D;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,CAAC,KAAK,IAAI,YAAY,YAAY,IAAI,KAAK,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM,GAAG;AACrE;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC/C;AACA,EAAE;AACF;AACA,CAAC,SAAS,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC1B;AACA,CAAC,CAAC;AACF;AACA,SAAS,iBAAiB,EAAE,EAAE,GAAG;AACjC;AACA,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;AACd;AACA,CAAC,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;AACf,CAAC,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;AACf;AACA,CAAC;AACD;AACA,iBAAiB,CAAC,SAAS,CAAC,QAAQ,GAAG,WAAW,EAAE,EAAE,KAAK,EAAE,QAAQ,GAAG;AACxE;AACA,CAAC,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;AACtB;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClD;AACA,EAAE,MAAM,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,CAAC;AACrB,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,EAAE,KAAK,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,QAAQ,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA;AACA;AACA,MAAM,UAAU,GAAG,qBAAqB,CAAC;AACzC;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,SAAS,UAAU,EAAE,SAAS,EAAE,aAAa,GAAG;AAChD;AACA,CAAC,SAAS,CAAC,GAAG,CAAC,IAAI,EAAE,aAAa,EAAE,CAAC;AACrC,CAAC,SAAS,CAAC,GAAG,EAAE,aAAa,CAAC,EAAE,EAAE,GAAG,aAAa,CAAC;AACnD;AACA,CAAC;AACD;AACA,SAAS,YAAY,EAAE,UAAU,EAAE,IAAI,EAAE,SAAS,GAAG;AACrD;AACA,CAAC,MAAM,IAAI,GAAG,UAAU,CAAC,IAAI;AAC7B,EAAE,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC;AAC3B;AACA;AACA,CAAC,UAAU,CAAC,SAAS,GAAG,CAAC,CAAC;AAC1B;AACA,CAAC,QAAQ,IAAI,GAAG;AAChB;AACA,EAAE,MAAM,KAAK,GAAG,UAAU,CAAC,IAAI,EAAE,IAAI,EAAE;AACvC,GAAG,QAAQ,GAAG,UAAU,CAAC,SAAS,CAAC;AACnC;AACA,EAAE,IAAI,EAAE,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AACtB,EAAE,MAAM,SAAS,GAAG,KAAK,EAAE,CAAC,EAAE,KAAK,GAAG;AACtC,GAAG,SAAS,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC1B;AACA,EAAE,KAAK,SAAS,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAC/B;AACA,EAAE,KAAK,SAAS,KAAK,SAAS,IAAI,SAAS,KAAK,GAAG,IAAI,QAAQ,GAAG,CAAC,KAAK,UAAU,GAAG;AACrF;AACA;AACA;AACA,GAAG,UAAU,EAAE,SAAS,EAAE,SAAS,KAAK,SAAS;AACjD,IAAI,IAAI,aAAa,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE;AAC7C,IAAI,IAAI,gBAAgB,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE,EAAE,CAAC;AACnD;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM;AACT;AACA;AACA;AACA,GAAG,MAAM,GAAG,GAAG,SAAS,CAAC,GAAG,CAAC;AAC7B,GAAG,IAAI,IAAI,GAAG,GAAG,EAAE,EAAE,EAAE,CAAC;AACxB;AACA,GAAG,KAAK,IAAI,KAAK,SAAS,GAAG;AAC7B;AACA,IAAI,IAAI,GAAG,IAAI,iBAAiB,EAAE,EAAE,EAAE,CAAC;AACvC,IAAI,UAAU,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC;AAClC;AACA,IAAI;AACJ;AACA,GAAG,SAAS,GAAG,IAAI,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,aAAa,EAAE,EAAE,EAAE,OAAO,GAAG;AACtC;AACA,CAAC,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;AACf,CAAC,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;AACf;AACA,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,mBAAmB,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;AACpD;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG;AAChC;AACA,EAAE,MAAM,IAAI,GAAG,EAAE,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC,EAAE;AAChD,GAAG,IAAI,GAAG,EAAE,CAAC,kBAAkB,EAAE,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACtD;AACA,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,aAAa,CAAC,SAAS,CAAC,QAAQ,GAAG,WAAW,EAAE,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,GAAG;AAC1E;AACA,CAAC,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AAC5B;AACA,CAAC,KAAK,CAAC,KAAK,SAAS,GAAG,CAAC,CAAC,QAAQ,EAAE,EAAE,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC1D;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,EAAE,EAAE,MAAM,EAAE,IAAI,GAAG;AACpE;AACA,CAAC,MAAM,CAAC,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;AAC1B;AACA,CAAC,KAAK,CAAC,KAAK,SAAS,GAAG,IAAI,CAAC,QAAQ,EAAE,EAAE,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACrD;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA;AACA,aAAa,CAAC,MAAM,GAAG,WAAW,EAAE,EAAE,GAAG,EAAE,MAAM,EAAE,QAAQ,GAAG;AAC9D;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClD;AACA,EAAE,MAAM,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE;AACpB,GAAG,CAAC,GAAG,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC;AACtB;AACA,EAAE,KAAK,CAAC,CAAC,WAAW,KAAK,KAAK,GAAG;AACjC;AACA;AACA,GAAG,CAAC,CAAC,QAAQ,EAAE,EAAE,EAAE,CAAC,CAAC,KAAK,EAAE,QAAQ,EAAE,CAAC;AACvC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,YAAY,GAAG,WAAW,GAAG,EAAE,MAAM,GAAG;AACtD;AACA,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC;AACd;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClD;AACA,EAAE,MAAM,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,CAAC;AACrB,EAAE,KAAK,CAAC,CAAC,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACpC;AACA,EAAE;AACF;AACA,CAAC,OAAO,CAAC,CAAC;AACV;AACA,CAAC,CAAC;AACF;AACA,SAAS,WAAW,EAAE,EAAE,EAAE,IAAI,EAAE,MAAM,GAAG;AACzC;AACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACxC;AACA,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AACnC,CAAC,EAAE,CAAC,aAAa,EAAE,MAAM,EAAE,CAAC;AAC5B;AACA,CAAC,OAAO,MAAM,CAAC;AACf;AACA,CAAC;AACD;AACA,IAAI,cAAc,GAAG,CAAC,CAAC;AACvB;AACA,SAAS,cAAc,EAAE,MAAM,GAAG;AAClC;AACA,CAAC,MAAM,KAAK,GAAG,MAAM,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC;AACpC;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC3C;AACA,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,IAAI,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,OAAO,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3B;AACA,CAAC;AACD;AACA,SAAS,qBAAqB,EAAE,QAAQ,GAAG;AAC3C;AACA,CAAC,SAAS,QAAQ;AAClB;AACA,EAAE,KAAK,cAAc;AACrB,GAAG,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,CAAC;AACpC,EAAE,KAAK,YAAY;AACnB,GAAG,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,CAAC;AAClC,EAAE,KAAK,YAAY;AACnB,GAAG,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,CAAC;AAClC,EAAE,KAAK,aAAa;AACpB,GAAG,OAAO,EAAE,MAAM,EAAE,gBAAgB,EAAE,CAAC;AACvC,EAAE,KAAK,cAAc;AACrB,GAAG,OAAO,EAAE,MAAM,EAAE,iBAAiB,EAAE,CAAC;AACxC,EAAE,KAAK,YAAY;AACnB,GAAG,OAAO,EAAE,MAAM,EAAE,kBAAkB,EAAE,CAAC;AACzC,EAAE,KAAK,aAAa;AACpB,GAAG,OAAO,EAAE,OAAO,EAAE,kCAAkC,EAAE,CAAC;AAC1D,EAAE,KAAK,cAAc;AACrB,GAAG,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,CAAC;AACpC,EAAE;AACF,GAAG,OAAO,CAAC,IAAI,EAAE,2CAA2C,EAAE,QAAQ,EAAE,CAAC;AACzE,GAAG,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,CAAC;AACpC;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,SAAS,eAAe,EAAE,EAAE,EAAE,MAAM,EAAE,IAAI,GAAG;AAC7C;AACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC,kBAAkB,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AACvD,CAAC,MAAM,GAAG,GAAG,EAAE,CAAC,gBAAgB,EAAE,MAAM,EAAE,CAAC,IAAI,EAAE,CAAC;AAClD;AACA,CAAC,KAAK,MAAM,IAAI,GAAG,KAAK,EAAE,GAAG,OAAO,EAAE,CAAC;AACvC;AACA;AACA;AACA;AACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AAC7C;AACA,CAAC,OAAO,2CAA2C,GAAG,IAAI,GAAG,IAAI,GAAG,GAAG,GAAG,cAAc,EAAE,MAAM,EAAE,CAAC;AACnG;AACA,CAAC;AACD;AACA,SAAS,wBAAwB,EAAE,YAAY,EAAE,QAAQ,GAAG;AAC5D;AACA,CAAC,MAAM,UAAU,GAAG,qBAAqB,EAAE,QAAQ,EAAE,CAAC;AACtD,CAAC,OAAO,OAAO,GAAG,YAAY,GAAG,0BAA0B,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,UAAU,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,KAAK,CAAC;AACrH;AACA,CAAC;AACD;AACA,SAAS,wBAAwB,EAAE,YAAY,EAAE,QAAQ,GAAG;AAC5D;AACA,CAAC,MAAM,UAAU,GAAG,qBAAqB,EAAE,QAAQ,EAAE,CAAC;AACtD,CAAC,OAAO,OAAO,GAAG,YAAY,GAAG,kCAAkC,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,KAAK,CAAC;AAChH;AACA,CAAC;AACD;AACA,SAAS,sBAAsB,EAAE,YAAY,EAAE,WAAW,GAAG;AAC7D;AACA,CAAC,IAAI,eAAe,CAAC;AACrB;AACA,CAAC,SAAS,WAAW;AACrB;AACA,EAAE,KAAK,iBAAiB;AACxB,GAAG,eAAe,GAAG,QAAQ,CAAC;AAC9B,GAAG,MAAM;AACT;AACA,EAAE,KAAK,mBAAmB;AAC1B,GAAG,eAAe,GAAG,UAAU,CAAC;AAChC,GAAG,MAAM;AACT;AACA,EAAE,KAAK,iBAAiB;AACxB,GAAG,eAAe,GAAG,iBAAiB,CAAC;AACvC,GAAG,MAAM;AACT;AACA,EAAE,KAAK,qBAAqB;AAC5B,GAAG,eAAe,GAAG,YAAY,CAAC;AAClC,GAAG,MAAM;AACT;AACA,EAAE,KAAK,iBAAiB;AACxB,GAAG,eAAe,GAAG,QAAQ,CAAC;AAC9B,GAAG,MAAM;AACT;AACA,EAAE;AACF,GAAG,OAAO,CAAC,IAAI,EAAE,8CAA8C,EAAE,WAAW,EAAE,CAAC;AAC/E,GAAG,eAAe,GAAG,QAAQ,CAAC;AAC9B;AACA,EAAE;AACF;AACA,CAAC,OAAO,OAAO,GAAG,YAAY,GAAG,0BAA0B,GAAG,eAAe,GAAG,yBAAyB,CAAC;AAC1G;AACA,CAAC;AACD;AACA,SAAS,kBAAkB,EAAE,UAAU,GAAG;AAC1C;AACA,CAAC,MAAM,MAAM,GAAG;AAChB,EAAE,EAAE,UAAU,CAAC,oBAAoB,IAAI,UAAU,CAAC,YAAY,IAAI,UAAU,CAAC,OAAO,IAAI,UAAU,CAAC,qBAAqB,IAAI,UAAU,CAAC,kBAAkB,IAAI,UAAU,CAAC,WAAW,IAAI,UAAU,CAAC,QAAQ,KAAK,UAAU,KAAK,iDAAiD,GAAG,EAAE;AACpR,EAAE,EAAE,UAAU,CAAC,kBAAkB,IAAI,UAAU,CAAC,sBAAsB,MAAM,UAAU,CAAC,0BAA0B,GAAG,uCAAuC,GAAG,EAAE;AAChK,EAAE,EAAE,UAAU,CAAC,oBAAoB,IAAI,UAAU,CAAC,4BAA4B,KAAK,0CAA0C,GAAG,EAAE;AAClI,EAAE,EAAE,UAAU,CAAC,yBAAyB,IAAI,UAAU,CAAC,MAAM,MAAM,UAAU,CAAC,iCAAiC,GAAG,+CAA+C,GAAG,EAAE;AACtK,EAAE,CAAC;AACH;AACA,CAAC,OAAO,MAAM,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACtD;AACA,CAAC;AACD;AACA,SAAS,eAAe,EAAE,OAAO,GAAG;AACpC;AACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;AACnB;AACA,CAAC,MAAM,MAAM,IAAI,IAAI,OAAO,GAAG;AAC/B;AACA,EAAE,MAAM,KAAK,GAAG,OAAO,EAAE,IAAI,EAAE,CAAC;AAChC;AACA,EAAE,KAAK,KAAK,KAAK,KAAK,GAAG,SAAS;AAClC;AACA,EAAE,MAAM,CAAC,IAAI,EAAE,UAAU,GAAG,IAAI,GAAG,GAAG,GAAG,KAAK,EAAE,CAAC;AACjD;AACA,EAAE;AACF;AACA,CAAC,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC5B;AACA,CAAC;AACD;AACA,SAAS,uBAAuB,EAAE,EAAE,EAAE,OAAO,GAAG;AAChD;AACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC;AACvB;AACA,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,mBAAmB,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;AACpD;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAChC;AACA,EAAE,MAAM,IAAI,GAAG,EAAE,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC;AAChD,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACzB;AACA;AACA;AACA,EAAE,UAAU,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAC7D;AACA,EAAE;AACF;AACA,CAAC,OAAO,UAAU,CAAC;AACnB;AACA,CAAC;AACD;AACA,SAAS,eAAe,EAAE,MAAM,GAAG;AACnC;AACA,CAAC,OAAO,MAAM,KAAK,EAAE,CAAC;AACtB;AACA,CAAC;AACD;AACA,SAAS,gBAAgB,EAAE,MAAM,EAAE,UAAU,GAAG;AAChD;AACA,CAAC,OAAO,MAAM;AACd,GAAG,OAAO,EAAE,iBAAiB,EAAE,UAAU,CAAC,YAAY,EAAE;AACxD,GAAG,OAAO,EAAE,kBAAkB,EAAE,UAAU,CAAC,aAAa,EAAE;AAC1D,GAAG,OAAO,EAAE,uBAAuB,EAAE,UAAU,CAAC,iBAAiB,EAAE;AACnE,GAAG,OAAO,EAAE,mBAAmB,EAAE,UAAU,CAAC,cAAc,EAAE;AAC5D,GAAG,OAAO,EAAE,kBAAkB,EAAE,UAAU,CAAC,aAAa,EAAE;AAC1D,GAAG,OAAO,EAAE,wBAAwB,EAAE,UAAU,CAAC,kBAAkB,EAAE;AACrE,GAAG,OAAO,EAAE,yBAAyB,EAAE,UAAU,CAAC,mBAAmB,EAAE;AACvE,GAAG,OAAO,EAAE,0BAA0B,EAAE,UAAU,CAAC,oBAAoB,EAAE,CAAC;AAC1E;AACA,CAAC;AACD;AACA,SAAS,wBAAwB,EAAE,MAAM,EAAE,UAAU,GAAG;AACxD;AACA,CAAC,OAAO,MAAM;AACd,GAAG,OAAO,EAAE,sBAAsB,EAAE,UAAU,CAAC,iBAAiB,EAAE;AAClE,GAAG,OAAO,EAAE,wBAAwB,IAAI,UAAU,CAAC,iBAAiB,GAAG,UAAU,CAAC,mBAAmB,IAAI,CAAC;AAC1G;AACA,CAAC;AACD;AACA;AACA;AACA,MAAM,cAAc,GAAG,kCAAkC,CAAC;AAC1D;AACA,SAAS,eAAe,EAAE,MAAM,GAAG;AACnC;AACA,CAAC,OAAO,MAAM,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,CAAC;AAC1D;AACA,CAAC;AACD;AACA,SAAS,eAAe,EAAE,KAAK,EAAE,OAAO,GAAG;AAC3C;AACA,CAAC,MAAM,MAAM,GAAG,WAAW,EAAE,OAAO,EAAE,CAAC;AACvC;AACA,CAAC,KAAK,MAAM,KAAK,SAAS,GAAG;AAC7B;AACA,EAAE,MAAM,IAAI,KAAK,EAAE,4BAA4B,GAAG,OAAO,GAAG,GAAG,EAAE,CAAC;AAClE;AACA,EAAE;AACF;AACA,CAAC,OAAO,eAAe,EAAE,MAAM,EAAE,CAAC;AAClC;AACA,CAAC;AACD;AACA;AACA;AACA,MAAM,2BAA2B,GAAG,8FAA8F,CAAC;AACnI,MAAM,iBAAiB,GAAG,8IAA8I,CAAC;AACzK;AACA,SAAS,WAAW,EAAE,MAAM,GAAG;AAC/B;AACA,CAAC,OAAO,MAAM;AACd,GAAG,OAAO,EAAE,iBAAiB,EAAE,YAAY,EAAE;AAC7C,GAAG,OAAO,EAAE,2BAA2B,EAAE,sBAAsB,EAAE,CAAC;AAClE;AACA,CAAC;AACD;AACA,SAAS,sBAAsB,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,OAAO,GAAG;AAC9D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,qHAAqH,EAAE,CAAC;AACvI,CAAC,OAAO,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,OAAO,EAAE,CAAC;AACnD;AACA,CAAC;AACD;AACA,SAAS,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,OAAO,GAAG;AACpD;AACA,CAAC,IAAI,MAAM,GAAG,EAAE,CAAC;AACjB;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,QAAQ,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,QAAQ,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC9D;AACA,EAAE,MAAM,IAAI,OAAO;AACnB,IAAI,OAAO,EAAE,cAAc,EAAE,IAAI,GAAG,CAAC,GAAG,IAAI,EAAE;AAC9C,IAAI,OAAO,EAAE,sBAAsB,EAAE,CAAC,EAAE,CAAC;AACzC;AACA,EAAE;AACF;AACA,CAAC,OAAO,MAAM,CAAC;AACf;AACA,CAAC;AACD;AACA;AACA;AACA,SAAS,iBAAiB,EAAE,UAAU,GAAG;AACzC;AACA,CAAC,IAAI,eAAe,GAAG,YAAY,GAAG,UAAU,CAAC,SAAS,GAAG,qBAAqB,GAAG,UAAU,CAAC,SAAS,GAAG,OAAO,CAAC;AACpH;AACA,CAAC,KAAK,UAAU,CAAC,SAAS,KAAK,OAAO,GAAG;AACzC;AACA,EAAE,eAAe,IAAI,0BAA0B,CAAC;AAChD;AACA,EAAE,MAAM,KAAK,UAAU,CAAC,SAAS,KAAK,SAAS,GAAG;AAClD;AACA,EAAE,eAAe,IAAI,4BAA4B,CAAC;AAClD;AACA,EAAE,MAAM,KAAK,UAAU,CAAC,SAAS,KAAK,MAAM,GAAG;AAC/C;AACA,EAAE,eAAe,IAAI,yBAAyB,CAAC;AAC/C;AACA,EAAE;AACF;AACA,CAAC,OAAO,eAAe,CAAC;AACxB;AACA,CAAC;AACD;AACA,SAAS,2BAA2B,EAAE,UAAU,GAAG;AACnD;AACA,CAAC,IAAI,mBAAmB,GAAG,sBAAsB,CAAC;AAClD;AACA,CAAC,KAAK,UAAU,CAAC,aAAa,KAAK,YAAY,GAAG;AAClD;AACA,EAAE,mBAAmB,GAAG,oBAAoB,CAAC;AAC7C;AACA,EAAE,MAAM,KAAK,UAAU,CAAC,aAAa,KAAK,gBAAgB,GAAG;AAC7D;AACA,EAAE,mBAAmB,GAAG,yBAAyB,CAAC;AAClD;AACA,EAAE,MAAM,KAAK,UAAU,CAAC,aAAa,KAAK,YAAY,GAAG;AACzD;AACA,EAAE,mBAAmB,GAAG,oBAAoB,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,OAAO,mBAAmB,CAAC;AAC5B;AACA,CAAC;AACD;AACA,SAAS,wBAAwB,EAAE,UAAU,GAAG;AAChD;AACA,CAAC,IAAI,gBAAgB,GAAG,kBAAkB,CAAC;AAC3C;AACA,CAAC,KAAK,UAAU,CAAC,MAAM,GAAG;AAC1B;AACA,EAAE,SAAS,UAAU,CAAC,UAAU;AAChC;AACA,GAAG,KAAK,qBAAqB,CAAC;AAC9B,GAAG,KAAK,qBAAqB;AAC7B,IAAI,gBAAgB,GAAG,kBAAkB,CAAC;AAC1C,IAAI,MAAM;AACV;AACA,GAAG,KAAK,uBAAuB,CAAC;AAChC,GAAG,KAAK,uBAAuB;AAC/B,IAAI,gBAAgB,GAAG,qBAAqB,CAAC;AAC7C,IAAI,MAAM;AACV;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO,gBAAgB,CAAC;AACzB;AACA,CAAC;AACD;AACA,SAAS,wBAAwB,EAAE,UAAU,GAAG;AAChD;AACA,CAAC,IAAI,gBAAgB,GAAG,wBAAwB,CAAC;AACjD;AACA,CAAC,KAAK,UAAU,CAAC,MAAM,GAAG;AAC1B;AACA,EAAE,SAAS,UAAU,CAAC,UAAU;AAChC;AACA,GAAG,KAAK,qBAAqB,CAAC;AAC9B,GAAG,KAAK,uBAAuB;AAC/B;AACA,IAAI,gBAAgB,GAAG,wBAAwB,CAAC;AAChD,IAAI,MAAM;AACV;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO,gBAAgB,CAAC;AACzB;AACA,CAAC;AACD;AACA,SAAS,4BAA4B,EAAE,UAAU,GAAG;AACpD;AACA,CAAC,IAAI,oBAAoB,GAAG,sBAAsB,CAAC;AACnD;AACA,CAAC,KAAK,UAAU,CAAC,MAAM,GAAG;AAC1B;AACA,EAAE,SAAS,UAAU,CAAC,OAAO;AAC7B;AACA,GAAG,KAAK,iBAAiB;AACzB,IAAI,oBAAoB,GAAG,0BAA0B,CAAC;AACtD,IAAI,MAAM;AACV;AACA,GAAG,KAAK,YAAY;AACpB,IAAI,oBAAoB,GAAG,qBAAqB,CAAC;AACjD,IAAI,MAAM;AACV;AACA,GAAG,KAAK,YAAY;AACpB,IAAI,oBAAoB,GAAG,qBAAqB,CAAC;AACjD,IAAI,MAAM;AACV;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO,oBAAoB,CAAC;AAC7B;AACA,CAAC;AACD;AACA,SAAS,YAAY,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,aAAa,GAAG;AACvE;AACA,CAAC,MAAM,EAAE,GAAG,QAAQ,CAAC,UAAU,EAAE,CAAC;AAClC;AACA,CAAC,MAAM,OAAO,GAAG,UAAU,CAAC,OAAO,CAAC;AACpC;AACA,CAAC,IAAI,YAAY,GAAG,UAAU,CAAC,YAAY,CAAC;AAC5C,CAAC,IAAI,cAAc,GAAG,UAAU,CAAC,cAAc,CAAC;AAChD;AACA,CAAC,MAAM,mBAAmB,GAAG,2BAA2B,EAAE,UAAU,EAAE,CAAC;AACvE,CAAC,MAAM,gBAAgB,GAAG,wBAAwB,EAAE,UAAU,EAAE,CAAC;AACjE,CAAC,MAAM,gBAAgB,GAAG,wBAAwB,EAAE,UAAU,EAAE,CAAC;AACjE,CAAC,MAAM,oBAAoB,GAAG,4BAA4B,EAAE,UAAU,EAAE,CAAC;AACzE;AACA;AACA,CAAC,MAAM,iBAAiB,GAAG,EAAE,QAAQ,CAAC,WAAW,GAAG,CAAC,KAAK,QAAQ,CAAC,WAAW,GAAG,GAAG,CAAC;AACrF;AACA,CAAC,MAAM,gBAAgB,GAAG,UAAU,CAAC,QAAQ,GAAG,EAAE,GAAG,kBAAkB,EAAE,UAAU,EAAE,CAAC;AACtF;AACA,CAAC,MAAM,aAAa,GAAG,eAAe,EAAE,OAAO,EAAE,CAAC;AAClD;AACA,CAAC,MAAM,OAAO,GAAG,EAAE,CAAC,aAAa,EAAE,CAAC;AACpC;AACA,CAAC,IAAI,YAAY,EAAE,cAAc,CAAC;AAClC,CAAC,IAAI,aAAa,GAAG,UAAU,CAAC,WAAW,GAAG,WAAW,GAAG,UAAU,CAAC,WAAW,GAAG,IAAI,GAAG,EAAE,CAAC;AAC/F;AACA,CAAC,KAAK,UAAU,CAAC,mBAAmB,GAAG;AACvC;AACA,EAAE,YAAY,GAAG;AACjB;AACA,GAAG,aAAa;AAChB;AACA,GAAG,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;AACA,EAAE,KAAK,YAAY,CAAC,MAAM,GAAG,CAAC,GAAG;AACjC;AACA,GAAG,YAAY,IAAI,IAAI,CAAC;AACxB;AACA,GAAG;AACH;AACA,EAAE,cAAc,GAAG;AACnB;AACA,GAAG,gBAAgB;AACnB,GAAG,aAAa;AAChB;AACA,GAAG,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;AACA,EAAE,KAAK,cAAc,CAAC,MAAM,GAAG,CAAC,GAAG;AACnC;AACA,GAAG,cAAc,IAAI,IAAI,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,MAAM;AACR;AACA,EAAE,YAAY,GAAG;AACjB;AACA,GAAG,iBAAiB,EAAE,UAAU,EAAE;AAClC;AACA,GAAG,sBAAsB,GAAG,UAAU,CAAC,UAAU;AACjD;AACA,GAAG,aAAa;AAChB;AACA,GAAG,UAAU,CAAC,UAAU,GAAG,wBAAwB,GAAG,EAAE;AACxD,GAAG,UAAU,CAAC,eAAe,GAAG,8BAA8B,GAAG,EAAE;AACnE;AACA,GAAG,UAAU,CAAC,sBAAsB,GAAG,yBAAyB,GAAG,EAAE;AACrE;AACA,GAAG,uBAAuB,GAAG,iBAAiB;AAC9C;AACA,GAAG,oBAAoB,GAAG,UAAU,CAAC,QAAQ;AAC7C,GAAG,EAAE,UAAU,CAAC,MAAM,IAAI,UAAU,CAAC,GAAG,KAAK,iBAAiB,GAAG,EAAE;AACnE,GAAG,EAAE,UAAU,CAAC,MAAM,IAAI,UAAU,CAAC,OAAO,KAAK,kBAAkB,GAAG,EAAE;AACxE;AACA,GAAG,UAAU,CAAC,GAAG,GAAG,iBAAiB,GAAG,EAAE;AAC1C,GAAG,UAAU,CAAC,MAAM,GAAG,oBAAoB,GAAG,EAAE;AAChD,GAAG,UAAU,CAAC,MAAM,GAAG,UAAU,GAAG,gBAAgB,GAAG,EAAE;AACzD,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;AACpD,GAAG,UAAU,CAAC,KAAK,GAAG,mBAAmB,GAAG,EAAE;AAC9C,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;AAC1D,GAAG,UAAU,CAAC,OAAO,GAAG,qBAAqB,GAAG,EAAE;AAClD,GAAG,UAAU,CAAC,SAAS,GAAG,uBAAuB,GAAG,EAAE;AACtD,GAAG,EAAE,UAAU,CAAC,SAAS,IAAI,UAAU,CAAC,oBAAoB,KAAK,+BAA+B,GAAG,EAAE;AACrG,GAAG,EAAE,UAAU,CAAC,SAAS,IAAI,UAAU,CAAC,qBAAqB,KAAK,gCAAgC,GAAG,EAAE;AACvG;AACA,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;AAC5D,GAAG,UAAU,CAAC,qBAAqB,GAAG,oCAAoC,GAAG,EAAE;AAC/E,GAAG,UAAU,CAAC,kBAAkB,GAAG,iCAAiC,GAAG,EAAE;AACzE,GAAG,UAAU,CAAC,eAAe,IAAI,UAAU,CAAC,sBAAsB,GAAG,6BAA6B,GAAG,EAAE;AACvG,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;AAC1D,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;AAC5D,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;AAC5D,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;AACpD,GAAG,UAAU,CAAC,eAAe,GAAG,6BAA6B,GAAG,EAAE;AAClE;AACA,GAAG,UAAU,CAAC,cAAc,GAAG,qBAAqB,GAAG,EAAE;AACzD,GAAG,UAAU,CAAC,YAAY,GAAG,mBAAmB,GAAG,EAAE;AACrD,GAAG,UAAU,CAAC,YAAY,GAAG,yBAAyB,GAAG,EAAE;AAC3D,GAAG,UAAU,CAAC,SAAS,GAAG,gBAAgB,GAAG,EAAE;AAC/C,GAAG,UAAU,CAAC,aAAa,GAAG,yBAAyB,GAAG,EAAE;AAC5D;AACA,GAAG,UAAU,CAAC,WAAW,GAAG,qBAAqB,GAAG,EAAE;AACtD;AACA,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;AACpD,GAAG,UAAU,CAAC,gBAAgB,GAAG,sBAAsB,GAAG,EAAE;AAC5D;AACA,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;AAC5D,GAAG,UAAU,CAAC,YAAY,IAAI,UAAU,CAAC,WAAW,KAAK,KAAK,GAAG,0BAA0B,GAAG,EAAE;AAChG,GAAG,UAAU,CAAC,WAAW,GAAG,sBAAsB,GAAG,EAAE;AACvD,GAAG,UAAU,CAAC,SAAS,GAAG,oBAAoB,GAAG,EAAE;AACnD;AACA,GAAG,UAAU,CAAC,gBAAgB,GAAG,uBAAuB,GAAG,EAAE;AAC7D,GAAG,UAAU,CAAC,gBAAgB,GAAG,UAAU,GAAG,mBAAmB,GAAG,EAAE;AACtE;AACA,GAAG,UAAU,CAAC,eAAe,GAAG,6BAA6B,GAAG,EAAE;AAClE;AACA,GAAG,UAAU,CAAC,sBAAsB,GAAG,yBAAyB,GAAG,EAAE;AACrE,GAAG,EAAE,UAAU,CAAC,sBAAsB,IAAI,UAAU,CAAC,0BAA0B,KAAK,6BAA6B,GAAG,EAAE;AACtH;AACA,GAAG,2BAA2B;AAC9B,GAAG,+BAA+B;AAClC,GAAG,gCAAgC;AACnC,GAAG,0BAA0B;AAC7B,GAAG,4BAA4B;AAC/B,GAAG,8BAA8B;AACjC,GAAG,8BAA8B;AACjC;AACA,GAAG,uBAAuB;AAC1B;AACA,GAAG,iCAAiC;AACpC;AACA,GAAG,QAAQ;AACX;AACA,GAAG,6BAA6B;AAChC;AACA,GAAG,gCAAgC;AACnC;AACA,GAAG,QAAQ;AACX;AACA,GAAG,0BAA0B;AAC7B,GAAG,wBAAwB;AAC3B,GAAG,oBAAoB;AACvB;AACA,GAAG,oBAAoB;AACvB;AACA,GAAG,0BAA0B;AAC7B;AACA,GAAG,QAAQ;AACX;AACA,GAAG,gCAAgC;AACnC;AACA,GAAG,wBAAwB;AAC3B;AACA,GAAG,4BAA4B;AAC/B;AACA,GAAG,wBAAwB;AAC3B;AACA,GAAG,QAAQ;AACX;AACA,GAAG,yBAAyB;AAC5B;AACA,GAAG,+BAA+B;AAClC,GAAG,+BAA+B;AAClC,GAAG,+BAA+B;AAClC,GAAG,+BAA+B;AAClC;AACA,GAAG,0BAA0B;AAC7B;AACA,GAAG,gCAAgC;AACnC,GAAG,gCAAgC;AACnC,GAAG,gCAAgC;AACnC,GAAG,gCAAgC;AACnC;AACA,GAAG,QAAQ;AACX;AACA,GAAG,gCAAgC;AACnC,GAAG,gCAAgC;AACnC,GAAG,gCAAgC;AACnC,GAAG,gCAAgC;AACnC;AACA,GAAG,SAAS;AACZ;AACA,GAAG,QAAQ;AACX;AACA,GAAG,qBAAqB;AACxB;AACA,GAAG,4BAA4B;AAC/B,GAAG,6BAA6B;AAChC;AACA,GAAG,QAAQ;AACX;AACA,GAAG,IAAI;AACP;AACA,GAAG,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;AACA,EAAE,cAAc,GAAG;AACnB;AACA,GAAG,gBAAgB;AACnB;AACA,GAAG,iBAAiB,EAAE,UAAU,EAAE;AAClC;AACA,GAAG,sBAAsB,GAAG,UAAU,CAAC,UAAU;AACjD;AACA,GAAG,aAAa;AAChB;AACA,GAAG,UAAU,CAAC,SAAS,GAAG,oBAAoB,GAAG,UAAU,CAAC,SAAS,KAAK,UAAU,CAAC,SAAS,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,EAAE,GAAG,EAAE;AACrH;AACA,GAAG,uBAAuB,GAAG,iBAAiB;AAC9C;AACA,GAAG,EAAE,UAAU,CAAC,MAAM,IAAI,UAAU,CAAC,GAAG,KAAK,iBAAiB,GAAG,EAAE;AACnE,GAAG,EAAE,UAAU,CAAC,MAAM,IAAI,UAAU,CAAC,OAAO,KAAK,kBAAkB,GAAG,EAAE;AACxE;AACA,GAAG,UAAU,CAAC,GAAG,GAAG,iBAAiB,GAAG,EAAE;AAC1C,GAAG,UAAU,CAAC,MAAM,GAAG,oBAAoB,GAAG,EAAE;AAChD,GAAG,UAAU,CAAC,MAAM,GAAG,oBAAoB,GAAG,EAAE;AAChD,GAAG,UAAU,CAAC,MAAM,GAAG,UAAU,GAAG,gBAAgB,GAAG,EAAE;AACzD,GAAG,UAAU,CAAC,MAAM,GAAG,UAAU,GAAG,gBAAgB,GAAG,EAAE;AACzD,GAAG,UAAU,CAAC,MAAM,GAAG,UAAU,GAAG,oBAAoB,GAAG,EAAE;AAC7D,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;AACpD,GAAG,UAAU,CAAC,KAAK,GAAG,mBAAmB,GAAG,EAAE;AAC9C,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;AAC1D,GAAG,UAAU,CAAC,OAAO,GAAG,qBAAqB,GAAG,EAAE;AAClD,GAAG,UAAU,CAAC,SAAS,GAAG,uBAAuB,GAAG,EAAE;AACtD,GAAG,EAAE,UAAU,CAAC,SAAS,IAAI,UAAU,CAAC,oBAAoB,KAAK,+BAA+B,GAAG,EAAE;AACrG,GAAG,EAAE,UAAU,CAAC,SAAS,IAAI,UAAU,CAAC,qBAAqB,KAAK,gCAAgC,GAAG,EAAE;AACvG,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;AAC5D,GAAG,UAAU,CAAC,qBAAqB,GAAG,oCAAoC,GAAG,EAAE;AAC/E,GAAG,UAAU,CAAC,kBAAkB,GAAG,iCAAiC,GAAG,EAAE;AACzE,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;AAC1D,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;AAC5D,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;AAC5D,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;AACpD;AACA,GAAG,UAAU,CAAC,KAAK,GAAG,mBAAmB,GAAG,EAAE;AAC9C,GAAG,UAAU,CAAC,eAAe,GAAG,6BAA6B,GAAG,EAAE;AAClE;AACA,GAAG,UAAU,CAAC,cAAc,GAAG,qBAAqB,GAAG,EAAE;AACzD,GAAG,UAAU,CAAC,YAAY,IAAI,UAAU,CAAC,eAAe,GAAG,mBAAmB,GAAG,EAAE;AACnF,GAAG,UAAU,CAAC,YAAY,GAAG,yBAAyB,GAAG,EAAE;AAC3D,GAAG,UAAU,CAAC,SAAS,GAAG,gBAAgB,GAAG,EAAE;AAC/C,GAAG,UAAU,CAAC,aAAa,GAAG,yBAAyB,GAAG,EAAE;AAC5D;AACA,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;AAC1D;AACA,GAAG,UAAU,CAAC,WAAW,GAAG,qBAAqB,GAAG,EAAE;AACtD;AACA,GAAG,UAAU,CAAC,WAAW,GAAG,sBAAsB,GAAG,EAAE;AACvD,GAAG,UAAU,CAAC,SAAS,GAAG,oBAAoB,GAAG,EAAE;AACnD;AACA,GAAG,UAAU,CAAC,gBAAgB,GAAG,uBAAuB,GAAG,EAAE;AAC7D,GAAG,UAAU,CAAC,gBAAgB,GAAG,UAAU,GAAG,mBAAmB,GAAG,EAAE;AACtE;AACA,GAAG,UAAU,CAAC,kBAAkB,GAAG,6BAA6B,GAAG,EAAE;AACrE;AACA,GAAG,UAAU,CAAC,uBAAuB,GAAG,mCAAmC,GAAG,EAAE;AAChF;AACA,GAAG,UAAU,CAAC,sBAAsB,GAAG,yBAAyB,GAAG,EAAE;AACrE,GAAG,EAAE,UAAU,CAAC,sBAAsB,IAAI,UAAU,CAAC,0BAA0B,KAAK,6BAA6B,GAAG,EAAE;AACtH;AACA,GAAG,EAAE,EAAE,UAAU,CAAC,yBAAyB,IAAI,UAAU,CAAC,MAAM,MAAM,UAAU,CAAC,iCAAiC,KAAK,yBAAyB,GAAG,EAAE;AACrJ;AACA,GAAG,0BAA0B;AAC7B,GAAG,8BAA8B;AACjC,GAAG,8BAA8B;AACjC;AACA,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,aAAa,KAAK,sBAAsB,GAAG,EAAE;AAC7E,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,aAAa,KAAK,WAAW,EAAE,2BAA2B,EAAE,GAAG,EAAE;AACjG,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,aAAa,KAAK,sBAAsB,EAAE,aAAa,EAAE,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE;AACtH;AACA,GAAG,UAAU,CAAC,SAAS,GAAG,mBAAmB,GAAG,EAAE;AAClD;AACA,GAAG,WAAW,EAAE,yBAAyB,EAAE;AAC3C,GAAG,UAAU,CAAC,GAAG,GAAG,wBAAwB,EAAE,kBAAkB,EAAE,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE;AAC/F,GAAG,UAAU,CAAC,MAAM,GAAG,wBAAwB,EAAE,qBAAqB,EAAE,UAAU,CAAC,cAAc,EAAE,GAAG,EAAE;AACxG,GAAG,UAAU,CAAC,MAAM,GAAG,wBAAwB,EAAE,qBAAqB,EAAE,UAAU,CAAC,cAAc,EAAE,GAAG,EAAE;AACxG,GAAG,UAAU,CAAC,WAAW,GAAG,wBAAwB,EAAE,0BAA0B,EAAE,UAAU,CAAC,mBAAmB,EAAE,GAAG,EAAE;AACvH,GAAG,UAAU,CAAC,QAAQ,GAAG,wBAAwB,EAAE,uBAAuB,EAAE,UAAU,CAAC,gBAAgB,EAAE,GAAG,EAAE;AAC9G,GAAG,wBAAwB,EAAE,qBAAqB,EAAE,UAAU,CAAC,cAAc,EAAE;AAC/E;AACA,GAAG,UAAU,CAAC,YAAY,GAAG,wBAAwB,GAAG,UAAU,CAAC,YAAY,GAAG,EAAE;AACpF;AACA,GAAG,IAAI;AACP;AACA,GAAG,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;AACA,EAAE;AACF;AACA,CAAC,YAAY,GAAG,eAAe,EAAE,YAAY,EAAE,CAAC;AAChD,CAAC,YAAY,GAAG,gBAAgB,EAAE,YAAY,EAAE,UAAU,EAAE,CAAC;AAC7D,CAAC,YAAY,GAAG,wBAAwB,EAAE,YAAY,EAAE,UAAU,EAAE,CAAC;AACrE;AACA,CAAC,cAAc,GAAG,eAAe,EAAE,cAAc,EAAE,CAAC;AACpD,CAAC,cAAc,GAAG,gBAAgB,EAAE,cAAc,EAAE,UAAU,EAAE,CAAC;AACjE,CAAC,cAAc,GAAG,wBAAwB,EAAE,cAAc,EAAE,UAAU,EAAE,CAAC;AACzE;AACA,CAAC,YAAY,GAAG,WAAW,EAAE,YAAY,EAAE,CAAC;AAC5C,CAAC,cAAc,GAAG,WAAW,EAAE,cAAc,EAAE,CAAC;AAChD;AACA,CAAC,KAAK,UAAU,CAAC,QAAQ,IAAI,UAAU,CAAC,mBAAmB,KAAK,IAAI,GAAG;AACvE;AACA;AACA;AACA,EAAE,aAAa,GAAG,mBAAmB,CAAC;AACtC;AACA,EAAE,YAAY,GAAG;AACjB,GAAG,sBAAsB;AACzB,GAAG,qBAAqB;AACxB,GAAG,2BAA2B;AAC9B,GAAG,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG,IAAI,GAAG,YAAY,CAAC;AACvC;AACA,EAAE,cAAc,GAAG;AACnB,GAAG,oBAAoB;AACvB,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,KAAK,KAAK,EAAE,GAAG,8BAA8B;AAC7E,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,KAAK,KAAK,EAAE,GAAG,mCAAmC;AAClF,GAAG,sCAAsC;AACzC,GAAG,2BAA2B;AAC9B,GAAG,6BAA6B;AAChC,GAAG,mCAAmC;AACtC,GAAG,oCAAoC;AACvC,GAAG,4CAA4C;AAC/C,GAAG,sCAAsC;AACzC,GAAG,sCAAsC;AACzC,GAAG,8CAA8C;AACjD,GAAG,wCAAwC;AAC3C,GAAG,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG,IAAI,GAAG,cAAc,CAAC;AACzC;AACA,EAAE;AACF;AACA,CAAC,MAAM,UAAU,GAAG,aAAa,GAAG,YAAY,GAAG,YAAY,CAAC;AAChE,CAAC,MAAM,YAAY,GAAG,aAAa,GAAG,cAAc,GAAG,cAAc,CAAC;AACtE;AACA;AACA;AACA;AACA,CAAC,MAAM,cAAc,GAAG,WAAW,EAAE,EAAE,EAAE,KAAK,EAAE,UAAU,EAAE,CAAC;AAC7D,CAAC,MAAM,gBAAgB,GAAG,WAAW,EAAE,EAAE,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;AACjE;AACA,CAAC,EAAE,CAAC,YAAY,EAAE,OAAO,EAAE,cAAc,EAAE,CAAC;AAC5C,CAAC,EAAE,CAAC,YAAY,EAAE,OAAO,EAAE,gBAAgB,EAAE,CAAC;AAC9C;AACA;AACA;AACA,CAAC,KAAK,UAAU,CAAC,mBAAmB,KAAK,SAAS,GAAG;AACrD;AACA,EAAE,EAAE,CAAC,kBAAkB,EAAE,OAAO,EAAE,CAAC,EAAE,UAAU,CAAC,mBAAmB,EAAE,CAAC;AACtE;AACA,EAAE,MAAM,KAAK,UAAU,CAAC,YAAY,KAAK,IAAI,GAAG;AAChD;AACA;AACA,EAAE,EAAE,CAAC,kBAAkB,EAAE,OAAO,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC;AAClD;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC,WAAW,EAAE,OAAO,EAAE,CAAC;AAC3B;AACA;AACA,CAAC,KAAK,QAAQ,CAAC,KAAK,CAAC,iBAAiB,GAAG;AACzC;AACA,EAAE,MAAM,UAAU,GAAG,EAAE,CAAC,iBAAiB,EAAE,OAAO,EAAE,CAAC,IAAI,EAAE,CAAC;AAC5D,EAAE,MAAM,SAAS,GAAG,EAAE,CAAC,gBAAgB,EAAE,cAAc,EAAE,CAAC,IAAI,EAAE,CAAC;AACjE,EAAE,MAAM,WAAW,GAAG,EAAE,CAAC,gBAAgB,EAAE,gBAAgB,EAAE,CAAC,IAAI,EAAE,CAAC;AACrE;AACA,EAAE,IAAI,QAAQ,GAAG,IAAI,CAAC;AACtB,EAAE,IAAI,eAAe,GAAG,IAAI,CAAC;AAC7B;AACA,EAAE,KAAK,EAAE,CAAC,mBAAmB,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AAC5D;AACA,GAAG,QAAQ,GAAG,KAAK,CAAC;AACpB;AACA,GAAG,MAAM,YAAY,GAAG,eAAe,EAAE,EAAE,EAAE,cAAc,EAAE,QAAQ,EAAE,CAAC;AACxE,GAAG,MAAM,cAAc,GAAG,eAAe,EAAE,EAAE,EAAE,gBAAgB,EAAE,UAAU,EAAE,CAAC;AAC9E;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,oCAAoC,EAAE,EAAE,CAAC,QAAQ,EAAE,EAAE,OAAO,EAAE,EAAE,CAAC,mBAAmB,EAAE,OAAO,EAAE,KAAK,EAAE,EAAE,sBAAsB,EAAE,UAAU,EAAE,YAAY,EAAE,cAAc,EAAE,CAAC;AAC7L;AACA,GAAG,MAAM,KAAK,UAAU,KAAK,EAAE,GAAG;AAClC;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4CAA4C,EAAE,UAAU,EAAE,CAAC;AAC5E;AACA,GAAG,MAAM,KAAK,SAAS,KAAK,EAAE,IAAI,WAAW,KAAK,EAAE,GAAG;AACvD;AACA,GAAG,eAAe,GAAG,KAAK,CAAC;AAC3B;AACA,GAAG;AACH;AACA,EAAE,KAAK,eAAe,GAAG;AACzB;AACA,GAAG,IAAI,CAAC,WAAW,GAAG;AACtB;AACA,IAAI,QAAQ,EAAE,QAAQ;AACtB;AACA,IAAI,UAAU,EAAE,UAAU;AAC1B;AACA,IAAI,YAAY,EAAE;AAClB;AACA,KAAK,GAAG,EAAE,SAAS;AACnB,KAAK,MAAM,EAAE,YAAY;AACzB;AACA,KAAK;AACL;AACA,IAAI,cAAc,EAAE;AACpB;AACA,KAAK,GAAG,EAAE,WAAW;AACrB,KAAK,MAAM,EAAE,cAAc;AAC3B;AACA,KAAK;AACL;AACA,IAAI,CAAC;AACL;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,EAAE,CAAC,YAAY,EAAE,cAAc,EAAE,CAAC;AACnC,CAAC,EAAE,CAAC,YAAY,EAAE,gBAAgB,EAAE,CAAC;AACrC;AACA;AACA;AACA,CAAC,IAAI,cAAc,CAAC;AACpB;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,YAAY;AAChC;AACA,EAAE,KAAK,cAAc,KAAK,SAAS,GAAG;AACtC;AACA,GAAG,cAAc,GAAG,IAAI,aAAa,EAAE,EAAE,EAAE,OAAO,EAAE,CAAC;AACrD;AACA,GAAG;AACH;AACA,EAAE,OAAO,cAAc,CAAC;AACxB;AACA,EAAE,CAAC;AACH;AACA;AACA;AACA,CAAC,IAAI,gBAAgB,CAAC;AACtB;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;AACA,EAAE,KAAK,gBAAgB,KAAK,SAAS,GAAG;AACxC;AACA,GAAG,gBAAgB,GAAG,uBAAuB,EAAE,EAAE,EAAE,OAAO,EAAE,CAAC;AAC7D;AACA,GAAG;AACH;AACA,EAAE,OAAO,gBAAgB,CAAC;AAC1B;AACA,EAAE,CAAC;AACH;AACA;AACA;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,YAAY;AAC5B;AACA,EAAE,aAAa,CAAC,sBAAsB,EAAE,IAAI,EAAE,CAAC;AAC/C;AACA,EAAE,EAAE,CAAC,aAAa,EAAE,OAAO,EAAE,CAAC;AAC9B,EAAE,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;AAC3B;AACA,EAAE,CAAC;AACH;AACA;AACA;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,CAAC,UAAU,CAAC;AACnC,CAAC,IAAI,CAAC,EAAE,GAAG,cAAc,GAAG,CAAC;AAC7B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;AACpB,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACxB,CAAC,IAAI,CAAC,YAAY,GAAG,cAAc,CAAC;AACpC,CAAC,IAAI,CAAC,cAAc,GAAG,gBAAgB,CAAC;AACxC;AACA,CAAC,OAAO,IAAI,CAAC;AACb;AACA,CAAC;AACD;AACA,SAAS,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,YAAY,EAAE,aAAa,EAAE,QAAQ,GAAG;AAChG;AACA,CAAC,MAAM,QAAQ,GAAG,EAAE,CAAC;AACrB;AACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC,CAAC,MAAM,sBAAsB,GAAG,YAAY,CAAC,sBAAsB,CAAC;AACpE,CAAC,MAAM,mBAAmB,GAAG,YAAY,CAAC,mBAAmB,CAAC;AAC9D,CAAC,MAAM,iBAAiB,GAAG,YAAY,CAAC,iBAAiB,CAAC;AAC1D,CAAC,MAAM,cAAc,GAAG,YAAY,CAAC,cAAc,CAAC;AACpD;AACA,CAAC,IAAI,SAAS,GAAG,YAAY,CAAC,SAAS,CAAC;AACxC;AACA,CAAC,MAAM,SAAS,GAAG;AACnB,EAAE,iBAAiB,EAAE,OAAO;AAC5B,EAAE,oBAAoB,EAAE,cAAc;AACtC,EAAE,kBAAkB,EAAE,QAAQ;AAC9B,EAAE,iBAAiB,EAAE,OAAO;AAC5B,EAAE,mBAAmB,EAAE,SAAS;AAChC,EAAE,iBAAiB,EAAE,OAAO;AAC5B,EAAE,gBAAgB,EAAE,MAAM;AAC1B,EAAE,oBAAoB,EAAE,UAAU;AAClC,EAAE,oBAAoB,EAAE,UAAU;AAClC,EAAE,kBAAkB,EAAE,QAAQ;AAC9B,EAAE,iBAAiB,EAAE,OAAO;AAC5B,EAAE,kBAAkB,EAAE,QAAQ;AAC9B,EAAE,cAAc,EAAE,QAAQ;AAC1B,EAAE,cAAc,EAAE,QAAQ;AAC1B,EAAE,cAAc,EAAE,QAAQ;AAC1B,EAAE,CAAC;AACH;AACA,CAAC,MAAM,cAAc,GAAG;AACxB,EAAE,WAAW,EAAE,UAAU,EAAE,wBAAwB,EAAE,gBAAgB,EAAE,YAAY,EAAE,iBAAiB;AACtG,EAAE,KAAK,EAAE,aAAa,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,YAAY,EAAE,gBAAgB,EAAE,cAAc;AAC5G,EAAE,UAAU,EAAE,kBAAkB,EAAE,OAAO,EAAE,aAAa,EAAE,qBAAqB,EAAE,SAAS,EAAE,WAAW,EAAE,sBAAsB,EAAE,uBAAuB,EAAE,cAAc,EAAE,uBAAuB,EAAE,oBAAoB,EAAE,iBAAiB,EAAE,aAAa;AACzP,EAAE,cAAc,EAAE,cAAc,EAAE,aAAa;AAC/C,EAAE,UAAU,EAAE,SAAS,EAAE,cAAc,EAAE,cAAc,EAAE,gBAAgB,EAAE,WAAW,EAAE,eAAe,EAAE,KAAK,EAAE,QAAQ,EAAE,SAAS;AACnI,EAAE,aAAa,EAAE,iBAAiB,EAAE,wBAAwB,EAAE,UAAU;AACxE,EAAE,UAAU,EAAE,kBAAkB,EAAE,cAAc,EAAE,cAAc,EAAE,oBAAoB;AACtF,EAAE,cAAc,EAAE,gBAAgB,EAAE,eAAe,EAAE,eAAe,EAAE,mBAAmB;AACzF,EAAE,oBAAoB,EAAE,sBAAsB,EAAE,qBAAqB;AACrE,EAAE,kBAAkB,EAAE,eAAe,EAAE,aAAa,EAAE,yBAAyB;AAC/E,EAAE,WAAW,EAAE,aAAa,EAAE,WAAW,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,cAAc,EAAE,WAAW;AAClH,EAAE,OAAO,EAAE,iBAAiB;AAC5B,EAAE,CAAC;AACH;AACA,CAAC,SAAS,WAAW,EAAE,MAAM,GAAG;AAChC;AACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC,EAAE,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AAC/B;AACA,EAAE,KAAK,mBAAmB,GAAG;AAC7B;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG,MAAM;AACT;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,GAAG,MAAM,eAAe,GAAG,iBAAiB,CAAC;AAC7C,GAAG,MAAM,eAAe,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,eAAe,GAAG,EAAE,KAAK,CAAC,EAAE,CAAC;AACtE;AACA,GAAG,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,EAAE,eAAe,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AAC9D;AACA,GAAG,KAAK,QAAQ,GAAG,KAAK,CAAC,MAAM,GAAG;AAClC;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,oCAAoC,GAAG,KAAK,CAAC,MAAM,GAAG,4BAA4B,GAAG,QAAQ,GAAG,GAAG,EAAE,CAAC;AACxH,IAAI,OAAO,CAAC,CAAC;AACb;AACA,IAAI;AACJ;AACA,GAAG,OAAO,QAAQ,CAAC;AACnB;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,yBAAyB,EAAE,GAAG,GAAG;AAC3C;AACA,EAAE,IAAI,QAAQ,CAAC;AACf;AACA,EAAE,KAAK,GAAG,IAAI,GAAG,CAAC,SAAS,GAAG;AAC9B;AACA,GAAG,QAAQ,GAAG,GAAG,CAAC,QAAQ,CAAC;AAC3B;AACA,GAAG,MAAM,KAAK,GAAG,IAAI,GAAG,CAAC,mBAAmB,GAAG;AAC/C;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4HAA4H,EAAE,CAAC;AAChJ,GAAG,QAAQ,GAAG,GAAG,CAAC,OAAO,CAAC,QAAQ,CAAC;AACnC;AACA,GAAG,MAAM;AACT;AACA,GAAG,QAAQ,GAAG,cAAc,CAAC;AAC7B;AACA,GAAG;AACH;AACA,EAAE,OAAO,QAAQ,CAAC;AAClB;AACA,EAAE;AACF;AACA,CAAC,SAAS,aAAa,EAAE,QAAQ,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG;AACpE;AACA,EAAE,MAAM,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC;AACxB,EAAE,MAAM,WAAW,GAAG,QAAQ,CAAC,sBAAsB,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;AACjF;AACA,EAAE,MAAM,MAAM,GAAG,QAAQ,CAAC,GAAG,EAAE,QAAQ,CAAC,MAAM,IAAI,WAAW,EAAE,CAAC;AAChE;AACA,EAAE,MAAM,QAAQ,GAAG,SAAS,EAAE,QAAQ,CAAC,IAAI,EAAE,CAAC;AAC9C;AACA;AACA;AACA;AACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,aAAa,GAAG,WAAW,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC;AACpE;AACA,EAAE,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,GAAG;AACrC;AACA,GAAG,SAAS,GAAG,YAAY,CAAC,eAAe,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;AAClE;AACA,GAAG,KAAK,SAAS,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC3C;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,mCAAmC,EAAE,QAAQ,CAAC,SAAS,EAAE,sBAAsB,EAAE,SAAS,EAAE,UAAU,EAAE,CAAC;AAC3H;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,IAAI,YAAY,EAAE,cAAc,CAAC;AACnC;AACA,EAAE,KAAK,QAAQ,GAAG;AAClB;AACA,GAAG,MAAM,MAAM,GAAG,SAAS,EAAE,QAAQ,EAAE,CAAC;AACxC;AACA,GAAG,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACtC,GAAG,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC1C;AACA,GAAG,MAAM;AACT;AACA,GAAG,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;AACxC,GAAG,cAAc,GAAG,QAAQ,CAAC,cAAc,CAAC;AAC5C;AACA,GAAG;AACH;AACA,EAAE,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;AACzD;AACA,EAAE,MAAM,UAAU,GAAG;AACrB;AACA,GAAG,QAAQ,EAAE,QAAQ;AACrB;AACA,GAAG,QAAQ,EAAE,QAAQ;AACrB,GAAG,UAAU,EAAE,QAAQ,CAAC,IAAI;AAC5B;AACA,GAAG,YAAY,EAAE,YAAY;AAC7B,GAAG,cAAc,EAAE,cAAc;AACjC,GAAG,OAAO,EAAE,QAAQ,CAAC,OAAO;AAC5B;AACA,GAAG,mBAAmB,EAAE,QAAQ,CAAC,mBAAmB,KAAK,IAAI;AAC7D,GAAG,WAAW,EAAE,QAAQ,CAAC,WAAW;AACpC;AACA,GAAG,SAAS,EAAE,SAAS;AACvB;AACA,GAAG,UAAU,EAAE,MAAM,CAAC,eAAe,KAAK,IAAI;AAC9C,GAAG,eAAe,EAAE,MAAM,CAAC,eAAe,KAAK,IAAI,IAAI,MAAM,CAAC,aAAa,KAAK,IAAI;AACpF;AACA,GAAG,sBAAsB,EAAE,cAAc;AACzC,GAAG,cAAc,EAAE,EAAE,mBAAmB,KAAK,IAAI,KAAK,yBAAyB,EAAE,mBAAmB,CAAC,OAAO,EAAE,GAAG,QAAQ,CAAC,cAAc;AACxI,GAAG,GAAG,EAAE,CAAC,EAAE,QAAQ,CAAC,GAAG;AACvB,GAAG,WAAW,EAAE,yBAAyB,EAAE,QAAQ,CAAC,GAAG,EAAE;AACzD,GAAG,MAAM,EAAE,CAAC,EAAE,QAAQ,CAAC,MAAM;AAC7B,GAAG,cAAc,EAAE,yBAAyB,EAAE,QAAQ,CAAC,MAAM,EAAE;AAC/D,GAAG,MAAM,EAAE,CAAC,EAAE,MAAM;AACpB,GAAG,UAAU,EAAE,MAAM,IAAI,MAAM,CAAC,OAAO;AACvC,GAAG,cAAc,EAAE,yBAAyB,EAAE,MAAM,EAAE;AACtD,GAAG,YAAY,EAAE,EAAE,CAAC,EAAE,MAAM,QAAQ,EAAE,MAAM,CAAC,OAAO,KAAK,uBAAuB,QAAQ,MAAM,CAAC,OAAO,KAAK,uBAAuB,EAAE,EAAE;AACtI,GAAG,QAAQ,EAAE,CAAC,EAAE,QAAQ,CAAC,QAAQ;AACjC,GAAG,gBAAgB,EAAE,yBAAyB,EAAE,QAAQ,CAAC,QAAQ,EAAE;AACnE,GAAG,KAAK,EAAE,CAAC,EAAE,QAAQ,CAAC,KAAK;AAC3B,GAAG,WAAW,EAAE,CAAC,EAAE,QAAQ,CAAC,WAAW;AACvC,GAAG,mBAAmB,EAAE,yBAAyB,EAAE,QAAQ,CAAC,WAAW,EAAE;AACzE,GAAG,OAAO,EAAE,CAAC,EAAE,QAAQ,CAAC,OAAO;AAC/B,GAAG,SAAS,EAAE,CAAC,EAAE,QAAQ,CAAC,SAAS;AACnC,GAAG,oBAAoB,EAAE,QAAQ,CAAC,aAAa,KAAK,oBAAoB;AACxE,GAAG,qBAAqB,EAAE,QAAQ,CAAC,aAAa,KAAK,qBAAqB;AAC1E,GAAG,YAAY,EAAE,CAAC,EAAE,QAAQ,CAAC,YAAY;AACzC,GAAG,qBAAqB,EAAE,CAAC,EAAE,QAAQ,CAAC,qBAAqB;AAC3D,GAAG,kBAAkB,EAAE,CAAC,EAAE,QAAQ,CAAC,kBAAkB;AACrD,GAAG,eAAe,EAAE,CAAC,EAAE,QAAQ,CAAC,eAAe;AAC/C,GAAG,YAAY,EAAE,CAAC,EAAE,QAAQ,CAAC,YAAY;AACzC,GAAG,YAAY,EAAE,CAAC,EAAE,QAAQ,CAAC,YAAY;AACzC,GAAG,WAAW,EAAE,CAAC,EAAE,QAAQ,CAAC,WAAW;AACvC,GAAG,QAAQ,EAAE,CAAC,EAAE,QAAQ,CAAC,QAAQ;AACjC;AACA,GAAG,WAAW,EAAE,CAAC,EAAE,QAAQ,CAAC,WAAW;AACvC;AACA,GAAG,KAAK,EAAE,CAAC,EAAE,QAAQ,CAAC,KAAK;AAC3B;AACA,GAAG,eAAe,EAAE,CAAC,EAAE,QAAQ,CAAC,eAAe;AAC/C;AACA,GAAG,OAAO,EAAE,QAAQ,CAAC,OAAO;AAC5B;AACA,GAAG,cAAc,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,cAAc,EAAE;AACpE,GAAG,YAAY,EAAE,QAAQ,CAAC,YAAY;AACtC,GAAG,YAAY,EAAE,QAAQ,CAAC,YAAY,KAAK,IAAI,IAAI,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,IAAI,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,QAAQ,KAAK,CAAC;AACtI,GAAG,SAAS,EAAE,CAAC,EAAE,QAAQ,CAAC,GAAG,IAAI,CAAC,EAAE,QAAQ,CAAC,OAAO,IAAI,CAAC,EAAE,QAAQ,CAAC,SAAS,IAAI,CAAC,EAAE,QAAQ,CAAC,WAAW,IAAI,CAAC,EAAE,QAAQ,CAAC,QAAQ,IAAI,CAAC,EAAE,QAAQ,CAAC,WAAW,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,qBAAqB,IAAI,CAAC,EAAE,QAAQ,CAAC,kBAAkB,IAAI,CAAC,EAAE,QAAQ,CAAC,eAAe,IAAI,CAAC,EAAE,QAAQ,CAAC,eAAe;AACpX,GAAG,aAAa,EAAE,IAAI,CAAC,EAAE,QAAQ,CAAC,GAAG,IAAI,CAAC,EAAE,QAAQ,CAAC,OAAO,IAAI,CAAC,EAAE,QAAQ,CAAC,SAAS,IAAI,CAAC,EAAE,QAAQ,CAAC,WAAW,IAAI,CAAC,EAAE,QAAQ,CAAC,QAAQ,IAAI,CAAC,EAAE,QAAQ,CAAC,WAAW,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,kBAAkB,IAAI,CAAC,EAAE,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,EAAE,QAAQ,CAAC,eAAe;AAC7T;AACA,GAAG,GAAG,EAAE,CAAC,EAAE,GAAG;AACd,GAAG,MAAM,EAAE,QAAQ,CAAC,GAAG;AACvB,GAAG,OAAO,IAAI,GAAG,IAAI,GAAG,CAAC,SAAS,EAAE;AACpC;AACA,GAAG,WAAW,EAAE,CAAC,EAAE,QAAQ,CAAC,WAAW;AACvC;AACA,GAAG,eAAe,EAAE,QAAQ,CAAC,eAAe;AAC5C,GAAG,sBAAsB,EAAE,sBAAsB;AACjD;AACA,GAAG,QAAQ,EAAE,QAAQ,CAAC,QAAQ,IAAI,QAAQ,GAAG,CAAC;AAC9C,GAAG,QAAQ,EAAE,QAAQ;AACrB,GAAG,gBAAgB,EAAE,mBAAmB;AACxC;AACA,GAAG,YAAY,EAAE,QAAQ,CAAC,YAAY;AACtC,GAAG,YAAY,EAAE,QAAQ,CAAC,YAAY;AACtC;AACA,GAAG,YAAY,EAAE,MAAM,CAAC,WAAW,CAAC,MAAM;AAC1C,GAAG,cAAc,EAAE,MAAM,CAAC,KAAK,CAAC,MAAM;AACtC,GAAG,aAAa,EAAE,MAAM,CAAC,IAAI,CAAC,MAAM;AACpC,GAAG,iBAAiB,EAAE,MAAM,CAAC,QAAQ,CAAC,MAAM;AAC5C,GAAG,aAAa,EAAE,MAAM,CAAC,IAAI,CAAC,MAAM;AACpC;AACA,GAAG,kBAAkB,EAAE,MAAM,CAAC,oBAAoB,CAAC,MAAM;AACzD,GAAG,oBAAoB,EAAE,MAAM,CAAC,cAAc,CAAC,MAAM;AACrD,GAAG,mBAAmB,EAAE,MAAM,CAAC,aAAa,CAAC,MAAM;AACnD;AACA,GAAG,iBAAiB,EAAE,QAAQ,CAAC,SAAS;AACxC,GAAG,mBAAmB,EAAE,QAAQ,CAAC,eAAe;AAChD;AACA,GAAG,SAAS,EAAE,QAAQ,CAAC,SAAS;AAChC;AACA,GAAG,gBAAgB,EAAE,QAAQ,CAAC,SAAS,CAAC,OAAO,IAAI,OAAO,CAAC,MAAM,GAAG,CAAC;AACrE,GAAG,aAAa,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI;AACzC;AACA,GAAG,WAAW,EAAE,QAAQ,CAAC,UAAU,GAAG,QAAQ,CAAC,WAAW,GAAG,aAAa;AAC1E,GAAG,uBAAuB,EAAE,QAAQ,CAAC,uBAAuB;AAC5D;AACA,GAAG,kBAAkB,EAAE,QAAQ,CAAC,kBAAkB;AAClD;AACA,GAAG,SAAS,EAAE,QAAQ,CAAC,SAAS;AAChC,GAAG,WAAW,EAAE,QAAQ,CAAC,IAAI,KAAK,UAAU;AAC5C,GAAG,SAAS,EAAE,QAAQ,CAAC,IAAI,KAAK,QAAQ;AACxC;AACA,GAAG,YAAY,EAAE,EAAE,QAAQ,CAAC,YAAY,KAAK,SAAS,KAAK,QAAQ,CAAC,YAAY,GAAG,KAAK;AACxF;AACA,GAAG,mBAAmB,EAAE,QAAQ,CAAC,mBAAmB;AACpD;AACA,GAAG,oBAAoB,EAAE,QAAQ,CAAC,UAAU,IAAI,QAAQ,CAAC,UAAU,CAAC,WAAW;AAC/E,GAAG,kBAAkB,EAAE,QAAQ,CAAC,UAAU,IAAI,QAAQ,CAAC,UAAU,CAAC,SAAS;AAC3E,GAAG,oBAAoB,EAAE,QAAQ,CAAC,UAAU,IAAI,QAAQ,CAAC,UAAU,CAAC,WAAW;AAC/E,GAAG,yBAAyB,EAAE,QAAQ,CAAC,UAAU,IAAI,QAAQ,CAAC,UAAU,CAAC,gBAAgB;AACzF;AACA,GAAG,0BAA0B,EAAE,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,gBAAgB,EAAE;AAC7E,GAAG,4BAA4B,EAAE,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,oBAAoB,EAAE;AACnF,GAAG,iCAAiC,EAAE,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE;AAC5F;AACA,GAAG,qBAAqB,EAAE,QAAQ,CAAC,qBAAqB,EAAE;AAC1D;AACA,GAAG,CAAC;AACJ;AACA,EAAE,OAAO,UAAU,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,SAAS,kBAAkB,EAAE,UAAU,GAAG;AAC3C;AACA,EAAE,MAAM,KAAK,GAAG,EAAE,CAAC;AACnB;AACA,EAAE,KAAK,UAAU,CAAC,QAAQ,GAAG;AAC7B;AACA,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,QAAQ,EAAE,CAAC;AACrC;AACA,GAAG,MAAM;AACT;AACA,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,cAAc,EAAE,CAAC;AAC3C,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,YAAY,EAAE,CAAC;AACzC;AACA,GAAG;AACH;AACA,EAAE,KAAK,UAAU,CAAC,OAAO,KAAK,SAAS,GAAG;AAC1C;AACA,GAAG,MAAM,MAAM,IAAI,IAAI,UAAU,CAAC,OAAO,GAAG;AAC5C;AACA,IAAI,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB,IAAI,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC;AAC7C;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,UAAU,CAAC,mBAAmB,KAAK,KAAK,GAAG;AAClD;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,IAAI,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,cAAc,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AACpD;AACA,IAAI;AACJ;AACA,GAAG,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC;AACzC,GAAG,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;AACtC;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,qBAAqB,EAAE,CAAC;AACjD;AACA,EAAE,OAAO,KAAK,CAAC,IAAI,EAAE,CAAC;AACtB;AACA,EAAE;AACF;AACA,CAAC,SAAS,WAAW,EAAE,QAAQ,GAAG;AAClC;AACA,EAAE,MAAM,QAAQ,GAAG,SAAS,EAAE,QAAQ,CAAC,IAAI,EAAE,CAAC;AAC9C,EAAE,IAAI,QAAQ,CAAC;AACf;AACA,EAAE,KAAK,QAAQ,GAAG;AAClB;AACA,GAAG,MAAM,MAAM,GAAG,SAAS,EAAE,QAAQ,EAAE,CAAC;AACxC,GAAG,QAAQ,GAAG,aAAa,CAAC,KAAK,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;AACrD;AACA,GAAG,MAAM;AACT;AACA,GAAG,QAAQ,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAChC;AACA,GAAG;AACH;AACA,EAAE,OAAO,QAAQ,CAAC;AAClB;AACA,EAAE;AACF;AACA,CAAC,SAAS,cAAc,EAAE,UAAU,EAAE,QAAQ,GAAG;AACjD;AACA,EAAE,IAAI,OAAO,CAAC;AACd;AACA;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACxD;AACA,GAAG,MAAM,kBAAkB,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC5C;AACA,GAAG,KAAK,kBAAkB,CAAC,QAAQ,KAAK,QAAQ,GAAG;AACnD;AACA,IAAI,OAAO,GAAG,kBAAkB,CAAC;AACjC,IAAI,GAAG,OAAO,CAAC,SAAS,CAAC;AACzB;AACA,IAAI,MAAM;AACV;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG;AAC/B;AACA,GAAG,OAAO,GAAG,IAAI,YAAY,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,aAAa,EAAE,CAAC;AAC/E,GAAG,QAAQ,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC;AAC5B;AACA,GAAG;AACH;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,SAAS,cAAc,EAAE,OAAO,GAAG;AACpC;AACA,EAAE,KAAK,GAAG,OAAO,CAAC,SAAS,KAAK,CAAC,GAAG;AACpC;AACA;AACA,GAAG,MAAM,CAAC,GAAG,QAAQ,CAAC,OAAO,EAAE,OAAO,EAAE,CAAC;AACzC,GAAG,QAAQ,EAAE,CAAC,EAAE,GAAG,QAAQ,EAAE,QAAQ,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACnD,GAAG,QAAQ,CAAC,GAAG,EAAE,CAAC;AAClB;AACA;AACA,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;AACrB;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR,EAAE,aAAa,EAAE,aAAa;AAC9B,EAAE,kBAAkB,EAAE,kBAAkB;AACxC,EAAE,WAAW,EAAE,WAAW;AAC1B,EAAE,cAAc,EAAE,cAAc;AAChC,EAAE,cAAc,EAAE,cAAc;AAChC;AACA,EAAE,QAAQ,EAAE,QAAQ;AACpB,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,eAAe,GAAG;AAC3B;AACA,CAAC,IAAI,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;AACA,CAAC,SAAS,GAAG,EAAE,MAAM,GAAG;AACxB;AACA,EAAE,IAAI,GAAG,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACrC;AACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG;AAC3B;AACA,GAAG,GAAG,GAAG,EAAE,CAAC;AACZ,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC;AACjC;AACA,GAAG;AACH;AACA,EAAE,OAAO,GAAG,CAAC;AACb;AACA,EAAE;AACF;AACA,CAAC,SAAS,MAAM,EAAE,MAAM,GAAG;AAC3B;AACA,EAAE,UAAU,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9B;AACA,EAAE;AACF;AACA,CAAC,SAAS,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,KAAK,GAAG;AACvC;AACA,EAAE,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,EAAE,GAAG,EAAE,GAAG,KAAK,CAAC;AAC1C;AACA,EAAE;AACF;AACA,CAAC,SAAS,OAAO,GAAG;AACpB;AACA,EAAE,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR,EAAE,GAAG,EAAE,GAAG;AACV,EAAE,MAAM,EAAE,MAAM;AAChB,EAAE,MAAM,EAAE,MAAM;AAChB,EAAE,OAAO,EAAE,OAAO;AAClB,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,iBAAiB,EAAE,CAAC,EAAE,CAAC,GAAG;AACnC;AACA,CAAC,KAAK,CAAC,CAAC,UAAU,KAAK,CAAC,CAAC,UAAU,GAAG;AACtC;AACA,EAAE,OAAO,CAAC,CAAC,UAAU,GAAG,CAAC,CAAC,UAAU,CAAC;AACrC;AACA,EAAE,MAAM,KAAK,CAAC,CAAC,WAAW,KAAK,CAAC,CAAC,WAAW,GAAG;AAC/C;AACA,EAAE,OAAO,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,CAAC;AACvC;AACA,EAAE,MAAM,KAAK,CAAC,CAAC,OAAO,KAAK,CAAC,CAAC,OAAO,GAAG;AACvC;AACA,EAAE,OAAO,CAAC,CAAC,OAAO,CAAC,EAAE,GAAG,CAAC,CAAC,OAAO,CAAC,EAAE,CAAC;AACrC;AACA,EAAE,MAAM,KAAK,CAAC,CAAC,QAAQ,CAAC,EAAE,KAAK,CAAC,CAAC,QAAQ,CAAC,EAAE,GAAG;AAC/C;AACA,EAAE,OAAO,CAAC,CAAC,QAAQ,CAAC,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC;AACvC;AACA,EAAE,MAAM,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG;AAC3B;AACA,EAAE,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACnB;AACA,EAAE,MAAM;AACR;AACA,EAAE,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC;AACrB;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,SAAS,wBAAwB,EAAE,CAAC,EAAE,CAAC,GAAG;AAC1C;AACA,CAAC,KAAK,CAAC,CAAC,UAAU,KAAK,CAAC,CAAC,UAAU,GAAG;AACtC;AACA,EAAE,OAAO,CAAC,CAAC,UAAU,GAAG,CAAC,CAAC,UAAU,CAAC;AACrC;AACA,EAAE,MAAM,KAAK,CAAC,CAAC,WAAW,KAAK,CAAC,CAAC,WAAW,GAAG;AAC/C;AACA,EAAE,OAAO,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,CAAC;AACvC;AACA,EAAE,MAAM,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG;AAC3B;AACA,EAAE,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACnB;AACA,EAAE,MAAM;AACR;AACA,EAAE,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC;AACrB;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA;AACA,SAAS,eAAe,EAAE,UAAU,GAAG;AACvC;AACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC;AACxB,CAAC,IAAI,gBAAgB,GAAG,CAAC,CAAC;AAC1B;AACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;AACnB,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC;AACxB;AACA,CAAC,MAAM,cAAc,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACpC;AACA,CAAC,SAAS,IAAI,GAAG;AACjB;AACA,EAAE,gBAAgB,GAAG,CAAC,CAAC;AACvB;AACA,EAAE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;AACpB,EAAE,WAAW,CAAC,MAAM,GAAG,CAAC,CAAC;AACzB;AACA,EAAE;AACF;AACA,CAAC,SAAS,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,GAAG;AAChF;AACA,EAAE,IAAI,UAAU,GAAG,WAAW,EAAE,gBAAgB,EAAE,CAAC;AACnD,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;AACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;AACA,GAAG,UAAU,GAAG;AAChB,IAAI,EAAE,EAAE,MAAM,CAAC,EAAE;AACjB,IAAI,MAAM,EAAE,MAAM;AAClB,IAAI,QAAQ,EAAE,QAAQ;AACtB,IAAI,QAAQ,EAAE,QAAQ;AACtB,IAAI,OAAO,EAAE,kBAAkB,CAAC,OAAO,IAAI,cAAc;AACzD,IAAI,UAAU,EAAE,UAAU;AAC1B,IAAI,WAAW,EAAE,MAAM,CAAC,WAAW;AACnC,IAAI,CAAC,EAAE,CAAC;AACR,IAAI,KAAK,EAAE,KAAK;AAChB,IAAI,CAAC;AACL;AACA,GAAG,WAAW,EAAE,gBAAgB,EAAE,GAAG,UAAU,CAAC;AAChD;AACA,GAAG,MAAM;AACT;AACA,GAAG,UAAU,CAAC,EAAE,GAAG,MAAM,CAAC,EAAE,CAAC;AAC7B,GAAG,UAAU,CAAC,MAAM,GAAG,MAAM,CAAC;AAC9B,GAAG,UAAU,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAClC,GAAG,UAAU,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAClC,GAAG,UAAU,CAAC,OAAO,GAAG,kBAAkB,CAAC,OAAO,IAAI,cAAc,CAAC;AACrE,GAAG,UAAU,CAAC,UAAU,GAAG,UAAU,CAAC;AACtC,GAAG,UAAU,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AAC/C,GAAG,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB,GAAG,UAAU,CAAC,KAAK,GAAG,KAAK,CAAC;AAC5B;AACA,GAAG;AACH;AACA,EAAE,gBAAgB,GAAG,CAAC;AACtB;AACA,EAAE,OAAO,UAAU,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,SAAS,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,GAAG;AACnE;AACA,EAAE,MAAM,UAAU,GAAG,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC3F;AACA,EAAE,EAAE,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG,WAAW,GAAG,MAAM,GAAG,IAAI,EAAE,UAAU,EAAE,CAAC;AAC9E;AACA,EAAE;AACF;AACA,CAAC,SAAS,OAAO,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,GAAG;AACtE;AACA,EAAE,MAAM,UAAU,GAAG,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC3F;AACA,EAAE,EAAE,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG,WAAW,GAAG,MAAM,GAAG,OAAO,EAAE,UAAU,EAAE,CAAC;AACjF;AACA,EAAE;AACF;AACA,CAAC,SAAS,IAAI,EAAE,gBAAgB,EAAE,qBAAqB,GAAG;AAC1D;AACA,EAAE,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,IAAI,EAAE,gBAAgB,IAAI,iBAAiB,EAAE,CAAC;AAChF,EAAE,KAAK,WAAW,CAAC,MAAM,GAAG,CAAC,GAAG,WAAW,CAAC,IAAI,EAAE,qBAAqB,IAAI,wBAAwB,EAAE,CAAC;AACtG;AACA,EAAE;AACF;AACA,CAAC,SAAS,MAAM,GAAG;AACnB;AACA;AACA;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,gBAAgB,EAAE,EAAE,GAAG,WAAW,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC1E;AACA,GAAG,MAAM,UAAU,GAAG,WAAW,EAAE,CAAC,EAAE,CAAC;AACvC;AACA,GAAG,KAAK,UAAU,CAAC,EAAE,KAAK,IAAI,GAAG,MAAM;AACvC;AACA,GAAG,UAAU,CAAC,EAAE,GAAG,IAAI,CAAC;AACxB,GAAG,UAAU,CAAC,MAAM,GAAG,IAAI,CAAC;AAC5B,GAAG,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC;AAC9B,GAAG,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC;AAC9B,GAAG,UAAU,CAAC,OAAO,GAAG,IAAI,CAAC;AAC7B,GAAG,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC;AAC3B;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR;AACA,EAAE,MAAM,EAAE,MAAM;AAChB,EAAE,WAAW,EAAE,WAAW;AAC1B;AACA,EAAE,IAAI,EAAE,IAAI;AACZ,EAAE,IAAI,EAAE,IAAI;AACZ,EAAE,OAAO,EAAE,OAAO;AAClB,EAAE,MAAM,EAAE,MAAM;AAChB;AACA,EAAE,IAAI,EAAE,IAAI;AACZ,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,gBAAgB,EAAE,UAAU,GAAG;AACxC;AACA,CAAC,IAAI,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;AACA,CAAC,SAAS,GAAG,EAAE,KAAK,EAAE,eAAe,GAAG;AACxC;AACA,EAAE,IAAI,IAAI,CAAC;AACX;AACA,EAAE,KAAK,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AACtC;AACA,GAAG,IAAI,GAAG,IAAI,eAAe,EAAE,UAAU,EAAE,CAAC;AAC5C,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,IAAI,EAAE,EAAE,CAAC;AAChC;AACA,GAAG,MAAM;AACT;AACA,GAAG,KAAK,eAAe,IAAI,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,MAAM,GAAG;AACvD;AACA,IAAI,IAAI,GAAG,IAAI,eAAe,EAAE,UAAU,EAAE,CAAC;AAC7C,IAAI,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACpC;AACA,IAAI,MAAM;AACV;AACA,IAAI,IAAI,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,eAAe,EAAE,CAAC;AACjD;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,SAAS,OAAO,GAAG;AACpB;AACA,EAAE,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AACxB;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR,EAAE,GAAG,EAAE,GAAG;AACV,EAAE,OAAO,EAAE,OAAO;AAClB,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,aAAa,GAAG;AACzB;AACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;AACnB;AACA,CAAC,OAAO;AACR;AACA,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,KAAK,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,KAAK,SAAS,GAAG;AAC3C;AACA,IAAI,OAAO,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,CAAC;AAC9B;AACA,IAAI;AACJ;AACA,GAAG,IAAI,QAAQ,CAAC;AAChB;AACA,GAAG,SAAS,KAAK,CAAC,IAAI;AACtB;AACA,IAAI,KAAK,kBAAkB;AAC3B,KAAK,QAAQ,GAAG;AAChB,MAAM,SAAS,EAAE,IAAI,OAAO,EAAE;AAC9B,MAAM,KAAK,EAAE,IAAI,KAAK,EAAE;AACxB,MAAM,CAAC;AACP,KAAK,MAAM;AACX;AACA,IAAI,KAAK,WAAW;AACpB,KAAK,QAAQ,GAAG;AAChB,MAAM,QAAQ,EAAE,IAAI,OAAO,EAAE;AAC7B,MAAM,SAAS,EAAE,IAAI,OAAO,EAAE;AAC9B,MAAM,KAAK,EAAE,IAAI,KAAK,EAAE;AACxB,MAAM,QAAQ,EAAE,CAAC;AACjB,MAAM,OAAO,EAAE,CAAC;AAChB,MAAM,WAAW,EAAE,CAAC;AACpB,MAAM,KAAK,EAAE,CAAC;AACd,MAAM,CAAC;AACP,KAAK,MAAM;AACX;AACA,IAAI,KAAK,YAAY;AACrB,KAAK,QAAQ,GAAG;AAChB,MAAM,QAAQ,EAAE,IAAI,OAAO,EAAE;AAC7B,MAAM,KAAK,EAAE,IAAI,KAAK,EAAE;AACxB,MAAM,QAAQ,EAAE,CAAC;AACjB,MAAM,KAAK,EAAE,CAAC;AACd,MAAM,CAAC;AACP,KAAK,MAAM;AACX;AACA,IAAI,KAAK,iBAAiB;AAC1B,KAAK,QAAQ,GAAG;AAChB,MAAM,SAAS,EAAE,IAAI,OAAO,EAAE;AAC9B,MAAM,QAAQ,EAAE,IAAI,KAAK,EAAE;AAC3B,MAAM,WAAW,EAAE,IAAI,KAAK,EAAE;AAC9B,MAAM,CAAC;AACP,KAAK,MAAM;AACX;AACA,IAAI,KAAK,eAAe;AACxB,KAAK,QAAQ,GAAG;AAChB,MAAM,KAAK,EAAE,IAAI,KAAK,EAAE;AACxB,MAAM,QAAQ,EAAE,IAAI,OAAO,EAAE;AAC7B,MAAM,SAAS,EAAE,IAAI,OAAO,EAAE;AAC9B,MAAM,UAAU,EAAE,IAAI,OAAO,EAAE;AAC/B,MAAM,CAAC;AACP,KAAK,MAAM;AACX;AACA,IAAI;AACJ;AACA,GAAG,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC;AACjC;AACA,GAAG,OAAO,QAAQ,CAAC;AACnB;AACA,GAAG;AACH;AACA,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,mBAAmB,GAAG;AAC/B;AACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;AACnB;AACA,CAAC,OAAO;AACR;AACA,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,KAAK,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,KAAK,SAAS,GAAG;AAC3C;AACA,IAAI,OAAO,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,CAAC;AAC9B;AACA,IAAI;AACJ;AACA,GAAG,IAAI,QAAQ,CAAC;AAChB;AACA,GAAG,SAAS,KAAK,CAAC,IAAI;AACtB;AACA,IAAI,KAAK,kBAAkB;AAC3B,KAAK,QAAQ,GAAG;AAChB,MAAM,UAAU,EAAE,CAAC;AACnB,MAAM,gBAAgB,EAAE,CAAC;AACzB,MAAM,YAAY,EAAE,CAAC;AACrB,MAAM,aAAa,EAAE,IAAI,OAAO,EAAE;AAClC,MAAM,CAAC;AACP,KAAK,MAAM;AACX;AACA,IAAI,KAAK,WAAW;AACpB,KAAK,QAAQ,GAAG;AAChB,MAAM,UAAU,EAAE,CAAC;AACnB,MAAM,gBAAgB,EAAE,CAAC;AACzB,MAAM,YAAY,EAAE,CAAC;AACrB,MAAM,aAAa,EAAE,IAAI,OAAO,EAAE;AAClC,MAAM,CAAC;AACP,KAAK,MAAM;AACX;AACA,IAAI,KAAK,YAAY;AACrB,KAAK,QAAQ,GAAG;AAChB,MAAM,UAAU,EAAE,CAAC;AACnB,MAAM,gBAAgB,EAAE,CAAC;AACzB,MAAM,YAAY,EAAE,CAAC;AACrB,MAAM,aAAa,EAAE,IAAI,OAAO,EAAE;AAClC,MAAM,gBAAgB,EAAE,CAAC;AACzB,MAAM,eAAe,EAAE,IAAI;AAC3B,MAAM,CAAC;AACP,KAAK,MAAM;AACX;AACA;AACA;AACA,IAAI;AACJ;AACA,GAAG,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC;AACjC;AACA,GAAG,OAAO,QAAQ,CAAC;AACnB;AACA,GAAG;AACH;AACA,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA;AACA;AACA,IAAI,WAAW,GAAG,CAAC,CAAC;AACpB;AACA,SAAS,wBAAwB,EAAE,MAAM,EAAE,MAAM,GAAG;AACpD;AACA,CAAC,OAAO,EAAE,MAAM,CAAC,UAAU,GAAG,CAAC,GAAG,CAAC,OAAO,MAAM,CAAC,UAAU,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AACtE;AACA,CAAC;AACD;AACA,SAAS,WAAW,EAAE,UAAU,EAAE,YAAY,GAAG;AACjD;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,aAAa,EAAE,CAAC;AACnC;AACA,CAAC,MAAM,WAAW,GAAG,mBAAmB,EAAE,CAAC;AAC3C;AACA,CAAC,MAAM,KAAK,GAAG;AACf;AACA,EAAE,OAAO,EAAE,CAAC;AACZ;AACA,EAAE,IAAI,EAAE;AACR,GAAG,iBAAiB,EAAE,EAAE,CAAC;AACzB,GAAG,WAAW,EAAE,EAAE,CAAC;AACnB,GAAG,UAAU,EAAE,EAAE,CAAC;AAClB,GAAG,cAAc,EAAE,EAAE,CAAC;AACtB,GAAG,UAAU,EAAE,EAAE,CAAC;AAClB;AACA,GAAG,qBAAqB,EAAE,EAAE,CAAC;AAC7B,GAAG,eAAe,EAAE,EAAE,CAAC;AACvB,GAAG,cAAc,EAAE,EAAE,CAAC;AACtB,GAAG;AACH;AACA,EAAE,OAAO,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AACtB,EAAE,KAAK,EAAE,EAAE;AACX,EAAE,WAAW,EAAE,EAAE;AACjB,EAAE,iBAAiB,EAAE,EAAE;AACvB,EAAE,oBAAoB,EAAE,EAAE;AAC1B,EAAE,uBAAuB,EAAE,EAAE;AAC7B,EAAE,IAAI,EAAE,EAAE;AACV,EAAE,UAAU,EAAE,EAAE;AAChB,EAAE,aAAa,EAAE,EAAE;AACnB,EAAE,gBAAgB,EAAE,EAAE;AACtB,EAAE,QAAQ,EAAE,EAAE;AACd,EAAE,YAAY,EAAE,IAAI;AACpB,EAAE,YAAY,EAAE,IAAI;AACpB,EAAE,KAAK,EAAE,EAAE;AACX,EAAE,WAAW,EAAE,EAAE;AACjB,EAAE,cAAc,EAAE,EAAE;AACpB,EAAE,iBAAiB,EAAE,EAAE;AACvB,EAAE,IAAI,EAAE,EAAE;AACV;AACA,EAAE,CAAC;AACH;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,KAAK,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC;AAClE;AACA,CAAC,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B,CAAC,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;AACA,CAAC,SAAS,KAAK,EAAE,MAAM,GAAG;AAC1B;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;AAC1B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjE;AACA,EAAE,IAAI,iBAAiB,GAAG,CAAC,CAAC;AAC5B,EAAE,IAAI,WAAW,GAAG,CAAC,CAAC;AACtB,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;AACrB,EAAE,IAAI,cAAc,GAAG,CAAC,CAAC;AACzB,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;AACrB;AACA,EAAE,IAAI,qBAAqB,GAAG,CAAC,CAAC;AAChC,EAAE,IAAI,eAAe,GAAG,CAAC,CAAC;AAC1B,EAAE,IAAI,cAAc,GAAG,CAAC,CAAC;AACzB;AACA,EAAE,MAAM,CAAC,IAAI,EAAE,wBAAwB,EAAE,CAAC;AAC1C;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;AACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;AACA,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AAC7B,GAAG,MAAM,SAAS,GAAG,KAAK,CAAC,SAAS,CAAC;AACrC,GAAG,MAAM,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;AACnC;AACA,GAAG,MAAM,SAAS,GAAG,EAAE,KAAK,CAAC,MAAM,IAAI,KAAK,CAAC,MAAM,CAAC,GAAG,KAAK,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,OAAO,GAAG,IAAI,CAAC;AAC5F;AACA,GAAG,KAAK,KAAK,CAAC,cAAc,GAAG;AAC/B;AACA,IAAI,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,SAAS,CAAC;AAC7B,IAAI,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,SAAS,CAAC;AAC7B,IAAI,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,SAAS,CAAC;AAC7B;AACA,IAAI,MAAM,KAAK,KAAK,CAAC,YAAY,GAAG;AACpC;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACnC;AACA,KAAK,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,KAAK,CAAC,EAAE,CAAC,YAAY,EAAE,CAAC,EAAE,EAAE,SAAS,EAAE,CAAC;AAC/E;AACA,KAAK;AACL;AACA,IAAI,MAAM,KAAK,KAAK,CAAC,kBAAkB,GAAG;AAC1C;AACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,IAAI,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,cAAc,EAAE,KAAK,CAAC,SAAS,EAAE,CAAC;AACzE;AACA,IAAI,KAAK,KAAK,CAAC,UAAU,GAAG;AAC5B;AACA,KAAK,MAAM,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AACjC;AACA,KAAK,MAAM,cAAc,GAAG,WAAW,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;AACA,KAAK,cAAc,CAAC,UAAU,GAAG,MAAM,CAAC,IAAI,CAAC;AAC7C,KAAK,cAAc,CAAC,gBAAgB,GAAG,MAAM,CAAC,UAAU,CAAC;AACzD,KAAK,cAAc,CAAC,YAAY,GAAG,MAAM,CAAC,MAAM,CAAC;AACjD,KAAK,cAAc,CAAC,aAAa,GAAG,MAAM,CAAC,OAAO,CAAC;AACnD;AACA,KAAK,KAAK,CAAC,iBAAiB,EAAE,iBAAiB,EAAE,GAAG,cAAc,CAAC;AACnE,KAAK,KAAK,CAAC,oBAAoB,EAAE,iBAAiB,EAAE,GAAG,SAAS,CAAC;AACjE,KAAK,KAAK,CAAC,uBAAuB,EAAE,iBAAiB,EAAE,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC;AAC9E;AACA,KAAK,qBAAqB,GAAG,CAAC;AAC9B;AACA,KAAK;AACL;AACA,IAAI,KAAK,CAAC,WAAW,EAAE,iBAAiB,EAAE,GAAG,QAAQ,CAAC;AACtD;AACA,IAAI,iBAAiB,GAAG,CAAC;AACzB;AACA,IAAI,MAAM,KAAK,KAAK,CAAC,WAAW,GAAG;AACnC;AACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AACjE;AACA,IAAI,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC;AAC7D,IAAI,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACjC;AACA,IAAI,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC;AAC/C,IAAI,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,KAAK,CAAC,GAAG,KAAK,CAAC,QAAQ,EAAE,EAAE,CAAC;AAC5E,IAAI,QAAQ,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AACjC;AACA,IAAI,KAAK,KAAK,CAAC,UAAU,GAAG;AAC5B;AACA,KAAK,MAAM,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AACjC;AACA,KAAK,MAAM,cAAc,GAAG,WAAW,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;AACA,KAAK,cAAc,CAAC,UAAU,GAAG,MAAM,CAAC,IAAI,CAAC;AAC7C,KAAK,cAAc,CAAC,gBAAgB,GAAG,MAAM,CAAC,UAAU,CAAC;AACzD,KAAK,cAAc,CAAC,YAAY,GAAG,MAAM,CAAC,MAAM,CAAC;AACjD,KAAK,cAAc,CAAC,aAAa,GAAG,MAAM,CAAC,OAAO,CAAC;AACnD;AACA,KAAK,KAAK,CAAC,UAAU,EAAE,UAAU,EAAE,GAAG,cAAc,CAAC;AACrD,KAAK,KAAK,CAAC,aAAa,EAAE,UAAU,EAAE,GAAG,SAAS,CAAC;AACnD,KAAK,KAAK,CAAC,gBAAgB,EAAE,UAAU,EAAE,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC;AAChE;AACA,KAAK,cAAc,GAAG,CAAC;AACvB;AACA,KAAK;AACL;AACA,IAAI,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG,QAAQ,CAAC;AACxC;AACA,IAAI,UAAU,GAAG,CAAC;AAClB;AACA,IAAI,MAAM,KAAK,KAAK,CAAC,eAAe,GAAG;AACvC;AACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;AACA;AACA;AACA;AACA;AACA,IAAI,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC;AAC7D;AACA,IAAI,QAAQ,CAAC,SAAS,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1D,IAAI,QAAQ,CAAC,UAAU,CAAC,GAAG,EAAE,GAAG,EAAE,KAAK,CAAC,MAAM,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AAC5D;AACA,IAAI,KAAK,CAAC,QAAQ,EAAE,cAAc,EAAE,GAAG,QAAQ,CAAC;AAChD;AACA,IAAI,cAAc,GAAG,CAAC;AACtB;AACA,IAAI,MAAM,KAAK,KAAK,CAAC,YAAY,GAAG;AACpC;AACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,IAAI,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,cAAc,EAAE,KAAK,CAAC,SAAS,EAAE,CAAC;AACzE,IAAI,QAAQ,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;AACvC,IAAI,QAAQ,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AACjC;AACA,IAAI,KAAK,KAAK,CAAC,UAAU,GAAG;AAC5B;AACA,KAAK,MAAM,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AACjC;AACA,KAAK,MAAM,cAAc,GAAG,WAAW,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;AACA,KAAK,cAAc,CAAC,UAAU,GAAG,MAAM,CAAC,IAAI,CAAC;AAC7C,KAAK,cAAc,CAAC,gBAAgB,GAAG,MAAM,CAAC,UAAU,CAAC;AACzD,KAAK,cAAc,CAAC,YAAY,GAAG,MAAM,CAAC,MAAM,CAAC;AACjD,KAAK,cAAc,CAAC,aAAa,GAAG,MAAM,CAAC,OAAO,CAAC;AACnD,KAAK,cAAc,CAAC,gBAAgB,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC;AAC1D,KAAK,cAAc,CAAC,eAAe,GAAG,MAAM,CAAC,MAAM,CAAC,GAAG,CAAC;AACxD;AACA,KAAK,KAAK,CAAC,WAAW,EAAE,WAAW,EAAE,GAAG,cAAc,CAAC;AACvD,KAAK,KAAK,CAAC,cAAc,EAAE,WAAW,EAAE,GAAG,SAAS,CAAC;AACrD,KAAK,KAAK,CAAC,iBAAiB,EAAE,WAAW,EAAE,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC;AAClE;AACA,KAAK,eAAe,GAAG,CAAC;AACxB;AACA,KAAK;AACL;AACA,IAAI,KAAK,CAAC,KAAK,EAAE,WAAW,EAAE,GAAG,QAAQ,CAAC;AAC1C;AACA,IAAI,WAAW,GAAG,CAAC;AACnB;AACA,IAAI,MAAM,KAAK,KAAK,CAAC,iBAAiB,GAAG;AACzC;AACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC;AACtE,IAAI,QAAQ,CAAC,WAAW,CAAC,IAAI,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC;AAC/E;AACA,IAAI,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG,QAAQ,CAAC;AACxC;AACA,IAAI,UAAU,GAAG,CAAC;AAClB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,cAAc,GAAG,CAAC,GAAG;AAC5B;AACA,GAAG,KAAK,YAAY,CAAC,QAAQ,GAAG;AAChC;AACA;AACA;AACA,IAAI,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,WAAW,CAAC;AACjD,IAAI,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,WAAW,CAAC;AACjD;AACA,IAAI,MAAM;AACV;AACA;AACA;AACA,IAAI,KAAK,UAAU,CAAC,GAAG,EAAE,0BAA0B,EAAE,KAAK,IAAI,GAAG;AACjE;AACA,KAAK,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,WAAW,CAAC;AAClD,KAAK,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,WAAW,CAAC;AAClD;AACA,KAAK,MAAM,KAAK,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,KAAK,IAAI,GAAG;AAC7E;AACA,KAAK,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,UAAU,CAAC;AACjD,KAAK,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,UAAU,CAAC;AACjD;AACA,KAAK,MAAM;AACX;AACA,KAAK,OAAO,CAAC,KAAK,EAAE,6EAA6E,EAAE,CAAC;AACpG;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,OAAO,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB,EAAE,KAAK,CAAC,OAAO,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB,EAAE,KAAK,CAAC,OAAO,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB;AACA,EAAE,MAAM,IAAI,GAAG,KAAK,CAAC,IAAI,CAAC;AAC1B;AACA,EAAE,KAAK,IAAI,CAAC,iBAAiB,KAAK,iBAAiB;AACnD,GAAG,IAAI,CAAC,WAAW,KAAK,WAAW;AACnC,GAAG,IAAI,CAAC,UAAU,KAAK,UAAU;AACjC,GAAG,IAAI,CAAC,cAAc,KAAK,cAAc;AACzC,GAAG,IAAI,CAAC,UAAU,KAAK,UAAU;AACjC,GAAG,IAAI,CAAC,qBAAqB,KAAK,qBAAqB;AACvD,GAAG,IAAI,CAAC,eAAe,KAAK,eAAe;AAC3C,GAAG,IAAI,CAAC,cAAc,KAAK,cAAc,GAAG;AAC5C;AACA,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,GAAG,iBAAiB,CAAC;AAChD,GAAG,KAAK,CAAC,IAAI,CAAC,MAAM,GAAG,UAAU,CAAC;AAClC,GAAG,KAAK,CAAC,QAAQ,CAAC,MAAM,GAAG,cAAc,CAAC;AAC1C,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,WAAW,CAAC;AACpC,GAAG,KAAK,CAAC,IAAI,CAAC,MAAM,GAAG,UAAU,CAAC;AAClC;AACA,GAAG,KAAK,CAAC,iBAAiB,CAAC,MAAM,GAAG,qBAAqB,CAAC;AAC1D,GAAG,KAAK,CAAC,oBAAoB,CAAC,MAAM,GAAG,qBAAqB,CAAC;AAC7D,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,GAAG,eAAe,CAAC;AAC9C,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,GAAG,eAAe,CAAC;AACjD,GAAG,KAAK,CAAC,UAAU,CAAC,MAAM,GAAG,cAAc,CAAC;AAC5C,GAAG,KAAK,CAAC,aAAa,CAAC,MAAM,GAAG,cAAc,CAAC;AAC/C,GAAG,KAAK,CAAC,uBAAuB,CAAC,MAAM,GAAG,qBAAqB,CAAC;AAChE,GAAG,KAAK,CAAC,iBAAiB,CAAC,MAAM,GAAG,eAAe,CAAC;AACpD,GAAG,KAAK,CAAC,gBAAgB,CAAC,MAAM,GAAG,cAAc,CAAC;AAClD;AACA,GAAG,IAAI,CAAC,iBAAiB,GAAG,iBAAiB,CAAC;AAC9C,GAAG,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;AAClC,GAAG,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAChC,GAAG,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;AACxC,GAAG,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAChC;AACA,GAAG,IAAI,CAAC,qBAAqB,GAAG,qBAAqB,CAAC;AACtD,GAAG,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;AAC1C,GAAG,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;AACxC;AACA,GAAG,KAAK,CAAC,OAAO,GAAG,WAAW,GAAG,CAAC;AAClC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,SAAS,EAAE,MAAM,EAAE,MAAM,GAAG;AACtC;AACA,EAAE,IAAI,iBAAiB,GAAG,CAAC,CAAC;AAC5B,EAAE,IAAI,WAAW,GAAG,CAAC,CAAC;AACtB,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;AACrB,EAAE,IAAI,cAAc,GAAG,CAAC,CAAC;AACzB,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;AACrB;AACA,EAAE,MAAM,UAAU,GAAG,MAAM,CAAC,kBAAkB,CAAC;AAC/C;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;AACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;AACA,GAAG,KAAK,KAAK,CAAC,kBAAkB,GAAG;AACnC;AACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,WAAW,EAAE,iBAAiB,EAAE,CAAC;AAC5D;AACA,IAAI,QAAQ,CAAC,SAAS,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AAClE,IAAI,OAAO,CAAC,qBAAqB,EAAE,KAAK,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;AAC9D,IAAI,QAAQ,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtC,IAAI,QAAQ,CAAC,SAAS,CAAC,kBAAkB,EAAE,UAAU,EAAE,CAAC;AACxD;AACA,IAAI,iBAAiB,GAAG,CAAC;AACzB;AACA,IAAI,MAAM,KAAK,KAAK,CAAC,WAAW,GAAG;AACnC;AACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC;AAC9C;AACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AACjE,IAAI,QAAQ,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC;AACjD;AACA,IAAI,QAAQ,CAAC,SAAS,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AAClE,IAAI,OAAO,CAAC,qBAAqB,EAAE,KAAK,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;AAC9D,IAAI,QAAQ,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtC,IAAI,QAAQ,CAAC,SAAS,CAAC,kBAAkB,EAAE,UAAU,EAAE,CAAC;AACxD;AACA,IAAI,UAAU,GAAG,CAAC;AAClB;AACA,IAAI,MAAM,KAAK,KAAK,CAAC,eAAe,GAAG;AACvC;AACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,QAAQ,EAAE,cAAc,EAAE,CAAC;AACtD;AACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AACjE,IAAI,QAAQ,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC;AACjD;AACA;AACA,IAAI,QAAQ,CAAC,QAAQ,EAAE,CAAC;AACxB,IAAI,OAAO,CAAC,IAAI,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AACtC,IAAI,OAAO,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;AACtC,IAAI,QAAQ,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;AACxC;AACA,IAAI,QAAQ,CAAC,SAAS,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC1D,IAAI,QAAQ,CAAC,UAAU,CAAC,GAAG,EAAE,GAAG,EAAE,KAAK,CAAC,MAAM,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AAC5D;AACA,IAAI,QAAQ,CAAC,SAAS,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC;AAChD,IAAI,QAAQ,CAAC,UAAU,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC;AACjD;AACA,IAAI,cAAc,GAAG,CAAC;AACtB;AACA,IAAI,MAAM,KAAK,KAAK,CAAC,YAAY,GAAG;AACpC;AACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,KAAK,EAAE,WAAW,EAAE,CAAC;AAChD;AACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AACjE,IAAI,QAAQ,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC;AACjD;AACA,IAAI,WAAW,GAAG,CAAC;AACnB;AACA,IAAI,MAAM,KAAK,KAAK,CAAC,iBAAiB,GAAG;AACzC;AACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC;AAC9C;AACA,IAAI,QAAQ,CAAC,SAAS,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AAClE,IAAI,QAAQ,CAAC,SAAS,CAAC,kBAAkB,EAAE,UAAU,EAAE,CAAC;AACxD,IAAI,QAAQ,CAAC,SAAS,CAAC,SAAS,EAAE,CAAC;AACnC;AACA,IAAI,UAAU,GAAG,CAAC;AAClB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR,EAAE,KAAK,EAAE,KAAK;AACd,EAAE,SAAS,EAAE,SAAS;AACtB,EAAE,KAAK,EAAE,KAAK;AACd,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,gBAAgB,EAAE,UAAU,EAAE,YAAY,GAAG;AACtD;AACA,CAAC,MAAM,MAAM,GAAG,IAAI,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AAC5D;AACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC;AACxB,CAAC,MAAM,YAAY,GAAG,EAAE,CAAC;AACzB;AACA,CAAC,SAAS,IAAI,GAAG;AACjB;AACA,EAAE,WAAW,CAAC,MAAM,GAAG,CAAC,CAAC;AACzB,EAAE,YAAY,CAAC,MAAM,GAAG,CAAC,CAAC;AAC1B;AACA,EAAE;AACF;AACA,CAAC,SAAS,SAAS,EAAE,KAAK,GAAG;AAC7B;AACA,EAAE,WAAW,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AAC5B;AACA,EAAE;AACF;AACA,CAAC,SAAS,UAAU,EAAE,WAAW,GAAG;AACpC;AACA,EAAE,YAAY,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AACnC;AACA,EAAE;AACF;AACA,CAAC,SAAS,WAAW,GAAG;AACxB;AACA,EAAE,MAAM,CAAC,KAAK,EAAE,WAAW,EAAE,CAAC;AAC9B;AACA,EAAE;AACF;AACA,CAAC,SAAS,eAAe,EAAE,MAAM,GAAG;AACpC;AACA,EAAE,MAAM,CAAC,SAAS,EAAE,WAAW,EAAE,MAAM,EAAE,CAAC;AAC1C;AACA,EAAE;AACF;AACA,CAAC,MAAM,KAAK,GAAG;AACf,EAAE,WAAW,EAAE,WAAW;AAC1B,EAAE,YAAY,EAAE,YAAY;AAC5B;AACA,EAAE,MAAM,EAAE,MAAM;AAChB,EAAE,CAAC;AACH;AACA,CAAC,OAAO;AACR,EAAE,IAAI,EAAE,IAAI;AACZ,EAAE,KAAK,EAAE,KAAK;AACd,EAAE,WAAW,EAAE,WAAW;AAC1B,EAAE,eAAe,EAAE,eAAe;AAClC;AACA,EAAE,SAAS,EAAE,SAAS;AACtB,EAAE,UAAU,EAAE,UAAU;AACxB,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,iBAAiB,EAAE,UAAU,EAAE,YAAY,GAAG;AACvD;AACA,CAAC,IAAI,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;AACA,CAAC,SAAS,GAAG,EAAE,KAAK,EAAE,eAAe,GAAG,CAAC,GAAG;AAC5C;AACA,EAAE,IAAI,WAAW,CAAC;AAClB;AACA,EAAE,KAAK,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AAC7C;AACA,GAAG,WAAW,GAAG,IAAI,gBAAgB,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AAClE,GAAG,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,WAAW,EAAE,EAAE,CAAC;AAC9C;AACA,GAAG,MAAM;AACT;AACA,GAAG,KAAK,eAAe,IAAI,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,MAAM,GAAG;AAC9D;AACA,IAAI,WAAW,GAAG,IAAI,gBAAgB,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACnE,IAAI,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AAClD;AACA,IAAI,MAAM;AACV;AACA,IAAI,WAAW,GAAG,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,eAAe,EAAE,CAAC;AAC/D;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,WAAW,CAAC;AACrB;AACA,EAAE;AACF;AACA,CAAC,SAAS,OAAO,GAAG;AACpB;AACA,EAAE,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR,EAAE,GAAG,EAAE,GAAG;AACV,EAAE,OAAO,EAAE,OAAO;AAClB,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,MAAM,iBAAiB,SAAS,QAAQ,CAAC;AACzC;AACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,mBAAmB,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,YAAY,GAAG,iBAAiB,CAAC;AACxC;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;AACxB,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC9B,EAAE,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;AAC7B,EAAE,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;AACzB,EAAE,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;AAC9B;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,KAAK,CAAC;AACnB;AACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;AACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAChD,EAAE,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACpD,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AACvD;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,MAAM,oBAAoB,SAAS,QAAQ,CAAC;AAC5C;AACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,sBAAsB,CAAC;AACrC;AACA,EAAE,IAAI,CAAC,iBAAiB,GAAG,IAAI,OAAO,EAAE,CAAC;AACzC,EAAE,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;AACxB,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;AACxB,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC9B,EAAE,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;AAC7B,EAAE,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,KAAK,CAAC;AACnB;AACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;AACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,MAAM,CAAC,iBAAiB,EAAE,CAAC;AAC1D,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAChD,EAAE,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACpD,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,oBAAoB,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC;AAC7D;AACA,IAAI,QAAQ,GAAG,8/BAA8/B,CAAC;AAC9gC;AACA,IAAI,QAAQ,GAAG,0DAA0D,CAAC;AAC1E;AACA,SAAS,cAAc,EAAE,SAAS,EAAE,QAAQ,EAAE,aAAa,GAAG;AAC9D;AACA,CAAC,IAAI,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;AACA,CAAC,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE;AACrC,EAAE,aAAa,GAAG,IAAI,OAAO,EAAE;AAC/B;AACA,EAAE,SAAS,GAAG,IAAI,OAAO,EAAE;AAC3B;AACA,EAAE,eAAe,GAAG,EAAE;AACtB,EAAE,kBAAkB,GAAG,EAAE;AACzB;AACA,EAAE,cAAc,GAAG,EAAE;AACrB;AACA,EAAE,eAAe,GAAG,aAAa,CAAC,cAAc,CAAC;AACjD;AACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC;AACjE;AACA,CAAC,MAAM,sBAAsB,GAAG,IAAI,cAAc,EAAE;AACpD;AACA,EAAE,OAAO,EAAE;AACX,GAAG,WAAW,EAAE,GAAG,GAAG,GAAG;AACzB,GAAG,gBAAgB,EAAE,GAAG,GAAG,GAAG;AAC9B,GAAG;AACH;AACA,EAAE,QAAQ,EAAE;AACZ,GAAG,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC/B,GAAG,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;AACvC,GAAG,MAAM,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACzB,GAAG;AACH;AACA,EAAE,YAAY,EAAE,QAAQ;AACxB;AACA,EAAE,cAAc,EAAE,QAAQ;AAC1B;AACA,EAAE,EAAE,CAAC;AACL;AACA,CAAC,MAAM,wBAAwB,GAAG,sBAAsB,CAAC,KAAK,EAAE,CAAC;AACjE,CAAC,wBAAwB,CAAC,OAAO,CAAC,eAAe,GAAG,CAAC,CAAC;AACtD;AACA,CAAC,MAAM,aAAa,GAAG,IAAI,cAAc,EAAE,CAAC;AAC5C,CAAC,aAAa,CAAC,YAAY;AAC3B,EAAE,UAAU;AACZ,EAAE,IAAI,eAAe;AACrB,GAAG,IAAI,YAAY,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE;AAClE,GAAG,CAAC;AACJ,GAAG;AACH,EAAE,CAAC;AACH;AACA,CAAC,MAAM,cAAc,GAAG,IAAI,IAAI,EAAE,aAAa,EAAE,sBAAsB,EAAE,CAAC;AAC1E;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;AACpB;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AACtB;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1B;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,YAAY,CAAC;AAC1B;AACA,CAAC,IAAI,CAAC,MAAM,GAAG,WAAW,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG;AAClD;AACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACxC,EAAE,KAAK,KAAK,CAAC,UAAU,KAAK,KAAK,IAAI,KAAK,CAAC,WAAW,KAAK,KAAK,GAAG,OAAO;AAC1E;AACA,EAAE,KAAK,MAAM,CAAC,MAAM,KAAK,CAAC,GAAG,OAAO;AACpC;AACA,EAAE,MAAM,mBAAmB,GAAG,SAAS,CAAC,eAAe,EAAE,CAAC;AAC1D,EAAE,MAAM,cAAc,GAAG,SAAS,CAAC,iBAAiB,EAAE,CAAC;AACvD,EAAE,MAAM,iBAAiB,GAAG,SAAS,CAAC,oBAAoB,EAAE,CAAC;AAC7D;AACA,EAAE,MAAM,MAAM,GAAG,SAAS,CAAC,KAAK,CAAC;AACjC;AACA;AACA,EAAE,MAAM,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;AACnC,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC9C,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;AACvC,EAAE,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,CAAC;AACjC;AACA;AACA;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B,GAAG,MAAM,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AAC/B;AACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,uBAAuB,EAAE,KAAK,EAAE,gBAAgB,EAAE,CAAC;AACrE,IAAI,SAAS;AACb;AACA,IAAI;AACJ;AACA,GAAG,KAAK,MAAM,CAAC,UAAU,KAAK,KAAK,IAAI,MAAM,CAAC,WAAW,KAAK,KAAK,GAAG,SAAS;AAC/E;AACA,GAAG,cAAc,CAAC,IAAI,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC;AACzC;AACA,GAAG,MAAM,kBAAkB,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;AACvD;AACA,GAAG,cAAc,CAAC,QAAQ,EAAE,kBAAkB,EAAE,CAAC;AACjD;AACA,GAAG,aAAa,CAAC,IAAI,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC;AACxC;AACA,GAAG,KAAK,cAAc,CAAC,CAAC,GAAG,eAAe,IAAI,cAAc,CAAC,CAAC,GAAG,eAAe,GAAG;AACnF;AACA,IAAI,KAAK,cAAc,CAAC,CAAC,GAAG,eAAe,GAAG;AAC9C;AACA,KAAK,aAAa,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,eAAe,GAAG,kBAAkB,CAAC,CAAC,EAAE,CAAC;AAC5E,KAAK,cAAc,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC,GAAG,kBAAkB,CAAC,CAAC,CAAC;AAC/D,KAAK,MAAM,CAAC,OAAO,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC,CAAC;AACxC;AACA,KAAK;AACL;AACA,IAAI,KAAK,cAAc,CAAC,CAAC,GAAG,eAAe,GAAG;AAC9C;AACA,KAAK,aAAa,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,eAAe,GAAG,kBAAkB,CAAC,CAAC,EAAE,CAAC;AAC5E,KAAK,cAAc,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC,GAAG,kBAAkB,CAAC,CAAC,CAAC;AAC/D,KAAK,MAAM,CAAC,OAAO,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC,CAAC;AACxC;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,KAAK,MAAM,CAAC,GAAG,KAAK,IAAI,IAAI,EAAE,MAAM,CAAC,kBAAkB,IAAI,IAAI,CAAC,IAAI,KAAK,YAAY,GAAG;AAC3F;AACA,IAAI,MAAM,IAAI,GAAG,EAAE,SAAS,EAAE,YAAY,EAAE,SAAS,EAAE,YAAY,EAAE,MAAM,EAAE,UAAU,EAAE,CAAC;AAC1F;AACA,IAAI,MAAM,CAAC,GAAG,GAAG,IAAI,iBAAiB,EAAE,cAAc,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AACnF,IAAI,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC,IAAI,GAAG,KAAK,CAAC,IAAI,GAAG,YAAY,CAAC;AACxD;AACA,IAAI,MAAM,CAAC,OAAO,GAAG,IAAI,iBAAiB,EAAE,cAAc,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AACvF;AACA,IAAI,MAAM,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC;AAC3C;AACA,IAAI;AACJ;AACA,GAAG,KAAK,MAAM,CAAC,GAAG,KAAK,IAAI,GAAG;AAC9B;AACA,IAAI,MAAM,IAAI,GAAG,EAAE,SAAS,EAAE,aAAa,EAAE,SAAS,EAAE,aAAa,EAAE,MAAM,EAAE,UAAU,EAAE,CAAC;AAC5F;AACA,IAAI,MAAM,CAAC,GAAG,GAAG,IAAI,iBAAiB,EAAE,cAAc,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AACnF,IAAI,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC,IAAI,GAAG,KAAK,CAAC,IAAI,GAAG,YAAY,CAAC;AACxD;AACA,IAAI,MAAM,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC;AAC3C;AACA,IAAI;AACJ;AACA,GAAG,SAAS,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;AAC3C,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC;AACrB;AACA,GAAG,MAAM,aAAa,GAAG,MAAM,CAAC,gBAAgB,EAAE,CAAC;AACnD;AACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,aAAa,EAAE,EAAE,GAAG,GAAG;AACjD;AACA,IAAI,MAAM,QAAQ,GAAG,MAAM,CAAC,WAAW,EAAE,EAAE,EAAE,CAAC;AAC9C;AACA,IAAI,SAAS,CAAC,GAAG;AACjB,KAAK,aAAa,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC;AACjC,KAAK,aAAa,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC;AACjC,KAAK,aAAa,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC;AACjC,KAAK,aAAa,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC;AACjC,KAAK,CAAC;AACN;AACA,IAAI,MAAM,CAAC,QAAQ,EAAE,SAAS,EAAE,CAAC;AACjC;AACA,IAAI,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC;AACvC;AACA,IAAI,QAAQ,GAAG,MAAM,CAAC,UAAU,EAAE,CAAC;AACnC;AACA,IAAI,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACnE;AACA,IAAI;AACJ;AACA;AACA;AACA,GAAG,KAAK,EAAE,MAAM,CAAC,kBAAkB,IAAI,IAAI,CAAC,IAAI,KAAK,YAAY,GAAG;AACpE;AACA,IAAI,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9B;AACA,IAAI;AACJ;AACA,GAAG,MAAM,CAAC,WAAW,GAAG,KAAK,CAAC;AAC9B;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,WAAW,GAAG,KAAK,CAAC;AAC5B;AACA,EAAE,SAAS,CAAC,eAAe,EAAE,mBAAmB,EAAE,cAAc,EAAE,iBAAiB,EAAE,CAAC;AACtF;AACA,EAAE,CAAC;AACH;AACA,CAAC,SAAS,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG;AACpC;AACA,EAAE,MAAM,QAAQ,GAAG,QAAQ,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC;AACrD;AACA;AACA;AACA,EAAE,sBAAsB,CAAC,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC;AACzE,EAAE,sBAAsB,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,MAAM,CAAC,OAAO,CAAC;AACpE,EAAE,sBAAsB,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC;AAC/D,EAAE,SAAS,CAAC,eAAe,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC;AAC9C,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AACpB,EAAE,SAAS,CAAC,kBAAkB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,sBAAsB,EAAE,cAAc,EAAE,IAAI,EAAE,CAAC;AACvG;AACA;AACA;AACA,EAAE,wBAAwB,CAAC,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,MAAM,CAAC,OAAO,CAAC,OAAO,CAAC;AAC/E,EAAE,wBAAwB,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,MAAM,CAAC,OAAO,CAAC;AACtE,EAAE,wBAAwB,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC;AACjE,EAAE,SAAS,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;AAC1C,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AACpB,EAAE,SAAS,CAAC,kBAAkB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,wBAAwB,EAAE,cAAc,EAAE,IAAI,EAAE,CAAC;AACzG;AACA,EAAE;AACF;AACA,CAAC,SAAS,uBAAuB,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,GAAG;AAC7E;AACA,EAAE,MAAM,KAAK,GAAG,WAAW,IAAI,CAAC,GAAG,WAAW,IAAI,CAAC,GAAG,aAAa,IAAI,CAAC,CAAC;AACzE;AACA,EAAE,IAAI,QAAQ,GAAG,eAAe,EAAE,KAAK,EAAE,CAAC;AAC1C;AACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;AACA,GAAG,QAAQ,GAAG,IAAI,iBAAiB,EAAE;AACrC;AACA,IAAI,YAAY,EAAE,gBAAgB;AAClC;AACA,IAAI,YAAY,EAAE,WAAW;AAC7B,IAAI,QAAQ,EAAE,WAAW;AACzB;AACA,IAAI,EAAE,CAAC;AACP;AACA,GAAG,eAAe,EAAE,KAAK,EAAE,GAAG,QAAQ,CAAC;AACvC;AACA,GAAG;AACH;AACA,EAAE,OAAO,QAAQ,CAAC;AAClB;AACA,EAAE;AACF;AACA,CAAC,SAAS,0BAA0B,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,GAAG;AAChF;AACA,EAAE,MAAM,KAAK,GAAG,WAAW,IAAI,CAAC,GAAG,WAAW,IAAI,CAAC,GAAG,aAAa,IAAI,CAAC,CAAC;AACzE;AACA,EAAE,IAAI,QAAQ,GAAG,kBAAkB,EAAE,KAAK,EAAE,CAAC;AAC7C;AACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;AACA,GAAG,QAAQ,GAAG,IAAI,oBAAoB,EAAE;AACxC;AACA,IAAI,YAAY,EAAE,WAAW;AAC7B,IAAI,QAAQ,EAAE,WAAW;AACzB;AACA,IAAI,EAAE,CAAC;AACP;AACA,GAAG,kBAAkB,EAAE,KAAK,EAAE,GAAG,QAAQ,CAAC;AAC1C;AACA,GAAG;AACH;AACA,EAAE,OAAO,QAAQ,CAAC;AAClB;AACA,EAAE;AACF;AACA,CAAC,SAAS,gBAAgB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,gBAAgB,EAAE,eAAe,EAAE,IAAI,GAAG;AACzG;AACA,EAAE,IAAI,MAAM,GAAG,IAAI,CAAC;AACpB;AACA,EAAE,IAAI,kBAAkB,GAAG,uBAAuB,CAAC;AACnD,EAAE,IAAI,cAAc,GAAG,MAAM,CAAC,mBAAmB,CAAC;AAClD;AACA,EAAE,KAAK,KAAK,CAAC,YAAY,KAAK,IAAI,GAAG;AACrC;AACA,GAAG,kBAAkB,GAAG,0BAA0B,CAAC;AACnD,GAAG,cAAc,GAAG,MAAM,CAAC,sBAAsB,CAAC;AAClD;AACA,GAAG;AACH;AACA,EAAE,KAAK,cAAc,KAAK,SAAS,GAAG;AACtC;AACA,GAAG,IAAI,WAAW,GAAG,KAAK,CAAC;AAC3B;AACA,GAAG,KAAK,QAAQ,CAAC,YAAY,KAAK,IAAI,GAAG;AACzC;AACA,IAAI,WAAW,GAAG,QAAQ,CAAC,eAAe,IAAI,QAAQ,CAAC,eAAe,CAAC,QAAQ,IAAI,QAAQ,CAAC,eAAe,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAC;AAChI;AACA,IAAI;AACJ;AACA,GAAG,IAAI,WAAW,GAAG,KAAK,CAAC;AAC3B;AACA,GAAG,KAAK,MAAM,CAAC,aAAa,KAAK,IAAI,GAAG;AACxC;AACA,IAAI,KAAK,QAAQ,CAAC,QAAQ,KAAK,IAAI,GAAG;AACtC;AACA,KAAK,WAAW,GAAG,IAAI,CAAC;AACxB;AACA,KAAK,MAAM;AACX;AACA,KAAK,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,MAAM,EAAE,CAAC;AAC5G;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,MAAM,aAAa,GAAG,MAAM,CAAC,eAAe,KAAK,IAAI,CAAC;AACzD;AACA,GAAG,MAAM,GAAG,kBAAkB,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,EAAE,CAAC;AAC1E;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,GAAG,cAAc,CAAC;AAC3B;AACA,GAAG;AACH;AACA,EAAE,KAAK,SAAS,CAAC,oBAAoB;AACrC,IAAI,QAAQ,CAAC,WAAW,KAAK,IAAI;AACjC,IAAI,QAAQ,CAAC,cAAc,CAAC,MAAM,KAAK,CAAC,GAAG;AAC3C;AACA;AACA;AACA;AACA,GAAG,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,GAAG,QAAQ,CAAC,IAAI,CAAC;AAClD;AACA,GAAG,IAAI,mBAAmB,GAAG,cAAc,EAAE,IAAI,EAAE,CAAC;AACpD;AACA,GAAG,KAAK,mBAAmB,KAAK,SAAS,GAAG;AAC5C;AACA,IAAI,mBAAmB,GAAG,EAAE,CAAC;AAC7B,IAAI,cAAc,EAAE,IAAI,EAAE,GAAG,mBAAmB,CAAC;AACjD;AACA,IAAI;AACJ;AACA,GAAG,IAAI,cAAc,GAAG,mBAAmB,EAAE,IAAI,EAAE,CAAC;AACpD;AACA,GAAG,KAAK,cAAc,KAAK,SAAS,GAAG;AACvC;AACA,IAAI,cAAc,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;AACpC,IAAI,mBAAmB,EAAE,IAAI,EAAE,GAAG,cAAc,CAAC;AACjD;AACA,IAAI;AACJ;AACA,GAAG,MAAM,GAAG,cAAc,CAAC;AAC3B;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,CAAC;AACpC,EAAE,MAAM,CAAC,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACxC;AACA,EAAE,KAAK,IAAI,KAAK,YAAY,GAAG;AAC/B;AACA,GAAG,MAAM,CAAC,IAAI,GAAG,EAAE,QAAQ,CAAC,UAAU,KAAK,IAAI,KAAK,QAAQ,CAAC,UAAU,GAAG,QAAQ,CAAC,IAAI,CAAC;AACxF;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,CAAC,IAAI,GAAG,EAAE,QAAQ,CAAC,UAAU,KAAK,IAAI,KAAK,QAAQ,CAAC,UAAU,GAAG,UAAU,EAAE,QAAQ,CAAC,IAAI,EAAE,CAAC;AACtG;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,WAAW,GAAG,QAAQ,CAAC,WAAW,CAAC;AAC5C,EAAE,MAAM,CAAC,cAAc,GAAG,QAAQ,CAAC,cAAc,CAAC;AAClD,EAAE,MAAM,CAAC,gBAAgB,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AACtD;AACA,EAAE,MAAM,CAAC,kBAAkB,GAAG,QAAQ,CAAC,kBAAkB,CAAC;AAC1D,EAAE,MAAM,CAAC,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACxC;AACA,EAAE,KAAK,KAAK,CAAC,YAAY,KAAK,IAAI,IAAI,MAAM,CAAC,sBAAsB,KAAK,IAAI,GAAG;AAC/E;AACA,GAAG,MAAM,CAAC,iBAAiB,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AACvE,GAAG,MAAM,CAAC,YAAY,GAAG,gBAAgB,CAAC;AAC1C,GAAG,MAAM,CAAC,WAAW,GAAG,eAAe,CAAC;AACxC;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,SAAS,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,GAAG;AACpE;AACA,EAAE,KAAK,MAAM,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACzC;AACA,EAAE,MAAM,OAAO,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACtD;AACA,EAAE,KAAK,OAAO,MAAM,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,QAAQ,EAAE,GAAG;AAC1E;AACA,GAAG,KAAK,EAAE,MAAM,CAAC,UAAU,MAAM,MAAM,CAAC,aAAa,IAAI,IAAI,KAAK,YAAY,EAAE,QAAQ,EAAE,MAAM,CAAC,aAAa,IAAI,QAAQ,CAAC,gBAAgB,EAAE,MAAM,EAAE,EAAE,GAAG;AAC1J;AACA,IAAI,MAAM,CAAC,eAAe,CAAC,gBAAgB,EAAE,YAAY,CAAC,kBAAkB,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AACnG;AACA,IAAI,MAAM,QAAQ,GAAG,QAAQ,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AAC/C,IAAI,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACrC;AACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACrC;AACA,KAAK,MAAM,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AACpC;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;AACA,MAAM,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAChC,MAAM,MAAM,aAAa,GAAG,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAC5D;AACA,MAAM,KAAK,aAAa,IAAI,aAAa,CAAC,OAAO,GAAG;AACpD;AACA,OAAO,MAAM,aAAa,GAAG,gBAAgB,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,KAAK,EAAE,YAAY,CAAC,IAAI,EAAE,YAAY,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AACnI;AACA,OAAO,SAAS,CAAC,kBAAkB,EAAE,YAAY,EAAE,IAAI,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAClG;AACA,OAAO;AACP;AACA,MAAM;AACN;AACA,KAAK,MAAM,KAAK,QAAQ,CAAC,OAAO,GAAG;AACnC;AACA,KAAK,MAAM,aAAa,GAAG,gBAAgB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,YAAY,CAAC,IAAI,EAAE,YAAY,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AAC5H;AACA,KAAK,SAAS,CAAC,kBAAkB,EAAE,YAAY,EAAE,IAAI,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AAC/F;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACpE;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,SAAS,UAAU,EAAE,EAAE,EAAE,UAAU,EAAE,YAAY,GAAG;AACpD;AACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;AACA,CAAC,SAAS,WAAW,GAAG;AACxB;AACA,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC;AACrB;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B,EAAE,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC9B,EAAE,MAAM,iBAAiB,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtD;AACA,EAAE,OAAO;AACT;AACA,GAAG,OAAO,EAAE,WAAW,SAAS,GAAG;AACnC;AACA,IAAI,KAAK,gBAAgB,KAAK,SAAS,IAAI,EAAE,MAAM,GAAG;AACtD;AACA,KAAK,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,CAAC;AAChE,KAAK,gBAAgB,GAAG,SAAS,CAAC;AAClC;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,SAAS,EAAE,WAAW,IAAI,GAAG;AAChC;AACA,IAAI,MAAM,GAAG,IAAI,CAAC;AAClB;AACA,IAAI;AACJ;AACA,GAAG,QAAQ,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,kBAAkB,GAAG;AACzD;AACA,IAAI,KAAK,kBAAkB,KAAK,IAAI,GAAG;AACvC;AACA,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;AAC5B;AACA,KAAK;AACL;AACA,IAAI,KAAK,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B;AACA,IAAI,KAAK,iBAAiB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AACvD;AACA,KAAK,EAAE,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC,KAAK,iBAAiB,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACrC;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,KAAK,EAAE,YAAY;AACtB;AACA,IAAI,MAAM,GAAG,KAAK,CAAC;AACnB;AACA,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC5B,IAAI,iBAAiB,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1C;AACA,IAAI;AACJ;AACA,GAAG,CAAC;AACJ;AACA,EAAE;AACF;AACA,CAAC,SAAS,WAAW,GAAG;AACxB;AACA,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC;AACrB;AACA,EAAE,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC9B,EAAE,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC9B,EAAE,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC/B;AACA,EAAE,OAAO;AACT;AACA,GAAG,OAAO,EAAE,WAAW,SAAS,GAAG;AACnC;AACA,IAAI,KAAK,SAAS,GAAG;AACrB;AACA,KAAK,MAAM,EAAE,IAAI,EAAE,CAAC;AACpB;AACA,KAAK,MAAM;AACX;AACA,KAAK,OAAO,EAAE,IAAI,EAAE,CAAC;AACrB;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,OAAO,EAAE,WAAW,SAAS,GAAG;AACnC;AACA,IAAI,KAAK,gBAAgB,KAAK,SAAS,IAAI,EAAE,MAAM,GAAG;AACtD;AACA,KAAK,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC;AAC/B,KAAK,gBAAgB,GAAG,SAAS,CAAC;AAClC;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,OAAO,EAAE,WAAW,SAAS,GAAG;AACnC;AACA,IAAI,KAAK,gBAAgB,KAAK,SAAS,GAAG;AAC1C;AACA,KAAK,KAAK,SAAS,GAAG;AACtB;AACA,MAAM,SAAS,SAAS;AACxB;AACA,OAAO,KAAK,UAAU;AACtB;AACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC5B,QAAQ,MAAM;AACd;AACA,OAAO,KAAK,WAAW;AACvB;AACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC5B,QAAQ,MAAM;AACd;AACA,OAAO,KAAK,SAAS;AACrB;AACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC5B,QAAQ,MAAM;AACd;AACA,OAAO,KAAK,cAAc;AAC1B;AACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC5B,QAAQ,MAAM;AACd;AACA,OAAO,KAAK,UAAU;AACtB;AACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC5B,QAAQ,MAAM;AACd;AACA,OAAO,KAAK,iBAAiB;AAC7B;AACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC5B,QAAQ,MAAM;AACd;AACA,OAAO,KAAK,YAAY;AACxB;AACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC5B,QAAQ,MAAM;AACd;AACA,OAAO,KAAK,aAAa;AACzB;AACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC5B,QAAQ,MAAM;AACd;AACA,OAAO;AACP;AACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC5B;AACA,OAAO;AACP;AACA,MAAM,MAAM;AACZ;AACA,MAAM,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC1B;AACA,MAAM;AACN;AACA,KAAK,gBAAgB,GAAG,SAAS,CAAC;AAClC;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,SAAS,EAAE,WAAW,IAAI,GAAG;AAChC;AACA,IAAI,MAAM,GAAG,IAAI,CAAC;AAClB;AACA,IAAI;AACJ;AACA,GAAG,QAAQ,EAAE,WAAW,KAAK,GAAG;AAChC;AACA,IAAI,KAAK,iBAAiB,KAAK,KAAK,GAAG;AACvC;AACA,KAAK,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;AAC5B,KAAK,iBAAiB,GAAG,KAAK,CAAC;AAC/B;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,KAAK,EAAE,YAAY;AACtB;AACA,IAAI,MAAM,GAAG,KAAK,CAAC;AACnB;AACA,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC5B,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC5B,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC7B;AACA,IAAI;AACJ;AACA,GAAG,CAAC;AACJ;AACA,EAAE;AACF;AACA,CAAC,SAAS,aAAa,GAAG;AAC1B;AACA,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC;AACrB;AACA,EAAE,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAChC,EAAE,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAChC,EAAE,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC/B,EAAE,IAAI,sBAAsB,GAAG,IAAI,CAAC;AACpC,EAAE,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAChC,EAAE,IAAI,mBAAmB,GAAG,IAAI,CAAC;AACjC,EAAE,IAAI,mBAAmB,GAAG,IAAI,CAAC;AACjC,EAAE,IAAI,mBAAmB,GAAG,IAAI,CAAC;AACjC;AACA,EAAE,OAAO;AACT;AACA,GAAG,OAAO,EAAE,WAAW,WAAW,GAAG;AACrC;AACA,IAAI,KAAK,EAAE,MAAM,GAAG;AACpB;AACA,KAAK,KAAK,WAAW,GAAG;AACxB;AACA,MAAM,MAAM,EAAE,IAAI,EAAE,CAAC;AACrB;AACA,MAAM,MAAM;AACZ;AACA,MAAM,OAAO,EAAE,IAAI,EAAE,CAAC;AACtB;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,OAAO,EAAE,WAAW,WAAW,GAAG;AACrC;AACA,IAAI,KAAK,kBAAkB,KAAK,WAAW,IAAI,EAAE,MAAM,GAAG;AAC1D;AACA,KAAK,EAAE,CAAC,WAAW,EAAE,WAAW,EAAE,CAAC;AACnC,KAAK,kBAAkB,GAAG,WAAW,CAAC;AACtC;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,OAAO,EAAE,WAAW,WAAW,EAAE,UAAU,EAAE,WAAW,GAAG;AAC9D;AACA,IAAI,KAAK,kBAAkB,KAAK,WAAW;AAC3C,SAAS,iBAAiB,KAAK,UAAU;AACzC,SAAS,sBAAsB,KAAK,WAAW,GAAG;AAClD;AACA,KAAK,EAAE,CAAC,WAAW,EAAE,WAAW,EAAE,UAAU,EAAE,WAAW,EAAE,CAAC;AAC5D;AACA,KAAK,kBAAkB,GAAG,WAAW,CAAC;AACtC,KAAK,iBAAiB,GAAG,UAAU,CAAC;AACpC,KAAK,sBAAsB,GAAG,WAAW,CAAC;AAC1C;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,KAAK,EAAE,WAAW,WAAW,EAAE,YAAY,EAAE,YAAY,GAAG;AAC/D;AACA,IAAI,KAAK,kBAAkB,KAAK,WAAW;AAC3C,SAAS,mBAAmB,KAAK,YAAY;AAC7C,SAAS,mBAAmB,KAAK,YAAY,GAAG;AAChD;AACA,KAAK,EAAE,CAAC,SAAS,EAAE,WAAW,EAAE,YAAY,EAAE,YAAY,EAAE,CAAC;AAC7D;AACA,KAAK,kBAAkB,GAAG,WAAW,CAAC;AACtC,KAAK,mBAAmB,GAAG,YAAY,CAAC;AACxC,KAAK,mBAAmB,GAAG,YAAY,CAAC;AACxC;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,SAAS,EAAE,WAAW,IAAI,GAAG;AAChC;AACA,IAAI,MAAM,GAAG,IAAI,CAAC;AAClB;AACA,IAAI;AACJ;AACA,GAAG,QAAQ,EAAE,WAAW,OAAO,GAAG;AAClC;AACA,IAAI,KAAK,mBAAmB,KAAK,OAAO,GAAG;AAC3C;AACA,KAAK,EAAE,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;AAChC,KAAK,mBAAmB,GAAG,OAAO,CAAC;AACnC;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,KAAK,EAAE,YAAY;AACtB;AACA,IAAI,MAAM,GAAG,KAAK,CAAC;AACnB;AACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC7B,IAAI,sBAAsB,GAAG,IAAI,CAAC;AAClC,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B,IAAI,mBAAmB,GAAG,IAAI,CAAC;AAC/B,IAAI,mBAAmB,GAAG,IAAI,CAAC;AAC/B,IAAI,mBAAmB,GAAG,IAAI,CAAC;AAC/B;AACA,IAAI;AACJ;AACA,GAAG,CAAC;AACJ;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,MAAM,WAAW,GAAG,IAAI,WAAW,EAAE,CAAC;AACvC,CAAC,MAAM,WAAW,GAAG,IAAI,WAAW,EAAE,CAAC;AACvC,CAAC,MAAM,aAAa,GAAG,IAAI,aAAa,EAAE,CAAC;AAC3C;AACA,CAAC,IAAI,mBAAmB,GAAG,EAAE,CAAC;AAC9B;AACA,CAAC,IAAI,aAAa,GAAG,IAAI,CAAC;AAC1B,CAAC,IAAI,wBAAwB,GAAG,EAAE,CAAC;AACnC;AACA,CAAC,IAAI,cAAc,GAAG,IAAI,CAAC;AAC3B;AACA,CAAC,IAAI,sBAAsB,GAAG,KAAK,CAAC;AACpC,CAAC,IAAI,eAAe,GAAG,IAAI,CAAC;AAC5B,CAAC,IAAI,oBAAoB,GAAG,IAAI,CAAC;AACjC,CAAC,IAAI,eAAe,GAAG,IAAI,CAAC;AAC5B,CAAC,IAAI,eAAe,GAAG,IAAI,CAAC;AAC5B,CAAC,IAAI,yBAAyB,GAAG,IAAI,CAAC;AACtC,CAAC,IAAI,oBAAoB,GAAG,IAAI,CAAC;AACjC,CAAC,IAAI,oBAAoB,GAAG,IAAI,CAAC;AACjC,CAAC,IAAI,wBAAwB,GAAG,KAAK,CAAC;AACtC;AACA,CAAC,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC7B,CAAC,IAAI,eAAe,GAAG,IAAI,CAAC;AAC5B;AACA,CAAC,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC7B;AACA,CAAC,IAAI,0BAA0B,GAAG,IAAI,CAAC;AACvC,CAAC,IAAI,yBAAyB,GAAG,IAAI,CAAC;AACtC;AACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AAC9C;AACA,CAAC,IAAI,kBAAkB,GAAG,KAAK,CAAC;AAChC,CAAC,IAAI,OAAO,GAAG,CAAC,CAAC;AACjB,CAAC,MAAM,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AAC3C;AACA,CAAC,KAAK,SAAS,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,GAAG;AAC7C;AACA,EAAE,OAAO,GAAG,UAAU,EAAE,aAAa,CAAC,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/D,EAAE,kBAAkB,KAAK,OAAO,IAAI,GAAG,EAAE,CAAC;AAC1C;AACA,EAAE,MAAM,KAAK,SAAS,CAAC,OAAO,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC,GAAG;AACxD;AACA,EAAE,OAAO,GAAG,UAAU,EAAE,iBAAiB,CAAC,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;AACnE,EAAE,kBAAkB,KAAK,OAAO,IAAI,GAAG,EAAE,CAAC;AAC1C;AACA,EAAE;AACF;AACA,CAAC,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC/B,CAAC,IAAI,oBAAoB,GAAG,EAAE,CAAC;AAC/B;AACA,CAAC,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AAC/E,CAAC,MAAM,eAAe,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AAChF;AACA,CAAC,SAAS,aAAa,EAAE,IAAI,EAAE,MAAM,EAAE,KAAK,GAAG;AAC/C;AACA,EAAE,MAAM,IAAI,GAAG,IAAI,UAAU,EAAE,CAAC,EAAE,CAAC;AACnC,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC,aAAa,EAAE,CAAC;AACrC;AACA,EAAE,EAAE,CAAC,WAAW,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAClC,EAAE,EAAE,CAAC,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACxC,EAAE,EAAE,CAAC,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACxC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG;AACrC;AACA,GAAG,EAAE,CAAC,UAAU,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnE;AACA,GAAG;AACH;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,MAAM,aAAa,GAAG,EAAE,CAAC;AAC1B,CAAC,aAAa,EAAE,IAAI,EAAE,GAAG,aAAa,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACxD,CAAC,aAAa,EAAE,KAAK,EAAE,GAAG,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC3D;AACA;AACA;AACA,CAAC,WAAW,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACpC,CAAC,WAAW,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC3B,CAAC,aAAa,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC7B;AACA,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AAChB,CAAC,WAAW,CAAC,OAAO,EAAE,cAAc,EAAE,CAAC;AACvC;AACA,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACvB,CAAC,WAAW,EAAE,YAAY,EAAE,CAAC;AAC7B,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AAChB;AACA,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;AAC3B;AACA;AACA;AACA,CAAC,SAAS,MAAM,EAAE,EAAE,GAAG;AACvB;AACA,EAAE,KAAK,mBAAmB,EAAE,EAAE,EAAE,KAAK,IAAI,GAAG;AAC5C;AACA,GAAG,EAAE,CAAC,MAAM,EAAE,EAAE,EAAE,CAAC;AACnB,GAAG,mBAAmB,EAAE,EAAE,EAAE,GAAG,IAAI,CAAC;AACpC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,OAAO,EAAE,EAAE,GAAG;AACxB;AACA,EAAE,KAAK,mBAAmB,EAAE,EAAE,EAAE,KAAK,KAAK,GAAG;AAC7C;AACA,GAAG,EAAE,CAAC,OAAO,EAAE,EAAE,EAAE,CAAC;AACpB,GAAG,mBAAmB,EAAE,EAAE,EAAE,GAAG,KAAK,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,iBAAiB,EAAE,WAAW,GAAG;AAC3C;AACA,EAAE,KAAK,WAAW,KAAK,aAAa,GAAG;AACvC;AACA,GAAG,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAC5C;AACA,GAAG,aAAa,GAAG,WAAW,CAAC;AAC/B;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,eAAe,EAAE,MAAM,EAAE,WAAW,GAAG;AACjD;AACA,EAAE,KAAK,WAAW,KAAK,IAAI,IAAI,aAAa,KAAK,IAAI,GAAG,WAAW,GAAG,aAAa,CAAC;AACpF;AACA,EAAE,KAAK,wBAAwB,EAAE,MAAM,EAAE,KAAK,WAAW,GAAG;AAC5D;AACA,GAAG,EAAE,CAAC,eAAe,EAAE,MAAM,EAAE,WAAW,EAAE,CAAC;AAC7C;AACA,GAAG,wBAAwB,EAAE,MAAM,EAAE,GAAG,WAAW,CAAC;AACpD;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,UAAU,EAAE,OAAO,GAAG;AAChC;AACA,EAAE,KAAK,cAAc,KAAK,OAAO,GAAG;AACpC;AACA,GAAG,EAAE,CAAC,UAAU,EAAE,OAAO,EAAE,CAAC;AAC5B;AACA,GAAG,cAAc,GAAG,OAAO,CAAC;AAC5B;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,MAAM,YAAY,GAAG;AACtB,EAAE,EAAE,WAAW,IAAI,KAAK;AACxB,EAAE,EAAE,gBAAgB,IAAI,KAAK;AAC7B,EAAE,EAAE,uBAAuB,IAAI,KAAK;AACpC,EAAE,CAAC;AACH;AACA,CAAC,KAAK,QAAQ,GAAG;AACjB;AACA,EAAE,YAAY,EAAE,WAAW,EAAE,GAAG,KAAK,CAAC;AACtC,EAAE,YAAY,EAAE,WAAW,EAAE,GAAG,KAAK,CAAC;AACtC;AACA,EAAE,MAAM;AACR;AACA,EAAE,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,kBAAkB,EAAE,CAAC;AACzD;AACA,EAAE,KAAK,SAAS,KAAK,IAAI,GAAG;AAC5B;AACA,GAAG,YAAY,EAAE,WAAW,EAAE,GAAG,SAAS,CAAC,OAAO,CAAC;AACnD,GAAG,YAAY,EAAE,WAAW,EAAE,GAAG,SAAS,CAAC,OAAO,CAAC;AACnD;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,MAAM,UAAU,GAAG;AACpB,EAAE,EAAE,UAAU,IAAI,CAAC;AACnB,EAAE,EAAE,SAAS,IAAI,CAAC;AAClB,EAAE,EAAE,cAAc,IAAI,GAAG;AACzB,EAAE,EAAE,cAAc,IAAI,GAAG;AACzB,EAAE,EAAE,sBAAsB,IAAI,GAAG;AACjC,EAAE,EAAE,cAAc,IAAI,GAAG;AACzB,EAAE,EAAE,cAAc,IAAI,GAAG;AACzB,EAAE,EAAE,sBAAsB,IAAI,GAAG;AACjC,EAAE,EAAE,sBAAsB,IAAI,GAAG;AACjC,EAAE,EAAE,sBAAsB,IAAI,GAAG;AACjC,EAAE,EAAE,sBAAsB,IAAI,GAAG;AACjC,EAAE,CAAC;AACH;AACA,CAAC,SAAS,WAAW,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,kBAAkB,EAAE,aAAa,EAAE,aAAa,EAAE,kBAAkB,GAAG;AAC3I;AACA,EAAE,KAAK,QAAQ,KAAK,UAAU,GAAG;AACjC;AACA,GAAG,KAAK,sBAAsB,KAAK,IAAI,GAAG;AAC1C;AACA,IAAI,OAAO,EAAE,IAAI,EAAE,CAAC;AACpB,IAAI,sBAAsB,GAAG,KAAK,CAAC;AACnC;AACA,IAAI;AACJ;AACA,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,KAAK,sBAAsB,KAAK,KAAK,GAAG;AAC1C;AACA,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;AAClB,GAAG,sBAAsB,GAAG,IAAI,CAAC;AACjC;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,KAAK,cAAc,GAAG;AACrC;AACA,GAAG,KAAK,QAAQ,KAAK,eAAe,IAAI,kBAAkB,KAAK,wBAAwB,GAAG;AAC1F;AACA,IAAI,KAAK,oBAAoB,KAAK,WAAW,IAAI,yBAAyB,KAAK,WAAW,GAAG;AAC7F;AACA,KAAK,EAAE,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC/B;AACA,KAAK,oBAAoB,GAAG,WAAW,CAAC;AACxC,KAAK,yBAAyB,GAAG,WAAW,CAAC;AAC7C;AACA,KAAK;AACL;AACA,IAAI,KAAK,kBAAkB,GAAG;AAC9B;AACA,KAAK,SAAS,QAAQ;AACtB;AACA,MAAM,KAAK,cAAc;AACzB,OAAO,EAAE,CAAC,iBAAiB,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;AAC9C,OAAO,MAAM;AACb;AACA,MAAM,KAAK,gBAAgB;AAC3B,OAAO,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B,OAAO,MAAM;AACb;AACA,MAAM,KAAK,mBAAmB;AAC9B,OAAO,EAAE,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC9C,OAAO,MAAM;AACb;AACA,MAAM,KAAK,gBAAgB;AAC3B,OAAO,EAAE,CAAC,iBAAiB,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;AAC9C,OAAO,MAAM;AACb;AACA,MAAM;AACN,OAAO,OAAO,CAAC,KAAK,EAAE,sCAAsC,EAAE,QAAQ,EAAE,CAAC;AACzE,OAAO,MAAM;AACb;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA,KAAK,SAAS,QAAQ;AACtB;AACA,MAAM,KAAK,cAAc;AACzB,OAAO,EAAE,CAAC,iBAAiB,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;AAChD,OAAO,MAAM;AACb;AACA,MAAM,KAAK,gBAAgB;AAC3B,OAAO,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;AAC9B,OAAO,MAAM;AACb;AACA,MAAM,KAAK,mBAAmB;AAC9B,OAAO,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;AAC9B,OAAO,MAAM;AACb;AACA,MAAM,KAAK,gBAAgB;AAC3B,OAAO,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;AAC9B,OAAO,MAAM;AACb;AACA,MAAM;AACN,OAAO,OAAO,CAAC,KAAK,EAAE,sCAAsC,EAAE,QAAQ,EAAE,CAAC;AACzE,OAAO,MAAM;AACb;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI,eAAe,GAAG,IAAI,CAAC;AAC3B,IAAI,eAAe,GAAG,IAAI,CAAC;AAC3B,IAAI,oBAAoB,GAAG,IAAI,CAAC;AAChC,IAAI,oBAAoB,GAAG,IAAI,CAAC;AAChC;AACA,IAAI,eAAe,GAAG,QAAQ,CAAC;AAC/B,IAAI,wBAAwB,GAAG,kBAAkB,CAAC;AAClD;AACA,IAAI;AACJ;AACA,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,kBAAkB,GAAG,kBAAkB,IAAI,aAAa,CAAC;AAC3D,EAAE,aAAa,GAAG,aAAa,IAAI,QAAQ,CAAC;AAC5C,EAAE,aAAa,GAAG,aAAa,IAAI,QAAQ,CAAC;AAC5C;AACA,EAAE,KAAK,aAAa,KAAK,oBAAoB,IAAI,kBAAkB,KAAK,yBAAyB,GAAG;AACpG;AACA,GAAG,EAAE,CAAC,qBAAqB,EAAE,YAAY,EAAE,aAAa,EAAE,EAAE,YAAY,EAAE,kBAAkB,EAAE,EAAE,CAAC;AACjG;AACA,GAAG,oBAAoB,GAAG,aAAa,CAAC;AACxC,GAAG,yBAAyB,GAAG,kBAAkB,CAAC;AAClD;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,KAAK,eAAe,IAAI,QAAQ,KAAK,eAAe,IAAI,aAAa,KAAK,oBAAoB,IAAI,aAAa,KAAK,oBAAoB,GAAG;AAC1J;AACA,GAAG,EAAE,CAAC,iBAAiB,EAAE,UAAU,EAAE,QAAQ,EAAE,EAAE,UAAU,EAAE,QAAQ,EAAE,EAAE,UAAU,EAAE,aAAa,EAAE,EAAE,UAAU,EAAE,aAAa,EAAE,EAAE,CAAC;AACpI;AACA,GAAG,eAAe,GAAG,QAAQ,CAAC;AAC9B,GAAG,eAAe,GAAG,QAAQ,CAAC;AAC9B,GAAG,oBAAoB,GAAG,aAAa,CAAC;AACxC,GAAG,oBAAoB,GAAG,aAAa,CAAC;AACxC;AACA,GAAG;AACH;AACA,EAAE,eAAe,GAAG,QAAQ,CAAC;AAC7B,EAAE,wBAAwB,GAAG,IAAI,CAAC;AAClC;AACA,EAAE;AACF;AACA,CAAC,SAAS,WAAW,EAAE,QAAQ,EAAE,WAAW,GAAG;AAC/C;AACA,EAAE,QAAQ,CAAC,IAAI,KAAK,UAAU;AAC9B,KAAK,OAAO,EAAE,IAAI,EAAE;AACpB,KAAK,MAAM,EAAE,IAAI,EAAE,CAAC;AACpB;AACA,EAAE,IAAI,SAAS,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,EAAE,CAAC;AACjD,EAAE,KAAK,WAAW,GAAG,SAAS,GAAG,EAAE,SAAS,CAAC;AAC7C;AACA,EAAE,YAAY,EAAE,SAAS,EAAE,CAAC;AAC5B;AACA,EAAE,EAAE,QAAQ,CAAC,QAAQ,KAAK,cAAc,IAAI,QAAQ,CAAC,WAAW,KAAK,KAAK;AAC1E,KAAK,WAAW,EAAE,UAAU,EAAE;AAC9B,KAAK,WAAW,EAAE,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC,kBAAkB,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,kBAAkB,EAAE,CAAC;AAC9M;AACA,EAAE,WAAW,CAAC,OAAO,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;AAC5C,EAAE,WAAW,CAAC,OAAO,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;AAC5C,EAAE,WAAW,CAAC,OAAO,EAAE,QAAQ,CAAC,UAAU,EAAE,CAAC;AAC7C,EAAE,WAAW,CAAC,OAAO,EAAE,QAAQ,CAAC,UAAU,EAAE,CAAC;AAC7C;AACA,EAAE,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;AAC7C,EAAE,aAAa,CAAC,OAAO,EAAE,YAAY,EAAE,CAAC;AACxC,EAAE,KAAK,YAAY,GAAG;AACtB;AACA,GAAG,aAAa,CAAC,OAAO,EAAE,QAAQ,CAAC,gBAAgB,EAAE,CAAC;AACtD,GAAG,aAAa,CAAC,OAAO,EAAE,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,UAAU,EAAE,QAAQ,CAAC,eAAe,EAAE,CAAC;AAChG,GAAG,aAAa,CAAC,KAAK,EAAE,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,YAAY,EAAE,QAAQ,CAAC,YAAY,EAAE,CAAC;AAC7F;AACA,GAAG;AACH;AACA,EAAE,gBAAgB,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,mBAAmB,EAAE,QAAQ,CAAC,kBAAkB,EAAE,CAAC;AACxG;AACA,EAAE,QAAQ,CAAC,eAAe,KAAK,IAAI;AACnC,KAAK,MAAM,EAAE,KAAK,EAAE;AACpB,KAAK,OAAO,EAAE,KAAK,EAAE,CAAC;AACtB;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,YAAY,EAAE,SAAS,GAAG;AACpC;AACA,EAAE,KAAK,gBAAgB,KAAK,SAAS,GAAG;AACxC;AACA,GAAG,KAAK,SAAS,GAAG;AACpB;AACA,IAAI,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;AACzB;AACA,IAAI,MAAM;AACV;AACA,IAAI,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;AACzB;AACA,IAAI;AACJ;AACA,GAAG,gBAAgB,GAAG,SAAS,CAAC;AAChC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,WAAW,EAAE,QAAQ,GAAG;AAClC;AACA,EAAE,KAAK,QAAQ,KAAK,YAAY,GAAG;AACnC;AACA,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;AAClB;AACA,GAAG,KAAK,QAAQ,KAAK,eAAe,GAAG;AACvC;AACA,IAAI,KAAK,QAAQ,KAAK,YAAY,GAAG;AACrC;AACA,KAAK,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;AACzB;AACA,KAAK,MAAM,KAAK,QAAQ,KAAK,aAAa,GAAG;AAC7C;AACA,KAAK,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;AACzB;AACA,KAAK,MAAM;AACX;AACA,KAAK,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;AACzB;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,EAAE,IAAI,EAAE,CAAC;AACnB;AACA,GAAG;AACH;AACA,EAAE,eAAe,GAAG,QAAQ,CAAC;AAC7B;AACA,EAAE;AACF;AACA,CAAC,SAAS,YAAY,EAAE,KAAK,GAAG;AAChC;AACA,EAAE,KAAK,KAAK,KAAK,gBAAgB,GAAG;AACpC;AACA,GAAG,KAAK,kBAAkB,GAAG,EAAE,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC;AACnD;AACA,GAAG,gBAAgB,GAAG,KAAK,CAAC;AAC5B;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,gBAAgB,EAAE,aAAa,EAAE,MAAM,EAAE,KAAK,GAAG;AAC3D;AACA,EAAE,KAAK,aAAa,GAAG;AACvB;AACA,GAAG,MAAM,EAAE,KAAK,EAAE,CAAC;AACnB;AACA,GAAG,KAAK,0BAA0B,KAAK,MAAM,IAAI,yBAAyB,KAAK,KAAK,GAAG;AACvF;AACA,IAAI,EAAE,CAAC,aAAa,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AACtC;AACA,IAAI,0BAA0B,GAAG,MAAM,CAAC;AACxC,IAAI,yBAAyB,GAAG,KAAK,CAAC;AACtC;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,EAAE,KAAK,EAAE,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,cAAc,EAAE,WAAW,GAAG;AACxC;AACA,EAAE,KAAK,WAAW,GAAG;AACrB;AACA,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;AAClB;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,EAAE,IAAI,EAAE,CAAC;AACnB;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,aAAa,EAAE,SAAS,GAAG;AACrC;AACA,EAAE,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,KAAK,GAAG,WAAW,GAAG,CAAC,CAAC;AACrE;AACA,EAAE,KAAK,kBAAkB,KAAK,SAAS,GAAG;AAC1C;AACA,GAAG,EAAE,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;AACjC,GAAG,kBAAkB,GAAG,SAAS,CAAC;AAClC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,WAAW,EAAE,SAAS,EAAE,YAAY,GAAG;AACjD;AACA,EAAE,KAAK,kBAAkB,KAAK,IAAI,GAAG;AACrC;AACA,GAAG,aAAa,EAAE,CAAC;AACnB;AACA,GAAG;AACH;AACA,EAAE,IAAI,YAAY,GAAG,oBAAoB,EAAE,kBAAkB,EAAE,CAAC;AAChE;AACA,EAAE,KAAK,YAAY,KAAK,SAAS,GAAG;AACpC;AACA,GAAG,YAAY,GAAG,EAAE,IAAI,EAAE,SAAS,EAAE,OAAO,EAAE,SAAS,EAAE,CAAC;AAC1D,GAAG,oBAAoB,EAAE,kBAAkB,EAAE,GAAG,YAAY,CAAC;AAC7D;AACA,GAAG;AACH;AACA,EAAE,KAAK,YAAY,CAAC,IAAI,KAAK,SAAS,IAAI,YAAY,CAAC,OAAO,KAAK,YAAY,GAAG;AAClF;AACA,GAAG,EAAE,CAAC,WAAW,EAAE,SAAS,EAAE,YAAY,IAAI,aAAa,EAAE,SAAS,EAAE,EAAE,CAAC;AAC3E;AACA,GAAG,YAAY,CAAC,IAAI,GAAG,SAAS,CAAC;AACjC,GAAG,YAAY,CAAC,OAAO,GAAG,YAAY,CAAC;AACvC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,aAAa,GAAG;AAC1B;AACA,EAAE,MAAM,YAAY,GAAG,oBAAoB,EAAE,kBAAkB,EAAE,CAAC;AAClE;AACA,EAAE,KAAK,YAAY,KAAK,SAAS,IAAI,YAAY,CAAC,IAAI,KAAK,SAAS,GAAG;AACvE;AACA,GAAG,EAAE,CAAC,WAAW,EAAE,YAAY,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,GAAG,YAAY,CAAC,IAAI,GAAG,SAAS,CAAC;AACjC,GAAG,YAAY,CAAC,OAAO,GAAG,SAAS,CAAC;AACpC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,oBAAoB,GAAG;AACjC;AACA,EAAE,IAAI;AACN;AACA,GAAG,EAAE,CAAC,oBAAoB,CAAC,KAAK,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AAClD;AACA,GAAG,CAAC,QAAQ,KAAK,GAAG;AACpB;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,mBAAmB,EAAE,KAAK,EAAE,CAAC;AAC/C;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,UAAU,GAAG;AACvB;AACA,EAAE,IAAI;AACN;AACA,GAAG,EAAE,CAAC,UAAU,CAAC,KAAK,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AACxC;AACA,GAAG,CAAC,QAAQ,KAAK,GAAG;AACpB;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,mBAAmB,EAAE,KAAK,EAAE,CAAC;AAC/C;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,UAAU,GAAG;AACvB;AACA,EAAE,IAAI;AACN;AACA,GAAG,EAAE,CAAC,UAAU,CAAC,KAAK,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AACxC;AACA,GAAG,CAAC,QAAQ,KAAK,GAAG;AACpB;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,mBAAmB,EAAE,KAAK,EAAE,CAAC;AAC/C;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,OAAO,EAAE,OAAO,GAAG;AAC7B;AACA,EAAE,KAAK,cAAc,CAAC,MAAM,EAAE,OAAO,EAAE,KAAK,KAAK,GAAG;AACpD;AACA,GAAG,EAAE,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,CAAC;AAC5D,GAAG,cAAc,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC;AAClC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,QAAQ,EAAE,QAAQ,GAAG;AAC/B;AACA,EAAE,KAAK,eAAe,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,KAAK,GAAG;AACtD;AACA,GAAG,EAAE,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;AACjE,GAAG,eAAe,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;AACpC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,KAAK,GAAG;AAClB;AACA;AACA;AACA,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;AACrB,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;AACrB,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;AACrB,EAAE,EAAE,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AACtB,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;AACrB,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;AACrB,EAAE,EAAE,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AACtB;AACA,EAAE,EAAE,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC5B,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACvB,EAAE,EAAE,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrC;AACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACzC,EAAE,EAAE,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC9B;AACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;AACvB,EAAE,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACtB,EAAE,EAAE,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC;AACrB;AACA,EAAE,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;AAC/B,EAAE,EAAE,CAAC,WAAW,EAAE,GAAG,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC;AACvC,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC,EAAE,EAAE,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AACvB;AACA,EAAE,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;AACtB,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;AACvB;AACA,EAAE,EAAE,CAAC,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;AACA,EAAE,EAAE,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC5B;AACA,EAAE,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACpC;AACA,EAAE,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC3B;AACA,GAAG,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACrC,GAAG,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AACxB;AACA,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC;AACpB;AACA,EAAE,EAAE,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AACxD,EAAE,EAAE,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AACzD;AACA;AACA;AACA,EAAE,mBAAmB,GAAG,EAAE,CAAC;AAC3B;AACA,EAAE,kBAAkB,GAAG,IAAI,CAAC;AAC5B,EAAE,oBAAoB,GAAG,EAAE,CAAC;AAC5B;AACA,EAAE,aAAa,GAAG,IAAI,CAAC;AACvB,EAAE,wBAAwB,GAAG,EAAE,CAAC;AAChC;AACA,EAAE,cAAc,GAAG,IAAI,CAAC;AACxB;AACA,EAAE,sBAAsB,GAAG,KAAK,CAAC;AACjC,EAAE,eAAe,GAAG,IAAI,CAAC;AACzB,EAAE,oBAAoB,GAAG,IAAI,CAAC;AAC9B,EAAE,eAAe,GAAG,IAAI,CAAC;AACzB,EAAE,eAAe,GAAG,IAAI,CAAC;AACzB,EAAE,yBAAyB,GAAG,IAAI,CAAC;AACnC,EAAE,oBAAoB,GAAG,IAAI,CAAC;AAC9B,EAAE,oBAAoB,GAAG,IAAI,CAAC;AAC9B,EAAE,wBAAwB,GAAG,KAAK,CAAC;AACnC;AACA,EAAE,gBAAgB,GAAG,IAAI,CAAC;AAC1B,EAAE,eAAe,GAAG,IAAI,CAAC;AACzB;AACA,EAAE,gBAAgB,GAAG,IAAI,CAAC;AAC1B;AACA,EAAE,0BAA0B,GAAG,IAAI,CAAC;AACpC,EAAE,yBAAyB,GAAG,IAAI,CAAC;AACnC;AACA,EAAE,cAAc,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AAChE,EAAE,eAAe,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AACjE;AACA,EAAE,WAAW,CAAC,KAAK,EAAE,CAAC;AACtB,EAAE,WAAW,CAAC,KAAK,EAAE,CAAC;AACtB,EAAE,aAAa,CAAC,KAAK,EAAE,CAAC;AACxB;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR;AACA,EAAE,OAAO,EAAE;AACX,GAAG,KAAK,EAAE,WAAW;AACrB,GAAG,KAAK,EAAE,WAAW;AACrB,GAAG,OAAO,EAAE,aAAa;AACzB,GAAG;AACH;AACA,EAAE,MAAM,EAAE,MAAM;AAChB,EAAE,OAAO,EAAE,OAAO;AAClB;AACA,EAAE,eAAe,EAAE,eAAe;AAClC,EAAE,iBAAiB,EAAE,iBAAiB;AACtC;AACA,EAAE,UAAU,EAAE,UAAU;AACxB;AACA,EAAE,WAAW,EAAE,WAAW;AAC1B,EAAE,WAAW,EAAE,WAAW;AAC1B;AACA,EAAE,YAAY,EAAE,YAAY;AAC5B,EAAE,WAAW,EAAE,WAAW;AAC1B;AACA,EAAE,YAAY,EAAE,YAAY;AAC5B,EAAE,gBAAgB,EAAE,gBAAgB;AACpC;AACA,EAAE,cAAc,EAAE,cAAc;AAChC;AACA,EAAE,aAAa,EAAE,aAAa;AAC9B,EAAE,WAAW,EAAE,WAAW;AAC1B,EAAE,aAAa,EAAE,aAAa;AAC9B,EAAE,oBAAoB,EAAE,oBAAoB;AAC5C,EAAE,UAAU,EAAE,UAAU;AACxB,EAAE,UAAU,EAAE,UAAU;AACxB;AACA,EAAE,OAAO,EAAE,OAAO;AAClB,EAAE,QAAQ,EAAE,QAAQ;AACpB;AACA,EAAE,KAAK,EAAE,KAAK;AACd;AACA,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,aAAa,EAAE,GAAG,EAAE,UAAU,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,GAAG;AACxF;AACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC,CAAC,MAAM,WAAW,GAAG,YAAY,CAAC,WAAW,CAAC;AAC9C,CAAC,MAAM,cAAc,GAAG,YAAY,CAAC,cAAc,CAAC;AACpD,CAAC,MAAM,cAAc,GAAG,YAAY,CAAC,cAAc,CAAC;AACpD,CAAC,MAAM,UAAU,GAAG,YAAY,CAAC,UAAU,CAAC;AAC5C;AACA,CAAC,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE,CAAC;AACtC,CAAC,IAAI,OAAO,CAAC;AACb;AACA;AACA;AACA;AACA;AACA,CAAC,IAAI,kBAAkB,GAAG,KAAK,CAAC;AAChC;AACA,CAAC,IAAI;AACL;AACA,EAAE,kBAAkB,GAAG,OAAO,eAAe,KAAK,WAAW;AAC7D,MAAM,EAAE,IAAI,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,EAAE,OAAO,IAAI,CAAC;AAClE;AACA,EAAE,CAAC,QAAQ,GAAG,GAAG;AACjB;AACA;AACA;AACA,EAAE;AACF;AACA,CAAC,SAAS,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AACxC;AACA;AACA;AACA,EAAE,OAAO,kBAAkB;AAC3B,GAAG,IAAI,eAAe,EAAE,KAAK,EAAE,MAAM,EAAE;AACvC,GAAG,QAAQ,CAAC,eAAe,EAAE,8BAA8B,EAAE,QAAQ,EAAE,CAAC;AACxE;AACA,EAAE;AACF;AACA,CAAC,SAAS,WAAW,EAAE,KAAK,EAAE,eAAe,EAAE,cAAc,EAAE,OAAO,GAAG;AACzE;AACA,EAAE,IAAI,KAAK,GAAG,CAAC,CAAC;AAChB;AACA;AACA;AACA,EAAE,KAAK,KAAK,CAAC,KAAK,GAAG,OAAO,IAAI,KAAK,CAAC,MAAM,GAAG,OAAO,GAAG;AACzD;AACA,GAAG,KAAK,GAAG,OAAO,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AAC3D;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,KAAK,GAAG,CAAC,IAAI,eAAe,KAAK,IAAI,GAAG;AAC/C;AACA;AACA;AACA,GAAG,KAAK,EAAE,OAAO,gBAAgB,KAAK,WAAW,IAAI,KAAK,YAAY,gBAAgB;AACtF,MAAM,OAAO,iBAAiB,KAAK,WAAW,IAAI,KAAK,YAAY,iBAAiB,EAAE;AACtF,MAAM,OAAO,WAAW,KAAK,WAAW,IAAI,KAAK,YAAY,WAAW,EAAE,GAAG;AAC7E;AACA,IAAI,MAAM,KAAK,GAAG,eAAe,GAAG,SAAS,CAAC,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3E;AACA,IAAI,MAAM,KAAK,GAAG,KAAK,EAAE,KAAK,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC;AAC/C,IAAI,MAAM,MAAM,GAAG,KAAK,EAAE,KAAK,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC;AACjD;AACA,IAAI,KAAK,OAAO,KAAK,SAAS,GAAG,OAAO,GAAG,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACzE;AACA;AACA;AACA,IAAI,MAAM,MAAM,GAAG,cAAc,GAAG,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC;AAC5E;AACA,IAAI,MAAM,CAAC,KAAK,GAAG,KAAK,CAAC;AACzB,IAAI,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;AAC3B;AACA,IAAI,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AAC9C,IAAI,OAAO,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACpD;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,sDAAsD,GAAG,KAAK,CAAC,KAAK,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,GAAG,QAAQ,GAAG,KAAK,GAAG,GAAG,GAAG,MAAM,GAAG,IAAI,EAAE,CAAC;AACvJ;AACA,IAAI,OAAO,MAAM,CAAC;AAClB;AACA,IAAI,MAAM;AACV;AACA,IAAI,KAAK,MAAM,IAAI,KAAK,GAAG;AAC3B;AACA,KAAK,OAAO,CAAC,IAAI,EAAE,wDAAwD,GAAG,KAAK,CAAC,KAAK,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,GAAG,IAAI,EAAE,CAAC;AACxH;AACA,KAAK;AACL;AACA,IAAI,OAAO,KAAK,CAAC;AACjB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,SAAS,YAAY,EAAE,KAAK,GAAG;AAChC;AACA,EAAE,OAAO,SAAS,CAAC,YAAY,EAAE,KAAK,CAAC,KAAK,EAAE,IAAI,SAAS,CAAC,YAAY,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AACzF;AACA,EAAE;AACF;AACA,CAAC,SAAS,sBAAsB,EAAE,OAAO,GAAG;AAC5C;AACA,EAAE,KAAK,QAAQ,GAAG,OAAO,KAAK,CAAC;AAC/B;AACA,EAAE,OAAO,EAAE,OAAO,CAAC,KAAK,KAAK,mBAAmB,IAAI,OAAO,CAAC,KAAK,KAAK,mBAAmB;AACzF,KAAK,OAAO,CAAC,SAAS,KAAK,aAAa,IAAI,OAAO,CAAC,SAAS,KAAK,YAAY,EAAE,CAAC;AACjF;AACA,EAAE;AACF;AACA,CAAC,SAAS,2BAA2B,EAAE,OAAO,EAAE,YAAY,GAAG;AAC/D;AACA,EAAE,OAAO,OAAO,CAAC,eAAe,IAAI,YAAY;AAChD,GAAG,OAAO,CAAC,SAAS,KAAK,aAAa,IAAI,OAAO,CAAC,SAAS,KAAK,YAAY,CAAC;AAC7E;AACA,EAAE;AACF;AACA,CAAC,SAAS,cAAc,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG;AAC3D;AACA,EAAE,GAAG,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AAC/B;AACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;AACA,EAAE,iBAAiB,CAAC,aAAa,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE,CAAC;AAC3E;AACA,EAAE;AACF;AACA,CAAC,SAAS,iBAAiB,EAAE,kBAAkB,EAAE,QAAQ,EAAE,MAAM,GAAG;AACpE;AACA,EAAE,KAAK,QAAQ,KAAK,KAAK,GAAG,OAAO,QAAQ,CAAC;AAC5C;AACA,EAAE,KAAK,kBAAkB,KAAK,IAAI,GAAG;AACrC;AACA,GAAG,KAAK,GAAG,EAAE,kBAAkB,EAAE,KAAK,SAAS,GAAG,OAAO,GAAG,EAAE,kBAAkB,EAAE,CAAC;AACnF;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,2EAA2E,GAAG,kBAAkB,GAAG,IAAI,EAAE,CAAC;AAC3H;AACA,GAAG;AACH;AACA,EAAE,IAAI,cAAc,GAAG,QAAQ,CAAC;AAChC;AACA,EAAE,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC3B;AACA,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC3B;AACA,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC3B;AACA,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD;AACA,GAAG;AACH;AACA,EAAE,KAAK,cAAc,KAAK,KAAK,IAAI,cAAc,KAAK,KAAK;AAC3D,GAAG,cAAc,KAAK,KAAK,IAAI,cAAc,KAAK,KAAK,GAAG;AAC1D;AACA,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AAC9C;AACA,GAAG;AACH;AACA,EAAE,OAAO,cAAc,CAAC;AACxB;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,cAAc,EAAE,CAAC,GAAG;AAC9B;AACA,EAAE,KAAK,CAAC,KAAK,aAAa,IAAI,CAAC,KAAK,0BAA0B,IAAI,CAAC,KAAK,yBAAyB,GAAG;AACpG;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,gBAAgB,EAAE,KAAK,GAAG;AACpC;AACA,EAAE,MAAM,OAAO,GAAG,KAAK,CAAC,MAAM,CAAC;AAC/B;AACA,EAAE,OAAO,CAAC,mBAAmB,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;AAC7D;AACA,EAAE,iBAAiB,EAAE,OAAO,EAAE,CAAC;AAC/B;AACA,EAAE,KAAK,OAAO,CAAC,cAAc,GAAG;AAChC;AACA,GAAG,cAAc,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;AACpC;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,CAAC;AAC1B;AACA,EAAE;AACF;AACA,CAAC,SAAS,qBAAqB,EAAE,KAAK,GAAG;AACzC;AACA,EAAE,MAAM,YAAY,GAAG,KAAK,CAAC,MAAM,CAAC;AACpC;AACA,EAAE,YAAY,CAAC,mBAAmB,EAAE,SAAS,EAAE,qBAAqB,EAAE,CAAC;AACvE;AACA,EAAE,sBAAsB,EAAE,YAAY,EAAE,CAAC;AACzC;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,CAAC;AAC1B;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,iBAAiB,EAAE,OAAO,GAAG;AACvC;AACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;AACA,EAAE,KAAK,iBAAiB,CAAC,WAAW,KAAK,SAAS,GAAG,OAAO;AAC5D;AACA,EAAE,GAAG,CAAC,aAAa,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AACxD;AACA,EAAE,UAAU,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC,SAAS,sBAAsB,EAAE,YAAY,GAAG;AACjD;AACA,EAAE,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACvC;AACA,EAAE,MAAM,sBAAsB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC;AAChE,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;AACA,EAAE,KAAK,EAAE,YAAY,GAAG,OAAO;AAC/B;AACA,EAAE,KAAK,iBAAiB,CAAC,cAAc,KAAK,SAAS,GAAG;AACxD;AACA,GAAG,GAAG,CAAC,aAAa,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AACzD;AACA,GAAG;AACH;AACA,EAAE,KAAK,YAAY,CAAC,YAAY,GAAG;AACnC;AACA,GAAG,YAAY,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;AACvC;AACA,GAAG;AACH;AACA,EAAE,KAAK,YAAY,CAAC,uBAAuB,GAAG;AAC9C;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;AACA,IAAI,GAAG,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5E,IAAI,KAAK,sBAAsB,CAAC,kBAAkB,GAAG,GAAG,CAAC,kBAAkB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,CAAC;AAC9H;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,GAAG,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC;AACtE,GAAG,KAAK,sBAAsB,CAAC,kBAAkB,GAAG,GAAG,CAAC,kBAAkB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC;AACxH,GAAG,KAAK,sBAAsB,CAAC,8BAA8B,GAAG,GAAG,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,8BAA8B,EAAE,CAAC;AAC/I,GAAG,KAAK,sBAAsB,CAAC,wBAAwB,GAAG,GAAG,CAAC,kBAAkB,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,CAAC;AACpI,GAAG,KAAK,sBAAsB,CAAC,wBAAwB,GAAG,GAAG,CAAC,kBAAkB,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,CAAC;AACpI;AACA,GAAG;AACH;AACA,EAAE,UAAU,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;AAC/B,EAAE,UAAU,CAAC,MAAM,EAAE,YAAY,EAAE,CAAC;AACpC;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,IAAI,YAAY,GAAG,CAAC,CAAC;AACtB;AACA,CAAC,SAAS,iBAAiB,GAAG;AAC9B;AACA,EAAE,YAAY,GAAG,CAAC,CAAC;AACnB;AACA,EAAE;AACF;AACA,CAAC,SAAS,mBAAmB,GAAG;AAChC;AACA,EAAE,MAAM,WAAW,GAAG,YAAY,CAAC;AACnC;AACA,EAAE,KAAK,WAAW,IAAI,WAAW,GAAG;AACpC;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,qCAAqC,GAAG,WAAW,GAAG,8CAA8C,GAAG,WAAW,EAAE,CAAC;AACtI;AACA,GAAG;AACH;AACA,EAAE,YAAY,IAAI,CAAC,CAAC;AACpB;AACA,EAAE,OAAO,WAAW,CAAC;AACrB;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,YAAY,EAAE,OAAO,EAAE,IAAI,GAAG;AACxC;AACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;AACA,EAAE,KAAK,OAAO,CAAC,cAAc,GAAG,kBAAkB,EAAE,OAAO,EAAE,CAAC;AAC9D;AACA,EAAE,KAAK,OAAO,CAAC,OAAO,GAAG,CAAC,IAAI,iBAAiB,CAAC,SAAS,KAAK,OAAO,CAAC,OAAO,GAAG;AAChF;AACA,GAAG,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AAC/B;AACA,GAAG,KAAK,KAAK,KAAK,SAAS,GAAG;AAC9B;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,uEAAuE,EAAE,CAAC;AAC5F;AACA,IAAI,MAAM,KAAK,KAAK,CAAC,QAAQ,KAAK,KAAK,GAAG;AAC1C;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;AAC7F;AACA,IAAI,MAAM;AACV;AACA,IAAI,aAAa,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AACtD,IAAI,OAAO;AACX;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;AACtC,EAAE,KAAK,CAAC,WAAW,EAAE,IAAI,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC9D;AACA,EAAE;AACF;AACA,CAAC,SAAS,iBAAiB,EAAE,OAAO,EAAE,IAAI,GAAG;AAC7C;AACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;AACA,EAAE,KAAK,OAAO,CAAC,OAAO,GAAG,CAAC,IAAI,iBAAiB,CAAC,SAAS,KAAK,OAAO,CAAC,OAAO,GAAG;AAChF;AACA,GAAG,aAAa,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AACrD,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;AACtC,EAAE,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC/D;AACA,EAAE;AACF;AACA,CAAC,SAAS,YAAY,EAAE,OAAO,EAAE,IAAI,GAAG;AACxC;AACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;AACA,EAAE,KAAK,OAAO,CAAC,OAAO,GAAG,CAAC,IAAI,iBAAiB,CAAC,SAAS,KAAK,OAAO,CAAC,OAAO,GAAG;AAChF;AACA,GAAG,aAAa,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AACrD,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;AACtC,EAAE,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC/D;AACA,EAAE;AACF;AACA,CAAC,SAAS,cAAc,EAAE,OAAO,EAAE,IAAI,GAAG;AAC1C;AACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;AACA,EAAE,KAAK,OAAO,CAAC,OAAO,GAAG,CAAC,IAAI,iBAAiB,CAAC,SAAS,KAAK,OAAO,CAAC,OAAO,GAAG;AAChF;AACA,GAAG,iBAAiB,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AACzD,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;AACtC,EAAE,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC/D;AACA,EAAE;AACF;AACA,CAAC,MAAM,YAAY,GAAG;AACtB,EAAE,EAAE,cAAc,IAAI,KAAK;AAC3B,EAAE,EAAE,mBAAmB,IAAI,KAAK;AAChC,EAAE,EAAE,sBAAsB,IAAI,KAAK;AACnC,EAAE,CAAC;AACH;AACA,CAAC,MAAM,UAAU,GAAG;AACpB,EAAE,EAAE,aAAa,IAAI,IAAI;AACzB,EAAE,EAAE,0BAA0B,IAAI,IAAI;AACtC,EAAE,EAAE,yBAAyB,IAAI,IAAI;AACrC;AACA,EAAE,EAAE,YAAY,IAAI,IAAI;AACxB,EAAE,EAAE,yBAAyB,IAAI,IAAI;AACrC,EAAE,EAAE,wBAAwB,IAAI,IAAI;AACpC,EAAE,CAAC;AACH;AACA,CAAC,SAAS,oBAAoB,EAAE,WAAW,EAAE,OAAO,EAAE,YAAY,GAAG;AACrE;AACA,EAAE,KAAK,YAAY,GAAG;AACtB;AACA,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,YAAY,EAAE,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC;AAC1E,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,YAAY,EAAE,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC;AAC1E;AACA,GAAG,KAAK,WAAW,KAAK,KAAK,IAAI,WAAW,KAAK,KAAK,GAAG;AACzD;AACA,IAAI,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,YAAY,EAAE,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC;AAC3E;AACA,IAAI;AACJ;AACA,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,UAAU,EAAE,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC;AAC5E,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,UAAU,EAAE,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC;AAC5E;AACA,GAAG,MAAM;AACT;AACA,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAClD,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAClD;AACA,GAAG,KAAK,WAAW,KAAK,KAAK,IAAI,WAAW,KAAK,KAAK,GAAG;AACzD;AACA,IAAI,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACnD;AACA,IAAI;AACJ;AACA,GAAG,KAAK,OAAO,CAAC,KAAK,KAAK,mBAAmB,IAAI,OAAO,CAAC,KAAK,KAAK,mBAAmB,GAAG;AACzF;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,+HAA+H,EAAE,CAAC;AACpJ;AACA,IAAI;AACJ;AACA,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,cAAc,EAAE,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC;AAChF,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,cAAc,EAAE,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC;AAChF;AACA,GAAG,KAAK,OAAO,CAAC,SAAS,KAAK,aAAa,IAAI,OAAO,CAAC,SAAS,KAAK,YAAY,GAAG;AACpF;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,iIAAiI,EAAE,CAAC;AACtJ;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,KAAK,IAAI,GAAG;AACrE;AACA,GAAG,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,CAAC;AACxE;AACA,GAAG,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,UAAU,CAAC,GAAG,EAAE,0BAA0B,EAAE,KAAK,KAAK,GAAG,OAAO;AACtG,GAAG,KAAK,QAAQ,KAAK,KAAK,MAAM,OAAO,CAAC,IAAI,KAAK,aAAa,IAAI,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,KAAK,KAAK,EAAE,GAAG,OAAO;AACzI;AACA,GAAG,KAAK,OAAO,CAAC,UAAU,GAAG,CAAC,IAAI,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,mBAAmB,GAAG;AAClF;AACA,IAAI,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,SAAS,CAAC,0BAA0B,EAAE,IAAI,CAAC,GAAG,EAAE,OAAO,CAAC,UAAU,EAAE,YAAY,CAAC,gBAAgB,EAAE,EAAE,EAAE,CAAC;AAC5I,IAAI,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,mBAAmB,GAAG,OAAO,CAAC,UAAU,CAAC;AACvE;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,WAAW,EAAE,iBAAiB,EAAE,OAAO,GAAG;AACpD;AACA,EAAE,KAAK,iBAAiB,CAAC,WAAW,KAAK,SAAS,GAAG;AACrD;AACA,GAAG,iBAAiB,CAAC,WAAW,GAAG,IAAI,CAAC;AACxC;AACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;AAC3D;AACA,GAAG,iBAAiB,CAAC,cAAc,GAAG,GAAG,CAAC,aAAa,EAAE,CAAC;AAC1D;AACA,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,CAAC;AAC3B;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,aAAa,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,GAAG;AAC5D;AACA,EAAE,IAAI,WAAW,GAAG,IAAI,CAAC;AACzB;AACA,EAAE,KAAK,OAAO,CAAC,oBAAoB,GAAG,WAAW,GAAG,KAAK,CAAC;AAC1D,EAAE,KAAK,OAAO,CAAC,eAAe,GAAG,WAAW,GAAG,KAAK,CAAC;AACrD;AACA,EAAE,WAAW,EAAE,iBAAiB,EAAE,OAAO,EAAE,CAAC;AAC5C;AACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;AACtC,EAAE,KAAK,CAAC,WAAW,EAAE,WAAW,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AACrE;AACA,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC;AAC1C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,gBAAgB,EAAE,CAAC;AACrD,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,OAAO,CAAC,eAAe,EAAE,CAAC;AACnD,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9B;AACA,EAAE,MAAM,eAAe,GAAG,sBAAsB,EAAE,OAAO,EAAE,IAAI,YAAY,EAAE,OAAO,CAAC,KAAK,EAAE,KAAK,KAAK,CAAC;AACvG,EAAE,MAAM,KAAK,GAAG,WAAW,EAAE,OAAO,CAAC,KAAK,EAAE,eAAe,EAAE,KAAK,EAAE,cAAc,EAAE,CAAC;AACrF;AACA,EAAE,MAAM,YAAY,GAAG,YAAY,EAAE,KAAK,EAAE,IAAI,QAAQ;AACxD,GAAG,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;AAC9C;AACA,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE;AAC5C,GAAG,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACpF;AACA,EAAE,oBAAoB,EAAE,WAAW,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AAC7D;AACA,EAAE,IAAI,MAAM,CAAC;AACb,EAAE,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AAClC;AACA,EAAE,KAAK,OAAO,CAAC,cAAc,GAAG;AAChC;AACA;AACA;AACA,GAAG,gBAAgB,GAAG,IAAI,CAAC;AAC3B;AACA,GAAG,KAAK,QAAQ,GAAG;AACnB;AACA,IAAI,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,GAAG;AACtC;AACA,KAAK,gBAAgB,GAAG,KAAK,CAAC;AAC9B;AACA,KAAK,MAAM,KAAK,OAAO,CAAC,IAAI,KAAK,eAAe,GAAG;AACnD;AACA,KAAK,gBAAgB,GAAG,KAAK,CAAC;AAC9B;AACA,KAAK,MAAM,KAAK,OAAO,CAAC,IAAI,KAAK,kBAAkB,GAAG;AACtD;AACA,KAAK,gBAAgB,GAAG,KAAK,CAAC;AAC9B;AACA,KAAK,MAAM;AACX;AACA,KAAK,gBAAgB,GAAG,KAAK,CAAC;AAC9B;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,IAAI,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,GAAG;AACtC;AACA,KAAK,OAAO,CAAC,KAAK,EAAE,8DAA8D,EAAE,CAAC;AACrF;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA;AACA;AACA,GAAG,KAAK,OAAO,CAAC,MAAM,KAAK,WAAW,IAAI,gBAAgB,KAAK,IAAI,GAAG;AACtE;AACA;AACA;AACA;AACA,IAAI,KAAK,OAAO,CAAC,IAAI,KAAK,iBAAiB,IAAI,OAAO,CAAC,IAAI,KAAK,eAAe,GAAG;AAClF;AACA,KAAK,OAAO,CAAC,IAAI,EAAE,6FAA6F,EAAE,CAAC;AACnH;AACA,KAAK,OAAO,CAAC,IAAI,GAAG,iBAAiB,CAAC;AACtC,KAAK,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;AAC5C;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,KAAK,OAAO,CAAC,MAAM,KAAK,kBAAkB,IAAI,gBAAgB,KAAK,IAAI,GAAG;AAC7E;AACA;AACA;AACA,IAAI,gBAAgB,GAAG,KAAK,CAAC;AAC7B;AACA;AACA;AACA;AACA,IAAI,KAAK,OAAO,CAAC,IAAI,KAAK,kBAAkB,GAAG;AAC/C;AACA,KAAK,OAAO,CAAC,IAAI,EAAE,kFAAkF,EAAE,CAAC;AACxG;AACA,KAAK,OAAO,CAAC,IAAI,GAAG,kBAAkB,CAAC;AACvC,KAAK,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;AAC5C;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA;AACA;AACA,GAAG,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACvG;AACA,GAAG,MAAM,KAAK,OAAO,CAAC,aAAa,GAAG;AACtC;AACA;AACA;AACA;AACA;AACA,GAAG,KAAK,OAAO,CAAC,MAAM,GAAG,CAAC,IAAI,YAAY,GAAG;AAC7C;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;AACA,KAAK,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC3B,KAAK,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AAClH;AACA,KAAK;AACL;AACA,IAAI,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;AACpC,IAAI,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;AACzD;AACA,IAAI,MAAM;AACV;AACA,IAAI,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC;AAC9G,IAAI,iBAAiB,CAAC,aAAa,GAAG,CAAC,CAAC;AACxC;AACA,IAAI;AACJ;AACA,GAAG,MAAM,KAAK,OAAO,CAAC,mBAAmB,GAAG;AAC5C;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACxD;AACA,IAAI,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;AACA,IAAI,KAAK,OAAO,CAAC,MAAM,KAAK,UAAU,IAAI,OAAO,CAAC,MAAM,KAAK,SAAS,GAAG;AACzE;AACA,KAAK,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC9B;AACA,MAAM,KAAK,CAAC,oBAAoB,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AAC3G;AACA,MAAM,MAAM;AACZ;AACA,MAAM,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;AACvH;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA,KAAK,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AAClH;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;AACxD;AACA,GAAG,MAAM,KAAK,OAAO,CAAC,oBAAoB,GAAG;AAC7C;AACA,GAAG,KAAK,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC,EAAE,gBAAgB,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC;AAC3H,GAAG,iBAAiB,CAAC,aAAa,GAAG,CAAC,CAAC;AACvC;AACA,GAAG,MAAM,KAAK,OAAO,CAAC,eAAe,GAAG;AACxC;AACA,GAAG,KAAK,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC,EAAE,gBAAgB,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC;AAC3H,GAAG,iBAAiB,CAAC,aAAa,GAAG,CAAC,CAAC;AACvC;AACA,GAAG,MAAM;AACT;AACA;AACA;AACA;AACA;AACA;AACA;AACA,GAAG,KAAK,OAAO,CAAC,MAAM,GAAG,CAAC,IAAI,YAAY,GAAG;AAC7C;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;AACA,KAAK,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC3B,KAAK,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAC7E;AACA,KAAK;AACL;AACA,IAAI,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;AACpC,IAAI,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;AACzD;AACA,IAAI,MAAM;AACV;AACA,IAAI,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC3E,IAAI,iBAAiB,CAAC,aAAa,GAAG,CAAC,CAAC;AACxC;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC9D;AACA,GAAG,cAAc,EAAE,WAAW,EAAE,OAAO,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AACrE;AACA,GAAG;AACH;AACA,EAAE,iBAAiB,CAAC,SAAS,GAAG,OAAO,CAAC,OAAO,CAAC;AAChD;AACA,EAAE,KAAK,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;AACtD;AACA,EAAE;AACF;AACA,CAAC,SAAS,iBAAiB,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,GAAG;AAChE;AACA,EAAE,KAAK,OAAO,CAAC,KAAK,CAAC,MAAM,KAAK,CAAC,GAAG,OAAO;AAC3C;AACA,EAAE,WAAW,EAAE,iBAAiB,EAAE,OAAO,EAAE,CAAC;AAC5C;AACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;AACtC,EAAE,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC/D;AACA,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC;AAC1C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,gBAAgB,EAAE,CAAC;AACrD,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,OAAO,CAAC,eAAe,EAAE,CAAC;AACnD,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9B;AACA,EAAE,MAAM,YAAY,KAAK,OAAO,MAAM,OAAO,CAAC,mBAAmB,IAAI,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,mBAAmB,EAAE,EAAE,CAAC;AAChH,EAAE,MAAM,aAAa,KAAK,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,IAAI,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,CAAC;AACnF;AACA,EAAE,MAAM,SAAS,GAAG,EAAE,CAAC;AACvB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;AACA,GAAG,KAAK,EAAE,YAAY,IAAI,EAAE,aAAa,GAAG;AAC5C;AACA,IAAI,SAAS,EAAE,CAAC,EAAE,GAAG,WAAW,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE,cAAc,EAAE,CAAC;AACpF;AACA,IAAI,MAAM;AACV;AACA,IAAI,SAAS,EAAE,CAAC,EAAE,GAAG,aAAa,GAAG,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC;AACnF;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,MAAM,KAAK,GAAG,SAAS,EAAE,CAAC,EAAE;AAC9B,GAAG,YAAY,GAAG,YAAY,EAAE,KAAK,EAAE,IAAI,QAAQ;AACnD,GAAG,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE;AAC7C,GAAG,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE;AACzC,GAAG,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACpF;AACA,EAAE,oBAAoB,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AACvD;AACA,EAAE,IAAI,OAAO,CAAC;AACd;AACA,EAAE,KAAK,YAAY,GAAG;AACtB;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;AACA,IAAI,OAAO,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC,OAAO,CAAC;AACrC;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAChD;AACA,KAAK,MAAM,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AACjC;AACA,KAAK,KAAK,OAAO,CAAC,MAAM,KAAK,UAAU,IAAI,OAAO,CAAC,MAAM,KAAK,SAAS,GAAG;AAC1E;AACA,MAAM,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC/B;AACA,OAAO,KAAK,CAAC,oBAAoB,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AACjH;AACA,OAAO,MAAM;AACb;AACA,OAAO,OAAO,CAAC,IAAI,EAAE,iGAAiG,EAAE,CAAC;AACzH;AACA,OAAO;AACP;AACA,MAAM,MAAM;AACZ;AACA,MAAM,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AACxH;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;AACxD;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AAC7B;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;AACA,IAAI,KAAK,aAAa,GAAG;AACzB;AACA,KAAK,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,EAAE,gBAAgB,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,CAAC;AAC/I;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;AACA,MAAM,MAAM,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAClC,MAAM,MAAM,WAAW,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,KAAK,CAAC;AAClD;AACA,MAAM,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,gBAAgB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,WAAW,CAAC,IAAI,EAAE,CAAC;AAC3I;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA,KAAK,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;AAC1F;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;AACA,MAAM,MAAM,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAClC;AACA,MAAM,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAClG;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,CAAC;AACpD;AACA,GAAG;AACH;AACA,EAAE,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC9D;AACA;AACA,GAAG,cAAc,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AAC/D;AACA,GAAG;AACH;AACA,EAAE,iBAAiB,CAAC,SAAS,GAAG,OAAO,CAAC,OAAO,CAAC;AAChD;AACA,EAAE,KAAK,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;AACtD;AACA,EAAE;AACF;AACA;AACA;AACA;AACA,CAAC,SAAS,uBAAuB,EAAE,WAAW,EAAE,YAAY,EAAE,UAAU,EAAE,aAAa,GAAG;AAC1F;AACA,EAAE,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACvC;AACA,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;AACnD,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;AAC/C,EAAE,MAAM,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACzF;AACA,EAAE,KAAK,aAAa,KAAK,KAAK,IAAI,aAAa,KAAK,KAAK,GAAG;AAC5D;AACA,GAAG,KAAK,CAAC,UAAU,EAAE,aAAa,EAAE,CAAC,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,YAAY,CAAC,KAAK,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AAClJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,KAAK,CAAC,UAAU,EAAE,aAAa,EAAE,CAAC,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AAC9H;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAC9C,EAAE,GAAG,CAAC,oBAAoB,EAAE,KAAK,EAAE,UAAU,EAAE,aAAa,EAAE,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;AAC5G,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACvC;AACA,EAAE;AACF;AACA;AACA,CAAC,SAAS,wBAAwB,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,GAAG;AAChF;AACA,EAAE,GAAG,CAAC,gBAAgB,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;AAC9C;AACA,EAAE,KAAK,YAAY,CAAC,WAAW,IAAI,EAAE,YAAY,CAAC,aAAa,GAAG;AAClE;AACA,GAAG,IAAI,gBAAgB,GAAG,KAAK,CAAC;AAChC;AACA,GAAG,KAAK,aAAa,GAAG;AACxB;AACA,IAAI,MAAM,YAAY,GAAG,YAAY,CAAC,YAAY,CAAC;AACnD;AACA,IAAI,KAAK,YAAY,IAAI,YAAY,CAAC,cAAc,GAAG;AACvD;AACA,KAAK,KAAK,YAAY,CAAC,IAAI,KAAK,SAAS,GAAG;AAC5C;AACA,MAAM,gBAAgB,GAAG,KAAK,CAAC;AAC/B;AACA,MAAM,MAAM,KAAK,YAAY,CAAC,IAAI,KAAK,eAAe,GAAG;AACzD;AACA,MAAM,gBAAgB,GAAG,KAAK,CAAC;AAC/B;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI,MAAM,OAAO,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;AAC3D;AACA,IAAI,GAAG,CAAC,8BAA8B,EAAE,KAAK,EAAE,OAAO,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACpH;AACA,IAAI,MAAM;AACV;AACA,IAAI,GAAG,CAAC,mBAAmB,EAAE,KAAK,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAChG;AACA,IAAI;AACJ;AACA,GAAG,GAAG,CAAC,uBAAuB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;AACpE;AACA,GAAG,MAAM,KAAK,YAAY,CAAC,WAAW,IAAI,YAAY,CAAC,aAAa,GAAG;AACvE;AACA,GAAG,KAAK,aAAa,GAAG;AACxB;AACA,IAAI,MAAM,OAAO,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;AAC3D;AACA,IAAI,GAAG,CAAC,8BAA8B,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACzG;AACA,IAAI,MAAM;AACV;AACA,IAAI,GAAG,CAAC,mBAAmB,EAAE,KAAK,EAAE,KAAK,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACrF;AACA,IAAI;AACJ;AACA;AACA,GAAG,GAAG,CAAC,uBAAuB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;AACpE;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACxC;AACA,GAAG,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;AACpD,GAAG,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;AAChD,GAAG,MAAM,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AAC1F;AACA,GAAG,KAAK,aAAa,GAAG;AACxB;AACA,IAAI,MAAM,OAAO,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;AAC3D;AACA,IAAI,GAAG,CAAC,8BAA8B,EAAE,KAAK,EAAE,OAAO,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACpH;AACA,IAAI,MAAM;AACV;AACA,IAAI,GAAG,CAAC,mBAAmB,EAAE,KAAK,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAChG;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,GAAG,CAAC,gBAAgB,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACtC;AACA,EAAE;AACF;AACA;AACA,CAAC,SAAS,iBAAiB,EAAE,WAAW,EAAE,YAAY,GAAG;AACzD;AACA,EAAE,MAAM,MAAM,KAAK,YAAY,IAAI,YAAY,CAAC,uBAAuB,EAAE,CAAC;AAC1E,EAAE,KAAK,MAAM,GAAG,MAAM,IAAI,KAAK,EAAE,yDAAyD,EAAE,CAAC;AAC7F;AACA,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAC9C;AACA,EAAE,KAAK,IAAI,YAAY,CAAC,YAAY,IAAI,YAAY,CAAC,YAAY,CAAC,cAAc,EAAE,GAAG;AACrF;AACA,GAAG,MAAM,IAAI,KAAK,EAAE,qEAAqE,EAAE,CAAC;AAC5F;AACA,GAAG;AACH;AACA;AACA,EAAE,KAAK,EAAE,UAAU,CAAC,GAAG,EAAE,YAAY,CAAC,YAAY,EAAE,CAAC,cAAc;AACnE,IAAI,YAAY,CAAC,YAAY,CAAC,KAAK,CAAC,KAAK,KAAK,YAAY,CAAC,KAAK;AAChE,IAAI,YAAY,CAAC,YAAY,CAAC,KAAK,CAAC,MAAM,KAAK,YAAY,CAAC,MAAM,GAAG;AACrE;AACA,GAAG,YAAY,CAAC,YAAY,CAAC,KAAK,CAAC,KAAK,GAAG,YAAY,CAAC,KAAK,CAAC;AAC9D,GAAG,YAAY,CAAC,YAAY,CAAC,KAAK,CAAC,MAAM,GAAG,YAAY,CAAC,MAAM,CAAC;AAChE,GAAG,YAAY,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AAChD;AACA,GAAG;AACH;AACA,EAAE,YAAY,EAAE,YAAY,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/C;AACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,CAAC,YAAY,EAAE,CAAC,cAAc,CAAC;AACvF;AACA,EAAE,KAAK,YAAY,CAAC,YAAY,CAAC,MAAM,KAAK,WAAW,GAAG;AAC1D;AACA,GAAG,GAAG,CAAC,oBAAoB,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACxE;AACA,GAAG,MAAM,KAAK,YAAY,CAAC,YAAY,CAAC,MAAM,KAAK,kBAAkB,GAAG;AACxE;AACA,GAAG,GAAG,CAAC,oBAAoB,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACxE;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,IAAI,KAAK,EAAE,6BAA6B,EAAE,CAAC;AACpD;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA;AACA,CAAC,SAAS,sBAAsB,EAAE,YAAY,GAAG;AACjD;AACA,EAAE,MAAM,sBAAsB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC;AAChE;AACA,EAAE,MAAM,MAAM,KAAK,YAAY,CAAC,uBAAuB,KAAK,IAAI,EAAE,CAAC;AACnE;AACA,EAAE,KAAK,YAAY,CAAC,YAAY,GAAG;AACnC;AACA,GAAG,KAAK,MAAM,GAAG,MAAM,IAAI,KAAK,EAAE,0DAA0D,EAAE,CAAC;AAC/F;AACA,GAAG,iBAAiB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,YAAY,EAAE,CAAC;AAChF;AACA,GAAG,MAAM;AACT;AACA,GAAG,KAAK,MAAM,GAAG;AACjB;AACA,IAAI,sBAAsB,CAAC,kBAAkB,GAAG,EAAE,CAAC;AACnD;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACnC;AACA,KAAK,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,CAAC;AACpF,KAAK,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,kBAAkB,EAAE,CAAC;AAC/E,KAAK,wBAAwB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AACrG;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC;AAC9E,IAAI,sBAAsB,CAAC,kBAAkB,GAAG,GAAG,CAAC,kBAAkB,EAAE,CAAC;AACzE,IAAI,wBAAwB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AAC/F;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACvC;AACA,EAAE;AACF;AACA;AACA,CAAC,SAAS,iBAAiB,EAAE,YAAY,GAAG;AAC5C;AACA,EAAE,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACvC;AACA,EAAE,MAAM,sBAAsB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC;AAChE,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;AACA,EAAE,YAAY,CAAC,gBAAgB,EAAE,SAAS,EAAE,qBAAqB,EAAE,CAAC;AACpE;AACA,EAAE,iBAAiB,CAAC,cAAc,GAAG,GAAG,CAAC,aAAa,EAAE,CAAC;AACzD,EAAE,iBAAiB,CAAC,SAAS,GAAG,OAAO,CAAC,OAAO,CAAC;AAChD;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,CAAC;AAC1B;AACA,EAAE,MAAM,MAAM,KAAK,YAAY,CAAC,uBAAuB,KAAK,IAAI,EAAE,CAAC;AACnE,EAAE,MAAM,aAAa,KAAK,YAAY,CAAC,8BAA8B,KAAK,IAAI,EAAE,CAAC;AACjF,EAAE,MAAM,gBAAgB,GAAG,OAAO,CAAC,eAAe,IAAI,OAAO,CAAC,oBAAoB,CAAC;AACnF,EAAE,MAAM,YAAY,GAAG,YAAY,EAAE,YAAY,EAAE,IAAI,QAAQ,CAAC;AAChE;AACA;AACA;AACA,EAAE,KAAK,QAAQ,IAAI,OAAO,CAAC,MAAM,KAAK,SAAS,MAAM,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,OAAO,CAAC,IAAI,KAAK,aAAa,EAAE,GAAG;AACtH;AACA,GAAG,OAAO,CAAC,MAAM,GAAG,UAAU,CAAC;AAC/B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,yGAAyG,EAAE,CAAC;AAC7H;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,MAAM,GAAG;AAChB;AACA,GAAG,sBAAsB,CAAC,kBAAkB,GAAG,EAAE,CAAC;AAClD;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;AACA,IAAI,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,iBAAiB,EAAE,CAAC;AAC7E;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,sBAAsB,CAAC,kBAAkB,GAAG,GAAG,CAAC,iBAAiB,EAAE,CAAC;AACvE;AACA,GAAG,KAAK,aAAa,GAAG;AACxB;AACA,IAAI,KAAK,QAAQ,GAAG;AACpB;AACA,KAAK,sBAAsB,CAAC,8BAA8B,GAAG,GAAG,CAAC,iBAAiB,EAAE,CAAC;AACrF,KAAK,sBAAsB,CAAC,wBAAwB,GAAG,GAAG,CAAC,kBAAkB,EAAE,CAAC;AAChF;AACA,KAAK,GAAG,CAAC,gBAAgB,EAAE,KAAK,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,CAAC;AACpF;AACA,KAAK,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;AACtD,KAAK,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;AAClD,KAAK,MAAM,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AAC5F,KAAK,MAAM,OAAO,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;AAC5D,KAAK,GAAG,CAAC,8BAA8B,EAAE,KAAK,EAAE,OAAO,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACrH;AACA,KAAK,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,8BAA8B,EAAE,CAAC;AAC3F,KAAK,GAAG,CAAC,uBAAuB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,CAAC;AACzG,KAAK,GAAG,CAAC,gBAAgB,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACzC;AACA,KAAK,KAAK,YAAY,CAAC,WAAW,GAAG;AACrC;AACA,MAAM,sBAAsB,CAAC,wBAAwB,GAAG,GAAG,CAAC,kBAAkB,EAAE,CAAC;AACjF,MAAM,wBAAwB,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,YAAY,EAAE,IAAI,EAAE,CAAC;AACtG;AACA,MAAM;AACN;AACA,KAAK,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC1C;AACA;AACA,KAAK,MAAM;AACX;AACA,KAAK,OAAO,CAAC,IAAI,EAAE,iFAAiF,EAAE,CAAC;AACvG;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,MAAM,GAAG;AAChB;AACA,GAAG,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAChE,GAAG,oBAAoB,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AACxD;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;AACA,IAAI,uBAAuB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,YAAY,EAAE,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AAC9G;AACA,IAAI;AACJ;AACA,GAAG,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC/D;AACA,IAAI,cAAc,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAC9E;AACA,IAAI;AACJ;AACA,GAAG,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACpC;AACA,GAAG,MAAM;AACT;AACA,GAAG,IAAI,aAAa,GAAG,IAAI,CAAC;AAC5B;AACA,GAAG,KAAK,gBAAgB,GAAG;AAC3B;AACA;AACA;AACA,IAAI,KAAK,QAAQ,GAAG;AACpB;AACA,KAAK,MAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC;AACjD,KAAK,aAAa,GAAG,WAAW,GAAG,KAAK,GAAG,KAAK,CAAC;AACjD;AACA,KAAK,MAAM;AACX;AACA,KAAK,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;AACpG;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,KAAK,CAAC,WAAW,EAAE,aAAa,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AACxE,GAAG,oBAAoB,EAAE,aAAa,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AAChE,GAAG,uBAAuB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,YAAY,EAAE,KAAK,EAAE,aAAa,EAAE,CAAC;AAC5G;AACA,GAAG,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC/D;AACA,IAAI,cAAc,EAAE,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAC7E;AACA,IAAI;AACJ;AACA,GAAG,KAAK,CAAC,WAAW,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,YAAY,CAAC,WAAW,GAAG;AAClC;AACA,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;AAC1C;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,wBAAwB,EAAE,YAAY,GAAG;AACnD;AACA,EAAE,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACvC;AACA,EAAE,MAAM,YAAY,GAAG,YAAY,EAAE,YAAY,EAAE,IAAI,QAAQ,CAAC;AAChE;AACA,EAAE,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC9D;AACA,GAAG,MAAM,MAAM,GAAG,YAAY,CAAC,uBAAuB,GAAG,KAAK,GAAG,IAAI,CAAC;AACtE,GAAG,MAAM,YAAY,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,cAAc,CAAC;AACjE;AACA,GAAG,KAAK,CAAC,WAAW,EAAE,MAAM,EAAE,YAAY,EAAE,CAAC;AAC7C,GAAG,cAAc,EAAE,MAAM,EAAE,OAAO,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAC9E,GAAG,KAAK,CAAC,WAAW,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,6BAA6B,EAAE,YAAY,GAAG;AACxD;AACA,EAAE,KAAK,YAAY,CAAC,8BAA8B,GAAG;AACrD;AACA,GAAG,KAAK,QAAQ,GAAG;AACnB;AACA,IAAI,MAAM,sBAAsB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC;AAClE;AACA,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,8BAA8B,EAAE,CAAC;AAC1F,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC;AAC9E;AACA,IAAI,MAAM,KAAK,GAAG,YAAY,CAAC,KAAK,CAAC;AACrC,IAAI,MAAM,MAAM,GAAG,YAAY,CAAC,MAAM,CAAC;AACvC,IAAI,IAAI,IAAI,GAAG,KAAK,CAAC;AACrB;AACA,IAAI,KAAK,YAAY,CAAC,WAAW,GAAG,IAAI,IAAI,GAAG,CAAC;AAChD,IAAI,KAAK,YAAY,CAAC,aAAa,GAAG,IAAI,IAAI,IAAI,CAAC;AACnD;AACA,IAAI,GAAG,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AAChF;AACA,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,8BAA8B,EAAE,CAAC;AAC1F;AACA,IAAI,MAAM;AACV;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,iFAAiF,EAAE,CAAC;AACtG;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,sBAAsB,EAAE,YAAY,GAAG;AACjD;AACA,EAAE,OAAO,EAAE,QAAQ,IAAI,YAAY,CAAC,8BAA8B;AAClE,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,EAAE,YAAY,CAAC,OAAO,EAAE,GAAG,CAAC,CAAC;AACpD;AACA,EAAE;AACF;AACA,CAAC,SAAS,kBAAkB,EAAE,OAAO,GAAG;AACxC;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC;AAClC;AACA;AACA;AACA,EAAE,KAAK,cAAc,CAAC,GAAG,EAAE,OAAO,EAAE,KAAK,KAAK,GAAG;AACjD;AACA,GAAG,cAAc,CAAC,GAAG,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;AACxC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,IAAI,eAAe,GAAG,KAAK,CAAC;AAC7B,CAAC,IAAI,iBAAiB,GAAG,KAAK,CAAC;AAC/B;AACA,CAAC,SAAS,gBAAgB,EAAE,OAAO,EAAE,IAAI,GAAG;AAC5C;AACA,EAAE,KAAK,OAAO,IAAI,OAAO,CAAC,mBAAmB,GAAG;AAChD;AACA,GAAG,KAAK,eAAe,KAAK,KAAK,GAAG;AACpC;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,mHAAmH,EAAE,CAAC;AACxI,IAAI,eAAe,GAAG,IAAI,CAAC;AAC3B;AACA,IAAI;AACJ;AACA,GAAG,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AAC7B;AACA,GAAG;AACH;AACA,EAAE,YAAY,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAChC;AACA,EAAE;AACF;AACA,CAAC,SAAS,kBAAkB,EAAE,OAAO,EAAE,IAAI,GAAG;AAC9C;AACA,EAAE,KAAK,OAAO,IAAI,OAAO,CAAC,uBAAuB,GAAG;AACpD;AACA,GAAG,KAAK,iBAAiB,KAAK,KAAK,GAAG;AACtC;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,0HAA0H,EAAE,CAAC;AAC/I,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC7B;AACA,IAAI;AACJ;AACA,GAAG,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AAC7B;AACA,GAAG;AACH;AACA;AACA,EAAE,cAAc,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAClC;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,IAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;AAChD,CAAC,IAAI,CAAC,iBAAiB,GAAG,iBAAiB,CAAC;AAC5C;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;AAClC,CAAC,IAAI,CAAC,iBAAiB,GAAG,iBAAiB,CAAC;AAC5C,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;AAClC,CAAC,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;AACtC,CAAC,IAAI,CAAC,iBAAiB,GAAG,iBAAiB,CAAC;AAC5C,CAAC,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;AAC1D,CAAC,IAAI,CAAC,6BAA6B,GAAG,6BAA6B,CAAC;AACpE;AACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,gBAAgB,CAAC;AAC1C,CAAC,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;AAC9C;AACA,CAAC;AACD;AACA,SAAS,UAAU,EAAE,EAAE,EAAE,UAAU,EAAE,YAAY,GAAG;AACpD;AACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;AACA,CAAC,SAAS,OAAO,EAAE,CAAC,GAAG;AACvB;AACA,EAAE,IAAI,SAAS,CAAC;AAChB;AACA,EAAE,KAAK,CAAC,KAAK,gBAAgB,GAAG,OAAO,IAAI,CAAC;AAC5C,EAAE,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,KAAK,CAAC;AAClD,EAAE,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,KAAK,CAAC;AAClD,EAAE,KAAK,CAAC,KAAK,oBAAoB,GAAG,OAAO,KAAK,CAAC;AACjD;AACA,EAAE,KAAK,CAAC,KAAK,QAAQ,GAAG,OAAO,IAAI,CAAC;AACpC,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;AACrC,EAAE,KAAK,CAAC,KAAK,iBAAiB,GAAG,OAAO,IAAI,CAAC;AAC7C,EAAE,KAAK,CAAC,KAAK,OAAO,GAAG,OAAO,IAAI,CAAC;AACnC,EAAE,KAAK,CAAC,KAAK,eAAe,GAAG,OAAO,IAAI,CAAC;AAC3C,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;AACrC;AACA,EAAE,KAAK,CAAC,KAAK,aAAa,GAAG;AAC7B;AACA,GAAG,KAAK,QAAQ,GAAG,OAAO,IAAI,CAAC;AAC/B;AACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AAC1D;AACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;AACA,IAAI,OAAO,SAAS,CAAC,cAAc,CAAC;AACpC;AACA,IAAI,MAAM;AACV;AACA,IAAI,OAAO,IAAI,CAAC;AAChB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,KAAK,WAAW,GAAG,OAAO,IAAI,CAAC;AACvC,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;AACrC,EAAE,KAAK,CAAC,KAAK,UAAU,GAAG,OAAO,IAAI,CAAC;AACtC,EAAE,KAAK,CAAC,KAAK,eAAe,GAAG,OAAO,IAAI,CAAC;AAC3C,EAAE,KAAK,CAAC,KAAK,oBAAoB,GAAG,OAAO,IAAI,CAAC;AAChD,EAAE,KAAK,CAAC,KAAK,WAAW,GAAG,OAAO,IAAI,CAAC;AACvC,EAAE,KAAK,CAAC,KAAK,kBAAkB,GAAG,OAAO,KAAK,CAAC;AAC/C,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;AACrC;AACA;AACA;AACA,EAAE,KAAK,CAAC,KAAK,gBAAgB,GAAG,OAAO,KAAK,CAAC;AAC7C,EAAE,KAAK,CAAC,KAAK,QAAQ,GAAG,OAAO,KAAK,CAAC;AACrC,EAAE,KAAK,CAAC,KAAK,eAAe,GAAG,OAAO,KAAK,CAAC;AAC5C,EAAE,KAAK,CAAC,KAAK,gBAAgB,GAAG,OAAO,KAAK,CAAC;AAC7C,EAAE,KAAK,CAAC,KAAK,iBAAiB,GAAG,OAAO,KAAK,CAAC;AAC9C;AACA,EAAE,KAAK,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,qBAAqB;AAChE,GAAG,CAAC,KAAK,qBAAqB,IAAI,CAAC,KAAK,qBAAqB,GAAG;AAChE;AACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,CAAC;AACjE;AACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;AACA,IAAI,KAAK,CAAC,KAAK,oBAAoB,GAAG,OAAO,SAAS,CAAC,4BAA4B,CAAC;AACpF,IAAI,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,SAAS,CAAC,6BAA6B,CAAC;AACtF,IAAI,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,SAAS,CAAC,6BAA6B,CAAC;AACtF,IAAI,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,SAAS,CAAC,6BAA6B,CAAC;AACtF;AACA,IAAI,MAAM;AACV;AACA,IAAI,OAAO,IAAI,CAAC;AAChB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,KAAK,uBAAuB,IAAI,CAAC,KAAK,uBAAuB;AACrE,GAAG,CAAC,KAAK,wBAAwB,IAAI,CAAC,KAAK,wBAAwB,GAAG;AACtE;AACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,CAAC;AAClE;AACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;AACA,IAAI,KAAK,CAAC,KAAK,uBAAuB,GAAG,OAAO,SAAS,CAAC,+BAA+B,CAAC;AAC1F,IAAI,KAAK,CAAC,KAAK,uBAAuB,GAAG,OAAO,SAAS,CAAC,+BAA+B,CAAC;AAC1F,IAAI,KAAK,CAAC,KAAK,wBAAwB,GAAG,OAAO,SAAS,CAAC,gCAAgC,CAAC;AAC5F,IAAI,KAAK,CAAC,KAAK,wBAAwB,GAAG,OAAO,SAAS,CAAC,gCAAgC,CAAC;AAC5F;AACA,IAAI,MAAM;AACV;AACA,IAAI,OAAO,IAAI,CAAC;AAChB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,KAAK,eAAe,GAAG;AAC/B;AACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,CAAC;AACjE;AACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;AACA,IAAI,OAAO,SAAS,CAAC,yBAAyB,CAAC;AAC/C;AACA,IAAI,MAAM;AACV;AACA,IAAI,OAAO,IAAI,CAAC;AAChB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,KAAK,eAAe,IAAI,CAAC,KAAK,oBAAoB,GAAG;AAC7D;AACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,8BAA8B,EAAE,CAAC;AAChE;AACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;AACA,IAAI,KAAK,CAAC,KAAK,eAAe,GAAG,OAAO,SAAS,CAAC,oBAAoB,CAAC;AACvE,IAAI,KAAK,CAAC,KAAK,oBAAoB,GAAG,OAAO,SAAS,CAAC,yBAAyB,CAAC;AACjF;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB;AAC7F,GAAG,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB;AACzF,GAAG,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,qBAAqB;AAC1F,GAAG,CAAC,KAAK,qBAAqB,IAAI,CAAC,KAAK,qBAAqB,IAAI,CAAC,KAAK,sBAAsB;AAC7F,GAAG,CAAC,KAAK,sBAAsB,IAAI,CAAC,KAAK,sBAAsB;AAC/D,GAAG,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B;AACjH,GAAG,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B;AACjH,GAAG,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,6BAA6B;AAClH,GAAG,CAAC,KAAK,6BAA6B,IAAI,CAAC,KAAK,6BAA6B,IAAI,CAAC,KAAK,8BAA8B;AACrH,GAAG,CAAC,KAAK,8BAA8B,IAAI,CAAC,KAAK,8BAA8B,GAAG;AAClF;AACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,CAAC;AACjE;AACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;AACA;AACA;AACA,IAAI,OAAO,CAAC,CAAC;AACb;AACA,IAAI,MAAM;AACV;AACA,IAAI,OAAO,IAAI,CAAC;AAChB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,KAAK,gBAAgB,GAAG;AAChC;AACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,8BAA8B,EAAE,CAAC;AAChE;AACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;AACA;AACA;AACA,IAAI,OAAO,CAAC,CAAC;AACb;AACA,IAAI,MAAM;AACV;AACA,IAAI,OAAO,IAAI,CAAC;AAChB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,KAAK,kBAAkB,GAAG;AAClC;AACA,GAAG,KAAK,QAAQ,GAAG,OAAO,KAAK,CAAC;AAChC;AACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,qBAAqB,EAAE,CAAC;AACvD;AACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;AACA,IAAI,OAAO,SAAS,CAAC,uBAAuB,CAAC;AAC7C;AACA,IAAI,MAAM;AACV;AACA,IAAI,OAAO,IAAI,CAAC;AAChB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;AAC7B;AACA,CAAC;AACD;AACA,MAAM,WAAW,SAAS,iBAAiB,CAAC;AAC5C;AACA,CAAC,WAAW,EAAE,KAAK,GAAG,EAAE,GAAG;AAC3B;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AACvB;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,WAAW,CAAC,SAAS,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3C;AACA,MAAM,KAAK,SAAS,QAAQ,CAAC;AAC7B;AACA,CAAC,WAAW,GAAG;AACf;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC;AACtB;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B;AACA,SAAS,eAAe,GAAG;AAC3B;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACnB,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACnB;AACA,CAAC;AACD;AACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;AACA,CAAC,WAAW,EAAE,eAAe;AAC7B;AACA,CAAC,YAAY,EAAE,YAAY;AAC3B;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;AACA,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;AAC5B,GAAG,IAAI,CAAC,KAAK,CAAC,gBAAgB,GAAG,KAAK,CAAC;AACvC,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;AACA,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC;AAC1B,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC/C;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC,KAAK,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,YAAY;AAChC;AACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG;AAClC;AACA,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,KAAK,EAAE,CAAC;AACjC,GAAG,IAAI,CAAC,UAAU,CAAC,gBAAgB,GAAG,KAAK,CAAC;AAC5C,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,KAAK,CAAC;AACnC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC,UAAU,CAAC;AACzB;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,YAAY;AAC3B;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;AACA,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;AAC5B,GAAG,IAAI,CAAC,KAAK,CAAC,gBAAgB,GAAG,KAAK,CAAC;AACvC,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC,KAAK,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,WAAW,KAAK,GAAG;AACnC;AACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG;AAClC;AACA,GAAG,IAAI,CAAC,UAAU,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC1C;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;AACA,GAAG,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;AACA,GAAG,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,WAAW,WAAW,GAAG;AACtC;AACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,EAAE,CAAC;AACpE;AACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG;AAClC;AACA,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,KAAK,CAAC;AACnC;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;AACA,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;AACA,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,WAAW,EAAE,KAAK,EAAE,cAAc,GAAG;AACzD;AACA,EAAE,IAAI,SAAS,GAAG,IAAI,CAAC;AACvB,EAAE,IAAI,QAAQ,GAAG,IAAI,CAAC;AACtB,EAAE,IAAI,QAAQ,GAAG,IAAI,CAAC;AACtB;AACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,EAAE,KAAK,WAAW,IAAI,KAAK,CAAC,OAAO,CAAC,eAAe,KAAK,iBAAiB,GAAG;AAC5E;AACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;AACA,IAAI,SAAS,GAAG,KAAK,CAAC,OAAO,EAAE,WAAW,CAAC,cAAc,EAAE,cAAc,EAAE,CAAC;AAC5E;AACA,IAAI,KAAK,SAAS,KAAK,IAAI,GAAG;AAC9B;AACA,KAAK,SAAS,CAAC,MAAM,CAAC,SAAS,EAAE,SAAS,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;AAC9D,KAAK,SAAS,CAAC,MAAM,CAAC,SAAS,EAAE,SAAS,CAAC,QAAQ,EAAE,SAAS,CAAC,QAAQ,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AAC3F;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,KAAK,IAAI,IAAI,WAAW,CAAC,IAAI,GAAG;AACnC;AACA,IAAI,QAAQ,GAAG,IAAI,CAAC;AACpB;AACA,IAAI,MAAM,MAAM,UAAU,IAAI,WAAW,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG;AAC1D;AACA;AACA,KAAK,MAAM,SAAS,GAAG,KAAK,CAAC,YAAY,EAAE,UAAU,EAAE,cAAc,EAAE,CAAC;AACxE;AACA,KAAK,KAAK,IAAI,CAAC,MAAM,EAAE,UAAU,CAAC,SAAS,EAAE,KAAK,SAAS,GAAG;AAC9D;AACA;AACA,MAAM,MAAM,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;AAChC,MAAM,KAAK,CAAC,gBAAgB,GAAG,KAAK,CAAC;AACrC,MAAM,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;AAC5B,MAAM,IAAI,CAAC,MAAM,EAAE,UAAU,CAAC,SAAS,EAAE,GAAG,KAAK,CAAC;AAClD;AACA,MAAM,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxB;AACA,MAAM;AACN;AACA,KAAK,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,EAAE,UAAU,CAAC,SAAS,EAAE,CAAC;AACvD;AACA,KAAK,KAAK,SAAS,KAAK,IAAI,GAAG;AAC/B;AACA,MAAM,KAAK,CAAC,MAAM,CAAC,SAAS,EAAE,SAAS,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;AAC3D,MAAM,KAAK,CAAC,MAAM,CAAC,SAAS,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC;AAC5E,MAAM,KAAK,CAAC,WAAW,GAAG,SAAS,CAAC,MAAM,CAAC;AAC3C;AACA,MAAM;AACN;AACA,KAAK,KAAK,CAAC,OAAO,GAAG,SAAS,KAAK,IAAI,CAAC;AACxC;AACA,KAAK;AACL;AACA;AACA;AACA;AACA,IAAI,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,EAAE,kBAAkB,EAAE,CAAC;AACvD,IAAI,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,EAAE,WAAW,EAAE,CAAC;AAChD,IAAI,MAAM,QAAQ,GAAG,QAAQ,CAAC,QAAQ,CAAC,UAAU,EAAE,QAAQ,CAAC,QAAQ,EAAE,CAAC;AACvE;AACA,IAAI,MAAM,eAAe,GAAG,IAAI,CAAC;AACjC,IAAI,MAAM,SAAS,GAAG,KAAK,CAAC;AAC5B;AACA,IAAI,KAAK,IAAI,CAAC,UAAU,CAAC,QAAQ,IAAI,QAAQ,GAAG,eAAe,GAAG,SAAS,GAAG;AAC9E;AACA,KAAK,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,KAAK,CAAC;AACtC,KAAK,IAAI,CAAC,aAAa,EAAE;AACzB,MAAM,IAAI,EAAE,UAAU;AACtB,MAAM,UAAU,EAAE,WAAW,CAAC,UAAU;AACxC,MAAM,MAAM,EAAE,IAAI;AAClB,MAAM,EAAE,CAAC;AACT;AACA,KAAK,MAAM,KAAK,EAAE,IAAI,CAAC,UAAU,CAAC,QAAQ,IAAI,QAAQ,IAAI,eAAe,GAAG,SAAS,GAAG;AACxF;AACA,KAAK,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC;AACrC,KAAK,IAAI,CAAC,aAAa,EAAE;AACzB,MAAM,IAAI,EAAE,YAAY;AACxB,MAAM,UAAU,EAAE,WAAW,CAAC,UAAU;AACxC,MAAM,MAAM,EAAE,IAAI;AAClB,MAAM,EAAE,CAAC;AACT;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,IAAI,KAAK,IAAI,KAAK,IAAI,IAAI,WAAW,CAAC,SAAS,GAAG;AAClD;AACA,KAAK,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,WAAW,CAAC,SAAS,EAAE,cAAc,EAAE,CAAC;AACvE;AACA,KAAK,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC9B;AACA,MAAM,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,QAAQ,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;AACzD,MAAM,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACxE;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,SAAS,KAAK,IAAI,GAAG;AAC5B;AACA,GAAG,SAAS,CAAC,OAAO,KAAK,SAAS,KAAK,IAAI,EAAE,CAAC;AAC9C;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,KAAK,IAAI,GAAG;AACvB;AACA,GAAG,IAAI,CAAC,OAAO,KAAK,QAAQ,KAAK,IAAI,EAAE,CAAC;AACxC;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,KAAK,IAAI,GAAG;AACvB;AACA,GAAG,IAAI,CAAC,OAAO,KAAK,QAAQ,KAAK,IAAI,EAAE,CAAC;AACxC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,SAAS,YAAY,EAAE,QAAQ,EAAE,EAAE,GAAG;AACtC;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;AACpB,CAAC,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AAC9B;AACA,CAAC,IAAI,OAAO,GAAG,IAAI,CAAC;AACpB;AACA,CAAC,IAAI,sBAAsB,GAAG,GAAG,CAAC;AAClC;AACA,CAAC,IAAI,cAAc,GAAG,IAAI,CAAC;AAC3B,CAAC,IAAI,kBAAkB,GAAG,aAAa,CAAC;AACxC;AACA,CAAC,IAAI,IAAI,GAAG,IAAI,CAAC;AACjB;AACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC;AACxB,CAAC,MAAM,eAAe,GAAG,IAAI,GAAG,EAAE,CAAC;AACnC;AACA;AACA;AACA,CAAC,MAAM,OAAO,GAAG,IAAI,iBAAiB,EAAE,CAAC;AACzC,CAAC,OAAO,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;AAC5B,CAAC,OAAO,CAAC,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;AACA,CAAC,MAAM,OAAO,GAAG,IAAI,iBAAiB,EAAE,CAAC;AACzC,CAAC,OAAO,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;AAC5B,CAAC,OAAO,CAAC,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;AACA,CAAC,MAAM,OAAO,GAAG,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;AACtC;AACA,CAAC,MAAM,QAAQ,GAAG,IAAI,WAAW,EAAE,CAAC;AACpC,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;AACA,CAAC,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC9B,CAAC,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC7B;AACA;AACA;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AACtB;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,KAAK,GAAG;AACzC;AACA,EAAE,IAAI,UAAU,GAAG,WAAW,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;AACA,GAAG,UAAU,GAAG,IAAI,eAAe,EAAE,CAAC;AACtC,GAAG,WAAW,EAAE,KAAK,EAAE,GAAG,UAAU,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,OAAO,UAAU,CAAC,iBAAiB,EAAE,CAAC;AACxC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,iBAAiB,GAAG,WAAW,KAAK,GAAG;AAC7C;AACA,EAAE,IAAI,UAAU,GAAG,WAAW,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;AACA,GAAG,UAAU,GAAG,IAAI,eAAe,EAAE,CAAC;AACtC,GAAG,WAAW,EAAE,KAAK,EAAE,GAAG,UAAU,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,OAAO,UAAU,CAAC,YAAY,EAAE,CAAC;AACnC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,KAAK,GAAG;AACnC;AACA,EAAE,IAAI,UAAU,GAAG,WAAW,EAAE,KAAK,EAAE,CAAC;AACxC;AACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;AACA,GAAG,UAAU,GAAG,IAAI,eAAe,EAAE,CAAC;AACtC,GAAG,WAAW,EAAE,KAAK,EAAE,GAAG,UAAU,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,OAAO,UAAU,CAAC,YAAY,EAAE,CAAC;AACnC;AACA,EAAE,CAAC;AACH;AACA;AACA;AACA,CAAC,SAAS,cAAc,EAAE,KAAK,GAAG;AAClC;AACA,EAAE,MAAM,UAAU,GAAG,eAAe,CAAC,GAAG,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AAC9D;AACA,EAAE,KAAK,UAAU,GAAG;AACpB;AACA,GAAG,UAAU,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,CAAC,WAAW,EAAE,EAAE,CAAC;AAC7E;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,YAAY,GAAG;AACzB;AACA,EAAE,eAAe,CAAC,OAAO,EAAE,WAAW,UAAU,EAAE,WAAW,GAAG;AAChE;AACA,GAAG,UAAU,CAAC,UAAU,EAAE,WAAW,EAAE,CAAC;AACxC;AACA,GAAG,EAAE,CAAC;AACN;AACA,EAAE,eAAe,CAAC,KAAK,EAAE,CAAC;AAC1B;AACA,EAAE,iBAAiB,GAAG,IAAI,CAAC;AAC3B,EAAE,gBAAgB,GAAG,IAAI,CAAC;AAC1B;AACA;AACA;AACA,EAAE,KAAK,CAAC,iBAAiB,EAAE,IAAI,EAAE,CAAC;AAClC,EAAE,QAAQ,CAAC,eAAe,EAAE,QAAQ,CAAC,eAAe,EAAE,EAAE,CAAC;AACzD;AACA;AACA;AACA,EAAE,SAAS,CAAC,IAAI,EAAE,CAAC;AACnB;AACA,EAAE,KAAK,CAAC,YAAY,GAAG,KAAK,CAAC;AAC7B;AACA,EAAE,KAAK,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,YAAY,EAAE,EAAE,CAAC;AAChD;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,yBAAyB,GAAG,WAAW,KAAK,GAAG;AACrD;AACA,EAAE,sBAAsB,GAAG,KAAK,CAAC;AACjC;AACA,EAAE,KAAK,KAAK,CAAC,YAAY,KAAK,IAAI,GAAG;AACrC;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,uEAAuE,EAAE,CAAC;AAC3F;AACA,GAAG;AACH;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,qBAAqB,GAAG,WAAW,KAAK,GAAG;AACjD;AACA,EAAE,kBAAkB,GAAG,KAAK,CAAC;AAC7B;AACA,EAAE,KAAK,KAAK,CAAC,YAAY,KAAK,IAAI,GAAG;AACrC;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0EAA0E,EAAE,CAAC;AAC9F;AACA,GAAG;AACH;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,iBAAiB,GAAG,YAAY;AACtC;AACA,EAAE,OAAO,cAAc,CAAC;AACxB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,iBAAiB,KAAK,GAAG;AAC5C;AACA,EAAE,OAAO,GAAG,KAAK,CAAC;AAClB;AACA,EAAE,KAAK,OAAO,KAAK,IAAI,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,QAAQ,EAAE,cAAc,EAAE,CAAC;AACxD,GAAG,OAAO,CAAC,gBAAgB,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC;AAC7D,GAAG,OAAO,CAAC,gBAAgB,EAAE,WAAW,EAAE,cAAc,EAAE,CAAC;AAC3D,GAAG,OAAO,CAAC,gBAAgB,EAAE,SAAS,EAAE,cAAc,EAAE,CAAC;AACzD,GAAG,OAAO,CAAC,gBAAgB,EAAE,cAAc,EAAE,cAAc,EAAE,CAAC;AAC9D,GAAG,OAAO,CAAC,gBAAgB,EAAE,YAAY,EAAE,cAAc,EAAE,CAAC;AAC5D,GAAG,OAAO,CAAC,gBAAgB,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;AACnD,GAAG,OAAO,CAAC,gBAAgB,EAAE,oBAAoB,EAAE,oBAAoB,EAAE,CAAC;AAC1E;AACA,GAAG,MAAM,UAAU,GAAG,EAAE,CAAC,oBAAoB,EAAE,CAAC;AAChD;AACA,GAAG,KAAK,UAAU,CAAC,YAAY,KAAK,IAAI,GAAG;AAC3C;AACA,IAAI,MAAM,EAAE,CAAC,gBAAgB,EAAE,CAAC;AAChC;AACA,IAAI;AACJ;AACA,GAAG,MAAM,SAAS,GAAG;AACrB,IAAI,SAAS,EAAE,UAAU,CAAC,SAAS;AACnC,IAAI,KAAK,EAAE,UAAU,CAAC,KAAK;AAC3B,IAAI,KAAK,EAAE,UAAU,CAAC,KAAK;AAC3B,IAAI,OAAO,EAAE,UAAU,CAAC,OAAO;AAC/B,IAAI,sBAAsB,EAAE,sBAAsB;AAClD,IAAI,CAAC;AACL;AACA;AACA,GAAG,MAAM,SAAS,GAAG,IAAI,YAAY,EAAE,OAAO,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AAChE;AACA,GAAG,OAAO,CAAC,iBAAiB,EAAE,EAAE,SAAS,EAAE,SAAS,EAAE,EAAE,CAAC;AACzD;AACA,GAAG,cAAc,GAAG,MAAM,OAAO,CAAC,qBAAqB,EAAE,kBAAkB,EAAE,CAAC;AAC9E;AACA,GAAG,SAAS,CAAC,UAAU,EAAE,OAAO,EAAE,CAAC;AACnC,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC;AACrB;AACA,GAAG,KAAK,CAAC,YAAY,GAAG,IAAI,CAAC;AAC7B;AACA,GAAG,KAAK,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,EAAE,CAAC;AACnD;AACA,GAAG;AACH;AACA,EAAE,CAAC;AACH;AACA,CAAC,SAAS,oBAAoB,EAAE,KAAK,GAAG;AACxC;AACA,EAAE,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,CAAC;AAC5C;AACA;AACA;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAClD;AACA,GAAG,eAAe,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,EAAE,EAAE,WAAW,EAAE,CAAC,EAAE,EAAE,CAAC;AAC9D;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACpD;AACA,GAAG,MAAM,WAAW,GAAG,KAAK,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1C,GAAG,MAAM,UAAU,GAAG,eAAe,CAAC,GAAG,EAAE,WAAW,EAAE,CAAC;AACzD;AACA,GAAG,KAAK,UAAU,GAAG;AACrB;AACA,IAAI,UAAU,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,EAAE,CAAC;AAC5E,IAAI,eAAe,CAAC,MAAM,EAAE,WAAW,EAAE,CAAC;AAC1C;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAClD;AACA,GAAG,MAAM,WAAW,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC;AACxC,GAAG,MAAM,UAAU,GAAG,eAAe,CAAC,GAAG,EAAE,WAAW,EAAE,CAAC;AACzD;AACA,GAAG,KAAK,UAAU,GAAG;AACrB;AACA,IAAI,UAAU,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,WAAW,EAAE,EAAE,CAAC;AACzE;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,MAAM,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC,CAAC,MAAM,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,SAAS,sBAAsB,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,GAAG;AAC7D;AACA,EAAE,UAAU,CAAC,qBAAqB,EAAE,OAAO,CAAC,WAAW,EAAE,CAAC;AAC1D,EAAE,UAAU,CAAC,qBAAqB,EAAE,OAAO,CAAC,WAAW,EAAE,CAAC;AAC1D;AACA,EAAE,MAAM,GAAG,GAAG,UAAU,CAAC,UAAU,EAAE,UAAU,EAAE,CAAC;AAClD;AACA,EAAE,MAAM,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC,QAAQ,CAAC;AAClD,EAAE,MAAM,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC,QAAQ,CAAC;AAClD;AACA;AACA;AACA;AACA,EAAE,MAAM,IAAI,GAAG,KAAK,EAAE,EAAE,EAAE,KAAK,KAAK,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACjD,EAAE,MAAM,GAAG,GAAG,KAAK,EAAE,EAAE,EAAE,KAAK,KAAK,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AAChD,EAAE,MAAM,MAAM,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC;AACjD,EAAE,MAAM,SAAS,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC;AACpD;AACA,EAAE,MAAM,OAAO,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC;AAClD,EAAE,MAAM,QAAQ,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC;AACnD,EAAE,MAAM,IAAI,GAAG,IAAI,GAAG,OAAO,CAAC;AAC9B,EAAE,MAAM,KAAK,GAAG,IAAI,GAAG,QAAQ,CAAC;AAChC;AACA;AACA;AACA,EAAE,MAAM,OAAO,GAAG,GAAG,KAAK,EAAE,OAAO,GAAG,QAAQ,EAAE,CAAC;AACjD,EAAE,MAAM,OAAO,GAAG,OAAO,GAAG,EAAE,OAAO,CAAC;AACtC;AACA;AACA,EAAE,OAAO,CAAC,WAAW,CAAC,SAAS,EAAE,MAAM,CAAC,QAAQ,EAAE,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AACpF,EAAE,MAAM,CAAC,UAAU,EAAE,OAAO,EAAE,CAAC;AAC/B,EAAE,MAAM,CAAC,UAAU,EAAE,OAAO,EAAE,CAAC;AAC/B,EAAE,MAAM,CAAC,WAAW,CAAC,OAAO,EAAE,MAAM,CAAC,QAAQ,EAAE,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AACjF,EAAE,MAAM,CAAC,kBAAkB,CAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAChE;AACA;AACA;AACA;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,GAAG,OAAO,CAAC;AAC/B,EAAE,MAAM,IAAI,GAAG,GAAG,GAAG,OAAO,CAAC;AAC7B,EAAE,MAAM,KAAK,GAAG,IAAI,GAAG,OAAO,CAAC;AAC/B,EAAE,MAAM,MAAM,GAAG,KAAK,KAAK,GAAG,GAAG,OAAO,EAAE,CAAC;AAC3C,EAAE,MAAM,IAAI,GAAG,MAAM,GAAG,GAAG,GAAG,IAAI,GAAG,KAAK,CAAC;AAC3C,EAAE,MAAM,OAAO,GAAG,SAAS,GAAG,GAAG,GAAG,IAAI,GAAG,KAAK,CAAC;AACjD;AACA,EAAE,MAAM,CAAC,gBAAgB,CAAC,eAAe,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACvF;AACA,EAAE;AACF;AACA,CAAC,SAAS,YAAY,EAAE,MAAM,EAAE,MAAM,GAAG;AACzC;AACA,EAAE,KAAK,MAAM,KAAK,IAAI,GAAG;AACzB;AACA,GAAG,MAAM,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AAC5C;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,CAAC,WAAW,CAAC,gBAAgB,EAAE,MAAM,CAAC,WAAW,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AAC5E;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,kBAAkB,CAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAChE;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,WAAW,MAAM,GAAG;AACtC;AACA,EAAE,QAAQ,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC5D,EAAE,QAAQ,CAAC,GAAG,GAAG,OAAO,CAAC,GAAG,GAAG,OAAO,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxD;AACA,EAAE,KAAK,iBAAiB,KAAK,QAAQ,CAAC,IAAI,IAAI,gBAAgB,KAAK,QAAQ,CAAC,GAAG,GAAG;AAClF;AACA;AACA;AACA,GAAG,OAAO,CAAC,iBAAiB,EAAE;AAC9B,IAAI,SAAS,EAAE,QAAQ,CAAC,IAAI;AAC5B,IAAI,QAAQ,EAAE,QAAQ,CAAC,GAAG;AAC1B,IAAI,EAAE,CAAC;AACP;AACA,GAAG,iBAAiB,GAAG,QAAQ,CAAC,IAAI,CAAC;AACrC,GAAG,gBAAgB,GAAG,QAAQ,CAAC,GAAG,CAAC;AACnC;AACA,GAAG;AACH;AACA,EAAE,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC/B,EAAE,MAAM,OAAO,GAAG,QAAQ,CAAC,OAAO,CAAC;AACnC;AACA,EAAE,YAAY,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACnC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC9C;AACA,GAAG,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,CAAC;AACxC;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,CAAC,WAAW,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;AAClD,EAAE,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,QAAQ,CAAC,MAAM,EAAE,CAAC;AACxC,EAAE,MAAM,CAAC,MAAM,CAAC,SAAS,EAAE,MAAM,CAAC,QAAQ,EAAE,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAC9E;AACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,iBAAiB,EAAE,IAAI,EAAE,CAAC;AAC3C;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,OAAO,CAAC,MAAM,KAAK,CAAC,GAAG;AAC9B;AACA,GAAG,sBAAsB,EAAE,QAAQ,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;AACxD;AACA,GAAG,MAAM;AACT;AACA;AACA;AACA,GAAG,QAAQ,CAAC,gBAAgB,CAAC,IAAI,EAAE,OAAO,CAAC,gBAAgB,EAAE,CAAC;AAC9D;AACA,GAAG;AACH;AACA,EAAE,OAAO,QAAQ,CAAC;AAClB;AACA,EAAE,CAAC;AACH;AACA;AACA;AACA,CAAC,IAAI,wBAAwB,GAAG,IAAI,CAAC;AACrC;AACA,CAAC,SAAS,gBAAgB,EAAE,IAAI,EAAE,KAAK,GAAG;AAC1C;AACA,EAAE,IAAI,GAAG,KAAK,CAAC,aAAa,EAAE,cAAc,EAAE,CAAC;AAC/C;AACA,EAAE,KAAK,IAAI,KAAK,IAAI,GAAG;AACvB;AACA,GAAG,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC5B,GAAG,MAAM,SAAS,GAAG,OAAO,CAAC,WAAW,CAAC,SAAS,CAAC;AACnD;AACA,GAAG,KAAK,CAAC,iBAAiB,EAAE,SAAS,CAAC,WAAW,EAAE,CAAC;AACpD;AACA,GAAG,IAAI,mBAAmB,GAAG,KAAK,CAAC;AACnC;AACA;AACA;AACA,GAAG,KAAK,KAAK,CAAC,MAAM,KAAK,QAAQ,CAAC,OAAO,CAAC,MAAM,GAAG;AACnD;AACA,IAAI,QAAQ,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;AAChC,IAAI,mBAAmB,GAAG,IAAI,CAAC;AAC/B;AACA,IAAI;AACJ;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC7C;AACA,IAAI,MAAM,IAAI,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC5B,IAAI,MAAM,QAAQ,GAAG,SAAS,CAAC,WAAW,EAAE,IAAI,EAAE,CAAC;AACnD;AACA,IAAI,MAAM,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAChC,IAAI,MAAM,CAAC,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;AACrD,IAAI,MAAM,CAAC,gBAAgB,CAAC,SAAS,EAAE,IAAI,CAAC,gBAAgB,EAAE,CAAC;AAC/D,IAAI,MAAM,CAAC,QAAQ,CAAC,GAAG,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,KAAK,EAAE,QAAQ,CAAC,MAAM,EAAE,CAAC;AACnF;AACA,IAAI,KAAK,CAAC,KAAK,CAAC,GAAG;AACnB;AACA,KAAK,QAAQ,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AAC3C;AACA,KAAK;AACL;AACA,IAAI,KAAK,mBAAmB,KAAK,IAAI,GAAG;AACxC;AACA,KAAK,QAAQ,CAAC,OAAO,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACrC;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,CAAC;AAC5C;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAClD;AACA,GAAG,MAAM,UAAU,GAAG,WAAW,EAAE,CAAC,EAAE,CAAC;AACvC,GAAG,MAAM,WAAW,GAAG,YAAY,EAAE,CAAC,EAAE,CAAC;AACzC;AACA,GAAG,UAAU,CAAC,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,cAAc,EAAE,CAAC;AAC3D;AACA,GAAG;AACH;AACA,EAAE,KAAK,wBAAwB,GAAG,wBAAwB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC1E;AACA,EAAE;AACF;AACA,CAAC,MAAM,SAAS,GAAG,IAAI,cAAc,EAAE,CAAC;AACxC,CAAC,SAAS,CAAC,gBAAgB,EAAE,gBAAgB,EAAE,CAAC;AAChD;AACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,WAAW,QAAQ,GAAG;AAC/C;AACA,EAAE,wBAAwB,GAAG,QAAQ,CAAC;AACtC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,YAAY,EAAE,CAAC;AAC/B;AACA,CAAC;AACD;AACA,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,SAAS,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;AACnE;AACA,SAAS,cAAc,EAAE,UAAU,GAAG;AACtC;AACA,CAAC,SAAS,kBAAkB,EAAE,QAAQ,EAAE,GAAG,GAAG;AAC9C;AACA,EAAE,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,GAAG,CAAC,KAAK,EAAE,CAAC;AAC5C;AACA,EAAE,KAAK,GAAG,CAAC,KAAK,GAAG;AACnB;AACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,GAAG,CAAC,IAAI,CAAC;AACrC,GAAG,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,GAAG,CAAC,GAAG,CAAC;AACnC;AACA,GAAG,MAAM,KAAK,GAAG,CAAC,SAAS,GAAG;AAC9B;AACA,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,GAAG,CAAC,OAAO,CAAC;AAC3C;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,GAAG;AAC5E;AACA,EAAE,KAAK,QAAQ,CAAC,mBAAmB,GAAG;AACtC;AACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,qBAAqB,GAAG;AAC/C;AACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C,GAAG,sBAAsB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAChD;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,kBAAkB,GAAG;AAC5C;AACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C,GAAG,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC7C;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,mBAAmB,GAAG;AAC7C;AACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C,GAAG,oBAAoB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC9C;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,sBAAsB,GAAG;AAChD;AACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C;AACA,GAAG,KAAK,QAAQ,CAAC,sBAAsB,GAAG;AAC1C;AACA,IAAI,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAClD;AACA,IAAI,MAAM;AACV;AACA,IAAI,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAClD;AACA,IAAI;AACJ;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,oBAAoB,GAAG;AAC9C;AACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,mBAAmB,GAAG;AAC7C;AACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C,GAAG,oBAAoB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC9C;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,sBAAsB,GAAG;AAChD;AACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C,GAAG,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACjD;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,oBAAoB,GAAG;AAC9C;AACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,mBAAmB,GAAG;AAC7C;AACA,GAAG,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC7C;AACA,GAAG,KAAK,QAAQ,CAAC,oBAAoB,GAAG;AACxC;AACA,IAAI,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC9C;AACA,IAAI;AACJ;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AAC1C;AACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,EAAE,CAAC;AACnE;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AAC1C;AACA,GAAG,sBAAsB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAChD;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AAC1C;AACA,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;AAC/C,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC7C;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AAC1C;AACA,GAAG,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;AACvC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACtD;AACA,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC5C;AACA,EAAE,KAAK,QAAQ,CAAC,KAAK,GAAG;AACxB;AACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;AACjD;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;AACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,QAAQ,EAAE,CAAC,cAAc,EAAE,QAAQ,CAAC,iBAAiB,EAAE,CAAC;AAClG;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;AACA,GAAG,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,QAAQ,CAAC,GAAG,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;AACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC/C;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;AACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;AACA,GAAG;AACH;AACA,EAAE,MAAM,MAAM,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,MAAM,CAAC;AACnD;AACA,EAAE,KAAK,MAAM,GAAG;AAChB;AACA,GAAG,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC;AAClC;AACA,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,EAAE,MAAM,CAAC,aAAa,IAAI,MAAM,CAAC,gBAAgB,KAAK,EAAE,CAAC,GAAG,CAAC,CAAC;AAC7F;AACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACvD,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D;AACA,GAAG,MAAM,WAAW,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC,aAAa,CAAC;AAC9D;AACA,GAAG,KAAK,WAAW,KAAK,SAAS,GAAG;AACpC;AACA,IAAI,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,WAAW,CAAC;AAC7C;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;AACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC/C,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;AACjE;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,KAAK,GAAG;AACxB;AACA,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AACzC,GAAG,QAAQ,CAAC,cAAc,CAAC,KAAK,GAAG,QAAQ,CAAC,cAAc,CAAC;AAC3D;AACA,GAAG;AACH;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,EAAE,IAAI,UAAU,CAAC;AACjB;AACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,GAAG,CAAC;AAC7B;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,WAAW,GAAG;AACrC;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrC;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,eAAe,GAAG;AACzC;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,eAAe,CAAC;AACzC;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,SAAS,GAAG;AACnC;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,SAAS,CAAC;AACnC;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,OAAO,GAAG;AACjC;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,OAAO,CAAC;AACjC;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,YAAY,GAAG;AACtC;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtC;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,YAAY,GAAG;AACtC;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtC;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAClC;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAClC;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,WAAW,GAAG;AACrC;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrC;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,YAAY,GAAG;AACtC;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtC;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,kBAAkB,GAAG;AAC5C;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,kBAAkB,CAAC;AAC5C;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,qBAAqB,GAAG;AAC/C;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,qBAAqB,CAAC;AAC/C;AACA,GAAG;AACH;AACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;AACA;AACA,GAAG,KAAK,UAAU,CAAC,mBAAmB,GAAG;AACzC;AACA,IAAI,UAAU,GAAG,UAAU,CAAC,OAAO,CAAC;AACpC;AACA,IAAI;AACJ;AACA,GAAG,KAAK,UAAU,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC/C;AACA,IAAI,UAAU,CAAC,YAAY,EAAE,CAAC;AAC9B;AACA,IAAI;AACJ;AACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AACxD;AACA,GAAG;AACH;AACA;AACA;AACA;AACA;AACA,EAAE,IAAI,WAAW,CAAC;AAClB;AACA,EAAE,KAAK,QAAQ,CAAC,KAAK,GAAG;AACxB;AACA,GAAG,WAAW,GAAG,QAAQ,CAAC,KAAK,CAAC;AAChC;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAClC;AACA,GAAG,WAAW,GAAG,QAAQ,CAAC,QAAQ,CAAC;AACnC;AACA,GAAG;AACH;AACA,EAAE,KAAK,WAAW,KAAK,SAAS,GAAG;AACnC;AACA;AACA,GAAG,KAAK,WAAW,CAAC,mBAAmB,GAAG;AAC1C;AACA,IAAI,WAAW,GAAG,WAAW,CAAC,OAAO,CAAC;AACtC;AACA,IAAI;AACJ;AACA,GAAG,KAAK,WAAW,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAChD;AACA,IAAI,WAAW,CAAC,YAAY,EAAE,CAAC;AAC/B;AACA,IAAI;AACJ;AACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,CAAC,IAAI,EAAE,WAAW,CAAC,MAAM,EAAE,CAAC;AAC1D;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACpD;AACA,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;AAChD,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,SAAS,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACpD;AACA,EAAE,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC9C,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC,OAAO,CAAC;AAClE,EAAE,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AACxC;AACA,EAAE;AACF;AACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,GAAG;AAC1E;AACA,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;AAChD,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC5C,EAAE,QAAQ,CAAC,IAAI,CAAC,KAAK,GAAG,QAAQ,CAAC,IAAI,GAAG,UAAU,CAAC;AACnD,EAAE,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,MAAM,GAAG,GAAG,CAAC;AACtC;AACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;AACA,GAAG,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,QAAQ,CAAC,GAAG,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;AACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC/C;AACA,GAAG;AACH;AACA;AACA;AACA;AACA;AACA,EAAE,IAAI,UAAU,CAAC;AACjB;AACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,GAAG,CAAC;AAC7B;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAClC;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAClC;AACA,GAAG;AACH;AACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;AACA,GAAG,KAAK,UAAU,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC/C;AACA,IAAI,UAAU,CAAC,YAAY,EAAE,CAAC;AAC9B;AACA,IAAI;AACJ;AACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AACxD;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,sBAAsB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACvD;AACA,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;AAChD,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC5C,EAAE,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC9C;AACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;AACA,GAAG,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,QAAQ,CAAC,GAAG,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;AACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC/C;AACA,GAAG;AACH;AACA;AACA;AACA;AACA;AACA,EAAE,IAAI,UAAU,CAAC;AACjB;AACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,GAAG,CAAC;AAC7B;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAClC;AACA,GAAG,UAAU,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAClC;AACA,GAAG;AACH;AACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;AACA,GAAG,KAAK,UAAU,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC/C;AACA,IAAI,UAAU,CAAC,YAAY,EAAE,CAAC;AAC9B;AACA,IAAI;AACJ;AACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AACxD;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,sBAAsB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACvD;AACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;AACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,oBAAoB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACrD;AACA,EAAE,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,QAAQ,EAAE,CAAC;AACpD,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;AAClE;AACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;AACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;AACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;AACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;AAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;AACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;AACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACpD;AACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;AACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;AACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;AACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;AACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;AAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;AACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;AACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACxD;AACA,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AAChD,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AAChD;AACA,EAAE,KAAK,QAAQ,CAAC,YAAY,GAAG;AAC/B;AACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACvD;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,YAAY,GAAG;AAC/B;AACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACvD;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;AACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;AACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;AACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;AAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;AACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;AACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;AACA,GAAG;AACH;AACA,EAAE,MAAM,MAAM,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,MAAM,CAAC;AACnD;AACA,EAAE,KAAK,MAAM,GAAG;AAChB;AACA;AACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACxD;AACA,EAAE,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAChD;AACA,EAAE,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtD;AACA,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AAChD,EAAE,QAAQ,CAAC,kBAAkB,CAAC,KAAK,GAAG,QAAQ,CAAC,kBAAkB,CAAC;AAClE,EAAE,KAAK,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;AACpE;AACA,EAAE,KAAK,QAAQ,CAAC,YAAY,GAAG;AAC/B;AACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACvD;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,qBAAqB,GAAG;AACxC;AACA,GAAG,QAAQ,CAAC,qBAAqB,CAAC,KAAK,GAAG,QAAQ,CAAC,qBAAqB,CAAC;AACzE;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,kBAAkB,GAAG;AACrC;AACA,GAAG,QAAQ,CAAC,oBAAoB,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,oBAAoB,EAAE,CAAC;AAC7E,GAAG,QAAQ,CAAC,kBAAkB,CAAC,KAAK,GAAG,QAAQ,CAAC,kBAAkB,CAAC;AACnE;AACA,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG;AACrC;AACA,IAAI,QAAQ,CAAC,oBAAoB,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACjD;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtD;AACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;AACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACtD;AACA,EAAE,KAAK,QAAQ,CAAC,MAAM,GAAG;AACzB;AACA,GAAG,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,QAAQ,CAAC,MAAM,CAAC;AAC3C;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;AACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;AACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;AAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;AACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;AACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,oBAAoB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACrD;AACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;AACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;AACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACxD;AACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;AACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;AACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;AACA,GAAG;AACH;AACA,EAAE,QAAQ,CAAC,iBAAiB,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,iBAAiB,EAAE,CAAC;AACtE,EAAE,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtD,EAAE,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACpD;AACA,EAAE;AACF;AACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACtD;AACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;AACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;AACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;AAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;AACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;AACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,OAAO;AACR,EAAE,kBAAkB,EAAE,kBAAkB;AACxC,EAAE,uBAAuB,EAAE,uBAAuB;AAClD,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,SAAS,mBAAmB,GAAG;AAC/B;AACA,CAAC,MAAM,MAAM,GAAG,QAAQ,CAAC,eAAe,EAAE,8BAA8B,EAAE,QAAQ,EAAE,CAAC;AACrF,CAAC,MAAM,CAAC,KAAK,CAAC,OAAO,GAAG,OAAO,CAAC;AAChC,CAAC,OAAO,MAAM,CAAC;AACf;AACA,CAAC;AACD;AACA,SAAS,aAAa,EAAE,UAAU,GAAG;AACrC;AACA,CAAC,UAAU,GAAG,UAAU,IAAI,EAAE,CAAC;AAC/B;AACA,CAAC,MAAM,OAAO,GAAG,UAAU,CAAC,MAAM,KAAK,SAAS,GAAG,UAAU,CAAC,MAAM,GAAG,mBAAmB,EAAE;AAC5F,EAAE,QAAQ,GAAG,UAAU,CAAC,OAAO,KAAK,SAAS,GAAG,UAAU,CAAC,OAAO,GAAG,IAAI;AACzE;AACA,EAAE,MAAM,GAAG,UAAU,CAAC,KAAK,KAAK,SAAS,GAAG,UAAU,CAAC,KAAK,GAAG,KAAK;AACpE,EAAE,MAAM,GAAG,UAAU,CAAC,KAAK,KAAK,SAAS,GAAG,UAAU,CAAC,KAAK,GAAG,IAAI;AACnE,EAAE,QAAQ,GAAG,UAAU,CAAC,OAAO,KAAK,SAAS,GAAG,UAAU,CAAC,OAAO,GAAG,IAAI;AACzE,EAAE,UAAU,GAAG,UAAU,CAAC,SAAS,KAAK,SAAS,GAAG,UAAU,CAAC,SAAS,GAAG,KAAK;AAChF,EAAE,mBAAmB,GAAG,UAAU,CAAC,kBAAkB,KAAK,SAAS,GAAG,UAAU,CAAC,kBAAkB,GAAG,IAAI;AAC1G,EAAE,sBAAsB,GAAG,UAAU,CAAC,qBAAqB,KAAK,SAAS,GAAG,UAAU,CAAC,qBAAqB,GAAG,KAAK;AACpH,EAAE,gBAAgB,GAAG,UAAU,CAAC,eAAe,KAAK,SAAS,GAAG,UAAU,CAAC,eAAe,GAAG,SAAS;AACtG,EAAE,6BAA6B,GAAG,UAAU,CAAC,4BAA4B,KAAK,SAAS,GAAG,UAAU,CAAC,4BAA4B,GAAG,KAAK,CAAC;AAC1I;AACA,CAAC,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC9B,CAAC,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC/B;AACA;AACA;AACA;AACA,CAAC,MAAM,eAAe,GAAG,EAAE,CAAC;AAC5B,CAAC,MAAM,gBAAgB,GAAG,EAAE,CAAC;AAC7B;AACA;AACA;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC;AAC3B;AACA;AACA,CAAC,IAAI,CAAC,KAAK,GAAG;AACd;AACA;AACA;AACA;AACA;AACA,EAAE,iBAAiB,EAAE,IAAI;AACzB,EAAE,CAAC;AACH;AACA;AACA;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;AACvB,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;AAC5B,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;AAC5B,CAAC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAC9B;AACA;AACA;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AACzB;AACA;AACA;AACA,CAAC,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;AAC1B,CAAC,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;AACnC;AACA;AACA;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,GAAG,CAAC;AACxB,CAAC,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;AACtC;AACA;AACA;AACA,CAAC,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;AACtC;AACA;AACA;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,aAAa,CAAC;AAClC,CAAC,IAAI,CAAC,mBAAmB,GAAG,GAAG,CAAC;AAChC;AACA;AACA;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;AACpB;AACA,CAAC,IAAI,cAAc,GAAG,KAAK,CAAC;AAC5B;AACA;AACA;AACA,CAAC,IAAI,sBAAsB,GAAG,CAAC,CAAC;AAChC,CAAC,IAAI,yBAAyB,GAAG,CAAC,CAAC;AACnC,CAAC,IAAI,oBAAoB,GAAG,IAAI,CAAC;AACjC,CAAC,IAAI,kBAAkB,GAAG,EAAE,CAAC,CAAC;AAC9B;AACA,CAAC,IAAI,cAAc,GAAG,IAAI,CAAC;AAC3B;AACA,CAAC,MAAM,gBAAgB,GAAG,IAAI,OAAO,EAAE,CAAC;AACxC,CAAC,MAAM,eAAe,GAAG,IAAI,OAAO,EAAE,CAAC;AACvC,CAAC,IAAI,mBAAmB,GAAG,IAAI,CAAC;AAChC;AACA;AACA;AACA,CAAC,IAAI,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;AAC5B,CAAC,IAAI,OAAO,GAAG,OAAO,CAAC,MAAM,CAAC;AAC9B;AACA,CAAC,IAAI,WAAW,GAAG,CAAC,CAAC;AACrB,CAAC,IAAI,WAAW,GAAG,IAAI,CAAC;AACxB,CAAC,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC7B;AACA,CAAC,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;AACxD,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;AACvD,CAAC,IAAI,YAAY,GAAG,KAAK,CAAC;AAC1B;AACA;AACA;AACA,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;AACA;AACA;AACA,CAAC,IAAI,gBAAgB,GAAG,KAAK,CAAC;AAC9B,CAAC,IAAI,qBAAqB,GAAG,KAAK,CAAC;AACnC;AACA;AACA;AACA,CAAC,MAAM,iBAAiB,GAAG,IAAI,OAAO,EAAE,CAAC;AACzC;AACA,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;AACA,CAAC,MAAM,WAAW,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAC/G;AACA,CAAC,SAAS,mBAAmB,GAAG;AAChC;AACA,EAAE,OAAO,oBAAoB,KAAK,IAAI,GAAG,WAAW,GAAG,CAAC,CAAC;AACzD;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,IAAI,GAAG,GAAG,QAAQ,CAAC;AACpB;AACA,CAAC,SAAS,UAAU,EAAE,YAAY,EAAE,iBAAiB,GAAG;AACxD;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACnD;AACA,GAAG,MAAM,WAAW,GAAG,YAAY,EAAE,CAAC,EAAE,CAAC;AACzC,GAAG,MAAM,OAAO,GAAG,OAAO,CAAC,UAAU,EAAE,WAAW,EAAE,iBAAiB,EAAE,CAAC;AACxE,GAAG,KAAK,OAAO,KAAK,IAAI,GAAG,OAAO,OAAO,CAAC;AAC1C;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI;AACL;AACA,EAAE,MAAM,iBAAiB,GAAG;AAC5B,GAAG,KAAK,EAAE,MAAM;AAChB,GAAG,KAAK,EAAE,MAAM;AAChB,GAAG,OAAO,EAAE,QAAQ;AACpB,GAAG,SAAS,EAAE,UAAU;AACxB,GAAG,kBAAkB,EAAE,mBAAmB;AAC1C,GAAG,qBAAqB,EAAE,sBAAsB;AAChD,GAAG,eAAe,EAAE,gBAAgB;AACpC,GAAG,4BAA4B,EAAE,6BAA6B;AAC9D,GAAG,CAAC;AACJ;AACA;AACA;AACA,EAAE,OAAO,CAAC,gBAAgB,EAAE,kBAAkB,EAAE,aAAa,EAAE,KAAK,EAAE,CAAC;AACvE,EAAE,OAAO,CAAC,gBAAgB,EAAE,sBAAsB,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;AAC9E;AACA,EAAE,KAAK,GAAG,KAAK,IAAI,GAAG;AACtB;AACA,GAAG,MAAM,YAAY,GAAG,EAAE,QAAQ,EAAE,OAAO,EAAE,oBAAoB,EAAE,CAAC;AACpE;AACA,GAAG,KAAK,KAAK,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC1C;AACA,IAAI,YAAY,CAAC,KAAK,EAAE,CAAC;AACzB;AACA,IAAI;AACJ;AACA,GAAG,GAAG,GAAG,UAAU,EAAE,YAAY,EAAE,iBAAiB,EAAE,CAAC;AACvD;AACA,GAAG,KAAK,GAAG,KAAK,IAAI,GAAG;AACvB;AACA,IAAI,KAAK,UAAU,EAAE,YAAY,EAAE,GAAG;AACtC;AACA,KAAK,MAAM,IAAI,KAAK,EAAE,6DAA6D,EAAE,CAAC;AACtF;AACA,KAAK,MAAM;AACX;AACA,KAAK,MAAM,IAAI,KAAK,EAAE,+BAA+B,EAAE,CAAC;AACxD;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,GAAG,CAAC,wBAAwB,KAAK,SAAS,GAAG;AACpD;AACA,GAAG,GAAG,CAAC,wBAAwB,GAAG,YAAY;AAC9C;AACA,IAAI,OAAO,EAAE,UAAU,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE,WAAW,EAAE,CAAC,EAAE,CAAC;AAC5D;AACA,IAAI,CAAC;AACL;AACA,GAAG;AACH;AACA,EAAE,CAAC,QAAQ,KAAK,GAAG;AACnB;AACA,EAAE,OAAO,CAAC,KAAK,EAAE,uBAAuB,GAAG,KAAK,CAAC,OAAO,EAAE,CAAC;AAC3D,EAAE,MAAM,KAAK,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,UAAU,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,CAAC;AAC3C,CAAC,IAAI,UAAU,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,OAAO,CAAC;AACrE,CAAC,IAAI,YAAY,EAAE,SAAS,EAAE,WAAW,EAAE,YAAY,EAAE,QAAQ,EAAE,SAAS,CAAC;AAC7E;AACA,CAAC,IAAI,UAAU,EAAE,YAAY,EAAE,cAAc,EAAE,qBAAqB,CAAC;AACrE;AACA,CAAC,IAAI,KAAK,EAAE,aAAa,CAAC;AAC1B;AACA,CAAC,SAAS,aAAa,GAAG;AAC1B;AACA,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,GAAG,EAAE,CAAC;AAC1C;AACA,EAAE,YAAY,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;AACtE;AACA,EAAE,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AAClC;AACA,EAAE,KAAK,GAAG,IAAI,UAAU,EAAE,GAAG,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AAC1D;AACA,EAAE,KAAK,GAAG,IAAI,UAAU,EAAE,GAAG,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AAC1D;AACA,EAAE,IAAI,GAAG,IAAI,SAAS,EAAE,GAAG,EAAE,CAAC;AAC9B,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,CAAC;AACrC,EAAE,QAAQ,GAAG,IAAI,aAAa,EAAE,GAAG,EAAE,UAAU,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAChG,EAAE,QAAQ,GAAG,IAAI,aAAa,EAAE,KAAK,EAAE,CAAC;AACxC,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,GAAG,EAAE,YAAY,EAAE,CAAC;AACxD,EAAE,aAAa,GAAG,IAAI,kBAAkB,EAAE,GAAG,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACtF,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,aAAa,EAAE,CAAC;AAC3E,EAAE,OAAO,GAAG,IAAI,YAAY,EAAE,GAAG,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC;AAClE,EAAE,YAAY,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,CAAC;AAC9C,EAAE,QAAQ,GAAG,IAAI,aAAa,EAAE,UAAU,EAAE,CAAC;AAC7C,EAAE,YAAY,GAAG,IAAI,aAAa,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,EAAE,YAAY,EAAE,aAAa,EAAE,QAAQ,EAAE,CAAC;AACzG,EAAE,SAAS,GAAG,IAAI,cAAc,EAAE,UAAU,EAAE,CAAC;AAC/C,EAAE,WAAW,GAAG,IAAI,gBAAgB,EAAE,UAAU,EAAE,CAAC;AACnD,EAAE,YAAY,GAAG,IAAI,iBAAiB,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACnE,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,OAAO,EAAE,mBAAmB,EAAE,CAAC;AAC3F,EAAE,SAAS,GAAG,IAAI,cAAc,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AACjE;AACA,EAAE,cAAc,GAAG,IAAI,mBAAmB,EAAE,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;AAClF,EAAE,qBAAqB,GAAG,IAAI,0BAA0B,EAAE,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;AAChG;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;AACA,EAAE,KAAK,CAAC,YAAY,GAAG,YAAY,CAAC;AACpC,EAAE,KAAK,CAAC,UAAU,GAAG,UAAU,CAAC;AAChC,EAAE,KAAK,CAAC,UAAU,GAAG,UAAU,CAAC;AAChC,EAAE,KAAK,CAAC,WAAW,GAAG,WAAW,CAAC;AAClC,EAAE,KAAK,CAAC,SAAS,GAAG,SAAS,CAAC;AAC9B,EAAE,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;AACtB,EAAE,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,CAAC;AACjB;AACA;AACA;AACA,CAAC,MAAM,EAAE,GAAG,IAAI,YAAY,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC;AAC3C;AACA,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;AACd;AACA;AACA;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;AACA,EAAE,OAAO,GAAG,CAAC;AACb;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,YAAY;AACzC;AACA,EAAE,OAAO,GAAG,CAAC,oBAAoB,EAAE,CAAC;AACpC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,YAAY;AACrC;AACA,EAAE,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,oBAAoB,EAAE,CAAC;AAC3D,EAAE,KAAK,SAAS,GAAG,SAAS,CAAC,WAAW,EAAE,CAAC;AAC3C;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,mBAAmB,GAAG,YAAY;AACxC;AACA,EAAE,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,oBAAoB,EAAE,CAAC;AAC3D,EAAE,KAAK,SAAS,GAAG,SAAS,CAAC,cAAc,EAAE,CAAC;AAC9C;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;AACA,EAAE,OAAO,WAAW,CAAC;AACrB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,KAAK,GAAG;AACzC;AACA,EAAE,KAAK,KAAK,KAAK,SAAS,GAAG,OAAO;AACpC;AACA,EAAE,WAAW,GAAG,KAAK,CAAC;AACtB;AACA,EAAE,IAAI,CAAC,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;AACzC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,MAAM,GAAG;AACpC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,iEAAiE,EAAE,CAAC;AACrF;AACA,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;AACvC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,KAAK,EAAE,MAAM,EAAE,WAAW,GAAG;AACxD;AACA,EAAE,KAAK,EAAE,CAAC,YAAY,GAAG;AACzB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;AAC5F,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,MAAM,GAAG,KAAK,CAAC;AACjB,EAAE,OAAO,GAAG,MAAM,CAAC;AACnB;AACA,EAAE,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,WAAW,EAAE,CAAC;AACpD,EAAE,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,GAAG,WAAW,EAAE,CAAC;AACtD;AACA,EAAE,KAAK,WAAW,KAAK,KAAK,GAAG;AAC/B;AACA,GAAG,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC;AACtC,GAAG,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,MAAM,GAAG,IAAI,CAAC;AACxC;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC1C;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,WAAW,MAAM,GAAG;AACjD;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;AAClG;AACA,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,MAAM,GAAG,WAAW,EAAE,OAAO,GAAG,WAAW,EAAE,CAAC,KAAK,EAAE,CAAC;AAC3E;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,WAAW,KAAK,EAAE,MAAM,EAAE,UAAU,GAAG;AACpE;AACA,EAAE,MAAM,GAAG,KAAK,CAAC;AACjB,EAAE,OAAO,GAAG,MAAM,CAAC;AACnB;AACA,EAAE,WAAW,GAAG,UAAU,CAAC;AAC3B;AACA,EAAE,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,UAAU,EAAE,CAAC;AACnD,EAAE,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,GAAG,UAAU,EAAE,CAAC;AACrD;AACA,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC1C;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,WAAW,MAAM,GAAG;AAC/C;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;AAChG;AACA,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,gBAAgB,EAAE,CAAC;AACzC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,MAAM,GAAG;AACxC;AACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC;AAClC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AACrD;AACA,EAAE,KAAK,CAAC,CAAC,SAAS,GAAG;AACrB;AACA,GAAG,SAAS,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACvC;AACA,GAAG,MAAM;AACT;AACA,GAAG,SAAS,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACxC;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,QAAQ,EAAE,gBAAgB,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC,KAAK,EAAE,EAAE,CAAC;AAC7F;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,MAAM,GAAG;AACvC;AACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;AACjC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AACpD;AACA,EAAE,KAAK,CAAC,CAAC,SAAS,GAAG;AACrB;AACA,GAAG,QAAQ,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACtC;AACA,GAAG,MAAM;AACT;AACA,GAAG,QAAQ,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACvC;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,OAAO,EAAE,eAAe,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC,KAAK,EAAE,EAAE,CAAC;AAC1F;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,cAAc,GAAG,YAAY;AACnC;AACA,EAAE,OAAO,YAAY,CAAC;AACtB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,cAAc,GAAG,WAAW,OAAO,GAAG;AAC5C;AACA,EAAE,KAAK,CAAC,cAAc,EAAE,YAAY,GAAG,OAAO,EAAE,CAAC;AACjD;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,MAAM,GAAG;AAC1C;AACA,EAAE,WAAW,GAAG,MAAM,CAAC;AACvB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,WAAW,MAAM,GAAG;AAC/C;AACA,EAAE,gBAAgB,GAAG,MAAM,CAAC;AAC5B;AACA,EAAE,CAAC;AACH;AACA;AACA;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,MAAM,GAAG;AAC1C;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACzF;AACA,GAAG,MAAM,GAAG,IAAI,KAAK,EAAE,CAAC;AACxB;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,UAAU,CAAC,aAAa,EAAE,EAAE,CAAC;AACnD;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;AACA,EAAE,UAAU,CAAC,aAAa,CAAC,KAAK,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AAC1D;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;AACA,EAAE,OAAO,UAAU,CAAC,aAAa,EAAE,CAAC;AACpC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;AACA,EAAE,UAAU,CAAC,aAAa,CAAC,KAAK,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AAC1D;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,KAAK,GAAG,WAAW,KAAK,EAAE,KAAK,EAAE,OAAO,GAAG;AACjD;AACA,EAAE,IAAI,IAAI,GAAG,CAAC,CAAC;AACf;AACA,EAAE,KAAK,KAAK,KAAK,SAAS,IAAI,KAAK,GAAG,IAAI,IAAI,KAAK,CAAC;AACpD,EAAE,KAAK,KAAK,KAAK,SAAS,IAAI,KAAK,GAAG,IAAI,IAAI,GAAG,CAAC;AAClD,EAAE,KAAK,OAAO,KAAK,SAAS,IAAI,OAAO,GAAG,IAAI,IAAI,IAAI,CAAC;AACvD;AACA,EAAE,GAAG,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC;AACpB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;AACA,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;AACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY;AACjC;AACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACnC;AACA,EAAE,CAAC;AACH;AACA;AACA;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,YAAY;AAC5B;AACA,EAAE,OAAO,CAAC,mBAAmB,EAAE,kBAAkB,EAAE,aAAa,EAAE,KAAK,EAAE,CAAC;AAC1E,EAAE,OAAO,CAAC,mBAAmB,EAAE,sBAAsB,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;AACjF;AACA,EAAE,WAAW,CAAC,OAAO,EAAE,CAAC;AACxB,EAAE,YAAY,CAAC,OAAO,EAAE,CAAC;AACzB,EAAE,UAAU,CAAC,OAAO,EAAE,CAAC;AACvB,EAAE,QAAQ,CAAC,OAAO,EAAE,CAAC;AACrB,EAAE,OAAO,CAAC,OAAO,EAAE,CAAC;AACpB,EAAE,aAAa,CAAC,OAAO,EAAE,CAAC;AAC1B;AACA,EAAE,EAAE,CAAC,OAAO,EAAE,CAAC;AACf;AACA,EAAE,EAAE,CAAC,mBAAmB,EAAE,cAAc,EAAE,gBAAgB,EAAE,CAAC;AAC7D,EAAE,EAAE,CAAC,mBAAmB,EAAE,YAAY,EAAE,cAAc,EAAE,CAAC;AACzD;AACA,EAAE,SAAS,CAAC,IAAI,EAAE,CAAC;AACnB;AACA,EAAE,CAAC;AACH;AACA;AACA;AACA,CAAC,SAAS,aAAa,EAAE,KAAK,GAAG;AACjC;AACA,EAAE,KAAK,CAAC,cAAc,EAAE,CAAC;AACzB;AACA,EAAE,OAAO,CAAC,GAAG,EAAE,oCAAoC,EAAE,CAAC;AACtD;AACA,EAAE,cAAc,GAAG,IAAI,CAAC;AACxB;AACA,EAAE;AACF;AACA,CAAC,SAAS,gBAAgB,gBAAgB;AAC1C;AACA,EAAE,OAAO,CAAC,GAAG,EAAE,wCAAwC,EAAE,CAAC;AAC1D;AACA,EAAE,cAAc,GAAG,KAAK,CAAC;AACzB;AACA,EAAE,MAAM,aAAa,GAAG,IAAI,CAAC,SAAS,CAAC;AACvC,EAAE,MAAM,gBAAgB,GAAG,SAAS,CAAC,OAAO,CAAC;AAC7C,EAAE,MAAM,mBAAmB,GAAG,SAAS,CAAC,UAAU,CAAC;AACnD,EAAE,MAAM,oBAAoB,GAAG,SAAS,CAAC,WAAW,CAAC;AACrD,EAAE,MAAM,aAAa,GAAG,SAAS,CAAC,IAAI,CAAC;AACvC;AACA,EAAE,aAAa,EAAE,CAAC;AAClB;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;AACjC,EAAE,SAAS,CAAC,OAAO,GAAG,gBAAgB,CAAC;AACvC,EAAE,SAAS,CAAC,UAAU,GAAG,mBAAmB,CAAC;AAC7C,EAAE,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAC/C,EAAE,SAAS,CAAC,IAAI,GAAG,aAAa,CAAC;AACjC;AACA,EAAE;AACF;AACA,CAAC,SAAS,iBAAiB,EAAE,KAAK,GAAG;AACrC;AACA,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,MAAM,CAAC;AAChC;AACA,EAAE,QAAQ,CAAC,mBAAmB,EAAE,SAAS,EAAE,iBAAiB,EAAE,CAAC;AAC/D;AACA,EAAE,kBAAkB,EAAE,QAAQ,EAAE,CAAC;AACjC;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,kBAAkB,EAAE,QAAQ,GAAG;AACzC;AACA,EAAE,gCAAgC,EAAE,QAAQ,EAAE,CAAC;AAC/C;AACA,EAAE,UAAU,CAAC,MAAM,EAAE,QAAQ,EAAE,CAAC;AAChC;AACA,EAAE;AACF;AACA;AACA,CAAC,SAAS,gCAAgC,EAAE,QAAQ,GAAG;AACvD;AACA,EAAE,MAAM,QAAQ,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,QAAQ,CAAC;AACvD;AACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;AACA,GAAG,QAAQ,CAAC,OAAO,EAAE,WAAW,OAAO,GAAG;AAC1C;AACA,IAAI,YAAY,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC;AAC3C;AACA,IAAI,EAAE,CAAC;AACP;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,qBAAqB,EAAE,MAAM,EAAE,OAAO,GAAG;AACnD;AACA,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,MAAM,GAAG;AACrC;AACA,GAAG,KAAK,CAAC,qBAAqB,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;AAClD;AACA,GAAG,EAAE,CAAC;AACN;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,qBAAqB,GAAG,WAAW,MAAM,EAAE,OAAO,GAAG;AAC3D;AACA,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC;AACjC;AACA,EAAE,MAAM,OAAO,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AAC3C;AACA,EAAE,KAAK,MAAM,CAAC,YAAY,IAAI,EAAE,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,GAAG,GAAG,CAAC,YAAY,EAAE,CAAC;AACzF,EAAE,KAAK,MAAM,CAAC,UAAU,IAAI,EAAE,OAAO,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,GAAG,GAAG,CAAC,YAAY,EAAE,CAAC;AACnF,EAAE,KAAK,MAAM,CAAC,MAAM,IAAI,EAAE,OAAO,CAAC,EAAE,GAAG,OAAO,CAAC,EAAE,GAAG,GAAG,CAAC,YAAY,EAAE,CAAC;AACvE,EAAE,KAAK,MAAM,CAAC,SAAS,IAAI,EAAE,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,GAAG,GAAG,CAAC,YAAY,EAAE,CAAC;AAChF;AACA,EAAE,MAAM,iBAAiB,GAAG,OAAO,CAAC,aAAa,EAAE,CAAC;AACpD;AACA,EAAE,KAAK,MAAM,CAAC,YAAY,GAAG;AAC7B;AACA,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,QAAQ,EAAE,CAAC;AAC7C,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AACxD;AACA,GAAG,aAAa,CAAC,eAAe,EAAE,iBAAiB,CAAC,QAAQ,EAAE,CAAC;AAC/D,GAAG,GAAG,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/E;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,CAAC,UAAU,GAAG;AAC3B;AACA,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;AAC3C,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,CAAC,WAAW,EAAE,KAAK,EAAE,CAAC;AACtD;AACA,GAAG,aAAa,CAAC,eAAe,EAAE,iBAAiB,CAAC,MAAM,EAAE,CAAC;AAC7D,GAAG,GAAG,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7E;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,CAAC,MAAM,GAAG;AACvB;AACA,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC;AACvC,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AAClD;AACA,GAAG,aAAa,CAAC,eAAe,EAAE,iBAAiB,CAAC,EAAE,EAAE,CAAC;AACzD,GAAG,GAAG,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzE;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,CAAC,SAAS,GAAG;AAC1B;AACA,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC;AAC1C,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;AACrD;AACA,GAAG,aAAa,CAAC,eAAe,EAAE,iBAAiB,CAAC,KAAK,EAAE,CAAC;AAC5D,GAAG,GAAG,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,KAAK,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5E;AACA,GAAG;AACH;AACA,EAAE,aAAa,CAAC,uBAAuB,EAAE,CAAC;AAC1C;AACA,EAAE,GAAG,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AACvC;AACA,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;AACnB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,WAAW,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,GAAG;AACzF;AACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,KAAK,GAAG,WAAW,CAAC;AAC5C;AACA,EAAE,MAAM,WAAW,KAAK,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,WAAW,CAAC,WAAW,EAAE,GAAG,CAAC,EAAE,CAAC;AAChF;AACA,EAAE,MAAM,OAAO,GAAG,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AAChE;AACA,EAAE,KAAK,CAAC,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,CAAC;AAC7C;AACA;AACA;AACA,EAAE,IAAI,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AAC7B,EAAE,MAAM,QAAQ,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;AAChD;AACA;AACA;AACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;AACA,GAAG,KAAK,QAAQ,KAAK,SAAS,IAAI,QAAQ,CAAC,KAAK,KAAK,CAAC,GAAG,OAAO;AAChE;AACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,CAAC,GAAG;AAClC;AACA,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,IAAI,WAAW,GAAG,CAAC,CAAC;AACtB;AACA,EAAE,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,GAAG;AACrC;AACA,GAAG,KAAK,GAAG,UAAU,CAAC,qBAAqB,EAAE,QAAQ,EAAE,CAAC;AACxD,GAAG,WAAW,GAAG,CAAC,CAAC;AACnB;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,YAAY,IAAI,QAAQ,CAAC,YAAY,GAAG;AACxD;AACA,GAAG,YAAY,CAAC,MAAM,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,CAAC;AAC9D;AACA,GAAG;AACH;AACA,EAAE,aAAa,CAAC,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACpE;AACA,EAAE,IAAI,SAAS,CAAC;AAChB,EAAE,IAAI,QAAQ,GAAG,cAAc,CAAC;AAChC;AACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;AACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACvC;AACA,GAAG,QAAQ,GAAG,qBAAqB,CAAC;AACpC,GAAG,QAAQ,CAAC,QAAQ,EAAE,SAAS,EAAE,CAAC;AAClC;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,SAAS,GAAG,EAAE,KAAK,KAAK,IAAI,KAAK,KAAK,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AACtE;AACA,EAAE,MAAM,UAAU,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,WAAW,CAAC;AAC5D,EAAE,MAAM,UAAU,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,WAAW,CAAC;AAC5D;AACA,EAAE,MAAM,UAAU,GAAG,KAAK,KAAK,IAAI,GAAG,KAAK,CAAC,KAAK,GAAG,WAAW,GAAG,CAAC,CAAC;AACpE,EAAE,MAAM,UAAU,GAAG,KAAK,KAAK,IAAI,GAAG,KAAK,CAAC,KAAK,GAAG,WAAW,GAAG,QAAQ,CAAC;AAC3E;AACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;AACvD,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,UAAU,GAAG,UAAU,EAAE,UAAU,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC;AAC9F;AACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,OAAO,GAAG,SAAS,GAAG,CAAC,EAAE,CAAC;AAC3D;AACA,EAAE,KAAK,SAAS,KAAK,CAAC,GAAG,OAAO;AAChC;AACA;AACA;AACA,EAAE,KAAK,MAAM,CAAC,MAAM,GAAG;AACvB;AACA,GAAG,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,GAAG;AACtC;AACA,IAAI,KAAK,CAAC,YAAY,EAAE,QAAQ,CAAC,kBAAkB,GAAG,mBAAmB,EAAE,EAAE,CAAC;AAC9E,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;AACA,IAAI,MAAM;AACV;AACA,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;AACA,IAAI;AACJ;AACA,GAAG,MAAM,KAAK,MAAM,CAAC,MAAM,GAAG;AAC9B;AACA,GAAG,IAAI,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACtC;AACA,GAAG,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,CAAC,CAAC;AAChD;AACA,GAAG,KAAK,CAAC,YAAY,EAAE,SAAS,GAAG,mBAAmB,EAAE,EAAE,CAAC;AAC3D;AACA,GAAG,KAAK,MAAM,CAAC,cAAc,GAAG;AAChC;AACA,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;AACA,IAAI,MAAM,KAAK,MAAM,CAAC,UAAU,GAAG;AACnC;AACA,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;AACA,IAAI,MAAM;AACV;AACA,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;AACA,IAAI;AACJ;AACA,GAAG,MAAM,KAAK,MAAM,CAAC,QAAQ,GAAG;AAChC;AACA,GAAG,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AACzB;AACA,GAAG,MAAM,KAAK,MAAM,CAAC,QAAQ,GAAG;AAChC;AACA,GAAG,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AACzB;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,CAAC,eAAe,GAAG;AAChC;AACA,GAAG,QAAQ,CAAC,eAAe,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClE;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,yBAAyB,GAAG;AACnD;AACA,GAAG,MAAM,aAAa,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,iBAAiB,EAAE,CAAC;AACxF;AACA,GAAG,QAAQ,CAAC,eAAe,EAAE,SAAS,EAAE,SAAS,EAAE,aAAa,EAAE,CAAC;AACnE;AACA,GAAG,MAAM;AACT;AACA,GAAG,QAAQ,CAAC,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,CAAC;AAC3C;AACA,GAAG;AACH;AACA,EAAE,CAAC;AACH;AACA;AACA;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AAC3C;AACA,EAAE,kBAAkB,GAAG,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACjD,EAAE,kBAAkB,CAAC,IAAI,EAAE,CAAC;AAC5B;AACA,EAAE,KAAK,CAAC,eAAe,EAAE,WAAW,MAAM,GAAG;AAC7C;AACA,GAAG,KAAK,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG;AAChE;AACA,IAAI,kBAAkB,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AAC3C;AACA,IAAI,KAAK,MAAM,CAAC,UAAU,GAAG;AAC7B;AACA,KAAK,kBAAkB,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;AAC7C;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,EAAE,CAAC;AACN;AACA,EAAE,kBAAkB,CAAC,WAAW,EAAE,CAAC;AACnC;AACA,EAAE,KAAK,CAAC,QAAQ,EAAE,WAAW,MAAM,GAAG;AACtC;AACA,GAAG,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACpC;AACA,GAAG,KAAK,QAAQ,GAAG;AACnB;AACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACrC;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAClD;AACA,MAAM,MAAM,SAAS,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC;AACtC;AACA,MAAM,UAAU,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC7C;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA,KAAK,UAAU,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3C;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,EAAE,CAAC;AACN;AACA,EAAE,CAAC;AACH;AACA;AACA;AACA,CAAC,IAAI,wBAAwB,GAAG,IAAI,CAAC;AACrC;AACA,CAAC,SAAS,gBAAgB,EAAE,IAAI,GAAG;AACnC;AACA,EAAE,KAAK,wBAAwB,GAAG,wBAAwB,EAAE,IAAI,EAAE,CAAC;AACnE;AACA,EAAE;AACF;AACA,CAAC,SAAS,gBAAgB,GAAG;AAC7B;AACA,EAAE,SAAS,CAAC,IAAI,EAAE,CAAC;AACnB;AACA,EAAE;AACF;AACA,CAAC,SAAS,cAAc,GAAG;AAC3B;AACA,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,MAAM,SAAS,GAAG,IAAI,cAAc,EAAE,CAAC;AACxC,CAAC,SAAS,CAAC,gBAAgB,EAAE,gBAAgB,EAAE,CAAC;AAChD;AACA,CAAC,KAAK,OAAO,MAAM,KAAK,WAAW,GAAG,SAAS,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;AACrE;AACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,WAAW,QAAQ,GAAG;AAC/C;AACA,EAAE,wBAAwB,GAAG,QAAQ,CAAC;AACtC,EAAE,EAAE,CAAC,gBAAgB,EAAE,QAAQ,EAAE,CAAC;AAClC;AACA,EAAE,EAAE,QAAQ,KAAK,IAAI,KAAK,SAAS,CAAC,IAAI,EAAE,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC;AAC/D;AACA,EAAE,CAAC;AACH;AACA,CAAC,EAAE,CAAC,gBAAgB,EAAE,cAAc,EAAE,gBAAgB,EAAE,CAAC;AACzD,CAAC,EAAE,CAAC,gBAAgB,EAAE,YAAY,EAAE,cAAc,EAAE,CAAC;AACrD;AACA;AACA;AACA,CAAC,IAAI,CAAC,MAAM,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AAC1C;AACA,EAAE,IAAI,YAAY,EAAE,UAAU,CAAC;AAC/B;AACA,EAAE,KAAK,SAAS,EAAE,CAAC,EAAE,KAAK,SAAS,GAAG;AACtC;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,2GAA2G,EAAE,CAAC;AAC/H,GAAG,YAAY,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AACjC;AACA,GAAG;AACH;AACA,EAAE,KAAK,SAAS,EAAE,CAAC,EAAE,KAAK,SAAS,GAAG;AACtC;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;AACnH,GAAG,UAAU,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,GAAG;AACH;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,IAAI,MAAM,CAAC,QAAQ,KAAK,IAAI,GAAG;AAC1D;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,wEAAwE,EAAE,CAAC;AAC7F,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,KAAK,cAAc,KAAK,IAAI,GAAG,OAAO;AACxC;AACA;AACA;AACA,EAAE,KAAK,KAAK,CAAC,UAAU,KAAK,IAAI,GAAG,KAAK,CAAC,iBAAiB,EAAE,CAAC;AAC7D;AACA;AACA;AACA,EAAE,KAAK,MAAM,CAAC,MAAM,KAAK,IAAI,GAAG,MAAM,CAAC,iBAAiB,EAAE,CAAC;AAC3D;AACA,EAAE,KAAK,EAAE,CAAC,OAAO,KAAK,IAAI,IAAI,EAAE,CAAC,YAAY,KAAK,IAAI,GAAG;AACzD;AACA,GAAG,MAAM,GAAG,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AACnC;AACA,GAAG;AACH;AACA;AACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,CAAC,cAAc,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,YAAY,IAAI,oBAAoB,EAAE,CAAC;AACnH;AACA,EAAE,kBAAkB,GAAG,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,gBAAgB,CAAC,MAAM,EAAE,CAAC;AAC1E,EAAE,kBAAkB,CAAC,IAAI,EAAE,CAAC;AAC5B;AACA,EAAE,gBAAgB,CAAC,IAAI,EAAE,kBAAkB,EAAE,CAAC;AAC9C;AACA,EAAE,iBAAiB,CAAC,gBAAgB,EAAE,MAAM,CAAC,gBAAgB,EAAE,MAAM,CAAC,kBAAkB,EAAE,CAAC;AAC3F,EAAE,QAAQ,CAAC,uBAAuB,EAAE,iBAAiB,EAAE,CAAC;AACxD;AACA,EAAE,qBAAqB,GAAG,IAAI,CAAC,oBAAoB,CAAC;AACpD,EAAE,gBAAgB,GAAG,QAAQ,CAAC,IAAI,EAAE,IAAI,CAAC,cAAc,EAAE,qBAAqB,EAAE,MAAM,EAAE,CAAC;AACzF;AACA,EAAE,iBAAiB,GAAG,WAAW,CAAC,GAAG,EAAE,KAAK,EAAE,eAAe,CAAC,MAAM,EAAE,CAAC;AACvE,EAAE,iBAAiB,CAAC,IAAI,EAAE,CAAC;AAC3B;AACA,EAAE,eAAe,CAAC,IAAI,EAAE,iBAAiB,EAAE,CAAC;AAC5C;AACA,EAAE,aAAa,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AACvD;AACA,EAAE,iBAAiB,CAAC,MAAM,EAAE,CAAC;AAC7B;AACA,EAAE,KAAK,KAAK,CAAC,WAAW,KAAK,IAAI,GAAG;AACpC;AACA,GAAG,iBAAiB,CAAC,IAAI,EAAE,WAAW,EAAE,gBAAgB,EAAE,CAAC;AAC3D;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,gBAAgB,KAAK,IAAI,GAAG,QAAQ,CAAC,YAAY,EAAE,CAAC;AAC3D;AACA,EAAE,MAAM,YAAY,GAAG,kBAAkB,CAAC,KAAK,CAAC,YAAY,CAAC;AAC7D;AACA,EAAE,SAAS,CAAC,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAClD;AACA,EAAE,kBAAkB,CAAC,WAAW,EAAE,CAAC;AACnC,EAAE,kBAAkB,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AAC/C;AACA,EAAE,KAAK,gBAAgB,KAAK,IAAI,GAAG,QAAQ,CAAC,UAAU,EAAE,CAAC;AACzD;AACA;AACA;AACA,EAAE,KAAK,IAAI,CAAC,IAAI,CAAC,SAAS,KAAK,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;AACxD;AACA,EAAE,KAAK,YAAY,KAAK,SAAS,GAAG;AACpC;AACA,GAAG,IAAI,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC;AACxC;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,UAAU,CAAC,MAAM,EAAE,iBAAiB,EAAE,KAAK,EAAE,MAAM,EAAE,UAAU,EAAE,CAAC;AACpE;AACA;AACA;AACA,EAAE,MAAM,aAAa,GAAG,iBAAiB,CAAC,MAAM,CAAC;AACjD,EAAE,MAAM,kBAAkB,GAAG,iBAAiB,CAAC,WAAW,CAAC;AAC3D;AACA,EAAE,KAAK,aAAa,CAAC,MAAM,GAAG,CAAC,GAAG,aAAa,EAAE,aAAa,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAChF,EAAE,KAAK,kBAAkB,CAAC,MAAM,GAAG,CAAC,GAAG,aAAa,EAAE,kBAAkB,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC1F;AACA;AACA;AACA,EAAE,KAAK,oBAAoB,KAAK,IAAI,GAAG;AACvC;AACA;AACA;AACA,GAAG,QAAQ,CAAC,wBAAwB,EAAE,oBAAoB,EAAE,CAAC;AAC7D;AACA;AACA;AACA,GAAG,QAAQ,CAAC,6BAA6B,EAAE,oBAAoB,EAAE,CAAC;AAClE;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,CAAC,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC5E;AACA;AACA;AACA,EAAE,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;AACtC,EAAE,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;AACtC,EAAE,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;AACtC;AACA,EAAE,KAAK,CAAC,gBAAgB,EAAE,KAAK,EAAE,CAAC;AAClC;AACA;AACA;AACA,EAAE,aAAa,CAAC,iBAAiB,EAAE,CAAC;AACpC,EAAE,kBAAkB,GAAG,EAAE,CAAC,CAAC;AAC3B,EAAE,cAAc,GAAG,IAAI,CAAC;AACxB;AACA,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;AACzB;AACA,EAAE,KAAK,gBAAgB,CAAC,MAAM,GAAG,CAAC,GAAG;AACrC;AACA,GAAG,kBAAkB,GAAG,gBAAgB,EAAE,gBAAgB,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACxE;AACA,GAAG,MAAM;AACT;AACA,GAAG,kBAAkB,GAAG,IAAI,CAAC;AAC7B;AACA,GAAG;AACH;AACA,EAAE,eAAe,CAAC,GAAG,EAAE,CAAC;AACxB;AACA,EAAE,KAAK,eAAe,CAAC,MAAM,GAAG,CAAC,GAAG;AACpC;AACA,GAAG,iBAAiB,GAAG,eAAe,EAAE,eAAe,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACrE;AACA,GAAG,MAAM;AACT;AACA,GAAG,iBAAiB,GAAG,IAAI,CAAC;AAC5B;AACA,GAAG;AACH;AACA,EAAE,CAAC;AACH;AACA,CAAC,SAAS,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE,UAAU,EAAE,WAAW,GAAG;AACnE;AACA,EAAE,KAAK,MAAM,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACzC;AACA,EAAE,MAAM,OAAO,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACtD;AACA,EAAE,KAAK,OAAO,GAAG;AACjB;AACA,GAAG,KAAK,MAAM,CAAC,OAAO,GAAG;AACzB;AACA,IAAI,UAAU,GAAG,MAAM,CAAC,WAAW,CAAC;AACpC;AACA,IAAI,MAAM,KAAK,MAAM,CAAC,KAAK,GAAG;AAC9B;AACA,IAAI,KAAK,MAAM,CAAC,UAAU,KAAK,IAAI,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9D;AACA,IAAI,MAAM,KAAK,MAAM,CAAC,OAAO,GAAG;AAChC;AACA,IAAI,kBAAkB,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AAC3C;AACA,IAAI,KAAK,MAAM,CAAC,UAAU,GAAG;AAC7B;AACA,KAAK,kBAAkB,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;AAC7C;AACA,KAAK;AACL;AACA,IAAI,MAAM,KAAK,MAAM,CAAC,QAAQ,GAAG;AACjC;AACA,IAAI,KAAK,EAAE,MAAM,CAAC,aAAa,IAAI,QAAQ,CAAC,gBAAgB,EAAE,MAAM,EAAE,GAAG;AACzE;AACA,KAAK,KAAK,WAAW,GAAG;AACxB;AACA,MAAM,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE;AAC1D,QAAQ,YAAY,EAAE,iBAAiB,EAAE,CAAC;AAC1C;AACA,MAAM;AACN;AACA,KAAK,MAAM,QAAQ,GAAG,OAAO,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AAC/C,KAAK,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACtC;AACA,KAAK,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC7B;AACA,MAAM,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AACzF;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI,MAAM,KAAK,MAAM,CAAC,uBAAuB,GAAG;AAChD;AACA,IAAI,KAAK,WAAW,GAAG;AACvB;AACA,KAAK,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE;AACzD,OAAO,YAAY,EAAE,iBAAiB,EAAE,CAAC;AACzC;AACA,KAAK;AACL;AACA,IAAI,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AAC1F;AACA,IAAI,MAAM,KAAK,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,QAAQ,GAAG;AACnE;AACA,IAAI,KAAK,MAAM,CAAC,aAAa,GAAG;AAChC;AACA;AACA;AACA,KAAK,KAAK,MAAM,CAAC,QAAQ,CAAC,KAAK,KAAK,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG;AACxD;AACA,MAAM,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;AAC/B,MAAM,MAAM,CAAC,QAAQ,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC;AAChD;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI,KAAK,EAAE,MAAM,CAAC,aAAa,IAAI,QAAQ,CAAC,gBAAgB,EAAE,MAAM,EAAE,GAAG;AACzE;AACA,KAAK,KAAK,WAAW,GAAG;AACxB;AACA,MAAM,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE;AAC1D,QAAQ,YAAY,EAAE,iBAAiB,EAAE,CAAC;AAC1C;AACA,MAAM;AACN;AACA,KAAK,MAAM,QAAQ,GAAG,OAAO,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AAC/C,KAAK,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACtC;AACA,KAAK,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACtC;AACA,MAAM,MAAM,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AACrC;AACA,MAAM,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACxD;AACA,OAAO,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AACjC,OAAO,MAAM,aAAa,GAAG,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAC7D;AACA,OAAO,KAAK,aAAa,IAAI,aAAa,CAAC,OAAO,GAAG;AACrD;AACA,QAAQ,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;AACjG;AACA,QAAQ;AACR;AACA,OAAO;AACP;AACA,MAAM,MAAM,KAAK,QAAQ,CAAC,OAAO,GAAG;AACpC;AACA,MAAM,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AACzF;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,aAAa,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,UAAU,EAAE,WAAW,EAAE,CAAC;AACnE;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,aAAa,EAAE,UAAU,EAAE,KAAK,EAAE,MAAM,GAAG;AACrD;AACA,EAAE,MAAM,gBAAgB,GAAG,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAClF;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACxD;AACA,GAAG,MAAM,UAAU,GAAG,UAAU,EAAE,CAAC,EAAE,CAAC;AACtC;AACA,GAAG,MAAM,MAAM,GAAG,UAAU,CAAC,MAAM,CAAC;AACpC,GAAG,MAAM,QAAQ,GAAG,UAAU,CAAC,QAAQ,CAAC;AACxC,GAAG,MAAM,QAAQ,GAAG,gBAAgB,KAAK,IAAI,GAAG,UAAU,CAAC,QAAQ,GAAG,gBAAgB,CAAC;AACvF,GAAG,MAAM,KAAK,GAAG,UAAU,CAAC,KAAK,CAAC;AAClC;AACA,GAAG,KAAK,MAAM,CAAC,aAAa,GAAG;AAC/B;AACA,IAAI,MAAM,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AACnC;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;AACA,KAAK,MAAM,OAAO,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAClC;AACA,KAAK,KAAK,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,OAAO,CAAC,MAAM,EAAE,GAAG;AACjD;AACA,MAAM,KAAK,CAAC,QAAQ,EAAE,gBAAgB,CAAC,IAAI,EAAE,OAAO,CAAC,QAAQ,EAAE,EAAE,CAAC;AAClE;AACA,MAAM,kBAAkB,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;AACpD;AACA,MAAM,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACxE;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,IAAI,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACrE;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,SAAS,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,GAAG;AAC3E;AACA,EAAE,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC3E;AACA,EAAE,MAAM,CAAC,eAAe,CAAC,gBAAgB,EAAE,MAAM,CAAC,kBAAkB,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC3F,EAAE,MAAM,CAAC,YAAY,CAAC,eAAe,EAAE,MAAM,CAAC,eAAe,EAAE,CAAC;AAChE;AACA,EAAE,KAAK,MAAM,CAAC,uBAAuB,GAAG;AACxC;AACA,GAAG,MAAM,OAAO,GAAG,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACjE;AACA,GAAG,KAAK,CAAC,WAAW,EAAE,QAAQ,EAAE,CAAC;AACjC;AACA,GAAG,aAAa,CAAC,KAAK,EAAE,CAAC;AACzB;AACA,GAAG,qBAAqB,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;AAC5C;AACA,GAAG,MAAM;AACT;AACA,GAAG,KAAK,CAAC,kBAAkB,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAChF;AACA,GAAG;AACH;AACA,EAAE,MAAM,CAAC,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC1E;AACA,EAAE;AACF;AACA,CAAC,SAAS,UAAU,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,GAAG;AAChD;AACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,GAAG,WAAW,CAAC;AACpD;AACA,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;AACA,EAAE,MAAM,MAAM,GAAG,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC;AACjD,EAAE,MAAM,YAAY,GAAG,kBAAkB,CAAC,KAAK,CAAC,YAAY,CAAC;AAC7D;AACA,EAAE,MAAM,kBAAkB,GAAG,MAAM,CAAC,KAAK,CAAC,OAAO,CAAC;AAClD;AACA,EAAE,MAAM,UAAU,GAAG,YAAY,CAAC,aAAa,EAAE,QAAQ,EAAE,MAAM,CAAC,KAAK,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACvG,EAAE,MAAM,eAAe,GAAG,YAAY,CAAC,kBAAkB,EAAE,UAAU,EAAE,CAAC;AACxE;AACA,EAAE,IAAI,QAAQ,GAAG,kBAAkB,CAAC,QAAQ,CAAC;AAC7C;AACA;AACA;AACA,EAAE,kBAAkB,CAAC,WAAW,GAAG,QAAQ,CAAC,sBAAsB,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;AAC9F,EAAE,kBAAkB,CAAC,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC;AACrC,EAAE,kBAAkB,CAAC,MAAM,GAAG,QAAQ,CAAC,GAAG,EAAE,QAAQ,CAAC,MAAM,IAAI,kBAAkB,CAAC,WAAW,EAAE,CAAC;AAChG;AACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;AACA;AACA;AACA,GAAG,QAAQ,CAAC,gBAAgB,EAAE,SAAS,EAAE,iBAAiB,EAAE,CAAC;AAC7D;AACA,GAAG,QAAQ,GAAG,IAAI,GAAG,EAAE,CAAC;AACxB,GAAG,kBAAkB,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1C;AACA,GAAG;AACH;AACA,EAAE,IAAI,OAAO,GAAG,QAAQ,CAAC,GAAG,EAAE,eAAe,EAAE,CAAC;AAChD;AACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG;AAC/B;AACA;AACA;AACA,GAAG,KAAK,kBAAkB,CAAC,cAAc,KAAK,OAAO,IAAI,kBAAkB,CAAC,kBAAkB,KAAK,kBAAkB,GAAG;AACxH;AACA,IAAI,8BAA8B,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC3D;AACA,IAAI,OAAO,OAAO,CAAC;AACnB;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,UAAU,CAAC,QAAQ,GAAG,YAAY,CAAC,WAAW,EAAE,QAAQ,EAAE,CAAC;AAC9D;AACA,GAAG,QAAQ,CAAC,eAAe,EAAE,UAAU,EAAE,KAAK,EAAE,CAAC;AACjD;AACA,GAAG,OAAO,GAAG,YAAY,CAAC,cAAc,EAAE,UAAU,EAAE,eAAe,EAAE,CAAC;AACxE,GAAG,QAAQ,CAAC,GAAG,EAAE,eAAe,EAAE,OAAO,EAAE,CAAC;AAC5C;AACA,GAAG,kBAAkB,CAAC,QAAQ,GAAG,UAAU,CAAC,QAAQ,CAAC;AACrD;AACA,GAAG;AACH;AACA,EAAE,MAAM,QAAQ,GAAG,kBAAkB,CAAC,QAAQ,CAAC;AAC/C;AACA,EAAE,KAAK,EAAE,EAAE,QAAQ,CAAC,gBAAgB,IAAI,EAAE,QAAQ,CAAC,mBAAmB,MAAM,QAAQ,CAAC,QAAQ,KAAK,IAAI,GAAG;AACzG;AACA,GAAG,QAAQ,CAAC,cAAc,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC9C;AACA,GAAG;AACH;AACA,EAAE,8BAA8B,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AACzD;AACA;AACA;AACA,EAAE,kBAAkB,CAAC,WAAW,GAAG,mBAAmB,EAAE,QAAQ,EAAE,CAAC;AACnE,EAAE,kBAAkB,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;AAC7D;AACA,EAAE,KAAK,kBAAkB,CAAC,WAAW,GAAG;AACxC;AACA;AACA;AACA,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,OAAO,CAAC;AAC3D,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,KAAK,CAAC;AAClD,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,WAAW,CAAC;AAC/D,GAAG,QAAQ,CAAC,uBAAuB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,iBAAiB,CAAC;AAC3E,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC;AACjD,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,UAAU,CAAC;AAC7D,GAAG,QAAQ,CAAC,cAAc,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,QAAQ,CAAC;AACzD,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,YAAY,CAAC;AACpD,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,YAAY,CAAC;AACpD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,KAAK,CAAC;AACnD,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,WAAW,CAAC;AAC/D,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC;AACvD;AACA,GAAG,QAAQ,CAAC,oBAAoB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,oBAAoB,CAAC;AAC3E,GAAG,QAAQ,CAAC,uBAAuB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,uBAAuB,CAAC;AACjF,GAAG,QAAQ,CAAC,aAAa,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,aAAa,CAAC;AAC7D,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,gBAAgB,CAAC;AACnE,GAAG,QAAQ,CAAC,cAAc,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,cAAc,CAAC;AAC/D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,iBAAiB,CAAC;AACrE;AACA;AACA,GAAG;AACH;AACA,EAAE,MAAM,YAAY,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;AAC7C,EAAE,MAAM,YAAY,GAAG,aAAa,CAAC,YAAY,EAAE,YAAY,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAChF;AACA,EAAE,kBAAkB,CAAC,cAAc,GAAG,OAAO,CAAC;AAC9C,EAAE,kBAAkB,CAAC,YAAY,GAAG,YAAY,CAAC;AACjD;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,SAAS,8BAA8B,EAAE,QAAQ,EAAE,UAAU,GAAG;AACjE;AACA,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;AACA,EAAE,kBAAkB,CAAC,cAAc,GAAG,UAAU,CAAC,cAAc,CAAC;AAChE,EAAE,kBAAkB,CAAC,UAAU,GAAG,UAAU,CAAC,UAAU,CAAC;AACxD,EAAE,kBAAkB,CAAC,iBAAiB,GAAG,UAAU,CAAC,iBAAiB,CAAC;AACtE,EAAE,kBAAkB,CAAC,eAAe,GAAG,UAAU,CAAC,mBAAmB,CAAC;AACtE,EAAE,kBAAkB,CAAC,YAAY,GAAG,UAAU,CAAC,YAAY,CAAC;AAC5D;AACA,EAAE;AACF;AACA,CAAC,SAAS,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,GAAG;AACxD;AACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,GAAG,WAAW,CAAC;AACpD;AACA,EAAE,QAAQ,CAAC,iBAAiB,EAAE,CAAC;AAC/B;AACA,EAAE,MAAM,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC;AACxB,EAAE,MAAM,WAAW,GAAG,QAAQ,CAAC,sBAAsB,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;AACjF,EAAE,MAAM,QAAQ,GAAG,EAAE,oBAAoB,KAAK,IAAI,KAAK,KAAK,CAAC,cAAc,GAAG,oBAAoB,CAAC,OAAO,CAAC,QAAQ,CAAC;AACpH,EAAE,MAAM,MAAM,GAAG,QAAQ,CAAC,GAAG,EAAE,QAAQ,CAAC,MAAM,IAAI,WAAW,EAAE,CAAC;AAChE,EAAE,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,KAAK,IAAI,IAAI,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,IAAI,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,QAAQ,KAAK,CAAC,CAAC;AAC7I;AACA,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD,EAAE,MAAM,MAAM,GAAG,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC;AACjD;AACA,EAAE,KAAK,gBAAgB,KAAK,IAAI,GAAG;AACnC;AACA,GAAG,KAAK,qBAAqB,KAAK,IAAI,IAAI,MAAM,KAAK,cAAc,GAAG;AACtE;AACA,IAAI,MAAM,QAAQ;AAClB,KAAK,MAAM,KAAK,cAAc;AAC9B,KAAK,QAAQ,CAAC,EAAE,KAAK,kBAAkB,CAAC;AACxC;AACA;AACA;AACA;AACA,IAAI,QAAQ,CAAC,QAAQ,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AACpD;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,IAAI,kBAAkB,GAAG,KAAK,CAAC;AACjC;AACA,EAAE,KAAK,QAAQ,CAAC,OAAO,KAAK,kBAAkB,CAAC,SAAS,GAAG;AAC3D;AACA,GAAG,KAAK,kBAAkB,CAAC,WAAW,MAAM,kBAAkB,CAAC,kBAAkB,KAAK,MAAM,CAAC,KAAK,CAAC,OAAO,EAAE,GAAG;AAC/G;AACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;AACA,IAAI,MAAM,KAAK,kBAAkB,CAAC,cAAc,KAAK,QAAQ,GAAG;AAChE;AACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;AACA,IAAI,MAAM,KAAK,MAAM,CAAC,eAAe,IAAI,kBAAkB,CAAC,UAAU,KAAK,KAAK,GAAG;AACnF;AACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;AACA,IAAI,MAAM,KAAK,EAAE,MAAM,CAAC,eAAe,IAAI,kBAAkB,CAAC,UAAU,KAAK,IAAI,GAAG;AACpF;AACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;AACA,IAAI,MAAM,KAAK,kBAAkB,CAAC,MAAM,KAAK,MAAM,GAAG;AACtD;AACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;AACA,IAAI,MAAM,KAAK,QAAQ,CAAC,GAAG,IAAI,kBAAkB,CAAC,GAAG,KAAK,GAAG,GAAG;AAChE;AACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;AACA,IAAI,MAAM,KAAK,kBAAkB,CAAC,iBAAiB,KAAK,SAAS;AACjE,MAAM,kBAAkB,CAAC,iBAAiB,KAAK,QAAQ,CAAC,SAAS;AACjE,IAAI,kBAAkB,CAAC,eAAe,KAAK,QAAQ,CAAC,eAAe,EAAE,GAAG;AACxE;AACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;AACA,IAAI,MAAM,KAAK,kBAAkB,CAAC,YAAY,KAAK,YAAY,GAAG;AAClE;AACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,kBAAkB,GAAG,IAAI,CAAC;AAC7B,GAAG,kBAAkB,CAAC,SAAS,GAAG,QAAQ,CAAC,OAAO,CAAC;AACnD;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,IAAI,OAAO,GAAG,kBAAkB,CAAC,cAAc,CAAC;AAClD;AACA,EAAE,KAAK,kBAAkB,KAAK,IAAI,GAAG;AACrC;AACA,GAAG,OAAO,GAAG,UAAU,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACnD;AACA,GAAG;AACH;AACA,EAAE,IAAI,cAAc,GAAG,KAAK,CAAC;AAC7B,EAAE,IAAI,eAAe,GAAG,KAAK,CAAC;AAC9B,EAAE,IAAI,aAAa,GAAG,KAAK,CAAC;AAC5B;AACA,EAAE,MAAM,UAAU,GAAG,OAAO,CAAC,WAAW,EAAE;AAC1C,GAAG,UAAU,GAAG,kBAAkB,CAAC,QAAQ,CAAC;AAC5C;AACA,EAAE,KAAK,KAAK,CAAC,UAAU,EAAE,OAAO,CAAC,OAAO,EAAE,GAAG;AAC7C;AACA,GAAG,cAAc,GAAG,IAAI,CAAC;AACzB,GAAG,eAAe,GAAG,IAAI,CAAC;AAC1B,GAAG,aAAa,GAAG,IAAI,CAAC;AACxB;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,EAAE,KAAK,kBAAkB,GAAG;AAC5C;AACA,GAAG,kBAAkB,GAAG,QAAQ,CAAC,EAAE,CAAC;AACpC;AACA,GAAG,eAAe,GAAG,IAAI,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,KAAK,cAAc,IAAI,cAAc,KAAK,MAAM,GAAG;AACrD;AACA,GAAG,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,kBAAkB,EAAE,MAAM,CAAC,gBAAgB,EAAE,CAAC;AAC3E;AACA,GAAG,KAAK,YAAY,CAAC,sBAAsB,GAAG;AAC9C;AACA,IAAI,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,eAAe;AAC7C,KAAK,GAAG,KAAK,IAAI,CAAC,GAAG,EAAE,MAAM,CAAC,GAAG,GAAG,GAAG,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC;AACzD;AACA,IAAI;AACJ;AACA,GAAG,KAAK,cAAc,KAAK,MAAM,GAAG;AACpC;AACA,IAAI,cAAc,GAAG,MAAM,CAAC;AAC5B;AACA;AACA;AACA;AACA;AACA,IAAI,eAAe,GAAG,IAAI,CAAC;AAC3B,IAAI,aAAa,GAAG,IAAI,CAAC;AACzB;AACA,IAAI;AACJ;AACA;AACA;AACA;AACA,GAAG,KAAK,QAAQ,CAAC,gBAAgB;AACjC,IAAI,QAAQ,CAAC,mBAAmB;AAChC,IAAI,QAAQ,CAAC,kBAAkB;AAC/B,IAAI,QAAQ,CAAC,sBAAsB;AACnC,IAAI,QAAQ,CAAC,MAAM,GAAG;AACtB;AACA,IAAI,MAAM,OAAO,GAAG,UAAU,CAAC,GAAG,CAAC,cAAc,CAAC;AAClD;AACA,IAAI,KAAK,OAAO,KAAK,SAAS,GAAG;AACjC;AACA,KAAK,OAAO,CAAC,QAAQ,EAAE,GAAG;AAC1B,MAAM,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE,EAAE,CAAC;AAC7D;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,KAAK,QAAQ,CAAC,mBAAmB;AACpC,IAAI,QAAQ,CAAC,kBAAkB;AAC/B,IAAI,QAAQ,CAAC,qBAAqB;AAClC,IAAI,QAAQ,CAAC,mBAAmB;AAChC,IAAI,QAAQ,CAAC,sBAAsB;AACnC,IAAI,QAAQ,CAAC,gBAAgB,GAAG;AAChC;AACA,IAAI,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,gBAAgB,EAAE,MAAM,CAAC,oBAAoB,KAAK,IAAI,EAAE,CAAC;AACvF;AACA,IAAI;AACJ;AACA,GAAG,KAAK,QAAQ,CAAC,mBAAmB;AACpC,IAAI,QAAQ,CAAC,kBAAkB;AAC/B,IAAI,QAAQ,CAAC,qBAAqB;AAClC,IAAI,QAAQ,CAAC,mBAAmB;AAChC,IAAI,QAAQ,CAAC,sBAAsB;AACnC,IAAI,QAAQ,CAAC,gBAAgB;AAC7B,IAAI,QAAQ,CAAC,gBAAgB;AAC7B,IAAI,QAAQ,CAAC,QAAQ,GAAG;AACxB;AACA,IAAI,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,CAAC,kBAAkB,EAAE,CAAC;AACxE;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA;AACA;AACA;AACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;AACA,GAAG,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE,MAAM,EAAE,YAAY,EAAE,CAAC;AACvD,GAAG,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE,MAAM,EAAE,mBAAmB,EAAE,CAAC;AAC9D;AACA,GAAG,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACpC;AACA,GAAG,KAAK,QAAQ,GAAG;AACnB;AACA,IAAI,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AACjC;AACA,IAAI,KAAK,YAAY,CAAC,mBAAmB,GAAG;AAC5C;AACA,KAAK,KAAK,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG;AAC1C;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,MAAM,IAAI,IAAI,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/C,MAAM,IAAI,GAAG,SAAS,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;AAC9C,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACjC;AACA,MAAM,MAAM,YAAY,GAAG,IAAI,YAAY,EAAE,IAAI,GAAG,IAAI,GAAG,CAAC,EAAE,CAAC;AAC/D,MAAM,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,YAAY,EAAE,CAAC;AAChD;AACA,MAAM,MAAM,WAAW,GAAG,IAAI,WAAW,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AAC7F;AACA,MAAM,QAAQ,CAAC,YAAY,GAAG,YAAY,CAAC;AAC3C,MAAM,QAAQ,CAAC,WAAW,GAAG,WAAW,CAAC;AACzC,MAAM,QAAQ,CAAC,eAAe,GAAG,IAAI,CAAC;AACtC;AACA,MAAM;AACN;AACA,KAAK,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,aAAa,EAAE,QAAQ,CAAC,WAAW,EAAE,QAAQ,EAAE,CAAC;AAC/E,KAAK,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,iBAAiB,EAAE,QAAQ,CAAC,eAAe,EAAE,CAAC;AAC7E;AACA,KAAK,MAAM;AACX;AACA,KAAK,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE,QAAQ,EAAE,cAAc,EAAE,CAAC;AAC7D;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,eAAe,IAAI,kBAAkB,CAAC,aAAa,KAAK,MAAM,CAAC,aAAa,GAAG;AACtF;AACA,GAAG,kBAAkB,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC3D,GAAG,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,eAAe,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC;AACrE;AACA,GAAG;AACH;AACA,EAAE,KAAK,eAAe,GAAG;AACzB;AACA,GAAG,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,qBAAqB,EAAE,KAAK,CAAC,mBAAmB,EAAE,CAAC;AAChF;AACA,GAAG,KAAK,kBAAkB,CAAC,WAAW,GAAG;AACzC;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,IAAI,6BAA6B,EAAE,UAAU,EAAE,aAAa,EAAE,CAAC;AAC/D;AACA,IAAI;AACJ;AACA;AACA;AACA,GAAG,KAAK,GAAG,IAAI,QAAQ,CAAC,GAAG,GAAG;AAC9B;AACA,IAAI,SAAS,CAAC,kBAAkB,EAAE,UAAU,EAAE,GAAG,EAAE,CAAC;AACpD;AACA,IAAI;AACJ;AACA,GAAG,SAAS,CAAC,uBAAuB,EAAE,UAAU,EAAE,QAAQ,EAAE,WAAW,EAAE,OAAO,EAAE,CAAC;AACnF;AACA,GAAG,aAAa,CAAC,MAAM,EAAE,GAAG,EAAE,kBAAkB,CAAC,YAAY,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;AACtF;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,IAAI,QAAQ,CAAC,kBAAkB,KAAK,IAAI,GAAG;AAC3E;AACA,GAAG,aAAa,CAAC,MAAM,EAAE,GAAG,EAAE,kBAAkB,CAAC,YAAY,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;AACtF,GAAG,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;AACvC;AACA,GAAG;AACH;AACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;AACA,GAAG,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACvD;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,iBAAiB,EAAE,MAAM,CAAC,eAAe,EAAE,CAAC;AACxE,EAAE,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,cAAc,EAAE,MAAM,CAAC,YAAY,EAAE,CAAC;AAClE,EAAE,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,aAAa,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAChE;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,6BAA6B,EAAE,QAAQ,EAAE,KAAK,GAAG;AAC3D;AACA,EAAE,QAAQ,CAAC,iBAAiB,CAAC,WAAW,GAAG,KAAK,CAAC;AACjD,EAAE,QAAQ,CAAC,UAAU,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1C;AACA,EAAE,QAAQ,CAAC,iBAAiB,CAAC,WAAW,GAAG,KAAK,CAAC;AACjD,EAAE,QAAQ,CAAC,uBAAuB,CAAC,WAAW,GAAG,KAAK,CAAC;AACvD,EAAE,QAAQ,CAAC,WAAW,CAAC,WAAW,GAAG,KAAK,CAAC;AAC3C,EAAE,QAAQ,CAAC,iBAAiB,CAAC,WAAW,GAAG,KAAK,CAAC;AACjD,EAAE,QAAQ,CAAC,UAAU,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1C,EAAE,QAAQ,CAAC,gBAAgB,CAAC,WAAW,GAAG,KAAK,CAAC;AAChD,EAAE,QAAQ,CAAC,cAAc,CAAC,WAAW,GAAG,KAAK,CAAC;AAC9C,EAAE,QAAQ,CAAC,gBAAgB,CAAC,WAAW,GAAG,KAAK,CAAC;AAChD;AACA,EAAE;AACF;AACA,CAAC,SAAS,mBAAmB,EAAE,QAAQ,GAAG;AAC1C;AACA,EAAE,OAAO,QAAQ,CAAC,qBAAqB,IAAI,QAAQ,CAAC,kBAAkB,IAAI,QAAQ,CAAC,mBAAmB;AACtG,GAAG,QAAQ,CAAC,sBAAsB,IAAI,QAAQ,CAAC,gBAAgB;AAC/D,KAAK,QAAQ,CAAC,gBAAgB,IAAI,QAAQ,CAAC,MAAM,KAAK,IAAI,EAAE,CAAC;AAC7D;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,iBAAiB,GAAG,YAAY;AACtC;AACA,EAAE,OAAO,sBAAsB,CAAC;AAChC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,YAAY;AACzC;AACA,EAAE,OAAO,yBAAyB,CAAC;AACnC;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,eAAe,GAAG,YAAY;AACpC;AACA,EAAE,OAAO,oBAAoB,CAAC;AAC9B;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,eAAe,GAAG,WAAW,YAAY,EAAE,cAAc,GAAG,CAAC,EAAE,iBAAiB,GAAG,CAAC,GAAG;AAC7F;AACA,EAAE,oBAAoB,GAAG,YAAY,CAAC;AACtC,EAAE,sBAAsB,GAAG,cAAc,CAAC;AAC1C,EAAE,yBAAyB,GAAG,iBAAiB,CAAC;AAChD;AACA,EAAE,KAAK,YAAY,IAAI,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,kBAAkB,KAAK,SAAS,GAAG;AACzF;AACA,GAAG,QAAQ,CAAC,iBAAiB,EAAE,YAAY,EAAE,CAAC;AAC9C;AACA,GAAG;AACH;AACA,EAAE,IAAI,WAAW,GAAG,IAAI,CAAC;AACzB,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC;AACrB,EAAE,IAAI,gBAAgB,GAAG,KAAK,CAAC;AAC/B;AACA,EAAE,KAAK,YAAY,GAAG;AACtB;AACA,GAAG,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACxC;AACA,GAAG,KAAK,OAAO,CAAC,eAAe,IAAI,OAAO,CAAC,oBAAoB,GAAG;AAClE;AACA,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC5B;AACA,IAAI;AACJ;AACA,GAAG,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,kBAAkB,CAAC;AAChF;AACA,GAAG,KAAK,YAAY,CAAC,uBAAuB,GAAG;AAC/C;AACA,IAAI,WAAW,GAAG,kBAAkB,EAAE,cAAc,EAAE,CAAC;AACvD,IAAI,MAAM,GAAG,IAAI,CAAC;AAClB;AACA,IAAI,MAAM,KAAK,YAAY,CAAC,8BAA8B,GAAG;AAC7D;AACA,IAAI,WAAW,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,8BAA8B,CAAC;AAChF;AACA,IAAI,MAAM;AACV;AACA,IAAI,WAAW,GAAG,kBAAkB,CAAC;AACrC;AACA,IAAI;AACJ;AACA,GAAG,gBAAgB,CAAC,IAAI,EAAE,YAAY,CAAC,QAAQ,EAAE,CAAC;AAClD,GAAG,eAAe,CAAC,IAAI,EAAE,YAAY,CAAC,OAAO,EAAE,CAAC;AAChD,GAAG,mBAAmB,GAAG,YAAY,CAAC,WAAW,CAAC;AAClD;AACA,GAAG,MAAM;AACT;AACA,GAAG,gBAAgB,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC,KAAK,EAAE,CAAC;AAC5E,GAAG,eAAe,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC,KAAK,EAAE,CAAC;AAC1E,GAAG,mBAAmB,GAAG,YAAY,CAAC;AACtC;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAC9C;AACA,EAAE,KAAK,CAAC,QAAQ,EAAE,gBAAgB,EAAE,CAAC;AACrC,EAAE,KAAK,CAAC,OAAO,EAAE,eAAe,EAAE,CAAC;AACnC,EAAE,KAAK,CAAC,cAAc,EAAE,mBAAmB,EAAE,CAAC;AAC9C;AACA,EAAE,KAAK,MAAM,GAAG;AAChB;AACA,GAAG,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,CAAC,OAAO,EAAE,CAAC;AACpE,GAAG,GAAG,CAAC,oBAAoB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG,cAAc,EAAE,iBAAiB,CAAC,cAAc,EAAE,iBAAiB,EAAE,CAAC;AACzH;AACA,GAAG,MAAM,KAAK,gBAAgB,GAAG;AACjC;AACA,GAAG,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,CAAC,OAAO,EAAE,CAAC;AACpE,GAAG,MAAM,KAAK,GAAG,cAAc,IAAI,CAAC,CAAC;AACrC,GAAG,GAAG,CAAC,uBAAuB,EAAE,KAAK,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,iBAAiB,IAAI,CAAC,EAAE,KAAK,EAAE,CAAC;AAChH;AACA,GAAG;AACH;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,sBAAsB,GAAG,WAAW,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,mBAAmB,GAAG;AAC3G;AACA,EAAE,KAAK,IAAI,YAAY,IAAI,YAAY,CAAC,mBAAmB,EAAE,GAAG;AAChE;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,0FAA0F,EAAE,CAAC;AAC/G,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,IAAI,WAAW,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,kBAAkB,CAAC;AACtE;AACA,EAAE,KAAK,YAAY,CAAC,uBAAuB,IAAI,mBAAmB,KAAK,SAAS,GAAG;AACnF;AACA,GAAG,WAAW,GAAG,WAAW,EAAE,mBAAmB,EAAE,CAAC;AACpD;AACA,GAAG;AACH;AACA,EAAE,KAAK,WAAW,GAAG;AACrB;AACA,GAAG,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAC/C;AACA,GAAG,IAAI;AACP;AACA,IAAI,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACzC,IAAI,MAAM,aAAa,GAAG,OAAO,CAAC,MAAM,CAAC;AACzC,IAAI,MAAM,WAAW,GAAG,OAAO,CAAC,IAAI,CAAC;AACrC;AACA,IAAI,KAAK,aAAa,KAAK,UAAU,IAAI,KAAK,CAAC,OAAO,EAAE,aAAa,EAAE,KAAK,GAAG,CAAC,YAAY,EAAE,KAAK,EAAE,GAAG;AACxG;AACA,KAAK,OAAO,CAAC,KAAK,EAAE,2GAA2G,EAAE,CAAC;AAClI,KAAK,OAAO;AACZ;AACA,KAAK;AACL;AACA,IAAI,MAAM,uBAAuB,GAAG,EAAE,WAAW,KAAK,aAAa,QAAQ,UAAU,CAAC,GAAG,EAAE,6BAA6B,EAAE,MAAM,YAAY,CAAC,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,EAAE,EAAE,CAAC;AACxM;AACA,IAAI,KAAK,WAAW,KAAK,gBAAgB,IAAI,KAAK,CAAC,OAAO,EAAE,WAAW,EAAE,KAAK,GAAG,CAAC,YAAY,EAAE,KAAK,EAAE;AACvG,KAAK,IAAI,WAAW,KAAK,SAAS,MAAM,YAAY,CAAC,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,mBAAmB,EAAE,IAAI,UAAU,CAAC,GAAG,EAAE,0BAA0B,EAAE,EAAE,EAAE;AAC1J,KAAK,EAAE,uBAAuB,GAAG;AACjC;AACA,KAAK,OAAO,CAAC,KAAK,EAAE,qHAAqH,EAAE,CAAC;AAC5I,KAAK,OAAO;AACZ;AACA,KAAK;AACL;AACA,IAAI,KAAK,GAAG,CAAC,sBAAsB,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AACzD;AACA;AACA;AACA,KAAK,KAAK,EAAE,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,YAAY,CAAC,KAAK,GAAG,KAAK,EAAE,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,YAAY,CAAC,MAAM,GAAG,MAAM,EAAE,EAAE,GAAG;AACrH;AACA,MAAM,GAAG,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,OAAO,EAAE,aAAa,EAAE,EAAE,KAAK,CAAC,OAAO,EAAE,WAAW,EAAE,EAAE,MAAM,EAAE,CAAC;AAClH;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA,KAAK,OAAO,CAAC,KAAK,EAAE,4GAA4G,EAAE,CAAC;AACnI;AACA,KAAK;AACL;AACA,IAAI,SAAS;AACb;AACA;AACA;AACA,IAAI,MAAM,WAAW,GAAG,EAAE,oBAAoB,KAAK,IAAI,KAAK,UAAU,CAAC,GAAG,EAAE,oBAAoB,EAAE,CAAC,kBAAkB,GAAG,IAAI,CAAC;AAC7H,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAChD;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,wBAAwB,GAAG,WAAW,QAAQ,EAAE,OAAO,EAAE,KAAK,GAAG,CAAC,GAAG;AAC3E;AACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,KAAK,EAAE,CAAC;AAC5C,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,UAAU,EAAE,CAAC;AAC/D,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,UAAU,EAAE,CAAC;AACjE,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;AACnD;AACA,EAAE,QAAQ,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC;AACtC;AACA,EAAE,GAAG,CAAC,cAAc,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;AACxF;AACA,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACxB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,WAAW,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,KAAK,GAAG,CAAC,GAAG;AACtF;AACA,EAAE,MAAM,KAAK,GAAG,UAAU,CAAC,KAAK,CAAC,KAAK,CAAC;AACvC,EAAE,MAAM,MAAM,GAAG,UAAU,CAAC,KAAK,CAAC,MAAM,CAAC;AACzC,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AACtD,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,UAAU,CAAC,IAAI,EAAE,CAAC;AAClD;AACA,EAAE,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC;AACzC;AACA;AACA;AACA,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,UAAU,CAAC,KAAK,EAAE,CAAC;AAC7C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,UAAU,CAAC,gBAAgB,EAAE,CAAC;AACxD,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,UAAU,CAAC,eAAe,EAAE,CAAC;AACtD;AACA,EAAE,KAAK,UAAU,CAAC,aAAa,GAAG;AAClC;AACA,GAAG,GAAG,CAAC,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,UAAU,CAAC,KAAK,CAAC,IAAI,EAAE,CAAC;AACpH;AACA,GAAG,MAAM;AACT;AACA,GAAG,KAAK,UAAU,CAAC,mBAAmB,GAAG;AACzC;AACA,IAAI,GAAG,CAAC,uBAAuB,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,CAAC;AAC9K;AACA,IAAI,MAAM;AACV;AACA,IAAI,GAAG,CAAC,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,UAAU,CAAC,KAAK,EAAE,CAAC;AACjG;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA,EAAE,KAAK,KAAK,KAAK,CAAC,IAAI,UAAU,CAAC,eAAe,GAAG,GAAG,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;AAC9E;AACA,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACxB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,sBAAsB,GAAG,WAAW,SAAS,EAAE,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,KAAK,GAAG,CAAC,GAAG;AACnG;AACA,EAAE,KAAK,KAAK,CAAC,gBAAgB,GAAG;AAChC;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC/F,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,UAAU,CAAC,KAAK,CAAC;AACnD,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AACtD,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,UAAU,CAAC,IAAI,EAAE,CAAC;AAClD,EAAE,IAAI,QAAQ,CAAC;AACf;AACA,EAAE,KAAK,UAAU,CAAC,eAAe,GAAG;AACpC;AACA,GAAG,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC;AAC1C,GAAG,QAAQ,GAAG,KAAK,CAAC;AACpB;AACA,GAAG,MAAM,KAAK,UAAU,CAAC,oBAAoB,GAAG;AAChD;AACA,GAAG,QAAQ,CAAC,iBAAiB,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC;AAC/C,GAAG,QAAQ,GAAG,KAAK,CAAC;AACpB;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,6GAA6G,EAAE,CAAC;AACjI,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,UAAU,CAAC,KAAK,EAAE,CAAC;AAC7C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,UAAU,CAAC,gBAAgB,EAAE,CAAC;AACxD,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,UAAU,CAAC,eAAe,EAAE,CAAC;AACtD;AACA,EAAE,MAAM,YAAY,GAAG,GAAG,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AAChD,EAAE,MAAM,iBAAiB,GAAG,GAAG,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACtD,EAAE,MAAM,gBAAgB,GAAG,GAAG,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACpD,EAAE,MAAM,cAAc,GAAG,GAAG,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AAClD,EAAE,MAAM,gBAAgB,GAAG,GAAG,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACrD;AACA,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACjC,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACnC,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,SAAS,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;AAC3C,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,SAAS,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;AAC3C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,SAAS,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;AAC5C;AACA,EAAE,GAAG,CAAC,aAAa;AACnB,GAAG,QAAQ;AACX,GAAG,KAAK;AACR,GAAG,QAAQ,CAAC,CAAC;AACb,GAAG,QAAQ,CAAC,CAAC;AACb,GAAG,QAAQ,CAAC,CAAC;AACb,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC;AACxC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC;AACxC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC;AACxC,GAAG,QAAQ;AACX,GAAG,MAAM;AACT,GAAG,IAAI;AACP,GAAG,CAAC;AACJ;AACA,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;AACxC,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,EAAE,CAAC;AAC9C,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,gBAAgB,EAAE,CAAC;AAC5C,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,cAAc,EAAE,CAAC;AAC1C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,gBAAgB,EAAE,CAAC;AAC7C;AACA;AACA,EAAE,KAAK,KAAK,KAAK,CAAC,IAAI,UAAU,CAAC,eAAe,GAAG,GAAG,CAAC,cAAc,EAAE,QAAQ,EAAE,CAAC;AAClF;AACA,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACxB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,OAAO,GAAG;AACzC;AACA,EAAE,QAAQ,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC;AACtC;AACA,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACxB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;AACA,EAAE,sBAAsB,GAAG,CAAC,CAAC;AAC7B,EAAE,yBAAyB,GAAG,CAAC,CAAC;AAChC,EAAE,oBAAoB,GAAG,IAAI,CAAC;AAC9B;AACA,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC;AAChB,EAAE,aAAa,CAAC,KAAK,EAAE,CAAC;AACxB;AACA,EAAE,CAAC;AACH;AACA,CAAC,KAAK,OAAO,kBAAkB,KAAK,WAAW,GAAG;AAClD;AACA,EAAE,kBAAkB,CAAC,aAAa,EAAE,IAAI,WAAW,EAAE,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,CAAC;AACrF;AACA,EAAE;AACF;AACA,CAAC;AAsED;AACA,MAAM,KAAK,SAAS,QAAQ,CAAC;AAC7B;AACA,CAAC,WAAW,GAAG;AACf;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC;AACtB;AACA,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACzB,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;AACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAC/B;AACA,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACzB;AACA,EAAE,KAAK,OAAO,kBAAkB,KAAK,WAAW,GAAG;AACnD;AACA,GAAG,kBAAkB,CAAC,aAAa,EAAE,IAAI,WAAW,EAAE,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,CAAC;AACtF;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,GAAG;AAC3B;AACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AAClC;AACA,EAAE,KAAK,MAAM,CAAC,UAAU,KAAK,IAAI,GAAG,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC;AAChF,EAAE,KAAK,MAAM,CAAC,WAAW,KAAK,IAAI,GAAG,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC,KAAK,EAAE,CAAC;AACnF,EAAE,KAAK,MAAM,CAAC,GAAG,KAAK,IAAI,GAAG,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC;AAC3D;AACA,EAAE,KAAK,MAAM,CAAC,gBAAgB,KAAK,IAAI,GAAG,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;AAClG;AACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,IAAI,GAAG;AAChB;AACA,EAAE,MAAM,IAAI,GAAG,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AACpC;AACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AAC1F,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AAC7F,EAAE,KAAK,IAAI,CAAC,GAAG,KAAK,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC;AAC/D;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B;AACA,SAAS,iBAAiB,EAAE,KAAK,EAAE,MAAM,GAAG;AAC5C;AACA,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACpB,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACtB,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,KAAK,SAAS,GAAG,KAAK,CAAC,MAAM,GAAG,MAAM,GAAG,CAAC,CAAC;AAC9D;AACA,CAAC,IAAI,CAAC,KAAK,GAAG,eAAe,CAAC;AAC9B,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,MAAM,EAAE,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC;AAC9C;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AAClB;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtC;AACA,CAAC;AACD;AACA,MAAM,CAAC,cAAc,EAAE,iBAAiB,CAAC,SAAS,EAAE,aAAa,EAAE;AACnE;AACA,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;AACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,CAAC,MAAM,EAAE,iBAAiB,CAAC,SAAS,EAAE;AAC5C;AACA,CAAC,mBAAmB,EAAE,IAAI;AAC1B;AACA,CAAC,gBAAgB,EAAE,YAAY,EAAE;AACjC;AACA,CAAC,QAAQ,EAAE,WAAW,KAAK,GAAG;AAC9B;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,MAAM,CAAC,KAAK,CAAC,WAAW,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAC5D,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC9B,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG;AAChD;AACA,EAAE,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC;AACxB,EAAE,MAAM,IAAI,SAAS,CAAC,MAAM,CAAC;AAC7B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClD;AACA,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,SAAS,CAAC,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC5D;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AACrC;AACA,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAClC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,WAAW,IAAI,GAAG;AAC1B;AACA,EAAE,KAAK,IAAI,CAAC,YAAY,KAAK,SAAS,GAAG;AACzC;AACA,GAAG,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,KAAK,SAAS,GAAG;AAC/C;AACA,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtD;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,KAAK,SAAS,GAAG;AACpE;AACA,GAAG,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,MAAM,CAAC;AAC/E;AACA,GAAG;AACH;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC;AAC3F;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,iBAAiB,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACzD,EAAE,EAAE,CAAC,QAAQ,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AAC5B;AACA,EAAE,OAAO,EAAE,CAAC;AACZ;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,WAAW,QAAQ,GAAG;AACjC;AACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,QAAQ,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;AACA,EAAE,KAAK,IAAI,CAAC,YAAY,KAAK,SAAS,GAAG;AACzC;AACA,GAAG,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,KAAK,SAAS,GAAG;AAC/C;AACA,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtD;AACA,GAAG;AACH;AACA,EAAE,KAAK,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,KAAK,SAAS,GAAG;AACpE;AACA,GAAG,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,GAAG,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,WAAW,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,EAAE,CAAC;AACrH;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,OAAO;AACT,GAAG,IAAI,EAAE,IAAI,CAAC,IAAI;AAClB,GAAG,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK;AAClC,GAAG,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI;AACpC,GAAG,MAAM,EAAE,IAAI,CAAC,MAAM;AACtB,GAAG,CAAC;AACJ;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;AACA,SAAS,0BAA0B,EAAE,iBAAiB,EAAE,QAAQ,EAAE,MAAM,EAAE,UAAU,GAAG;AACvF;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;AAChB;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,iBAAiB,CAAC;AAC/B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACtB;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,KAAK,IAAI,CAAC;AACvC;AACA,CAAC;AACD;AACA,MAAM,CAAC,gBAAgB,EAAE,0BAA0B,CAAC,SAAS,EAAE;AAC/D;AACA,CAAC,KAAK,EAAE;AACR;AACA,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE;AACR;AACA,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE;AACd;AACA,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AACjC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,CAAC,MAAM,EAAE,0BAA0B,CAAC,SAAS,EAAE;AACrD;AACA,CAAC,4BAA4B,EAAE,IAAI;AACnC;AACA,CAAC,YAAY,EAAE,WAAW,CAAC,GAAG;AAC9B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,CAAC,GAAG;AACnC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;AACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,GAAG,SAAS,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACpC;AACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,WAAW,CAAC,GAAG;AACpC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;AACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,GAAG,SAAS,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC;AACrC;AACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;AACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC;AAChE;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;AACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACpE;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;AACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACpE;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;AACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACpE;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACnE;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACvE;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACvE;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACvE;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,GAAG;AACjC;AACA,EAAE,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACjD;AACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACrC;AACA,EAAE,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACjD;AACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACzC;AACA,EAAE,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACjD;AACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,WAAW,IAAI,GAAG;AAC1B;AACA,EAAE,KAAK,IAAI,KAAK,SAAS,GAAG;AAC5B;AACA,GAAG,OAAO,CAAC,GAAG,EAAE,iHAAiH,EAAE,CAAC;AACpI;AACA,GAAG,MAAM,KAAK,GAAG,EAAE,CAAC;AACpB;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,GAAG;AAC3C;AACA,IAAI,MAAM,KAAK,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACrD;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,GAAG;AAC/C;AACA,KAAK,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC;AAChD;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,OAAO,IAAI,eAAe,EAAE,IAAI,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AACrG;AACA,GAAG,MAAM;AACT;AACA,GAAG,KAAK,IAAI,CAAC,kBAAkB,KAAK,SAAS,GAAG;AAChD;AACA,IAAI,IAAI,CAAC,kBAAkB,GAAG,EAAE,CAAC;AACjC;AACA,IAAI;AACJ;AACA,GAAG,KAAK,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AAClE;AACA,IAAI,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC;AACxE;AACA,IAAI;AACJ;AACA,GAAG,OAAO,IAAI,0BAA0B,EAAE,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AACnI;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;AACA,EAAE,KAAK,IAAI,KAAK,SAAS,GAAG;AAC5B;AACA,GAAG,OAAO,CAAC,GAAG,EAAE,sHAAsH,EAAE,CAAC;AACzI;AACA,GAAG,MAAM,KAAK,GAAG,EAAE,CAAC;AACpB;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,GAAG;AAC3C;AACA,IAAI,MAAM,KAAK,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACrD;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,GAAG;AAC/C;AACA,KAAK,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC;AAChD;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA;AACA;AACA,GAAG,OAAO;AACV,IAAI,QAAQ,EAAE,IAAI,CAAC,QAAQ;AAC3B,IAAI,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI;AACrC,IAAI,KAAK,EAAE,KAAK;AAChB,IAAI,UAAU,EAAE,IAAI,CAAC,UAAU;AAC/B,IAAI,CAAC;AACL;AACA,GAAG,MAAM;AACT;AACA;AACA;AACA,GAAG,KAAK,IAAI,CAAC,kBAAkB,KAAK,SAAS,GAAG;AAChD;AACA,IAAI,IAAI,CAAC,kBAAkB,GAAG,EAAE,CAAC;AACjC;AACA,IAAI;AACJ;AACA,GAAG,KAAK,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AAClE;AACA,IAAI,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AACzE;AACA,IAAI;AACJ;AACA,GAAG,OAAO;AACV,IAAI,4BAA4B,EAAE,IAAI;AACtC,IAAI,QAAQ,EAAE,IAAI,CAAC,QAAQ;AAC3B,IAAI,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI;AACxB,IAAI,MAAM,EAAE,IAAI,CAAC,MAAM;AACvB,IAAI,UAAU,EAAE,IAAI,CAAC,UAAU;AAC/B,IAAI,CAAC;AACL;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AAiaJ;AACA,MAAM,aAAa,GAAG,IAAI,OAAO,EAAE,CAAC;AACpC;AACA,MAAM,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;AACjC,MAAM,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;AACA,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;AACA,SAAS,WAAW,EAAE,QAAQ,EAAE,QAAQ,GAAG;AAC3C;AACA,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACvC;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,aAAa,CAAC;AAC3B;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,UAAU,CAAC;AAC5B,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;AACjC,CAAC,IAAI,CAAC,iBAAiB,GAAG,IAAI,OAAO,EAAE,CAAC;AACxC;AACA,CAAC;AACD;AACA,WAAW,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE,EAAE;AACxE;AACA,CAAC,WAAW,EAAE,WAAW;AACzB;AACA,CAAC,aAAa,EAAE,IAAI;AACpB;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;AACA,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC3C;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC;AAC5C,EAAE,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,MAAM,CAAC,iBAAiB,EAAE,CAAC;AAC1D;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,QAAQ,EAAE,UAAU,GAAG;AACzC;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;AACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;AACA,GAAG,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,CAAC;AAClC;AACA,GAAG,IAAI,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC;AACrC;AACA,GAAG,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;AACjC;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC;AACrC,EAAE,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC,MAAM,EAAE,CAAC;AACrD;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,YAAY;AACnB;AACA,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,CAAC;AACvB;AACA,EAAE;AACF;AACA,CAAC,oBAAoB,EAAE,YAAY;AACnC;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;AACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,UAAU,CAAC;AACzD;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACvD;AACA,GAAG,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACnC,GAAG,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACnC,GAAG,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACnC,GAAG,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACnC;AACA,GAAG,MAAM,KAAK,GAAG,GAAG,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;AAChD;AACA,GAAG,KAAK,KAAK,KAAK,QAAQ,GAAG;AAC7B;AACA,IAAI,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,IAAI,MAAM;AACV;AACA,IAAI,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7B;AACA,IAAI;AACJ;AACA,GAAG,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AACnE;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,iBAAiB,EAAE,WAAW,KAAK,GAAG;AACvC;AACA,EAAE,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACvD;AACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,UAAU,GAAG;AACtC;AACA,GAAG,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;AACA,GAAG,MAAM,KAAK,IAAI,CAAC,QAAQ,KAAK,UAAU,GAAG;AAC7C;AACA,GAAG,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,MAAM,EAAE,CAAC;AAC3D;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4CAA4C,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;AAChF;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AAC3C;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;AACA,EAAE,UAAU,CAAC,mBAAmB,EAAE,QAAQ,CAAC,UAAU,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC;AACzE,EAAE,WAAW,CAAC,mBAAmB,EAAE,QAAQ,CAAC,UAAU,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;AAC3E;AACA,EAAE,aAAa,CAAC,mBAAmB,EAAE,QAAQ,CAAC,UAAU,CAAC,QAAQ,EAAE,KAAK,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AAC3G;AACA,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACxB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;AACA,GAAG,MAAM,MAAM,GAAG,WAAW,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAChD;AACA,GAAG,KAAK,MAAM,KAAK,CAAC,GAAG;AACvB;AACA,IAAI,MAAM,SAAS,GAAG,UAAU,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AACnD;AACA,IAAI,OAAO,CAAC,gBAAgB,EAAE,QAAQ,CAAC,KAAK,EAAE,SAAS,EAAE,CAAC,WAAW,EAAE,QAAQ,CAAC,YAAY,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5G;AACA,IAAI,MAAM,CAAC,eAAe,EAAE,SAAS,CAAC,IAAI,EAAE,aAAa,EAAE,CAAC,YAAY,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,CAAC;AAC9F;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AACvD;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,SAAS,IAAI,GAAG;AAChB;AACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC;AACpB;AACA,CAAC;AACD;AACA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACrE;AACA,CAAC,WAAW,EAAE,IAAI;AAClB;AACA,CAAC,MAAM,EAAE,IAAI;AACb;AACA,CAAC,EAAE,CAAC;AAqPJ;AACA,MAAM,oBAAoB,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3C,MAAM,oBAAoB,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3C;AACA,MAAM,mBAAmB,GAAG,EAAE,CAAC;AAC/B;AACA,MAAM,KAAK,GAAG,IAAI,IAAI,EAAE,CAAC;AACzB;AACA,SAAS,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,GAAG;AACpD;AACA,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACvC;AACA,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,eAAe,EAAE,IAAI,YAAY,EAAE,KAAK,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AACjF,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3B;AACA,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACpB;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;AAC5B;AACA,CAAC;AACD;AACA,aAAa,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE,EAAE;AAC1E;AACA,CAAC,WAAW,EAAE,aAAa;AAC3B;AACA,CAAC,eAAe,EAAE,IAAI;AACtB;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;AACA,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC3C;AACA,EAAE,IAAI,CAAC,cAAc,CAAC,IAAI,EAAE,MAAM,CAAC,cAAc,EAAE,CAAC;AACpD;AACA,EAAE,KAAK,MAAM,CAAC,aAAa,KAAK,IAAI,GAAG,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC,KAAK,EAAE,CAAC;AACzF;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,WAAW,KAAK,EAAE,KAAK,GAAG;AACvC;AACA,EAAE,KAAK,CAAC,SAAS,EAAE,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACzD;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AACzC;AACA,EAAE,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,KAAK,GAAG,EAAE,EAAE,CAAC;AAC5D;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,SAAS,EAAE,UAAU,GAAG;AAC7C;AACA,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACvC,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,KAAK,CAAC;AAClC;AACA,EAAE,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC,EAAE,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;AACA,EAAE,KAAK,KAAK,CAAC,QAAQ,KAAK,SAAS,GAAG,OAAO;AAC7C;AACA,EAAE,MAAM,IAAI,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,YAAY,EAAE,UAAU,GAAG,GAAG;AACvE;AACA;AACA;AACA,GAAG,IAAI,CAAC,WAAW,EAAE,UAAU,EAAE,oBAAoB,EAAE,CAAC;AACxD;AACA,GAAG,oBAAoB,CAAC,gBAAgB,EAAE,WAAW,EAAE,oBAAoB,EAAE,CAAC;AAC9E;AACA;AACA;AACA,GAAG,KAAK,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAC5C;AACA,GAAG,KAAK,CAAC,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,CAAC;AACnD;AACA;AACA;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClE;AACA,IAAI,MAAM,SAAS,GAAG,mBAAmB,EAAE,CAAC,EAAE,CAAC;AAC/C,IAAI,SAAS,CAAC,UAAU,GAAG,UAAU,CAAC;AACtC,IAAI,SAAS,CAAC,MAAM,GAAG,IAAI,CAAC;AAC5B,IAAI,UAAU,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC;AACjC;AACA,IAAI;AACJ;AACA,GAAG,mBAAmB,CAAC,MAAM,GAAG,CAAC,CAAC;AAClC;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,UAAU,EAAE,WAAW,KAAK,EAAE,KAAK,GAAG;AACvC;AACA,EAAE,KAAK,IAAI,CAAC,aAAa,KAAK,IAAI,GAAG;AACrC;AACA,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,eAAe,EAAE,IAAI,YAAY,EAAE,IAAI,CAAC,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AACrF;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,OAAO,EAAE,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACvD;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AACzC;AACA,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,KAAK,GAAG,EAAE,EAAE,CAAC;AAC1D;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,YAAY;AACtB;AACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,MAAM,iBAAiB,SAAS,QAAQ,CAAC;AACzC;AACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,mBAAmB,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;AACrB,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACzB,EAAE,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;AAC1B;AACA,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA;AACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;AACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAChC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AACvD;AACA,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B,MAAM,gBAAgB,GAAG,IAAI,OAAO,EAAE,CAAC;AACvC,MAAM,MAAM,GAAG,IAAI,GAAG,EAAE,CAAC;AACzB,MAAM,SAAS,GAAG,IAAI,MAAM,EAAE,CAAC;AAC/B;AACA,SAAS,IAAI,EAAE,QAAQ,GAAG,IAAI,cAAc,EAAE,EAAE,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG;AACrF;AACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC;AACpB;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B;AACA,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC3B;AACA,CAAC;AACD;AACA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACrE;AACA,CAAC,WAAW,EAAE,IAAI;AAClB;AACA,CAAC,MAAM,EAAE,IAAI;AACb;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;AACA,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC/C;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,oBAAoB,EAAE,YAAY;AACnC;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;AACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;AACA;AACA;AACA,GAAG,KAAK,QAAQ,CAAC,KAAK,KAAK,IAAI,GAAG;AAClC;AACA,IAAI,MAAM,iBAAiB,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;AAC3D,IAAI,MAAM,aAAa,GAAG,EAAE,CAAC,EAAE,CAAC;AAChC;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAChE;AACA,KAAK,QAAQ,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC9D,KAAK,MAAM,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACxD;AACA,KAAK,aAAa,EAAE,CAAC,EAAE,GAAG,aAAa,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACjD,KAAK,aAAa,EAAE,CAAC,EAAE,IAAI,QAAQ,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;AACzD;AACA,KAAK;AACL;AACA,IAAI,QAAQ,CAAC,YAAY,EAAE,cAAc,EAAE,IAAI,sBAAsB,EAAE,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5F;AACA,IAAI,MAAM;AACV;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;AACpH;AACA,IAAI;AACJ;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,UAAU,GAAG;AACpC;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,wGAAwG,EAAE,CAAC;AAC7H;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,SAAS,EAAE,UAAU,GAAG;AAC7C;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACvC,EAAE,MAAM,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,CAAC;AACpD,EAAE,MAAM,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACvC;AACA;AACA;AACA,EAAE,KAAK,QAAQ,CAAC,cAAc,KAAK,IAAI,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;AAC3E;AACA,EAAE,SAAS,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC;AAC5C,EAAE,SAAS,CAAC,YAAY,EAAE,WAAW,EAAE,CAAC;AACxC,EAAE,SAAS,CAAC,MAAM,IAAI,SAAS,CAAC;AAChC;AACA,EAAE,KAAK,SAAS,CAAC,GAAG,CAAC,gBAAgB,EAAE,SAAS,EAAE,KAAK,KAAK,GAAG,OAAO;AACtE;AACA;AACA;AACA,EAAE,gBAAgB,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAChD,EAAE,MAAM,CAAC,IAAI,EAAE,SAAS,CAAC,GAAG,EAAE,CAAC,YAAY,EAAE,gBAAgB,EAAE,CAAC;AAChE;AACA,EAAE,MAAM,cAAc,GAAG,SAAS,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,EAAE,CAAC;AAC5F,EAAE,MAAM,gBAAgB,GAAG,cAAc,GAAG,cAAc,CAAC;AAC3D;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B,EAAE,MAAM,IAAI,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B,EAAE,MAAM,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC;AACrC,EAAE,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AACjC,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,cAAc,GAAG,CAAC,GAAG,CAAC,CAAC;AAC3C;AACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;AACA,GAAG,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AAChC,GAAG,MAAM,UAAU,GAAG,QAAQ,CAAC,UAAU,CAAC;AAC1C,GAAG,MAAM,iBAAiB,GAAG,UAAU,CAAC,QAAQ,CAAC;AACjD;AACA,GAAG,KAAK,KAAK,KAAK,IAAI,GAAG;AACzB;AACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AACjD,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAC/E;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,IAAI,GAAG;AACzD;AACA,KAAK,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B,KAAK,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACnC;AACA,KAAK,MAAM,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACxD,KAAK,IAAI,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACtD;AACA,KAAK,MAAM,MAAM,GAAG,MAAM,CAAC,mBAAmB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,YAAY,EAAE,CAAC;AACvF;AACA,KAAK,KAAK,MAAM,GAAG,gBAAgB,GAAG,SAAS;AAC/C;AACA,KAAK,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC/C;AACA,KAAK,MAAM,QAAQ,GAAG,SAAS,CAAC,GAAG,CAAC,MAAM,CAAC,UAAU,EAAE,QAAQ,EAAE,CAAC;AAClE;AACA,KAAK,KAAK,QAAQ,GAAG,SAAS,CAAC,IAAI,IAAI,QAAQ,GAAG,SAAS,CAAC,GAAG,GAAG,SAAS;AAC3E;AACA,KAAK,UAAU,CAAC,IAAI,EAAE;AACtB;AACA,MAAM,QAAQ,EAAE,QAAQ;AACxB;AACA;AACA,MAAM,KAAK,EAAE,YAAY,CAAC,KAAK,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE;AAClE,MAAM,KAAK,EAAE,CAAC;AACd,MAAM,IAAI,EAAE,IAAI;AAChB,MAAM,SAAS,EAAE,IAAI;AACrB,MAAM,MAAM,EAAE,IAAI;AAClB;AACA,MAAM,EAAE,CAAC;AACT;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AACjD,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,iBAAiB,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAC3F;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,IAAI,GAAG;AACzD;AACA,KAAK,MAAM,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACxD,KAAK,IAAI,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1D;AACA,KAAK,MAAM,MAAM,GAAG,MAAM,CAAC,mBAAmB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,YAAY,EAAE,CAAC;AACvF;AACA,KAAK,KAAK,MAAM,GAAG,gBAAgB,GAAG,SAAS;AAC/C;AACA,KAAK,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC/C;AACA,KAAK,MAAM,QAAQ,GAAG,SAAS,CAAC,GAAG,CAAC,MAAM,CAAC,UAAU,EAAE,QAAQ,EAAE,CAAC;AAClE;AACA,KAAK,KAAK,QAAQ,GAAG,SAAS,CAAC,IAAI,IAAI,QAAQ,GAAG,SAAS,CAAC,GAAG,GAAG,SAAS;AAC3E;AACA,KAAK,UAAU,CAAC,IAAI,EAAE;AACtB;AACA,MAAM,QAAQ,EAAE,QAAQ;AACxB;AACA;AACA,MAAM,KAAK,EAAE,YAAY,CAAC,KAAK,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE;AAClE,MAAM,KAAK,EAAE,CAAC;AACd,MAAM,IAAI,EAAE,IAAI;AAChB,MAAM,SAAS,EAAE,IAAI;AACrB,MAAM,MAAM,EAAE,IAAI;AAClB;AACA,MAAM,EAAE,CAAC;AACT;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,UAAU,GAAG;AACpC;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,2FAA2F,EAAE,CAAC;AAChH;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;AACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;AACA,GAAG,MAAM,eAAe,GAAG,QAAQ,CAAC,eAAe,CAAC;AACpD,GAAG,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC;AAC/C;AACA,GAAG,KAAK,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AAC1B;AACA,IAAI,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;AACxD;AACA,IAAI,KAAK,cAAc,KAAK,SAAS,GAAG;AACxC;AACA,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;AACrC,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;AACrC;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACjE;AACA,MAAM,MAAM,IAAI,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC,IAAI,IAAI,MAAM,EAAE,CAAC,EAAE,CAAC;AAC3D;AACA,MAAM,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC3C,MAAM,IAAI,CAAC,qBAAqB,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;AAC7C;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;AAC9C;AACA,GAAG,KAAK,YAAY,KAAK,SAAS,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,GAAG;AAChE;AACA,IAAI,OAAO,CAAC,KAAK,EAAE,oGAAoG,EAAE,CAAC;AAC1H;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B,MAAM,IAAI,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;AACA,SAAS,YAAY,EAAE,QAAQ,EAAE,QAAQ,GAAG;AAC5C;AACA,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACvC;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,cAAc,CAAC;AAC5B;AACA,CAAC;AACD;AACA,YAAY,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE,EAAE;AACzE;AACA,CAAC,WAAW,EAAE,YAAY;AAC1B;AACA,CAAC,cAAc,EAAE,IAAI;AACrB;AACA,CAAC,oBAAoB,EAAE,YAAY;AACnC;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;AACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;AACA;AACA;AACA,GAAG,KAAK,QAAQ,CAAC,KAAK,KAAK,IAAI,GAAG;AAClC;AACA,IAAI,MAAM,iBAAiB,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;AAC3D,IAAI,MAAM,aAAa,GAAG,EAAE,CAAC;AAC7B;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AAClE;AACA,KAAK,MAAM,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACxD,KAAK,IAAI,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1D;AACA,KAAK,aAAa,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,aAAa,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACnE,KAAK,aAAa,EAAE,CAAC,GAAG,CAAC,EAAE,GAAG,aAAa,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AAC7E;AACA,KAAK;AACL;AACA,IAAI,QAAQ,CAAC,YAAY,EAAE,cAAc,EAAE,IAAI,sBAAsB,EAAE,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5F;AACA,IAAI,MAAM;AACV;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;AAC5H;AACA,IAAI;AACJ;AACA,GAAG,MAAM,KAAK,QAAQ,CAAC,UAAU,GAAG;AACpC;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,gHAAgH,EAAE,CAAC;AACrI;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AAeJ;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,MAAM,cAAc,SAAS,QAAQ,CAAC;AACtC;AACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;AAC/B;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;AAChB,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC9B;AACA,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;AACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;AACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAChD;AACA,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,cAAc,CAAC,SAAS,CAAC,gBAAgB,GAAG,IAAI,CAAC;AACjD;AACA,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE,CAAC;AACrC,MAAM,IAAI,GAAG,IAAI,GAAG,EAAE,CAAC;AACvB,MAAM,OAAO,GAAG,IAAI,MAAM,EAAE,CAAC;AAC7B,MAAM,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;AACA,SAAS,MAAM,EAAE,QAAQ,GAAG,IAAI,cAAc,EAAE,EAAE,QAAQ,GAAG,IAAI,cAAc,EAAE,GAAG;AACpF;AACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,QAAQ,CAAC;AACtB;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B;AACA,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC3B;AACA,CAAC;AACD;AACA,MAAM,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACvE;AACA,CAAC,WAAW,EAAE,MAAM;AACpB;AACA,CAAC,QAAQ,EAAE,IAAI;AACf;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;AACA,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC/C;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,SAAS,EAAE,UAAU,GAAG;AAC7C;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACvC,EAAE,MAAM,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC,MAAM,CAAC,SAAS,CAAC;AACtD,EAAE,MAAM,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACvC;AACA;AACA;AACA,EAAE,KAAK,QAAQ,CAAC,cAAc,KAAK,IAAI,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;AAC3E;AACA,EAAE,OAAO,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC;AAC1C,EAAE,OAAO,CAAC,YAAY,EAAE,WAAW,EAAE,CAAC;AACtC,EAAE,OAAO,CAAC,MAAM,IAAI,SAAS,CAAC;AAC9B;AACA,EAAE,KAAK,SAAS,CAAC,GAAG,CAAC,gBAAgB,EAAE,OAAO,EAAE,KAAK,KAAK,GAAG,OAAO;AACpE;AACA;AACA;AACA,EAAE,cAAc,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAC9C,EAAE,IAAI,CAAC,IAAI,EAAE,SAAS,CAAC,GAAG,EAAE,CAAC,YAAY,EAAE,cAAc,EAAE,CAAC;AAC5D;AACA,EAAE,MAAM,cAAc,GAAG,SAAS,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,EAAE,CAAC;AAC5F,EAAE,MAAM,gBAAgB,GAAG,cAAc,GAAG,cAAc,CAAC;AAC3D;AACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;AACA,GAAG,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AAChC,GAAG,MAAM,UAAU,GAAG,QAAQ,CAAC,UAAU,CAAC;AAC1C,GAAG,MAAM,iBAAiB,GAAG,UAAU,CAAC,QAAQ,CAAC;AACjD;AACA,GAAG,KAAK,KAAK,KAAK,IAAI,GAAG;AACzB;AACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AACjD,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAC/E;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAClD;AACA,KAAK,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,KAAK,WAAW,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AAC7D;AACA,KAAK,SAAS,EAAE,WAAW,EAAE,CAAC,EAAE,gBAAgB,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC;AAC7F;AACA,KAAK;AACL;AACA,IAAI,MAAM;AACV;AACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AACjD,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,iBAAiB,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAC3F;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAChD;AACA,KAAK,WAAW,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AAC7D;AACA,KAAK,SAAS,EAAE,WAAW,EAAE,CAAC,EAAE,gBAAgB,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC;AAC7F;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,6FAA6F,EAAE,CAAC;AAClH;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;AACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;AACA,GAAG,MAAM,eAAe,GAAG,QAAQ,CAAC,eAAe,CAAC;AACpD,GAAG,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC;AAC/C;AACA,GAAG,KAAK,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AAC1B;AACA,IAAI,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;AACxD;AACA,IAAI,KAAK,cAAc,KAAK,SAAS,GAAG;AACxC;AACA,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;AACrC,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;AACrC;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACjE;AACA,MAAM,MAAM,IAAI,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC,IAAI,IAAI,MAAM,EAAE,CAAC,EAAE,CAAC;AAC3D;AACA,MAAM,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC3C,MAAM,IAAI,CAAC,qBAAqB,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;AAC7C;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA,GAAG,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;AAC9C;AACA,GAAG,KAAK,YAAY,KAAK,SAAS,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,GAAG;AAChE;AACA,IAAI,OAAO,CAAC,KAAK,EAAE,sGAAsG,EAAE,CAAC;AAC5H;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,SAAS,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,gBAAgB,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,GAAG;AACjG;AACA,CAAC,MAAM,kBAAkB,GAAG,IAAI,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AAC5D;AACA,CAAC,KAAK,kBAAkB,GAAG,gBAAgB,GAAG;AAC9C;AACA,EAAE,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE,CAAC;AACvC;AACA,EAAE,IAAI,CAAC,mBAAmB,EAAE,KAAK,EAAE,cAAc,EAAE,CAAC;AACpD,EAAE,cAAc,CAAC,YAAY,EAAE,WAAW,EAAE,CAAC;AAC7C;AACA,EAAE,MAAM,QAAQ,GAAG,SAAS,CAAC,GAAG,CAAC,MAAM,CAAC,UAAU,EAAE,cAAc,EAAE,CAAC;AACrE;AACA,EAAE,KAAK,QAAQ,GAAG,SAAS,CAAC,IAAI,IAAI,QAAQ,GAAG,SAAS,CAAC,GAAG,GAAG,OAAO;AACtE;AACA,EAAE,UAAU,CAAC,IAAI,EAAE;AACnB;AACA,GAAG,QAAQ,EAAE,QAAQ;AACrB,GAAG,aAAa,EAAE,IAAI,CAAC,IAAI,EAAE,kBAAkB,EAAE;AACjD,GAAG,KAAK,EAAE,cAAc;AACxB,GAAG,KAAK,EAAE,KAAK;AACf,GAAG,IAAI,EAAE,IAAI;AACb,GAAG,MAAM,EAAE,MAAM;AACjB;AACA,GAAG,EAAE,CAAC;AACN;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,MAAM,YAAY,SAAS,OAAO,CAAC;AACnC;AACA,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,GAAG;AAC7F;AACA,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AACxF;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,KAAK,SAAS,GAAG,MAAM,GAAG,SAAS,CAAC;AAC1D;AACA,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,YAAY,CAAC;AACtE,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,YAAY,CAAC;AACtE;AACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/B;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;AACA,EAAE,SAAS,WAAW,GAAG;AACzB;AACA,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;AAC5B,GAAG,KAAK,CAAC,yBAAyB,EAAE,WAAW,EAAE,CAAC;AAClD;AACA,GAAG;AACH;AACA,EAAE,KAAK,2BAA2B,IAAI,KAAK,GAAG;AAC9C;AACA,GAAG,KAAK,CAAC,yBAAyB,EAAE,WAAW,EAAE,CAAC;AAClD;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,KAAK,GAAG;AACT;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACzD;AACA,EAAE;AACF;AACA,CAAC,MAAM,GAAG;AACV;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3B,EAAE,MAAM,qBAAqB,GAAG,2BAA2B,IAAI,KAAK,CAAC;AACrE;AACA,EAAE,KAAK,qBAAqB,KAAK,KAAK,IAAI,KAAK,CAAC,UAAU,IAAI,KAAK,CAAC,iBAAiB,GAAG;AACxF;AACA,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC3B;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,YAAY,CAAC,SAAS,CAAC,cAAc,GAAG,IAAI,CAAC;AAC7C;AACA,MAAM,iBAAiB,SAAS,OAAO,CAAC;AACxC;AACA,CAAC,WAAW,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,UAAU,EAAE,QAAQ,GAAG;AACxH;AACA,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;AACjG;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAChD,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACzB;AACA;AACA;AACA;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;AACA;AACA;AACA;AACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/B;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AACvD;AACA,MAAM,aAAa,SAAS,OAAO,CAAC;AACpC;AACA,CAAC,WAAW,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,GAAG;AAC9F;AACA,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AACzF;AACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,aAAa,CAAC,SAAS,CAAC,eAAe,GAAG,IAAI,CAAC;AAyrF/C;AACA;AACA;AACA;AACA;AACA;AACA,SAAS,kBAAkB,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,GAAG;AACpD;AACA,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7B;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,oBAAoB,CAAC;AAClC;AACA,CAAC,IAAI,CAAC,UAAU,GAAG;AACnB,EAAE,IAAI,EAAE,IAAI;AACZ,EAAE,MAAM,EAAE,MAAM;AAChB,EAAE,MAAM,EAAE,MAAM;AAChB,EAAE,CAAC;AACH;AACA;AACA;AACA,CAAC,MAAM,OAAO,GAAG,EAAE,CAAC;AACpB,CAAC,MAAM,QAAQ,GAAG,EAAE,CAAC;AACrB,CAAC,MAAM,OAAO,GAAG,EAAE,CAAC;AACpB,CAAC,MAAM,GAAG,GAAG,EAAE,CAAC;AAChB;AACA,CAAC,MAAM,GAAG,GAAG,OAAO,CAAC;AACrB;AACA,CAAC,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;AACA,CAAC,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9C,CAAC,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9C;AACA,CAAC,KAAK,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AACxB;AACA,EAAE,OAAO,CAAC,KAAK,EAAE,kFAAkF,EAAE,CAAC;AACtG;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,MAAM,UAAU,GAAG,MAAM,GAAG,CAAC,CAAC;AAC/B;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,MAAM,EAAE,CAAC,GAAG,GAAG;AACtC;AACA,EAAE,MAAM,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;AACvB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,MAAM,EAAE,CAAC,GAAG,GAAG;AACvC;AACA,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;AACxB;AACA;AACA;AACA,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AACpB,GAAG,QAAQ,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACrC;AACA;AACA;AACA;AACA;AACA,GAAG,KAAK,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG;AACvB;AACA,IAAI,IAAI,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC3B,IAAI,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;AACA,IAAI,MAAM;AACV;AACA,IAAI,IAAI,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC3B,IAAI,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;AACA,IAAI;AACJ;AACA,GAAG,KAAK,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG;AACvB;AACA,IAAI,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,EAAE,EAAE,CAAC;AAC3B,IAAI,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;AACA,IAAI,MAAM;AACV;AACA,IAAI,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,EAAE,EAAE,CAAC;AAC3B,IAAI,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;AACA,IAAI;AACJ;AACA;AACA;AACA,GAAG,MAAM,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AAC7C,GAAG,OAAO,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AAChD;AACA;AACA;AACA,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,GAAG;AACrC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,GAAG;AACtC;AACA,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,UAAU,GAAG,CAAC,CAAC;AAChC,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,UAAU,GAAG,CAAC,GAAG,CAAC,CAAC;AACpC,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,UAAU,GAAG,CAAC,GAAG,CAAC,CAAC;AAC5C,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,UAAU,GAAG,CAAC,CAAC;AACxC;AACA;AACA;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;AAC1B,CAAC,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5E,CAAC,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,IAAI,sBAAsB,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;AACzE,CAAC,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,sBAAsB,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC;AACjE;AACA,CAAC;AACD;AACA,kBAAkB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,cAAc,CAAC,SAAS,EAAE,CAAC;AACzE,kBAAkB,CAAC,SAAS,CAAC,WAAW,GAAG,kBAAkB,CAAC;AA2Q9D;AACA,MAAM,cAAc,SAAS,cAAc,CAAC;AAC5C;AACA,CAAC,WAAW,EAAE,MAAM,GAAG,CAAC,EAAE,aAAa,GAAG,CAAC,EAAE,cAAc,GAAG,CAAC,EAAE,QAAQ,GAAG,CAAC,EAAE,SAAS,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,UAAU,GAAG,CAAC,EAAE,WAAW,GAAG,IAAI,CAAC,EAAE,GAAG;AAChJ;AACA,EAAE,KAAK,EAAE,CAAC;AACV,EAAE,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;AAC/B;AACA,EAAE,IAAI,CAAC,UAAU,GAAG;AACpB,GAAG,MAAM,EAAE,MAAM;AACjB,GAAG,aAAa,EAAE,aAAa;AAC/B,GAAG,cAAc,EAAE,cAAc;AACjC,GAAG,QAAQ,EAAE,QAAQ;AACrB,GAAG,SAAS,EAAE,SAAS;AACvB,GAAG,UAAU,EAAE,UAAU;AACzB,GAAG,WAAW,EAAE,WAAW;AAC3B,GAAG,CAAC;AACJ;AACA,EAAE,aAAa,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,EAAE,aAAa,EAAE,EAAE,CAAC;AAC7D,EAAE,cAAc,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,EAAE,cAAc,EAAE,EAAE,CAAC;AAC/D;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,GAAG,WAAW,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACjE;AACA,EAAE,IAAI,KAAK,GAAG,CAAC,CAAC;AAChB,EAAE,MAAM,IAAI,GAAG,EAAE,CAAC;AAClB;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;AACA;AACA;AACA,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;AACrB,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;AACtB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;AACrB,EAAE,MAAM,GAAG,GAAG,EAAE,CAAC;AACjB;AACA;AACA;AACA,EAAE,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,IAAI,cAAc,EAAE,EAAE,GAAG,GAAG;AAClD;AACA,GAAG,MAAM,WAAW,GAAG,EAAE,CAAC;AAC1B;AACA,GAAG,MAAM,CAAC,GAAG,EAAE,GAAG,cAAc,CAAC;AACjC;AACA;AACA;AACA,GAAG,IAAI,OAAO,GAAG,CAAC,CAAC;AACnB;AACA,GAAG,KAAK,EAAE,IAAI,CAAC,IAAI,UAAU,IAAI,CAAC,GAAG;AACrC;AACA,IAAI,OAAO,GAAG,GAAG,GAAG,aAAa,CAAC;AAClC;AACA,IAAI,MAAM,KAAK,EAAE,IAAI,cAAc,IAAI,QAAQ,IAAI,IAAI,CAAC,EAAE,GAAG;AAC7D;AACA,IAAI,OAAO,GAAG,EAAE,GAAG,GAAG,aAAa,CAAC;AACpC;AACA,IAAI;AACJ;AACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,IAAI,aAAa,EAAE,EAAE,GAAG,GAAG;AAClD;AACA,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,aAAa,CAAC;AACjC;AACA;AACA;AACA,IAAI,MAAM,CAAC,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,GAAG,CAAC,GAAG,SAAS,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,GAAG,CAAC,GAAG,WAAW,EAAE,CAAC;AAC1G,IAAI,MAAM,CAAC,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,GAAG,CAAC,GAAG,WAAW,EAAE,CAAC;AACjE,IAAI,MAAM,CAAC,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,GAAG,CAAC,GAAG,SAAS,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,GAAG,CAAC,GAAG,WAAW,EAAE,CAAC;AACxG;AACA,IAAI,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AAClD;AACA;AACA;AACA,IAAI,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;AACtC,IAAI,OAAO,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AACjD;AACA;AACA;AACA,IAAI,GAAG,CAAC,IAAI,EAAE,CAAC,GAAG,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACnC;AACA,IAAI,WAAW,CAAC,IAAI,EAAE,KAAK,GAAG,EAAE,CAAC;AACjC;AACA,IAAI;AACJ;AACA,GAAG,IAAI,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AAC5B;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,EAAE,EAAE,GAAG,GAAG;AACjD;AACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,aAAa,EAAE,EAAE,GAAG,GAAG;AACjD;AACA,IAAI,MAAM,CAAC,GAAG,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACnC,IAAI,MAAM,CAAC,GAAG,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC/B,IAAI,MAAM,CAAC,GAAG,IAAI,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC;AACnC,IAAI,MAAM,CAAC,GAAG,IAAI,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACvC;AACA,IAAI,KAAK,EAAE,KAAK,CAAC,IAAI,UAAU,GAAG,CAAC,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC9D,IAAI,KAAK,EAAE,KAAK,cAAc,GAAG,CAAC,IAAI,QAAQ,GAAG,IAAI,CAAC,EAAE,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACnF;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;AAC3B,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AAC7E,EAAE,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,IAAI,sBAAsB,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;AAC1E,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,sBAAsB,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC;AAClE;AACA,EAAE;AACF;AACA,CAAC;AA8rBD;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,SAAS,oBAAoB,EAAE,UAAU,GAAG;AAC5C;AACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,UAAU,EAAE,EAAE,EAAE,CAAC;AACnC;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,sBAAsB,CAAC;AACpC;AACA,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AACpC,CAAC,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC;AACtB,CAAC,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC;AACtB;AACA,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AACjB;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACtB,CAAC,IAAI,CAAC,iBAAiB,GAAG,GAAG,CAAC;AAC9B;AACA,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACnB,CAAC,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC;AAC3B;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AACvC,CAAC,IAAI,CAAC,iBAAiB,GAAG,GAAG,CAAC;AAC9B,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AACzB;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;AACrB,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;AACpB;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;AACvB,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;AAC5C,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACxC;AACA,CAAC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC7B,CAAC,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;AAC5B,CAAC,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;AAC3B;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AAC1B;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AAC1B;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACtB;AACA,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;AACpB,CAAC,IAAI,CAAC,eAAe,GAAG,GAAG,CAAC;AAC5B;AACA,CAAC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC7B;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;AACxB,CAAC,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;AAC7B,CAAC,IAAI,CAAC,gBAAgB,GAAG,OAAO,CAAC;AACjC,CAAC,IAAI,CAAC,iBAAiB,GAAG,OAAO,CAAC;AAClC;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;AACvB,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1B;AACA,CAAC,IAAI,CAAC,cAAc,GAAG,KAAK,CAAC;AAC7B;AACA,CAAC,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC9B;AACA,CAAC;AACD;AACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;AACrE,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;AACA,oBAAoB,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC;AAC7D;AACA,oBAAoB,CAAC,SAAS,CAAC,IAAI,GAAG,WAAW,MAAM,GAAG;AAC1D;AACA,CAAC,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC9C;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,UAAU,EAAE,EAAE,EAAE,CAAC;AACnC;AACA,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AACjC,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACnC,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACnC;AACA,CAAC,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACvB;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACjC,CAAC,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACnD;AACA,CAAC,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC3B,CAAC,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC7C;AACA,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;AACvC,CAAC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACvC,CAAC,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACnD;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAC/B,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACnC;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACnC,CAAC,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC3C,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC7C;AACA,CAAC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAC/C,CAAC,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACnD,CAAC,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AACjD;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACjC;AACA,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC7B,CAAC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAC/C;AACA,CAAC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAC/C;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACnC,CAAC,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACrD,CAAC,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AACjD,CAAC,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACnD;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACjC,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACvC;AACA,CAAC,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC7C;AACA,CAAC,OAAO,IAAI,CAAC;AACb;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,SAAS,oBAAoB,EAAE,UAAU,GAAG;AAC5C;AACA,CAAC,oBAAoB,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;AACA,CAAC,IAAI,CAAC,OAAO,GAAG;AAChB;AACA,EAAE,UAAU,EAAE,EAAE;AAChB,EAAE,UAAU,EAAE,EAAE;AAChB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,sBAAsB,CAAC;AACpC;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC;AACtB,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AAC1B,CAAC,IAAI,CAAC,kBAAkB,GAAG,GAAG,CAAC;AAC/B,CAAC,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC;AACnC,CAAC,IAAI,CAAC,oBAAoB,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjD,CAAC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;AAChC;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,GAAG,CAAC;AACzB;AACA,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,KAAK,EAAE;AACrC,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,EAAE,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,YAAY,OAAO,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AAC5E;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,GAAG,GAAG;AACxB;AACA,GAAG,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC,KAAK,EAAE,GAAG,KAAK,GAAG,GAAG,CAAC,EAAE,KAAK,GAAG,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAChF;AACA,GAAG;AACH,EAAE,EAAE,CAAC;AACL;AACA,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACnB;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,GAAG,CAAC;AACzB,CAAC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC7B;AACA,CAAC,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC9B;AACA,CAAC;AACD;AACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,oBAAoB,CAAC,SAAS,EAAE,CAAC;AACjF,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;AACA,oBAAoB,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC;AAC7D;AACA,oBAAoB,CAAC,SAAS,CAAC,IAAI,GAAG,WAAW,MAAM,GAAG;AAC1D;AACA,CAAC,oBAAoB,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC1D;AACA,CAAC,IAAI,CAAC,OAAO,GAAG;AAChB;AACA,EAAE,UAAU,EAAE,EAAE;AAChB,EAAE,UAAU,EAAE,EAAE;AAChB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACnC,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC,CAAC,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACrD,CAAC,IAAI,CAAC,qBAAqB,GAAG,MAAM,CAAC,qBAAqB,CAAC;AAC3D,CAAC,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACrD,CAAC,IAAI,CAAC,oBAAoB,CAAC,IAAI,EAAE,MAAM,CAAC,oBAAoB,EAAE,CAAC;AAC/D;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;AACA,CAAC,KAAK,MAAM,CAAC,KAAK,GAAG;AACrB;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,IAAI,CAAC,KAAK,IAAI,IAAI,KAAK,EAAE,GAAG,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClE;AACA,EAAE,MAAM;AACR;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC,CAAC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAC/C;AACA,CAAC,OAAO,IAAI,CAAC;AACb;AACA,CAAC,CAAC;AA2hCF;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,SAAS,WAAW,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AACnF;AACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;AAC9C,CAAC,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;AACvB;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY,KAAK,SAAS;AAC/C,EAAE,YAAY,GAAG,IAAI,YAAY,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;AAC5D,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;AAClC,CAAC,IAAI,CAAC,SAAS,GAAG,UAAU,CAAC;AAC7B;AACA,CAAC;AACD;AACA,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE;AACtC;AACA,CAAC,QAAQ,EAAE,WAAW,CAAC,GAAG;AAC1B;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACrC,EAAE,IAAI,EAAE,GAAG,IAAI,CAAC,YAAY;AAC5B,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE;AAChB,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACrB;AACA,EAAE,iBAAiB,EAAE;AACrB;AACA,GAAG,IAAI,EAAE;AACT;AACA,IAAI,IAAI,KAAK,CAAC;AACd;AACA,IAAI,WAAW,EAAE;AACjB;AACA;AACA;AACA;AACA;AACA,KAAK,YAAY,EAAE,KAAK,IAAI,CAAC,GAAG,EAAE,EAAE,GAAG;AACvC;AACA,MAAM,MAAM,IAAI,QAAQ,GAAG,EAAE,GAAG,CAAC,MAAM;AACvC;AACA,OAAO,KAAK,EAAE,KAAK,SAAS,GAAG;AAC/B;AACA,QAAQ,KAAK,CAAC,GAAG,EAAE,GAAG,MAAM,YAAY,CAAC;AACzC;AACA;AACA;AACA,QAAQ,EAAE,GAAG,EAAE,CAAC,MAAM,CAAC;AACvB,QAAQ,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;AAC/B,QAAQ,OAAO,IAAI,CAAC,SAAS,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC/C;AACA,QAAQ;AACR;AACA,OAAO,KAAK,EAAE,KAAK,QAAQ,GAAG,MAAM;AACpC;AACA,OAAO,EAAE,GAAG,EAAE,CAAC;AACf,OAAO,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,CAAC;AACxB;AACA,OAAO,KAAK,CAAC,GAAG,EAAE,GAAG;AACrB;AACA;AACA,QAAQ,MAAM,IAAI,CAAC;AACnB;AACA,QAAQ;AACR;AACA,OAAO;AACP;AACA;AACA,MAAM,KAAK,GAAG,EAAE,CAAC,MAAM,CAAC;AACxB,MAAM,MAAM,WAAW,CAAC;AACxB;AACA,MAAM;AACN;AACA;AACA;AACA,KAAK,KAAK,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG;AAC1B;AACA;AACA;AACA,MAAM,MAAM,QAAQ,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,MAAM,KAAK,CAAC,GAAG,QAAQ,GAAG;AAC1B;AACA,OAAO,EAAE,GAAG,CAAC,CAAC;AACd,OAAO,EAAE,GAAG,QAAQ,CAAC;AACrB;AACA,OAAO;AACP;AACA;AACA;AACA,MAAM,MAAM,IAAI,QAAQ,GAAG,EAAE,GAAG,CAAC,MAAM;AACvC;AACA,OAAO,KAAK,EAAE,KAAK,SAAS,GAAG;AAC/B;AACA;AACA;AACA,QAAQ,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;AAC9B,QAAQ,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC7C;AACA,QAAQ;AACR;AACA,OAAO,KAAK,EAAE,KAAK,QAAQ,GAAG,MAAM;AACpC;AACA,OAAO,EAAE,GAAG,EAAE,CAAC;AACf,OAAO,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,CAAC;AAC5B;AACA,OAAO,KAAK,CAAC,IAAI,EAAE,GAAG;AACtB;AACA;AACA,QAAQ,MAAM,IAAI,CAAC;AACnB;AACA,QAAQ;AACR;AACA,OAAO;AACP;AACA;AACA,MAAM,KAAK,GAAG,EAAE,CAAC;AACjB,MAAM,EAAE,GAAG,CAAC,CAAC;AACb,MAAM,MAAM,WAAW,CAAC;AACxB;AACA,MAAM;AACN;AACA;AACA;AACA,KAAK,MAAM,iBAAiB,CAAC;AAC7B;AACA,KAAK;AACL;AACA;AACA;AACA,IAAI,QAAQ,EAAE,GAAG,KAAK,GAAG;AACzB;AACA,KAAK,MAAM,GAAG,GAAG,EAAE,EAAE,GAAG,KAAK,OAAO,CAAC,CAAC;AACtC;AACA,KAAK,KAAK,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG;AAC1B;AACA,MAAM,KAAK,GAAG,GAAG,CAAC;AAClB;AACA,MAAM,MAAM;AACZ;AACA,MAAM,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC;AACnB;AACA,MAAM;AACN;AACA,KAAK;AACL;AACA,IAAI,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAClB,IAAI,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACtB;AACA;AACA;AACA,IAAI,KAAK,EAAE,KAAK,SAAS,GAAG;AAC5B;AACA,KAAK,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;AAC3B,KAAK,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC1C;AACA,KAAK;AACL;AACA,IAAI,KAAK,EAAE,KAAK,SAAS,GAAG;AAC5B;AACA,KAAK,EAAE,GAAG,EAAE,CAAC,MAAM,CAAC;AACpB,KAAK,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;AAC5B,KAAK,OAAO,IAAI,CAAC,SAAS,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AAC5C;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;AAC1B;AACA,GAAG,IAAI,CAAC,gBAAgB,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AACvC;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,IAAI;AACf;AACA;AACA;AACA;AACA,CAAC,gBAAgB,EAAE,EAAE;AACrB;AACA,CAAC,YAAY,EAAE,YAAY;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,gBAAgB,CAAC;AAChD;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,WAAW,KAAK,GAAG;AACtC;AACA;AACA;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY;AAClC,GAAG,MAAM,GAAG,IAAI,CAAC,YAAY;AAC7B,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS;AAC1B,GAAG,MAAM,GAAG,KAAK,GAAG,MAAM,CAAC;AAC3B;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,MAAM,EAAE,GAAG,CAAC,GAAG;AACxC;AACA,GAAG,MAAM,EAAE,CAAC,EAAE,GAAG,MAAM,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AACtC;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,YAAY,EAAE,iCAAiC;AAChD;AACA,EAAE,MAAM,IAAI,KAAK,EAAE,yBAAyB,EAAE,CAAC;AAC/C;AACA;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,8BAA8B;AACjD;AACA;AACA;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA;AACA,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE;AACtC;AACA;AACA,CAAC,YAAY,EAAE,WAAW,CAAC,SAAS,CAAC,gBAAgB;AACrD;AACA;AACA,CAAC,SAAS,EAAE,WAAW,CAAC,SAAS,CAAC,gBAAgB;AAClD;AACA,CAAC,EAAE,CAAC;AACJ;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,SAAS,gBAAgB,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AACxF;AACA,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACtF;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC;AACxB,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC;AACxB,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC;AACxB,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC;AACxB;AACA,CAAC;AACD;AACA,gBAAgB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE,EAAE;AACpF;AACA,CAAC,WAAW,EAAE,gBAAgB;AAC9B;AACA,CAAC,gBAAgB,EAAE;AACnB;AACA,EAAE,WAAW,EAAE,mBAAmB;AAClC,EAAE,SAAS,EAAE,mBAAmB;AAChC;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,WAAW,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG;AAC3C;AACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACrC,EAAE,IAAI,KAAK,GAAG,EAAE,GAAG,CAAC;AACpB,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC;AACjB;AACA,GAAG,KAAK,GAAG,EAAE,EAAE,KAAK,EAAE;AACtB,GAAG,KAAK,GAAG,EAAE,EAAE,KAAK,EAAE,CAAC;AACvB;AACA,EAAE,KAAK,KAAK,KAAK,SAAS,GAAG;AAC7B;AACA,GAAG,SAAS,IAAI,CAAC,YAAY,EAAE,CAAC,WAAW;AAC3C;AACA,IAAI,KAAK,eAAe;AACxB;AACA;AACA,KAAK,KAAK,GAAG,EAAE,CAAC;AAChB,KAAK,KAAK,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AACzB;AACA,KAAK,MAAM;AACX;AACA,IAAI,KAAK,gBAAgB;AACzB;AACA;AACA,KAAK,KAAK,GAAG,EAAE,CAAC,MAAM,GAAG,CAAC,CAAC;AAC3B,KAAK,KAAK,GAAG,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AAChD;AACA,KAAK,MAAM;AACX;AACA,IAAI;AACJ;AACA;AACA,KAAK,KAAK,GAAG,EAAE,CAAC;AAChB,KAAK,KAAK,GAAG,EAAE,CAAC;AAChB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,KAAK,KAAK,SAAS,GAAG;AAC7B;AACA,GAAG,SAAS,IAAI,CAAC,YAAY,EAAE,CAAC,SAAS;AACzC;AACA,IAAI,KAAK,eAAe;AACxB;AACA;AACA,KAAK,KAAK,GAAG,EAAE,CAAC;AAChB,KAAK,KAAK,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AACzB;AACA,KAAK,MAAM;AACX;AACA,IAAI,KAAK,gBAAgB;AACzB;AACA;AACA,KAAK,KAAK,GAAG,CAAC,CAAC;AACf,KAAK,KAAK,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpC;AACA,KAAK,MAAM;AACX;AACA,IAAI;AACJ;AACA;AACA,KAAK,KAAK,GAAG,EAAE,GAAG,CAAC,CAAC;AACpB,KAAK,KAAK,GAAG,EAAE,CAAC;AAChB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,MAAM,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,GAAG;AAClC,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS,CAAC;AAC3B;AACA,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,KAAK,EAAE,GAAG,KAAK,EAAE,CAAC;AAC7C,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,KAAK,KAAK,GAAG,EAAE,EAAE,CAAC;AAC7C,EAAE,IAAI,CAAC,WAAW,GAAG,KAAK,GAAG,MAAM,CAAC;AACpC,EAAE,IAAI,CAAC,WAAW,GAAG,KAAK,GAAG,MAAM,CAAC;AACpC;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG;AAC1C;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY;AAClC,GAAG,MAAM,GAAG,IAAI,CAAC,YAAY;AAC7B,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS;AAC1B;AACA,GAAG,EAAE,GAAG,EAAE,GAAG,MAAM,GAAG,EAAE,GAAG,EAAE,GAAG,MAAM;AACtC,GAAG,EAAE,GAAG,IAAI,CAAC,WAAW,GAAG,EAAE,GAAG,IAAI,CAAC,WAAW;AAChD,GAAG,EAAE,GAAG,IAAI,CAAC,WAAW,EAAE,EAAE,GAAG,IAAI,CAAC,WAAW;AAC/C;AACA,GAAG,CAAC,GAAG,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE;AAC/B,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC;AACb,GAAG,GAAG,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB;AACA;AACA;AACA,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAC/C,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,KAAK,GAAG,GAAG,EAAE,EAAE,GAAG,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,KAAK,CAAC,GAAG,CAAC,CAAC;AACjF,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,EAAE,KAAK,GAAG,GAAG,EAAE,GAAG,GAAG,EAAE,KAAK,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC;AAC9D,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AAChC;AACA;AACA;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,MAAM,EAAE,GAAG,CAAC,GAAG;AACxC;AACA,GAAG,MAAM,EAAE,CAAC,EAAE;AACd,KAAK,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,CAAC,EAAE;AAC1B,KAAK,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,CAAC,EAAE;AAC1B,KAAK,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,CAAC,EAAE;AAC1B,KAAK,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AAC3B;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,SAAS,iBAAiB,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AACzF;AACA,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACtF;AACA,CAAC;AACD;AACA,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE,EAAE;AACrF;AACA,CAAC,WAAW,EAAE,iBAAiB;AAC/B;AACA,CAAC,YAAY,EAAE,WAAW,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG;AAC1C;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY;AAClC,GAAG,MAAM,GAAG,IAAI,CAAC,YAAY;AAC7B,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS;AAC1B;AACA,GAAG,OAAO,GAAG,EAAE,GAAG,MAAM;AACxB,GAAG,OAAO,GAAG,OAAO,GAAG,MAAM;AAC7B;AACA,GAAG,OAAO,GAAG,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE;AACrC,GAAG,OAAO,GAAG,CAAC,GAAG,OAAO,CAAC;AACzB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,MAAM,EAAE,GAAG,CAAC,GAAG;AACxC;AACA,GAAG,MAAM,EAAE,CAAC,EAAE;AACd,KAAK,MAAM,EAAE,OAAO,GAAG,CAAC,EAAE,GAAG,OAAO;AACpC,KAAK,MAAM,EAAE,OAAO,GAAG,CAAC,EAAE,GAAG,OAAO,CAAC;AACrC;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA;AACA;AACA;AACA;AACA;AACA;AACA,SAAS,mBAAmB,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AAC3F;AACA,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACtF;AACA,CAAC;AACD;AACA,mBAAmB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE,EAAE;AACvF;AACA,CAAC,WAAW,EAAE,mBAAmB;AACjC;AACA,CAAC,YAAY,EAAE,WAAW,EAAE,oBAAoB;AAChD;AACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACzC;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AA6dJ;AACA;AACA;AACA;AACA;AACA,SAAS,2BAA2B,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AACnG;AACA,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACtF;AACA,CAAC;AACD;AACA,2BAA2B,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE,EAAE;AAC/F;AACA,CAAC,WAAW,EAAE,2BAA2B;AACzC;AACA,CAAC,YAAY,EAAE,WAAW,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG;AAC1C;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY;AAClC,GAAG,MAAM,GAAG,IAAI,CAAC,YAAY;AAC7B,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS;AAC1B;AACA,GAAG,KAAK,GAAG,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE,CAAC;AACpC;AACA,EAAE,IAAI,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC;AAC3B;AACA,EAAE,MAAM,IAAI,GAAG,GAAG,MAAM,GAAG,MAAM,EAAE,MAAM,KAAK,GAAG,EAAE,MAAM,IAAI,CAAC,GAAG;AACjE;AACA,GAAG,UAAU,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,GAAG,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AACrF;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AAkfJ;AACA,MAAM,KAAK,GAAG;AACd;AACA,CAAC,OAAO,EAAE,KAAK;AACf;AACA,CAAC,KAAK,EAAE,EAAE;AACV;AACA,CAAC,GAAG,EAAE,WAAW,GAAG,EAAE,IAAI,GAAG;AAC7B;AACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACvC;AACA;AACA;AACA,EAAE,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,IAAI,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,WAAW,GAAG,GAAG;AACvB;AACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACvC;AACA;AACA;AACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,GAAG,GAAG;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,CAAC;AAC3B;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,YAAY;AACpB;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC;AAClB;AACA,EAAE;AACF;AACA,CAAC,CAAC;AACF;AACA,SAAS,cAAc,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACvD;AACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;AACpB;AACA,CAAC,IAAI,SAAS,GAAG,KAAK,CAAC;AACvB,CAAC,IAAI,WAAW,GAAG,CAAC,CAAC;AACrB,CAAC,IAAI,UAAU,GAAG,CAAC,CAAC;AACpB,CAAC,IAAI,WAAW,GAAG,SAAS,CAAC;AAC7B,CAAC,MAAM,QAAQ,GAAG,EAAE,CAAC;AACrB;AACA;AACA;AACA;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;AAC1B,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACtB,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAC9B,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACxB;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,WAAW,GAAG,GAAG;AACnC;AACA,EAAE,UAAU,GAAG,CAAC;AAChB;AACA,EAAE,KAAK,SAAS,KAAK,KAAK,GAAG;AAC7B;AACA,GAAG,KAAK,KAAK,CAAC,OAAO,KAAK,SAAS,GAAG;AACtC;AACA,IAAI,KAAK,CAAC,OAAO,EAAE,GAAG,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC;AAClD;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,SAAS,GAAG,IAAI,CAAC;AACnB;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,GAAG,GAAG;AACjC;AACA,EAAE,WAAW,GAAG,CAAC;AACjB;AACA,EAAE,KAAK,KAAK,CAAC,UAAU,KAAK,SAAS,GAAG;AACxC;AACA,GAAG,KAAK,CAAC,UAAU,EAAE,GAAG,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC;AACpD;AACA,GAAG;AACH;AACA,EAAE,KAAK,WAAW,KAAK,UAAU,GAAG;AACpC;AACA,GAAG,SAAS,GAAG,KAAK,CAAC;AACrB;AACA,GAAG,KAAK,KAAK,CAAC,MAAM,KAAK,SAAS,GAAG;AACrC;AACA,IAAI,KAAK,CAAC,MAAM,EAAE,CAAC;AACnB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,SAAS,GAAG,WAAW,GAAG,GAAG;AACnC;AACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,SAAS,GAAG;AACrC;AACA,GAAG,KAAK,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACxB;AACA,GAAG;AACH;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,GAAG,GAAG;AACpC;AACA,EAAE,KAAK,WAAW,GAAG;AACrB;AACA,GAAG,OAAO,WAAW,EAAE,GAAG,EAAE,CAAC;AAC7B;AACA,GAAG;AACH;AACA,EAAE,OAAO,GAAG,CAAC;AACb;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,cAAc,GAAG,WAAW,SAAS,GAAG;AAC9C;AACA,EAAE,WAAW,GAAG,SAAS,CAAC;AAC1B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AAC9C;AACA,EAAE,QAAQ,CAAC,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACjC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,KAAK,GAAG;AACzC;AACA,EAAE,MAAM,KAAK,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AAC1C;AACA,EAAE,KAAK,KAAK,KAAK,EAAE,CAAC,GAAG;AACvB;AACA,GAAG,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE,CAAC;AACH;AACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,IAAI,GAAG;AACrC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AACxD;AACA,GAAG,MAAM,KAAK,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC/B,GAAG,MAAM,MAAM,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;AACA,GAAG,KAAK,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC,SAAS,GAAG,CAAC,CAAC;AAC3C;AACA,GAAG,KAAK,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG;AAC7B;AACA,IAAI,OAAO,MAAM,CAAC;AAClB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE,CAAC;AACH;AACA,CAAC;AACD;AACA,MAAM,qBAAqB,GAAG,IAAI,cAAc,EAAE,CAAC;AACnD;AACA,SAAS,MAAM,EAAE,OAAO,GAAG;AAC3B;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,OAAO,KAAK,SAAS,KAAK,OAAO,GAAG,qBAAqB,CAAC;AAC5E;AACA,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;AAChC,CAAC,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC9B,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;AAChB,CAAC,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;AACxB,CAAC,IAAI,CAAC,aAAa,GAAG,EAAE,CAAC;AACzB;AACA,CAAC;AACD;AACA,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE;AACjC;AACA,CAAC,IAAI,EAAE,oDAAoD,EAAE;AAC7D;AACA,CAAC,SAAS,EAAE,WAAW,GAAG,EAAE,UAAU,GAAG;AACzC;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;AACA,EAAE,OAAO,IAAI,OAAO,EAAE,WAAW,OAAO,EAAE,MAAM,GAAG;AACnD;AACA,GAAG,KAAK,CAAC,IAAI,EAAE,GAAG,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,EAAE,CAAC;AAClD;AACA,GAAG,EAAE,CAAC;AACN;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,wBAAwB,EAAE;AAClC;AACA,CAAC,cAAc,EAAE,WAAW,WAAW,GAAG;AAC1C;AACA,EAAE,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;AACjC,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,kBAAkB,EAAE,WAAW,KAAK,GAAG;AACxC;AACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/B,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,IAAI,GAAG;AAC5B;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AACnB,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,WAAW,YAAY,GAAG;AAC5C;AACA,EAAE,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;AACnC,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,WAAW,aAAa,GAAG;AAC9C;AACA,EAAE,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;AACrC,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,OAAO,GAAG,EAAE,CAAC;AACnB;AACA,SAAS,UAAU,EAAE,OAAO,GAAG;AAC/B;AACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;AACA,CAAC;AACD;AACA,UAAU,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AACzE;AACA,CAAC,WAAW,EAAE,UAAU;AACxB;AACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;AACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG,GAAG,GAAG,EAAE,CAAC;AACpC;AACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;AACvD;AACA,EAAE,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;AACA,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,GAAG,UAAU,EAAE,YAAY;AAC3B;AACA,IAAI,KAAK,MAAM,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnC;AACA,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;AACA,IAAI,EAAE,CAAC,EAAE,CAAC;AACV;AACA,GAAG,OAAO,MAAM,CAAC;AACjB;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,OAAO,EAAE,GAAG,EAAE,KAAK,SAAS,GAAG;AACtC;AACA,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC,IAAI,EAAE;AACxB;AACA,IAAI,MAAM,EAAE,MAAM;AAClB,IAAI,UAAU,EAAE,UAAU;AAC1B,IAAI,OAAO,EAAE,OAAO;AACpB;AACA,IAAI,EAAE,CAAC;AACP;AACA,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA;AACA,EAAE,MAAM,YAAY,GAAG,6BAA6B,CAAC;AACrD,EAAE,MAAM,kBAAkB,GAAG,GAAG,CAAC,KAAK,EAAE,YAAY,EAAE,CAAC;AACvD,EAAE,IAAI,OAAO,CAAC;AACd;AACA;AACA,EAAE,KAAK,kBAAkB,GAAG;AAC5B;AACA,GAAG,MAAM,QAAQ,GAAG,kBAAkB,EAAE,CAAC,EAAE,CAAC;AAC5C,GAAG,MAAM,QAAQ,GAAG,CAAC,EAAE,kBAAkB,EAAE,CAAC,EAAE,CAAC;AAC/C;AACA,GAAG,IAAI,IAAI,GAAG,kBAAkB,EAAE,CAAC,EAAE,CAAC;AACtC,GAAG,IAAI,GAAG,kBAAkB,EAAE,IAAI,EAAE,CAAC;AACrC;AACA,GAAG,KAAK,QAAQ,GAAG,IAAI,GAAG,IAAI,EAAE,IAAI,EAAE,CAAC;AACvC;AACA,GAAG,IAAI;AACP;AACA,IAAI,IAAI,QAAQ,CAAC;AACjB,IAAI,MAAM,YAAY,GAAG,EAAE,IAAI,CAAC,YAAY,IAAI,EAAE,GAAG,WAAW,EAAE,CAAC;AACnE;AACA,IAAI,SAAS,YAAY;AACzB;AACA,KAAK,KAAK,aAAa,CAAC;AACxB,KAAK,KAAK,MAAM;AAChB;AACA,MAAM,MAAM,IAAI,GAAG,IAAI,UAAU,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACjD;AACA,MAAM,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC/C;AACA,OAAO,IAAI,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC;AACxC;AACA,OAAO;AACP;AACA,MAAM,KAAK,YAAY,KAAK,MAAM,GAAG;AACrC;AACA,OAAO,QAAQ,GAAG,IAAI,IAAI,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,EAAE,CAAC;AAClE;AACA,OAAO,MAAM;AACb;AACA,OAAO,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC;AAC9B;AACA,OAAO;AACP;AACA,MAAM,MAAM;AACZ;AACA,KAAK,KAAK,UAAU;AACpB;AACA,MAAM,MAAM,MAAM,GAAG,IAAI,SAAS,EAAE,CAAC;AACrC,MAAM,QAAQ,GAAG,MAAM,CAAC,eAAe,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC;AAC1D;AACA,MAAM,MAAM;AACZ;AACA,KAAK,KAAK,MAAM;AAChB;AACA,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC;AACpC;AACA,MAAM,MAAM;AACZ;AACA,KAAK;AACL;AACA,MAAM,QAAQ,GAAG,IAAI,CAAC;AACtB;AACA,MAAM,MAAM;AACZ;AACA,KAAK;AACL;AACA;AACA,IAAI,UAAU,EAAE,YAAY;AAC5B;AACA,KAAK,KAAK,MAAM,GAAG,MAAM,EAAE,QAAQ,EAAE,CAAC;AACtC;AACA,KAAK,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,KAAK,EAAE,CAAC,EAAE,CAAC;AACX;AACA,IAAI,CAAC,QAAQ,KAAK,GAAG;AACrB;AACA;AACA,IAAI,UAAU,EAAE,YAAY;AAC5B;AACA,KAAK,KAAK,OAAO,GAAG,OAAO,EAAE,KAAK,EAAE,CAAC;AACrC;AACA,KAAK,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACpC,KAAK,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,KAAK,EAAE,CAAC,EAAE,CAAC;AACX;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA;AACA;AACA,GAAG,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACvB;AACA,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC,IAAI,EAAE;AACxB;AACA,IAAI,MAAM,EAAE,MAAM;AAClB,IAAI,UAAU,EAAE,UAAU;AAC1B,IAAI,OAAO,EAAE,OAAO;AACpB;AACA,IAAI,EAAE,CAAC;AACP;AACA,GAAG,OAAO,GAAG,IAAI,cAAc,EAAE,CAAC;AAClC;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC;AACpC;AACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,MAAM,EAAE,WAAW,KAAK,GAAG;AACxD;AACA,IAAI,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACnC;AACA,IAAI,MAAM,SAAS,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC;AACrC;AACA,IAAI,OAAO,OAAO,EAAE,GAAG,EAAE,CAAC;AAC1B;AACA,IAAI,KAAK,IAAI,CAAC,MAAM,KAAK,GAAG,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,GAAG;AACpD;AACA;AACA;AACA;AACA,KAAK,KAAK,IAAI,CAAC,MAAM,KAAK,CAAC,GAAG,OAAO,CAAC,IAAI,EAAE,2CAA2C,EAAE,CAAC;AAC1F;AACA;AACA;AACA,KAAK,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,CAAC;AAChC;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC5D;AACA,MAAM,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AACtC,MAAM,KAAK,QAAQ,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,EAAE,QAAQ,EAAE,CAAC;AACzD;AACA,MAAM;AACN;AACA,KAAK,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,KAAK,MAAM;AACX;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC5D;AACA,MAAM,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AACtC,MAAM,KAAK,QAAQ,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AACxD;AACA,MAAM;AACN;AACA,KAAK,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACpC,KAAK,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,KAAK;AACL;AACA,IAAI,EAAE,KAAK,EAAE,CAAC;AACd;AACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,UAAU,EAAE,WAAW,KAAK,GAAG;AAC5D;AACA,IAAI,MAAM,SAAS,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC;AACrC;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC3D;AACA,KAAK,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AACrC,KAAK,KAAK,QAAQ,CAAC,UAAU,GAAG,QAAQ,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;AAC7D;AACA,KAAK;AACL;AACA,IAAI,EAAE,KAAK,EAAE,CAAC;AACd;AACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,OAAO,EAAE,WAAW,KAAK,GAAG;AACzD;AACA,IAAI,MAAM,SAAS,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC;AACrC;AACA,IAAI,OAAO,OAAO,EAAE,GAAG,EAAE,CAAC;AAC1B;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC3D;AACA,KAAK,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AACrC,KAAK,KAAK,QAAQ,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AACvD;AACA,KAAK;AACL;AACA,IAAI,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACnC,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;AACA,IAAI,EAAE,KAAK,EAAE,CAAC;AACd;AACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,OAAO,EAAE,WAAW,KAAK,GAAG;AACzD;AACA,IAAI,MAAM,SAAS,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC;AACrC;AACA,IAAI,OAAO,OAAO,EAAE,GAAG,EAAE,CAAC;AAC1B;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC3D;AACA,KAAK,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AACrC,KAAK,KAAK,QAAQ,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AACvD;AACA,KAAK;AACL;AACA,IAAI,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACnC,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;AACA,IAAI,EAAE,KAAK,EAAE,CAAC;AACd;AACA,GAAG,KAAK,IAAI,CAAC,YAAY,KAAK,SAAS,GAAG,OAAO,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;AACnF,GAAG,KAAK,IAAI,CAAC,eAAe,KAAK,SAAS,GAAG,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AAC5F;AACA,GAAG,KAAK,OAAO,CAAC,gBAAgB,GAAG,OAAO,CAAC,gBAAgB,EAAE,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG,IAAI,CAAC,QAAQ,GAAG,YAAY,EAAE,CAAC;AAC1H;AACA,GAAG,MAAM,MAAM,MAAM,IAAI,IAAI,CAAC,aAAa,GAAG;AAC9C;AACA,IAAI,OAAO,CAAC,gBAAgB,EAAE,MAAM,EAAE,IAAI,CAAC,aAAa,EAAE,MAAM,EAAE,EAAE,CAAC;AACrE;AACA,IAAI;AACJ;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACxB;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACjC;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,WAAW,KAAK,GAAG;AACrC;AACA,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,WAAW,KAAK,GAAG;AACjC;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;AACxB,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AA6DJ;AACA;AACA;AACA;AACA;AACA;AACA;AACA,SAAS,uBAAuB,EAAE,OAAO,GAAG;AAC5C;AACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;AACA,CAAC;AACD;AACA,uBAAuB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AACtF;AACA,CAAC,WAAW,EAAE,uBAAuB;AACrC;AACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;AACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;AACA,EAAE,MAAM,OAAO,GAAG,IAAI,iBAAiB,EAAE,CAAC;AAC1C;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;AAChD,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC9B,EAAE,MAAM,CAAC,eAAe,EAAE,aAAa,EAAE,CAAC;AAC1C,EAAE,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,CAAC;AAChD,EAAE,MAAM,CAAC,kBAAkB,EAAE,KAAK,CAAC,eAAe,EAAE,CAAC;AACrD;AACA,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;AACA,EAAE,SAAS,WAAW,EAAE,CAAC,GAAG;AAC5B;AACA,GAAG,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,WAAW,MAAM,GAAG;AAC9C;AACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACjD;AACA,IAAI,MAAM,EAAE,CAAC,EAAE,GAAG;AAClB,KAAK,KAAK,EAAE,QAAQ,CAAC,KAAK;AAC1B,KAAK,MAAM,EAAE,QAAQ,CAAC,MAAM;AAC5B,KAAK,MAAM,EAAE,QAAQ,CAAC,MAAM;AAC5B,KAAK,OAAO,EAAE,QAAQ,CAAC,OAAO;AAC9B,KAAK,CAAC;AACN;AACA,IAAI,MAAM,IAAI,CAAC,CAAC;AAChB;AACA,IAAI,KAAK,MAAM,KAAK,CAAC,GAAG;AACxB;AACA,KAAK,KAAK,QAAQ,CAAC,WAAW,KAAK,CAAC,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AACxE;AACA,KAAK,OAAO,CAAC,KAAK,GAAG,MAAM,CAAC;AAC5B,KAAK,OAAO,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AACtC,KAAK,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAChC;AACA,KAAK,KAAK,MAAM,GAAG,MAAM,EAAE,OAAO,EAAE,CAAC;AACrC;AACA,KAAK;AACL;AACA,IAAI,EAAE,UAAU,EAAE,OAAO,EAAE,CAAC;AAC5B;AACA,GAAG;AACH;AACA,EAAE,KAAK,KAAK,CAAC,OAAO,EAAE,GAAG,EAAE,GAAG;AAC9B;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,GAAG;AACpD;AACA,IAAI,WAAW,EAAE,CAAC,EAAE,CAAC;AACrB;AACA,IAAI;AACJ;AACA,GAAG,MAAM;AACT;AACA;AACA;AACA,GAAG,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,WAAW,MAAM,GAAG;AACzC;AACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACjD;AACA,IAAI,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC9B;AACA,KAAK,MAAM,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC,MAAM,GAAG,QAAQ,CAAC,WAAW,CAAC;AAClE;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG;AACxC;AACA,MAAM,MAAM,EAAE,CAAC,EAAE,GAAG,EAAE,OAAO,EAAE,EAAE,EAAE,CAAC;AACpC;AACA,MAAM,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,WAAW,EAAE,CAAC,GAAG,GAAG;AACxD;AACA,OAAO,MAAM,EAAE,CAAC,EAAE,CAAC,OAAO,CAAC,IAAI,EAAE,QAAQ,CAAC,OAAO,EAAE,CAAC,GAAG,QAAQ,CAAC,WAAW,GAAG,CAAC,EAAE,EAAE,CAAC;AACpF,OAAO,MAAM,EAAE,CAAC,EAAE,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AAC5C,OAAO,MAAM,EAAE,CAAC,EAAE,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AAC1C,OAAO,MAAM,EAAE,CAAC,EAAE,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AAC5C;AACA,OAAO;AACP;AACA,MAAM;AACN;AACA,KAAK,OAAO,CAAC,KAAK,GAAG,MAAM,CAAC;AAC5B;AACA,KAAK,MAAM;AACX;AACA,KAAK,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AAC1C,KAAK,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AAC5C,KAAK,OAAO,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,CAAC;AACxC;AACA,KAAK;AACL;AACA,IAAI,KAAK,QAAQ,CAAC,WAAW,KAAK,CAAC,GAAG;AACtC;AACA,KAAK,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AACtC;AACA,KAAK;AACL;AACA,IAAI,OAAO,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AACrC,IAAI,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC/B;AACA,IAAI,KAAK,MAAM,GAAG,MAAM,EAAE,OAAO,EAAE,CAAC;AACpC;AACA,IAAI,EAAE,UAAU,EAAE,OAAO,EAAE,CAAC;AAC5B;AACA,GAAG;AACH;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,WAAW,SAAS,MAAM,CAAC;AACjC;AACA,CAAC,WAAW,EAAE,OAAO,GAAG;AACxB;AACA,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AACnB;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AAC1C;AACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;AACvD;AACA,EAAE,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;AACA,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,GAAG,UAAU,EAAE,YAAY;AAC3B;AACA,IAAI,KAAK,MAAM,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnC;AACA,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;AACA,IAAI,EAAE,CAAC,EAAE,CAAC;AACV;AACA,GAAG,OAAO,MAAM,CAAC;AACjB;AACA,GAAG;AACH;AACA,EAAE,MAAM,KAAK,GAAG,QAAQ,CAAC,eAAe,EAAE,8BAA8B,EAAE,KAAK,EAAE,CAAC;AAClF;AACA,EAAE,SAAS,WAAW,GAAG;AACzB;AACA,GAAG,KAAK,CAAC,mBAAmB,EAAE,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;AAC3D,GAAG,KAAK,CAAC,mBAAmB,EAAE,OAAO,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AAC7D;AACA,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC;AAC1B;AACA,GAAG,KAAK,MAAM,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;AAChC;AACA,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAChC;AACA,GAAG;AACH;AACA,EAAE,SAAS,YAAY,EAAE,KAAK,GAAG;AACjC;AACA,GAAG,KAAK,CAAC,mBAAmB,EAAE,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;AAC3D,GAAG,KAAK,CAAC,mBAAmB,EAAE,OAAO,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AAC7D;AACA,GAAG,KAAK,OAAO,GAAG,OAAO,EAAE,KAAK,EAAE,CAAC;AACnC;AACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAClC,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAChC;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,gBAAgB,EAAE,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;AACvD,EAAE,KAAK,CAAC,gBAAgB,EAAE,OAAO,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AACzD;AACA,EAAE,KAAK,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,OAAO,GAAG;AACxC;AACA,GAAG,KAAK,IAAI,CAAC,WAAW,KAAK,SAAS,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AAC9E;AACA,GAAG;AACH;AACA,EAAE,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACjC;AACA,EAAE,KAAK,CAAC,GAAG,GAAG,GAAG,CAAC;AAClB;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,MAAM,iBAAiB,SAAS,MAAM,CAAC;AACvC;AACA,CAAC,WAAW,EAAE,OAAO,GAAG;AACxB;AACA,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AACnB;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AAC3C;AACA,EAAE,MAAM,OAAO,GAAG,IAAI,WAAW,EAAE,CAAC;AACpC;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,WAAW,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;AACjD,EAAE,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC5C,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC9B;AACA,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;AACA,EAAE,SAAS,WAAW,EAAE,CAAC,GAAG;AAC5B;AACA,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,WAAW,KAAK,GAAG;AAC9C;AACA,IAAI,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,KAAK,CAAC;AAChC;AACA,IAAI,MAAM,GAAG,CAAC;AACd;AACA,IAAI,KAAK,MAAM,KAAK,CAAC,GAAG;AACxB;AACA,KAAK,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAChC;AACA,KAAK,KAAK,MAAM,GAAG,MAAM,EAAE,OAAO,EAAE,CAAC;AACrC;AACA,KAAK;AACL;AACA,IAAI,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AAC3B;AACA,GAAG;AACH;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,GAAG;AAC3C;AACA,GAAG,WAAW,EAAE,CAAC,EAAE,CAAC;AACpB;AACA,GAAG;AACH;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA;AACA;AACA;AACA;AACA;AACA;AACA,SAAS,iBAAiB,EAAE,OAAO,GAAG;AACtC;AACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;AACA,CAAC;AACD;AACA,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AAChF;AACA,CAAC,WAAW,EAAE,iBAAiB;AAC/B;AACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;AACA,EAAE,MAAM,OAAO,GAAG,IAAI,WAAW,EAAE,CAAC;AACpC;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;AAChD,EAAE,MAAM,CAAC,eAAe,EAAE,aAAa,EAAE,CAAC;AAC1C,EAAE,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,CAAC;AAChD,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC9B,EAAE,MAAM,CAAC,kBAAkB,EAAE,KAAK,CAAC,eAAe,EAAE,CAAC;AACrD,EAAE,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,WAAW,MAAM,GAAG;AACxC;AACA,GAAG,MAAM,OAAO,GAAG,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,CAAC;AACzC;AACA,GAAG,KAAK,EAAE,OAAO,GAAG,OAAO;AAC3B;AACA,GAAG,KAAK,OAAO,CAAC,KAAK,KAAK,SAAS,GAAG;AACtC;AACA,IAAI,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AAClC;AACA,IAAI,MAAM,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,GAAG;AAC5C;AACA,IAAI,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AACxC,IAAI,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;AAC1C,IAAI,OAAO,CAAC,KAAK,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;AACtC;AACA,IAAI;AACJ;AACA,GAAG,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,KAAK,SAAS,GAAG,OAAO,CAAC,KAAK,GAAG,mBAAmB,CAAC;AACrF,GAAG,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,KAAK,SAAS,GAAG,OAAO,CAAC,KAAK,GAAG,mBAAmB,CAAC;AACrF;AACA,GAAG,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,KAAK,SAAS,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AAC1F,GAAG,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,KAAK,SAAS,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AAC1F;AACA,GAAG,OAAO,CAAC,UAAU,GAAG,OAAO,CAAC,UAAU,KAAK,SAAS,GAAG,OAAO,CAAC,UAAU,GAAG,CAAC,CAAC;AAClF;AACA,GAAG,KAAK,OAAO,CAAC,QAAQ,KAAK,SAAS,GAAG;AACzC;AACA,IAAI,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;AACxC;AACA,IAAI;AACJ;AACA,GAAG,KAAK,OAAO,CAAC,KAAK,KAAK,SAAS,GAAG;AACtC;AACA,IAAI,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AAClC;AACA,IAAI;AACJ;AACA,GAAG,KAAK,OAAO,CAAC,MAAM,KAAK,SAAS,GAAG;AACvC;AACA,IAAI,OAAO,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;AACpC;AACA,IAAI;AACJ;AACA,GAAG,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,GAAG;AACrC;AACA,IAAI,OAAO,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;AAChC;AACA,IAAI;AACJ;AACA,GAAG,KAAK,OAAO,CAAC,OAAO,KAAK,SAAS,GAAG;AACxC;AACA,IAAI,OAAO,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AACtC,IAAI,OAAO,CAAC,SAAS,GAAG,wBAAwB,CAAC;AACjD;AACA,IAAI;AACJ;AACA,GAAG,KAAK,OAAO,CAAC,WAAW,KAAK,CAAC,GAAG;AACpC;AACA,IAAI,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AACrC;AACA,IAAI;AACJ;AACA,GAAG,KAAK,OAAO,CAAC,eAAe,KAAK,SAAS,GAAG;AAChD;AACA,IAAI,OAAO,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,CAAC;AACtD;AACA,IAAI;AACJ;AACA,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC9B;AACA,GAAG,KAAK,MAAM,GAAG,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;AAC5C;AACA,GAAG,EAAE,UAAU,EAAE,OAAO,EAAE,CAAC;AAC3B;AACA;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,SAAS,aAAa,EAAE,OAAO,GAAG;AAClC;AACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;AACA,CAAC;AACD;AACA,aAAa,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AAC5E;AACA,CAAC,WAAW,EAAE,aAAa;AAC3B;AACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;AACA,EAAE,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,WAAW,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;AACjD,EAAE,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC5C,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC9B;AACA,EAAE,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AACvC;AACA,GAAG,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;AACzB;AACA;AACA,GAAG,MAAM,MAAM,GAAG,GAAG,CAAC,MAAM,EAAE,gBAAgB,EAAE,GAAG,CAAC,IAAI,GAAG,CAAC,MAAM,EAAE,oBAAoB,EAAE,KAAK,CAAC,CAAC;AACjG;AACA,GAAG,OAAO,CAAC,MAAM,GAAG,MAAM,GAAG,SAAS,GAAG,UAAU,CAAC;AACpD,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC9B;AACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;AACA,IAAI,MAAM,EAAE,OAAO,EAAE,CAAC;AACtB;AACA,IAAI;AACJ;AACA,GAAG,EAAE,UAAU,EAAE,OAAO,EAAE,CAAC;AAC3B;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,SAAS,KAAK,GAAG;AACjB;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC;AACrB;AACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,GAAG,CAAC;AAC/B;AACA,CAAC;AACD;AACA,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,SAAS,EAAE;AAChC;AACA;AACA;AACA;AACA,CAAC,QAAQ,EAAE,qCAAqC;AAChD;AACA,EAAE,OAAO,CAAC,IAAI,EAAE,2CAA2C,EAAE,CAAC;AAC9D,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA;AACA;AACA;AACA,CAAC,UAAU,EAAE,WAAW,CAAC,EAAE,cAAc,GAAG;AAC5C;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;AACrC,EAAE,OAAO,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,cAAc,EAAE,CAAC;AAC5C;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,EAAE,WAAW,SAAS,GAAG,CAAC,GAAG;AACvC;AACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,SAAS,EAAE,CAAC,GAAG,GAAG;AAC1C;AACA,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,SAAS,EAAE,EAAE,CAAC;AACjD;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,eAAe,EAAE,WAAW,SAAS,GAAG,CAAC,GAAG;AAC7C;AACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,SAAS,EAAE,CAAC,GAAG,GAAG;AAC1C;AACA,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,GAAG,SAAS,EAAE,EAAE,CAAC;AACnD;AACA,GAAG;AACH;AACA,EAAE,OAAO,MAAM,CAAC;AAChB;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,SAAS,EAAE,YAAY;AACxB;AACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;AACpC,EAAE,OAAO,OAAO,EAAE,OAAO,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACvC;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,UAAU,EAAE,WAAW,SAAS,GAAG;AACpC;AACA,EAAE,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACrE;AACA,EAAE,KAAK,IAAI,CAAC,eAAe;AAC3B,KAAK,IAAI,CAAC,eAAe,CAAC,MAAM,KAAK,SAAS,GAAG,CAAC,EAAE;AACpD,GAAG,EAAE,IAAI,CAAC,WAAW,GAAG;AACxB;AACA,GAAG,OAAO,IAAI,CAAC,eAAe,CAAC;AAC/B;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC3B;AACA,EAAE,MAAM,KAAK,GAAG,EAAE,CAAC;AACnB,EAAE,IAAI,OAAO,EAAE,IAAI,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;AACzC,EAAE,IAAI,GAAG,GAAG,CAAC,CAAC;AACd;AACA,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAClB;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,SAAS,EAAE,CAAC,GAAG,GAAG;AAC1C;AACA,GAAG,OAAO,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC;AAC5C,GAAG,GAAG,IAAI,OAAO,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AACrC,GAAG,KAAK,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC;AACrB,GAAG,IAAI,GAAG,OAAO,CAAC;AAClB;AACA,GAAG;AACH;AACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/B;AACA,EAAE,OAAO,KAAK,CAAC;AACf;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,YAAY;AAC/B;AACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AACpB;AACA,EAAE;AACF;AACA;AACA;AACA,CAAC,cAAc,EAAE,WAAW,CAAC,EAAE,QAAQ,GAAG;AAC1C;AACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;AACvC;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC;AACZ,EAAE,MAAM,EAAE,GAAG,UAAU,CAAC,MAAM,CAAC;AAC/B;AACA,EAAE,IAAI,eAAe,CAAC;AACtB;AACA,EAAE,KAAK,QAAQ,GAAG;AAClB;AACA,GAAG,eAAe,GAAG,QAAQ,CAAC;AAC9B;AACA,GAAG,MAAM;AACT;AACA,GAAG,eAAe,GAAG,CAAC,GAAG,UAAU,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AAC9C;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,IAAI,GAAG,GAAG,CAAC,EAAE,IAAI,GAAG,EAAE,GAAG,CAAC,EAAE,UAAU,CAAC;AACzC;AACA,EAAE,QAAQ,GAAG,IAAI,IAAI,GAAG;AACxB;AACA,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,KAAK,CAAC,EAAE,CAAC;AAC9C;AACA,GAAG,UAAU,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,eAAe,CAAC;AAClD;AACA,GAAG,KAAK,UAAU,GAAG,CAAC,GAAG;AACzB;AACA,IAAI,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC;AAChB;AACA,IAAI,MAAM,KAAK,UAAU,GAAG,CAAC,GAAG;AAChC;AACA,IAAI,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC;AACjB;AACA,IAAI,MAAM;AACV;AACA,IAAI,IAAI,GAAG,CAAC,CAAC;AACb,IAAI,MAAM;AACV;AACA;AACA;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,CAAC,GAAG,IAAI,CAAC;AACX;AACA,EAAE,KAAK,UAAU,EAAE,CAAC,EAAE,KAAK,eAAe,GAAG;AAC7C;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;AACzB;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,MAAM,YAAY,GAAG,UAAU,EAAE,CAAC,EAAE,CAAC;AACvC,EAAE,MAAM,WAAW,GAAG,UAAU,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1C;AACA,EAAE,MAAM,aAAa,GAAG,WAAW,GAAG,YAAY,CAAC;AACnD;AACA;AACA;AACA,EAAE,MAAM,eAAe,GAAG,EAAE,eAAe,GAAG,YAAY,KAAK,aAAa,CAAC;AAC7E;AACA;AACA;AACA,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,eAAe,OAAO,EAAE,GAAG,CAAC,EAAE,CAAC;AACjD;AACA,EAAE,OAAO,CAAC,CAAC;AACX;AACA,EAAE;AACF;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,UAAU,EAAE,WAAW,CAAC,EAAE,cAAc,GAAG;AAC5C;AACA,EAAE,MAAM,KAAK,GAAG,MAAM,CAAC;AACvB,EAAE,IAAI,EAAE,GAAG,CAAC,GAAG,KAAK,CAAC;AACrB,EAAE,IAAI,EAAE,GAAG,CAAC,GAAG,KAAK,CAAC;AACrB;AACA;AACA;AACA,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AACvB,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AACvB;AACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,EAAE,EAAE,EAAE,CAAC;AAClC,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,EAAE,EAAE,EAAE,CAAC;AAClC;AACA,EAAE,MAAM,OAAO,GAAG,cAAc,MAAM,EAAE,GAAG,CAAC,SAAS,KAAK,IAAI,OAAO,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,CAAC;AAC1F;AACA,EAAE,OAAO,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,SAAS,EAAE,CAAC;AAC7C;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,YAAY,EAAE,WAAW,CAAC,EAAE,cAAc,GAAG;AAC9C;AACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;AACrC,EAAE,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,cAAc,EAAE,CAAC;AAC9C;AACA,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE,WAAW,QAAQ,EAAE,MAAM,GAAG;AACpD;AACA;AACA;AACA,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;AACA,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;AACtB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;AACrB,EAAE,MAAM,SAAS,GAAG,EAAE,CAAC;AACvB;AACA,EAAE,MAAM,GAAG,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B,EAAE,MAAM,GAAG,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B;AACA;AACA;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,QAAQ,EAAE,CAAC,GAAG,GAAG;AACzC;AACA,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,QAAQ,CAAC;AAC1B;AACA,GAAG,QAAQ,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC;AACzD,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,SAAS,EAAE,CAAC;AAC7B;AACA,GAAG;AACH;AACA;AACA;AACA;AACA,EAAE,OAAO,EAAE,CAAC,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B,EAAE,SAAS,EAAE,CAAC,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AACjC,EAAE,IAAI,GAAG,GAAG,MAAM,CAAC,SAAS,CAAC;AAC7B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC;AACzC,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC;AACzC,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC;AACzC;AACA,EAAE,KAAK,EAAE,IAAI,GAAG,GAAG;AACnB;AACA,GAAG,GAAG,GAAG,EAAE,CAAC;AACZ,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;AACA,GAAG;AACH;AACA,EAAE,KAAK,EAAE,IAAI,GAAG,GAAG;AACnB;AACA,GAAG,GAAG,GAAG,EAAE,CAAC;AACZ,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;AACA,GAAG;AACH;AACA,EAAE,KAAK,EAAE,IAAI,GAAG,GAAG;AACnB;AACA,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;AACA,GAAG;AACH;AACA,EAAE,GAAG,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;AACxD;AACA,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,GAAG,EAAE,CAAC;AAClD,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;AAC7D;AACA;AACA;AACA;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,QAAQ,EAAE,CAAC,GAAG,GAAG;AACzC;AACA,GAAG,OAAO,EAAE,CAAC,EAAE,GAAG,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;AAC3C;AACA,GAAG,SAAS,EAAE,CAAC,EAAE,GAAG,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;AAC/C;AACA,GAAG,GAAG,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AACxD;AACA,GAAG,KAAK,GAAG,CAAC,MAAM,EAAE,GAAG,MAAM,CAAC,OAAO,GAAG;AACxC;AACA,IAAI,GAAG,CAAC,SAAS,EAAE,CAAC;AACpB;AACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,IAAI,EAAE,SAAS,CAAC,KAAK,EAAE,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AACjG;AACA,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,GAAG,CAAC,gBAAgB,EAAE,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC;AACpE;AACA,IAAI;AACJ;AACA,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;AAC9D;AACA,GAAG;AACH;AACA;AACA;AACA,EAAE,KAAK,MAAM,KAAK,IAAI,GAAG;AACzB;AACA,GAAG,IAAI,KAAK,GAAG,IAAI,CAAC,IAAI,EAAE,SAAS,CAAC,KAAK,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,QAAQ,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/F,GAAG,KAAK,IAAI,QAAQ,CAAC;AACrB;AACA,GAAG,KAAK,QAAQ,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,OAAO,EAAE,QAAQ,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG;AACzF;AACA,IAAI,KAAK,GAAG,EAAE,KAAK,CAAC;AACpB;AACA,IAAI;AACJ;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,QAAQ,EAAE,CAAC,GAAG,GAAG;AAC1C;AACA;AACA,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,GAAG,CAAC,gBAAgB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC;AAClF,IAAI,SAAS,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/D;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO;AACT,GAAG,QAAQ,EAAE,QAAQ;AACrB,GAAG,OAAO,EAAE,OAAO;AACnB,GAAG,SAAS,EAAE,SAAS;AACvB,GAAG,CAAC;AACJ;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,YAAY;AACpB;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;AACA,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,YAAY;AACrB;AACA,EAAE,MAAM,IAAI,GAAG;AACf,GAAG,QAAQ,EAAE;AACb,IAAI,OAAO,EAAE,GAAG;AAChB,IAAI,IAAI,EAAE,OAAO;AACjB,IAAI,SAAS,EAAE,cAAc;AAC7B,IAAI;AACJ,GAAG,CAAC;AACJ;AACA,EAAE,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACpD,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACxB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,WAAW,IAAI,GAAG;AAC7B;AACA,EAAE,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACpD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AAmiDJ;AACA,MAAM,KAAK,SAAS,QAAQ,CAAC;AAC7B;AACA,CAAC,WAAW,EAAE,KAAK,EAAE,SAAS,GAAG,CAAC,GAAG;AACrC;AACA,EAAE,KAAK,EAAE,CAAC;AACV;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC;AACtB;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,KAAK,EAAE,CAAC;AAClC,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC7B;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;AACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;AACA,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClC,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,IAAI,GAAG;AAChB;AACA,EAAE,MAAM,IAAI,GAAG,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AACpC;AACA,EAAE,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AAC1C,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACzC;AACA,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,CAAC;AAC5F;AACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC1E,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AACjE,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AACjE,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC1E;AACA,EAAE,KAAK,IAAI,CAAC,MAAM,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AAC7E;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AA0qC/B;AACA,MAAM,WAAW,GAAG;AACpB;AACA,CAAC,UAAU,EAAE,WAAW,KAAK,GAAG;AAChC;AACA,EAAE,KAAK,OAAO,WAAW,KAAK,WAAW,GAAG;AAC5C;AACA,GAAG,OAAO,IAAI,WAAW,EAAE,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AAC5C;AACA,GAAG;AACH;AACA;AACA;AACA;AACA,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AACb;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACrD;AACA;AACA,GAAG,CAAC,IAAI,MAAM,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAC1C;AACA,GAAG;AACH;AACA,EAAE,IAAI;AACN;AACA;AACA;AACA,GAAG,OAAO,kBAAkB,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5C;AACA,GAAG,CAAC,QAAQ,CAAC,GAAG;AAChB;AACA,GAAG,OAAO,CAAC,CAAC;AACZ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,WAAW,GAAG,GAAG;AAClC;AACA,EAAE,MAAM,KAAK,GAAG,GAAG,CAAC,WAAW,EAAE,GAAG,EAAE,CAAC;AACvC;AACA,EAAE,KAAK,KAAK,KAAK,EAAE,CAAC,GAAG,OAAO,IAAI,CAAC;AACnC;AACA,EAAE,OAAO,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACpC;AACA,EAAE;AACF;AACA,CAAC,CAAC;AACF;AACA,SAAS,uBAAuB,GAAG;AACnC;AACA,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7B;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,yBAAyB,CAAC;AACvC,CAAC,IAAI,CAAC,aAAa,GAAG,QAAQ,CAAC;AAC/B;AACA,CAAC;AACD;AACA,uBAAuB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,cAAc,CAAC,SAAS,EAAE,EAAE;AAC9F;AACA,CAAC,WAAW,EAAE,uBAAuB;AACrC;AACA,CAAC,yBAAyB,EAAE,IAAI;AAChC;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;AACA,EAAE,cAAc,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AACrD;AACA,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC5C;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,YAAY;AACpB;AACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,YAAY;AACrB;AACA,EAAE,MAAM,IAAI,GAAG,cAAc,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC5D;AACA,EAAE,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;AAC1C;AACA,EAAE,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;AACxC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,SAAS,wBAAwB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,EAAE,gBAAgB,GAAG;AACnF;AACA,CAAC,KAAK,SAAS,UAAU,EAAE,KAAK,QAAQ,GAAG;AAC3C;AACA,EAAE,gBAAgB,GAAG,UAAU,CAAC;AAChC;AACA,EAAE,UAAU,GAAG,KAAK,CAAC;AACrB;AACA,EAAE,OAAO,CAAC,KAAK,EAAE,+FAA+F,EAAE,CAAC;AACnH;AACA,EAAE;AACF;AACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC3D;AACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,gBAAgB,IAAI,CAAC,CAAC;AAC/C;AACA,CAAC;AACD;AACA,wBAAwB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,EAAE;AAChG;AACA,CAAC,WAAW,EAAE,wBAAwB;AACtC;AACA,CAAC,0BAA0B,EAAE,IAAI;AACjC;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;AACA,EAAE,eAAe,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AACtD;AACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,YAAY;AACrB;AACA,EAAE,MAAM,IAAI,GAAG,eAAe,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7D;AACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AAChD;AACA,EAAE,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC;AACzC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AA+yCJ;AACA,SAAS,iBAAiB,EAAE,OAAO,GAAG;AACtC;AACA,CAAC,KAAK,OAAO,iBAAiB,KAAK,WAAW,GAAG;AACjD;AACA,EAAE,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;AAChF;AACA,EAAE;AACF;AACA,CAAC,KAAK,OAAO,KAAK,KAAK,WAAW,GAAG;AACrC;AACA,EAAE,OAAO,CAAC,IAAI,EAAE,iDAAiD,EAAE,CAAC;AACpE;AACA,EAAE;AACF;AACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,gBAAgB,EAAE,MAAM,EAAE,CAAC;AAC7C;AACA,CAAC;AACD;AACA,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AAChF;AACA,CAAC,WAAW,EAAE,iBAAiB;AAC/B;AACA,CAAC,mBAAmB,EAAE,IAAI;AAC1B;AACA,CAAC,UAAU,EAAE,SAAS,UAAU,EAAE,OAAO,GAAG;AAC5C;AACA,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACzB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;AACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG,GAAG,GAAG,EAAE,CAAC;AACpC;AACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;AACvD;AACA,EAAE,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;AACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;AACA,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;AACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,GAAG,UAAU,EAAE,YAAY;AAC3B;AACA,IAAI,KAAK,MAAM,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnC;AACA,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;AACA,IAAI,EAAE,CAAC,EAAE,CAAC;AACV;AACA,GAAG,OAAO,MAAM,CAAC;AACjB;AACA,GAAG;AACH;AACA,EAAE,MAAM,YAAY,GAAG,EAAE,CAAC;AAC1B,EAAE,YAAY,CAAC,WAAW,GAAG,EAAE,IAAI,CAAC,WAAW,KAAK,WAAW,KAAK,aAAa,GAAG,SAAS,CAAC;AAC9F,EAAE,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC,aAAa,CAAC;AAC5C;AACA,EAAE,KAAK,EAAE,GAAG,EAAE,YAAY,EAAE,CAAC,IAAI,EAAE,WAAW,GAAG,GAAG;AACpD;AACA,GAAG,OAAO,GAAG,CAAC,IAAI,EAAE,CAAC;AACrB;AACA,GAAG,EAAE,CAAC,IAAI,EAAE,WAAW,IAAI,GAAG;AAC9B;AACA,GAAG,OAAO,iBAAiB,EAAE,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,OAAO,EAAE,EAAE,oBAAoB,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACtG;AACA,GAAG,EAAE,CAAC,IAAI,EAAE,WAAW,WAAW,GAAG;AACrC;AACA,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,WAAW,EAAE,CAAC;AACjC;AACA,GAAG,KAAK,MAAM,GAAG,MAAM,EAAE,WAAW,EAAE,CAAC;AACvC;AACA,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAChC;AACA,GAAG,EAAE,CAAC,KAAK,EAAE,WAAW,CAAC,GAAG;AAC5B;AACA,GAAG,KAAK,OAAO,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAClC,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAChC;AACA,GAAG,EAAE,CAAC;AACN;AACA,EAAE,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACjC;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AAolBJ;AACkB,IAAI,OAAO,GAAG;AACf,IAAI,OAAO,GAAG;AAyoC/B;AACA;AACA,MAAM,kBAAkB,GAAG,eAAe,CAAC;AAC3C,MAAM,WAAW,GAAG,IAAI,MAAM,EAAE,GAAG,GAAG,kBAAkB,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AACtE;AACA;AACA;AACA;AACA,MAAM,SAAS,GAAG,IAAI,GAAG,kBAAkB,GAAG,GAAG,CAAC;AAClD,MAAM,cAAc,GAAG,IAAI,GAAG,kBAAkB,CAAC,OAAO,EAAE,KAAK,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AAC5E;AACA;AACA;AACA,MAAM,YAAY,GAAG,iBAAiB,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AACzE;AACA;AACA,MAAM,OAAO,GAAG,UAAU,CAAC,MAAM,CAAC,OAAO,EAAE,MAAM,EAAE,cAAc,EAAE,CAAC;AACpE;AACA;AACA;AACA,MAAM,SAAS,GAAG,2BAA2B,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AAChF;AACA;AACA;AACA,MAAM,WAAW,GAAG,sBAAsB,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AAC7E;AACA,MAAM,QAAQ,GAAG,IAAI,MAAM,EAAE,EAAE;AAC/B,GAAG,GAAG;AACN,GAAG,YAAY;AACf,GAAG,OAAO;AACV,GAAG,SAAS;AACZ,GAAG,WAAW;AACd,GAAG,GAAG;AACN,CAAC,CAAC;AACF;AACA,MAAM,qBAAqB,GAAG,EAAE,UAAU,EAAE,WAAW,EAAE,OAAO,EAAE,CAAC;AACnE;AACA,SAAS,SAAS,EAAE,WAAW,EAAE,IAAI,EAAE,kBAAkB,GAAG;AAC5D;AACA,CAAC,MAAM,UAAU,GAAG,kBAAkB,IAAI,eAAe,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;AACjF;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;AACjC,CAAC,IAAI,CAAC,SAAS,GAAG,WAAW,CAAC,UAAU,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AAC7D;AACA,CAAC;AACD;AACA,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,SAAS,EAAE;AACpC;AACA,CAAC,QAAQ,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AACtC;AACA,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACd;AACA,EAAE,MAAM,eAAe,GAAG,IAAI,CAAC,YAAY,CAAC,eAAe;AAC3D,GAAG,OAAO,GAAG,IAAI,CAAC,SAAS,EAAE,eAAe,EAAE,CAAC;AAC/C;AACA;AACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG,OAAO,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACjE;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AACtC;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;AAClC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,eAAe,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACxF;AACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3C;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,IAAI,EAAE,YAAY;AACnB;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;AAClC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,eAAe,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACxF;AACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,CAAC;AACxB;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,YAAY;AACrB;AACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;AAClC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,eAAe,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACxF;AACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;AAC1B;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA;AACA,SAAS,eAAe,EAAE,QAAQ,EAAE,IAAI,EAAE,UAAU,GAAG;AACvD;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AAClB,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,IAAI,eAAe,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;AACxE;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,eAAe,CAAC,QAAQ,EAAE,QAAQ,EAAE,IAAI,CAAC,UAAU,CAAC,QAAQ,EAAE,IAAI,QAAQ,CAAC;AACxF;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B;AACA,CAAC;AACD;AACA,MAAM,CAAC,MAAM,EAAE,eAAe,EAAE;AAChC;AACA,CAAC,SAAS,EAAE,SAAS;AACrB;AACA,CAAC,MAAM,EAAE,WAAW,IAAI,EAAE,IAAI,EAAE,UAAU,GAAG;AAC7C;AACA,EAAE,KAAK,IAAI,IAAI,IAAI,IAAI,CAAC,sBAAsB,EAAE,GAAG;AACnD;AACA,GAAG,OAAO,IAAI,eAAe,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AACxD;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,IAAI,eAAe,CAAC,SAAS,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AAClE;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC,gBAAgB,EAAE,WAAW,IAAI,GAAG;AACrC;AACA,EAAE,OAAO,IAAI,CAAC,OAAO,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC,OAAO,EAAE,WAAW,EAAE,EAAE,EAAE,CAAC;AAC/D;AACA,EAAE;AACF;AACA,CAAC,cAAc,EAAE,WAAW,SAAS,GAAG;AACxC;AACA,EAAE,MAAM,OAAO,GAAG,QAAQ,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC;AAC7C;AACA,EAAE,KAAK,EAAE,OAAO,GAAG;AACnB;AACA,GAAG,MAAM,IAAI,KAAK,EAAE,2CAA2C,GAAG,SAAS,EAAE,CAAC;AAC9E;AACA,GAAG;AACH;AACA,EAAE,MAAM,OAAO,GAAG;AAClB;AACA,GAAG,QAAQ,EAAE,OAAO,EAAE,CAAC,EAAE;AACzB,GAAG,UAAU,EAAE,OAAO,EAAE,CAAC,EAAE;AAC3B,GAAG,WAAW,EAAE,OAAO,EAAE,CAAC,EAAE;AAC5B,GAAG,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE;AAC7B,GAAG,aAAa,EAAE,OAAO,EAAE,CAAC,EAAE;AAC9B,GAAG,CAAC;AACJ;AACA,EAAE,MAAM,OAAO,GAAG,OAAO,CAAC,QAAQ,IAAI,OAAO,CAAC,QAAQ,CAAC,WAAW,EAAE,GAAG,EAAE,CAAC;AAC1E;AACA,EAAE,KAAK,OAAO,KAAK,SAAS,IAAI,OAAO,KAAK,EAAE,CAAC,GAAG;AAClD;AACA,GAAG,MAAM,UAAU,GAAG,OAAO,CAAC,QAAQ,CAAC,SAAS,EAAE,OAAO,GAAG,CAAC,EAAE,CAAC;AAChE;AACA;AACA;AACA;AACA;AACA,GAAG,KAAK,qBAAqB,CAAC,OAAO,EAAE,UAAU,EAAE,KAAK,EAAE,CAAC,GAAG;AAC9D;AACA,IAAI,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC,SAAS,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC;AAChE,IAAI,OAAO,CAAC,UAAU,GAAG,UAAU,CAAC;AACpC;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,KAAK,OAAO,CAAC,YAAY,KAAK,IAAI,IAAI,OAAO,CAAC,YAAY,CAAC,MAAM,KAAK,CAAC,GAAG;AAC5E;AACA,GAAG,MAAM,IAAI,KAAK,EAAE,8DAA8D,GAAG,SAAS,EAAE,CAAC;AACjG;AACA,GAAG;AACH;AACA,EAAE,OAAO,OAAO,CAAC;AACjB;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AACvC;AACA,EAAE,KAAK,EAAE,QAAQ,IAAI,QAAQ,KAAK,EAAE,IAAI,QAAQ,KAAK,GAAG,IAAI,QAAQ,KAAK,EAAE,CAAC,IAAI,QAAQ,KAAK,IAAI,CAAC,IAAI,IAAI,QAAQ,KAAK,IAAI,CAAC,IAAI,GAAG;AACnI;AACA,GAAG,OAAO,IAAI,CAAC;AACf;AACA,GAAG;AACH;AACA;AACA,EAAE,KAAK,IAAI,CAAC,QAAQ,GAAG;AACvB;AACA,GAAG,MAAM,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAC,aAAa,EAAE,QAAQ,EAAE,CAAC;AACxD;AACA,GAAG,KAAK,IAAI,KAAK,SAAS,GAAG;AAC7B;AACA,IAAI,OAAO,IAAI,CAAC;AAChB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA,EAAE,KAAK,IAAI,CAAC,QAAQ,GAAG;AACvB;AACA,GAAG,MAAM,iBAAiB,GAAG,WAAW,QAAQ,GAAG;AACnD;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;AACA,KAAK,MAAM,SAAS,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC;AACrC;AACA,KAAK,KAAK,SAAS,CAAC,IAAI,KAAK,QAAQ,IAAI,SAAS,CAAC,IAAI,KAAK,QAAQ,GAAG;AACvE;AACA,MAAM,OAAO,SAAS,CAAC;AACvB;AACA,MAAM;AACN;AACA,KAAK,MAAM,MAAM,GAAG,iBAAiB,EAAE,SAAS,CAAC,QAAQ,EAAE,CAAC;AAC5D;AACA,KAAK,KAAK,MAAM,GAAG,OAAO,MAAM,CAAC;AACjC;AACA,KAAK;AACL;AACA,IAAI,OAAO,IAAI,CAAC;AAChB;AACA,IAAI,CAAC;AACL;AACA,GAAG,MAAM,WAAW,GAAG,iBAAiB,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AAC1D;AACA,GAAG,KAAK,WAAW,GAAG;AACtB;AACA,IAAI,OAAO,WAAW,CAAC;AACvB;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;AACA;AACA,CAAC,qBAAqB,EAAE,YAAY,EAAE;AACtC,CAAC,qBAAqB,EAAE,YAAY,EAAE;AACtC;AACA,CAAC,WAAW,EAAE;AACd,EAAE,MAAM,EAAE,CAAC;AACX,EAAE,WAAW,EAAE,CAAC;AAChB,EAAE,YAAY,EAAE,CAAC;AACjB,EAAE,cAAc,EAAE,CAAC;AACnB,EAAE;AACF;AACA,CAAC,UAAU,EAAE;AACb,EAAE,IAAI,EAAE,CAAC;AACT,EAAE,WAAW,EAAE,CAAC;AAChB,EAAE,sBAAsB,EAAE,CAAC;AAC3B,EAAE;AACF;AACA,CAAC,mBAAmB,EAAE;AACtB;AACA,EAAE,SAAS,eAAe,EAAE,MAAM,EAAE,MAAM,GAAG;AAC7C;AACA,GAAG,MAAM,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,YAAY,EAAE,CAAC;AACrD;AACA,GAAG;AACH;AACA,EAAE,SAAS,cAAc,EAAE,MAAM,EAAE,MAAM,GAAG;AAC5C;AACA,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACxC;AACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACvD;AACA,IAAI,MAAM,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AACtC;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE,SAAS,qBAAqB,EAAE,MAAM,EAAE,MAAM,GAAG;AACnD;AACA,GAAG,MAAM,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,CAAC;AAClE;AACA,GAAG;AACH;AACA,EAAE,SAAS,gBAAgB,EAAE,MAAM,EAAE,MAAM,GAAG;AAC9C;AACA,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AACnD;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,gCAAgC,EAAE;AACnC;AACA,EAAE;AACF;AACA;AACA,GAAG,SAAS,eAAe,EAAE,MAAM,EAAE,MAAM,GAAG;AAC9C;AACA,IAAI,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9D;AACA,IAAI;AACJ;AACA,GAAG,SAAS,8BAA8B,EAAE,MAAM,EAAE,MAAM,GAAG;AAC7D;AACA,IAAI,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9D,IAAI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AACzC;AACA,IAAI;AACJ;AACA,GAAG,SAAS,yCAAyC,EAAE,MAAM,EAAE,MAAM,GAAG;AACxE;AACA,IAAI,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9D,IAAI,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACpD;AACA,IAAI;AACJ;AACA,GAAG,EAAE;AACL;AACA;AACA;AACA,GAAG,SAAS,cAAc,EAAE,MAAM,EAAE,MAAM,GAAG;AAC7C;AACA,IAAI,MAAM,IAAI,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACvC;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACtD;AACA,KAAK,IAAI,EAAE,CAAC,EAAE,GAAG,MAAM,EAAE,MAAM,GAAG,EAAE,CAAC;AACrC;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,SAAS,6BAA6B,EAAE,MAAM,EAAE,MAAM,GAAG;AAC5D;AACA,IAAI,MAAM,IAAI,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACvC;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACtD;AACA,KAAK,IAAI,EAAE,CAAC,EAAE,GAAG,MAAM,EAAE,MAAM,GAAG,EAAE,CAAC;AACrC;AACA,KAAK;AACL;AACA,IAAI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AACzC;AACA,IAAI;AACJ;AACA,GAAG,SAAS,wCAAwC,EAAE,MAAM,EAAE,MAAM,GAAG;AACvE;AACA,IAAI,MAAM,IAAI,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACvC;AACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACtD;AACA,KAAK,IAAI,EAAE,CAAC,EAAE,GAAG,MAAM,EAAE,MAAM,GAAG,EAAE,CAAC;AACrC;AACA,KAAK;AACL;AACA,IAAI,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACpD;AACA,IAAI;AACJ;AACA,GAAG,EAAE;AACL;AACA;AACA;AACA,GAAG,SAAS,qBAAqB,EAAE,MAAM,EAAE,MAAM,GAAG;AACpD;AACA,IAAI,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnE;AACA,IAAI;AACJ;AACA,GAAG,SAAS,oCAAoC,EAAE,MAAM,EAAE,MAAM,GAAG;AACnE;AACA,IAAI,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnE,IAAI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AACzC;AACA,IAAI;AACJ;AACA,GAAG,SAAS,+CAA+C,EAAE,MAAM,EAAE,MAAM,GAAG;AAC9E;AACA,IAAI,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnE,IAAI,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACpD;AACA,IAAI;AACJ;AACA,GAAG,EAAE;AACL;AACA;AACA;AACA,GAAG,SAAS,kBAAkB,EAAE,MAAM,EAAE,MAAM,GAAG;AACjD;AACA,IAAI,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AACtD;AACA,IAAI;AACJ;AACA,GAAG,SAAS,iCAAiC,EAAE,MAAM,EAAE,MAAM,GAAG;AAChE;AACA,IAAI,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AACtD,IAAI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AACzC;AACA,IAAI;AACJ;AACA,GAAG,SAAS,4CAA4C,EAAE,MAAM,EAAE,MAAM,GAAG;AAC3E;AACA,IAAI,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AACtD,IAAI,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACpD;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,SAAS,gBAAgB,EAAE,WAAW,EAAE,MAAM,GAAG;AAC5D;AACA,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACd,EAAE,IAAI,CAAC,QAAQ,EAAE,WAAW,EAAE,MAAM,EAAE,CAAC;AACvC;AACA;AACA;AACA;AACA;AACA;AACA;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,SAAS,gBAAgB,EAAE,WAAW,EAAE,MAAM,GAAG;AAC5D;AACA,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACd,EAAE,IAAI,CAAC,QAAQ,EAAE,WAAW,EAAE,MAAM,EAAE,CAAC;AACvC;AACA,EAAE;AACF;AACA;AACA,CAAC,IAAI,EAAE,YAAY;AACnB;AACA,EAAE,IAAI,YAAY,GAAG,IAAI,CAAC,IAAI,CAAC;AAC/B,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;AACA,EAAE,MAAM,UAAU,GAAG,UAAU,CAAC,UAAU,CAAC;AAC3C,EAAE,MAAM,YAAY,GAAG,UAAU,CAAC,YAAY,CAAC;AAC/C,EAAE,IAAI,aAAa,GAAG,UAAU,CAAC,aAAa,CAAC;AAC/C;AACA,EAAE,KAAK,EAAE,YAAY,GAAG;AACxB;AACA,GAAG,YAAY,GAAG,eAAe,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,UAAU,CAAC,QAAQ,EAAE,IAAI,IAAI,CAAC,QAAQ,CAAC;AAClG;AACA,GAAG,IAAI,CAAC,IAAI,GAAG,YAAY,CAAC;AAC5B;AACA,GAAG;AACH;AACA;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,qBAAqB,CAAC;AAC7C,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,qBAAqB,CAAC;AAC7C;AACA;AACA,EAAE,KAAK,EAAE,YAAY,GAAG;AACxB;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,0DAA0D,GAAG,IAAI,CAAC,IAAI,GAAG,wBAAwB,EAAE,CAAC;AACtH,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA,EAAE,KAAK,UAAU,GAAG;AACpB;AACA,GAAG,IAAI,WAAW,GAAG,UAAU,CAAC,WAAW,CAAC;AAC5C;AACA;AACA,GAAG,SAAS,UAAU;AACtB;AACA,IAAI,KAAK,WAAW;AACpB;AACA,KAAK,KAAK,EAAE,YAAY,CAAC,QAAQ,GAAG;AACpC;AACA,MAAM,OAAO,CAAC,KAAK,EAAE,mFAAmF,EAAE,IAAI,EAAE,CAAC;AACjH,MAAM,OAAO;AACb;AACA,MAAM;AACN;AACA,KAAK,KAAK,EAAE,YAAY,CAAC,QAAQ,CAAC,SAAS,GAAG;AAC9C;AACA,MAAM,OAAO,CAAC,KAAK,EAAE,6GAA6G,EAAE,IAAI,EAAE,CAAC;AAC3I,MAAM,OAAO;AACb;AACA,MAAM;AACN;AACA,KAAK,YAAY,GAAG,YAAY,CAAC,QAAQ,CAAC,SAAS,CAAC;AACpD;AACA,KAAK,MAAM;AACX;AACA,IAAI,KAAK,OAAO;AAChB;AACA,KAAK,KAAK,EAAE,YAAY,CAAC,QAAQ,GAAG;AACpC;AACA,MAAM,OAAO,CAAC,KAAK,EAAE,gFAAgF,EAAE,IAAI,EAAE,CAAC;AAC9G,MAAM,OAAO;AACb;AACA,MAAM;AACN;AACA;AACA;AACA;AACA,KAAK,YAAY,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,CAAC;AAChD;AACA;AACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,MAAM,KAAK,YAAY,EAAE,CAAC,EAAE,CAAC,IAAI,KAAK,WAAW,GAAG;AACpD;AACA,OAAO,WAAW,GAAG,CAAC,CAAC;AACvB,OAAO,MAAM;AACb;AACA,OAAO;AACP;AACA,MAAM;AACN;AACA,KAAK,MAAM;AACX;AACA,IAAI;AACJ;AACA,KAAK,KAAK,YAAY,EAAE,UAAU,EAAE,KAAK,SAAS,GAAG;AACrD;AACA,MAAM,OAAO,CAAC,KAAK,EAAE,sEAAsE,EAAE,IAAI,EAAE,CAAC;AACpG,MAAM,OAAO;AACb;AACA,MAAM;AACN;AACA,KAAK,YAAY,GAAG,YAAY,EAAE,UAAU,EAAE,CAAC;AAC/C;AACA,IAAI;AACJ;AACA;AACA,GAAG,KAAK,WAAW,KAAK,SAAS,GAAG;AACpC;AACA,IAAI,KAAK,YAAY,EAAE,WAAW,EAAE,KAAK,SAAS,GAAG;AACrD;AACA,KAAK,OAAO,CAAC,KAAK,EAAE,uFAAuF,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;AAClI,KAAK,OAAO;AACZ;AACA,KAAK;AACL;AACA,IAAI,YAAY,GAAG,YAAY,EAAE,WAAW,EAAE,CAAC;AAC/C;AACA,IAAI;AACJ;AACA,GAAG;AACH;AACA;AACA,EAAE,MAAM,YAAY,GAAG,YAAY,EAAE,YAAY,EAAE,CAAC;AACpD;AACA,EAAE,KAAK,YAAY,KAAK,SAAS,GAAG;AACpC;AACA,GAAG,MAAM,QAAQ,GAAG,UAAU,CAAC,QAAQ,CAAC;AACxC;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,8DAA8D,GAAG,QAAQ;AAC3F,IAAI,GAAG,GAAG,YAAY,GAAG,wBAAwB,EAAE,YAAY,EAAE,CAAC;AAClE,GAAG,OAAO;AACV;AACA,GAAG;AACH;AACA;AACA,EAAE,IAAI,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC;AACxC;AACA,EAAE,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;AACnC;AACA,EAAE,KAAK,YAAY,CAAC,WAAW,KAAK,SAAS,GAAG;AAChD;AACA,GAAG,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC;AAC5C;AACA,GAAG,MAAM,KAAK,YAAY,CAAC,sBAAsB,KAAK,SAAS,GAAG;AAClE;AACA,GAAG,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,sBAAsB,CAAC;AACvD;AACA,GAAG;AACH;AACA;AACA,EAAE,IAAI,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC;AAC5C;AACA,EAAE,KAAK,aAAa,KAAK,SAAS,GAAG;AACrC;AACA;AACA;AACA,GAAG,KAAK,YAAY,KAAK,uBAAuB,GAAG;AACnD;AACA;AACA;AACA;AACA,IAAI,KAAK,EAAE,YAAY,CAAC,QAAQ,GAAG;AACnC;AACA,KAAK,OAAO,CAAC,KAAK,EAAE,qGAAqG,EAAE,IAAI,EAAE,CAAC;AAClI,KAAK,OAAO;AACZ;AACA,KAAK;AACL;AACA,IAAI,KAAK,YAAY,CAAC,QAAQ,CAAC,gBAAgB,GAAG;AAClD;AACA,KAAK,KAAK,EAAE,YAAY,CAAC,QAAQ,CAAC,eAAe,GAAG;AACpD;AACA,MAAM,OAAO,CAAC,KAAK,EAAE,qHAAqH,EAAE,IAAI,EAAE,CAAC;AACnJ,MAAM,OAAO;AACb;AACA,MAAM;AACN;AACA,KAAK,KAAK,YAAY,CAAC,qBAAqB,EAAE,aAAa,EAAE,KAAK,SAAS,GAAG;AAC9E;AACA,MAAM,aAAa,GAAG,YAAY,CAAC,qBAAqB,EAAE,aAAa,EAAE,CAAC;AAC1E;AACA,MAAM;AACN;AACA;AACA,KAAK,MAAM;AACX;AACA,KAAK,OAAO,CAAC,KAAK,EAAE,mHAAmH,EAAE,IAAI,EAAE,CAAC;AAChJ,KAAK,OAAO;AACZ;AACA,KAAK;AACL;AACA,IAAI;AACJ;AACA,GAAG,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC;AAC/C;AACA,GAAG,IAAI,CAAC,gBAAgB,GAAG,YAAY,CAAC;AACxC,GAAG,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;AACtC;AACA,GAAG,MAAM,KAAK,YAAY,CAAC,SAAS,KAAK,SAAS,IAAI,YAAY,CAAC,OAAO,KAAK,SAAS,GAAG;AAC3F;AACA;AACA;AACA,GAAG,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC;AACjD;AACA,GAAG,IAAI,CAAC,gBAAgB,GAAG,YAAY,CAAC;AACxC;AACA,GAAG,MAAM,KAAK,KAAK,CAAC,OAAO,EAAE,YAAY,EAAE,GAAG;AAC9C;AACA,GAAG,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,WAAW,CAAC;AAC9C;AACA,GAAG,IAAI,CAAC,gBAAgB,GAAG,YAAY,CAAC;AACxC;AACA,GAAG,MAAM;AACT;AACA,GAAG,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;AACpC;AACA,GAAG;AACH;AACA;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,mBAAmB,EAAE,WAAW,EAAE,CAAC;AAC1D,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,gCAAgC,EAAE,WAAW,EAAE,EAAE,UAAU,EAAE,CAAC;AACrF;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,YAAY;AACrB;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AACnB;AACA;AACA;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,iBAAiB,CAAC;AACzC,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,iBAAiB,CAAC;AACzC;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA;AACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;AACA;AACA,CAAC,iBAAiB,EAAE,eAAe,CAAC,SAAS,CAAC,QAAQ;AACtD,CAAC,iBAAiB,EAAE,eAAe,CAAC,SAAS,CAAC,QAAQ;AACtD;AACA,CAAC,EAAE,CAAC;AAm0DJ;AACA,SAAS,0BAA0B,EAAE,KAAK,EAAE,MAAM,EAAE,gBAAgB,GAAG;AACvE;AACA,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC/C;AACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,gBAAgB,IAAI,CAAC,CAAC;AAC/C;AACA,CAAC;AACD;AACA,0BAA0B,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,iBAAiB,CAAC,SAAS,EAAE,EAAE;AACpG;AACA,CAAC,WAAW,EAAE,0BAA0B;AACxC;AACA,CAAC,4BAA4B,EAAE,IAAI;AACnC;AACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;AACA,EAAE,iBAAiB,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AACxD;AACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,KAAK,EAAE,WAAW,IAAI,GAAG;AAC1B;AACA,EAAE,MAAM,EAAE,GAAG,iBAAiB,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AAClE;AACA,EAAE,EAAE,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AAC9C;AACA,EAAE,OAAO,EAAE,CAAC;AACZ;AACA,EAAE;AACF;AACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;AACA,EAAE,MAAM,IAAI,GAAG,iBAAiB,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACrE;AACA,EAAE,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC;AAC3C,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AAChD;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,SAAS,iBAAiB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,KAAK,GAAG;AACzE;AACA,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACtB,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AAClB,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;AAChC,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACpB;AACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AAClB;AACA,CAAC;AACD;AACA,MAAM,CAAC,cAAc,EAAE,iBAAiB,CAAC,SAAS,EAAE,aAAa,EAAE;AACnE;AACA,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;AACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,CAAC,MAAM,EAAE,iBAAiB,CAAC,SAAS,EAAE;AAC5C;AACA,CAAC,mBAAmB,EAAE,IAAI;AAC1B;AACA,CAAC,SAAS,EAAE,WAAW,MAAM,GAAG;AAChC;AACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,EAAE,WAAW,IAAI,EAAE,WAAW,GAAG;AACzC;AACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AACnB,EAAE,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;AACjC;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,WAAW,EAAE,WAAW,QAAQ,GAAG;AACpC;AACA,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,QAAQ,EAAE,WAAW,KAAK,GAAG;AAC9B;AACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,SAAS,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,IAAI,GAAG,CAAC,EAAE,GAAG,GAAG,QAAQ,GAAG;AAClE;AACA,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,GAAG,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AACzC;AACA;AACA,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AAClB,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;AAChB,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;AACpB,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,MAAM,EAAE,CAAC;AAC5B;AACA,CAAC,IAAI,CAAC,MAAM,GAAG;AACf,EAAE,IAAI,EAAE,EAAE;AACV,EAAE,IAAI,EAAE,EAAE,SAAS,EAAE,CAAC,EAAE;AACxB,EAAE,GAAG,EAAE,EAAE;AACT,EAAE,MAAM,EAAE,EAAE,SAAS,EAAE,CAAC,EAAE;AAC1B,EAAE,MAAM,EAAE,EAAE;AACZ,EAAE,CAAC;AACH;AACA,CAAC,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE;AACvC,EAAE,UAAU,EAAE;AACd,GAAG,GAAG,EAAE,YAAY;AACpB;AACA,IAAI,OAAO,CAAC,IAAI,EAAE,uEAAuE,EAAE,CAAC;AAC5F,IAAI,OAAO,IAAI,CAAC,MAAM,CAAC;AACvB;AACA,IAAI;AACJ,GAAG;AACH,EAAE,EAAE,CAAC;AACL;AACA,CAAC;AACD;AACA,SAAS,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;AACA,CAAC,OAAO,CAAC,CAAC,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC;AAChC;AACA,CAAC;AACD;AACA,SAAS,eAAe,EAAE,MAAM,EAAE,SAAS,EAAE,UAAU,EAAE,SAAS,GAAG;AACrE;AACA,CAAC,KAAK,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,SAAS,CAAC,MAAM,EAAE,GAAG;AAC/C;AACA,EAAE,MAAM,CAAC,OAAO,EAAE,SAAS,EAAE,UAAU,EAAE,CAAC;AAC1C;AACA,EAAE;AACF;AACA,CAAC,KAAK,SAAS,KAAK,IAAI,GAAG;AAC3B;AACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;AACA,GAAG,eAAe,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,SAAS,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC;AACjE;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC;AACD;AACA,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,SAAS,EAAE;AACpC;AACA,CAAC,GAAG,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG;AACrC;AACA;AACA;AACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AACpC;AACA,EAAE;AACF;AACA,CAAC,aAAa,EAAE,WAAW,MAAM,EAAE,MAAM,GAAG;AAC5C;AACA,EAAE,KAAK,MAAM,IAAI,MAAM,CAAC,mBAAmB,GAAG;AAC9C;AACA,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC/D,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;AAC5G,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACxB;AACA,GAAG,MAAM,KAAK,MAAM,IAAI,MAAM,CAAC,oBAAoB,GAAG;AACtD;AACA,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,EAAE,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,GAAG,OAAO,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,GAAG,EAAE,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AAC9H,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,kBAAkB,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAChF,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACxB;AACA,GAAG,MAAM;AACT;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,4CAA4C,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;AAC/E;AACA,GAAG;AACH;AACA,EAAE;AACF;AACA,CAAC,eAAe,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG,KAAK,EAAE,UAAU,GAAG,EAAE,GAAG;AAC1E;AACA,EAAE,eAAe,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AACzD;AACA,EAAE,UAAU,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC;AAC7B;AACA,EAAE,OAAO,UAAU,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,gBAAgB,EAAE,WAAW,OAAO,EAAE,SAAS,GAAG,KAAK,EAAE,UAAU,GAAG,EAAE,GAAG;AAC5E;AACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACrD;AACA,GAAG,eAAe,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,IAAI,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AAChE;AACA,GAAG;AACH;AACA,EAAE,UAAU,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC;AAC7B;AACA,EAAE,OAAO,UAAU,CAAC;AACpB;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AA+fJ;AACA,SAAS,qBAAqB,EAAE,QAAQ,GAAG;AAC3C;AACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;AACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B,CAAC,IAAI,CAAC,MAAM,GAAG,kCAAkC,EAAE,CAAC;AACpD;AACA,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B,CAAC,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;AACzB,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;AACxB,CAAC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;AACrB;AACA,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3B,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AACzB,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;AACrB;AACA,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;AAChB;AACA,CAAC;AACD;AACA,qBAAqB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;AACtE,qBAAqB,CAAC,SAAS,CAAC,WAAW,GAAG,qBAAqB,CAAC;AACpE;AACA,qBAAqB,CAAC,SAAS,CAAC,uBAAuB,GAAG,IAAI,CAAC;AAmnC/D;AACA,MAAM,kBAAkB,GAAG,IAAI,iBAAiB,EAAE;AAClD,CAAC,IAAI,EAAE,QAAQ;AACf,CAAC,UAAU,EAAE,KAAK;AAClB,CAAC,SAAS,EAAE,KAAK;AACjB,CAAC,EAAE,CAAC;AACkB,IAAI,IAAI,EAAE,IAAI,WAAW,EAAE,EAAE,kBAAkB,GAAG;AAikCxE;AACA;AACA;AACA,KAAK,CAAC,MAAM,GAAG,WAAW,SAAS,EAAE,QAAQ,GAAG;AAChD;AACA,CAAC,OAAO,CAAC,GAAG,EAAE,0CAA0C,EAAE,CAAC;AAC3D;AACA,CAAC,SAAS,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,SAAS,EAAE,CAAC;AACxD,CAAC,SAAS,CAAC,SAAS,CAAC,WAAW,GAAG,SAAS,CAAC;AAC7C,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzC;AACA,CAAC,OAAO,SAAS,CAAC;AAClB;AACA,CAAC,CAAC;AAoDF;AACA;AACA;AACA,MAAM,CAAC,SAAS,CAAC,cAAc,GAAG,WAAW,GAAG,GAAG;AACnD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;AACxH,CAAC,OAAO,WAAW,CAAC,cAAc,EAAE,GAAG,EAAE,CAAC;AAC1C;AACA,CAAC,CAAC;AACF;AACA,MAAM,CAAC,QAAQ,GAAG;AAClB;AACA,CAAC,GAAG,EAAE,iCAAiC;AACvC;AACA,EAAE,OAAO,CAAC,KAAK,EAAE,yFAAyF,EAAE,CAAC;AAC7G;AACA,EAAE;AACF;AACA,CAAC,GAAG,EAAE,wBAAwB;AAC9B;AACA,EAAE,OAAO,CAAC,KAAK,EAAE,yFAAyF,EAAE,CAAC;AAC7G;AACA,EAAE;AACF;AACA,CAAC,CAAC;AA6CF;AACA;AACA;AACA,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,WAAW,cAAc,GAAG;AACpD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;AAC3E,CAAC,OAAO,IAAI,CAAC,SAAS,EAAE,cAAc,EAAE,CAAC;AACzC;AACA,CAAC,CAAC;AACF;AACA,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,YAAY;AACnC;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;AACxE,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,CAAC;AACvB;AACA,CAAC,CAAC;AACF;AACA,IAAI,CAAC,SAAS,CAAC,iBAAiB,GAAG,WAAW,GAAG,GAAG;AACpD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;AAC1F,CAAC,OAAO,IAAI,CAAC,aAAa,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,CAAC,CAAC;AACF;AACA,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,WAAW,MAAM,GAAG;AAC1D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;AAChG,CAAC,OAAO,IAAI,CAAC,gBAAgB,EAAE,MAAM,EAAE,CAAC;AACxC;AACA,CAAC,CAAC;AACF;AACA,IAAI,CAAC,SAAS,CAAC,IAAI,GAAG,WAAW,cAAc,GAAG;AAClD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;AACvE,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,cAAc,EAAE,CAAC;AACvC;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA,MAAM,CAAC,SAAS,CAAC,KAAK,GAAG,YAAY;AACrC;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC1E,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,CAAC;AACvB;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,CAAC,GAAG;AACjD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,iFAAiF,EAAE,CAAC;AACnG,CAAC,OAAO,IAAI,CAAC,uBAAuB,EAAE,CAAC,EAAE,CAAC;AAC1C;AACA,CAAC,CAAC;AAUF;AACA;AACA;AACA,SAAS,CAAC,QAAQ,GAAG,YAAY;AACjC;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,yEAAyE,EAAE,CAAC;AAC3F,CAAC,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC;AACtB;AACA,CAAC,CAAC;AACF;AACA,SAAS,CAAC,iBAAiB,GAAG,WAAW,KAAK,GAAG;AACjD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,0EAA0E,EAAE,CAAC;AAC5F,CAAC,OAAO,SAAS,CAAC,eAAe,EAAE,KAAK,EAAE,CAAC;AAC3C;AACA,CAAC,CAAC;AACF;AACA,SAAS,CAAC,cAAc,GAAG,WAAW,KAAK,GAAG;AAC9C;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,sEAAsE,EAAE,CAAC;AACxF,CAAC,OAAO,SAAS,CAAC,cAAc,EAAE,KAAK,EAAE,CAAC;AAC1C;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA,OAAO,CAAC,SAAS,CAAC,oBAAoB,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AACpE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,qFAAqF,EAAE,CAAC;AACvG,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACtC;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AACxD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;AAClH,CAAC,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACpC;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,oBAAoB,GAAG,qBAAqB;AAC9D;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,0DAA0D,EAAE,CAAC;AAC7E;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,sBAAsB,GAAG,WAAW,SAAS,GAAG;AAClE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,0GAA0G,EAAE,CAAC;AAC5H,CAAC,OAAO,SAAS,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACvC;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,yCAAyC;AACjF;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,yDAAyD,EAAE,CAAC;AAC5E;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,MAAM,GAAG;AACnD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;AAClH,CAAC,OAAO,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,MAAM,EAAE,CAAC;AACrC;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,CAAC,GAAG;AACnD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;AAC1F,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,oBAAoB,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AACpE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,qFAAqF,EAAE,CAAC;AACvG,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACtC;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,WAAW,GAAG,YAAY;AAC5C;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;AACxH,CAAC,OAAO,IAAI,OAAO,EAAE,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACrD;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,yBAAyB,GAAG,WAAW,CAAC,GAAG;AAC7D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;AAClH,CAAC,OAAO,IAAI,CAAC,0BAA0B,EAAE,CAAC,EAAE,CAAC;AAC7C;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AAChD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;AACvE;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AACxD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;AAClH,CAAC,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACpC;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AACxD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;AAClH,CAAC,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACpC;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,oBAAoB,GAAG,qBAAqB;AAC9D;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,0DAA0D,EAAE,CAAC;AAC7E;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,CAAC,GAAG;AAC9C;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,kGAAkG,EAAE,CAAC;AACpH,CAAC,CAAC,CAAC,kBAAkB,EAAE,IAAI,EAAE,CAAC;AAC9B;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,MAAM,GAAG;AACpD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,4FAA4F,EAAE,CAAC;AAC9G,CAAC,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACpC;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,YAAY;AAC1C;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,+CAA+C,EAAE,CAAC;AAClE;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,YAAY;AACxC;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,6CAA6C,EAAE,CAAC;AAChE;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,YAAY;AACxC;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,6CAA6C,EAAE,CAAC;AAChE;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,YAAY;AACxC;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,6CAA6C,EAAE,CAAC;AAChE;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AAC7C;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,kDAAkD,EAAE,CAAC;AACrE;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,sBAAsB,GAAG,WAAW,SAAS,GAAG;AAClE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,0GAA0G,EAAE,CAAC;AAC5H,CAAC,OAAO,SAAS,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACvC;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,yCAAyC;AACjF;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,yDAAyD,EAAE,CAAC;AAC5E;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,GAAG;AACjF;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,sHAAsH,EAAE,CAAC;AACxI,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;AACpE;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,MAAM,GAAG;AACnD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;AAClH,CAAC,OAAO,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,MAAM,EAAE,CAAC;AACrC;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA,KAAK,CAAC,SAAS,CAAC,kBAAkB,GAAG,WAAW,IAAI,GAAG;AACvD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC7F,CAAC,OAAO,IAAI,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;AACpC;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA,UAAU,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AAC3D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,iHAAiH,EAAE,CAAC;AACnI,CAAC,OAAO,MAAM,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACvC;AACA,CAAC,CAAC;AACF;AACA,UAAU,CAAC,SAAS,CAAC,OAAO,GAAG,aAAa;AAC5C;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;AAC9E,CAAC,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC;AACtB;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA,GAAG,CAAC,SAAS,CAAC,iBAAiB,GAAG,WAAW,GAAG,GAAG;AACnD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,uEAAuE,EAAE,CAAC;AACzF,CAAC,OAAO,IAAI,CAAC,aAAa,EAAE,GAAG,EAAE,CAAC;AAClC;AACA,CAAC,CAAC;AACF;AACA,GAAG,CAAC,SAAS,CAAC,mBAAmB,GAAG,WAAW,KAAK,GAAG;AACvD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,KAAK,EAAE,CAAC;AACtC;AACA,CAAC,CAAC;AACF;AACA,GAAG,CAAC,SAAS,CAAC,oBAAoB,GAAG,WAAW,MAAM,GAAG;AACzD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;AAC/F,CAAC,OAAO,IAAI,CAAC,gBAAgB,EAAE,MAAM,EAAE,CAAC;AACxC;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA,QAAQ,CAAC,SAAS,CAAC,IAAI,GAAG,YAAY;AACtC;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;AAC3E,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,CAAC;AACvB;AACA,CAAC,CAAC;AACF;AACA,QAAQ,CAAC,SAAS,CAAC,kBAAkB,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AACnE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;AAC9F,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3C;AACA,CAAC,CAAC;AACF;AACA,QAAQ,CAAC,SAAS,CAAC,QAAQ,GAAG,WAAW,MAAM,GAAG;AAClD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,iEAAiE,EAAE,CAAC;AACnF,CAAC,OAAO,IAAI,CAAC,WAAW,EAAE,MAAM,EAAE,CAAC;AACnC;AACA,CAAC,CAAC;AACF;AACA,QAAQ,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AAC/C;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;AAC/E,CAAC,OAAO,IAAI,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AACjC;AACA,CAAC,CAAC;AACF;AACA,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,WAAW,MAAM,GAAG;AAC/C;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,2DAA2D,EAAE,CAAC;AAC7E,CAAC,OAAO,IAAI,CAAC,QAAQ,EAAE,MAAM,EAAE,CAAC;AAChC;AACA,CAAC,CAAC;AACF;AACA,QAAQ,CAAC,kBAAkB,GAAG,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,GAAG;AAClE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;AAC9F,CAAC,OAAO,QAAQ,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC;AACxD;AACA,CAAC,CAAC;AACF;AACA,QAAQ,CAAC,MAAM,GAAG,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,GAAG;AAC/C;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;AAC/E,CAAC,OAAO,QAAQ,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC;AAC9C;AACA,CAAC,CAAC;AAwBF;AACA;AACA;AACA,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACxE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;AAC/F,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC7D;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,WAAW,CAAC,GAAG;AACvD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,mFAAmF,EAAE,CAAC;AACrG,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC;AACtC;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AAChD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC;AAC/B;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA,OAAO,CAAC,SAAS,CAAC,0BAA0B,GAAG,YAAY;AAC3D;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,2GAA2G,EAAE,CAAC;AAC9H;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,sBAAsB,GAAG,YAAY;AACvD;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,mGAAmG,EAAE,CAAC;AACtH;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,qBAAqB,GAAG,WAAW,CAAC,GAAG;AACzD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;AACzG,CAAC,OAAO,IAAI,CAAC,qBAAqB,EAAE,CAAC,EAAE,CAAC;AACxC;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,kBAAkB,GAAG,WAAW,CAAC,GAAG;AACtD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,iFAAiF,EAAE,CAAC;AACnG,CAAC,OAAO,IAAI,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC;AACrC;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AACnE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,mFAAmF,EAAE,CAAC;AACrG,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAClD;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,CAAC,GAAG;AACnD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,qFAAqF,EAAE,CAAC;AACvG,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACxE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;AAC/F,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC7D;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,WAAW,CAAC,GAAG;AACvD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,mFAAmF,EAAE,CAAC;AACrG,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC;AACtC;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AAChD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC;AAC/B;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACxE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;AAC/F,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC7D;AACA,CAAC,CAAC;AACF;AACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AAChD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC;AAC/B;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA,QAAQ,CAAC,SAAS,CAAC,cAAc,GAAG,WAAW,IAAI,GAAG;AACtD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACrC;AACA,CAAC,CAAC;AACF;AACA,QAAQ,CAAC,SAAS,CAAC,WAAW,GAAG,YAAY;AAC7C;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC7F;AACA,CAAC,CAAC;AACF;AACA,QAAQ,CAAC,SAAS,CAAC,SAAS,GAAG,WAAW,QAAQ,EAAE,IAAI,GAAG;AAC3D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;AAClH,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC;AAC/C;AACA,CAAC,CAAC;AACF;AACA,QAAQ,CAAC,SAAS,CAAC,gBAAgB,GAAG,YAAY;AAClD;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,gHAAgH,EAAE,CAAC;AACnI;AACA,CAAC,CAAC;AACF;AACA,QAAQ,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,MAAM,GAAG;AACrD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACvF,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AACpC;AACA,CAAC,CAAC;AACF;AACA,MAAM,CAAC,gBAAgB,EAAE,QAAQ,CAAC,SAAS,EAAE;AAC7C;AACA,CAAC,UAAU,EAAE;AACb,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;AACzE,GAAG,OAAO,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC;AAC9B;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;AACzE,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,GAAG,KAAK,CAAC;AAC/B;AACA,GAAG;AACH,EAAE;AACF,CAAC,aAAa,EAAE;AAChB,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;AACnH;AACA,GAAG;AACH,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;AACnH;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,IAAI,CAAC,SAAS,CAAC,WAAW,GAAG,YAAY;AACzC;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,2LAA2L,EAAE,CAAC;AAC9M;AACA,CAAC,CAAC;AACF;AACA,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,SAAS,EAAE;AACzC;AACA,CAAC,QAAQ,EAAE;AACX,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,kGAAkG,EAAE,CAAC;AACvH,GAAG,OAAO,iBAAiB,CAAC;AAC5B;AACA,GAAG;AACH,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,sLAAsL,EAAE,CAAC;AAC3M;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,WAAW,CAAC,SAAS,CAAC,SAAS,GAAG,YAAY;AAC9C;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,kDAAkD,EAAE,CAAC;AACrE;AACA,CAAC,CAAC;AACF;AACA,MAAM,CAAC,cAAc,EAAE,KAAK,CAAC,SAAS,EAAE,sBAAsB,EAAE;AAChE;AACA,CAAC,GAAG,EAAE,YAAY;AAClB;AACA,EAAE,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;AACnF,EAAE,OAAO,IAAI,CAAC,kBAAkB,CAAC;AACjC;AACA,EAAE;AACF,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;AACA,EAAE,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;AACnF,EAAE,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;AAClC;AACA,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA;AACA;AACA,iBAAiB,CAAC,SAAS,CAAC,OAAO,GAAG,WAAW,WAAW,EAAE,SAAS,GAAG;AAC1E;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,iDAAiD;AAChE,GAAG,8DAA8D,EAAE,CAAC;AACpE;AACA,CAAC,KAAK,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC3D,CAAC,IAAI,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC;AACpC;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA,MAAM,CAAC,gBAAgB,EAAE,KAAK,CAAC,SAAS,EAAE;AAC1C,CAAC,UAAU,EAAE;AACb,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4CAA4C,EAAE,CAAC;AAChE;AACA,GAAG;AACH,EAAE;AACF,CAAC,eAAe,EAAE;AAClB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC9E,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,GAAG,GAAG,KAAK,CAAC;AAClC;AACA,GAAG;AACH,EAAE;AACF,CAAC,gBAAgB,EAAE;AACnB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;AAChF,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,GAAG,KAAK,CAAC;AACnC;AACA,GAAG;AACH,EAAE;AACF,CAAC,iBAAiB,EAAE;AACpB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,8DAA8D,EAAE,CAAC;AAClF,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,KAAK,GAAG,KAAK,CAAC;AACpC;AACA,GAAG;AACH,EAAE;AACF,CAAC,eAAe,EAAE;AAClB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC9E,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,GAAG,GAAG,KAAK,CAAC;AAClC;AACA,GAAG;AACH,EAAE;AACF,CAAC,kBAAkB,EAAE;AACrB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;AACpF,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,KAAK,CAAC;AACrC;AACA,GAAG;AACH,EAAE;AACF,CAAC,gBAAgB,EAAE;AACnB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;AAChF,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,GAAG,KAAK,CAAC;AACnC;AACA,GAAG;AACH,EAAE;AACF,CAAC,eAAe,EAAE;AAClB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC9E,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,GAAG,GAAG,KAAK,CAAC;AAClC;AACA,GAAG;AACH,EAAE;AACF,CAAC,mBAAmB,EAAE;AACtB,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,gHAAgH,EAAE,CAAC;AACpI;AACA,GAAG;AACH,EAAE;AACF,CAAC,UAAU,EAAE;AACb,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;AACnE,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,KAAK,CAAC;AAC5B;AACA,GAAG;AACH,EAAE;AACF,CAAC,cAAc,EAAE;AACjB,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,gDAAgD,EAAE,CAAC;AACpE;AACA,GAAG;AACH,EAAE;AACF,CAAC,cAAc,EAAE;AACjB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;AAChF,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;AACrC;AACA,GAAG;AACH,EAAE;AACF,CAAC,eAAe,EAAE;AAClB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,8DAA8D,EAAE,CAAC;AAClF,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC;AACtC;AACA,GAAG;AACH,EAAE;AACF,CAAC,EAAE,CAAC;AACJ;AACA;AACA;AACA,MAAM,CAAC,gBAAgB,EAAE,eAAe,CAAC,SAAS,EAAE;AACpD;AACA,CAAC,MAAM,EAAE;AACT,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,yEAAyE,EAAE,CAAC;AAC7F,GAAG,OAAO,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC;AAC5B;AACA,GAAG;AACH,EAAE;AACF,CAAC,OAAO,EAAE;AACV,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0EAA0E,EAAE,CAAC;AAC9F,GAAG,OAAO,IAAI,CAAC,KAAK,KAAK,gBAAgB,CAAC;AAC1C;AACA,GAAG;AACH,EAAE,GAAG,EAAE,yBAAyB;AAChC;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0EAA0E,EAAE,CAAC;AAC9F,GAAG,IAAI,CAAC,QAAQ,EAAE,gBAAgB,EAAE,CAAC;AACrC;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,eAAe,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,KAAK,GAAG;AAC1D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,oFAAoF,EAAE,CAAC;AACtG,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,KAAK,IAAI,GAAG,gBAAgB,GAAG,eAAe,EAAE,CAAC;AACtE,CAAC,OAAO,IAAI,CAAC;AACb;AACA,CAAC,CAAC;AACF;AACA,eAAe,CAAC,SAAS,CAAC,gBAAgB,GAAG,2BAA2B;AACxE;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,8DAA8D,EAAE,CAAC;AACjF;AACA,CAAC;AACD;AACA,eAAe,CAAC,SAAS,CAAC,QAAQ,GAAG,yBAAyB;AAC9D;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,yHAAyH,EAAE,CAAC;AAC5I;AACA,CAAC,CAAC;AACF;AACA;AACA;AACA,cAAc,CAAC,SAAS,CAAC,QAAQ,GAAG,WAAW,KAAK,GAAG;AACvD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,oEAAoE,EAAE,CAAC;AACtF,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,CAAC;AACxB;AACA,CAAC,CAAC;AACF;AACA,cAAc,CAAC,SAAS,CAAC,YAAY,GAAG,WAAW,IAAI,EAAE,SAAS,GAAG;AACrE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;AAC9F;AACA,CAAC,KAAK,IAAI,SAAS,IAAI,SAAS,CAAC,iBAAiB,EAAE,IAAI,IAAI,SAAS,IAAI,SAAS,CAAC,4BAA4B,EAAE,GAAG;AACpH;AACA,EAAE,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;AAC3F;AACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,eAAe,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC1F;AACA,EAAE;AACF;AACA,CAAC,KAAK,IAAI,KAAK,OAAO,GAAG;AACzB;AACA,EAAE,OAAO,CAAC,IAAI,EAAE,yEAAyE,EAAE,CAAC;AAC5F,EAAE,IAAI,CAAC,QAAQ,EAAE,SAAS,EAAE,CAAC;AAC7B;AACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA,EAAE;AACF;AACA,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AAC7C;AACA,CAAC,CAAC;AACF;AACA,cAAc,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,KAAK,EAAE,KAAK,EAAE,WAAW,GAAG;AAC9E;AACA,CAAC,KAAK,WAAW,KAAK,SAAS,GAAG;AAClC;AACA,EAAE,OAAO,CAAC,IAAI,EAAE,sEAAsE,EAAE,CAAC;AACzF;AACA,EAAE;AACF;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC5E,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAC/B;AACA,CAAC,CAAC;AACF;AACA,cAAc,CAAC,SAAS,CAAC,cAAc,GAAG,YAAY;AACtD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;AAClF,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;AACpB;AACA,CAAC,CAAC;AACF;AACA,cAAc,CAAC,SAAS,CAAC,cAAc,GAAG,YAAY;AACtD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,2DAA2D,EAAE,CAAC;AAC7E;AACA,CAAC,CAAC;AACF;AACA,cAAc,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,IAAI,GAAG;AAC7D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,kFAAkF,EAAE,CAAC;AACpG;AACA,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACrC;AACA,CAAC,CAAC;AACF;AACA,cAAc,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,MAAM,GAAG;AAC3D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC7F,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AACpC;AACA,CAAC,CAAC;AACF;AACA,MAAM,CAAC,gBAAgB,EAAE,cAAc,CAAC,SAAS,EAAE;AACnD;AACA,CAAC,SAAS,EAAE;AACZ,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,+DAA+D,EAAE,CAAC;AACpF,GAAG,OAAO,IAAI,CAAC,MAAM,CAAC;AACtB;AACA,GAAG;AACH,EAAE;AACF,CAAC,OAAO,EAAE;AACV,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;AACjF,GAAG,OAAO,IAAI,CAAC,MAAM,CAAC;AACtB;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,CAAC,gBAAgB,EAAE,uBAAuB,CAAC,SAAS,EAAE;AAC5D;AACA,CAAC,iBAAiB,EAAE;AACpB,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;AAC3G,GAAG,OAAO,IAAI,CAAC,aAAa,CAAC;AAC7B;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;AAC3G,GAAG,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;AAC9B;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,CAAC,gBAAgB,EAAE,SAAS,CAAC,SAAS,EAAE;AAC9C;AACA,CAAC,aAAa,EAAE;AAChB,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0FAA0F,EAAE,CAAC;AAC9G,GAAG,OAAO,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,CAAC;AACrC;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0FAA0F,EAAE,CAAC;AAC9G,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;AACtC;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,SAAS,EAAE;AACtD;AACA,CAAC,OAAO,EAAE;AACV,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC/F,GAAG,OAAO,IAAI,CAAC,KAAK,KAAK,gBAAgB,CAAC;AAC1C;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC/F,GAAG,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC1B;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,iBAAiB,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,KAAK,GAAG;AAC5D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,sFAAsF,EAAE,CAAC;AACxG,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,KAAK,IAAI,GAAG,gBAAgB,GAAG,eAAe,EAAE,CAAC;AACtE,CAAC,OAAO,IAAI,CAAC;AACb;AACA,CAAC,CAAC;AACF;AACA,iBAAiB,CAAC,SAAS,CAAC,QAAQ,GAAG,yBAAyB;AAChE;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,2HAA2H,EAAE,CAAC;AAC9I;AACA,CAAC,CAAC;AAqBF;AACA;AACA;AACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,YAAY;AACtC;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,2CAA2C,EAAE,CAAC;AAC9D;AACA,CAAC,CAAC;AAUF;AACA;AACA;AACA,MAAM,CAAC,gBAAgB,EAAE,QAAQ,CAAC,SAAS,EAAE;AAC7C;AACA,CAAC,UAAU,EAAE;AACb,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;AACnE;AACA,GAAG;AACH,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;AACnE;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,QAAQ,EAAE;AACX,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,6CAA6C,EAAE,CAAC;AACjE;AACA,GAAG;AACH,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,6CAA6C,EAAE,CAAC;AACjE;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,OAAO,EAAE;AACV,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4CAA4C,EAAE,CAAC;AAChE,GAAG,OAAO,IAAI,KAAK,EAAE,CAAC;AACtB;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,OAAO,EAAE;AACV,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,KAAK,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,oEAAoE,EAAE,CAAC;AAChH;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,oEAAoE,EAAE,CAAC;AAC/G,GAAG,IAAI,CAAC,WAAW,KAAK,KAAK,KAAK,WAAW,EAAE,CAAC;AAChD;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,WAAW,EAAE;AACd,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,gEAAgE,EAAE,CAAC;AAC3G,GAAG,OAAO,IAAI,CAAC,eAAe,CAAC;AAC/B;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,gEAAgE,EAAE,CAAC;AAC3G,GAAG,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAChC;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,CAAC,gBAAgB,EAAE,oBAAoB,CAAC,SAAS,EAAE;AACzD;AACA,CAAC,YAAY,EAAE;AACf,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;AAClG,GAAG,OAAO,IAAI,CAAC,YAAY,CAAC;AAC5B;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;AAClG,GAAG,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC7B;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,CAAC,gBAAgB,EAAE,cAAc,CAAC,SAAS,EAAE;AACnD;AACA,CAAC,WAAW,EAAE;AACd,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+EAA+E,EAAE,CAAC;AACnG,GAAG,OAAO,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC;AACtC;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,gFAAgF,EAAE,CAAC;AACpG,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,GAAG,KAAK,CAAC;AACvC;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA;AACA;AACA,aAAa,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,GAAG;AACvF;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;AACzH,CAAC,IAAI,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC;AACtC,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AACrC;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,OAAO,GAAG,WAAW,QAAQ,GAAG;AACxD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;AAC/E,CAAC,IAAI,CAAC,gBAAgB,EAAE,QAAQ,EAAE,CAAC;AACnC;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,sBAAsB,GAAG,YAAY;AAC7D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC;AAC/B;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,gBAAgB,GAAG,YAAY;AACvD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,mFAAmF,EAAE,CAAC;AACrG,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,gBAAgB,EAAE,CAAC;AAC7C;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,sEAAsE,EAAE,CAAC;AACxF,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC;AACpC;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;AAC/E,CAAC,OAAO,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,CAAC;AAC3B;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,qBAAqB,GAAG,YAAY;AAC5D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;AAClH,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,mBAAmB,EAAE,CAAC;AACnD;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,yBAAyB,GAAG,YAAY;AAChE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,yGAAyG,EAAE,CAAC;AAC3H,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AACxD;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,2BAA2B,GAAG,YAAY;AAClE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,6GAA6G,EAAE,CAAC;AAC/H,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,0BAA0B,EAAE,CAAC;AAC1D;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,6BAA6B,GAAG,YAAY;AACpE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,oHAAoH,EAAE,CAAC;AACtI,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,CAAC;AAC/D;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,8BAA8B,GAAG,YAAY;AACrE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,sHAAsH,EAAE,CAAC;AACxI,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,CAAC;AAChE;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,mBAAmB,GAAG,YAAY;AAC1D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,6FAA6F,EAAE,CAAC;AAC/G,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,kBAAkB,EAAE,CAAC;AAClD;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,sBAAsB,GAAG,YAAY;AAC7D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,qFAAqF,EAAE,CAAC;AACvG,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,cAAc,CAAC;AACzC;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,uBAAuB,GAAG,YAAY;AAC9D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;AACzH,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AACxD;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,iBAAiB,GAAG,WAAW,OAAO,GAAG;AACjE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACvF,CAAC,IAAI,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC;AAChC;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC1E;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC1E;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,aAAa,GAAG,YAAY;AACpD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;AAC3E;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AACtD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,2DAA2D,EAAE,CAAC;AAC7E;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,cAAc,GAAG,YAAY;AACrD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC5E;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,gBAAgB,GAAG,YAAY;AACvD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;AAC9E;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,UAAU,GAAG,YAAY;AACjD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;AACxE;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC1E;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,cAAc,GAAG,YAAY;AACrD;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC5E;AACA,CAAC,CAAC;AACF;AACA,aAAa,CAAC,SAAS,CAAC,oBAAoB,GAAG,YAAY;AAC3D;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;AAChG,CAAC,OAAO,IAAI,CAAC,oBAAoB,EAAE,CAAC;AACpC;AACA,CAAC,CAAC;AACF;AACA,MAAM,CAAC,gBAAgB,EAAE,aAAa,CAAC,SAAS,EAAE;AAClD;AACA,CAAC,gBAAgB,EAAE;AACnB,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC;AACjC;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,mEAAmE,EAAE,CAAC;AACvF,GAAG,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC;AAClC;AACA,GAAG;AACH,EAAE;AACF,CAAC,aAAa,EAAE;AAChB,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC;AAC9B;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;AACjF,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,GAAG,KAAK,CAAC;AAC/B;AACA,GAAG;AACH,EAAE;AACF,CAAC,iBAAiB,EAAE;AACpB,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4FAA4F,EAAE,CAAC;AAChH,GAAG,OAAO,SAAS,CAAC;AACpB;AACA,GAAG;AACH,EAAE,GAAG,EAAE,yBAAyB;AAChC;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4FAA4F,EAAE,CAAC;AAChH;AACA,GAAG;AACH,EAAE;AACF,CAAC,OAAO,EAAE;AACV,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;AAChG,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC;AAC5B;AACA,GAAG;AACH,EAAE;AACF,CAAC,EAAE,EAAE;AACL,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,kDAAkD,EAAE,CAAC;AACtE,GAAG,OAAO,IAAI,CAAC,EAAE,CAAC;AAClB;AACA,GAAG;AACH,EAAE;AACF,CAAC,UAAU,EAAE;AACb,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,gHAAgH,EAAE,CAAC;AACpI,GAAG,OAAO,KAAK,CAAC;AAChB;AACA,GAAG;AACH,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,gHAAgH,EAAE,CAAC;AACpI;AACA,GAAG;AACH,EAAE;AACF,CAAC,WAAW,EAAE;AACd,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;AACnH,GAAG,OAAO,KAAK,CAAC;AAChB;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;AACnH,GAAG,IAAI,CAAC,cAAc,GAAG,EAAE,KAAK,KAAK,IAAI,KAAK,YAAY,GAAG,cAAc,CAAC;AAC5E;AACA,GAAG;AACH,EAAE;AACF,CAAC,qBAAqB,EAAE;AACxB,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+DAA+D,EAAE,CAAC;AACnF,GAAG,OAAO,GAAG,CAAC;AACd;AACA,GAAG;AACH,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,+DAA+D,EAAE,CAAC;AACnF;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AACJ;AACA,MAAM,CAAC,gBAAgB,EAAE,cAAc,CAAC,SAAS,EAAE;AACnD;AACA,CAAC,QAAQ,EAAE;AACX,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,6FAA6F,EAAE,CAAC;AACjH,GAAG,OAAO,SAAS,CAAC;AACpB;AACA,GAAG;AACH,EAAE,GAAG,EAAE,4BAA4B;AACnC;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,6FAA6F,EAAE,CAAC;AACjH;AACA,GAAG;AACH,EAAE;AACF,CAAC,kBAAkB,EAAE;AACrB,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;AAC3H,GAAG,OAAO,SAAS,CAAC;AACpB;AACA,GAAG;AACH,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;AAC3H;AACA,GAAG;AACH,EAAE;AACF,CAAC,iBAAiB,EAAE;AACpB,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;AAC1H,GAAG,OAAO,SAAS,CAAC;AACpB;AACA,GAAG;AACH,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;AAC1H;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AAQJ;AACA;AACA;AACA,MAAM,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,SAAS,EAAE;AACtD;AACA,CAAC,KAAK,EAAE;AACR,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC5E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC;AAC7B;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC5E,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;AAC9B;AACA,GAAG;AACH,EAAE;AACF,CAAC,KAAK,EAAE;AACR,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC5E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC;AAC7B;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC5E,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;AAC9B;AACA,GAAG;AACH,EAAE;AACF,CAAC,SAAS,EAAE;AACZ,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;AACpF,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC;AACjC;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;AACpF,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC;AAClC;AACA,GAAG;AACH,EAAE;AACF,CAAC,SAAS,EAAE;AACZ,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;AACpF,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC;AACjC;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;AACpF,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC;AAClC;AACA,GAAG;AACH,EAAE;AACF,CAAC,UAAU,EAAE;AACb,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,kEAAkE,EAAE,CAAC;AACtF,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC;AAClC;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,kEAAkE,EAAE,CAAC;AACtF,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,GAAG,KAAK,CAAC;AACnC;AACA,GAAG;AACH,EAAE;AACF,CAAC,MAAM,EAAE;AACT,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC9E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;AAC9B;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC9E,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC;AAC/B;AACA,GAAG;AACH,EAAE;AACF,CAAC,MAAM,EAAE;AACT,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC9E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;AAC9B;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC9E,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC;AAC/B;AACA,GAAG;AACH,EAAE;AACF,CAAC,MAAM,EAAE;AACT,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC9E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;AAC9B;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC9E,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC;AAC/B;AACA,GAAG;AACH,EAAE;AACF,CAAC,IAAI,EAAE;AACP,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;AAC1E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC;AAC5B;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;AAC1E,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,GAAG,KAAK,CAAC;AAC7B;AACA,GAAG;AACH,EAAE;AACF,CAAC,eAAe,EAAE;AAClB,EAAE,GAAG,EAAE,YAAY;AACnB;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;AAChG,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC;AACvC;AACA,GAAG;AACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;AACA,GAAG,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;AAChG,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;AACxC;AACA,GAAG;AACH,EAAE;AACF;AACA,CAAC,EAAE,CAAC;AAyBJ;AACA;AACA;AACA,UAAU,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,QAAQ,EAAE,KAAK,GAAG;AAClE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;AACxE,CAAC,OAAO,IAAI,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACvC;AACA,CAAC,CAAC;AACF;AACA,UAAU,CAAC,SAAS,CAAC,KAAK,GAAG,WAAW,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,GAAG;AAC1E;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC5E,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AACnE;AACA,CAAC,CAAC;AACF;AACA,UAAU,CAAC,WAAW,GAAG,SAAS,CAAC;AACnC;AACA,UAAU,CAAC,WAAW,GAAG,WAAW,GAAG,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,GAAG;AACpE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,sFAAsF,EAAE,CAAC;AACxG;AACA,CAAC,MAAM,MAAM,GAAG,IAAI,aAAa,EAAE,CAAC;AACpC,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC3C;AACA,CAAC,MAAM,OAAO,GAAG,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,MAAM,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AAChE;AACA,CAAC,KAAK,OAAO,GAAG,OAAO,CAAC,OAAO,GAAG,OAAO,CAAC;AAC1C;AACA,CAAC,OAAO,OAAO,CAAC;AAChB;AACA,CAAC,CAAC;AACF;AACA,UAAU,CAAC,eAAe,GAAG,WAAW,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,GAAG;AACzE;AACA,CAAC,OAAO,CAAC,IAAI,EAAE,8FAA8F,EAAE,CAAC;AAChH;AACA,CAAC,MAAM,MAAM,GAAG,IAAI,iBAAiB,EAAE,CAAC;AACxC,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC3C;AACA,CAAC,MAAM,OAAO,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AACjE;AACA,CAAC,KAAK,OAAO,GAAG,OAAO,CAAC,OAAO,GAAG,OAAO,CAAC;AAC1C;AACA,CAAC,OAAO,OAAO,CAAC;AAChB;AACA,CAAC,CAAC;AACF;AACA,UAAU,CAAC,qBAAqB,GAAG,YAAY;AAC/C;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,uFAAuF,EAAE,CAAC;AAC1G;AACA,CAAC,CAAC;AACF;AACA,UAAU,CAAC,yBAAyB,GAAG,YAAY;AACnD;AACA,CAAC,OAAO,CAAC,KAAK,EAAE,2FAA2F,EAAE,CAAC;AAC9G;AACA,CAAC,CAAC;AAiDF;AACA,KAAK,OAAO,kBAAkB,KAAK,WAAW,GAAG;AACjD;AACA;AACA,CAAC,kBAAkB,CAAC,aAAa,EAAE,IAAI,WAAW,EAAE,UAAU,EAAE,EAAE,MAAM,EAAE;AAC1E,EAAE,QAAQ,EAAE,QAAQ;AACpB,EAAE,EAAE,EAAE,EAAE,CAAC;AACT;AACA;AACA,CAAC;AACD;AACA,KAAK,OAAO,MAAM,KAAK,WAAW,GAAG;AACrC;AACA,CAAC,KAAK,MAAM,CAAC,SAAS,GAAG;AACzB;AACA,EAAE,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;AAC5E;AACA,EAAE,MAAM;AACR;AACA,EAAE,MAAM,CAAC,SAAS,GAAG,QAAQ,CAAC;AAC9B;AACA,EAAE;AACF;AACA;;IC/hgDqBC;AACnB,oBAAYC,OAAZ,EAAqB;AAAA;;AACnBC,IAAAA,MAAM,CAACC,MAAP,CAAc,IAAd,EAAoBF,OAApB;AACA,SAAKG,QAAL,GAAgB,IAAIC,aAAJ,EAAhB;AACA,SAAKD,QAAL,CAAcE,aAAd,CAA4B,QAA5B,EAAsC,CAAtC;AACA,SAAKF,QAAL,CAAcG,OAAd,CAAsB,KAAKC,KAA3B,EAAkC,KAAKC,MAAvC;AACA,SAAKL,QAAL,CAAcM,aAAd,CAA4BC,MAAM,CAACC,gBAAnC;AACA,SAAKC,EAAL,GAAU,KAAKT,QAAL,CAAcU,UAAxB;AACD;;;;WAED,oBAAWC,OAAX,EAAoB;AAClB,WAAKA,OAAL,GAAeA,OAAf;AACA,WAAKC,IAAL,GAAY,KAAKC,UAAL,EAAZ;AACD;;;WAED,uBAAyB;AAAA,UAAhBR,MAAgB,QAAhBA,MAAgB;AAAA,UAARD,KAAQ,QAARA,KAAQ;AACvB,WAAKC,MAAL,GAAcA,MAAd;AACA,WAAKD,KAAL,GAAaA,KAAb;AACA,WAAKJ,QAAL,CAAcG,OAAd,CAAsBC,KAAtB,EAA6BC,MAA7B;AACD;;;WAED,sBAAa;AACX,WAAKS,QAAL,GAAgB,IAAIb,iBAAJ,CAA4B;AAACc,QAAAA,GAAG,EAAE,KAAKJ;AAAX,OAA5B,CAAhB;AACA,WAAKK,QAAL,GAAgB,IAAIf,cAAJ,CAAyB,CAAzB,EAA4B,EAA5B,EAAgC,EAAhC,CAAhB;AACA,WAAKe,QAAL,CAAcC,KAAd,CAAoB,CAAC,CAArB,EAAwB,CAAxB,EAA2B,CAA3B;AACA,UAAIL,IAAI,GAAG,IAAIX,IAAJ,CAAe,KAAKe,QAApB,EAA8B,KAAKF,QAAnC,CAAX;AACA,aAAOF,IAAP;AACD;;;WAED,mBAAU;AACR,WAAKI,QAAL,CAAcE,OAAd;AACA,WAAKJ,QAAL,CAAcI,OAAd;AACA,WAAKlB,QAAL,CAAckB,OAAd;AACD;;;WAED,gBAAOC,KAAP,EAAcC,MAAd,EAAsBC,WAAtB,EAAmC;AACjC,UAAI,CAACA,WAAL,EAAkB;AAClB,WAAKrB,QAAL,CAAcsB,MAAd,CAAqBH,KAArB,EAA4BC,MAA5B;AACD;;;;;;ACrCH,IAAIG,WAAW,GAAG,SAAdA,WAAc,CAAAC,CAAC,EAAI;AACrB,MAAIC,CAAC,GAAG,OAAR;AACA,SAAO,EAAED,CAAF,GAAMA,CAAN,IAAW,CAACC,CAAC,GAAG,CAAL,IAAUD,CAAV,GAAcC,CAAzB,IAA8B,CAArC;AACD,CAHD;;IAKqBC;AACnB,oBAAY7B,OAAZ,EAAqB;AAAA;;AAAA;;AACnBC,IAAAA,MAAM,CAACC,MAAP,CAAc,IAAd,EAAoBF,OAApB;AACA,SAAKY,EAAL,GAAU,KAAKT,QAAL,CAAcS,EAAxB;AACA,SAAKkB,KAAL,GAAa,KAAKC,UAAL,GAAkBC,IAAI,CAACC,EAAvB,GAA4B,GAAzC;AACA,SAAKC,GAAL,GAAW,CAAX;AACA,SAAKC,IAAL,GAAY,IAAZ;AACA,SAAKC,WAAL,GAAmB,IAAIhC,OAAJ,EAAnB;AACA,SAAKiC,SAAL,GAAiB,IAAIjC,OAAJ,EAAjB;AACA,SAAKkC,WAAL,GAAmB,IAAIlC,OAAJ,EAAnB;AACA,SAAKmC,WAAL,GAAmB,IAAInC,UAAJ,EAAnB;AACA,SAAKoC,KAAL,GAAa,IAAIpC,KAAJ,EAAb;AACA,SAAKqC,QAAL,GAAgB,KAAhB;AACA,SAAKC,iBAAL,GAAyB,KAAzB;AACA,SAAKC,iBAAL;AACA,SAAKC,WAAL,GAAmB,KAAKA,WAAL,CAAiBC,IAAjB,CAAsB,IAAtB,CAAnB;AACA,SAAKC,WAAL,GAAmB,KAAKA,WAAL,CAAiBD,IAAjB,CAAsB,IAAtB,CAAnB;AACA,SAAKE,SAAL,GAAiB,KAAKA,SAAL,CAAeF,IAAf,CAAoB,IAApB,CAAjB;;AACA,SAAKG,YAAL,GAAoB,UAAAC,CAAC;AAAA,aAAI,KAAI,CAACH,WAAL,CAAiB;AAACI,QAAAA,OAAO,EAAED,CAAC,CAACE,OAAF,CAAU,CAAV,EAAaC,KAAvB;AAA8BC,QAAAA,OAAO,EAAEJ,CAAC,CAACE,OAAF,CAAU,CAAV,EAAaG;AAApD,OAAjB,CAAJ;AAAA,KAArB;;AACA,SAAKC,WAAL,GAAmB,UAAAN,CAAC;AAAA,aAAI,KAAI,CAACL,WAAL,CAAiB;AAACM,QAAAA,OAAO,EAAED,CAAC,CAACE,OAAF,CAAU,CAAV,EAAaC,KAAvB;AAA8BC,QAAAA,OAAO,EAAEJ,CAAC,CAACE,OAAF,CAAU,CAAV,EAAaG;AAApD,OAAjB,CAAJ;AAAA,KAApB;;AACA,SAAKE,UAAL,GAAkB,UAAAC,CAAC;AAAA,aAAI,KAAI,CAACV,SAAL,EAAJ;AAAA,KAAnB;;AACA,SAAKW,cAAL,GAAsB,KAAKA,cAAL,CAAoBb,IAApB,CAAyB,IAAzB,CAAtB;AACA,SAAKc,SAAL,GAAiB,KAAKA,SAAL,CAAed,IAAf,CAAoB,IAApB,CAAjB;AACA,SAAKe,UAAL;AACD;;;;WAED,sBAAa;AACX,WAAKhD,EAAL,CAAQiD,gBAAR,CAAyB,YAAzB,EAAuC,KAAKd,SAA5C;AACA,WAAKnC,EAAL,CAAQiD,gBAAR,CAAyB,WAAzB,EAAsC,KAAKjB,WAA3C;AACA,WAAKhC,EAAL,CAAQiD,gBAAR,CAAyB,WAAzB,EAAsC,KAAKf,WAA3C;AACA,WAAKlC,EAAL,CAAQiD,gBAAR,CAAyB,SAAzB,EAAoC,KAAKd,SAAzC;AACA,WAAKnC,EAAL,CAAQiD,gBAAR,CAAyB,YAAzB,EAAuC,KAAKb,YAA5C;AACA,WAAKpC,EAAL,CAAQiD,gBAAR,CAAyB,WAAzB,EAAsC,KAAKN,WAA3C;AACA,WAAK3C,EAAL,CAAQiD,gBAAR,CAAyB,UAAzB,EAAqC,KAAKL,UAA1C;AACA,UAAI,CAAC,KAAKM,UAAL,EAAL,EACEpD,MAAM,CAACmD,gBAAP,CAAwB,cAAxB,EAAwC,KAAKH,cAA7C;AACFhD,MAAAA,MAAM,CAACmD,gBAAP,CAAwB,SAAxB,EAAmC,KAAKF,SAAxC;AACD;;;WAED,sBAAa;AAAA;;AACX,UAAII,QAAQ,GAAG,KAAKhC,UAAL,GAAkBC,IAAI,CAACC,EAAvB,GAA4B,GAA3C;AAEA,UAAI+B,QAAQ,GAAG,GAAf;AACA,UAAIC,UAAU,GAAG,KAAKnC,KAAtB;AACA,UAAIoC,QAAQ,GAAG,KAAKhC,GAApB;AACA,UAAIiC,KAAK,GAAGC,IAAI,CAACC,GAAL,EAAZ;;AAEA,UAAIC,OAAO,GAAG,SAAVA,OAAU,GAAM;AAClB,YAAIC,QAAQ,GAAGH,IAAI,CAACC,GAAL,KAAaF,KAA5B;AACA,YAAIK,OAAO,GAAGD,QAAQ,GAAGP,QAAzB;AACAQ,QAAAA,OAAO,GAAGA,OAAO,GAAG,CAAV,GAAc,CAAd,GAAkBA,OAA5B;;AACA,YAAID,QAAQ,IAAIP,QAAhB,EAA0B;AACxB,iBAAOS,oBAAoB,CAACC,EAAD,CAA3B;AACD;;AACD,QAAA,MAAI,CAAC5C,KAAL,GAAamC,UAAU,GAAI,CAACF,QAAQ,GAAGE,UAAZ,IAA0BvC,WAAW,CAAC8C,OAAD,CAAhE;AACA,QAAA,MAAI,CAACtC,GAAL,GAAWgC,QAAQ,GAAG,CAAC,IAAIA,QAAL,IAAiBxC,WAAW,CAAC8C,OAAD,CAAlD;AACA,eAAOG,qBAAqB,CAACL,OAAD,CAA5B;AACD,OAVD;;AAWA,UAAII,EAAE,GAAGJ,OAAO,EAAhB;AACD;;;WAED,sBAAa;AACX,UAAI;AACF,eAAO5D,MAAM,CAACkE,IAAP,KAAgBlE,MAAM,CAACmE,GAA9B;AACD,OAFD,CAEE,OAAO5B,CAAP,EAAU;AACV,eAAO,IAAP;AACD;AACF;;;WAED,mBAAU;AACR,WAAKrC,EAAL,CAAQkE,mBAAR,CAA4B,YAA5B,EAA0C,KAAK/B,SAA/C;AACA,WAAKnC,EAAL,CAAQkE,mBAAR,CAA4B,WAA5B,EAAyC,KAAKlC,WAA9C;AACA,WAAKhC,EAAL,CAAQkE,mBAAR,CAA4B,WAA5B,EAAyC,KAAKhC,WAA9C;AACA,WAAKlC,EAAL,CAAQkE,mBAAR,CAA4B,SAA5B,EAAuC,KAAK/B,SAA5C;AACA,WAAKnC,EAAL,CAAQkE,mBAAR,CAA4B,YAA5B,EAA0C,KAAK9B,YAA/C;AACA,WAAKpC,EAAL,CAAQkE,mBAAR,CAA4B,WAA5B,EAAyC,KAAKvB,WAA9C;AACA,WAAK3C,EAAL,CAAQkE,mBAAR,CAA4B,UAA5B,EAAwC,KAAKtB,UAA7C;AACA9C,MAAAA,MAAM,CAACoE,mBAAP,CAA2B,cAA3B,EAA2C,KAAKpB,cAAhD;AACAhD,MAAAA,MAAM,CAACoE,mBAAP,CAA2B,SAA3B,EAAsC,KAAKnB,SAA3C;AACD;;;WAED,2BAAkB;AAChB,+BAAkBoB,QAAQ,CAAC,KAAKnE,EAAL,CAAQoE,KAAR,CAAcxE,MAAf,EAAuB,EAAvB,CAA1B,wBAAkEuE,QAAQ,CAAC,KAAKnE,EAAL,CAAQoE,KAAR,CAAczE,KAAf,EAAsB,EAAtB,CAA1E;AACD;;;WAED,4BAAmB;AACjB,WAAKK,EAAL,CAAQqE,YAAR,CAAqB,OAArB,YAAiC,KAAKC,eAAL,EAAjC;AACD;;;WAED,6BAAoB;AAClB,WAAKtE,EAAL,CAAQqE,YAAR,CAAqB,OAArB,YAAiC,KAAKC,eAAL,EAAjC;AACD;;;WAED,mBAAUC,KAAV,EAAiB;AAAA,wBAC6BA,KAAK,CAACC,IADnC;AAAA,UACV7C,WADU,eACVA,WADU;AAAA,UACG8C,QADH,eACGA,QADH;AAAA,UACaC,YADb,eACaA,YADb;AAEf,UAAI,CAACA,YAAL,EAAmB;AACnB,WAAK5B,cAAL,CAAoB;AAACnB,QAAAA,WAAW,EAAXA,WAAD;AAAc8C,QAAAA,QAAQ,EAARA,QAAd;AAAwBC,QAAAA,YAAY,EAAZA;AAAxB,OAApB;AACD;;;WAED,wBAAeH,KAAf,EAAsB;AACpB,UAAIE,QAAQ,GAAGF,KAAK,CAACE,QAAN,KAAmBE,SAAnB,GAAgCJ,KAAK,CAACE,QAAtC,GAAiD3E,MAAM,CAAC8E,UAAP,CAAkB,yBAAlB,EAA6CC,OAA7G;AACA,UAAIlD,WAAJ;;AACA,UAAI4C,KAAK,CAAC5C,WAAN,KAAsBgD,SAA1B,EAAqC;AACnChD,QAAAA,WAAW,GAAG4C,KAAK,CAAC5C,WAApB;AACD,OAFD,MAEO,IAAI7B,MAAM,CAAC6B,WAAP,KAAuBgD,SAA3B,EAAsC;AAC3ChD,QAAAA,WAAW,GAAG7B,MAAM,CAAC6B,WAArB;AACD,OAFM,MAEA;AACLA,QAAAA,WAAW,GAAG,CAAC,EAAf;AACD;;AACD,UAAImD,KAAK,GAAGtF,SAAA,CAAWuF,QAAX,CAAoBR,KAAK,CAACG,YAAN,CAAmBI,KAAvC,CAAZ;AACA,UAAIE,IAAI,GAAGxF,SAAA,CAAWuF,QAAX,CAAoBR,KAAK,CAACG,YAAN,CAAmBM,IAAvC,CAAX;;AACA,UAAIP,QAAJ,EAAc;AACZ,aAAKnD,GAAL,GAAW,KAAK2D,eAAL,GAAuB,KAAK3D,GAAL,GAAWwD,KAAK,GAAG,KAAKvD,IAA/C,GAAsD,KAAKD,GAAtE;AACA,aAAKJ,KAAL,GAAa,KAAKA,KAAL,GAAa8D,IAAI,GAAG,KAAKzD,IAAZ,GAAmB,CAAC,CAA9C;AACD,OAHD,MAGO;AACL,YAAI,KAAK0D,eAAT,EAA0B;AACxB,eAAK3D,GAAL,GAAWK,WAAW,KAAK,CAAC,EAAjB,GAAsB,KAAKL,GAAL,GAAW0D,IAAI,GAAG,KAAKzD,IAA7C,GAAoD,KAAKD,GAAL,GAAW0D,IAAI,GAAG,KAAKzD,IAAtF;AACD;;AACD,aAAKL,KAAL,GAAaS,WAAW,KAAK,CAAC,EAAjB,GAAsB,KAAKT,KAAL,GAAa4D,KAAK,GAAG,KAAKvD,IAAhD,GAAuD,KAAKL,KAAL,GAAa4D,KAAK,GAAG,KAAKvD,IAA9F;AACD;;AAED,WAAK2D,SAAL;AACD;;;WAED,qBAAYX,KAAZ,EAAmB;AACjB,UAAI,CAAC,KAAKzC,iBAAV,EAA6B;AAC3B;AACD;;AACD,WAAKL,SAAL,CAAe0D,GAAf,CAAmBZ,KAAK,CAACjC,OAAzB,EAAkCiC,KAAK,CAAC9B,OAAxC;AAEA,WAAKf,WAAL,CAAiB0D,UAAjB,CAA4B,KAAK3D,SAAjC,EAA4C,KAAKD,WAAjD;AACA,WAAKA,WAAL,CAAiB6D,IAAjB,CAAsB,KAAK5D,SAA3B;AAEA,WAAKH,GAAL,GAAW,KAAK2D,eAAL,GAAuB,KAAK3D,GAAL,GAAW,IAAIF,IAAI,CAACC,EAAT,GAAc,KAAKK,WAAL,CAAiB4D,CAA/B,GAAmC,KAAK/F,QAAL,CAAcK,MAAjD,GAA0D,GAA5F,GAAkG,KAAK0B,GAAlH;AACA,WAAKJ,KAAL,IAAc,IAAIE,IAAI,CAACC,EAAT,GAAc,KAAKK,WAAL,CAAiB6D,CAA/B,GAAmC,KAAKhG,QAAL,CAAcI,KAAjD,GAAyD,GAAvE;AACA,WAAKuF,SAAL;AACD;;;WAED,qBAAY;AACV;AACA,WAAK5D,GAAL,GAAW9B,SAAA,CAAWgG,KAAX,CAAiB,KAAKlE,GAAtB,EAA2B,CAACF,IAAI,CAACC,EAAN,GAAW,IAAtC,EAA4CD,IAAI,CAACC,EAAL,GAAU,IAAtD,CAAX;AACD;;;WAED,qBAAYkD,KAAZ,EAAmB;AACjB,WAAKkB,gBAAL;AACA,WAAKjE,WAAL,CAAiB2D,GAAjB,CAAqBZ,KAAK,CAACjC,OAA3B,EAAoCiC,KAAK,CAAC9B,OAA1C;AACA,WAAKX,iBAAL,GAAyB,IAAzB;AACA,WAAKD,QAAL,GAAgB,KAAhB;AACA,WAAK6D,WAAL,IAAoB,KAAKA,WAAL,EAApB;AACD;;;WAED,mBAAU;AACR,UAAI,CAAC,KAAK7D,QAAV,EAAoB;AACpB,WAAKH,WAAL,CAAiB4D,CAAjB,IAAsB,IAAtB;AACA,WAAK5D,WAAL,CAAiB6D,CAAjB,IAAsB,IAAtB;AACA,WAAKrE,KAAL,IAAc,QAAQ,KAAKQ,WAAL,CAAiB6D,CAAvC;AACA,WAAKjE,GAAL,GAAW,KAAK2D,eAAL,GAAuB,KAAK3D,GAAL,GAAW,QAAQ,KAAKI,WAAL,CAAiB4D,CAA3D,GAA+D,KAAKhE,GAA/E;AACA,WAAK4D,SAAL;AACD;;;WAED,qBAAY;AACV,WAAKpD,iBAAL,IAA0B,KAAK6D,UAA/B,IAA6C,KAAKA,UAAL,EAA7C;AACA,WAAK5D,iBAAL;AACA,WAAKD,iBAAL,GAAyB,KAAzB;AACA,WAAKD,QAAL,GAAgB,IAAhB;AACA,WAAK+D,OAAL;AACD;;;WAED,kBAAS;AACP,UAAK,KAAKtE,GAAL,KAAa,KAAKuE,WAAnB,IAAoC,KAAK3E,KAAL,KAAe,KAAK4E,aAA5D,EACE,OAAO,KAAP;AACF,WAAKD,WAAL,GAAmB,KAAKvE,GAAxB;AACA,WAAKwE,aAAL,GAAqB,KAAK5E,KAA1B;AACA,WAAKU,KAAL,CAAWuD,GAAX,CAAe,KAAK7D,GAApB,EAAyB,KAAKJ,KAA9B,EAAqC,CAArC,EAAwC,KAAxC;AACA,WAAKS,WAAL,CAAiBoE,YAAjB,CAA8B,KAAKnE,KAAnC;AACA,WAAKjB,MAAL,CAAYqF,UAAZ,CAAuBX,IAAvB,CAA4B,KAAK1D,WAAjC;AACA,WAAKiE,OAAL;AACA,aAAO,IAAP;AACD;;;;;;ACpLH,IAAIK,MAAM,GAAGC,OAAb;;IAEqBC;AACnB,8BAAwB;AAAA,QAAZ/G,OAAY,uEAAJ,EAAI;;AAAA;;AACtBC,IAAAA,MAAM,CAACC,MAAP,CAAc,IAAd,EAAoB;AAACM,MAAAA,MAAM,EAAE,GAAT;AAAcD,MAAAA,KAAK,EAAE,GAArB;AAA0BwB,MAAAA,UAAU,EAAE,EAAtC;AAA0C8D,MAAAA,eAAe,EAAE;AAA3D,KAApB,EAAsF7F,OAAtF;AADsB,QAGlBQ,MAHkB,GAWlB,IAXkB,CAGlBA,MAHkB;AAAA,QAIlBD,KAJkB,GAWlB,IAXkB,CAIlBA,KAJkB;AAAA,QAWlB,IAXkB,CAKlByG,SALkB;AAAA,QAWlB,IAXkB,CAMlBC,WANkB;AAAA,YAOlBlF,UAPkB,GAWlB,IAXkB,CAOlBA,UAPkB;AAAA,QAQlB8D,eARkB,GAWlB,IAXkB,CAQlBA,eARkB;AAAA,QASlBS,WATkB,GAWlB,IAXkB,CASlBA,WATkB;AAAA,QAUlBC,UAVkB,GAWlB,IAXkB,CAUlBA;AAEJ,SAAKpG,QAAL,GAAgB,IAAIJ,QAAJ,CAAa;AAACS,MAAAA,MAAM,EAANA,MAAD;AAASD,MAAAA,KAAK,EAALA;AAAT,KAAb,CAAhB;AACA,SAAKgB,MAAL,GAAc,IAAInB,iBAAJ,CAA4B,EAA5B,EAAgC,KAAKG,KAAL,GAAa,KAAKC,MAAlD,EAA0D,GAA1D,EAA+D,GAA/D,CAAd;AACA,SAAK0G,QAAL,GAAgB,IAAIrF,QAAJ,CAAa;AACzBN,MAAAA,MAAM,EAAE,KAAKA,MADY;AAEzBpB,MAAAA,QAAQ,EAAE,KAAKA,QAFU;AAGzB4B,MAAAA,UAAU,EAAVA,UAHyB;AAIzB8D,MAAAA,eAAe,EAAfA,eAJyB;AAKzBS,MAAAA,WAAW,EAAXA,WALyB;AAMzBC,MAAAA,UAAU,EAAVA;AANyB,KAAb,CAAhB;AAQA,SAAKY,aAAL,GAAqB,KAAKA,aAAL,CAAmBtE,IAAnB,CAAwB,IAAxB,CAArB;AACA,SAAKuE,OAAL,GAAe,KAAKA,OAAL,CAAavE,IAAb,CAAkB,IAAlB,CAAf;AACA,SAAKwE,cAAL,GAAsB,KAAKA,cAAL,CAAoBxE,IAApB,CAAyB,IAAzB,CAAtB;AACA,SAAKrB,WAAL,GAAmB,KAAnB;AACA,SAAKF,KAAL,GAAa,KAAKgG,WAAL,EAAb;AACA,SAAKC,OAAL,GAAe,KAAKC,UAAL,EAAf;AACA,SAAKC,YAAL,GAAoB,KAApB;AACA,SAAKF,OAAL,CAAa1D,gBAAb,CAA8B,SAA9B,EAAyC,KAAKwD,cAA9C;AACA,SAAKE,OAAL,CAAa1D,gBAAb,CAA8B,OAA9B,EAAuC,KAAKsD,aAA5C;AACA,SAAKI,OAAL,CAAa1D,gBAAb,CAA8B,OAA9B,EAAuC,KAAKsD,aAA5C;AACA,SAAKI,OAAL,CAAa1D,gBAAb,CAA8B,gBAA9B,EAAgD,KAAK6D,uBAAL,CAA6B7E,IAA7B,CAAkC,IAAlC,CAAhD;AACA,SAAK8E,MAAL,GAAc,KAAKX,SAAL,GAAiB,KAAKA,SAAtB,GAAkCY,QAAQ,CAACC,aAAT,CAAuB,KAAKZ,WAA5B,CAAhD;AACD;;;;WAED,mCAA0B;AACxB,UAAI,KAAKM,OAAL,CAAaO,UAAb,IAA2B,CAA3B,IAAgC,CAAC,KAAKL,YAA1C,EAAwD;AACtD,aAAK3G,OAAL,GAAe,KAAKiH,aAAL,EAAf;AACA,aAAK5H,QAAL,CAAc6H,UAAd,CAAyB,KAAKlH,OAA9B;AACA,aAAKQ,KAAL,CAAW2G,GAAX,CAAe,KAAK9H,QAAL,CAAcY,IAA7B;AACA,aAAK0G,YAAL,GAAoB,IAApB;AACD;AACF;;;WAED,gBAAO;AACL,WAAKF,OAAL,CAAaW,IAAb,IAAqB,KAAKX,OAAL,CAAaW,IAAb,EAArB;AACD;;;WAED,iBAAQ;AACN,WAAKX,OAAL,CAAaY,KAAb,IAAsB,KAAKZ,OAAL,CAAaY,KAAb,EAAtB;AACD;;;WAED,sBAAa;AACX,WAAKjB,QAAL,CAAckB,UAAd;AACD;;;WAED,yBAAgB;AACd,WAAK5G,WAAL,GAAmB,KAAnB;AACD;;;WAED,mBAAU;AACR,WAAK+F,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,EAA7B;AACAC,MAAAA,aAAa,CAAC,KAAKC,WAAN,CAAb;AACA9D,MAAAA,oBAAoB,CAAC,KAAK+D,gBAAN,CAApB;AACA,WAAKjB,OAAL,CAAaY,KAAb,IAAsB,KAAKZ,OAAL,CAAaY,KAAb,EAAtB;AACA,WAAKR,MAAL,CAAYc,WAAZ,CAAwB,KAAKtI,QAAL,CAAcS,EAAtC;AACA,WAAKsG,QAAL,CAAcwB,OAAd;AACA,WAAKvI,QAAL,CAAcuI,OAAd;AACD;;;WAED,uBAAyB;AAAA,UAAhBlI,MAAgB,QAAhBA,MAAgB;AAAA,UAARD,KAAQ,QAARA,KAAQ;AACvB,WAAKgB,MAAL,CAAYoH,MAAZ,GAAqBpI,KAAK,GAAGC,MAA7B;AACA,WAAKe,MAAL,CAAYqH,sBAAZ;AACA,WAAKzI,QAAL,CAAcG,OAAd,CAAsB;AAACE,QAAAA,MAAM,EAANA,MAAD;AAASD,QAAAA,KAAK,EAALA;AAAT,OAAtB;AACD;;;WAED,sBAAa;AACX,UAAI,KAAKsI,MAAL,IAAe,KAAKA,MAAL,CAAYC,OAA/B,EAAwC;AACtC,eAAO,KAAKD,MAAZ;AACD;;AACD,UAAIE,KAAK,GAAGnB,QAAQ,CAACoB,aAAT,CAAuB,OAAvB,CAAZ;AACAD,MAAAA,KAAK,CAACE,IAAN,GAAa,KAAKA,IAAL,IAAa,KAA1B;AACAF,MAAAA,KAAK,CAACG,KAAN,GAAc,KAAKA,KAAL,IAAc,KAA5B;AACAH,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,aAAnB,EAAkC,WAAlC;AACA8D,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,oBAAnB,EAAyC,MAAzC;AACA8D,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,aAAnB,EAAkC,MAAlC;AACA8D,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,KAAnB,EAA0B,KAAK4D,MAA/B;AACAE,MAAAA,KAAK,CAACI,QAAN,GAAiB,KAAKA,QAAL,KAAkB5D,SAAlB,GAA8B,KAAK4D,QAAnC,GAA8C,IAA/D;AACAJ,MAAAA,KAAK,CAAClF,gBAAN,CAAuB,OAAvB,EAAgC,KAAKuD,OAArC;AACA,aAAO2B,KAAP;AACD;;;WAED,yBAAgB;AACd,UAAIjI,OAAO,GAAG,IAAIV,YAAJ,CAAuB,KAAKmH,OAA5B,CAAd;AACAzG,MAAAA,OAAO,CAACsI,SAAR,GAAoBhJ,YAApB;AACAU,MAAAA,OAAO,CAACuI,SAAR,GAAoBjJ,YAApB;AACAU,MAAAA,OAAO,CAACwI,MAAR,GAAiBlJ,SAAjB;AACAU,MAAAA,OAAO,CAACyI,eAAR,GAA0B,KAA1B;AACAzI,MAAAA,OAAO,CAACU,WAAR,GAAsB,IAAtB;AACA,aAAOV,OAAP;AACD;;;WAED,uBAAc;AACZ,UAAIQ,KAAK,GAAG,IAAIlB,KAAJ,EAAZ;AACA,aAAOkB,KAAP;AACD;;;WAED,iBAAQkI,GAAR,EAAa;AACX3C,MAAAA,MAAM,CAAC4C,KAAP,CAAa,eAAb,EAA8B,KAAKZ,MAAnC,EAA2CW,GAA3C;AACD;;;WAED,0BAAiB;AACf,WAAKhI,WAAL,GAAmB,IAAnB;AACD;;;WAED,kBAAS;AAAA;;AACP,WAAKmG,MAAL,CAAY+B,WAAZ,CAAwB,KAAKvJ,QAAL,CAAcS,EAAtC;AACA,WAAK2G,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,MAA7B;AAEA,UAAIsB,GAAG,GAAG,OAAO,EAAjB;;AAEA,UAAIC,IAAI,GAAG,SAAPA,IAAO,GAAM;AACf,YAAIC,aAAa,GAAG,KAAI,CAAC3C,QAAL,CAAc4C,MAAd,EAApB;;AACA,QAAA,KAAI,CAAC3J,QAAL,CAAcsB,MAAd,CAAqB,KAAI,CAACH,KAA1B,EAAiC,KAAI,CAACC,MAAtC,EAA8C,KAAI,CAACC,WAAL,IAAoBqI,aAAlE;AACD,OAHD;;AAKA,UAAIZ,IAAI,GAAG,SAAPA,IAAO,GAAM;AACf,QAAA,KAAI,CAACV,WAAL,GAAmBwB,WAAW,CAAC,YAAM;AACnC,UAAA,KAAI,CAACvB,gBAAL,GAAwB7D,qBAAqB,CAACiF,IAAD,CAA7C;AACD,SAF6B,EAE3BD,GAF2B,CAA9B;AAGD,OAJD;;AAMA,UAAIK,QAAQ,GAAG,SAAXA,QAAW,GAAM;AACnB,YAAI,KAAI,CAACzC,OAAL,CAAa0C,UAAb,IAA2B,CAA3B,IAAgC,KAAI,CAAC1C,OAAL,CAAa2C,WAAb,IAA4B,CAAhE,EAAmE;AACjEjB,UAAAA,IAAI;AACJ;AACD;;AAEDkB,QAAAA,UAAU,CAACH,QAAD,EAAW,GAAX,CAAV;AACD,OAPD;;AASAA,MAAAA,QAAQ;AACT;;;;;;ICrJkBI;;;;;AACnB,iBAAYpK,OAAZ,EAAqB;AAAA;;AAAA,6BACbA,OADa;AAEpB;;;EAHgC+G;;ICAdsD;;;;;AACnB,iBAAYrK,OAAZ,EAAqB;AAAA;;AAAA;;AACnB,8BAAMA,OAAN;AAEA,UAAKc,OAAL,GAAe,MAAKiH,aAAL,EAAf;;AACA,UAAK5H,QAAL,CAAc6H,UAAd,CAAyB,MAAKlH,OAA9B;;AACA,UAAKQ,KAAL,CAAW2G,GAAX,CAAe,MAAK9H,QAAL,CAAcY,IAA7B;;AALmB;AAMpB;;;;WAED,sBAAa;AACX,UAAI,KAAK8H,MAAL,IAAe,KAAKA,MAAL,CAAYC,OAA/B,EACE,OAAO,KAAKD,MAAZ;AACF,UAAIyB,KAAK,GAAG1C,QAAQ,CAACoB,aAAT,CAAuB,KAAvB,CAAZ;AACAsB,MAAAA,KAAK,CAACrF,YAAN,CAAmB,aAAnB,EAAkC,WAAlC;AACAqF,MAAAA,KAAK,CAACC,GAAN,GAAY,KAAK1B,MAAjB;AACA,aAAOyB,KAAP;AACD;;;WAED,yBAAgB;AACd,UAAIxJ,OAAO,GAAG,IAAIV,OAAJ,CAAkB,KAAKmH,OAAvB,CAAd;AACAzG,MAAAA,OAAO,CAACsI,SAAR,GAAoBhJ,YAApB;AACAU,MAAAA,OAAO,CAACuI,SAAR,GAAoBjJ,YAApB;AACAU,MAAAA,OAAO,CAACwI,MAAR,GAAiBlJ,SAAjB;AACAU,MAAAA,OAAO,CAACyI,eAAR,GAA0B,KAA1B;AACAzI,MAAAA,OAAO,CAACU,WAAR,GAAsB,IAAtB;AACA,aAAOV,OAAP;AACD;;;WAED,kBAAS;AAAA;;AACP,WAAK6G,MAAL,CAAY+B,WAAZ,CAAwB,KAAKvJ,QAAL,CAAcS,EAAtC;AACA,WAAK2G,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,MAA7B;AAEA,UAAIsB,GAAG,GAAG,OAAO,EAAjB;;AAEA,UAAIC,IAAI,GAAG,SAAPA,IAAO,GAAM;AACf,YAAIC,aAAa,GAAG,MAAI,CAAC3C,QAAL,CAAc4C,MAAd,EAApB;;AACA,QAAA,MAAI,CAAC3J,QAAL,CAAcsB,MAAd,CAAqB,MAAI,CAACH,KAA1B,EAAiC,MAAI,CAACC,MAAtC,EAA8CsI,aAA9C;AACD,OAHD;;AAKA,UAAIZ,IAAI,GAAG,SAAPA,IAAO,GAAM;AACf,QAAA,MAAI,CAACV,WAAL,GAAmBwB,WAAW,CAAC,YAAM;AACnC,UAAA,MAAI,CAACvB,gBAAL,GAAwB7D,qBAAqB,CAACiF,IAAD,CAA7C;AACD,SAF6B,EAE3BD,GAF2B,CAA9B;AAGD,OAJD;;AAMAV,MAAAA,IAAI;AACL;;;;EA9CgClC;;ICAdyD;;;;;AACnB,kBAAYxK,OAAZ,EAAqB;AAAA;;AAAA;;AACnB,8BAAMA,OAAN;AAEA,UAAKyK,MAAL,GAAc,IAAd;AAHmB;AAIpB;;;;WAED,yBAAgB;AACd,WAAKA,MAAL,GAAc7C,QAAQ,CAACoB,aAAT,CAAuB,QAAvB,CAAd;AAEA,WAAK0B,OAAL,GAAe,KAAKD,MAAL,CAAYE,UAAZ,CAAuB,IAAvB,CAAf;AAEA,UAAI7J,OAAO,GAAG,IAAIV,aAAJ,CAAwB,KAAKqK,MAA7B,CAAd,CALc;;AAOd3J,MAAAA,OAAO,CAACsI,SAAR,GAAoBhJ,YAApB;AACAU,MAAAA,OAAO,CAACuI,SAAR,GAAoBjJ,YAApB;AACAU,MAAAA,OAAO,CAACwI,MAAR,GAAiBlJ,SAAjB;AACAU,MAAAA,OAAO,CAACyI,eAAR,GAA0B,KAA1B;AACAzI,MAAAA,OAAO,CAACU,WAAR,GAAsB,IAAtB;AACA,aAAOV,OAAP;AACD;;;WAED,kBAAS;AAAA;;AACP,WAAK6G,MAAL,CAAY+B,WAAZ,CAAwB,KAAKvJ,QAAL,CAAcS,EAAtC;AACA,WAAK2G,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,MAA7B;AAEA,UAAIsB,GAAG,GAAG,OAAO,EAAjB;;AAEA,UAAIC,IAAI,GAAG,SAAPA,IAAO,GAAM;AACf,YAAG,MAAI,CAACpI,WAAL,IAAoB,IAAvB,EAA6B;AAC3B,cAAI,MAAI,CAAC+F,OAAL,CAAa0C,UAAb,IAA2B,MAAI,CAACA,UAApC,EAAgD;AAC9C,YAAA,MAAI,CAACA,UAAL,GAAkB,MAAI,CAAC1C,OAAL,CAAa0C,UAA/B;AACA,YAAA,MAAI,CAACQ,MAAL,CAAYlK,KAAZ,GAAoB,MAAI,CAAC0J,UAAzB;AACD;;AACD,cAAI,MAAI,CAAC1C,OAAL,CAAa2C,WAAb,IAA4B,MAAI,CAACA,WAArC,EAAkD;AAChD,YAAA,MAAI,CAACA,WAAL,GAAmB,MAAI,CAAC3C,OAAL,CAAa2C,WAAhC;AACA,YAAA,MAAI,CAACO,MAAL,CAAYjK,MAAZ,GAAqB,MAAI,CAAC0J,WAA1B;AACD;;AAED,UAAA,MAAI,CAACQ,OAAL,CAAaE,SAAb,CAAuB,MAAI,CAACrD,OAA5B,EAAqC,CAArC,EAAwC,CAAxC,EAA2C,MAAI,CAAC0C,UAAhD,EAA4D,MAAI,CAACC,WAAjE;;AACA,UAAA,MAAI,CAACpJ,OAAL,CAAaU,WAAb,GAA2B,IAA3B;AACD;;AAED,YAAIqI,aAAa,GAAG,MAAI,CAAC3C,QAAL,CAAc4C,MAAd,EAApB;;AACA,QAAA,MAAI,CAAC3J,QAAL,CAAcsB,MAAd,CAAqB,MAAI,CAACH,KAA1B,EAAiC,MAAI,CAACC,MAAtC,EAA8C,MAAI,CAACC,WAAL,IAAoBqI,aAAlE;AACD,OAjBD;;AAmBA,UAAIZ,IAAI,GAAG,SAAPA,IAAO,GAAM;AACf,QAAA,MAAI,CAACV,WAAL,GAAmBwB,WAAW,CAAC,YAAM;AACnC,UAAA,MAAI,CAACvB,gBAAL,GAAwB7D,qBAAqB,CAACiF,IAAD,CAA7C;AACD,SAF6B,EAE3BD,GAF2B,CAA9B;AAGD,OAJD;;AAMA,UAAIK,QAAQ,GAAG,SAAXA,QAAW,GAAM;AACnB,YAAG,MAAI,CAACS,MAAL,IAAe,MAAI,CAAClD,OAAL,CAAa0C,UAAb,IAA2B,CAA1C,IAA+C,MAAI,CAAC1C,OAAL,CAAa2C,WAAb,IAA4B,CAA9E,EAAiF;AAC/E,UAAA,MAAI,CAACD,UAAL,GAAkB,MAAI,CAAC1C,OAAL,CAAa0C,UAA/B;AACA,UAAA,MAAI,CAACC,WAAL,GAAmB,MAAI,CAAC3C,OAAL,CAAa2C,WAAhC;AAEA,UAAA,MAAI,CAACO,MAAL,CAAYlK,KAAZ,GAAoB,MAAI,CAAC0J,UAAzB;AACA,UAAA,MAAI,CAACQ,MAAL,CAAYjK,MAAZ,GAAqB,MAAI,CAAC0J,WAA1B;AAEAjB,UAAAA,IAAI;AAEJ;AACD;;AAEDkB,QAAAA,UAAU,CAACH,QAAD,EAAW,GAAX,CAAV;AACD,OAdD;;AAgBAA,MAAAA,QAAQ;AACT;;;;EAtEiCjD;;ICAf8D;;;;;AACnB,iBAAY7K,OAAZ,EAAqB;AAAA;;AAAA;;AACnB,8BAAMA,OAAN;;AACA,UAAK8K,MAAL,CAAYjH,gBAAZ,CAA6B,SAA7B,EAAwC,MAAKwD,cAA7C;;AACA,UAAKyD,MAAL,CAAYjH,gBAAZ,CAA6B,OAA7B,EAAsC,MAAKsD,aAA3C;;AACA,UAAK2D,MAAL,CAAYjH,gBAAZ,CAA6B,OAA7B,EAAsC,MAAKsD,aAA3C;;AACA,UAAK2D,MAAL,CAAYjH,gBAAZ,CAA6B,SAA7B,EAAwC,MAAKsD,aAA7C;;AACA,UAAK4D,iBAAL,GAAyB,KAAzB;AANmB;AAOpB;;;;WAED,gBAAO;AACL,WAAKD,MAAL,CAAY5C,IAAZ;AACD;;;WAED,iBAAQ;AACN,WAAK4C,MAAL,CAAY3C,KAAZ;AACD;;;WAED,sBAAa;AACX,UAAI,KAAKU,MAAL,IAAe,KAAKA,MAAL,CAAYC,OAA/B,EAAwC;AACtC,aAAKgC,MAAL,GAAc,KAAKjC,MAAnB;AACD,OAFD,MAEO;AACL,aAAKiC,MAAL,GAAclD,QAAQ,CAACoB,aAAT,CAAuB,OAAvB,CAAd;AACA,aAAK8B,MAAL,CAAYP,GAAZ,GAAkB,KAAK1B,MAAvB;AACA,aAAKiC,MAAL,CAAY7B,IAAZ,GAAmB,KAAKA,IAAL,IAAa,KAAhC;AACA,aAAK6B,MAAL,CAAY5B,KAAZ,GAAoB,KAAKA,KAAL,IAAc,KAAlC;AACA,aAAK4B,MAAL,CAAY7F,YAAZ,CAAyB,aAAzB,EAAwC,WAAxC;AACA,aAAK6F,MAAL,CAAY3B,QAAZ,GAAuB,KAAKA,QAAL,IAAiB,IAAxC;AACD;;AACD,WAAKN,MAAL,GAAc,KAAKiC,MAAL,CAAYP,GAA1B;AACA,WAAKO,MAAL,CAAYP,GAAZ,GAAkB,EAAlB;AACA,WAAKO,MAAL,CAAYE,IAAZ;AAEA,UAAIjC,KAAK,GAAGnB,QAAQ,CAACoB,aAAT,CAAuB,OAAvB,CAAZ;AACAD,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,aAAnB,EAAkC,WAAlC;AACA8D,MAAAA,KAAK,CAACwB,GAAN,GAAY,KAAK1B,MAAjB;AACAE,MAAAA,KAAK,CAACiC,IAAN;AACAjC,MAAAA,KAAK,CAAClF,gBAAN,CAAuB,OAAvB,EAAgC,KAAKuD,OAArC;AACA,aAAO2B,KAAP;AACD;;;WAED,yBAAgB;AACd,UAAIjI,OAAO,GAAG,IAAIV,YAAJ,CAAuB,KAAKmH,OAA5B,CAAd,CADc;;AAGdzG,MAAAA,OAAO,CAACsI,SAAR,GAAoBhJ,YAApB;AACAU,MAAAA,OAAO,CAACuI,SAAR,GAAoBjJ,YAApB;AACAU,MAAAA,OAAO,CAACwI,MAAR,GAAiBlJ,SAAjB;AACAU,MAAAA,OAAO,CAACyI,eAAR,GAA0B,KAA1B;AACAzI,MAAAA,OAAO,CAACU,WAAR,GAAsB,IAAtB;AACA,aAAOV,OAAP;AACD;;;WAED,mBAAU;AACR,WAAKgK,MAAL,CAAY9F,KAAZ,CAAkBqD,OAAlB,GAA4B,EAA5B;;AACA;AACD;;;WAED,kBAAS;AAAA;;AACP,WAAKV,MAAL,CAAY+B,WAAZ,CAAwB,KAAKvJ,QAAL,CAAcS,EAAtC;AACA,WAAK2G,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,MAA7B;AACA,WAAKyC,MAAL,CAAY9F,KAAZ,CAAkBqD,OAAlB,GAA4B,MAA5B;AAEA,UAAIsB,GAAG,GAAG,OAAO,EAAjB;;AAEA,UAAIC,IAAI,GAAG,SAAPA,IAAO,GAAM;AACf,QAAA,MAAI,CAACrC,OAAL,CAAa0D,WAAb,GAA2B,MAAI,CAACH,MAAL,CAAYG,WAAvC;;AAEA,YAAIpB,aAAa,GAAG,MAAI,CAAC3C,QAAL,CAAc4C,MAAd,EAApB;;AACA,QAAA,MAAI,CAAC3J,QAAL,CAAcsB,MAAd,CAAqB,MAAI,CAACH,KAA1B,EAAiC,MAAI,CAACC,MAAtC,EAA8C,MAAI,CAACC,WAAL,IAAoBqI,aAAlE;AACD,OALD;;AAOA,UAAIZ,IAAI,GAAG,SAAPA,IAAO,GAAM;AACf,QAAA,MAAI,CAACV,WAAL,GAAmBwB,WAAW,CAAC,YAAM;AACnC,UAAA,MAAI,CAACvB,gBAAL,GAAwB7D,qBAAqB,CAACiF,IAAD,CAA7C;AACD,SAF6B,EAE3BD,GAF2B,CAA9B;AAGD,OAJD;;AAMA,UAAIK,QAAQ,GAAG,SAAXA,QAAW,GAAM;AACnB,YAAI,MAAI,CAACzC,OAAL,CAAa0C,UAAb,IAA2B,CAA3B,IAAgC,MAAI,CAAC1C,OAAL,CAAa2C,WAAb,IAA4B,CAAhE,EAAmE;AACjE,cAAIgB,sBAAsB,GAAI,MAAI,CAAC3D,OAAL,CAAaO,UAAb,IAA2B,MAAI,CAACP,OAAL,CAAa4D,gBAAzC,IAA8D,CAAC,MAAI,CAACJ,iBAAjG;;AACA,cAAIG,sBAAJ,EAA4B;AAC1B,YAAA,MAAI,CAACJ,MAAL,CAAYP,GAAZ,GAAkB,MAAI,CAAC1B,MAAvB;;AACA,YAAA,MAAI,CAACiC,MAAL,CAAYE,IAAZ;;AACA,YAAA,MAAI,CAACI,aAAL,IAAsB,MAAI,CAACA,aAAL,EAAtB;AACA,YAAA,MAAI,CAACL,iBAAL,GAAyB,IAAzB;AAEA9B,YAAAA,IAAI;AACJ;AACD;AACF;;AAEDkB,QAAAA,UAAU,CAACH,QAAD,EAAW,GAAX,CAAV;AACD,OAfD;;AAiBAA,MAAAA,QAAQ;AACT;;;;EA/FgCjD;;ICI/BgC,KAAK,GAAG,SAARA,KAAQ,CAAC/I,OAAD,EAAa;AACvB,MAAIqL,KAAK,CAAC5L,oBAAN,EAAJ,EAAkC;AAChC,WAAO,IAAIoL,KAAJ,CAAU7K,OAAV,CAAP;AACD;;AACD,MAAIqL,KAAK,CAACzL,wBAAN,EAAJ,EAAsC;AACpC,WAAO,IAAI4K,MAAJ,CAAWxK,OAAX,CAAP;AACD;;AACD,SAAO,IAAIoK,KAAJ,CAAUpK,OAAV,CAAP;AACD;;;;"} \ No newline at end of file diff --git a/dist/kaleidoscope.iife.js.map b/dist/kaleidoscope.iife.js.map new file mode 100644 index 0000000..6e6cfc5 --- /dev/null +++ b/dist/kaleidoscope.iife.js.map @@ -0,0 +1 @@ +{"version":3,"file":"kaleidoscope.iife.js","sources":["../src/utils.js","../node_modules/three/build/three.module.js","../src/renderer.js","../src/controls.js","../src/three-sixty-viewer.js","../src/video.js","../src/image.js","../src/canvas.js","../src/audio.js","../src/main.js"],"sourcesContent":["export default {\n isiOS() {\n return /(ipad|iphone|ipod)/ig.test(navigator.userAgent);\n },\n isEdge() {\n return /(Edge)/ig.test(navigator.userAgent);\n },\n shouldUseAudioDriver() {\n let isOldiOSOnIphone = /iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent);\n let isWebView = /(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent);\n return isOldiOSOnIphone || isWebView;\n },\n shouldUseCanvasInBetween() {\n let edge = /trident|edge/i.test(navigator.userAgent);\n let ios = this.isiOS();\n return edge || ios;\n },\n}\n","/**\n * @license\n * Copyright 2010-2021 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '127';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst CubeUVRefractionMapping = 307;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedShort565Type = 1019;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst RGBEFormat = RGBAFormat;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst SRGB8_ALPHA8_ASTC_4x4_Format = 37840;\nconst SRGB8_ALPHA8_ASTC_5x4_Format = 37841;\nconst SRGB8_ALPHA8_ASTC_5x5_Format = 37842;\nconst SRGB8_ALPHA8_ASTC_6x5_Format = 37843;\nconst SRGB8_ALPHA8_ASTC_6x6_Format = 37844;\nconst SRGB8_ALPHA8_ASTC_8x5_Format = 37845;\nconst SRGB8_ALPHA8_ASTC_8x6_Format = 37846;\nconst SRGB8_ALPHA8_ASTC_8x8_Format = 37847;\nconst SRGB8_ALPHA8_ASTC_10x5_Format = 37848;\nconst SRGB8_ALPHA8_ASTC_10x6_Format = 37849;\nconst SRGB8_ALPHA8_ASTC_10x8_Format = 37850;\nconst SRGB8_ALPHA8_ASTC_10x10_Format = 37851;\nconst SRGB8_ALPHA8_ASTC_12x10_Format = 37852;\nconst SRGB8_ALPHA8_ASTC_12x12_Format = 37853;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst GammaEncoding = 3007;\nconst RGBEEncoding = 3002;\nconst LogLuvEncoding = 3003;\nconst RGBM7Encoding = 3004;\nconst RGBM16Encoding = 3005;\nconst RGBDEncoding = 3006;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n} );\n\nconst _lut = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\nconst MathUtils = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: function () {\n\n\t\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\t\tconst d0 = Math.random() * 0xffffffff | 0;\n\t\tconst d1 = Math.random() * 0xffffffff | 0;\n\t\tconst d2 = Math.random() * 0xffffffff | 0;\n\t\tconst d3 = Math.random() * 0xffffffff | 0;\n\t\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t\t// .toUpperCase() here flattens concatenated strings to save heap memory space.\n\t\treturn uuid.toUpperCase();\n\n\t},\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range to range \n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\n\n\tinverseLerp: function ( x, y, value ) {\n\n\t\tif ( x !== y ) {\n\n\t\t\treturn ( value - x ) / ( y - x );\n\n\t\t } else {\n\n\t\t\treturn 0;\n\n\t\t }\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\n\n\tdamp: function ( x, y, lambda, dt ) {\n\n\t\treturn MathUtils.lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n\t},\n\n\t// https://www.desmos.com/calculator/vcsjnyz7x4\n\n\tpingpong: function ( x, length = 1 ) {\n\n\t\treturn length - Math.abs( MathUtils.euclideanModulo( x, length * 2 ) - length );\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\t// Deterministic pseudo-random float in the interval [ 0, 1 ]\n\n\tseededRandom: function ( s ) {\n\n\t\tif ( s !== undefined ) _seed = s % 2147483647;\n\n\t\t// Park-Miller algorithm\n\n\t\t_seed = _seed * 16807 % 2147483647;\n\n\t\treturn ( _seed - 1 ) / 2147483646;\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * MathUtils.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * MathUtils.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tceilPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tfloorPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tsetQuaternionFromProperEuler: function ( q, a, b, c, order ) {\n\n\t\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t\t// rotations are applied to the axes in the order specified by 'order'\n\t\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t\t// angles are in radians\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c2 = cos( b / 2 );\n\t\tconst s2 = sin( b / 2 );\n\n\t\tconst c13 = cos( ( a + c ) / 2 );\n\t\tconst s13 = sin( ( a + c ) / 2 );\n\n\t\tconst c1_3 = cos( ( a - c ) / 2 );\n\t\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\t\tconst c3_1 = cos( ( c - a ) / 2 );\n\t\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYX':\n\t\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZY':\n\t\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXZ':\n\t\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZX':\n\t\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXY':\n\t\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYZ':\n\t\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t}\n\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector2.prototype.isVector2 = true;\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nMatrix3.prototype.isMatrix3 = true;\n\nlet _canvas;\n\nconst ImageUtils = {\n\n\tgetDataURL: function ( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n};\n\nlet textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.image = image;\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t\t//\n\t\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\t\tthis.encoding = encoding;\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tconst image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = MathUtils.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tlet url;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\t// process array of images e.g. CubeTexture\n\n\t\t\t\t\turl = [];\n\n\t\t\t\t\tfor ( let i = 0, l = image.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t// check cube texture with data textures\n\n\t\t\t\t\t\tif ( image[ i ].isDataTexture ) {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ].image ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ] ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// process single image\n\n\t\t\t\t\turl = serializeImage( image );\n\n\t\t\t\t}\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: url\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype.isTexture = true;\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.prototype.slice.call( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector4.prototype.isVector4 = true;\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass WebGLRenderTarget extends EventDispatcher {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper();\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture.image = {};\n\t\tthis.texture.image.width = width;\n\t\tthis.texture.image.height = height;\n\t\tthis.texture.image.depth = 1;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\t\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\t\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n\t}\n\n\tsetTexture( texture ) {\n\n\t\ttexture.image = {\n\t\t\twidth: this.width,\n\t\t\theight: this.height,\n\t\t\tdepth: this.depth\n\t\t};\n\n\t\tthis.texture = texture;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\t\t\tthis.texture.image.depth = depth;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nWebGLRenderTarget.prototype.isWebGLRenderTarget = true;\n\nclass WebGLMultisampleRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.samples = 4;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy.call( this, source );\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n}\n\nWebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.' );\n\t\treturn qm.slerpQuaternions( qa, qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\tthis.copy( qa ).slerp( qb, t );\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nQuaternion.prototype.isQuaternion = true;\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( MathUtils.clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector3.prototype.isVector3 = true;\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getSize() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box$3.copy( geometry.boundingBox );\n\t\t\t_box$3.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.union( _box$3 );\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getParameter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$2.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$3.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$2 );\n\t\t_f1.subVectors( _v2$3, _v1$7 );\n\t\t_f2.subVectors( _v0$2, _v2$3 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Box3: .getBoundingSphere() target is now required' );\n\t\t\t//target = new Sphere(); // removed to avoid cyclic dependency\n\n\t\t}\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox3.prototype.isBox3 = true;\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the seperating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the seperating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is seperating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _toFarthestPoint = /*@__PURE__*/ new Vector3();\nconst _toPoint = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$2.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );\n\t\t\ttarget = new Box3();\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671\n\n\t\t_toPoint.subVectors( point, this.center );\n\n\t\tconst lengthSq = _toPoint.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\t\t\tconst missingRadiusHalf = ( length - this.radius ) * 0.5;\n\n\t\t\t// Nudge this sphere towards the target point. Add half the missing distance to radius,\n\t\t\t// and the other half to position. This gives a tighter enclosure, instead of if\n\t\t\t// the whole missing distance were just added to radius.\n\n\t\t\tthis.center.add( _toPoint.multiplyScalar( missingRadiusHalf / length ) );\n\t\t\tthis.radius += missingRadiusHalf;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769\n\n\t\t// To enclose another sphere into this sphere, we only need to enclose two points:\n\t\t// 1) Enclose the farthest point on the other sphere into this sphere.\n\t\t// 2) Enclose the opposite point of the farthest point into this sphere.\n\n\t\t_toFarthestPoint.subVectors( sphere.center, this.center ).normalize().multiplyScalar( sphere.radius );\n\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _toFarthestPoint ) );\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _toFarthestPoint ) );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$2.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$2.elements[ 0 ] *= invSX;\n\t\t_m1$2.elements[ 1 ] *= invSX;\n\t\t_m1$2.elements[ 2 ] *= invSX;\n\n\t\t_m1$2.elements[ 4 ] *= invSY;\n\t\t_m1$2.elements[ 5 ] *= invSY;\n\t\t_m1$2.elements[ 6 ] *= invSY;\n\n\t\t_m1$2.elements[ 8 ] *= invSZ;\n\t\t_m1$2.elements[ 9 ] *= invSZ;\n\t\t_m1$2.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$2 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nMatrix4.prototype.isMatrix4 = true;\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order, update ) {\n\n\t\tconst clamp = MathUtils.clamp;\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$1.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$1, order, update );\n\n\t}\n\n\tsetFromVector3( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\ttoVector3( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.prototype.isEuler = true;\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = new Vector3();\nconst _q1 = new Quaternion();\nconst _m1$1 = new Matrix4();\nconst _target = new Vector3();\n\nconst _position$3 = new Vector3();\nconst _scale$2 = new Vector3();\nconst _quaternion$2 = new Quaternion();\n\nconst _xAxis = new Vector3( 1, 0, 0 );\nconst _yAxis = new Vector3( 0, 1, 0 );\nconst _zAxis = new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nfunction Object3D() {\n\n\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Object3D';\n\n\tthis.parent = null;\n\tthis.children = [];\n\n\tthis.up = Object3D.DefaultUp.clone();\n\n\tconst position = new Vector3();\n\tconst rotation = new Euler();\n\tconst quaternion = new Quaternion();\n\tconst scale = new Vector3( 1, 1, 1 );\n\n\tfunction onRotationChange() {\n\n\t\tquaternion.setFromEuler( rotation, false );\n\n\t}\n\n\tfunction onQuaternionChange() {\n\n\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t}\n\n\trotation._onChange( onRotationChange );\n\tquaternion._onChange( onQuaternionChange );\n\n\tObject.defineProperties( this, {\n\t\tposition: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: position\n\t\t},\n\t\trotation: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: rotation\n\t\t},\n\t\tquaternion: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: quaternion\n\t\t},\n\t\tscale: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: scale\n\t\t},\n\t\tmodelViewMatrix: {\n\t\t\tvalue: new Matrix4()\n\t\t},\n\t\tnormalMatrix: {\n\t\t\tvalue: new Matrix3()\n\t\t}\n\t} );\n\n\tthis.matrix = new Matrix4();\n\tthis.matrixWorld = new Matrix4();\n\n\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\tthis.matrixWorldNeedsUpdate = false;\n\n\tthis.layers = new Layers();\n\tthis.visible = true;\n\n\tthis.castShadow = false;\n\tthis.receiveShadow = false;\n\n\tthis.frustumCulled = true;\n\tthis.renderOrder = 0;\n\n\tthis.animations = [];\n\n\tthis.userData = {};\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Object3D,\n\n\tisObject3D: true,\n\n\tonBeforeRender: function () {},\n\tonAfterRender: function () {},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t},\n\n\tsetRotationFromAxisAngle: function ( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t},\n\n\tsetRotationFromEuler: function ( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t},\n\n\tsetRotationFromMatrix: function ( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t},\n\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t},\n\n\trotateOnAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateOnWorldAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t},\n\n\ttranslateOnAxis: function ( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t},\n\n\ttranslateX: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t},\n\n\ttranslateY: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t},\n\n\ttranslateZ: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t},\n\n\tlocalToWorld: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t},\n\n\tworldToLocal: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t},\n\n\tlookAt: function ( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t},\n\n\tadd: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tremove: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclear: function () {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t},\n\n\tattach: function ( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tthis.add( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectById: function ( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t},\n\n\tgetObjectByName: function ( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t},\n\n\tgetObjectByProperty: function ( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tgetWorldPosition: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t},\n\n\tgetWorldQuaternion: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );\n\t\t\ttarget = new Quaternion();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldScale: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldScale() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t},\n\n\traycast: function () {},\n\n\ttraverse: function ( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseVisible: function ( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseAncestors: function ( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t},\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t},\n\n\tclone: function ( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t},\n\n\tcopy: function ( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2$1.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .projectPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .intersectLine() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .coplanarPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nPlane.prototype.isPlane = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getNormal() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$2.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getBarycoord() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3$1 );\n\n\t\treturn ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3$1 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3$1.x );\n\t\ttarget.addScaledVector( uv2, _v3$1.y );\n\t\ttarget.addScaledVector( uv3, _v3$1.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getMidpoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getPlane() target is now required' );\n\t\t\ttarget = new Plane();\n\n\t\t}\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nlet materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.vertexColors = false;\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.stencilWriteMask = 0xff;\n\tthis.stencilFunc = AlwaysStencilFunc;\n\tthis.stencilRef = 0;\n\tthis.stencilFuncMask = 0xff;\n\tthis.stencilFail = KeepStencilOp;\n\tthis.stencilZFail = KeepStencilOp;\n\tthis.stencilZPass = KeepStencilOp;\n\tthis.stencilWrite = false;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.shadowSide = null;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.alphaToCoverage = false;\n\tthis.premultipliedAlpha = false;\n\n\tthis.visible = true;\n\n\tthis.toneMapped = true;\n\n\tthis.userData = {};\n\n\tthis.version = 0;\n\n}\n\nMaterial.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Material,\n\n\tisMaterial: true,\n\n\tonBeforeCompile: function ( /* shaderobject, renderer */ ) {},\n\n\tcustomProgramCacheKey: function () {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Material: \\'' + key + '\\' parameter is undefined.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': \\'' + key + '\\' is not a property of this material.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\t\t\tdata.reflectivity = this.reflectivity; // Scale behind envMap\n\t\t\tdata.refractionRatio = this.refractionRatio;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\t\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\n\t\t}\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\t\tdata.colorWrite = this.colorWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.morphNormals === true ) data.morphNormals = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nObject.defineProperty( Material.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = MathUtils.euclideanModulo( h, 1 );\n\t\ts = MathUtils.clamp( s, 0, 1 );\n\t\tl = MathUtils.clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopyGammaToLinear( color, gammaFactor = 2.0 ) {\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToGamma( color, gammaFactor = 2.0 ) {\n\n\t\tconst safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t}\n\n\tconvertGammaToLinear( gammaFactor ) {\n\n\t\tthis.copyGammaToLinear( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToGamma( gammaFactor ) {\n\n\t\tthis.copyLinearToGamma( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex() {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t}\n\n\tgetHexString() {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Color: .getHSL() target is now required' );\n\t\t\ttarget = { h: 0, s: 0, l: 0 };\n\n\t\t}\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle() {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\n\nColor.prototype.isColor = true;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * depthTest: ,\n * depthWrite: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: \n * }\n */\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nconst _vector$9 = new Vector3();\nconst _vector2 = new Vector2();\n\nfunction BufferAttribute( array, itemSize, normalized ) {\n\n\tif ( Array.isArray( array ) ) {\n\n\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t}\n\n\tthis.name = '';\n\n\tthis.array = array;\n\tthis.itemSize = itemSize;\n\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\tthis.normalized = normalized === true;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( BufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\n\tisBufferAttribute: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyArray: function ( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t},\n\n\tcopyColorsArray: function ( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector2sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector3sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector4sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2.fromBufferAttribute( this, i );\n\t\t\t\t_vector2.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2.x, _vector2.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\t\tif ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n//\n\nfunction Int8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );\n\n}\n\nInt8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\n\nfunction Uint8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );\n\n}\n\nUint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\n\nfunction Uint8ClampedBufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );\n\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\n\nfunction Int16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );\n\n}\n\nInt16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\n\nfunction Uint16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nUint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\n\nfunction Int32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );\n\n}\n\nInt32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\n\nfunction Uint32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );\n\n}\n\nUint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\nfunction Float16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nFloat16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat16BufferAttribute.prototype.constructor = Float16BufferAttribute;\nFloat16BufferAttribute.prototype.isFloat16BufferAttribute = true;\n\nfunction Float32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );\n\n}\n\nFloat32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\n\nfunction Float64BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );\n\n}\n\nFloat64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nlet _id = 0;\n\nconst _m1 = new Matrix4();\nconst _obj = new Object3D();\nconst _offset = new Vector3();\nconst _box$1 = new Box3();\nconst _boxMorphTargets = new Box3();\nconst _vector$8 = new Vector3();\n\nfunction BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: _id ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\tthis.morphTargetsRelative = false;\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}\n\nBufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: BufferGeometry,\n\n\tisBufferGeometry: true,\n\n\tgetIndex: function () {\n\n\t\treturn this.index;\n\n\t},\n\n\tsetIndex: function ( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t},\n\n\tsetAttribute: function ( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t},\n\n\tdeleteAttribute: function ( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t},\n\n\thasAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t},\n\n\taddGroup: function ( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t},\n\n\tclearGroups: function () {\n\n\t\tthis.groups = [];\n\n\t},\n\n\tsetDrawRange: function ( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$1.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$1.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$1.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$1.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\t// backwards compatibility\n\n\t},\n\n\tcomputeTangents: function () {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst indices = index.array;\n\t\tconst positions = attributes.position.array;\n\t\tconst normals = attributes.normal.array;\n\t\tconst uvs = attributes.uv.array;\n\n\t\tconst nVertices = positions.length / 3;\n\n\t\tif ( attributes.tangent === undefined ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );\n\n\t\t}\n\n\t\tconst tangents = attributes.tangent.array;\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < nVertices; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromArray( positions, a * 3 );\n\t\t\tvB.fromArray( positions, b * 3 );\n\t\t\tvC.fromArray( positions, c * 3 );\n\n\t\t\tuvA.fromArray( uvs, a * 2 );\n\t\t\tuvB.fromArray( uvs, b * 2 );\n\t\t\tuvC.fromArray( uvs, c * 2 );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: indices.length\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindices[ j + 0 ],\n\t\t\t\t\tindices[ j + 1 ],\n\t\t\t\t\tindices[ j + 2 ]\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromArray( normals, v * 3 );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangents[ v * 4 ] = tmp.x;\n\t\t\ttangents[ v * 4 + 1 ] = tmp.y;\n\t\t\ttangents[ v * 4 + 2 ] = tmp.z;\n\t\t\ttangents[ v * 4 + 3 ] = w;\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( indices[ j + 0 ] );\n\t\t\t\thandleVertex( indices[ j + 1 ] );\n\t\t\t\thandleVertex( indices[ j + 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeVertexNormals: function () {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tmerge: function ( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tnormalizeNormals: function () {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t},\n\n\ttoNonIndexed: function () {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nconst _inverseMatrix$2 = new Matrix4();\nconst _ray$2 = new Ray();\nconst _sphere$3 = new Sphere();\n\nconst _vA$1 = new Vector3();\nconst _vB$1 = new Vector3();\nconst _vC$1 = new Vector3();\n\nconst _tempA = new Vector3();\nconst _tempB = new Vector3();\nconst _tempC = new Vector3();\n\nconst _morphA = new Vector3();\nconst _morphB = new Vector3();\nconst _morphC = new Vector3();\n\nconst _uvA$1 = new Vector2();\nconst _uvB$1 = new Vector2();\nconst _uvC$1 = new Vector2();\n\nconst _intersectionPoint = new Vector3();\nconst _intersectionPointWorld = new Vector3();\n\nfunction Mesh( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Mesh';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nMesh.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Mesh,\n\n\tisMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n} );\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA$1.fromBufferAttribute( position, a );\n\t_vB$1.fromBufferAttribute( position, b );\n\t_vC$1.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( material.morphTargets && morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA$1 ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB$1 ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC$1 ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA$1.add( _morphA );\n\t\t_vB$1.add( _morphB );\n\t\t_vC$1.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh && material.skinning ) {\n\n\t\tobject.boneTransform( a, _vA$1 );\n\t\tobject.boneTransform( b, _vB$1 );\n\t\tobject.boneTransform( c, _vC$1 );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv2, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv2, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\n/**\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShaderMaterial';\n\n\tthis.defines = {};\n\tthis.uniforms = {};\n\n\tthis.vertexShader = default_vertex;\n\tthis.fragmentShader = default_fragment;\n\n\tthis.linewidth = 1;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false; // set to use scene fog\n\tthis.lights = false; // set to use scene lights\n\tthis.clipping = false; // set to use user-defined clipping planes\n\n\tthis.skinning = false; // set to use skinning attribute streams\n\tthis.morphTargets = false; // set to use morph targets\n\tthis.morphNormals = false; // set to use morph normals\n\n\tthis.extensions = {\n\t\tderivatives: false, // set to use derivatives\n\t\tfragDepth: false, // set to use fragment depth values\n\t\tdrawBuffers: false, // set to use draw buffers\n\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t};\n\n\t// When rendered geometry doesn't include these attributes but the material does,\n\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\tthis.defaultAttributeValues = {\n\t\t'color': [ 1, 1, 1 ],\n\t\t'uv': [ 0, 0 ],\n\t\t'uv2': [ 0, 0 ]\n\t};\n\n\tthis.index0AttributeName = undefined;\n\tthis.uniformsNeedUpdate = false;\n\n\tthis.glslVersion = null;\n\n\tif ( parameters !== undefined ) {\n\n\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n}\n\nShaderMaterial.prototype = Object.create( Material.prototype );\nShaderMaterial.prototype.constructor = ShaderMaterial;\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.fragmentShader = source.fragmentShader;\n\tthis.vertexShader = source.vertexShader;\n\n\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\tthis.defines = Object.assign( {}, source.defines );\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.lights = source.lights;\n\tthis.clipping = source.clipping;\n\n\tthis.skinning = source.skinning;\n\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.extensions = Object.assign( {}, source.extensions );\n\n\tthis.glslVersion = source.glslVersion;\n\n\treturn this;\n\n};\n\nShaderMaterial.prototype.toJSON = function ( meta ) {\n\n\tconst data = Material.prototype.toJSON.call( this, meta );\n\n\tdata.glslVersion = this.glslVersion;\n\tdata.uniforms = {};\n\n\tfor ( const name in this.uniforms ) {\n\n\t\tconst uniform = this.uniforms[ name ];\n\t\tconst value = uniform.value;\n\n\t\tif ( value && value.isTexture ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 't',\n\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t};\n\n\t\t} else if ( value && value.isColor ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'c',\n\t\t\t\tvalue: value.getHex()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v2',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\tvalue: value\n\t\t\t};\n\n\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t}\n\n\t}\n\n\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\tdata.vertexShader = this.vertexShader;\n\tdata.fragmentShader = this.fragmentShader;\n\n\tconst extensions = {};\n\n\tfor ( const key in this.extensions ) {\n\n\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t}\n\n\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\treturn data;\n\n};\n\nfunction Camera() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Camera';\n\n\tthis.matrixWorldInverse = new Matrix4();\n\n\tthis.projectionMatrix = new Matrix4();\n\tthis.projectionMatrixInverse = new Matrix4();\n\n}\n\nCamera.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Camera,\n\n\tisCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Camera: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tObject3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\nfunction PerspectiveCamera( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'PerspectiveCamera';\n\n\tthis.fov = fov;\n\tthis.zoom = 1;\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.focus = 10;\n\n\tthis.aspect = aspect;\n\tthis.view = null;\n\n\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\tthis.updateProjectionMatrix();\n\n}\n\nPerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: PerspectiveCamera,\n\n\tisPerspectiveCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength: function ( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength: function () {\n\n\t\tconst vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t},\n\n\tgetEffectiveFOV: function () {\n\n\t\treturn MathUtils.RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t},\n\n\tgetFilmWidth: function () {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t},\n\n\tgetFilmHeight: function () {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t},\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst fov = 90, aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.renderTarget = renderTarget;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tcameraPY.up.set( 0, 0, 1 );\n\t\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst renderTarget = this.renderTarget;\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\t\tformat = format !== undefined ? format : RGBFormat;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\t// Why CubeTexture._needsFlipEnvMap is necessary:\n\t\t//\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)\n\t\t// when using WebGLCubeRenderTarget.texture as a cube texture.\n\n\t\tthis._needsFlipEnvMap = true;\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nCubeTexture.prototype.isCubeTexture = true;\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size, options, dummy ) {\n\n\t\tif ( Number.isInteger( options ) ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );\n\n\t\t\toptions = dummy;\n\n\t\t}\n\n\t\tsuper( size, size, options );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.texture._needsFlipEnvMap = false;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.format = RGBAFormat; // see #18859\n\t\tthis.texture.encoding = texture.encoding;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nclass DataTexture extends Texture {\n\n\tconstructor( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { data: data || null, width: width || 1, height: height || 1 };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture.prototype.isDataTexture = true;\n\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$2.center.set( 0, 0, 0 );\n\t\t_sphere$2.radius = 0.7071067811865476;\n\t\t_sphere$2.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type = 5126;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\\n}\\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\tif( cutoffDistance > 0.0 ) {\\n\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t}\\n\\treturn distanceFalloff;\\n#else\\n\\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t}\\n\\treturn 1.0;\\n#endif\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\\n\\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\\n\\treturn Fr * fresnel + F0;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\treturn specularColor * brdf.x + brdf.y;\\n}\\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\tvec3 FssEss = F * brdf.x + brdf.y;\\n\\tfloat Ess = brdf.x + brdf.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie(float roughness, float NoH) {\\n\\tfloat invAlpha = 1.0 / roughness;\\n\\tfloat cos2h = NoH * NoH;\\n\\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\\n}\\nfloat V_Neubelt(float NoV, float NoL) {\\n\\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\\n}\\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 H = normalize( V + L );\\n\\tfloat dotNH = saturate( dot( N, H ) );\\n\\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\\n}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\\n\\t\\tvec2 f = fract( uv );\\n\\t\\tuv += 0.5 - f;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x += texelSize;\\n\\t\\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.y += texelSize;\\n\\t\\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x -= texelSize;\\n\\t\\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\treturn mix( tm, bm, f.y );\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifndef ENVMAP_TYPE_CUBE_UV\\n\\t\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\\n#ifdef REFLECTIVITY\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#endif\\n#ifdef CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheen;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularRoughness;\\n\\tvec3 specularColor;\\n#ifdef CLEARCOAT\\n\\tfloat clearcoat;\\n\\tfloat clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tvec3 sheenColor;\\n#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.specularRoughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = ccDotNL * directLight.color;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tccIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t\\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\\n\\t\\t\\tmaterial.specularRoughness,\\n\\t\\t\\tdirectLight.direction,\\n\\t\\t\\tgeometry,\\n\\t\\t\\tmaterial.sheenColor\\n\\t\\t);\\n\\t#else\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\\n\\t#endif\\n\\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t\\tfloat ccDotNL = ccDotNV;\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\tfloat clearcoatInv = 1.0 - clearcoatDHR;\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\\n\\t#ifdef CLEARCOAT\\n\\t\\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * faceDirection;\\n\\t\\t\\tbitangent = bitangent * faceDirection;\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\t\\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmissionmap_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\\n#endif\";\n\nvar transmissionmap_pars_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\tuniform sampler2D transmissionMap;\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nvar cube_frag = \"#include \\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include \\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nvar cube_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nvar depth_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_frag = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_vert = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifndef FLAT_SHADED\\n\\t\\tvNormal = normalize( transformedNormal );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nvar meshtoon_frag = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshtoon_vert = \"#define TOON\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_frag = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define REFLECTIVITY\\n\\t#define CLEARCOAT\\n\\t#define TRANSMISSION\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef TRANSMISSION\\n\\tuniform float transmission;\\n#endif\\n#ifdef REFLECTIVITY\\n\\tuniform float reflectivity;\\n#endif\\n#ifdef CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheen;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#ifdef TRANSMISSION\\n\\t\\tfloat totalTransmission = transmission;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#ifdef TRANSMISSION\\n\\t\\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\\n\\t#endif\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_vert = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";\n\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_vert = \"#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_vert = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmissionmap_fragment: transmissionmap_fragment,\n\ttransmissionmap_pars_fragment: transmissionmap_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_frag: background_frag,\n\tbackground_vert: background_vert,\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshmatcap_frag: meshmatcap_frag,\n\tmeshmatcap_vert: meshmatcap_vert,\n\tmeshtoon_frag: meshtoon_frag,\n\tmeshtoon_vert: meshtoon_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert,\n\tsprite_frag: sprite_frag,\n\tsprite_vert: sprite_vert\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 },\n\t\tmaxMipLevel: { value: 0 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tsheen: { value: new Color( 0x000000 ) },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nfunction WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = 0;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tbackground = cubemaps.get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( geometry, index );\n\n\t\t\tif ( updateBuffers ) saveCache( geometry, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh === true ) {\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( geometry, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in geometryAttributes ) {\n\n\t\t\tconst cachedAttribute = cachedAttributes[ key ];\n\t\t\tconst geometryAttribute = geometryAttributes[ key ];\n\n\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\tif ( cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( geometry, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst data = {};\n\t\t\tdata.attribute = attribute;\n\n\t\t\tif ( attribute.data ) {\n\n\t\t\t\tdata.data = attribute.data;\n\n\t\t\t}\n\n\t\t\tcache[ key ] = data;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tconst geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( name === 'instanceMatrix' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceMatrix );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 0, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 1, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 2, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 3, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );\n\n\t\t\t\t} else if ( name === 'instanceColor' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceColor );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatilibity\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\t/* eslint-disable no-undef */\n\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\t/* eslint-enable no-undef */\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function ( capabilities ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\n\t\t\t} else {\n\n\t\t\t\tgetExtension( 'WEBGL_depth_texture' );\n\t\t\t\tgetExtension( 'OES_texture_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float_linear' );\n\t\t\t\tgetExtension( 'OES_standard_derivatives' );\n\t\t\t\tgetExtension( 'OES_element_index_uint' );\n\t\t\t\tgetExtension( 'OES_vertex_array_object' );\n\t\t\t\tgetExtension( 'ANGLE_instanced_arrays' );\n\n\t\t\t}\n\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\tlet influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tworkInfluences.sort( numericalSort );\n\n\t\tconst morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tconst morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tconst influence = workInfluences[ i ];\n\t\t\tconst index = influence[ 0 ];\n\t\t\tconst value = influence[ 1 ];\n\n\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t} else {\n\n\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass DataTexture2DArray extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\nclass DataTexture3D extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture3D.prototype.isDataTexture3D = true;\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = new Texture();\nconst emptyTexture2dArray = new DataTexture2DArray();\nconst emptyTexture3d = new DataTexture3D();\nconst emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || emptyTexture3d, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyTexture2dArray, unit );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (from flat array or array of THREE.MatrixN)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tconst cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tconst seq = this.seq;\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tconst n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tconst u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tconst v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tconst r = [];\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction addLineNumbers( string ) {\n\n\tconst lines = string.split( '\\n' );\n\n\tfor ( let i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tcase LogLuvEncoding:\n\t\t\treturn [ 'LogLuv', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst log = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && log === '' ) return '';\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\tconst source = gl.getShaderSource( shader );\n\n\treturn 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\\n' + log + addLineNumbers( source );\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string\n\t\t.replace( unrollLoopPattern, loopReplacer )\n\t\t.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );\n\n}\n\nfunction deprecatedLoopReplacer( match, start, end, snippet ) {\n\n\tconsole.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );\n\treturn loopReplacer( match, start, end, snippet );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = 'precision ' + parameters.precision + ' float;\\nprecision ' + parameters.precision + ' int;';\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\n\n\tconst gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',\n\t\t\tparameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst floatVertexTextures = capabilities.floatVertexTextures;\n\tconst maxVertexUniforms = capabilities.maxVertexUniforms;\n\tconst vertexTextures = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tconst parameterNames = [\n\t\t'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor',\n\t\t'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV',\n\t\t'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap',\n\t\t'roughnessMap', 'metalnessMap', 'gradientMap',\n\t\t'alphaMap', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2',\n\t\t'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning',\n\t\t'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'premultipliedAlpha',\n\t\t'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights',\n\t\t'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows',\n\t\t'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights',\n\t\t'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering',\n\t\t'sheen', 'transmissionMap'\n\t];\n\n\tfunction getMaxBones( object ) {\n\n\t\tconst skeleton = object.skeleton;\n\t\tconst bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tconst nVertexUniforms = maxVertexUniforms;\n\t\t\tconst nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tconst maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map ) {\n\n\t\tlet encoding;\n\n\t\tif ( map && map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map && map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t} else {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tconst maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet vertexShader, fragmentShader;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map ),\n\t\t\tmatcap: !! material.matcap,\n\t\t\tmatcapEncoding: getTextureEncodingFromMap( material.matcap ),\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( envMap ),\n\t\t\tenvMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\tlightMapEncoding: getTextureEncodingFromMap( material.lightMap ),\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\t\t\tclearcoatMap: !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: !! material.clearcoatNormalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: !! material.sheen,\n\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( material.normalMap && material.vertexTangents ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: !! material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.fragmentShader );\n\t\t\tarray.push( parameters.vertexShader );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tfor ( let i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t\t}\n\n\t\t\tarray.push( renderer.outputEncoding );\n\t\t\tarray.push( renderer.gammaFactor );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList( properties ) {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transparent = [];\n\n\tconst defaultProgram = { id: - 1 };\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: materialProperties.program || defaultProgram,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = materialProperties.program || defaultProgram;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).unshift( renderItem );\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.program = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists( properties ) {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tlet list;\n\n\t\tif ( lists.has( scene ) === false ) {\n\n\t\t\tlist = new WebGLRenderList( properties );\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= lists.get( scene ).length ) {\n\n\t\t\t\tlist = new WebGLRenderList( properties );\n\t\t\t\tlists.get( scene ).push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = lists.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights() {\n\n\t\tlights.setup( lightsArray );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tlet renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStates.get( scene ).length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * parameters = {\n *\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n * }\n */\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\n/**\n * parameters = {\n *\n * referencePosition: ,\n * nearDistance: ,\n * farDistance: ,\n *\n * skinning: ,\n * morphTargets: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: \n *\n * }\n */\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.referencePosition = new Vector3();\n\t\tthis.nearDistance = 1;\n\t\tthis.farDistance = 1000;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.referencePosition.copy( source.referencePosition );\n\t\tthis.nearDistance = source.nearDistance;\n\t\tthis.farDistance = source.farDistance;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nvar vsm_frag = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\\n\\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean * HALF_SAMPLE_RATE;\\n\\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, _capabilities ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterials = [],\n\t\t_distanceMaterials = [],\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = _capabilities.maxTextureSize;\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\n\t\tdefines: {\n\t\t\tSAMPLE_RATE: 2.0 / 8.0,\n\t\t\tHALF_SAMPLE_RATE: 1.0 / 8.0\n\t\t},\n\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vsm_vert,\n\n\t\tfragmentShader: vsm_frag\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tconst pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _depthMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDepthMaterial( {\n\n\t\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_depthMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _distanceMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDistanceMaterial( {\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_distanceMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tlet getMaterialVariant = getDepthMaterialVariant;\n\t\tlet customMaterial = object.customDepthMaterial;\n\n\t\tif ( light.isPointLight === true ) {\n\n\t\t\tgetMaterialVariant = getDistanceMaterialVariant;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( customMaterial === undefined ) {\n\n\t\t\tlet useMorphing = false;\n\n\t\t\tif ( material.morphTargets === true ) {\n\n\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t}\n\n\t\t\tlet useSkinning = false;\n\n\t\t\tif ( object.isSkinnedMesh === true ) {\n\n\t\t\t\tif ( material.skinning === true ) {\n\n\t\t\t\t\tuseSkinning = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst useInstancing = object.isInstancedMesh === true;\n\n\t\t\tresult = getMaterialVariant( useMorphing, useSkinning, useInstancing );\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tlet enabledCapabilities = {};\n\n\tlet xrFramebuffer = null;\n\tlet currentBoundFramebuffers = {};\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst currentScissor = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height );\n\tconst currentViewport = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindXRFramebuffer( framebuffer ) {\n\n\t\tif ( framebuffer !== xrFramebuffer ) {\n\n\t\t\tgl.bindFramebuffer( 36160, framebuffer );\n\n\t\t\txrFramebuffer = framebuffer;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( framebuffer === null && xrFramebuffer !== null ) framebuffer = xrFramebuffer; // use active XR framebuffer if available\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 0, 769, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 769 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( 32926 )\n\t\t\t: disable( 32926 );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( 3042 );\n\t\tgl.disable( 2884 );\n\t\tgl.disable( 2929 );\n\t\tgl.disable( 32823 );\n\t\tgl.disable( 3089 );\n\t\tgl.disable( 2960 );\n\t\tgl.disable( 32926 );\n\n\t\tgl.blendEquation( 32774 );\n\t\tgl.blendFunc( 1, 0 );\n\t\tgl.blendFuncSeparate( 1, 0, 1, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( 513 );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( 519, 0, 0xffffffff );\n\t\tgl.stencilOp( 7680, 7680, 7680 );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( 1029 );\n\t\tgl.frontFace( 2305 );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( 33984 );\n\n\t\tgl.bindFramebuffer( 36160, null );\n\n\t\tif ( isWebGL2 === true ) {\n\n\t\t\tgl.bindFramebuffer( 36009, null );\n\t\t\tgl.bindFramebuffer( 36008, null );\n\n\t\t}\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\txrFramebuffer = null;\n\t\tcurrentBoundFramebuffers = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tbindXRFramebuffer: bindXRFramebuffer,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\tnew OffscreenCanvas( width, height ) :\n\t\t\tdocument.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target, texture, width, height ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\ttextureProperties.__maxMipLevel = Math.log2( Math.max( width, height ) );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 6407 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34837;\n\t\t\tif ( glType === 5131 ) internalFormat = 34843;\n\t\t\tif ( glType === 5121 ) internalFormat = 32849;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = 32856;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2\n\t\t\tif ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataTexture2DArray ) textureType = 35866;\n\t\tif ( texture.isDataTexture3D ) textureType = 32879;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;\n\t\tconst image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\n\t\tconst supportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format );\n\n\t\tlet glType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\tlet mipmap;\n\t\tconst mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tglInternalFormat = 6402;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// validation checks for WebGL 1\n\n\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else if ( texture.isDataTexture2DArray ) {\n\n\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else if ( texture.isDataTexture3D ) {\n\n\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tgenerateMipmap( textureType, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );\n\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\tconst cubeImage = [];\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t} else {\n\n\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst image = cubeImage[ 0 ],\n\t\t\tsupportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\tglType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\tlet mipmaps;\n\n\t\tif ( isCompressed ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else {\n\n\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length;\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t// We assume images for cube map have the same size.\n\t\t\tgenerateMipmap( 34067, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst glFormat = utils.convert( texture.format );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tif ( textureTarget === 32879 || textureTarget === 35866 ) {\n\n\t\t\tstate.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t} else {\n\n\t\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\tconst glType = utils.convert( texture.type );\n\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\t\ttextureProperties.__version = texture.version;\n\n\t\tinfo.memory.textures ++;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );\n\t\tconst isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\t// Handles WebGL2 RGBFormat fallback - #18858\n\n\t\tif ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {\n\n\t\t\ttexture.format = RGBAFormat;\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, null );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067, texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 34067, null );\n\n\t\t} else {\n\n\t\t\tlet glTextureType = 3553;\n\n\t\t\tif ( isRenderTarget3D ) {\n\n\t\t\t\t// Render targets containing layers, i.e: Texture 3D and 2d arrays\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tconst isTexture3D = texture.isDataTexture3D;\n\t\t\t\t\tglTextureType = isTexture3D ? 32879 : 35866;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, glTextureType );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 3553, texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 3553, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\tgenerateMipmap( target, texture, renderTarget.width, renderTarget.height );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\tstate.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = 16384;\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?\n\t\t\tMath.min( maxSamples, renderTarget.samples ) : 0;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\t// backwards compatibility\n\n\tlet warnedTexture2D = false;\n\tlet warnedTextureCube = false;\n\n\tfunction safeSetTexture2D( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\tif ( warnedTexture2D === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTexture2D = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\tsetTexture2D( texture, slot );\n\n\t}\n\n\tfunction safeSetTextureCube( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLCubeRenderTarget ) {\n\n\t\t\tif ( warnedTextureCube === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\\'t use cube render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTextureCube = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\n\t\tsetTextureCube( texture, slot );\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\n\tthis.safeSetTexture2D = safeSetTexture2D;\n\tthis.safeSetTextureCube = safeSetTextureCube;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\t\tif ( p === UnsignedShort565Type ) return 33635;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBFormat ) return 6407;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBIntegerFormat ) return 36248;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nArrayCamera.prototype.isArrayCamera = true;\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nGroup.prototype.isGroup = true;\n\nfunction WebXRController() {\n\n\tthis._targetRay = null;\n\tthis._grip = null;\n\tthis._hand = null;\n\n}\n\nObject.assign( WebXRController.prototype, {\n\n\tconstructor: WebXRController,\n\n\tgetHandSpace: function () {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t},\n\n\tgetTargetRaySpace: function () {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t},\n\n\tgetGripSpace: function () {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tdisconnect: function ( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tupdate: function ( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\t\tconst joint = new Group();\n\t\t\t\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\t\t\t\tjoint.visible = false;\n\t\t\t\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\t\t\t\t\t\t// ??\n\t\t\t\t\t\thand.add( joint );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst joint = hand.joints[ inputjoint.jointName ];\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction WebXRManager( renderer, gl ) {\n\n\tconst scope = this;\n\tconst state = renderer.state;\n\n\tlet session = null;\n\n\tlet framebufferScaleFactor = 1.0;\n\n\tlet referenceSpace = null;\n\tlet referenceSpaceType = 'local-floor';\n\n\tlet pose = null;\n\n\tconst controllers = [];\n\tconst inputSourcesMap = new Map();\n\n\t//\n\n\tconst cameraL = new PerspectiveCamera();\n\tcameraL.layers.enable( 1 );\n\tcameraL.viewport = new Vector4();\n\n\tconst cameraR = new PerspectiveCamera();\n\tcameraR.layers.enable( 2 );\n\tcameraR.viewport = new Vector4();\n\n\tconst cameras = [ cameraL, cameraR ];\n\n\tconst cameraVR = new ArrayCamera();\n\tcameraVR.layers.enable( 1 );\n\tcameraVR.layers.enable( 2 );\n\n\tlet _currentDepthNear = null;\n\tlet _currentDepthFar = null;\n\n\t//\n\n\tthis.enabled = false;\n\n\tthis.isPresenting = false;\n\n\tthis.getController = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getTargetRaySpace();\n\n\t};\n\n\tthis.getControllerGrip = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getGripSpace();\n\n\t};\n\n\tthis.getHand = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getHandSpace();\n\n\t};\n\n\t//\n\n\tfunction onSessionEvent( event ) {\n\n\t\tconst controller = inputSourcesMap.get( event.inputSource );\n\n\t\tif ( controller ) {\n\n\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t}\n\n\t}\n\n\tfunction onSessionEnd() {\n\n\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\tcontroller.disconnect( inputSource );\n\n\t\t} );\n\n\t\tinputSourcesMap.clear();\n\n\t\t_currentDepthNear = null;\n\t\t_currentDepthFar = null;\n\n\t\t// restore framebuffer/rendering state\n\n\t\tstate.bindXRFramebuffer( null );\n\t\trenderer.setRenderTarget( renderer.getRenderTarget() );\n\n\t\t//\n\n\t\tanimation.stop();\n\n\t\tscope.isPresenting = false;\n\n\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t}\n\n\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\tframebufferScaleFactor = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\treferenceSpaceType = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.getReferenceSpace = function () {\n\n\t\treturn referenceSpace;\n\n\t};\n\n\tthis.getSession = function () {\n\n\t\treturn session;\n\n\t};\n\n\tthis.setSession = async function ( value ) {\n\n\t\tsession = value;\n\n\t\tif ( session !== null ) {\n\n\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tconst attributes = gl.getContextAttributes();\n\n\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t}\n\n\t\t\tconst layerInit = {\n\t\t\t\tantialias: attributes.antialias,\n\t\t\t\talpha: attributes.alpha,\n\t\t\t\tdepth: attributes.depth,\n\t\t\t\tstencil: attributes.stencil,\n\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t};\n\n\t\t\t// eslint-disable-next-line no-undef\n\t\t\tconst baseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\tsession.updateRenderState( { baseLayer: baseLayer } );\n\n\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\tanimation.setContext( session );\n\t\t\tanimation.start();\n\n\t\t\tscope.isPresenting = true;\n\n\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t}\n\n\t};\n\n\tfunction onInputSourcesChange( event ) {\n\n\t\tconst inputSources = session.inputSources;\n\n\t\t// Assign inputSources to available controllers\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t}\n\n\t\t// Notify disconnected\n\n\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\tconst inputSource = event.removed[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\tinputSourcesMap.delete( inputSource );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Notify connected\n\n\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\tconst inputSource = event.added[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tconst cameraLPos = new Vector3();\n\tconst cameraRPos = new Vector3();\n\n\t/**\n\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t * the cameras' projection and world matrices have already been set.\n\t * And that near and far planes are identical for both cameras.\n\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t */\n\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t// VR systems will have identical far and near planes, and\n\t\t// most likely identical top and bottom frustum extents.\n\t\t// Use the left camera for these values.\n\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\tconst left = near * leftFov;\n\t\tconst right = near * rightFov;\n\n\t\t// Calculate the new camera's position offset from the\n\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t// TODO: Better way to apply this offset?\n\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.translateX( xOffset );\n\t\tcamera.translateZ( zOffset );\n\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t// Find the union of the frustum values of the cameras and scale\n\t\t// the values so that the near plane's position does not change in world space,\n\t\t// although must now be relative to the new union camera.\n\t\tconst near2 = near + zOffset;\n\t\tconst far2 = far + zOffset;\n\t\tconst left2 = left - xOffset;\n\t\tconst right2 = right + ( ipd - xOffset );\n\t\tconst top2 = topFov * far / far2 * near2;\n\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t}\n\n\tfunction updateCamera( camera, parent ) {\n\n\t\tif ( parent === null ) {\n\n\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t} else {\n\n\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t}\n\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t}\n\n\tthis.getCamera = function ( camera ) {\n\n\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\tsession.updateRenderState( {\n\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\tdepthFar: cameraVR.far\n\t\t\t} );\n\n\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t}\n\n\t\tconst parent = camera.parent;\n\t\tconst cameras = cameraVR.cameras;\n\n\t\tupdateCamera( cameraVR, parent );\n\n\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t}\n\n\t\t// update camera and its children\n\n\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\t\tcamera.matrix.copy( cameraVR.matrix );\n\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\n\t\tconst children = camera.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t\t// update projection matrix for proper view frustum culling\n\n\t\tif ( cameras.length === 2 ) {\n\n\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t} else {\n\n\t\t\t// assume single camera setup (AR)\n\n\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t}\n\n\t\treturn cameraVR;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tpose = frame.getViewerPose( referenceSpace );\n\n\t\tif ( pose !== null ) {\n\n\t\t\tconst views = pose.views;\n\t\t\tconst baseLayer = session.renderState.baseLayer;\n\n\t\t\tstate.bindXRFramebuffer( baseLayer.framebuffer );\n\n\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\tconst view = views[ i ];\n\t\t\t\tconst viewport = baseLayer.getViewport( view );\n\n\t\t\t\tconst camera = cameras[ i ];\n\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t}\n\n\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst inputSources = session.inputSources;\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tconst controller = controllers[ i ];\n\t\t\tconst inputSource = inputSources[ i ];\n\n\t\t\tcontroller.update( inputSource, frame, referenceSpace );\n\n\t\t}\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\n\t};\n\n\tthis.dispose = function () {};\n\n}\n\nObject.assign( WebXRManager.prototype, EventDispatcher.prototype );\n\nfunction WebGLMaterials( properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsLambert( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material );\n\n\t\t\t} else {\n\n\t\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDepth( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsNormal( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t\tconst maxMipLevel = properties.get( envMap ).__maxMipLevel;\n\n\t\t\tif ( maxMipLevel !== undefined ) {\n\n\t\t\t\tuniforms.maxMipLevel.value = maxMipLevel;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material ) {\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t\tuniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\t\tif ( material.sheen ) uniforms.sheen.value.copy( material.sheen );\n\n\t\tif ( material.clearcoatMap ) {\n\n\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.transmission.value = material.transmission;\n\n\t\tif ( material.transmissionMap ) {\n\n\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters ) {\n\n\tparameters = parameters || {};\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// render() can be called from within a callback triggered by another render.\n\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\tconst renderListStack = [];\n\tconst renderStateStack = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\textensions.init( capabilities );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( properties );\n\t\trenderLists = new WebGLRenderLists( properties );\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );\n\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.shadowMap = shadowMap;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );\n\n\t\t\ttarget = new Vector4();\n\n\t\t}\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );\n\n\t\t\ttarget = new Color();\n\n\t\t}\n\n\t\treturn target.copy( background.getClearColor() );\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= 16384;\n\t\tif ( depth === undefined || depth ) bits |= 256;\n\t\tif ( stencil === undefined || stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\n\t\txr.dispose();\n\n\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tconst infoAutoReset = info.autoReset;\n\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\tconst shadowMapType = shadowMap.type;\n\n\t\tinitGLContext();\n\n\t\tinfo.autoReset = infoAutoReset;\n\t\tshadowMap.enabled = shadowMapEnabled;\n\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\tshadowMap.type = shadowMapType;\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReferences( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\tconst programs = properties.get( material ).programs;\n\n\t\tif ( programs !== undefined ) {\n\n\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t} );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program ) {\n\n\t\tbindingStates.initAttributes();\n\n\t\tconst buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.position );\n\t\t\t_gl.bufferData( 34962, object.positionArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.normal );\n\t\t\t_gl.bufferData( 34962, object.normalArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.normal );\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.uv );\n\t\t\t_gl.bufferData( 34962, object.uvArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.uv );\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.color );\n\t\t\t_gl.bufferData( 34962, object.colorArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.color );\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tbindingStates.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( 4, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tif ( material.morphTargets || material.morphNormals ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tconst rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tconst rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tconst groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tconst groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tconst drawStart = Math.max( rangeStart, groupStart );\n\t\tconst drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tconst drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene );\n\t\tcurrentRenderState.init();\n\n\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights();\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tgetProgram( material2, scene, object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tfunction onXRSessionStart() {\n\n\t\tanimation.stop();\n\n\t}\n\n\tfunction onXRSessionEnd() {\n\n\t\tanimation.start();\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof window !== 'undefined' ) animation.setContext( window );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tlet renderTarget, forceClear;\n\n\t\tif ( arguments[ 2 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );\n\t\t\trenderTarget = arguments[ 2 ];\n\n\t\t}\n\n\t\tif ( arguments[ 3 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );\n\t\t\tforceClear = arguments[ 3 ];\n\n\t\t}\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tcamera = xr.getCamera( camera );\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\tcurrentRenderList.init();\n\n\t\trenderListStack.push( currentRenderList );\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tcurrentRenderState.setupLights();\n\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\tif ( renderTarget !== undefined ) {\n\n\t\t\tthis.setRenderTarget( renderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\t// _gl.finish();\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\trenderStateStack.pop();\n\n\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderState = null;\n\n\t\t}\n\n\t\trenderListStack.pop();\n\n\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderList = null;\n\n\t\t}\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ j ];\n\n\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\tstate.viewport( _currentViewport.copy( camera2.viewport ) );\n\n\t\t\t\t\t\tcurrentRenderState.setupLightsView( camera2 );\n\n\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tbindingStates.reset();\n\n\t\t\trenderObjectImmediate( object, program );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction getProgram( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet programs = materialProperties.programs;\n\n\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );\n\n\t\tif ( programs === undefined ) {\n\n\t\t\t// new material\n\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tprograms = new Map();\n\t\t\tmaterialProperties.programs = programs;\n\n\t\t}\n\n\t\tlet program = programs.get( programCacheKey );\n\n\t\tif ( program !== undefined ) {\n\n\t\t\t// early out if program and light state is identical\n\n\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\treturn program;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.currentProgram = program;\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t\treturn program;\n\n\t}\n\n\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\t\tmaterialProperties.instancing = parameters.instancing;\n\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\n\t}\n\n\tfunction setProgram( camera, scene, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\t\tconst vertexAlphas = material.vertexColors === true && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4;\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tlet needsProgramChange = false;\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tneedsProgramChange = true;\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\t//\n\n\t\tlet program = materialProperties.currentProgram;\n\n\t\tif ( needsProgramChange === true ) {\n\n\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst p_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// otherwise textures used for skinning can take over texture units reserved for other material textures\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tconst bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tlet size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = MathUtils.ceilPowerOfTwo( size );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tlet framebuffer = null;\n\t\tlet isCube = false;\n\t\tlet isRenderTarget3D = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tif ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {\n\n\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t}\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t_gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! halfFloatSupportedByExt ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\t\tconst glFormat = utils.convert( texture.format );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tif ( _this.isWebGL1Renderer ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst { width, height, data } = srcTexture.image;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\t\tlet glTarget;\n\n\t\tif ( dstTexture.isDataTexture3D ) {\n\n\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\tglTarget = 32879;\n\n\t\t} else if ( dstTexture.isDataTexture2DArray ) {\n\n\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\tglTarget = 35866;\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tconst unpackRowLen = _gl.getParameter( 3314 );\n\t\tconst unpackImageHeight = _gl.getParameter( 32878 );\n\t\tconst unpackSkipPixels = _gl.getParameter( 3316 );\n\t\tconst unpackSkipRows = _gl.getParameter( 3315 );\n\t\tconst unpackSkipImages = _gl.getParameter( 32877 );\n\n\t\t_gl.pixelStorei( 3314, width );\n\t\t_gl.pixelStorei( 32878, height );\n\t\t_gl.pixelStorei( 3316, sourceBox.min.x );\n\t\t_gl.pixelStorei( 3315, sourceBox.min.y );\n\t\t_gl.pixelStorei( 32877, sourceBox.min.z );\n\n\t\t_gl.texSubImage3D(\n\t\t\tglTarget,\n\t\t\tlevel,\n\t\t\tposition.x,\n\t\t\tposition.y,\n\t\t\tposition.z,\n\t\t\tsourceBox.max.x - sourceBox.min.x + 1,\n\t\t\tsourceBox.max.y - sourceBox.min.y + 1,\n\t\t\tsourceBox.max.z - sourceBox.min.z + 1,\n\t\t\tglFormat,\n\t\t\tglType,\n\t\t\tdata\n\t\t);\n\n\t\t_gl.pixelStorei( 3314, unpackRowLen );\n\t\t_gl.pixelStorei( 32878, unpackImageHeight );\n\t\t_gl.pixelStorei( 3316, unpackSkipPixels );\n\t\t_gl.pixelStorei( 3315, unpackSkipRows );\n\t\t_gl.pixelStorei( 32877, unpackSkipImages );\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.resetState = function () {\n\n\t\t_currentActiveCubeFace = 0;\n\t\t_currentActiveMipmapLevel = 0;\n\t\t_currentRenderTarget = null;\n\n\t\tstate.reset();\n\t\tbindingStates.reset();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\nclass WebGL1Renderer extends WebGLRenderer {}\n\nWebGL1Renderer.prototype.isWebGL1Renderer = true;\n\nclass FogExp2 {\n\n\tconstructor( color, density = 0.00025 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = density;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nFogExp2.prototype.isFogExp2 = true;\n\nclass Fog {\n\n\tconstructor( color, near = 1, far = 1000 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nFog.prototype.isFog = true;\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nScene.prototype.isScene = true;\n\nfunction InterleavedBuffer( array, stride ) {\n\n\tthis.array = array;\n\tthis.stride = stride;\n\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n}\n\nObject.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\n\tisInterleavedBuffer: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new InterleavedBuffer( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n} );\n\nconst _vector$6 = new Vector3();\n\nfunction InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {\n\n\tthis.name = '';\n\n\tthis.data = interleavedBuffer;\n\tthis.itemSize = itemSize;\n\tthis.offset = offset;\n\n\tthis.normalized = normalized === true;\n\n}\n\nObject.defineProperties( InterleavedBufferAttribute.prototype, {\n\n\tcount: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.count;\n\n\t\t}\n\n\t},\n\n\tarray: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.array;\n\n\t\t}\n\n\t},\n\n\tneedsUpdate: {\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.data.needsUpdate = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( InterleavedBufferAttribute.prototype, {\n\n\tisInterleavedBufferAttribute: true,\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// deinterleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interlaved attribtue\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n * rotation: ,\n * sizeAttenuation: \n * }\n */\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSprite.prototype.isSprite = true;\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$2 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\n\nclass LOD extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis._currentLevel = 0;\n\n\t\tthis.type = 'LOD';\n\n\t\tObject.defineProperties( this, {\n\t\t\tlevels: {\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: []\n\t\t\t},\n\t\t\tisLOD: {\n\t\t\t\tvalue: true,\n\t\t\t}\n\t\t} );\n\n\t\tthis.autoUpdate = true;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\taddLevel( object, distance = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t}\n\n\tgetCurrentLevel() {\n\n\t\treturn this._currentLevel;\n\n\t}\n\n\tgetObjectForDistance( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$2 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$1.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _basePosition = new Vector3();\n\nconst _skinIndex = new Vector4();\nconst _skinWeight = new Vector4();\n\nconst _vector$5 = new Vector3();\nconst _matrix = new Matrix4();\n\nfunction SkinnedMesh( geometry, material ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'SkinnedMesh';\n\n\tthis.bindMode = 'attached';\n\tthis.bindMatrix = new Matrix4();\n\tthis.bindMatrixInverse = new Matrix4();\n\n}\n\nSkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: SkinnedMesh,\n\n\tisSkinnedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t},\n\n\tbind: function ( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t},\n\n\tpose: function () {\n\n\t\tthis.skeleton.pose();\n\n\t},\n\n\tnormalizeSkinWeights: function () {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.x = skinWeight.getX( i );\n\t\t\tvector.y = skinWeight.getY( i );\n\t\t\tvector.z = skinWeight.getZ( i );\n\t\t\tvector.w = skinWeight.getW( i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tMesh.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t},\n\n\tboneTransform: function ( index, target ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );\n\n\t\ttarget.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\ttarget.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n} );\n\nfunction Bone() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Bone';\n\n}\n\nBone.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Bone,\n\n\tisBone: true\n\n} );\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\t\tthis.boneTextureSize = 0;\n\n\t\tthis.frame = - 1;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _instanceLocalMatrix = new Matrix4();\nconst _instanceWorldMatrix = new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = new Mesh();\n\nfunction InstancedMesh( geometry, material, count ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );\n\tthis.instanceColor = null;\n\n\tthis.count = count;\n\n\tthis.frustumCulled = false;\n\n}\n\nInstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: InstancedMesh,\n\n\tisInstancedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t},\n\n\tgetColorAt: function ( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tgetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t},\n\n\tsetColorAt: function ( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tsetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nconst _start$1 = new Vector3();\nconst _end$1 = new Vector3();\nconst _inverseMatrix$1 = new Matrix4();\nconst _ray$1 = new Ray();\nconst _sphere$1 = new Sphere();\n\nfunction Line( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Line';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nLine.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Line,\n\n\tisLine: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere );\n\t\t_sphere$1.applyMatrix4( matrixWorld );\n\t\t_sphere$1.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _start = new Vector3();\nconst _end = new Vector3();\n\nfunction LineSegments( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineSegments';\n\n}\n\nLineSegments.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineSegments,\n\n\tisLineSegments: true,\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [];\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nLineLoop.prototype.isLineLoop = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n *\n * size: ,\n * sizeAttenuation: \n *\n * morphTargets: \n * }\n */\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nconst _inverseMatrix = new Matrix4();\nconst _ray = new Ray();\nconst _sphere = new Sphere();\nconst _position$2 = new Vector3();\n\nfunction Points( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Points';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nPoints.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Points,\n\n\tisPoints: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\t\t_sphere.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i ++ ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nclass VideoTexture extends Texture {\n\n\tconstructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.format = format !== undefined ? format : RGBFormat;\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nVideoTexture.prototype.isVideoTexture = true;\n\nclass CompressedTexture extends Texture {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nCanvasTexture.prototype.isCanvasTexture = true;\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\t\tformat = format !== undefined ? format : DepthFormat;\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps\t= false;\n\n\t}\n\n\n}\n\nDepthTexture.prototype.isDepthTexture = true;\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices, indices, radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nconst _v0 = new Vector3();\nconst _v1$1 = new Vector3();\nconst _normal = new Vector3();\nconst _triangle = new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry, thresholdAngle ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst precisionPoints = 4;\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\tconst thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );\n\n\t\tconst indexAttr = geometry.getIndex();\n\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\tconst indexArr = [ 0, 0, 0 ];\n\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\tconst hashes = new Array( 3 );\n\n\t\tconst edgeData = {};\n\t\tconst vertices = [];\n\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\tif ( indexAttr ) {\n\n\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t} else {\n\n\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t}\n\n\t\t\tconst { a, b, c } = _triangle;\n\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t_triangle.getNormal( _normal );\n\n\t\t\t// create hashes for the edge from the vertices\n\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t// skip degenerate triangles\n\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// iterate over every edge\n\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\tif ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\tnormal: _normal.clone(),\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\tfor ( const key in edgeData ) {\n\n\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t_v0.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t_v1$1.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\tvertices.push( _v0.x, _v0.y, _v0.z );\n\t\t\t\tvertices.push( _v1$1.x, _v1$1.y, _v1$1.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim ) {\n\n\t\tdim = dim || 2;\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tlet p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tconst b = splitPolygon( outerNode, hole );\n\n\t\t// filter collinear points around the cuts\n\t\tfilterPoints( outerNode, outerNode.next );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode;\n\tconst hx = hole.x;\n\tconst hy = hole.y;\n\tlet qx = - Infinity, m;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t\t( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t\t( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n\t\t( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n\t\t( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n\t\tequals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nconst ShapeUtils = {\n\n\t// calculate area of the contour polygon\n\n\tarea: function ( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t},\n\n\tisClockWise: function ( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t},\n\n\ttriangulateShape: function ( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n};\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tlet depth = options.depth !== undefined ? options.depth : 100;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t// deprecated options\n\n\t\t\tif ( options.amount !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\t\tdepth = options.amount;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points, segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices and uvs\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// generate normals\n\n\t\tthis.computeVertexNormals();\n\n\t\t// if the geometry is closed, we need to average the normals along the seam.\n\t\t// because the corresponding vertices are identical (but still have different UVs).\n\n\t\tif ( phiLength === Math.PI * 2 ) {\n\n\t\t\tconst normals = this.attributes.normal.array;\n\t\t\tconst n1 = new Vector3();\n\t\t\tconst n2 = new Vector3();\n\t\t\tconst n = new Vector3();\n\n\t\t\t// this is the buffer offset for the last line of vertices\n\n\t\t\tconst base = segments * points.length * 3;\n\n\t\t\tfor ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t\t// select the normal of the vertex in the first line\n\n\t\t\t\tn1.x = normals[ j + 0 ];\n\t\t\t\tn1.y = normals[ j + 1 ];\n\t\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t\t// select the normal of the vertex in the last line\n\n\t\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t\t// average normals\n\n\t\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t\t// assign the new values to both normals\n\n\t\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nfunction ParametricGeometry( func, slices, stacks ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ParametricGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\t// buffers\n\n\tconst indices = [];\n\tconst vertices = [];\n\tconst normals = [];\n\tconst uvs = [];\n\n\tconst EPS = 0.00001;\n\n\tconst normal = new Vector3();\n\n\tconst p0 = new Vector3(), p1 = new Vector3();\n\tconst pu = new Vector3(), pv = new Vector3();\n\n\tif ( func.length < 3 ) {\n\n\t\tconsole.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );\n\n\t}\n\n\t// generate vertices, normals and uvs\n\n\tconst sliceCount = slices + 1;\n\n\tfor ( let i = 0; i <= stacks; i ++ ) {\n\n\t\tconst v = i / stacks;\n\n\t\tfor ( let j = 0; j <= slices; j ++ ) {\n\n\t\t\tconst u = j / slices;\n\n\t\t\t// vertex\n\n\t\t\tfunc( u, v, p0 );\n\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t// normal\n\n\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\tfunc( u - EPS, v, p1 );\n\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u + EPS, v, p1 );\n\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\tfunc( u, v - EPS, p1 );\n\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u, v + EPS, p1 );\n\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, v );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( let i = 0; i < stacks; i ++ ) {\n\n\t\tfor ( let j = 0; j < slices; j ++ ) {\n\n\t\t\tconst a = i * sliceCount + j;\n\t\t\tconst b = i * sliceCount + j + 1;\n\t\t\tconst c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\tconst d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t// faces one and two\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nParametricGeometry.prototype = Object.create( BufferGeometry.prototype );\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, curveSegments = 12 ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// incides\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON( shapes, data );\n\n\t}\n\n}\n\nfunction toJSON( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n/**\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: , // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: // how far from text outline does bevel start\n * }\n */\n\nclass TextGeometry extends ExtrudeGeometry {\n\n\tconstructor( text, parameters = {} ) {\n\n\t\tconst font = parameters.font;\n\n\t\tif ( ! ( font && font.isFont ) ) {\n\n\t\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst shapes = font.generateShapes( text, parameters.size );\n\n\t\t// translate parameters to ExtrudeGeometry API\n\n\t\tparameters.depth = parameters.height !== undefined ? parameters.height : 50;\n\n\t\t// defaults\n\n\t\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\t\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\t\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\t\tsuper( shapes, parameters );\n\n\t\tthis.type = 'TextGeometry';\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry ) {\n\n\t\tsuper();\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\n\t\t// helper variables\n\n\t\tconst edge = [ 0, 0 ], edges = {};\n\n\t\tconst vertex = new Vector3();\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\t// indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst indices = geometry.index;\n\t\t\tlet groups = geometry.groups;\n\n\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t}\n\n\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\tconst start = group.start;\n\t\t\t\tconst count = group.count;\n\n\t\t\t\tfor ( let i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\tconst edge1 = indices.getX( i + j );\n\t\t\t\t\t\tconst edge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( const key in edges ) {\n\n\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// non-indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\n/**\n * parameters = {\n * color: \n * }\n */\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\treturn this;\n\n\t}\n\n}\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * roughness: ,\n * metalness: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * roughnessMap: new THREE.Texture( ),\n *\n * metalnessMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: \n *\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nfunction MeshStandardMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.type = 'MeshStandardMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.roughness = 1.0;\n\tthis.metalness = 0.0;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.roughnessMap = null;\n\n\tthis.metalnessMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.envMapIntensity = 1.0;\n\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.flatShading = false;\n\n\tthis.vertexTangents = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshStandardMaterial.prototype = Object.create( Material.prototype );\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.color.copy( source.color );\n\tthis.roughness = source.roughness;\n\tthis.metalness = source.metalness;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.roughnessMap = source.roughnessMap;\n\n\tthis.metalnessMap = source.metalnessMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.envMapIntensity = source.envMapIntensity;\n\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.flatShading = source.flatShading;\n\n\tthis.vertexTangents = source.vertexTangents;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * clearcoat: ,\n * clearcoatMap: new THREE.Texture( ),\n * clearcoatRoughness: ,\n * clearcoatRoughnessMap: new THREE.Texture( ),\n * clearcoatNormalScale: ,\n * clearcoatNormalMap: new THREE.Texture( ),\n *\n * reflectivity: ,\n * ior: ,\n *\n * sheen: ,\n *\n * transmission: ,\n * transmissionMap: new THREE.Texture( )\n * }\n */\n\nfunction MeshPhysicalMaterial( parameters ) {\n\n\tMeshStandardMaterial.call( this );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.type = 'MeshPhysicalMaterial';\n\n\tthis.clearcoat = 0.0;\n\tthis.clearcoatMap = null;\n\tthis.clearcoatRoughness = 0.0;\n\tthis.clearcoatRoughnessMap = null;\n\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\tthis.clearcoatNormalMap = null;\n\n\tthis.reflectivity = 0.5; // maps to F0 = 0.04\n\n\tObject.defineProperty( this, 'ior', {\n\t\tget: function () {\n\n\t\t\treturn ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity );\n\n\t\t},\n\t\tset: function ( ior ) {\n\n\t\t\tthis.reflectivity = MathUtils.clamp( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 );\n\n\t\t}\n\t} );\n\n\tthis.sheen = null; // null will disable sheen bsdf\n\n\tthis.transmission = 0.0;\n\tthis.transmissionMap = null;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function ( source ) {\n\n\tMeshStandardMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.clearcoat = source.clearcoat;\n\tthis.clearcoatMap = source.clearcoatMap;\n\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\tthis.reflectivity = source.reflectivity;\n\n\tif ( source.sheen ) {\n\n\t\tthis.sheen = ( this.sheen || new Color() ).copy( source.sheen );\n\n\t} else {\n\n\t\tthis.sheen = null;\n\n\t}\n\n\tthis.transmission = source.transmission;\n\tthis.transmissionMap = source.transmissionMap;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.MultiplyOperation,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshPhongMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.specular = new Color( 0x111111 );\n\t\tthis.shininess = 30;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.specular.copy( source.specular );\n\t\tthis.shininess = source.shininess;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n *\n * map: new THREE.Texture( ),\n * gradientMap: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'TOON': '' };\n\n\t\tthis.type = 'MeshToonMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\t\tthis.gradientMap = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\t\tthis.gradientMap = source.gradientMap;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\n/**\n * parameters = {\n * opacity: ,\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshNormalMaterial';\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshLambertMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * matcap: new THREE.Texture( ),\n *\n * map: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n *\n * flatShading: \n * }\n */\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.type = 'MeshMatcapMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.matcap = null;\n\n\t\tthis.map = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.matcap = source.matcap;\n\n\t\tthis.map = source.map;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineDashedMaterial';\n\n\t\tthis.scale = 1;\n\t\tthis.dashSize = 3;\n\t\tthis.gapSize = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.scale = source.scale;\n\t\tthis.dashSize = source.dashSize;\n\t\tthis.gapSize = source.gapSize;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nvar Materials = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tMeshMatcapMaterial: MeshMatcapMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\nconst AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tconst n = times.length;\n\t\tconst result = new Array( n );\n\t\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tconst nValues = values.length;\n\t\tconst result = new values.constructor( nValues );\n\n\t\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tconst srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tlet i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tlet value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\t\tconst clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tconst track = clip.tracks[ i ];\n\t\t\tconst valueSize = track.getValueSize();\n\n\t\t\tconst times = [];\n\t\t\tconst values = [];\n\n\t\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tlet minStartTime = Infinity;\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t},\n\n\tmakeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\t\tif ( fps <= 0 ) fps = 30;\n\n\t\tconst numTracks = referenceClip.tracks.length;\n\t\tconst referenceTime = referenceFrame / fps;\n\n\t\t// Make each track's values relative to the values at the reference frame\n\t\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t\t// Skip this track if it's non-numeric\n\t\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t\t} );\n\n\t\t\tif ( targetTrack === undefined ) continue;\n\n\t\t\tlet referenceOffset = 0;\n\t\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t\t}\n\n\t\t\tlet targetOffset = 0;\n\t\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t\t}\n\n\t\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\t\tlet referenceValue;\n\n\t\t\t// Find the value to subtract out of the track\n\t\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else {\n\n\t\t\t\t// Interpolate to the reference value\n\t\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t\t}\n\n\t\t\t// Conjugate the quaternion\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t\t}\n\n\t\t\t// Subtract the reference value from all of the track values\n\n\t\t\tconst numTimes = targetTrack.times.length;\n\t\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart,\n\t\t\t\t\t\treferenceValue,\n\t\t\t\t\t\t0,\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\t\treturn targetClip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nfunction Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tthis.parameterPositions = parameterPositions;\n\tthis._cachedIndex = 0;\n\n\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\tthis.sampleValues = sampleValues;\n\tthis.valueSize = sampleSize;\n\n}\n\nObject.assign( Interpolant.prototype, {\n\n\tevaluate: function ( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t},\n\n\tsettings: null, // optional, subclass-specific settings structure\n\t// Note: The indirection allows central control of many interpolants.\n\n\t// --- Protected interface\n\n\tDefaultSettings_: {},\n\n\tgetSettings_: function () {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t},\n\n\tcopySampleValue_: function ( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// Template methods for derived classes:\n\n\tinterpolate_: function ( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t},\n\n\tintervalChanged_: function ( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( Interpolant.prototype, {\n\n\t//( 0, t, t0 ), returns this.resultBuffer\n\tbeforeStart_: Interpolant.prototype.copySampleValue_,\n\n\t//( N-1, tN-1, t ), returns this.resultBuffer\n\tafterEnd_: Interpolant.prototype.copySampleValue_,\n\n} );\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nfunction CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\tthis._weightPrev = - 0;\n\tthis._offsetPrev = - 0;\n\tthis._weightNext = - 0;\n\tthis._offsetNext = - 0;\n\n}\n\nCubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: CubicInterpolant,\n\n\tDefaultSettings_: {\n\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\n\t},\n\n\tintervalChanged_: function ( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t},\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\nfunction LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: LinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n */\n\nfunction DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nDiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: DiscreteInterpolant,\n\n\tinterpolate_: function ( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n} );\n\nclass KeyframeTrack {\n\n\tconstructor( name, times, values, interpolation ) {\n\n\t\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\t\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\t\tthis.name = name;\n\n\t\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\t\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tconst values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nfunction QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: QuaternionLinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n * A Track of quaternion keyframe values.\n */\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n}\n\nQuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';\n// ValueBufferType is inherited\nQuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track that interpolates Strings\n */\nclass StringKeyframeTrack extends KeyframeTrack {}\n\nStringKeyframeTrack.prototype.ValueTypeName = 'string';\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of vectored keyframe values.\n */\nclass VectorKeyframeTrack extends KeyframeTrack {}\n\nVectorKeyframeTrack.prototype.ValueTypeName = 'vector';\n\nclass AnimationClip {\n\n\tconstructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {\n\n\t\tthis.name = name;\n\t\tthis.tracks = tracks;\n\t\tthis.duration = duration;\n\t\tthis.blendMode = blendMode;\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\t// this means it should figure out its duration by scanning the tracks\n\t\tif ( this.duration < 0 ) {\n\n\t\t\tthis.resetDuration();\n\n\t\t}\n\n\t}\n\n\n\tstatic parse( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new this( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t}\n\n\tstatic toJSON( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t}\n\n\tstatic CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nfunction LoadingManager( onLoad, onProgress, onError ) {\n\n\tconst scope = this;\n\n\tlet isLoading = false;\n\tlet itemsLoaded = 0;\n\tlet itemsTotal = 0;\n\tlet urlModifier = undefined;\n\tconst handlers = [];\n\n\t// Refer to #5689 for the reason why we don't set .onStart\n\t// in the constructor\n\n\tthis.onStart = undefined;\n\tthis.onLoad = onLoad;\n\tthis.onProgress = onProgress;\n\tthis.onError = onError;\n\n\tthis.itemStart = function ( url ) {\n\n\t\titemsTotal ++;\n\n\t\tif ( isLoading === false ) {\n\n\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tisLoading = true;\n\n\t};\n\n\tthis.itemEnd = function ( url ) {\n\n\t\titemsLoaded ++;\n\n\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t}\n\n\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\tisLoading = false;\n\n\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\tscope.onLoad();\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.itemError = function ( url ) {\n\n\t\tif ( scope.onError !== undefined ) {\n\n\t\t\tscope.onError( url );\n\n\t\t}\n\n\t};\n\n\tthis.resolveURL = function ( url ) {\n\n\t\tif ( urlModifier ) {\n\n\t\t\treturn urlModifier( url );\n\n\t\t}\n\n\t\treturn url;\n\n\t};\n\n\tthis.setURLModifier = function ( transform ) {\n\n\t\turlModifier = transform;\n\n\t\treturn this;\n\n\t};\n\n\tthis.addHandler = function ( regex, loader ) {\n\n\t\thandlers.push( regex, loader );\n\n\t\treturn this;\n\n\t};\n\n\tthis.removeHandler = function ( regex ) {\n\n\t\tconst index = handlers.indexOf( regex );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\thandlers.splice( index, 2 );\n\n\t\t}\n\n\t\treturn this;\n\n\t};\n\n\tthis.getHandler = function ( file ) {\n\n\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\tconst regex = handlers[ i ];\n\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\treturn loader;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t};\n\n}\n\nconst DefaultLoadingManager = new LoadingManager();\n\nfunction Loader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\tthis.crossOrigin = 'anonymous';\n\tthis.withCredentials = false;\n\tthis.path = '';\n\tthis.resourcePath = '';\n\tthis.requestHeader = {};\n\n}\n\nObject.assign( Loader.prototype, {\n\n\tload: function ( /* url, onLoad, onProgress, onError */ ) {},\n\n\tloadAsync: function ( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t},\n\n\tparse: function ( /* data */ ) {},\n\n\tsetCrossOrigin: function ( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t},\n\n\tsetWithCredentials: function ( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t},\n\n\tsetResourcePath: function ( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t},\n\n\tsetRequestHeader: function ( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst loading = {};\n\nfunction FileLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FileLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tconst dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tconst dataUriRegexResult = url.match( dataUriRegex );\n\t\tlet request;\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tconst mimeType = dataUriRegexResult[ 1 ];\n\t\t\tconst isBase64 = !! dataUriRegexResult[ 2 ];\n\n\t\t\tlet data = dataUriRegexResult[ 3 ];\n\t\t\tdata = decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tlet response;\n\t\t\t\tconst responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tconst view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\trequest = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tconst response = this.response;\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 || this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\t\tCache.add( url, response );\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'abort', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( const header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t},\n\n\tsetResponseType: function ( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t},\n\n\tsetMimeType: function ( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nclass AnimationLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction CompressedTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CompressedTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nclass ImageLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\nclass CubeTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction DataTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nDataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: DataTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.encoding !== undefined ) {\n\n\t\t\t\ttexture.encoding = texData.encoding;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction TextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: TextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tconst isJPEG = url.search( /\\.jpe?g($|\\?)/i ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nfunction Curve() {\n\n\tthis.type = 'Curve';\n\n\tthis.arcLengthDivisions = 200;\n\n}\n\nObject.assign( Curve.prototype, {\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint: function ( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t},\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t},\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get total curve arc length\n\n\tgetLength: function () {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t},\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = this.arcLengthDivisions;\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t},\n\n\tupdateArcLengths: function () {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t},\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping: function ( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t},\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent: function ( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t},\n\n\tgetTangentAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t},\n\n\tcomputeFrenetFrames: function ( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass EllipseCurve extends Curve {\n\n\tconstructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EllipseCurve';\n\n\t\tthis.aX = aX;\n\t\tthis.aY = aY;\n\n\t\tthis.xRadius = xRadius;\n\t\tthis.yRadius = yRadius;\n\n\t\tthis.aStartAngle = aStartAngle;\n\t\tthis.aEndAngle = aEndAngle;\n\n\t\tthis.aClockwise = aClockwise;\n\n\t\tthis.aRotation = aRotation;\n\n\t}\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst point = optionalTarget || new Vector2();\n\n\t\tconst twoPi = Math.PI * 2;\n\t\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\t\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t\t// ensures that deltaAngle is 0 .. 2 PI\n\t\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\t\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\t\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\t\tif ( samePoints ) {\n\n\t\t\t\tdeltaAngle = 0;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\t\tdeltaAngle = - twoPi;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst angle = this.aStartAngle + t * deltaAngle;\n\t\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\t\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\t\tif ( this.aRotation !== 0 ) {\n\n\t\t\tconst cos = Math.cos( this.aRotation );\n\t\t\tconst sin = Math.sin( this.aRotation );\n\n\t\t\tconst tx = x - this.aX;\n\t\t\tconst ty = y - this.aY;\n\n\t\t\t// Rotate the point about the center of the ellipse.\n\t\t\tx = tx * cos - ty * sin + this.aX;\n\t\t\ty = tx * sin + ty * cos + this.aY;\n\n\t\t}\n\n\t\treturn point.set( x, y );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.aX = source.aX;\n\t\tthis.aY = source.aY;\n\n\t\tthis.xRadius = source.xRadius;\n\t\tthis.yRadius = source.yRadius;\n\n\t\tthis.aStartAngle = source.aStartAngle;\n\t\tthis.aEndAngle = source.aEndAngle;\n\n\t\tthis.aClockwise = source.aClockwise;\n\n\t\tthis.aRotation = source.aRotation;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.aX = this.aX;\n\t\tdata.aY = this.aY;\n\n\t\tdata.xRadius = this.xRadius;\n\t\tdata.yRadius = this.yRadius;\n\n\t\tdata.aStartAngle = this.aStartAngle;\n\t\tdata.aEndAngle = this.aEndAngle;\n\n\t\tdata.aClockwise = this.aClockwise;\n\n\t\tdata.aRotation = this.aRotation;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.aX = json.aX;\n\t\tthis.aY = json.aY;\n\n\t\tthis.xRadius = json.xRadius;\n\t\tthis.yRadius = json.yRadius;\n\n\t\tthis.aStartAngle = json.aStartAngle;\n\t\tthis.aEndAngle = json.aEndAngle;\n\n\t\tthis.aClockwise = json.aClockwise;\n\n\t\tthis.aRotation = json.aRotation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nclass ArcCurve extends EllipseCurve {\n\n\tconstructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tsuper( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = new Vector3();\nconst px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nclass CatmullRomCurve3 extends Curve {\n\n\tconstructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CatmullRomCurve3';\n\n\t\tthis.points = points;\n\t\tthis.closed = closed;\n\t\tthis.curveType = curveType;\n\t\tthis.tension = tension;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst l = points.length;\n\n\t\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\t\tlet intPoint = Math.floor( p );\n\t\tlet weight = p - intPoint;\n\n\t\tif ( this.closed ) {\n\n\t\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\t\tintPoint = l - 2;\n\t\t\tweight = 1;\n\n\t\t}\n\n\t\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\t\tif ( this.closed || intPoint > 0 ) {\n\n\t\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate first point\n\t\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\t\tp0 = tmp;\n\n\t\t}\n\n\t\tconst p1 = points[ intPoint % l ];\n\t\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\t\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate last point\n\t\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\t\tp3 = tmp;\n\n\t\t}\n\n\t\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t\t// init Centripetal / Chordal Catmull-Rom\n\t\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t\t// safety check for repeated points\n\t\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t\t}\n\n\t\tpoint.set(\n\t\t\tpx.calc( weight ),\n\t\t\tpy.calc( weight ),\n\t\t\tpz.calc( weight )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\tthis.closed = source.closed;\n\t\tthis.curveType = source.curveType;\n\t\tthis.tension = source.tension;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\tdata.closed = this.closed;\n\t\tdata.curveType = this.curveType;\n\t\tdata.tension = this.tension;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t\t}\n\n\t\tthis.closed = json.closed;\n\t\tthis.curveType = json.curveType;\n\t\tthis.tension = json.tension;\n\n\t\treturn this;\n\n\t}\n\n}\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\n/**\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nclass CubicBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nclass CubicBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst tangent = optionalTarget || new Vector2();\n\n\t\ttangent.copy( this.v2 ).sub( this.v1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineCurve.prototype.isLineCurve = true;\n\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve3';\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SplineCurve';\n\n\t\tthis.points = points;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst p = ( points.length - 1 ) * t;\n\n\t\tconst intPoint = Math.floor( p );\n\t\tconst weight = p - intPoint;\n\n\t\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\t\tconst p1 = points[ intPoint ];\n\t\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\t\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\t\tpoint.set(\n\t\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nSplineCurve.prototype.isSplineCurve = true;\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nclass CurvePath extends Curve {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'CurvePath';\n\n\t\tthis.curves = [];\n\t\tthis.autoClose = false; // Automatically closes the path\n\n\t}\n\n\tadd( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t}\n\n\tclosePath() {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t}\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint( t ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Path extends CurvePath {\n\n\tconstructor( points ) {\n\n\t\tsuper();\n\t\tthis.type = 'Path';\n\n\t\tthis.currentPoint = new Vector2();\n\n\t\tif ( points ) {\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t}\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t}\n\n\tarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tabsarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t}\n\n\tabsellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.type = 'Shape';\n\n\t\tthis.holes = [];\n\n\t}\n\n\tgetPointsHoles( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t}\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLight.prototype.isLight = true;\n\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.type = 'HemisphereLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.groundColor = new Color( groundColor );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nHemisphereLight.prototype.isHemisphereLight = true;\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.focus = 1;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tsuper.updateMatrices( light );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.focus = source.focus;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLightShadow.prototype.isSpotLightShadow = true;\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLight.prototype.isSpotLight = true;\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t// xzXZ\n\t\t\t// y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nPointLightShadow.prototype.isPointLightShadow = true;\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointLight.prototype.isPointLight = true;\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nOrthographicCamera.prototype.isOrthographicCamera = true;\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t}\n\n}\n\nDirectionalLightShadow.prototype.isDirectionalLightShadow = true;\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.target = source.target.clone();\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nDirectionalLight.prototype.isDirectionalLight = true;\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nAmbientLight.prototype.isAmbientLight = true;\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n}\n\nRectAreaLight.prototype.isRectAreaLight = true;\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nSphericalHarmonics3.prototype.isSphericalHarmonics3 = true;\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLightProbe.prototype.isLightProbe = true;\n\nclass MaterialLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\t\tthis.textures = {};\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;\n\t\tif ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;\n\n\t\tif ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\n\t\treturn material;\n\n\t}\n\n\tsetTextures( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n}\n\nconst LoaderUtils = {\n\n\tdecodeText: function ( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t},\n\n\textractUrlBase: function ( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.substr( 0, index + 1 );\n\n\t}\n\n};\n\nfunction InstancedBufferGeometry() {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'InstancedBufferGeometry';\n\tthis.instanceCount = Infinity;\n\n}\n\nInstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {\n\n\tconstructor: InstancedBufferGeometry,\n\n\tisInstancedBufferGeometry: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferGeometry.prototype.copy.call( this, source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {\n\n\tif ( typeof ( normalized ) === 'number' ) {\n\n\t\tmeshPerAttribute = normalized;\n\n\t\tnormalized = false;\n\n\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t}\n\n\tBufferAttribute.call( this, array, itemSize, normalized );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {\n\n\tconstructor: InstancedBufferAttribute,\n\n\tisInstancedBufferAttribute: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferAttribute.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ()\t{\n\n\t\tconst data = BufferAttribute.prototype.toJSON.call( this );\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nclass BufferGeometryLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tif ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );\n\n\t\t\tif ( attribute.updateRange !== undefined ) {\n\n\t\t\t\tbufferAttribute.updateRange.offset = attribute.updateRange.offset;\n\t\t\t\tbufferAttribute.updateRange.count = attribute.updateRange.count;\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ] instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\t\tlet geometryShapes;\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'DodecahedronBufferGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronBufferGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'OctahedronBufferGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TubeGeometry':\n\t\t\t\t\tcase 'TubeBufferGeometry':\n\n\t\t\t\t\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t\t\t\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.closed\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'PolyhedronGeometry':\n\t\t\t\t\tcase 'PolyhedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.vertices,\n\t\t\t\t\t\t\tdata.indices,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.details\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ShapeGeometry':\n\t\t\t\t\tcase 'ShapeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.curveSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\n\t\t\t\t\tcase 'ExtrudeGeometry':\n\t\t\t\t\tcase 'ExtrudeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst extrudePath = data.options.extrudePath;\n\n\t\t\t\t\t\tif ( extrudePath !== undefined ) {\n\n\t\t\t\t\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.options\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: Loading \"Geometry\" is not supported anymore.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tconst array = [];\n\n\t\t\t\t\tfor ( let j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tconst material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\n\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\timages[ image.uuid ] = deserializedImage;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tlet texture;\n\t\t\t\tconst image = images[ data.image ];\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture( image );\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture( image.data, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\t\t\t\tconst instanceColor = data.instanceColor;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\t\t\t\tif ( instanceColor !== undefined ) object.instanceColor = new BufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t/* DEPRECATED */\n\n\tsetTexturePath( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nfunction ImageBitmapLoader( manager ) {\n\n\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t}\n\n\tif ( typeof fetch === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t}\n\n\tLoader.call( this, manager );\n\n\tthis.options = { premultiplyAlpha: 'none' };\n\n}\n\nImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageBitmapLoader,\n\n\tisImageBitmapLoader: true,\n\n\tsetOptions: function setOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tfetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n} );\n\nclass ShapePath {\n\n\tconstructor() {\n\n\t\tthis.type = 'ShapePath';\n\n\t\tthis.color = new Color();\n\n\t\tthis.subPaths = [];\n\t\tthis.currentPath = null;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t}\n\n\ttoShapes( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tconst toChange = [];\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nclass Font {\n\n\tconstructor( data ) {\n\n\t\tthis.type = 'Font';\n\n\t\tthis.data = data;\n\n\t}\n\n\tgenerateShapes( text, size = 100 ) {\n\n\t\tconst shapes = [];\n\t\tconst paths = createPaths( text, size, this.data );\n\n\t\tfor ( let p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nfunction createPaths( text, size, data ) {\n\n\tconst chars = Array.from( text );\n\tconst scale = size / data.resolution;\n\tconst line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\tconst paths = [];\n\n\tlet offsetX = 0, offsetY = 0;\n\n\tfor ( let i = 0; i < chars.length; i ++ ) {\n\n\t\tconst char = chars[ i ];\n\n\t\tif ( char === '\\n' ) {\n\n\t\t\toffsetX = 0;\n\t\t\toffsetY -= line_height;\n\n\t\t} else {\n\n\t\t\tconst ret = createPath( char, scale, offsetX, offsetY, data );\n\t\t\toffsetX += ret.offsetX;\n\t\t\tpaths.push( ret.path );\n\n\t\t}\n\n\t}\n\n\treturn paths;\n\n}\n\nfunction createPath( char, scale, offsetX, offsetY, data ) {\n\n\tconst glyph = data.glyphs[ char ] || data.glyphs[ '?' ];\n\n\tif ( ! glyph ) {\n\n\t\tconsole.error( 'THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.' );\n\n\t\treturn;\n\n\t}\n\n\tconst path = new ShapePath();\n\n\tlet x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n\tif ( glyph.o ) {\n\n\t\tconst outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\tfor ( let i = 0, l = outline.length; i < l; ) {\n\n\t\t\tconst action = outline[ i ++ ];\n\n\t\t\tswitch ( action ) {\n\n\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { offsetX: glyph.ha * scale, path: path };\n\n}\n\nFont.prototype.isFont = true;\n\nclass FontLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tconst font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n}\n\nlet _context;\n\nconst AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\nclass AudioLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n}\n\nclass HemisphereLightProbe extends LightProbe {\n\n\tconstructor( skyColor, groundColor, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( skyColor );\n\t\tconst color2 = new Color().set( groundColor );\n\n\t\tconst sky = new Vector3( color1.r, color1.g, color1.b );\n\t\tconst ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\t\tconst c0 = Math.sqrt( Math.PI );\n\t\tconst c1 = c0 * Math.sqrt( 0.75 );\n\n\t\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\t\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n\t}\n\n}\n\nHemisphereLightProbe.prototype.isHemisphereLightProbe = true;\n\nclass AmbientLightProbe extends LightProbe {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( color );\n\n\t\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\t\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n\t}\n\n}\n\nAmbientLightProbe.prototype.isAmbientLightProbe = true;\n\nconst _eyeRight = new Matrix4();\nconst _eyeLeft = new Matrix4();\n\nclass StereoCamera {\n\n\tconstructor() {\n\n\t\tthis.type = 'StereoCamera';\n\n\t\tthis.aspect = 1;\n\n\t\tthis.eyeSep = 0.064;\n\n\t\tthis.cameraL = new PerspectiveCamera();\n\t\tthis.cameraL.layers.enable( 1 );\n\t\tthis.cameraL.matrixAutoUpdate = false;\n\n\t\tthis.cameraR = new PerspectiveCamera();\n\t\tthis.cameraR.layers.enable( 2 );\n\t\tthis.cameraR.matrixAutoUpdate = false;\n\n\t\tthis._cache = {\n\t\t\tfocus: null,\n\t\t\tfov: null,\n\t\t\taspect: null,\n\t\t\tnear: null,\n\t\t\tfar: null,\n\t\t\tzoom: null,\n\t\t\teyeSep: null\n\t\t};\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\tconst projectionMatrix = camera.projectionMatrix.clone();\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n}\n\nclass Clock {\n\n\tconstructor( autoStart ) {\n\n\t\tthis.autoStart = ( autoStart !== undefined ) ? autoStart : true;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$1 = /*@__PURE__*/ new Vector3();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );\n\n\t\t_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$1.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$1.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$1.x, _position$1.y, _position$1.z );\n\t\t\tlistener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion, _scale );\n\n\t\t_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position.x, _position.y, _position.z );\n\t\t\tpanner.setOrientation( _orientation.x, _orientation.y, _orientation.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nclass PropertyMixer {\n\n\tconstructor( binding, typeName, valueSize ) {\n\n\t\tthis.binding = binding;\n\t\tthis.valueSize = valueSize;\n\n\t\tlet mixFunction,\n\t\t\tmixFunctionAdditive,\n\t\t\tsetIdentity;\n\n\t\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t\t//\n\t\t// interpolators can use .buffer as their .result\n\t\t// the data then goes to 'incoming'\n\t\t//\n\t\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t\t// the cumulative result and are compared to detect\n\t\t// changes\n\t\t//\n\t\t// 'orig' stores the original state of the property\n\t\t//\n\t\t// 'add' is used for additive cumulative results\n\t\t//\n\t\t// 'work' is optional and is only present for quaternion types. It is used\n\t\t// to store intermediate quaternion multiplication results\n\n\t\tswitch ( typeName ) {\n\n\t\t\tcase 'quaternion':\n\t\t\t\tmixFunction = this._slerp;\n\t\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\t\tthis._workIndex = 5;\n\t\t\t\tbreak;\n\n\t\t\tcase 'string':\n\t\t\tcase 'bool':\n\t\t\t\tmixFunction = this._select;\n\n\t\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t\t// additive is not relevant for non-numeric types\n\t\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tmixFunction = this._lerp;\n\t\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t\t}\n\n\t\tthis._mixBufferRegion = mixFunction;\n\t\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\t\tthis._setIdentity = setIdentity;\n\t\tthis._origIndex = 3;\n\t\tthis._addIndex = 4;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tthis.useCount = 0;\n\t\tthis.referenceCount = 0;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t}\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nfunction Composite( targetGroup, path, optionalParsedPath ) {\n\n\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis._targetGroup = targetGroup;\n\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n}\n\nObject.assign( Composite.prototype, {\n\n\tgetValue: function ( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t},\n\n\tsetValue: function ( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t},\n\n\tbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t},\n\n\tunbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n} );\n\n\nfunction PropertyBinding( rootNode, path, parsedPath ) {\n\n\tthis.path = path;\n\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\tthis.rootNode = rootNode;\n\n}\n\nObject.assign( PropertyBinding, {\n\n\tComposite: Composite,\n\n\tcreate: function ( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tsanitizeNodeName: function ( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t},\n\n\tparseTrackName: function ( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( ! matches ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t},\n\n\tfindNode: function ( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n} );\n\nObject.assign( PropertyBinding.prototype, { // prototype, continued\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable: function () {},\n\t_setValue_unavailable: function () {},\n\n\tBindingType: {\n\t\tDirect: 0,\n\t\tEntireArray: 1,\n\t\tArrayElement: 2,\n\t\tHasFromToArray: 3\n\t},\n\n\tVersioning: {\n\t\tNone: 0,\n\t\tNeedsUpdate: 1,\n\t\tMatrixWorldNeedsUpdate: 2\n\t},\n\n\tGetterByBindingType: [\n\n\t\tfunction getValue_direct( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.node[ this.propertyName ];\n\n\t\t},\n\n\t\tfunction getValue_array( buffer, offset ) {\n\n\t\t\tconst source = this.resolvedProperty;\n\n\t\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t\t}\n\n\t\t},\n\n\t\tfunction getValue_arrayElement( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t\t},\n\n\t\tfunction getValue_toArray( buffer, offset ) {\n\n\t\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t\t}\n\n\t],\n\n\tSetterByBindingTypeAndVersioning: [\n\n\t\t[\n\t\t\t// Direct\n\n\t\t\tfunction setValue_direct( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// EntireArray\n\n\t\t\tfunction setValue_array( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// ArrayElement\n\n\t\t\tfunction setValue_arrayElement( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// HasToFromArray\n\n\t\t\tfunction setValue_fromArray( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t]\n\n\t],\n\n\tgetValue: function getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t\t// Note: This class uses a State pattern on a per-method basis:\n\t\t// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n\t\t// prototype version of these methods with one that represents\n\t\t// the bound state. When the property is not found, the methods\n\t\t// become no-ops.\n\n\t},\n\n\tsetValue: function getValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t},\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind: function () {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t},\n\n\tunbind: function () {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( PropertyBinding.prototype, {\n\n\t// initial state of these methods that calls 'bind'\n\t_getValue_unbound: PropertyBinding.prototype.getValue,\n\t_setValue_unbound: PropertyBinding.prototype.setValue,\n\n} );\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nclass AnimationObjectGroup {\n\n\tconstructor() {\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\t// cached objects followed by the active ones\n\t\tthis._objects = Array.prototype.slice.call( arguments );\n\n\t\tthis.nCachedObjects_ = 0; // threshold\n\t\t// note: read by PropertyBinding.Composite\n\n\t\tconst indices = {};\n\t\tthis._indicesByUUID = indices; // for bookkeeping\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t\t}\n\n\t\tthis._paths = []; // inside: string\n\t\tthis._parsedPaths = []; // inside: { we don't care, here }\n\t\tthis._bindings = []; // inside: Array< PropertyBinding >\n\t\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tobjects: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._objects.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tget bindingsPerObject() {\n\n\t\t\t\treturn scope._bindings.length;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tadd() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\tremove() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// remove & forget\n\tuncache() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t}\n\n\tunsubscribe_( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n}\n\nAnimationObjectGroup.prototype.isAnimationObjectGroup = true;\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nAnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 );\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tif ( typeof value === 'string' ) {\n\n\t\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\t\tvalue = arguments[ 1 ];\n\n\t\t}\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nfunction InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {\n\n\tInterleavedBuffer.call( this, array, stride );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {\n\n\tconstructor: InstancedInterleavedBuffer,\n\n\tisInstancedInterleavedBuffer: true,\n\n\tcopy: function ( source ) {\n\n\t\tInterleavedBuffer.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tconst ib = InterleavedBuffer.prototype.clone.call( this, data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tconst json = InterleavedBuffer.prototype.toJSON.call( this, data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n} );\n\nfunction GLBufferAttribute( buffer, type, itemSize, elementSize, count ) {\n\n\tthis.buffer = buffer;\n\tthis.type = type;\n\tthis.itemSize = itemSize;\n\tthis.elementSize = elementSize;\n\tthis.count = count;\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( GLBufferAttribute.prototype, {\n\n\tisGLBufferAttribute: true,\n\n\tsetBuffer: function ( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t},\n\n\tsetType: function ( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetItemSize: function ( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetCount: function ( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t},\n\n} );\n\nfunction Raycaster( origin, direction, near = 0, far = Infinity ) {\n\n\tthis.ray = new Ray( origin, direction );\n\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.camera = null;\n\tthis.layers = new Layers();\n\n\tthis.params = {\n\t\tMesh: {},\n\t\tLine: { threshold: 1 },\n\t\tLOD: {},\n\t\tPoints: { threshold: 1 },\n\t\tSprite: {}\n\t};\n\n\tObject.defineProperties( this.params, {\n\t\tPointCloud: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );\n\t\t\t\treturn this.Points;\n\n\t\t\t}\n\t\t}\n\t} );\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Raycaster.prototype, {\n\n\tset: function ( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t},\n\n\tsetFromCamera: function ( coords, camera ) {\n\n\t\tif ( camera && camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera && camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t},\n\n\tintersectObject: function ( object, recursive = false, intersects = [] ) {\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t},\n\n\tintersectObjects: function ( objects, recursive = false, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n} );\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius = 1, theta = 0, y = 0 ) {\n\n\t\tthis.radius = radius; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = y; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$4 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getCenter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getSize() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getParameter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$4.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox2.prototype.isBox2 = true;\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = new Vector3(), end = new Vector3() ) {\n\n\t\tthis.start = start;\n\t\tthis.end = end;\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .delta() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = MathUtils.clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction ImmediateRenderObject( material ) {\n\n\tObject3D.call( this );\n\n\tthis.material = material;\n\tthis.render = function ( /* renderCallback */ ) {};\n\n\tthis.hasPositions = false;\n\tthis.hasNormals = false;\n\tthis.hasColors = false;\n\tthis.hasUvs = false;\n\n\tthis.positionArray = null;\n\tthis.normalArray = null;\n\tthis.colorArray = null;\n\tthis.uvArray = null;\n\n\tthis.count = 0;\n\n}\n\nImmediateRenderObject.prototype = Object.create( Object3D.prototype );\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\nconst _vector$3 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkeletonHelper';\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the radials\n\n\t\tfor ( let i = 0; i <= radials; i ++ ) {\n\n\t\t\tconst v = ( i / radials ) * ( Math.PI * 2 );\n\n\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( x, 0, z );\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t\t// create the circles\n\n\t\tfor ( let i = 0; i <= circles; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / circles * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n}\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\t_v1.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3.subVectors( _v2, _v1 );\n\n\t\tthis.lightPlane.lookAt( _v2 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2 );\n\t\tthis.targetLine.scale.z = _v3.length();\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2', colorFrustum );\n\t\taddLine( 'n2', 'n4', colorFrustum );\n\t\taddLine( 'n4', 'n3', colorFrustum );\n\t\taddLine( 'n3', 'n1', colorFrustum );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2', colorFrustum );\n\t\taddLine( 'f2', 'f4', colorFrustum );\n\t\taddLine( 'f4', 'f3', colorFrustum );\n\t\taddLine( 'f3', 'f1', colorFrustum );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1', colorFrustum );\n\t\taddLine( 'n2', 'f2', colorFrustum );\n\t\taddLine( 'n3', 'f3', colorFrustum );\n\t\taddLine( 'n4', 'f4', colorFrustum );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1', colorCone );\n\t\taddLine( 'p', 'n2', colorCone );\n\t\taddLine( 'p', 'n3', colorCone );\n\t\taddLine( 'p', 'n4', colorCone );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2', colorUp );\n\t\taddLine( 'u2', 'u3', colorUp );\n\t\taddLine( 'u3', 'u1', colorUp );\n\n\t\t// target\n\n\t\taddLine( 'c', 't', colorTarget );\n\t\taddLine( 'p', 'c', colorCross );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2', colorCross );\n\t\taddLine( 'cn3', 'cn4', colorCross );\n\n\t\taddLine( 'cf1', 'cf2', colorCross );\n\t\taddLine( 'cf3', 'cf4', colorCross );\n\n\t\tfunction addLine( a, b, color ) {\n\n\t\t\taddPoint( a, color );\n\t\t\taddPoint( b, color );\n\n\t\t}\n\n\t\tfunction addPoint( id, color ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box.isEmpty() ) return;\n\n\t\tconst min = _box.min;\n\t\tconst max = _box.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tlet scale = - this.plane.constant;\n\n\t\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\t\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\t// dir is assumed to be normalized\n\n\tconstructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n}\n\nconst _floatView = new Float32Array( 1 );\nconst _int32View = new Int32Array( _floatView.buffer );\n\nconst DataUtils = {\n\n\t// Converts float32 to float16 (stored as uint16 value).\n\n\ttoHalfFloat: function ( val ) {\n\n\t\t// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410\n\n\t\t/* This method is faster than the OpenEXR implementation (very often\n\t\t* used, eg. in Ogre), with the additional benefit of rounding, inspired\n\t\t* by James Tursa?s half-precision code. */\n\n\t\t_floatView[ 0 ] = val;\n\t\tconst x = _int32View[ 0 ];\n\n\t\tlet bits = ( x >> 16 ) & 0x8000; /* Get the sign */\n\t\tlet m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */\n\t\tconst e = ( x >> 23 ) & 0xff; /* Using int is faster here */\n\n\t\t/* If zero, or denormal, or exponent underflows too much for a denormal\n\t\t\t* half, return signed zero. */\n\t\tif ( e < 103 ) return bits;\n\n\t\t/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\n\t\tif ( e > 142 ) {\n\n\t\t\tbits |= 0x7c00;\n\t\t\t/* If exponent was 0xff and one mantissa bit was set, it means NaN,\n\t\t\t\t\t\t* not Inf, so make sure we set one mantissa bit too. */\n\t\t\tbits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\t/* If exponent underflows but not too much, return a denormal */\n\t\tif ( e < 113 ) {\n\n\t\t\tm |= 0x0800;\n\t\t\t/* Extra rounding may overflow and set mantissa to 0 and exponent\n\t\t\t\t* to 1, which is OK. */\n\t\t\tbits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\tbits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );\n\t\t/* Extra rounding. An overflow will set mantissa to 0 and increment\n\t\t\t* the exponent, which is OK. */\n\t\tbits += m & 1;\n\t\treturn bits;\n\n\t}\n\n};\n\nconst LOD_MIN = 4;\nconst LOD_MAX = 8;\nconst SIZE_MAX = Math.pow( 2, LOD_MAX );\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\nconst TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst ENCODINGS = {\n\t[ LinearEncoding ]: 0,\n\t[ sRGBEncoding ]: 1,\n\t[ RGBEEncoding ]: 2,\n\t[ RGBM7Encoding ]: 3,\n\t[ RGBM16Encoding ]: 4,\n\t[ RGBDEncoding ]: 5,\n\t[ GammaEncoding ]: 6\n};\n\nconst backgroundMaterial = new MeshBasicMaterial( {\n\tside: BackSide,\n\tdepthWrite: false,\n\tdepthTest: false,\n} );\nconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nfunction convertLinearToRGBE( color ) {\n\n\tconst maxComponent = Math.max( color.r, color.g, color.b );\n\tconst fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );\n\tcolor.multiplyScalar( Math.pow( 2.0, - fExp ) );\n\n\tconst alpha = ( fExp + 128.0 ) / 255.0;\n\treturn alpha;\n\n}\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._blurMaterial = _getBlurShader( MAX_SAMPLES );\n\t\tthis._equirectShader = null;\n\t\tthis._cubemapShader = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular ) {\n\n\t\treturn this._fromTexture( equirectangular );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap ) {\n\n\t\treturn this._fromTexture( cubemap );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapShader === null ) {\n\n\t\t\tthis._cubemapShader = _getCubemapShader();\n\t\t\tthis._compileMaterial( this._cubemapShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectShader === null ) {\n\n\t\t\tthis._equirectShader = _getEquirectShader();\n\t\t\tthis._compileMaterial( this._equirectShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._blurMaterial.dispose();\n\n\t\tif ( this._cubemapShader !== null ) this._cubemapShader.dispose();\n\t\tif ( this._equirectShader !== null ) this._equirectShader.dispose();\n\n\t\tfor ( let i = 0; i < _lodPlanes.length; i ++ ) {\n\n\t\t\t_lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t// private interface\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._pingPongRenderTarget.dispose();\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets( texture );\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets( texture ) { // warning: null texture is valid\n\n\t\tconst params = {\n\t\t\tmagFilter: NearestFilter,\n\t\t\tminFilter: NearestFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: UnsignedByteType,\n\t\t\tformat: RGBEFormat,\n\t\t\tencoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( params );\n\t\tcubeUVRenderTarget.depthBuffer = texture ? false : true;\n\t\tthis._pingPongRenderTarget = _createRenderTarget( params );\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( _lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst outputEncoding = renderer.outputEncoding;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.outputEncoding = LinearEncoding;\n\t\trenderer.autoClear = false;\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background ).convertSRGBToLinear();\n\t\t\t\tscene.background = null;\n\n\t\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor ).convertSRGBToLinear();\n\n\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\t\t\tif ( col == 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col == 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\t_setViewport( cubeUVRenderTarget,\n\t\t\t\tcol * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.outputEncoding = outputEncoding;\n\t\trenderer.autoClear = originalAutoClear;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tif ( texture.isCubeTexture ) {\n\n\t\t\tif ( this._cubemapShader == null ) {\n\n\t\t\t\tthis._cubemapShader = _getCubemapShader();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( this._equirectShader == null ) {\n\n\t\t\t\tthis._equirectShader = _getEquirectShader();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;\n\t\tconst mesh = new Mesh( _lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tif ( ! texture.isCubeTexture ) {\n\n\t\t\tuniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );\n\n\t\t}\n\n\t\tuniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\t\tuniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < TOTAL_LODS; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = _sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i == 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;\n\t\tblurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\t\tblurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\n\t\tconst outputSize = _sizeLods[ lodOut ];\n\t\tconst x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );\n\t\tconst y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\nfunction _isLDR( texture ) {\n\n\tif ( texture === undefined || texture.type !== UnsignedByteType ) return false;\n\n\treturn texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;\n\n}\n\nfunction _createPlanes() {\n\n\tconst _lodPlanes = [];\n\tconst _sizeLods = [];\n\tconst _sigmas = [];\n\n\tlet lod = LOD_MAX;\n\n\tfor ( let i = 0; i < TOTAL_LODS; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\t_sizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > LOD_MAX - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];\n\n\t\t} else if ( i == 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\t_sigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 1 );\n\t\tconst min = - texelSize / 2;\n\t\tconst max = 1 + texelSize / 2;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\t_lodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { _lodPlanes, _sizeLods, _sigmas };\n\n}\n\nfunction _createRenderTarget( params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( maxSamples ) {\n\n\tconst weights = new Float32Array( maxSamples );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: { 'n': maxSamples },\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectShader() {\n\n\tconst texelSize = new Vector2( 1, 1 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'texelSize': { value: texelSize },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCubemapShader() {\n\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction _getEncodings() {\n\n\treturn /* glsl */`\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include \n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t`;\n\n}\n\nconst LineStrip = 0;\nconst LinePieces = 1;\nconst NoColors = 0;\nconst FaceColors = 1;\nconst VertexColors = 2;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials = [] ) {\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nPath.prototype.fromPoints = function ( points ) {\n\n\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\treturn this.setFromPoints( points );\n\n};\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nLoader.prototype.extractUrlBase = function ( url ) {\n\n\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\treturn LoaderUtils.extractUrlBase( url );\n\n};\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\n//\n\nBox2.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox2.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox2.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox2.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nBox3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox3.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox3.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox3.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\nBox3.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nSphere.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\n//\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\n//\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\n//\n\nMathUtils.random16 = function () {\n\n\tconsole.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );\n\treturn Math.random();\n\n};\n\nMathUtils.nearestPowerOfTwo = function ( value ) {\n\n\tconsole.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );\n\treturn MathUtils.floorPowerOfTwo( value );\n\n};\n\nMathUtils.nextPowerOfTwo = function ( value ) {\n\n\tconsole.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );\n\treturn MathUtils.ceilPowerOfTwo( value );\n\n};\n\n//\n\nMatrix3.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix3.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\treturn vector.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\treturn attribute.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nMatrix4.prototype.extractPosition = function ( m ) {\n\n\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\treturn this.copyPosition( m );\n\n};\n\nMatrix4.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix4.prototype.getPosition = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n};\n\nMatrix4.prototype.setRotationFromQuaternion = function ( q ) {\n\n\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\treturn this.makeRotationFromQuaternion( q );\n\n};\n\nMatrix4.prototype.multiplyToArray = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n};\n\nMatrix4.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector4 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateAxis = function ( v ) {\n\n\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\tv.transformDirection( this );\n\n};\n\nMatrix4.prototype.crossVector = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.translate = function () {\n\n\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateX = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateY = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateZ = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateByAxis = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n};\n\nMatrix4.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\treturn attribute.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.makeFrustum = function ( left, right, bottom, top, near, far ) {\n\n\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n};\n\nMatrix4.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\n//\n\nQuaternion.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\treturn vector.applyQuaternion( this );\n\n};\n\nQuaternion.prototype.inverse = function ( ) {\n\n\tconsole.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );\n\treturn this.invert();\n\n};\n\n//\n\nRay.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nRay.prototype.isIntersectionPlane = function ( plane ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\treturn this.intersectsPlane( plane );\n\n};\n\nRay.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\n//\n\nTriangle.prototype.area = function () {\n\n\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\treturn this.getArea();\n\n};\n\nTriangle.prototype.barycoordFromPoint = function ( point, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn this.getBarycoord( point, target );\n\n};\n\nTriangle.prototype.midpoint = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\treturn this.getMidpoint( target );\n\n};\n\nTriangle.prototypenormal = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn this.getNormal( target );\n\n};\n\nTriangle.prototype.plane = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\treturn this.getPlane( target );\n\n};\n\nTriangle.barycoordFromPoint = function ( point, a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n};\n\nTriangle.normal = function ( a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn Triangle.getNormal( a, b, c, target );\n\n};\n\n//\n\nShape.prototype.extractAllPoints = function ( divisions ) {\n\n\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\treturn this.extractPoints( divisions );\n\n};\n\nShape.prototype.extrude = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\treturn new ExtrudeGeometry( this, options );\n\n};\n\nShape.prototype.makeGeometry = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\treturn new ShapeGeometry( this, options );\n\n};\n\n//\n\nVector2.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector2.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector2.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector3.prototype.setEulerFromRotationMatrix = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n};\n\nVector3.prototype.setEulerFromQuaternion = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n};\n\nVector3.prototype.getPositionFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\treturn this.setFromMatrixPosition( m );\n\n};\n\nVector3.prototype.getScaleFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\treturn this.setFromMatrixScale( m );\n\n};\n\nVector3.prototype.getColumnFromMatrix = function ( index, matrix ) {\n\n\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\treturn this.setFromMatrixColumn( matrix, index );\n\n};\n\nVector3.prototype.applyProjection = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\treturn this.applyMatrix4( m );\n\n};\n\nVector3.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector3.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector3.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector4.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector4.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nObject3D.prototype.getChildByName = function ( name ) {\n\n\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\treturn this.getObjectByName( name );\n\n};\n\nObject3D.prototype.renderDepth = function () {\n\n\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n};\n\nObject3D.prototype.translate = function ( distance, axis ) {\n\n\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\treturn this.translateOnAxis( axis, distance );\n\n};\n\nObject3D.prototype.getWorldRotation = function () {\n\n\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n};\n\nObject3D.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nMesh.prototype.setDrawMode = function () {\n\n\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n};\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\nObject.defineProperty( Curve.prototype, '__arcLengthDivisions', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\treturn this.arcLengthDivisions;\n\n\t},\n\tset: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\tthis.arcLengthDivisions = value;\n\n\t}\n\n} );\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +\n\t\t\t'Use .setFocalLength and .filmGauge for a photographic setup.' );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nBufferAttribute.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nBufferAttribute.prototype.copyIndicesArray = function ( /* indices */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n},\n\nBufferAttribute.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nBufferGeometry.prototype.addIndex = function ( index ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\tthis.setIndex( index );\n\n};\n\nBufferGeometry.prototype.addAttribute = function ( name, attribute ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t}\n\n\tif ( name === 'index' ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\tthis.setIndex( attribute );\n\n\t\treturn this;\n\n\t}\n\n\treturn this.setAttribute( name, attribute );\n\n};\n\nBufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset ) {\n\n\tif ( indexOffset !== undefined ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t}\n\n\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\tthis.addGroup( start, count );\n\n};\n\nBufferGeometry.prototype.clearDrawCalls = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\tthis.clearGroups();\n\n};\n\nBufferGeometry.prototype.computeOffsets = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n};\n\nBufferGeometry.prototype.removeAttribute = function ( name ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\treturn this.deleteAttribute( name );\n\n};\n\nBufferGeometry.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InstancedBufferGeometry.prototype, {\n\n\tmaxInstancedCount: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\treturn this.instanceCount;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\tthis.instanceCount = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( Raycaster.prototype, {\n\n\tlinePrecision: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\treturn this.params.Line.threshold;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\tthis.params.Line.threshold = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InterleavedBuffer.prototype, {\n\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( value );\n\n\t\t}\n\t}\n\n} );\n\nInterleavedBuffer.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nInterleavedBuffer.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nExtrudeGeometry.prototype.getArrays = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .getArrays() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShapeList = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShapeList() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShape = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShape() has been removed.' );\n\n};\n\n//\n\nScene.prototype.dispose = function () {\n\n\tconsole.error( 'THREE.Scene: .dispose() has been removed.' );\n\n};\n\n//\n\nUniform.prototype.onUpdate = function () {\n\n\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\treturn this;\n\n};\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhysicalMaterial.prototype, {\n\n\ttransparency: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\treturn this.transmission;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\tthis.transmission = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nWebGLRenderer.prototype.clearTarget = function ( renderTarget, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\tthis.setRenderTarget( renderTarget );\n\tthis.clear( color, depth, stencil );\n\n};\n\nWebGLRenderer.prototype.animate = function ( callback ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\tthis.setAnimationLoop( callback );\n\n};\n\nWebGLRenderer.prototype.getCurrentRenderTarget = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\treturn this.getRenderTarget();\n\n};\n\nWebGLRenderer.prototype.getMaxAnisotropy = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\treturn this.capabilities.getMaxAnisotropy();\n\n};\n\nWebGLRenderer.prototype.getPrecision = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\treturn this.capabilities.precision;\n\n};\n\nWebGLRenderer.prototype.resetGLState = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\treturn this.state.reset();\n\n};\n\nWebGLRenderer.prototype.supportsFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_float' );\n\n};\n\nWebGLRenderer.prototype.supportsHalfFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_half_float' );\n\n};\n\nWebGLRenderer.prototype.supportsStandardDerivatives = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n};\n\nWebGLRenderer.prototype.supportsBlendMinMax = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n};\n\nWebGLRenderer.prototype.supportsVertexTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\treturn this.capabilities.vertexTextures;\n\n};\n\nWebGLRenderer.prototype.supportsInstancedArrays = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n};\n\nWebGLRenderer.prototype.enableScissorTest = function ( boolean ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\tthis.setScissorTest( boolean );\n\n};\n\nWebGLRenderer.prototype.initMaterial = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPrePlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPostPlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.updateShadowMap = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setFaceCulling = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.allocTextureUnit = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture2D = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTextureCube = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.getActiveMipMapLevel = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\treturn this.getActiveMipmapLevel();\n\n};\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t},\n\ttoneMappingWhitePoint: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\t\t\treturn 1.0;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\treturn new WebGLCubeRenderTarget( width, options );\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nAudio.prototype.load = function ( file ) {\n\n\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\tconst scope = this;\n\tconst audioLoader = new AudioLoader();\n\taudioLoader.load( file, function ( buffer ) {\n\n\t\tscope.setBuffer( buffer );\n\n\t} );\n\treturn this;\n\n};\n\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\nCubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );\n\treturn this.renderTarget.clear( renderer, color, depth, stencil );\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tconst loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tconst loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nconst SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t/* eslint-disable no-undef */\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\t/* eslint-enable no-undef */\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxGeometry as BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleGeometry as CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeGeometry as ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry as CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry as DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry as ExtrudeBufferGeometry, ExtrudeGeometry, FaceColors, FileLoader, FlatShading, Float16BufferAttribute, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GammaEncoding, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronGeometry as IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry as LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry as OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricGeometry as ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneGeometry as PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry as PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry as RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry as ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereGeometry as SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry as TetrahedronBufferGeometry, TetrahedronGeometry, TextGeometry as TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusGeometry as TorusBufferGeometry, TorusGeometry, TorusKnotGeometry as TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry as TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGL1Renderer, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };\n","import * as THREE from 'three';\n\nexport default class Renderer {\n constructor(options) {\n Object.assign(this, options);\n this.renderer = new THREE.WebGLRenderer();\n this.renderer.setClearColor(0x000000, 0);\n this.renderer.setSize(this.width, this.height);\n this.renderer.setPixelRatio(window.devicePixelRatio);\n this.el = this.renderer.domElement;\n }\n\n setTexture(texture) {\n this.texture = texture;\n this.mesh = this.createMesh();\n }\n\n setSize({height, width}) {\n this.height = height;\n this.width = width;\n this.renderer.setSize(width, height);\n }\n\n createMesh() {\n this.material = new THREE.MeshBasicMaterial({map: this.texture});\n this.geometry = new THREE.SphereGeometry(1, 50, 50);\n this.geometry.scale(-1, 1, 1);\n let mesh = new THREE.Mesh(this.geometry, this.material);\n return mesh;\n }\n\n destroy() {\n this.geometry.dispose();\n this.material.dispose();\n this.renderer.dispose();\n }\n\n render(scene, camera, needsUpdate) {\n if (!needsUpdate) return;\n this.renderer.render(scene, camera);\n }\n}\n","import * as THREE from 'three';\nimport utils from './utils'\n\nlet easeOutBack = k => {\n let s = 1.70158;\n return --k * k * ((s + 1) * k + s) + 1;\n};\n\nexport default class Controls {\n constructor(options) {\n Object.assign(this, options);\n this.el = this.renderer.el;\n this.theta = this.initialYaw * Math.PI / 180;\n this.phi = 0;\n this.velo = 0.02;\n this.rotateStart = new THREE.Vector2();\n this.rotateEnd = new THREE.Vector2();\n this.rotateDelta = new THREE.Vector2();\n this.orientation = new THREE.Quaternion();\n this.euler = new THREE.Euler();\n this.momentum = false;\n this.isUserInteracting = false;\n this.addDraggableStyle();\n this.onMouseMove = this.onMouseMove.bind(this);\n this.onMouseDown = this.onMouseDown.bind(this);\n this.onMouseUp = this.onMouseUp.bind(this);\n this.onTouchStart = e => this.onMouseDown({clientX: e.touches[0].pageX, clientY: e.touches[0].pageY});\n this.onTouchMove = e => this.onMouseMove({clientX: e.touches[0].pageX, clientY: e.touches[0].pageY});\n this.onTouchEnd = _ => this.onMouseUp();\n this.onDeviceMotion = this.onDeviceMotion.bind(this);\n this.onMessage = this.onMessage.bind(this);\n this.bindEvents();\n }\n\n bindEvents() {\n this.el.addEventListener('mouseleave', this.onMouseUp);\n this.el.addEventListener('mousemove', this.onMouseMove);\n this.el.addEventListener('mousedown', this.onMouseDown);\n this.el.addEventListener('mouseup', this.onMouseUp);\n this.el.addEventListener('touchstart', this.onTouchStart);\n this.el.addEventListener('touchmove', this.onTouchMove);\n this.el.addEventListener('touchend', this.onTouchEnd);\n if (!this.isInIframe())\n window.addEventListener('devicemotion', this.onDeviceMotion);\n window.addEventListener('message', this.onMessage);\n }\n\n centralize() {\n let endTheta = this.initialYaw * Math.PI / 180;\n\n let duration = 750;\n let startTheta = this.theta;\n let startPhi = this.phi;\n let start = Date.now();\n\n let animate = () => {\n let progress = Date.now() - start;\n let elapsed = progress / duration;\n elapsed = elapsed > 1 ? 1 : elapsed;\n if (progress >= duration) {\n return cancelAnimationFrame(id);\n }\n this.theta = startTheta + (endTheta - startTheta) * easeOutBack(elapsed);\n this.phi = startPhi + (0 - startPhi) * easeOutBack(elapsed);\n return requestAnimationFrame(animate);\n };\n let id = animate();\n }\n\n isInIframe() {\n try {\n return window.self !== window.top;\n    } catch (e) {\n return true;\n    }\n }\n\n destroy() {\n this.el.removeEventListener('mouseleave', this.onMouseUp);\n this.el.removeEventListener('mousemove', this.onMouseMove);\n this.el.removeEventListener('mousedown', this.onMouseDown);\n this.el.removeEventListener('mouseup', this.onMouseUp);\n this.el.removeEventListener('touchstart', this.onTouchStart);\n this.el.removeEventListener('touchmove', this.onTouchMove);\n this.el.removeEventListener('touchend', this.onTouchEnd);\n window.removeEventListener('devicemotion', this.onDeviceMotion);\n window.removeEventListener('message', this.onMessage);\n }\n\n getCurrentStyle() {\n return `height: ${parseInt(this.el.style.height, 10)}px; width: ${parseInt(this.el.style.width, 10)}px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);`;\n }\n\n addDraggingStyle() {\n this.el.setAttribute('style', `${this.getCurrentStyle()} cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;`);\n }\n\n addDraggableStyle() {\n this.el.setAttribute('style', `${this.getCurrentStyle()} cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;`);\n }\n\n onMessage(event) {\n let {orientation, portrait, rotationRate} = event.data;\n if (!rotationRate) return;\n this.onDeviceMotion({orientation, portrait, rotationRate});\n }\n\n onDeviceMotion(event) {\n let portrait = event.portrait !== undefined ? event.portrait : window.matchMedia(\"(orientation: portrait)\").matches;\n let orientation;\n if (event.orientation !== undefined) {\n orientation = event.orientation;\n } else if (window.orientation !== undefined) {\n orientation = window.orientation;\n } else {\n orientation = -90;\n }\n let alpha = THREE.Math.degToRad(event.rotationRate.alpha);\n let beta = THREE.Math.degToRad(event.rotationRate.beta);\n if (portrait) {\n this.phi = this.verticalPanning ? this.phi + alpha * this.velo : this.phi;\n this.theta = this.theta - beta * this.velo * -1;\n } else {\n if (this.verticalPanning) {\n this.phi = orientation === -90 ? this.phi + beta * this.velo : this.phi - beta * this.velo;\n }\n this.theta = orientation === -90 ? this.theta - alpha * this.velo : this.theta + alpha * this.velo;\n }\n\n this.adjustPhi();\n }\n\n onMouseMove(event) {\n if (!this.isUserInteracting) {\n return;\n }\n this.rotateEnd.set(event.clientX, event.clientY);\n\n this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart);\n this.rotateStart.copy(this.rotateEnd);\n\n this.phi = this.verticalPanning ? this.phi + 2 * Math.PI * this.rotateDelta.y / this.renderer.height * 0.3 : this.phi;\n this.theta += 2 * Math.PI * this.rotateDelta.x / this.renderer.width * 0.5;\n this.adjustPhi();\n }\n\n adjustPhi() {\n // Prevent looking too far up or down.\n this.phi = THREE.Math.clamp(this.phi, -Math.PI / 1.95, Math.PI / 1.95);\n }\n\n onMouseDown(event) {\n this.addDraggingStyle();\n this.rotateStart.set(event.clientX, event.clientY);\n this.isUserInteracting = true;\n this.momentum = false;\n this.onDragStart && this.onDragStart();\n }\n\n inertia() {\n if (!this.momentum) return;\n this.rotateDelta.y *= 0.90;\n this.rotateDelta.x *= 0.90;\n this.theta += 0.005 * this.rotateDelta.x;\n this.phi = this.verticalPanning ? this.phi + 0.005 * this.rotateDelta.y : this.phi;\n this.adjustPhi();\n }\n\n onMouseUp() {\n this.isUserInteracting && this.onDragStop && this.onDragStop();\n this.addDraggableStyle();\n this.isUserInteracting = false;\n this.momentum = true;\n this.inertia();\n }\n\n update() {\n if ((this.phi === this.previousPhi) && (this.theta === this.previousTheta))\n return false;\n this.previousPhi = this.phi;\n this.previousTheta = this.theta;\n this.euler.set(this.phi, this.theta, 0, 'YXZ');\n this.orientation.setFromEuler(this.euler);\n this.camera.quaternion.copy(this.orientation);\n this.inertia();\n return true;\n }\n}\n","import Renderer from './renderer'\nimport utils from './utils'\nimport Controls from './controls'\n\nimport * as THREE from 'three';\n\nlet consol = console;\n\nexport default class ThreeSixtyViewer {\n constructor(options={}) {\n Object.assign(this, {height: 360, width: 640, initialYaw: 90, verticalPanning: true}, options);\n let {\n height,\n width,\n container,\n containerId,\n initialYaw,\n verticalPanning,\n onDragStart,\n onDragStop,\n } = this;\n this.renderer = new Renderer({height, width});\n this.camera = new THREE.PerspectiveCamera(80, this.width / this.height, 0.1, 100);\n this.controls = new Controls({\n camera: this.camera,\n renderer: this.renderer,\n initialYaw,\n verticalPanning,\n onDragStart,\n onDragStop,\n });\n this.stopVideoLoop = this.stopVideoLoop.bind(this);\n this.onError = this.onError.bind(this);\n this.startVideoLoop = this.startVideoLoop.bind(this);\n this.needsUpdate = false;\n this.scene = this.createScene();\n this.element = this.getElement();\n this.elementReady = false;\n this.element.addEventListener('playing', this.startVideoLoop);\n this.element.addEventListener('pause', this.stopVideoLoop);\n this.element.addEventListener('ended', this.stopVideoLoop);\n this.element.addEventListener('loadedmetadata', this.initAfterLoadedMetadata.bind(this))\n this.target = this.container ? this.container : document.querySelector(this.containerId);\n }\n\n initAfterLoadedMetadata() {\n if (this.element.readyState >= 1 && !this.elementReady) {\n this.texture = this.createTexture();\n this.renderer.setTexture(this.texture);\n this.scene.add(this.renderer.mesh);\n this.elementReady = true;\n }\n }\n\n play() {\n this.element.play && this.element.play();\n }\n\n pause() {\n this.element.pause && this.element.pause();\n }\n\n centralize() {\n this.controls.centralize();\n }\n\n stopVideoLoop() {\n this.needsUpdate = false;\n }\n\n destroy() {\n this.element.style.display = '';\n clearInterval(this.videoLoopId);\n cancelAnimationFrame(this.animationFrameId);\n this.element.pause && this.element.pause();\n this.target.removeChild(this.renderer.el);\n this.controls.destroy();\n this.renderer.destroy();\n }\n\n setSize({height, width}) {\n this.camera.aspect = width / height;\n this.camera.updateProjectionMatrix();\n this.renderer.setSize({height, width});\n }\n\n getElement() {\n if (this.source && this.source.tagName) {\n return this.source;\n }\n let video = document.createElement('video');\n video.loop = this.loop || false;\n video.muted = this.muted || false;\n video.setAttribute('crossorigin', 'anonymous');\n video.setAttribute('webkit-playsinline', 'true');\n video.setAttribute('playsinline', 'true');\n video.setAttribute('src', this.source);\n video.autoplay = this.autoplay !== undefined ? this.autoplay : true;\n video.addEventListener('error', this.onError);\n return video;\n }\n\n createTexture() {\n let texture = new THREE.VideoTexture(this.element);\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n createScene() {\n let scene = new THREE.Scene();\n return scene;\n }\n\n onError(err) {\n consol.error('error loading', this.source, err);\n }\n\n startVideoLoop() {\n this.needsUpdate = true;\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n let waitLoop = () => {\n if (this.element.videoWidth != 0 && this.element.videoHeight != 0) {\n loop();\n return;\n }\n\n setTimeout(waitLoop, 100);\n }\n\n waitLoop();\n }\n}\n\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Video extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n }\n}\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Image extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n\n this.texture = this.createTexture();\n this.renderer.setTexture(this.texture);\n this.scene.add(this.renderer.mesh);\n }\n\n getElement() {\n if (this.source && this.source.tagName)\n return this.source;\n let image = document.createElement('img');\n image.setAttribute('crossorigin', 'anonymous');\n image.src = this.source;\n return image;\n }\n\n createTexture() {\n let texture = new THREE.Texture(this.element);\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n loop();\n }\n}\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Canvas extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n\n this.canvas = null;\n }\n\n createTexture() {\n this.canvas = document.createElement('canvas');\n\n this.context = this.canvas.getContext('2d');\n\n let texture = new THREE.CanvasTexture(this.canvas);\n //TODO: we can pass all this info through the constructor\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n if(this.needsUpdate == true) {\n if (this.element.videoWidth != this.videoWidth) {\n this.videoWidth = this.element.videoWidth;\n this.canvas.width = this.videoWidth;\n }\n if (this.element.videoHeight != this.videoHeight) {\n this.videoHeight = this.element.videoHeight;\n this.canvas.height = this.videoHeight;\n }\n\n this.context.drawImage(this.element, 0, 0, this.videoWidth, this.videoHeight);\n this.texture.needsUpdate = true;\n }\n\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n let waitLoop = () => {\n if(this.canvas && this.element.videoWidth != 0 && this.element.videoHeight != 0) {\n this.videoWidth = this.element.videoWidth;\n this.videoHeight = this.element.videoHeight;\n\n this.canvas.width = this.videoWidth;\n this.canvas.height = this.videoHeight;\n\n loop();\n\n return;\n }\n\n setTimeout(waitLoop, 100);\n }\n\n waitLoop();\n }\n}\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Audio extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n this.driver.addEventListener('playing', this.startVideoLoop);\n this.driver.addEventListener('pause', this.stopVideoLoop);\n this.driver.addEventListener('ended', this.stopVideoLoop);\n this.driver.addEventListener('stalled', this.stopVideoLoop);\n this.driverInitialized = false;\n }\n\n play() {\n this.driver.play();\n }\n\n pause() {\n this.driver.pause();\n }\n\n getElement() {\n if (this.source && this.source.tagName) {\n this.driver = this.source;\n } else {\n this.driver = document.createElement('audio');\n this.driver.src = this.source;\n this.driver.loop = this.loop || false;\n this.driver.muted = this.muted || false;\n this.driver.setAttribute('crossorigin', 'anonymous');\n this.driver.autoplay = this.autoplay || true;\n }\n this.source = this.driver.src;\n this.driver.src = '';\n this.driver.load();\n\n let video = document.createElement('video');\n video.setAttribute('crossorigin', 'anonymous');\n video.src = this.source;\n video.load();\n video.addEventListener('error', this.onError);\n return video;\n }\n\n createTexture() {\n let texture = new THREE.VideoTexture(this.element);\n //TODO: we can pass all this info through the constructor\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n destroy() {\n this.driver.style.display = '';\n super.destroy();\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n this.driver.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n this.element.currentTime = this.driver.currentTime;\n\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n let waitLoop = () => {\n if (this.element.videoWidth != 0 && this.element.videoHeight != 0) {\n let shouldInitializeDriver = (this.element.readyState >= this.element.HAVE_FUTURE_DATA) && !this.driverInitialized;\n if (shouldInitializeDriver) {\n this.driver.src = this.source;\n this.driver.load();\n this.onDriverReady && this.onDriverReady();\n this.driverInitialized = true;\n\n loop();\n return;\n }\n }\n\n setTimeout(waitLoop, 100);\n }\n\n waitLoop();\n }\n}\n","import utils from './utils'\n\nimport Video from './video'\nimport Image from './image'\nimport Canvas from './canvas'\nimport Audio from './audio'\n\nlet video = (options) => {\n if (utils.shouldUseAudioDriver()) {\n return new Audio(options);\n }\n if (utils.shouldUseCanvasInBetween()) {\n return new Canvas(options);\n }\n return new Video(options);\n}\n\nexport {\n video as Video,\n Image,\n};\n"],"names":["isiOS","test","navigator","userAgent","isEdge","shouldUseAudioDriver","isOldiOSOnIphone","isWebView","shouldUseCanvasInBetween","edge","ios","Renderer","options","Object","assign","renderer","THREE","setClearColor","setSize","width","height","setPixelRatio","window","devicePixelRatio","el","domElement","texture","mesh","createMesh","material","map","geometry","scale","dispose","scene","camera","needsUpdate","render","easeOutBack","k","s","Controls","theta","initialYaw","Math","PI","phi","velo","rotateStart","rotateEnd","rotateDelta","orientation","euler","momentum","isUserInteracting","addDraggableStyle","onMouseMove","bind","onMouseDown","onMouseUp","onTouchStart","e","clientX","touches","pageX","clientY","pageY","onTouchMove","onTouchEnd","_","onDeviceMotion","onMessage","bindEvents","addEventListener","isInIframe","endTheta","duration","startTheta","startPhi","start","Date","now","animate","progress","elapsed","cancelAnimationFrame","id","requestAnimationFrame","self","top","removeEventListener","parseInt","style","setAttribute","getCurrentStyle","event","data","portrait","rotationRate","undefined","matchMedia","matches","alpha","degToRad","beta","verticalPanning","adjustPhi","set","subVectors","copy","y","x","clamp","addDraggingStyle","onDragStart","onDragStop","inertia","previousPhi","previousTheta","setFromEuler","quaternion","consol","console","ThreeSixtyViewer","container","containerId","controls","stopVideoLoop","onError","startVideoLoop","createScene","element","getElement","elementReady","initAfterLoadedMetadata","target","document","querySelector","readyState","createTexture","setTexture","add","play","pause","centralize","display","clearInterval","videoLoopId","animationFrameId","removeChild","destroy","aspect","updateProjectionMatrix","source","tagName","video","createElement","loop","muted","autoplay","minFilter","magFilter","format","generateMipmaps","err","error","appendChild","fps","draw","cameraUpdated","update","setInterval","waitLoop","videoWidth","videoHeight","setTimeout","Video","Image","image","src","Canvas","canvas","context","getContext","drawImage","Audio","driver","driverInitialized","load","currentTime","shouldInitializeDriver","HAVE_FUTURE_DATA","onDriverReady","utils"],"mappings":";;;AAAA,cAAe;EACbA,EAAAA,KADa,mBACL;EACN,WAAO,uBAAuBC,IAAvB,CAA4BC,SAAS,CAACC,SAAtC,CAAP;EACD,GAHY;EAIbC,EAAAA,MAJa,oBAIJ;EACP,WAAO,WAAWH,IAAX,CAAgBC,SAAS,CAACC,SAA1B,CAAP;EACD,GANY;EAObE,EAAAA,oBAPa,kCAOU;EACrB,QAAIC,gBAAgB,GAAG,yBAAyBL,IAAzB,CAA8BC,SAAS,CAACC,SAAxC,CAAvB;EACA,QAAII,SAAS,GAAG,0CAA0CN,IAA1C,CAA+CC,SAAS,CAACC,SAAzD,CAAhB;EACA,WAAOG,gBAAgB,IAAIC,SAA3B;EACD,GAXY;EAYbC,EAAAA,wBAZa,sCAYc;EACzB,QAAIC,IAAI,GAAG,gBAAgBR,IAAhB,CAAqBC,SAAS,CAACC,SAA/B,CAAX;EACA,QAAIO,GAAG,GAAG,KAAKV,KAAL,EAAV;EACA,WAAOS,IAAI,IAAIC,GAAf;EACD;EAhBY,CAAf;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;ECAA;EACA;EACA;EACA;EACA;EACA,MAAM,QAAQ,GAAG,KAAK,CAAC;EAGvB,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,aAAa,GAAG,CAAC,CAAC;EAGxB,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,gBAAgB,GAAG,CAAC,CAAC;EAC3B,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,SAAS,GAAG,CAAC,CAAC;EACpB,MAAM,QAAQ,GAAG,CAAC,CAAC;EACnB,MAAM,UAAU,GAAG,CAAC,CAAC;EACrB,MAAM,WAAW,GAAG,CAAC,CAAC;EAEtB,MAAM,UAAU,GAAG,CAAC,CAAC;EACrB,MAAM,cAAc,GAAG,CAAC,CAAC;EACzB,MAAM,gBAAgB,GAAG,CAAC,CAAC;EAC3B,MAAM,mBAAmB,GAAG,CAAC,CAAC;EAC9B,MAAM,gBAAgB,GAAG,CAAC,CAAC;EAC3B,MAAM,cAAc,GAAG,CAAC,CAAC;EACzB,MAAM,WAAW,GAAG,GAAG,CAAC;EACxB,MAAM,gBAAgB,GAAG,GAAG,CAAC;EAC7B,MAAM,uBAAuB,GAAG,GAAG,CAAC;EACpC,MAAM,WAAW,GAAG,GAAG,CAAC;EACxB,MAAM,WAAW,GAAG,GAAG,CAAC;EACxB,MAAM,UAAU,GAAG,GAAG,CAAC;EACvB,MAAM,SAAS,GAAG,GAAG,CAAC;EACtB,MAAM,cAAc,GAAG,GAAG,CAAC;EAC3B,MAAM,sBAAsB,GAAG,GAAG,CAAC;EACnC,MAAM,cAAc,GAAG,GAAG,CAAC;EAC3B,MAAM,sBAAsB,GAAG,GAAG,CAAC;EACnC,MAAM,cAAc,GAAG,GAAG,CAAC;EAC3B,MAAM,sBAAsB,GAAG,GAAG,CAAC;EACnC,MAAM,cAAc,GAAG,GAAG,CAAC;EAC3B,MAAM,sBAAsB,GAAG,GAAG,CAAC;EACnC,MAAM,sBAAsB,GAAG,GAAG,CAAC;EACnC,MAAM,UAAU,GAAG,CAAC,CAAC;EACrB,MAAM,WAAW,GAAG,CAAC,CAAC;EACtB,MAAM,SAAS,GAAG,CAAC,CAAC;EACpB,MAAM,cAAc,GAAG,CAAC,CAAC;EACzB,MAAM,UAAU,GAAG,CAAC,CAAC;EACrB,MAAM,iBAAiB,GAAG,CAAC,CAAC;EAC5B,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,aAAa,GAAG,CAAC,CAAC;EACxB,MAAM,iBAAiB,GAAG,CAAC,CAAC;EAC5B,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,aAAa,GAAG,CAAC,CAAC;EACxB,MAAM,iBAAiB,GAAG,CAAC,CAAC;EAC5B,MAAM,mBAAmB,GAAG,CAAC,CAAC;EAC9B,MAAM,iBAAiB,GAAG,CAAC,CAAC;EAC5B,MAAM,qBAAqB,GAAG,CAAC,CAAC;EAChC,MAAM,iBAAiB,GAAG,CAAC,CAAC;AAC5B;EACA,MAAM,SAAS,GAAG,GAAG,CAAC;EACtB,MAAM,qBAAqB,GAAG,GAAG,CAAC;EAClC,MAAM,qBAAqB,GAAG,GAAG,CAAC;EAClC,MAAM,gCAAgC,GAAG,GAAG,CAAC;EAC7C,MAAM,gCAAgC,GAAG,GAAG,CAAC;EAC7C,MAAM,uBAAuB,GAAG,GAAG,CAAC;EACpC,MAAM,uBAAuB,GAAG,GAAG,CAAC;EACpC,MAAM,cAAc,GAAG,IAAI,CAAC;EAC5B,MAAM,mBAAmB,GAAG,IAAI,CAAC;EACjC,MAAM,sBAAsB,GAAG,IAAI,CAAC;EACpC,MAAM,aAAa,GAAG,IAAI,CAAC;EAC3B,MAAM,0BAA0B,GAAG,IAAI,CAAC;EAExC,MAAM,yBAAyB,GAAG,IAAI,CAAC;EAEvC,MAAM,YAAY,GAAG,IAAI,CAAC;EAC1B,MAAM,yBAAyB,GAAG,IAAI,CAAC;EAEvC,MAAM,wBAAwB,GAAG,IAAI,CAAC;EAEtC,MAAM,gBAAgB,GAAG,IAAI,CAAC;EAC9B,MAAM,QAAQ,GAAG,IAAI,CAAC;EACtB,MAAM,SAAS,GAAG,IAAI,CAAC;EACvB,MAAM,iBAAiB,GAAG,IAAI,CAAC;EAC/B,MAAM,OAAO,GAAG,IAAI,CAAC;EACrB,MAAM,eAAe,GAAG,IAAI,CAAC;EAC7B,MAAM,SAAS,GAAG,IAAI,CAAC;EACvB,MAAM,aAAa,GAAG,IAAI,CAAC;EAC3B,MAAM,qBAAqB,GAAG,IAAI,CAAC;EACnC,MAAM,qBAAqB,GAAG,IAAI,CAAC;EACnC,MAAM,oBAAoB,GAAG,IAAI,CAAC;EAClC,MAAM,kBAAkB,GAAG,IAAI,CAAC;EAChC,MAAM,WAAW,GAAG,IAAI,CAAC;EACzB,MAAM,SAAS,GAAG,IAAI,CAAC;EACvB,MAAM,UAAU,GAAG,IAAI,CAAC;EACxB,MAAM,eAAe,GAAG,IAAI,CAAC;EAC7B,MAAM,oBAAoB,GAAG,IAAI,CAAC;EAElC,MAAM,WAAW,GAAG,IAAI,CAAC;EACzB,MAAM,kBAAkB,GAAG,IAAI,CAAC;EAChC,MAAM,SAAS,GAAG,IAAI,CAAC;EACvB,MAAM,gBAAgB,GAAG,IAAI,CAAC;EAC9B,MAAM,QAAQ,GAAG,IAAI,CAAC;EACtB,MAAM,eAAe,GAAG,IAAI,CAAC;EAC7B,MAAM,gBAAgB,GAAG,IAAI,CAAC;EAC9B,MAAM,iBAAiB,GAAG,IAAI,CAAC;AAC/B;EACA,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,qBAAqB,GAAG,KAAK,CAAC;EACpC,MAAM,qBAAqB,GAAG,KAAK,CAAC;EACpC,MAAM,qBAAqB,GAAG,KAAK,CAAC;EACpC,MAAM,uBAAuB,GAAG,KAAK,CAAC;EACtC,MAAM,uBAAuB,GAAG,KAAK,CAAC;EACtC,MAAM,wBAAwB,GAAG,KAAK,CAAC;EACvC,MAAM,wBAAwB,GAAG,KAAK,CAAC;EACvC,MAAM,eAAe,GAAG,KAAK,CAAC;EAC9B,MAAM,eAAe,GAAG,KAAK,CAAC;EAC9B,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,qBAAqB,GAAG,KAAK,CAAC;EACpC,MAAM,qBAAqB,GAAG,KAAK,CAAC;EACpC,MAAM,qBAAqB,GAAG,KAAK,CAAC;EACpC,MAAM,sBAAsB,GAAG,KAAK,CAAC;EACrC,MAAM,sBAAsB,GAAG,KAAK,CAAC;EACrC,MAAM,sBAAsB,GAAG,KAAK,CAAC;EACrC,MAAM,gBAAgB,GAAG,KAAK,CAAC;EAC/B,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,6BAA6B,GAAG,KAAK,CAAC;EAC5C,MAAM,6BAA6B,GAAG,KAAK,CAAC;EAC5C,MAAM,6BAA6B,GAAG,KAAK,CAAC;EAC5C,MAAM,8BAA8B,GAAG,KAAK,CAAC;EAC7C,MAAM,8BAA8B,GAAG,KAAK,CAAC;EAC7C,MAAM,8BAA8B,GAAG,KAAK,CAAC;EAO7C,MAAM,mBAAmB,GAAG,IAAI,CAAC;EACjC,MAAM,eAAe,GAAG,IAAI,CAAC;EAC7B,MAAM,gBAAgB,GAAG,IAAI,CAAC;EAG9B,MAAM,iBAAiB,GAAG,CAAC,CAAC;EAG5B,MAAM,cAAc,GAAG,IAAI,CAAC;EAC5B,MAAM,YAAY,GAAG,IAAI,CAAC;EAC1B,MAAM,aAAa,GAAG,IAAI,CAAC;EAC3B,MAAM,YAAY,GAAG,IAAI,CAAC;EAC1B,MAAM,cAAc,GAAG,IAAI,CAAC;EAC5B,MAAM,aAAa,GAAG,IAAI,CAAC;EAC3B,MAAM,cAAc,GAAG,IAAI,CAAC;EAC5B,MAAM,YAAY,GAAG,IAAI,CAAC;EAC1B,MAAM,iBAAiB,GAAG,IAAI,CAAC;EAC/B,MAAM,gBAAgB,GAAG,IAAI,CAAC;EAC9B,MAAM,qBAAqB,GAAG,CAAC,CAAC;EAChC,MAAM,oBAAoB,GAAG,CAAC,CAAC;EAG/B,MAAM,aAAa,GAAG,IAAI,CAAC;EAe3B,MAAM,iBAAiB,GAAG,GAAG,CAAC;AAC9B;EACA,MAAM,eAAe,GAAG,KAAK,CAAC;EAC9B,MAAM,gBAAgB,GAAG,KAAK,CAAC;EAU/B,MAAM,KAAK,GAAG,QAAQ,CAAC;AACvB;EACA;EACA;EACA;AACA;EACA,SAAS,eAAe,GAAG,EAAE;AAC7B;EACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;EACA,CAAC,gBAAgB,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AAC/C;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;AAC5D;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC;EACA,EAAE,KAAK,SAAS,EAAE,IAAI,EAAE,KAAK,SAAS,GAAG;AACzC;EACA,GAAG,SAAS,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,KAAK,SAAS,EAAE,IAAI,EAAE,CAAC,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,GAAG;AACvD;EACA,GAAG,SAAS,EAAE,IAAI,EAAE,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AAC/C;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG,OAAO,KAAK,CAAC;AACpD;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC;EACA,EAAE,OAAO,SAAS,EAAE,IAAI,EAAE,KAAK,SAAS,IAAI,SAAS,EAAE,IAAI,EAAE,CAAC,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,CAAC;AAC1F;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AAClD;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG,OAAO;AAC9C;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;EACpC,EAAE,MAAM,aAAa,GAAG,SAAS,EAAE,IAAI,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,aAAa,KAAK,SAAS,GAAG;AACrC;EACA,GAAG,MAAM,KAAK,GAAG,aAAa,CAAC,OAAO,EAAE,QAAQ,EAAE,CAAC;AACnD;EACA,GAAG,KAAK,KAAK,KAAK,EAAE,CAAC,GAAG;AACxB;EACA,IAAI,aAAa,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,KAAK,GAAG;AACnC;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG,OAAO;AAC9C;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;EACpC,EAAE,MAAM,aAAa,GAAG,SAAS,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC;AAChD;EACA,EAAE,KAAK,aAAa,KAAK,SAAS,GAAG;AACrC;EACA,GAAG,KAAK,CAAC,MAAM,GAAG,IAAI,CAAC;AACvB;EACA;EACA,GAAG,MAAM,KAAK,GAAG,aAAa,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,IAAI,KAAK,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,CAAC,MAAM,GAAG,IAAI,CAAC;AACvB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,IAAI,GAAG,EAAE,CAAC;AAChB;EACA,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,CAAC,IAAI,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,KAAK,EAAE,CAAC,GAAG,QAAQ,EAAE,EAAE,EAAE,CAAC;AAC1D;EACA,CAAC;AACD;EACA,IAAI,KAAK,GAAG,OAAO,CAAC;AACpB;EACA,MAAM,SAAS,GAAG;AAClB;EACA,CAAC,OAAO,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG;EACvB,CAAC,OAAO,EAAE,GAAG,GAAG,IAAI,CAAC,EAAE;AACvB;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,UAAU,GAAG,CAAC,CAAC;EAC5C,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,UAAU,GAAG,CAAC,CAAC;EAC5C,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,UAAU,GAAG,CAAC,CAAC;EAC5C,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,UAAU,GAAG,CAAC,CAAC;EAC5C,EAAE,MAAM,IAAI,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,GAAG;EACnH,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,GAAG,IAAI,EAAE,GAAG,GAAG,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,GAAG;EACpH,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,GAAG,IAAI,EAAE,GAAG,GAAG,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE;EAC9G,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,CAAC;AAClG;EACA;EACA,EAAE,OAAO,IAAI,CAAC,WAAW,EAAE,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG;AACrC;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA;EACA;AACA;EACA,CAAC,eAAe,EAAE,WAAW,CAAC,EAAE,CAAC,GAAG;AACpC;EACA,EAAE,OAAO,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;AAC/B;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,EAAE,WAAW,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG;AAC3C;EACA,EAAE,OAAO,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC;AACrD;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,WAAW,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,KAAK,GAAG;AACvC;EACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;EACA,GAAG,OAAO,EAAE,KAAK,GAAG,CAAC,OAAO,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,IAAI,MAAM;AACV;EACA,GAAG,OAAO,CAAC,CAAC;AACZ;EACA,IAAI;AACJ;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC5B;EACA,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AAC/B;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,GAAG;AACrC;EACA,EAAE,OAAO,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,MAAM,GAAG,EAAE,EAAE,EAAE,CAAC;AAC/D;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,QAAQ,EAAE,WAAW,CAAC,EAAE,MAAM,GAAG,CAAC,GAAG;AACtC;EACA,EAAE,OAAO,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,eAAe,EAAE,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;AAClF;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,UAAU,EAAE,WAAW,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG;AACtC;EACA,EAAE,KAAK,CAAC,IAAI,GAAG,GAAG,OAAO,CAAC,CAAC;EAC3B,EAAE,KAAK,CAAC,IAAI,GAAG,GAAG,OAAO,CAAC,CAAC;AAC3B;EACA,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG;AACxC;EACA,EAAE,KAAK,CAAC,IAAI,GAAG,GAAG,OAAO,CAAC,CAAC;EAC3B,EAAE,KAAK,CAAC,IAAI,GAAG,GAAG,OAAO,CAAC,CAAC;AAC3B;EACA,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,CAAC,GAAG,CAAC,GAAG,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,OAAO,EAAE,WAAW,GAAG,EAAE,IAAI,GAAG;AACjC;EACA,EAAE,OAAO,GAAG,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,IAAI,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,EAAE,WAAW,GAAG,EAAE,IAAI,GAAG;AACnC;EACA,EAAE,OAAO,GAAG,GAAG,IAAI,CAAC,MAAM,EAAE,KAAK,IAAI,GAAG,GAAG,EAAE,CAAC;AAC9C;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,eAAe,EAAE,WAAW,KAAK,GAAG;AACrC;EACA,EAAE,OAAO,KAAK,KAAK,GAAG,GAAG,IAAI,CAAC,MAAM,EAAE,EAAE,CAAC;AACzC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,GAAG;AAC9B;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,KAAK,GAAG,CAAC,GAAG,UAAU,CAAC;AAChD;EACA;AACA;EACA,EAAE,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,UAAU,CAAC;AACrC;EACA,EAAE,OAAO,EAAE,KAAK,GAAG,CAAC,KAAK,UAAU,CAAC;AACpC;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,OAAO,GAAG;AAChC;EACA,EAAE,OAAO,OAAO,GAAG,SAAS,CAAC,OAAO,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,OAAO,GAAG;AAChC;EACA,EAAE,OAAO,OAAO,GAAG,SAAS,CAAC,OAAO,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,KAAK,GAAG;AAClC;EACA,EAAE,OAAO,EAAE,KAAK,KAAK,KAAK,GAAG,CAAC,EAAE,OAAO,CAAC,IAAI,KAAK,KAAK,CAAC,CAAC;AACxD;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,WAAW,KAAK,GAAG;AACpC;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,KAAK,GAAG;AACrC;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC;AACnE;EACA,EAAE;AACF;EACA,CAAC,4BAA4B,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,GAAG;AAC9D;EACA;AACA;EACA;EACA;EACA;AACA;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;EACvB,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;AACvB;EACA,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B;EACA,EAAE,MAAM,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;EACnC,EAAE,MAAM,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;EACpC,EAAE,MAAM,IAAI,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACpC;EACA,EAAE,MAAM,IAAI,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;EACpC,EAAE,MAAM,IAAI,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACpC;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,KAAK;EACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG;EACH,IAAI,OAAO,CAAC,IAAI,EAAE,iFAAiF,GAAG,KAAK,EAAE,CAAC;AAC9G;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,MAAM,OAAO,CAAC;AACd;EACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE;AACF;EACA,CAAC,IAAI,KAAK,GAAG;AACb;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,IAAI,KAAK,EAAE,KAAK,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,MAAM,GAAG;AACd;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,IAAI,MAAM,EAAE,KAAK,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,GAAG;AAC9B;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACf;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,CAAC,GAAG;AACf;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;EACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC/B,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG;AACnB;EACA;AACA;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,MAAM,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,GAAG,EAAE,GAAG,GAAG;AACzB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC,EAAE,CAAC,cAAc,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACrG;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,GAAG;AACR;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,CAAC,GAAG;AACZ;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC;AACxD;EACA,EAAE;AACF;EACA,CAAC,eAAe,GAAG;AACnB;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA;AACA;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AAC3D;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,GAAG;AACjB;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,CAAC,GAAG;AACxB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EAC7C,EAAE,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,CAAC,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;AAC7D;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACnD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,EAAE,KAAK,GAAG;AAClB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,GAAG;AAC9B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;EAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,GAAG;AACtD;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACjD;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACzF;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,GAAG;AAC/B;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;EAC9B,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;AAC9B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;EACpC,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;AACpC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;EACA,MAAM,OAAO,CAAC;AACd;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG;AAClB;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACV,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACV,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACV;EACA,GAAG,CAAC;AACJ;EACA,EAAE,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,+EAA+E,EAAE,CAAC;AACpG;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,GAAG;AACpD;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACV,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACV,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACV;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC1D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG;AACrC;EACA,EAAE,KAAK,CAAC,oBAAoB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EACxC,EAAE,KAAK,CAAC,oBAAoB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EACxC,EAAE,KAAK,CAAC,oBAAoB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE;EAC5B,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE;EAC5B,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE;AAC7B;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,CAAC,GAAG;AACf;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,CAAC,GAAG;AAClB;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,GAAG;AAC1B;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;EACxB,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;EACxB,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;EAC3C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;EAC3C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;AAC3C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE;EAC7C,GAAG,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE;EACxC,GAAG,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,EAAE,OAAO,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AAC/E;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ;AAC1B;EACA,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;AAC9C;EACA,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;EAC9B,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;EAC9B,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;AAC9B;EACA,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3C;EACA,EAAE,KAAK,GAAG,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAChE;EACA,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;AACzB;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EAC/C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AAC/C;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EAC/C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AAC/C;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EAC/C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AAC/C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,IAAI,GAAG,CAAC;EACV,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC1B;EACA,EAAE,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;EAC9C,EAAE,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;EAC9C,EAAE,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,OAAO,GAAG;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;AAC7D;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC1B;EACA,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,QAAQ,EAAE,EAAE,EAAE,EAAE,GAAG;AACpD;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;EACjC,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACjC;EACA,EAAE,IAAI,CAAC,GAAG;EACV,GAAG,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE;EACvD,GAAG,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE;EAC3D,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACV,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,EAAE,EAAE,EAAE,GAAG;AACjB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,KAAK,GAAG;AACjB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EAC9B,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC9B;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;EAC9B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;EAC9B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;AAC9B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;EAChC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;EAChC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,EAAE,EAAE,EAAE,GAAG;AACrB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC5E,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC5E;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,MAAM,GAAG;AAClB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,EAAE,GAAG,MAAM,CAAC,QAAQ,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,KAAK,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,GAAG,OAAO,KAAK,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC5C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC5B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AAC3D;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;EACA,IAAI,OAAO,CAAC;AACZ;EACA,MAAM,UAAU,GAAG;AACnB;EACA,CAAC,UAAU,EAAE,WAAW,KAAK,GAAG;AAChC;EACA,EAAE,KAAK,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,GAAG,EAAE,GAAG;AACrC;EACA,GAAG,OAAO,KAAK,CAAC,GAAG,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,KAAK,OAAO,iBAAiB,IAAI,WAAW,GAAG;AACjD;EACA,GAAG,OAAO,KAAK,CAAC,GAAG,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,IAAI,MAAM,CAAC;AACb;EACA,EAAE,KAAK,KAAK,YAAY,iBAAiB,GAAG;AAC5C;EACA,GAAG,MAAM,GAAG,KAAK,CAAC;AAClB;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,OAAO,KAAK,SAAS,GAAG,OAAO,GAAG,QAAQ,CAAC,eAAe,EAAE,8BAA8B,EAAE,QAAQ,EAAE,CAAC;AAC/G;EACA,GAAG,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;EAC/B,GAAG,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AACjC;EACA,GAAG,MAAM,OAAO,GAAG,OAAO,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AAC9C;EACA,GAAG,KAAK,KAAK,YAAY,SAAS,GAAG;AACrC;EACA,IAAI,OAAO,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AAChE;EACA,IAAI;AACJ;EACA,GAAG,MAAM,GAAG,OAAO,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,KAAK,GAAG,IAAI,IAAI,MAAM,CAAC,MAAM,GAAG,IAAI,GAAG;AACrD;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,KAAK,EAAE,CAAC;AACxG;EACA,GAAG,OAAO,MAAM,CAAC,SAAS,EAAE,YAAY,EAAE,GAAG,EAAE,CAAC;AAChD;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,MAAM,CAAC,SAAS,EAAE,WAAW,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,IAAI,SAAS,GAAG,CAAC,CAAC;AAClB;EACA,MAAM,OAAO,SAAS,eAAe,CAAC;AACtC;EACA,CAAC,WAAW,EAAE,KAAK,GAAG,OAAO,CAAC,aAAa,EAAE,OAAO,GAAG,OAAO,CAAC,eAAe,EAAE,KAAK,GAAG,mBAAmB,EAAE,KAAK,GAAG,mBAAmB,EAAE,SAAS,GAAG,YAAY,EAAE,SAAS,GAAG,wBAAwB,EAAE,MAAM,GAAG,UAAU,EAAE,IAAI,GAAG,gBAAgB,EAAE,UAAU,GAAG,CAAC,EAAE,QAAQ,GAAG,cAAc,GAAG;AACpS;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,SAAS,GAAG,EAAE,EAAE,CAAC;AAC/D;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACvC;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;AACjB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACrB,EAAE,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;AACpB;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACzB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACrB,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;EAC7B,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC7B;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACvB,EAAE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;EAC7B,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AACnB;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;AACpB;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;EAC/B,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;EAC9B,EAAE,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;EAChC,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;EACpB,EAAE,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC;AAC3B;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;EACnB,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC,YAAY,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC;AACxI;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC;AAC3C;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAChC;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC9B,EAAE,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;EAC9C,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EAClD,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAChD,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EAClD,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAChD,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,IAAI,GAAG;AAChB;EACA,EAAE,MAAM,YAAY,KAAK,IAAI,KAAK,SAAS,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE,CAAC;AAC1E;EACA,EAAE,KAAK,EAAE,YAAY,IAAI,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AACpE;EACA,GAAG,OAAO,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG;AACjB;EACA,GAAG,QAAQ,EAAE;EACb,IAAI,OAAO,EAAE,GAAG;EAChB,IAAI,IAAI,EAAE,SAAS;EACnB,IAAI,SAAS,EAAE,gBAAgB;EAC/B,IAAI;AACJ;EACA,GAAG,IAAI,EAAE,IAAI,CAAC,IAAI;EAClB,GAAG,IAAI,EAAE,IAAI,CAAC,IAAI;AAClB;EACA,GAAG,OAAO,EAAE,IAAI,CAAC,OAAO;AACxB;EACA,GAAG,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE;EAC3C,GAAG,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE;EAC3C,GAAG,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE;EAC3C,GAAG,QAAQ,EAAE,IAAI,CAAC,QAAQ;AAC1B;EACA,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE;AACnC;EACA,GAAG,MAAM,EAAE,IAAI,CAAC,MAAM;EACtB,GAAG,IAAI,EAAE,IAAI,CAAC,IAAI;EAClB,GAAG,QAAQ,EAAE,IAAI,CAAC,QAAQ;AAC1B;EACA,GAAG,SAAS,EAAE,IAAI,CAAC,SAAS;EAC5B,GAAG,SAAS,EAAE,IAAI,CAAC,SAAS;EAC5B,GAAG,UAAU,EAAE,IAAI,CAAC,UAAU;AAC9B;EACA,GAAG,KAAK,EAAE,IAAI,CAAC,KAAK;AACpB;EACA,GAAG,gBAAgB,EAAE,IAAI,CAAC,gBAAgB;EAC1C,GAAG,eAAe,EAAE,IAAI,CAAC,eAAe;AACxC;EACA,GAAG,CAAC;AACJ;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,SAAS,GAAG;AAClC;EACA;AACA;EACA,GAAG,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC5B;EACA,GAAG,KAAK,KAAK,CAAC,IAAI,KAAK,SAAS,GAAG;AACnC;EACA,IAAI,KAAK,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AAC1C;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,YAAY,IAAI,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AACpE;EACA,IAAI,IAAI,GAAG,CAAC;AACZ;EACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,KAAK,EAAE,GAAG;AAClC;EACA;AACA;EACA,KAAK,GAAG,GAAG,EAAE,CAAC;AACd;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA;AACA;EACA,MAAM,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC,aAAa,GAAG;AACtC;EACA,OAAO,GAAG,CAAC,IAAI,EAAE,cAAc,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,EAAE,CAAC;AACtD;EACA,OAAO,MAAM;AACb;EACA,OAAO,GAAG,CAAC,IAAI,EAAE,cAAc,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAChD;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA;AACA;EACA,KAAK,GAAG,GAAG,cAAc,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,KAAK;AACL;EACA,IAAI,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,GAAG;EAChC,KAAK,IAAI,EAAE,KAAK,CAAC,IAAI;EACrB,KAAK,GAAG,EAAE,GAAG;EACb,KAAK,CAAC;AACN;EACA,IAAI;AACJ;EACA,GAAG,MAAM,CAAC,KAAK,GAAG,KAAK,CAAC,IAAI,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,YAAY,GAAG;AACxB;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,IAAI,EAAE,GAAG,MAAM,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG;AACX;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,EAAE,GAAG;AACnB;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,SAAS,GAAG,OAAO,EAAE,CAAC;AAC9C;EACA,EAAE,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACjC;EACA,EAAE,KAAK,EAAE,CAAC,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG;AAC9B;EACA,GAAG,SAAS,IAAI,CAAC,KAAK;AACtB;EACA,IAAI,KAAK,cAAc;AACvB;EACA,KAAK,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;EACtC,KAAK,MAAM;AACX;EACA,IAAI,KAAK,mBAAmB;AAC5B;EACA,KAAK,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EAC7B,KAAK,MAAM;AACX;EACA,IAAI,KAAK,sBAAsB;AAC/B;EACA,KAAK,KAAK,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,KAAK,CAAC,GAAG;AACrD;EACA,MAAM,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;AACtC;EACA,MAAM,MAAM;AACZ;EACA,MAAM,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACvC;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,CAAC,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG;AAC9B;EACA,GAAG,SAAS,IAAI,CAAC,KAAK;AACtB;EACA,IAAI,KAAK,cAAc;AACvB;EACA,KAAK,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;EACtC,KAAK,MAAM;AACX;EACA,IAAI,KAAK,mBAAmB;AAC5B;EACA,KAAK,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EAC7B,KAAK,MAAM;AACX;EACA,IAAI,KAAK,sBAAsB;AAC/B;EACA,KAAK,KAAK,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,KAAK,CAAC,GAAG;AACrD;EACA,MAAM,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;AACtC;EACA,MAAM,MAAM;AACZ;EACA,MAAM,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACvC;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,GAAG;AACpB;EACA,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,OAAO,EAAE,CAAC;AACZ;EACA,EAAE;AACF;EACA,CAAC,IAAI,WAAW,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,OAAO,CAAC,aAAa,GAAG,SAAS,CAAC;EAClC,OAAO,CAAC,eAAe,GAAG,SAAS,CAAC;AACpC;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;EACA,SAAS,cAAc,EAAE,KAAK,GAAG;AACjC;EACA,CAAC,KAAK,EAAE,OAAO,gBAAgB,KAAK,WAAW,IAAI,KAAK,YAAY,gBAAgB;EACpF,IAAI,OAAO,iBAAiB,KAAK,WAAW,IAAI,KAAK,YAAY,iBAAiB,EAAE;EACpF,IAAI,OAAO,WAAW,KAAK,WAAW,IAAI,KAAK,YAAY,WAAW,EAAE,GAAG;AAC3E;EACA;AACA;EACA,EAAE,OAAO,UAAU,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,KAAK,CAAC,IAAI,GAAG;AACpB;EACA;AACA;EACA,GAAG,OAAO;EACV,IAAI,IAAI,EAAE,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,IAAI,EAAE;EAClD,IAAI,KAAK,EAAE,KAAK,CAAC,KAAK;EACtB,IAAI,MAAM,EAAE,KAAK,CAAC,MAAM;EACxB,IAAI,IAAI,EAAE,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI;EACrC,IAAI,CAAC;AACL;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6CAA6C,EAAE,CAAC;EACjE,GAAG,OAAO,EAAE,CAAC;AACb;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,OAAO,CAAC;AACd;EACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG;AAC3C;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE;AACF;EACA,CAAC,IAAI,KAAK,GAAG;AACb;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,IAAI,KAAK,EAAE,KAAK,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,MAAM,GAAG;AACd;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,IAAI,MAAM,EAAE,KAAK,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,GAAG;AAC9B;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACf,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,KAAK,SAAS,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AAC3C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,CAAC,GAAG;AACf;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EACvD,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EAC9D,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EAC9D,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EAC/D,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AAC/D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;EACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,0BAA0B,EAAE,CAAC,GAAG;AACjC;EACA;AACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;AACvC;EACA,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG;AACpB;EACA,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACd,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACd,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACd;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,8BAA8B,EAAE,CAAC,GAAG;AACrC;EACA;AACA;EACA;AACA;EACA,EAAE,IAAI,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;EACrB,EAAE,MAAM,OAAO,GAAG,IAAI;EACtB,GAAG,QAAQ,GAAG,GAAG;AACjB;EACA,GAAG,EAAE,GAAG,CAAC,CAAC,QAAQ;AAClB;EACA,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAChD;EACA,EAAE,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,OAAO;EACxC,SAAS,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,OAAO,EAAE;EAC1C,SAAS,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,OAAO,EAAE,GAAG;AAC7C;EACA;EACA;EACA;AACA;EACA,GAAG,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,QAAQ;EAC1C,UAAU,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,QAAQ,EAAE;EAC5C,UAAU,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,QAAQ,EAAE;EAC5C,UAAU,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,EAAE,GAAG,QAAQ,EAAE,GAAG;AACzD;EACA;AACA;EACA,IAAI,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,GAAG,IAAI,CAAC,EAAE,CAAC;AACnB;EACA,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,CAAC,KAAK,CAAC,CAAC;EAC9B,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,CAAC,KAAK,CAAC,CAAC;EAC9B,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,CAAC,KAAK,CAAC,CAAC;EAC9B,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAChC,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAChC,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAChC;EACA,GAAG,KAAK,EAAE,EAAE,GAAG,EAAE,QAAQ,EAAE,GAAG,EAAE,EAAE,GAAG;AACrC;EACA;AACA;EACA,IAAI,KAAK,EAAE,GAAG,OAAO,GAAG;AACxB;EACA,KAAK,CAAC,GAAG,CAAC,CAAC;EACX,KAAK,CAAC,GAAG,WAAW,CAAC;EACrB,KAAK,CAAC,GAAG,WAAW,CAAC;AACrB;EACA,KAAK,MAAM;AACX;EACA,KAAK,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EAChB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,KAAK;AACL;EACA,IAAI,MAAM,KAAK,EAAE,GAAG,EAAE,GAAG;AACzB;EACA;AACA;EACA,IAAI,KAAK,EAAE,GAAG,OAAO,GAAG;AACxB;EACA,KAAK,CAAC,GAAG,WAAW,CAAC;EACrB,KAAK,CAAC,GAAG,CAAC,CAAC;EACX,KAAK,CAAC,GAAG,WAAW,CAAC;AACrB;EACA,KAAK,MAAM;AACX;EACA,KAAK,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EAChB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA;AACA;EACA,IAAI,KAAK,EAAE,GAAG,OAAO,GAAG;AACxB;EACA,KAAK,CAAC,GAAG,WAAW,CAAC;EACrB,KAAK,CAAC,GAAG,WAAW,CAAC;EACrB,KAAK,CAAC,GAAG,CAAC,CAAC;AACX;EACA,KAAK,MAAM;AACX;EACA,KAAK,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EAChB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC9B;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE;EAClD,GAAG,EAAE,GAAG,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE;EAChC,GAAG,EAAE,GAAG,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC;AACnC;EACA,EAAE,KAAK,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC;AACrC;EACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACpD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG;AACnB;EACA;AACA;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,MAAM,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,GAAG,EAAE,GAAG,GAAG;AACzB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC,EAAE,CAAC,cAAc,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACrG;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,GAAG;AACR;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACnE;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/E;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC;AAC5F;EACA,EAAE;AACF;EACA,CAAC,eAAe,GAAG;AACnB;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC3F;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACnD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,EAAE,KAAK,GAAG;AAClB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,GAAG;AAC9B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;EAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;EAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;EAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,GAAG;AAClG;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC/B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC/B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACjD;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACzF;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;EACA;EACA;EACA;EACA;EACA;EACA,MAAM,iBAAiB,SAAS,eAAe,CAAC;AAChD;EACA,CAAC,WAAW,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,GAAG;AACvC;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACrB,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACvB,EAAE,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EACpD,EAAE,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC3B;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACrD;EACA,EAAE,OAAO,GAAG,OAAO,IAAI,EAAE,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,IAAI,OAAO,EAAE,SAAS,EAAE,OAAO,CAAC,OAAO,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,SAAS,EAAE,OAAO,CAAC,SAAS,EAAE,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,QAAQ,EAAE,CAAC;AACnM;EACA,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,EAAE,CAAC;EAC1B,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;EACnC,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,MAAM,CAAC;EACrC,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,CAAC,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,KAAK,SAAS,GAAG,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;EACzG,EAAE,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,KAAK,SAAS,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AAC9F;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,KAAK,SAAS,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;EACpF,EAAE,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,aAAa,KAAK,SAAS,GAAG,OAAO,CAAC,aAAa,GAAG,KAAK,CAAC;EAC3F,EAAE,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC,YAAY,KAAK,SAAS,GAAG,OAAO,CAAC,YAAY,GAAG,IAAI,CAAC;AACvF;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,OAAO,GAAG;AACvB;EACA,EAAE,OAAO,CAAC,KAAK,GAAG;EAClB,GAAG,KAAK,EAAE,IAAI,CAAC,KAAK;EACpB,GAAG,MAAM,EAAE,IAAI,CAAC,MAAM;EACtB,GAAG,KAAK,EAAE,IAAI,CAAC,KAAK;EACpB,GAAG,CAAC;AACJ;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACzB;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,GAAG,CAAC,GAAG;AACrC;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,KAAK,IAAI,IAAI,CAAC,MAAM,KAAK,MAAM,IAAI,IAAI,CAAC,KAAK,KAAK,KAAK,GAAG;AAChF;EACA,GAAG,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACtB,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACxB,GAAG,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACtB;EACA,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;EACpC,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,MAAM,CAAC;EACtC,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;AACpC;EACA,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;AAClB;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EAC3C,EAAE,IAAI,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;EACxC,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC5C,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG;AACX;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AAyBvD;EACA,MAAM,UAAU,CAAC;AACjB;EACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG;AAC3C;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;EACzH,EAAE,OAAO,EAAE,CAAC,gBAAgB,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,OAAO,SAAS,EAAE,GAAG,EAAE,SAAS,EAAE,IAAI,EAAE,UAAU,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,GAAG;AAC3E;EACA;AACA;EACA,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;EACjC,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;EAC9B,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;EAC9B,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;EACnC,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;EAC9B,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;EAC9B,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;EACA,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;EACA,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG;AAC1D;EACA,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EACjB,GAAG,MAAM,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE;EACpD,IAAI,GAAG,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE;EAChC,IAAI,MAAM,GAAG,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3B;EACA;EACA,GAAG,KAAK,MAAM,GAAG,MAAM,CAAC,OAAO,GAAG;AAClC;EACA,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE;EACnC,KAAK,GAAG,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,CAAC;AACxC;EACA,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,EAAE,GAAG,GAAG,CAAC;EAClC,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,EAAE,GAAG,GAAG,CAAC;AAClC;EACA,IAAI;AACJ;EACA,GAAG,MAAM,IAAI,GAAG,CAAC,GAAG,GAAG,CAAC;AACxB;EACA,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC;EAC3B,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC;EAC3B,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC;EAC3B,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC;AAC3B;EACA;EACA,GAAG,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG;AACtB;EACA,IAAI,MAAM,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;AACrE;EACA,IAAI,EAAE,IAAI,CAAC,CAAC;EACZ,IAAI,EAAE,IAAI,CAAC,CAAC;EACZ,IAAI,EAAE,IAAI,CAAC,CAAC;EACZ,IAAI,EAAE,IAAI,CAAC,CAAC;AACZ;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,GAAG,EAAE,SAAS,EAAE,GAAG,EAAE,CAAC;EACxB,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC5B,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC5B,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,OAAO,uBAAuB,EAAE,GAAG,EAAE,SAAS,EAAE,IAAI,EAAE,UAAU,EAAE,IAAI,EAAE,UAAU,GAAG;AACtF;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,EAAE,CAAC;EAChC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;EACpC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;EACpC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,EAAE,CAAC;EAChC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;EACpC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;EACpC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,EAAE,GAAG,EAAE,SAAS,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC3D,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC/D,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC/D,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC/D;EACA,EAAE,OAAO,GAAG,CAAC;AACb;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACpE;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,UAAU,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC;EACzB,EAAE,IAAI,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC;EACzB,EAAE,IAAI,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC;EACzB,EAAE,IAAI,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC;AACzB;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,KAAK,IAAI,KAAK,IAAI,KAAK,CAAC,OAAO,EAAE,GAAG;AACtC;EACA,GAAG,MAAM,IAAI,KAAK,EAAE,kGAAkG,EAAE,CAAC;AACzH;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,GAAG,KAAK,CAAC,EAAE,EAAE,CAAC,GAAG,KAAK,CAAC,EAAE,EAAE,CAAC,GAAG,KAAK,CAAC,EAAE,EAAE,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC;AACvE;EACA;EACA;EACA;AACA;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;EACvB,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;AACvB;EACA,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B;EACA,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,KAAK;EACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG;EACH,IAAI,OAAO,CAAC,IAAI,EAAE,kEAAkE,GAAG,KAAK,EAAE,CAAC;AAC/F;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,KAAK,KAAK,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;AACnD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,GAAG;AACjC;EACA;AACA;EACA;AACA;EACA,EAAE,MAAM,SAAS,GAAG,KAAK,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACzD;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACvB,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACvB,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACvB,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,CAAC,GAAG;AAC5B;EACA;AACA;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ;AACvB;EACA,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE;AAC/C;EACA,GAAG,KAAK,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3B;EACA,EAAE,KAAK,KAAK,GAAG,CAAC,GAAG;AACnB;EACA,GAAG,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,GAAG,GAAG,EAAE,CAAC;AAC5C;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,GAAG,CAAC,CAAC;EACtB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B;EACA,GAAG,MAAM,KAAK,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,GAAG;AACvC;EACA,GAAG,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;AACtD;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,GAAG,CAAC,CAAC;EACtB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B;EACA,GAAG,MAAM,KAAK,GAAG,GAAG,GAAG,GAAG;AAC1B;EACA,GAAG,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;AACtD;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,GAAG,CAAC,CAAC;EACtB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;AACtD;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,GAAG,CAAC,CAAC;AACtB;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,KAAK,EAAE,GAAG,GAAG;AAClC;EACA;AACA;EACA,EAAE,IAAI,CAAC,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAC/B;EACA,EAAE,KAAK,CAAC,GAAG,MAAM,CAAC,OAAO,GAAG;AAC5B;EACA;AACA;EACA,GAAG,CAAC,GAAG,CAAC,CAAC;AACT;EACA,GAAG,KAAK,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,GAAG;AACpD;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,CAAC;EACxB,IAAI,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;EACtB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EAChB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EAChB,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,CAAC;EACxB,IAAI,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;EACtB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;EAC/C,GAAG,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;EAC/C,GAAG,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;EAC/C,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,CAAC,GAAG;AACd;EACA,EAAE,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC/E;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,CAAC,EAAE,IAAI,GAAG;AAC1B;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,KAAK,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC;AACjC;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA;AACA;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,IAAI,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;EACjB,EAAE,IAAI,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;EACjB,EAAE,IAAI,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;AACjB;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC;AAC3E;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AACvF;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC;AACpG;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,IAAI,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACxB;EACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf;EACA,GAAG,MAAM;AACT;EACA,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACb;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,GAAG;AAClB;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wGAAwG,EAAE,CAAC;EAC5H,GAAG,OAAO,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,CAAC,GAAG;AAClB;EACA,EAAE,OAAO,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,GAAG;AAC7B;EACA;AACA;EACA,EAAE,MAAM,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC;EACvD,EAAE,MAAM,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC;AACvD;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,EAAE,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC;EAC7B,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACxC;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;AAC3D;EACA;AACA;EACA,EAAE,IAAI,YAAY,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;AACnE;EACA,EAAE,KAAK,YAAY,GAAG,CAAC,GAAG;AAC1B;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACrB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACrB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACrB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACrB;EACA,GAAG,YAAY,GAAG,EAAE,YAAY,CAAC;AACjC;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,KAAK,YAAY,IAAI,GAAG,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,eAAe,GAAG,GAAG,GAAG,YAAY,GAAG,YAAY,CAAC;AAC5D;EACA,EAAE,KAAK,eAAe,IAAI,MAAM,CAAC,OAAO,GAAG;AAC3C;EACA,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;EACjC,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;EACjC,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;EACjC,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;AACjC;EACA,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;EACpB,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC5B;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC;EACpD,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,YAAY,EAAE,YAAY,EAAE,CAAC;EAC7D,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,SAAS,EAAE,GAAG,YAAY;EACjE,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,SAAS,EAAE,GAAG,YAAY,CAAC;AACrD;EACA,EAAE,IAAI,CAAC,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;AAC9C;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;EACA,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,UAAU,GAAG;AACtB;EACA,EAAE,OAAO,EAAE,UAAU,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,QAAQ,UAAU,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,MAAM,UAAU,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,MAAM,UAAU,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,CAAC;AAC1I;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;EAC5B,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;EAC5B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,GAAG;AACzC;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACpC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,QAAQ,GAAG;AACvB;EACA,EAAE,IAAI,CAAC,iBAAiB,GAAG,QAAQ,CAAC;AACpC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,GAAG,EAAE;AACvB;EACA,CAAC;AACD;EACA,UAAU,CAAC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC;AACzC;EACA,MAAM,OAAO,CAAC;AACd;EACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG;AACpC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,GAAG;AAC9B;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACxD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACf;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,GAAG;AAClB;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,iGAAiG,EAAE,CAAC;EACrH,GAAG,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,KAAK,GAAG;AACrB;EACA,EAAE,KAAK,IAAI,KAAK,IAAI,KAAK,CAAC,OAAO,EAAE,GAAG;AACtC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,6FAA6F,EAAE,CAAC;AAClH;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,aAAa,CAAC,YAAY,EAAE,KAAK,EAAE,EAAE,CAAC;AACrE;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,IAAI,EAAE,KAAK,GAAG;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,aAAa,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC;AAC/E;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3C,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EAChD,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EAChD,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,CAAC,GAAG;AACxB;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3C,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;EACA,EAAE,MAAM,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC;AACpE;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,CAAC,CAAC;EAClE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,CAAC,CAAC;EAClE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,CAAC,CAAC;AACnE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,GAAG;AACtB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3C,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AAC/C;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EACtC,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EACtC,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EACtC,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AACxC;EACA;AACA;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;EACvD,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;EACvD,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;AACvD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,MAAM,GAAG;AACnB;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,kBAAkB,EAAE,CAAC,YAAY,EAAE,MAAM,CAAC,gBAAgB,EAAE,CAAC;AAChG;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,uBAAuB,EAAE,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAChG;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,CAAC,GAAG;AACzB;EACA;EACA;AACA;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3C,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EAChD,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EAChD,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACjD;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;EACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG;AACnB;EACA;AACA;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,MAAM,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,GAAG,EAAE,GAAG,GAAG;AACzB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC,EAAE,CAAC,cAAc,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACrG;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,GAAG;AACR;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACpD;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC7D;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC;AAC1E;EACA,EAAE;AACF;EACA,CAAC,eAAe,GAAG;AACnB;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACtE;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACnD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,EAAE,KAAK,GAAG;AAClB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,GAAG;AAC9B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;EAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;EAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,GAAG;AACf;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2FAA2F,EAAE,CAAC;EAC/G,GAAG,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,GAAG;AACtB;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACrC,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACrC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC7B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,GAAG;AACtB;EACA,EAAE,MAAM,WAAW,GAAG,CAAC,CAAC,QAAQ,EAAE,CAAC;AACnC;EACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,EAAE,MAAM,MAAM,GAAG,CAAC,CAAC,GAAG,EAAE,IAAI,EAAE,GAAG,WAAW,CAAC;AAC7C;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,WAAW,GAAG;AAC/B;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,eAAe,EAAE,WAAW,EAAE,CAAC;AACxD;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,MAAM,GAAG;AACnB;EACA;EACA;AACA;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,cAAc,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACvF;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,CAAC,GAAG;AACd;EACA,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,GAAG,CAAC,CAAC,QAAQ,EAAE,EAAE,CAAC;AAClE;EACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9C;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,WAAW,CAAC;AAC5C;EACA;AACA;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,SAAS,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AACvD;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,GAAG;AACjB;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,CAAC,GAAG;AACxB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AAChE;EACA,EAAE,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,CAAC,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;AACxF;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,CAAC,GAAG;AACvB;EACA,EAAE,OAAO,IAAI,CAAC,sBAAsB,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,EAAE,CAAC;AACjE;EACA,EAAE;AACF;EACA,CAAC,sBAAsB,EAAE,MAAM,EAAE,GAAG,EAAE,KAAK,GAAG;AAC9C;EACA,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,MAAM,CAAC;AAChD;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,MAAM,CAAC;EACpC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,OAAO,IAAI,CAAC,wBAAwB,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACjE;EACA,EAAE;AACF;EACA,CAAC,wBAAwB,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC,GAAG;AAC9C;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACtC,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,CAAC,GAAG;AAC5B;EACA,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;EACvD,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;EACvD,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;AACvD;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,CAAC,EAAE,KAAK,GAAG;AACjC;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,CAAC,QAAQ,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,CAAC,EAAE,KAAK,GAAG;AAClC;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,CAAC,QAAQ,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,GAAG;AAC5E;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC/B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACjD;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACzF;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;EACA,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC9C,MAAM,aAAa,iBAAiB,IAAI,UAAU,EAAE,CAAC;AACrD;EACA,MAAM,IAAI,CAAC;AACX;EACA,CAAC,WAAW,EAAE,GAAG,GAAG,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,GAAG,GAAG,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,GAAG;AACjI;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;EACjB,EAAE,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,GAAG;AACjB;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC;EACvB,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC;AACvB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;EACA,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB;EACA,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AACrD;EACA,GAAG,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;EACxB,GAAG,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC5B,GAAG,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC5B;EACA,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B;EACA,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,sBAAsB,EAAE,SAAS,GAAG;AACrC;EACA,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB;EACA,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACjC,GAAG,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACjC,GAAG,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B;EACA,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,MAAM,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACnB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,IAAI,CAAC,aAAa,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,MAAM,EAAE,IAAI,GAAG;AACtC;EACA,EAAE,MAAM,QAAQ,GAAG,SAAS,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,cAAc,EAAE,GAAG,EAAE,CAAC;AAChE;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;EAC1C,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,MAAM,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACvC;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,GAAG,GAAG;AACb;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,QAAQ,CAAC;EACpD,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,QAAQ,CAAC;AACpD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG;AACX;EACA;AACA;EACA,EAAE,OAAO,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,QAAQ,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;AACnG;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,iDAAiD,EAAE,CAAC;EACrE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,OAAO,EAAE,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC,UAAU,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC,cAAc,EAAE,GAAG,EAAE,CAAC;AAChH;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,MAAM,GAAG;AACnB;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;EACnE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,OAAO,EAAE,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC,UAAU,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AAC1F;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACxB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,CAAC;EACjC,EAAE,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA;EACA;AACA;EACA,EAAE,MAAM,CAAC,iBAAiB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAC3C;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,KAAK,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG;AACxC;EACA,IAAI,QAAQ,CAAC,kBAAkB,EAAE,CAAC;AAClC;EACA,IAAI;AACJ;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EACvC,GAAG,MAAM,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC7C;EACA,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,IAAI,CAAC,cAAc,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,OAAO,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;EACrD,GAAG,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;EAC/C,GAAG,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,GAAG,GAAG;AACpB;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC;EAC3D,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC;EACrD,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtD;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AAC/B;EACA;EACA;AACA;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,oDAAoD,EAAE,CAAC;EACxE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,GAAG;EACnB,GAAG,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE;EACzD,GAAG,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE;EACzD,GAAG,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE;EACzD,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;EACA;EACA,EAAE,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;EACzD,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;EACnD,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC;AACnE;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA;EACA,EAAE,IAAI,CAAC,UAAU,EAAE,MAAM,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;AAC9C;EACA;EACA,EAAE,OAAO,SAAS,CAAC,iBAAiB,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC;AAC3F;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA;EACA;AACA;EACA,EAAE,IAAI,GAAG,EAAE,GAAG,CAAC;AACf;EACA,EAAE,KAAK,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG;AAC5B;EACA,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;EACrC,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACrC;EACA,GAAG,MAAM;AACT;EACA,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;EACrC,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG;AAC5B;EACA,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;EACtC,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC;EACA,GAAG,MAAM;AACT;EACA,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;EACtC,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG;AAC5B;EACA,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;EACtC,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC;EACA,GAAG,MAAM;AACT;EACA,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;EACtC,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,SAAS,GAAG,IAAI,EAAE,KAAK,CAAC,QAAQ,IAAI,GAAG,IAAI,EAAE,KAAK,CAAC,QAAQ,GAAG;AAChE;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,QAAQ,GAAG;AAChC;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,EAAE,GAAG;AACxB;EACA,GAAG,OAAO,KAAK,CAAC;AAChB;EACA,GAAG;AACH;EACA;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,OAAO,EAAE,CAAC;EAC5B,EAAE,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AAC3C;EACA;EACA,EAAE,KAAK,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC;EAC1C,EAAE,KAAK,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC;EAC1C,EAAE,KAAK,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC;AAC1C;EACA;EACA,EAAE,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;EACjC,EAAE,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;EACjC,EAAE,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACjC;EACA;EACA;EACA;EACA,EAAE,IAAI,IAAI,GAAG;EACb,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;EAC1D,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC;EAC1D,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC;EAC1D,GAAG,CAAC;EACJ,EAAE,KAAK,EAAE,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG;AAC7D;EACA,GAAG,OAAO,KAAK,CAAC;AAChB;EACA,GAAG;AACH;EACA;EACA,EAAE,IAAI,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACvC,EAAE,KAAK,EAAE,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG;AAC7D;EACA,GAAG,OAAO,KAAK,CAAC;AAChB;EACA,GAAG;AACH;EACA;EACA;EACA,EAAE,eAAe,CAAC,YAAY,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC3C,EAAE,IAAI,GAAG,EAAE,eAAe,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,EAAE,CAAC;AACrE;EACA,EAAE,OAAO,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC3D;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,GAAG;AAC7B;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,kDAAkD,EAAE,CAAC;EACtE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AAC1D;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,MAAM,YAAY,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AAC3E;EACA,EAAE,OAAO,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,MAAM,GAAG;AAC7B;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,yDAAyD,EAAE,CAAC;EAC9E;AACA;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AAClC;EACA,EAAE,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,EAAE,SAAS,EAAE,CAAC,MAAM,EAAE,GAAG,GAAG,CAAC;AAC3D;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,GAAG,GAAG;AAClB;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EAC1B,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC1B;EACA;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,EAAE,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;AACzC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,GAAG,GAAG;AACd;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EAC1B,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;EACA;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,EAAE,GAAG,OAAO,IAAI,CAAC;AACpC;EACA;EACA,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AAChF;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,GAAG,GAAG;AACf;EACA,EAAE,OAAO,GAAG,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,GAAG,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,IAAI,CAAC;AAC7B;EACA,MAAM,OAAO,GAAG;EAChB,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,CAAC,CAAC;AACF;EACA,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,MAAM,MAAM,iBAAiB,IAAI,IAAI,EAAE,CAAC;AACxC;EACA;AACA;EACA,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C;EACA;AACA;EACA,MAAM,GAAG,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACxC,MAAM,GAAG,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACxC,MAAM,GAAG,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACxC;EACA,MAAM,OAAO,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC5C,MAAM,QAAQ,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC7C,MAAM,eAAe,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACpD,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,SAAS,UAAU,EAAE,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,OAAO,GAAG;AACjD;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AACxD;EACA,EAAE,SAAS,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EACjC;EACA,EAAE,MAAM,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,CAAC,EAAE,GAAG,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,CAAC,EAAE,GAAG,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;EAC5H;EACA,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;EACjC,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;EACjC,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;EACjC;EACA,EAAE,KAAK,IAAI,CAAC,GAAG,EAAE,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG;AAC1E;EACA;EACA;EACA,GAAG,OAAO,KAAK,CAAC;AAChB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC;AACD;EACA,MAAM,MAAM,iBAAiB,IAAI,IAAI,EAAE,CAAC;EACxC,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,gBAAgB,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACrD,MAAM,QAAQ,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC7C;EACA,MAAM,MAAM,CAAC;AACb;EACA,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI,OAAO,EAAE,EAAE,MAAM,GAAG,EAAE,CAAC,GAAG;AACrD;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACvB,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,GAAG;AACvB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,MAAM,EAAE,cAAc,GAAG;AACzC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,KAAK,cAAc,KAAK,SAAS,GAAG;AACtC;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,cAAc,EAAE,CAAC;AACjC;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,CAAC,aAAa,EAAE,MAAM,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA,EAAE,IAAI,WAAW,GAAG,CAAC,CAAC;AACtB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,WAAW,GAAG,IAAI,CAAC,GAAG,EAAE,WAAW,EAAE,MAAM,CAAC,iBAAiB,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAClF;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AACzC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC9B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG;AACX;EACA,EAAE,SAAS,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AAC7B;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,SAAS,KAAK,CAAC,iBAAiB,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG;AACrF;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,SAAS,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,GAAG;AAC3D;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAChD;EACA,EAAE,OAAO,MAAM,CAAC,MAAM,CAAC,iBAAiB,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,SAAS,GAAG,SAAS,EAAE,CAAC;AACrF;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;EACA,EAAE,OAAO,GAAG,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC;AACtC;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,IAAI,IAAI,CAAC,MAAM,CAAC;AACzE;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,GAAG;AAC7B;EACA,EAAE,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AAC/D;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,oDAAoD,EAAE,CAAC;EACxE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACvB;EACA,EAAE,KAAK,aAAa,KAAK,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG;AACvD;EACA,GAAG,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;EACzC,GAAG,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC5E,GAAG,MAAM,GAAG,IAAI,IAAI,EAAE,CAAC;AACvB;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,EAAE,GAAG;AACxB;EACA;EACA,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC;EACtB,GAAG,OAAO,MAAM,CAAC;AACjB;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;EACzC,EAAE,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACvC;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EACrC,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,iBAAiB,EAAE,CAAC;AACzD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA;AACA;EACA,EAAE,QAAQ,CAAC,UAAU,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC5C;EACA,EAAE,MAAM,QAAQ,GAAG,QAAQ,CAAC,QAAQ,EAAE,CAAC;AACvC;EACA,EAAE,KAAK,QAAQ,KAAK,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG;AAClD;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;EACxC,GAAG,MAAM,iBAAiB,GAAG,EAAE,MAAM,GAAG,IAAI,CAAC,MAAM,KAAK,GAAG,CAAC;AAC5D;EACA;EACA;EACA;AACA;EACA,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,QAAQ,CAAC,cAAc,EAAE,iBAAiB,GAAG,MAAM,EAAE,EAAE,CAAC;EAC5E,GAAG,IAAI,CAAC,MAAM,IAAI,iBAAiB,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,MAAM,GAAG;AACjB;EACA;AACA;EACA;EACA;EACA;AACA;EACA,EAAE,gBAAgB,CAAC,UAAU,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACxG;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,gBAAgB,EAAE,EAAE,CAAC;EAC5E,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,gBAAgB,EAAE,EAAE,CAAC;AAC5E;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,MAAM,GAAG;AAClB;EACA,EAAE,OAAO,MAAM,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,MAAM,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM,EAAE,CAAC;AAClF;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC9C,MAAM,UAAU,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC/C,MAAM,OAAO,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC5C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C;EACA,MAAM,MAAM,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC3C,MAAM,MAAM,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC3C,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,MAAM,GAAG,CAAC;AACV;EACA,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI,OAAO,EAAE,EAAE,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG;AAC7E;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACvB,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC7B;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,MAAM,EAAE,SAAS,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,GAAG,GAAG;AACb;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC;EACjC,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,GAAG,CAAC,SAAS,EAAE,CAAC;AACvC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG;AACjB;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,yCAAyC,EAAE,CAAC;EAC7D,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC9E;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;AAC1D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC,EAAE,SAAS,EAAE,EAAE,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,KAAK,EAAE,MAAM,GAAG;AACtC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,UAAU,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC1C;EACA,EAAE,MAAM,iBAAiB,GAAG,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACzD;EACA,EAAE,KAAK,iBAAiB,GAAG,CAAC,GAAG;AAC/B;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,iBAAiB,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC9F;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,iBAAiB,EAAE,KAAK,EAAE,EAAE,CAAC;AACtD;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,KAAK,GAAG;AAC5B;EACA,EAAE,MAAM,iBAAiB,GAAG,SAAS,CAAC,UAAU,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AAC7F;EACA;AACA;EACA,EAAE,KAAK,iBAAiB,GAAG,CAAC,GAAG;AAC/B;EACA,GAAG,OAAO,IAAI,CAAC,MAAM,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,iBAAiB,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC1F;EACA,EAAE,OAAO,SAAS,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AAC9C;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,EAAE,EAAE,EAAE,EAAE,kBAAkB,EAAE,sBAAsB,GAAG;AAC3E;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,EAAE,UAAU,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,cAAc,EAAE,GAAG,EAAE,CAAC;EACxD,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;EAC3C,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,UAAU,EAAE,CAAC;AAC9C;EACA,EAAE,MAAM,SAAS,GAAG,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EAC9C,EAAE,MAAM,GAAG,GAAG,EAAE,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;EAC9C,EAAE,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;EACzC,EAAE,MAAM,EAAE,GAAG,EAAE,KAAK,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;EACpC,EAAE,MAAM,CAAC,GAAG,KAAK,CAAC,QAAQ,EAAE,CAAC;EAC7B,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;EACxC,EAAE,IAAI,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,MAAM,CAAC;AAC9B;EACA,EAAE,KAAK,GAAG,GAAG,CAAC,GAAG;AACjB;EACA;AACA;EACA,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;EACtB,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;EACtB,GAAG,MAAM,GAAG,SAAS,GAAG,GAAG,CAAC;AAC5B;EACA,GAAG,KAAK,EAAE,IAAI,CAAC,GAAG;AAClB;EACA,IAAI,KAAK,EAAE,IAAI,EAAE,MAAM,GAAG;AAC1B;EACA,KAAK,KAAK,EAAE,IAAI,MAAM,GAAG;AACzB;EACA;EACA;AACA;EACA,MAAM,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;EAC7B,MAAM,EAAE,IAAI,MAAM,CAAC;EACnB,MAAM,EAAE,IAAI,MAAM,CAAC;EACnB,MAAM,OAAO,GAAG,EAAE,KAAK,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACtF;EACA,MAAM,MAAM;AACZ;EACA;AACA;EACA,MAAM,EAAE,GAAG,SAAS,CAAC;EACrB,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;EAC9C,MAAM,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACrD;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA;AACA;EACA,KAAK,EAAE,GAAG,EAAE,SAAS,CAAC;EACtB,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;EAC7C,KAAK,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACpD;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,EAAE,IAAI,EAAE,MAAM,GAAG;AAC1B;EACA;AACA;EACA,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,GAAG,SAAS,GAAG,EAAE,EAAE,EAAE,CAAC;EACtD,KAAK,EAAE,GAAG,EAAE,EAAE,GAAG,CAAC,KAAK,EAAE,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,SAAS,EAAE,EAAE,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;EAC1F,KAAK,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACpD;EACA,KAAK,MAAM,KAAK,EAAE,IAAI,MAAM,GAAG;AAC/B;EACA;AACA;EACA,KAAK,EAAE,GAAG,CAAC,CAAC;EACZ,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,SAAS,EAAE,EAAE,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;EAC/D,KAAK,OAAO,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACxC;EACA,KAAK,MAAM;AACX;EACA;AACA;EACA,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,GAAG,SAAS,GAAG,EAAE,EAAE,EAAE,CAAC;EACpD,KAAK,EAAE,GAAG,EAAE,EAAE,GAAG,CAAC,KAAK,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,SAAS,EAAE,EAAE,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;EACxF,KAAK,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACpD;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,EAAE,GAAG,EAAE,GAAG,GAAG,CAAC,KAAK,EAAE,SAAS,GAAG,SAAS,CAAC;EAC9C,GAAG,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;EAC3C,GAAG,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AAClD;EACA,GAAG;AACH;EACA,EAAE,KAAK,kBAAkB,GAAG;AAC5B;EACA,GAAG,kBAAkB,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,EAAE,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACrF;EACA,GAAG;AACH;EACA,EAAE,KAAK,sBAAsB,GAAG;AAChC;EACA,GAAG,sBAAsB,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC,cAAc,EAAE,EAAE,EAAE,CAAC,GAAG,EAAE,UAAU,EAAE,CAAC;AACjF;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,MAAM,EAAE,MAAM,GAAG;AACnC;EACA,EAAE,SAAS,CAAC,UAAU,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;EACrD,EAAE,MAAM,GAAG,GAAG,SAAS,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;EAC9C,EAAE,MAAM,EAAE,GAAG,SAAS,CAAC,GAAG,EAAE,SAAS,EAAE,GAAG,GAAG,GAAG,GAAG,CAAC;EACpD,EAAE,MAAM,OAAO,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAChD;EACA,EAAE,KAAK,EAAE,GAAG,OAAO,GAAG,OAAO,IAAI,CAAC;AAClC;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,OAAO,GAAG,EAAE,EAAE,CAAC;AACxC;EACA;EACA,EAAE,MAAM,EAAE,GAAG,GAAG,GAAG,GAAG,CAAC;AACvB;EACA;EACA,EAAE,MAAM,EAAE,GAAG,GAAG,GAAG,GAAG,CAAC;AACvB;EACA;EACA,EAAE,KAAK,EAAE,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,GAAG,OAAO,IAAI,CAAC;AACtC;EACA;EACA;EACA;EACA,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,OAAO,IAAI,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC;AAC7C;EACA;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC,iBAAiB,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC;AACtF;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,MAAM,WAAW,GAAG,KAAK,CAAC,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACzD;EACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG;AAC3B;EACA;EACA,GAAG,KAAK,KAAK,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,GAAG;AACrD;EACA,IAAI,OAAO,CAAC,CAAC;AACb;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,KAAK,CAAC,MAAM,EAAE,GAAG,KAAK,CAAC,QAAQ,EAAE,GAAG,WAAW,CAAC;AACjF;EACA;AACA;EACA,EAAE,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,KAAK,EAAE,MAAM,GAAG;AACjC;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,eAAe,EAAE,KAAK,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,CAAC,KAAK,IAAI,GAAG;AACpB;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC;AAC9B;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA;AACA;EACA,EAAE,MAAM,WAAW,GAAG,KAAK,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC3D;EACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG;AAC3B;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,WAAW,GAAG,KAAK,CAAC,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACzD;EACA,EAAE,KAAK,WAAW,GAAG,WAAW,GAAG,CAAC,GAAG;AACvC;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,GAAG,EAAE,MAAM,GAAG;AAC7B;EACA,EAAE,IAAI,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC;AAC7C;EACA,EAAE,MAAM,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC;EACtC,GAAG,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC;EACjC,GAAG,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;AAClC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,KAAK,OAAO,IAAI,CAAC,GAAG;AACtB;EACA,GAAG,IAAI,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;EAC7C,GAAG,IAAI,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC7C;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;EAC7C,GAAG,IAAI,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC7C;EACA,GAAG;AACH;EACA,EAAE,KAAK,OAAO,IAAI,CAAC,GAAG;AACtB;EACA,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;EAC9C,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;EAC9C,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,IAAI,GAAG,KAAK,QAAQ,KAAK,GAAG,IAAI,EAAE,GAAG,OAAO,IAAI,CAAC;AAC1D;EACA;EACA;AACA;EACA,EAAE,KAAK,KAAK,GAAG,IAAI,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,KAAK,CAAC;AACpD;EACA,EAAE,KAAK,KAAK,GAAG,IAAI,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,KAAK,CAAC;AACpD;EACA,EAAE,KAAK,OAAO,IAAI,CAAC,GAAG;AACtB;EACA,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;EAC9C,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;EAC9C,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,IAAI,GAAG,KAAK,QAAQ,KAAK,GAAG,IAAI,EAAE,GAAG,OAAO,IAAI,CAAC;AAC1D;EACA,EAAE,KAAK,KAAK,GAAG,IAAI,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,KAAK,CAAC;AACpD;EACA,EAAE,KAAK,KAAK,GAAG,IAAI,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,KAAK,CAAC;AACpD;EACA;AACA;EACA,EAAE,KAAK,IAAI,GAAG,CAAC,GAAG,OAAO,IAAI,CAAC;AAC9B;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,EAAE,IAAI,IAAI,CAAC,GAAG,IAAI,GAAG,IAAI,EAAE,MAAM,EAAE,CAAC;AACpD;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,SAAS,EAAE,KAAK,IAAI,CAAC;AACtD;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,eAAe,EAAE,MAAM,GAAG;AACvD;EACA;AACA;EACA;AACA;EACA,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5B,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5B,EAAE,SAAS,CAAC,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;EAC5C,EAAE,IAAI,IAAI,CAAC;AACX;EACA,EAAE,KAAK,GAAG,GAAG,CAAC,GAAG;AACjB;EACA,GAAG,KAAK,eAAe,GAAG,OAAO,IAAI,CAAC;EACtC,GAAG,IAAI,GAAG,CAAC,CAAC;AACZ;EACA,GAAG,MAAM,KAAK,GAAG,GAAG,CAAC,GAAG;AACxB;EACA,GAAG,IAAI,GAAG,EAAE,CAAC,CAAC;EACd,GAAG,GAAG,GAAG,EAAE,GAAG,CAAC;AACf;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;EACrC,EAAE,MAAM,MAAM,GAAG,IAAI,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE,CAAC;AACnF;EACA;EACA,EAAE,KAAK,MAAM,GAAG,CAAC,GAAG;AACpB;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE,CAAC;AACpE;EACA;EACA,EAAE,KAAK,MAAM,GAAG,CAAC,GAAG;AACpB;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,GAAG,GAAG;AAC/B;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,IAAI,GAAG,KAAK,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAC9C;EACA;EACA,EAAE,KAAK,GAAG,GAAG,CAAC,GAAG;AACjB;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,EAAE,MAAM,EAAE,CAAC;AACtC;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,OAAO,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;EACtC,EAAE,IAAI,CAAC,SAAS,CAAC,kBAAkB,EAAE,OAAO,EAAE,CAAC;AAC/C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,GAAG,GAAG;AACf;EACA,EAAE,OAAO,GAAG,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,GAAG,CAAC,SAAS,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACpF;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,OAAO,CAAC;AACd;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG;AAClB;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,+EAA+E,EAAE,CAAC;AACpG;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,GAAG;AACvF;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EAC9D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EAC9D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EAC/D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AAC/D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,OAAO,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC7E,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC7E,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACjF,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrF;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,EAAE,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AAC5C;EACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACtB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACtB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACtB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;EAC/B,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;EAC/B,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;EAC/B,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG;AACrC;EACA,EAAE,KAAK,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EACvC,EAAE,KAAK,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EACvC,EAAE,KAAK,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACvC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG;AAClC;EACA,EAAE,IAAI,CAAC,GAAG;EACV,GAAG,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EAC/B,GAAG,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EAC/B,GAAG,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EAC/B,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,GAAG;AACtB;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;EACA,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;EAChE,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;EAChE,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;AAChE;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,MAAM,CAAC;EAC/B,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;EACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,KAAK,GAAG;AAChC;EACA,EAAE,KAAK,IAAI,KAAK,IAAI,KAAK,CAAC,OAAO,EAAE,GAAG;AACtC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,uGAAuG,EAAE,CAAC;AAC5H;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;EAC9C,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;EAC7C,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;EAC7C,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AAC/B;EACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;EACrB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACf;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;AACrB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;EACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;AACjB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;EACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;EACrB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;EACrB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;EACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;EACjB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;EACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;AACrB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;EACrB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAC1B;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;EACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;EACjB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;EACA;EACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,0BAA0B,EAAE,CAAC,GAAG;AACjC;EACA,EAAE,OAAO,IAAI,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,GAAG;AAC3B;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,GAAG,EAAE,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE,KAAK,EAAE,CAAC,QAAQ,EAAE,KAAK,CAAC,GAAG;AAC7B;EACA;AACA;EACA,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC;AACZ;EACA,GAAG;AACH;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;EACjB,EAAE,EAAE,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;EACA,EAAE,KAAK,EAAE,CAAC,QAAQ,EAAE,KAAK,CAAC,GAAG;AAC7B;EACA;AACA;EACA,GAAG,KAAK,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,EAAE,KAAK,CAAC,GAAG;AACjC;EACA,IAAI,EAAE,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;EACA,IAAI,MAAM;AACV;EACA,IAAI,EAAE,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;EACA,IAAI;AACJ;EACA,GAAG,EAAE,CAAC,SAAS,EAAE,CAAC;EAClB,GAAG,EAAE,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;EACjB,EAAE,EAAE,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;EACjD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;EACjD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;AAClD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,GAAG;AAClB;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,kGAAkG,EAAE,CAAC;EACtH,GAAG,OAAO,IAAI,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,CAAC,GAAG;AAClB;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,GAAG;AAC1B;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;EACxB,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;EACxB,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACrE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrE;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACrE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrE;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC3D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC3D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;EAC3D,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;AAC3D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACrE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrE;EACA;EACA;AACA;EACA,EAAE;EACF,GAAG,GAAG;EACN,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG;EACrB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,IAAI;EACJ,GAAG,GAAG;EACN,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG;EACrB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,IAAI;EACJ,GAAG,GAAG;EACN,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG;EACrB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,IAAI;EACJ,GAAG,GAAG;EACN,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG;EACrB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,IAAI;AACJ;EACA,IAAI;AACJ;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,IAAI,GAAG,CAAC;AACV;EACA,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;EAClD,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;EAClD,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAClD;EACA,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACpD,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACpD,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACtD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACxB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,KAAK,CAAC,CAAC,SAAS,GAAG;AACrB;EACA,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EAClB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EAClB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AAClB;EACA,GAAG,MAAM;AACT;EACA,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EAChB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EAChB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ;AAC1B;EACA,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC7D,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC7D,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE;EAC/D,GAAG,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE;AACjE;EACA,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;EAClH,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;EAClH,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;EAClH,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AACnH;EACA,EAAE,MAAM,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC5D;EACA,EAAE,KAAK,GAAG,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrF;EACA,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;AACzB;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACnI,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACnI,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACnI;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACnI,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACnI,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACnI;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACnI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACpI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACpI;EACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EAC1B,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACpI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACpI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACpI;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,CAAC,GAAG;AACZ;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AAClC;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;EAC3C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;EAC3C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;EAC5C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,GAAG;AACrB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,QAAQ,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC7E,EAAE,MAAM,QAAQ,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC7E,EAAE,MAAM,QAAQ,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAC/E;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,EAAE,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC5B;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;EACf,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACd,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACd,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACf,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACd;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACf,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,GAAG;AACjC;EACA;AACA;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EAC9B,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EAC9B,EAAE,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EAClB,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3C,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;EAChD,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;EAChD,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;EACnD,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACtB;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACtB;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,KAAK,GAAG;AACxC;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,CAAC,GAAG,UAAU,CAAC,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,EAAE,CAAC;EACnF,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EAC3C,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EAC9C,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EAC9C,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC9C;EACA,EAAE,MAAM,EAAE,GAAG,KAAK,CAAC,CAAC,EAAE,EAAE,GAAG,KAAK,CAAC,CAAC,EAAE,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;AACjD;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,CAAC;EACrC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,CAAC;EACrC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;EAC7B,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,CAAC;EACtC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;EACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC;EACxB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC;EACxB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC;EACxB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,QAAQ,EAAE,UAAU,EAAE,KAAK,GAAG;AAC1C;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,IAAI,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,EAAE,CAAC;EAC3D,EAAE,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,EAAE,CAAC;EAC7D,EAAE,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,MAAM,EAAE,CAAC;AAC9D;EACA;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;EACjC,EAAE,KAAK,GAAG,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;AAC3B;EACA,EAAE,QAAQ,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACxB,EAAE,QAAQ,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACxB,EAAE,QAAQ,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACxB;EACA;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACrB;EACA,EAAE,MAAM,KAAK,GAAG,CAAC,GAAG,EAAE,CAAC;EACvB,EAAE,MAAM,KAAK,GAAG,CAAC,GAAG,EAAE,CAAC;EACvB,EAAE,MAAM,KAAK,GAAG,CAAC,GAAG,EAAE,CAAC;AACvB;EACA,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;EAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;EAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;AAC/B;EACA,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;EAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;EAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;AAC/B;EACA,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;EAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;EAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,EAAE,EAAE,IAAI,KAAK,CAAC;AAChC;EACA,EAAE,UAAU,CAAC,qBAAqB,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE,KAAK,CAAC,CAAC,GAAG,EAAE,CAAC;EACf,EAAE,KAAK,CAAC,CAAC,GAAG,EAAE,CAAC;EACf,EAAE,KAAK,CAAC,CAAC,GAAG,EAAE,CAAC;AACf;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,GAAG;AACxD;EACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG;AAC3B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;AAC1H;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,CAAC,GAAG,CAAC,GAAG,IAAI,KAAK,KAAK,GAAG,IAAI,EAAE,CAAC;EACxC,EAAE,MAAM,CAAC,GAAG,CAAC,GAAG,IAAI,KAAK,GAAG,GAAG,MAAM,EAAE,CAAC;AACxC;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,GAAG,IAAI,OAAO,KAAK,GAAG,IAAI,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,GAAG,EAAE,GAAG,GAAG,MAAM,OAAO,GAAG,GAAG,MAAM,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,GAAG,IAAI,GAAG,GAAG,IAAI,EAAE,KAAK,GAAG,GAAG,IAAI,EAAE,CAAC;EAC9C,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,IAAI,KAAK,GAAG,GAAG,IAAI,EAAE,CAAC;AAC9C;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACtD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACtD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACvD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACzD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,GAAG;AACzD;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,CAAC,GAAG,GAAG,KAAK,KAAK,GAAG,IAAI,EAAE,CAAC;EACnC,EAAE,MAAM,CAAC,GAAG,GAAG,KAAK,GAAG,GAAG,MAAM,EAAE,CAAC;EACnC,EAAE,MAAM,CAAC,GAAG,GAAG,KAAK,GAAG,GAAG,IAAI,EAAE,CAAC;AACjC;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,GAAG,IAAI,KAAK,CAAC,CAAC;EACjC,EAAE,MAAM,CAAC,GAAG,EAAE,GAAG,GAAG,MAAM,KAAK,CAAC,CAAC;EACjC,EAAE,MAAM,CAAC,GAAG,EAAE,GAAG,GAAG,IAAI,KAAK,CAAC,CAAC;AAC/B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;EAC5D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;EAC5D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;EAC/D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACvD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,MAAM,GAAG;AAClB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,EAAE,GAAG,MAAM,CAAC,QAAQ,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,GAAG,KAAK,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,GAAG,OAAO,KAAK,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC5C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC5B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;EACA,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACnD,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAClD,MAAM,EAAE,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACvC,MAAM,EAAE,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACvC,MAAM,EAAE,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACvC;EACA,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC9C,MAAM,aAAa,iBAAiB,IAAI,UAAU,EAAE,CAAC;AACrD;EACA,MAAM,KAAK,CAAC;AACZ;EACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,YAAY,GAAG;AAChE;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;AACtB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,IAAI,KAAK,GAAG;AACb;EACA,EAAE,OAAO,IAAI,CAAC,MAAM,CAAC;AACrB;EACA,EAAE;AACF;EACA,CAAC,IAAI,KAAK,EAAE,KAAK,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;EACtB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,GAAG;AACvB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,IAAI,IAAI,CAAC,MAAM,CAAC;AACrC;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,KAAK,GAAG;AACf;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE,CAAC;EACrB,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE,CAAC;EACrB,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE,CAAC;EACrB,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AAC3C;EACA,EAAE,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;AAChC;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;EACxB,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrD;EACA,EAAE,KAAK,GAAG,KAAK,IAAI,IAAI,CAAC,MAAM,CAAC;AAC/B;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,KAAK;AACb;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACxC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC;EACA,KAAK,MAAM;AACX;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACtC,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACjB;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;AACb;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;EACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACtC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;EACA,KAAK,MAAM;AACX;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACxC,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACjB;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;AACb;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACxC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC;EACA,KAAK,MAAM;AACX;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACjB,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;AACb;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;EACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACtC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;EACA,KAAK,MAAM;AACX;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACjB,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;AACb;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACxC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC;EACA,KAAK,MAAM;AACX;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACjB,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;AACb;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;EACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACtC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;EACA,KAAK,MAAM;AACX;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACxC,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACjB;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,GAAG;AACH;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,sEAAsE,GAAG,KAAK,EAAE,CAAC;AACnG;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;AACtB;EACA,EAAE,KAAK,MAAM,KAAK,KAAK,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;AACnD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AACvC;EACA,EAAE,SAAS,CAAC,0BAA0B,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC,qBAAqB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,CAAC,EAAE,KAAK,GAAG;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,KAAK,IAAI,IAAI,CAAC,MAAM,EAAE,CAAC;AACzD;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,QAAQ,GAAG;AACrB;EACA;AACA;EACA,EAAE,aAAa,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,EAAE,OAAO,IAAI,CAAC,iBAAiB,EAAE,aAAa,EAAE,QAAQ,EAAE,CAAC;AAC3D;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,KAAK,GAAG;AACjB;EACA,EAAE,OAAO,EAAE,KAAK,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,QAAQ,KAAK,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,MAAM,KAAK,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,MAAM,KAAK,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM,EAAE,CAAC;AAC9H;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;EACvB,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;EACvB,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;EACvB,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC3D;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;EAC5B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,MAAM,CAAC;AACpC;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,cAAc,GAAG;AAC7B;EACA,EAAE,KAAK,cAAc,GAAG;AACxB;EACA,GAAG,OAAO,cAAc,CAAC,GAAG,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AAC1D;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,IAAI,OAAO,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,QAAQ,GAAG;AACvB;EACA,EAAE,IAAI,CAAC,iBAAiB,GAAG,QAAQ,CAAC;AACpC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,GAAG,EAAE;AACvB;EACA,CAAC;AACD;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B;EACA,KAAK,CAAC,YAAY,GAAG,KAAK,CAAC;EAC3B,KAAK,CAAC,cAAc,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACpE;EACA,MAAM,MAAM,CAAC;AACb;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,OAAO,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,IAAI,OAAO,GAAG,CAAC,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,OAAO,GAAG;AACnB;EACA,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,OAAO,GAAG,CAAC,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,UAAU,GAAG,CAAC,CAAC;AAC7B;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,OAAO,GAAG;AACnB;EACA,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,OAAO,GAAG,CAAC,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,OAAO,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,IAAI,OAAO,GAAG,CAAC,EAAE,CAAC;AACtC;EACA,EAAE;AACF;EACA,CAAC,UAAU,GAAG;AACd;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,OAAO,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,IAAI,WAAW,GAAG,CAAC,CAAC;AACpB;EACA,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;EAC5B,MAAM,GAAG,GAAG,IAAI,UAAU,EAAE,CAAC;EAC7B,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;EAC5B,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,MAAM,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;EAClC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,MAAM,aAAa,GAAG,IAAI,UAAU,EAAE,CAAC;AACvC;EACA,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACtC,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACtC,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,MAAM,WAAW,GAAG,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;EACtC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AAC1C;EACA,SAAS,QAAQ,GAAG;AACpB;EACA,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,WAAW,GAAG,EAAE,EAAE,CAAC;AAChE;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtC;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;EAChB,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;EACpB,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,EAAE,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;AACtC;EACA,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;EAChC,CAAC,MAAM,QAAQ,GAAG,IAAI,KAAK,EAAE,CAAC;EAC9B,CAAC,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;EACrC,CAAC,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,CAAC,SAAS,gBAAgB,GAAG;AAC7B;EACA,EAAE,UAAU,CAAC,YAAY,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,SAAS,kBAAkB,GAAG;AAC/B;EACA,EAAE,QAAQ,CAAC,iBAAiB,EAAE,UAAU,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC;AAC7D;EACA,EAAE;AACF;EACA,CAAC,QAAQ,CAAC,SAAS,EAAE,gBAAgB,EAAE,CAAC;EACxC,CAAC,UAAU,CAAC,SAAS,EAAE,kBAAkB,EAAE,CAAC;AAC5C;EACA,CAAC,MAAM,CAAC,gBAAgB,EAAE,IAAI,EAAE;EAChC,EAAE,QAAQ,EAAE;EACZ,GAAG,YAAY,EAAE,IAAI;EACrB,GAAG,UAAU,EAAE,IAAI;EACnB,GAAG,KAAK,EAAE,QAAQ;EAClB,GAAG;EACH,EAAE,QAAQ,EAAE;EACZ,GAAG,YAAY,EAAE,IAAI;EACrB,GAAG,UAAU,EAAE,IAAI;EACnB,GAAG,KAAK,EAAE,QAAQ;EAClB,GAAG;EACH,EAAE,UAAU,EAAE;EACd,GAAG,YAAY,EAAE,IAAI;EACrB,GAAG,UAAU,EAAE,IAAI;EACnB,GAAG,KAAK,EAAE,UAAU;EACpB,GAAG;EACH,EAAE,KAAK,EAAE;EACT,GAAG,YAAY,EAAE,IAAI;EACrB,GAAG,UAAU,EAAE,IAAI;EACnB,GAAG,KAAK,EAAE,KAAK;EACf,GAAG;EACH,EAAE,eAAe,EAAE;EACnB,GAAG,KAAK,EAAE,IAAI,OAAO,EAAE;EACvB,GAAG;EACH,EAAE,YAAY,EAAE;EAChB,GAAG,KAAK,EAAE,IAAI,OAAO,EAAE;EACvB,GAAG;EACH,EAAE,EAAE,CAAC;AACL;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,QAAQ,CAAC,uBAAuB,CAAC;EAC1D,CAAC,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;AACrC;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,MAAM,EAAE,CAAC;EAC5B,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;EACzB,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;AAC5B;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;EAC3B,CAAC,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;EACA,CAAC;AACD;EACA,QAAQ,CAAC,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5C,QAAQ,CAAC,uBAAuB,GAAG,IAAI,CAAC;AACxC;EACA,QAAQ,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,EAAE;AAChF;EACA,CAAC,WAAW,EAAE,QAAQ;AACtB;EACA,CAAC,UAAU,EAAE,IAAI;AACjB;EACA,CAAC,cAAc,EAAE,YAAY,EAAE;EAC/B,CAAC,aAAa,EAAE,YAAY,EAAE;AAC9B;EACA,CAAC,YAAY,EAAE,WAAW,MAAM,GAAG;AACnC;EACA,EAAE,KAAK,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AACnD;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,MAAM,EAAE,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACtE;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,CAAC,GAAG;AACjC;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,wBAAwB,EAAE,WAAW,IAAI,EAAE,KAAK,GAAG;AACpD;EACA;AACA;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,WAAW,KAAK,GAAG;AAC1C;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,YAAY,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC9C;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,WAAW,CAAC,GAAG;AACvC;EACA;AACA;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,qBAAqB,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,yBAAyB,EAAE,WAAW,CAAC,GAAG;AAC3C;EACA;AACA;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,IAAI,EAAE,KAAK,GAAG;AACxC;EACA;EACA;AACA;EACA,EAAE,GAAG,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,IAAI,EAAE,KAAK,GAAG;AAC7C;EACA;EACA;EACA;AACA;EACA,EAAE,GAAG,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE,CAAC;AACrC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AAC9C;EACA;EACA;AACA;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,eAAe,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AACxD;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,GAAG,EAAE,KAAK,CAAC,cAAc,EAAE,QAAQ,EAAE,EAAE,CAAC;AACxD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,WAAW,QAAQ,GAAG;AACnC;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,WAAW,QAAQ,GAAG;AACnC;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,WAAW,QAAQ,GAAG;AACnC;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,MAAM,GAAG;AACnC;EACA,EAAE,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,MAAM,GAAG;AACnC;EACA,EAAE,OAAO,MAAM,CAAC,YAAY,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC9B;EACA;AACA;EACA,EAAE,KAAK,CAAC,CAAC,SAAS,GAAG;AACrB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACrB;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,WAAW,CAAC,qBAAqB,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AACxD;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,OAAO,GAAG;AACvC;EACA,GAAG,KAAK,CAAC,MAAM,EAAE,WAAW,EAAE,OAAO,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACjD;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,CAAC,MAAM,EAAE,OAAO,EAAE,WAAW,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,qBAAqB,EAAE,KAAK,EAAE,CAAC;AACjD;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,KAAK,CAAC,eAAe,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;EAC/C,GAAG,GAAG,CAAC,qBAAqB,EAAE,KAAK,EAAE,CAAC;EACtC,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,GAAG,CAAC,MAAM,EAAE,EAAE,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,WAAW,MAAM,GAAG;AAC1B;EACA,EAAE,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG;AAC9B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,IAAI,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,KAAK,IAAI,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,kEAAkE,EAAE,MAAM,EAAE,CAAC;EAC/F,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,IAAI,MAAM,CAAC,UAAU,GAAG;AACrC;EACA,GAAG,KAAK,MAAM,CAAC,MAAM,KAAK,IAAI,GAAG;AACjC;EACA,IAAI,MAAM,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,IAAI;AACJ;EACA,GAAG,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC;EACxB,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AAChC;EACA,GAAG,MAAM,CAAC,aAAa,EAAE,WAAW,EAAE,CAAC;AACvC;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,+DAA+D,EAAE,MAAM,EAAE,CAAC;AAC5F;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,MAAM,GAAG;AAC7B;EACA,EAAE,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG;AAC9B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,IAAI,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;AAClC;EACA,IAAI;AACJ;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,MAAM,EAAE,CAAC;AAChD;EACA,EAAE,KAAK,KAAK,KAAK,EAAE,CAAC,GAAG;AACvB;EACA,GAAG,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC;EACxB,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,GAAG,MAAM,CAAC,aAAa,EAAE,aAAa,EAAE,CAAC;AACzC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,GAAG,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC;AACxB;EACA,GAAG,MAAM,CAAC,aAAa,EAAE,aAAa,EAAE,CAAC;AACzC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,MAAM,GAAG;AAC7B;EACA;AACA;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,KAAK,IAAI,GAAG;AAChC;EACA,GAAG,MAAM,CAAC,MAAM,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAClD;EACA,GAAG,KAAK,CAAC,QAAQ,EAAE,MAAM,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACrB;EACA,EAAE,MAAM,CAAC,iBAAiB,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,EAAE,GAAG;AAChC;EACA,EAAE,OAAO,IAAI,CAAC,mBAAmB,EAAE,IAAI,EAAE,EAAE,EAAE,CAAC;AAC9C;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,IAAI,GAAG;AACpC;EACA,EAAE,OAAO,IAAI,CAAC,mBAAmB,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,WAAW,IAAI,EAAE,KAAK,GAAG;AAC/C;EACA,EAAE,KAAK,IAAI,EAAE,IAAI,EAAE,KAAK,KAAK,GAAG,OAAO,IAAI,CAAC;AAC5C;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC3D;EACA,GAAG,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;EACpC,GAAG,MAAM,MAAM,GAAG,KAAK,CAAC,mBAAmB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC3D;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;EACA,IAAI,OAAO,MAAM,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,SAAS,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,WAAW,MAAM,GAAG;AACvC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;EAChF,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,OAAO,MAAM,CAAC,qBAAqB,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC1D;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,WAAW,MAAM,GAAG;AACzC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,8DAA8D,EAAE,CAAC;EAClF,GAAG,MAAM,GAAG,IAAI,UAAU,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,WAAW,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAC9D;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,MAAM,GAAG;AACpC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;EAC7E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,EAAE,CAAC;AACnE;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,MAAM,GAAG;AACxC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EACjF,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC;AACtC;EACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AAC3D;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,YAAY,EAAE;AACxB;EACA,CAAC,QAAQ,EAAE,WAAW,QAAQ,GAAG;AACjC;EACA,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;AACnB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,QAAQ,GAAG;AACxC;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACvC;EACA,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;AACnB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,QAAQ,EAAE,CAAC;AAC7C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,QAAQ,GAAG;AAC1C;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,KAAK,MAAM,KAAK,IAAI,GAAG;AACzB;EACA,GAAG,QAAQ,EAAE,MAAM,EAAE,CAAC;AACtB;EACA,GAAG,MAAM,CAAC,iBAAiB,EAAE,QAAQ,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACpE;EACA,EAAE,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,KAAK,GAAG;AACvC;EACA,EAAE,KAAK,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AACnD;EACA,EAAE,KAAK,IAAI,CAAC,sBAAsB,IAAI,KAAK,GAAG;AAC9C;EACA,GAAG,KAAK,IAAI,CAAC,MAAM,KAAK,IAAI,GAAG;AAC/B;EACA,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACzC;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,CAAC,WAAW,CAAC,gBAAgB,EAAE,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC9E;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;AACvC;EACA,GAAG,KAAK,GAAG,IAAI,CAAC;AAChB;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,aAAa,EAAE,cAAc,GAAG;AAC/D;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,KAAK,aAAa,KAAK,IAAI,IAAI,MAAM,KAAK,IAAI,GAAG;AACnD;EACA,GAAG,MAAM,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AACnD;EACA,EAAE,KAAK,IAAI,CAAC,MAAM,KAAK,IAAI,GAAG;AAC9B;EACA,GAAG,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACxC;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,WAAW,CAAC,gBAAgB,EAAE,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC7E;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,cAAc,KAAK,IAAI,GAAG;AACjC;EACA,GAAG,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAClC;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACvD;EACA,IAAI,QAAQ,EAAE,CAAC,EAAE,CAAC,iBAAiB,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACnD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;EACA;EACA,EAAE,MAAM,YAAY,KAAK,IAAI,KAAK,SAAS,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE,CAAC;AAC1E;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;EACA;EACA;EACA;EACA,EAAE,KAAK,YAAY,GAAG;AACtB;EACA;EACA,GAAG,IAAI,GAAG;EACV,IAAI,UAAU,EAAE,EAAE;EAClB,IAAI,SAAS,EAAE,EAAE;EACjB,IAAI,QAAQ,EAAE,EAAE;EAChB,IAAI,MAAM,EAAE,EAAE;EACd,IAAI,MAAM,EAAE,EAAE;EACd,IAAI,SAAS,EAAE,EAAE;EACjB,IAAI,UAAU,EAAE,EAAE;EAClB,IAAI,CAAC;AACL;EACA,GAAG,MAAM,CAAC,QAAQ,GAAG;EACrB,IAAI,OAAO,EAAE,GAAG;EAChB,IAAI,IAAI,EAAE,QAAQ;EAClB,IAAI,SAAS,EAAE,iBAAiB;EAChC,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;EACA,EAAE,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EAC1B,EAAE,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,EAAE,GAAG,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EAClD,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC;EAC3D,EAAE,KAAK,IAAI,CAAC,aAAa,KAAK,IAAI,GAAG,MAAM,CAAC,aAAa,GAAG,IAAI,CAAC;EACjE,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,MAAM,CAAC,OAAO,GAAG,KAAK,CAAC;EACvD,EAAE,KAAK,IAAI,CAAC,aAAa,KAAK,KAAK,GAAG,MAAM,CAAC,aAAa,GAAG,KAAK,CAAC;EACnE,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,CAAC,GAAG,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACtE,EAAE,KAAK,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,KAAK,IAAI,GAAG,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAClF;EACA,EAAE,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC;EACnC,EAAE,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,IAAI,CAAC,gBAAgB,KAAK,KAAK,GAAG,MAAM,CAAC,gBAAgB,GAAG,KAAK,CAAC;AACzE;EACA;AACA;EACA,EAAE,KAAK,IAAI,CAAC,eAAe,GAAG;AAC9B;EACA,GAAG,MAAM,CAAC,IAAI,GAAG,eAAe,CAAC;EACjC,GAAG,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC7B,GAAG,MAAM,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;EACxD,GAAG,KAAK,IAAI,CAAC,aAAa,KAAK,IAAI,GAAG,MAAM,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC;AACzF;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,SAAS,SAAS,EAAE,OAAO,EAAE,OAAO,GAAG;AACzC;EACA,GAAG,KAAK,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AAChD;EACA,IAAI,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AACrD;EACA,IAAI;AACJ;EACA,GAAG,OAAO,OAAO,CAAC,IAAI,CAAC;AACvB;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,GAAG;AACrD;EACA,GAAG,MAAM,CAAC,QAAQ,GAAG,SAAS,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AACjE;EACA,GAAG,MAAM,UAAU,GAAG,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC;AAC/C;EACA,GAAG,KAAK,UAAU,KAAK,SAAS,IAAI,UAAU,CAAC,MAAM,KAAK,SAAS,GAAG;AACtE;EACA,IAAI,MAAM,MAAM,GAAG,UAAU,CAAC,MAAM,CAAC;AACrC;EACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,GAAG;AACnC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACvD;EACA,MAAM,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,MAAM,SAAS,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,SAAS,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AACtC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,aAAa,GAAG;AAC5B;EACA,GAAG,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACnC,GAAG,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;AACjD;EACA,GAAG,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG;AACtC;EACA,IAAI,SAAS,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AAC/C;EACA,IAAI,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC;AACzC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG;AACrC;EACA,GAAG,KAAK,KAAK,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,EAAE,GAAG;AACzC;EACA,IAAI,MAAM,KAAK,GAAG,EAAE,CAAC;AACrB;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC7D;EACA,KAAK,KAAK,CAAC,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AACnE;EACA,KAAK;AACL;EACA,IAAI,MAAM,CAAC,QAAQ,GAAG,KAAK,CAAC;AAC5B;EACA,IAAI,MAAM;AACV;EACA,IAAI,MAAM,CAAC,QAAQ,GAAG,SAAS,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AACjE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,GAAG;AAClC;EACA,GAAG,MAAM,CAAC,QAAQ,GAAG,EAAE,CAAC;AACxB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACrD;EACA,IAAI,MAAM,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,MAAM,EAAE,CAAC;AACrE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,GAAG;AACpC;EACA,GAAG,MAAM,CAAC,UAAU,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACvD;EACA,IAAI,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC;AAC3C;EACA,IAAI,MAAM,CAAC,UAAU,CAAC,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,UAAU,EAAE,SAAS,EAAE,EAAE,CAAC;AACtE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,YAAY,GAAG;AACtB;EACA,GAAG,MAAM,UAAU,GAAG,gBAAgB,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;EAC1D,GAAG,MAAM,SAAS,GAAG,gBAAgB,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;EACxD,GAAG,MAAM,QAAQ,GAAG,gBAAgB,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;EACtD,GAAG,MAAM,MAAM,GAAG,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;EAClD,GAAG,MAAM,MAAM,GAAG,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;EAClD,GAAG,MAAM,SAAS,GAAG,gBAAgB,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;EACxD,GAAG,MAAM,UAAU,GAAG,gBAAgB,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AAC1D;EACA,GAAG,KAAK,UAAU,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,UAAU,GAAG,UAAU,CAAC;EAC/D,GAAG,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,SAAS,GAAG,SAAS,CAAC;EAC5D,GAAG,KAAK,QAAQ,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,QAAQ,GAAG,QAAQ,CAAC;EACzD,GAAG,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;EACnD,GAAG,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;EACnD,GAAG,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,SAAS,GAAG,SAAS,CAAC;EAC5D,GAAG,KAAK,UAAU,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,UAAU,GAAG,UAAU,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;AACzB;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA;EACA;EACA;EACA,EAAE,SAAS,gBAAgB,EAAE,KAAK,GAAG;AACrC;EACA,GAAG,MAAM,MAAM,GAAG,EAAE,CAAC;EACrB,GAAG,MAAM,MAAM,GAAG,IAAI,KAAK,GAAG;AAC9B;EACA,IAAI,MAAM,IAAI,GAAG,KAAK,EAAE,GAAG,EAAE,CAAC;EAC9B,IAAI,OAAO,IAAI,CAAC,QAAQ,CAAC;EACzB,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACxB;EACA,IAAI;AACJ;EACA,GAAG,OAAO,MAAM,CAAC;AACjB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,SAAS,GAAG;AAC/B;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AACxD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG,IAAI,GAAG;AAC7C;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,CAAC,EAAE,EAAE,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;EACxC,EAAE,IAAI,CAAC,QAAQ,CAAC,KAAK,GAAG,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC;EAC9C,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC9C;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EAClD,EAAE,IAAI,CAAC,sBAAsB,GAAG,MAAM,CAAC,sBAAsB,CAAC;AAC9D;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC;EACxC,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAChC;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;EACtC,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC5C;EACA,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC5C,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,CAAC;AAClE;EACA,EAAE,KAAK,SAAS,KAAK,IAAI,GAAG;AAC5B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACvD;EACA,IAAI,MAAM,KAAK,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;EACvC,IAAI,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,QAAQ,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC7C,MAAM,UAAU,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC/C,MAAM,aAAa,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAClD;EACA,MAAM,KAAK,CAAC;AACZ;EACA,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,QAAQ,GAAG,CAAC,GAAG;AAC9D;EACA;AACA;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACvB,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,MAAM,EAAE,QAAQ,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,6BAA6B,EAAE,MAAM,EAAE,KAAK,GAAG;AAChD;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,QAAQ,GAAG,EAAE,KAAK,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC7C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAClC;EACA,EAAE,MAAM,MAAM,GAAG,QAAQ,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,UAAU,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AAChG;EACA;AACA;EACA,EAAE,IAAI,CAAC,6BAA6B,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;AAClD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,KAAK,GAAG;AACf;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA;AACA;EACA,EAAE,MAAM,mBAAmB,GAAG,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;EACzD,EAAE,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,mBAAmB,EAAE,CAAC;EACpD,EAAE,IAAI,CAAC,QAAQ,IAAI,mBAAmB,CAAC;AACvC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,QAAQ,IAAI,EAAE,CAAC,CAAC;EACvB,EAAE,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,MAAM,CAAC,MAAM,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;EACzE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,eAAe,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACnG;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,IAAI,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;EAC1E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC3C;EACA,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACnD;EACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG;AAC3B;EACA;EACA,GAAG,KAAK,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,CAAC,GAAG;AACnD;EACA,IAAI,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACrC;EACA,IAAI;AACJ;EACA;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,EAAE,GAAG,WAAW,CAAC;AAC9E;EACA,EAAE,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG;AACxB;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,IAAI,GAAG;AACxB;EACA;AACA;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;EACvD,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AACnD;EACA,EAAE,OAAO,EAAE,SAAS,GAAG,CAAC,IAAI,OAAO,GAAG,CAAC,QAAQ,OAAO,GAAG,CAAC,IAAI,SAAS,GAAG,CAAC,EAAE,CAAC;AAC9E;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;EACA,EAAE,OAAO,GAAG,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,OAAO,MAAM,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,MAAM,GAAG;AACzB;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;EAC1E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AACtE;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,EAAE,oBAAoB,GAAG;AAC9C;EACA,EAAE,MAAM,YAAY,GAAG,oBAAoB,IAAI,aAAa,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AACvF;EACA,EAAE,MAAM,cAAc,GAAG,IAAI,CAAC,aAAa,EAAE,QAAQ,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AAC/E;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,YAAY,EAAE,CAAC,SAAS,EAAE,CAAC;AACtE;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,EAAE,cAAc,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACjD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,QAAQ,IAAI,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC7C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,KAAK,GAAG;AACjB;EACA,EAAE,OAAO,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,KAAK,CAAC,QAAQ,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC;AACpF;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B;EACA,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C;EACA,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACzC;EACA,MAAM,QAAQ,CAAC;AACf;EACA,CAAC,WAAW,EAAE,CAAC,GAAG,IAAI,OAAO,EAAE,EAAE,CAAC,GAAG,IAAI,OAAO,EAAE,EAAE,CAAC,GAAG,IAAI,OAAO,EAAE,GAAG;AACxE;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE;AACF;EACA,CAAC,OAAO,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,GAAG;AACrC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;EACzE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5B,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC3B,EAAE,MAAM,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC;AACxB;EACA,EAAE,MAAM,cAAc,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;EAC3C,EAAE,KAAK,cAAc,GAAG,CAAC,GAAG;AAC5B;EACA,GAAG,OAAO,MAAM,CAAC,cAAc,EAAE,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,cAAc,EAAE,EAAE,CAAC;AACnE;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA;EACA;EACA,CAAC,OAAO,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,GAAG;AAC/C;EACA,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC3B,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC3B,EAAE,KAAK,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,MAAM,KAAK,KAAK,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,KAAK,EAAE,CAAC;AAClD;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC5E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,KAAK,KAAK,CAAC,GAAG;AACrB;EACA;EACA;EACA,GAAG,OAAO,MAAM,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,CAAC,GAAG,KAAK,CAAC;EAC7B,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,KAAK,KAAK,QAAQ,CAAC;EACzD,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,KAAK,KAAK,QAAQ,CAAC;AACzD;EACA;EACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACvC;EACA,EAAE;AACF;EACA,CAAC,OAAO,aAAa,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACxC;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC7C;EACA,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC,IAAI,CAAC,QAAQ,KAAK,CAAC,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM,CAAC,EAAE,CAAC;AAChF;EACA,EAAE;AACF;EACA,CAAC,OAAO,KAAK,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,MAAM,GAAG;AAC1D;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,EAAE,CAAC;AAChD;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACrB,EAAE,MAAM,CAAC,eAAe,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EACzC,EAAE,MAAM,CAAC,eAAe,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EACzC,EAAE,MAAM,CAAC,eAAe,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACzC;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,OAAO,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,SAAS,GAAG;AAC5C;EACA,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC3B,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA;EACA,EAAE,OAAO,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,GAAG,EAAE,SAAS,EAAE,GAAG,CAAC,KAAK,IAAI,GAAG,KAAK,CAAC;AACtE;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,uBAAuB,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG;AAC/C;EACA,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;EAC9B,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;EAC9B,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;AAC9B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,QAAQ,GAAG;AAClB;EACA,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;EAC5B,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;EAC5B,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG;AACX;EACA,EAAE,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACrC,EAAE,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACrC;EACA,EAAE,OAAO,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,MAAM,EAAE,GAAG,GAAG,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,MAAM,GAAG;AACvB;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uDAAuD,EAAE,CAAC;EAC3E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,cAAc,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACnF;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,OAAO,QAAQ,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC;AAC9D;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,MAAM,GAAG;AACpB;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,oDAAoD,EAAE,CAAC;EACxE,GAAG,MAAM,GAAG,IAAI,KAAK,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,qBAAqB,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,OAAO,QAAQ,CAAC,YAAY,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,MAAM,GAAG;AACvC;EACA,EAAE,OAAO,QAAQ,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,MAAM,EAAE,CAAC;AAChF;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,OAAO,QAAQ,CAAC,aAAa,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACjE;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,SAAS,GAAG;AAC5B;EACA,EAAE,OAAO,QAAQ,CAAC,aAAa,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC;AACrE;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;EACA,EAAE,OAAO,GAAG,CAAC,kBAAkB,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,CAAC,EAAE,MAAM,GAAG;AAClC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+DAA+D,EAAE,CAAC;EACnF,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3C,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC;AACX;EACA;EACA;EACA;EACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1B,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1B,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EAC9B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EAC9B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG;AAC5B;EACA;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EAC9B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EAC9B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG;AAC7B;EACA;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC/B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG;AACvC;EACA,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC;EACxB;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EAC9B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EAC9B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG;AAC7B;EACA;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC/B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG;AACvC;EACA,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC;EACxB;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC/B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG,EAAE,MAAM,CAAC,IAAI,EAAE,EAAE,GAAG,EAAE,MAAM,CAAC,GAAG;AACzD;EACA,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC3B,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,OAAO,EAAE,EAAE,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;EACnD;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA;EACA,EAAE,MAAM,KAAK,GAAG,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;EACrC;EACA,EAAE,CAAC,GAAG,EAAE,GAAG,KAAK,CAAC;EACjB,EAAE,CAAC,GAAG,EAAE,GAAG,KAAK,CAAC;AACjB;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAChF;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,QAAQ,GAAG;AACpB;EACA,EAAE,OAAO,QAAQ,CAAC,CAAC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,QAAQ,CAAC,CAAC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,QAAQ,CAAC,CAAC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACnG;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,IAAI,UAAU,GAAG,CAAC,CAAC;AACnB;EACA,SAAS,QAAQ,GAAG;AACpB;EACA,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,UAAU,GAAG,EAAE,EAAE,CAAC;AAC/D;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtC;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;EAChB,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AACjB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,cAAc,CAAC;EAChC,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC;EACvB,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;EAClB,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,cAAc,CAAC;EAChC,CAAC,IAAI,CAAC,QAAQ,GAAG,sBAAsB,CAAC;EACxC,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,CAAC;EAClC,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;EAC3B,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;EAC3B,CAAC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;AAChC;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,cAAc,CAAC;EACjC,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;EACvB,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;EAC9B,CAAC,IAAI,CAAC,WAAW,GAAG,iBAAiB,CAAC;EACtC,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;EACrB,CAAC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;EAC7B,CAAC,IAAI,CAAC,WAAW,GAAG,aAAa,CAAC;EAClC,CAAC,IAAI,CAAC,YAAY,GAAG,aAAa,CAAC;EACnC,CAAC,IAAI,CAAC,YAAY,GAAG,aAAa,CAAC;EACnC,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;EAC5B,CAAC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;EAC/B,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;EAC5B,CAAC,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC;EAC9B,CAAC,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;EACpB,CAAC,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;EAC9B,CAAC,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;AACjC;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AAClB;EACA,CAAC;AACD;EACA,QAAQ,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,EAAE;AAChF;EACA,CAAC,WAAW,EAAE,QAAQ;AACtB;EACA,CAAC,UAAU,EAAE,IAAI;AACjB;EACA,CAAC,eAAe,EAAE,0CAA0C,EAAE;AAC9D;EACA,CAAC,qBAAqB,EAAE,YAAY;AACpC;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,CAAC,QAAQ,EAAE,CAAC;AACzC;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,WAAW,MAAM,GAAG;AAChC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG,OAAO;AACrC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,MAAM,GAAG;AAC9B;EACA,GAAG,MAAM,QAAQ,GAAG,MAAM,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,GAAG,KAAK,QAAQ,KAAK,SAAS,GAAG;AACjC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,oBAAoB,GAAG,GAAG,GAAG,4BAA4B,EAAE,CAAC;EAC9E,IAAI,SAAS;AACb;EACA,IAAI;AACJ;EACA;EACA,GAAG,KAAK,GAAG,KAAK,SAAS,GAAG;AAC5B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,oEAAoE,EAAE,CAAC;EAChH,IAAI,IAAI,CAAC,WAAW,GAAG,EAAE,QAAQ,KAAK,WAAW,KAAK,IAAI,GAAG,KAAK,CAAC;EACnE,IAAI,SAAS;AACb;EACA,IAAI;AACJ;EACA,GAAG,MAAM,YAAY,GAAG,IAAI,EAAE,GAAG,EAAE,CAAC;AACpC;EACA,GAAG,KAAK,YAAY,KAAK,SAAS,GAAG;AACrC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,MAAM,GAAG,GAAG,GAAG,wCAAwC,EAAE,CAAC;EACnG,IAAI,SAAS;AACb;EACA,IAAI;AACJ;EACA,GAAG,KAAK,YAAY,IAAI,YAAY,CAAC,OAAO,GAAG;AAC/C;EACA,IAAI,YAAY,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACjC;EACA,IAAI,MAAM,KAAK,EAAE,YAAY,IAAI,YAAY,CAAC,SAAS,QAAQ,QAAQ,IAAI,QAAQ,CAAC,SAAS,EAAE,GAAG;AAClG;EACA,IAAI,YAAY,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;AAClC;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,EAAE,GAAG,EAAE,GAAG,QAAQ,CAAC;AAC3B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;EACA,EAAE,MAAM,MAAM,KAAK,IAAI,KAAK,SAAS,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE,CAAC;AACpE;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,IAAI,GAAG;EACV,IAAI,QAAQ,EAAE,EAAE;EAChB,IAAI,MAAM,EAAE,EAAE;EACd,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,GAAG;EACf,GAAG,QAAQ,EAAE;EACb,IAAI,OAAO,EAAE,GAAG;EAChB,IAAI,IAAI,EAAE,UAAU;EACpB,IAAI,SAAS,EAAE,iBAAiB;EAChC,IAAI;EACJ,GAAG,CAAC;AACJ;EACA;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EACxB,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACxB;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,EAAE,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAChD;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AAC3E;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EACtE,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACtE;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;EAC3E,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;EACvF,EAAE,KAAK,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,iBAAiB,KAAK,CAAC,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;AAChH;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;EACvF,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EACtE,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EACtE,EAAE,KAAK,IAAI,CAAC,kBAAkB,KAAK,SAAS,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACjG;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG;AAC1D;EACA,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAC7D;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,qBAAqB,IAAI,IAAI,CAAC,qBAAqB,CAAC,SAAS,GAAG;AAC5E;EACA,GAAG,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAC/E;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,kBAAkB,CAAC,SAAS,GAAG;AACtE;EACA,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACzE,GAAG,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC,OAAO,EAAE,CAAC;AACnE;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,GAAG,IAAI,IAAI,CAAC,GAAG,CAAC,SAAS,GAAG,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EAChF,EAAE,KAAK,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EAC5F,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AACpG;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG;AAClD;EACA,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACrD,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG;AAC5C;EACA,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EAC/C,GAAG,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC;AAC7C;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG;AAChD;EACA,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACnD,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,SAAS,GAAG;AACpD;EACA,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACvD,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;EAC3C,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,SAAS,GAAG;AAChE;EACA,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACnE,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;EACnD,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACpH,EAAE,KAAK,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AACpH;EACA,EAAE,KAAK,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,SAAS,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EAChH,EAAE,KAAK,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,SAAS,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAChH;EACA,EAAE,KAAK,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG;AAC9C;EACA,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACjD,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;EACzC,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AAC/C;EACA,GAAG,KAAK,IAAI,CAAC,OAAO,KAAK,SAAS,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;EACjE,GAAG,KAAK,IAAI,CAAC,eAAe,KAAK,SAAS,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AACzF;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,SAAS,GAAG;AACxD;EACA,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EACvD,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;EACpE,EAAE,KAAK,IAAI,CAAC,eAAe,KAAK,SAAS,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AACxF;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,cAAc,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACxE,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EACvD,EAAE,KAAK,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AACpD;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;EACtD,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACvE;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EAClC,EAAE,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EAClC,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;EACpC,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;EACxC,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;EAChD,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACtC,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;EACpC,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;EAC9C,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACtC,EAAE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;EACxC,EAAE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;AACxC;EACA;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,KAAK,CAAC,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC5E;EACA,EAAE,KAAK,IAAI,CAAC,aAAa,KAAK,IAAI,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;EAC/D,EAAE,KAAK,IAAI,CAAC,mBAAmB,KAAK,CAAC,GAAG,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,mBAAmB,CAAC;EAC5F,EAAE,KAAK,IAAI,CAAC,kBAAkB,KAAK,CAAC,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACzF;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,KAAK,CAAC,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EAChF,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACnE,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,SAAS,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;EAChE,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,SAAS,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1D;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,IAAI,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;AACvD;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EAC5D,EAAE,KAAK,IAAI,CAAC,eAAe,KAAK,IAAI,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;EACnF,EAAE,KAAK,IAAI,CAAC,kBAAkB,KAAK,IAAI,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AAC5F;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,IAAI,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EACjE,EAAE,KAAK,IAAI,CAAC,kBAAkB,GAAG,CAAC,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;EACvF,EAAE,KAAK,IAAI,CAAC,gBAAgB,KAAK,OAAO,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;EACzF,EAAE,KAAK,IAAI,CAAC,iBAAiB,KAAK,OAAO,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;AAC5F;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,KAAK,IAAI,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;EAC7D,EAAE,KAAK,IAAI,CAAC,YAAY,KAAK,IAAI,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;EAC7D,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,IAAI,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACrD;EACA,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACvE;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AACrD;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;AAC3D;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,KAAK,IAAI,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAChF;EACA;AACA;EACA,EAAE,SAAS,gBAAgB,EAAE,KAAK,GAAG;AACrC;EACA,GAAG,MAAM,MAAM,GAAG,EAAE,CAAC;AACrB;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,KAAK,GAAG;AAC9B;EACA,IAAI,MAAM,IAAI,GAAG,KAAK,EAAE,GAAG,EAAE,CAAC;EAC9B,IAAI,OAAO,IAAI,CAAC,QAAQ,CAAC;EACzB,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACxB;EACA,IAAI;AACJ;EACA,GAAG,OAAO,MAAM,CAAC;AACjB;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,MAAM,QAAQ,GAAG,gBAAgB,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;EACtD,GAAG,MAAM,MAAM,GAAG,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAClD;EACA,GAAG,KAAK,QAAQ,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EACvD,GAAG,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;EAChC,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC5C,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC5C,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC5C,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EAClD,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;EACxC,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;EACtC,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAChD,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;EACxC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EAC1C,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EAC1C,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,MAAM,SAAS,GAAG,MAAM,CAAC,cAAc,CAAC;EAC1C,EAAE,IAAI,SAAS,GAAG,IAAI,CAAC;AACvB;EACA,EAAE,KAAK,SAAS,KAAK,IAAI,GAAG;AAC5B;EACA,GAAG,MAAM,CAAC,GAAG,SAAS,CAAC,MAAM,CAAC;EAC9B,GAAG,SAAS,GAAG,IAAI,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACpC;EACA,IAAI,SAAS,EAAE,CAAC,EAAE,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;AAC5C;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,cAAc,GAAG,SAAS,CAAC;EAClC,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EAClD,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC5C,EAAE,IAAI,CAAC,mBAAmB,GAAG,MAAM,CAAC,mBAAmB,CAAC;EACxD,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAChD,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAChC;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,CAAC;AAClE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,YAAY;AACtB;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,cAAc,EAAE,QAAQ,CAAC,SAAS,EAAE,aAAa,EAAE;AAC1D;EACA,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,cAAc,GAAG,EAAE,WAAW,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ;EACrI,CAAC,OAAO,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ;EAC/H,CAAC,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ;EAClI,CAAC,gBAAgB,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ;EACpI,CAAC,eAAe,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ;EAC7I,CAAC,gBAAgB,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ;EAClJ,CAAC,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ;EACnI,CAAC,UAAU,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EACvI,CAAC,aAAa,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ;EACvI,CAAC,WAAW,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ;EACjJ,CAAC,WAAW,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EACxJ,CAAC,cAAc,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,sBAAsB,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EACxJ,CAAC,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ;EACnJ,CAAC,gBAAgB,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EACrJ,CAAC,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,kBAAkB,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ;EAC3I,CAAC,cAAc,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,iBAAiB,EAAE,QAAQ,EAAE,mBAAmB,EAAE,QAAQ,EAAE,iBAAiB,EAAE,QAAQ;EAC9I,CAAC,iBAAiB,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ;EACnJ,CAAC,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ;EAC/I,CAAC,eAAe,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EACtJ,CAAC,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,KAAK,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EACpK,CAAC,WAAW,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ;EACvI,CAAC,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ;EACnJ,CAAC,aAAa,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EAClJ,CAAC,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,CAAC;AACjI;EACA,MAAM,KAAK,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACnC,MAAM,KAAK,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACnC;EACA,SAAS,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC5B;EACA,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;EACrB,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;EACrB,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;EAC/C,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,CAAC;EAC3B,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;EAC3D,CAAC,OAAO,CAAC,CAAC;AACV;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,CAAC,GAAG;AAC3B;EACA,CAAC,OAAO,EAAE,CAAC,GAAG,OAAO,KAAK,CAAC,GAAG,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,YAAY,GAAG,YAAY,EAAE,GAAG,EAAE,CAAC;AAC9F;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,CAAC,GAAG;AAC3B;EACA,CAAC,OAAO,EAAE,CAAC,GAAG,SAAS,KAAK,CAAC,GAAG,KAAK,GAAG,KAAK,KAAK,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,OAAO,EAAE,EAAE,GAAG,KAAK,CAAC;AACnF;EACA,CAAC;AACD;EACA,MAAM,KAAK,CAAC;AACZ;EACA,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACxB;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,IAAI,CAAC,KAAK,SAAS,GAAG;AAC5C;EACA;EACA,GAAG,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,KAAK,GAAG;AACd;EACA,EAAE,KAAK,KAAK,IAAI,KAAK,CAAC,OAAO,GAAG;AAChC;EACA,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACtB;EACA,GAAG,MAAM,KAAK,OAAO,KAAK,KAAK,QAAQ,GAAG;AAC1C;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AACxB;EACA,GAAG,MAAM,KAAK,OAAO,KAAK,KAAK,QAAQ,GAAG;AAC1C;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,GAAG,GAAG;AACf;EACA,EAAE,GAAG,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,IAAI,EAAE,GAAG,GAAG,KAAK,GAAG,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC,GAAG,GAAG,KAAK,GAAG,CAAC;EACpC,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,GAAG,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACnB;EACA;EACA,EAAE,CAAC,GAAG,SAAS,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACxC,EAAE,CAAC,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACjC,EAAE,CAAC,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;EACA,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AAChC;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,CAAC,GAAG,CAAC,IAAI,GAAG,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC;EAC1D,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;AAC3B;EACA,GAAG,IAAI,CAAC,CAAC,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;EACvC,GAAG,IAAI,CAAC,CAAC,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC/B,GAAG,IAAI,CAAC,CAAC,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,KAAK,GAAG;AACnB;EACA,EAAE,SAAS,WAAW,EAAE,MAAM,GAAG;AACjC;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG,OAAO;AACtC;EACA,GAAG,KAAK,UAAU,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG;AACnC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,kCAAkC,GAAG,KAAK,GAAG,mBAAmB,EAAE,CAAC;AACrF;EACA,IAAI;AACJ;EACA,GAAG;AACH;AACA;EACA,EAAE,IAAI,CAAC,CAAC;AACR;EACA,EAAE,KAAK,CAAC,GAAG,8BAA8B,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG;AAC1D;EACA;AACA;EACA,GAAG,IAAI,KAAK,CAAC;EACb,GAAG,MAAM,IAAI,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACvB,GAAG,MAAM,UAAU,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,SAAS,IAAI;AAChB;EACA,IAAI,KAAK,KAAK,CAAC;EACf,IAAI,KAAK,MAAM;AACf;EACA,KAAK,KAAK,KAAK,GAAG,8DAA8D,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG;AACtG;EACA;EACA,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACjE,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACjE,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjE;EACA,MAAM,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAChC;EACA,MAAM,OAAO,IAAI,CAAC;AAClB;EACA,MAAM;AACN;EACA,KAAK,KAAK,KAAK,GAAG,oEAAoE,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG;AAC5G;EACA;EACA,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACjE,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACjE,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjE;EACA,MAAM,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAChC;EACA,MAAM,OAAO,IAAI,CAAC;AAClB;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,IAAI,KAAK,KAAK,CAAC;EACf,IAAI,KAAK,MAAM;AACf;EACA,KAAK,KAAK,KAAK,GAAG,wEAAwE,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG;AAChH;EACA;EACA,MAAM,MAAM,CAAC,GAAG,UAAU,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC;EAC/C,MAAM,MAAM,CAAC,GAAG,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACjD,MAAM,MAAM,CAAC,GAAG,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjD;EACA,MAAM,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAChC;EACA,MAAM,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,CAAC,GAAG,mBAAmB,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG;AACtD;EACA;AACA;EACA,GAAG,MAAM,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACtB,GAAG,MAAM,IAAI,GAAG,GAAG,CAAC,MAAM,CAAC;AAC3B;EACA,GAAG,KAAK,IAAI,KAAK,CAAC,GAAG;AACrB;EACA;EACA,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACrE,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACrE,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACrE;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI,MAAM,KAAK,IAAI,KAAK,CAAC,GAAG;AAC5B;EACA;EACA,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACrE,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACrE,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACrE;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,IAAI,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,GAAG,OAAO,IAAI,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;EACA;EACA,EAAE,MAAM,GAAG,GAAG,cAAc,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG;AAC3B;EACA;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,EAAE,CAAC;AACtB;EACA,GAAG,MAAM;AACT;EACA;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6BAA6B,GAAG,KAAK,EAAE,CAAC;AACzD;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACxD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,KAAK,GAAG;AACf;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,KAAK,EAAE,WAAW,GAAG,GAAG,GAAG;AAC/C;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,KAAK,EAAE,WAAW,GAAG,GAAG,GAAG;AAC/C;EACA,EAAE,MAAM,WAAW,GAAG,EAAE,WAAW,GAAG,CAAC,OAAO,GAAG,GAAG,WAAW,KAAK,GAAG,CAAC;AACxE;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,WAAW,GAAG;AACrC;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,WAAW,EAAE,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,WAAW,GAAG;AACrC;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,WAAW,EAAE,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,KAAK,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,KAAK,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,GAAG;AACvB;EACA,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,GAAG;AACvB;EACA,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,OAAO,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,MAAM,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,MAAM,CAAC,CAAC;AAChF;EACA,EAAE;AACF;EACA,CAAC,YAAY,GAAG;AAChB;EACA,EAAE,OAAO,EAAE,QAAQ,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,MAAM,GAAG;AAClB;EACA;AACA;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;EACnE,GAAG,MAAM,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3C;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAClC,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,EAAE,IAAI,GAAG,EAAE,UAAU,CAAC;EACtB,EAAE,MAAM,SAAS,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,GAAG,CAAC;AACxC;EACA,EAAE,KAAK,GAAG,KAAK,GAAG,GAAG;AACrB;EACA,GAAG,GAAG,GAAG,CAAC,CAAC;EACX,GAAG,UAAU,GAAG,CAAC,CAAC;AAClB;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,KAAK,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3B;EACA,GAAG,UAAU,GAAG,SAAS,IAAI,GAAG,GAAG,KAAK,KAAK,GAAG,GAAG,GAAG,EAAE,GAAG,KAAK,KAAK,CAAC,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;AACrF;EACA,GAAG,SAAS,GAAG;AACf;EACA,IAAI,KAAK,CAAC,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,KAAK,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,MAAM;EAC/D,IAAI,KAAK,CAAC,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,KAAK,GAAG,CAAC,CAAC,CAAC,MAAM;EAC/C,IAAI,KAAK,CAAC,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,KAAK,GAAG,CAAC,CAAC,CAAC,MAAM;AAC/C;EACA,IAAI;AACJ;EACA,GAAG,GAAG,IAAI,CAAC,CAAC;AACZ;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,CAAC,GAAG,GAAG,CAAC;EACjB,EAAE,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC;EACxB,EAAE,MAAM,CAAC,CAAC,GAAG,SAAS,CAAC;AACvB;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,OAAO,MAAM,KAAK,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,KAAK,CAAC,EAAE,GAAG,GAAG,KAAK,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,KAAK,CAAC,EAAE,GAAG,GAAG,KAAK,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,KAAK,CAAC,EAAE,GAAG,GAAG,CAAC;AACnH;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACtB;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AACvB;EACA,EAAE,KAAK,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,CAAC;AAC3C;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AAC3C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,KAAK,GAAG;AACd;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,KAAK,GAAG;AACd;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC;EAC3C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC;EAC3C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC;AAC3C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,KAAK,GAAG;AACnB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,GAAG;AACtB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACzC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACzC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACzC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,GAAG;AACrC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,KAAK,CAAC;EACtD,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,KAAK,CAAC;EACtD,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,KAAK,CAAC;AACtD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;EACvB,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AACxB;EACA,EAAE,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;EACtD,EAAE,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;EACtD,EAAE,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;AACtD;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,OAAO,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC/B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,GAAG;AACzC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,KAAK,SAAS,CAAC,UAAU,KAAK,IAAI,GAAG;AACvC;EACA;AACA;EACA,GAAG,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC;EACjB,GAAG,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC;EACjB,GAAG,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC;AACjB;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,KAAK,CAAC,KAAK,GAAG,cAAc,CAAC;AAC7B;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;EAC/B,KAAK,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC;EACtB,KAAK,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC;EACtB,KAAK,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC;AACtB;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,MAAM,iBAAiB,SAAS,QAAQ,CAAC;AACzC;EACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,mBAAmB,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;EACvB,EAAE,IAAI,CAAC,iBAAiB,GAAG,GAAG,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;EACpB,EAAE,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;EACrB,EAAE,IAAI,CAAC,OAAO,GAAG,iBAAiB,CAAC;EACnC,EAAE,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;EACxB,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC9B;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;EACzB,EAAE,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,gBAAgB,GAAG,OAAO,CAAC;EAClC,EAAE,IAAI,CAAC,iBAAiB,GAAG,OAAO,CAAC;AACnC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;EACxB,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACpD;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC9C;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC9B,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;EAChC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EAC1C,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAChD;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;EACtD,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EAClD,EAAE,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACpD;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AACvD;EACA,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;EAChC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA,SAAS,eAAe,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AACxD;EACA,CAAC,KAAK,KAAK,CAAC,OAAO,EAAE,KAAK,EAAE,GAAG;AAC/B;EACA,EAAE,MAAM,IAAI,SAAS,EAAE,uDAAuD,EAAE,CAAC;AACjF;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;AAChB;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACpB,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,KAAK,SAAS,GAAG,KAAK,CAAC,MAAM,GAAG,QAAQ,GAAG,CAAC,CAAC;EAChE,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,KAAK,IAAI,CAAC;AACvC;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,eAAe,CAAC;EAC9B,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,MAAM,EAAE,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC;AAC9C;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AAClB;EACA,CAAC;AACD;EACA,MAAM,CAAC,cAAc,EAAE,eAAe,CAAC,SAAS,EAAE,aAAa,EAAE;AACjE;EACA,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;EACA,CAAC,iBAAiB,EAAE,IAAI;AACxB;EACA,CAAC,gBAAgB,EAAE,YAAY,EAAE;AACjC;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,GAAG;AAC9B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,MAAM,CAAC,KAAK,CAAC,WAAW,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;EAC5D,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG;AAChD;EACA,EAAE,MAAM,IAAI,IAAI,CAAC,QAAQ,CAAC;EAC1B,EAAE,MAAM,IAAI,SAAS,CAAC,QAAQ,CAAC;AAC/B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,SAAS,CAAC,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC5D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,WAAW,KAAK,GAAG;AAC/B;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,MAAM,GAAG;AACtC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,IAAI,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,GAAG,KAAK,KAAK,KAAK,SAAS,GAAG;AAC9B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC,EAAE,CAAC;EACrF,IAAI,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;AACxB;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;EAChC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;EAChC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,OAAO,GAAG;AACzC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACrD;EACA,GAAG,IAAI,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC,EAAE,CAAC;EACxF,IAAI,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;EACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,OAAO,GAAG;AACzC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACrD;EACA,GAAG,IAAI,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC,EAAE,CAAC;EACxF,IAAI,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;EACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;EACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,OAAO,GAAG;AACzC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACrD;EACA,GAAG,IAAI,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC,EAAE,CAAC;EACxF,IAAI,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;EACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;EACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;EACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,GAAG;AAC9B;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,CAAC,GAAG;AAC7B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,IAAI,QAAQ,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EAC5C,IAAI,QAAQ,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;AAC5C;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,IAAI,CAAC,QAAQ,KAAK,CAAC,GAAG;AACpC;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,IAAI,SAAS,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EAC7C,IAAI,SAAS,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,IAAI,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC5D;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,GAAG;AAC9B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,CAAC,GAAG;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,SAAS,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,WAAW,CAAC,GAAG;AACpC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,SAAS,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AACrC;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,GAAG,CAAC,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,GAAG;AACjC;EACA,EAAE,KAAK,IAAI,IAAI,CAAC,QAAQ,CAAC;AACzB;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACrC;EACA,EAAE,KAAK,IAAI,IAAI,CAAC,QAAQ,CAAC;AACzB;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACzC;EACA,EAAE,KAAK,IAAI,IAAI,CAAC,QAAQ,CAAC;AACzB;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,QAAQ,GAAG;AACjC;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,QAAQ,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,MAAM,IAAI,GAAG;EACf,GAAG,QAAQ,EAAE,IAAI,CAAC,QAAQ;EAC1B,GAAG,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI;EACpC,GAAG,KAAK,EAAE,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,KAAK,EAAE;EAClD,GAAG,UAAU,EAAE,IAAI,CAAC,UAAU;EAC9B,GAAG,CAAC;AACJ;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,EAAE,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EAChD,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,eAAe,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAChE,EAAE,KAAK,IAAI,CAAC,WAAW,CAAC,MAAM,KAAK,CAAC,IAAI,IAAI,CAAC,WAAW,CAAC,KAAK,KAAK,EAAE,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AAC7G;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;AACA;EACA,SAAS,mBAAmB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC5D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,SAAS,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC5E;EACA,CAAC;AACD;EACA,mBAAmB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC3E,mBAAmB,CAAC,SAAS,CAAC,WAAW,GAAG,mBAAmB,CAAC;AAChE;AACA;EACA,SAAS,oBAAoB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC7D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,UAAU,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC7E;EACA,CAAC;AACD;EACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC5E,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;AACA;EACA,SAAS,2BAA2B,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AACpE;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,iBAAiB,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AACpF;EACA,CAAC;AACD;EACA,2BAA2B,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EACnF,2BAA2B,CAAC,SAAS,CAAC,WAAW,GAAG,2BAA2B,CAAC;AAChF;AACA;EACA,SAAS,oBAAoB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC7D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,UAAU,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC7E;EACA,CAAC;AACD;EACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC5E,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;AACA;EACA,SAAS,qBAAqB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC9D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,WAAW,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC9E;EACA,CAAC;AACD;EACA,qBAAqB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC7E,qBAAqB,CAAC,SAAS,CAAC,WAAW,GAAG,qBAAqB,CAAC;AACpE;AACA;EACA,SAAS,oBAAoB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC7D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,UAAU,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC7E;EACA,CAAC;AACD;EACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC5E,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;AACA;EACA,SAAS,qBAAqB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC9D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,WAAW,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC9E;EACA,CAAC;AACD;EACA,qBAAqB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC7E,qBAAqB,CAAC,SAAS,CAAC,WAAW,GAAG,qBAAqB,CAAC;AACpE;EACA,SAAS,sBAAsB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC/D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,WAAW,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC9E;EACA,CAAC;AACD;EACA,sBAAsB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC9E,sBAAsB,CAAC,SAAS,CAAC,WAAW,GAAG,sBAAsB,CAAC;EACtE,sBAAsB,CAAC,SAAS,CAAC,wBAAwB,GAAG,IAAI,CAAC;AACjE;EACA,SAAS,sBAAsB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC/D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,YAAY,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC/E;EACA,CAAC;AACD;EACA,sBAAsB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC9E,sBAAsB,CAAC,SAAS,CAAC,WAAW,GAAG,sBAAsB,CAAC;AACtE;AACA;EACA,SAAS,sBAAsB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC/D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,YAAY,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC/E;EACA,CAAC;AACD;EACA,sBAAsB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC9E,sBAAsB,CAAC,SAAS,CAAC,WAAW,GAAG,sBAAsB,CAAC;AACtE;EACA,SAAS,QAAQ,EAAE,KAAK,GAAG;AAC3B;EACA,CAAC,KAAK,KAAK,CAAC,MAAM,KAAK,CAAC,GAAG,OAAO,EAAE,QAAQ,CAAC;AAC7C;EACA,CAAC,IAAI,GAAG,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AACtB;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG;AAClD;EACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG,CAAC;AACZ;EACA,CAAC;AAmBD;EACA,IAAI,GAAG,GAAG,CAAC,CAAC;AACZ;EACA,MAAM,GAAG,GAAG,IAAI,OAAO,EAAE,CAAC;EAC1B,MAAM,IAAI,GAAG,IAAI,QAAQ,EAAE,CAAC;EAC5B,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;EAC9B,MAAM,MAAM,GAAG,IAAI,IAAI,EAAE,CAAC;EAC1B,MAAM,gBAAgB,GAAG,IAAI,IAAI,EAAE,CAAC;EACpC,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA,SAAS,cAAc,GAAG;AAC1B;EACA,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC;AACxD;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtC;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;EAChB,CAAC,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;AAC9B;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;EACnB,CAAC,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;EAC3B,CAAC,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;AACnC;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC;AAClB;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;EACzB,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;AAC5B;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAChD;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;EACA,CAAC;AACD;EACA,cAAc,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,EAAE;AACtF;EACA,CAAC,WAAW,EAAE,cAAc;AAC5B;EACA,CAAC,gBAAgB,EAAE,IAAI;AACvB;EACA,CAAC,QAAQ,EAAE,YAAY;AACvB;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,GAAG;AAC9B;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,EAAE,KAAK,EAAE,GAAG;AAChC;EACA,GAAG,IAAI,CAAC,KAAK,GAAG,MAAM,QAAQ,EAAE,KAAK,EAAE,GAAG,KAAK,GAAG,qBAAqB,GAAG,qBAAqB,IAAI,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9G;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACtB;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,IAAI,GAAG;AACjC;EACA,EAAE,OAAO,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AACjC;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,IAAI,EAAE,SAAS,GAAG;AAC5C;EACA,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,GAAG,SAAS,CAAC;AACtC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,IAAI,GAAG;AACpC;EACA,EAAE,OAAO,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AACjC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,IAAI,GAAG;AACjC;EACA,EAAE,OAAO,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,KAAK,SAAS,CAAC;AAC/C;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,EAAE,KAAK,EAAE,aAAa,GAAG,CAAC,GAAG;AACxD;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE;AACpB;EACA,GAAG,KAAK,EAAE,KAAK;EACf,GAAG,KAAK,EAAE,KAAK;EACf,GAAG,aAAa,EAAE,aAAa;AAC/B;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,YAAY;AAC1B;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,KAAK,EAAE,KAAK,GAAG;AACzC;EACA,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,KAAK,CAAC;EAC/B,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,KAAK,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,MAAM,GAAG;AACnC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC;AAC5C;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,QAAQ,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,GAAG,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;AAC/B;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;AACxC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,MAAM,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AAChE;EACA,GAAG,MAAM,CAAC,iBAAiB,EAAE,YAAY,EAAE,CAAC;AAC5C;EACA,GAAG,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC;AAC1C;EACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG;AAC/B;EACA,GAAG,OAAO,CAAC,kBAAkB,EAAE,MAAM,EAAE,CAAC;AACxC;EACA,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG;AACnC;EACA,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,cAAc,KAAK,IAAI,GAAG;AACtC;EACA,GAAG,IAAI,CAAC,qBAAqB,EAAE,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;EACA;AACA;EACA,EAAE,GAAG,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC7B;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;EACA;AACA;EACA,EAAE,GAAG,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC7B;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;EACA;AACA;EACA,EAAE,GAAG,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC7B;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACjC;EACA;AACA;EACA,EAAE,GAAG,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC7B;EACA;AACA;EACA,EAAE,GAAG,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,MAAM,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,CAAC;AACtB;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,OAAO,EAAE,CAAC,MAAM,EAAE,CAAC;AACjD;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,CAAC;AACpD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,MAAM,GAAG;AACpC;EACA,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;AACtB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAC7B,GAAG,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AAC7E;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;EACA,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG;AACnC;EACA,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,IAAI,EAAE,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC;EAC5C,EAAE,MAAM,uBAAuB,GAAG,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC;AAChE;EACA,EAAE,KAAK,QAAQ,IAAI,QAAQ,CAAC,mBAAmB,GAAG;AAClD;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,iJAAiJ,EAAE,IAAI,EAAE,CAAC;AAC5K;EACA,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG;EACvB,IAAI,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE;EACrD,IAAI,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE;EACrD,IAAI,CAAC;AACL;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,IAAI,CAAC,WAAW,CAAC,sBAAsB,EAAE,QAAQ,EAAE,CAAC;AACvD;EACA;AACA;EACA,GAAG,KAAK,uBAAuB,GAAG;AAClC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,uBAAuB,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzE;EACA,KAAK,MAAM,cAAc,GAAG,uBAAuB,EAAE,CAAC,EAAE,CAAC;EACzD,KAAK,MAAM,CAAC,sBAAsB,EAAE,cAAc,EAAE,CAAC;AACrD;EACA,KAAK,KAAK,IAAI,CAAC,oBAAoB,GAAG;AACtC;EACA,MAAM,SAAS,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;EAC/D,MAAM,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;AAClD;EACA,MAAM,SAAS,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;EAC/D,MAAM,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;AAClD;EACA,MAAM,MAAM;AACZ;EACA,MAAM,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;EACnD,MAAM,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;AACnD;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG;AAC/G;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,qIAAqI,EAAE,IAAI,EAAE,CAAC;AAChK;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,YAAY;AACpC;EACA,EAAE,KAAK,IAAI,CAAC,cAAc,KAAK,IAAI,GAAG;AACtC;EACA,GAAG,IAAI,CAAC,cAAc,GAAG,IAAI,MAAM,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC;EAC5C,EAAE,MAAM,uBAAuB,GAAG,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC;AAChE;EACA,EAAE,KAAK,QAAQ,IAAI,QAAQ,CAAC,mBAAmB,GAAG;AAClD;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,uJAAuJ,EAAE,IAAI,EAAE,CAAC;AAClL;EACA,GAAG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,CAAC;AACtD;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,GAAG;AAClB;EACA;AACA;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC;AAC7C;EACA,GAAG,MAAM,CAAC,sBAAsB,EAAE,QAAQ,EAAE,CAAC;AAC7C;EACA;AACA;EACA,GAAG,KAAK,uBAAuB,GAAG;AAClC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,uBAAuB,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzE;EACA,KAAK,MAAM,cAAc,GAAG,uBAAuB,EAAE,CAAC,EAAE,CAAC;EACzD,KAAK,gBAAgB,CAAC,sBAAsB,EAAE,cAAc,EAAE,CAAC;AAC/D;EACA,KAAK,KAAK,IAAI,CAAC,oBAAoB,GAAG;AACtC;EACA,MAAM,SAAS,CAAC,UAAU,EAAE,MAAM,CAAC,GAAG,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;EAC/D,MAAM,MAAM,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,MAAM,SAAS,CAAC,UAAU,EAAE,MAAM,CAAC,GAAG,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;EAC/D,MAAM,MAAM,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,MAAM,MAAM;AACZ;EACA,MAAM,MAAM,CAAC,aAAa,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;EACnD,MAAM,MAAM,CAAC,aAAa,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;AACnD;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AAC9B;EACA;EACA;AACA;EACA,GAAG,IAAI,WAAW,GAAG,CAAC,CAAC;AACvB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACxD;EACA,IAAI,SAAS,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AACjD;EACA,IAAI,WAAW,GAAG,IAAI,CAAC,GAAG,EAAE,WAAW,EAAE,MAAM,CAAC,iBAAiB,EAAE,SAAS,EAAE,EAAE,CAAC;AACjF;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,uBAAuB,GAAG;AAClC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,uBAAuB,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzE;EACA,KAAK,MAAM,cAAc,GAAG,uBAAuB,EAAE,CAAC,EAAE,CAAC;EACzD,KAAK,MAAM,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;AAC5D;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAChE;EACA,MAAM,SAAS,CAAC,mBAAmB,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AACzD;EACA,MAAM,KAAK,oBAAoB,GAAG;AAClC;EACA,OAAO,OAAO,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;EAClD,OAAO,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AAChC;EACA,OAAO;AACP;EACA,MAAM,WAAW,GAAG,IAAI,CAAC,GAAG,EAAE,WAAW,EAAE,MAAM,CAAC,iBAAiB,EAAE,SAAS,EAAE,EAAE,CAAC;AACnF;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,IAAI,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AACzD;EACA,GAAG,KAAK,KAAK,EAAE,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,GAAG;AAC9C;EACA,IAAI,OAAO,CAAC,KAAK,EAAE,8HAA8H,EAAE,IAAI,EAAE,CAAC;AAC1J;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;EACA;AACA;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,YAAY;AAC9B;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;EACA;EACA;AACA;EACA,EAAE,KAAK,KAAK,KAAK,IAAI;EACrB,IAAI,UAAU,CAAC,QAAQ,KAAK,SAAS;EACrC,IAAI,UAAU,CAAC,MAAM,KAAK,SAAS;EACnC,IAAI,UAAU,CAAC,EAAE,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,8GAA8G,EAAE,CAAC;EACnI,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,MAAM,OAAO,GAAG,KAAK,CAAC,KAAK,CAAC;EAC9B,EAAE,MAAM,SAAS,GAAG,UAAU,CAAC,QAAQ,CAAC,KAAK,CAAC;EAC9C,EAAE,MAAM,OAAO,GAAG,UAAU,CAAC,MAAM,CAAC,KAAK,CAAC;EAC1C,EAAE,MAAM,GAAG,GAAG,UAAU,CAAC,EAAE,CAAC,KAAK,CAAC;AAClC;EACA,EAAE,MAAM,SAAS,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;AACzC;EACA,EAAE,KAAK,UAAU,CAAC,OAAO,KAAK,SAAS,GAAG;AAC1C;EACA,GAAG,IAAI,CAAC,YAAY,EAAE,SAAS,EAAE,IAAI,eAAe,EAAE,IAAI,YAAY,EAAE,CAAC,GAAG,SAAS,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/F;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,UAAU,CAAC,OAAO,CAAC,KAAK,CAAC;AAC5C;EACA,EAAE,MAAM,IAAI,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC,GAAG,GAAG;AACzC;EACA,GAAG,IAAI,EAAE,CAAC,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,GAAG,IAAI,EAAE,CAAC,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE;EAC1B,GAAG,EAAE,GAAG,IAAI,OAAO,EAAE;EACrB,GAAG,EAAE,GAAG,IAAI,OAAO,EAAE;AACrB;EACA,GAAG,GAAG,GAAG,IAAI,OAAO,EAAE;EACtB,GAAG,GAAG,GAAG,IAAI,OAAO,EAAE;EACtB,GAAG,GAAG,GAAG,IAAI,OAAO,EAAE;AACtB;EACA,GAAG,IAAI,GAAG,IAAI,OAAO,EAAE;EACvB,GAAG,IAAI,GAAG,IAAI,OAAO,EAAE,CAAC;AACxB;EACA,EAAE,SAAS,cAAc,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACrC;EACA,GAAG,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpC,GAAG,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpC,GAAG,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,GAAG,GAAG,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC/B,GAAG,GAAG,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC/B,GAAG,GAAG,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;EAChB,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;AAChB;EACA,GAAG,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;EAClB,GAAG,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AAClB;EACA,GAAG,MAAM,CAAC,GAAG,GAAG,KAAK,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC;AACrD;EACA;AACA;EACA,GAAG,KAAK,EAAE,QAAQ,EAAE,CAAC,EAAE,GAAG,OAAO;AACjC;EACA,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,cAAc,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,eAAe,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;EAC9F,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,cAAc,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,eAAe,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;AAC9F;EACA,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EACzB,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EACzB,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EACzB,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EACzB,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC3B;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,KAAK,CAAC,GAAG;AAC7B;EACA,GAAG,MAAM,GAAG,EAAE;EACd,IAAI,KAAK,EAAE,CAAC;EACZ,IAAI,KAAK,EAAE,OAAO,CAAC,MAAM;EACzB,IAAI,EAAE,CAAC;AACP;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,GAAG;AACtD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;EAC7B,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AAC7B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,KAAK,GAAG,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AAC7D;EACA,IAAI,cAAc;EAClB,KAAK,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE;EACrB,KAAK,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE;EACrB,KAAK,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE;EACrB,KAAK,CAAC;AACN;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,OAAO,EAAE,EAAE,IAAI,GAAG,IAAI,OAAO,EAAE,CAAC;EAClD,EAAE,MAAM,CAAC,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,EAAE,SAAS,YAAY,EAAE,CAAC,GAAG;AAC7B;EACA,GAAG,CAAC,CAAC,SAAS,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACjC,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChB;EACA,GAAG,MAAM,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC;AACvB;EACA;AACA;EACA,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACjB,GAAG,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,cAAc,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AACzD;EACA;AACA;EACA,GAAG,IAAI,CAAC,YAAY,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;EAC9B,GAAG,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;EACtC,GAAG,MAAM,CAAC,GAAG,EAAE,IAAI,GAAG,GAAG,KAAK,EAAE,GAAG,GAAG,GAAG,CAAC;AAC1C;EACA,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC;EAC7B,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC;EACjC,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC;EACjC,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,GAAG;AACtD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;EAC7B,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AAC7B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,KAAK,GAAG,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AAC7D;EACA,IAAI,YAAY,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC;EACrC,IAAI,YAAY,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC;EACrC,IAAI,YAAY,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,YAAY;AACnC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,MAAM,iBAAiB,GAAG,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC;AAC5D;EACA,EAAE,KAAK,iBAAiB,KAAK,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,eAAe,GAAG,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC;AACvD;EACA,GAAG,KAAK,eAAe,KAAK,SAAS,GAAG;AACxC;EACA,IAAI,eAAe,GAAG,IAAI,eAAe,EAAE,IAAI,YAAY,EAAE,iBAAiB,CAAC,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;EAChG,IAAI,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,eAAe,EAAE,CAAC;AACnD;EACA,IAAI,MAAM;AACV;EACA;AACA;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,eAAe,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAChE;EACA,KAAK,eAAe,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;EACpE,GAAG,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;EACpE,GAAG,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAChD;EACA;AACA;EACA,GAAG,KAAK,KAAK,GAAG;AAChB;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACxD;EACA,KAAK,MAAM,EAAE,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpC,KAAK,MAAM,EAAE,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpC,KAAK,MAAM,EAAE,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,EAAE,EAAE,CAAC;EACrD,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,EAAE,EAAE,CAAC;EACrD,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,EAAE,EAAE,CAAC;AACrD;EACA,KAAK,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC7B,KAAK,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC7B,KAAK,EAAE,CAAC,KAAK,EAAE,EAAE,EAAE,CAAC;AACpB;EACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,eAAe,EAAE,EAAE,EAAE,CAAC;EACnD,KAAK,EAAE,CAAC,mBAAmB,EAAE,eAAe,EAAE,EAAE,EAAE,CAAC;EACnD,KAAK,EAAE,CAAC,mBAAmB,EAAE,eAAe,EAAE,EAAE,EAAE,CAAC;AACnD;EACA,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;EAClB,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;EAClB,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;AAClB;EACA,KAAK,eAAe,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;EACpD,KAAK,eAAe,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;EACpD,KAAK,eAAe,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACpD;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA;AACA;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,iBAAiB,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACpE;EACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACxD,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACxD,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACxD;EACA,KAAK,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC7B,KAAK,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC7B,KAAK,EAAE,CAAC,KAAK,EAAE,EAAE,EAAE,CAAC;AACpB;EACA,KAAK,eAAe,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;EACvD,KAAK,eAAe,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;EACvD,KAAK,eAAe,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACvD;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,gBAAgB,EAAE,CAAC;AAC3B;EACA,GAAG,eAAe,CAAC,WAAW,GAAG,IAAI,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,QAAQ,EAAE,MAAM,GAAG;AACtC;EACA,EAAE,KAAK,IAAI,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,EAAE,GAAG;AACrD;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,iFAAiF,EAAE,QAAQ,EAAE,CAAC;EAChH,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,MAAM,GAAG,CAAC,CAAC;AACd;EACA,GAAG,OAAO,CAAC,IAAI;EACf,IAAI,qFAAqF;EACzF,MAAM,qEAAqE;EAC3E,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,GAAG;AAClC;EACA,GAAG,KAAK,QAAQ,CAAC,UAAU,EAAE,GAAG,EAAE,KAAK,SAAS,GAAG,SAAS;AAC5D;EACA,GAAG,MAAM,UAAU,GAAG,UAAU,EAAE,GAAG,EAAE,CAAC;EACxC,GAAG,MAAM,eAAe,GAAG,UAAU,CAAC,KAAK,CAAC;AAC5C;EACA,GAAG,MAAM,UAAU,GAAG,QAAQ,CAAC,UAAU,EAAE,GAAG,EAAE,CAAC;EACjD,GAAG,MAAM,eAAe,GAAG,UAAU,CAAC,KAAK,CAAC;AAC5C;EACA,GAAG,MAAM,eAAe,GAAG,UAAU,CAAC,QAAQ,GAAG,MAAM,CAAC;EACxD,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,eAAe,CAAC,MAAM,EAAE,eAAe,CAAC,MAAM,GAAG,eAAe,EAAE,CAAC;AAC/F;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG;AAClE;EACA,IAAI,eAAe,EAAE,CAAC,EAAE,GAAG,eAAe,EAAE,CAAC,EAAE,CAAC;AAChD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,YAAY;AAC/B;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;AACzC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,SAAS,CAAC,mBAAmB,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC;AAC/C;EACA,GAAG,SAAS,CAAC,SAAS,EAAE,CAAC;AACzB;EACA,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC9D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA,EAAE,SAAS,sBAAsB,EAAE,SAAS,EAAE,OAAO,GAAG;AACxD;EACA,GAAG,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;EACjC,GAAG,MAAM,QAAQ,GAAG,SAAS,CAAC,QAAQ,CAAC;EACvC,GAAG,MAAM,UAAU,GAAG,SAAS,CAAC,UAAU,CAAC;AAC3C;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,WAAW,EAAE,OAAO,CAAC,MAAM,GAAG,QAAQ,EAAE,CAAC;AACrE;EACA,GAAG,IAAI,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,CAAC;AAC7B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,IAAI,KAAK,GAAG,OAAO,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC;AACpC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,EAAE,CAAC,GAAG,GAAG;AAC1C;EACA,KAAK,MAAM,EAAE,MAAM,GAAG,EAAE,GAAG,KAAK,EAAE,KAAK,GAAG,EAAE,CAAC;AAC7C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,IAAI,eAAe,EAAE,MAAM,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC9D;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;EACjG,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,cAAc,EAAE,CAAC;AACzC;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC;EACnC,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;EACA;AACA;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,UAAU,GAAG;AACnC;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,GAAG,MAAM,YAAY,GAAG,sBAAsB,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AACrE;EACA,GAAG,SAAS,CAAC,YAAY,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;AAChD;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AAC/C;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,eAAe,GAAG;AACxC;EACA,GAAG,MAAM,UAAU,GAAG,EAAE,CAAC;EACzB,GAAG,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC;AAClD;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC/D;EACA,IAAI,MAAM,SAAS,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,IAAI,MAAM,YAAY,GAAG,sBAAsB,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AACtE;EACA,IAAI,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACpC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,CAAC,eAAe,EAAE,IAAI,EAAE,GAAG,UAAU,CAAC;AAClD;EACA,GAAG;AACH;EACA,EAAE,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;AAC7D;EACA;AACA;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAC7B,GAAG,SAAS,CAAC,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACvE;EACA,GAAG;AACH;EACA,EAAE,OAAO,SAAS,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,MAAM,IAAI,GAAG;EACf,GAAG,QAAQ,EAAE;EACb,IAAI,OAAO,EAAE,GAAG;EAChB,IAAI,IAAI,EAAE,gBAAgB;EAC1B,IAAI,SAAS,EAAE,uBAAuB;EACtC,IAAI;EACJ,GAAG,CAAC;AACJ;EACA;AACA;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EACxB,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EACxB,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,EAAE,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EAChD,EAAE,KAAK,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC/E;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG;AACvC;EACA,GAAG,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACtC;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,UAAU,GAAG;AACnC;EACA,IAAI,KAAK,UAAU,EAAE,GAAG,EAAE,KAAK,SAAS,GAAG,IAAI,EAAE,GAAG,EAAE,GAAG,UAAU,EAAE,GAAG,EAAE,CAAC;AAC3E;EACA,IAAI;AACJ;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,EAAE,UAAU,EAAE,EAAE,EAAE,CAAC;AACjC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3B;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG;EACrB,IAAI,IAAI,EAAE,KAAK,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI;EACtC,IAAI,KAAK,EAAE,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE;EACpD,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,GAAG;AAClC;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,GAAG,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE,MAAM,eAAe,GAAG,EAAE,CAAC;EAC7B,EAAE,IAAI,kBAAkB,GAAG,KAAK,CAAC;AACjC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,IAAI,CAAC,eAAe,GAAG;AAC5C;EACA,GAAG,MAAM,cAAc,GAAG,IAAI,CAAC,eAAe,EAAE,GAAG,EAAE,CAAC;AACtD;EACA,GAAG,MAAM,KAAK,GAAG,EAAE,CAAC;AACpB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC/D;EACA,IAAI,MAAM,SAAS,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,IAAI,KAAK,CAAC,IAAI,EAAE,SAAS,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,CAAC;AAChD;EACA,IAAI;AACJ;EACA,GAAG,KAAK,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG;AAC3B;EACA,IAAI,eAAe,EAAE,GAAG,EAAE,GAAG,KAAK,CAAC;AACnC;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,kBAAkB,GAAG;AAC5B;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;EAC/C,GAAG,IAAI,CAAC,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;AAC9D;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG;AAC3B;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,MAAM,EAAE,EAAE,CAAC;AAC7D;EACA,GAAG;AACH;EACA,EAAE,MAAM,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC;AAC7C;EACA,EAAE,KAAK,cAAc,KAAK,IAAI,GAAG;AACjC;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,cAAc,GAAG;EAC9B,IAAI,MAAM,EAAE,cAAc,CAAC,MAAM,CAAC,OAAO,EAAE;EAC3C,IAAI,MAAM,EAAE,cAAc,CAAC,MAAM;EACjC,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA;EACA;AACA;EACA;AACA;EACA;AACA;EACA;AACA;EACA;AACA;EACA;AACA;EACA;AACA;EACA;EACA;EACA;AACA;EACA;AACA;EACA;EACA;AACA;EACA,EAAE,OAAO,IAAI,cAAc,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA;AACA;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;EACpB,EAAE,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;EACvB,EAAE,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;EAC5B,EAAE,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC;EACnB,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;AAC7B;EACA;AACA;EACA,EAAE,MAAM,IAAI,GAAG,EAAE,CAAC;AAClB;EACA;AACA;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;EACA;AACA;EACA,EAAE,MAAM,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC7B;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,IAAI,EAAE,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACvC;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,UAAU,GAAG;AACnC;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,IAAI,EAAE,CAAC;EACxC,GAAG,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,SAAS,CAAC,KAAK,EAAE,IAAI,EAAE,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AACjD;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,eAAe,GAAG;AACxC;EACA,GAAG,MAAM,KAAK,GAAG,EAAE,CAAC;EACpB,GAAG,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC;AAClD;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC7D;EACA,IAAI,KAAK,CAAC,IAAI,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,IAAI,EAAE,EAAE,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,GAAG,KAAK,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC,oBAAoB,CAAC;AAC1D;EACA;AACA;EACA,EAAE,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC/B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAC7B,GAAG,IAAI,CAAC,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAClE;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACzC;EACA,EAAE,KAAK,WAAW,KAAK,IAAI,GAAG;AAC9B;EACA,GAAG,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC,KAAK,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC/C;EACA,EAAE,KAAK,cAAc,KAAK,IAAI,GAAG;AACjC;EACA,GAAG,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC,KAAK,EAAE,CAAC;AAChD;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC;EAChD,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC;AAChD;EACA;AACA;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,YAAY;AACtB;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,gBAAgB,GAAG,IAAI,OAAO,EAAE,CAAC;EACvC,MAAM,MAAM,GAAG,IAAI,GAAG,EAAE,CAAC;EACzB,MAAM,SAAS,GAAG,IAAI,MAAM,EAAE,CAAC;AAC/B;EACA,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;EAC5B,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;EAC5B,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B;EACA,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B;EACA,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;EAC9B,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;EAC9B,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B;EACA,MAAM,kBAAkB,GAAG,IAAI,OAAO,EAAE,CAAC;EACzC,MAAM,uBAAuB,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,SAAS,IAAI,EAAE,QAAQ,GAAG,IAAI,cAAc,EAAE,EAAE,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG;AACrF;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC3B;EACA,CAAC;AACD;EACA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACrE;EACA,CAAC,WAAW,EAAE,IAAI;AAClB;EACA,CAAC,MAAM,EAAE,IAAI;AACb;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC/C;EACA,EAAE,KAAK,MAAM,CAAC,qBAAqB,KAAK,SAAS,GAAG;AACpD;EACA,GAAG,IAAI,CAAC,qBAAqB,GAAG,MAAM,CAAC,qBAAqB,CAAC,KAAK,EAAE,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,qBAAqB,KAAK,SAAS,GAAG;AACpD;EACA,GAAG,IAAI,CAAC,qBAAqB,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,MAAM,CAAC,qBAAqB,EAAE,CAAC;AAClF;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,MAAM,eAAe,GAAG,QAAQ,CAAC,eAAe,CAAC;EACpD,GAAG,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC;AAC/C;EACA,GAAG,KAAK,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AAC1B;EACA,IAAI,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,IAAI,KAAK,cAAc,KAAK,SAAS,GAAG;AACxC;EACA,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;EACrC,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;AACrC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACjE;EACA,MAAM,MAAM,IAAI,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC,IAAI,IAAI,MAAM,EAAE,CAAC,EAAE,CAAC;AAC3D;EACA,MAAM,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAC3C,MAAM,IAAI,CAAC,qBAAqB,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;AAC7C;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;AAC9C;EACA,GAAG,KAAK,YAAY,KAAK,SAAS,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,GAAG;AAChE;EACA,IAAI,OAAO,CAAC,KAAK,EAAE,sGAAsG,EAAE,CAAC;AAC5H;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,SAAS,EAAE,UAAU,GAAG;AAC7C;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACjC,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACjC,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACvC;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG,OAAO;AACvC;EACA;AACA;EACA,EAAE,KAAK,QAAQ,CAAC,cAAc,KAAK,IAAI,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;AAC3E;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC;EAC5C,EAAE,SAAS,CAAC,YAAY,EAAE,WAAW,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,SAAS,CAAC,GAAG,CAAC,gBAAgB,EAAE,SAAS,EAAE,KAAK,KAAK,GAAG,OAAO;AACtE;EACA;AACA;EACA,EAAE,gBAAgB,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,IAAI,EAAE,SAAS,CAAC,GAAG,EAAE,CAAC,YAAY,EAAE,gBAAgB,EAAE,CAAC;AAChE;EACA;AACA;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG;AACvC;EACA,GAAG,KAAK,MAAM,CAAC,aAAa,EAAE,QAAQ,CAAC,WAAW,EAAE,KAAK,KAAK,GAAG,OAAO;AACxE;EACA,GAAG;AACH;EACA,EAAE,IAAI,YAAY,CAAC;AACnB;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EAChC,GAAG,MAAM,QAAQ,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;EACjD,GAAG,MAAM,aAAa,GAAG,QAAQ,CAAC,eAAe,CAAC,QAAQ,CAAC;EAC3D,GAAG,MAAM,oBAAoB,GAAG,QAAQ,CAAC,oBAAoB,CAAC;EAC9D,GAAG,MAAM,EAAE,GAAG,QAAQ,CAAC,UAAU,CAAC,EAAE,CAAC;EACrC,GAAG,MAAM,GAAG,GAAG,QAAQ,CAAC,UAAU,CAAC,GAAG,CAAC;EACvC,GAAG,MAAM,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;EAClC,GAAG,MAAM,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACxC;EACA,GAAG,KAAK,KAAK,KAAK,IAAI,GAAG;AACzB;EACA;AACA;EACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACrC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;EACA,MAAM,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAChC,MAAM,MAAM,aAAa,GAAG,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAC5D;EACA,MAAM,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EAC7D,MAAM,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,IAAI,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,MAAM,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AACnG;EACA,MAAM,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACtD;EACA,OAAO,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACjC,OAAO,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACrC,OAAO,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACrC;EACA,OAAO,YAAY,GAAG,+BAA+B,EAAE,IAAI,EAAE,aAAa,EAAE,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjK;EACA,OAAO,KAAK,YAAY,GAAG;AAC3B;EACA,QAAQ,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACrD,QAAQ,YAAY,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC,aAAa,CAAC;EAC9D,QAAQ,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACxC;EACA,QAAQ;AACR;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EAClD,KAAK,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAChF;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACrD;EACA,MAAM,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,MAAM,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpC,MAAM,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,MAAM,YAAY,GAAG,+BAA+B,EAAE,IAAI,EAAE,QAAQ,EAAE,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3J;EACA,MAAM,KAAK,YAAY,GAAG;AAC1B;EACA,OAAO,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpD,OAAO,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACvC;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,MAAM,KAAK,QAAQ,KAAK,SAAS,GAAG;AACxC;EACA;AACA;EACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACrC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;EACA,MAAM,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAChC,MAAM,MAAM,aAAa,GAAG,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAC5D;EACA,MAAM,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EAC7D,MAAM,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,IAAI,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,MAAM,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AACnG;EACA,MAAM,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACtD;EACA,OAAO,MAAM,CAAC,GAAG,CAAC,CAAC;EACnB,OAAO,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EACvB,OAAO,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACvB;EACA,OAAO,YAAY,GAAG,+BAA+B,EAAE,IAAI,EAAE,aAAa,EAAE,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjK;EACA,OAAO,KAAK,YAAY,GAAG;AAC3B;EACA,QAAQ,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACrD,QAAQ,YAAY,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC,aAAa,CAAC;EAC9D,QAAQ,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACxC;EACA,QAAQ;AACR;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EAClD,KAAK,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AACnF;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACrD;EACA,MAAM,MAAM,CAAC,GAAG,CAAC,CAAC;EAClB,MAAM,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EACtB,MAAM,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACtB;EACA,MAAM,YAAY,GAAG,+BAA+B,EAAE,IAAI,EAAE,QAAQ,EAAE,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3J;EACA,MAAM,KAAK,YAAY,GAAG;AAC1B;EACA,OAAO,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpD,OAAO,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACvC;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,UAAU,GAAG;AACpC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,2FAA2F,EAAE,CAAC;AAChH;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,GAAG;AAClF;EACA,CAAC,IAAI,SAAS,CAAC;AACf;EACA,CAAC,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG;AACnC;EACA,EAAE,SAAS,GAAG,GAAG,CAAC,iBAAiB,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC/D;EACA,EAAE,MAAM;AACR;EACA,EAAE,SAAS,GAAG,GAAG,CAAC,iBAAiB,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,QAAQ,CAAC,IAAI,KAAK,UAAU,EAAE,KAAK,EAAE,CAAC;AACvF;EACA,EAAE;AACF;EACA,CAAC,KAAK,SAAS,KAAK,IAAI,GAAG,OAAO,IAAI,CAAC;AACvC;EACA,CAAC,uBAAuB,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACvC,CAAC,uBAAuB,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC5D;EACA,CAAC,MAAM,QAAQ,GAAG,SAAS,CAAC,GAAG,CAAC,MAAM,CAAC,UAAU,EAAE,uBAAuB,EAAE,CAAC;AAC7E;EACA,CAAC,KAAK,QAAQ,GAAG,SAAS,CAAC,IAAI,IAAI,QAAQ,GAAG,SAAS,CAAC,GAAG,GAAG,OAAO,IAAI,CAAC;AAC1E;EACA,CAAC,OAAO;EACR,EAAE,QAAQ,EAAE,QAAQ;EACpB,EAAE,KAAK,EAAE,uBAAuB,CAAC,KAAK,EAAE;EACxC,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,+BAA+B,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,GAAG,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC9I;EACA,CAAC,KAAK,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;EAC1C,CAAC,KAAK,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;EAC1C,CAAC,KAAK,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,CAAC,MAAM,eAAe,GAAG,MAAM,CAAC,qBAAqB,CAAC;AACtD;EACA,CAAC,KAAK,QAAQ,CAAC,YAAY,IAAI,aAAa,IAAI,eAAe,GAAG;AAClE;EACA,EAAE,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACzB,EAAE,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACzB,EAAE,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC7D;EACA,GAAG,MAAM,SAAS,GAAG,eAAe,EAAE,CAAC,EAAE,CAAC;EAC1C,GAAG,MAAM,cAAc,GAAG,aAAa,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,GAAG,KAAK,SAAS,KAAK,CAAC,GAAG,SAAS;AACnC;EACA,GAAG,MAAM,CAAC,mBAAmB,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;EACnD,GAAG,MAAM,CAAC,mBAAmB,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;EACnD,GAAG,MAAM,CAAC,mBAAmB,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AACnD;EACA,GAAG,KAAK,oBAAoB,GAAG;AAC/B;EACA,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;EACjD,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;EACjD,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AACjD;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,SAAS,EAAE,CAAC;EAC9D,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,SAAS,EAAE,CAAC;EAC9D,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,SAAS,EAAE,CAAC;AAC9D;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;EACvB,EAAE,KAAK,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;EACvB,EAAE,KAAK,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC,KAAK,MAAM,CAAC,aAAa,IAAI,QAAQ,CAAC,QAAQ,GAAG;AAClD;EACA,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE;AACF;EACA,CAAC,MAAM,YAAY,GAAG,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,kBAAkB,EAAE,CAAC;AACrH;EACA,CAAC,KAAK,YAAY,GAAG;AACrB;EACA,EAAE,KAAK,EAAE,GAAG;AACZ;EACA,GAAG,MAAM,CAAC,mBAAmB,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;EACvC,GAAG,MAAM,CAAC,mBAAmB,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;EACvC,GAAG,MAAM,CAAC,mBAAmB,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACvC;EACA,GAAG,YAAY,CAAC,EAAE,GAAG,QAAQ,CAAC,KAAK,EAAE,kBAAkB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC;AACtH;EACA,GAAG;AACH;EACA,EAAE,KAAK,GAAG,GAAG;AACb;EACA,GAAG,MAAM,CAAC,mBAAmB,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;EACxC,GAAG,MAAM,CAAC,mBAAmB,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;EACxC,GAAG,MAAM,CAAC,mBAAmB,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,GAAG,YAAY,CAAC,GAAG,GAAG,QAAQ,CAAC,KAAK,EAAE,kBAAkB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC;AACvH;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,GAAG;EACf,GAAG,CAAC,EAAE,CAAC;EACP,GAAG,CAAC,EAAE,CAAC;EACP,GAAG,CAAC,EAAE,CAAC;EACP,GAAG,MAAM,EAAE,IAAI,OAAO,EAAE;EACxB,GAAG,aAAa,EAAE,CAAC;EACnB,GAAG,CAAC;AACJ;EACA,EAAE,QAAQ,CAAC,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACzD;EACA,EAAE,YAAY,CAAC,IAAI,GAAG,IAAI,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,OAAO,YAAY,CAAC;AACrB;EACA,CAAC;AACD;EACA,MAAM,WAAW,SAAS,cAAc,CAAC;AACzC;EACA,CAAC,WAAW,EAAE,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,aAAa,GAAG,CAAC,EAAE,cAAc,GAAG,CAAC,EAAE,aAAa,GAAG,CAAC,GAAG;AAC3G;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,aAAa,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,UAAU,GAAG;EACpB,GAAG,KAAK,EAAE,KAAK;EACf,GAAG,MAAM,EAAE,MAAM;EACjB,GAAG,KAAK,EAAE,KAAK;EACf,GAAG,aAAa,EAAE,aAAa;EAC/B,GAAG,cAAc,EAAE,cAAc;EACjC,GAAG,aAAa,EAAE,aAAa;EAC/B,GAAG,CAAC;AACJ;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA;AACA;EACA,EAAE,aAAa,GAAG,IAAI,CAAC,KAAK,EAAE,aAAa,EAAE,CAAC;EAC9C,EAAE,cAAc,GAAG,IAAI,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC;EAChD,EAAE,aAAa,GAAG,IAAI,CAAC,KAAK,EAAE,aAAa,EAAE,CAAC;AAC9C;EACA;AACA;EACA,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;EACtB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,GAAG,GAAG,EAAE,CAAC;AACjB;EACA;AACA;EACA,EAAE,IAAI,gBAAgB,GAAG,CAAC,CAAC;EAC3B,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;AACrB;EACA;AACA;EACA,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;EAChG,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;EAChG,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,aAAa,EAAE,CAAC,EAAE,CAAC;EAC3F,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,EAAE,MAAM,EAAE,aAAa,EAAE,aAAa,EAAE,CAAC,EAAE,CAAC;EAC/F,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;EAC9F,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AAClG;EACA;AACA;EACA,EAAE,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;EAC7E,EAAE,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,IAAI,sBAAsB,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;EAC1E,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,sBAAsB,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC;AAClE;EACA,EAAE,SAAS,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,aAAa,GAAG;AAChG;EACA,GAAG,MAAM,YAAY,GAAG,KAAK,GAAG,KAAK,CAAC;EACtC,GAAG,MAAM,aAAa,GAAG,MAAM,GAAG,KAAK,CAAC;AACxC;EACA,GAAG,MAAM,SAAS,GAAG,KAAK,GAAG,CAAC,CAAC;EAC/B,GAAG,MAAM,UAAU,GAAG,MAAM,GAAG,CAAC,CAAC;EACjC,GAAG,MAAM,SAAS,GAAG,KAAK,GAAG,CAAC,CAAC;AAC/B;EACA,GAAG,MAAM,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;EAC5B,GAAG,MAAM,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;AAC5B;EACA,GAAG,IAAI,aAAa,GAAG,CAAC,CAAC;EACzB,GAAG,IAAI,UAAU,GAAG,CAAC,CAAC;AACtB;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA;AACA;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,GAAG;AAC1C;EACA,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,aAAa,GAAG,UAAU,CAAC;AAC9C;EACA,IAAI,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,GAAG;AAC3C;EACA,KAAK,MAAM,CAAC,GAAG,EAAE,GAAG,YAAY,GAAG,SAAS,CAAC;AAC7C;EACA;AACA;EACA,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,IAAI,CAAC;EAC5B,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,IAAI,CAAC;EAC5B,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,SAAS,CAAC;AAC7B;EACA;AACA;EACA,KAAK,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AACnD;EACA;AACA;EACA,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACrB,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACrB,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,KAAK,GAAG,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC;AACvC;EACA;AACA;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AAClD;EACA;AACA;EACA,KAAK,GAAG,CAAC,IAAI,EAAE,EAAE,GAAG,KAAK,EAAE,CAAC;EAC5B,KAAK,GAAG,CAAC,IAAI,EAAE,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,EAAE,CAAC;AACpC;EACA;AACA;EACA,KAAK,aAAa,IAAI,CAAC,CAAC;AACxB;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA;AACA;EACA;EACA;EACA;AACA;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG;AACzC;EACA,IAAI,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG;AAC1C;EACA,KAAK,MAAM,CAAC,GAAG,gBAAgB,GAAG,EAAE,GAAG,MAAM,GAAG,EAAE,CAAC;EACnD,KAAK,MAAM,CAAC,GAAG,gBAAgB,GAAG,EAAE,GAAG,MAAM,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;EAC3D,KAAK,MAAM,CAAC,GAAG,gBAAgB,KAAK,EAAE,GAAG,CAAC,EAAE,GAAG,MAAM,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;EACnE,KAAK,MAAM,CAAC,GAAG,gBAAgB,KAAK,EAAE,GAAG,CAAC,EAAE,GAAG,MAAM,GAAG,EAAE,CAAC;AAC3D;EACA;AACA;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC7B,KAAK,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA;AACA;EACA,KAAK,UAAU,IAAI,CAAC,CAAC;AACrB;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,CAAC,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,aAAa,EAAE,CAAC;AAC3D;EACA;AACA;EACA,GAAG,UAAU,IAAI,UAAU,CAAC;AAC5B;EACA;AACA;EACA,GAAG,gBAAgB,IAAI,aAAa,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;EACA;EACA;AACA;EACA,SAAS,aAAa,EAAE,GAAG,GAAG;AAC9B;EACA,CAAC,MAAM,GAAG,GAAG,EAAE,CAAC;AAChB;EACA,CAAC,MAAM,MAAM,CAAC,IAAI,GAAG,GAAG;AACxB;EACA,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;AAChB;EACA,EAAE,MAAM,MAAM,CAAC,IAAI,GAAG,EAAE,CAAC,EAAE,GAAG;AAC9B;EACA,GAAG,MAAM,QAAQ,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG,KAAK,QAAQ,MAAM,QAAQ,CAAC,OAAO;EACtC,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,SAAS;EAC5C,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,SAAS;EAClE,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,YAAY,EAAE,GAAG;AACpD;EACA,IAAI,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC;AACrC;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AAC3C;EACA,IAAI,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC;AACrC;EACA,IAAI,MAAM;AACV;EACA,IAAI,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC;AAC7B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG,CAAC;AACZ;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,QAAQ,GAAG;AACnC;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;AACnB;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC9C;EACA,EAAE,MAAM,GAAG,GAAG,aAAa,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AAC7C;EACA,EAAE,MAAM,MAAM,CAAC,IAAI,GAAG,GAAG;AACzB;EACA,GAAG,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,MAAM,CAAC;AACf;EACA,CAAC;AACD;EACA;AACA;EACA,MAAM,aAAa,GAAG,EAAE,KAAK,EAAE,aAAa,EAAE,KAAK,EAAE,aAAa,EAAE,CAAC;AACrE;EACA,IAAI,cAAc,GAAG,+FAA+F,CAAC;AACrH;EACA,IAAI,gBAAgB,GAAG,gEAAgE,CAAC;AACxF;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,cAAc,EAAE,UAAU,GAAG;AACtC;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;AAC9B;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;EACnB,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,cAAc,CAAC;EACpC,CAAC,IAAI,CAAC,cAAc,GAAG,gBAAgB,CAAC;AACxC;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;EACxB,CAAC,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,KAAK,CAAC;EAClB,CAAC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;EACrB,CAAC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;EACvB,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;EAC3B,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,UAAU,GAAG;EACnB,EAAE,WAAW,EAAE,KAAK;EACpB,EAAE,SAAS,EAAE,KAAK;EAClB,EAAE,WAAW,EAAE,KAAK;EACpB,EAAE,gBAAgB,EAAE,KAAK;EACzB,EAAE,CAAC;AACH;EACA;EACA;EACA,CAAC,IAAI,CAAC,sBAAsB,GAAG;EAC/B,EAAE,OAAO,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;EACtB,EAAE,IAAI,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE;EAChB,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE;EACjB,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,mBAAmB,GAAG,SAAS,CAAC;EACtC,CAAC,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;AACjC;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AACzB;EACA,CAAC,KAAK,UAAU,KAAK,SAAS,GAAG;AACjC;EACA,EAAE,KAAK,UAAU,CAAC,UAAU,KAAK,SAAS,GAAG;AAC7C;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,yFAAyF,EAAE,CAAC;AAC9G;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,cAAc,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;EAC/D,cAAc,CAAC,SAAS,CAAC,WAAW,GAAG,cAAc,CAAC;AACtD;EACA,cAAc,CAAC,SAAS,CAAC,gBAAgB,GAAG,IAAI,CAAC;AACjD;EACA,cAAc,CAAC,SAAS,CAAC,IAAI,GAAG,WAAW,MAAM,GAAG;AACpD;EACA,CAAC,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC9C;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;EAC7C,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,aAAa,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;AAClD;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC;AACpD;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACnC,CAAC,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACrD;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC7B,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACjC;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACjC;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EACzC,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC;AAC1D;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACvC;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,MAAM,GAAG,WAAW,IAAI,GAAG;AACpD;EACA,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3D;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACrC,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;EACA,CAAC,MAAM,MAAM,IAAI,IAAI,IAAI,CAAC,QAAQ,GAAG;AACrC;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;EACxC,EAAE,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AAC9B;EACA,EAAE,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AAClC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,GAAG;EACb,IAAI,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI;EACpC,IAAI,CAAC;AACL;EACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,OAAO,GAAG;AACvC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,GAAG;EACb,IAAI,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE;EACzB,IAAI,CAAC;AACL;EACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,IAAI;EACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;EAC1B,IAAI,CAAC;AACL;EACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,IAAI;EACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;EAC1B,IAAI,CAAC;AACL;EACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,IAAI;EACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;EAC1B,IAAI,CAAC;AACL;EACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,IAAI;EACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;EAC1B,IAAI,CAAC;AACL;EACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,IAAI;EACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;EAC1B,IAAI,CAAC;AACL;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,KAAK,EAAE,KAAK;EAChB,IAAI,CAAC;AACL;EACA;AACA;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;AAC3E;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;EACvC,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC;AAC3C;EACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC;AACvB;EACA,CAAC,MAAM,MAAM,GAAG,IAAI,IAAI,CAAC,UAAU,GAAG;AACtC;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,EAAE,GAAG,EAAE,KAAK,IAAI,GAAG,UAAU,EAAE,GAAG,EAAE,GAAG,IAAI,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC,KAAK,MAAM,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAC1E;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC,CAAC;AACF;EACA,SAAS,MAAM,GAAG;AAClB;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,QAAQ,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,IAAI,OAAO,EAAE,CAAC;AACzC;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,IAAI,OAAO,EAAE,CAAC;EACvC,CAAC,IAAI,CAAC,uBAAuB,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,CAAC;AACD;EACA,MAAM,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACvE;EACA,CAAC,WAAW,EAAE,MAAM;AACpB;EACA,CAAC,QAAQ,EAAE,IAAI;AACf;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG;AACtC;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AAC1D;EACA,EAAE,IAAI,CAAC,kBAAkB,CAAC,IAAI,EAAE,MAAM,CAAC,kBAAkB,EAAE,CAAC;AAC5D;EACA,EAAE,IAAI,CAAC,gBAAgB,CAAC,IAAI,EAAE,MAAM,CAAC,gBAAgB,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,uBAAuB,CAAC,IAAI,EAAE,MAAM,CAAC,uBAAuB,EAAE,CAAC;AACtE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,MAAM,GAAG;AACxC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2DAA2D,EAAE,CAAC;EAC/E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC;AACtC;EACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AACjE;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,KAAK,GAAG;AACvC;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC3D;EACA,EAAE,IAAI,CAAC,kBAAkB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,aAAa,EAAE,cAAc,GAAG;AAC/D;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC;AACnF;EACA,EAAE,IAAI,CAAC,kBAAkB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,iBAAiB,EAAE,GAAG,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,EAAE,IAAI,GAAG,GAAG,EAAE,GAAG,GAAG,IAAI,GAAG;AAC3E;EACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,mBAAmB,CAAC;AACjC;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;EAChB,CAAC,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;AACf;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EAClB,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;EAChB,CAAC,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC;AACjB;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACtB,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AAClB;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,EAAE,CAAC;EACrB,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,sBAAsB,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AAChF;EACA,CAAC,WAAW,EAAE,iBAAiB;AAC/B;EACA,CAAC,mBAAmB,EAAE,IAAI;AAC1B;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG;AACtC;EACA,EAAE,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AACxD;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;EACxB,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;EACxB,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC9B,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AAC7E;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,CAAC,cAAc,EAAE,WAAW,WAAW,GAAG;AAC1C;EACA;EACA,EAAE,MAAM,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC,aAAa,EAAE,GAAG,WAAW,CAAC;AAChE;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;EAC/D,EAAE,IAAI,CAAC,sBAAsB,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA;EACA;EACA;EACA,CAAC,cAAc,EAAE,YAAY;AAC7B;EACA,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,OAAO,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC;AACtE;EACA,EAAE,OAAO,GAAG,GAAG,IAAI,CAAC,aAAa,EAAE,GAAG,YAAY,CAAC;AACnD;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,YAAY;AAC9B;EACA,EAAE,OAAO,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI;EAC1C,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,OAAO,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;AACrD;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,YAAY;AAC5B;EACA;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;AACrD;EACA,EAAE;AACF;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,CAAC,aAAa,EAAE,WAAW,SAAS,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AACxE;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,SAAS,GAAG,UAAU,CAAC;AACvC;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,GAAG;AAC5B;EACA,GAAG,IAAI,CAAC,IAAI,GAAG;EACf,IAAI,OAAO,EAAE,IAAI;EACjB,IAAI,SAAS,EAAE,CAAC;EAChB,IAAI,UAAU,EAAE,CAAC;EACjB,IAAI,OAAO,EAAE,CAAC;EACd,IAAI,OAAO,EAAE,CAAC;EACd,IAAI,KAAK,EAAE,CAAC;EACZ,IAAI,MAAM,EAAE,CAAC;EACb,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;EAC3B,EAAE,IAAI,CAAC,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;EAClC,EAAE,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;EACpC,EAAE,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;EACxB,EAAE,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;EACxB,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EAC1B,EAAE,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,sBAAsB,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,YAAY;AAC9B;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,GAAG;AAC5B;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,sBAAsB,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,sBAAsB,EAAE,YAAY;AACrC;EACA,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EACzB,EAAE,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,OAAO,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC;EAC9E,EAAE,IAAI,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;EACvB,EAAE,IAAI,KAAK,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACnC,EAAE,IAAI,IAAI,GAAG,EAAE,GAAG,GAAG,KAAK,CAAC;EAC3B,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACzB;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG;AACjD;EACA,GAAG,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS;EACnC,IAAI,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACjC;EACA,GAAG,IAAI,IAAI,IAAI,CAAC,OAAO,GAAG,KAAK,GAAG,SAAS,CAAC;EAC5C,GAAG,GAAG,IAAI,IAAI,CAAC,OAAO,GAAG,MAAM,GAAG,UAAU,CAAC;EAC7C,GAAG,KAAK,IAAI,IAAI,CAAC,KAAK,GAAG,SAAS,CAAC;EACnC,GAAG,MAAM,IAAI,IAAI,CAAC,MAAM,GAAG,UAAU,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,CAAC;EAC/B,EAAE,KAAK,IAAI,KAAK,CAAC,GAAG,IAAI,IAAI,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AAC9D;EACA,EAAE,IAAI,CAAC,gBAAgB,CAAC,eAAe,EAAE,IAAI,EAAE,IAAI,GAAG,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AACjG;EACA,EAAE,IAAI,CAAC,uBAAuB,CAAC,IAAI,EAAE,IAAI,CAAC,gBAAgB,EAAE,CAAC,MAAM,EAAE,CAAC;AACtE;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;EACA,EAAE,MAAM,IAAI,GAAG,QAAQ,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AAC5D;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;EAC7B,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EAC/B,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;EAC7B,EAAE,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AACjC;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACnC;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC9E;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EACzC,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AAC3C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,GAAG,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,CAAC;AAC3B;EACA,MAAM,UAAU,SAAS,QAAQ,CAAC;AAClC;EACA,CAAC,WAAW,EAAE,IAAI,EAAE,GAAG,EAAE,YAAY,GAAG;AACxC;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,YAAY,CAAC;AAC3B;EACA,EAAE,KAAK,YAAY,CAAC,uBAAuB,KAAK,IAAI,GAAG;AACvD;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,wGAAwG,EAAE,CAAC;EAC7H,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;AACnC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;EACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;EACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;EACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC7B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;EACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;EAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;EACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;EACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,GAAG;AAC3B;EACA,EAAE,KAAK,IAAI,CAAC,MAAM,KAAK,IAAI,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;AACvD;EACA,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;AACzC;EACA,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AACvF;EACA,EAAE,MAAM,gBAAgB,GAAG,QAAQ,CAAC,EAAE,CAAC,OAAO,CAAC;EAC/C,EAAE,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;AACzD;EACA,EAAE,QAAQ,CAAC,EAAE,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;EACA,EAAE,MAAM,eAAe,GAAG,YAAY,CAAC,OAAO,CAAC,eAAe,CAAC;AAC/D;EACA,EAAE,YAAY,CAAC,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/C;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,YAAY,CAAC,OAAO,CAAC,eAAe,GAAG,eAAe,CAAC;AACzD;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,mBAAmB,EAAE,CAAC;AAClD;EACA,EAAE,QAAQ,CAAC,EAAE,CAAC,OAAO,GAAG,gBAAgB,CAAC;AACzC;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,WAAW,SAAS,OAAO,CAAC;AAClC;EACA,CAAC,WAAW,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,GAAG;AACxG;EACA,EAAE,MAAM,GAAG,MAAM,KAAK,SAAS,GAAG,MAAM,GAAG,EAAE,CAAC;EAC9C,EAAE,OAAO,GAAG,OAAO,KAAK,SAAS,GAAG,OAAO,GAAG,qBAAqB,CAAC;EACpE,EAAE,MAAM,GAAG,MAAM,KAAK,SAAS,GAAG,MAAM,GAAG,SAAS,CAAC;AACrD;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;AACnG;EACA;EACA;EACA;EACA;EACA;AACA;EACA;EACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE;AACF;EACA,CAAC,IAAI,MAAM,GAAG;AACd;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,IAAI,MAAM,EAAE,KAAK,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,WAAW,CAAC,SAAS,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3C;EACA,MAAM,qBAAqB,SAAS,iBAAiB,CAAC;AACtD;EACA,CAAC,WAAW,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,GAAG;AACrC;EACA,EAAE,KAAK,MAAM,CAAC,SAAS,EAAE,OAAO,EAAE,GAAG;AACrC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,kGAAkG,EAAE,CAAC;AACtH;EACA,GAAG,OAAO,GAAG,KAAK,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,GAAG,OAAO,IAAI,EAAE,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,IAAI,WAAW,EAAE,SAAS,EAAE,OAAO,CAAC,OAAO,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,SAAS,EAAE,OAAO,CAAC,SAAS,EAAE,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,QAAQ,EAAE,CAAC;AACvM;EACA,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,KAAK,SAAS,GAAG,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;EACzG,EAAE,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,KAAK,SAAS,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AAC9F;EACA,EAAE,IAAI,CAAC,OAAO,CAAC,gBAAgB,GAAG,KAAK,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,0BAA0B,EAAE,QAAQ,EAAE,OAAO,GAAG;AACjD;EACA,EAAE,IAAI,CAAC,OAAO,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;EACnC,EAAE,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,UAAU,CAAC;EACnC,EAAE,IAAI,CAAC,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;AAC3C;EACA,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,CAAC;EACzD,EAAE,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;EAC7C,EAAE,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;AAC7C;EACA,EAAE,MAAM,MAAM,GAAG;AACjB;EACA,GAAG,QAAQ,EAAE;EACb,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC9B,IAAI;AACJ;EACA,GAAG,YAAY,YAAY,CAAC;AAC5B;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,GAAG,CAAC;AACJ;EACA,GAAG,cAAc,YAAY,CAAC;AAC9B;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,GAAG,CAAC;EACJ,GAAG,CAAC;AACJ;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC9C;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,cAAc,EAAE;AACvC;EACA,GAAG,IAAI,EAAE,qBAAqB;AAC9B;EACA,GAAG,QAAQ,EAAE,aAAa,EAAE,MAAM,CAAC,QAAQ,EAAE;EAC7C,GAAG,YAAY,EAAE,MAAM,CAAC,YAAY;EACpC,GAAG,cAAc,EAAE,MAAM,CAAC,cAAc;EACxC,GAAG,IAAI,EAAE,QAAQ;EACjB,GAAG,QAAQ,EAAE,UAAU;AACvB;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE,QAAQ,CAAC,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC;AAC9C;EACA,EAAE,MAAM,IAAI,GAAG,IAAI,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC9C;EACA,EAAE,MAAM,gBAAgB,GAAG,OAAO,CAAC,SAAS,CAAC;AAC7C;EACA;EACA,EAAE,KAAK,OAAO,CAAC,SAAS,KAAK,wBAAwB,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AACzF;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,EAAE,CAAC,EAAE,EAAE,EAAE,IAAI,EAAE,CAAC;EAC/C,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,CAAC,SAAS,GAAG,gBAAgB,CAAC;AACvC;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;EAC1B,EAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,GAAG;AAC1C;EACA,EAAE,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;AACzD;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,QAAQ,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACvC;EACA,GAAG,QAAQ,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,mBAAmB,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,qBAAqB,CAAC,SAAS,CAAC,uBAAuB,GAAG,IAAI,CAAC;AAC/D;EACA,MAAM,WAAW,SAAS,OAAO,CAAC;AAClC;EACA,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,UAAU,EAAE,QAAQ,GAAG;AACrH;EACA,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;AACjG;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,IAAI,EAAE,IAAI,IAAI,IAAI,EAAE,KAAK,EAAE,KAAK,IAAI,CAAC,EAAE,MAAM,EAAE,MAAM,IAAI,CAAC,EAAE,CAAC;AAC9E;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,aAAa,CAAC;EACvE,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,aAAa,CAAC;AACvE;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;EAC/B,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACrB,EAAE,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC;AAC3B;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,WAAW,CAAC,SAAS,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3C;EACA,MAAM,SAAS,iBAAiB,IAAI,MAAM,EAAE,CAAC;EAC7C,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,MAAM,OAAO,CAAC;AACd;EACA,CAAC,WAAW,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,GAAG;AAC3H;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG;AAC/B;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,OAAO,GAAG;AACjB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,uBAAuB,EAAE,CAAC,GAAG;AAC9B;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAC7B,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;EACxB,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACnE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACnE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACvE,EAAE,MAAM,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAC3E;EACA,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;EACzF,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;EACzF,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;EACzF,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;EACzF,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;EAC1F,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;AAC1F;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,KAAK,QAAQ,CAAC,cAAc,KAAK,IAAI,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;AAC3E;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC/E;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,SAAS,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,SAAS,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAClC,EAAE,SAAS,CAAC,MAAM,GAAG,kBAAkB,CAAC;EACxC,EAAE,SAAS,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC/C;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,SAAS,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAC7B,EAAE,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC/B,EAAE,MAAM,SAAS,GAAG,EAAE,MAAM,CAAC,MAAM,CAAC;AACpC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,MAAM,QAAQ,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AAC1D;EACA,GAAG,KAAK,QAAQ,GAAG,SAAS,GAAG;AAC/B;EACA,IAAI,OAAO,KAAK,CAAC;AACjB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA;AACA;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;EAC5D,GAAG,SAAS,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;EAC5D,GAAG,SAAS,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;AAC5D;EACA,GAAG,KAAK,KAAK,CAAC,eAAe,EAAE,SAAS,EAAE,GAAG,CAAC,GAAG;AACjD;EACA,IAAI,OAAO,KAAK,CAAC;AACjB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,KAAK,MAAM,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG;AACnD;EACA,IAAI,OAAO,KAAK,CAAC;AACjB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,cAAc,GAAG;AAC1B;EACA,CAAC,IAAI,OAAO,GAAG,IAAI,CAAC;EACpB,CAAC,IAAI,WAAW,GAAG,KAAK,CAAC;EACzB,CAAC,IAAI,aAAa,GAAG,IAAI,CAAC;EAC1B,CAAC,IAAI,SAAS,GAAG,IAAI,CAAC;AACtB;EACA,CAAC,SAAS,gBAAgB,EAAE,IAAI,EAAE,KAAK,GAAG;AAC1C;EACA,EAAE,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC/B;EACA,EAAE,SAAS,GAAG,OAAO,CAAC,qBAAqB,EAAE,gBAAgB,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,KAAK,EAAE,YAAY;AACrB;EACA,GAAG,KAAK,WAAW,KAAK,IAAI,GAAG,OAAO;EACtC,GAAG,KAAK,aAAa,KAAK,IAAI,GAAG,OAAO;AACxC;EACA,GAAG,SAAS,GAAG,OAAO,CAAC,qBAAqB,EAAE,gBAAgB,EAAE,CAAC;AACjE;EACA,GAAG,WAAW,GAAG,IAAI,CAAC;AACtB;EACA,GAAG;AACH;EACA,EAAE,IAAI,EAAE,YAAY;AACpB;EACA,GAAG,OAAO,CAAC,oBAAoB,EAAE,SAAS,EAAE,CAAC;AAC7C;EACA,GAAG,WAAW,GAAG,KAAK,CAAC;AACvB;EACA,GAAG;AACH;EACA,EAAE,gBAAgB,EAAE,WAAW,QAAQ,GAAG;AAC1C;EACA,GAAG,aAAa,GAAG,QAAQ,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,UAAU,EAAE,WAAW,KAAK,GAAG;AACjC;EACA,GAAG,OAAO,GAAG,KAAK,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,YAAY,GAAG;AAC7C;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;EACA,CAAC,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA,CAAC,SAAS,YAAY,EAAE,SAAS,EAAE,UAAU,GAAG;AAChD;EACA,EAAE,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;EAChC,EAAE,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;AAChC;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC,YAAY,EAAE,CAAC;AACnC;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,UAAU,EAAE,MAAM,EAAE,CAAC;EACtC,EAAE,EAAE,CAAC,UAAU,EAAE,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE,SAAS,CAAC,gBAAgB,EAAE,CAAC;AAC/B;EACA,EAAE,IAAI,IAAI,GAAG,IAAI,CAAC;AAClB;EACA,EAAE,KAAK,KAAK,YAAY,YAAY,GAAG;AACvC;EACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,YAAY,GAAG;AAC9C;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sEAAsE,EAAE,CAAC;AAC1F;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,WAAW,GAAG;AAC7C;EACA,GAAG,KAAK,SAAS,CAAC,wBAAwB,GAAG;AAC7C;EACA,IAAI,KAAK,QAAQ,GAAG;AACpB;EACA,KAAK,IAAI,GAAG,IAAI,CAAC;AACjB;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,yEAAyE,EAAE,CAAC;AAC/F;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,GAAG,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,UAAU,GAAG;AAC5C;EACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,WAAW,GAAG;AAC7C;EACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,UAAU,GAAG;AAC5C;EACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,SAAS,GAAG;AAC3C;EACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,UAAU,GAAG;AAC5C;EACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,OAAO;EACT,GAAG,MAAM,EAAE,MAAM;EACjB,GAAG,IAAI,EAAE,IAAI;EACb,GAAG,eAAe,EAAE,KAAK,CAAC,iBAAiB;EAC3C,GAAG,OAAO,EAAE,SAAS,CAAC,OAAO;EAC7B,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,MAAM,EAAE,SAAS,EAAE,UAAU,GAAG;AACxD;EACA,EAAE,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;EAChC,EAAE,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC5C;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,UAAU,EAAE,MAAM,EAAE,CAAC;AACtC;EACA,EAAE,KAAK,WAAW,CAAC,KAAK,KAAK,EAAE,CAAC,GAAG;AACnC;EACA;AACA;EACA,GAAG,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,QAAQ,GAAG;AACnB;EACA,IAAI,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,WAAW,CAAC,MAAM,GAAG,KAAK,CAAC,iBAAiB;EAC9E,KAAK,KAAK,EAAE,WAAW,CAAC,MAAM,EAAE,WAAW,CAAC,KAAK,EAAE,CAAC;AACpD;EACA,IAAI,MAAM;AACV;EACA,IAAI,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,WAAW,CAAC,MAAM,GAAG,KAAK,CAAC,iBAAiB;EAC9E,KAAK,KAAK,CAAC,QAAQ,EAAE,WAAW,CAAC,MAAM,EAAE,WAAW,CAAC,MAAM,GAAG,WAAW,CAAC,KAAK,EAAE,EAAE,CAAC;AACpF;EACA,IAAI;AACJ;EACA,GAAG,WAAW,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,GAAG,EAAE,SAAS,GAAG;AAC3B;EACA,EAAE,KAAK,SAAS,CAAC,4BAA4B,GAAG,SAAS,GAAG,SAAS,CAAC,IAAI,CAAC;AAC3E;EACA,EAAE,OAAO,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,SAAS,GAAG;AAC9B;EACA,EAAE,KAAK,SAAS,CAAC,4BAA4B,GAAG,SAAS,GAAG,SAAS,CAAC,IAAI,CAAC;AAC3E;EACA,EAAE,MAAM,IAAI,GAAG,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,IAAI,GAAG;AACd;EACA,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAClC;EACA,GAAG,OAAO,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;AAC/B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,SAAS,EAAE,UAAU,GAAG;AAC1C;EACA,EAAE,KAAK,SAAS,CAAC,mBAAmB,GAAG;AACvC;EACA,GAAG,MAAM,MAAM,GAAG,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAC3C;EACA,GAAG,KAAK,EAAE,MAAM,IAAI,MAAM,CAAC,OAAO,GAAG,SAAS,CAAC,OAAO,GAAG;AACzD;EACA,IAAI,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE;EAC5B,KAAK,MAAM,EAAE,SAAS,CAAC,MAAM;EAC7B,KAAK,IAAI,EAAE,SAAS,CAAC,IAAI;EACzB,KAAK,eAAe,EAAE,SAAS,CAAC,WAAW;EAC3C,KAAK,OAAO,EAAE,SAAS,CAAC,OAAO;EAC/B,KAAK,EAAE,CAAC;AACR;EACA,IAAI;AACJ;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,SAAS,CAAC,4BAA4B,GAAG,SAAS,GAAG,SAAS,CAAC,IAAI,CAAC;AAC3E;EACA,EAAE,MAAM,IAAI,GAAG,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,IAAI,KAAK,SAAS,GAAG;AAC5B;EACA,GAAG,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,YAAY,EAAE,SAAS,EAAE,UAAU,EAAE,EAAE,CAAC;AACnE;EACA,GAAG,MAAM,KAAK,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,OAAO,GAAG;AACjD;EACA,GAAG,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,UAAU,EAAE,CAAC;AACtD;EACA,GAAG,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,OAAO,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,GAAG,EAAE,GAAG;EACV,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,MAAM,EAAE,MAAM;AAChB;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,MAAM,aAAa,SAAS,cAAc,CAAC;AAC3C;EACA,CAAC,WAAW,EAAE,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,aAAa,GAAG,CAAC,EAAE,cAAc,GAAG,CAAC,GAAG;AAC7E;EACA,EAAE,KAAK,EAAE,CAAC;EACV,EAAE,IAAI,CAAC,IAAI,GAAG,eAAe,CAAC;AAC9B;EACA,EAAE,IAAI,CAAC,UAAU,GAAG;EACpB,GAAG,KAAK,EAAE,KAAK;EACf,GAAG,MAAM,EAAE,MAAM;EACjB,GAAG,aAAa,EAAE,aAAa;EAC/B,GAAG,cAAc,EAAE,cAAc;EACjC,GAAG,CAAC;AACJ;EACA,EAAE,MAAM,UAAU,GAAG,KAAK,GAAG,CAAC,CAAC;EAC/B,EAAE,MAAM,WAAW,GAAG,MAAM,GAAG,CAAC,CAAC;AACjC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,aAAa,EAAE,CAAC;EAC5C,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC;AAC7C;EACA,EAAE,MAAM,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;EAC3B,EAAE,MAAM,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;AAC3B;EACA,EAAE,MAAM,aAAa,GAAG,KAAK,GAAG,KAAK,CAAC;EACtC,EAAE,MAAM,cAAc,GAAG,MAAM,GAAG,KAAK,CAAC;AACxC;EACA;AACA;EACA,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;EACtB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,GAAG,GAAG,EAAE,CAAC;AACjB;EACA,EAAE,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,GAAG;AACzC;EACA,GAAG,MAAM,CAAC,GAAG,EAAE,GAAG,cAAc,GAAG,WAAW,CAAC;AAC/C;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,GAAG;AAC1C;EACA,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,aAAa,GAAG,UAAU,CAAC;AAC9C;EACA,IAAI,QAAQ,CAAC,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,IAAI,GAAG,CAAC,IAAI,EAAE,EAAE,GAAG,KAAK,EAAE,CAAC;EAC3B,IAAI,GAAG,CAAC,IAAI,EAAE,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,EAAE,CAAC;AACnC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG;AACxC;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG;AACzC;EACA,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,MAAM,GAAG,EAAE,CAAC;EAC/B,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,MAAM,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;EACvC,IAAI,MAAM,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,KAAK,MAAM,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;EAC/C,IAAI,MAAM,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,KAAK,MAAM,GAAG,EAAE,CAAC;AACvC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5B,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;EAC7E,EAAE,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,IAAI,sBAAsB,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;EAC1E,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,sBAAsB,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,IAAI,iBAAiB,GAAG,gFAAgF,CAAC;AACzG;EACA,IAAI,sBAAsB,GAAG,4DAA4D,CAAC;AAC1F;EACA,IAAI,kBAAkB,GAAG,wEAAwE,CAAC;AAClG;EACA,IAAI,cAAc,GAAG,0aAA0a,CAAC;AAChc;EACA,IAAI,mBAAmB,GAAG,uFAAuF,CAAC;AAClH;EACA,IAAI,YAAY,GAAG,sCAAsC,CAAC;AAC1D;EACA,IAAI,kBAAkB,GAAG,8GAA8G,CAAC;AACxI;EACA,IAAI,KAAK,GAAG,2pPAA2pP,CAAC;AACxqP;EACA,IAAI,qBAAqB,GAAG,+7BAA+7B,CAAC;AAC59B;EACA,IAAI,wBAAwB,GAAG,4nBAA4nB,CAAC;AAC5pB;EACA,IAAI,6BAA6B,GAAG,2HAA2H,CAAC;AAChK;EACA,IAAI,2BAA2B,GAAG,oEAAoE,CAAC;AACvG;EACA,IAAI,sBAAsB,GAAG,0EAA0E,CAAC;AACxG;EACA,IAAI,cAAc,GAAG,8HAA8H,CAAC;AACpJ;EACA,IAAI,mBAAmB,GAAG,oHAAoH,CAAC;AAC/I;EACA,IAAI,iBAAiB,GAAG,uJAAuJ,CAAC;AAChL;EACA,IAAI,YAAY,GAAG,gRAAgR,CAAC;AACpS;EACA,IAAI,MAAM,GAAG,q0FAAq0F,CAAC;AACn1F;EACA,IAAI,2BAA2B,GAAG,01HAA01H,CAAC;AAC73H;EACA,IAAI,oBAAoB,GAAG,0jBAA0jB,CAAC;AACtlB;EACA,IAAI,2BAA2B,GAAG,iJAAiJ,CAAC;AACpL;EACA,IAAI,sBAAsB,GAAG,kKAAkK,CAAC;AAChM;EACA,IAAI,oBAAoB,GAAG,4MAA4M,CAAC;AACxO;EACA,IAAI,yBAAyB,GAAG,kEAAkE,CAAC;AACnG;EACA,IAAI,kBAAkB,GAAG,qDAAqD,CAAC;AAC/E;EACA,IAAI,uBAAuB,GAAG,2uFAA2uF,CAAC;AAC1wF;EACA,IAAI,eAAe,GAAG,+2CAA+2C,CAAC;AACt4C;EACA,IAAI,2BAA2B,GAAG,wOAAwO,CAAC;AAC3Q;EACA,IAAI,oBAAoB,GAAG,wTAAwT,CAAC;AACpV;EACA,IAAI,kBAAkB,GAAG,8RAA8R,CAAC;AACxT;EACA,IAAI,aAAa,GAAG,2oBAA2oB,CAAC;AAChqB;EACA,IAAI,UAAU,GAAG,sDAAsD,CAAC;AACxE;EACA,IAAI,eAAe,GAAG,mDAAmD,CAAC;AAC1E;EACA,IAAI,YAAY,GAAG,uRAAuR,CAAC;AAC3S;EACA,IAAI,iBAAiB,GAAG,yMAAyM,CAAC;AAClO;EACA,IAAI,yBAAyB,GAAG,gYAAgY,CAAC;AACja;EACA,IAAI,iBAAiB,GAAG,2LAA2L,CAAC;AACpN;EACA,IAAI,sBAAsB,GAAG,gGAAgG,CAAC;AAC9H;EACA,IAAI,qBAAqB,GAAG,uwFAAuwF,CAAC;AACpyF;EACA,IAAI,iBAAiB,GAAG,qzIAAqzI,CAAC;AAC90I;EACA,IAAI,6BAA6B,GAAG,y2EAAy2E,CAAC;AAC94E;EACA,IAAI,oBAAoB,GAAG,mEAAmE,CAAC;AAC/F;EACA,IAAI,yBAAyB,GAAG,s9BAAs9B,CAAC;AACv/B;EACA,IAAI,qBAAqB,GAAG,qMAAqM,CAAC;AAClO;EACA,IAAI,0BAA0B,GAAG,oxCAAoxC,CAAC;AACtzC;EACA,IAAI,wBAAwB,GAAG,u0CAAu0C,CAAC;AACv2C;EACA,IAAI,6BAA6B,GAAG,ujLAAujL,CAAC;AAC5lL;EACA,IAAI,qBAAqB,GAAG,42HAA42H,CAAC;AACz4H;EACA,IAAI,oBAAoB,GAAG,43BAA43B,CAAC;AACx5B;EACA,IAAI,mBAAmB,GAAG,0QAA0Q,CAAC;AACrS;EACA,IAAI,oBAAoB,GAAG,kLAAkL,CAAC;AAC9M;EACA,IAAI,yBAAyB,GAAG,wKAAwK,CAAC;AACzM;EACA,IAAI,uBAAuB,GAAG,qLAAqL,CAAC;AACpN;EACA,IAAI,kBAAkB,GAAG,8XAA8X,CAAC;AACxZ;EACA,IAAI,YAAY,GAAG,mJAAmJ,CAAC;AACvK;EACA,IAAI,iBAAiB,GAAG,kDAAkD,CAAC;AAC3E;EACA,IAAI,qBAAqB,GAAG,iVAAiV,CAAC;AAC9W;EACA,IAAI,0BAA0B,GAAG,sMAAsM,CAAC;AACxO;EACA,IAAI,qBAAqB,GAAG,sKAAsK,CAAC;AACnM;EACA,IAAI,0BAA0B,GAAG,oEAAoE,CAAC;AACtG;EACA,IAAI,kBAAkB,GAAG,sUAAsU,CAAC;AAChW;EACA,IAAI,uBAAuB,GAAG,yNAAyN,CAAC;AACxP;EACA,IAAI,kBAAkB,GAAG,mmBAAmmB,CAAC;AAC7nB;EACA,IAAI,qBAAqB,GAAG,m2BAAm2B,CAAC;AACh4B;EACA,IAAI,oBAAoB,GAAG,gqBAAgqB,CAAC;AAC5rB;EACA,IAAI,uBAAuB,GAAG,4+BAA4+B,CAAC;AAC3gC;EACA,IAAI,+BAA+B,GAAG,oEAAoE,CAAC;AAC3G;EACA,IAAI,8BAA8B,GAAG,kXAAkX,CAAC;AACxZ;EACA,IAAI,uBAAuB,GAAG,kRAAkR,CAAC;AACjT;EACA,IAAI,OAAO,GAAG,ujDAAujD,CAAC;AACtkD;EACA,IAAI,4BAA4B,GAAG,2EAA2E,CAAC;AAC/G;EACA,IAAI,cAAc,GAAG,mNAAmN,CAAC;AACzO;EACA,IAAI,kBAAkB,GAAG,+EAA+E,CAAC;AACzG;EACA,IAAI,uBAAuB,GAAG,0UAA0U,CAAC;AACzW;EACA,IAAI,qBAAqB,GAAG,sKAAsK,CAAC;AACnM;EACA,IAAI,0BAA0B,GAAG,oEAAoE,CAAC;AACtG;EACA,IAAI,uBAAuB,GAAG,06RAA06R,CAAC;AACz8R;EACA,IAAI,qBAAqB,GAAG,kxCAAkxC,CAAC;AAC/yC;EACA,IAAI,gBAAgB,GAAG,izCAAizC,CAAC;AACz0C;EACA,IAAI,wBAAwB,GAAG,i5CAAi5C,CAAC;AACj7C;EACA,IAAI,eAAe,GAAG,iOAAiO,CAAC;AACxP;EACA,IAAI,oBAAoB,GAAG,+gCAA+gC,CAAC;AAC3iC;EACA,IAAI,eAAe,GAAG,8XAA8X,CAAC;AACrZ;EACA,IAAI,iBAAiB,GAAG,odAAod,CAAC;AAC7e;EACA,IAAI,oBAAoB,GAAG,yLAAyL,CAAC;AACrN;EACA,IAAI,yBAAyB,GAAG,kEAAkE,CAAC;AACnG;EACA,IAAI,oBAAoB,GAAG,4FAA4F,CAAC;AACxH;EACA,IAAI,yBAAyB,GAAG,iyCAAiyC,CAAC;AACl0C;EACA,IAAI,wBAAwB,GAAG,iGAAiG,CAAC;AACjI;EACA,IAAI,6BAA6B,GAAG,0EAA0E,CAAC;AAC/G;EACA,IAAI,gBAAgB,GAAG,wFAAwF,CAAC;AAChH;EACA,IAAI,cAAc,GAAG,uIAAuI,CAAC;AAC7J;EACA,IAAI,SAAS,GAAG,oEAAoE,CAAC;AACrF;EACA,IAAI,iBAAiB,GAAG,mFAAmF,CAAC;AAC5G;EACA,IAAI,eAAe,GAAG,wIAAwI,CAAC;AAC/J;EACA,IAAI,UAAU,GAAG,6GAA6G,CAAC;AAC/H;EACA,IAAI,eAAe,GAAG,iRAAiR,CAAC;AACxS;EACA,IAAI,eAAe,GAAG,2NAA2N,CAAC;AAClP;EACA,IAAI,eAAe,GAAG,6JAA6J,CAAC;AACpL;EACA,IAAI,SAAS,GAAG,yVAAyV,CAAC;AAC1W;EACA,IAAI,SAAS,GAAG,gOAAgO,CAAC;AACjP;EACA,IAAI,UAAU,GAAG,y1BAAy1B,CAAC;AAC32B;EACA,IAAI,UAAU,GAAG,uuBAAuuB,CAAC;AACzvB;EACA,IAAI,iBAAiB,GAAG,4rBAA4rB,CAAC;AACrtB;EACA,IAAI,iBAAiB,GAAG,itBAAitB,CAAC;AAC1uB;EACA,IAAI,aAAa,GAAG,yWAAyW,CAAC;AAC9X;EACA,IAAI,aAAa,GAAG,8LAA8L,CAAC;AACnN;EACA,IAAI,eAAe,GAAG,kyBAAkyB,CAAC;AACzzB;EACA,IAAI,eAAe,GAAG,8hBAA8hB,CAAC;AACrjB;EACA,IAAI,cAAc,GAAG,+pDAA+pD,CAAC;AACrrD;EACA,IAAI,cAAc,GAAG,o2BAAo2B,CAAC;AAC13B;EACA,IAAI,gBAAgB,GAAG,40EAA40E,CAAC;AACp2E;EACA,IAAI,gBAAgB,GAAG,4nCAA4nC,CAAC;AACppC;EACA,IAAI,eAAe,GAAG,4gDAA4gD,CAAC;AACniD;EACA,IAAI,eAAe,GAAG,49BAA49B,CAAC;AACn/B;EACA,IAAI,aAAa,GAAG,wvDAAwvD,CAAC;AAC7wD;EACA,IAAI,aAAa,GAAG,wmCAAwmC,CAAC;AAC7nC;EACA,IAAI,cAAc,GAAG,iiEAAiiE,CAAC;AACvjE;EACA,IAAI,cAAc,GAAG,oqCAAoqC,CAAC;AAC1rC;EACA,IAAI,iBAAiB,GAAG,mmGAAmmG,CAAC;AAC5nG;EACA,IAAI,iBAAiB,GAAG,81CAA81C,CAAC;AACv3C;EACA,IAAI,WAAW,GAAG,kuBAAkuB,CAAC;AACrvB;EACA,IAAI,WAAW,GAAG,kyCAAkyC,CAAC;AACrzC;EACA,IAAI,WAAW,GAAG,mvBAAmvB,CAAC;AACtwB;EACA,IAAI,WAAW,GAAG,orBAAorB,CAAC;AACvsB;EACA,IAAI,WAAW,GAAG,kaAAka,CAAC;AACrb;EACA,IAAI,WAAW,GAAG,oZAAoZ,CAAC;AACva;EACA,IAAI,WAAW,GAAG,ytBAAytB,CAAC;AAC5uB;EACA,IAAI,WAAW,GAAG,qnCAAqnC,CAAC;AACxoC;EACA,MAAM,WAAW,GAAG;EACpB,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,sBAAsB,EAAE,sBAAsB;EAC/C,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,mBAAmB,EAAE,mBAAmB;EACzC,CAAC,YAAY,EAAE,YAAY;EAC3B,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,KAAK,EAAE,KAAK;EACb,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,wBAAwB,EAAE,wBAAwB;EACnD,CAAC,6BAA6B,EAAE,6BAA6B;EAC7D,CAAC,2BAA2B,EAAE,2BAA2B;EACzD,CAAC,sBAAsB,EAAE,sBAAsB;EAC/C,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,mBAAmB,EAAE,mBAAmB;EACzC,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,YAAY,EAAE,YAAY;EAC3B,CAAC,MAAM,EAAE,MAAM;EACf,CAAC,2BAA2B,EAAE,2BAA2B;EACzD,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,2BAA2B,EAAE,2BAA2B;EACzD,CAAC,sBAAsB,EAAE,sBAAsB;EAC/C,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,yBAAyB,EAAE,yBAAyB;EACrD,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,2BAA2B,EAAE,2BAA2B;EACzD,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,6BAA6B,EAAE,6BAA6B;EAC7D,CAAC,aAAa,EAAE,aAAa;EAC7B,CAAC,UAAU,EAAE,UAAU;EACvB,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,YAAY,EAAE,YAAY;EAC3B,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,yBAAyB,EAAE,yBAAyB;EACrD,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,sBAAsB,EAAE,sBAAsB;EAC/C,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,yBAAyB,EAAE,yBAAyB;EACrD,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,0BAA0B,EAAE,0BAA0B;EACvD,CAAC,wBAAwB,EAAE,wBAAwB;EACnD,CAAC,6BAA6B,EAAE,6BAA6B;EAC7D,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,mBAAmB,EAAE,mBAAmB;EACzC,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,yBAAyB,EAAE,yBAAyB;EACrD,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,YAAY,EAAE,YAAY;EAC3B,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,0BAA0B,EAAE,0BAA0B;EACvD,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,0BAA0B,EAAE,0BAA0B;EACvD,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,+BAA+B,EAAE,+BAA+B;EACjE,CAAC,8BAA8B,EAAE,8BAA8B;EAC/D,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,OAAO,EAAE,OAAO;EACjB,CAAC,4BAA4B,EAAE,4BAA4B;EAC3D,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,0BAA0B,EAAE,0BAA0B;EACvD,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,gBAAgB,EAAE,gBAAgB;EACnC,CAAC,wBAAwB,EAAE,wBAAwB;EACnD,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,yBAAyB,EAAE,yBAAyB;EACrD,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,yBAAyB,EAAE,yBAAyB;EACrD,CAAC,wBAAwB,EAAE,wBAAwB;EACnD,CAAC,6BAA6B,EAAE,6BAA6B;EAC7D,CAAC,gBAAgB,EAAE,gBAAgB;EACnC,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,SAAS,EAAE,SAAS;EACrB,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,UAAU,EAAE,UAAU;EACvB,CAAC,eAAe,EAAE,eAAe;AACjC;EACA,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,SAAS,EAAE,SAAS;EACrB,CAAC,SAAS,EAAE,SAAS;EACrB,CAAC,UAAU,EAAE,UAAU;EACvB,CAAC,UAAU,EAAE,UAAU;EACvB,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,aAAa,EAAE,aAAa;EAC7B,CAAC,aAAa,EAAE,aAAa;EAC7B,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,gBAAgB,EAAE,gBAAgB;EACnC,CAAC,gBAAgB,EAAE,gBAAgB;EACnC,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,aAAa,EAAE,aAAa;EAC7B,CAAC,aAAa,EAAE,aAAa;EAC7B,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,CAAC;AACF;EACA;EACA;EACA;AACA;EACA,MAAM,WAAW,GAAG;AACpB;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC3C,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACzB;EACA,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACtB,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;EACvC,EAAE,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;AACxC;EACA,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC3B;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE;AACd;EACA,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC9B;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACzB,EAAE,UAAU,EAAE,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE;EAC5B,EAAE,YAAY,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC9B,EAAE,eAAe,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAClC,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAC3B;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE;AACR;EACA,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACxB,EAAE,cAAc,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAC9B;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE;AACX;EACA,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC3B,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AACjC;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE;AACd;EACA,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC9B;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE;AACV;EACA,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC1B,EAAE,SAAS,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AACzB;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE;AACZ;EACA,EAAE,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC5B,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE;AAC7C;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE;AAClB;EACA,EAAE,eAAe,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAClC,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EACjC,EAAE,gBAAgB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAChC;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE;AACf;EACA,EAAE,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC/B;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE;AACf;EACA,EAAE,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC/B;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE;AACd;EACA,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC9B;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE;AACN;EACA,EAAE,UAAU,EAAE,EAAE,KAAK,EAAE,OAAO,EAAE;EAChC,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EACvB,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACzB,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;AAC5C;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AAClC;EACA,EAAE,UAAU,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AAC3B;EACA,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EAC9C,GAAG,SAAS,EAAE,EAAE;EAChB,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,EAAE;AACL;EACA,EAAE,uBAAuB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EACpD,GAAG,UAAU,EAAE,EAAE;EACjB,GAAG,gBAAgB,EAAE,EAAE;EACvB,GAAG,YAAY,EAAE,EAAE;EACnB,GAAG,aAAa,EAAE,EAAE;EACpB,GAAG,EAAE;AACL;EACA,EAAE,oBAAoB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;EACrC,EAAE,uBAAuB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AACxC;EACA,EAAE,UAAU,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EACvC,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,QAAQ,EAAE,EAAE;EACf,GAAG,SAAS,EAAE,EAAE;EAChB,GAAG,QAAQ,EAAE,EAAE;EACf,GAAG,OAAO,EAAE,EAAE;EACd,GAAG,WAAW,EAAE,EAAE;EAClB,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,EAAE;AACL;EACA,EAAE,gBAAgB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EAC7C,GAAG,UAAU,EAAE,EAAE;EACjB,GAAG,gBAAgB,EAAE,EAAE;EACvB,GAAG,YAAY,EAAE,EAAE;EACnB,GAAG,aAAa,EAAE,EAAE;EACpB,GAAG,EAAE;AACL;EACA,EAAE,aAAa,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;EAC9B,EAAE,gBAAgB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AACjC;EACA,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EACxC,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,QAAQ,EAAE,EAAE;EACf,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,QAAQ,EAAE,EAAE;EACf,GAAG,EAAE;AACL;EACA,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EAC9C,GAAG,UAAU,EAAE,EAAE;EACjB,GAAG,gBAAgB,EAAE,EAAE;EACvB,GAAG,YAAY,EAAE,EAAE;EACnB,GAAG,aAAa,EAAE,EAAE;EACpB,GAAG,gBAAgB,EAAE,EAAE;EACvB,GAAG,eAAe,EAAE,EAAE;EACtB,GAAG,EAAE;AACL;EACA,EAAE,cAAc,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;EAC/B,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AAClC;EACA,EAAE,gBAAgB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EAC7C,GAAG,SAAS,EAAE,EAAE;EAChB,GAAG,QAAQ,EAAE,EAAE;EACf,GAAG,WAAW,EAAE,EAAE;EAClB,GAAG,EAAE;AACL;EACA;EACA,EAAE,cAAc,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EAC3C,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,QAAQ,EAAE,EAAE;EACf,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,MAAM,EAAE,EAAE;EACb,GAAG,EAAE;AACL;EACA,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACxB,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACxB;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC3C,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EACzB,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EACtB,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EACvB,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACtB,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC3B,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;AACvC;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC3C,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EACzB,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE;EAC5C,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC1B,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACtB,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC3B,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;AACvC;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,MAAM,SAAS,GAAG;AAClB;EACA,CAAC,KAAK,EAAE;AACR;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,KAAK;EACpB,GAAG,WAAW,CAAC,QAAQ;EACvB,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,cAAc;EAC1C,EAAE,cAAc,EAAE,WAAW,CAAC,cAAc;AAC5C;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE;AACV;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,KAAK;EACpB,GAAG,WAAW,CAAC,QAAQ;EACvB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG;EACH,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC9C,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,gBAAgB;EAC5C,EAAE,cAAc,EAAE,WAAW,CAAC,gBAAgB;AAC9C;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE;AACR;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,KAAK;EACpB,GAAG,WAAW,CAAC,QAAQ;EACvB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,OAAO;EACtB,GAAG,WAAW,CAAC,SAAS;EACxB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG;EACH,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC9C,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC9C,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;EAC5B,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,cAAc;EAC1C,EAAE,cAAc,EAAE,WAAW,CAAC,cAAc;AAC5C;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE;AACX;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,KAAK;EACpB,GAAG,WAAW,CAAC,QAAQ;EACvB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,OAAO;EACtB,GAAG,WAAW,CAAC,SAAS;EACxB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG,WAAW,CAAC,YAAY;EAC3B,GAAG,WAAW,CAAC,YAAY;EAC3B,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG;EACH,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC9C,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC7B,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC7B,IAAI,eAAe,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EACjC,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,iBAAiB;EAC7C,EAAE,cAAc,EAAE,WAAW,CAAC,iBAAiB;AAC/C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE;AACP;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,KAAK;EACpB,GAAG,WAAW,CAAC,QAAQ;EACvB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,OAAO;EACtB,GAAG,WAAW,CAAC,SAAS;EACxB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG;EACH,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC9C,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,aAAa;EACzC,EAAE,cAAc,EAAE,WAAW,CAAC,aAAa;AAC3C;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,OAAO;EACtB,GAAG,WAAW,CAAC,SAAS;EACxB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG;EACH,IAAI,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC3B,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,eAAe;EAC3C,EAAE,cAAc,EAAE,WAAW,CAAC,eAAe;AAC7C;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,WAAW;EACvC,EAAE,cAAc,EAAE,WAAW,CAAC,WAAW;AACzC;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG;EACH,IAAI,KAAK,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EACvB,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EAC1B,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EAC3B,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,eAAe;EAC3C,EAAE,cAAc,EAAE,WAAW,CAAC,eAAe;AAC7C;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE;AACR;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,UAAU;EACtC,EAAE,cAAc,EAAE,WAAW,CAAC,UAAU;AACxC;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,OAAO;EACtB,GAAG,WAAW,CAAC,SAAS;EACxB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG;EACH,IAAI,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC3B,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,WAAW;EACvC,EAAE,cAAc,EAAE,WAAW,CAAC,WAAW;AACzC;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,WAAW;EACvC,EAAE,cAAc,EAAE,WAAW,CAAC,WAAW;AACzC;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE;AACb;EACA,EAAE,QAAQ,EAAE;EACZ,GAAG,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;EACxC,GAAG,GAAG,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACvB,GAAG;AACH;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,eAAe;EAC3C,EAAE,cAAc,EAAE,WAAW,CAAC,eAAe;AAC7C;EACA,EAAE;EACF;EACA;EACA;AACA;EACA,CAAC,IAAI,EAAE;AACP;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG;EACH,IAAI,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC3B,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,SAAS;EACrC,EAAE,cAAc,EAAE,WAAW,CAAC,SAAS;AACvC;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE;AACX;EACA,EAAE,QAAQ,EAAE;EACZ,GAAG,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC7B,GAAG;AACH;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,aAAa;EACzC,EAAE,cAAc,EAAE,WAAW,CAAC,aAAa;AAC3C;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE;AACf;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG;EACH,IAAI,iBAAiB,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;EAC/C,IAAI,YAAY,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EAC9B,IAAI,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAChC,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,iBAAiB;EAC7C,EAAE,cAAc,EAAE,WAAW,CAAC,iBAAiB;AAC/C;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG;EACH,IAAI,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,OAAO,EAAE,EAAE;EAC1C,IAAI,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC3B,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,WAAW;EACvC,EAAE,cAAc,EAAE,WAAW,CAAC,WAAW;AACzC;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,SAAS,CAAC,QAAQ,GAAG;AACrB;EACA,CAAC,QAAQ,EAAE,aAAa,EAAE;EAC1B,EAAE,SAAS,CAAC,QAAQ,CAAC,QAAQ;EAC7B,EAAE;EACF,GAAG,SAAS,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EAC1B,GAAG,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAChC,GAAG,kBAAkB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EACnC,GAAG,qBAAqB,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACzC,GAAG,oBAAoB,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE;EACvD,GAAG,kBAAkB,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACtC,GAAG,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC1C,GAAG,YAAY,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EAC7B,GAAG,eAAe,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACnC,GAAG;EACH,EAAE,EAAE;AACJ;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,iBAAiB;EAC5C,CAAC,cAAc,EAAE,WAAW,CAAC,iBAAiB;AAC9C;EACA,CAAC,CAAC;AACF;EACA,SAAS,eAAe,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,OAAO,EAAE,kBAAkB,GAAG;AACnF;EACA,CAAC,MAAM,UAAU,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;EAC1C,CAAC,IAAI,UAAU,GAAG,CAAC,CAAC;AACpB;EACA,CAAC,IAAI,SAAS,CAAC;EACf,CAAC,IAAI,OAAO,CAAC;AACb;EACA,CAAC,IAAI,iBAAiB,GAAG,IAAI,CAAC;EAC9B,CAAC,IAAI,wBAAwB,GAAG,CAAC,CAAC;EAClC,CAAC,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC/B;EACA,CAAC,SAAS,MAAM,EAAE,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,UAAU,GAAG;AAC1D;EACA,EAAE,IAAI,UAAU,GAAG,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,CAAC,UAAU,GAAG,IAAI,CAAC;AACpE;EACA,EAAE,KAAK,UAAU,IAAI,UAAU,CAAC,SAAS,GAAG;AAC5C;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,GAAG,EAAE,UAAU,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,QAAQ,CAAC,EAAE,CAAC;EACzB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC,UAAU,IAAI,EAAE,CAAC,UAAU,EAAE,CAAC;AACnD;EACA,EAAE,KAAK,OAAO,IAAI,OAAO,CAAC,oBAAoB,KAAK,UAAU,GAAG;AAChE;EACA,GAAG,UAAU,GAAG,IAAI,CAAC;AACrB;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;AACtC;EACA,GAAG,MAAM,KAAK,UAAU,IAAI,UAAU,CAAC,OAAO,GAAG;AACjD;EACA,GAAG,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC;EAC7B,GAAG,UAAU,GAAG,IAAI,CAAC;AACrB;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,IAAI,UAAU,GAAG;AAC1C;EACA,GAAG,QAAQ,CAAC,KAAK,EAAE,QAAQ,CAAC,cAAc,EAAE,QAAQ,CAAC,cAAc,EAAE,QAAQ,CAAC,gBAAgB,EAAE,CAAC;AACjG;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,MAAM,UAAU,CAAC,aAAa,IAAI,UAAU,CAAC,OAAO,KAAK,uBAAuB,EAAE,GAAG;AACtG;EACA,GAAG,KAAK,OAAO,KAAK,SAAS,GAAG;AAChC;EACA,IAAI,OAAO,GAAG,IAAI,IAAI;EACtB,KAAK,IAAI,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;EAC/B,KAAK,IAAI,cAAc,EAAE;EACzB,MAAM,IAAI,EAAE,wBAAwB;EACpC,MAAM,QAAQ,EAAE,aAAa,EAAE,SAAS,CAAC,IAAI,CAAC,QAAQ,EAAE;EACxD,MAAM,YAAY,EAAE,SAAS,CAAC,IAAI,CAAC,YAAY;EAC/C,MAAM,cAAc,EAAE,SAAS,CAAC,IAAI,CAAC,cAAc;EACnD,MAAM,IAAI,EAAE,QAAQ;EACpB,MAAM,SAAS,EAAE,KAAK;EACtB,MAAM,UAAU,EAAE,KAAK;EACvB,MAAM,GAAG,EAAE,KAAK;EAChB,MAAM,EAAE;EACR,KAAK,CAAC;AACN;EACA,IAAI,OAAO,CAAC,QAAQ,CAAC,eAAe,EAAE,QAAQ,EAAE,CAAC;EACjD,IAAI,OAAO,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,IAAI,OAAO,CAAC,cAAc,GAAG,WAAW,QAAQ,EAAE,KAAK,EAAE,MAAM,GAAG;AAClE;EACA,KAAK,IAAI,CAAC,WAAW,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AACzD;EACA,KAAK,CAAC;AACN;EACA;EACA,IAAI,MAAM,CAAC,cAAc,EAAE,OAAO,CAAC,QAAQ,EAAE,QAAQ,EAAE;AACvD;EACA,KAAK,GAAG,EAAE,YAAY;AACtB;EACA,MAAM,OAAO,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,CAAC;AACxC;EACA,MAAM;AACN;EACA,KAAK,EAAE,CAAC;AACR;EACA,IAAI,OAAO,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,UAAU,CAAC;EACvD,GAAG,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,EAAE,UAAU,CAAC,aAAa,IAAI,UAAU,CAAC,gBAAgB,KAAK,EAAE,CAAC,GAAG,CAAC,CAAC;AACtH;EACA,GAAG,KAAK,iBAAiB,KAAK,UAAU;EACxC,IAAI,wBAAwB,KAAK,UAAU,CAAC,OAAO;EACnD,IAAI,kBAAkB,KAAK,QAAQ,CAAC,WAAW,GAAG;AAClD;EACA,IAAI,OAAO,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;AACxC;EACA,IAAI,iBAAiB,GAAG,UAAU,CAAC;EACnC,IAAI,wBAAwB,GAAG,UAAU,CAAC,OAAO,CAAC;EAClD,IAAI,kBAAkB,GAAG,QAAQ,CAAC,WAAW,CAAC;AAC9C;EACA,IAAI;AACJ;EACA;EACA,GAAG,UAAU,CAAC,OAAO,EAAE,OAAO,EAAE,OAAO,CAAC,QAAQ,EAAE,OAAO,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AACjF;EACA,GAAG,MAAM,KAAK,UAAU,IAAI,UAAU,CAAC,SAAS,GAAG;AACnD;EACA,GAAG,KAAK,SAAS,KAAK,SAAS,GAAG;AAClC;EACA,IAAI,SAAS,GAAG,IAAI,IAAI;EACxB,KAAK,IAAI,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE;EAC9B,KAAK,IAAI,cAAc,EAAE;EACzB,MAAM,IAAI,EAAE,oBAAoB;EAChC,MAAM,QAAQ,EAAE,aAAa,EAAE,SAAS,CAAC,UAAU,CAAC,QAAQ,EAAE;EAC9D,MAAM,YAAY,EAAE,SAAS,CAAC,UAAU,CAAC,YAAY;EACrD,MAAM,cAAc,EAAE,SAAS,CAAC,UAAU,CAAC,cAAc;EACzD,MAAM,IAAI,EAAE,SAAS;EACrB,MAAM,SAAS,EAAE,KAAK;EACtB,MAAM,UAAU,EAAE,KAAK;EACvB,MAAM,GAAG,EAAE,KAAK;EAChB,MAAM,EAAE;EACR,KAAK,CAAC;AACN;EACA,IAAI,SAAS,CAAC,QAAQ,CAAC,eAAe,EAAE,QAAQ,EAAE,CAAC;AACnD;EACA;EACA,IAAI,MAAM,CAAC,cAAc,EAAE,SAAS,CAAC,QAAQ,EAAE,KAAK,EAAE;AACtD;EACA,KAAK,GAAG,EAAE,YAAY;AACtB;EACA,MAAM,OAAO,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,KAAK,CAAC;AACrC;EACA,MAAM;AACN;EACA,KAAK,EAAE,CAAC;AACR;EACA,IAAI,OAAO,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;AAChC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,CAAC,QAAQ,CAAC,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,UAAU,CAAC;AACtD;EACA,GAAG,KAAK,UAAU,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC/C;EACA,IAAI,UAAU,CAAC,YAAY,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,SAAS,CAAC,QAAQ,CAAC,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AAC3E;EACA,GAAG,KAAK,iBAAiB,KAAK,UAAU;EACxC,IAAI,wBAAwB,KAAK,UAAU,CAAC,OAAO;EACnD,IAAI,kBAAkB,KAAK,QAAQ,CAAC,WAAW,GAAG;AAClD;EACA,IAAI,SAAS,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1C;EACA,IAAI,iBAAiB,GAAG,UAAU,CAAC;EACnC,IAAI,wBAAwB,GAAG,UAAU,CAAC,OAAO,CAAC;EAClD,IAAI,kBAAkB,GAAG,QAAQ,CAAC,WAAW,CAAC;AAC9C;EACA,IAAI;AACJ;AACA;EACA;EACA,GAAG,UAAU,CAAC,OAAO,EAAE,SAAS,EAAE,SAAS,CAAC,QAAQ,EAAE,SAAS,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AACvF;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,QAAQ,EAAE,KAAK,EAAE,KAAK,GAAG;AACnC;EACA,EAAE,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,EAAE,kBAAkB,EAAE,CAAC;AACvF;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,aAAa,EAAE,YAAY;AAC7B;EACA,GAAG,OAAO,UAAU,CAAC;AACrB;EACA,GAAG;EACH,EAAE,aAAa,EAAE,WAAW,KAAK,EAAE,KAAK,GAAG,CAAC,GAAG;AAC/C;EACA,GAAG,UAAU,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EAC3B,GAAG,UAAU,GAAG,KAAK,CAAC;EACtB,GAAG,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;AACtC;EACA,GAAG;EACH,EAAE,aAAa,EAAE,YAAY;AAC7B;EACA,GAAG,OAAO,UAAU,CAAC;AACrB;EACA,GAAG;EACH,EAAE,aAAa,EAAE,WAAW,KAAK,GAAG;AACpC;EACA,GAAG,UAAU,GAAG,KAAK,CAAC;EACtB,GAAG,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;AACtC;EACA,GAAG;EACH,EAAE,MAAM,EAAE,MAAM;AAChB;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,kBAAkB,EAAE,EAAE,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,GAAG;AACxE;EACA,CAAC,MAAM,mBAAmB,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACtD;EACA,CAAC,MAAM,SAAS,GAAG,YAAY,CAAC,QAAQ,GAAG,IAAI,GAAG,UAAU,CAAC,GAAG,EAAE,yBAAyB,EAAE,CAAC;EAC9F,CAAC,MAAM,YAAY,GAAG,YAAY,CAAC,QAAQ,IAAI,SAAS,KAAK,IAAI,CAAC;AAClE;EACA,CAAC,MAAM,aAAa,GAAG,EAAE,CAAC;AAC1B;EACA,CAAC,MAAM,YAAY,GAAG,kBAAkB,EAAE,IAAI,EAAE,CAAC;EACjD,CAAC,IAAI,YAAY,GAAG,YAAY,CAAC;AACjC;EACA,CAAC,SAAS,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,KAAK,GAAG;AAC9D;EACA,EAAE,IAAI,aAAa,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,KAAK,YAAY,GAAG;AACtB;EACA,GAAG,MAAM,KAAK,GAAG,eAAe,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAC;AAChE;EACA,GAAG,KAAK,YAAY,KAAK,KAAK,GAAG;AACjC;EACA,IAAI,YAAY,GAAG,KAAK,CAAC;EACzB,IAAI,qBAAqB,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACjD;EACA,IAAI;AACJ;EACA,GAAG,aAAa,GAAG,WAAW,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAClD;EACA,GAAG,KAAK,aAAa,GAAG,SAAS,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,SAAS,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,EAAE,CAAC;AACrD;EACA,GAAG,KAAK,YAAY,CAAC,QAAQ,KAAK,QAAQ,CAAC,EAAE;EAC7C,IAAI,YAAY,CAAC,OAAO,KAAK,OAAO,CAAC,EAAE;EACvC,IAAI,YAAY,CAAC,SAAS,KAAK,SAAS,GAAG;AAC3C;EACA,IAAI,YAAY,CAAC,QAAQ,GAAG,QAAQ,CAAC,EAAE,CAAC;EACxC,IAAI,YAAY,CAAC,OAAO,GAAG,OAAO,CAAC,EAAE,CAAC;EACtC,IAAI,YAAY,CAAC,SAAS,GAAG,SAAS,CAAC;AACvC;EACA,IAAI,aAAa,GAAG,IAAI,CAAC;AACzB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,eAAe,KAAK,IAAI,GAAG;AACzC;EACA,GAAG,aAAa,GAAG,IAAI,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,KAAK,aAAa,GAAG;AACvB;EACA,GAAG,qBAAqB,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAC;AAChE;EACA,GAAG,KAAK,KAAK,KAAK,IAAI,GAAG;AACzB;EACA,IAAI,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,UAAU,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,MAAM,EAAE,CAAC;AAC3D;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,GAAG;AACpC;EACA,EAAE,KAAK,YAAY,CAAC,QAAQ,GAAG,OAAO,EAAE,CAAC,iBAAiB,EAAE,CAAC;AAC7D;EACA,EAAE,OAAO,SAAS,CAAC,oBAAoB,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,GAAG,GAAG;AACvC;EACA,EAAE,KAAK,YAAY,CAAC,QAAQ,GAAG,OAAO,EAAE,CAAC,eAAe,EAAE,GAAG,EAAE,CAAC;AAChE;EACA,EAAE,OAAO,SAAS,CAAC,kBAAkB,EAAE,GAAG,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,GAAG,GAAG;AACzC;EACA,EAAE,KAAK,YAAY,CAAC,QAAQ,GAAG,OAAO,EAAE,CAAC,iBAAiB,EAAE,GAAG,EAAE,CAAC;AAClE;EACA,EAAE,OAAO,SAAS,CAAC,oBAAoB,EAAE,GAAG,EAAE,CAAC;AAC/C;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,GAAG;AACzD;EACA,EAAE,MAAM,SAAS,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,EAAE,CAAC;AACpD;EACA,EAAE,IAAI,UAAU,GAAG,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,EAAE,CAAC;EACnB,GAAG,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,GAAG,UAAU,CAAC;AAC7C;EACA,GAAG;AACH;EACA,EAAE,IAAI,QAAQ,GAAG,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,QAAQ,GAAG,EAAE,CAAC;EACjB,GAAG,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,IAAI,KAAK,GAAG,QAAQ,EAAE,SAAS,EAAE,CAAC;AACpC;EACA,EAAE,KAAK,KAAK,KAAK,SAAS,GAAG;AAC7B;EACA,GAAG,KAAK,GAAG,kBAAkB,EAAE,uBAAuB,EAAE,EAAE,CAAC;EAC3D,GAAG,QAAQ,EAAE,SAAS,EAAE,GAAG,KAAK,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,SAAS,kBAAkB,EAAE,GAAG,GAAG;AACpC;EACA,EAAE,MAAM,aAAa,GAAG,EAAE,CAAC;EAC3B,EAAE,MAAM,iBAAiB,GAAG,EAAE,CAAC;EAC/B,EAAE,MAAM,iBAAiB,GAAG,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,EAAE,CAAC,GAAG,GAAG;AACnD;EACA,GAAG,aAAa,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EAC1B,GAAG,iBAAiB,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,GAAG,iBAAiB,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,OAAO;AACT;EACA;EACA,GAAG,QAAQ,EAAE,IAAI;EACjB,GAAG,OAAO,EAAE,IAAI;EAChB,GAAG,SAAS,EAAE,KAAK;AACnB;EACA,GAAG,aAAa,EAAE,aAAa;EAC/B,GAAG,iBAAiB,EAAE,iBAAiB;EACvC,GAAG,iBAAiB,EAAE,iBAAiB;EACvC,GAAG,MAAM,EAAE,GAAG;EACd,GAAG,UAAU,EAAE,EAAE;EACjB,GAAG,KAAK,EAAE,IAAI;AACd;EACA,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,QAAQ,EAAE,KAAK,GAAG;AACzC;EACA,EAAE,MAAM,gBAAgB,GAAG,YAAY,CAAC,UAAU,CAAC;EACnD,EAAE,MAAM,kBAAkB,GAAG,QAAQ,CAAC,UAAU,CAAC;AACjD;EACA,EAAE,IAAI,aAAa,GAAG,CAAC,CAAC;AACxB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,kBAAkB,GAAG;AAC1C;EACA,GAAG,MAAM,eAAe,GAAG,gBAAgB,EAAE,GAAG,EAAE,CAAC;EACnD,GAAG,MAAM,iBAAiB,GAAG,kBAAkB,EAAE,GAAG,EAAE,CAAC;AACvD;EACA,GAAG,KAAK,eAAe,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;AACpD;EACA,GAAG,KAAK,eAAe,CAAC,SAAS,KAAK,iBAAiB,GAAG,OAAO,IAAI,CAAC;AACtE;EACA,GAAG,KAAK,eAAe,CAAC,IAAI,KAAK,iBAAiB,CAAC,IAAI,GAAG,OAAO,IAAI,CAAC;AACtE;EACA,GAAG,aAAa,GAAG,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,KAAK,YAAY,CAAC,aAAa,KAAK,aAAa,GAAG,OAAO,IAAI,CAAC;AAClE;EACA,EAAE,KAAK,YAAY,CAAC,KAAK,KAAK,KAAK,GAAG,OAAO,IAAI,CAAC;AAClD;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,SAAS,SAAS,EAAE,QAAQ,EAAE,KAAK,GAAG;AACvC;EACA,EAAE,MAAM,KAAK,GAAG,EAAE,CAAC;EACnB,EAAE,MAAM,UAAU,GAAG,QAAQ,CAAC,UAAU,CAAC;EACzC,EAAE,IAAI,aAAa,GAAG,CAAC,CAAC;AACxB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,GAAG;AAClC;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;EACA,GAAG,MAAM,IAAI,GAAG,EAAE,CAAC;EACnB,GAAG,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC9B;EACA,GAAG,KAAK,SAAS,CAAC,IAAI,GAAG;AACzB;EACA,IAAI,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,IAAI,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,GAAG,EAAE,GAAG,IAAI,CAAC;AACvB;EACA,GAAG,aAAa,GAAG,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,YAAY,CAAC,UAAU,GAAG,KAAK,CAAC;EAClC,EAAE,YAAY,CAAC,aAAa,GAAG,aAAa,CAAC;AAC7C;EACA,EAAE,YAAY,CAAC,KAAK,GAAG,KAAK,CAAC;AAC7B;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,GAAG;AAC3B;EACA,EAAE,MAAM,aAAa,GAAG,YAAY,CAAC,aAAa,CAAC;AACnD;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC7D;EACA,GAAG,aAAa,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,SAAS,GAAG;AACvC;EACA,EAAE,yBAAyB,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,SAAS,yBAAyB,EAAE,SAAS,EAAE,gBAAgB,GAAG;AACnE;EACA,EAAE,MAAM,aAAa,GAAG,YAAY,CAAC,aAAa,CAAC;EACnD,EAAE,MAAM,iBAAiB,GAAG,YAAY,CAAC,iBAAiB,CAAC;EAC3D,EAAE,MAAM,iBAAiB,GAAG,YAAY,CAAC,iBAAiB,CAAC;AAC3D;EACA,EAAE,aAAa,EAAE,SAAS,EAAE,GAAG,CAAC,CAAC;AACjC;EACA,EAAE,KAAK,iBAAiB,EAAE,SAAS,EAAE,KAAK,CAAC,GAAG;AAC9C;EACA,GAAG,EAAE,CAAC,uBAAuB,EAAE,SAAS,EAAE,CAAC;EAC3C,GAAG,iBAAiB,EAAE,SAAS,EAAE,GAAG,CAAC,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,KAAK,iBAAiB,EAAE,SAAS,EAAE,KAAK,gBAAgB,GAAG;AAC7D;EACA,GAAG,MAAM,SAAS,GAAG,YAAY,CAAC,QAAQ,GAAG,EAAE,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AAC7F;EACA,GAAG,SAAS,EAAE,YAAY,CAAC,QAAQ,GAAG,qBAAqB,GAAG,0BAA0B,EAAE,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;EAC1H,GAAG,iBAAiB,EAAE,SAAS,EAAE,GAAG,gBAAgB,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,GAAG;AACpC;EACA,EAAE,MAAM,aAAa,GAAG,YAAY,CAAC,aAAa,CAAC;EACnD,EAAE,MAAM,iBAAiB,GAAG,YAAY,CAAC,iBAAiB,CAAC;AAC3D;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,iBAAiB,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACjE;EACA,GAAG,KAAK,iBAAiB,EAAE,CAAC,EAAE,KAAK,aAAa,EAAE,CAAC,EAAE,GAAG;AACxD;EACA,IAAI,EAAE,CAAC,wBAAwB,EAAE,CAAC,EAAE,CAAC;EACrC,IAAI,iBAAiB,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,mBAAmB,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,GAAG;AAC/E;EACA,EAAE,KAAK,YAAY,CAAC,QAAQ,KAAK,IAAI,MAAM,IAAI,KAAK,IAAI,IAAI,IAAI,KAAK,IAAI,EAAE,GAAG;AAC9E;EACA,GAAG,EAAE,CAAC,oBAAoB,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAChE;EACA,GAAG,MAAM;AACT;EACA,GAAG,EAAE,CAAC,mBAAmB,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAC3E;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,GAAG;AACvE;EACA,EAAE,KAAK,YAAY,CAAC,QAAQ,KAAK,KAAK,MAAM,MAAM,CAAC,eAAe,IAAI,QAAQ,CAAC,yBAAyB,EAAE,GAAG;AAC7G;EACA,GAAG,KAAK,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,KAAK,IAAI,GAAG,OAAO;AACrE;EACA,GAAG;AACH;EACA,EAAE,cAAc,EAAE,CAAC;AACnB;EACA,EAAE,MAAM,kBAAkB,GAAG,QAAQ,CAAC,UAAU,CAAC;AACjD;EACA,EAAE,MAAM,iBAAiB,GAAG,OAAO,CAAC,aAAa,EAAE,CAAC;AACpD;EACA,EAAE,MAAM,8BAA8B,GAAG,QAAQ,CAAC,sBAAsB,CAAC;AACzE;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,iBAAiB,GAAG;AAC1C;EACA,GAAG,MAAM,gBAAgB,GAAG,iBAAiB,EAAE,IAAI,EAAE,CAAC;AACtD;EACA,GAAG,KAAK,gBAAgB,IAAI,CAAC,GAAG;AAChC;EACA,IAAI,MAAM,iBAAiB,GAAG,kBAAkB,EAAE,IAAI,EAAE,CAAC;AACzD;EACA,IAAI,KAAK,iBAAiB,KAAK,SAAS,GAAG;AAC3C;EACA,KAAK,MAAM,UAAU,GAAG,iBAAiB,CAAC,UAAU,CAAC;EACrD,KAAK,MAAM,IAAI,GAAG,iBAAiB,CAAC,QAAQ,CAAC;AAC7C;EACA,KAAK,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,iBAAiB,EAAE,CAAC;AAC3D;EACA;AACA;EACA,KAAK,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS;AAC7C;EACA,KAAK,MAAM,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC;EACrC,KAAK,MAAM,IAAI,GAAG,SAAS,CAAC,IAAI,CAAC;EACjC,KAAK,MAAM,eAAe,GAAG,SAAS,CAAC,eAAe,CAAC;AACvD;EACA,KAAK,KAAK,iBAAiB,CAAC,4BAA4B,GAAG;AAC3D;EACA,MAAM,MAAM,IAAI,GAAG,iBAAiB,CAAC,IAAI,CAAC;EAC1C,MAAM,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EACjC,MAAM,MAAM,MAAM,GAAG,iBAAiB,CAAC,MAAM,CAAC;AAC9C;EACA,MAAM,KAAK,IAAI,IAAI,IAAI,CAAC,4BAA4B,GAAG;AACvD;EACA,OAAO,yBAAyB,EAAE,gBAAgB,EAAE,IAAI,CAAC,gBAAgB,EAAE,CAAC;AAC5E;EACA,OAAO,KAAK,QAAQ,CAAC,iBAAiB,KAAK,SAAS,GAAG;AACvD;EACA,QAAQ,QAAQ,CAAC,iBAAiB,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,KAAK,CAAC;AACxE;EACA,QAAQ;AACR;EACA,OAAO,MAAM;AACb;EACA,OAAO,eAAe,EAAE,gBAAgB,EAAE,CAAC;AAC3C;EACA,OAAO;AACP;EACA,MAAM,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EACrC,MAAM,mBAAmB,EAAE,gBAAgB,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,GAAG,eAAe,EAAE,MAAM,GAAG,eAAe,EAAE,CAAC;AAC1H;EACA,MAAM,MAAM;AACZ;EACA,MAAM,KAAK,iBAAiB,CAAC,0BAA0B,GAAG;AAC1D;EACA,OAAO,yBAAyB,EAAE,gBAAgB,EAAE,iBAAiB,CAAC,gBAAgB,EAAE,CAAC;AACzF;EACA,OAAO,KAAK,QAAQ,CAAC,iBAAiB,KAAK,SAAS,GAAG;AACvD;EACA,QAAQ,QAAQ,CAAC,iBAAiB,GAAG,iBAAiB,CAAC,gBAAgB,GAAG,iBAAiB,CAAC,KAAK,CAAC;AAClG;EACA,QAAQ;AACR;EACA,OAAO,MAAM;AACb;EACA,OAAO,eAAe,EAAE,gBAAgB,EAAE,CAAC;AAC3C;EACA,OAAO;AACP;EACA,MAAM,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EACrC,MAAM,mBAAmB,EAAE,gBAAgB,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5E;EACA,MAAM;AACN;EACA,KAAK,MAAM,KAAK,IAAI,KAAK,gBAAgB,GAAG;AAC5C;EACA,KAAK,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,CAAC,cAAc,EAAE,CAAC;AAC/D;EACA;AACA;EACA,KAAK,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS;AAC7C;EACA,KAAK,MAAM,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC;EACrC,KAAK,MAAM,IAAI,GAAG,SAAS,CAAC,IAAI,CAAC;AACjC;EACA,KAAK,yBAAyB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1D,KAAK,yBAAyB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1D,KAAK,yBAAyB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1D,KAAK,yBAAyB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1D;EACA,KAAK,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACpC;EACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;EAC3E,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC5E,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC5E,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5E;EACA,KAAK,MAAM,KAAK,IAAI,KAAK,eAAe,GAAG;AAC3C;EACA,KAAK,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC;AAC9D;EACA;AACA;EACA,KAAK,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS;AAC7C;EACA,KAAK,MAAM,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC;EACrC,KAAK,MAAM,IAAI,GAAG,SAAS,CAAC,IAAI,CAAC;AACjC;EACA,KAAK,yBAAyB,EAAE,gBAAgB,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,KAAK,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACpC;EACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACvE;EACA,KAAK,MAAM,KAAK,8BAA8B,KAAK,SAAS,GAAG;AAC/D;EACA,KAAK,MAAM,KAAK,GAAG,8BAA8B,EAAE,IAAI,EAAE,CAAC;AAC1D;EACA,KAAK,KAAK,KAAK,KAAK,SAAS,GAAG;AAChC;EACA,MAAM,SAAS,KAAK,CAAC,MAAM;AAC3B;EACA,OAAO,KAAK,CAAC;EACb,QAAQ,EAAE,CAAC,eAAe,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;EACtD,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,CAAC;EACb,QAAQ,EAAE,CAAC,eAAe,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;EACtD,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,CAAC;EACb,QAAQ,EAAE,CAAC,eAAe,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;EACtD,QAAQ,MAAM;AACd;EACA,OAAO;EACP,QAAQ,EAAE,CAAC,eAAe,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;AACtD;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,uBAAuB,EAAE,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,GAAG;AACpB;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,MAAM,MAAM,UAAU,IAAI,aAAa,GAAG;AAC5C;EACA,GAAG,MAAM,UAAU,GAAG,aAAa,EAAE,UAAU,EAAE,CAAC;AAClD;EACA,GAAG,MAAM,MAAM,SAAS,IAAI,UAAU,GAAG;AACzC;EACA,IAAI,MAAM,QAAQ,GAAG,UAAU,EAAE,SAAS,EAAE,CAAC;AAC7C;EACA,IAAI,MAAM,MAAM,SAAS,IAAI,QAAQ,GAAG;AACxC;EACA,KAAK,uBAAuB,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC,MAAM,EAAE,CAAC;AAC7D;EACA,KAAK,OAAO,QAAQ,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,KAAK;AACL;EACA,IAAI,OAAO,UAAU,EAAE,SAAS,EAAE,CAAC;AACnC;EACA,IAAI;AACJ;EACA,GAAG,OAAO,aAAa,EAAE,UAAU,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,GAAG;AAC9C;EACA,EAAE,KAAK,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,KAAK,SAAS,GAAG,OAAO;AAC3D;EACA,EAAE,MAAM,UAAU,GAAG,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AAClD;EACA,EAAE,MAAM,MAAM,SAAS,IAAI,UAAU,GAAG;AACxC;EACA,GAAG,MAAM,QAAQ,GAAG,UAAU,EAAE,SAAS,EAAE,CAAC;AAC5C;EACA,GAAG,MAAM,MAAM,SAAS,IAAI,QAAQ,GAAG;AACvC;EACA,IAAI,uBAAuB,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;EACA,IAAI,OAAO,QAAQ,EAAE,SAAS,EAAE,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG,OAAO,UAAU,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,OAAO,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AACtC;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,OAAO,GAAG;AAC5C;EACA,EAAE,MAAM,MAAM,UAAU,IAAI,aAAa,GAAG;AAC5C;EACA,GAAG,MAAM,UAAU,GAAG,aAAa,EAAE,UAAU,EAAE,CAAC;AAClD;EACA,GAAG,KAAK,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,KAAK,SAAS,GAAG,SAAS;AAC1D;EACA,GAAG,MAAM,QAAQ,GAAG,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC;AAC7C;EACA,GAAG,MAAM,MAAM,SAAS,IAAI,QAAQ,GAAG;AACvC;EACA,IAAI,uBAAuB,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;EACA,IAAI,OAAO,QAAQ,EAAE,SAAS,EAAE,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG,OAAO,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,KAAK,GAAG;AAClB;EACA,EAAE,iBAAiB,EAAE,CAAC;AACtB;EACA,EAAE,KAAK,YAAY,KAAK,YAAY,GAAG,OAAO;AAC9C;EACA,EAAE,YAAY,GAAG,YAAY,CAAC;EAC9B,EAAE,qBAAqB,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAC/C;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,iBAAiB,GAAG;AAC9B;EACA,EAAE,YAAY,CAAC,QAAQ,GAAG,IAAI,CAAC;EAC/B,EAAE,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC;EAC9B,EAAE,YAAY,CAAC,SAAS,GAAG,KAAK,CAAC;AACjC;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,KAAK,EAAE,KAAK;EACd,EAAE,KAAK,EAAE,KAAK;EACd,EAAE,iBAAiB,EAAE,iBAAiB;EACtC,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,uBAAuB,EAAE,uBAAuB;EAClD,EAAE,sBAAsB,EAAE,sBAAsB;AAChD;EACA,EAAE,cAAc,EAAE,cAAc;EAChC,EAAE,eAAe,EAAE,eAAe;EAClC,EAAE,uBAAuB,EAAE,uBAAuB;AAClD;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,mBAAmB,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,GAAG;AACnE;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;EACA,CAAC,IAAI,IAAI,CAAC;AACV;EACA,CAAC,SAAS,OAAO,EAAE,KAAK,GAAG;AAC3B;EACA,EAAE,IAAI,GAAG,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,KAAK,EAAE,KAAK,GAAG;AACjC;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,GAAG;AACrD;EACA,EAAE,KAAK,SAAS,KAAK,CAAC,GAAG,OAAO;AAChC;EACA,EAAE,IAAI,SAAS,EAAE,UAAU,CAAC;AAC5B;EACA,EAAE,KAAK,QAAQ,GAAG;AAClB;EACA,GAAG,SAAS,GAAG,EAAE,CAAC;EAClB,GAAG,UAAU,GAAG,qBAAqB,CAAC;AACtC;EACA,GAAG,MAAM;AACT;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;EAC1D,GAAG,UAAU,GAAG,0BAA0B,CAAC;AAC3C;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,OAAO,CAAC,KAAK,EAAE,gIAAgI,EAAE,CAAC;EACtJ,IAAI,OAAO;AACX;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,SAAS,EAAE,UAAU,EAAE,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC;AAC3D;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;EACxB,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACtB,CAAC,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;AACxC;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,UAAU,EAAE,UAAU,GAAG;AACzD;EACA,CAAC,IAAI,aAAa,CAAC;AACnB;EACA,CAAC,SAAS,gBAAgB,GAAG;AAC7B;EACA,EAAE,KAAK,aAAa,KAAK,SAAS,GAAG,OAAO,aAAa,CAAC;AAC1D;EACA,EAAE,KAAK,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,KAAK,IAAI,GAAG;AACrE;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,CAAC;AACxE;EACA,GAAG,aAAa,GAAG,EAAE,CAAC,YAAY,EAAE,SAAS,CAAC,8BAA8B,EAAE,CAAC;AAC/E;EACA,GAAG,MAAM;AACT;EACA,GAAG,aAAa,GAAG,CAAC,CAAC;AACrB;EACA,GAAG;AACH;EACA,EAAE,OAAO,aAAa,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,SAAS,GAAG;AACvC;EACA,EAAE,KAAK,SAAS,KAAK,OAAO,GAAG;AAC/B;EACA,GAAG,KAAK,EAAE,CAAC,wBAAwB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,SAAS,GAAG,CAAC;EACjE,IAAI,EAAE,CAAC,wBAAwB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,SAAS,GAAG,CAAC,GAAG;AAChE;EACA,IAAI,OAAO,OAAO,CAAC;AACnB;EACA,IAAI;AACJ;EACA,GAAG,SAAS,GAAG,SAAS,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,KAAK,SAAS,KAAK,SAAS,GAAG;AACjC;EACA,GAAG,KAAK,EAAE,CAAC,wBAAwB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,SAAS,GAAG,CAAC;EACjE,IAAI,EAAE,CAAC,wBAAwB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,SAAS,GAAG,CAAC,GAAG;AAChE;EACA,IAAI,OAAO,SAAS,CAAC;AACrB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA;EACA,CAAC,MAAM,QAAQ,GAAG,EAAE,OAAO,sBAAsB,KAAK,WAAW,IAAI,EAAE,YAAY,sBAAsB;EACzG,IAAI,OAAO,6BAA6B,KAAK,WAAW,IAAI,EAAE,YAAY,6BAA6B,EAAE,CAAC;EAC1G;AACA;EACA,CAAC,IAAI,SAAS,GAAG,UAAU,CAAC,SAAS,KAAK,SAAS,GAAG,UAAU,CAAC,SAAS,GAAG,OAAO,CAAC;EACrF,CAAC,MAAM,YAAY,GAAG,eAAe,EAAE,SAAS,EAAE,CAAC;AACnD;EACA,CAAC,KAAK,YAAY,KAAK,SAAS,GAAG;AACnC;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,sBAAsB,EAAE,SAAS,EAAE,sBAAsB,EAAE,YAAY,EAAE,UAAU,EAAE,CAAC;EACtG,EAAE,SAAS,GAAG,YAAY,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,MAAM,sBAAsB,GAAG,UAAU,CAAC,sBAAsB,KAAK,IAAI,CAAC;AAC3E;EACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EAC9C,CAAC,MAAM,iBAAiB,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EACpD,CAAC,MAAM,cAAc,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;EAChD,CAAC,MAAM,cAAc,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACjD;EACA,CAAC,MAAM,aAAa,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EAChD,CAAC,MAAM,iBAAiB,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EACpD,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EAC9C,CAAC,MAAM,mBAAmB,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACtD;EACA,CAAC,MAAM,cAAc,GAAG,iBAAiB,GAAG,CAAC,CAAC;EAC9C,CAAC,MAAM,qBAAqB,GAAG,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,mBAAmB,EAAE,CAAC;EACjF,CAAC,MAAM,mBAAmB,GAAG,cAAc,IAAI,qBAAqB,CAAC;AACrE;EACA,CAAC,MAAM,UAAU,GAAG,QAAQ,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,GAAG,CAAC,CAAC;AAC5D;EACA,CAAC,OAAO;AACR;EACA,EAAE,QAAQ,EAAE,QAAQ;AACpB;EACA,EAAE,gBAAgB,EAAE,gBAAgB;EACpC,EAAE,eAAe,EAAE,eAAe;AAClC;EACA,EAAE,SAAS,EAAE,SAAS;EACtB,EAAE,sBAAsB,EAAE,sBAAsB;AAChD;EACA,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,iBAAiB,EAAE,iBAAiB;EACtC,EAAE,cAAc,EAAE,cAAc;EAChC,EAAE,cAAc,EAAE,cAAc;AAChC;EACA,EAAE,aAAa,EAAE,aAAa;EAC9B,EAAE,iBAAiB,EAAE,iBAAiB;EACtC,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,mBAAmB,EAAE,mBAAmB;AAC1C;EACA,EAAE,cAAc,EAAE,cAAc;EAChC,EAAE,qBAAqB,EAAE,qBAAqB;EAC9C,EAAE,mBAAmB,EAAE,mBAAmB;AAC1C;EACA,EAAE,UAAU,EAAE,UAAU;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,UAAU,GAAG;AACrC;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;AACpB;EACA,CAAC,IAAI,WAAW,GAAG,IAAI;EACvB,EAAE,eAAe,GAAG,CAAC;EACrB,EAAE,oBAAoB,GAAG,KAAK;EAC9B,EAAE,gBAAgB,GAAG,KAAK,CAAC;AAC3B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,KAAK,EAAE;EAC1B,EAAE,gBAAgB,GAAG,IAAI,OAAO,EAAE;AAClC;EACA,EAAE,OAAO,GAAG,EAAE,KAAK,EAAE,IAAI,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;AAChD;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;EACxB,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;EACpB,CAAC,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,MAAM,EAAE,mBAAmB,EAAE,MAAM,GAAG;AAC9D;EACA,EAAE,MAAM,OAAO;EACf,GAAG,MAAM,CAAC,MAAM,KAAK,CAAC;EACtB,GAAG,mBAAmB;EACtB;EACA;EACA,GAAG,eAAe,KAAK,CAAC;EACxB,GAAG,oBAAoB,CAAC;AACxB;EACA,EAAE,oBAAoB,GAAG,mBAAmB,CAAC;AAC7C;EACA,EAAE,WAAW,GAAG,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;EACnD,EAAE,eAAe,GAAG,MAAM,CAAC,MAAM,CAAC;AAClC;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY;AACjC;EACA,EAAE,gBAAgB,GAAG,IAAI,CAAC;EAC1B,EAAE,aAAa,EAAE,IAAI,EAAE,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;EACA,EAAE,gBAAgB,GAAG,KAAK,CAAC;EAC3B,EAAE,gBAAgB,EAAE,CAAC;AACrB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,WAAW,QAAQ,EAAE,MAAM,EAAE,QAAQ,GAAG;AACzD;EACA,EAAE,MAAM,MAAM,GAAG,QAAQ,CAAC,cAAc;EACxC,GAAG,gBAAgB,GAAG,QAAQ,CAAC,gBAAgB;EAC/C,GAAG,WAAW,GAAG,QAAQ,CAAC,WAAW,CAAC;AACtC;EACA,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;EACA,EAAE,KAAK,EAAE,oBAAoB,IAAI,MAAM,KAAK,IAAI,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC,IAAI,gBAAgB,IAAI,EAAE,WAAW,GAAG;AAC/G;EACA;AACA;EACA,GAAG,KAAK,gBAAgB,GAAG;AAC3B;EACA;AACA;EACA,IAAI,aAAa,EAAE,IAAI,EAAE,CAAC;AAC1B;EACA,IAAI,MAAM;AACV;EACA,IAAI,gBAAgB,EAAE,CAAC;AACvB;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,OAAO,GAAG,gBAAgB,GAAG,CAAC,GAAG,eAAe;EACzD,IAAI,OAAO,GAAG,OAAO,GAAG,CAAC,CAAC;AAC1B;EACA,GAAG,IAAI,QAAQ,GAAG,kBAAkB,CAAC,aAAa,IAAI,IAAI,CAAC;AAC3D;EACA,GAAG,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC;AAC5B;EACA,GAAG,QAAQ,GAAG,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAC;AACjE;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,OAAO,EAAE,GAAG,CAAC,GAAG;AAC1C;EACA,IAAI,QAAQ,EAAE,CAAC,EAAE,GAAG,WAAW,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG,kBAAkB,CAAC,aAAa,GAAG,QAAQ,CAAC;EAC/C,GAAG,IAAI,CAAC,eAAe,GAAG,gBAAgB,GAAG,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;EAChE,GAAG,IAAI,CAAC,SAAS,IAAI,OAAO,CAAC;AAC7B;EACA,GAAG;AACH;AACA;EACA,EAAE,CAAC;AACH;EACA,CAAC,SAAS,gBAAgB,GAAG;AAC7B;EACA,EAAE,KAAK,OAAO,CAAC,KAAK,KAAK,WAAW,GAAG;AACvC;EACA,GAAG,OAAO,CAAC,KAAK,GAAG,WAAW,CAAC;EAC/B,GAAG,OAAO,CAAC,WAAW,GAAG,eAAe,GAAG,CAAC,CAAC;AAC7C;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,SAAS,GAAG,eAAe,CAAC;EACpC,EAAE,KAAK,CAAC,eAAe,GAAG,CAAC,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,SAAS,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE,SAAS,EAAE,aAAa,GAAG;AACpE;EACA,EAAE,MAAM,OAAO,GAAG,MAAM,KAAK,IAAI,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;EACtD,EAAE,IAAI,QAAQ,GAAG,IAAI,CAAC;AACtB;EACA,EAAE,KAAK,OAAO,KAAK,CAAC,GAAG;AACvB;EACA,GAAG,QAAQ,GAAG,OAAO,CAAC,KAAK,CAAC;AAC5B;EACA,GAAG,KAAK,aAAa,KAAK,IAAI,IAAI,QAAQ,KAAK,IAAI,GAAG;AACtD;EACA,IAAI,MAAM,QAAQ,GAAG,SAAS,GAAG,OAAO,GAAG,CAAC;EAC5C,KAAK,UAAU,GAAG,MAAM,CAAC,kBAAkB,CAAC;AAC5C;EACA,IAAI,gBAAgB,CAAC,eAAe,EAAE,UAAU,EAAE,CAAC;AACnD;EACA,IAAI,KAAK,QAAQ,KAAK,IAAI,IAAI,QAAQ,CAAC,MAAM,GAAG,QAAQ,GAAG;AAC3D;EACA,KAAK,QAAQ,GAAG,IAAI,YAAY,EAAE,QAAQ,EAAE,CAAC;AAC7C;EACA,KAAK;AACL;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,EAAE,CAAC,KAAK,OAAO,EAAE,GAAG,CAAC,EAAE,EAAE,IAAI,CAAC,GAAG;AACpE;EACA,KAAK,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC,YAAY,EAAE,UAAU,EAAE,gBAAgB,EAAE,CAAC;AAC5E;EACA,KAAK,KAAK,CAAC,MAAM,CAAC,OAAO,EAAE,QAAQ,EAAE,EAAE,EAAE,CAAC;EAC1C,KAAK,QAAQ,EAAE,EAAE,GAAG,CAAC,EAAE,GAAG,KAAK,CAAC,QAAQ,CAAC;AACzC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC;EAC5B,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,SAAS,GAAG,OAAO,CAAC;EAC5B,EAAE,KAAK,CAAC,eAAe,GAAG,CAAC,CAAC;AAC5B;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,QAAQ,GAAG;AACnC;EACA,CAAC,IAAI,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC,SAAS,iBAAiB,EAAE,OAAO,EAAE,OAAO,GAAG;AAChD;EACA,EAAE,KAAK,OAAO,KAAK,gCAAgC,GAAG;AACtD;EACA,GAAG,OAAO,CAAC,OAAO,GAAG,qBAAqB,CAAC;AAC3C;EACA,GAAG,MAAM,KAAK,OAAO,KAAK,gCAAgC,GAAG;AAC7D;EACA,GAAG,OAAO,CAAC,OAAO,GAAG,qBAAqB,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG,EAAE,OAAO,GAAG;AACzB;EACA,EAAE,KAAK,OAAO,IAAI,OAAO,CAAC,SAAS,GAAG;AACtC;EACA,GAAG,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AACnC;EACA,GAAG,KAAK,OAAO,KAAK,gCAAgC,IAAI,OAAO,KAAK,gCAAgC,GAAG;AACvG;EACA,IAAI,KAAK,QAAQ,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG;AACnC;EACA,KAAK,MAAM,OAAO,GAAG,QAAQ,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,OAAO,CAAC;EACrD,KAAK,OAAO,iBAAiB,EAAE,OAAO,EAAE,OAAO,CAAC,OAAO,EAAE,CAAC;AAC1D;EACA,KAAK,MAAM;AACX;EACA,KAAK,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AACjC;EACA,KAAK,KAAK,KAAK,IAAI,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG;AACtC;EACA,MAAM,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;AAC7D;EACA,MAAM,MAAM,YAAY,GAAG,IAAI,qBAAqB,EAAE,KAAK,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;EACzE,MAAM,YAAY,CAAC,0BAA0B,EAAE,QAAQ,EAAE,OAAO,EAAE,CAAC;EACnE,MAAM,QAAQ,CAAC,GAAG,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AAC5C;EACA,MAAM,QAAQ,CAAC,eAAe,EAAE,mBAAmB,EAAE,CAAC;AACtD;EACA,MAAM,OAAO,CAAC,gBAAgB,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;AAC9D;EACA,MAAM,OAAO,iBAAiB,EAAE,YAAY,CAAC,OAAO,EAAE,OAAO,CAAC,OAAO,EAAE,CAAC;AACxE;EACA,MAAM,MAAM;AACZ;EACA;AACA;EACA,MAAM,OAAO,IAAI,CAAC;AAClB;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,SAAS,gBAAgB,EAAE,KAAK,GAAG;AACpC;EACA,EAAE,MAAM,OAAO,GAAG,KAAK,CAAC,MAAM,CAAC;AAC/B;EACA,EAAE,OAAO,CAAC,mBAAmB,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;AAC7D;EACA,EAAE,MAAM,OAAO,GAAG,QAAQ,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG;AAC/B;EACA,GAAG,QAAQ,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;EAC9B,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;AACrB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,GAAG;AACpB;EACA,EAAE,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,GAAG,EAAE,GAAG;EACV,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,GAAG;AAC/B;EACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC;AACvB;EACA,CAAC,SAAS,YAAY,EAAE,IAAI,GAAG;AAC/B;EACA,EAAE,KAAK,UAAU,EAAE,IAAI,EAAE,KAAK,SAAS,GAAG;AAC1C;EACA,GAAG,OAAO,UAAU,EAAE,IAAI,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,IAAI,SAAS,CAAC;AAChB;EACA,EAAE,SAAS,IAAI;AACf;EACA,GAAG,KAAK,qBAAqB;EAC7B,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,qBAAqB,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,yBAAyB,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,4BAA4B,EAAE,CAAC;EAC5J,IAAI,MAAM;AACV;EACA,GAAG,KAAK,gCAAgC;EACxC,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,gCAAgC,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,oCAAoC,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,uCAAuC,EAAE,CAAC;EAC7L,IAAI,MAAM;AACV;EACA,GAAG,KAAK,+BAA+B;EACvC,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,+BAA+B,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,mCAAmC,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,sCAAsC,EAAE,CAAC;EAC1L,IAAI,MAAM;AACV;EACA,GAAG,KAAK,gCAAgC;EACxC,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,gCAAgC,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,uCAAuC,EAAE,CAAC;EAClI,IAAI,MAAM;AACV;EACA,GAAG;EACH,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,UAAU,EAAE,IAAI,EAAE,GAAG,SAAS,CAAC;AACjC;EACA,EAAE,OAAO,SAAS,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,GAAG,EAAE,WAAW,IAAI,GAAG;AACzB;EACA,GAAG,OAAO,YAAY,EAAE,IAAI,EAAE,KAAK,IAAI,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,IAAI,EAAE,WAAW,YAAY,GAAG;AAClC;EACA,GAAG,KAAK,YAAY,CAAC,QAAQ,GAAG;AAChC;EACA,IAAI,YAAY,EAAE,wBAAwB,EAAE,CAAC;AAC7C;EACA,IAAI,MAAM;AACV;EACA,IAAI,YAAY,EAAE,qBAAqB,EAAE,CAAC;EAC1C,IAAI,YAAY,EAAE,mBAAmB,EAAE,CAAC;EACxC,IAAI,YAAY,EAAE,wBAAwB,EAAE,CAAC;EAC7C,IAAI,YAAY,EAAE,+BAA+B,EAAE,CAAC;EACpD,IAAI,YAAY,EAAE,0BAA0B,EAAE,CAAC;EAC/C,IAAI,YAAY,EAAE,wBAAwB,EAAE,CAAC;EAC7C,IAAI,YAAY,EAAE,yBAAyB,EAAE,CAAC;EAC9C,IAAI,YAAY,EAAE,wBAAwB,EAAE,CAAC;AAC7C;EACA,IAAI;AACJ;EACA,GAAG,YAAY,EAAE,0BAA0B,EAAE,CAAC;EAC9C,GAAG,YAAY,EAAE,6BAA6B,EAAE,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,GAAG,EAAE,WAAW,IAAI,GAAG;AACzB;EACA,GAAG,MAAM,SAAS,GAAG,YAAY,EAAE,IAAI,EAAE,CAAC;AAC1C;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,uBAAuB,GAAG,IAAI,GAAG,2BAA2B,EAAE,CAAC;AACjF;EACA,IAAI;AACJ;EACA,GAAG,OAAO,SAAS,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE,aAAa,GAAG;AAChE;EACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC;EACvB,CAAC,MAAM,mBAAmB,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3C;EACA,CAAC,SAAS,iBAAiB,EAAE,KAAK,GAAG;AACrC;EACA,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,MAAM,CAAC;AAChC;EACA,EAAE,KAAK,QAAQ,CAAC,KAAK,KAAK,IAAI,GAAG;AACjC;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,QAAQ,CAAC,UAAU,GAAG;AAC5C;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,QAAQ,CAAC,UAAU,EAAE,IAAI,EAAE,EAAE,CAAC;AACpD;EACA,GAAG;AACH;EACA,EAAE,QAAQ,CAAC,mBAAmB,EAAE,SAAS,EAAE,iBAAiB,EAAE,CAAC;AAC/D;EACA,EAAE,OAAO,UAAU,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AACnC;EACA,EAAE,MAAM,SAAS,GAAG,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;EACA,EAAE,KAAK,SAAS,GAAG;AACnB;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;EAClC,GAAG,mBAAmB,CAAC,MAAM,EAAE,QAAQ,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,aAAa,CAAC,uBAAuB,EAAE,QAAQ,EAAE,CAAC;AACpD;EACA,EAAE,KAAK,QAAQ,CAAC,yBAAyB,KAAK,IAAI,GAAG;AACrD;EACA,GAAG,OAAO,QAAQ,CAAC,iBAAiB,CAAC;AACrC;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,GAAG,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG,EAAE,MAAM,EAAE,QAAQ,GAAG;AAClC;EACA,EAAE,KAAK,UAAU,EAAE,QAAQ,CAAC,EAAE,EAAE,KAAK,IAAI,GAAG,OAAO,QAAQ,CAAC;AAC5D;EACA,EAAE,QAAQ,CAAC,gBAAgB,EAAE,SAAS,EAAE,iBAAiB,EAAE,CAAC;AAC5D;EACA,EAAE,UAAU,EAAE,QAAQ,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC;AACnC;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,GAAG,CAAC;AAC5B;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,QAAQ,GAAG;AAC7B;EACA,EAAE,MAAM,kBAAkB,GAAG,QAAQ,CAAC,UAAU,CAAC;AACjD;EACA;AACA;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,kBAAkB,GAAG;AAC3C;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,kBAAkB,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,CAAC;AAC1D;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,eAAe,GAAG,QAAQ,CAAC,eAAe,CAAC;AACnD;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,eAAe,GAAG;AACxC;EACA,GAAG,MAAM,KAAK,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC;AACzC;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,IAAI,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,KAAK,EAAE,CAAC;AAC3C;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,wBAAwB,EAAE,QAAQ,GAAG;AAC/C;EACA,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;AACrB;EACA,EAAE,MAAM,aAAa,GAAG,QAAQ,CAAC,KAAK,CAAC;EACvC,EAAE,MAAM,gBAAgB,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;EACxD,EAAE,IAAI,OAAO,GAAG,CAAC,CAAC;AAClB;EACA,EAAE,KAAK,aAAa,KAAK,IAAI,GAAG;AAChC;EACA,GAAG,MAAM,KAAK,GAAG,aAAa,CAAC,KAAK,CAAC;EACrC,GAAG,OAAO,GAAG,aAAa,CAAC,OAAO,CAAC;AACnC;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AACtD;EACA,IAAI,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC7B,IAAI,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC7B,IAAI,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC7B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,KAAK,GAAG,gBAAgB,CAAC,KAAK,CAAC;EACxC,GAAG,OAAO,GAAG,gBAAgB,CAAC,OAAO,CAAC;AACtC;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,KAAK,CAAC,MAAM,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AAClE;EACA,IAAI,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EACpB,IAAI,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EACpB,IAAI,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,SAAS,GAAG,MAAM,QAAQ,EAAE,OAAO,EAAE,GAAG,KAAK,GAAG,qBAAqB,GAAG,qBAAqB,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC;EACtH,EAAE,SAAS,CAAC,OAAO,GAAG,OAAO,CAAC;AAC9B;EACA;AACA;EACA;AACA;EACA,EAAE,MAAM,iBAAiB,GAAG,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAChE;EACA,EAAE,KAAK,iBAAiB,GAAG,UAAU,CAAC,MAAM,EAAE,iBAAiB,EAAE,CAAC;AAClE;EACA;AACA;EACA,EAAE,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,GAAG;AAC5C;EACA,EAAE,MAAM,gBAAgB,GAAG,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC/D;EACA,EAAE,KAAK,gBAAgB,GAAG;AAC1B;EACA,GAAG,MAAM,aAAa,GAAG,QAAQ,CAAC,KAAK,CAAC;AACxC;EACA,GAAG,KAAK,aAAa,KAAK,IAAI,GAAG;AACjC;EACA;AACA;EACA,IAAI,KAAK,gBAAgB,CAAC,OAAO,GAAG,aAAa,CAAC,OAAO,GAAG;AAC5D;EACA,KAAK,wBAAwB,EAAE,QAAQ,EAAE,CAAC;AAC1C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,wBAAwB,EAAE,QAAQ,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,OAAO,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,GAAG,EAAE,GAAG;EACV,EAAE,MAAM,EAAE,MAAM;AAChB;EACA,EAAE,qBAAqB,EAAE,qBAAqB;AAC9C;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,0BAA0B,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,GAAG;AAC1E;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;EACA,CAAC,IAAI,IAAI,CAAC;AACV;EACA,CAAC,SAAS,OAAO,EAAE,KAAK,GAAG;AAC3B;EACA,EAAE,IAAI,GAAG,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,IAAI,IAAI,EAAE,eAAe,CAAC;AAC3B;EACA,CAAC,SAAS,QAAQ,EAAE,KAAK,GAAG;AAC5B;EACA,EAAE,IAAI,GAAG,KAAK,CAAC,IAAI,CAAC;EACpB,EAAE,eAAe,GAAG,KAAK,CAAC,eAAe,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,KAAK,EAAE,KAAK,GAAG;AACjC;EACA,EAAE,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,GAAG,eAAe,EAAE,CAAC;AAChE;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,GAAG;AACrD;EACA,EAAE,KAAK,SAAS,KAAK,CAAC,GAAG,OAAO;AAChC;EACA,EAAE,IAAI,SAAS,EAAE,UAAU,CAAC;AAC5B;EACA,EAAE,KAAK,QAAQ,GAAG;AAClB;EACA,GAAG,SAAS,GAAG,EAAE,CAAC;EAClB,GAAG,UAAU,GAAG,uBAAuB,CAAC;AACxC;EACA,GAAG,MAAM;AACT;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;EAC1D,GAAG,UAAU,GAAG,4BAA4B,CAAC;AAC7C;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,OAAO,CAAC,KAAK,EAAE,uIAAuI,EAAE,CAAC;EAC7J,IAAI,OAAO;AACX;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,SAAS,EAAE,UAAU,EAAE,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,GAAG,eAAe,EAAE,SAAS,EAAE,CAAC;AACnF;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;EACxB,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACtB,CAAC,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;AACxC;EACA,CAAC;AACD;EACA,SAAS,SAAS,EAAE,EAAE,GAAG;AACzB;EACA,CAAC,MAAM,MAAM,GAAG;EAChB,EAAE,UAAU,EAAE,CAAC;EACf,EAAE,QAAQ,EAAE,CAAC;EACb,EAAE,CAAC;AACH;EACA,CAAC,MAAM,MAAM,GAAG;EAChB,EAAE,KAAK,EAAE,CAAC;EACV,EAAE,KAAK,EAAE,CAAC;EACV,EAAE,SAAS,EAAE,CAAC;EACd,EAAE,MAAM,EAAE,CAAC;EACX,EAAE,KAAK,EAAE,CAAC;EACV,EAAE,CAAC;AACH;EACA,CAAC,SAAS,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,aAAa,GAAG;AAC/C;EACA,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC;AAClB;EACA,EAAE,SAAS,IAAI;AACf;EACA,GAAG,KAAK,CAAC;EACT,IAAI,MAAM,CAAC,SAAS,IAAI,aAAa,KAAK,KAAK,GAAG,CAAC,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,CAAC;EACT,IAAI,MAAM,CAAC,KAAK,IAAI,aAAa,KAAK,KAAK,GAAG,CAAC,EAAE,CAAC;EAClD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,CAAC;EACT,IAAI,MAAM,CAAC,KAAK,IAAI,aAAa,KAAK,KAAK,GAAG,CAAC,EAAE,CAAC;EAClD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,CAAC;EACT,IAAI,MAAM,CAAC,KAAK,IAAI,aAAa,GAAG,KAAK,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,CAAC;EACT,IAAI,MAAM,CAAC,MAAM,IAAI,aAAa,GAAG,KAAK,CAAC;EAC3C,IAAI,MAAM;AACV;EACA,GAAG;EACH,IAAI,OAAO,CAAC,KAAK,EAAE,qCAAqC,EAAE,IAAI,EAAE,CAAC;EACjE,IAAI,MAAM;AACV;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,KAAK,GAAG;AAClB;EACA,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC;EAClB,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;EACnB,EAAE,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC;EACvB,EAAE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;EACpB,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,QAAQ,EAAE,IAAI;EAChB,EAAE,SAAS,EAAE,IAAI;EACjB,EAAE,KAAK,EAAE,KAAK;EACd,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,CAAC,EAAE,CAAC,GAAG;AAC/B;EACA,CAAC,OAAO,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,CAAC,EAAE,CAAC,GAAG;AAClC;EACA,CAAC,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,EAAE,GAAG;AACjC;EACA,CAAC,MAAM,cAAc,GAAG,EAAE,CAAC;EAC3B,CAAC,MAAM,eAAe,GAAG,IAAI,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/C;EACA,CAAC,MAAM,cAAc,GAAG,EAAE,CAAC;AAC3B;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAChC;EACA,EAAE,cAAc,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,GAAG;AACxD;EACA,EAAE,MAAM,gBAAgB,GAAG,MAAM,CAAC,qBAAqB,CAAC;AACxD;EACA;EACA;AACA;EACA,EAAE,MAAM,MAAM,GAAG,gBAAgB,KAAK,SAAS,GAAG,CAAC,GAAG,gBAAgB,CAAC,MAAM,CAAC;AAC9E;EACA,EAAE,IAAI,UAAU,GAAG,cAAc,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AACjD;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA;AACA;EACA,GAAG,UAAU,GAAG,EAAE,CAAC;AACnB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,GAAG;AACvC;EACA,IAAI,UAAU,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG,cAAc,EAAE,QAAQ,CAAC,EAAE,EAAE,GAAG,UAAU,CAAC;AAC9C;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,GAAG;AACtC;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,GAAG,SAAS,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACtB,GAAG,SAAS,EAAE,CAAC,EAAE,GAAG,gBAAgB,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,UAAU,CAAC,IAAI,EAAE,gBAAgB,EAAE,CAAC;AACtC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,KAAK,CAAC,GAAG,MAAM,IAAI,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG;AAC7C;EACA,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD;EACA,IAAI,MAAM;AACV;EACA,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC,gBAAgB,CAAC;EACvD,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,cAAc,CAAC,IAAI,EAAE,aAAa,EAAE,CAAC;AACvC;EACA,EAAE,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,IAAI,QAAQ,CAAC,eAAe,CAAC,QAAQ,CAAC;EAClF,EAAE,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,IAAI,QAAQ,CAAC,eAAe,CAAC,MAAM,CAAC;AAChF;EACA,EAAE,IAAI,kBAAkB,GAAG,CAAC,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,MAAM,SAAS,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC;EACzC,GAAG,MAAM,KAAK,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,MAAM,KAAK,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,KAAK,KAAK,KAAK,MAAM,CAAC,gBAAgB,IAAI,KAAK,GAAG;AACrD;EACA,IAAI,KAAK,YAAY,IAAI,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,KAAK,YAAY,EAAE,KAAK,EAAE,GAAG;AAChG;EACA,KAAK,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,YAAY,EAAE,KAAK,EAAE,EAAE,CAAC;AACvE;EACA,KAAK;AACL;EACA,IAAI,KAAK,YAAY,IAAI,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,KAAK,YAAY,EAAE,KAAK,EAAE,GAAG;AAChG;EACA,KAAK,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,YAAY,EAAE,KAAK,EAAE,EAAE,CAAC;AACvE;EACA,KAAK;AACL;EACA,IAAI,eAAe,EAAE,CAAC,EAAE,GAAG,KAAK,CAAC;EACjC,IAAI,kBAAkB,IAAI,KAAK,CAAC;AAChC;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,YAAY,IAAI,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,KAAK,IAAI,GAAG;AAC/E;EACA,KAAK,QAAQ,CAAC,eAAe,EAAE,aAAa,GAAG,CAAC,EAAE,CAAC;AACnD;EACA,KAAK;AACL;EACA,IAAI,KAAK,YAAY,IAAI,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,KAAK,IAAI,GAAG;AAC/E;EACA,KAAK,QAAQ,CAAC,eAAe,EAAE,aAAa,GAAG,CAAC,EAAE,CAAC;AACnD;EACA,KAAK;AACL;EACA,IAAI,eAAe,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC7B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;EACA;EACA;EACA,EAAE,MAAM,kBAAkB,GAAG,QAAQ,CAAC,oBAAoB,GAAG,CAAC,GAAG,CAAC,GAAG,kBAAkB,CAAC;AACxF;EACA,EAAE,OAAO,CAAC,WAAW,EAAE,CAAC,QAAQ,EAAE,EAAE,EAAE,0BAA0B,EAAE,kBAAkB,EAAE,CAAC;EACvF,EAAE,OAAO,CAAC,WAAW,EAAE,CAAC,QAAQ,EAAE,EAAE,EAAE,uBAAuB,EAAE,eAAe,EAAE,CAAC;AACjF;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,MAAM,EAAE,MAAM;AAChB;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,EAAE,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,GAAG;AAC1D;EACA,CAAC,IAAI,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA,CAAC,SAAS,MAAM,EAAE,MAAM,GAAG;AAC3B;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC;AAClC;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EACnC,EAAE,MAAM,cAAc,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAC5D;EACA;AACA;EACA,EAAE,KAAK,SAAS,CAAC,GAAG,EAAE,cAAc,EAAE,KAAK,KAAK,GAAG;AACnD;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC;AACvC;EACA,GAAG,SAAS,CAAC,GAAG,EAAE,cAAc,EAAE,KAAK,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,eAAe,GAAG;AAChC;EACA,GAAG,KAAK,MAAM,CAAC,gBAAgB,EAAE,SAAS,EAAE,sBAAsB,EAAE,KAAK,KAAK,GAAG;AACjF;EACA,IAAI,MAAM,CAAC,gBAAgB,EAAE,SAAS,EAAE,sBAAsB,EAAE,CAAC;AACjE;EACA,IAAI;AACJ;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,GAAG,KAAK,MAAM,CAAC,aAAa,KAAK,IAAI,GAAG;AACxC;EACA,IAAI,UAAU,CAAC,MAAM,EAAE,MAAM,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,cAAc,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,GAAG;AACpB;EACA,EAAE,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,KAAK,GAAG;AAC1C;EACA,EAAE,MAAM,aAAa,GAAG,KAAK,CAAC,MAAM,CAAC;AACrC;EACA,EAAE,aAAa,CAAC,mBAAmB,EAAE,SAAS,EAAE,sBAAsB,EAAE,CAAC;AACzE;EACA,EAAE,UAAU,CAAC,MAAM,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC;AACpD;EACA,EAAE,KAAK,aAAa,CAAC,aAAa,KAAK,IAAI,GAAG,UAAU,CAAC,MAAM,EAAE,aAAa,CAAC,aAAa,EAAE,CAAC;AAC/F;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,OAAO,EAAE,OAAO;AAClB;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,MAAM,kBAAkB,SAAS,OAAO,CAAC;AACzC;EACA,CAAC,WAAW,EAAE,IAAI,GAAG,IAAI,EAAE,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,GAAG;AAC9D;EACA,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAChB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC9C;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;EACjC,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;AACjC;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,mBAAmB,CAAC;AACnC;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;EAC/B,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,kBAAkB,CAAC,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC;AACzD;EACA,MAAM,aAAa,SAAS,OAAO,CAAC;AACpC;EACA,CAAC,WAAW,EAAE,IAAI,GAAG,IAAI,EAAE,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,GAAG;AAC9D;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAChB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC9C;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;EACjC,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;AACjC;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,mBAAmB,CAAC;AACnC;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;EAC/B,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,aAAa,CAAC,SAAS,CAAC,eAAe,GAAG,IAAI,CAAC;AAC/C;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,MAAM,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC;EACnC,MAAM,mBAAmB,GAAG,IAAI,kBAAkB,EAAE,CAAC;EACrD,MAAM,cAAc,GAAG,IAAI,aAAa,EAAE,CAAC;EAC3C,MAAM,gBAAgB,GAAG,IAAI,WAAW,EAAE,CAAC;AAC3C;EACA;AACA;EACA;AACA;EACA,MAAM,aAAa,GAAG,EAAE,CAAC;EACzB,MAAM,aAAa,GAAG,EAAE,CAAC;AACzB;EACA;AACA;EACA,MAAM,SAAS,GAAG,IAAI,YAAY,EAAE,EAAE,EAAE,CAAC;EACzC,MAAM,SAAS,GAAG,IAAI,YAAY,EAAE,CAAC,EAAE,CAAC;EACxC,MAAM,SAAS,GAAG,IAAI,YAAY,EAAE,CAAC,EAAE,CAAC;AACxC;EACA;AACA;EACA,SAAS,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,SAAS,GAAG;AAC9C;EACA,CAAC,MAAM,SAAS,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,CAAC,KAAK,SAAS,IAAI,CAAC,IAAI,SAAS,GAAG,CAAC,GAAG,OAAO,KAAK,CAAC;EACrD;EACA;AACA;EACA,CAAC,MAAM,CAAC,GAAG,OAAO,GAAG,SAAS,CAAC;EAC/B,CAAC,IAAI,CAAC,GAAG,aAAa,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,CAAC,KAAK,CAAC,KAAK,SAAS,GAAG;AACxB;EACA,EAAE,CAAC,GAAG,IAAI,YAAY,EAAE,CAAC,EAAE,CAAC;EAC5B,EAAE,aAAa,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB;EACA,EAAE;AACF;EACA,CAAC,KAAK,OAAO,KAAK,CAAC,GAAG;AACtB;EACA,EAAE,SAAS,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC,KAAK,OAAO,EAAE,GAAG,CAAC,GAAG;AACrD;EACA,GAAG,MAAM,IAAI,SAAS,CAAC;EACvB,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC,OAAO,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,CAAC,CAAC;AACV;EACA,CAAC;AACD;EACA,SAAS,WAAW,EAAE,CAAC,EAAE,CAAC,GAAG;AAC7B;EACA,CAAC,KAAK,CAAC,CAAC,MAAM,KAAK,CAAC,CAAC,MAAM,GAAG,OAAO,KAAK,CAAC;AAC3C;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC9C;EACA,EAAE,KAAK,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,EAAE,CAAC,EAAE,GAAG,OAAO,KAAK,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC;AACD;EACA,SAAS,SAAS,EAAE,CAAC,EAAE,CAAC,GAAG;AAC3B;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC9C;EACA,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,aAAa,EAAE,QAAQ,EAAE,CAAC,GAAG;AACtC;EACA,CAAC,IAAI,CAAC,GAAG,aAAa,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,CAAC,KAAK,CAAC,KAAK,SAAS,GAAG;AACxB;EACA,EAAE,CAAC,GAAG,IAAI,UAAU,EAAE,CAAC,EAAE,CAAC;EAC1B,EAAE,aAAa,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB;EACA,EAAE;AACF;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClC;EACA,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,OAAO,CAAC,CAAC;AACV;EACA,CAAC;AACD;EACA;AACA;EACA;EACA;AACA;EACA;AACA;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,GAAG,OAAO;AAChC;EACA,CAAC,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,CAAC,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,GAAG;AAC1B;EACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,GAAG;AAClD;EACA,GAAG,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACvC;EACA,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,GAAG;AAC1B;EACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,GAAG;AACxE;EACA,GAAG,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AAC5C;EACA,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,GAAG;AACjC;EACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,GAAG;AACxE;EACA,GAAG,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AAC5C;EACA,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,GAAG;AAC1B;EACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,GAAG;AAC9F;EACA,GAAG,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACjD;EACA,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,GAAG;AAC7B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC;AAC7B;EACA,CAAC,KAAK,QAAQ,KAAK,SAAS,GAAG;AAC/B;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;EACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG,OAAO;AAC/C;EACA,EAAE,SAAS,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC5B;EACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC;AACrD;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,GAAG;AAC7B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC;AAC7B;EACA,CAAC,KAAK,QAAQ,KAAK,SAAS,GAAG;AAC/B;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;EACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG,OAAO;AAC/C;EACA,EAAE,SAAS,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC5B;EACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC;AACrD;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,GAAG;AAC7B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC;AAC7B;EACA,CAAC,KAAK,QAAQ,KAAK,SAAS,GAAG;AAC/B;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;EACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG,OAAO;AAC/C;EACA,EAAE,SAAS,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC5B;EACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC;AACrD;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,GAAG,OAAO;AAChC;EACA,CAAC,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,CAAC,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,CAAC;AACD;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,CAAC;AACD;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,GAAG,OAAO;AAChC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,CAAC;AACD;AACA;EACA;AACA;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AACvC;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC7C;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,IAAI,GAAG;AAC5B;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,IAAI,YAAY,EAAE,IAAI,EAAE,CAAC;AACtD;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AACzC;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC7C;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,IAAI,GAAG;AAC5B;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,CAAC,YAAY,EAAE,CAAC,IAAI,cAAc,EAAE,IAAI,EAAE,CAAC;AACpD;EACA,CAAC;AACD;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AACvC;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC7C;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,IAAI,GAAG;AAC5B;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,CAAC,kBAAkB,EAAE,CAAC,IAAI,gBAAgB,EAAE,IAAI,EAAE,CAAC;AAC5D;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AAC9C;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC7C;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,IAAI,GAAG;AAC5B;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC,IAAI,mBAAmB,EAAE,IAAI,EAAE,CAAC;AAC9D;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,iBAAiB,EAAE,IAAI,GAAG;AACnC;EACA,CAAC,SAAS,IAAI;AACd;EACA,EAAE,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;EAClC,EAAE,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;EAClC,EAAE,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;EAClC,EAAE,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;AAClC;EACA,EAAE,KAAK,MAAM,EAAE,OAAO,UAAU,CAAC;EACjC,EAAE,KAAK,MAAM,EAAE,OAAO,UAAU,CAAC;EACjC,EAAE,KAAK,MAAM,EAAE,OAAO,UAAU,CAAC;AACjC;EACA,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;EAC/C,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;EAC/C,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;EAC/C,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;AAC/C;EACA,EAAE,KAAK,MAAM,EAAE,OAAO,YAAY,CAAC;EACnC,EAAE,KAAK,MAAM,EAAE,OAAO,YAAY,CAAC;EACnC,EAAE,KAAK,MAAM,EAAE,OAAO,YAAY,CAAC;EACnC,EAAE,KAAK,MAAM,EAAE,OAAO,YAAY,CAAC;AACnC;EACA,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM;EACb,GAAG,OAAO,UAAU,CAAC;AACrB;EACA,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM;EACb,GAAG,OAAO,YAAY,CAAC;AACvB;EACA,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM;EACb,GAAG,OAAO,UAAU,CAAC;AACrB;EACA,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM;EACb,GAAG,OAAO,iBAAiB,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC;AACD;AACA;EACA;AACA;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,GAAG;AAClC;EACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,CAAC,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC/C;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,GAAG;AAClC;EACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,CAAC,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC/C;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,GAAG;AAClC;EACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AAC1C;EACA,CAAC,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC/C;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,GAAG;AACpC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,GAAG;AACpC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,GAAG;AACpC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,GAAG;AACpC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC;AACD;AACA;EACA;AACA;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AAC5C;EACA,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC;AACpB;EACA,CAAC,MAAM,KAAK,GAAG,aAAa,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClC;EACA,EAAE,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AAC5C;EACA,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC;AACpB;EACA,CAAC,MAAM,KAAK,GAAG,aAAa,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClC;EACA,EAAE,QAAQ,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,gBAAgB,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,kBAAkB,EAAE,IAAI,GAAG;AACpC;EACA,CAAC,SAAS,IAAI;AACd;EACA,EAAE,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;EACvC,EAAE,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;EACvC,EAAE,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;EACvC,EAAE,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;AACvC;EACA,EAAE,KAAK,MAAM,EAAE,OAAO,eAAe,CAAC;EACtC,EAAE,KAAK,MAAM,EAAE,OAAO,eAAe,CAAC;EACtC,EAAE,KAAK,MAAM,EAAE,OAAO,eAAe,CAAC;AACtC;EACA,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;EACpD,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;EACpD,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;EACpD,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;AACpD;EACA,EAAE,KAAK,MAAM,EAAE,OAAO,iBAAiB,CAAC;EACxC,EAAE,KAAK,MAAM,EAAE,OAAO,iBAAiB,CAAC;EACxC,EAAE,KAAK,MAAM,EAAE,OAAO,iBAAiB,CAAC;EACxC,EAAE,KAAK,MAAM,EAAE,OAAO,iBAAiB,CAAC;AACxC;EACA,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM;EACb,GAAG,OAAO,eAAe,CAAC;AAC1B;EACA,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM;EACb,GAAG,OAAO,eAAe,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,aAAa,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,GAAG;AAC/C;EACA,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;EACd,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EAClB,CAAC,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC;EACjB,CAAC,IAAI,CAAC,QAAQ,GAAG,iBAAiB,EAAE,UAAU,CAAC,IAAI,EAAE,CAAC;AACtD;EACA;AACA;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,GAAG;AAClD;EACA,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;EACd,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EAClB,CAAC,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC;EACjB,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,CAAC,IAAI,CAAC;EAC7B,CAAC,IAAI,CAAC,QAAQ,GAAG,kBAAkB,EAAE,UAAU,CAAC,IAAI,EAAE,CAAC;AACvD;EACA;AACA;EACA,CAAC;AACD;EACA,gBAAgB,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,IAAI,GAAG;AAC3D;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,IAAI,YAAY,YAAY,IAAI,KAAK,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM,GAAG;AACrE;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC/C;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC1B;EACA,CAAC,CAAC;AACF;EACA,SAAS,iBAAiB,EAAE,EAAE,GAAG;AACjC;EACA,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;AACd;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;EACf,CAAC,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;AACf;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,CAAC,QAAQ,GAAG,WAAW,EAAE,EAAE,KAAK,EAAE,QAAQ,GAAG;AACxE;EACA,CAAC,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;AACtB;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClD;EACA,EAAE,MAAM,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,CAAC;EACrB,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,EAAE,KAAK,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,QAAQ,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA;AACA;EACA,MAAM,UAAU,GAAG,qBAAqB,CAAC;AACzC;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,UAAU,EAAE,SAAS,EAAE,aAAa,GAAG;AAChD;EACA,CAAC,SAAS,CAAC,GAAG,CAAC,IAAI,EAAE,aAAa,EAAE,CAAC;EACrC,CAAC,SAAS,CAAC,GAAG,EAAE,aAAa,CAAC,EAAE,EAAE,GAAG,aAAa,CAAC;AACnD;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,UAAU,EAAE,IAAI,EAAE,SAAS,GAAG;AACrD;EACA,CAAC,MAAM,IAAI,GAAG,UAAU,CAAC,IAAI;EAC7B,EAAE,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC;AAC3B;EACA;EACA,CAAC,UAAU,CAAC,SAAS,GAAG,CAAC,CAAC;AAC1B;EACA,CAAC,QAAQ,IAAI,GAAG;AAChB;EACA,EAAE,MAAM,KAAK,GAAG,UAAU,CAAC,IAAI,EAAE,IAAI,EAAE;EACvC,GAAG,QAAQ,GAAG,UAAU,CAAC,SAAS,CAAC;AACnC;EACA,EAAE,IAAI,EAAE,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;EACtB,EAAE,MAAM,SAAS,GAAG,KAAK,EAAE,CAAC,EAAE,KAAK,GAAG;EACtC,GAAG,SAAS,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,EAAE,KAAK,SAAS,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAC/B;EACA,EAAE,KAAK,SAAS,KAAK,SAAS,IAAI,SAAS,KAAK,GAAG,IAAI,QAAQ,GAAG,CAAC,KAAK,UAAU,GAAG;AACrF;EACA;AACA;EACA,GAAG,UAAU,EAAE,SAAS,EAAE,SAAS,KAAK,SAAS;EACjD,IAAI,IAAI,aAAa,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE;EAC7C,IAAI,IAAI,gBAAgB,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE,EAAE,CAAC;AACnD;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,MAAM,GAAG,GAAG,SAAS,CAAC,GAAG,CAAC;EAC7B,GAAG,IAAI,IAAI,GAAG,GAAG,EAAE,EAAE,EAAE,CAAC;AACxB;EACA,GAAG,KAAK,IAAI,KAAK,SAAS,GAAG;AAC7B;EACA,IAAI,IAAI,GAAG,IAAI,iBAAiB,EAAE,EAAE,EAAE,CAAC;EACvC,IAAI,UAAU,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,GAAG,IAAI,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,aAAa,EAAE,EAAE,EAAE,OAAO,GAAG;AACtC;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;EACf,CAAC,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;AACf;EACA,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,mBAAmB,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;AACpD;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,MAAM,IAAI,GAAG,EAAE,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC,EAAE;EAChD,GAAG,IAAI,GAAG,EAAE,CAAC,kBAAkB,EAAE,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACtD;EACA,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,aAAa,CAAC,SAAS,CAAC,QAAQ,GAAG,WAAW,EAAE,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,GAAG;AAC1E;EACA,CAAC,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AAC5B;EACA,CAAC,KAAK,CAAC,KAAK,SAAS,GAAG,CAAC,CAAC,QAAQ,EAAE,EAAE,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC1D;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,EAAE,EAAE,MAAM,EAAE,IAAI,GAAG;AACpE;EACA,CAAC,MAAM,CAAC,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;AAC1B;EACA,CAAC,KAAK,CAAC,KAAK,SAAS,GAAG,IAAI,CAAC,QAAQ,EAAE,EAAE,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACrD;EACA,CAAC,CAAC;AACF;AACA;EACA;AACA;EACA,aAAa,CAAC,MAAM,GAAG,WAAW,EAAE,EAAE,GAAG,EAAE,MAAM,EAAE,QAAQ,GAAG;AAC9D;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClD;EACA,EAAE,MAAM,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE;EACpB,GAAG,CAAC,GAAG,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC;AACtB;EACA,EAAE,KAAK,CAAC,CAAC,WAAW,KAAK,KAAK,GAAG;AACjC;EACA;EACA,GAAG,CAAC,CAAC,QAAQ,EAAE,EAAE,EAAE,CAAC,CAAC,KAAK,EAAE,QAAQ,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,YAAY,GAAG,WAAW,GAAG,EAAE,MAAM,GAAG;AACtD;EACA,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC;AACd;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClD;EACA,EAAE,MAAM,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,CAAC;EACrB,EAAE,KAAK,CAAC,CAAC,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,EAAE;AACF;EACA,CAAC,OAAO,CAAC,CAAC;AACV;EACA,CAAC,CAAC;AACF;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,IAAI,EAAE,MAAM,GAAG;AACzC;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;EACnC,CAAC,EAAE,CAAC,aAAa,EAAE,MAAM,EAAE,CAAC;AAC5B;EACA,CAAC,OAAO,MAAM,CAAC;AACf;EACA,CAAC;AACD;EACA,IAAI,cAAc,GAAG,CAAC,CAAC;AACvB;EACA,SAAS,cAAc,EAAE,MAAM,GAAG;AAClC;EACA,CAAC,MAAM,KAAK,GAAG,MAAM,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC3C;EACA,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,IAAI,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,OAAO,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3B;EACA,CAAC;AACD;EACA,SAAS,qBAAqB,EAAE,QAAQ,GAAG;AAC3C;EACA,CAAC,SAAS,QAAQ;AAClB;EACA,EAAE,KAAK,cAAc;EACrB,GAAG,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,CAAC;EACpC,EAAE,KAAK,YAAY;EACnB,GAAG,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,CAAC;EAClC,EAAE,KAAK,YAAY;EACnB,GAAG,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,CAAC;EAClC,EAAE,KAAK,aAAa;EACpB,GAAG,OAAO,EAAE,MAAM,EAAE,gBAAgB,EAAE,CAAC;EACvC,EAAE,KAAK,cAAc;EACrB,GAAG,OAAO,EAAE,MAAM,EAAE,iBAAiB,EAAE,CAAC;EACxC,EAAE,KAAK,YAAY;EACnB,GAAG,OAAO,EAAE,MAAM,EAAE,kBAAkB,EAAE,CAAC;EACzC,EAAE,KAAK,aAAa;EACpB,GAAG,OAAO,EAAE,OAAO,EAAE,kCAAkC,EAAE,CAAC;EAC1D,EAAE,KAAK,cAAc;EACrB,GAAG,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,CAAC;EACpC,EAAE;EACF,GAAG,OAAO,CAAC,IAAI,EAAE,2CAA2C,EAAE,QAAQ,EAAE,CAAC;EACzE,GAAG,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,CAAC;AACpC;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,MAAM,EAAE,IAAI,GAAG;AAC7C;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC,kBAAkB,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;EACvD,CAAC,MAAM,GAAG,GAAG,EAAE,CAAC,gBAAgB,EAAE,MAAM,EAAE,CAAC,IAAI,EAAE,CAAC;AAClD;EACA,CAAC,KAAK,MAAM,IAAI,GAAG,KAAK,EAAE,GAAG,OAAO,EAAE,CAAC;AACvC;EACA;EACA;AACA;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AAC7C;EACA,CAAC,OAAO,2CAA2C,GAAG,IAAI,GAAG,IAAI,GAAG,GAAG,GAAG,cAAc,EAAE,MAAM,EAAE,CAAC;AACnG;EACA,CAAC;AACD;EACA,SAAS,wBAAwB,EAAE,YAAY,EAAE,QAAQ,GAAG;AAC5D;EACA,CAAC,MAAM,UAAU,GAAG,qBAAqB,EAAE,QAAQ,EAAE,CAAC;EACtD,CAAC,OAAO,OAAO,GAAG,YAAY,GAAG,0BAA0B,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,UAAU,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,KAAK,CAAC;AACrH;EACA,CAAC;AACD;EACA,SAAS,wBAAwB,EAAE,YAAY,EAAE,QAAQ,GAAG;AAC5D;EACA,CAAC,MAAM,UAAU,GAAG,qBAAqB,EAAE,QAAQ,EAAE,CAAC;EACtD,CAAC,OAAO,OAAO,GAAG,YAAY,GAAG,kCAAkC,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,KAAK,CAAC;AAChH;EACA,CAAC;AACD;EACA,SAAS,sBAAsB,EAAE,YAAY,EAAE,WAAW,GAAG;AAC7D;EACA,CAAC,IAAI,eAAe,CAAC;AACrB;EACA,CAAC,SAAS,WAAW;AACrB;EACA,EAAE,KAAK,iBAAiB;EACxB,GAAG,eAAe,GAAG,QAAQ,CAAC;EAC9B,GAAG,MAAM;AACT;EACA,EAAE,KAAK,mBAAmB;EAC1B,GAAG,eAAe,GAAG,UAAU,CAAC;EAChC,GAAG,MAAM;AACT;EACA,EAAE,KAAK,iBAAiB;EACxB,GAAG,eAAe,GAAG,iBAAiB,CAAC;EACvC,GAAG,MAAM;AACT;EACA,EAAE,KAAK,qBAAqB;EAC5B,GAAG,eAAe,GAAG,YAAY,CAAC;EAClC,GAAG,MAAM;AACT;EACA,EAAE,KAAK,iBAAiB;EACxB,GAAG,eAAe,GAAG,QAAQ,CAAC;EAC9B,GAAG,MAAM;AACT;EACA,EAAE;EACF,GAAG,OAAO,CAAC,IAAI,EAAE,8CAA8C,EAAE,WAAW,EAAE,CAAC;EAC/E,GAAG,eAAe,GAAG,QAAQ,CAAC;AAC9B;EACA,EAAE;AACF;EACA,CAAC,OAAO,OAAO,GAAG,YAAY,GAAG,0BAA0B,GAAG,eAAe,GAAG,yBAAyB,CAAC;AAC1G;EACA,CAAC;AACD;EACA,SAAS,kBAAkB,EAAE,UAAU,GAAG;AAC1C;EACA,CAAC,MAAM,MAAM,GAAG;EAChB,EAAE,EAAE,UAAU,CAAC,oBAAoB,IAAI,UAAU,CAAC,YAAY,IAAI,UAAU,CAAC,OAAO,IAAI,UAAU,CAAC,qBAAqB,IAAI,UAAU,CAAC,kBAAkB,IAAI,UAAU,CAAC,WAAW,IAAI,UAAU,CAAC,QAAQ,KAAK,UAAU,KAAK,iDAAiD,GAAG,EAAE;EACpR,EAAE,EAAE,UAAU,CAAC,kBAAkB,IAAI,UAAU,CAAC,sBAAsB,MAAM,UAAU,CAAC,0BAA0B,GAAG,uCAAuC,GAAG,EAAE;EAChK,EAAE,EAAE,UAAU,CAAC,oBAAoB,IAAI,UAAU,CAAC,4BAA4B,KAAK,0CAA0C,GAAG,EAAE;EAClI,EAAE,EAAE,UAAU,CAAC,yBAAyB,IAAI,UAAU,CAAC,MAAM,MAAM,UAAU,CAAC,iCAAiC,GAAG,+CAA+C,GAAG,EAAE;EACtK,EAAE,CAAC;AACH;EACA,CAAC,OAAO,MAAM,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACtD;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,OAAO,GAAG;AACpC;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;AACnB;EACA,CAAC,MAAM,MAAM,IAAI,IAAI,OAAO,GAAG;AAC/B;EACA,EAAE,MAAM,KAAK,GAAG,OAAO,EAAE,IAAI,EAAE,CAAC;AAChC;EACA,EAAE,KAAK,KAAK,KAAK,KAAK,GAAG,SAAS;AAClC;EACA,EAAE,MAAM,CAAC,IAAI,EAAE,UAAU,GAAG,IAAI,GAAG,GAAG,GAAG,KAAK,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC5B;EACA,CAAC;AACD;EACA,SAAS,uBAAuB,EAAE,EAAE,EAAE,OAAO,GAAG;AAChD;EACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC;AACvB;EACA,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,mBAAmB,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;AACpD;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAChC;EACA,EAAE,MAAM,IAAI,GAAG,EAAE,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC;EAChD,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACzB;EACA;AACA;EACA,EAAE,UAAU,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAC7D;EACA,EAAE;AACF;EACA,CAAC,OAAO,UAAU,CAAC;AACnB;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,MAAM,GAAG;AACnC;EACA,CAAC,OAAO,MAAM,KAAK,EAAE,CAAC;AACtB;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,MAAM,EAAE,UAAU,GAAG;AAChD;EACA,CAAC,OAAO,MAAM;EACd,GAAG,OAAO,EAAE,iBAAiB,EAAE,UAAU,CAAC,YAAY,EAAE;EACxD,GAAG,OAAO,EAAE,kBAAkB,EAAE,UAAU,CAAC,aAAa,EAAE;EAC1D,GAAG,OAAO,EAAE,uBAAuB,EAAE,UAAU,CAAC,iBAAiB,EAAE;EACnE,GAAG,OAAO,EAAE,mBAAmB,EAAE,UAAU,CAAC,cAAc,EAAE;EAC5D,GAAG,OAAO,EAAE,kBAAkB,EAAE,UAAU,CAAC,aAAa,EAAE;EAC1D,GAAG,OAAO,EAAE,wBAAwB,EAAE,UAAU,CAAC,kBAAkB,EAAE;EACrE,GAAG,OAAO,EAAE,yBAAyB,EAAE,UAAU,CAAC,mBAAmB,EAAE;EACvE,GAAG,OAAO,EAAE,0BAA0B,EAAE,UAAU,CAAC,oBAAoB,EAAE,CAAC;AAC1E;EACA,CAAC;AACD;EACA,SAAS,wBAAwB,EAAE,MAAM,EAAE,UAAU,GAAG;AACxD;EACA,CAAC,OAAO,MAAM;EACd,GAAG,OAAO,EAAE,sBAAsB,EAAE,UAAU,CAAC,iBAAiB,EAAE;EAClE,GAAG,OAAO,EAAE,wBAAwB,IAAI,UAAU,CAAC,iBAAiB,GAAG,UAAU,CAAC,mBAAmB,IAAI,CAAC;AAC1G;EACA,CAAC;AACD;EACA;AACA;EACA,MAAM,cAAc,GAAG,kCAAkC,CAAC;AAC1D;EACA,SAAS,eAAe,EAAE,MAAM,GAAG;AACnC;EACA,CAAC,OAAO,MAAM,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,CAAC;AAC1D;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,KAAK,EAAE,OAAO,GAAG;AAC3C;EACA,CAAC,MAAM,MAAM,GAAG,WAAW,EAAE,OAAO,EAAE,CAAC;AACvC;EACA,CAAC,KAAK,MAAM,KAAK,SAAS,GAAG;AAC7B;EACA,EAAE,MAAM,IAAI,KAAK,EAAE,4BAA4B,GAAG,OAAO,GAAG,GAAG,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC,OAAO,eAAe,EAAE,MAAM,EAAE,CAAC;AAClC;EACA,CAAC;AACD;EACA;AACA;EACA,MAAM,2BAA2B,GAAG,8FAA8F,CAAC;EACnI,MAAM,iBAAiB,GAAG,8IAA8I,CAAC;AACzK;EACA,SAAS,WAAW,EAAE,MAAM,GAAG;AAC/B;EACA,CAAC,OAAO,MAAM;EACd,GAAG,OAAO,EAAE,iBAAiB,EAAE,YAAY,EAAE;EAC7C,GAAG,OAAO,EAAE,2BAA2B,EAAE,sBAAsB,EAAE,CAAC;AAClE;EACA,CAAC;AACD;EACA,SAAS,sBAAsB,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,OAAO,GAAG;AAC9D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qHAAqH,EAAE,CAAC;EACvI,CAAC,OAAO,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,OAAO,EAAE,CAAC;AACnD;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,OAAO,GAAG;AACpD;EACA,CAAC,IAAI,MAAM,GAAG,EAAE,CAAC;AACjB;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,QAAQ,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,QAAQ,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC9D;EACA,EAAE,MAAM,IAAI,OAAO;EACnB,IAAI,OAAO,EAAE,cAAc,EAAE,IAAI,GAAG,CAAC,GAAG,IAAI,EAAE;EAC9C,IAAI,OAAO,EAAE,sBAAsB,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,EAAE;AACF;EACA,CAAC,OAAO,MAAM,CAAC;AACf;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,iBAAiB,EAAE,UAAU,GAAG;AACzC;EACA,CAAC,IAAI,eAAe,GAAG,YAAY,GAAG,UAAU,CAAC,SAAS,GAAG,qBAAqB,GAAG,UAAU,CAAC,SAAS,GAAG,OAAO,CAAC;AACpH;EACA,CAAC,KAAK,UAAU,CAAC,SAAS,KAAK,OAAO,GAAG;AACzC;EACA,EAAE,eAAe,IAAI,0BAA0B,CAAC;AAChD;EACA,EAAE,MAAM,KAAK,UAAU,CAAC,SAAS,KAAK,SAAS,GAAG;AAClD;EACA,EAAE,eAAe,IAAI,4BAA4B,CAAC;AAClD;EACA,EAAE,MAAM,KAAK,UAAU,CAAC,SAAS,KAAK,MAAM,GAAG;AAC/C;EACA,EAAE,eAAe,IAAI,yBAAyB,CAAC;AAC/C;EACA,EAAE;AACF;EACA,CAAC,OAAO,eAAe,CAAC;AACxB;EACA,CAAC;AACD;EACA,SAAS,2BAA2B,EAAE,UAAU,GAAG;AACnD;EACA,CAAC,IAAI,mBAAmB,GAAG,sBAAsB,CAAC;AAClD;EACA,CAAC,KAAK,UAAU,CAAC,aAAa,KAAK,YAAY,GAAG;AAClD;EACA,EAAE,mBAAmB,GAAG,oBAAoB,CAAC;AAC7C;EACA,EAAE,MAAM,KAAK,UAAU,CAAC,aAAa,KAAK,gBAAgB,GAAG;AAC7D;EACA,EAAE,mBAAmB,GAAG,yBAAyB,CAAC;AAClD;EACA,EAAE,MAAM,KAAK,UAAU,CAAC,aAAa,KAAK,YAAY,GAAG;AACzD;EACA,EAAE,mBAAmB,GAAG,oBAAoB,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,OAAO,mBAAmB,CAAC;AAC5B;EACA,CAAC;AACD;EACA,SAAS,wBAAwB,EAAE,UAAU,GAAG;AAChD;EACA,CAAC,IAAI,gBAAgB,GAAG,kBAAkB,CAAC;AAC3C;EACA,CAAC,KAAK,UAAU,CAAC,MAAM,GAAG;AAC1B;EACA,EAAE,SAAS,UAAU,CAAC,UAAU;AAChC;EACA,GAAG,KAAK,qBAAqB,CAAC;EAC9B,GAAG,KAAK,qBAAqB;EAC7B,IAAI,gBAAgB,GAAG,kBAAkB,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,uBAAuB,CAAC;EAChC,GAAG,KAAK,uBAAuB;EAC/B,IAAI,gBAAgB,GAAG,qBAAqB,CAAC;EAC7C,IAAI,MAAM;AACV;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,gBAAgB,CAAC;AACzB;EACA,CAAC;AACD;EACA,SAAS,wBAAwB,EAAE,UAAU,GAAG;AAChD;EACA,CAAC,IAAI,gBAAgB,GAAG,wBAAwB,CAAC;AACjD;EACA,CAAC,KAAK,UAAU,CAAC,MAAM,GAAG;AAC1B;EACA,EAAE,SAAS,UAAU,CAAC,UAAU;AAChC;EACA,GAAG,KAAK,qBAAqB,CAAC;EAC9B,GAAG,KAAK,uBAAuB;AAC/B;EACA,IAAI,gBAAgB,GAAG,wBAAwB,CAAC;EAChD,IAAI,MAAM;AACV;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,gBAAgB,CAAC;AACzB;EACA,CAAC;AACD;EACA,SAAS,4BAA4B,EAAE,UAAU,GAAG;AACpD;EACA,CAAC,IAAI,oBAAoB,GAAG,sBAAsB,CAAC;AACnD;EACA,CAAC,KAAK,UAAU,CAAC,MAAM,GAAG;AAC1B;EACA,EAAE,SAAS,UAAU,CAAC,OAAO;AAC7B;EACA,GAAG,KAAK,iBAAiB;EACzB,IAAI,oBAAoB,GAAG,0BAA0B,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,YAAY;EACpB,IAAI,oBAAoB,GAAG,qBAAqB,CAAC;EACjD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,YAAY;EACpB,IAAI,oBAAoB,GAAG,qBAAqB,CAAC;EACjD,IAAI,MAAM;AACV;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,oBAAoB,CAAC;AAC7B;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,aAAa,GAAG;AACvE;EACA,CAAC,MAAM,EAAE,GAAG,QAAQ,CAAC,UAAU,EAAE,CAAC;AAClC;EACA,CAAC,MAAM,OAAO,GAAG,UAAU,CAAC,OAAO,CAAC;AACpC;EACA,CAAC,IAAI,YAAY,GAAG,UAAU,CAAC,YAAY,CAAC;EAC5C,CAAC,IAAI,cAAc,GAAG,UAAU,CAAC,cAAc,CAAC;AAChD;EACA,CAAC,MAAM,mBAAmB,GAAG,2BAA2B,EAAE,UAAU,EAAE,CAAC;EACvE,CAAC,MAAM,gBAAgB,GAAG,wBAAwB,EAAE,UAAU,EAAE,CAAC;EACjE,CAAC,MAAM,gBAAgB,GAAG,wBAAwB,EAAE,UAAU,EAAE,CAAC;EACjE,CAAC,MAAM,oBAAoB,GAAG,4BAA4B,EAAE,UAAU,EAAE,CAAC;AACzE;AACA;EACA,CAAC,MAAM,iBAAiB,GAAG,EAAE,QAAQ,CAAC,WAAW,GAAG,CAAC,KAAK,QAAQ,CAAC,WAAW,GAAG,GAAG,CAAC;AACrF;EACA,CAAC,MAAM,gBAAgB,GAAG,UAAU,CAAC,QAAQ,GAAG,EAAE,GAAG,kBAAkB,EAAE,UAAU,EAAE,CAAC;AACtF;EACA,CAAC,MAAM,aAAa,GAAG,eAAe,EAAE,OAAO,EAAE,CAAC;AAClD;EACA,CAAC,MAAM,OAAO,GAAG,EAAE,CAAC,aAAa,EAAE,CAAC;AACpC;EACA,CAAC,IAAI,YAAY,EAAE,cAAc,CAAC;EAClC,CAAC,IAAI,aAAa,GAAG,UAAU,CAAC,WAAW,GAAG,WAAW,GAAG,UAAU,CAAC,WAAW,GAAG,IAAI,GAAG,EAAE,CAAC;AAC/F;EACA,CAAC,KAAK,UAAU,CAAC,mBAAmB,GAAG;AACvC;EACA,EAAE,YAAY,GAAG;AACjB;EACA,GAAG,aAAa;AAChB;EACA,GAAG,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,EAAE,KAAK,YAAY,CAAC,MAAM,GAAG,CAAC,GAAG;AACjC;EACA,GAAG,YAAY,IAAI,IAAI,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,cAAc,GAAG;AACnB;EACA,GAAG,gBAAgB;EACnB,GAAG,aAAa;AAChB;EACA,GAAG,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,EAAE,KAAK,cAAc,CAAC,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,GAAG,cAAc,IAAI,IAAI,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM;AACR;EACA,EAAE,YAAY,GAAG;AACjB;EACA,GAAG,iBAAiB,EAAE,UAAU,EAAE;AAClC;EACA,GAAG,sBAAsB,GAAG,UAAU,CAAC,UAAU;AACjD;EACA,GAAG,aAAa;AAChB;EACA,GAAG,UAAU,CAAC,UAAU,GAAG,wBAAwB,GAAG,EAAE;EACxD,GAAG,UAAU,CAAC,eAAe,GAAG,8BAA8B,GAAG,EAAE;AACnE;EACA,GAAG,UAAU,CAAC,sBAAsB,GAAG,yBAAyB,GAAG,EAAE;AACrE;EACA,GAAG,uBAAuB,GAAG,iBAAiB;AAC9C;EACA,GAAG,oBAAoB,GAAG,UAAU,CAAC,QAAQ;EAC7C,GAAG,EAAE,UAAU,CAAC,MAAM,IAAI,UAAU,CAAC,GAAG,KAAK,iBAAiB,GAAG,EAAE;EACnE,GAAG,EAAE,UAAU,CAAC,MAAM,IAAI,UAAU,CAAC,OAAO,KAAK,kBAAkB,GAAG,EAAE;AACxE;EACA,GAAG,UAAU,CAAC,GAAG,GAAG,iBAAiB,GAAG,EAAE;EAC1C,GAAG,UAAU,CAAC,MAAM,GAAG,oBAAoB,GAAG,EAAE;EAChD,GAAG,UAAU,CAAC,MAAM,GAAG,UAAU,GAAG,gBAAgB,GAAG,EAAE;EACzD,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;EACpD,GAAG,UAAU,CAAC,KAAK,GAAG,mBAAmB,GAAG,EAAE;EAC9C,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;EAC1D,GAAG,UAAU,CAAC,OAAO,GAAG,qBAAqB,GAAG,EAAE;EAClD,GAAG,UAAU,CAAC,SAAS,GAAG,uBAAuB,GAAG,EAAE;EACtD,GAAG,EAAE,UAAU,CAAC,SAAS,IAAI,UAAU,CAAC,oBAAoB,KAAK,+BAA+B,GAAG,EAAE;EACrG,GAAG,EAAE,UAAU,CAAC,SAAS,IAAI,UAAU,CAAC,qBAAqB,KAAK,gCAAgC,GAAG,EAAE;AACvG;EACA,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,qBAAqB,GAAG,oCAAoC,GAAG,EAAE;EAC/E,GAAG,UAAU,CAAC,kBAAkB,GAAG,iCAAiC,GAAG,EAAE;EACzE,GAAG,UAAU,CAAC,eAAe,IAAI,UAAU,CAAC,sBAAsB,GAAG,6BAA6B,GAAG,EAAE;EACvG,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;EAC1D,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;EACpD,GAAG,UAAU,CAAC,eAAe,GAAG,6BAA6B,GAAG,EAAE;AAClE;EACA,GAAG,UAAU,CAAC,cAAc,GAAG,qBAAqB,GAAG,EAAE;EACzD,GAAG,UAAU,CAAC,YAAY,GAAG,mBAAmB,GAAG,EAAE;EACrD,GAAG,UAAU,CAAC,YAAY,GAAG,yBAAyB,GAAG,EAAE;EAC3D,GAAG,UAAU,CAAC,SAAS,GAAG,gBAAgB,GAAG,EAAE;EAC/C,GAAG,UAAU,CAAC,aAAa,GAAG,yBAAyB,GAAG,EAAE;AAC5D;EACA,GAAG,UAAU,CAAC,WAAW,GAAG,qBAAqB,GAAG,EAAE;AACtD;EACA,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;EACpD,GAAG,UAAU,CAAC,gBAAgB,GAAG,sBAAsB,GAAG,EAAE;AAC5D;EACA,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,YAAY,IAAI,UAAU,CAAC,WAAW,KAAK,KAAK,GAAG,0BAA0B,GAAG,EAAE;EAChG,GAAG,UAAU,CAAC,WAAW,GAAG,sBAAsB,GAAG,EAAE;EACvD,GAAG,UAAU,CAAC,SAAS,GAAG,oBAAoB,GAAG,EAAE;AACnD;EACA,GAAG,UAAU,CAAC,gBAAgB,GAAG,uBAAuB,GAAG,EAAE;EAC7D,GAAG,UAAU,CAAC,gBAAgB,GAAG,UAAU,GAAG,mBAAmB,GAAG,EAAE;AACtE;EACA,GAAG,UAAU,CAAC,eAAe,GAAG,6BAA6B,GAAG,EAAE;AAClE;EACA,GAAG,UAAU,CAAC,sBAAsB,GAAG,yBAAyB,GAAG,EAAE;EACrE,GAAG,EAAE,UAAU,CAAC,sBAAsB,IAAI,UAAU,CAAC,0BAA0B,KAAK,6BAA6B,GAAG,EAAE;AACtH;EACA,GAAG,2BAA2B;EAC9B,GAAG,+BAA+B;EAClC,GAAG,gCAAgC;EACnC,GAAG,0BAA0B;EAC7B,GAAG,4BAA4B;EAC/B,GAAG,8BAA8B;EACjC,GAAG,8BAA8B;AACjC;EACA,GAAG,uBAAuB;AAC1B;EACA,GAAG,iCAAiC;AACpC;EACA,GAAG,QAAQ;AACX;EACA,GAAG,6BAA6B;AAChC;EACA,GAAG,gCAAgC;AACnC;EACA,GAAG,QAAQ;AACX;EACA,GAAG,0BAA0B;EAC7B,GAAG,wBAAwB;EAC3B,GAAG,oBAAoB;AACvB;EACA,GAAG,oBAAoB;AACvB;EACA,GAAG,0BAA0B;AAC7B;EACA,GAAG,QAAQ;AACX;EACA,GAAG,gCAAgC;AACnC;EACA,GAAG,wBAAwB;AAC3B;EACA,GAAG,4BAA4B;AAC/B;EACA,GAAG,wBAAwB;AAC3B;EACA,GAAG,QAAQ;AACX;EACA,GAAG,yBAAyB;AAC5B;EACA,GAAG,+BAA+B;EAClC,GAAG,+BAA+B;EAClC,GAAG,+BAA+B;EAClC,GAAG,+BAA+B;AAClC;EACA,GAAG,0BAA0B;AAC7B;EACA,GAAG,gCAAgC;EACnC,GAAG,gCAAgC;EACnC,GAAG,gCAAgC;EACnC,GAAG,gCAAgC;AACnC;EACA,GAAG,QAAQ;AACX;EACA,GAAG,gCAAgC;EACnC,GAAG,gCAAgC;EACnC,GAAG,gCAAgC;EACnC,GAAG,gCAAgC;AACnC;EACA,GAAG,SAAS;AACZ;EACA,GAAG,QAAQ;AACX;EACA,GAAG,qBAAqB;AACxB;EACA,GAAG,4BAA4B;EAC/B,GAAG,6BAA6B;AAChC;EACA,GAAG,QAAQ;AACX;EACA,GAAG,IAAI;AACP;EACA,GAAG,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,EAAE,cAAc,GAAG;AACnB;EACA,GAAG,gBAAgB;AACnB;EACA,GAAG,iBAAiB,EAAE,UAAU,EAAE;AAClC;EACA,GAAG,sBAAsB,GAAG,UAAU,CAAC,UAAU;AACjD;EACA,GAAG,aAAa;AAChB;EACA,GAAG,UAAU,CAAC,SAAS,GAAG,oBAAoB,GAAG,UAAU,CAAC,SAAS,KAAK,UAAU,CAAC,SAAS,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,EAAE,GAAG,EAAE;AACrH;EACA,GAAG,uBAAuB,GAAG,iBAAiB;AAC9C;EACA,GAAG,EAAE,UAAU,CAAC,MAAM,IAAI,UAAU,CAAC,GAAG,KAAK,iBAAiB,GAAG,EAAE;EACnE,GAAG,EAAE,UAAU,CAAC,MAAM,IAAI,UAAU,CAAC,OAAO,KAAK,kBAAkB,GAAG,EAAE;AACxE;EACA,GAAG,UAAU,CAAC,GAAG,GAAG,iBAAiB,GAAG,EAAE;EAC1C,GAAG,UAAU,CAAC,MAAM,GAAG,oBAAoB,GAAG,EAAE;EAChD,GAAG,UAAU,CAAC,MAAM,GAAG,oBAAoB,GAAG,EAAE;EAChD,GAAG,UAAU,CAAC,MAAM,GAAG,UAAU,GAAG,gBAAgB,GAAG,EAAE;EACzD,GAAG,UAAU,CAAC,MAAM,GAAG,UAAU,GAAG,gBAAgB,GAAG,EAAE;EACzD,GAAG,UAAU,CAAC,MAAM,GAAG,UAAU,GAAG,oBAAoB,GAAG,EAAE;EAC7D,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;EACpD,GAAG,UAAU,CAAC,KAAK,GAAG,mBAAmB,GAAG,EAAE;EAC9C,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;EAC1D,GAAG,UAAU,CAAC,OAAO,GAAG,qBAAqB,GAAG,EAAE;EAClD,GAAG,UAAU,CAAC,SAAS,GAAG,uBAAuB,GAAG,EAAE;EACtD,GAAG,EAAE,UAAU,CAAC,SAAS,IAAI,UAAU,CAAC,oBAAoB,KAAK,+BAA+B,GAAG,EAAE;EACrG,GAAG,EAAE,UAAU,CAAC,SAAS,IAAI,UAAU,CAAC,qBAAqB,KAAK,gCAAgC,GAAG,EAAE;EACvG,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,qBAAqB,GAAG,oCAAoC,GAAG,EAAE;EAC/E,GAAG,UAAU,CAAC,kBAAkB,GAAG,iCAAiC,GAAG,EAAE;EACzE,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;EAC1D,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;AACpD;EACA,GAAG,UAAU,CAAC,KAAK,GAAG,mBAAmB,GAAG,EAAE;EAC9C,GAAG,UAAU,CAAC,eAAe,GAAG,6BAA6B,GAAG,EAAE;AAClE;EACA,GAAG,UAAU,CAAC,cAAc,GAAG,qBAAqB,GAAG,EAAE;EACzD,GAAG,UAAU,CAAC,YAAY,IAAI,UAAU,CAAC,eAAe,GAAG,mBAAmB,GAAG,EAAE;EACnF,GAAG,UAAU,CAAC,YAAY,GAAG,yBAAyB,GAAG,EAAE;EAC3D,GAAG,UAAU,CAAC,SAAS,GAAG,gBAAgB,GAAG,EAAE;EAC/C,GAAG,UAAU,CAAC,aAAa,GAAG,yBAAyB,GAAG,EAAE;AAC5D;EACA,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;AAC1D;EACA,GAAG,UAAU,CAAC,WAAW,GAAG,qBAAqB,GAAG,EAAE;AACtD;EACA,GAAG,UAAU,CAAC,WAAW,GAAG,sBAAsB,GAAG,EAAE;EACvD,GAAG,UAAU,CAAC,SAAS,GAAG,oBAAoB,GAAG,EAAE;AACnD;EACA,GAAG,UAAU,CAAC,gBAAgB,GAAG,uBAAuB,GAAG,EAAE;EAC7D,GAAG,UAAU,CAAC,gBAAgB,GAAG,UAAU,GAAG,mBAAmB,GAAG,EAAE;AACtE;EACA,GAAG,UAAU,CAAC,kBAAkB,GAAG,6BAA6B,GAAG,EAAE;AACrE;EACA,GAAG,UAAU,CAAC,uBAAuB,GAAG,mCAAmC,GAAG,EAAE;AAChF;EACA,GAAG,UAAU,CAAC,sBAAsB,GAAG,yBAAyB,GAAG,EAAE;EACrE,GAAG,EAAE,UAAU,CAAC,sBAAsB,IAAI,UAAU,CAAC,0BAA0B,KAAK,6BAA6B,GAAG,EAAE;AACtH;EACA,GAAG,EAAE,EAAE,UAAU,CAAC,yBAAyB,IAAI,UAAU,CAAC,MAAM,MAAM,UAAU,CAAC,iCAAiC,KAAK,yBAAyB,GAAG,EAAE;AACrJ;EACA,GAAG,0BAA0B;EAC7B,GAAG,8BAA8B;EACjC,GAAG,8BAA8B;AACjC;EACA,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,aAAa,KAAK,sBAAsB,GAAG,EAAE;EAC7E,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,aAAa,KAAK,WAAW,EAAE,2BAA2B,EAAE,GAAG,EAAE;EACjG,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,aAAa,KAAK,sBAAsB,EAAE,aAAa,EAAE,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE;AACtH;EACA,GAAG,UAAU,CAAC,SAAS,GAAG,mBAAmB,GAAG,EAAE;AAClD;EACA,GAAG,WAAW,EAAE,yBAAyB,EAAE;EAC3C,GAAG,UAAU,CAAC,GAAG,GAAG,wBAAwB,EAAE,kBAAkB,EAAE,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE;EAC/F,GAAG,UAAU,CAAC,MAAM,GAAG,wBAAwB,EAAE,qBAAqB,EAAE,UAAU,CAAC,cAAc,EAAE,GAAG,EAAE;EACxG,GAAG,UAAU,CAAC,MAAM,GAAG,wBAAwB,EAAE,qBAAqB,EAAE,UAAU,CAAC,cAAc,EAAE,GAAG,EAAE;EACxG,GAAG,UAAU,CAAC,WAAW,GAAG,wBAAwB,EAAE,0BAA0B,EAAE,UAAU,CAAC,mBAAmB,EAAE,GAAG,EAAE;EACvH,GAAG,UAAU,CAAC,QAAQ,GAAG,wBAAwB,EAAE,uBAAuB,EAAE,UAAU,CAAC,gBAAgB,EAAE,GAAG,EAAE;EAC9G,GAAG,wBAAwB,EAAE,qBAAqB,EAAE,UAAU,CAAC,cAAc,EAAE;AAC/E;EACA,GAAG,UAAU,CAAC,YAAY,GAAG,wBAAwB,GAAG,UAAU,CAAC,YAAY,GAAG,EAAE;AACpF;EACA,GAAG,IAAI;AACP;EACA,GAAG,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,YAAY,GAAG,eAAe,EAAE,YAAY,EAAE,CAAC;EAChD,CAAC,YAAY,GAAG,gBAAgB,EAAE,YAAY,EAAE,UAAU,EAAE,CAAC;EAC7D,CAAC,YAAY,GAAG,wBAAwB,EAAE,YAAY,EAAE,UAAU,EAAE,CAAC;AACrE;EACA,CAAC,cAAc,GAAG,eAAe,EAAE,cAAc,EAAE,CAAC;EACpD,CAAC,cAAc,GAAG,gBAAgB,EAAE,cAAc,EAAE,UAAU,EAAE,CAAC;EACjE,CAAC,cAAc,GAAG,wBAAwB,EAAE,cAAc,EAAE,UAAU,EAAE,CAAC;AACzE;EACA,CAAC,YAAY,GAAG,WAAW,EAAE,YAAY,EAAE,CAAC;EAC5C,CAAC,cAAc,GAAG,WAAW,EAAE,cAAc,EAAE,CAAC;AAChD;EACA,CAAC,KAAK,UAAU,CAAC,QAAQ,IAAI,UAAU,CAAC,mBAAmB,KAAK,IAAI,GAAG;AACvE;EACA;AACA;EACA,EAAE,aAAa,GAAG,mBAAmB,CAAC;AACtC;EACA,EAAE,YAAY,GAAG;EACjB,GAAG,sBAAsB;EACzB,GAAG,qBAAqB;EACxB,GAAG,2BAA2B;EAC9B,GAAG,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG,IAAI,GAAG,YAAY,CAAC;AACvC;EACA,EAAE,cAAc,GAAG;EACnB,GAAG,oBAAoB;EACvB,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,KAAK,KAAK,EAAE,GAAG,8BAA8B;EAC7E,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,KAAK,KAAK,EAAE,GAAG,mCAAmC;EAClF,GAAG,sCAAsC;EACzC,GAAG,2BAA2B;EAC9B,GAAG,6BAA6B;EAChC,GAAG,mCAAmC;EACtC,GAAG,oCAAoC;EACvC,GAAG,4CAA4C;EAC/C,GAAG,sCAAsC;EACzC,GAAG,sCAAsC;EACzC,GAAG,8CAA8C;EACjD,GAAG,wCAAwC;EAC3C,GAAG,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG,IAAI,GAAG,cAAc,CAAC;AACzC;EACA,EAAE;AACF;EACA,CAAC,MAAM,UAAU,GAAG,aAAa,GAAG,YAAY,GAAG,YAAY,CAAC;EAChE,CAAC,MAAM,YAAY,GAAG,aAAa,GAAG,cAAc,GAAG,cAAc,CAAC;AACtE;EACA;EACA;AACA;EACA,CAAC,MAAM,cAAc,GAAG,WAAW,EAAE,EAAE,EAAE,KAAK,EAAE,UAAU,EAAE,CAAC;EAC7D,CAAC,MAAM,gBAAgB,GAAG,WAAW,EAAE,EAAE,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;AACjE;EACA,CAAC,EAAE,CAAC,YAAY,EAAE,OAAO,EAAE,cAAc,EAAE,CAAC;EAC5C,CAAC,EAAE,CAAC,YAAY,EAAE,OAAO,EAAE,gBAAgB,EAAE,CAAC;AAC9C;EACA;AACA;EACA,CAAC,KAAK,UAAU,CAAC,mBAAmB,KAAK,SAAS,GAAG;AACrD;EACA,EAAE,EAAE,CAAC,kBAAkB,EAAE,OAAO,EAAE,CAAC,EAAE,UAAU,CAAC,mBAAmB,EAAE,CAAC;AACtE;EACA,EAAE,MAAM,KAAK,UAAU,CAAC,YAAY,KAAK,IAAI,GAAG;AAChD;EACA;EACA,EAAE,EAAE,CAAC,kBAAkB,EAAE,OAAO,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,OAAO,EAAE,CAAC;AAC3B;EACA;EACA,CAAC,KAAK,QAAQ,CAAC,KAAK,CAAC,iBAAiB,GAAG;AACzC;EACA,EAAE,MAAM,UAAU,GAAG,EAAE,CAAC,iBAAiB,EAAE,OAAO,EAAE,CAAC,IAAI,EAAE,CAAC;EAC5D,EAAE,MAAM,SAAS,GAAG,EAAE,CAAC,gBAAgB,EAAE,cAAc,EAAE,CAAC,IAAI,EAAE,CAAC;EACjE,EAAE,MAAM,WAAW,GAAG,EAAE,CAAC,gBAAgB,EAAE,gBAAgB,EAAE,CAAC,IAAI,EAAE,CAAC;AACrE;EACA,EAAE,IAAI,QAAQ,GAAG,IAAI,CAAC;EACtB,EAAE,IAAI,eAAe,GAAG,IAAI,CAAC;AAC7B;EACA,EAAE,KAAK,EAAE,CAAC,mBAAmB,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AAC5D;EACA,GAAG,QAAQ,GAAG,KAAK,CAAC;AACpB;EACA,GAAG,MAAM,YAAY,GAAG,eAAe,EAAE,EAAE,EAAE,cAAc,EAAE,QAAQ,EAAE,CAAC;EACxE,GAAG,MAAM,cAAc,GAAG,eAAe,EAAE,EAAE,EAAE,gBAAgB,EAAE,UAAU,EAAE,CAAC;AAC9E;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,oCAAoC,EAAE,EAAE,CAAC,QAAQ,EAAE,EAAE,OAAO,EAAE,EAAE,CAAC,mBAAmB,EAAE,OAAO,EAAE,KAAK,EAAE,EAAE,sBAAsB,EAAE,UAAU,EAAE,YAAY,EAAE,cAAc,EAAE,CAAC;AAC7L;EACA,GAAG,MAAM,KAAK,UAAU,KAAK,EAAE,GAAG;AAClC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4CAA4C,EAAE,UAAU,EAAE,CAAC;AAC5E;EACA,GAAG,MAAM,KAAK,SAAS,KAAK,EAAE,IAAI,WAAW,KAAK,EAAE,GAAG;AACvD;EACA,GAAG,eAAe,GAAG,KAAK,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,KAAK,eAAe,GAAG;AACzB;EACA,GAAG,IAAI,CAAC,WAAW,GAAG;AACtB;EACA,IAAI,QAAQ,EAAE,QAAQ;AACtB;EACA,IAAI,UAAU,EAAE,UAAU;AAC1B;EACA,IAAI,YAAY,EAAE;AAClB;EACA,KAAK,GAAG,EAAE,SAAS;EACnB,KAAK,MAAM,EAAE,YAAY;AACzB;EACA,KAAK;AACL;EACA,IAAI,cAAc,EAAE;AACpB;EACA,KAAK,GAAG,EAAE,WAAW;EACrB,KAAK,MAAM,EAAE,cAAc;AAC3B;EACA,KAAK;AACL;EACA,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA;EACA;EACA;AACA;EACA,CAAC,EAAE,CAAC,YAAY,EAAE,cAAc,EAAE,CAAC;EACnC,CAAC,EAAE,CAAC,YAAY,EAAE,gBAAgB,EAAE,CAAC;AACrC;EACA;AACA;EACA,CAAC,IAAI,cAAc,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,YAAY;AAChC;EACA,EAAE,KAAK,cAAc,KAAK,SAAS,GAAG;AACtC;EACA,GAAG,cAAc,GAAG,IAAI,aAAa,EAAE,EAAE,EAAE,OAAO,EAAE,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,OAAO,cAAc,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,gBAAgB,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;EACA,EAAE,KAAK,gBAAgB,KAAK,SAAS,GAAG;AACxC;EACA,GAAG,gBAAgB,GAAG,uBAAuB,EAAE,EAAE,EAAE,OAAO,EAAE,CAAC;AAC7D;EACA,GAAG;AACH;EACA,EAAE,OAAO,gBAAgB,CAAC;AAC1B;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,YAAY;AAC5B;EACA,EAAE,aAAa,CAAC,sBAAsB,EAAE,IAAI,EAAE,CAAC;AAC/C;EACA,EAAE,EAAE,CAAC,aAAa,EAAE,OAAO,EAAE,CAAC;EAC9B,EAAE,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;AAC3B;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,CAAC,UAAU,CAAC;EACnC,CAAC,IAAI,CAAC,EAAE,GAAG,cAAc,GAAG,CAAC;EAC7B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;EACpB,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;EACxB,CAAC,IAAI,CAAC,YAAY,GAAG,cAAc,CAAC;EACpC,CAAC,IAAI,CAAC,cAAc,GAAG,gBAAgB,CAAC;AACxC;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,YAAY,EAAE,aAAa,EAAE,QAAQ,GAAG;AAChG;EACA,CAAC,MAAM,QAAQ,GAAG,EAAE,CAAC;AACrB;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;EACxC,CAAC,MAAM,sBAAsB,GAAG,YAAY,CAAC,sBAAsB,CAAC;EACpE,CAAC,MAAM,mBAAmB,GAAG,YAAY,CAAC,mBAAmB,CAAC;EAC9D,CAAC,MAAM,iBAAiB,GAAG,YAAY,CAAC,iBAAiB,CAAC;EAC1D,CAAC,MAAM,cAAc,GAAG,YAAY,CAAC,cAAc,CAAC;AACpD;EACA,CAAC,IAAI,SAAS,GAAG,YAAY,CAAC,SAAS,CAAC;AACxC;EACA,CAAC,MAAM,SAAS,GAAG;EACnB,EAAE,iBAAiB,EAAE,OAAO;EAC5B,EAAE,oBAAoB,EAAE,cAAc;EACtC,EAAE,kBAAkB,EAAE,QAAQ;EAC9B,EAAE,iBAAiB,EAAE,OAAO;EAC5B,EAAE,mBAAmB,EAAE,SAAS;EAChC,EAAE,iBAAiB,EAAE,OAAO;EAC5B,EAAE,gBAAgB,EAAE,MAAM;EAC1B,EAAE,oBAAoB,EAAE,UAAU;EAClC,EAAE,oBAAoB,EAAE,UAAU;EAClC,EAAE,kBAAkB,EAAE,QAAQ;EAC9B,EAAE,iBAAiB,EAAE,OAAO;EAC5B,EAAE,kBAAkB,EAAE,QAAQ;EAC9B,EAAE,cAAc,EAAE,QAAQ;EAC1B,EAAE,cAAc,EAAE,QAAQ;EAC1B,EAAE,cAAc,EAAE,QAAQ;EAC1B,EAAE,CAAC;AACH;EACA,CAAC,MAAM,cAAc,GAAG;EACxB,EAAE,WAAW,EAAE,UAAU,EAAE,wBAAwB,EAAE,gBAAgB,EAAE,YAAY,EAAE,iBAAiB;EACtG,EAAE,KAAK,EAAE,aAAa,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,YAAY,EAAE,gBAAgB,EAAE,cAAc;EAC5G,EAAE,UAAU,EAAE,kBAAkB,EAAE,OAAO,EAAE,aAAa,EAAE,qBAAqB,EAAE,SAAS,EAAE,WAAW,EAAE,sBAAsB,EAAE,uBAAuB,EAAE,cAAc,EAAE,uBAAuB,EAAE,oBAAoB,EAAE,iBAAiB,EAAE,aAAa;EACzP,EAAE,cAAc,EAAE,cAAc,EAAE,aAAa;EAC/C,EAAE,UAAU,EAAE,SAAS,EAAE,cAAc,EAAE,cAAc,EAAE,gBAAgB,EAAE,WAAW,EAAE,eAAe,EAAE,KAAK,EAAE,QAAQ,EAAE,SAAS;EACnI,EAAE,aAAa,EAAE,iBAAiB,EAAE,wBAAwB,EAAE,UAAU;EACxE,EAAE,UAAU,EAAE,kBAAkB,EAAE,cAAc,EAAE,cAAc,EAAE,oBAAoB;EACtF,EAAE,cAAc,EAAE,gBAAgB,EAAE,eAAe,EAAE,eAAe,EAAE,mBAAmB;EACzF,EAAE,oBAAoB,EAAE,sBAAsB,EAAE,qBAAqB;EACrE,EAAE,kBAAkB,EAAE,eAAe,EAAE,aAAa,EAAE,yBAAyB;EAC/E,EAAE,WAAW,EAAE,aAAa,EAAE,WAAW,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,cAAc,EAAE,WAAW;EAClH,EAAE,OAAO,EAAE,iBAAiB;EAC5B,EAAE,CAAC;AACH;EACA,CAAC,SAAS,WAAW,EAAE,MAAM,GAAG;AAChC;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EACnC,EAAE,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AAC/B;EACA,EAAE,KAAK,mBAAmB,GAAG;AAC7B;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG,MAAM;AACT;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,GAAG,MAAM,eAAe,GAAG,iBAAiB,CAAC;EAC7C,GAAG,MAAM,eAAe,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,eAAe,GAAG,EAAE,KAAK,CAAC,EAAE,CAAC;AACtE;EACA,GAAG,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,EAAE,eAAe,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AAC9D;EACA,GAAG,KAAK,QAAQ,GAAG,KAAK,CAAC,MAAM,GAAG;AAClC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,oCAAoC,GAAG,KAAK,CAAC,MAAM,GAAG,4BAA4B,GAAG,QAAQ,GAAG,GAAG,EAAE,CAAC;EACxH,IAAI,OAAO,CAAC,CAAC;AACb;EACA,IAAI;AACJ;EACA,GAAG,OAAO,QAAQ,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,yBAAyB,EAAE,GAAG,GAAG;AAC3C;EACA,EAAE,IAAI,QAAQ,CAAC;AACf;EACA,EAAE,KAAK,GAAG,IAAI,GAAG,CAAC,SAAS,GAAG;AAC9B;EACA,GAAG,QAAQ,GAAG,GAAG,CAAC,QAAQ,CAAC;AAC3B;EACA,GAAG,MAAM,KAAK,GAAG,IAAI,GAAG,CAAC,mBAAmB,GAAG;AAC/C;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4HAA4H,EAAE,CAAC;EAChJ,GAAG,QAAQ,GAAG,GAAG,CAAC,OAAO,CAAC,QAAQ,CAAC;AACnC;EACA,GAAG,MAAM;AACT;EACA,GAAG,QAAQ,GAAG,cAAc,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC,SAAS,aAAa,EAAE,QAAQ,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG;AACpE;EACA,EAAE,MAAM,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC;EACxB,EAAE,MAAM,WAAW,GAAG,QAAQ,CAAC,sBAAsB,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;AACjF;EACA,EAAE,MAAM,MAAM,GAAG,QAAQ,CAAC,GAAG,EAAE,QAAQ,CAAC,MAAM,IAAI,WAAW,EAAE,CAAC;AAChE;EACA,EAAE,MAAM,QAAQ,GAAG,SAAS,EAAE,QAAQ,CAAC,IAAI,EAAE,CAAC;AAC9C;EACA;EACA;AACA;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,aAAa,GAAG,WAAW,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC;AACpE;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,SAAS,GAAG,YAAY,CAAC,eAAe,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;AAClE;EACA,GAAG,KAAK,SAAS,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC3C;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,mCAAmC,EAAE,QAAQ,CAAC,SAAS,EAAE,sBAAsB,EAAE,SAAS,EAAE,UAAU,EAAE,CAAC;AAC3H;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,IAAI,YAAY,EAAE,cAAc,CAAC;AACnC;EACA,EAAE,KAAK,QAAQ,GAAG;AAClB;EACA,GAAG,MAAM,MAAM,GAAG,SAAS,EAAE,QAAQ,EAAE,CAAC;AACxC;EACA,GAAG,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EACtC,GAAG,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC1C;EACA,GAAG,MAAM;AACT;EACA,GAAG,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;EACxC,GAAG,cAAc,GAAG,QAAQ,CAAC,cAAc,CAAC;AAC5C;EACA,GAAG;AACH;EACA,EAAE,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;AACzD;EACA,EAAE,MAAM,UAAU,GAAG;AACrB;EACA,GAAG,QAAQ,EAAE,QAAQ;AACrB;EACA,GAAG,QAAQ,EAAE,QAAQ;EACrB,GAAG,UAAU,EAAE,QAAQ,CAAC,IAAI;AAC5B;EACA,GAAG,YAAY,EAAE,YAAY;EAC7B,GAAG,cAAc,EAAE,cAAc;EACjC,GAAG,OAAO,EAAE,QAAQ,CAAC,OAAO;AAC5B;EACA,GAAG,mBAAmB,EAAE,QAAQ,CAAC,mBAAmB,KAAK,IAAI;EAC7D,GAAG,WAAW,EAAE,QAAQ,CAAC,WAAW;AACpC;EACA,GAAG,SAAS,EAAE,SAAS;AACvB;EACA,GAAG,UAAU,EAAE,MAAM,CAAC,eAAe,KAAK,IAAI;EAC9C,GAAG,eAAe,EAAE,MAAM,CAAC,eAAe,KAAK,IAAI,IAAI,MAAM,CAAC,aAAa,KAAK,IAAI;AACpF;EACA,GAAG,sBAAsB,EAAE,cAAc;EACzC,GAAG,cAAc,EAAE,EAAE,mBAAmB,KAAK,IAAI,KAAK,yBAAyB,EAAE,mBAAmB,CAAC,OAAO,EAAE,GAAG,QAAQ,CAAC,cAAc;EACxI,GAAG,GAAG,EAAE,CAAC,EAAE,QAAQ,CAAC,GAAG;EACvB,GAAG,WAAW,EAAE,yBAAyB,EAAE,QAAQ,CAAC,GAAG,EAAE;EACzD,GAAG,MAAM,EAAE,CAAC,EAAE,QAAQ,CAAC,MAAM;EAC7B,GAAG,cAAc,EAAE,yBAAyB,EAAE,QAAQ,CAAC,MAAM,EAAE;EAC/D,GAAG,MAAM,EAAE,CAAC,EAAE,MAAM;EACpB,GAAG,UAAU,EAAE,MAAM,IAAI,MAAM,CAAC,OAAO;EACvC,GAAG,cAAc,EAAE,yBAAyB,EAAE,MAAM,EAAE;EACtD,GAAG,YAAY,EAAE,EAAE,CAAC,EAAE,MAAM,QAAQ,EAAE,MAAM,CAAC,OAAO,KAAK,uBAAuB,QAAQ,MAAM,CAAC,OAAO,KAAK,uBAAuB,EAAE,EAAE;EACtI,GAAG,QAAQ,EAAE,CAAC,EAAE,QAAQ,CAAC,QAAQ;EACjC,GAAG,gBAAgB,EAAE,yBAAyB,EAAE,QAAQ,CAAC,QAAQ,EAAE;EACnE,GAAG,KAAK,EAAE,CAAC,EAAE,QAAQ,CAAC,KAAK;EAC3B,GAAG,WAAW,EAAE,CAAC,EAAE,QAAQ,CAAC,WAAW;EACvC,GAAG,mBAAmB,EAAE,yBAAyB,EAAE,QAAQ,CAAC,WAAW,EAAE;EACzE,GAAG,OAAO,EAAE,CAAC,EAAE,QAAQ,CAAC,OAAO;EAC/B,GAAG,SAAS,EAAE,CAAC,EAAE,QAAQ,CAAC,SAAS;EACnC,GAAG,oBAAoB,EAAE,QAAQ,CAAC,aAAa,KAAK,oBAAoB;EACxE,GAAG,qBAAqB,EAAE,QAAQ,CAAC,aAAa,KAAK,qBAAqB;EAC1E,GAAG,YAAY,EAAE,CAAC,EAAE,QAAQ,CAAC,YAAY;EACzC,GAAG,qBAAqB,EAAE,CAAC,EAAE,QAAQ,CAAC,qBAAqB;EAC3D,GAAG,kBAAkB,EAAE,CAAC,EAAE,QAAQ,CAAC,kBAAkB;EACrD,GAAG,eAAe,EAAE,CAAC,EAAE,QAAQ,CAAC,eAAe;EAC/C,GAAG,YAAY,EAAE,CAAC,EAAE,QAAQ,CAAC,YAAY;EACzC,GAAG,YAAY,EAAE,CAAC,EAAE,QAAQ,CAAC,YAAY;EACzC,GAAG,WAAW,EAAE,CAAC,EAAE,QAAQ,CAAC,WAAW;EACvC,GAAG,QAAQ,EAAE,CAAC,EAAE,QAAQ,CAAC,QAAQ;AACjC;EACA,GAAG,WAAW,EAAE,CAAC,EAAE,QAAQ,CAAC,WAAW;AACvC;EACA,GAAG,KAAK,EAAE,CAAC,EAAE,QAAQ,CAAC,KAAK;AAC3B;EACA,GAAG,eAAe,EAAE,CAAC,EAAE,QAAQ,CAAC,eAAe;AAC/C;EACA,GAAG,OAAO,EAAE,QAAQ,CAAC,OAAO;AAC5B;EACA,GAAG,cAAc,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,cAAc,EAAE;EACpE,GAAG,YAAY,EAAE,QAAQ,CAAC,YAAY;EACtC,GAAG,YAAY,EAAE,QAAQ,CAAC,YAAY,KAAK,IAAI,IAAI,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,IAAI,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,QAAQ,KAAK,CAAC;EACtI,GAAG,SAAS,EAAE,CAAC,EAAE,QAAQ,CAAC,GAAG,IAAI,CAAC,EAAE,QAAQ,CAAC,OAAO,IAAI,CAAC,EAAE,QAAQ,CAAC,SAAS,IAAI,CAAC,EAAE,QAAQ,CAAC,WAAW,IAAI,CAAC,EAAE,QAAQ,CAAC,QAAQ,IAAI,CAAC,EAAE,QAAQ,CAAC,WAAW,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,qBAAqB,IAAI,CAAC,EAAE,QAAQ,CAAC,kBAAkB,IAAI,CAAC,EAAE,QAAQ,CAAC,eAAe,IAAI,CAAC,EAAE,QAAQ,CAAC,eAAe;EACpX,GAAG,aAAa,EAAE,IAAI,CAAC,EAAE,QAAQ,CAAC,GAAG,IAAI,CAAC,EAAE,QAAQ,CAAC,OAAO,IAAI,CAAC,EAAE,QAAQ,CAAC,SAAS,IAAI,CAAC,EAAE,QAAQ,CAAC,WAAW,IAAI,CAAC,EAAE,QAAQ,CAAC,QAAQ,IAAI,CAAC,EAAE,QAAQ,CAAC,WAAW,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,kBAAkB,IAAI,CAAC,EAAE,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,EAAE,QAAQ,CAAC,eAAe;AAC7T;EACA,GAAG,GAAG,EAAE,CAAC,EAAE,GAAG;EACd,GAAG,MAAM,EAAE,QAAQ,CAAC,GAAG;EACvB,GAAG,OAAO,IAAI,GAAG,IAAI,GAAG,CAAC,SAAS,EAAE;AACpC;EACA,GAAG,WAAW,EAAE,CAAC,EAAE,QAAQ,CAAC,WAAW;AACvC;EACA,GAAG,eAAe,EAAE,QAAQ,CAAC,eAAe;EAC5C,GAAG,sBAAsB,EAAE,sBAAsB;AACjD;EACA,GAAG,QAAQ,EAAE,QAAQ,CAAC,QAAQ,IAAI,QAAQ,GAAG,CAAC;EAC9C,GAAG,QAAQ,EAAE,QAAQ;EACrB,GAAG,gBAAgB,EAAE,mBAAmB;AACxC;EACA,GAAG,YAAY,EAAE,QAAQ,CAAC,YAAY;EACtC,GAAG,YAAY,EAAE,QAAQ,CAAC,YAAY;AACtC;EACA,GAAG,YAAY,EAAE,MAAM,CAAC,WAAW,CAAC,MAAM;EAC1C,GAAG,cAAc,EAAE,MAAM,CAAC,KAAK,CAAC,MAAM;EACtC,GAAG,aAAa,EAAE,MAAM,CAAC,IAAI,CAAC,MAAM;EACpC,GAAG,iBAAiB,EAAE,MAAM,CAAC,QAAQ,CAAC,MAAM;EAC5C,GAAG,aAAa,EAAE,MAAM,CAAC,IAAI,CAAC,MAAM;AACpC;EACA,GAAG,kBAAkB,EAAE,MAAM,CAAC,oBAAoB,CAAC,MAAM;EACzD,GAAG,oBAAoB,EAAE,MAAM,CAAC,cAAc,CAAC,MAAM;EACrD,GAAG,mBAAmB,EAAE,MAAM,CAAC,aAAa,CAAC,MAAM;AACnD;EACA,GAAG,iBAAiB,EAAE,QAAQ,CAAC,SAAS;EACxC,GAAG,mBAAmB,EAAE,QAAQ,CAAC,eAAe;AAChD;EACA,GAAG,SAAS,EAAE,QAAQ,CAAC,SAAS;AAChC;EACA,GAAG,gBAAgB,EAAE,QAAQ,CAAC,SAAS,CAAC,OAAO,IAAI,OAAO,CAAC,MAAM,GAAG,CAAC;EACrE,GAAG,aAAa,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI;AACzC;EACA,GAAG,WAAW,EAAE,QAAQ,CAAC,UAAU,GAAG,QAAQ,CAAC,WAAW,GAAG,aAAa;EAC1E,GAAG,uBAAuB,EAAE,QAAQ,CAAC,uBAAuB;AAC5D;EACA,GAAG,kBAAkB,EAAE,QAAQ,CAAC,kBAAkB;AAClD;EACA,GAAG,SAAS,EAAE,QAAQ,CAAC,SAAS;EAChC,GAAG,WAAW,EAAE,QAAQ,CAAC,IAAI,KAAK,UAAU;EAC5C,GAAG,SAAS,EAAE,QAAQ,CAAC,IAAI,KAAK,QAAQ;AACxC;EACA,GAAG,YAAY,EAAE,EAAE,QAAQ,CAAC,YAAY,KAAK,SAAS,KAAK,QAAQ,CAAC,YAAY,GAAG,KAAK;AACxF;EACA,GAAG,mBAAmB,EAAE,QAAQ,CAAC,mBAAmB;AACpD;EACA,GAAG,oBAAoB,EAAE,QAAQ,CAAC,UAAU,IAAI,QAAQ,CAAC,UAAU,CAAC,WAAW;EAC/E,GAAG,kBAAkB,EAAE,QAAQ,CAAC,UAAU,IAAI,QAAQ,CAAC,UAAU,CAAC,SAAS;EAC3E,GAAG,oBAAoB,EAAE,QAAQ,CAAC,UAAU,IAAI,QAAQ,CAAC,UAAU,CAAC,WAAW;EAC/E,GAAG,yBAAyB,EAAE,QAAQ,CAAC,UAAU,IAAI,QAAQ,CAAC,UAAU,CAAC,gBAAgB;AACzF;EACA,GAAG,0BAA0B,EAAE,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,gBAAgB,EAAE;EAC7E,GAAG,4BAA4B,EAAE,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,oBAAoB,EAAE;EACnF,GAAG,iCAAiC,EAAE,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE;AAC5F;EACA,GAAG,qBAAqB,EAAE,QAAQ,CAAC,qBAAqB,EAAE;AAC1D;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,UAAU,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,SAAS,kBAAkB,EAAE,UAAU,GAAG;AAC3C;EACA,EAAE,MAAM,KAAK,GAAG,EAAE,CAAC;AACnB;EACA,EAAE,KAAK,UAAU,CAAC,QAAQ,GAAG;AAC7B;EACA,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,QAAQ,EAAE,CAAC;AACrC;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,cAAc,EAAE,CAAC;EAC3C,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,YAAY,EAAE,CAAC;AACzC;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,CAAC,OAAO,KAAK,SAAS,GAAG;AAC1C;EACA,GAAG,MAAM,MAAM,IAAI,IAAI,UAAU,CAAC,OAAO,GAAG;AAC5C;EACA,IAAI,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;EACvB,IAAI,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC;AAC7C;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,CAAC,mBAAmB,KAAK,KAAK,GAAG;AAClD;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,IAAI,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,cAAc,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC;EACzC,GAAG,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,qBAAqB,EAAE,CAAC;AACjD;EACA,EAAE,OAAO,KAAK,CAAC,IAAI,EAAE,CAAC;AACtB;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,QAAQ,GAAG;AAClC;EACA,EAAE,MAAM,QAAQ,GAAG,SAAS,EAAE,QAAQ,CAAC,IAAI,EAAE,CAAC;EAC9C,EAAE,IAAI,QAAQ,CAAC;AACf;EACA,EAAE,KAAK,QAAQ,GAAG;AAClB;EACA,GAAG,MAAM,MAAM,GAAG,SAAS,EAAE,QAAQ,EAAE,CAAC;EACxC,GAAG,QAAQ,GAAG,aAAa,CAAC,KAAK,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;AACrD;EACA,GAAG,MAAM;AACT;EACA,GAAG,QAAQ,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,EAAE,UAAU,EAAE,QAAQ,GAAG;AACjD;EACA,EAAE,IAAI,OAAO,CAAC;AACd;EACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACxD;EACA,GAAG,MAAM,kBAAkB,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,GAAG,KAAK,kBAAkB,CAAC,QAAQ,KAAK,QAAQ,GAAG;AACnD;EACA,IAAI,OAAO,GAAG,kBAAkB,CAAC;EACjC,IAAI,GAAG,OAAO,CAAC,SAAS,CAAC;AACzB;EACA,IAAI,MAAM;AACV;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG;AAC/B;EACA,GAAG,OAAO,GAAG,IAAI,YAAY,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,aAAa,EAAE,CAAC;EAC/E,GAAG,QAAQ,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,EAAE,OAAO,GAAG;AACpC;EACA,EAAE,KAAK,GAAG,OAAO,CAAC,SAAS,KAAK,CAAC,GAAG;AACpC;EACA;EACA,GAAG,MAAM,CAAC,GAAG,QAAQ,CAAC,OAAO,EAAE,OAAO,EAAE,CAAC;EACzC,GAAG,QAAQ,EAAE,CAAC,EAAE,GAAG,QAAQ,EAAE,QAAQ,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;EACnD,GAAG,QAAQ,CAAC,GAAG,EAAE,CAAC;AAClB;EACA;EACA,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;AACrB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,aAAa,EAAE,aAAa;EAC9B,EAAE,kBAAkB,EAAE,kBAAkB;EACxC,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,cAAc,EAAE,cAAc;EAChC,EAAE,cAAc,EAAE,cAAc;EAChC;EACA,EAAE,QAAQ,EAAE,QAAQ;EACpB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,eAAe,GAAG;AAC3B;EACA,CAAC,IAAI,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA,CAAC,SAAS,GAAG,EAAE,MAAM,GAAG;AACxB;EACA,EAAE,IAAI,GAAG,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACrC;EACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG;AAC3B;EACA,GAAG,GAAG,GAAG,EAAE,CAAC;EACZ,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,OAAO,GAAG,CAAC;AACb;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,MAAM,GAAG;AAC3B;EACA,EAAE,UAAU,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9B;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,KAAK,GAAG;AACvC;EACA,EAAE,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,EAAE,GAAG,EAAE,GAAG,KAAK,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,GAAG;AACpB;EACA,EAAE,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,GAAG,EAAE,GAAG;EACV,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,CAAC,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,KAAK,CAAC,CAAC,UAAU,KAAK,CAAC,CAAC,UAAU,GAAG;AACtC;EACA,EAAE,OAAO,CAAC,CAAC,UAAU,GAAG,CAAC,CAAC,UAAU,CAAC;AACrC;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,WAAW,KAAK,CAAC,CAAC,WAAW,GAAG;AAC/C;EACA,EAAE,OAAO,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,CAAC;AACvC;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,OAAO,KAAK,CAAC,CAAC,OAAO,GAAG;AACvC;EACA,EAAE,OAAO,CAAC,CAAC,OAAO,CAAC,EAAE,GAAG,CAAC,CAAC,OAAO,CAAC,EAAE,CAAC;AACrC;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,QAAQ,CAAC,EAAE,KAAK,CAAC,CAAC,QAAQ,CAAC,EAAE,GAAG;AAC/C;EACA,EAAE,OAAO,CAAC,CAAC,QAAQ,CAAC,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC;AACvC;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG;AAC3B;EACA,EAAE,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACnB;EACA,EAAE,MAAM;AACR;EACA,EAAE,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC;AACrB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,wBAAwB,EAAE,CAAC,EAAE,CAAC,GAAG;AAC1C;EACA,CAAC,KAAK,CAAC,CAAC,UAAU,KAAK,CAAC,CAAC,UAAU,GAAG;AACtC;EACA,EAAE,OAAO,CAAC,CAAC,UAAU,GAAG,CAAC,CAAC,UAAU,CAAC;AACrC;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,WAAW,KAAK,CAAC,CAAC,WAAW,GAAG;AAC/C;EACA,EAAE,OAAO,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,CAAC;AACvC;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG;AAC3B;EACA,EAAE,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACnB;EACA,EAAE,MAAM;AACR;EACA,EAAE,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC;AACrB;EACA,EAAE;AACF;EACA,CAAC;AACD;AACA;EACA,SAAS,eAAe,EAAE,UAAU,GAAG;AACvC;EACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC;EACxB,CAAC,IAAI,gBAAgB,GAAG,CAAC,CAAC;AAC1B;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;EACnB,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC;AACxB;EACA,CAAC,MAAM,cAAc,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,CAAC,SAAS,IAAI,GAAG;AACjB;EACA,EAAE,gBAAgB,GAAG,CAAC,CAAC;AACvB;EACA,EAAE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;EACpB,EAAE,WAAW,CAAC,MAAM,GAAG,CAAC,CAAC;AACzB;EACA,EAAE;AACF;EACA,CAAC,SAAS,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,GAAG;AAChF;EACA,EAAE,IAAI,UAAU,GAAG,WAAW,EAAE,gBAAgB,EAAE,CAAC;EACnD,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,UAAU,GAAG;EAChB,IAAI,EAAE,EAAE,MAAM,CAAC,EAAE;EACjB,IAAI,MAAM,EAAE,MAAM;EAClB,IAAI,QAAQ,EAAE,QAAQ;EACtB,IAAI,QAAQ,EAAE,QAAQ;EACtB,IAAI,OAAO,EAAE,kBAAkB,CAAC,OAAO,IAAI,cAAc;EACzD,IAAI,UAAU,EAAE,UAAU;EAC1B,IAAI,WAAW,EAAE,MAAM,CAAC,WAAW;EACnC,IAAI,CAAC,EAAE,CAAC;EACR,IAAI,KAAK,EAAE,KAAK;EAChB,IAAI,CAAC;AACL;EACA,GAAG,WAAW,EAAE,gBAAgB,EAAE,GAAG,UAAU,CAAC;AAChD;EACA,GAAG,MAAM;AACT;EACA,GAAG,UAAU,CAAC,EAAE,GAAG,MAAM,CAAC,EAAE,CAAC;EAC7B,GAAG,UAAU,CAAC,MAAM,GAAG,MAAM,CAAC;EAC9B,GAAG,UAAU,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAClC,GAAG,UAAU,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAClC,GAAG,UAAU,CAAC,OAAO,GAAG,kBAAkB,CAAC,OAAO,IAAI,cAAc,CAAC;EACrE,GAAG,UAAU,CAAC,UAAU,GAAG,UAAU,CAAC;EACtC,GAAG,UAAU,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;EAC/C,GAAG,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,GAAG,UAAU,CAAC,KAAK,GAAG,KAAK,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,gBAAgB,GAAG,CAAC;AACtB;EACA,EAAE,OAAO,UAAU,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,SAAS,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,GAAG;AACnE;EACA,EAAE,MAAM,UAAU,GAAG,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC3F;EACA,EAAE,EAAE,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG,WAAW,GAAG,MAAM,GAAG,IAAI,EAAE,UAAU,EAAE,CAAC;AAC9E;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,GAAG;AACtE;EACA,EAAE,MAAM,UAAU,GAAG,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC3F;EACA,EAAE,EAAE,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG,WAAW,GAAG,MAAM,GAAG,OAAO,EAAE,UAAU,EAAE,CAAC;AACjF;EACA,EAAE;AACF;EACA,CAAC,SAAS,IAAI,EAAE,gBAAgB,EAAE,qBAAqB,GAAG;AAC1D;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,IAAI,EAAE,gBAAgB,IAAI,iBAAiB,EAAE,CAAC;EAChF,EAAE,KAAK,WAAW,CAAC,MAAM,GAAG,CAAC,GAAG,WAAW,CAAC,IAAI,EAAE,qBAAqB,IAAI,wBAAwB,EAAE,CAAC;AACtG;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,GAAG;AACnB;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,gBAAgB,EAAE,EAAE,GAAG,WAAW,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC1E;EACA,GAAG,MAAM,UAAU,GAAG,WAAW,EAAE,CAAC,EAAE,CAAC;AACvC;EACA,GAAG,KAAK,UAAU,CAAC,EAAE,KAAK,IAAI,GAAG,MAAM;AACvC;EACA,GAAG,UAAU,CAAC,EAAE,GAAG,IAAI,CAAC;EACxB,GAAG,UAAU,CAAC,MAAM,GAAG,IAAI,CAAC;EAC5B,GAAG,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC;EAC9B,GAAG,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC;EAC9B,GAAG,UAAU,CAAC,OAAO,GAAG,IAAI,CAAC;EAC7B,GAAG,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,WAAW,EAAE,WAAW;AAC1B;EACA,EAAE,IAAI,EAAE,IAAI;EACZ,EAAE,IAAI,EAAE,IAAI;EACZ,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,MAAM,EAAE,MAAM;AAChB;EACA,EAAE,IAAI,EAAE,IAAI;EACZ,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,UAAU,GAAG;AACxC;EACA,CAAC,IAAI,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;EACA,CAAC,SAAS,GAAG,EAAE,KAAK,EAAE,eAAe,GAAG;AACxC;EACA,EAAE,IAAI,IAAI,CAAC;AACX;EACA,EAAE,KAAK,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AACtC;EACA,GAAG,IAAI,GAAG,IAAI,eAAe,EAAE,UAAU,EAAE,CAAC;EAC5C,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,IAAI,EAAE,EAAE,CAAC;AAChC;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,eAAe,IAAI,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,MAAM,GAAG;AACvD;EACA,IAAI,IAAI,GAAG,IAAI,eAAe,EAAE,UAAU,EAAE,CAAC;EAC7C,IAAI,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,eAAe,EAAE,CAAC;AACjD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,GAAG;AACpB;EACA,EAAE,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,GAAG,EAAE,GAAG;EACV,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,aAAa,GAAG;AACzB;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;AACnB;EACA,CAAC,OAAO;AACR;EACA,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,KAAK,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,KAAK,SAAS,GAAG;AAC3C;EACA,IAAI,OAAO,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,IAAI,QAAQ,CAAC;AAChB;EACA,GAAG,SAAS,KAAK,CAAC,IAAI;AACtB;EACA,IAAI,KAAK,kBAAkB;EAC3B,KAAK,QAAQ,GAAG;EAChB,MAAM,SAAS,EAAE,IAAI,OAAO,EAAE;EAC9B,MAAM,KAAK,EAAE,IAAI,KAAK,EAAE;EACxB,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI,KAAK,WAAW;EACpB,KAAK,QAAQ,GAAG;EAChB,MAAM,QAAQ,EAAE,IAAI,OAAO,EAAE;EAC7B,MAAM,SAAS,EAAE,IAAI,OAAO,EAAE;EAC9B,MAAM,KAAK,EAAE,IAAI,KAAK,EAAE;EACxB,MAAM,QAAQ,EAAE,CAAC;EACjB,MAAM,OAAO,EAAE,CAAC;EAChB,MAAM,WAAW,EAAE,CAAC;EACpB,MAAM,KAAK,EAAE,CAAC;EACd,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI,KAAK,YAAY;EACrB,KAAK,QAAQ,GAAG;EAChB,MAAM,QAAQ,EAAE,IAAI,OAAO,EAAE;EAC7B,MAAM,KAAK,EAAE,IAAI,KAAK,EAAE;EACxB,MAAM,QAAQ,EAAE,CAAC;EACjB,MAAM,KAAK,EAAE,CAAC;EACd,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI,KAAK,iBAAiB;EAC1B,KAAK,QAAQ,GAAG;EAChB,MAAM,SAAS,EAAE,IAAI,OAAO,EAAE;EAC9B,MAAM,QAAQ,EAAE,IAAI,KAAK,EAAE;EAC3B,MAAM,WAAW,EAAE,IAAI,KAAK,EAAE;EAC9B,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI,KAAK,eAAe;EACxB,KAAK,QAAQ,GAAG;EAChB,MAAM,KAAK,EAAE,IAAI,KAAK,EAAE;EACxB,MAAM,QAAQ,EAAE,IAAI,OAAO,EAAE;EAC7B,MAAM,SAAS,EAAE,IAAI,OAAO,EAAE;EAC9B,MAAM,UAAU,EAAE,IAAI,OAAO,EAAE;EAC/B,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA,GAAG,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC;AACjC;EACA,GAAG,OAAO,QAAQ,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,mBAAmB,GAAG;AAC/B;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;AACnB;EACA,CAAC,OAAO;AACR;EACA,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,KAAK,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,KAAK,SAAS,GAAG;AAC3C;EACA,IAAI,OAAO,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,IAAI,QAAQ,CAAC;AAChB;EACA,GAAG,SAAS,KAAK,CAAC,IAAI;AACtB;EACA,IAAI,KAAK,kBAAkB;EAC3B,KAAK,QAAQ,GAAG;EAChB,MAAM,UAAU,EAAE,CAAC;EACnB,MAAM,gBAAgB,EAAE,CAAC;EACzB,MAAM,YAAY,EAAE,CAAC;EACrB,MAAM,aAAa,EAAE,IAAI,OAAO,EAAE;EAClC,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI,KAAK,WAAW;EACpB,KAAK,QAAQ,GAAG;EAChB,MAAM,UAAU,EAAE,CAAC;EACnB,MAAM,gBAAgB,EAAE,CAAC;EACzB,MAAM,YAAY,EAAE,CAAC;EACrB,MAAM,aAAa,EAAE,IAAI,OAAO,EAAE;EAClC,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI,KAAK,YAAY;EACrB,KAAK,QAAQ,GAAG;EAChB,MAAM,UAAU,EAAE,CAAC;EACnB,MAAM,gBAAgB,EAAE,CAAC;EACzB,MAAM,YAAY,EAAE,CAAC;EACrB,MAAM,aAAa,EAAE,IAAI,OAAO,EAAE;EAClC,MAAM,gBAAgB,EAAE,CAAC;EACzB,MAAM,eAAe,EAAE,IAAI;EAC3B,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA;AACA;EACA,IAAI;AACJ;EACA,GAAG,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC;AACjC;EACA,GAAG,OAAO,QAAQ,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;AACA;AACA;EACA,IAAI,WAAW,GAAG,CAAC,CAAC;AACpB;EACA,SAAS,wBAAwB,EAAE,MAAM,EAAE,MAAM,GAAG;AACpD;EACA,CAAC,OAAO,EAAE,MAAM,CAAC,UAAU,GAAG,CAAC,GAAG,CAAC,OAAO,MAAM,CAAC,UAAU,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AACtE;EACA,CAAC;AACD;EACA,SAAS,WAAW,EAAE,UAAU,EAAE,YAAY,GAAG;AACjD;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,aAAa,EAAE,CAAC;AACnC;EACA,CAAC,MAAM,WAAW,GAAG,mBAAmB,EAAE,CAAC;AAC3C;EACA,CAAC,MAAM,KAAK,GAAG;AACf;EACA,EAAE,OAAO,EAAE,CAAC;AACZ;EACA,EAAE,IAAI,EAAE;EACR,GAAG,iBAAiB,EAAE,EAAE,CAAC;EACzB,GAAG,WAAW,EAAE,EAAE,CAAC;EACnB,GAAG,UAAU,EAAE,EAAE,CAAC;EAClB,GAAG,cAAc,EAAE,EAAE,CAAC;EACtB,GAAG,UAAU,EAAE,EAAE,CAAC;AAClB;EACA,GAAG,qBAAqB,EAAE,EAAE,CAAC;EAC7B,GAAG,eAAe,EAAE,EAAE,CAAC;EACvB,GAAG,cAAc,EAAE,EAAE,CAAC;EACtB,GAAG;AACH;EACA,EAAE,OAAO,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;EACtB,EAAE,KAAK,EAAE,EAAE;EACX,EAAE,WAAW,EAAE,EAAE;EACjB,EAAE,iBAAiB,EAAE,EAAE;EACvB,EAAE,oBAAoB,EAAE,EAAE;EAC1B,EAAE,uBAAuB,EAAE,EAAE;EAC7B,EAAE,IAAI,EAAE,EAAE;EACV,EAAE,UAAU,EAAE,EAAE;EAChB,EAAE,aAAa,EAAE,EAAE;EACnB,EAAE,gBAAgB,EAAE,EAAE;EACtB,EAAE,QAAQ,EAAE,EAAE;EACd,EAAE,YAAY,EAAE,IAAI;EACpB,EAAE,YAAY,EAAE,IAAI;EACpB,EAAE,KAAK,EAAE,EAAE;EACX,EAAE,WAAW,EAAE,EAAE;EACjB,EAAE,cAAc,EAAE,EAAE;EACpB,EAAE,iBAAiB,EAAE,EAAE;EACvB,EAAE,IAAI,EAAE,EAAE;AACV;EACA,EAAE,CAAC;AACH;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,KAAK,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC;AAClE;EACA,CAAC,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,CAAC,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA,CAAC,SAAS,KAAK,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;AAC1B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjE;EACA,EAAE,IAAI,iBAAiB,GAAG,CAAC,CAAC;EAC5B,EAAE,IAAI,WAAW,GAAG,CAAC,CAAC;EACtB,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;EACrB,EAAE,IAAI,cAAc,GAAG,CAAC,CAAC;EACzB,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;AACrB;EACA,EAAE,IAAI,qBAAqB,GAAG,CAAC,CAAC;EAChC,EAAE,IAAI,eAAe,GAAG,CAAC,CAAC;EAC1B,EAAE,IAAI,cAAc,GAAG,CAAC,CAAC;AACzB;EACA,EAAE,MAAM,CAAC,IAAI,EAAE,wBAAwB,EAAE,CAAC;AAC1C;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;EAC7B,GAAG,MAAM,SAAS,GAAG,KAAK,CAAC,SAAS,CAAC;EACrC,GAAG,MAAM,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;AACnC;EACA,GAAG,MAAM,SAAS,GAAG,EAAE,KAAK,CAAC,MAAM,IAAI,KAAK,CAAC,MAAM,CAAC,GAAG,KAAK,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,OAAO,GAAG,IAAI,CAAC;AAC5F;EACA,GAAG,KAAK,KAAK,CAAC,cAAc,GAAG;AAC/B;EACA,IAAI,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,SAAS,CAAC;EAC7B,IAAI,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,SAAS,CAAC;EAC7B,IAAI,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,SAAS,CAAC;AAC7B;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,YAAY,GAAG;AACpC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACnC;EACA,KAAK,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,KAAK,CAAC,EAAE,CAAC,YAAY,EAAE,CAAC,EAAE,EAAE,SAAS,EAAE,CAAC;AAC/E;EACA,KAAK;AACL;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,kBAAkB,GAAG;AAC1C;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,IAAI,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,cAAc,EAAE,KAAK,CAAC,SAAS,EAAE,CAAC;AACzE;EACA,IAAI,KAAK,KAAK,CAAC,UAAU,GAAG;AAC5B;EACA,KAAK,MAAM,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AACjC;EACA,KAAK,MAAM,cAAc,GAAG,WAAW,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,KAAK,cAAc,CAAC,UAAU,GAAG,MAAM,CAAC,IAAI,CAAC;EAC7C,KAAK,cAAc,CAAC,gBAAgB,GAAG,MAAM,CAAC,UAAU,CAAC;EACzD,KAAK,cAAc,CAAC,YAAY,GAAG,MAAM,CAAC,MAAM,CAAC;EACjD,KAAK,cAAc,CAAC,aAAa,GAAG,MAAM,CAAC,OAAO,CAAC;AACnD;EACA,KAAK,KAAK,CAAC,iBAAiB,EAAE,iBAAiB,EAAE,GAAG,cAAc,CAAC;EACnE,KAAK,KAAK,CAAC,oBAAoB,EAAE,iBAAiB,EAAE,GAAG,SAAS,CAAC;EACjE,KAAK,KAAK,CAAC,uBAAuB,EAAE,iBAAiB,EAAE,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC;AAC9E;EACA,KAAK,qBAAqB,GAAG,CAAC;AAC9B;EACA,KAAK;AACL;EACA,IAAI,KAAK,CAAC,WAAW,EAAE,iBAAiB,EAAE,GAAG,QAAQ,CAAC;AACtD;EACA,IAAI,iBAAiB,GAAG,CAAC;AACzB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,WAAW,GAAG;AACnC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AACjE;EACA,IAAI,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC;EAC7D,IAAI,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACjC;EACA,IAAI,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC;EAC/C,IAAI,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,KAAK,CAAC,GAAG,KAAK,CAAC,QAAQ,EAAE,EAAE,CAAC;EAC5E,IAAI,QAAQ,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AACjC;EACA,IAAI,KAAK,KAAK,CAAC,UAAU,GAAG;AAC5B;EACA,KAAK,MAAM,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AACjC;EACA,KAAK,MAAM,cAAc,GAAG,WAAW,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,KAAK,cAAc,CAAC,UAAU,GAAG,MAAM,CAAC,IAAI,CAAC;EAC7C,KAAK,cAAc,CAAC,gBAAgB,GAAG,MAAM,CAAC,UAAU,CAAC;EACzD,KAAK,cAAc,CAAC,YAAY,GAAG,MAAM,CAAC,MAAM,CAAC;EACjD,KAAK,cAAc,CAAC,aAAa,GAAG,MAAM,CAAC,OAAO,CAAC;AACnD;EACA,KAAK,KAAK,CAAC,UAAU,EAAE,UAAU,EAAE,GAAG,cAAc,CAAC;EACrD,KAAK,KAAK,CAAC,aAAa,EAAE,UAAU,EAAE,GAAG,SAAS,CAAC;EACnD,KAAK,KAAK,CAAC,gBAAgB,EAAE,UAAU,EAAE,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC;AAChE;EACA,KAAK,cAAc,GAAG,CAAC;AACvB;EACA,KAAK;AACL;EACA,IAAI,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG,QAAQ,CAAC;AACxC;EACA,IAAI,UAAU,GAAG,CAAC;AAClB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,eAAe,GAAG;AACvC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;EACA;EACA;AACA;EACA;EACA,IAAI,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC;AAC7D;EACA,IAAI,QAAQ,CAAC,SAAS,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1D,IAAI,QAAQ,CAAC,UAAU,CAAC,GAAG,EAAE,GAAG,EAAE,KAAK,CAAC,MAAM,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AAC5D;EACA,IAAI,KAAK,CAAC,QAAQ,EAAE,cAAc,EAAE,GAAG,QAAQ,CAAC;AAChD;EACA,IAAI,cAAc,GAAG,CAAC;AACtB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,YAAY,GAAG;AACpC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,IAAI,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,cAAc,EAAE,KAAK,CAAC,SAAS,EAAE,CAAC;EACzE,IAAI,QAAQ,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;EACvC,IAAI,QAAQ,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AACjC;EACA,IAAI,KAAK,KAAK,CAAC,UAAU,GAAG;AAC5B;EACA,KAAK,MAAM,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AACjC;EACA,KAAK,MAAM,cAAc,GAAG,WAAW,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,KAAK,cAAc,CAAC,UAAU,GAAG,MAAM,CAAC,IAAI,CAAC;EAC7C,KAAK,cAAc,CAAC,gBAAgB,GAAG,MAAM,CAAC,UAAU,CAAC;EACzD,KAAK,cAAc,CAAC,YAAY,GAAG,MAAM,CAAC,MAAM,CAAC;EACjD,KAAK,cAAc,CAAC,aAAa,GAAG,MAAM,CAAC,OAAO,CAAC;EACnD,KAAK,cAAc,CAAC,gBAAgB,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC;EAC1D,KAAK,cAAc,CAAC,eAAe,GAAG,MAAM,CAAC,MAAM,CAAC,GAAG,CAAC;AACxD;EACA,KAAK,KAAK,CAAC,WAAW,EAAE,WAAW,EAAE,GAAG,cAAc,CAAC;EACvD,KAAK,KAAK,CAAC,cAAc,EAAE,WAAW,EAAE,GAAG,SAAS,CAAC;EACrD,KAAK,KAAK,CAAC,iBAAiB,EAAE,WAAW,EAAE,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC;AAClE;EACA,KAAK,eAAe,GAAG,CAAC;AACxB;EACA,KAAK;AACL;EACA,IAAI,KAAK,CAAC,KAAK,EAAE,WAAW,EAAE,GAAG,QAAQ,CAAC;AAC1C;EACA,IAAI,WAAW,GAAG,CAAC;AACnB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,iBAAiB,GAAG;AACzC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC;EACtE,IAAI,QAAQ,CAAC,WAAW,CAAC,IAAI,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC;AAC/E;EACA,IAAI,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG,QAAQ,CAAC;AACxC;EACA,IAAI,UAAU,GAAG,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,cAAc,GAAG,CAAC,GAAG;AAC5B;EACA,GAAG,KAAK,YAAY,CAAC,QAAQ,GAAG;AAChC;EACA;AACA;EACA,IAAI,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,WAAW,CAAC;EACjD,IAAI,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,WAAW,CAAC;AACjD;EACA,IAAI,MAAM;AACV;EACA;AACA;EACA,IAAI,KAAK,UAAU,CAAC,GAAG,EAAE,0BAA0B,EAAE,KAAK,IAAI,GAAG;AACjE;EACA,KAAK,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,WAAW,CAAC;EAClD,KAAK,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,WAAW,CAAC;AAClD;EACA,KAAK,MAAM,KAAK,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,KAAK,IAAI,GAAG;AAC7E;EACA,KAAK,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,UAAU,CAAC;EACjD,KAAK,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,UAAU,CAAC;AACjD;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,6EAA6E,EAAE,CAAC;AACpG;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,OAAO,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACzB,EAAE,KAAK,CAAC,OAAO,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACzB,EAAE,KAAK,CAAC,OAAO,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB;EACA,EAAE,MAAM,IAAI,GAAG,KAAK,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,KAAK,IAAI,CAAC,iBAAiB,KAAK,iBAAiB;EACnD,GAAG,IAAI,CAAC,WAAW,KAAK,WAAW;EACnC,GAAG,IAAI,CAAC,UAAU,KAAK,UAAU;EACjC,GAAG,IAAI,CAAC,cAAc,KAAK,cAAc;EACzC,GAAG,IAAI,CAAC,UAAU,KAAK,UAAU;EACjC,GAAG,IAAI,CAAC,qBAAqB,KAAK,qBAAqB;EACvD,GAAG,IAAI,CAAC,eAAe,KAAK,eAAe;EAC3C,GAAG,IAAI,CAAC,cAAc,KAAK,cAAc,GAAG;AAC5C;EACA,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,GAAG,iBAAiB,CAAC;EAChD,GAAG,KAAK,CAAC,IAAI,CAAC,MAAM,GAAG,UAAU,CAAC;EAClC,GAAG,KAAK,CAAC,QAAQ,CAAC,MAAM,GAAG,cAAc,CAAC;EAC1C,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,WAAW,CAAC;EACpC,GAAG,KAAK,CAAC,IAAI,CAAC,MAAM,GAAG,UAAU,CAAC;AAClC;EACA,GAAG,KAAK,CAAC,iBAAiB,CAAC,MAAM,GAAG,qBAAqB,CAAC;EAC1D,GAAG,KAAK,CAAC,oBAAoB,CAAC,MAAM,GAAG,qBAAqB,CAAC;EAC7D,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,GAAG,eAAe,CAAC;EAC9C,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,GAAG,eAAe,CAAC;EACjD,GAAG,KAAK,CAAC,UAAU,CAAC,MAAM,GAAG,cAAc,CAAC;EAC5C,GAAG,KAAK,CAAC,aAAa,CAAC,MAAM,GAAG,cAAc,CAAC;EAC/C,GAAG,KAAK,CAAC,uBAAuB,CAAC,MAAM,GAAG,qBAAqB,CAAC;EAChE,GAAG,KAAK,CAAC,iBAAiB,CAAC,MAAM,GAAG,eAAe,CAAC;EACpD,GAAG,KAAK,CAAC,gBAAgB,CAAC,MAAM,GAAG,cAAc,CAAC;AAClD;EACA,GAAG,IAAI,CAAC,iBAAiB,GAAG,iBAAiB,CAAC;EAC9C,GAAG,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;EAClC,GAAG,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;EAChC,GAAG,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;EACxC,GAAG,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAChC;EACA,GAAG,IAAI,CAAC,qBAAqB,GAAG,qBAAqB,CAAC;EACtD,GAAG,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;EAC1C,GAAG,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;AACxC;EACA,GAAG,KAAK,CAAC,OAAO,GAAG,WAAW,GAAG,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,SAAS,EAAE,MAAM,EAAE,MAAM,GAAG;AACtC;EACA,EAAE,IAAI,iBAAiB,GAAG,CAAC,CAAC;EAC5B,EAAE,IAAI,WAAW,GAAG,CAAC,CAAC;EACtB,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;EACrB,EAAE,IAAI,cAAc,GAAG,CAAC,CAAC;EACzB,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;AACrB;EACA,EAAE,MAAM,UAAU,GAAG,MAAM,CAAC,kBAAkB,CAAC;AAC/C;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,KAAK,KAAK,CAAC,kBAAkB,GAAG;AACnC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,WAAW,EAAE,iBAAiB,EAAE,CAAC;AAC5D;EACA,IAAI,QAAQ,CAAC,SAAS,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EAClE,IAAI,OAAO,CAAC,qBAAqB,EAAE,KAAK,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;EAC9D,IAAI,QAAQ,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;EACtC,IAAI,QAAQ,CAAC,SAAS,CAAC,kBAAkB,EAAE,UAAU,EAAE,CAAC;AACxD;EACA,IAAI,iBAAiB,GAAG,CAAC;AACzB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,WAAW,GAAG;AACnC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC;AAC9C;EACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EACjE,IAAI,QAAQ,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC;AACjD;EACA,IAAI,QAAQ,CAAC,SAAS,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EAClE,IAAI,OAAO,CAAC,qBAAqB,EAAE,KAAK,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;EAC9D,IAAI,QAAQ,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;EACtC,IAAI,QAAQ,CAAC,SAAS,CAAC,kBAAkB,EAAE,UAAU,EAAE,CAAC;AACxD;EACA,IAAI,UAAU,GAAG,CAAC;AAClB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,eAAe,GAAG;AACvC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,QAAQ,EAAE,cAAc,EAAE,CAAC;AACtD;EACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EACjE,IAAI,QAAQ,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC;AACjD;EACA;EACA,IAAI,QAAQ,CAAC,QAAQ,EAAE,CAAC;EACxB,IAAI,OAAO,CAAC,IAAI,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EACtC,IAAI,OAAO,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;EACtC,IAAI,QAAQ,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;AACxC;EACA,IAAI,QAAQ,CAAC,SAAS,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1D,IAAI,QAAQ,CAAC,UAAU,CAAC,GAAG,EAAE,GAAG,EAAE,KAAK,CAAC,MAAM,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AAC5D;EACA,IAAI,QAAQ,CAAC,SAAS,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC;EAChD,IAAI,QAAQ,CAAC,UAAU,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC;AACjD;EACA,IAAI,cAAc,GAAG,CAAC;AACtB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,YAAY,GAAG;AACpC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,KAAK,EAAE,WAAW,EAAE,CAAC;AAChD;EACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EACjE,IAAI,QAAQ,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC;AACjD;EACA,IAAI,WAAW,GAAG,CAAC;AACnB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,iBAAiB,GAAG;AACzC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC;AAC9C;EACA,IAAI,QAAQ,CAAC,SAAS,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EAClE,IAAI,QAAQ,CAAC,SAAS,CAAC,kBAAkB,EAAE,UAAU,EAAE,CAAC;EACxD,IAAI,QAAQ,CAAC,SAAS,CAAC,SAAS,EAAE,CAAC;AACnC;EACA,IAAI,UAAU,GAAG,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,KAAK,EAAE,KAAK;EACd,EAAE,SAAS,EAAE,SAAS;EACtB,EAAE,KAAK,EAAE,KAAK;EACd,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,UAAU,EAAE,YAAY,GAAG;AACtD;EACA,CAAC,MAAM,MAAM,GAAG,IAAI,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AAC5D;EACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC;EACxB,CAAC,MAAM,YAAY,GAAG,EAAE,CAAC;AACzB;EACA,CAAC,SAAS,IAAI,GAAG;AACjB;EACA,EAAE,WAAW,CAAC,MAAM,GAAG,CAAC,CAAC;EACzB,EAAE,YAAY,CAAC,MAAM,GAAG,CAAC,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC,SAAS,SAAS,EAAE,KAAK,GAAG;AAC7B;EACA,EAAE,WAAW,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,SAAS,UAAU,EAAE,WAAW,GAAG;AACpC;EACA,EAAE,YAAY,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AACnC;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,GAAG;AACxB;EACA,EAAE,MAAM,CAAC,KAAK,EAAE,WAAW,EAAE,CAAC;AAC9B;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,MAAM,GAAG;AACpC;EACA,EAAE,MAAM,CAAC,SAAS,EAAE,WAAW,EAAE,MAAM,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,MAAM,KAAK,GAAG;EACf,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,YAAY,EAAE,YAAY;AAC5B;EACA,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,CAAC;AACH;EACA,CAAC,OAAO;EACR,EAAE,IAAI,EAAE,IAAI;EACZ,EAAE,KAAK,EAAE,KAAK;EACd,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,eAAe,EAAE,eAAe;AAClC;EACA,EAAE,SAAS,EAAE,SAAS;EACtB,EAAE,UAAU,EAAE,UAAU;EACxB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,UAAU,EAAE,YAAY,GAAG;AACvD;EACA,CAAC,IAAI,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA,CAAC,SAAS,GAAG,EAAE,KAAK,EAAE,eAAe,GAAG,CAAC,GAAG;AAC5C;EACA,EAAE,IAAI,WAAW,CAAC;AAClB;EACA,EAAE,KAAK,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AAC7C;EACA,GAAG,WAAW,GAAG,IAAI,gBAAgB,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;EAClE,GAAG,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,WAAW,EAAE,EAAE,CAAC;AAC9C;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,eAAe,IAAI,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,MAAM,GAAG;AAC9D;EACA,IAAI,WAAW,GAAG,IAAI,gBAAgB,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;EACnE,IAAI,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AAClD;EACA,IAAI,MAAM;AACV;EACA,IAAI,WAAW,GAAG,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,eAAe,EAAE,CAAC;AAC/D;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,WAAW,CAAC;AACrB;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,GAAG;AACpB;EACA,EAAE,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,GAAG,EAAE,GAAG;EACV,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,MAAM,iBAAiB,SAAS,QAAQ,CAAC;AACzC;EACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,mBAAmB,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,iBAAiB,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;EACxB,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;EAC9B,EAAE,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;EAC7B,EAAE,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;EACzB,EAAE,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;AAC9B;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,KAAK,CAAC;AACnB;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAChD,EAAE,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;EACpD,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AACvD;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,MAAM,oBAAoB,SAAS,QAAQ,CAAC;AAC5C;EACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,sBAAsB,CAAC;AACrC;EACA,EAAE,IAAI,CAAC,iBAAiB,GAAG,IAAI,OAAO,EAAE,CAAC;EACzC,EAAE,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;EACxB,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;EACxB,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;EAC9B,EAAE,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;EAC7B,EAAE,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,KAAK,CAAC;AACnB;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,MAAM,CAAC,iBAAiB,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EAC1C,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAChD,EAAE,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;EACpD,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,oBAAoB,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC;AAC7D;EACA,IAAI,QAAQ,GAAG,8/BAA8/B,CAAC;AAC9gC;EACA,IAAI,QAAQ,GAAG,0DAA0D,CAAC;AAC1E;EACA,SAAS,cAAc,EAAE,SAAS,EAAE,QAAQ,EAAE,aAAa,GAAG;AAC9D;EACA,CAAC,IAAI,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE;EACrC,EAAE,aAAa,GAAG,IAAI,OAAO,EAAE;AAC/B;EACA,EAAE,SAAS,GAAG,IAAI,OAAO,EAAE;AAC3B;EACA,EAAE,eAAe,GAAG,EAAE;EACtB,EAAE,kBAAkB,GAAG,EAAE;AACzB;EACA,EAAE,cAAc,GAAG,EAAE;AACrB;EACA,EAAE,eAAe,GAAG,aAAa,CAAC,cAAc,CAAC;AACjD;EACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC;AACjE;EACA,CAAC,MAAM,sBAAsB,GAAG,IAAI,cAAc,EAAE;AACpD;EACA,EAAE,OAAO,EAAE;EACX,GAAG,WAAW,EAAE,GAAG,GAAG,GAAG;EACzB,GAAG,gBAAgB,EAAE,GAAG,GAAG,GAAG;EAC9B,GAAG;AACH;EACA,EAAE,QAAQ,EAAE;EACZ,GAAG,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC/B,GAAG,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;EACvC,GAAG,MAAM,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EACzB,GAAG;AACH;EACA,EAAE,YAAY,EAAE,QAAQ;AACxB;EACA,EAAE,cAAc,EAAE,QAAQ;AAC1B;EACA,EAAE,EAAE,CAAC;AACL;EACA,CAAC,MAAM,wBAAwB,GAAG,sBAAsB,CAAC,KAAK,EAAE,CAAC;EACjE,CAAC,wBAAwB,CAAC,OAAO,CAAC,eAAe,GAAG,CAAC,CAAC;AACtD;EACA,CAAC,MAAM,aAAa,GAAG,IAAI,cAAc,EAAE,CAAC;EAC5C,CAAC,aAAa,CAAC,YAAY;EAC3B,EAAE,UAAU;EACZ,EAAE,IAAI,eAAe;EACrB,GAAG,IAAI,YAAY,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE;EAClE,GAAG,CAAC;EACJ,GAAG;EACH,EAAE,CAAC;AACH;EACA,CAAC,MAAM,cAAc,GAAG,IAAI,IAAI,EAAE,aAAa,EAAE,sBAAsB,EAAE,CAAC;AAC1E;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;EACxB,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,YAAY,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,WAAW,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG;AAClD;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;EACxC,EAAE,KAAK,KAAK,CAAC,UAAU,KAAK,KAAK,IAAI,KAAK,CAAC,WAAW,KAAK,KAAK,GAAG,OAAO;AAC1E;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,KAAK,CAAC,GAAG,OAAO;AACpC;EACA,EAAE,MAAM,mBAAmB,GAAG,SAAS,CAAC,eAAe,EAAE,CAAC;EAC1D,EAAE,MAAM,cAAc,GAAG,SAAS,CAAC,iBAAiB,EAAE,CAAC;EACvD,EAAE,MAAM,iBAAiB,GAAG,SAAS,CAAC,oBAAoB,EAAE,CAAC;AAC7D;EACA,EAAE,MAAM,MAAM,GAAG,SAAS,CAAC,KAAK,CAAC;AACjC;EACA;EACA,EAAE,MAAM,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;EACnC,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACvC,EAAE,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,CAAC;AACjC;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAC7B,GAAG,MAAM,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AAC/B;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,uBAAuB,EAAE,KAAK,EAAE,gBAAgB,EAAE,CAAC;EACrE,IAAI,SAAS;AACb;EACA,IAAI;AACJ;EACA,GAAG,KAAK,MAAM,CAAC,UAAU,KAAK,KAAK,IAAI,MAAM,CAAC,WAAW,KAAK,KAAK,GAAG,SAAS;AAC/E;EACA,GAAG,cAAc,CAAC,IAAI,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC;AACzC;EACA,GAAG,MAAM,kBAAkB,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;AACvD;EACA,GAAG,cAAc,CAAC,QAAQ,EAAE,kBAAkB,EAAE,CAAC;AACjD;EACA,GAAG,aAAa,CAAC,IAAI,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC;AACxC;EACA,GAAG,KAAK,cAAc,CAAC,CAAC,GAAG,eAAe,IAAI,cAAc,CAAC,CAAC,GAAG,eAAe,GAAG;AACnF;EACA,IAAI,KAAK,cAAc,CAAC,CAAC,GAAG,eAAe,GAAG;AAC9C;EACA,KAAK,aAAa,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,eAAe,GAAG,kBAAkB,CAAC,CAAC,EAAE,CAAC;EAC5E,KAAK,cAAc,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC,GAAG,kBAAkB,CAAC,CAAC,CAAC;EAC/D,KAAK,MAAM,CAAC,OAAO,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC,CAAC;AACxC;EACA,KAAK;AACL;EACA,IAAI,KAAK,cAAc,CAAC,CAAC,GAAG,eAAe,GAAG;AAC9C;EACA,KAAK,aAAa,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,eAAe,GAAG,kBAAkB,CAAC,CAAC,EAAE,CAAC;EAC5E,KAAK,cAAc,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC,GAAG,kBAAkB,CAAC,CAAC,CAAC;EAC/D,KAAK,MAAM,CAAC,OAAO,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC,CAAC;AACxC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,MAAM,CAAC,GAAG,KAAK,IAAI,IAAI,EAAE,MAAM,CAAC,kBAAkB,IAAI,IAAI,CAAC,IAAI,KAAK,YAAY,GAAG;AAC3F;EACA,IAAI,MAAM,IAAI,GAAG,EAAE,SAAS,EAAE,YAAY,EAAE,SAAS,EAAE,YAAY,EAAE,MAAM,EAAE,UAAU,EAAE,CAAC;AAC1F;EACA,IAAI,MAAM,CAAC,GAAG,GAAG,IAAI,iBAAiB,EAAE,cAAc,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;EACnF,IAAI,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC,IAAI,GAAG,KAAK,CAAC,IAAI,GAAG,YAAY,CAAC;AACxD;EACA,IAAI,MAAM,CAAC,OAAO,GAAG,IAAI,iBAAiB,EAAE,cAAc,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AACvF;EACA,IAAI,MAAM,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC;AAC3C;EACA,IAAI;AACJ;EACA,GAAG,KAAK,MAAM,CAAC,GAAG,KAAK,IAAI,GAAG;AAC9B;EACA,IAAI,MAAM,IAAI,GAAG,EAAE,SAAS,EAAE,aAAa,EAAE,SAAS,EAAE,aAAa,EAAE,MAAM,EAAE,UAAU,EAAE,CAAC;AAC5F;EACA,IAAI,MAAM,CAAC,GAAG,GAAG,IAAI,iBAAiB,EAAE,cAAc,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;EACnF,IAAI,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC,IAAI,GAAG,KAAK,CAAC,IAAI,GAAG,YAAY,CAAC;AACxD;EACA,IAAI,MAAM,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC;AAC3C;EACA,IAAI;AACJ;EACA,GAAG,SAAS,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;EAC3C,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC;AACrB;EACA,GAAG,MAAM,aAAa,GAAG,MAAM,CAAC,gBAAgB,EAAE,CAAC;AACnD;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,aAAa,EAAE,EAAE,GAAG,GAAG;AACjD;EACA,IAAI,MAAM,QAAQ,GAAG,MAAM,CAAC,WAAW,EAAE,EAAE,EAAE,CAAC;AAC9C;EACA,IAAI,SAAS,CAAC,GAAG;EACjB,KAAK,aAAa,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC;EACjC,KAAK,aAAa,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC;EACjC,KAAK,aAAa,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC;EACjC,KAAK,aAAa,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC;EACjC,KAAK,CAAC;AACN;EACA,IAAI,MAAM,CAAC,QAAQ,EAAE,SAAS,EAAE,CAAC;AACjC;EACA,IAAI,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC;AACvC;EACA,IAAI,QAAQ,GAAG,MAAM,CAAC,UAAU,EAAE,CAAC;AACnC;EACA,IAAI,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACnE;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,EAAE,MAAM,CAAC,kBAAkB,IAAI,IAAI,CAAC,IAAI,KAAK,YAAY,GAAG;AACpE;EACA,IAAI,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,MAAM,CAAC,WAAW,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,WAAW,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,SAAS,CAAC,eAAe,EAAE,mBAAmB,EAAE,cAAc,EAAE,iBAAiB,EAAE,CAAC;AACtF;EACA,EAAE,CAAC;AACH;EACA,CAAC,SAAS,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG;AACpC;EACA,EAAE,MAAM,QAAQ,GAAG,QAAQ,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC;AACrD;EACA;AACA;EACA,EAAE,sBAAsB,CAAC,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC;EACzE,EAAE,sBAAsB,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,MAAM,CAAC,OAAO,CAAC;EACpE,EAAE,sBAAsB,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC;EAC/D,EAAE,SAAS,CAAC,eAAe,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC;EAC9C,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EACpB,EAAE,SAAS,CAAC,kBAAkB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,sBAAsB,EAAE,cAAc,EAAE,IAAI,EAAE,CAAC;AACvG;EACA;AACA;EACA,EAAE,wBAAwB,CAAC,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,MAAM,CAAC,OAAO,CAAC,OAAO,CAAC;EAC/E,EAAE,wBAAwB,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,MAAM,CAAC,OAAO,CAAC;EACtE,EAAE,wBAAwB,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC;EACjE,EAAE,SAAS,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;EAC1C,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EACpB,EAAE,SAAS,CAAC,kBAAkB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,wBAAwB,EAAE,cAAc,EAAE,IAAI,EAAE,CAAC;AACzG;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,GAAG;AAC7E;EACA,EAAE,MAAM,KAAK,GAAG,WAAW,IAAI,CAAC,GAAG,WAAW,IAAI,CAAC,GAAG,aAAa,IAAI,CAAC,CAAC;AACzE;EACA,EAAE,IAAI,QAAQ,GAAG,eAAe,EAAE,KAAK,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,QAAQ,GAAG,IAAI,iBAAiB,EAAE;AACrC;EACA,IAAI,YAAY,EAAE,gBAAgB;AAClC;EACA,IAAI,YAAY,EAAE,WAAW;EAC7B,IAAI,QAAQ,EAAE,WAAW;AACzB;EACA,IAAI,EAAE,CAAC;AACP;EACA,GAAG,eAAe,EAAE,KAAK,EAAE,GAAG,QAAQ,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC,SAAS,0BAA0B,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,GAAG;AAChF;EACA,EAAE,MAAM,KAAK,GAAG,WAAW,IAAI,CAAC,GAAG,WAAW,IAAI,CAAC,GAAG,aAAa,IAAI,CAAC,CAAC;AACzE;EACA,EAAE,IAAI,QAAQ,GAAG,kBAAkB,EAAE,KAAK,EAAE,CAAC;AAC7C;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,QAAQ,GAAG,IAAI,oBAAoB,EAAE;AACxC;EACA,IAAI,YAAY,EAAE,WAAW;EAC7B,IAAI,QAAQ,EAAE,WAAW;AACzB;EACA,IAAI,EAAE,CAAC;AACP;EACA,GAAG,kBAAkB,EAAE,KAAK,EAAE,GAAG,QAAQ,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC,SAAS,gBAAgB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,gBAAgB,EAAE,eAAe,EAAE,IAAI,GAAG;AACzG;EACA,EAAE,IAAI,MAAM,GAAG,IAAI,CAAC;AACpB;EACA,EAAE,IAAI,kBAAkB,GAAG,uBAAuB,CAAC;EACnD,EAAE,IAAI,cAAc,GAAG,MAAM,CAAC,mBAAmB,CAAC;AAClD;EACA,EAAE,KAAK,KAAK,CAAC,YAAY,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,kBAAkB,GAAG,0BAA0B,CAAC;EACnD,GAAG,cAAc,GAAG,MAAM,CAAC,sBAAsB,CAAC;AAClD;EACA,GAAG;AACH;EACA,EAAE,KAAK,cAAc,KAAK,SAAS,GAAG;AACtC;EACA,GAAG,IAAI,WAAW,GAAG,KAAK,CAAC;AAC3B;EACA,GAAG,KAAK,QAAQ,CAAC,YAAY,KAAK,IAAI,GAAG;AACzC;EACA,IAAI,WAAW,GAAG,QAAQ,CAAC,eAAe,IAAI,QAAQ,CAAC,eAAe,CAAC,QAAQ,IAAI,QAAQ,CAAC,eAAe,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAC;AAChI;EACA,IAAI;AACJ;EACA,GAAG,IAAI,WAAW,GAAG,KAAK,CAAC;AAC3B;EACA,GAAG,KAAK,MAAM,CAAC,aAAa,KAAK,IAAI,GAAG;AACxC;EACA,IAAI,KAAK,QAAQ,CAAC,QAAQ,KAAK,IAAI,GAAG;AACtC;EACA,KAAK,WAAW,GAAG,IAAI,CAAC;AACxB;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,MAAM,EAAE,CAAC;AAC5G;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM,aAAa,GAAG,MAAM,CAAC,eAAe,KAAK,IAAI,CAAC;AACzD;EACA,GAAG,MAAM,GAAG,kBAAkB,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,EAAE,CAAC;AAC1E;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,GAAG,cAAc,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,KAAK,SAAS,CAAC,oBAAoB;EACrC,IAAI,QAAQ,CAAC,WAAW,KAAK,IAAI;EACjC,IAAI,QAAQ,CAAC,cAAc,CAAC,MAAM,KAAK,CAAC,GAAG;AAC3C;EACA;EACA;AACA;EACA,GAAG,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,GAAG,QAAQ,CAAC,IAAI,CAAC;AAClD;EACA,GAAG,IAAI,mBAAmB,GAAG,cAAc,EAAE,IAAI,EAAE,CAAC;AACpD;EACA,GAAG,KAAK,mBAAmB,KAAK,SAAS,GAAG;AAC5C;EACA,IAAI,mBAAmB,GAAG,EAAE,CAAC;EAC7B,IAAI,cAAc,EAAE,IAAI,EAAE,GAAG,mBAAmB,CAAC;AACjD;EACA,IAAI;AACJ;EACA,GAAG,IAAI,cAAc,GAAG,mBAAmB,EAAE,IAAI,EAAE,CAAC;AACpD;EACA,GAAG,KAAK,cAAc,KAAK,SAAS,GAAG;AACvC;EACA,IAAI,cAAc,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;EACpC,IAAI,mBAAmB,EAAE,IAAI,EAAE,GAAG,cAAc,CAAC;AACjD;EACA,IAAI;AACJ;EACA,GAAG,MAAM,GAAG,cAAc,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,CAAC;EACpC,EAAE,MAAM,CAAC,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACxC;EACA,EAAE,KAAK,IAAI,KAAK,YAAY,GAAG;AAC/B;EACA,GAAG,MAAM,CAAC,IAAI,GAAG,EAAE,QAAQ,CAAC,UAAU,KAAK,IAAI,KAAK,QAAQ,CAAC,UAAU,GAAG,QAAQ,CAAC,IAAI,CAAC;AACxF;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,CAAC,IAAI,GAAG,EAAE,QAAQ,CAAC,UAAU,KAAK,IAAI,KAAK,QAAQ,CAAC,UAAU,GAAG,UAAU,EAAE,QAAQ,CAAC,IAAI,EAAE,CAAC;AACtG;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,WAAW,GAAG,QAAQ,CAAC,WAAW,CAAC;EAC5C,EAAE,MAAM,CAAC,cAAc,GAAG,QAAQ,CAAC,cAAc,CAAC;EAClD,EAAE,MAAM,CAAC,gBAAgB,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AACtD;EACA,EAAE,MAAM,CAAC,kBAAkB,GAAG,QAAQ,CAAC,kBAAkB,CAAC;EAC1D,EAAE,MAAM,CAAC,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACxC;EACA,EAAE,KAAK,KAAK,CAAC,YAAY,KAAK,IAAI,IAAI,MAAM,CAAC,sBAAsB,KAAK,IAAI,GAAG;AAC/E;EACA,GAAG,MAAM,CAAC,iBAAiB,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EACvE,GAAG,MAAM,CAAC,YAAY,GAAG,gBAAgB,CAAC;EAC1C,GAAG,MAAM,CAAC,WAAW,GAAG,eAAe,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,GAAG;AACpE;EACA,EAAE,KAAK,MAAM,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACzC;EACA,EAAE,MAAM,OAAO,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,OAAO,MAAM,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,QAAQ,EAAE,GAAG;AAC1E;EACA,GAAG,KAAK,EAAE,MAAM,CAAC,UAAU,MAAM,MAAM,CAAC,aAAa,IAAI,IAAI,KAAK,YAAY,EAAE,QAAQ,EAAE,MAAM,CAAC,aAAa,IAAI,QAAQ,CAAC,gBAAgB,EAAE,MAAM,EAAE,EAAE,GAAG;AAC1J;EACA,IAAI,MAAM,CAAC,eAAe,CAAC,gBAAgB,EAAE,YAAY,CAAC,kBAAkB,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AACnG;EACA,IAAI,MAAM,QAAQ,GAAG,QAAQ,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;EAC/C,IAAI,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACrC;EACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACrC;EACA,KAAK,MAAM,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AACpC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;EACA,MAAM,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAChC,MAAM,MAAM,aAAa,GAAG,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAC5D;EACA,MAAM,KAAK,aAAa,IAAI,aAAa,CAAC,OAAO,GAAG;AACpD;EACA,OAAO,MAAM,aAAa,GAAG,gBAAgB,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,KAAK,EAAE,YAAY,CAAC,IAAI,EAAE,YAAY,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AACnI;EACA,OAAO,SAAS,CAAC,kBAAkB,EAAE,YAAY,EAAE,IAAI,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAClG;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK,MAAM,KAAK,QAAQ,CAAC,OAAO,GAAG;AACnC;EACA,KAAK,MAAM,aAAa,GAAG,gBAAgB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,YAAY,CAAC,IAAI,EAAE,YAAY,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AAC5H;EACA,KAAK,SAAS,CAAC,kBAAkB,EAAE,YAAY,EAAE,IAAI,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AAC/F;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACpE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,UAAU,EAAE,YAAY,GAAG;AACpD;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;EACA,CAAC,SAAS,WAAW,GAAG;AACxB;EACA,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;EAC9B,EAAE,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC9B,EAAE,MAAM,iBAAiB,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,EAAE,OAAO;AACT;EACA,GAAG,OAAO,EAAE,WAAW,SAAS,GAAG;AACnC;EACA,IAAI,KAAK,gBAAgB,KAAK,SAAS,IAAI,EAAE,MAAM,GAAG;AACtD;EACA,KAAK,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,CAAC;EAChE,KAAK,gBAAgB,GAAG,SAAS,CAAC;AAClC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,SAAS,EAAE,WAAW,IAAI,GAAG;AAChC;EACA,IAAI,MAAM,GAAG,IAAI,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,kBAAkB,GAAG;AACzD;EACA,IAAI,KAAK,kBAAkB,KAAK,IAAI,GAAG;AACvC;EACA,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;AAC5B;EACA,KAAK;AACL;EACA,IAAI,KAAK,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,IAAI,KAAK,iBAAiB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AACvD;EACA,KAAK,EAAE,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACjC,KAAK,iBAAiB,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,YAAY;AACtB;EACA,IAAI,MAAM,GAAG,KAAK,CAAC;AACnB;EACA,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC5B,IAAI,iBAAiB,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,IAAI;AACJ;EACA,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,GAAG;AACxB;EACA,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC9B,EAAE,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC9B,EAAE,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC/B;EACA,EAAE,OAAO;AACT;EACA,GAAG,OAAO,EAAE,WAAW,SAAS,GAAG;AACnC;EACA,IAAI,KAAK,SAAS,GAAG;AACrB;EACA,KAAK,MAAM,EAAE,IAAI,EAAE,CAAC;AACpB;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,EAAE,IAAI,EAAE,CAAC;AACrB;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,EAAE,WAAW,SAAS,GAAG;AACnC;EACA,IAAI,KAAK,gBAAgB,KAAK,SAAS,IAAI,EAAE,MAAM,GAAG;AACtD;EACA,KAAK,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC;EAC/B,KAAK,gBAAgB,GAAG,SAAS,CAAC;AAClC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,EAAE,WAAW,SAAS,GAAG;AACnC;EACA,IAAI,KAAK,gBAAgB,KAAK,SAAS,GAAG;AAC1C;EACA,KAAK,KAAK,SAAS,GAAG;AACtB;EACA,MAAM,SAAS,SAAS;AACxB;EACA,OAAO,KAAK,UAAU;AACtB;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,WAAW;AACvB;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,SAAS;AACrB;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,cAAc;AAC1B;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,UAAU;AACtB;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,iBAAiB;AAC7B;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,YAAY;AACxB;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,aAAa;AACzB;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO;AACP;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC5B;EACA,OAAO;AACP;EACA,MAAM,MAAM;AACZ;EACA,MAAM,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC1B;EACA,MAAM;AACN;EACA,KAAK,gBAAgB,GAAG,SAAS,CAAC;AAClC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,SAAS,EAAE,WAAW,IAAI,GAAG;AAChC;EACA,IAAI,MAAM,GAAG,IAAI,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,EAAE,WAAW,KAAK,GAAG;AAChC;EACA,IAAI,KAAK,iBAAiB,KAAK,KAAK,GAAG;AACvC;EACA,KAAK,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;EAC5B,KAAK,iBAAiB,GAAG,KAAK,CAAC;AAC/B;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,YAAY;AACtB;EACA,IAAI,MAAM,GAAG,KAAK,CAAC;AACnB;EACA,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC5B,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC5B,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC7B;EACA,IAAI;AACJ;EACA,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,SAAS,aAAa,GAAG;AAC1B;EACA,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAChC,EAAE,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAChC,EAAE,IAAI,iBAAiB,GAAG,IAAI,CAAC;EAC/B,EAAE,IAAI,sBAAsB,GAAG,IAAI,CAAC;EACpC,EAAE,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAChC,EAAE,IAAI,mBAAmB,GAAG,IAAI,CAAC;EACjC,EAAE,IAAI,mBAAmB,GAAG,IAAI,CAAC;EACjC,EAAE,IAAI,mBAAmB,GAAG,IAAI,CAAC;AACjC;EACA,EAAE,OAAO;AACT;EACA,GAAG,OAAO,EAAE,WAAW,WAAW,GAAG;AACrC;EACA,IAAI,KAAK,EAAE,MAAM,GAAG;AACpB;EACA,KAAK,KAAK,WAAW,GAAG;AACxB;EACA,MAAM,MAAM,EAAE,IAAI,EAAE,CAAC;AACrB;EACA,MAAM,MAAM;AACZ;EACA,MAAM,OAAO,EAAE,IAAI,EAAE,CAAC;AACtB;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,EAAE,WAAW,WAAW,GAAG;AACrC;EACA,IAAI,KAAK,kBAAkB,KAAK,WAAW,IAAI,EAAE,MAAM,GAAG;AAC1D;EACA,KAAK,EAAE,CAAC,WAAW,EAAE,WAAW,EAAE,CAAC;EACnC,KAAK,kBAAkB,GAAG,WAAW,CAAC;AACtC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,EAAE,WAAW,WAAW,EAAE,UAAU,EAAE,WAAW,GAAG;AAC9D;EACA,IAAI,KAAK,kBAAkB,KAAK,WAAW;EAC3C,SAAS,iBAAiB,KAAK,UAAU;EACzC,SAAS,sBAAsB,KAAK,WAAW,GAAG;AAClD;EACA,KAAK,EAAE,CAAC,WAAW,EAAE,WAAW,EAAE,UAAU,EAAE,WAAW,EAAE,CAAC;AAC5D;EACA,KAAK,kBAAkB,GAAG,WAAW,CAAC;EACtC,KAAK,iBAAiB,GAAG,UAAU,CAAC;EACpC,KAAK,sBAAsB,GAAG,WAAW,CAAC;AAC1C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,WAAW,WAAW,EAAE,YAAY,EAAE,YAAY,GAAG;AAC/D;EACA,IAAI,KAAK,kBAAkB,KAAK,WAAW;EAC3C,SAAS,mBAAmB,KAAK,YAAY;EAC7C,SAAS,mBAAmB,KAAK,YAAY,GAAG;AAChD;EACA,KAAK,EAAE,CAAC,SAAS,EAAE,WAAW,EAAE,YAAY,EAAE,YAAY,EAAE,CAAC;AAC7D;EACA,KAAK,kBAAkB,GAAG,WAAW,CAAC;EACtC,KAAK,mBAAmB,GAAG,YAAY,CAAC;EACxC,KAAK,mBAAmB,GAAG,YAAY,CAAC;AACxC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,SAAS,EAAE,WAAW,IAAI,GAAG;AAChC;EACA,IAAI,MAAM,GAAG,IAAI,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,EAAE,WAAW,OAAO,GAAG;AAClC;EACA,IAAI,KAAK,mBAAmB,KAAK,OAAO,GAAG;AAC3C;EACA,KAAK,EAAE,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;EAChC,KAAK,mBAAmB,GAAG,OAAO,CAAC;AACnC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,YAAY;AACtB;EACA,IAAI,MAAM,GAAG,KAAK,CAAC;AACnB;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAC9B,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAC9B,IAAI,iBAAiB,GAAG,IAAI,CAAC;EAC7B,IAAI,sBAAsB,GAAG,IAAI,CAAC;EAClC,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAC9B,IAAI,mBAAmB,GAAG,IAAI,CAAC;EAC/B,IAAI,mBAAmB,GAAG,IAAI,CAAC;EAC/B,IAAI,mBAAmB,GAAG,IAAI,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,MAAM,WAAW,GAAG,IAAI,WAAW,EAAE,CAAC;EACvC,CAAC,MAAM,WAAW,GAAG,IAAI,WAAW,EAAE,CAAC;EACvC,CAAC,MAAM,aAAa,GAAG,IAAI,aAAa,EAAE,CAAC;AAC3C;EACA,CAAC,IAAI,mBAAmB,GAAG,EAAE,CAAC;AAC9B;EACA,CAAC,IAAI,aAAa,GAAG,IAAI,CAAC;EAC1B,CAAC,IAAI,wBAAwB,GAAG,EAAE,CAAC;AACnC;EACA,CAAC,IAAI,cAAc,GAAG,IAAI,CAAC;AAC3B;EACA,CAAC,IAAI,sBAAsB,GAAG,KAAK,CAAC;EACpC,CAAC,IAAI,eAAe,GAAG,IAAI,CAAC;EAC5B,CAAC,IAAI,oBAAoB,GAAG,IAAI,CAAC;EACjC,CAAC,IAAI,eAAe,GAAG,IAAI,CAAC;EAC5B,CAAC,IAAI,eAAe,GAAG,IAAI,CAAC;EAC5B,CAAC,IAAI,yBAAyB,GAAG,IAAI,CAAC;EACtC,CAAC,IAAI,oBAAoB,GAAG,IAAI,CAAC;EACjC,CAAC,IAAI,oBAAoB,GAAG,IAAI,CAAC;EACjC,CAAC,IAAI,wBAAwB,GAAG,KAAK,CAAC;AACtC;EACA,CAAC,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC7B,CAAC,IAAI,eAAe,GAAG,IAAI,CAAC;AAC5B;EACA,CAAC,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC7B;EACA,CAAC,IAAI,0BAA0B,GAAG,IAAI,CAAC;EACvC,CAAC,IAAI,yBAAyB,GAAG,IAAI,CAAC;AACtC;EACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AAC9C;EACA,CAAC,IAAI,kBAAkB,GAAG,KAAK,CAAC;EAChC,CAAC,IAAI,OAAO,GAAG,CAAC,CAAC;EACjB,CAAC,MAAM,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,CAAC,KAAK,SAAS,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,GAAG;AAC7C;EACA,EAAE,OAAO,GAAG,UAAU,EAAE,aAAa,CAAC,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;EAC/D,EAAE,kBAAkB,KAAK,OAAO,IAAI,GAAG,EAAE,CAAC;AAC1C;EACA,EAAE,MAAM,KAAK,SAAS,CAAC,OAAO,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC,GAAG;AACxD;EACA,EAAE,OAAO,GAAG,UAAU,EAAE,iBAAiB,CAAC,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;EACnE,EAAE,kBAAkB,KAAK,OAAO,IAAI,GAAG,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAC/B,CAAC,IAAI,oBAAoB,GAAG,EAAE,CAAC;AAC/B;EACA,CAAC,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;EAC/E,CAAC,MAAM,eAAe,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AAChF;EACA,CAAC,SAAS,aAAa,EAAE,IAAI,EAAE,MAAM,EAAE,KAAK,GAAG;AAC/C;EACA,EAAE,MAAM,IAAI,GAAG,IAAI,UAAU,EAAE,CAAC,EAAE,CAAC;EACnC,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC,aAAa,EAAE,CAAC;AACrC;EACA,EAAE,EAAE,CAAC,WAAW,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;EAClC,EAAE,EAAE,CAAC,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;EACxC,EAAE,EAAE,CAAC,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG;AACrC;EACA,GAAG,EAAE,CAAC,UAAU,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnE;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,MAAM,aAAa,GAAG,EAAE,CAAC;EAC1B,CAAC,aAAa,EAAE,IAAI,EAAE,GAAG,aAAa,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EACxD,CAAC,aAAa,EAAE,KAAK,EAAE,GAAG,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC3D;EACA;AACA;EACA,CAAC,WAAW,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACpC,CAAC,WAAW,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;EAC3B,CAAC,aAAa,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;EAChB,CAAC,WAAW,CAAC,OAAO,EAAE,cAAc,EAAE,CAAC;AACvC;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EACvB,CAAC,WAAW,EAAE,YAAY,EAAE,CAAC;EAC7B,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AAChB;EACA,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;AAC3B;EACA;AACA;EACA,CAAC,SAAS,MAAM,EAAE,EAAE,GAAG;AACvB;EACA,EAAE,KAAK,mBAAmB,EAAE,EAAE,EAAE,KAAK,IAAI,GAAG;AAC5C;EACA,GAAG,EAAE,CAAC,MAAM,EAAE,EAAE,EAAE,CAAC;EACnB,GAAG,mBAAmB,EAAE,EAAE,EAAE,GAAG,IAAI,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,EAAE,EAAE,GAAG;AACxB;EACA,EAAE,KAAK,mBAAmB,EAAE,EAAE,EAAE,KAAK,KAAK,GAAG;AAC7C;EACA,GAAG,EAAE,CAAC,OAAO,EAAE,EAAE,EAAE,CAAC;EACpB,GAAG,mBAAmB,EAAE,EAAE,EAAE,GAAG,KAAK,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,iBAAiB,EAAE,WAAW,GAAG;AAC3C;EACA,EAAE,KAAK,WAAW,KAAK,aAAa,GAAG;AACvC;EACA,GAAG,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAC5C;EACA,GAAG,aAAa,GAAG,WAAW,CAAC;AAC/B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,MAAM,EAAE,WAAW,GAAG;AACjD;EACA,EAAE,KAAK,WAAW,KAAK,IAAI,IAAI,aAAa,KAAK,IAAI,GAAG,WAAW,GAAG,aAAa,CAAC;AACpF;EACA,EAAE,KAAK,wBAAwB,EAAE,MAAM,EAAE,KAAK,WAAW,GAAG;AAC5D;EACA,GAAG,EAAE,CAAC,eAAe,EAAE,MAAM,EAAE,WAAW,EAAE,CAAC;AAC7C;EACA,GAAG,wBAAwB,EAAE,MAAM,EAAE,GAAG,WAAW,CAAC;AACpD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,UAAU,EAAE,OAAO,GAAG;AAChC;EACA,EAAE,KAAK,cAAc,KAAK,OAAO,GAAG;AACpC;EACA,GAAG,EAAE,CAAC,UAAU,EAAE,OAAO,EAAE,CAAC;AAC5B;EACA,GAAG,cAAc,GAAG,OAAO,CAAC;AAC5B;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,MAAM,YAAY,GAAG;EACtB,EAAE,EAAE,WAAW,IAAI,KAAK;EACxB,EAAE,EAAE,gBAAgB,IAAI,KAAK;EAC7B,EAAE,EAAE,uBAAuB,IAAI,KAAK;EACpC,EAAE,CAAC;AACH;EACA,CAAC,KAAK,QAAQ,GAAG;AACjB;EACA,EAAE,YAAY,EAAE,WAAW,EAAE,GAAG,KAAK,CAAC;EACtC,EAAE,YAAY,EAAE,WAAW,EAAE,GAAG,KAAK,CAAC;AACtC;EACA,EAAE,MAAM;AACR;EACA,EAAE,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,kBAAkB,EAAE,CAAC;AACzD;EACA,EAAE,KAAK,SAAS,KAAK,IAAI,GAAG;AAC5B;EACA,GAAG,YAAY,EAAE,WAAW,EAAE,GAAG,SAAS,CAAC,OAAO,CAAC;EACnD,GAAG,YAAY,EAAE,WAAW,EAAE,GAAG,SAAS,CAAC,OAAO,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,MAAM,UAAU,GAAG;EACpB,EAAE,EAAE,UAAU,IAAI,CAAC;EACnB,EAAE,EAAE,SAAS,IAAI,CAAC;EAClB,EAAE,EAAE,cAAc,IAAI,GAAG;EACzB,EAAE,EAAE,cAAc,IAAI,GAAG;EACzB,EAAE,EAAE,sBAAsB,IAAI,GAAG;EACjC,EAAE,EAAE,cAAc,IAAI,GAAG;EACzB,EAAE,EAAE,cAAc,IAAI,GAAG;EACzB,EAAE,EAAE,sBAAsB,IAAI,GAAG;EACjC,EAAE,EAAE,sBAAsB,IAAI,GAAG;EACjC,EAAE,EAAE,sBAAsB,IAAI,GAAG;EACjC,EAAE,EAAE,sBAAsB,IAAI,GAAG;EACjC,EAAE,CAAC;AACH;EACA,CAAC,SAAS,WAAW,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,kBAAkB,EAAE,aAAa,EAAE,aAAa,EAAE,kBAAkB,GAAG;AAC3I;EACA,EAAE,KAAK,QAAQ,KAAK,UAAU,GAAG;AACjC;EACA,GAAG,KAAK,sBAAsB,KAAK,IAAI,GAAG;AAC1C;EACA,IAAI,OAAO,EAAE,IAAI,EAAE,CAAC;EACpB,IAAI,sBAAsB,GAAG,KAAK,CAAC;AACnC;EACA,IAAI;AACJ;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,sBAAsB,KAAK,KAAK,GAAG;AAC1C;EACA,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;EAClB,GAAG,sBAAsB,GAAG,IAAI,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,KAAK,cAAc,GAAG;AACrC;EACA,GAAG,KAAK,QAAQ,KAAK,eAAe,IAAI,kBAAkB,KAAK,wBAAwB,GAAG;AAC1F;EACA,IAAI,KAAK,oBAAoB,KAAK,WAAW,IAAI,yBAAyB,KAAK,WAAW,GAAG;AAC7F;EACA,KAAK,EAAE,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC/B;EACA,KAAK,oBAAoB,GAAG,WAAW,CAAC;EACxC,KAAK,yBAAyB,GAAG,WAAW,CAAC;AAC7C;EACA,KAAK;AACL;EACA,IAAI,KAAK,kBAAkB,GAAG;AAC9B;EACA,KAAK,SAAS,QAAQ;AACtB;EACA,MAAM,KAAK,cAAc;EACzB,OAAO,EAAE,CAAC,iBAAiB,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;EAC9C,OAAO,MAAM;AACb;EACA,MAAM,KAAK,gBAAgB;EAC3B,OAAO,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5B,OAAO,MAAM;AACb;EACA,MAAM,KAAK,mBAAmB;EAC9B,OAAO,EAAE,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC9C,OAAO,MAAM;AACb;EACA,MAAM,KAAK,gBAAgB;EAC3B,OAAO,EAAE,CAAC,iBAAiB,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;EAC9C,OAAO,MAAM;AACb;EACA,MAAM;EACN,OAAO,OAAO,CAAC,KAAK,EAAE,sCAAsC,EAAE,QAAQ,EAAE,CAAC;EACzE,OAAO,MAAM;AACb;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,SAAS,QAAQ;AACtB;EACA,MAAM,KAAK,cAAc;EACzB,OAAO,EAAE,CAAC,iBAAiB,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;EAChD,OAAO,MAAM;AACb;EACA,MAAM,KAAK,gBAAgB;EAC3B,OAAO,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;EAC9B,OAAO,MAAM;AACb;EACA,MAAM,KAAK,mBAAmB;EAC9B,OAAO,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;EAC9B,OAAO,MAAM;AACb;EACA,MAAM,KAAK,gBAAgB;EAC3B,OAAO,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;EAC9B,OAAO,MAAM;AACb;EACA,MAAM;EACN,OAAO,OAAO,CAAC,KAAK,EAAE,sCAAsC,EAAE,QAAQ,EAAE,CAAC;EACzE,OAAO,MAAM;AACb;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,eAAe,GAAG,IAAI,CAAC;EAC3B,IAAI,eAAe,GAAG,IAAI,CAAC;EAC3B,IAAI,oBAAoB,GAAG,IAAI,CAAC;EAChC,IAAI,oBAAoB,GAAG,IAAI,CAAC;AAChC;EACA,IAAI,eAAe,GAAG,QAAQ,CAAC;EAC/B,IAAI,wBAAwB,GAAG,kBAAkB,CAAC;AAClD;EACA,IAAI;AACJ;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,kBAAkB,GAAG,kBAAkB,IAAI,aAAa,CAAC;EAC3D,EAAE,aAAa,GAAG,aAAa,IAAI,QAAQ,CAAC;EAC5C,EAAE,aAAa,GAAG,aAAa,IAAI,QAAQ,CAAC;AAC5C;EACA,EAAE,KAAK,aAAa,KAAK,oBAAoB,IAAI,kBAAkB,KAAK,yBAAyB,GAAG;AACpG;EACA,GAAG,EAAE,CAAC,qBAAqB,EAAE,YAAY,EAAE,aAAa,EAAE,EAAE,YAAY,EAAE,kBAAkB,EAAE,EAAE,CAAC;AACjG;EACA,GAAG,oBAAoB,GAAG,aAAa,CAAC;EACxC,GAAG,yBAAyB,GAAG,kBAAkB,CAAC;AAClD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,KAAK,eAAe,IAAI,QAAQ,KAAK,eAAe,IAAI,aAAa,KAAK,oBAAoB,IAAI,aAAa,KAAK,oBAAoB,GAAG;AAC1J;EACA,GAAG,EAAE,CAAC,iBAAiB,EAAE,UAAU,EAAE,QAAQ,EAAE,EAAE,UAAU,EAAE,QAAQ,EAAE,EAAE,UAAU,EAAE,aAAa,EAAE,EAAE,UAAU,EAAE,aAAa,EAAE,EAAE,CAAC;AACpI;EACA,GAAG,eAAe,GAAG,QAAQ,CAAC;EAC9B,GAAG,eAAe,GAAG,QAAQ,CAAC;EAC9B,GAAG,oBAAoB,GAAG,aAAa,CAAC;EACxC,GAAG,oBAAoB,GAAG,aAAa,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,eAAe,GAAG,QAAQ,CAAC;EAC7B,EAAE,wBAAwB,GAAG,IAAI,CAAC;AAClC;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,QAAQ,EAAE,WAAW,GAAG;AAC/C;EACA,EAAE,QAAQ,CAAC,IAAI,KAAK,UAAU;EAC9B,KAAK,OAAO,EAAE,IAAI,EAAE;EACpB,KAAK,MAAM,EAAE,IAAI,EAAE,CAAC;AACpB;EACA,EAAE,IAAI,SAAS,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,EAAE,CAAC;EACjD,EAAE,KAAK,WAAW,GAAG,SAAS,GAAG,EAAE,SAAS,CAAC;AAC7C;EACA,EAAE,YAAY,EAAE,SAAS,EAAE,CAAC;AAC5B;EACA,EAAE,EAAE,QAAQ,CAAC,QAAQ,KAAK,cAAc,IAAI,QAAQ,CAAC,WAAW,KAAK,KAAK;EAC1E,KAAK,WAAW,EAAE,UAAU,EAAE;EAC9B,KAAK,WAAW,EAAE,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC,kBAAkB,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,kBAAkB,EAAE,CAAC;AAC9M;EACA,EAAE,WAAW,CAAC,OAAO,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;EAC5C,EAAE,WAAW,CAAC,OAAO,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;EAC5C,EAAE,WAAW,CAAC,OAAO,EAAE,QAAQ,CAAC,UAAU,EAAE,CAAC;EAC7C,EAAE,WAAW,CAAC,OAAO,EAAE,QAAQ,CAAC,UAAU,EAAE,CAAC;AAC7C;EACA,EAAE,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;EAC7C,EAAE,aAAa,CAAC,OAAO,EAAE,YAAY,EAAE,CAAC;EACxC,EAAE,KAAK,YAAY,GAAG;AACtB;EACA,GAAG,aAAa,CAAC,OAAO,EAAE,QAAQ,CAAC,gBAAgB,EAAE,CAAC;EACtD,GAAG,aAAa,CAAC,OAAO,EAAE,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,UAAU,EAAE,QAAQ,CAAC,eAAe,EAAE,CAAC;EAChG,GAAG,aAAa,CAAC,KAAK,EAAE,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,YAAY,EAAE,QAAQ,CAAC,YAAY,EAAE,CAAC;AAC7F;EACA,GAAG;AACH;EACA,EAAE,gBAAgB,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,mBAAmB,EAAE,QAAQ,CAAC,kBAAkB,EAAE,CAAC;AACxG;EACA,EAAE,QAAQ,CAAC,eAAe,KAAK,IAAI;EACnC,KAAK,MAAM,EAAE,KAAK,EAAE;EACpB,KAAK,OAAO,EAAE,KAAK,EAAE,CAAC;AACtB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,YAAY,EAAE,SAAS,GAAG;AACpC;EACA,EAAE,KAAK,gBAAgB,KAAK,SAAS,GAAG;AACxC;EACA,GAAG,KAAK,SAAS,GAAG;AACpB;EACA,IAAI,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,IAAI,MAAM;AACV;EACA,IAAI,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,IAAI;AACJ;EACA,GAAG,gBAAgB,GAAG,SAAS,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,QAAQ,GAAG;AAClC;EACA,EAAE,KAAK,QAAQ,KAAK,YAAY,GAAG;AACnC;EACA,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;AAClB;EACA,GAAG,KAAK,QAAQ,KAAK,eAAe,GAAG;AACvC;EACA,IAAI,KAAK,QAAQ,KAAK,YAAY,GAAG;AACrC;EACA,KAAK,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,KAAK,MAAM,KAAK,QAAQ,KAAK,aAAa,GAAG;AAC7C;EACA,KAAK,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,KAAK,MAAM;AACX;EACA,KAAK,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,EAAE,IAAI,EAAE,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,eAAe,GAAG,QAAQ,CAAC;AAC7B;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,KAAK,GAAG;AAChC;EACA,EAAE,KAAK,KAAK,KAAK,gBAAgB,GAAG;AACpC;EACA,GAAG,KAAK,kBAAkB,GAAG,EAAE,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC;AACnD;EACA,GAAG,gBAAgB,GAAG,KAAK,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,gBAAgB,EAAE,aAAa,EAAE,MAAM,EAAE,KAAK,GAAG;AAC3D;EACA,EAAE,KAAK,aAAa,GAAG;AACvB;EACA,GAAG,MAAM,EAAE,KAAK,EAAE,CAAC;AACnB;EACA,GAAG,KAAK,0BAA0B,KAAK,MAAM,IAAI,yBAAyB,KAAK,KAAK,GAAG;AACvF;EACA,IAAI,EAAE,CAAC,aAAa,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,IAAI,0BAA0B,GAAG,MAAM,CAAC;EACxC,IAAI,yBAAyB,GAAG,KAAK,CAAC;AACtC;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,EAAE,KAAK,EAAE,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,EAAE,WAAW,GAAG;AACxC;EACA,EAAE,KAAK,WAAW,GAAG;AACrB;EACA,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;AAClB;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,EAAE,IAAI,EAAE,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,aAAa,EAAE,SAAS,GAAG;AACrC;EACA,EAAE,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,KAAK,GAAG,WAAW,GAAG,CAAC,CAAC;AACrE;EACA,EAAE,KAAK,kBAAkB,KAAK,SAAS,GAAG;AAC1C;EACA,GAAG,EAAE,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;EACjC,GAAG,kBAAkB,GAAG,SAAS,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,SAAS,EAAE,YAAY,GAAG;AACjD;EACA,EAAE,KAAK,kBAAkB,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,aAAa,EAAE,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,IAAI,YAAY,GAAG,oBAAoB,EAAE,kBAAkB,EAAE,CAAC;AAChE;EACA,EAAE,KAAK,YAAY,KAAK,SAAS,GAAG;AACpC;EACA,GAAG,YAAY,GAAG,EAAE,IAAI,EAAE,SAAS,EAAE,OAAO,EAAE,SAAS,EAAE,CAAC;EAC1D,GAAG,oBAAoB,EAAE,kBAAkB,EAAE,GAAG,YAAY,CAAC;AAC7D;EACA,GAAG;AACH;EACA,EAAE,KAAK,YAAY,CAAC,IAAI,KAAK,SAAS,IAAI,YAAY,CAAC,OAAO,KAAK,YAAY,GAAG;AAClF;EACA,GAAG,EAAE,CAAC,WAAW,EAAE,SAAS,EAAE,YAAY,IAAI,aAAa,EAAE,SAAS,EAAE,EAAE,CAAC;AAC3E;EACA,GAAG,YAAY,CAAC,IAAI,GAAG,SAAS,CAAC;EACjC,GAAG,YAAY,CAAC,OAAO,GAAG,YAAY,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,aAAa,GAAG;AAC1B;EACA,EAAE,MAAM,YAAY,GAAG,oBAAoB,EAAE,kBAAkB,EAAE,CAAC;AAClE;EACA,EAAE,KAAK,YAAY,KAAK,SAAS,IAAI,YAAY,CAAC,IAAI,KAAK,SAAS,GAAG;AACvE;EACA,GAAG,EAAE,CAAC,WAAW,EAAE,YAAY,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,GAAG,YAAY,CAAC,IAAI,GAAG,SAAS,CAAC;EACjC,GAAG,YAAY,CAAC,OAAO,GAAG,SAAS,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,oBAAoB,GAAG;AACjC;EACA,EAAE,IAAI;AACN;EACA,GAAG,EAAE,CAAC,oBAAoB,CAAC,KAAK,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AAClD;EACA,GAAG,CAAC,QAAQ,KAAK,GAAG;AACpB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,mBAAmB,EAAE,KAAK,EAAE,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,UAAU,GAAG;AACvB;EACA,EAAE,IAAI;AACN;EACA,GAAG,EAAE,CAAC,UAAU,CAAC,KAAK,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,GAAG,CAAC,QAAQ,KAAK,GAAG;AACpB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,mBAAmB,EAAE,KAAK,EAAE,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,UAAU,GAAG;AACvB;EACA,EAAE,IAAI;AACN;EACA,GAAG,EAAE,CAAC,UAAU,CAAC,KAAK,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,GAAG,CAAC,QAAQ,KAAK,GAAG;AACpB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,mBAAmB,EAAE,KAAK,EAAE,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,OAAO,EAAE,OAAO,GAAG;AAC7B;EACA,EAAE,KAAK,cAAc,CAAC,MAAM,EAAE,OAAO,EAAE,KAAK,KAAK,GAAG;AACpD;EACA,GAAG,EAAE,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,CAAC;EAC5D,GAAG,cAAc,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,QAAQ,EAAE,QAAQ,GAAG;AAC/B;EACA,EAAE,KAAK,eAAe,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,KAAK,GAAG;AACtD;EACA,GAAG,EAAE,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;EACjE,GAAG,eAAe,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,KAAK,GAAG;AAClB;EACA;AACA;EACA,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACrB,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACrB,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACrB,EAAE,EAAE,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;EACtB,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACrB,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACrB,EAAE,EAAE,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AACtB;EACA,EAAE,EAAE,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;EAC5B,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACvB,EAAE,EAAE,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;EACzC,EAAE,EAAE,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;EACvB,EAAE,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EACtB,EAAE,EAAE,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC;AACrB;EACA,EAAE,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;EAC/B,EAAE,EAAE,CAAC,WAAW,EAAE,GAAG,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC;EACvC,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;EACnC,EAAE,EAAE,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,EAAE,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;EACtB,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,EAAE,EAAE,CAAC,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,EAAE,EAAE,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC5B;EACA,EAAE,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,EAAE,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC3B;EACA,GAAG,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;EACrC,GAAG,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AACxB;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC;AACpB;EACA,EAAE,EAAE,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;EACxD,EAAE,EAAE,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AACzD;EACA;AACA;EACA,EAAE,mBAAmB,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,kBAAkB,GAAG,IAAI,CAAC;EAC5B,EAAE,oBAAoB,GAAG,EAAE,CAAC;AAC5B;EACA,EAAE,aAAa,GAAG,IAAI,CAAC;EACvB,EAAE,wBAAwB,GAAG,EAAE,CAAC;AAChC;EACA,EAAE,cAAc,GAAG,IAAI,CAAC;AACxB;EACA,EAAE,sBAAsB,GAAG,KAAK,CAAC;EACjC,EAAE,eAAe,GAAG,IAAI,CAAC;EACzB,EAAE,oBAAoB,GAAG,IAAI,CAAC;EAC9B,EAAE,eAAe,GAAG,IAAI,CAAC;EACzB,EAAE,eAAe,GAAG,IAAI,CAAC;EACzB,EAAE,yBAAyB,GAAG,IAAI,CAAC;EACnC,EAAE,oBAAoB,GAAG,IAAI,CAAC;EAC9B,EAAE,oBAAoB,GAAG,IAAI,CAAC;EAC9B,EAAE,wBAAwB,GAAG,KAAK,CAAC;AACnC;EACA,EAAE,gBAAgB,GAAG,IAAI,CAAC;EAC1B,EAAE,eAAe,GAAG,IAAI,CAAC;AACzB;EACA,EAAE,gBAAgB,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE,0BAA0B,GAAG,IAAI,CAAC;EACpC,EAAE,yBAAyB,GAAG,IAAI,CAAC;AACnC;EACA,EAAE,cAAc,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;EAChE,EAAE,eAAe,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AACjE;EACA,EAAE,WAAW,CAAC,KAAK,EAAE,CAAC;EACtB,EAAE,WAAW,CAAC,KAAK,EAAE,CAAC;EACtB,EAAE,aAAa,CAAC,KAAK,EAAE,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,OAAO,EAAE;EACX,GAAG,KAAK,EAAE,WAAW;EACrB,GAAG,KAAK,EAAE,WAAW;EACrB,GAAG,OAAO,EAAE,aAAa;EACzB,GAAG;AACH;EACA,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,OAAO,EAAE,OAAO;AAClB;EACA,EAAE,eAAe,EAAE,eAAe;EAClC,EAAE,iBAAiB,EAAE,iBAAiB;AACtC;EACA,EAAE,UAAU,EAAE,UAAU;AACxB;EACA,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,WAAW,EAAE,WAAW;AAC1B;EACA,EAAE,YAAY,EAAE,YAAY;EAC5B,EAAE,WAAW,EAAE,WAAW;AAC1B;EACA,EAAE,YAAY,EAAE,YAAY;EAC5B,EAAE,gBAAgB,EAAE,gBAAgB;AACpC;EACA,EAAE,cAAc,EAAE,cAAc;AAChC;EACA,EAAE,aAAa,EAAE,aAAa;EAC9B,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,aAAa,EAAE,aAAa;EAC9B,EAAE,oBAAoB,EAAE,oBAAoB;EAC5C,EAAE,UAAU,EAAE,UAAU;EACxB,EAAE,UAAU,EAAE,UAAU;AACxB;EACA,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,QAAQ,EAAE,QAAQ;AACpB;EACA,EAAE,KAAK,EAAE,KAAK;AACd;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,GAAG,EAAE,UAAU,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,GAAG;AACxF;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;EACxC,CAAC,MAAM,WAAW,GAAG,YAAY,CAAC,WAAW,CAAC;EAC9C,CAAC,MAAM,cAAc,GAAG,YAAY,CAAC,cAAc,CAAC;EACpD,CAAC,MAAM,cAAc,GAAG,YAAY,CAAC,cAAc,CAAC;EACpD,CAAC,MAAM,UAAU,GAAG,YAAY,CAAC,UAAU,CAAC;AAC5C;EACA,CAAC,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE,CAAC;EACtC,CAAC,IAAI,OAAO,CAAC;AACb;EACA;EACA;EACA;AACA;EACA,CAAC,IAAI,kBAAkB,GAAG,KAAK,CAAC;AAChC;EACA,CAAC,IAAI;AACL;EACA,EAAE,kBAAkB,GAAG,OAAO,eAAe,KAAK,WAAW;EAC7D,MAAM,EAAE,IAAI,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,EAAE,OAAO,IAAI,CAAC;AAClE;EACA,EAAE,CAAC,QAAQ,GAAG,GAAG;AACjB;EACA;AACA;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AACxC;EACA;AACA;EACA,EAAE,OAAO,kBAAkB;EAC3B,GAAG,IAAI,eAAe,EAAE,KAAK,EAAE,MAAM,EAAE;EACvC,GAAG,QAAQ,CAAC,eAAe,EAAE,8BAA8B,EAAE,QAAQ,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,KAAK,EAAE,eAAe,EAAE,cAAc,EAAE,OAAO,GAAG;AACzE;EACA,EAAE,IAAI,KAAK,GAAG,CAAC,CAAC;AAChB;EACA;AACA;EACA,EAAE,KAAK,KAAK,CAAC,KAAK,GAAG,OAAO,IAAI,KAAK,CAAC,MAAM,GAAG,OAAO,GAAG;AACzD;EACA,GAAG,KAAK,GAAG,OAAO,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,KAAK,GAAG,CAAC,IAAI,eAAe,KAAK,IAAI,GAAG;AAC/C;EACA;AACA;EACA,GAAG,KAAK,EAAE,OAAO,gBAAgB,KAAK,WAAW,IAAI,KAAK,YAAY,gBAAgB;EACtF,MAAM,OAAO,iBAAiB,KAAK,WAAW,IAAI,KAAK,YAAY,iBAAiB,EAAE;EACtF,MAAM,OAAO,WAAW,KAAK,WAAW,IAAI,KAAK,YAAY,WAAW,EAAE,GAAG;AAC7E;EACA,IAAI,MAAM,KAAK,GAAG,eAAe,GAAG,SAAS,CAAC,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3E;EACA,IAAI,MAAM,KAAK,GAAG,KAAK,EAAE,KAAK,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC;EAC/C,IAAI,MAAM,MAAM,GAAG,KAAK,EAAE,KAAK,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC;AACjD;EACA,IAAI,KAAK,OAAO,KAAK,SAAS,GAAG,OAAO,GAAG,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACzE;EACA;AACA;EACA,IAAI,MAAM,MAAM,GAAG,cAAc,GAAG,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC;AAC5E;EACA,IAAI,MAAM,CAAC,KAAK,GAAG,KAAK,CAAC;EACzB,IAAI,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;AAC3B;EACA,IAAI,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;EAC9C,IAAI,OAAO,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACpD;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,sDAAsD,GAAG,KAAK,CAAC,KAAK,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,GAAG,QAAQ,GAAG,KAAK,GAAG,GAAG,GAAG,MAAM,GAAG,IAAI,EAAE,CAAC;AACvJ;EACA,IAAI,OAAO,MAAM,CAAC;AAClB;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,MAAM,IAAI,KAAK,GAAG;AAC3B;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,wDAAwD,GAAG,KAAK,CAAC,KAAK,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,GAAG,IAAI,EAAE,CAAC;AACxH;EACA,KAAK;AACL;EACA,IAAI,OAAO,KAAK,CAAC;AACjB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,KAAK,GAAG;AAChC;EACA,EAAE,OAAO,SAAS,CAAC,YAAY,EAAE,KAAK,CAAC,KAAK,EAAE,IAAI,SAAS,CAAC,YAAY,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AACzF;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,OAAO,GAAG;AAC5C;EACA,EAAE,KAAK,QAAQ,GAAG,OAAO,KAAK,CAAC;AAC/B;EACA,EAAE,OAAO,EAAE,OAAO,CAAC,KAAK,KAAK,mBAAmB,IAAI,OAAO,CAAC,KAAK,KAAK,mBAAmB;EACzF,KAAK,OAAO,CAAC,SAAS,KAAK,aAAa,IAAI,OAAO,CAAC,SAAS,KAAK,YAAY,EAAE,CAAC;AACjF;EACA,EAAE;AACF;EACA,CAAC,SAAS,2BAA2B,EAAE,OAAO,EAAE,YAAY,GAAG;AAC/D;EACA,EAAE,OAAO,OAAO,CAAC,eAAe,IAAI,YAAY;EAChD,GAAG,OAAO,CAAC,SAAS,KAAK,aAAa,IAAI,OAAO,CAAC,SAAS,KAAK,YAAY,CAAC;AAC7E;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG;AAC3D;EACA,EAAE,GAAG,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,iBAAiB,CAAC,aAAa,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE,CAAC;AAC3E;EACA,EAAE;AACF;EACA,CAAC,SAAS,iBAAiB,EAAE,kBAAkB,EAAE,QAAQ,EAAE,MAAM,GAAG;AACpE;EACA,EAAE,KAAK,QAAQ,KAAK,KAAK,GAAG,OAAO,QAAQ,CAAC;AAC5C;EACA,EAAE,KAAK,kBAAkB,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,KAAK,GAAG,EAAE,kBAAkB,EAAE,KAAK,SAAS,GAAG,OAAO,GAAG,EAAE,kBAAkB,EAAE,CAAC;AACnF;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2EAA2E,GAAG,kBAAkB,GAAG,IAAI,EAAE,CAAC;AAC3H;EACA,GAAG;AACH;EACA,EAAE,IAAI,cAAc,GAAG,QAAQ,CAAC;AAChC;EACA,EAAE,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC3B;EACA,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;EACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;EACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC3B;EACA,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;EACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;EACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC3B;EACA,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;EACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;EACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,KAAK,cAAc,KAAK,KAAK,IAAI,cAAc,KAAK,KAAK;EAC3D,GAAG,cAAc,KAAK,KAAK,IAAI,cAAc,KAAK,KAAK,GAAG;AAC1D;EACA,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AAC9C;EACA,GAAG;AACH;EACA,EAAE,OAAO,cAAc,CAAC;AACxB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,cAAc,EAAE,CAAC,GAAG;AAC9B;EACA,EAAE,KAAK,CAAC,KAAK,aAAa,IAAI,CAAC,KAAK,0BAA0B,IAAI,CAAC,KAAK,yBAAyB,GAAG;AACpG;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,gBAAgB,EAAE,KAAK,GAAG;AACpC;EACA,EAAE,MAAM,OAAO,GAAG,KAAK,CAAC,MAAM,CAAC;AAC/B;EACA,EAAE,OAAO,CAAC,mBAAmB,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;AAC7D;EACA,EAAE,iBAAiB,EAAE,OAAO,EAAE,CAAC;AAC/B;EACA,EAAE,KAAK,OAAO,CAAC,cAAc,GAAG;AAChC;EACA,GAAG,cAAc,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,KAAK,GAAG;AACzC;EACA,EAAE,MAAM,YAAY,GAAG,KAAK,CAAC,MAAM,CAAC;AACpC;EACA,EAAE,YAAY,CAAC,mBAAmB,EAAE,SAAS,EAAE,qBAAqB,EAAE,CAAC;AACvE;EACA,EAAE,sBAAsB,EAAE,YAAY,EAAE,CAAC;AACzC;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,CAAC;AAC1B;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,iBAAiB,EAAE,OAAO,GAAG;AACvC;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,iBAAiB,CAAC,WAAW,KAAK,SAAS,GAAG,OAAO;AAC5D;EACA,EAAE,GAAG,CAAC,aAAa,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AACxD;EACA,EAAE,UAAU,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,YAAY,GAAG;AACjD;EACA,EAAE,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACvC;EACA,EAAE,MAAM,sBAAsB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC;EAChE,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,EAAE,YAAY,GAAG,OAAO;AAC/B;EACA,EAAE,KAAK,iBAAiB,CAAC,cAAc,KAAK,SAAS,GAAG;AACxD;EACA,GAAG,GAAG,CAAC,aAAa,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AACzD;EACA,GAAG;AACH;EACA,EAAE,KAAK,YAAY,CAAC,YAAY,GAAG;AACnC;EACA,GAAG,YAAY,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,KAAK,YAAY,CAAC,uBAAuB,GAAG;AAC9C;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,IAAI,GAAG,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,CAAC;EAC5E,IAAI,KAAK,sBAAsB,CAAC,kBAAkB,GAAG,GAAG,CAAC,kBAAkB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,CAAC;AAC9H;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,GAAG,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC;EACtE,GAAG,KAAK,sBAAsB,CAAC,kBAAkB,GAAG,GAAG,CAAC,kBAAkB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC;EACxH,GAAG,KAAK,sBAAsB,CAAC,8BAA8B,GAAG,GAAG,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,8BAA8B,EAAE,CAAC;EAC/I,GAAG,KAAK,sBAAsB,CAAC,wBAAwB,GAAG,GAAG,CAAC,kBAAkB,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,CAAC;EACpI,GAAG,KAAK,sBAAsB,CAAC,wBAAwB,GAAG,GAAG,CAAC,kBAAkB,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,CAAC;AACpI;EACA,GAAG;AACH;EACA,EAAE,UAAU,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;EAC/B,EAAE,UAAU,CAAC,MAAM,EAAE,YAAY,EAAE,CAAC;AACpC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,YAAY,GAAG,CAAC,CAAC;AACtB;EACA,CAAC,SAAS,iBAAiB,GAAG;AAC9B;EACA,EAAE,YAAY,GAAG,CAAC,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,SAAS,mBAAmB,GAAG;AAChC;EACA,EAAE,MAAM,WAAW,GAAG,YAAY,CAAC;AACnC;EACA,EAAE,KAAK,WAAW,IAAI,WAAW,GAAG;AACpC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qCAAqC,GAAG,WAAW,GAAG,8CAA8C,GAAG,WAAW,EAAE,CAAC;AACtI;EACA,GAAG;AACH;EACA,EAAE,YAAY,IAAI,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,WAAW,CAAC;AACrB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,YAAY,EAAE,OAAO,EAAE,IAAI,GAAG;AACxC;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,OAAO,CAAC,cAAc,GAAG,kBAAkB,EAAE,OAAO,EAAE,CAAC;AAC9D;EACA,EAAE,KAAK,OAAO,CAAC,OAAO,GAAG,CAAC,IAAI,iBAAiB,CAAC,SAAS,KAAK,OAAO,CAAC,OAAO,GAAG;AAChF;EACA,GAAG,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AAC/B;EACA,GAAG,KAAK,KAAK,KAAK,SAAS,GAAG;AAC9B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,uEAAuE,EAAE,CAAC;AAC5F;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,QAAQ,KAAK,KAAK,GAAG;AAC1C;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;AAC7F;EACA,IAAI,MAAM;AACV;EACA,IAAI,aAAa,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;EACtD,IAAI,OAAO;AACX;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,WAAW,EAAE,IAAI,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC9D;EACA,EAAE;AACF;EACA,CAAC,SAAS,iBAAiB,EAAE,OAAO,EAAE,IAAI,GAAG;AAC7C;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,OAAO,CAAC,OAAO,GAAG,CAAC,IAAI,iBAAiB,CAAC,SAAS,KAAK,OAAO,CAAC,OAAO,GAAG;AAChF;EACA,GAAG,aAAa,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;EACrD,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,OAAO,EAAE,IAAI,GAAG;AACxC;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,OAAO,CAAC,OAAO,GAAG,CAAC,IAAI,iBAAiB,CAAC,SAAS,KAAK,OAAO,CAAC,OAAO,GAAG;AAChF;EACA,GAAG,aAAa,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;EACrD,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,EAAE,OAAO,EAAE,IAAI,GAAG;AAC1C;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,OAAO,CAAC,OAAO,GAAG,CAAC,IAAI,iBAAiB,CAAC,SAAS,KAAK,OAAO,CAAC,OAAO,GAAG;AAChF;EACA,GAAG,iBAAiB,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;EACzD,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,MAAM,YAAY,GAAG;EACtB,EAAE,EAAE,cAAc,IAAI,KAAK;EAC3B,EAAE,EAAE,mBAAmB,IAAI,KAAK;EAChC,EAAE,EAAE,sBAAsB,IAAI,KAAK;EACnC,EAAE,CAAC;AACH;EACA,CAAC,MAAM,UAAU,GAAG;EACpB,EAAE,EAAE,aAAa,IAAI,IAAI;EACzB,EAAE,EAAE,0BAA0B,IAAI,IAAI;EACtC,EAAE,EAAE,yBAAyB,IAAI,IAAI;AACrC;EACA,EAAE,EAAE,YAAY,IAAI,IAAI;EACxB,EAAE,EAAE,yBAAyB,IAAI,IAAI;EACrC,EAAE,EAAE,wBAAwB,IAAI,IAAI;EACpC,EAAE,CAAC;AACH;EACA,CAAC,SAAS,oBAAoB,EAAE,WAAW,EAAE,OAAO,EAAE,YAAY,GAAG;AACrE;EACA,EAAE,KAAK,YAAY,GAAG;AACtB;EACA,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,YAAY,EAAE,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC;EAC1E,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,YAAY,EAAE,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC;AAC1E;EACA,GAAG,KAAK,WAAW,KAAK,KAAK,IAAI,WAAW,KAAK,KAAK,GAAG;AACzD;EACA,IAAI,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,YAAY,EAAE,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC;AAC3E;EACA,IAAI;AACJ;EACA,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,UAAU,EAAE,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC;EAC5E,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,UAAU,EAAE,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC;AAC5E;EACA,GAAG,MAAM;AACT;EACA,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;EAClD,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAClD;EACA,GAAG,KAAK,WAAW,KAAK,KAAK,IAAI,WAAW,KAAK,KAAK,GAAG;AACzD;EACA,IAAI,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACnD;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,KAAK,KAAK,mBAAmB,IAAI,OAAO,CAAC,KAAK,KAAK,mBAAmB,GAAG;AACzF;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,+HAA+H,EAAE,CAAC;AACpJ;EACA,IAAI;AACJ;EACA,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,cAAc,EAAE,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC;EAChF,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,cAAc,EAAE,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC;AAChF;EACA,GAAG,KAAK,OAAO,CAAC,SAAS,KAAK,aAAa,IAAI,OAAO,CAAC,SAAS,KAAK,YAAY,GAAG;AACpF;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,iIAAiI,EAAE,CAAC;AACtJ;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,KAAK,IAAI,GAAG;AACrE;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,CAAC;AACxE;EACA,GAAG,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,UAAU,CAAC,GAAG,EAAE,0BAA0B,EAAE,KAAK,KAAK,GAAG,OAAO;EACtG,GAAG,KAAK,QAAQ,KAAK,KAAK,MAAM,OAAO,CAAC,IAAI,KAAK,aAAa,IAAI,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,KAAK,KAAK,EAAE,GAAG,OAAO;AACzI;EACA,GAAG,KAAK,OAAO,CAAC,UAAU,GAAG,CAAC,IAAI,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,mBAAmB,GAAG;AAClF;EACA,IAAI,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,SAAS,CAAC,0BAA0B,EAAE,IAAI,CAAC,GAAG,EAAE,OAAO,CAAC,UAAU,EAAE,YAAY,CAAC,gBAAgB,EAAE,EAAE,EAAE,CAAC;EAC5I,IAAI,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,mBAAmB,GAAG,OAAO,CAAC,UAAU,CAAC;AACvE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,iBAAiB,EAAE,OAAO,GAAG;AACpD;EACA,EAAE,KAAK,iBAAiB,CAAC,WAAW,KAAK,SAAS,GAAG;AACrD;EACA,GAAG,iBAAiB,CAAC,WAAW,GAAG,IAAI,CAAC;AACxC;EACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;AAC3D;EACA,GAAG,iBAAiB,CAAC,cAAc,GAAG,GAAG,CAAC,aAAa,EAAE,CAAC;AAC1D;EACA,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,aAAa,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,GAAG;AAC5D;EACA,EAAE,IAAI,WAAW,GAAG,IAAI,CAAC;AACzB;EACA,EAAE,KAAK,OAAO,CAAC,oBAAoB,GAAG,WAAW,GAAG,KAAK,CAAC;EAC1D,EAAE,KAAK,OAAO,CAAC,eAAe,GAAG,WAAW,GAAG,KAAK,CAAC;AACrD;EACA,EAAE,WAAW,EAAE,iBAAiB,EAAE,OAAO,EAAE,CAAC;AAC5C;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,WAAW,EAAE,WAAW,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AACrE;EACA,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC;EAC1C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,gBAAgB,EAAE,CAAC;EACrD,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,OAAO,CAAC,eAAe,EAAE,CAAC;EACnD,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,EAAE,MAAM,eAAe,GAAG,sBAAsB,EAAE,OAAO,EAAE,IAAI,YAAY,EAAE,OAAO,CAAC,KAAK,EAAE,KAAK,KAAK,CAAC;EACvG,EAAE,MAAM,KAAK,GAAG,WAAW,EAAE,OAAO,CAAC,KAAK,EAAE,eAAe,EAAE,KAAK,EAAE,cAAc,EAAE,CAAC;AACrF;EACA,EAAE,MAAM,YAAY,GAAG,YAAY,EAAE,KAAK,EAAE,IAAI,QAAQ;EACxD,GAAG,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;AAC9C;EACA,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE;EAC5C,GAAG,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACpF;EACA,EAAE,oBAAoB,EAAE,WAAW,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AAC7D;EACA,EAAE,IAAI,MAAM,CAAC;EACb,EAAE,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AAClC;EACA,EAAE,KAAK,OAAO,CAAC,cAAc,GAAG;AAChC;EACA;AACA;EACA,GAAG,gBAAgB,GAAG,IAAI,CAAC;AAC3B;EACA,GAAG,KAAK,QAAQ,GAAG;AACnB;EACA,IAAI,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,GAAG;AACtC;EACA,KAAK,gBAAgB,GAAG,KAAK,CAAC;AAC9B;EACA,KAAK,MAAM,KAAK,OAAO,CAAC,IAAI,KAAK,eAAe,GAAG;AACnD;EACA,KAAK,gBAAgB,GAAG,KAAK,CAAC;AAC9B;EACA,KAAK,MAAM,KAAK,OAAO,CAAC,IAAI,KAAK,kBAAkB,GAAG;AACtD;EACA,KAAK,gBAAgB,GAAG,KAAK,CAAC;AAC9B;EACA,KAAK,MAAM;AACX;EACA,KAAK,gBAAgB,GAAG,KAAK,CAAC;AAC9B;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,GAAG;AACtC;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,8DAA8D,EAAE,CAAC;AACrF;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,OAAO,CAAC,MAAM,KAAK,WAAW,IAAI,gBAAgB,KAAK,IAAI,GAAG;AACtE;EACA;EACA;EACA;EACA,IAAI,KAAK,OAAO,CAAC,IAAI,KAAK,iBAAiB,IAAI,OAAO,CAAC,IAAI,KAAK,eAAe,GAAG;AAClF;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,6FAA6F,EAAE,CAAC;AACnH;EACA,KAAK,OAAO,CAAC,IAAI,GAAG,iBAAiB,CAAC;EACtC,KAAK,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;AAC5C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,MAAM,KAAK,kBAAkB,IAAI,gBAAgB,KAAK,IAAI,GAAG;AAC7E;EACA;EACA;EACA,IAAI,gBAAgB,GAAG,KAAK,CAAC;AAC7B;EACA;EACA;EACA;EACA,IAAI,KAAK,OAAO,CAAC,IAAI,KAAK,kBAAkB,GAAG;AAC/C;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,kFAAkF,EAAE,CAAC;AACxG;EACA,KAAK,OAAO,CAAC,IAAI,GAAG,kBAAkB,CAAC;EACvC,KAAK,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;AAC5C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACvG;EACA,GAAG,MAAM,KAAK,OAAO,CAAC,aAAa,GAAG;AACtC;EACA;EACA;EACA;AACA;EACA,GAAG,KAAK,OAAO,CAAC,MAAM,GAAG,CAAC,IAAI,YAAY,GAAG;AAC7C;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;EACA,KAAK,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;EAC3B,KAAK,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AAClH;EACA,KAAK;AACL;EACA,IAAI,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;EACpC,IAAI,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;AACzD;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC;EAC9G,IAAI,iBAAiB,CAAC,aAAa,GAAG,CAAC,CAAC;AACxC;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,OAAO,CAAC,mBAAmB,GAAG;AAC5C;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACxD;EACA,IAAI,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,IAAI,KAAK,OAAO,CAAC,MAAM,KAAK,UAAU,IAAI,OAAO,CAAC,MAAM,KAAK,SAAS,GAAG;AACzE;EACA,KAAK,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC9B;EACA,MAAM,KAAK,CAAC,oBAAoB,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AAC3G;EACA,MAAM,MAAM;AACZ;EACA,MAAM,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;AACvH;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AAClH;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,MAAM,KAAK,OAAO,CAAC,oBAAoB,GAAG;AAC7C;EACA,GAAG,KAAK,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC,EAAE,gBAAgB,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC;EAC3H,GAAG,iBAAiB,CAAC,aAAa,GAAG,CAAC,CAAC;AACvC;EACA,GAAG,MAAM,KAAK,OAAO,CAAC,eAAe,GAAG;AACxC;EACA,GAAG,KAAK,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC,EAAE,gBAAgB,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC;EAC3H,GAAG,iBAAiB,CAAC,aAAa,GAAG,CAAC,CAAC;AACvC;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA;EACA;EACA;AACA;EACA,GAAG,KAAK,OAAO,CAAC,MAAM,GAAG,CAAC,IAAI,YAAY,GAAG;AAC7C;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;EACA,KAAK,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;EAC3B,KAAK,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAC7E;EACA,KAAK;AACL;EACA,IAAI,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;EACpC,IAAI,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;AACzD;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;EAC3E,IAAI,iBAAiB,CAAC,aAAa,GAAG,CAAC,CAAC;AACxC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC9D;EACA,GAAG,cAAc,EAAE,WAAW,EAAE,OAAO,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,iBAAiB,CAAC,SAAS,GAAG,OAAO,CAAC,OAAO,CAAC;AAChD;EACA,EAAE,KAAK,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE;AACF;EACA,CAAC,SAAS,iBAAiB,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,GAAG;AAChE;EACA,EAAE,KAAK,OAAO,CAAC,KAAK,CAAC,MAAM,KAAK,CAAC,GAAG,OAAO;AAC3C;EACA,EAAE,WAAW,EAAE,iBAAiB,EAAE,OAAO,EAAE,CAAC;AAC5C;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC/D;EACA,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC;EAC1C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,gBAAgB,EAAE,CAAC;EACrD,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,OAAO,CAAC,eAAe,EAAE,CAAC;EACnD,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,EAAE,MAAM,YAAY,KAAK,OAAO,MAAM,OAAO,CAAC,mBAAmB,IAAI,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,mBAAmB,EAAE,EAAE,CAAC;EAChH,EAAE,MAAM,aAAa,KAAK,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,IAAI,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,CAAC;AACnF;EACA,EAAE,MAAM,SAAS,GAAG,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,KAAK,EAAE,YAAY,IAAI,EAAE,aAAa,GAAG;AAC5C;EACA,IAAI,SAAS,EAAE,CAAC,EAAE,GAAG,WAAW,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE,cAAc,EAAE,CAAC;AACpF;EACA,IAAI,MAAM;AACV;EACA,IAAI,SAAS,EAAE,CAAC,EAAE,GAAG,aAAa,GAAG,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC;AACnF;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,KAAK,GAAG,SAAS,EAAE,CAAC,EAAE;EAC9B,GAAG,YAAY,GAAG,YAAY,EAAE,KAAK,EAAE,IAAI,QAAQ;EACnD,GAAG,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE;EAC7C,GAAG,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE;EACzC,GAAG,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACpF;EACA,EAAE,oBAAoB,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AACvD;EACA,EAAE,IAAI,OAAO,CAAC;AACd;EACA,EAAE,KAAK,YAAY,GAAG;AACtB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,IAAI,OAAO,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC,OAAO,CAAC;AACrC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAChD;EACA,KAAK,MAAM,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,KAAK,KAAK,OAAO,CAAC,MAAM,KAAK,UAAU,IAAI,OAAO,CAAC,MAAM,KAAK,SAAS,GAAG;AAC1E;EACA,MAAM,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC/B;EACA,OAAO,KAAK,CAAC,oBAAoB,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AACjH;EACA,OAAO,MAAM;AACb;EACA,OAAO,OAAO,CAAC,IAAI,EAAE,iGAAiG,EAAE,CAAC;AACzH;EACA,OAAO;AACP;EACA,MAAM,MAAM;AACZ;EACA,MAAM,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AACxH;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AAC7B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,IAAI,KAAK,aAAa,GAAG;AACzB;EACA,KAAK,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,EAAE,gBAAgB,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,CAAC;AAC/I;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,MAAM,MAAM,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;EAClC,MAAM,MAAM,WAAW,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,KAAK,CAAC;AAClD;EACA,MAAM,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,gBAAgB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,WAAW,CAAC,IAAI,EAAE,CAAC;AAC3I;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;AAC1F;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,MAAM,MAAM,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,MAAM,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAClG;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,CAAC;AACpD;EACA,GAAG;AACH;EACA,EAAE,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC9D;EACA;EACA,GAAG,cAAc,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE,iBAAiB,CAAC,SAAS,GAAG,OAAO,CAAC,OAAO,CAAC;AAChD;EACA,EAAE,KAAK,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE;AACF;EACA;AACA;EACA;EACA,CAAC,SAAS,uBAAuB,EAAE,WAAW,EAAE,YAAY,EAAE,UAAU,EAAE,aAAa,GAAG;AAC1F;EACA,EAAE,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACvC;EACA,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;EACnD,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;EAC/C,EAAE,MAAM,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACzF;EACA,EAAE,KAAK,aAAa,KAAK,KAAK,IAAI,aAAa,KAAK,KAAK,GAAG;AAC5D;EACA,GAAG,KAAK,CAAC,UAAU,EAAE,aAAa,EAAE,CAAC,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,YAAY,CAAC,KAAK,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AAClJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,CAAC,UAAU,EAAE,aAAa,EAAE,CAAC,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AAC9H;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;EAC9C,EAAE,GAAG,CAAC,oBAAoB,EAAE,KAAK,EAAE,UAAU,EAAE,aAAa,EAAE,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;EAC5G,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACvC;EACA,EAAE;AACF;EACA;EACA,CAAC,SAAS,wBAAwB,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,GAAG;AAChF;EACA,EAAE,GAAG,CAAC,gBAAgB,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;AAC9C;EACA,EAAE,KAAK,YAAY,CAAC,WAAW,IAAI,EAAE,YAAY,CAAC,aAAa,GAAG;AAClE;EACA,GAAG,IAAI,gBAAgB,GAAG,KAAK,CAAC;AAChC;EACA,GAAG,KAAK,aAAa,GAAG;AACxB;EACA,IAAI,MAAM,YAAY,GAAG,YAAY,CAAC,YAAY,CAAC;AACnD;EACA,IAAI,KAAK,YAAY,IAAI,YAAY,CAAC,cAAc,GAAG;AACvD;EACA,KAAK,KAAK,YAAY,CAAC,IAAI,KAAK,SAAS,GAAG;AAC5C;EACA,MAAM,gBAAgB,GAAG,KAAK,CAAC;AAC/B;EACA,MAAM,MAAM,KAAK,YAAY,CAAC,IAAI,KAAK,eAAe,GAAG;AACzD;EACA,MAAM,gBAAgB,GAAG,KAAK,CAAC;AAC/B;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,MAAM,OAAO,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;AAC3D;EACA,IAAI,GAAG,CAAC,8BAA8B,EAAE,KAAK,EAAE,OAAO,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACpH;EACA,IAAI,MAAM;AACV;EACA,IAAI,GAAG,CAAC,mBAAmB,EAAE,KAAK,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAChG;EACA,IAAI;AACJ;EACA,GAAG,GAAG,CAAC,uBAAuB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;AACpE;EACA,GAAG,MAAM,KAAK,YAAY,CAAC,WAAW,IAAI,YAAY,CAAC,aAAa,GAAG;AACvE;EACA,GAAG,KAAK,aAAa,GAAG;AACxB;EACA,IAAI,MAAM,OAAO,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;AAC3D;EACA,IAAI,GAAG,CAAC,8BAA8B,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACzG;EACA,IAAI,MAAM;AACV;EACA,IAAI,GAAG,CAAC,mBAAmB,EAAE,KAAK,EAAE,KAAK,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACrF;EACA,IAAI;AACJ;AACA;EACA,GAAG,GAAG,CAAC,uBAAuB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;AACpE;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACxC;EACA,GAAG,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;EACpD,GAAG,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;EAChD,GAAG,MAAM,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AAC1F;EACA,GAAG,KAAK,aAAa,GAAG;AACxB;EACA,IAAI,MAAM,OAAO,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;AAC3D;EACA,IAAI,GAAG,CAAC,8BAA8B,EAAE,KAAK,EAAE,OAAO,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACpH;EACA,IAAI,MAAM;AACV;EACA,IAAI,GAAG,CAAC,mBAAmB,EAAE,KAAK,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAChG;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,GAAG,CAAC,gBAAgB,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACtC;EACA,EAAE;AACF;EACA;EACA,CAAC,SAAS,iBAAiB,EAAE,WAAW,EAAE,YAAY,GAAG;AACzD;EACA,EAAE,MAAM,MAAM,KAAK,YAAY,IAAI,YAAY,CAAC,uBAAuB,EAAE,CAAC;EAC1E,EAAE,KAAK,MAAM,GAAG,MAAM,IAAI,KAAK,EAAE,yDAAyD,EAAE,CAAC;AAC7F;EACA,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAC9C;EACA,EAAE,KAAK,IAAI,YAAY,CAAC,YAAY,IAAI,YAAY,CAAC,YAAY,CAAC,cAAc,EAAE,GAAG;AACrF;EACA,GAAG,MAAM,IAAI,KAAK,EAAE,qEAAqE,EAAE,CAAC;AAC5F;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,EAAE,UAAU,CAAC,GAAG,EAAE,YAAY,CAAC,YAAY,EAAE,CAAC,cAAc;EACnE,IAAI,YAAY,CAAC,YAAY,CAAC,KAAK,CAAC,KAAK,KAAK,YAAY,CAAC,KAAK;EAChE,IAAI,YAAY,CAAC,YAAY,CAAC,KAAK,CAAC,MAAM,KAAK,YAAY,CAAC,MAAM,GAAG;AACrE;EACA,GAAG,YAAY,CAAC,YAAY,CAAC,KAAK,CAAC,KAAK,GAAG,YAAY,CAAC,KAAK,CAAC;EAC9D,GAAG,YAAY,CAAC,YAAY,CAAC,KAAK,CAAC,MAAM,GAAG,YAAY,CAAC,MAAM,CAAC;EAChE,GAAG,YAAY,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AAChD;EACA,GAAG;AACH;EACA,EAAE,YAAY,EAAE,YAAY,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/C;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,CAAC,YAAY,EAAE,CAAC,cAAc,CAAC;AACvF;EACA,EAAE,KAAK,YAAY,CAAC,YAAY,CAAC,MAAM,KAAK,WAAW,GAAG;AAC1D;EACA,GAAG,GAAG,CAAC,oBAAoB,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACxE;EACA,GAAG,MAAM,KAAK,YAAY,CAAC,YAAY,CAAC,MAAM,KAAK,kBAAkB,GAAG;AACxE;EACA,GAAG,GAAG,CAAC,oBAAoB,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACxE;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,IAAI,KAAK,EAAE,6BAA6B,EAAE,CAAC;AACpD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;EACA,CAAC,SAAS,sBAAsB,EAAE,YAAY,GAAG;AACjD;EACA,EAAE,MAAM,sBAAsB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC;AAChE;EACA,EAAE,MAAM,MAAM,KAAK,YAAY,CAAC,uBAAuB,KAAK,IAAI,EAAE,CAAC;AACnE;EACA,EAAE,KAAK,YAAY,CAAC,YAAY,GAAG;AACnC;EACA,GAAG,KAAK,MAAM,GAAG,MAAM,IAAI,KAAK,EAAE,0DAA0D,EAAE,CAAC;AAC/F;EACA,GAAG,iBAAiB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,YAAY,EAAE,CAAC;AAChF;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,MAAM,GAAG;AACjB;EACA,IAAI,sBAAsB,CAAC,kBAAkB,GAAG,EAAE,CAAC;AACnD;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACnC;EACA,KAAK,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,CAAC;EACpF,KAAK,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,kBAAkB,EAAE,CAAC;EAC/E,KAAK,wBAAwB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AACrG;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC;EAC9E,IAAI,sBAAsB,CAAC,kBAAkB,GAAG,GAAG,CAAC,kBAAkB,EAAE,CAAC;EACzE,IAAI,wBAAwB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AAC/F;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACvC;EACA,EAAE;AACF;EACA;EACA,CAAC,SAAS,iBAAiB,EAAE,YAAY,GAAG;AAC5C;EACA,EAAE,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACvC;EACA,EAAE,MAAM,sBAAsB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC;EAChE,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,YAAY,CAAC,gBAAgB,EAAE,SAAS,EAAE,qBAAqB,EAAE,CAAC;AACpE;EACA,EAAE,iBAAiB,CAAC,cAAc,GAAG,GAAG,CAAC,aAAa,EAAE,CAAC;EACzD,EAAE,iBAAiB,CAAC,SAAS,GAAG,OAAO,CAAC,OAAO,CAAC;AAChD;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,CAAC;AAC1B;EACA,EAAE,MAAM,MAAM,KAAK,YAAY,CAAC,uBAAuB,KAAK,IAAI,EAAE,CAAC;EACnE,EAAE,MAAM,aAAa,KAAK,YAAY,CAAC,8BAA8B,KAAK,IAAI,EAAE,CAAC;EACjF,EAAE,MAAM,gBAAgB,GAAG,OAAO,CAAC,eAAe,IAAI,OAAO,CAAC,oBAAoB,CAAC;EACnF,EAAE,MAAM,YAAY,GAAG,YAAY,EAAE,YAAY,EAAE,IAAI,QAAQ,CAAC;AAChE;EACA;AACA;EACA,EAAE,KAAK,QAAQ,IAAI,OAAO,CAAC,MAAM,KAAK,SAAS,MAAM,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,OAAO,CAAC,IAAI,KAAK,aAAa,EAAE,GAAG;AACtH;EACA,GAAG,OAAO,CAAC,MAAM,GAAG,UAAU,CAAC;AAC/B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,yGAAyG,EAAE,CAAC;AAC7H;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,sBAAsB,CAAC,kBAAkB,GAAG,EAAE,CAAC;AAClD;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,IAAI,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,iBAAiB,EAAE,CAAC;AAC7E;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,sBAAsB,CAAC,kBAAkB,GAAG,GAAG,CAAC,iBAAiB,EAAE,CAAC;AACvE;EACA,GAAG,KAAK,aAAa,GAAG;AACxB;EACA,IAAI,KAAK,QAAQ,GAAG;AACpB;EACA,KAAK,sBAAsB,CAAC,8BAA8B,GAAG,GAAG,CAAC,iBAAiB,EAAE,CAAC;EACrF,KAAK,sBAAsB,CAAC,wBAAwB,GAAG,GAAG,CAAC,kBAAkB,EAAE,CAAC;AAChF;EACA,KAAK,GAAG,CAAC,gBAAgB,EAAE,KAAK,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,CAAC;AACpF;EACA,KAAK,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;EACtD,KAAK,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;EAClD,KAAK,MAAM,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;EAC5F,KAAK,MAAM,OAAO,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;EAC5D,KAAK,GAAG,CAAC,8BAA8B,EAAE,KAAK,EAAE,OAAO,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACrH;EACA,KAAK,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,8BAA8B,EAAE,CAAC;EAC3F,KAAK,GAAG,CAAC,uBAAuB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,CAAC;EACzG,KAAK,GAAG,CAAC,gBAAgB,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACzC;EACA,KAAK,KAAK,YAAY,CAAC,WAAW,GAAG;AACrC;EACA,MAAM,sBAAsB,CAAC,wBAAwB,GAAG,GAAG,CAAC,kBAAkB,EAAE,CAAC;EACjF,MAAM,wBAAwB,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,YAAY,EAAE,IAAI,EAAE,CAAC;AACtG;EACA,MAAM;AACN;EACA,KAAK,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC1C;AACA;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,iFAAiF,EAAE,CAAC;AACvG;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;EAChE,GAAG,oBAAoB,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AACxD;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,IAAI,uBAAuB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,YAAY,EAAE,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AAC9G;EACA,IAAI;AACJ;EACA,GAAG,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC/D;EACA,IAAI,cAAc,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAC9E;EACA,IAAI;AACJ;EACA,GAAG,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,aAAa,GAAG,IAAI,CAAC;AAC5B;EACA,GAAG,KAAK,gBAAgB,GAAG;AAC3B;EACA;AACA;EACA,IAAI,KAAK,QAAQ,GAAG;AACpB;EACA,KAAK,MAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC;EACjD,KAAK,aAAa,GAAG,WAAW,GAAG,KAAK,GAAG,KAAK,CAAC;AACjD;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;AACpG;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,CAAC,WAAW,EAAE,aAAa,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;EACxE,GAAG,oBAAoB,EAAE,aAAa,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;EAChE,GAAG,uBAAuB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,YAAY,EAAE,KAAK,EAAE,aAAa,EAAE,CAAC;AAC5G;EACA,GAAG,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC/D;EACA,IAAI,cAAc,EAAE,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAC7E;EACA,IAAI;AACJ;EACA,GAAG,KAAK,CAAC,WAAW,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,YAAY,CAAC,WAAW,GAAG;AAClC;EACA,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,wBAAwB,EAAE,YAAY,GAAG;AACnD;EACA,EAAE,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACvC;EACA,EAAE,MAAM,YAAY,GAAG,YAAY,EAAE,YAAY,EAAE,IAAI,QAAQ,CAAC;AAChE;EACA,EAAE,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC9D;EACA,GAAG,MAAM,MAAM,GAAG,YAAY,CAAC,uBAAuB,GAAG,KAAK,GAAG,IAAI,CAAC;EACtE,GAAG,MAAM,YAAY,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,cAAc,CAAC;AACjE;EACA,GAAG,KAAK,CAAC,WAAW,EAAE,MAAM,EAAE,YAAY,EAAE,CAAC;EAC7C,GAAG,cAAc,EAAE,MAAM,EAAE,OAAO,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;EAC9E,GAAG,KAAK,CAAC,WAAW,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,6BAA6B,EAAE,YAAY,GAAG;AACxD;EACA,EAAE,KAAK,YAAY,CAAC,8BAA8B,GAAG;AACrD;EACA,GAAG,KAAK,QAAQ,GAAG;AACnB;EACA,IAAI,MAAM,sBAAsB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC;AAClE;EACA,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,8BAA8B,EAAE,CAAC;EAC1F,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC;AAC9E;EACA,IAAI,MAAM,KAAK,GAAG,YAAY,CAAC,KAAK,CAAC;EACrC,IAAI,MAAM,MAAM,GAAG,YAAY,CAAC,MAAM,CAAC;EACvC,IAAI,IAAI,IAAI,GAAG,KAAK,CAAC;AACrB;EACA,IAAI,KAAK,YAAY,CAAC,WAAW,GAAG,IAAI,IAAI,GAAG,CAAC;EAChD,IAAI,KAAK,YAAY,CAAC,aAAa,GAAG,IAAI,IAAI,IAAI,CAAC;AACnD;EACA,IAAI,GAAG,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AAChF;EACA,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,8BAA8B,EAAE,CAAC;AAC1F;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,iFAAiF,EAAE,CAAC;AACtG;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,YAAY,GAAG;AACjD;EACA,EAAE,OAAO,EAAE,QAAQ,IAAI,YAAY,CAAC,8BAA8B;EAClE,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,EAAE,YAAY,CAAC,OAAO,EAAE,GAAG,CAAC,CAAC;AACpD;EACA,EAAE;AACF;EACA,CAAC,SAAS,kBAAkB,EAAE,OAAO,GAAG;AACxC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC;AAClC;EACA;AACA;EACA,EAAE,KAAK,cAAc,CAAC,GAAG,EAAE,OAAO,EAAE,KAAK,KAAK,GAAG;AACjD;EACA,GAAG,cAAc,CAAC,GAAG,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;EACxC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,eAAe,GAAG,KAAK,CAAC;EAC7B,CAAC,IAAI,iBAAiB,GAAG,KAAK,CAAC;AAC/B;EACA,CAAC,SAAS,gBAAgB,EAAE,OAAO,EAAE,IAAI,GAAG;AAC5C;EACA,EAAE,KAAK,OAAO,IAAI,OAAO,CAAC,mBAAmB,GAAG;AAChD;EACA,GAAG,KAAK,eAAe,KAAK,KAAK,GAAG;AACpC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,mHAAmH,EAAE,CAAC;EACxI,IAAI,eAAe,GAAG,IAAI,CAAC;AAC3B;EACA,IAAI;AACJ;EACA,GAAG,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,YAAY,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,SAAS,kBAAkB,EAAE,OAAO,EAAE,IAAI,GAAG;AAC9C;EACA,EAAE,KAAK,OAAO,IAAI,OAAO,CAAC,uBAAuB,GAAG;AACpD;EACA,GAAG,KAAK,iBAAiB,KAAK,KAAK,GAAG;AACtC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,0HAA0H,EAAE,CAAC;EAC/I,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC7B;EACA,IAAI;AACJ;EACA,GAAG,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AAC7B;EACA,GAAG;AACH;AACA;EACA,EAAE,cAAc,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;EAChD,CAAC,IAAI,CAAC,iBAAiB,GAAG,iBAAiB,CAAC;AAC5C;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;EAClC,CAAC,IAAI,CAAC,iBAAiB,GAAG,iBAAiB,CAAC;EAC5C,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;EAClC,CAAC,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;EACtC,CAAC,IAAI,CAAC,iBAAiB,GAAG,iBAAiB,CAAC;EAC5C,CAAC,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;EAC1D,CAAC,IAAI,CAAC,6BAA6B,GAAG,6BAA6B,CAAC;AACpE;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,gBAAgB,CAAC;EAC1C,CAAC,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;AAC9C;EACA,CAAC;AACD;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,UAAU,EAAE,YAAY,GAAG;AACpD;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;EACA,CAAC,SAAS,OAAO,EAAE,CAAC,GAAG;AACvB;EACA,EAAE,IAAI,SAAS,CAAC;AAChB;EACA,EAAE,KAAK,CAAC,KAAK,gBAAgB,GAAG,OAAO,IAAI,CAAC;EAC5C,EAAE,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,KAAK,CAAC;EAClD,EAAE,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,KAAK,CAAC;EAClD,EAAE,KAAK,CAAC,KAAK,oBAAoB,GAAG,OAAO,KAAK,CAAC;AACjD;EACA,EAAE,KAAK,CAAC,KAAK,QAAQ,GAAG,OAAO,IAAI,CAAC;EACpC,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;EACrC,EAAE,KAAK,CAAC,KAAK,iBAAiB,GAAG,OAAO,IAAI,CAAC;EAC7C,EAAE,KAAK,CAAC,KAAK,OAAO,GAAG,OAAO,IAAI,CAAC;EACnC,EAAE,KAAK,CAAC,KAAK,eAAe,GAAG,OAAO,IAAI,CAAC;EAC3C,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;AACrC;EACA,EAAE,KAAK,CAAC,KAAK,aAAa,GAAG;AAC7B;EACA,GAAG,KAAK,QAAQ,GAAG,OAAO,IAAI,CAAC;AAC/B;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AAC1D;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,OAAO,SAAS,CAAC,cAAc,CAAC;AACpC;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,WAAW,GAAG,OAAO,IAAI,CAAC;EACvC,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;EACrC,EAAE,KAAK,CAAC,KAAK,UAAU,GAAG,OAAO,IAAI,CAAC;EACtC,EAAE,KAAK,CAAC,KAAK,eAAe,GAAG,OAAO,IAAI,CAAC;EAC3C,EAAE,KAAK,CAAC,KAAK,oBAAoB,GAAG,OAAO,IAAI,CAAC;EAChD,EAAE,KAAK,CAAC,KAAK,WAAW,GAAG,OAAO,IAAI,CAAC;EACvC,EAAE,KAAK,CAAC,KAAK,kBAAkB,GAAG,OAAO,KAAK,CAAC;EAC/C,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;AACrC;EACA;AACA;EACA,EAAE,KAAK,CAAC,KAAK,gBAAgB,GAAG,OAAO,KAAK,CAAC;EAC7C,EAAE,KAAK,CAAC,KAAK,QAAQ,GAAG,OAAO,KAAK,CAAC;EACrC,EAAE,KAAK,CAAC,KAAK,eAAe,GAAG,OAAO,KAAK,CAAC;EAC5C,EAAE,KAAK,CAAC,KAAK,gBAAgB,GAAG,OAAO,KAAK,CAAC;EAC7C,EAAE,KAAK,CAAC,KAAK,iBAAiB,GAAG,OAAO,KAAK,CAAC;AAC9C;EACA,EAAE,KAAK,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,qBAAqB;EAChE,GAAG,CAAC,KAAK,qBAAqB,IAAI,CAAC,KAAK,qBAAqB,GAAG;AAChE;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,CAAC;AACjE;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,KAAK,CAAC,KAAK,oBAAoB,GAAG,OAAO,SAAS,CAAC,4BAA4B,CAAC;EACpF,IAAI,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,SAAS,CAAC,6BAA6B,CAAC;EACtF,IAAI,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,SAAS,CAAC,6BAA6B,CAAC;EACtF,IAAI,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,SAAS,CAAC,6BAA6B,CAAC;AACtF;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,uBAAuB,IAAI,CAAC,KAAK,uBAAuB;EACrE,GAAG,CAAC,KAAK,wBAAwB,IAAI,CAAC,KAAK,wBAAwB,GAAG;AACtE;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,CAAC;AAClE;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,KAAK,CAAC,KAAK,uBAAuB,GAAG,OAAO,SAAS,CAAC,+BAA+B,CAAC;EAC1F,IAAI,KAAK,CAAC,KAAK,uBAAuB,GAAG,OAAO,SAAS,CAAC,+BAA+B,CAAC;EAC1F,IAAI,KAAK,CAAC,KAAK,wBAAwB,GAAG,OAAO,SAAS,CAAC,gCAAgC,CAAC;EAC5F,IAAI,KAAK,CAAC,KAAK,wBAAwB,GAAG,OAAO,SAAS,CAAC,gCAAgC,CAAC;AAC5F;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,eAAe,GAAG;AAC/B;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,CAAC;AACjE;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,OAAO,SAAS,CAAC,yBAAyB,CAAC;AAC/C;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,eAAe,IAAI,CAAC,KAAK,oBAAoB,GAAG;AAC7D;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,8BAA8B,EAAE,CAAC;AAChE;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,KAAK,CAAC,KAAK,eAAe,GAAG,OAAO,SAAS,CAAC,oBAAoB,CAAC;EACvE,IAAI,KAAK,CAAC,KAAK,oBAAoB,GAAG,OAAO,SAAS,CAAC,yBAAyB,CAAC;AACjF;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB;EAC7F,GAAG,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB;EACzF,GAAG,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,qBAAqB;EAC1F,GAAG,CAAC,KAAK,qBAAqB,IAAI,CAAC,KAAK,qBAAqB,IAAI,CAAC,KAAK,sBAAsB;EAC7F,GAAG,CAAC,KAAK,sBAAsB,IAAI,CAAC,KAAK,sBAAsB;EAC/D,GAAG,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B;EACjH,GAAG,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B;EACjH,GAAG,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,6BAA6B;EAClH,GAAG,CAAC,KAAK,6BAA6B,IAAI,CAAC,KAAK,6BAA6B,IAAI,CAAC,KAAK,8BAA8B;EACrH,GAAG,CAAC,KAAK,8BAA8B,IAAI,CAAC,KAAK,8BAA8B,GAAG;AAClF;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,CAAC;AACjE;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA;AACA;EACA,IAAI,OAAO,CAAC,CAAC;AACb;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,gBAAgB,GAAG;AAChC;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,8BAA8B,EAAE,CAAC;AAChE;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA;AACA;EACA,IAAI,OAAO,CAAC,CAAC;AACb;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,kBAAkB,GAAG;AAClC;EACA,GAAG,KAAK,QAAQ,GAAG,OAAO,KAAK,CAAC;AAChC;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,qBAAqB,EAAE,CAAC;AACvD;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,OAAO,SAAS,CAAC,uBAAuB,CAAC;AAC7C;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;AAC7B;EACA,CAAC;AACD;EACA,MAAM,WAAW,SAAS,iBAAiB,CAAC;AAC5C;EACA,CAAC,WAAW,EAAE,KAAK,GAAG,EAAE,GAAG;AAC3B;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,WAAW,CAAC,SAAS,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3C;EACA,MAAM,KAAK,SAAS,QAAQ,CAAC;AAC7B;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC;AACtB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B;EACA,SAAS,eAAe,GAAG;AAC3B;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;EACxB,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;EACnB,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACnB;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;EACA,CAAC,WAAW,EAAE,eAAe;AAC7B;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;EAC5B,GAAG,IAAI,CAAC,KAAK,CAAC,gBAAgB,GAAG,KAAK,CAAC;EACvC,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC;EAC1B,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,YAAY;AAChC;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG;AAClC;EACA,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,KAAK,EAAE,CAAC;EACjC,GAAG,IAAI,CAAC,UAAU,CAAC,gBAAgB,GAAG,KAAK,CAAC;EAC5C,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,KAAK,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,UAAU,CAAC;AACzB;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;EAC5B,GAAG,IAAI,CAAC,KAAK,CAAC,gBAAgB,GAAG,KAAK,CAAC;EACvC,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,KAAK,GAAG;AACnC;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG;AAClC;EACA,GAAG,IAAI,CAAC,UAAU,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,WAAW,WAAW,GAAG;AACtC;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,EAAE,CAAC;AACpE;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG;AAClC;EACA,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,KAAK,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,WAAW,EAAE,KAAK,EAAE,cAAc,GAAG;AACzD;EACA,EAAE,IAAI,SAAS,GAAG,IAAI,CAAC;EACvB,EAAE,IAAI,QAAQ,GAAG,IAAI,CAAC;EACtB,EAAE,IAAI,QAAQ,GAAG,IAAI,CAAC;AACtB;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;EACpC,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,EAAE,KAAK,WAAW,IAAI,KAAK,CAAC,OAAO,CAAC,eAAe,KAAK,iBAAiB,GAAG;AAC5E;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,SAAS,GAAG,KAAK,CAAC,OAAO,EAAE,WAAW,CAAC,cAAc,EAAE,cAAc,EAAE,CAAC;AAC5E;EACA,IAAI,KAAK,SAAS,KAAK,IAAI,GAAG;AAC9B;EACA,KAAK,SAAS,CAAC,MAAM,CAAC,SAAS,EAAE,SAAS,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;EAC9D,KAAK,SAAS,CAAC,MAAM,CAAC,SAAS,EAAE,SAAS,CAAC,QAAQ,EAAE,SAAS,CAAC,QAAQ,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AAC3F;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,IAAI,IAAI,WAAW,CAAC,IAAI,GAAG;AACnC;EACA,IAAI,QAAQ,GAAG,IAAI,CAAC;AACpB;EACA,IAAI,MAAM,MAAM,UAAU,IAAI,WAAW,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG;AAC1D;EACA;EACA,KAAK,MAAM,SAAS,GAAG,KAAK,CAAC,YAAY,EAAE,UAAU,EAAE,cAAc,EAAE,CAAC;AACxE;EACA,KAAK,KAAK,IAAI,CAAC,MAAM,EAAE,UAAU,CAAC,SAAS,EAAE,KAAK,SAAS,GAAG;AAC9D;EACA;EACA,MAAM,MAAM,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;EAChC,MAAM,KAAK,CAAC,gBAAgB,GAAG,KAAK,CAAC;EACrC,MAAM,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;EAC5B,MAAM,IAAI,CAAC,MAAM,EAAE,UAAU,CAAC,SAAS,EAAE,GAAG,KAAK,CAAC;EAClD;EACA,MAAM,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxB;EACA,MAAM;AACN;EACA,KAAK,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,EAAE,UAAU,CAAC,SAAS,EAAE,CAAC;AACvD;EACA,KAAK,KAAK,SAAS,KAAK,IAAI,GAAG;AAC/B;EACA,MAAM,KAAK,CAAC,MAAM,CAAC,SAAS,EAAE,SAAS,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;EAC3D,MAAM,KAAK,CAAC,MAAM,CAAC,SAAS,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC;EAC5E,MAAM,KAAK,CAAC,WAAW,GAAG,SAAS,CAAC,MAAM,CAAC;AAC3C;EACA,MAAM;AACN;EACA,KAAK,KAAK,CAAC,OAAO,GAAG,SAAS,KAAK,IAAI,CAAC;AACxC;EACA,KAAK;AACL;EACA;AACA;EACA;EACA,IAAI,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,EAAE,kBAAkB,EAAE,CAAC;EACvD,IAAI,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,EAAE,WAAW,EAAE,CAAC;EAChD,IAAI,MAAM,QAAQ,GAAG,QAAQ,CAAC,QAAQ,CAAC,UAAU,EAAE,QAAQ,CAAC,QAAQ,EAAE,CAAC;AACvE;EACA,IAAI,MAAM,eAAe,GAAG,IAAI,CAAC;EACjC,IAAI,MAAM,SAAS,GAAG,KAAK,CAAC;AAC5B;EACA,IAAI,KAAK,IAAI,CAAC,UAAU,CAAC,QAAQ,IAAI,QAAQ,GAAG,eAAe,GAAG,SAAS,GAAG;AAC9E;EACA,KAAK,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,KAAK,CAAC;EACtC,KAAK,IAAI,CAAC,aAAa,EAAE;EACzB,MAAM,IAAI,EAAE,UAAU;EACtB,MAAM,UAAU,EAAE,WAAW,CAAC,UAAU;EACxC,MAAM,MAAM,EAAE,IAAI;EAClB,MAAM,EAAE,CAAC;AACT;EACA,KAAK,MAAM,KAAK,EAAE,IAAI,CAAC,UAAU,CAAC,QAAQ,IAAI,QAAQ,IAAI,eAAe,GAAG,SAAS,GAAG;AACxF;EACA,KAAK,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC;EACrC,KAAK,IAAI,CAAC,aAAa,EAAE;EACzB,MAAM,IAAI,EAAE,YAAY;EACxB,MAAM,UAAU,EAAE,WAAW,CAAC,UAAU;EACxC,MAAM,MAAM,EAAE,IAAI;EAClB,MAAM,EAAE,CAAC;AACT;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,IAAI,KAAK,IAAI,IAAI,WAAW,CAAC,SAAS,GAAG;AAClD;EACA,KAAK,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,WAAW,CAAC,SAAS,EAAE,cAAc,EAAE,CAAC;AACvE;EACA,KAAK,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC9B;EACA,MAAM,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,QAAQ,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;EACzD,MAAM,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACxE;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,SAAS,KAAK,IAAI,GAAG;AAC5B;EACA,GAAG,SAAS,CAAC,OAAO,KAAK,SAAS,KAAK,IAAI,EAAE,CAAC;AAC9C;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,KAAK,IAAI,GAAG;AACvB;EACA,GAAG,IAAI,CAAC,OAAO,KAAK,QAAQ,KAAK,IAAI,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,KAAK,IAAI,GAAG;AACvB;EACA,GAAG,IAAI,CAAC,OAAO,KAAK,QAAQ,KAAK,IAAI,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,YAAY,EAAE,QAAQ,EAAE,EAAE,GAAG;AACtC;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;EACpB,CAAC,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AAC9B;EACA,CAAC,IAAI,OAAO,GAAG,IAAI,CAAC;AACpB;EACA,CAAC,IAAI,sBAAsB,GAAG,GAAG,CAAC;AAClC;EACA,CAAC,IAAI,cAAc,GAAG,IAAI,CAAC;EAC3B,CAAC,IAAI,kBAAkB,GAAG,aAAa,CAAC;AACxC;EACA,CAAC,IAAI,IAAI,GAAG,IAAI,CAAC;AACjB;EACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC;EACxB,CAAC,MAAM,eAAe,GAAG,IAAI,GAAG,EAAE,CAAC;AACnC;EACA;AACA;EACA,CAAC,MAAM,OAAO,GAAG,IAAI,iBAAiB,EAAE,CAAC;EACzC,CAAC,OAAO,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;EAC5B,CAAC,OAAO,CAAC,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA,CAAC,MAAM,OAAO,GAAG,IAAI,iBAAiB,EAAE,CAAC;EACzC,CAAC,OAAO,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;EAC5B,CAAC,OAAO,CAAC,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA,CAAC,MAAM,OAAO,GAAG,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;AACtC;EACA,CAAC,MAAM,QAAQ,GAAG,IAAI,WAAW,EAAE,CAAC;EACpC,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;EAC7B,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,CAAC,IAAI,iBAAiB,GAAG,IAAI,CAAC;EAC9B,CAAC,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC7B;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,KAAK,GAAG;AACzC;EACA,EAAE,IAAI,UAAU,GAAG,WAAW,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,IAAI,eAAe,EAAE,CAAC;EACtC,GAAG,WAAW,EAAE,KAAK,EAAE,GAAG,UAAU,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,UAAU,CAAC,iBAAiB,EAAE,CAAC;AACxC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,iBAAiB,GAAG,WAAW,KAAK,GAAG;AAC7C;EACA,EAAE,IAAI,UAAU,GAAG,WAAW,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,IAAI,eAAe,EAAE,CAAC;EACtC,GAAG,WAAW,EAAE,KAAK,EAAE,GAAG,UAAU,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,UAAU,CAAC,YAAY,EAAE,CAAC;AACnC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,KAAK,GAAG;AACnC;EACA,EAAE,IAAI,UAAU,GAAG,WAAW,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,IAAI,eAAe,EAAE,CAAC;EACtC,GAAG,WAAW,EAAE,KAAK,EAAE,GAAG,UAAU,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,UAAU,CAAC,YAAY,EAAE,CAAC;AACnC;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,SAAS,cAAc,EAAE,KAAK,GAAG;AAClC;EACA,EAAE,MAAM,UAAU,GAAG,eAAe,CAAC,GAAG,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AAC9D;EACA,EAAE,KAAK,UAAU,GAAG;AACpB;EACA,GAAG,UAAU,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,CAAC,WAAW,EAAE,EAAE,CAAC;AAC7E;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,GAAG;AACzB;EACA,EAAE,eAAe,CAAC,OAAO,EAAE,WAAW,UAAU,EAAE,WAAW,GAAG;AAChE;EACA,GAAG,UAAU,CAAC,UAAU,EAAE,WAAW,EAAE,CAAC;AACxC;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE,eAAe,CAAC,KAAK,EAAE,CAAC;AAC1B;EACA,EAAE,iBAAiB,GAAG,IAAI,CAAC;EAC3B,EAAE,gBAAgB,GAAG,IAAI,CAAC;AAC1B;EACA;AACA;EACA,EAAE,KAAK,CAAC,iBAAiB,EAAE,IAAI,EAAE,CAAC;EAClC,EAAE,QAAQ,CAAC,eAAe,EAAE,QAAQ,CAAC,eAAe,EAAE,EAAE,CAAC;AACzD;EACA;AACA;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,CAAC;AACnB;EACA,EAAE,KAAK,CAAC,YAAY,GAAG,KAAK,CAAC;AAC7B;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,YAAY,EAAE,EAAE,CAAC;AAChD;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,yBAAyB,GAAG,WAAW,KAAK,GAAG;AACrD;EACA,EAAE,sBAAsB,GAAG,KAAK,CAAC;AACjC;EACA,EAAE,KAAK,KAAK,CAAC,YAAY,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uEAAuE,EAAE,CAAC;AAC3F;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,qBAAqB,GAAG,WAAW,KAAK,GAAG;AACjD;EACA,EAAE,kBAAkB,GAAG,KAAK,CAAC;AAC7B;EACA,EAAE,KAAK,KAAK,CAAC,YAAY,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0EAA0E,EAAE,CAAC;AAC9F;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,iBAAiB,GAAG,YAAY;AACtC;EACA,EAAE,OAAO,cAAc,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,iBAAiB,KAAK,GAAG;AAC5C;EACA,EAAE,OAAO,GAAG,KAAK,CAAC;AAClB;EACA,EAAE,KAAK,OAAO,KAAK,IAAI,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,QAAQ,EAAE,cAAc,EAAE,CAAC;EACxD,GAAG,OAAO,CAAC,gBAAgB,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC;EAC7D,GAAG,OAAO,CAAC,gBAAgB,EAAE,WAAW,EAAE,cAAc,EAAE,CAAC;EAC3D,GAAG,OAAO,CAAC,gBAAgB,EAAE,SAAS,EAAE,cAAc,EAAE,CAAC;EACzD,GAAG,OAAO,CAAC,gBAAgB,EAAE,cAAc,EAAE,cAAc,EAAE,CAAC;EAC9D,GAAG,OAAO,CAAC,gBAAgB,EAAE,YAAY,EAAE,cAAc,EAAE,CAAC;EAC5D,GAAG,OAAO,CAAC,gBAAgB,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;EACnD,GAAG,OAAO,CAAC,gBAAgB,EAAE,oBAAoB,EAAE,oBAAoB,EAAE,CAAC;AAC1E;EACA,GAAG,MAAM,UAAU,GAAG,EAAE,CAAC,oBAAoB,EAAE,CAAC;AAChD;EACA,GAAG,KAAK,UAAU,CAAC,YAAY,KAAK,IAAI,GAAG;AAC3C;EACA,IAAI,MAAM,EAAE,CAAC,gBAAgB,EAAE,CAAC;AAChC;EACA,IAAI;AACJ;EACA,GAAG,MAAM,SAAS,GAAG;EACrB,IAAI,SAAS,EAAE,UAAU,CAAC,SAAS;EACnC,IAAI,KAAK,EAAE,UAAU,CAAC,KAAK;EAC3B,IAAI,KAAK,EAAE,UAAU,CAAC,KAAK;EAC3B,IAAI,OAAO,EAAE,UAAU,CAAC,OAAO;EAC/B,IAAI,sBAAsB,EAAE,sBAAsB;EAClD,IAAI,CAAC;AACL;EACA;EACA,GAAG,MAAM,SAAS,GAAG,IAAI,YAAY,EAAE,OAAO,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AAChE;EACA,GAAG,OAAO,CAAC,iBAAiB,EAAE,EAAE,SAAS,EAAE,SAAS,EAAE,EAAE,CAAC;AACzD;EACA,GAAG,cAAc,GAAG,MAAM,OAAO,CAAC,qBAAqB,EAAE,kBAAkB,EAAE,CAAC;AAC9E;EACA,GAAG,SAAS,CAAC,UAAU,EAAE,OAAO,EAAE,CAAC;EACnC,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC;AACrB;EACA,GAAG,KAAK,CAAC,YAAY,GAAG,IAAI,CAAC;AAC7B;EACA,GAAG,KAAK,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,EAAE,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,SAAS,oBAAoB,EAAE,KAAK,GAAG;AACxC;EACA,EAAE,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,CAAC;AAC5C;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,GAAG,eAAe,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,EAAE,EAAE,WAAW,EAAE,CAAC,EAAE,EAAE,CAAC;AAC9D;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,WAAW,GAAG,KAAK,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;EAC1C,GAAG,MAAM,UAAU,GAAG,eAAe,CAAC,GAAG,EAAE,WAAW,EAAE,CAAC;AACzD;EACA,GAAG,KAAK,UAAU,GAAG;AACrB;EACA,IAAI,UAAU,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,EAAE,CAAC;EAC5E,IAAI,eAAe,CAAC,MAAM,EAAE,WAAW,EAAE,CAAC;AAC1C;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,GAAG,MAAM,WAAW,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC;EACxC,GAAG,MAAM,UAAU,GAAG,eAAe,CAAC,GAAG,EAAE,WAAW,EAAE,CAAC;AACzD;EACA,GAAG,KAAK,UAAU,GAAG;AACrB;EACA,IAAI,UAAU,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,WAAW,EAAE,EAAE,CAAC;AACzE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,MAAM,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;EAClC,CAAC,MAAM,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA;EACA;EACA;EACA;EACA;EACA;EACA,CAAC,SAAS,sBAAsB,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,GAAG;AAC7D;EACA,EAAE,UAAU,CAAC,qBAAqB,EAAE,OAAO,CAAC,WAAW,EAAE,CAAC;EAC1D,EAAE,UAAU,CAAC,qBAAqB,EAAE,OAAO,CAAC,WAAW,EAAE,CAAC;AAC1D;EACA,EAAE,MAAM,GAAG,GAAG,UAAU,CAAC,UAAU,EAAE,UAAU,EAAE,CAAC;AAClD;EACA,EAAE,MAAM,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC,QAAQ,CAAC;EAClD,EAAE,MAAM,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC,QAAQ,CAAC;AAClD;EACA;EACA;EACA;EACA,EAAE,MAAM,IAAI,GAAG,KAAK,EAAE,EAAE,EAAE,KAAK,KAAK,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;EACjD,EAAE,MAAM,GAAG,GAAG,KAAK,EAAE,EAAE,EAAE,KAAK,KAAK,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;EAChD,EAAE,MAAM,MAAM,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC;EACjD,EAAE,MAAM,SAAS,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC;AACpD;EACA,EAAE,MAAM,OAAO,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC;EAClD,EAAE,MAAM,QAAQ,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC;EACnD,EAAE,MAAM,IAAI,GAAG,IAAI,GAAG,OAAO,CAAC;EAC9B,EAAE,MAAM,KAAK,GAAG,IAAI,GAAG,QAAQ,CAAC;AAChC;EACA;EACA;EACA,EAAE,MAAM,OAAO,GAAG,GAAG,KAAK,EAAE,OAAO,GAAG,QAAQ,EAAE,CAAC;EACjD,EAAE,MAAM,OAAO,GAAG,OAAO,GAAG,EAAE,OAAO,CAAC;AACtC;EACA;EACA,EAAE,OAAO,CAAC,WAAW,CAAC,SAAS,EAAE,MAAM,CAAC,QAAQ,EAAE,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;EACpF,EAAE,MAAM,CAAC,UAAU,EAAE,OAAO,EAAE,CAAC;EAC/B,EAAE,MAAM,CAAC,UAAU,EAAE,OAAO,EAAE,CAAC;EAC/B,EAAE,MAAM,CAAC,WAAW,CAAC,OAAO,EAAE,MAAM,CAAC,QAAQ,EAAE,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;EACjF,EAAE,MAAM,CAAC,kBAAkB,CAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAChE;EACA;EACA;EACA;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,GAAG,OAAO,CAAC;EAC/B,EAAE,MAAM,IAAI,GAAG,GAAG,GAAG,OAAO,CAAC;EAC7B,EAAE,MAAM,KAAK,GAAG,IAAI,GAAG,OAAO,CAAC;EAC/B,EAAE,MAAM,MAAM,GAAG,KAAK,KAAK,GAAG,GAAG,OAAO,EAAE,CAAC;EAC3C,EAAE,MAAM,IAAI,GAAG,MAAM,GAAG,GAAG,GAAG,IAAI,GAAG,KAAK,CAAC;EAC3C,EAAE,MAAM,OAAO,GAAG,SAAS,GAAG,GAAG,GAAG,IAAI,GAAG,KAAK,CAAC;AACjD;EACA,EAAE,MAAM,CAAC,gBAAgB,CAAC,eAAe,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACvF;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,MAAM,EAAE,MAAM,GAAG;AACzC;EACA,EAAE,KAAK,MAAM,KAAK,IAAI,GAAG;AACzB;EACA,GAAG,MAAM,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AAC5C;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,CAAC,WAAW,CAAC,gBAAgB,EAAE,MAAM,CAAC,WAAW,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AAC5E;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,kBAAkB,CAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,WAAW,MAAM,GAAG;AACtC;EACA,EAAE,QAAQ,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;EAC5D,EAAE,QAAQ,CAAC,GAAG,GAAG,OAAO,CAAC,GAAG,GAAG,OAAO,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxD;EACA,EAAE,KAAK,iBAAiB,KAAK,QAAQ,CAAC,IAAI,IAAI,gBAAgB,KAAK,QAAQ,CAAC,GAAG,GAAG;AAClF;EACA;AACA;EACA,GAAG,OAAO,CAAC,iBAAiB,EAAE;EAC9B,IAAI,SAAS,EAAE,QAAQ,CAAC,IAAI;EAC5B,IAAI,QAAQ,EAAE,QAAQ,CAAC,GAAG;EAC1B,IAAI,EAAE,CAAC;AACP;EACA,GAAG,iBAAiB,GAAG,QAAQ,CAAC,IAAI,CAAC;EACrC,GAAG,gBAAgB,GAAG,QAAQ,CAAC,GAAG,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC/B,EAAE,MAAM,OAAO,GAAG,QAAQ,CAAC,OAAO,CAAC;AACnC;EACA,EAAE,YAAY,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC9C;EACA,GAAG,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,CAAC,WAAW,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EAClD,EAAE,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,QAAQ,CAAC,MAAM,EAAE,CAAC;EACxC,EAAE,MAAM,CAAC,MAAM,CAAC,SAAS,EAAE,MAAM,CAAC,QAAQ,EAAE,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAC9E;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,iBAAiB,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,OAAO,CAAC,MAAM,KAAK,CAAC,GAAG;AAC9B;EACA,GAAG,sBAAsB,EAAE,QAAQ,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;AACxD;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,QAAQ,CAAC,gBAAgB,CAAC,IAAI,EAAE,OAAO,CAAC,gBAAgB,EAAE,CAAC;AAC9D;EACA,GAAG;AACH;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,wBAAwB,GAAG,IAAI,CAAC;AACrC;EACA,CAAC,SAAS,gBAAgB,EAAE,IAAI,EAAE,KAAK,GAAG;AAC1C;EACA,EAAE,IAAI,GAAG,KAAK,CAAC,aAAa,EAAE,cAAc,EAAE,CAAC;AAC/C;EACA,EAAE,KAAK,IAAI,KAAK,IAAI,GAAG;AACvB;EACA,GAAG,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC5B,GAAG,MAAM,SAAS,GAAG,OAAO,CAAC,WAAW,CAAC,SAAS,CAAC;AACnD;EACA,GAAG,KAAK,CAAC,iBAAiB,EAAE,SAAS,CAAC,WAAW,EAAE,CAAC;AACpD;EACA,GAAG,IAAI,mBAAmB,GAAG,KAAK,CAAC;AACnC;EACA;AACA;EACA,GAAG,KAAK,KAAK,CAAC,MAAM,KAAK,QAAQ,CAAC,OAAO,CAAC,MAAM,GAAG;AACnD;EACA,IAAI,QAAQ,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;EAChC,IAAI,mBAAmB,GAAG,IAAI,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC7C;EACA,IAAI,MAAM,IAAI,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;EAC5B,IAAI,MAAM,QAAQ,GAAG,SAAS,CAAC,WAAW,EAAE,IAAI,EAAE,CAAC;AACnD;EACA,IAAI,MAAM,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;EAChC,IAAI,MAAM,CAAC,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;EACrD,IAAI,MAAM,CAAC,gBAAgB,CAAC,SAAS,EAAE,IAAI,CAAC,gBAAgB,EAAE,CAAC;EAC/D,IAAI,MAAM,CAAC,QAAQ,CAAC,GAAG,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,KAAK,EAAE,QAAQ,CAAC,MAAM,EAAE,CAAC;AACnF;EACA,IAAI,KAAK,CAAC,KAAK,CAAC,GAAG;AACnB;EACA,KAAK,QAAQ,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AAC3C;EACA,KAAK;AACL;EACA,IAAI,KAAK,mBAAmB,KAAK,IAAI,GAAG;AACxC;EACA,KAAK,QAAQ,CAAC,OAAO,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,CAAC;AAC5C;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,GAAG,MAAM,UAAU,GAAG,WAAW,EAAE,CAAC,EAAE,CAAC;EACvC,GAAG,MAAM,WAAW,GAAG,YAAY,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,cAAc,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,KAAK,wBAAwB,GAAG,wBAAwB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC1E;EACA,EAAE;AACF;EACA,CAAC,MAAM,SAAS,GAAG,IAAI,cAAc,EAAE,CAAC;EACxC,CAAC,SAAS,CAAC,gBAAgB,EAAE,gBAAgB,EAAE,CAAC;AAChD;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,WAAW,QAAQ,GAAG;AAC/C;EACA,EAAE,wBAAwB,GAAG,QAAQ,CAAC;AACtC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,YAAY,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,SAAS,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;AACnE;EACA,SAAS,cAAc,EAAE,UAAU,GAAG;AACtC;EACA,CAAC,SAAS,kBAAkB,EAAE,QAAQ,EAAE,GAAG,GAAG;AAC9C;EACA,EAAE,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,GAAG,CAAC,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE,KAAK,GAAG,CAAC,KAAK,GAAG;AACnB;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,GAAG,CAAC,IAAI,CAAC;EACrC,GAAG,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,GAAG,CAAC,GAAG,CAAC;AACnC;EACA,GAAG,MAAM,KAAK,GAAG,CAAC,SAAS,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,GAAG,CAAC,OAAO,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,GAAG;AAC5E;EACA,EAAE,KAAK,QAAQ,CAAC,mBAAmB,GAAG;AACtC;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,qBAAqB,GAAG;AAC/C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,sBAAsB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAChD;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,kBAAkB,GAAG;AAC5C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC7C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,mBAAmB,GAAG;AAC7C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,oBAAoB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC9C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,sBAAsB,GAAG;AAChD;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C;EACA,GAAG,KAAK,QAAQ,CAAC,sBAAsB,GAAG;AAC1C;EACA,IAAI,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAClD;EACA,IAAI,MAAM;AACV;EACA,IAAI,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAClD;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,oBAAoB,GAAG;AAC9C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,mBAAmB,GAAG;AAC7C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,oBAAoB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC9C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,sBAAsB,GAAG;AAChD;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACjD;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,oBAAoB,GAAG;AAC9C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,mBAAmB,GAAG;AAC7C;EACA,GAAG,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC7C;EACA,GAAG,KAAK,QAAQ,CAAC,oBAAoB,GAAG;AACxC;EACA,IAAI,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC9C;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AAC1C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,EAAE,CAAC;AACnE;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AAC1C;EACA,GAAG,sBAAsB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAChD;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AAC1C;EACA,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;EAC/C,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC7C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AAC1C;EACA,GAAG,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACtD;EACA,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC5C;EACA,EAAE,KAAK,QAAQ,CAAC,KAAK,GAAG;AACxB;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;EACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,QAAQ,EAAE,CAAC,cAAc,EAAE,QAAQ,CAAC,iBAAiB,EAAE,CAAC;AAClG;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;EACA,GAAG,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,QAAQ,CAAC,GAAG,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;EACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,MAAM,CAAC;AACnD;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC;AAClC;EACA,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,EAAE,MAAM,CAAC,aAAa,IAAI,MAAM,CAAC,gBAAgB,KAAK,EAAE,CAAC,GAAG,CAAC,CAAC;AAC7F;EACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;EACvD,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D;EACA,GAAG,MAAM,WAAW,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC,aAAa,CAAC;AAC9D;EACA,GAAG,KAAK,WAAW,KAAK,SAAS,GAAG;AACpC;EACA,IAAI,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,WAAW,CAAC;AAC7C;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;EACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;EAC/C,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,KAAK,GAAG;AACxB;EACA,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EACzC,GAAG,QAAQ,CAAC,cAAc,CAAC,KAAK,GAAG,QAAQ,CAAC,cAAc,CAAC;AAC3D;EACA,GAAG;AACH;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,EAAE,IAAI,UAAU,CAAC;AACjB;EACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,GAAG,CAAC;AAC7B;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,WAAW,GAAG;AACrC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,eAAe,GAAG;AACzC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,eAAe,CAAC;AACzC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,SAAS,GAAG;AACnC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,SAAS,CAAC;AACnC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,OAAO,GAAG;AACjC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,OAAO,CAAC;AACjC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,YAAY,GAAG;AACtC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,YAAY,GAAG;AACtC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAClC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,WAAW,GAAG;AACrC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,YAAY,GAAG;AACtC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,kBAAkB,GAAG;AAC5C;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,kBAAkB,CAAC;AAC5C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,qBAAqB,GAAG;AAC/C;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,qBAAqB,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA;EACA,GAAG,KAAK,UAAU,CAAC,mBAAmB,GAAG;AACzC;EACA,IAAI,UAAU,GAAG,UAAU,CAAC,OAAO,CAAC;AACpC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,UAAU,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC/C;EACA,IAAI,UAAU,CAAC,YAAY,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AACxD;EACA,GAAG;AACH;EACA;EACA;EACA;AACA;EACA,EAAE,IAAI,WAAW,CAAC;AAClB;EACA,EAAE,KAAK,QAAQ,CAAC,KAAK,GAAG;AACxB;EACA,GAAG,WAAW,GAAG,QAAQ,CAAC,KAAK,CAAC;AAChC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAClC;EACA,GAAG,WAAW,GAAG,QAAQ,CAAC,QAAQ,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE,KAAK,WAAW,KAAK,SAAS,GAAG;AACnC;EACA;EACA,GAAG,KAAK,WAAW,CAAC,mBAAmB,GAAG;AAC1C;EACA,IAAI,WAAW,GAAG,WAAW,CAAC,OAAO,CAAC;AACtC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,WAAW,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAChD;EACA,IAAI,WAAW,CAAC,YAAY,EAAE,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,CAAC,IAAI,EAAE,WAAW,CAAC,MAAM,EAAE,CAAC;AAC1D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACpD;EACA,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;EAChD,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,SAAS,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACpD;EACA,EAAE,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;EAC9C,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC,OAAO,CAAC;EAClE,EAAE,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,GAAG;AAC1E;EACA,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;EAChD,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC5C,EAAE,QAAQ,CAAC,IAAI,CAAC,KAAK,GAAG,QAAQ,CAAC,IAAI,GAAG,UAAU,CAAC;EACnD,EAAE,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,MAAM,GAAG,GAAG,CAAC;AACtC;EACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;EACA,GAAG,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,QAAQ,CAAC,GAAG,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;EACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC/C;EACA,GAAG;AACH;EACA;EACA;EACA;AACA;EACA,EAAE,IAAI,UAAU,CAAC;AACjB;EACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,GAAG,CAAC;AAC7B;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,KAAK,UAAU,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC/C;EACA,IAAI,UAAU,CAAC,YAAY,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AACxD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACvD;EACA,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;EAChD,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC5C,EAAE,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC9C;EACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;EACA,GAAG,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,QAAQ,CAAC,GAAG,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;EACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC/C;EACA,GAAG;AACH;EACA;EACA;EACA;AACA;EACA,EAAE,IAAI,UAAU,CAAC;AACjB;EACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,GAAG,CAAC;AAC7B;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,KAAK,UAAU,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC/C;EACA,IAAI,UAAU,CAAC,YAAY,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AACxD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACvD;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,oBAAoB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACrD;EACA,EAAE,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,QAAQ,EAAE,CAAC;EACpD,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;AAClE;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;EACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACpD;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;EACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACxD;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EAChD,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AAChD;EACA,EAAE,KAAK,QAAQ,CAAC,YAAY,GAAG;AAC/B;EACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACvD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,YAAY,GAAG;AAC/B;EACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACvD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;EACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,MAAM,CAAC;AACnD;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACxD;EACA,EAAE,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAChD;EACA,EAAE,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtD;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EAChD,EAAE,QAAQ,CAAC,kBAAkB,CAAC,KAAK,GAAG,QAAQ,CAAC,kBAAkB,CAAC;EAClE,EAAE,KAAK,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;AACpE;EACA,EAAE,KAAK,QAAQ,CAAC,YAAY,GAAG;AAC/B;EACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACvD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,qBAAqB,GAAG;AACxC;EACA,GAAG,QAAQ,CAAC,qBAAqB,CAAC,KAAK,GAAG,QAAQ,CAAC,qBAAqB,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,kBAAkB,GAAG;AACrC;EACA,GAAG,QAAQ,CAAC,oBAAoB,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,oBAAoB,EAAE,CAAC;EAC7E,GAAG,QAAQ,CAAC,kBAAkB,CAAC,KAAK,GAAG,QAAQ,CAAC,kBAAkB,CAAC;AACnE;EACA,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG;AACrC;EACA,IAAI,QAAQ,CAAC,oBAAoB,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACjD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtD;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACtD;EACA,EAAE,KAAK,QAAQ,CAAC,MAAM,GAAG;AACzB;EACA,GAAG,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,QAAQ,CAAC,MAAM,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;EACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,oBAAoB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACrD;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACxD;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE,QAAQ,CAAC,iBAAiB,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,iBAAiB,EAAE,CAAC;EACtE,EAAE,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;EACtD,EAAE,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACpD;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACtD;EACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;EACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,kBAAkB,EAAE,kBAAkB;EACxC,EAAE,uBAAuB,EAAE,uBAAuB;EAClD,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,mBAAmB,GAAG;AAC/B;EACA,CAAC,MAAM,MAAM,GAAG,QAAQ,CAAC,eAAe,EAAE,8BAA8B,EAAE,QAAQ,EAAE,CAAC;EACrF,CAAC,MAAM,CAAC,KAAK,CAAC,OAAO,GAAG,OAAO,CAAC;EAChC,CAAC,OAAO,MAAM,CAAC;AACf;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,UAAU,GAAG;AACrC;EACA,CAAC,UAAU,GAAG,UAAU,IAAI,EAAE,CAAC;AAC/B;EACA,CAAC,MAAM,OAAO,GAAG,UAAU,CAAC,MAAM,KAAK,SAAS,GAAG,UAAU,CAAC,MAAM,GAAG,mBAAmB,EAAE;EAC5F,EAAE,QAAQ,GAAG,UAAU,CAAC,OAAO,KAAK,SAAS,GAAG,UAAU,CAAC,OAAO,GAAG,IAAI;AACzE;EACA,EAAE,MAAM,GAAG,UAAU,CAAC,KAAK,KAAK,SAAS,GAAG,UAAU,CAAC,KAAK,GAAG,KAAK;EACpE,EAAE,MAAM,GAAG,UAAU,CAAC,KAAK,KAAK,SAAS,GAAG,UAAU,CAAC,KAAK,GAAG,IAAI;EACnE,EAAE,QAAQ,GAAG,UAAU,CAAC,OAAO,KAAK,SAAS,GAAG,UAAU,CAAC,OAAO,GAAG,IAAI;EACzE,EAAE,UAAU,GAAG,UAAU,CAAC,SAAS,KAAK,SAAS,GAAG,UAAU,CAAC,SAAS,GAAG,KAAK;EAChF,EAAE,mBAAmB,GAAG,UAAU,CAAC,kBAAkB,KAAK,SAAS,GAAG,UAAU,CAAC,kBAAkB,GAAG,IAAI;EAC1G,EAAE,sBAAsB,GAAG,UAAU,CAAC,qBAAqB,KAAK,SAAS,GAAG,UAAU,CAAC,qBAAqB,GAAG,KAAK;EACpH,EAAE,gBAAgB,GAAG,UAAU,CAAC,eAAe,KAAK,SAAS,GAAG,UAAU,CAAC,eAAe,GAAG,SAAS;EACtG,EAAE,6BAA6B,GAAG,UAAU,CAAC,4BAA4B,KAAK,SAAS,GAAG,UAAU,CAAC,4BAA4B,GAAG,KAAK,CAAC;AAC1I;EACA,CAAC,IAAI,iBAAiB,GAAG,IAAI,CAAC;EAC9B,CAAC,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC/B;EACA;EACA;AACA;EACA,CAAC,MAAM,eAAe,GAAG,EAAE,CAAC;EAC5B,CAAC,MAAM,gBAAgB,GAAG,EAAE,CAAC;AAC7B;EACA;AACA;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC;AAC3B;EACA;EACA,CAAC,IAAI,CAAC,KAAK,GAAG;AACd;EACA;EACA;EACA;EACA;EACA,EAAE,iBAAiB,EAAE,IAAI;EACzB,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;EACvB,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;EAC5B,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;EAC5B,CAAC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAC9B;EACA;AACA;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AACzB;EACA;AACA;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;EAC1B,CAAC,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;AACnC;EACA;AACA;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,GAAG,CAAC;EACxB,CAAC,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;AACtC;EACA;AACA;EACA,CAAC,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;AACtC;EACA;AACA;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,aAAa,CAAC;EAClC,CAAC,IAAI,CAAC,mBAAmB,GAAG,GAAG,CAAC;AAChC;EACA;AACA;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;AACpB;EACA,CAAC,IAAI,cAAc,GAAG,KAAK,CAAC;AAC5B;EACA;AACA;EACA,CAAC,IAAI,sBAAsB,GAAG,CAAC,CAAC;EAChC,CAAC,IAAI,yBAAyB,GAAG,CAAC,CAAC;EACnC,CAAC,IAAI,oBAAoB,GAAG,IAAI,CAAC;EACjC,CAAC,IAAI,kBAAkB,GAAG,EAAE,CAAC,CAAC;AAC9B;EACA,CAAC,IAAI,cAAc,GAAG,IAAI,CAAC;AAC3B;EACA,CAAC,MAAM,gBAAgB,GAAG,IAAI,OAAO,EAAE,CAAC;EACxC,CAAC,MAAM,eAAe,GAAG,IAAI,OAAO,EAAE,CAAC;EACvC,CAAC,IAAI,mBAAmB,GAAG,IAAI,CAAC;AAChC;EACA;AACA;EACA,CAAC,IAAI,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;EAC5B,CAAC,IAAI,OAAO,GAAG,OAAO,CAAC,MAAM,CAAC;AAC9B;EACA,CAAC,IAAI,WAAW,GAAG,CAAC,CAAC;EACrB,CAAC,IAAI,WAAW,GAAG,IAAI,CAAC;EACxB,CAAC,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC7B;EACA,CAAC,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;EACxD,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;EACvD,CAAC,IAAI,YAAY,GAAG,KAAK,CAAC;AAC1B;EACA;AACA;EACA,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA;AACA;EACA,CAAC,IAAI,gBAAgB,GAAG,KAAK,CAAC;EAC9B,CAAC,IAAI,qBAAqB,GAAG,KAAK,CAAC;AACnC;EACA;AACA;EACA,CAAC,MAAM,iBAAiB,GAAG,IAAI,OAAO,EAAE,CAAC;AACzC;EACA,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA,CAAC,MAAM,WAAW,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAC/G;EACA,CAAC,SAAS,mBAAmB,GAAG;AAChC;EACA,EAAE,OAAO,oBAAoB,KAAK,IAAI,GAAG,WAAW,GAAG,CAAC,CAAC;AACzD;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,GAAG,GAAG,QAAQ,CAAC;AACpB;EACA,CAAC,SAAS,UAAU,EAAE,YAAY,EAAE,iBAAiB,GAAG;AACxD;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACnD;EACA,GAAG,MAAM,WAAW,GAAG,YAAY,EAAE,CAAC,EAAE,CAAC;EACzC,GAAG,MAAM,OAAO,GAAG,OAAO,CAAC,UAAU,EAAE,WAAW,EAAE,iBAAiB,EAAE,CAAC;EACxE,GAAG,KAAK,OAAO,KAAK,IAAI,GAAG,OAAO,OAAO,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI;AACL;EACA,EAAE,MAAM,iBAAiB,GAAG;EAC5B,GAAG,KAAK,EAAE,MAAM;EAChB,GAAG,KAAK,EAAE,MAAM;EAChB,GAAG,OAAO,EAAE,QAAQ;EACpB,GAAG,SAAS,EAAE,UAAU;EACxB,GAAG,kBAAkB,EAAE,mBAAmB;EAC1C,GAAG,qBAAqB,EAAE,sBAAsB;EAChD,GAAG,eAAe,EAAE,gBAAgB;EACpC,GAAG,4BAA4B,EAAE,6BAA6B;EAC9D,GAAG,CAAC;AACJ;EACA;AACA;EACA,EAAE,OAAO,CAAC,gBAAgB,EAAE,kBAAkB,EAAE,aAAa,EAAE,KAAK,EAAE,CAAC;EACvE,EAAE,OAAO,CAAC,gBAAgB,EAAE,sBAAsB,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;AAC9E;EACA,EAAE,KAAK,GAAG,KAAK,IAAI,GAAG;AACtB;EACA,GAAG,MAAM,YAAY,GAAG,EAAE,QAAQ,EAAE,OAAO,EAAE,oBAAoB,EAAE,CAAC;AACpE;EACA,GAAG,KAAK,KAAK,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC1C;EACA,IAAI,YAAY,CAAC,KAAK,EAAE,CAAC;AACzB;EACA,IAAI;AACJ;EACA,GAAG,GAAG,GAAG,UAAU,EAAE,YAAY,EAAE,iBAAiB,EAAE,CAAC;AACvD;EACA,GAAG,KAAK,GAAG,KAAK,IAAI,GAAG;AACvB;EACA,IAAI,KAAK,UAAU,EAAE,YAAY,EAAE,GAAG;AACtC;EACA,KAAK,MAAM,IAAI,KAAK,EAAE,6DAA6D,EAAE,CAAC;AACtF;EACA,KAAK,MAAM;AACX;EACA,KAAK,MAAM,IAAI,KAAK,EAAE,+BAA+B,EAAE,CAAC;AACxD;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,GAAG,CAAC,wBAAwB,KAAK,SAAS,GAAG;AACpD;EACA,GAAG,GAAG,CAAC,wBAAwB,GAAG,YAAY;AAC9C;EACA,IAAI,OAAO,EAAE,UAAU,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE,WAAW,EAAE,CAAC,EAAE,CAAC;AAC5D;EACA,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE,CAAC,QAAQ,KAAK,GAAG;AACnB;EACA,EAAE,OAAO,CAAC,KAAK,EAAE,uBAAuB,GAAG,KAAK,CAAC,OAAO,EAAE,CAAC;EAC3D,EAAE,MAAM,KAAK,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,UAAU,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,CAAC;EAC3C,CAAC,IAAI,UAAU,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,OAAO,CAAC;EACrE,CAAC,IAAI,YAAY,EAAE,SAAS,EAAE,WAAW,EAAE,YAAY,EAAE,QAAQ,EAAE,SAAS,CAAC;AAC7E;EACA,CAAC,IAAI,UAAU,EAAE,YAAY,EAAE,cAAc,EAAE,qBAAqB,CAAC;AACrE;EACA,CAAC,IAAI,KAAK,EAAE,aAAa,CAAC;AAC1B;EACA,CAAC,SAAS,aAAa,GAAG;AAC1B;EACA,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,GAAG,EAAE,CAAC;AAC1C;EACA,EAAE,YAAY,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;AACtE;EACA,EAAE,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,GAAG,IAAI,UAAU,EAAE,GAAG,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AAC1D;EACA,EAAE,KAAK,GAAG,IAAI,UAAU,EAAE,GAAG,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AAC1D;EACA,EAAE,IAAI,GAAG,IAAI,SAAS,EAAE,GAAG,EAAE,CAAC;EAC9B,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,CAAC;EACrC,EAAE,QAAQ,GAAG,IAAI,aAAa,EAAE,GAAG,EAAE,UAAU,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;EAChG,EAAE,QAAQ,GAAG,IAAI,aAAa,EAAE,KAAK,EAAE,CAAC;EACxC,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,GAAG,EAAE,YAAY,EAAE,CAAC;EACxD,EAAE,aAAa,GAAG,IAAI,kBAAkB,EAAE,GAAG,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;EACtF,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,aAAa,EAAE,CAAC;EAC3E,EAAE,OAAO,GAAG,IAAI,YAAY,EAAE,GAAG,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC;EAClE,EAAE,YAAY,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,CAAC;EAC9C,EAAE,QAAQ,GAAG,IAAI,aAAa,EAAE,UAAU,EAAE,CAAC;EAC7C,EAAE,YAAY,GAAG,IAAI,aAAa,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,EAAE,YAAY,EAAE,aAAa,EAAE,QAAQ,EAAE,CAAC;EACzG,EAAE,SAAS,GAAG,IAAI,cAAc,EAAE,UAAU,EAAE,CAAC;EAC/C,EAAE,WAAW,GAAG,IAAI,gBAAgB,EAAE,UAAU,EAAE,CAAC;EACnD,EAAE,YAAY,GAAG,IAAI,iBAAiB,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;EACnE,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,OAAO,EAAE,mBAAmB,EAAE,CAAC;EAC3F,EAAE,SAAS,GAAG,IAAI,cAAc,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AACjE;EACA,EAAE,cAAc,GAAG,IAAI,mBAAmB,EAAE,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;EAClF,EAAE,qBAAqB,GAAG,IAAI,0BAA0B,EAAE,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;AAChG;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;EACA,EAAE,KAAK,CAAC,YAAY,GAAG,YAAY,CAAC;EACpC,EAAE,KAAK,CAAC,UAAU,GAAG,UAAU,CAAC;EAChC,EAAE,KAAK,CAAC,UAAU,GAAG,UAAU,CAAC;EAChC,EAAE,KAAK,CAAC,WAAW,GAAG,WAAW,CAAC;EAClC,EAAE,KAAK,CAAC,SAAS,GAAG,SAAS,CAAC;EAC9B,EAAE,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;EACtB,EAAE,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,CAAC;AACjB;EACA;AACA;EACA,CAAC,MAAM,EAAE,GAAG,IAAI,YAAY,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC;AAC3C;EACA,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;AACd;EACA;AACA;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;EACA,EAAE,OAAO,GAAG,CAAC;AACb;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,YAAY;AACzC;EACA,EAAE,OAAO,GAAG,CAAC,oBAAoB,EAAE,CAAC;AACpC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,YAAY;AACrC;EACA,EAAE,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,oBAAoB,EAAE,CAAC;EAC3D,EAAE,KAAK,SAAS,GAAG,SAAS,CAAC,WAAW,EAAE,CAAC;AAC3C;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,mBAAmB,GAAG,YAAY;AACxC;EACA,EAAE,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,oBAAoB,EAAE,CAAC;EAC3D,EAAE,KAAK,SAAS,GAAG,SAAS,CAAC,cAAc,EAAE,CAAC;AAC9C;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;EACA,EAAE,OAAO,WAAW,CAAC;AACrB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,KAAK,GAAG;AACzC;EACA,EAAE,KAAK,KAAK,KAAK,SAAS,GAAG,OAAO;AACpC;EACA,EAAE,WAAW,GAAG,KAAK,CAAC;AACtB;EACA,EAAE,IAAI,CAAC,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;AACzC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,MAAM,GAAG;AACpC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,iEAAiE,EAAE,CAAC;AACrF;EACA,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;AACvC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,KAAK,EAAE,MAAM,EAAE,WAAW,GAAG;AACxD;EACA,EAAE,KAAK,EAAE,CAAC,YAAY,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;EAC5F,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,MAAM,GAAG,KAAK,CAAC;EACjB,EAAE,OAAO,GAAG,MAAM,CAAC;AACnB;EACA,EAAE,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,WAAW,EAAE,CAAC;EACpD,EAAE,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,GAAG,WAAW,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,WAAW,KAAK,KAAK,GAAG;AAC/B;EACA,GAAG,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC;EACtC,GAAG,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,MAAM,GAAG,IAAI,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC1C;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,WAAW,MAAM,GAAG;AACjD;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;AAClG;EACA,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,MAAM,GAAG,WAAW,EAAE,OAAO,GAAG,WAAW,EAAE,CAAC,KAAK,EAAE,CAAC;AAC3E;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,WAAW,KAAK,EAAE,MAAM,EAAE,UAAU,GAAG;AACpE;EACA,EAAE,MAAM,GAAG,KAAK,CAAC;EACjB,EAAE,OAAO,GAAG,MAAM,CAAC;AACnB;EACA,EAAE,WAAW,GAAG,UAAU,CAAC;AAC3B;EACA,EAAE,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,UAAU,EAAE,CAAC;EACnD,EAAE,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,GAAG,UAAU,EAAE,CAAC;AACrD;EACA,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC1C;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,WAAW,MAAM,GAAG;AAC/C;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;AAChG;EACA,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,gBAAgB,EAAE,CAAC;AACzC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,MAAM,GAAG;AACxC;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AACrD;EACA,EAAE,KAAK,CAAC,CAAC,SAAS,GAAG;AACrB;EACA,GAAG,SAAS,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACvC;EACA,GAAG,MAAM;AACT;EACA,GAAG,SAAS,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,QAAQ,EAAE,gBAAgB,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC,KAAK,EAAE,EAAE,CAAC;AAC7F;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,MAAM,GAAG;AACvC;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;AACjC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AACpD;EACA,EAAE,KAAK,CAAC,CAAC,SAAS,GAAG;AACrB;EACA,GAAG,QAAQ,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACtC;EACA,GAAG,MAAM;AACT;EACA,GAAG,QAAQ,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,OAAO,EAAE,eAAe,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC,KAAK,EAAE,EAAE,CAAC;AAC1F;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,YAAY;AACnC;EACA,EAAE,OAAO,YAAY,CAAC;AACtB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,WAAW,OAAO,GAAG;AAC5C;EACA,EAAE,KAAK,CAAC,cAAc,EAAE,YAAY,GAAG,OAAO,EAAE,CAAC;AACjD;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,MAAM,GAAG;AAC1C;EACA,EAAE,WAAW,GAAG,MAAM,CAAC;AACvB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,WAAW,MAAM,GAAG;AAC/C;EACA,EAAE,gBAAgB,GAAG,MAAM,CAAC;AAC5B;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,MAAM,GAAG;AAC1C;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACzF;EACA,GAAG,MAAM,GAAG,IAAI,KAAK,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,UAAU,CAAC,aAAa,EAAE,EAAE,CAAC;AACnD;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;EACA,EAAE,UAAU,CAAC,aAAa,CAAC,KAAK,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AAC1D;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;EACA,EAAE,OAAO,UAAU,CAAC,aAAa,EAAE,CAAC;AACpC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;EACA,EAAE,UAAU,CAAC,aAAa,CAAC,KAAK,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AAC1D;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,WAAW,KAAK,EAAE,KAAK,EAAE,OAAO,GAAG;AACjD;EACA,EAAE,IAAI,IAAI,GAAG,CAAC,CAAC;AACf;EACA,EAAE,KAAK,KAAK,KAAK,SAAS,IAAI,KAAK,GAAG,IAAI,IAAI,KAAK,CAAC;EACpD,EAAE,KAAK,KAAK,KAAK,SAAS,IAAI,KAAK,GAAG,IAAI,IAAI,GAAG,CAAC;EAClD,EAAE,KAAK,OAAO,KAAK,SAAS,IAAI,OAAO,GAAG,IAAI,IAAI,IAAI,CAAC;AACvD;EACA,EAAE,GAAG,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC;AACpB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY;AACjC;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACnC;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,YAAY;AAC5B;EACA,EAAE,OAAO,CAAC,mBAAmB,EAAE,kBAAkB,EAAE,aAAa,EAAE,KAAK,EAAE,CAAC;EAC1E,EAAE,OAAO,CAAC,mBAAmB,EAAE,sBAAsB,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;AACjF;EACA,EAAE,WAAW,CAAC,OAAO,EAAE,CAAC;EACxB,EAAE,YAAY,CAAC,OAAO,EAAE,CAAC;EACzB,EAAE,UAAU,CAAC,OAAO,EAAE,CAAC;EACvB,EAAE,QAAQ,CAAC,OAAO,EAAE,CAAC;EACrB,EAAE,OAAO,CAAC,OAAO,EAAE,CAAC;EACpB,EAAE,aAAa,CAAC,OAAO,EAAE,CAAC;AAC1B;EACA,EAAE,EAAE,CAAC,OAAO,EAAE,CAAC;AACf;EACA,EAAE,EAAE,CAAC,mBAAmB,EAAE,cAAc,EAAE,gBAAgB,EAAE,CAAC;EAC7D,EAAE,EAAE,CAAC,mBAAmB,EAAE,YAAY,EAAE,cAAc,EAAE,CAAC;AACzD;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,CAAC;AACnB;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,SAAS,aAAa,EAAE,KAAK,GAAG;AACjC;EACA,EAAE,KAAK,CAAC,cAAc,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,CAAC,GAAG,EAAE,oCAAoC,EAAE,CAAC;AACtD;EACA,EAAE,cAAc,GAAG,IAAI,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC,SAAS,gBAAgB,gBAAgB;AAC1C;EACA,EAAE,OAAO,CAAC,GAAG,EAAE,wCAAwC,EAAE,CAAC;AAC1D;EACA,EAAE,cAAc,GAAG,KAAK,CAAC;AACzB;EACA,EAAE,MAAM,aAAa,GAAG,IAAI,CAAC,SAAS,CAAC;EACvC,EAAE,MAAM,gBAAgB,GAAG,SAAS,CAAC,OAAO,CAAC;EAC7C,EAAE,MAAM,mBAAmB,GAAG,SAAS,CAAC,UAAU,CAAC;EACnD,EAAE,MAAM,oBAAoB,GAAG,SAAS,CAAC,WAAW,CAAC;EACrD,EAAE,MAAM,aAAa,GAAG,SAAS,CAAC,IAAI,CAAC;AACvC;EACA,EAAE,aAAa,EAAE,CAAC;AAClB;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;EACjC,EAAE,SAAS,CAAC,OAAO,GAAG,gBAAgB,CAAC;EACvC,EAAE,SAAS,CAAC,UAAU,GAAG,mBAAmB,CAAC;EAC7C,EAAE,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;EAC/C,EAAE,SAAS,CAAC,IAAI,GAAG,aAAa,CAAC;AACjC;EACA,EAAE;AACF;EACA,CAAC,SAAS,iBAAiB,EAAE,KAAK,GAAG;AACrC;EACA,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,MAAM,CAAC;AAChC;EACA,EAAE,QAAQ,CAAC,mBAAmB,EAAE,SAAS,EAAE,iBAAiB,EAAE,CAAC;AAC/D;EACA,EAAE,kBAAkB,EAAE,QAAQ,EAAE,CAAC;AACjC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,kBAAkB,EAAE,QAAQ,GAAG;AACzC;EACA,EAAE,gCAAgC,EAAE,QAAQ,EAAE,CAAC;AAC/C;EACA,EAAE,UAAU,CAAC,MAAM,EAAE,QAAQ,EAAE,CAAC;AAChC;EACA,EAAE;AACF;AACA;EACA,CAAC,SAAS,gCAAgC,EAAE,QAAQ,GAAG;AACvD;EACA,EAAE,MAAM,QAAQ,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,QAAQ,CAAC;AACvD;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,QAAQ,CAAC,OAAO,EAAE,WAAW,OAAO,GAAG;AAC1C;EACA,IAAI,YAAY,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC;AAC3C;EACA,IAAI,EAAE,CAAC;AACP;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,qBAAqB,EAAE,MAAM,EAAE,OAAO,GAAG;AACnD;EACA,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,MAAM,GAAG;AACrC;EACA,GAAG,KAAK,CAAC,qBAAqB,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;AAClD;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,qBAAqB,GAAG,WAAW,MAAM,EAAE,OAAO,GAAG;AAC3D;EACA,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC;AACjC;EACA,EAAE,MAAM,OAAO,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,EAAE,KAAK,MAAM,CAAC,YAAY,IAAI,EAAE,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,GAAG,GAAG,CAAC,YAAY,EAAE,CAAC;EACzF,EAAE,KAAK,MAAM,CAAC,UAAU,IAAI,EAAE,OAAO,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,GAAG,GAAG,CAAC,YAAY,EAAE,CAAC;EACnF,EAAE,KAAK,MAAM,CAAC,MAAM,IAAI,EAAE,OAAO,CAAC,EAAE,GAAG,OAAO,CAAC,EAAE,GAAG,GAAG,CAAC,YAAY,EAAE,CAAC;EACvE,EAAE,KAAK,MAAM,CAAC,SAAS,IAAI,EAAE,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,GAAG,GAAG,CAAC,YAAY,EAAE,CAAC;AAChF;EACA,EAAE,MAAM,iBAAiB,GAAG,OAAO,CAAC,aAAa,EAAE,CAAC;AACpD;EACA,EAAE,KAAK,MAAM,CAAC,YAAY,GAAG;AAC7B;EACA,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,QAAQ,EAAE,CAAC;EAC7C,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AACxD;EACA,GAAG,aAAa,CAAC,eAAe,EAAE,iBAAiB,CAAC,QAAQ,EAAE,CAAC;EAC/D,GAAG,GAAG,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/E;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,UAAU,GAAG;AAC3B;EACA,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;EAC3C,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,CAAC,WAAW,EAAE,KAAK,EAAE,CAAC;AACtD;EACA,GAAG,aAAa,CAAC,eAAe,EAAE,iBAAiB,CAAC,MAAM,EAAE,CAAC;EAC7D,GAAG,GAAG,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7E;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,GAAG;AACvB;EACA,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC;EACvC,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AAClD;EACA,GAAG,aAAa,CAAC,eAAe,EAAE,iBAAiB,CAAC,EAAE,EAAE,CAAC;EACzD,GAAG,GAAG,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,SAAS,GAAG;AAC1B;EACA,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC;EAC1C,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,GAAG,aAAa,CAAC,eAAe,EAAE,iBAAiB,CAAC,KAAK,EAAE,CAAC;EAC5D,GAAG,GAAG,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,KAAK,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5E;EACA,GAAG;AACH;EACA,EAAE,aAAa,CAAC,uBAAuB,EAAE,CAAC;AAC1C;EACA,EAAE,GAAG,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AACvC;EACA,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;AACnB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,WAAW,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,GAAG;AACzF;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,KAAK,GAAG,WAAW,CAAC;AAC5C;EACA,EAAE,MAAM,WAAW,KAAK,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,WAAW,CAAC,WAAW,EAAE,GAAG,CAAC,EAAE,CAAC;AAChF;EACA,EAAE,MAAM,OAAO,GAAG,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AAChE;EACA,EAAE,KAAK,CAAC,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,CAAC;AAC7C;EACA;AACA;EACA,EAAE,IAAI,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EAC7B,EAAE,MAAM,QAAQ,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;AAChD;EACA;AACA;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;EACA,GAAG,KAAK,QAAQ,KAAK,SAAS,IAAI,QAAQ,CAAC,KAAK,KAAK,CAAC,GAAG,OAAO;AAChE;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,CAAC,GAAG;AAClC;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,WAAW,GAAG,CAAC,CAAC;AACtB;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,KAAK,GAAG,UAAU,CAAC,qBAAqB,EAAE,QAAQ,EAAE,CAAC;EACxD,GAAG,WAAW,GAAG,CAAC,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,YAAY,IAAI,QAAQ,CAAC,YAAY,GAAG;AACxD;EACA,GAAG,YAAY,CAAC,MAAM,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,CAAC;AAC9D;EACA,GAAG;AACH;EACA,EAAE,aAAa,CAAC,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACpE;EACA,EAAE,IAAI,SAAS,CAAC;EAChB,EAAE,IAAI,QAAQ,GAAG,cAAc,CAAC;AAChC;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACvC;EACA,GAAG,QAAQ,GAAG,qBAAqB,CAAC;EACpC,GAAG,QAAQ,CAAC,QAAQ,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,SAAS,GAAG,EAAE,KAAK,KAAK,IAAI,KAAK,KAAK,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AACtE;EACA,EAAE,MAAM,UAAU,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,WAAW,CAAC;EAC5D,EAAE,MAAM,UAAU,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,WAAW,CAAC;AAC5D;EACA,EAAE,MAAM,UAAU,GAAG,KAAK,KAAK,IAAI,GAAG,KAAK,CAAC,KAAK,GAAG,WAAW,GAAG,CAAC,CAAC;EACpE,EAAE,MAAM,UAAU,GAAG,KAAK,KAAK,IAAI,GAAG,KAAK,CAAC,KAAK,GAAG,WAAW,GAAG,QAAQ,CAAC;AAC3E;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;EACvD,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,UAAU,GAAG,UAAU,EAAE,UAAU,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC;AAC9F;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,OAAO,GAAG,SAAS,GAAG,CAAC,EAAE,CAAC;AAC3D;EACA,EAAE,KAAK,SAAS,KAAK,CAAC,GAAG,OAAO;AAChC;EACA;AACA;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,GAAG;AACvB;EACA,GAAG,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,GAAG;AACtC;EACA,IAAI,KAAK,CAAC,YAAY,EAAE,QAAQ,CAAC,kBAAkB,GAAG,mBAAmB,EAAE,EAAE,CAAC;EAC9E,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,IAAI,MAAM;AACV;EACA,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,MAAM,CAAC,MAAM,GAAG;AAC9B;EACA,GAAG,IAAI,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACtC;EACA,GAAG,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,CAAC,CAAC;AAChD;EACA,GAAG,KAAK,CAAC,YAAY,EAAE,SAAS,GAAG,mBAAmB,EAAE,EAAE,CAAC;AAC3D;EACA,GAAG,KAAK,MAAM,CAAC,cAAc,GAAG;AAChC;EACA,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,UAAU,GAAG;AACnC;EACA,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,IAAI,MAAM;AACV;EACA,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,MAAM,CAAC,QAAQ,GAAG;AAChC;EACA,GAAG,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,GAAG,MAAM,KAAK,MAAM,CAAC,QAAQ,GAAG;AAChC;EACA,GAAG,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,eAAe,GAAG;AAChC;EACA,GAAG,QAAQ,CAAC,eAAe,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClE;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,yBAAyB,GAAG;AACnD;EACA,GAAG,MAAM,aAAa,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,iBAAiB,EAAE,CAAC;AACxF;EACA,GAAG,QAAQ,CAAC,eAAe,EAAE,SAAS,EAAE,SAAS,EAAE,aAAa,EAAE,CAAC;AACnE;EACA,GAAG,MAAM;AACT;EACA,GAAG,QAAQ,CAAC,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AAC3C;EACA,EAAE,kBAAkB,GAAG,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACjD,EAAE,kBAAkB,CAAC,IAAI,EAAE,CAAC;AAC5B;EACA,EAAE,KAAK,CAAC,eAAe,EAAE,WAAW,MAAM,GAAG;AAC7C;EACA,GAAG,KAAK,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG;AAChE;EACA,IAAI,kBAAkB,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,IAAI,KAAK,MAAM,CAAC,UAAU,GAAG;AAC7B;EACA,KAAK,kBAAkB,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;AAC7C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE,kBAAkB,CAAC,WAAW,EAAE,CAAC;AACnC;EACA,EAAE,KAAK,CAAC,QAAQ,EAAE,WAAW,MAAM,GAAG;AACtC;EACA,GAAG,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACpC;EACA,GAAG,KAAK,QAAQ,GAAG;AACnB;EACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACrC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,MAAM,MAAM,SAAS,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,MAAM,UAAU,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC7C;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,UAAU,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,wBAAwB,GAAG,IAAI,CAAC;AACrC;EACA,CAAC,SAAS,gBAAgB,EAAE,IAAI,GAAG;AACnC;EACA,EAAE,KAAK,wBAAwB,GAAG,wBAAwB,EAAE,IAAI,EAAE,CAAC;AACnE;EACA,EAAE;AACF;EACA,CAAC,SAAS,gBAAgB,GAAG;AAC7B;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,GAAG;AAC3B;EACA,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,MAAM,SAAS,GAAG,IAAI,cAAc,EAAE,CAAC;EACxC,CAAC,SAAS,CAAC,gBAAgB,EAAE,gBAAgB,EAAE,CAAC;AAChD;EACA,CAAC,KAAK,OAAO,MAAM,KAAK,WAAW,GAAG,SAAS,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;AACrE;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,WAAW,QAAQ,GAAG;AAC/C;EACA,EAAE,wBAAwB,GAAG,QAAQ,CAAC;EACtC,EAAE,EAAE,CAAC,gBAAgB,EAAE,QAAQ,EAAE,CAAC;AAClC;EACA,EAAE,EAAE,QAAQ,KAAK,IAAI,KAAK,SAAS,CAAC,IAAI,EAAE,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC;AAC/D;EACA,EAAE,CAAC;AACH;EACA,CAAC,EAAE,CAAC,gBAAgB,EAAE,cAAc,EAAE,gBAAgB,EAAE,CAAC;EACzD,CAAC,EAAE,CAAC,gBAAgB,EAAE,YAAY,EAAE,cAAc,EAAE,CAAC;AACrD;EACA;AACA;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AAC1C;EACA,EAAE,IAAI,YAAY,EAAE,UAAU,CAAC;AAC/B;EACA,EAAE,KAAK,SAAS,EAAE,CAAC,EAAE,KAAK,SAAS,GAAG;AACtC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2GAA2G,EAAE,CAAC;EAC/H,GAAG,YAAY,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,KAAK,SAAS,EAAE,CAAC,EAAE,KAAK,SAAS,GAAG;AACtC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;EACnH,GAAG,UAAU,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,IAAI,MAAM,CAAC,QAAQ,KAAK,IAAI,GAAG;AAC1D;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,wEAAwE,EAAE,CAAC;EAC7F,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,cAAc,KAAK,IAAI,GAAG,OAAO;AACxC;EACA;AACA;EACA,EAAE,KAAK,KAAK,CAAC,UAAU,KAAK,IAAI,GAAG,KAAK,CAAC,iBAAiB,EAAE,CAAC;AAC7D;EACA;AACA;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,KAAK,IAAI,GAAG,MAAM,CAAC,iBAAiB,EAAE,CAAC;AAC3D;EACA,EAAE,KAAK,EAAE,CAAC,OAAO,KAAK,IAAI,IAAI,EAAE,CAAC,YAAY,KAAK,IAAI,GAAG;AACzD;EACA,GAAG,MAAM,GAAG,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,CAAC,cAAc,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,YAAY,IAAI,oBAAoB,EAAE,CAAC;AACnH;EACA,EAAE,kBAAkB,GAAG,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,gBAAgB,CAAC,MAAM,EAAE,CAAC;EAC1E,EAAE,kBAAkB,CAAC,IAAI,EAAE,CAAC;AAC5B;EACA,EAAE,gBAAgB,CAAC,IAAI,EAAE,kBAAkB,EAAE,CAAC;AAC9C;EACA,EAAE,iBAAiB,CAAC,gBAAgB,EAAE,MAAM,CAAC,gBAAgB,EAAE,MAAM,CAAC,kBAAkB,EAAE,CAAC;EAC3F,EAAE,QAAQ,CAAC,uBAAuB,EAAE,iBAAiB,EAAE,CAAC;AACxD;EACA,EAAE,qBAAqB,GAAG,IAAI,CAAC,oBAAoB,CAAC;EACpD,EAAE,gBAAgB,GAAG,QAAQ,CAAC,IAAI,EAAE,IAAI,CAAC,cAAc,EAAE,qBAAqB,EAAE,MAAM,EAAE,CAAC;AACzF;EACA,EAAE,iBAAiB,GAAG,WAAW,CAAC,GAAG,EAAE,KAAK,EAAE,eAAe,CAAC,MAAM,EAAE,CAAC;EACvE,EAAE,iBAAiB,CAAC,IAAI,EAAE,CAAC;AAC3B;EACA,EAAE,eAAe,CAAC,IAAI,EAAE,iBAAiB,EAAE,CAAC;AAC5C;EACA,EAAE,aAAa,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AACvD;EACA,EAAE,iBAAiB,CAAC,MAAM,EAAE,CAAC;AAC7B;EACA,EAAE,KAAK,KAAK,CAAC,WAAW,KAAK,IAAI,GAAG;AACpC;EACA,GAAG,iBAAiB,CAAC,IAAI,EAAE,WAAW,EAAE,gBAAgB,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,gBAAgB,KAAK,IAAI,GAAG,QAAQ,CAAC,YAAY,EAAE,CAAC;AAC3D;EACA,EAAE,MAAM,YAAY,GAAG,kBAAkB,CAAC,KAAK,CAAC,YAAY,CAAC;AAC7D;EACA,EAAE,SAAS,CAAC,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAClD;EACA,EAAE,kBAAkB,CAAC,WAAW,EAAE,CAAC;EACnC,EAAE,kBAAkB,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AAC/C;EACA,EAAE,KAAK,gBAAgB,KAAK,IAAI,GAAG,QAAQ,CAAC,UAAU,EAAE,CAAC;AACzD;EACA;AACA;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,CAAC,SAAS,KAAK,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;AACxD;EACA,EAAE,KAAK,YAAY,KAAK,SAAS,GAAG;AACpC;EACA,GAAG,IAAI,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,UAAU,CAAC,MAAM,EAAE,iBAAiB,EAAE,KAAK,EAAE,MAAM,EAAE,UAAU,EAAE,CAAC;AACpE;EACA;AACA;EACA,EAAE,MAAM,aAAa,GAAG,iBAAiB,CAAC,MAAM,CAAC;EACjD,EAAE,MAAM,kBAAkB,GAAG,iBAAiB,CAAC,WAAW,CAAC;AAC3D;EACA,EAAE,KAAK,aAAa,CAAC,MAAM,GAAG,CAAC,GAAG,aAAa,EAAE,aAAa,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,KAAK,kBAAkB,CAAC,MAAM,GAAG,CAAC,GAAG,aAAa,EAAE,kBAAkB,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC1F;EACA;AACA;EACA,EAAE,KAAK,oBAAoB,KAAK,IAAI,GAAG;AACvC;EACA;AACA;EACA,GAAG,QAAQ,CAAC,wBAAwB,EAAE,oBAAoB,EAAE,CAAC;AAC7D;EACA;AACA;EACA,GAAG,QAAQ,CAAC,6BAA6B,EAAE,oBAAoB,EAAE,CAAC;AAClE;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,CAAC,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC5E;EACA;AACA;EACA,EAAE,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;AACtC;EACA,EAAE,KAAK,CAAC,gBAAgB,EAAE,KAAK,EAAE,CAAC;AAClC;EACA;AACA;EACA,EAAE,aAAa,CAAC,iBAAiB,EAAE,CAAC;EACpC,EAAE,kBAAkB,GAAG,EAAE,CAAC,CAAC;EAC3B,EAAE,cAAc,GAAG,IAAI,CAAC;AACxB;EACA,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;AACzB;EACA,EAAE,KAAK,gBAAgB,CAAC,MAAM,GAAG,CAAC,GAAG;AACrC;EACA,GAAG,kBAAkB,GAAG,gBAAgB,EAAE,gBAAgB,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACxE;EACA,GAAG,MAAM;AACT;EACA,GAAG,kBAAkB,GAAG,IAAI,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,eAAe,CAAC,GAAG,EAAE,CAAC;AACxB;EACA,EAAE,KAAK,eAAe,CAAC,MAAM,GAAG,CAAC,GAAG;AACpC;EACA,GAAG,iBAAiB,GAAG,eAAe,EAAE,eAAe,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACrE;EACA,GAAG,MAAM;AACT;EACA,GAAG,iBAAiB,GAAG,IAAI,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,SAAS,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE,UAAU,EAAE,WAAW,GAAG;AACnE;EACA,EAAE,KAAK,MAAM,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACzC;EACA,EAAE,MAAM,OAAO,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,OAAO,GAAG;AACjB;EACA,GAAG,KAAK,MAAM,CAAC,OAAO,GAAG;AACzB;EACA,IAAI,UAAU,GAAG,MAAM,CAAC,WAAW,CAAC;AACpC;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,KAAK,GAAG;AAC9B;EACA,IAAI,KAAK,MAAM,CAAC,UAAU,KAAK,IAAI,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9D;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,OAAO,GAAG;AAChC;EACA,IAAI,kBAAkB,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,IAAI,KAAK,MAAM,CAAC,UAAU,GAAG;AAC7B;EACA,KAAK,kBAAkB,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;AAC7C;EACA,KAAK;AACL;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,QAAQ,GAAG;AACjC;EACA,IAAI,KAAK,EAAE,MAAM,CAAC,aAAa,IAAI,QAAQ,CAAC,gBAAgB,EAAE,MAAM,EAAE,GAAG;AACzE;EACA,KAAK,KAAK,WAAW,GAAG;AACxB;EACA,MAAM,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE;EAC1D,QAAQ,YAAY,EAAE,iBAAiB,EAAE,CAAC;AAC1C;EACA,MAAM;AACN;EACA,KAAK,MAAM,QAAQ,GAAG,OAAO,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;EAC/C,KAAK,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACtC;EACA,KAAK,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC7B;EACA,MAAM,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AACzF;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,uBAAuB,GAAG;AAChD;EACA,IAAI,KAAK,WAAW,GAAG;AACvB;EACA,KAAK,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE;EACzD,OAAO,YAAY,EAAE,iBAAiB,EAAE,CAAC;AACzC;EACA,KAAK;AACL;EACA,IAAI,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AAC1F;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,QAAQ,GAAG;AACnE;EACA,IAAI,KAAK,MAAM,CAAC,aAAa,GAAG;AAChC;EACA;AACA;EACA,KAAK,KAAK,MAAM,CAAC,QAAQ,CAAC,KAAK,KAAK,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG;AACxD;EACA,MAAM,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;EAC/B,MAAM,MAAM,CAAC,QAAQ,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC;AAChD;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,KAAK,EAAE,MAAM,CAAC,aAAa,IAAI,QAAQ,CAAC,gBAAgB,EAAE,MAAM,EAAE,GAAG;AACzE;EACA,KAAK,KAAK,WAAW,GAAG;AACxB;EACA,MAAM,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE;EAC1D,QAAQ,YAAY,EAAE,iBAAiB,EAAE,CAAC;AAC1C;EACA,MAAM;AACN;EACA,KAAK,MAAM,QAAQ,GAAG,OAAO,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;EAC/C,KAAK,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACtC;EACA,KAAK,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACtC;EACA,MAAM,MAAM,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AACrC;EACA,MAAM,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACxD;EACA,OAAO,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EACjC,OAAO,MAAM,aAAa,GAAG,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAC7D;EACA,OAAO,KAAK,aAAa,IAAI,aAAa,CAAC,OAAO,GAAG;AACrD;EACA,QAAQ,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;AACjG;EACA,QAAQ;AACR;EACA,OAAO;AACP;EACA,MAAM,MAAM,KAAK,QAAQ,CAAC,OAAO,GAAG;AACpC;EACA,MAAM,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AACzF;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,aAAa,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,UAAU,EAAE,WAAW,EAAE,CAAC;AACnE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,aAAa,EAAE,UAAU,EAAE,KAAK,EAAE,MAAM,GAAG;AACrD;EACA,EAAE,MAAM,gBAAgB,GAAG,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAClF;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACxD;EACA,GAAG,MAAM,UAAU,GAAG,UAAU,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,GAAG,MAAM,MAAM,GAAG,UAAU,CAAC,MAAM,CAAC;EACpC,GAAG,MAAM,QAAQ,GAAG,UAAU,CAAC,QAAQ,CAAC;EACxC,GAAG,MAAM,QAAQ,GAAG,gBAAgB,KAAK,IAAI,GAAG,UAAU,CAAC,QAAQ,GAAG,gBAAgB,CAAC;EACvF,GAAG,MAAM,KAAK,GAAG,UAAU,CAAC,KAAK,CAAC;AAClC;EACA,GAAG,KAAK,MAAM,CAAC,aAAa,GAAG;AAC/B;EACA,IAAI,MAAM,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AACnC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;EACA,KAAK,MAAM,OAAO,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,KAAK,KAAK,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,OAAO,CAAC,MAAM,EAAE,GAAG;AACjD;EACA,MAAM,KAAK,CAAC,QAAQ,EAAE,gBAAgB,CAAC,IAAI,EAAE,OAAO,CAAC,QAAQ,EAAE,EAAE,CAAC;AAClE;EACA,MAAM,kBAAkB,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;AACpD;EACA,MAAM,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACxE;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACrE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,GAAG;AAC3E;EACA,EAAE,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC3E;EACA,EAAE,MAAM,CAAC,eAAe,CAAC,gBAAgB,EAAE,MAAM,CAAC,kBAAkB,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;EAC3F,EAAE,MAAM,CAAC,YAAY,CAAC,eAAe,EAAE,MAAM,CAAC,eAAe,EAAE,CAAC;AAChE;EACA,EAAE,KAAK,MAAM,CAAC,uBAAuB,GAAG;AACxC;EACA,GAAG,MAAM,OAAO,GAAG,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACjE;EACA,GAAG,KAAK,CAAC,WAAW,EAAE,QAAQ,EAAE,CAAC;AACjC;EACA,GAAG,aAAa,CAAC,KAAK,EAAE,CAAC;AACzB;EACA,GAAG,qBAAqB,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;AAC5C;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,CAAC,kBAAkB,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAChF;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC1E;EACA,EAAE;AACF;EACA,CAAC,SAAS,UAAU,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,GAAG;AAChD;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,GAAG,WAAW,CAAC;AACpD;EACA,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;EACA,EAAE,MAAM,MAAM,GAAG,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC;EACjD,EAAE,MAAM,YAAY,GAAG,kBAAkB,CAAC,KAAK,CAAC,YAAY,CAAC;AAC7D;EACA,EAAE,MAAM,kBAAkB,GAAG,MAAM,CAAC,KAAK,CAAC,OAAO,CAAC;AAClD;EACA,EAAE,MAAM,UAAU,GAAG,YAAY,CAAC,aAAa,EAAE,QAAQ,EAAE,MAAM,CAAC,KAAK,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EACvG,EAAE,MAAM,eAAe,GAAG,YAAY,CAAC,kBAAkB,EAAE,UAAU,EAAE,CAAC;AACxE;EACA,EAAE,IAAI,QAAQ,GAAG,kBAAkB,CAAC,QAAQ,CAAC;AAC7C;EACA;AACA;EACA,EAAE,kBAAkB,CAAC,WAAW,GAAG,QAAQ,CAAC,sBAAsB,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;EAC9F,EAAE,kBAAkB,CAAC,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC;EACrC,EAAE,kBAAkB,CAAC,MAAM,GAAG,QAAQ,CAAC,GAAG,EAAE,QAAQ,CAAC,MAAM,IAAI,kBAAkB,CAAC,WAAW,EAAE,CAAC;AAChG;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA;AACA;EACA,GAAG,QAAQ,CAAC,gBAAgB,EAAE,SAAS,EAAE,iBAAiB,EAAE,CAAC;AAC7D;EACA,GAAG,QAAQ,GAAG,IAAI,GAAG,EAAE,CAAC;EACxB,GAAG,kBAAkB,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,IAAI,OAAO,GAAG,QAAQ,CAAC,GAAG,EAAE,eAAe,EAAE,CAAC;AAChD;EACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG;AAC/B;EACA;AACA;EACA,GAAG,KAAK,kBAAkB,CAAC,cAAc,KAAK,OAAO,IAAI,kBAAkB,CAAC,kBAAkB,KAAK,kBAAkB,GAAG;AACxH;EACA,IAAI,8BAA8B,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC3D;EACA,IAAI,OAAO,OAAO,CAAC;AACnB;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,UAAU,CAAC,QAAQ,GAAG,YAAY,CAAC,WAAW,EAAE,QAAQ,EAAE,CAAC;AAC9D;EACA,GAAG,QAAQ,CAAC,eAAe,EAAE,UAAU,EAAE,KAAK,EAAE,CAAC;AACjD;EACA,GAAG,OAAO,GAAG,YAAY,CAAC,cAAc,EAAE,UAAU,EAAE,eAAe,EAAE,CAAC;EACxE,GAAG,QAAQ,CAAC,GAAG,EAAE,eAAe,EAAE,OAAO,EAAE,CAAC;AAC5C;EACA,GAAG,kBAAkB,CAAC,QAAQ,GAAG,UAAU,CAAC,QAAQ,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,kBAAkB,CAAC,QAAQ,CAAC;AAC/C;EACA,EAAE,KAAK,EAAE,EAAE,QAAQ,CAAC,gBAAgB,IAAI,EAAE,QAAQ,CAAC,mBAAmB,MAAM,QAAQ,CAAC,QAAQ,KAAK,IAAI,GAAG;AACzG;EACA,GAAG,QAAQ,CAAC,cAAc,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC9C;EACA,GAAG;AACH;EACA,EAAE,8BAA8B,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AACzD;EACA;AACA;EACA,EAAE,kBAAkB,CAAC,WAAW,GAAG,mBAAmB,EAAE,QAAQ,EAAE,CAAC;EACnE,EAAE,kBAAkB,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;AAC7D;EACA,EAAE,KAAK,kBAAkB,CAAC,WAAW,GAAG;AACxC;EACA;AACA;EACA,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,OAAO,CAAC;EAC3D,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,KAAK,CAAC;EAClD,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,WAAW,CAAC;EAC/D,GAAG,QAAQ,CAAC,uBAAuB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,iBAAiB,CAAC;EAC3E,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC;EACjD,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,UAAU,CAAC;EAC7D,GAAG,QAAQ,CAAC,cAAc,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,QAAQ,CAAC;EACzD,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,YAAY,CAAC;EACpD,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,YAAY,CAAC;EACpD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,KAAK,CAAC;EACnD,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,WAAW,CAAC;EAC/D,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC;AACvD;EACA,GAAG,QAAQ,CAAC,oBAAoB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,oBAAoB,CAAC;EAC3E,GAAG,QAAQ,CAAC,uBAAuB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,uBAAuB,CAAC;EACjF,GAAG,QAAQ,CAAC,aAAa,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,aAAa,CAAC;EAC7D,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,gBAAgB,CAAC;EACnE,GAAG,QAAQ,CAAC,cAAc,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,cAAc,CAAC;EAC/D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,iBAAiB,CAAC;EACrE;AACA;EACA,GAAG;AACH;EACA,EAAE,MAAM,YAAY,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;EAC7C,EAAE,MAAM,YAAY,GAAG,aAAa,CAAC,YAAY,EAAE,YAAY,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAChF;EACA,EAAE,kBAAkB,CAAC,cAAc,GAAG,OAAO,CAAC;EAC9C,EAAE,kBAAkB,CAAC,YAAY,GAAG,YAAY,CAAC;AACjD;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,SAAS,8BAA8B,EAAE,QAAQ,EAAE,UAAU,GAAG;AACjE;EACA,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;EACA,EAAE,kBAAkB,CAAC,cAAc,GAAG,UAAU,CAAC,cAAc,CAAC;EAChE,EAAE,kBAAkB,CAAC,UAAU,GAAG,UAAU,CAAC,UAAU,CAAC;EACxD,EAAE,kBAAkB,CAAC,iBAAiB,GAAG,UAAU,CAAC,iBAAiB,CAAC;EACtE,EAAE,kBAAkB,CAAC,eAAe,GAAG,UAAU,CAAC,mBAAmB,CAAC;EACtE,EAAE,kBAAkB,CAAC,YAAY,GAAG,UAAU,CAAC,YAAY,CAAC;AAC5D;EACA,EAAE;AACF;EACA,CAAC,SAAS,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,GAAG;AACxD;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,GAAG,WAAW,CAAC;AACpD;EACA,EAAE,QAAQ,CAAC,iBAAiB,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC;EACxB,EAAE,MAAM,WAAW,GAAG,QAAQ,CAAC,sBAAsB,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;EACjF,EAAE,MAAM,QAAQ,GAAG,EAAE,oBAAoB,KAAK,IAAI,KAAK,KAAK,CAAC,cAAc,GAAG,oBAAoB,CAAC,OAAO,CAAC,QAAQ,CAAC;EACpH,EAAE,MAAM,MAAM,GAAG,QAAQ,CAAC,GAAG,EAAE,QAAQ,CAAC,MAAM,IAAI,WAAW,EAAE,CAAC;EAChE,EAAE,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,KAAK,IAAI,IAAI,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,IAAI,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,QAAQ,KAAK,CAAC,CAAC;AAC7I;EACA,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;EACxD,EAAE,MAAM,MAAM,GAAG,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC;AACjD;EACA,EAAE,KAAK,gBAAgB,KAAK,IAAI,GAAG;AACnC;EACA,GAAG,KAAK,qBAAqB,KAAK,IAAI,IAAI,MAAM,KAAK,cAAc,GAAG;AACtE;EACA,IAAI,MAAM,QAAQ;EAClB,KAAK,MAAM,KAAK,cAAc;EAC9B,KAAK,QAAQ,CAAC,EAAE,KAAK,kBAAkB,CAAC;AACxC;EACA;EACA;EACA;EACA,IAAI,QAAQ,CAAC,QAAQ,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,kBAAkB,GAAG,KAAK,CAAC;AACjC;EACA,EAAE,KAAK,QAAQ,CAAC,OAAO,KAAK,kBAAkB,CAAC,SAAS,GAAG;AAC3D;EACA,GAAG,KAAK,kBAAkB,CAAC,WAAW,MAAM,kBAAkB,CAAC,kBAAkB,KAAK,MAAM,CAAC,KAAK,CAAC,OAAO,EAAE,GAAG;AAC/G;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,kBAAkB,CAAC,cAAc,KAAK,QAAQ,GAAG;AAChE;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,eAAe,IAAI,kBAAkB,CAAC,UAAU,KAAK,KAAK,GAAG;AACnF;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,EAAE,MAAM,CAAC,eAAe,IAAI,kBAAkB,CAAC,UAAU,KAAK,IAAI,GAAG;AACpF;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,kBAAkB,CAAC,MAAM,KAAK,MAAM,GAAG;AACtD;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,QAAQ,CAAC,GAAG,IAAI,kBAAkB,CAAC,GAAG,KAAK,GAAG,GAAG;AAChE;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,kBAAkB,CAAC,iBAAiB,KAAK,SAAS;EACjE,MAAM,kBAAkB,CAAC,iBAAiB,KAAK,QAAQ,CAAC,SAAS;EACjE,IAAI,kBAAkB,CAAC,eAAe,KAAK,QAAQ,CAAC,eAAe,EAAE,GAAG;AACxE;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,kBAAkB,CAAC,YAAY,KAAK,YAAY,GAAG;AAClE;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,kBAAkB,GAAG,IAAI,CAAC;EAC7B,GAAG,kBAAkB,CAAC,SAAS,GAAG,QAAQ,CAAC,OAAO,CAAC;AACnD;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,OAAO,GAAG,kBAAkB,CAAC,cAAc,CAAC;AAClD;EACA,EAAE,KAAK,kBAAkB,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,OAAO,GAAG,UAAU,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE,IAAI,cAAc,GAAG,KAAK,CAAC;EAC7B,EAAE,IAAI,eAAe,GAAG,KAAK,CAAC;EAC9B,EAAE,IAAI,aAAa,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,MAAM,UAAU,GAAG,OAAO,CAAC,WAAW,EAAE;EAC1C,GAAG,UAAU,GAAG,kBAAkB,CAAC,QAAQ,CAAC;AAC5C;EACA,EAAE,KAAK,KAAK,CAAC,UAAU,EAAE,OAAO,CAAC,OAAO,EAAE,GAAG;AAC7C;EACA,GAAG,cAAc,GAAG,IAAI,CAAC;EACzB,GAAG,eAAe,GAAG,IAAI,CAAC;EAC1B,GAAG,aAAa,GAAG,IAAI,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,EAAE,KAAK,kBAAkB,GAAG;AAC5C;EACA,GAAG,kBAAkB,GAAG,QAAQ,CAAC,EAAE,CAAC;AACpC;EACA,GAAG,eAAe,GAAG,IAAI,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,KAAK,cAAc,IAAI,cAAc,KAAK,MAAM,GAAG;AACrD;EACA,GAAG,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,kBAAkB,EAAE,MAAM,CAAC,gBAAgB,EAAE,CAAC;AAC3E;EACA,GAAG,KAAK,YAAY,CAAC,sBAAsB,GAAG;AAC9C;EACA,IAAI,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,eAAe;EAC7C,KAAK,GAAG,KAAK,IAAI,CAAC,GAAG,EAAE,MAAM,CAAC,GAAG,GAAG,GAAG,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC;AACzD;EACA,IAAI;AACJ;EACA,GAAG,KAAK,cAAc,KAAK,MAAM,GAAG;AACpC;EACA,IAAI,cAAc,GAAG,MAAM,CAAC;AAC5B;EACA;EACA;EACA;AACA;EACA,IAAI,eAAe,GAAG,IAAI,CAAC;EAC3B,IAAI,aAAa,GAAG,IAAI,CAAC;AACzB;EACA,IAAI;AACJ;EACA;EACA;AACA;EACA,GAAG,KAAK,QAAQ,CAAC,gBAAgB;EACjC,IAAI,QAAQ,CAAC,mBAAmB;EAChC,IAAI,QAAQ,CAAC,kBAAkB;EAC/B,IAAI,QAAQ,CAAC,sBAAsB;EACnC,IAAI,QAAQ,CAAC,MAAM,GAAG;AACtB;EACA,IAAI,MAAM,OAAO,GAAG,UAAU,CAAC,GAAG,CAAC,cAAc,CAAC;AAClD;EACA,IAAI,KAAK,OAAO,KAAK,SAAS,GAAG;AACjC;EACA,KAAK,OAAO,CAAC,QAAQ,EAAE,GAAG;EAC1B,MAAM,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE,EAAE,CAAC;AAC7D;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,QAAQ,CAAC,mBAAmB;EACpC,IAAI,QAAQ,CAAC,kBAAkB;EAC/B,IAAI,QAAQ,CAAC,qBAAqB;EAClC,IAAI,QAAQ,CAAC,mBAAmB;EAChC,IAAI,QAAQ,CAAC,sBAAsB;EACnC,IAAI,QAAQ,CAAC,gBAAgB,GAAG;AAChC;EACA,IAAI,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,gBAAgB,EAAE,MAAM,CAAC,oBAAoB,KAAK,IAAI,EAAE,CAAC;AACvF;EACA,IAAI;AACJ;EACA,GAAG,KAAK,QAAQ,CAAC,mBAAmB;EACpC,IAAI,QAAQ,CAAC,kBAAkB;EAC/B,IAAI,QAAQ,CAAC,qBAAqB;EAClC,IAAI,QAAQ,CAAC,mBAAmB;EAChC,IAAI,QAAQ,CAAC,sBAAsB;EACnC,IAAI,QAAQ,CAAC,gBAAgB;EAC7B,IAAI,QAAQ,CAAC,gBAAgB;EAC7B,IAAI,QAAQ,CAAC,QAAQ,GAAG;AACxB;EACA,IAAI,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,CAAC,kBAAkB,EAAE,CAAC;AACxE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;EACA;EACA;AACA;EACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;EACA,GAAG,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE,MAAM,EAAE,YAAY,EAAE,CAAC;EACvD,GAAG,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE,MAAM,EAAE,mBAAmB,EAAE,CAAC;AAC9D;EACA,GAAG,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACpC;EACA,GAAG,KAAK,QAAQ,GAAG;AACnB;EACA,IAAI,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AACjC;EACA,IAAI,KAAK,YAAY,CAAC,mBAAmB,GAAG;AAC5C;EACA,KAAK,KAAK,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG;AAC1C;EACA;EACA;EACA;EACA;EACA;EACA;AACA;AACA;EACA,MAAM,IAAI,IAAI,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;EAC/C,MAAM,IAAI,GAAG,SAAS,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;EAC9C,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,MAAM,MAAM,YAAY,GAAG,IAAI,YAAY,EAAE,IAAI,GAAG,IAAI,GAAG,CAAC,EAAE,CAAC;EAC/D,MAAM,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,YAAY,EAAE,CAAC;AAChD;EACA,MAAM,MAAM,WAAW,GAAG,IAAI,WAAW,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AAC7F;EACA,MAAM,QAAQ,CAAC,YAAY,GAAG,YAAY,CAAC;EAC3C,MAAM,QAAQ,CAAC,WAAW,GAAG,WAAW,CAAC;EACzC,MAAM,QAAQ,CAAC,eAAe,GAAG,IAAI,CAAC;AACtC;EACA,MAAM;AACN;EACA,KAAK,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,aAAa,EAAE,QAAQ,CAAC,WAAW,EAAE,QAAQ,EAAE,CAAC;EAC/E,KAAK,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,iBAAiB,EAAE,QAAQ,CAAC,eAAe,EAAE,CAAC;AAC7E;EACA,KAAK,MAAM;AACX;EACA,KAAK,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE,QAAQ,EAAE,cAAc,EAAE,CAAC;AAC7D;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,eAAe,IAAI,kBAAkB,CAAC,aAAa,KAAK,MAAM,CAAC,aAAa,GAAG;AACtF;EACA,GAAG,kBAAkB,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC3D,GAAG,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,eAAe,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,eAAe,GAAG;AACzB;EACA,GAAG,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,qBAAqB,EAAE,KAAK,CAAC,mBAAmB,EAAE,CAAC;AAChF;EACA,GAAG,KAAK,kBAAkB,CAAC,WAAW,GAAG;AACzC;EACA;AACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,IAAI,6BAA6B,EAAE,UAAU,EAAE,aAAa,EAAE,CAAC;AAC/D;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,GAAG,IAAI,QAAQ,CAAC,GAAG,GAAG;AAC9B;EACA,IAAI,SAAS,CAAC,kBAAkB,EAAE,UAAU,EAAE,GAAG,EAAE,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG,SAAS,CAAC,uBAAuB,EAAE,UAAU,EAAE,QAAQ,EAAE,WAAW,EAAE,OAAO,EAAE,CAAC;AACnF;EACA,GAAG,aAAa,CAAC,MAAM,EAAE,GAAG,EAAE,kBAAkB,CAAC,YAAY,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;AACtF;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,IAAI,QAAQ,CAAC,kBAAkB,KAAK,IAAI,GAAG;AAC3E;EACA,GAAG,aAAa,CAAC,MAAM,EAAE,GAAG,EAAE,kBAAkB,CAAC,YAAY,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;EACtF,GAAG,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACvD;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,iBAAiB,EAAE,MAAM,CAAC,eAAe,EAAE,CAAC;EACxE,EAAE,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,cAAc,EAAE,MAAM,CAAC,YAAY,EAAE,CAAC;EAClE,EAAE,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,aAAa,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAChE;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,6BAA6B,EAAE,QAAQ,EAAE,KAAK,GAAG;AAC3D;EACA,EAAE,QAAQ,CAAC,iBAAiB,CAAC,WAAW,GAAG,KAAK,CAAC;EACjD,EAAE,QAAQ,CAAC,UAAU,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1C;EACA,EAAE,QAAQ,CAAC,iBAAiB,CAAC,WAAW,GAAG,KAAK,CAAC;EACjD,EAAE,QAAQ,CAAC,uBAAuB,CAAC,WAAW,GAAG,KAAK,CAAC;EACvD,EAAE,QAAQ,CAAC,WAAW,CAAC,WAAW,GAAG,KAAK,CAAC;EAC3C,EAAE,QAAQ,CAAC,iBAAiB,CAAC,WAAW,GAAG,KAAK,CAAC;EACjD,EAAE,QAAQ,CAAC,UAAU,CAAC,WAAW,GAAG,KAAK,CAAC;EAC1C,EAAE,QAAQ,CAAC,gBAAgB,CAAC,WAAW,GAAG,KAAK,CAAC;EAChD,EAAE,QAAQ,CAAC,cAAc,CAAC,WAAW,GAAG,KAAK,CAAC;EAC9C,EAAE,QAAQ,CAAC,gBAAgB,CAAC,WAAW,GAAG,KAAK,CAAC;AAChD;EACA,EAAE;AACF;EACA,CAAC,SAAS,mBAAmB,EAAE,QAAQ,GAAG;AAC1C;EACA,EAAE,OAAO,QAAQ,CAAC,qBAAqB,IAAI,QAAQ,CAAC,kBAAkB,IAAI,QAAQ,CAAC,mBAAmB;EACtG,GAAG,QAAQ,CAAC,sBAAsB,IAAI,QAAQ,CAAC,gBAAgB;EAC/D,KAAK,QAAQ,CAAC,gBAAgB,IAAI,QAAQ,CAAC,MAAM,KAAK,IAAI,EAAE,CAAC;AAC7D;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,iBAAiB,GAAG,YAAY;AACtC;EACA,EAAE,OAAO,sBAAsB,CAAC;AAChC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,YAAY;AACzC;EACA,EAAE,OAAO,yBAAyB,CAAC;AACnC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,YAAY;AACpC;EACA,EAAE,OAAO,oBAAoB,CAAC;AAC9B;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,WAAW,YAAY,EAAE,cAAc,GAAG,CAAC,EAAE,iBAAiB,GAAG,CAAC,GAAG;AAC7F;EACA,EAAE,oBAAoB,GAAG,YAAY,CAAC;EACtC,EAAE,sBAAsB,GAAG,cAAc,CAAC;EAC1C,EAAE,yBAAyB,GAAG,iBAAiB,CAAC;AAChD;EACA,EAAE,KAAK,YAAY,IAAI,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,kBAAkB,KAAK,SAAS,GAAG;AACzF;EACA,GAAG,QAAQ,CAAC,iBAAiB,EAAE,YAAY,EAAE,CAAC;AAC9C;EACA,GAAG;AACH;EACA,EAAE,IAAI,WAAW,GAAG,IAAI,CAAC;EACzB,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC;EACrB,EAAE,IAAI,gBAAgB,GAAG,KAAK,CAAC;AAC/B;EACA,EAAE,KAAK,YAAY,GAAG;AACtB;EACA,GAAG,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACxC;EACA,GAAG,KAAK,OAAO,CAAC,eAAe,IAAI,OAAO,CAAC,oBAAoB,GAAG;AAClE;EACA,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC5B;EACA,IAAI;AACJ;EACA,GAAG,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,kBAAkB,CAAC;AAChF;EACA,GAAG,KAAK,YAAY,CAAC,uBAAuB,GAAG;AAC/C;EACA,IAAI,WAAW,GAAG,kBAAkB,EAAE,cAAc,EAAE,CAAC;EACvD,IAAI,MAAM,GAAG,IAAI,CAAC;AAClB;EACA,IAAI,MAAM,KAAK,YAAY,CAAC,8BAA8B,GAAG;AAC7D;EACA,IAAI,WAAW,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,8BAA8B,CAAC;AAChF;EACA,IAAI,MAAM;AACV;EACA,IAAI,WAAW,GAAG,kBAAkB,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG,gBAAgB,CAAC,IAAI,EAAE,YAAY,CAAC,QAAQ,EAAE,CAAC;EAClD,GAAG,eAAe,CAAC,IAAI,EAAE,YAAY,CAAC,OAAO,EAAE,CAAC;EAChD,GAAG,mBAAmB,GAAG,YAAY,CAAC,WAAW,CAAC;AAClD;EACA,GAAG,MAAM;AACT;EACA,GAAG,gBAAgB,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC,KAAK,EAAE,CAAC;EAC5E,GAAG,eAAe,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC,KAAK,EAAE,CAAC;EAC1E,GAAG,mBAAmB,GAAG,YAAY,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAC9C;EACA,EAAE,KAAK,CAAC,QAAQ,EAAE,gBAAgB,EAAE,CAAC;EACrC,EAAE,KAAK,CAAC,OAAO,EAAE,eAAe,EAAE,CAAC;EACnC,EAAE,KAAK,CAAC,cAAc,EAAE,mBAAmB,EAAE,CAAC;AAC9C;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,CAAC,OAAO,EAAE,CAAC;EACpE,GAAG,GAAG,CAAC,oBAAoB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG,cAAc,EAAE,iBAAiB,CAAC,cAAc,EAAE,iBAAiB,EAAE,CAAC;AACzH;EACA,GAAG,MAAM,KAAK,gBAAgB,GAAG;AACjC;EACA,GAAG,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,CAAC,OAAO,EAAE,CAAC;EACpE,GAAG,MAAM,KAAK,GAAG,cAAc,IAAI,CAAC,CAAC;EACrC,GAAG,GAAG,CAAC,uBAAuB,EAAE,KAAK,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,iBAAiB,IAAI,CAAC,EAAE,KAAK,EAAE,CAAC;AAChH;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,sBAAsB,GAAG,WAAW,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,mBAAmB,GAAG;AAC3G;EACA,EAAE,KAAK,IAAI,YAAY,IAAI,YAAY,CAAC,mBAAmB,EAAE,GAAG;AAChE;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,0FAA0F,EAAE,CAAC;EAC/G,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,IAAI,WAAW,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,kBAAkB,CAAC;AACtE;EACA,EAAE,KAAK,YAAY,CAAC,uBAAuB,IAAI,mBAAmB,KAAK,SAAS,GAAG;AACnF;EACA,GAAG,WAAW,GAAG,WAAW,EAAE,mBAAmB,EAAE,CAAC;AACpD;EACA,GAAG;AACH;EACA,EAAE,KAAK,WAAW,GAAG;AACrB;EACA,GAAG,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAC/C;EACA,GAAG,IAAI;AACP;EACA,IAAI,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;EACzC,IAAI,MAAM,aAAa,GAAG,OAAO,CAAC,MAAM,CAAC;EACzC,IAAI,MAAM,WAAW,GAAG,OAAO,CAAC,IAAI,CAAC;AACrC;EACA,IAAI,KAAK,aAAa,KAAK,UAAU,IAAI,KAAK,CAAC,OAAO,EAAE,aAAa,EAAE,KAAK,GAAG,CAAC,YAAY,EAAE,KAAK,EAAE,GAAG;AACxG;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,2GAA2G,EAAE,CAAC;EAClI,KAAK,OAAO;AACZ;EACA,KAAK;AACL;EACA,IAAI,MAAM,uBAAuB,GAAG,EAAE,WAAW,KAAK,aAAa,QAAQ,UAAU,CAAC,GAAG,EAAE,6BAA6B,EAAE,MAAM,YAAY,CAAC,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,EAAE,EAAE,CAAC;AACxM;EACA,IAAI,KAAK,WAAW,KAAK,gBAAgB,IAAI,KAAK,CAAC,OAAO,EAAE,WAAW,EAAE,KAAK,GAAG,CAAC,YAAY,EAAE,KAAK,EAAE;EACvG,KAAK,IAAI,WAAW,KAAK,SAAS,MAAM,YAAY,CAAC,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,mBAAmB,EAAE,IAAI,UAAU,CAAC,GAAG,EAAE,0BAA0B,EAAE,EAAE,EAAE;EAC1J,KAAK,EAAE,uBAAuB,GAAG;AACjC;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,qHAAqH,EAAE,CAAC;EAC5I,KAAK,OAAO;AACZ;EACA,KAAK;AACL;EACA,IAAI,KAAK,GAAG,CAAC,sBAAsB,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AACzD;EACA;AACA;EACA,KAAK,KAAK,EAAE,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,YAAY,CAAC,KAAK,GAAG,KAAK,EAAE,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,YAAY,CAAC,MAAM,GAAG,MAAM,EAAE,EAAE,GAAG;AACrH;EACA,MAAM,GAAG,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,OAAO,EAAE,aAAa,EAAE,EAAE,KAAK,CAAC,OAAO,EAAE,WAAW,EAAE,EAAE,MAAM,EAAE,CAAC;AAClH;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,4GAA4G,EAAE,CAAC;AACnI;EACA,KAAK;AACL;EACA,IAAI,SAAS;AACb;EACA;AACA;EACA,IAAI,MAAM,WAAW,GAAG,EAAE,oBAAoB,KAAK,IAAI,KAAK,UAAU,CAAC,GAAG,EAAE,oBAAoB,EAAE,CAAC,kBAAkB,GAAG,IAAI,CAAC;EAC7H,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAChD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,wBAAwB,GAAG,WAAW,QAAQ,EAAE,OAAO,EAAE,KAAK,GAAG,CAAC,GAAG;AAC3E;EACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,KAAK,EAAE,CAAC;EAC5C,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,UAAU,EAAE,CAAC;EAC/D,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,UAAU,EAAE,CAAC;EACjE,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;AACnD;EACA,EAAE,QAAQ,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,EAAE,GAAG,CAAC,cAAc,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;AACxF;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,WAAW,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,KAAK,GAAG,CAAC,GAAG;AACtF;EACA,EAAE,MAAM,KAAK,GAAG,UAAU,CAAC,KAAK,CAAC,KAAK,CAAC;EACvC,EAAE,MAAM,MAAM,GAAG,UAAU,CAAC,KAAK,CAAC,MAAM,CAAC;EACzC,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;EACtD,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,UAAU,CAAC,IAAI,EAAE,CAAC;AAClD;EACA,EAAE,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC;AACzC;EACA;EACA;EACA,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,UAAU,CAAC,KAAK,EAAE,CAAC;EAC7C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,UAAU,CAAC,gBAAgB,EAAE,CAAC;EACxD,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,UAAU,CAAC,eAAe,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,UAAU,CAAC,aAAa,GAAG;AAClC;EACA,GAAG,GAAG,CAAC,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,UAAU,CAAC,KAAK,CAAC,IAAI,EAAE,CAAC;AACpH;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,UAAU,CAAC,mBAAmB,GAAG;AACzC;EACA,IAAI,GAAG,CAAC,uBAAuB,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,CAAC;AAC9K;EACA,IAAI,MAAM;AACV;EACA,IAAI,GAAG,CAAC,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,UAAU,CAAC,KAAK,EAAE,CAAC;AACjG;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,KAAK,KAAK,CAAC,IAAI,UAAU,CAAC,eAAe,GAAG,GAAG,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;AAC9E;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,sBAAsB,GAAG,WAAW,SAAS,EAAE,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,KAAK,GAAG,CAAC,GAAG;AACnG;EACA,EAAE,KAAK,KAAK,CAAC,gBAAgB,GAAG;AAChC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC/F,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,UAAU,CAAC,KAAK,CAAC;EACnD,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;EACtD,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,UAAU,CAAC,IAAI,EAAE,CAAC;EAClD,EAAE,IAAI,QAAQ,CAAC;AACf;EACA,EAAE,KAAK,UAAU,CAAC,eAAe,GAAG;AACpC;EACA,GAAG,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC;EAC1C,GAAG,QAAQ,GAAG,KAAK,CAAC;AACpB;EACA,GAAG,MAAM,KAAK,UAAU,CAAC,oBAAoB,GAAG;AAChD;EACA,GAAG,QAAQ,CAAC,iBAAiB,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC;EAC/C,GAAG,QAAQ,GAAG,KAAK,CAAC;AACpB;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6GAA6G,EAAE,CAAC;EACjI,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,UAAU,CAAC,KAAK,EAAE,CAAC;EAC7C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,UAAU,CAAC,gBAAgB,EAAE,CAAC;EACxD,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,UAAU,CAAC,eAAe,EAAE,CAAC;AACtD;EACA,EAAE,MAAM,YAAY,GAAG,GAAG,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;EAChD,EAAE,MAAM,iBAAiB,GAAG,GAAG,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EACtD,EAAE,MAAM,gBAAgB,GAAG,GAAG,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;EACpD,EAAE,MAAM,cAAc,GAAG,GAAG,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;EAClD,EAAE,MAAM,gBAAgB,GAAG,GAAG,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;EACjC,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EACnC,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,SAAS,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;EAC3C,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,SAAS,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;EAC3C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,SAAS,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;AAC5C;EACA,EAAE,GAAG,CAAC,aAAa;EACnB,GAAG,QAAQ;EACX,GAAG,KAAK;EACR,GAAG,QAAQ,CAAC,CAAC;EACb,GAAG,QAAQ,CAAC,CAAC;EACb,GAAG,QAAQ,CAAC,CAAC;EACb,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC;EACxC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC;EACxC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC;EACxC,GAAG,QAAQ;EACX,GAAG,MAAM;EACT,GAAG,IAAI;EACP,GAAG,CAAC;AACJ;EACA,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;EACxC,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,EAAE,CAAC;EAC9C,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,gBAAgB,EAAE,CAAC;EAC5C,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,cAAc,EAAE,CAAC;EAC1C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,gBAAgB,EAAE,CAAC;AAC7C;EACA;EACA,EAAE,KAAK,KAAK,KAAK,CAAC,IAAI,UAAU,CAAC,eAAe,GAAG,GAAG,CAAC,cAAc,EAAE,QAAQ,EAAE,CAAC;AAClF;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,OAAO,GAAG;AACzC;EACA,EAAE,QAAQ,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;EACA,EAAE,sBAAsB,GAAG,CAAC,CAAC;EAC7B,EAAE,yBAAyB,GAAG,CAAC,CAAC;EAChC,EAAE,oBAAoB,GAAG,IAAI,CAAC;AAC9B;EACA,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC;EAChB,EAAE,aAAa,CAAC,KAAK,EAAE,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,KAAK,OAAO,kBAAkB,KAAK,WAAW,GAAG;AAClD;EACA,EAAE,kBAAkB,CAAC,aAAa,EAAE,IAAI,WAAW,EAAE,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,CAAC;AACrF;EACA,EAAE;AACF;EACA,CAAC;AAsED;EACA,MAAM,KAAK,SAAS,QAAQ,CAAC;AAC7B;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC;AACtB;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;EACzB,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACzB;EACA,EAAE,KAAK,OAAO,kBAAkB,KAAK,WAAW,GAAG;AACnD;EACA,GAAG,kBAAkB,CAAC,aAAa,EAAE,IAAI,WAAW,EAAE,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,CAAC;AACtF;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,GAAG;AAC3B;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,MAAM,CAAC,UAAU,KAAK,IAAI,GAAG,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC;EAChF,EAAE,KAAK,MAAM,CAAC,WAAW,KAAK,IAAI,GAAG,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC,KAAK,EAAE,CAAC;EACnF,EAAE,KAAK,MAAM,CAAC,GAAG,KAAK,IAAI,GAAG,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC;AAC3D;EACA,EAAE,KAAK,MAAM,CAAC,gBAAgB,KAAK,IAAI,GAAG,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;AAClG;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;EACtC,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,IAAI,GAAG;AAChB;EACA,EAAE,MAAM,IAAI,GAAG,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;EAC1F,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;EAC7F,EAAE,KAAK,IAAI,CAAC,GAAG,KAAK,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC;AAC/D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B;EACA,SAAS,iBAAiB,EAAE,KAAK,EAAE,MAAM,GAAG;AAC5C;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACpB,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACtB,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,KAAK,SAAS,GAAG,KAAK,CAAC,MAAM,GAAG,MAAM,GAAG,CAAC,CAAC;AAC9D;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,eAAe,CAAC;EAC9B,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,MAAM,EAAE,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC;AAC9C;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AAClB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtC;EACA,CAAC;AACD;EACA,MAAM,CAAC,cAAc,EAAE,iBAAiB,CAAC,SAAS,EAAE,aAAa,EAAE;AACnE;EACA,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,MAAM,EAAE,iBAAiB,CAAC,SAAS,EAAE;AAC5C;EACA,CAAC,mBAAmB,EAAE,IAAI;AAC1B;EACA,CAAC,gBAAgB,EAAE,YAAY,EAAE;AACjC;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,GAAG;AAC9B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,MAAM,CAAC,KAAK,CAAC,WAAW,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;EAC5D,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG;AAChD;EACA,EAAE,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC;EACxB,EAAE,MAAM,IAAI,SAAS,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,SAAS,CAAC,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC5D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AACrC;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,IAAI,GAAG;AAC1B;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,KAAK,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,KAAK,SAAS,GAAG;AAC/C;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,KAAK,SAAS,GAAG;AACpE;EACA,GAAG,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,MAAM,CAAC;AAC/E;EACA,GAAG;AACH;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC;AAC3F;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,iBAAiB,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;EACzD,EAAE,EAAE,CAAC,QAAQ,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AAC5B;EACA,EAAE,OAAO,EAAE,CAAC;AACZ;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,QAAQ,GAAG;AACjC;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,QAAQ,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,KAAK,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,KAAK,SAAS,GAAG;AAC/C;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,KAAK,SAAS,GAAG;AACpE;EACA,GAAG,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,GAAG,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,WAAW,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,EAAE,CAAC;AACrH;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,OAAO;EACT,GAAG,IAAI,EAAE,IAAI,CAAC,IAAI;EAClB,GAAG,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK;EAClC,GAAG,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI;EACpC,GAAG,MAAM,EAAE,IAAI,CAAC,MAAM;EACtB,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA,SAAS,0BAA0B,EAAE,iBAAiB,EAAE,QAAQ,EAAE,MAAM,EAAE,UAAU,GAAG;AACvF;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;AAChB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,iBAAiB,CAAC;EAC/B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,KAAK,IAAI,CAAC;AACvC;EACA,CAAC;AACD;EACA,MAAM,CAAC,gBAAgB,EAAE,0BAA0B,CAAC,SAAS,EAAE;AAC/D;EACA,CAAC,KAAK,EAAE;AACR;EACA,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE;AACR;EACA,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE;AACd;EACA,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,MAAM,EAAE,0BAA0B,CAAC,SAAS,EAAE;AACrD;EACA,CAAC,4BAA4B,EAAE,IAAI;AACnC;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,GAAG;AAC9B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,CAAC,GAAG;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,SAAS,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,WAAW,CAAC,GAAG;AACpC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,SAAS,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC;AAChE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACpE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACpE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACpE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACnE;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACvE;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACvE;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACvE;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,GAAG;AACjC;EACA,EAAE,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACjD;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACrC;EACA,EAAE,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACjD;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACzC;EACA,EAAE,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACjD;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,IAAI,GAAG;AAC1B;EACA,EAAE,KAAK,IAAI,KAAK,SAAS,GAAG;AAC5B;EACA,GAAG,OAAO,CAAC,GAAG,EAAE,iHAAiH,EAAE,CAAC;AACpI;EACA,GAAG,MAAM,KAAK,GAAG,EAAE,CAAC;AACpB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,GAAG;AAC3C;EACA,IAAI,MAAM,KAAK,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACrD;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,GAAG;AAC/C;EACA,KAAK,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,IAAI,eAAe,EAAE,IAAI,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AACrG;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,IAAI,CAAC,kBAAkB,KAAK,SAAS,GAAG;AAChD;EACA,IAAI,IAAI,CAAC,kBAAkB,GAAG,EAAE,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AAClE;EACA,IAAI,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC;AACxE;EACA,IAAI;AACJ;EACA,GAAG,OAAO,IAAI,0BAA0B,EAAE,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AACnI;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;EACA,EAAE,KAAK,IAAI,KAAK,SAAS,GAAG;AAC5B;EACA,GAAG,OAAO,CAAC,GAAG,EAAE,sHAAsH,EAAE,CAAC;AACzI;EACA,GAAG,MAAM,KAAK,GAAG,EAAE,CAAC;AACpB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,GAAG;AAC3C;EACA,IAAI,MAAM,KAAK,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACrD;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,GAAG;AAC/C;EACA,KAAK,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,OAAO;EACV,IAAI,QAAQ,EAAE,IAAI,CAAC,QAAQ;EAC3B,IAAI,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI;EACrC,IAAI,KAAK,EAAE,KAAK;EAChB,IAAI,UAAU,EAAE,IAAI,CAAC,UAAU;EAC/B,IAAI,CAAC;AACL;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,KAAK,IAAI,CAAC,kBAAkB,KAAK,SAAS,GAAG;AAChD;EACA,IAAI,IAAI,CAAC,kBAAkB,GAAG,EAAE,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AAClE;EACA,IAAI,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AACzE;EACA,IAAI;AACJ;EACA,GAAG,OAAO;EACV,IAAI,4BAA4B,EAAE,IAAI;EACtC,IAAI,QAAQ,EAAE,IAAI,CAAC,QAAQ;EAC3B,IAAI,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI;EACxB,IAAI,MAAM,EAAE,IAAI,CAAC,MAAM;EACvB,IAAI,UAAU,EAAE,IAAI,CAAC,UAAU;EAC/B,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAiaJ;EACA,MAAM,aAAa,GAAG,IAAI,OAAO,EAAE,CAAC;AACpC;EACA,MAAM,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;EACjC,MAAM,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;EAChC,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,SAAS,WAAW,EAAE,QAAQ,EAAE,QAAQ,GAAG;AAC3C;EACA,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACvC;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,aAAa,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,UAAU,CAAC;EAC5B,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;EACjC,CAAC,IAAI,CAAC,iBAAiB,GAAG,IAAI,OAAO,EAAE,CAAC;AACxC;EACA,CAAC;AACD;EACA,WAAW,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE,EAAE;AACxE;EACA,CAAC,WAAW,EAAE,WAAW;AACzB;EACA,CAAC,aAAa,EAAE,IAAI;AACpB;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,MAAM,CAAC,iBAAiB,EAAE,CAAC;AAC1D;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,QAAQ,EAAE,UAAU,GAAG;AACzC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,GAAG,IAAI,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC;AACrC;EACA,GAAG,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC;EACrC,EAAE,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC,MAAM,EAAE,CAAC;AACrD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,YAAY;AACnB;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,YAAY;AACnC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,UAAU,CAAC;AACzD;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACvD;EACA,GAAG,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACnC,GAAG,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACnC,GAAG,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACnC,GAAG,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACnC;EACA,GAAG,MAAM,KAAK,GAAG,GAAG,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;AAChD;EACA,GAAG,KAAK,KAAK,KAAK,QAAQ,GAAG;AAC7B;EACA,IAAI,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,IAAI,MAAM;AACV;EACA,IAAI,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,IAAI;AACJ;EACA,GAAG,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AACnE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,KAAK,GAAG;AACvC;EACA,EAAE,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACvD;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,UAAU,GAAG;AACtC;EACA,GAAG,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;EACA,GAAG,MAAM,KAAK,IAAI,CAAC,QAAQ,KAAK,UAAU,GAAG;AAC7C;EACA,GAAG,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,MAAM,EAAE,CAAC;AAC3D;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4CAA4C,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;AAChF;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AAC3C;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACjC,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,UAAU,CAAC,mBAAmB,EAAE,QAAQ,CAAC,UAAU,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC;EACzE,EAAE,WAAW,CAAC,mBAAmB,EAAE,QAAQ,CAAC,UAAU,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;AAC3E;EACA,EAAE,aAAa,CAAC,mBAAmB,EAAE,QAAQ,CAAC,UAAU,CAAC,QAAQ,EAAE,KAAK,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AAC3G;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,MAAM,MAAM,GAAG,WAAW,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAChD;EACA,GAAG,KAAK,MAAM,KAAK,CAAC,GAAG;AACvB;EACA,IAAI,MAAM,SAAS,GAAG,UAAU,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AACnD;EACA,IAAI,OAAO,CAAC,gBAAgB,EAAE,QAAQ,CAAC,KAAK,EAAE,SAAS,EAAE,CAAC,WAAW,EAAE,QAAQ,CAAC,YAAY,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5G;EACA,IAAI,MAAM,CAAC,eAAe,EAAE,SAAS,CAAC,IAAI,EAAE,aAAa,EAAE,CAAC,YAAY,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,CAAC;AAC9F;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AACvD;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,IAAI,GAAG;AAChB;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC;AACpB;EACA,CAAC;AACD;EACA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACrE;EACA,CAAC,WAAW,EAAE,IAAI;AAClB;EACA,CAAC,MAAM,EAAE,IAAI;AACb;EACA,CAAC,EAAE,CAAC;AAqPJ;EACA,MAAM,oBAAoB,GAAG,IAAI,OAAO,EAAE,CAAC;EAC3C,MAAM,oBAAoB,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3C;EACA,MAAM,mBAAmB,GAAG,EAAE,CAAC;AAC/B;EACA,MAAM,KAAK,GAAG,IAAI,IAAI,EAAE,CAAC;AACzB;EACA,SAAS,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,GAAG;AACpD;EACA,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACvC;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,eAAe,EAAE,IAAI,YAAY,EAAE,KAAK,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EACjF,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;AAC5B;EACA,CAAC;AACD;EACA,aAAa,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE,EAAE;AAC1E;EACA,CAAC,WAAW,EAAE,aAAa;AAC3B;EACA,CAAC,eAAe,EAAE,IAAI;AACtB;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,EAAE,IAAI,CAAC,cAAc,CAAC,IAAI,EAAE,MAAM,CAAC,cAAc,EAAE,CAAC;AACpD;EACA,EAAE,KAAK,MAAM,CAAC,aAAa,KAAK,IAAI,GAAG,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC,KAAK,EAAE,CAAC;AACzF;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,WAAW,KAAK,EAAE,KAAK,GAAG;AACvC;EACA,EAAE,KAAK,CAAC,SAAS,EAAE,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACzD;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AACzC;EACA,EAAE,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,KAAK,GAAG,EAAE,EAAE,CAAC;AAC5D;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,SAAS,EAAE,UAAU,GAAG;AAC7C;EACA,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACvC,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,KAAK,CAAC;AAClC;EACA,EAAE,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACjC,EAAE,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,KAAK,KAAK,CAAC,QAAQ,KAAK,SAAS,GAAG,OAAO;AAC7C;EACA,EAAE,MAAM,IAAI,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,YAAY,EAAE,UAAU,GAAG,GAAG;AACvE;EACA;AACA;EACA,GAAG,IAAI,CAAC,WAAW,EAAE,UAAU,EAAE,oBAAoB,EAAE,CAAC;AACxD;EACA,GAAG,oBAAoB,CAAC,gBAAgB,EAAE,WAAW,EAAE,oBAAoB,EAAE,CAAC;AAC9E;EACA;AACA;EACA,GAAG,KAAK,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAC5C;EACA,GAAG,KAAK,CAAC,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,CAAC;AACnD;EACA;AACA;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClE;EACA,IAAI,MAAM,SAAS,GAAG,mBAAmB,EAAE,CAAC,EAAE,CAAC;EAC/C,IAAI,SAAS,CAAC,UAAU,GAAG,UAAU,CAAC;EACtC,IAAI,SAAS,CAAC,MAAM,GAAG,IAAI,CAAC;EAC5B,IAAI,UAAU,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG,mBAAmB,CAAC,MAAM,GAAG,CAAC,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,WAAW,KAAK,EAAE,KAAK,GAAG;AACvC;EACA,EAAE,KAAK,IAAI,CAAC,aAAa,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,eAAe,EAAE,IAAI,YAAY,EAAE,IAAI,CAAC,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AACrF;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,OAAO,EAAE,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACvD;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AACzC;EACA,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,KAAK,GAAG,EAAE,EAAE,CAAC;AAC1D;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,YAAY;AACtB;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,MAAM,iBAAiB,SAAS,QAAQ,CAAC;AACzC;EACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,mBAAmB,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;EACzB,EAAE,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;AACA;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;EAChC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AACvD;EACA,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,MAAM,gBAAgB,GAAG,IAAI,OAAO,EAAE,CAAC;EACvC,MAAM,MAAM,GAAG,IAAI,GAAG,EAAE,CAAC;EACzB,MAAM,SAAS,GAAG,IAAI,MAAM,EAAE,CAAC;AAC/B;EACA,SAAS,IAAI,EAAE,QAAQ,GAAG,IAAI,cAAc,EAAE,EAAE,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG;AACrF;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC3B;EACA,CAAC;AACD;EACA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACrE;EACA,CAAC,WAAW,EAAE,IAAI;AAClB;EACA,CAAC,MAAM,EAAE,IAAI;AACb;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC/C;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,YAAY;AACnC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA;AACA;EACA,GAAG,KAAK,QAAQ,CAAC,KAAK,KAAK,IAAI,GAAG;AAClC;EACA,IAAI,MAAM,iBAAiB,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;EAC3D,IAAI,MAAM,aAAa,GAAG,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAChE;EACA,KAAK,QAAQ,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC9D,KAAK,MAAM,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACxD;EACA,KAAK,aAAa,EAAE,CAAC,EAAE,GAAG,aAAa,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACjD,KAAK,aAAa,EAAE,CAAC,EAAE,IAAI,QAAQ,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;AACzD;EACA,KAAK;AACL;EACA,IAAI,QAAQ,CAAC,YAAY,EAAE,cAAc,EAAE,IAAI,sBAAsB,EAAE,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5F;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;AACpH;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,UAAU,GAAG;AACpC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,wGAAwG,EAAE,CAAC;AAC7H;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,SAAS,EAAE,UAAU,GAAG;AAC7C;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACjC,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACvC,EAAE,MAAM,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,CAAC;EACpD,EAAE,MAAM,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACvC;EACA;AACA;EACA,EAAE,KAAK,QAAQ,CAAC,cAAc,KAAK,IAAI,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;AAC3E;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC;EAC5C,EAAE,SAAS,CAAC,YAAY,EAAE,WAAW,EAAE,CAAC;EACxC,EAAE,SAAS,CAAC,MAAM,IAAI,SAAS,CAAC;AAChC;EACA,EAAE,KAAK,SAAS,CAAC,GAAG,CAAC,gBAAgB,EAAE,SAAS,EAAE,KAAK,KAAK,GAAG,OAAO;AACtE;EACA;AACA;EACA,EAAE,gBAAgB,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,IAAI,EAAE,SAAS,CAAC,GAAG,EAAE,CAAC,YAAY,EAAE,gBAAgB,EAAE,CAAC;AAChE;EACA,EAAE,MAAM,cAAc,GAAG,SAAS,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,EAAE,CAAC;EAC5F,EAAE,MAAM,gBAAgB,GAAG,cAAc,GAAG,cAAc,CAAC;AAC3D;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,EAAE,MAAM,IAAI,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,EAAE,MAAM,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC;EACrC,EAAE,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;EACjC,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,cAAc,GAAG,CAAC,GAAG,CAAC,CAAC;AAC3C;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EAChC,GAAG,MAAM,UAAU,GAAG,QAAQ,CAAC,UAAU,CAAC;EAC1C,GAAG,MAAM,iBAAiB,GAAG,UAAU,CAAC,QAAQ,CAAC;AACjD;EACA,GAAG,KAAK,KAAK,KAAK,IAAI,GAAG;AACzB;EACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EACjD,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAC/E;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,IAAI,GAAG;AACzD;EACA,KAAK,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAC/B,KAAK,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACnC;EACA,KAAK,MAAM,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;EACxD,KAAK,IAAI,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,KAAK,MAAM,MAAM,GAAG,MAAM,CAAC,mBAAmB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,YAAY,EAAE,CAAC;AACvF;EACA,KAAK,KAAK,MAAM,GAAG,gBAAgB,GAAG,SAAS;AAC/C;EACA,KAAK,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC/C;EACA,KAAK,MAAM,QAAQ,GAAG,SAAS,CAAC,GAAG,CAAC,MAAM,CAAC,UAAU,EAAE,QAAQ,EAAE,CAAC;AAClE;EACA,KAAK,KAAK,QAAQ,GAAG,SAAS,CAAC,IAAI,IAAI,QAAQ,GAAG,SAAS,CAAC,GAAG,GAAG,SAAS;AAC3E;EACA,KAAK,UAAU,CAAC,IAAI,EAAE;AACtB;EACA,MAAM,QAAQ,EAAE,QAAQ;EACxB;EACA;EACA,MAAM,KAAK,EAAE,YAAY,CAAC,KAAK,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE;EAClE,MAAM,KAAK,EAAE,CAAC;EACd,MAAM,IAAI,EAAE,IAAI;EAChB,MAAM,SAAS,EAAE,IAAI;EACrB,MAAM,MAAM,EAAE,IAAI;AAClB;EACA,MAAM,EAAE,CAAC;AACT;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EACjD,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,iBAAiB,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAC3F;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,IAAI,GAAG;AACzD;EACA,KAAK,MAAM,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;EACxD,KAAK,IAAI,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1D;EACA,KAAK,MAAM,MAAM,GAAG,MAAM,CAAC,mBAAmB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,YAAY,EAAE,CAAC;AACvF;EACA,KAAK,KAAK,MAAM,GAAG,gBAAgB,GAAG,SAAS;AAC/C;EACA,KAAK,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC/C;EACA,KAAK,MAAM,QAAQ,GAAG,SAAS,CAAC,GAAG,CAAC,MAAM,CAAC,UAAU,EAAE,QAAQ,EAAE,CAAC;AAClE;EACA,KAAK,KAAK,QAAQ,GAAG,SAAS,CAAC,IAAI,IAAI,QAAQ,GAAG,SAAS,CAAC,GAAG,GAAG,SAAS;AAC3E;EACA,KAAK,UAAU,CAAC,IAAI,EAAE;AACtB;EACA,MAAM,QAAQ,EAAE,QAAQ;EACxB;EACA;EACA,MAAM,KAAK,EAAE,YAAY,CAAC,KAAK,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE;EAClE,MAAM,KAAK,EAAE,CAAC;EACd,MAAM,IAAI,EAAE,IAAI;EAChB,MAAM,SAAS,EAAE,IAAI;EACrB,MAAM,MAAM,EAAE,IAAI;AAClB;EACA,MAAM,EAAE,CAAC;AACT;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,UAAU,GAAG;AACpC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,2FAA2F,EAAE,CAAC;AAChH;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,MAAM,eAAe,GAAG,QAAQ,CAAC,eAAe,CAAC;EACpD,GAAG,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC;AAC/C;EACA,GAAG,KAAK,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AAC1B;EACA,IAAI,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,IAAI,KAAK,cAAc,KAAK,SAAS,GAAG;AACxC;EACA,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;EACrC,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;AACrC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACjE;EACA,MAAM,MAAM,IAAI,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC,IAAI,IAAI,MAAM,EAAE,CAAC,EAAE,CAAC;AAC3D;EACA,MAAM,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAC3C,MAAM,IAAI,CAAC,qBAAqB,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;AAC7C;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;AAC9C;EACA,GAAG,KAAK,YAAY,KAAK,SAAS,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,GAAG;AAChE;EACA,IAAI,OAAO,CAAC,KAAK,EAAE,oGAAoG,EAAE,CAAC;AAC1H;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,MAAM,IAAI,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;EACA,SAAS,YAAY,EAAE,QAAQ,EAAE,QAAQ,GAAG;AAC5C;EACA,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACvC;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,cAAc,CAAC;AAC5B;EACA,CAAC;AACD;EACA,YAAY,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE,EAAE;AACzE;EACA,CAAC,WAAW,EAAE,YAAY;AAC1B;EACA,CAAC,cAAc,EAAE,IAAI;AACrB;EACA,CAAC,oBAAoB,EAAE,YAAY;AACnC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA;AACA;EACA,GAAG,KAAK,QAAQ,CAAC,KAAK,KAAK,IAAI,GAAG;AAClC;EACA,IAAI,MAAM,iBAAiB,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;EAC3D,IAAI,MAAM,aAAa,GAAG,EAAE,CAAC;AAC7B;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AAClE;EACA,KAAK,MAAM,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;EACxD,KAAK,IAAI,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1D;EACA,KAAK,aAAa,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,aAAa,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACnE,KAAK,aAAa,EAAE,CAAC,GAAG,CAAC,EAAE,GAAG,aAAa,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AAC7E;EACA,KAAK;AACL;EACA,IAAI,QAAQ,CAAC,YAAY,EAAE,cAAc,EAAE,IAAI,sBAAsB,EAAE,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5F;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;AAC5H;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,UAAU,GAAG;AACpC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,gHAAgH,EAAE,CAAC;AACrI;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAeJ;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,MAAM,cAAc,SAAS,QAAQ,CAAC;AACtC;EACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC9B;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAChD;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,cAAc,CAAC,SAAS,CAAC,gBAAgB,GAAG,IAAI,CAAC;AACjD;EACA,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE,CAAC;EACrC,MAAM,IAAI,GAAG,IAAI,GAAG,EAAE,CAAC;EACvB,MAAM,OAAO,GAAG,IAAI,MAAM,EAAE,CAAC;EAC7B,MAAM,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA,SAAS,MAAM,EAAE,QAAQ,GAAG,IAAI,cAAc,EAAE,EAAE,QAAQ,GAAG,IAAI,cAAc,EAAE,GAAG;AACpF;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,QAAQ,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC3B;EACA,CAAC;AACD;EACA,MAAM,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACvE;EACA,CAAC,WAAW,EAAE,MAAM;AACpB;EACA,CAAC,QAAQ,EAAE,IAAI;AACf;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC/C;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,SAAS,EAAE,UAAU,GAAG;AAC7C;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACjC,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACvC,EAAE,MAAM,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC,MAAM,CAAC,SAAS,CAAC;EACtD,EAAE,MAAM,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACvC;EACA;AACA;EACA,EAAE,KAAK,QAAQ,CAAC,cAAc,KAAK,IAAI,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;AAC3E;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC;EAC1C,EAAE,OAAO,CAAC,YAAY,EAAE,WAAW,EAAE,CAAC;EACtC,EAAE,OAAO,CAAC,MAAM,IAAI,SAAS,CAAC;AAC9B;EACA,EAAE,KAAK,SAAS,CAAC,GAAG,CAAC,gBAAgB,EAAE,OAAO,EAAE,KAAK,KAAK,GAAG,OAAO;AACpE;EACA;AACA;EACA,EAAE,cAAc,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,IAAI,EAAE,SAAS,CAAC,GAAG,EAAE,CAAC,YAAY,EAAE,cAAc,EAAE,CAAC;AAC5D;EACA,EAAE,MAAM,cAAc,GAAG,SAAS,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,EAAE,CAAC;EAC5F,EAAE,MAAM,gBAAgB,GAAG,cAAc,GAAG,cAAc,CAAC;AAC3D;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EAChC,GAAG,MAAM,UAAU,GAAG,QAAQ,CAAC,UAAU,CAAC;EAC1C,GAAG,MAAM,iBAAiB,GAAG,UAAU,CAAC,QAAQ,CAAC;AACjD;EACA,GAAG,KAAK,KAAK,KAAK,IAAI,GAAG;AACzB;EACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EACjD,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAC/E;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,KAAK,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,KAAK,WAAW,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AAC7D;EACA,KAAK,SAAS,EAAE,WAAW,EAAE,CAAC,EAAE,gBAAgB,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC;AAC7F;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EACjD,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,iBAAiB,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAC3F;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAChD;EACA,KAAK,WAAW,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AAC7D;EACA,KAAK,SAAS,EAAE,WAAW,EAAE,CAAC,EAAE,gBAAgB,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC;AAC7F;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,6FAA6F,EAAE,CAAC;AAClH;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,MAAM,eAAe,GAAG,QAAQ,CAAC,eAAe,CAAC;EACpD,GAAG,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC;AAC/C;EACA,GAAG,KAAK,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AAC1B;EACA,IAAI,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,IAAI,KAAK,cAAc,KAAK,SAAS,GAAG;AACxC;EACA,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;EACrC,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;AACrC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACjE;EACA,MAAM,MAAM,IAAI,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC,IAAI,IAAI,MAAM,EAAE,CAAC,EAAE,CAAC;AAC3D;EACA,MAAM,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAC3C,MAAM,IAAI,CAAC,qBAAqB,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;AAC7C;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;AAC9C;EACA,GAAG,KAAK,YAAY,KAAK,SAAS,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,GAAG;AAChE;EACA,IAAI,OAAO,CAAC,KAAK,EAAE,sGAAsG,EAAE,CAAC;AAC5H;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,gBAAgB,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,GAAG;AACjG;EACA,CAAC,MAAM,kBAAkB,GAAG,IAAI,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AAC5D;EACA,CAAC,KAAK,kBAAkB,GAAG,gBAAgB,GAAG;AAC9C;EACA,EAAE,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE,CAAC;AACvC;EACA,EAAE,IAAI,CAAC,mBAAmB,EAAE,KAAK,EAAE,cAAc,EAAE,CAAC;EACpD,EAAE,cAAc,CAAC,YAAY,EAAE,WAAW,EAAE,CAAC;AAC7C;EACA,EAAE,MAAM,QAAQ,GAAG,SAAS,CAAC,GAAG,CAAC,MAAM,CAAC,UAAU,EAAE,cAAc,EAAE,CAAC;AACrE;EACA,EAAE,KAAK,QAAQ,GAAG,SAAS,CAAC,IAAI,IAAI,QAAQ,GAAG,SAAS,CAAC,GAAG,GAAG,OAAO;AACtE;EACA,EAAE,UAAU,CAAC,IAAI,EAAE;AACnB;EACA,GAAG,QAAQ,EAAE,QAAQ;EACrB,GAAG,aAAa,EAAE,IAAI,CAAC,IAAI,EAAE,kBAAkB,EAAE;EACjD,GAAG,KAAK,EAAE,cAAc;EACxB,GAAG,KAAK,EAAE,KAAK;EACf,GAAG,IAAI,EAAE,IAAI;EACb,GAAG,MAAM,EAAE,MAAM;AACjB;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,YAAY,SAAS,OAAO,CAAC;AACnC;EACA,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,GAAG;AAC7F;EACA,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AACxF;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,KAAK,SAAS,GAAG,MAAM,GAAG,SAAS,CAAC;AAC1D;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,YAAY,CAAC;EACtE,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,YAAY,CAAC;AACtE;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/B;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,SAAS,WAAW,GAAG;AACzB;EACA,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;EAC5B,GAAG,KAAK,CAAC,yBAAyB,EAAE,WAAW,EAAE,CAAC;AAClD;EACA,GAAG;AACH;EACA,EAAE,KAAK,2BAA2B,IAAI,KAAK,GAAG;AAC9C;EACA,GAAG,KAAK,CAAC,yBAAyB,EAAE,WAAW,EAAE,CAAC;AAClD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACzD;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,MAAM,qBAAqB,GAAG,2BAA2B,IAAI,KAAK,CAAC;AACrE;EACA,EAAE,KAAK,qBAAqB,KAAK,KAAK,IAAI,KAAK,CAAC,UAAU,IAAI,KAAK,CAAC,iBAAiB,GAAG;AACxF;EACA,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,YAAY,CAAC,SAAS,CAAC,cAAc,GAAG,IAAI,CAAC;AAC7C;EACA,MAAM,iBAAiB,SAAS,OAAO,CAAC;AACxC;EACA,CAAC,WAAW,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,UAAU,EAAE,QAAQ,GAAG;AACxH;EACA,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;AACjG;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;EAChD,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACzB;EACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AACvD;EACA,MAAM,aAAa,SAAS,OAAO,CAAC;AACpC;EACA,CAAC,WAAW,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,GAAG;AAC9F;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AACzF;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,aAAa,CAAC,SAAS,CAAC,eAAe,GAAG,IAAI,CAAC;AAyrF/C;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,kBAAkB,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,GAAG;AACpD;EACA,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,oBAAoB,CAAC;AAClC;EACA,CAAC,IAAI,CAAC,UAAU,GAAG;EACnB,EAAE,IAAI,EAAE,IAAI;EACZ,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,MAAM,OAAO,GAAG,EAAE,CAAC;EACpB,CAAC,MAAM,QAAQ,GAAG,EAAE,CAAC;EACrB,CAAC,MAAM,OAAO,GAAG,EAAE,CAAC;EACpB,CAAC,MAAM,GAAG,GAAG,EAAE,CAAC;AAChB;EACA,CAAC,MAAM,GAAG,GAAG,OAAO,CAAC;AACrB;EACA,CAAC,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;EAC9C,CAAC,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,CAAC,KAAK,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AACxB;EACA,EAAE,OAAO,CAAC,KAAK,EAAE,kFAAkF,EAAE,CAAC;AACtG;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,MAAM,UAAU,GAAG,MAAM,GAAG,CAAC,CAAC;AAC/B;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,MAAM,EAAE,CAAC,GAAG,GAAG;AACtC;EACA,EAAE,MAAM,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;AACvB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,MAAM,EAAE,CAAC,GAAG,GAAG;AACvC;EACA,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;AACxB;EACA;AACA;EACA,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;EACpB,GAAG,QAAQ,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACrC;EACA;AACA;EACA;AACA;EACA,GAAG,KAAK,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG;AACvB;EACA,IAAI,IAAI,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;EAC3B,IAAI,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;EAC3B,IAAI,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;EACA,IAAI;AACJ;EACA,GAAG,KAAK,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG;AACvB;EACA,IAAI,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,EAAE,EAAE,CAAC;EAC3B,IAAI,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,EAAE,EAAE,CAAC;EAC3B,IAAI,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,MAAM,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;EAC7C,GAAG,OAAO,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AAChD;EACA;AACA;EACA,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,GAAG;AACrC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,GAAG;AACtC;EACA,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,UAAU,GAAG,CAAC,CAAC;EAChC,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,UAAU,GAAG,CAAC,GAAG,CAAC,CAAC;EACpC,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,UAAU,GAAG,CAAC,GAAG,CAAC,CAAC;EAC5C,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,UAAU,GAAG,CAAC,CAAC;AACxC;EACA;AACA;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC3B,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;EAC1B,CAAC,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;EAC5E,CAAC,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,IAAI,sBAAsB,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;EACzE,CAAC,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,sBAAsB,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC;AACjE;EACA,CAAC;AACD;EACA,kBAAkB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,cAAc,CAAC,SAAS,EAAE,CAAC;EACzE,kBAAkB,CAAC,SAAS,CAAC,WAAW,GAAG,kBAAkB,CAAC;AA2Q9D;EACA,MAAM,cAAc,SAAS,cAAc,CAAC;AAC5C;EACA,CAAC,WAAW,EAAE,MAAM,GAAG,CAAC,EAAE,aAAa,GAAG,CAAC,EAAE,cAAc,GAAG,CAAC,EAAE,QAAQ,GAAG,CAAC,EAAE,SAAS,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,UAAU,GAAG,CAAC,EAAE,WAAW,GAAG,IAAI,CAAC,EAAE,GAAG;AAChJ;EACA,EAAE,KAAK,EAAE,CAAC;EACV,EAAE,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,UAAU,GAAG;EACpB,GAAG,MAAM,EAAE,MAAM;EACjB,GAAG,aAAa,EAAE,aAAa;EAC/B,GAAG,cAAc,EAAE,cAAc;EACjC,GAAG,QAAQ,EAAE,QAAQ;EACrB,GAAG,SAAS,EAAE,SAAS;EACvB,GAAG,UAAU,EAAE,UAAU;EACzB,GAAG,WAAW,EAAE,WAAW;EAC3B,GAAG,CAAC;AACJ;EACA,EAAE,aAAa,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,EAAE,aAAa,EAAE,EAAE,CAAC;EAC7D,EAAE,cAAc,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,EAAE,cAAc,EAAE,EAAE,CAAC;AAC/D;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,GAAG,WAAW,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACjE;EACA,EAAE,IAAI,KAAK,GAAG,CAAC,CAAC;EAChB,EAAE,MAAM,IAAI,GAAG,EAAE,CAAC;AAClB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA;AACA;EACA,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;EACtB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,GAAG,GAAG,EAAE,CAAC;AACjB;EACA;AACA;EACA,EAAE,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,IAAI,cAAc,EAAE,EAAE,GAAG,GAAG;AAClD;EACA,GAAG,MAAM,WAAW,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG,MAAM,CAAC,GAAG,EAAE,GAAG,cAAc,CAAC;AACjC;EACA;AACA;EACA,GAAG,IAAI,OAAO,GAAG,CAAC,CAAC;AACnB;EACA,GAAG,KAAK,EAAE,IAAI,CAAC,IAAI,UAAU,IAAI,CAAC,GAAG;AACrC;EACA,IAAI,OAAO,GAAG,GAAG,GAAG,aAAa,CAAC;AAClC;EACA,IAAI,MAAM,KAAK,EAAE,IAAI,cAAc,IAAI,QAAQ,IAAI,IAAI,CAAC,EAAE,GAAG;AAC7D;EACA,IAAI,OAAO,GAAG,EAAE,GAAG,GAAG,aAAa,CAAC;AACpC;EACA,IAAI;AACJ;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,IAAI,aAAa,EAAE,EAAE,GAAG,GAAG;AAClD;EACA,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,aAAa,CAAC;AACjC;EACA;AACA;EACA,IAAI,MAAM,CAAC,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,GAAG,CAAC,GAAG,SAAS,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,GAAG,CAAC,GAAG,WAAW,EAAE,CAAC;EAC1G,IAAI,MAAM,CAAC,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,GAAG,CAAC,GAAG,WAAW,EAAE,CAAC;EACjE,IAAI,MAAM,CAAC,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,GAAG,CAAC,GAAG,SAAS,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,GAAG,CAAC,GAAG,WAAW,EAAE,CAAC;AACxG;EACA,IAAI,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AAClD;EACA;AACA;EACA,IAAI,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;EACtC,IAAI,OAAO,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AACjD;EACA;AACA;EACA,IAAI,GAAG,CAAC,IAAI,EAAE,CAAC,GAAG,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACnC;EACA,IAAI,WAAW,CAAC,IAAI,EAAE,KAAK,GAAG,EAAE,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AAC5B;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,EAAE,EAAE,GAAG,GAAG;AACjD;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,aAAa,EAAE,EAAE,GAAG,GAAG;AACjD;EACA,IAAI,MAAM,CAAC,GAAG,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;EACnC,IAAI,MAAM,CAAC,GAAG,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC/B,IAAI,MAAM,CAAC,GAAG,IAAI,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC;EACnC,IAAI,MAAM,CAAC,GAAG,IAAI,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACvC;EACA,IAAI,KAAK,EAAE,KAAK,CAAC,IAAI,UAAU,GAAG,CAAC,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC9D,IAAI,KAAK,EAAE,KAAK,cAAc,GAAG,CAAC,IAAI,QAAQ,GAAG,IAAI,CAAC,EAAE,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACnF;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;EAC7E,EAAE,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,IAAI,sBAAsB,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;EAC1E,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,sBAAsB,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC;AA8rBD;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,oBAAoB,EAAE,UAAU,GAAG;AAC5C;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,UAAU,EAAE,EAAE,EAAE,CAAC;AACnC;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,sBAAsB,CAAC;AACpC;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;EACpC,CAAC,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC;EACtB,CAAC,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AACjB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;EACtB,CAAC,IAAI,CAAC,iBAAiB,GAAG,GAAG,CAAC;AAC9B;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;EACnB,CAAC,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;EACvC,CAAC,IAAI,CAAC,iBAAiB,GAAG,GAAG,CAAC;EAC9B,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AACzB;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;EACrB,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;EACvB,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;EAC5C,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;EAC7B,CAAC,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;EAC5B,CAAC,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;EACpB,CAAC,IAAI,CAAC,eAAe,GAAG,GAAG,CAAC;AAC5B;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;EACxB,CAAC,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;EAC7B,CAAC,IAAI,CAAC,gBAAgB,GAAG,OAAO,CAAC;EACjC,CAAC,IAAI,CAAC,iBAAiB,GAAG,OAAO,CAAC;AAClC;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;EACvB,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;EAC3B,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,KAAK,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC9B;EACA,CAAC;AACD;EACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;EACrE,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;EACA,oBAAoB,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC;AAC7D;EACA,oBAAoB,CAAC,SAAS,CAAC,IAAI,GAAG,WAAW,MAAM,GAAG;AAC1D;EACA,CAAC,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC9C;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,UAAU,EAAE,EAAE,EAAE,CAAC;AACnC;EACA,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;EACjC,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACnC,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACnC;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EACjC,CAAC,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACnD;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC3B,CAAC,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC7C;EACA,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;EACvC,CAAC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;EACvC,CAAC,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACnD;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;EAC/B,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACnC;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACnC,CAAC,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC3C,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC7C;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAC/C,CAAC,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;EACnD,CAAC,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AACjD;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACjC;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC7B,CAAC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAC/C;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAC/C;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACnC,CAAC,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;EACrD,CAAC,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EACjD,CAAC,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACnD;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EACjC,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EACzC,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACvC;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC7C;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC,CAAC;AACF;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,oBAAoB,EAAE,UAAU,GAAG;AAC5C;EACA,CAAC,oBAAoB,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;EACA,CAAC,IAAI,CAAC,OAAO,GAAG;AAChB;EACA,EAAE,UAAU,EAAE,EAAE;EAChB,EAAE,UAAU,EAAE,EAAE;AAChB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,sBAAsB,CAAC;AACpC;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC;EACtB,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;EAC1B,CAAC,IAAI,CAAC,kBAAkB,GAAG,GAAG,CAAC;EAC/B,CAAC,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC;EACnC,CAAC,IAAI,CAAC,oBAAoB,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACjD,CAAC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;AAChC;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,GAAG,CAAC;AACzB;EACA,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,KAAK,EAAE;EACrC,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,EAAE,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,YAAY,OAAO,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AAC5E;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,GAAG,GAAG;AACxB;EACA,GAAG,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC,KAAK,EAAE,GAAG,KAAK,GAAG,GAAG,CAAC,EAAE,KAAK,GAAG,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAChF;EACA,GAAG;EACH,EAAE,EAAE,CAAC;AACL;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACnB;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,GAAG,CAAC;EACzB,CAAC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC9B;EACA,CAAC;AACD;EACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,oBAAoB,CAAC,SAAS,EAAE,CAAC;EACjF,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;EACA,oBAAoB,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC;AAC7D;EACA,oBAAoB,CAAC,SAAS,CAAC,IAAI,GAAG,WAAW,MAAM,GAAG;AAC1D;EACA,CAAC,oBAAoB,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC1D;EACA,CAAC,IAAI,CAAC,OAAO,GAAG;AAChB;EACA,EAAE,UAAU,EAAE,EAAE;EAChB,EAAE,UAAU,EAAE,EAAE;AAChB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACnC,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EACzC,CAAC,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;EACrD,CAAC,IAAI,CAAC,qBAAqB,GAAG,MAAM,CAAC,qBAAqB,CAAC;EAC3D,CAAC,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;EACrD,CAAC,IAAI,CAAC,oBAAoB,CAAC,IAAI,EAAE,MAAM,CAAC,oBAAoB,EAAE,CAAC;AAC/D;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;EACA,CAAC,KAAK,MAAM,CAAC,KAAK,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,IAAI,CAAC,KAAK,IAAI,IAAI,KAAK,EAAE,GAAG,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClE;EACA,EAAE,MAAM;AACR;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EACzC,CAAC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAC/C;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC,CAAC;AA2hCF;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,WAAW,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AACnF;EACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;EAC9C,CAAC,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY,KAAK,SAAS;EAC/C,EAAE,YAAY,GAAG,IAAI,YAAY,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;EAC5D,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;EAClC,CAAC,IAAI,CAAC,SAAS,GAAG,UAAU,CAAC;AAC7B;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE;AACtC;EACA,CAAC,QAAQ,EAAE,WAAW,CAAC,GAAG;AAC1B;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC;EACrC,EAAE,IAAI,EAAE,GAAG,IAAI,CAAC,YAAY;EAC5B,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE;EAChB,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACrB;EACA,EAAE,iBAAiB,EAAE;AACrB;EACA,GAAG,IAAI,EAAE;AACT;EACA,IAAI,IAAI,KAAK,CAAC;AACd;EACA,IAAI,WAAW,EAAE;AACjB;EACA;EACA;EACA;EACA;EACA,KAAK,YAAY,EAAE,KAAK,IAAI,CAAC,GAAG,EAAE,EAAE,GAAG;AACvC;EACA,MAAM,MAAM,IAAI,QAAQ,GAAG,EAAE,GAAG,CAAC,MAAM;AACvC;EACA,OAAO,KAAK,EAAE,KAAK,SAAS,GAAG;AAC/B;EACA,QAAQ,KAAK,CAAC,GAAG,EAAE,GAAG,MAAM,YAAY,CAAC;AACzC;EACA;AACA;EACA,QAAQ,EAAE,GAAG,EAAE,CAAC,MAAM,CAAC;EACvB,QAAQ,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;EAC/B,QAAQ,OAAO,IAAI,CAAC,SAAS,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC/C;EACA,QAAQ;AACR;EACA,OAAO,KAAK,EAAE,KAAK,QAAQ,GAAG,MAAM;AACpC;EACA,OAAO,EAAE,GAAG,EAAE,CAAC;EACf,OAAO,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,CAAC;AACxB;EACA,OAAO,KAAK,CAAC,GAAG,EAAE,GAAG;AACrB;EACA;EACA,QAAQ,MAAM,IAAI,CAAC;AACnB;EACA,QAAQ;AACR;EACA,OAAO;AACP;EACA;EACA,MAAM,KAAK,GAAG,EAAE,CAAC,MAAM,CAAC;EACxB,MAAM,MAAM,WAAW,CAAC;AACxB;EACA,MAAM;AACN;EACA;EACA;EACA,KAAK,KAAK,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG;AAC1B;EACA;AACA;EACA,MAAM,MAAM,QAAQ,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,MAAM,KAAK,CAAC,GAAG,QAAQ,GAAG;AAC1B;EACA,OAAO,EAAE,GAAG,CAAC,CAAC;EACd,OAAO,EAAE,GAAG,QAAQ,CAAC;AACrB;EACA,OAAO;AACP;EACA;AACA;EACA,MAAM,MAAM,IAAI,QAAQ,GAAG,EAAE,GAAG,CAAC,MAAM;AACvC;EACA,OAAO,KAAK,EAAE,KAAK,SAAS,GAAG;AAC/B;EACA;AACA;EACA,QAAQ,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;EAC9B,QAAQ,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC7C;EACA,QAAQ;AACR;EACA,OAAO,KAAK,EAAE,KAAK,QAAQ,GAAG,MAAM;AACpC;EACA,OAAO,EAAE,GAAG,EAAE,CAAC;EACf,OAAO,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,CAAC;AAC5B;EACA,OAAO,KAAK,CAAC,IAAI,EAAE,GAAG;AACtB;EACA;EACA,QAAQ,MAAM,IAAI,CAAC;AACnB;EACA,QAAQ;AACR;EACA,OAAO;AACP;EACA;EACA,MAAM,KAAK,GAAG,EAAE,CAAC;EACjB,MAAM,EAAE,GAAG,CAAC,CAAC;EACb,MAAM,MAAM,WAAW,CAAC;AACxB;EACA,MAAM;AACN;EACA;AACA;EACA,KAAK,MAAM,iBAAiB,CAAC;AAC7B;EACA,KAAK;AACL;EACA;AACA;EACA,IAAI,QAAQ,EAAE,GAAG,KAAK,GAAG;AACzB;EACA,KAAK,MAAM,GAAG,GAAG,EAAE,EAAE,GAAG,KAAK,OAAO,CAAC,CAAC;AACtC;EACA,KAAK,KAAK,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG;AAC1B;EACA,MAAM,KAAK,GAAG,GAAG,CAAC;AAClB;EACA,MAAM,MAAM;AACZ;EACA,MAAM,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC;AACnB;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EAClB,IAAI,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACtB;EACA;AACA;EACA,IAAI,KAAK,EAAE,KAAK,SAAS,GAAG;AAC5B;EACA,KAAK,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;EAC3B,KAAK,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC1C;EACA,KAAK;AACL;EACA,IAAI,KAAK,EAAE,KAAK,SAAS,GAAG;AAC5B;EACA,KAAK,EAAE,GAAG,EAAE,CAAC,MAAM,CAAC;EACpB,KAAK,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;EAC5B,KAAK,OAAO,IAAI,CAAC,SAAS,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG,IAAI,CAAC,gBAAgB,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,IAAI;EACf;AACA;EACA;AACA;EACA,CAAC,gBAAgB,EAAE,EAAE;AACrB;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,gBAAgB,CAAC;AAChD;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,WAAW,KAAK,GAAG;AACtC;EACA;AACA;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY;EAClC,GAAG,MAAM,GAAG,IAAI,CAAC,YAAY;EAC7B,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS;EAC1B,GAAG,MAAM,GAAG,KAAK,GAAG,MAAM,CAAC;AAC3B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,MAAM,EAAE,GAAG,CAAC,GAAG;AACxC;EACA,GAAG,MAAM,EAAE,CAAC,EAAE,GAAG,MAAM,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,YAAY,EAAE,iCAAiC;AAChD;EACA,EAAE,MAAM,IAAI,KAAK,EAAE,yBAAyB,EAAE,CAAC;EAC/C;AACA;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,8BAA8B;AACjD;EACA;AACA;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;EACA,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE;AACtC;EACA;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,SAAS,CAAC,gBAAgB;AACrD;EACA;EACA,CAAC,SAAS,EAAE,WAAW,CAAC,SAAS,CAAC,gBAAgB;AAClD;EACA,CAAC,EAAE,CAAC;AACJ;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,gBAAgB,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AACxF;EACA,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACtF;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC;EACxB,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC;EACxB,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC;EACxB,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC;AACxB;EACA,CAAC;AACD;EACA,gBAAgB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE,EAAE;AACpF;EACA,CAAC,WAAW,EAAE,gBAAgB;AAC9B;EACA,CAAC,gBAAgB,EAAE;AACnB;EACA,EAAE,WAAW,EAAE,mBAAmB;EAClC,EAAE,SAAS,EAAE,mBAAmB;AAChC;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,WAAW,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG;AAC3C;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC;EACrC,EAAE,IAAI,KAAK,GAAG,EAAE,GAAG,CAAC;EACpB,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC;AACjB;EACA,GAAG,KAAK,GAAG,EAAE,EAAE,KAAK,EAAE;EACtB,GAAG,KAAK,GAAG,EAAE,EAAE,KAAK,EAAE,CAAC;AACvB;EACA,EAAE,KAAK,KAAK,KAAK,SAAS,GAAG;AAC7B;EACA,GAAG,SAAS,IAAI,CAAC,YAAY,EAAE,CAAC,WAAW;AAC3C;EACA,IAAI,KAAK,eAAe;AACxB;EACA;EACA,KAAK,KAAK,GAAG,EAAE,CAAC;EAChB,KAAK,KAAK,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AACzB;EACA,KAAK,MAAM;AACX;EACA,IAAI,KAAK,gBAAgB;AACzB;EACA;EACA,KAAK,KAAK,GAAG,EAAE,CAAC,MAAM,GAAG,CAAC,CAAC;EAC3B,KAAK,KAAK,GAAG,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AAChD;EACA,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA;EACA,KAAK,KAAK,GAAG,EAAE,CAAC;EAChB,KAAK,KAAK,GAAG,EAAE,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,KAAK,SAAS,GAAG;AAC7B;EACA,GAAG,SAAS,IAAI,CAAC,YAAY,EAAE,CAAC,SAAS;AACzC;EACA,IAAI,KAAK,eAAe;AACxB;EACA;EACA,KAAK,KAAK,GAAG,EAAE,CAAC;EAChB,KAAK,KAAK,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AACzB;EACA,KAAK,MAAM;AACX;EACA,IAAI,KAAK,gBAAgB;AACzB;EACA;EACA,KAAK,KAAK,GAAG,CAAC,CAAC;EACf,KAAK,KAAK,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA;EACA,KAAK,KAAK,GAAG,EAAE,GAAG,CAAC,CAAC;EACpB,KAAK,KAAK,GAAG,EAAE,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,GAAG;EAClC,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS,CAAC;AAC3B;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,KAAK,EAAE,GAAG,KAAK,EAAE,CAAC;EAC7C,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,KAAK,KAAK,GAAG,EAAE,EAAE,CAAC;EAC7C,EAAE,IAAI,CAAC,WAAW,GAAG,KAAK,GAAG,MAAM,CAAC;EACpC,EAAE,IAAI,CAAC,WAAW,GAAG,KAAK,GAAG,MAAM,CAAC;AACpC;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG;AAC1C;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY;EAClC,GAAG,MAAM,GAAG,IAAI,CAAC,YAAY;EAC7B,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS;AAC1B;EACA,GAAG,EAAE,GAAG,EAAE,GAAG,MAAM,GAAG,EAAE,GAAG,EAAE,GAAG,MAAM;EACtC,GAAG,EAAE,GAAG,IAAI,CAAC,WAAW,GAAG,EAAE,GAAG,IAAI,CAAC,WAAW;EAChD,GAAG,EAAE,GAAG,IAAI,CAAC,WAAW,EAAE,EAAE,GAAG,IAAI,CAAC,WAAW;AAC/C;EACA,GAAG,CAAC,GAAG,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE;EAC/B,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC;EACb,GAAG,GAAG,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EAC/C,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,KAAK,GAAG,GAAG,EAAE,EAAE,GAAG,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,KAAK,CAAC,GAAG,CAAC,CAAC;EACjF,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,EAAE,KAAK,GAAG,GAAG,EAAE,GAAG,GAAG,EAAE,KAAK,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC;EAC9D,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AAChC;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,MAAM,EAAE,GAAG,CAAC,GAAG;AACxC;EACA,GAAG,MAAM,EAAE,CAAC,EAAE;EACd,KAAK,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,CAAC,EAAE;EAC1B,KAAK,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,CAAC,EAAE;EAC1B,KAAK,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,CAAC,EAAE;EAC1B,KAAK,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,iBAAiB,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AACzF;EACA,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACtF;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE,EAAE;AACrF;EACA,CAAC,WAAW,EAAE,iBAAiB;AAC/B;EACA,CAAC,YAAY,EAAE,WAAW,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG;AAC1C;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY;EAClC,GAAG,MAAM,GAAG,IAAI,CAAC,YAAY;EAC7B,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS;AAC1B;EACA,GAAG,OAAO,GAAG,EAAE,GAAG,MAAM;EACxB,GAAG,OAAO,GAAG,OAAO,GAAG,MAAM;AAC7B;EACA,GAAG,OAAO,GAAG,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE;EACrC,GAAG,OAAO,GAAG,CAAC,GAAG,OAAO,CAAC;AACzB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,MAAM,EAAE,GAAG,CAAC,GAAG;AACxC;EACA,GAAG,MAAM,EAAE,CAAC,EAAE;EACd,KAAK,MAAM,EAAE,OAAO,GAAG,CAAC,EAAE,GAAG,OAAO;EACpC,KAAK,MAAM,EAAE,OAAO,GAAG,CAAC,EAAE,GAAG,OAAO,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,mBAAmB,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AAC3F;EACA,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACtF;EACA,CAAC;AACD;EACA,mBAAmB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE,EAAE;AACvF;EACA,CAAC,WAAW,EAAE,mBAAmB;AACjC;EACA,CAAC,YAAY,EAAE,WAAW,EAAE,oBAAoB;AAChD;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACzC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AA6dJ;EACA;EACA;EACA;AACA;EACA,SAAS,2BAA2B,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AACnG;EACA,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACtF;EACA,CAAC;AACD;EACA,2BAA2B,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE,EAAE;AAC/F;EACA,CAAC,WAAW,EAAE,2BAA2B;AACzC;EACA,CAAC,YAAY,EAAE,WAAW,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG;AAC1C;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY;EAClC,GAAG,MAAM,GAAG,IAAI,CAAC,YAAY;EAC7B,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS;AAC1B;EACA,GAAG,KAAK,GAAG,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE,CAAC;AACpC;EACA,EAAE,IAAI,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC;AAC3B;EACA,EAAE,MAAM,IAAI,GAAG,GAAG,MAAM,GAAG,MAAM,EAAE,MAAM,KAAK,GAAG,EAAE,MAAM,IAAI,CAAC,GAAG;AACjE;EACA,GAAG,UAAU,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,GAAG,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AACrF;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAkfJ;EACA,MAAM,KAAK,GAAG;AACd;EACA,CAAC,OAAO,EAAE,KAAK;AACf;EACA,CAAC,KAAK,EAAE,EAAE;AACV;EACA,CAAC,GAAG,EAAE,WAAW,GAAG,EAAE,IAAI,GAAG;AAC7B;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACvC;EACA;AACA;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,IAAI,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,WAAW,GAAG,GAAG;AACvB;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACvC;EACA;AACA;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,GAAG,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,SAAS,cAAc,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACvD;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;AACpB;EACA,CAAC,IAAI,SAAS,GAAG,KAAK,CAAC;EACvB,CAAC,IAAI,WAAW,GAAG,CAAC,CAAC;EACrB,CAAC,IAAI,UAAU,GAAG,CAAC,CAAC;EACpB,CAAC,IAAI,WAAW,GAAG,SAAS,CAAC;EAC7B,CAAC,MAAM,QAAQ,GAAG,EAAE,CAAC;AACrB;EACA;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;EAC1B,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACtB,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;EAC9B,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,WAAW,GAAG,GAAG;AACnC;EACA,EAAE,UAAU,GAAG,CAAC;AAChB;EACA,EAAE,KAAK,SAAS,KAAK,KAAK,GAAG;AAC7B;EACA,GAAG,KAAK,KAAK,CAAC,OAAO,KAAK,SAAS,GAAG;AACtC;EACA,IAAI,KAAK,CAAC,OAAO,EAAE,GAAG,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC;AAClD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,SAAS,GAAG,IAAI,CAAC;AACnB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,GAAG,GAAG;AACjC;EACA,EAAE,WAAW,GAAG,CAAC;AACjB;EACA,EAAE,KAAK,KAAK,CAAC,UAAU,KAAK,SAAS,GAAG;AACxC;EACA,GAAG,KAAK,CAAC,UAAU,EAAE,GAAG,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC;AACpD;EACA,GAAG;AACH;EACA,EAAE,KAAK,WAAW,KAAK,UAAU,GAAG;AACpC;EACA,GAAG,SAAS,GAAG,KAAK,CAAC;AACrB;EACA,GAAG,KAAK,KAAK,CAAC,MAAM,KAAK,SAAS,GAAG;AACrC;EACA,IAAI,KAAK,CAAC,MAAM,EAAE,CAAC;AACnB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,WAAW,GAAG,GAAG;AACnC;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,SAAS,GAAG;AACrC;EACA,GAAG,KAAK,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,GAAG,GAAG;AACpC;EACA,EAAE,KAAK,WAAW,GAAG;AACrB;EACA,GAAG,OAAO,WAAW,EAAE,GAAG,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,OAAO,GAAG,CAAC;AACb;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,WAAW,SAAS,GAAG;AAC9C;EACA,EAAE,WAAW,GAAG,SAAS,CAAC;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AAC9C;EACA,EAAE,QAAQ,CAAC,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACjC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,KAAK,GAAG;AACzC;EACA,EAAE,MAAM,KAAK,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,KAAK,KAAK,EAAE,CAAC,GAAG;AACvB;EACA,GAAG,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,IAAI,GAAG;AACrC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AACxD;EACA,GAAG,MAAM,KAAK,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC;EAC/B,GAAG,MAAM,MAAM,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,GAAG,KAAK,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC,SAAS,GAAG,CAAC,CAAC;AAC3C;EACA,GAAG,KAAK,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG;AAC7B;EACA,IAAI,OAAO,MAAM,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,MAAM,qBAAqB,GAAG,IAAI,cAAc,EAAE,CAAC;AACnD;EACA,SAAS,MAAM,EAAE,OAAO,GAAG;AAC3B;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,OAAO,KAAK,SAAS,KAAK,OAAO,GAAG,qBAAqB,CAAC;AAC5E;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;EAChC,CAAC,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;EAC9B,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;EAChB,CAAC,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;EACxB,CAAC,IAAI,CAAC,aAAa,GAAG,EAAE,CAAC;AACzB;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE;AACjC;EACA,CAAC,IAAI,EAAE,oDAAoD,EAAE;AAC7D;EACA,CAAC,SAAS,EAAE,WAAW,GAAG,EAAE,UAAU,GAAG;AACzC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,OAAO,EAAE,WAAW,OAAO,EAAE,MAAM,GAAG;AACnD;EACA,GAAG,KAAK,CAAC,IAAI,EAAE,GAAG,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,EAAE,CAAC;AAClD;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,wBAAwB,EAAE;AAClC;EACA,CAAC,cAAc,EAAE,WAAW,WAAW,GAAG;AAC1C;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;EACjC,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,WAAW,KAAK,GAAG;AACxC;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;EAC/B,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,IAAI,GAAG;AAC5B;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EACnB,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,YAAY,GAAG;AAC5C;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;EACnC,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,WAAW,aAAa,GAAG;AAC9C;EACA,EAAE,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;EACrC,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,OAAO,GAAG,EAAE,CAAC;AACnB;EACA,SAAS,UAAU,EAAE,OAAO,GAAG;AAC/B;EACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC;AACD;EACA,UAAU,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AACzE;EACA,CAAC,WAAW,EAAE,UAAU;AACxB;EACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;EACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG,GAAG,GAAG,EAAE,CAAC;AACpC;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;AACvD;EACA,EAAE,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,GAAG,UAAU,EAAE,YAAY;AAC3B;EACA,IAAI,KAAK,MAAM,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,IAAI,EAAE,CAAC,EAAE,CAAC;AACV;EACA,GAAG,OAAO,MAAM,CAAC;AACjB;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,OAAO,EAAE,GAAG,EAAE,KAAK,SAAS,GAAG;AACtC;EACA,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC,IAAI,EAAE;AACxB;EACA,IAAI,MAAM,EAAE,MAAM;EAClB,IAAI,UAAU,EAAE,UAAU;EAC1B,IAAI,OAAO,EAAE,OAAO;AACpB;EACA,IAAI,EAAE,CAAC;AACP;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA;EACA,EAAE,MAAM,YAAY,GAAG,6BAA6B,CAAC;EACrD,EAAE,MAAM,kBAAkB,GAAG,GAAG,CAAC,KAAK,EAAE,YAAY,EAAE,CAAC;EACvD,EAAE,IAAI,OAAO,CAAC;AACd;EACA;EACA,EAAE,KAAK,kBAAkB,GAAG;AAC5B;EACA,GAAG,MAAM,QAAQ,GAAG,kBAAkB,EAAE,CAAC,EAAE,CAAC;EAC5C,GAAG,MAAM,QAAQ,GAAG,CAAC,EAAE,kBAAkB,EAAE,CAAC,EAAE,CAAC;AAC/C;EACA,GAAG,IAAI,IAAI,GAAG,kBAAkB,EAAE,CAAC,EAAE,CAAC;EACtC,GAAG,IAAI,GAAG,kBAAkB,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,GAAG,KAAK,QAAQ,GAAG,IAAI,GAAG,IAAI,EAAE,IAAI,EAAE,CAAC;AACvC;EACA,GAAG,IAAI;AACP;EACA,IAAI,IAAI,QAAQ,CAAC;EACjB,IAAI,MAAM,YAAY,GAAG,EAAE,IAAI,CAAC,YAAY,IAAI,EAAE,GAAG,WAAW,EAAE,CAAC;AACnE;EACA,IAAI,SAAS,YAAY;AACzB;EACA,KAAK,KAAK,aAAa,CAAC;EACxB,KAAK,KAAK,MAAM;AAChB;EACA,MAAM,MAAM,IAAI,GAAG,IAAI,UAAU,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACjD;EACA,MAAM,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC/C;EACA,OAAO,IAAI,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,OAAO;AACP;EACA,MAAM,KAAK,YAAY,KAAK,MAAM,GAAG;AACrC;EACA,OAAO,QAAQ,GAAG,IAAI,IAAI,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,EAAE,CAAC;AAClE;EACA,OAAO,MAAM;AACb;EACA,OAAO,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC;AAC9B;EACA,OAAO;AACP;EACA,MAAM,MAAM;AACZ;EACA,KAAK,KAAK,UAAU;AACpB;EACA,MAAM,MAAM,MAAM,GAAG,IAAI,SAAS,EAAE,CAAC;EACrC,MAAM,QAAQ,GAAG,MAAM,CAAC,eAAe,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC;AAC1D;EACA,MAAM,MAAM;AACZ;EACA,KAAK,KAAK,MAAM;AAChB;EACA,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,MAAM,MAAM;AACZ;EACA,KAAK;AACL;EACA,MAAM,QAAQ,GAAG,IAAI,CAAC;AACtB;EACA,MAAM,MAAM;AACZ;EACA,KAAK;AACL;EACA;EACA,IAAI,UAAU,EAAE,YAAY;AAC5B;EACA,KAAK,KAAK,MAAM,GAAG,MAAM,EAAE,QAAQ,EAAE,CAAC;AACtC;EACA,KAAK,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,KAAK,EAAE,CAAC,EAAE,CAAC;AACX;EACA,IAAI,CAAC,QAAQ,KAAK,GAAG;AACrB;EACA;EACA,IAAI,UAAU,EAAE,YAAY;AAC5B;EACA,KAAK,KAAK,OAAO,GAAG,OAAO,EAAE,KAAK,EAAE,CAAC;AACrC;EACA,KAAK,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EACpC,KAAK,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,KAAK,EAAE,CAAC,EAAE,CAAC;AACX;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACvB;EACA,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC,IAAI,EAAE;AACxB;EACA,IAAI,MAAM,EAAE,MAAM;EAClB,IAAI,UAAU,EAAE,UAAU;EAC1B,IAAI,OAAO,EAAE,OAAO;AACpB;EACA,IAAI,EAAE,CAAC;AACP;EACA,GAAG,OAAO,GAAG,IAAI,cAAc,EAAE,CAAC;AAClC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,MAAM,EAAE,WAAW,KAAK,GAAG;AACxD;EACA,IAAI,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACnC;EACA,IAAI,MAAM,SAAS,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC;AACrC;EACA,IAAI,OAAO,OAAO,EAAE,GAAG,EAAE,CAAC;AAC1B;EACA,IAAI,KAAK,IAAI,CAAC,MAAM,KAAK,GAAG,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,GAAG;AACpD;EACA;EACA;AACA;EACA,KAAK,KAAK,IAAI,CAAC,MAAM,KAAK,CAAC,GAAG,OAAO,CAAC,IAAI,EAAE,2CAA2C,EAAE,CAAC;AAC1F;EACA;EACA;EACA,KAAK,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,CAAC;AAChC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC5D;EACA,MAAM,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;EACtC,MAAM,KAAK,QAAQ,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,EAAE,QAAQ,EAAE,CAAC;AACzD;EACA,MAAM;AACN;EACA,KAAK,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,KAAK,MAAM;AACX;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC5D;EACA,MAAM,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;EACtC,MAAM,KAAK,QAAQ,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AACxD;EACA,MAAM;AACN;EACA,KAAK,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EACpC,KAAK,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,KAAK;AACL;EACA,IAAI,EAAE,KAAK,EAAE,CAAC;AACd;EACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,UAAU,EAAE,WAAW,KAAK,GAAG;AAC5D;EACA,IAAI,MAAM,SAAS,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC;AACrC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC3D;EACA,KAAK,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;EACrC,KAAK,KAAK,QAAQ,CAAC,UAAU,GAAG,QAAQ,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;AAC7D;EACA,KAAK;AACL;EACA,IAAI,EAAE,KAAK,EAAE,CAAC;AACd;EACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,OAAO,EAAE,WAAW,KAAK,GAAG;AACzD;EACA,IAAI,MAAM,SAAS,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC;AACrC;EACA,IAAI,OAAO,OAAO,EAAE,GAAG,EAAE,CAAC;AAC1B;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC3D;EACA,KAAK,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;EACrC,KAAK,KAAK,QAAQ,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AACvD;EACA,KAAK;AACL;EACA,IAAI,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EACnC,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,IAAI,EAAE,KAAK,EAAE,CAAC;AACd;EACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,OAAO,EAAE,WAAW,KAAK,GAAG;AACzD;EACA,IAAI,MAAM,SAAS,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC;AACrC;EACA,IAAI,OAAO,OAAO,EAAE,GAAG,EAAE,CAAC;AAC1B;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC3D;EACA,KAAK,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;EACrC,KAAK,KAAK,QAAQ,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AACvD;EACA,KAAK;AACL;EACA,IAAI,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EACnC,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,IAAI,EAAE,KAAK,EAAE,CAAC;AACd;EACA,GAAG,KAAK,IAAI,CAAC,YAAY,KAAK,SAAS,GAAG,OAAO,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;EACnF,GAAG,KAAK,IAAI,CAAC,eAAe,KAAK,SAAS,GAAG,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AAC5F;EACA,GAAG,KAAK,OAAO,CAAC,gBAAgB,GAAG,OAAO,CAAC,gBAAgB,EAAE,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG,IAAI,CAAC,QAAQ,GAAG,YAAY,EAAE,CAAC;AAC1H;EACA,GAAG,MAAM,MAAM,MAAM,IAAI,IAAI,CAAC,aAAa,GAAG;AAC9C;EACA,IAAI,OAAO,CAAC,gBAAgB,EAAE,MAAM,EAAE,IAAI,CAAC,aAAa,EAAE,MAAM,EAAE,EAAE,CAAC;AACrE;EACA,IAAI;AACJ;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,KAAK,GAAG;AACrC;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;EAC5B,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,WAAW,KAAK,GAAG;AACjC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;EACxB,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AA6DJ;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,uBAAuB,EAAE,OAAO,GAAG;AAC5C;EACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC;AACD;EACA,uBAAuB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AACtF;EACA,CAAC,WAAW,EAAE,uBAAuB;AACrC;EACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,iBAAiB,EAAE,CAAC;AAC1C;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;EAC9B,EAAE,MAAM,CAAC,eAAe,EAAE,aAAa,EAAE,CAAC;EAC1C,EAAE,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,kBAAkB,EAAE,KAAK,CAAC,eAAe,EAAE,CAAC;AACrD;EACA,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,SAAS,WAAW,EAAE,CAAC,GAAG;AAC5B;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,WAAW,MAAM,GAAG;AAC9C;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACjD;EACA,IAAI,MAAM,EAAE,CAAC,EAAE,GAAG;EAClB,KAAK,KAAK,EAAE,QAAQ,CAAC,KAAK;EAC1B,KAAK,MAAM,EAAE,QAAQ,CAAC,MAAM;EAC5B,KAAK,MAAM,EAAE,QAAQ,CAAC,MAAM;EAC5B,KAAK,OAAO,EAAE,QAAQ,CAAC,OAAO;EAC9B,KAAK,CAAC;AACN;EACA,IAAI,MAAM,IAAI,CAAC,CAAC;AAChB;EACA,IAAI,KAAK,MAAM,KAAK,CAAC,GAAG;AACxB;EACA,KAAK,KAAK,QAAQ,CAAC,WAAW,KAAK,CAAC,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AACxE;EACA,KAAK,OAAO,CAAC,KAAK,GAAG,MAAM,CAAC;EAC5B,KAAK,OAAO,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;EACtC,KAAK,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAChC;EACA,KAAK,KAAK,MAAM,GAAG,MAAM,EAAE,OAAO,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI,EAAE,UAAU,EAAE,OAAO,EAAE,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,EAAE,GAAG,EAAE,GAAG;AAC9B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,GAAG;AACpD;EACA,IAAI,WAAW,EAAE,CAAC,EAAE,CAAC;AACrB;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,WAAW,MAAM,GAAG;AACzC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACjD;EACA,IAAI,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC9B;EACA,KAAK,MAAM,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC,MAAM,GAAG,QAAQ,CAAC,WAAW,CAAC;AAClE;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG;AACxC;EACA,MAAM,MAAM,EAAE,CAAC,EAAE,GAAG,EAAE,OAAO,EAAE,EAAE,EAAE,CAAC;AACpC;EACA,MAAM,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,WAAW,EAAE,CAAC,GAAG,GAAG;AACxD;EACA,OAAO,MAAM,EAAE,CAAC,EAAE,CAAC,OAAO,CAAC,IAAI,EAAE,QAAQ,CAAC,OAAO,EAAE,CAAC,GAAG,QAAQ,CAAC,WAAW,GAAG,CAAC,EAAE,EAAE,CAAC;EACpF,OAAO,MAAM,EAAE,CAAC,EAAE,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;EAC5C,OAAO,MAAM,EAAE,CAAC,EAAE,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EAC1C,OAAO,MAAM,EAAE,CAAC,EAAE,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AAC5C;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK,OAAO,CAAC,KAAK,GAAG,MAAM,CAAC;AAC5B;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EAC1C,KAAK,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;EAC5C,KAAK,OAAO,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,CAAC;AACxC;EACA,KAAK;AACL;EACA,IAAI,KAAK,QAAQ,CAAC,WAAW,KAAK,CAAC,GAAG;AACtC;EACA,KAAK,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AACtC;EACA,KAAK;AACL;EACA,IAAI,OAAO,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;EACrC,IAAI,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC/B;EACA,IAAI,KAAK,MAAM,GAAG,MAAM,EAAE,OAAO,EAAE,CAAC;AACpC;EACA,IAAI,EAAE,UAAU,EAAE,OAAO,EAAE,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,WAAW,SAAS,MAAM,CAAC;AACjC;EACA,CAAC,WAAW,EAAE,OAAO,GAAG;AACxB;EACA,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AAC1C;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;AACvD;EACA,EAAE,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,GAAG,UAAU,EAAE,YAAY;AAC3B;EACA,IAAI,KAAK,MAAM,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,IAAI,EAAE,CAAC,EAAE,CAAC;AACV;EACA,GAAG,OAAO,MAAM,CAAC;AACjB;EACA,GAAG;AACH;EACA,EAAE,MAAM,KAAK,GAAG,QAAQ,CAAC,eAAe,EAAE,8BAA8B,EAAE,KAAK,EAAE,CAAC;AAClF;EACA,EAAE,SAAS,WAAW,GAAG;AACzB;EACA,GAAG,KAAK,CAAC,mBAAmB,EAAE,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;EAC3D,GAAG,KAAK,CAAC,mBAAmB,EAAE,OAAO,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AAC7D;EACA,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC;AAC1B;EACA,GAAG,KAAK,MAAM,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;AAChC;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE,SAAS,YAAY,EAAE,KAAK,GAAG;AACjC;EACA,GAAG,KAAK,CAAC,mBAAmB,EAAE,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;EAC3D,GAAG,KAAK,CAAC,mBAAmB,EAAE,OAAO,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AAC7D;EACA,GAAG,KAAK,OAAO,GAAG,OAAO,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAClC,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,gBAAgB,EAAE,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;EACvD,EAAE,KAAK,CAAC,gBAAgB,EAAE,OAAO,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AACzD;EACA,EAAE,KAAK,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,OAAO,GAAG;AACxC;EACA,GAAG,KAAK,IAAI,CAAC,WAAW,KAAK,SAAS,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AAC9E;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,EAAE,KAAK,CAAC,GAAG,GAAG,GAAG,CAAC;AAClB;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,iBAAiB,SAAS,MAAM,CAAC;AACvC;EACA,CAAC,WAAW,EAAE,OAAO,GAAG;AACxB;EACA,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AAC3C;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,WAAW,EAAE,CAAC;AACpC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,WAAW,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;EACjD,EAAE,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;EAC5C,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC9B;EACA,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,SAAS,WAAW,EAAE,CAAC,GAAG;AAC5B;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,WAAW,KAAK,GAAG;AAC9C;EACA,IAAI,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,KAAK,CAAC;AAChC;EACA,IAAI,MAAM,GAAG,CAAC;AACd;EACA,IAAI,KAAK,MAAM,KAAK,CAAC,GAAG;AACxB;EACA,KAAK,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAChC;EACA,KAAK,KAAK,MAAM,GAAG,MAAM,EAAE,OAAO,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,GAAG;AAC3C;EACA,GAAG,WAAW,EAAE,CAAC,EAAE,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,iBAAiB,EAAE,OAAO,GAAG;AACtC;EACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AAChF;EACA,CAAC,WAAW,EAAE,iBAAiB;AAC/B;EACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,WAAW,EAAE,CAAC;AACpC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,eAAe,EAAE,aAAa,EAAE,CAAC;EAC1C,EAAE,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;EAC9B,EAAE,MAAM,CAAC,kBAAkB,EAAE,KAAK,CAAC,eAAe,EAAE,CAAC;EACrD,EAAE,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,WAAW,MAAM,GAAG;AACxC;EACA,GAAG,MAAM,OAAO,GAAG,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,CAAC;AACzC;EACA,GAAG,KAAK,EAAE,OAAO,GAAG,OAAO;AAC3B;EACA,GAAG,KAAK,OAAO,CAAC,KAAK,KAAK,SAAS,GAAG;AACtC;EACA,IAAI,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AAClC;EACA,IAAI,MAAM,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,GAAG;AAC5C;EACA,IAAI,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;EACxC,IAAI,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;EAC1C,IAAI,OAAO,CAAC,KAAK,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;AACtC;EACA,IAAI;AACJ;EACA,GAAG,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,KAAK,SAAS,GAAG,OAAO,CAAC,KAAK,GAAG,mBAAmB,CAAC;EACrF,GAAG,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,KAAK,SAAS,GAAG,OAAO,CAAC,KAAK,GAAG,mBAAmB,CAAC;AACrF;EACA,GAAG,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,KAAK,SAAS,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;EAC1F,GAAG,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,KAAK,SAAS,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AAC1F;EACA,GAAG,OAAO,CAAC,UAAU,GAAG,OAAO,CAAC,UAAU,KAAK,SAAS,GAAG,OAAO,CAAC,UAAU,GAAG,CAAC,CAAC;AAClF;EACA,GAAG,KAAK,OAAO,CAAC,QAAQ,KAAK,SAAS,GAAG;AACzC;EACA,IAAI,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;AACxC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,KAAK,KAAK,SAAS,GAAG;AACtC;EACA,IAAI,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AAClC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,MAAM,KAAK,SAAS,GAAG;AACvC;EACA,IAAI,OAAO,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;AACpC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,GAAG;AACrC;EACA,IAAI,OAAO,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;AAChC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,OAAO,KAAK,SAAS,GAAG;AACxC;EACA,IAAI,OAAO,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;EACtC,IAAI,OAAO,CAAC,SAAS,GAAG,wBAAwB,CAAC;AACjD;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,WAAW,KAAK,CAAC,GAAG;AACpC;EACA,IAAI,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,eAAe,KAAK,SAAS,GAAG;AAChD;EACA,IAAI,OAAO,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,CAAC;AACtD;EACA,IAAI;AACJ;EACA,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC9B;EACA,GAAG,KAAK,MAAM,GAAG,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;AAC5C;EACA,GAAG,EAAE,UAAU,EAAE,OAAO,EAAE,CAAC;AAC3B;AACA;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,aAAa,EAAE,OAAO,GAAG;AAClC;EACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC;AACD;EACA,aAAa,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AAC5E;EACA,CAAC,WAAW,EAAE,aAAa;AAC3B;EACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,WAAW,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;EACjD,EAAE,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;EAC5C,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC9B;EACA,EAAE,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AACvC;EACA,GAAG,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;AACzB;EACA;EACA,GAAG,MAAM,MAAM,GAAG,GAAG,CAAC,MAAM,EAAE,gBAAgB,EAAE,GAAG,CAAC,IAAI,GAAG,CAAC,MAAM,EAAE,oBAAoB,EAAE,KAAK,CAAC,CAAC;AACjG;EACA,GAAG,OAAO,CAAC,MAAM,GAAG,MAAM,GAAG,SAAS,GAAG,UAAU,CAAC;EACpD,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC9B;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;EACA,IAAI,MAAM,EAAE,OAAO,EAAE,CAAC;AACtB;EACA,IAAI;AACJ;EACA,GAAG,EAAE,UAAU,EAAE,OAAO,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,KAAK,GAAG;AACjB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,GAAG,CAAC;AAC/B;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,SAAS,EAAE;AAChC;EACA;EACA;AACA;EACA,CAAC,QAAQ,EAAE,qCAAqC;AAChD;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,2CAA2C,EAAE,CAAC;EAC9D,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA;EACA;AACA;EACA,CAAC,UAAU,EAAE,WAAW,CAAC,EAAE,cAAc,GAAG;AAC5C;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;EACrC,EAAE,OAAO,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,cAAc,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,EAAE,WAAW,SAAS,GAAG,CAAC,GAAG;AACvC;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,SAAS,EAAE,CAAC,GAAG,GAAG;AAC1C;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,SAAS,EAAE,EAAE,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,eAAe,EAAE,WAAW,SAAS,GAAG,CAAC,GAAG;AAC7C;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,SAAS,EAAE,CAAC,GAAG,GAAG;AAC1C;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,GAAG,SAAS,EAAE,EAAE,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,EAAE,YAAY;AACxB;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;EACpC,EAAE,OAAO,OAAO,EAAE,OAAO,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACvC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,UAAU,EAAE,WAAW,SAAS,GAAG;AACpC;EACA,EAAE,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACrE;EACA,EAAE,KAAK,IAAI,CAAC,eAAe;EAC3B,KAAK,IAAI,CAAC,eAAe,CAAC,MAAM,KAAK,SAAS,GAAG,CAAC,EAAE;EACpD,GAAG,EAAE,IAAI,CAAC,WAAW,GAAG;AACxB;EACA,GAAG,OAAO,IAAI,CAAC,eAAe,CAAC;AAC/B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC3B;EACA,EAAE,MAAM,KAAK,GAAG,EAAE,CAAC;EACnB,EAAE,IAAI,OAAO,EAAE,IAAI,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;EACzC,EAAE,IAAI,GAAG,GAAG,CAAC,CAAC;AACd;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAClB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,SAAS,EAAE,CAAC,GAAG,GAAG;AAC1C;EACA,GAAG,OAAO,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC;EAC5C,GAAG,GAAG,IAAI,OAAO,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;EACrC,GAAG,KAAK,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC;EACrB,GAAG,IAAI,GAAG,OAAO,CAAC;AAClB;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/B;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,YAAY;AAC/B;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AACpB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,cAAc,EAAE,WAAW,CAAC,EAAE,QAAQ,GAAG;AAC1C;EACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;AACvC;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC;EACZ,EAAE,MAAM,EAAE,GAAG,UAAU,CAAC,MAAM,CAAC;AAC/B;EACA,EAAE,IAAI,eAAe,CAAC;AACtB;EACA,EAAE,KAAK,QAAQ,GAAG;AAClB;EACA,GAAG,eAAe,GAAG,QAAQ,CAAC;AAC9B;EACA,GAAG,MAAM;AACT;EACA,GAAG,eAAe,GAAG,CAAC,GAAG,UAAU,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AAC9C;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,GAAG,GAAG,CAAC,EAAE,IAAI,GAAG,EAAE,GAAG,CAAC,EAAE,UAAU,CAAC;AACzC;EACA,EAAE,QAAQ,GAAG,IAAI,IAAI,GAAG;AACxB;EACA,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,KAAK,CAAC,EAAE,CAAC;AAC9C;EACA,GAAG,UAAU,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,eAAe,CAAC;AAClD;EACA,GAAG,KAAK,UAAU,GAAG,CAAC,GAAG;AACzB;EACA,IAAI,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC;AAChB;EACA,IAAI,MAAM,KAAK,UAAU,GAAG,CAAC,GAAG;AAChC;EACA,IAAI,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC;AACjB;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,GAAG,CAAC,CAAC;EACb,IAAI,MAAM;AACV;EACA;AACA;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,CAAC,GAAG,IAAI,CAAC;AACX;EACA,EAAE,KAAK,UAAU,EAAE,CAAC,EAAE,KAAK,eAAe,GAAG;AAC7C;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;AACzB;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,YAAY,GAAG,UAAU,EAAE,CAAC,EAAE,CAAC;EACvC,EAAE,MAAM,WAAW,GAAG,UAAU,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1C;EACA,EAAE,MAAM,aAAa,GAAG,WAAW,GAAG,YAAY,CAAC;AACnD;EACA;AACA;EACA,EAAE,MAAM,eAAe,GAAG,EAAE,eAAe,GAAG,YAAY,KAAK,aAAa,CAAC;AAC7E;EACA;AACA;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,eAAe,OAAO,EAAE,GAAG,CAAC,EAAE,CAAC;AACjD;EACA,EAAE,OAAO,CAAC,CAAC;AACX;EACA,EAAE;AACF;EACA;EACA;EACA;EACA;AACA;EACA,CAAC,UAAU,EAAE,WAAW,CAAC,EAAE,cAAc,GAAG;AAC5C;EACA,EAAE,MAAM,KAAK,GAAG,MAAM,CAAC;EACvB,EAAE,IAAI,EAAE,GAAG,CAAC,GAAG,KAAK,CAAC;EACrB,EAAE,IAAI,EAAE,GAAG,CAAC,GAAG,KAAK,CAAC;AACrB;EACA;AACA;EACA,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EACvB,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AACvB;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,EAAE,EAAE,EAAE,CAAC;EAClC,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,EAAE,EAAE,EAAE,CAAC;AAClC;EACA,EAAE,MAAM,OAAO,GAAG,cAAc,MAAM,EAAE,GAAG,CAAC,SAAS,KAAK,IAAI,OAAO,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,CAAC;AAC1F;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,SAAS,EAAE,CAAC;AAC7C;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,EAAE,cAAc,GAAG;AAC9C;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;EACrC,EAAE,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,cAAc,EAAE,CAAC;AAC9C;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,WAAW,QAAQ,EAAE,MAAM,GAAG;AACpD;EACA;AACA;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;EACtB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,SAAS,GAAG,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,OAAO,EAAE,CAAC;EAC5B,EAAE,MAAM,GAAG,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,QAAQ,EAAE,CAAC,GAAG,GAAG;AACzC;EACA,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,QAAQ,CAAC;AAC1B;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC;EACzD,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,SAAS,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA;EACA;AACA;EACA,EAAE,OAAO,EAAE,CAAC,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,EAAE,SAAS,EAAE,CAAC,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;EACjC,EAAE,IAAI,GAAG,GAAG,MAAM,CAAC,SAAS,CAAC;EAC7B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC;EACzC,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC;EACzC,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC;AACzC;EACA,EAAE,KAAK,EAAE,IAAI,GAAG,GAAG;AACnB;EACA,GAAG,GAAG,GAAG,EAAE,CAAC;EACZ,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,IAAI,GAAG,GAAG;AACnB;EACA,GAAG,GAAG,GAAG,EAAE,CAAC;EACZ,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,IAAI,GAAG,GAAG;AACnB;EACA,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,GAAG,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;AACxD;EACA,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,GAAG,EAAE,CAAC;EAClD,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;AAC7D;AACA;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,QAAQ,EAAE,CAAC,GAAG,GAAG;AACzC;EACA,GAAG,OAAO,EAAE,CAAC,EAAE,GAAG,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;AAC3C;EACA,GAAG,SAAS,EAAE,CAAC,EAAE,GAAG,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;AAC/C;EACA,GAAG,GAAG,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,GAAG,KAAK,GAAG,CAAC,MAAM,EAAE,GAAG,MAAM,CAAC,OAAO,GAAG;AACxC;EACA,IAAI,GAAG,CAAC,SAAS,EAAE,CAAC;AACpB;EACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,IAAI,EAAE,SAAS,CAAC,KAAK,EAAE,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AACjG;EACA,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,GAAG,CAAC,gBAAgB,EAAE,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC;AACpE;EACA,IAAI;AACJ;EACA,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;AAC9D;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,MAAM,KAAK,IAAI,GAAG;AACzB;EACA,GAAG,IAAI,KAAK,GAAG,IAAI,CAAC,IAAI,EAAE,SAAS,CAAC,KAAK,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,QAAQ,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;EAC/F,GAAG,KAAK,IAAI,QAAQ,CAAC;AACrB;EACA,GAAG,KAAK,QAAQ,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,OAAO,EAAE,QAAQ,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG;AACzF;EACA,IAAI,KAAK,GAAG,EAAE,KAAK,CAAC;AACpB;EACA,IAAI;AACJ;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,QAAQ,EAAE,CAAC,GAAG,GAAG;AAC1C;EACA;EACA,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,GAAG,CAAC,gBAAgB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC;EAClF,IAAI,SAAS,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/D;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO;EACT,GAAG,QAAQ,EAAE,QAAQ;EACrB,GAAG,OAAO,EAAE,OAAO;EACnB,GAAG,SAAS,EAAE,SAAS;EACvB,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,MAAM,IAAI,GAAG;EACf,GAAG,QAAQ,EAAE;EACb,IAAI,OAAO,EAAE,GAAG;EAChB,IAAI,IAAI,EAAE,OAAO;EACjB,IAAI,SAAS,EAAE,cAAc;EAC7B,IAAI;EACJ,GAAG,CAAC;AACJ;EACA,EAAE,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;EACpD,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACxB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,IAAI,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACpD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAmiDJ;EACA,MAAM,KAAK,SAAS,QAAQ,CAAC;AAC7B;EACA,CAAC,WAAW,EAAE,KAAK,EAAE,SAAS,GAAG,CAAC,GAAG;AACrC;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC;AACtB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,KAAK,EAAE,CAAC;EAClC,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC7B;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;EAClC,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,IAAI,GAAG;AAChB;EACA,EAAE,MAAM,IAAI,GAAG,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;EAC1C,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACzC;EACA,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,CAAC;AAC5F;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC1E,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EACjE,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EACjE,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC1E;EACA,EAAE,KAAK,IAAI,CAAC,MAAM,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AAC7E;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AA0qC/B;EACA,MAAM,WAAW,GAAG;AACpB;EACA,CAAC,UAAU,EAAE,WAAW,KAAK,GAAG;AAChC;EACA,EAAE,KAAK,OAAO,WAAW,KAAK,WAAW,GAAG;AAC5C;EACA,GAAG,OAAO,IAAI,WAAW,EAAE,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,GAAG;AACH;EACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AACb;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACrD;EACA;EACA,GAAG,CAAC,IAAI,MAAM,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,IAAI;AACN;EACA;AACA;EACA,GAAG,OAAO,kBAAkB,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5C;EACA,GAAG,CAAC,QAAQ,CAAC,GAAG;AAChB;EACA,GAAG,OAAO,CAAC,CAAC;AACZ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,WAAW,GAAG,GAAG;AAClC;EACA,EAAE,MAAM,KAAK,GAAG,GAAG,CAAC,WAAW,EAAE,GAAG,EAAE,CAAC;AACvC;EACA,EAAE,KAAK,KAAK,KAAK,EAAE,CAAC,GAAG,OAAO,IAAI,CAAC;AACnC;EACA,EAAE,OAAO,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,SAAS,uBAAuB,GAAG;AACnC;EACA,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,yBAAyB,CAAC;EACvC,CAAC,IAAI,CAAC,aAAa,GAAG,QAAQ,CAAC;AAC/B;EACA,CAAC;AACD;EACA,uBAAuB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,cAAc,CAAC,SAAS,EAAE,EAAE;AAC9F;EACA,CAAC,WAAW,EAAE,uBAAuB;AACrC;EACA,CAAC,yBAAyB,EAAE,IAAI;AAChC;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,cAAc,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AACrD;EACA,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,MAAM,IAAI,GAAG,cAAc,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC5D;EACA,EAAE,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;AAC1C;EACA,EAAE,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;AACxC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,wBAAwB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,EAAE,gBAAgB,GAAG;AACnF;EACA,CAAC,KAAK,SAAS,UAAU,EAAE,KAAK,QAAQ,GAAG;AAC3C;EACA,EAAE,gBAAgB,GAAG,UAAU,CAAC;AAChC;EACA,EAAE,UAAU,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,OAAO,CAAC,KAAK,EAAE,+FAA+F,EAAE,CAAC;AACnH;EACA,EAAE;AACF;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC3D;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,gBAAgB,IAAI,CAAC,CAAC;AAC/C;EACA,CAAC;AACD;EACA,wBAAwB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,EAAE;AAChG;EACA,CAAC,WAAW,EAAE,wBAAwB;AACtC;EACA,CAAC,0BAA0B,EAAE,IAAI;AACjC;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,eAAe,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AACtD;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,MAAM,IAAI,GAAG,eAAe,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7D;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AAChD;EACA,EAAE,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC;AACzC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AA+yCJ;EACA,SAAS,iBAAiB,EAAE,OAAO,GAAG;AACtC;EACA,CAAC,KAAK,OAAO,iBAAiB,KAAK,WAAW,GAAG;AACjD;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;AAChF;EACA,EAAE;AACF;EACA,CAAC,KAAK,OAAO,KAAK,KAAK,WAAW,GAAG;AACrC;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,iDAAiD,EAAE,CAAC;AACpE;EACA,EAAE;AACF;EACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,gBAAgB,EAAE,MAAM,EAAE,CAAC;AAC7C;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AAChF;EACA,CAAC,WAAW,EAAE,iBAAiB;AAC/B;EACA,CAAC,mBAAmB,EAAE,IAAI;AAC1B;EACA,CAAC,UAAU,EAAE,SAAS,UAAU,EAAE,OAAO,GAAG;AAC5C;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;EACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG,GAAG,GAAG,EAAE,CAAC;AACpC;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;AACvD;EACA,EAAE,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,GAAG,UAAU,EAAE,YAAY;AAC3B;EACA,IAAI,KAAK,MAAM,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,IAAI,EAAE,CAAC,EAAE,CAAC;AACV;EACA,GAAG,OAAO,MAAM,CAAC;AACjB;EACA,GAAG;AACH;EACA,EAAE,MAAM,YAAY,GAAG,EAAE,CAAC;EAC1B,EAAE,YAAY,CAAC,WAAW,GAAG,EAAE,IAAI,CAAC,WAAW,KAAK,WAAW,KAAK,aAAa,GAAG,SAAS,CAAC;EAC9F,EAAE,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC,aAAa,CAAC;AAC5C;EACA,EAAE,KAAK,EAAE,GAAG,EAAE,YAAY,EAAE,CAAC,IAAI,EAAE,WAAW,GAAG,GAAG;AACpD;EACA,GAAG,OAAO,GAAG,CAAC,IAAI,EAAE,CAAC;AACrB;EACA,GAAG,EAAE,CAAC,IAAI,EAAE,WAAW,IAAI,GAAG;AAC9B;EACA,GAAG,OAAO,iBAAiB,EAAE,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,OAAO,EAAE,EAAE,oBAAoB,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACtG;EACA,GAAG,EAAE,CAAC,IAAI,EAAE,WAAW,WAAW,GAAG;AACrC;EACA,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,WAAW,EAAE,CAAC;AACjC;EACA,GAAG,KAAK,MAAM,GAAG,MAAM,EAAE,WAAW,EAAE,CAAC;AACvC;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAChC;EACA,GAAG,EAAE,CAAC,KAAK,EAAE,WAAW,CAAC,GAAG;AAC5B;EACA,GAAG,KAAK,OAAO,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAClC,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAChC;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAolBJ;EACkB,IAAI,OAAO,GAAG;EACf,IAAI,OAAO,GAAG;AAyoC/B;EACA;EACA,MAAM,kBAAkB,GAAG,eAAe,CAAC;EAC3C,MAAM,WAAW,GAAG,IAAI,MAAM,EAAE,GAAG,GAAG,kBAAkB,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AACtE;EACA;EACA;EACA;EACA,MAAM,SAAS,GAAG,IAAI,GAAG,kBAAkB,GAAG,GAAG,CAAC;EAClD,MAAM,cAAc,GAAG,IAAI,GAAG,kBAAkB,CAAC,OAAO,EAAE,KAAK,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AAC5E;EACA;EACA;EACA,MAAM,YAAY,GAAG,iBAAiB,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AACzE;EACA;EACA,MAAM,OAAO,GAAG,UAAU,CAAC,MAAM,CAAC,OAAO,EAAE,MAAM,EAAE,cAAc,EAAE,CAAC;AACpE;EACA;EACA;EACA,MAAM,SAAS,GAAG,2BAA2B,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AAChF;EACA;EACA;EACA,MAAM,WAAW,GAAG,sBAAsB,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AAC7E;EACA,MAAM,QAAQ,GAAG,IAAI,MAAM,EAAE,EAAE;EAC/B,GAAG,GAAG;EACN,GAAG,YAAY;EACf,GAAG,OAAO;EACV,GAAG,SAAS;EACZ,GAAG,WAAW;EACd,GAAG,GAAG;EACN,CAAC,CAAC;AACF;EACA,MAAM,qBAAqB,GAAG,EAAE,UAAU,EAAE,WAAW,EAAE,OAAO,EAAE,CAAC;AACnE;EACA,SAAS,SAAS,EAAE,WAAW,EAAE,IAAI,EAAE,kBAAkB,GAAG;AAC5D;EACA,CAAC,MAAM,UAAU,GAAG,kBAAkB,IAAI,eAAe,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;AACjF;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;EACjC,CAAC,IAAI,CAAC,SAAS,GAAG,WAAW,CAAC,UAAU,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AAC7D;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,SAAS,EAAE;AACpC;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AACtC;EACA,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACd;EACA,EAAE,MAAM,eAAe,GAAG,IAAI,CAAC,YAAY,CAAC,eAAe;EAC3D,GAAG,OAAO,GAAG,IAAI,CAAC,SAAS,EAAE,eAAe,EAAE,CAAC;AAC/C;EACA;EACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG,OAAO,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACjE;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AACtC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;AAClC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,eAAe,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACxF;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,YAAY;AACnB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;AAClC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,eAAe,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACxF;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;AAClC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,eAAe,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACxF;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;AACA;EACA,SAAS,eAAe,EAAE,QAAQ,EAAE,IAAI,EAAE,UAAU,GAAG;AACvD;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EAClB,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,IAAI,eAAe,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;AACxE;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,eAAe,CAAC,QAAQ,EAAE,QAAQ,EAAE,IAAI,CAAC,UAAU,CAAC,QAAQ,EAAE,IAAI,QAAQ,CAAC;AACxF;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,eAAe,EAAE;AAChC;EACA,CAAC,SAAS,EAAE,SAAS;AACrB;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,EAAE,IAAI,EAAE,UAAU,GAAG;AAC7C;EACA,EAAE,KAAK,IAAI,IAAI,IAAI,IAAI,CAAC,sBAAsB,EAAE,GAAG;AACnD;EACA,GAAG,OAAO,IAAI,eAAe,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AACxD;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,IAAI,eAAe,CAAC,SAAS,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AAClE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,CAAC,gBAAgB,EAAE,WAAW,IAAI,GAAG;AACrC;EACA,EAAE,OAAO,IAAI,CAAC,OAAO,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC,OAAO,EAAE,WAAW,EAAE,EAAE,EAAE,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,WAAW,SAAS,GAAG;AACxC;EACA,EAAE,MAAM,OAAO,GAAG,QAAQ,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC;AAC7C;EACA,EAAE,KAAK,EAAE,OAAO,GAAG;AACnB;EACA,GAAG,MAAM,IAAI,KAAK,EAAE,2CAA2C,GAAG,SAAS,EAAE,CAAC;AAC9E;EACA,GAAG;AACH;EACA,EAAE,MAAM,OAAO,GAAG;EAClB;EACA,GAAG,QAAQ,EAAE,OAAO,EAAE,CAAC,EAAE;EACzB,GAAG,UAAU,EAAE,OAAO,EAAE,CAAC,EAAE;EAC3B,GAAG,WAAW,EAAE,OAAO,EAAE,CAAC,EAAE;EAC5B,GAAG,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE;EAC7B,GAAG,aAAa,EAAE,OAAO,EAAE,CAAC,EAAE;EAC9B,GAAG,CAAC;AACJ;EACA,EAAE,MAAM,OAAO,GAAG,OAAO,CAAC,QAAQ,IAAI,OAAO,CAAC,QAAQ,CAAC,WAAW,EAAE,GAAG,EAAE,CAAC;AAC1E;EACA,EAAE,KAAK,OAAO,KAAK,SAAS,IAAI,OAAO,KAAK,EAAE,CAAC,GAAG;AAClD;EACA,GAAG,MAAM,UAAU,GAAG,OAAO,CAAC,QAAQ,CAAC,SAAS,EAAE,OAAO,GAAG,CAAC,EAAE,CAAC;AAChE;EACA;EACA;EACA;EACA;EACA,GAAG,KAAK,qBAAqB,CAAC,OAAO,EAAE,UAAU,EAAE,KAAK,EAAE,CAAC,GAAG;AAC9D;EACA,IAAI,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC,SAAS,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC;EAChE,IAAI,OAAO,CAAC,UAAU,GAAG,UAAU,CAAC;AACpC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,OAAO,CAAC,YAAY,KAAK,IAAI,IAAI,OAAO,CAAC,YAAY,CAAC,MAAM,KAAK,CAAC,GAAG;AAC5E;EACA,GAAG,MAAM,IAAI,KAAK,EAAE,8DAA8D,GAAG,SAAS,EAAE,CAAC;AACjG;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AACvC;EACA,EAAE,KAAK,EAAE,QAAQ,IAAI,QAAQ,KAAK,EAAE,IAAI,QAAQ,KAAK,GAAG,IAAI,QAAQ,KAAK,EAAE,CAAC,IAAI,QAAQ,KAAK,IAAI,CAAC,IAAI,IAAI,QAAQ,KAAK,IAAI,CAAC,IAAI,GAAG;AACnI;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,GAAG;AACvB;EACA,GAAG,MAAM,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAC,aAAa,EAAE,QAAQ,EAAE,CAAC;AACxD;EACA,GAAG,KAAK,IAAI,KAAK,SAAS,GAAG;AAC7B;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,GAAG;AACvB;EACA,GAAG,MAAM,iBAAiB,GAAG,WAAW,QAAQ,GAAG;AACnD;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,KAAK,MAAM,SAAS,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,KAAK,KAAK,SAAS,CAAC,IAAI,KAAK,QAAQ,IAAI,SAAS,CAAC,IAAI,KAAK,QAAQ,GAAG;AACvE;EACA,MAAM,OAAO,SAAS,CAAC;AACvB;EACA,MAAM;AACN;EACA,KAAK,MAAM,MAAM,GAAG,iBAAiB,EAAE,SAAS,CAAC,QAAQ,EAAE,CAAC;AAC5D;EACA,KAAK,KAAK,MAAM,GAAG,OAAO,MAAM,CAAC;AACjC;EACA,KAAK;AACL;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI,CAAC;AACL;EACA,GAAG,MAAM,WAAW,GAAG,iBAAiB,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AAC1D;EACA,GAAG,KAAK,WAAW,GAAG;AACtB;EACA,IAAI,OAAO,WAAW,CAAC;AACvB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;EACA;EACA,CAAC,qBAAqB,EAAE,YAAY,EAAE;EACtC,CAAC,qBAAqB,EAAE,YAAY,EAAE;AACtC;EACA,CAAC,WAAW,EAAE;EACd,EAAE,MAAM,EAAE,CAAC;EACX,EAAE,WAAW,EAAE,CAAC;EAChB,EAAE,YAAY,EAAE,CAAC;EACjB,EAAE,cAAc,EAAE,CAAC;EACnB,EAAE;AACF;EACA,CAAC,UAAU,EAAE;EACb,EAAE,IAAI,EAAE,CAAC;EACT,EAAE,WAAW,EAAE,CAAC;EAChB,EAAE,sBAAsB,EAAE,CAAC;EAC3B,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE;AACtB;EACA,EAAE,SAAS,eAAe,EAAE,MAAM,EAAE,MAAM,GAAG;AAC7C;EACA,GAAG,MAAM,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,YAAY,EAAE,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,SAAS,cAAc,EAAE,MAAM,EAAE,MAAM,GAAG;AAC5C;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACxC;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACvD;EACA,IAAI,MAAM,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,SAAS,qBAAqB,EAAE,MAAM,EAAE,MAAM,GAAG;AACnD;EACA,GAAG,MAAM,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,CAAC;AAClE;EACA,GAAG;AACH;EACA,EAAE,SAAS,gBAAgB,EAAE,MAAM,EAAE,MAAM,GAAG;AAC9C;EACA,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,gCAAgC,EAAE;AACnC;EACA,EAAE;EACF;AACA;EACA,GAAG,SAAS,eAAe,EAAE,MAAM,EAAE,MAAM,GAAG;AAC9C;EACA,IAAI,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9D;EACA,IAAI;AACJ;EACA,GAAG,SAAS,8BAA8B,EAAE,MAAM,EAAE,MAAM,GAAG;AAC7D;EACA,IAAI,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;EAC9D,IAAI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AACzC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,yCAAyC,EAAE,MAAM,EAAE,MAAM,GAAG;AACxE;EACA,IAAI,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;EAC9D,IAAI,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG,EAAE;AACL;EACA;AACA;EACA,GAAG,SAAS,cAAc,EAAE,MAAM,EAAE,MAAM,GAAG;AAC7C;EACA,IAAI,MAAM,IAAI,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACvC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACtD;EACA,KAAK,IAAI,EAAE,CAAC,EAAE,GAAG,MAAM,EAAE,MAAM,GAAG,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,SAAS,6BAA6B,EAAE,MAAM,EAAE,MAAM,GAAG;AAC5D;EACA,IAAI,MAAM,IAAI,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACvC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACtD;EACA,KAAK,IAAI,EAAE,CAAC,EAAE,GAAG,MAAM,EAAE,MAAM,GAAG,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AACzC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,wCAAwC,EAAE,MAAM,EAAE,MAAM,GAAG;AACvE;EACA,IAAI,MAAM,IAAI,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACvC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACtD;EACA,KAAK,IAAI,EAAE,CAAC,EAAE,GAAG,MAAM,EAAE,MAAM,GAAG,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG,EAAE;AACL;EACA;AACA;EACA,GAAG,SAAS,qBAAqB,EAAE,MAAM,EAAE,MAAM,GAAG;AACpD;EACA,IAAI,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnE;EACA,IAAI;AACJ;EACA,GAAG,SAAS,oCAAoC,EAAE,MAAM,EAAE,MAAM,GAAG;AACnE;EACA,IAAI,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;EACnE,IAAI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AACzC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,+CAA+C,EAAE,MAAM,EAAE,MAAM,GAAG;AAC9E;EACA,IAAI,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;EACnE,IAAI,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG,EAAE;AACL;EACA;AACA;EACA,GAAG,SAAS,kBAAkB,EAAE,MAAM,EAAE,MAAM,GAAG;AACjD;EACA,IAAI,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AACtD;EACA,IAAI;AACJ;EACA,GAAG,SAAS,iCAAiC,EAAE,MAAM,EAAE,MAAM,GAAG;AAChE;EACA,IAAI,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;EACtD,IAAI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AACzC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,4CAA4C,EAAE,MAAM,EAAE,MAAM,GAAG;AAC3E;EACA,IAAI,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;EACtD,IAAI,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,SAAS,gBAAgB,EAAE,WAAW,EAAE,MAAM,GAAG;AAC5D;EACA,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;EACd,EAAE,IAAI,CAAC,QAAQ,EAAE,WAAW,EAAE,MAAM,EAAE,CAAC;AACvC;EACA;EACA;EACA;EACA;EACA;AACA;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,SAAS,gBAAgB,EAAE,WAAW,EAAE,MAAM,GAAG;AAC5D;EACA,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;EACd,EAAE,IAAI,CAAC,QAAQ,EAAE,WAAW,EAAE,MAAM,EAAE,CAAC;AACvC;EACA,EAAE;AACF;EACA;EACA,CAAC,IAAI,EAAE,YAAY;AACnB;EACA,EAAE,IAAI,YAAY,GAAG,IAAI,CAAC,IAAI,CAAC;EAC/B,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;EACA,EAAE,MAAM,UAAU,GAAG,UAAU,CAAC,UAAU,CAAC;EAC3C,EAAE,MAAM,YAAY,GAAG,UAAU,CAAC,YAAY,CAAC;EAC/C,EAAE,IAAI,aAAa,GAAG,UAAU,CAAC,aAAa,CAAC;AAC/C;EACA,EAAE,KAAK,EAAE,YAAY,GAAG;AACxB;EACA,GAAG,YAAY,GAAG,eAAe,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,UAAU,CAAC,QAAQ,EAAE,IAAI,IAAI,CAAC,QAAQ,CAAC;AAClG;EACA,GAAG,IAAI,CAAC,IAAI,GAAG,YAAY,CAAC;AAC5B;EACA,GAAG;AACH;EACA;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,qBAAqB,CAAC;EAC7C,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,qBAAqB,CAAC;AAC7C;EACA;EACA,EAAE,KAAK,EAAE,YAAY,GAAG;AACxB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,0DAA0D,GAAG,IAAI,CAAC,IAAI,GAAG,wBAAwB,EAAE,CAAC;EACtH,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,GAAG;AACpB;EACA,GAAG,IAAI,WAAW,GAAG,UAAU,CAAC,WAAW,CAAC;AAC5C;EACA;EACA,GAAG,SAAS,UAAU;AACtB;EACA,IAAI,KAAK,WAAW;AACpB;EACA,KAAK,KAAK,EAAE,YAAY,CAAC,QAAQ,GAAG;AACpC;EACA,MAAM,OAAO,CAAC,KAAK,EAAE,mFAAmF,EAAE,IAAI,EAAE,CAAC;EACjH,MAAM,OAAO;AACb;EACA,MAAM;AACN;EACA,KAAK,KAAK,EAAE,YAAY,CAAC,QAAQ,CAAC,SAAS,GAAG;AAC9C;EACA,MAAM,OAAO,CAAC,KAAK,EAAE,6GAA6G,EAAE,IAAI,EAAE,CAAC;EAC3I,MAAM,OAAO;AACb;EACA,MAAM;AACN;EACA,KAAK,YAAY,GAAG,YAAY,CAAC,QAAQ,CAAC,SAAS,CAAC;AACpD;EACA,KAAK,MAAM;AACX;EACA,IAAI,KAAK,OAAO;AAChB;EACA,KAAK,KAAK,EAAE,YAAY,CAAC,QAAQ,GAAG;AACpC;EACA,MAAM,OAAO,CAAC,KAAK,EAAE,gFAAgF,EAAE,IAAI,EAAE,CAAC;EAC9G,MAAM,OAAO;AACb;EACA,MAAM;AACN;EACA;EACA;AACA;EACA,KAAK,YAAY,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,CAAC;AAChD;EACA;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,MAAM,KAAK,YAAY,EAAE,CAAC,EAAE,CAAC,IAAI,KAAK,WAAW,GAAG;AACpD;EACA,OAAO,WAAW,GAAG,CAAC,CAAC;EACvB,OAAO,MAAM;AACb;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA,KAAK,KAAK,YAAY,EAAE,UAAU,EAAE,KAAK,SAAS,GAAG;AACrD;EACA,MAAM,OAAO,CAAC,KAAK,EAAE,sEAAsE,EAAE,IAAI,EAAE,CAAC;EACpG,MAAM,OAAO;AACb;EACA,MAAM;AACN;EACA,KAAK,YAAY,GAAG,YAAY,EAAE,UAAU,EAAE,CAAC;AAC/C;EACA,IAAI;AACJ;AACA;EACA,GAAG,KAAK,WAAW,KAAK,SAAS,GAAG;AACpC;EACA,IAAI,KAAK,YAAY,EAAE,WAAW,EAAE,KAAK,SAAS,GAAG;AACrD;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,uFAAuF,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;EAClI,KAAK,OAAO;AACZ;EACA,KAAK;AACL;EACA,IAAI,YAAY,GAAG,YAAY,EAAE,WAAW,EAAE,CAAC;AAC/C;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;EACA,EAAE,MAAM,YAAY,GAAG,YAAY,EAAE,YAAY,EAAE,CAAC;AACpD;EACA,EAAE,KAAK,YAAY,KAAK,SAAS,GAAG;AACpC;EACA,GAAG,MAAM,QAAQ,GAAG,UAAU,CAAC,QAAQ,CAAC;AACxC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,8DAA8D,GAAG,QAAQ;EAC3F,IAAI,GAAG,GAAG,YAAY,GAAG,wBAAwB,EAAE,YAAY,EAAE,CAAC;EAClE,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA;EACA,EAAE,IAAI,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;AACnC;EACA,EAAE,KAAK,YAAY,CAAC,WAAW,KAAK,SAAS,GAAG;AAChD;EACA,GAAG,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC;AAC5C;EACA,GAAG,MAAM,KAAK,YAAY,CAAC,sBAAsB,KAAK,SAAS,GAAG;AAClE;EACA,GAAG,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,sBAAsB,CAAC;AACvD;EACA,GAAG;AACH;EACA;EACA,EAAE,IAAI,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC;AAC5C;EACA,EAAE,KAAK,aAAa,KAAK,SAAS,GAAG;AACrC;EACA;AACA;EACA,GAAG,KAAK,YAAY,KAAK,uBAAuB,GAAG;AACnD;EACA;AACA;EACA;EACA,IAAI,KAAK,EAAE,YAAY,CAAC,QAAQ,GAAG;AACnC;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,qGAAqG,EAAE,IAAI,EAAE,CAAC;EAClI,KAAK,OAAO;AACZ;EACA,KAAK;AACL;EACA,IAAI,KAAK,YAAY,CAAC,QAAQ,CAAC,gBAAgB,GAAG;AAClD;EACA,KAAK,KAAK,EAAE,YAAY,CAAC,QAAQ,CAAC,eAAe,GAAG;AACpD;EACA,MAAM,OAAO,CAAC,KAAK,EAAE,qHAAqH,EAAE,IAAI,EAAE,CAAC;EACnJ,MAAM,OAAO;AACb;EACA,MAAM;AACN;EACA,KAAK,KAAK,YAAY,CAAC,qBAAqB,EAAE,aAAa,EAAE,KAAK,SAAS,GAAG;AAC9E;EACA,MAAM,aAAa,GAAG,YAAY,CAAC,qBAAqB,EAAE,aAAa,EAAE,CAAC;AAC1E;EACA,MAAM;AACN;AACA;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,mHAAmH,EAAE,IAAI,EAAE,CAAC;EAChJ,KAAK,OAAO;AACZ;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC;AAC/C;EACA,GAAG,IAAI,CAAC,gBAAgB,GAAG,YAAY,CAAC;EACxC,GAAG,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;AACtC;EACA,GAAG,MAAM,KAAK,YAAY,CAAC,SAAS,KAAK,SAAS,IAAI,YAAY,CAAC,OAAO,KAAK,SAAS,GAAG;AAC3F;EACA;AACA;EACA,GAAG,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC;AACjD;EACA,GAAG,IAAI,CAAC,gBAAgB,GAAG,YAAY,CAAC;AACxC;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,OAAO,EAAE,YAAY,EAAE,GAAG;AAC9C;EACA,GAAG,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,WAAW,CAAC;AAC9C;EACA,GAAG,IAAI,CAAC,gBAAgB,GAAG,YAAY,CAAC;AACxC;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;AACpC;EACA,GAAG;AACH;EACA;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,mBAAmB,EAAE,WAAW,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,gCAAgC,EAAE,WAAW,EAAE,EAAE,UAAU,EAAE,CAAC;AACrF;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AACnB;EACA;EACA;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,iBAAiB,CAAC;EACzC,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,iBAAiB,CAAC;AACzC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;EACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;EACA;EACA,CAAC,iBAAiB,EAAE,eAAe,CAAC,SAAS,CAAC,QAAQ;EACtD,CAAC,iBAAiB,EAAE,eAAe,CAAC,SAAS,CAAC,QAAQ;AACtD;EACA,CAAC,EAAE,CAAC;AAm0DJ;EACA,SAAS,0BAA0B,EAAE,KAAK,EAAE,MAAM,EAAE,gBAAgB,GAAG;AACvE;EACA,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC/C;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,gBAAgB,IAAI,CAAC,CAAC;AAC/C;EACA,CAAC;AACD;EACA,0BAA0B,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,iBAAiB,CAAC,SAAS,EAAE,EAAE;AACpG;EACA,CAAC,WAAW,EAAE,0BAA0B;AACxC;EACA,CAAC,4BAA4B,EAAE,IAAI;AACnC;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,iBAAiB,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AACxD;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,IAAI,GAAG;AAC1B;EACA,EAAE,MAAM,EAAE,GAAG,iBAAiB,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AAClE;EACA,EAAE,EAAE,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AAC9C;EACA,EAAE,OAAO,EAAE,CAAC;AACZ;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;EACA,EAAE,MAAM,IAAI,GAAG,iBAAiB,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACrE;EACA,EAAE,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC;EAC3C,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AAChD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,iBAAiB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,KAAK,GAAG;AACzE;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACtB,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EAClB,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;EAChC,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AAClB;EACA,CAAC;AACD;EACA,MAAM,CAAC,cAAc,EAAE,iBAAiB,CAAC,SAAS,EAAE,aAAa,EAAE;AACnE;EACA,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,MAAM,EAAE,iBAAiB,CAAC,SAAS,EAAE;AAC5C;EACA,CAAC,mBAAmB,EAAE,IAAI;AAC1B;EACA,CAAC,SAAS,EAAE,WAAW,MAAM,GAAG;AAChC;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,IAAI,EAAE,WAAW,GAAG;AACzC;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EACnB,EAAE,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;AACjC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,WAAW,QAAQ,GAAG;AACpC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,GAAG;AAC9B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,IAAI,GAAG,CAAC,EAAE,GAAG,GAAG,QAAQ,GAAG;AAClE;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,GAAG,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;EACzC;AACA;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EAClB,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;EAChB,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;EACpB,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,MAAM,EAAE,CAAC;AAC5B;EACA,CAAC,IAAI,CAAC,MAAM,GAAG;EACf,EAAE,IAAI,EAAE,EAAE;EACV,EAAE,IAAI,EAAE,EAAE,SAAS,EAAE,CAAC,EAAE;EACxB,EAAE,GAAG,EAAE,EAAE;EACT,EAAE,MAAM,EAAE,EAAE,SAAS,EAAE,CAAC,EAAE;EAC1B,EAAE,MAAM,EAAE,EAAE;EACZ,EAAE,CAAC;AACH;EACA,CAAC,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE;EACvC,EAAE,UAAU,EAAE;EACd,GAAG,GAAG,EAAE,YAAY;AACpB;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,uEAAuE,EAAE,CAAC;EAC5F,IAAI,OAAO,IAAI,CAAC,MAAM,CAAC;AACvB;EACA,IAAI;EACJ,GAAG;EACH,EAAE,EAAE,CAAC;AACL;EACA,CAAC;AACD;EACA,SAAS,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;EACA,CAAC,OAAO,CAAC,CAAC,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC;AAChC;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,MAAM,EAAE,SAAS,EAAE,UAAU,EAAE,SAAS,GAAG;AACrE;EACA,CAAC,KAAK,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,SAAS,CAAC,MAAM,EAAE,GAAG;AAC/C;EACA,EAAE,MAAM,CAAC,OAAO,EAAE,SAAS,EAAE,UAAU,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,KAAK,SAAS,KAAK,IAAI,GAAG;AAC3B;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,eAAe,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,SAAS,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,SAAS,EAAE;AACpC;EACA,CAAC,GAAG,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG;AACrC;EACA;AACA;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AACpC;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,MAAM,EAAE,MAAM,GAAG;AAC5C;EACA,EAAE,KAAK,MAAM,IAAI,MAAM,CAAC,mBAAmB,GAAG;AAC9C;EACA,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;EAC/D,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;EAC5G,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACxB;EACA,GAAG,MAAM,KAAK,MAAM,IAAI,MAAM,CAAC,oBAAoB,GAAG;AACtD;EACA,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,EAAE,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,GAAG,OAAO,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,GAAG,EAAE,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;EAC9H,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,kBAAkB,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;EAChF,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACxB;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,4CAA4C,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;AAC/E;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG,KAAK,EAAE,UAAU,GAAG,EAAE,GAAG;AAC1E;EACA,EAAE,eAAe,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AACzD;EACA,EAAE,UAAU,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC;AAC7B;EACA,EAAE,OAAO,UAAU,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,WAAW,OAAO,EAAE,SAAS,GAAG,KAAK,EAAE,UAAU,GAAG,EAAE,GAAG;AAC5E;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACrD;EACA,GAAG,eAAe,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,IAAI,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AAChE;EACA,GAAG;AACH;EACA,EAAE,UAAU,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC;AAC7B;EACA,EAAE,OAAO,UAAU,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AA+fJ;EACA,SAAS,qBAAqB,EAAE,QAAQ,GAAG;AAC3C;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,MAAM,GAAG,kCAAkC,EAAE,CAAC;AACpD;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;EAC3B,CAAC,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;EACzB,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;EACxB,CAAC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;EAC3B,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;EACzB,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;EACxB,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;AAChB;EACA,CAAC;AACD;EACA,qBAAqB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;EACtE,qBAAqB,CAAC,SAAS,CAAC,WAAW,GAAG,qBAAqB,CAAC;AACpE;EACA,qBAAqB,CAAC,SAAS,CAAC,uBAAuB,GAAG,IAAI,CAAC;AAmnC/D;EACA,MAAM,kBAAkB,GAAG,IAAI,iBAAiB,EAAE;EAClD,CAAC,IAAI,EAAE,QAAQ;EACf,CAAC,UAAU,EAAE,KAAK;EAClB,CAAC,SAAS,EAAE,KAAK;EACjB,CAAC,EAAE,CAAC;EACkB,IAAI,IAAI,EAAE,IAAI,WAAW,EAAE,EAAE,kBAAkB,GAAG;AAikCxE;EACA;AACA;EACA,KAAK,CAAC,MAAM,GAAG,WAAW,SAAS,EAAE,QAAQ,GAAG;AAChD;EACA,CAAC,OAAO,CAAC,GAAG,EAAE,0CAA0C,EAAE,CAAC;AAC3D;EACA,CAAC,SAAS,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,SAAS,EAAE,CAAC;EACxD,CAAC,SAAS,CAAC,SAAS,CAAC,WAAW,GAAG,SAAS,CAAC;EAC7C,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzC;EACA,CAAC,OAAO,SAAS,CAAC;AAClB;EACA,CAAC,CAAC;AAoDF;EACA;AACA;EACA,MAAM,CAAC,SAAS,CAAC,cAAc,GAAG,WAAW,GAAG,GAAG;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;EACxH,CAAC,OAAO,WAAW,CAAC,cAAc,EAAE,GAAG,EAAE,CAAC;AAC1C;EACA,CAAC,CAAC;AACF;EACA,MAAM,CAAC,QAAQ,GAAG;AAClB;EACA,CAAC,GAAG,EAAE,iCAAiC;AACvC;EACA,EAAE,OAAO,CAAC,KAAK,EAAE,yFAAyF,EAAE,CAAC;AAC7G;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,wBAAwB;AAC9B;EACA,EAAE,OAAO,CAAC,KAAK,EAAE,yFAAyF,EAAE,CAAC;AAC7G;EACA,EAAE;AACF;EACA,CAAC,CAAC;AA6CF;EACA;AACA;EACA,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,WAAW,cAAc,GAAG;AACpD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;EAC3E,CAAC,OAAO,IAAI,CAAC,SAAS,EAAE,cAAc,EAAE,CAAC;AACzC;EACA,CAAC,CAAC;AACF;EACA,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,YAAY;AACnC;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;EACxE,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,CAAC;AACvB;EACA,CAAC,CAAC;AACF;EACA,IAAI,CAAC,SAAS,CAAC,iBAAiB,GAAG,WAAW,GAAG,GAAG;AACpD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;EAC1F,CAAC,OAAO,IAAI,CAAC,aAAa,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,CAAC,CAAC;AACF;EACA,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,WAAW,MAAM,GAAG;AAC1D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;EAChG,CAAC,OAAO,IAAI,CAAC,gBAAgB,EAAE,MAAM,EAAE,CAAC;AACxC;EACA,CAAC,CAAC;AACF;EACA,IAAI,CAAC,SAAS,CAAC,IAAI,GAAG,WAAW,cAAc,GAAG;AAClD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;EACvE,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,cAAc,EAAE,CAAC;AACvC;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,MAAM,CAAC,SAAS,CAAC,KAAK,GAAG,YAAY;AACrC;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC1E,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,CAAC;AACvB;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,CAAC,GAAG;AACjD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,iFAAiF,EAAE,CAAC;EACnG,CAAC,OAAO,IAAI,CAAC,uBAAuB,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,CAAC,CAAC;AAUF;EACA;AACA;EACA,SAAS,CAAC,QAAQ,GAAG,YAAY;AACjC;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,yEAAyE,EAAE,CAAC;EAC3F,CAAC,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC;AACtB;EACA,CAAC,CAAC;AACF;EACA,SAAS,CAAC,iBAAiB,GAAG,WAAW,KAAK,GAAG;AACjD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0EAA0E,EAAE,CAAC;EAC5F,CAAC,OAAO,SAAS,CAAC,eAAe,EAAE,KAAK,EAAE,CAAC;AAC3C;EACA,CAAC,CAAC;AACF;EACA,SAAS,CAAC,cAAc,GAAG,WAAW,KAAK,GAAG;AAC9C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sEAAsE,EAAE,CAAC;EACxF,CAAC,OAAO,SAAS,CAAC,cAAc,EAAE,KAAK,EAAE,CAAC;AAC1C;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,OAAO,CAAC,SAAS,CAAC,oBAAoB,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AACpE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qFAAqF,EAAE,CAAC;EACvG,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACtC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AACxD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,oBAAoB,GAAG,qBAAqB;AAC9D;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,0DAA0D,EAAE,CAAC;AAC7E;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,sBAAsB,GAAG,WAAW,SAAS,GAAG;AAClE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0GAA0G,EAAE,CAAC;EAC5H,CAAC,OAAO,SAAS,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACvC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,yCAAyC;AACjF;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,yDAAyD,EAAE,CAAC;AAC5E;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,MAAM,GAAG;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,MAAM,EAAE,CAAC;AACrC;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,CAAC,GAAG;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;EAC1F,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,oBAAoB,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AACpE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qFAAqF,EAAE,CAAC;EACvG,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACtC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,WAAW,GAAG,YAAY;AAC5C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;EACxH,CAAC,OAAO,IAAI,OAAO,EAAE,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACrD;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,yBAAyB,GAAG,WAAW,CAAC,GAAG;AAC7D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,IAAI,CAAC,0BAA0B,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AAChD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;AACvE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AACxD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AACxD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,oBAAoB,GAAG,qBAAqB;AAC9D;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,0DAA0D,EAAE,CAAC;AAC7E;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,CAAC,GAAG;AAC9C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,kGAAkG,EAAE,CAAC;EACpH,CAAC,CAAC,CAAC,kBAAkB,EAAE,IAAI,EAAE,CAAC;AAC9B;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,MAAM,GAAG;AACpD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,4FAA4F,EAAE,CAAC;EAC9G,CAAC,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,YAAY;AAC1C;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,+CAA+C,EAAE,CAAC;AAClE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,YAAY;AACxC;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,6CAA6C,EAAE,CAAC;AAChE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,YAAY;AACxC;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,6CAA6C,EAAE,CAAC;AAChE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,YAAY;AACxC;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,6CAA6C,EAAE,CAAC;AAChE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AAC7C;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,kDAAkD,EAAE,CAAC;AACrE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,sBAAsB,GAAG,WAAW,SAAS,GAAG;AAClE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0GAA0G,EAAE,CAAC;EAC5H,CAAC,OAAO,SAAS,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACvC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,yCAAyC;AACjF;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,yDAAyD,EAAE,CAAC;AAC5E;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,GAAG;AACjF;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sHAAsH,EAAE,CAAC;EACxI,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;AACpE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,MAAM,GAAG;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,MAAM,EAAE,CAAC;AACrC;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,KAAK,CAAC,SAAS,CAAC,kBAAkB,GAAG,WAAW,IAAI,GAAG;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,UAAU,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AAC3D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,iHAAiH,EAAE,CAAC;EACnI,CAAC,OAAO,MAAM,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACvC;EACA,CAAC,CAAC;AACF;EACA,UAAU,CAAC,SAAS,CAAC,OAAO,GAAG,aAAa;AAC5C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;EAC9E,CAAC,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC;AACtB;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,GAAG,CAAC,SAAS,CAAC,iBAAiB,GAAG,WAAW,GAAG,GAAG;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,uEAAuE,EAAE,CAAC;EACzF,CAAC,OAAO,IAAI,CAAC,aAAa,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,CAAC,CAAC;AACF;EACA,GAAG,CAAC,SAAS,CAAC,mBAAmB,GAAG,WAAW,KAAK,GAAG;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,CAAC,CAAC;AACF;EACA,GAAG,CAAC,SAAS,CAAC,oBAAoB,GAAG,WAAW,MAAM,GAAG;AACzD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;EAC/F,CAAC,OAAO,IAAI,CAAC,gBAAgB,EAAE,MAAM,EAAE,CAAC;AACxC;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,QAAQ,CAAC,SAAS,CAAC,IAAI,GAAG,YAAY;AACtC;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;EAC3E,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,CAAC;AACvB;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,kBAAkB,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AACnE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;EAC9F,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,QAAQ,GAAG,WAAW,MAAM,GAAG;AAClD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,iEAAiE,EAAE,CAAC;EACnF,CAAC,OAAO,IAAI,CAAC,WAAW,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AAC/C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EAC/E,CAAC,OAAO,IAAI,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AACjC;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,WAAW,MAAM,GAAG;AAC/C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2DAA2D,EAAE,CAAC;EAC7E,CAAC,OAAO,IAAI,CAAC,QAAQ,EAAE,MAAM,EAAE,CAAC;AAChC;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,kBAAkB,GAAG,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,GAAG;AAClE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;EAC9F,CAAC,OAAO,QAAQ,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC;AACxD;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,MAAM,GAAG,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,GAAG;AAC/C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EAC/E,CAAC,OAAO,QAAQ,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC;AAC9C;EACA,CAAC,CAAC;AAwBF;EACA;AACA;EACA,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACxE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;EAC/F,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC7D;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,WAAW,CAAC,GAAG;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,mFAAmF,EAAE,CAAC;EACrG,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AAChD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,OAAO,CAAC,SAAS,CAAC,0BAA0B,GAAG,YAAY;AAC3D;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,2GAA2G,EAAE,CAAC;AAC9H;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,sBAAsB,GAAG,YAAY;AACvD;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,mGAAmG,EAAE,CAAC;AACtH;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,qBAAqB,GAAG,WAAW,CAAC,GAAG;AACzD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EACzG,CAAC,OAAO,IAAI,CAAC,qBAAqB,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,kBAAkB,GAAG,WAAW,CAAC,GAAG;AACtD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,iFAAiF,EAAE,CAAC;EACnG,CAAC,OAAO,IAAI,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AACnE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,mFAAmF,EAAE,CAAC;EACrG,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAClD;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,CAAC,GAAG;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qFAAqF,EAAE,CAAC;EACvG,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACxE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;EAC/F,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC7D;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,WAAW,CAAC,GAAG;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,mFAAmF,EAAE,CAAC;EACrG,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AAChD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACxE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;EAC/F,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC7D;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AAChD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,QAAQ,CAAC,SAAS,CAAC,cAAc,GAAG,WAAW,IAAI,GAAG;AACtD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,WAAW,GAAG,YAAY;AAC7C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC7F;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,SAAS,GAAG,WAAW,QAAQ,EAAE,IAAI,GAAG;AAC3D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC;AAC/C;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,gBAAgB,GAAG,YAAY;AAClD;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,gHAAgH,EAAE,CAAC;AACnI;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,MAAM,GAAG;AACrD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;EACvF,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,MAAM,CAAC,gBAAgB,EAAE,QAAQ,CAAC,SAAS,EAAE;AAC7C;EACA,CAAC,UAAU,EAAE;EACb,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;EACzE,GAAG,OAAO,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC;AAC9B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;EACzE,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,GAAG,KAAK,CAAC;AAC/B;EACA,GAAG;EACH,EAAE;EACF,CAAC,aAAa,EAAE;EAChB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;AACnH;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;AACnH;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,IAAI,CAAC,SAAS,CAAC,WAAW,GAAG,YAAY;AACzC;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,2LAA2L,EAAE,CAAC;AAC9M;EACA,CAAC,CAAC;AACF;EACA,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,SAAS,EAAE;AACzC;EACA,CAAC,QAAQ,EAAE;EACX,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,kGAAkG,EAAE,CAAC;EACvH,GAAG,OAAO,iBAAiB,CAAC;AAC5B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,sLAAsL,EAAE,CAAC;AAC3M;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,WAAW,CAAC,SAAS,CAAC,SAAS,GAAG,YAAY;AAC9C;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,kDAAkD,EAAE,CAAC;AACrE;EACA,CAAC,CAAC;AACF;EACA,MAAM,CAAC,cAAc,EAAE,KAAK,CAAC,SAAS,EAAE,sBAAsB,EAAE;AAChE;EACA,CAAC,GAAG,EAAE,YAAY;AAClB;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACnF,EAAE,OAAO,IAAI,CAAC,kBAAkB,CAAC;AACjC;EACA,EAAE;EACF,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACnF,EAAE,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;AAClC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;AACA;EACA,iBAAiB,CAAC,SAAS,CAAC,OAAO,GAAG,WAAW,WAAW,EAAE,SAAS,GAAG;AAC1E;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,iDAAiD;EAChE,GAAG,8DAA8D,EAAE,CAAC;AACpE;EACA,CAAC,KAAK,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;EAC3D,CAAC,IAAI,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,MAAM,CAAC,gBAAgB,EAAE,KAAK,CAAC,SAAS,EAAE;EAC1C,CAAC,UAAU,EAAE;EACb,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4CAA4C,EAAE,CAAC;AAChE;EACA,GAAG;EACH,EAAE;EACF,CAAC,eAAe,EAAE;EAClB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,GAAG,GAAG,KAAK,CAAC;AAClC;EACA,GAAG;EACH,EAAE;EACF,CAAC,gBAAgB,EAAE;EACnB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;EAChF,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,GAAG,KAAK,CAAC;AACnC;EACA,GAAG;EACH,EAAE;EACF,CAAC,iBAAiB,EAAE;EACpB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,8DAA8D,EAAE,CAAC;EAClF,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,KAAK,GAAG,KAAK,CAAC;AACpC;EACA,GAAG;EACH,EAAE;EACF,CAAC,eAAe,EAAE;EAClB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,GAAG,GAAG,KAAK,CAAC;AAClC;EACA,GAAG;EACH,EAAE;EACF,CAAC,kBAAkB,EAAE;EACrB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACpF,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,KAAK,CAAC;AACrC;EACA,GAAG;EACH,EAAE;EACF,CAAC,gBAAgB,EAAE;EACnB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;EAChF,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,GAAG,KAAK,CAAC;AACnC;EACA,GAAG;EACH,EAAE;EACF,CAAC,eAAe,EAAE;EAClB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,GAAG,GAAG,KAAK,CAAC;AAClC;EACA,GAAG;EACH,EAAE;EACF,CAAC,mBAAmB,EAAE;EACtB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gHAAgH,EAAE,CAAC;AACpI;EACA,GAAG;EACH,EAAE;EACF,CAAC,UAAU,EAAE;EACb,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;EACnE,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,KAAK,CAAC;AAC5B;EACA,GAAG;EACH,EAAE;EACF,CAAC,cAAc,EAAE;EACjB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gDAAgD,EAAE,CAAC;AACpE;EACA,GAAG;EACH,EAAE;EACF,CAAC,cAAc,EAAE;EACjB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;EAChF,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;AACrC;EACA,GAAG;EACH,EAAE;EACF,CAAC,eAAe,EAAE;EAClB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,8DAA8D,EAAE,CAAC;EAClF,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC;AACtC;EACA,GAAG;EACH,EAAE;EACF,CAAC,EAAE,CAAC;AACJ;EACA;AACA;EACA,MAAM,CAAC,gBAAgB,EAAE,eAAe,CAAC,SAAS,EAAE;AACpD;EACA,CAAC,MAAM,EAAE;EACT,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,yEAAyE,EAAE,CAAC;EAC7F,GAAG,OAAO,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC;AAC5B;EACA,GAAG;EACH,EAAE;EACF,CAAC,OAAO,EAAE;EACV,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0EAA0E,EAAE,CAAC;EAC9F,GAAG,OAAO,IAAI,CAAC,KAAK,KAAK,gBAAgB,CAAC;AAC1C;EACA,GAAG;EACH,EAAE,GAAG,EAAE,yBAAyB;AAChC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0EAA0E,EAAE,CAAC;EAC9F,GAAG,IAAI,CAAC,QAAQ,EAAE,gBAAgB,EAAE,CAAC;AACrC;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,eAAe,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,KAAK,GAAG;AAC1D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,oFAAoF,EAAE,CAAC;EACtG,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,KAAK,IAAI,GAAG,gBAAgB,GAAG,eAAe,EAAE,CAAC;EACtE,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC,CAAC;AACF;EACA,eAAe,CAAC,SAAS,CAAC,gBAAgB,GAAG,2BAA2B;AACxE;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,8DAA8D,EAAE,CAAC;AACjF;EACA,CAAC;AACD;EACA,eAAe,CAAC,SAAS,CAAC,QAAQ,GAAG,yBAAyB;AAC9D;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,yHAAyH,EAAE,CAAC;AAC5I;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,cAAc,CAAC,SAAS,CAAC,QAAQ,GAAG,WAAW,KAAK,GAAG;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,oEAAoE,EAAE,CAAC;EACtF,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,CAAC;AACxB;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,YAAY,GAAG,WAAW,IAAI,EAAE,SAAS,GAAG;AACrE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;AAC9F;EACA,CAAC,KAAK,IAAI,SAAS,IAAI,SAAS,CAAC,iBAAiB,EAAE,IAAI,IAAI,SAAS,IAAI,SAAS,CAAC,4BAA4B,EAAE,GAAG;AACpH;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;AAC3F;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,eAAe,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC1F;EACA,EAAE;AACF;EACA,CAAC,KAAK,IAAI,KAAK,OAAO,GAAG;AACzB;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,yEAAyE,EAAE,CAAC;EAC5F,EAAE,IAAI,CAAC,QAAQ,EAAE,SAAS,EAAE,CAAC;AAC7B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AAC7C;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,KAAK,EAAE,KAAK,EAAE,WAAW,GAAG;AAC9E;EACA,CAAC,KAAK,WAAW,KAAK,SAAS,GAAG;AAClC;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,sEAAsE,EAAE,CAAC;AACzF;EACA,EAAE;AACF;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC5E,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,cAAc,GAAG,YAAY;AACtD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EAClF,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;AACpB;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,cAAc,GAAG,YAAY;AACtD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2DAA2D,EAAE,CAAC;AAC7E;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,IAAI,GAAG;AAC7D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,kFAAkF,EAAE,CAAC;AACpG;EACA,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,MAAM,GAAG;AAC3D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,MAAM,CAAC,gBAAgB,EAAE,cAAc,CAAC,SAAS,EAAE;AACnD;EACA,CAAC,SAAS,EAAE;EACZ,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,+DAA+D,EAAE,CAAC;EACpF,GAAG,OAAO,IAAI,CAAC,MAAM,CAAC;AACtB;EACA,GAAG;EACH,EAAE;EACF,CAAC,OAAO,EAAE;EACV,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EACjF,GAAG,OAAO,IAAI,CAAC,MAAM,CAAC;AACtB;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,gBAAgB,EAAE,uBAAuB,CAAC,SAAS,EAAE;AAC5D;EACA,CAAC,iBAAiB,EAAE;EACpB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,aAAa,CAAC;AAC7B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,gBAAgB,EAAE,SAAS,CAAC,SAAS,EAAE;AAC9C;EACA,CAAC,aAAa,EAAE;EAChB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0FAA0F,EAAE,CAAC;EAC9G,GAAG,OAAO,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,CAAC;AACrC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0FAA0F,EAAE,CAAC;EAC9G,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;AACtC;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,SAAS,EAAE;AACtD;EACA,CAAC,OAAO,EAAE;EACV,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC/F,GAAG,OAAO,IAAI,CAAC,KAAK,KAAK,gBAAgB,CAAC;AAC1C;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC/F,GAAG,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC1B;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,iBAAiB,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,KAAK,GAAG;AAC5D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sFAAsF,EAAE,CAAC;EACxG,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,KAAK,IAAI,GAAG,gBAAgB,GAAG,eAAe,EAAE,CAAC;EACtE,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC,CAAC;AACF;EACA,iBAAiB,CAAC,SAAS,CAAC,QAAQ,GAAG,yBAAyB;AAChE;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,2HAA2H,EAAE,CAAC;AAC9I;EACA,CAAC,CAAC;AAqBF;EACA;AACA;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,YAAY;AACtC;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,2CAA2C,EAAE,CAAC;AAC9D;EACA,CAAC,CAAC;AAUF;EACA;AACA;EACA,MAAM,CAAC,gBAAgB,EAAE,QAAQ,CAAC,SAAS,EAAE;AAC7C;EACA,CAAC,UAAU,EAAE;EACb,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;AACnE;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;AACnE;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,QAAQ,EAAE;EACX,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6CAA6C,EAAE,CAAC;AACjE;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6CAA6C,EAAE,CAAC;AACjE;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,OAAO,EAAE;EACV,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4CAA4C,EAAE,CAAC;EAChE,GAAG,OAAO,IAAI,KAAK,EAAE,CAAC;AACtB;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,OAAO,EAAE;EACV,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,oEAAoE,EAAE,CAAC;AAChH;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,oEAAoE,EAAE,CAAC;EAC/G,GAAG,IAAI,CAAC,WAAW,KAAK,KAAK,KAAK,WAAW,EAAE,CAAC;AAChD;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,WAAW,EAAE;EACd,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,gEAAgE,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,eAAe,CAAC;AAC/B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,gEAAgE,EAAE,CAAC;EAC3G,GAAG,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAChC;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,gBAAgB,EAAE,oBAAoB,CAAC,SAAS,EAAE;AACzD;EACA,CAAC,YAAY,EAAE;EACf,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;EAClG,GAAG,OAAO,IAAI,CAAC,YAAY,CAAC;AAC5B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;EAClG,GAAG,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC7B;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,gBAAgB,EAAE,cAAc,CAAC,SAAS,EAAE;AACnD;EACA,CAAC,WAAW,EAAE;EACd,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+EAA+E,EAAE,CAAC;EACnG,GAAG,OAAO,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC;AACtC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gFAAgF,EAAE,CAAC;EACpG,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,GAAG,KAAK,CAAC;AACvC;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;AACA;EACA,aAAa,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,GAAG;AACvF;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;EACzH,CAAC,IAAI,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC;EACtC,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AACrC;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,OAAO,GAAG,WAAW,QAAQ,GAAG;AACxD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EAC/E,CAAC,IAAI,CAAC,gBAAgB,EAAE,QAAQ,EAAE,CAAC;AACnC;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,sBAAsB,GAAG,YAAY;AAC7D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,gBAAgB,GAAG,YAAY;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,mFAAmF,EAAE,CAAC;EACrG,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,gBAAgB,EAAE,CAAC;AAC7C;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sEAAsE,EAAE,CAAC;EACxF,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EAC/E,CAAC,OAAO,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,CAAC;AAC3B;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,qBAAqB,GAAG,YAAY;AAC5D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,mBAAmB,EAAE,CAAC;AACnD;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,yBAAyB,GAAG,YAAY;AAChE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,yGAAyG,EAAE,CAAC;EAC3H,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AACxD;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,2BAA2B,GAAG,YAAY;AAClE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6GAA6G,EAAE,CAAC;EAC/H,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,0BAA0B,EAAE,CAAC;AAC1D;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,6BAA6B,GAAG,YAAY;AACpE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,oHAAoH,EAAE,CAAC;EACtI,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,CAAC;AAC/D;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,8BAA8B,GAAG,YAAY;AACrE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sHAAsH,EAAE,CAAC;EACxI,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,CAAC;AAChE;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,mBAAmB,GAAG,YAAY;AAC1D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6FAA6F,EAAE,CAAC;EAC/G,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,kBAAkB,EAAE,CAAC;AAClD;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,sBAAsB,GAAG,YAAY;AAC7D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qFAAqF,EAAE,CAAC;EACvG,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,cAAc,CAAC;AACzC;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,uBAAuB,GAAG,YAAY;AAC9D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;EACzH,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AACxD;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,iBAAiB,GAAG,WAAW,OAAO,GAAG;AACjE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;EACvF,CAAC,IAAI,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC;AAChC;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC1E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC1E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,aAAa,GAAG,YAAY;AACpD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;AAC3E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AACtD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2DAA2D,EAAE,CAAC;AAC7E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,cAAc,GAAG,YAAY;AACrD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC5E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,gBAAgB,GAAG,YAAY;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;AAC9E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,UAAU,GAAG,YAAY;AACjD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;AACxE;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC1E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,cAAc,GAAG,YAAY;AACrD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC5E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,oBAAoB,GAAG,YAAY;AAC3D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;EAChG,CAAC,OAAO,IAAI,CAAC,oBAAoB,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,MAAM,CAAC,gBAAgB,EAAE,aAAa,CAAC,SAAS,EAAE;AAClD;EACA,CAAC,gBAAgB,EAAE;EACnB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC;AACjC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,mEAAmE,EAAE,CAAC;EACvF,GAAG,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC;AAClC;EACA,GAAG;EACH,EAAE;EACF,CAAC,aAAa,EAAE;EAChB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC;AAC9B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EACjF,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,GAAG,KAAK,CAAC;AAC/B;EACA,GAAG;EACH,EAAE;EACF,CAAC,iBAAiB,EAAE;EACpB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4FAA4F,EAAE,CAAC;EAChH,GAAG,OAAO,SAAS,CAAC;AACpB;EACA,GAAG;EACH,EAAE,GAAG,EAAE,yBAAyB;AAChC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4FAA4F,EAAE,CAAC;AAChH;EACA,GAAG;EACH,EAAE;EACF,CAAC,OAAO,EAAE;EACV,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;EAChG,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC;AAC5B;EACA,GAAG;EACH,EAAE;EACF,CAAC,EAAE,EAAE;EACL,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,kDAAkD,EAAE,CAAC;EACtE,GAAG,OAAO,IAAI,CAAC,EAAE,CAAC;AAClB;EACA,GAAG;EACH,EAAE;EACF,CAAC,UAAU,EAAE;EACb,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gHAAgH,EAAE,CAAC;EACpI,GAAG,OAAO,KAAK,CAAC;AAChB;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gHAAgH,EAAE,CAAC;AACpI;EACA,GAAG;EACH,EAAE;EACF,CAAC,WAAW,EAAE;EACd,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;EACnH,GAAG,OAAO,KAAK,CAAC;AAChB;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;EACnH,GAAG,IAAI,CAAC,cAAc,GAAG,EAAE,KAAK,KAAK,IAAI,KAAK,YAAY,GAAG,cAAc,CAAC;AAC5E;EACA,GAAG;EACH,EAAE;EACF,CAAC,qBAAqB,EAAE;EACxB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+DAA+D,EAAE,CAAC;EACnF,GAAG,OAAO,GAAG,CAAC;AACd;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+DAA+D,EAAE,CAAC;AACnF;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,gBAAgB,EAAE,cAAc,CAAC,SAAS,EAAE;AACnD;EACA,CAAC,QAAQ,EAAE;EACX,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6FAA6F,EAAE,CAAC;EACjH,GAAG,OAAO,SAAS,CAAC;AACpB;EACA,GAAG;EACH,EAAE,GAAG,EAAE,4BAA4B;AACnC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6FAA6F,EAAE,CAAC;AACjH;EACA,GAAG;EACH,EAAE;EACF,CAAC,kBAAkB,EAAE;EACrB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;EAC3H,GAAG,OAAO,SAAS,CAAC;AACpB;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;AAC3H;EACA,GAAG;EACH,EAAE;EACF,CAAC,iBAAiB,EAAE;EACpB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;EAC1H,GAAG,OAAO,SAAS,CAAC;AACpB;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;AAC1H;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAQJ;EACA;AACA;EACA,MAAM,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,SAAS,EAAE;AACtD;EACA,CAAC,KAAK,EAAE;EACR,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC5E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC;AAC7B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC5E,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;EACH,EAAE;EACF,CAAC,KAAK,EAAE;EACR,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC5E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC;AAC7B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC5E,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;EACH,EAAE;EACF,CAAC,SAAS,EAAE;EACZ,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACpF,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC;AACjC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACpF,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC;AAClC;EACA,GAAG;EACH,EAAE;EACF,CAAC,SAAS,EAAE;EACZ,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACpF,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC;AACjC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACpF,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC;AAClC;EACA,GAAG;EACH,EAAE;EACF,CAAC,UAAU,EAAE;EACb,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,kEAAkE,EAAE,CAAC;EACtF,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC;AAClC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,kEAAkE,EAAE,CAAC;EACtF,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,GAAG,KAAK,CAAC;AACnC;EACA,GAAG;EACH,EAAE;EACF,CAAC,MAAM,EAAE;EACT,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;AAC9B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC;AAC/B;EACA,GAAG;EACH,EAAE;EACF,CAAC,MAAM,EAAE;EACT,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;AAC9B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC;AAC/B;EACA,GAAG;EACH,EAAE;EACF,CAAC,MAAM,EAAE;EACT,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;AAC9B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC;AAC/B;EACA,GAAG;EACH,EAAE;EACF,CAAC,IAAI,EAAE;EACP,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;EAC1E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC;AAC5B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;EAC1E,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,GAAG,KAAK,CAAC;AAC7B;EACA,GAAG;EACH,EAAE;EACF,CAAC,eAAe,EAAE;EAClB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;EAChG,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC;AACvC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;EAChG,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;AACxC;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAyBJ;EACA;AACA;EACA,UAAU,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,QAAQ,EAAE,KAAK,GAAG;AAClE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;EACxE,CAAC,OAAO,IAAI,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACvC;EACA,CAAC,CAAC;AACF;EACA,UAAU,CAAC,SAAS,CAAC,KAAK,GAAG,WAAW,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,GAAG;AAC1E;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC5E,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AACnE;EACA,CAAC,CAAC;AACF;EACA,UAAU,CAAC,WAAW,GAAG,SAAS,CAAC;AACnC;EACA,UAAU,CAAC,WAAW,GAAG,WAAW,GAAG,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,GAAG;AACpE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sFAAsF,EAAE,CAAC;AACxG;EACA,CAAC,MAAM,MAAM,GAAG,IAAI,aAAa,EAAE,CAAC;EACpC,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC3C;EACA,CAAC,MAAM,OAAO,GAAG,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,MAAM,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AAChE;EACA,CAAC,KAAK,OAAO,GAAG,OAAO,CAAC,OAAO,GAAG,OAAO,CAAC;AAC1C;EACA,CAAC,OAAO,OAAO,CAAC;AAChB;EACA,CAAC,CAAC;AACF;EACA,UAAU,CAAC,eAAe,GAAG,WAAW,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,GAAG;AACzE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,8FAA8F,EAAE,CAAC;AAChH;EACA,CAAC,MAAM,MAAM,GAAG,IAAI,iBAAiB,EAAE,CAAC;EACxC,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC3C;EACA,CAAC,MAAM,OAAO,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AACjE;EACA,CAAC,KAAK,OAAO,GAAG,OAAO,CAAC,OAAO,GAAG,OAAO,CAAC;AAC1C;EACA,CAAC,OAAO,OAAO,CAAC;AAChB;EACA,CAAC,CAAC;AACF;EACA,UAAU,CAAC,qBAAqB,GAAG,YAAY;AAC/C;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,uFAAuF,EAAE,CAAC;AAC1G;EACA,CAAC,CAAC;AACF;EACA,UAAU,CAAC,yBAAyB,GAAG,YAAY;AACnD;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,2FAA2F,EAAE,CAAC;AAC9G;EACA,CAAC,CAAC;AAiDF;EACA,KAAK,OAAO,kBAAkB,KAAK,WAAW,GAAG;AACjD;EACA;EACA,CAAC,kBAAkB,CAAC,aAAa,EAAE,IAAI,WAAW,EAAE,UAAU,EAAE,EAAE,MAAM,EAAE;EAC1E,EAAE,QAAQ,EAAE,QAAQ;EACpB,EAAE,EAAE,EAAE,EAAE,CAAC;EACT;AACA;EACA,CAAC;AACD;EACA,KAAK,OAAO,MAAM,KAAK,WAAW,GAAG;AACrC;EACA,CAAC,KAAK,MAAM,CAAC,SAAS,GAAG;AACzB;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;AAC5E;EACA,EAAE,MAAM;AACR;EACA,EAAE,MAAM,CAAC,SAAS,GAAG,QAAQ,CAAC;AAC9B;EACA,EAAE;AACF;EACA;;MC/hgDqBC;EACnB,oBAAYC,OAAZ,EAAqB;EAAA;;EACnBC,IAAAA,MAAM,CAACC,MAAP,CAAc,IAAd,EAAoBF,OAApB;EACA,SAAKG,QAAL,GAAgB,IAAIC,aAAJ,EAAhB;EACA,SAAKD,QAAL,CAAcE,aAAd,CAA4B,QAA5B,EAAsC,CAAtC;EACA,SAAKF,QAAL,CAAcG,OAAd,CAAsB,KAAKC,KAA3B,EAAkC,KAAKC,MAAvC;EACA,SAAKL,QAAL,CAAcM,aAAd,CAA4BC,MAAM,CAACC,gBAAnC;EACA,SAAKC,EAAL,GAAU,KAAKT,QAAL,CAAcU,UAAxB;EACD;;;;aAED,oBAAWC,OAAX,EAAoB;EAClB,WAAKA,OAAL,GAAeA,OAAf;EACA,WAAKC,IAAL,GAAY,KAAKC,UAAL,EAAZ;EACD;;;aAED,uBAAyB;EAAA,UAAhBR,MAAgB,QAAhBA,MAAgB;EAAA,UAARD,KAAQ,QAARA,KAAQ;EACvB,WAAKC,MAAL,GAAcA,MAAd;EACA,WAAKD,KAAL,GAAaA,KAAb;EACA,WAAKJ,QAAL,CAAcG,OAAd,CAAsBC,KAAtB,EAA6BC,MAA7B;EACD;;;aAED,sBAAa;EACX,WAAKS,QAAL,GAAgB,IAAIb,iBAAJ,CAA4B;EAACc,QAAAA,GAAG,EAAE,KAAKJ;EAAX,OAA5B,CAAhB;EACA,WAAKK,QAAL,GAAgB,IAAIf,cAAJ,CAAyB,CAAzB,EAA4B,EAA5B,EAAgC,EAAhC,CAAhB;EACA,WAAKe,QAAL,CAAcC,KAAd,CAAoB,CAAC,CAArB,EAAwB,CAAxB,EAA2B,CAA3B;EACA,UAAIL,IAAI,GAAG,IAAIX,IAAJ,CAAe,KAAKe,QAApB,EAA8B,KAAKF,QAAnC,CAAX;EACA,aAAOF,IAAP;EACD;;;aAED,mBAAU;EACR,WAAKI,QAAL,CAAcE,OAAd;EACA,WAAKJ,QAAL,CAAcI,OAAd;EACA,WAAKlB,QAAL,CAAckB,OAAd;EACD;;;aAED,gBAAOC,KAAP,EAAcC,MAAd,EAAsBC,WAAtB,EAAmC;EACjC,UAAI,CAACA,WAAL,EAAkB;EAClB,WAAKrB,QAAL,CAAcsB,MAAd,CAAqBH,KAArB,EAA4BC,MAA5B;EACD;;;;;;ECrCH,IAAIG,WAAW,GAAG,SAAdA,WAAc,CAAAC,CAAC,EAAI;EACrB,MAAIC,CAAC,GAAG,OAAR;EACA,SAAO,EAAED,CAAF,GAAMA,CAAN,IAAW,CAACC,CAAC,GAAG,CAAL,IAAUD,CAAV,GAAcC,CAAzB,IAA8B,CAArC;EACD,CAHD;;MAKqBC;EACnB,oBAAY7B,OAAZ,EAAqB;EAAA;;EAAA;;EACnBC,IAAAA,MAAM,CAACC,MAAP,CAAc,IAAd,EAAoBF,OAApB;EACA,SAAKY,EAAL,GAAU,KAAKT,QAAL,CAAcS,EAAxB;EACA,SAAKkB,KAAL,GAAa,KAAKC,UAAL,GAAkBC,IAAI,CAACC,EAAvB,GAA4B,GAAzC;EACA,SAAKC,GAAL,GAAW,CAAX;EACA,SAAKC,IAAL,GAAY,IAAZ;EACA,SAAKC,WAAL,GAAmB,IAAIhC,OAAJ,EAAnB;EACA,SAAKiC,SAAL,GAAiB,IAAIjC,OAAJ,EAAjB;EACA,SAAKkC,WAAL,GAAmB,IAAIlC,OAAJ,EAAnB;EACA,SAAKmC,WAAL,GAAmB,IAAInC,UAAJ,EAAnB;EACA,SAAKoC,KAAL,GAAa,IAAIpC,KAAJ,EAAb;EACA,SAAKqC,QAAL,GAAgB,KAAhB;EACA,SAAKC,iBAAL,GAAyB,KAAzB;EACA,SAAKC,iBAAL;EACA,SAAKC,WAAL,GAAmB,KAAKA,WAAL,CAAiBC,IAAjB,CAAsB,IAAtB,CAAnB;EACA,SAAKC,WAAL,GAAmB,KAAKA,WAAL,CAAiBD,IAAjB,CAAsB,IAAtB,CAAnB;EACA,SAAKE,SAAL,GAAiB,KAAKA,SAAL,CAAeF,IAAf,CAAoB,IAApB,CAAjB;;EACA,SAAKG,YAAL,GAAoB,UAAAC,CAAC;EAAA,aAAI,KAAI,CAACH,WAAL,CAAiB;EAACI,QAAAA,OAAO,EAAED,CAAC,CAACE,OAAF,CAAU,CAAV,EAAaC,KAAvB;EAA8BC,QAAAA,OAAO,EAAEJ,CAAC,CAACE,OAAF,CAAU,CAAV,EAAaG;EAApD,OAAjB,CAAJ;EAAA,KAArB;;EACA,SAAKC,WAAL,GAAmB,UAAAN,CAAC;EAAA,aAAI,KAAI,CAACL,WAAL,CAAiB;EAACM,QAAAA,OAAO,EAAED,CAAC,CAACE,OAAF,CAAU,CAAV,EAAaC,KAAvB;EAA8BC,QAAAA,OAAO,EAAEJ,CAAC,CAACE,OAAF,CAAU,CAAV,EAAaG;EAApD,OAAjB,CAAJ;EAAA,KAApB;;EACA,SAAKE,UAAL,GAAkB,UAAAC,CAAC;EAAA,aAAI,KAAI,CAACV,SAAL,EAAJ;EAAA,KAAnB;;EACA,SAAKW,cAAL,GAAsB,KAAKA,cAAL,CAAoBb,IAApB,CAAyB,IAAzB,CAAtB;EACA,SAAKc,SAAL,GAAiB,KAAKA,SAAL,CAAed,IAAf,CAAoB,IAApB,CAAjB;EACA,SAAKe,UAAL;EACD;;;;aAED,sBAAa;EACX,WAAKhD,EAAL,CAAQiD,gBAAR,CAAyB,YAAzB,EAAuC,KAAKd,SAA5C;EACA,WAAKnC,EAAL,CAAQiD,gBAAR,CAAyB,WAAzB,EAAsC,KAAKjB,WAA3C;EACA,WAAKhC,EAAL,CAAQiD,gBAAR,CAAyB,WAAzB,EAAsC,KAAKf,WAA3C;EACA,WAAKlC,EAAL,CAAQiD,gBAAR,CAAyB,SAAzB,EAAoC,KAAKd,SAAzC;EACA,WAAKnC,EAAL,CAAQiD,gBAAR,CAAyB,YAAzB,EAAuC,KAAKb,YAA5C;EACA,WAAKpC,EAAL,CAAQiD,gBAAR,CAAyB,WAAzB,EAAsC,KAAKN,WAA3C;EACA,WAAK3C,EAAL,CAAQiD,gBAAR,CAAyB,UAAzB,EAAqC,KAAKL,UAA1C;EACA,UAAI,CAAC,KAAKM,UAAL,EAAL,EACEpD,MAAM,CAACmD,gBAAP,CAAwB,cAAxB,EAAwC,KAAKH,cAA7C;EACFhD,MAAAA,MAAM,CAACmD,gBAAP,CAAwB,SAAxB,EAAmC,KAAKF,SAAxC;EACD;;;aAED,sBAAa;EAAA;;EACX,UAAII,QAAQ,GAAG,KAAKhC,UAAL,GAAkBC,IAAI,CAACC,EAAvB,GAA4B,GAA3C;EAEA,UAAI+B,QAAQ,GAAG,GAAf;EACA,UAAIC,UAAU,GAAG,KAAKnC,KAAtB;EACA,UAAIoC,QAAQ,GAAG,KAAKhC,GAApB;EACA,UAAIiC,KAAK,GAAGC,IAAI,CAACC,GAAL,EAAZ;;EAEA,UAAIC,OAAO,GAAG,SAAVA,OAAU,GAAM;EAClB,YAAIC,QAAQ,GAAGH,IAAI,CAACC,GAAL,KAAaF,KAA5B;EACA,YAAIK,OAAO,GAAGD,QAAQ,GAAGP,QAAzB;EACAQ,QAAAA,OAAO,GAAGA,OAAO,GAAG,CAAV,GAAc,CAAd,GAAkBA,OAA5B;;EACA,YAAID,QAAQ,IAAIP,QAAhB,EAA0B;EACxB,iBAAOS,oBAAoB,CAACC,EAAD,CAA3B;EACD;;EACD,QAAA,MAAI,CAAC5C,KAAL,GAAamC,UAAU,GAAI,CAACF,QAAQ,GAAGE,UAAZ,IAA0BvC,WAAW,CAAC8C,OAAD,CAAhE;EACA,QAAA,MAAI,CAACtC,GAAL,GAAWgC,QAAQ,GAAG,CAAC,IAAIA,QAAL,IAAiBxC,WAAW,CAAC8C,OAAD,CAAlD;EACA,eAAOG,qBAAqB,CAACL,OAAD,CAA5B;EACD,OAVD;;EAWA,UAAII,EAAE,GAAGJ,OAAO,EAAhB;EACD;;;aAED,sBAAa;EACX,UAAI;EACF,eAAO5D,MAAM,CAACkE,IAAP,KAAgBlE,MAAM,CAACmE,GAA9B;EACD,OAFD,CAEE,OAAO5B,CAAP,EAAU;EACV,eAAO,IAAP;EACD;EACF;;;aAED,mBAAU;EACR,WAAKrC,EAAL,CAAQkE,mBAAR,CAA4B,YAA5B,EAA0C,KAAK/B,SAA/C;EACA,WAAKnC,EAAL,CAAQkE,mBAAR,CAA4B,WAA5B,EAAyC,KAAKlC,WAA9C;EACA,WAAKhC,EAAL,CAAQkE,mBAAR,CAA4B,WAA5B,EAAyC,KAAKhC,WAA9C;EACA,WAAKlC,EAAL,CAAQkE,mBAAR,CAA4B,SAA5B,EAAuC,KAAK/B,SAA5C;EACA,WAAKnC,EAAL,CAAQkE,mBAAR,CAA4B,YAA5B,EAA0C,KAAK9B,YAA/C;EACA,WAAKpC,EAAL,CAAQkE,mBAAR,CAA4B,WAA5B,EAAyC,KAAKvB,WAA9C;EACA,WAAK3C,EAAL,CAAQkE,mBAAR,CAA4B,UAA5B,EAAwC,KAAKtB,UAA7C;EACA9C,MAAAA,MAAM,CAACoE,mBAAP,CAA2B,cAA3B,EAA2C,KAAKpB,cAAhD;EACAhD,MAAAA,MAAM,CAACoE,mBAAP,CAA2B,SAA3B,EAAsC,KAAKnB,SAA3C;EACD;;;aAED,2BAAkB;EAChB,+BAAkBoB,QAAQ,CAAC,KAAKnE,EAAL,CAAQoE,KAAR,CAAcxE,MAAf,EAAuB,EAAvB,CAA1B,wBAAkEuE,QAAQ,CAAC,KAAKnE,EAAL,CAAQoE,KAAR,CAAczE,KAAf,EAAsB,EAAtB,CAA1E;EACD;;;aAED,4BAAmB;EACjB,WAAKK,EAAL,CAAQqE,YAAR,CAAqB,OAArB,YAAiC,KAAKC,eAAL,EAAjC;EACD;;;aAED,6BAAoB;EAClB,WAAKtE,EAAL,CAAQqE,YAAR,CAAqB,OAArB,YAAiC,KAAKC,eAAL,EAAjC;EACD;;;aAED,mBAAUC,KAAV,EAAiB;EAAA,wBAC6BA,KAAK,CAACC,IADnC;EAAA,UACV7C,WADU,eACVA,WADU;EAAA,UACG8C,QADH,eACGA,QADH;EAAA,UACaC,YADb,eACaA,YADb;EAEf,UAAI,CAACA,YAAL,EAAmB;EACnB,WAAK5B,cAAL,CAAoB;EAACnB,QAAAA,WAAW,EAAXA,WAAD;EAAc8C,QAAAA,QAAQ,EAARA,QAAd;EAAwBC,QAAAA,YAAY,EAAZA;EAAxB,OAApB;EACD;;;aAED,wBAAeH,KAAf,EAAsB;EACpB,UAAIE,QAAQ,GAAGF,KAAK,CAACE,QAAN,KAAmBE,SAAnB,GAAgCJ,KAAK,CAACE,QAAtC,GAAiD3E,MAAM,CAAC8E,UAAP,CAAkB,yBAAlB,EAA6CC,OAA7G;EACA,UAAIlD,WAAJ;;EACA,UAAI4C,KAAK,CAAC5C,WAAN,KAAsBgD,SAA1B,EAAqC;EACnChD,QAAAA,WAAW,GAAG4C,KAAK,CAAC5C,WAApB;EACD,OAFD,MAEO,IAAI7B,MAAM,CAAC6B,WAAP,KAAuBgD,SAA3B,EAAsC;EAC3ChD,QAAAA,WAAW,GAAG7B,MAAM,CAAC6B,WAArB;EACD,OAFM,MAEA;EACLA,QAAAA,WAAW,GAAG,CAAC,EAAf;EACD;;EACD,UAAImD,KAAK,GAAGtF,SAAA,CAAWuF,QAAX,CAAoBR,KAAK,CAACG,YAAN,CAAmBI,KAAvC,CAAZ;EACA,UAAIE,IAAI,GAAGxF,SAAA,CAAWuF,QAAX,CAAoBR,KAAK,CAACG,YAAN,CAAmBM,IAAvC,CAAX;;EACA,UAAIP,QAAJ,EAAc;EACZ,aAAKnD,GAAL,GAAW,KAAK2D,eAAL,GAAuB,KAAK3D,GAAL,GAAWwD,KAAK,GAAG,KAAKvD,IAA/C,GAAsD,KAAKD,GAAtE;EACA,aAAKJ,KAAL,GAAa,KAAKA,KAAL,GAAa8D,IAAI,GAAG,KAAKzD,IAAZ,GAAmB,CAAC,CAA9C;EACD,OAHD,MAGO;EACL,YAAI,KAAK0D,eAAT,EAA0B;EACxB,eAAK3D,GAAL,GAAWK,WAAW,KAAK,CAAC,EAAjB,GAAsB,KAAKL,GAAL,GAAW0D,IAAI,GAAG,KAAKzD,IAA7C,GAAoD,KAAKD,GAAL,GAAW0D,IAAI,GAAG,KAAKzD,IAAtF;EACD;;EACD,aAAKL,KAAL,GAAaS,WAAW,KAAK,CAAC,EAAjB,GAAsB,KAAKT,KAAL,GAAa4D,KAAK,GAAG,KAAKvD,IAAhD,GAAuD,KAAKL,KAAL,GAAa4D,KAAK,GAAG,KAAKvD,IAA9F;EACD;;EAED,WAAK2D,SAAL;EACD;;;aAED,qBAAYX,KAAZ,EAAmB;EACjB,UAAI,CAAC,KAAKzC,iBAAV,EAA6B;EAC3B;EACD;;EACD,WAAKL,SAAL,CAAe0D,GAAf,CAAmBZ,KAAK,CAACjC,OAAzB,EAAkCiC,KAAK,CAAC9B,OAAxC;EAEA,WAAKf,WAAL,CAAiB0D,UAAjB,CAA4B,KAAK3D,SAAjC,EAA4C,KAAKD,WAAjD;EACA,WAAKA,WAAL,CAAiB6D,IAAjB,CAAsB,KAAK5D,SAA3B;EAEA,WAAKH,GAAL,GAAW,KAAK2D,eAAL,GAAuB,KAAK3D,GAAL,GAAW,IAAIF,IAAI,CAACC,EAAT,GAAc,KAAKK,WAAL,CAAiB4D,CAA/B,GAAmC,KAAK/F,QAAL,CAAcK,MAAjD,GAA0D,GAA5F,GAAkG,KAAK0B,GAAlH;EACA,WAAKJ,KAAL,IAAc,IAAIE,IAAI,CAACC,EAAT,GAAc,KAAKK,WAAL,CAAiB6D,CAA/B,GAAmC,KAAKhG,QAAL,CAAcI,KAAjD,GAAyD,GAAvE;EACA,WAAKuF,SAAL;EACD;;;aAED,qBAAY;EACV;EACA,WAAK5D,GAAL,GAAW9B,SAAA,CAAWgG,KAAX,CAAiB,KAAKlE,GAAtB,EAA2B,CAACF,IAAI,CAACC,EAAN,GAAW,IAAtC,EAA4CD,IAAI,CAACC,EAAL,GAAU,IAAtD,CAAX;EACD;;;aAED,qBAAYkD,KAAZ,EAAmB;EACjB,WAAKkB,gBAAL;EACA,WAAKjE,WAAL,CAAiB2D,GAAjB,CAAqBZ,KAAK,CAACjC,OAA3B,EAAoCiC,KAAK,CAAC9B,OAA1C;EACA,WAAKX,iBAAL,GAAyB,IAAzB;EACA,WAAKD,QAAL,GAAgB,KAAhB;EACA,WAAK6D,WAAL,IAAoB,KAAKA,WAAL,EAApB;EACD;;;aAED,mBAAU;EACR,UAAI,CAAC,KAAK7D,QAAV,EAAoB;EACpB,WAAKH,WAAL,CAAiB4D,CAAjB,IAAsB,IAAtB;EACA,WAAK5D,WAAL,CAAiB6D,CAAjB,IAAsB,IAAtB;EACA,WAAKrE,KAAL,IAAc,QAAQ,KAAKQ,WAAL,CAAiB6D,CAAvC;EACA,WAAKjE,GAAL,GAAW,KAAK2D,eAAL,GAAuB,KAAK3D,GAAL,GAAW,QAAQ,KAAKI,WAAL,CAAiB4D,CAA3D,GAA+D,KAAKhE,GAA/E;EACA,WAAK4D,SAAL;EACD;;;aAED,qBAAY;EACV,WAAKpD,iBAAL,IAA0B,KAAK6D,UAA/B,IAA6C,KAAKA,UAAL,EAA7C;EACA,WAAK5D,iBAAL;EACA,WAAKD,iBAAL,GAAyB,KAAzB;EACA,WAAKD,QAAL,GAAgB,IAAhB;EACA,WAAK+D,OAAL;EACD;;;aAED,kBAAS;EACP,UAAK,KAAKtE,GAAL,KAAa,KAAKuE,WAAnB,IAAoC,KAAK3E,KAAL,KAAe,KAAK4E,aAA5D,EACE,OAAO,KAAP;EACF,WAAKD,WAAL,GAAmB,KAAKvE,GAAxB;EACA,WAAKwE,aAAL,GAAqB,KAAK5E,KAA1B;EACA,WAAKU,KAAL,CAAWuD,GAAX,CAAe,KAAK7D,GAApB,EAAyB,KAAKJ,KAA9B,EAAqC,CAArC,EAAwC,KAAxC;EACA,WAAKS,WAAL,CAAiBoE,YAAjB,CAA8B,KAAKnE,KAAnC;EACA,WAAKjB,MAAL,CAAYqF,UAAZ,CAAuBX,IAAvB,CAA4B,KAAK1D,WAAjC;EACA,WAAKiE,OAAL;EACA,aAAO,IAAP;EACD;;;;;;ECpLH,IAAIK,MAAM,GAAGC,OAAb;;MAEqBC;EACnB,8BAAwB;EAAA,QAAZ/G,OAAY,uEAAJ,EAAI;;EAAA;;EACtBC,IAAAA,MAAM,CAACC,MAAP,CAAc,IAAd,EAAoB;EAACM,MAAAA,MAAM,EAAE,GAAT;EAAcD,MAAAA,KAAK,EAAE,GAArB;EAA0BwB,MAAAA,UAAU,EAAE,EAAtC;EAA0C8D,MAAAA,eAAe,EAAE;EAA3D,KAApB,EAAsF7F,OAAtF;EADsB,QAGlBQ,MAHkB,GAWlB,IAXkB,CAGlBA,MAHkB;EAAA,QAIlBD,KAJkB,GAWlB,IAXkB,CAIlBA,KAJkB;EAAA,QAWlB,IAXkB,CAKlByG,SALkB;EAAA,QAWlB,IAXkB,CAMlBC,WANkB;EAAA,YAOlBlF,UAPkB,GAWlB,IAXkB,CAOlBA,UAPkB;EAAA,QAQlB8D,eARkB,GAWlB,IAXkB,CAQlBA,eARkB;EAAA,QASlBS,WATkB,GAWlB,IAXkB,CASlBA,WATkB;EAAA,QAUlBC,UAVkB,GAWlB,IAXkB,CAUlBA;EAEJ,SAAKpG,QAAL,GAAgB,IAAIJ,QAAJ,CAAa;EAACS,MAAAA,MAAM,EAANA,MAAD;EAASD,MAAAA,KAAK,EAALA;EAAT,KAAb,CAAhB;EACA,SAAKgB,MAAL,GAAc,IAAInB,iBAAJ,CAA4B,EAA5B,EAAgC,KAAKG,KAAL,GAAa,KAAKC,MAAlD,EAA0D,GAA1D,EAA+D,GAA/D,CAAd;EACA,SAAK0G,QAAL,GAAgB,IAAIrF,QAAJ,CAAa;EACzBN,MAAAA,MAAM,EAAE,KAAKA,MADY;EAEzBpB,MAAAA,QAAQ,EAAE,KAAKA,QAFU;EAGzB4B,MAAAA,UAAU,EAAVA,UAHyB;EAIzB8D,MAAAA,eAAe,EAAfA,eAJyB;EAKzBS,MAAAA,WAAW,EAAXA,WALyB;EAMzBC,MAAAA,UAAU,EAAVA;EANyB,KAAb,CAAhB;EAQA,SAAKY,aAAL,GAAqB,KAAKA,aAAL,CAAmBtE,IAAnB,CAAwB,IAAxB,CAArB;EACA,SAAKuE,OAAL,GAAe,KAAKA,OAAL,CAAavE,IAAb,CAAkB,IAAlB,CAAf;EACA,SAAKwE,cAAL,GAAsB,KAAKA,cAAL,CAAoBxE,IAApB,CAAyB,IAAzB,CAAtB;EACA,SAAKrB,WAAL,GAAmB,KAAnB;EACA,SAAKF,KAAL,GAAa,KAAKgG,WAAL,EAAb;EACA,SAAKC,OAAL,GAAe,KAAKC,UAAL,EAAf;EACA,SAAKC,YAAL,GAAoB,KAApB;EACA,SAAKF,OAAL,CAAa1D,gBAAb,CAA8B,SAA9B,EAAyC,KAAKwD,cAA9C;EACA,SAAKE,OAAL,CAAa1D,gBAAb,CAA8B,OAA9B,EAAuC,KAAKsD,aAA5C;EACA,SAAKI,OAAL,CAAa1D,gBAAb,CAA8B,OAA9B,EAAuC,KAAKsD,aAA5C;EACA,SAAKI,OAAL,CAAa1D,gBAAb,CAA8B,gBAA9B,EAAgD,KAAK6D,uBAAL,CAA6B7E,IAA7B,CAAkC,IAAlC,CAAhD;EACA,SAAK8E,MAAL,GAAc,KAAKX,SAAL,GAAiB,KAAKA,SAAtB,GAAkCY,QAAQ,CAACC,aAAT,CAAuB,KAAKZ,WAA5B,CAAhD;EACD;;;;aAED,mCAA0B;EACxB,UAAI,KAAKM,OAAL,CAAaO,UAAb,IAA2B,CAA3B,IAAgC,CAAC,KAAKL,YAA1C,EAAwD;EACtD,aAAK3G,OAAL,GAAe,KAAKiH,aAAL,EAAf;EACA,aAAK5H,QAAL,CAAc6H,UAAd,CAAyB,KAAKlH,OAA9B;EACA,aAAKQ,KAAL,CAAW2G,GAAX,CAAe,KAAK9H,QAAL,CAAcY,IAA7B;EACA,aAAK0G,YAAL,GAAoB,IAApB;EACD;EACF;;;aAED,gBAAO;EACL,WAAKF,OAAL,CAAaW,IAAb,IAAqB,KAAKX,OAAL,CAAaW,IAAb,EAArB;EACD;;;aAED,iBAAQ;EACN,WAAKX,OAAL,CAAaY,KAAb,IAAsB,KAAKZ,OAAL,CAAaY,KAAb,EAAtB;EACD;;;aAED,sBAAa;EACX,WAAKjB,QAAL,CAAckB,UAAd;EACD;;;aAED,yBAAgB;EACd,WAAK5G,WAAL,GAAmB,KAAnB;EACD;;;aAED,mBAAU;EACR,WAAK+F,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,EAA7B;EACAC,MAAAA,aAAa,CAAC,KAAKC,WAAN,CAAb;EACA9D,MAAAA,oBAAoB,CAAC,KAAK+D,gBAAN,CAApB;EACA,WAAKjB,OAAL,CAAaY,KAAb,IAAsB,KAAKZ,OAAL,CAAaY,KAAb,EAAtB;EACA,WAAKR,MAAL,CAAYc,WAAZ,CAAwB,KAAKtI,QAAL,CAAcS,EAAtC;EACA,WAAKsG,QAAL,CAAcwB,OAAd;EACA,WAAKvI,QAAL,CAAcuI,OAAd;EACD;;;aAED,uBAAyB;EAAA,UAAhBlI,MAAgB,QAAhBA,MAAgB;EAAA,UAARD,KAAQ,QAARA,KAAQ;EACvB,WAAKgB,MAAL,CAAYoH,MAAZ,GAAqBpI,KAAK,GAAGC,MAA7B;EACA,WAAKe,MAAL,CAAYqH,sBAAZ;EACA,WAAKzI,QAAL,CAAcG,OAAd,CAAsB;EAACE,QAAAA,MAAM,EAANA,MAAD;EAASD,QAAAA,KAAK,EAALA;EAAT,OAAtB;EACD;;;aAED,sBAAa;EACX,UAAI,KAAKsI,MAAL,IAAe,KAAKA,MAAL,CAAYC,OAA/B,EAAwC;EACtC,eAAO,KAAKD,MAAZ;EACD;;EACD,UAAIE,KAAK,GAAGnB,QAAQ,CAACoB,aAAT,CAAuB,OAAvB,CAAZ;EACAD,MAAAA,KAAK,CAACE,IAAN,GAAa,KAAKA,IAAL,IAAa,KAA1B;EACAF,MAAAA,KAAK,CAACG,KAAN,GAAc,KAAKA,KAAL,IAAc,KAA5B;EACAH,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,aAAnB,EAAkC,WAAlC;EACA8D,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,oBAAnB,EAAyC,MAAzC;EACA8D,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,aAAnB,EAAkC,MAAlC;EACA8D,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,KAAnB,EAA0B,KAAK4D,MAA/B;EACAE,MAAAA,KAAK,CAACI,QAAN,GAAiB,KAAKA,QAAL,KAAkB5D,SAAlB,GAA8B,KAAK4D,QAAnC,GAA8C,IAA/D;EACAJ,MAAAA,KAAK,CAAClF,gBAAN,CAAuB,OAAvB,EAAgC,KAAKuD,OAArC;EACA,aAAO2B,KAAP;EACD;;;aAED,yBAAgB;EACd,UAAIjI,OAAO,GAAG,IAAIV,YAAJ,CAAuB,KAAKmH,OAA5B,CAAd;EACAzG,MAAAA,OAAO,CAACsI,SAAR,GAAoBhJ,YAApB;EACAU,MAAAA,OAAO,CAACuI,SAAR,GAAoBjJ,YAApB;EACAU,MAAAA,OAAO,CAACwI,MAAR,GAAiBlJ,SAAjB;EACAU,MAAAA,OAAO,CAACyI,eAAR,GAA0B,KAA1B;EACAzI,MAAAA,OAAO,CAACU,WAAR,GAAsB,IAAtB;EACA,aAAOV,OAAP;EACD;;;aAED,uBAAc;EACZ,UAAIQ,KAAK,GAAG,IAAIlB,KAAJ,EAAZ;EACA,aAAOkB,KAAP;EACD;;;aAED,iBAAQkI,GAAR,EAAa;EACX3C,MAAAA,MAAM,CAAC4C,KAAP,CAAa,eAAb,EAA8B,KAAKZ,MAAnC,EAA2CW,GAA3C;EACD;;;aAED,0BAAiB;EACf,WAAKhI,WAAL,GAAmB,IAAnB;EACD;;;aAED,kBAAS;EAAA;;EACP,WAAKmG,MAAL,CAAY+B,WAAZ,CAAwB,KAAKvJ,QAAL,CAAcS,EAAtC;EACA,WAAK2G,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,MAA7B;EAEA,UAAIsB,GAAG,GAAG,OAAO,EAAjB;;EAEA,UAAIC,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,YAAIC,aAAa,GAAG,KAAI,CAAC3C,QAAL,CAAc4C,MAAd,EAApB;;EACA,QAAA,KAAI,CAAC3J,QAAL,CAAcsB,MAAd,CAAqB,KAAI,CAACH,KAA1B,EAAiC,KAAI,CAACC,MAAtC,EAA8C,KAAI,CAACC,WAAL,IAAoBqI,aAAlE;EACD,OAHD;;EAKA,UAAIZ,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,QAAA,KAAI,CAACV,WAAL,GAAmBwB,WAAW,CAAC,YAAM;EACnC,UAAA,KAAI,CAACvB,gBAAL,GAAwB7D,qBAAqB,CAACiF,IAAD,CAA7C;EACD,SAF6B,EAE3BD,GAF2B,CAA9B;EAGD,OAJD;;EAMA,UAAIK,QAAQ,GAAG,SAAXA,QAAW,GAAM;EACnB,YAAI,KAAI,CAACzC,OAAL,CAAa0C,UAAb,IAA2B,CAA3B,IAAgC,KAAI,CAAC1C,OAAL,CAAa2C,WAAb,IAA4B,CAAhE,EAAmE;EACjEjB,UAAAA,IAAI;EACJ;EACD;;EAEDkB,QAAAA,UAAU,CAACH,QAAD,EAAW,GAAX,CAAV;EACD,OAPD;;EASAA,MAAAA,QAAQ;EACT;;;;;;MCrJkBI;;;;;EACnB,iBAAYpK,OAAZ,EAAqB;EAAA;;EAAA,6BACbA,OADa;EAEpB;;;IAHgC+G;;MCAdsD;;;;;EACnB,iBAAYrK,OAAZ,EAAqB;EAAA;;EAAA;;EACnB,8BAAMA,OAAN;EAEA,UAAKc,OAAL,GAAe,MAAKiH,aAAL,EAAf;;EACA,UAAK5H,QAAL,CAAc6H,UAAd,CAAyB,MAAKlH,OAA9B;;EACA,UAAKQ,KAAL,CAAW2G,GAAX,CAAe,MAAK9H,QAAL,CAAcY,IAA7B;;EALmB;EAMpB;;;;aAED,sBAAa;EACX,UAAI,KAAK8H,MAAL,IAAe,KAAKA,MAAL,CAAYC,OAA/B,EACE,OAAO,KAAKD,MAAZ;EACF,UAAIyB,KAAK,GAAG1C,QAAQ,CAACoB,aAAT,CAAuB,KAAvB,CAAZ;EACAsB,MAAAA,KAAK,CAACrF,YAAN,CAAmB,aAAnB,EAAkC,WAAlC;EACAqF,MAAAA,KAAK,CAACC,GAAN,GAAY,KAAK1B,MAAjB;EACA,aAAOyB,KAAP;EACD;;;aAED,yBAAgB;EACd,UAAIxJ,OAAO,GAAG,IAAIV,OAAJ,CAAkB,KAAKmH,OAAvB,CAAd;EACAzG,MAAAA,OAAO,CAACsI,SAAR,GAAoBhJ,YAApB;EACAU,MAAAA,OAAO,CAACuI,SAAR,GAAoBjJ,YAApB;EACAU,MAAAA,OAAO,CAACwI,MAAR,GAAiBlJ,SAAjB;EACAU,MAAAA,OAAO,CAACyI,eAAR,GAA0B,KAA1B;EACAzI,MAAAA,OAAO,CAACU,WAAR,GAAsB,IAAtB;EACA,aAAOV,OAAP;EACD;;;aAED,kBAAS;EAAA;;EACP,WAAK6G,MAAL,CAAY+B,WAAZ,CAAwB,KAAKvJ,QAAL,CAAcS,EAAtC;EACA,WAAK2G,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,MAA7B;EAEA,UAAIsB,GAAG,GAAG,OAAO,EAAjB;;EAEA,UAAIC,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,YAAIC,aAAa,GAAG,MAAI,CAAC3C,QAAL,CAAc4C,MAAd,EAApB;;EACA,QAAA,MAAI,CAAC3J,QAAL,CAAcsB,MAAd,CAAqB,MAAI,CAACH,KAA1B,EAAiC,MAAI,CAACC,MAAtC,EAA8CsI,aAA9C;EACD,OAHD;;EAKA,UAAIZ,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,QAAA,MAAI,CAACV,WAAL,GAAmBwB,WAAW,CAAC,YAAM;EACnC,UAAA,MAAI,CAACvB,gBAAL,GAAwB7D,qBAAqB,CAACiF,IAAD,CAA7C;EACD,SAF6B,EAE3BD,GAF2B,CAA9B;EAGD,OAJD;;EAMAV,MAAAA,IAAI;EACL;;;;IA9CgClC;;MCAdyD;;;;;EACnB,kBAAYxK,OAAZ,EAAqB;EAAA;;EAAA;;EACnB,8BAAMA,OAAN;EAEA,UAAKyK,MAAL,GAAc,IAAd;EAHmB;EAIpB;;;;aAED,yBAAgB;EACd,WAAKA,MAAL,GAAc7C,QAAQ,CAACoB,aAAT,CAAuB,QAAvB,CAAd;EAEA,WAAK0B,OAAL,GAAe,KAAKD,MAAL,CAAYE,UAAZ,CAAuB,IAAvB,CAAf;EAEA,UAAI7J,OAAO,GAAG,IAAIV,aAAJ,CAAwB,KAAKqK,MAA7B,CAAd,CALc;;EAOd3J,MAAAA,OAAO,CAACsI,SAAR,GAAoBhJ,YAApB;EACAU,MAAAA,OAAO,CAACuI,SAAR,GAAoBjJ,YAApB;EACAU,MAAAA,OAAO,CAACwI,MAAR,GAAiBlJ,SAAjB;EACAU,MAAAA,OAAO,CAACyI,eAAR,GAA0B,KAA1B;EACAzI,MAAAA,OAAO,CAACU,WAAR,GAAsB,IAAtB;EACA,aAAOV,OAAP;EACD;;;aAED,kBAAS;EAAA;;EACP,WAAK6G,MAAL,CAAY+B,WAAZ,CAAwB,KAAKvJ,QAAL,CAAcS,EAAtC;EACA,WAAK2G,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,MAA7B;EAEA,UAAIsB,GAAG,GAAG,OAAO,EAAjB;;EAEA,UAAIC,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,YAAG,MAAI,CAACpI,WAAL,IAAoB,IAAvB,EAA6B;EAC3B,cAAI,MAAI,CAAC+F,OAAL,CAAa0C,UAAb,IAA2B,MAAI,CAACA,UAApC,EAAgD;EAC9C,YAAA,MAAI,CAACA,UAAL,GAAkB,MAAI,CAAC1C,OAAL,CAAa0C,UAA/B;EACA,YAAA,MAAI,CAACQ,MAAL,CAAYlK,KAAZ,GAAoB,MAAI,CAAC0J,UAAzB;EACD;;EACD,cAAI,MAAI,CAAC1C,OAAL,CAAa2C,WAAb,IAA4B,MAAI,CAACA,WAArC,EAAkD;EAChD,YAAA,MAAI,CAACA,WAAL,GAAmB,MAAI,CAAC3C,OAAL,CAAa2C,WAAhC;EACA,YAAA,MAAI,CAACO,MAAL,CAAYjK,MAAZ,GAAqB,MAAI,CAAC0J,WAA1B;EACD;;EAED,UAAA,MAAI,CAACQ,OAAL,CAAaE,SAAb,CAAuB,MAAI,CAACrD,OAA5B,EAAqC,CAArC,EAAwC,CAAxC,EAA2C,MAAI,CAAC0C,UAAhD,EAA4D,MAAI,CAACC,WAAjE;;EACA,UAAA,MAAI,CAACpJ,OAAL,CAAaU,WAAb,GAA2B,IAA3B;EACD;;EAED,YAAIqI,aAAa,GAAG,MAAI,CAAC3C,QAAL,CAAc4C,MAAd,EAApB;;EACA,QAAA,MAAI,CAAC3J,QAAL,CAAcsB,MAAd,CAAqB,MAAI,CAACH,KAA1B,EAAiC,MAAI,CAACC,MAAtC,EAA8C,MAAI,CAACC,WAAL,IAAoBqI,aAAlE;EACD,OAjBD;;EAmBA,UAAIZ,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,QAAA,MAAI,CAACV,WAAL,GAAmBwB,WAAW,CAAC,YAAM;EACnC,UAAA,MAAI,CAACvB,gBAAL,GAAwB7D,qBAAqB,CAACiF,IAAD,CAA7C;EACD,SAF6B,EAE3BD,GAF2B,CAA9B;EAGD,OAJD;;EAMA,UAAIK,QAAQ,GAAG,SAAXA,QAAW,GAAM;EACnB,YAAG,MAAI,CAACS,MAAL,IAAe,MAAI,CAAClD,OAAL,CAAa0C,UAAb,IAA2B,CAA1C,IAA+C,MAAI,CAAC1C,OAAL,CAAa2C,WAAb,IAA4B,CAA9E,EAAiF;EAC/E,UAAA,MAAI,CAACD,UAAL,GAAkB,MAAI,CAAC1C,OAAL,CAAa0C,UAA/B;EACA,UAAA,MAAI,CAACC,WAAL,GAAmB,MAAI,CAAC3C,OAAL,CAAa2C,WAAhC;EAEA,UAAA,MAAI,CAACO,MAAL,CAAYlK,KAAZ,GAAoB,MAAI,CAAC0J,UAAzB;EACA,UAAA,MAAI,CAACQ,MAAL,CAAYjK,MAAZ,GAAqB,MAAI,CAAC0J,WAA1B;EAEAjB,UAAAA,IAAI;EAEJ;EACD;;EAEDkB,QAAAA,UAAU,CAACH,QAAD,EAAW,GAAX,CAAV;EACD,OAdD;;EAgBAA,MAAAA,QAAQ;EACT;;;;IAtEiCjD;;MCAf8D;;;;;EACnB,iBAAY7K,OAAZ,EAAqB;EAAA;;EAAA;;EACnB,8BAAMA,OAAN;;EACA,UAAK8K,MAAL,CAAYjH,gBAAZ,CAA6B,SAA7B,EAAwC,MAAKwD,cAA7C;;EACA,UAAKyD,MAAL,CAAYjH,gBAAZ,CAA6B,OAA7B,EAAsC,MAAKsD,aAA3C;;EACA,UAAK2D,MAAL,CAAYjH,gBAAZ,CAA6B,OAA7B,EAAsC,MAAKsD,aAA3C;;EACA,UAAK2D,MAAL,CAAYjH,gBAAZ,CAA6B,SAA7B,EAAwC,MAAKsD,aAA7C;;EACA,UAAK4D,iBAAL,GAAyB,KAAzB;EANmB;EAOpB;;;;aAED,gBAAO;EACL,WAAKD,MAAL,CAAY5C,IAAZ;EACD;;;aAED,iBAAQ;EACN,WAAK4C,MAAL,CAAY3C,KAAZ;EACD;;;aAED,sBAAa;EACX,UAAI,KAAKU,MAAL,IAAe,KAAKA,MAAL,CAAYC,OAA/B,EAAwC;EACtC,aAAKgC,MAAL,GAAc,KAAKjC,MAAnB;EACD,OAFD,MAEO;EACL,aAAKiC,MAAL,GAAclD,QAAQ,CAACoB,aAAT,CAAuB,OAAvB,CAAd;EACA,aAAK8B,MAAL,CAAYP,GAAZ,GAAkB,KAAK1B,MAAvB;EACA,aAAKiC,MAAL,CAAY7B,IAAZ,GAAmB,KAAKA,IAAL,IAAa,KAAhC;EACA,aAAK6B,MAAL,CAAY5B,KAAZ,GAAoB,KAAKA,KAAL,IAAc,KAAlC;EACA,aAAK4B,MAAL,CAAY7F,YAAZ,CAAyB,aAAzB,EAAwC,WAAxC;EACA,aAAK6F,MAAL,CAAY3B,QAAZ,GAAuB,KAAKA,QAAL,IAAiB,IAAxC;EACD;;EACD,WAAKN,MAAL,GAAc,KAAKiC,MAAL,CAAYP,GAA1B;EACA,WAAKO,MAAL,CAAYP,GAAZ,GAAkB,EAAlB;EACA,WAAKO,MAAL,CAAYE,IAAZ;EAEA,UAAIjC,KAAK,GAAGnB,QAAQ,CAACoB,aAAT,CAAuB,OAAvB,CAAZ;EACAD,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,aAAnB,EAAkC,WAAlC;EACA8D,MAAAA,KAAK,CAACwB,GAAN,GAAY,KAAK1B,MAAjB;EACAE,MAAAA,KAAK,CAACiC,IAAN;EACAjC,MAAAA,KAAK,CAAClF,gBAAN,CAAuB,OAAvB,EAAgC,KAAKuD,OAArC;EACA,aAAO2B,KAAP;EACD;;;aAED,yBAAgB;EACd,UAAIjI,OAAO,GAAG,IAAIV,YAAJ,CAAuB,KAAKmH,OAA5B,CAAd,CADc;;EAGdzG,MAAAA,OAAO,CAACsI,SAAR,GAAoBhJ,YAApB;EACAU,MAAAA,OAAO,CAACuI,SAAR,GAAoBjJ,YAApB;EACAU,MAAAA,OAAO,CAACwI,MAAR,GAAiBlJ,SAAjB;EACAU,MAAAA,OAAO,CAACyI,eAAR,GAA0B,KAA1B;EACAzI,MAAAA,OAAO,CAACU,WAAR,GAAsB,IAAtB;EACA,aAAOV,OAAP;EACD;;;aAED,mBAAU;EACR,WAAKgK,MAAL,CAAY9F,KAAZ,CAAkBqD,OAAlB,GAA4B,EAA5B;;EACA;EACD;;;aAED,kBAAS;EAAA;;EACP,WAAKV,MAAL,CAAY+B,WAAZ,CAAwB,KAAKvJ,QAAL,CAAcS,EAAtC;EACA,WAAK2G,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,MAA7B;EACA,WAAKyC,MAAL,CAAY9F,KAAZ,CAAkBqD,OAAlB,GAA4B,MAA5B;EAEA,UAAIsB,GAAG,GAAG,OAAO,EAAjB;;EAEA,UAAIC,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,QAAA,MAAI,CAACrC,OAAL,CAAa0D,WAAb,GAA2B,MAAI,CAACH,MAAL,CAAYG,WAAvC;;EAEA,YAAIpB,aAAa,GAAG,MAAI,CAAC3C,QAAL,CAAc4C,MAAd,EAApB;;EACA,QAAA,MAAI,CAAC3J,QAAL,CAAcsB,MAAd,CAAqB,MAAI,CAACH,KAA1B,EAAiC,MAAI,CAACC,MAAtC,EAA8C,MAAI,CAACC,WAAL,IAAoBqI,aAAlE;EACD,OALD;;EAOA,UAAIZ,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,QAAA,MAAI,CAACV,WAAL,GAAmBwB,WAAW,CAAC,YAAM;EACnC,UAAA,MAAI,CAACvB,gBAAL,GAAwB7D,qBAAqB,CAACiF,IAAD,CAA7C;EACD,SAF6B,EAE3BD,GAF2B,CAA9B;EAGD,OAJD;;EAMA,UAAIK,QAAQ,GAAG,SAAXA,QAAW,GAAM;EACnB,YAAI,MAAI,CAACzC,OAAL,CAAa0C,UAAb,IAA2B,CAA3B,IAAgC,MAAI,CAAC1C,OAAL,CAAa2C,WAAb,IAA4B,CAAhE,EAAmE;EACjE,cAAIgB,sBAAsB,GAAI,MAAI,CAAC3D,OAAL,CAAaO,UAAb,IAA2B,MAAI,CAACP,OAAL,CAAa4D,gBAAzC,IAA8D,CAAC,MAAI,CAACJ,iBAAjG;;EACA,cAAIG,sBAAJ,EAA4B;EAC1B,YAAA,MAAI,CAACJ,MAAL,CAAYP,GAAZ,GAAkB,MAAI,CAAC1B,MAAvB;;EACA,YAAA,MAAI,CAACiC,MAAL,CAAYE,IAAZ;;EACA,YAAA,MAAI,CAACI,aAAL,IAAsB,MAAI,CAACA,aAAL,EAAtB;EACA,YAAA,MAAI,CAACL,iBAAL,GAAyB,IAAzB;EAEA9B,YAAAA,IAAI;EACJ;EACD;EACF;;EAEDkB,QAAAA,UAAU,CAACH,QAAD,EAAW,GAAX,CAAV;EACD,OAfD;;EAiBAA,MAAAA,QAAQ;EACT;;;;IA/FgCjD;;MCI/BgC,KAAK,GAAG,SAARA,KAAQ,CAAC/I,OAAD,EAAa;EACvB,MAAIqL,KAAK,CAAC5L,oBAAN,EAAJ,EAAkC;EAChC,WAAO,IAAIoL,KAAJ,CAAU7K,OAAV,CAAP;EACD;;EACD,MAAIqL,KAAK,CAACzL,wBAAN,EAAJ,EAAsC;EACpC,WAAO,IAAI4K,MAAJ,CAAWxK,OAAX,CAAP;EACD;;EACD,SAAO,IAAIoK,KAAJ,CAAUpK,OAAV,CAAP;EACD;;;;;;;;;;;;;"} \ No newline at end of file diff --git a/dist/kaleidoscope.iife.min.js b/dist/kaleidoscope.iife.min.js deleted file mode 100644 index 99504d3..0000000 --- a/dist/kaleidoscope.iife.min.js +++ /dev/null @@ -1,2469 +0,0 @@ -"use strict";function _defineProperty(e,t,r){return t in e?Object.defineProperty(e,t,{value:r,enumerable:!0,configurable:!0,writable:!0}):e[t]=r,e}function _classCallCheck2(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function _inherits2(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function");e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,writable:!0,configurable:!0}}),t&&_setPrototypeOf2(e,t)}function _setPrototypeOf2(e,t){return _setPrototypeOf2=Object.setPrototypeOf||function(e,t){return e.__proto__=t,e},_setPrototypeOf2(e,t)}function _createSuper2(e){var t=_isNativeReflectConstruct2();return function(){var r=_getPrototypeOf2(e),a;if(t){var i=_getPrototypeOf2(this).constructor;a=Reflect.construct(r,arguments,i)}else a=r.apply(this,arguments);return _possibleConstructorReturn2(this,a)}}function _possibleConstructorReturn2(e,t){return t&&("object"===_typeof(t)||"function"==typeof t)?t:_assertThisInitialized2(e)}function _assertThisInitialized2(e){if(void 0===e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return e}function _isNativeReflectConstruct2(){if("undefined"==typeof Reflect||!Reflect.construct)return!1;if(Reflect.construct.sham)return!1;if("function"==typeof Proxy)return!0;try{return Date.prototype.toString.call(Reflect.construct(Date,[],function(){})),!0}catch(t){return!1}}function _getPrototypeOf2(e){return _getPrototypeOf2=Object.setPrototypeOf?Object.getPrototypeOf:function(e){return e.__proto__||Object.getPrototypeOf(e)},_getPrototypeOf2(e)}function _typeof(e){"@babel/helpers - typeof";return _typeof="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(e){return typeof e}:function(e){return e&&"function"==typeof Symbol&&e.constructor===Symbol&&e!==Symbol.prototype?"symbol":typeof e},_typeof(e)}var Kaleidoscope=function(e){'use strict';var ho=Math.tan,yo=Math.atan,vo=Math.acos,xo=Math.round,_o=Math.ceil,bo=Math.sign,Mo=Number.EPSILON,So=Math.sin,To=Math.atan2,Eo=Math.PI,wo=Math.sqrt,Lo=Math.LN2,Ao=Math.log,Ro=Math.cos,Po=Math.floor,Co=Number.isInteger,Do=Math.pow,Io=Math.min,No=Math.max,zo=Math.abs;function t(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function r(e,t){for(var r=0,a;rd)// points of the projected triangle are outside the projected half-length of the aabb -// the axis is seperating and we can exit -return!1}return!0}/** - * @author bhouston / http://clara.io - * @author mrdoob / http://mrdoob.com/ - */function C(e,t){this.center=void 0===e?new S:e,this.radius=void 0===t?0:t}/** - * @author bhouston / http://clara.io - */function D(e,t){this.origin=void 0===e?new S:e,this.direction=void 0===t?new S(0,0,-1):t}function I(e,t){this.normal=void 0===e?new S(1,0,0):e,this.constant=void 0===t?0:t}function N(e,t,r){this.a=void 0===e?new S:e,this.b=void 0===t?new S:t,this.c=void 0===r?new S:r}function U(e,t,r){return void 0===t&&void 0===r?this.set(e):this.setRGB(e,t,r)}function B(e,r,a){return 0>a&&(a+=1),1e?.0773993808*e:Do(.9478672986*e+.0521327014,2.4)}function O(e){return .0031308>e?12.92*e:1.055*Do(e,.41666)-.055}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */function G(e,t,r,a,i,n){this.a=e,this.b=t,this.c=r,this.normal=a&&a.isVector3?a:new S,this.vertexNormals=Array.isArray(a)?a:[],this.color=i&&i.isColor?i:new U,this.vertexColors=Array.isArray(i)?i:[],this.materialIndex=void 0===n?0:n}function H(){Object.defineProperty(this,"id",{value:fl++}),this.uuid=os.generateUUID(),this.name="",this.type="Material",this.fog=!0,this.blending=1,this.side=0,this.flatShading=!1,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=100,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=7680,this.stencilZFail=7680,this.stencilZPass=7680,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaTest=0,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * depthTest: , - * depthWrite: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: - * } - */function V(e){H.call(this),this.type="MeshBasicMaterial",this.color=new U(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.setValues(e)}function k(e,t,r){if(Array.isArray(e))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.name="",this.array=e,this.itemSize=t,this.count=void 0===e?0:e.length/t,this.normalized=!0===r,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0}// -function W(e,t,r){k.call(this,new Int8Array(e),t,r)}function j(e,t,r){k.call(this,new Uint8Array(e),t,r)}function q(e,t,r){k.call(this,new Uint8ClampedArray(e),t,r)}function X(e,t,r){k.call(this,new Int16Array(e),t,r)}function Y(e,t,r){k.call(this,new Uint16Array(e),t,r)}function Z(e,t,r){k.call(this,new Int32Array(e),t,r)}function J(e,t,r){k.call(this,new Uint32Array(e),t,r)}function Q(e,t,r){k.call(this,new Float32Array(e),t,r)}function K(e,t,r){k.call(this,new Float64Array(e),t,r)}/** - * @author mrdoob / http://mrdoob.com/ - */function $(){this.vertices=[],this.normals=[],this.colors=[],this.uvs=[],this.uvs2=[],this.groups=[],this.morphTargets={},this.skinWeights=[],this.skinIndices=[],this.boundingBox=null,this.boundingSphere=null,this.verticesNeedUpdate=!1,this.normalsNeedUpdate=!1,this.colorsNeedUpdate=!1,this.uvsNeedUpdate=!1,this.groupsNeedUpdate=!1}/** - * @author mrdoob / http://mrdoob.com/ - */function ee(e){if(0===e.length)return-Infinity;for(var t=e[0],r=1,a=e.length;rt&&(t=e[r]);return t}/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */function te(){Object.defineProperty(this,"id",{value:yl+=2}),this.uuid=os.generateUUID(),this.name="",this.type="BufferGeometry",this.index=null,this.attributes={},this.morphAttributes={},this.morphTargetsRelative=!1,this.groups=[],this.boundingBox=null,this.boundingSphere=null,this.drawRange={start:0,count:1/0},this.userData={}}function re(e,t){L.call(this),this.type="Mesh",this.geometry=void 0===e?new te:e,this.material=void 0===t?new V:t,this.updateMorphTargets()}function ae(e,t,r,a,i,n,o,s){var l;if(l=1===t.side?a.intersectTriangle(o,n,i,!0,s):a.intersectTriangle(i,n,o,2!==t.side,s),null===l)return null;Gl.copy(s),Gl.applyMatrix4(e.matrixWorld);var d=r.ray.origin.distanceTo(Gl);return dr.far?null:{distance:d,point:Gl.clone(),object:e}}function ie(e,t,r,n,o,s,l,d,p,u,a,m){Ll.fromBufferAttribute(o,u),Al.fromBufferAttribute(o,a),Rl.fromBufferAttribute(o,m);var c=e.morphTargetInfluences;if(t.morphTargets&&s&&c){Il.set(0,0,0),Nl.set(0,0,0),zl.set(0,0,0);for(var g=0,f=s.length;g, - * vertexShader: , - * - * wireframe: , - * wireframeLinewidth: , - * - * lights: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function le(e){H.call(this),this.type="ShaderMaterial",this.defines={},this.uniforms={},this.vertexShader="void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",this.fragmentShader="void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}",this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.extensions={derivatives:!1,// set to use derivatives -fragDepth:!1,// set to use fragment depth values -drawBuffers:!1,// set to use draw buffers -shaderTextureLOD:!1// set to use shader texture LOD -},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv2:[0,0]},this.index0AttributeName=void 0,this.uniformsNeedUpdate=!1,void 0!==e&&(void 0!==e.attributes&&console.error("THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead."),this.setValues(e))}/** - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - * @author WestLangley / http://github.com/WestLangley - */function de(){L.call(this),this.type="Camera",this.matrixWorldInverse=new T,this.projectionMatrix=new T,this.projectionMatrixInverse=new T}/** - * @author mrdoob / http://mrdoob.com/ - * @author greggman / http://games.greggman.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author tschw - */function pe(e,t,r,a){de.call(this),this.type="PerspectiveCamera",this.fov=void 0===e?50:e,this.zoom=1,this.near=void 0===r?.1:r,this.far=void 0===a?2e3:a,this.focus=10,this.aspect=void 0===t?1:t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}function ce(e,t,r,a){L.call(this),this.type="CubeCamera";var i=new pe(90,1,e,t);i.up.set(0,-1,0),i.lookAt(new S(1,0,0)),this.add(i);var n=new pe(90,1,e,t);n.up.set(0,-1,0),n.lookAt(new S(-1,0,0)),this.add(n);var o=new pe(90,1,e,t);o.up.set(0,0,1),o.lookAt(new S(0,1,0)),this.add(o);var s=new pe(90,1,e,t);s.up.set(0,0,-1),s.lookAt(new S(0,-1,0)),this.add(s);var l=new pe(90,1,e,t);l.up.set(0,-1,0),l.lookAt(new S(0,0,1)),this.add(l);var d=new pe(90,1,e,t);d.up.set(0,-1,0),d.lookAt(new S(0,0,-1)),this.add(d),a=a||{format:1022,magFilter:1006,minFilter:1006},this.renderTarget=new ue(r,a),this.renderTarget.texture.name="CubeCamera",this.update=function(e,t){null===this.parent&&this.updateMatrixWorld();var r=e.getRenderTarget(),a=this.renderTarget,p=a.texture.generateMipmaps;a.texture.generateMipmaps=!1,e.setRenderTarget(a,0),e.render(t,i),e.setRenderTarget(a,1),e.render(t,n),e.setRenderTarget(a,2),e.render(t,o),e.setRenderTarget(a,3),e.render(t,s),e.setRenderTarget(a,4),e.render(t,l),a.texture.generateMipmaps=p,e.setRenderTarget(a,5),e.render(t,d),e.setRenderTarget(r)},this.clear=function(e,t,r,a){for(var n=e.getRenderTarget(),o=this.renderTarget,s=0;6>s;s++)e.setRenderTarget(o,s),e.clear(t,r,a);e.setRenderTarget(n)}}/** - * @author alteredq / http://alteredqualia.com - * @author WestLangley / http://github.com/WestLangley - */function ue(e,t,r){Co(t)&&(console.warn("THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )"),t=r),_.call(this,e,e,t)}/** - * @author alteredq / http://alteredqualia.com/ - */function me(e,t,r,a,i,n,o,s,l,d,p,c){v.call(this,null,n,o,s,l,d,a,i,p,c),this.image={data:e||null,width:t||1,height:r||1},this.magFilter=void 0===l?1003:l,this.minFilter=void 0===d?1003:d,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1,this.needsUpdate=!0}function ge(e,t,r,a,i,n){this.planes=[void 0===e?new I:e,void 0===t?new I:t,void 0===r?new I:r,void 0===a?new I:a,void 0===i?new I:i,void 0===n?new I:n]}/** - * @author mrdoob / http://mrdoob.com/ - */function fe(){function e(i,n){!1===r||(a(i,n),t.requestAnimationFrame(e))}var t=null,r=!1,a=null;return{start:function start(){!0===r||null===a||(t.requestAnimationFrame(e),r=!0)},stop:function stop(){r=!1},setAnimationLoop:function setAnimationLoop(e){a=e},setContext:function setContext(e){t=e}}}/** - * @author mrdoob / http://mrdoob.com/ - */function he(e,t){function r(t,r){var a=t.array,i=t.usage,n=e.createBuffer();e.bindBuffer(r,n),e.bufferData(r,a,i),t.onUploadCallback();var o=5126;return a instanceof Float32Array?o=5126:a instanceof Float64Array?console.warn("THREE.WebGLAttributes: Unsupported data buffer format: Float64Array."):a instanceof Uint16Array?o=5123:a instanceof Int16Array?o=5122:a instanceof Uint32Array?o=5125:a instanceof Int32Array?o=5124:a instanceof Int8Array?o=5120:a instanceof Uint8Array&&(o=5121),{buffer:n,type:o,bytesPerElement:a.BYTES_PER_ELEMENT,version:t.version}}function a(t,r,a){var n=r.array,o=r.updateRange;e.bindBuffer(a,t),-1===o.count?e.bufferSubData(a,0,n):(i?e.bufferSubData(a,o.offset*n.BYTES_PER_ELEMENT,n,o.offset,o.count):e.bufferSubData(a,o.offset*n.BYTES_PER_ELEMENT,n.subarray(o.offset,o.offset+o.count)),o.count=-1)}// -var i=t.isWebGL2,n=new WeakMap;return{get:function(e){return e.isInterleavedBufferAttribute&&(e=e.data),n.get(e)},remove:function(t){t.isInterleavedBufferAttribute&&(t=t.data);var r=n.get(t);r&&(e.deleteBuffer(r.buffer),n["delete"](t))},update:function(e,t){e.isInterleavedBufferAttribute&&(e=e.data);var i=n.get(e);void 0===i?n.set(e,r(e,t)):i.versionc;c++){if(g=p[c],g){var h=g[0],y=g[1];if(y){u&&n.setAttribute("morphTarget"+c,u[h]),m&&n.setAttribute("morphNormal"+c,m[h]),a[c]=y,f+=y;continue}}a[c]=0}// GLSL shader uses formula baseinfluence * base + sum(target * influence) -// This allows us to switch between absolute morphs and relative morphs without changing shader code -// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) -var v=n.morphTargetsRelative?1:1-f;s.getUniforms().setValue(e,"morphTargetBaseInfluence",v),s.getUniforms().setValue(e,"morphTargetInfluences",a)}var r={},a=new Float32Array(8);return{update:t}}/** - * @author mrdoob / http://mrdoob.com/ - */function Re(e,t,r,a){function i(e){var i=a.render.frame,o=e.geometry,s=t.get(e,o);return n.get(s)!==i&&(o.isGeometry&&s.updateFromObject(e),t.update(s),n.set(s,i)),e.isInstancedMesh&&r.update(e.instanceMatrix,34962),s}var n=new WeakMap;return{update:i,dispose:function(){n=new WeakMap}}}/** - * @author mrdoob / http://mrdoob.com/ - */function Pe(e,t,r,a,i,n,o,s,l,d){e=void 0===e?[]:e,t=void 0===t?301:t,o=void 0===o?1022:o,v.call(this,e,t,r,a,i,n,o,s,l,d),this.flipY=!1}/** - * @author Takahiro https://github.com/takahirox - */function Ce(e,t,r,a){v.call(this,null),this.image={data:e||null,width:t||1,height:r||1,depth:a||1},this.magFilter=1003,this.minFilter=1003,this.wrapR=1001,this.generateMipmaps=!1,this.flipY=!1,this.needsUpdate=!0}/** - * @author Artur Trzesiok - */function De(e,t,r,a){v.call(this,null),this.image={data:e||null,width:t||1,height:r||1,depth:a||1},this.magFilter=1003,this.minFilter=1003,this.wrapR=1001,this.generateMipmaps=!1,this.flipY=!1,this.needsUpdate=!0}// Flattening for arrays of vectors and matrices -function Ie(e,t,a){var o=e[0];if(0>=o||0");return It(r)}// Unroll Loops -function zt(e){return e.replace(ud,Bt).replace(cd,Ut)}function Ut(e,t,r,a){return console.warn("WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead."),Bt(e,t,r,a)}function Bt(e,t,r,a){for(var n="",o=parseInt(t);om;m++)a.probe[m].set(0,0,0);var f=0,h=0,y=0,v=0,x=0,_=0,M=0,S=0,T=d.matrixWorldInverse;e.sort(Kt);for(var m=0,E=e.length;mC;C++)a.probe[C].addScaledVector(w.sh.coefficients[C],A);else if(w.isDirectionalLight){var D=t.get(w);if(D.color.copy(w.color).multiplyScalar(w.intensity),D.direction.setFromMatrixPosition(w.matrixWorld),o.setFromMatrixPosition(w.target.matrixWorld),D.direction.sub(o),D.direction.transformDirection(T),w.castShadow){var I=w.shadow,N=r.get(w);N.shadowBias=I.bias,N.shadowRadius=I.radius,N.shadowMapSize=I.mapSize,a.directionalShadow[f]=N,a.directionalShadowMap[f]=P,a.directionalShadowMatrix[f]=w.shadow.matrix,_++}a.directional[f]=D,f++}else if(w.isSpotLight){var D=t.get(w);if(D.position.setFromMatrixPosition(w.matrixWorld),D.position.applyMatrix4(T),D.color.copy(L).multiplyScalar(A),D.distance=R,D.direction.setFromMatrixPosition(w.matrixWorld),o.setFromMatrixPosition(w.target.matrixWorld),D.direction.sub(o),D.direction.transformDirection(T),D.coneCos=Ro(w.angle),D.penumbraCos=Ro(w.angle*(1-w.penumbra)),D.decay=w.decay,w.castShadow){var I=w.shadow,N=r.get(w);N.shadowBias=I.bias,N.shadowRadius=I.radius,N.shadowMapSize=I.mapSize,a.spotShadow[y]=N,a.spotShadowMap[y]=P,a.spotShadowMatrix[y]=w.shadow.matrix,S++}a.spot[y]=D,y++}else if(w.isRectAreaLight){var D=t.get(w);// (a) intensity is the total visible light emitted -//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); -// (b) intensity is the brightness of the light -D.color.copy(L).multiplyScalar(A),D.position.setFromMatrixPosition(w.matrixWorld),D.position.applyMatrix4(T),l.identity(),s.copy(w.matrixWorld),s.premultiply(T),l.extractRotation(s),D.halfWidth.set(.5*w.width,0,0),D.halfHeight.set(0,.5*w.height,0),D.halfWidth.applyMatrix4(l),D.halfHeight.applyMatrix4(l),a.rectArea[v]=D,v++}else if(w.isPointLight){var D=t.get(w);if(D.position.setFromMatrixPosition(w.matrixWorld),D.position.applyMatrix4(T),D.color.copy(w.color).multiplyScalar(w.intensity),D.distance=w.distance,D.decay=w.decay,w.castShadow){var I=w.shadow,N=r.get(w);N.shadowBias=I.bias,N.shadowRadius=I.radius,N.shadowMapSize=I.mapSize,N.shadowCameraNear=I.camera.near,N.shadowCameraFar=I.camera.far,a.pointShadow[h]=N,a.pointShadowMap[h]=P,a.pointShadowMatrix[h]=w.shadow.matrix,M++}a.point[h]=D,h++}else if(w.isHemisphereLight){var D=t.get(w);D.direction.setFromMatrixPosition(w.matrixWorld),D.direction.transformDirection(T),D.direction.normalize(),D.skyColor.copy(w.color).multiplyScalar(A),D.groundColor.copy(w.groundColor).multiplyScalar(A),a.hemi[x]=D,x++}}a.ambient[0]=p,a.ambient[1]=c,a.ambient[2]=u;var z=a.hash;(z.directionalLength!==f||z.pointLength!==h||z.spotLength!==y||z.rectAreaLength!==v||z.hemiLength!==x||z.numDirectionalShadows!==_||z.numPointShadows!==M||z.numSpotShadows!==S)&&(a.directional.length=f,a.spot.length=y,a.rectArea.length=v,a.point.length=h,a.hemi.length=x,a.directionalShadow.length=_,a.directionalShadowMap.length=_,a.pointShadow.length=M,a.pointShadowMap.length=M,a.spotShadow.length=S,a.spotShadowMap.length=S,a.directionalShadowMatrix.length=_,a.pointShadowMatrix.length=M,a.spotShadowMatrix.length=S,z.directionalLength=f,z.pointLength=h,z.spotLength=y,z.rectAreaLength=v,z.hemiLength=x,z.numDirectionalShadows=_,z.numPointShadows=M,z.numSpotShadows=S,a.version=md++)}for(var t=new Jt,r=Qt(),a={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadow:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[]},n=0;9>n;n++)a.probe.push(new S);var o=new S,s=new T,l=new T;return{setup:e,state:a}}/** - * @author Mugen87 / https://github.com/Mugen87 - */function er(){var e=new $t,t=[],r=[];return{init:function(){t.length=0,r.length=0},state:{lightsArray:t,shadowsArray:r,lights:e},setupLights:function(a){e.setup(t,r,a)},pushLight:function(e){t.push(e)},pushShadow:function(e){r.push(e)}}}function tr(){function e(t){var a=t.target;a.removeEventListener("dispose",e),r["delete"](a)}function t(t,a){var i;return!1===r.has(t)?(i=new er,r.set(t,new WeakMap),r.get(t).set(a,i),t.addEventListener("dispose",e)):!1===r.get(t).has(a)?(i=new er,r.get(t).set(a,i)):i=r.get(t).get(a),i}var r=new WeakMap;return{get:t,dispose:function(){r=new WeakMap}}}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author bhouston / https://clara.io - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * - * opacity: , - * - * map: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * wireframe: , - * wireframeLinewidth: - * } - */function rr(e){H.call(this),this.type="MeshDepthMaterial",this.depthPacking=3200,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.setValues(e)}/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * - * referencePosition: , - * nearDistance: , - * farDistance: , - * - * skinning: , - * morphTargets: , - * - * map: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: - * - * } - */function ar(e){H.call(this),this.type="MeshDistanceMaterial",this.referencePosition=new S,this.nearDistance=1,this.farDistance=1e3,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.fog=!1,this.setValues(e)}/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */function ir(e,t,r){function a(r,a){var i=t.update(M);// vertical pass -y.uniforms.shadow_pass.value=r.map.texture,y.uniforms.resolution.value=r.mapSize,y.uniforms.radius.value=r.radius,e.setRenderTarget(r.mapPass),e.clear(),e.renderBufferDirect(a,null,i,y,M,null),v.uniforms.shadow_pass.value=r.mapPass.texture,v.uniforms.resolution.value=r.mapSize,v.uniforms.radius.value=r.radius,e.setRenderTarget(r.map),e.clear(),e.renderBufferDirect(a,null,i,v,M,null)}function i(e,t,r){var a=e<<0|t<<1|r<<2,i=u[a];return void 0===i&&(i=new rr({depthPacking:3201,morphTargets:e,skinning:t}),u[a]=i),i}function n(e,t,r){var a=e<<0|t<<1|r<<2,i=m[a];return void 0===i&&(i=new ar({morphTargets:e,skinning:t}),m[a]=i),i}function o(t,r,a,o,s,l){var d=t.geometry,p=null,c=i,u=t.customDepthMaterial;if(!0===a.isPointLight&&(c=n,u=t.customDistanceMaterial),void 0===u){var m=!1;!0===r.morphTargets&&(!0===d.isBufferGeometry?m=d.morphAttributes&&d.morphAttributes.position&&0b;b++)s(_[b],a,n,d,p)}}var l=new ge,d=new h,p=new h,c=new x,u=[],m=[],g={},f={0:1,1:0,2:2},y=new le({defines:{SAMPLE_RATE:2/8,HALF_SAMPLE_RATE:1/8},uniforms:{shadow_pass:{value:null},resolution:{value:new h},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"}),v=y.clone();v.defines.HORIZONAL_PASS=1;var b=new te;b.setAttribute("position",new k(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));var M=new re(b,y),S=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=1,this.render=function(t,n,o){if(!1!==S.enabled&&(!1!==S.autoUpdate||!1!==S.needsUpdate)&&0!==t.length){var u=e.getRenderTarget(),m=e.getActiveCubeFace(),g=e.getActiveMipmapLevel(),f=e.state;f.setBlending(0),f.buffers.color.setClear(1,1,1,1),f.buffers.depth.setTest(!0),f.setScissorTest(!1);// render depth map -for(var h=0,y=t.length;hr||d.y>r)&&(console.warn("THREE.WebGLShadowMap:",v,"has shadow exceeding max texture size, reducing"),d.x>r&&(p.x=Po(r/b.x),d.x=p.x*b.x,x.mapSize.x=p.x),d.y>r&&(p.y=Po(r/b.y),d.y=p.y*b.y,x.mapSize.y=p.y)),null===x.map&&!x.isPointLightShadow&&3===this.type){var M={minFilter:1006,magFilter:1006,format:1023};x.map=new _(d.x,d.y,M),x.map.texture.name=v.name+".shadowMap",x.mapPass=new _(d.x,d.y,M),x.camera.updateProjectionMatrix()}if(null===x.map){var M={minFilter:1003,magFilter:1003,format:1023};x.map=new _(d.x,d.y,M),x.map.texture.name=v.name+".shadowMap",x.camera.updateProjectionMatrix()}e.setRenderTarget(x.map),e.clear();for(var T=x.getViewportCount(),E=0,w;Ea||e.height>a)&&(i=a/No(e.width,e.height)),1>i||!0===t){// only perform resize for certain image types -if("undefined"!=typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap){var n=t?os.floorPowerOfTwo:Po,o=n(i*e.width),l=n(i*e.height);void 0===W&&(W=s(o,l));// cube textures can't reuse the same canvas -var d=r?s(o,l):W;d.width=o,d.height=l;var p=d.getContext("2d");return p.drawImage(e,0,0,o,l),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+e.width+"x"+e.height+") to ("+o+"x"+l+")."),d}return"data"in e&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+e.width+"x"+e.height+")."),e}return e}function d(e){return os.isPowerOfTwo(e.width)&&os.isPowerOfTwo(e.height)}function p(e){return!z&&(1001!==e.wrapS||1001!==e.wrapT||1003!==e.minFilter&&1006!==e.minFilter)}function c(e,t){return e.generateMipmaps&&t&&1003!==e.minFilter&&1006!==e.minFilter}function u(t,r,i,n){var o=Math.LOG2E;e.generateMipmap(t);var s=a.get(r);// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11 -s.__maxMipLevel=Ao(No(i,n))*o}function m(r,a,i){if(!1===z)return a;if(null!==r){if(void 0!==e[r])return e[r];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+r+"'")}var n=a;return 6403===a&&(5126===i&&(n=33326),5131===i&&(n=33325),5121===i&&(n=33321)),6407===a&&(5126===i&&(n=34837),5131===i&&(n=34843),5121===i&&(n=32849)),6408===a&&(5126===i&&(n=34836),5131===i&&(n=34842),5121===i&&(n=32856)),(33325===n||33326===n||34842===n||34836===n)&&t.get("EXT_color_buffer_float"),n}// Fallback filters for non-power-of-2 textures -function g(e){return 1003===e||1004===e||1005===e?9728:9729}// -function f(e){var t=e.target;t.removeEventListener("dispose",f),y(t),t.isVideoTexture&&G["delete"](t),o.memory.textures--}function h(e){var t=e.target;t.removeEventListener("dispose",h),v(t),o.memory.textures--}// -function y(t){var r=a.get(t);void 0===r.__webglInit||(e.deleteTexture(r.__webglTexture),a.remove(t))}function v(t){var r=a.get(t),n=a.get(t.texture);if(t){if(void 0!==n.__webglTexture&&e.deleteTexture(n.__webglTexture),t.depthTexture&&t.depthTexture.dispose(),t.isWebGLCubeRenderTarget)for(var o=0;6>o;o++)e.deleteFramebuffer(r.__webglFramebuffer[o]),r.__webglDepthbuffer&&e.deleteRenderbuffer(r.__webglDepthbuffer[o]);else e.deleteFramebuffer(r.__webglFramebuffer),r.__webglDepthbuffer&&e.deleteRenderbuffer(r.__webglDepthbuffer),r.__webglMultisampledFramebuffer&&e.deleteFramebuffer(r.__webglMultisampledFramebuffer),r.__webglColorRenderbuffer&&e.deleteRenderbuffer(r.__webglColorRenderbuffer),r.__webglDepthRenderbuffer&&e.deleteRenderbuffer(r.__webglDepthRenderbuffer);a.remove(t.texture),a.remove(t)}}// -function x(){var e=j;return e>=U&&console.warn("THREE.WebGLTextures: Trying to use "+e+" texture units while this GPU supports only "+U),j+=1,e}// -function _(e,t){var i=a.get(e);if(e.isVideoTexture&&D(e),0h;h++)f[h]=p||g?g?t.image[h].image:t.image[h]:l(t.image[h],!1,!0,B);var y=f[0],v=d(y)||z,x=n.convert(t.format),_=n.convert(t.type),b=m(t.internalFormat,x,_);S(34067,t,v);var M;if(p){for(var h=0;6>h;h++){M=f[h].mipmaps;for(var E=0,w;Eh;h++)if(g){r.texImage2D(34069+h,0,b,f[h].width,f[h].height,0,x,_,f[h].data);for(var E=0;Eo;o++)e.bindFramebuffer(36160,r.__webglFramebuffer[o]),r.__webglDepthbuffer[o]=e.createRenderbuffer(),L(r.__webglDepthbuffer[o],t,!1)}else e.bindFramebuffer(36160,r.__webglFramebuffer),r.__webglDepthbuffer=e.createRenderbuffer(),L(r.__webglDepthbuffer,t,!1);e.bindFramebuffer(36160,null)}// Set up GL resources for the render target -function P(t){var s=a.get(t),l=a.get(t.texture);t.addEventListener("dispose",h),l.__webglTexture=e.createTexture(),o.memory.textures++;var p=!0===t.isWebGLCubeRenderTarget,g=!0===t.isWebGLMultisampleRenderTarget,f=d(t)||z;// Setup framebuffer -if(z&&1022===t.texture.format&&(1015===t.texture.type||1016===t.texture.type)&&(t.texture.format=1023,console.warn("THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.")),p){s.__webglFramebuffer=[];for(var y=0;6>y;y++)s.__webglFramebuffer[y]=e.createFramebuffer()}else if(s.__webglFramebuffer=e.createFramebuffer(),g)if(z){s.__webglMultisampledFramebuffer=e.createFramebuffer(),s.__webglColorRenderbuffer=e.createRenderbuffer(),e.bindRenderbuffer(36161,s.__webglColorRenderbuffer);var v=n.convert(t.texture.format),x=n.convert(t.texture.type),_=m(t.texture.internalFormat,v,x),b=C(t);e.renderbufferStorageMultisample(36161,b,_,t.width,t.height),e.bindFramebuffer(36160,s.__webglMultisampledFramebuffer),e.framebufferRenderbuffer(36160,36064,36161,s.__webglColorRenderbuffer),e.bindRenderbuffer(36161,null),t.depthBuffer&&(s.__webglDepthRenderbuffer=e.createRenderbuffer(),L(s.__webglDepthRenderbuffer,t,!0)),e.bindFramebuffer(36160,null)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.");// Setup color buffer -if(p){r.bindTexture(34067,l.__webglTexture),S(34067,t.texture,f);for(var y=0;6>y;y++)w(s.__webglFramebuffer[y],t,36064,34069+y);c(t.texture,f)&&u(34067,t.texture,t.width,t.height),r.bindTexture(34067,null)}else r.bindTexture(3553,l.__webglTexture),S(3553,t.texture,f),w(s.__webglFramebuffer,t,36064,3553),c(t.texture,f)&&u(3553,t.texture,t.width,t.height),r.bindTexture(3553,null);// Setup depth and stencil buffers -t.depthBuffer&&R(t)}function C(e){return z&&e.isWebGLMultisampleRenderTarget?Io(O,e.samples):0}function D(e){var t=o.render.frame;// Check the last frame we updated the VideoTexture -G.get(e)!==t&&(G.set(e,t),e.update())}// backwards compatibility -function I(e,t){e&&e.isWebGLRenderTarget&&(!1===Y&&(console.warn("THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead."),Y=!0),e=e.texture),_(e,t)}function N(e,t){e&&e.isWebGLCubeRenderTarget&&(!1===Z&&(console.warn("THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead."),Z=!0),e=e.texture),e&&e.isCubeTexture||Array.isArray(e.image)&&6===e.image.length?b(e,t):M(e,t)}// -var z=i.isWebGL2,U=i.maxTextures,B=i.maxCubemapSize,F=i.maxTextureSize,O=i.maxSamples,G=new WeakMap,H=!1,V,k,W;try{H="undefined"!=typeof OffscreenCanvas&&null!==new OffscreenCanvas(1,1).getContext("2d")}catch(e){// Ignore any errors -}var j=0,q=(V={},_defineProperty(V,1000,10497),_defineProperty(V,1001,33071),_defineProperty(V,1002,33648),V),X=(k={},_defineProperty(k,1003,9728),_defineProperty(k,1004,9984),_defineProperty(k,1005,9986),_defineProperty(k,1006,9729),_defineProperty(k,1007,9985),_defineProperty(k,1008,9987),k),Y=!1,Z=!1;this.allocateTextureUnit=x,this.resetTextureUnits=function(){j=0},this.setTexture2D=_,this.setTexture2DArray=function(e,t){var i=a.get(e);return 0 column1, column2, column3, column4) -// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) -// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) -// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) -// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) -var T=wo(4*S.length);// 4 pixels needed for 1 matrix -T=os.ceilPowerOfTwo(T),T=No(T,4);var A=new Float32Array(4*(T*T));// 4 floats per RGBA pixel -A.set(x.boneMatrices);// copy current values -var B=new me(A,T,T,1023,1015);x.boneMatrices=A,x.boneTexture=B,x.boneTextureSize=T}m.setValue(Fe,"boneTexture",x.boneTexture,je),m.setValue(Fe,"boneTextureSize",x.boneTextureSize)}else m.setOptional(Fe,x,"boneMatrices")}}return(p||o.receiveShadow!==a.receiveShadow)&&(o.receiveShadow=a.receiveShadow,m.setValue(Fe,"receiveShadow",a.receiveShadow)),p&&(m.setValue(Fe,"toneMappingExposure",J.toneMappingExposure),m.setValue(Fe,"toneMappingWhitePoint",J.toneMappingWhitePoint),o.needsLights&&U(f,c),i&&r.fog&&E(f,i),r.isMeshBasicMaterial?y(f,r):r.isMeshLambertMaterial?(y(f,r),w(f,r)):r.isMeshToonMaterial?(y(f,r),R(f,r)):r.isMeshPhongMaterial?(y(f,r),L(f,r)):r.isMeshStandardMaterial?(y(f,r,n),r.isMeshPhysicalMaterial?C(f,r,n):P(f,r,n)):r.isMeshMatcapMaterial?(y(f,r),D(f,r)):r.isMeshDepthMaterial?(y(f,r),I(f,r)):r.isMeshDistanceMaterial?(y(f,r),N(f,r)):r.isMeshNormalMaterial?(y(f,r),z(f,r)):r.isLineBasicMaterial?(v(f,r),r.isLineDashedMaterial&&_(f,r)):r.isPointsMaterial?b(f,r):r.isSpriteMaterial?M(f,r):r.isShadowMaterial&&(f.color.value.copy(r.color),f.opacity.value=r.opacity),void 0!==f.ltc_1&&(f.ltc_1.value=Jl.LTC_1),void 0!==f.ltc_2&&(f.ltc_2.value=Jl.LTC_2),xt.upload(Fe,o.uniformsList,f,je),r.isShaderMaterial&&(r.uniformsNeedUpdate=!1)),r.isShaderMaterial&&!0===r.uniformsNeedUpdate&&(xt.upload(Fe,o.uniformsList,f,je),r.uniformsNeedUpdate=!1),r.isSpriteMaterial&&m.setValue(Fe,"center",a.center),m.setValue(Fe,"modelViewMatrix",a.modelViewMatrix),m.setValue(Fe,"normalMatrix",a.normalMatrix),m.setValue(Fe,"modelMatrix",a.matrixWorld),u}// Uniforms (refresh uniforms objects) -function y(e,t,r){e.opacity.value=t.opacity,t.color&&e.diffuse.value.copy(t.color),t.emissive&&e.emissive.value.copy(t.emissive).multiplyScalar(t.emissiveIntensity),t.map&&(e.map.value=t.map),t.alphaMap&&(e.alphaMap.value=t.alphaMap),t.specularMap&&(e.specularMap.value=t.specularMap);var a=t.envMap||r;a&&(e.envMap.value=a,e.flipEnvMap.value=a.isCubeTexture?-1:1,e.reflectivity.value=t.reflectivity,e.refractionRatio.value=t.refractionRatio,e.maxMipLevel.value=We.get(a).__maxMipLevel),t.lightMap&&(e.lightMap.value=t.lightMap,e.lightMapIntensity.value=t.lightMapIntensity),t.aoMap&&(e.aoMap.value=t.aoMap,e.aoMapIntensity.value=t.aoMapIntensity);// uv repeat and offset setting priorities -// 1. color map -// 2. specular map -// 3. normal map -// 4. bump map -// 5. alpha map -// 6. emissive map -var i;t.map?i=t.map:t.specularMap?i=t.specularMap:t.displacementMap?i=t.displacementMap:t.normalMap?i=t.normalMap:t.bumpMap?i=t.bumpMap:t.roughnessMap?i=t.roughnessMap:t.metalnessMap?i=t.metalnessMap:t.alphaMap?i=t.alphaMap:t.emissiveMap&&(i=t.emissiveMap),void 0!==i&&(i.isWebGLRenderTarget&&(i=i.texture),!0===i.matrixAutoUpdate&&i.updateMatrix(),e.uvTransform.value.copy(i.matrix));// uv repeat and offset setting priorities for uv2 -// 1. ao map -// 2. light map -var n;t.aoMap?n=t.aoMap:t.lightMap&&(n=t.lightMap),void 0!==n&&(n.isWebGLRenderTarget&&(n=n.texture),!0===n.matrixAutoUpdate&&n.updateMatrix(),e.uv2Transform.value.copy(n.matrix))}function v(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity}function _(e,t){e.dashSize.value=t.dashSize,e.totalSize.value=t.dashSize+t.gapSize,e.scale.value=t.scale}function b(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity,e.size.value=t.size*ue,e.scale.value=.5*ce,t.map&&(e.map.value=t.map),t.alphaMap&&(e.alphaMap.value=t.alphaMap);// uv repeat and offset setting priorities -// 1. color map -// 2. alpha map -var r;t.map?r=t.map:t.alphaMap&&(r=t.alphaMap),void 0!==r&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),e.uvTransform.value.copy(r.matrix))}function M(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity,e.rotation.value=t.rotation,t.map&&(e.map.value=t.map),t.alphaMap&&(e.alphaMap.value=t.alphaMap);// uv repeat and offset setting priorities -// 1. color map -// 2. alpha map -var r;t.map?r=t.map:t.alphaMap&&(r=t.alphaMap),void 0!==r&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),e.uvTransform.value.copy(r.matrix))}function E(e,t){e.fogColor.value.copy(t.color),t.isFog?(e.fogNear.value=t.near,e.fogFar.value=t.far):t.isFogExp2&&(e.fogDensity.value=t.density)}function w(e,t){t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap)}function L(e,t){e.specular.value.copy(t.specular),e.shininess.value=No(t.shininess,1e-4),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,1===t.side&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),1===t.side&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function R(e,t){e.specular.value.copy(t.specular),e.shininess.value=No(t.shininess,1e-4),t.gradientMap&&(e.gradientMap.value=t.gradientMap),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,1===t.side&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),1===t.side&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function P(e,t,r){e.roughness.value=t.roughness,e.metalness.value=t.metalness,t.roughnessMap&&(e.roughnessMap.value=t.roughnessMap),t.metalnessMap&&(e.metalnessMap.value=t.metalnessMap),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,1===t.side&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),1===t.side&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias),(t.envMap||r)&&(e.envMapIntensity.value=t.envMapIntensity)}function C(e,t,r){P(e,t,r),e.reflectivity.value=t.reflectivity,e.clearcoat.value=t.clearcoat,e.clearcoatRoughness.value=t.clearcoatRoughness,t.sheen&&e.sheen.value.copy(t.sheen),t.clearcoatMap&&(e.clearcoatMap.value=t.clearcoatMap),t.clearcoatRoughnessMap&&(e.clearcoatRoughnessMap.value=t.clearcoatRoughnessMap),t.clearcoatNormalMap&&(e.clearcoatNormalScale.value.copy(t.clearcoatNormalScale),e.clearcoatNormalMap.value=t.clearcoatNormalMap,1===t.side&&e.clearcoatNormalScale.value.negate()),e.transparency.value=t.transparency}function D(e,t){t.matcap&&(e.matcap.value=t.matcap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,1===t.side&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),1===t.side&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function I(e,t){t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function N(e,t){t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias),e.referencePosition.value.copy(t.referencePosition),e.nearDistance.value=t.nearDistance,e.farDistance.value=t.farDistance}function z(e,t){t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,1===t.side&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),1===t.side&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}// If uniforms are marked as clean, they don't need to be loaded to the GPU. -function U(e,t){e.ambientLightColor.needsUpdate=t,e.lightProbe.needsUpdate=t,e.directionalLights.needsUpdate=t,e.directionalLightShadows.needsUpdate=t,e.pointLights.needsUpdate=t,e.pointLightShadows.needsUpdate=t,e.spotLights.needsUpdate=t,e.spotLightShadows.needsUpdate=t,e.rectAreaLights.needsUpdate=t,e.hemisphereLights.needsUpdate=t}function B(e){return e.isMeshLambertMaterial||e.isMeshToonMaterial||e.isMeshPhongMaterial||e.isMeshStandardMaterial||e.isShadowMaterial||e.isShaderMaterial&&!0===e.lights}// -e=e||{};var F=void 0===e.canvas?document.createElementNS("http://www.w3.org/1999/xhtml","canvas"):e.canvas,O=void 0===e.context?null:e.context,G=void 0!==e.alpha&&e.alpha,H=void 0===e.depth||e.depth,V=void 0===e.stencil||e.stencil,k=void 0!==e.antialias&&e.antialias,W=void 0===e.premultipliedAlpha||e.premultipliedAlpha,j=void 0!==e.preserveDrawingBuffer&&e.preserveDrawingBuffer,q=void 0===e.powerPreference?"default":e.powerPreference,X=void 0!==e.failIfMajorPerformanceCaveat&&e.failIfMajorPerformanceCaveat,Y=null,Z=null;this.domElement=F,this.debug={/** - * Enables error checking and reporting when shader programs are being compiled - * @type {boolean} - */checkShaderErrors:!0},this.autoClear=!0,this.autoClearColor=!0,this.autoClearDepth=!0,this.autoClearStencil=!0,this.sortObjects=!0,this.clippingPlanes=[],this.localClippingEnabled=!1,this.gammaFactor=2,this.outputEncoding=3000,this.physicallyCorrectLights=!1,this.toneMapping=1,this.toneMappingExposure=1,this.toneMappingWhitePoint=1,this.maxMorphTargets=8,this.maxMorphNormals=4;// internal properties -var J=this,Q=!1,// internal state cache -K=null,$=0,ee=0,te=null,re=null,ae=-1,// geometry and program caching -ie={geometry:null,program:null,wireframe:!1},ne=null,oe=null,se=new x,le=new x,de=null,// -pe=F.width,ce=F.height,ue=1,ye=null,ve=null,Le=new x(0,0,pe,ce),Pe=new x(0,0,pe,ce),Ce=!1,// frustum -De=new ge,// clipping -Ie=new Me,Ne=!1,ze=!1,// camera matrices cache -Ue=new T,Be=new S,Fe;try{var Oe={alpha:G,depth:H,stencil:V,antialias:k,premultipliedAlpha:W,preserveDrawingBuffer:j,powerPreference:q,failIfMajorPerformanceCaveat:X,xrCompatible:!0};// event listeners must be registered before WebGL context is created, see #12753 -if(F.addEventListener("webglcontextlost",a,!1),F.addEventListener("webglcontextrestored",i,!1),Fe=O||F.getContext("webgl",Oe)||F.getContext("experimental-webgl",Oe),null===Fe)if(null!==F.getContext("webgl"))throw new Error("Error creating WebGL context with your selected attributes.");else throw new Error("Error creating WebGL context.");// Some experimental-webgl implementations do not have getShaderPrecisionFormat -void 0===Fe.getShaderPrecisionFormat&&(Fe.getShaderPrecisionFormat=function(){return{rangeMin:1,rangeMax:1,precision:1}})}catch(e){throw console.error("THREE.WebGLRenderer: "+e.message),e}var Ge,He,Ve,ke,We,je,qe,Xe,Ye,Ze,Je,Qe,Ke,$e,et,tt,rt;r();// xr -var at=new pr(J,Fe);this.xr=at;// shadow map -var it=new ir(J,Ye,He.maxTextureSize);this.shadowMap=it,this.getContext=function(){return Fe},this.getContextAttributes=function(){return Fe.getContextAttributes()},this.forceContextLoss=function(){var e=Ge.get("WEBGL_lose_context");e&&e.loseContext()},this.forceContextRestore=function(){var e=Ge.get("WEBGL_lose_context");e&&e.restoreContext()},this.getPixelRatio=function(){return ue},this.setPixelRatio=function(e){void 0===e||(ue=e,this.setSize(pe,ce,!1))},this.getSize=function(e){return void 0===e&&(console.warn("WebGLRenderer: .getsize() now requires a Vector2 as an argument"),e=new h),e.set(pe,ce)},this.setSize=function(e,t,r){return at.isPresenting?void console.warn("THREE.WebGLRenderer: Can't change size while VR device is presenting."):void(pe=e,ce=t,F.width=Po(e*ue),F.height=Po(t*ue),!1!==r&&(F.style.width=e+"px",F.style.height=t+"px"),this.setViewport(0,0,e,t))},this.getDrawingBufferSize=function(e){return void 0===e&&(console.warn("WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument"),e=new h),e.set(pe*ue,ce*ue).floor()},this.setDrawingBufferSize=function(e,t,r){pe=e,ce=t,ue=r,F.width=Po(e*r),F.height=Po(t*r),this.setViewport(0,0,e,t)},this.getCurrentViewport=function(e){return void 0===e&&(console.warn("WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument"),e=new x),e.copy(se)},this.getViewport=function(e){return e.copy(Le)},this.setViewport=function(e,t,r,a){e.isVector4?Le.set(e.x,e.y,e.z,e.w):Le.set(e,t,r,a),Ve.viewport(se.copy(Le).multiplyScalar(ue).floor())},this.getScissor=function(e){return e.copy(Pe)},this.setScissor=function(e,t,r,a){e.isVector4?Pe.set(e.x,e.y,e.z,e.w):Pe.set(e,t,r,a),Ve.scissor(le.copy(Pe).multiplyScalar(ue).floor())},this.getScissorTest=function(){return Ce},this.setScissorTest=function(e){Ve.setScissorTest(Ce=e)},this.setOpaqueSort=function(e){ye=e},this.setTransparentSort=function(e){ve=e},this.getClearColor=function(){return Ke.getClearColor()},this.setClearColor=function(){Ke.setClearColor.apply(Ke,arguments)},this.getClearAlpha=function(){return Ke.getClearAlpha()},this.setClearAlpha=function(){Ke.setClearAlpha.apply(Ke,arguments)},this.clear=function(e,t,r){var a=0;(void 0===e||e)&&(a|=16384),(void 0===t||t)&&(a|=256),(void 0===r||r)&&(a|=1024),Fe.clear(a)},this.clearColor=function(){this.clear(!0,!1,!1)},this.clearDepth=function(){this.clear(!1,!0,!1)},this.clearStencil=function(){this.clear(!1,!1,!0)},this.dispose=function(){F.removeEventListener("webglcontextlost",a,!1),F.removeEventListener("webglcontextrestored",i,!1),Je.dispose(),Qe.dispose(),We.dispose(),Ye.dispose(),at.dispose(),st.stop(),this.forceContextLoss()},this.renderBufferImmediate=function(e,t){Ve.initAttributes();var r=We.get(e);e.hasPositions&&!r.position&&(r.position=Fe.createBuffer()),e.hasNormals&&!r.normal&&(r.normal=Fe.createBuffer()),e.hasUvs&&!r.uv&&(r.uv=Fe.createBuffer()),e.hasColors&&!r.color&&(r.color=Fe.createBuffer());var a=t.getAttributes();e.hasPositions&&(Fe.bindBuffer(34962,r.position),Fe.bufferData(34962,e.positionArray,35048),Ve.enableAttribute(a.position),Fe.vertexAttribPointer(a.position,3,5126,!1,0,0)),e.hasNormals&&(Fe.bindBuffer(34962,r.normal),Fe.bufferData(34962,e.normalArray,35048),Ve.enableAttribute(a.normal),Fe.vertexAttribPointer(a.normal,3,5126,!1,0,0)),e.hasUvs&&(Fe.bindBuffer(34962,r.uv),Fe.bufferData(34962,e.uvArray,35048),Ve.enableAttribute(a.uv),Fe.vertexAttribPointer(a.uv,2,5126,!1,0,0)),e.hasColors&&(Fe.bindBuffer(34962,r.color),Fe.bufferData(34962,e.colorArray,35048),Ve.enableAttribute(a.color),Fe.vertexAttribPointer(a.color,3,5126,!1,0,0)),Ve.disableUnusedAttributes(),Fe.drawArrays(4,0,e.count),e.count=0};var nt=new A;this.renderBufferDirect=function(e,r,a,i,n,o){null===r&&(r=nt);// renderBufferDirect second parameter used to be fog (could be null) -var s=n.isMesh&&0>n.matrixWorld.determinant(),l=f(e,r,i,n);Ve.setMaterial(i,s);var p=!1;(ie.geometry!==a.id||ie.program!==l.id||ie.wireframe!==(!0===i.wireframe))&&(ie.geometry=a.id,ie.program=l.id,ie.wireframe=!0===i.wireframe,p=!0),(i.morphTargets||i.morphNormals)&&($e.update(n,a,i,l),p=!0);// -var c=a.index,u=a.attributes.position;// -if(null===c){if(void 0===u||0===u.count)return;}else if(0===c.count)return;// -var m=1;!0===i.wireframe&&(c=Xe.getWireframeAttribute(a),m=2);var g=et,h;null!==c&&(h=qe.get(c),g=tt,g.setIndex(h)),p&&(d(n,a,i,l),null!==c&&Fe.bindBuffer(34963,h.buffer));// -var y=null===c?u.count:c.count,v=a.drawRange.start*m,x=a.drawRange.count*m,_=null===o?0:o.start*m,b=null===o?1/0:o.count*m,M=No(v,_),S=Io(y,v+x,_+b)-1,T=No(0,S-M+1);if(0!==T){// -if(n.isMesh)!0===i.wireframe?(Ve.setLineWidth(i.wireframeLinewidth*t()),g.setMode(1)):g.setMode(4);else if(n.isLine){var E=i.linewidth;void 0===E&&(E=1),Ve.setLineWidth(E*t()),n.isLineSegments?g.setMode(1):n.isLineLoop?g.setMode(2):g.setMode(3)}else n.isPoints?g.setMode(0):n.isSprite&&g.setMode(4);n.isInstancedMesh?g.renderInstances(a,M,T,n.count):a.isInstancedBufferGeometry?g.renderInstances(a,M,T,a.maxInstancedCount):g.render(M,T)}},this.compile=function(e,t){Z=Qe.get(e,t),Z.init(),e.traverse(function(e){e.isLight&&(Z.pushLight(e),e.castShadow&&Z.pushShadow(e))}),Z.setupLights(t);var r={};e.traverse(function(t){if(t.material)if(Array.isArray(t.material))for(var a=0;a= 52 and Firefox -!(1016===c&&(He.isWebGL2?Ge.get("EXT_color_buffer_float"):Ge.get("EXT_color_buffer_half_float"))))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");36053===Fe.checkFramebufferStatus(36160)?0<=t&&t<=e.width-a&&0<=r&&r<=e.height-i&&Fe.readPixels(t,r,a,i,rt.convert(p),rt.convert(c),n):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.")}finally{l&&Fe.bindFramebuffer(36160,re)}}},this.copyFramebufferToTexture=function(e,t,r){void 0===r&&(r=0);var a=Do(2,-r),i=Po(t.image.width*a),n=Po(t.image.height*a),o=rt.convert(t.format);je.setTexture2D(t,0),Fe.copyTexImage2D(3553,r,o,e.x,e.y,i,n,0),Ve.unbindTexture()},this.copyTextureToTexture=function(e,t,r,a){var i=t.image.width,n=t.image.height,o=rt.convert(r.format),s=rt.convert(r.type);je.setTexture2D(r,0),t.isDataTexture?Fe.texSubImage2D(3553,a||0,e.x,e.y,i,n,o,s,t.image.data):Fe.texSubImage2D(3553,a||0,e.x,e.y,o,s,t.image),Ve.unbindTexture()},this.initTexture=function(e){je.setTexture2D(e,0),Ve.unbindTexture()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */function ur(e,t){this.name="",this.color=new U(e),this.density=void 0===t?25e-5:t}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */function mr(e,t,r){this.name="",this.color=new U(e),this.near=void 0===t?1:t,this.far=void 0===r?1e3:r}/** - * @author benaadams / https://twitter.com/ben_a_adams - */function gr(e,t){this.array=e,this.stride=t,this.count=void 0===e?0:e.length/t,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0}function fr(e,t,r,a){this.data=e,this.itemSize=t,this.offset=r,this.normalized=!0===a}/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * map: new THREE.Texture( ), - * alphaMap: new THREE.Texture( ), - * rotation: , - * sizeAttenuation: - * } - */function hr(e){H.call(this),this.type="SpriteMaterial",this.color=new U(16777215),this.map=null,this.alphaMap=null,this.rotation=0,this.sizeAttenuation=!0,this.transparent=!0,this.setValues(e)}function yr(e){if(L.call(this),this.type="Sprite",void 0===Ld){Ld=new te;var t=new Float32Array([-.5,-.5,0,0,0,.5,-.5,0,1,0,.5,.5,0,1,1,-.5,.5,0,0,1]),r=new gr(t,5);Ld.setIndex([0,1,2,0,2,3]),Ld.setAttribute("position",new fr(r,3,0,!1)),Ld.setAttribute("uv",new fr(r,2,3,!1))}this.geometry=Ld,this.material=void 0===e?new hr:e,this.center=new h(.5,.5)}function vr(e,t,r,a,i,n){vd.subVectors(e,r).addScalar(.5).multiply(a),void 0===i?xd.copy(vd):(xd.x=n*vd.x-i*vd.y,xd.y=i*vd.x+n*vd.y),e.copy(t),e.x+=xd.x,e.y+=xd.y,e.applyMatrix4(_d)}/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */function xr(){L.call(this),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]}}),this.autoUpdate=!0}/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author ikerr / http://verold.com - */function _r(e,t){e&&e.isGeometry&&console.error("THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead."),re.call(this,e,t),this.type="SkinnedMesh",this.bindMode="attached",this.bindMatrix=new T,this.bindMatrixInverse=new T}function br(e,t){// use the supplied bone inverses or calculate the inverses -if(e=e||[],this.bones=e.slice(0),this.boneMatrices=new Float32Array(16*this.bones.length),this.frame=-1,void 0===t)this.calculateInverses();else if(this.bones.length===t.length)this.boneInverses=t.slice(0);else{console.warn("THREE.Skeleton boneInverses is the wrong length."),this.boneInverses=[];for(var r=0,a=this.bones.length;r, - * opacity: , - * - * linewidth: , - * linecap: "round", - * linejoin: "round" - * } - */function Tr(e){H.call(this),this.type="LineBasicMaterial",this.color=new U(16777215),this.linewidth=1,this.linecap="round",this.linejoin="round",this.setValues(e)}function Er(e,t,r){1===r&&console.error("THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead."),L.call(this),this.type="Line",this.geometry=void 0===e?new te:e,this.material=void 0===t?new Tr:t}function wr(e,t){Er.call(this,e,t),this.type="LineSegments"}/** - * @author mgreter / http://github.com/mgreter - */function Lr(e,t){Er.call(this,e,t),this.type="LineLoop"}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * alphaMap: new THREE.Texture( ), - * - * size: , - * sizeAttenuation: - * - * morphTargets: - * } - */function Ar(e){H.call(this),this.type="PointsMaterial",this.color=new U(16777215),this.map=null,this.alphaMap=null,this.size=1,this.sizeAttenuation=!0,this.morphTargets=!1,this.setValues(e)}function Rr(e,t){L.call(this),this.type="Points",this.geometry=void 0===e?new te:e,this.material=void 0===t?new Ar:t,this.updateMorphTargets()}function Pr(e,t,r,a,i,n,o){var s=Wd.distanceSqToPoint(e);if(si.far)return;n.push({distance:d,distanceToRay:wo(s),point:l,index:t,face:null,object:o})}}/** - * @author mrdoob / http://mrdoob.com/ - */function Cr(e,t,r,a,i,n,o,s,l){v.call(this,e,t,r,a,i,n,o,s,l),this.format=void 0===o?1022:o,this.minFilter=void 0===n?1006:n,this.magFilter=void 0===i?1006:i,this.generateMipmaps=!1}/** - * @author alteredq / http://alteredqualia.com/ - */function Dr(e,t,r,a,i,n,o,s,l,d,p,c){v.call(this,null,n,o,s,l,d,a,i,p,c),this.image={width:t,height:r},this.mipmaps=e,this.flipY=!1,this.generateMipmaps=!1}/** - * @author mrdoob / http://mrdoob.com/ - */function Ir(e,t,r,a,i,n,o,s,l){v.call(this,e,t,r,a,i,n,o,s,l),this.needsUpdate=!0}/** - * @author Matt DesLauriers / @mattdesl - * @author atix / arthursilber.de - */function Nr(e,t,r,a,i,n,o,s,l,d){if(d=void 0===d?1026:d,1026!==d&&1027!==d)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===r&&1026===d&&(r=1012),void 0===r&&1027===d&&(r=1020),v.call(this,null,a,i,n,o,s,d,r,l),this.image={width:e,height:t},this.magFilter=void 0===o?1003:o,this.minFilter=void 0===s?1003:s,this.flipY=!1,this.generateMipmaps=!1}/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */function zr(t){te.call(this),this.type="WireframeGeometry";// buffer -var r=[],a=[0,0],n={},s=["a","b","c"],d,p,c,u,m,g,f,h,y,v;// helper variables -// different logic for Geometry and BufferGeometry -if(t&&t.isGeometry){// create a data structure that contains all edges without duplicates -var x=t.faces;for(d=0,c=x.length;dp;p++)// sorting prevents duplicates -f=_[s[p]],h=_[s[(p+1)%3]],a[0]=Io(f,h),a[1]=No(f,h),y=a[0]+","+a[1],void 0===n[y]&&(n[y]={index1:a[0],index2:a[1]})}// generate vertices -for(y in n)g=n[y],v=t.vertices[g.index1],r.push(v.x,v.y,v.z),v=t.vertices[g.index2],r.push(v.x,v.y,v.z)}else if(t&&t.isBufferGeometry){var b,M,T,E,w,L,A,R;if(v=new S,null!==t.index){// create a data structure that contains all eges without duplicates -for(b=t.attributes.position,M=t.index,T=t.groups,0===T.length&&(T=[{start:0,count:M.count,materialIndex:0}]),(u=0,m=T.length);up;p++)// sorting prevents duplicates -f=M.getX(d+p),h=M.getX(d+(p+1)%3),a[0]=Io(f,h),a[1]=No(f,h),y=a[0]+","+a[1],void 0===n[y]&&(n[y]={index1:a[0],index2:a[1]});// generate vertices -for(y in n)g=n[y],v.fromBufferAttribute(b,g.index1),r.push(v.x,v.y,v.z),v.fromBufferAttribute(b,g.index2),r.push(v.x,v.y,v.z)}else for(b=t.attributes.position,d=0,c=b.count/3;dp;p++)// three edges per triangle, an edge is represented as (index1, index2) -// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) -A=3*d+p,v.fromBufferAttribute(b,A),r.push(v.x,v.y,v.z),R=3*d+(p+1)%3,v.fromBufferAttribute(b,R),r.push(v.x,v.y,v.z)}// build geometry -this.setAttribute("position",new Q(r,3))}/** - * @author zz85 / https://github.com/zz85 - * @author Mugen87 / https://github.com/Mugen87 - * - * Parametric Surfaces Geometry - * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html - */ // ParametricGeometry -function Ur(e,t,r){ne.call(this),this.type="ParametricGeometry",this.parameters={func:e,slices:t,stacks:r},this.fromBufferGeometry(new Br(e,t,r)),this.mergeVertices()}// ParametricBufferGeometry -function Br(e,t,r){te.call(this),this.type="ParametricBufferGeometry",this.parameters={func:e,slices:t,stacks:r};// buffers -var n=[],o=[],s=[],l=[],p=1e-5,m=new S,g=new S,f=new S,h=new S,y=new S,x,_;3>e.length&&console.error("THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.");// generate vertices, normals and uvs -var M=t+1;for(x=0;x<=r;x++){var T=x/r;for(_=0;_<=t;_++){var v=_/t;// vertex -e(v,T,g),o.push(g.x,g.y,g.z),0<=v-p?(e(v-p,T,f),h.subVectors(g,f)):(e(v+p,T,f),h.subVectors(f,g)),0<=T-p?(e(v,T-p,f),y.subVectors(g,f)):(e(v,T+p,f),y.subVectors(f,g)),m.crossVectors(h,y).normalize(),s.push(m.x,m.y,m.z),l.push(v,T)}}// generate indices -for(x=0;xo&&(.2>t&&(y[e+0]+=1),.2>r&&(y[e+2]+=1),.2>a&&(y[e+4]+=1))}}function d(e){f.push(e.x,e.y,e.z)}function p(t,r){var a=3*t;r.x=e[a+0],r.y=e[a+1],r.z=e[a+2]}function c(){for(var e=new S,t=new S,r=new S,a=new S,n=new h,o=new h,s=new h,l=0,d=0;la&&1===e.x&&(y[t]=e.x-1),0===r.x&&0===r.z&&(y[t]=a/2/Eo+.5)}// Angle around the Y axis, counter-clockwise when looking from above. -function m(e){return To(e.z,-e.x)}// Angle above the XZ plane. -function g(e){return To(-e.y,wo(e.x*e.x+e.z*e.z))}te.call(this),this.type="PolyhedronBufferGeometry",this.parameters={vertices:e,indices:t,radius:r,detail:a},r=r||1,a=a||0;// default buffer data -var f=[],y=[];i(a),o(r),s(),this.setAttribute("position",new Q(f,3)),this.setAttribute("normal",new Q(f.slice(),3)),this.setAttribute("uv",new Q(y,2)),0===a?this.computeVertexNormals():this.normalizeNormals()}/** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ // TetrahedronGeometry -function Gr(e,t){ne.call(this),this.type="TetrahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new Hr(e,t)),this.mergeVertices()}// TetrahedronBufferGeometry -function Hr(e,t){Or.call(this,[1,1,1,-1,-1,1,-1,1,-1,1,-1,-1],[2,1,0,0,3,2,1,3,0,2,3,1],e,t),this.type="TetrahedronBufferGeometry",this.parameters={radius:e,detail:t}}/** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ // OctahedronGeometry -function Vr(e,t){ne.call(this),this.type="OctahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new kr(e,t)),this.mergeVertices()}// OctahedronBufferGeometry -function kr(e,t){Or.call(this,[1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1],[0,2,4,0,4,3,0,3,5,0,5,2,1,2,5,1,5,3,1,3,4,1,4,2],e,t),this.type="OctahedronBufferGeometry",this.parameters={radius:e,detail:t}}/** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ // IcosahedronGeometry -function Wr(e,t){ne.call(this),this.type="IcosahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new jr(e,t)),this.mergeVertices()}// IcosahedronBufferGeometry -function jr(e,r){var a=(1+wo(5))/2;Or.call(this,[-1,a,0,1,a,0,-1,-a,0,1,-a,0,0,-1,a,0,1,a,0,-1,-a,0,1,-a,a,0,-1,a,0,1,-a,0,-1,-a,0,1],[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1],e,r),this.type="IcosahedronBufferGeometry",this.parameters={radius:e,detail:r}}/** - * @author Abe Pazos / https://hamoid.com - * @author Mugen87 / https://github.com/Mugen87 - */ // DodecahedronGeometry -function qr(e,t){ne.call(this),this.type="DodecahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new Xr(e,t)),this.mergeVertices()}// DodecahedronBufferGeometry -function Xr(e,a){var i=(1+wo(5))/2,t=1/i;Or.call(this,[// (±1, ±1, ±1) --1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,// (0, ±1/φ, ±φ) -0,-t,-i,0,-t,i,0,t,-i,0,t,i,// (±1/φ, ±φ, 0) --t,-i,0,-t,i,0,t,-i,0,t,i,0,// (±φ, 0, ±1/φ) --i,0,-t,i,0,-t,-i,0,t,i,0,t],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],e,a),this.type="DodecahedronBufferGeometry",this.parameters={radius:e,detail:a}}/** - * @author oosmoxiecode / https://github.com/oosmoxiecode - * @author WestLangley / https://github.com/WestLangley - * @author zz85 / https://github.com/zz85 - * @author miningold / https://github.com/miningold - * @author jonobr1 / https://github.com/jonobr1 - * @author Mugen87 / https://github.com/Mugen87 - * - */ // TubeGeometry -function Yr(e,t,r,a,i,n){ne.call(this),this.type="TubeGeometry",this.parameters={path:e,tubularSegments:t,radius:r,radialSegments:a,closed:i},void 0!==n&&console.warn("THREE.TubeGeometry: taper has been removed.");var o=new Zr(e,t,r,a,i);// expose internals -this.tangents=o.tangents,this.normals=o.normals,this.binormals=o.binormals,this.fromBufferGeometry(o),this.mergeVertices()}// TubeBufferGeometry -function Zr(e,t,r,n,o){// functions -function s(){for(_=0;_=t;o-=a)s=Ta(o,e[o],e[o+1],s);return s&&va(s,s.next)&&(Ea(s),s=s.next),s}// eliminate colinear or duplicate points -function ta(e,t){if(!e)return e;t||(t=e);var r=e,a;do if(a=!1,!r.steiner&&(va(r,r.next)||0===ya(r.prev,r,r.next))){if(Ea(r),r=t=r.prev,r===r.next)break;a=!0}else r=r.next;while(a||r!==t);return t}// main ear slicing loop which triangulates a polygon (given as a linked list) -function ra(e,t,r,a,i,n,o){if(e){!o&&n&&ca(e,a,i,n);// iterate through ears, slicing them one by one -for(var s=e,l,d;e.prev!==e.next;){if(l=e.prev,d=e.next,n?ia(e,a,i,n):aa(e)){t.push(l.i/r),t.push(e.i/r),t.push(d.i/r),Ea(e),e=d.next,s=d.next;continue}// if we looped through the whole remaining polygon and can't find any more ears -if(e=d,e===s){o?1===o?(e=na(e,t,r),ra(e,t,r,a,i,n,2)):2==o&&oa(e,t,r,a,i,n):ra(ta(e),t,r,a,i,n,1);break}}}// interlink polygon nodes in z-order -}// check whether a polygon node forms a valid ear with adjacent nodes -function aa(e){var t=e.prev,r=e,a=e.next;if(0<=ya(t,r,a))return!1;// reflex, can't be an ear -// now make sure we don't have other points inside the potential ear -for(var i=e.next.next;i!==e.prev;){if(fa(t.x,t.y,r.x,r.y,a.x,a.y,i.x,i.y)&&0<=ya(i.prev,i,i.next))return!1;i=i.next}return!0}function ia(e,t,r,i){var o=e.prev,a=e,s=e.next;if(0<=ya(o,a,s))return!1;// reflex, can't be an ear -// triangle bbox; min & max are calculated like this for speed -// look for points inside the triangle in both directions -for(var l=o.xa.x?o.x>s.x?o.x:s.x:a.x>s.x?a.x:s.x,u=o.y>a.y?o.y>s.y?o.y:s.y:a.y>s.y?a.y:s.y,m=ma(l,d,t,r,i),g=ma(c,u,t,r,i),f=e.prevZ,h=e.nextZ// z-order range for the current triangle bbox; -;f&&f.z>=m&&h&&h.z<=g;){if(f!==e.prev&&f!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,f.x,f.y)&&0<=ya(f.prev,f,f.next))return!1;if(f=f.prevZ,h!==e.prev&&h!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,h.x,h.y)&&0<=ya(h.prev,h,h.next))return!1;h=h.nextZ}// look for remaining points in decreasing z-order -for(;f&&f.z>=m;){if(f!==e.prev&&f!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,f.x,f.y)&&0<=ya(f.prev,f,f.next))return!1;f=f.prevZ}// look for remaining points in increasing z-order -for(;h&&h.z<=g;){if(h!==e.prev&&h!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,h.x,h.y)&&0<=ya(h.prev,h,h.next))return!1;h=h.nextZ}return!0}// go through all polygon nodes and cure small local self-intersections -function na(e,t,r){var i=e;do{var n=i.prev,a=i.next.next;!va(n,a)&&xa(n,i,i.next,a)&&ba(n,a)&&ba(a,n)&&(t.push(n.i/r),t.push(i.i/r),t.push(a.i/r),Ea(i),Ea(i.next),i=e=a),i=i.next}while(i!==e);return i}// try splitting polygon into two and triangulate them independently -function oa(e,t,r,i,n,o){// look for a valid diagonal that divides the polygon into two -var s=e;do{for(var l=s.next.next;l!==s.prev;){if(s.i!==l.i&&ha(s,l)){// split the polygon in two by the diagonal -var d=Sa(s,l);// filter colinear points around the cuts -return s=ta(s,s.next),d=ta(d,d.next),ra(s,t,r,i,n,o),void ra(d,t,r,i,n,o)}l=l.next}s=s.next}while(s!==e)}// link every hole into the outer loop, producing a single-ring polygon without holes -function sa(e,t,r,a){var n=[],o,s,l,d,p;for(o=0,s=t.length;o=r.next.y&&r.next.y!==r.y){var s=r.x+(i-r.y)*(r.next.x-r.x)/(r.next.y-r.y);if(s<=a&&s>n){if(n=s,s===a){if(i===r.y)return r;if(i===r.next.y)return r.next}o=r.x=r.x&&r.x>=d&&a!==r.x&&fa(io.x)&&ba(r,e)&&(o=r,u=g)),r=r.next;return o}// interlink polygon nodes in z-order -function ca(e,t,r,a){var i=e;do null===i.z&&(i.z=ma(i.x,i.y,t,r,a)),i.prevZ=i.prev,i.nextZ=i.next,i=i.next;while(i!==e);i.prevZ.nextZ=null,i.prevZ=null,ua(i)}// Simon Tatham's linked list merge sort algorithm -// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html -function ua(t){var r=1,a,n,o,s,l,d,c,u;do{for(n=t,t=null,l=null,d=0;n;){for(d++,o=n,c=0,a=0;aya(e.prev,e,e.next)?0<=ya(e,t,e.next)&&0<=ya(e,e.prev,t):0>ya(e,t,e.prev)||0>ya(e,e.next,t)}// check if the middle point of a polygon diagonal is inside the polygon -function Ma(e,t){var r=e,a=!1,i=(e.x+t.x)/2,n=(e.y+t.y)/2;do r.y>n!=r.next.y>n&&r.next.y!==r.y&&i<(r.next.x-r.x)*(n-r.y)/(r.next.y-r.y)+r.x&&(a=!a),r=r.next;while(r!==e);return a}// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; -// if one belongs to the outer ring and another to a hole, it merges it into a single ring -function Sa(e,t){var r=new wa(e.i,e.x,e.y),a=new wa(t.i,t.x,t.y),i=e.next,n=t.prev;return e.next=t,t.prev=e,r.next=i,i.prev=r,a.next=r,r.prev=a,n.next=a,a.prev=n,a}// create a node and optionally link it with previous one (in a circular doubly linked list) -function Ta(e,t,r,a){var i=new wa(e,t,r);return a?(i.next=a.next,i.prev=a,a.next.prev=i,a.next=i):(i.prev=i,i.next=i),i}function Ea(e){e.next.prev=e.prev,e.prev.next=e.next,e.prevZ&&(e.prevZ.nextZ=e.nextZ),e.nextZ&&(e.nextZ.prevZ=e.prevZ)}function wa(e,t,r){this.i=e,this.x=t,this.y=r,this.prev=null,this.next=null,this.z=null,this.prevZ=null,this.nextZ=null,this.steiner=!1}function La(e,t,r,a){for(var n=0,o=t,s=r-a;o, // number of points on the curves - * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too - * depth: , // Depth to extrude the shape - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into the original shape bevel goes - * bevelSize: , // how far from shape outline (including bevelOffset) is bevel - * bevelOffset: , // how far from shape outline does bevel start - * bevelSegments: , // number of bevel layers - * - * extrudePath: // curve to extrude shape along - * - * UVGenerator: // object that provides UV generator functions - * - * } - */ // ExtrudeGeometry -function Pa(e,t){ne.call(this),this.type="ExtrudeGeometry",this.parameters={shapes:e,options:t},this.fromBufferGeometry(new Ca(e,t)),this.mergeVertices()}// ExtrudeBufferGeometry -function Ca(e,r){// functions -function a(e){function a(e,t,r){return t||console.error("THREE.ExtrudeGeometry: vec does not exist"),t.clone().multiplyScalar(r).add(e)}// Find directions for point movement -function l(e,t,r){// computes for inPt the corresponding point inPt' on a new contour -// shifted by 1 unit (length of normalized vector) to the left -// if we walk along contour clockwise, this new contour is outside the old one -// -// inPt' is the intersection of the two lines parallel to the two -// adjacent edges of inPt at a distance of 1 unit on the left side. -var a=e.x-t.x,i=e.y-t.y,n=r.x-e.x,o=r.y-e.y,s=a*a+i*i,l,d,p;// resulting translation vector for inPt -// good reading for geometry algorithms (here: line-line intersection) -// http://geomalgorithms.com/a05-_intersect-1.html -if(zo(a*o-i*n)>Mo){// not collinear -// length of vectors for normalizing -var c=wo(s),u=wo(n*n+o*o),m=t.x-i/c,g=t.y+a/c,f=r.x-o/u,y=r.y+n/u,v=((f-m)*o-(y-g)*n)/(a*o-i*n);l=m+a*v-e.x,d=g+i*v-e.y;// Don't normalize!, otherwise sharp corners become ugly -// but prevent crazy spikes -var x=l*l+d*d;if(2>=x)return new h(l,d);p=wo(x/2)}else{// handle special case of collinear edges -var _=!1;// assumes: opposite -a>Mo?n>Mo&&(_=!0):a<-Mo?n<-Mo&&(_=!0):bo(i)===bo(o)&&(_=!0),_?(l=-i,d=a,p=wo(s)):(l=a,d=i,p=wo(s/2))}return new h(l/p,d/p)}///// Internal functions -function d(){var e=o.length/3;if(T){var t=0,r=Z*t;// steps + 1 -// Bottom faces -for(K=0;Ki&&(i=e.length-1);//console.log('b', i,j, i-1, k,vertices.length); -var n=0,o=_+2*A;for(n=0;n, // font - * - * size: , // size of the text - * height: , // thickness to extrude text - * curveSegments: , // number of points on the curves - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into text bevel goes - * bevelSize: , // how far from text outline (including bevelOffset) is bevel - * bevelOffset: // how far from text outline does bevel start - * } - */ // TextGeometry -function Ia(e,t){ne.call(this),this.type="TextGeometry",this.parameters={text:e,parameters:t},this.fromBufferGeometry(new Na(e,t)),this.mergeVertices()}// TextBufferGeometry -function Na(e,t){t=t||{};var r=t.font;if(!(r&&r.isFont))return console.error("THREE.TextGeometry: font parameter is not an instance of THREE.Font."),new ne;var a=r.generateShapes(e,t.size);// translate parameters to ExtrudeGeometry API -t.depth=void 0===t.height?50:t.height,void 0===t.bevelThickness&&(t.bevelThickness=10),void 0===t.bevelSize&&(t.bevelSize=8),void 0===t.bevelEnabled&&(t.bevelEnabled=!1),Ca.call(this,a,t),this.type="TextBufferGeometry"}/** - * @author mrdoob / http://mrdoob.com/ - * @author benaadams / https://twitter.com/ben_a_adams - * @author Mugen87 / https://github.com/Mugen87 - */ // SphereGeometry -function za(e,t,r,a,i,n,o){ne.call(this),this.type="SphereGeometry",this.parameters={radius:e,widthSegments:t,heightSegments:r,phiStart:a,phiLength:i,thetaStart:n,thetaLength:o},this.fromBufferGeometry(new Ua(e,t,r,a,i,n,o)),this.mergeVertices()}// SphereBufferGeometry -function Ua(e,t,r,i,n,o,s){te.call(this),this.type="SphereBufferGeometry",this.parameters={radius:e,widthSegments:t,heightSegments:r,phiStart:i,phiLength:n,thetaStart:o,thetaLength:s},e=e||1,t=No(3,Po(t)||8),r=No(2,Po(r)||6),i=void 0===i?0:i,n=void 0===n?2*Eo:n,o=void 0===o?0:o,s=void 0===s?Eo:s;var l=Io(o+s,Math.PI),p=0,m=[],g=new S,f=new S,h=[],y=[],x=[],_=[],M,T;// generate vertices, normals and uvs -for(T=0;T<=r;T++){var E=[],w=T/r,v=0;for(0==T&&0==o?v=.5/t:T==r&&l==Eo&&(v=-.5/t),M=0;M<=t;M++){var L=M/t;// vertex -g.x=-e*Ro(i+L*n)*So(o+w*s),g.y=e*Ro(o+w*s),g.z=e*So(i+L*n)*So(o+w*s),y.push(g.x,g.y,g.z),f.copy(g).normalize(),x.push(f.x,f.y,f.z),_.push(L+v,1-w),E.push(p++)}m.push(E)}// indices -for(T=0;Tv;v++)p=l[d[v]],c=l[d[(v+1)%3]],o[0]=Io(p,c),o[1]=No(p,c),u=o[0]+","+o[1],void 0===s[u]?s[u]={index1:o[0],index2:o[1],face1:h,face2:void 0}:s[u].face2=h}// generate vertices -for(u in s){var x=s[u];// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. -if(void 0===x.face2||f[x.face1].normal.dot(f[x.face2].normal)<=n){var e=g[x.index1];a.push(e.x,e.y,e.z),e=g[x.index2],a.push(e.x,e.y,e.z)}}// build geometry -this.setAttribute("position",new Q(a,3))}/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ // CylinderGeometry -function ja(e,t,r,a,i,n,o,s){ne.call(this),this.type="CylinderGeometry",this.parameters={radiusTop:e,radiusBottom:t,height:r,radialSegments:a,heightSegments:i,openEnded:n,thetaStart:o,thetaLength:s},this.fromBufferGeometry(new qa(e,t,r,a,i,n,o,s)),this.mergeVertices()}// CylinderBufferGeometry -function qa(e,t,r,n,o,s,l,d){function p(){var i=new S,s=new S,p=0,h=(t-e)/r,w,L;// generate vertices, normals and uvs -for(L=0;L<=o;L++){var A=[],R=L/o,v=R*(t-e)+e;for(w=0;w<=n;w++){var P=w/n,u=P*d+l,C=So(u),D=Ro(u);s.x=v*C,s.y=-R*r+T,s.z=v*D,f.push(s.x,s.y,s.z),i.set(C,h,D).normalize(),y.push(i.x,i.y,i.z),_.push(P,1-R),A.push(b++)}// now save vertices of the row in our index array -M.push(A)}// generate indices -for(w=0;w - * } - */function Qa(e){H.call(this),this.type="ShadowMaterial",this.color=new U(0),this.transparent=!0,this.setValues(e)}/** - * @author mrdoob / http://mrdoob.com/ - */function Ka(e){le.call(this,e),this.type="RawShaderMaterial"}/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * color: , - * roughness: , - * metalness: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * roughnessMap: new THREE.Texture( ), - * - * metalnessMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * envMapIntensity: - * - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function $a(e){H.call(this),this.defines={STANDARD:""},this.type="MeshStandardMaterial",this.color=new U(16777215),this.roughness=1,this.metalness=0,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.roughnessMap=null,this.metalnessMap=null,this.alphaMap=null,this.envMap=null,this.envMapIntensity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.vertexTangents=!1,this.setValues(e)}/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * clearcoat: , - * clearcoatMap: new THREE.Texture( ), - * clearcoatRoughness: , - * clearcoatRoughnessMap: new THREE.Texture( ), - * clearcoatNormalScale: , - * clearcoatNormalMap: new THREE.Texture( ), - * - * reflectivity: , - * - * sheen: , - * - * transparency: - * } - */function ei(e){$a.call(this),this.defines={STANDARD:"",PHYSICAL:""},this.type="MeshPhysicalMaterial",this.clearcoat=0,this.clearcoatMap=null,this.clearcoatRoughness=0,this.clearcoatRoughnessMap=null,this.clearcoatNormalScale=new h(1,1),this.clearcoatNormalMap=null,this.reflectivity=.5,this.sheen=null,this.transparency=0,this.setValues(e)}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * specular: , - * shininess: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.MultiplyOperation, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function ti(e){H.call(this),this.type="MeshPhongMaterial",this.color=new U(16777215),this.specular=new U(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** - * @author takahirox / http://github.com/takahirox - * - * parameters = { - * color: , - * specular: , - * shininess: , - * - * map: new THREE.Texture( ), - * gradientMap: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function ri(e){H.call(this),this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new U(16777215),this.specular=new U(1118481),this.shininess=30,this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * opacity: , - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * wireframe: , - * wireframeLinewidth: - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function ai(e){H.call(this),this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function ii(e){H.call(this),this.type="MeshLambertMaterial",this.color=new U(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * color: , - * opacity: , - * - * matcap: new THREE.Texture( ), - * - * map: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * alphaMap: new THREE.Texture( ), - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function ni(e){H.call(this),this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new U(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * - * scale: , - * dashSize: , - * gapSize: - * } - */function oi(e){Tr.call(this),this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(e)}/** - * Abstract base class of interpolants over parametric samples. - * - * The parameter domain is one dimensional, typically the time or a path - * along a curve defined by the data. - * - * The sample values can have any dimensionality and derived classes may - * apply special interpretations to the data. - * - * This class provides the interval seek in a Template Method, deferring - * the actual interpolation to derived classes. - * - * Time complexity is O(1) for linear access crossing at most two points - * and O(log N) for random access, where N is the number of positions. - * - * References: - * - * http://www.oodesign.com/template-method-pattern.html - * - * @author tschw - */function si(e,t,r,a){this.parameterPositions=e,this._cachedIndex=0,this.resultBuffer=void 0===a?new t.constructor(r):a,this.sampleValues=t,this.valueSize=r}/** - * Fast and simple cubic spline interpolant. - * - * It was derived from a Hermitian construction setting the first derivative - * at each sample position to the linear slope between neighboring positions - * over their parameter interval. - * - * @author tschw - */function li(e,t,r,a){si.call(this,e,t,r,a),this._weightPrev=-0,this._offsetPrev=-0,this._weightNext=-0,this._offsetNext=-0}/** - * @author tschw - */function di(e,t,r,a){si.call(this,e,t,r,a)}/** - * - * Interpolant that evaluates to the sample value at the position preceeding - * the parameter. - * - * @author tschw - */function pi(e,t,r,a){si.call(this,e,t,r,a)}/** - * - * A timed sequence of keyframes for a specific property. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function ci(e,t,r,a){if(void 0===e)throw new Error("THREE.KeyframeTrack: track name is undefined");if(void 0===t||0===t.length)throw new Error("THREE.KeyframeTrack: no keyframes in track named "+e);this.name=e,this.times=Kd.convertArray(t,this.TimeBufferType),this.values=Kd.convertArray(r,this.ValueBufferType),this.setInterpolation(a||this.DefaultInterpolation)}// Static methods -/** - * - * A Track of Boolean keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function ui(e,t,r){ci.call(this,e,t,r)}/** - * - * A Track of keyframe values that represent color. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function mi(e,t,r,a){ci.call(this,e,t,r,a)}/** - * - * A Track of numeric keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function gi(e,t,r,a){ci.call(this,e,t,r,a)}/** - * Spherical linear unit quaternion interpolant. - * - * @author tschw - */function fi(e,t,r,a){si.call(this,e,t,r,a)}/** - * - * A Track of quaternion keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function hi(e,t,r,a){ci.call(this,e,t,r,a)}/** - * - * A Track that interpolates Strings - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function yi(e,t,r,a){ci.call(this,e,t,r,a)}/** - * - * A Track of vectored keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function vi(e,t,r,a){ci.call(this,e,t,r,a)}/** - * - * Reusable set of Tracks that represent an animation. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - */function xi(e,t,r){this.name=e,this.tracks=r,this.duration=void 0===t?-1:t,this.uuid=os.generateUUID(),0>this.duration&&this.resetDuration()}function _i(e){switch(e.toLowerCase()){case"scalar":case"double":case"float":case"number":case"integer":return gi;case"vector":case"vector2":case"vector3":case"vector4":return vi;case"color":return mi;case"quaternion":return hi;case"bool":case"boolean":return ui;case"string":return yi;}throw new Error("THREE.KeyframeTrack: Unsupported typeName: "+e)}function bi(e){if(void 0===e.type)throw new Error("THREE.KeyframeTrack: track type undefined, can not parse");var t=_i(e.type);if(void 0===e.times){var r=[],a=[];Kd.flattenJSON(e.keys,r,a,"value"),e.times=r,e.values=a}// derived classes can define a static parse method -return void 0===t.parse?new t(e.name,e.times,e.values,e.interpolation):t.parse(e)}/** - * @author mrdoob / http://mrdoob.com/ - */function Mi(e,t,r){var a=this,i=!1,n=0,o=0,s=void 0,d=[];this.onStart=void 0,this.onLoad=e,this.onProgress=t,this.onError=r,this.itemStart=function(e){o++,!1===i&&void 0!==a.onStart&&a.onStart(e,n,o),i=!0},this.itemEnd=function(e){n++,void 0!==a.onProgress&&a.onProgress(e,n,o),n===o&&(i=!1,void 0!==a.onLoad&&a.onLoad())},this.itemError=function(e){void 0!==a.onError&&a.onError(e)},this.resolveURL=function(e){return s?s(e):e},this.setURLModifier=function(e){return s=e,this},this.addHandler=function(e,t){return d.push(e,t),this},this.removeHandler=function(e){var t=d.indexOf(e);return-1!==t&&d.splice(t,2),this},this.getHandler=function(e){for(var t=0,r=d.length;te;e++)this.coefficients.push(new S)}/** - * @author WestLangley / http://github.com/WestLangley - * - * A LightProbe is a source of indirect-diffuse light - */function An(e,t){rn.call(this,void 0,t),this.sh=void 0===e?new Ln:e}/** - * @author WestLangley / http://github.com/WestLangley - */function Rn(e,t,r){An.call(this,void 0,r);var a=new U().set(e),i=new U().set(t),n=new S(a.r,a.g,a.b),o=new S(i.r,i.g,i.b),s=wo(Math.PI),l=s*wo(.75);this.sh.coefficients[0].copy(n).add(o).multiplyScalar(s),this.sh.coefficients[1].copy(n).sub(o).multiplyScalar(l)}/** - * @author WestLangley / http://github.com/WestLangley - */function Pn(e,t){An.call(this,void 0,t);var r=new U().set(e);// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI ); -this.sh.coefficients[0].set(r.r,r.g,r.b).multiplyScalar(2*wo(Math.PI))}/** - * @author alteredq / http://alteredqualia.com/ - */function Cn(e){this.autoStart=void 0===e||e,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1}function Dn(){L.call(this),this.type="AudioListener",this.context=up.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null,this.timeDelta=0,this._clock=new Cn}/** - * @author mrdoob / http://mrdoob.com/ - * @author Reece Aaron Lecrivain / http://reecenotes.com/ - */function In(e){L.call(this),this.type="Audio",this.listener=e,this.context=e.context,this.gain=this.context.createGain(),this.gain.connect(e.getInput()),this.autoplay=!1,this.buffer=null,this.detune=0,this.loop=!1,this.loopStart=0,this.loopEnd=0,this.offset=0,this.duration=void 0,this.playbackRate=1,this.isPlaying=!1,this.hasPlaybackControl=!0,this.sourceType="empty",this._startedAt=0,this._pausedAt=0,this.filters=[]}function Nn(e){In.call(this,e),this.panner=this.context.createPanner(),this.panner.panningModel="HRTF",this.panner.connect(this.gain)}/** - * @author mrdoob / http://mrdoob.com/ - */function zn(e,t){this.analyser=e.context.createAnalyser(),this.analyser.fftSize=void 0===t?2048:t,this.data=new Uint8Array(this.analyser.frequencyBinCount),e.getOutput().connect(this.analyser)}/** - * - * Buffered scene graph property that allows weighted accumulation. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function Un(e,t,r){this.binding=e,this.valueSize=r;var a=Float64Array,i;"quaternion"===t?i=this._slerp:"string"===t||"bool"===t?(a=Array,i=this._select):i=this._lerp,this.buffer=new a(4*r),this._mixBufferRegion=i,this.cumulativeWeight=0,this.useCount=0,this.referenceCount=0}function Bn(e,t,r){var a=r||Fn.parseTrackName(t);this._targetGroup=e,this._bindings=e.subscribe_(t,a)}function Fn(e,t,r){this.path=t,this.parsedPath=r||Fn.parseTrackName(t),this.node=Fn.findNode(e,this.parsedPath.nodeName)||e,this.rootNode=e}/** - * - * A group of objects that receives a shared animation state. - * - * Usage: - * - * - Add objects you would otherwise pass as 'root' to the - * constructor or the .clipAction method of AnimationMixer. - * - * - Instead pass this object as 'root'. - * - * - You can also add and remove objects later when the mixer - * is running. - * - * Note: - * - * Objects of this class appear as one object to the mixer, - * so cache control of the individual objects must be done - * on the group. - * - * Limitation: - * - * - The animated properties must be compatible among the - * all objects in the group. - * - * - A single property can either be controlled through a - * target group or directly, but not both. - * - * @author tschw - */function On(){this.uuid=os.generateUUID(),this._objects=Array.prototype.slice.call(arguments),this.nCachedObjects_=0;// threshold -// note: read by PropertyBinding.Composite -var e={};this._indicesByUUID=e;// for bookkeeping -for(var t=0,r=arguments.length;t!==r;++t)e[arguments[t].uuid]=t;this._paths=[],this._parsedPaths=[],this._bindings=[],this._bindingsIndicesByPath={};// inside: indices in these arrays -var a=this;this.stats={objects:{get total(){return a._objects.length},get inUse(){return this.total-a.nCachedObjects_}},get bindingsPerObject(){return a._bindings.length}}}/** - * - * Action provided by AnimationMixer for scheduling clip playback on specific - * objects. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - * - */function Gn(e,t,r){this._mixer=e,this._clip=t,this._localRoot=r||null;for(var a=t.tracks,n=a.length,o=Array(n),s={endingStart:2400,endingEnd:2400},l=0,d;l!==n;++l)d=a[l].createInterpolant(null),o[l]=d,d.settings=s;this._interpolantSettings=s,this._interpolants=o,this._propertyBindings=Array(n),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=2201,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}/** - * - * Player for AnimationClips. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function Hn(e){this._root=e,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}/** - * @author mrdoob / http://mrdoob.com/ - */function Vn(e){"string"==typeof e&&(console.warn("THREE.Uniform: Type parameter is no longer needed."),e=arguments[1]),this.value=e}/** - * @author benaadams / https://twitter.com/ben_a_adams - */function kn(e,t,r){gr.call(this,e,t),this.meshPerAttribute=r||1}/** - * @author mrdoob / http://mrdoob.com/ - * @author bhouston / http://clara.io/ - * @author stephomi / http://stephaneginier.com/ - */function Wn(e,t,r,a){this.ray=new D(e,t),this.near=r||0,this.far=a||1/0,this.camera=null,this.layers=new w,this.params={Mesh:{},Line:{threshold:1},LOD:{},Points:{threshold:1},Sprite:{}},Object.defineProperties(this.params,{PointCloud:{get:function get(){return console.warn("THREE.Raycaster: params.PointCloud has been renamed to params.Points."),this.Points}}})}function jn(e,t){return e.distance-t.distance}function qn(e,t,r,a){if(e.layers.test(t.layers)&&e.raycast(t,r),!0===a)for(var n=e.children,o=0,s=n.length;o\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t"}// -// -function fo(e){console.warn("THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead."),zi.call(this,e),this.type="catmullrom"}var Uo={isiOS:function(){return /(ipad|iphone|ipod)/ig.test(navigator.userAgent)},isEdge:function(){return /(Edge)/ig.test(navigator.userAgent)},shouldUseAudioDriver:function(){var e=/iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent),t=/(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent);return e||t},shouldUseCanvasInBetween:function(){var e=/trident|edge/i.test(navigator.userAgent),t=this.isiOS();return e||t}},Bo;void 0===Mo&&(Mo=Do(2,-52)),void 0===Co&&(Co=function(e){return"number"==typeof e&&isFinite(e)&&Po(e)===e}),void 0===bo&&(bo=function(e){return 0>e?-1:0ns;ns++)is[ns]=(16>ns?"0":"")+ns.toString(16);var os={DEG2RAD:Eo/180,RAD2DEG:180/Eo,generateUUID:function generateUUID(){// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 -var e=0|4294967295*Math.random(),t=0|4294967295*Math.random(),r=0|4294967295*Math.random(),a=0|4294967295*Math.random(),i=is[255&e]+is[255&e>>8]+is[255&e>>16]+is[255&e>>24]+"-"+is[255&t]+is[255&t>>8]+"-"+is[64|15&t>>16]+is[255&t>>24]+"-"+is[128|63&r]+is[255&r>>8]+"-"+is[255&r>>16]+is[255&r>>24]+is[255&a]+is[255&a>>8]+is[255&a>>16]+is[255&a>>24];// .toUpperCase() here flattens concatenated strings to save heap memory space. -return i.toUpperCase()},clamp:function clamp(e,t,r){return No(t,Io(r,e))},// compute euclidian modulo of m % n -// https://en.wikipedia.org/wiki/Modulo_operation -euclideanModulo:function euclideanModulo(e,t){return(e%t+t)%t},// Linear mapping from range to range -mapLinear:function mapLinear(e,t,r,a,i){return a+(e-t)*(i-a)/(r-t)},// https://en.wikipedia.org/wiki/Linear_interpolation -lerp:function lerp(e,r,a){return(1-a)*e+a*r},// http://en.wikipedia.org/wiki/Smoothstep -smoothstep:function smoothstep(e,t,r){return e<=t?0:e>=r?1:(e=(e-t)/(r-t),e*e*(3-2*e))},smootherstep:function smootherstep(e,t,r){return e<=t?0:e>=r?1:(e=(e-t)/(r-t),e*e*e*(e*(6*e-15)+10))},// Random integer from interval -randInt:function randInt(e,t){return e+Po(Math.random()*(t-e+1))},// Random float from interval -randFloat:function randFloat(e,t){return e+Math.random()*(t-e)},// Random float from <-range/2, range/2> interval -randFloatSpread:function randFloatSpread(e){return e*(.5-Math.random())},degToRad:function degToRad(e){return e*os.DEG2RAD},radToDeg:function radToDeg(e){return e*os.RAD2DEG},isPowerOfTwo:function isPowerOfTwo(e){return 0==(e&e-1)&&0!==e},ceilPowerOfTwo:function ceilPowerOfTwo(e){return Do(2,_o(Ao(e)/Lo))},floorPowerOfTwo:function floorPowerOfTwo(e){return Do(2,Po(Ao(e)/Lo))},setQuaternionFromProperEuler:function setQuaternionFromProperEuler(e,t,r,a,i){// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles -// rotations are applied to the axes in the order specified by 'order' -// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' -// angles are in radians -var n=Ro,o=So,s=n(r/2),l=o(r/2),d=n((t+a)/2),p=o((t+a)/2),c=n((t-a)/2),u=o((t-a)/2),m=n((a-t)/2),g=o((a-t)/2);"XYX"===i?e.set(s*p,l*c,l*u,s*d):"YZY"===i?e.set(l*u,s*p,l*c,s*d):"ZXZ"===i?e.set(l*c,l*u,s*p,s*d):"XZX"===i?e.set(s*p,l*g,l*m,s*d):"YXY"===i?e.set(l*m,s*p,l*g,s*d):"ZYZ"===i?e.set(l*g,l*m,s*p,s*d):console.warn("THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.")}};Object.defineProperties(h.prototype,{width:{get:function get(){return this.x},set:function set(e){this.x=e}},height:{get:function get(){return this.y},set:function set(e){this.y=e}}}),Object.assign(h.prototype,{isVector2:!0,set:function set(e,t){return this.x=e,this.y=t,this},setScalar:function setScalar(e){return this.x=e,this.y=e,this},setX:function setX(e){return this.x=e,this},setY:function setY(e){return this.y=e,this},setComponent:function setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;default:throw new Error("index is out of range: "+e);}return this},getComponent:function getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;default:throw new Error("index is out of range: "+e);}},clone:function clone(){return new this.constructor(this.x,this.y)},copy:function copy(e){return this.x=e.x,this.y=e.y,this},add:function add(e,t){return void 0===t?(this.x+=e.x,this.y+=e.y,this):(console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t))},addScalar:function addScalar(e){return this.x+=e,this.y+=e,this},addVectors:function addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this},addScaledVector:function addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this},sub:function sub(e,t){return void 0===t?(this.x-=e.x,this.y-=e.y,this):(console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t))},subScalar:function subScalar(e){return this.x-=e,this.y-=e,this},subVectors:function subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this},multiply:function multiply(e){return this.x*=e.x,this.y*=e.y,this},multiplyScalar:function multiplyScalar(e){return this.x*=e,this.y*=e,this},divide:function divide(e){return this.x/=e.x,this.y/=e.y,this},divideScalar:function divideScalar(e){return this.multiplyScalar(1/e)},applyMatrix3:function applyMatrix3(t){var r=this.x,a=this.y,i=t.elements;return this.x=i[0]*r+i[3]*a+i[6],this.y=i[1]*r+i[4]*a+i[7],this},min:function min(e){return this.x=Io(this.x,e.x),this.y=Io(this.y,e.y),this},max:function max(e){return this.x=No(this.x,e.x),this.y=No(this.y,e.y),this},clamp:function clamp(e,t){return this.x=No(e.x,Io(t.x,this.x)),this.y=No(e.y,Io(t.y,this.y)),this},clampScalar:function clampScalar(e,t){return this.x=No(e,Io(t,this.x)),this.y=No(e,Io(t,this.y)),this},clampLength:function clampLength(e,t){var r=this.length();return this.divideScalar(r||1).multiplyScalar(No(e,Io(t,r)))},floor:function floor(){return this.x=Po(this.x),this.y=Po(this.y),this},ceil:function ceil(){return this.x=_o(this.x),this.y=_o(this.y),this},round:function round(){return this.x=xo(this.x),this.y=xo(this.y),this},roundToZero:function roundToZero(){return this.x=0>this.x?_o(this.x):Po(this.x),this.y=0>this.y?_o(this.y):Po(this.y),this},negate:function negate(){return this.x=-this.x,this.y=-this.y,this},dot:function dot(e){return this.x*e.x+this.y*e.y},cross:function cross(e){return this.x*e.y-this.y*e.x},lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y},length:function length(){return wo(this.x*this.x+this.y*this.y)},manhattanLength:function manhattanLength(){return zo(this.x)+zo(this.y)},normalize:function normalize(){return this.divideScalar(this.length()||1)},angle:function(){// computes the angle in radians with respect to the positive x-axis -var e=To(-this.y,-this.x)+Eo;return e},distanceTo:function distanceTo(e){return wo(this.distanceToSquared(e))},distanceToSquared:function distanceToSquared(e){var t=this.x-e.x,r=this.y-e.y;return t*t+r*r},manhattanDistanceTo:function manhattanDistanceTo(e){return zo(this.x-e.x)+zo(this.y-e.y)},setLength:function setLength(e){return this.normalize().multiplyScalar(e)},lerp:function lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this},lerpVectors:function lerpVectors(e,t,r){return this.subVectors(t,e).multiplyScalar(r).add(e)},equals:function(e){return e.x===this.x&&e.y===this.y},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e},fromBufferAttribute:function fromBufferAttribute(e,t,r){return void 0!==r&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this},rotateAround:function rotateAround(e,t){var r=Ro(t),a=So(t),i=this.x-e.x,n=this.y-e.y;return this.x=i*r-n*a+e.x,this.y=i*a+n*r+e.y,this}}),Object.assign(y.prototype,{isMatrix3:!0,set:function set(e,t,r,a,i,n,o,s,l){var d=this.elements;return d[0]=e,d[1]=a,d[2]=o,d[3]=t,d[4]=i,d[5]=s,d[6]=r,d[7]=n,d[8]=l,this},identity:function identity(){return this.set(1,0,0,0,1,0,0,0,1),this},clone:function clone(){return new this.constructor().fromArray(this.elements)},copy:function copy(e){var t=this.elements,r=e.elements;return t[0]=r[0],t[1]=r[1],t[2]=r[2],t[3]=r[3],t[4]=r[4],t[5]=r[5],t[6]=r[6],t[7]=r[7],t[8]=r[8],this},extractBasis:function extractBasis(e,t,r){return e.setFromMatrix3Column(this,0),t.setFromMatrix3Column(this,1),r.setFromMatrix3Column(this,2),this},setFromMatrix4:function setFromMatrix4(e){var t=e.elements;return this.set(t[0],t[4],t[8],t[1],t[5],t[9],t[2],t[6],t[10]),this},multiply:function multiply(e){return this.multiplyMatrices(this,e)},premultiply:function premultiply(e){return this.multiplyMatrices(e,this)},multiplyMatrices:function multiplyMatrices(e,t){var r=e.elements,a=t.elements,i=this.elements,n=r[0],o=r[3],s=r[6],l=r[1],d=r[4],p=r[7],c=r[2],u=r[5],m=r[8],g=a[0],f=a[3],h=a[6],y=a[1],v=a[4],x=a[7],_=a[2],b=a[5],M=a[8];return i[0]=n*g+o*y+s*_,i[3]=n*f+o*v+s*b,i[6]=n*h+o*x+s*M,i[1]=l*g+d*y+p*_,i[4]=l*f+d*v+p*b,i[7]=l*h+d*x+p*M,i[2]=c*g+u*y+m*_,i[5]=c*f+u*v+m*b,i[8]=c*h+u*x+m*M,this},multiplyScalar:function multiplyScalar(e){var t=this.elements;return t[0]*=e,t[3]*=e,t[6]*=e,t[1]*=e,t[4]*=e,t[7]*=e,t[2]*=e,t[5]*=e,t[8]*=e,this},determinant:function determinant(){var t=this.elements,r=t[0],a=t[1],n=t[2],o=t[3],s=t[4],e=t[5],l=t[6],d=t[7],p=t[8];return r*s*p-r*e*d-a*o*p+a*e*l+n*o*d-n*s*l},getInverse:function getInverse(e,t){void 0!==t&&console.warn("THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate.");var r=e.elements,a=this.elements,i=r[0],n=r[1],o=r[2],s=r[3],l=r[4],d=r[5],p=r[6],c=r[7],u=r[8],m=u*l-d*c,g=d*p-u*s,f=c*s-l*p,h=i*m+n*g+o*f;if(0==h)return this.set(0,0,0,0,0,0,0,0,0);var y=1/h;return a[0]=m*y,a[1]=(o*c-u*n)*y,a[2]=(d*n-o*l)*y,a[3]=g*y,a[4]=(u*i-o*p)*y,a[5]=(o*s-d*i)*y,a[6]=f*y,a[7]=(n*p-c*i)*y,a[8]=(l*i-n*s)*y,this},transpose:function transpose(){var e=this.elements,t;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this},getNormalMatrix:function getNormalMatrix(e){return this.setFromMatrix4(e).getInverse(this).transpose()},transposeIntoArray:function transposeIntoArray(e){var t=this.elements;return e[0]=t[0],e[1]=t[3],e[2]=t[6],e[3]=t[1],e[4]=t[4],e[5]=t[7],e[6]=t[2],e[7]=t[5],e[8]=t[8],this},setUvTransform:function setUvTransform(e,t,r,a,i,n,o){var l=Ro(i),d=So(i);this.set(r*l,r*d,-r*(l*n+d*o)+n+e,-a*d,a*l,-a*(-d*n+l*o)+o+t,0,0,1)},scale:function scale(e,t){var r=this.elements;return r[0]*=e,r[3]*=e,r[6]*=e,r[1]*=t,r[4]*=t,r[7]*=t,this},rotate:function rotate(e){var t=Ro(e),r=So(e),a=this.elements,i=a[0],n=a[3],o=a[6],s=a[1],l=a[4],d=a[7];return a[0]=t*i+r*s,a[3]=t*n+r*l,a[6]=t*o+r*d,a[1]=-r*i+t*s,a[4]=-r*n+t*l,a[7]=-r*o+t*d,this},translate:function translate(e,t){var r=this.elements;return r[0]+=e*r[2],r[3]+=e*r[5],r[6]+=e*r[8],r[1]+=t*r[2],r[4]+=t*r[5],r[7]+=t*r[8],this},equals:function(e){for(var t=this.elements,r=e.elements,a=0;9>a;a++)if(t[a]!==r[a])return!1;return!0},fromArray:function fromArray(e,t){void 0===t&&(t=0);for(var r=0;9>r;r++)this.elements[r]=e[r+t];return this},toArray:function toArray(e,t){void 0===e&&(e=[]),void 0===t&&(t=0);var r=this.elements;return e[t]=r[0],e[t+1]=r[1],e[t+2]=r[2],e[t+3]=r[3],e[t+4]=r[4],e[t+5]=r[5],e[t+6]=r[6],e[t+7]=r[7],e[t+8]=r[8],e}});/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - */var ss={getDataURL:function getDataURL(e){var t;if("undefined"==typeof HTMLCanvasElement)return e.src;if(e instanceof HTMLCanvasElement)t=e;else{void 0===ds&&(ds=document.createElementNS("http://www.w3.org/1999/xhtml","canvas")),ds.width=e.width,ds.height=e.height;var r=ds.getContext("2d");e instanceof ImageData?r.putImageData(e,0,0):r.drawImage(e,0,0,e.width,e.height),t=ds}return 2048e.x||1e.x?0:1;break;case Wo:1===zo(Po(e.x)%2)?e.x=_o(e.x)-e.x:e.x-=Po(e.x);}if(0>e.y||1e.y?0:1;break;case Wo:1===zo(Po(e.y)%2)?e.y=_o(e.y)-e.y:e.y-=Po(e.y);}return this.flipY&&(e.y=1-e.y),e}}),Object.defineProperty(v.prototype,"needsUpdate",{set:function set(e){!0===e&&this.version++}}),Object.defineProperties(x.prototype,{width:{get:function get(){return this.z},set:function set(e){this.z=e}},height:{get:function get(){return this.w},set:function set(e){this.w=e}}}),Object.assign(x.prototype,{isVector4:!0,set:function set(e,t,r,a){return this.x=e,this.y=t,this.z=r,this.w=a,this},setScalar:function setScalar(e){return this.x=e,this.y=e,this.z=e,this.w=e,this},setX:function setX(e){return this.x=e,this},setY:function setY(e){return this.y=e,this},setZ:function setZ(e){return this.z=e,this},setW:function setW(e){return this.w=e,this},setComponent:function setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;case 3:this.w=t;break;default:throw new Error("index is out of range: "+e);}return this},getComponent:function getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+e);}},clone:function clone(){return new this.constructor(this.x,this.y,this.z,this.w)},copy:function copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=void 0===e.w?1:e.w,this},add:function add(e,t){return void 0===t?(this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this):(console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t))},addScalar:function addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this.w+=e,this},addVectors:function addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this.w=e.w+t.w,this},addScaledVector:function addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this.w+=e.w*t,this},sub:function sub(e,t){return void 0===t?(this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this):(console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t))},subScalar:function subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this},subVectors:function subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this.w=e.w-t.w,this},multiplyScalar:function multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this},applyMatrix4:function applyMatrix4(t){var r=this.x,a=this.y,i=this.z,n=this.w,o=t.elements;return this.x=o[0]*r+o[4]*a+o[8]*i+o[12]*n,this.y=o[1]*r+o[5]*a+o[9]*i+o[13]*n,this.z=o[2]*r+o[6]*a+o[10]*i+o[14]*n,this.w=o[3]*r+o[7]*a+o[11]*i+o[15]*n,this},divideScalar:function divideScalar(e){return this.multiplyScalar(1/e)},setAxisAngleFromQuaternion:function setAxisAngleFromQuaternion(e){this.w=2*vo(e.w);var t=wo(1-e.w*e.w);return 1e-4>t?(this.x=1,this.y=0,this.z=0):(this.x=e.x/t,this.y=e.y/t,this.z=e.z/t),this},setAxisAngleFromRotationMatrix:function setAxisAngleFromRotationMatrix(e){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm -// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) -var// variables for result -t=.01,// margin to allow for rounding errors -r=.1,// margin to distinguish between 0 and 180 degrees -a=e.elements,i=a[0],n=a[4],o=a[8],l=a[1],d=a[5],p=a[9],c=a[2],u=a[6],m=a[10],g,f,h,v;if(zo(n-l)b&&_>M?_M?bzo(w)&&(w=1),this.x=(u-p)/w,this.y=(o-c)/w,this.z=(l-n)/w,this.w=vo((i+d+m-1)/2),this},min:function min(e){return this.x=Io(this.x,e.x),this.y=Io(this.y,e.y),this.z=Io(this.z,e.z),this.w=Io(this.w,e.w),this},max:function max(e){return this.x=No(this.x,e.x),this.y=No(this.y,e.y),this.z=No(this.z,e.z),this.w=No(this.w,e.w),this},clamp:function clamp(e,t){return this.x=No(e.x,Io(t.x,this.x)),this.y=No(e.y,Io(t.y,this.y)),this.z=No(e.z,Io(t.z,this.z)),this.w=No(e.w,Io(t.w,this.w)),this},clampScalar:function clampScalar(e,t){return this.x=No(e,Io(t,this.x)),this.y=No(e,Io(t,this.y)),this.z=No(e,Io(t,this.z)),this.w=No(e,Io(t,this.w)),this},clampLength:function clampLength(e,t){var r=this.length();return this.divideScalar(r||1).multiplyScalar(No(e,Io(t,r)))},floor:function floor(){return this.x=Po(this.x),this.y=Po(this.y),this.z=Po(this.z),this.w=Po(this.w),this},ceil:function ceil(){return this.x=_o(this.x),this.y=_o(this.y),this.z=_o(this.z),this.w=_o(this.w),this},round:function round(){return this.x=xo(this.x),this.y=xo(this.y),this.z=xo(this.z),this.w=xo(this.w),this},roundToZero:function roundToZero(){return this.x=0>this.x?_o(this.x):Po(this.x),this.y=0>this.y?_o(this.y):Po(this.y),this.z=0>this.z?_o(this.z):Po(this.z),this.w=0>this.w?_o(this.w):Po(this.w),this},negate:function negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this},dot:function dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.w},lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function length(){return wo(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},manhattanLength:function manhattanLength(){return zo(this.x)+zo(this.y)+zo(this.z)+zo(this.w)},normalize:function normalize(){return this.divideScalar(this.length()||1)},setLength:function setLength(e){return this.normalize().multiplyScalar(e)},lerp:function lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this},lerpVectors:function lerpVectors(e,t,r){return this.subVectors(t,e).multiplyScalar(r).add(e)},equals:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e},fromBufferAttribute:function fromBufferAttribute(e,t,r){return void 0!==r&&console.warn("THREE.Vector4: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}}),_.prototype=Object.assign(Object.create(f.prototype),{constructor:_,isWebGLRenderTarget:!0,setSize:function setSize(e,t){(this.width!==e||this.height!==t)&&(this.width=e,this.height=t,this.texture.image.width=e,this.texture.image.height=t,this.dispose()),this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.width=e.width,this.height=e.height,this.viewport.copy(e.viewport),this.texture=e.texture.clone(),this.depthBuffer=e.depthBuffer,this.stencilBuffer=e.stencilBuffer,this.depthTexture=e.depthTexture,this},dispose:function dispose(){this.dispatchEvent({type:"dispose"})}}),b.prototype=Object.assign(Object.create(_.prototype),{constructor:b,isWebGLMultisampleRenderTarget:!0,copy:function copy(e){return _.prototype.copy.call(this,e),this.samples=e.samples,this}}),Object.assign(M,{slerp:function slerp(e,r,a,i){return a.copy(e).slerp(r,i)},slerpFlat:function slerpFlat(e,r,a,i,n,o,l){// fuzz-free, array-based Quaternion SLERP operation -var d=a[i+0],p=a[i+1],c=a[i+2],u=a[i+3],m=n[o+0],g=n[o+1],h=n[o+2],y=n[o+3];if(u!==y||d!==m||p!==g||c!==h){var v=1-l,x=d*m+p*g+c*h+u*y,_=0<=x?1:-1,b=1-x*x;// Skip the Slerp for tiny steps to avoid numeric problems: -if(b>Mo){var M=wo(b),S=To(M,x*_);v=So(v*S)/M,l=So(l*S)/M}var T=l*_;// Normalize in case we just did a lerp: -if(d=d*v+m*T,p=p*v+g*T,c=c*v+h*T,u=u*v+y*T,v==1-l){var E=1/wo(d*d+p*p+c*c+u*u);d*=E,p*=E,c*=E,u*=E}}e[r]=d,e[r+1]=p,e[r+2]=c,e[r+3]=u}}),Object.defineProperties(M.prototype,{x:{get:function get(){return this._x},set:function set(e){this._x=e,this._onChangeCallback()}},y:{get:function get(){return this._y},set:function set(e){this._y=e,this._onChangeCallback()}},z:{get:function get(){return this._z},set:function set(e){this._z=e,this._onChangeCallback()}},w:{get:function get(){return this._w},set:function set(e){this._w=e,this._onChangeCallback()}}}),Object.assign(M.prototype,{isQuaternion:!0,set:function set(e,t,r,a){return this._x=e,this._y=t,this._z=r,this._w=a,this._onChangeCallback(),this},clone:function clone(){return new this.constructor(this._x,this._y,this._z,this._w)},copy:function copy(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this._onChangeCallback(),this},setFromEuler:function setFromEuler(e,t){if(!(e&&e.isEuler))throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");var r=e._x,a=e._y,i=e._z,n=e.order,o=Ro,s=So,l=o(r/2),d=o(a/2),p=o(i/2),c=s(r/2),u=s(a/2),m=s(i/2);// http://www.mathworks.com/matlabcentral/fileexchange/ -// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ -// content/SpinCalc.m -return"XYZ"===n?(this._x=c*d*p+l*u*m,this._y=l*u*p-c*d*m,this._z=l*d*m+c*u*p,this._w=l*d*p-c*u*m):"YXZ"===n?(this._x=c*d*p+l*u*m,this._y=l*u*p-c*d*m,this._z=l*d*m-c*u*p,this._w=l*d*p+c*u*m):"ZXY"===n?(this._x=c*d*p-l*u*m,this._y=l*u*p+c*d*m,this._z=l*d*m+c*u*p,this._w=l*d*p-c*u*m):"ZYX"===n?(this._x=c*d*p-l*u*m,this._y=l*u*p+c*d*m,this._z=l*d*m-c*u*p,this._w=l*d*p+c*u*m):"YZX"===n?(this._x=c*d*p+l*u*m,this._y=l*u*p+c*d*m,this._z=l*d*m-c*u*p,this._w=l*d*p-c*u*m):"XZY"===n&&(this._x=c*d*p-l*u*m,this._y=l*u*p-c*d*m,this._z=l*d*m+c*u*p,this._w=l*d*p+c*u*m),!1!==t&&this._onChangeCallback(),this},setFromAxisAngle:function setFromAxisAngle(e,t){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm -// assumes axis is normalized -var r=t/2,a=So(r);return this._x=e.x*a,this._y=e.y*a,this._z=e.z*a,this._w=Ro(r),this._onChangeCallback(),this},setFromRotationMatrix:function setFromRotationMatrix(e){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm -// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) -var t=e.elements,r=t[0],a=t[4],i=t[8],n=t[1],o=t[5],l=t[9],d=t[2],p=t[6],c=t[10],u=r+o+c,m;return 0o&&r>c?(m=2*wo(1+r-o-c),this._w=(p-l)/m,this._x=.25*m,this._y=(a+n)/m,this._z=(i+d)/m):o>c?(m=2*wo(1+o-r-c),this._w=(i-d)/m,this._x=(a+n)/m,this._y=.25*m,this._z=(l+p)/m):(m=2*wo(1+c-r-o),this._w=(n-a)/m,this._x=(i+d)/m,this._y=(l+p)/m,this._z=.25*m),this._onChangeCallback(),this},setFromUnitVectors:function setFromUnitVectors(e,t){// assumes direction vectors vFrom and vTo are normalized -var a=e.dot(t)+1;return a<1e-6?(a=0,zo(e.x)>zo(e.z)?(this._x=-e.y,this._y=e.x,this._z=0,this._w=a):(this._x=0,this._y=-e.z,this._z=e.y,this._w=a)):(this._x=e.y*t.z-e.z*t.y,this._y=e.z*t.x-e.x*t.z,this._z=e.x*t.y-e.y*t.x,this._w=a),this.normalize()},angleTo:function angleTo(e){return 2*vo(zo(os.clamp(this.dot(e),-1,1)))},rotateTowards:function rotateTowards(e,r){var a=this.angleTo(e);if(0===a)return this;var i=Io(1,r/a);return this.slerp(e,i),this},inverse:function inverse(){// quaternion is assumed to have unit length -return this.conjugate()},conjugate:function conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this},dot:function dot(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._w},lengthSq:function lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function length(){return wo(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function normalize(){var e=this.length();return 0===e?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x*=e,this._y*=e,this._z*=e,this._w*=e),this._onChangeCallback(),this},multiply:function multiply(e,t){return void 0===t?this.multiplyQuaternions(this,e):(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(e,t))},premultiply:function premultiply(e){return this.multiplyQuaternions(e,this)},multiplyQuaternions:function multiplyQuaternions(e,t){// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm -var r=e._x,a=e._y,i=e._z,n=e._w,o=t._x,s=t._y,l=t._z,d=t._w;return this._x=r*d+n*o+a*l-i*s,this._y=a*d+n*s+i*o-r*l,this._z=i*d+n*l+r*s-a*o,this._w=n*d-r*o-a*s-i*l,this._onChangeCallback(),this},slerp:function slerp(e,r){if(0===r)return this;if(1===r)return this.copy(e);var t=this._x,a=this._y,i=this._z,n=this._w,o=n*e._w+t*e._x+a*e._y+i*e._z;// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ -if(0>o?(this._w=-e._w,this._x=-e._x,this._y=-e._y,this._z=-e._z,o=-o):this.copy(e),1<=o)return this._w=n,this._x=t,this._y=a,this._z=i,this;var l=1-o*o;if(l<=Mo){var d=1-r;return this._w=d*n+r*this._w,this._x=d*t+r*this._x,this._y=d*a+r*this._y,this._z=d*i+r*this._z,this.normalize(),this._onChangeCallback(),this}var s=wo(l),p=To(s,o),c=So((1-r)*p)/s,u=So(r*p)/s;return this._w=n*c+this._w*u,this._x=t*c+this._x*u,this._y=a*c+this._y*u,this._z=i*c+this._z*u,this._onChangeCallback(),this},equals:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this._onChangeCallback(),this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e},fromBufferAttribute:function fromBufferAttribute(e,t){return this._x=e.getX(t),this._y=e.getY(t),this._z=e.getZ(t),this._w=e.getW(t),this},_onChange:function _onChange(e){return this._onChangeCallback=e,this},_onChangeCallback:function _onChangeCallback(){}});/** - * @author mrdoob / http://mrdoob.com/ - * @author kile / http://kile.stravaganza.org/ - * @author philogb / http://blog.thejit.org/ - * @author mikael emtinger / http://gomo.se/ - * @author egraether / http://egraether.com/ - * @author WestLangley / http://github.com/WestLangley - */var ps=new S,cs=new M;Object.assign(S.prototype,{isVector3:!0,set:function set(e,t,r){return this.x=e,this.y=t,this.z=r,this},setScalar:function setScalar(e){return this.x=e,this.y=e,this.z=e,this},setX:function setX(e){return this.x=e,this},setY:function setY(e){return this.y=e,this},setZ:function setZ(e){return this.z=e,this},setComponent:function setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw new Error("index is out of range: "+e);}return this},getComponent:function getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+e);}},clone:function clone(){return new this.constructor(this.x,this.y,this.z)},copy:function copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this},add:function add(e,t){return void 0===t?(this.x+=e.x,this.y+=e.y,this.z+=e.z,this):(console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t))},addScalar:function addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this},addVectors:function addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this},addScaledVector:function addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this},sub:function sub(e,t){return void 0===t?(this.x-=e.x,this.y-=e.y,this.z-=e.z,this):(console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t))},subScalar:function subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this},subVectors:function subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this},multiply:function multiply(e,t){return void 0===t?(this.x*=e.x,this.y*=e.y,this.z*=e.z,this):(console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(e,t))},multiplyScalar:function multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this},multiplyVectors:function multiplyVectors(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this},applyEuler:function applyEuler(e){return e&&e.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."),this.applyQuaternion(cs.setFromEuler(e))},applyAxisAngle:function applyAxisAngle(e,t){return this.applyQuaternion(cs.setFromAxisAngle(e,t))},applyMatrix3:function applyMatrix3(t){var r=this.x,a=this.y,i=this.z,n=t.elements;return this.x=n[0]*r+n[3]*a+n[6]*i,this.y=n[1]*r+n[4]*a+n[7]*i,this.z=n[2]*r+n[5]*a+n[8]*i,this},applyNormalMatrix:function applyNormalMatrix(e){return this.applyMatrix3(e).normalize()},applyMatrix4:function applyMatrix4(t){var r=this.x,a=this.y,i=this.z,n=t.elements,e=1/(n[3]*r+n[7]*a+n[11]*i+n[15]);return this.x=(n[0]*r+n[4]*a+n[8]*i+n[12])*e,this.y=(n[1]*r+n[5]*a+n[9]*i+n[13])*e,this.z=(n[2]*r+n[6]*a+n[10]*i+n[14])*e,this},applyQuaternion:function applyQuaternion(e){var t=this.x,r=this.y,a=this.z,i=e.x,n=e.y,o=e.z,s=e.w,l=s*t+n*a-o*r,d=s*r+o*t-i*a,p=s*a+i*r-n*t,c=-i*t-n*r-o*a;return this.x=l*s+c*-i+d*-o-p*-n,this.y=d*s+c*-n+p*-i-l*-o,this.z=p*s+c*-o+l*-n-d*-i,this},project:function project(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)},unproject:function unproject(e){return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld)},transformDirection:function transformDirection(t){// input: THREE.Matrix4 affine matrix -// vector interpreted as a direction -var r=this.x,a=this.y,i=this.z,n=t.elements;return this.x=n[0]*r+n[4]*a+n[8]*i,this.y=n[1]*r+n[5]*a+n[9]*i,this.z=n[2]*r+n[6]*a+n[10]*i,this.normalize()},divide:function divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this},divideScalar:function divideScalar(e){return this.multiplyScalar(1/e)},min:function min(e){return this.x=Io(this.x,e.x),this.y=Io(this.y,e.y),this.z=Io(this.z,e.z),this},max:function max(e){return this.x=No(this.x,e.x),this.y=No(this.y,e.y),this.z=No(this.z,e.z),this},clamp:function clamp(e,t){return this.x=No(e.x,Io(t.x,this.x)),this.y=No(e.y,Io(t.y,this.y)),this.z=No(e.z,Io(t.z,this.z)),this},clampScalar:function clampScalar(e,t){return this.x=No(e,Io(t,this.x)),this.y=No(e,Io(t,this.y)),this.z=No(e,Io(t,this.z)),this},clampLength:function clampLength(e,t){var r=this.length();return this.divideScalar(r||1).multiplyScalar(No(e,Io(t,r)))},floor:function floor(){return this.x=Po(this.x),this.y=Po(this.y),this.z=Po(this.z),this},ceil:function ceil(){return this.x=_o(this.x),this.y=_o(this.y),this.z=_o(this.z),this},round:function round(){return this.x=xo(this.x),this.y=xo(this.y),this.z=xo(this.z),this},roundToZero:function roundToZero(){return this.x=0>this.x?_o(this.x):Po(this.x),this.y=0>this.y?_o(this.y):Po(this.y),this.z=0>this.z?_o(this.z):Po(this.z),this},negate:function negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this},dot:function dot(e){return this.x*e.x+this.y*e.y+this.z*e.z},// TODO lengthSquared? -lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function length(){return wo(this.x*this.x+this.y*this.y+this.z*this.z)},manhattanLength:function manhattanLength(){return zo(this.x)+zo(this.y)+zo(this.z)},normalize:function normalize(){return this.divideScalar(this.length()||1)},setLength:function setLength(e){return this.normalize().multiplyScalar(e)},lerp:function lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this},lerpVectors:function lerpVectors(e,t,r){return this.subVectors(t,e).multiplyScalar(r).add(e)},cross:function cross(e,t){return void 0===t?this.crossVectors(this,e):(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(e,t))},crossVectors:function crossVectors(e,t){var r=e.x,a=e.y,i=e.z,n=t.x,o=t.y,s=t.z;return this.x=a*s-i*o,this.y=i*n-r*s,this.z=r*o-a*n,this},projectOnVector:function projectOnVector(e){var t=e.lengthSq();if(0===t)return this.set(0,0,0);var r=e.dot(this)/t;return this.copy(e).multiplyScalar(r)},projectOnPlane:function projectOnPlane(e){return ps.copy(this).projectOnVector(e),this.sub(ps)},reflect:function reflect(e){// reflect incident vector off plane orthogonal to normal -// normal is assumed to have unit length -return this.sub(ps.copy(e).multiplyScalar(2*this.dot(e)))},angleTo:function angleTo(e){var t=wo(this.lengthSq()*e.lengthSq());if(0===t)return Eo/2;var r=this.dot(e)/t;// clamp, to handle numerical problems -return vo(os.clamp(r,-1,1))},distanceTo:function distanceTo(e){return wo(this.distanceToSquared(e))},distanceToSquared:function distanceToSquared(e){var t=this.x-e.x,r=this.y-e.y,a=this.z-e.z;return t*t+r*r+a*a},manhattanDistanceTo:function manhattanDistanceTo(e){return zo(this.x-e.x)+zo(this.y-e.y)+zo(this.z-e.z)},setFromSpherical:function setFromSpherical(e){return this.setFromSphericalCoords(e.radius,e.phi,e.theta)},setFromSphericalCoords:function setFromSphericalCoords(e,t,r){var a=So(t)*e;return this.x=a*So(r),this.y=Ro(t)*e,this.z=a*Ro(r),this},setFromCylindrical:function setFromCylindrical(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)},setFromCylindricalCoords:function setFromCylindricalCoords(e,t,r){return this.x=e*So(t),this.y=r,this.z=e*Ro(t),this},setFromMatrixPosition:function setFromMatrixPosition(t){var r=t.elements;return this.x=r[12],this.y=r[13],this.z=r[14],this},setFromMatrixScale:function setFromMatrixScale(e){var t=this.setFromMatrixColumn(e,0).length(),r=this.setFromMatrixColumn(e,1).length(),a=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=r,this.z=a,this},setFromMatrixColumn:function setFromMatrixColumn(e,t){return this.fromArray(e.elements,4*t)},setFromMatrix3Column:function setFromMatrix3Column(e,t){return this.fromArray(e.elements,3*t)},equals:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this.z=e[t+2],this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e},fromBufferAttribute:function fromBufferAttribute(e,t,r){return void 0!==r&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}});var us=new S,ms=new T,gs=new S(0,0,0),fs=new S(1,1,1),hs=new S,a=new S,z=new S;Object.assign(T.prototype,{isMatrix4:!0,set:function set(e,t,r,a,i,n,o,s,l,d,p,c,u,m,g,f){var h=this.elements;return h[0]=e,h[4]=t,h[8]=r,h[12]=a,h[1]=i,h[5]=n,h[9]=o,h[13]=s,h[2]=l,h[6]=d,h[10]=p,h[14]=c,h[3]=u,h[7]=m,h[11]=g,h[15]=f,this},identity:function identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this},clone:function clone(){return new T().fromArray(this.elements)},copy:function copy(e){var t=this.elements,r=e.elements;return t[0]=r[0],t[1]=r[1],t[2]=r[2],t[3]=r[3],t[4]=r[4],t[5]=r[5],t[6]=r[6],t[7]=r[7],t[8]=r[8],t[9]=r[9],t[10]=r[10],t[11]=r[11],t[12]=r[12],t[13]=r[13],t[14]=r[14],t[15]=r[15],this},copyPosition:function copyPosition(e){var t=this.elements,r=e.elements;return t[12]=r[12],t[13]=r[13],t[14]=r[14],this},extractBasis:function extractBasis(e,t,r){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),r.setFromMatrixColumn(this,2),this},makeBasis:function makeBasis(e,t,r){return this.set(e.x,t.x,r.x,0,e.y,t.y,r.y,0,e.z,t.z,r.z,0,0,0,0,1),this},extractRotation:function extractRotation(e){// this method does not support reflection matrices -var t=this.elements,r=e.elements,a=1/us.setFromMatrixColumn(e,0).length(),i=1/us.setFromMatrixColumn(e,1).length(),n=1/us.setFromMatrixColumn(e,2).length();return t[0]=r[0]*a,t[1]=r[1]*a,t[2]=r[2]*a,t[3]=0,t[4]=r[4]*i,t[5]=r[5]*i,t[6]=r[6]*i,t[7]=0,t[8]=r[8]*n,t[9]=r[9]*n,t[10]=r[10]*n,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this},makeRotationFromEuler:function makeRotationFromEuler(t){t&&t.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");var r=this.elements,i=t.x,n=t.y,o=t.z,s=Ro(i),a=So(i),l=Ro(n),p=So(n),d=Ro(o),e=So(o);if("XYZ"===t.order){var c=s*d,u=s*e,m=a*d,g=a*e;r[0]=l*d,r[4]=-l*e,r[8]=p,r[1]=u+m*p,r[5]=c-g*p,r[9]=-a*l,r[2]=g-c*p,r[6]=m+u*p,r[10]=s*l}else if("YXZ"===t.order){var f=l*d,h=l*e,y=p*d,v=p*e;r[0]=f+v*a,r[4]=y*a-h,r[8]=s*p,r[1]=s*e,r[5]=s*d,r[9]=-a,r[2]=h*a-y,r[6]=v+f*a,r[10]=s*l}else if("ZXY"===t.order){var f=l*d,h=l*e,y=p*d,v=p*e;r[0]=f-v*a,r[4]=-s*e,r[8]=y+h*a,r[1]=h+y*a,r[5]=s*d,r[9]=v-f*a,r[2]=-s*p,r[6]=a,r[10]=s*l}else if("ZYX"===t.order){var c=s*d,u=s*e,m=a*d,g=a*e;r[0]=l*d,r[4]=m*p-u,r[8]=c*p+g,r[1]=l*e,r[5]=g*p+c,r[9]=u*p-m,r[2]=-p,r[6]=a*l,r[10]=s*l}else if("YZX"===t.order){var x=s*l,_=s*p,b=a*l,M=a*p;r[0]=l*d,r[4]=M-x*e,r[8]=b*e+_,r[1]=e,r[5]=s*d,r[9]=-a*d,r[2]=-p*d,r[6]=_*e+b,r[10]=x-M*e}else if("XZY"===t.order){var x=s*l,_=s*p,b=a*l,M=a*p;r[0]=l*d,r[4]=-e,r[8]=p*d,r[1]=x*e+M,r[5]=s*d,r[9]=_*e-b,r[2]=b*e-_,r[6]=a*d,r[10]=M*e+x}// bottom row -return r[3]=0,r[7]=0,r[11]=0,r[12]=0,r[13]=0,r[14]=0,r[15]=1,this},makeRotationFromQuaternion:function makeRotationFromQuaternion(e){return this.compose(gs,e,fs)},lookAt:function lookAt(e,t,r){var i=this.elements;return z.subVectors(e,t),0===z.lengthSq()&&(z.z=1),z.normalize(),hs.crossVectors(r,z),0===hs.lengthSq()&&(1===zo(r.z)?z.x+=1e-4:z.z+=1e-4,z.normalize(),hs.crossVectors(r,z)),hs.normalize(),a.crossVectors(z,hs),i[0]=hs.x,i[4]=a.x,i[8]=z.x,i[1]=hs.y,i[5]=a.y,i[9]=z.y,i[2]=hs.z,i[6]=a.z,i[10]=z.z,this},multiply:function multiply(e,t){return void 0===t?this.multiplyMatrices(this,e):(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(e,t))},premultiply:function premultiply(e){return this.multiplyMatrices(e,this)},multiplyMatrices:function multiplyMatrices(e,t){var r=e.elements,a=t.elements,i=this.elements,n=r[0],o=r[4],s=r[8],l=r[12],d=r[1],p=r[5],c=r[9],u=r[13],m=r[2],g=r[6],f=r[10],h=r[14],y=r[3],v=r[7],x=r[11],_=r[15],b=a[0],M=a[4],S=a[8],T=a[12],E=a[1],w=a[5],L=a[9],A=a[13],R=a[2],P=a[6],C=a[10],D=a[14],I=a[3],N=a[7],z=a[11],U=a[15];return i[0]=n*b+o*E+s*R+l*I,i[4]=n*M+o*w+s*P+l*N,i[8]=n*S+o*L+s*C+l*z,i[12]=n*T+o*A+s*D+l*U,i[1]=d*b+p*E+c*R+u*I,i[5]=d*M+p*w+c*P+u*N,i[9]=d*S+p*L+c*C+u*z,i[13]=d*T+p*A+c*D+u*U,i[2]=m*b+g*E+f*R+h*I,i[6]=m*M+g*w+f*P+h*N,i[10]=m*S+g*L+f*C+h*z,i[14]=m*T+g*A+f*D+h*U,i[3]=y*b+v*E+x*R+_*I,i[7]=y*M+v*w+x*P+_*N,i[11]=y*S+v*L+x*C+_*z,i[15]=y*T+v*A+x*D+_*U,this},multiplyScalar:function multiplyScalar(e){var t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this},determinant:function determinant(){var e=this.elements,t=e[0],r=e[4],a=e[8],i=e[12],n=e[1],o=e[5],s=e[9],l=e[13],d=e[2],p=e[6],c=e[10],u=e[14],m=e[3],g=e[7],f=e[11],h=e[15];//TODO: make this more efficient -//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) -return m*(+i*s*p-a*l*p-i*o*c+r*l*c+a*o*u-r*s*u)+g*(+t*s*u-t*l*c+i*n*c-a*n*u+a*l*d-i*s*d)+f*(+t*l*p-t*o*u-i*n*p+r*n*u+i*o*d-r*l*d)+h*(-a*o*d-t*s*p+t*o*c+a*n*p-r*n*c+r*s*d)},transpose:function transpose(){var e=this.elements,t;return t=e[1],e[1]=e[4],e[4]=t,t=e[2],e[2]=e[8],e[8]=t,t=e[6],e[6]=e[9],e[9]=t,t=e[3],e[3]=e[12],e[12]=t,t=e[7],e[7]=e[13],e[13]=t,t=e[11],e[11]=e[14],e[14]=t,this},setPosition:function setPosition(e,t,r){var a=this.elements;return e.isVector3?(a[12]=e.x,a[13]=e.y,a[14]=e.z):(a[12]=e,a[13]=t,a[14]=r),this},getInverse:function getInverse(e,t){void 0!==t&&console.warn("THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate.");// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm -var r=this.elements,a=e.elements,i=a[0],n=a[1],o=a[2],s=a[3],l=a[4],d=a[5],p=a[6],c=a[7],u=a[8],m=a[9],g=a[10],f=a[11],h=a[12],y=a[13],v=a[14],x=a[15],_=m*v*c-y*g*c+y*p*f-d*v*f-m*p*x+d*g*x,b=h*g*c-u*v*c-h*p*f+l*v*f+u*p*x-l*g*x,M=u*y*c-h*m*c+h*d*f-l*y*f-u*d*x+l*m*x,S=h*m*p-u*y*p-h*d*g+l*y*g+u*d*v-l*m*v,T=i*_+n*b+o*M+s*S;if(0===T)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);var E=1/T;return r[0]=_*E,r[1]=(y*g*s-m*v*s-y*o*f+n*v*f+m*o*x-n*g*x)*E,r[2]=(d*v*s-y*p*s+y*o*c-n*v*c-d*o*x+n*p*x)*E,r[3]=(m*p*s-d*g*s-m*o*c+n*g*c+d*o*f-n*p*f)*E,r[4]=b*E,r[5]=(u*v*s-h*g*s+h*o*f-i*v*f-u*o*x+i*g*x)*E,r[6]=(h*p*s-l*v*s-h*o*c+i*v*c+l*o*x-i*p*x)*E,r[7]=(l*g*s-u*p*s+u*o*c-i*g*c-l*o*f+i*p*f)*E,r[8]=M*E,r[9]=(h*m*s-u*y*s-h*n*f+i*y*f+u*n*x-i*m*x)*E,r[10]=(l*y*s-h*d*s+h*n*c-i*y*c-l*n*x+i*d*x)*E,r[11]=(u*d*s-l*m*s-u*n*c+i*m*c+l*n*f-i*d*f)*E,r[12]=S*E,r[13]=(u*y*o-h*m*o+h*n*g-i*y*g-u*n*v+i*m*v)*E,r[14]=(h*d*o-l*y*o-h*n*p+i*y*p+l*n*v-i*d*v)*E,r[15]=(l*m*o-u*d*o+u*n*p-i*m*p-l*n*g+i*d*g)*E,this},scale:function scale(e){var t=this.elements,r=e.x,a=e.y,i=e.z;return t[0]*=r,t[4]*=a,t[8]*=i,t[1]*=r,t[5]*=a,t[9]*=i,t[2]*=r,t[6]*=a,t[10]*=i,t[3]*=r,t[7]*=a,t[11]*=i,this},getMaxScaleOnAxis:function getMaxScaleOnAxis(){var e=this.elements,t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2],r=e[4]*e[4]+e[5]*e[5]+e[6]*e[6],a=e[8]*e[8]+e[9]*e[9]+e[10]*e[10];return wo(No(t,r,a))},makeTranslation:function makeTranslation(e,t,r){return this.set(1,0,0,e,0,1,0,t,0,0,1,r,0,0,0,1),this},makeRotationX:function makeRotationX(e){var t=Ro(e),r=So(e);return this.set(1,0,0,0,0,t,-r,0,0,r,t,0,0,0,0,1),this},makeRotationY:function makeRotationY(e){var t=Ro(e),r=So(e);return this.set(t,0,r,0,0,1,0,0,-r,0,t,0,0,0,0,1),this},makeRotationZ:function makeRotationZ(e){var t=Ro(e),r=So(e);return this.set(t,-r,0,0,r,t,0,0,0,0,1,0,0,0,0,1),this},makeRotationAxis:function makeRotationAxis(e,r){// Based on http://www.gamedev.net/reference/articles/article1199.asp -var a=Ro(r),i=So(r),n=1-a,t=e.x,o=e.y,s=e.z,l=n*t,d=n*o;return this.set(l*t+a,l*o-i*s,l*s+i*o,0,l*o+i*s,d*o+a,d*s-i*t,0,l*s-i*o,d*s+i*t,n*s*s+a,0,0,0,0,1),this},makeScale:function makeScale(e,t,r){return this.set(e,0,0,0,0,t,0,0,0,0,r,0,0,0,0,1),this},makeShear:function makeShear(e,t,r){return this.set(1,t,r,0,e,1,r,0,e,t,1,0,0,0,0,1),this},compose:function compose(e,t,r){var a=this.elements,i=t._x,n=t._y,o=t._z,s=t._w,l=i+i,d=n+n,p=o+o,c=i*l,u=i*d,m=i*p,g=n*d,f=n*p,h=o*p,y=s*l,v=s*d,x=s*p,_=r.x,b=r.y,M=r.z;return a[0]=(1-(g+h))*_,a[1]=(u+x)*_,a[2]=(m-v)*_,a[3]=0,a[4]=(u-x)*b,a[5]=(1-(c+h))*b,a[6]=(f+y)*b,a[7]=0,a[8]=(m+v)*M,a[9]=(f-y)*M,a[10]=(1-(c+g))*M,a[11]=0,a[12]=e.x,a[13]=e.y,a[14]=e.z,a[15]=1,this},decompose:function decompose(e,t,r){var a=this.elements,i=us.set(a[0],a[1],a[2]).length(),n=us.set(a[4],a[5],a[6]).length(),o=us.set(a[8],a[9],a[10]).length(),s=this.determinant();0>s&&(i=-i),e.x=a[12],e.y=a[13],e.z=a[14],ms.copy(this);var l=1/i,d=1/n,p=1/o;return ms.elements[0]*=l,ms.elements[1]*=l,ms.elements[2]*=l,ms.elements[4]*=d,ms.elements[5]*=d,ms.elements[6]*=d,ms.elements[8]*=p,ms.elements[9]*=p,ms.elements[10]*=p,t.setFromRotationMatrix(ms),r.x=i,r.y=n,r.z=o,this},makePerspective:function makePerspective(e,t,r,a,i,n){void 0===n&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");var o=this.elements;return o[0]=2*i/(t-e),o[4]=0,o[8]=(t+e)/(t-e),o[12]=0,o[1]=0,o[5]=2*i/(r-a),o[9]=(r+a)/(r-a),o[13]=0,o[2]=0,o[6]=0,o[10]=-(n+i)/(n-i),o[14]=-2*n*i/(n-i),o[3]=0,o[7]=0,o[11]=-1,o[15]=0,this},makeOrthographic:function makeOrthographic(e,t,r,a,i,n){var o=this.elements,s=1/(t-e),l=1/(r-a),d=1/(n-i);return o[0]=2*s,o[4]=0,o[8]=0,o[12]=-((t+e)*s),o[1]=0,o[5]=2*l,o[9]=0,o[13]=-((r+a)*l),o[2]=0,o[6]=0,o[10]=-2*d,o[14]=-((n+i)*d),o[3]=0,o[7]=0,o[11]=0,o[15]=1,this},equals:function(e){for(var t=this.elements,r=e.elements,a=0;16>a;a++)if(t[a]!==r[a])return!1;return!0},fromArray:function fromArray(e,t){void 0===t&&(t=0);for(var r=0;16>r;r++)this.elements[r]=e[r+t];return this},toArray:function toArray(e,t){void 0===e&&(e=[]),void 0===t&&(t=0);var r=this.elements;return e[t]=r[0],e[t+1]=r[1],e[t+2]=r[2],e[t+3]=r[3],e[t+4]=r[4],e[t+5]=r[5],e[t+6]=r[6],e[t+7]=r[7],e[t+8]=r[8],e[t+9]=r[9],e[t+10]=r[10],e[t+11]=r[11],e[t+12]=r[12],e[t+13]=r[13],e[t+14]=r[14],e[t+15]=r[15],e}});/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - */var ys=new T,vs=new M;E.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"],E.DefaultOrder="XYZ",Object.defineProperties(E.prototype,{x:{get:function get(){return this._x},set:function set(e){this._x=e,this._onChangeCallback()}},y:{get:function get(){return this._y},set:function set(e){this._y=e,this._onChangeCallback()}},z:{get:function get(){return this._z},set:function set(e){this._z=e,this._onChangeCallback()}},order:{get:function get(){return this._order},set:function set(e){this._order=e,this._onChangeCallback()}}}),Object.assign(E.prototype,{isEuler:!0,set:function set(e,t,r,a){return this._x=e,this._y=t,this._z=r,this._order=a||this._order,this._onChangeCallback(),this},clone:function clone(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function copy(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this._onChangeCallback(),this},setFromRotationMatrix:function setFromRotationMatrix(e,t,r){var a=Math.asin,i=os.clamp,n=e.elements,o=n[0],s=n[4],l=n[8],d=n[1],p=n[5],c=n[9],u=n[2],m=n[6],g=n[10];return t=t||this._order,"XYZ"===t?(this._y=a(i(l,-1,1)),.9999999>zo(l)?(this._x=To(-c,g),this._z=To(-s,o)):(this._x=To(m,p),this._z=0)):"YXZ"===t?(this._x=a(-i(c,-1,1)),.9999999>zo(c)?(this._y=To(l,g),this._z=To(d,p)):(this._y=To(-u,o),this._z=0)):"ZXY"===t?(this._x=a(i(m,-1,1)),.9999999>zo(m)?(this._y=To(-u,g),this._z=To(-s,p)):(this._y=0,this._z=To(d,o))):"ZYX"===t?(this._y=a(-i(u,-1,1)),.9999999>zo(u)?(this._x=To(m,g),this._z=To(d,o)):(this._x=0,this._z=To(-s,p))):"YZX"===t?(this._z=a(i(d,-1,1)),.9999999>zo(d)?(this._x=To(-c,p),this._y=To(-u,o)):(this._x=0,this._y=To(l,g))):"XZY"===t?(this._z=a(-i(s,-1,1)),.9999999>zo(s)?(this._x=To(m,p),this._y=To(l,o)):(this._x=To(-c,g),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+t),this._order=t,!1!==r&&this._onChangeCallback(),this},setFromQuaternion:function setFromQuaternion(e,t,r){return ys.makeRotationFromQuaternion(e),this.setFromRotationMatrix(ys,t,r)},setFromVector3:function setFromVector3(e,t){return this.set(e.x,e.y,e.z,t||this._order)},reorder:function reorder(e){return vs.setFromEuler(this),this.setFromQuaternion(vs,e)},equals:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order},fromArray:function fromArray(e){return this._x=e[0],this._y=e[1],this._z=e[2],void 0!==e[3]&&(this._order=e[3]),this._onChangeCallback(),this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e},toVector3:function toVector3(e){return e?e.set(this._x,this._y,this._z):new S(this._x,this._y,this._z)},_onChange:function _onChange(e){return this._onChangeCallback=e,this},_onChangeCallback:function _onChangeCallback(){}}),Object.assign(w.prototype,{set:function set(e){this.mask=0|1<r;r++)t[r].traverseVisible(e)}},traverseAncestors:function traverseAncestors(e){var t=this.parent;null!==t&&(e(t),t.traverseAncestors(e))},updateMatrix:function updateMatrix(){this.matrix.compose(this.position,this.quaternion,this.scale),this.matrixWorldNeedsUpdate=!0},updateMatrixWorld:function updateMatrixWorld(e){this.matrixAutoUpdate&&this.updateMatrix(),(this.matrixWorldNeedsUpdate||e)&&(null===this.parent?this.matrixWorld.copy(this.matrix):this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,this.matrix),this.matrixWorldNeedsUpdate=!1,e=!0);for(var t=this.children,r=0,a=t.length;rn&&(n=l),c>o&&(o=c),u>s&&(s=u)}return this.min.set(t,r,a),this.max.set(n,o,s),this},setFromBufferAttribute:function setFromBufferAttribute(e){for(var t=+Infinity,r=+Infinity,a=+Infinity,n=-Infinity,o=-Infinity,s=-Infinity,d=0,p=e.count;dn&&(n=l),c>o&&(o=c),u>s&&(s=u)}return this.min.set(t,r,a),this.max.set(n,o,s),this},setFromPoints:function setFromPoints(e){this.makeEmpty();for(var t=0,r=e.length;tthis.max.x||e.ythis.max.y||e.zthis.max.z)},containsBox:function containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z},getParameter:function getParameter(e,t){return void 0===t&&(console.warn("THREE.Box3: .getParameter() target is now required"),t=new S),t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function intersectsBox(e){// using 6 splitting planes to rule out intersections. -return!(e.max.xthis.max.x||e.max.ythis.max.y||e.max.zthis.max.z)},intersectsSphere:function intersectsSphere(e){// If that point is inside the sphere, the AABB and sphere intersect. -return this.clampPoint(e.center,Is),Is.distanceToSquared(e.center)<=e.radius*e.radius},intersectsPlane:function intersectsPlane(e){// We compute the minimum and maximum dot product values. If those values -// are on the same side (back or front) of the plane, then there is no intersection. -var t,r;return 0=-e.constant},intersectsTriangle:function intersectsTriangle(e){if(this.isEmpty())return!1;// compute box center and extents -this.getCenter(Hs),Vs.subVectors(this.max,Hs),zs.subVectors(e.a,Hs),Us.subVectors(e.b,Hs),Bs.subVectors(e.c,Hs),Fs.subVectors(Us,zs),Os.subVectors(Bs,Us),Gs.subVectors(zs,Bs);// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb -// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation -// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) -var t=[0,-Fs.z,Fs.y,0,-Os.z,Os.y,0,-Gs.z,Gs.y,Fs.z,0,-Fs.x,Os.z,0,-Os.x,Gs.z,0,-Gs.x,-Fs.y,Fs.x,0,-Os.y,Os.x,0,-Gs.y,Gs.x,0];return!!P(t,zs,Us,Bs,Vs)&&(t=[1,0,0,0,1,0,0,0,1],!!P(t,zs,Us,Bs,Vs))&&(ks.crossVectors(Fs,Os),t=[ks.x,ks.y,ks.z],P(t,zs,Us,Bs,Vs));// test 3 face normals from the aabb -// finally testing the face normal of the triangle -// use already existing triangle edge vectors here -},clampPoint:function clampPoint(e,t){return void 0===t&&(console.warn("THREE.Box3: .clampPoint() target is now required"),t=new S),t.copy(e).clamp(this.min,this.max)},distanceToPoint:function distanceToPoint(e){var t=Is.copy(e).clamp(this.min,this.max);return t.sub(e).length()},getBoundingSphere:function getBoundingSphere(e){return void 0===e&&console.error("THREE.Box3: .getBoundingSphere() target is now required"),this.getCenter(e.center),e.radius=.5*this.getSize(Is).length(),e},intersect:function intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this},union:function union(e){return this.min.min(e.min),this.max.max(e.max),this},applyMatrix4:function applyMatrix4(e){// transform of empty box is an empty box. -return this.isEmpty()?this:(Ds[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),Ds[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),Ds[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),Ds[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),Ds[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),Ds[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),Ds[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),Ds[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(Ds),this);// NOTE: I am using a binary pattern to specify all 2^3 combinations below -},translate:function translate(e){return this.min.add(e),this.max.add(e),this},equals:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}});var js=new R;Object.assign(C.prototype,{set:function set(e,t){return this.center.copy(e),this.radius=t,this},setFromPoints:function setFromPoints(e,t){var r=this.center;void 0===t?js.setFromPoints(e).getCenter(r):r.copy(t);for(var a=0,n=0,o=e.length;n=this.radius},containsPoint:function containsPoint(e){return e.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function distanceToPoint(e){return e.distanceTo(this.center)-this.radius},intersectsSphere:function intersectsSphere(e){var t=this.radius+e.radius;return e.center.distanceToSquared(this.center)<=t*t},intersectsBox:function intersectsBox(e){return e.intersectsSphere(this)},intersectsPlane:function intersectsPlane(e){return zo(e.distanceToPoint(this.center))<=this.radius},clampPoint:function clampPoint(e,t){var r=this.center.distanceToSquared(e);return void 0===t&&(console.warn("THREE.Sphere: .clampPoint() target is now required"),t=new S),t.copy(e),r>this.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t},getBoundingBox:function getBoundingBox(e){return void 0===e&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),e=new R),e.set(this.center,this.center),e.expandByScalar(this.radius),e},applyMatrix4:function applyMatrix4(e){return this.center.applyMatrix4(e),this.radius*=e.getMaxScaleOnAxis(),this},translate:function translate(e){return this.center.add(e),this},equals:function(e){return e.center.equals(this.center)&&e.radius===this.radius}});var qs=new S,Xs=new S,Ys=new S,Zs=new S,Js=new S,Qs=new S,Ks=new S;Object.assign(D.prototype,{set:function set(e,t){return this.origin.copy(e),this.direction.copy(t),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this},at:function at(e,t){return void 0===t&&(console.warn("THREE.Ray: .at() target is now required"),t=new S),t.copy(this.direction).multiplyScalar(e).add(this.origin)},lookAt:function lookAt(e){return this.direction.copy(e).sub(this.origin).normalize(),this},recast:function recast(e){return this.origin.copy(this.at(e,qs)),this},closestPointToPoint:function closestPointToPoint(e,t){void 0===t&&(console.warn("THREE.Ray: .closestPointToPoint() target is now required"),t=new S),t.subVectors(e,this.origin);var r=t.dot(this.direction);return 0>r?t.copy(this.origin):t.copy(this.direction).multiplyScalar(r).add(this.origin)},distanceToPoint:function distanceToPoint(e){return wo(this.distanceSqToPoint(e))},distanceSqToPoint:function distanceSqToPoint(e){var t=qs.subVectors(e,this.origin).dot(this.direction);// point behind the ray -return 0>t?this.origin.distanceToSquared(e):(qs.copy(this.direction).multiplyScalar(t).add(this.origin),qs.distanceToSquared(e))},distanceSqToSegment:function distanceSqToSegment(e,t,r,a){Xs.copy(e).add(t).multiplyScalar(.5),Ys.copy(t).sub(e).normalize(),Zs.copy(this.origin).sub(Xs);var i=.5*e.distanceTo(t),n=-this.direction.dot(Ys),o=Zs.dot(this.direction),s=-Zs.dot(Ys),l=Zs.lengthSq(),d=zo(1-n*n),p,c,u,m;if(!(0=-m))c=-i,p=No(0,-(n*c+o)),u=-p*p+c*(c+2*s)+l;else if(c<=m){// region 0 -// Minimum at interior points of ray and segment. -var g=1/d;p*=g,c*=g,u=p*(p+n*c+2*o)+c*(n*p+c+2*s)+l}else// region 1 -c=i,p=No(0,-(n*c+o)),u=-p*p+c*(c+2*s)+l;return r&&r.copy(this.direction).multiplyScalar(p).add(this.origin),a&&a.copy(Ys).multiplyScalar(c).add(Xs),u},intersectSphere:function intersectSphere(e,t){qs.subVectors(e.center,this.origin);var r=qs.dot(this.direction),a=qs.dot(qs)-r*r,i=e.radius*e.radius;if(a>i)return null;var n=wo(i-a),o=r-n,s=r+n;// t0 = first intersect point - entrance on front of sphere -// test to see if both t0 and t1 are behind the ray - if so, return null -return 0>o&&0>s?null:0>o?this.at(s,t):this.at(o,t);// test to see if t0 is behind the ray: -// if it is, the ray is inside the sphere, so return the second exit point scaled by t1, -// in order to always return an intersect point that is in front of the ray. -// else t0 is in front of the ray, so return the first collision point scaled by t0 -},intersectsSphere:function intersectsSphere(e){return this.distanceSqToPoint(e.center)<=e.radius*e.radius},distanceToPlane:function distanceToPlane(e){var r=e.normal.dot(this.direction);if(0===r)// line is coplanar, return origin -return 0===e.distanceToPoint(this.origin)?0:null;// Null is preferable to undefined since undefined means.... it is undefined -var a=-(this.origin.dot(e.normal)+e.constant)/r;// Return if the ray never intersects the plane -return 0<=a?a:null},intersectPlane:function intersectPlane(e,r){var a=this.distanceToPlane(e);return null===a?null:this.at(a,r)},intersectsPlane:function intersectsPlane(e){// check if the ray lies on the plane first -var t=e.distanceToPoint(this.origin);if(0===t)return!0;var r=e.normal.dot(this.direction);return!!(0>r*t);// ray origin is behind the plane (and is pointing behind it) -},intersectBox:function intersectBox(e,t){var r=1/this.direction.x,a=1/this.direction.y,i=1/this.direction.z,n=this.origin,o,s,l,d,p,c;return(0<=r?(o=(e.min.x-n.x)*r,s=(e.max.x-n.x)*r):(o=(e.max.x-n.x)*r,s=(e.min.x-n.x)*r),0<=a?(l=(e.min.y-n.y)*a,d=(e.max.y-n.y)*a):(l=(e.max.y-n.y)*a,d=(e.min.y-n.y)*a),o>d||l>s)?null:((l>o||o!==o)&&(o=l),(dc||p>s)?null:((p>o||o!==o)&&(o=p),(cs?null:this.at(0<=o?o:s,t));// These lines also handle the case where tmin or tmax is NaN -// (result of 0 * Infinity). x !== x returns true if x is NaN -},intersectsBox:function intersectsBox(e){return null!==this.intersectBox(e,qs)},intersectTriangle:function intersectTriangle(e,t,r,a,i){Js.subVectors(t,e),Qs.subVectors(r,e),Ks.crossVectors(Js,Qs);// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, -// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by -// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) -// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) -// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) -var n=this.direction.dot(Ks),o;if(0n)o=-1,n=-n;else return null;Zs.subVectors(this.origin,e);var s=o*this.direction.dot(Qs.crossVectors(Zs,Qs));// b1 < 0, no intersection -if(0>s)return null;var l=o*this.direction.dot(Js.cross(Zs));// b2 < 0, no intersection -if(0>l)return null;// b1+b2 > 1, no intersection -if(s+l>n)return null;// Line intersects triangle, check if ray does. -var d=-o*Zs.dot(Ks);// t < 0, no intersection -return 0>d?null:this.at(d/n,i);// Ray intersects triangle. -},applyMatrix4:function applyMatrix4(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this},equals:function(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}});/** - * @author bhouston / http://clara.io - */var $s=new S,el=new S,tl=new y;Object.assign(I.prototype,{isPlane:!0,set:function set(e,t){return this.normal.copy(e),this.constant=t,this},setComponents:function setComponents(e,t,r,a){return this.normal.set(e,t,r),this.constant=a,this},setFromNormalAndCoplanarPoint:function setFromNormalAndCoplanarPoint(e,t){return this.normal.copy(e),this.constant=-t.dot(this.normal),this},setFromCoplanarPoints:function setFromCoplanarPoints(e,t,r){var a=$s.subVectors(r,t).cross(el.subVectors(e,t)).normalize();// Q: should an error be thrown if normal is zero (e.g. degenerate plane)? -return this.setFromNormalAndCoplanarPoint(a,e),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.normal.copy(e.normal),this.constant=e.constant,this},normalize:function normalize(){// Note: will lead to a divide by zero if the plane is invalid. -var e=1/this.normal.length();return this.normal.multiplyScalar(e),this.constant*=e,this},negate:function negate(){return this.constant*=-1,this.normal.negate(),this},distanceToPoint:function distanceToPoint(e){return this.normal.dot(e)+this.constant},distanceToSphere:function distanceToSphere(e){return this.distanceToPoint(e.center)-e.radius},projectPoint:function projectPoint(e,t){return void 0===t&&(console.warn("THREE.Plane: .projectPoint() target is now required"),t=new S),t.copy(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e)},intersectLine:function intersectLine(e,r){void 0===r&&(console.warn("THREE.Plane: .intersectLine() target is now required"),r=new S);var a=e.delta($s),i=this.normal.dot(a);if(0===i)// line is coplanar, return origin -return 0===this.distanceToPoint(e.start)?r.copy(e.start):void 0;// Unsure if this is the correct method to handle this case. -var n=-(e.start.dot(this.normal)+this.constant)/i;return 0>n||1t&&0r&&0=nl.x+nl.y},getUV:function getUV(e,t,r,a,i,n,o,s){return this.getBarycoord(e,t,r,a,nl),s.set(0,0),s.addScaledVector(i,nl.x),s.addScaledVector(n,nl.y),s.addScaledVector(o,nl.z),s},isFrontFacing:function isFrontFacing(e,t,r,a){// strictly front facing -return rl.subVectors(r,t),al.subVectors(e,t),!!(0>rl.cross(al).dot(a))}}),Object.assign(N.prototype,{set:function set(e,t,r){return this.a.copy(e),this.b.copy(t),this.c.copy(r),this},setFromPointsAndIndices:function setFromPointsAndIndices(e,t,r,a){return this.a.copy(e[t]),this.b.copy(e[r]),this.c.copy(e[a]),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this},getArea:function getArea(){return rl.subVectors(this.c,this.b),al.subVectors(this.a,this.b),.5*rl.cross(al).length()},getMidpoint:function getMidpoint(e){return void 0===e&&(console.warn("THREE.Triangle: .getMidpoint() target is now required"),e=new S),e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},getNormal:function getNormal(e){return N.getNormal(this.a,this.b,this.c,e)},getPlane:function getPlane(e){return void 0===e&&(console.warn("THREE.Triangle: .getPlane() target is now required"),e=new I),e.setFromCoplanarPoints(this.a,this.b,this.c)},getBarycoord:function getBarycoord(e,t){return N.getBarycoord(e,this.a,this.b,this.c,t)},getUV:function getUV(e,t,r,a,i){return N.getUV(e,this.a,this.b,this.c,t,r,a,i)},containsPoint:function containsPoint(e){return N.containsPoint(e,this.a,this.b,this.c)},isFrontFacing:function isFrontFacing(e){return N.isFrontFacing(this.a,this.b,this.c,e)},intersectsBox:function intersectsBox(e){return e.intersectsTriangle(this)},closestPointToPoint:function closestPointToPoint(e,t){void 0===t&&(console.warn("THREE.Triangle: .closestPointToPoint() target is now required"),t=new S);var r=this.a,a=this.b,i=this.c,n,o;ol.subVectors(a,r),sl.subVectors(i,r),dl.subVectors(e,r);var s=ol.dot(dl),l=sl.dot(dl);if(0>=s&&0>=l)// vertex region of A; barycentric coords (1, 0, 0) -return t.copy(r);pl.subVectors(e,a);var d=ol.dot(pl),p=sl.dot(pl);if(0<=d&&p<=d)// vertex region of B; barycentric coords (0, 1, 0) -return t.copy(a);var c=s*p-d*l;if(0>=c&&0<=s&&0>=d)// edge region of AB; barycentric coords (1-v, v, 0) -return n=s/(s-d),t.copy(r).addScaledVector(ol,n);cl.subVectors(e,i);var u=ol.dot(cl),m=sl.dot(cl);if(0<=m&&u<=m)// vertex region of C; barycentric coords (0, 0, 1) -return t.copy(i);var g=u*l-s*m;if(0>=g&&0<=l&&0>=m)// edge region of AC; barycentric coords (1-w, 0, w) -return o=l/(l-m),t.copy(r).addScaledVector(sl,o);var f=d*m-u*p;if(0>=f&&0<=p-d&&0<=u-m)// edge region of BC; barycentric coords (0, 1-w, w) -return ll.subVectors(i,a),o=(p-d)/(p-d+(u-m)),t.copy(a).addScaledVector(ll,o);// edge region of BC -// face region -var h=1/(f+g+c);// u = va * denom -return n=g*h,o=c*h,t.copy(r).addScaledVector(ol,n).addScaledVector(sl,o)},equals:function(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}});/** - * @author mrdoob / http://mrdoob.com/ - */var ul={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},ml={h:0,s:0,l:0},gl={h:0,s:0,l:0};Object.assign(U.prototype,{isColor:!0,r:1,g:1,b:1,set:function set(e){return e&&e.isColor?this.copy(e):"number"==typeof e?this.setHex(e):"string"==typeof e&&this.setStyle(e),this},setScalar:function setScalar(e){return this.r=e,this.g=e,this.b=e,this},setHex:function setHex(e){return e=Po(e),this.r=(255&e>>16)/255,this.g=(255&e>>8)/255,this.b=(255&e)/255,this},setRGB:function setRGB(e,t,r){return this.r=e,this.g=t,this.b=r,this},setHSL:function setHSL(e,t,r){if(e=os.euclideanModulo(e,1),t=os.clamp(t,0,1),r=os.clamp(r,0,1),0===t)this.r=this.g=this.b=r;else{var a=.5>=r?r*(1+t):r+t-r*t,i=2*r-a;this.r=B(i,a,e+1/3),this.g=B(i,a,e),this.b=B(i,a,e-1/3)}return this},setStyle:function setStyle(e){function t(t){void 0===t||1>parseFloat(t)&&console.warn("THREE.Color: Alpha component of "+e+" will be ignored.")}var r;if(r=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(e)){// rgb / hsl -var a=r[1],i=r[2],n;switch(a){case"rgb":case"rgba":if(n=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(i))return this.r=Io(255,parseInt(n[1],10))/255,this.g=Io(255,parseInt(n[2],10))/255,this.b=Io(255,parseInt(n[3],10))/255,t(n[5]),this;if(n=/^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(i))return this.r=Io(100,parseInt(n[1],10))/100,this.g=Io(100,parseInt(n[2],10))/100,this.b=Io(100,parseInt(n[3],10))/100,t(n[5]),this;break;case"hsl":case"hsla":if(n=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(i)){// hsl(120,50%,50%) hsla(120,50%,50%,0.5) -var o=parseFloat(n[1])/360,d=parseInt(n[2],10)/100,s=parseInt(n[3],10)/100;return t(n[5]),this.setHSL(o,d,s)}}}else if(r=/^\#([A-Fa-f0-9]+)$/.exec(e)){// hex color -var l=r[1],p=l.length;if(3===p)return this.r=parseInt(l.charAt(0)+l.charAt(0),16)/255,this.g=parseInt(l.charAt(1)+l.charAt(1),16)/255,this.b=parseInt(l.charAt(2)+l.charAt(2),16)/255,this;if(6===p)return this.r=parseInt(l.charAt(0)+l.charAt(1),16)/255,this.g=parseInt(l.charAt(2)+l.charAt(3),16)/255,this.b=parseInt(l.charAt(4)+l.charAt(5),16)/255,this}return e&&0=o?d/(i+n):d/(2-i-n),i===t?s=(r-a)/d+(rthis.opacity&&(a.opacity=this.opacity),!0===this.transparent&&(a.transparent=this.transparent),a.depthFunc=this.depthFunc,a.depthTest=this.depthTest,a.depthWrite=this.depthWrite,a.stencilWrite=this.stencilWrite,a.stencilWriteMask=this.stencilWriteMask,a.stencilFunc=this.stencilFunc,a.stencilRef=this.stencilRef,a.stencilFuncMask=this.stencilFuncMask,a.stencilFail=this.stencilFail,a.stencilZFail=this.stencilZFail,a.stencilZPass=this.stencilZPass,this.rotation&&0!==this.rotation&&(a.rotation=this.rotation),!0===this.polygonOffset&&(a.polygonOffset=!0),0!==this.polygonOffsetFactor&&(a.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(a.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth&&1!==this.linewidth&&(a.linewidth=this.linewidth),void 0!==this.dashSize&&(a.dashSize=this.dashSize),void 0!==this.gapSize&&(a.gapSize=this.gapSize),void 0!==this.scale&&(a.scale=this.scale),!0===this.dithering&&(a.dithering=!0),0f;f++)if(c[f]===c[(f+1)%3]){g.push(l);break}}for(l=g.length-1;0<=l;l--){var h=g[l];for(this.faces.splice(h,1),u=0,m=this.faceVertexUvs.length;u 1) -return this.filmGauge/No(this.aspect,1)},/** - * Sets an offset in a larger frustum. This is useful for multi-window or - * multi-monitor/multi-machine setups. - * - * For example, if you have 3x2 monitors and each monitor is 1920x1080 and - * the monitors are in grid like this - * - * +---+---+---+ - * | A | B | C | - * +---+---+---+ - * | D | E | F | - * +---+---+---+ - * - * then for each monitor you would call it like this - * - * var w = 1920; - * var h = 1080; - * var fullWidth = w * 3; - * var fullHeight = h * 2; - * - * --A-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); - * --B-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); - * --C-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); - * --D-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); - * --E-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); - * --F-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); - * - * Note there is no reason monitors have to be the same size or in a grid. - */setViewOffset:function setViewOffset(e,t,r,a,i,n){this.aspect=e/t,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=r,this.view.offsetY=a,this.view.width=i,this.view.height=n,this.updateProjectionMatrix()},clearViewOffset:function clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()},updateProjectionMatrix:function updateProjectionMatrix(){var e=this.near,t=e*ho(.5*os.DEG2RAD*this.fov)/this.zoom,r=2*t,a=this.aspect*r,i=-.5*a,n=this.view;if(null!==this.view&&this.view.enabled){var o=n.fullWidth,s=n.fullHeight;i+=n.offsetX*a/o,t-=n.offsetY*r/s,a*=n.width/o,r*=n.height/s}var l=this.filmOffset;0!==l&&(i+=e*l/this.getFilmWidth()),this.projectionMatrix.makePerspective(i,i+a,t,t-r,e,this.far),this.projectionMatrixInverse.getInverse(this.projectionMatrix)},toJSON:function(e){var t=L.prototype.toJSON.call(this,e);return t.object.fov=this.fov,t.object.zoom=this.zoom,t.object.near=this.near,t.object.far=this.far,t.object.focus=this.focus,t.object.aspect=this.aspect,null!==this.view&&(t.object.view=Object.assign({},this.view)),t.object.filmGauge=this.filmGauge,t.object.filmOffset=this.filmOffset,t}});ce.prototype=Object.create(L.prototype),ce.prototype.constructor=ce,ue.prototype=Object.create(_.prototype),ue.prototype.constructor=ue,ue.prototype.isWebGLCubeRenderTarget=!0,ue.prototype.fromEquirectangularTexture=function(e,t){this.texture.type=t.type,this.texture.format=t.format,this.texture.encoding=t.encoding;var r=new A,a={uniforms:{tEquirect:{value:null}},vertexShader:"varying vec3 vWorldDirection;\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",fragmentShader:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}"},i=new le({type:"CubemapFromEquirect",uniforms:oe(a.uniforms),vertexShader:a.vertexShader,fragmentShader:a.fragmentShader,side:Oo,blending:0});i.uniforms.tEquirect.value=t;var n=new re(new ql(5,5,5),i);r.add(n);var o=new ce(1,10,1);return o.renderTarget=this,o.renderTarget.texture.name="CubeCameraTexture",o.update(e,r),n.geometry.dispose(),n.material.dispose(),this},me.prototype=Object.create(v.prototype),me.prototype.constructor=me,me.prototype.isDataTexture=!0;/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author bhouston / http://clara.io - */var Yl=new C,Zl=new S;Object.assign(ge.prototype,{set:function set(e,t,r,a,i,n){var o=this.planes;return o[0].copy(e),o[1].copy(t),o[2].copy(r),o[3].copy(a),o[4].copy(i),o[5].copy(n),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){for(var t=this.planes,r=0;6>r;r++)t[r].copy(e.planes[r]);return this},setFromProjectionMatrix:function setFromProjectionMatrix(e){var t=this.planes,r=e.elements,a=r[0],i=r[1],n=r[2],o=r[3],s=r[4],l=r[5],d=r[6],p=r[7],c=r[8],u=r[9],m=r[10],g=r[11],f=r[12],h=r[13],y=r[14],v=r[15];return t[0].setComponents(o-a,p-s,g-c,v-f).normalize(),t[1].setComponents(o+a,p+s,g+c,v+f).normalize(),t[2].setComponents(o+i,p+l,g+u,v+h).normalize(),t[3].setComponents(o-i,p-l,g-u,v-h).normalize(),t[4].setComponents(o-n,p-d,g-m,v-y).normalize(),t[5].setComponents(o+n,p+d,g+m,v+y).normalize(),this},intersectsObject:function intersectsObject(e){var t=e.geometry;return null===t.boundingSphere&&t.computeBoundingSphere(),Yl.copy(t.boundingSphere).applyMatrix4(e.matrixWorld),this.intersectsSphere(Yl)},intersectsSprite:function intersectsSprite(e){return Yl.center.set(0,0,0),Yl.radius=.7071067811865476,Yl.applyMatrix4(e.matrixWorld),this.intersectsSphere(Yl)},intersectsSphere:function intersectsSphere(e){for(var t=this.planes,r=e.center,a=-e.radius,n=0,o;6>n;n++)if(o=t[n].distanceToPoint(r),or;r++)if(a=t[r],Zl.x=0a.distanceToPoint(Zl))return!1;return!0},containsPoint:function containsPoint(e){for(var t=this.planes,r=0;6>r;r++)if(0>t[r].distanceToPoint(e))return!1;return!0}});/** - * Uniforms library for shared webgl shaders - */var Jl={common:{diffuse:{value:new U(15658734)},opacity:{value:1},map:{value:null},uvTransform:{value:new y},uv2Transform:{value:new y},alphaMap:{value:null}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},refractionRatio:{value:.98},maxMipLevel:{value:0}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new h(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new U(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src -rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}}},points:{diffuse:{value:new U(15658734)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},uvTransform:{value:new y}},sprite:{diffuse:{value:new U(15658734)},opacity:{value:1},center:{value:new h(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},uvTransform:{value:new y}}};ye.prototype=Object.create(ne.prototype),ye.prototype.constructor=ye,ve.prototype=Object.create(te.prototype),ve.prototype.constructor=ve;var Ql={alphamap_fragment:"#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif",alphamap_pars_fragment:"#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",alphatest_fragment:"#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif",aomap_fragment:"#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif",aomap_pars_fragment:"#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif",begin_vertex:"vec3 transformed = vec3( position );",beginnormal_vertex:"vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif",bsdfs:"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif",common:"#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif",fog_vertex:"#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_vertex:"vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif",normal_fragment_begin:"#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",background_frag:"uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}",cube_frag:"#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",normal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}",normal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"},Kl={basic:{uniforms:se([Jl.common,Jl.specularmap,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.fog]),vertexShader:Ql.meshbasic_vert,fragmentShader:Ql.meshbasic_frag},lambert:{uniforms:se([Jl.common,Jl.specularmap,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.fog,Jl.lights,{emissive:{value:new U(0)}}]),vertexShader:Ql.meshlambert_vert,fragmentShader:Ql.meshlambert_frag},phong:{uniforms:se([Jl.common,Jl.specularmap,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.fog,Jl.lights,{emissive:{value:new U(0)},specular:{value:new U(1118481)},shininess:{value:30}}]),vertexShader:Ql.meshphong_vert,fragmentShader:Ql.meshphong_frag},standard:{uniforms:se([Jl.common,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.roughnessmap,Jl.metalnessmap,Jl.fog,Jl.lights,{emissive:{value:new U(0)},roughness:{value:.5},metalness:{value:.5},envMapIntensity:{value:1}// temporary -}]),vertexShader:Ql.meshphysical_vert,fragmentShader:Ql.meshphysical_frag},toon:{uniforms:se([Jl.common,Jl.specularmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.gradientmap,Jl.fog,Jl.lights,{emissive:{value:new U(0)},specular:{value:new U(1118481)},shininess:{value:30}}]),vertexShader:Ql.meshtoon_vert,fragmentShader:Ql.meshtoon_frag},matcap:{uniforms:se([Jl.common,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.fog,{matcap:{value:null}}]),vertexShader:Ql.meshmatcap_vert,fragmentShader:Ql.meshmatcap_frag},points:{uniforms:se([Jl.points,Jl.fog]),vertexShader:Ql.points_vert,fragmentShader:Ql.points_frag},dashed:{uniforms:se([Jl.common,Jl.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:Ql.linedashed_vert,fragmentShader:Ql.linedashed_frag},depth:{uniforms:se([Jl.common,Jl.displacementmap]),vertexShader:Ql.depth_vert,fragmentShader:Ql.depth_frag},normal:{uniforms:se([Jl.common,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,{opacity:{value:1}}]),vertexShader:Ql.normal_vert,fragmentShader:Ql.normal_frag},sprite:{uniforms:se([Jl.sprite,Jl.fog]),vertexShader:Ql.sprite_vert,fragmentShader:Ql.sprite_frag},background:{uniforms:{uvTransform:{value:new y},t2D:{value:null}},vertexShader:Ql.background_vert,fragmentShader:Ql.background_frag},/* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */cube:{uniforms:se([Jl.envmap,{opacity:{value:1}}]),vertexShader:Ql.cube_vert,fragmentShader:Ql.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:Ql.equirect_vert,fragmentShader:Ql.equirect_frag},distanceRGBA:{uniforms:se([Jl.common,Jl.displacementmap,{referencePosition:{value:new S},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:Ql.distanceRGBA_vert,fragmentShader:Ql.distanceRGBA_frag},shadow:{uniforms:se([Jl.lights,Jl.fog,{color:{value:new U(0)},opacity:{value:1}}]),vertexShader:Ql.shadow_vert,fragmentShader:Ql.shadow_frag}};Kl.physical={uniforms:se([Kl.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatNormalScale:{value:new h(1,1)},clearcoatNormalMap:{value:null},sheen:{value:new U(0)},transparency:{value:0}}]),vertexShader:Ql.meshphysical_vert,fragmentShader:Ql.meshphysical_frag},Pe.prototype=Object.create(v.prototype),Pe.prototype.constructor=Pe,Pe.prototype.isCubeTexture=!0,Object.defineProperty(Pe.prototype,"images",{get:function get(){return this.image},set:function set(e){this.image=e}}),Ce.prototype=Object.create(v.prototype),Ce.prototype.constructor=Ce,Ce.prototype.isDataTexture2DArray=!0,De.prototype=Object.create(v.prototype),De.prototype.constructor=De,De.prototype.isDataTexture3D=!0;/** - * @author tschw - * @author Mugen87 / https://github.com/Mugen87 - * @author mrdoob / http://mrdoob.com/ - * - * Uniforms of a program. - * Those form a tree structure with a special top-level container for the root, - * which you get by calling 'new WebGLUniforms( gl, program )'. - * - * - * Properties of inner nodes including the top-level container: - * - * .seq - array of nested uniforms - * .map - nested uniforms by name - * - * - * Methods of all nodes except the top-level container: - * - * .setValue( gl, value, [textures] ) - * - * uploads a uniform value(s) - * the 'textures' parameter is needed for sampler uniforms - * - * - * Static methods of the top-level container (textures factorizations): - * - * .upload( gl, seq, values, textures ) - * - * sets uniforms in 'seq' to 'values[id].value' - * - * .seqWithValue( seq, values ) : filteredSeq - * - * filters 'seq' entries with corresponding entry in values - * - * - * Methods of the top-level container (textures factorizations): - * - * .setValue( gl, name, value, textures ) - * - * sets uniform with name 'name' to 'value' - * - * .setOptional( gl, obj, prop ) - * - * like .set for an optional property of the object - * - */var $l=new v,ed=new Ce,td=new De,rd=new Pe,ad=[],id=[],nd=new Float32Array(16),od=new Float32Array(9),sd=new Float32Array(4);ft.prototype.updateCache=function(e){var t=this.cache;e instanceof Float32Array&&t.length!==e.length&&(this.cache=new Float32Array(e.length)),ze(t,e)},ht.prototype.setValue=function(e,t,r){for(var a=this.seq,o=0,s=a.length,n;o!==s;++o)n=a[o],n.setValue(e,t[n.id],r)};// --- Top-level --- -// Parser - builds up the property tree from the path strings -var ld=/([\w\d_]+)(\])?(\[|\.)?/g;xt.prototype.setValue=function(e,t,r,a){var i=this.map[t];void 0!==i&&i.setValue(e,r,a)},xt.prototype.setOptional=function(e,t,r){var a=t[r];void 0!==a&&this.setValue(e,r,a)},xt.upload=function(e,t,r,a){for(var o=0,s=t.length;o!==s;++o){var n=t[o],l=r[n.id];!1!==l.needsUpdate&&n.setValue(e,l.value,a)}},xt.seqWithValue=function(e,t){for(var a=[],r=0,o=e.length,n;r!==o;++r)n=e[r],n.id in t&&a.push(n);return a};var dd=0,pd=/^[ \t]*#include +<([\w\d./]+)>/gm,cd=/#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g,ud=/#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g,md=0;rr.prototype=Object.create(H.prototype),rr.prototype.constructor=rr,rr.prototype.isMeshDepthMaterial=!0,rr.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.depthPacking=e.depthPacking,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this},ar.prototype=Object.create(H.prototype),ar.prototype.constructor=ar,ar.prototype.isMeshDistanceMaterial=!0,ar.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.referencePosition.copy(e.referencePosition),this.nearDistance=e.nearDistance,this.farDistance=e.farDistance,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this};lr.prototype=Object.assign(Object.create(pe.prototype),{constructor:lr,isArrayCamera:!0}),dr.prototype=Object.assign(Object.create(L.prototype),{constructor:dr,isGroup:!0}),Object.assign(pr.prototype,f.prototype),Object.assign(ur.prototype,{isFogExp2:!0,clone:function clone(){return new ur(this.color,this.density)},toJSON:function()/* meta */{return{type:"FogExp2",color:this.color.getHex(),density:this.density}}}),Object.assign(mr.prototype,{isFog:!0,clone:function clone(){return new mr(this.color,this.near,this.far)},toJSON:function()/* meta */{return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}}),Object.defineProperty(gr.prototype,"needsUpdate",{set:function set(e){!0===e&&this.version++}}),Object.assign(gr.prototype,{isInterleavedBuffer:!0,onUploadCallback:function onUploadCallback(){},setUsage:function setUsage(e){return this.usage=e,this},copy:function copy(e){return this.array=new e.array.constructor(e.array),this.count=e.count,this.stride=e.stride,this.usage=e.usage,this},copyAt:function copyAt(e,t,r){e*=this.stride,r*=t.stride;for(var a=0,n=this.stride;ae.far||t.push({distance:s,point:fd.clone(),uv:N.getUV(fd,bd,Md,Sd,Td,Ed,wd,new h),face:null,object:this})}},clone:function clone(){return new this.constructor(this.material).copy(this)},copy:function copy(e){return L.prototype.copy.call(this,e),void 0!==e.center&&this.center.copy(e.center),this}});var Ad=new S,Rd=new S;xr.prototype=Object.assign(Object.create(L.prototype),{constructor:xr,isLOD:!0,copy:function copy(e){L.prototype.copy.call(this,e,!1);for(var t=e.levels,r=0,a=t.length,n;r=t[a].distance;a++)t[a-1].object.visible=!1,t[a].object.visible=!0;for(this._currentLevel=a-1;ad)){m.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation -var T=e.ray.origin.distanceTo(m);Te.far||t.push({distance:T,// What do we want? intersection point on the ray or on the segment?? -// point: raycaster.ray.at( distance ), -point:u.clone().applyMatrix4(this.matrixWorld),index:x,face:null,faceIndex:null,object:this})}}else for(var x=0,_=y.length/3-1;x<_;x+=g){p.fromArray(y,3*x),c.fromArray(y,3*x+3);var b=Od.distanceSqToSegment(p,c,m,u);if(!(b>d)){m.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation -var T=e.ray.origin.distanceTo(m);Te.far||t.push({distance:T,// What do we want? intersection point on the ray or on the segment?? -// point: raycaster.ray.at( distance ), -point:u.clone().applyMatrix4(this.matrixWorld),index:x,face:null,faceIndex:null,object:this})}}}else if(r.isGeometry)for(var E=r.vertices,w=E.length,x=0,b;xd)){m.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation -var T=e.ray.origin.distanceTo(m);Te.far||t.push({distance:T,// What do we want? intersection point on the ray or on the segment?? -// point: raycaster.ray.at( distance ), -point:u.clone().applyMatrix4(this.matrixWorld),index:x,face:null,faceIndex:null,object:this})}}// -},clone:function clone(){return new this.constructor(this.geometry,this.material).copy(this)}});/** - * @author mrdoob / http://mrdoob.com/ - */var Hd=new S,Vd=new S;wr.prototype=Object.assign(Object.create(Er.prototype),{constructor:wr,isLineSegments:!0,computeLineDistances:function computeLineDistances(){var e=this.geometry;if(e.isBufferGeometry){// we assume non-indexed geometry -if(null===e.index){for(var t=e.attributes.position,r=[],a=0,n=t.count;a=e.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}}),Dr.prototype=Object.create(v.prototype),Dr.prototype.constructor=Dr,Dr.prototype.isCompressedTexture=!0,Ir.prototype=Object.create(v.prototype),Ir.prototype.constructor=Ir,Ir.prototype.isCanvasTexture=!0,Nr.prototype=Object.create(v.prototype),Nr.prototype.constructor=Nr,Nr.prototype.isDepthTexture=!0,zr.prototype=Object.create(te.prototype),zr.prototype.constructor=zr,Ur.prototype=Object.create(ne.prototype),Ur.prototype.constructor=Ur,Br.prototype=Object.create(te.prototype),Br.prototype.constructor=Br,Fr.prototype=Object.create(ne.prototype),Fr.prototype.constructor=Fr,Or.prototype=Object.create(te.prototype),Or.prototype.constructor=Or,Gr.prototype=Object.create(ne.prototype),Gr.prototype.constructor=Gr,Hr.prototype=Object.create(Or.prototype),Hr.prototype.constructor=Hr,Vr.prototype=Object.create(ne.prototype),Vr.prototype.constructor=Vr,kr.prototype=Object.create(Or.prototype),kr.prototype.constructor=kr,Wr.prototype=Object.create(ne.prototype),Wr.prototype.constructor=Wr,jr.prototype=Object.create(Or.prototype),jr.prototype.constructor=jr,qr.prototype=Object.create(ne.prototype),qr.prototype.constructor=qr,Xr.prototype=Object.create(Or.prototype),Xr.prototype.constructor=Xr,Yr.prototype=Object.create(ne.prototype),Yr.prototype.constructor=Yr,Zr.prototype=Object.create(te.prototype),Zr.prototype.constructor=Zr,Zr.prototype.toJSON=function(){var e=te.prototype.toJSON.call(this);return e.path=this.parameters.path.toJSON(),e},Jr.prototype=Object.create(ne.prototype),Jr.prototype.constructor=Jr,Qr.prototype=Object.create(te.prototype),Qr.prototype.constructor=Qr,Kr.prototype=Object.create(ne.prototype),Kr.prototype.constructor=Kr,$r.prototype=Object.create(te.prototype),$r.prototype.constructor=$r;/** - * @author Mugen87 / https://github.com/Mugen87 - * Port from https://github.com/mapbox/earcut (v2.1.5) - */var Xd={triangulate:function triangulate(e,t,r){r=r||2;var a=t&&t.length,n=a?t[0]*r:e.length,o=ea(e,0,n,r,!0),s=[];if(!o||o.next===o.prev)return s;var l,d,p,c,u,m,g;// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox -if(a&&(o=sa(e,t,o,r)),e.length>80*r){l=p=e[0],d=c=e[1];for(var f=r;fp&&(p=u),m>c&&(c=m);// minX, minY and invSize are later used to transform coords into integers for z-order calculation -g=No(p-l,c-d),g=0===g?0:1/g}return ra(o,s,r,l,d,g),s}},Yd={// calculate area of the contour polygon -area:function(e){for(var t=e.length,r=0,i=t-1,n=0;nYd.area(e)},triangulateShape:function triangulateShape(e,t){var r=[],a=[],n=[];// flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] -Aa(e),Ra(r,e);// -var o=e.length;t.forEach(Aa);for(var s=0;szo(s-p)?[new h(o,1-l),new h(d,1-c),new h(u,1-g),new h(f,1-v)]:[new h(s,1-l),new h(p,1-c),new h(m,1-g),new h(y,1-v)]}};Ia.prototype=Object.create(ne.prototype),Ia.prototype.constructor=Ia,Na.prototype=Object.create(Ca.prototype),Na.prototype.constructor=Na,za.prototype=Object.create(ne.prototype),za.prototype.constructor=za,Ua.prototype=Object.create(te.prototype),Ua.prototype.constructor=Ua,Ba.prototype=Object.create(ne.prototype),Ba.prototype.constructor=Ba,Fa.prototype=Object.create(te.prototype),Fa.prototype.constructor=Fa,Oa.prototype=Object.create(ne.prototype),Oa.prototype.constructor=Oa,Ga.prototype=Object.create(te.prototype),Ga.prototype.constructor=Ga,Ha.prototype=Object.create(ne.prototype),Ha.prototype.constructor=Ha,Ha.prototype.toJSON=function(){var e=ne.prototype.toJSON.call(this),t=this.parameters.shapes;return ka(t,e)},Va.prototype=Object.create(te.prototype),Va.prototype.constructor=Va,Va.prototype.toJSON=function(){var e=te.prototype.toJSON.call(this),t=this.parameters.shapes;return ka(t,e)},Wa.prototype=Object.create(te.prototype),Wa.prototype.constructor=Wa,ja.prototype=Object.create(ne.prototype),ja.prototype.constructor=ja,qa.prototype=Object.create(te.prototype),qa.prototype.constructor=qa,Xa.prototype=Object.create(ja.prototype),Xa.prototype.constructor=Xa,Ya.prototype=Object.create(qa.prototype),Ya.prototype.constructor=Ya,Za.prototype=Object.create(ne.prototype),Za.prototype.constructor=Za,Ja.prototype=Object.create(te.prototype),Ja.prototype.constructor=Ja;var Jd=/*#__PURE__*/Object.freeze({__proto__:null,WireframeGeometry:zr,ParametricGeometry:Ur,ParametricBufferGeometry:Br,TetrahedronGeometry:Gr,TetrahedronBufferGeometry:Hr,OctahedronGeometry:Vr,OctahedronBufferGeometry:kr,IcosahedronGeometry:Wr,IcosahedronBufferGeometry:jr,DodecahedronGeometry:qr,DodecahedronBufferGeometry:Xr,PolyhedronGeometry:Fr,PolyhedronBufferGeometry:Or,TubeGeometry:Yr,TubeBufferGeometry:Zr,TorusKnotGeometry:Jr,TorusKnotBufferGeometry:Qr,TorusGeometry:Kr,TorusBufferGeometry:$r,TextGeometry:Ia,TextBufferGeometry:Na,SphereGeometry:za,SphereBufferGeometry:Ua,RingGeometry:Ba,RingBufferGeometry:Fa,PlaneGeometry:ye,PlaneBufferGeometry:ve,LatheGeometry:Oa,LatheBufferGeometry:Ga,ShapeGeometry:Ha,ShapeBufferGeometry:Va,ExtrudeGeometry:Pa,ExtrudeBufferGeometry:Ca,EdgesGeometry:Wa,ConeGeometry:Xa,ConeBufferGeometry:Ya,CylinderGeometry:ja,CylinderBufferGeometry:qa,CircleGeometry:Za,CircleBufferGeometry:Ja,BoxGeometry:jl,BoxBufferGeometry:ql});Qa.prototype=Object.create(H.prototype),Qa.prototype.constructor=Qa,Qa.prototype.isShadowMaterial=!0,Qa.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this},Ka.prototype=Object.create(le.prototype),Ka.prototype.constructor=Ka,Ka.prototype.isRawShaderMaterial=!0,$a.prototype=Object.create(H.prototype),$a.prototype.constructor=$a,$a.prototype.isMeshStandardMaterial=!0,$a.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.defines={STANDARD:""},this.color.copy(e.color),this.roughness=e.roughness,this.metalness=e.metalness,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.roughnessMap=e.roughnessMap,this.metalnessMap=e.metalnessMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapIntensity=e.envMapIntensity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this.vertexTangents=e.vertexTangents,this},ei.prototype=Object.create($a.prototype),ei.prototype.constructor=ei,ei.prototype.isMeshPhysicalMaterial=!0,ei.prototype.copy=function(e){return $a.prototype.copy.call(this,e),this.defines={STANDARD:"",PHYSICAL:""},this.clearcoat=e.clearcoat,this.clearcoatMap=e.clearcoatMap,this.clearcoatRoughness=e.clearcoatRoughness,this.clearcoatRoughnessMap=e.clearcoatRoughnessMap,this.clearcoatNormalMap=e.clearcoatNormalMap,this.clearcoatNormalScale.copy(e.clearcoatNormalScale),this.reflectivity=e.reflectivity,this.sheen=e.sheen?(this.sheen||new U).copy(e.sheen):null,this.transparency=e.transparency,this},ti.prototype=Object.create(H.prototype),ti.prototype.constructor=ti,ti.prototype.isMeshPhongMaterial=!0,ti.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ri.prototype=Object.create(H.prototype),ri.prototype.constructor=ri,ri.prototype.isMeshToonMaterial=!0,ri.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.gradientMap=e.gradientMap,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ai.prototype=Object.create(H.prototype),ai.prototype.constructor=ai,ai.prototype.isMeshNormalMaterial=!0,ai.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ii.prototype=Object.create(H.prototype),ii.prototype.constructor=ii,ii.prototype.isMeshLambertMaterial=!0,ii.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ni.prototype=Object.create(H.prototype),ni.prototype.constructor=ni,ni.prototype.isMeshMatcapMaterial=!0,ni.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.defines={MATCAP:""},this.color.copy(e.color),this.matcap=e.matcap,this.map=e.map,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},oi.prototype=Object.create(Tr.prototype),oi.prototype.constructor=oi,oi.prototype.isLineDashedMaterial=!0,oi.prototype.copy=function(e){return Tr.prototype.copy.call(this,e),this.scale=e.scale,this.dashSize=e.dashSize,this.gapSize=e.gapSize,this};var Qd=/*#__PURE__*/Object.freeze({__proto__:null,ShadowMaterial:Qa,SpriteMaterial:hr,RawShaderMaterial:Ka,ShaderMaterial:le,PointsMaterial:Ar,MeshPhysicalMaterial:ei,MeshStandardMaterial:$a,MeshPhongMaterial:ti,MeshToonMaterial:ri,MeshNormalMaterial:ai,MeshLambertMaterial:ii,MeshDepthMaterial:rr,MeshDistanceMaterial:ar,MeshBasicMaterial:V,MeshMatcapMaterial:ni,LineDashedMaterial:oi,LineBasicMaterial:Tr,Material:H}),Kd={// same as Array.prototype.slice, but also works on typed arrays -arraySlice:function arraySlice(e,t,r){return Kd.isTypedArray(e)?new e.constructor(e.subarray(t,void 0===r?e.length:r)):e.slice(t,r)},// converts an array to a specific type -convertArray:function convertArray(e,t,r){return e&&(// let 'undefined' and 'null' pass -r||e.constructor!==t)?"number"==typeof t.BYTES_PER_ELEMENT?new t(e):Array.prototype.slice.call(e):e;// create Array -},isTypedArray:function isTypedArray(e){return ArrayBuffer.isView(e)&&!(e instanceof DataView)},// returns an array by which times and values can be sorted -getKeyframeOrder:function getKeyframeOrder(e){function t(t,r){return e[t]-e[r]}for(var r=e.length,a=Array(r),n=0;n!==r;++n)a[n]=n;return a.sort(t),a},// uses the array previously returned by 'getKeyframeOrder' to sort data -sortedArray:function sortedArray(e,t,r){for(var a=e.length,n=new e.constructor(a),o=0,s=0,l;s!==a;++o){l=r[o]*t;for(var d=0;d!==t;++d)n[s++]=e[l+d]}return n},// function for parsing AOS keyframe formats -flattenJSON:function flattenJSON(e,t,r,a){for(var n=1,o=e[0];void 0!==o&&void 0===o[a];)o=e[n++];if(void 0!==o){// no data -var s=o[a];if(void 0!==s)// no data -if(Array.isArray(s))do s=o[a],void 0!==s&&(t.push(o.time),r.push.apply(r,s)),o=e[n++];while(void 0!==o);else if(void 0!==s.toArray)// ...assume THREE.Math-ish -do s=o[a],void 0!==s&&(t.push(o.time),s.toArray(r,r.length)),o=e[n++];while(void 0!==o);else// otherwise push as-is -do s=o[a],void 0!==s&&(t.push(o.time),r.push(s)),o=e[n++];while(void 0!==o)}},subclip:function subclip(e,t,r,a,n){n=n||30;var o=e.clone();o.name=t;for(var s=[],l=0;l=a)){c.push(d.times[m]);for(var f=0;fo.tracks[l].times[0]&&(h=o.tracks[l].times[0]);// shift all tracks such that clip begins at t=0 -for(var l=0;l= t1 || t1 === undefined ) { -forward_scan:if(!(e=i)){// looping? -var s=t[1];e=i)// we have arrived at the sought interval -break seek}// prepare binary search on the left side of the index -n=r,r=0;break linear_scan}// the interval is valid -break validate_interval}// linear scan -// binary search -for(;r>>1;e seconds conversions) -scale:function scale(e){if(1!==e)for(var t=this.times,r=0,a=t.length;r!==a;++r)t[r]*=e;return this},// removes keyframes before and after animation without changing any values within the range [startTime, endTime]. -// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values -trim:function trim(e,t){for(var r=this.times,a=r.length,i=0,n=a-1;i!==a&&r[i]t;)--n;// inclusive -> exclusive bound -if(++n,0!==i||n!==a){i>=n&&(n=No(n,1),i=n-1);var o=this.getValueSize();this.times=Kd.arraySlice(r,i,n),this.values=Kd.arraySlice(this.values,i*o,n*o)}return this},// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable -validate:function validate(){var e=!0,t=this.getValueSize();0!=t-Po(t)&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),e=!1);var r=this.times,a=this.values,o=r.length;0===o&&(console.error("THREE.KeyframeTrack: Track is empty.",this),e=!1);for(var s=null,l=0,d;l!==o;l++){if(d=r[l],"number"==typeof d&&isNaN(d)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,l,d),e=!1;break}if(null!==s&&s>d){console.error("THREE.KeyframeTrack: Out of order keys.",this,l,d,s),e=!1;break}s=d}if(void 0!==a&&Kd.isTypedArray(a))for(var l=0,p=a.length,n;l!==p;++l)if(n=a[l],isNaN(n)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,l,n),e=!1;break}return e},// removes equivalent sequential keys as common in morph target sequences -// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) -optimize:function optimize(){// times or values may be shared with other tracks, so overwriting is unsafe -for(var e=Kd.arraySlice(this.times),t=Kd.arraySlice(this.values),r=this.getValueSize(),a=this.getInterpolation()===Jo,n=1,o=e.length-1,s=1;sp)l=n+1;else if(0r&&(r=0),1Mo&&(l.normalize(),m=vo(os.clamp(n[p-1].dot(n[p]),-1,1)),o[p].applyMatrix4(d.makeRotationAxis(l,m))),s[p].crossVectors(n[p],o[p]);// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same -if(!0===t)for(m=vo(os.clamp(o[0].dot(o[e]),-1,1)),m/=e,0i;)i+=a;for(;i>a;)i-=a;ig&&(g=1),1e-4>m&&(m=g),1e-4>f&&(f=g),ap.initNonuniformCatmullRom(l.x,d.x,p.x,c.x,m,g,f),ip.initNonuniformCatmullRom(l.y,d.y,p.y,c.y,m,g,f),np.initNonuniformCatmullRom(l.z,d.z,p.z,c.z,m,g,f)}else"catmullrom"===this.curveType&&(ap.initCatmullRom(l.x,d.x,p.x,c.x,this.tension),ip.initCatmullRom(l.y,d.y,p.y,c.y,this.tension),np.initCatmullRom(l.z,d.z,p.z,c.z,this.tension));return r.set(ap.calc(s),ip.calc(s),np.calc(s)),r},zi.prototype.copy=function(e){Ci.prototype.copy.call(this,e),this.points=[];for(var t=0,r=e.points.length,a;ta.length-2?a.length-1:n+1],p=a[n>a.length-3?a.length-1:n+2];return r.set(Ui(o,s.x,l.x,d.x,p.x),Ui(o,s.y,l.y,d.y,p.y)),r},Ki.prototype.copy=function(e){Ci.prototype.copy.call(this,e),this.points=[];for(var t=0,r=e.points.length,a;t=t){var n=r[a]-t,o=this.curves[a],s=o.getLength(),l=0===s?0:1-n/s;return o.getPointAt(l)}a++}return null;// loop where sum != 0, sum > d , sum+1 Mo){if(0>d&&(o=t[n],l=-l,s=t[i],d=-d),e.ys.y)continue;if(e.y!==o.y){var c=d*(e.x-o.x)-l*(e.y-o.y);if(0==c)return!0;// inPt is on contour ? -if(0>c)continue;a=!a}else if(e.x===o.x)return!0;// inPt is on contour ? -// continue; // no intersection or edgeLowPt => doesn't count !!! -}else{// parallel or collinear -if(e.y!==o.y)continue;// parallel -// edge lies on the same horizontal line as inPt -if(s.x<=e.x&&e.x<=o.x||o.x<=e.x&&e.x<=s.x)return!0;// inPt: Point on contour ! -// continue; -}}return a}var n=Yd.isClockWise,o=this.subPaths;if(0===o.length)return[];if(!0===t)return r(o);var s=[],d,p,c;if(1===o.length)return p=o[0],c=new tn,c.curves=p.curves,s.push(c),s;var u=!n(o[0].getPoints());u=e?!u:u;// console.log("Holes first", holesFirst); -var m=[],g=[],f=[],h=0,y;g[h]=void 0,f[h]=[];for(var v=0,x=o.length;v probably all Shapes with wrong orientation -if(!g[0])return r(o);if(1t;t++)this.coefficients[t].copy(e[t]);return this},zero:function zero(){for(var e=0;9>e;e++)this.coefficients[e].set(0,0,0);return this},// get the radiance in the direction of the normal -// target is a Vector3 -getAt:function getAt(e,t){// normal is assumed to be unit length -var r=e.x,a=e.y,i=e.z,n=this.coefficients;return t.copy(n[0]).multiplyScalar(.282095),t.addScaledVector(n[1],.488603*a),t.addScaledVector(n[2],.488603*i),t.addScaledVector(n[3],.488603*r),t.addScaledVector(n[4],1.092548*(r*a)),t.addScaledVector(n[5],1.092548*(a*i)),t.addScaledVector(n[6],.315392*(3*i*i-1)),t.addScaledVector(n[7],1.092548*(r*i)),t.addScaledVector(n[8],.546274*(r*r-a*a)),t},// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal -// target is a Vector3 -// https://graphics.stanford.edu/papers/envmap/envmap.pdf -getIrradianceAt:function getIrradianceAt(e,t){// normal is assumed to be unit length -var r=e.x,a=e.y,i=e.z,n=this.coefficients;// ( π / 4 ) * 0.546274 -return t.copy(n[0]).multiplyScalar(.886227),t.addScaledVector(n[1],2*.511664*a),t.addScaledVector(n[2],2*.511664*i),t.addScaledVector(n[3],2*.511664*r),t.addScaledVector(n[4],2*.429043*r*a),t.addScaledVector(n[5],2*.429043*a*i),t.addScaledVector(n[6],.743125*i*i-.247708),t.addScaledVector(n[7],2*.429043*r*i),t.addScaledVector(n[8],.429043*(r*r-a*a)),t},add:function add(e){for(var t=0;9>t;t++)this.coefficients[t].add(e.coefficients[t]);return this},addScaledSH:function addScaledSH(e,t){for(var r=0;9>r;r++)this.coefficients[r].addScaledVector(e.coefficients[r],t);return this},scale:function scale(e){for(var t=0;9>t;t++)this.coefficients[t].multiplyScalar(e);return this},lerp:function lerp(e,t){for(var r=0;9>r;r++)this.coefficients[r].lerp(e.coefficients[r],t);return this},equals:function(e){for(var t=0;9>t;t++)if(!this.coefficients[t].equals(e.coefficients[t]))return!1;return!0},copy:function copy(e){return this.set(e.coefficients)},clone:function clone(){return new this.constructor().copy(this)},fromArray:function fromArray(e,t){void 0===t&&(t=0);for(var r=this.coefficients,a=0;9>a;a++)r[a].fromArray(e,t+3*a);return this},toArray:function toArray(e,t){void 0===e&&(e=[]),void 0===t&&(t=0);for(var r=this.coefficients,a=0;9>a;a++)r[a].toArray(e,t+3*a);return e}}),Object.assign(Ln,{// evaluate the basis functions -// shBasis is an Array[ 9 ] -getBasisAt:function getBasisAt(e,t){// normal is assumed to be unit length -var r=e.x,a=e.y,i=e.z;// band 0 -t[0]=.282095,t[1]=.488603*a,t[2]=.488603*i,t[3]=.488603*r,t[4]=1.092548*r*a,t[5]=1.092548*a*i,t[6]=.315392*(3*i*i-1),t[7]=1.092548*r*i,t[8]=.546274*(r*r-a*a)}}),An.prototype=Object.assign(Object.create(rn.prototype),{constructor:An,isLightProbe:!0,copy:function copy(e){return rn.prototype.copy.call(this,e),this.sh.copy(e.sh),this.intensity=e.intensity,this},toJSON:function(e){var t=rn.prototype.toJSON.call(this,e);// data.sh = this.sh.toArray(); // todo -return t}}),Rn.prototype=Object.assign(Object.create(An.prototype),{constructor:Rn,isHemisphereLightProbe:!0,copy:function copy(e){return An.prototype.copy.call(this,e),this},toJSON:function(e){var t=An.prototype.toJSON.call(this,e);// data.sh = this.sh.toArray(); // todo -return t}}),Pn.prototype=Object.assign(Object.create(An.prototype),{constructor:Pn,isAmbientLightProbe:!0,copy:function copy(e){return An.prototype.copy.call(this,e),this},toJSON:function(e){var t=An.prototype.toJSON.call(this,e);// data.sh = this.sh.toArray(); // todo -return t}});var gp=new T,fp=new T;Object.assign(/** - * @author mrdoob / http://mrdoob.com/ - */function(){this.type="StereoCamera",this.aspect=1,this.eyeSep=.064,this.cameraL=new pe,this.cameraL.layers.enable(1),this.cameraL.matrixAutoUpdate=!1,this.cameraR=new pe,this.cameraR.layers.enable(2),this.cameraR.matrixAutoUpdate=!1,this._cache={focus:null,fov:null,aspect:null,near:null,far:null,zoom:null,eyeSep:null}}.prototype,{update:function update(e){var t=this._cache,r=t.focus!==e.focus||t.fov!==e.fov||t.aspect!==e.aspect*this.aspect||t.near!==e.near||t.far!==e.far||t.zoom!==e.zoom||t.eyeSep!==this.eyeSep;if(r){t.focus=e.focus,t.fov=e.fov,t.aspect=e.aspect*this.aspect,t.near=e.near,t.far=e.far,t.zoom=e.zoom,t.eyeSep=this.eyeSep;// Off-axis stereoscopic effect based on -// http://paulbourke.net/stereographics/stereorender/ -var a=e.projectionMatrix.clone(),i=t.eyeSep/2,n=i*t.near/t.focus,o=t.near*ho(.5*(os.DEG2RAD*t.fov))/t.zoom,s,l;fp.elements[12]=-i,gp.elements[12]=i,s=-o*t.aspect+n,l=o*t.aspect+n,a.elements[0]=2*t.near/(l-s),a.elements[8]=(l+s)/(l-s),this.cameraL.projectionMatrix.copy(a),s=-o*t.aspect-n,l=o*t.aspect-n,a.elements[0]=2*t.near/(l-s),a.elements[8]=(l+s)/(l-s),this.cameraR.projectionMatrix.copy(a)}this.cameraL.matrixWorld.copy(e.matrixWorld).multiply(fp),this.cameraR.matrixWorld.copy(e.matrixWorld).multiply(gp)}}),Object.assign(Cn.prototype,{start:function start(){this.startTime=("undefined"==typeof performance?Date:performance).now(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0},stop:function stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1},getElapsedTime:function getElapsedTime(){return this.getDelta(),this.elapsedTime},getDelta:function getDelta(){var e=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){var t=("undefined"==typeof performance?Date:performance).now();e=(t-this.oldTime)/1e3,this.oldTime=t,this.elapsedTime+=e}return e}});/** - * @author mrdoob / http://mrdoob.com/ - */var hp=new S,yp=new M,vp=new S,xp=new S;Dn.prototype=Object.assign(Object.create(L.prototype),{constructor:Dn,getInput:function getInput(){return this.gain},removeFilter:function removeFilter(){return null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null),this},getFilter:function getFilter(){return this.filter},setFilter:function setFilter(e){return null===this.filter?this.gain.disconnect(this.context.destination):(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)),this.filter=e,this.gain.connect(this.filter),this.filter.connect(this.context.destination),this},getMasterVolume:function getMasterVolume(){return this.gain.gain.value},setMasterVolume:function setMasterVolume(e){return this.gain.gain.setTargetAtTime(e,this.context.currentTime,.01),this},updateMatrixWorld:function updateMatrixWorld(e){L.prototype.updateMatrixWorld.call(this,e);var t=this.context.listener,r=this.up;if(this.timeDelta=this._clock.getDelta(),this.matrixWorld.decompose(hp,yp,vp),xp.set(0,0,-1).applyQuaternion(yp),t.positionX){// code path for Chrome (see #14393) -var a=this.context.currentTime+this.timeDelta;t.positionX.linearRampToValueAtTime(hp.x,a),t.positionY.linearRampToValueAtTime(hp.y,a),t.positionZ.linearRampToValueAtTime(hp.z,a),t.forwardX.linearRampToValueAtTime(xp.x,a),t.forwardY.linearRampToValueAtTime(xp.y,a),t.forwardZ.linearRampToValueAtTime(xp.z,a),t.upX.linearRampToValueAtTime(r.x,a),t.upY.linearRampToValueAtTime(r.y,a),t.upZ.linearRampToValueAtTime(r.z,a)}else t.setPosition(hp.x,hp.y,hp.z),t.setOrientation(xp.x,xp.y,xp.z,r.x,r.y,r.z)}}),In.prototype=Object.assign(Object.create(L.prototype),{constructor:In,getOutput:function getOutput(){return this.gain},setNodeSource:function setNodeSource(e){return this.hasPlaybackControl=!1,this.sourceType="audioNode",this.source=e,this.connect(),this},setMediaElementSource:function setMediaElementSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaNode",this.source=this.context.createMediaElementSource(e),this.connect(),this},setMediaStreamSource:function setMediaStreamSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaStreamNode",this.source=this.context.createMediaStreamSource(e),this.connect(),this},setBuffer:function setBuffer(e){return this.buffer=e,this.sourceType="buffer",this.autoplay&&this.play(),this},play:function play(e){if(void 0===e&&(e=0),!0===this.isPlaying)return void console.warn("THREE.Audio: Audio is already playing.");if(!1===this.hasPlaybackControl)return void console.warn("THREE.Audio: this Audio has no playback control.");this._startedAt=this.context.currentTime+e;var t=this.context.createBufferSource();return t.buffer=this.buffer,t.loop=this.loop,t.loopStart=this.loopStart,t.loopEnd=this.loopEnd,t.onended=this.onEnded.bind(this),t.start(this._startedAt,this._pausedAt+this.offset,this.duration),this.isPlaying=!0,this.source=t,this.setDetune(this.detune),this.setPlaybackRate(this.playbackRate),this.connect()},pause:function pause(){return!1===this.hasPlaybackControl?void console.warn("THREE.Audio: this Audio has no playback control."):(!0===this.isPlaying&&(this._pausedAt+=No(this.context.currentTime-this._startedAt,0)*this.playbackRate,this.source.stop(),this.source.onended=null,this.isPlaying=!1),this)},stop:function stop(){return!1===this.hasPlaybackControl?void console.warn("THREE.Audio: this Audio has no playback control."):(this._pausedAt=0,this.source.stop(),this.source.onended=null,this.isPlaying=!1,this)},connect:function connect(){if(0' -accumulate:function accumulate(e,t){// note: happily accumulating nothing when weight = 0, the caller knows -// the weight and shouldn't have made the call in the first place -var r=this.buffer,a=this.valueSize,n=e*a+a,o=this.cumulativeWeight;if(0===o){// accuN := incoming * weight -for(var s=0;s!==a;++s)r[n+s]=r[s];o=t}else{o+=t;var l=t/o;this._mixBufferRegion(r,n,0,l,a)}this.cumulativeWeight=o},// apply the state of 'accu' to the binding when accus differ -apply:function apply(e){var t=this.valueSize,r=this.buffer,a=e*t+t,n=this.cumulativeWeight,o=this.binding;if(this.cumulativeWeight=0,1>n){// accuN := accuN + original * ( 1 - cumulativeWeight ) -this._mixBufferRegion(r,a,3*t,1-n,t)}for(var s=t;s!==t+t;++s)if(r[s]!==r[s+t]){o.setValue(r,a);break}},// remember the state of the bound property and copy it to both accus -saveOriginalState:function saveOriginalState(){var e=this.binding,t=this.buffer,r=this.valueSize,a=3*r;e.getValue(t,a);// accu[0..1] := orig -- initially detect changes against the original -for(var n=r;n!==a;++n)t[n]=t[a+n%r];this.cumulativeWeight=0},// apply the state previously taken via 'saveOriginalState' to the binding -restoreOriginalState:function restoreOriginalState(){var e=3*this.valueSize;this.binding.setValue(this.buffer,e)},// mix functions -_select:function _select(e,r,a,n,t){if(.5<=n)for(var o=0;o!==t;++o)e[r+o]=e[a+o]},_slerp:function _slerp(e,r,a,i){M.slerpFlat(e,r,e,r,e,a,i)},_lerp:function _lerp(e,r,a,n,t){for(var o=0,s;o!==t;++o)s=r+o,e[s]=e[s]*(1-n)+e[a+o]*n}});/** - * - * A reference to a real property in the scene graph. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ // Characters [].:/ are reserved for track binding syntax. -var Tp="[^\\[\\]\\.:\\/]",Ep="[^"+"\\[\\]\\.:\\/".replace("\\.","")+"]",wp=/((?:WC+[\/:])*)/.source.replace("WC",Tp),Lp=/(WCOD+)?/.source.replace("WCOD",Ep),Ap=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",Tp),Rp=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",Tp),Pp=new RegExp("^"+wp+Lp+Ap+Rp+"$"),Cp=["material","materials","bones"];Object.assign(Bn.prototype,{getValue:function getValue(e,t){this.bind();// bind all binding -var r=this._targetGroup.nCachedObjects_,a=this._bindings[r];// and only call .getValue on the first -void 0!==a&&a.getValue(e,t)},setValue:function setValue(e,t){for(var r=this._bindings,a=this._targetGroup.nCachedObjects_,o=r.length;a!==o;++a)r[a].setValue(e,t)},bind:function bind(){for(var e=this._bindings,t=this._targetGroup.nCachedObjects_,r=e.length;t!==r;++t)e[t].bind()},unbind:function unbind(){for(var e=this._bindings,t=this._targetGroup.nCachedObjects_,r=e.length;t!==r;++t)e[t].unbind()}}),Object.assign(Fn,{Composite:Bn,create:function create(e,t,r){return e&&e.isAnimationObjectGroup?new Fn.Composite(e,t,r):new Fn(e,t,r)},/** - * Replaces spaces with underscores and removes unsupported characters from - * node names, to ensure compatibility with parseTrackName(). - * - * @param {string} name Node name to be sanitized. - * @return {string} - */sanitizeNodeName:function sanitizeNodeName(e){return e.replace(/\s/g,"_").replace(/[\[\]\.:\/]/g,"")},parseTrackName:function parseTrackName(e){var t=Pp.exec(e);if(!t)throw new Error("PropertyBinding: Cannot parse trackName: "+e);var r={// directoryName: matches[ 1 ], // (tschw) currently unused -nodeName:t[2],objectName:t[3],objectIndex:t[4],propertyName:t[5],// required -propertyIndex:t[6]},a=r.nodeName&&r.nodeName.lastIndexOf(".");if(void 0!==a&&-1!==a){var i=r.nodeName.substring(a+1);// Object names must be checked against a whitelist. Otherwise, there -// is no way to parse 'foo.bar.baz': 'baz' must be a property, but -// 'bar' could be the objectName, or part of a nodeName (which can -// include '.' characters). --1!==Cp.indexOf(i)&&(r.nodeName=r.nodeName.substring(0,a),r.objectName=i)}if(null===r.propertyName||0===r.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+e);return r},findNode:function findNode(e,t){if(!t||""===t||"."===t||-1===t||t===e.name||t===e.uuid)return e;// search into skeleton bones. -if(e.skeleton){var r=e.skeleton.getBoneByName(t);if(void 0!==r)return r}// search into node subtree. -if(e.children){var a=function(e){for(var r=0,n;r=t){// move existing object into the CACHED region -var c=t++,u=e[c];r[u.uuid]=p,e[p]=u,r[d]=c,e[c]=n;// accounting is done, now do the same for all bindings -for(var m=0;m!==o;++m){var g=a[m],f=g[c],h=g[p];g[p]=f,g[c]=h}}}// for arguments -this.nCachedObjects_=t},// remove & forget -uncache:function uncache(){for(var e=this._objects,t=e.length,r=this.nCachedObjects_,a=this._indicesByUUID,o=this._bindings,s=o.length,l=0,d=arguments.length;l!==d;++l){var n=arguments[l],p=n.uuid,c=a[p];if(void 0!==c)if(delete a[p],cn||0===r)return;// yet to come / don't decide when delta = 0 -// start -this._startTime=null,t=r*n}// apply time scale and advance time -t*=this._updateTimeScale(e);var o=this._updateTime(t),s=this._updateWeight(e);// note: _updateTime may disable the action resulting in -// an effective weight of 0 -if(0r.parameterPositions[1]&&(this.stopFading(),0===a&&(this.enabled=!1))}}return this._effectiveWeight=t,t},_updateTimeScale:function _updateTimeScale(e){var t=0;if(!this.paused){t=this.timeScale;var r=this._timeScaleInterpolant;if(null!==r){var a=r.evaluate(e)[0];t*=a,e>r.parameterPositions[1]&&(this.stopWarping(),0===t?this.paused=!0:this.timeScale=t)}}return this._effectiveTimeScale=t,t},_updateTime:function _updateTime(e){var t=this.time+e,r=this._clip.duration,a=this.loop,i=this._loopCount,n=a===2202;if(0===e)return-1===i?t:n&&1==(1&i)?r-t:t;if(a===2200){-1===i&&(this._loopCount=0,this._setEndings(!0,!0,!1));handle_stop:{if(t>=r)t=r;else if(0>t)t=0;else{this.time=t;break handle_stop}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=t,this._mixer.dispatchEvent({type:"finished",action:this,direction:0>e?-1:1})}}else{if(-1===i&&(0<=e?(i=0,this._setEndings(!0,0===this.repetitions,n)):this._setEndings(0===this.repetitions,!0,n)),t>=r||0>t){// wrap around -var o=Po(t/r);// signed -t-=r*o,i+=zo(o);var s=this.repetitions-i;if(0>=s)this.clampWhenFinished?this.paused=!0:this.enabled=!1,t=0e;this._setEndings(l,!l,n)}else this._setEndings(!1,!1,n);this._loopCount=i,this.time=t,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:o})}}else this.time=t;if(n&&1==(1&i))// invert time for the "pong round" -return r-t}return t},_setEndings:function _setEndings(e,t,r){var a=this._interpolantSettings;r?(a.endingStart=Ko,a.endingEnd=Ko):(a.endingStart=e?this.zeroSlopeAtStart?Ko:Qo:$o,a.endingEnd=t?this.zeroSlopeAtEnd?Ko:Qo:$o)},_scheduleFading:function _scheduleFading(e,t,r){var a=this._mixer,i=a.time,n=this._weightInterpolant;null===n&&(n=a._lendControlInterpolant(),this._weightInterpolant=n);var o=n.parameterPositions,s=n.sampleValues;return o[0]=i,s[0]=t,o[1]=i+e,s[1]=r,this}}),Hn.prototype=Object.assign(Object.create(f.prototype),{constructor:Hn,_bindAction:function _bindAction(e,t){var r=e._localRoot||this._root,a=e._clip.tracks,n=a.length,o=e._propertyBindings,s=e._interpolants,l=r.uuid,d=this._bindingsByRootAndName,p=d[l];void 0===p&&(p={},d[l]=p);for(var c=0;c!==n;++c){var u=a[c],m=u.name,g=p[m];if(void 0!==g)o[c]=g;else{if(g=o[c],void 0!==g){null===g._cacheIndex&&(++g.referenceCount,this._addInactiveBinding(g,l,m));continue}var f=t&&t._propertyBindings[c].binding.parsedPath;g=new Un(Fn.create(r,m,f),u.ValueTypeName,u.getValueSize()),++g.referenceCount,this._addInactiveBinding(g,l,m),o[c]=g}s[c].resultBuffer=g.buffer}},_activateAction:function _activateAction(e){if(!this._isActiveAction(e)){if(null===e._cacheIndex){// this action has been forgotten by the cache, but the user -// appears to be still using it -> rebind -var t=(e._localRoot||this._root).uuid,r=e._clip.uuid,a=this._actionsByClip[r];this._bindAction(e,a&&a.knownActions[0]),this._addInactiveAction(e,r,t)}// increment reference counts / sort out state -for(var o=e._propertyBindings,s=0,l=o.length,n;s!==l;++s)n=o[s],0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState());this._lendAction(e)}},_deactivateAction:function _deactivateAction(e){if(this._isActiveAction(e)){// decrement reference counts / sort out state -for(var t=e._propertyBindings,r=0,a=t.length,n;r!==a;++r)n=t[r],0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n));this._takeBackAction(e)}},// Memory manager -_initMemoryManager:function _initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;var e=this;this.stats={actions:{get total(){return e._actions.length},get inUse(){return e._nActiveActions}},bindings:{get total(){return e._bindings.length},get inUse(){return e._nActiveBindings}},controlInterpolants:{get total(){return e._controlInterpolants.length},get inUse(){return e._nActiveControlInterpolants}}}},// Memory management for AnimationAction objects -_isActiveAction:function _isActiveAction(e){var t=e._cacheIndex;return null!==t&&t| inactive actions ] -// s a -// <-swap-> -// a s -var t=this._actions,r=e._cacheIndex,a=this._nActiveActions++,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},_takeBackAction:function _takeBackAction(e){// [ active actions | inactive actions ] -// [ active actions |< inactive actions ] -// a s -// <-swap-> -// s a -var t=this._actions,r=e._cacheIndex,a=--this._nActiveActions,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},// Memory management for PropertyMixer objects -_addInactiveBinding:function _addInactiveBinding(e,t,r){var a=this._bindingsByRootAndName,i=a[t],n=this._bindings;void 0===i&&(i={},a[t]=i),i[r]=e,e._cacheIndex=n.length,n.push(e)},_removeInactiveBinding:function _removeInactiveBinding(e){var t=this._bindings,r=e.binding,a=r.rootNode.uuid,i=r.path,n=this._bindingsByRootAndName,o=n[a],s=t[t.length-1],l=e._cacheIndex;s._cacheIndex=l,t[l]=s,t.pop(),delete o[i],0===Object.keys(o).length&&delete n[a]},_lendBinding:function _lendBinding(e){var t=this._bindings,r=e._cacheIndex,a=this._nActiveBindings++,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},_takeBackBinding:function _takeBackBinding(e){var t=this._bindings,r=e._cacheIndex,a=--this._nActiveBindings,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},// Memory management of Interpolants for weight and time scale -_lendControlInterpolant:function _lendControlInterpolant(){var e=this._controlInterpolants,t=this._nActiveControlInterpolants++,r=e[t];return void 0===r&&(r=new di(new Float32Array(2),new Float32Array(2),1,this._controlInterpolantsResultBuffer),r.__cacheIndex=t,e[t]=r),r},_takeBackControlInterpolant:function _takeBackControlInterpolant(e){var t=this._controlInterpolants,r=e.__cacheIndex,a=--this._nActiveControlInterpolants,i=t[a];e.__cacheIndex=a,t[a]=e,i.__cacheIndex=r,t[r]=i},_controlInterpolantsResultBuffer:new Float32Array(1),// return an action for a clip optionally using a custom root target -// object (this method allocates a lot of dynamic memory in case a -// previously unknown clip/root combination is specified) -clipAction:function clipAction(e,t){var r=t||this._root,a=r.uuid,i="string"==typeof e?xi.findByName(r,e):e,n=null===i?e:i.uuid,o=this._actionsByClip[n],s=null;if(void 0!==o){var l=o.actionByRoot[a];if(void 0!==l)return l;// we know the clip, so we don't have to parse all -// the bindings again but can just copy -s=o.knownActions[0],null===i&&(i=s._clip)}// clip must be known when specified via string -if(null===i)return null;// allocate all resources required to run it -var d=new Gn(this,i,t);return this._bindAction(d,s),this._addInactiveAction(d,n,a),d},// get an existing action -existingAction:function existingAction(e,t){var r=t||this._root,a=r.uuid,i="string"==typeof e?xi.findByName(r,e):e,n=i?i.uuid:e,o=this._actionsByClip[n];return void 0===o?null:o.actionByRoot[a]||null},// deactivates all previously scheduled actions -stopAllAction:function stopAllAction(){var e=this._actions,t=this._nActiveActions,r=this._bindings,a=this._nActiveBindings;this._nActiveActions=0,this._nActiveBindings=0;for(var n=0;n!==t;++n)e[n].reset();for(var n=0;n!==a;++n)r[n].useCount=0;return this},// advance the time and update apply the animation -update:function update(e){e*=this.timeScale;// run active actions -for(var t=this._actions,r=this._nActiveActions,a=this.time+=e,n=bo(e),o=this._accuIndex^=1,s=0,l;s!==r;++s)l=t[s],l._update(a,e,n,o);// update scene graph -for(var d=this._bindings,p=this._nActiveBindings,s=0;s!==p;++s)d[s].apply(o);return this},// Allows you to seek to a specific time in an animation. -setTime:function setTime(e){this.time=0;// Zero out time attribute for AnimationMixer object; -for(var t=0;tthis.max.x||e.ythis.max.y)},containsBox:function containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y},getParameter:function getParameter(e,t){return void 0===t&&(console.warn("THREE.Box2: .getParameter() target is now required"),t=new h),t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function intersectsBox(e){// using 4 splitting planes to rule out intersections -return!(e.max.xthis.max.x||e.max.ythis.max.y)},clampPoint:function clampPoint(e,t){return void 0===t&&(console.warn("THREE.Box2: .clampPoint() target is now required"),t=new h),t.copy(e).clamp(this.min,this.max)},distanceToPoint:function distanceToPoint(e){var t=Dp.copy(e).clamp(this.min,this.max);return t.sub(e).length()},intersect:function intersect(e){return this.min.max(e.min),this.max.min(e.max),this},union:function union(e){return this.min.min(e.min),this.max.max(e.max),this},translate:function translate(e){return this.min.add(e),this.max.add(e),this},equals:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}});/** - * @author bhouston / http://clara.io - */var Ip=new S,Np=new S;Object.assign(Yn.prototype,{set:function set(e,t){return this.start.copy(e),this.end.copy(t),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.start.copy(e.start),this.end.copy(e.end),this},getCenter:function getCenter(e){return void 0===e&&(console.warn("THREE.Line3: .getCenter() target is now required"),e=new S),e.addVectors(this.start,this.end).multiplyScalar(.5)},delta:function delta(e){return void 0===e&&(console.warn("THREE.Line3: .delta() target is now required"),e=new S),e.subVectors(this.end,this.start)},distanceSq:function distanceSq(){return this.start.distanceToSquared(this.end)},distance:function distance(){return this.start.distanceTo(this.end)},at:function at(e,t){return void 0===t&&(console.warn("THREE.Line3: .at() target is now required"),t=new S),this.delta(t).multiplyScalar(e).add(this.start)},closestPointToPointParameter:function closestPointToPointParameter(e,r){Ip.subVectors(e,this.start),Np.subVectors(this.end,this.start);var a=Np.dot(Np),i=Np.dot(Ip),n=i/a;return r&&(n=os.clamp(n,0,1)),n},closestPointToPoint:function closestPointToPoint(e,r,a){var i=this.closestPointToPointParameter(e,r);return void 0===a&&(console.warn("THREE.Line3: .closestPointToPoint() target is now required"),a=new S),this.delta(a).multiplyScalar(i).add(this.start)},applyMatrix4:function applyMatrix4(e){return this.start.applyMatrix4(e),this.end.applyMatrix4(e),this},equals:function(e){return e.start.equals(this.start)&&e.end.equals(this.end)}}),Zn.prototype=Object.create(L.prototype),Zn.prototype.constructor=Zn,Zn.prototype.isImmediateRenderObject=!0;/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */var zp=new S;Jn.prototype=Object.create(L.prototype),Jn.prototype.constructor=Jn,Jn.prototype.dispose=function(){this.cone.geometry.dispose(),this.cone.material.dispose()},Jn.prototype.update=function(){this.light.updateMatrixWorld();var e=this.light.distance?this.light.distance:1e3,t=e*ho(this.light.angle);this.cone.scale.set(t,t,e),zp.setFromMatrixPosition(this.light.target.matrixWorld),this.cone.lookAt(zp),void 0===this.color?this.cone.material.color.copy(this.light.color):this.cone.material.color.set(this.color)};/** - * @author Sean Griffin / http://twitter.com/sgrif - * @author Michael Guerrero / http://realitymeltdown.com - * @author mrdoob / http://mrdoob.com/ - * @author ikerr / http://verold.com - * @author Mugen87 / https://github.com/Mugen87 - */var Up=new S,Bp=new T,Fp=new T;Kn.prototype=Object.create(wr.prototype),Kn.prototype.constructor=Kn,Kn.prototype.isSkeletonHelper=!0,Kn.prototype.updateMatrixWorld=function(e){var t=this.bones,r=this.geometry,a=r.getAttribute("position");Fp.getInverse(this.root.matrixWorld);for(var n=0,o=0,s;nzo(t)&&(t=1e-8),this.scale.set(.5*this.size,.5*this.size,t),this.children[0].material.side=0>t?Oo:Fo,this.lookAt(this.plane.normal),L.prototype.updateMatrixWorld.call(this,e)};/** - * @author WestLangley / http://github.com/WestLangley - * @author zz85 / http://github.com/zz85 - * @author bhouston / http://clara.io - * - * Creates an arrow for visualizing directions - * - * Parameters: - * dir - Vector3 - * origin - Vector3 - * length - Number - * color - color in hex value - * headLength - Number - * headWidth - Number - */var Yp=new S,Zp,Jp;po.prototype=Object.create(L.prototype),po.prototype.constructor=po,po.prototype.setDirection=function(e){// dir is assumed to be normalized -if(.99999e.y)this.quaternion.set(1,0,0,0);else{Yp.set(e.z,0,-e.x).normalize();var t=vo(e.y);this.quaternion.setFromAxisAngle(Yp,t)}},po.prototype.setLength=function(e,t,r){void 0===t&&(t=.2*e),void 0===r&&(r=.2*t),this.line.scale.set(1,No(1e-4,e-t),1),this.line.updateMatrix(),this.cone.scale.set(r,t,r),this.cone.position.y=e,this.cone.updateMatrix()},po.prototype.setColor=function(e){this.line.material.color.set(e),this.cone.material.color.set(e)},po.prototype.copy=function(e){return L.prototype.copy.call(this,e,!1),this.line.copy(e.line),this.cone.copy(e.cone),this},po.prototype.clone=function(){return new this.constructor().copy(this)},co.prototype=Object.create(wr.prototype),co.prototype.constructor=co;/** - * @author Emmett Lalish / elalish - * - * This class generates a Prefiltered, Mipmapped Radiance Environment Map - * (PMREM) from a cubeMap environment texture. This allows different levels of - * blur to be quickly accessed based on material roughness. It is packed into a - * special CubeUV format that allows us to perform custom interpolation so that - * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap - * chain, it only goes down to the LOD_MIN level (above), and then creates extra - * even more filtered 'mips' at the same LOD_MIN resolution, associated with - * higher roughness levels. In this way we maintain resolution to smoothly - * interpolate diffuse lighting while limiting sampling computation. - */var Qp=[.125,.215,.35,.446,.526,.582],Kp=8-4+1+Qp.length,$p=(Bo={},_defineProperty(Bo,es,0),_defineProperty(Bo,ts,1),_defineProperty(Bo,3002,2),_defineProperty(Bo,3004,3),_defineProperty(Bo,3005,4),_defineProperty(Bo,3006,5),_defineProperty(Bo,3007,6),Bo),ec=new pn,tc=function(e){var t=new Float32Array(e),r=new S(0,1,0),a=new Ka({defines:{n:e},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:t},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r},inputEncoding:{value:$p[3000]},outputEncoding:{value:$p[3000]}},vertexShader:mo(),fragmentShader:"\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n".concat(go(),"\n\n#define ENVMAP_TYPE_CUBE_UV\n#include \n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),blending:0,depthTest:!1,depthWrite:!1});return a.type="SphericalGaussianBlur",a}(20),rc=uo(),ac=rc._lodPlanes,ic=rc._sizeLods,nc=rc._sigmas;Ci.create=function(e,t){return console.log("THREE.Curve.create() has been deprecated"),e.prototype=Object.create(Ci.prototype),e.prototype.constructor=e,e.prototype.getPoint=t,e},Object.assign($i.prototype,{createPointsGeometry:function createPointsGeometry(e){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from path points (for Line or Points objects) -var t=this.getPoints(e);return this.createGeometry(t)},createSpacedPointsGeometry:function createSpacedPointsGeometry(e){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from equidistant sampling along the path -var t=this.getSpacedPoints(e);return this.createGeometry(t)},createGeometry:function createGeometry(e){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");for(var t=new ne,r=0,a=e.length,n;r=e.element.HAVE_FUTURE_DATA&&!e.driverInitialized;if(t)return e.driver.src=e.source,e.driver.load(),e.onDriverReady&&e.onDriverReady(),e.driverInitialized=!0,void r()}setTimeout(a,100)};a()}}]),r}(pc);return e.Image=uc,e.Video=function video(e){return Uo.shouldUseAudioDriver()?new gc(e):Uo.shouldUseCanvasInBetween()?new mc(e):new cc(e)},e}({}); - diff --git a/dist/kaleidoscope.js.map b/dist/kaleidoscope.js.map new file mode 100644 index 0000000..a5f1959 --- /dev/null +++ b/dist/kaleidoscope.js.map @@ -0,0 +1 @@ +{"version":3,"file":"kaleidoscope.js","sources":["../src/utils.js","../node_modules/three/build/three.module.js","../src/renderer.js","../src/controls.js","../src/three-sixty-viewer.js","../src/video.js","../src/image.js","../src/canvas.js","../src/audio.js","../src/main.js"],"sourcesContent":["export default {\n isiOS() {\n return /(ipad|iphone|ipod)/ig.test(navigator.userAgent);\n },\n isEdge() {\n return /(Edge)/ig.test(navigator.userAgent);\n },\n shouldUseAudioDriver() {\n let isOldiOSOnIphone = /iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent);\n let isWebView = /(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent);\n return isOldiOSOnIphone || isWebView;\n },\n shouldUseCanvasInBetween() {\n let edge = /trident|edge/i.test(navigator.userAgent);\n let ios = this.isiOS();\n return edge || ios;\n },\n}\n","/**\n * @license\n * Copyright 2010-2021 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '127';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst CubeUVRefractionMapping = 307;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedShort565Type = 1019;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst RGBEFormat = RGBAFormat;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst SRGB8_ALPHA8_ASTC_4x4_Format = 37840;\nconst SRGB8_ALPHA8_ASTC_5x4_Format = 37841;\nconst SRGB8_ALPHA8_ASTC_5x5_Format = 37842;\nconst SRGB8_ALPHA8_ASTC_6x5_Format = 37843;\nconst SRGB8_ALPHA8_ASTC_6x6_Format = 37844;\nconst SRGB8_ALPHA8_ASTC_8x5_Format = 37845;\nconst SRGB8_ALPHA8_ASTC_8x6_Format = 37846;\nconst SRGB8_ALPHA8_ASTC_8x8_Format = 37847;\nconst SRGB8_ALPHA8_ASTC_10x5_Format = 37848;\nconst SRGB8_ALPHA8_ASTC_10x6_Format = 37849;\nconst SRGB8_ALPHA8_ASTC_10x8_Format = 37850;\nconst SRGB8_ALPHA8_ASTC_10x10_Format = 37851;\nconst SRGB8_ALPHA8_ASTC_12x10_Format = 37852;\nconst SRGB8_ALPHA8_ASTC_12x12_Format = 37853;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst GammaEncoding = 3007;\nconst RGBEEncoding = 3002;\nconst LogLuvEncoding = 3003;\nconst RGBM7Encoding = 3004;\nconst RGBM16Encoding = 3005;\nconst RGBDEncoding = 3006;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n} );\n\nconst _lut = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\nconst MathUtils = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: function () {\n\n\t\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\t\tconst d0 = Math.random() * 0xffffffff | 0;\n\t\tconst d1 = Math.random() * 0xffffffff | 0;\n\t\tconst d2 = Math.random() * 0xffffffff | 0;\n\t\tconst d3 = Math.random() * 0xffffffff | 0;\n\t\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t\t// .toUpperCase() here flattens concatenated strings to save heap memory space.\n\t\treturn uuid.toUpperCase();\n\n\t},\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range to range \n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\n\n\tinverseLerp: function ( x, y, value ) {\n\n\t\tif ( x !== y ) {\n\n\t\t\treturn ( value - x ) / ( y - x );\n\n\t\t } else {\n\n\t\t\treturn 0;\n\n\t\t }\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\n\n\tdamp: function ( x, y, lambda, dt ) {\n\n\t\treturn MathUtils.lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n\t},\n\n\t// https://www.desmos.com/calculator/vcsjnyz7x4\n\n\tpingpong: function ( x, length = 1 ) {\n\n\t\treturn length - Math.abs( MathUtils.euclideanModulo( x, length * 2 ) - length );\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\t// Deterministic pseudo-random float in the interval [ 0, 1 ]\n\n\tseededRandom: function ( s ) {\n\n\t\tif ( s !== undefined ) _seed = s % 2147483647;\n\n\t\t// Park-Miller algorithm\n\n\t\t_seed = _seed * 16807 % 2147483647;\n\n\t\treturn ( _seed - 1 ) / 2147483646;\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * MathUtils.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * MathUtils.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tceilPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tfloorPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tsetQuaternionFromProperEuler: function ( q, a, b, c, order ) {\n\n\t\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t\t// rotations are applied to the axes in the order specified by 'order'\n\t\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t\t// angles are in radians\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c2 = cos( b / 2 );\n\t\tconst s2 = sin( b / 2 );\n\n\t\tconst c13 = cos( ( a + c ) / 2 );\n\t\tconst s13 = sin( ( a + c ) / 2 );\n\n\t\tconst c1_3 = cos( ( a - c ) / 2 );\n\t\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\t\tconst c3_1 = cos( ( c - a ) / 2 );\n\t\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYX':\n\t\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZY':\n\t\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXZ':\n\t\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZX':\n\t\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXY':\n\t\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYZ':\n\t\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t}\n\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector2.prototype.isVector2 = true;\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nMatrix3.prototype.isMatrix3 = true;\n\nlet _canvas;\n\nconst ImageUtils = {\n\n\tgetDataURL: function ( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n};\n\nlet textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.image = image;\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t\t//\n\t\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\t\tthis.encoding = encoding;\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tconst image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = MathUtils.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tlet url;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\t// process array of images e.g. CubeTexture\n\n\t\t\t\t\turl = [];\n\n\t\t\t\t\tfor ( let i = 0, l = image.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t// check cube texture with data textures\n\n\t\t\t\t\t\tif ( image[ i ].isDataTexture ) {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ].image ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ] ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// process single image\n\n\t\t\t\t\turl = serializeImage( image );\n\n\t\t\t\t}\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: url\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype.isTexture = true;\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.prototype.slice.call( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector4.prototype.isVector4 = true;\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass WebGLRenderTarget extends EventDispatcher {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper();\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture.image = {};\n\t\tthis.texture.image.width = width;\n\t\tthis.texture.image.height = height;\n\t\tthis.texture.image.depth = 1;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\t\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\t\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n\t}\n\n\tsetTexture( texture ) {\n\n\t\ttexture.image = {\n\t\t\twidth: this.width,\n\t\t\theight: this.height,\n\t\t\tdepth: this.depth\n\t\t};\n\n\t\tthis.texture = texture;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\t\t\tthis.texture.image.depth = depth;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nWebGLRenderTarget.prototype.isWebGLRenderTarget = true;\n\nclass WebGLMultisampleRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.samples = 4;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy.call( this, source );\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n}\n\nWebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.' );\n\t\treturn qm.slerpQuaternions( qa, qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\tthis.copy( qa ).slerp( qb, t );\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nQuaternion.prototype.isQuaternion = true;\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( MathUtils.clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector3.prototype.isVector3 = true;\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getSize() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box$3.copy( geometry.boundingBox );\n\t\t\t_box$3.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.union( _box$3 );\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getParameter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$2.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$3.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$2 );\n\t\t_f1.subVectors( _v2$3, _v1$7 );\n\t\t_f2.subVectors( _v0$2, _v2$3 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Box3: .getBoundingSphere() target is now required' );\n\t\t\t//target = new Sphere(); // removed to avoid cyclic dependency\n\n\t\t}\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox3.prototype.isBox3 = true;\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the seperating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the seperating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is seperating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _toFarthestPoint = /*@__PURE__*/ new Vector3();\nconst _toPoint = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$2.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );\n\t\t\ttarget = new Box3();\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671\n\n\t\t_toPoint.subVectors( point, this.center );\n\n\t\tconst lengthSq = _toPoint.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\t\t\tconst missingRadiusHalf = ( length - this.radius ) * 0.5;\n\n\t\t\t// Nudge this sphere towards the target point. Add half the missing distance to radius,\n\t\t\t// and the other half to position. This gives a tighter enclosure, instead of if\n\t\t\t// the whole missing distance were just added to radius.\n\n\t\t\tthis.center.add( _toPoint.multiplyScalar( missingRadiusHalf / length ) );\n\t\t\tthis.radius += missingRadiusHalf;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769\n\n\t\t// To enclose another sphere into this sphere, we only need to enclose two points:\n\t\t// 1) Enclose the farthest point on the other sphere into this sphere.\n\t\t// 2) Enclose the opposite point of the farthest point into this sphere.\n\n\t\t_toFarthestPoint.subVectors( sphere.center, this.center ).normalize().multiplyScalar( sphere.radius );\n\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _toFarthestPoint ) );\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _toFarthestPoint ) );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$2.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$2.elements[ 0 ] *= invSX;\n\t\t_m1$2.elements[ 1 ] *= invSX;\n\t\t_m1$2.elements[ 2 ] *= invSX;\n\n\t\t_m1$2.elements[ 4 ] *= invSY;\n\t\t_m1$2.elements[ 5 ] *= invSY;\n\t\t_m1$2.elements[ 6 ] *= invSY;\n\n\t\t_m1$2.elements[ 8 ] *= invSZ;\n\t\t_m1$2.elements[ 9 ] *= invSZ;\n\t\t_m1$2.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$2 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nMatrix4.prototype.isMatrix4 = true;\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order, update ) {\n\n\t\tconst clamp = MathUtils.clamp;\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$1.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$1, order, update );\n\n\t}\n\n\tsetFromVector3( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\ttoVector3( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.prototype.isEuler = true;\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = new Vector3();\nconst _q1 = new Quaternion();\nconst _m1$1 = new Matrix4();\nconst _target = new Vector3();\n\nconst _position$3 = new Vector3();\nconst _scale$2 = new Vector3();\nconst _quaternion$2 = new Quaternion();\n\nconst _xAxis = new Vector3( 1, 0, 0 );\nconst _yAxis = new Vector3( 0, 1, 0 );\nconst _zAxis = new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nfunction Object3D() {\n\n\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Object3D';\n\n\tthis.parent = null;\n\tthis.children = [];\n\n\tthis.up = Object3D.DefaultUp.clone();\n\n\tconst position = new Vector3();\n\tconst rotation = new Euler();\n\tconst quaternion = new Quaternion();\n\tconst scale = new Vector3( 1, 1, 1 );\n\n\tfunction onRotationChange() {\n\n\t\tquaternion.setFromEuler( rotation, false );\n\n\t}\n\n\tfunction onQuaternionChange() {\n\n\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t}\n\n\trotation._onChange( onRotationChange );\n\tquaternion._onChange( onQuaternionChange );\n\n\tObject.defineProperties( this, {\n\t\tposition: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: position\n\t\t},\n\t\trotation: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: rotation\n\t\t},\n\t\tquaternion: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: quaternion\n\t\t},\n\t\tscale: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: scale\n\t\t},\n\t\tmodelViewMatrix: {\n\t\t\tvalue: new Matrix4()\n\t\t},\n\t\tnormalMatrix: {\n\t\t\tvalue: new Matrix3()\n\t\t}\n\t} );\n\n\tthis.matrix = new Matrix4();\n\tthis.matrixWorld = new Matrix4();\n\n\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\tthis.matrixWorldNeedsUpdate = false;\n\n\tthis.layers = new Layers();\n\tthis.visible = true;\n\n\tthis.castShadow = false;\n\tthis.receiveShadow = false;\n\n\tthis.frustumCulled = true;\n\tthis.renderOrder = 0;\n\n\tthis.animations = [];\n\n\tthis.userData = {};\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Object3D,\n\n\tisObject3D: true,\n\n\tonBeforeRender: function () {},\n\tonAfterRender: function () {},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t},\n\n\tsetRotationFromAxisAngle: function ( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t},\n\n\tsetRotationFromEuler: function ( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t},\n\n\tsetRotationFromMatrix: function ( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t},\n\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t},\n\n\trotateOnAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateOnWorldAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t},\n\n\ttranslateOnAxis: function ( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t},\n\n\ttranslateX: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t},\n\n\ttranslateY: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t},\n\n\ttranslateZ: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t},\n\n\tlocalToWorld: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t},\n\n\tworldToLocal: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t},\n\n\tlookAt: function ( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t},\n\n\tadd: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tremove: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclear: function () {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t},\n\n\tattach: function ( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tthis.add( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectById: function ( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t},\n\n\tgetObjectByName: function ( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t},\n\n\tgetObjectByProperty: function ( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tgetWorldPosition: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t},\n\n\tgetWorldQuaternion: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );\n\t\t\ttarget = new Quaternion();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldScale: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldScale() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t},\n\n\traycast: function () {},\n\n\ttraverse: function ( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseVisible: function ( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseAncestors: function ( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t},\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t},\n\n\tclone: function ( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t},\n\n\tcopy: function ( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2$1.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .projectPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .intersectLine() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .coplanarPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nPlane.prototype.isPlane = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getNormal() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$2.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getBarycoord() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3$1 );\n\n\t\treturn ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3$1 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3$1.x );\n\t\ttarget.addScaledVector( uv2, _v3$1.y );\n\t\ttarget.addScaledVector( uv3, _v3$1.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getMidpoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getPlane() target is now required' );\n\t\t\ttarget = new Plane();\n\n\t\t}\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nlet materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.vertexColors = false;\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.stencilWriteMask = 0xff;\n\tthis.stencilFunc = AlwaysStencilFunc;\n\tthis.stencilRef = 0;\n\tthis.stencilFuncMask = 0xff;\n\tthis.stencilFail = KeepStencilOp;\n\tthis.stencilZFail = KeepStencilOp;\n\tthis.stencilZPass = KeepStencilOp;\n\tthis.stencilWrite = false;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.shadowSide = null;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.alphaToCoverage = false;\n\tthis.premultipliedAlpha = false;\n\n\tthis.visible = true;\n\n\tthis.toneMapped = true;\n\n\tthis.userData = {};\n\n\tthis.version = 0;\n\n}\n\nMaterial.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Material,\n\n\tisMaterial: true,\n\n\tonBeforeCompile: function ( /* shaderobject, renderer */ ) {},\n\n\tcustomProgramCacheKey: function () {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Material: \\'' + key + '\\' parameter is undefined.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': \\'' + key + '\\' is not a property of this material.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\t\t\tdata.reflectivity = this.reflectivity; // Scale behind envMap\n\t\t\tdata.refractionRatio = this.refractionRatio;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\t\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\n\t\t}\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\t\tdata.colorWrite = this.colorWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.morphNormals === true ) data.morphNormals = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nObject.defineProperty( Material.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = MathUtils.euclideanModulo( h, 1 );\n\t\ts = MathUtils.clamp( s, 0, 1 );\n\t\tl = MathUtils.clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopyGammaToLinear( color, gammaFactor = 2.0 ) {\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToGamma( color, gammaFactor = 2.0 ) {\n\n\t\tconst safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t}\n\n\tconvertGammaToLinear( gammaFactor ) {\n\n\t\tthis.copyGammaToLinear( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToGamma( gammaFactor ) {\n\n\t\tthis.copyLinearToGamma( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex() {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t}\n\n\tgetHexString() {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Color: .getHSL() target is now required' );\n\t\t\ttarget = { h: 0, s: 0, l: 0 };\n\n\t\t}\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle() {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\n\nColor.prototype.isColor = true;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * depthTest: ,\n * depthWrite: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: \n * }\n */\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nconst _vector$9 = new Vector3();\nconst _vector2 = new Vector2();\n\nfunction BufferAttribute( array, itemSize, normalized ) {\n\n\tif ( Array.isArray( array ) ) {\n\n\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t}\n\n\tthis.name = '';\n\n\tthis.array = array;\n\tthis.itemSize = itemSize;\n\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\tthis.normalized = normalized === true;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( BufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\n\tisBufferAttribute: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyArray: function ( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t},\n\n\tcopyColorsArray: function ( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector2sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector3sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector4sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2.fromBufferAttribute( this, i );\n\t\t\t\t_vector2.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2.x, _vector2.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\t\tif ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n//\n\nfunction Int8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );\n\n}\n\nInt8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\n\nfunction Uint8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );\n\n}\n\nUint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\n\nfunction Uint8ClampedBufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );\n\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\n\nfunction Int16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );\n\n}\n\nInt16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\n\nfunction Uint16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nUint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\n\nfunction Int32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );\n\n}\n\nInt32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\n\nfunction Uint32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );\n\n}\n\nUint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\nfunction Float16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nFloat16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat16BufferAttribute.prototype.constructor = Float16BufferAttribute;\nFloat16BufferAttribute.prototype.isFloat16BufferAttribute = true;\n\nfunction Float32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );\n\n}\n\nFloat32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\n\nfunction Float64BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );\n\n}\n\nFloat64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nlet _id = 0;\n\nconst _m1 = new Matrix4();\nconst _obj = new Object3D();\nconst _offset = new Vector3();\nconst _box$1 = new Box3();\nconst _boxMorphTargets = new Box3();\nconst _vector$8 = new Vector3();\n\nfunction BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: _id ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\tthis.morphTargetsRelative = false;\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}\n\nBufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: BufferGeometry,\n\n\tisBufferGeometry: true,\n\n\tgetIndex: function () {\n\n\t\treturn this.index;\n\n\t},\n\n\tsetIndex: function ( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t},\n\n\tsetAttribute: function ( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t},\n\n\tdeleteAttribute: function ( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t},\n\n\thasAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t},\n\n\taddGroup: function ( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t},\n\n\tclearGroups: function () {\n\n\t\tthis.groups = [];\n\n\t},\n\n\tsetDrawRange: function ( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$1.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$1.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$1.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$1.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\t// backwards compatibility\n\n\t},\n\n\tcomputeTangents: function () {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst indices = index.array;\n\t\tconst positions = attributes.position.array;\n\t\tconst normals = attributes.normal.array;\n\t\tconst uvs = attributes.uv.array;\n\n\t\tconst nVertices = positions.length / 3;\n\n\t\tif ( attributes.tangent === undefined ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );\n\n\t\t}\n\n\t\tconst tangents = attributes.tangent.array;\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < nVertices; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromArray( positions, a * 3 );\n\t\t\tvB.fromArray( positions, b * 3 );\n\t\t\tvC.fromArray( positions, c * 3 );\n\n\t\t\tuvA.fromArray( uvs, a * 2 );\n\t\t\tuvB.fromArray( uvs, b * 2 );\n\t\t\tuvC.fromArray( uvs, c * 2 );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: indices.length\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindices[ j + 0 ],\n\t\t\t\t\tindices[ j + 1 ],\n\t\t\t\t\tindices[ j + 2 ]\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromArray( normals, v * 3 );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangents[ v * 4 ] = tmp.x;\n\t\t\ttangents[ v * 4 + 1 ] = tmp.y;\n\t\t\ttangents[ v * 4 + 2 ] = tmp.z;\n\t\t\ttangents[ v * 4 + 3 ] = w;\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( indices[ j + 0 ] );\n\t\t\t\thandleVertex( indices[ j + 1 ] );\n\t\t\t\thandleVertex( indices[ j + 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeVertexNormals: function () {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tmerge: function ( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tnormalizeNormals: function () {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t},\n\n\ttoNonIndexed: function () {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nconst _inverseMatrix$2 = new Matrix4();\nconst _ray$2 = new Ray();\nconst _sphere$3 = new Sphere();\n\nconst _vA$1 = new Vector3();\nconst _vB$1 = new Vector3();\nconst _vC$1 = new Vector3();\n\nconst _tempA = new Vector3();\nconst _tempB = new Vector3();\nconst _tempC = new Vector3();\n\nconst _morphA = new Vector3();\nconst _morphB = new Vector3();\nconst _morphC = new Vector3();\n\nconst _uvA$1 = new Vector2();\nconst _uvB$1 = new Vector2();\nconst _uvC$1 = new Vector2();\n\nconst _intersectionPoint = new Vector3();\nconst _intersectionPointWorld = new Vector3();\n\nfunction Mesh( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Mesh';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nMesh.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Mesh,\n\n\tisMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n} );\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA$1.fromBufferAttribute( position, a );\n\t_vB$1.fromBufferAttribute( position, b );\n\t_vC$1.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( material.morphTargets && morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA$1 ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB$1 ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC$1 ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA$1.add( _morphA );\n\t\t_vB$1.add( _morphB );\n\t\t_vC$1.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh && material.skinning ) {\n\n\t\tobject.boneTransform( a, _vA$1 );\n\t\tobject.boneTransform( b, _vB$1 );\n\t\tobject.boneTransform( c, _vC$1 );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv2, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv2, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\n/**\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShaderMaterial';\n\n\tthis.defines = {};\n\tthis.uniforms = {};\n\n\tthis.vertexShader = default_vertex;\n\tthis.fragmentShader = default_fragment;\n\n\tthis.linewidth = 1;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false; // set to use scene fog\n\tthis.lights = false; // set to use scene lights\n\tthis.clipping = false; // set to use user-defined clipping planes\n\n\tthis.skinning = false; // set to use skinning attribute streams\n\tthis.morphTargets = false; // set to use morph targets\n\tthis.morphNormals = false; // set to use morph normals\n\n\tthis.extensions = {\n\t\tderivatives: false, // set to use derivatives\n\t\tfragDepth: false, // set to use fragment depth values\n\t\tdrawBuffers: false, // set to use draw buffers\n\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t};\n\n\t// When rendered geometry doesn't include these attributes but the material does,\n\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\tthis.defaultAttributeValues = {\n\t\t'color': [ 1, 1, 1 ],\n\t\t'uv': [ 0, 0 ],\n\t\t'uv2': [ 0, 0 ]\n\t};\n\n\tthis.index0AttributeName = undefined;\n\tthis.uniformsNeedUpdate = false;\n\n\tthis.glslVersion = null;\n\n\tif ( parameters !== undefined ) {\n\n\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n}\n\nShaderMaterial.prototype = Object.create( Material.prototype );\nShaderMaterial.prototype.constructor = ShaderMaterial;\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.fragmentShader = source.fragmentShader;\n\tthis.vertexShader = source.vertexShader;\n\n\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\tthis.defines = Object.assign( {}, source.defines );\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.lights = source.lights;\n\tthis.clipping = source.clipping;\n\n\tthis.skinning = source.skinning;\n\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.extensions = Object.assign( {}, source.extensions );\n\n\tthis.glslVersion = source.glslVersion;\n\n\treturn this;\n\n};\n\nShaderMaterial.prototype.toJSON = function ( meta ) {\n\n\tconst data = Material.prototype.toJSON.call( this, meta );\n\n\tdata.glslVersion = this.glslVersion;\n\tdata.uniforms = {};\n\n\tfor ( const name in this.uniforms ) {\n\n\t\tconst uniform = this.uniforms[ name ];\n\t\tconst value = uniform.value;\n\n\t\tif ( value && value.isTexture ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 't',\n\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t};\n\n\t\t} else if ( value && value.isColor ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'c',\n\t\t\t\tvalue: value.getHex()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v2',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\tvalue: value\n\t\t\t};\n\n\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t}\n\n\t}\n\n\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\tdata.vertexShader = this.vertexShader;\n\tdata.fragmentShader = this.fragmentShader;\n\n\tconst extensions = {};\n\n\tfor ( const key in this.extensions ) {\n\n\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t}\n\n\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\treturn data;\n\n};\n\nfunction Camera() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Camera';\n\n\tthis.matrixWorldInverse = new Matrix4();\n\n\tthis.projectionMatrix = new Matrix4();\n\tthis.projectionMatrixInverse = new Matrix4();\n\n}\n\nCamera.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Camera,\n\n\tisCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Camera: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tObject3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\nfunction PerspectiveCamera( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'PerspectiveCamera';\n\n\tthis.fov = fov;\n\tthis.zoom = 1;\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.focus = 10;\n\n\tthis.aspect = aspect;\n\tthis.view = null;\n\n\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\tthis.updateProjectionMatrix();\n\n}\n\nPerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: PerspectiveCamera,\n\n\tisPerspectiveCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength: function ( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength: function () {\n\n\t\tconst vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t},\n\n\tgetEffectiveFOV: function () {\n\n\t\treturn MathUtils.RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t},\n\n\tgetFilmWidth: function () {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t},\n\n\tgetFilmHeight: function () {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t},\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst fov = 90, aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.renderTarget = renderTarget;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tcameraPY.up.set( 0, 0, 1 );\n\t\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst renderTarget = this.renderTarget;\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\t\tformat = format !== undefined ? format : RGBFormat;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\t// Why CubeTexture._needsFlipEnvMap is necessary:\n\t\t//\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)\n\t\t// when using WebGLCubeRenderTarget.texture as a cube texture.\n\n\t\tthis._needsFlipEnvMap = true;\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nCubeTexture.prototype.isCubeTexture = true;\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size, options, dummy ) {\n\n\t\tif ( Number.isInteger( options ) ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );\n\n\t\t\toptions = dummy;\n\n\t\t}\n\n\t\tsuper( size, size, options );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.texture._needsFlipEnvMap = false;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.format = RGBAFormat; // see #18859\n\t\tthis.texture.encoding = texture.encoding;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nclass DataTexture extends Texture {\n\n\tconstructor( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { data: data || null, width: width || 1, height: height || 1 };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture.prototype.isDataTexture = true;\n\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$2.center.set( 0, 0, 0 );\n\t\t_sphere$2.radius = 0.7071067811865476;\n\t\t_sphere$2.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type = 5126;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\\n}\\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\tif( cutoffDistance > 0.0 ) {\\n\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t}\\n\\treturn distanceFalloff;\\n#else\\n\\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t}\\n\\treturn 1.0;\\n#endif\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\\n\\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\\n\\treturn Fr * fresnel + F0;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\treturn specularColor * brdf.x + brdf.y;\\n}\\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\tvec3 FssEss = F * brdf.x + brdf.y;\\n\\tfloat Ess = brdf.x + brdf.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie(float roughness, float NoH) {\\n\\tfloat invAlpha = 1.0 / roughness;\\n\\tfloat cos2h = NoH * NoH;\\n\\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\\n}\\nfloat V_Neubelt(float NoV, float NoL) {\\n\\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\\n}\\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 H = normalize( V + L );\\n\\tfloat dotNH = saturate( dot( N, H ) );\\n\\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\\n}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\\n\\t\\tvec2 f = fract( uv );\\n\\t\\tuv += 0.5 - f;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x += texelSize;\\n\\t\\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.y += texelSize;\\n\\t\\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x -= texelSize;\\n\\t\\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\treturn mix( tm, bm, f.y );\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifndef ENVMAP_TYPE_CUBE_UV\\n\\t\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\\n#ifdef REFLECTIVITY\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#endif\\n#ifdef CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheen;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularRoughness;\\n\\tvec3 specularColor;\\n#ifdef CLEARCOAT\\n\\tfloat clearcoat;\\n\\tfloat clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tvec3 sheenColor;\\n#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.specularRoughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = ccDotNL * directLight.color;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tccIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t\\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\\n\\t\\t\\tmaterial.specularRoughness,\\n\\t\\t\\tdirectLight.direction,\\n\\t\\t\\tgeometry,\\n\\t\\t\\tmaterial.sheenColor\\n\\t\\t);\\n\\t#else\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\\n\\t#endif\\n\\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t\\tfloat ccDotNL = ccDotNV;\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\tfloat clearcoatInv = 1.0 - clearcoatDHR;\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\\n\\t#ifdef CLEARCOAT\\n\\t\\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * faceDirection;\\n\\t\\t\\tbitangent = bitangent * faceDirection;\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\t\\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmissionmap_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\\n#endif\";\n\nvar transmissionmap_pars_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\tuniform sampler2D transmissionMap;\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nvar cube_frag = \"#include \\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include \\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nvar cube_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nvar depth_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_frag = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_vert = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifndef FLAT_SHADED\\n\\t\\tvNormal = normalize( transformedNormal );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nvar meshtoon_frag = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshtoon_vert = \"#define TOON\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_frag = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define REFLECTIVITY\\n\\t#define CLEARCOAT\\n\\t#define TRANSMISSION\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef TRANSMISSION\\n\\tuniform float transmission;\\n#endif\\n#ifdef REFLECTIVITY\\n\\tuniform float reflectivity;\\n#endif\\n#ifdef CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheen;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#ifdef TRANSMISSION\\n\\t\\tfloat totalTransmission = transmission;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#ifdef TRANSMISSION\\n\\t\\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\\n\\t#endif\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_vert = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";\n\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_vert = \"#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_vert = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmissionmap_fragment: transmissionmap_fragment,\n\ttransmissionmap_pars_fragment: transmissionmap_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_frag: background_frag,\n\tbackground_vert: background_vert,\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshmatcap_frag: meshmatcap_frag,\n\tmeshmatcap_vert: meshmatcap_vert,\n\tmeshtoon_frag: meshtoon_frag,\n\tmeshtoon_vert: meshtoon_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert,\n\tsprite_frag: sprite_frag,\n\tsprite_vert: sprite_vert\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 },\n\t\tmaxMipLevel: { value: 0 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tsheen: { value: new Color( 0x000000 ) },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nfunction WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = 0;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tbackground = cubemaps.get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( geometry, index );\n\n\t\t\tif ( updateBuffers ) saveCache( geometry, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh === true ) {\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( geometry, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in geometryAttributes ) {\n\n\t\t\tconst cachedAttribute = cachedAttributes[ key ];\n\t\t\tconst geometryAttribute = geometryAttributes[ key ];\n\n\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\tif ( cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( geometry, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst data = {};\n\t\t\tdata.attribute = attribute;\n\n\t\t\tif ( attribute.data ) {\n\n\t\t\t\tdata.data = attribute.data;\n\n\t\t\t}\n\n\t\t\tcache[ key ] = data;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tconst geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( name === 'instanceMatrix' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceMatrix );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 0, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 1, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 2, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 3, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );\n\n\t\t\t\t} else if ( name === 'instanceColor' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceColor );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatilibity\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\t/* eslint-disable no-undef */\n\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\t/* eslint-enable no-undef */\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function ( capabilities ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\n\t\t\t} else {\n\n\t\t\t\tgetExtension( 'WEBGL_depth_texture' );\n\t\t\t\tgetExtension( 'OES_texture_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float_linear' );\n\t\t\t\tgetExtension( 'OES_standard_derivatives' );\n\t\t\t\tgetExtension( 'OES_element_index_uint' );\n\t\t\t\tgetExtension( 'OES_vertex_array_object' );\n\t\t\t\tgetExtension( 'ANGLE_instanced_arrays' );\n\n\t\t\t}\n\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\tlet influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tworkInfluences.sort( numericalSort );\n\n\t\tconst morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tconst morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tconst influence = workInfluences[ i ];\n\t\t\tconst index = influence[ 0 ];\n\t\t\tconst value = influence[ 1 ];\n\n\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t} else {\n\n\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass DataTexture2DArray extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\nclass DataTexture3D extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture3D.prototype.isDataTexture3D = true;\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = new Texture();\nconst emptyTexture2dArray = new DataTexture2DArray();\nconst emptyTexture3d = new DataTexture3D();\nconst emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || emptyTexture3d, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyTexture2dArray, unit );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (from flat array or array of THREE.MatrixN)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tconst cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tconst seq = this.seq;\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tconst n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tconst u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tconst v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tconst r = [];\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction addLineNumbers( string ) {\n\n\tconst lines = string.split( '\\n' );\n\n\tfor ( let i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tcase LogLuvEncoding:\n\t\t\treturn [ 'LogLuv', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst log = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && log === '' ) return '';\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\tconst source = gl.getShaderSource( shader );\n\n\treturn 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\\n' + log + addLineNumbers( source );\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string\n\t\t.replace( unrollLoopPattern, loopReplacer )\n\t\t.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );\n\n}\n\nfunction deprecatedLoopReplacer( match, start, end, snippet ) {\n\n\tconsole.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );\n\treturn loopReplacer( match, start, end, snippet );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = 'precision ' + parameters.precision + ' float;\\nprecision ' + parameters.precision + ' int;';\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\n\n\tconst gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',\n\t\t\tparameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst floatVertexTextures = capabilities.floatVertexTextures;\n\tconst maxVertexUniforms = capabilities.maxVertexUniforms;\n\tconst vertexTextures = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tconst parameterNames = [\n\t\t'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor',\n\t\t'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV',\n\t\t'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap',\n\t\t'roughnessMap', 'metalnessMap', 'gradientMap',\n\t\t'alphaMap', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2',\n\t\t'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning',\n\t\t'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'premultipliedAlpha',\n\t\t'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights',\n\t\t'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows',\n\t\t'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights',\n\t\t'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering',\n\t\t'sheen', 'transmissionMap'\n\t];\n\n\tfunction getMaxBones( object ) {\n\n\t\tconst skeleton = object.skeleton;\n\t\tconst bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tconst nVertexUniforms = maxVertexUniforms;\n\t\t\tconst nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tconst maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map ) {\n\n\t\tlet encoding;\n\n\t\tif ( map && map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map && map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t} else {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tconst maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet vertexShader, fragmentShader;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map ),\n\t\t\tmatcap: !! material.matcap,\n\t\t\tmatcapEncoding: getTextureEncodingFromMap( material.matcap ),\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( envMap ),\n\t\t\tenvMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\tlightMapEncoding: getTextureEncodingFromMap( material.lightMap ),\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\t\t\tclearcoatMap: !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: !! material.clearcoatNormalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: !! material.sheen,\n\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( material.normalMap && material.vertexTangents ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: !! material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.fragmentShader );\n\t\t\tarray.push( parameters.vertexShader );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tfor ( let i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t\t}\n\n\t\t\tarray.push( renderer.outputEncoding );\n\t\t\tarray.push( renderer.gammaFactor );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList( properties ) {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transparent = [];\n\n\tconst defaultProgram = { id: - 1 };\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: materialProperties.program || defaultProgram,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = materialProperties.program || defaultProgram;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).unshift( renderItem );\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.program = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists( properties ) {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tlet list;\n\n\t\tif ( lists.has( scene ) === false ) {\n\n\t\t\tlist = new WebGLRenderList( properties );\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= lists.get( scene ).length ) {\n\n\t\t\t\tlist = new WebGLRenderList( properties );\n\t\t\t\tlists.get( scene ).push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = lists.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights() {\n\n\t\tlights.setup( lightsArray );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tlet renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStates.get( scene ).length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * parameters = {\n *\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n * }\n */\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\n/**\n * parameters = {\n *\n * referencePosition: ,\n * nearDistance: ,\n * farDistance: ,\n *\n * skinning: ,\n * morphTargets: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: \n *\n * }\n */\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.referencePosition = new Vector3();\n\t\tthis.nearDistance = 1;\n\t\tthis.farDistance = 1000;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.referencePosition.copy( source.referencePosition );\n\t\tthis.nearDistance = source.nearDistance;\n\t\tthis.farDistance = source.farDistance;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nvar vsm_frag = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\\n\\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean * HALF_SAMPLE_RATE;\\n\\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, _capabilities ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterials = [],\n\t\t_distanceMaterials = [],\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = _capabilities.maxTextureSize;\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\n\t\tdefines: {\n\t\t\tSAMPLE_RATE: 2.0 / 8.0,\n\t\t\tHALF_SAMPLE_RATE: 1.0 / 8.0\n\t\t},\n\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vsm_vert,\n\n\t\tfragmentShader: vsm_frag\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tconst pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _depthMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDepthMaterial( {\n\n\t\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_depthMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _distanceMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDistanceMaterial( {\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_distanceMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tlet getMaterialVariant = getDepthMaterialVariant;\n\t\tlet customMaterial = object.customDepthMaterial;\n\n\t\tif ( light.isPointLight === true ) {\n\n\t\t\tgetMaterialVariant = getDistanceMaterialVariant;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( customMaterial === undefined ) {\n\n\t\t\tlet useMorphing = false;\n\n\t\t\tif ( material.morphTargets === true ) {\n\n\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t}\n\n\t\t\tlet useSkinning = false;\n\n\t\t\tif ( object.isSkinnedMesh === true ) {\n\n\t\t\t\tif ( material.skinning === true ) {\n\n\t\t\t\t\tuseSkinning = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst useInstancing = object.isInstancedMesh === true;\n\n\t\t\tresult = getMaterialVariant( useMorphing, useSkinning, useInstancing );\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tlet enabledCapabilities = {};\n\n\tlet xrFramebuffer = null;\n\tlet currentBoundFramebuffers = {};\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst currentScissor = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height );\n\tconst currentViewport = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindXRFramebuffer( framebuffer ) {\n\n\t\tif ( framebuffer !== xrFramebuffer ) {\n\n\t\t\tgl.bindFramebuffer( 36160, framebuffer );\n\n\t\t\txrFramebuffer = framebuffer;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( framebuffer === null && xrFramebuffer !== null ) framebuffer = xrFramebuffer; // use active XR framebuffer if available\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 0, 769, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 769 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( 32926 )\n\t\t\t: disable( 32926 );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( 3042 );\n\t\tgl.disable( 2884 );\n\t\tgl.disable( 2929 );\n\t\tgl.disable( 32823 );\n\t\tgl.disable( 3089 );\n\t\tgl.disable( 2960 );\n\t\tgl.disable( 32926 );\n\n\t\tgl.blendEquation( 32774 );\n\t\tgl.blendFunc( 1, 0 );\n\t\tgl.blendFuncSeparate( 1, 0, 1, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( 513 );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( 519, 0, 0xffffffff );\n\t\tgl.stencilOp( 7680, 7680, 7680 );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( 1029 );\n\t\tgl.frontFace( 2305 );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( 33984 );\n\n\t\tgl.bindFramebuffer( 36160, null );\n\n\t\tif ( isWebGL2 === true ) {\n\n\t\t\tgl.bindFramebuffer( 36009, null );\n\t\t\tgl.bindFramebuffer( 36008, null );\n\n\t\t}\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\txrFramebuffer = null;\n\t\tcurrentBoundFramebuffers = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tbindXRFramebuffer: bindXRFramebuffer,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\tnew OffscreenCanvas( width, height ) :\n\t\t\tdocument.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target, texture, width, height ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\ttextureProperties.__maxMipLevel = Math.log2( Math.max( width, height ) );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 6407 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34837;\n\t\t\tif ( glType === 5131 ) internalFormat = 34843;\n\t\t\tif ( glType === 5121 ) internalFormat = 32849;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = 32856;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2\n\t\t\tif ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataTexture2DArray ) textureType = 35866;\n\t\tif ( texture.isDataTexture3D ) textureType = 32879;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;\n\t\tconst image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\n\t\tconst supportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format );\n\n\t\tlet glType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\tlet mipmap;\n\t\tconst mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tglInternalFormat = 6402;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// validation checks for WebGL 1\n\n\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else if ( texture.isDataTexture2DArray ) {\n\n\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else if ( texture.isDataTexture3D ) {\n\n\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tgenerateMipmap( textureType, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );\n\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\tconst cubeImage = [];\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t} else {\n\n\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst image = cubeImage[ 0 ],\n\t\t\tsupportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\tglType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\tlet mipmaps;\n\n\t\tif ( isCompressed ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else {\n\n\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length;\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t// We assume images for cube map have the same size.\n\t\t\tgenerateMipmap( 34067, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst glFormat = utils.convert( texture.format );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tif ( textureTarget === 32879 || textureTarget === 35866 ) {\n\n\t\t\tstate.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t} else {\n\n\t\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\tconst glType = utils.convert( texture.type );\n\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\t\ttextureProperties.__version = texture.version;\n\n\t\tinfo.memory.textures ++;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );\n\t\tconst isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\t// Handles WebGL2 RGBFormat fallback - #18858\n\n\t\tif ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {\n\n\t\t\ttexture.format = RGBAFormat;\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, null );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067, texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 34067, null );\n\n\t\t} else {\n\n\t\t\tlet glTextureType = 3553;\n\n\t\t\tif ( isRenderTarget3D ) {\n\n\t\t\t\t// Render targets containing layers, i.e: Texture 3D and 2d arrays\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tconst isTexture3D = texture.isDataTexture3D;\n\t\t\t\t\tglTextureType = isTexture3D ? 32879 : 35866;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, glTextureType );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 3553, texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 3553, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\tgenerateMipmap( target, texture, renderTarget.width, renderTarget.height );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\tstate.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = 16384;\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?\n\t\t\tMath.min( maxSamples, renderTarget.samples ) : 0;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\t// backwards compatibility\n\n\tlet warnedTexture2D = false;\n\tlet warnedTextureCube = false;\n\n\tfunction safeSetTexture2D( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\tif ( warnedTexture2D === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTexture2D = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\tsetTexture2D( texture, slot );\n\n\t}\n\n\tfunction safeSetTextureCube( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLCubeRenderTarget ) {\n\n\t\t\tif ( warnedTextureCube === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\\'t use cube render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTextureCube = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\n\t\tsetTextureCube( texture, slot );\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\n\tthis.safeSetTexture2D = safeSetTexture2D;\n\tthis.safeSetTextureCube = safeSetTextureCube;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\t\tif ( p === UnsignedShort565Type ) return 33635;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBFormat ) return 6407;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBIntegerFormat ) return 36248;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nArrayCamera.prototype.isArrayCamera = true;\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nGroup.prototype.isGroup = true;\n\nfunction WebXRController() {\n\n\tthis._targetRay = null;\n\tthis._grip = null;\n\tthis._hand = null;\n\n}\n\nObject.assign( WebXRController.prototype, {\n\n\tconstructor: WebXRController,\n\n\tgetHandSpace: function () {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t},\n\n\tgetTargetRaySpace: function () {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t},\n\n\tgetGripSpace: function () {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tdisconnect: function ( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tupdate: function ( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\t\tconst joint = new Group();\n\t\t\t\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\t\t\t\tjoint.visible = false;\n\t\t\t\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\t\t\t\t\t\t// ??\n\t\t\t\t\t\thand.add( joint );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst joint = hand.joints[ inputjoint.jointName ];\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction WebXRManager( renderer, gl ) {\n\n\tconst scope = this;\n\tconst state = renderer.state;\n\n\tlet session = null;\n\n\tlet framebufferScaleFactor = 1.0;\n\n\tlet referenceSpace = null;\n\tlet referenceSpaceType = 'local-floor';\n\n\tlet pose = null;\n\n\tconst controllers = [];\n\tconst inputSourcesMap = new Map();\n\n\t//\n\n\tconst cameraL = new PerspectiveCamera();\n\tcameraL.layers.enable( 1 );\n\tcameraL.viewport = new Vector4();\n\n\tconst cameraR = new PerspectiveCamera();\n\tcameraR.layers.enable( 2 );\n\tcameraR.viewport = new Vector4();\n\n\tconst cameras = [ cameraL, cameraR ];\n\n\tconst cameraVR = new ArrayCamera();\n\tcameraVR.layers.enable( 1 );\n\tcameraVR.layers.enable( 2 );\n\n\tlet _currentDepthNear = null;\n\tlet _currentDepthFar = null;\n\n\t//\n\n\tthis.enabled = false;\n\n\tthis.isPresenting = false;\n\n\tthis.getController = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getTargetRaySpace();\n\n\t};\n\n\tthis.getControllerGrip = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getGripSpace();\n\n\t};\n\n\tthis.getHand = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getHandSpace();\n\n\t};\n\n\t//\n\n\tfunction onSessionEvent( event ) {\n\n\t\tconst controller = inputSourcesMap.get( event.inputSource );\n\n\t\tif ( controller ) {\n\n\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t}\n\n\t}\n\n\tfunction onSessionEnd() {\n\n\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\tcontroller.disconnect( inputSource );\n\n\t\t} );\n\n\t\tinputSourcesMap.clear();\n\n\t\t_currentDepthNear = null;\n\t\t_currentDepthFar = null;\n\n\t\t// restore framebuffer/rendering state\n\n\t\tstate.bindXRFramebuffer( null );\n\t\trenderer.setRenderTarget( renderer.getRenderTarget() );\n\n\t\t//\n\n\t\tanimation.stop();\n\n\t\tscope.isPresenting = false;\n\n\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t}\n\n\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\tframebufferScaleFactor = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\treferenceSpaceType = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.getReferenceSpace = function () {\n\n\t\treturn referenceSpace;\n\n\t};\n\n\tthis.getSession = function () {\n\n\t\treturn session;\n\n\t};\n\n\tthis.setSession = async function ( value ) {\n\n\t\tsession = value;\n\n\t\tif ( session !== null ) {\n\n\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tconst attributes = gl.getContextAttributes();\n\n\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t}\n\n\t\t\tconst layerInit = {\n\t\t\t\tantialias: attributes.antialias,\n\t\t\t\talpha: attributes.alpha,\n\t\t\t\tdepth: attributes.depth,\n\t\t\t\tstencil: attributes.stencil,\n\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t};\n\n\t\t\t// eslint-disable-next-line no-undef\n\t\t\tconst baseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\tsession.updateRenderState( { baseLayer: baseLayer } );\n\n\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\tanimation.setContext( session );\n\t\t\tanimation.start();\n\n\t\t\tscope.isPresenting = true;\n\n\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t}\n\n\t};\n\n\tfunction onInputSourcesChange( event ) {\n\n\t\tconst inputSources = session.inputSources;\n\n\t\t// Assign inputSources to available controllers\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t}\n\n\t\t// Notify disconnected\n\n\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\tconst inputSource = event.removed[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\tinputSourcesMap.delete( inputSource );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Notify connected\n\n\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\tconst inputSource = event.added[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tconst cameraLPos = new Vector3();\n\tconst cameraRPos = new Vector3();\n\n\t/**\n\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t * the cameras' projection and world matrices have already been set.\n\t * And that near and far planes are identical for both cameras.\n\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t */\n\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t// VR systems will have identical far and near planes, and\n\t\t// most likely identical top and bottom frustum extents.\n\t\t// Use the left camera for these values.\n\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\tconst left = near * leftFov;\n\t\tconst right = near * rightFov;\n\n\t\t// Calculate the new camera's position offset from the\n\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t// TODO: Better way to apply this offset?\n\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.translateX( xOffset );\n\t\tcamera.translateZ( zOffset );\n\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t// Find the union of the frustum values of the cameras and scale\n\t\t// the values so that the near plane's position does not change in world space,\n\t\t// although must now be relative to the new union camera.\n\t\tconst near2 = near + zOffset;\n\t\tconst far2 = far + zOffset;\n\t\tconst left2 = left - xOffset;\n\t\tconst right2 = right + ( ipd - xOffset );\n\t\tconst top2 = topFov * far / far2 * near2;\n\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t}\n\n\tfunction updateCamera( camera, parent ) {\n\n\t\tif ( parent === null ) {\n\n\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t} else {\n\n\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t}\n\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t}\n\n\tthis.getCamera = function ( camera ) {\n\n\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\tsession.updateRenderState( {\n\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\tdepthFar: cameraVR.far\n\t\t\t} );\n\n\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t}\n\n\t\tconst parent = camera.parent;\n\t\tconst cameras = cameraVR.cameras;\n\n\t\tupdateCamera( cameraVR, parent );\n\n\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t}\n\n\t\t// update camera and its children\n\n\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\t\tcamera.matrix.copy( cameraVR.matrix );\n\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\n\t\tconst children = camera.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t\t// update projection matrix for proper view frustum culling\n\n\t\tif ( cameras.length === 2 ) {\n\n\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t} else {\n\n\t\t\t// assume single camera setup (AR)\n\n\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t}\n\n\t\treturn cameraVR;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tpose = frame.getViewerPose( referenceSpace );\n\n\t\tif ( pose !== null ) {\n\n\t\t\tconst views = pose.views;\n\t\t\tconst baseLayer = session.renderState.baseLayer;\n\n\t\t\tstate.bindXRFramebuffer( baseLayer.framebuffer );\n\n\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\tconst view = views[ i ];\n\t\t\t\tconst viewport = baseLayer.getViewport( view );\n\n\t\t\t\tconst camera = cameras[ i ];\n\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t}\n\n\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst inputSources = session.inputSources;\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tconst controller = controllers[ i ];\n\t\t\tconst inputSource = inputSources[ i ];\n\n\t\t\tcontroller.update( inputSource, frame, referenceSpace );\n\n\t\t}\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\n\t};\n\n\tthis.dispose = function () {};\n\n}\n\nObject.assign( WebXRManager.prototype, EventDispatcher.prototype );\n\nfunction WebGLMaterials( properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsLambert( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material );\n\n\t\t\t} else {\n\n\t\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDepth( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsNormal( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t\tconst maxMipLevel = properties.get( envMap ).__maxMipLevel;\n\n\t\t\tif ( maxMipLevel !== undefined ) {\n\n\t\t\t\tuniforms.maxMipLevel.value = maxMipLevel;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material ) {\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t\tuniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\t\tif ( material.sheen ) uniforms.sheen.value.copy( material.sheen );\n\n\t\tif ( material.clearcoatMap ) {\n\n\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.transmission.value = material.transmission;\n\n\t\tif ( material.transmissionMap ) {\n\n\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters ) {\n\n\tparameters = parameters || {};\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// render() can be called from within a callback triggered by another render.\n\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\tconst renderListStack = [];\n\tconst renderStateStack = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\textensions.init( capabilities );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( properties );\n\t\trenderLists = new WebGLRenderLists( properties );\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );\n\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.shadowMap = shadowMap;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );\n\n\t\t\ttarget = new Vector4();\n\n\t\t}\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );\n\n\t\t\ttarget = new Color();\n\n\t\t}\n\n\t\treturn target.copy( background.getClearColor() );\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= 16384;\n\t\tif ( depth === undefined || depth ) bits |= 256;\n\t\tif ( stencil === undefined || stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\n\t\txr.dispose();\n\n\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tconst infoAutoReset = info.autoReset;\n\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\tconst shadowMapType = shadowMap.type;\n\n\t\tinitGLContext();\n\n\t\tinfo.autoReset = infoAutoReset;\n\t\tshadowMap.enabled = shadowMapEnabled;\n\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\tshadowMap.type = shadowMapType;\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReferences( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\tconst programs = properties.get( material ).programs;\n\n\t\tif ( programs !== undefined ) {\n\n\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t} );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program ) {\n\n\t\tbindingStates.initAttributes();\n\n\t\tconst buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.position );\n\t\t\t_gl.bufferData( 34962, object.positionArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.normal );\n\t\t\t_gl.bufferData( 34962, object.normalArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.normal );\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.uv );\n\t\t\t_gl.bufferData( 34962, object.uvArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.uv );\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.color );\n\t\t\t_gl.bufferData( 34962, object.colorArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.color );\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tbindingStates.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( 4, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tif ( material.morphTargets || material.morphNormals ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tconst rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tconst rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tconst groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tconst groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tconst drawStart = Math.max( rangeStart, groupStart );\n\t\tconst drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tconst drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene );\n\t\tcurrentRenderState.init();\n\n\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights();\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tgetProgram( material2, scene, object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tfunction onXRSessionStart() {\n\n\t\tanimation.stop();\n\n\t}\n\n\tfunction onXRSessionEnd() {\n\n\t\tanimation.start();\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof window !== 'undefined' ) animation.setContext( window );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tlet renderTarget, forceClear;\n\n\t\tif ( arguments[ 2 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );\n\t\t\trenderTarget = arguments[ 2 ];\n\n\t\t}\n\n\t\tif ( arguments[ 3 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );\n\t\t\tforceClear = arguments[ 3 ];\n\n\t\t}\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tcamera = xr.getCamera( camera );\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\tcurrentRenderList.init();\n\n\t\trenderListStack.push( currentRenderList );\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tcurrentRenderState.setupLights();\n\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\tif ( renderTarget !== undefined ) {\n\n\t\t\tthis.setRenderTarget( renderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\t// _gl.finish();\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\trenderStateStack.pop();\n\n\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderState = null;\n\n\t\t}\n\n\t\trenderListStack.pop();\n\n\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderList = null;\n\n\t\t}\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ j ];\n\n\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\tstate.viewport( _currentViewport.copy( camera2.viewport ) );\n\n\t\t\t\t\t\tcurrentRenderState.setupLightsView( camera2 );\n\n\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tbindingStates.reset();\n\n\t\t\trenderObjectImmediate( object, program );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction getProgram( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet programs = materialProperties.programs;\n\n\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );\n\n\t\tif ( programs === undefined ) {\n\n\t\t\t// new material\n\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tprograms = new Map();\n\t\t\tmaterialProperties.programs = programs;\n\n\t\t}\n\n\t\tlet program = programs.get( programCacheKey );\n\n\t\tif ( program !== undefined ) {\n\n\t\t\t// early out if program and light state is identical\n\n\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\treturn program;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.currentProgram = program;\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t\treturn program;\n\n\t}\n\n\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\t\tmaterialProperties.instancing = parameters.instancing;\n\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\n\t}\n\n\tfunction setProgram( camera, scene, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\t\tconst vertexAlphas = material.vertexColors === true && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4;\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tlet needsProgramChange = false;\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tneedsProgramChange = true;\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\t//\n\n\t\tlet program = materialProperties.currentProgram;\n\n\t\tif ( needsProgramChange === true ) {\n\n\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst p_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// otherwise textures used for skinning can take over texture units reserved for other material textures\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tconst bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tlet size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = MathUtils.ceilPowerOfTwo( size );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tlet framebuffer = null;\n\t\tlet isCube = false;\n\t\tlet isRenderTarget3D = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tif ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {\n\n\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t}\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t_gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! halfFloatSupportedByExt ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\t\tconst glFormat = utils.convert( texture.format );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tif ( _this.isWebGL1Renderer ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst { width, height, data } = srcTexture.image;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\t\tlet glTarget;\n\n\t\tif ( dstTexture.isDataTexture3D ) {\n\n\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\tglTarget = 32879;\n\n\t\t} else if ( dstTexture.isDataTexture2DArray ) {\n\n\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\tglTarget = 35866;\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tconst unpackRowLen = _gl.getParameter( 3314 );\n\t\tconst unpackImageHeight = _gl.getParameter( 32878 );\n\t\tconst unpackSkipPixels = _gl.getParameter( 3316 );\n\t\tconst unpackSkipRows = _gl.getParameter( 3315 );\n\t\tconst unpackSkipImages = _gl.getParameter( 32877 );\n\n\t\t_gl.pixelStorei( 3314, width );\n\t\t_gl.pixelStorei( 32878, height );\n\t\t_gl.pixelStorei( 3316, sourceBox.min.x );\n\t\t_gl.pixelStorei( 3315, sourceBox.min.y );\n\t\t_gl.pixelStorei( 32877, sourceBox.min.z );\n\n\t\t_gl.texSubImage3D(\n\t\t\tglTarget,\n\t\t\tlevel,\n\t\t\tposition.x,\n\t\t\tposition.y,\n\t\t\tposition.z,\n\t\t\tsourceBox.max.x - sourceBox.min.x + 1,\n\t\t\tsourceBox.max.y - sourceBox.min.y + 1,\n\t\t\tsourceBox.max.z - sourceBox.min.z + 1,\n\t\t\tglFormat,\n\t\t\tglType,\n\t\t\tdata\n\t\t);\n\n\t\t_gl.pixelStorei( 3314, unpackRowLen );\n\t\t_gl.pixelStorei( 32878, unpackImageHeight );\n\t\t_gl.pixelStorei( 3316, unpackSkipPixels );\n\t\t_gl.pixelStorei( 3315, unpackSkipRows );\n\t\t_gl.pixelStorei( 32877, unpackSkipImages );\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.resetState = function () {\n\n\t\t_currentActiveCubeFace = 0;\n\t\t_currentActiveMipmapLevel = 0;\n\t\t_currentRenderTarget = null;\n\n\t\tstate.reset();\n\t\tbindingStates.reset();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\nclass WebGL1Renderer extends WebGLRenderer {}\n\nWebGL1Renderer.prototype.isWebGL1Renderer = true;\n\nclass FogExp2 {\n\n\tconstructor( color, density = 0.00025 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = density;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nFogExp2.prototype.isFogExp2 = true;\n\nclass Fog {\n\n\tconstructor( color, near = 1, far = 1000 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nFog.prototype.isFog = true;\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nScene.prototype.isScene = true;\n\nfunction InterleavedBuffer( array, stride ) {\n\n\tthis.array = array;\n\tthis.stride = stride;\n\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n}\n\nObject.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\n\tisInterleavedBuffer: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new InterleavedBuffer( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n} );\n\nconst _vector$6 = new Vector3();\n\nfunction InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {\n\n\tthis.name = '';\n\n\tthis.data = interleavedBuffer;\n\tthis.itemSize = itemSize;\n\tthis.offset = offset;\n\n\tthis.normalized = normalized === true;\n\n}\n\nObject.defineProperties( InterleavedBufferAttribute.prototype, {\n\n\tcount: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.count;\n\n\t\t}\n\n\t},\n\n\tarray: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.array;\n\n\t\t}\n\n\t},\n\n\tneedsUpdate: {\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.data.needsUpdate = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( InterleavedBufferAttribute.prototype, {\n\n\tisInterleavedBufferAttribute: true,\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// deinterleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interlaved attribtue\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n * rotation: ,\n * sizeAttenuation: \n * }\n */\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSprite.prototype.isSprite = true;\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$2 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\n\nclass LOD extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis._currentLevel = 0;\n\n\t\tthis.type = 'LOD';\n\n\t\tObject.defineProperties( this, {\n\t\t\tlevels: {\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: []\n\t\t\t},\n\t\t\tisLOD: {\n\t\t\t\tvalue: true,\n\t\t\t}\n\t\t} );\n\n\t\tthis.autoUpdate = true;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\taddLevel( object, distance = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t}\n\n\tgetCurrentLevel() {\n\n\t\treturn this._currentLevel;\n\n\t}\n\n\tgetObjectForDistance( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$2 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$1.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _basePosition = new Vector3();\n\nconst _skinIndex = new Vector4();\nconst _skinWeight = new Vector4();\n\nconst _vector$5 = new Vector3();\nconst _matrix = new Matrix4();\n\nfunction SkinnedMesh( geometry, material ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'SkinnedMesh';\n\n\tthis.bindMode = 'attached';\n\tthis.bindMatrix = new Matrix4();\n\tthis.bindMatrixInverse = new Matrix4();\n\n}\n\nSkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: SkinnedMesh,\n\n\tisSkinnedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t},\n\n\tbind: function ( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t},\n\n\tpose: function () {\n\n\t\tthis.skeleton.pose();\n\n\t},\n\n\tnormalizeSkinWeights: function () {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.x = skinWeight.getX( i );\n\t\t\tvector.y = skinWeight.getY( i );\n\t\t\tvector.z = skinWeight.getZ( i );\n\t\t\tvector.w = skinWeight.getW( i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tMesh.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t},\n\n\tboneTransform: function ( index, target ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );\n\n\t\ttarget.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\ttarget.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n} );\n\nfunction Bone() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Bone';\n\n}\n\nBone.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Bone,\n\n\tisBone: true\n\n} );\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\t\tthis.boneTextureSize = 0;\n\n\t\tthis.frame = - 1;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _instanceLocalMatrix = new Matrix4();\nconst _instanceWorldMatrix = new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = new Mesh();\n\nfunction InstancedMesh( geometry, material, count ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );\n\tthis.instanceColor = null;\n\n\tthis.count = count;\n\n\tthis.frustumCulled = false;\n\n}\n\nInstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: InstancedMesh,\n\n\tisInstancedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t},\n\n\tgetColorAt: function ( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tgetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t},\n\n\tsetColorAt: function ( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tsetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nconst _start$1 = new Vector3();\nconst _end$1 = new Vector3();\nconst _inverseMatrix$1 = new Matrix4();\nconst _ray$1 = new Ray();\nconst _sphere$1 = new Sphere();\n\nfunction Line( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Line';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nLine.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Line,\n\n\tisLine: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere );\n\t\t_sphere$1.applyMatrix4( matrixWorld );\n\t\t_sphere$1.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _start = new Vector3();\nconst _end = new Vector3();\n\nfunction LineSegments( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineSegments';\n\n}\n\nLineSegments.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineSegments,\n\n\tisLineSegments: true,\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [];\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nLineLoop.prototype.isLineLoop = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n *\n * size: ,\n * sizeAttenuation: \n *\n * morphTargets: \n * }\n */\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nconst _inverseMatrix = new Matrix4();\nconst _ray = new Ray();\nconst _sphere = new Sphere();\nconst _position$2 = new Vector3();\n\nfunction Points( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Points';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nPoints.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Points,\n\n\tisPoints: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\t\t_sphere.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i ++ ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nclass VideoTexture extends Texture {\n\n\tconstructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.format = format !== undefined ? format : RGBFormat;\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nVideoTexture.prototype.isVideoTexture = true;\n\nclass CompressedTexture extends Texture {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nCanvasTexture.prototype.isCanvasTexture = true;\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\t\tformat = format !== undefined ? format : DepthFormat;\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps\t= false;\n\n\t}\n\n\n}\n\nDepthTexture.prototype.isDepthTexture = true;\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices, indices, radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nconst _v0 = new Vector3();\nconst _v1$1 = new Vector3();\nconst _normal = new Vector3();\nconst _triangle = new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry, thresholdAngle ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst precisionPoints = 4;\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\tconst thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );\n\n\t\tconst indexAttr = geometry.getIndex();\n\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\tconst indexArr = [ 0, 0, 0 ];\n\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\tconst hashes = new Array( 3 );\n\n\t\tconst edgeData = {};\n\t\tconst vertices = [];\n\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\tif ( indexAttr ) {\n\n\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t} else {\n\n\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t}\n\n\t\t\tconst { a, b, c } = _triangle;\n\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t_triangle.getNormal( _normal );\n\n\t\t\t// create hashes for the edge from the vertices\n\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t// skip degenerate triangles\n\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// iterate over every edge\n\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\tif ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\tnormal: _normal.clone(),\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\tfor ( const key in edgeData ) {\n\n\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t_v0.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t_v1$1.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\tvertices.push( _v0.x, _v0.y, _v0.z );\n\t\t\t\tvertices.push( _v1$1.x, _v1$1.y, _v1$1.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim ) {\n\n\t\tdim = dim || 2;\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tlet p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tconst b = splitPolygon( outerNode, hole );\n\n\t\t// filter collinear points around the cuts\n\t\tfilterPoints( outerNode, outerNode.next );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode;\n\tconst hx = hole.x;\n\tconst hy = hole.y;\n\tlet qx = - Infinity, m;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t\t( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t\t( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n\t\t( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n\t\t( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n\t\tequals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nconst ShapeUtils = {\n\n\t// calculate area of the contour polygon\n\n\tarea: function ( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t},\n\n\tisClockWise: function ( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t},\n\n\ttriangulateShape: function ( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n};\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tlet depth = options.depth !== undefined ? options.depth : 100;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t// deprecated options\n\n\t\t\tif ( options.amount !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\t\tdepth = options.amount;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points, segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices and uvs\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// generate normals\n\n\t\tthis.computeVertexNormals();\n\n\t\t// if the geometry is closed, we need to average the normals along the seam.\n\t\t// because the corresponding vertices are identical (but still have different UVs).\n\n\t\tif ( phiLength === Math.PI * 2 ) {\n\n\t\t\tconst normals = this.attributes.normal.array;\n\t\t\tconst n1 = new Vector3();\n\t\t\tconst n2 = new Vector3();\n\t\t\tconst n = new Vector3();\n\n\t\t\t// this is the buffer offset for the last line of vertices\n\n\t\t\tconst base = segments * points.length * 3;\n\n\t\t\tfor ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t\t// select the normal of the vertex in the first line\n\n\t\t\t\tn1.x = normals[ j + 0 ];\n\t\t\t\tn1.y = normals[ j + 1 ];\n\t\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t\t// select the normal of the vertex in the last line\n\n\t\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t\t// average normals\n\n\t\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t\t// assign the new values to both normals\n\n\t\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nfunction ParametricGeometry( func, slices, stacks ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ParametricGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\t// buffers\n\n\tconst indices = [];\n\tconst vertices = [];\n\tconst normals = [];\n\tconst uvs = [];\n\n\tconst EPS = 0.00001;\n\n\tconst normal = new Vector3();\n\n\tconst p0 = new Vector3(), p1 = new Vector3();\n\tconst pu = new Vector3(), pv = new Vector3();\n\n\tif ( func.length < 3 ) {\n\n\t\tconsole.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );\n\n\t}\n\n\t// generate vertices, normals and uvs\n\n\tconst sliceCount = slices + 1;\n\n\tfor ( let i = 0; i <= stacks; i ++ ) {\n\n\t\tconst v = i / stacks;\n\n\t\tfor ( let j = 0; j <= slices; j ++ ) {\n\n\t\t\tconst u = j / slices;\n\n\t\t\t// vertex\n\n\t\t\tfunc( u, v, p0 );\n\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t// normal\n\n\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\tfunc( u - EPS, v, p1 );\n\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u + EPS, v, p1 );\n\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\tfunc( u, v - EPS, p1 );\n\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u, v + EPS, p1 );\n\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, v );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( let i = 0; i < stacks; i ++ ) {\n\n\t\tfor ( let j = 0; j < slices; j ++ ) {\n\n\t\t\tconst a = i * sliceCount + j;\n\t\t\tconst b = i * sliceCount + j + 1;\n\t\t\tconst c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\tconst d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t// faces one and two\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nParametricGeometry.prototype = Object.create( BufferGeometry.prototype );\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, curveSegments = 12 ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// incides\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON( shapes, data );\n\n\t}\n\n}\n\nfunction toJSON( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n/**\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: , // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: // how far from text outline does bevel start\n * }\n */\n\nclass TextGeometry extends ExtrudeGeometry {\n\n\tconstructor( text, parameters = {} ) {\n\n\t\tconst font = parameters.font;\n\n\t\tif ( ! ( font && font.isFont ) ) {\n\n\t\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst shapes = font.generateShapes( text, parameters.size );\n\n\t\t// translate parameters to ExtrudeGeometry API\n\n\t\tparameters.depth = parameters.height !== undefined ? parameters.height : 50;\n\n\t\t// defaults\n\n\t\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\t\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\t\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\t\tsuper( shapes, parameters );\n\n\t\tthis.type = 'TextGeometry';\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry ) {\n\n\t\tsuper();\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\n\t\t// helper variables\n\n\t\tconst edge = [ 0, 0 ], edges = {};\n\n\t\tconst vertex = new Vector3();\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\t// indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst indices = geometry.index;\n\t\t\tlet groups = geometry.groups;\n\n\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t}\n\n\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\tconst start = group.start;\n\t\t\t\tconst count = group.count;\n\n\t\t\t\tfor ( let i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\tconst edge1 = indices.getX( i + j );\n\t\t\t\t\t\tconst edge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( const key in edges ) {\n\n\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// non-indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\n/**\n * parameters = {\n * color: \n * }\n */\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\treturn this;\n\n\t}\n\n}\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * roughness: ,\n * metalness: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * roughnessMap: new THREE.Texture( ),\n *\n * metalnessMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: \n *\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nfunction MeshStandardMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.type = 'MeshStandardMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.roughness = 1.0;\n\tthis.metalness = 0.0;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.roughnessMap = null;\n\n\tthis.metalnessMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.envMapIntensity = 1.0;\n\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.flatShading = false;\n\n\tthis.vertexTangents = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshStandardMaterial.prototype = Object.create( Material.prototype );\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.color.copy( source.color );\n\tthis.roughness = source.roughness;\n\tthis.metalness = source.metalness;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.roughnessMap = source.roughnessMap;\n\n\tthis.metalnessMap = source.metalnessMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.envMapIntensity = source.envMapIntensity;\n\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.flatShading = source.flatShading;\n\n\tthis.vertexTangents = source.vertexTangents;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * clearcoat: ,\n * clearcoatMap: new THREE.Texture( ),\n * clearcoatRoughness: ,\n * clearcoatRoughnessMap: new THREE.Texture( ),\n * clearcoatNormalScale: ,\n * clearcoatNormalMap: new THREE.Texture( ),\n *\n * reflectivity: ,\n * ior: ,\n *\n * sheen: ,\n *\n * transmission: ,\n * transmissionMap: new THREE.Texture( )\n * }\n */\n\nfunction MeshPhysicalMaterial( parameters ) {\n\n\tMeshStandardMaterial.call( this );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.type = 'MeshPhysicalMaterial';\n\n\tthis.clearcoat = 0.0;\n\tthis.clearcoatMap = null;\n\tthis.clearcoatRoughness = 0.0;\n\tthis.clearcoatRoughnessMap = null;\n\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\tthis.clearcoatNormalMap = null;\n\n\tthis.reflectivity = 0.5; // maps to F0 = 0.04\n\n\tObject.defineProperty( this, 'ior', {\n\t\tget: function () {\n\n\t\t\treturn ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity );\n\n\t\t},\n\t\tset: function ( ior ) {\n\n\t\t\tthis.reflectivity = MathUtils.clamp( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 );\n\n\t\t}\n\t} );\n\n\tthis.sheen = null; // null will disable sheen bsdf\n\n\tthis.transmission = 0.0;\n\tthis.transmissionMap = null;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function ( source ) {\n\n\tMeshStandardMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.clearcoat = source.clearcoat;\n\tthis.clearcoatMap = source.clearcoatMap;\n\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\tthis.reflectivity = source.reflectivity;\n\n\tif ( source.sheen ) {\n\n\t\tthis.sheen = ( this.sheen || new Color() ).copy( source.sheen );\n\n\t} else {\n\n\t\tthis.sheen = null;\n\n\t}\n\n\tthis.transmission = source.transmission;\n\tthis.transmissionMap = source.transmissionMap;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.MultiplyOperation,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshPhongMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.specular = new Color( 0x111111 );\n\t\tthis.shininess = 30;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.specular.copy( source.specular );\n\t\tthis.shininess = source.shininess;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n *\n * map: new THREE.Texture( ),\n * gradientMap: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'TOON': '' };\n\n\t\tthis.type = 'MeshToonMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\t\tthis.gradientMap = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\t\tthis.gradientMap = source.gradientMap;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\n/**\n * parameters = {\n * opacity: ,\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshNormalMaterial';\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshLambertMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * matcap: new THREE.Texture( ),\n *\n * map: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n *\n * flatShading: \n * }\n */\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.type = 'MeshMatcapMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.matcap = null;\n\n\t\tthis.map = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.matcap = source.matcap;\n\n\t\tthis.map = source.map;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineDashedMaterial';\n\n\t\tthis.scale = 1;\n\t\tthis.dashSize = 3;\n\t\tthis.gapSize = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.scale = source.scale;\n\t\tthis.dashSize = source.dashSize;\n\t\tthis.gapSize = source.gapSize;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nvar Materials = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tMeshMatcapMaterial: MeshMatcapMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\nconst AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tconst n = times.length;\n\t\tconst result = new Array( n );\n\t\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tconst nValues = values.length;\n\t\tconst result = new values.constructor( nValues );\n\n\t\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tconst srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tlet i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tlet value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\t\tconst clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tconst track = clip.tracks[ i ];\n\t\t\tconst valueSize = track.getValueSize();\n\n\t\t\tconst times = [];\n\t\t\tconst values = [];\n\n\t\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tlet minStartTime = Infinity;\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t},\n\n\tmakeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\t\tif ( fps <= 0 ) fps = 30;\n\n\t\tconst numTracks = referenceClip.tracks.length;\n\t\tconst referenceTime = referenceFrame / fps;\n\n\t\t// Make each track's values relative to the values at the reference frame\n\t\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t\t// Skip this track if it's non-numeric\n\t\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t\t} );\n\n\t\t\tif ( targetTrack === undefined ) continue;\n\n\t\t\tlet referenceOffset = 0;\n\t\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t\t}\n\n\t\t\tlet targetOffset = 0;\n\t\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t\t}\n\n\t\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\t\tlet referenceValue;\n\n\t\t\t// Find the value to subtract out of the track\n\t\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else {\n\n\t\t\t\t// Interpolate to the reference value\n\t\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t\t}\n\n\t\t\t// Conjugate the quaternion\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t\t}\n\n\t\t\t// Subtract the reference value from all of the track values\n\n\t\t\tconst numTimes = targetTrack.times.length;\n\t\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart,\n\t\t\t\t\t\treferenceValue,\n\t\t\t\t\t\t0,\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\t\treturn targetClip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nfunction Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tthis.parameterPositions = parameterPositions;\n\tthis._cachedIndex = 0;\n\n\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\tthis.sampleValues = sampleValues;\n\tthis.valueSize = sampleSize;\n\n}\n\nObject.assign( Interpolant.prototype, {\n\n\tevaluate: function ( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t},\n\n\tsettings: null, // optional, subclass-specific settings structure\n\t// Note: The indirection allows central control of many interpolants.\n\n\t// --- Protected interface\n\n\tDefaultSettings_: {},\n\n\tgetSettings_: function () {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t},\n\n\tcopySampleValue_: function ( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// Template methods for derived classes:\n\n\tinterpolate_: function ( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t},\n\n\tintervalChanged_: function ( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( Interpolant.prototype, {\n\n\t//( 0, t, t0 ), returns this.resultBuffer\n\tbeforeStart_: Interpolant.prototype.copySampleValue_,\n\n\t//( N-1, tN-1, t ), returns this.resultBuffer\n\tafterEnd_: Interpolant.prototype.copySampleValue_,\n\n} );\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nfunction CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\tthis._weightPrev = - 0;\n\tthis._offsetPrev = - 0;\n\tthis._weightNext = - 0;\n\tthis._offsetNext = - 0;\n\n}\n\nCubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: CubicInterpolant,\n\n\tDefaultSettings_: {\n\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\n\t},\n\n\tintervalChanged_: function ( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t},\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\nfunction LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: LinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n */\n\nfunction DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nDiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: DiscreteInterpolant,\n\n\tinterpolate_: function ( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n} );\n\nclass KeyframeTrack {\n\n\tconstructor( name, times, values, interpolation ) {\n\n\t\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\t\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\t\tthis.name = name;\n\n\t\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\t\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tconst values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nfunction QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: QuaternionLinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n * A Track of quaternion keyframe values.\n */\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n}\n\nQuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';\n// ValueBufferType is inherited\nQuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track that interpolates Strings\n */\nclass StringKeyframeTrack extends KeyframeTrack {}\n\nStringKeyframeTrack.prototype.ValueTypeName = 'string';\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of vectored keyframe values.\n */\nclass VectorKeyframeTrack extends KeyframeTrack {}\n\nVectorKeyframeTrack.prototype.ValueTypeName = 'vector';\n\nclass AnimationClip {\n\n\tconstructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {\n\n\t\tthis.name = name;\n\t\tthis.tracks = tracks;\n\t\tthis.duration = duration;\n\t\tthis.blendMode = blendMode;\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\t// this means it should figure out its duration by scanning the tracks\n\t\tif ( this.duration < 0 ) {\n\n\t\t\tthis.resetDuration();\n\n\t\t}\n\n\t}\n\n\n\tstatic parse( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new this( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t}\n\n\tstatic toJSON( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t}\n\n\tstatic CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nfunction LoadingManager( onLoad, onProgress, onError ) {\n\n\tconst scope = this;\n\n\tlet isLoading = false;\n\tlet itemsLoaded = 0;\n\tlet itemsTotal = 0;\n\tlet urlModifier = undefined;\n\tconst handlers = [];\n\n\t// Refer to #5689 for the reason why we don't set .onStart\n\t// in the constructor\n\n\tthis.onStart = undefined;\n\tthis.onLoad = onLoad;\n\tthis.onProgress = onProgress;\n\tthis.onError = onError;\n\n\tthis.itemStart = function ( url ) {\n\n\t\titemsTotal ++;\n\n\t\tif ( isLoading === false ) {\n\n\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tisLoading = true;\n\n\t};\n\n\tthis.itemEnd = function ( url ) {\n\n\t\titemsLoaded ++;\n\n\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t}\n\n\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\tisLoading = false;\n\n\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\tscope.onLoad();\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.itemError = function ( url ) {\n\n\t\tif ( scope.onError !== undefined ) {\n\n\t\t\tscope.onError( url );\n\n\t\t}\n\n\t};\n\n\tthis.resolveURL = function ( url ) {\n\n\t\tif ( urlModifier ) {\n\n\t\t\treturn urlModifier( url );\n\n\t\t}\n\n\t\treturn url;\n\n\t};\n\n\tthis.setURLModifier = function ( transform ) {\n\n\t\turlModifier = transform;\n\n\t\treturn this;\n\n\t};\n\n\tthis.addHandler = function ( regex, loader ) {\n\n\t\thandlers.push( regex, loader );\n\n\t\treturn this;\n\n\t};\n\n\tthis.removeHandler = function ( regex ) {\n\n\t\tconst index = handlers.indexOf( regex );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\thandlers.splice( index, 2 );\n\n\t\t}\n\n\t\treturn this;\n\n\t};\n\n\tthis.getHandler = function ( file ) {\n\n\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\tconst regex = handlers[ i ];\n\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\treturn loader;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t};\n\n}\n\nconst DefaultLoadingManager = new LoadingManager();\n\nfunction Loader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\tthis.crossOrigin = 'anonymous';\n\tthis.withCredentials = false;\n\tthis.path = '';\n\tthis.resourcePath = '';\n\tthis.requestHeader = {};\n\n}\n\nObject.assign( Loader.prototype, {\n\n\tload: function ( /* url, onLoad, onProgress, onError */ ) {},\n\n\tloadAsync: function ( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t},\n\n\tparse: function ( /* data */ ) {},\n\n\tsetCrossOrigin: function ( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t},\n\n\tsetWithCredentials: function ( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t},\n\n\tsetResourcePath: function ( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t},\n\n\tsetRequestHeader: function ( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst loading = {};\n\nfunction FileLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FileLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tconst dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tconst dataUriRegexResult = url.match( dataUriRegex );\n\t\tlet request;\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tconst mimeType = dataUriRegexResult[ 1 ];\n\t\t\tconst isBase64 = !! dataUriRegexResult[ 2 ];\n\n\t\t\tlet data = dataUriRegexResult[ 3 ];\n\t\t\tdata = decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tlet response;\n\t\t\t\tconst responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tconst view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\trequest = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tconst response = this.response;\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 || this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\t\tCache.add( url, response );\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'abort', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( const header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t},\n\n\tsetResponseType: function ( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t},\n\n\tsetMimeType: function ( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nclass AnimationLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction CompressedTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CompressedTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nclass ImageLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\nclass CubeTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction DataTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nDataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: DataTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.encoding !== undefined ) {\n\n\t\t\t\ttexture.encoding = texData.encoding;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction TextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: TextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tconst isJPEG = url.search( /\\.jpe?g($|\\?)/i ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nfunction Curve() {\n\n\tthis.type = 'Curve';\n\n\tthis.arcLengthDivisions = 200;\n\n}\n\nObject.assign( Curve.prototype, {\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint: function ( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t},\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t},\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get total curve arc length\n\n\tgetLength: function () {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t},\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = this.arcLengthDivisions;\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t},\n\n\tupdateArcLengths: function () {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t},\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping: function ( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t},\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent: function ( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t},\n\n\tgetTangentAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t},\n\n\tcomputeFrenetFrames: function ( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass EllipseCurve extends Curve {\n\n\tconstructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EllipseCurve';\n\n\t\tthis.aX = aX;\n\t\tthis.aY = aY;\n\n\t\tthis.xRadius = xRadius;\n\t\tthis.yRadius = yRadius;\n\n\t\tthis.aStartAngle = aStartAngle;\n\t\tthis.aEndAngle = aEndAngle;\n\n\t\tthis.aClockwise = aClockwise;\n\n\t\tthis.aRotation = aRotation;\n\n\t}\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst point = optionalTarget || new Vector2();\n\n\t\tconst twoPi = Math.PI * 2;\n\t\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\t\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t\t// ensures that deltaAngle is 0 .. 2 PI\n\t\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\t\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\t\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\t\tif ( samePoints ) {\n\n\t\t\t\tdeltaAngle = 0;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\t\tdeltaAngle = - twoPi;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst angle = this.aStartAngle + t * deltaAngle;\n\t\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\t\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\t\tif ( this.aRotation !== 0 ) {\n\n\t\t\tconst cos = Math.cos( this.aRotation );\n\t\t\tconst sin = Math.sin( this.aRotation );\n\n\t\t\tconst tx = x - this.aX;\n\t\t\tconst ty = y - this.aY;\n\n\t\t\t// Rotate the point about the center of the ellipse.\n\t\t\tx = tx * cos - ty * sin + this.aX;\n\t\t\ty = tx * sin + ty * cos + this.aY;\n\n\t\t}\n\n\t\treturn point.set( x, y );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.aX = source.aX;\n\t\tthis.aY = source.aY;\n\n\t\tthis.xRadius = source.xRadius;\n\t\tthis.yRadius = source.yRadius;\n\n\t\tthis.aStartAngle = source.aStartAngle;\n\t\tthis.aEndAngle = source.aEndAngle;\n\n\t\tthis.aClockwise = source.aClockwise;\n\n\t\tthis.aRotation = source.aRotation;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.aX = this.aX;\n\t\tdata.aY = this.aY;\n\n\t\tdata.xRadius = this.xRadius;\n\t\tdata.yRadius = this.yRadius;\n\n\t\tdata.aStartAngle = this.aStartAngle;\n\t\tdata.aEndAngle = this.aEndAngle;\n\n\t\tdata.aClockwise = this.aClockwise;\n\n\t\tdata.aRotation = this.aRotation;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.aX = json.aX;\n\t\tthis.aY = json.aY;\n\n\t\tthis.xRadius = json.xRadius;\n\t\tthis.yRadius = json.yRadius;\n\n\t\tthis.aStartAngle = json.aStartAngle;\n\t\tthis.aEndAngle = json.aEndAngle;\n\n\t\tthis.aClockwise = json.aClockwise;\n\n\t\tthis.aRotation = json.aRotation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nclass ArcCurve extends EllipseCurve {\n\n\tconstructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tsuper( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = new Vector3();\nconst px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nclass CatmullRomCurve3 extends Curve {\n\n\tconstructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CatmullRomCurve3';\n\n\t\tthis.points = points;\n\t\tthis.closed = closed;\n\t\tthis.curveType = curveType;\n\t\tthis.tension = tension;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst l = points.length;\n\n\t\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\t\tlet intPoint = Math.floor( p );\n\t\tlet weight = p - intPoint;\n\n\t\tif ( this.closed ) {\n\n\t\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\t\tintPoint = l - 2;\n\t\t\tweight = 1;\n\n\t\t}\n\n\t\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\t\tif ( this.closed || intPoint > 0 ) {\n\n\t\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate first point\n\t\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\t\tp0 = tmp;\n\n\t\t}\n\n\t\tconst p1 = points[ intPoint % l ];\n\t\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\t\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate last point\n\t\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\t\tp3 = tmp;\n\n\t\t}\n\n\t\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t\t// init Centripetal / Chordal Catmull-Rom\n\t\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t\t// safety check for repeated points\n\t\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t\t}\n\n\t\tpoint.set(\n\t\t\tpx.calc( weight ),\n\t\t\tpy.calc( weight ),\n\t\t\tpz.calc( weight )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\tthis.closed = source.closed;\n\t\tthis.curveType = source.curveType;\n\t\tthis.tension = source.tension;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\tdata.closed = this.closed;\n\t\tdata.curveType = this.curveType;\n\t\tdata.tension = this.tension;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t\t}\n\n\t\tthis.closed = json.closed;\n\t\tthis.curveType = json.curveType;\n\t\tthis.tension = json.tension;\n\n\t\treturn this;\n\n\t}\n\n}\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\n/**\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nclass CubicBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nclass CubicBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst tangent = optionalTarget || new Vector2();\n\n\t\ttangent.copy( this.v2 ).sub( this.v1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineCurve.prototype.isLineCurve = true;\n\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve3';\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SplineCurve';\n\n\t\tthis.points = points;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst p = ( points.length - 1 ) * t;\n\n\t\tconst intPoint = Math.floor( p );\n\t\tconst weight = p - intPoint;\n\n\t\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\t\tconst p1 = points[ intPoint ];\n\t\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\t\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\t\tpoint.set(\n\t\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nSplineCurve.prototype.isSplineCurve = true;\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nclass CurvePath extends Curve {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'CurvePath';\n\n\t\tthis.curves = [];\n\t\tthis.autoClose = false; // Automatically closes the path\n\n\t}\n\n\tadd( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t}\n\n\tclosePath() {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t}\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint( t ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Path extends CurvePath {\n\n\tconstructor( points ) {\n\n\t\tsuper();\n\t\tthis.type = 'Path';\n\n\t\tthis.currentPoint = new Vector2();\n\n\t\tif ( points ) {\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t}\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t}\n\n\tarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tabsarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t}\n\n\tabsellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.type = 'Shape';\n\n\t\tthis.holes = [];\n\n\t}\n\n\tgetPointsHoles( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t}\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLight.prototype.isLight = true;\n\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.type = 'HemisphereLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.groundColor = new Color( groundColor );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nHemisphereLight.prototype.isHemisphereLight = true;\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.focus = 1;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tsuper.updateMatrices( light );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.focus = source.focus;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLightShadow.prototype.isSpotLightShadow = true;\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLight.prototype.isSpotLight = true;\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t// xzXZ\n\t\t\t// y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nPointLightShadow.prototype.isPointLightShadow = true;\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointLight.prototype.isPointLight = true;\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nOrthographicCamera.prototype.isOrthographicCamera = true;\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t}\n\n}\n\nDirectionalLightShadow.prototype.isDirectionalLightShadow = true;\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.target = source.target.clone();\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nDirectionalLight.prototype.isDirectionalLight = true;\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nAmbientLight.prototype.isAmbientLight = true;\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n}\n\nRectAreaLight.prototype.isRectAreaLight = true;\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nSphericalHarmonics3.prototype.isSphericalHarmonics3 = true;\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLightProbe.prototype.isLightProbe = true;\n\nclass MaterialLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\t\tthis.textures = {};\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;\n\t\tif ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;\n\n\t\tif ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\n\t\treturn material;\n\n\t}\n\n\tsetTextures( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n}\n\nconst LoaderUtils = {\n\n\tdecodeText: function ( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t},\n\n\textractUrlBase: function ( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.substr( 0, index + 1 );\n\n\t}\n\n};\n\nfunction InstancedBufferGeometry() {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'InstancedBufferGeometry';\n\tthis.instanceCount = Infinity;\n\n}\n\nInstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {\n\n\tconstructor: InstancedBufferGeometry,\n\n\tisInstancedBufferGeometry: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferGeometry.prototype.copy.call( this, source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {\n\n\tif ( typeof ( normalized ) === 'number' ) {\n\n\t\tmeshPerAttribute = normalized;\n\n\t\tnormalized = false;\n\n\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t}\n\n\tBufferAttribute.call( this, array, itemSize, normalized );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {\n\n\tconstructor: InstancedBufferAttribute,\n\n\tisInstancedBufferAttribute: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferAttribute.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ()\t{\n\n\t\tconst data = BufferAttribute.prototype.toJSON.call( this );\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nclass BufferGeometryLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tif ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );\n\n\t\t\tif ( attribute.updateRange !== undefined ) {\n\n\t\t\t\tbufferAttribute.updateRange.offset = attribute.updateRange.offset;\n\t\t\t\tbufferAttribute.updateRange.count = attribute.updateRange.count;\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ] instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\t\tlet geometryShapes;\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'DodecahedronBufferGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronBufferGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'OctahedronBufferGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TubeGeometry':\n\t\t\t\t\tcase 'TubeBufferGeometry':\n\n\t\t\t\t\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t\t\t\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.closed\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'PolyhedronGeometry':\n\t\t\t\t\tcase 'PolyhedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.vertices,\n\t\t\t\t\t\t\tdata.indices,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.details\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ShapeGeometry':\n\t\t\t\t\tcase 'ShapeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.curveSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\n\t\t\t\t\tcase 'ExtrudeGeometry':\n\t\t\t\t\tcase 'ExtrudeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst extrudePath = data.options.extrudePath;\n\n\t\t\t\t\t\tif ( extrudePath !== undefined ) {\n\n\t\t\t\t\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.options\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: Loading \"Geometry\" is not supported anymore.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tconst array = [];\n\n\t\t\t\t\tfor ( let j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tconst material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\n\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\timages[ image.uuid ] = deserializedImage;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tlet texture;\n\t\t\t\tconst image = images[ data.image ];\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture( image );\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture( image.data, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\t\t\t\tconst instanceColor = data.instanceColor;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\t\t\t\tif ( instanceColor !== undefined ) object.instanceColor = new BufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t/* DEPRECATED */\n\n\tsetTexturePath( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nfunction ImageBitmapLoader( manager ) {\n\n\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t}\n\n\tif ( typeof fetch === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t}\n\n\tLoader.call( this, manager );\n\n\tthis.options = { premultiplyAlpha: 'none' };\n\n}\n\nImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageBitmapLoader,\n\n\tisImageBitmapLoader: true,\n\n\tsetOptions: function setOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tfetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n} );\n\nclass ShapePath {\n\n\tconstructor() {\n\n\t\tthis.type = 'ShapePath';\n\n\t\tthis.color = new Color();\n\n\t\tthis.subPaths = [];\n\t\tthis.currentPath = null;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t}\n\n\ttoShapes( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tconst toChange = [];\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nclass Font {\n\n\tconstructor( data ) {\n\n\t\tthis.type = 'Font';\n\n\t\tthis.data = data;\n\n\t}\n\n\tgenerateShapes( text, size = 100 ) {\n\n\t\tconst shapes = [];\n\t\tconst paths = createPaths( text, size, this.data );\n\n\t\tfor ( let p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nfunction createPaths( text, size, data ) {\n\n\tconst chars = Array.from( text );\n\tconst scale = size / data.resolution;\n\tconst line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\tconst paths = [];\n\n\tlet offsetX = 0, offsetY = 0;\n\n\tfor ( let i = 0; i < chars.length; i ++ ) {\n\n\t\tconst char = chars[ i ];\n\n\t\tif ( char === '\\n' ) {\n\n\t\t\toffsetX = 0;\n\t\t\toffsetY -= line_height;\n\n\t\t} else {\n\n\t\t\tconst ret = createPath( char, scale, offsetX, offsetY, data );\n\t\t\toffsetX += ret.offsetX;\n\t\t\tpaths.push( ret.path );\n\n\t\t}\n\n\t}\n\n\treturn paths;\n\n}\n\nfunction createPath( char, scale, offsetX, offsetY, data ) {\n\n\tconst glyph = data.glyphs[ char ] || data.glyphs[ '?' ];\n\n\tif ( ! glyph ) {\n\n\t\tconsole.error( 'THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.' );\n\n\t\treturn;\n\n\t}\n\n\tconst path = new ShapePath();\n\n\tlet x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n\tif ( glyph.o ) {\n\n\t\tconst outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\tfor ( let i = 0, l = outline.length; i < l; ) {\n\n\t\t\tconst action = outline[ i ++ ];\n\n\t\t\tswitch ( action ) {\n\n\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { offsetX: glyph.ha * scale, path: path };\n\n}\n\nFont.prototype.isFont = true;\n\nclass FontLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tconst font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n}\n\nlet _context;\n\nconst AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\nclass AudioLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n}\n\nclass HemisphereLightProbe extends LightProbe {\n\n\tconstructor( skyColor, groundColor, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( skyColor );\n\t\tconst color2 = new Color().set( groundColor );\n\n\t\tconst sky = new Vector3( color1.r, color1.g, color1.b );\n\t\tconst ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\t\tconst c0 = Math.sqrt( Math.PI );\n\t\tconst c1 = c0 * Math.sqrt( 0.75 );\n\n\t\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\t\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n\t}\n\n}\n\nHemisphereLightProbe.prototype.isHemisphereLightProbe = true;\n\nclass AmbientLightProbe extends LightProbe {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( color );\n\n\t\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\t\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n\t}\n\n}\n\nAmbientLightProbe.prototype.isAmbientLightProbe = true;\n\nconst _eyeRight = new Matrix4();\nconst _eyeLeft = new Matrix4();\n\nclass StereoCamera {\n\n\tconstructor() {\n\n\t\tthis.type = 'StereoCamera';\n\n\t\tthis.aspect = 1;\n\n\t\tthis.eyeSep = 0.064;\n\n\t\tthis.cameraL = new PerspectiveCamera();\n\t\tthis.cameraL.layers.enable( 1 );\n\t\tthis.cameraL.matrixAutoUpdate = false;\n\n\t\tthis.cameraR = new PerspectiveCamera();\n\t\tthis.cameraR.layers.enable( 2 );\n\t\tthis.cameraR.matrixAutoUpdate = false;\n\n\t\tthis._cache = {\n\t\t\tfocus: null,\n\t\t\tfov: null,\n\t\t\taspect: null,\n\t\t\tnear: null,\n\t\t\tfar: null,\n\t\t\tzoom: null,\n\t\t\teyeSep: null\n\t\t};\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\tconst projectionMatrix = camera.projectionMatrix.clone();\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n}\n\nclass Clock {\n\n\tconstructor( autoStart ) {\n\n\t\tthis.autoStart = ( autoStart !== undefined ) ? autoStart : true;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$1 = /*@__PURE__*/ new Vector3();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );\n\n\t\t_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$1.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$1.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$1.x, _position$1.y, _position$1.z );\n\t\t\tlistener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion, _scale );\n\n\t\t_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position.x, _position.y, _position.z );\n\t\t\tpanner.setOrientation( _orientation.x, _orientation.y, _orientation.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nclass PropertyMixer {\n\n\tconstructor( binding, typeName, valueSize ) {\n\n\t\tthis.binding = binding;\n\t\tthis.valueSize = valueSize;\n\n\t\tlet mixFunction,\n\t\t\tmixFunctionAdditive,\n\t\t\tsetIdentity;\n\n\t\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t\t//\n\t\t// interpolators can use .buffer as their .result\n\t\t// the data then goes to 'incoming'\n\t\t//\n\t\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t\t// the cumulative result and are compared to detect\n\t\t// changes\n\t\t//\n\t\t// 'orig' stores the original state of the property\n\t\t//\n\t\t// 'add' is used for additive cumulative results\n\t\t//\n\t\t// 'work' is optional and is only present for quaternion types. It is used\n\t\t// to store intermediate quaternion multiplication results\n\n\t\tswitch ( typeName ) {\n\n\t\t\tcase 'quaternion':\n\t\t\t\tmixFunction = this._slerp;\n\t\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\t\tthis._workIndex = 5;\n\t\t\t\tbreak;\n\n\t\t\tcase 'string':\n\t\t\tcase 'bool':\n\t\t\t\tmixFunction = this._select;\n\n\t\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t\t// additive is not relevant for non-numeric types\n\t\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tmixFunction = this._lerp;\n\t\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t\t}\n\n\t\tthis._mixBufferRegion = mixFunction;\n\t\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\t\tthis._setIdentity = setIdentity;\n\t\tthis._origIndex = 3;\n\t\tthis._addIndex = 4;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tthis.useCount = 0;\n\t\tthis.referenceCount = 0;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t}\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nfunction Composite( targetGroup, path, optionalParsedPath ) {\n\n\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis._targetGroup = targetGroup;\n\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n}\n\nObject.assign( Composite.prototype, {\n\n\tgetValue: function ( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t},\n\n\tsetValue: function ( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t},\n\n\tbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t},\n\n\tunbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n} );\n\n\nfunction PropertyBinding( rootNode, path, parsedPath ) {\n\n\tthis.path = path;\n\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\tthis.rootNode = rootNode;\n\n}\n\nObject.assign( PropertyBinding, {\n\n\tComposite: Composite,\n\n\tcreate: function ( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tsanitizeNodeName: function ( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t},\n\n\tparseTrackName: function ( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( ! matches ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t},\n\n\tfindNode: function ( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n} );\n\nObject.assign( PropertyBinding.prototype, { // prototype, continued\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable: function () {},\n\t_setValue_unavailable: function () {},\n\n\tBindingType: {\n\t\tDirect: 0,\n\t\tEntireArray: 1,\n\t\tArrayElement: 2,\n\t\tHasFromToArray: 3\n\t},\n\n\tVersioning: {\n\t\tNone: 0,\n\t\tNeedsUpdate: 1,\n\t\tMatrixWorldNeedsUpdate: 2\n\t},\n\n\tGetterByBindingType: [\n\n\t\tfunction getValue_direct( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.node[ this.propertyName ];\n\n\t\t},\n\n\t\tfunction getValue_array( buffer, offset ) {\n\n\t\t\tconst source = this.resolvedProperty;\n\n\t\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t\t}\n\n\t\t},\n\n\t\tfunction getValue_arrayElement( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t\t},\n\n\t\tfunction getValue_toArray( buffer, offset ) {\n\n\t\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t\t}\n\n\t],\n\n\tSetterByBindingTypeAndVersioning: [\n\n\t\t[\n\t\t\t// Direct\n\n\t\t\tfunction setValue_direct( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// EntireArray\n\n\t\t\tfunction setValue_array( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// ArrayElement\n\n\t\t\tfunction setValue_arrayElement( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// HasToFromArray\n\n\t\t\tfunction setValue_fromArray( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t]\n\n\t],\n\n\tgetValue: function getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t\t// Note: This class uses a State pattern on a per-method basis:\n\t\t// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n\t\t// prototype version of these methods with one that represents\n\t\t// the bound state. When the property is not found, the methods\n\t\t// become no-ops.\n\n\t},\n\n\tsetValue: function getValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t},\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind: function () {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t},\n\n\tunbind: function () {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( PropertyBinding.prototype, {\n\n\t// initial state of these methods that calls 'bind'\n\t_getValue_unbound: PropertyBinding.prototype.getValue,\n\t_setValue_unbound: PropertyBinding.prototype.setValue,\n\n} );\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nclass AnimationObjectGroup {\n\n\tconstructor() {\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\t// cached objects followed by the active ones\n\t\tthis._objects = Array.prototype.slice.call( arguments );\n\n\t\tthis.nCachedObjects_ = 0; // threshold\n\t\t// note: read by PropertyBinding.Composite\n\n\t\tconst indices = {};\n\t\tthis._indicesByUUID = indices; // for bookkeeping\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t\t}\n\n\t\tthis._paths = []; // inside: string\n\t\tthis._parsedPaths = []; // inside: { we don't care, here }\n\t\tthis._bindings = []; // inside: Array< PropertyBinding >\n\t\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tobjects: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._objects.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tget bindingsPerObject() {\n\n\t\t\t\treturn scope._bindings.length;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tadd() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\tremove() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// remove & forget\n\tuncache() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t}\n\n\tunsubscribe_( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n}\n\nAnimationObjectGroup.prototype.isAnimationObjectGroup = true;\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nAnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 );\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tif ( typeof value === 'string' ) {\n\n\t\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\t\tvalue = arguments[ 1 ];\n\n\t\t}\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nfunction InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {\n\n\tInterleavedBuffer.call( this, array, stride );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {\n\n\tconstructor: InstancedInterleavedBuffer,\n\n\tisInstancedInterleavedBuffer: true,\n\n\tcopy: function ( source ) {\n\n\t\tInterleavedBuffer.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tconst ib = InterleavedBuffer.prototype.clone.call( this, data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tconst json = InterleavedBuffer.prototype.toJSON.call( this, data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n} );\n\nfunction GLBufferAttribute( buffer, type, itemSize, elementSize, count ) {\n\n\tthis.buffer = buffer;\n\tthis.type = type;\n\tthis.itemSize = itemSize;\n\tthis.elementSize = elementSize;\n\tthis.count = count;\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( GLBufferAttribute.prototype, {\n\n\tisGLBufferAttribute: true,\n\n\tsetBuffer: function ( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t},\n\n\tsetType: function ( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetItemSize: function ( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetCount: function ( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t},\n\n} );\n\nfunction Raycaster( origin, direction, near = 0, far = Infinity ) {\n\n\tthis.ray = new Ray( origin, direction );\n\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.camera = null;\n\tthis.layers = new Layers();\n\n\tthis.params = {\n\t\tMesh: {},\n\t\tLine: { threshold: 1 },\n\t\tLOD: {},\n\t\tPoints: { threshold: 1 },\n\t\tSprite: {}\n\t};\n\n\tObject.defineProperties( this.params, {\n\t\tPointCloud: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );\n\t\t\t\treturn this.Points;\n\n\t\t\t}\n\t\t}\n\t} );\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Raycaster.prototype, {\n\n\tset: function ( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t},\n\n\tsetFromCamera: function ( coords, camera ) {\n\n\t\tif ( camera && camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera && camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t},\n\n\tintersectObject: function ( object, recursive = false, intersects = [] ) {\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t},\n\n\tintersectObjects: function ( objects, recursive = false, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n} );\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius = 1, theta = 0, y = 0 ) {\n\n\t\tthis.radius = radius; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = y; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$4 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getCenter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getSize() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getParameter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$4.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox2.prototype.isBox2 = true;\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = new Vector3(), end = new Vector3() ) {\n\n\t\tthis.start = start;\n\t\tthis.end = end;\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .delta() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = MathUtils.clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction ImmediateRenderObject( material ) {\n\n\tObject3D.call( this );\n\n\tthis.material = material;\n\tthis.render = function ( /* renderCallback */ ) {};\n\n\tthis.hasPositions = false;\n\tthis.hasNormals = false;\n\tthis.hasColors = false;\n\tthis.hasUvs = false;\n\n\tthis.positionArray = null;\n\tthis.normalArray = null;\n\tthis.colorArray = null;\n\tthis.uvArray = null;\n\n\tthis.count = 0;\n\n}\n\nImmediateRenderObject.prototype = Object.create( Object3D.prototype );\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\nconst _vector$3 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkeletonHelper';\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the radials\n\n\t\tfor ( let i = 0; i <= radials; i ++ ) {\n\n\t\t\tconst v = ( i / radials ) * ( Math.PI * 2 );\n\n\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( x, 0, z );\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t\t// create the circles\n\n\t\tfor ( let i = 0; i <= circles; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / circles * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n}\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\t_v1.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3.subVectors( _v2, _v1 );\n\n\t\tthis.lightPlane.lookAt( _v2 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2 );\n\t\tthis.targetLine.scale.z = _v3.length();\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2', colorFrustum );\n\t\taddLine( 'n2', 'n4', colorFrustum );\n\t\taddLine( 'n4', 'n3', colorFrustum );\n\t\taddLine( 'n3', 'n1', colorFrustum );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2', colorFrustum );\n\t\taddLine( 'f2', 'f4', colorFrustum );\n\t\taddLine( 'f4', 'f3', colorFrustum );\n\t\taddLine( 'f3', 'f1', colorFrustum );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1', colorFrustum );\n\t\taddLine( 'n2', 'f2', colorFrustum );\n\t\taddLine( 'n3', 'f3', colorFrustum );\n\t\taddLine( 'n4', 'f4', colorFrustum );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1', colorCone );\n\t\taddLine( 'p', 'n2', colorCone );\n\t\taddLine( 'p', 'n3', colorCone );\n\t\taddLine( 'p', 'n4', colorCone );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2', colorUp );\n\t\taddLine( 'u2', 'u3', colorUp );\n\t\taddLine( 'u3', 'u1', colorUp );\n\n\t\t// target\n\n\t\taddLine( 'c', 't', colorTarget );\n\t\taddLine( 'p', 'c', colorCross );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2', colorCross );\n\t\taddLine( 'cn3', 'cn4', colorCross );\n\n\t\taddLine( 'cf1', 'cf2', colorCross );\n\t\taddLine( 'cf3', 'cf4', colorCross );\n\n\t\tfunction addLine( a, b, color ) {\n\n\t\t\taddPoint( a, color );\n\t\t\taddPoint( b, color );\n\n\t\t}\n\n\t\tfunction addPoint( id, color ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box.isEmpty() ) return;\n\n\t\tconst min = _box.min;\n\t\tconst max = _box.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tlet scale = - this.plane.constant;\n\n\t\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\t\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\t// dir is assumed to be normalized\n\n\tconstructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n}\n\nconst _floatView = new Float32Array( 1 );\nconst _int32View = new Int32Array( _floatView.buffer );\n\nconst DataUtils = {\n\n\t// Converts float32 to float16 (stored as uint16 value).\n\n\ttoHalfFloat: function ( val ) {\n\n\t\t// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410\n\n\t\t/* This method is faster than the OpenEXR implementation (very often\n\t\t* used, eg. in Ogre), with the additional benefit of rounding, inspired\n\t\t* by James Tursa?s half-precision code. */\n\n\t\t_floatView[ 0 ] = val;\n\t\tconst x = _int32View[ 0 ];\n\n\t\tlet bits = ( x >> 16 ) & 0x8000; /* Get the sign */\n\t\tlet m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */\n\t\tconst e = ( x >> 23 ) & 0xff; /* Using int is faster here */\n\n\t\t/* If zero, or denormal, or exponent underflows too much for a denormal\n\t\t\t* half, return signed zero. */\n\t\tif ( e < 103 ) return bits;\n\n\t\t/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\n\t\tif ( e > 142 ) {\n\n\t\t\tbits |= 0x7c00;\n\t\t\t/* If exponent was 0xff and one mantissa bit was set, it means NaN,\n\t\t\t\t\t\t* not Inf, so make sure we set one mantissa bit too. */\n\t\t\tbits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\t/* If exponent underflows but not too much, return a denormal */\n\t\tif ( e < 113 ) {\n\n\t\t\tm |= 0x0800;\n\t\t\t/* Extra rounding may overflow and set mantissa to 0 and exponent\n\t\t\t\t* to 1, which is OK. */\n\t\t\tbits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\tbits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );\n\t\t/* Extra rounding. An overflow will set mantissa to 0 and increment\n\t\t\t* the exponent, which is OK. */\n\t\tbits += m & 1;\n\t\treturn bits;\n\n\t}\n\n};\n\nconst LOD_MIN = 4;\nconst LOD_MAX = 8;\nconst SIZE_MAX = Math.pow( 2, LOD_MAX );\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\nconst TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst ENCODINGS = {\n\t[ LinearEncoding ]: 0,\n\t[ sRGBEncoding ]: 1,\n\t[ RGBEEncoding ]: 2,\n\t[ RGBM7Encoding ]: 3,\n\t[ RGBM16Encoding ]: 4,\n\t[ RGBDEncoding ]: 5,\n\t[ GammaEncoding ]: 6\n};\n\nconst backgroundMaterial = new MeshBasicMaterial( {\n\tside: BackSide,\n\tdepthWrite: false,\n\tdepthTest: false,\n} );\nconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nfunction convertLinearToRGBE( color ) {\n\n\tconst maxComponent = Math.max( color.r, color.g, color.b );\n\tconst fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );\n\tcolor.multiplyScalar( Math.pow( 2.0, - fExp ) );\n\n\tconst alpha = ( fExp + 128.0 ) / 255.0;\n\treturn alpha;\n\n}\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._blurMaterial = _getBlurShader( MAX_SAMPLES );\n\t\tthis._equirectShader = null;\n\t\tthis._cubemapShader = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular ) {\n\n\t\treturn this._fromTexture( equirectangular );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap ) {\n\n\t\treturn this._fromTexture( cubemap );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapShader === null ) {\n\n\t\t\tthis._cubemapShader = _getCubemapShader();\n\t\t\tthis._compileMaterial( this._cubemapShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectShader === null ) {\n\n\t\t\tthis._equirectShader = _getEquirectShader();\n\t\t\tthis._compileMaterial( this._equirectShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._blurMaterial.dispose();\n\n\t\tif ( this._cubemapShader !== null ) this._cubemapShader.dispose();\n\t\tif ( this._equirectShader !== null ) this._equirectShader.dispose();\n\n\t\tfor ( let i = 0; i < _lodPlanes.length; i ++ ) {\n\n\t\t\t_lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t// private interface\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._pingPongRenderTarget.dispose();\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets( texture );\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets( texture ) { // warning: null texture is valid\n\n\t\tconst params = {\n\t\t\tmagFilter: NearestFilter,\n\t\t\tminFilter: NearestFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: UnsignedByteType,\n\t\t\tformat: RGBEFormat,\n\t\t\tencoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( params );\n\t\tcubeUVRenderTarget.depthBuffer = texture ? false : true;\n\t\tthis._pingPongRenderTarget = _createRenderTarget( params );\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( _lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst outputEncoding = renderer.outputEncoding;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.outputEncoding = LinearEncoding;\n\t\trenderer.autoClear = false;\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background ).convertSRGBToLinear();\n\t\t\t\tscene.background = null;\n\n\t\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor ).convertSRGBToLinear();\n\n\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\t\t\tif ( col == 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col == 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\t_setViewport( cubeUVRenderTarget,\n\t\t\t\tcol * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.outputEncoding = outputEncoding;\n\t\trenderer.autoClear = originalAutoClear;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tif ( texture.isCubeTexture ) {\n\n\t\t\tif ( this._cubemapShader == null ) {\n\n\t\t\t\tthis._cubemapShader = _getCubemapShader();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( this._equirectShader == null ) {\n\n\t\t\t\tthis._equirectShader = _getEquirectShader();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;\n\t\tconst mesh = new Mesh( _lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tif ( ! texture.isCubeTexture ) {\n\n\t\t\tuniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );\n\n\t\t}\n\n\t\tuniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\t\tuniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < TOTAL_LODS; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = _sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i == 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;\n\t\tblurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\t\tblurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\n\t\tconst outputSize = _sizeLods[ lodOut ];\n\t\tconst x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );\n\t\tconst y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\nfunction _isLDR( texture ) {\n\n\tif ( texture === undefined || texture.type !== UnsignedByteType ) return false;\n\n\treturn texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;\n\n}\n\nfunction _createPlanes() {\n\n\tconst _lodPlanes = [];\n\tconst _sizeLods = [];\n\tconst _sigmas = [];\n\n\tlet lod = LOD_MAX;\n\n\tfor ( let i = 0; i < TOTAL_LODS; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\t_sizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > LOD_MAX - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];\n\n\t\t} else if ( i == 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\t_sigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 1 );\n\t\tconst min = - texelSize / 2;\n\t\tconst max = 1 + texelSize / 2;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\t_lodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { _lodPlanes, _sizeLods, _sigmas };\n\n}\n\nfunction _createRenderTarget( params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( maxSamples ) {\n\n\tconst weights = new Float32Array( maxSamples );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: { 'n': maxSamples },\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectShader() {\n\n\tconst texelSize = new Vector2( 1, 1 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'texelSize': { value: texelSize },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCubemapShader() {\n\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction _getEncodings() {\n\n\treturn /* glsl */`\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include \n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t`;\n\n}\n\nconst LineStrip = 0;\nconst LinePieces = 1;\nconst NoColors = 0;\nconst FaceColors = 1;\nconst VertexColors = 2;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials = [] ) {\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nPath.prototype.fromPoints = function ( points ) {\n\n\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\treturn this.setFromPoints( points );\n\n};\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nLoader.prototype.extractUrlBase = function ( url ) {\n\n\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\treturn LoaderUtils.extractUrlBase( url );\n\n};\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\n//\n\nBox2.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox2.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox2.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox2.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nBox3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox3.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox3.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox3.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\nBox3.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nSphere.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\n//\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\n//\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\n//\n\nMathUtils.random16 = function () {\n\n\tconsole.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );\n\treturn Math.random();\n\n};\n\nMathUtils.nearestPowerOfTwo = function ( value ) {\n\n\tconsole.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );\n\treturn MathUtils.floorPowerOfTwo( value );\n\n};\n\nMathUtils.nextPowerOfTwo = function ( value ) {\n\n\tconsole.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );\n\treturn MathUtils.ceilPowerOfTwo( value );\n\n};\n\n//\n\nMatrix3.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix3.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\treturn vector.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\treturn attribute.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nMatrix4.prototype.extractPosition = function ( m ) {\n\n\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\treturn this.copyPosition( m );\n\n};\n\nMatrix4.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix4.prototype.getPosition = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n};\n\nMatrix4.prototype.setRotationFromQuaternion = function ( q ) {\n\n\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\treturn this.makeRotationFromQuaternion( q );\n\n};\n\nMatrix4.prototype.multiplyToArray = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n};\n\nMatrix4.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector4 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateAxis = function ( v ) {\n\n\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\tv.transformDirection( this );\n\n};\n\nMatrix4.prototype.crossVector = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.translate = function () {\n\n\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateX = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateY = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateZ = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateByAxis = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n};\n\nMatrix4.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\treturn attribute.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.makeFrustum = function ( left, right, bottom, top, near, far ) {\n\n\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n};\n\nMatrix4.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\n//\n\nQuaternion.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\treturn vector.applyQuaternion( this );\n\n};\n\nQuaternion.prototype.inverse = function ( ) {\n\n\tconsole.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );\n\treturn this.invert();\n\n};\n\n//\n\nRay.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nRay.prototype.isIntersectionPlane = function ( plane ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\treturn this.intersectsPlane( plane );\n\n};\n\nRay.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\n//\n\nTriangle.prototype.area = function () {\n\n\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\treturn this.getArea();\n\n};\n\nTriangle.prototype.barycoordFromPoint = function ( point, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn this.getBarycoord( point, target );\n\n};\n\nTriangle.prototype.midpoint = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\treturn this.getMidpoint( target );\n\n};\n\nTriangle.prototypenormal = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn this.getNormal( target );\n\n};\n\nTriangle.prototype.plane = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\treturn this.getPlane( target );\n\n};\n\nTriangle.barycoordFromPoint = function ( point, a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n};\n\nTriangle.normal = function ( a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn Triangle.getNormal( a, b, c, target );\n\n};\n\n//\n\nShape.prototype.extractAllPoints = function ( divisions ) {\n\n\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\treturn this.extractPoints( divisions );\n\n};\n\nShape.prototype.extrude = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\treturn new ExtrudeGeometry( this, options );\n\n};\n\nShape.prototype.makeGeometry = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\treturn new ShapeGeometry( this, options );\n\n};\n\n//\n\nVector2.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector2.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector2.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector3.prototype.setEulerFromRotationMatrix = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n};\n\nVector3.prototype.setEulerFromQuaternion = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n};\n\nVector3.prototype.getPositionFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\treturn this.setFromMatrixPosition( m );\n\n};\n\nVector3.prototype.getScaleFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\treturn this.setFromMatrixScale( m );\n\n};\n\nVector3.prototype.getColumnFromMatrix = function ( index, matrix ) {\n\n\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\treturn this.setFromMatrixColumn( matrix, index );\n\n};\n\nVector3.prototype.applyProjection = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\treturn this.applyMatrix4( m );\n\n};\n\nVector3.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector3.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector3.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector4.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector4.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nObject3D.prototype.getChildByName = function ( name ) {\n\n\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\treturn this.getObjectByName( name );\n\n};\n\nObject3D.prototype.renderDepth = function () {\n\n\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n};\n\nObject3D.prototype.translate = function ( distance, axis ) {\n\n\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\treturn this.translateOnAxis( axis, distance );\n\n};\n\nObject3D.prototype.getWorldRotation = function () {\n\n\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n};\n\nObject3D.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nMesh.prototype.setDrawMode = function () {\n\n\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n};\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\nObject.defineProperty( Curve.prototype, '__arcLengthDivisions', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\treturn this.arcLengthDivisions;\n\n\t},\n\tset: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\tthis.arcLengthDivisions = value;\n\n\t}\n\n} );\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +\n\t\t\t'Use .setFocalLength and .filmGauge for a photographic setup.' );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nBufferAttribute.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nBufferAttribute.prototype.copyIndicesArray = function ( /* indices */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n},\n\nBufferAttribute.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nBufferGeometry.prototype.addIndex = function ( index ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\tthis.setIndex( index );\n\n};\n\nBufferGeometry.prototype.addAttribute = function ( name, attribute ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t}\n\n\tif ( name === 'index' ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\tthis.setIndex( attribute );\n\n\t\treturn this;\n\n\t}\n\n\treturn this.setAttribute( name, attribute );\n\n};\n\nBufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset ) {\n\n\tif ( indexOffset !== undefined ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t}\n\n\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\tthis.addGroup( start, count );\n\n};\n\nBufferGeometry.prototype.clearDrawCalls = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\tthis.clearGroups();\n\n};\n\nBufferGeometry.prototype.computeOffsets = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n};\n\nBufferGeometry.prototype.removeAttribute = function ( name ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\treturn this.deleteAttribute( name );\n\n};\n\nBufferGeometry.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InstancedBufferGeometry.prototype, {\n\n\tmaxInstancedCount: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\treturn this.instanceCount;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\tthis.instanceCount = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( Raycaster.prototype, {\n\n\tlinePrecision: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\treturn this.params.Line.threshold;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\tthis.params.Line.threshold = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InterleavedBuffer.prototype, {\n\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( value );\n\n\t\t}\n\t}\n\n} );\n\nInterleavedBuffer.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nInterleavedBuffer.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nExtrudeGeometry.prototype.getArrays = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .getArrays() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShapeList = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShapeList() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShape = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShape() has been removed.' );\n\n};\n\n//\n\nScene.prototype.dispose = function () {\n\n\tconsole.error( 'THREE.Scene: .dispose() has been removed.' );\n\n};\n\n//\n\nUniform.prototype.onUpdate = function () {\n\n\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\treturn this;\n\n};\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhysicalMaterial.prototype, {\n\n\ttransparency: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\treturn this.transmission;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\tthis.transmission = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nWebGLRenderer.prototype.clearTarget = function ( renderTarget, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\tthis.setRenderTarget( renderTarget );\n\tthis.clear( color, depth, stencil );\n\n};\n\nWebGLRenderer.prototype.animate = function ( callback ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\tthis.setAnimationLoop( callback );\n\n};\n\nWebGLRenderer.prototype.getCurrentRenderTarget = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\treturn this.getRenderTarget();\n\n};\n\nWebGLRenderer.prototype.getMaxAnisotropy = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\treturn this.capabilities.getMaxAnisotropy();\n\n};\n\nWebGLRenderer.prototype.getPrecision = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\treturn this.capabilities.precision;\n\n};\n\nWebGLRenderer.prototype.resetGLState = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\treturn this.state.reset();\n\n};\n\nWebGLRenderer.prototype.supportsFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_float' );\n\n};\n\nWebGLRenderer.prototype.supportsHalfFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_half_float' );\n\n};\n\nWebGLRenderer.prototype.supportsStandardDerivatives = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n};\n\nWebGLRenderer.prototype.supportsBlendMinMax = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n};\n\nWebGLRenderer.prototype.supportsVertexTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\treturn this.capabilities.vertexTextures;\n\n};\n\nWebGLRenderer.prototype.supportsInstancedArrays = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n};\n\nWebGLRenderer.prototype.enableScissorTest = function ( boolean ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\tthis.setScissorTest( boolean );\n\n};\n\nWebGLRenderer.prototype.initMaterial = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPrePlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPostPlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.updateShadowMap = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setFaceCulling = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.allocTextureUnit = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture2D = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTextureCube = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.getActiveMipMapLevel = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\treturn this.getActiveMipmapLevel();\n\n};\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t},\n\ttoneMappingWhitePoint: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\t\t\treturn 1.0;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\treturn new WebGLCubeRenderTarget( width, options );\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nAudio.prototype.load = function ( file ) {\n\n\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\tconst scope = this;\n\tconst audioLoader = new AudioLoader();\n\taudioLoader.load( file, function ( buffer ) {\n\n\t\tscope.setBuffer( buffer );\n\n\t} );\n\treturn this;\n\n};\n\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\nCubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );\n\treturn this.renderTarget.clear( renderer, color, depth, stencil );\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tconst loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tconst loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nconst SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t/* eslint-disable no-undef */\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\t/* eslint-enable no-undef */\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxGeometry as BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleGeometry as CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeGeometry as ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry as CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry as DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry as ExtrudeBufferGeometry, ExtrudeGeometry, FaceColors, FileLoader, FlatShading, Float16BufferAttribute, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GammaEncoding, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronGeometry as IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry as LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry as OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricGeometry as ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneGeometry as PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry as PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry as RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry as ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereGeometry as SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry as TetrahedronBufferGeometry, TetrahedronGeometry, TextGeometry as TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusGeometry as TorusBufferGeometry, TorusGeometry, TorusKnotGeometry as TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry as TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGL1Renderer, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };\n","import * as THREE from 'three';\n\nexport default class Renderer {\n constructor(options) {\n Object.assign(this, options);\n this.renderer = new THREE.WebGLRenderer();\n this.renderer.setClearColor(0x000000, 0);\n this.renderer.setSize(this.width, this.height);\n this.renderer.setPixelRatio(window.devicePixelRatio);\n this.el = this.renderer.domElement;\n }\n\n setTexture(texture) {\n this.texture = texture;\n this.mesh = this.createMesh();\n }\n\n setSize({height, width}) {\n this.height = height;\n this.width = width;\n this.renderer.setSize(width, height);\n }\n\n createMesh() {\n this.material = new THREE.MeshBasicMaterial({map: this.texture});\n this.geometry = new THREE.SphereGeometry(1, 50, 50);\n this.geometry.scale(-1, 1, 1);\n let mesh = new THREE.Mesh(this.geometry, this.material);\n return mesh;\n }\n\n destroy() {\n this.geometry.dispose();\n this.material.dispose();\n this.renderer.dispose();\n }\n\n render(scene, camera, needsUpdate) {\n if (!needsUpdate) return;\n this.renderer.render(scene, camera);\n }\n}\n","import * as THREE from 'three';\nimport utils from './utils'\n\nlet easeOutBack = k => {\n let s = 1.70158;\n return --k * k * ((s + 1) * k + s) + 1;\n};\n\nexport default class Controls {\n constructor(options) {\n Object.assign(this, options);\n this.el = this.renderer.el;\n this.theta = this.initialYaw * Math.PI / 180;\n this.phi = 0;\n this.velo = 0.02;\n this.rotateStart = new THREE.Vector2();\n this.rotateEnd = new THREE.Vector2();\n this.rotateDelta = new THREE.Vector2();\n this.orientation = new THREE.Quaternion();\n this.euler = new THREE.Euler();\n this.momentum = false;\n this.isUserInteracting = false;\n this.addDraggableStyle();\n this.onMouseMove = this.onMouseMove.bind(this);\n this.onMouseDown = this.onMouseDown.bind(this);\n this.onMouseUp = this.onMouseUp.bind(this);\n this.onTouchStart = e => this.onMouseDown({clientX: e.touches[0].pageX, clientY: e.touches[0].pageY});\n this.onTouchMove = e => this.onMouseMove({clientX: e.touches[0].pageX, clientY: e.touches[0].pageY});\n this.onTouchEnd = _ => this.onMouseUp();\n this.onDeviceMotion = this.onDeviceMotion.bind(this);\n this.onMessage = this.onMessage.bind(this);\n this.bindEvents();\n }\n\n bindEvents() {\n this.el.addEventListener('mouseleave', this.onMouseUp);\n this.el.addEventListener('mousemove', this.onMouseMove);\n this.el.addEventListener('mousedown', this.onMouseDown);\n this.el.addEventListener('mouseup', this.onMouseUp);\n this.el.addEventListener('touchstart', this.onTouchStart);\n this.el.addEventListener('touchmove', this.onTouchMove);\n this.el.addEventListener('touchend', this.onTouchEnd);\n if (!this.isInIframe())\n window.addEventListener('devicemotion', this.onDeviceMotion);\n window.addEventListener('message', this.onMessage);\n }\n\n centralize() {\n let endTheta = this.initialYaw * Math.PI / 180;\n\n let duration = 750;\n let startTheta = this.theta;\n let startPhi = this.phi;\n let start = Date.now();\n\n let animate = () => {\n let progress = Date.now() - start;\n let elapsed = progress / duration;\n elapsed = elapsed > 1 ? 1 : elapsed;\n if (progress >= duration) {\n return cancelAnimationFrame(id);\n }\n this.theta = startTheta + (endTheta - startTheta) * easeOutBack(elapsed);\n this.phi = startPhi + (0 - startPhi) * easeOutBack(elapsed);\n return requestAnimationFrame(animate);\n };\n let id = animate();\n }\n\n isInIframe() {\n try {\n return window.self !== window.top;\n    } catch (e) {\n return true;\n    }\n }\n\n destroy() {\n this.el.removeEventListener('mouseleave', this.onMouseUp);\n this.el.removeEventListener('mousemove', this.onMouseMove);\n this.el.removeEventListener('mousedown', this.onMouseDown);\n this.el.removeEventListener('mouseup', this.onMouseUp);\n this.el.removeEventListener('touchstart', this.onTouchStart);\n this.el.removeEventListener('touchmove', this.onTouchMove);\n this.el.removeEventListener('touchend', this.onTouchEnd);\n window.removeEventListener('devicemotion', this.onDeviceMotion);\n window.removeEventListener('message', this.onMessage);\n }\n\n getCurrentStyle() {\n return `height: ${parseInt(this.el.style.height, 10)}px; width: ${parseInt(this.el.style.width, 10)}px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);`;\n }\n\n addDraggingStyle() {\n this.el.setAttribute('style', `${this.getCurrentStyle()} cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;`);\n }\n\n addDraggableStyle() {\n this.el.setAttribute('style', `${this.getCurrentStyle()} cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;`);\n }\n\n onMessage(event) {\n let {orientation, portrait, rotationRate} = event.data;\n if (!rotationRate) return;\n this.onDeviceMotion({orientation, portrait, rotationRate});\n }\n\n onDeviceMotion(event) {\n let portrait = event.portrait !== undefined ? event.portrait : window.matchMedia(\"(orientation: portrait)\").matches;\n let orientation;\n if (event.orientation !== undefined) {\n orientation = event.orientation;\n } else if (window.orientation !== undefined) {\n orientation = window.orientation;\n } else {\n orientation = -90;\n }\n let alpha = THREE.Math.degToRad(event.rotationRate.alpha);\n let beta = THREE.Math.degToRad(event.rotationRate.beta);\n if (portrait) {\n this.phi = this.verticalPanning ? this.phi + alpha * this.velo : this.phi;\n this.theta = this.theta - beta * this.velo * -1;\n } else {\n if (this.verticalPanning) {\n this.phi = orientation === -90 ? this.phi + beta * this.velo : this.phi - beta * this.velo;\n }\n this.theta = orientation === -90 ? this.theta - alpha * this.velo : this.theta + alpha * this.velo;\n }\n\n this.adjustPhi();\n }\n\n onMouseMove(event) {\n if (!this.isUserInteracting) {\n return;\n }\n this.rotateEnd.set(event.clientX, event.clientY);\n\n this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart);\n this.rotateStart.copy(this.rotateEnd);\n\n this.phi = this.verticalPanning ? this.phi + 2 * Math.PI * this.rotateDelta.y / this.renderer.height * 0.3 : this.phi;\n this.theta += 2 * Math.PI * this.rotateDelta.x / this.renderer.width * 0.5;\n this.adjustPhi();\n }\n\n adjustPhi() {\n // Prevent looking too far up or down.\n this.phi = THREE.Math.clamp(this.phi, -Math.PI / 1.95, Math.PI / 1.95);\n }\n\n onMouseDown(event) {\n this.addDraggingStyle();\n this.rotateStart.set(event.clientX, event.clientY);\n this.isUserInteracting = true;\n this.momentum = false;\n this.onDragStart && this.onDragStart();\n }\n\n inertia() {\n if (!this.momentum) return;\n this.rotateDelta.y *= 0.90;\n this.rotateDelta.x *= 0.90;\n this.theta += 0.005 * this.rotateDelta.x;\n this.phi = this.verticalPanning ? this.phi + 0.005 * this.rotateDelta.y : this.phi;\n this.adjustPhi();\n }\n\n onMouseUp() {\n this.isUserInteracting && this.onDragStop && this.onDragStop();\n this.addDraggableStyle();\n this.isUserInteracting = false;\n this.momentum = true;\n this.inertia();\n }\n\n update() {\n if ((this.phi === this.previousPhi) && (this.theta === this.previousTheta))\n return false;\n this.previousPhi = this.phi;\n this.previousTheta = this.theta;\n this.euler.set(this.phi, this.theta, 0, 'YXZ');\n this.orientation.setFromEuler(this.euler);\n this.camera.quaternion.copy(this.orientation);\n this.inertia();\n return true;\n }\n}\n","import Renderer from './renderer'\nimport utils from './utils'\nimport Controls from './controls'\n\nimport * as THREE from 'three';\n\nlet consol = console;\n\nexport default class ThreeSixtyViewer {\n constructor(options={}) {\n Object.assign(this, {height: 360, width: 640, initialYaw: 90, verticalPanning: true}, options);\n let {\n height,\n width,\n container,\n containerId,\n initialYaw,\n verticalPanning,\n onDragStart,\n onDragStop,\n } = this;\n this.renderer = new Renderer({height, width});\n this.camera = new THREE.PerspectiveCamera(80, this.width / this.height, 0.1, 100);\n this.controls = new Controls({\n camera: this.camera,\n renderer: this.renderer,\n initialYaw,\n verticalPanning,\n onDragStart,\n onDragStop,\n });\n this.stopVideoLoop = this.stopVideoLoop.bind(this);\n this.onError = this.onError.bind(this);\n this.startVideoLoop = this.startVideoLoop.bind(this);\n this.needsUpdate = false;\n this.scene = this.createScene();\n this.element = this.getElement();\n this.elementReady = false;\n this.element.addEventListener('playing', this.startVideoLoop);\n this.element.addEventListener('pause', this.stopVideoLoop);\n this.element.addEventListener('ended', this.stopVideoLoop);\n this.element.addEventListener('loadedmetadata', this.initAfterLoadedMetadata.bind(this))\n this.target = this.container ? this.container : document.querySelector(this.containerId);\n }\n\n initAfterLoadedMetadata() {\n if (this.element.readyState >= 1 && !this.elementReady) {\n this.texture = this.createTexture();\n this.renderer.setTexture(this.texture);\n this.scene.add(this.renderer.mesh);\n this.elementReady = true;\n }\n }\n\n play() {\n this.element.play && this.element.play();\n }\n\n pause() {\n this.element.pause && this.element.pause();\n }\n\n centralize() {\n this.controls.centralize();\n }\n\n stopVideoLoop() {\n this.needsUpdate = false;\n }\n\n destroy() {\n this.element.style.display = '';\n clearInterval(this.videoLoopId);\n cancelAnimationFrame(this.animationFrameId);\n this.element.pause && this.element.pause();\n this.target.removeChild(this.renderer.el);\n this.controls.destroy();\n this.renderer.destroy();\n }\n\n setSize({height, width}) {\n this.camera.aspect = width / height;\n this.camera.updateProjectionMatrix();\n this.renderer.setSize({height, width});\n }\n\n getElement() {\n if (this.source && this.source.tagName) {\n return this.source;\n }\n let video = document.createElement('video');\n video.loop = this.loop || false;\n video.muted = this.muted || false;\n video.setAttribute('crossorigin', 'anonymous');\n video.setAttribute('webkit-playsinline', 'true');\n video.setAttribute('playsinline', 'true');\n video.setAttribute('src', this.source);\n video.autoplay = this.autoplay !== undefined ? this.autoplay : true;\n video.addEventListener('error', this.onError);\n return video;\n }\n\n createTexture() {\n let texture = new THREE.VideoTexture(this.element);\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n createScene() {\n let scene = new THREE.Scene();\n return scene;\n }\n\n onError(err) {\n consol.error('error loading', this.source, err);\n }\n\n startVideoLoop() {\n this.needsUpdate = true;\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n let waitLoop = () => {\n if (this.element.videoWidth != 0 && this.element.videoHeight != 0) {\n loop();\n return;\n }\n\n setTimeout(waitLoop, 100);\n }\n\n waitLoop();\n }\n}\n\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Video extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n }\n}\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Image extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n\n this.texture = this.createTexture();\n this.renderer.setTexture(this.texture);\n this.scene.add(this.renderer.mesh);\n }\n\n getElement() {\n if (this.source && this.source.tagName)\n return this.source;\n let image = document.createElement('img');\n image.setAttribute('crossorigin', 'anonymous');\n image.src = this.source;\n return image;\n }\n\n createTexture() {\n let texture = new THREE.Texture(this.element);\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n loop();\n }\n}\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Canvas extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n\n this.canvas = null;\n }\n\n createTexture() {\n this.canvas = document.createElement('canvas');\n\n this.context = this.canvas.getContext('2d');\n\n let texture = new THREE.CanvasTexture(this.canvas);\n //TODO: we can pass all this info through the constructor\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n if(this.needsUpdate == true) {\n if (this.element.videoWidth != this.videoWidth) {\n this.videoWidth = this.element.videoWidth;\n this.canvas.width = this.videoWidth;\n }\n if (this.element.videoHeight != this.videoHeight) {\n this.videoHeight = this.element.videoHeight;\n this.canvas.height = this.videoHeight;\n }\n\n this.context.drawImage(this.element, 0, 0, this.videoWidth, this.videoHeight);\n this.texture.needsUpdate = true;\n }\n\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n let waitLoop = () => {\n if(this.canvas && this.element.videoWidth != 0 && this.element.videoHeight != 0) {\n this.videoWidth = this.element.videoWidth;\n this.videoHeight = this.element.videoHeight;\n\n this.canvas.width = this.videoWidth;\n this.canvas.height = this.videoHeight;\n\n loop();\n\n return;\n }\n\n setTimeout(waitLoop, 100);\n }\n\n waitLoop();\n }\n}\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Audio extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n this.driver.addEventListener('playing', this.startVideoLoop);\n this.driver.addEventListener('pause', this.stopVideoLoop);\n this.driver.addEventListener('ended', this.stopVideoLoop);\n this.driver.addEventListener('stalled', this.stopVideoLoop);\n this.driverInitialized = false;\n }\n\n play() {\n this.driver.play();\n }\n\n pause() {\n this.driver.pause();\n }\n\n getElement() {\n if (this.source && this.source.tagName) {\n this.driver = this.source;\n } else {\n this.driver = document.createElement('audio');\n this.driver.src = this.source;\n this.driver.loop = this.loop || false;\n this.driver.muted = this.muted || false;\n this.driver.setAttribute('crossorigin', 'anonymous');\n this.driver.autoplay = this.autoplay || true;\n }\n this.source = this.driver.src;\n this.driver.src = '';\n this.driver.load();\n\n let video = document.createElement('video');\n video.setAttribute('crossorigin', 'anonymous');\n video.src = this.source;\n video.load();\n video.addEventListener('error', this.onError);\n return video;\n }\n\n createTexture() {\n let texture = new THREE.VideoTexture(this.element);\n //TODO: we can pass all this info through the constructor\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n destroy() {\n this.driver.style.display = '';\n super.destroy();\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n this.driver.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n this.element.currentTime = this.driver.currentTime;\n\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n let waitLoop = () => {\n if (this.element.videoWidth != 0 && this.element.videoHeight != 0) {\n let shouldInitializeDriver = (this.element.readyState >= this.element.HAVE_FUTURE_DATA) && !this.driverInitialized;\n if (shouldInitializeDriver) {\n this.driver.src = this.source;\n this.driver.load();\n this.onDriverReady && this.onDriverReady();\n this.driverInitialized = true;\n\n loop();\n return;\n }\n }\n\n setTimeout(waitLoop, 100);\n }\n\n waitLoop();\n }\n}\n","import utils from './utils'\n\nimport Video from './video'\nimport Image from './image'\nimport Canvas from './canvas'\nimport Audio from './audio'\n\nlet video = (options) => {\n if (utils.shouldUseAudioDriver()) {\n return new Audio(options);\n }\n if (utils.shouldUseCanvasInBetween()) {\n return new Canvas(options);\n }\n return new Video(options);\n}\n\nexport {\n video as Video,\n Image,\n};\n"],"names":["isiOS","test","navigator","userAgent","isEdge","shouldUseAudioDriver","isOldiOSOnIphone","isWebView","shouldUseCanvasInBetween","edge","ios","Renderer","options","Object","assign","renderer","THREE","setClearColor","setSize","width","height","setPixelRatio","window","devicePixelRatio","el","domElement","texture","mesh","createMesh","material","map","geometry","scale","dispose","scene","camera","needsUpdate","render","easeOutBack","k","s","Controls","theta","initialYaw","Math","PI","phi","velo","rotateStart","rotateEnd","rotateDelta","orientation","euler","momentum","isUserInteracting","addDraggableStyle","onMouseMove","bind","onMouseDown","onMouseUp","onTouchStart","e","clientX","touches","pageX","clientY","pageY","onTouchMove","onTouchEnd","_","onDeviceMotion","onMessage","bindEvents","addEventListener","isInIframe","endTheta","duration","startTheta","startPhi","start","Date","now","animate","progress","elapsed","cancelAnimationFrame","id","requestAnimationFrame","self","top","removeEventListener","parseInt","style","setAttribute","getCurrentStyle","event","data","portrait","rotationRate","undefined","matchMedia","matches","alpha","degToRad","beta","verticalPanning","adjustPhi","set","subVectors","copy","y","x","clamp","addDraggingStyle","onDragStart","onDragStop","inertia","previousPhi","previousTheta","setFromEuler","quaternion","consol","console","ThreeSixtyViewer","container","containerId","controls","stopVideoLoop","onError","startVideoLoop","createScene","element","getElement","elementReady","initAfterLoadedMetadata","target","document","querySelector","readyState","createTexture","setTexture","add","play","pause","centralize","display","clearInterval","videoLoopId","animationFrameId","removeChild","destroy","aspect","updateProjectionMatrix","source","tagName","video","createElement","loop","muted","autoplay","minFilter","magFilter","format","generateMipmaps","err","error","appendChild","fps","draw","cameraUpdated","update","setInterval","waitLoop","videoWidth","videoHeight","setTimeout","Video","Image","image","src","Canvas","canvas","context","getContext","drawImage","Audio","driver","driverInitialized","load","currentTime","shouldInitializeDriver","HAVE_FUTURE_DATA","onDriverReady","utils"],"mappings":";;;;;;AAAA,cAAe;EACbA,EAAAA,KADa,mBACL;EACN,WAAO,uBAAuBC,IAAvB,CAA4BC,SAAS,CAACC,SAAtC,CAAP;EACD,GAHY;EAIbC,EAAAA,MAJa,oBAIJ;EACP,WAAO,WAAWH,IAAX,CAAgBC,SAAS,CAACC,SAA1B,CAAP;EACD,GANY;EAObE,EAAAA,oBAPa,kCAOU;EACrB,QAAIC,gBAAgB,GAAG,yBAAyBL,IAAzB,CAA8BC,SAAS,CAACC,SAAxC,CAAvB;EACA,QAAII,SAAS,GAAG,0CAA0CN,IAA1C,CAA+CC,SAAS,CAACC,SAAzD,CAAhB;EACA,WAAOG,gBAAgB,IAAIC,SAA3B;EACD,GAXY;EAYbC,EAAAA,wBAZa,sCAYc;EACzB,QAAIC,IAAI,GAAG,gBAAgBR,IAAhB,CAAqBC,SAAS,CAACC,SAA/B,CAAX;EACA,QAAIO,GAAG,GAAG,KAAKV,KAAL,EAAV;EACA,WAAOS,IAAI,IAAIC,GAAf;EACD;EAhBY,CAAf;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;ECAA;EACA;EACA;EACA;EACA;EACA,MAAM,QAAQ,GAAG,KAAK,CAAC;EAGvB,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,aAAa,GAAG,CAAC,CAAC;EAGxB,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,gBAAgB,GAAG,CAAC,CAAC;EAC3B,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,SAAS,GAAG,CAAC,CAAC;EACpB,MAAM,QAAQ,GAAG,CAAC,CAAC;EACnB,MAAM,UAAU,GAAG,CAAC,CAAC;EACrB,MAAM,WAAW,GAAG,CAAC,CAAC;EAEtB,MAAM,UAAU,GAAG,CAAC,CAAC;EACrB,MAAM,cAAc,GAAG,CAAC,CAAC;EACzB,MAAM,gBAAgB,GAAG,CAAC,CAAC;EAC3B,MAAM,mBAAmB,GAAG,CAAC,CAAC;EAC9B,MAAM,gBAAgB,GAAG,CAAC,CAAC;EAC3B,MAAM,cAAc,GAAG,CAAC,CAAC;EACzB,MAAM,WAAW,GAAG,GAAG,CAAC;EACxB,MAAM,gBAAgB,GAAG,GAAG,CAAC;EAC7B,MAAM,uBAAuB,GAAG,GAAG,CAAC;EACpC,MAAM,WAAW,GAAG,GAAG,CAAC;EACxB,MAAM,WAAW,GAAG,GAAG,CAAC;EACxB,MAAM,UAAU,GAAG,GAAG,CAAC;EACvB,MAAM,SAAS,GAAG,GAAG,CAAC;EACtB,MAAM,cAAc,GAAG,GAAG,CAAC;EAC3B,MAAM,sBAAsB,GAAG,GAAG,CAAC;EACnC,MAAM,cAAc,GAAG,GAAG,CAAC;EAC3B,MAAM,sBAAsB,GAAG,GAAG,CAAC;EACnC,MAAM,cAAc,GAAG,GAAG,CAAC;EAC3B,MAAM,sBAAsB,GAAG,GAAG,CAAC;EACnC,MAAM,cAAc,GAAG,GAAG,CAAC;EAC3B,MAAM,sBAAsB,GAAG,GAAG,CAAC;EACnC,MAAM,sBAAsB,GAAG,GAAG,CAAC;EACnC,MAAM,UAAU,GAAG,CAAC,CAAC;EACrB,MAAM,WAAW,GAAG,CAAC,CAAC;EACtB,MAAM,SAAS,GAAG,CAAC,CAAC;EACpB,MAAM,cAAc,GAAG,CAAC,CAAC;EACzB,MAAM,UAAU,GAAG,CAAC,CAAC;EACrB,MAAM,iBAAiB,GAAG,CAAC,CAAC;EAC5B,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,aAAa,GAAG,CAAC,CAAC;EACxB,MAAM,iBAAiB,GAAG,CAAC,CAAC;EAC5B,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,YAAY,GAAG,CAAC,CAAC;EACvB,MAAM,aAAa,GAAG,CAAC,CAAC;EACxB,MAAM,iBAAiB,GAAG,CAAC,CAAC;EAC5B,MAAM,mBAAmB,GAAG,CAAC,CAAC;EAC9B,MAAM,iBAAiB,GAAG,CAAC,CAAC;EAC5B,MAAM,qBAAqB,GAAG,CAAC,CAAC;EAChC,MAAM,iBAAiB,GAAG,CAAC,CAAC;AAC5B;EACA,MAAM,SAAS,GAAG,GAAG,CAAC;EACtB,MAAM,qBAAqB,GAAG,GAAG,CAAC;EAClC,MAAM,qBAAqB,GAAG,GAAG,CAAC;EAClC,MAAM,gCAAgC,GAAG,GAAG,CAAC;EAC7C,MAAM,gCAAgC,GAAG,GAAG,CAAC;EAC7C,MAAM,uBAAuB,GAAG,GAAG,CAAC;EACpC,MAAM,uBAAuB,GAAG,GAAG,CAAC;EACpC,MAAM,cAAc,GAAG,IAAI,CAAC;EAC5B,MAAM,mBAAmB,GAAG,IAAI,CAAC;EACjC,MAAM,sBAAsB,GAAG,IAAI,CAAC;EACpC,MAAM,aAAa,GAAG,IAAI,CAAC;EAC3B,MAAM,0BAA0B,GAAG,IAAI,CAAC;EAExC,MAAM,yBAAyB,GAAG,IAAI,CAAC;EAEvC,MAAM,YAAY,GAAG,IAAI,CAAC;EAC1B,MAAM,yBAAyB,GAAG,IAAI,CAAC;EAEvC,MAAM,wBAAwB,GAAG,IAAI,CAAC;EAEtC,MAAM,gBAAgB,GAAG,IAAI,CAAC;EAC9B,MAAM,QAAQ,GAAG,IAAI,CAAC;EACtB,MAAM,SAAS,GAAG,IAAI,CAAC;EACvB,MAAM,iBAAiB,GAAG,IAAI,CAAC;EAC/B,MAAM,OAAO,GAAG,IAAI,CAAC;EACrB,MAAM,eAAe,GAAG,IAAI,CAAC;EAC7B,MAAM,SAAS,GAAG,IAAI,CAAC;EACvB,MAAM,aAAa,GAAG,IAAI,CAAC;EAC3B,MAAM,qBAAqB,GAAG,IAAI,CAAC;EACnC,MAAM,qBAAqB,GAAG,IAAI,CAAC;EACnC,MAAM,oBAAoB,GAAG,IAAI,CAAC;EAClC,MAAM,kBAAkB,GAAG,IAAI,CAAC;EAChC,MAAM,WAAW,GAAG,IAAI,CAAC;EACzB,MAAM,SAAS,GAAG,IAAI,CAAC;EACvB,MAAM,UAAU,GAAG,IAAI,CAAC;EACxB,MAAM,eAAe,GAAG,IAAI,CAAC;EAC7B,MAAM,oBAAoB,GAAG,IAAI,CAAC;EAElC,MAAM,WAAW,GAAG,IAAI,CAAC;EACzB,MAAM,kBAAkB,GAAG,IAAI,CAAC;EAChC,MAAM,SAAS,GAAG,IAAI,CAAC;EACvB,MAAM,gBAAgB,GAAG,IAAI,CAAC;EAC9B,MAAM,QAAQ,GAAG,IAAI,CAAC;EACtB,MAAM,eAAe,GAAG,IAAI,CAAC;EAC7B,MAAM,gBAAgB,GAAG,IAAI,CAAC;EAC9B,MAAM,iBAAiB,GAAG,IAAI,CAAC;AAC/B;EACA,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,qBAAqB,GAAG,KAAK,CAAC;EACpC,MAAM,qBAAqB,GAAG,KAAK,CAAC;EACpC,MAAM,qBAAqB,GAAG,KAAK,CAAC;EACpC,MAAM,uBAAuB,GAAG,KAAK,CAAC;EACtC,MAAM,uBAAuB,GAAG,KAAK,CAAC;EACtC,MAAM,wBAAwB,GAAG,KAAK,CAAC;EACvC,MAAM,wBAAwB,GAAG,KAAK,CAAC;EACvC,MAAM,eAAe,GAAG,KAAK,CAAC;EAC9B,MAAM,eAAe,GAAG,KAAK,CAAC;EAC9B,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,oBAAoB,GAAG,KAAK,CAAC;EACnC,MAAM,qBAAqB,GAAG,KAAK,CAAC;EACpC,MAAM,qBAAqB,GAAG,KAAK,CAAC;EACpC,MAAM,qBAAqB,GAAG,KAAK,CAAC;EACpC,MAAM,sBAAsB,GAAG,KAAK,CAAC;EACrC,MAAM,sBAAsB,GAAG,KAAK,CAAC;EACrC,MAAM,sBAAsB,GAAG,KAAK,CAAC;EACrC,MAAM,gBAAgB,GAAG,KAAK,CAAC;EAC/B,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,4BAA4B,GAAG,KAAK,CAAC;EAC3C,MAAM,6BAA6B,GAAG,KAAK,CAAC;EAC5C,MAAM,6BAA6B,GAAG,KAAK,CAAC;EAC5C,MAAM,6BAA6B,GAAG,KAAK,CAAC;EAC5C,MAAM,8BAA8B,GAAG,KAAK,CAAC;EAC7C,MAAM,8BAA8B,GAAG,KAAK,CAAC;EAC7C,MAAM,8BAA8B,GAAG,KAAK,CAAC;EAO7C,MAAM,mBAAmB,GAAG,IAAI,CAAC;EACjC,MAAM,eAAe,GAAG,IAAI,CAAC;EAC7B,MAAM,gBAAgB,GAAG,IAAI,CAAC;EAG9B,MAAM,iBAAiB,GAAG,CAAC,CAAC;EAG5B,MAAM,cAAc,GAAG,IAAI,CAAC;EAC5B,MAAM,YAAY,GAAG,IAAI,CAAC;EAC1B,MAAM,aAAa,GAAG,IAAI,CAAC;EAC3B,MAAM,YAAY,GAAG,IAAI,CAAC;EAC1B,MAAM,cAAc,GAAG,IAAI,CAAC;EAC5B,MAAM,aAAa,GAAG,IAAI,CAAC;EAC3B,MAAM,cAAc,GAAG,IAAI,CAAC;EAC5B,MAAM,YAAY,GAAG,IAAI,CAAC;EAC1B,MAAM,iBAAiB,GAAG,IAAI,CAAC;EAC/B,MAAM,gBAAgB,GAAG,IAAI,CAAC;EAC9B,MAAM,qBAAqB,GAAG,CAAC,CAAC;EAChC,MAAM,oBAAoB,GAAG,CAAC,CAAC;EAG/B,MAAM,aAAa,GAAG,IAAI,CAAC;EAe3B,MAAM,iBAAiB,GAAG,GAAG,CAAC;AAC9B;EACA,MAAM,eAAe,GAAG,KAAK,CAAC;EAC9B,MAAM,gBAAgB,GAAG,KAAK,CAAC;EAU/B,MAAM,KAAK,GAAG,QAAQ,CAAC;AACvB;EACA;EACA;EACA;AACA;EACA,SAAS,eAAe,GAAG,EAAE;AAC7B;EACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;EACA,CAAC,gBAAgB,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AAC/C;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;AAC5D;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC;EACA,EAAE,KAAK,SAAS,EAAE,IAAI,EAAE,KAAK,SAAS,GAAG;AACzC;EACA,GAAG,SAAS,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,KAAK,SAAS,EAAE,IAAI,EAAE,CAAC,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,GAAG;AACvD;EACA,GAAG,SAAS,EAAE,IAAI,EAAE,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AAC/C;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG,OAAO,KAAK,CAAC;AACpD;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC;EACA,EAAE,OAAO,SAAS,EAAE,IAAI,EAAE,KAAK,SAAS,IAAI,SAAS,EAAE,IAAI,EAAE,CAAC,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,CAAC;AAC1F;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AAClD;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG,OAAO;AAC9C;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;EACpC,EAAE,MAAM,aAAa,GAAG,SAAS,EAAE,IAAI,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,aAAa,KAAK,SAAS,GAAG;AACrC;EACA,GAAG,MAAM,KAAK,GAAG,aAAa,CAAC,OAAO,EAAE,QAAQ,EAAE,CAAC;AACnD;EACA,GAAG,KAAK,KAAK,KAAK,EAAE,CAAC,GAAG;AACxB;EACA,IAAI,aAAa,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,KAAK,GAAG;AACnC;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG,OAAO;AAC9C;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;EACpC,EAAE,MAAM,aAAa,GAAG,SAAS,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC;AAChD;EACA,EAAE,KAAK,aAAa,KAAK,SAAS,GAAG;AACrC;EACA,GAAG,KAAK,CAAC,MAAM,GAAG,IAAI,CAAC;AACvB;EACA;EACA,GAAG,MAAM,KAAK,GAAG,aAAa,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,IAAI,KAAK,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,CAAC,MAAM,GAAG,IAAI,CAAC;AACvB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,IAAI,GAAG,EAAE,CAAC;AAChB;EACA,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,CAAC,IAAI,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,KAAK,EAAE,CAAC,GAAG,QAAQ,EAAE,EAAE,EAAE,CAAC;AAC1D;EACA,CAAC;AACD;EACA,IAAI,KAAK,GAAG,OAAO,CAAC;AACpB;EACA,MAAM,SAAS,GAAG;AAClB;EACA,CAAC,OAAO,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG;EACvB,CAAC,OAAO,EAAE,GAAG,GAAG,IAAI,CAAC,EAAE;AACvB;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,UAAU,GAAG,CAAC,CAAC;EAC5C,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,UAAU,GAAG,CAAC,CAAC;EAC5C,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,UAAU,GAAG,CAAC,CAAC;EAC5C,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,UAAU,GAAG,CAAC,CAAC;EAC5C,EAAE,MAAM,IAAI,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,GAAG;EACnH,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,GAAG,IAAI,EAAE,GAAG,GAAG,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,GAAG;EACpH,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,GAAG,IAAI,EAAE,GAAG,GAAG,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE;EAC9G,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,GAAG,IAAI,EAAE,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,CAAC;AAClG;EACA;EACA,EAAE,OAAO,IAAI,CAAC,WAAW,EAAE,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG;AACrC;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA;EACA;AACA;EACA,CAAC,eAAe,EAAE,WAAW,CAAC,EAAE,CAAC,GAAG;AACpC;EACA,EAAE,OAAO,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;AAC/B;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,EAAE,WAAW,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG;AAC3C;EACA,EAAE,OAAO,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC;AACrD;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,WAAW,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,KAAK,GAAG;AACvC;EACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;EACA,GAAG,OAAO,EAAE,KAAK,GAAG,CAAC,OAAO,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,IAAI,MAAM;AACV;EACA,GAAG,OAAO,CAAC,CAAC;AACZ;EACA,IAAI;AACJ;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC5B;EACA,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AAC/B;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,GAAG;AACrC;EACA,EAAE,OAAO,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,MAAM,GAAG,EAAE,EAAE,EAAE,CAAC;AAC/D;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,QAAQ,EAAE,WAAW,CAAC,EAAE,MAAM,GAAG,CAAC,GAAG;AACtC;EACA,EAAE,OAAO,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,eAAe,EAAE,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;AAClF;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,UAAU,EAAE,WAAW,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG;AACtC;EACA,EAAE,KAAK,CAAC,IAAI,GAAG,GAAG,OAAO,CAAC,CAAC;EAC3B,EAAE,KAAK,CAAC,IAAI,GAAG,GAAG,OAAO,CAAC,CAAC;AAC3B;EACA,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG;AACxC;EACA,EAAE,KAAK,CAAC,IAAI,GAAG,GAAG,OAAO,CAAC,CAAC;EAC3B,EAAE,KAAK,CAAC,IAAI,GAAG,GAAG,OAAO,CAAC,CAAC;AAC3B;EACA,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,CAAC,GAAG,CAAC,GAAG,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,OAAO,EAAE,WAAW,GAAG,EAAE,IAAI,GAAG;AACjC;EACA,EAAE,OAAO,GAAG,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,IAAI,GAAG,GAAG,GAAG,CAAC,EAAE,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,EAAE,WAAW,GAAG,EAAE,IAAI,GAAG;AACnC;EACA,EAAE,OAAO,GAAG,GAAG,IAAI,CAAC,MAAM,EAAE,KAAK,IAAI,GAAG,GAAG,EAAE,CAAC;AAC9C;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,eAAe,EAAE,WAAW,KAAK,GAAG;AACrC;EACA,EAAE,OAAO,KAAK,KAAK,GAAG,GAAG,IAAI,CAAC,MAAM,EAAE,EAAE,CAAC;AACzC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,GAAG;AAC9B;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,KAAK,GAAG,CAAC,GAAG,UAAU,CAAC;AAChD;EACA;AACA;EACA,EAAE,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,UAAU,CAAC;AACrC;EACA,EAAE,OAAO,EAAE,KAAK,GAAG,CAAC,KAAK,UAAU,CAAC;AACpC;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,OAAO,GAAG;AAChC;EACA,EAAE,OAAO,OAAO,GAAG,SAAS,CAAC,OAAO,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,OAAO,GAAG;AAChC;EACA,EAAE,OAAO,OAAO,GAAG,SAAS,CAAC,OAAO,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,KAAK,GAAG;AAClC;EACA,EAAE,OAAO,EAAE,KAAK,KAAK,KAAK,GAAG,CAAC,EAAE,OAAO,CAAC,IAAI,KAAK,KAAK,CAAC,CAAC;AACxD;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,WAAW,KAAK,GAAG;AACpC;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,KAAK,GAAG;AACrC;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC;AACnE;EACA,EAAE;AACF;EACA,CAAC,4BAA4B,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,GAAG;AAC9D;EACA;AACA;EACA;EACA;EACA;AACA;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;EACvB,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;AACvB;EACA,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B;EACA,EAAE,MAAM,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;EACnC,EAAE,MAAM,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;EACpC,EAAE,MAAM,IAAI,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACpC;EACA,EAAE,MAAM,IAAI,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;EACpC,EAAE,MAAM,IAAI,GAAG,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACpC;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,KAAK;EACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,CAAC,CAAC,GAAG,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG;EACH,IAAI,OAAO,CAAC,IAAI,EAAE,iFAAiF,GAAG,KAAK,EAAE,CAAC;AAC9G;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,MAAM,OAAO,CAAC;AACd;EACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE;AACF;EACA,CAAC,IAAI,KAAK,GAAG;AACb;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,IAAI,KAAK,EAAE,KAAK,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,MAAM,GAAG;AACd;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,IAAI,MAAM,EAAE,KAAK,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,GAAG;AAC9B;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACf;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,CAAC,GAAG;AACf;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;EACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC/B,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG;AACnB;EACA;AACA;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,MAAM,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,GAAG,EAAE,GAAG,GAAG;AACzB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC,EAAE,CAAC,cAAc,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACrG;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,GAAG;AACR;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,CAAC,GAAG;AACZ;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC;AACxD;EACA,EAAE;AACF;EACA,CAAC,eAAe,GAAG;AACnB;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA;AACA;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AAC3D;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,GAAG;AACjB;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,CAAC,GAAG;AACxB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EAC7C,EAAE,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,CAAC,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;AAC7D;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACnD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,EAAE,KAAK,GAAG;AAClB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,GAAG;AAC9B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;EAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,GAAG;AACtD;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACjD;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACzF;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,GAAG;AAC/B;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;EAC9B,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;AAC9B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;EACpC,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;AACpC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;EACA,MAAM,OAAO,CAAC;AACd;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG;AAClB;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACV,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACV,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACV;EACA,GAAG,CAAC;AACJ;EACA,EAAE,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,+EAA+E,EAAE,CAAC;AACpG;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,GAAG;AACpD;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACV,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACV,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACV;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC1D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG;AACrC;EACA,EAAE,KAAK,CAAC,oBAAoB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EACxC,EAAE,KAAK,CAAC,oBAAoB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EACxC,EAAE,KAAK,CAAC,oBAAoB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE;EAC5B,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE;EAC5B,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE;AAC7B;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,CAAC,GAAG;AACf;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,CAAC,GAAG;AAClB;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,GAAG;AAC1B;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;EACxB,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;EACxB,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;EAC3C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;EAC3C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;AAC3C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE;EAC7C,GAAG,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE;EACxC,GAAG,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,EAAE,OAAO,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AAC/E;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ;AAC1B;EACA,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;AAC9C;EACA,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;EAC9B,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;EAC9B,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;AAC9B;EACA,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3C;EACA,EAAE,KAAK,GAAG,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAChE;EACA,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;AACzB;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EAC/C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AAC/C;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EAC/C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AAC/C;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EAC/C,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AAC/C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,IAAI,GAAG,CAAC;EACV,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC1B;EACA,EAAE,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;EAC9C,EAAE,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;EAC9C,EAAE,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,OAAO,GAAG;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;AAC7D;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC1B;EACA,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAClB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,QAAQ,EAAE,EAAE,EAAE,EAAE,GAAG;AACpD;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;EACjC,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACjC;EACA,EAAE,IAAI,CAAC,GAAG;EACV,GAAG,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE;EACvD,GAAG,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE;EAC3D,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACV,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,EAAE,EAAE,EAAE,GAAG;AACjB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;EAC9C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,KAAK,GAAG;AACjB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EAC9B,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC9B;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;EAC9B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;EAC9B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;AAC9B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;EAChC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;EAChC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,EAAE,EAAE,EAAE,GAAG;AACrB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC5E,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC5E;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,MAAM,GAAG;AAClB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,EAAE,GAAG,MAAM,CAAC,QAAQ,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,KAAK,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,GAAG,OAAO,KAAK,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC5C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC5B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AAC3D;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;EACA,IAAI,OAAO,CAAC;AACZ;EACA,MAAM,UAAU,GAAG;AACnB;EACA,CAAC,UAAU,EAAE,WAAW,KAAK,GAAG;AAChC;EACA,EAAE,KAAK,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,GAAG,EAAE,GAAG;AACrC;EACA,GAAG,OAAO,KAAK,CAAC,GAAG,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,KAAK,OAAO,iBAAiB,IAAI,WAAW,GAAG;AACjD;EACA,GAAG,OAAO,KAAK,CAAC,GAAG,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,IAAI,MAAM,CAAC;AACb;EACA,EAAE,KAAK,KAAK,YAAY,iBAAiB,GAAG;AAC5C;EACA,GAAG,MAAM,GAAG,KAAK,CAAC;AAClB;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,OAAO,KAAK,SAAS,GAAG,OAAO,GAAG,QAAQ,CAAC,eAAe,EAAE,8BAA8B,EAAE,QAAQ,EAAE,CAAC;AAC/G;EACA,GAAG,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;EAC/B,GAAG,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AACjC;EACA,GAAG,MAAM,OAAO,GAAG,OAAO,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AAC9C;EACA,GAAG,KAAK,KAAK,YAAY,SAAS,GAAG;AACrC;EACA,IAAI,OAAO,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AAChE;EACA,IAAI;AACJ;EACA,GAAG,MAAM,GAAG,OAAO,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,KAAK,GAAG,IAAI,IAAI,MAAM,CAAC,MAAM,GAAG,IAAI,GAAG;AACrD;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,KAAK,EAAE,CAAC;AACxG;EACA,GAAG,OAAO,MAAM,CAAC,SAAS,EAAE,YAAY,EAAE,GAAG,EAAE,CAAC;AAChD;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,MAAM,CAAC,SAAS,EAAE,WAAW,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,IAAI,SAAS,GAAG,CAAC,CAAC;AAClB;EACA,MAAM,OAAO,SAAS,eAAe,CAAC;AACtC;EACA,CAAC,WAAW,EAAE,KAAK,GAAG,OAAO,CAAC,aAAa,EAAE,OAAO,GAAG,OAAO,CAAC,eAAe,EAAE,KAAK,GAAG,mBAAmB,EAAE,KAAK,GAAG,mBAAmB,EAAE,SAAS,GAAG,YAAY,EAAE,SAAS,GAAG,wBAAwB,EAAE,MAAM,GAAG,UAAU,EAAE,IAAI,GAAG,gBAAgB,EAAE,UAAU,GAAG,CAAC,EAAE,QAAQ,GAAG,cAAc,GAAG;AACpS;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,SAAS,GAAG,EAAE,EAAE,CAAC;AAC/D;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACvC;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;AACjB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACrB,EAAE,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;AACpB;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACzB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACrB,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;EAC7B,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC7B;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACvB,EAAE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;EAC7B,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AACnB;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;AACpB;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;EAC/B,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;EAC9B,EAAE,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;EAChC,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;EACpB,EAAE,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC;AAC3B;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;EACnB,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC,YAAY,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC;AACxI;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC;AAC3C;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAChC;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC9B,EAAE,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;EAC9C,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EAClD,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAChD,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EAClD,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAChD,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,IAAI,GAAG;AAChB;EACA,EAAE,MAAM,YAAY,KAAK,IAAI,KAAK,SAAS,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE,CAAC;AAC1E;EACA,EAAE,KAAK,EAAE,YAAY,IAAI,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AACpE;EACA,GAAG,OAAO,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG;AACjB;EACA,GAAG,QAAQ,EAAE;EACb,IAAI,OAAO,EAAE,GAAG;EAChB,IAAI,IAAI,EAAE,SAAS;EACnB,IAAI,SAAS,EAAE,gBAAgB;EAC/B,IAAI;AACJ;EACA,GAAG,IAAI,EAAE,IAAI,CAAC,IAAI;EAClB,GAAG,IAAI,EAAE,IAAI,CAAC,IAAI;AAClB;EACA,GAAG,OAAO,EAAE,IAAI,CAAC,OAAO;AACxB;EACA,GAAG,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE;EAC3C,GAAG,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE;EAC3C,GAAG,MAAM,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC,EAAE;EAC3C,GAAG,QAAQ,EAAE,IAAI,CAAC,QAAQ;AAC1B;EACA,GAAG,IAAI,EAAE,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE;AACnC;EACA,GAAG,MAAM,EAAE,IAAI,CAAC,MAAM;EACtB,GAAG,IAAI,EAAE,IAAI,CAAC,IAAI;EAClB,GAAG,QAAQ,EAAE,IAAI,CAAC,QAAQ;AAC1B;EACA,GAAG,SAAS,EAAE,IAAI,CAAC,SAAS;EAC5B,GAAG,SAAS,EAAE,IAAI,CAAC,SAAS;EAC5B,GAAG,UAAU,EAAE,IAAI,CAAC,UAAU;AAC9B;EACA,GAAG,KAAK,EAAE,IAAI,CAAC,KAAK;AACpB;EACA,GAAG,gBAAgB,EAAE,IAAI,CAAC,gBAAgB;EAC1C,GAAG,eAAe,EAAE,IAAI,CAAC,eAAe;AACxC;EACA,GAAG,CAAC;AACJ;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,SAAS,GAAG;AAClC;EACA;AACA;EACA,GAAG,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC5B;EACA,GAAG,KAAK,KAAK,CAAC,IAAI,KAAK,SAAS,GAAG;AACnC;EACA,IAAI,KAAK,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AAC1C;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,YAAY,IAAI,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AACpE;EACA,IAAI,IAAI,GAAG,CAAC;AACZ;EACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,KAAK,EAAE,GAAG;AAClC;EACA;AACA;EACA,KAAK,GAAG,GAAG,EAAE,CAAC;AACd;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA;AACA;EACA,MAAM,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC,aAAa,GAAG;AACtC;EACA,OAAO,GAAG,CAAC,IAAI,EAAE,cAAc,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,EAAE,CAAC;AACtD;EACA,OAAO,MAAM;AACb;EACA,OAAO,GAAG,CAAC,IAAI,EAAE,cAAc,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAChD;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA;AACA;EACA,KAAK,GAAG,GAAG,cAAc,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,KAAK;AACL;EACA,IAAI,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,GAAG;EAChC,KAAK,IAAI,EAAE,KAAK,CAAC,IAAI;EACrB,KAAK,GAAG,EAAE,GAAG;EACb,KAAK,CAAC;AACN;EACA,IAAI;AACJ;EACA,GAAG,MAAM,CAAC,KAAK,GAAG,KAAK,CAAC,IAAI,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,YAAY,GAAG;AACxB;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,IAAI,EAAE,GAAG,MAAM,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG;AACX;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,EAAE,GAAG;AACnB;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,SAAS,GAAG,OAAO,EAAE,CAAC;AAC9C;EACA,EAAE,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACjC;EACA,EAAE,KAAK,EAAE,CAAC,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG;AAC9B;EACA,GAAG,SAAS,IAAI,CAAC,KAAK;AACtB;EACA,IAAI,KAAK,cAAc;AACvB;EACA,KAAK,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;EACtC,KAAK,MAAM;AACX;EACA,IAAI,KAAK,mBAAmB;AAC5B;EACA,KAAK,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EAC7B,KAAK,MAAM;AACX;EACA,IAAI,KAAK,sBAAsB;AAC/B;EACA,KAAK,KAAK,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,KAAK,CAAC,GAAG;AACrD;EACA,MAAM,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;AACtC;EACA,MAAM,MAAM;AACZ;EACA,MAAM,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACvC;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,CAAC,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG;AAC9B;EACA,GAAG,SAAS,IAAI,CAAC,KAAK;AACtB;EACA,IAAI,KAAK,cAAc;AACvB;EACA,KAAK,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;EACtC,KAAK,MAAM;AACX;EACA,IAAI,KAAK,mBAAmB;AAC5B;EACA,KAAK,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EAC7B,KAAK,MAAM;AACX;EACA,IAAI,KAAK,sBAAsB;AAC/B;EACA,KAAK,KAAK,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,GAAG,CAAC,EAAE,KAAK,CAAC,GAAG;AACrD;EACA,MAAM,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;AACtC;EACA,MAAM,MAAM;AACZ;EACA,MAAM,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACvC;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,GAAG;AACpB;EACA,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,OAAO,EAAE,CAAC;AACZ;EACA,EAAE;AACF;EACA,CAAC,IAAI,WAAW,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,OAAO,CAAC,aAAa,GAAG,SAAS,CAAC;EAClC,OAAO,CAAC,eAAe,GAAG,SAAS,CAAC;AACpC;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;EACA,SAAS,cAAc,EAAE,KAAK,GAAG;AACjC;EACA,CAAC,KAAK,EAAE,OAAO,gBAAgB,KAAK,WAAW,IAAI,KAAK,YAAY,gBAAgB;EACpF,IAAI,OAAO,iBAAiB,KAAK,WAAW,IAAI,KAAK,YAAY,iBAAiB,EAAE;EACpF,IAAI,OAAO,WAAW,KAAK,WAAW,IAAI,KAAK,YAAY,WAAW,EAAE,GAAG;AAC3E;EACA;AACA;EACA,EAAE,OAAO,UAAU,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,KAAK,CAAC,IAAI,GAAG;AACpB;EACA;AACA;EACA,GAAG,OAAO;EACV,IAAI,IAAI,EAAE,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,IAAI,EAAE;EAClD,IAAI,KAAK,EAAE,KAAK,CAAC,KAAK;EACtB,IAAI,MAAM,EAAE,KAAK,CAAC,MAAM;EACxB,IAAI,IAAI,EAAE,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI;EACrC,IAAI,CAAC;AACL;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6CAA6C,EAAE,CAAC;EACjE,GAAG,OAAO,EAAE,CAAC;AACb;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,OAAO,CAAC;AACd;EACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG;AAC3C;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE;AACF;EACA,CAAC,IAAI,KAAK,GAAG;AACb;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,IAAI,KAAK,EAAE,KAAK,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,MAAM,GAAG;AACd;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,IAAI,MAAM,EAAE,KAAK,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,GAAG;AAC9B;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACf,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,KAAK,SAAS,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AAC3C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,CAAC,GAAG;AACf;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EACvD,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EAC9D,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EAC9D,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EAC/D,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AAC/D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;EACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,0BAA0B,EAAE,CAAC,GAAG;AACjC;EACA;AACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;AACvC;EACA,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG;AACpB;EACA,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACd,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACd,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACd;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,8BAA8B,EAAE,CAAC,GAAG;AACrC;EACA;AACA;EACA;AACA;EACA,EAAE,IAAI,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;EACrB,EAAE,MAAM,OAAO,GAAG,IAAI;EACtB,GAAG,QAAQ,GAAG,GAAG;AACjB;EACA,GAAG,EAAE,GAAG,CAAC,CAAC,QAAQ;AAClB;EACA,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAChD;EACA,EAAE,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,OAAO;EACxC,SAAS,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,OAAO,EAAE;EAC1C,SAAS,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,OAAO,EAAE,GAAG;AAC7C;EACA;EACA;EACA;AACA;EACA,GAAG,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,QAAQ;EAC1C,UAAU,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,QAAQ,EAAE;EAC5C,UAAU,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,QAAQ,EAAE;EAC5C,UAAU,IAAI,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,EAAE,GAAG,QAAQ,EAAE,GAAG;AACzD;EACA;AACA;EACA,IAAI,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,GAAG,IAAI,CAAC,EAAE,CAAC;AACnB;EACA,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,CAAC,KAAK,CAAC,CAAC;EAC9B,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,CAAC,KAAK,CAAC,CAAC;EAC9B,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,CAAC,KAAK,CAAC,CAAC;EAC9B,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAChC,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAChC,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAChC;EACA,GAAG,KAAK,EAAE,EAAE,GAAG,EAAE,QAAQ,EAAE,GAAG,EAAE,EAAE,GAAG;AACrC;EACA;AACA;EACA,IAAI,KAAK,EAAE,GAAG,OAAO,GAAG;AACxB;EACA,KAAK,CAAC,GAAG,CAAC,CAAC;EACX,KAAK,CAAC,GAAG,WAAW,CAAC;EACrB,KAAK,CAAC,GAAG,WAAW,CAAC;AACrB;EACA,KAAK,MAAM;AACX;EACA,KAAK,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EAChB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,KAAK;AACL;EACA,IAAI,MAAM,KAAK,EAAE,GAAG,EAAE,GAAG;AACzB;EACA;AACA;EACA,IAAI,KAAK,EAAE,GAAG,OAAO,GAAG;AACxB;EACA,KAAK,CAAC,GAAG,WAAW,CAAC;EACrB,KAAK,CAAC,GAAG,CAAC,CAAC;EACX,KAAK,CAAC,GAAG,WAAW,CAAC;AACrB;EACA,KAAK,MAAM;AACX;EACA,KAAK,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EAChB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA;AACA;EACA,IAAI,KAAK,EAAE,GAAG,OAAO,GAAG;AACxB;EACA,KAAK,CAAC,GAAG,WAAW,CAAC;EACrB,KAAK,CAAC,GAAG,WAAW,CAAC;EACrB,KAAK,CAAC,GAAG,CAAC,CAAC;AACX;EACA,KAAK,MAAM;AACX;EACA,KAAK,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EAChB,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC9B;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE;EAClD,GAAG,EAAE,GAAG,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE;EAChC,GAAG,EAAE,GAAG,GAAG,GAAG,OAAO,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC;AACnC;EACA,EAAE,KAAK,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC;AACrC;EACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC;AACpD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG;AACnB;EACA;AACA;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,MAAM,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,GAAG,EAAE,GAAG,GAAG;AACzB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC,EAAE,CAAC,cAAc,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACrG;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,GAAG;AACR;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACnE;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/E;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC;AAC5F;EACA,EAAE;AACF;EACA,CAAC,eAAe,GAAG;AACnB;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC3F;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACnD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,EAAE,KAAK,GAAG;AAClB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,GAAG;AAC9B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;EAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;EAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;EAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,GAAG;AAClG;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC/B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC/B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACjD;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACzF;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;EACA;EACA;EACA;EACA;EACA;EACA,MAAM,iBAAiB,SAAS,eAAe,CAAC;AAChD;EACA,CAAC,WAAW,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,GAAG;AACvC;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACrB,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACvB,EAAE,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EACpD,EAAE,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC3B;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACrD;EACA,EAAE,OAAO,GAAG,OAAO,IAAI,EAAE,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,IAAI,OAAO,EAAE,SAAS,EAAE,OAAO,CAAC,OAAO,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,SAAS,EAAE,OAAO,CAAC,SAAS,EAAE,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,QAAQ,EAAE,CAAC;AACnM;EACA,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,EAAE,CAAC;EAC1B,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;EACnC,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,MAAM,CAAC;EACrC,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,CAAC,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,KAAK,SAAS,GAAG,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;EACzG,EAAE,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,KAAK,SAAS,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AAC9F;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,KAAK,SAAS,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;EACpF,EAAE,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,aAAa,KAAK,SAAS,GAAG,OAAO,CAAC,aAAa,GAAG,KAAK,CAAC;EAC3F,EAAE,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC,YAAY,KAAK,SAAS,GAAG,OAAO,CAAC,YAAY,GAAG,IAAI,CAAC;AACvF;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,OAAO,GAAG;AACvB;EACA,EAAE,OAAO,CAAC,KAAK,GAAG;EAClB,GAAG,KAAK,EAAE,IAAI,CAAC,KAAK;EACpB,GAAG,MAAM,EAAE,IAAI,CAAC,MAAM;EACtB,GAAG,KAAK,EAAE,IAAI,CAAC,KAAK;EACpB,GAAG,CAAC;AACJ;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACzB;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,GAAG,CAAC,GAAG;AACrC;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,KAAK,IAAI,IAAI,CAAC,MAAM,KAAK,MAAM,IAAI,IAAI,CAAC,KAAK,KAAK,KAAK,GAAG;AAChF;EACA,GAAG,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACtB,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACxB,GAAG,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACtB;EACA,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;EACpC,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,MAAM,CAAC;EACtC,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;AACpC;EACA,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;AAClB;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EAC3C,EAAE,IAAI,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;EACxC,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC5C,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG;AACX;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AAyBvD;EACA,MAAM,UAAU,CAAC;AACjB;EACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG;AAC3C;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;EACzH,EAAE,OAAO,EAAE,CAAC,gBAAgB,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,OAAO,SAAS,EAAE,GAAG,EAAE,SAAS,EAAE,IAAI,EAAE,UAAU,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,GAAG;AAC3E;EACA;AACA;EACA,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;EACjC,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;EAC9B,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;EAC9B,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;EACnC,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;EAC9B,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE;EAC9B,GAAG,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;EACA,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;EACA,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC7B,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG;AAC1D;EACA,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EACjB,GAAG,MAAM,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE;EACpD,IAAI,GAAG,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE;EAChC,IAAI,MAAM,GAAG,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3B;EACA;EACA,GAAG,KAAK,MAAM,GAAG,MAAM,CAAC,OAAO,GAAG;AAClC;EACA,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE;EACnC,KAAK,GAAG,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,CAAC;AACxC;EACA,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,EAAE,GAAG,GAAG,CAAC;EAClC,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,EAAE,GAAG,GAAG,CAAC;AAClC;EACA,IAAI;AACJ;EACA,GAAG,MAAM,IAAI,GAAG,CAAC,GAAG,GAAG,CAAC;AACxB;EACA,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC;EAC3B,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC;EAC3B,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC;EAC3B,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC;AAC3B;EACA;EACA,GAAG,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG;AACtB;EACA,IAAI,MAAM,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;AACrE;EACA,IAAI,EAAE,IAAI,CAAC,CAAC;EACZ,IAAI,EAAE,IAAI,CAAC,CAAC;EACZ,IAAI,EAAE,IAAI,CAAC,CAAC;EACZ,IAAI,EAAE,IAAI,CAAC,CAAC;AACZ;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,GAAG,EAAE,SAAS,EAAE,GAAG,EAAE,CAAC;EACxB,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC5B,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;EAC5B,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,OAAO,uBAAuB,EAAE,GAAG,EAAE,SAAS,EAAE,IAAI,EAAE,UAAU,EAAE,IAAI,EAAE,UAAU,GAAG;AACtF;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,EAAE,CAAC;EAChC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;EACpC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;EACpC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,EAAE,CAAC;EAChC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;EACpC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;EACpC,EAAE,MAAM,EAAE,GAAG,IAAI,EAAE,UAAU,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,EAAE,GAAG,EAAE,SAAS,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC3D,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC/D,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC/D,EAAE,GAAG,EAAE,SAAS,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC/D;EACA,EAAE,OAAO,GAAG,CAAC;AACb;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACpE;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,UAAU,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC;EACzB,EAAE,IAAI,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC;EACzB,EAAE,IAAI,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC;EACzB,EAAE,IAAI,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC;AACzB;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,KAAK,IAAI,KAAK,IAAI,KAAK,CAAC,OAAO,EAAE,GAAG;AACtC;EACA,GAAG,MAAM,IAAI,KAAK,EAAE,kGAAkG,EAAE,CAAC;AACzH;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,GAAG,KAAK,CAAC,EAAE,EAAE,CAAC,GAAG,KAAK,CAAC,EAAE,EAAE,CAAC,GAAG,KAAK,CAAC,EAAE,EAAE,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC;AACvE;EACA;EACA;EACA;AACA;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;EACvB,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;AACvB;EACA,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B;EACA,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1B;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,KAAK;EACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;EACb,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG;EACH,IAAI,OAAO,CAAC,IAAI,EAAE,kEAAkE,GAAG,KAAK,EAAE,CAAC;AAC/F;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,KAAK,KAAK,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;AACnD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,GAAG;AACjC;EACA;AACA;EACA;AACA;EACA,EAAE,MAAM,SAAS,GAAG,KAAK,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACzD;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACvB,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACvB,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACvB,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,CAAC,GAAG;AAC5B;EACA;AACA;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ;AACvB;EACA,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC9C,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE;AAC/C;EACA,GAAG,KAAK,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3B;EACA,EAAE,KAAK,KAAK,GAAG,CAAC,GAAG;AACnB;EACA,GAAG,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,GAAG,GAAG,EAAE,CAAC;AAC5C;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,GAAG,CAAC,CAAC;EACtB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B;EACA,GAAG,MAAM,KAAK,GAAG,GAAG,GAAG,IAAI,GAAG,GAAG,GAAG,GAAG;AACvC;EACA,GAAG,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;AACtD;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,GAAG,CAAC,CAAC;EACtB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B;EACA,GAAG,MAAM,KAAK,GAAG,GAAG,GAAG,GAAG;AAC1B;EACA,GAAG,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;AACtD;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,GAAG,CAAC,CAAC;EACtB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;AAC/B;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;AACtD;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;EAC/B,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,GAAG,CAAC,CAAC;AACtB;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,KAAK,EAAE,GAAG,GAAG;AAClC;EACA;AACA;EACA,EAAE,IAAI,CAAC,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAC/B;EACA,EAAE,KAAK,CAAC,GAAG,MAAM,CAAC,OAAO,GAAG;AAC5B;EACA;AACA;EACA,GAAG,CAAC,GAAG,CAAC,CAAC;AACT;EACA,GAAG,KAAK,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,GAAG;AACpD;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,CAAC;EACxB,IAAI,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;EACtB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EAChB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EAChB,IAAI,IAAI,CAAC,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,CAAC;EACxB,IAAI,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;EACtB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;EAC/C,GAAG,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;EAC/C,GAAG,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;EAC/C,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,CAAC,GAAG;AACd;EACA,EAAE,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC/E;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,CAAC,EAAE,IAAI,GAAG;AAC1B;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,KAAK,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC;AACjC;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA;AACA;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,IAAI,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;EACjB,EAAE,IAAI,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;EACjB,EAAE,IAAI,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC;AACjB;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC;AAC3E;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AACvF;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC;AACpG;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,IAAI,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACxB;EACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf;EACA,GAAG,MAAM;AACT;EACA,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACb;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,GAAG;AAClB;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wGAAwG,EAAE,CAAC;EAC5H,GAAG,OAAO,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,CAAC,GAAG;AAClB;EACA,EAAE,OAAO,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,GAAG;AAC7B;EACA;AACA;EACA,EAAE,MAAM,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC;EACvD,EAAE,MAAM,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC;AACvD;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC1D;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,EAAE,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC;EAC7B,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACxC;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;AAC3D;EACA;AACA;EACA,EAAE,IAAI,YAAY,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;AACnE;EACA,EAAE,KAAK,YAAY,GAAG,CAAC,GAAG;AAC1B;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACrB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACrB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACrB,GAAG,IAAI,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACrB;EACA,GAAG,YAAY,GAAG,EAAE,YAAY,CAAC;AACjC;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,KAAK,YAAY,IAAI,GAAG,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACf;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,eAAe,GAAG,GAAG,GAAG,YAAY,GAAG,YAAY,CAAC;AAC5D;EACA,EAAE,KAAK,eAAe,IAAI,MAAM,CAAC,OAAO,GAAG;AAC3C;EACA,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;EACjC,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;EACjC,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;EACjC,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;AACjC;EACA,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;EACpB,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC5B;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC;EACpD,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,YAAY,EAAE,YAAY,EAAE,CAAC;EAC7D,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,KAAK,SAAS,EAAE,GAAG,YAAY;EACjE,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,SAAS,EAAE,GAAG,YAAY,CAAC;AACrD;EACA,EAAE,IAAI,CAAC,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,EAAE,KAAK,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,EAAE,GAAG,MAAM,EAAE,CAAC;AAC9C;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;EACA,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,UAAU,GAAG;AACtB;EACA,EAAE,OAAO,EAAE,UAAU,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,QAAQ,UAAU,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,MAAM,UAAU,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,MAAM,UAAU,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,CAAC;AAC1I;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;EAC5B,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;EAC5B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,GAAG;AACzC;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,EAAE,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACpC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,QAAQ,GAAG;AACvB;EACA,EAAE,IAAI,CAAC,iBAAiB,GAAG,QAAQ,CAAC;AACpC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,GAAG,EAAE;AACvB;EACA,CAAC;AACD;EACA,UAAU,CAAC,SAAS,CAAC,YAAY,GAAG,IAAI,CAAC;AACzC;EACA,MAAM,OAAO,CAAC;AACd;EACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG;AACpC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,GAAG;AAC9B;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,KAAK,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM;EACjC,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,KAAK,CAAC,EAAE,OAAO,IAAI,CAAC,CAAC,CAAC;EACzB,GAAG,SAAS,MAAM,IAAI,KAAK,EAAE,yBAAyB,GAAG,KAAK,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACxD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACf,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACf;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG;AACb;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,GAAG;AAClB;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,iGAAiG,EAAE,CAAC;EACrH,GAAG,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,KAAK,GAAG;AACrB;EACA,EAAE,KAAK,IAAI,KAAK,IAAI,KAAK,CAAC,OAAO,EAAE,GAAG;AACtC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,6FAA6F,EAAE,CAAC;AAClH;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,aAAa,CAAC,YAAY,EAAE,KAAK,EAAE,EAAE,CAAC;AACrE;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,IAAI,EAAE,KAAK,GAAG;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,aAAa,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC;AAC/E;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3C,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EAChD,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EAChD,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,CAAC,GAAG;AACxB;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,SAAS,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3C,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;EACA,EAAE,MAAM,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC;AACpE;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,CAAC,CAAC;EAClE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,CAAC,CAAC;EAClE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,KAAK,CAAC,CAAC;AACnE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,GAAG;AACtB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3C,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AAC/C;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EACtC,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EACtC,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EACtC,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AACxC;EACA;AACA;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;EACvD,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;EACvD,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;AACvD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,MAAM,GAAG;AACnB;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,kBAAkB,EAAE,CAAC,YAAY,EAAE,MAAM,CAAC,gBAAgB,EAAE,CAAC;AAChG;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,CAAC,uBAAuB,EAAE,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAChG;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,CAAC,GAAG;AACzB;EACA;EACA;AACA;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3C,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EAChD,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EAChD,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACjD;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;AAChB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;EACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG;AACnB;EACA;AACA;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,MAAM,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC;AAC1D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,GAAG,EAAE,GAAG,GAAG;AACzB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC,EAAE,CAAC,cAAc,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACrG;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,GAAG;AACR;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EAChC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACvE,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACvE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACpD;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,OAAO,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC7D;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC;AAC1E;EACA,EAAE;AACF;EACA,CAAC,eAAe,GAAG;AACnB;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACtE;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACnD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,EAAE,KAAK,GAAG;AAClB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACrC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,GAAG;AAC9B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;EAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;EAC1C,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,KAAK,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,GAAG;AACf;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2FAA2F,EAAE,CAAC;EAC/G,GAAG,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,GAAG;AACtB;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACrC,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACrC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AAC7B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,GAAG;AACtB;EACA,EAAE,MAAM,WAAW,GAAG,CAAC,CAAC,QAAQ,EAAE,CAAC;AACnC;EACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,EAAE,MAAM,MAAM,GAAG,CAAC,CAAC,GAAG,EAAE,IAAI,EAAE,GAAG,WAAW,CAAC;AAC7C;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,WAAW,GAAG;AAC/B;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,eAAe,EAAE,WAAW,EAAE,CAAC;AACxD;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,MAAM,GAAG;AACnB;EACA;EACA;AACA;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,cAAc,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACvF;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,CAAC,GAAG;AACd;EACA,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,GAAG,CAAC,CAAC,QAAQ,EAAE,EAAE,CAAC;AAClE;EACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9C;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,WAAW,CAAC;AAC5C;EACA;AACA;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,SAAS,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AACvD;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,CAAC,GAAG;AACjB;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,CAAC,GAAG;AACxB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AAChE;EACA,EAAE,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,CAAC,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;AACxF;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,CAAC,GAAG;AACvB;EACA,EAAE,OAAO,IAAI,CAAC,sBAAsB,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,KAAK,EAAE,CAAC;AACjE;EACA,EAAE;AACF;EACA,CAAC,sBAAsB,EAAE,MAAM,EAAE,GAAG,EAAE,KAAK,GAAG;AAC9C;EACA,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,MAAM,CAAC;AAChD;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,MAAM,CAAC;EACpC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,OAAO,IAAI,CAAC,wBAAwB,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACjE;EACA,EAAE;AACF;EACA,CAAC,wBAAwB,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC,GAAG;AAC9C;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACtC,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,CAAC,GAAG;AAC5B;EACA,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,QAAQ,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,CAAC,GAAG;AACzB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;EACvD,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;EACvD,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;AACvD;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,CAAC,EAAE,KAAK,GAAG;AACjC;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,CAAC,QAAQ,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,CAAC,EAAE,KAAK,GAAG;AAClC;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC,CAAC,QAAQ,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,GAAG;AAC5E;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC/B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACjD;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACzF;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;EACA,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC9C,MAAM,aAAa,iBAAiB,IAAI,UAAU,EAAE,CAAC;AACrD;EACA,MAAM,IAAI,CAAC;AACX;EACA,CAAC,WAAW,EAAE,GAAG,GAAG,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,GAAG,GAAG,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,GAAG;AACjI;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;EACjB,EAAE,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,GAAG;AACjB;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC;EACvB,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC;AACvB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;EACA,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB;EACA,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AACrD;EACA,GAAG,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;EACxB,GAAG,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC5B,GAAG,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC5B;EACA,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B;EACA,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,sBAAsB,EAAE,SAAS,GAAG;AACrC;EACA,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB;EACA,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;EACxB,EAAE,IAAI,IAAI,GAAG,EAAE,QAAQ,CAAC;AACxB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACjC,GAAG,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACjC,GAAG,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B;EACA,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;EAC5B,GAAG,KAAK,CAAC,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,MAAM,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACnB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,IAAI,CAAC,aAAa,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,MAAM,EAAE,IAAI,GAAG;AACtC;EACA,EAAE,MAAM,QAAQ,GAAG,SAAS,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,cAAc,EAAE,GAAG,EAAE,CAAC;AAChE;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;EAC1C,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,MAAM,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AACvC;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,GAAG,GAAG;AACb;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,QAAQ,CAAC;EACpD,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,QAAQ,CAAC;AACpD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG;AACX;EACA;AACA;EACA,EAAE,OAAO,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,QAAQ,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;AACnG;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,iDAAiD,EAAE,CAAC;EACrE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,OAAO,EAAE,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC,UAAU,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC,cAAc,EAAE,GAAG,EAAE,CAAC;AAChH;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,MAAM,GAAG;AACnB;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;EACnE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,OAAO,EAAE,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC,UAAU,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AAC1F;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACxB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,CAAC;EACjC,EAAE,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA;EACA;AACA;EACA,EAAE,MAAM,CAAC,iBAAiB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAC3C;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,KAAK,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG;AACxC;EACA,IAAI,QAAQ,CAAC,kBAAkB,EAAE,CAAC;AAClC;EACA,IAAI;AACJ;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EACvC,GAAG,MAAM,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC7C;EACA,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,IAAI,CAAC,cAAc,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,OAAO,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;EACrD,GAAG,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;EAC/C,GAAG,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,GAAG,GAAG;AACpB;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC;EAC3D,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC;EACrD,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtD;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AAC/B;EACA;EACA;AACA;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,oDAAoD,EAAE,CAAC;EACxE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,GAAG;EACnB,GAAG,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE;EACzD,GAAG,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE;EACzD,GAAG,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE;EACzD,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;EACA;EACA,EAAE,OAAO,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;EACzD,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC;EACnD,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC;AACnE;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA;EACA,EAAE,IAAI,CAAC,UAAU,EAAE,MAAM,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;AAC9C;EACA;EACA,EAAE,OAAO,SAAS,CAAC,iBAAiB,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC;AAC3F;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA;EACA;AACA;EACA,EAAE,IAAI,GAAG,EAAE,GAAG,CAAC;AACf;EACA,EAAE,KAAK,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG;AAC5B;EACA,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;EACrC,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACrC;EACA,GAAG,MAAM;AACT;EACA,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;EACrC,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG;AAC5B;EACA,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;EACtC,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC;EACA,GAAG,MAAM;AACT;EACA,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;EACtC,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG;AAC5B;EACA,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;EACtC,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC;EACA,GAAG,MAAM;AACT;EACA,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;EACtC,GAAG,GAAG,IAAI,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,SAAS,GAAG,IAAI,EAAE,KAAK,CAAC,QAAQ,IAAI,GAAG,IAAI,EAAE,KAAK,CAAC,QAAQ,GAAG;AAChE;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,QAAQ,GAAG;AAChC;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,EAAE,GAAG;AACxB;EACA,GAAG,OAAO,KAAK,CAAC;AAChB;EACA,GAAG;AACH;EACA;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,OAAO,EAAE,CAAC;EAC5B,EAAE,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AAC3C;EACA;EACA,EAAE,KAAK,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC;EAC1C,EAAE,KAAK,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC;EAC1C,EAAE,KAAK,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC;AAC1C;EACA;EACA,EAAE,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;EACjC,EAAE,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;EACjC,EAAE,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACjC;EACA;EACA;EACA;EACA,EAAE,IAAI,IAAI,GAAG;EACb,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;EAC1D,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC;EAC1D,GAAG,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC;EAC1D,GAAG,CAAC;EACJ,EAAE,KAAK,EAAE,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG;AAC7D;EACA,GAAG,OAAO,KAAK,CAAC;AAChB;EACA,GAAG;AACH;EACA;EACA,EAAE,IAAI,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACvC,EAAE,KAAK,EAAE,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG;AAC7D;EACA,GAAG,OAAO,KAAK,CAAC;AAChB;EACA,GAAG;AACH;EACA;EACA;EACA,EAAE,eAAe,CAAC,YAAY,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC3C,EAAE,IAAI,GAAG,EAAE,eAAe,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,EAAE,eAAe,CAAC,CAAC,EAAE,CAAC;AACrE;EACA,EAAE,OAAO,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC3D;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,GAAG;AAC7B;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,kDAAkD,EAAE,CAAC;EACtE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AAC1D;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,MAAM,YAAY,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AAC3E;EACA,EAAE,OAAO,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,MAAM,GAAG;AAC7B;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,yDAAyD,EAAE,CAAC;EAC9E;AACA;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AAClC;EACA,EAAE,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,EAAE,SAAS,EAAE,CAAC,MAAM,EAAE,GAAG,GAAG,CAAC;AAC3D;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,GAAG,GAAG;AAClB;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EAC1B,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC1B;EACA;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,EAAE,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;AACzC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,GAAG,GAAG;AACd;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EAC1B,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;EACA;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,EAAE,GAAG,OAAO,IAAI,CAAC;AACpC;EACA;EACA,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AAChF;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;EACzB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,GAAG,GAAG;AACf;EACA,EAAE,OAAO,GAAG,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,IAAI,GAAG,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,IAAI,CAAC;AAC7B;EACA,MAAM,OAAO,GAAG;EAChB,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,eAAe,IAAI,OAAO,EAAE;EAC5B,CAAC,CAAC;AACF;EACA,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,MAAM,MAAM,iBAAiB,IAAI,IAAI,EAAE,CAAC;AACxC;EACA;AACA;EACA,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C;EACA;AACA;EACA,MAAM,GAAG,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACxC,MAAM,GAAG,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACxC,MAAM,GAAG,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACxC;EACA,MAAM,OAAO,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC5C,MAAM,QAAQ,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC7C,MAAM,eAAe,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACpD,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,SAAS,UAAU,EAAE,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,OAAO,GAAG;AACjD;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AACxD;EACA,EAAE,SAAS,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EACjC;EACA,EAAE,MAAM,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,CAAC,EAAE,GAAG,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,CAAC,EAAE,GAAG,OAAO,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;EAC5H;EACA,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;EACjC,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;EACjC,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;EACjC;EACA,EAAE,KAAK,IAAI,CAAC,GAAG,EAAE,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG;AAC1E;EACA;EACA;EACA,GAAG,OAAO,KAAK,CAAC;AAChB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC;AACD;EACA,MAAM,MAAM,iBAAiB,IAAI,IAAI,EAAE,CAAC;EACxC,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,gBAAgB,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACrD,MAAM,QAAQ,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC7C;EACA,MAAM,MAAM,CAAC;AACb;EACA,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI,OAAO,EAAE,EAAE,MAAM,GAAG,EAAE,CAAC,GAAG;AACrD;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACvB,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,MAAM,EAAE,MAAM,GAAG;AACvB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,MAAM,EAAE,cAAc,GAAG;AACzC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,KAAK,cAAc,KAAK,SAAS,GAAG;AACtC;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,cAAc,EAAE,CAAC;AACjC;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,CAAC,aAAa,EAAE,MAAM,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA,EAAE,IAAI,WAAW,GAAG,CAAC,CAAC;AACtB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,WAAW,GAAG,IAAI,CAAC,GAAG,EAAE,WAAW,EAAE,MAAM,CAAC,iBAAiB,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAClF;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AACzC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC9B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG;AACX;EACA,EAAE,SAAS,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AAC7B;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,SAAS,KAAK,CAAC,iBAAiB,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG;AACrF;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,SAAS,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,GAAG;AAC3D;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAChD;EACA,EAAE,OAAO,MAAM,CAAC,MAAM,CAAC,iBAAiB,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,SAAS,GAAG,SAAS,EAAE,CAAC;AACrF;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;EACA,EAAE,OAAO,GAAG,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC;AACtC;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,IAAI,IAAI,CAAC,MAAM,CAAC;AACzE;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,GAAG;AAC7B;EACA,EAAE,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AAC/D;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,oDAAoD,EAAE,CAAC;EACxE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACvB;EACA,EAAE,KAAK,aAAa,KAAK,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG;AACvD;EACA,GAAG,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;EACzC,GAAG,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC5E,GAAG,MAAM,GAAG,IAAI,IAAI,EAAE,CAAC;AACvB;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,EAAE,GAAG;AACxB;EACA;EACA,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC;EACtB,GAAG,OAAO,MAAM,CAAC;AACjB;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;EACzC,EAAE,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACvC;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,GAAG;AACxB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;EACrC,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,iBAAiB,EAAE,CAAC;AACzD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA;AACA;EACA,EAAE,QAAQ,CAAC,UAAU,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC5C;EACA,EAAE,MAAM,QAAQ,GAAG,QAAQ,CAAC,QAAQ,EAAE,CAAC;AACvC;EACA,EAAE,KAAK,QAAQ,KAAK,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG;AAClD;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;EACxC,GAAG,MAAM,iBAAiB,GAAG,EAAE,MAAM,GAAG,IAAI,CAAC,MAAM,KAAK,GAAG,CAAC;AAC5D;EACA;EACA;EACA;AACA;EACA,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,QAAQ,CAAC,cAAc,EAAE,iBAAiB,GAAG,MAAM,EAAE,EAAE,CAAC;EAC5E,GAAG,IAAI,CAAC,MAAM,IAAI,iBAAiB,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,MAAM,GAAG;AACjB;EACA;AACA;EACA;EACA;EACA;AACA;EACA,EAAE,gBAAgB,CAAC,UAAU,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACxG;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,gBAAgB,EAAE,EAAE,CAAC;EAC5E,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,gBAAgB,EAAE,EAAE,CAAC;AAC5E;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,MAAM,GAAG;AAClB;EACA,EAAE,OAAO,MAAM,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,MAAM,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM,EAAE,CAAC;AAClF;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC9C,MAAM,UAAU,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC/C,MAAM,OAAO,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC5C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C;EACA,MAAM,MAAM,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC3C,MAAM,MAAM,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC3C,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,MAAM,GAAG,CAAC;AACV;EACA,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI,OAAO,EAAE,EAAE,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG;AAC7E;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACvB,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC7B;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,MAAM,EAAE,SAAS,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,GAAG,GAAG;AACb;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC;EACjC,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,GAAG,CAAC,SAAS,EAAE,CAAC;AACvC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,EAAE,CAAC,EAAE,MAAM,GAAG;AACjB;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,yCAAyC,EAAE,CAAC;EAC7D,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC9E;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;AAC1D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC,EAAE,SAAS,EAAE,EAAE,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,KAAK,EAAE,MAAM,GAAG;AACtC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,UAAU,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC1C;EACA,EAAE,MAAM,iBAAiB,GAAG,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACzD;EACA,EAAE,KAAK,iBAAiB,GAAG,CAAC,GAAG;AAC/B;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,iBAAiB,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC9F;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,iBAAiB,EAAE,KAAK,EAAE,EAAE,CAAC;AACtD;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,KAAK,GAAG;AAC5B;EACA,EAAE,MAAM,iBAAiB,GAAG,SAAS,CAAC,UAAU,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AAC7F;EACA;AACA;EACA,EAAE,KAAK,iBAAiB,GAAG,CAAC,GAAG;AAC/B;EACA,GAAG,OAAO,IAAI,CAAC,MAAM,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,iBAAiB,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC1F;EACA,EAAE,OAAO,SAAS,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AAC9C;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,EAAE,EAAE,EAAE,EAAE,kBAAkB,EAAE,sBAAsB,GAAG;AAC3E;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,EAAE,UAAU,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,cAAc,EAAE,GAAG,EAAE,CAAC;EACxD,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;EAC3C,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,UAAU,EAAE,CAAC;AAC9C;EACA,EAAE,MAAM,SAAS,GAAG,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EAC9C,EAAE,MAAM,GAAG,GAAG,EAAE,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;EAC9C,EAAE,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;EACzC,EAAE,MAAM,EAAE,GAAG,EAAE,KAAK,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;EACpC,EAAE,MAAM,CAAC,GAAG,KAAK,CAAC,QAAQ,EAAE,CAAC;EAC7B,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;EACxC,EAAE,IAAI,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,MAAM,CAAC;AAC9B;EACA,EAAE,KAAK,GAAG,GAAG,CAAC,GAAG;AACjB;EACA;AACA;EACA,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;EACtB,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;EACtB,GAAG,MAAM,GAAG,SAAS,GAAG,GAAG,CAAC;AAC5B;EACA,GAAG,KAAK,EAAE,IAAI,CAAC,GAAG;AAClB;EACA,IAAI,KAAK,EAAE,IAAI,EAAE,MAAM,GAAG;AAC1B;EACA,KAAK,KAAK,EAAE,IAAI,MAAM,GAAG;AACzB;EACA;EACA;AACA;EACA,MAAM,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;EAC7B,MAAM,EAAE,IAAI,MAAM,CAAC;EACnB,MAAM,EAAE,IAAI,MAAM,CAAC;EACnB,MAAM,OAAO,GAAG,EAAE,KAAK,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACtF;EACA,MAAM,MAAM;AACZ;EACA;AACA;EACA,MAAM,EAAE,GAAG,SAAS,CAAC;EACrB,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;EAC9C,MAAM,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACrD;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA;AACA;EACA,KAAK,EAAE,GAAG,EAAE,SAAS,CAAC;EACtB,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;EAC7C,KAAK,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACpD;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,EAAE,IAAI,EAAE,MAAM,GAAG;AAC1B;EACA;AACA;EACA,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,GAAG,GAAG,SAAS,GAAG,EAAE,EAAE,EAAE,CAAC;EACtD,KAAK,EAAE,GAAG,EAAE,EAAE,GAAG,CAAC,KAAK,EAAE,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,SAAS,EAAE,EAAE,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;EAC1F,KAAK,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACpD;EACA,KAAK,MAAM,KAAK,EAAE,IAAI,MAAM,GAAG;AAC/B;EACA;AACA;EACA,KAAK,EAAE,GAAG,CAAC,CAAC;EACZ,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,SAAS,EAAE,EAAE,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;EAC/D,KAAK,OAAO,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACxC;EACA,KAAK,MAAM;AACX;EACA;AACA;EACA,KAAK,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,GAAG,SAAS,GAAG,EAAE,EAAE,EAAE,CAAC;EACpD,KAAK,EAAE,GAAG,EAAE,EAAE,GAAG,CAAC,KAAK,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,EAAE,EAAE,SAAS,EAAE,EAAE,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;EACxF,KAAK,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AACpD;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,EAAE,GAAG,EAAE,GAAG,GAAG,CAAC,KAAK,EAAE,SAAS,GAAG,SAAS,CAAC;EAC9C,GAAG,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,GAAG,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;EAC3C,GAAG,OAAO,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,CAAC;AAClD;EACA,GAAG;AACH;EACA,EAAE,KAAK,kBAAkB,GAAG;AAC5B;EACA,GAAG,kBAAkB,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,EAAE,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACrF;EACA,GAAG;AACH;EACA,EAAE,KAAK,sBAAsB,GAAG;AAChC;EACA,GAAG,sBAAsB,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC,cAAc,EAAE,EAAE,EAAE,CAAC,GAAG,EAAE,UAAU,EAAE,CAAC;AACjF;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,MAAM,EAAE,MAAM,GAAG;AACnC;EACA,EAAE,SAAS,CAAC,UAAU,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;EACrD,EAAE,MAAM,GAAG,GAAG,SAAS,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;EAC9C,EAAE,MAAM,EAAE,GAAG,SAAS,CAAC,GAAG,EAAE,SAAS,EAAE,GAAG,GAAG,GAAG,GAAG,CAAC;EACpD,EAAE,MAAM,OAAO,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAChD;EACA,EAAE,KAAK,EAAE,GAAG,OAAO,GAAG,OAAO,IAAI,CAAC;AAClC;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,EAAE,OAAO,GAAG,EAAE,EAAE,CAAC;AACxC;EACA;EACA,EAAE,MAAM,EAAE,GAAG,GAAG,GAAG,GAAG,CAAC;AACvB;EACA;EACA,EAAE,MAAM,EAAE,GAAG,GAAG,GAAG,GAAG,CAAC;AACvB;EACA;EACA,EAAE,KAAK,EAAE,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,GAAG,OAAO,IAAI,CAAC;AACtC;EACA;EACA;EACA;EACA,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,OAAO,IAAI,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC;AAC7C;EACA;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC,iBAAiB,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC;AACtF;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,MAAM,WAAW,GAAG,KAAK,CAAC,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACzD;EACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG;AAC3B;EACA;EACA,GAAG,KAAK,KAAK,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,GAAG;AACrD;EACA,IAAI,OAAO,CAAC,CAAC;AACb;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,KAAK,CAAC,MAAM,EAAE,GAAG,KAAK,CAAC,QAAQ,EAAE,GAAG,WAAW,CAAC;AACjF;EACA;AACA;EACA,EAAE,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,KAAK,EAAE,MAAM,GAAG;AACjC;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,eAAe,EAAE,KAAK,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,CAAC,KAAK,IAAI,GAAG;AACpB;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC;AAC9B;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA;AACA;EACA,EAAE,MAAM,WAAW,GAAG,KAAK,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC3D;EACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG;AAC3B;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,WAAW,GAAG,KAAK,CAAC,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACzD;EACA,EAAE,KAAK,WAAW,GAAG,WAAW,GAAG,CAAC,GAAG;AACvC;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,GAAG,EAAE,MAAM,GAAG;AAC7B;EACA,EAAE,IAAI,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC;AAC7C;EACA,EAAE,MAAM,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC;EACtC,GAAG,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC;EACjC,GAAG,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;AAClC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,KAAK,OAAO,IAAI,CAAC,GAAG;AACtB;EACA,GAAG,IAAI,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;EAC7C,GAAG,IAAI,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC7C;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;EAC7C,GAAG,IAAI,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC7C;EACA,GAAG;AACH;EACA,EAAE,KAAK,OAAO,IAAI,CAAC,GAAG;AACtB;EACA,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;EAC9C,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;EAC9C,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,IAAI,GAAG,KAAK,QAAQ,KAAK,GAAG,IAAI,EAAE,GAAG,OAAO,IAAI,CAAC;AAC1D;EACA;EACA;AACA;EACA,EAAE,KAAK,KAAK,GAAG,IAAI,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,KAAK,CAAC;AACpD;EACA,EAAE,KAAK,KAAK,GAAG,IAAI,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,KAAK,CAAC;AACpD;EACA,EAAE,KAAK,OAAO,IAAI,CAAC,GAAG;AACtB;EACA,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;EAC9C,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;EAC9C,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,OAAO,CAAC;AAC9C;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,IAAI,GAAG,KAAK,QAAQ,KAAK,GAAG,IAAI,EAAE,GAAG,OAAO,IAAI,CAAC;AAC1D;EACA,EAAE,KAAK,KAAK,GAAG,IAAI,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,KAAK,CAAC;AACpD;EACA,EAAE,KAAK,KAAK,GAAG,IAAI,IAAI,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,KAAK,CAAC;AACpD;EACA;AACA;EACA,EAAE,KAAK,IAAI,GAAG,CAAC,GAAG,OAAO,IAAI,CAAC;AAC9B;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,EAAE,IAAI,IAAI,CAAC,GAAG,IAAI,GAAG,IAAI,EAAE,MAAM,EAAE,CAAC;AACpD;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,SAAS,EAAE,KAAK,IAAI,CAAC;AACtD;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,eAAe,EAAE,MAAM,GAAG;AACvD;EACA;AACA;EACA;AACA;EACA,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5B,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5B,EAAE,SAAS,CAAC,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA;EACA;EACA;EACA;EACA;EACA,EAAE,IAAI,GAAG,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;EAC5C,EAAE,IAAI,IAAI,CAAC;AACX;EACA,EAAE,KAAK,GAAG,GAAG,CAAC,GAAG;AACjB;EACA,GAAG,KAAK,eAAe,GAAG,OAAO,IAAI,CAAC;EACtC,GAAG,IAAI,GAAG,CAAC,CAAC;AACZ;EACA,GAAG,MAAM,KAAK,GAAG,GAAG,CAAC,GAAG;AACxB;EACA,GAAG,IAAI,GAAG,EAAE,CAAC,CAAC;EACd,GAAG,GAAG,GAAG,EAAE,GAAG,CAAC;AACf;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;EACrC,EAAE,MAAM,MAAM,GAAG,IAAI,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE,CAAC;AACnF;EACA;EACA,EAAE,KAAK,MAAM,GAAG,CAAC,GAAG;AACpB;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE,CAAC;AACpE;EACA;EACA,EAAE,KAAK,MAAM,GAAG,CAAC,GAAG;AACpB;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,GAAG,GAAG;AAC/B;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,IAAI,GAAG,KAAK,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAC9C;EACA;EACA,EAAE,KAAK,GAAG,GAAG,CAAC,GAAG;AACjB;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,EAAE,GAAG,GAAG,GAAG,EAAE,MAAM,EAAE,CAAC;AACtC;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,OAAO,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;EACtC,EAAE,IAAI,CAAC,SAAS,CAAC,kBAAkB,EAAE,OAAO,EAAE,CAAC;AAC/C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,GAAG,GAAG;AACf;EACA,EAAE,OAAO,GAAG,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,GAAG,CAAC,SAAS,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;AACpF;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,OAAO,CAAC;AACd;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG;AAClB;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,+EAA+E,EAAE,CAAC;AACpG;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,GAAG;AACvF;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EAC9D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EAC9D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EAC/D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AAC/D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,OAAO,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,CAAC,GAAG;AACX;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC7E,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC7E,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACjF,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrF;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,EAAE,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AAC5C;EACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACtB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACtB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACtB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;EAC/B,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;EAC/B,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;EAC/B,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG;AACrC;EACA,EAAE,KAAK,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EACvC,EAAE,KAAK,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EACvC,EAAE,KAAK,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACvC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG;AAClC;EACA,EAAE,IAAI,CAAC,GAAG;EACV,GAAG,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EAC/B,GAAG,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EAC/B,GAAG,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EAC/B,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,GAAG;AACtB;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;AACxB;EACA,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;EAChE,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;EAChE,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;AAChE;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC;EAC7B,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,MAAM,CAAC;EAC/B,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;EACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,KAAK,GAAG;AAChC;EACA,EAAE,KAAK,IAAI,KAAK,IAAI,KAAK,CAAC,OAAO,EAAE,GAAG;AACtC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,uGAAuG,EAAE,CAAC;AAC5H;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;EAC9C,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;EAC7C,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;EAC7C,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AAC/B;EACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;EACrB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACf;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;AACrB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;EACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;AACjB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;EACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;EACrB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AACzB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;EACrB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;EACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;EACjB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;EACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACf,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;AACrB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;EACrB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAC1B;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,KAAK,GAAG;AACtC;EACA,GAAG,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC;EACjB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AACnB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AACzB;EACA,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EACzB,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EACnB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;EACA;EACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACf,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,0BAA0B,EAAE,CAAC,GAAG;AACjC;EACA,EAAE,OAAO,IAAI,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,GAAG;AAC3B;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,GAAG,EAAE,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE,KAAK,EAAE,CAAC,QAAQ,EAAE,KAAK,CAAC,GAAG;AAC7B;EACA;AACA;EACA,GAAG,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC;AACZ;EACA,GAAG;AACH;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;EACjB,EAAE,EAAE,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;EACA,EAAE,KAAK,EAAE,CAAC,QAAQ,EAAE,KAAK,CAAC,GAAG;AAC7B;EACA;AACA;EACA,GAAG,KAAK,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC,CAAC,EAAE,KAAK,CAAC,GAAG;AACjC;EACA,IAAI,EAAE,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;EACA,IAAI,MAAM;AACV;EACA,IAAI,EAAE,CAAC,CAAC,IAAI,MAAM,CAAC;AACnB;EACA,IAAI;AACJ;EACA,GAAG,EAAE,CAAC,SAAS,EAAE,CAAC;EAClB,GAAG,EAAE,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;EACjB,EAAE,EAAE,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;EACjD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;EACjD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC;AAClD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,GAAG;AAClB;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,kGAAkG,EAAE,CAAC;EACtH,GAAG,OAAO,IAAI,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,CAAC,GAAG;AAClB;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,GAAG;AAC1B;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;EACxB,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;EACxB,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACrE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrE;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACrE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrE;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC3D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC1D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;EAC3D,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;EAC1D,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;EAC3D,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;AAC3D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACpE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACrE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrE;EACA;EACA;AACA;EACA,EAAE;EACF,GAAG,GAAG;EACN,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG;EACrB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,IAAI;EACJ,GAAG,GAAG;EACN,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG;EACrB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,IAAI;EACJ,GAAG,GAAG;EACN,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG;EACrB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,IAAI;EACJ,GAAG,GAAG;EACN,IAAI,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG;EACrB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,OAAO,GAAG,GAAG,GAAG,GAAG,GAAG;EACtB,IAAI;AACJ;EACA,IAAI;AACJ;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,IAAI,GAAG,CAAC;AACV;EACA,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;EAClD,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;EAClD,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC;AAClD;EACA,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACpD,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACpD,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACtD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACxB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,KAAK,CAAC,CAAC,SAAS,GAAG;AACrB;EACA,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EAClB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EAClB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AAClB;EACA,GAAG,MAAM;AACT;EACA,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EAChB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EAChB,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ;AAC1B;EACA,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC7D,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE;EAC7D,GAAG,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE;EAC/D,GAAG,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE;AACjE;EACA,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;EAClH,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;EAClH,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG;EAClH,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AACnH;EACA,EAAE,MAAM,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC;AAC5D;EACA,EAAE,KAAK,GAAG,KAAK,CAAC,GAAG,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrF;EACA,EAAE,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;AACzB;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACnI,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACnI,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACnI;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACnI,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACnI,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACnI;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EACzB,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACnI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACpI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACpI;EACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,GAAG,MAAM,CAAC;EAC1B,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACpI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;EACpI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,MAAM,CAAC;AACpI;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,CAAC,GAAG;AACZ;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AAClC;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;EAC3C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;EAC3C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;EAC5C,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,GAAG;AACrB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,QAAQ,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC7E,EAAE,MAAM,QAAQ,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC7E,EAAE,MAAM,QAAQ,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAC/E;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,EAAE,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC5B;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;EACf,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACd,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACd,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACf,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACd;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACf,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,GAAG;AACjC;EACA;AACA;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EAC9B,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EAC9B,EAAE,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EAClB,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3C,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;EAChD,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;EAChD,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;EACnD,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACtB;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACtB;EACA,EAAE,IAAI,CAAC,GAAG;AACV;EACA,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACb,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACb;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,KAAK,GAAG;AACxC;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,MAAM,CAAC,GAAG,UAAU,CAAC,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,EAAE,CAAC;EACnF,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC;EAC3C,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EAC9C,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;EAC9C,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;AAC9C;EACA,EAAE,MAAM,EAAE,GAAG,KAAK,CAAC,CAAC,EAAE,EAAE,GAAG,KAAK,CAAC,CAAC,EAAE,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;AACjD;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,CAAC;EACrC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,CAAC;EACrC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACd;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;EAC7B,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;EAC7B,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,CAAC;EACtC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;EACA,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC;EACxB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC;EACxB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,QAAQ,CAAC,CAAC,CAAC;EACxB,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACf;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,QAAQ,EAAE,UAAU,EAAE,KAAK,GAAG;AAC1C;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,IAAI,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,EAAE,CAAC;EAC3D,EAAE,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,EAAE,CAAC;EAC7D,EAAE,MAAM,EAAE,GAAG,KAAK,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,MAAM,EAAE,CAAC;AAC9D;EACA;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;EACjC,EAAE,KAAK,GAAG,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;AAC3B;EACA,EAAE,QAAQ,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACxB,EAAE,QAAQ,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACxB,EAAE,QAAQ,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACxB;EACA;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACrB;EACA,EAAE,MAAM,KAAK,GAAG,CAAC,GAAG,EAAE,CAAC;EACvB,EAAE,MAAM,KAAK,GAAG,CAAC,GAAG,EAAE,CAAC;EACvB,EAAE,MAAM,KAAK,GAAG,CAAC,GAAG,EAAE,CAAC;AACvB;EACA,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;EAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;EAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;AAC/B;EACA,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;EAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;EAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;AAC/B;EACA,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;EAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC;EAC/B,EAAE,KAAK,CAAC,QAAQ,EAAE,EAAE,EAAE,IAAI,KAAK,CAAC;AAChC;EACA,EAAE,UAAU,CAAC,qBAAqB,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE,KAAK,CAAC,CAAC,GAAG,EAAE,CAAC;EACf,EAAE,KAAK,CAAC,CAAC,GAAG,EAAE,CAAC;EACf,EAAE,KAAK,CAAC,CAAC,GAAG,EAAE,CAAC;AACf;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,GAAG;AACxD;EACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG;AAC3B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;AAC1H;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,CAAC,GAAG,CAAC,GAAG,IAAI,KAAK,KAAK,GAAG,IAAI,EAAE,CAAC;EACxC,EAAE,MAAM,CAAC,GAAG,CAAC,GAAG,IAAI,KAAK,GAAG,GAAG,MAAM,EAAE,CAAC;AACxC;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,GAAG,IAAI,OAAO,KAAK,GAAG,IAAI,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,GAAG,EAAE,GAAG,GAAG,MAAM,OAAO,GAAG,GAAG,MAAM,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,GAAG,IAAI,GAAG,GAAG,IAAI,EAAE,KAAK,GAAG,GAAG,IAAI,EAAE,CAAC;EAC9C,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG,GAAG,IAAI,KAAK,GAAG,GAAG,IAAI,EAAE,CAAC;AAC9C;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACtD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACtD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;EACvD,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACzD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,GAAG;AACzD;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,CAAC,GAAG,GAAG,KAAK,KAAK,GAAG,IAAI,EAAE,CAAC;EACnC,EAAE,MAAM,CAAC,GAAG,GAAG,KAAK,GAAG,GAAG,MAAM,EAAE,CAAC;EACnC,EAAE,MAAM,CAAC,GAAG,GAAG,KAAK,GAAG,GAAG,IAAI,EAAE,CAAC;AACjC;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,GAAG,IAAI,KAAK,CAAC,CAAC;EACjC,EAAE,MAAM,CAAC,GAAG,EAAE,GAAG,GAAG,MAAM,KAAK,CAAC,CAAC;EACjC,EAAE,MAAM,CAAC,GAAG,EAAE,GAAG,GAAG,IAAI,KAAK,CAAC,CAAC;AAC/B;EACA,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;EAC5D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;EAC5D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,CAAC;EAC/D,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC;AACvD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,MAAM,GAAG;AAClB;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC3B,EAAE,MAAM,EAAE,GAAG,MAAM,CAAC,QAAQ,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,GAAG,KAAK,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,GAAG,OAAO,KAAK,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC;AAC5C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC3B;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAC5B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,IAAI,CAAC;AACnC;EACA,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACnD,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAClD,MAAM,EAAE,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACvC,MAAM,EAAE,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACvC,MAAM,EAAE,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACvC;EACA,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC9C,MAAM,aAAa,iBAAiB,IAAI,UAAU,EAAE,CAAC;AACrD;EACA,MAAM,KAAK,CAAC;AACZ;EACA,CAAC,WAAW,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,KAAK,GAAG,KAAK,CAAC,YAAY,GAAG;AAChE;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;AACtB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,GAAG;AACT;EACA,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,EAAE,KAAK,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;EAClB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,IAAI,KAAK,GAAG;AACb;EACA,EAAE,OAAO,IAAI,CAAC,MAAM,CAAC;AACrB;EACA,EAAE;AACF;EACA,CAAC,IAAI,KAAK,EAAE,KAAK,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;EACtB,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,GAAG;AACvB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,IAAI,IAAI,CAAC,MAAM,CAAC;AACrC;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,KAAK,GAAG;AACf;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE,CAAC;EACrB,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE,CAAC;EACrB,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE,CAAC;EACrB,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AAC3C;EACA,EAAE,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;AAChC;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;EACxB,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AACrD;EACA,EAAE,KAAK,GAAG,KAAK,IAAI,IAAI,CAAC,MAAM,CAAC;AAC/B;EACA,EAAE,SAAS,KAAK;AAChB;EACA,GAAG,KAAK,KAAK;AACb;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACxC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC;EACA,KAAK,MAAM;AACX;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACtC,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACjB;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;AACb;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;EACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACtC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;EACA,KAAK,MAAM;AACX;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACxC,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACjB;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;AACb;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACxC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC;EACA,KAAK,MAAM;AACX;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACjB,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;AACb;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;EACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACtC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;EACA,KAAK,MAAM;AACX;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACjB,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;AACb;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACxC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACxC;EACA,KAAK,MAAM;AACX;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;EACjB,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,GAAG,KAAK,KAAK;AACb;EACA,IAAI,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAClD;EACA,IAAI,KAAK,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG;AACvC;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACtC,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACtC;EACA,KAAK,MAAM;AACX;EACA,KAAK,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EACxC,KAAK,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;AACjB;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,GAAG;AACH;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,sEAAsE,GAAG,KAAK,EAAE,CAAC;AACnG;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;AACtB;EACA,EAAE,KAAK,MAAM,KAAK,KAAK,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;AACnD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AACvC;EACA,EAAE,SAAS,CAAC,0BAA0B,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC,qBAAqB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,CAAC,EAAE,KAAK,GAAG;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,KAAK,IAAI,IAAI,CAAC,MAAM,EAAE,CAAC;AACzD;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,QAAQ,GAAG;AACrB;EACA;AACA;EACA,EAAE,aAAa,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,EAAE,OAAO,IAAI,CAAC,iBAAiB,EAAE,aAAa,EAAE,QAAQ,EAAE,CAAC;AAC3D;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,KAAK,GAAG;AACjB;EACA,EAAE,OAAO,EAAE,KAAK,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,QAAQ,KAAK,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,MAAM,KAAK,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE,EAAE,MAAM,KAAK,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM,EAAE,CAAC;AAC9H;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;EACvB,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;EACvB,EAAE,IAAI,CAAC,EAAE,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;EACvB,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC3D;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;EAC5B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;EAChC,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,MAAM,CAAC;AACpC;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,cAAc,GAAG;AAC7B;EACA,EAAE,KAAK,cAAc,GAAG;AACxB;EACA,GAAG,OAAO,cAAc,CAAC,GAAG,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AAC1D;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,IAAI,OAAO,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,QAAQ,GAAG;AACvB;EACA,EAAE,IAAI,CAAC,iBAAiB,GAAG,QAAQ,CAAC;AACpC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,GAAG,EAAE;AACvB;EACA,CAAC;AACD;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B;EACA,KAAK,CAAC,YAAY,GAAG,KAAK,CAAC;EAC3B,KAAK,CAAC,cAAc,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACpE;EACA,MAAM,MAAM,CAAC;AACb;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,OAAO,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,IAAI,OAAO,GAAG,CAAC,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,OAAO,GAAG;AACnB;EACA,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,OAAO,GAAG,CAAC,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,UAAU,GAAG,CAAC,CAAC;AAC7B;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,OAAO,GAAG;AACnB;EACA,EAAE,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,OAAO,GAAG,CAAC,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,OAAO,GAAG;AACpB;EACA,EAAE,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,IAAI,OAAO,GAAG,CAAC,EAAE,CAAC;AACtC;EACA,EAAE;AACF;EACA,CAAC,UAAU,GAAG;AACd;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,OAAO,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,IAAI,WAAW,GAAG,CAAC,CAAC;AACpB;EACA,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;EAC5B,MAAM,GAAG,GAAG,IAAI,UAAU,EAAE,CAAC;EAC7B,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;EAC5B,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,MAAM,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;EAClC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,MAAM,aAAa,GAAG,IAAI,UAAU,EAAE,CAAC;AACvC;EACA,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACtC,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACtC,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,MAAM,WAAW,GAAG,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;EACtC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AAC1C;EACA,SAAS,QAAQ,GAAG;AACpB;EACA,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,WAAW,GAAG,EAAE,EAAE,CAAC;AAChE;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtC;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;EAChB,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;EACpB,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,EAAE,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;AACtC;EACA,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;EAChC,CAAC,MAAM,QAAQ,GAAG,IAAI,KAAK,EAAE,CAAC;EAC9B,CAAC,MAAM,UAAU,GAAG,IAAI,UAAU,EAAE,CAAC;EACrC,CAAC,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,CAAC,SAAS,gBAAgB,GAAG;AAC7B;EACA,EAAE,UAAU,CAAC,YAAY,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,SAAS,kBAAkB,GAAG;AAC/B;EACA,EAAE,QAAQ,CAAC,iBAAiB,EAAE,UAAU,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC;AAC7D;EACA,EAAE;AACF;EACA,CAAC,QAAQ,CAAC,SAAS,EAAE,gBAAgB,EAAE,CAAC;EACxC,CAAC,UAAU,CAAC,SAAS,EAAE,kBAAkB,EAAE,CAAC;AAC5C;EACA,CAAC,MAAM,CAAC,gBAAgB,EAAE,IAAI,EAAE;EAChC,EAAE,QAAQ,EAAE;EACZ,GAAG,YAAY,EAAE,IAAI;EACrB,GAAG,UAAU,EAAE,IAAI;EACnB,GAAG,KAAK,EAAE,QAAQ;EAClB,GAAG;EACH,EAAE,QAAQ,EAAE;EACZ,GAAG,YAAY,EAAE,IAAI;EACrB,GAAG,UAAU,EAAE,IAAI;EACnB,GAAG,KAAK,EAAE,QAAQ;EAClB,GAAG;EACH,EAAE,UAAU,EAAE;EACd,GAAG,YAAY,EAAE,IAAI;EACrB,GAAG,UAAU,EAAE,IAAI;EACnB,GAAG,KAAK,EAAE,UAAU;EACpB,GAAG;EACH,EAAE,KAAK,EAAE;EACT,GAAG,YAAY,EAAE,IAAI;EACrB,GAAG,UAAU,EAAE,IAAI;EACnB,GAAG,KAAK,EAAE,KAAK;EACf,GAAG;EACH,EAAE,eAAe,EAAE;EACnB,GAAG,KAAK,EAAE,IAAI,OAAO,EAAE;EACvB,GAAG;EACH,EAAE,YAAY,EAAE;EAChB,GAAG,KAAK,EAAE,IAAI,OAAO,EAAE;EACvB,GAAG;EACH,EAAE,EAAE,CAAC;AACL;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,QAAQ,CAAC,uBAAuB,CAAC;EAC1D,CAAC,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;AACrC;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,MAAM,EAAE,CAAC;EAC5B,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;EACzB,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;AAC5B;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;EAC3B,CAAC,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;EACA,CAAC;AACD;EACA,QAAQ,CAAC,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5C,QAAQ,CAAC,uBAAuB,GAAG,IAAI,CAAC;AACxC;EACA,QAAQ,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,EAAE;AAChF;EACA,CAAC,WAAW,EAAE,QAAQ;AACtB;EACA,CAAC,UAAU,EAAE,IAAI;AACjB;EACA,CAAC,cAAc,EAAE,YAAY,EAAE;EAC/B,CAAC,aAAa,EAAE,YAAY,EAAE;AAC9B;EACA,CAAC,YAAY,EAAE,WAAW,MAAM,GAAG;AACnC;EACA,EAAE,KAAK,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AACnD;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,MAAM,EAAE,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACtE;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,CAAC,GAAG;AACjC;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,wBAAwB,EAAE,WAAW,IAAI,EAAE,KAAK,GAAG;AACpD;EACA;AACA;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,WAAW,KAAK,GAAG;AAC1C;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,YAAY,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC9C;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,WAAW,CAAC,GAAG;AACvC;EACA;AACA;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,qBAAqB,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,yBAAyB,EAAE,WAAW,CAAC,GAAG;AAC3C;EACA;AACA;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,IAAI,EAAE,KAAK,GAAG;AACxC;EACA;EACA;AACA;EACA,EAAE,GAAG,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,IAAI,EAAE,KAAK,GAAG;AAC7C;EACA;EACA;EACA;AACA;EACA,EAAE,GAAG,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE,CAAC;AACrC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AAC9C;EACA;EACA;AACA;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,eAAe,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AACxD;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,GAAG,EAAE,KAAK,CAAC,cAAc,EAAE,QAAQ,EAAE,EAAE,CAAC;AACxD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,WAAW,QAAQ,GAAG;AACnC;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,WAAW,QAAQ,GAAG;AACnC;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,WAAW,QAAQ,GAAG;AACnC;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,MAAM,GAAG;AACnC;EACA,EAAE,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,MAAM,GAAG;AACnC;EACA,EAAE,OAAO,MAAM,CAAC,YAAY,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC9B;EACA;AACA;EACA,EAAE,KAAK,CAAC,CAAC,SAAS,GAAG;AACrB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACrB;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,WAAW,CAAC,qBAAqB,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AACxD;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,OAAO,GAAG;AACvC;EACA,GAAG,KAAK,CAAC,MAAM,EAAE,WAAW,EAAE,OAAO,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACjD;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,CAAC,MAAM,EAAE,OAAO,EAAE,WAAW,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,qBAAqB,EAAE,KAAK,EAAE,CAAC;AACjD;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,KAAK,CAAC,eAAe,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;EAC/C,GAAG,GAAG,CAAC,qBAAqB,EAAE,KAAK,EAAE,CAAC;EACtC,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,EAAE,GAAG,CAAC,MAAM,EAAE,EAAE,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,WAAW,MAAM,GAAG;AAC1B;EACA,EAAE,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG;AAC9B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,IAAI,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,KAAK,IAAI,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,kEAAkE,EAAE,MAAM,EAAE,CAAC;EAC/F,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,IAAI,MAAM,CAAC,UAAU,GAAG;AACrC;EACA,GAAG,KAAK,MAAM,CAAC,MAAM,KAAK,IAAI,GAAG;AACjC;EACA,IAAI,MAAM,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,IAAI;AACJ;EACA,GAAG,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC;EACxB,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AAChC;EACA,GAAG,MAAM,CAAC,aAAa,EAAE,WAAW,EAAE,CAAC;AACvC;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,+DAA+D,EAAE,MAAM,EAAE,CAAC;AAC5F;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,MAAM,GAAG;AAC7B;EACA,EAAE,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG;AAC9B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,IAAI,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;AAClC;EACA,IAAI;AACJ;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,MAAM,EAAE,CAAC;AAChD;EACA,EAAE,KAAK,KAAK,KAAK,EAAE,CAAC,GAAG;AACvB;EACA,GAAG,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC;EACxB,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,GAAG,MAAM,CAAC,aAAa,EAAE,aAAa,EAAE,CAAC;AACzC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,GAAG,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC;AACxB;EACA,GAAG,MAAM,CAAC,aAAa,EAAE,aAAa,EAAE,CAAC;AACzC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;AACA;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,MAAM,GAAG;AAC7B;EACA;AACA;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,KAAK,IAAI,GAAG;AAChC;EACA,GAAG,MAAM,CAAC,MAAM,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAClD;EACA,GAAG,KAAK,CAAC,QAAQ,EAAE,MAAM,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACrB;EACA,EAAE,MAAM,CAAC,iBAAiB,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,EAAE,GAAG;AAChC;EACA,EAAE,OAAO,IAAI,CAAC,mBAAmB,EAAE,IAAI,EAAE,EAAE,EAAE,CAAC;AAC9C;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,IAAI,GAAG;AACpC;EACA,EAAE,OAAO,IAAI,CAAC,mBAAmB,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,WAAW,IAAI,EAAE,KAAK,GAAG;AAC/C;EACA,EAAE,KAAK,IAAI,EAAE,IAAI,EAAE,KAAK,KAAK,GAAG,OAAO,IAAI,CAAC;AAC5C;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC3D;EACA,GAAG,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;EACpC,GAAG,MAAM,MAAM,GAAG,KAAK,CAAC,mBAAmB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC3D;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;EACA,IAAI,OAAO,MAAM,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,SAAS,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,WAAW,MAAM,GAAG;AACvC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;EAChF,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,OAAO,MAAM,CAAC,qBAAqB,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC1D;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,WAAW,MAAM,GAAG;AACzC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,8DAA8D,EAAE,CAAC;EAClF,GAAG,MAAM,GAAG,IAAI,UAAU,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,WAAW,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAC9D;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,MAAM,GAAG;AACpC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;EAC7E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,EAAE,CAAC;AACnE;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,MAAM,GAAG;AACxC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EACjF,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC;AACtC;EACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AAC3D;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,YAAY,EAAE;AACxB;EACA,CAAC,QAAQ,EAAE,WAAW,QAAQ,GAAG;AACjC;EACA,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;AACnB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,QAAQ,GAAG;AACxC;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACvC;EACA,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;AACnB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,QAAQ,EAAE,CAAC;AAC7C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,QAAQ,GAAG;AAC1C;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,KAAK,MAAM,KAAK,IAAI,GAAG;AACzB;EACA,GAAG,QAAQ,EAAE,MAAM,EAAE,CAAC;AACtB;EACA,GAAG,MAAM,CAAC,iBAAiB,EAAE,QAAQ,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACpE;EACA,EAAE,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,KAAK,GAAG;AACvC;EACA,EAAE,KAAK,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AACnD;EACA,EAAE,KAAK,IAAI,CAAC,sBAAsB,IAAI,KAAK,GAAG;AAC9C;EACA,GAAG,KAAK,IAAI,CAAC,MAAM,KAAK,IAAI,GAAG;AAC/B;EACA,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACzC;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,CAAC,WAAW,CAAC,gBAAgB,EAAE,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC9E;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;AACvC;EACA,GAAG,KAAK,GAAG,IAAI,CAAC;AAChB;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,aAAa,EAAE,cAAc,GAAG;AAC/D;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,KAAK,aAAa,KAAK,IAAI,IAAI,MAAM,KAAK,IAAI,GAAG;AACnD;EACA,GAAG,MAAM,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AACnD;EACA,EAAE,KAAK,IAAI,CAAC,MAAM,KAAK,IAAI,GAAG;AAC9B;EACA,GAAG,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACxC;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,WAAW,CAAC,gBAAgB,EAAE,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC7E;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,cAAc,KAAK,IAAI,GAAG;AACjC;EACA,GAAG,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAClC;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACvD;EACA,IAAI,QAAQ,EAAE,CAAC,EAAE,CAAC,iBAAiB,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACnD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;EACA;EACA,EAAE,MAAM,YAAY,KAAK,IAAI,KAAK,SAAS,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE,CAAC;AAC1E;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;EACA;EACA;EACA;EACA,EAAE,KAAK,YAAY,GAAG;AACtB;EACA;EACA,GAAG,IAAI,GAAG;EACV,IAAI,UAAU,EAAE,EAAE;EAClB,IAAI,SAAS,EAAE,EAAE;EACjB,IAAI,QAAQ,EAAE,EAAE;EAChB,IAAI,MAAM,EAAE,EAAE;EACd,IAAI,MAAM,EAAE,EAAE;EACd,IAAI,SAAS,EAAE,EAAE;EACjB,IAAI,UAAU,EAAE,EAAE;EAClB,IAAI,CAAC;AACL;EACA,GAAG,MAAM,CAAC,QAAQ,GAAG;EACrB,IAAI,OAAO,EAAE,GAAG;EAChB,IAAI,IAAI,EAAE,QAAQ;EAClB,IAAI,SAAS,EAAE,iBAAiB;EAChC,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;EACA,EAAE,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EAC1B,EAAE,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,EAAE,GAAG,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EAClD,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC;EAC3D,EAAE,KAAK,IAAI,CAAC,aAAa,KAAK,IAAI,GAAG,MAAM,CAAC,aAAa,GAAG,IAAI,CAAC;EACjE,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,MAAM,CAAC,OAAO,GAAG,KAAK,CAAC;EACvD,EAAE,KAAK,IAAI,CAAC,aAAa,KAAK,KAAK,GAAG,MAAM,CAAC,aAAa,GAAG,KAAK,CAAC;EACnE,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,CAAC,GAAG,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACtE,EAAE,KAAK,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,KAAK,IAAI,GAAG,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAClF;EACA,EAAE,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC;EACnC,EAAE,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,IAAI,CAAC,gBAAgB,KAAK,KAAK,GAAG,MAAM,CAAC,gBAAgB,GAAG,KAAK,CAAC;AACzE;EACA;AACA;EACA,EAAE,KAAK,IAAI,CAAC,eAAe,GAAG;AAC9B;EACA,GAAG,MAAM,CAAC,IAAI,GAAG,eAAe,CAAC;EACjC,GAAG,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC7B,GAAG,MAAM,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;EACxD,GAAG,KAAK,IAAI,CAAC,aAAa,KAAK,IAAI,GAAG,MAAM,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,CAAC;AACzF;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,SAAS,SAAS,EAAE,OAAO,EAAE,OAAO,GAAG;AACzC;EACA,GAAG,KAAK,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AAChD;EACA,IAAI,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AACrD;EACA,IAAI;AACJ;EACA,GAAG,OAAO,OAAO,CAAC,IAAI,CAAC;AACvB;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,GAAG;AACrD;EACA,GAAG,MAAM,CAAC,QAAQ,GAAG,SAAS,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AACjE;EACA,GAAG,MAAM,UAAU,GAAG,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC;AAC/C;EACA,GAAG,KAAK,UAAU,KAAK,SAAS,IAAI,UAAU,CAAC,MAAM,KAAK,SAAS,GAAG;AACtE;EACA,IAAI,MAAM,MAAM,GAAG,UAAU,CAAC,MAAM,CAAC;AACrC;EACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,GAAG;AACnC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACvD;EACA,MAAM,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,MAAM,SAAS,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,SAAS,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AACtC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,aAAa,GAAG;AAC5B;EACA,GAAG,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACnC,GAAG,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;AACjD;EACA,GAAG,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG;AACtC;EACA,IAAI,SAAS,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AAC/C;EACA,IAAI,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC;AACzC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG;AACrC;EACA,GAAG,KAAK,KAAK,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,EAAE,GAAG;AACzC;EACA,IAAI,MAAM,KAAK,GAAG,EAAE,CAAC;AACrB;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC7D;EACA,KAAK,KAAK,CAAC,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AACnE;EACA,KAAK;AACL;EACA,IAAI,MAAM,CAAC,QAAQ,GAAG,KAAK,CAAC;AAC5B;EACA,IAAI,MAAM;AACV;EACA,IAAI,MAAM,CAAC,QAAQ,GAAG,SAAS,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AACjE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,GAAG;AAClC;EACA,GAAG,MAAM,CAAC,QAAQ,GAAG,EAAE,CAAC;AACxB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACrD;EACA,IAAI,MAAM,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,MAAM,EAAE,CAAC;AACrE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,GAAG;AACpC;EACA,GAAG,MAAM,CAAC,UAAU,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACvD;EACA,IAAI,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC;AAC3C;EACA,IAAI,MAAM,CAAC,UAAU,CAAC,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,UAAU,EAAE,SAAS,EAAE,EAAE,CAAC;AACtE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,YAAY,GAAG;AACtB;EACA,GAAG,MAAM,UAAU,GAAG,gBAAgB,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;EAC1D,GAAG,MAAM,SAAS,GAAG,gBAAgB,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;EACxD,GAAG,MAAM,QAAQ,GAAG,gBAAgB,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;EACtD,GAAG,MAAM,MAAM,GAAG,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;EAClD,GAAG,MAAM,MAAM,GAAG,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;EAClD,GAAG,MAAM,SAAS,GAAG,gBAAgB,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC;EACxD,GAAG,MAAM,UAAU,GAAG,gBAAgB,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AAC1D;EACA,GAAG,KAAK,UAAU,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,UAAU,GAAG,UAAU,CAAC;EAC/D,GAAG,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,SAAS,GAAG,SAAS,CAAC;EAC5D,GAAG,KAAK,QAAQ,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,QAAQ,GAAG,QAAQ,CAAC;EACzD,GAAG,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;EACnD,GAAG,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;EACnD,GAAG,KAAK,SAAS,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,SAAS,GAAG,SAAS,CAAC;EAC5D,GAAG,KAAK,UAAU,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,UAAU,GAAG,UAAU,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;AACzB;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA;EACA;EACA;EACA,EAAE,SAAS,gBAAgB,EAAE,KAAK,GAAG;AACrC;EACA,GAAG,MAAM,MAAM,GAAG,EAAE,CAAC;EACrB,GAAG,MAAM,MAAM,GAAG,IAAI,KAAK,GAAG;AAC9B;EACA,IAAI,MAAM,IAAI,GAAG,KAAK,EAAE,GAAG,EAAE,CAAC;EAC9B,IAAI,OAAO,IAAI,CAAC,QAAQ,CAAC;EACzB,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACxB;EACA,IAAI;AACJ;EACA,GAAG,OAAO,MAAM,CAAC;AACjB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,SAAS,GAAG;AAC/B;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AACxD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG,IAAI,GAAG;AAC7C;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,CAAC,EAAE,EAAE,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;EACxC,EAAE,IAAI,CAAC,QAAQ,CAAC,KAAK,GAAG,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC;EAC9C,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;EACpC,EAAE,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC9C;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EAClD,EAAE,IAAI,CAAC,sBAAsB,GAAG,MAAM,CAAC,sBAAsB,CAAC;AAC9D;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC;EACxC,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAChC;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;EACtC,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC5C;EACA,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC5C,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,CAAC;AAClE;EACA,EAAE,KAAK,SAAS,KAAK,IAAI,GAAG;AAC5B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACvD;EACA,IAAI,MAAM,KAAK,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;EACvC,IAAI,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,QAAQ,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC7C,MAAM,UAAU,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC/C,MAAM,aAAa,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAClD;EACA,MAAM,KAAK,CAAC;AACZ;EACA,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,QAAQ,GAAG,CAAC,GAAG;AAC9D;EACA;AACA;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACvB,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,MAAM,EAAE,QAAQ,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,6BAA6B,EAAE,MAAM,EAAE,KAAK,GAAG;AAChD;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;EAC7B,EAAE,IAAI,CAAC,QAAQ,GAAG,EAAE,KAAK,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC7C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAClC;EACA,EAAE,MAAM,MAAM,GAAG,QAAQ,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,UAAU,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AAChG;EACA;AACA;EACA,EAAE,IAAI,CAAC,6BAA6B,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;AAClD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,KAAK,GAAG;AACf;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG;AACb;EACA;AACA;EACA,EAAE,MAAM,mBAAmB,GAAG,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;EACzD,EAAE,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,mBAAmB,EAAE,CAAC;EACpD,EAAE,IAAI,CAAC,QAAQ,IAAI,mBAAmB,CAAC;AACvC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,IAAI,CAAC,QAAQ,IAAI,EAAE,CAAC,CAAC;EACvB,EAAE,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,MAAM,CAAC,MAAM,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;EACzE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,eAAe,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACnG;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,IAAI,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;EAC1E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC3C;EACA,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACnD;EACA,EAAE,KAAK,WAAW,KAAK,CAAC,GAAG;AAC3B;EACA;EACA,GAAG,KAAK,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,CAAC,GAAG;AACnD;EACA,IAAI,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACrC;EACA,IAAI;AACJ;EACA;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,EAAE,GAAG,WAAW,CAAC;AAC9E;EACA,EAAE,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG;AACxB;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,IAAI,GAAG;AACxB;EACA;AACA;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;EACvD,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AACnD;EACA,EAAE,OAAO,EAAE,SAAS,GAAG,CAAC,IAAI,OAAO,GAAG,CAAC,QAAQ,OAAO,GAAG,CAAC,IAAI,SAAS,GAAG,CAAC,EAAE,CAAC;AAC9E;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;EACA,EAAE,OAAO,GAAG,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,OAAO,MAAM,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,MAAM,GAAG;AACzB;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;EAC1E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AACtE;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,MAAM,EAAE,oBAAoB,GAAG;AAC9C;EACA,EAAE,MAAM,YAAY,GAAG,oBAAoB,IAAI,aAAa,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AACvF;EACA,EAAE,MAAM,cAAc,GAAG,IAAI,CAAC,aAAa,EAAE,QAAQ,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AAC/E;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,YAAY,EAAE,CAAC,SAAS,EAAE,CAAC;AACtE;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,EAAE,cAAc,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACjD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,QAAQ,IAAI,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC7C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,KAAK,GAAG;AACjB;EACA,EAAE,OAAO,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,KAAK,CAAC,QAAQ,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC;AACpF;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B;EACA,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;EAC1C,MAAM,KAAK,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC1C;EACA,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;EACzC,MAAM,IAAI,iBAAiB,IAAI,OAAO,EAAE,CAAC;AACzC;EACA,MAAM,QAAQ,CAAC;AACf;EACA,CAAC,WAAW,EAAE,CAAC,GAAG,IAAI,OAAO,EAAE,EAAE,CAAC,GAAG,IAAI,OAAO,EAAE,EAAE,CAAC,GAAG,IAAI,OAAO,EAAE,GAAG;AACxE;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE;AACF;EACA,CAAC,OAAO,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,GAAG;AACrC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;EACzE,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5B,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC3B,EAAE,MAAM,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC;AACxB;EACA,EAAE,MAAM,cAAc,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;EAC3C,EAAE,KAAK,cAAc,GAAG,CAAC,GAAG;AAC5B;EACA,GAAG,OAAO,MAAM,CAAC,cAAc,EAAE,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,cAAc,EAAE,EAAE,CAAC;AACnE;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA;EACA;EACA,CAAC,OAAO,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,GAAG;AAC/C;EACA,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC3B,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC3B,EAAE,KAAK,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,MAAM,KAAK,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,MAAM,KAAK,KAAK,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,KAAK,EAAE,CAAC;AAClD;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC5E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,KAAK,KAAK,CAAC,GAAG;AACrB;EACA;EACA;EACA,GAAG,OAAO,MAAM,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,CAAC,GAAG,KAAK,CAAC;EAC7B,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,KAAK,KAAK,QAAQ,CAAC;EACzD,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,KAAK,KAAK,QAAQ,CAAC;AACzD;EACA;EACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACvC;EACA,EAAE;AACF;EACA,CAAC,OAAO,aAAa,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACxC;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC7C;EACA,EAAE,OAAO,EAAE,KAAK,CAAC,CAAC,IAAI,CAAC,QAAQ,KAAK,CAAC,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,MAAM,CAAC,EAAE,CAAC;AAChF;EACA,EAAE;AACF;EACA,CAAC,OAAO,KAAK,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,MAAM,GAAG;AAC1D;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,EAAE,CAAC;AAChD;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACrB,EAAE,MAAM,CAAC,eAAe,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EACzC,EAAE,MAAM,CAAC,eAAe,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EACzC,EAAE,MAAM,CAAC,eAAe,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACzC;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,OAAO,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,SAAS,GAAG;AAC5C;EACA,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC3B,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA;EACA,EAAE,OAAO,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,GAAG,EAAE,SAAS,EAAE,GAAG,CAAC,KAAK,IAAI,GAAG,KAAK,CAAC;AACtE;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,uBAAuB,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG;AAC/C;EACA,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;EAC9B,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;EAC9B,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC;AAC9B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,QAAQ,GAAG;AAClB;EACA,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;EAC5B,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;EAC5B,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG;AACX;EACA,EAAE,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;EACrC,EAAE,KAAK,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACrC;EACA,EAAE,OAAO,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,CAAC,MAAM,EAAE,GAAG,GAAG,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,MAAM,GAAG;AACvB;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uDAAuD,EAAE,CAAC;EAC3E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,cAAc,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACnF;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,OAAO,QAAQ,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC;AAC9D;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,MAAM,GAAG;AACpB;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,oDAAoD,EAAE,CAAC;EACxE,GAAG,MAAM,GAAG,IAAI,KAAK,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,qBAAqB,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AAC/B;EACA,EAAE,OAAO,QAAQ,CAAC,YAAY,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,MAAM,GAAG;AACvC;EACA,EAAE,OAAO,QAAQ,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,MAAM,EAAE,CAAC;AAChF;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,OAAO,QAAQ,CAAC,aAAa,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACjE;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,SAAS,GAAG;AAC5B;EACA,EAAE,OAAO,QAAQ,CAAC,aAAa,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,SAAS,EAAE,CAAC;AACrE;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;EACA,EAAE,OAAO,GAAG,CAAC,kBAAkB,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,CAAC,EAAE,MAAM,GAAG;AAClC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+DAA+D,EAAE,CAAC;EACnF,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3C,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC;AACX;EACA;EACA;EACA;EACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1B,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1B,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EAC9B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EAC9B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG;AAC5B;EACA;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EAC9B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EAC9B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG;AAC7B;EACA;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC/B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG;AACvC;EACA,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC;EACxB;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EAC9B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EAC9B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG;AAC7B;EACA;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC/B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG;AACvC;EACA,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC;EACxB;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC/B,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG,EAAE,MAAM,CAAC,IAAI,EAAE,EAAE,GAAG,EAAE,MAAM,CAAC,GAAG;AACzD;EACA,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC3B,GAAG,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,OAAO,EAAE,EAAE,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE,EAAE,CAAC;EACnD;EACA,GAAG,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA;EACA,EAAE,MAAM,KAAK,GAAG,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC;EACrC;EACA,EAAE,CAAC,GAAG,EAAE,GAAG,KAAK,CAAC;EACjB,EAAE,CAAC,GAAG,EAAE,GAAG,KAAK,CAAC;AACjB;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAChF;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,QAAQ,GAAG;AACpB;EACA,EAAE,OAAO,QAAQ,CAAC,CAAC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,QAAQ,CAAC,CAAC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,QAAQ,CAAC,CAAC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACnG;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,IAAI,UAAU,GAAG,CAAC,CAAC;AACnB;EACA,SAAS,QAAQ,GAAG;AACpB;EACA,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,UAAU,GAAG,EAAE,EAAE,CAAC;AAC/D;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtC;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;EAChB,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AACjB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,cAAc,CAAC;EAChC,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC;EACvB,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;EAClB,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,cAAc,CAAC;EAChC,CAAC,IAAI,CAAC,QAAQ,GAAG,sBAAsB,CAAC;EACxC,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,CAAC;EAClC,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;EAC3B,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;EAC3B,CAAC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;AAChC;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,cAAc,CAAC;EACjC,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;EACvB,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;EAC9B,CAAC,IAAI,CAAC,WAAW,GAAG,iBAAiB,CAAC;EACtC,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;EACrB,CAAC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;EAC7B,CAAC,IAAI,CAAC,WAAW,GAAG,aAAa,CAAC;EAClC,CAAC,IAAI,CAAC,YAAY,GAAG,aAAa,CAAC;EACnC,CAAC,IAAI,CAAC,YAAY,GAAG,aAAa,CAAC;EACnC,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;EAC5B,CAAC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;EAC/B,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;EAC5B,CAAC,IAAI,CAAC,mBAAmB,GAAG,CAAC,CAAC;EAC9B,CAAC,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;EACpB,CAAC,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;EAC9B,CAAC,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;AACjC;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AAClB;EACA,CAAC;AACD;EACA,QAAQ,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,EAAE;AAChF;EACA,CAAC,WAAW,EAAE,QAAQ;AACtB;EACA,CAAC,UAAU,EAAE,IAAI;AACjB;EACA,CAAC,eAAe,EAAE,0CAA0C,EAAE;AAC9D;EACA,CAAC,qBAAqB,EAAE,YAAY;AACpC;EACA,EAAE,OAAO,IAAI,CAAC,eAAe,CAAC,QAAQ,EAAE,CAAC;AACzC;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,WAAW,MAAM,GAAG;AAChC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG,OAAO;AACrC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,MAAM,GAAG;AAC9B;EACA,GAAG,MAAM,QAAQ,GAAG,MAAM,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,GAAG,KAAK,QAAQ,KAAK,SAAS,GAAG;AACjC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,oBAAoB,GAAG,GAAG,GAAG,4BAA4B,EAAE,CAAC;EAC9E,IAAI,SAAS;AACb;EACA,IAAI;AACJ;EACA;EACA,GAAG,KAAK,GAAG,KAAK,SAAS,GAAG;AAC5B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,oEAAoE,EAAE,CAAC;EAChH,IAAI,IAAI,CAAC,WAAW,GAAG,EAAE,QAAQ,KAAK,WAAW,KAAK,IAAI,GAAG,KAAK,CAAC;EACnE,IAAI,SAAS;AACb;EACA,IAAI;AACJ;EACA,GAAG,MAAM,YAAY,GAAG,IAAI,EAAE,GAAG,EAAE,CAAC;AACpC;EACA,GAAG,KAAK,YAAY,KAAK,SAAS,GAAG;AACrC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,MAAM,GAAG,GAAG,GAAG,wCAAwC,EAAE,CAAC;EACnG,IAAI,SAAS;AACb;EACA,IAAI;AACJ;EACA,GAAG,KAAK,YAAY,IAAI,YAAY,CAAC,OAAO,GAAG;AAC/C;EACA,IAAI,YAAY,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACjC;EACA,IAAI,MAAM,KAAK,EAAE,YAAY,IAAI,YAAY,CAAC,SAAS,QAAQ,QAAQ,IAAI,QAAQ,CAAC,SAAS,EAAE,GAAG;AAClG;EACA,IAAI,YAAY,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;AAClC;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,EAAE,GAAG,EAAE,GAAG,QAAQ,CAAC;AAC3B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;EACA,EAAE,MAAM,MAAM,KAAK,IAAI,KAAK,SAAS,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE,CAAC;AACpE;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,IAAI,GAAG;EACV,IAAI,QAAQ,EAAE,EAAE;EAChB,IAAI,MAAM,EAAE,EAAE;EACd,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,GAAG;EACf,GAAG,QAAQ,EAAE;EACb,IAAI,OAAO,EAAE,GAAG;EAChB,IAAI,IAAI,EAAE,UAAU;EACpB,IAAI,SAAS,EAAE,iBAAiB;EAChC,IAAI;EACJ,GAAG,CAAC;AACJ;EACA;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EACxB,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACxB;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,EAAE,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAChD;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AAC3E;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EACtE,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACtE;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;EAC3E,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;EACvF,EAAE,KAAK,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,iBAAiB,KAAK,CAAC,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;AAChH;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;EACvF,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EACtE,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EACtE,EAAE,KAAK,IAAI,CAAC,kBAAkB,KAAK,SAAS,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACjG;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG;AAC1D;EACA,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAC7D;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,qBAAqB,IAAI,IAAI,CAAC,qBAAqB,CAAC,SAAS,GAAG;AAC5E;EACA,GAAG,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAC/E;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,kBAAkB,CAAC,SAAS,GAAG;AACtE;EACA,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACzE,GAAG,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC,OAAO,EAAE,CAAC;AACnE;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,GAAG,IAAI,IAAI,CAAC,GAAG,CAAC,SAAS,GAAG,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EAChF,EAAE,KAAK,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EAC5F,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AACpG;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG;AAClD;EACA,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACrD,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG;AAC5C;EACA,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EAC/C,GAAG,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC;AAC7C;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG;AAChD;EACA,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACnD,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,SAAS,GAAG;AACpD;EACA,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACvD,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;EAC3C,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,SAAS,GAAG;AAChE;EACA,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACnE,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;EACnD,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACpH,EAAE,KAAK,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AACpH;EACA,EAAE,KAAK,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,SAAS,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EAChH,EAAE,KAAK,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,SAAS,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAChH;EACA,EAAE,KAAK,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG;AAC9C;EACA,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;EACjD,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;EACzC,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AAC/C;EACA,GAAG,KAAK,IAAI,CAAC,OAAO,KAAK,SAAS,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;EACjE,GAAG,KAAK,IAAI,CAAC,eAAe,KAAK,SAAS,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AACzF;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,CAAC,SAAS,GAAG;AACxD;EACA,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EACvD,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;EACpE,EAAE,KAAK,IAAI,CAAC,eAAe,KAAK,SAAS,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AACxF;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,cAAc,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACxE,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EACvD,EAAE,KAAK,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AACpD;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;EACtD,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACvE;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EAClC,EAAE,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EAClC,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;EACpC,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;EACxC,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;EAChD,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACtC,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;EACpC,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;EAC9C,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACtC,EAAE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;EACxC,EAAE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;AACxC;EACA;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,KAAK,CAAC,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC5E;EACA,EAAE,KAAK,IAAI,CAAC,aAAa,KAAK,IAAI,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;EAC/D,EAAE,KAAK,IAAI,CAAC,mBAAmB,KAAK,CAAC,GAAG,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,mBAAmB,CAAC;EAC5F,EAAE,KAAK,IAAI,CAAC,kBAAkB,KAAK,CAAC,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACzF;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,KAAK,CAAC,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EAChF,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACnE,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,SAAS,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;EAChE,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,SAAS,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1D;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,IAAI,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;AACvD;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EAC5D,EAAE,KAAK,IAAI,CAAC,eAAe,KAAK,IAAI,GAAG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;EACnF,EAAE,KAAK,IAAI,CAAC,kBAAkB,KAAK,IAAI,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AAC5F;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,KAAK,IAAI,GAAG,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EACjE,EAAE,KAAK,IAAI,CAAC,kBAAkB,GAAG,CAAC,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;EACvF,EAAE,KAAK,IAAI,CAAC,gBAAgB,KAAK,OAAO,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;EACzF,EAAE,KAAK,IAAI,CAAC,iBAAiB,KAAK,OAAO,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;AAC5F;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,KAAK,IAAI,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;EAC7D,EAAE,KAAK,IAAI,CAAC,YAAY,KAAK,IAAI,GAAG,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;EAC7D,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,IAAI,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACrD;EACA,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACvE;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AACrD;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,KAAK,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;AAC3D;EACA,EAAE,KAAK,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,KAAK,IAAI,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAChF;EACA;AACA;EACA,EAAE,SAAS,gBAAgB,EAAE,KAAK,GAAG;AACrC;EACA,GAAG,MAAM,MAAM,GAAG,EAAE,CAAC;AACrB;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,KAAK,GAAG;AAC9B;EACA,IAAI,MAAM,IAAI,GAAG,KAAK,EAAE,GAAG,EAAE,CAAC;EAC9B,IAAI,OAAO,IAAI,CAAC,QAAQ,CAAC;EACzB,IAAI,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACxB;EACA,IAAI;AACJ;EACA,GAAG,OAAO,MAAM,CAAC;AACjB;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,MAAM,QAAQ,GAAG,gBAAgB,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;EACtD,GAAG,MAAM,MAAM,GAAG,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAClD;EACA,GAAG,KAAK,QAAQ,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EACvD,GAAG,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;EAChC,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC5C,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC5C,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC5C,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EAClD,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;EACxC,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;EACtC,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAChD,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;EACxC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EAC1C,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EAC1C,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,MAAM,SAAS,GAAG,MAAM,CAAC,cAAc,CAAC;EAC1C,EAAE,IAAI,SAAS,GAAG,IAAI,CAAC;AACvB;EACA,EAAE,KAAK,SAAS,KAAK,IAAI,GAAG;AAC5B;EACA,GAAG,MAAM,CAAC,GAAG,SAAS,CAAC,MAAM,CAAC;EAC9B,GAAG,SAAS,GAAG,IAAI,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACpC;EACA,IAAI,SAAS,EAAE,CAAC,EAAE,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;AAC5C;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,cAAc,GAAG,SAAS,CAAC;EAClC,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EAClD,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC5C,EAAE,IAAI,CAAC,mBAAmB,GAAG,MAAM,CAAC,mBAAmB,CAAC;EACxD,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAChD,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AAChC;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,CAAC;AAClE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,YAAY;AACtB;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,cAAc,EAAE,QAAQ,CAAC,SAAS,EAAE,aAAa,EAAE;AAC1D;EACA,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,cAAc,GAAG,EAAE,WAAW,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ;EACrI,CAAC,OAAO,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ;EAC/H,CAAC,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ;EAClI,CAAC,gBAAgB,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ;EACpI,CAAC,eAAe,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ;EAC7I,CAAC,gBAAgB,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ;EAClJ,CAAC,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ;EACnI,CAAC,UAAU,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EACvI,CAAC,aAAa,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ;EACvI,CAAC,WAAW,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ;EACjJ,CAAC,WAAW,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EACxJ,CAAC,cAAc,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,sBAAsB,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EACxJ,CAAC,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ;EACnJ,CAAC,gBAAgB,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EACrJ,CAAC,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,kBAAkB,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ;EAC3I,CAAC,cAAc,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,iBAAiB,EAAE,QAAQ,EAAE,mBAAmB,EAAE,QAAQ,EAAE,iBAAiB,EAAE,QAAQ;EAC9I,CAAC,iBAAiB,EAAE,QAAQ,EAAE,cAAc,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ;EACnJ,CAAC,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ;EAC/I,CAAC,eAAe,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EACtJ,CAAC,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,KAAK,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EACpK,CAAC,WAAW,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ;EACvI,CAAC,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ;EACnJ,CAAC,aAAa,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,WAAW,EAAE,QAAQ;EAClJ,CAAC,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,CAAC;AACjI;EACA,MAAM,KAAK,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACnC,MAAM,KAAK,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACnC;EACA,SAAS,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC5B;EACA,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;EACrB,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;EACrB,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;EAC/C,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,CAAC;EAC3B,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;EAC3D,CAAC,OAAO,CAAC,CAAC;AACV;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,CAAC,GAAG;AAC3B;EACA,CAAC,OAAO,EAAE,CAAC,GAAG,OAAO,KAAK,CAAC,GAAG,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,GAAG,YAAY,GAAG,YAAY,EAAE,GAAG,EAAE,CAAC;AAC9F;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,CAAC,GAAG;AAC3B;EACA,CAAC,OAAO,EAAE,CAAC,GAAG,SAAS,KAAK,CAAC,GAAG,KAAK,GAAG,KAAK,KAAK,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,OAAO,EAAE,EAAE,GAAG,KAAK,CAAC;AACnF;EACA,CAAC;AACD;EACA,MAAM,KAAK,CAAC;AACZ;EACA,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACxB;EACA,EAAE,KAAK,CAAC,KAAK,SAAS,IAAI,CAAC,KAAK,SAAS,GAAG;AAC5C;EACA;EACA,GAAG,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,KAAK,GAAG;AACd;EACA,EAAE,KAAK,KAAK,IAAI,KAAK,CAAC,OAAO,GAAG;AAChC;EACA,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACtB;EACA,GAAG,MAAM,KAAK,OAAO,KAAK,KAAK,QAAQ,GAAG;AAC1C;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AACxB;EACA,GAAG,MAAM,KAAK,OAAO,KAAK,KAAK,QAAQ,GAAG;AAC1C;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;EAClB,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC;AAClB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,GAAG,GAAG;AACf;EACA,EAAE,GAAG,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,IAAI,EAAE,GAAG,GAAG,KAAK,GAAG,CAAC;EACrC,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC,GAAG,GAAG,KAAK,GAAG,CAAC;EACpC,EAAE,IAAI,CAAC,CAAC,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,GAAG,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACnB;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;EACb,EAAE,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AACb;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACnB;EACA;EACA,EAAE,CAAC,GAAG,SAAS,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACxC,EAAE,CAAC,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACjC,EAAE,CAAC,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,EAAE,KAAK,CAAC,KAAK,CAAC,GAAG;AACjB;EACA,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC;AAChC;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,CAAC,GAAG,CAAC,IAAI,GAAG,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE,CAAC;EAC1D,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;AAC3B;EACA,GAAG,IAAI,CAAC,CAAC,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;EACvC,GAAG,IAAI,CAAC,CAAC,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC/B,GAAG,IAAI,CAAC,CAAC,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,KAAK,GAAG;AACnB;EACA,EAAE,SAAS,WAAW,EAAE,MAAM,GAAG;AACjC;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG,OAAO;AACtC;EACA,GAAG,KAAK,UAAU,EAAE,MAAM,EAAE,GAAG,CAAC,GAAG;AACnC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,kCAAkC,GAAG,KAAK,GAAG,mBAAmB,EAAE,CAAC;AACrF;EACA,IAAI;AACJ;EACA,GAAG;AACH;AACA;EACA,EAAE,IAAI,CAAC,CAAC;AACR;EACA,EAAE,KAAK,CAAC,GAAG,8BAA8B,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG;AAC1D;EACA;AACA;EACA,GAAG,IAAI,KAAK,CAAC;EACb,GAAG,MAAM,IAAI,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACvB,GAAG,MAAM,UAAU,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,SAAS,IAAI;AAChB;EACA,IAAI,KAAK,KAAK,CAAC;EACf,IAAI,KAAK,MAAM;AACf;EACA,KAAK,KAAK,KAAK,GAAG,8DAA8D,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG;AACtG;EACA;EACA,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACjE,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACjE,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjE;EACA,MAAM,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAChC;EACA,MAAM,OAAO,IAAI,CAAC;AAClB;EACA,MAAM;AACN;EACA,KAAK,KAAK,KAAK,GAAG,oEAAoE,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG;AAC5G;EACA;EACA,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACjE,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACjE,MAAM,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjE;EACA,MAAM,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAChC;EACA,MAAM,OAAO,IAAI,CAAC;AAClB;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,IAAI,KAAK,KAAK,CAAC;EACf,IAAI,KAAK,MAAM;AACf;EACA,KAAK,KAAK,KAAK,GAAG,wEAAwE,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG;AAChH;EACA;EACA,MAAM,MAAM,CAAC,GAAG,UAAU,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC;EAC/C,MAAM,MAAM,CAAC,GAAG,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACjD,MAAM,MAAM,CAAC,GAAG,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACjD;EACA,MAAM,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAChC;EACA,MAAM,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,CAAC,GAAG,mBAAmB,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG;AACtD;EACA;AACA;EACA,GAAG,MAAM,GAAG,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EACtB,GAAG,MAAM,IAAI,GAAG,GAAG,CAAC,MAAM,CAAC;AAC3B;EACA,GAAG,KAAK,IAAI,KAAK,CAAC,GAAG;AACrB;EACA;EACA,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACrE,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACrE,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACrE;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI,MAAM,KAAK,IAAI,KAAK,CAAC,GAAG;AAC5B;EACA;EACA,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACrE,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;EACrE,IAAI,IAAI,CAAC,CAAC,GAAG,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AACrE;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,IAAI,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,GAAG,OAAO,IAAI,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,KAAK,GAAG;AACvB;EACA;EACA,EAAE,MAAM,GAAG,GAAG,cAAc,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG;AAC3B;EACA;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,EAAE,CAAC;AACtB;EACA,GAAG,MAAM;AACT;EACA;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6BAA6B,GAAG,KAAK,EAAE,CAAC;AACzD;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;AACxD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,KAAK,GAAG;AACf;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;EACnB,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;AACnB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,KAAK,EAAE,WAAW,GAAG,GAAG,GAAG;AAC/C;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,KAAK,EAAE,WAAW,GAAG,GAAG,GAAG;AAC/C;EACA,EAAE,MAAM,WAAW,GAAG,EAAE,WAAW,GAAG,CAAC,OAAO,GAAG,GAAG,WAAW,KAAK,GAAG,CAAC;AACxE;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,EAAE,WAAW,EAAE,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,WAAW,GAAG;AACrC;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,WAAW,EAAE,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,WAAW,GAAG;AACrC;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,WAAW,EAAE,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,KAAK,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,KAAK,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,YAAY,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,GAAG;AACvB;EACA,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,GAAG;AACvB;EACA,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC;AAChC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,OAAO,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,MAAM,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,MAAM,CAAC,CAAC;AAChF;EACA,EAAE;AACF;EACA,CAAC,YAAY,GAAG;AAChB;EACA,EAAE,OAAO,EAAE,QAAQ,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,QAAQ,EAAE,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,MAAM,GAAG;AAClB;EACA;AACA;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;EACnE,GAAG,MAAM,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;AAC3C;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAClC,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,EAAE,IAAI,GAAG,EAAE,UAAU,CAAC;EACtB,EAAE,MAAM,SAAS,GAAG,EAAE,GAAG,GAAG,GAAG,KAAK,GAAG,CAAC;AACxC;EACA,EAAE,KAAK,GAAG,KAAK,GAAG,GAAG;AACrB;EACA,GAAG,GAAG,GAAG,CAAC,CAAC;EACX,GAAG,UAAU,GAAG,CAAC,CAAC;AAClB;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,KAAK,GAAG,GAAG,GAAG,GAAG,CAAC;AAC3B;EACA,GAAG,UAAU,GAAG,SAAS,IAAI,GAAG,GAAG,KAAK,KAAK,GAAG,GAAG,GAAG,EAAE,GAAG,KAAK,KAAK,CAAC,GAAG,GAAG,GAAG,GAAG,EAAE,CAAC;AACrF;EACA,GAAG,SAAS,GAAG;AACf;EACA,IAAI,KAAK,CAAC,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,KAAK,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,MAAM;EAC/D,IAAI,KAAK,CAAC,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,KAAK,GAAG,CAAC,CAAC,CAAC,MAAM;EAC/C,IAAI,KAAK,CAAC,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,KAAK,GAAG,CAAC,CAAC,CAAC,MAAM;AAC/C;EACA,IAAI;AACJ;EACA,GAAG,GAAG,IAAI,CAAC,CAAC;AACZ;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,CAAC,GAAG,GAAG,CAAC;EACjB,EAAE,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC;EACxB,EAAE,MAAM,CAAC,CAAC,GAAG,SAAS,CAAC;AACvB;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,GAAG;AACZ;EACA,EAAE,OAAO,MAAM,KAAK,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,KAAK,CAAC,EAAE,GAAG,GAAG,KAAK,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,KAAK,CAAC,EAAE,GAAG,GAAG,KAAK,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,KAAK,CAAC,EAAE,GAAG,GAAG,CAAC;AACnH;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACtB;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AACvB;EACA,EAAE,KAAK,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,IAAI,CAAC,CAAC;AAC3C;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,CAAC;AAC3C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,KAAK,GAAG;AACd;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,CAAC,GAAG;AAChB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,KAAK,GAAG;AACd;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC;EAC3C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC;EAC3C,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC;AAC3C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,KAAK,GAAG;AACnB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;EACpB,EAAE,IAAI,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,CAAC,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;EACd,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;AACd;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,GAAG;AACtB;EACA,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACzC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;EACzC,EAAE,IAAI,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,KAAK,KAAK,CAAC;AACzC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,GAAG;AACrC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,KAAK,CAAC;EACtD,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,KAAK,CAAC;EACtD,EAAE,IAAI,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,KAAK,KAAK,CAAC;AACtD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,GAAG;AACzB;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;EACvB,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AACxB;EACA,EAAE,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;EACtD,EAAE,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;EACtD,EAAE,MAAM,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;AACtD;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,CAAC,GAAG;AACb;EACA,EAAE,OAAO,EAAE,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;EAC/B,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,KAAK,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC3B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;EAC/B,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;AAC/B;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,GAAG;AACzC;EACA,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,KAAK,SAAS,CAAC,UAAU,KAAK,IAAI,GAAG;AACvC;EACA;AACA;EACA,GAAG,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC;EACjB,GAAG,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC;EACjB,GAAG,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC;AACjB;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,KAAK,CAAC,KAAK,GAAG,cAAc,CAAC;AAC7B;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;EAC/B,KAAK,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC;EACtB,KAAK,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC;EACtB,KAAK,CAAC,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC;AACtB;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,MAAM,iBAAiB,SAAS,QAAQ,CAAC;AACzC;EACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,mBAAmB,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;EACvB,EAAE,IAAI,CAAC,iBAAiB,GAAG,GAAG,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;EACpB,EAAE,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;EACrB,EAAE,IAAI,CAAC,OAAO,GAAG,iBAAiB,CAAC;EACnC,EAAE,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;EACxB,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC9B;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;EACzB,EAAE,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,gBAAgB,GAAG,OAAO,CAAC;EAClC,EAAE,IAAI,CAAC,iBAAiB,GAAG,OAAO,CAAC;AACnC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;EACxB,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACpD;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC9C;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC9B,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;EAChC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EAC1C,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAChD;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;EACtD,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EAClD,EAAE,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACpD;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AACvD;EACA,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;EAChC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA,SAAS,eAAe,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AACxD;EACA,CAAC,KAAK,KAAK,CAAC,OAAO,EAAE,KAAK,EAAE,GAAG;AAC/B;EACA,EAAE,MAAM,IAAI,SAAS,EAAE,uDAAuD,EAAE,CAAC;AACjF;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;AAChB;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACpB,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,KAAK,SAAS,GAAG,KAAK,CAAC,MAAM,GAAG,QAAQ,GAAG,CAAC,CAAC;EAChE,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,KAAK,IAAI,CAAC;AACvC;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,eAAe,CAAC;EAC9B,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,MAAM,EAAE,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC;AAC9C;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AAClB;EACA,CAAC;AACD;EACA,MAAM,CAAC,cAAc,EAAE,eAAe,CAAC,SAAS,EAAE,aAAa,EAAE;AACjE;EACA,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;EACA,CAAC,iBAAiB,EAAE,IAAI;AACxB;EACA,CAAC,gBAAgB,EAAE,YAAY,EAAE;AACjC;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,GAAG;AAC9B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,MAAM,CAAC,KAAK,CAAC,WAAW,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;EAC5D,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG;AAChD;EACA,EAAE,MAAM,IAAI,IAAI,CAAC,QAAQ,CAAC;EAC1B,EAAE,MAAM,IAAI,SAAS,CAAC,QAAQ,CAAC;AAC/B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,SAAS,CAAC,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC5D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,WAAW,KAAK,GAAG;AAC/B;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,MAAM,GAAG;AACtC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,IAAI,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,GAAG,KAAK,KAAK,KAAK,SAAS,GAAG;AAC9B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC,EAAE,CAAC;EACrF,IAAI,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;AACxB;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;EAChC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;EAChC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,KAAK,CAAC,CAAC,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,OAAO,GAAG;AACzC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACrD;EACA,GAAG,IAAI,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC,EAAE,CAAC;EACxF,IAAI,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;EACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,OAAO,GAAG;AACzC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACrD;EACA,GAAG,IAAI,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC,EAAE,CAAC;EACxF,IAAI,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;EACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;EACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,OAAO,GAAG;AACzC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACrD;EACA,GAAG,IAAI,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC,EAAE,CAAC;EACxF,IAAI,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;EACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;EACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;EACjC,GAAG,KAAK,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,GAAG;AAC9B;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,CAAC,GAAG;AAC7B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,IAAI,QAAQ,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EAC5C,IAAI,QAAQ,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;AAC5C;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,IAAI,CAAC,QAAQ,KAAK,CAAC,GAAG;AACpC;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,IAAI,SAAS,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EAC7C,IAAI,SAAS,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,IAAI,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC5D;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,GAAG;AAC9B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,CAAC,GAAG;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,SAAS,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,WAAW,CAAC,GAAG;AACpC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,SAAS,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AACrC;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,GAAG,CAAC,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,GAAG;AACjC;EACA,EAAE,KAAK,IAAI,IAAI,CAAC,QAAQ,CAAC;AACzB;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACrC;EACA,EAAE,KAAK,IAAI,IAAI,CAAC,QAAQ,CAAC;AACzB;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACzC;EACA,EAAE,KAAK,IAAI,IAAI,CAAC,QAAQ,CAAC;AACzB;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,QAAQ,GAAG;AACjC;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,QAAQ,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,MAAM,IAAI,GAAG;EACf,GAAG,QAAQ,EAAE,IAAI,CAAC,QAAQ;EAC1B,GAAG,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI;EACpC,GAAG,KAAK,EAAE,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,KAAK,EAAE;EAClD,GAAG,UAAU,EAAE,IAAI,CAAC,UAAU;EAC9B,GAAG,CAAC;AACJ;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,EAAE,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EAChD,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,eAAe,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAChE,EAAE,KAAK,IAAI,CAAC,WAAW,CAAC,MAAM,KAAK,CAAC,IAAI,IAAI,CAAC,WAAW,CAAC,KAAK,KAAK,EAAE,CAAC,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AAC7G;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;AACA;EACA,SAAS,mBAAmB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC5D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,SAAS,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC5E;EACA,CAAC;AACD;EACA,mBAAmB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC3E,mBAAmB,CAAC,SAAS,CAAC,WAAW,GAAG,mBAAmB,CAAC;AAChE;AACA;EACA,SAAS,oBAAoB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC7D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,UAAU,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC7E;EACA,CAAC;AACD;EACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC5E,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;AACA;EACA,SAAS,2BAA2B,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AACpE;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,iBAAiB,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AACpF;EACA,CAAC;AACD;EACA,2BAA2B,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EACnF,2BAA2B,CAAC,SAAS,CAAC,WAAW,GAAG,2BAA2B,CAAC;AAChF;AACA;EACA,SAAS,oBAAoB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC7D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,UAAU,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC7E;EACA,CAAC;AACD;EACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC5E,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;AACA;EACA,SAAS,qBAAqB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC9D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,WAAW,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC9E;EACA,CAAC;AACD;EACA,qBAAqB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC7E,qBAAqB,CAAC,SAAS,CAAC,WAAW,GAAG,qBAAqB,CAAC;AACpE;AACA;EACA,SAAS,oBAAoB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC7D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,UAAU,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC7E;EACA,CAAC;AACD;EACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC5E,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;AACA;EACA,SAAS,qBAAqB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC9D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,WAAW,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC9E;EACA,CAAC;AACD;EACA,qBAAqB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC7E,qBAAqB,CAAC,SAAS,CAAC,WAAW,GAAG,qBAAqB,CAAC;AACpE;EACA,SAAS,sBAAsB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC/D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,WAAW,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC9E;EACA,CAAC;AACD;EACA,sBAAsB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC9E,sBAAsB,CAAC,SAAS,CAAC,WAAW,GAAG,sBAAsB,CAAC;EACtE,sBAAsB,CAAC,SAAS,CAAC,wBAAwB,GAAG,IAAI,CAAC;AACjE;EACA,SAAS,sBAAsB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC/D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,YAAY,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC/E;EACA,CAAC;AACD;EACA,sBAAsB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC9E,sBAAsB,CAAC,SAAS,CAAC,WAAW,GAAG,sBAAsB,CAAC;AACtE;AACA;EACA,SAAS,sBAAsB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,GAAG;AAC/D;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,YAAY,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC/E;EACA,CAAC;AACD;EACA,sBAAsB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;EAC9E,sBAAsB,CAAC,SAAS,CAAC,WAAW,GAAG,sBAAsB,CAAC;AACtE;EACA,SAAS,QAAQ,EAAE,KAAK,GAAG;AAC3B;EACA,CAAC,KAAK,KAAK,CAAC,MAAM,KAAK,CAAC,GAAG,OAAO,EAAE,QAAQ,CAAC;AAC7C;EACA,CAAC,IAAI,GAAG,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AACtB;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG;AAClD;EACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG,CAAC;AACZ;EACA,CAAC;AAmBD;EACA,IAAI,GAAG,GAAG,CAAC,CAAC;AACZ;EACA,MAAM,GAAG,GAAG,IAAI,OAAO,EAAE,CAAC;EAC1B,MAAM,IAAI,GAAG,IAAI,QAAQ,EAAE,CAAC;EAC5B,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;EAC9B,MAAM,MAAM,GAAG,IAAI,IAAI,EAAE,CAAC;EAC1B,MAAM,gBAAgB,GAAG,IAAI,IAAI,EAAE,CAAC;EACpC,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA,SAAS,cAAc,GAAG;AAC1B;EACA,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC;AACxD;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtC;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;EAChB,CAAC,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;AAC9B;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;EACnB,CAAC,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;EAC3B,CAAC,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;AACnC;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC;AAClB;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;EACzB,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;AAC5B;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAChD;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;EACA,CAAC;AACD;EACA,cAAc,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,EAAE;AACtF;EACA,CAAC,WAAW,EAAE,cAAc;AAC5B;EACA,CAAC,gBAAgB,EAAE,IAAI;AACvB;EACA,CAAC,QAAQ,EAAE,YAAY;AACvB;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,GAAG;AAC9B;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,EAAE,KAAK,EAAE,GAAG;AAChC;EACA,GAAG,IAAI,CAAC,KAAK,GAAG,MAAM,QAAQ,EAAE,KAAK,EAAE,GAAG,KAAK,GAAG,qBAAqB,GAAG,qBAAqB,IAAI,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9G;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACtB;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,IAAI,GAAG;AACjC;EACA,EAAE,OAAO,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AACjC;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,IAAI,EAAE,SAAS,GAAG;AAC5C;EACA,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,GAAG,SAAS,CAAC;AACtC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,IAAI,GAAG;AACpC;EACA,EAAE,OAAO,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AACjC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,IAAI,GAAG;AACjC;EACA,EAAE,OAAO,IAAI,CAAC,UAAU,EAAE,IAAI,EAAE,KAAK,SAAS,CAAC;AAC/C;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,EAAE,KAAK,EAAE,aAAa,GAAG,CAAC,GAAG;AACxD;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE;AACpB;EACA,GAAG,KAAK,EAAE,KAAK;EACf,GAAG,KAAK,EAAE,KAAK;EACf,GAAG,aAAa,EAAE,aAAa;AAC/B;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,YAAY;AAC1B;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,KAAK,EAAE,KAAK,GAAG;AACzC;EACA,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,KAAK,CAAC;EAC/B,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,KAAK,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,MAAM,GAAG;AACnC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC;AAC5C;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,QAAQ,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,GAAG,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;AAC/B;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;AACxC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,MAAM,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AAChE;EACA,GAAG,MAAM,CAAC,iBAAiB,EAAE,YAAY,EAAE,CAAC;AAC5C;EACA,GAAG,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC;AAC1C;EACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG;AAC/B;EACA,GAAG,OAAO,CAAC,kBAAkB,EAAE,MAAM,EAAE,CAAC;AACxC;EACA,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG;AACnC;EACA,GAAG,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,cAAc,KAAK,IAAI,GAAG;AACtC;EACA,GAAG,IAAI,CAAC,qBAAqB,EAAE,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;EACA;AACA;EACA,EAAE,GAAG,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC7B;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;EACA;AACA;EACA,EAAE,GAAG,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC7B;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,GAAG;AAC7B;EACA;AACA;EACA,EAAE,GAAG,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC7B;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACjC;EACA;AACA;EACA,EAAE,GAAG,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC7B;EACA;AACA;EACA,EAAE,GAAG,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,MAAM,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,CAAC;AACtB;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,OAAO,EAAE,CAAC,MAAM,EAAE,CAAC;AACjD;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,CAAC;AACpD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,MAAM,GAAG;AACpC;EACA,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;AACtB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAC7B,GAAG,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AAC7E;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;EACA,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG;AACnC;EACA,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,IAAI,EAAE,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC;EAC5C,EAAE,MAAM,uBAAuB,GAAG,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC;AAChE;EACA,EAAE,KAAK,QAAQ,IAAI,QAAQ,CAAC,mBAAmB,GAAG;AAClD;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,iJAAiJ,EAAE,IAAI,EAAE,CAAC;AAC5K;EACA,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG;EACvB,IAAI,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE;EACrD,IAAI,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE,EAAE,QAAQ,EAAE;EACrD,IAAI,CAAC;AACL;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,IAAI,CAAC,WAAW,CAAC,sBAAsB,EAAE,QAAQ,EAAE,CAAC;AACvD;EACA;AACA;EACA,GAAG,KAAK,uBAAuB,GAAG;AAClC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,uBAAuB,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzE;EACA,KAAK,MAAM,cAAc,GAAG,uBAAuB,EAAE,CAAC,EAAE,CAAC;EACzD,KAAK,MAAM,CAAC,sBAAsB,EAAE,cAAc,EAAE,CAAC;AACrD;EACA,KAAK,KAAK,IAAI,CAAC,oBAAoB,GAAG;AACtC;EACA,MAAM,SAAS,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;EAC/D,MAAM,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;AAClD;EACA,MAAM,SAAS,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;EAC/D,MAAM,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;AAClD;EACA,MAAM,MAAM;AACZ;EACA,MAAM,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;EACnD,MAAM,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;AACnD;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG;AAC/G;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,qIAAqI,EAAE,IAAI,EAAE,CAAC;AAChK;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,qBAAqB,EAAE,YAAY;AACpC;EACA,EAAE,KAAK,IAAI,CAAC,cAAc,KAAK,IAAI,GAAG;AACtC;EACA,GAAG,IAAI,CAAC,cAAc,GAAG,IAAI,MAAM,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC;EAC5C,EAAE,MAAM,uBAAuB,GAAG,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC;AAChE;EACA,EAAE,KAAK,QAAQ,IAAI,QAAQ,CAAC,mBAAmB,GAAG;AAClD;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,uJAAuJ,EAAE,IAAI,EAAE,CAAC;AAClL;EACA,GAAG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,IAAI,OAAO,EAAE,EAAE,QAAQ,EAAE,CAAC;AACtD;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,GAAG;AAClB;EACA;AACA;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC;AAC7C;EACA,GAAG,MAAM,CAAC,sBAAsB,EAAE,QAAQ,EAAE,CAAC;AAC7C;EACA;AACA;EACA,GAAG,KAAK,uBAAuB,GAAG;AAClC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,uBAAuB,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzE;EACA,KAAK,MAAM,cAAc,GAAG,uBAAuB,EAAE,CAAC,EAAE,CAAC;EACzD,KAAK,gBAAgB,CAAC,sBAAsB,EAAE,cAAc,EAAE,CAAC;AAC/D;EACA,KAAK,KAAK,IAAI,CAAC,oBAAoB,GAAG;AACtC;EACA,MAAM,SAAS,CAAC,UAAU,EAAE,MAAM,CAAC,GAAG,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;EAC/D,MAAM,MAAM,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,MAAM,SAAS,CAAC,UAAU,EAAE,MAAM,CAAC,GAAG,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;EAC/D,MAAM,MAAM,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,MAAM,MAAM;AACZ;EACA,MAAM,MAAM,CAAC,aAAa,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;EACnD,MAAM,MAAM,CAAC,aAAa,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;AACnD;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AAC9B;EACA;EACA;AACA;EACA,GAAG,IAAI,WAAW,GAAG,CAAC,CAAC;AACvB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACxD;EACA,IAAI,SAAS,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AACjD;EACA,IAAI,WAAW,GAAG,IAAI,CAAC,GAAG,EAAE,WAAW,EAAE,MAAM,CAAC,iBAAiB,EAAE,SAAS,EAAE,EAAE,CAAC;AACjF;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,uBAAuB,GAAG;AAClC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,uBAAuB,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzE;EACA,KAAK,MAAM,cAAc,GAAG,uBAAuB,EAAE,CAAC,EAAE,CAAC;EACzD,KAAK,MAAM,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;AAC5D;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAChE;EACA,MAAM,SAAS,CAAC,mBAAmB,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AACzD;EACA,MAAM,KAAK,oBAAoB,GAAG;AAClC;EACA,OAAO,OAAO,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;EAClD,OAAO,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AAChC;EACA,OAAO;AACP;EACA,MAAM,WAAW,GAAG,IAAI,CAAC,GAAG,EAAE,WAAW,EAAE,MAAM,CAAC,iBAAiB,EAAE,SAAS,EAAE,EAAE,CAAC;AACnF;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,IAAI,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AACzD;EACA,GAAG,KAAK,KAAK,EAAE,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,GAAG;AAC9C;EACA,IAAI,OAAO,CAAC,KAAK,EAAE,8HAA8H,EAAE,IAAI,EAAE,CAAC;AAC1J;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;EACA;AACA;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,YAAY;AAC9B;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;EACA;EACA;AACA;EACA,EAAE,KAAK,KAAK,KAAK,IAAI;EACrB,IAAI,UAAU,CAAC,QAAQ,KAAK,SAAS;EACrC,IAAI,UAAU,CAAC,MAAM,KAAK,SAAS;EACnC,IAAI,UAAU,CAAC,EAAE,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,8GAA8G,EAAE,CAAC;EACnI,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,MAAM,OAAO,GAAG,KAAK,CAAC,KAAK,CAAC;EAC9B,EAAE,MAAM,SAAS,GAAG,UAAU,CAAC,QAAQ,CAAC,KAAK,CAAC;EAC9C,EAAE,MAAM,OAAO,GAAG,UAAU,CAAC,MAAM,CAAC,KAAK,CAAC;EAC1C,EAAE,MAAM,GAAG,GAAG,UAAU,CAAC,EAAE,CAAC,KAAK,CAAC;AAClC;EACA,EAAE,MAAM,SAAS,GAAG,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;AACzC;EACA,EAAE,KAAK,UAAU,CAAC,OAAO,KAAK,SAAS,GAAG;AAC1C;EACA,GAAG,IAAI,CAAC,YAAY,EAAE,SAAS,EAAE,IAAI,eAAe,EAAE,IAAI,YAAY,EAAE,CAAC,GAAG,SAAS,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/F;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,UAAU,CAAC,OAAO,CAAC,KAAK,CAAC;AAC5C;EACA,EAAE,MAAM,IAAI,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC,GAAG,GAAG;AACzC;EACA,GAAG,IAAI,EAAE,CAAC,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,GAAG,IAAI,EAAE,CAAC,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE;EAC1B,GAAG,EAAE,GAAG,IAAI,OAAO,EAAE;EACrB,GAAG,EAAE,GAAG,IAAI,OAAO,EAAE;AACrB;EACA,GAAG,GAAG,GAAG,IAAI,OAAO,EAAE;EACtB,GAAG,GAAG,GAAG,IAAI,OAAO,EAAE;EACtB,GAAG,GAAG,GAAG,IAAI,OAAO,EAAE;AACtB;EACA,GAAG,IAAI,GAAG,IAAI,OAAO,EAAE;EACvB,GAAG,IAAI,GAAG,IAAI,OAAO,EAAE,CAAC;AACxB;EACA,EAAE,SAAS,cAAc,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACrC;EACA,GAAG,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpC,GAAG,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpC,GAAG,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,GAAG,GAAG,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC/B,GAAG,GAAG,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC/B,GAAG,GAAG,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC/B;EACA,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;EAChB,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;AAChB;EACA,GAAG,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;EAClB,GAAG,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AAClB;EACA,GAAG,MAAM,CAAC,GAAG,GAAG,KAAK,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,EAAE,CAAC;AACrD;EACA;AACA;EACA,GAAG,KAAK,EAAE,QAAQ,EAAE,CAAC,EAAE,GAAG,OAAO;AACjC;EACA,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,cAAc,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,eAAe,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;EAC9F,GAAG,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC,cAAc,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,eAAe,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;AAC9F;EACA,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EACzB,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EACzB,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EACzB,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;EACzB,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC3B;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,KAAK,CAAC,GAAG;AAC7B;EACA,GAAG,MAAM,GAAG,EAAE;EACd,IAAI,KAAK,EAAE,CAAC;EACZ,IAAI,KAAK,EAAE,OAAO,CAAC,MAAM;EACzB,IAAI,EAAE,CAAC;AACP;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,GAAG;AACtD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;EAC7B,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AAC7B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,KAAK,GAAG,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AAC7D;EACA,IAAI,cAAc;EAClB,KAAK,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE;EACrB,KAAK,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE;EACrB,KAAK,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE;EACrB,KAAK,CAAC;AACN;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,OAAO,EAAE,EAAE,IAAI,GAAG,IAAI,OAAO,EAAE,CAAC;EAClD,EAAE,MAAM,CAAC,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,EAAE,SAAS,YAAY,EAAE,CAAC,GAAG;AAC7B;EACA,GAAG,CAAC,CAAC,SAAS,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACjC,GAAG,EAAE,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChB;EACA,GAAG,MAAM,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC;AACvB;EACA;AACA;EACA,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACjB,GAAG,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,cAAc,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AACzD;EACA;AACA;EACA,GAAG,IAAI,CAAC,YAAY,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;EAC9B,GAAG,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;EACtC,GAAG,MAAM,CAAC,GAAG,EAAE,IAAI,GAAG,GAAG,KAAK,EAAE,GAAG,GAAG,GAAG,CAAC;AAC1C;EACA,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC;EAC7B,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC;EACjC,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC;EACjC,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,GAAG;AACtD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;EAC7B,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AAC7B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,KAAK,GAAG,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AAC7D;EACA,IAAI,YAAY,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC;EACrC,IAAI,YAAY,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC;EACrC,IAAI,YAAY,EAAE,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,YAAY;AACnC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,MAAM,iBAAiB,GAAG,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC;AAC5D;EACA,EAAE,KAAK,iBAAiB,KAAK,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,eAAe,GAAG,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC;AACvD;EACA,GAAG,KAAK,eAAe,KAAK,SAAS,GAAG;AACxC;EACA,IAAI,eAAe,GAAG,IAAI,eAAe,EAAE,IAAI,YAAY,EAAE,iBAAiB,CAAC,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;EAChG,IAAI,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,eAAe,EAAE,CAAC;AACnD;EACA,IAAI,MAAM;AACV;EACA;AACA;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,eAAe,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAChE;EACA,KAAK,eAAe,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;EACpE,GAAG,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;EACpE,GAAG,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAChD;EACA;AACA;EACA,GAAG,KAAK,KAAK,GAAG;AAChB;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACxD;EACA,KAAK,MAAM,EAAE,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpC,KAAK,MAAM,EAAE,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpC,KAAK,MAAM,EAAE,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,EAAE,EAAE,CAAC;EACrD,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,EAAE,EAAE,CAAC;EACrD,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,EAAE,EAAE,CAAC;AACrD;EACA,KAAK,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC7B,KAAK,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC7B,KAAK,EAAE,CAAC,KAAK,EAAE,EAAE,EAAE,CAAC;AACpB;EACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,eAAe,EAAE,EAAE,EAAE,CAAC;EACnD,KAAK,EAAE,CAAC,mBAAmB,EAAE,eAAe,EAAE,EAAE,EAAE,CAAC;EACnD,KAAK,EAAE,CAAC,mBAAmB,EAAE,eAAe,EAAE,EAAE,EAAE,CAAC;AACnD;EACA,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;EAClB,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;EAClB,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC;AAClB;EACA,KAAK,eAAe,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;EACpD,KAAK,eAAe,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;EACpD,KAAK,eAAe,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACpD;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA;AACA;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,iBAAiB,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACpE;EACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACxD,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACxD,KAAK,EAAE,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACxD;EACA,KAAK,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC7B,KAAK,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC7B,KAAK,EAAE,CAAC,KAAK,EAAE,EAAE,EAAE,CAAC;AACpB;EACA,KAAK,eAAe,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;EACvD,KAAK,eAAe,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;EACvD,KAAK,eAAe,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACvD;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,gBAAgB,EAAE,CAAC;AAC3B;EACA,GAAG,eAAe,CAAC,WAAW,GAAG,IAAI,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,QAAQ,EAAE,MAAM,GAAG;AACtC;EACA,EAAE,KAAK,IAAI,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,EAAE,GAAG;AACrD;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,iFAAiF,EAAE,QAAQ,EAAE,CAAC;EAChH,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,MAAM,GAAG,CAAC,CAAC;AACd;EACA,GAAG,OAAO,CAAC,IAAI;EACf,IAAI,qFAAqF;EACzF,MAAM,qEAAqE;EAC3E,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,GAAG;AAClC;EACA,GAAG,KAAK,QAAQ,CAAC,UAAU,EAAE,GAAG,EAAE,KAAK,SAAS,GAAG,SAAS;AAC5D;EACA,GAAG,MAAM,UAAU,GAAG,UAAU,EAAE,GAAG,EAAE,CAAC;EACxC,GAAG,MAAM,eAAe,GAAG,UAAU,CAAC,KAAK,CAAC;AAC5C;EACA,GAAG,MAAM,UAAU,GAAG,QAAQ,CAAC,UAAU,EAAE,GAAG,EAAE,CAAC;EACjD,GAAG,MAAM,eAAe,GAAG,UAAU,CAAC,KAAK,CAAC;AAC5C;EACA,GAAG,MAAM,eAAe,GAAG,UAAU,CAAC,QAAQ,GAAG,MAAM,CAAC;EACxD,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,eAAe,CAAC,MAAM,EAAE,eAAe,CAAC,MAAM,GAAG,eAAe,EAAE,CAAC;AAC/F;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,eAAe,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,EAAE,CAAC,GAAG,GAAG;AAClE;EACA,IAAI,eAAe,EAAE,CAAC,EAAE,GAAG,eAAe,EAAE,CAAC,EAAE,CAAC;AAChD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,YAAY;AAC/B;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;AACzC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,KAAK,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,SAAS,CAAC,mBAAmB,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC;AAC/C;EACA,GAAG,SAAS,CAAC,SAAS,EAAE,CAAC;AACzB;EACA,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC9D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA,EAAE,SAAS,sBAAsB,EAAE,SAAS,EAAE,OAAO,GAAG;AACxD;EACA,GAAG,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;EACjC,GAAG,MAAM,QAAQ,GAAG,SAAS,CAAC,QAAQ,CAAC;EACvC,GAAG,MAAM,UAAU,GAAG,SAAS,CAAC,UAAU,CAAC;AAC3C;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,WAAW,EAAE,OAAO,CAAC,MAAM,GAAG,QAAQ,EAAE,CAAC;AACrE;EACA,GAAG,IAAI,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,CAAC;AAC7B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,IAAI,KAAK,GAAG,OAAO,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC;AACpC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,EAAE,CAAC,GAAG,GAAG;AAC1C;EACA,KAAK,MAAM,EAAE,MAAM,GAAG,EAAE,GAAG,KAAK,EAAE,KAAK,GAAG,EAAE,CAAC;AAC7C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,IAAI,eAAe,EAAE,MAAM,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC9D;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;EACjG,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,cAAc,EAAE,CAAC;AACzC;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC;EACnC,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;EACA;AACA;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,UAAU,GAAG;AACnC;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,GAAG,MAAM,YAAY,GAAG,sBAAsB,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AACrE;EACA,GAAG,SAAS,CAAC,YAAY,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;AAChD;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AAC/C;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,eAAe,GAAG;AACxC;EACA,GAAG,MAAM,UAAU,GAAG,EAAE,CAAC;EACzB,GAAG,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC;AAClD;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC/D;EACA,IAAI,MAAM,SAAS,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,IAAI,MAAM,YAAY,GAAG,sBAAsB,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AACtE;EACA,IAAI,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACpC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,CAAC,eAAe,EAAE,IAAI,EAAE,GAAG,UAAU,CAAC;AAClD;EACA,GAAG;AACH;EACA,EAAE,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;AAC7D;EACA;AACA;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAC7B,GAAG,SAAS,CAAC,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACvE;EACA,GAAG;AACH;EACA,EAAE,OAAO,SAAS,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,MAAM,IAAI,GAAG;EACf,GAAG,QAAQ,EAAE;EACb,IAAI,OAAO,EAAE,GAAG;EAChB,IAAI,IAAI,EAAE,gBAAgB;EAC1B,IAAI,SAAS,EAAE,uBAAuB;EACtC,IAAI;EACJ,GAAG,CAAC;AACJ;EACA;AACA;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EACxB,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EACxB,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,EAAE,GAAG,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EAChD,EAAE,KAAK,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC/E;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,SAAS,GAAG;AACvC;EACA,GAAG,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACtC;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,UAAU,GAAG;AACnC;EACA,IAAI,KAAK,UAAU,EAAE,GAAG,EAAE,KAAK,SAAS,GAAG,IAAI,EAAE,GAAG,EAAE,GAAG,UAAU,EAAE,GAAG,EAAE,CAAC;AAC3E;EACA,IAAI;AACJ;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,EAAE,UAAU,EAAE,EAAE,EAAE,CAAC;AACjC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3B;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG;EACrB,IAAI,IAAI,EAAE,KAAK,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI;EACtC,IAAI,KAAK,EAAE,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE;EACpD,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,GAAG;AAClC;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,GAAG,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE,MAAM,eAAe,GAAG,EAAE,CAAC;EAC7B,EAAE,IAAI,kBAAkB,GAAG,KAAK,CAAC;AACjC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,IAAI,CAAC,eAAe,GAAG;AAC5C;EACA,GAAG,MAAM,cAAc,GAAG,IAAI,CAAC,eAAe,EAAE,GAAG,EAAE,CAAC;AACtD;EACA,GAAG,MAAM,KAAK,GAAG,EAAE,CAAC;AACpB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC/D;EACA,IAAI,MAAM,SAAS,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,IAAI,KAAK,CAAC,IAAI,EAAE,SAAS,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,CAAC;AAChD;EACA,IAAI;AACJ;EACA,GAAG,KAAK,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG;AAC3B;EACA,IAAI,eAAe,EAAE,GAAG,EAAE,GAAG,KAAK,CAAC;AACnC;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,kBAAkB,GAAG;AAC5B;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;EAC/C,GAAG,IAAI,CAAC,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;AAC9D;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG;AAC3B;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,MAAM,EAAE,EAAE,CAAC;AAC7D;EACA,GAAG;AACH;EACA,EAAE,MAAM,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC;AAC7C;EACA,EAAE,KAAK,cAAc,KAAK,IAAI,GAAG;AACjC;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,cAAc,GAAG;EAC9B,IAAI,MAAM,EAAE,cAAc,CAAC,MAAM,CAAC,OAAO,EAAE;EAC3C,IAAI,MAAM,EAAE,cAAc,CAAC,MAAM;EACjC,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA;EACA;AACA;EACA;AACA;EACA;AACA;EACA;AACA;EACA;AACA;EACA;AACA;EACA;AACA;EACA;EACA;EACA;AACA;EACA;AACA;EACA;EACA;AACA;EACA,EAAE,OAAO,IAAI,cAAc,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA;AACA;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;EACpB,EAAE,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;EACvB,EAAE,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;EAC5B,EAAE,IAAI,CAAC,MAAM,GAAG,EAAE,CAAC;EACnB,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;AAC7B;EACA;AACA;EACA,EAAE,MAAM,IAAI,GAAG,EAAE,CAAC;AAClB;EACA;AACA;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;EACA;AACA;EACA,EAAE,MAAM,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC7B;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,IAAI,EAAE,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACvC;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,UAAU,GAAG;AACnC;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,IAAI,EAAE,CAAC;EACxC,GAAG,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,SAAS,CAAC,KAAK,EAAE,IAAI,EAAE,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AACjD;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,eAAe,GAAG;AACxC;EACA,GAAG,MAAM,KAAK,GAAG,EAAE,CAAC;EACpB,GAAG,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC;AAClD;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC7D;EACA,IAAI,KAAK,CAAC,IAAI,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,IAAI,EAAE,EAAE,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,GAAG,KAAK,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC,oBAAoB,CAAC;AAC1D;EACA;AACA;EACA,EAAE,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;AAC/B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAC7B,GAAG,IAAI,CAAC,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAClE;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACzC;EACA,EAAE,KAAK,WAAW,KAAK,IAAI,GAAG;AAC9B;EACA,GAAG,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC,KAAK,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC/C;EACA,EAAE,KAAK,cAAc,KAAK,IAAI,GAAG;AACjC;EACA,GAAG,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC,KAAK,EAAE,CAAC;AAChD;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC;EAChD,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,MAAM,CAAC,SAAS,CAAC,KAAK,CAAC;AAChD;EACA;AACA;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,YAAY;AACtB;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,gBAAgB,GAAG,IAAI,OAAO,EAAE,CAAC;EACvC,MAAM,MAAM,GAAG,IAAI,GAAG,EAAE,CAAC;EACzB,MAAM,SAAS,GAAG,IAAI,MAAM,EAAE,CAAC;AAC/B;EACA,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;EAC5B,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;EAC5B,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B;EACA,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B;EACA,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;EAC9B,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;EAC9B,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B;EACA,MAAM,kBAAkB,GAAG,IAAI,OAAO,EAAE,CAAC;EACzC,MAAM,uBAAuB,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,SAAS,IAAI,EAAE,QAAQ,GAAG,IAAI,cAAc,EAAE,EAAE,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG;AACrF;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC3B;EACA,CAAC;AACD;EACA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACrE;EACA,CAAC,WAAW,EAAE,IAAI;AAClB;EACA,CAAC,MAAM,EAAE,IAAI;AACb;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC/C;EACA,EAAE,KAAK,MAAM,CAAC,qBAAqB,KAAK,SAAS,GAAG;AACpD;EACA,GAAG,IAAI,CAAC,qBAAqB,GAAG,MAAM,CAAC,qBAAqB,CAAC,KAAK,EAAE,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,qBAAqB,KAAK,SAAS,GAAG;AACpD;EACA,GAAG,IAAI,CAAC,qBAAqB,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,MAAM,CAAC,qBAAqB,EAAE,CAAC;AAClF;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,MAAM,eAAe,GAAG,QAAQ,CAAC,eAAe,CAAC;EACpD,GAAG,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC;AAC/C;EACA,GAAG,KAAK,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AAC1B;EACA,IAAI,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,IAAI,KAAK,cAAc,KAAK,SAAS,GAAG;AACxC;EACA,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;EACrC,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;AACrC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACjE;EACA,MAAM,MAAM,IAAI,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC,IAAI,IAAI,MAAM,EAAE,CAAC,EAAE,CAAC;AAC3D;EACA,MAAM,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAC3C,MAAM,IAAI,CAAC,qBAAqB,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;AAC7C;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;AAC9C;EACA,GAAG,KAAK,YAAY,KAAK,SAAS,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,GAAG;AAChE;EACA,IAAI,OAAO,CAAC,KAAK,EAAE,sGAAsG,EAAE,CAAC;AAC5H;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,SAAS,EAAE,UAAU,GAAG;AAC7C;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACjC,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACjC,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AACvC;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG,OAAO;AACvC;EACA;AACA;EACA,EAAE,KAAK,QAAQ,CAAC,cAAc,KAAK,IAAI,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;AAC3E;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC;EAC5C,EAAE,SAAS,CAAC,YAAY,EAAE,WAAW,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,SAAS,CAAC,GAAG,CAAC,gBAAgB,EAAE,SAAS,EAAE,KAAK,KAAK,GAAG,OAAO;AACtE;EACA;AACA;EACA,EAAE,gBAAgB,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,IAAI,EAAE,SAAS,CAAC,GAAG,EAAE,CAAC,YAAY,EAAE,gBAAgB,EAAE,CAAC;AAChE;EACA;AACA;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG;AACvC;EACA,GAAG,KAAK,MAAM,CAAC,aAAa,EAAE,QAAQ,CAAC,WAAW,EAAE,KAAK,KAAK,GAAG,OAAO;AACxE;EACA,GAAG;AACH;EACA,EAAE,IAAI,YAAY,CAAC;AACnB;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EAChC,GAAG,MAAM,QAAQ,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;EACjD,GAAG,MAAM,aAAa,GAAG,QAAQ,CAAC,eAAe,CAAC,QAAQ,CAAC;EAC3D,GAAG,MAAM,oBAAoB,GAAG,QAAQ,CAAC,oBAAoB,CAAC;EAC9D,GAAG,MAAM,EAAE,GAAG,QAAQ,CAAC,UAAU,CAAC,EAAE,CAAC;EACrC,GAAG,MAAM,GAAG,GAAG,QAAQ,CAAC,UAAU,CAAC,GAAG,CAAC;EACvC,GAAG,MAAM,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;EAClC,GAAG,MAAM,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACxC;EACA,GAAG,KAAK,KAAK,KAAK,IAAI,GAAG;AACzB;EACA;AACA;EACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACrC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;EACA,MAAM,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAChC,MAAM,MAAM,aAAa,GAAG,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAC5D;EACA,MAAM,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EAC7D,MAAM,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,IAAI,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,MAAM,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AACnG;EACA,MAAM,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACtD;EACA,OAAO,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACjC,OAAO,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACrC,OAAO,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACrC;EACA,OAAO,YAAY,GAAG,+BAA+B,EAAE,IAAI,EAAE,aAAa,EAAE,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjK;EACA,OAAO,KAAK,YAAY,GAAG;AAC3B;EACA,QAAQ,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACrD,QAAQ,YAAY,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC,aAAa,CAAC;EAC9D,QAAQ,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACxC;EACA,QAAQ;AACR;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EAClD,KAAK,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAChF;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACrD;EACA,MAAM,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,MAAM,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpC,MAAM,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,MAAM,YAAY,GAAG,+BAA+B,EAAE,IAAI,EAAE,QAAQ,EAAE,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3J;EACA,MAAM,KAAK,YAAY,GAAG;AAC1B;EACA,OAAO,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpD,OAAO,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACvC;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,MAAM,KAAK,QAAQ,KAAK,SAAS,GAAG;AACxC;EACA;AACA;EACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACrC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;EACA,MAAM,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAChC,MAAM,MAAM,aAAa,GAAG,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAC5D;EACA,MAAM,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EAC7D,MAAM,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,IAAI,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,MAAM,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AACnG;EACA,MAAM,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACtD;EACA,OAAO,MAAM,CAAC,GAAG,CAAC,CAAC;EACnB,OAAO,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EACvB,OAAO,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACvB;EACA,OAAO,YAAY,GAAG,+BAA+B,EAAE,IAAI,EAAE,aAAa,EAAE,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjK;EACA,OAAO,KAAK,YAAY,GAAG;AAC3B;EACA,QAAQ,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACrD,QAAQ,YAAY,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC,aAAa,CAAC;EAC9D,QAAQ,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACxC;EACA,QAAQ;AACR;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EAClD,KAAK,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AACnF;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,GAAG;AACrD;EACA,MAAM,MAAM,CAAC,GAAG,CAAC,CAAC;EAClB,MAAM,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EACtB,MAAM,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACtB;EACA,MAAM,YAAY,GAAG,+BAA+B,EAAE,IAAI,EAAE,QAAQ,EAAE,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3J;EACA,MAAM,KAAK,YAAY,GAAG;AAC1B;EACA,OAAO,YAAY,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACpD,OAAO,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AACvC;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,UAAU,GAAG;AACpC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,2FAA2F,EAAE,CAAC;AAChH;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,KAAK,GAAG;AAClF;EACA,CAAC,IAAI,SAAS,CAAC;AACf;EACA,CAAC,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG;AACnC;EACA,EAAE,SAAS,GAAG,GAAG,CAAC,iBAAiB,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC/D;EACA,EAAE,MAAM;AACR;EACA,EAAE,SAAS,GAAG,GAAG,CAAC,iBAAiB,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,QAAQ,CAAC,IAAI,KAAK,UAAU,EAAE,KAAK,EAAE,CAAC;AACvF;EACA,EAAE;AACF;EACA,CAAC,KAAK,SAAS,KAAK,IAAI,GAAG,OAAO,IAAI,CAAC;AACvC;EACA,CAAC,uBAAuB,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;EACvC,CAAC,uBAAuB,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC5D;EACA,CAAC,MAAM,QAAQ,GAAG,SAAS,CAAC,GAAG,CAAC,MAAM,CAAC,UAAU,EAAE,uBAAuB,EAAE,CAAC;AAC7E;EACA,CAAC,KAAK,QAAQ,GAAG,SAAS,CAAC,IAAI,IAAI,QAAQ,GAAG,SAAS,CAAC,GAAG,GAAG,OAAO,IAAI,CAAC;AAC1E;EACA,CAAC,OAAO;EACR,EAAE,QAAQ,EAAE,QAAQ;EACpB,EAAE,KAAK,EAAE,uBAAuB,CAAC,KAAK,EAAE;EACxC,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,+BAA+B,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,GAAG,EAAE,QAAQ,EAAE,aAAa,EAAE,oBAAoB,EAAE,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AAC9I;EACA,CAAC,KAAK,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;EAC1C,CAAC,KAAK,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;EAC1C,CAAC,KAAK,CAAC,mBAAmB,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,CAAC,MAAM,eAAe,GAAG,MAAM,CAAC,qBAAqB,CAAC;AACtD;EACA,CAAC,KAAK,QAAQ,CAAC,YAAY,IAAI,aAAa,IAAI,eAAe,GAAG;AAClE;EACA,EAAE,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACzB,EAAE,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACzB,EAAE,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC7D;EACA,GAAG,MAAM,SAAS,GAAG,eAAe,EAAE,CAAC,EAAE,CAAC;EAC1C,GAAG,MAAM,cAAc,GAAG,aAAa,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,GAAG,KAAK,SAAS,KAAK,CAAC,GAAG,SAAS;AACnC;EACA,GAAG,MAAM,CAAC,mBAAmB,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;EACnD,GAAG,MAAM,CAAC,mBAAmB,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;EACnD,GAAG,MAAM,CAAC,mBAAmB,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AACnD;EACA,GAAG,KAAK,oBAAoB,GAAG;AAC/B;EACA,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;EACjD,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;EACjD,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AACjD;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,SAAS,EAAE,CAAC;EAC9D,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,SAAS,EAAE,CAAC;EAC9D,IAAI,OAAO,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,SAAS,EAAE,CAAC;AAC9D;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;EACvB,EAAE,KAAK,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;EACvB,EAAE,KAAK,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC,KAAK,MAAM,CAAC,aAAa,IAAI,QAAQ,CAAC,QAAQ,GAAG;AAClD;EACA,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;EACnC,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE;AACF;EACA,CAAC,MAAM,YAAY,GAAG,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,EAAE,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,kBAAkB,EAAE,CAAC;AACrH;EACA,CAAC,KAAK,YAAY,GAAG;AACrB;EACA,EAAE,KAAK,EAAE,GAAG;AACZ;EACA,GAAG,MAAM,CAAC,mBAAmB,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;EACvC,GAAG,MAAM,CAAC,mBAAmB,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;EACvC,GAAG,MAAM,CAAC,mBAAmB,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACvC;EACA,GAAG,YAAY,CAAC,EAAE,GAAG,QAAQ,CAAC,KAAK,EAAE,kBAAkB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC;AACtH;EACA,GAAG;AACH;EACA,EAAE,KAAK,GAAG,GAAG;AACb;EACA,GAAG,MAAM,CAAC,mBAAmB,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;EACxC,GAAG,MAAM,CAAC,mBAAmB,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;EACxC,GAAG,MAAM,CAAC,mBAAmB,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,GAAG,YAAY,CAAC,GAAG,GAAG,QAAQ,CAAC,KAAK,EAAE,kBAAkB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC;AACvH;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,GAAG;EACf,GAAG,CAAC,EAAE,CAAC;EACP,GAAG,CAAC,EAAE,CAAC;EACP,GAAG,CAAC,EAAE,CAAC;EACP,GAAG,MAAM,EAAE,IAAI,OAAO,EAAE;EACxB,GAAG,aAAa,EAAE,CAAC;EACnB,GAAG,CAAC;AACJ;EACA,EAAE,QAAQ,CAAC,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACzD;EACA,EAAE,YAAY,CAAC,IAAI,GAAG,IAAI,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,OAAO,YAAY,CAAC;AACrB;EACA,CAAC;AACD;EACA,MAAM,WAAW,SAAS,cAAc,CAAC;AACzC;EACA,CAAC,WAAW,EAAE,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,aAAa,GAAG,CAAC,EAAE,cAAc,GAAG,CAAC,EAAE,aAAa,GAAG,CAAC,GAAG;AAC3G;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,aAAa,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,UAAU,GAAG;EACpB,GAAG,KAAK,EAAE,KAAK;EACf,GAAG,MAAM,EAAE,MAAM;EACjB,GAAG,KAAK,EAAE,KAAK;EACf,GAAG,aAAa,EAAE,aAAa;EAC/B,GAAG,cAAc,EAAE,cAAc;EACjC,GAAG,aAAa,EAAE,aAAa;EAC/B,GAAG,CAAC;AACJ;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA;AACA;EACA,EAAE,aAAa,GAAG,IAAI,CAAC,KAAK,EAAE,aAAa,EAAE,CAAC;EAC9C,EAAE,cAAc,GAAG,IAAI,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC;EAChD,EAAE,aAAa,GAAG,IAAI,CAAC,KAAK,EAAE,aAAa,EAAE,CAAC;AAC9C;EACA;AACA;EACA,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;EACtB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,GAAG,GAAG,EAAE,CAAC;AACjB;EACA;AACA;EACA,EAAE,IAAI,gBAAgB,GAAG,CAAC,CAAC;EAC3B,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;AACrB;EACA;AACA;EACA,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;EAChG,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;EAChG,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,aAAa,EAAE,CAAC,EAAE,CAAC;EAC3F,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,EAAE,MAAM,EAAE,aAAa,EAAE,aAAa,EAAE,CAAC,EAAE,CAAC;EAC/F,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;EAC9F,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC;AAClG;EACA;AACA;EACA,EAAE,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;EAC7E,EAAE,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,IAAI,sBAAsB,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;EAC1E,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,sBAAsB,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC;AAClE;EACA,EAAE,SAAS,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,aAAa,GAAG;AAChG;EACA,GAAG,MAAM,YAAY,GAAG,KAAK,GAAG,KAAK,CAAC;EACtC,GAAG,MAAM,aAAa,GAAG,MAAM,GAAG,KAAK,CAAC;AACxC;EACA,GAAG,MAAM,SAAS,GAAG,KAAK,GAAG,CAAC,CAAC;EAC/B,GAAG,MAAM,UAAU,GAAG,MAAM,GAAG,CAAC,CAAC;EACjC,GAAG,MAAM,SAAS,GAAG,KAAK,GAAG,CAAC,CAAC;AAC/B;EACA,GAAG,MAAM,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;EAC5B,GAAG,MAAM,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;AAC5B;EACA,GAAG,IAAI,aAAa,GAAG,CAAC,CAAC;EACzB,GAAG,IAAI,UAAU,GAAG,CAAC,CAAC;AACtB;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA;AACA;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,GAAG;AAC1C;EACA,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,aAAa,GAAG,UAAU,CAAC;AAC9C;EACA,IAAI,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,GAAG;AAC3C;EACA,KAAK,MAAM,CAAC,GAAG,EAAE,GAAG,YAAY,GAAG,SAAS,CAAC;AAC7C;EACA;AACA;EACA,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,IAAI,CAAC;EAC5B,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,CAAC,GAAG,IAAI,CAAC;EAC5B,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,SAAS,CAAC;AAC7B;EACA;AACA;EACA,KAAK,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AACnD;EACA;AACA;EACA,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACrB,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACrB,KAAK,MAAM,EAAE,CAAC,EAAE,GAAG,KAAK,GAAG,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC;AACvC;EACA;AACA;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AAClD;EACA;AACA;EACA,KAAK,GAAG,CAAC,IAAI,EAAE,EAAE,GAAG,KAAK,EAAE,CAAC;EAC5B,KAAK,GAAG,CAAC,IAAI,EAAE,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,EAAE,CAAC;AACpC;EACA;AACA;EACA,KAAK,aAAa,IAAI,CAAC,CAAC;AACxB;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA;AACA;EACA;EACA;EACA;AACA;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG;AACzC;EACA,IAAI,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG;AAC1C;EACA,KAAK,MAAM,CAAC,GAAG,gBAAgB,GAAG,EAAE,GAAG,MAAM,GAAG,EAAE,CAAC;EACnD,KAAK,MAAM,CAAC,GAAG,gBAAgB,GAAG,EAAE,GAAG,MAAM,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;EAC3D,KAAK,MAAM,CAAC,GAAG,gBAAgB,KAAK,EAAE,GAAG,CAAC,EAAE,GAAG,MAAM,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;EACnE,KAAK,MAAM,CAAC,GAAG,gBAAgB,KAAK,EAAE,GAAG,CAAC,EAAE,GAAG,MAAM,GAAG,EAAE,CAAC;AAC3D;EACA;AACA;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC7B,KAAK,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA;AACA;EACA,KAAK,UAAU,IAAI,CAAC,CAAC;AACrB;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,CAAC,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,aAAa,EAAE,CAAC;AAC3D;EACA;AACA;EACA,GAAG,UAAU,IAAI,UAAU,CAAC;AAC5B;EACA;AACA;EACA,GAAG,gBAAgB,IAAI,aAAa,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;EACA;EACA;AACA;EACA,SAAS,aAAa,EAAE,GAAG,GAAG;AAC9B;EACA,CAAC,MAAM,GAAG,GAAG,EAAE,CAAC;AAChB;EACA,CAAC,MAAM,MAAM,CAAC,IAAI,GAAG,GAAG;AACxB;EACA,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;AAChB;EACA,EAAE,MAAM,MAAM,CAAC,IAAI,GAAG,EAAE,CAAC,EAAE,GAAG;AAC9B;EACA,GAAG,MAAM,QAAQ,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,GAAG,KAAK,QAAQ,MAAM,QAAQ,CAAC,OAAO;EACtC,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,SAAS;EAC5C,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,SAAS;EAClE,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,YAAY,EAAE,GAAG;AACpD;EACA,IAAI,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC;AACrC;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AAC3C;EACA,IAAI,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC;AACrC;EACA,IAAI,MAAM;AACV;EACA,IAAI,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC;AAC7B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,GAAG,CAAC;AACZ;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,QAAQ,GAAG;AACnC;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;AACnB;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC9C;EACA,EAAE,MAAM,GAAG,GAAG,aAAa,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AAC7C;EACA,EAAE,MAAM,MAAM,CAAC,IAAI,GAAG,GAAG;AACzB;EACA,GAAG,MAAM,EAAE,CAAC,EAAE,GAAG,GAAG,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,MAAM,CAAC;AACf;EACA,CAAC;AACD;EACA;AACA;EACA,MAAM,aAAa,GAAG,EAAE,KAAK,EAAE,aAAa,EAAE,KAAK,EAAE,aAAa,EAAE,CAAC;AACrE;EACA,IAAI,cAAc,GAAG,+FAA+F,CAAC;AACrH;EACA,IAAI,gBAAgB,GAAG,gEAAgE,CAAC;AACxF;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,cAAc,EAAE,UAAU,GAAG;AACtC;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;AAC9B;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;EACnB,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,cAAc,CAAC;EACpC,CAAC,IAAI,CAAC,cAAc,GAAG,gBAAgB,CAAC;AACxC;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;EACxB,CAAC,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,KAAK,CAAC;EAClB,CAAC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;EACrB,CAAC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;EACvB,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;EAC3B,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,UAAU,GAAG;EACnB,EAAE,WAAW,EAAE,KAAK;EACpB,EAAE,SAAS,EAAE,KAAK;EAClB,EAAE,WAAW,EAAE,KAAK;EACpB,EAAE,gBAAgB,EAAE,KAAK;EACzB,EAAE,CAAC;AACH;EACA;EACA;EACA,CAAC,IAAI,CAAC,sBAAsB,GAAG;EAC/B,EAAE,OAAO,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;EACtB,EAAE,IAAI,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE;EAChB,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE;EACjB,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,mBAAmB,GAAG,SAAS,CAAC;EACtC,CAAC,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;AACjC;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AACzB;EACA,CAAC,KAAK,UAAU,KAAK,SAAS,GAAG;AACjC;EACA,EAAE,KAAK,UAAU,CAAC,UAAU,KAAK,SAAS,GAAG;AAC7C;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,yFAAyF,EAAE,CAAC;AAC9G;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,cAAc,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;EAC/D,cAAc,CAAC,SAAS,CAAC,WAAW,GAAG,cAAc,CAAC;AACtD;EACA,cAAc,CAAC,SAAS,CAAC,gBAAgB,GAAG,IAAI,CAAC;AACjD;EACA,cAAc,CAAC,SAAS,CAAC,IAAI,GAAG,WAAW,MAAM,GAAG;AACpD;EACA,CAAC,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC9C;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;EAC7C,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,aAAa,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;AAClD;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC;AACpD;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACnC,CAAC,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACrD;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC7B,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACjC;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACjC;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EACzC,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC;AAC1D;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACvC;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,MAAM,GAAG,WAAW,IAAI,GAAG;AACpD;EACA,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3D;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACrC,CAAC,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;AACpB;EACA,CAAC,MAAM,MAAM,IAAI,IAAI,IAAI,CAAC,QAAQ,GAAG;AACrC;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;EACxC,EAAE,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AAC9B;EACA,EAAE,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AAClC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,GAAG;EACb,IAAI,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC,IAAI;EACpC,IAAI,CAAC;AACL;EACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,OAAO,GAAG;AACvC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,GAAG;EACb,IAAI,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE;EACzB,IAAI,CAAC;AACL;EACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,IAAI;EACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;EAC1B,IAAI,CAAC;AACL;EACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,IAAI;EACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;EAC1B,IAAI,CAAC;AACL;EACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,IAAI;EACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;EAC1B,IAAI,CAAC;AACL;EACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,IAAI;EACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;EAC1B,IAAI,CAAC;AACL;EACA,GAAG,MAAM,KAAK,KAAK,IAAI,KAAK,CAAC,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,IAAI,EAAE,IAAI;EACd,IAAI,KAAK,EAAE,KAAK,CAAC,OAAO,EAAE;EAC1B,IAAI,CAAC;AACL;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,GAAG;EAC3B,IAAI,KAAK,EAAE,KAAK;EAChB,IAAI,CAAC;AACL;EACA;AACA;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;AAC3E;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;EACvC,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC;AAC3C;EACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC;AACvB;EACA,CAAC,MAAM,MAAM,GAAG,IAAI,IAAI,CAAC,UAAU,GAAG;AACtC;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,EAAE,GAAG,EAAE,KAAK,IAAI,GAAG,UAAU,EAAE,GAAG,EAAE,GAAG,IAAI,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC,KAAK,MAAM,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAC1E;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC,CAAC;AACF;EACA,SAAS,MAAM,GAAG;AAClB;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,QAAQ,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,IAAI,OAAO,EAAE,CAAC;AACzC;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,IAAI,OAAO,EAAE,CAAC;EACvC,CAAC,IAAI,CAAC,uBAAuB,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,CAAC;AACD;EACA,MAAM,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACvE;EACA,CAAC,WAAW,EAAE,MAAM;AACpB;EACA,CAAC,QAAQ,EAAE,IAAI;AACf;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG;AACtC;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AAC1D;EACA,EAAE,IAAI,CAAC,kBAAkB,CAAC,IAAI,EAAE,MAAM,CAAC,kBAAkB,EAAE,CAAC;AAC5D;EACA,EAAE,IAAI,CAAC,gBAAgB,CAAC,IAAI,EAAE,MAAM,CAAC,gBAAgB,EAAE,CAAC;EACxD,EAAE,IAAI,CAAC,uBAAuB,CAAC,IAAI,EAAE,MAAM,CAAC,uBAAuB,EAAE,CAAC;AACtE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,MAAM,GAAG;AACxC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2DAA2D,EAAE,CAAC;EAC/E,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC;AACtC;EACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;AACjE;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,KAAK,GAAG;AACvC;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC3D;EACA,EAAE,IAAI,CAAC,kBAAkB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,aAAa,EAAE,cAAc,GAAG;AAC/D;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC;AACnF;EACA,EAAE,IAAI,CAAC,kBAAkB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,iBAAiB,EAAE,GAAG,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,EAAE,IAAI,GAAG,GAAG,EAAE,GAAG,GAAG,IAAI,GAAG;AAC3E;EACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,mBAAmB,CAAC;AACjC;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;EAChB,CAAC,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;AACf;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EAClB,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;EAChB,CAAC,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC;AACjB;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACtB,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AAClB;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,EAAE,CAAC;EACrB,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,sBAAsB,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AAChF;EACA,CAAC,WAAW,EAAE,iBAAiB;AAC/B;EACA,CAAC,mBAAmB,EAAE,IAAI;AAC1B;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG;AACtC;EACA,EAAE,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AACxD;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;EACxB,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;EACxB,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC9B,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,KAAK,IAAI,GAAG,IAAI,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AAC7E;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;AACtC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,CAAC,cAAc,EAAE,WAAW,WAAW,GAAG;AAC1C;EACA;EACA,EAAE,MAAM,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC,aAAa,EAAE,GAAG,WAAW,CAAC;AAChE;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;EAC/D,EAAE,IAAI,CAAC,sBAAsB,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA;EACA;EACA;EACA,CAAC,cAAc,EAAE,YAAY;AAC7B;EACA,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,OAAO,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC;AACtE;EACA,EAAE,OAAO,GAAG,GAAG,IAAI,CAAC,aAAa,EAAE,GAAG,YAAY,CAAC;AACnD;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,YAAY;AAC9B;EACA,EAAE,OAAO,SAAS,CAAC,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI;EAC1C,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,OAAO,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;AACrD;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,YAAY;AAC5B;EACA;EACA,EAAE,OAAO,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;AACrD;EACA,EAAE;AACF;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,CAAC,aAAa,EAAE,WAAW,SAAS,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AACxE;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,SAAS,GAAG,UAAU,CAAC;AACvC;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,GAAG;AAC5B;EACA,GAAG,IAAI,CAAC,IAAI,GAAG;EACf,IAAI,OAAO,EAAE,IAAI;EACjB,IAAI,SAAS,EAAE,CAAC;EAChB,IAAI,UAAU,EAAE,CAAC;EACjB,IAAI,OAAO,EAAE,CAAC;EACd,IAAI,OAAO,EAAE,CAAC;EACd,IAAI,KAAK,EAAE,CAAC;EACZ,IAAI,MAAM,EAAE,CAAC;EACb,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;EAC3B,EAAE,IAAI,CAAC,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;EAClC,EAAE,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;EACpC,EAAE,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;EACxB,EAAE,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;EACxB,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EAC1B,EAAE,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,sBAAsB,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,YAAY;AAC9B;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,GAAG;AAC5B;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,sBAAsB,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,sBAAsB,EAAE,YAAY;AACrC;EACA,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EACzB,EAAE,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,CAAC,OAAO,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC;EAC9E,EAAE,IAAI,MAAM,GAAG,CAAC,GAAG,GAAG,CAAC;EACvB,EAAE,IAAI,KAAK,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACnC,EAAE,IAAI,IAAI,GAAG,EAAE,GAAG,GAAG,KAAK,CAAC;EAC3B,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACzB;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG;AACjD;EACA,GAAG,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS;EACnC,IAAI,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACjC;EACA,GAAG,IAAI,IAAI,IAAI,CAAC,OAAO,GAAG,KAAK,GAAG,SAAS,CAAC;EAC5C,GAAG,GAAG,IAAI,IAAI,CAAC,OAAO,GAAG,MAAM,GAAG,UAAU,CAAC;EAC7C,GAAG,KAAK,IAAI,IAAI,CAAC,KAAK,GAAG,SAAS,CAAC;EACnC,GAAG,MAAM,IAAI,IAAI,CAAC,MAAM,GAAG,UAAU,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,CAAC;EAC/B,EAAE,KAAK,IAAI,KAAK,CAAC,GAAG,IAAI,IAAI,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AAC9D;EACA,EAAE,IAAI,CAAC,gBAAgB,CAAC,eAAe,EAAE,IAAI,EAAE,IAAI,GAAG,KAAK,EAAE,GAAG,EAAE,GAAG,GAAG,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AACjG;EACA,EAAE,IAAI,CAAC,uBAAuB,CAAC,IAAI,EAAE,IAAI,CAAC,gBAAgB,EAAE,CAAC,MAAM,EAAE,CAAC;AACtE;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;EACA,EAAE,MAAM,IAAI,GAAG,QAAQ,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AAC5D;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;EAC7B,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;EAC/B,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;EAC7B,EAAE,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AACjC;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACnC;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,MAAM,EAAE,EAAE,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC9E;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;EACzC,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AAC3C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,GAAG,GAAG,EAAE,EAAE,MAAM,GAAG,CAAC,CAAC;AAC3B;EACA,MAAM,UAAU,SAAS,QAAQ,CAAC;AAClC;EACA,CAAC,WAAW,EAAE,IAAI,EAAE,GAAG,EAAE,YAAY,GAAG;AACxC;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,YAAY,CAAC;AAC3B;EACA,EAAE,KAAK,YAAY,CAAC,uBAAuB,KAAK,IAAI,GAAG;AACvD;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,wGAAwG,EAAE,CAAC;EAC7H,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;AACnC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;EACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;EACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;EACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC7B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;EACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;EAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;EACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;EACnE,EAAE,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAChC,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC/B,EAAE,QAAQ,CAAC,MAAM,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,GAAG;AAC3B;EACA,EAAE,KAAK,IAAI,CAAC,MAAM,KAAK,IAAI,GAAG,IAAI,CAAC,iBAAiB,EAAE,CAAC;AACvD;EACA,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;AACzC;EACA,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;AACvF;EACA,EAAE,MAAM,gBAAgB,GAAG,QAAQ,CAAC,EAAE,CAAC,OAAO,CAAC;EAC/C,EAAE,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;AACzD;EACA,EAAE,QAAQ,CAAC,EAAE,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;EACA,EAAE,MAAM,eAAe,GAAG,YAAY,CAAC,OAAO,CAAC,eAAe,CAAC;AAC/D;EACA,EAAE,YAAY,CAAC,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/C;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,YAAY,CAAC,OAAO,CAAC,eAAe,GAAG,eAAe,CAAC;AACzD;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,mBAAmB,EAAE,CAAC;AAClD;EACA,EAAE,QAAQ,CAAC,EAAE,CAAC,OAAO,GAAG,gBAAgB,CAAC;AACzC;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,WAAW,SAAS,OAAO,CAAC;AAClC;EACA,CAAC,WAAW,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,GAAG;AACxG;EACA,EAAE,MAAM,GAAG,MAAM,KAAK,SAAS,GAAG,MAAM,GAAG,EAAE,CAAC;EAC9C,EAAE,OAAO,GAAG,OAAO,KAAK,SAAS,GAAG,OAAO,GAAG,qBAAqB,CAAC;EACpE,EAAE,MAAM,GAAG,MAAM,KAAK,SAAS,GAAG,MAAM,GAAG,SAAS,CAAC;AACrD;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;AACnG;EACA;EACA;EACA;EACA;EACA;AACA;EACA;EACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE;AACF;EACA,CAAC,IAAI,MAAM,GAAG;AACd;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,IAAI,MAAM,EAAE,KAAK,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,WAAW,CAAC,SAAS,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3C;EACA,MAAM,qBAAqB,SAAS,iBAAiB,CAAC;AACtD;EACA,CAAC,WAAW,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,GAAG;AACrC;EACA,EAAE,KAAK,MAAM,CAAC,SAAS,EAAE,OAAO,EAAE,GAAG;AACrC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,kGAAkG,EAAE,CAAC;AACtH;EACA,GAAG,OAAO,GAAG,KAAK,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC/B;EACA,EAAE,OAAO,GAAG,OAAO,IAAI,EAAE,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,IAAI,WAAW,EAAE,SAAS,EAAE,OAAO,CAAC,OAAO,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,SAAS,EAAE,OAAO,CAAC,SAAS,EAAE,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,IAAI,EAAE,OAAO,CAAC,UAAU,EAAE,OAAO,CAAC,QAAQ,EAAE,CAAC;AACvM;EACA,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,KAAK,SAAS,GAAG,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;EACzG,EAAE,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,KAAK,SAAS,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AAC9F;EACA,EAAE,IAAI,CAAC,OAAO,CAAC,gBAAgB,GAAG,KAAK,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,0BAA0B,EAAE,QAAQ,EAAE,OAAO,GAAG;AACjD;EACA,EAAE,IAAI,CAAC,OAAO,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;EACnC,EAAE,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,UAAU,CAAC;EACnC,EAAE,IAAI,CAAC,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;AAC3C;EACA,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,CAAC;EACzD,EAAE,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;EAC7C,EAAE,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;AAC7C;EACA,EAAE,MAAM,MAAM,GAAG;AACjB;EACA,GAAG,QAAQ,EAAE;EACb,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC9B,IAAI;AACJ;EACA,GAAG,YAAY,YAAY,CAAC;AAC5B;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,GAAG,CAAC;AACJ;EACA,GAAG,cAAc,YAAY,CAAC;AAC9B;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,GAAG,CAAC;EACJ,GAAG,CAAC;AACJ;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC9C;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,cAAc,EAAE;AACvC;EACA,GAAG,IAAI,EAAE,qBAAqB;AAC9B;EACA,GAAG,QAAQ,EAAE,aAAa,EAAE,MAAM,CAAC,QAAQ,EAAE;EAC7C,GAAG,YAAY,EAAE,MAAM,CAAC,YAAY;EACpC,GAAG,cAAc,EAAE,MAAM,CAAC,cAAc;EACxC,GAAG,IAAI,EAAE,QAAQ;EACjB,GAAG,QAAQ,EAAE,UAAU;AACvB;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE,QAAQ,CAAC,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC;AAC9C;EACA,EAAE,MAAM,IAAI,GAAG,IAAI,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC9C;EACA,EAAE,MAAM,gBAAgB,GAAG,OAAO,CAAC,SAAS,CAAC;AAC7C;EACA;EACA,EAAE,KAAK,OAAO,CAAC,SAAS,KAAK,wBAAwB,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AACzF;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,EAAE,CAAC,EAAE,EAAE,EAAE,IAAI,EAAE,CAAC;EAC/C,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,CAAC,SAAS,GAAG,gBAAgB,CAAC;AACvC;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;EAC1B,EAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,GAAG;AAC1C;EACA,EAAE,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;AACzD;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,QAAQ,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACvC;EACA,GAAG,QAAQ,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,QAAQ,CAAC,eAAe,EAAE,mBAAmB,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,qBAAqB,CAAC,SAAS,CAAC,uBAAuB,GAAG,IAAI,CAAC;AAC/D;EACA,MAAM,WAAW,SAAS,OAAO,CAAC;AAClC;EACA,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,UAAU,EAAE,QAAQ,GAAG;AACrH;EACA,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;AACjG;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,IAAI,EAAE,IAAI,IAAI,IAAI,EAAE,KAAK,EAAE,KAAK,IAAI,CAAC,EAAE,MAAM,EAAE,MAAM,IAAI,CAAC,EAAE,CAAC;AAC9E;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,aAAa,CAAC;EACvE,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,aAAa,CAAC;AACvE;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;EAC/B,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACrB,EAAE,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC;AAC3B;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,WAAW,CAAC,SAAS,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3C;EACA,MAAM,SAAS,iBAAiB,IAAI,MAAM,EAAE,CAAC;EAC7C,MAAM,SAAS,iBAAiB,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,MAAM,OAAO,CAAC;AACd;EACA,CAAC,WAAW,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,EAAE,EAAE,GAAG,IAAI,KAAK,EAAE,GAAG;AAC3H;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG;AAC/B;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;EACzB,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,OAAO,GAAG;AACjB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,uBAAuB,EAAE,CAAC,GAAG;AAC9B;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAC7B,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC;EACxB,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACnE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;EACnE,EAAE,MAAM,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EACvE,EAAE,MAAM,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,IAAI,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;AAC3E;EACA,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;EACzF,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;EACzF,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;EACzF,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;EACzF,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;EAC1F,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,IAAI,GAAG,IAAI,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,SAAS,EAAE,CAAC;AAC1F;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,KAAK,QAAQ,CAAC,cAAc,KAAK,IAAI,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;AAC3E;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC/E;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,SAAS,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,SAAS,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAClC,EAAE,SAAS,CAAC,MAAM,GAAG,kBAAkB,CAAC;EACxC,EAAE,SAAS,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC/C;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,SAAS,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,MAAM,GAAG;AAC5B;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EAC7B,EAAE,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC/B,EAAE,MAAM,SAAS,GAAG,EAAE,MAAM,CAAC,MAAM,CAAC;AACpC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,MAAM,QAAQ,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AAC1D;EACA,GAAG,KAAK,QAAQ,GAAG,SAAS,GAAG;AAC/B;EACA,IAAI,OAAO,KAAK,CAAC;AACjB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,GAAG,GAAG;AACtB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA;AACA;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;EAC5D,GAAG,SAAS,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;EAC5D,GAAG,SAAS,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;AAC5D;EACA,GAAG,KAAK,KAAK,CAAC,eAAe,EAAE,SAAS,EAAE,GAAG,CAAC,GAAG;AACjD;EACA,IAAI,OAAO,KAAK,CAAC;AACjB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,KAAK,GAAG;AACxB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,KAAK,MAAM,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG;AACnD;EACA,IAAI,OAAO,KAAK,CAAC;AACjB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,cAAc,GAAG;AAC1B;EACA,CAAC,IAAI,OAAO,GAAG,IAAI,CAAC;EACpB,CAAC,IAAI,WAAW,GAAG,KAAK,CAAC;EACzB,CAAC,IAAI,aAAa,GAAG,IAAI,CAAC;EAC1B,CAAC,IAAI,SAAS,GAAG,IAAI,CAAC;AACtB;EACA,CAAC,SAAS,gBAAgB,EAAE,IAAI,EAAE,KAAK,GAAG;AAC1C;EACA,EAAE,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC/B;EACA,EAAE,SAAS,GAAG,OAAO,CAAC,qBAAqB,EAAE,gBAAgB,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,KAAK,EAAE,YAAY;AACrB;EACA,GAAG,KAAK,WAAW,KAAK,IAAI,GAAG,OAAO;EACtC,GAAG,KAAK,aAAa,KAAK,IAAI,GAAG,OAAO;AACxC;EACA,GAAG,SAAS,GAAG,OAAO,CAAC,qBAAqB,EAAE,gBAAgB,EAAE,CAAC;AACjE;EACA,GAAG,WAAW,GAAG,IAAI,CAAC;AACtB;EACA,GAAG;AACH;EACA,EAAE,IAAI,EAAE,YAAY;AACpB;EACA,GAAG,OAAO,CAAC,oBAAoB,EAAE,SAAS,EAAE,CAAC;AAC7C;EACA,GAAG,WAAW,GAAG,KAAK,CAAC;AACvB;EACA,GAAG;AACH;EACA,EAAE,gBAAgB,EAAE,WAAW,QAAQ,GAAG;AAC1C;EACA,GAAG,aAAa,GAAG,QAAQ,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,UAAU,EAAE,WAAW,KAAK,GAAG;AACjC;EACA,GAAG,OAAO,GAAG,KAAK,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,YAAY,GAAG;AAC7C;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;EACA,CAAC,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA,CAAC,SAAS,YAAY,EAAE,SAAS,EAAE,UAAU,GAAG;AAChD;EACA,EAAE,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;EAChC,EAAE,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;AAChC;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC,YAAY,EAAE,CAAC;AACnC;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,UAAU,EAAE,MAAM,EAAE,CAAC;EACtC,EAAE,EAAE,CAAC,UAAU,EAAE,UAAU,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE,SAAS,CAAC,gBAAgB,EAAE,CAAC;AAC/B;EACA,EAAE,IAAI,IAAI,GAAG,IAAI,CAAC;AAClB;EACA,EAAE,KAAK,KAAK,YAAY,YAAY,GAAG;AACvC;EACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,YAAY,GAAG;AAC9C;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sEAAsE,EAAE,CAAC;AAC1F;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,WAAW,GAAG;AAC7C;EACA,GAAG,KAAK,SAAS,CAAC,wBAAwB,GAAG;AAC7C;EACA,IAAI,KAAK,QAAQ,GAAG;AACpB;EACA,KAAK,IAAI,GAAG,IAAI,CAAC;AACjB;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,yEAAyE,EAAE,CAAC;AAC/F;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,GAAG,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,UAAU,GAAG;AAC5C;EACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,WAAW,GAAG;AAC7C;EACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,UAAU,GAAG;AAC5C;EACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,SAAS,GAAG;AAC3C;EACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;EACA,GAAG,MAAM,KAAK,KAAK,YAAY,UAAU,GAAG;AAC5C;EACA,GAAG,IAAI,GAAG,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,OAAO;EACT,GAAG,MAAM,EAAE,MAAM;EACjB,GAAG,IAAI,EAAE,IAAI;EACb,GAAG,eAAe,EAAE,KAAK,CAAC,iBAAiB;EAC3C,GAAG,OAAO,EAAE,SAAS,CAAC,OAAO;EAC7B,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,MAAM,EAAE,SAAS,EAAE,UAAU,GAAG;AACxD;EACA,EAAE,MAAM,KAAK,GAAG,SAAS,CAAC,KAAK,CAAC;EAChC,EAAE,MAAM,WAAW,GAAG,SAAS,CAAC,WAAW,CAAC;AAC5C;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,UAAU,EAAE,MAAM,EAAE,CAAC;AACtC;EACA,EAAE,KAAK,WAAW,CAAC,KAAK,KAAK,EAAE,CAAC,GAAG;AACnC;EACA;AACA;EACA,GAAG,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,QAAQ,GAAG;AACnB;EACA,IAAI,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,WAAW,CAAC,MAAM,GAAG,KAAK,CAAC,iBAAiB;EAC9E,KAAK,KAAK,EAAE,WAAW,CAAC,MAAM,EAAE,WAAW,CAAC,KAAK,EAAE,CAAC;AACpD;EACA,IAAI,MAAM;AACV;EACA,IAAI,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,WAAW,CAAC,MAAM,GAAG,KAAK,CAAC,iBAAiB;EAC9E,KAAK,KAAK,CAAC,QAAQ,EAAE,WAAW,CAAC,MAAM,EAAE,WAAW,CAAC,MAAM,GAAG,WAAW,CAAC,KAAK,EAAE,EAAE,CAAC;AACpF;EACA,IAAI;AACJ;EACA,GAAG,WAAW,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,GAAG,EAAE,SAAS,GAAG;AAC3B;EACA,EAAE,KAAK,SAAS,CAAC,4BAA4B,GAAG,SAAS,GAAG,SAAS,CAAC,IAAI,CAAC;AAC3E;EACA,EAAE,OAAO,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,SAAS,GAAG;AAC9B;EACA,EAAE,KAAK,SAAS,CAAC,4BAA4B,GAAG,SAAS,GAAG,SAAS,CAAC,IAAI,CAAC;AAC3E;EACA,EAAE,MAAM,IAAI,GAAG,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,IAAI,GAAG;AACd;EACA,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAClC;EACA,GAAG,OAAO,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;AAC/B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,SAAS,EAAE,UAAU,GAAG;AAC1C;EACA,EAAE,KAAK,SAAS,CAAC,mBAAmB,GAAG;AACvC;EACA,GAAG,MAAM,MAAM,GAAG,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AAC3C;EACA,GAAG,KAAK,EAAE,MAAM,IAAI,MAAM,CAAC,OAAO,GAAG,SAAS,CAAC,OAAO,GAAG;AACzD;EACA,IAAI,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE;EAC5B,KAAK,MAAM,EAAE,SAAS,CAAC,MAAM;EAC7B,KAAK,IAAI,EAAE,SAAS,CAAC,IAAI;EACzB,KAAK,eAAe,EAAE,SAAS,CAAC,WAAW;EAC3C,KAAK,OAAO,EAAE,SAAS,CAAC,OAAO;EAC/B,KAAK,EAAE,CAAC;AACR;EACA,IAAI;AACJ;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,SAAS,CAAC,4BAA4B,GAAG,SAAS,GAAG,SAAS,CAAC,IAAI,CAAC;AAC3E;EACA,EAAE,MAAM,IAAI,GAAG,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,IAAI,KAAK,SAAS,GAAG;AAC5B;EACA,GAAG,OAAO,CAAC,GAAG,EAAE,SAAS,EAAE,YAAY,EAAE,SAAS,EAAE,UAAU,EAAE,EAAE,CAAC;AACnE;EACA,GAAG,MAAM,KAAK,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,OAAO,GAAG;AACjD;EACA,GAAG,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,UAAU,EAAE,CAAC;AACtD;EACA,GAAG,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,OAAO,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,GAAG,EAAE,GAAG;EACV,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,MAAM,EAAE,MAAM;AAChB;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,MAAM,aAAa,SAAS,cAAc,CAAC;AAC3C;EACA,CAAC,WAAW,EAAE,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,aAAa,GAAG,CAAC,EAAE,cAAc,GAAG,CAAC,GAAG;AAC7E;EACA,EAAE,KAAK,EAAE,CAAC;EACV,EAAE,IAAI,CAAC,IAAI,GAAG,eAAe,CAAC;AAC9B;EACA,EAAE,IAAI,CAAC,UAAU,GAAG;EACpB,GAAG,KAAK,EAAE,KAAK;EACf,GAAG,MAAM,EAAE,MAAM;EACjB,GAAG,aAAa,EAAE,aAAa;EAC/B,GAAG,cAAc,EAAE,cAAc;EACjC,GAAG,CAAC;AACJ;EACA,EAAE,MAAM,UAAU,GAAG,KAAK,GAAG,CAAC,CAAC;EAC/B,EAAE,MAAM,WAAW,GAAG,MAAM,GAAG,CAAC,CAAC;AACjC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,aAAa,EAAE,CAAC;EAC5C,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC;AAC7C;EACA,EAAE,MAAM,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;EAC3B,EAAE,MAAM,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;AAC3B;EACA,EAAE,MAAM,aAAa,GAAG,KAAK,GAAG,KAAK,CAAC;EACtC,EAAE,MAAM,cAAc,GAAG,MAAM,GAAG,KAAK,CAAC;AACxC;EACA;AACA;EACA,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;EACtB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,GAAG,GAAG,EAAE,CAAC;AACjB;EACA,EAAE,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,GAAG;AACzC;EACA,GAAG,MAAM,CAAC,GAAG,EAAE,GAAG,cAAc,GAAG,WAAW,CAAC;AAC/C;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,GAAG;AAC1C;EACA,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,aAAa,GAAG,UAAU,CAAC;AAC9C;EACA,IAAI,QAAQ,CAAC,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,IAAI,GAAG,CAAC,IAAI,EAAE,EAAE,GAAG,KAAK,EAAE,CAAC;EAC3B,IAAI,GAAG,CAAC,IAAI,EAAE,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,EAAE,CAAC;AACnC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG;AACxC;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG;AACzC;EACA,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,MAAM,GAAG,EAAE,CAAC;EAC/B,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,MAAM,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;EACvC,IAAI,MAAM,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,KAAK,MAAM,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;EAC/C,IAAI,MAAM,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,KAAK,MAAM,GAAG,EAAE,CAAC;AACvC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5B,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;EAC7E,EAAE,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,IAAI,sBAAsB,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;EAC1E,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,sBAAsB,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,IAAI,iBAAiB,GAAG,gFAAgF,CAAC;AACzG;EACA,IAAI,sBAAsB,GAAG,4DAA4D,CAAC;AAC1F;EACA,IAAI,kBAAkB,GAAG,wEAAwE,CAAC;AAClG;EACA,IAAI,cAAc,GAAG,0aAA0a,CAAC;AAChc;EACA,IAAI,mBAAmB,GAAG,uFAAuF,CAAC;AAClH;EACA,IAAI,YAAY,GAAG,sCAAsC,CAAC;AAC1D;EACA,IAAI,kBAAkB,GAAG,8GAA8G,CAAC;AACxI;EACA,IAAI,KAAK,GAAG,2pPAA2pP,CAAC;AACxqP;EACA,IAAI,qBAAqB,GAAG,+7BAA+7B,CAAC;AAC59B;EACA,IAAI,wBAAwB,GAAG,4nBAA4nB,CAAC;AAC5pB;EACA,IAAI,6BAA6B,GAAG,2HAA2H,CAAC;AAChK;EACA,IAAI,2BAA2B,GAAG,oEAAoE,CAAC;AACvG;EACA,IAAI,sBAAsB,GAAG,0EAA0E,CAAC;AACxG;EACA,IAAI,cAAc,GAAG,8HAA8H,CAAC;AACpJ;EACA,IAAI,mBAAmB,GAAG,oHAAoH,CAAC;AAC/I;EACA,IAAI,iBAAiB,GAAG,uJAAuJ,CAAC;AAChL;EACA,IAAI,YAAY,GAAG,gRAAgR,CAAC;AACpS;EACA,IAAI,MAAM,GAAG,q0FAAq0F,CAAC;AACn1F;EACA,IAAI,2BAA2B,GAAG,01HAA01H,CAAC;AAC73H;EACA,IAAI,oBAAoB,GAAG,0jBAA0jB,CAAC;AACtlB;EACA,IAAI,2BAA2B,GAAG,iJAAiJ,CAAC;AACpL;EACA,IAAI,sBAAsB,GAAG,kKAAkK,CAAC;AAChM;EACA,IAAI,oBAAoB,GAAG,4MAA4M,CAAC;AACxO;EACA,IAAI,yBAAyB,GAAG,kEAAkE,CAAC;AACnG;EACA,IAAI,kBAAkB,GAAG,qDAAqD,CAAC;AAC/E;EACA,IAAI,uBAAuB,GAAG,2uFAA2uF,CAAC;AAC1wF;EACA,IAAI,eAAe,GAAG,+2CAA+2C,CAAC;AACt4C;EACA,IAAI,2BAA2B,GAAG,wOAAwO,CAAC;AAC3Q;EACA,IAAI,oBAAoB,GAAG,wTAAwT,CAAC;AACpV;EACA,IAAI,kBAAkB,GAAG,8RAA8R,CAAC;AACxT;EACA,IAAI,aAAa,GAAG,2oBAA2oB,CAAC;AAChqB;EACA,IAAI,UAAU,GAAG,sDAAsD,CAAC;AACxE;EACA,IAAI,eAAe,GAAG,mDAAmD,CAAC;AAC1E;EACA,IAAI,YAAY,GAAG,uRAAuR,CAAC;AAC3S;EACA,IAAI,iBAAiB,GAAG,yMAAyM,CAAC;AAClO;EACA,IAAI,yBAAyB,GAAG,gYAAgY,CAAC;AACja;EACA,IAAI,iBAAiB,GAAG,2LAA2L,CAAC;AACpN;EACA,IAAI,sBAAsB,GAAG,gGAAgG,CAAC;AAC9H;EACA,IAAI,qBAAqB,GAAG,uwFAAuwF,CAAC;AACpyF;EACA,IAAI,iBAAiB,GAAG,qzIAAqzI,CAAC;AAC90I;EACA,IAAI,6BAA6B,GAAG,y2EAAy2E,CAAC;AAC94E;EACA,IAAI,oBAAoB,GAAG,mEAAmE,CAAC;AAC/F;EACA,IAAI,yBAAyB,GAAG,s9BAAs9B,CAAC;AACv/B;EACA,IAAI,qBAAqB,GAAG,qMAAqM,CAAC;AAClO;EACA,IAAI,0BAA0B,GAAG,oxCAAoxC,CAAC;AACtzC;EACA,IAAI,wBAAwB,GAAG,u0CAAu0C,CAAC;AACv2C;EACA,IAAI,6BAA6B,GAAG,ujLAAujL,CAAC;AAC5lL;EACA,IAAI,qBAAqB,GAAG,42HAA42H,CAAC;AACz4H;EACA,IAAI,oBAAoB,GAAG,43BAA43B,CAAC;AACx5B;EACA,IAAI,mBAAmB,GAAG,0QAA0Q,CAAC;AACrS;EACA,IAAI,oBAAoB,GAAG,kLAAkL,CAAC;AAC9M;EACA,IAAI,yBAAyB,GAAG,wKAAwK,CAAC;AACzM;EACA,IAAI,uBAAuB,GAAG,qLAAqL,CAAC;AACpN;EACA,IAAI,kBAAkB,GAAG,8XAA8X,CAAC;AACxZ;EACA,IAAI,YAAY,GAAG,mJAAmJ,CAAC;AACvK;EACA,IAAI,iBAAiB,GAAG,kDAAkD,CAAC;AAC3E;EACA,IAAI,qBAAqB,GAAG,iVAAiV,CAAC;AAC9W;EACA,IAAI,0BAA0B,GAAG,sMAAsM,CAAC;AACxO;EACA,IAAI,qBAAqB,GAAG,sKAAsK,CAAC;AACnM;EACA,IAAI,0BAA0B,GAAG,oEAAoE,CAAC;AACtG;EACA,IAAI,kBAAkB,GAAG,sUAAsU,CAAC;AAChW;EACA,IAAI,uBAAuB,GAAG,yNAAyN,CAAC;AACxP;EACA,IAAI,kBAAkB,GAAG,mmBAAmmB,CAAC;AAC7nB;EACA,IAAI,qBAAqB,GAAG,m2BAAm2B,CAAC;AACh4B;EACA,IAAI,oBAAoB,GAAG,gqBAAgqB,CAAC;AAC5rB;EACA,IAAI,uBAAuB,GAAG,4+BAA4+B,CAAC;AAC3gC;EACA,IAAI,+BAA+B,GAAG,oEAAoE,CAAC;AAC3G;EACA,IAAI,8BAA8B,GAAG,kXAAkX,CAAC;AACxZ;EACA,IAAI,uBAAuB,GAAG,kRAAkR,CAAC;AACjT;EACA,IAAI,OAAO,GAAG,ujDAAujD,CAAC;AACtkD;EACA,IAAI,4BAA4B,GAAG,2EAA2E,CAAC;AAC/G;EACA,IAAI,cAAc,GAAG,mNAAmN,CAAC;AACzO;EACA,IAAI,kBAAkB,GAAG,+EAA+E,CAAC;AACzG;EACA,IAAI,uBAAuB,GAAG,0UAA0U,CAAC;AACzW;EACA,IAAI,qBAAqB,GAAG,sKAAsK,CAAC;AACnM;EACA,IAAI,0BAA0B,GAAG,oEAAoE,CAAC;AACtG;EACA,IAAI,uBAAuB,GAAG,06RAA06R,CAAC;AACz8R;EACA,IAAI,qBAAqB,GAAG,kxCAAkxC,CAAC;AAC/yC;EACA,IAAI,gBAAgB,GAAG,izCAAizC,CAAC;AACz0C;EACA,IAAI,wBAAwB,GAAG,i5CAAi5C,CAAC;AACj7C;EACA,IAAI,eAAe,GAAG,iOAAiO,CAAC;AACxP;EACA,IAAI,oBAAoB,GAAG,+gCAA+gC,CAAC;AAC3iC;EACA,IAAI,eAAe,GAAG,8XAA8X,CAAC;AACrZ;EACA,IAAI,iBAAiB,GAAG,odAAod,CAAC;AAC7e;EACA,IAAI,oBAAoB,GAAG,yLAAyL,CAAC;AACrN;EACA,IAAI,yBAAyB,GAAG,kEAAkE,CAAC;AACnG;EACA,IAAI,oBAAoB,GAAG,4FAA4F,CAAC;AACxH;EACA,IAAI,yBAAyB,GAAG,iyCAAiyC,CAAC;AACl0C;EACA,IAAI,wBAAwB,GAAG,iGAAiG,CAAC;AACjI;EACA,IAAI,6BAA6B,GAAG,0EAA0E,CAAC;AAC/G;EACA,IAAI,gBAAgB,GAAG,wFAAwF,CAAC;AAChH;EACA,IAAI,cAAc,GAAG,uIAAuI,CAAC;AAC7J;EACA,IAAI,SAAS,GAAG,oEAAoE,CAAC;AACrF;EACA,IAAI,iBAAiB,GAAG,mFAAmF,CAAC;AAC5G;EACA,IAAI,eAAe,GAAG,wIAAwI,CAAC;AAC/J;EACA,IAAI,UAAU,GAAG,6GAA6G,CAAC;AAC/H;EACA,IAAI,eAAe,GAAG,iRAAiR,CAAC;AACxS;EACA,IAAI,eAAe,GAAG,2NAA2N,CAAC;AAClP;EACA,IAAI,eAAe,GAAG,6JAA6J,CAAC;AACpL;EACA,IAAI,SAAS,GAAG,yVAAyV,CAAC;AAC1W;EACA,IAAI,SAAS,GAAG,gOAAgO,CAAC;AACjP;EACA,IAAI,UAAU,GAAG,y1BAAy1B,CAAC;AAC32B;EACA,IAAI,UAAU,GAAG,uuBAAuuB,CAAC;AACzvB;EACA,IAAI,iBAAiB,GAAG,4rBAA4rB,CAAC;AACrtB;EACA,IAAI,iBAAiB,GAAG,itBAAitB,CAAC;AAC1uB;EACA,IAAI,aAAa,GAAG,yWAAyW,CAAC;AAC9X;EACA,IAAI,aAAa,GAAG,8LAA8L,CAAC;AACnN;EACA,IAAI,eAAe,GAAG,kyBAAkyB,CAAC;AACzzB;EACA,IAAI,eAAe,GAAG,8hBAA8hB,CAAC;AACrjB;EACA,IAAI,cAAc,GAAG,+pDAA+pD,CAAC;AACrrD;EACA,IAAI,cAAc,GAAG,o2BAAo2B,CAAC;AAC13B;EACA,IAAI,gBAAgB,GAAG,40EAA40E,CAAC;AACp2E;EACA,IAAI,gBAAgB,GAAG,4nCAA4nC,CAAC;AACppC;EACA,IAAI,eAAe,GAAG,4gDAA4gD,CAAC;AACniD;EACA,IAAI,eAAe,GAAG,49BAA49B,CAAC;AACn/B;EACA,IAAI,aAAa,GAAG,wvDAAwvD,CAAC;AAC7wD;EACA,IAAI,aAAa,GAAG,wmCAAwmC,CAAC;AAC7nC;EACA,IAAI,cAAc,GAAG,iiEAAiiE,CAAC;AACvjE;EACA,IAAI,cAAc,GAAG,oqCAAoqC,CAAC;AAC1rC;EACA,IAAI,iBAAiB,GAAG,mmGAAmmG,CAAC;AAC5nG;EACA,IAAI,iBAAiB,GAAG,81CAA81C,CAAC;AACv3C;EACA,IAAI,WAAW,GAAG,kuBAAkuB,CAAC;AACrvB;EACA,IAAI,WAAW,GAAG,kyCAAkyC,CAAC;AACrzC;EACA,IAAI,WAAW,GAAG,mvBAAmvB,CAAC;AACtwB;EACA,IAAI,WAAW,GAAG,orBAAorB,CAAC;AACvsB;EACA,IAAI,WAAW,GAAG,kaAAka,CAAC;AACrb;EACA,IAAI,WAAW,GAAG,oZAAoZ,CAAC;AACva;EACA,IAAI,WAAW,GAAG,ytBAAytB,CAAC;AAC5uB;EACA,IAAI,WAAW,GAAG,qnCAAqnC,CAAC;AACxoC;EACA,MAAM,WAAW,GAAG;EACpB,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,sBAAsB,EAAE,sBAAsB;EAC/C,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,mBAAmB,EAAE,mBAAmB;EACzC,CAAC,YAAY,EAAE,YAAY;EAC3B,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,KAAK,EAAE,KAAK;EACb,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,wBAAwB,EAAE,wBAAwB;EACnD,CAAC,6BAA6B,EAAE,6BAA6B;EAC7D,CAAC,2BAA2B,EAAE,2BAA2B;EACzD,CAAC,sBAAsB,EAAE,sBAAsB;EAC/C,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,mBAAmB,EAAE,mBAAmB;EACzC,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,YAAY,EAAE,YAAY;EAC3B,CAAC,MAAM,EAAE,MAAM;EACf,CAAC,2BAA2B,EAAE,2BAA2B;EACzD,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,2BAA2B,EAAE,2BAA2B;EACzD,CAAC,sBAAsB,EAAE,sBAAsB;EAC/C,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,yBAAyB,EAAE,yBAAyB;EACrD,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,2BAA2B,EAAE,2BAA2B;EACzD,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,6BAA6B,EAAE,6BAA6B;EAC7D,CAAC,aAAa,EAAE,aAAa;EAC7B,CAAC,UAAU,EAAE,UAAU;EACvB,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,YAAY,EAAE,YAAY;EAC3B,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,yBAAyB,EAAE,yBAAyB;EACrD,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,sBAAsB,EAAE,sBAAsB;EAC/C,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,yBAAyB,EAAE,yBAAyB;EACrD,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,0BAA0B,EAAE,0BAA0B;EACvD,CAAC,wBAAwB,EAAE,wBAAwB;EACnD,CAAC,6BAA6B,EAAE,6BAA6B;EAC7D,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,mBAAmB,EAAE,mBAAmB;EACzC,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,yBAAyB,EAAE,yBAAyB;EACrD,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,YAAY,EAAE,YAAY;EAC3B,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,0BAA0B,EAAE,0BAA0B;EACvD,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,0BAA0B,EAAE,0BAA0B;EACvD,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,+BAA+B,EAAE,+BAA+B;EACjE,CAAC,8BAA8B,EAAE,8BAA8B;EAC/D,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,OAAO,EAAE,OAAO;EACjB,CAAC,4BAA4B,EAAE,4BAA4B;EAC3D,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,kBAAkB,EAAE,kBAAkB;EACvC,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,0BAA0B,EAAE,0BAA0B;EACvD,CAAC,uBAAuB,EAAE,uBAAuB;EACjD,CAAC,qBAAqB,EAAE,qBAAqB;EAC7C,CAAC,gBAAgB,EAAE,gBAAgB;EACnC,CAAC,wBAAwB,EAAE,wBAAwB;EACnD,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,yBAAyB,EAAE,yBAAyB;EACrD,CAAC,oBAAoB,EAAE,oBAAoB;EAC3C,CAAC,yBAAyB,EAAE,yBAAyB;EACrD,CAAC,wBAAwB,EAAE,wBAAwB;EACnD,CAAC,6BAA6B,EAAE,6BAA6B;EAC7D,CAAC,gBAAgB,EAAE,gBAAgB;EACnC,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,SAAS,EAAE,SAAS;EACrB,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,UAAU,EAAE,UAAU;EACvB,CAAC,eAAe,EAAE,eAAe;AACjC;EACA,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,SAAS,EAAE,SAAS;EACrB,CAAC,SAAS,EAAE,SAAS;EACrB,CAAC,UAAU,EAAE,UAAU;EACvB,CAAC,UAAU,EAAE,UAAU;EACvB,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,aAAa,EAAE,aAAa;EAC7B,CAAC,aAAa,EAAE,aAAa;EAC7B,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,gBAAgB,EAAE,gBAAgB;EACnC,CAAC,gBAAgB,EAAE,gBAAgB;EACnC,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,eAAe,EAAE,eAAe;EACjC,CAAC,aAAa,EAAE,aAAa;EAC7B,CAAC,aAAa,EAAE,aAAa;EAC7B,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,cAAc,EAAE,cAAc;EAC/B,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,iBAAiB,EAAE,iBAAiB;EACrC,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,WAAW,EAAE,WAAW;EACzB,CAAC,CAAC;AACF;EACA;EACA;EACA;AACA;EACA,MAAM,WAAW,GAAG;AACpB;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC3C,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;AACzB;EACA,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACtB,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;EACvC,EAAE,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;AACxC;EACA,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC3B;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE;AACd;EACA,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC9B;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACzB,EAAE,UAAU,EAAE,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE;EAC5B,EAAE,YAAY,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC9B,EAAE,eAAe,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAClC,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAC3B;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE;AACR;EACA,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACxB,EAAE,cAAc,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAC9B;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE;AACX;EACA,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC3B,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AACjC;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE;AACd;EACA,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC9B;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE;AACV;EACA,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC1B,EAAE,SAAS,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AACzB;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE;AACZ;EACA,EAAE,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC5B,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE;AAC7C;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE;AAClB;EACA,EAAE,eAAe,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAClC,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EACjC,EAAE,gBAAgB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;AAChC;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE;AACf;EACA,EAAE,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC/B;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE;AACf;EACA,EAAE,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC/B;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE;AACd;EACA,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AAC9B;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE;AACN;EACA,EAAE,UAAU,EAAE,EAAE,KAAK,EAAE,OAAO,EAAE;EAChC,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EACvB,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACzB,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;AAC5C;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AAClC;EACA,EAAE,UAAU,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AAC3B;EACA,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EAC9C,GAAG,SAAS,EAAE,EAAE;EAChB,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,EAAE;AACL;EACA,EAAE,uBAAuB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EACpD,GAAG,UAAU,EAAE,EAAE;EACjB,GAAG,gBAAgB,EAAE,EAAE;EACvB,GAAG,YAAY,EAAE,EAAE;EACnB,GAAG,aAAa,EAAE,EAAE;EACpB,GAAG,EAAE;AACL;EACA,EAAE,oBAAoB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;EACrC,EAAE,uBAAuB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AACxC;EACA,EAAE,UAAU,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EACvC,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,QAAQ,EAAE,EAAE;EACf,GAAG,SAAS,EAAE,EAAE;EAChB,GAAG,QAAQ,EAAE,EAAE;EACf,GAAG,OAAO,EAAE,EAAE;EACd,GAAG,WAAW,EAAE,EAAE;EAClB,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,EAAE;AACL;EACA,EAAE,gBAAgB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EAC7C,GAAG,UAAU,EAAE,EAAE;EACjB,GAAG,gBAAgB,EAAE,EAAE;EACvB,GAAG,YAAY,EAAE,EAAE;EACnB,GAAG,aAAa,EAAE,EAAE;EACpB,GAAG,EAAE;AACL;EACA,EAAE,aAAa,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;EAC9B,EAAE,gBAAgB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AACjC;EACA,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EACxC,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,QAAQ,EAAE,EAAE;EACf,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,QAAQ,EAAE,EAAE;EACf,GAAG,EAAE;AACL;EACA,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EAC9C,GAAG,UAAU,EAAE,EAAE;EACjB,GAAG,gBAAgB,EAAE,EAAE;EACvB,GAAG,YAAY,EAAE,EAAE;EACnB,GAAG,aAAa,EAAE,EAAE;EACpB,GAAG,gBAAgB,EAAE,EAAE;EACvB,GAAG,eAAe,EAAE,EAAE;EACtB,GAAG,EAAE;AACL;EACA,EAAE,cAAc,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;EAC/B,EAAE,iBAAiB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;AAClC;EACA,EAAE,gBAAgB,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EAC7C,GAAG,SAAS,EAAE,EAAE;EAChB,GAAG,QAAQ,EAAE,EAAE;EACf,GAAG,WAAW,EAAE,EAAE;EAClB,GAAG,EAAE;AACL;EACA;EACA,EAAE,cAAc,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,UAAU,EAAE;EAC3C,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,QAAQ,EAAE,EAAE;EACf,GAAG,KAAK,EAAE,EAAE;EACZ,GAAG,MAAM,EAAE,EAAE;EACb,GAAG,EAAE;AACL;EACA,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACxB,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;AACxB;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC3C,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EACzB,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EACtB,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EACvB,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACtB,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC3B,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;AACvC;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC3C,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EACzB,EAAE,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,EAAE;EAC5C,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC1B,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACtB,EAAE,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC3B,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;AACvC;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,MAAM,SAAS,GAAG;AAClB;EACA,CAAC,KAAK,EAAE;AACR;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,KAAK;EACpB,GAAG,WAAW,CAAC,QAAQ;EACvB,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,cAAc;EAC1C,EAAE,cAAc,EAAE,WAAW,CAAC,cAAc;AAC5C;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE;AACV;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,KAAK;EACpB,GAAG,WAAW,CAAC,QAAQ;EACvB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG;EACH,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC9C,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,gBAAgB;EAC5C,EAAE,cAAc,EAAE,WAAW,CAAC,gBAAgB;AAC9C;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE;AACR;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,KAAK;EACpB,GAAG,WAAW,CAAC,QAAQ;EACvB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,OAAO;EACtB,GAAG,WAAW,CAAC,SAAS;EACxB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG;EACH,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC9C,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC9C,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE;EAC5B,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,cAAc;EAC1C,EAAE,cAAc,EAAE,WAAW,CAAC,cAAc;AAC5C;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE;AACX;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,KAAK;EACpB,GAAG,WAAW,CAAC,QAAQ;EACvB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,OAAO;EACtB,GAAG,WAAW,CAAC,SAAS;EACxB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG,WAAW,CAAC,YAAY;EAC3B,GAAG,WAAW,CAAC,YAAY;EAC3B,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG;EACH,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC9C,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC7B,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC7B,IAAI,eAAe,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EACjC,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,iBAAiB;EAC7C,EAAE,cAAc,EAAE,WAAW,CAAC,iBAAiB;AAC/C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE;AACP;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,KAAK;EACpB,GAAG,WAAW,CAAC,QAAQ;EACvB,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,OAAO;EACtB,GAAG,WAAW,CAAC,SAAS;EACxB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG,WAAW,CAAC,WAAW;EAC1B,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG;EACH,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC9C,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,aAAa;EACzC,EAAE,cAAc,EAAE,WAAW,CAAC,aAAa;AAC3C;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,OAAO;EACtB,GAAG,WAAW,CAAC,SAAS;EACxB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG;EACH,IAAI,MAAM,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC3B,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,eAAe;EAC3C,EAAE,cAAc,EAAE,WAAW,CAAC,eAAe;AAC7C;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,WAAW;EACvC,EAAE,cAAc,EAAE,WAAW,CAAC,WAAW;AACzC;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG;EACH,IAAI,KAAK,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EACvB,IAAI,QAAQ,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EAC1B,IAAI,SAAS,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EAC3B,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,eAAe;EAC3C,EAAE,cAAc,EAAE,WAAW,CAAC,eAAe;AAC7C;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE;AACR;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,UAAU;EACtC,EAAE,cAAc,EAAE,WAAW,CAAC,UAAU;AACxC;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,OAAO;EACtB,GAAG,WAAW,CAAC,SAAS;EACxB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG;EACH,IAAI,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC3B,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,WAAW;EACvC,EAAE,cAAc,EAAE,WAAW,CAAC,WAAW;AACzC;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,WAAW;EACvC,EAAE,cAAc,EAAE,WAAW,CAAC,WAAW;AACzC;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE;AACb;EACA,EAAE,QAAQ,EAAE;EACZ,GAAG,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;EACxC,GAAG,GAAG,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACvB,GAAG;AACH;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,eAAe;EAC3C,EAAE,cAAc,EAAE,WAAW,CAAC,eAAe;AAC7C;EACA,EAAE;EACF;EACA;EACA;AACA;EACA,CAAC,IAAI,EAAE;AACP;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG;EACH,IAAI,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC3B,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,SAAS;EACrC,EAAE,cAAc,EAAE,WAAW,CAAC,SAAS;AACvC;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE;AACX;EACA,EAAE,QAAQ,EAAE;EACZ,GAAG,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC7B,GAAG;AACH;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,aAAa;EACzC,EAAE,cAAc,EAAE,WAAW,CAAC,aAAa;AAC3C;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE;AACf;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,eAAe;EAC9B,GAAG;EACH,IAAI,iBAAiB,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;EAC/C,IAAI,YAAY,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EAC9B,IAAI,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAChC,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,iBAAiB;EAC7C,EAAE,cAAc,EAAE,WAAW,CAAC,iBAAiB;AAC/C;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE;AACT;EACA,EAAE,QAAQ,EAAE,aAAa,EAAE;EAC3B,GAAG,WAAW,CAAC,MAAM;EACrB,GAAG,WAAW,CAAC,GAAG;EAClB,GAAG;EACH,IAAI,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,OAAO,EAAE,EAAE;EAC1C,IAAI,OAAO,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EAC3B,IAAI;EACJ,GAAG,EAAE;AACL;EACA,EAAE,YAAY,EAAE,WAAW,CAAC,WAAW;EACvC,EAAE,cAAc,EAAE,WAAW,CAAC,WAAW;AACzC;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,SAAS,CAAC,QAAQ,GAAG;AACrB;EACA,CAAC,QAAQ,EAAE,aAAa,EAAE;EAC1B,EAAE,SAAS,CAAC,QAAQ,CAAC,QAAQ;EAC7B,EAAE;EACF,GAAG,SAAS,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EAC1B,GAAG,YAAY,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAChC,GAAG,kBAAkB,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EACnC,GAAG,qBAAqB,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACzC,GAAG,oBAAoB,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE;EACvD,GAAG,kBAAkB,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACtC,GAAG,KAAK,EAAE,EAAE,KAAK,EAAE,IAAI,KAAK,EAAE,QAAQ,EAAE,EAAE;EAC1C,GAAG,YAAY,EAAE,EAAE,KAAK,EAAE,CAAC,EAAE;EAC7B,GAAG,eAAe,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EACnC,GAAG;EACH,EAAE,EAAE;AACJ;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,iBAAiB;EAC5C,CAAC,cAAc,EAAE,WAAW,CAAC,iBAAiB;AAC9C;EACA,CAAC,CAAC;AACF;EACA,SAAS,eAAe,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,OAAO,EAAE,kBAAkB,GAAG;AACnF;EACA,CAAC,MAAM,UAAU,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;EAC1C,CAAC,IAAI,UAAU,GAAG,CAAC,CAAC;AACpB;EACA,CAAC,IAAI,SAAS,CAAC;EACf,CAAC,IAAI,OAAO,CAAC;AACb;EACA,CAAC,IAAI,iBAAiB,GAAG,IAAI,CAAC;EAC9B,CAAC,IAAI,wBAAwB,GAAG,CAAC,CAAC;EAClC,CAAC,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC/B;EACA,CAAC,SAAS,MAAM,EAAE,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,UAAU,GAAG;AAC1D;EACA,EAAE,IAAI,UAAU,GAAG,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,CAAC,UAAU,GAAG,IAAI,CAAC;AACpE;EACA,EAAE,KAAK,UAAU,IAAI,UAAU,CAAC,SAAS,GAAG;AAC5C;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,GAAG,EAAE,UAAU,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,QAAQ,CAAC,EAAE,CAAC;EACzB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC,UAAU,IAAI,EAAE,CAAC,UAAU,EAAE,CAAC;AACnD;EACA,EAAE,KAAK,OAAO,IAAI,OAAO,CAAC,oBAAoB,KAAK,UAAU,GAAG;AAChE;EACA,GAAG,UAAU,GAAG,IAAI,CAAC;AACrB;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;AACtC;EACA,GAAG,MAAM,KAAK,UAAU,IAAI,UAAU,CAAC,OAAO,GAAG;AACjD;EACA,GAAG,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC;EAC7B,GAAG,UAAU,GAAG,IAAI,CAAC;AACrB;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,IAAI,UAAU,GAAG;AAC1C;EACA,GAAG,QAAQ,CAAC,KAAK,EAAE,QAAQ,CAAC,cAAc,EAAE,QAAQ,CAAC,cAAc,EAAE,QAAQ,CAAC,gBAAgB,EAAE,CAAC;AACjG;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,MAAM,UAAU,CAAC,aAAa,IAAI,UAAU,CAAC,OAAO,KAAK,uBAAuB,EAAE,GAAG;AACtG;EACA,GAAG,KAAK,OAAO,KAAK,SAAS,GAAG;AAChC;EACA,IAAI,OAAO,GAAG,IAAI,IAAI;EACtB,KAAK,IAAI,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;EAC/B,KAAK,IAAI,cAAc,EAAE;EACzB,MAAM,IAAI,EAAE,wBAAwB;EACpC,MAAM,QAAQ,EAAE,aAAa,EAAE,SAAS,CAAC,IAAI,CAAC,QAAQ,EAAE;EACxD,MAAM,YAAY,EAAE,SAAS,CAAC,IAAI,CAAC,YAAY;EAC/C,MAAM,cAAc,EAAE,SAAS,CAAC,IAAI,CAAC,cAAc;EACnD,MAAM,IAAI,EAAE,QAAQ;EACpB,MAAM,SAAS,EAAE,KAAK;EACtB,MAAM,UAAU,EAAE,KAAK;EACvB,MAAM,GAAG,EAAE,KAAK;EAChB,MAAM,EAAE;EACR,KAAK,CAAC;AACN;EACA,IAAI,OAAO,CAAC,QAAQ,CAAC,eAAe,EAAE,QAAQ,EAAE,CAAC;EACjD,IAAI,OAAO,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,IAAI,OAAO,CAAC,cAAc,GAAG,WAAW,QAAQ,EAAE,KAAK,EAAE,MAAM,GAAG;AAClE;EACA,KAAK,IAAI,CAAC,WAAW,CAAC,YAAY,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AACzD;EACA,KAAK,CAAC;AACN;EACA;EACA,IAAI,MAAM,CAAC,cAAc,EAAE,OAAO,CAAC,QAAQ,EAAE,QAAQ,EAAE;AACvD;EACA,KAAK,GAAG,EAAE,YAAY;AACtB;EACA,MAAM,OAAO,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,CAAC;AACxC;EACA,MAAM;AACN;EACA,KAAK,EAAE,CAAC;AACR;EACA,IAAI,OAAO,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,UAAU,CAAC;EACvD,GAAG,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,EAAE,UAAU,CAAC,aAAa,IAAI,UAAU,CAAC,gBAAgB,KAAK,EAAE,CAAC,GAAG,CAAC,CAAC;AACtH;EACA,GAAG,KAAK,iBAAiB,KAAK,UAAU;EACxC,IAAI,wBAAwB,KAAK,UAAU,CAAC,OAAO;EACnD,IAAI,kBAAkB,KAAK,QAAQ,CAAC,WAAW,GAAG;AAClD;EACA,IAAI,OAAO,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;AACxC;EACA,IAAI,iBAAiB,GAAG,UAAU,CAAC;EACnC,IAAI,wBAAwB,GAAG,UAAU,CAAC,OAAO,CAAC;EAClD,IAAI,kBAAkB,GAAG,QAAQ,CAAC,WAAW,CAAC;AAC9C;EACA,IAAI;AACJ;EACA;EACA,GAAG,UAAU,CAAC,OAAO,EAAE,OAAO,EAAE,OAAO,CAAC,QAAQ,EAAE,OAAO,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AACjF;EACA,GAAG,MAAM,KAAK,UAAU,IAAI,UAAU,CAAC,SAAS,GAAG;AACnD;EACA,GAAG,KAAK,SAAS,KAAK,SAAS,GAAG;AAClC;EACA,IAAI,SAAS,GAAG,IAAI,IAAI;EACxB,KAAK,IAAI,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE;EAC9B,KAAK,IAAI,cAAc,EAAE;EACzB,MAAM,IAAI,EAAE,oBAAoB;EAChC,MAAM,QAAQ,EAAE,aAAa,EAAE,SAAS,CAAC,UAAU,CAAC,QAAQ,EAAE;EAC9D,MAAM,YAAY,EAAE,SAAS,CAAC,UAAU,CAAC,YAAY;EACrD,MAAM,cAAc,EAAE,SAAS,CAAC,UAAU,CAAC,cAAc;EACzD,MAAM,IAAI,EAAE,SAAS;EACrB,MAAM,SAAS,EAAE,KAAK;EACtB,MAAM,UAAU,EAAE,KAAK;EACvB,MAAM,GAAG,EAAE,KAAK;EAChB,MAAM,EAAE;EACR,KAAK,CAAC;AACN;EACA,IAAI,SAAS,CAAC,QAAQ,CAAC,eAAe,EAAE,QAAQ,EAAE,CAAC;AACnD;EACA;EACA,IAAI,MAAM,CAAC,cAAc,EAAE,SAAS,CAAC,QAAQ,EAAE,KAAK,EAAE;AACtD;EACA,KAAK,GAAG,EAAE,YAAY;AACtB;EACA,MAAM,OAAO,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,KAAK,CAAC;AACrC;EACA,MAAM;AACN;EACA,KAAK,EAAE,CAAC;AACR;EACA,IAAI,OAAO,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;AAChC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,CAAC,QAAQ,CAAC,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,UAAU,CAAC;AACtD;EACA,GAAG,KAAK,UAAU,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC/C;EACA,IAAI,UAAU,CAAC,YAAY,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,SAAS,CAAC,QAAQ,CAAC,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AAC3E;EACA,GAAG,KAAK,iBAAiB,KAAK,UAAU;EACxC,IAAI,wBAAwB,KAAK,UAAU,CAAC,OAAO;EACnD,IAAI,kBAAkB,KAAK,QAAQ,CAAC,WAAW,GAAG;AAClD;EACA,IAAI,SAAS,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1C;EACA,IAAI,iBAAiB,GAAG,UAAU,CAAC;EACnC,IAAI,wBAAwB,GAAG,UAAU,CAAC,OAAO,CAAC;EAClD,IAAI,kBAAkB,GAAG,QAAQ,CAAC,WAAW,CAAC;AAC9C;EACA,IAAI;AACJ;AACA;EACA;EACA,GAAG,UAAU,CAAC,OAAO,EAAE,SAAS,EAAE,SAAS,CAAC,QAAQ,EAAE,SAAS,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC;AACvF;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,QAAQ,EAAE,KAAK,EAAE,KAAK,GAAG;AACnC;EACA,EAAE,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,EAAE,KAAK,EAAE,kBAAkB,EAAE,CAAC;AACvF;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,aAAa,EAAE,YAAY;AAC7B;EACA,GAAG,OAAO,UAAU,CAAC;AACrB;EACA,GAAG;EACH,EAAE,aAAa,EAAE,WAAW,KAAK,EAAE,KAAK,GAAG,CAAC,GAAG;AAC/C;EACA,GAAG,UAAU,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EAC3B,GAAG,UAAU,GAAG,KAAK,CAAC;EACtB,GAAG,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;AACtC;EACA,GAAG;EACH,EAAE,aAAa,EAAE,YAAY;AAC7B;EACA,GAAG,OAAO,UAAU,CAAC;AACrB;EACA,GAAG;EACH,EAAE,aAAa,EAAE,WAAW,KAAK,GAAG;AACpC;EACA,GAAG,UAAU,GAAG,KAAK,CAAC;EACtB,GAAG,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;AACtC;EACA,GAAG;EACH,EAAE,MAAM,EAAE,MAAM;AAChB;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,kBAAkB,EAAE,EAAE,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,GAAG;AACxE;EACA,CAAC,MAAM,mBAAmB,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACtD;EACA,CAAC,MAAM,SAAS,GAAG,YAAY,CAAC,QAAQ,GAAG,IAAI,GAAG,UAAU,CAAC,GAAG,EAAE,yBAAyB,EAAE,CAAC;EAC9F,CAAC,MAAM,YAAY,GAAG,YAAY,CAAC,QAAQ,IAAI,SAAS,KAAK,IAAI,CAAC;AAClE;EACA,CAAC,MAAM,aAAa,GAAG,EAAE,CAAC;AAC1B;EACA,CAAC,MAAM,YAAY,GAAG,kBAAkB,EAAE,IAAI,EAAE,CAAC;EACjD,CAAC,IAAI,YAAY,GAAG,YAAY,CAAC;AACjC;EACA,CAAC,SAAS,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,KAAK,GAAG;AAC9D;EACA,EAAE,IAAI,aAAa,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,KAAK,YAAY,GAAG;AACtB;EACA,GAAG,MAAM,KAAK,GAAG,eAAe,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAC;AAChE;EACA,GAAG,KAAK,YAAY,KAAK,KAAK,GAAG;AACjC;EACA,IAAI,YAAY,GAAG,KAAK,CAAC;EACzB,IAAI,qBAAqB,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACjD;EACA,IAAI;AACJ;EACA,GAAG,aAAa,GAAG,WAAW,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAClD;EACA,GAAG,KAAK,aAAa,GAAG,SAAS,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,SAAS,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,EAAE,CAAC;AACrD;EACA,GAAG,KAAK,YAAY,CAAC,QAAQ,KAAK,QAAQ,CAAC,EAAE;EAC7C,IAAI,YAAY,CAAC,OAAO,KAAK,OAAO,CAAC,EAAE;EACvC,IAAI,YAAY,CAAC,SAAS,KAAK,SAAS,GAAG;AAC3C;EACA,IAAI,YAAY,CAAC,QAAQ,GAAG,QAAQ,CAAC,EAAE,CAAC;EACxC,IAAI,YAAY,CAAC,OAAO,GAAG,OAAO,CAAC,EAAE,CAAC;EACtC,IAAI,YAAY,CAAC,SAAS,GAAG,SAAS,CAAC;AACvC;EACA,IAAI,aAAa,GAAG,IAAI,CAAC;AACzB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,eAAe,KAAK,IAAI,GAAG;AACzC;EACA,GAAG,aAAa,GAAG,IAAI,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,KAAK,aAAa,GAAG;AACvB;EACA,GAAG,qBAAqB,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAC;AAChE;EACA,GAAG,KAAK,KAAK,KAAK,IAAI,GAAG;AACzB;EACA,IAAI,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,UAAU,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,MAAM,EAAE,CAAC;AAC3D;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,GAAG;AACpC;EACA,EAAE,KAAK,YAAY,CAAC,QAAQ,GAAG,OAAO,EAAE,CAAC,iBAAiB,EAAE,CAAC;AAC7D;EACA,EAAE,OAAO,SAAS,CAAC,oBAAoB,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,GAAG,GAAG;AACvC;EACA,EAAE,KAAK,YAAY,CAAC,QAAQ,GAAG,OAAO,EAAE,CAAC,eAAe,EAAE,GAAG,EAAE,CAAC;AAChE;EACA,EAAE,OAAO,SAAS,CAAC,kBAAkB,EAAE,GAAG,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,GAAG,GAAG;AACzC;EACA,EAAE,KAAK,YAAY,CAAC,QAAQ,GAAG,OAAO,EAAE,CAAC,iBAAiB,EAAE,GAAG,EAAE,CAAC;AAClE;EACA,EAAE,OAAO,SAAS,CAAC,oBAAoB,EAAE,GAAG,EAAE,CAAC;AAC/C;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,GAAG;AACzD;EACA,EAAE,MAAM,SAAS,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,EAAE,CAAC;AACpD;EACA,EAAE,IAAI,UAAU,GAAG,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,EAAE,CAAC;EACnB,GAAG,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,GAAG,UAAU,CAAC;AAC7C;EACA,GAAG;AACH;EACA,EAAE,IAAI,QAAQ,GAAG,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,QAAQ,GAAG,EAAE,CAAC;EACjB,GAAG,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,IAAI,KAAK,GAAG,QAAQ,EAAE,SAAS,EAAE,CAAC;AACpC;EACA,EAAE,KAAK,KAAK,KAAK,SAAS,GAAG;AAC7B;EACA,GAAG,KAAK,GAAG,kBAAkB,EAAE,uBAAuB,EAAE,EAAE,CAAC;EAC3D,GAAG,QAAQ,EAAE,SAAS,EAAE,GAAG,KAAK,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,SAAS,kBAAkB,EAAE,GAAG,GAAG;AACpC;EACA,EAAE,MAAM,aAAa,GAAG,EAAE,CAAC;EAC3B,EAAE,MAAM,iBAAiB,GAAG,EAAE,CAAC;EAC/B,EAAE,MAAM,iBAAiB,GAAG,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,EAAE,CAAC,GAAG,GAAG;AACnD;EACA,GAAG,aAAa,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EAC1B,GAAG,iBAAiB,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EAC9B,GAAG,iBAAiB,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,OAAO;AACT;EACA;EACA,GAAG,QAAQ,EAAE,IAAI;EACjB,GAAG,OAAO,EAAE,IAAI;EAChB,GAAG,SAAS,EAAE,KAAK;AACnB;EACA,GAAG,aAAa,EAAE,aAAa;EAC/B,GAAG,iBAAiB,EAAE,iBAAiB;EACvC,GAAG,iBAAiB,EAAE,iBAAiB;EACvC,GAAG,MAAM,EAAE,GAAG;EACd,GAAG,UAAU,EAAE,EAAE;EACjB,GAAG,KAAK,EAAE,IAAI;AACd;EACA,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,QAAQ,EAAE,KAAK,GAAG;AACzC;EACA,EAAE,MAAM,gBAAgB,GAAG,YAAY,CAAC,UAAU,CAAC;EACnD,EAAE,MAAM,kBAAkB,GAAG,QAAQ,CAAC,UAAU,CAAC;AACjD;EACA,EAAE,IAAI,aAAa,GAAG,CAAC,CAAC;AACxB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,kBAAkB,GAAG;AAC1C;EACA,GAAG,MAAM,eAAe,GAAG,gBAAgB,EAAE,GAAG,EAAE,CAAC;EACnD,GAAG,MAAM,iBAAiB,GAAG,kBAAkB,EAAE,GAAG,EAAE,CAAC;AACvD;EACA,GAAG,KAAK,eAAe,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;AACpD;EACA,GAAG,KAAK,eAAe,CAAC,SAAS,KAAK,iBAAiB,GAAG,OAAO,IAAI,CAAC;AACtE;EACA,GAAG,KAAK,eAAe,CAAC,IAAI,KAAK,iBAAiB,CAAC,IAAI,GAAG,OAAO,IAAI,CAAC;AACtE;EACA,GAAG,aAAa,GAAG,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,KAAK,YAAY,CAAC,aAAa,KAAK,aAAa,GAAG,OAAO,IAAI,CAAC;AAClE;EACA,EAAE,KAAK,YAAY,CAAC,KAAK,KAAK,KAAK,GAAG,OAAO,IAAI,CAAC;AAClD;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,SAAS,SAAS,EAAE,QAAQ,EAAE,KAAK,GAAG;AACvC;EACA,EAAE,MAAM,KAAK,GAAG,EAAE,CAAC;EACnB,EAAE,MAAM,UAAU,GAAG,QAAQ,CAAC,UAAU,CAAC;EACzC,EAAE,IAAI,aAAa,GAAG,CAAC,CAAC;AACxB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,GAAG;AAClC;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;EACA,GAAG,MAAM,IAAI,GAAG,EAAE,CAAC;EACnB,GAAG,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC9B;EACA,GAAG,KAAK,SAAS,CAAC,IAAI,GAAG;AACzB;EACA,IAAI,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,IAAI,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,GAAG,EAAE,GAAG,IAAI,CAAC;AACvB;EACA,GAAG,aAAa,GAAG,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,YAAY,CAAC,UAAU,GAAG,KAAK,CAAC;EAClC,EAAE,YAAY,CAAC,aAAa,GAAG,aAAa,CAAC;AAC7C;EACA,EAAE,YAAY,CAAC,KAAK,GAAG,KAAK,CAAC;AAC7B;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,GAAG;AAC3B;EACA,EAAE,MAAM,aAAa,GAAG,YAAY,CAAC,aAAa,CAAC;AACnD;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,aAAa,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC7D;EACA,GAAG,aAAa,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,SAAS,GAAG;AACvC;EACA,EAAE,yBAAyB,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,SAAS,yBAAyB,EAAE,SAAS,EAAE,gBAAgB,GAAG;AACnE;EACA,EAAE,MAAM,aAAa,GAAG,YAAY,CAAC,aAAa,CAAC;EACnD,EAAE,MAAM,iBAAiB,GAAG,YAAY,CAAC,iBAAiB,CAAC;EAC3D,EAAE,MAAM,iBAAiB,GAAG,YAAY,CAAC,iBAAiB,CAAC;AAC3D;EACA,EAAE,aAAa,EAAE,SAAS,EAAE,GAAG,CAAC,CAAC;AACjC;EACA,EAAE,KAAK,iBAAiB,EAAE,SAAS,EAAE,KAAK,CAAC,GAAG;AAC9C;EACA,GAAG,EAAE,CAAC,uBAAuB,EAAE,SAAS,EAAE,CAAC;EAC3C,GAAG,iBAAiB,EAAE,SAAS,EAAE,GAAG,CAAC,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,KAAK,iBAAiB,EAAE,SAAS,EAAE,KAAK,gBAAgB,GAAG;AAC7D;EACA,GAAG,MAAM,SAAS,GAAG,YAAY,CAAC,QAAQ,GAAG,EAAE,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AAC7F;EACA,GAAG,SAAS,EAAE,YAAY,CAAC,QAAQ,GAAG,qBAAqB,GAAG,0BAA0B,EAAE,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;EAC1H,GAAG,iBAAiB,EAAE,SAAS,EAAE,GAAG,gBAAgB,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,GAAG;AACpC;EACA,EAAE,MAAM,aAAa,GAAG,YAAY,CAAC,aAAa,CAAC;EACnD,EAAE,MAAM,iBAAiB,GAAG,YAAY,CAAC,iBAAiB,CAAC;AAC3D;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,iBAAiB,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACjE;EACA,GAAG,KAAK,iBAAiB,EAAE,CAAC,EAAE,KAAK,aAAa,EAAE,CAAC,EAAE,GAAG;AACxD;EACA,IAAI,EAAE,CAAC,wBAAwB,EAAE,CAAC,EAAE,CAAC;EACrC,IAAI,iBAAiB,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,mBAAmB,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,GAAG;AAC/E;EACA,EAAE,KAAK,YAAY,CAAC,QAAQ,KAAK,IAAI,MAAM,IAAI,KAAK,IAAI,IAAI,IAAI,KAAK,IAAI,EAAE,GAAG;AAC9E;EACA,GAAG,EAAE,CAAC,oBAAoB,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAChE;EACA,GAAG,MAAM;AACT;EACA,GAAG,EAAE,CAAC,mBAAmB,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAC3E;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,GAAG;AACvE;EACA,EAAE,KAAK,YAAY,CAAC,QAAQ,KAAK,KAAK,MAAM,MAAM,CAAC,eAAe,IAAI,QAAQ,CAAC,yBAAyB,EAAE,GAAG;AAC7G;EACA,GAAG,KAAK,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,KAAK,IAAI,GAAG,OAAO;AACrE;EACA,GAAG;AACH;EACA,EAAE,cAAc,EAAE,CAAC;AACnB;EACA,EAAE,MAAM,kBAAkB,GAAG,QAAQ,CAAC,UAAU,CAAC;AACjD;EACA,EAAE,MAAM,iBAAiB,GAAG,OAAO,CAAC,aAAa,EAAE,CAAC;AACpD;EACA,EAAE,MAAM,8BAA8B,GAAG,QAAQ,CAAC,sBAAsB,CAAC;AACzE;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,iBAAiB,GAAG;AAC1C;EACA,GAAG,MAAM,gBAAgB,GAAG,iBAAiB,EAAE,IAAI,EAAE,CAAC;AACtD;EACA,GAAG,KAAK,gBAAgB,IAAI,CAAC,GAAG;AAChC;EACA,IAAI,MAAM,iBAAiB,GAAG,kBAAkB,EAAE,IAAI,EAAE,CAAC;AACzD;EACA,IAAI,KAAK,iBAAiB,KAAK,SAAS,GAAG;AAC3C;EACA,KAAK,MAAM,UAAU,GAAG,iBAAiB,CAAC,UAAU,CAAC;EACrD,KAAK,MAAM,IAAI,GAAG,iBAAiB,CAAC,QAAQ,CAAC;AAC7C;EACA,KAAK,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,iBAAiB,EAAE,CAAC;AAC3D;EACA;AACA;EACA,KAAK,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS;AAC7C;EACA,KAAK,MAAM,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC;EACrC,KAAK,MAAM,IAAI,GAAG,SAAS,CAAC,IAAI,CAAC;EACjC,KAAK,MAAM,eAAe,GAAG,SAAS,CAAC,eAAe,CAAC;AACvD;EACA,KAAK,KAAK,iBAAiB,CAAC,4BAA4B,GAAG;AAC3D;EACA,MAAM,MAAM,IAAI,GAAG,iBAAiB,CAAC,IAAI,CAAC;EAC1C,MAAM,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;EACjC,MAAM,MAAM,MAAM,GAAG,iBAAiB,CAAC,MAAM,CAAC;AAC9C;EACA,MAAM,KAAK,IAAI,IAAI,IAAI,CAAC,4BAA4B,GAAG;AACvD;EACA,OAAO,yBAAyB,EAAE,gBAAgB,EAAE,IAAI,CAAC,gBAAgB,EAAE,CAAC;AAC5E;EACA,OAAO,KAAK,QAAQ,CAAC,iBAAiB,KAAK,SAAS,GAAG;AACvD;EACA,QAAQ,QAAQ,CAAC,iBAAiB,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,KAAK,CAAC;AACxE;EACA,QAAQ;AACR;EACA,OAAO,MAAM;AACb;EACA,OAAO,eAAe,EAAE,gBAAgB,EAAE,CAAC;AAC3C;EACA,OAAO;AACP;EACA,MAAM,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EACrC,MAAM,mBAAmB,EAAE,gBAAgB,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,GAAG,eAAe,EAAE,MAAM,GAAG,eAAe,EAAE,CAAC;AAC1H;EACA,MAAM,MAAM;AACZ;EACA,MAAM,KAAK,iBAAiB,CAAC,0BAA0B,GAAG;AAC1D;EACA,OAAO,yBAAyB,EAAE,gBAAgB,EAAE,iBAAiB,CAAC,gBAAgB,EAAE,CAAC;AACzF;EACA,OAAO,KAAK,QAAQ,CAAC,iBAAiB,KAAK,SAAS,GAAG;AACvD;EACA,QAAQ,QAAQ,CAAC,iBAAiB,GAAG,iBAAiB,CAAC,gBAAgB,GAAG,iBAAiB,CAAC,KAAK,CAAC;AAClG;EACA,QAAQ;AACR;EACA,OAAO,MAAM;AACb;EACA,OAAO,eAAe,EAAE,gBAAgB,EAAE,CAAC;AAC3C;EACA,OAAO;AACP;EACA,MAAM,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EACrC,MAAM,mBAAmB,EAAE,gBAAgB,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5E;EACA,MAAM;AACN;EACA,KAAK,MAAM,KAAK,IAAI,KAAK,gBAAgB,GAAG;AAC5C;EACA,KAAK,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,CAAC,cAAc,EAAE,CAAC;AAC/D;EACA;AACA;EACA,KAAK,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS;AAC7C;EACA,KAAK,MAAM,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC;EACrC,KAAK,MAAM,IAAI,GAAG,SAAS,CAAC,IAAI,CAAC;AACjC;EACA,KAAK,yBAAyB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1D,KAAK,yBAAyB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1D,KAAK,yBAAyB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;EAC1D,KAAK,yBAAyB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1D;EACA,KAAK,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACpC;EACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;EAC3E,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC5E,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC5E,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5E;EACA,KAAK,MAAM,KAAK,IAAI,KAAK,eAAe,GAAG;AAC3C;EACA,KAAK,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC;AAC9D;EACA;AACA;EACA,KAAK,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS;AAC7C;EACA,KAAK,MAAM,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC;EACrC,KAAK,MAAM,IAAI,GAAG,SAAS,CAAC,IAAI,CAAC;AACjC;EACA,KAAK,yBAAyB,EAAE,gBAAgB,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,KAAK,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACpC;EACA,KAAK,EAAE,CAAC,mBAAmB,EAAE,gBAAgB,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACvE;EACA,KAAK,MAAM,KAAK,8BAA8B,KAAK,SAAS,GAAG;AAC/D;EACA,KAAK,MAAM,KAAK,GAAG,8BAA8B,EAAE,IAAI,EAAE,CAAC;AAC1D;EACA,KAAK,KAAK,KAAK,KAAK,SAAS,GAAG;AAChC;EACA,MAAM,SAAS,KAAK,CAAC,MAAM;AAC3B;EACA,OAAO,KAAK,CAAC;EACb,QAAQ,EAAE,CAAC,eAAe,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;EACtD,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,CAAC;EACb,QAAQ,EAAE,CAAC,eAAe,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;EACtD,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,CAAC;EACb,QAAQ,EAAE,CAAC,eAAe,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;EACtD,QAAQ,MAAM;AACd;EACA,OAAO;EACP,QAAQ,EAAE,CAAC,eAAe,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;AACtD;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,uBAAuB,EAAE,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,GAAG;AACpB;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,MAAM,MAAM,UAAU,IAAI,aAAa,GAAG;AAC5C;EACA,GAAG,MAAM,UAAU,GAAG,aAAa,EAAE,UAAU,EAAE,CAAC;AAClD;EACA,GAAG,MAAM,MAAM,SAAS,IAAI,UAAU,GAAG;AACzC;EACA,IAAI,MAAM,QAAQ,GAAG,UAAU,EAAE,SAAS,EAAE,CAAC;AAC7C;EACA,IAAI,MAAM,MAAM,SAAS,IAAI,QAAQ,GAAG;AACxC;EACA,KAAK,uBAAuB,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC,MAAM,EAAE,CAAC;AAC7D;EACA,KAAK,OAAO,QAAQ,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,KAAK;AACL;EACA,IAAI,OAAO,UAAU,EAAE,SAAS,EAAE,CAAC;AACnC;EACA,IAAI;AACJ;EACA,GAAG,OAAO,aAAa,EAAE,UAAU,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,GAAG;AAC9C;EACA,EAAE,KAAK,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,KAAK,SAAS,GAAG,OAAO;AAC3D;EACA,EAAE,MAAM,UAAU,GAAG,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AAClD;EACA,EAAE,MAAM,MAAM,SAAS,IAAI,UAAU,GAAG;AACxC;EACA,GAAG,MAAM,QAAQ,GAAG,UAAU,EAAE,SAAS,EAAE,CAAC;AAC5C;EACA,GAAG,MAAM,MAAM,SAAS,IAAI,QAAQ,GAAG;AACvC;EACA,IAAI,uBAAuB,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;EACA,IAAI,OAAO,QAAQ,EAAE,SAAS,EAAE,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG,OAAO,UAAU,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,OAAO,aAAa,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AACtC;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,OAAO,GAAG;AAC5C;EACA,EAAE,MAAM,MAAM,UAAU,IAAI,aAAa,GAAG;AAC5C;EACA,GAAG,MAAM,UAAU,GAAG,aAAa,EAAE,UAAU,EAAE,CAAC;AAClD;EACA,GAAG,KAAK,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,KAAK,SAAS,GAAG,SAAS;AAC1D;EACA,GAAG,MAAM,QAAQ,GAAG,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC;AAC7C;EACA,GAAG,MAAM,MAAM,SAAS,IAAI,QAAQ,GAAG;AACvC;EACA,IAAI,uBAAuB,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;EACA,IAAI,OAAO,QAAQ,EAAE,SAAS,EAAE,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG,OAAO,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,KAAK,GAAG;AAClB;EACA,EAAE,iBAAiB,EAAE,CAAC;AACtB;EACA,EAAE,KAAK,YAAY,KAAK,YAAY,GAAG,OAAO;AAC9C;EACA,EAAE,YAAY,GAAG,YAAY,CAAC;EAC9B,EAAE,qBAAqB,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAC/C;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,iBAAiB,GAAG;AAC9B;EACA,EAAE,YAAY,CAAC,QAAQ,GAAG,IAAI,CAAC;EAC/B,EAAE,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC;EAC9B,EAAE,YAAY,CAAC,SAAS,GAAG,KAAK,CAAC;AACjC;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,KAAK,EAAE,KAAK;EACd,EAAE,KAAK,EAAE,KAAK;EACd,EAAE,iBAAiB,EAAE,iBAAiB;EACtC,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,uBAAuB,EAAE,uBAAuB;EAClD,EAAE,sBAAsB,EAAE,sBAAsB;AAChD;EACA,EAAE,cAAc,EAAE,cAAc;EAChC,EAAE,eAAe,EAAE,eAAe;EAClC,EAAE,uBAAuB,EAAE,uBAAuB;AAClD;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,mBAAmB,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,GAAG;AACnE;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;EACA,CAAC,IAAI,IAAI,CAAC;AACV;EACA,CAAC,SAAS,OAAO,EAAE,KAAK,GAAG;AAC3B;EACA,EAAE,IAAI,GAAG,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,KAAK,EAAE,KAAK,GAAG;AACjC;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,GAAG;AACrD;EACA,EAAE,KAAK,SAAS,KAAK,CAAC,GAAG,OAAO;AAChC;EACA,EAAE,IAAI,SAAS,EAAE,UAAU,CAAC;AAC5B;EACA,EAAE,KAAK,QAAQ,GAAG;AAClB;EACA,GAAG,SAAS,GAAG,EAAE,CAAC;EAClB,GAAG,UAAU,GAAG,qBAAqB,CAAC;AACtC;EACA,GAAG,MAAM;AACT;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;EAC1D,GAAG,UAAU,GAAG,0BAA0B,CAAC;AAC3C;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,OAAO,CAAC,KAAK,EAAE,gIAAgI,EAAE,CAAC;EACtJ,IAAI,OAAO;AACX;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,SAAS,EAAE,UAAU,EAAE,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC;AAC3D;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;EACxB,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACtB,CAAC,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;AACxC;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,UAAU,EAAE,UAAU,GAAG;AACzD;EACA,CAAC,IAAI,aAAa,CAAC;AACnB;EACA,CAAC,SAAS,gBAAgB,GAAG;AAC7B;EACA,EAAE,KAAK,aAAa,KAAK,SAAS,GAAG,OAAO,aAAa,CAAC;AAC1D;EACA,EAAE,KAAK,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,KAAK,IAAI,GAAG;AACrE;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,CAAC;AACxE;EACA,GAAG,aAAa,GAAG,EAAE,CAAC,YAAY,EAAE,SAAS,CAAC,8BAA8B,EAAE,CAAC;AAC/E;EACA,GAAG,MAAM;AACT;EACA,GAAG,aAAa,GAAG,CAAC,CAAC;AACrB;EACA,GAAG;AACH;EACA,EAAE,OAAO,aAAa,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,SAAS,GAAG;AACvC;EACA,EAAE,KAAK,SAAS,KAAK,OAAO,GAAG;AAC/B;EACA,GAAG,KAAK,EAAE,CAAC,wBAAwB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,SAAS,GAAG,CAAC;EACjE,IAAI,EAAE,CAAC,wBAAwB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,SAAS,GAAG,CAAC,GAAG;AAChE;EACA,IAAI,OAAO,OAAO,CAAC;AACnB;EACA,IAAI;AACJ;EACA,GAAG,SAAS,GAAG,SAAS,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,KAAK,SAAS,KAAK,SAAS,GAAG;AACjC;EACA,GAAG,KAAK,EAAE,CAAC,wBAAwB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,SAAS,GAAG,CAAC;EACjE,IAAI,EAAE,CAAC,wBAAwB,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,SAAS,GAAG,CAAC,GAAG;AAChE;EACA,IAAI,OAAO,SAAS,CAAC;AACrB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA;EACA,CAAC,MAAM,QAAQ,GAAG,EAAE,OAAO,sBAAsB,KAAK,WAAW,IAAI,EAAE,YAAY,sBAAsB;EACzG,IAAI,OAAO,6BAA6B,KAAK,WAAW,IAAI,EAAE,YAAY,6BAA6B,EAAE,CAAC;EAC1G;AACA;EACA,CAAC,IAAI,SAAS,GAAG,UAAU,CAAC,SAAS,KAAK,SAAS,GAAG,UAAU,CAAC,SAAS,GAAG,OAAO,CAAC;EACrF,CAAC,MAAM,YAAY,GAAG,eAAe,EAAE,SAAS,EAAE,CAAC;AACnD;EACA,CAAC,KAAK,YAAY,KAAK,SAAS,GAAG;AACnC;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,sBAAsB,EAAE,SAAS,EAAE,sBAAsB,EAAE,YAAY,EAAE,UAAU,EAAE,CAAC;EACtG,EAAE,SAAS,GAAG,YAAY,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,MAAM,sBAAsB,GAAG,UAAU,CAAC,sBAAsB,KAAK,IAAI,CAAC;AAC3E;EACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EAC9C,CAAC,MAAM,iBAAiB,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EACpD,CAAC,MAAM,cAAc,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;EAChD,CAAC,MAAM,cAAc,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACjD;EACA,CAAC,MAAM,aAAa,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EAChD,CAAC,MAAM,iBAAiB,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EACpD,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EAC9C,CAAC,MAAM,mBAAmB,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACtD;EACA,CAAC,MAAM,cAAc,GAAG,iBAAiB,GAAG,CAAC,CAAC;EAC9C,CAAC,MAAM,qBAAqB,GAAG,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,mBAAmB,EAAE,CAAC;EACjF,CAAC,MAAM,mBAAmB,GAAG,cAAc,IAAI,qBAAqB,CAAC;AACrE;EACA,CAAC,MAAM,UAAU,GAAG,QAAQ,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,GAAG,CAAC,CAAC;AAC5D;EACA,CAAC,OAAO;AACR;EACA,EAAE,QAAQ,EAAE,QAAQ;AACpB;EACA,EAAE,gBAAgB,EAAE,gBAAgB;EACpC,EAAE,eAAe,EAAE,eAAe;AAClC;EACA,EAAE,SAAS,EAAE,SAAS;EACtB,EAAE,sBAAsB,EAAE,sBAAsB;AAChD;EACA,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,iBAAiB,EAAE,iBAAiB;EACtC,EAAE,cAAc,EAAE,cAAc;EAChC,EAAE,cAAc,EAAE,cAAc;AAChC;EACA,EAAE,aAAa,EAAE,aAAa;EAC9B,EAAE,iBAAiB,EAAE,iBAAiB;EACtC,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,mBAAmB,EAAE,mBAAmB;AAC1C;EACA,EAAE,cAAc,EAAE,cAAc;EAChC,EAAE,qBAAqB,EAAE,qBAAqB;EAC9C,EAAE,mBAAmB,EAAE,mBAAmB;AAC1C;EACA,EAAE,UAAU,EAAE,UAAU;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,UAAU,GAAG;AACrC;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;AACpB;EACA,CAAC,IAAI,WAAW,GAAG,IAAI;EACvB,EAAE,eAAe,GAAG,CAAC;EACrB,EAAE,oBAAoB,GAAG,KAAK;EAC9B,EAAE,gBAAgB,GAAG,KAAK,CAAC;AAC3B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,KAAK,EAAE;EAC1B,EAAE,gBAAgB,GAAG,IAAI,OAAO,EAAE;AAClC;EACA,EAAE,OAAO,GAAG,EAAE,KAAK,EAAE,IAAI,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;AAChD;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;EACxB,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;EACpB,CAAC,IAAI,CAAC,eAAe,GAAG,CAAC,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,MAAM,EAAE,mBAAmB,EAAE,MAAM,GAAG;AAC9D;EACA,EAAE,MAAM,OAAO;EACf,GAAG,MAAM,CAAC,MAAM,KAAK,CAAC;EACtB,GAAG,mBAAmB;EACtB;EACA;EACA,GAAG,eAAe,KAAK,CAAC;EACxB,GAAG,oBAAoB,CAAC;AACxB;EACA,EAAE,oBAAoB,GAAG,mBAAmB,CAAC;AAC7C;EACA,EAAE,WAAW,GAAG,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;EACnD,EAAE,eAAe,GAAG,MAAM,CAAC,MAAM,CAAC;AAClC;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY;AACjC;EACA,EAAE,gBAAgB,GAAG,IAAI,CAAC;EAC1B,EAAE,aAAa,EAAE,IAAI,EAAE,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;EACA,EAAE,gBAAgB,GAAG,KAAK,CAAC;EAC3B,EAAE,gBAAgB,EAAE,CAAC;AACrB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,WAAW,QAAQ,EAAE,MAAM,EAAE,QAAQ,GAAG;AACzD;EACA,EAAE,MAAM,MAAM,GAAG,QAAQ,CAAC,cAAc;EACxC,GAAG,gBAAgB,GAAG,QAAQ,CAAC,gBAAgB;EAC/C,GAAG,WAAW,GAAG,QAAQ,CAAC,WAAW,CAAC;AACtC;EACA,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;EACA,EAAE,KAAK,EAAE,oBAAoB,IAAI,MAAM,KAAK,IAAI,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC,IAAI,gBAAgB,IAAI,EAAE,WAAW,GAAG;AAC/G;EACA;AACA;EACA,GAAG,KAAK,gBAAgB,GAAG;AAC3B;EACA;AACA;EACA,IAAI,aAAa,EAAE,IAAI,EAAE,CAAC;AAC1B;EACA,IAAI,MAAM;AACV;EACA,IAAI,gBAAgB,EAAE,CAAC;AACvB;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,OAAO,GAAG,gBAAgB,GAAG,CAAC,GAAG,eAAe;EACzD,IAAI,OAAO,GAAG,OAAO,GAAG,CAAC,CAAC;AAC1B;EACA,GAAG,IAAI,QAAQ,GAAG,kBAAkB,CAAC,aAAa,IAAI,IAAI,CAAC;AAC3D;EACA,GAAG,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC;AAC5B;EACA,GAAG,QAAQ,GAAG,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAC;AACjE;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,OAAO,EAAE,GAAG,CAAC,GAAG;AAC1C;EACA,IAAI,QAAQ,EAAE,CAAC,EAAE,GAAG,WAAW,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG,kBAAkB,CAAC,aAAa,GAAG,QAAQ,CAAC;EAC/C,GAAG,IAAI,CAAC,eAAe,GAAG,gBAAgB,GAAG,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;EAChE,GAAG,IAAI,CAAC,SAAS,IAAI,OAAO,CAAC;AAC7B;EACA,GAAG;AACH;AACA;EACA,EAAE,CAAC;AACH;EACA,CAAC,SAAS,gBAAgB,GAAG;AAC7B;EACA,EAAE,KAAK,OAAO,CAAC,KAAK,KAAK,WAAW,GAAG;AACvC;EACA,GAAG,OAAO,CAAC,KAAK,GAAG,WAAW,CAAC;EAC/B,GAAG,OAAO,CAAC,WAAW,GAAG,eAAe,GAAG,CAAC,CAAC;AAC7C;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,SAAS,GAAG,eAAe,CAAC;EACpC,EAAE,KAAK,CAAC,eAAe,GAAG,CAAC,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,SAAS,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE,SAAS,EAAE,aAAa,GAAG;AACpE;EACA,EAAE,MAAM,OAAO,GAAG,MAAM,KAAK,IAAI,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;EACtD,EAAE,IAAI,QAAQ,GAAG,IAAI,CAAC;AACtB;EACA,EAAE,KAAK,OAAO,KAAK,CAAC,GAAG;AACvB;EACA,GAAG,QAAQ,GAAG,OAAO,CAAC,KAAK,CAAC;AAC5B;EACA,GAAG,KAAK,aAAa,KAAK,IAAI,IAAI,QAAQ,KAAK,IAAI,GAAG;AACtD;EACA,IAAI,MAAM,QAAQ,GAAG,SAAS,GAAG,OAAO,GAAG,CAAC;EAC5C,KAAK,UAAU,GAAG,MAAM,CAAC,kBAAkB,CAAC;AAC5C;EACA,IAAI,gBAAgB,CAAC,eAAe,EAAE,UAAU,EAAE,CAAC;AACnD;EACA,IAAI,KAAK,QAAQ,KAAK,IAAI,IAAI,QAAQ,CAAC,MAAM,GAAG,QAAQ,GAAG;AAC3D;EACA,KAAK,QAAQ,GAAG,IAAI,YAAY,EAAE,QAAQ,EAAE,CAAC;AAC7C;EACA,KAAK;AACL;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,EAAE,CAAC,KAAK,OAAO,EAAE,GAAG,CAAC,EAAE,EAAE,IAAI,CAAC,GAAG;AACpE;EACA,KAAK,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC,YAAY,EAAE,UAAU,EAAE,gBAAgB,EAAE,CAAC;AAC5E;EACA,KAAK,KAAK,CAAC,MAAM,CAAC,OAAO,EAAE,QAAQ,EAAE,EAAE,EAAE,CAAC;EAC1C,KAAK,QAAQ,EAAE,EAAE,GAAG,CAAC,EAAE,GAAG,KAAK,CAAC,QAAQ,CAAC;AACzC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC;EAC5B,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,SAAS,GAAG,OAAO,CAAC;EAC5B,EAAE,KAAK,CAAC,eAAe,GAAG,CAAC,CAAC;AAC5B;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,QAAQ,GAAG;AACnC;EACA,CAAC,IAAI,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC,SAAS,iBAAiB,EAAE,OAAO,EAAE,OAAO,GAAG;AAChD;EACA,EAAE,KAAK,OAAO,KAAK,gCAAgC,GAAG;AACtD;EACA,GAAG,OAAO,CAAC,OAAO,GAAG,qBAAqB,CAAC;AAC3C;EACA,GAAG,MAAM,KAAK,OAAO,KAAK,gCAAgC,GAAG;AAC7D;EACA,GAAG,OAAO,CAAC,OAAO,GAAG,qBAAqB,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG,EAAE,OAAO,GAAG;AACzB;EACA,EAAE,KAAK,OAAO,IAAI,OAAO,CAAC,SAAS,GAAG;AACtC;EACA,GAAG,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AACnC;EACA,GAAG,KAAK,OAAO,KAAK,gCAAgC,IAAI,OAAO,KAAK,gCAAgC,GAAG;AACvG;EACA,IAAI,KAAK,QAAQ,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG;AACnC;EACA,KAAK,MAAM,OAAO,GAAG,QAAQ,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,OAAO,CAAC;EACrD,KAAK,OAAO,iBAAiB,EAAE,OAAO,EAAE,OAAO,CAAC,OAAO,EAAE,CAAC;AAC1D;EACA,KAAK,MAAM;AACX;EACA,KAAK,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AACjC;EACA,KAAK,KAAK,KAAK,IAAI,KAAK,CAAC,MAAM,GAAG,CAAC,GAAG;AACtC;EACA,MAAM,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;AAC7D;EACA,MAAM,MAAM,YAAY,GAAG,IAAI,qBAAqB,EAAE,KAAK,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;EACzE,MAAM,YAAY,CAAC,0BAA0B,EAAE,QAAQ,EAAE,OAAO,EAAE,CAAC;EACnE,MAAM,QAAQ,CAAC,GAAG,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AAC5C;EACA,MAAM,QAAQ,CAAC,eAAe,EAAE,mBAAmB,EAAE,CAAC;AACtD;EACA,MAAM,OAAO,CAAC,gBAAgB,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;AAC9D;EACA,MAAM,OAAO,iBAAiB,EAAE,YAAY,CAAC,OAAO,EAAE,OAAO,CAAC,OAAO,EAAE,CAAC;AACxE;EACA,MAAM,MAAM;AACZ;EACA;AACA;EACA,MAAM,OAAO,IAAI,CAAC;AAClB;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,SAAS,gBAAgB,EAAE,KAAK,GAAG;AACpC;EACA,EAAE,MAAM,OAAO,GAAG,KAAK,CAAC,MAAM,CAAC;AAC/B;EACA,EAAE,OAAO,CAAC,mBAAmB,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;AAC7D;EACA,EAAE,MAAM,OAAO,GAAG,QAAQ,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG;AAC/B;EACA,GAAG,QAAQ,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;EAC9B,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;AACrB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,GAAG;AACpB;EACA,EAAE,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,GAAG,EAAE,GAAG;EACV,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,GAAG;AAC/B;EACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC;AACvB;EACA,CAAC,SAAS,YAAY,EAAE,IAAI,GAAG;AAC/B;EACA,EAAE,KAAK,UAAU,EAAE,IAAI,EAAE,KAAK,SAAS,GAAG;AAC1C;EACA,GAAG,OAAO,UAAU,EAAE,IAAI,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,IAAI,SAAS,CAAC;AAChB;EACA,EAAE,SAAS,IAAI;AACf;EACA,GAAG,KAAK,qBAAqB;EAC7B,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,qBAAqB,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,yBAAyB,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,4BAA4B,EAAE,CAAC;EAC5J,IAAI,MAAM;AACV;EACA,GAAG,KAAK,gCAAgC;EACxC,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,gCAAgC,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,oCAAoC,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,uCAAuC,EAAE,CAAC;EAC7L,IAAI,MAAM;AACV;EACA,GAAG,KAAK,+BAA+B;EACvC,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,+BAA+B,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,mCAAmC,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,sCAAsC,EAAE,CAAC;EAC1L,IAAI,MAAM;AACV;EACA,GAAG,KAAK,gCAAgC;EACxC,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,gCAAgC,EAAE,IAAI,EAAE,CAAC,YAAY,EAAE,uCAAuC,EAAE,CAAC;EAClI,IAAI,MAAM;AACV;EACA,GAAG;EACH,IAAI,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,UAAU,EAAE,IAAI,EAAE,GAAG,SAAS,CAAC;AACjC;EACA,EAAE,OAAO,SAAS,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,GAAG,EAAE,WAAW,IAAI,GAAG;AACzB;EACA,GAAG,OAAO,YAAY,EAAE,IAAI,EAAE,KAAK,IAAI,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,IAAI,EAAE,WAAW,YAAY,GAAG;AAClC;EACA,GAAG,KAAK,YAAY,CAAC,QAAQ,GAAG;AAChC;EACA,IAAI,YAAY,EAAE,wBAAwB,EAAE,CAAC;AAC7C;EACA,IAAI,MAAM;AACV;EACA,IAAI,YAAY,EAAE,qBAAqB,EAAE,CAAC;EAC1C,IAAI,YAAY,EAAE,mBAAmB,EAAE,CAAC;EACxC,IAAI,YAAY,EAAE,wBAAwB,EAAE,CAAC;EAC7C,IAAI,YAAY,EAAE,+BAA+B,EAAE,CAAC;EACpD,IAAI,YAAY,EAAE,0BAA0B,EAAE,CAAC;EAC/C,IAAI,YAAY,EAAE,wBAAwB,EAAE,CAAC;EAC7C,IAAI,YAAY,EAAE,yBAAyB,EAAE,CAAC;EAC9C,IAAI,YAAY,EAAE,wBAAwB,EAAE,CAAC;AAC7C;EACA,IAAI;AACJ;EACA,GAAG,YAAY,EAAE,0BAA0B,EAAE,CAAC;EAC9C,GAAG,YAAY,EAAE,6BAA6B,EAAE,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,GAAG,EAAE,WAAW,IAAI,GAAG;AACzB;EACA,GAAG,MAAM,SAAS,GAAG,YAAY,EAAE,IAAI,EAAE,CAAC;AAC1C;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,uBAAuB,GAAG,IAAI,GAAG,2BAA2B,EAAE,CAAC;AACjF;EACA,IAAI;AACJ;EACA,GAAG,OAAO,SAAS,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE,aAAa,GAAG;AAChE;EACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC;EACvB,CAAC,MAAM,mBAAmB,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3C;EACA,CAAC,SAAS,iBAAiB,EAAE,KAAK,GAAG;AACrC;EACA,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,MAAM,CAAC;AAChC;EACA,EAAE,KAAK,QAAQ,CAAC,KAAK,KAAK,IAAI,GAAG;AACjC;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,QAAQ,CAAC,UAAU,GAAG;AAC5C;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,QAAQ,CAAC,UAAU,EAAE,IAAI,EAAE,EAAE,CAAC;AACpD;EACA,GAAG;AACH;EACA,EAAE,QAAQ,CAAC,mBAAmB,EAAE,SAAS,EAAE,iBAAiB,EAAE,CAAC;AAC/D;EACA,EAAE,OAAO,UAAU,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AACnC;EACA,EAAE,MAAM,SAAS,GAAG,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;EACA,EAAE,KAAK,SAAS,GAAG;AACnB;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;EAClC,GAAG,mBAAmB,CAAC,MAAM,EAAE,QAAQ,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,aAAa,CAAC,uBAAuB,EAAE,QAAQ,EAAE,CAAC;AACpD;EACA,EAAE,KAAK,QAAQ,CAAC,yBAAyB,KAAK,IAAI,GAAG;AACrD;EACA,GAAG,OAAO,QAAQ,CAAC,iBAAiB,CAAC;AACrC;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,GAAG,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,SAAS,GAAG,EAAE,MAAM,EAAE,QAAQ,GAAG;AAClC;EACA,EAAE,KAAK,UAAU,EAAE,QAAQ,CAAC,EAAE,EAAE,KAAK,IAAI,GAAG,OAAO,QAAQ,CAAC;AAC5D;EACA,EAAE,QAAQ,CAAC,gBAAgB,EAAE,SAAS,EAAE,iBAAiB,EAAE,CAAC;AAC5D;EACA,EAAE,UAAU,EAAE,QAAQ,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC;AACnC;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,GAAG,CAAC;AAC5B;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,QAAQ,GAAG;AAC7B;EACA,EAAE,MAAM,kBAAkB,GAAG,QAAQ,CAAC,UAAU,CAAC;AACjD;EACA;AACA;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,kBAAkB,GAAG;AAC3C;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,kBAAkB,EAAE,IAAI,EAAE,EAAE,KAAK,EAAE,CAAC;AAC1D;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,eAAe,GAAG,QAAQ,CAAC,eAAe,CAAC;AACnD;EACA,EAAE,MAAM,MAAM,IAAI,IAAI,eAAe,GAAG;AACxC;EACA,GAAG,MAAM,KAAK,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC;AACzC;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,IAAI,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,KAAK,EAAE,CAAC;AAC3C;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,wBAAwB,EAAE,QAAQ,GAAG;AAC/C;EACA,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;AACrB;EACA,EAAE,MAAM,aAAa,GAAG,QAAQ,CAAC,KAAK,CAAC;EACvC,EAAE,MAAM,gBAAgB,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;EACxD,EAAE,IAAI,OAAO,GAAG,CAAC,CAAC;AAClB;EACA,EAAE,KAAK,aAAa,KAAK,IAAI,GAAG;AAChC;EACA,GAAG,MAAM,KAAK,GAAG,aAAa,CAAC,KAAK,CAAC;EACrC,GAAG,OAAO,GAAG,aAAa,CAAC,OAAO,CAAC;AACnC;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AACtD;EACA,IAAI,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC7B,IAAI,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC7B,IAAI,MAAM,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC7B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,KAAK,GAAG,gBAAgB,CAAC,KAAK,CAAC;EACxC,GAAG,OAAO,GAAG,gBAAgB,CAAC,OAAO,CAAC;AACtC;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,KAAK,CAAC,MAAM,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AAClE;EACA,IAAI,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EACpB,IAAI,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;EACpB,IAAI,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;AACpB;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,SAAS,GAAG,MAAM,QAAQ,EAAE,OAAO,EAAE,GAAG,KAAK,GAAG,qBAAqB,GAAG,qBAAqB,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC;EACtH,EAAE,SAAS,CAAC,OAAO,GAAG,OAAO,CAAC;AAC9B;EACA;AACA;EACA;AACA;EACA,EAAE,MAAM,iBAAiB,GAAG,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAChE;EACA,EAAE,KAAK,iBAAiB,GAAG,UAAU,CAAC,MAAM,EAAE,iBAAiB,EAAE,CAAC;AAClE;EACA;AACA;EACA,EAAE,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,SAAS,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,GAAG;AAC5C;EACA,EAAE,MAAM,gBAAgB,GAAG,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC/D;EACA,EAAE,KAAK,gBAAgB,GAAG;AAC1B;EACA,GAAG,MAAM,aAAa,GAAG,QAAQ,CAAC,KAAK,CAAC;AACxC;EACA,GAAG,KAAK,aAAa,KAAK,IAAI,GAAG;AACjC;EACA;AACA;EACA,IAAI,KAAK,gBAAgB,CAAC,OAAO,GAAG,aAAa,CAAC,OAAO,GAAG;AAC5D;EACA,KAAK,wBAAwB,EAAE,QAAQ,EAAE,CAAC;AAC1C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,wBAAwB,EAAE,QAAQ,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,OAAO,mBAAmB,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,GAAG,EAAE,GAAG;EACV,EAAE,MAAM,EAAE,MAAM;AAChB;EACA,EAAE,qBAAqB,EAAE,qBAAqB;AAC9C;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,0BAA0B,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,GAAG;AAC1E;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;EACA,CAAC,IAAI,IAAI,CAAC;AACV;EACA,CAAC,SAAS,OAAO,EAAE,KAAK,GAAG;AAC3B;EACA,EAAE,IAAI,GAAG,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,IAAI,IAAI,EAAE,eAAe,CAAC;AAC3B;EACA,CAAC,SAAS,QAAQ,EAAE,KAAK,GAAG;AAC5B;EACA,EAAE,IAAI,GAAG,KAAK,CAAC,IAAI,CAAC;EACpB,EAAE,eAAe,GAAG,KAAK,CAAC,eAAe,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,KAAK,EAAE,KAAK,GAAG;AACjC;EACA,EAAE,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,GAAG,eAAe,EAAE,CAAC;AAChE;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,GAAG;AACrD;EACA,EAAE,KAAK,SAAS,KAAK,CAAC,GAAG,OAAO;AAChC;EACA,EAAE,IAAI,SAAS,EAAE,UAAU,CAAC;AAC5B;EACA,EAAE,KAAK,QAAQ,GAAG;AAClB;EACA,GAAG,SAAS,GAAG,EAAE,CAAC;EAClB,GAAG,UAAU,GAAG,uBAAuB,CAAC;AACxC;EACA,GAAG,MAAM;AACT;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;EAC1D,GAAG,UAAU,GAAG,4BAA4B,CAAC;AAC7C;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,OAAO,CAAC,KAAK,EAAE,uIAAuI,EAAE,CAAC;EAC7J,IAAI,OAAO;AACX;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,SAAS,EAAE,UAAU,EAAE,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,GAAG,eAAe,EAAE,SAAS,EAAE,CAAC;AACnF;EACA,EAAE,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;EACxB,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACtB,CAAC,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;AACxC;EACA,CAAC;AACD;EACA,SAAS,SAAS,EAAE,EAAE,GAAG;AACzB;EACA,CAAC,MAAM,MAAM,GAAG;EAChB,EAAE,UAAU,EAAE,CAAC;EACf,EAAE,QAAQ,EAAE,CAAC;EACb,EAAE,CAAC;AACH;EACA,CAAC,MAAM,MAAM,GAAG;EAChB,EAAE,KAAK,EAAE,CAAC;EACV,EAAE,KAAK,EAAE,CAAC;EACV,EAAE,SAAS,EAAE,CAAC;EACd,EAAE,MAAM,EAAE,CAAC;EACX,EAAE,KAAK,EAAE,CAAC;EACV,EAAE,CAAC;AACH;EACA,CAAC,SAAS,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,aAAa,GAAG;AAC/C;EACA,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC;AAClB;EACA,EAAE,SAAS,IAAI;AACf;EACA,GAAG,KAAK,CAAC;EACT,IAAI,MAAM,CAAC,SAAS,IAAI,aAAa,KAAK,KAAK,GAAG,CAAC,EAAE,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,CAAC;EACT,IAAI,MAAM,CAAC,KAAK,IAAI,aAAa,KAAK,KAAK,GAAG,CAAC,EAAE,CAAC;EAClD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,CAAC;EACT,IAAI,MAAM,CAAC,KAAK,IAAI,aAAa,KAAK,KAAK,GAAG,CAAC,EAAE,CAAC;EAClD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,CAAC;EACT,IAAI,MAAM,CAAC,KAAK,IAAI,aAAa,GAAG,KAAK,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,CAAC;EACT,IAAI,MAAM,CAAC,MAAM,IAAI,aAAa,GAAG,KAAK,CAAC;EAC3C,IAAI,MAAM;AACV;EACA,GAAG;EACH,IAAI,OAAO,CAAC,KAAK,EAAE,qCAAqC,EAAE,IAAI,EAAE,CAAC;EACjE,IAAI,MAAM;AACV;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,KAAK,GAAG;AAClB;EACA,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC;EAClB,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;EACnB,EAAE,MAAM,CAAC,SAAS,GAAG,CAAC,CAAC;EACvB,EAAE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;EACpB,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,QAAQ,EAAE,IAAI;EAChB,EAAE,SAAS,EAAE,IAAI;EACjB,EAAE,KAAK,EAAE,KAAK;EACd,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,CAAC,EAAE,CAAC,GAAG;AAC/B;EACA,CAAC,OAAO,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,CAAC,EAAE,CAAC,GAAG;AAClC;EACA,CAAC,OAAO,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,EAAE,GAAG;AACjC;EACA,CAAC,MAAM,cAAc,GAAG,EAAE,CAAC;EAC3B,CAAC,MAAM,eAAe,GAAG,IAAI,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/C;EACA,CAAC,MAAM,cAAc,GAAG,EAAE,CAAC;AAC3B;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAChC;EACA,EAAE,cAAc,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,GAAG;AACxD;EACA,EAAE,MAAM,gBAAgB,GAAG,MAAM,CAAC,qBAAqB,CAAC;AACxD;EACA;EACA;AACA;EACA,EAAE,MAAM,MAAM,GAAG,gBAAgB,KAAK,SAAS,GAAG,CAAC,GAAG,gBAAgB,CAAC,MAAM,CAAC;AAC9E;EACA,EAAE,IAAI,UAAU,GAAG,cAAc,EAAE,QAAQ,CAAC,EAAE,EAAE,CAAC;AACjD;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA;AACA;EACA,GAAG,UAAU,GAAG,EAAE,CAAC;AACnB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,GAAG;AACvC;EACA,IAAI,UAAU,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG,cAAc,EAAE,QAAQ,CAAC,EAAE,EAAE,GAAG,UAAU,CAAC;AAC9C;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,GAAG;AACtC;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,GAAG,SAAS,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACtB,GAAG,SAAS,EAAE,CAAC,EAAE,GAAG,gBAAgB,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,UAAU,CAAC,IAAI,EAAE,gBAAgB,EAAE,CAAC;AACtC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,KAAK,CAAC,GAAG,MAAM,IAAI,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG;AAC7C;EACA,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;EACpD,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,UAAU,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AACpD;EACA,IAAI,MAAM;AACV;EACA,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC,gBAAgB,CAAC;EACvD,IAAI,cAAc,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,cAAc,CAAC,IAAI,EAAE,aAAa,EAAE,CAAC;AACvC;EACA,EAAE,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,IAAI,QAAQ,CAAC,eAAe,CAAC,QAAQ,CAAC;EAClF,EAAE,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,IAAI,QAAQ,CAAC,eAAe,CAAC,MAAM,CAAC;AAChF;EACA,EAAE,IAAI,kBAAkB,GAAG,CAAC,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,MAAM,SAAS,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC;EACzC,GAAG,MAAM,KAAK,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,MAAM,KAAK,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,KAAK,KAAK,KAAK,MAAM,CAAC,gBAAgB,IAAI,KAAK,GAAG;AACrD;EACA,IAAI,KAAK,YAAY,IAAI,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,KAAK,YAAY,EAAE,KAAK,EAAE,GAAG;AAChG;EACA,KAAK,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,YAAY,EAAE,KAAK,EAAE,EAAE,CAAC;AACvE;EACA,KAAK;AACL;EACA,IAAI,KAAK,YAAY,IAAI,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,KAAK,YAAY,EAAE,KAAK,EAAE,GAAG;AAChG;EACA,KAAK,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,YAAY,EAAE,KAAK,EAAE,EAAE,CAAC;AACvE;EACA,KAAK;AACL;EACA,IAAI,eAAe,EAAE,CAAC,EAAE,GAAG,KAAK,CAAC;EACjC,IAAI,kBAAkB,IAAI,KAAK,CAAC;AAChC;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,YAAY,IAAI,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,KAAK,IAAI,GAAG;AAC/E;EACA,KAAK,QAAQ,CAAC,eAAe,EAAE,aAAa,GAAG,CAAC,EAAE,CAAC;AACnD;EACA,KAAK;AACL;EACA,IAAI,KAAK,YAAY,IAAI,QAAQ,CAAC,YAAY,EAAE,aAAa,GAAG,CAAC,EAAE,KAAK,IAAI,GAAG;AAC/E;EACA,KAAK,QAAQ,CAAC,eAAe,EAAE,aAAa,GAAG,CAAC,EAAE,CAAC;AACnD;EACA,KAAK;AACL;EACA,IAAI,eAAe,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAC7B;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;EACA;EACA;EACA,EAAE,MAAM,kBAAkB,GAAG,QAAQ,CAAC,oBAAoB,GAAG,CAAC,GAAG,CAAC,GAAG,kBAAkB,CAAC;AACxF;EACA,EAAE,OAAO,CAAC,WAAW,EAAE,CAAC,QAAQ,EAAE,EAAE,EAAE,0BAA0B,EAAE,kBAAkB,EAAE,CAAC;EACvF,EAAE,OAAO,CAAC,WAAW,EAAE,CAAC,QAAQ,EAAE,EAAE,EAAE,uBAAuB,EAAE,eAAe,EAAE,CAAC;AACjF;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,MAAM,EAAE,MAAM;AAChB;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,EAAE,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,GAAG;AAC1D;EACA,CAAC,IAAI,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA,CAAC,SAAS,MAAM,EAAE,MAAM,GAAG;AAC3B;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC;AAClC;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EACnC,EAAE,MAAM,cAAc,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AAC5D;EACA;AACA;EACA,EAAE,KAAK,SAAS,CAAC,GAAG,EAAE,cAAc,EAAE,KAAK,KAAK,GAAG;AACnD;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC;AACvC;EACA,GAAG,SAAS,CAAC,GAAG,EAAE,cAAc,EAAE,KAAK,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,eAAe,GAAG;AAChC;EACA,GAAG,KAAK,MAAM,CAAC,gBAAgB,EAAE,SAAS,EAAE,sBAAsB,EAAE,KAAK,KAAK,GAAG;AACjF;EACA,IAAI,MAAM,CAAC,gBAAgB,EAAE,SAAS,EAAE,sBAAsB,EAAE,CAAC;AACjE;EACA,IAAI;AACJ;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,GAAG,KAAK,MAAM,CAAC,aAAa,KAAK,IAAI,GAAG;AACxC;EACA,IAAI,UAAU,CAAC,MAAM,EAAE,MAAM,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,cAAc,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,GAAG;AACpB;EACA,EAAE,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,KAAK,GAAG;AAC1C;EACA,EAAE,MAAM,aAAa,GAAG,KAAK,CAAC,MAAM,CAAC;AACrC;EACA,EAAE,aAAa,CAAC,mBAAmB,EAAE,SAAS,EAAE,sBAAsB,EAAE,CAAC;AACzE;EACA,EAAE,UAAU,CAAC,MAAM,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC;AACpD;EACA,EAAE,KAAK,aAAa,CAAC,aAAa,KAAK,IAAI,GAAG,UAAU,CAAC,MAAM,EAAE,aAAa,CAAC,aAAa,EAAE,CAAC;AAC/F;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,OAAO,EAAE,OAAO;AAClB;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,MAAM,kBAAkB,SAAS,OAAO,CAAC;AACzC;EACA,CAAC,WAAW,EAAE,IAAI,GAAG,IAAI,EAAE,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,GAAG;AAC9D;EACA,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAChB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC9C;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;EACjC,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;AACjC;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,mBAAmB,CAAC;AACnC;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;EAC/B,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,kBAAkB,CAAC,SAAS,CAAC,oBAAoB,GAAG,IAAI,CAAC;AACzD;EACA,MAAM,aAAa,SAAS,OAAO,CAAC;AACpC;EACA,CAAC,WAAW,EAAE,IAAI,GAAG,IAAI,EAAE,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,GAAG;AAC9D;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAChB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAC9C;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;EACjC,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;AACjC;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,mBAAmB,CAAC;AACnC;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;EAC/B,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,aAAa,CAAC,SAAS,CAAC,eAAe,GAAG,IAAI,CAAC;AAC/C;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,MAAM,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC;EACnC,MAAM,mBAAmB,GAAG,IAAI,kBAAkB,EAAE,CAAC;EACrD,MAAM,cAAc,GAAG,IAAI,aAAa,EAAE,CAAC;EAC3C,MAAM,gBAAgB,GAAG,IAAI,WAAW,EAAE,CAAC;AAC3C;EACA;AACA;EACA;AACA;EACA,MAAM,aAAa,GAAG,EAAE,CAAC;EACzB,MAAM,aAAa,GAAG,EAAE,CAAC;AACzB;EACA;AACA;EACA,MAAM,SAAS,GAAG,IAAI,YAAY,EAAE,EAAE,EAAE,CAAC;EACzC,MAAM,SAAS,GAAG,IAAI,YAAY,EAAE,CAAC,EAAE,CAAC;EACxC,MAAM,SAAS,GAAG,IAAI,YAAY,EAAE,CAAC,EAAE,CAAC;AACxC;EACA;AACA;EACA,SAAS,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,SAAS,GAAG;AAC9C;EACA,CAAC,MAAM,SAAS,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,CAAC,KAAK,SAAS,IAAI,CAAC,IAAI,SAAS,GAAG,CAAC,GAAG,OAAO,KAAK,CAAC;EACrD;EACA;AACA;EACA,CAAC,MAAM,CAAC,GAAG,OAAO,GAAG,SAAS,CAAC;EAC/B,CAAC,IAAI,CAAC,GAAG,aAAa,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,CAAC,KAAK,CAAC,KAAK,SAAS,GAAG;AACxB;EACA,EAAE,CAAC,GAAG,IAAI,YAAY,EAAE,CAAC,EAAE,CAAC;EAC5B,EAAE,aAAa,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB;EACA,EAAE;AACF;EACA,CAAC,KAAK,OAAO,KAAK,CAAC,GAAG;AACtB;EACA,EAAE,SAAS,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC,KAAK,OAAO,EAAE,GAAG,CAAC,GAAG;AACrD;EACA,GAAG,MAAM,IAAI,SAAS,CAAC;EACvB,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC,OAAO,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,CAAC,CAAC;AACV;EACA,CAAC;AACD;EACA,SAAS,WAAW,EAAE,CAAC,EAAE,CAAC,GAAG;AAC7B;EACA,CAAC,KAAK,CAAC,CAAC,MAAM,KAAK,CAAC,CAAC,MAAM,GAAG,OAAO,KAAK,CAAC;AAC3C;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC9C;EACA,EAAE,KAAK,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,EAAE,CAAC,EAAE,GAAG,OAAO,KAAK,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC;AACD;EACA,SAAS,SAAS,EAAE,CAAC,EAAE,CAAC,GAAG;AAC3B;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAC9C;EACA,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,aAAa,EAAE,QAAQ,EAAE,CAAC,GAAG;AACtC;EACA,CAAC,IAAI,CAAC,GAAG,aAAa,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,CAAC,KAAK,CAAC,KAAK,SAAS,GAAG;AACxB;EACA,EAAE,CAAC,GAAG,IAAI,UAAU,EAAE,CAAC,EAAE,CAAC;EAC1B,EAAE,aAAa,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB;EACA,EAAE;AACF;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClC;EACA,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,OAAO,CAAC,CAAC;AACV;EACA,CAAC;AACD;EACA;AACA;EACA;EACA;AACA;EACA;AACA;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,GAAG,OAAO;AAChC;EACA,CAAC,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,CAAC,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,GAAG;AAC1B;EACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,GAAG;AAClD;EACA,GAAG,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACvC;EACA,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,GAAG;AAC1B;EACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,GAAG;AACxE;EACA,GAAG,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AAC5C;EACA,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,GAAG;AACjC;EACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,GAAG;AACxE;EACA,GAAG,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AAC5C;EACA,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS,GAAG;AAC1B;EACA,EAAE,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,GAAG;AAC9F;EACA,GAAG,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACjD;EACA,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;EACpB,GAAG,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,GAAG;AAC7B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC;AAC7B;EACA,CAAC,KAAK,QAAQ,KAAK,SAAS,GAAG;AAC/B;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;EACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG,OAAO;AAC/C;EACA,EAAE,SAAS,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC5B;EACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC;AACrD;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,GAAG;AAC7B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC;AAC7B;EACA,CAAC,KAAK,QAAQ,KAAK,SAAS,GAAG;AAC/B;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;EACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG,OAAO;AAC/C;EACA,EAAE,SAAS,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC5B;EACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC;AACrD;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,GAAG;AAC7B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC;AAC7B;EACA,CAAC,KAAK,QAAQ,KAAK,SAAS,GAAG;AAC/B;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACxC;EACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE,MAAM;AACR;EACA,EAAE,KAAK,WAAW,EAAE,KAAK,EAAE,QAAQ,EAAE,GAAG,OAAO;AAC/C;EACA,EAAE,SAAS,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAC5B;EACA,EAAE,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC;AACrD;EACA,EAAE,SAAS,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,GAAG,OAAO;AAChC;EACA,CAAC,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,CAAC,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,CAAC;AACD;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,CAAC;AACD;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,CAAC,GAAG;AAC9B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,GAAG,OAAO;AAChC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AAChB;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,GAAG;AAC/B;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,OAAO;AACvC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,CAAC;AACD;AACA;EACA;AACA;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AACvC;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC7C;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,IAAI,GAAG;AAC5B;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,IAAI,YAAY,EAAE,IAAI,EAAE,CAAC;AACtD;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AACzC;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC7C;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,IAAI,GAAG;AAC5B;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,CAAC,YAAY,EAAE,CAAC,IAAI,cAAc,EAAE,IAAI,EAAE,CAAC;AACpD;EACA,CAAC;AACD;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AACvC;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC7C;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,IAAI,GAAG;AAC5B;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,CAAC,kBAAkB,EAAE,CAAC,IAAI,gBAAgB,EAAE,IAAI,EAAE,CAAC;AAC5D;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AAC9C;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,CAAC,MAAM,IAAI,GAAG,QAAQ,CAAC,mBAAmB,EAAE,CAAC;AAC7C;EACA,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,KAAK,IAAI,GAAG;AAC5B;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;EAClC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC,IAAI,mBAAmB,EAAE,IAAI,EAAE,CAAC;AAC9D;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,iBAAiB,EAAE,IAAI,GAAG;AACnC;EACA,CAAC,SAAS,IAAI;AACd;EACA,EAAE,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;EAClC,EAAE,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;EAClC,EAAE,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;EAClC,EAAE,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;AAClC;EACA,EAAE,KAAK,MAAM,EAAE,OAAO,UAAU,CAAC;EACjC,EAAE,KAAK,MAAM,EAAE,OAAO,UAAU,CAAC;EACjC,EAAE,KAAK,MAAM,EAAE,OAAO,UAAU,CAAC;AACjC;EACA,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;EAC/C,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;EAC/C,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;EAC/C,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,WAAW,CAAC;AAC/C;EACA,EAAE,KAAK,MAAM,EAAE,OAAO,YAAY,CAAC;EACnC,EAAE,KAAK,MAAM,EAAE,OAAO,YAAY,CAAC;EACnC,EAAE,KAAK,MAAM,EAAE,OAAO,YAAY,CAAC;EACnC,EAAE,KAAK,MAAM,EAAE,OAAO,YAAY,CAAC;AACnC;EACA,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM;EACb,GAAG,OAAO,UAAU,CAAC;AACrB;EACA,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM;EACb,GAAG,OAAO,YAAY,CAAC;AACvB;EACA,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM;EACb,GAAG,OAAO,UAAU,CAAC;AACrB;EACA,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM;EACb,GAAG,OAAO,iBAAiB,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC;AACD;AACA;EACA;AACA;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,GAAG;AAClC;EACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,CAAC,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC/C;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,GAAG;AAClC;EACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,CAAC,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC/C;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,GAAG;AAClC;EACA,CAAC,MAAM,IAAI,GAAG,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,IAAI,EAAE,EAAE,EAAE,CAAC;AAC1C;EACA,CAAC,EAAE,CAAC,gBAAgB,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC/C;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,GAAG;AACpC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,GAAG;AACpC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,GAAG;AACpC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,EAAE,EAAE,CAAC,GAAG;AACpC;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,CAAC;AACD;AACA;EACA;AACA;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AAC5C;EACA,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC;AACpB;EACA,CAAC,MAAM,KAAK,GAAG,aAAa,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClC;EACA,EAAE,QAAQ,CAAC,gBAAgB,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,CAAC,EAAE,QAAQ,GAAG;AAC5C;EACA,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC;AACpB;EACA,CAAC,MAAM,KAAK,GAAG,aAAa,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClC;EACA,EAAE,QAAQ,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,gBAAgB,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,kBAAkB,EAAE,IAAI,GAAG;AACpC;EACA,CAAC,SAAS,IAAI;AACd;EACA,EAAE,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;EACvC,EAAE,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;EACvC,EAAE,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;EACvC,EAAE,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;AACvC;EACA,EAAE,KAAK,MAAM,EAAE,OAAO,eAAe,CAAC;EACtC,EAAE,KAAK,MAAM,EAAE,OAAO,eAAe,CAAC;EACtC,EAAE,KAAK,MAAM,EAAE,OAAO,eAAe,CAAC;AACtC;EACA,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;EACpD,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;EACpD,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;EACpD,EAAE,KAAK,MAAM,CAAC,CAAC,KAAK,MAAM,EAAE,OAAO,gBAAgB,CAAC;AACpD;EACA,EAAE,KAAK,MAAM,EAAE,OAAO,iBAAiB,CAAC;EACxC,EAAE,KAAK,MAAM,EAAE,OAAO,iBAAiB,CAAC;EACxC,EAAE,KAAK,MAAM,EAAE,OAAO,iBAAiB,CAAC;EACxC,EAAE,KAAK,MAAM,EAAE,OAAO,iBAAiB,CAAC;AACxC;EACA,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM;EACb,GAAG,OAAO,eAAe,CAAC;AAC1B;EACA,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM,CAAC;EACd,EAAE,KAAK,MAAM;EACb,GAAG,OAAO,eAAe,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,aAAa,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,GAAG;AAC/C;EACA,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;EACd,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EAClB,CAAC,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC;EACjB,CAAC,IAAI,CAAC,QAAQ,GAAG,iBAAiB,EAAE,UAAU,CAAC,IAAI,EAAE,CAAC;AACtD;EACA;AACA;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,GAAG;AAClD;EACA,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;EACd,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EAClB,CAAC,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC;EACjB,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,CAAC,IAAI,CAAC;EAC7B,CAAC,IAAI,CAAC,QAAQ,GAAG,kBAAkB,EAAE,UAAU,CAAC,IAAI,EAAE,CAAC;AACvD;EACA;AACA;EACA,CAAC;AACD;EACA,gBAAgB,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,IAAI,GAAG;AAC3D;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,CAAC,KAAK,IAAI,YAAY,YAAY,IAAI,KAAK,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM,GAAG;AACrE;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,YAAY,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AAC/C;EACA,EAAE;AACF;EACA,CAAC,SAAS,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC1B;EACA,CAAC,CAAC;AACF;EACA,SAAS,iBAAiB,EAAE,EAAE,GAAG;AACjC;EACA,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;AACd;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;EACf,CAAC,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;AACf;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,CAAC,QAAQ,GAAG,WAAW,EAAE,EAAE,KAAK,EAAE,QAAQ,GAAG;AACxE;EACA,CAAC,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;AACtB;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClD;EACA,EAAE,MAAM,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,CAAC;EACrB,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,EAAE,KAAK,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,QAAQ,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA;AACA;EACA,MAAM,UAAU,GAAG,qBAAqB,CAAC;AACzC;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,UAAU,EAAE,SAAS,EAAE,aAAa,GAAG;AAChD;EACA,CAAC,SAAS,CAAC,GAAG,CAAC,IAAI,EAAE,aAAa,EAAE,CAAC;EACrC,CAAC,SAAS,CAAC,GAAG,EAAE,aAAa,CAAC,EAAE,EAAE,GAAG,aAAa,CAAC;AACnD;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,UAAU,EAAE,IAAI,EAAE,SAAS,GAAG;AACrD;EACA,CAAC,MAAM,IAAI,GAAG,UAAU,CAAC,IAAI;EAC7B,EAAE,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC;AAC3B;EACA;EACA,CAAC,UAAU,CAAC,SAAS,GAAG,CAAC,CAAC;AAC1B;EACA,CAAC,QAAQ,IAAI,GAAG;AAChB;EACA,EAAE,MAAM,KAAK,GAAG,UAAU,CAAC,IAAI,EAAE,IAAI,EAAE;EACvC,GAAG,QAAQ,GAAG,UAAU,CAAC,SAAS,CAAC;AACnC;EACA,EAAE,IAAI,EAAE,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;EACtB,EAAE,MAAM,SAAS,GAAG,KAAK,EAAE,CAAC,EAAE,KAAK,GAAG;EACtC,GAAG,SAAS,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,EAAE,KAAK,SAAS,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;AAC/B;EACA,EAAE,KAAK,SAAS,KAAK,SAAS,IAAI,SAAS,KAAK,GAAG,IAAI,QAAQ,GAAG,CAAC,KAAK,UAAU,GAAG;AACrF;EACA;AACA;EACA,GAAG,UAAU,EAAE,SAAS,EAAE,SAAS,KAAK,SAAS;EACjD,IAAI,IAAI,aAAa,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE;EAC7C,IAAI,IAAI,gBAAgB,EAAE,EAAE,EAAE,UAAU,EAAE,IAAI,EAAE,EAAE,CAAC;AACnD;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,MAAM,GAAG,GAAG,SAAS,CAAC,GAAG,CAAC;EAC7B,GAAG,IAAI,IAAI,GAAG,GAAG,EAAE,EAAE,EAAE,CAAC;AACxB;EACA,GAAG,KAAK,IAAI,KAAK,SAAS,GAAG;AAC7B;EACA,IAAI,IAAI,GAAG,IAAI,iBAAiB,EAAE,EAAE,EAAE,CAAC;EACvC,IAAI,UAAU,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,GAAG,IAAI,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,aAAa,EAAE,EAAE,EAAE,OAAO,GAAG;AACtC;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;EACf,CAAC,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;AACf;EACA,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,mBAAmB,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;AACpD;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG;AAChC;EACA,EAAE,MAAM,IAAI,GAAG,EAAE,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC,EAAE;EAChD,GAAG,IAAI,GAAG,EAAE,CAAC,kBAAkB,EAAE,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACtD;EACA,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,aAAa,CAAC,SAAS,CAAC,QAAQ,GAAG,WAAW,EAAE,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,GAAG;AAC1E;EACA,CAAC,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AAC5B;EACA,CAAC,KAAK,CAAC,KAAK,SAAS,GAAG,CAAC,CAAC,QAAQ,EAAE,EAAE,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC;AAC1D;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,EAAE,EAAE,MAAM,EAAE,IAAI,GAAG;AACpE;EACA,CAAC,MAAM,CAAC,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;AAC1B;EACA,CAAC,KAAK,CAAC,KAAK,SAAS,GAAG,IAAI,CAAC,QAAQ,EAAE,EAAE,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACrD;EACA,CAAC,CAAC;AACF;AACA;EACA;AACA;EACA,aAAa,CAAC,MAAM,GAAG,WAAW,EAAE,EAAE,GAAG,EAAE,MAAM,EAAE,QAAQ,GAAG;AAC9D;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClD;EACA,EAAE,MAAM,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE;EACpB,GAAG,CAAC,GAAG,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC;AACtB;EACA,EAAE,KAAK,CAAC,CAAC,WAAW,KAAK,KAAK,GAAG;AACjC;EACA;EACA,GAAG,CAAC,CAAC,QAAQ,EAAE,EAAE,EAAE,CAAC,CAAC,KAAK,EAAE,QAAQ,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,YAAY,GAAG,WAAW,GAAG,EAAE,MAAM,GAAG;AACtD;EACA,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC;AACd;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AAClD;EACA,EAAE,MAAM,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,CAAC;EACrB,EAAE,KAAK,CAAC,CAAC,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,EAAE;AACF;EACA,CAAC,OAAO,CAAC,CAAC;AACV;EACA,CAAC,CAAC;AACF;EACA,SAAS,WAAW,EAAE,EAAE,EAAE,IAAI,EAAE,MAAM,GAAG;AACzC;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;EACnC,CAAC,EAAE,CAAC,aAAa,EAAE,MAAM,EAAE,CAAC;AAC5B;EACA,CAAC,OAAO,MAAM,CAAC;AACf;EACA,CAAC;AACD;EACA,IAAI,cAAc,GAAG,CAAC,CAAC;AACvB;EACA,SAAS,cAAc,EAAE,MAAM,GAAG;AAClC;EACA,CAAC,MAAM,KAAK,GAAG,MAAM,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC3C;EACA,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,IAAI,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,OAAO,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3B;EACA,CAAC;AACD;EACA,SAAS,qBAAqB,EAAE,QAAQ,GAAG;AAC3C;EACA,CAAC,SAAS,QAAQ;AAClB;EACA,EAAE,KAAK,cAAc;EACrB,GAAG,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,CAAC;EACpC,EAAE,KAAK,YAAY;EACnB,GAAG,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,CAAC;EAClC,EAAE,KAAK,YAAY;EACnB,GAAG,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,CAAC;EAClC,EAAE,KAAK,aAAa;EACpB,GAAG,OAAO,EAAE,MAAM,EAAE,gBAAgB,EAAE,CAAC;EACvC,EAAE,KAAK,cAAc;EACrB,GAAG,OAAO,EAAE,MAAM,EAAE,iBAAiB,EAAE,CAAC;EACxC,EAAE,KAAK,YAAY;EACnB,GAAG,OAAO,EAAE,MAAM,EAAE,kBAAkB,EAAE,CAAC;EACzC,EAAE,KAAK,aAAa;EACpB,GAAG,OAAO,EAAE,OAAO,EAAE,kCAAkC,EAAE,CAAC;EAC1D,EAAE,KAAK,cAAc;EACrB,GAAG,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,CAAC;EACpC,EAAE;EACF,GAAG,OAAO,CAAC,IAAI,EAAE,2CAA2C,EAAE,QAAQ,EAAE,CAAC;EACzE,GAAG,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,CAAC;AACpC;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,EAAE,EAAE,MAAM,EAAE,IAAI,GAAG;AAC7C;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC,kBAAkB,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;EACvD,CAAC,MAAM,GAAG,GAAG,EAAE,CAAC,gBAAgB,EAAE,MAAM,EAAE,CAAC,IAAI,EAAE,CAAC;AAClD;EACA,CAAC,KAAK,MAAM,IAAI,GAAG,KAAK,EAAE,GAAG,OAAO,EAAE,CAAC;AACvC;EACA;EACA;AACA;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AAC7C;EACA,CAAC,OAAO,2CAA2C,GAAG,IAAI,GAAG,IAAI,GAAG,GAAG,GAAG,cAAc,EAAE,MAAM,EAAE,CAAC;AACnG;EACA,CAAC;AACD;EACA,SAAS,wBAAwB,EAAE,YAAY,EAAE,QAAQ,GAAG;AAC5D;EACA,CAAC,MAAM,UAAU,GAAG,qBAAqB,EAAE,QAAQ,EAAE,CAAC;EACtD,CAAC,OAAO,OAAO,GAAG,YAAY,GAAG,0BAA0B,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,UAAU,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,KAAK,CAAC;AACrH;EACA,CAAC;AACD;EACA,SAAS,wBAAwB,EAAE,YAAY,EAAE,QAAQ,GAAG;AAC5D;EACA,CAAC,MAAM,UAAU,GAAG,qBAAqB,EAAE,QAAQ,EAAE,CAAC;EACtD,CAAC,OAAO,OAAO,GAAG,YAAY,GAAG,kCAAkC,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,KAAK,CAAC;AAChH;EACA,CAAC;AACD;EACA,SAAS,sBAAsB,EAAE,YAAY,EAAE,WAAW,GAAG;AAC7D;EACA,CAAC,IAAI,eAAe,CAAC;AACrB;EACA,CAAC,SAAS,WAAW;AACrB;EACA,EAAE,KAAK,iBAAiB;EACxB,GAAG,eAAe,GAAG,QAAQ,CAAC;EAC9B,GAAG,MAAM;AACT;EACA,EAAE,KAAK,mBAAmB;EAC1B,GAAG,eAAe,GAAG,UAAU,CAAC;EAChC,GAAG,MAAM;AACT;EACA,EAAE,KAAK,iBAAiB;EACxB,GAAG,eAAe,GAAG,iBAAiB,CAAC;EACvC,GAAG,MAAM;AACT;EACA,EAAE,KAAK,qBAAqB;EAC5B,GAAG,eAAe,GAAG,YAAY,CAAC;EAClC,GAAG,MAAM;AACT;EACA,EAAE,KAAK,iBAAiB;EACxB,GAAG,eAAe,GAAG,QAAQ,CAAC;EAC9B,GAAG,MAAM;AACT;EACA,EAAE;EACF,GAAG,OAAO,CAAC,IAAI,EAAE,8CAA8C,EAAE,WAAW,EAAE,CAAC;EAC/E,GAAG,eAAe,GAAG,QAAQ,CAAC;AAC9B;EACA,EAAE;AACF;EACA,CAAC,OAAO,OAAO,GAAG,YAAY,GAAG,0BAA0B,GAAG,eAAe,GAAG,yBAAyB,CAAC;AAC1G;EACA,CAAC;AACD;EACA,SAAS,kBAAkB,EAAE,UAAU,GAAG;AAC1C;EACA,CAAC,MAAM,MAAM,GAAG;EAChB,EAAE,EAAE,UAAU,CAAC,oBAAoB,IAAI,UAAU,CAAC,YAAY,IAAI,UAAU,CAAC,OAAO,IAAI,UAAU,CAAC,qBAAqB,IAAI,UAAU,CAAC,kBAAkB,IAAI,UAAU,CAAC,WAAW,IAAI,UAAU,CAAC,QAAQ,KAAK,UAAU,KAAK,iDAAiD,GAAG,EAAE;EACpR,EAAE,EAAE,UAAU,CAAC,kBAAkB,IAAI,UAAU,CAAC,sBAAsB,MAAM,UAAU,CAAC,0BAA0B,GAAG,uCAAuC,GAAG,EAAE;EAChK,EAAE,EAAE,UAAU,CAAC,oBAAoB,IAAI,UAAU,CAAC,4BAA4B,KAAK,0CAA0C,GAAG,EAAE;EAClI,EAAE,EAAE,UAAU,CAAC,yBAAyB,IAAI,UAAU,CAAC,MAAM,MAAM,UAAU,CAAC,iCAAiC,GAAG,+CAA+C,GAAG,EAAE;EACtK,EAAE,CAAC;AACH;EACA,CAAC,OAAO,MAAM,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACtD;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,OAAO,GAAG;AACpC;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;AACnB;EACA,CAAC,MAAM,MAAM,IAAI,IAAI,OAAO,GAAG;AAC/B;EACA,EAAE,MAAM,KAAK,GAAG,OAAO,EAAE,IAAI,EAAE,CAAC;AAChC;EACA,EAAE,KAAK,KAAK,KAAK,KAAK,GAAG,SAAS;AAClC;EACA,EAAE,MAAM,CAAC,IAAI,EAAE,UAAU,GAAG,IAAI,GAAG,GAAG,GAAG,KAAK,EAAE,CAAC;AACjD;EACA,EAAE;AACF;EACA,CAAC,OAAO,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC5B;EACA,CAAC;AACD;EACA,SAAS,uBAAuB,EAAE,EAAE,EAAE,OAAO,GAAG;AAChD;EACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC;AACvB;EACA,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,mBAAmB,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;AACpD;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAChC;EACA,EAAE,MAAM,IAAI,GAAG,EAAE,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC;EAChD,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACzB;EACA;AACA;EACA,EAAE,UAAU,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAC7D;EACA,EAAE;AACF;EACA,CAAC,OAAO,UAAU,CAAC;AACnB;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,MAAM,GAAG;AACnC;EACA,CAAC,OAAO,MAAM,KAAK,EAAE,CAAC;AACtB;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,MAAM,EAAE,UAAU,GAAG;AAChD;EACA,CAAC,OAAO,MAAM;EACd,GAAG,OAAO,EAAE,iBAAiB,EAAE,UAAU,CAAC,YAAY,EAAE;EACxD,GAAG,OAAO,EAAE,kBAAkB,EAAE,UAAU,CAAC,aAAa,EAAE;EAC1D,GAAG,OAAO,EAAE,uBAAuB,EAAE,UAAU,CAAC,iBAAiB,EAAE;EACnE,GAAG,OAAO,EAAE,mBAAmB,EAAE,UAAU,CAAC,cAAc,EAAE;EAC5D,GAAG,OAAO,EAAE,kBAAkB,EAAE,UAAU,CAAC,aAAa,EAAE;EAC1D,GAAG,OAAO,EAAE,wBAAwB,EAAE,UAAU,CAAC,kBAAkB,EAAE;EACrE,GAAG,OAAO,EAAE,yBAAyB,EAAE,UAAU,CAAC,mBAAmB,EAAE;EACvE,GAAG,OAAO,EAAE,0BAA0B,EAAE,UAAU,CAAC,oBAAoB,EAAE,CAAC;AAC1E;EACA,CAAC;AACD;EACA,SAAS,wBAAwB,EAAE,MAAM,EAAE,UAAU,GAAG;AACxD;EACA,CAAC,OAAO,MAAM;EACd,GAAG,OAAO,EAAE,sBAAsB,EAAE,UAAU,CAAC,iBAAiB,EAAE;EAClE,GAAG,OAAO,EAAE,wBAAwB,IAAI,UAAU,CAAC,iBAAiB,GAAG,UAAU,CAAC,mBAAmB,IAAI,CAAC;AAC1G;EACA,CAAC;AACD;EACA;AACA;EACA,MAAM,cAAc,GAAG,kCAAkC,CAAC;AAC1D;EACA,SAAS,eAAe,EAAE,MAAM,GAAG;AACnC;EACA,CAAC,OAAO,MAAM,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,CAAC;AAC1D;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,KAAK,EAAE,OAAO,GAAG;AAC3C;EACA,CAAC,MAAM,MAAM,GAAG,WAAW,EAAE,OAAO,EAAE,CAAC;AACvC;EACA,CAAC,KAAK,MAAM,KAAK,SAAS,GAAG;AAC7B;EACA,EAAE,MAAM,IAAI,KAAK,EAAE,4BAA4B,GAAG,OAAO,GAAG,GAAG,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC,OAAO,eAAe,EAAE,MAAM,EAAE,CAAC;AAClC;EACA,CAAC;AACD;EACA;AACA;EACA,MAAM,2BAA2B,GAAG,8FAA8F,CAAC;EACnI,MAAM,iBAAiB,GAAG,8IAA8I,CAAC;AACzK;EACA,SAAS,WAAW,EAAE,MAAM,GAAG;AAC/B;EACA,CAAC,OAAO,MAAM;EACd,GAAG,OAAO,EAAE,iBAAiB,EAAE,YAAY,EAAE;EAC7C,GAAG,OAAO,EAAE,2BAA2B,EAAE,sBAAsB,EAAE,CAAC;AAClE;EACA,CAAC;AACD;EACA,SAAS,sBAAsB,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,OAAO,GAAG;AAC9D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qHAAqH,EAAE,CAAC;EACvI,CAAC,OAAO,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,OAAO,EAAE,CAAC;AACnD;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,OAAO,GAAG;AACpD;EACA,CAAC,IAAI,MAAM,GAAG,EAAE,CAAC;AACjB;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,QAAQ,EAAE,KAAK,EAAE,EAAE,CAAC,GAAG,QAAQ,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC9D;EACA,EAAE,MAAM,IAAI,OAAO;EACnB,IAAI,OAAO,EAAE,cAAc,EAAE,IAAI,GAAG,CAAC,GAAG,IAAI,EAAE;EAC9C,IAAI,OAAO,EAAE,sBAAsB,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,EAAE;AACF;EACA,CAAC,OAAO,MAAM,CAAC;AACf;EACA,CAAC;AACD;EACA;AACA;EACA,SAAS,iBAAiB,EAAE,UAAU,GAAG;AACzC;EACA,CAAC,IAAI,eAAe,GAAG,YAAY,GAAG,UAAU,CAAC,SAAS,GAAG,qBAAqB,GAAG,UAAU,CAAC,SAAS,GAAG,OAAO,CAAC;AACpH;EACA,CAAC,KAAK,UAAU,CAAC,SAAS,KAAK,OAAO,GAAG;AACzC;EACA,EAAE,eAAe,IAAI,0BAA0B,CAAC;AAChD;EACA,EAAE,MAAM,KAAK,UAAU,CAAC,SAAS,KAAK,SAAS,GAAG;AAClD;EACA,EAAE,eAAe,IAAI,4BAA4B,CAAC;AAClD;EACA,EAAE,MAAM,KAAK,UAAU,CAAC,SAAS,KAAK,MAAM,GAAG;AAC/C;EACA,EAAE,eAAe,IAAI,yBAAyB,CAAC;AAC/C;EACA,EAAE;AACF;EACA,CAAC,OAAO,eAAe,CAAC;AACxB;EACA,CAAC;AACD;EACA,SAAS,2BAA2B,EAAE,UAAU,GAAG;AACnD;EACA,CAAC,IAAI,mBAAmB,GAAG,sBAAsB,CAAC;AAClD;EACA,CAAC,KAAK,UAAU,CAAC,aAAa,KAAK,YAAY,GAAG;AAClD;EACA,EAAE,mBAAmB,GAAG,oBAAoB,CAAC;AAC7C;EACA,EAAE,MAAM,KAAK,UAAU,CAAC,aAAa,KAAK,gBAAgB,GAAG;AAC7D;EACA,EAAE,mBAAmB,GAAG,yBAAyB,CAAC;AAClD;EACA,EAAE,MAAM,KAAK,UAAU,CAAC,aAAa,KAAK,YAAY,GAAG;AACzD;EACA,EAAE,mBAAmB,GAAG,oBAAoB,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,OAAO,mBAAmB,CAAC;AAC5B;EACA,CAAC;AACD;EACA,SAAS,wBAAwB,EAAE,UAAU,GAAG;AAChD;EACA,CAAC,IAAI,gBAAgB,GAAG,kBAAkB,CAAC;AAC3C;EACA,CAAC,KAAK,UAAU,CAAC,MAAM,GAAG;AAC1B;EACA,EAAE,SAAS,UAAU,CAAC,UAAU;AAChC;EACA,GAAG,KAAK,qBAAqB,CAAC;EAC9B,GAAG,KAAK,qBAAqB;EAC7B,IAAI,gBAAgB,GAAG,kBAAkB,CAAC;EAC1C,IAAI,MAAM;AACV;EACA,GAAG,KAAK,uBAAuB,CAAC;EAChC,GAAG,KAAK,uBAAuB;EAC/B,IAAI,gBAAgB,GAAG,qBAAqB,CAAC;EAC7C,IAAI,MAAM;AACV;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,gBAAgB,CAAC;AACzB;EACA,CAAC;AACD;EACA,SAAS,wBAAwB,EAAE,UAAU,GAAG;AAChD;EACA,CAAC,IAAI,gBAAgB,GAAG,wBAAwB,CAAC;AACjD;EACA,CAAC,KAAK,UAAU,CAAC,MAAM,GAAG;AAC1B;EACA,EAAE,SAAS,UAAU,CAAC,UAAU;AAChC;EACA,GAAG,KAAK,qBAAqB,CAAC;EAC9B,GAAG,KAAK,uBAAuB;AAC/B;EACA,IAAI,gBAAgB,GAAG,wBAAwB,CAAC;EAChD,IAAI,MAAM;AACV;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,gBAAgB,CAAC;AACzB;EACA,CAAC;AACD;EACA,SAAS,4BAA4B,EAAE,UAAU,GAAG;AACpD;EACA,CAAC,IAAI,oBAAoB,GAAG,sBAAsB,CAAC;AACnD;EACA,CAAC,KAAK,UAAU,CAAC,MAAM,GAAG;AAC1B;EACA,EAAE,SAAS,UAAU,CAAC,OAAO;AAC7B;EACA,GAAG,KAAK,iBAAiB;EACzB,IAAI,oBAAoB,GAAG,0BAA0B,CAAC;EACtD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,YAAY;EACpB,IAAI,oBAAoB,GAAG,qBAAqB,CAAC;EACjD,IAAI,MAAM;AACV;EACA,GAAG,KAAK,YAAY;EACpB,IAAI,oBAAoB,GAAG,qBAAqB,CAAC;EACjD,IAAI,MAAM;AACV;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,oBAAoB,CAAC;AAC7B;EACA,CAAC;AACD;EACA,SAAS,YAAY,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,aAAa,GAAG;AACvE;EACA,CAAC,MAAM,EAAE,GAAG,QAAQ,CAAC,UAAU,EAAE,CAAC;AAClC;EACA,CAAC,MAAM,OAAO,GAAG,UAAU,CAAC,OAAO,CAAC;AACpC;EACA,CAAC,IAAI,YAAY,GAAG,UAAU,CAAC,YAAY,CAAC;EAC5C,CAAC,IAAI,cAAc,GAAG,UAAU,CAAC,cAAc,CAAC;AAChD;EACA,CAAC,MAAM,mBAAmB,GAAG,2BAA2B,EAAE,UAAU,EAAE,CAAC;EACvE,CAAC,MAAM,gBAAgB,GAAG,wBAAwB,EAAE,UAAU,EAAE,CAAC;EACjE,CAAC,MAAM,gBAAgB,GAAG,wBAAwB,EAAE,UAAU,EAAE,CAAC;EACjE,CAAC,MAAM,oBAAoB,GAAG,4BAA4B,EAAE,UAAU,EAAE,CAAC;AACzE;AACA;EACA,CAAC,MAAM,iBAAiB,GAAG,EAAE,QAAQ,CAAC,WAAW,GAAG,CAAC,KAAK,QAAQ,CAAC,WAAW,GAAG,GAAG,CAAC;AACrF;EACA,CAAC,MAAM,gBAAgB,GAAG,UAAU,CAAC,QAAQ,GAAG,EAAE,GAAG,kBAAkB,EAAE,UAAU,EAAE,CAAC;AACtF;EACA,CAAC,MAAM,aAAa,GAAG,eAAe,EAAE,OAAO,EAAE,CAAC;AAClD;EACA,CAAC,MAAM,OAAO,GAAG,EAAE,CAAC,aAAa,EAAE,CAAC;AACpC;EACA,CAAC,IAAI,YAAY,EAAE,cAAc,CAAC;EAClC,CAAC,IAAI,aAAa,GAAG,UAAU,CAAC,WAAW,GAAG,WAAW,GAAG,UAAU,CAAC,WAAW,GAAG,IAAI,GAAG,EAAE,CAAC;AAC/F;EACA,CAAC,KAAK,UAAU,CAAC,mBAAmB,GAAG;AACvC;EACA,EAAE,YAAY,GAAG;AACjB;EACA,GAAG,aAAa;AAChB;EACA,GAAG,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,EAAE,KAAK,YAAY,CAAC,MAAM,GAAG,CAAC,GAAG;AACjC;EACA,GAAG,YAAY,IAAI,IAAI,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,cAAc,GAAG;AACnB;EACA,GAAG,gBAAgB;EACnB,GAAG,aAAa;AAChB;EACA,GAAG,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,EAAE,KAAK,cAAc,CAAC,MAAM,GAAG,CAAC,GAAG;AACnC;EACA,GAAG,cAAc,IAAI,IAAI,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,MAAM;AACR;EACA,EAAE,YAAY,GAAG;AACjB;EACA,GAAG,iBAAiB,EAAE,UAAU,EAAE;AAClC;EACA,GAAG,sBAAsB,GAAG,UAAU,CAAC,UAAU;AACjD;EACA,GAAG,aAAa;AAChB;EACA,GAAG,UAAU,CAAC,UAAU,GAAG,wBAAwB,GAAG,EAAE;EACxD,GAAG,UAAU,CAAC,eAAe,GAAG,8BAA8B,GAAG,EAAE;AACnE;EACA,GAAG,UAAU,CAAC,sBAAsB,GAAG,yBAAyB,GAAG,EAAE;AACrE;EACA,GAAG,uBAAuB,GAAG,iBAAiB;AAC9C;EACA,GAAG,oBAAoB,GAAG,UAAU,CAAC,QAAQ;EAC7C,GAAG,EAAE,UAAU,CAAC,MAAM,IAAI,UAAU,CAAC,GAAG,KAAK,iBAAiB,GAAG,EAAE;EACnE,GAAG,EAAE,UAAU,CAAC,MAAM,IAAI,UAAU,CAAC,OAAO,KAAK,kBAAkB,GAAG,EAAE;AACxE;EACA,GAAG,UAAU,CAAC,GAAG,GAAG,iBAAiB,GAAG,EAAE;EAC1C,GAAG,UAAU,CAAC,MAAM,GAAG,oBAAoB,GAAG,EAAE;EAChD,GAAG,UAAU,CAAC,MAAM,GAAG,UAAU,GAAG,gBAAgB,GAAG,EAAE;EACzD,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;EACpD,GAAG,UAAU,CAAC,KAAK,GAAG,mBAAmB,GAAG,EAAE;EAC9C,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;EAC1D,GAAG,UAAU,CAAC,OAAO,GAAG,qBAAqB,GAAG,EAAE;EAClD,GAAG,UAAU,CAAC,SAAS,GAAG,uBAAuB,GAAG,EAAE;EACtD,GAAG,EAAE,UAAU,CAAC,SAAS,IAAI,UAAU,CAAC,oBAAoB,KAAK,+BAA+B,GAAG,EAAE;EACrG,GAAG,EAAE,UAAU,CAAC,SAAS,IAAI,UAAU,CAAC,qBAAqB,KAAK,gCAAgC,GAAG,EAAE;AACvG;EACA,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,qBAAqB,GAAG,oCAAoC,GAAG,EAAE;EAC/E,GAAG,UAAU,CAAC,kBAAkB,GAAG,iCAAiC,GAAG,EAAE;EACzE,GAAG,UAAU,CAAC,eAAe,IAAI,UAAU,CAAC,sBAAsB,GAAG,6BAA6B,GAAG,EAAE;EACvG,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;EAC1D,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;EACpD,GAAG,UAAU,CAAC,eAAe,GAAG,6BAA6B,GAAG,EAAE;AAClE;EACA,GAAG,UAAU,CAAC,cAAc,GAAG,qBAAqB,GAAG,EAAE;EACzD,GAAG,UAAU,CAAC,YAAY,GAAG,mBAAmB,GAAG,EAAE;EACrD,GAAG,UAAU,CAAC,YAAY,GAAG,yBAAyB,GAAG,EAAE;EAC3D,GAAG,UAAU,CAAC,SAAS,GAAG,gBAAgB,GAAG,EAAE;EAC/C,GAAG,UAAU,CAAC,aAAa,GAAG,yBAAyB,GAAG,EAAE;AAC5D;EACA,GAAG,UAAU,CAAC,WAAW,GAAG,qBAAqB,GAAG,EAAE;AACtD;EACA,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;EACpD,GAAG,UAAU,CAAC,gBAAgB,GAAG,sBAAsB,GAAG,EAAE;AAC5D;EACA,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,YAAY,IAAI,UAAU,CAAC,WAAW,KAAK,KAAK,GAAG,0BAA0B,GAAG,EAAE;EAChG,GAAG,UAAU,CAAC,WAAW,GAAG,sBAAsB,GAAG,EAAE;EACvD,GAAG,UAAU,CAAC,SAAS,GAAG,oBAAoB,GAAG,EAAE;AACnD;EACA,GAAG,UAAU,CAAC,gBAAgB,GAAG,uBAAuB,GAAG,EAAE;EAC7D,GAAG,UAAU,CAAC,gBAAgB,GAAG,UAAU,GAAG,mBAAmB,GAAG,EAAE;AACtE;EACA,GAAG,UAAU,CAAC,eAAe,GAAG,6BAA6B,GAAG,EAAE;AAClE;EACA,GAAG,UAAU,CAAC,sBAAsB,GAAG,yBAAyB,GAAG,EAAE;EACrE,GAAG,EAAE,UAAU,CAAC,sBAAsB,IAAI,UAAU,CAAC,0BAA0B,KAAK,6BAA6B,GAAG,EAAE;AACtH;EACA,GAAG,2BAA2B;EAC9B,GAAG,+BAA+B;EAClC,GAAG,gCAAgC;EACnC,GAAG,0BAA0B;EAC7B,GAAG,4BAA4B;EAC/B,GAAG,8BAA8B;EACjC,GAAG,8BAA8B;AACjC;EACA,GAAG,uBAAuB;AAC1B;EACA,GAAG,iCAAiC;AACpC;EACA,GAAG,QAAQ;AACX;EACA,GAAG,6BAA6B;AAChC;EACA,GAAG,gCAAgC;AACnC;EACA,GAAG,QAAQ;AACX;EACA,GAAG,0BAA0B;EAC7B,GAAG,wBAAwB;EAC3B,GAAG,oBAAoB;AACvB;EACA,GAAG,oBAAoB;AACvB;EACA,GAAG,0BAA0B;AAC7B;EACA,GAAG,QAAQ;AACX;EACA,GAAG,gCAAgC;AACnC;EACA,GAAG,wBAAwB;AAC3B;EACA,GAAG,4BAA4B;AAC/B;EACA,GAAG,wBAAwB;AAC3B;EACA,GAAG,QAAQ;AACX;EACA,GAAG,yBAAyB;AAC5B;EACA,GAAG,+BAA+B;EAClC,GAAG,+BAA+B;EAClC,GAAG,+BAA+B;EAClC,GAAG,+BAA+B;AAClC;EACA,GAAG,0BAA0B;AAC7B;EACA,GAAG,gCAAgC;EACnC,GAAG,gCAAgC;EACnC,GAAG,gCAAgC;EACnC,GAAG,gCAAgC;AACnC;EACA,GAAG,QAAQ;AACX;EACA,GAAG,gCAAgC;EACnC,GAAG,gCAAgC;EACnC,GAAG,gCAAgC;EACnC,GAAG,gCAAgC;AACnC;EACA,GAAG,SAAS;AACZ;EACA,GAAG,QAAQ;AACX;EACA,GAAG,qBAAqB;AACxB;EACA,GAAG,4BAA4B;EAC/B,GAAG,6BAA6B;AAChC;EACA,GAAG,QAAQ;AACX;EACA,GAAG,IAAI;AACP;EACA,GAAG,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,EAAE,cAAc,GAAG;AACnB;EACA,GAAG,gBAAgB;AACnB;EACA,GAAG,iBAAiB,EAAE,UAAU,EAAE;AAClC;EACA,GAAG,sBAAsB,GAAG,UAAU,CAAC,UAAU;AACjD;EACA,GAAG,aAAa;AAChB;EACA,GAAG,UAAU,CAAC,SAAS,GAAG,oBAAoB,GAAG,UAAU,CAAC,SAAS,KAAK,UAAU,CAAC,SAAS,GAAG,CAAC,GAAG,EAAE,GAAG,IAAI,EAAE,GAAG,EAAE;AACrH;EACA,GAAG,uBAAuB,GAAG,iBAAiB;AAC9C;EACA,GAAG,EAAE,UAAU,CAAC,MAAM,IAAI,UAAU,CAAC,GAAG,KAAK,iBAAiB,GAAG,EAAE;EACnE,GAAG,EAAE,UAAU,CAAC,MAAM,IAAI,UAAU,CAAC,OAAO,KAAK,kBAAkB,GAAG,EAAE;AACxE;EACA,GAAG,UAAU,CAAC,GAAG,GAAG,iBAAiB,GAAG,EAAE;EAC1C,GAAG,UAAU,CAAC,MAAM,GAAG,oBAAoB,GAAG,EAAE;EAChD,GAAG,UAAU,CAAC,MAAM,GAAG,oBAAoB,GAAG,EAAE;EAChD,GAAG,UAAU,CAAC,MAAM,GAAG,UAAU,GAAG,gBAAgB,GAAG,EAAE;EACzD,GAAG,UAAU,CAAC,MAAM,GAAG,UAAU,GAAG,gBAAgB,GAAG,EAAE;EACzD,GAAG,UAAU,CAAC,MAAM,GAAG,UAAU,GAAG,oBAAoB,GAAG,EAAE;EAC7D,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;EACpD,GAAG,UAAU,CAAC,KAAK,GAAG,mBAAmB,GAAG,EAAE;EAC9C,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;EAC1D,GAAG,UAAU,CAAC,OAAO,GAAG,qBAAqB,GAAG,EAAE;EAClD,GAAG,UAAU,CAAC,SAAS,GAAG,uBAAuB,GAAG,EAAE;EACtD,GAAG,EAAE,UAAU,CAAC,SAAS,IAAI,UAAU,CAAC,oBAAoB,KAAK,+BAA+B,GAAG,EAAE;EACrG,GAAG,EAAE,UAAU,CAAC,SAAS,IAAI,UAAU,CAAC,qBAAqB,KAAK,gCAAgC,GAAG,EAAE;EACvG,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,qBAAqB,GAAG,oCAAoC,GAAG,EAAE;EAC/E,GAAG,UAAU,CAAC,kBAAkB,GAAG,iCAAiC,GAAG,EAAE;EACzE,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;EAC1D,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,YAAY,GAAG,0BAA0B,GAAG,EAAE;EAC5D,GAAG,UAAU,CAAC,QAAQ,GAAG,sBAAsB,GAAG,EAAE;AACpD;EACA,GAAG,UAAU,CAAC,KAAK,GAAG,mBAAmB,GAAG,EAAE;EAC9C,GAAG,UAAU,CAAC,eAAe,GAAG,6BAA6B,GAAG,EAAE;AAClE;EACA,GAAG,UAAU,CAAC,cAAc,GAAG,qBAAqB,GAAG,EAAE;EACzD,GAAG,UAAU,CAAC,YAAY,IAAI,UAAU,CAAC,eAAe,GAAG,mBAAmB,GAAG,EAAE;EACnF,GAAG,UAAU,CAAC,YAAY,GAAG,yBAAyB,GAAG,EAAE;EAC3D,GAAG,UAAU,CAAC,SAAS,GAAG,gBAAgB,GAAG,EAAE;EAC/C,GAAG,UAAU,CAAC,aAAa,GAAG,yBAAyB,GAAG,EAAE;AAC5D;EACA,GAAG,UAAU,CAAC,WAAW,GAAG,yBAAyB,GAAG,EAAE;AAC1D;EACA,GAAG,UAAU,CAAC,WAAW,GAAG,qBAAqB,GAAG,EAAE;AACtD;EACA,GAAG,UAAU,CAAC,WAAW,GAAG,sBAAsB,GAAG,EAAE;EACvD,GAAG,UAAU,CAAC,SAAS,GAAG,oBAAoB,GAAG,EAAE;AACnD;EACA,GAAG,UAAU,CAAC,gBAAgB,GAAG,uBAAuB,GAAG,EAAE;EAC7D,GAAG,UAAU,CAAC,gBAAgB,GAAG,UAAU,GAAG,mBAAmB,GAAG,EAAE;AACtE;EACA,GAAG,UAAU,CAAC,kBAAkB,GAAG,6BAA6B,GAAG,EAAE;AACrE;EACA,GAAG,UAAU,CAAC,uBAAuB,GAAG,mCAAmC,GAAG,EAAE;AAChF;EACA,GAAG,UAAU,CAAC,sBAAsB,GAAG,yBAAyB,GAAG,EAAE;EACrE,GAAG,EAAE,UAAU,CAAC,sBAAsB,IAAI,UAAU,CAAC,0BAA0B,KAAK,6BAA6B,GAAG,EAAE;AACtH;EACA,GAAG,EAAE,EAAE,UAAU,CAAC,yBAAyB,IAAI,UAAU,CAAC,MAAM,MAAM,UAAU,CAAC,iCAAiC,KAAK,yBAAyB,GAAG,EAAE;AACrJ;EACA,GAAG,0BAA0B;EAC7B,GAAG,8BAA8B;EACjC,GAAG,8BAA8B;AACjC;EACA,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,aAAa,KAAK,sBAAsB,GAAG,EAAE;EAC7E,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,aAAa,KAAK,WAAW,EAAE,2BAA2B,EAAE,GAAG,EAAE;EACjG,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,aAAa,KAAK,sBAAsB,EAAE,aAAa,EAAE,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE;AACtH;EACA,GAAG,UAAU,CAAC,SAAS,GAAG,mBAAmB,GAAG,EAAE;AAClD;EACA,GAAG,WAAW,EAAE,yBAAyB,EAAE;EAC3C,GAAG,UAAU,CAAC,GAAG,GAAG,wBAAwB,EAAE,kBAAkB,EAAE,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE;EAC/F,GAAG,UAAU,CAAC,MAAM,GAAG,wBAAwB,EAAE,qBAAqB,EAAE,UAAU,CAAC,cAAc,EAAE,GAAG,EAAE;EACxG,GAAG,UAAU,CAAC,MAAM,GAAG,wBAAwB,EAAE,qBAAqB,EAAE,UAAU,CAAC,cAAc,EAAE,GAAG,EAAE;EACxG,GAAG,UAAU,CAAC,WAAW,GAAG,wBAAwB,EAAE,0BAA0B,EAAE,UAAU,CAAC,mBAAmB,EAAE,GAAG,EAAE;EACvH,GAAG,UAAU,CAAC,QAAQ,GAAG,wBAAwB,EAAE,uBAAuB,EAAE,UAAU,CAAC,gBAAgB,EAAE,GAAG,EAAE;EAC9G,GAAG,wBAAwB,EAAE,qBAAqB,EAAE,UAAU,CAAC,cAAc,EAAE;AAC/E;EACA,GAAG,UAAU,CAAC,YAAY,GAAG,wBAAwB,GAAG,UAAU,CAAC,YAAY,GAAG,EAAE;AACpF;EACA,GAAG,IAAI;AACP;EACA,GAAG,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,EAAE;AACF;EACA,CAAC,YAAY,GAAG,eAAe,EAAE,YAAY,EAAE,CAAC;EAChD,CAAC,YAAY,GAAG,gBAAgB,EAAE,YAAY,EAAE,UAAU,EAAE,CAAC;EAC7D,CAAC,YAAY,GAAG,wBAAwB,EAAE,YAAY,EAAE,UAAU,EAAE,CAAC;AACrE;EACA,CAAC,cAAc,GAAG,eAAe,EAAE,cAAc,EAAE,CAAC;EACpD,CAAC,cAAc,GAAG,gBAAgB,EAAE,cAAc,EAAE,UAAU,EAAE,CAAC;EACjE,CAAC,cAAc,GAAG,wBAAwB,EAAE,cAAc,EAAE,UAAU,EAAE,CAAC;AACzE;EACA,CAAC,YAAY,GAAG,WAAW,EAAE,YAAY,EAAE,CAAC;EAC5C,CAAC,cAAc,GAAG,WAAW,EAAE,cAAc,EAAE,CAAC;AAChD;EACA,CAAC,KAAK,UAAU,CAAC,QAAQ,IAAI,UAAU,CAAC,mBAAmB,KAAK,IAAI,GAAG;AACvE;EACA;AACA;EACA,EAAE,aAAa,GAAG,mBAAmB,CAAC;AACtC;EACA,EAAE,YAAY,GAAG;EACjB,GAAG,sBAAsB;EACzB,GAAG,qBAAqB;EACxB,GAAG,2BAA2B;EAC9B,GAAG,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG,IAAI,GAAG,YAAY,CAAC;AACvC;EACA,EAAE,cAAc,GAAG;EACnB,GAAG,oBAAoB;EACvB,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,KAAK,KAAK,EAAE,GAAG,8BAA8B;EAC7E,GAAG,EAAE,UAAU,CAAC,WAAW,KAAK,KAAK,KAAK,EAAE,GAAG,mCAAmC;EAClF,GAAG,sCAAsC;EACzC,GAAG,2BAA2B;EAC9B,GAAG,6BAA6B;EAChC,GAAG,mCAAmC;EACtC,GAAG,oCAAoC;EACvC,GAAG,4CAA4C;EAC/C,GAAG,sCAAsC;EACzC,GAAG,sCAAsC;EACzC,GAAG,8CAA8C;EACjD,GAAG,wCAAwC;EAC3C,GAAG,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG,IAAI,GAAG,cAAc,CAAC;AACzC;EACA,EAAE;AACF;EACA,CAAC,MAAM,UAAU,GAAG,aAAa,GAAG,YAAY,GAAG,YAAY,CAAC;EAChE,CAAC,MAAM,YAAY,GAAG,aAAa,GAAG,cAAc,GAAG,cAAc,CAAC;AACtE;EACA;EACA;AACA;EACA,CAAC,MAAM,cAAc,GAAG,WAAW,EAAE,EAAE,EAAE,KAAK,EAAE,UAAU,EAAE,CAAC;EAC7D,CAAC,MAAM,gBAAgB,GAAG,WAAW,EAAE,EAAE,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;AACjE;EACA,CAAC,EAAE,CAAC,YAAY,EAAE,OAAO,EAAE,cAAc,EAAE,CAAC;EAC5C,CAAC,EAAE,CAAC,YAAY,EAAE,OAAO,EAAE,gBAAgB,EAAE,CAAC;AAC9C;EACA;AACA;EACA,CAAC,KAAK,UAAU,CAAC,mBAAmB,KAAK,SAAS,GAAG;AACrD;EACA,EAAE,EAAE,CAAC,kBAAkB,EAAE,OAAO,EAAE,CAAC,EAAE,UAAU,CAAC,mBAAmB,EAAE,CAAC;AACtE;EACA,EAAE,MAAM,KAAK,UAAU,CAAC,YAAY,KAAK,IAAI,GAAG;AAChD;EACA;EACA,EAAE,EAAE,CAAC,kBAAkB,EAAE,OAAO,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC;AAClD;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC,WAAW,EAAE,OAAO,EAAE,CAAC;AAC3B;EACA;EACA,CAAC,KAAK,QAAQ,CAAC,KAAK,CAAC,iBAAiB,GAAG;AACzC;EACA,EAAE,MAAM,UAAU,GAAG,EAAE,CAAC,iBAAiB,EAAE,OAAO,EAAE,CAAC,IAAI,EAAE,CAAC;EAC5D,EAAE,MAAM,SAAS,GAAG,EAAE,CAAC,gBAAgB,EAAE,cAAc,EAAE,CAAC,IAAI,EAAE,CAAC;EACjE,EAAE,MAAM,WAAW,GAAG,EAAE,CAAC,gBAAgB,EAAE,gBAAgB,EAAE,CAAC,IAAI,EAAE,CAAC;AACrE;EACA,EAAE,IAAI,QAAQ,GAAG,IAAI,CAAC;EACtB,EAAE,IAAI,eAAe,GAAG,IAAI,CAAC;AAC7B;EACA,EAAE,KAAK,EAAE,CAAC,mBAAmB,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AAC5D;EACA,GAAG,QAAQ,GAAG,KAAK,CAAC;AACpB;EACA,GAAG,MAAM,YAAY,GAAG,eAAe,EAAE,EAAE,EAAE,cAAc,EAAE,QAAQ,EAAE,CAAC;EACxE,GAAG,MAAM,cAAc,GAAG,eAAe,EAAE,EAAE,EAAE,gBAAgB,EAAE,UAAU,EAAE,CAAC;AAC9E;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,oCAAoC,EAAE,EAAE,CAAC,QAAQ,EAAE,EAAE,OAAO,EAAE,EAAE,CAAC,mBAAmB,EAAE,OAAO,EAAE,KAAK,EAAE,EAAE,sBAAsB,EAAE,UAAU,EAAE,YAAY,EAAE,cAAc,EAAE,CAAC;AAC7L;EACA,GAAG,MAAM,KAAK,UAAU,KAAK,EAAE,GAAG;AAClC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4CAA4C,EAAE,UAAU,EAAE,CAAC;AAC5E;EACA,GAAG,MAAM,KAAK,SAAS,KAAK,EAAE,IAAI,WAAW,KAAK,EAAE,GAAG;AACvD;EACA,GAAG,eAAe,GAAG,KAAK,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,KAAK,eAAe,GAAG;AACzB;EACA,GAAG,IAAI,CAAC,WAAW,GAAG;AACtB;EACA,IAAI,QAAQ,EAAE,QAAQ;AACtB;EACA,IAAI,UAAU,EAAE,UAAU;AAC1B;EACA,IAAI,YAAY,EAAE;AAClB;EACA,KAAK,GAAG,EAAE,SAAS;EACnB,KAAK,MAAM,EAAE,YAAY;AACzB;EACA,KAAK;AACL;EACA,IAAI,cAAc,EAAE;AACpB;EACA,KAAK,GAAG,EAAE,WAAW;EACrB,KAAK,MAAM,EAAE,cAAc;AAC3B;EACA,KAAK;AACL;EACA,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA;EACA;EACA;AACA;EACA,CAAC,EAAE,CAAC,YAAY,EAAE,cAAc,EAAE,CAAC;EACnC,CAAC,EAAE,CAAC,YAAY,EAAE,gBAAgB,EAAE,CAAC;AACrC;EACA;AACA;EACA,CAAC,IAAI,cAAc,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,YAAY;AAChC;EACA,EAAE,KAAK,cAAc,KAAK,SAAS,GAAG;AACtC;EACA,GAAG,cAAc,GAAG,IAAI,aAAa,EAAE,EAAE,EAAE,OAAO,EAAE,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,OAAO,cAAc,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,gBAAgB,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;EACA,EAAE,KAAK,gBAAgB,KAAK,SAAS,GAAG;AACxC;EACA,GAAG,gBAAgB,GAAG,uBAAuB,EAAE,EAAE,EAAE,OAAO,EAAE,CAAC;AAC7D;EACA,GAAG;AACH;EACA,EAAE,OAAO,gBAAgB,CAAC;AAC1B;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,YAAY;AAC5B;EACA,EAAE,aAAa,CAAC,sBAAsB,EAAE,IAAI,EAAE,CAAC;AAC/C;EACA,EAAE,EAAE,CAAC,aAAa,EAAE,OAAO,EAAE,CAAC;EAC9B,EAAE,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;AAC3B;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,CAAC,UAAU,CAAC;EACnC,CAAC,IAAI,CAAC,EAAE,GAAG,cAAc,GAAG,CAAC;EAC7B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;EACpB,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;EACxB,CAAC,IAAI,CAAC,YAAY,GAAG,cAAc,CAAC;EACpC,CAAC,IAAI,CAAC,cAAc,GAAG,gBAAgB,CAAC;AACxC;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,YAAY,EAAE,aAAa,EAAE,QAAQ,GAAG;AAChG;EACA,CAAC,MAAM,QAAQ,GAAG,EAAE,CAAC;AACrB;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;EACxC,CAAC,MAAM,sBAAsB,GAAG,YAAY,CAAC,sBAAsB,CAAC;EACpE,CAAC,MAAM,mBAAmB,GAAG,YAAY,CAAC,mBAAmB,CAAC;EAC9D,CAAC,MAAM,iBAAiB,GAAG,YAAY,CAAC,iBAAiB,CAAC;EAC1D,CAAC,MAAM,cAAc,GAAG,YAAY,CAAC,cAAc,CAAC;AACpD;EACA,CAAC,IAAI,SAAS,GAAG,YAAY,CAAC,SAAS,CAAC;AACxC;EACA,CAAC,MAAM,SAAS,GAAG;EACnB,EAAE,iBAAiB,EAAE,OAAO;EAC5B,EAAE,oBAAoB,EAAE,cAAc;EACtC,EAAE,kBAAkB,EAAE,QAAQ;EAC9B,EAAE,iBAAiB,EAAE,OAAO;EAC5B,EAAE,mBAAmB,EAAE,SAAS;EAChC,EAAE,iBAAiB,EAAE,OAAO;EAC5B,EAAE,gBAAgB,EAAE,MAAM;EAC1B,EAAE,oBAAoB,EAAE,UAAU;EAClC,EAAE,oBAAoB,EAAE,UAAU;EAClC,EAAE,kBAAkB,EAAE,QAAQ;EAC9B,EAAE,iBAAiB,EAAE,OAAO;EAC5B,EAAE,kBAAkB,EAAE,QAAQ;EAC9B,EAAE,cAAc,EAAE,QAAQ;EAC1B,EAAE,cAAc,EAAE,QAAQ;EAC1B,EAAE,cAAc,EAAE,QAAQ;EAC1B,EAAE,CAAC;AACH;EACA,CAAC,MAAM,cAAc,GAAG;EACxB,EAAE,WAAW,EAAE,UAAU,EAAE,wBAAwB,EAAE,gBAAgB,EAAE,YAAY,EAAE,iBAAiB;EACtG,EAAE,KAAK,EAAE,aAAa,EAAE,QAAQ,EAAE,gBAAgB,EAAE,QAAQ,EAAE,YAAY,EAAE,gBAAgB,EAAE,cAAc;EAC5G,EAAE,UAAU,EAAE,kBAAkB,EAAE,OAAO,EAAE,aAAa,EAAE,qBAAqB,EAAE,SAAS,EAAE,WAAW,EAAE,sBAAsB,EAAE,uBAAuB,EAAE,cAAc,EAAE,uBAAuB,EAAE,oBAAoB,EAAE,iBAAiB,EAAE,aAAa;EACzP,EAAE,cAAc,EAAE,cAAc,EAAE,aAAa;EAC/C,EAAE,UAAU,EAAE,SAAS,EAAE,cAAc,EAAE,cAAc,EAAE,gBAAgB,EAAE,WAAW,EAAE,eAAe,EAAE,KAAK,EAAE,QAAQ,EAAE,SAAS;EACnI,EAAE,aAAa,EAAE,iBAAiB,EAAE,wBAAwB,EAAE,UAAU;EACxE,EAAE,UAAU,EAAE,kBAAkB,EAAE,cAAc,EAAE,cAAc,EAAE,oBAAoB;EACtF,EAAE,cAAc,EAAE,gBAAgB,EAAE,eAAe,EAAE,eAAe,EAAE,mBAAmB;EACzF,EAAE,oBAAoB,EAAE,sBAAsB,EAAE,qBAAqB;EACrE,EAAE,kBAAkB,EAAE,eAAe,EAAE,aAAa,EAAE,yBAAyB;EAC/E,EAAE,WAAW,EAAE,aAAa,EAAE,WAAW,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,cAAc,EAAE,WAAW;EAClH,EAAE,OAAO,EAAE,iBAAiB;EAC5B,EAAE,CAAC;AACH;EACA,CAAC,SAAS,WAAW,EAAE,MAAM,GAAG;AAChC;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EACnC,EAAE,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AAC/B;EACA,EAAE,KAAK,mBAAmB,GAAG;AAC7B;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG,MAAM;AACT;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,GAAG,MAAM,eAAe,GAAG,iBAAiB,CAAC;EAC7C,GAAG,MAAM,eAAe,GAAG,IAAI,CAAC,KAAK,EAAE,EAAE,eAAe,GAAG,EAAE,KAAK,CAAC,EAAE,CAAC;AACtE;EACA,GAAG,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,EAAE,eAAe,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AAC9D;EACA,GAAG,KAAK,QAAQ,GAAG,KAAK,CAAC,MAAM,GAAG;AAClC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,oCAAoC,GAAG,KAAK,CAAC,MAAM,GAAG,4BAA4B,GAAG,QAAQ,GAAG,GAAG,EAAE,CAAC;EACxH,IAAI,OAAO,CAAC,CAAC;AACb;EACA,IAAI;AACJ;EACA,GAAG,OAAO,QAAQ,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,yBAAyB,EAAE,GAAG,GAAG;AAC3C;EACA,EAAE,IAAI,QAAQ,CAAC;AACf;EACA,EAAE,KAAK,GAAG,IAAI,GAAG,CAAC,SAAS,GAAG;AAC9B;EACA,GAAG,QAAQ,GAAG,GAAG,CAAC,QAAQ,CAAC;AAC3B;EACA,GAAG,MAAM,KAAK,GAAG,IAAI,GAAG,CAAC,mBAAmB,GAAG;AAC/C;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4HAA4H,EAAE,CAAC;EAChJ,GAAG,QAAQ,GAAG,GAAG,CAAC,OAAO,CAAC,QAAQ,CAAC;AACnC;EACA,GAAG,MAAM;AACT;EACA,GAAG,QAAQ,GAAG,cAAc,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC,SAAS,aAAa,EAAE,QAAQ,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG;AACpE;EACA,EAAE,MAAM,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC;EACxB,EAAE,MAAM,WAAW,GAAG,QAAQ,CAAC,sBAAsB,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;AACjF;EACA,EAAE,MAAM,MAAM,GAAG,QAAQ,CAAC,GAAG,EAAE,QAAQ,CAAC,MAAM,IAAI,WAAW,EAAE,CAAC;AAChE;EACA,EAAE,MAAM,QAAQ,GAAG,SAAS,EAAE,QAAQ,CAAC,IAAI,EAAE,CAAC;AAC9C;EACA;EACA;AACA;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,aAAa,GAAG,WAAW,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC;AACpE;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,SAAS,GAAG,YAAY,CAAC,eAAe,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;AAClE;EACA,GAAG,KAAK,SAAS,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC3C;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,mCAAmC,EAAE,QAAQ,CAAC,SAAS,EAAE,sBAAsB,EAAE,SAAS,EAAE,UAAU,EAAE,CAAC;AAC3H;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,IAAI,YAAY,EAAE,cAAc,CAAC;AACnC;EACA,EAAE,KAAK,QAAQ,GAAG;AAClB;EACA,GAAG,MAAM,MAAM,GAAG,SAAS,EAAE,QAAQ,EAAE,CAAC;AACxC;EACA,GAAG,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EACtC,GAAG,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC1C;EACA,GAAG,MAAM;AACT;EACA,GAAG,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;EACxC,GAAG,cAAc,GAAG,QAAQ,CAAC,cAAc,CAAC;AAC5C;EACA,GAAG;AACH;EACA,EAAE,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,CAAC;AACzD;EACA,EAAE,MAAM,UAAU,GAAG;AACrB;EACA,GAAG,QAAQ,EAAE,QAAQ;AACrB;EACA,GAAG,QAAQ,EAAE,QAAQ;EACrB,GAAG,UAAU,EAAE,QAAQ,CAAC,IAAI;AAC5B;EACA,GAAG,YAAY,EAAE,YAAY;EAC7B,GAAG,cAAc,EAAE,cAAc;EACjC,GAAG,OAAO,EAAE,QAAQ,CAAC,OAAO;AAC5B;EACA,GAAG,mBAAmB,EAAE,QAAQ,CAAC,mBAAmB,KAAK,IAAI;EAC7D,GAAG,WAAW,EAAE,QAAQ,CAAC,WAAW;AACpC;EACA,GAAG,SAAS,EAAE,SAAS;AACvB;EACA,GAAG,UAAU,EAAE,MAAM,CAAC,eAAe,KAAK,IAAI;EAC9C,GAAG,eAAe,EAAE,MAAM,CAAC,eAAe,KAAK,IAAI,IAAI,MAAM,CAAC,aAAa,KAAK,IAAI;AACpF;EACA,GAAG,sBAAsB,EAAE,cAAc;EACzC,GAAG,cAAc,EAAE,EAAE,mBAAmB,KAAK,IAAI,KAAK,yBAAyB,EAAE,mBAAmB,CAAC,OAAO,EAAE,GAAG,QAAQ,CAAC,cAAc;EACxI,GAAG,GAAG,EAAE,CAAC,EAAE,QAAQ,CAAC,GAAG;EACvB,GAAG,WAAW,EAAE,yBAAyB,EAAE,QAAQ,CAAC,GAAG,EAAE;EACzD,GAAG,MAAM,EAAE,CAAC,EAAE,QAAQ,CAAC,MAAM;EAC7B,GAAG,cAAc,EAAE,yBAAyB,EAAE,QAAQ,CAAC,MAAM,EAAE;EAC/D,GAAG,MAAM,EAAE,CAAC,EAAE,MAAM;EACpB,GAAG,UAAU,EAAE,MAAM,IAAI,MAAM,CAAC,OAAO;EACvC,GAAG,cAAc,EAAE,yBAAyB,EAAE,MAAM,EAAE;EACtD,GAAG,YAAY,EAAE,EAAE,CAAC,EAAE,MAAM,QAAQ,EAAE,MAAM,CAAC,OAAO,KAAK,uBAAuB,QAAQ,MAAM,CAAC,OAAO,KAAK,uBAAuB,EAAE,EAAE;EACtI,GAAG,QAAQ,EAAE,CAAC,EAAE,QAAQ,CAAC,QAAQ;EACjC,GAAG,gBAAgB,EAAE,yBAAyB,EAAE,QAAQ,CAAC,QAAQ,EAAE;EACnE,GAAG,KAAK,EAAE,CAAC,EAAE,QAAQ,CAAC,KAAK;EAC3B,GAAG,WAAW,EAAE,CAAC,EAAE,QAAQ,CAAC,WAAW;EACvC,GAAG,mBAAmB,EAAE,yBAAyB,EAAE,QAAQ,CAAC,WAAW,EAAE;EACzE,GAAG,OAAO,EAAE,CAAC,EAAE,QAAQ,CAAC,OAAO;EAC/B,GAAG,SAAS,EAAE,CAAC,EAAE,QAAQ,CAAC,SAAS;EACnC,GAAG,oBAAoB,EAAE,QAAQ,CAAC,aAAa,KAAK,oBAAoB;EACxE,GAAG,qBAAqB,EAAE,QAAQ,CAAC,aAAa,KAAK,qBAAqB;EAC1E,GAAG,YAAY,EAAE,CAAC,EAAE,QAAQ,CAAC,YAAY;EACzC,GAAG,qBAAqB,EAAE,CAAC,EAAE,QAAQ,CAAC,qBAAqB;EAC3D,GAAG,kBAAkB,EAAE,CAAC,EAAE,QAAQ,CAAC,kBAAkB;EACrD,GAAG,eAAe,EAAE,CAAC,EAAE,QAAQ,CAAC,eAAe;EAC/C,GAAG,YAAY,EAAE,CAAC,EAAE,QAAQ,CAAC,YAAY;EACzC,GAAG,YAAY,EAAE,CAAC,EAAE,QAAQ,CAAC,YAAY;EACzC,GAAG,WAAW,EAAE,CAAC,EAAE,QAAQ,CAAC,WAAW;EACvC,GAAG,QAAQ,EAAE,CAAC,EAAE,QAAQ,CAAC,QAAQ;AACjC;EACA,GAAG,WAAW,EAAE,CAAC,EAAE,QAAQ,CAAC,WAAW;AACvC;EACA,GAAG,KAAK,EAAE,CAAC,EAAE,QAAQ,CAAC,KAAK;AAC3B;EACA,GAAG,eAAe,EAAE,CAAC,EAAE,QAAQ,CAAC,eAAe;AAC/C;EACA,GAAG,OAAO,EAAE,QAAQ,CAAC,OAAO;AAC5B;EACA,GAAG,cAAc,IAAI,QAAQ,CAAC,SAAS,IAAI,QAAQ,CAAC,cAAc,EAAE;EACpE,GAAG,YAAY,EAAE,QAAQ,CAAC,YAAY;EACtC,GAAG,YAAY,EAAE,QAAQ,CAAC,YAAY,KAAK,IAAI,IAAI,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,IAAI,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,QAAQ,KAAK,CAAC;EACtI,GAAG,SAAS,EAAE,CAAC,EAAE,QAAQ,CAAC,GAAG,IAAI,CAAC,EAAE,QAAQ,CAAC,OAAO,IAAI,CAAC,EAAE,QAAQ,CAAC,SAAS,IAAI,CAAC,EAAE,QAAQ,CAAC,WAAW,IAAI,CAAC,EAAE,QAAQ,CAAC,QAAQ,IAAI,CAAC,EAAE,QAAQ,CAAC,WAAW,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,qBAAqB,IAAI,CAAC,EAAE,QAAQ,CAAC,kBAAkB,IAAI,CAAC,EAAE,QAAQ,CAAC,eAAe,IAAI,CAAC,EAAE,QAAQ,CAAC,eAAe;EACpX,GAAG,aAAa,EAAE,IAAI,CAAC,EAAE,QAAQ,CAAC,GAAG,IAAI,CAAC,EAAE,QAAQ,CAAC,OAAO,IAAI,CAAC,EAAE,QAAQ,CAAC,SAAS,IAAI,CAAC,EAAE,QAAQ,CAAC,WAAW,IAAI,CAAC,EAAE,QAAQ,CAAC,QAAQ,IAAI,CAAC,EAAE,QAAQ,CAAC,WAAW,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,YAAY,IAAI,CAAC,EAAE,QAAQ,CAAC,kBAAkB,IAAI,CAAC,EAAE,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,EAAE,QAAQ,CAAC,eAAe;AAC7T;EACA,GAAG,GAAG,EAAE,CAAC,EAAE,GAAG;EACd,GAAG,MAAM,EAAE,QAAQ,CAAC,GAAG;EACvB,GAAG,OAAO,IAAI,GAAG,IAAI,GAAG,CAAC,SAAS,EAAE;AACpC;EACA,GAAG,WAAW,EAAE,CAAC,EAAE,QAAQ,CAAC,WAAW;AACvC;EACA,GAAG,eAAe,EAAE,QAAQ,CAAC,eAAe;EAC5C,GAAG,sBAAsB,EAAE,sBAAsB;AACjD;EACA,GAAG,QAAQ,EAAE,QAAQ,CAAC,QAAQ,IAAI,QAAQ,GAAG,CAAC;EAC9C,GAAG,QAAQ,EAAE,QAAQ;EACrB,GAAG,gBAAgB,EAAE,mBAAmB;AACxC;EACA,GAAG,YAAY,EAAE,QAAQ,CAAC,YAAY;EACtC,GAAG,YAAY,EAAE,QAAQ,CAAC,YAAY;AACtC;EACA,GAAG,YAAY,EAAE,MAAM,CAAC,WAAW,CAAC,MAAM;EAC1C,GAAG,cAAc,EAAE,MAAM,CAAC,KAAK,CAAC,MAAM;EACtC,GAAG,aAAa,EAAE,MAAM,CAAC,IAAI,CAAC,MAAM;EACpC,GAAG,iBAAiB,EAAE,MAAM,CAAC,QAAQ,CAAC,MAAM;EAC5C,GAAG,aAAa,EAAE,MAAM,CAAC,IAAI,CAAC,MAAM;AACpC;EACA,GAAG,kBAAkB,EAAE,MAAM,CAAC,oBAAoB,CAAC,MAAM;EACzD,GAAG,oBAAoB,EAAE,MAAM,CAAC,cAAc,CAAC,MAAM;EACrD,GAAG,mBAAmB,EAAE,MAAM,CAAC,aAAa,CAAC,MAAM;AACnD;EACA,GAAG,iBAAiB,EAAE,QAAQ,CAAC,SAAS;EACxC,GAAG,mBAAmB,EAAE,QAAQ,CAAC,eAAe;AAChD;EACA,GAAG,SAAS,EAAE,QAAQ,CAAC,SAAS;AAChC;EACA,GAAG,gBAAgB,EAAE,QAAQ,CAAC,SAAS,CAAC,OAAO,IAAI,OAAO,CAAC,MAAM,GAAG,CAAC;EACrE,GAAG,aAAa,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI;AACzC;EACA,GAAG,WAAW,EAAE,QAAQ,CAAC,UAAU,GAAG,QAAQ,CAAC,WAAW,GAAG,aAAa;EAC1E,GAAG,uBAAuB,EAAE,QAAQ,CAAC,uBAAuB;AAC5D;EACA,GAAG,kBAAkB,EAAE,QAAQ,CAAC,kBAAkB;AAClD;EACA,GAAG,SAAS,EAAE,QAAQ,CAAC,SAAS;EAChC,GAAG,WAAW,EAAE,QAAQ,CAAC,IAAI,KAAK,UAAU;EAC5C,GAAG,SAAS,EAAE,QAAQ,CAAC,IAAI,KAAK,QAAQ;AACxC;EACA,GAAG,YAAY,EAAE,EAAE,QAAQ,CAAC,YAAY,KAAK,SAAS,KAAK,QAAQ,CAAC,YAAY,GAAG,KAAK;AACxF;EACA,GAAG,mBAAmB,EAAE,QAAQ,CAAC,mBAAmB;AACpD;EACA,GAAG,oBAAoB,EAAE,QAAQ,CAAC,UAAU,IAAI,QAAQ,CAAC,UAAU,CAAC,WAAW;EAC/E,GAAG,kBAAkB,EAAE,QAAQ,CAAC,UAAU,IAAI,QAAQ,CAAC,UAAU,CAAC,SAAS;EAC3E,GAAG,oBAAoB,EAAE,QAAQ,CAAC,UAAU,IAAI,QAAQ,CAAC,UAAU,CAAC,WAAW;EAC/E,GAAG,yBAAyB,EAAE,QAAQ,CAAC,UAAU,IAAI,QAAQ,CAAC,UAAU,CAAC,gBAAgB;AACzF;EACA,GAAG,0BAA0B,EAAE,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,gBAAgB,EAAE;EAC7E,GAAG,4BAA4B,EAAE,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,oBAAoB,EAAE;EACnF,GAAG,iCAAiC,EAAE,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE;AAC5F;EACA,GAAG,qBAAqB,EAAE,QAAQ,CAAC,qBAAqB,EAAE;AAC1D;EACA,GAAG,CAAC;AACJ;EACA,EAAE,OAAO,UAAU,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,SAAS,kBAAkB,EAAE,UAAU,GAAG;AAC3C;EACA,EAAE,MAAM,KAAK,GAAG,EAAE,CAAC;AACnB;EACA,EAAE,KAAK,UAAU,CAAC,QAAQ,GAAG;AAC7B;EACA,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,QAAQ,EAAE,CAAC;AACrC;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,cAAc,EAAE,CAAC;EAC3C,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,YAAY,EAAE,CAAC;AACzC;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,CAAC,OAAO,KAAK,SAAS,GAAG;AAC1C;EACA,GAAG,MAAM,MAAM,IAAI,IAAI,UAAU,CAAC,OAAO,GAAG;AAC5C;EACA,IAAI,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;EACvB,IAAI,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC;AAC7C;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,CAAC,mBAAmB,KAAK,KAAK,GAAG;AAClD;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,IAAI,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,cAAc,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC;EACzC,GAAG,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,qBAAqB,EAAE,CAAC;AACjD;EACA,EAAE,OAAO,KAAK,CAAC,IAAI,EAAE,CAAC;AACtB;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,QAAQ,GAAG;AAClC;EACA,EAAE,MAAM,QAAQ,GAAG,SAAS,EAAE,QAAQ,CAAC,IAAI,EAAE,CAAC;EAC9C,EAAE,IAAI,QAAQ,CAAC;AACf;EACA,EAAE,KAAK,QAAQ,GAAG;AAClB;EACA,GAAG,MAAM,MAAM,GAAG,SAAS,EAAE,QAAQ,EAAE,CAAC;EACxC,GAAG,QAAQ,GAAG,aAAa,CAAC,KAAK,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;AACrD;EACA,GAAG,MAAM;AACT;EACA,GAAG,QAAQ,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,EAAE,UAAU,EAAE,QAAQ,GAAG;AACjD;EACA,EAAE,IAAI,OAAO,CAAC;AACd;EACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACxD;EACA,GAAG,MAAM,kBAAkB,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,GAAG,KAAK,kBAAkB,CAAC,QAAQ,KAAK,QAAQ,GAAG;AACnD;EACA,IAAI,OAAO,GAAG,kBAAkB,CAAC;EACjC,IAAI,GAAG,OAAO,CAAC,SAAS,CAAC;AACzB;EACA,IAAI,MAAM;AACV;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG;AAC/B;EACA,GAAG,OAAO,GAAG,IAAI,YAAY,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,aAAa,EAAE,CAAC;EAC/E,GAAG,QAAQ,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,EAAE,OAAO,GAAG;AACpC;EACA,EAAE,KAAK,GAAG,OAAO,CAAC,SAAS,KAAK,CAAC,GAAG;AACpC;EACA;EACA,GAAG,MAAM,CAAC,GAAG,QAAQ,CAAC,OAAO,EAAE,OAAO,EAAE,CAAC;EACzC,GAAG,QAAQ,EAAE,CAAC,EAAE,GAAG,QAAQ,EAAE,QAAQ,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;EACnD,GAAG,QAAQ,CAAC,GAAG,EAAE,CAAC;AAClB;EACA;EACA,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;AACrB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,aAAa,EAAE,aAAa;EAC9B,EAAE,kBAAkB,EAAE,kBAAkB;EACxC,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,cAAc,EAAE,cAAc;EAChC,EAAE,cAAc,EAAE,cAAc;EAChC;EACA,EAAE,QAAQ,EAAE,QAAQ;EACpB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,eAAe,GAAG;AAC3B;EACA,CAAC,IAAI,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA,CAAC,SAAS,GAAG,EAAE,MAAM,GAAG;AACxB;EACA,EAAE,IAAI,GAAG,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AACrC;EACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG;AAC3B;EACA,GAAG,GAAG,GAAG,EAAE,CAAC;EACZ,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,OAAO,GAAG,CAAC;AACb;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,MAAM,GAAG;AAC3B;EACA,EAAE,UAAU,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9B;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,KAAK,GAAG;AACvC;EACA,EAAE,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,EAAE,GAAG,EAAE,GAAG,KAAK,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,GAAG;AACpB;EACA,EAAE,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;AAC7B;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,GAAG,EAAE,GAAG;EACV,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,CAAC,EAAE,CAAC,GAAG;AACnC;EACA,CAAC,KAAK,CAAC,CAAC,UAAU,KAAK,CAAC,CAAC,UAAU,GAAG;AACtC;EACA,EAAE,OAAO,CAAC,CAAC,UAAU,GAAG,CAAC,CAAC,UAAU,CAAC;AACrC;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,WAAW,KAAK,CAAC,CAAC,WAAW,GAAG;AAC/C;EACA,EAAE,OAAO,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,CAAC;AACvC;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,OAAO,KAAK,CAAC,CAAC,OAAO,GAAG;AACvC;EACA,EAAE,OAAO,CAAC,CAAC,OAAO,CAAC,EAAE,GAAG,CAAC,CAAC,OAAO,CAAC,EAAE,CAAC;AACrC;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,QAAQ,CAAC,EAAE,KAAK,CAAC,CAAC,QAAQ,CAAC,EAAE,GAAG;AAC/C;EACA,EAAE,OAAO,CAAC,CAAC,QAAQ,CAAC,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC;AACvC;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG;AAC3B;EACA,EAAE,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACnB;EACA,EAAE,MAAM;AACR;EACA,EAAE,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC;AACrB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,wBAAwB,EAAE,CAAC,EAAE,CAAC,GAAG;AAC1C;EACA,CAAC,KAAK,CAAC,CAAC,UAAU,KAAK,CAAC,CAAC,UAAU,GAAG;AACtC;EACA,EAAE,OAAO,CAAC,CAAC,UAAU,GAAG,CAAC,CAAC,UAAU,CAAC;AACrC;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,WAAW,KAAK,CAAC,CAAC,WAAW,GAAG;AAC/C;EACA,EAAE,OAAO,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,CAAC;AACvC;EACA,EAAE,MAAM,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG;AAC3B;EACA,EAAE,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;AACnB;EACA,EAAE,MAAM;AACR;EACA,EAAE,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC;AACrB;EACA,EAAE;AACF;EACA,CAAC;AACD;AACA;EACA,SAAS,eAAe,EAAE,UAAU,GAAG;AACvC;EACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC;EACxB,CAAC,IAAI,gBAAgB,GAAG,CAAC,CAAC;AAC1B;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;EACnB,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC;AACxB;EACA,CAAC,MAAM,cAAc,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,CAAC,SAAS,IAAI,GAAG;AACjB;EACA,EAAE,gBAAgB,GAAG,CAAC,CAAC;AACvB;EACA,EAAE,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;EACpB,EAAE,WAAW,CAAC,MAAM,GAAG,CAAC,CAAC;AACzB;EACA,EAAE;AACF;EACA,CAAC,SAAS,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,GAAG;AAChF;EACA,EAAE,IAAI,UAAU,GAAG,WAAW,EAAE,gBAAgB,EAAE,CAAC;EACnD,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,UAAU,GAAG;EAChB,IAAI,EAAE,EAAE,MAAM,CAAC,EAAE;EACjB,IAAI,MAAM,EAAE,MAAM;EAClB,IAAI,QAAQ,EAAE,QAAQ;EACtB,IAAI,QAAQ,EAAE,QAAQ;EACtB,IAAI,OAAO,EAAE,kBAAkB,CAAC,OAAO,IAAI,cAAc;EACzD,IAAI,UAAU,EAAE,UAAU;EAC1B,IAAI,WAAW,EAAE,MAAM,CAAC,WAAW;EACnC,IAAI,CAAC,EAAE,CAAC;EACR,IAAI,KAAK,EAAE,KAAK;EAChB,IAAI,CAAC;AACL;EACA,GAAG,WAAW,EAAE,gBAAgB,EAAE,GAAG,UAAU,CAAC;AAChD;EACA,GAAG,MAAM;AACT;EACA,GAAG,UAAU,CAAC,EAAE,GAAG,MAAM,CAAC,EAAE,CAAC;EAC7B,GAAG,UAAU,CAAC,MAAM,GAAG,MAAM,CAAC;EAC9B,GAAG,UAAU,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAClC,GAAG,UAAU,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAClC,GAAG,UAAU,CAAC,OAAO,GAAG,kBAAkB,CAAC,OAAO,IAAI,cAAc,CAAC;EACrE,GAAG,UAAU,CAAC,UAAU,GAAG,UAAU,CAAC;EACtC,GAAG,UAAU,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;EAC/C,GAAG,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC;EACpB,GAAG,UAAU,CAAC,KAAK,GAAG,KAAK,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,gBAAgB,GAAG,CAAC;AACtB;EACA,EAAE,OAAO,UAAU,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,SAAS,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,GAAG;AACnE;EACA,EAAE,MAAM,UAAU,GAAG,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC3F;EACA,EAAE,EAAE,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG,WAAW,GAAG,MAAM,GAAG,IAAI,EAAE,UAAU,EAAE,CAAC;AAC9E;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,GAAG;AACtE;EACA,EAAE,MAAM,UAAU,GAAG,iBAAiB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC3F;EACA,EAAE,EAAE,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG,WAAW,GAAG,MAAM,GAAG,OAAO,EAAE,UAAU,EAAE,CAAC;AACjF;EACA,EAAE;AACF;EACA,CAAC,SAAS,IAAI,EAAE,gBAAgB,EAAE,qBAAqB,GAAG;AAC1D;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,IAAI,EAAE,gBAAgB,IAAI,iBAAiB,EAAE,CAAC;EAChF,EAAE,KAAK,WAAW,CAAC,MAAM,GAAG,CAAC,GAAG,WAAW,CAAC,IAAI,EAAE,qBAAqB,IAAI,wBAAwB,EAAE,CAAC;AACtG;EACA,EAAE;AACF;EACA,CAAC,SAAS,MAAM,GAAG;AACnB;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,gBAAgB,EAAE,EAAE,GAAG,WAAW,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC1E;EACA,GAAG,MAAM,UAAU,GAAG,WAAW,EAAE,CAAC,EAAE,CAAC;AACvC;EACA,GAAG,KAAK,UAAU,CAAC,EAAE,KAAK,IAAI,GAAG,MAAM;AACvC;EACA,GAAG,UAAU,CAAC,EAAE,GAAG,IAAI,CAAC;EACxB,GAAG,UAAU,CAAC,MAAM,GAAG,IAAI,CAAC;EAC5B,GAAG,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC;EAC9B,GAAG,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC;EAC9B,GAAG,UAAU,CAAC,OAAO,GAAG,IAAI,CAAC;EAC7B,GAAG,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,WAAW,EAAE,WAAW;AAC1B;EACA,EAAE,IAAI,EAAE,IAAI;EACZ,EAAE,IAAI,EAAE,IAAI;EACZ,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,MAAM,EAAE,MAAM;AAChB;EACA,EAAE,IAAI,EAAE,IAAI;EACZ,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,UAAU,GAAG;AACxC;EACA,CAAC,IAAI,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;EACA,CAAC,SAAS,GAAG,EAAE,KAAK,EAAE,eAAe,GAAG;AACxC;EACA,EAAE,IAAI,IAAI,CAAC;AACX;EACA,EAAE,KAAK,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AACtC;EACA,GAAG,IAAI,GAAG,IAAI,eAAe,EAAE,UAAU,EAAE,CAAC;EAC5C,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,IAAI,EAAE,EAAE,CAAC;AAChC;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,eAAe,IAAI,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,MAAM,GAAG;AACvD;EACA,IAAI,IAAI,GAAG,IAAI,eAAe,EAAE,UAAU,EAAE,CAAC;EAC7C,IAAI,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,eAAe,EAAE,CAAC;AACjD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,GAAG;AACpB;EACA,EAAE,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,GAAG,EAAE,GAAG;EACV,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,aAAa,GAAG;AACzB;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;AACnB;EACA,CAAC,OAAO;AACR;EACA,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,KAAK,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,KAAK,SAAS,GAAG;AAC3C;EACA,IAAI,OAAO,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,IAAI,QAAQ,CAAC;AAChB;EACA,GAAG,SAAS,KAAK,CAAC,IAAI;AACtB;EACA,IAAI,KAAK,kBAAkB;EAC3B,KAAK,QAAQ,GAAG;EAChB,MAAM,SAAS,EAAE,IAAI,OAAO,EAAE;EAC9B,MAAM,KAAK,EAAE,IAAI,KAAK,EAAE;EACxB,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI,KAAK,WAAW;EACpB,KAAK,QAAQ,GAAG;EAChB,MAAM,QAAQ,EAAE,IAAI,OAAO,EAAE;EAC7B,MAAM,SAAS,EAAE,IAAI,OAAO,EAAE;EAC9B,MAAM,KAAK,EAAE,IAAI,KAAK,EAAE;EACxB,MAAM,QAAQ,EAAE,CAAC;EACjB,MAAM,OAAO,EAAE,CAAC;EAChB,MAAM,WAAW,EAAE,CAAC;EACpB,MAAM,KAAK,EAAE,CAAC;EACd,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI,KAAK,YAAY;EACrB,KAAK,QAAQ,GAAG;EAChB,MAAM,QAAQ,EAAE,IAAI,OAAO,EAAE;EAC7B,MAAM,KAAK,EAAE,IAAI,KAAK,EAAE;EACxB,MAAM,QAAQ,EAAE,CAAC;EACjB,MAAM,KAAK,EAAE,CAAC;EACd,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI,KAAK,iBAAiB;EAC1B,KAAK,QAAQ,GAAG;EAChB,MAAM,SAAS,EAAE,IAAI,OAAO,EAAE;EAC9B,MAAM,QAAQ,EAAE,IAAI,KAAK,EAAE;EAC3B,MAAM,WAAW,EAAE,IAAI,KAAK,EAAE;EAC9B,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI,KAAK,eAAe;EACxB,KAAK,QAAQ,GAAG;EAChB,MAAM,KAAK,EAAE,IAAI,KAAK,EAAE;EACxB,MAAM,QAAQ,EAAE,IAAI,OAAO,EAAE;EAC7B,MAAM,SAAS,EAAE,IAAI,OAAO,EAAE;EAC9B,MAAM,UAAU,EAAE,IAAI,OAAO,EAAE;EAC/B,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA,GAAG,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC;AACjC;EACA,GAAG,OAAO,QAAQ,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,mBAAmB,GAAG;AAC/B;EACA,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC;AACnB;EACA,CAAC,OAAO;AACR;EACA,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,KAAK,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,KAAK,SAAS,GAAG;AAC3C;EACA,IAAI,OAAO,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,IAAI,QAAQ,CAAC;AAChB;EACA,GAAG,SAAS,KAAK,CAAC,IAAI;AACtB;EACA,IAAI,KAAK,kBAAkB;EAC3B,KAAK,QAAQ,GAAG;EAChB,MAAM,UAAU,EAAE,CAAC;EACnB,MAAM,gBAAgB,EAAE,CAAC;EACzB,MAAM,YAAY,EAAE,CAAC;EACrB,MAAM,aAAa,EAAE,IAAI,OAAO,EAAE;EAClC,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI,KAAK,WAAW;EACpB,KAAK,QAAQ,GAAG;EAChB,MAAM,UAAU,EAAE,CAAC;EACnB,MAAM,gBAAgB,EAAE,CAAC;EACzB,MAAM,YAAY,EAAE,CAAC;EACrB,MAAM,aAAa,EAAE,IAAI,OAAO,EAAE;EAClC,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA,IAAI,KAAK,YAAY;EACrB,KAAK,QAAQ,GAAG;EAChB,MAAM,UAAU,EAAE,CAAC;EACnB,MAAM,gBAAgB,EAAE,CAAC;EACzB,MAAM,YAAY,EAAE,CAAC;EACrB,MAAM,aAAa,EAAE,IAAI,OAAO,EAAE;EAClC,MAAM,gBAAgB,EAAE,CAAC;EACzB,MAAM,eAAe,EAAE,IAAI;EAC3B,MAAM,CAAC;EACP,KAAK,MAAM;AACX;EACA;AACA;EACA,IAAI;AACJ;EACA,GAAG,MAAM,EAAE,KAAK,CAAC,EAAE,EAAE,GAAG,QAAQ,CAAC;AACjC;EACA,GAAG,OAAO,QAAQ,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;AACA;AACA;EACA,IAAI,WAAW,GAAG,CAAC,CAAC;AACpB;EACA,SAAS,wBAAwB,EAAE,MAAM,EAAE,MAAM,GAAG;AACpD;EACA,CAAC,OAAO,EAAE,MAAM,CAAC,UAAU,GAAG,CAAC,GAAG,CAAC,OAAO,MAAM,CAAC,UAAU,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;AACtE;EACA,CAAC;AACD;EACA,SAAS,WAAW,EAAE,UAAU,EAAE,YAAY,GAAG;AACjD;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,aAAa,EAAE,CAAC;AACnC;EACA,CAAC,MAAM,WAAW,GAAG,mBAAmB,EAAE,CAAC;AAC3C;EACA,CAAC,MAAM,KAAK,GAAG;AACf;EACA,EAAE,OAAO,EAAE,CAAC;AACZ;EACA,EAAE,IAAI,EAAE;EACR,GAAG,iBAAiB,EAAE,EAAE,CAAC;EACzB,GAAG,WAAW,EAAE,EAAE,CAAC;EACnB,GAAG,UAAU,EAAE,EAAE,CAAC;EAClB,GAAG,cAAc,EAAE,EAAE,CAAC;EACtB,GAAG,UAAU,EAAE,EAAE,CAAC;AAClB;EACA,GAAG,qBAAqB,EAAE,EAAE,CAAC;EAC7B,GAAG,eAAe,EAAE,EAAE,CAAC;EACvB,GAAG,cAAc,EAAE,EAAE,CAAC;EACtB,GAAG;AACH;EACA,EAAE,OAAO,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;EACtB,EAAE,KAAK,EAAE,EAAE;EACX,EAAE,WAAW,EAAE,EAAE;EACjB,EAAE,iBAAiB,EAAE,EAAE;EACvB,EAAE,oBAAoB,EAAE,EAAE;EAC1B,EAAE,uBAAuB,EAAE,EAAE;EAC7B,EAAE,IAAI,EAAE,EAAE;EACV,EAAE,UAAU,EAAE,EAAE;EAChB,EAAE,aAAa,EAAE,EAAE;EACnB,EAAE,gBAAgB,EAAE,EAAE;EACtB,EAAE,QAAQ,EAAE,EAAE;EACd,EAAE,YAAY,EAAE,IAAI;EACpB,EAAE,YAAY,EAAE,IAAI;EACpB,EAAE,KAAK,EAAE,EAAE;EACX,EAAE,WAAW,EAAE,EAAE;EACjB,EAAE,cAAc,EAAE,EAAE;EACpB,EAAE,iBAAiB,EAAE,EAAE;EACvB,EAAE,IAAI,EAAE,EAAE;AACV;EACA,EAAE,CAAC;AACH;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,KAAK,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC;AAClE;EACA,CAAC,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,CAAC,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA,CAAC,SAAS,KAAK,EAAE,MAAM,GAAG;AAC1B;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;AAC1B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACjE;EACA,EAAE,IAAI,iBAAiB,GAAG,CAAC,CAAC;EAC5B,EAAE,IAAI,WAAW,GAAG,CAAC,CAAC;EACtB,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;EACrB,EAAE,IAAI,cAAc,GAAG,CAAC,CAAC;EACzB,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;AACrB;EACA,EAAE,IAAI,qBAAqB,GAAG,CAAC,CAAC;EAChC,EAAE,IAAI,eAAe,GAAG,CAAC,CAAC;EAC1B,EAAE,IAAI,cAAc,GAAG,CAAC,CAAC;AACzB;EACA,EAAE,MAAM,CAAC,IAAI,EAAE,wBAAwB,EAAE,CAAC;AAC1C;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,MAAM,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;EAC7B,GAAG,MAAM,SAAS,GAAG,KAAK,CAAC,SAAS,CAAC;EACrC,GAAG,MAAM,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;AACnC;EACA,GAAG,MAAM,SAAS,GAAG,EAAE,KAAK,CAAC,MAAM,IAAI,KAAK,CAAC,MAAM,CAAC,GAAG,KAAK,KAAK,CAAC,MAAM,CAAC,GAAG,CAAC,OAAO,GAAG,IAAI,CAAC;AAC5F;EACA,GAAG,KAAK,KAAK,CAAC,cAAc,GAAG;AAC/B;EACA,IAAI,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,SAAS,CAAC;EAC7B,IAAI,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,SAAS,CAAC;EAC7B,IAAI,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,SAAS,CAAC;AAC7B;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,YAAY,GAAG;AACpC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACnC;EACA,KAAK,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,eAAe,EAAE,KAAK,CAAC,EAAE,CAAC,YAAY,EAAE,CAAC,EAAE,EAAE,SAAS,EAAE,CAAC;AAC/E;EACA,KAAK;AACL;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,kBAAkB,GAAG;AAC1C;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,IAAI,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,cAAc,EAAE,KAAK,CAAC,SAAS,EAAE,CAAC;AACzE;EACA,IAAI,KAAK,KAAK,CAAC,UAAU,GAAG;AAC5B;EACA,KAAK,MAAM,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AACjC;EACA,KAAK,MAAM,cAAc,GAAG,WAAW,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,KAAK,cAAc,CAAC,UAAU,GAAG,MAAM,CAAC,IAAI,CAAC;EAC7C,KAAK,cAAc,CAAC,gBAAgB,GAAG,MAAM,CAAC,UAAU,CAAC;EACzD,KAAK,cAAc,CAAC,YAAY,GAAG,MAAM,CAAC,MAAM,CAAC;EACjD,KAAK,cAAc,CAAC,aAAa,GAAG,MAAM,CAAC,OAAO,CAAC;AACnD;EACA,KAAK,KAAK,CAAC,iBAAiB,EAAE,iBAAiB,EAAE,GAAG,cAAc,CAAC;EACnE,KAAK,KAAK,CAAC,oBAAoB,EAAE,iBAAiB,EAAE,GAAG,SAAS,CAAC;EACjE,KAAK,KAAK,CAAC,uBAAuB,EAAE,iBAAiB,EAAE,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC;AAC9E;EACA,KAAK,qBAAqB,GAAG,CAAC;AAC9B;EACA,KAAK;AACL;EACA,IAAI,KAAK,CAAC,WAAW,EAAE,iBAAiB,EAAE,GAAG,QAAQ,CAAC;AACtD;EACA,IAAI,iBAAiB,GAAG,CAAC;AACzB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,WAAW,GAAG;AACnC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AACjE;EACA,IAAI,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC;EAC7D,IAAI,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACjC;EACA,IAAI,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC;EAC/C,IAAI,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,KAAK,CAAC,GAAG,KAAK,CAAC,QAAQ,EAAE,EAAE,CAAC;EAC5E,IAAI,QAAQ,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AACjC;EACA,IAAI,KAAK,KAAK,CAAC,UAAU,GAAG;AAC5B;EACA,KAAK,MAAM,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AACjC;EACA,KAAK,MAAM,cAAc,GAAG,WAAW,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,KAAK,cAAc,CAAC,UAAU,GAAG,MAAM,CAAC,IAAI,CAAC;EAC7C,KAAK,cAAc,CAAC,gBAAgB,GAAG,MAAM,CAAC,UAAU,CAAC;EACzD,KAAK,cAAc,CAAC,YAAY,GAAG,MAAM,CAAC,MAAM,CAAC;EACjD,KAAK,cAAc,CAAC,aAAa,GAAG,MAAM,CAAC,OAAO,CAAC;AACnD;EACA,KAAK,KAAK,CAAC,UAAU,EAAE,UAAU,EAAE,GAAG,cAAc,CAAC;EACrD,KAAK,KAAK,CAAC,aAAa,EAAE,UAAU,EAAE,GAAG,SAAS,CAAC;EACnD,KAAK,KAAK,CAAC,gBAAgB,EAAE,UAAU,EAAE,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC;AAChE;EACA,KAAK,cAAc,GAAG,CAAC;AACvB;EACA,KAAK;AACL;EACA,IAAI,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG,QAAQ,CAAC;AACxC;EACA,IAAI,UAAU,GAAG,CAAC;AAClB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,eAAe,GAAG;AACvC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;EACA;EACA;AACA;EACA;EACA,IAAI,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC;AAC7D;EACA,IAAI,QAAQ,CAAC,SAAS,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1D,IAAI,QAAQ,CAAC,UAAU,CAAC,GAAG,EAAE,GAAG,EAAE,KAAK,CAAC,MAAM,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AAC5D;EACA,IAAI,KAAK,CAAC,QAAQ,EAAE,cAAc,EAAE,GAAG,QAAQ,CAAC;AAChD;EACA,IAAI,cAAc,GAAG,CAAC;AACtB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,YAAY,GAAG;AACpC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,IAAI,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,cAAc,EAAE,KAAK,CAAC,SAAS,EAAE,CAAC;EACzE,IAAI,QAAQ,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;EACvC,IAAI,QAAQ,CAAC,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC;AACjC;EACA,IAAI,KAAK,KAAK,CAAC,UAAU,GAAG;AAC5B;EACA,KAAK,MAAM,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AACjC;EACA,KAAK,MAAM,cAAc,GAAG,WAAW,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,KAAK,cAAc,CAAC,UAAU,GAAG,MAAM,CAAC,IAAI,CAAC;EAC7C,KAAK,cAAc,CAAC,gBAAgB,GAAG,MAAM,CAAC,UAAU,CAAC;EACzD,KAAK,cAAc,CAAC,YAAY,GAAG,MAAM,CAAC,MAAM,CAAC;EACjD,KAAK,cAAc,CAAC,aAAa,GAAG,MAAM,CAAC,OAAO,CAAC;EACnD,KAAK,cAAc,CAAC,gBAAgB,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC;EAC1D,KAAK,cAAc,CAAC,eAAe,GAAG,MAAM,CAAC,MAAM,CAAC,GAAG,CAAC;AACxD;EACA,KAAK,KAAK,CAAC,WAAW,EAAE,WAAW,EAAE,GAAG,cAAc,CAAC;EACvD,KAAK,KAAK,CAAC,cAAc,EAAE,WAAW,EAAE,GAAG,SAAS,CAAC;EACrD,KAAK,KAAK,CAAC,iBAAiB,EAAE,WAAW,EAAE,GAAG,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC;AAClE;EACA,KAAK,eAAe,GAAG,CAAC;AACxB;EACA,KAAK;AACL;EACA,IAAI,KAAK,CAAC,KAAK,EAAE,WAAW,EAAE,GAAG,QAAQ,CAAC;AAC1C;EACA,IAAI,WAAW,GAAG,CAAC;AACnB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,iBAAiB,GAAG;AACzC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC;EACtE,IAAI,QAAQ,CAAC,WAAW,CAAC,IAAI,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC,cAAc,EAAE,SAAS,EAAE,CAAC;AAC/E;EACA,IAAI,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,GAAG,QAAQ,CAAC;AACxC;EACA,IAAI,UAAU,GAAG,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,cAAc,GAAG,CAAC,GAAG;AAC5B;EACA,GAAG,KAAK,YAAY,CAAC,QAAQ,GAAG;AAChC;EACA;AACA;EACA,IAAI,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,WAAW,CAAC;EACjD,IAAI,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,WAAW,CAAC;AACjD;EACA,IAAI,MAAM;AACV;EACA;AACA;EACA,IAAI,KAAK,UAAU,CAAC,GAAG,EAAE,0BAA0B,EAAE,KAAK,IAAI,GAAG;AACjE;EACA,KAAK,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,WAAW,CAAC;EAClD,KAAK,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,WAAW,CAAC;AAClD;EACA,KAAK,MAAM,KAAK,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,KAAK,IAAI,GAAG;AAC7E;EACA,KAAK,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,UAAU,CAAC;EACjD,KAAK,KAAK,CAAC,YAAY,GAAG,WAAW,CAAC,UAAU,CAAC;AACjD;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,6EAA6E,EAAE,CAAC;AACpG;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,OAAO,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACzB,EAAE,KAAK,CAAC,OAAO,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;EACzB,EAAE,KAAK,CAAC,OAAO,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;AACzB;EACA,EAAE,MAAM,IAAI,GAAG,KAAK,CAAC,IAAI,CAAC;AAC1B;EACA,EAAE,KAAK,IAAI,CAAC,iBAAiB,KAAK,iBAAiB;EACnD,GAAG,IAAI,CAAC,WAAW,KAAK,WAAW;EACnC,GAAG,IAAI,CAAC,UAAU,KAAK,UAAU;EACjC,GAAG,IAAI,CAAC,cAAc,KAAK,cAAc;EACzC,GAAG,IAAI,CAAC,UAAU,KAAK,UAAU;EACjC,GAAG,IAAI,CAAC,qBAAqB,KAAK,qBAAqB;EACvD,GAAG,IAAI,CAAC,eAAe,KAAK,eAAe;EAC3C,GAAG,IAAI,CAAC,cAAc,KAAK,cAAc,GAAG;AAC5C;EACA,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,GAAG,iBAAiB,CAAC;EAChD,GAAG,KAAK,CAAC,IAAI,CAAC,MAAM,GAAG,UAAU,CAAC;EAClC,GAAG,KAAK,CAAC,QAAQ,CAAC,MAAM,GAAG,cAAc,CAAC;EAC1C,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,WAAW,CAAC;EACpC,GAAG,KAAK,CAAC,IAAI,CAAC,MAAM,GAAG,UAAU,CAAC;AAClC;EACA,GAAG,KAAK,CAAC,iBAAiB,CAAC,MAAM,GAAG,qBAAqB,CAAC;EAC1D,GAAG,KAAK,CAAC,oBAAoB,CAAC,MAAM,GAAG,qBAAqB,CAAC;EAC7D,GAAG,KAAK,CAAC,WAAW,CAAC,MAAM,GAAG,eAAe,CAAC;EAC9C,GAAG,KAAK,CAAC,cAAc,CAAC,MAAM,GAAG,eAAe,CAAC;EACjD,GAAG,KAAK,CAAC,UAAU,CAAC,MAAM,GAAG,cAAc,CAAC;EAC5C,GAAG,KAAK,CAAC,aAAa,CAAC,MAAM,GAAG,cAAc,CAAC;EAC/C,GAAG,KAAK,CAAC,uBAAuB,CAAC,MAAM,GAAG,qBAAqB,CAAC;EAChE,GAAG,KAAK,CAAC,iBAAiB,CAAC,MAAM,GAAG,eAAe,CAAC;EACpD,GAAG,KAAK,CAAC,gBAAgB,CAAC,MAAM,GAAG,cAAc,CAAC;AAClD;EACA,GAAG,IAAI,CAAC,iBAAiB,GAAG,iBAAiB,CAAC;EAC9C,GAAG,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;EAClC,GAAG,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;EAChC,GAAG,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;EACxC,GAAG,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;AAChC;EACA,GAAG,IAAI,CAAC,qBAAqB,GAAG,qBAAqB,CAAC;EACtD,GAAG,IAAI,CAAC,eAAe,GAAG,eAAe,CAAC;EAC1C,GAAG,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;AACxC;EACA,GAAG,KAAK,CAAC,OAAO,GAAG,WAAW,GAAG,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,SAAS,EAAE,MAAM,EAAE,MAAM,GAAG;AACtC;EACA,EAAE,IAAI,iBAAiB,GAAG,CAAC,CAAC;EAC5B,EAAE,IAAI,WAAW,GAAG,CAAC,CAAC;EACtB,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;EACrB,EAAE,IAAI,cAAc,GAAG,CAAC,CAAC;EACzB,EAAE,IAAI,UAAU,GAAG,CAAC,CAAC;AACrB;EACA,EAAE,MAAM,UAAU,GAAG,MAAM,CAAC,kBAAkB,CAAC;AAC/C;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,GAAG,KAAK,KAAK,CAAC,kBAAkB,GAAG;AACnC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,WAAW,EAAE,iBAAiB,EAAE,CAAC;AAC5D;EACA,IAAI,QAAQ,CAAC,SAAS,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EAClE,IAAI,OAAO,CAAC,qBAAqB,EAAE,KAAK,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;EAC9D,IAAI,QAAQ,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;EACtC,IAAI,QAAQ,CAAC,SAAS,CAAC,kBAAkB,EAAE,UAAU,EAAE,CAAC;AACxD;EACA,IAAI,iBAAiB,GAAG,CAAC;AACzB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,WAAW,GAAG;AACnC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC;AAC9C;EACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EACjE,IAAI,QAAQ,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC;AACjD;EACA,IAAI,QAAQ,CAAC,SAAS,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EAClE,IAAI,OAAO,CAAC,qBAAqB,EAAE,KAAK,CAAC,MAAM,CAAC,WAAW,EAAE,CAAC;EAC9D,IAAI,QAAQ,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;EACtC,IAAI,QAAQ,CAAC,SAAS,CAAC,kBAAkB,EAAE,UAAU,EAAE,CAAC;AACxD;EACA,IAAI,UAAU,GAAG,CAAC;AAClB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,eAAe,GAAG;AACvC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,QAAQ,EAAE,cAAc,EAAE,CAAC;AACtD;EACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EACjE,IAAI,QAAQ,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC;AACjD;EACA;EACA,IAAI,QAAQ,CAAC,QAAQ,EAAE,CAAC;EACxB,IAAI,OAAO,CAAC,IAAI,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EACtC,IAAI,OAAO,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;EACtC,IAAI,QAAQ,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;AACxC;EACA,IAAI,QAAQ,CAAC,SAAS,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC1D,IAAI,QAAQ,CAAC,UAAU,CAAC,GAAG,EAAE,GAAG,EAAE,KAAK,CAAC,MAAM,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AAC5D;EACA,IAAI,QAAQ,CAAC,SAAS,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC;EAChD,IAAI,QAAQ,CAAC,UAAU,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC;AACjD;EACA,IAAI,cAAc,GAAG,CAAC;AACtB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,YAAY,GAAG;AACpC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,KAAK,EAAE,WAAW,EAAE,CAAC;AAChD;EACA,IAAI,QAAQ,CAAC,QAAQ,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EACjE,IAAI,QAAQ,CAAC,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC;AACjD;EACA,IAAI,WAAW,GAAG,CAAC;AACnB;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,iBAAiB,GAAG;AACzC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC;AAC9C;EACA,IAAI,QAAQ,CAAC,SAAS,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EAClE,IAAI,QAAQ,CAAC,SAAS,CAAC,kBAAkB,EAAE,UAAU,EAAE,CAAC;EACxD,IAAI,QAAQ,CAAC,SAAS,CAAC,SAAS,EAAE,CAAC;AACnC;EACA,IAAI,UAAU,GAAG,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,KAAK,EAAE,KAAK;EACd,EAAE,SAAS,EAAE,SAAS;EACtB,EAAE,KAAK,EAAE,KAAK;EACd,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,gBAAgB,EAAE,UAAU,EAAE,YAAY,GAAG;AACtD;EACA,CAAC,MAAM,MAAM,GAAG,IAAI,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AAC5D;EACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC;EACxB,CAAC,MAAM,YAAY,GAAG,EAAE,CAAC;AACzB;EACA,CAAC,SAAS,IAAI,GAAG;AACjB;EACA,EAAE,WAAW,CAAC,MAAM,GAAG,CAAC,CAAC;EACzB,EAAE,YAAY,CAAC,MAAM,GAAG,CAAC,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC,SAAS,SAAS,EAAE,KAAK,GAAG;AAC7B;EACA,EAAE,WAAW,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AAC5B;EACA,EAAE;AACF;EACA,CAAC,SAAS,UAAU,EAAE,WAAW,GAAG;AACpC;EACA,EAAE,YAAY,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AACnC;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,GAAG;AACxB;EACA,EAAE,MAAM,CAAC,KAAK,EAAE,WAAW,EAAE,CAAC;AAC9B;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,MAAM,GAAG;AACpC;EACA,EAAE,MAAM,CAAC,SAAS,EAAE,WAAW,EAAE,MAAM,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,MAAM,KAAK,GAAG;EACf,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,YAAY,EAAE,YAAY;AAC5B;EACA,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,CAAC;AACH;EACA,CAAC,OAAO;EACR,EAAE,IAAI,EAAE,IAAI;EACZ,EAAE,KAAK,EAAE,KAAK;EACd,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,eAAe,EAAE,eAAe;AAClC;EACA,EAAE,SAAS,EAAE,SAAS;EACtB,EAAE,UAAU,EAAE,UAAU;EACxB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,iBAAiB,EAAE,UAAU,EAAE,YAAY,GAAG;AACvD;EACA,CAAC,IAAI,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA,CAAC,SAAS,GAAG,EAAE,KAAK,EAAE,eAAe,GAAG,CAAC,GAAG;AAC5C;EACA,EAAE,IAAI,WAAW,CAAC;AAClB;EACA,EAAE,KAAK,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AAC7C;EACA,GAAG,WAAW,GAAG,IAAI,gBAAgB,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;EAClE,GAAG,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,WAAW,EAAE,EAAE,CAAC;AAC9C;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,eAAe,IAAI,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,MAAM,GAAG;AAC9D;EACA,IAAI,WAAW,GAAG,IAAI,gBAAgB,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;EACnE,IAAI,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AAClD;EACA,IAAI,MAAM;AACV;EACA,IAAI,WAAW,GAAG,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,EAAE,eAAe,EAAE,CAAC;AAC/D;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,WAAW,CAAC;AACrB;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,GAAG;AACpB;EACA,EAAE,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,GAAG,EAAE,GAAG;EACV,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,MAAM,iBAAiB,SAAS,QAAQ,CAAC;AACzC;EACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,mBAAmB,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,iBAAiB,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;EACxB,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;EAC9B,EAAE,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;EAC7B,EAAE,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;EACzB,EAAE,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;AAC9B;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,KAAK,CAAC;AACnB;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAChD,EAAE,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;EACpD,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AACvD;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,MAAM,oBAAoB,SAAS,QAAQ,CAAC;AAC5C;EACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,sBAAsB,CAAC;AACrC;EACA,EAAE,IAAI,CAAC,iBAAiB,GAAG,IAAI,OAAO,EAAE,CAAC;EACzC,EAAE,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;EACxB,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;EACxB,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;EAC9B,EAAE,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;EAC7B,EAAE,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,KAAK,CAAC;AACnB;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,MAAM,CAAC,iBAAiB,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EAC1C,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAChD,EAAE,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;EACpD,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,oBAAoB,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC;AAC7D;EACA,IAAI,QAAQ,GAAG,8/BAA8/B,CAAC;AAC9gC;EACA,IAAI,QAAQ,GAAG,0DAA0D,CAAC;AAC1E;EACA,SAAS,cAAc,EAAE,SAAS,EAAE,QAAQ,EAAE,aAAa,GAAG;AAC9D;EACA,CAAC,IAAI,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE;EACrC,EAAE,aAAa,GAAG,IAAI,OAAO,EAAE;AAC/B;EACA,EAAE,SAAS,GAAG,IAAI,OAAO,EAAE;AAC3B;EACA,EAAE,eAAe,GAAG,EAAE;EACtB,EAAE,kBAAkB,GAAG,EAAE;AACzB;EACA,EAAE,cAAc,GAAG,EAAE;AACrB;EACA,EAAE,eAAe,GAAG,aAAa,CAAC,cAAc,CAAC;AACjD;EACA,CAAC,MAAM,UAAU,GAAG,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC;AACjE;EACA,CAAC,MAAM,sBAAsB,GAAG,IAAI,cAAc,EAAE;AACpD;EACA,EAAE,OAAO,EAAE;EACX,GAAG,WAAW,EAAE,GAAG,GAAG,GAAG;EACzB,GAAG,gBAAgB,EAAE,GAAG,GAAG,GAAG;EAC9B,GAAG;AACH;EACA,EAAE,QAAQ,EAAE;EACZ,GAAG,WAAW,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;EAC/B,GAAG,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,OAAO,EAAE,EAAE;EACvC,GAAG,MAAM,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE;EACzB,GAAG;AACH;EACA,EAAE,YAAY,EAAE,QAAQ;AACxB;EACA,EAAE,cAAc,EAAE,QAAQ;AAC1B;EACA,EAAE,EAAE,CAAC;AACL;EACA,CAAC,MAAM,wBAAwB,GAAG,sBAAsB,CAAC,KAAK,EAAE,CAAC;EACjE,CAAC,wBAAwB,CAAC,OAAO,CAAC,eAAe,GAAG,CAAC,CAAC;AACtD;EACA,CAAC,MAAM,aAAa,GAAG,IAAI,cAAc,EAAE,CAAC;EAC5C,CAAC,aAAa,CAAC,YAAY;EAC3B,EAAE,UAAU;EACZ,EAAE,IAAI,eAAe;EACrB,GAAG,IAAI,YAAY,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE;EAClE,GAAG,CAAC;EACJ,GAAG;EACH,EAAE,CAAC;AACH;EACA,CAAC,MAAM,cAAc,GAAG,IAAI,IAAI,EAAE,aAAa,EAAE,sBAAsB,EAAE,CAAC;AAC1E;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;EACxB,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,YAAY,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,WAAW,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG;AAClD;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;EACxC,EAAE,KAAK,KAAK,CAAC,UAAU,KAAK,KAAK,IAAI,KAAK,CAAC,WAAW,KAAK,KAAK,GAAG,OAAO;AAC1E;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,KAAK,CAAC,GAAG,OAAO;AACpC;EACA,EAAE,MAAM,mBAAmB,GAAG,SAAS,CAAC,eAAe,EAAE,CAAC;EAC1D,EAAE,MAAM,cAAc,GAAG,SAAS,CAAC,iBAAiB,EAAE,CAAC;EACvD,EAAE,MAAM,iBAAiB,GAAG,SAAS,CAAC,oBAAoB,EAAE,CAAC;AAC7D;EACA,EAAE,MAAM,MAAM,GAAG,SAAS,CAAC,KAAK,CAAC;AACjC;EACA;EACA,EAAE,MAAM,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;EACnC,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC9C,EAAE,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACvC,EAAE,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,CAAC;AACjC;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAC7B,GAAG,MAAM,MAAM,GAAG,KAAK,CAAC,MAAM,CAAC;AAC/B;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,uBAAuB,EAAE,KAAK,EAAE,gBAAgB,EAAE,CAAC;EACrE,IAAI,SAAS;AACb;EACA,IAAI;AACJ;EACA,GAAG,KAAK,MAAM,CAAC,UAAU,KAAK,KAAK,IAAI,MAAM,CAAC,WAAW,KAAK,KAAK,GAAG,SAAS;AAC/E;EACA,GAAG,cAAc,CAAC,IAAI,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC;AACzC;EACA,GAAG,MAAM,kBAAkB,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;AACvD;EACA,GAAG,cAAc,CAAC,QAAQ,EAAE,kBAAkB,EAAE,CAAC;AACjD;EACA,GAAG,aAAa,CAAC,IAAI,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC;AACxC;EACA,GAAG,KAAK,cAAc,CAAC,CAAC,GAAG,eAAe,IAAI,cAAc,CAAC,CAAC,GAAG,eAAe,GAAG;AACnF;EACA,IAAI,KAAK,cAAc,CAAC,CAAC,GAAG,eAAe,GAAG;AAC9C;EACA,KAAK,aAAa,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,eAAe,GAAG,kBAAkB,CAAC,CAAC,EAAE,CAAC;EAC5E,KAAK,cAAc,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC,GAAG,kBAAkB,CAAC,CAAC,CAAC;EAC/D,KAAK,MAAM,CAAC,OAAO,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC,CAAC;AACxC;EACA,KAAK;AACL;EACA,IAAI,KAAK,cAAc,CAAC,CAAC,GAAG,eAAe,GAAG;AAC9C;EACA,KAAK,aAAa,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,eAAe,GAAG,kBAAkB,CAAC,CAAC,EAAE,CAAC;EAC5E,KAAK,cAAc,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC,GAAG,kBAAkB,CAAC,CAAC,CAAC;EAC/D,KAAK,MAAM,CAAC,OAAO,CAAC,CAAC,GAAG,aAAa,CAAC,CAAC,CAAC;AACxC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,MAAM,CAAC,GAAG,KAAK,IAAI,IAAI,EAAE,MAAM,CAAC,kBAAkB,IAAI,IAAI,CAAC,IAAI,KAAK,YAAY,GAAG;AAC3F;EACA,IAAI,MAAM,IAAI,GAAG,EAAE,SAAS,EAAE,YAAY,EAAE,SAAS,EAAE,YAAY,EAAE,MAAM,EAAE,UAAU,EAAE,CAAC;AAC1F;EACA,IAAI,MAAM,CAAC,GAAG,GAAG,IAAI,iBAAiB,EAAE,cAAc,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;EACnF,IAAI,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC,IAAI,GAAG,KAAK,CAAC,IAAI,GAAG,YAAY,CAAC;AACxD;EACA,IAAI,MAAM,CAAC,OAAO,GAAG,IAAI,iBAAiB,EAAE,cAAc,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AACvF;EACA,IAAI,MAAM,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC;AAC3C;EACA,IAAI;AACJ;EACA,GAAG,KAAK,MAAM,CAAC,GAAG,KAAK,IAAI,GAAG;AAC9B;EACA,IAAI,MAAM,IAAI,GAAG,EAAE,SAAS,EAAE,aAAa,EAAE,SAAS,EAAE,aAAa,EAAE,MAAM,EAAE,UAAU,EAAE,CAAC;AAC5F;EACA,IAAI,MAAM,CAAC,GAAG,GAAG,IAAI,iBAAiB,EAAE,cAAc,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;EACnF,IAAI,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC,IAAI,GAAG,KAAK,CAAC,IAAI,GAAG,YAAY,CAAC;AACxD;EACA,IAAI,MAAM,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC;AAC3C;EACA,IAAI;AACJ;EACA,GAAG,SAAS,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;EAC3C,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC;AACrB;EACA,GAAG,MAAM,aAAa,GAAG,MAAM,CAAC,gBAAgB,EAAE,CAAC;AACnD;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,aAAa,EAAE,EAAE,GAAG,GAAG;AACjD;EACA,IAAI,MAAM,QAAQ,GAAG,MAAM,CAAC,WAAW,EAAE,EAAE,EAAE,CAAC;AAC9C;EACA,IAAI,SAAS,CAAC,GAAG;EACjB,KAAK,aAAa,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC;EACjC,KAAK,aAAa,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC;EACjC,KAAK,aAAa,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC;EACjC,KAAK,aAAa,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC;EACjC,KAAK,CAAC;AACN;EACA,IAAI,MAAM,CAAC,QAAQ,EAAE,SAAS,EAAE,CAAC;AACjC;EACA,IAAI,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC;AACvC;EACA,IAAI,QAAQ,GAAG,MAAM,CAAC,UAAU,EAAE,CAAC;AACnC;EACA,IAAI,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACnE;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,EAAE,MAAM,CAAC,kBAAkB,IAAI,IAAI,CAAC,IAAI,KAAK,YAAY,GAAG;AACpE;EACA,IAAI,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,MAAM,CAAC,WAAW,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,WAAW,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,SAAS,CAAC,eAAe,EAAE,mBAAmB,EAAE,cAAc,EAAE,iBAAiB,EAAE,CAAC;AACtF;EACA,EAAE,CAAC;AACH;EACA,CAAC,SAAS,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG;AACpC;EACA,EAAE,MAAM,QAAQ,GAAG,QAAQ,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC;AACrD;EACA;AACA;EACA,EAAE,sBAAsB,CAAC,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,MAAM,CAAC,GAAG,CAAC,OAAO,CAAC;EACzE,EAAE,sBAAsB,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,MAAM,CAAC,OAAO,CAAC;EACpE,EAAE,sBAAsB,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC;EAC/D,EAAE,SAAS,CAAC,eAAe,EAAE,MAAM,CAAC,OAAO,EAAE,CAAC;EAC9C,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EACpB,EAAE,SAAS,CAAC,kBAAkB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,sBAAsB,EAAE,cAAc,EAAE,IAAI,EAAE,CAAC;AACvG;EACA;AACA;EACA,EAAE,wBAAwB,CAAC,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,MAAM,CAAC,OAAO,CAAC,OAAO,CAAC;EAC/E,EAAE,wBAAwB,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,MAAM,CAAC,OAAO,CAAC;EACtE,EAAE,wBAAwB,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC;EACjE,EAAE,SAAS,CAAC,eAAe,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC;EAC1C,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EACpB,EAAE,SAAS,CAAC,kBAAkB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,wBAAwB,EAAE,cAAc,EAAE,IAAI,EAAE,CAAC;AACzG;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,GAAG;AAC7E;EACA,EAAE,MAAM,KAAK,GAAG,WAAW,IAAI,CAAC,GAAG,WAAW,IAAI,CAAC,GAAG,aAAa,IAAI,CAAC,CAAC;AACzE;EACA,EAAE,IAAI,QAAQ,GAAG,eAAe,EAAE,KAAK,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,QAAQ,GAAG,IAAI,iBAAiB,EAAE;AACrC;EACA,IAAI,YAAY,EAAE,gBAAgB;AAClC;EACA,IAAI,YAAY,EAAE,WAAW;EAC7B,IAAI,QAAQ,EAAE,WAAW;AACzB;EACA,IAAI,EAAE,CAAC;AACP;EACA,GAAG,eAAe,EAAE,KAAK,EAAE,GAAG,QAAQ,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC,SAAS,0BAA0B,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,GAAG;AAChF;EACA,EAAE,MAAM,KAAK,GAAG,WAAW,IAAI,CAAC,GAAG,WAAW,IAAI,CAAC,GAAG,aAAa,IAAI,CAAC,CAAC;AACzE;EACA,EAAE,IAAI,QAAQ,GAAG,kBAAkB,EAAE,KAAK,EAAE,CAAC;AAC7C;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,QAAQ,GAAG,IAAI,oBAAoB,EAAE;AACxC;EACA,IAAI,YAAY,EAAE,WAAW;EAC7B,IAAI,QAAQ,EAAE,WAAW;AACzB;EACA,IAAI,EAAE,CAAC;AACP;EACA,GAAG,kBAAkB,EAAE,KAAK,EAAE,GAAG,QAAQ,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC,SAAS,gBAAgB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,gBAAgB,EAAE,eAAe,EAAE,IAAI,GAAG;AACzG;EACA,EAAE,IAAI,MAAM,GAAG,IAAI,CAAC;AACpB;EACA,EAAE,IAAI,kBAAkB,GAAG,uBAAuB,CAAC;EACnD,EAAE,IAAI,cAAc,GAAG,MAAM,CAAC,mBAAmB,CAAC;AAClD;EACA,EAAE,KAAK,KAAK,CAAC,YAAY,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,kBAAkB,GAAG,0BAA0B,CAAC;EACnD,GAAG,cAAc,GAAG,MAAM,CAAC,sBAAsB,CAAC;AAClD;EACA,GAAG;AACH;EACA,EAAE,KAAK,cAAc,KAAK,SAAS,GAAG;AACtC;EACA,GAAG,IAAI,WAAW,GAAG,KAAK,CAAC;AAC3B;EACA,GAAG,KAAK,QAAQ,CAAC,YAAY,KAAK,IAAI,GAAG;AACzC;EACA,IAAI,WAAW,GAAG,QAAQ,CAAC,eAAe,IAAI,QAAQ,CAAC,eAAe,CAAC,QAAQ,IAAI,QAAQ,CAAC,eAAe,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAC;AAChI;EACA,IAAI;AACJ;EACA,GAAG,IAAI,WAAW,GAAG,KAAK,CAAC;AAC3B;EACA,GAAG,KAAK,MAAM,CAAC,aAAa,KAAK,IAAI,GAAG;AACxC;EACA,IAAI,KAAK,QAAQ,CAAC,QAAQ,KAAK,IAAI,GAAG;AACtC;EACA,KAAK,WAAW,GAAG,IAAI,CAAC;AACxB;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,MAAM,EAAE,CAAC;AAC5G;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM,aAAa,GAAG,MAAM,CAAC,eAAe,KAAK,IAAI,CAAC;AACzD;EACA,GAAG,MAAM,GAAG,kBAAkB,EAAE,WAAW,EAAE,WAAW,EAAE,aAAa,EAAE,CAAC;AAC1E;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,GAAG,cAAc,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,KAAK,SAAS,CAAC,oBAAoB;EACrC,IAAI,QAAQ,CAAC,WAAW,KAAK,IAAI;EACjC,IAAI,QAAQ,CAAC,cAAc,CAAC,MAAM,KAAK,CAAC,GAAG;AAC3C;EACA;EACA;AACA;EACA,GAAG,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,GAAG,QAAQ,CAAC,IAAI,CAAC;AAClD;EACA,GAAG,IAAI,mBAAmB,GAAG,cAAc,EAAE,IAAI,EAAE,CAAC;AACpD;EACA,GAAG,KAAK,mBAAmB,KAAK,SAAS,GAAG;AAC5C;EACA,IAAI,mBAAmB,GAAG,EAAE,CAAC;EAC7B,IAAI,cAAc,EAAE,IAAI,EAAE,GAAG,mBAAmB,CAAC;AACjD;EACA,IAAI;AACJ;EACA,GAAG,IAAI,cAAc,GAAG,mBAAmB,EAAE,IAAI,EAAE,CAAC;AACpD;EACA,GAAG,KAAK,cAAc,KAAK,SAAS,GAAG;AACvC;EACA,IAAI,cAAc,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;EACpC,IAAI,mBAAmB,EAAE,IAAI,EAAE,GAAG,cAAc,CAAC;AACjD;EACA,IAAI;AACJ;EACA,GAAG,MAAM,GAAG,cAAc,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,CAAC;EACpC,EAAE,MAAM,CAAC,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACxC;EACA,EAAE,KAAK,IAAI,KAAK,YAAY,GAAG;AAC/B;EACA,GAAG,MAAM,CAAC,IAAI,GAAG,EAAE,QAAQ,CAAC,UAAU,KAAK,IAAI,KAAK,QAAQ,CAAC,UAAU,GAAG,QAAQ,CAAC,IAAI,CAAC;AACxF;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,CAAC,IAAI,GAAG,EAAE,QAAQ,CAAC,UAAU,KAAK,IAAI,KAAK,QAAQ,CAAC,UAAU,GAAG,UAAU,EAAE,QAAQ,CAAC,IAAI,EAAE,CAAC;AACtG;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,WAAW,GAAG,QAAQ,CAAC,WAAW,CAAC;EAC5C,EAAE,MAAM,CAAC,cAAc,GAAG,QAAQ,CAAC,cAAc,CAAC;EAClD,EAAE,MAAM,CAAC,gBAAgB,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AACtD;EACA,EAAE,MAAM,CAAC,kBAAkB,GAAG,QAAQ,CAAC,kBAAkB,CAAC;EAC1D,EAAE,MAAM,CAAC,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACxC;EACA,EAAE,KAAK,KAAK,CAAC,YAAY,KAAK,IAAI,IAAI,MAAM,CAAC,sBAAsB,KAAK,IAAI,GAAG;AAC/E;EACA,GAAG,MAAM,CAAC,iBAAiB,CAAC,qBAAqB,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;EACvE,GAAG,MAAM,CAAC,YAAY,GAAG,gBAAgB,CAAC;EAC1C,GAAG,MAAM,CAAC,WAAW,GAAG,eAAe,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,GAAG;AACpE;EACA,EAAE,KAAK,MAAM,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACzC;EACA,EAAE,MAAM,OAAO,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,OAAO,MAAM,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,QAAQ,EAAE,GAAG;AAC1E;EACA,GAAG,KAAK,EAAE,MAAM,CAAC,UAAU,MAAM,MAAM,CAAC,aAAa,IAAI,IAAI,KAAK,YAAY,EAAE,QAAQ,EAAE,MAAM,CAAC,aAAa,IAAI,QAAQ,CAAC,gBAAgB,EAAE,MAAM,EAAE,EAAE,GAAG;AAC1J;EACA,IAAI,MAAM,CAAC,eAAe,CAAC,gBAAgB,EAAE,YAAY,CAAC,kBAAkB,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AACnG;EACA,IAAI,MAAM,QAAQ,GAAG,QAAQ,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;EAC/C,IAAI,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACrC;EACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACrC;EACA,KAAK,MAAM,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AACpC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;EACA,MAAM,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EAChC,MAAM,MAAM,aAAa,GAAG,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAC5D;EACA,MAAM,KAAK,aAAa,IAAI,aAAa,CAAC,OAAO,GAAG;AACpD;EACA,OAAO,MAAM,aAAa,GAAG,gBAAgB,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,KAAK,EAAE,YAAY,CAAC,IAAI,EAAE,YAAY,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AACnI;EACA,OAAO,SAAS,CAAC,kBAAkB,EAAE,YAAY,EAAE,IAAI,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAClG;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK,MAAM,KAAK,QAAQ,CAAC,OAAO,GAAG;AACnC;EACA,KAAK,MAAM,aAAa,GAAG,gBAAgB,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,YAAY,CAAC,IAAI,EAAE,YAAY,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC;AAC5H;EACA,KAAK,SAAS,CAAC,kBAAkB,EAAE,YAAY,EAAE,IAAI,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AAC/F;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACpE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,UAAU,EAAE,YAAY,GAAG;AACpD;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;EACA,CAAC,SAAS,WAAW,GAAG;AACxB;EACA,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,OAAO,EAAE,CAAC;EAC9B,EAAE,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC9B,EAAE,MAAM,iBAAiB,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,EAAE,OAAO;AACT;EACA,GAAG,OAAO,EAAE,WAAW,SAAS,GAAG;AACnC;EACA,IAAI,KAAK,gBAAgB,KAAK,SAAS,IAAI,EAAE,MAAM,GAAG;AACtD;EACA,KAAK,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,CAAC;EAChE,KAAK,gBAAgB,GAAG,SAAS,CAAC;AAClC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,SAAS,EAAE,WAAW,IAAI,GAAG;AAChC;EACA,IAAI,MAAM,GAAG,IAAI,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,EAAE,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,kBAAkB,GAAG;AACzD;EACA,IAAI,KAAK,kBAAkB,KAAK,IAAI,GAAG;AACvC;EACA,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;AAC5B;EACA,KAAK;AACL;EACA,IAAI,KAAK,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5B;EACA,IAAI,KAAK,iBAAiB,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AACvD;EACA,KAAK,EAAE,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACjC,KAAK,iBAAiB,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,YAAY;AACtB;EACA,IAAI,MAAM,GAAG,KAAK,CAAC;AACnB;EACA,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC5B,IAAI,iBAAiB,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,IAAI;AACJ;EACA,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,GAAG;AACxB;EACA,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC9B,EAAE,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC9B,EAAE,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC/B;EACA,EAAE,OAAO;AACT;EACA,GAAG,OAAO,EAAE,WAAW,SAAS,GAAG;AACnC;EACA,IAAI,KAAK,SAAS,GAAG;AACrB;EACA,KAAK,MAAM,EAAE,IAAI,EAAE,CAAC;AACpB;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,EAAE,IAAI,EAAE,CAAC;AACrB;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,EAAE,WAAW,SAAS,GAAG;AACnC;EACA,IAAI,KAAK,gBAAgB,KAAK,SAAS,IAAI,EAAE,MAAM,GAAG;AACtD;EACA,KAAK,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,CAAC;EAC/B,KAAK,gBAAgB,GAAG,SAAS,CAAC;AAClC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,EAAE,WAAW,SAAS,GAAG;AACnC;EACA,IAAI,KAAK,gBAAgB,KAAK,SAAS,GAAG;AAC1C;EACA,KAAK,KAAK,SAAS,GAAG;AACtB;EACA,MAAM,SAAS,SAAS;AACxB;EACA,OAAO,KAAK,UAAU;AACtB;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,WAAW;AACvB;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,SAAS;AACrB;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,cAAc;AAC1B;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,UAAU;AACtB;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,iBAAiB;AAC7B;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,YAAY;AACxB;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO,KAAK,aAAa;AACzB;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAC5B,QAAQ,MAAM;AACd;EACA,OAAO;AACP;EACA,QAAQ,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC5B;EACA,OAAO;AACP;EACA,MAAM,MAAM;AACZ;EACA,MAAM,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAC1B;EACA,MAAM;AACN;EACA,KAAK,gBAAgB,GAAG,SAAS,CAAC;AAClC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,SAAS,EAAE,WAAW,IAAI,GAAG;AAChC;EACA,IAAI,MAAM,GAAG,IAAI,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,EAAE,WAAW,KAAK,GAAG;AAChC;EACA,IAAI,KAAK,iBAAiB,KAAK,KAAK,GAAG;AACvC;EACA,KAAK,EAAE,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;EAC5B,KAAK,iBAAiB,GAAG,KAAK,CAAC;AAC/B;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,YAAY;AACtB;EACA,IAAI,MAAM,GAAG,KAAK,CAAC;AACnB;EACA,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC5B,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC5B,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC7B;EACA,IAAI;AACJ;EACA,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,SAAS,aAAa,GAAG;AAC1B;EACA,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAChC,EAAE,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAChC,EAAE,IAAI,iBAAiB,GAAG,IAAI,CAAC;EAC/B,EAAE,IAAI,sBAAsB,GAAG,IAAI,CAAC;EACpC,EAAE,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAChC,EAAE,IAAI,mBAAmB,GAAG,IAAI,CAAC;EACjC,EAAE,IAAI,mBAAmB,GAAG,IAAI,CAAC;EACjC,EAAE,IAAI,mBAAmB,GAAG,IAAI,CAAC;AACjC;EACA,EAAE,OAAO;AACT;EACA,GAAG,OAAO,EAAE,WAAW,WAAW,GAAG;AACrC;EACA,IAAI,KAAK,EAAE,MAAM,GAAG;AACpB;EACA,KAAK,KAAK,WAAW,GAAG;AACxB;EACA,MAAM,MAAM,EAAE,IAAI,EAAE,CAAC;AACrB;EACA,MAAM,MAAM;AACZ;EACA,MAAM,OAAO,EAAE,IAAI,EAAE,CAAC;AACtB;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,EAAE,WAAW,WAAW,GAAG;AACrC;EACA,IAAI,KAAK,kBAAkB,KAAK,WAAW,IAAI,EAAE,MAAM,GAAG;AAC1D;EACA,KAAK,EAAE,CAAC,WAAW,EAAE,WAAW,EAAE,CAAC;EACnC,KAAK,kBAAkB,GAAG,WAAW,CAAC;AACtC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,EAAE,WAAW,WAAW,EAAE,UAAU,EAAE,WAAW,GAAG;AAC9D;EACA,IAAI,KAAK,kBAAkB,KAAK,WAAW;EAC3C,SAAS,iBAAiB,KAAK,UAAU;EACzC,SAAS,sBAAsB,KAAK,WAAW,GAAG;AAClD;EACA,KAAK,EAAE,CAAC,WAAW,EAAE,WAAW,EAAE,UAAU,EAAE,WAAW,EAAE,CAAC;AAC5D;EACA,KAAK,kBAAkB,GAAG,WAAW,CAAC;EACtC,KAAK,iBAAiB,GAAG,UAAU,CAAC;EACpC,KAAK,sBAAsB,GAAG,WAAW,CAAC;AAC1C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,WAAW,WAAW,EAAE,YAAY,EAAE,YAAY,GAAG;AAC/D;EACA,IAAI,KAAK,kBAAkB,KAAK,WAAW;EAC3C,SAAS,mBAAmB,KAAK,YAAY;EAC7C,SAAS,mBAAmB,KAAK,YAAY,GAAG;AAChD;EACA,KAAK,EAAE,CAAC,SAAS,EAAE,WAAW,EAAE,YAAY,EAAE,YAAY,EAAE,CAAC;AAC7D;EACA,KAAK,kBAAkB,GAAG,WAAW,CAAC;EACtC,KAAK,mBAAmB,GAAG,YAAY,CAAC;EACxC,KAAK,mBAAmB,GAAG,YAAY,CAAC;AACxC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,SAAS,EAAE,WAAW,IAAI,GAAG;AAChC;EACA,IAAI,MAAM,GAAG,IAAI,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,EAAE,WAAW,OAAO,GAAG;AAClC;EACA,IAAI,KAAK,mBAAmB,KAAK,OAAO,GAAG;AAC3C;EACA,KAAK,EAAE,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC;EAChC,KAAK,mBAAmB,GAAG,OAAO,CAAC;AACnC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,EAAE,YAAY;AACtB;EACA,IAAI,MAAM,GAAG,KAAK,CAAC;AACnB;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAC9B,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAC9B,IAAI,iBAAiB,GAAG,IAAI,CAAC;EAC7B,IAAI,sBAAsB,GAAG,IAAI,CAAC;EAClC,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAC9B,IAAI,mBAAmB,GAAG,IAAI,CAAC;EAC/B,IAAI,mBAAmB,GAAG,IAAI,CAAC;EAC/B,IAAI,mBAAmB,GAAG,IAAI,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,MAAM,WAAW,GAAG,IAAI,WAAW,EAAE,CAAC;EACvC,CAAC,MAAM,WAAW,GAAG,IAAI,WAAW,EAAE,CAAC;EACvC,CAAC,MAAM,aAAa,GAAG,IAAI,aAAa,EAAE,CAAC;AAC3C;EACA,CAAC,IAAI,mBAAmB,GAAG,EAAE,CAAC;AAC9B;EACA,CAAC,IAAI,aAAa,GAAG,IAAI,CAAC;EAC1B,CAAC,IAAI,wBAAwB,GAAG,EAAE,CAAC;AACnC;EACA,CAAC,IAAI,cAAc,GAAG,IAAI,CAAC;AAC3B;EACA,CAAC,IAAI,sBAAsB,GAAG,KAAK,CAAC;EACpC,CAAC,IAAI,eAAe,GAAG,IAAI,CAAC;EAC5B,CAAC,IAAI,oBAAoB,GAAG,IAAI,CAAC;EACjC,CAAC,IAAI,eAAe,GAAG,IAAI,CAAC;EAC5B,CAAC,IAAI,eAAe,GAAG,IAAI,CAAC;EAC5B,CAAC,IAAI,yBAAyB,GAAG,IAAI,CAAC;EACtC,CAAC,IAAI,oBAAoB,GAAG,IAAI,CAAC;EACjC,CAAC,IAAI,oBAAoB,GAAG,IAAI,CAAC;EACjC,CAAC,IAAI,wBAAwB,GAAG,KAAK,CAAC;AACtC;EACA,CAAC,IAAI,gBAAgB,GAAG,IAAI,CAAC;EAC7B,CAAC,IAAI,eAAe,GAAG,IAAI,CAAC;AAC5B;EACA,CAAC,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC7B;EACA,CAAC,IAAI,0BAA0B,GAAG,IAAI,CAAC;EACvC,CAAC,IAAI,yBAAyB,GAAG,IAAI,CAAC;AACtC;EACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AAC9C;EACA,CAAC,IAAI,kBAAkB,GAAG,KAAK,CAAC;EAChC,CAAC,IAAI,OAAO,GAAG,CAAC,CAAC;EACjB,CAAC,MAAM,SAAS,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,CAAC,KAAK,SAAS,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,GAAG;AAC7C;EACA,EAAE,OAAO,GAAG,UAAU,EAAE,aAAa,CAAC,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;EAC/D,EAAE,kBAAkB,KAAK,OAAO,IAAI,GAAG,EAAE,CAAC;AAC1C;EACA,EAAE,MAAM,KAAK,SAAS,CAAC,OAAO,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC,GAAG;AACxD;EACA,EAAE,OAAO,GAAG,UAAU,EAAE,iBAAiB,CAAC,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;EACnE,EAAE,kBAAkB,KAAK,OAAO,IAAI,GAAG,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,IAAI,kBAAkB,GAAG,IAAI,CAAC;EAC/B,CAAC,IAAI,oBAAoB,GAAG,EAAE,CAAC;AAC/B;EACA,CAAC,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;EAC/E,CAAC,MAAM,eAAe,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AAChF;EACA,CAAC,SAAS,aAAa,EAAE,IAAI,EAAE,MAAM,EAAE,KAAK,GAAG;AAC/C;EACA,EAAE,MAAM,IAAI,GAAG,IAAI,UAAU,EAAE,CAAC,EAAE,CAAC;EACnC,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC,aAAa,EAAE,CAAC;AACrC;EACA,EAAE,EAAE,CAAC,WAAW,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;EAClC,EAAE,EAAE,CAAC,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;EACxC,EAAE,EAAE,CAAC,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACxC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG;AACrC;EACA,GAAG,EAAE,CAAC,UAAU,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnE;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,MAAM,aAAa,GAAG,EAAE,CAAC;EAC1B,CAAC,aAAa,EAAE,IAAI,EAAE,GAAG,aAAa,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;EACxD,CAAC,aAAa,EAAE,KAAK,EAAE,GAAG,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC3D;EACA;AACA;EACA,CAAC,WAAW,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACpC,CAAC,WAAW,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;EAC3B,CAAC,aAAa,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;EAChB,CAAC,WAAW,CAAC,OAAO,EAAE,cAAc,EAAE,CAAC;AACvC;EACA,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EACvB,CAAC,WAAW,EAAE,YAAY,EAAE,CAAC;EAC7B,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AAChB;EACA,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;AAC3B;EACA;AACA;EACA,CAAC,SAAS,MAAM,EAAE,EAAE,GAAG;AACvB;EACA,EAAE,KAAK,mBAAmB,EAAE,EAAE,EAAE,KAAK,IAAI,GAAG;AAC5C;EACA,GAAG,EAAE,CAAC,MAAM,EAAE,EAAE,EAAE,CAAC;EACnB,GAAG,mBAAmB,EAAE,EAAE,EAAE,GAAG,IAAI,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,OAAO,EAAE,EAAE,GAAG;AACxB;EACA,EAAE,KAAK,mBAAmB,EAAE,EAAE,EAAE,KAAK,KAAK,GAAG;AAC7C;EACA,GAAG,EAAE,CAAC,OAAO,EAAE,EAAE,EAAE,CAAC;EACpB,GAAG,mBAAmB,EAAE,EAAE,EAAE,GAAG,KAAK,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,iBAAiB,EAAE,WAAW,GAAG;AAC3C;EACA,EAAE,KAAK,WAAW,KAAK,aAAa,GAAG;AACvC;EACA,GAAG,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAC5C;EACA,GAAG,aAAa,GAAG,WAAW,CAAC;AAC/B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,eAAe,EAAE,MAAM,EAAE,WAAW,GAAG;AACjD;EACA,EAAE,KAAK,WAAW,KAAK,IAAI,IAAI,aAAa,KAAK,IAAI,GAAG,WAAW,GAAG,aAAa,CAAC;AACpF;EACA,EAAE,KAAK,wBAAwB,EAAE,MAAM,EAAE,KAAK,WAAW,GAAG;AAC5D;EACA,GAAG,EAAE,CAAC,eAAe,EAAE,MAAM,EAAE,WAAW,EAAE,CAAC;AAC7C;EACA,GAAG,wBAAwB,EAAE,MAAM,EAAE,GAAG,WAAW,CAAC;AACpD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,UAAU,EAAE,OAAO,GAAG;AAChC;EACA,EAAE,KAAK,cAAc,KAAK,OAAO,GAAG;AACpC;EACA,GAAG,EAAE,CAAC,UAAU,EAAE,OAAO,EAAE,CAAC;AAC5B;EACA,GAAG,cAAc,GAAG,OAAO,CAAC;AAC5B;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,MAAM,YAAY,GAAG;EACtB,EAAE,EAAE,WAAW,IAAI,KAAK;EACxB,EAAE,EAAE,gBAAgB,IAAI,KAAK;EAC7B,EAAE,EAAE,uBAAuB,IAAI,KAAK;EACpC,EAAE,CAAC;AACH;EACA,CAAC,KAAK,QAAQ,GAAG;AACjB;EACA,EAAE,YAAY,EAAE,WAAW,EAAE,GAAG,KAAK,CAAC;EACtC,EAAE,YAAY,EAAE,WAAW,EAAE,GAAG,KAAK,CAAC;AACtC;EACA,EAAE,MAAM;AACR;EACA,EAAE,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,kBAAkB,EAAE,CAAC;AACzD;EACA,EAAE,KAAK,SAAS,KAAK,IAAI,GAAG;AAC5B;EACA,GAAG,YAAY,EAAE,WAAW,EAAE,GAAG,SAAS,CAAC,OAAO,CAAC;EACnD,GAAG,YAAY,EAAE,WAAW,EAAE,GAAG,SAAS,CAAC,OAAO,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,MAAM,UAAU,GAAG;EACpB,EAAE,EAAE,UAAU,IAAI,CAAC;EACnB,EAAE,EAAE,SAAS,IAAI,CAAC;EAClB,EAAE,EAAE,cAAc,IAAI,GAAG;EACzB,EAAE,EAAE,cAAc,IAAI,GAAG;EACzB,EAAE,EAAE,sBAAsB,IAAI,GAAG;EACjC,EAAE,EAAE,cAAc,IAAI,GAAG;EACzB,EAAE,EAAE,cAAc,IAAI,GAAG;EACzB,EAAE,EAAE,sBAAsB,IAAI,GAAG;EACjC,EAAE,EAAE,sBAAsB,IAAI,GAAG;EACjC,EAAE,EAAE,sBAAsB,IAAI,GAAG;EACjC,EAAE,EAAE,sBAAsB,IAAI,GAAG;EACjC,EAAE,CAAC;AACH;EACA,CAAC,SAAS,WAAW,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,kBAAkB,EAAE,aAAa,EAAE,aAAa,EAAE,kBAAkB,GAAG;AAC3I;EACA,EAAE,KAAK,QAAQ,KAAK,UAAU,GAAG;AACjC;EACA,GAAG,KAAK,sBAAsB,KAAK,IAAI,GAAG;AAC1C;EACA,IAAI,OAAO,EAAE,IAAI,EAAE,CAAC;EACpB,IAAI,sBAAsB,GAAG,KAAK,CAAC;AACnC;EACA,IAAI;AACJ;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,sBAAsB,KAAK,KAAK,GAAG;AAC1C;EACA,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;EAClB,GAAG,sBAAsB,GAAG,IAAI,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,KAAK,cAAc,GAAG;AACrC;EACA,GAAG,KAAK,QAAQ,KAAK,eAAe,IAAI,kBAAkB,KAAK,wBAAwB,GAAG;AAC1F;EACA,IAAI,KAAK,oBAAoB,KAAK,WAAW,IAAI,yBAAyB,KAAK,WAAW,GAAG;AAC7F;EACA,KAAK,EAAE,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC/B;EACA,KAAK,oBAAoB,GAAG,WAAW,CAAC;EACxC,KAAK,yBAAyB,GAAG,WAAW,CAAC;AAC7C;EACA,KAAK;AACL;EACA,IAAI,KAAK,kBAAkB,GAAG;AAC9B;EACA,KAAK,SAAS,QAAQ;AACtB;EACA,MAAM,KAAK,cAAc;EACzB,OAAO,EAAE,CAAC,iBAAiB,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;EAC9C,OAAO,MAAM;AACb;EACA,MAAM,KAAK,gBAAgB;EAC3B,OAAO,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC5B,OAAO,MAAM;AACb;EACA,MAAM,KAAK,mBAAmB;EAC9B,OAAO,EAAE,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;EAC9C,OAAO,MAAM;AACb;EACA,MAAM,KAAK,gBAAgB;EAC3B,OAAO,EAAE,CAAC,iBAAiB,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;EAC9C,OAAO,MAAM;AACb;EACA,MAAM;EACN,OAAO,OAAO,CAAC,KAAK,EAAE,sCAAsC,EAAE,QAAQ,EAAE,CAAC;EACzE,OAAO,MAAM;AACb;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,SAAS,QAAQ;AACtB;EACA,MAAM,KAAK,cAAc;EACzB,OAAO,EAAE,CAAC,iBAAiB,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;EAChD,OAAO,MAAM;AACb;EACA,MAAM,KAAK,gBAAgB;EAC3B,OAAO,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;EAC9B,OAAO,MAAM;AACb;EACA,MAAM,KAAK,mBAAmB;EAC9B,OAAO,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;EAC9B,OAAO,MAAM;AACb;EACA,MAAM,KAAK,gBAAgB;EAC3B,OAAO,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;EAC9B,OAAO,MAAM;AACb;EACA,MAAM;EACN,OAAO,OAAO,CAAC,KAAK,EAAE,sCAAsC,EAAE,QAAQ,EAAE,CAAC;EACzE,OAAO,MAAM;AACb;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,eAAe,GAAG,IAAI,CAAC;EAC3B,IAAI,eAAe,GAAG,IAAI,CAAC;EAC3B,IAAI,oBAAoB,GAAG,IAAI,CAAC;EAChC,IAAI,oBAAoB,GAAG,IAAI,CAAC;AAChC;EACA,IAAI,eAAe,GAAG,QAAQ,CAAC;EAC/B,IAAI,wBAAwB,GAAG,kBAAkB,CAAC;AAClD;EACA,IAAI;AACJ;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,kBAAkB,GAAG,kBAAkB,IAAI,aAAa,CAAC;EAC3D,EAAE,aAAa,GAAG,aAAa,IAAI,QAAQ,CAAC;EAC5C,EAAE,aAAa,GAAG,aAAa,IAAI,QAAQ,CAAC;AAC5C;EACA,EAAE,KAAK,aAAa,KAAK,oBAAoB,IAAI,kBAAkB,KAAK,yBAAyB,GAAG;AACpG;EACA,GAAG,EAAE,CAAC,qBAAqB,EAAE,YAAY,EAAE,aAAa,EAAE,EAAE,YAAY,EAAE,kBAAkB,EAAE,EAAE,CAAC;AACjG;EACA,GAAG,oBAAoB,GAAG,aAAa,CAAC;EACxC,GAAG,yBAAyB,GAAG,kBAAkB,CAAC;AAClD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,KAAK,eAAe,IAAI,QAAQ,KAAK,eAAe,IAAI,aAAa,KAAK,oBAAoB,IAAI,aAAa,KAAK,oBAAoB,GAAG;AAC1J;EACA,GAAG,EAAE,CAAC,iBAAiB,EAAE,UAAU,EAAE,QAAQ,EAAE,EAAE,UAAU,EAAE,QAAQ,EAAE,EAAE,UAAU,EAAE,aAAa,EAAE,EAAE,UAAU,EAAE,aAAa,EAAE,EAAE,CAAC;AACpI;EACA,GAAG,eAAe,GAAG,QAAQ,CAAC;EAC9B,GAAG,eAAe,GAAG,QAAQ,CAAC;EAC9B,GAAG,oBAAoB,GAAG,aAAa,CAAC;EACxC,GAAG,oBAAoB,GAAG,aAAa,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,eAAe,GAAG,QAAQ,CAAC;EAC7B,EAAE,wBAAwB,GAAG,IAAI,CAAC;AAClC;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,QAAQ,EAAE,WAAW,GAAG;AAC/C;EACA,EAAE,QAAQ,CAAC,IAAI,KAAK,UAAU;EAC9B,KAAK,OAAO,EAAE,IAAI,EAAE;EACpB,KAAK,MAAM,EAAE,IAAI,EAAE,CAAC;AACpB;EACA,EAAE,IAAI,SAAS,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,EAAE,CAAC;EACjD,EAAE,KAAK,WAAW,GAAG,SAAS,GAAG,EAAE,SAAS,CAAC;AAC7C;EACA,EAAE,YAAY,EAAE,SAAS,EAAE,CAAC;AAC5B;EACA,EAAE,EAAE,QAAQ,CAAC,QAAQ,KAAK,cAAc,IAAI,QAAQ,CAAC,WAAW,KAAK,KAAK;EAC1E,KAAK,WAAW,EAAE,UAAU,EAAE;EAC9B,KAAK,WAAW,EAAE,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC,kBAAkB,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,kBAAkB,EAAE,CAAC;AAC9M;EACA,EAAE,WAAW,CAAC,OAAO,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;EAC5C,EAAE,WAAW,CAAC,OAAO,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;EAC5C,EAAE,WAAW,CAAC,OAAO,EAAE,QAAQ,CAAC,UAAU,EAAE,CAAC;EAC7C,EAAE,WAAW,CAAC,OAAO,EAAE,QAAQ,CAAC,UAAU,EAAE,CAAC;AAC7C;EACA,EAAE,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;EAC7C,EAAE,aAAa,CAAC,OAAO,EAAE,YAAY,EAAE,CAAC;EACxC,EAAE,KAAK,YAAY,GAAG;AACtB;EACA,GAAG,aAAa,CAAC,OAAO,EAAE,QAAQ,CAAC,gBAAgB,EAAE,CAAC;EACtD,GAAG,aAAa,CAAC,OAAO,EAAE,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,UAAU,EAAE,QAAQ,CAAC,eAAe,EAAE,CAAC;EAChG,GAAG,aAAa,CAAC,KAAK,EAAE,QAAQ,CAAC,WAAW,EAAE,QAAQ,CAAC,YAAY,EAAE,QAAQ,CAAC,YAAY,EAAE,CAAC;AAC7F;EACA,GAAG;AACH;EACA,EAAE,gBAAgB,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,mBAAmB,EAAE,QAAQ,CAAC,kBAAkB,EAAE,CAAC;AACxG;EACA,EAAE,QAAQ,CAAC,eAAe,KAAK,IAAI;EACnC,KAAK,MAAM,EAAE,KAAK,EAAE;EACpB,KAAK,OAAO,EAAE,KAAK,EAAE,CAAC;AACtB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,YAAY,EAAE,SAAS,GAAG;AACpC;EACA,EAAE,KAAK,gBAAgB,KAAK,SAAS,GAAG;AACxC;EACA,GAAG,KAAK,SAAS,GAAG;AACpB;EACA,IAAI,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,IAAI,MAAM;AACV;EACA,IAAI,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,IAAI;AACJ;EACA,GAAG,gBAAgB,GAAG,SAAS,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,QAAQ,GAAG;AAClC;EACA,EAAE,KAAK,QAAQ,KAAK,YAAY,GAAG;AACnC;EACA,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;AAClB;EACA,GAAG,KAAK,QAAQ,KAAK,eAAe,GAAG;AACvC;EACA,IAAI,KAAK,QAAQ,KAAK,YAAY,GAAG;AACrC;EACA,KAAK,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,KAAK,MAAM,KAAK,QAAQ,KAAK,aAAa,GAAG;AAC7C;EACA,KAAK,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,KAAK,MAAM;AACX;EACA,KAAK,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;AACzB;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,EAAE,IAAI,EAAE,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,eAAe,GAAG,QAAQ,CAAC;AAC7B;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,KAAK,GAAG;AAChC;EACA,EAAE,KAAK,KAAK,KAAK,gBAAgB,GAAG;AACpC;EACA,GAAG,KAAK,kBAAkB,GAAG,EAAE,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC;AACnD;EACA,GAAG,gBAAgB,GAAG,KAAK,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,gBAAgB,EAAE,aAAa,EAAE,MAAM,EAAE,KAAK,GAAG;AAC3D;EACA,EAAE,KAAK,aAAa,GAAG;AACvB;EACA,GAAG,MAAM,EAAE,KAAK,EAAE,CAAC;AACnB;EACA,GAAG,KAAK,0BAA0B,KAAK,MAAM,IAAI,yBAAyB,KAAK,KAAK,GAAG;AACvF;EACA,IAAI,EAAE,CAAC,aAAa,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,IAAI,0BAA0B,GAAG,MAAM,CAAC;EACxC,IAAI,yBAAyB,GAAG,KAAK,CAAC;AACtC;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,EAAE,KAAK,EAAE,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,EAAE,WAAW,GAAG;AACxC;EACA,EAAE,KAAK,WAAW,GAAG;AACrB;EACA,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;AAClB;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,EAAE,IAAI,EAAE,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,aAAa,EAAE,SAAS,GAAG;AACrC;EACA,EAAE,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,KAAK,GAAG,WAAW,GAAG,CAAC,CAAC;AACrE;EACA,EAAE,KAAK,kBAAkB,KAAK,SAAS,GAAG;AAC1C;EACA,GAAG,EAAE,CAAC,aAAa,EAAE,SAAS,EAAE,CAAC;EACjC,GAAG,kBAAkB,GAAG,SAAS,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,SAAS,EAAE,YAAY,GAAG;AACjD;EACA,EAAE,KAAK,kBAAkB,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,aAAa,EAAE,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,IAAI,YAAY,GAAG,oBAAoB,EAAE,kBAAkB,EAAE,CAAC;AAChE;EACA,EAAE,KAAK,YAAY,KAAK,SAAS,GAAG;AACpC;EACA,GAAG,YAAY,GAAG,EAAE,IAAI,EAAE,SAAS,EAAE,OAAO,EAAE,SAAS,EAAE,CAAC;EAC1D,GAAG,oBAAoB,EAAE,kBAAkB,EAAE,GAAG,YAAY,CAAC;AAC7D;EACA,GAAG;AACH;EACA,EAAE,KAAK,YAAY,CAAC,IAAI,KAAK,SAAS,IAAI,YAAY,CAAC,OAAO,KAAK,YAAY,GAAG;AAClF;EACA,GAAG,EAAE,CAAC,WAAW,EAAE,SAAS,EAAE,YAAY,IAAI,aAAa,EAAE,SAAS,EAAE,EAAE,CAAC;AAC3E;EACA,GAAG,YAAY,CAAC,IAAI,GAAG,SAAS,CAAC;EACjC,GAAG,YAAY,CAAC,OAAO,GAAG,YAAY,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,aAAa,GAAG;AAC1B;EACA,EAAE,MAAM,YAAY,GAAG,oBAAoB,EAAE,kBAAkB,EAAE,CAAC;AAClE;EACA,EAAE,KAAK,YAAY,KAAK,SAAS,IAAI,YAAY,CAAC,IAAI,KAAK,SAAS,GAAG;AACvE;EACA,GAAG,EAAE,CAAC,WAAW,EAAE,YAAY,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,GAAG,YAAY,CAAC,IAAI,GAAG,SAAS,CAAC;EACjC,GAAG,YAAY,CAAC,OAAO,GAAG,SAAS,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,oBAAoB,GAAG;AACjC;EACA,EAAE,IAAI;AACN;EACA,GAAG,EAAE,CAAC,oBAAoB,CAAC,KAAK,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AAClD;EACA,GAAG,CAAC,QAAQ,KAAK,GAAG;AACpB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,mBAAmB,EAAE,KAAK,EAAE,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,UAAU,GAAG;AACvB;EACA,EAAE,IAAI;AACN;EACA,GAAG,EAAE,CAAC,UAAU,CAAC,KAAK,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,GAAG,CAAC,QAAQ,KAAK,GAAG;AACpB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,mBAAmB,EAAE,KAAK,EAAE,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,UAAU,GAAG;AACvB;EACA,EAAE,IAAI;AACN;EACA,GAAG,EAAE,CAAC,UAAU,CAAC,KAAK,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AACxC;EACA,GAAG,CAAC,QAAQ,KAAK,GAAG;AACpB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,mBAAmB,EAAE,KAAK,EAAE,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,OAAO,EAAE,OAAO,GAAG;AAC7B;EACA,EAAE,KAAK,cAAc,CAAC,MAAM,EAAE,OAAO,EAAE,KAAK,KAAK,GAAG;AACpD;EACA,GAAG,EAAE,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,CAAC;EAC5D,GAAG,cAAc,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,QAAQ,EAAE,QAAQ,GAAG;AAC/B;EACA,EAAE,KAAK,eAAe,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,KAAK,GAAG;AACtD;EACA,GAAG,EAAE,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC;EACjE,GAAG,eAAe,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,KAAK,GAAG;AAClB;EACA;AACA;EACA,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACrB,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACrB,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACrB,EAAE,EAAE,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;EACtB,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACrB,EAAE,EAAE,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACrB,EAAE,EAAE,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AACtB;EACA,EAAE,EAAE,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;EAC5B,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACvB,EAAE,EAAE,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;EACzC,EAAE,EAAE,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;EACvB,EAAE,EAAE,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EACtB,EAAE,EAAE,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC;AACrB;EACA,EAAE,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;EAC/B,EAAE,EAAE,CAAC,WAAW,EAAE,GAAG,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC;EACvC,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;EACnC,EAAE,EAAE,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AACvB;EACA,EAAE,EAAE,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC;EACtB,EAAE,EAAE,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,EAAE,EAAE,CAAC,aAAa,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,EAAE,EAAE,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC5B;EACA,EAAE,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,EAAE,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC3B;EACA,GAAG,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;EACrC,GAAG,EAAE,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,EAAE,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AACxB;EACA,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC;AACpB;EACA,EAAE,EAAE,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;EACxD,EAAE,EAAE,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AACzD;EACA;AACA;EACA,EAAE,mBAAmB,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE,kBAAkB,GAAG,IAAI,CAAC;EAC5B,EAAE,oBAAoB,GAAG,EAAE,CAAC;AAC5B;EACA,EAAE,aAAa,GAAG,IAAI,CAAC;EACvB,EAAE,wBAAwB,GAAG,EAAE,CAAC;AAChC;EACA,EAAE,cAAc,GAAG,IAAI,CAAC;AACxB;EACA,EAAE,sBAAsB,GAAG,KAAK,CAAC;EACjC,EAAE,eAAe,GAAG,IAAI,CAAC;EACzB,EAAE,oBAAoB,GAAG,IAAI,CAAC;EAC9B,EAAE,eAAe,GAAG,IAAI,CAAC;EACzB,EAAE,eAAe,GAAG,IAAI,CAAC;EACzB,EAAE,yBAAyB,GAAG,IAAI,CAAC;EACnC,EAAE,oBAAoB,GAAG,IAAI,CAAC;EAC9B,EAAE,oBAAoB,GAAG,IAAI,CAAC;EAC9B,EAAE,wBAAwB,GAAG,KAAK,CAAC;AACnC;EACA,EAAE,gBAAgB,GAAG,IAAI,CAAC;EAC1B,EAAE,eAAe,GAAG,IAAI,CAAC;AACzB;EACA,EAAE,gBAAgB,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE,0BAA0B,GAAG,IAAI,CAAC;EACpC,EAAE,yBAAyB,GAAG,IAAI,CAAC;AACnC;EACA,EAAE,cAAc,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;EAChE,EAAE,eAAe,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AACjE;EACA,EAAE,WAAW,CAAC,KAAK,EAAE,CAAC;EACtB,EAAE,WAAW,CAAC,KAAK,EAAE,CAAC;EACtB,EAAE,aAAa,CAAC,KAAK,EAAE,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC,OAAO;AACR;EACA,EAAE,OAAO,EAAE;EACX,GAAG,KAAK,EAAE,WAAW;EACrB,GAAG,KAAK,EAAE,WAAW;EACrB,GAAG,OAAO,EAAE,aAAa;EACzB,GAAG;AACH;EACA,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,OAAO,EAAE,OAAO;AAClB;EACA,EAAE,eAAe,EAAE,eAAe;EAClC,EAAE,iBAAiB,EAAE,iBAAiB;AACtC;EACA,EAAE,UAAU,EAAE,UAAU;AACxB;EACA,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,WAAW,EAAE,WAAW;AAC1B;EACA,EAAE,YAAY,EAAE,YAAY;EAC5B,EAAE,WAAW,EAAE,WAAW;AAC1B;EACA,EAAE,YAAY,EAAE,YAAY;EAC5B,EAAE,gBAAgB,EAAE,gBAAgB;AACpC;EACA,EAAE,cAAc,EAAE,cAAc;AAChC;EACA,EAAE,aAAa,EAAE,aAAa;EAC9B,EAAE,WAAW,EAAE,WAAW;EAC1B,EAAE,aAAa,EAAE,aAAa;EAC9B,EAAE,oBAAoB,EAAE,oBAAoB;EAC5C,EAAE,UAAU,EAAE,UAAU;EACxB,EAAE,UAAU,EAAE,UAAU;AACxB;EACA,EAAE,OAAO,EAAE,OAAO;EAClB,EAAE,QAAQ,EAAE,QAAQ;AACpB;EACA,EAAE,KAAK,EAAE,KAAK;AACd;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,GAAG,EAAE,UAAU,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,GAAG;AACxF;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;EACxC,CAAC,MAAM,WAAW,GAAG,YAAY,CAAC,WAAW,CAAC;EAC9C,CAAC,MAAM,cAAc,GAAG,YAAY,CAAC,cAAc,CAAC;EACpD,CAAC,MAAM,cAAc,GAAG,YAAY,CAAC,cAAc,CAAC;EACpD,CAAC,MAAM,UAAU,GAAG,YAAY,CAAC,UAAU,CAAC;AAC5C;EACA,CAAC,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE,CAAC;EACtC,CAAC,IAAI,OAAO,CAAC;AACb;EACA;EACA;EACA;AACA;EACA,CAAC,IAAI,kBAAkB,GAAG,KAAK,CAAC;AAChC;EACA,CAAC,IAAI;AACL;EACA,EAAE,kBAAkB,GAAG,OAAO,eAAe,KAAK,WAAW;EAC7D,MAAM,EAAE,IAAI,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,UAAU,EAAE,IAAI,EAAE,OAAO,IAAI,CAAC;AAClE;EACA,EAAE,CAAC,QAAQ,GAAG,GAAG;AACjB;EACA;AACA;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,KAAK,EAAE,MAAM,GAAG;AACxC;EACA;AACA;EACA,EAAE,OAAO,kBAAkB;EAC3B,GAAG,IAAI,eAAe,EAAE,KAAK,EAAE,MAAM,EAAE;EACvC,GAAG,QAAQ,CAAC,eAAe,EAAE,8BAA8B,EAAE,QAAQ,EAAE,CAAC;AACxE;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,KAAK,EAAE,eAAe,EAAE,cAAc,EAAE,OAAO,GAAG;AACzE;EACA,EAAE,IAAI,KAAK,GAAG,CAAC,CAAC;AAChB;EACA;AACA;EACA,EAAE,KAAK,KAAK,CAAC,KAAK,GAAG,OAAO,IAAI,KAAK,CAAC,MAAM,GAAG,OAAO,GAAG;AACzD;EACA,GAAG,KAAK,GAAG,OAAO,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,KAAK,GAAG,CAAC,IAAI,eAAe,KAAK,IAAI,GAAG;AAC/C;EACA;AACA;EACA,GAAG,KAAK,EAAE,OAAO,gBAAgB,KAAK,WAAW,IAAI,KAAK,YAAY,gBAAgB;EACtF,MAAM,OAAO,iBAAiB,KAAK,WAAW,IAAI,KAAK,YAAY,iBAAiB,EAAE;EACtF,MAAM,OAAO,WAAW,KAAK,WAAW,IAAI,KAAK,YAAY,WAAW,EAAE,GAAG;AAC7E;EACA,IAAI,MAAM,KAAK,GAAG,eAAe,GAAG,SAAS,CAAC,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC;AAC3E;EACA,IAAI,MAAM,KAAK,GAAG,KAAK,EAAE,KAAK,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC;EAC/C,IAAI,MAAM,MAAM,GAAG,KAAK,EAAE,KAAK,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC;AACjD;EACA,IAAI,KAAK,OAAO,KAAK,SAAS,GAAG,OAAO,GAAG,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACzE;EACA;AACA;EACA,IAAI,MAAM,MAAM,GAAG,cAAc,GAAG,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC;AAC5E;EACA,IAAI,MAAM,CAAC,KAAK,GAAG,KAAK,CAAC;EACzB,IAAI,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC;AAC3B;EACA,IAAI,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;EAC9C,IAAI,OAAO,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACpD;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,sDAAsD,GAAG,KAAK,CAAC,KAAK,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,GAAG,QAAQ,GAAG,KAAK,GAAG,GAAG,GAAG,MAAM,GAAG,IAAI,EAAE,CAAC;AACvJ;EACA,IAAI,OAAO,MAAM,CAAC;AAClB;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,MAAM,IAAI,KAAK,GAAG;AAC3B;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,wDAAwD,GAAG,KAAK,CAAC,KAAK,GAAG,GAAG,GAAG,KAAK,CAAC,MAAM,GAAG,IAAI,EAAE,CAAC;AACxH;EACA,KAAK;AACL;EACA,IAAI,OAAO,KAAK,CAAC;AACjB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,KAAK,GAAG;AAChC;EACA,EAAE,OAAO,SAAS,CAAC,YAAY,EAAE,KAAK,CAAC,KAAK,EAAE,IAAI,SAAS,CAAC,YAAY,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AACzF;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,OAAO,GAAG;AAC5C;EACA,EAAE,KAAK,QAAQ,GAAG,OAAO,KAAK,CAAC;AAC/B;EACA,EAAE,OAAO,EAAE,OAAO,CAAC,KAAK,KAAK,mBAAmB,IAAI,OAAO,CAAC,KAAK,KAAK,mBAAmB;EACzF,KAAK,OAAO,CAAC,SAAS,KAAK,aAAa,IAAI,OAAO,CAAC,SAAS,KAAK,YAAY,EAAE,CAAC;AACjF;EACA,EAAE;AACF;EACA,CAAC,SAAS,2BAA2B,EAAE,OAAO,EAAE,YAAY,GAAG;AAC/D;EACA,EAAE,OAAO,OAAO,CAAC,eAAe,IAAI,YAAY;EAChD,GAAG,OAAO,CAAC,SAAS,KAAK,aAAa,IAAI,OAAO,CAAC,SAAS,KAAK,YAAY,CAAC;AAC7E;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG;AAC3D;EACA,EAAE,GAAG,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,iBAAiB,CAAC,aAAa,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,EAAE,CAAC;AAC3E;EACA,EAAE;AACF;EACA,CAAC,SAAS,iBAAiB,EAAE,kBAAkB,EAAE,QAAQ,EAAE,MAAM,GAAG;AACpE;EACA,EAAE,KAAK,QAAQ,KAAK,KAAK,GAAG,OAAO,QAAQ,CAAC;AAC5C;EACA,EAAE,KAAK,kBAAkB,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,KAAK,GAAG,EAAE,kBAAkB,EAAE,KAAK,SAAS,GAAG,OAAO,GAAG,EAAE,kBAAkB,EAAE,CAAC;AACnF;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2EAA2E,GAAG,kBAAkB,GAAG,IAAI,EAAE,CAAC;AAC3H;EACA,GAAG;AACH;EACA,EAAE,IAAI,cAAc,GAAG,QAAQ,CAAC;AAChC;EACA,EAAE,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC3B;EACA,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;EACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;EACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC3B;EACA,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;EACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;EACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC3B;EACA,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;EACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;EACjD,GAAG,KAAK,MAAM,KAAK,IAAI,GAAG,cAAc,GAAG,KAAK,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,KAAK,cAAc,KAAK,KAAK,IAAI,cAAc,KAAK,KAAK;EAC3D,GAAG,cAAc,KAAK,KAAK,IAAI,cAAc,KAAK,KAAK,GAAG;AAC1D;EACA,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AAC9C;EACA,GAAG;AACH;EACA,EAAE,OAAO,cAAc,CAAC;AACxB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,cAAc,EAAE,CAAC,GAAG;AAC9B;EACA,EAAE,KAAK,CAAC,KAAK,aAAa,IAAI,CAAC,KAAK,0BAA0B,IAAI,CAAC,KAAK,yBAAyB,GAAG;AACpG;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,gBAAgB,EAAE,KAAK,GAAG;AACpC;EACA,EAAE,MAAM,OAAO,GAAG,KAAK,CAAC,MAAM,CAAC;AAC/B;EACA,EAAE,OAAO,CAAC,mBAAmB,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;AAC7D;EACA,EAAE,iBAAiB,EAAE,OAAO,EAAE,CAAC;AAC/B;EACA,EAAE,KAAK,OAAO,CAAC,cAAc,GAAG;AAChC;EACA,GAAG,cAAc,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;AACpC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,KAAK,GAAG;AACzC;EACA,EAAE,MAAM,YAAY,GAAG,KAAK,CAAC,MAAM,CAAC;AACpC;EACA,EAAE,YAAY,CAAC,mBAAmB,EAAE,SAAS,EAAE,qBAAqB,EAAE,CAAC;AACvE;EACA,EAAE,sBAAsB,EAAE,YAAY,EAAE,CAAC;AACzC;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,CAAC;AAC1B;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,iBAAiB,EAAE,OAAO,GAAG;AACvC;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,iBAAiB,CAAC,WAAW,KAAK,SAAS,GAAG,OAAO;AAC5D;EACA,EAAE,GAAG,CAAC,aAAa,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AACxD;EACA,EAAE,UAAU,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,YAAY,GAAG;AACjD;EACA,EAAE,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACvC;EACA,EAAE,MAAM,sBAAsB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC;EAChE,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,EAAE,YAAY,GAAG,OAAO;AAC/B;EACA,EAAE,KAAK,iBAAiB,CAAC,cAAc,KAAK,SAAS,GAAG;AACxD;EACA,GAAG,GAAG,CAAC,aAAa,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AACzD;EACA,GAAG;AACH;EACA,EAAE,KAAK,YAAY,CAAC,YAAY,GAAG;AACnC;EACA,GAAG,YAAY,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,KAAK,YAAY,CAAC,uBAAuB,GAAG;AAC9C;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,IAAI,GAAG,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,CAAC;EAC5E,IAAI,KAAK,sBAAsB,CAAC,kBAAkB,GAAG,GAAG,CAAC,kBAAkB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,CAAC;AAC9H;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,GAAG,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC;EACtE,GAAG,KAAK,sBAAsB,CAAC,kBAAkB,GAAG,GAAG,CAAC,kBAAkB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC;EACxH,GAAG,KAAK,sBAAsB,CAAC,8BAA8B,GAAG,GAAG,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,8BAA8B,EAAE,CAAC;EAC/I,GAAG,KAAK,sBAAsB,CAAC,wBAAwB,GAAG,GAAG,CAAC,kBAAkB,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,CAAC;EACpI,GAAG,KAAK,sBAAsB,CAAC,wBAAwB,GAAG,GAAG,CAAC,kBAAkB,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,CAAC;AACpI;EACA,GAAG;AACH;EACA,EAAE,UAAU,CAAC,MAAM,EAAE,OAAO,EAAE,CAAC;EAC/B,EAAE,UAAU,CAAC,MAAM,EAAE,YAAY,EAAE,CAAC;AACpC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,YAAY,GAAG,CAAC,CAAC;AACtB;EACA,CAAC,SAAS,iBAAiB,GAAG;AAC9B;EACA,EAAE,YAAY,GAAG,CAAC,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,SAAS,mBAAmB,GAAG;AAChC;EACA,EAAE,MAAM,WAAW,GAAG,YAAY,CAAC;AACnC;EACA,EAAE,KAAK,WAAW,IAAI,WAAW,GAAG;AACpC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qCAAqC,GAAG,WAAW,GAAG,8CAA8C,GAAG,WAAW,EAAE,CAAC;AACtI;EACA,GAAG;AACH;EACA,EAAE,YAAY,IAAI,CAAC,CAAC;AACpB;EACA,EAAE,OAAO,WAAW,CAAC;AACrB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,YAAY,EAAE,OAAO,EAAE,IAAI,GAAG;AACxC;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,OAAO,CAAC,cAAc,GAAG,kBAAkB,EAAE,OAAO,EAAE,CAAC;AAC9D;EACA,EAAE,KAAK,OAAO,CAAC,OAAO,GAAG,CAAC,IAAI,iBAAiB,CAAC,SAAS,KAAK,OAAO,CAAC,OAAO,GAAG;AAChF;EACA,GAAG,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AAC/B;EACA,GAAG,KAAK,KAAK,KAAK,SAAS,GAAG;AAC9B;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,uEAAuE,EAAE,CAAC;AAC5F;EACA,IAAI,MAAM,KAAK,KAAK,CAAC,QAAQ,KAAK,KAAK,GAAG;AAC1C;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;AAC7F;EACA,IAAI,MAAM;AACV;EACA,IAAI,aAAa,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;EACtD,IAAI,OAAO;AACX;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,WAAW,EAAE,IAAI,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC9D;EACA,EAAE;AACF;EACA,CAAC,SAAS,iBAAiB,EAAE,OAAO,EAAE,IAAI,GAAG;AAC7C;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,OAAO,CAAC,OAAO,GAAG,CAAC,IAAI,iBAAiB,CAAC,SAAS,KAAK,OAAO,CAAC,OAAO,GAAG;AAChF;EACA,GAAG,aAAa,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;EACrD,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,OAAO,EAAE,IAAI,GAAG;AACxC;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,OAAO,CAAC,OAAO,GAAG,CAAC,IAAI,iBAAiB,CAAC,SAAS,KAAK,OAAO,CAAC,OAAO,GAAG;AAChF;EACA,GAAG,aAAa,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;EACrD,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,EAAE,OAAO,EAAE,IAAI,GAAG;AAC1C;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,OAAO,CAAC,OAAO,GAAG,CAAC,IAAI,iBAAiB,CAAC,SAAS,KAAK,OAAO,CAAC,OAAO,GAAG;AAChF;EACA,GAAG,iBAAiB,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;EACzD,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,MAAM,YAAY,GAAG;EACtB,EAAE,EAAE,cAAc,IAAI,KAAK;EAC3B,EAAE,EAAE,mBAAmB,IAAI,KAAK;EAChC,EAAE,EAAE,sBAAsB,IAAI,KAAK;EACnC,EAAE,CAAC;AACH;EACA,CAAC,MAAM,UAAU,GAAG;EACpB,EAAE,EAAE,aAAa,IAAI,IAAI;EACzB,EAAE,EAAE,0BAA0B,IAAI,IAAI;EACtC,EAAE,EAAE,yBAAyB,IAAI,IAAI;AACrC;EACA,EAAE,EAAE,YAAY,IAAI,IAAI;EACxB,EAAE,EAAE,yBAAyB,IAAI,IAAI;EACrC,EAAE,EAAE,wBAAwB,IAAI,IAAI;EACpC,EAAE,CAAC;AACH;EACA,CAAC,SAAS,oBAAoB,EAAE,WAAW,EAAE,OAAO,EAAE,YAAY,GAAG;AACrE;EACA,EAAE,KAAK,YAAY,GAAG;AACtB;EACA,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,YAAY,EAAE,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC;EAC1E,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,YAAY,EAAE,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC;AAC1E;EACA,GAAG,KAAK,WAAW,KAAK,KAAK,IAAI,WAAW,KAAK,KAAK,GAAG;AACzD;EACA,IAAI,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,YAAY,EAAE,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC;AAC3E;EACA,IAAI;AACJ;EACA,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,UAAU,EAAE,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC;EAC5E,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,UAAU,EAAE,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC;AAC5E;EACA,GAAG,MAAM;AACT;EACA,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;EAClD,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAClD;EACA,GAAG,KAAK,WAAW,KAAK,KAAK,IAAI,WAAW,KAAK,KAAK,GAAG;AACzD;EACA,IAAI,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACnD;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,KAAK,KAAK,mBAAmB,IAAI,OAAO,CAAC,KAAK,KAAK,mBAAmB,GAAG;AACzF;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,+HAA+H,EAAE,CAAC;AACpJ;EACA,IAAI;AACJ;EACA,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,cAAc,EAAE,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC;EAChF,GAAG,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,EAAE,cAAc,EAAE,OAAO,CAAC,SAAS,EAAE,EAAE,CAAC;AAChF;EACA,GAAG,KAAK,OAAO,CAAC,SAAS,KAAK,aAAa,IAAI,OAAO,CAAC,SAAS,KAAK,YAAY,GAAG;AACpF;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,iIAAiI,EAAE,CAAC;AACtJ;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,KAAK,IAAI,GAAG;AACrE;EACA,GAAG,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,CAAC;AACxE;EACA,GAAG,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,UAAU,CAAC,GAAG,EAAE,0BAA0B,EAAE,KAAK,KAAK,GAAG,OAAO;EACtG,GAAG,KAAK,QAAQ,KAAK,KAAK,MAAM,OAAO,CAAC,IAAI,KAAK,aAAa,IAAI,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,KAAK,KAAK,EAAE,GAAG,OAAO;AACzI;EACA,GAAG,KAAK,OAAO,CAAC,UAAU,GAAG,CAAC,IAAI,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,mBAAmB,GAAG;AAClF;EACA,IAAI,GAAG,CAAC,aAAa,EAAE,WAAW,EAAE,SAAS,CAAC,0BAA0B,EAAE,IAAI,CAAC,GAAG,EAAE,OAAO,CAAC,UAAU,EAAE,YAAY,CAAC,gBAAgB,EAAE,EAAE,EAAE,CAAC;EAC5I,IAAI,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,mBAAmB,GAAG,OAAO,CAAC,UAAU,CAAC;AACvE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,WAAW,EAAE,iBAAiB,EAAE,OAAO,GAAG;AACpD;EACA,EAAE,KAAK,iBAAiB,CAAC,WAAW,KAAK,SAAS,GAAG;AACrD;EACA,GAAG,iBAAiB,CAAC,WAAW,GAAG,IAAI,CAAC;AACxC;EACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,SAAS,EAAE,gBAAgB,EAAE,CAAC;AAC3D;EACA,GAAG,iBAAiB,CAAC,cAAc,GAAG,GAAG,CAAC,aAAa,EAAE,CAAC;AAC1D;EACA,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,aAAa,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,GAAG;AAC5D;EACA,EAAE,IAAI,WAAW,GAAG,IAAI,CAAC;AACzB;EACA,EAAE,KAAK,OAAO,CAAC,oBAAoB,GAAG,WAAW,GAAG,KAAK,CAAC;EAC1D,EAAE,KAAK,OAAO,CAAC,eAAe,GAAG,WAAW,GAAG,KAAK,CAAC;AACrD;EACA,EAAE,WAAW,EAAE,iBAAiB,EAAE,OAAO,EAAE,CAAC;AAC5C;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,WAAW,EAAE,WAAW,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AACrE;EACA,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC;EAC1C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,gBAAgB,EAAE,CAAC;EACrD,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,OAAO,CAAC,eAAe,EAAE,CAAC;EACnD,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,EAAE,MAAM,eAAe,GAAG,sBAAsB,EAAE,OAAO,EAAE,IAAI,YAAY,EAAE,OAAO,CAAC,KAAK,EAAE,KAAK,KAAK,CAAC;EACvG,EAAE,MAAM,KAAK,GAAG,WAAW,EAAE,OAAO,CAAC,KAAK,EAAE,eAAe,EAAE,KAAK,EAAE,cAAc,EAAE,CAAC;AACrF;EACA,EAAE,MAAM,YAAY,GAAG,YAAY,EAAE,KAAK,EAAE,IAAI,QAAQ;EACxD,GAAG,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;AAC9C;EACA,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE;EAC5C,GAAG,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACpF;EACA,EAAE,oBAAoB,EAAE,WAAW,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AAC7D;EACA,EAAE,IAAI,MAAM,CAAC;EACb,EAAE,MAAM,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AAClC;EACA,EAAE,KAAK,OAAO,CAAC,cAAc,GAAG;AAChC;EACA;AACA;EACA,GAAG,gBAAgB,GAAG,IAAI,CAAC;AAC3B;EACA,GAAG,KAAK,QAAQ,GAAG;AACnB;EACA,IAAI,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,GAAG;AACtC;EACA,KAAK,gBAAgB,GAAG,KAAK,CAAC;AAC9B;EACA,KAAK,MAAM,KAAK,OAAO,CAAC,IAAI,KAAK,eAAe,GAAG;AACnD;EACA,KAAK,gBAAgB,GAAG,KAAK,CAAC;AAC9B;EACA,KAAK,MAAM,KAAK,OAAO,CAAC,IAAI,KAAK,kBAAkB,GAAG;AACtD;EACA,KAAK,gBAAgB,GAAG,KAAK,CAAC;AAC9B;EACA,KAAK,MAAM;AACX;EACA,KAAK,gBAAgB,GAAG,KAAK,CAAC;AAC9B;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,GAAG;AACtC;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,8DAA8D,EAAE,CAAC;AACrF;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,OAAO,CAAC,MAAM,KAAK,WAAW,IAAI,gBAAgB,KAAK,IAAI,GAAG;AACtE;EACA;EACA;EACA;EACA,IAAI,KAAK,OAAO,CAAC,IAAI,KAAK,iBAAiB,IAAI,OAAO,CAAC,IAAI,KAAK,eAAe,GAAG;AAClF;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,6FAA6F,EAAE,CAAC;AACnH;EACA,KAAK,OAAO,CAAC,IAAI,GAAG,iBAAiB,CAAC;EACtC,KAAK,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;AAC5C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,MAAM,KAAK,kBAAkB,IAAI,gBAAgB,KAAK,IAAI,GAAG;AAC7E;EACA;EACA;EACA,IAAI,gBAAgB,GAAG,KAAK,CAAC;AAC7B;EACA;EACA;EACA;EACA,IAAI,KAAK,OAAO,CAAC,IAAI,KAAK,kBAAkB,GAAG;AAC/C;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,kFAAkF,EAAE,CAAC;AACxG;EACA,KAAK,OAAO,CAAC,IAAI,GAAG,kBAAkB,CAAC;EACvC,KAAK,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;AAC5C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACvG;EACA,GAAG,MAAM,KAAK,OAAO,CAAC,aAAa,GAAG;AACtC;EACA;EACA;EACA;AACA;EACA,GAAG,KAAK,OAAO,CAAC,MAAM,GAAG,CAAC,IAAI,YAAY,GAAG;AAC7C;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;EACA,KAAK,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;EAC3B,KAAK,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AAClH;EACA,KAAK;AACL;EACA,IAAI,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;EACpC,IAAI,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;AACzD;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC;EAC9G,IAAI,iBAAiB,CAAC,aAAa,GAAG,CAAC,CAAC;AACxC;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,OAAO,CAAC,mBAAmB,GAAG;AAC5C;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACxD;EACA,IAAI,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,IAAI,KAAK,OAAO,CAAC,MAAM,KAAK,UAAU,IAAI,OAAO,CAAC,MAAM,KAAK,SAAS,GAAG;AACzE;EACA,KAAK,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC9B;EACA,MAAM,KAAK,CAAC,oBAAoB,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AAC3G;EACA,MAAM,MAAM;AACZ;EACA,MAAM,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;AACvH;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AAClH;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,MAAM,KAAK,OAAO,CAAC,oBAAoB,GAAG;AAC7C;EACA,GAAG,KAAK,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC,EAAE,gBAAgB,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC;EAC3H,GAAG,iBAAiB,CAAC,aAAa,GAAG,CAAC,CAAC;AACvC;EACA,GAAG,MAAM,KAAK,OAAO,CAAC,eAAe,GAAG;AACxC;EACA,GAAG,KAAK,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC,EAAE,gBAAgB,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC;EAC3H,GAAG,iBAAiB,CAAC,aAAa,GAAG,CAAC,CAAC;AACvC;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA;EACA;EACA;AACA;EACA,GAAG,KAAK,OAAO,CAAC,MAAM,GAAG,CAAC,IAAI,YAAY,GAAG;AAC7C;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;EACA,KAAK,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;EAC3B,KAAK,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AAC7E;EACA,KAAK;AACL;EACA,IAAI,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;EACpC,IAAI,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;AACzD;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;EAC3E,IAAI,iBAAiB,CAAC,aAAa,GAAG,CAAC,CAAC;AACxC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC9D;EACA,GAAG,cAAc,EAAE,WAAW,EAAE,OAAO,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,iBAAiB,CAAC,SAAS,GAAG,OAAO,CAAC,OAAO,CAAC;AAChD;EACA,EAAE,KAAK,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE;AACF;EACA,CAAC,SAAS,iBAAiB,EAAE,iBAAiB,EAAE,OAAO,EAAE,IAAI,GAAG;AAChE;EACA,EAAE,KAAK,OAAO,CAAC,KAAK,CAAC,MAAM,KAAK,CAAC,GAAG,OAAO;AAC3C;EACA,EAAE,WAAW,EAAE,iBAAiB,EAAE,OAAO,EAAE,CAAC;AAC5C;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;AAC/D;EACA,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC;EAC1C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,CAAC,gBAAgB,EAAE,CAAC;EACrD,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,OAAO,CAAC,eAAe,EAAE,CAAC;EACnD,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC9B;EACA,EAAE,MAAM,YAAY,KAAK,OAAO,MAAM,OAAO,CAAC,mBAAmB,IAAI,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,mBAAmB,EAAE,EAAE,CAAC;EAChH,EAAE,MAAM,aAAa,KAAK,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,IAAI,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,aAAa,EAAE,CAAC;AACnF;EACA,EAAE,MAAM,SAAS,GAAG,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,KAAK,EAAE,YAAY,IAAI,EAAE,aAAa,GAAG;AAC5C;EACA,IAAI,SAAS,EAAE,CAAC,EAAE,GAAG,WAAW,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE,cAAc,EAAE,CAAC;AACpF;EACA,IAAI,MAAM;AACV;EACA,IAAI,SAAS,EAAE,CAAC,EAAE,GAAG,aAAa,GAAG,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC;AACnF;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,KAAK,GAAG,SAAS,EAAE,CAAC,EAAE;EAC9B,GAAG,YAAY,GAAG,YAAY,EAAE,KAAK,EAAE,IAAI,QAAQ;EACnD,GAAG,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE;EAC7C,GAAG,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE;EACzC,GAAG,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACpF;EACA,EAAE,oBAAoB,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AACvD;EACA,EAAE,IAAI,OAAO,CAAC;AACd;EACA,EAAE,KAAK,YAAY,GAAG;AACtB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,IAAI,OAAO,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC,OAAO,CAAC;AACrC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAChD;EACA,KAAK,MAAM,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,KAAK,KAAK,OAAO,CAAC,MAAM,KAAK,UAAU,IAAI,OAAO,CAAC,MAAM,KAAK,SAAS,GAAG;AAC1E;EACA,MAAM,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC/B;EACA,OAAO,KAAK,CAAC,oBAAoB,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AACjH;EACA,OAAO,MAAM;AACb;EACA,OAAO,OAAO,CAAC,IAAI,EAAE,iGAAiG,EAAE,CAAC;AACzH;EACA,OAAO;AACP;EACA,MAAM,MAAM;AACZ;EACA,MAAM,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,EAAE,gBAAgB,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,IAAI,EAAE,CAAC;AACxH;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;AACxD;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AAC7B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,IAAI,KAAK,aAAa,GAAG;AACzB;EACA,KAAK,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,EAAE,gBAAgB,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,CAAC;AAC/I;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,MAAM,MAAM,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;EAClC,MAAM,MAAM,WAAW,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,KAAK,CAAC;AAClD;EACA,MAAM,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,gBAAgB,EAAE,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,WAAW,CAAC,IAAI,EAAE,CAAC;AAC3I;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,CAAC;AAC1F;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,MAAM,MAAM,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,MAAM,KAAK,CAAC,UAAU,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAClG;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,iBAAiB,CAAC,aAAa,GAAG,OAAO,CAAC,MAAM,CAAC;AACpD;EACA,GAAG;AACH;EACA,EAAE,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC9D;EACA;EACA,GAAG,cAAc,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE,iBAAiB,CAAC,SAAS,GAAG,OAAO,CAAC,OAAO,CAAC;AAChD;EACA,EAAE,KAAK,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE;AACF;EACA;AACA;EACA;EACA,CAAC,SAAS,uBAAuB,EAAE,WAAW,EAAE,YAAY,EAAE,UAAU,EAAE,aAAa,GAAG;AAC1F;EACA,EAAE,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACvC;EACA,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;EACnD,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;EAC/C,EAAE,MAAM,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACzF;EACA,EAAE,KAAK,aAAa,KAAK,KAAK,IAAI,aAAa,KAAK,KAAK,GAAG;AAC5D;EACA,GAAG,KAAK,CAAC,UAAU,EAAE,aAAa,EAAE,CAAC,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,YAAY,CAAC,KAAK,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AAClJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,CAAC,UAAU,EAAE,aAAa,EAAE,CAAC,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AAC9H;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;EAC9C,EAAE,GAAG,CAAC,oBAAoB,EAAE,KAAK,EAAE,UAAU,EAAE,aAAa,EAAE,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;EAC5G,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACvC;EACA,EAAE;AACF;EACA;EACA,CAAC,SAAS,wBAAwB,EAAE,YAAY,EAAE,YAAY,EAAE,aAAa,GAAG;AAChF;EACA,EAAE,GAAG,CAAC,gBAAgB,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;AAC9C;EACA,EAAE,KAAK,YAAY,CAAC,WAAW,IAAI,EAAE,YAAY,CAAC,aAAa,GAAG;AAClE;EACA,GAAG,IAAI,gBAAgB,GAAG,KAAK,CAAC;AAChC;EACA,GAAG,KAAK,aAAa,GAAG;AACxB;EACA,IAAI,MAAM,YAAY,GAAG,YAAY,CAAC,YAAY,CAAC;AACnD;EACA,IAAI,KAAK,YAAY,IAAI,YAAY,CAAC,cAAc,GAAG;AACvD;EACA,KAAK,KAAK,YAAY,CAAC,IAAI,KAAK,SAAS,GAAG;AAC5C;EACA,MAAM,gBAAgB,GAAG,KAAK,CAAC;AAC/B;EACA,MAAM,MAAM,KAAK,YAAY,CAAC,IAAI,KAAK,eAAe,GAAG;AACzD;EACA,MAAM,gBAAgB,GAAG,KAAK,CAAC;AAC/B;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,MAAM,OAAO,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;AAC3D;EACA,IAAI,GAAG,CAAC,8BAA8B,EAAE,KAAK,EAAE,OAAO,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACpH;EACA,IAAI,MAAM;AACV;EACA,IAAI,GAAG,CAAC,mBAAmB,EAAE,KAAK,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAChG;EACA,IAAI;AACJ;EACA,GAAG,GAAG,CAAC,uBAAuB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;AACpE;EACA,GAAG,MAAM,KAAK,YAAY,CAAC,WAAW,IAAI,YAAY,CAAC,aAAa,GAAG;AACvE;EACA,GAAG,KAAK,aAAa,GAAG;AACxB;EACA,IAAI,MAAM,OAAO,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;AAC3D;EACA,IAAI,GAAG,CAAC,8BAA8B,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACzG;EACA,IAAI,MAAM;AACV;EACA,IAAI,GAAG,CAAC,mBAAmB,EAAE,KAAK,EAAE,KAAK,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACrF;EACA,IAAI;AACJ;AACA;EACA,GAAG,GAAG,CAAC,uBAAuB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;AACpE;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACxC;EACA,GAAG,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;EACpD,GAAG,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;EAChD,GAAG,MAAM,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AAC1F;EACA,GAAG,KAAK,aAAa,GAAG;AACxB;EACA,IAAI,MAAM,OAAO,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;AAC3D;EACA,IAAI,GAAG,CAAC,8BAA8B,EAAE,KAAK,EAAE,OAAO,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACpH;EACA,IAAI,MAAM;AACV;EACA,IAAI,GAAG,CAAC,mBAAmB,EAAE,KAAK,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAChG;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,GAAG,CAAC,gBAAgB,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACtC;EACA,EAAE;AACF;EACA;EACA,CAAC,SAAS,iBAAiB,EAAE,WAAW,EAAE,YAAY,GAAG;AACzD;EACA,EAAE,MAAM,MAAM,KAAK,YAAY,IAAI,YAAY,CAAC,uBAAuB,EAAE,CAAC;EAC1E,EAAE,KAAK,MAAM,GAAG,MAAM,IAAI,KAAK,EAAE,yDAAyD,EAAE,CAAC;AAC7F;EACA,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAC9C;EACA,EAAE,KAAK,IAAI,YAAY,CAAC,YAAY,IAAI,YAAY,CAAC,YAAY,CAAC,cAAc,EAAE,GAAG;AACrF;EACA,GAAG,MAAM,IAAI,KAAK,EAAE,qEAAqE,EAAE,CAAC;AAC5F;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,EAAE,UAAU,CAAC,GAAG,EAAE,YAAY,CAAC,YAAY,EAAE,CAAC,cAAc;EACnE,IAAI,YAAY,CAAC,YAAY,CAAC,KAAK,CAAC,KAAK,KAAK,YAAY,CAAC,KAAK;EAChE,IAAI,YAAY,CAAC,YAAY,CAAC,KAAK,CAAC,MAAM,KAAK,YAAY,CAAC,MAAM,GAAG;AACrE;EACA,GAAG,YAAY,CAAC,YAAY,CAAC,KAAK,CAAC,KAAK,GAAG,YAAY,CAAC,KAAK,CAAC;EAC9D,GAAG,YAAY,CAAC,YAAY,CAAC,KAAK,CAAC,MAAM,GAAG,YAAY,CAAC,MAAM,CAAC;EAChE,GAAG,YAAY,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AAChD;EACA,GAAG;AACH;EACA,EAAE,YAAY,EAAE,YAAY,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/C;EACA,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,CAAC,YAAY,EAAE,CAAC,cAAc,CAAC;AACvF;EACA,EAAE,KAAK,YAAY,CAAC,YAAY,CAAC,MAAM,KAAK,WAAW,GAAG;AAC1D;EACA,GAAG,GAAG,CAAC,oBAAoB,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACxE;EACA,GAAG,MAAM,KAAK,YAAY,CAAC,YAAY,CAAC,MAAM,KAAK,kBAAkB,GAAG;AACxE;EACA,GAAG,GAAG,CAAC,oBAAoB,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACxE;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,IAAI,KAAK,EAAE,6BAA6B,EAAE,CAAC;AACpD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;EACA,CAAC,SAAS,sBAAsB,EAAE,YAAY,GAAG;AACjD;EACA,EAAE,MAAM,sBAAsB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC;AAChE;EACA,EAAE,MAAM,MAAM,KAAK,YAAY,CAAC,uBAAuB,KAAK,IAAI,EAAE,CAAC;AACnE;EACA,EAAE,KAAK,YAAY,CAAC,YAAY,GAAG;AACnC;EACA,GAAG,KAAK,MAAM,GAAG,MAAM,IAAI,KAAK,EAAE,0DAA0D,EAAE,CAAC;AAC/F;EACA,GAAG,iBAAiB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,YAAY,EAAE,CAAC;AAChF;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,MAAM,GAAG;AACjB;EACA,IAAI,sBAAsB,CAAC,kBAAkB,GAAG,EAAE,CAAC;AACnD;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACnC;EACA,KAAK,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,CAAC;EACpF,KAAK,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,kBAAkB,EAAE,CAAC;EAC/E,KAAK,wBAAwB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AACrG;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC;EAC9E,IAAI,sBAAsB,CAAC,kBAAkB,GAAG,GAAG,CAAC,kBAAkB,EAAE,CAAC;EACzE,IAAI,wBAAwB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AAC/F;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACvC;EACA,EAAE;AACF;EACA;EACA,CAAC,SAAS,iBAAiB,EAAE,YAAY,GAAG;AAC5C;EACA,EAAE,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACvC;EACA,EAAE,MAAM,sBAAsB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC;EAChE,EAAE,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC;AACtD;EACA,EAAE,YAAY,CAAC,gBAAgB,EAAE,SAAS,EAAE,qBAAqB,EAAE,CAAC;AACpE;EACA,EAAE,iBAAiB,CAAC,cAAc,GAAG,GAAG,CAAC,aAAa,EAAE,CAAC;EACzD,EAAE,iBAAiB,CAAC,SAAS,GAAG,OAAO,CAAC,OAAO,CAAC;AAChD;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,CAAC;AAC1B;EACA,EAAE,MAAM,MAAM,KAAK,YAAY,CAAC,uBAAuB,KAAK,IAAI,EAAE,CAAC;EACnE,EAAE,MAAM,aAAa,KAAK,YAAY,CAAC,8BAA8B,KAAK,IAAI,EAAE,CAAC;EACjF,EAAE,MAAM,gBAAgB,GAAG,OAAO,CAAC,eAAe,IAAI,OAAO,CAAC,oBAAoB,CAAC;EACnF,EAAE,MAAM,YAAY,GAAG,YAAY,EAAE,YAAY,EAAE,IAAI,QAAQ,CAAC;AAChE;EACA;AACA;EACA,EAAE,KAAK,QAAQ,IAAI,OAAO,CAAC,MAAM,KAAK,SAAS,MAAM,OAAO,CAAC,IAAI,KAAK,SAAS,IAAI,OAAO,CAAC,IAAI,KAAK,aAAa,EAAE,GAAG;AACtH;EACA,GAAG,OAAO,CAAC,MAAM,GAAG,UAAU,CAAC;AAC/B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,yGAAyG,EAAE,CAAC;AAC7H;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,sBAAsB,CAAC,kBAAkB,GAAG,EAAE,CAAC;AAClD;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,IAAI,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,GAAG,GAAG,CAAC,iBAAiB,EAAE,CAAC;AAC7E;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,sBAAsB,CAAC,kBAAkB,GAAG,GAAG,CAAC,iBAAiB,EAAE,CAAC;AACvE;EACA,GAAG,KAAK,aAAa,GAAG;AACxB;EACA,IAAI,KAAK,QAAQ,GAAG;AACpB;EACA,KAAK,sBAAsB,CAAC,8BAA8B,GAAG,GAAG,CAAC,iBAAiB,EAAE,CAAC;EACrF,KAAK,sBAAsB,CAAC,wBAAwB,GAAG,GAAG,CAAC,kBAAkB,EAAE,CAAC;AAChF;EACA,KAAK,GAAG,CAAC,gBAAgB,EAAE,KAAK,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,CAAC;AACpF;EACA,KAAK,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;EACtD,KAAK,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;EAClD,KAAK,MAAM,gBAAgB,GAAG,iBAAiB,EAAE,OAAO,CAAC,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;EAC5F,KAAK,MAAM,OAAO,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;EAC5D,KAAK,GAAG,CAAC,8BAA8B,EAAE,KAAK,EAAE,OAAO,EAAE,gBAAgB,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AACrH;EACA,KAAK,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,8BAA8B,EAAE,CAAC;EAC3F,KAAK,GAAG,CAAC,uBAAuB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,CAAC;EACzG,KAAK,GAAG,CAAC,gBAAgB,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACzC;EACA,KAAK,KAAK,YAAY,CAAC,WAAW,GAAG;AACrC;EACA,MAAM,sBAAsB,CAAC,wBAAwB,GAAG,GAAG,CAAC,kBAAkB,EAAE,CAAC;EACjF,MAAM,wBAAwB,EAAE,sBAAsB,CAAC,wBAAwB,EAAE,YAAY,EAAE,IAAI,EAAE,CAAC;AACtG;EACA,MAAM;AACN;EACA,KAAK,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAC1C;AACA;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,iFAAiF,EAAE,CAAC;AACvG;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;EAChE,GAAG,oBAAoB,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AACxD;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClC;EACA,IAAI,uBAAuB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC,EAAE,EAAE,YAAY,EAAE,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AAC9G;EACA,IAAI;AACJ;EACA,GAAG,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC/D;EACA,IAAI,cAAc,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAC9E;EACA,IAAI;AACJ;EACA,GAAG,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,aAAa,GAAG,IAAI,CAAC;AAC5B;EACA,GAAG,KAAK,gBAAgB,GAAG;AAC3B;EACA;AACA;EACA,IAAI,KAAK,QAAQ,GAAG;AACpB;EACA,KAAK,MAAM,WAAW,GAAG,OAAO,CAAC,eAAe,CAAC;EACjD,KAAK,aAAa,GAAG,WAAW,GAAG,KAAK,GAAG,KAAK,CAAC;AACjD;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;AACpG;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,CAAC,WAAW,EAAE,aAAa,EAAE,iBAAiB,CAAC,cAAc,EAAE,CAAC;EACxE,GAAG,oBAAoB,EAAE,aAAa,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;EAChE,GAAG,uBAAuB,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,YAAY,EAAE,KAAK,EAAE,aAAa,EAAE,CAAC;AAC5G;EACA,GAAG,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC/D;EACA,IAAI,cAAc,EAAE,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;AAC7E;EACA,IAAI;AACJ;EACA,GAAG,KAAK,CAAC,WAAW,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,YAAY,CAAC,WAAW,GAAG;AAClC;EACA,GAAG,sBAAsB,EAAE,YAAY,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,wBAAwB,EAAE,YAAY,GAAG;AACnD;EACA,EAAE,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACvC;EACA,EAAE,MAAM,YAAY,GAAG,YAAY,EAAE,YAAY,EAAE,IAAI,QAAQ,CAAC;AAChE;EACA,EAAE,KAAK,2BAA2B,EAAE,OAAO,EAAE,YAAY,EAAE,GAAG;AAC9D;EACA,GAAG,MAAM,MAAM,GAAG,YAAY,CAAC,uBAAuB,GAAG,KAAK,GAAG,IAAI,CAAC;EACtE,GAAG,MAAM,YAAY,GAAG,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,cAAc,CAAC;AACjE;EACA,GAAG,KAAK,CAAC,WAAW,EAAE,MAAM,EAAE,YAAY,EAAE,CAAC;EAC7C,GAAG,cAAc,EAAE,MAAM,EAAE,OAAO,EAAE,YAAY,CAAC,KAAK,EAAE,YAAY,CAAC,MAAM,EAAE,CAAC;EAC9E,GAAG,KAAK,CAAC,WAAW,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,6BAA6B,EAAE,YAAY,GAAG;AACxD;EACA,EAAE,KAAK,YAAY,CAAC,8BAA8B,GAAG;AACrD;EACA,GAAG,KAAK,QAAQ,GAAG;AACnB;EACA,IAAI,MAAM,sBAAsB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC;AAClE;EACA,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,8BAA8B,EAAE,CAAC;EAC1F,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,kBAAkB,EAAE,CAAC;AAC9E;EACA,IAAI,MAAM,KAAK,GAAG,YAAY,CAAC,KAAK,CAAC;EACrC,IAAI,MAAM,MAAM,GAAG,YAAY,CAAC,MAAM,CAAC;EACvC,IAAI,IAAI,IAAI,GAAG,KAAK,CAAC;AACrB;EACA,IAAI,KAAK,YAAY,CAAC,WAAW,GAAG,IAAI,IAAI,GAAG,CAAC;EAChD,IAAI,KAAK,YAAY,CAAC,aAAa,GAAG,IAAI,IAAI,IAAI,CAAC;AACnD;EACA,IAAI,GAAG,CAAC,eAAe,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AAChF;EACA,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,sBAAsB,CAAC,8BAA8B,EAAE,CAAC;AAC1F;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,iFAAiF,EAAE,CAAC;AACtG;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,YAAY,GAAG;AACjD;EACA,EAAE,OAAO,EAAE,QAAQ,IAAI,YAAY,CAAC,8BAA8B;EAClE,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,EAAE,YAAY,CAAC,OAAO,EAAE,GAAG,CAAC,CAAC;AACpD;EACA,EAAE;AACF;EACA,CAAC,SAAS,kBAAkB,EAAE,OAAO,GAAG;AACxC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC;AAClC;EACA;AACA;EACA,EAAE,KAAK,cAAc,CAAC,GAAG,EAAE,OAAO,EAAE,KAAK,KAAK,GAAG;AACjD;EACA,GAAG,cAAc,CAAC,GAAG,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;EACxC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,eAAe,GAAG,KAAK,CAAC;EAC7B,CAAC,IAAI,iBAAiB,GAAG,KAAK,CAAC;AAC/B;EACA,CAAC,SAAS,gBAAgB,EAAE,OAAO,EAAE,IAAI,GAAG;AAC5C;EACA,EAAE,KAAK,OAAO,IAAI,OAAO,CAAC,mBAAmB,GAAG;AAChD;EACA,GAAG,KAAK,eAAe,KAAK,KAAK,GAAG;AACpC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,mHAAmH,EAAE,CAAC;EACxI,IAAI,eAAe,GAAG,IAAI,CAAC;AAC3B;EACA,IAAI;AACJ;EACA,GAAG,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,YAAY,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAChC;EACA,EAAE;AACF;EACA,CAAC,SAAS,kBAAkB,EAAE,OAAO,EAAE,IAAI,GAAG;AAC9C;EACA,EAAE,KAAK,OAAO,IAAI,OAAO,CAAC,uBAAuB,GAAG;AACpD;EACA,GAAG,KAAK,iBAAiB,KAAK,KAAK,GAAG;AACtC;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,0HAA0H,EAAE,CAAC;EAC/I,IAAI,iBAAiB,GAAG,IAAI,CAAC;AAC7B;EACA,IAAI;AACJ;EACA,GAAG,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;AAC7B;EACA,GAAG;AACH;AACA;EACA,EAAE,cAAc,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;EAChD,CAAC,IAAI,CAAC,iBAAiB,GAAG,iBAAiB,CAAC;AAC5C;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;EAClC,CAAC,IAAI,CAAC,iBAAiB,GAAG,iBAAiB,CAAC;EAC5C,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;EAClC,CAAC,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;EACtC,CAAC,IAAI,CAAC,iBAAiB,GAAG,iBAAiB,CAAC;EAC5C,CAAC,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;EAC1D,CAAC,IAAI,CAAC,6BAA6B,GAAG,6BAA6B,CAAC;AACpE;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,gBAAgB,CAAC;EAC1C,CAAC,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;AAC9C;EACA,CAAC;AACD;EACA,SAAS,UAAU,EAAE,EAAE,EAAE,UAAU,EAAE,YAAY,GAAG;AACpD;EACA,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;EACA,CAAC,SAAS,OAAO,EAAE,CAAC,GAAG;AACvB;EACA,EAAE,IAAI,SAAS,CAAC;AAChB;EACA,EAAE,KAAK,CAAC,KAAK,gBAAgB,GAAG,OAAO,IAAI,CAAC;EAC5C,EAAE,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,KAAK,CAAC;EAClD,EAAE,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,KAAK,CAAC;EAClD,EAAE,KAAK,CAAC,KAAK,oBAAoB,GAAG,OAAO,KAAK,CAAC;AACjD;EACA,EAAE,KAAK,CAAC,KAAK,QAAQ,GAAG,OAAO,IAAI,CAAC;EACpC,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;EACrC,EAAE,KAAK,CAAC,KAAK,iBAAiB,GAAG,OAAO,IAAI,CAAC;EAC7C,EAAE,KAAK,CAAC,KAAK,OAAO,GAAG,OAAO,IAAI,CAAC;EACnC,EAAE,KAAK,CAAC,KAAK,eAAe,GAAG,OAAO,IAAI,CAAC;EAC3C,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;AACrC;EACA,EAAE,KAAK,CAAC,KAAK,aAAa,GAAG;AAC7B;EACA,GAAG,KAAK,QAAQ,GAAG,OAAO,IAAI,CAAC;AAC/B;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AAC1D;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,OAAO,SAAS,CAAC,cAAc,CAAC;AACpC;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,WAAW,GAAG,OAAO,IAAI,CAAC;EACvC,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;EACrC,EAAE,KAAK,CAAC,KAAK,UAAU,GAAG,OAAO,IAAI,CAAC;EACtC,EAAE,KAAK,CAAC,KAAK,eAAe,GAAG,OAAO,IAAI,CAAC;EAC3C,EAAE,KAAK,CAAC,KAAK,oBAAoB,GAAG,OAAO,IAAI,CAAC;EAChD,EAAE,KAAK,CAAC,KAAK,WAAW,GAAG,OAAO,IAAI,CAAC;EACvC,EAAE,KAAK,CAAC,KAAK,kBAAkB,GAAG,OAAO,KAAK,CAAC;EAC/C,EAAE,KAAK,CAAC,KAAK,SAAS,GAAG,OAAO,IAAI,CAAC;AACrC;EACA;AACA;EACA,EAAE,KAAK,CAAC,KAAK,gBAAgB,GAAG,OAAO,KAAK,CAAC;EAC7C,EAAE,KAAK,CAAC,KAAK,QAAQ,GAAG,OAAO,KAAK,CAAC;EACrC,EAAE,KAAK,CAAC,KAAK,eAAe,GAAG,OAAO,KAAK,CAAC;EAC5C,EAAE,KAAK,CAAC,KAAK,gBAAgB,GAAG,OAAO,KAAK,CAAC;EAC7C,EAAE,KAAK,CAAC,KAAK,iBAAiB,GAAG,OAAO,KAAK,CAAC;AAC9C;EACA,EAAE,KAAK,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,qBAAqB;EAChE,GAAG,CAAC,KAAK,qBAAqB,IAAI,CAAC,KAAK,qBAAqB,GAAG;AAChE;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,CAAC;AACjE;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,KAAK,CAAC,KAAK,oBAAoB,GAAG,OAAO,SAAS,CAAC,4BAA4B,CAAC;EACpF,IAAI,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,SAAS,CAAC,6BAA6B,CAAC;EACtF,IAAI,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,SAAS,CAAC,6BAA6B,CAAC;EACtF,IAAI,KAAK,CAAC,KAAK,qBAAqB,GAAG,OAAO,SAAS,CAAC,6BAA6B,CAAC;AACtF;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,uBAAuB,IAAI,CAAC,KAAK,uBAAuB;EACrE,GAAG,CAAC,KAAK,wBAAwB,IAAI,CAAC,KAAK,wBAAwB,GAAG;AACtE;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,CAAC;AAClE;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,KAAK,CAAC,KAAK,uBAAuB,GAAG,OAAO,SAAS,CAAC,+BAA+B,CAAC;EAC1F,IAAI,KAAK,CAAC,KAAK,uBAAuB,GAAG,OAAO,SAAS,CAAC,+BAA+B,CAAC;EAC1F,IAAI,KAAK,CAAC,KAAK,wBAAwB,GAAG,OAAO,SAAS,CAAC,gCAAgC,CAAC;EAC5F,IAAI,KAAK,CAAC,KAAK,wBAAwB,GAAG,OAAO,SAAS,CAAC,gCAAgC,CAAC;AAC5F;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,eAAe,GAAG;AAC/B;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,CAAC;AACjE;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,OAAO,SAAS,CAAC,yBAAyB,CAAC;AAC/C;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,eAAe,IAAI,CAAC,KAAK,oBAAoB,GAAG;AAC7D;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,8BAA8B,EAAE,CAAC;AAChE;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,KAAK,CAAC,KAAK,eAAe,GAAG,OAAO,SAAS,CAAC,oBAAoB,CAAC;EACvE,IAAI,KAAK,CAAC,KAAK,oBAAoB,GAAG,OAAO,SAAS,CAAC,yBAAyB,CAAC;AACjF;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB;EAC7F,GAAG,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB;EACzF,GAAG,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,oBAAoB,IAAI,CAAC,KAAK,qBAAqB;EAC1F,GAAG,CAAC,KAAK,qBAAqB,IAAI,CAAC,KAAK,qBAAqB,IAAI,CAAC,KAAK,sBAAsB;EAC7F,GAAG,CAAC,KAAK,sBAAsB,IAAI,CAAC,KAAK,sBAAsB;EAC/D,GAAG,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B;EACjH,GAAG,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B;EACjH,GAAG,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,4BAA4B,IAAI,CAAC,KAAK,6BAA6B;EAClH,GAAG,CAAC,KAAK,6BAA6B,IAAI,CAAC,KAAK,6BAA6B,IAAI,CAAC,KAAK,8BAA8B;EACrH,GAAG,CAAC,KAAK,8BAA8B,IAAI,CAAC,KAAK,8BAA8B,GAAG;AAClF;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,CAAC;AACjE;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA;AACA;EACA,IAAI,OAAO,CAAC,CAAC;AACb;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,gBAAgB,GAAG;AAChC;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,8BAA8B,EAAE,CAAC;AAChE;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA;AACA;EACA,IAAI,OAAO,CAAC,CAAC;AACb;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,KAAK,kBAAkB,GAAG;AAClC;EACA,GAAG,KAAK,QAAQ,GAAG,OAAO,KAAK,CAAC;AAChC;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,qBAAqB,EAAE,CAAC;AACvD;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,OAAO,SAAS,CAAC,uBAAuB,CAAC;AAC7C;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;AAC7B;EACA,CAAC;AACD;EACA,MAAM,WAAW,SAAS,iBAAiB,CAAC;AAC5C;EACA,CAAC,WAAW,EAAE,KAAK,GAAG,EAAE,GAAG;AAC3B;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,WAAW,CAAC,SAAS,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3C;EACA,MAAM,KAAK,SAAS,QAAQ,CAAC;AAC7B;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC;AACtB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B;EACA,SAAS,eAAe,GAAG;AAC3B;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;EACxB,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;EACnB,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACnB;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;EACA,CAAC,WAAW,EAAE,eAAe;AAC7B;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;EAC5B,GAAG,IAAI,CAAC,KAAK,CAAC,gBAAgB,GAAG,KAAK,CAAC;EACvC,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,EAAE,CAAC;EAC1B,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,YAAY;AAChC;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG;AAClC;EACA,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,KAAK,EAAE,CAAC;EACjC,GAAG,IAAI,CAAC,UAAU,CAAC,gBAAgB,GAAG,KAAK,CAAC;EAC5C,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,KAAK,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,UAAU,CAAC;AACzB;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;EAC5B,GAAG,IAAI,CAAC,KAAK,CAAC,gBAAgB,GAAG,KAAK,CAAC;EACvC,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,KAAK,GAAG;AACnC;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG;AAClC;EACA,GAAG,IAAI,CAAC,UAAU,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,WAAW,WAAW,GAAG;AACtC;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,EAAE,CAAC;AACpE;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG;AAClC;EACA,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,KAAK,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,IAAI,GAAG;AAC7B;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,WAAW,EAAE,KAAK,EAAE,cAAc,GAAG;AACzD;EACA,EAAE,IAAI,SAAS,GAAG,IAAI,CAAC;EACvB,EAAE,IAAI,QAAQ,GAAG,IAAI,CAAC;EACtB,EAAE,IAAI,QAAQ,GAAG,IAAI,CAAC;AACtB;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC;EACpC,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC;EAC1B,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,EAAE,KAAK,WAAW,IAAI,KAAK,CAAC,OAAO,CAAC,eAAe,KAAK,iBAAiB,GAAG;AAC5E;EACA,GAAG,KAAK,SAAS,KAAK,IAAI,GAAG;AAC7B;EACA,IAAI,SAAS,GAAG,KAAK,CAAC,OAAO,EAAE,WAAW,CAAC,cAAc,EAAE,cAAc,EAAE,CAAC;AAC5E;EACA,IAAI,KAAK,SAAS,KAAK,IAAI,GAAG;AAC9B;EACA,KAAK,SAAS,CAAC,MAAM,CAAC,SAAS,EAAE,SAAS,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;EAC9D,KAAK,SAAS,CAAC,MAAM,CAAC,SAAS,EAAE,SAAS,CAAC,QAAQ,EAAE,SAAS,CAAC,QAAQ,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AAC3F;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,IAAI,IAAI,WAAW,CAAC,IAAI,GAAG;AACnC;EACA,IAAI,QAAQ,GAAG,IAAI,CAAC;AACpB;EACA,IAAI,MAAM,MAAM,UAAU,IAAI,WAAW,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG;AAC1D;EACA;EACA,KAAK,MAAM,SAAS,GAAG,KAAK,CAAC,YAAY,EAAE,UAAU,EAAE,cAAc,EAAE,CAAC;AACxE;EACA,KAAK,KAAK,IAAI,CAAC,MAAM,EAAE,UAAU,CAAC,SAAS,EAAE,KAAK,SAAS,GAAG;AAC9D;EACA;EACA,MAAM,MAAM,KAAK,GAAG,IAAI,KAAK,EAAE,CAAC;EAChC,MAAM,KAAK,CAAC,gBAAgB,GAAG,KAAK,CAAC;EACrC,MAAM,KAAK,CAAC,OAAO,GAAG,KAAK,CAAC;EAC5B,MAAM,IAAI,CAAC,MAAM,EAAE,UAAU,CAAC,SAAS,EAAE,GAAG,KAAK,CAAC;EAClD;EACA,MAAM,IAAI,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACxB;EACA,MAAM;AACN;EACA,KAAK,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,EAAE,UAAU,CAAC,SAAS,EAAE,CAAC;AACvD;EACA,KAAK,KAAK,SAAS,KAAK,IAAI,GAAG;AAC/B;EACA,MAAM,KAAK,CAAC,MAAM,CAAC,SAAS,EAAE,SAAS,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;EAC3D,MAAM,KAAK,CAAC,MAAM,CAAC,SAAS,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC;EAC5E,MAAM,KAAK,CAAC,WAAW,GAAG,SAAS,CAAC,MAAM,CAAC;AAC3C;EACA,MAAM;AACN;EACA,KAAK,KAAK,CAAC,OAAO,GAAG,SAAS,KAAK,IAAI,CAAC;AACxC;EACA,KAAK;AACL;EACA;AACA;EACA;EACA,IAAI,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,EAAE,kBAAkB,EAAE,CAAC;EACvD,IAAI,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,EAAE,WAAW,EAAE,CAAC;EAChD,IAAI,MAAM,QAAQ,GAAG,QAAQ,CAAC,QAAQ,CAAC,UAAU,EAAE,QAAQ,CAAC,QAAQ,EAAE,CAAC;AACvE;EACA,IAAI,MAAM,eAAe,GAAG,IAAI,CAAC;EACjC,IAAI,MAAM,SAAS,GAAG,KAAK,CAAC;AAC5B;EACA,IAAI,KAAK,IAAI,CAAC,UAAU,CAAC,QAAQ,IAAI,QAAQ,GAAG,eAAe,GAAG,SAAS,GAAG;AAC9E;EACA,KAAK,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,KAAK,CAAC;EACtC,KAAK,IAAI,CAAC,aAAa,EAAE;EACzB,MAAM,IAAI,EAAE,UAAU;EACtB,MAAM,UAAU,EAAE,WAAW,CAAC,UAAU;EACxC,MAAM,MAAM,EAAE,IAAI;EAClB,MAAM,EAAE,CAAC;AACT;EACA,KAAK,MAAM,KAAK,EAAE,IAAI,CAAC,UAAU,CAAC,QAAQ,IAAI,QAAQ,IAAI,eAAe,GAAG,SAAS,GAAG;AACxF;EACA,KAAK,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC;EACrC,KAAK,IAAI,CAAC,aAAa,EAAE;EACzB,MAAM,IAAI,EAAE,YAAY;EACxB,MAAM,UAAU,EAAE,WAAW,CAAC,UAAU;EACxC,MAAM,MAAM,EAAE,IAAI;EAClB,MAAM,EAAE,CAAC;AACT;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,KAAK,IAAI,KAAK,IAAI,IAAI,WAAW,CAAC,SAAS,GAAG;AAClD;EACA,KAAK,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,WAAW,CAAC,SAAS,EAAE,cAAc,EAAE,CAAC;AACvE;EACA,KAAK,KAAK,QAAQ,KAAK,IAAI,GAAG;AAC9B;EACA,MAAM,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,QAAQ,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;EACzD,MAAM,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AACxE;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,SAAS,KAAK,IAAI,GAAG;AAC5B;EACA,GAAG,SAAS,CAAC,OAAO,KAAK,SAAS,KAAK,IAAI,EAAE,CAAC;AAC9C;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,KAAK,IAAI,GAAG;AACvB;EACA,GAAG,IAAI,CAAC,OAAO,KAAK,QAAQ,KAAK,IAAI,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,KAAK,IAAI,GAAG;AACvB;EACA,GAAG,IAAI,CAAC,OAAO,KAAK,QAAQ,KAAK,IAAI,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,YAAY,EAAE,QAAQ,EAAE,EAAE,GAAG;AACtC;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;EACpB,CAAC,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AAC9B;EACA,CAAC,IAAI,OAAO,GAAG,IAAI,CAAC;AACpB;EACA,CAAC,IAAI,sBAAsB,GAAG,GAAG,CAAC;AAClC;EACA,CAAC,IAAI,cAAc,GAAG,IAAI,CAAC;EAC3B,CAAC,IAAI,kBAAkB,GAAG,aAAa,CAAC;AACxC;EACA,CAAC,IAAI,IAAI,GAAG,IAAI,CAAC;AACjB;EACA,CAAC,MAAM,WAAW,GAAG,EAAE,CAAC;EACxB,CAAC,MAAM,eAAe,GAAG,IAAI,GAAG,EAAE,CAAC;AACnC;EACA;AACA;EACA,CAAC,MAAM,OAAO,GAAG,IAAI,iBAAiB,EAAE,CAAC;EACzC,CAAC,OAAO,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;EAC5B,CAAC,OAAO,CAAC,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA,CAAC,MAAM,OAAO,GAAG,IAAI,iBAAiB,EAAE,CAAC;EACzC,CAAC,OAAO,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;EAC5B,CAAC,OAAO,CAAC,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA,CAAC,MAAM,OAAO,GAAG,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;AACtC;EACA,CAAC,MAAM,QAAQ,GAAG,IAAI,WAAW,EAAE,CAAC;EACpC,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;EAC7B,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,CAAC,IAAI,iBAAiB,GAAG,IAAI,CAAC;EAC9B,CAAC,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC7B;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,KAAK,GAAG;AACzC;EACA,EAAE,IAAI,UAAU,GAAG,WAAW,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,IAAI,eAAe,EAAE,CAAC;EACtC,GAAG,WAAW,EAAE,KAAK,EAAE,GAAG,UAAU,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,UAAU,CAAC,iBAAiB,EAAE,CAAC;AACxC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,iBAAiB,GAAG,WAAW,KAAK,GAAG;AAC7C;EACA,EAAE,IAAI,UAAU,GAAG,WAAW,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,IAAI,eAAe,EAAE,CAAC;EACtC,GAAG,WAAW,EAAE,KAAK,EAAE,GAAG,UAAU,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,UAAU,CAAC,YAAY,EAAE,CAAC;AACnC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,KAAK,GAAG;AACnC;EACA,EAAE,IAAI,UAAU,GAAG,WAAW,EAAE,KAAK,EAAE,CAAC;AACxC;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,IAAI,eAAe,EAAE,CAAC;EACtC,GAAG,WAAW,EAAE,KAAK,EAAE,GAAG,UAAU,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,UAAU,CAAC,YAAY,EAAE,CAAC;AACnC;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,SAAS,cAAc,EAAE,KAAK,GAAG;AAClC;EACA,EAAE,MAAM,UAAU,GAAG,eAAe,CAAC,GAAG,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AAC9D;EACA,EAAE,KAAK,UAAU,GAAG;AACpB;EACA,GAAG,UAAU,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,CAAC,WAAW,EAAE,EAAE,CAAC;AAC7E;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,GAAG;AACzB;EACA,EAAE,eAAe,CAAC,OAAO,EAAE,WAAW,UAAU,EAAE,WAAW,GAAG;AAChE;EACA,GAAG,UAAU,CAAC,UAAU,EAAE,WAAW,EAAE,CAAC;AACxC;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE,eAAe,CAAC,KAAK,EAAE,CAAC;AAC1B;EACA,EAAE,iBAAiB,GAAG,IAAI,CAAC;EAC3B,EAAE,gBAAgB,GAAG,IAAI,CAAC;AAC1B;EACA;AACA;EACA,EAAE,KAAK,CAAC,iBAAiB,EAAE,IAAI,EAAE,CAAC;EAClC,EAAE,QAAQ,CAAC,eAAe,EAAE,QAAQ,CAAC,eAAe,EAAE,EAAE,CAAC;AACzD;EACA;AACA;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,CAAC;AACnB;EACA,EAAE,KAAK,CAAC,YAAY,GAAG,KAAK,CAAC;AAC7B;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,YAAY,EAAE,EAAE,CAAC;AAChD;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,yBAAyB,GAAG,WAAW,KAAK,GAAG;AACrD;EACA,EAAE,sBAAsB,GAAG,KAAK,CAAC;AACjC;EACA,EAAE,KAAK,KAAK,CAAC,YAAY,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uEAAuE,EAAE,CAAC;AAC3F;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,qBAAqB,GAAG,WAAW,KAAK,GAAG;AACjD;EACA,EAAE,kBAAkB,GAAG,KAAK,CAAC;AAC7B;EACA,EAAE,KAAK,KAAK,CAAC,YAAY,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0EAA0E,EAAE,CAAC;AAC9F;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,iBAAiB,GAAG,YAAY;AACtC;EACA,EAAE,OAAO,cAAc,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,iBAAiB,KAAK,GAAG;AAC5C;EACA,EAAE,OAAO,GAAG,KAAK,CAAC;AAClB;EACA,EAAE,KAAK,OAAO,KAAK,IAAI,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,QAAQ,EAAE,cAAc,EAAE,CAAC;EACxD,GAAG,OAAO,CAAC,gBAAgB,EAAE,aAAa,EAAE,cAAc,EAAE,CAAC;EAC7D,GAAG,OAAO,CAAC,gBAAgB,EAAE,WAAW,EAAE,cAAc,EAAE,CAAC;EAC3D,GAAG,OAAO,CAAC,gBAAgB,EAAE,SAAS,EAAE,cAAc,EAAE,CAAC;EACzD,GAAG,OAAO,CAAC,gBAAgB,EAAE,cAAc,EAAE,cAAc,EAAE,CAAC;EAC9D,GAAG,OAAO,CAAC,gBAAgB,EAAE,YAAY,EAAE,cAAc,EAAE,CAAC;EAC5D,GAAG,OAAO,CAAC,gBAAgB,EAAE,KAAK,EAAE,YAAY,EAAE,CAAC;EACnD,GAAG,OAAO,CAAC,gBAAgB,EAAE,oBAAoB,EAAE,oBAAoB,EAAE,CAAC;AAC1E;EACA,GAAG,MAAM,UAAU,GAAG,EAAE,CAAC,oBAAoB,EAAE,CAAC;AAChD;EACA,GAAG,KAAK,UAAU,CAAC,YAAY,KAAK,IAAI,GAAG;AAC3C;EACA,IAAI,MAAM,EAAE,CAAC,gBAAgB,EAAE,CAAC;AAChC;EACA,IAAI;AACJ;EACA,GAAG,MAAM,SAAS,GAAG;EACrB,IAAI,SAAS,EAAE,UAAU,CAAC,SAAS;EACnC,IAAI,KAAK,EAAE,UAAU,CAAC,KAAK;EAC3B,IAAI,KAAK,EAAE,UAAU,CAAC,KAAK;EAC3B,IAAI,OAAO,EAAE,UAAU,CAAC,OAAO;EAC/B,IAAI,sBAAsB,EAAE,sBAAsB;EAClD,IAAI,CAAC;AACL;EACA;EACA,GAAG,MAAM,SAAS,GAAG,IAAI,YAAY,EAAE,OAAO,EAAE,EAAE,EAAE,SAAS,EAAE,CAAC;AAChE;EACA,GAAG,OAAO,CAAC,iBAAiB,EAAE,EAAE,SAAS,EAAE,SAAS,EAAE,EAAE,CAAC;AACzD;EACA,GAAG,cAAc,GAAG,MAAM,OAAO,CAAC,qBAAqB,EAAE,kBAAkB,EAAE,CAAC;AAC9E;EACA,GAAG,SAAS,CAAC,UAAU,EAAE,OAAO,EAAE,CAAC;EACnC,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC;AACrB;EACA,GAAG,KAAK,CAAC,YAAY,GAAG,IAAI,CAAC;AAC7B;EACA,GAAG,KAAK,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,EAAE,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,SAAS,oBAAoB,EAAE,KAAK,GAAG;AACxC;EACA,EAAE,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,CAAC;AAC5C;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,GAAG,eAAe,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,EAAE,EAAE,WAAW,EAAE,CAAC,EAAE,EAAE,CAAC;AAC9D;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACpD;EACA,GAAG,MAAM,WAAW,GAAG,KAAK,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;EAC1C,GAAG,MAAM,UAAU,GAAG,eAAe,CAAC,GAAG,EAAE,WAAW,EAAE,CAAC;AACzD;EACA,GAAG,KAAK,UAAU,GAAG;AACrB;EACA,IAAI,UAAU,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,EAAE,CAAC;EAC5E,IAAI,eAAe,CAAC,MAAM,EAAE,WAAW,EAAE,CAAC;AAC1C;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,GAAG,MAAM,WAAW,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC;EACxC,GAAG,MAAM,UAAU,GAAG,eAAe,CAAC,GAAG,EAAE,WAAW,EAAE,CAAC;AACzD;EACA,GAAG,KAAK,UAAU,GAAG;AACrB;EACA,IAAI,UAAU,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,WAAW,EAAE,EAAE,CAAC;AACzE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,MAAM,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;EAClC,CAAC,MAAM,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA;EACA;EACA;EACA;EACA;EACA;EACA,CAAC,SAAS,sBAAsB,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,GAAG;AAC7D;EACA,EAAE,UAAU,CAAC,qBAAqB,EAAE,OAAO,CAAC,WAAW,EAAE,CAAC;EAC1D,EAAE,UAAU,CAAC,qBAAqB,EAAE,OAAO,CAAC,WAAW,EAAE,CAAC;AAC1D;EACA,EAAE,MAAM,GAAG,GAAG,UAAU,CAAC,UAAU,EAAE,UAAU,EAAE,CAAC;AAClD;EACA,EAAE,MAAM,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC,QAAQ,CAAC;EAClD,EAAE,MAAM,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC,QAAQ,CAAC;AAClD;EACA;EACA;EACA;EACA,EAAE,MAAM,IAAI,GAAG,KAAK,EAAE,EAAE,EAAE,KAAK,KAAK,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;EACjD,EAAE,MAAM,GAAG,GAAG,KAAK,EAAE,EAAE,EAAE,KAAK,KAAK,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;EAChD,EAAE,MAAM,MAAM,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC;EACjD,EAAE,MAAM,SAAS,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC;AACpD;EACA,EAAE,MAAM,OAAO,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC;EAClD,EAAE,MAAM,QAAQ,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,CAAC,KAAK,KAAK,EAAE,CAAC,EAAE,CAAC;EACnD,EAAE,MAAM,IAAI,GAAG,IAAI,GAAG,OAAO,CAAC;EAC9B,EAAE,MAAM,KAAK,GAAG,IAAI,GAAG,QAAQ,CAAC;AAChC;EACA;EACA;EACA,EAAE,MAAM,OAAO,GAAG,GAAG,KAAK,EAAE,OAAO,GAAG,QAAQ,EAAE,CAAC;EACjD,EAAE,MAAM,OAAO,GAAG,OAAO,GAAG,EAAE,OAAO,CAAC;AACtC;EACA;EACA,EAAE,OAAO,CAAC,WAAW,CAAC,SAAS,EAAE,MAAM,CAAC,QAAQ,EAAE,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;EACpF,EAAE,MAAM,CAAC,UAAU,EAAE,OAAO,EAAE,CAAC;EAC/B,EAAE,MAAM,CAAC,UAAU,EAAE,OAAO,EAAE,CAAC;EAC/B,EAAE,MAAM,CAAC,WAAW,CAAC,OAAO,EAAE,MAAM,CAAC,QAAQ,EAAE,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;EACjF,EAAE,MAAM,CAAC,kBAAkB,CAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAChE;EACA;EACA;EACA;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,GAAG,OAAO,CAAC;EAC/B,EAAE,MAAM,IAAI,GAAG,GAAG,GAAG,OAAO,CAAC;EAC7B,EAAE,MAAM,KAAK,GAAG,IAAI,GAAG,OAAO,CAAC;EAC/B,EAAE,MAAM,MAAM,GAAG,KAAK,KAAK,GAAG,GAAG,OAAO,EAAE,CAAC;EAC3C,EAAE,MAAM,IAAI,GAAG,MAAM,GAAG,GAAG,GAAG,IAAI,GAAG,KAAK,CAAC;EAC3C,EAAE,MAAM,OAAO,GAAG,SAAS,GAAG,GAAG,GAAG,IAAI,GAAG,KAAK,CAAC;AACjD;EACA,EAAE,MAAM,CAAC,gBAAgB,CAAC,eAAe,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACvF;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,MAAM,EAAE,MAAM,GAAG;AACzC;EACA,EAAE,KAAK,MAAM,KAAK,IAAI,GAAG;AACzB;EACA,GAAG,MAAM,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AAC5C;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,CAAC,WAAW,CAAC,gBAAgB,EAAE,MAAM,CAAC,WAAW,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AAC5E;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,kBAAkB,CAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAChE;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,WAAW,MAAM,GAAG;AACtC;EACA,EAAE,QAAQ,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;EAC5D,EAAE,QAAQ,CAAC,GAAG,GAAG,OAAO,CAAC,GAAG,GAAG,OAAO,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxD;EACA,EAAE,KAAK,iBAAiB,KAAK,QAAQ,CAAC,IAAI,IAAI,gBAAgB,KAAK,QAAQ,CAAC,GAAG,GAAG;AAClF;EACA;AACA;EACA,GAAG,OAAO,CAAC,iBAAiB,EAAE;EAC9B,IAAI,SAAS,EAAE,QAAQ,CAAC,IAAI;EAC5B,IAAI,QAAQ,EAAE,QAAQ,CAAC,GAAG;EAC1B,IAAI,EAAE,CAAC;AACP;EACA,GAAG,iBAAiB,GAAG,QAAQ,CAAC,IAAI,CAAC;EACrC,GAAG,gBAAgB,GAAG,QAAQ,CAAC,GAAG,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC/B,EAAE,MAAM,OAAO,GAAG,QAAQ,CAAC,OAAO,CAAC;AACnC;EACA,EAAE,YAAY,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC9C;EACA,GAAG,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,CAAC,WAAW,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EAClD,EAAE,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,QAAQ,CAAC,MAAM,EAAE,CAAC;EACxC,EAAE,MAAM,CAAC,MAAM,CAAC,SAAS,EAAE,MAAM,CAAC,QAAQ,EAAE,MAAM,CAAC,UAAU,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAC9E;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,iBAAiB,EAAE,IAAI,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,OAAO,CAAC,MAAM,KAAK,CAAC,GAAG;AAC9B;EACA,GAAG,sBAAsB,EAAE,QAAQ,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;AACxD;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,QAAQ,CAAC,gBAAgB,CAAC,IAAI,EAAE,OAAO,CAAC,gBAAgB,EAAE,CAAC;AAC9D;EACA,GAAG;AACH;EACA,EAAE,OAAO,QAAQ,CAAC;AAClB;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,wBAAwB,GAAG,IAAI,CAAC;AACrC;EACA,CAAC,SAAS,gBAAgB,EAAE,IAAI,EAAE,KAAK,GAAG;AAC1C;EACA,EAAE,IAAI,GAAG,KAAK,CAAC,aAAa,EAAE,cAAc,EAAE,CAAC;AAC/C;EACA,EAAE,KAAK,IAAI,KAAK,IAAI,GAAG;AACvB;EACA,GAAG,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC5B,GAAG,MAAM,SAAS,GAAG,OAAO,CAAC,WAAW,CAAC,SAAS,CAAC;AACnD;EACA,GAAG,KAAK,CAAC,iBAAiB,EAAE,SAAS,CAAC,WAAW,EAAE,CAAC;AACpD;EACA,GAAG,IAAI,mBAAmB,GAAG,KAAK,CAAC;AACnC;EACA;AACA;EACA,GAAG,KAAK,KAAK,CAAC,MAAM,KAAK,QAAQ,CAAC,OAAO,CAAC,MAAM,GAAG;AACnD;EACA,IAAI,QAAQ,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,CAAC;EAChC,IAAI,mBAAmB,GAAG,IAAI,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC7C;EACA,IAAI,MAAM,IAAI,GAAG,KAAK,EAAE,CAAC,EAAE,CAAC;EAC5B,IAAI,MAAM,QAAQ,GAAG,SAAS,CAAC,WAAW,EAAE,IAAI,EAAE,CAAC;AACnD;EACA,IAAI,MAAM,MAAM,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;EAChC,IAAI,MAAM,CAAC,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;EACrD,IAAI,MAAM,CAAC,gBAAgB,CAAC,SAAS,EAAE,IAAI,CAAC,gBAAgB,EAAE,CAAC;EAC/D,IAAI,MAAM,CAAC,QAAQ,CAAC,GAAG,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,KAAK,EAAE,QAAQ,CAAC,MAAM,EAAE,CAAC;AACnF;EACA,IAAI,KAAK,CAAC,KAAK,CAAC,GAAG;AACnB;EACA,KAAK,QAAQ,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AAC3C;EACA,KAAK;AACL;EACA,IAAI,KAAK,mBAAmB,KAAK,IAAI,GAAG;AACxC;EACA,KAAK,QAAQ,CAAC,OAAO,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,YAAY,GAAG,OAAO,CAAC,YAAY,CAAC;AAC5C;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,GAAG,MAAM,UAAU,GAAG,WAAW,EAAE,CAAC,EAAE,CAAC;EACvC,GAAG,MAAM,WAAW,GAAG,YAAY,EAAE,CAAC,EAAE,CAAC;AACzC;EACA,GAAG,UAAU,CAAC,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,cAAc,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,KAAK,wBAAwB,GAAG,wBAAwB,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AAC1E;EACA,EAAE;AACF;EACA,CAAC,MAAM,SAAS,GAAG,IAAI,cAAc,EAAE,CAAC;EACxC,CAAC,SAAS,CAAC,gBAAgB,EAAE,gBAAgB,EAAE,CAAC;AAChD;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,WAAW,QAAQ,GAAG;AAC/C;EACA,EAAE,wBAAwB,GAAG,QAAQ,CAAC;AACtC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,YAAY,EAAE,CAAC;AAC/B;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,SAAS,EAAE,eAAe,CAAC,SAAS,EAAE,CAAC;AACnE;EACA,SAAS,cAAc,EAAE,UAAU,GAAG;AACtC;EACA,CAAC,SAAS,kBAAkB,EAAE,QAAQ,EAAE,GAAG,GAAG;AAC9C;EACA,EAAE,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,GAAG,CAAC,KAAK,EAAE,CAAC;AAC5C;EACA,EAAE,KAAK,GAAG,CAAC,KAAK,GAAG;AACnB;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,GAAG,CAAC,IAAI,CAAC;EACrC,GAAG,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,GAAG,CAAC,GAAG,CAAC;AACnC;EACA,GAAG,MAAM,KAAK,GAAG,CAAC,SAAS,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,GAAG,CAAC,OAAO,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,GAAG;AAC5E;EACA,EAAE,KAAK,QAAQ,CAAC,mBAAmB,GAAG;AACtC;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,qBAAqB,GAAG;AAC/C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,sBAAsB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAChD;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,kBAAkB,GAAG;AAC5C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC7C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,mBAAmB,GAAG;AAC7C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,oBAAoB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC9C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,sBAAsB,GAAG;AAChD;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C;EACA,GAAG,KAAK,QAAQ,CAAC,sBAAsB,GAAG;AAC1C;EACA,IAAI,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAClD;EACA,IAAI,MAAM;AACV;EACA,IAAI,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAClD;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,oBAAoB,GAAG;AAC9C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,mBAAmB,GAAG;AAC7C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,oBAAoB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC9C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,sBAAsB,GAAG;AAChD;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACjD;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,oBAAoB,GAAG;AAC9C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;EAC/C,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC/C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,mBAAmB,GAAG;AAC7C;EACA,GAAG,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC7C;EACA,GAAG,KAAK,QAAQ,CAAC,oBAAoB,GAAG;AACxC;EACA,IAAI,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAC9C;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AAC1C;EACA,GAAG,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,EAAE,CAAC;AACnE;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AAC1C;EACA,GAAG,sBAAsB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAChD;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AAC1C;EACA,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;EAC/C,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC7C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AAC1C;EACA,GAAG,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACtD;EACA,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC5C;EACA,EAAE,KAAK,QAAQ,CAAC,KAAK,GAAG;AACxB;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;EACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,QAAQ,EAAE,CAAC,cAAc,EAAE,QAAQ,CAAC,iBAAiB,EAAE,CAAC;AAClG;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;EACA,GAAG,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,QAAQ,CAAC,GAAG,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;EACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,MAAM,CAAC;AACnD;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC;AAClC;EACA,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,EAAE,MAAM,CAAC,aAAa,IAAI,MAAM,CAAC,gBAAgB,KAAK,EAAE,CAAC,GAAG,CAAC,CAAC;AAC7F;EACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;EACvD,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D;EACA,GAAG,MAAM,WAAW,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC,aAAa,CAAC;AAC9D;EACA,GAAG,KAAK,WAAW,KAAK,SAAS,GAAG;AACpC;EACA,IAAI,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,WAAW,CAAC;AAC7C;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;EACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;EAC/C,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,KAAK,GAAG;AACxB;EACA,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EACzC,GAAG,QAAQ,CAAC,cAAc,CAAC,KAAK,GAAG,QAAQ,CAAC,cAAc,CAAC;AAC3D;EACA,GAAG;AACH;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,EAAE,IAAI,UAAU,CAAC;AACjB;EACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,GAAG,CAAC;AAC7B;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,WAAW,GAAG;AACrC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,eAAe,GAAG;AACzC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,eAAe,CAAC;AACzC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,SAAS,GAAG;AACnC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,SAAS,CAAC;AACnC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,OAAO,GAAG;AACjC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,OAAO,CAAC;AACjC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,YAAY,GAAG;AACtC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,YAAY,GAAG;AACtC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAClC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,WAAW,GAAG;AACrC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,YAAY,GAAG;AACtC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,kBAAkB,GAAG;AAC5C;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,kBAAkB,CAAC;AAC5C;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,qBAAqB,GAAG;AAC/C;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,qBAAqB,CAAC;AAC/C;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA;EACA,GAAG,KAAK,UAAU,CAAC,mBAAmB,GAAG;AACzC;EACA,IAAI,UAAU,GAAG,UAAU,CAAC,OAAO,CAAC;AACpC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,UAAU,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC/C;EACA,IAAI,UAAU,CAAC,YAAY,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AACxD;EACA,GAAG;AACH;EACA;EACA;EACA;AACA;EACA,EAAE,IAAI,WAAW,CAAC;AAClB;EACA,EAAE,KAAK,QAAQ,CAAC,KAAK,GAAG;AACxB;EACA,GAAG,WAAW,GAAG,QAAQ,CAAC,KAAK,CAAC;AAChC;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAClC;EACA,GAAG,WAAW,GAAG,QAAQ,CAAC,QAAQ,CAAC;AACnC;EACA,GAAG;AACH;EACA,EAAE,KAAK,WAAW,KAAK,SAAS,GAAG;AACnC;EACA;EACA,GAAG,KAAK,WAAW,CAAC,mBAAmB,GAAG;AAC1C;EACA,IAAI,WAAW,GAAG,WAAW,CAAC,OAAO,CAAC;AACtC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,WAAW,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAChD;EACA,IAAI,WAAW,CAAC,YAAY,EAAE,CAAC;AAC/B;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,CAAC,IAAI,EAAE,WAAW,CAAC,MAAM,EAAE,CAAC;AAC1D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACpD;EACA,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;EAChD,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,SAAS,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACpD;EACA,EAAE,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;EAC9C,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC,OAAO,CAAC;EAClE,EAAE,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,GAAG;AAC1E;EACA,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;EAChD,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC5C,EAAE,QAAQ,CAAC,IAAI,CAAC,KAAK,GAAG,QAAQ,CAAC,IAAI,GAAG,UAAU,CAAC;EACnD,EAAE,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,MAAM,GAAG,GAAG,CAAC;AACtC;EACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;EACA,GAAG,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,QAAQ,CAAC,GAAG,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;EACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC/C;EACA,GAAG;AACH;EACA;EACA;EACA;AACA;EACA,EAAE,IAAI,UAAU,CAAC;AACjB;EACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,GAAG,CAAC;AAC7B;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,KAAK,UAAU,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC/C;EACA,IAAI,UAAU,CAAC,YAAY,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AACxD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACvD;EACA,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;EAChD,EAAE,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC5C,EAAE,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC9C;EACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;EACA,GAAG,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,QAAQ,CAAC,GAAG,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;EACA,GAAG,QAAQ,CAAC,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAC/C;EACA,GAAG;AACH;EACA;EACA;EACA;AACA;EACA,EAAE,IAAI,UAAU,CAAC;AACjB;EACA,EAAE,KAAK,QAAQ,CAAC,GAAG,GAAG;AACtB;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,GAAG,CAAC;AAC7B;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAClC;EACA,GAAG,UAAU,GAAG,QAAQ,CAAC,QAAQ,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,KAAK,UAAU,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC/C;EACA,IAAI,UAAU,CAAC,YAAY,EAAE,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;AACxD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,sBAAsB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACvD;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,oBAAoB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACrD;EACA,EAAE,QAAQ,CAAC,QAAQ,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,QAAQ,EAAE,CAAC;EACpD,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC;AAClE;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;EACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,mBAAmB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACpD;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;EACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACxD;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EAChD,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;AAChD;EACA,EAAE,KAAK,QAAQ,CAAC,YAAY,GAAG;AAC/B;EACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACvD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,YAAY,GAAG;AAC/B;EACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACvD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,WAAW,GAAG;AAC9B;EACA,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;EACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,MAAM,CAAC;AACnD;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACxD;EACA,EAAE,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AAChD;EACA,EAAE,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtD;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EAChD,EAAE,QAAQ,CAAC,kBAAkB,CAAC,KAAK,GAAG,QAAQ,CAAC,kBAAkB,CAAC;EAClE,EAAE,KAAK,QAAQ,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,KAAK,EAAE,CAAC;AACpE;EACA,EAAE,KAAK,QAAQ,CAAC,YAAY,GAAG;AAC/B;EACA,GAAG,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACvD;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,qBAAqB,GAAG;AACxC;EACA,GAAG,QAAQ,CAAC,qBAAqB,CAAC,KAAK,GAAG,QAAQ,CAAC,qBAAqB,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,kBAAkB,GAAG;AACrC;EACA,GAAG,QAAQ,CAAC,oBAAoB,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,oBAAoB,EAAE,CAAC;EAC7E,GAAG,QAAQ,CAAC,kBAAkB,CAAC,KAAK,GAAG,QAAQ,CAAC,kBAAkB,CAAC;AACnE;EACA,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG;AACrC;EACA,IAAI,QAAQ,CAAC,oBAAoB,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACjD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;AACtD;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;AAC7D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACtD;EACA,EAAE,KAAK,QAAQ,CAAC,MAAM,GAAG;AACzB;EACA,GAAG,QAAQ,CAAC,MAAM,CAAC,KAAK,GAAG,QAAQ,CAAC,MAAM,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;EACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,oBAAoB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACrD;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,uBAAuB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACxD;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE,QAAQ,CAAC,iBAAiB,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,iBAAiB,EAAE,CAAC;EACtE,EAAE,QAAQ,CAAC,YAAY,CAAC,KAAK,GAAG,QAAQ,CAAC,YAAY,CAAC;EACtD,EAAE,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,QAAQ,CAAC,WAAW,CAAC;AACpD;EACA,EAAE;AACF;EACA,CAAC,SAAS,qBAAqB,EAAE,QAAQ,EAAE,QAAQ,GAAG;AACtD;EACA,EAAE,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC1B;EACA,GAAG,QAAQ,CAAC,OAAO,CAAC,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC;EAC7C,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC5B;EACA,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,QAAQ,CAAC,SAAS,CAAC;EACjD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;EAC3D,GAAG,KAAK,QAAQ,CAAC,IAAI,KAAK,QAAQ,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,eAAe,GAAG;AAClC;EACA,GAAG,QAAQ,CAAC,eAAe,CAAC,KAAK,GAAG,QAAQ,CAAC,eAAe,CAAC;EAC7D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,QAAQ,CAAC,iBAAiB,CAAC;EACjE,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,QAAQ,CAAC,gBAAgB,CAAC;AAC/D;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,OAAO;EACR,EAAE,kBAAkB,EAAE,kBAAkB;EACxC,EAAE,uBAAuB,EAAE,uBAAuB;EAClD,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,SAAS,mBAAmB,GAAG;AAC/B;EACA,CAAC,MAAM,MAAM,GAAG,QAAQ,CAAC,eAAe,EAAE,8BAA8B,EAAE,QAAQ,EAAE,CAAC;EACrF,CAAC,MAAM,CAAC,KAAK,CAAC,OAAO,GAAG,OAAO,CAAC;EAChC,CAAC,OAAO,MAAM,CAAC;AACf;EACA,CAAC;AACD;EACA,SAAS,aAAa,EAAE,UAAU,GAAG;AACrC;EACA,CAAC,UAAU,GAAG,UAAU,IAAI,EAAE,CAAC;AAC/B;EACA,CAAC,MAAM,OAAO,GAAG,UAAU,CAAC,MAAM,KAAK,SAAS,GAAG,UAAU,CAAC,MAAM,GAAG,mBAAmB,EAAE;EAC5F,EAAE,QAAQ,GAAG,UAAU,CAAC,OAAO,KAAK,SAAS,GAAG,UAAU,CAAC,OAAO,GAAG,IAAI;AACzE;EACA,EAAE,MAAM,GAAG,UAAU,CAAC,KAAK,KAAK,SAAS,GAAG,UAAU,CAAC,KAAK,GAAG,KAAK;EACpE,EAAE,MAAM,GAAG,UAAU,CAAC,KAAK,KAAK,SAAS,GAAG,UAAU,CAAC,KAAK,GAAG,IAAI;EACnE,EAAE,QAAQ,GAAG,UAAU,CAAC,OAAO,KAAK,SAAS,GAAG,UAAU,CAAC,OAAO,GAAG,IAAI;EACzE,EAAE,UAAU,GAAG,UAAU,CAAC,SAAS,KAAK,SAAS,GAAG,UAAU,CAAC,SAAS,GAAG,KAAK;EAChF,EAAE,mBAAmB,GAAG,UAAU,CAAC,kBAAkB,KAAK,SAAS,GAAG,UAAU,CAAC,kBAAkB,GAAG,IAAI;EAC1G,EAAE,sBAAsB,GAAG,UAAU,CAAC,qBAAqB,KAAK,SAAS,GAAG,UAAU,CAAC,qBAAqB,GAAG,KAAK;EACpH,EAAE,gBAAgB,GAAG,UAAU,CAAC,eAAe,KAAK,SAAS,GAAG,UAAU,CAAC,eAAe,GAAG,SAAS;EACtG,EAAE,6BAA6B,GAAG,UAAU,CAAC,4BAA4B,KAAK,SAAS,GAAG,UAAU,CAAC,4BAA4B,GAAG,KAAK,CAAC;AAC1I;EACA,CAAC,IAAI,iBAAiB,GAAG,IAAI,CAAC;EAC9B,CAAC,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC/B;EACA;EACA;AACA;EACA,CAAC,MAAM,eAAe,GAAG,EAAE,CAAC;EAC5B,CAAC,MAAM,gBAAgB,GAAG,EAAE,CAAC;AAC7B;EACA;AACA;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC;AAC3B;EACA;EACA,CAAC,IAAI,CAAC,KAAK,GAAG;AACd;EACA;EACA;EACA;EACA;EACA,EAAE,iBAAiB,EAAE,IAAI;EACzB,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;EACvB,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;EAC5B,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;EAC5B,CAAC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAC9B;EACA;AACA;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AACzB;EACA;AACA;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,EAAE,CAAC;EAC1B,CAAC,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;AACnC;EACA;AACA;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,GAAG,CAAC;EACxB,CAAC,IAAI,CAAC,cAAc,GAAG,cAAc,CAAC;AACtC;EACA;AACA;EACA,CAAC,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;AACtC;EACA;AACA;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,aAAa,CAAC;EAClC,CAAC,IAAI,CAAC,mBAAmB,GAAG,GAAG,CAAC;AAChC;EACA;AACA;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;AACpB;EACA,CAAC,IAAI,cAAc,GAAG,KAAK,CAAC;AAC5B;EACA;AACA;EACA,CAAC,IAAI,sBAAsB,GAAG,CAAC,CAAC;EAChC,CAAC,IAAI,yBAAyB,GAAG,CAAC,CAAC;EACnC,CAAC,IAAI,oBAAoB,GAAG,IAAI,CAAC;EACjC,CAAC,IAAI,kBAAkB,GAAG,EAAE,CAAC,CAAC;AAC9B;EACA,CAAC,IAAI,cAAc,GAAG,IAAI,CAAC;AAC3B;EACA,CAAC,MAAM,gBAAgB,GAAG,IAAI,OAAO,EAAE,CAAC;EACxC,CAAC,MAAM,eAAe,GAAG,IAAI,OAAO,EAAE,CAAC;EACvC,CAAC,IAAI,mBAAmB,GAAG,IAAI,CAAC;AAChC;EACA;AACA;EACA,CAAC,IAAI,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC;EAC5B,CAAC,IAAI,OAAO,GAAG,OAAO,CAAC,MAAM,CAAC;AAC9B;EACA,CAAC,IAAI,WAAW,GAAG,CAAC,CAAC;EACrB,CAAC,IAAI,WAAW,GAAG,IAAI,CAAC;EACxB,CAAC,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC7B;EACA,CAAC,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;EACxD,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;EACvD,CAAC,IAAI,YAAY,GAAG,KAAK,CAAC;AAC1B;EACA;AACA;EACA,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA;AACA;EACA,CAAC,IAAI,gBAAgB,GAAG,KAAK,CAAC;EAC9B,CAAC,IAAI,qBAAqB,GAAG,KAAK,CAAC;AACnC;EACA;AACA;EACA,CAAC,MAAM,iBAAiB,GAAG,IAAI,OAAO,EAAE,CAAC;AACzC;EACA,CAAC,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA,CAAC,MAAM,WAAW,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,GAAG,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAC/G;EACA,CAAC,SAAS,mBAAmB,GAAG;AAChC;EACA,EAAE,OAAO,oBAAoB,KAAK,IAAI,GAAG,WAAW,GAAG,CAAC,CAAC;AACzD;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,GAAG,GAAG,QAAQ,CAAC;AACpB;EACA,CAAC,SAAS,UAAU,EAAE,YAAY,EAAE,iBAAiB,GAAG;AACxD;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACnD;EACA,GAAG,MAAM,WAAW,GAAG,YAAY,EAAE,CAAC,EAAE,CAAC;EACzC,GAAG,MAAM,OAAO,GAAG,OAAO,CAAC,UAAU,EAAE,WAAW,EAAE,iBAAiB,EAAE,CAAC;EACxE,GAAG,KAAK,OAAO,KAAK,IAAI,GAAG,OAAO,OAAO,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI;AACL;EACA,EAAE,MAAM,iBAAiB,GAAG;EAC5B,GAAG,KAAK,EAAE,MAAM;EAChB,GAAG,KAAK,EAAE,MAAM;EAChB,GAAG,OAAO,EAAE,QAAQ;EACpB,GAAG,SAAS,EAAE,UAAU;EACxB,GAAG,kBAAkB,EAAE,mBAAmB;EAC1C,GAAG,qBAAqB,EAAE,sBAAsB;EAChD,GAAG,eAAe,EAAE,gBAAgB;EACpC,GAAG,4BAA4B,EAAE,6BAA6B;EAC9D,GAAG,CAAC;AACJ;EACA;AACA;EACA,EAAE,OAAO,CAAC,gBAAgB,EAAE,kBAAkB,EAAE,aAAa,EAAE,KAAK,EAAE,CAAC;EACvE,EAAE,OAAO,CAAC,gBAAgB,EAAE,sBAAsB,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;AAC9E;EACA,EAAE,KAAK,GAAG,KAAK,IAAI,GAAG;AACtB;EACA,GAAG,MAAM,YAAY,GAAG,EAAE,QAAQ,EAAE,OAAO,EAAE,oBAAoB,EAAE,CAAC;AACpE;EACA,GAAG,KAAK,KAAK,CAAC,gBAAgB,KAAK,IAAI,GAAG;AAC1C;EACA,IAAI,YAAY,CAAC,KAAK,EAAE,CAAC;AACzB;EACA,IAAI;AACJ;EACA,GAAG,GAAG,GAAG,UAAU,EAAE,YAAY,EAAE,iBAAiB,EAAE,CAAC;AACvD;EACA,GAAG,KAAK,GAAG,KAAK,IAAI,GAAG;AACvB;EACA,IAAI,KAAK,UAAU,EAAE,YAAY,EAAE,GAAG;AACtC;EACA,KAAK,MAAM,IAAI,KAAK,EAAE,6DAA6D,EAAE,CAAC;AACtF;EACA,KAAK,MAAM;AACX;EACA,KAAK,MAAM,IAAI,KAAK,EAAE,+BAA+B,EAAE,CAAC;AACxD;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,GAAG,CAAC,wBAAwB,KAAK,SAAS,GAAG;AACpD;EACA,GAAG,GAAG,CAAC,wBAAwB,GAAG,YAAY;AAC9C;EACA,IAAI,OAAO,EAAE,UAAU,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE,WAAW,EAAE,CAAC,EAAE,CAAC;AAC5D;EACA,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE,CAAC,QAAQ,KAAK,GAAG;AACnB;EACA,EAAE,OAAO,CAAC,KAAK,EAAE,uBAAuB,GAAG,KAAK,CAAC,OAAO,EAAE,CAAC;EAC3D,EAAE,MAAM,KAAK,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,UAAU,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,CAAC;EAC3C,CAAC,IAAI,UAAU,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,OAAO,CAAC;EACrE,CAAC,IAAI,YAAY,EAAE,SAAS,EAAE,WAAW,EAAE,YAAY,EAAE,QAAQ,EAAE,SAAS,CAAC;AAC7E;EACA,CAAC,IAAI,UAAU,EAAE,YAAY,EAAE,cAAc,EAAE,qBAAqB,CAAC;AACrE;EACA,CAAC,IAAI,KAAK,EAAE,aAAa,CAAC;AAC1B;EACA,CAAC,SAAS,aAAa,GAAG;AAC1B;EACA,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,GAAG,EAAE,CAAC;AAC1C;EACA,EAAE,YAAY,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;AACtE;EACA,EAAE,UAAU,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,GAAG,IAAI,UAAU,EAAE,GAAG,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AAC1D;EACA,EAAE,KAAK,GAAG,IAAI,UAAU,EAAE,GAAG,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AAC1D;EACA,EAAE,IAAI,GAAG,IAAI,SAAS,EAAE,GAAG,EAAE,CAAC;EAC9B,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,CAAC;EACrC,EAAE,QAAQ,GAAG,IAAI,aAAa,EAAE,GAAG,EAAE,UAAU,EAAE,KAAK,EAAE,UAAU,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;EAChG,EAAE,QAAQ,GAAG,IAAI,aAAa,EAAE,KAAK,EAAE,CAAC;EACxC,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,GAAG,EAAE,YAAY,EAAE,CAAC;EACxD,EAAE,aAAa,GAAG,IAAI,kBAAkB,EAAE,GAAG,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;EACtF,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,aAAa,EAAE,CAAC;EAC3E,EAAE,OAAO,GAAG,IAAI,YAAY,EAAE,GAAG,EAAE,UAAU,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC;EAClE,EAAE,YAAY,GAAG,IAAI,iBAAiB,EAAE,GAAG,EAAE,CAAC;EAC9C,EAAE,QAAQ,GAAG,IAAI,aAAa,EAAE,UAAU,EAAE,CAAC;EAC7C,EAAE,YAAY,GAAG,IAAI,aAAa,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,EAAE,YAAY,EAAE,aAAa,EAAE,QAAQ,EAAE,CAAC;EACzG,EAAE,SAAS,GAAG,IAAI,cAAc,EAAE,UAAU,EAAE,CAAC;EAC/C,EAAE,WAAW,GAAG,IAAI,gBAAgB,EAAE,UAAU,EAAE,CAAC;EACnD,EAAE,YAAY,GAAG,IAAI,iBAAiB,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;EACnE,EAAE,UAAU,GAAG,IAAI,eAAe,EAAE,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,OAAO,EAAE,mBAAmB,EAAE,CAAC;EAC3F,EAAE,SAAS,GAAG,IAAI,cAAc,EAAE,KAAK,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC;AACjE;EACA,EAAE,cAAc,GAAG,IAAI,mBAAmB,EAAE,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;EAClF,EAAE,qBAAqB,GAAG,IAAI,0BAA0B,EAAE,GAAG,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;AAChG;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,YAAY,CAAC,QAAQ,CAAC;AACxC;EACA,EAAE,KAAK,CAAC,YAAY,GAAG,YAAY,CAAC;EACpC,EAAE,KAAK,CAAC,UAAU,GAAG,UAAU,CAAC;EAChC,EAAE,KAAK,CAAC,UAAU,GAAG,UAAU,CAAC;EAChC,EAAE,KAAK,CAAC,WAAW,GAAG,WAAW,CAAC;EAClC,EAAE,KAAK,CAAC,SAAS,GAAG,SAAS,CAAC;EAC9B,EAAE,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;EACtB,EAAE,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,CAAC;AACjB;EACA;AACA;EACA,CAAC,MAAM,EAAE,GAAG,IAAI,YAAY,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC;AAC3C;EACA,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;AACd;EACA;AACA;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;EACA,EAAE,OAAO,GAAG,CAAC;AACb;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,YAAY;AACzC;EACA,EAAE,OAAO,GAAG,CAAC,oBAAoB,EAAE,CAAC;AACpC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,YAAY;AACrC;EACA,EAAE,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,oBAAoB,EAAE,CAAC;EAC3D,EAAE,KAAK,SAAS,GAAG,SAAS,CAAC,WAAW,EAAE,CAAC;AAC3C;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,mBAAmB,GAAG,YAAY;AACxC;EACA,EAAE,MAAM,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,oBAAoB,EAAE,CAAC;EAC3D,EAAE,KAAK,SAAS,GAAG,SAAS,CAAC,cAAc,EAAE,CAAC;AAC9C;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;EACA,EAAE,OAAO,WAAW,CAAC;AACrB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,KAAK,GAAG;AACzC;EACA,EAAE,KAAK,KAAK,KAAK,SAAS,GAAG,OAAO;AACpC;EACA,EAAE,WAAW,GAAG,KAAK,CAAC;AACtB;EACA,EAAE,IAAI,CAAC,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;AACzC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,MAAM,GAAG;AACpC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,iEAAiE,EAAE,CAAC;AACrF;EACA,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;AACvC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,KAAK,EAAE,MAAM,EAAE,WAAW,GAAG;AACxD;EACA,EAAE,KAAK,EAAE,CAAC,YAAY,GAAG;AACzB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;EAC5F,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,MAAM,GAAG,KAAK,CAAC;EACjB,EAAE,OAAO,GAAG,MAAM,CAAC;AACnB;EACA,EAAE,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,WAAW,EAAE,CAAC;EACpD,EAAE,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,GAAG,WAAW,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,WAAW,KAAK,KAAK,GAAG;AAC/B;EACA,GAAG,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC;EACtC,GAAG,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,MAAM,GAAG,IAAI,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC1C;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,WAAW,MAAM,GAAG;AACjD;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;AAClG;EACA,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,GAAG,EAAE,MAAM,GAAG,WAAW,EAAE,OAAO,GAAG,WAAW,EAAE,CAAC,KAAK,EAAE,CAAC;AAC3E;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,WAAW,KAAK,EAAE,MAAM,EAAE,UAAU,GAAG;AACpE;EACA,EAAE,MAAM,GAAG,KAAK,CAAC;EACjB,EAAE,OAAO,GAAG,MAAM,CAAC;AACnB;EACA,EAAE,WAAW,GAAG,UAAU,CAAC;AAC3B;EACA,EAAE,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,UAAU,EAAE,CAAC;EACnD,EAAE,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,GAAG,UAAU,EAAE,CAAC;AACrD;EACA,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC1C;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,WAAW,MAAM,GAAG;AAC/C;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;AAChG;EACA,GAAG,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,gBAAgB,EAAE,CAAC;AACzC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,MAAM,GAAG;AACxC;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AACrD;EACA,EAAE,KAAK,CAAC,CAAC,SAAS,GAAG;AACrB;EACA,GAAG,SAAS,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACvC;EACA,GAAG,MAAM;AACT;EACA,GAAG,SAAS,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,QAAQ,EAAE,gBAAgB,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC,KAAK,EAAE,EAAE,CAAC;AAC7F;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,MAAM,GAAG;AACvC;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC;AACjC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,GAAG;AACpD;EACA,EAAE,KAAK,CAAC,CAAC,SAAS,GAAG;AACrB;EACA,GAAG,QAAQ,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACtC;EACA,GAAG,MAAM;AACT;EACA,GAAG,QAAQ,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,OAAO,EAAE,eAAe,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC,KAAK,EAAE,EAAE,CAAC;AAC1F;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,YAAY;AACnC;EACA,EAAE,OAAO,YAAY,CAAC;AACtB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,WAAW,OAAO,GAAG;AAC5C;EACA,EAAE,KAAK,CAAC,cAAc,EAAE,YAAY,GAAG,OAAO,EAAE,CAAC;AACjD;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,MAAM,GAAG;AAC1C;EACA,EAAE,WAAW,GAAG,MAAM,CAAC;AACvB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,WAAW,MAAM,GAAG;AAC/C;EACA,EAAE,gBAAgB,GAAG,MAAM,CAAC;AAC5B;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,MAAM,GAAG;AAC1C;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;AACzF;EACA,GAAG,MAAM,GAAG,IAAI,KAAK,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,IAAI,EAAE,UAAU,CAAC,aAAa,EAAE,EAAE,CAAC;AACnD;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;EACA,EAAE,UAAU,CAAC,aAAa,CAAC,KAAK,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AAC1D;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;EACA,EAAE,OAAO,UAAU,CAAC,aAAa,EAAE,CAAC;AACpC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY;AAClC;EACA,EAAE,UAAU,CAAC,aAAa,CAAC,KAAK,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AAC1D;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,WAAW,KAAK,EAAE,KAAK,EAAE,OAAO,GAAG;AACjD;EACA,EAAE,IAAI,IAAI,GAAG,CAAC,CAAC;AACf;EACA,EAAE,KAAK,KAAK,KAAK,SAAS,IAAI,KAAK,GAAG,IAAI,IAAI,KAAK,CAAC;EACpD,EAAE,KAAK,KAAK,KAAK,SAAS,IAAI,KAAK,GAAG,IAAI,IAAI,GAAG,CAAC;EAClD,EAAE,KAAK,OAAO,KAAK,SAAS,IAAI,OAAO,GAAG,IAAI,IAAI,IAAI,CAAC;AACvD;EACA,EAAE,GAAG,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC;AACpB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY;AACjC;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AACnC;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,YAAY;AAC5B;EACA,EAAE,OAAO,CAAC,mBAAmB,EAAE,kBAAkB,EAAE,aAAa,EAAE,KAAK,EAAE,CAAC;EAC1E,EAAE,OAAO,CAAC,mBAAmB,EAAE,sBAAsB,EAAE,gBAAgB,EAAE,KAAK,EAAE,CAAC;AACjF;EACA,EAAE,WAAW,CAAC,OAAO,EAAE,CAAC;EACxB,EAAE,YAAY,CAAC,OAAO,EAAE,CAAC;EACzB,EAAE,UAAU,CAAC,OAAO,EAAE,CAAC;EACvB,EAAE,QAAQ,CAAC,OAAO,EAAE,CAAC;EACrB,EAAE,OAAO,CAAC,OAAO,EAAE,CAAC;EACpB,EAAE,aAAa,CAAC,OAAO,EAAE,CAAC;AAC1B;EACA,EAAE,EAAE,CAAC,OAAO,EAAE,CAAC;AACf;EACA,EAAE,EAAE,CAAC,mBAAmB,EAAE,cAAc,EAAE,gBAAgB,EAAE,CAAC;EAC7D,EAAE,EAAE,CAAC,mBAAmB,EAAE,YAAY,EAAE,cAAc,EAAE,CAAC;AACzD;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,CAAC;AACnB;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,SAAS,aAAa,EAAE,KAAK,GAAG;AACjC;EACA,EAAE,KAAK,CAAC,cAAc,EAAE,CAAC;AACzB;EACA,EAAE,OAAO,CAAC,GAAG,EAAE,oCAAoC,EAAE,CAAC;AACtD;EACA,EAAE,cAAc,GAAG,IAAI,CAAC;AACxB;EACA,EAAE;AACF;EACA,CAAC,SAAS,gBAAgB,gBAAgB;AAC1C;EACA,EAAE,OAAO,CAAC,GAAG,EAAE,wCAAwC,EAAE,CAAC;AAC1D;EACA,EAAE,cAAc,GAAG,KAAK,CAAC;AACzB;EACA,EAAE,MAAM,aAAa,GAAG,IAAI,CAAC,SAAS,CAAC;EACvC,EAAE,MAAM,gBAAgB,GAAG,SAAS,CAAC,OAAO,CAAC;EAC7C,EAAE,MAAM,mBAAmB,GAAG,SAAS,CAAC,UAAU,CAAC;EACnD,EAAE,MAAM,oBAAoB,GAAG,SAAS,CAAC,WAAW,CAAC;EACrD,EAAE,MAAM,aAAa,GAAG,SAAS,CAAC,IAAI,CAAC;AACvC;EACA,EAAE,aAAa,EAAE,CAAC;AAClB;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,aAAa,CAAC;EACjC,EAAE,SAAS,CAAC,OAAO,GAAG,gBAAgB,CAAC;EACvC,EAAE,SAAS,CAAC,UAAU,GAAG,mBAAmB,CAAC;EAC7C,EAAE,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;EAC/C,EAAE,SAAS,CAAC,IAAI,GAAG,aAAa,CAAC;AACjC;EACA,EAAE;AACF;EACA,CAAC,SAAS,iBAAiB,EAAE,KAAK,GAAG;AACrC;EACA,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,MAAM,CAAC;AAChC;EACA,EAAE,QAAQ,CAAC,mBAAmB,EAAE,SAAS,EAAE,iBAAiB,EAAE,CAAC;AAC/D;EACA,EAAE,kBAAkB,EAAE,QAAQ,EAAE,CAAC;AACjC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,kBAAkB,EAAE,QAAQ,GAAG;AACzC;EACA,EAAE,gCAAgC,EAAE,QAAQ,EAAE,CAAC;AAC/C;EACA,EAAE,UAAU,CAAC,MAAM,EAAE,QAAQ,EAAE,CAAC;AAChC;EACA,EAAE;AACF;AACA;EACA,CAAC,SAAS,gCAAgC,EAAE,QAAQ,GAAG;AACvD;EACA,EAAE,MAAM,QAAQ,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,QAAQ,CAAC;AACvD;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA,GAAG,QAAQ,CAAC,OAAO,EAAE,WAAW,OAAO,GAAG;AAC1C;EACA,IAAI,YAAY,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC;AAC3C;EACA,IAAI,EAAE,CAAC;AACP;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,qBAAqB,EAAE,MAAM,EAAE,OAAO,GAAG;AACnD;EACA,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,MAAM,GAAG;AACrC;EACA,GAAG,KAAK,CAAC,qBAAqB,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;AAClD;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,qBAAqB,GAAG,WAAW,MAAM,EAAE,OAAO,GAAG;AAC3D;EACA,EAAE,aAAa,CAAC,cAAc,EAAE,CAAC;AACjC;EACA,EAAE,MAAM,OAAO,GAAG,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,EAAE,KAAK,MAAM,CAAC,YAAY,IAAI,EAAE,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,GAAG,GAAG,CAAC,YAAY,EAAE,CAAC;EACzF,EAAE,KAAK,MAAM,CAAC,UAAU,IAAI,EAAE,OAAO,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,GAAG,GAAG,CAAC,YAAY,EAAE,CAAC;EACnF,EAAE,KAAK,MAAM,CAAC,MAAM,IAAI,EAAE,OAAO,CAAC,EAAE,GAAG,OAAO,CAAC,EAAE,GAAG,GAAG,CAAC,YAAY,EAAE,CAAC;EACvE,EAAE,KAAK,MAAM,CAAC,SAAS,IAAI,EAAE,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,GAAG,GAAG,CAAC,YAAY,EAAE,CAAC;AAChF;EACA,EAAE,MAAM,iBAAiB,GAAG,OAAO,CAAC,aAAa,EAAE,CAAC;AACpD;EACA,EAAE,KAAK,MAAM,CAAC,YAAY,GAAG;AAC7B;EACA,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,QAAQ,EAAE,CAAC;EAC7C,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,CAAC,aAAa,EAAE,KAAK,EAAE,CAAC;AACxD;EACA,GAAG,aAAa,CAAC,eAAe,EAAE,iBAAiB,CAAC,QAAQ,EAAE,CAAC;EAC/D,GAAG,GAAG,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC/E;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,UAAU,GAAG;AAC3B;EACA,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;EAC3C,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,CAAC,WAAW,EAAE,KAAK,EAAE,CAAC;AACtD;EACA,GAAG,aAAa,CAAC,eAAe,EAAE,iBAAiB,CAAC,MAAM,EAAE,CAAC;EAC7D,GAAG,GAAG,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7E;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,GAAG;AACvB;EACA,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC;EACvC,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AAClD;EACA,GAAG,aAAa,CAAC,eAAe,EAAE,iBAAiB,CAAC,EAAE,EAAE,CAAC;EACzD,GAAG,GAAG,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzE;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,SAAS,GAAG;AAC1B;EACA,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,CAAC;EAC1C,GAAG,GAAG,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,GAAG,aAAa,CAAC,eAAe,EAAE,iBAAiB,CAAC,KAAK,EAAE,CAAC;EAC5D,GAAG,GAAG,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,KAAK,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC5E;EACA,GAAG;AACH;EACA,EAAE,aAAa,CAAC,uBAAuB,EAAE,CAAC;AAC1C;EACA,EAAE,GAAG,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AACvC;EACA,EAAE,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC;AACnB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,WAAW,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,GAAG;AACzF;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,KAAK,GAAG,WAAW,CAAC;AAC5C;EACA,EAAE,MAAM,WAAW,KAAK,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,WAAW,CAAC,WAAW,EAAE,GAAG,CAAC,EAAE,CAAC;AAChF;EACA,EAAE,MAAM,OAAO,GAAG,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AAChE;EACA,EAAE,KAAK,CAAC,WAAW,EAAE,QAAQ,EAAE,WAAW,EAAE,CAAC;AAC7C;EACA;AACA;EACA,EAAE,IAAI,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EAC7B,EAAE,MAAM,QAAQ,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;AAChD;EACA;AACA;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;EACA,GAAG,KAAK,QAAQ,KAAK,SAAS,IAAI,QAAQ,CAAC,KAAK,KAAK,CAAC,GAAG,OAAO;AAChE;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,KAAK,KAAK,CAAC,GAAG;AAClC;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,WAAW,GAAG,CAAC,CAAC;AACtB;EACA,EAAE,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,KAAK,GAAG,UAAU,CAAC,qBAAqB,EAAE,QAAQ,EAAE,CAAC;EACxD,GAAG,WAAW,GAAG,CAAC,CAAC;AACnB;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,YAAY,IAAI,QAAQ,CAAC,YAAY,GAAG;AACxD;EACA,GAAG,YAAY,CAAC,MAAM,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,CAAC;AAC9D;EACA,GAAG;AACH;EACA,EAAE,aAAa,CAAC,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACpE;EACA,EAAE,IAAI,SAAS,CAAC;EAChB,EAAE,IAAI,QAAQ,GAAG,cAAc,CAAC;AAChC;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG;AACxB;EACA,GAAG,SAAS,GAAG,UAAU,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;AACvC;EACA,GAAG,QAAQ,GAAG,qBAAqB,CAAC;EACpC,GAAG,QAAQ,CAAC,QAAQ,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,SAAS,GAAG,EAAE,KAAK,KAAK,IAAI,KAAK,KAAK,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AACtE;EACA,EAAE,MAAM,UAAU,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,WAAW,CAAC;EAC5D,EAAE,MAAM,UAAU,GAAG,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,WAAW,CAAC;AAC5D;EACA,EAAE,MAAM,UAAU,GAAG,KAAK,KAAK,IAAI,GAAG,KAAK,CAAC,KAAK,GAAG,WAAW,GAAG,CAAC,CAAC;EACpE,EAAE,MAAM,UAAU,GAAG,KAAK,KAAK,IAAI,GAAG,KAAK,CAAC,KAAK,GAAG,WAAW,GAAG,QAAQ,CAAC;AAC3E;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,EAAE,UAAU,EAAE,CAAC;EACvD,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,UAAU,GAAG,UAAU,EAAE,UAAU,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC;AAC9F;EACA,EAAE,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,OAAO,GAAG,SAAS,GAAG,CAAC,EAAE,CAAC;AAC3D;EACA,EAAE,KAAK,SAAS,KAAK,CAAC,GAAG,OAAO;AAChC;EACA;AACA;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,GAAG;AACvB;EACA,GAAG,KAAK,QAAQ,CAAC,SAAS,KAAK,IAAI,GAAG;AACtC;EACA,IAAI,KAAK,CAAC,YAAY,EAAE,QAAQ,CAAC,kBAAkB,GAAG,mBAAmB,EAAE,EAAE,CAAC;EAC9E,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,IAAI,MAAM;AACV;EACA,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,MAAM,CAAC,MAAM,GAAG;AAC9B;EACA,GAAG,IAAI,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACtC;EACA,GAAG,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,CAAC,CAAC;AAChD;EACA,GAAG,KAAK,CAAC,YAAY,EAAE,SAAS,GAAG,mBAAmB,EAAE,EAAE,CAAC;AAC3D;EACA,GAAG,KAAK,MAAM,CAAC,cAAc,GAAG;AAChC;EACA,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,UAAU,GAAG;AACnC;EACA,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,IAAI,MAAM;AACV;EACA,IAAI,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AAC1B;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,MAAM,CAAC,QAAQ,GAAG;AAChC;EACA,GAAG,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,GAAG,MAAM,KAAK,MAAM,CAAC,QAAQ,GAAG;AAChC;EACA,GAAG,QAAQ,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,CAAC,eAAe,GAAG;AAChC;EACA,GAAG,QAAQ,CAAC,eAAe,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClE;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,yBAAyB,GAAG;AACnD;EACA,GAAG,MAAM,aAAa,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,CAAC,aAAa,EAAE,QAAQ,CAAC,iBAAiB,EAAE,CAAC;AACxF;EACA,GAAG,QAAQ,CAAC,eAAe,EAAE,SAAS,EAAE,SAAS,EAAE,aAAa,EAAE,CAAC;AACnE;EACA,GAAG,MAAM;AACT;EACA,GAAG,QAAQ,CAAC,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AAC3C;EACA,EAAE,kBAAkB,GAAG,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,CAAC;EACjD,EAAE,kBAAkB,CAAC,IAAI,EAAE,CAAC;AAC5B;EACA,EAAE,KAAK,CAAC,eAAe,EAAE,WAAW,MAAM,GAAG;AAC7C;EACA,GAAG,KAAK,MAAM,CAAC,OAAO,IAAI,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG;AAChE;EACA,IAAI,kBAAkB,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,IAAI,KAAK,MAAM,CAAC,UAAU,GAAG;AAC7B;EACA,KAAK,kBAAkB,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;AAC7C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE,kBAAkB,CAAC,WAAW,EAAE,CAAC;AACnC;EACA,EAAE,KAAK,CAAC,QAAQ,EAAE,WAAW,MAAM,GAAG;AACtC;EACA,GAAG,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACpC;EACA,GAAG,KAAK,QAAQ,GAAG;AACnB;EACA,IAAI,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACrC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,MAAM,MAAM,SAAS,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,MAAM,UAAU,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC7C;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,UAAU,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,IAAI,wBAAwB,GAAG,IAAI,CAAC;AACrC;EACA,CAAC,SAAS,gBAAgB,EAAE,IAAI,GAAG;AACnC;EACA,EAAE,KAAK,wBAAwB,GAAG,wBAAwB,EAAE,IAAI,EAAE,CAAC;AACnE;EACA,EAAE;AACF;EACA,CAAC,SAAS,gBAAgB,GAAG;AAC7B;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,SAAS,cAAc,GAAG;AAC3B;EACA,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,MAAM,SAAS,GAAG,IAAI,cAAc,EAAE,CAAC;EACxC,CAAC,SAAS,CAAC,gBAAgB,EAAE,gBAAgB,EAAE,CAAC;AAChD;EACA,CAAC,KAAK,OAAO,MAAM,KAAK,WAAW,GAAG,SAAS,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;AACrE;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,WAAW,QAAQ,GAAG;AAC/C;EACA,EAAE,wBAAwB,GAAG,QAAQ,CAAC;EACtC,EAAE,EAAE,CAAC,gBAAgB,EAAE,QAAQ,EAAE,CAAC;AAClC;EACA,EAAE,EAAE,QAAQ,KAAK,IAAI,KAAK,SAAS,CAAC,IAAI,EAAE,GAAG,SAAS,CAAC,KAAK,EAAE,CAAC;AAC/D;EACA,EAAE,CAAC;AACH;EACA,CAAC,EAAE,CAAC,gBAAgB,EAAE,cAAc,EAAE,gBAAgB,EAAE,CAAC;EACzD,CAAC,EAAE,CAAC,gBAAgB,EAAE,YAAY,EAAE,cAAc,EAAE,CAAC;AACrD;EACA;AACA;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AAC1C;EACA,EAAE,IAAI,YAAY,EAAE,UAAU,CAAC;AAC/B;EACA,EAAE,KAAK,SAAS,EAAE,CAAC,EAAE,KAAK,SAAS,GAAG;AACtC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2GAA2G,EAAE,CAAC;EAC/H,GAAG,YAAY,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,KAAK,SAAS,EAAE,CAAC,EAAE,KAAK,SAAS,GAAG;AACtC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;EACnH,GAAG,UAAU,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,GAAG;AACH;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,IAAI,MAAM,CAAC,QAAQ,KAAK,IAAI,GAAG;AAC1D;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,wEAAwE,EAAE,CAAC;EAC7F,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,cAAc,KAAK,IAAI,GAAG,OAAO;AACxC;EACA;AACA;EACA,EAAE,KAAK,KAAK,CAAC,UAAU,KAAK,IAAI,GAAG,KAAK,CAAC,iBAAiB,EAAE,CAAC;AAC7D;EACA;AACA;EACA,EAAE,KAAK,MAAM,CAAC,MAAM,KAAK,IAAI,GAAG,MAAM,CAAC,iBAAiB,EAAE,CAAC;AAC3D;EACA,EAAE,KAAK,EAAE,CAAC,OAAO,KAAK,IAAI,IAAI,EAAE,CAAC,YAAY,KAAK,IAAI,GAAG;AACzD;EACA,GAAG,MAAM,GAAG,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,CAAC,cAAc,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,YAAY,IAAI,oBAAoB,EAAE,CAAC;AACnH;EACA,EAAE,kBAAkB,GAAG,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,gBAAgB,CAAC,MAAM,EAAE,CAAC;EAC1E,EAAE,kBAAkB,CAAC,IAAI,EAAE,CAAC;AAC5B;EACA,EAAE,gBAAgB,CAAC,IAAI,EAAE,kBAAkB,EAAE,CAAC;AAC9C;EACA,EAAE,iBAAiB,CAAC,gBAAgB,EAAE,MAAM,CAAC,gBAAgB,EAAE,MAAM,CAAC,kBAAkB,EAAE,CAAC;EAC3F,EAAE,QAAQ,CAAC,uBAAuB,EAAE,iBAAiB,EAAE,CAAC;AACxD;EACA,EAAE,qBAAqB,GAAG,IAAI,CAAC,oBAAoB,CAAC;EACpD,EAAE,gBAAgB,GAAG,QAAQ,CAAC,IAAI,EAAE,IAAI,CAAC,cAAc,EAAE,qBAAqB,EAAE,MAAM,EAAE,CAAC;AACzF;EACA,EAAE,iBAAiB,GAAG,WAAW,CAAC,GAAG,EAAE,KAAK,EAAE,eAAe,CAAC,MAAM,EAAE,CAAC;EACvE,EAAE,iBAAiB,CAAC,IAAI,EAAE,CAAC;AAC3B;EACA,EAAE,eAAe,CAAC,IAAI,EAAE,iBAAiB,EAAE,CAAC;AAC5C;EACA,EAAE,aAAa,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,KAAK,CAAC,WAAW,EAAE,CAAC;AACvD;EACA,EAAE,iBAAiB,CAAC,MAAM,EAAE,CAAC;AAC7B;EACA,EAAE,KAAK,KAAK,CAAC,WAAW,KAAK,IAAI,GAAG;AACpC;EACA,GAAG,iBAAiB,CAAC,IAAI,EAAE,WAAW,EAAE,gBAAgB,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,gBAAgB,KAAK,IAAI,GAAG,QAAQ,CAAC,YAAY,EAAE,CAAC;AAC3D;EACA,EAAE,MAAM,YAAY,GAAG,kBAAkB,CAAC,KAAK,CAAC,YAAY,CAAC;AAC7D;EACA,EAAE,SAAS,CAAC,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAClD;EACA,EAAE,kBAAkB,CAAC,WAAW,EAAE,CAAC;EACnC,EAAE,kBAAkB,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;AAC/C;EACA,EAAE,KAAK,gBAAgB,KAAK,IAAI,GAAG,QAAQ,CAAC,UAAU,EAAE,CAAC;AACzD;EACA;AACA;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,CAAC,SAAS,KAAK,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;AACxD;EACA,EAAE,KAAK,YAAY,KAAK,SAAS,GAAG;AACpC;EACA,GAAG,IAAI,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC;AACxC;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,UAAU,CAAC,MAAM,EAAE,iBAAiB,EAAE,KAAK,EAAE,MAAM,EAAE,UAAU,EAAE,CAAC;AACpE;EACA;AACA;EACA,EAAE,MAAM,aAAa,GAAG,iBAAiB,CAAC,MAAM,CAAC;EACjD,EAAE,MAAM,kBAAkB,GAAG,iBAAiB,CAAC,WAAW,CAAC;AAC3D;EACA,EAAE,KAAK,aAAa,CAAC,MAAM,GAAG,CAAC,GAAG,aAAa,EAAE,aAAa,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EAChF,EAAE,KAAK,kBAAkB,CAAC,MAAM,GAAG,CAAC,GAAG,aAAa,EAAE,kBAAkB,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC1F;EACA;AACA;EACA,EAAE,KAAK,oBAAoB,KAAK,IAAI,GAAG;AACvC;EACA;AACA;EACA,GAAG,QAAQ,CAAC,wBAAwB,EAAE,oBAAoB,EAAE,CAAC;AAC7D;EACA;AACA;EACA,GAAG,QAAQ,CAAC,6BAA6B,EAAE,oBAAoB,EAAE,CAAC;AAClE;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,CAAC,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC5E;EACA;AACA;EACA,EAAE,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;EACtC,EAAE,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC;AACtC;EACA,EAAE,KAAK,CAAC,gBAAgB,EAAE,KAAK,EAAE,CAAC;AAClC;EACA;AACA;EACA,EAAE,aAAa,CAAC,iBAAiB,EAAE,CAAC;EACpC,EAAE,kBAAkB,GAAG,EAAE,CAAC,CAAC;EAC3B,EAAE,cAAc,GAAG,IAAI,CAAC;AACxB;EACA,EAAE,gBAAgB,CAAC,GAAG,EAAE,CAAC;AACzB;EACA,EAAE,KAAK,gBAAgB,CAAC,MAAM,GAAG,CAAC,GAAG;AACrC;EACA,GAAG,kBAAkB,GAAG,gBAAgB,EAAE,gBAAgB,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACxE;EACA,GAAG,MAAM;AACT;EACA,GAAG,kBAAkB,GAAG,IAAI,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,eAAe,CAAC,GAAG,EAAE,CAAC;AACxB;EACA,EAAE,KAAK,eAAe,CAAC,MAAM,GAAG,CAAC,GAAG;AACpC;EACA,GAAG,iBAAiB,GAAG,eAAe,EAAE,eAAe,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACrE;EACA,GAAG,MAAM;AACT;EACA,GAAG,iBAAiB,GAAG,IAAI,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,SAAS,aAAa,EAAE,MAAM,EAAE,MAAM,EAAE,UAAU,EAAE,WAAW,GAAG;AACnE;EACA,EAAE,KAAK,MAAM,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACzC;EACA,EAAE,MAAM,OAAO,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,OAAO,GAAG;AACjB;EACA,GAAG,KAAK,MAAM,CAAC,OAAO,GAAG;AACzB;EACA,IAAI,UAAU,GAAG,MAAM,CAAC,WAAW,CAAC;AACpC;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,KAAK,GAAG;AAC9B;EACA,IAAI,KAAK,MAAM,CAAC,UAAU,KAAK,IAAI,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9D;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,OAAO,GAAG;AAChC;EACA,IAAI,kBAAkB,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,IAAI,KAAK,MAAM,CAAC,UAAU,GAAG;AAC7B;EACA,KAAK,kBAAkB,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;AAC7C;EACA,KAAK;AACL;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,QAAQ,GAAG;AACjC;EACA,IAAI,KAAK,EAAE,MAAM,CAAC,aAAa,IAAI,QAAQ,CAAC,gBAAgB,EAAE,MAAM,EAAE,GAAG;AACzE;EACA,KAAK,KAAK,WAAW,GAAG;AACxB;EACA,MAAM,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE;EAC1D,QAAQ,YAAY,EAAE,iBAAiB,EAAE,CAAC;AAC1C;EACA,MAAM;AACN;EACA,KAAK,MAAM,QAAQ,GAAG,OAAO,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;EAC/C,KAAK,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACtC;EACA,KAAK,KAAK,QAAQ,CAAC,OAAO,GAAG;AAC7B;EACA,MAAM,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AACzF;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,uBAAuB,GAAG;AAChD;EACA,IAAI,KAAK,WAAW,GAAG;AACvB;EACA,KAAK,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE;EACzD,OAAO,YAAY,EAAE,iBAAiB,EAAE,CAAC;AACzC;EACA,KAAK;AACL;EACA,IAAI,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AAC1F;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,QAAQ,GAAG;AACnE;EACA,IAAI,KAAK,MAAM,CAAC,aAAa,GAAG;AAChC;EACA;AACA;EACA,KAAK,KAAK,MAAM,CAAC,QAAQ,CAAC,KAAK,KAAK,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG;AACxD;EACA,MAAM,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC;EAC/B,MAAM,MAAM,CAAC,QAAQ,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC;AAChD;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,KAAK,EAAE,MAAM,CAAC,aAAa,IAAI,QAAQ,CAAC,gBAAgB,EAAE,MAAM,EAAE,GAAG;AACzE;EACA,KAAK,KAAK,WAAW,GAAG;AACxB;EACA,MAAM,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE;EAC1D,QAAQ,YAAY,EAAE,iBAAiB,EAAE,CAAC;AAC1C;EACA,MAAM;AACN;EACA,KAAK,MAAM,QAAQ,GAAG,OAAO,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC;EAC/C,KAAK,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACtC;EACA,KAAK,KAAK,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,GAAG;AACtC;EACA,MAAM,MAAM,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AACrC;EACA,MAAM,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACxD;EACA,OAAO,MAAM,KAAK,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;EACjC,OAAO,MAAM,aAAa,GAAG,QAAQ,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AAC7D;EACA,OAAO,KAAK,aAAa,IAAI,aAAa,CAAC,OAAO,GAAG;AACrD;EACA,QAAQ,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,aAAa,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;AACjG;EACA,QAAQ;AACR;EACA,OAAO;AACP;EACA,MAAM,MAAM,KAAK,QAAQ,CAAC,OAAO,GAAG;AACpC;EACA,MAAM,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC;AACzF;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,aAAa,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,UAAU,EAAE,WAAW,EAAE,CAAC;AACnE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,aAAa,EAAE,UAAU,EAAE,KAAK,EAAE,MAAM,GAAG;AACrD;EACA,EAAE,MAAM,gBAAgB,GAAG,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAClF;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACxD;EACA,GAAG,MAAM,UAAU,GAAG,UAAU,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,GAAG,MAAM,MAAM,GAAG,UAAU,CAAC,MAAM,CAAC;EACpC,GAAG,MAAM,QAAQ,GAAG,UAAU,CAAC,QAAQ,CAAC;EACxC,GAAG,MAAM,QAAQ,GAAG,gBAAgB,KAAK,IAAI,GAAG,UAAU,CAAC,QAAQ,GAAG,gBAAgB,CAAC;EACvF,GAAG,MAAM,KAAK,GAAG,UAAU,CAAC,KAAK,CAAC;AAClC;EACA,GAAG,KAAK,MAAM,CAAC,aAAa,GAAG;AAC/B;EACA,IAAI,MAAM,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;AACnC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACzD;EACA,KAAK,MAAM,OAAO,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAClC;EACA,KAAK,KAAK,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,OAAO,CAAC,MAAM,EAAE,GAAG;AACjD;EACA,MAAM,KAAK,CAAC,QAAQ,EAAE,gBAAgB,CAAC,IAAI,EAAE,OAAO,CAAC,QAAQ,EAAE,EAAE,CAAC;AAClE;EACA,MAAM,kBAAkB,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;AACpD;EACA,MAAM,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACxE;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACrE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,SAAS,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,GAAG;AAC3E;EACA,EAAE,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC3E;EACA,EAAE,MAAM,CAAC,eAAe,CAAC,gBAAgB,EAAE,MAAM,CAAC,kBAAkB,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;EAC3F,EAAE,MAAM,CAAC,YAAY,CAAC,eAAe,EAAE,MAAM,CAAC,eAAe,EAAE,CAAC;AAChE;EACA,EAAE,KAAK,MAAM,CAAC,uBAAuB,GAAG;AACxC;EACA,GAAG,MAAM,OAAO,GAAG,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,CAAC;AACjE;EACA,GAAG,KAAK,CAAC,WAAW,EAAE,QAAQ,EAAE,CAAC;AACjC;EACA,GAAG,aAAa,CAAC,KAAK,EAAE,CAAC;AACzB;EACA,GAAG,qBAAqB,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC;AAC5C;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,CAAC,kBAAkB,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAChF;EACA,GAAG;AACH;EACA,EAAE,MAAM,CAAC,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC1E;EACA,EAAE;AACF;EACA,CAAC,SAAS,UAAU,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,GAAG;AAChD;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,GAAG,WAAW,CAAC;AACpD;EACA,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;EACA,EAAE,MAAM,MAAM,GAAG,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC;EACjD,EAAE,MAAM,YAAY,GAAG,kBAAkB,CAAC,KAAK,CAAC,YAAY,CAAC;AAC7D;EACA,EAAE,MAAM,kBAAkB,GAAG,MAAM,CAAC,KAAK,CAAC,OAAO,CAAC;AAClD;EACA,EAAE,MAAM,UAAU,GAAG,YAAY,CAAC,aAAa,EAAE,QAAQ,EAAE,MAAM,CAAC,KAAK,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EACvG,EAAE,MAAM,eAAe,GAAG,YAAY,CAAC,kBAAkB,EAAE,UAAU,EAAE,CAAC;AACxE;EACA,EAAE,IAAI,QAAQ,GAAG,kBAAkB,CAAC,QAAQ,CAAC;AAC7C;EACA;AACA;EACA,EAAE,kBAAkB,CAAC,WAAW,GAAG,QAAQ,CAAC,sBAAsB,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;EAC9F,EAAE,kBAAkB,CAAC,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC;EACrC,EAAE,kBAAkB,CAAC,MAAM,GAAG,QAAQ,CAAC,GAAG,EAAE,QAAQ,CAAC,MAAM,IAAI,kBAAkB,CAAC,WAAW,EAAE,CAAC;AAChG;EACA,EAAE,KAAK,QAAQ,KAAK,SAAS,GAAG;AAChC;EACA;AACA;EACA,GAAG,QAAQ,CAAC,gBAAgB,EAAE,SAAS,EAAE,iBAAiB,EAAE,CAAC;AAC7D;EACA,GAAG,QAAQ,GAAG,IAAI,GAAG,EAAE,CAAC;EACxB,GAAG,kBAAkB,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,IAAI,OAAO,GAAG,QAAQ,CAAC,GAAG,EAAE,eAAe,EAAE,CAAC;AAChD;EACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG;AAC/B;EACA;AACA;EACA,GAAG,KAAK,kBAAkB,CAAC,cAAc,KAAK,OAAO,IAAI,kBAAkB,CAAC,kBAAkB,KAAK,kBAAkB,GAAG;AACxH;EACA,IAAI,8BAA8B,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC3D;EACA,IAAI,OAAO,OAAO,CAAC;AACnB;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,UAAU,CAAC,QAAQ,GAAG,YAAY,CAAC,WAAW,EAAE,QAAQ,EAAE,CAAC;AAC9D;EACA,GAAG,QAAQ,CAAC,eAAe,EAAE,UAAU,EAAE,KAAK,EAAE,CAAC;AACjD;EACA,GAAG,OAAO,GAAG,YAAY,CAAC,cAAc,EAAE,UAAU,EAAE,eAAe,EAAE,CAAC;EACxE,GAAG,QAAQ,CAAC,GAAG,EAAE,eAAe,EAAE,OAAO,EAAE,CAAC;AAC5C;EACA,GAAG,kBAAkB,CAAC,QAAQ,GAAG,UAAU,CAAC,QAAQ,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,MAAM,QAAQ,GAAG,kBAAkB,CAAC,QAAQ,CAAC;AAC/C;EACA,EAAE,KAAK,EAAE,EAAE,QAAQ,CAAC,gBAAgB,IAAI,EAAE,QAAQ,CAAC,mBAAmB,MAAM,QAAQ,CAAC,QAAQ,KAAK,IAAI,GAAG;AACzG;EACA,GAAG,QAAQ,CAAC,cAAc,GAAG,QAAQ,CAAC,OAAO,CAAC;AAC9C;EACA,GAAG;AACH;EACA,EAAE,8BAA8B,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AACzD;EACA;AACA;EACA,EAAE,kBAAkB,CAAC,WAAW,GAAG,mBAAmB,EAAE,QAAQ,EAAE,CAAC;EACnE,EAAE,kBAAkB,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;AAC7D;EACA,EAAE,KAAK,kBAAkB,CAAC,WAAW,GAAG;AACxC;EACA;AACA;EACA,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,OAAO,CAAC;EAC3D,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,KAAK,CAAC;EAClD,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,WAAW,CAAC;EAC/D,GAAG,QAAQ,CAAC,uBAAuB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,iBAAiB,CAAC;EAC3E,GAAG,QAAQ,CAAC,UAAU,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC;EACjD,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,UAAU,CAAC;EAC7D,GAAG,QAAQ,CAAC,cAAc,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,QAAQ,CAAC;EACzD,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,YAAY,CAAC;EACpD,GAAG,QAAQ,CAAC,KAAK,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,YAAY,CAAC;EACpD,GAAG,QAAQ,CAAC,WAAW,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,KAAK,CAAC;EACnD,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,WAAW,CAAC;EAC/D,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,IAAI,CAAC;AACvD;EACA,GAAG,QAAQ,CAAC,oBAAoB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,oBAAoB,CAAC;EAC3E,GAAG,QAAQ,CAAC,uBAAuB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,uBAAuB,CAAC;EACjF,GAAG,QAAQ,CAAC,aAAa,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,aAAa,CAAC;EAC7D,GAAG,QAAQ,CAAC,gBAAgB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,gBAAgB,CAAC;EACnE,GAAG,QAAQ,CAAC,cAAc,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,cAAc,CAAC;EAC/D,GAAG,QAAQ,CAAC,iBAAiB,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC,iBAAiB,CAAC;EACrE;AACA;EACA,GAAG;AACH;EACA,EAAE,MAAM,YAAY,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;EAC7C,EAAE,MAAM,YAAY,GAAG,aAAa,CAAC,YAAY,EAAE,YAAY,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AAChF;EACA,EAAE,kBAAkB,CAAC,cAAc,GAAG,OAAO,CAAC;EAC9C,EAAE,kBAAkB,CAAC,YAAY,GAAG,YAAY,CAAC;AACjD;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,SAAS,8BAA8B,EAAE,QAAQ,EAAE,UAAU,GAAG;AACjE;EACA,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;AACxD;EACA,EAAE,kBAAkB,CAAC,cAAc,GAAG,UAAU,CAAC,cAAc,CAAC;EAChE,EAAE,kBAAkB,CAAC,UAAU,GAAG,UAAU,CAAC,UAAU,CAAC;EACxD,EAAE,kBAAkB,CAAC,iBAAiB,GAAG,UAAU,CAAC,iBAAiB,CAAC;EACtE,EAAE,kBAAkB,CAAC,eAAe,GAAG,UAAU,CAAC,mBAAmB,CAAC;EACtE,EAAE,kBAAkB,CAAC,YAAY,GAAG,UAAU,CAAC,YAAY,CAAC;AAC5D;EACA,EAAE;AACF;EACA,CAAC,SAAS,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,GAAG;AACxD;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,IAAI,GAAG,KAAK,GAAG,WAAW,CAAC;AACpD;EACA,EAAE,QAAQ,CAAC,iBAAiB,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,GAAG,GAAG,KAAK,CAAC,GAAG,CAAC;EACxB,EAAE,MAAM,WAAW,GAAG,QAAQ,CAAC,sBAAsB,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;EACjF,EAAE,MAAM,QAAQ,GAAG,EAAE,oBAAoB,KAAK,IAAI,KAAK,KAAK,CAAC,cAAc,GAAG,oBAAoB,CAAC,OAAO,CAAC,QAAQ,CAAC;EACpH,EAAE,MAAM,MAAM,GAAG,QAAQ,CAAC,GAAG,EAAE,QAAQ,CAAC,MAAM,IAAI,WAAW,EAAE,CAAC;EAChE,EAAE,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,KAAK,IAAI,IAAI,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,IAAI,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,KAAK,CAAC,QAAQ,KAAK,CAAC,CAAC;AAC7I;EACA,EAAE,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC;EACxD,EAAE,MAAM,MAAM,GAAG,kBAAkB,CAAC,KAAK,CAAC,MAAM,CAAC;AACjD;EACA,EAAE,KAAK,gBAAgB,KAAK,IAAI,GAAG;AACnC;EACA,GAAG,KAAK,qBAAqB,KAAK,IAAI,IAAI,MAAM,KAAK,cAAc,GAAG;AACtE;EACA,IAAI,MAAM,QAAQ;EAClB,KAAK,MAAM,KAAK,cAAc;EAC9B,KAAK,QAAQ,CAAC,EAAE,KAAK,kBAAkB,CAAC;AACxC;EACA;EACA;EACA;EACA,IAAI,QAAQ,CAAC,QAAQ,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,kBAAkB,GAAG,KAAK,CAAC;AACjC;EACA,EAAE,KAAK,QAAQ,CAAC,OAAO,KAAK,kBAAkB,CAAC,SAAS,GAAG;AAC3D;EACA,GAAG,KAAK,kBAAkB,CAAC,WAAW,MAAM,kBAAkB,CAAC,kBAAkB,KAAK,MAAM,CAAC,KAAK,CAAC,OAAO,EAAE,GAAG;AAC/G;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,kBAAkB,CAAC,cAAc,KAAK,QAAQ,GAAG;AAChE;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,MAAM,CAAC,eAAe,IAAI,kBAAkB,CAAC,UAAU,KAAK,KAAK,GAAG;AACnF;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,EAAE,MAAM,CAAC,eAAe,IAAI,kBAAkB,CAAC,UAAU,KAAK,IAAI,GAAG;AACpF;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,kBAAkB,CAAC,MAAM,KAAK,MAAM,GAAG;AACtD;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,QAAQ,CAAC,GAAG,IAAI,kBAAkB,CAAC,GAAG,KAAK,GAAG,GAAG;AAChE;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,kBAAkB,CAAC,iBAAiB,KAAK,SAAS;EACjE,MAAM,kBAAkB,CAAC,iBAAiB,KAAK,QAAQ,CAAC,SAAS;EACjE,IAAI,kBAAkB,CAAC,eAAe,KAAK,QAAQ,CAAC,eAAe,EAAE,GAAG;AACxE;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI,MAAM,KAAK,kBAAkB,CAAC,YAAY,KAAK,YAAY,GAAG;AAClE;EACA,IAAI,kBAAkB,GAAG,IAAI,CAAC;AAC9B;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,kBAAkB,GAAG,IAAI,CAAC;EAC7B,GAAG,kBAAkB,CAAC,SAAS,GAAG,QAAQ,CAAC,OAAO,CAAC;AACnD;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,OAAO,GAAG,kBAAkB,CAAC,cAAc,CAAC;AAClD;EACA,EAAE,KAAK,kBAAkB,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,OAAO,GAAG,UAAU,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE,IAAI,cAAc,GAAG,KAAK,CAAC;EAC7B,EAAE,IAAI,eAAe,GAAG,KAAK,CAAC;EAC9B,EAAE,IAAI,aAAa,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,MAAM,UAAU,GAAG,OAAO,CAAC,WAAW,EAAE;EAC1C,GAAG,UAAU,GAAG,kBAAkB,CAAC,QAAQ,CAAC;AAC5C;EACA,EAAE,KAAK,KAAK,CAAC,UAAU,EAAE,OAAO,CAAC,OAAO,EAAE,GAAG;AAC7C;EACA,GAAG,cAAc,GAAG,IAAI,CAAC;EACzB,GAAG,eAAe,GAAG,IAAI,CAAC;EAC1B,GAAG,aAAa,GAAG,IAAI,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,EAAE,KAAK,kBAAkB,GAAG;AAC5C;EACA,GAAG,kBAAkB,GAAG,QAAQ,CAAC,EAAE,CAAC;AACpC;EACA,GAAG,eAAe,GAAG,IAAI,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,KAAK,cAAc,IAAI,cAAc,KAAK,MAAM,GAAG;AACrD;EACA,GAAG,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,kBAAkB,EAAE,MAAM,CAAC,gBAAgB,EAAE,CAAC;AAC3E;EACA,GAAG,KAAK,YAAY,CAAC,sBAAsB,GAAG;AAC9C;EACA,IAAI,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,eAAe;EAC7C,KAAK,GAAG,KAAK,IAAI,CAAC,GAAG,EAAE,MAAM,CAAC,GAAG,GAAG,GAAG,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,EAAE,CAAC;AACzD;EACA,IAAI;AACJ;EACA,GAAG,KAAK,cAAc,KAAK,MAAM,GAAG;AACpC;EACA,IAAI,cAAc,GAAG,MAAM,CAAC;AAC5B;EACA;EACA;EACA;AACA;EACA,IAAI,eAAe,GAAG,IAAI,CAAC;EAC3B,IAAI,aAAa,GAAG,IAAI,CAAC;AACzB;EACA,IAAI;AACJ;EACA;EACA;AACA;EACA,GAAG,KAAK,QAAQ,CAAC,gBAAgB;EACjC,IAAI,QAAQ,CAAC,mBAAmB;EAChC,IAAI,QAAQ,CAAC,kBAAkB;EAC/B,IAAI,QAAQ,CAAC,sBAAsB;EACnC,IAAI,QAAQ,CAAC,MAAM,GAAG;AACtB;EACA,IAAI,MAAM,OAAO,GAAG,UAAU,CAAC,GAAG,CAAC,cAAc,CAAC;AAClD;EACA,IAAI,KAAK,OAAO,KAAK,SAAS,GAAG;AACjC;EACA,KAAK,OAAO,CAAC,QAAQ,EAAE,GAAG;EAC1B,MAAM,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE,EAAE,CAAC;AAC7D;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,KAAK,QAAQ,CAAC,mBAAmB;EACpC,IAAI,QAAQ,CAAC,kBAAkB;EAC/B,IAAI,QAAQ,CAAC,qBAAqB;EAClC,IAAI,QAAQ,CAAC,mBAAmB;EAChC,IAAI,QAAQ,CAAC,sBAAsB;EACnC,IAAI,QAAQ,CAAC,gBAAgB,GAAG;AAChC;EACA,IAAI,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,gBAAgB,EAAE,MAAM,CAAC,oBAAoB,KAAK,IAAI,EAAE,CAAC;AACvF;EACA,IAAI;AACJ;EACA,GAAG,KAAK,QAAQ,CAAC,mBAAmB;EACpC,IAAI,QAAQ,CAAC,kBAAkB;EAC/B,IAAI,QAAQ,CAAC,qBAAqB;EAClC,IAAI,QAAQ,CAAC,mBAAmB;EAChC,IAAI,QAAQ,CAAC,sBAAsB;EACnC,IAAI,QAAQ,CAAC,gBAAgB;EAC7B,IAAI,QAAQ,CAAC,gBAAgB;EAC7B,IAAI,QAAQ,CAAC,QAAQ,GAAG;AACxB;EACA,IAAI,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,CAAC,kBAAkB,EAAE,CAAC;AACxE;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;EACA;EACA;AACA;EACA,EAAE,KAAK,QAAQ,CAAC,QAAQ,GAAG;AAC3B;EACA,GAAG,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE,MAAM,EAAE,YAAY,EAAE,CAAC;EACvD,GAAG,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE,MAAM,EAAE,mBAAmB,EAAE,CAAC;AAC9D;EACA,GAAG,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACpC;EACA,GAAG,KAAK,QAAQ,GAAG;AACnB;EACA,IAAI,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;AACjC;EACA,IAAI,KAAK,YAAY,CAAC,mBAAmB,GAAG;AAC5C;EACA,KAAK,KAAK,QAAQ,CAAC,WAAW,KAAK,IAAI,GAAG;AAC1C;EACA;EACA;EACA;EACA;EACA;EACA;AACA;AACA;EACA,MAAM,IAAI,IAAI,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;EAC/C,MAAM,IAAI,GAAG,SAAS,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;EAC9C,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACjC;EACA,MAAM,MAAM,YAAY,GAAG,IAAI,YAAY,EAAE,IAAI,GAAG,IAAI,GAAG,CAAC,EAAE,CAAC;EAC/D,MAAM,YAAY,CAAC,GAAG,EAAE,QAAQ,CAAC,YAAY,EAAE,CAAC;AAChD;EACA,MAAM,MAAM,WAAW,GAAG,IAAI,WAAW,EAAE,YAAY,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AAC7F;EACA,MAAM,QAAQ,CAAC,YAAY,GAAG,YAAY,CAAC;EAC3C,MAAM,QAAQ,CAAC,WAAW,GAAG,WAAW,CAAC;EACzC,MAAM,QAAQ,CAAC,eAAe,GAAG,IAAI,CAAC;AACtC;EACA,MAAM;AACN;EACA,KAAK,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,aAAa,EAAE,QAAQ,CAAC,WAAW,EAAE,QAAQ,EAAE,CAAC;EAC/E,KAAK,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,iBAAiB,EAAE,QAAQ,CAAC,eAAe,EAAE,CAAC;AAC7E;EACA,KAAK,MAAM;AACX;EACA,KAAK,UAAU,CAAC,WAAW,EAAE,GAAG,EAAE,QAAQ,EAAE,cAAc,EAAE,CAAC;AAC7D;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,eAAe,IAAI,kBAAkB,CAAC,aAAa,KAAK,MAAM,CAAC,aAAa,GAAG;AACtF;EACA,GAAG,kBAAkB,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC3D,GAAG,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,eAAe,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC;AACrE;EACA,GAAG;AACH;EACA,EAAE,KAAK,eAAe,GAAG;AACzB;EACA,GAAG,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,qBAAqB,EAAE,KAAK,CAAC,mBAAmB,EAAE,CAAC;AAChF;EACA,GAAG,KAAK,kBAAkB,CAAC,WAAW,GAAG;AACzC;EACA;AACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,IAAI,6BAA6B,EAAE,UAAU,EAAE,aAAa,EAAE,CAAC;AAC/D;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,KAAK,GAAG,IAAI,QAAQ,CAAC,GAAG,GAAG;AAC9B;EACA,IAAI,SAAS,CAAC,kBAAkB,EAAE,UAAU,EAAE,GAAG,EAAE,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG,SAAS,CAAC,uBAAuB,EAAE,UAAU,EAAE,QAAQ,EAAE,WAAW,EAAE,OAAO,EAAE,CAAC;AACnF;EACA,GAAG,aAAa,CAAC,MAAM,EAAE,GAAG,EAAE,kBAAkB,CAAC,YAAY,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;AACtF;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,IAAI,QAAQ,CAAC,kBAAkB,KAAK,IAAI,GAAG;AAC3E;EACA,GAAG,aAAa,CAAC,MAAM,EAAE,GAAG,EAAE,kBAAkB,CAAC,YAAY,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;EACtF,GAAG,QAAQ,CAAC,kBAAkB,GAAG,KAAK,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,CAAC;AACvD;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,iBAAiB,EAAE,MAAM,CAAC,eAAe,EAAE,CAAC;EACxE,EAAE,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,cAAc,EAAE,MAAM,CAAC,YAAY,EAAE,CAAC;EAClE,EAAE,UAAU,CAAC,QAAQ,EAAE,GAAG,EAAE,aAAa,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAChE;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,6BAA6B,EAAE,QAAQ,EAAE,KAAK,GAAG;AAC3D;EACA,EAAE,QAAQ,CAAC,iBAAiB,CAAC,WAAW,GAAG,KAAK,CAAC;EACjD,EAAE,QAAQ,CAAC,UAAU,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1C;EACA,EAAE,QAAQ,CAAC,iBAAiB,CAAC,WAAW,GAAG,KAAK,CAAC;EACjD,EAAE,QAAQ,CAAC,uBAAuB,CAAC,WAAW,GAAG,KAAK,CAAC;EACvD,EAAE,QAAQ,CAAC,WAAW,CAAC,WAAW,GAAG,KAAK,CAAC;EAC3C,EAAE,QAAQ,CAAC,iBAAiB,CAAC,WAAW,GAAG,KAAK,CAAC;EACjD,EAAE,QAAQ,CAAC,UAAU,CAAC,WAAW,GAAG,KAAK,CAAC;EAC1C,EAAE,QAAQ,CAAC,gBAAgB,CAAC,WAAW,GAAG,KAAK,CAAC;EAChD,EAAE,QAAQ,CAAC,cAAc,CAAC,WAAW,GAAG,KAAK,CAAC;EAC9C,EAAE,QAAQ,CAAC,gBAAgB,CAAC,WAAW,GAAG,KAAK,CAAC;AAChD;EACA,EAAE;AACF;EACA,CAAC,SAAS,mBAAmB,EAAE,QAAQ,GAAG;AAC1C;EACA,EAAE,OAAO,QAAQ,CAAC,qBAAqB,IAAI,QAAQ,CAAC,kBAAkB,IAAI,QAAQ,CAAC,mBAAmB;EACtG,GAAG,QAAQ,CAAC,sBAAsB,IAAI,QAAQ,CAAC,gBAAgB;EAC/D,KAAK,QAAQ,CAAC,gBAAgB,IAAI,QAAQ,CAAC,MAAM,KAAK,IAAI,EAAE,CAAC;AAC7D;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,iBAAiB,GAAG,YAAY;AACtC;EACA,EAAE,OAAO,sBAAsB,CAAC;AAChC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,YAAY;AACzC;EACA,EAAE,OAAO,yBAAyB,CAAC;AACnC;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,YAAY;AACpC;EACA,EAAE,OAAO,oBAAoB,CAAC;AAC9B;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,WAAW,YAAY,EAAE,cAAc,GAAG,CAAC,EAAE,iBAAiB,GAAG,CAAC,GAAG;AAC7F;EACA,EAAE,oBAAoB,GAAG,YAAY,CAAC;EACtC,EAAE,sBAAsB,GAAG,cAAc,CAAC;EAC1C,EAAE,yBAAyB,GAAG,iBAAiB,CAAC;AAChD;EACA,EAAE,KAAK,YAAY,IAAI,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,kBAAkB,KAAK,SAAS,GAAG;AACzF;EACA,GAAG,QAAQ,CAAC,iBAAiB,EAAE,YAAY,EAAE,CAAC;AAC9C;EACA,GAAG;AACH;EACA,EAAE,IAAI,WAAW,GAAG,IAAI,CAAC;EACzB,EAAE,IAAI,MAAM,GAAG,KAAK,CAAC;EACrB,EAAE,IAAI,gBAAgB,GAAG,KAAK,CAAC;AAC/B;EACA,EAAE,KAAK,YAAY,GAAG;AACtB;EACA,GAAG,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;AACxC;EACA,GAAG,KAAK,OAAO,CAAC,eAAe,IAAI,OAAO,CAAC,oBAAoB,GAAG;AAClE;EACA,IAAI,gBAAgB,GAAG,IAAI,CAAC;AAC5B;EACA,IAAI;AACJ;EACA,GAAG,MAAM,kBAAkB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,kBAAkB,CAAC;AAChF;EACA,GAAG,KAAK,YAAY,CAAC,uBAAuB,GAAG;AAC/C;EACA,IAAI,WAAW,GAAG,kBAAkB,EAAE,cAAc,EAAE,CAAC;EACvD,IAAI,MAAM,GAAG,IAAI,CAAC;AAClB;EACA,IAAI,MAAM,KAAK,YAAY,CAAC,8BAA8B,GAAG;AAC7D;EACA,IAAI,WAAW,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,8BAA8B,CAAC;AAChF;EACA,IAAI,MAAM;AACV;EACA,IAAI,WAAW,GAAG,kBAAkB,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG,gBAAgB,CAAC,IAAI,EAAE,YAAY,CAAC,QAAQ,EAAE,CAAC;EAClD,GAAG,eAAe,CAAC,IAAI,EAAE,YAAY,CAAC,OAAO,EAAE,CAAC;EAChD,GAAG,mBAAmB,GAAG,YAAY,CAAC,WAAW,CAAC;AAClD;EACA,GAAG,MAAM;AACT;EACA,GAAG,gBAAgB,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC,KAAK,EAAE,CAAC;EAC5E,GAAG,eAAe,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC,KAAK,EAAE,CAAC;EAC1E,GAAG,mBAAmB,GAAG,YAAY,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAC9C;EACA,EAAE,KAAK,CAAC,QAAQ,EAAE,gBAAgB,EAAE,CAAC;EACrC,EAAE,KAAK,CAAC,OAAO,EAAE,eAAe,EAAE,CAAC;EACnC,EAAE,KAAK,CAAC,cAAc,EAAE,mBAAmB,EAAE,CAAC;AAC9C;EACA,EAAE,KAAK,MAAM,GAAG;AAChB;EACA,GAAG,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,CAAC,OAAO,EAAE,CAAC;EACpE,GAAG,GAAG,CAAC,oBAAoB,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,GAAG,cAAc,EAAE,iBAAiB,CAAC,cAAc,EAAE,iBAAiB,EAAE,CAAC;AACzH;EACA,GAAG,MAAM,KAAK,gBAAgB,GAAG;AACjC;EACA,GAAG,MAAM,iBAAiB,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,CAAC,OAAO,EAAE,CAAC;EACpE,GAAG,MAAM,KAAK,GAAG,cAAc,IAAI,CAAC,CAAC;EACrC,GAAG,GAAG,CAAC,uBAAuB,EAAE,KAAK,EAAE,KAAK,EAAE,iBAAiB,CAAC,cAAc,EAAE,iBAAiB,IAAI,CAAC,EAAE,KAAK,EAAE,CAAC;AAChH;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,sBAAsB,GAAG,WAAW,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,mBAAmB,GAAG;AAC3G;EACA,EAAE,KAAK,IAAI,YAAY,IAAI,YAAY,CAAC,mBAAmB,EAAE,GAAG;AAChE;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,0FAA0F,EAAE,CAAC;EAC/G,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,IAAI,WAAW,GAAG,UAAU,CAAC,GAAG,EAAE,YAAY,EAAE,CAAC,kBAAkB,CAAC;AACtE;EACA,EAAE,KAAK,YAAY,CAAC,uBAAuB,IAAI,mBAAmB,KAAK,SAAS,GAAG;AACnF;EACA,GAAG,WAAW,GAAG,WAAW,EAAE,mBAAmB,EAAE,CAAC;AACpD;EACA,GAAG;AACH;EACA,EAAE,KAAK,WAAW,GAAG;AACrB;EACA,GAAG,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAC/C;EACA,GAAG,IAAI;AACP;EACA,IAAI,MAAM,OAAO,GAAG,YAAY,CAAC,OAAO,CAAC;EACzC,IAAI,MAAM,aAAa,GAAG,OAAO,CAAC,MAAM,CAAC;EACzC,IAAI,MAAM,WAAW,GAAG,OAAO,CAAC,IAAI,CAAC;AACrC;EACA,IAAI,KAAK,aAAa,KAAK,UAAU,IAAI,KAAK,CAAC,OAAO,EAAE,aAAa,EAAE,KAAK,GAAG,CAAC,YAAY,EAAE,KAAK,EAAE,GAAG;AACxG;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,2GAA2G,EAAE,CAAC;EAClI,KAAK,OAAO;AACZ;EACA,KAAK;AACL;EACA,IAAI,MAAM,uBAAuB,GAAG,EAAE,WAAW,KAAK,aAAa,QAAQ,UAAU,CAAC,GAAG,EAAE,6BAA6B,EAAE,MAAM,YAAY,CAAC,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,EAAE,EAAE,CAAC;AACxM;EACA,IAAI,KAAK,WAAW,KAAK,gBAAgB,IAAI,KAAK,CAAC,OAAO,EAAE,WAAW,EAAE,KAAK,GAAG,CAAC,YAAY,EAAE,KAAK,EAAE;EACvG,KAAK,IAAI,WAAW,KAAK,SAAS,MAAM,YAAY,CAAC,QAAQ,IAAI,UAAU,CAAC,GAAG,EAAE,mBAAmB,EAAE,IAAI,UAAU,CAAC,GAAG,EAAE,0BAA0B,EAAE,EAAE,EAAE;EAC1J,KAAK,EAAE,uBAAuB,GAAG;AACjC;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,qHAAqH,EAAE,CAAC;EAC5I,KAAK,OAAO;AACZ;EACA,KAAK;AACL;EACA,IAAI,KAAK,GAAG,CAAC,sBAAsB,EAAE,KAAK,EAAE,KAAK,KAAK,GAAG;AACzD;EACA;AACA;EACA,KAAK,KAAK,EAAE,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,YAAY,CAAC,KAAK,GAAG,KAAK,EAAE,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,YAAY,CAAC,MAAM,GAAG,MAAM,EAAE,EAAE,GAAG;AACrH;EACA,MAAM,GAAG,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,OAAO,EAAE,aAAa,EAAE,EAAE,KAAK,CAAC,OAAO,EAAE,WAAW,EAAE,EAAE,MAAM,EAAE,CAAC;AAClH;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,4GAA4G,EAAE,CAAC;AACnI;EACA,KAAK;AACL;EACA,IAAI,SAAS;AACb;EACA;AACA;EACA,IAAI,MAAM,WAAW,GAAG,EAAE,oBAAoB,KAAK,IAAI,KAAK,UAAU,CAAC,GAAG,EAAE,oBAAoB,EAAE,CAAC,kBAAkB,GAAG,IAAI,CAAC;EAC7H,IAAI,KAAK,CAAC,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,CAAC;AAChD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,wBAAwB,GAAG,WAAW,QAAQ,EAAE,OAAO,EAAE,KAAK,GAAG,CAAC,GAAG;AAC3E;EACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,KAAK,EAAE,CAAC;EAC5C,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,UAAU,EAAE,CAAC;EAC/D,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,EAAE,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,UAAU,EAAE,CAAC;EACjE,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;AACnD;EACA,EAAE,QAAQ,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,EAAE,GAAG,CAAC,cAAc,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;AACxF;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,oBAAoB,GAAG,WAAW,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,KAAK,GAAG,CAAC,GAAG;AACtF;EACA,EAAE,MAAM,KAAK,GAAG,UAAU,CAAC,KAAK,CAAC,KAAK,CAAC;EACvC,EAAE,MAAM,MAAM,GAAG,UAAU,CAAC,KAAK,CAAC,MAAM,CAAC;EACzC,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;EACtD,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,UAAU,CAAC,IAAI,EAAE,CAAC;AAClD;EACA,EAAE,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC;AACzC;EACA;EACA;EACA,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,UAAU,CAAC,KAAK,EAAE,CAAC;EAC7C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,UAAU,CAAC,gBAAgB,EAAE,CAAC;EACxD,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,UAAU,CAAC,eAAe,EAAE,CAAC;AACtD;EACA,EAAE,KAAK,UAAU,CAAC,aAAa,GAAG;AAClC;EACA,GAAG,GAAG,CAAC,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,UAAU,CAAC,KAAK,CAAC,IAAI,EAAE,CAAC;AACpH;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,UAAU,CAAC,mBAAmB,GAAG;AACzC;EACA,IAAI,GAAG,CAAC,uBAAuB,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,KAAK,EAAE,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,QAAQ,EAAE,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,CAAC;AAC9K;EACA,IAAI,MAAM;AACV;EACA,IAAI,GAAG,CAAC,aAAa,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,QAAQ,EAAE,MAAM,EAAE,UAAU,CAAC,KAAK,EAAE,CAAC;AACjG;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,KAAK,KAAK,CAAC,IAAI,UAAU,CAAC,eAAe,GAAG,GAAG,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;AAC9E;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,sBAAsB,GAAG,WAAW,SAAS,EAAE,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,KAAK,GAAG,CAAC,GAAG;AACnG;EACA,EAAE,KAAK,KAAK,CAAC,gBAAgB,GAAG;AAChC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC/F,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,UAAU,CAAC,KAAK,CAAC;EACnD,EAAE,MAAM,QAAQ,GAAG,KAAK,CAAC,OAAO,EAAE,UAAU,CAAC,MAAM,EAAE,CAAC;EACtD,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,OAAO,EAAE,UAAU,CAAC,IAAI,EAAE,CAAC;EAClD,EAAE,IAAI,QAAQ,CAAC;AACf;EACA,EAAE,KAAK,UAAU,CAAC,eAAe,GAAG;AACpC;EACA,GAAG,QAAQ,CAAC,YAAY,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC;EAC1C,GAAG,QAAQ,GAAG,KAAK,CAAC;AACpB;EACA,GAAG,MAAM,KAAK,UAAU,CAAC,oBAAoB,GAAG;AAChD;EACA,GAAG,QAAQ,CAAC,iBAAiB,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC;EAC/C,GAAG,QAAQ,GAAG,KAAK,CAAC;AACpB;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6GAA6G,EAAE,CAAC;EACjI,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,UAAU,CAAC,KAAK,EAAE,CAAC;EAC7C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,UAAU,CAAC,gBAAgB,EAAE,CAAC;EACxD,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,UAAU,CAAC,eAAe,EAAE,CAAC;AACtD;EACA,EAAE,MAAM,YAAY,GAAG,GAAG,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;EAChD,EAAE,MAAM,iBAAiB,GAAG,GAAG,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;EACtD,EAAE,MAAM,gBAAgB,GAAG,GAAG,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;EACpD,EAAE,MAAM,cAAc,GAAG,GAAG,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;EAClD,EAAE,MAAM,gBAAgB,GAAG,GAAG,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC;AACrD;EACA,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;EACjC,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;EACnC,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,SAAS,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;EAC3C,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,SAAS,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;EAC3C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,SAAS,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC;AAC5C;EACA,EAAE,GAAG,CAAC,aAAa;EACnB,GAAG,QAAQ;EACX,GAAG,KAAK;EACR,GAAG,QAAQ,CAAC,CAAC;EACb,GAAG,QAAQ,CAAC,CAAC;EACb,GAAG,QAAQ,CAAC,CAAC;EACb,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC;EACxC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC;EACxC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC;EACxC,GAAG,QAAQ;EACX,GAAG,MAAM;EACT,GAAG,IAAI;EACP,GAAG,CAAC;AACJ;EACA,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;EACxC,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,iBAAiB,EAAE,CAAC;EAC9C,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,gBAAgB,EAAE,CAAC;EAC5C,EAAE,GAAG,CAAC,WAAW,EAAE,IAAI,EAAE,cAAc,EAAE,CAAC;EAC1C,EAAE,GAAG,CAAC,WAAW,EAAE,KAAK,EAAE,gBAAgB,EAAE,CAAC;AAC7C;EACA;EACA,EAAE,KAAK,KAAK,KAAK,CAAC,IAAI,UAAU,CAAC,eAAe,GAAG,GAAG,CAAC,cAAc,EAAE,QAAQ,EAAE,CAAC;AAClF;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,OAAO,GAAG;AACzC;EACA,EAAE,QAAQ,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,EAAE,KAAK,CAAC,aAAa,EAAE,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,YAAY;AAC/B;EACA,EAAE,sBAAsB,GAAG,CAAC,CAAC;EAC7B,EAAE,yBAAyB,GAAG,CAAC,CAAC;EAChC,EAAE,oBAAoB,GAAG,IAAI,CAAC;AAC9B;EACA,EAAE,KAAK,CAAC,KAAK,EAAE,CAAC;EAChB,EAAE,aAAa,CAAC,KAAK,EAAE,CAAC;AACxB;EACA,EAAE,CAAC;AACH;EACA,CAAC,KAAK,OAAO,kBAAkB,KAAK,WAAW,GAAG;AAClD;EACA,EAAE,kBAAkB,CAAC,aAAa,EAAE,IAAI,WAAW,EAAE,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,CAAC;AACrF;EACA,EAAE;AACF;EACA,CAAC;AAsED;EACA,MAAM,KAAK,SAAS,QAAQ,CAAC;AAC7B;EACA,CAAC,WAAW,GAAG;AACf;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC;AACtB;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;EACzB,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;AACzB;EACA,EAAE,KAAK,OAAO,kBAAkB,KAAK,WAAW,GAAG;AACnD;EACA,GAAG,kBAAkB,CAAC,aAAa,EAAE,IAAI,WAAW,EAAE,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,EAAE,CAAC;AACtF;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,GAAG;AAC3B;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,MAAM,CAAC,UAAU,KAAK,IAAI,GAAG,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC;EAChF,EAAE,KAAK,MAAM,CAAC,WAAW,KAAK,IAAI,GAAG,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC,KAAK,EAAE,CAAC;EACnF,EAAE,KAAK,MAAM,CAAC,GAAG,KAAK,IAAI,GAAG,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC;AAC3D;EACA,EAAE,KAAK,MAAM,CAAC,gBAAgB,KAAK,IAAI,GAAG,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;AAClG;EACA,EAAE,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;EACtC,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,IAAI,GAAG;AAChB;EACA,EAAE,MAAM,IAAI,GAAG,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,EAAE,KAAK,IAAI,CAAC,UAAU,KAAK,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;EAC1F,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;EAC7F,EAAE,KAAK,IAAI,CAAC,GAAG,KAAK,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC;AAC/D;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AAC/B;EACA,SAAS,iBAAiB,EAAE,KAAK,EAAE,MAAM,GAAG;AAC5C;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;EACpB,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACtB,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,KAAK,SAAS,GAAG,KAAK,CAAC,MAAM,GAAG,MAAM,GAAG,CAAC,CAAC;AAC9D;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,eAAe,CAAC;EAC9B,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,MAAM,EAAE,CAAC,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC;AAC9C;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AAClB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtC;EACA,CAAC;AACD;EACA,MAAM,CAAC,cAAc,EAAE,iBAAiB,CAAC,SAAS,EAAE,aAAa,EAAE;AACnE;EACA,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,MAAM,EAAE,iBAAiB,CAAC,SAAS,EAAE;AAC5C;EACA,CAAC,mBAAmB,EAAE,IAAI;AAC1B;EACA,CAAC,gBAAgB,EAAE,YAAY,EAAE;AACjC;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,GAAG;AAC9B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,MAAM,CAAC,KAAK,CAAC,WAAW,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;EAC5D,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC5B,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC9B,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG;AAChD;EACA,EAAE,MAAM,IAAI,IAAI,CAAC,MAAM,CAAC;EACxB,EAAE,MAAM,IAAI,SAAS,CAAC,MAAM,CAAC;AAC7B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,GAAG,IAAI,CAAC,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,SAAS,CAAC,KAAK,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AAC5D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG,CAAC,GAAG;AACrC;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,IAAI,GAAG;AAC1B;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,KAAK,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,KAAK,SAAS,GAAG;AAC/C;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,KAAK,SAAS,GAAG;AACpE;EACA,GAAG,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,MAAM,CAAC;AAC/E;EACA,GAAG;AACH;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC;AAC3F;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,iBAAiB,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;EACzD,EAAE,EAAE,CAAC,QAAQ,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC;AAC5B;EACA,EAAE,OAAO,EAAE,CAAC;AACZ;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,QAAQ,GAAG;AACjC;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,QAAQ,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,KAAK,SAAS,GAAG;AACzC;EACA,GAAG,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,KAAK,SAAS,GAAG;AAC/C;EACA,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC;AACtD;EACA,GAAG;AACH;EACA,EAAE,KAAK,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,KAAK,SAAS,GAAG;AACpE;EACA,GAAG,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,EAAE,GAAG,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,WAAW,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,EAAE,CAAC;AACrH;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,OAAO;EACT,GAAG,IAAI,EAAE,IAAI,CAAC,IAAI;EAClB,GAAG,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK;EAClC,GAAG,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI;EACpC,GAAG,MAAM,EAAE,IAAI,CAAC,MAAM;EACtB,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA,SAAS,0BAA0B,EAAE,iBAAiB,EAAE,QAAQ,EAAE,MAAM,EAAE,UAAU,GAAG;AACvF;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;AAChB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,iBAAiB,CAAC;EAC/B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,KAAK,IAAI,CAAC;AACvC;EACA,CAAC;AACD;EACA,MAAM,CAAC,gBAAgB,EAAE,0BAA0B,CAAC,SAAS,EAAE;AAC/D;EACA,CAAC,KAAK,EAAE;AACR;EACA,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE;AACR;EACA,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE;AACd;EACA,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,MAAM,EAAE,0BAA0B,CAAC,SAAS,EAAE;AACrD;EACA,CAAC,4BAA4B,EAAE,IAAI;AACnC;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,GAAG;AAC9B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,SAAS,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,CAAC,GAAG;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,SAAS,CAAC,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,WAAW,CAAC,GAAG;AACpC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAChC,GAAG,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,GAAG,SAAS,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,EAAE,CAAC;AAC3D;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC;AAChE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACpE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACpE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,EAAE,CAAC,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACpE;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACnE;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACvE;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACvE;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACvE;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,GAAG;AACjC;EACA,EAAE,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACjD;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACrC;EACA,EAAE,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACjD;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG;AACzC;EACA,EAAE,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACjD;EACA,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;EACnC,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AACnC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,IAAI,GAAG;AAC1B;EACA,EAAE,KAAK,IAAI,KAAK,SAAS,GAAG;AAC5B;EACA,GAAG,OAAO,CAAC,GAAG,EAAE,iHAAiH,EAAE,CAAC;AACpI;EACA,GAAG,MAAM,KAAK,GAAG,EAAE,CAAC;AACpB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,GAAG;AAC3C;EACA,IAAI,MAAM,KAAK,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACrD;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,GAAG;AAC/C;EACA,KAAK,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,OAAO,IAAI,eAAe,EAAE,IAAI,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE,KAAK,EAAE,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AACrG;EACA,GAAG,MAAM;AACT;EACA,GAAG,KAAK,IAAI,CAAC,kBAAkB,KAAK,SAAS,GAAG;AAChD;EACA,IAAI,IAAI,CAAC,kBAAkB,GAAG,EAAE,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AAClE;EACA,IAAI,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC;AACxE;EACA,IAAI;AACJ;EACA,GAAG,OAAO,IAAI,0BAA0B,EAAE,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AACnI;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;EACA,EAAE,KAAK,IAAI,KAAK,SAAS,GAAG;AAC5B;EACA,GAAG,OAAO,CAAC,GAAG,EAAE,sHAAsH,EAAE,CAAC;AACzI;EACA,GAAG,MAAM,KAAK,GAAG,EAAE,CAAC;AACpB;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,GAAG,GAAG;AAC3C;EACA,IAAI,MAAM,KAAK,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;AACrD;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,GAAG;AAC/C;EACA,KAAK,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC;AAChD;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,OAAO;EACV,IAAI,QAAQ,EAAE,IAAI,CAAC,QAAQ;EAC3B,IAAI,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI;EACrC,IAAI,KAAK,EAAE,KAAK;EAChB,IAAI,UAAU,EAAE,IAAI,CAAC,UAAU;EAC/B,IAAI,CAAC;AACL;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,KAAK,IAAI,CAAC,kBAAkB,KAAK,SAAS,GAAG;AAChD;EACA,IAAI,IAAI,CAAC,kBAAkB,GAAG,EAAE,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,KAAK,SAAS,GAAG;AAClE;EACA,IAAI,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AACzE;EACA,IAAI;AACJ;EACA,GAAG,OAAO;EACV,IAAI,4BAA4B,EAAE,IAAI;EACtC,IAAI,QAAQ,EAAE,IAAI,CAAC,QAAQ;EAC3B,IAAI,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI;EACxB,IAAI,MAAM,EAAE,IAAI,CAAC,MAAM;EACvB,IAAI,UAAU,EAAE,IAAI,CAAC,UAAU;EAC/B,IAAI,CAAC;AACL;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAiaJ;EACA,MAAM,aAAa,GAAG,IAAI,OAAO,EAAE,CAAC;AACpC;EACA,MAAM,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;EACjC,MAAM,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA,MAAM,SAAS,GAAG,IAAI,OAAO,EAAE,CAAC;EAChC,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,SAAS,WAAW,EAAE,QAAQ,EAAE,QAAQ,GAAG;AAC3C;EACA,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACvC;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,aAAa,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,UAAU,CAAC;EAC5B,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,OAAO,EAAE,CAAC;EACjC,CAAC,IAAI,CAAC,iBAAiB,GAAG,IAAI,OAAO,EAAE,CAAC;AACxC;EACA,CAAC;AACD;EACA,WAAW,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE,EAAE;AACxE;EACA,CAAC,WAAW,EAAE,WAAW;AACzB;EACA,CAAC,aAAa,EAAE,IAAI;AACpB;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,CAAC,UAAU,EAAE,CAAC;EAC5C,EAAE,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,MAAM,CAAC,iBAAiB,EAAE,CAAC;AAC1D;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,QAAQ,EAAE,UAAU,GAAG;AACzC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;EACA,EAAE,KAAK,UAAU,KAAK,SAAS,GAAG;AAClC;EACA,GAAG,IAAI,CAAC,iBAAiB,EAAE,IAAI,EAAE,CAAC;AAClC;EACA,GAAG,IAAI,CAAC,QAAQ,CAAC,iBAAiB,EAAE,CAAC;AACrC;EACA,GAAG,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC;AACjC;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC;EACrC,EAAE,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC,MAAM,EAAE,CAAC;AACrD;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,YAAY;AACnB;EACA,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,CAAC;AACvB;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,YAAY;AACnC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,UAAU,CAAC;AACzD;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACvD;EACA,GAAG,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACnC,GAAG,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACnC,GAAG,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EACnC,GAAG,MAAM,CAAC,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AACnC;EACA,GAAG,MAAM,KAAK,GAAG,GAAG,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;AAChD;EACA,GAAG,KAAK,KAAK,KAAK,QAAQ,GAAG;AAC7B;EACA,IAAI,MAAM,CAAC,cAAc,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,IAAI,MAAM;AACV;EACA,IAAI,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC7B;EACA,IAAI;AACJ;EACA,GAAG,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AACnE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,iBAAiB,EAAE,WAAW,KAAK,GAAG;AACvC;EACA,EAAE,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC;AACvD;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,UAAU,GAAG;AACtC;EACA,GAAG,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;AAC5D;EACA,GAAG,MAAM,KAAK,IAAI,CAAC,QAAQ,KAAK,UAAU,GAAG;AAC7C;EACA,GAAG,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,MAAM,EAAE,CAAC;AAC3D;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4CAA4C,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;AAChF;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AAC3C;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACjC,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,UAAU,CAAC,mBAAmB,EAAE,QAAQ,CAAC,UAAU,CAAC,SAAS,EAAE,KAAK,EAAE,CAAC;EACzE,EAAE,WAAW,CAAC,mBAAmB,EAAE,QAAQ,CAAC,UAAU,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;AAC3E;EACA,EAAE,aAAa,CAAC,mBAAmB,EAAE,QAAQ,CAAC,UAAU,CAAC,QAAQ,EAAE,KAAK,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AAC3G;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACxB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACjC;EACA,GAAG,MAAM,MAAM,GAAG,WAAW,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAChD;EACA,GAAG,KAAK,MAAM,KAAK,CAAC,GAAG;AACvB;EACA,IAAI,MAAM,SAAS,GAAG,UAAU,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AACnD;EACA,IAAI,OAAO,CAAC,gBAAgB,EAAE,QAAQ,CAAC,KAAK,EAAE,SAAS,EAAE,CAAC,WAAW,EAAE,QAAQ,CAAC,YAAY,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5G;EACA,IAAI,MAAM,CAAC,eAAe,EAAE,SAAS,CAAC,IAAI,EAAE,aAAa,EAAE,CAAC,YAAY,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,CAAC;AAC9F;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,iBAAiB,EAAE,CAAC;AACvD;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,IAAI,GAAG;AAChB;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC;AACpB;EACA,CAAC;AACD;EACA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACrE;EACA,CAAC,WAAW,EAAE,IAAI;AAClB;EACA,CAAC,MAAM,EAAE,IAAI;AACb;EACA,CAAC,EAAE,CAAC;AAqPJ;EACA,MAAM,oBAAoB,GAAG,IAAI,OAAO,EAAE,CAAC;EAC3C,MAAM,oBAAoB,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3C;EACA,MAAM,mBAAmB,GAAG,EAAE,CAAC;AAC/B;EACA,MAAM,KAAK,GAAG,IAAI,IAAI,EAAE,CAAC;AACzB;EACA,SAAS,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,GAAG;AACpD;EACA,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACvC;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,IAAI,eAAe,EAAE,IAAI,YAAY,EAAE,KAAK,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EACjF,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;AAC5B;EACA,CAAC;AACD;EACA,aAAa,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE,EAAE;AAC1E;EACA,CAAC,WAAW,EAAE,aAAa;AAC3B;EACA,CAAC,eAAe,EAAE,IAAI;AACtB;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,EAAE,IAAI,CAAC,cAAc,CAAC,IAAI,EAAE,MAAM,CAAC,cAAc,EAAE,CAAC;AACpD;EACA,EAAE,KAAK,MAAM,CAAC,aAAa,KAAK,IAAI,GAAG,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC,KAAK,EAAE,CAAC;AACzF;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;AAC5B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,WAAW,KAAK,EAAE,KAAK,GAAG;AACvC;EACA,EAAE,KAAK,CAAC,SAAS,EAAE,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACzD;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AACzC;EACA,EAAE,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,KAAK,GAAG,EAAE,EAAE,CAAC;AAC5D;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,SAAS,EAAE,UAAU,GAAG;AAC7C;EACA,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACvC,EAAE,MAAM,YAAY,GAAG,IAAI,CAAC,KAAK,CAAC;AAClC;EACA,EAAE,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACjC,EAAE,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,KAAK,KAAK,CAAC,QAAQ,KAAK,SAAS,GAAG,OAAO;AAC7C;EACA,EAAE,MAAM,IAAI,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,YAAY,EAAE,UAAU,GAAG,GAAG;AACvE;EACA;AACA;EACA,GAAG,IAAI,CAAC,WAAW,EAAE,UAAU,EAAE,oBAAoB,EAAE,CAAC;AACxD;EACA,GAAG,oBAAoB,CAAC,gBAAgB,EAAE,WAAW,EAAE,oBAAoB,EAAE,CAAC;AAC9E;EACA;AACA;EACA,GAAG,KAAK,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAC5C;EACA,GAAG,KAAK,CAAC,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,CAAC;AACnD;EACA;AACA;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,mBAAmB,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAClE;EACA,IAAI,MAAM,SAAS,GAAG,mBAAmB,EAAE,CAAC,EAAE,CAAC;EAC/C,IAAI,SAAS,CAAC,UAAU,GAAG,UAAU,CAAC;EACtC,IAAI,SAAS,CAAC,MAAM,GAAG,IAAI,CAAC;EAC5B,IAAI,UAAU,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG,mBAAmB,CAAC,MAAM,GAAG,CAAC,CAAC;AAClC;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,UAAU,EAAE,WAAW,KAAK,EAAE,KAAK,GAAG;AACvC;EACA,EAAE,KAAK,IAAI,CAAC,aAAa,KAAK,IAAI,GAAG;AACrC;EACA,GAAG,IAAI,CAAC,aAAa,GAAG,IAAI,eAAe,EAAE,IAAI,YAAY,EAAE,IAAI,CAAC,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC;AACrF;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,OAAO,EAAE,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACvD;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AACzC;EACA,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,KAAK,GAAG,EAAE,EAAE,CAAC;AAC1D;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,YAAY;AACtB;EACA,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,MAAM,iBAAiB,SAAS,QAAQ,CAAC;AACzC;EACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,mBAAmB,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;EACrB,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;EACzB,EAAE,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;AAC1B;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;AACA;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACpC,EAAE,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;EAChC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AACvD;EACA,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,MAAM,gBAAgB,GAAG,IAAI,OAAO,EAAE,CAAC;EACvC,MAAM,MAAM,GAAG,IAAI,GAAG,EAAE,CAAC;EACzB,MAAM,SAAS,GAAG,IAAI,MAAM,EAAE,CAAC;AAC/B;EACA,SAAS,IAAI,EAAE,QAAQ,GAAG,IAAI,cAAc,EAAE,EAAE,QAAQ,GAAG,IAAI,iBAAiB,EAAE,GAAG;AACrF;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC3B;EACA,CAAC;AACD;EACA,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACrE;EACA,CAAC,WAAW,EAAE,IAAI;AAClB;EACA,CAAC,MAAM,EAAE,IAAI;AACb;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC/C;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,oBAAoB,EAAE,YAAY;AACnC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA;AACA;EACA,GAAG,KAAK,QAAQ,CAAC,KAAK,KAAK,IAAI,GAAG;AAClC;EACA,IAAI,MAAM,iBAAiB,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;EAC3D,IAAI,MAAM,aAAa,GAAG,EAAE,CAAC,EAAE,CAAC;AAChC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAChE;EACA,KAAK,QAAQ,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EAC9D,KAAK,MAAM,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACxD;EACA,KAAK,aAAa,EAAE,CAAC,EAAE,GAAG,aAAa,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACjD,KAAK,aAAa,EAAE,CAAC,EAAE,IAAI,QAAQ,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;AACzD;EACA,KAAK;AACL;EACA,IAAI,QAAQ,CAAC,YAAY,EAAE,cAAc,EAAE,IAAI,sBAAsB,EAAE,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5F;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;AACpH;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,UAAU,GAAG;AACpC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,wGAAwG,EAAE,CAAC;AAC7H;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,SAAS,EAAE,UAAU,GAAG;AAC7C;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACjC,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACvC,EAAE,MAAM,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,CAAC;EACpD,EAAE,MAAM,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACvC;EACA;AACA;EACA,EAAE,KAAK,QAAQ,CAAC,cAAc,KAAK,IAAI,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;AAC3E;EACA,EAAE,SAAS,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC;EAC5C,EAAE,SAAS,CAAC,YAAY,EAAE,WAAW,EAAE,CAAC;EACxC,EAAE,SAAS,CAAC,MAAM,IAAI,SAAS,CAAC;AAChC;EACA,EAAE,KAAK,SAAS,CAAC,GAAG,CAAC,gBAAgB,EAAE,SAAS,EAAE,KAAK,KAAK,GAAG,OAAO;AACtE;EACA;AACA;EACA,EAAE,gBAAgB,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,IAAI,EAAE,SAAS,CAAC,GAAG,EAAE,CAAC,YAAY,EAAE,gBAAgB,EAAE,CAAC;AAChE;EACA,EAAE,MAAM,cAAc,GAAG,SAAS,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,EAAE,CAAC;EAC5F,EAAE,MAAM,gBAAgB,GAAG,cAAc,GAAG,cAAc,CAAC;AAC3D;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,EAAE,MAAM,IAAI,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,EAAE,MAAM,YAAY,GAAG,IAAI,OAAO,EAAE,CAAC;EACrC,EAAE,MAAM,QAAQ,GAAG,IAAI,OAAO,EAAE,CAAC;EACjC,EAAE,MAAM,IAAI,GAAG,IAAI,CAAC,cAAc,GAAG,CAAC,GAAG,CAAC,CAAC;AAC3C;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EAChC,GAAG,MAAM,UAAU,GAAG,QAAQ,CAAC,UAAU,CAAC;EAC1C,GAAG,MAAM,iBAAiB,GAAG,UAAU,CAAC,QAAQ,CAAC;AACjD;EACA,GAAG,KAAK,KAAK,KAAK,IAAI,GAAG;AACzB;EACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EACjD,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAC/E;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,IAAI,GAAG;AACzD;EACA,KAAK,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAC/B,KAAK,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACnC;EACA,KAAK,MAAM,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;EACxD,KAAK,IAAI,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AACtD;EACA,KAAK,MAAM,MAAM,GAAG,MAAM,CAAC,mBAAmB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,YAAY,EAAE,CAAC;AACvF;EACA,KAAK,KAAK,MAAM,GAAG,gBAAgB,GAAG,SAAS;AAC/C;EACA,KAAK,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC/C;EACA,KAAK,MAAM,QAAQ,GAAG,SAAS,CAAC,GAAG,CAAC,MAAM,CAAC,UAAU,EAAE,QAAQ,EAAE,CAAC;AAClE;EACA,KAAK,KAAK,QAAQ,GAAG,SAAS,CAAC,IAAI,IAAI,QAAQ,GAAG,SAAS,CAAC,GAAG,GAAG,SAAS;AAC3E;EACA,KAAK,UAAU,CAAC,IAAI,EAAE;AACtB;EACA,MAAM,QAAQ,EAAE,QAAQ;EACxB;EACA;EACA,MAAM,KAAK,EAAE,YAAY,CAAC,KAAK,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE;EAClE,MAAM,KAAK,EAAE,CAAC;EACd,MAAM,IAAI,EAAE,IAAI;EAChB,MAAM,SAAS,EAAE,IAAI;EACrB,MAAM,MAAM,EAAE,IAAI;AAClB;EACA,MAAM,EAAE,CAAC;AACT;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EACjD,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,iBAAiB,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAC3F;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,IAAI,GAAG;AACzD;EACA,KAAK,MAAM,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;EACxD,KAAK,IAAI,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1D;EACA,KAAK,MAAM,MAAM,GAAG,MAAM,CAAC,mBAAmB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,YAAY,EAAE,CAAC;AACvF;EACA,KAAK,KAAK,MAAM,GAAG,gBAAgB,GAAG,SAAS;AAC/C;EACA,KAAK,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC/C;EACA,KAAK,MAAM,QAAQ,GAAG,SAAS,CAAC,GAAG,CAAC,MAAM,CAAC,UAAU,EAAE,QAAQ,EAAE,CAAC;AAClE;EACA,KAAK,KAAK,QAAQ,GAAG,SAAS,CAAC,IAAI,IAAI,QAAQ,GAAG,SAAS,CAAC,GAAG,GAAG,SAAS;AAC3E;EACA,KAAK,UAAU,CAAC,IAAI,EAAE;AACtB;EACA,MAAM,QAAQ,EAAE,QAAQ;EACxB;EACA;EACA,MAAM,KAAK,EAAE,YAAY,CAAC,KAAK,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE;EAClE,MAAM,KAAK,EAAE,CAAC;EACd,MAAM,IAAI,EAAE,IAAI;EAChB,MAAM,SAAS,EAAE,IAAI;EACrB,MAAM,MAAM,EAAE,IAAI;AAClB;EACA,MAAM,EAAE,CAAC;AACT;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,UAAU,GAAG;AACpC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,2FAA2F,EAAE,CAAC;AAChH;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,MAAM,eAAe,GAAG,QAAQ,CAAC,eAAe,CAAC;EACpD,GAAG,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC;AAC/C;EACA,GAAG,KAAK,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AAC1B;EACA,IAAI,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,IAAI,KAAK,cAAc,KAAK,SAAS,GAAG;AACxC;EACA,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;EACrC,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;AACrC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACjE;EACA,MAAM,MAAM,IAAI,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC,IAAI,IAAI,MAAM,EAAE,CAAC,EAAE,CAAC;AAC3D;EACA,MAAM,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAC3C,MAAM,IAAI,CAAC,qBAAqB,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;AAC7C;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;AAC9C;EACA,GAAG,KAAK,YAAY,KAAK,SAAS,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,GAAG;AAChE;EACA,IAAI,OAAO,CAAC,KAAK,EAAE,oGAAoG,EAAE,CAAC;AAC1H;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC7B,MAAM,IAAI,GAAG,IAAI,OAAO,EAAE,CAAC;AAC3B;EACA,SAAS,YAAY,EAAE,QAAQ,EAAE,QAAQ,GAAG;AAC5C;EACA,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC;AACvC;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,cAAc,CAAC;AAC5B;EACA,CAAC;AACD;EACA,YAAY,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,SAAS,EAAE,EAAE;AACzE;EACA,CAAC,WAAW,EAAE,YAAY;AAC1B;EACA,CAAC,cAAc,EAAE,IAAI;AACrB;EACA,CAAC,oBAAoB,EAAE,YAAY;AACnC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA;AACA;EACA,GAAG,KAAK,QAAQ,CAAC,KAAK,KAAK,IAAI,GAAG;AAClC;EACA,IAAI,MAAM,iBAAiB,GAAG,QAAQ,CAAC,UAAU,CAAC,QAAQ,CAAC;EAC3D,IAAI,MAAM,aAAa,GAAG,EAAE,CAAC;AAC7B;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AAClE;EACA,KAAK,MAAM,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;EACxD,KAAK,IAAI,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1D;EACA,KAAK,aAAa,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,aAAa,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;EACnE,KAAK,aAAa,EAAE,CAAC,GAAG,CAAC,EAAE,GAAG,aAAa,EAAE,CAAC,EAAE,GAAG,MAAM,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;AAC7E;EACA,KAAK;AACL;EACA,IAAI,QAAQ,CAAC,YAAY,EAAE,cAAc,EAAE,IAAI,sBAAsB,EAAE,aAAa,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5F;EACA,IAAI,MAAM;AACV;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;AAC5H;EACA,IAAI;AACJ;EACA,GAAG,MAAM,KAAK,QAAQ,CAAC,UAAU,GAAG;AACpC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,gHAAgH,EAAE,CAAC;AACrI;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAeJ;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,MAAM,cAAc,SAAS,QAAQ,CAAC;AACtC;EACA,CAAC,WAAW,EAAE,UAAU,GAAG;AAC3B;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;AACrC;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AAClB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;EAChB,EAAE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC9B;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC5B;EACA,EAAE,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACxB;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAChD;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AAC1C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,cAAc,CAAC,SAAS,CAAC,gBAAgB,GAAG,IAAI,CAAC;AACjD;EACA,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE,CAAC;EACrC,MAAM,IAAI,GAAG,IAAI,GAAG,EAAE,CAAC;EACvB,MAAM,OAAO,GAAG,IAAI,MAAM,EAAE,CAAC;EAC7B,MAAM,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC;AAClC;EACA,SAAS,MAAM,EAAE,QAAQ,GAAG,IAAI,cAAc,EAAE,EAAE,QAAQ,GAAG,IAAI,cAAc,EAAE,GAAG;AACpF;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,QAAQ,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;AAC3B;EACA,CAAC;AACD;EACA,MAAM,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,EAAE;AACvE;EACA,CAAC,WAAW,EAAE,MAAM;AACpB;EACA,CAAC,QAAQ,EAAE,IAAI;AACf;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC/C;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EAClC,EAAE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AAClC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,SAAS,EAAE,UAAU,GAAG;AAC7C;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EACjC,EAAE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;EACvC,EAAE,MAAM,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC,MAAM,CAAC,SAAS,CAAC;EACtD,EAAE,MAAM,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;AACvC;EACA;AACA;EACA,EAAE,KAAK,QAAQ,CAAC,cAAc,KAAK,IAAI,GAAG,QAAQ,CAAC,qBAAqB,EAAE,CAAC;AAC3E;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,QAAQ,CAAC,cAAc,EAAE,CAAC;EAC1C,EAAE,OAAO,CAAC,YAAY,EAAE,WAAW,EAAE,CAAC;EACtC,EAAE,OAAO,CAAC,MAAM,IAAI,SAAS,CAAC;AAC9B;EACA,EAAE,KAAK,SAAS,CAAC,GAAG,CAAC,gBAAgB,EAAE,OAAO,EAAE,KAAK,KAAK,GAAG,OAAO;AACpE;EACA;AACA;EACA,EAAE,cAAc,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC,MAAM,EAAE,CAAC;EAC9C,EAAE,IAAI,CAAC,IAAI,EAAE,SAAS,CAAC,GAAG,EAAE,CAAC,YAAY,EAAE,cAAc,EAAE,CAAC;AAC5D;EACA,EAAE,MAAM,cAAc,GAAG,SAAS,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,EAAE,CAAC;EAC5F,EAAE,MAAM,gBAAgB,GAAG,cAAc,GAAG,cAAc,CAAC;AAC3D;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,MAAM,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EAChC,GAAG,MAAM,UAAU,GAAG,QAAQ,CAAC,UAAU,CAAC;EAC1C,GAAG,MAAM,iBAAiB,GAAG,UAAU,CAAC,QAAQ,CAAC;AACjD;EACA,GAAG,KAAK,KAAK,KAAK,IAAI,GAAG;AACzB;EACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EACjD,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAC/E;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAClD;EACA,KAAK,MAAM,CAAC,GAAG,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,KAAK,WAAW,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AAC7D;EACA,KAAK,SAAS,EAAE,WAAW,EAAE,CAAC,EAAE,gBAAgB,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC;AAC7F;EACA,KAAK;AACL;EACA,IAAI,MAAM;AACV;EACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,SAAS,CAAC,KAAK,EAAE,CAAC;EACjD,IAAI,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,EAAE,iBAAiB,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,GAAG,SAAS,CAAC,KAAK,IAAI,CAAC;AAC3F;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AAChD;EACA,KAAK,WAAW,CAAC,mBAAmB,EAAE,iBAAiB,EAAE,CAAC,EAAE,CAAC;AAC7D;EACA,KAAK,SAAS,EAAE,WAAW,EAAE,CAAC,EAAE,gBAAgB,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC;AAC7F;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,6FAA6F,EAAE,CAAC;AAClH;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,YAAY;AACjC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACjC;EACA,EAAE,KAAK,QAAQ,CAAC,gBAAgB,GAAG;AACnC;EACA,GAAG,MAAM,eAAe,GAAG,QAAQ,CAAC,eAAe,CAAC;EACpD,GAAG,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC;AAC/C;EACA,GAAG,KAAK,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AAC1B;EACA,IAAI,MAAM,cAAc,GAAG,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,IAAI,KAAK,cAAc,KAAK,SAAS,GAAG;AACxC;EACA,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;EACrC,KAAK,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;AACrC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACjE;EACA,MAAM,MAAM,IAAI,GAAG,cAAc,EAAE,CAAC,EAAE,CAAC,IAAI,IAAI,MAAM,EAAE,CAAC,EAAE,CAAC;AAC3D;EACA,MAAM,IAAI,CAAC,qBAAqB,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;EAC3C,MAAM,IAAI,CAAC,qBAAqB,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;AAC7C;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA,GAAG,MAAM,YAAY,GAAG,QAAQ,CAAC,YAAY,CAAC;AAC9C;EACA,GAAG,KAAK,YAAY,KAAK,SAAS,IAAI,YAAY,CAAC,MAAM,GAAG,CAAC,GAAG;AAChE;EACA,IAAI,OAAO,CAAC,KAAK,EAAE,sGAAsG,EAAE,CAAC;AAC5H;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,gBAAgB,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,GAAG;AACjG;EACA,CAAC,MAAM,kBAAkB,GAAG,IAAI,CAAC,iBAAiB,EAAE,KAAK,EAAE,CAAC;AAC5D;EACA,CAAC,KAAK,kBAAkB,GAAG,gBAAgB,GAAG;AAC9C;EACA,EAAE,MAAM,cAAc,GAAG,IAAI,OAAO,EAAE,CAAC;AACvC;EACA,EAAE,IAAI,CAAC,mBAAmB,EAAE,KAAK,EAAE,cAAc,EAAE,CAAC;EACpD,EAAE,cAAc,CAAC,YAAY,EAAE,WAAW,EAAE,CAAC;AAC7C;EACA,EAAE,MAAM,QAAQ,GAAG,SAAS,CAAC,GAAG,CAAC,MAAM,CAAC,UAAU,EAAE,cAAc,EAAE,CAAC;AACrE;EACA,EAAE,KAAK,QAAQ,GAAG,SAAS,CAAC,IAAI,IAAI,QAAQ,GAAG,SAAS,CAAC,GAAG,GAAG,OAAO;AACtE;EACA,EAAE,UAAU,CAAC,IAAI,EAAE;AACnB;EACA,GAAG,QAAQ,EAAE,QAAQ;EACrB,GAAG,aAAa,EAAE,IAAI,CAAC,IAAI,EAAE,kBAAkB,EAAE;EACjD,GAAG,KAAK,EAAE,cAAc;EACxB,GAAG,KAAK,EAAE,KAAK;EACf,GAAG,IAAI,EAAE,IAAI;EACb,GAAG,MAAM,EAAE,MAAM;AACjB;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,YAAY,SAAS,OAAO,CAAC;AACnC;EACA,CAAC,WAAW,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,GAAG;AAC7F;EACA,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AACxF;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,KAAK,SAAS,GAAG,MAAM,GAAG,SAAS,CAAC;AAC1D;EACA,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,YAAY,CAAC;EACtE,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,YAAY,CAAC;AACtE;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/B;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,SAAS,WAAW,GAAG;AACzB;EACA,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;EAC5B,GAAG,KAAK,CAAC,yBAAyB,EAAE,WAAW,EAAE,CAAC;AAClD;EACA,GAAG;AACH;EACA,EAAE,KAAK,2BAA2B,IAAI,KAAK,GAAG;AAC9C;EACA,GAAG,KAAK,CAAC,yBAAyB,EAAE,WAAW,EAAE,CAAC;AAClD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,KAAK,GAAG;AACT;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,KAAK,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACzD;EACA,EAAE;AACF;EACA,CAAC,MAAM,GAAG;AACV;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EAC3B,EAAE,MAAM,qBAAqB,GAAG,2BAA2B,IAAI,KAAK,CAAC;AACrE;EACA,EAAE,KAAK,qBAAqB,KAAK,KAAK,IAAI,KAAK,CAAC,UAAU,IAAI,KAAK,CAAC,iBAAiB,GAAG;AACxF;EACA,GAAG,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,YAAY,CAAC,SAAS,CAAC,cAAc,GAAG,IAAI,CAAC;AAC7C;EACA,MAAM,iBAAiB,SAAS,OAAO,CAAC;AACxC;EACA,CAAC,WAAW,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,UAAU,EAAE,QAAQ,GAAG;AACxH;EACA,EAAE,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,EAAE,CAAC;AACjG;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;EAChD,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACzB;EACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,CAAC,mBAAmB,GAAG,IAAI,CAAC;AACvD;EACA,MAAM,aAAa,SAAS,OAAO,CAAC;AACpC;EACA,CAAC,WAAW,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,GAAG;AAC9F;EACA,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AACzF;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AAC1B;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,aAAa,CAAC,SAAS,CAAC,eAAe,GAAG,IAAI,CAAC;AAyrF/C;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,kBAAkB,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,GAAG;AACpD;EACA,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,oBAAoB,CAAC;AAClC;EACA,CAAC,IAAI,CAAC,UAAU,GAAG;EACnB,EAAE,IAAI,EAAE,IAAI;EACZ,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,MAAM,EAAE,MAAM;EAChB,EAAE,CAAC;AACH;EACA;AACA;EACA,CAAC,MAAM,OAAO,GAAG,EAAE,CAAC;EACpB,CAAC,MAAM,QAAQ,GAAG,EAAE,CAAC;EACrB,CAAC,MAAM,OAAO,GAAG,EAAE,CAAC;EACpB,CAAC,MAAM,GAAG,GAAG,EAAE,CAAC;AAChB;EACA,CAAC,MAAM,GAAG,GAAG,OAAO,CAAC;AACrB;EACA,CAAC,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;EAC9C,CAAC,MAAM,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;AAC9C;EACA,CAAC,KAAK,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG;AACxB;EACA,EAAE,OAAO,CAAC,KAAK,EAAE,kFAAkF,EAAE,CAAC;AACtG;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,MAAM,UAAU,GAAG,MAAM,GAAG,CAAC,CAAC;AAC/B;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,MAAM,EAAE,CAAC,GAAG,GAAG;AACtC;EACA,EAAE,MAAM,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;AACvB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,MAAM,EAAE,CAAC,GAAG,GAAG;AACvC;EACA,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;AACxB;EACA;AACA;EACA,GAAG,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;EACpB,GAAG,QAAQ,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,CAAC;AACrC;EACA;AACA;EACA;AACA;EACA,GAAG,KAAK,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG;AACvB;EACA,IAAI,IAAI,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;EAC3B,IAAI,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;EAC3B,IAAI,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;EACA,IAAI;AACJ;EACA,GAAG,KAAK,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG;AACvB;EACA,IAAI,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,EAAE,EAAE,CAAC;EAC3B,IAAI,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,EAAE,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,EAAE,EAAE,CAAC;EAC3B,IAAI,EAAE,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AAC5B;EACA,IAAI;AACJ;EACA;AACA;EACA,GAAG,MAAM,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,SAAS,EAAE,CAAC;EAC7C,GAAG,OAAO,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AAChD;EACA;AACA;EACA,GAAG,GAAG,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,GAAG;AACrC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,GAAG,GAAG;AACtC;EACA,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,UAAU,GAAG,CAAC,CAAC;EAChC,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,UAAU,GAAG,CAAC,GAAG,CAAC,CAAC;EACpC,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,UAAU,GAAG,CAAC,GAAG,CAAC,CAAC;EAC5C,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,KAAK,UAAU,GAAG,CAAC,CAAC;AACxC;EACA;AACA;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC3B,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;EAC1B,CAAC,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;EAC5E,CAAC,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,IAAI,sBAAsB,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;EACzE,CAAC,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,sBAAsB,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC;AACjE;EACA,CAAC;AACD;EACA,kBAAkB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,cAAc,CAAC,SAAS,EAAE,CAAC;EACzE,kBAAkB,CAAC,SAAS,CAAC,WAAW,GAAG,kBAAkB,CAAC;AA2Q9D;EACA,MAAM,cAAc,SAAS,cAAc,CAAC;AAC5C;EACA,CAAC,WAAW,EAAE,MAAM,GAAG,CAAC,EAAE,aAAa,GAAG,CAAC,EAAE,cAAc,GAAG,CAAC,EAAE,QAAQ,GAAG,CAAC,EAAE,SAAS,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,UAAU,GAAG,CAAC,EAAE,WAAW,GAAG,IAAI,CAAC,EAAE,GAAG;AAChJ;EACA,EAAE,KAAK,EAAE,CAAC;EACV,EAAE,IAAI,CAAC,IAAI,GAAG,gBAAgB,CAAC;AAC/B;EACA,EAAE,IAAI,CAAC,UAAU,GAAG;EACpB,GAAG,MAAM,EAAE,MAAM;EACjB,GAAG,aAAa,EAAE,aAAa;EAC/B,GAAG,cAAc,EAAE,cAAc;EACjC,GAAG,QAAQ,EAAE,QAAQ;EACrB,GAAG,SAAS,EAAE,SAAS;EACvB,GAAG,UAAU,EAAE,UAAU;EACzB,GAAG,WAAW,EAAE,WAAW;EAC3B,GAAG,CAAC;AACJ;EACA,EAAE,aAAa,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,EAAE,aAAa,EAAE,EAAE,CAAC;EAC7D,EAAE,cAAc,GAAG,IAAI,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,EAAE,cAAc,EAAE,EAAE,CAAC;AAC/D;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,GAAG,WAAW,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC;AACjE;EACA,EAAE,IAAI,KAAK,GAAG,CAAC,CAAC;EAChB,EAAE,MAAM,IAAI,GAAG,EAAE,CAAC;AAClB;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA;AACA;EACA,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;EACtB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,GAAG,GAAG,EAAE,CAAC;AACjB;EACA;AACA;EACA,EAAE,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,IAAI,cAAc,EAAE,EAAE,GAAG,GAAG;AAClD;EACA,GAAG,MAAM,WAAW,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG,MAAM,CAAC,GAAG,EAAE,GAAG,cAAc,CAAC;AACjC;EACA;AACA;EACA,GAAG,IAAI,OAAO,GAAG,CAAC,CAAC;AACnB;EACA,GAAG,KAAK,EAAE,IAAI,CAAC,IAAI,UAAU,IAAI,CAAC,GAAG;AACrC;EACA,IAAI,OAAO,GAAG,GAAG,GAAG,aAAa,CAAC;AAClC;EACA,IAAI,MAAM,KAAK,EAAE,IAAI,cAAc,IAAI,QAAQ,IAAI,IAAI,CAAC,EAAE,GAAG;AAC7D;EACA,IAAI,OAAO,GAAG,EAAE,GAAG,GAAG,aAAa,CAAC;AACpC;EACA,IAAI;AACJ;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,IAAI,aAAa,EAAE,EAAE,GAAG,GAAG;AAClD;EACA,IAAI,MAAM,CAAC,GAAG,EAAE,GAAG,aAAa,CAAC;AACjC;EACA;AACA;EACA,IAAI,MAAM,CAAC,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,GAAG,CAAC,GAAG,SAAS,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,GAAG,CAAC,GAAG,WAAW,EAAE,CAAC;EAC1G,IAAI,MAAM,CAAC,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,GAAG,CAAC,GAAG,WAAW,EAAE,CAAC;EACjE,IAAI,MAAM,CAAC,CAAC,GAAG,MAAM,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,GAAG,CAAC,GAAG,SAAS,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,UAAU,GAAG,CAAC,GAAG,WAAW,EAAE,CAAC;AACxG;EACA,IAAI,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AAClD;EACA;AACA;EACA,IAAI,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;EACtC,IAAI,OAAO,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC;AACjD;EACA;AACA;EACA,IAAI,GAAG,CAAC,IAAI,EAAE,CAAC,GAAG,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACnC;EACA,IAAI,WAAW,CAAC,IAAI,EAAE,KAAK,GAAG,EAAE,CAAC;AACjC;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;AAC5B;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,cAAc,EAAE,EAAE,GAAG,GAAG;AACjD;EACA,GAAG,MAAM,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,aAAa,EAAE,EAAE,GAAG,GAAG;AACjD;EACA,IAAI,MAAM,CAAC,GAAG,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;EACnC,IAAI,MAAM,CAAC,GAAG,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;EAC/B,IAAI,MAAM,CAAC,GAAG,IAAI,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC;EACnC,IAAI,MAAM,CAAC,GAAG,IAAI,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACvC;EACA,IAAI,KAAK,EAAE,KAAK,CAAC,IAAI,UAAU,GAAG,CAAC,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EAC9D,IAAI,KAAK,EAAE,KAAK,cAAc,GAAG,CAAC,IAAI,QAAQ,GAAG,IAAI,CAAC,EAAE,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACnF;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;EAC3B,EAAE,IAAI,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,sBAAsB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;EAC7E,EAAE,IAAI,CAAC,YAAY,EAAE,QAAQ,EAAE,IAAI,sBAAsB,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;EAC1E,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,sBAAsB,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC;AAClE;EACA,EAAE;AACF;EACA,CAAC;AA8rBD;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,oBAAoB,EAAE,UAAU,GAAG;AAC5C;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,UAAU,EAAE,EAAE,EAAE,CAAC;AACnC;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,sBAAsB,CAAC;AACpC;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;EACpC,CAAC,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC;EACtB,CAAC,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC;AACjB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;EACtB,CAAC,IAAI,CAAC,iBAAiB,GAAG,GAAG,CAAC;AAC9B;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;EACnB,CAAC,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,IAAI,KAAK,EAAE,QAAQ,EAAE,CAAC;EACvC,CAAC,IAAI,CAAC,iBAAiB,GAAG,GAAG,CAAC;EAC9B,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;AACzB;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;EACrB,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;EACvB,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;EAC5C,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;EAC7B,CAAC,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC;EAC5B,CAAC,IAAI,CAAC,gBAAgB,GAAG,CAAC,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;AACtB;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;EACpB,CAAC,IAAI,CAAC,eAAe,GAAG,GAAG,CAAC;AAC5B;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;EACxB,CAAC,IAAI,CAAC,kBAAkB,GAAG,CAAC,CAAC;EAC7B,CAAC,IAAI,CAAC,gBAAgB,GAAG,OAAO,CAAC;EACjC,CAAC,IAAI,CAAC,iBAAiB,GAAG,OAAO,CAAC;AAClC;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;EACvB,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;EAC3B,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC3B;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC1B;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,KAAK,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC9B;EACA,CAAC;AACD;EACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;EACrE,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;EACA,oBAAoB,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC;AAC7D;EACA,oBAAoB,CAAC,SAAS,CAAC,IAAI,GAAG,WAAW,MAAM,GAAG;AAC1D;EACA,CAAC,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC9C;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,UAAU,EAAE,EAAE,EAAE,CAAC;AACnC;EACA,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;EACjC,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACnC,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACnC;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EACjC,CAAC,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACnD;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;EAC3B,CAAC,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC7C;EACA,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC;EACvC,CAAC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;EACvC,CAAC,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACnD;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;EAC/B,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACnC;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACnC,CAAC,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;EAC3C,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;AAC7C;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;EAC/C,CAAC,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;EACnD,CAAC,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AACjD;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACjC;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;EAC7B,CAAC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAC/C;EACA,CAAC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAC/C;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACnC,CAAC,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;EACrD,CAAC,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;EACjD,CAAC,IAAI,CAAC,iBAAiB,GAAG,MAAM,CAAC,iBAAiB,CAAC;AACnD;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;EACjC,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EACzC,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;AACvC;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;AAC7C;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC,CAAC;AACF;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,oBAAoB,EAAE,UAAU,GAAG;AAC5C;EACA,CAAC,oBAAoB,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACnC;EACA,CAAC,IAAI,CAAC,OAAO,GAAG;AAChB;EACA,EAAE,UAAU,EAAE,EAAE;EAChB,EAAE,UAAU,EAAE,EAAE;AAChB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,sBAAsB,CAAC;AACpC;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC;EACtB,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;EAC1B,CAAC,IAAI,CAAC,kBAAkB,GAAG,GAAG,CAAC;EAC/B,CAAC,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC;EACnC,CAAC,IAAI,CAAC,oBAAoB,GAAG,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;EACjD,CAAC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;AAChC;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,GAAG,CAAC;AACzB;EACA,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,EAAE,KAAK,EAAE;EACrC,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,EAAE,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,YAAY,OAAO,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;AAC5E;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,GAAG,GAAG;AACxB;EACA,GAAG,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC,KAAK,EAAE,GAAG,KAAK,GAAG,GAAG,CAAC,EAAE,KAAK,GAAG,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AAChF;EACA,GAAG;EACH,EAAE,EAAE,CAAC;AACL;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACnB;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,GAAG,CAAC;EACzB,CAAC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,SAAS,EAAE,UAAU,EAAE,CAAC;AAC9B;EACA,CAAC;AACD;EACA,oBAAoB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,oBAAoB,CAAC,SAAS,EAAE,CAAC;EACjF,oBAAoB,CAAC,SAAS,CAAC,WAAW,GAAG,oBAAoB,CAAC;AAClE;EACA,oBAAoB,CAAC,SAAS,CAAC,sBAAsB,GAAG,IAAI,CAAC;AAC7D;EACA,oBAAoB,CAAC,SAAS,CAAC,IAAI,GAAG,WAAW,MAAM,GAAG;AAC1D;EACA,CAAC,oBAAoB,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AAC1D;EACA,CAAC,IAAI,CAAC,OAAO,GAAG;AAChB;EACA,EAAE,UAAU,EAAE,EAAE;EAChB,EAAE,UAAU,EAAE,EAAE;AAChB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;EACnC,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EACzC,CAAC,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;EACrD,CAAC,IAAI,CAAC,qBAAqB,GAAG,MAAM,CAAC,qBAAqB,CAAC;EAC3D,CAAC,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;EACrD,CAAC,IAAI,CAAC,oBAAoB,CAAC,IAAI,EAAE,MAAM,CAAC,oBAAoB,EAAE,CAAC;AAC/D;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;AACzC;EACA,CAAC,KAAK,MAAM,CAAC,KAAK,GAAG;AACrB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,IAAI,CAAC,KAAK,IAAI,IAAI,KAAK,EAAE,GAAG,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;AAClE;EACA,EAAE,MAAM;AACR;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,MAAM,CAAC,YAAY,CAAC;EACzC,CAAC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,eAAe,CAAC;AAC/C;EACA,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC,CAAC;AA2hCF;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,WAAW,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AACnF;EACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;EAC9C,CAAC,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY,KAAK,SAAS;EAC/C,EAAE,YAAY,GAAG,IAAI,YAAY,CAAC,WAAW,EAAE,UAAU,EAAE,CAAC;EAC5D,CAAC,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;EAClC,CAAC,IAAI,CAAC,SAAS,GAAG,UAAU,CAAC;AAC7B;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE;AACtC;EACA,CAAC,QAAQ,EAAE,WAAW,CAAC,GAAG;AAC1B;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC;EACrC,EAAE,IAAI,EAAE,GAAG,IAAI,CAAC,YAAY;EAC5B,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE;EAChB,GAAG,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACrB;EACA,EAAE,iBAAiB,EAAE;AACrB;EACA,GAAG,IAAI,EAAE;AACT;EACA,IAAI,IAAI,KAAK,CAAC;AACd;EACA,IAAI,WAAW,EAAE;AACjB;EACA;EACA;EACA;EACA;EACA,KAAK,YAAY,EAAE,KAAK,IAAI,CAAC,GAAG,EAAE,EAAE,GAAG;AACvC;EACA,MAAM,MAAM,IAAI,QAAQ,GAAG,EAAE,GAAG,CAAC,MAAM;AACvC;EACA,OAAO,KAAK,EAAE,KAAK,SAAS,GAAG;AAC/B;EACA,QAAQ,KAAK,CAAC,GAAG,EAAE,GAAG,MAAM,YAAY,CAAC;AACzC;EACA;AACA;EACA,QAAQ,EAAE,GAAG,EAAE,CAAC,MAAM,CAAC;EACvB,QAAQ,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;EAC/B,QAAQ,OAAO,IAAI,CAAC,SAAS,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC/C;EACA,QAAQ;AACR;EACA,OAAO,KAAK,EAAE,KAAK,QAAQ,GAAG,MAAM;AACpC;EACA,OAAO,EAAE,GAAG,EAAE,CAAC;EACf,OAAO,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,EAAE,CAAC;AACxB;EACA,OAAO,KAAK,CAAC,GAAG,EAAE,GAAG;AACrB;EACA;EACA,QAAQ,MAAM,IAAI,CAAC;AACnB;EACA,QAAQ;AACR;EACA,OAAO;AACP;EACA;EACA,MAAM,KAAK,GAAG,EAAE,CAAC,MAAM,CAAC;EACxB,MAAM,MAAM,WAAW,CAAC;AACxB;EACA,MAAM;AACN;EACA;EACA;EACA,KAAK,KAAK,IAAI,CAAC,IAAI,EAAE,EAAE,GAAG;AAC1B;EACA;AACA;EACA,MAAM,MAAM,QAAQ,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,MAAM,KAAK,CAAC,GAAG,QAAQ,GAAG;AAC1B;EACA,OAAO,EAAE,GAAG,CAAC,CAAC;EACd,OAAO,EAAE,GAAG,QAAQ,CAAC;AACrB;EACA,OAAO;AACP;EACA;AACA;EACA,MAAM,MAAM,IAAI,QAAQ,GAAG,EAAE,GAAG,CAAC,MAAM;AACvC;EACA,OAAO,KAAK,EAAE,KAAK,SAAS,GAAG;AAC/B;EACA;AACA;EACA,QAAQ,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;EAC9B,QAAQ,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC7C;EACA,QAAQ;AACR;EACA,OAAO,KAAK,EAAE,KAAK,QAAQ,GAAG,MAAM;AACpC;EACA,OAAO,EAAE,GAAG,EAAE,CAAC;EACf,OAAO,EAAE,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE,CAAC;AAC5B;EACA,OAAO,KAAK,CAAC,IAAI,EAAE,GAAG;AACtB;EACA;EACA,QAAQ,MAAM,IAAI,CAAC;AACnB;EACA,QAAQ;AACR;EACA,OAAO;AACP;EACA;EACA,MAAM,KAAK,GAAG,EAAE,CAAC;EACjB,MAAM,EAAE,GAAG,CAAC,CAAC;EACb,MAAM,MAAM,WAAW,CAAC;AACxB;EACA,MAAM;AACN;EACA;AACA;EACA,KAAK,MAAM,iBAAiB,CAAC;AAC7B;EACA,KAAK;AACL;EACA;AACA;EACA,IAAI,QAAQ,EAAE,GAAG,KAAK,GAAG;AACzB;EACA,KAAK,MAAM,GAAG,GAAG,EAAE,EAAE,GAAG,KAAK,OAAO,CAAC,CAAC;AACtC;EACA,KAAK,KAAK,CAAC,GAAG,EAAE,EAAE,GAAG,EAAE,GAAG;AAC1B;EACA,MAAM,KAAK,GAAG,GAAG,CAAC;AAClB;EACA,MAAM,MAAM;AACZ;EACA,MAAM,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC;AACnB;EACA,MAAM;AACN;EACA,KAAK;AACL;EACA,IAAI,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,CAAC;EAClB,IAAI,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACtB;EACA;AACA;EACA,IAAI,KAAK,EAAE,KAAK,SAAS,GAAG;AAC5B;EACA,KAAK,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;EAC3B,KAAK,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC1C;EACA,KAAK;AACL;EACA,IAAI,KAAK,EAAE,KAAK,SAAS,GAAG;AAC5B;EACA,KAAK,EAAE,GAAG,EAAE,CAAC,MAAM,CAAC;EACpB,KAAK,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;EAC5B,KAAK,OAAO,IAAI,CAAC,SAAS,EAAE,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;AAC5C;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;AAC1B;EACA,GAAG,IAAI,CAAC,gBAAgB,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;AACvC;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,IAAI;EACf;AACA;EACA;AACA;EACA,CAAC,gBAAgB,EAAE,EAAE;AACrB;EACA,CAAC,YAAY,EAAE,YAAY;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,gBAAgB,CAAC;AAChD;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,WAAW,KAAK,GAAG;AACtC;EACA;AACA;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY;EAClC,GAAG,MAAM,GAAG,IAAI,CAAC,YAAY;EAC7B,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS;EAC1B,GAAG,MAAM,GAAG,KAAK,GAAG,MAAM,CAAC;AAC3B;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,MAAM,EAAE,GAAG,CAAC,GAAG;AACxC;EACA,GAAG,MAAM,EAAE,CAAC,EAAE,GAAG,MAAM,EAAE,MAAM,GAAG,CAAC,EAAE,CAAC;AACtC;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,YAAY,EAAE,iCAAiC;AAChD;EACA,EAAE,MAAM,IAAI,KAAK,EAAE,yBAAyB,EAAE,CAAC;EAC/C;AACA;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,8BAA8B;AACjD;EACA;AACA;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;EACA,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE;AACtC;EACA;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,SAAS,CAAC,gBAAgB;AACrD;EACA;EACA,CAAC,SAAS,EAAE,WAAW,CAAC,SAAS,CAAC,gBAAgB;AAClD;EACA,CAAC,EAAE,CAAC;AACJ;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,gBAAgB,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AACxF;EACA,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACtF;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC;EACxB,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC;EACxB,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC;EACxB,CAAC,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC;AACxB;EACA,CAAC;AACD;EACA,gBAAgB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE,EAAE;AACpF;EACA,CAAC,WAAW,EAAE,gBAAgB;AAC9B;EACA,CAAC,gBAAgB,EAAE;AACnB;EACA,EAAE,WAAW,EAAE,mBAAmB;EAClC,EAAE,SAAS,EAAE,mBAAmB;AAChC;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,WAAW,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG;AAC3C;EACA,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,kBAAkB,CAAC;EACrC,EAAE,IAAI,KAAK,GAAG,EAAE,GAAG,CAAC;EACpB,GAAG,KAAK,GAAG,EAAE,GAAG,CAAC;AACjB;EACA,GAAG,KAAK,GAAG,EAAE,EAAE,KAAK,EAAE;EACtB,GAAG,KAAK,GAAG,EAAE,EAAE,KAAK,EAAE,CAAC;AACvB;EACA,EAAE,KAAK,KAAK,KAAK,SAAS,GAAG;AAC7B;EACA,GAAG,SAAS,IAAI,CAAC,YAAY,EAAE,CAAC,WAAW;AAC3C;EACA,IAAI,KAAK,eAAe;AACxB;EACA;EACA,KAAK,KAAK,GAAG,EAAE,CAAC;EAChB,KAAK,KAAK,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AACzB;EACA,KAAK,MAAM;AACX;EACA,IAAI,KAAK,gBAAgB;AACzB;EACA;EACA,KAAK,KAAK,GAAG,EAAE,CAAC,MAAM,GAAG,CAAC,CAAC;EAC3B,KAAK,KAAK,GAAG,EAAE,GAAG,EAAE,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AAChD;EACA,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA;EACA,KAAK,KAAK,GAAG,EAAE,CAAC;EAChB,KAAK,KAAK,GAAG,EAAE,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,KAAK,SAAS,GAAG;AAC7B;EACA,GAAG,SAAS,IAAI,CAAC,YAAY,EAAE,CAAC,SAAS;AACzC;EACA,IAAI,KAAK,eAAe;AACxB;EACA;EACA,KAAK,KAAK,GAAG,EAAE,CAAC;EAChB,KAAK,KAAK,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AACzB;EACA,KAAK,MAAM;AACX;EACA,IAAI,KAAK,gBAAgB;AACzB;EACA;EACA,KAAK,KAAK,GAAG,CAAC,CAAC;EACf,KAAK,KAAK,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,CAAC;AACpC;EACA,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA;EACA,KAAK,KAAK,GAAG,EAAE,GAAG,CAAC,CAAC;EACpB,KAAK,KAAK,GAAG,EAAE,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,EAAE,GAAG,EAAE,KAAK,GAAG;EAClC,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS,CAAC;AAC3B;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,KAAK,EAAE,GAAG,KAAK,EAAE,CAAC;EAC7C,EAAE,IAAI,CAAC,WAAW,GAAG,MAAM,KAAK,KAAK,GAAG,EAAE,EAAE,CAAC;EAC7C,EAAE,IAAI,CAAC,WAAW,GAAG,KAAK,GAAG,MAAM,CAAC;EACpC,EAAE,IAAI,CAAC,WAAW,GAAG,KAAK,GAAG,MAAM,CAAC;AACpC;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG;AAC1C;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY;EAClC,GAAG,MAAM,GAAG,IAAI,CAAC,YAAY;EAC7B,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS;AAC1B;EACA,GAAG,EAAE,GAAG,EAAE,GAAG,MAAM,GAAG,EAAE,GAAG,EAAE,GAAG,MAAM;EACtC,GAAG,EAAE,GAAG,IAAI,CAAC,WAAW,GAAG,EAAE,GAAG,IAAI,CAAC,WAAW;EAChD,GAAG,EAAE,GAAG,IAAI,CAAC,WAAW,EAAE,EAAE,GAAG,IAAI,CAAC,WAAW;AAC/C;EACA,GAAG,CAAC,GAAG,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE;EAC/B,GAAG,EAAE,GAAG,CAAC,GAAG,CAAC;EACb,GAAG,GAAG,GAAG,EAAE,GAAG,CAAC,CAAC;AAChB;EACA;AACA;EACA,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,GAAG,GAAG,GAAG,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;EAC/C,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,KAAK,GAAG,GAAG,EAAE,EAAE,GAAG,GAAG,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,EAAE,EAAE,GAAG,GAAG,EAAE,KAAK,CAAC,GAAG,CAAC,CAAC;EACjF,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,CAAC,GAAG,EAAE,KAAK,GAAG,GAAG,EAAE,GAAG,GAAG,EAAE,KAAK,EAAE,GAAG,GAAG,GAAG,CAAC,CAAC;EAC9D,EAAE,MAAM,EAAE,GAAG,EAAE,GAAG,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AAChC;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,MAAM,EAAE,GAAG,CAAC,GAAG;AACxC;EACA,GAAG,MAAM,EAAE,CAAC,EAAE;EACd,KAAK,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,CAAC,EAAE;EAC1B,KAAK,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,CAAC,EAAE;EAC1B,KAAK,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,CAAC,EAAE;EAC1B,KAAK,EAAE,GAAG,MAAM,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,iBAAiB,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AACzF;EACA,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACtF;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE,EAAE;AACrF;EACA,CAAC,WAAW,EAAE,iBAAiB;AAC/B;EACA,CAAC,YAAY,EAAE,WAAW,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG;AAC1C;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY;EAClC,GAAG,MAAM,GAAG,IAAI,CAAC,YAAY;EAC7B,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS;AAC1B;EACA,GAAG,OAAO,GAAG,EAAE,GAAG,MAAM;EACxB,GAAG,OAAO,GAAG,OAAO,GAAG,MAAM;AAC7B;EACA,GAAG,OAAO,GAAG,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE;EACrC,GAAG,OAAO,GAAG,CAAC,GAAG,OAAO,CAAC;AACzB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,MAAM,EAAE,GAAG,CAAC,GAAG;AACxC;EACA,GAAG,MAAM,EAAE,CAAC,EAAE;EACd,KAAK,MAAM,EAAE,OAAO,GAAG,CAAC,EAAE,GAAG,OAAO;EACpC,KAAK,MAAM,EAAE,OAAO,GAAG,CAAC,EAAE,GAAG,OAAO,CAAC;AACrC;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,mBAAmB,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AAC3F;EACA,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACtF;EACA,CAAC;AACD;EACA,mBAAmB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE,EAAE;AACvF;EACA,CAAC,WAAW,EAAE,mBAAmB;AACjC;EACA,CAAC,YAAY,EAAE,WAAW,EAAE,oBAAoB;AAChD;EACA,EAAE,OAAO,IAAI,CAAC,gBAAgB,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AACzC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AA6dJ;EACA;EACA;EACA;AACA;EACA,SAAS,2BAA2B,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,GAAG;AACnG;EACA,CAAC,WAAW,CAAC,IAAI,EAAE,IAAI,EAAE,kBAAkB,EAAE,YAAY,EAAE,UAAU,EAAE,YAAY,EAAE,CAAC;AACtF;EACA,CAAC;AACD;EACA,2BAA2B,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,SAAS,EAAE,EAAE;AAC/F;EACA,CAAC,WAAW,EAAE,2BAA2B;AACzC;EACA,CAAC,YAAY,EAAE,WAAW,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,GAAG;AAC1C;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY;EAClC,GAAG,MAAM,GAAG,IAAI,CAAC,YAAY;EAC7B,GAAG,MAAM,GAAG,IAAI,CAAC,SAAS;AAC1B;EACA,GAAG,KAAK,GAAG,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,EAAE,CAAC;AACpC;EACA,EAAE,IAAI,MAAM,GAAG,EAAE,GAAG,MAAM,CAAC;AAC3B;EACA,EAAE,MAAM,IAAI,GAAG,GAAG,MAAM,GAAG,MAAM,EAAE,MAAM,KAAK,GAAG,EAAE,MAAM,IAAI,CAAC,GAAG;AACjE;EACA,GAAG,UAAU,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,GAAG,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AACrF;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAkfJ;EACA,MAAM,KAAK,GAAG;AACd;EACA,CAAC,OAAO,EAAE,KAAK;AACf;EACA,CAAC,KAAK,EAAE,EAAE;AACV;EACA,CAAC,GAAG,EAAE,WAAW,GAAG,EAAE,IAAI,GAAG;AAC7B;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACvC;EACA;AACA;EACA,EAAE,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,GAAG,IAAI,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,WAAW,GAAG,GAAG;AACvB;EACA,EAAE,KAAK,IAAI,CAAC,OAAO,KAAK,KAAK,GAAG,OAAO;AACvC;EACA;AACA;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,GAAG,GAAG;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC,KAAK,EAAE,GAAG,EAAE,CAAC;AAC3B;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC;AAClB;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,SAAS,cAAc,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACvD;EACA,CAAC,MAAM,KAAK,GAAG,IAAI,CAAC;AACpB;EACA,CAAC,IAAI,SAAS,GAAG,KAAK,CAAC;EACvB,CAAC,IAAI,WAAW,GAAG,CAAC,CAAC;EACrB,CAAC,IAAI,UAAU,GAAG,CAAC,CAAC;EACpB,CAAC,IAAI,WAAW,GAAG,SAAS,CAAC;EAC7B,CAAC,MAAM,QAAQ,GAAG,EAAE,CAAC;AACrB;EACA;EACA;AACA;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;EAC1B,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACtB,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;EAC9B,CAAC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACxB;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,WAAW,GAAG,GAAG;AACnC;EACA,EAAE,UAAU,GAAG,CAAC;AAChB;EACA,EAAE,KAAK,SAAS,KAAK,KAAK,GAAG;AAC7B;EACA,GAAG,KAAK,KAAK,CAAC,OAAO,KAAK,SAAS,GAAG;AACtC;EACA,IAAI,KAAK,CAAC,OAAO,EAAE,GAAG,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC;AAClD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,SAAS,GAAG,IAAI,CAAC;AACnB;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,WAAW,GAAG,GAAG;AACjC;EACA,EAAE,WAAW,GAAG,CAAC;AACjB;EACA,EAAE,KAAK,KAAK,CAAC,UAAU,KAAK,SAAS,GAAG;AACxC;EACA,GAAG,KAAK,CAAC,UAAU,EAAE,GAAG,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC;AACpD;EACA,GAAG;AACH;EACA,EAAE,KAAK,WAAW,KAAK,UAAU,GAAG;AACpC;EACA,GAAG,SAAS,GAAG,KAAK,CAAC;AACrB;EACA,GAAG,KAAK,KAAK,CAAC,MAAM,KAAK,SAAS,GAAG;AACrC;EACA,IAAI,KAAK,CAAC,MAAM,EAAE,CAAC;AACnB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,SAAS,GAAG,WAAW,GAAG,GAAG;AACnC;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,KAAK,SAAS,GAAG;AACrC;EACA,GAAG,KAAK,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,GAAG,GAAG;AACpC;EACA,EAAE,KAAK,WAAW,GAAG;AACrB;EACA,GAAG,OAAO,WAAW,EAAE,GAAG,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA,EAAE,OAAO,GAAG,CAAC;AACb;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,cAAc,GAAG,WAAW,SAAS,GAAG;AAC9C;EACA,EAAE,WAAW,GAAG,SAAS,CAAC;AAC1B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AAC9C;EACA,EAAE,QAAQ,CAAC,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACjC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,WAAW,KAAK,GAAG;AACzC;EACA,EAAE,MAAM,KAAK,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AAC1C;EACA,EAAE,KAAK,KAAK,KAAK,EAAE,CAAC,GAAG;AACvB;EACA,GAAG,QAAQ,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE,CAAC;AACH;EACA,CAAC,IAAI,CAAC,UAAU,GAAG,WAAW,IAAI,GAAG;AACrC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,GAAG;AACxD;EACA,GAAG,MAAM,KAAK,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC;EAC/B,GAAG,MAAM,MAAM,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,GAAG,KAAK,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC,SAAS,GAAG,CAAC,CAAC;AAC3C;EACA,GAAG,KAAK,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG;AAC7B;EACA,IAAI,OAAO,MAAM,CAAC;AAClB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE,CAAC;AACH;EACA,CAAC;AACD;EACA,MAAM,qBAAqB,GAAG,IAAI,cAAc,EAAE,CAAC;AACnD;EACA,SAAS,MAAM,EAAE,OAAO,GAAG;AAC3B;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,OAAO,KAAK,SAAS,KAAK,OAAO,GAAG,qBAAqB,CAAC;AAC5E;EACA,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;EAChC,CAAC,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;EAC9B,CAAC,IAAI,CAAC,IAAI,GAAG,EAAE,CAAC;EAChB,CAAC,IAAI,CAAC,YAAY,GAAG,EAAE,CAAC;EACxB,CAAC,IAAI,CAAC,aAAa,GAAG,EAAE,CAAC;AACzB;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE;AACjC;EACA,CAAC,IAAI,EAAE,oDAAoD,EAAE;AAC7D;EACA,CAAC,SAAS,EAAE,WAAW,GAAG,EAAE,UAAU,GAAG;AACzC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,OAAO,EAAE,WAAW,OAAO,EAAE,MAAM,GAAG;AACnD;EACA,GAAG,KAAK,CAAC,IAAI,EAAE,GAAG,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,EAAE,CAAC;AAClD;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,wBAAwB,EAAE;AAClC;EACA,CAAC,cAAc,EAAE,WAAW,WAAW,GAAG;AAC1C;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;EACjC,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,kBAAkB,EAAE,WAAW,KAAK,GAAG;AACxC;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;EAC/B,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,IAAI,GAAG;AAC5B;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EACnB,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,YAAY,GAAG;AAC5C;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;EACnC,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,WAAW,aAAa,GAAG;AAC9C;EACA,EAAE,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;EACrC,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,OAAO,GAAG,EAAE,CAAC;AACnB;EACA,SAAS,UAAU,EAAE,OAAO,GAAG;AAC/B;EACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC;AACD;EACA,UAAU,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AACzE;EACA,CAAC,WAAW,EAAE,UAAU;AACxB;EACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;EACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG,GAAG,GAAG,EAAE,CAAC;AACpC;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;AACvD;EACA,EAAE,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,GAAG,UAAU,EAAE,YAAY;AAC3B;EACA,IAAI,KAAK,MAAM,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,IAAI,EAAE,CAAC,EAAE,CAAC;AACV;EACA,GAAG,OAAO,MAAM,CAAC;AACjB;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,OAAO,EAAE,GAAG,EAAE,KAAK,SAAS,GAAG;AACtC;EACA,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC,IAAI,EAAE;AACxB;EACA,IAAI,MAAM,EAAE,MAAM;EAClB,IAAI,UAAU,EAAE,UAAU;EAC1B,IAAI,OAAO,EAAE,OAAO;AACpB;EACA,IAAI,EAAE,CAAC;AACP;EACA,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA;EACA,EAAE,MAAM,YAAY,GAAG,6BAA6B,CAAC;EACrD,EAAE,MAAM,kBAAkB,GAAG,GAAG,CAAC,KAAK,EAAE,YAAY,EAAE,CAAC;EACvD,EAAE,IAAI,OAAO,CAAC;AACd;EACA;EACA,EAAE,KAAK,kBAAkB,GAAG;AAC5B;EACA,GAAG,MAAM,QAAQ,GAAG,kBAAkB,EAAE,CAAC,EAAE,CAAC;EAC5C,GAAG,MAAM,QAAQ,GAAG,CAAC,EAAE,kBAAkB,EAAE,CAAC,EAAE,CAAC;AAC/C;EACA,GAAG,IAAI,IAAI,GAAG,kBAAkB,EAAE,CAAC,EAAE,CAAC;EACtC,GAAG,IAAI,GAAG,kBAAkB,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,GAAG,KAAK,QAAQ,GAAG,IAAI,GAAG,IAAI,EAAE,IAAI,EAAE,CAAC;AACvC;EACA,GAAG,IAAI;AACP;EACA,IAAI,IAAI,QAAQ,CAAC;EACjB,IAAI,MAAM,YAAY,GAAG,EAAE,IAAI,CAAC,YAAY,IAAI,EAAE,GAAG,WAAW,EAAE,CAAC;AACnE;EACA,IAAI,SAAS,YAAY;AACzB;EACA,KAAK,KAAK,aAAa,CAAC;EACxB,KAAK,KAAK,MAAM;AAChB;EACA,MAAM,MAAM,IAAI,GAAG,IAAI,UAAU,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;AACjD;EACA,MAAM,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AAC/C;EACA,OAAO,IAAI,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,OAAO;AACP;EACA,MAAM,KAAK,YAAY,KAAK,MAAM,GAAG;AACrC;EACA,OAAO,QAAQ,GAAG,IAAI,IAAI,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,EAAE,CAAC;AAClE;EACA,OAAO,MAAM;AACb;EACA,OAAO,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC;AAC9B;EACA,OAAO;AACP;EACA,MAAM,MAAM;AACZ;EACA,KAAK,KAAK,UAAU;AACpB;EACA,MAAM,MAAM,MAAM,GAAG,IAAI,SAAS,EAAE,CAAC;EACrC,MAAM,QAAQ,GAAG,MAAM,CAAC,eAAe,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC;AAC1D;EACA,MAAM,MAAM;AACZ;EACA,KAAK,KAAK,MAAM;AAChB;EACA,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,MAAM,MAAM;AACZ;EACA,KAAK;AACL;EACA,MAAM,QAAQ,GAAG,IAAI,CAAC;AACtB;EACA,MAAM,MAAM;AACZ;EACA,KAAK;AACL;EACA;EACA,IAAI,UAAU,EAAE,YAAY;AAC5B;EACA,KAAK,KAAK,MAAM,GAAG,MAAM,EAAE,QAAQ,EAAE,CAAC;AACtC;EACA,KAAK,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,KAAK,EAAE,CAAC,EAAE,CAAC;AACX;EACA,IAAI,CAAC,QAAQ,KAAK,GAAG;AACrB;EACA;EACA,IAAI,UAAU,EAAE,YAAY;AAC5B;EACA,KAAK,KAAK,OAAO,GAAG,OAAO,EAAE,KAAK,EAAE,CAAC;AACrC;EACA,KAAK,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EACpC,KAAK,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,KAAK,EAAE,CAAC,EAAE,CAAC;AACX;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,OAAO,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;AACvB;EACA,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC,IAAI,EAAE;AACxB;EACA,IAAI,MAAM,EAAE,MAAM;EAClB,IAAI,UAAU,EAAE,UAAU;EAC1B,IAAI,OAAO,EAAE,OAAO;AACpB;EACA,IAAI,EAAE,CAAC;AACP;EACA,GAAG,OAAO,GAAG,IAAI,cAAc,EAAE,CAAC;AAClC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,MAAM,EAAE,WAAW,KAAK,GAAG;AACxD;EACA,IAAI,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AACnC;EACA,IAAI,MAAM,SAAS,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC;AACrC;EACA,IAAI,OAAO,OAAO,EAAE,GAAG,EAAE,CAAC;AAC1B;EACA,IAAI,KAAK,IAAI,CAAC,MAAM,KAAK,GAAG,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,GAAG;AACpD;EACA;EACA;AACA;EACA,KAAK,KAAK,IAAI,CAAC,MAAM,KAAK,CAAC,GAAG,OAAO,CAAC,IAAI,EAAE,2CAA2C,EAAE,CAAC;AAC1F;EACA;EACA;EACA,KAAK,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,EAAE,CAAC;AAChC;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC5D;EACA,MAAM,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;EACtC,MAAM,KAAK,QAAQ,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,EAAE,QAAQ,EAAE,CAAC;AACzD;EACA,MAAM;AACN;EACA,KAAK,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,KAAK,MAAM;AACX;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC5D;EACA,MAAM,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;EACtC,MAAM,KAAK,QAAQ,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AACxD;EACA,MAAM;AACN;EACA,KAAK,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EACpC,KAAK,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,KAAK;AACL;EACA,IAAI,EAAE,KAAK,EAAE,CAAC;AACd;EACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,UAAU,EAAE,WAAW,KAAK,GAAG;AAC5D;EACA,IAAI,MAAM,SAAS,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC;AACrC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC3D;EACA,KAAK,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;EACrC,KAAK,KAAK,QAAQ,CAAC,UAAU,GAAG,QAAQ,CAAC,UAAU,EAAE,KAAK,EAAE,CAAC;AAC7D;EACA,KAAK;AACL;EACA,IAAI,EAAE,KAAK,EAAE,CAAC;AACd;EACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,OAAO,EAAE,WAAW,KAAK,GAAG;AACzD;EACA,IAAI,MAAM,SAAS,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC;AACrC;EACA,IAAI,OAAO,OAAO,EAAE,GAAG,EAAE,CAAC;AAC1B;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC3D;EACA,KAAK,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;EACrC,KAAK,KAAK,QAAQ,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AACvD;EACA,KAAK;AACL;EACA,IAAI,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EACnC,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,IAAI,EAAE,KAAK,EAAE,CAAC;AACd;EACA,GAAG,OAAO,CAAC,gBAAgB,EAAE,OAAO,EAAE,WAAW,KAAK,GAAG;AACzD;EACA,IAAI,MAAM,SAAS,GAAG,OAAO,EAAE,GAAG,EAAE,CAAC;AACrC;EACA,IAAI,OAAO,OAAO,EAAE,GAAG,EAAE,CAAC;AAC1B;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AAC3D;EACA,KAAK,MAAM,QAAQ,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC;EACrC,KAAK,KAAK,QAAQ,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC;AACvD;EACA,KAAK;AACL;EACA,IAAI,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EACnC,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,IAAI,EAAE,KAAK,EAAE,CAAC;AACd;EACA,GAAG,KAAK,IAAI,CAAC,YAAY,KAAK,SAAS,GAAG,OAAO,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;EACnF,GAAG,KAAK,IAAI,CAAC,eAAe,KAAK,SAAS,GAAG,OAAO,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,CAAC;AAC5F;EACA,GAAG,KAAK,OAAO,CAAC,gBAAgB,GAAG,OAAO,CAAC,gBAAgB,EAAE,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG,IAAI,CAAC,QAAQ,GAAG,YAAY,EAAE,CAAC;AAC1H;EACA,GAAG,MAAM,MAAM,MAAM,IAAI,IAAI,CAAC,aAAa,GAAG;AAC9C;EACA,IAAI,OAAO,CAAC,gBAAgB,EAAE,MAAM,EAAE,IAAI,CAAC,aAAa,EAAE,MAAM,EAAE,EAAE,CAAC;AACrE;EACA,IAAI;AACJ;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,KAAK,GAAG;AACrC;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;EAC5B,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,WAAW,KAAK,GAAG;AACjC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;EACxB,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AA6DJ;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,uBAAuB,EAAE,OAAO,GAAG;AAC5C;EACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC;AACD;EACA,uBAAuB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AACtF;EACA,CAAC,WAAW,EAAE,uBAAuB;AACrC;EACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,iBAAiB,EAAE,CAAC;AAC1C;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;EAC9B,EAAE,MAAM,CAAC,eAAe,EAAE,aAAa,EAAE,CAAC;EAC1C,EAAE,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,kBAAkB,EAAE,KAAK,CAAC,eAAe,EAAE,CAAC;AACrD;EACA,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,SAAS,WAAW,EAAE,CAAC,GAAG;AAC5B;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC,EAAE,EAAE,WAAW,MAAM,GAAG;AAC9C;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACjD;EACA,IAAI,MAAM,EAAE,CAAC,EAAE,GAAG;EAClB,KAAK,KAAK,EAAE,QAAQ,CAAC,KAAK;EAC1B,KAAK,MAAM,EAAE,QAAQ,CAAC,MAAM;EAC5B,KAAK,MAAM,EAAE,QAAQ,CAAC,MAAM;EAC5B,KAAK,OAAO,EAAE,QAAQ,CAAC,OAAO;EAC9B,KAAK,CAAC;AACN;EACA,IAAI,MAAM,IAAI,CAAC,CAAC;AAChB;EACA,IAAI,KAAK,MAAM,KAAK,CAAC,GAAG;AACxB;EACA,KAAK,KAAK,QAAQ,CAAC,WAAW,KAAK,CAAC,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AACxE;EACA,KAAK,OAAO,CAAC,KAAK,GAAG,MAAM,CAAC;EAC5B,KAAK,OAAO,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;EACtC,KAAK,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAChC;EACA,KAAK,KAAK,MAAM,GAAG,MAAM,EAAE,OAAO,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI,EAAE,UAAU,EAAE,OAAO,EAAE,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,KAAK,KAAK,CAAC,OAAO,EAAE,GAAG,EAAE,GAAG;AAC9B;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,GAAG,CAAC,GAAG;AACpD;EACA,IAAI,WAAW,EAAE,CAAC,EAAE,CAAC;AACrB;EACA,IAAI;AACJ;EACA,GAAG,MAAM;AACT;EACA;AACA;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,WAAW,MAAM,GAAG;AACzC;EACA,IAAI,MAAM,QAAQ,GAAG,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACjD;EACA,IAAI,KAAK,QAAQ,CAAC,SAAS,GAAG;AAC9B;EACA,KAAK,MAAM,KAAK,GAAG,QAAQ,CAAC,OAAO,CAAC,MAAM,GAAG,QAAQ,CAAC,WAAW,CAAC;AAClE;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,GAAG,GAAG;AACxC;EACA,MAAM,MAAM,EAAE,CAAC,EAAE,GAAG,EAAE,OAAO,EAAE,EAAE,EAAE,CAAC;AACpC;EACA,MAAM,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,WAAW,EAAE,CAAC,GAAG,GAAG;AACxD;EACA,OAAO,MAAM,EAAE,CAAC,EAAE,CAAC,OAAO,CAAC,IAAI,EAAE,QAAQ,CAAC,OAAO,EAAE,CAAC,GAAG,QAAQ,CAAC,WAAW,GAAG,CAAC,EAAE,EAAE,CAAC;EACpF,OAAO,MAAM,EAAE,CAAC,EAAE,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;EAC5C,OAAO,MAAM,EAAE,CAAC,EAAE,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EAC1C,OAAO,MAAM,EAAE,CAAC,EAAE,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;AAC5C;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK,OAAO,CAAC,KAAK,GAAG,MAAM,CAAC;AAC5B;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC;EAC1C,KAAK,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;EAC5C,KAAK,OAAO,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,CAAC;AACxC;EACA,KAAK;AACL;EACA,IAAI,KAAK,QAAQ,CAAC,WAAW,KAAK,CAAC,GAAG;AACtC;EACA,KAAK,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AACtC;EACA,KAAK;AACL;EACA,IAAI,OAAO,CAAC,MAAM,GAAG,QAAQ,CAAC,MAAM,CAAC;EACrC,IAAI,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC/B;EACA,IAAI,KAAK,MAAM,GAAG,MAAM,EAAE,OAAO,EAAE,CAAC;AACpC;EACA,IAAI,EAAE,UAAU,EAAE,OAAO,EAAE,CAAC;AAC5B;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,WAAW,SAAS,MAAM,CAAC;AACjC;EACA,CAAC,WAAW,EAAE,OAAO,GAAG;AACxB;EACA,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AAC1C;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;AACvD;EACA,EAAE,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,GAAG,UAAU,EAAE,YAAY;AAC3B;EACA,IAAI,KAAK,MAAM,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,IAAI,EAAE,CAAC,EAAE,CAAC;AACV;EACA,GAAG,OAAO,MAAM,CAAC;AACjB;EACA,GAAG;AACH;EACA,EAAE,MAAM,KAAK,GAAG,QAAQ,CAAC,eAAe,EAAE,8BAA8B,EAAE,KAAK,EAAE,CAAC;AAClF;EACA,EAAE,SAAS,WAAW,GAAG;AACzB;EACA,GAAG,KAAK,CAAC,mBAAmB,EAAE,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;EAC3D,GAAG,KAAK,CAAC,mBAAmB,EAAE,OAAO,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AAC7D;EACA,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC;AAC1B;EACA,GAAG,KAAK,MAAM,GAAG,MAAM,EAAE,IAAI,EAAE,CAAC;AAChC;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE,SAAS,YAAY,EAAE,KAAK,GAAG;AACjC;EACA,GAAG,KAAK,CAAC,mBAAmB,EAAE,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;EAC3D,GAAG,KAAK,CAAC,mBAAmB,EAAE,OAAO,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AAC7D;EACA,GAAG,KAAK,OAAO,GAAG,OAAO,EAAE,KAAK,EAAE,CAAC;AACnC;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAClC,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAChC;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,gBAAgB,EAAE,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,CAAC;EACvD,EAAE,KAAK,CAAC,gBAAgB,EAAE,OAAO,EAAE,YAAY,EAAE,KAAK,EAAE,CAAC;AACzD;EACA,EAAE,KAAK,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,OAAO,GAAG;AACxC;EACA,GAAG,KAAK,IAAI,CAAC,WAAW,KAAK,SAAS,GAAG,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;AAC9E;EACA,GAAG;AACH;EACA,EAAE,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,EAAE,KAAK,CAAC,GAAG,GAAG,GAAG,CAAC;AAClB;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,iBAAiB,SAAS,MAAM,CAAC;AACvC;EACA,CAAC,WAAW,EAAE,OAAO,GAAG;AACxB;EACA,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AACnB;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AAC3C;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,WAAW,EAAE,CAAC;AACpC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,WAAW,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;EACjD,EAAE,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;EAC5C,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC9B;EACA,EAAE,IAAI,MAAM,GAAG,CAAC,CAAC;AACjB;EACA,EAAE,SAAS,WAAW,EAAE,CAAC,GAAG;AAC5B;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,WAAW,KAAK,GAAG;AAC9C;EACA,IAAI,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,GAAG,KAAK,CAAC;AAChC;EACA,IAAI,MAAM,GAAG,CAAC;AACd;EACA,IAAI,KAAK,MAAM,KAAK,CAAC,GAAG;AACxB;EACA,KAAK,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAChC;EACA,KAAK,KAAK,MAAM,GAAG,MAAM,EAAE,OAAO,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AAC3B;EACA,GAAG;AACH;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,GAAG;AAC3C;EACA,GAAG,WAAW,EAAE,CAAC,EAAE,CAAC;AACpB;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,iBAAiB,EAAE,OAAO,GAAG;AACtC;EACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AAChF;EACA,CAAC,WAAW,EAAE,iBAAiB;AAC/B;EACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,WAAW,EAAE,CAAC;AACpC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,UAAU,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,eAAe,EAAE,aAAa,EAAE,CAAC;EAC1C,EAAE,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,CAAC;EAChD,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;EAC9B,EAAE,MAAM,CAAC,kBAAkB,EAAE,KAAK,CAAC,eAAe,EAAE,CAAC;EACrD,EAAE,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,WAAW,MAAM,GAAG;AACxC;EACA,GAAG,MAAM,OAAO,GAAG,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,CAAC;AACzC;EACA,GAAG,KAAK,EAAE,OAAO,GAAG,OAAO;AAC3B;EACA,GAAG,KAAK,OAAO,CAAC,KAAK,KAAK,SAAS,GAAG;AACtC;EACA,IAAI,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AAClC;EACA,IAAI,MAAM,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,GAAG;AAC5C;EACA,IAAI,OAAO,CAAC,KAAK,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;EACxC,IAAI,OAAO,CAAC,KAAK,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;EAC1C,IAAI,OAAO,CAAC,KAAK,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;AACtC;EACA,IAAI;AACJ;EACA,GAAG,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,KAAK,SAAS,GAAG,OAAO,CAAC,KAAK,GAAG,mBAAmB,CAAC;EACrF,GAAG,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,KAAK,SAAS,GAAG,OAAO,CAAC,KAAK,GAAG,mBAAmB,CAAC;AACrF;EACA,GAAG,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,KAAK,SAAS,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;EAC1F,GAAG,OAAO,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,KAAK,SAAS,GAAG,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AAC1F;EACA,GAAG,OAAO,CAAC,UAAU,GAAG,OAAO,CAAC,UAAU,KAAK,SAAS,GAAG,OAAO,CAAC,UAAU,GAAG,CAAC,CAAC;AAClF;EACA,GAAG,KAAK,OAAO,CAAC,QAAQ,KAAK,SAAS,GAAG;AACzC;EACA,IAAI,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;AACxC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,KAAK,KAAK,SAAS,GAAG;AACtC;EACA,IAAI,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;AAClC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,MAAM,KAAK,SAAS,GAAG;AACvC;EACA,IAAI,OAAO,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;AACpC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,IAAI,KAAK,SAAS,GAAG;AACrC;EACA,IAAI,OAAO,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;AAChC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,OAAO,KAAK,SAAS,GAAG;AACxC;EACA,IAAI,OAAO,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;EACtC,IAAI,OAAO,CAAC,SAAS,GAAG,wBAAwB,CAAC;AACjD;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,WAAW,KAAK,CAAC,GAAG;AACpC;EACA,IAAI,OAAO,CAAC,SAAS,GAAG,YAAY,CAAC;AACrC;EACA,IAAI;AACJ;EACA,GAAG,KAAK,OAAO,CAAC,eAAe,KAAK,SAAS,GAAG;AAChD;EACA,IAAI,OAAO,CAAC,eAAe,GAAG,OAAO,CAAC,eAAe,CAAC;AACtD;EACA,IAAI;AACJ;EACA,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC9B;EACA,GAAG,KAAK,MAAM,GAAG,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;AAC5C;EACA,GAAG,EAAE,UAAU,EAAE,OAAO,EAAE,CAAC;AAC3B;AACA;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,aAAa,EAAE,OAAO,GAAG;AAClC;EACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC;AACD;EACA,aAAa,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AAC5E;EACA,CAAC,WAAW,EAAE,aAAa;AAC3B;EACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,OAAO,EAAE,CAAC;AAChC;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,WAAW,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC;EACjD,EAAE,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;EAC5C,EAAE,MAAM,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AAC9B;EACA,EAAE,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AACvC;EACA,GAAG,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;AACzB;EACA;EACA,GAAG,MAAM,MAAM,GAAG,GAAG,CAAC,MAAM,EAAE,gBAAgB,EAAE,GAAG,CAAC,IAAI,GAAG,CAAC,MAAM,EAAE,oBAAoB,EAAE,KAAK,CAAC,CAAC;AACjG;EACA,GAAG,OAAO,CAAC,MAAM,GAAG,MAAM,GAAG,SAAS,GAAG,UAAU,CAAC;EACpD,GAAG,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;AAC9B;EACA,GAAG,KAAK,MAAM,KAAK,SAAS,GAAG;AAC/B;EACA,IAAI,MAAM,EAAE,OAAO,EAAE,CAAC;AACtB;EACA,IAAI;AACJ;EACA,GAAG,EAAE,UAAU,EAAE,OAAO,EAAE,CAAC;AAC3B;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;AACA;EACA,SAAS,KAAK,GAAG;AACjB;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,kBAAkB,GAAG,GAAG,CAAC;AAC/B;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,SAAS,EAAE;AAChC;EACA;EACA;AACA;EACA,CAAC,QAAQ,EAAE,qCAAqC;AAChD;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,2CAA2C,EAAE,CAAC;EAC9D,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA;EACA;AACA;EACA,CAAC,UAAU,EAAE,WAAW,CAAC,EAAE,cAAc,GAAG;AAC5C;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;EACrC,EAAE,OAAO,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,cAAc,EAAE,CAAC;AAC5C;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,EAAE,WAAW,SAAS,GAAG,CAAC,GAAG;AACvC;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,SAAS,EAAE,CAAC,GAAG,GAAG;AAC1C;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,SAAS,EAAE,EAAE,CAAC;AACjD;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,eAAe,EAAE,WAAW,SAAS,GAAG,CAAC,GAAG;AAC7C;EACA,EAAE,MAAM,MAAM,GAAG,EAAE,CAAC;AACpB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,SAAS,EAAE,CAAC,GAAG,GAAG;AAC1C;EACA,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC,GAAG,SAAS,EAAE,EAAE,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE,OAAO,MAAM,CAAC;AAChB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,SAAS,EAAE,YAAY;AACxB;EACA,EAAE,MAAM,OAAO,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;EACpC,EAAE,OAAO,OAAO,EAAE,OAAO,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;AACvC;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,UAAU,EAAE,WAAW,SAAS,GAAG;AACpC;EACA,EAAE,KAAK,SAAS,KAAK,SAAS,GAAG,SAAS,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACrE;EACA,EAAE,KAAK,IAAI,CAAC,eAAe;EAC3B,KAAK,IAAI,CAAC,eAAe,CAAC,MAAM,KAAK,SAAS,GAAG,CAAC,EAAE;EACpD,GAAG,EAAE,IAAI,CAAC,WAAW,GAAG;AACxB;EACA,GAAG,OAAO,IAAI,CAAC,eAAe,CAAC;AAC/B;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;AAC3B;EACA,EAAE,MAAM,KAAK,GAAG,EAAE,CAAC;EACnB,EAAE,IAAI,OAAO,EAAE,IAAI,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC;EACzC,EAAE,IAAI,GAAG,GAAG,CAAC,CAAC;AACd;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC;AAClB;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,SAAS,EAAE,CAAC,GAAG,GAAG;AAC1C;EACA,GAAG,OAAO,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC;EAC5C,GAAG,GAAG,IAAI,OAAO,CAAC,UAAU,EAAE,IAAI,EAAE,CAAC;EACrC,GAAG,KAAK,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC;EACrB,GAAG,IAAI,GAAG,OAAO,CAAC;AAClB;EACA,GAAG;AACH;EACA,EAAE,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAC/B;EACA,EAAE,OAAO,KAAK,CAAC;AACf;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,YAAY;AAC/B;EACA,EAAE,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;EAC1B,EAAE,IAAI,CAAC,UAAU,EAAE,CAAC;AACpB;EACA,EAAE;AACF;EACA;AACA;EACA,CAAC,cAAc,EAAE,WAAW,CAAC,EAAE,QAAQ,GAAG;AAC1C;EACA,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;AACvC;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC;EACZ,EAAE,MAAM,EAAE,GAAG,UAAU,CAAC,MAAM,CAAC;AAC/B;EACA,EAAE,IAAI,eAAe,CAAC;AACtB;EACA,EAAE,KAAK,QAAQ,GAAG;AAClB;EACA,GAAG,eAAe,GAAG,QAAQ,CAAC;AAC9B;EACA,GAAG,MAAM;AACT;EACA,GAAG,eAAe,GAAG,CAAC,GAAG,UAAU,EAAE,EAAE,GAAG,CAAC,EAAE,CAAC;AAC9C;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,IAAI,GAAG,GAAG,CAAC,EAAE,IAAI,GAAG,EAAE,GAAG,CAAC,EAAE,UAAU,CAAC;AACzC;EACA,EAAE,QAAQ,GAAG,IAAI,IAAI,GAAG;AACxB;EACA,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,GAAG,EAAE,IAAI,GAAG,GAAG,KAAK,CAAC,EAAE,CAAC;AAC9C;EACA,GAAG,UAAU,GAAG,UAAU,EAAE,CAAC,EAAE,GAAG,eAAe,CAAC;AAClD;EACA,GAAG,KAAK,UAAU,GAAG,CAAC,GAAG;AACzB;EACA,IAAI,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC;AAChB;EACA,IAAI,MAAM,KAAK,UAAU,GAAG,CAAC,GAAG;AAChC;EACA,IAAI,IAAI,GAAG,CAAC,GAAG,CAAC,CAAC;AACjB;EACA,IAAI,MAAM;AACV;EACA,IAAI,IAAI,GAAG,CAAC,CAAC;EACb,IAAI,MAAM;AACV;EACA;AACA;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,CAAC,GAAG,IAAI,CAAC;AACX;EACA,EAAE,KAAK,UAAU,EAAE,CAAC,EAAE,KAAK,eAAe,GAAG;AAC7C;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,GAAG,CAAC,EAAE,CAAC;AACzB;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,MAAM,YAAY,GAAG,UAAU,EAAE,CAAC,EAAE,CAAC;EACvC,EAAE,MAAM,WAAW,GAAG,UAAU,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC;AAC1C;EACA,EAAE,MAAM,aAAa,GAAG,WAAW,GAAG,YAAY,CAAC;AACnD;EACA;AACA;EACA,EAAE,MAAM,eAAe,GAAG,EAAE,eAAe,GAAG,YAAY,KAAK,aAAa,CAAC;AAC7E;EACA;AACA;EACA,EAAE,MAAM,CAAC,GAAG,EAAE,CAAC,GAAG,eAAe,OAAO,EAAE,GAAG,CAAC,EAAE,CAAC;AACjD;EACA,EAAE,OAAO,CAAC,CAAC;AACX;EACA,EAAE;AACF;EACA;EACA;EACA;EACA;AACA;EACA,CAAC,UAAU,EAAE,WAAW,CAAC,EAAE,cAAc,GAAG;AAC5C;EACA,EAAE,MAAM,KAAK,GAAG,MAAM,CAAC;EACvB,EAAE,IAAI,EAAE,GAAG,CAAC,GAAG,KAAK,CAAC;EACrB,EAAE,IAAI,EAAE,GAAG,CAAC,GAAG,KAAK,CAAC;AACrB;EACA;AACA;EACA,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;EACvB,EAAE,KAAK,EAAE,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;AACvB;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,EAAE,EAAE,EAAE,CAAC;EAClC,EAAE,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,EAAE,EAAE,EAAE,CAAC;AAClC;EACA,EAAE,MAAM,OAAO,GAAG,cAAc,MAAM,EAAE,GAAG,CAAC,SAAS,KAAK,IAAI,OAAO,EAAE,GAAG,IAAI,OAAO,EAAE,EAAE,CAAC;AAC1F;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,GAAG,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,SAAS,EAAE,CAAC;AAC7C;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,YAAY,EAAE,WAAW,CAAC,EAAE,cAAc,GAAG;AAC9C;EACA,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC;EACrC,EAAE,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,cAAc,EAAE,CAAC;AAC9C;EACA,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE,WAAW,QAAQ,EAAE,MAAM,GAAG;AACpD;EACA;AACA;EACA,EAAE,MAAM,MAAM,GAAG,IAAI,OAAO,EAAE,CAAC;AAC/B;EACA,EAAE,MAAM,QAAQ,GAAG,EAAE,CAAC;EACtB,EAAE,MAAM,OAAO,GAAG,EAAE,CAAC;EACrB,EAAE,MAAM,SAAS,GAAG,EAAE,CAAC;AACvB;EACA,EAAE,MAAM,GAAG,GAAG,IAAI,OAAO,EAAE,CAAC;EAC5B,EAAE,MAAM,GAAG,GAAG,IAAI,OAAO,EAAE,CAAC;AAC5B;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,QAAQ,EAAE,CAAC,GAAG,GAAG;AACzC;EACA,GAAG,MAAM,CAAC,GAAG,CAAC,GAAG,QAAQ,CAAC;AAC1B;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,IAAI,OAAO,EAAE,EAAE,CAAC;EACzD,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,SAAS,EAAE,CAAC;AAC7B;EACA,GAAG;AACH;EACA;EACA;AACA;EACA,EAAE,OAAO,EAAE,CAAC,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;EAC/B,EAAE,SAAS,EAAE,CAAC,EAAE,GAAG,IAAI,OAAO,EAAE,CAAC;EACjC,EAAE,IAAI,GAAG,GAAG,MAAM,CAAC,SAAS,CAAC;EAC7B,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC;EACzC,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC;EACzC,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC;AACzC;EACA,EAAE,KAAK,EAAE,IAAI,GAAG,GAAG;AACnB;EACA,GAAG,GAAG,GAAG,EAAE,CAAC;EACZ,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,IAAI,GAAG,GAAG;AACnB;EACA,GAAG,GAAG,GAAG,EAAE,CAAC;EACZ,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,KAAK,EAAE,IAAI,GAAG,GAAG;AACnB;EACA,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;AACzB;EACA,GAAG;AACH;EACA,EAAE,GAAG,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;AACxD;EACA,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,GAAG,EAAE,CAAC;EAClD,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;AAC7D;AACA;EACA;AACA;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,QAAQ,EAAE,CAAC,GAAG,GAAG;AACzC;EACA,GAAG,OAAO,EAAE,CAAC,EAAE,GAAG,OAAO,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;AAC3C;EACA,GAAG,SAAS,EAAE,CAAC,EAAE,GAAG,SAAS,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;AAC/C;EACA,GAAG,GAAG,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,CAAC;AACxD;EACA,GAAG,KAAK,GAAG,CAAC,MAAM,EAAE,GAAG,MAAM,CAAC,OAAO,GAAG;AACxC;EACA,IAAI,GAAG,CAAC,SAAS,EAAE,CAAC;AACpB;EACA,IAAI,MAAM,KAAK,GAAG,IAAI,CAAC,IAAI,EAAE,SAAS,CAAC,KAAK,EAAE,QAAQ,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;AACjG;EACA,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,GAAG,CAAC,gBAAgB,EAAE,GAAG,EAAE,KAAK,EAAE,EAAE,CAAC;AACpE;EACA,IAAI;AACJ;EACA,GAAG,SAAS,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;AAC9D;EACA,GAAG;AACH;EACA;AACA;EACA,EAAE,KAAK,MAAM,KAAK,IAAI,GAAG;AACzB;EACA,GAAG,IAAI,KAAK,GAAG,IAAI,CAAC,IAAI,EAAE,SAAS,CAAC,KAAK,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,OAAO,EAAE,QAAQ,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;EAC/F,GAAG,KAAK,IAAI,QAAQ,CAAC;AACrB;EACA,GAAG,KAAK,QAAQ,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,OAAO,EAAE,QAAQ,EAAE,EAAE,EAAE,GAAG,CAAC,GAAG;AACzF;EACA,IAAI,KAAK,GAAG,EAAE,KAAK,CAAC;AACpB;EACA,IAAI;AACJ;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,QAAQ,EAAE,CAAC,GAAG,GAAG;AAC1C;EACA;EACA,IAAI,OAAO,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,GAAG,CAAC,gBAAgB,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC;EAClF,IAAI,SAAS,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,CAAC;AAC/D;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO;EACT,GAAG,QAAQ,EAAE,QAAQ;EACrB,GAAG,OAAO,EAAE,OAAO;EACnB,GAAG,SAAS,EAAE,SAAS;EACvB,GAAG,CAAC;AACJ;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,kBAAkB,CAAC;AACtD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,MAAM,IAAI,GAAG;EACf,GAAG,QAAQ,EAAE;EACb,IAAI,OAAO,EAAE,GAAG;EAChB,IAAI,IAAI,EAAE,OAAO;EACjB,IAAI,SAAS,EAAE,cAAc;EAC7B,IAAI;EACJ,GAAG,CAAC;AACJ;EACA,EAAE,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;EACpD,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;AACxB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,IAAI,GAAG;AAC7B;EACA,EAAE,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;AACpD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAmiDJ;EACA,MAAM,KAAK,SAAS,QAAQ,CAAC;AAC7B;EACA,CAAC,WAAW,EAAE,KAAK,EAAE,SAAS,GAAG,CAAC,GAAG;AACrC;EACA,EAAE,KAAK,EAAE,CAAC;AACV;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC;AACtB;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,EAAE,KAAK,EAAE,CAAC;EAClC,EAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;AAC7B;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,MAAM,GAAG;AAChB;EACA,EAAE,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC;AACvB;EACA,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,MAAM,CAAC,KAAK,EAAE,CAAC;EAClC,EAAE,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;AACpC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,IAAI,GAAG;AAChB;EACA,EAAE,MAAM,IAAI,GAAG,KAAK,CAAC,MAAM,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,EAAE,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;EAC1C,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;AACzC;EACA,EAAE,KAAK,IAAI,CAAC,WAAW,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,CAAC;AAC5F;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;EAC1E,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EACjE,EAAE,KAAK,IAAI,CAAC,KAAK,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;EACjE,EAAE,KAAK,IAAI,CAAC,QAAQ,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;AAC1E;EACA,EAAE,KAAK,IAAI,CAAC,MAAM,KAAK,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;AAC7E;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,IAAI,CAAC;AA0qC/B;EACA,MAAM,WAAW,GAAG;AACpB;EACA,CAAC,UAAU,EAAE,WAAW,KAAK,GAAG;AAChC;EACA,EAAE,KAAK,OAAO,WAAW,KAAK,WAAW,GAAG;AAC5C;EACA,GAAG,OAAO,IAAI,WAAW,EAAE,CAAC,MAAM,EAAE,KAAK,EAAE,CAAC;AAC5C;EACA,GAAG;AACH;EACA;EACA;AACA;EACA,EAAE,IAAI,CAAC,GAAG,EAAE,CAAC;AACb;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG;AACrD;EACA;EACA,GAAG,CAAC,IAAI,MAAM,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;AAC1C;EACA,GAAG;AACH;EACA,EAAE,IAAI;AACN;EACA;AACA;EACA,GAAG,OAAO,kBAAkB,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;AAC5C;EACA,GAAG,CAAC,QAAQ,CAAC,GAAG;AAChB;EACA,GAAG,OAAO,CAAC,CAAC;AACZ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,WAAW,GAAG,GAAG;AAClC;EACA,EAAE,MAAM,KAAK,GAAG,GAAG,CAAC,WAAW,EAAE,GAAG,EAAE,CAAC;AACvC;EACA,EAAE,KAAK,KAAK,KAAK,EAAE,CAAC,GAAG,OAAO,IAAI,CAAC;AACnC;EACA,EAAE,OAAO,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,CAAC;AACpC;EACA,EAAE;AACF;EACA,CAAC,CAAC;AACF;EACA,SAAS,uBAAuB,GAAG;AACnC;EACA,CAAC,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7B;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,yBAAyB,CAAC;EACvC,CAAC,IAAI,CAAC,aAAa,GAAG,QAAQ,CAAC;AAC/B;EACA,CAAC;AACD;EACA,uBAAuB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,cAAc,CAAC,SAAS,EAAE,EAAE;AAC9F;EACA,CAAC,WAAW,EAAE,uBAAuB;AACrC;EACA,CAAC,yBAAyB,EAAE,IAAI;AAChC;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,cAAc,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AACrD;EACA,EAAE,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;AAC5C;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,YAAY;AACpB;EACA,EAAE,OAAO,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7C;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,MAAM,IAAI,GAAG,cAAc,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC5D;EACA,EAAE,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;AAC1C;EACA,EAAE,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;AACxC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,wBAAwB,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,EAAE,gBAAgB,GAAG;AACnF;EACA,CAAC,KAAK,SAAS,UAAU,EAAE,KAAK,QAAQ,GAAG;AAC3C;EACA,EAAE,gBAAgB,GAAG,UAAU,CAAC;AAChC;EACA,EAAE,UAAU,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,OAAO,CAAC,KAAK,EAAE,+FAA+F,EAAE,CAAC;AACnH;EACA,EAAE;AACF;EACA,CAAC,eAAe,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE,UAAU,EAAE,CAAC;AAC3D;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,gBAAgB,IAAI,CAAC,CAAC;AAC/C;EACA,CAAC;AACD;EACA,wBAAwB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE,EAAE;AAChG;EACA,CAAC,WAAW,EAAE,wBAAwB;AACtC;EACA,CAAC,0BAA0B,EAAE,IAAI;AACjC;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,eAAe,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AACtD;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,MAAM,IAAI,GAAG,eAAe,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AAC7D;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AAChD;EACA,EAAE,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC;AACzC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AA+yCJ;EACA,SAAS,iBAAiB,EAAE,OAAO,GAAG;AACtC;EACA,CAAC,KAAK,OAAO,iBAAiB,KAAK,WAAW,GAAG;AACjD;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;AAChF;EACA,EAAE;AACF;EACA,CAAC,KAAK,OAAO,KAAK,KAAK,WAAW,GAAG;AACrC;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,iDAAiD,EAAE,CAAC;AACpE;EACA,EAAE;AACF;EACA,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC;AAC9B;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,EAAE,gBAAgB,EAAE,MAAM,EAAE,CAAC;AAC7C;EACA,CAAC;AACD;EACA,iBAAiB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,SAAS,EAAE,EAAE;AAChF;EACA,CAAC,WAAW,EAAE,iBAAiB;AAC/B;EACA,CAAC,mBAAmB,EAAE,IAAI;AAC1B;EACA,CAAC,UAAU,EAAE,SAAS,UAAU,EAAE,OAAO,GAAG;AAC5C;EACA,EAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;AACzB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,WAAW,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,GAAG;AACrD;EACA,EAAE,KAAK,GAAG,KAAK,SAAS,GAAG,GAAG,GAAG,EAAE,CAAC;AACpC;EACA,EAAE,KAAK,IAAI,CAAC,IAAI,KAAK,SAAS,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;AACvD;EACA,EAAE,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,EAAE,GAAG,EAAE,CAAC;AACvC;EACA,EAAE,MAAM,KAAK,GAAG,IAAI,CAAC;AACrB;EACA,EAAE,MAAM,MAAM,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,EAAE,KAAK,MAAM,KAAK,SAAS,GAAG;AAC9B;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,GAAG,UAAU,EAAE,YAAY;AAC3B;EACA,IAAI,KAAK,MAAM,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,IAAI,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,IAAI,EAAE,CAAC,EAAE,CAAC;AACV;EACA,GAAG,OAAO,MAAM,CAAC;AACjB;EACA,GAAG;AACH;EACA,EAAE,MAAM,YAAY,GAAG,EAAE,CAAC;EAC1B,EAAE,YAAY,CAAC,WAAW,GAAG,EAAE,IAAI,CAAC,WAAW,KAAK,WAAW,KAAK,aAAa,GAAG,SAAS,CAAC;EAC9F,EAAE,YAAY,CAAC,OAAO,GAAG,IAAI,CAAC,aAAa,CAAC;AAC5C;EACA,EAAE,KAAK,EAAE,GAAG,EAAE,YAAY,EAAE,CAAC,IAAI,EAAE,WAAW,GAAG,GAAG;AACpD;EACA,GAAG,OAAO,GAAG,CAAC,IAAI,EAAE,CAAC;AACrB;EACA,GAAG,EAAE,CAAC,IAAI,EAAE,WAAW,IAAI,GAAG;AAC9B;EACA,GAAG,OAAO,iBAAiB,EAAE,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,OAAO,EAAE,EAAE,oBAAoB,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC;AACtG;EACA,GAAG,EAAE,CAAC,IAAI,EAAE,WAAW,WAAW,GAAG;AACrC;EACA,GAAG,KAAK,CAAC,GAAG,EAAE,GAAG,EAAE,WAAW,EAAE,CAAC;AACjC;EACA,GAAG,KAAK,MAAM,GAAG,MAAM,EAAE,WAAW,EAAE,CAAC;AACvC;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAChC;EACA,GAAG,EAAE,CAAC,KAAK,EAAE,WAAW,CAAC,GAAG;AAC5B;EACA,GAAG,KAAK,OAAO,GAAG,OAAO,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,GAAG,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;EAClC,GAAG,KAAK,CAAC,OAAO,CAAC,OAAO,EAAE,GAAG,EAAE,CAAC;AAChC;EACA,GAAG,EAAE,CAAC;AACN;EACA,EAAE,KAAK,CAAC,OAAO,CAAC,SAAS,EAAE,GAAG,EAAE,CAAC;AACjC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAolBJ;EACkB,IAAI,OAAO,GAAG;EACf,IAAI,OAAO,GAAG;AAyoC/B;EACA;EACA,MAAM,kBAAkB,GAAG,eAAe,CAAC;EAC3C,MAAM,WAAW,GAAG,IAAI,MAAM,EAAE,GAAG,GAAG,kBAAkB,GAAG,GAAG,EAAE,GAAG,EAAE,CAAC;AACtE;EACA;EACA;EACA;EACA,MAAM,SAAS,GAAG,IAAI,GAAG,kBAAkB,GAAG,GAAG,CAAC;EAClD,MAAM,cAAc,GAAG,IAAI,GAAG,kBAAkB,CAAC,OAAO,EAAE,KAAK,EAAE,EAAE,EAAE,GAAG,GAAG,CAAC;AAC5E;EACA;EACA;EACA,MAAM,YAAY,GAAG,iBAAiB,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AACzE;EACA;EACA,MAAM,OAAO,GAAG,UAAU,CAAC,MAAM,CAAC,OAAO,EAAE,MAAM,EAAE,cAAc,EAAE,CAAC;AACpE;EACA;EACA;EACA,MAAM,SAAS,GAAG,2BAA2B,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AAChF;EACA;EACA;EACA,MAAM,WAAW,GAAG,sBAAsB,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AAC7E;EACA,MAAM,QAAQ,GAAG,IAAI,MAAM,EAAE,EAAE;EAC/B,GAAG,GAAG;EACN,GAAG,YAAY;EACf,GAAG,OAAO;EACV,GAAG,SAAS;EACZ,GAAG,WAAW;EACd,GAAG,GAAG;EACN,CAAC,CAAC;AACF;EACA,MAAM,qBAAqB,GAAG,EAAE,UAAU,EAAE,WAAW,EAAE,OAAO,EAAE,CAAC;AACnE;EACA,SAAS,SAAS,EAAE,WAAW,EAAE,IAAI,EAAE,kBAAkB,GAAG;AAC5D;EACA,CAAC,MAAM,UAAU,GAAG,kBAAkB,IAAI,eAAe,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;AACjF;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,WAAW,CAAC;EACjC,CAAC,IAAI,CAAC,SAAS,GAAG,WAAW,CAAC,UAAU,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AAC7D;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,SAAS,EAAE;AACpC;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AACtC;EACA,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;AACd;EACA,EAAE,MAAM,eAAe,GAAG,IAAI,CAAC,YAAY,CAAC,eAAe;EAC3D,GAAG,OAAO,GAAG,IAAI,CAAC,SAAS,EAAE,eAAe,EAAE,CAAC;AAC/C;EACA;EACA,EAAE,KAAK,OAAO,KAAK,SAAS,GAAG,OAAO,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACjE;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,EAAE,MAAM,GAAG;AACtC;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;AAClC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,eAAe,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACxF;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,IAAI,EAAE,YAAY;AACnB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;AAClC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,eAAe,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACxF;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,IAAI,EAAE,CAAC;AACxB;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;AAClC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,eAAe,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACxF;EACA,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC;AAC1B;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;AACA;EACA,SAAS,eAAe,EAAE,QAAQ,EAAE,IAAI,EAAE,UAAU,GAAG;AACvD;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EAClB,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,IAAI,eAAe,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;AACxE;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,eAAe,CAAC,QAAQ,EAAE,QAAQ,EAAE,IAAI,CAAC,UAAU,CAAC,QAAQ,EAAE,IAAI,QAAQ,CAAC;AACxF;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC1B;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,eAAe,EAAE;AAChC;EACA,CAAC,SAAS,EAAE,SAAS;AACrB;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,EAAE,IAAI,EAAE,UAAU,GAAG;AAC7C;EACA,EAAE,KAAK,IAAI,IAAI,IAAI,IAAI,CAAC,sBAAsB,EAAE,GAAG;AACnD;EACA,GAAG,OAAO,IAAI,eAAe,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AACxD;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,IAAI,eAAe,CAAC,SAAS,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC;AAClE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA,CAAC,gBAAgB,EAAE,WAAW,IAAI,GAAG;AACrC;EACA,EAAE,OAAO,IAAI,CAAC,OAAO,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC,OAAO,EAAE,WAAW,EAAE,EAAE,EAAE,CAAC;AAC/D;EACA,EAAE;AACF;EACA,CAAC,cAAc,EAAE,WAAW,SAAS,GAAG;AACxC;EACA,EAAE,MAAM,OAAO,GAAG,QAAQ,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC;AAC7C;EACA,EAAE,KAAK,EAAE,OAAO,GAAG;AACnB;EACA,GAAG,MAAM,IAAI,KAAK,EAAE,2CAA2C,GAAG,SAAS,EAAE,CAAC;AAC9E;EACA,GAAG;AACH;EACA,EAAE,MAAM,OAAO,GAAG;EAClB;EACA,GAAG,QAAQ,EAAE,OAAO,EAAE,CAAC,EAAE;EACzB,GAAG,UAAU,EAAE,OAAO,EAAE,CAAC,EAAE;EAC3B,GAAG,WAAW,EAAE,OAAO,EAAE,CAAC,EAAE;EAC5B,GAAG,YAAY,EAAE,OAAO,EAAE,CAAC,EAAE;EAC7B,GAAG,aAAa,EAAE,OAAO,EAAE,CAAC,EAAE;EAC9B,GAAG,CAAC;AACJ;EACA,EAAE,MAAM,OAAO,GAAG,OAAO,CAAC,QAAQ,IAAI,OAAO,CAAC,QAAQ,CAAC,WAAW,EAAE,GAAG,EAAE,CAAC;AAC1E;EACA,EAAE,KAAK,OAAO,KAAK,SAAS,IAAI,OAAO,KAAK,EAAE,CAAC,GAAG;AAClD;EACA,GAAG,MAAM,UAAU,GAAG,OAAO,CAAC,QAAQ,CAAC,SAAS,EAAE,OAAO,GAAG,CAAC,EAAE,CAAC;AAChE;EACA;EACA;EACA;EACA;EACA,GAAG,KAAK,qBAAqB,CAAC,OAAO,EAAE,UAAU,EAAE,KAAK,EAAE,CAAC,GAAG;AAC9D;EACA,IAAI,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC,SAAS,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC;EAChE,IAAI,OAAO,CAAC,UAAU,GAAG,UAAU,CAAC;AACpC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,KAAK,OAAO,CAAC,YAAY,KAAK,IAAI,IAAI,OAAO,CAAC,YAAY,CAAC,MAAM,KAAK,CAAC,GAAG;AAC5E;EACA,GAAG,MAAM,IAAI,KAAK,EAAE,8DAA8D,GAAG,SAAS,EAAE,CAAC;AACjG;EACA,GAAG;AACH;EACA,EAAE,OAAO,OAAO,CAAC;AACjB;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,IAAI,EAAE,QAAQ,GAAG;AACvC;EACA,EAAE,KAAK,EAAE,QAAQ,IAAI,QAAQ,KAAK,EAAE,IAAI,QAAQ,KAAK,GAAG,IAAI,QAAQ,KAAK,EAAE,CAAC,IAAI,QAAQ,KAAK,IAAI,CAAC,IAAI,IAAI,QAAQ,KAAK,IAAI,CAAC,IAAI,GAAG;AACnI;EACA,GAAG,OAAO,IAAI,CAAC;AACf;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,GAAG;AACvB;EACA,GAAG,MAAM,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAC,aAAa,EAAE,QAAQ,EAAE,CAAC;AACxD;EACA,GAAG,KAAK,IAAI,KAAK,SAAS,GAAG;AAC7B;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;EACA,EAAE,KAAK,IAAI,CAAC,QAAQ,GAAG;AACvB;EACA,GAAG,MAAM,iBAAiB,GAAG,WAAW,QAAQ,GAAG;AACnD;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACjD;EACA,KAAK,MAAM,SAAS,GAAG,QAAQ,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,KAAK,KAAK,SAAS,CAAC,IAAI,KAAK,QAAQ,IAAI,SAAS,CAAC,IAAI,KAAK,QAAQ,GAAG;AACvE;EACA,MAAM,OAAO,SAAS,CAAC;AACvB;EACA,MAAM;AACN;EACA,KAAK,MAAM,MAAM,GAAG,iBAAiB,EAAE,SAAS,CAAC,QAAQ,EAAE,CAAC;AAC5D;EACA,KAAK,KAAK,MAAM,GAAG,OAAO,MAAM,CAAC;AACjC;EACA,KAAK;AACL;EACA,IAAI,OAAO,IAAI,CAAC;AAChB;EACA,IAAI,CAAC;AACL;EACA,GAAG,MAAM,WAAW,GAAG,iBAAiB,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC;AAC1D;EACA,GAAG,KAAK,WAAW,GAAG;AACtB;EACA,IAAI,OAAO,WAAW,CAAC;AACvB;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;EACA;EACA,CAAC,qBAAqB,EAAE,YAAY,EAAE;EACtC,CAAC,qBAAqB,EAAE,YAAY,EAAE;AACtC;EACA,CAAC,WAAW,EAAE;EACd,EAAE,MAAM,EAAE,CAAC;EACX,EAAE,WAAW,EAAE,CAAC;EAChB,EAAE,YAAY,EAAE,CAAC;EACjB,EAAE,cAAc,EAAE,CAAC;EACnB,EAAE;AACF;EACA,CAAC,UAAU,EAAE;EACb,EAAE,IAAI,EAAE,CAAC;EACT,EAAE,WAAW,EAAE,CAAC;EAChB,EAAE,sBAAsB,EAAE,CAAC;EAC3B,EAAE;AACF;EACA,CAAC,mBAAmB,EAAE;AACtB;EACA,EAAE,SAAS,eAAe,EAAE,MAAM,EAAE,MAAM,GAAG;AAC7C;EACA,GAAG,MAAM,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,YAAY,EAAE,CAAC;AACrD;EACA,GAAG;AACH;EACA,EAAE,SAAS,cAAc,EAAE,MAAM,EAAE,MAAM,GAAG;AAC5C;EACA,GAAG,MAAM,MAAM,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACxC;EACA,GAAG,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACvD;EACA,IAAI,MAAM,EAAE,MAAM,GAAG,EAAE,GAAG,MAAM,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE,SAAS,qBAAqB,EAAE,MAAM,EAAE,MAAM,GAAG;AACnD;EACA,GAAG,MAAM,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,CAAC;AAClE;EACA,GAAG;AACH;EACA,EAAE,SAAS,gBAAgB,EAAE,MAAM,EAAE,MAAM,GAAG;AAC9C;EACA,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AACnD;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,gCAAgC,EAAE;AACnC;EACA,EAAE;EACF;AACA;EACA,GAAG,SAAS,eAAe,EAAE,MAAM,EAAE,MAAM,GAAG;AAC9C;EACA,IAAI,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AAC9D;EACA,IAAI;AACJ;EACA,GAAG,SAAS,8BAA8B,EAAE,MAAM,EAAE,MAAM,GAAG;AAC7D;EACA,IAAI,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;EAC9D,IAAI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AACzC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,yCAAyC,EAAE,MAAM,EAAE,MAAM,GAAG;AACxE;EACA,IAAI,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,YAAY,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;EAC9D,IAAI,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG,EAAE;AACL;EACA;AACA;EACA,GAAG,SAAS,cAAc,EAAE,MAAM,EAAE,MAAM,GAAG;AAC7C;EACA,IAAI,MAAM,IAAI,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACvC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACtD;EACA,KAAK,IAAI,EAAE,CAAC,EAAE,GAAG,MAAM,EAAE,MAAM,GAAG,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,SAAS,6BAA6B,EAAE,MAAM,EAAE,MAAM,GAAG;AAC5D;EACA,IAAI,MAAM,IAAI,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACvC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACtD;EACA,KAAK,IAAI,EAAE,CAAC,EAAE,GAAG,MAAM,EAAE,MAAM,GAAG,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AACzC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,wCAAwC,EAAE,MAAM,EAAE,MAAM,GAAG;AACvE;EACA,IAAI,MAAM,IAAI,GAAG,IAAI,CAAC,gBAAgB,CAAC;AACvC;EACA,IAAI,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,GAAG;AACtD;EACA,KAAK,IAAI,EAAE,CAAC,EAAE,GAAG,MAAM,EAAE,MAAM,GAAG,EAAE,CAAC;AACrC;EACA,KAAK;AACL;EACA,IAAI,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG,EAAE;AACL;EACA;AACA;EACA,GAAG,SAAS,qBAAqB,EAAE,MAAM,EAAE,MAAM,GAAG;AACpD;EACA,IAAI,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;AACnE;EACA,IAAI;AACJ;EACA,GAAG,SAAS,oCAAoC,EAAE,MAAM,EAAE,MAAM,GAAG;AACnE;EACA,IAAI,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;EACnE,IAAI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AACzC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,+CAA+C,EAAE,MAAM,EAAE,MAAM,GAAG;AAC9E;EACA,IAAI,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,EAAE,GAAG,MAAM,EAAE,MAAM,EAAE,CAAC;EACnE,IAAI,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG,EAAE;AACL;EACA;AACA;EACA,GAAG,SAAS,kBAAkB,EAAE,MAAM,EAAE,MAAM,GAAG;AACjD;EACA,IAAI,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;AACtD;EACA,IAAI;AACJ;EACA,GAAG,SAAS,iCAAiC,EAAE,MAAM,EAAE,MAAM,GAAG;AAChE;EACA,IAAI,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;EACtD,IAAI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,IAAI,CAAC;AACzC;EACA,IAAI;AACJ;EACA,GAAG,SAAS,4CAA4C,EAAE,MAAM,EAAE,MAAM,GAAG;AAC3E;EACA,IAAI,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC;EACtD,IAAI,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,IAAI,CAAC;AACpD;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,SAAS,gBAAgB,EAAE,WAAW,EAAE,MAAM,GAAG;AAC5D;EACA,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;EACd,EAAE,IAAI,CAAC,QAAQ,EAAE,WAAW,EAAE,MAAM,EAAE,CAAC;AACvC;EACA;EACA;EACA;EACA;EACA;AACA;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,SAAS,gBAAgB,EAAE,WAAW,EAAE,MAAM,GAAG;AAC5D;EACA,EAAE,IAAI,CAAC,IAAI,EAAE,CAAC;EACd,EAAE,IAAI,CAAC,QAAQ,EAAE,WAAW,EAAE,MAAM,EAAE,CAAC;AACvC;EACA,EAAE;AACF;EACA;EACA,CAAC,IAAI,EAAE,YAAY;AACnB;EACA,EAAE,IAAI,YAAY,GAAG,IAAI,CAAC,IAAI,CAAC;EAC/B,EAAE,MAAM,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;AACrC;EACA,EAAE,MAAM,UAAU,GAAG,UAAU,CAAC,UAAU,CAAC;EAC3C,EAAE,MAAM,YAAY,GAAG,UAAU,CAAC,YAAY,CAAC;EAC/C,EAAE,IAAI,aAAa,GAAG,UAAU,CAAC,aAAa,CAAC;AAC/C;EACA,EAAE,KAAK,EAAE,YAAY,GAAG;AACxB;EACA,GAAG,YAAY,GAAG,eAAe,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,UAAU,CAAC,QAAQ,EAAE,IAAI,IAAI,CAAC,QAAQ,CAAC;AAClG;EACA,GAAG,IAAI,CAAC,IAAI,GAAG,YAAY,CAAC;AAC5B;EACA,GAAG;AACH;EACA;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,qBAAqB,CAAC;EAC7C,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,qBAAqB,CAAC;AAC7C;EACA;EACA,EAAE,KAAK,EAAE,YAAY,GAAG;AACxB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,0DAA0D,GAAG,IAAI,CAAC,IAAI,GAAG,wBAAwB,EAAE,CAAC;EACtH,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA,EAAE,KAAK,UAAU,GAAG;AACpB;EACA,GAAG,IAAI,WAAW,GAAG,UAAU,CAAC,WAAW,CAAC;AAC5C;EACA;EACA,GAAG,SAAS,UAAU;AACtB;EACA,IAAI,KAAK,WAAW;AACpB;EACA,KAAK,KAAK,EAAE,YAAY,CAAC,QAAQ,GAAG;AACpC;EACA,MAAM,OAAO,CAAC,KAAK,EAAE,mFAAmF,EAAE,IAAI,EAAE,CAAC;EACjH,MAAM,OAAO;AACb;EACA,MAAM;AACN;EACA,KAAK,KAAK,EAAE,YAAY,CAAC,QAAQ,CAAC,SAAS,GAAG;AAC9C;EACA,MAAM,OAAO,CAAC,KAAK,EAAE,6GAA6G,EAAE,IAAI,EAAE,CAAC;EAC3I,MAAM,OAAO;AACb;EACA,MAAM;AACN;EACA,KAAK,YAAY,GAAG,YAAY,CAAC,QAAQ,CAAC,SAAS,CAAC;AACpD;EACA,KAAK,MAAM;AACX;EACA,IAAI,KAAK,OAAO;AAChB;EACA,KAAK,KAAK,EAAE,YAAY,CAAC,QAAQ,GAAG;AACpC;EACA,MAAM,OAAO,CAAC,KAAK,EAAE,gFAAgF,EAAE,IAAI,EAAE,CAAC;EAC9G,MAAM,OAAO;AACb;EACA,MAAM;AACN;EACA;EACA;AACA;EACA,KAAK,YAAY,GAAG,YAAY,CAAC,QAAQ,CAAC,KAAK,CAAC;AAChD;EACA;EACA,KAAK,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,MAAM,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,MAAM,KAAK,YAAY,EAAE,CAAC,EAAE,CAAC,IAAI,KAAK,WAAW,GAAG;AACpD;EACA,OAAO,WAAW,GAAG,CAAC,CAAC;EACvB,OAAO,MAAM;AACb;EACA,OAAO;AACP;EACA,MAAM;AACN;EACA,KAAK,MAAM;AACX;EACA,IAAI;AACJ;EACA,KAAK,KAAK,YAAY,EAAE,UAAU,EAAE,KAAK,SAAS,GAAG;AACrD;EACA,MAAM,OAAO,CAAC,KAAK,EAAE,sEAAsE,EAAE,IAAI,EAAE,CAAC;EACpG,MAAM,OAAO;AACb;EACA,MAAM;AACN;EACA,KAAK,YAAY,GAAG,YAAY,EAAE,UAAU,EAAE,CAAC;AAC/C;EACA,IAAI;AACJ;AACA;EACA,GAAG,KAAK,WAAW,KAAK,SAAS,GAAG;AACpC;EACA,IAAI,KAAK,YAAY,EAAE,WAAW,EAAE,KAAK,SAAS,GAAG;AACrD;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,uFAAuF,EAAE,IAAI,EAAE,YAAY,EAAE,CAAC;EAClI,KAAK,OAAO;AACZ;EACA,KAAK;AACL;EACA,IAAI,YAAY,GAAG,YAAY,EAAE,WAAW,EAAE,CAAC;AAC/C;EACA,IAAI;AACJ;EACA,GAAG;AACH;EACA;EACA,EAAE,MAAM,YAAY,GAAG,YAAY,EAAE,YAAY,EAAE,CAAC;AACpD;EACA,EAAE,KAAK,YAAY,KAAK,SAAS,GAAG;AACpC;EACA,GAAG,MAAM,QAAQ,GAAG,UAAU,CAAC,QAAQ,CAAC;AACxC;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,8DAA8D,GAAG,QAAQ;EAC3F,IAAI,GAAG,GAAG,YAAY,GAAG,wBAAwB,EAAE,YAAY,EAAE,CAAC;EAClE,GAAG,OAAO;AACV;EACA,GAAG;AACH;EACA;EACA,EAAE,IAAI,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC;AACxC;EACA,EAAE,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;AACnC;EACA,EAAE,KAAK,YAAY,CAAC,WAAW,KAAK,SAAS,GAAG;AAChD;EACA,GAAG,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC;AAC5C;EACA,GAAG,MAAM,KAAK,YAAY,CAAC,sBAAsB,KAAK,SAAS,GAAG;AAClE;EACA,GAAG,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,sBAAsB,CAAC;AACvD;EACA,GAAG;AACH;EACA;EACA,EAAE,IAAI,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC;AAC5C;EACA,EAAE,KAAK,aAAa,KAAK,SAAS,GAAG;AACrC;EACA;AACA;EACA,GAAG,KAAK,YAAY,KAAK,uBAAuB,GAAG;AACnD;EACA;AACA;EACA;EACA,IAAI,KAAK,EAAE,YAAY,CAAC,QAAQ,GAAG;AACnC;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,qGAAqG,EAAE,IAAI,EAAE,CAAC;EAClI,KAAK,OAAO;AACZ;EACA,KAAK;AACL;EACA,IAAI,KAAK,YAAY,CAAC,QAAQ,CAAC,gBAAgB,GAAG;AAClD;EACA,KAAK,KAAK,EAAE,YAAY,CAAC,QAAQ,CAAC,eAAe,GAAG;AACpD;EACA,MAAM,OAAO,CAAC,KAAK,EAAE,qHAAqH,EAAE,IAAI,EAAE,CAAC;EACnJ,MAAM,OAAO;AACb;EACA,MAAM;AACN;EACA,KAAK,KAAK,YAAY,CAAC,qBAAqB,EAAE,aAAa,EAAE,KAAK,SAAS,GAAG;AAC9E;EACA,MAAM,aAAa,GAAG,YAAY,CAAC,qBAAqB,EAAE,aAAa,EAAE,CAAC;AAC1E;EACA,MAAM;AACN;AACA;EACA,KAAK,MAAM;AACX;EACA,KAAK,OAAO,CAAC,KAAK,EAAE,mHAAmH,EAAE,IAAI,EAAE,CAAC;EAChJ,KAAK,OAAO;AACZ;EACA,KAAK;AACL;EACA,IAAI;AACJ;EACA,GAAG,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC;AAC/C;EACA,GAAG,IAAI,CAAC,gBAAgB,GAAG,YAAY,CAAC;EACxC,GAAG,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;AACtC;EACA,GAAG,MAAM,KAAK,YAAY,CAAC,SAAS,KAAK,SAAS,IAAI,YAAY,CAAC,OAAO,KAAK,SAAS,GAAG;AAC3F;EACA;AACA;EACA,GAAG,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC;AACjD;EACA,GAAG,IAAI,CAAC,gBAAgB,GAAG,YAAY,CAAC;AACxC;EACA,GAAG,MAAM,KAAK,KAAK,CAAC,OAAO,EAAE,YAAY,EAAE,GAAG;AAC9C;EACA,GAAG,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,WAAW,CAAC;AAC9C;EACA,GAAG,IAAI,CAAC,gBAAgB,GAAG,YAAY,CAAC;AACxC;EACA,GAAG,MAAM;AACT;EACA,GAAG,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;AACpC;EACA,GAAG;AACH;EACA;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,mBAAmB,EAAE,WAAW,EAAE,CAAC;EAC1D,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,gCAAgC,EAAE,WAAW,EAAE,EAAE,UAAU,EAAE,CAAC;AACrF;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,YAAY;AACrB;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;AACnB;EACA;EACA;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,iBAAiB,CAAC;EACzC,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,iBAAiB,CAAC;AACzC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;EACA,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,SAAS,EAAE;AAC1C;EACA;EACA,CAAC,iBAAiB,EAAE,eAAe,CAAC,SAAS,CAAC,QAAQ;EACtD,CAAC,iBAAiB,EAAE,eAAe,CAAC,SAAS,CAAC,QAAQ;AACtD;EACA,CAAC,EAAE,CAAC;AAm0DJ;EACA,SAAS,0BAA0B,EAAE,KAAK,EAAE,MAAM,EAAE,gBAAgB,GAAG;AACvE;EACA,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC/C;EACA,CAAC,IAAI,CAAC,gBAAgB,GAAG,gBAAgB,IAAI,CAAC,CAAC;AAC/C;EACA,CAAC;AACD;EACA,0BAA0B,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,iBAAiB,CAAC,SAAS,EAAE,EAAE;AACpG;EACA,CAAC,WAAW,EAAE,0BAA0B;AACxC;EACA,CAAC,4BAA4B,EAAE,IAAI;AACnC;EACA,CAAC,IAAI,EAAE,WAAW,MAAM,GAAG;AAC3B;EACA,EAAE,iBAAiB,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC;AACxD;EACA,EAAE,IAAI,CAAC,gBAAgB,GAAG,MAAM,CAAC,gBAAgB,CAAC;AAClD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,KAAK,EAAE,WAAW,IAAI,GAAG;AAC1B;EACA,EAAE,MAAM,EAAE,GAAG,iBAAiB,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AAClE;EACA,EAAE,EAAE,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AAC9C;EACA,EAAE,OAAO,EAAE,CAAC;AACZ;EACA,EAAE;AACF;EACA,CAAC,MAAM,EAAE,WAAW,IAAI,GAAG;AAC3B;EACA,EAAE,MAAM,IAAI,GAAG,iBAAiB,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;AACrE;EACA,EAAE,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC;EAC3C,EAAE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;AAChD;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,iBAAiB,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,KAAK,GAAG;AACzE;EACA,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;EACtB,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EAClB,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;EAChC,CAAC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACpB;EACA,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;AAClB;EACA,CAAC;AACD;EACA,MAAM,CAAC,cAAc,EAAE,iBAAiB,CAAC,SAAS,EAAE,aAAa,EAAE;AACnE;EACA,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;EACA,EAAE,KAAK,KAAK,KAAK,IAAI,GAAG,IAAI,CAAC,OAAO,GAAG,CAAC;AACxC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,MAAM,EAAE,iBAAiB,CAAC,SAAS,EAAE;AAC5C;EACA,CAAC,mBAAmB,EAAE,IAAI;AAC1B;EACA,CAAC,SAAS,EAAE,WAAW,MAAM,GAAG;AAChC;EACA,EAAE,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACvB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,EAAE,WAAW,IAAI,EAAE,WAAW,GAAG;AACzC;EACA,EAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EACnB,EAAE,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;AACjC;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,WAAW,EAAE,WAAW,QAAQ,GAAG;AACpC;EACA,EAAE,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;AAC3B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,QAAQ,EAAE,WAAW,KAAK,GAAG;AAC9B;EACA,EAAE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;AACrB;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,SAAS,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,IAAI,GAAG,CAAC,EAAE,GAAG,GAAG,QAAQ,GAAG;AAClE;EACA,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,GAAG,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;EACzC;AACA;EACA,CAAC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;EAClB,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;EAChB,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;EACpB,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,MAAM,EAAE,CAAC;AAC5B;EACA,CAAC,IAAI,CAAC,MAAM,GAAG;EACf,EAAE,IAAI,EAAE,EAAE;EACV,EAAE,IAAI,EAAE,EAAE,SAAS,EAAE,CAAC,EAAE;EACxB,EAAE,GAAG,EAAE,EAAE;EACT,EAAE,MAAM,EAAE,EAAE,SAAS,EAAE,CAAC,EAAE;EAC1B,EAAE,MAAM,EAAE,EAAE;EACZ,EAAE,CAAC;AACH;EACA,CAAC,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE;EACvC,EAAE,UAAU,EAAE;EACd,GAAG,GAAG,EAAE,YAAY;AACpB;EACA,IAAI,OAAO,CAAC,IAAI,EAAE,uEAAuE,EAAE,CAAC;EAC5F,IAAI,OAAO,IAAI,CAAC,MAAM,CAAC;AACvB;EACA,IAAI;EACJ,GAAG;EACH,EAAE,EAAE,CAAC;AACL;EACA,CAAC;AACD;EACA,SAAS,OAAO,EAAE,CAAC,EAAE,CAAC,GAAG;AACzB;EACA,CAAC,OAAO,CAAC,CAAC,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC;AAChC;EACA,CAAC;AACD;EACA,SAAS,eAAe,EAAE,MAAM,EAAE,SAAS,EAAE,UAAU,EAAE,SAAS,GAAG;AACrE;EACA,CAAC,KAAK,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,SAAS,CAAC,MAAM,EAAE,GAAG;AAC/C;EACA,EAAE,MAAM,CAAC,OAAO,EAAE,SAAS,EAAE,UAAU,EAAE,CAAC;AAC1C;EACA,EAAE;AACF;EACA,CAAC,KAAK,SAAS,KAAK,IAAI,GAAG;AAC3B;EACA,EAAE,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;AACnC;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACtD;EACA,GAAG,eAAe,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAE,SAAS,EAAE,UAAU,EAAE,IAAI,EAAE,CAAC;AACjE;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC;AACD;EACA,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,SAAS,EAAE;AACpC;EACA,CAAC,GAAG,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG;AACrC;EACA;AACA;EACA,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,SAAS,EAAE,CAAC;AACpC;EACA,EAAE;AACF;EACA,CAAC,aAAa,EAAE,WAAW,MAAM,EAAE,MAAM,GAAG;AAC5C;EACA,EAAE,KAAK,MAAM,IAAI,MAAM,CAAC,mBAAmB,GAAG;AAC9C;EACA,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,qBAAqB,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;EAC/D,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC,SAAS,EAAE,CAAC;EAC5G,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACxB;EACA,GAAG,MAAM,KAAK,MAAM,IAAI,MAAM,CAAC,oBAAoB,GAAG;AACtD;EACA,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,EAAE,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,GAAG,OAAO,MAAM,CAAC,IAAI,GAAG,MAAM,CAAC,GAAG,EAAE,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;EAC9H,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,kBAAkB,EAAE,MAAM,CAAC,WAAW,EAAE,CAAC;EAChF,GAAG,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;AACxB;EACA,GAAG,MAAM;AACT;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,4CAA4C,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;AAC/E;EACA,GAAG;AACH;EACA,EAAE;AACF;EACA,CAAC,eAAe,EAAE,WAAW,MAAM,EAAE,SAAS,GAAG,KAAK,EAAE,UAAU,GAAG,EAAE,GAAG;AAC1E;EACA,EAAE,eAAe,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AACzD;EACA,EAAE,UAAU,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC;AAC7B;EACA,EAAE,OAAO,UAAU,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,gBAAgB,EAAE,WAAW,OAAO,EAAE,SAAS,GAAG,KAAK,EAAE,UAAU,GAAG,EAAE,GAAG;AAC5E;EACA,EAAE,MAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG;AACrD;EACA,GAAG,eAAe,EAAE,OAAO,EAAE,CAAC,EAAE,EAAE,IAAI,EAAE,UAAU,EAAE,SAAS,EAAE,CAAC;AAChE;EACA,GAAG;AACH;EACA,EAAE,UAAU,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC;AAC7B;EACA,EAAE,OAAO,UAAU,CAAC;AACpB;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AA+fJ;EACA,SAAS,qBAAqB,EAAE,QAAQ,GAAG;AAC3C;EACA,CAAC,QAAQ,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC;AACvB;EACA,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;EAC1B,CAAC,IAAI,CAAC,MAAM,GAAG,kCAAkC,EAAE,CAAC;AACpD;EACA,CAAC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;EAC3B,CAAC,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;EACzB,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;EACxB,CAAC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;EAC3B,CAAC,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;EACzB,CAAC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;EACxB,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;AACrB;EACA,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;AAChB;EACA,CAAC;AACD;EACA,qBAAqB,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,SAAS,EAAE,CAAC;EACtE,qBAAqB,CAAC,SAAS,CAAC,WAAW,GAAG,qBAAqB,CAAC;AACpE;EACA,qBAAqB,CAAC,SAAS,CAAC,uBAAuB,GAAG,IAAI,CAAC;AAmnC/D;EACA,MAAM,kBAAkB,GAAG,IAAI,iBAAiB,EAAE;EAClD,CAAC,IAAI,EAAE,QAAQ;EACf,CAAC,UAAU,EAAE,KAAK;EAClB,CAAC,SAAS,EAAE,KAAK;EACjB,CAAC,EAAE,CAAC;EACkB,IAAI,IAAI,EAAE,IAAI,WAAW,EAAE,EAAE,kBAAkB,GAAG;AAikCxE;EACA;AACA;EACA,KAAK,CAAC,MAAM,GAAG,WAAW,SAAS,EAAE,QAAQ,GAAG;AAChD;EACA,CAAC,OAAO,CAAC,GAAG,EAAE,0CAA0C,EAAE,CAAC;AAC3D;EACA,CAAC,SAAS,CAAC,SAAS,GAAG,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,SAAS,EAAE,CAAC;EACxD,CAAC,SAAS,CAAC,SAAS,CAAC,WAAW,GAAG,SAAS,CAAC;EAC7C,CAAC,SAAS,CAAC,SAAS,CAAC,QAAQ,GAAG,QAAQ,CAAC;AACzC;EACA,CAAC,OAAO,SAAS,CAAC;AAClB;EACA,CAAC,CAAC;AAoDF;EACA;AACA;EACA,MAAM,CAAC,SAAS,CAAC,cAAc,GAAG,WAAW,GAAG,GAAG;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;EACxH,CAAC,OAAO,WAAW,CAAC,cAAc,EAAE,GAAG,EAAE,CAAC;AAC1C;EACA,CAAC,CAAC;AACF;EACA,MAAM,CAAC,QAAQ,GAAG;AAClB;EACA,CAAC,GAAG,EAAE,iCAAiC;AACvC;EACA,EAAE,OAAO,CAAC,KAAK,EAAE,yFAAyF,EAAE,CAAC;AAC7G;EACA,EAAE;AACF;EACA,CAAC,GAAG,EAAE,wBAAwB;AAC9B;EACA,EAAE,OAAO,CAAC,KAAK,EAAE,yFAAyF,EAAE,CAAC;AAC7G;EACA,EAAE;AACF;EACA,CAAC,CAAC;AA6CF;EACA;AACA;EACA,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,WAAW,cAAc,GAAG;AACpD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;EAC3E,CAAC,OAAO,IAAI,CAAC,SAAS,EAAE,cAAc,EAAE,CAAC;AACzC;EACA,CAAC,CAAC;AACF;EACA,IAAI,CAAC,SAAS,CAAC,KAAK,GAAG,YAAY;AACnC;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;EACxE,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,CAAC;AACvB;EACA,CAAC,CAAC;AACF;EACA,IAAI,CAAC,SAAS,CAAC,iBAAiB,GAAG,WAAW,GAAG,GAAG;AACpD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;EAC1F,CAAC,OAAO,IAAI,CAAC,aAAa,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,CAAC,CAAC;AACF;EACA,IAAI,CAAC,SAAS,CAAC,oBAAoB,GAAG,WAAW,MAAM,GAAG;AAC1D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;EAChG,CAAC,OAAO,IAAI,CAAC,gBAAgB,EAAE,MAAM,EAAE,CAAC;AACxC;EACA,CAAC,CAAC;AACF;EACA,IAAI,CAAC,SAAS,CAAC,IAAI,GAAG,WAAW,cAAc,GAAG;AAClD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;EACvE,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,cAAc,EAAE,CAAC;AACvC;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,MAAM,CAAC,SAAS,CAAC,KAAK,GAAG,YAAY;AACrC;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC1E,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,CAAC;AACvB;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,CAAC,GAAG;AACjD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,iFAAiF,EAAE,CAAC;EACnG,CAAC,OAAO,IAAI,CAAC,uBAAuB,EAAE,CAAC,EAAE,CAAC;AAC1C;EACA,CAAC,CAAC;AAUF;EACA;AACA;EACA,SAAS,CAAC,QAAQ,GAAG,YAAY;AACjC;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,yEAAyE,EAAE,CAAC;EAC3F,CAAC,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC;AACtB;EACA,CAAC,CAAC;AACF;EACA,SAAS,CAAC,iBAAiB,GAAG,WAAW,KAAK,GAAG;AACjD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0EAA0E,EAAE,CAAC;EAC5F,CAAC,OAAO,SAAS,CAAC,eAAe,EAAE,KAAK,EAAE,CAAC;AAC3C;EACA,CAAC,CAAC;AACF;EACA,SAAS,CAAC,cAAc,GAAG,WAAW,KAAK,GAAG;AAC9C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sEAAsE,EAAE,CAAC;EACxF,CAAC,OAAO,SAAS,CAAC,cAAc,EAAE,KAAK,EAAE,CAAC;AAC1C;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,OAAO,CAAC,SAAS,CAAC,oBAAoB,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AACpE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qFAAqF,EAAE,CAAC;EACvG,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACtC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AACxD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,oBAAoB,GAAG,qBAAqB;AAC9D;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,0DAA0D,EAAE,CAAC;AAC7E;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,sBAAsB,GAAG,WAAW,SAAS,GAAG;AAClE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0GAA0G,EAAE,CAAC;EAC5H,CAAC,OAAO,SAAS,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACvC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,yCAAyC;AACjF;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,yDAAyD,EAAE,CAAC;AAC5E;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,MAAM,GAAG;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,MAAM,EAAE,CAAC;AACrC;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,CAAC,GAAG;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;EAC1F,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,oBAAoB,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AACpE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qFAAqF,EAAE,CAAC;EACvG,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACtC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,WAAW,GAAG,YAAY;AAC5C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;EACxH,CAAC,OAAO,IAAI,OAAO,EAAE,CAAC,mBAAmB,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;AACrD;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,yBAAyB,GAAG,WAAW,CAAC,GAAG;AAC7D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,IAAI,CAAC,0BAA0B,EAAE,CAAC,EAAE,CAAC;AAC7C;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AAChD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;AACvE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AACxD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AACxD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,oBAAoB,GAAG,qBAAqB;AAC9D;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,0DAA0D,EAAE,CAAC;AAC7E;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,CAAC,GAAG;AAC9C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,kGAAkG,EAAE,CAAC;EACpH,CAAC,CAAC,CAAC,kBAAkB,EAAE,IAAI,EAAE,CAAC;AAC9B;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,MAAM,GAAG;AACpD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,4FAA4F,EAAE,CAAC;EAC9G,CAAC,OAAO,MAAM,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,SAAS,GAAG,YAAY;AAC1C;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,+CAA+C,EAAE,CAAC;AAClE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,YAAY;AACxC;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,6CAA6C,EAAE,CAAC;AAChE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,YAAY;AACxC;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,6CAA6C,EAAE,CAAC;AAChE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,OAAO,GAAG,YAAY;AACxC;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,6CAA6C,EAAE,CAAC;AAChE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AAC7C;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,kDAAkD,EAAE,CAAC;AACrE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,sBAAsB,GAAG,WAAW,SAAS,GAAG;AAClE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0GAA0G,EAAE,CAAC;EAC5H,CAAC,OAAO,SAAS,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC;AACvC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,yCAAyC;AACjF;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,yDAAyD,EAAE,CAAC;AAC5E;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,GAAG;AACjF;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sHAAsH,EAAE,CAAC;EACxI,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,CAAC;AACpE;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,MAAM,GAAG;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,MAAM,EAAE,CAAC;AACrC;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,KAAK,CAAC,SAAS,CAAC,kBAAkB,GAAG,WAAW,IAAI,GAAG;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,cAAc,EAAE,IAAI,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,UAAU,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AAC3D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,iHAAiH,EAAE,CAAC;EACnI,CAAC,OAAO,MAAM,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACvC;EACA,CAAC,CAAC;AACF;EACA,UAAU,CAAC,SAAS,CAAC,OAAO,GAAG,aAAa;AAC5C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;EAC9E,CAAC,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC;AACtB;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,GAAG,CAAC,SAAS,CAAC,iBAAiB,GAAG,WAAW,GAAG,GAAG;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,uEAAuE,EAAE,CAAC;EACzF,CAAC,OAAO,IAAI,CAAC,aAAa,EAAE,GAAG,EAAE,CAAC;AAClC;EACA,CAAC,CAAC;AACF;EACA,GAAG,CAAC,SAAS,CAAC,mBAAmB,GAAG,WAAW,KAAK,GAAG;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,KAAK,EAAE,CAAC;AACtC;EACA,CAAC,CAAC;AACF;EACA,GAAG,CAAC,SAAS,CAAC,oBAAoB,GAAG,WAAW,MAAM,GAAG;AACzD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;EAC/F,CAAC,OAAO,IAAI,CAAC,gBAAgB,EAAE,MAAM,EAAE,CAAC;AACxC;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,QAAQ,CAAC,SAAS,CAAC,IAAI,GAAG,YAAY;AACtC;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;EAC3E,CAAC,OAAO,IAAI,CAAC,OAAO,EAAE,CAAC;AACvB;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,kBAAkB,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AACnE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;EAC9F,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC3C;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,QAAQ,GAAG,WAAW,MAAM,GAAG;AAClD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,iEAAiE,EAAE,CAAC;EACnF,CAAC,OAAO,IAAI,CAAC,WAAW,EAAE,MAAM,EAAE,CAAC;AACnC;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,eAAe,GAAG,WAAW,MAAM,GAAG;AAC/C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EAC/E,CAAC,OAAO,IAAI,CAAC,SAAS,EAAE,MAAM,EAAE,CAAC;AACjC;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,KAAK,GAAG,WAAW,MAAM,GAAG;AAC/C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2DAA2D,EAAE,CAAC;EAC7E,CAAC,OAAO,IAAI,CAAC,QAAQ,EAAE,MAAM,EAAE,CAAC;AAChC;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,kBAAkB,GAAG,WAAW,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,GAAG;AAClE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;EAC9F,CAAC,OAAO,QAAQ,CAAC,YAAY,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC;AACxD;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,MAAM,GAAG,WAAW,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,GAAG;AAC/C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EAC/E,CAAC,OAAO,QAAQ,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC;AAC9C;EACA,CAAC,CAAC;AAwBF;EACA;AACA;EACA,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACxE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;EAC/F,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC7D;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,WAAW,CAAC,GAAG;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,mFAAmF,EAAE,CAAC;EACrG,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AAChD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,OAAO,CAAC,SAAS,CAAC,0BAA0B,GAAG,YAAY;AAC3D;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,2GAA2G,EAAE,CAAC;AAC9H;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,sBAAsB,GAAG,YAAY;AACvD;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,mGAAmG,EAAE,CAAC;AACtH;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,qBAAqB,GAAG,WAAW,CAAC,GAAG;AACzD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EACzG,CAAC,OAAO,IAAI,CAAC,qBAAqB,EAAE,CAAC,EAAE,CAAC;AACxC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,kBAAkB,GAAG,WAAW,CAAC,GAAG;AACtD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,iFAAiF,EAAE,CAAC;EACnG,CAAC,OAAO,IAAI,CAAC,kBAAkB,EAAE,CAAC,EAAE,CAAC;AACrC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,WAAW,KAAK,EAAE,MAAM,GAAG;AACnE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,mFAAmF,EAAE,CAAC;EACrG,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC;AAClD;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,CAAC,GAAG;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qFAAqF,EAAE,CAAC;EACvG,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACxE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;EAC/F,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC7D;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,mBAAmB,GAAG,WAAW,CAAC,GAAG;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,mFAAmF,EAAE,CAAC;EACrG,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,CAAC,EAAE,CAAC;AACtC;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AAChD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,OAAO,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG;AACxE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6EAA6E,EAAE,CAAC;EAC/F,CAAC,OAAO,IAAI,CAAC,mBAAmB,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AAC7D;EACA,CAAC,CAAC;AACF;EACA,OAAO,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AAChD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,QAAQ,CAAC,SAAS,CAAC,cAAc,GAAG,WAAW,IAAI,GAAG;AACtD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,WAAW,GAAG,YAAY;AAC7C;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;AAC7F;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,SAAS,GAAG,WAAW,QAAQ,EAAE,IAAI,GAAG;AAC3D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC;AAC/C;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,gBAAgB,GAAG,YAAY;AAClD;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,gHAAgH,EAAE,CAAC;AACnI;EACA,CAAC,CAAC;AACF;EACA,QAAQ,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,MAAM,GAAG;AACrD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;EACvF,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,MAAM,CAAC,gBAAgB,EAAE,QAAQ,CAAC,SAAS,EAAE;AAC7C;EACA,CAAC,UAAU,EAAE;EACb,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;EACzE,GAAG,OAAO,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC;AAC9B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,qDAAqD,EAAE,CAAC;EACzE,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,GAAG,KAAK,CAAC;AAC/B;EACA,GAAG;EACH,EAAE;EACF,CAAC,aAAa,EAAE;EAChB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;AACnH;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;AACnH;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,IAAI,CAAC,SAAS,CAAC,WAAW,GAAG,YAAY;AACzC;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,2LAA2L,EAAE,CAAC;AAC9M;EACA,CAAC,CAAC;AACF;EACA,MAAM,CAAC,gBAAgB,EAAE,IAAI,CAAC,SAAS,EAAE;AACzC;EACA,CAAC,QAAQ,EAAE;EACX,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,kGAAkG,EAAE,CAAC;EACvH,GAAG,OAAO,iBAAiB,CAAC;AAC5B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,sLAAsL,EAAE,CAAC;AAC3M;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,WAAW,CAAC,SAAS,CAAC,SAAS,GAAG,YAAY;AAC9C;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,kDAAkD,EAAE,CAAC;AACrE;EACA,CAAC,CAAC;AACF;EACA,MAAM,CAAC,cAAc,EAAE,KAAK,CAAC,SAAS,EAAE,sBAAsB,EAAE;AAChE;EACA,CAAC,GAAG,EAAE,YAAY;AAClB;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACnF,EAAE,OAAO,IAAI,CAAC,kBAAkB,CAAC;AACjC;EACA,EAAE;EACF,CAAC,GAAG,EAAE,WAAW,KAAK,GAAG;AACzB;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACnF,EAAE,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;AAClC;EACA,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;AACA;EACA,iBAAiB,CAAC,SAAS,CAAC,OAAO,GAAG,WAAW,WAAW,EAAE,SAAS,GAAG;AAC1E;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,iDAAiD;EAChE,GAAG,8DAA8D,EAAE,CAAC;AACpE;EACA,CAAC,KAAK,SAAS,KAAK,SAAS,GAAG,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;EAC3D,CAAC,IAAI,CAAC,cAAc,EAAE,WAAW,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,MAAM,CAAC,gBAAgB,EAAE,KAAK,CAAC,SAAS,EAAE;EAC1C,CAAC,UAAU,EAAE;EACb,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4CAA4C,EAAE,CAAC;AAChE;EACA,GAAG;EACH,EAAE;EACF,CAAC,eAAe,EAAE;EAClB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,GAAG,GAAG,KAAK,CAAC;AAClC;EACA,GAAG;EACH,EAAE;EACF,CAAC,gBAAgB,EAAE;EACnB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;EAChF,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,GAAG,KAAK,CAAC;AACnC;EACA,GAAG;EACH,EAAE;EACF,CAAC,iBAAiB,EAAE;EACpB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,8DAA8D,EAAE,CAAC;EAClF,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,KAAK,GAAG,KAAK,CAAC;AACpC;EACA,GAAG;EACH,EAAE;EACF,CAAC,eAAe,EAAE;EAClB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,GAAG,GAAG,KAAK,CAAC;AAClC;EACA,GAAG;EACH,EAAE;EACF,CAAC,kBAAkB,EAAE;EACrB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACpF,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,KAAK,CAAC;AACrC;EACA,GAAG;EACH,EAAE;EACF,CAAC,gBAAgB,EAAE;EACnB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;EAChF,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,GAAG,KAAK,CAAC;AACnC;EACA,GAAG;EACH,EAAE;EACF,CAAC,eAAe,EAAE;EAClB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,GAAG,GAAG,KAAK,CAAC;AAClC;EACA,GAAG;EACH,EAAE;EACF,CAAC,mBAAmB,EAAE;EACtB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gHAAgH,EAAE,CAAC;AACpI;EACA,GAAG;EACH,EAAE;EACF,CAAC,UAAU,EAAE;EACb,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;EACnE,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,KAAK,CAAC;AAC5B;EACA,GAAG;EACH,EAAE;EACF,CAAC,cAAc,EAAE;EACjB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gDAAgD,EAAE,CAAC;AACpE;EACA,GAAG;EACH,EAAE;EACF,CAAC,cAAc,EAAE;EACjB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;EAChF,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;AACrC;EACA,GAAG;EACH,EAAE;EACF,CAAC,eAAe,EAAE;EAClB,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,8DAA8D,EAAE,CAAC;EAClF,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC;AACtC;EACA,GAAG;EACH,EAAE;EACF,CAAC,EAAE,CAAC;AACJ;EACA;AACA;EACA,MAAM,CAAC,gBAAgB,EAAE,eAAe,CAAC,SAAS,EAAE;AACpD;EACA,CAAC,MAAM,EAAE;EACT,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,yEAAyE,EAAE,CAAC;EAC7F,GAAG,OAAO,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC;AAC5B;EACA,GAAG;EACH,EAAE;EACF,CAAC,OAAO,EAAE;EACV,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0EAA0E,EAAE,CAAC;EAC9F,GAAG,OAAO,IAAI,CAAC,KAAK,KAAK,gBAAgB,CAAC;AAC1C;EACA,GAAG;EACH,EAAE,GAAG,EAAE,yBAAyB;AAChC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0EAA0E,EAAE,CAAC;EAC9F,GAAG,IAAI,CAAC,QAAQ,EAAE,gBAAgB,EAAE,CAAC;AACrC;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,eAAe,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,KAAK,GAAG;AAC1D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,oFAAoF,EAAE,CAAC;EACtG,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,KAAK,IAAI,GAAG,gBAAgB,GAAG,eAAe,EAAE,CAAC;EACtE,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC,CAAC;AACF;EACA,eAAe,CAAC,SAAS,CAAC,gBAAgB,GAAG,2BAA2B;AACxE;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,8DAA8D,EAAE,CAAC;AACjF;EACA,CAAC;AACD;EACA,eAAe,CAAC,SAAS,CAAC,QAAQ,GAAG,yBAAyB;AAC9D;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,yHAAyH,EAAE,CAAC;AAC5I;EACA,CAAC,CAAC;AACF;EACA;AACA;EACA,cAAc,CAAC,SAAS,CAAC,QAAQ,GAAG,WAAW,KAAK,GAAG;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,oEAAoE,EAAE,CAAC;EACtF,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,CAAC;AACxB;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,YAAY,GAAG,WAAW,IAAI,EAAE,SAAS,GAAG;AACrE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;AAC9F;EACA,CAAC,KAAK,IAAI,SAAS,IAAI,SAAS,CAAC,iBAAiB,EAAE,IAAI,IAAI,SAAS,IAAI,SAAS,CAAC,4BAA4B,EAAE,GAAG;AACpH;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,wEAAwE,EAAE,CAAC;AAC3F;EACA,EAAE,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,IAAI,eAAe,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,SAAS,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC;AAC1F;EACA,EAAE;AACF;EACA,CAAC,KAAK,IAAI,KAAK,OAAO,GAAG;AACzB;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,yEAAyE,EAAE,CAAC;EAC5F,EAAE,IAAI,CAAC,QAAQ,EAAE,SAAS,EAAE,CAAC;AAC7B;EACA,EAAE,OAAO,IAAI,CAAC;AACd;EACA,EAAE;AACF;EACA,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,IAAI,EAAE,SAAS,EAAE,CAAC;AAC7C;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,KAAK,EAAE,KAAK,EAAE,WAAW,GAAG;AAC9E;EACA,CAAC,KAAK,WAAW,KAAK,SAAS,GAAG;AAClC;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,sEAAsE,EAAE,CAAC;AACzF;EACA,EAAE;AACF;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC5E,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,cAAc,GAAG,YAAY;AACtD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EAClF,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;AACpB;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,cAAc,GAAG,YAAY;AACtD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2DAA2D,EAAE,CAAC;AAC7E;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,eAAe,GAAG,WAAW,IAAI,GAAG;AAC7D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,kFAAkF,EAAE,CAAC;AACpG;EACA,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC;AACrC;EACA,CAAC,CAAC;AACF;EACA,cAAc,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,MAAM,GAAG;AAC3D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,YAAY,EAAE,MAAM,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,MAAM,CAAC,gBAAgB,EAAE,cAAc,CAAC,SAAS,EAAE;AACnD;EACA,CAAC,SAAS,EAAE;EACZ,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,+DAA+D,EAAE,CAAC;EACpF,GAAG,OAAO,IAAI,CAAC,MAAM,CAAC;AACtB;EACA,GAAG;EACH,EAAE;EACF,CAAC,OAAO,EAAE;EACV,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EACjF,GAAG,OAAO,IAAI,CAAC,MAAM,CAAC;AACtB;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,gBAAgB,EAAE,uBAAuB,CAAC,SAAS,EAAE;AAC5D;EACA,CAAC,iBAAiB,EAAE;EACpB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,aAAa,CAAC;AAC7B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uFAAuF,EAAE,CAAC;EAC3G,GAAG,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,gBAAgB,EAAE,SAAS,CAAC,SAAS,EAAE;AAC9C;EACA,CAAC,aAAa,EAAE;EAChB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0FAA0F,EAAE,CAAC;EAC9G,GAAG,OAAO,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,CAAC;AACrC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0FAA0F,EAAE,CAAC;EAC9G,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;AACtC;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,SAAS,EAAE;AACtD;EACA,CAAC,OAAO,EAAE;EACV,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC/F,GAAG,OAAO,IAAI,CAAC,KAAK,KAAK,gBAAgB,CAAC;AAC1C;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC/F,GAAG,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,CAAC;AAC1B;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,iBAAiB,CAAC,SAAS,CAAC,UAAU,GAAG,WAAW,KAAK,GAAG;AAC5D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sFAAsF,EAAE,CAAC;EACxG,CAAC,IAAI,CAAC,QAAQ,EAAE,KAAK,KAAK,IAAI,GAAG,gBAAgB,GAAG,eAAe,EAAE,CAAC;EACtE,CAAC,OAAO,IAAI,CAAC;AACb;EACA,CAAC,CAAC;AACF;EACA,iBAAiB,CAAC,SAAS,CAAC,QAAQ,GAAG,yBAAyB;AAChE;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,2HAA2H,EAAE,CAAC;AAC9I;EACA,CAAC,CAAC;AAqBF;EACA;AACA;EACA,KAAK,CAAC,SAAS,CAAC,OAAO,GAAG,YAAY;AACtC;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,2CAA2C,EAAE,CAAC;AAC9D;EACA,CAAC,CAAC;AAUF;EACA;AACA;EACA,MAAM,CAAC,gBAAgB,EAAE,QAAQ,CAAC,SAAS,EAAE;AAC7C;EACA,CAAC,UAAU,EAAE;EACb,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;AACnE;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+CAA+C,EAAE,CAAC;AACnE;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,QAAQ,EAAE;EACX,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6CAA6C,EAAE,CAAC;AACjE;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6CAA6C,EAAE,CAAC;AACjE;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,OAAO,EAAE;EACV,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4CAA4C,EAAE,CAAC;EAChE,GAAG,OAAO,IAAI,KAAK,EAAE,CAAC;AACtB;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,OAAO,EAAE;EACV,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,KAAK,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,oEAAoE,EAAE,CAAC;AAChH;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,oEAAoE,EAAE,CAAC;EAC/G,GAAG,IAAI,CAAC,WAAW,KAAK,KAAK,KAAK,WAAW,EAAE,CAAC;AAChD;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,WAAW,EAAE;EACd,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,gEAAgE,EAAE,CAAC;EAC3G,GAAG,OAAO,IAAI,CAAC,eAAe,CAAC;AAC/B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI,CAAC,IAAI,GAAG,gEAAgE,EAAE,CAAC;EAC3G,GAAG,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;AAChC;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,gBAAgB,EAAE,oBAAoB,CAAC,SAAS,EAAE;AACzD;EACA,CAAC,YAAY,EAAE;EACf,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;EAClG,GAAG,OAAO,IAAI,CAAC,YAAY,CAAC;AAC5B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;EAClG,GAAG,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;AAC7B;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,gBAAgB,EAAE,cAAc,CAAC,SAAS,EAAE;AACnD;EACA,CAAC,WAAW,EAAE;EACd,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+EAA+E,EAAE,CAAC;EACnG,GAAG,OAAO,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC;AACtC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gFAAgF,EAAE,CAAC;EACpG,GAAG,IAAI,CAAC,UAAU,CAAC,WAAW,GAAG,KAAK,CAAC;AACvC;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA;AACA;EACA,aAAa,CAAC,SAAS,CAAC,WAAW,GAAG,WAAW,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,GAAG;AACvF;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;EACzH,CAAC,IAAI,CAAC,eAAe,EAAE,YAAY,EAAE,CAAC;EACtC,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AACrC;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,OAAO,GAAG,WAAW,QAAQ,GAAG;AACxD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EAC/E,CAAC,IAAI,CAAC,gBAAgB,EAAE,QAAQ,EAAE,CAAC;AACnC;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,sBAAsB,GAAG,YAAY;AAC7D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2EAA2E,EAAE,CAAC;EAC7F,CAAC,OAAO,IAAI,CAAC,eAAe,EAAE,CAAC;AAC/B;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,gBAAgB,GAAG,YAAY;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,mFAAmF,EAAE,CAAC;EACrG,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,gBAAgB,EAAE,CAAC;AAC7C;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sEAAsE,EAAE,CAAC;EACxF,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EAC/E,CAAC,OAAO,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,CAAC;AAC3B;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,qBAAqB,GAAG,YAAY;AAC5D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,gGAAgG,EAAE,CAAC;EAClH,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,mBAAmB,EAAE,CAAC;AACnD;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,yBAAyB,GAAG,YAAY;AAChE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,yGAAyG,EAAE,CAAC;EAC3H,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AACxD;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,2BAA2B,GAAG,YAAY;AAClE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6GAA6G,EAAE,CAAC;EAC/H,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,0BAA0B,EAAE,CAAC;AAC1D;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,6BAA6B,GAAG,YAAY;AACpE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,oHAAoH,EAAE,CAAC;EACtI,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,+BAA+B,EAAE,CAAC;AAC/D;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,8BAA8B,GAAG,YAAY;AACrE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sHAAsH,EAAE,CAAC;EACxI,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,gCAAgC,EAAE,CAAC;AAChE;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,mBAAmB,GAAG,YAAY;AAC1D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,6FAA6F,EAAE,CAAC;EAC/G,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,kBAAkB,EAAE,CAAC;AAClD;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,sBAAsB,GAAG,YAAY;AAC7D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qFAAqF,EAAE,CAAC;EACvG,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,cAAc,CAAC;AACzC;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,uBAAuB,GAAG,YAAY;AAC9D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;EACzH,CAAC,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,wBAAwB,EAAE,CAAC;AACxD;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,iBAAiB,GAAG,WAAW,OAAO,GAAG;AACjE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,qEAAqE,EAAE,CAAC;EACvF,CAAC,IAAI,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC;AAChC;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC1E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC1E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,aAAa,GAAG,YAAY;AACpD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;AAC3E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,eAAe,GAAG,YAAY;AACtD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,2DAA2D,EAAE,CAAC;AAC7E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,cAAc,GAAG,YAAY;AACrD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC5E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,gBAAgB,GAAG,YAAY;AACvD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,4DAA4D,EAAE,CAAC;AAC9E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,UAAU,GAAG,YAAY;AACjD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;AACxE;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,YAAY,GAAG,YAAY;AACnD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;AAC1E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,cAAc,GAAG,YAAY;AACrD;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;AAC5E;EACA,CAAC,CAAC;AACF;EACA,aAAa,CAAC,SAAS,CAAC,oBAAoB,GAAG,YAAY;AAC3D;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,8EAA8E,EAAE,CAAC;EAChG,CAAC,OAAO,IAAI,CAAC,oBAAoB,EAAE,CAAC;AACpC;EACA,CAAC,CAAC;AACF;EACA,MAAM,CAAC,gBAAgB,EAAE,aAAa,CAAC,SAAS,EAAE;AAClD;EACA,CAAC,gBAAgB,EAAE;EACnB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC;AACjC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,mEAAmE,EAAE,CAAC;EACvF,GAAG,IAAI,CAAC,SAAS,CAAC,OAAO,GAAG,KAAK,CAAC;AAClC;EACA,GAAG;EACH,EAAE;EACF,CAAC,aAAa,EAAE;EAChB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC;AAC9B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6DAA6D,EAAE,CAAC;EACjF,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,GAAG,KAAK,CAAC;AAC/B;EACA,GAAG;EACH,EAAE;EACF,CAAC,iBAAiB,EAAE;EACpB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4FAA4F,EAAE,CAAC;EAChH,GAAG,OAAO,SAAS,CAAC;AACpB;EACA,GAAG;EACH,EAAE,GAAG,EAAE,yBAAyB;AAChC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4FAA4F,EAAE,CAAC;AAChH;EACA,GAAG;EACH,EAAE;EACF,CAAC,OAAO,EAAE;EACV,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;EAChG,GAAG,OAAO,IAAI,CAAC,UAAU,EAAE,CAAC;AAC5B;EACA,GAAG;EACH,EAAE;EACF,CAAC,EAAE,EAAE;EACL,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,kDAAkD,EAAE,CAAC;EACtE,GAAG,OAAO,IAAI,CAAC,EAAE,CAAC;AAClB;EACA,GAAG;EACH,EAAE;EACF,CAAC,UAAU,EAAE;EACb,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gHAAgH,EAAE,CAAC;EACpI,GAAG,OAAO,KAAK,CAAC;AAChB;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gHAAgH,EAAE,CAAC;AACpI;EACA,GAAG;EACH,EAAE;EACF,CAAC,WAAW,EAAE;EACd,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;EACnH,GAAG,OAAO,KAAK,CAAC;AAChB;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+FAA+F,EAAE,CAAC;EACnH,GAAG,IAAI,CAAC,cAAc,GAAG,EAAE,KAAK,KAAK,IAAI,KAAK,YAAY,GAAG,cAAc,CAAC;AAC5E;EACA,GAAG;EACH,EAAE;EACF,CAAC,qBAAqB,EAAE;EACxB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+DAA+D,EAAE,CAAC;EACnF,GAAG,OAAO,GAAG,CAAC;AACd;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,+DAA+D,EAAE,CAAC;AACnF;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AACJ;EACA,MAAM,CAAC,gBAAgB,EAAE,cAAc,CAAC,SAAS,EAAE;AACnD;EACA,CAAC,QAAQ,EAAE;EACX,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6FAA6F,EAAE,CAAC;EACjH,GAAG,OAAO,SAAS,CAAC;AACpB;EACA,GAAG;EACH,EAAE,GAAG,EAAE,4BAA4B;AACnC;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,6FAA6F,EAAE,CAAC;AACjH;EACA,GAAG;EACH,EAAE;EACF,CAAC,kBAAkB,EAAE;EACrB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;EAC3H,GAAG,OAAO,SAAS,CAAC;AACpB;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,uGAAuG,EAAE,CAAC;AAC3H;EACA,GAAG;EACH,EAAE;EACF,CAAC,iBAAiB,EAAE;EACpB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;EAC1H,GAAG,OAAO,SAAS,CAAC;AACpB;EACA,GAAG;EACH,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sGAAsG,EAAE,CAAC;AAC1H;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAQJ;EACA;AACA;EACA,MAAM,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,SAAS,EAAE;AACtD;EACA,CAAC,KAAK,EAAE;EACR,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC5E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC;AAC7B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC5E,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;EACH,EAAE;EACF,CAAC,KAAK,EAAE;EACR,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC5E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC;AAC7B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,wDAAwD,EAAE,CAAC;EAC5E,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;AAC9B;EACA,GAAG;EACH,EAAE;EACF,CAAC,SAAS,EAAE;EACZ,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACpF,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC;AACjC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACpF,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC;AAClC;EACA,GAAG;EACH,EAAE;EACF,CAAC,SAAS,EAAE;EACZ,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACpF,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC;AACjC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,gEAAgE,EAAE,CAAC;EACpF,GAAG,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC;AAClC;EACA,GAAG;EACH,EAAE;EACF,CAAC,UAAU,EAAE;EACb,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,kEAAkE,EAAE,CAAC;EACtF,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC;AAClC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,kEAAkE,EAAE,CAAC;EACtF,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,GAAG,KAAK,CAAC;AACnC;EACA,GAAG;EACH,EAAE;EACF,CAAC,MAAM,EAAE;EACT,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;AAC9B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC;AAC/B;EACA,GAAG;EACH,EAAE;EACF,CAAC,MAAM,EAAE;EACT,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;AAC9B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC;AAC/B;EACA,GAAG;EACH,EAAE;EACF,CAAC,MAAM,EAAE;EACT,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;AAC9B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC9E,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,KAAK,CAAC;AAC/B;EACA,GAAG;EACH,EAAE;EACF,CAAC,IAAI,EAAE;EACP,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;EAC1E,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC;AAC5B;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;EAC1E,GAAG,IAAI,CAAC,OAAO,CAAC,IAAI,GAAG,KAAK,CAAC;AAC7B;EACA,GAAG;EACH,EAAE;EACF,CAAC,eAAe,EAAE;EAClB,EAAE,GAAG,EAAE,YAAY;AACnB;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;EAChG,GAAG,OAAO,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC;AACvC;EACA,GAAG;EACH,EAAE,GAAG,EAAE,WAAW,KAAK,GAAG;AAC1B;EACA,GAAG,OAAO,CAAC,IAAI,EAAE,4EAA4E,EAAE,CAAC;EAChG,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC;AACxC;EACA,GAAG;EACH,EAAE;AACF;EACA,CAAC,EAAE,CAAC;AAyBJ;EACA;AACA;EACA,UAAU,CAAC,SAAS,CAAC,aAAa,GAAG,WAAW,QAAQ,EAAE,KAAK,GAAG;AAClE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sDAAsD,EAAE,CAAC;EACxE,CAAC,OAAO,IAAI,CAAC,MAAM,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC;AACvC;EACA,CAAC,CAAC;AACF;EACA,UAAU,CAAC,SAAS,CAAC,KAAK,GAAG,WAAW,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,GAAG;AAC1E;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,0DAA0D,EAAE,CAAC;EAC5E,CAAC,OAAO,IAAI,CAAC,YAAY,CAAC,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,CAAC;AACnE;EACA,CAAC,CAAC;AACF;EACA,UAAU,CAAC,WAAW,GAAG,SAAS,CAAC;AACnC;EACA,UAAU,CAAC,WAAW,GAAG,WAAW,GAAG,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,GAAG;AACpE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,sFAAsF,EAAE,CAAC;AACxG;EACA,CAAC,MAAM,MAAM,GAAG,IAAI,aAAa,EAAE,CAAC;EACpC,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC3C;EACA,CAAC,MAAM,OAAO,GAAG,MAAM,CAAC,IAAI,EAAE,GAAG,EAAE,MAAM,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AAChE;EACA,CAAC,KAAK,OAAO,GAAG,OAAO,CAAC,OAAO,GAAG,OAAO,CAAC;AAC1C;EACA,CAAC,OAAO,OAAO,CAAC;AAChB;EACA,CAAC,CAAC;AACF;EACA,UAAU,CAAC,eAAe,GAAG,WAAW,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,GAAG;AACzE;EACA,CAAC,OAAO,CAAC,IAAI,EAAE,8FAA8F,EAAE,CAAC;AAChH;EACA,CAAC,MAAM,MAAM,GAAG,IAAI,iBAAiB,EAAE,CAAC;EACxC,CAAC,MAAM,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;AAC3C;EACA,CAAC,MAAM,OAAO,GAAG,MAAM,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,OAAO,EAAE,CAAC;AACjE;EACA,CAAC,KAAK,OAAO,GAAG,OAAO,CAAC,OAAO,GAAG,OAAO,CAAC;AAC1C;EACA,CAAC,OAAO,OAAO,CAAC;AAChB;EACA,CAAC,CAAC;AACF;EACA,UAAU,CAAC,qBAAqB,GAAG,YAAY;AAC/C;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,uFAAuF,EAAE,CAAC;AAC1G;EACA,CAAC,CAAC;AACF;EACA,UAAU,CAAC,yBAAyB,GAAG,YAAY;AACnD;EACA,CAAC,OAAO,CAAC,KAAK,EAAE,2FAA2F,EAAE,CAAC;AAC9G;EACA,CAAC,CAAC;AAiDF;EACA,KAAK,OAAO,kBAAkB,KAAK,WAAW,GAAG;AACjD;EACA;EACA,CAAC,kBAAkB,CAAC,aAAa,EAAE,IAAI,WAAW,EAAE,UAAU,EAAE,EAAE,MAAM,EAAE;EAC1E,EAAE,QAAQ,EAAE,QAAQ;EACpB,EAAE,EAAE,EAAE,EAAE,CAAC;EACT;AACA;EACA,CAAC;AACD;EACA,KAAK,OAAO,MAAM,KAAK,WAAW,GAAG;AACrC;EACA,CAAC,KAAK,MAAM,CAAC,SAAS,GAAG;AACzB;EACA,EAAE,OAAO,CAAC,IAAI,EAAE,yDAAyD,EAAE,CAAC;AAC5E;EACA,EAAE,MAAM;AACR;EACA,EAAE,MAAM,CAAC,SAAS,GAAG,QAAQ,CAAC;AAC9B;EACA,EAAE;AACF;EACA;;MC/hgDqBC;EACnB,oBAAYC,OAAZ,EAAqB;EAAA;;EACnBC,IAAAA,MAAM,CAACC,MAAP,CAAc,IAAd,EAAoBF,OAApB;EACA,SAAKG,QAAL,GAAgB,IAAIC,aAAJ,EAAhB;EACA,SAAKD,QAAL,CAAcE,aAAd,CAA4B,QAA5B,EAAsC,CAAtC;EACA,SAAKF,QAAL,CAAcG,OAAd,CAAsB,KAAKC,KAA3B,EAAkC,KAAKC,MAAvC;EACA,SAAKL,QAAL,CAAcM,aAAd,CAA4BC,MAAM,CAACC,gBAAnC;EACA,SAAKC,EAAL,GAAU,KAAKT,QAAL,CAAcU,UAAxB;EACD;;;;aAED,oBAAWC,OAAX,EAAoB;EAClB,WAAKA,OAAL,GAAeA,OAAf;EACA,WAAKC,IAAL,GAAY,KAAKC,UAAL,EAAZ;EACD;;;aAED,uBAAyB;EAAA,UAAhBR,MAAgB,QAAhBA,MAAgB;EAAA,UAARD,KAAQ,QAARA,KAAQ;EACvB,WAAKC,MAAL,GAAcA,MAAd;EACA,WAAKD,KAAL,GAAaA,KAAb;EACA,WAAKJ,QAAL,CAAcG,OAAd,CAAsBC,KAAtB,EAA6BC,MAA7B;EACD;;;aAED,sBAAa;EACX,WAAKS,QAAL,GAAgB,IAAIb,iBAAJ,CAA4B;EAACc,QAAAA,GAAG,EAAE,KAAKJ;EAAX,OAA5B,CAAhB;EACA,WAAKK,QAAL,GAAgB,IAAIf,cAAJ,CAAyB,CAAzB,EAA4B,EAA5B,EAAgC,EAAhC,CAAhB;EACA,WAAKe,QAAL,CAAcC,KAAd,CAAoB,CAAC,CAArB,EAAwB,CAAxB,EAA2B,CAA3B;EACA,UAAIL,IAAI,GAAG,IAAIX,IAAJ,CAAe,KAAKe,QAApB,EAA8B,KAAKF,QAAnC,CAAX;EACA,aAAOF,IAAP;EACD;;;aAED,mBAAU;EACR,WAAKI,QAAL,CAAcE,OAAd;EACA,WAAKJ,QAAL,CAAcI,OAAd;EACA,WAAKlB,QAAL,CAAckB,OAAd;EACD;;;aAED,gBAAOC,KAAP,EAAcC,MAAd,EAAsBC,WAAtB,EAAmC;EACjC,UAAI,CAACA,WAAL,EAAkB;EAClB,WAAKrB,QAAL,CAAcsB,MAAd,CAAqBH,KAArB,EAA4BC,MAA5B;EACD;;;;;;ECrCH,IAAIG,WAAW,GAAG,SAAdA,WAAc,CAAAC,CAAC,EAAI;EACrB,MAAIC,CAAC,GAAG,OAAR;EACA,SAAO,EAAED,CAAF,GAAMA,CAAN,IAAW,CAACC,CAAC,GAAG,CAAL,IAAUD,CAAV,GAAcC,CAAzB,IAA8B,CAArC;EACD,CAHD;;MAKqBC;EACnB,oBAAY7B,OAAZ,EAAqB;EAAA;;EAAA;;EACnBC,IAAAA,MAAM,CAACC,MAAP,CAAc,IAAd,EAAoBF,OAApB;EACA,SAAKY,EAAL,GAAU,KAAKT,QAAL,CAAcS,EAAxB;EACA,SAAKkB,KAAL,GAAa,KAAKC,UAAL,GAAkBC,IAAI,CAACC,EAAvB,GAA4B,GAAzC;EACA,SAAKC,GAAL,GAAW,CAAX;EACA,SAAKC,IAAL,GAAY,IAAZ;EACA,SAAKC,WAAL,GAAmB,IAAIhC,OAAJ,EAAnB;EACA,SAAKiC,SAAL,GAAiB,IAAIjC,OAAJ,EAAjB;EACA,SAAKkC,WAAL,GAAmB,IAAIlC,OAAJ,EAAnB;EACA,SAAKmC,WAAL,GAAmB,IAAInC,UAAJ,EAAnB;EACA,SAAKoC,KAAL,GAAa,IAAIpC,KAAJ,EAAb;EACA,SAAKqC,QAAL,GAAgB,KAAhB;EACA,SAAKC,iBAAL,GAAyB,KAAzB;EACA,SAAKC,iBAAL;EACA,SAAKC,WAAL,GAAmB,KAAKA,WAAL,CAAiBC,IAAjB,CAAsB,IAAtB,CAAnB;EACA,SAAKC,WAAL,GAAmB,KAAKA,WAAL,CAAiBD,IAAjB,CAAsB,IAAtB,CAAnB;EACA,SAAKE,SAAL,GAAiB,KAAKA,SAAL,CAAeF,IAAf,CAAoB,IAApB,CAAjB;;EACA,SAAKG,YAAL,GAAoB,UAAAC,CAAC;EAAA,aAAI,KAAI,CAACH,WAAL,CAAiB;EAACI,QAAAA,OAAO,EAAED,CAAC,CAACE,OAAF,CAAU,CAAV,EAAaC,KAAvB;EAA8BC,QAAAA,OAAO,EAAEJ,CAAC,CAACE,OAAF,CAAU,CAAV,EAAaG;EAApD,OAAjB,CAAJ;EAAA,KAArB;;EACA,SAAKC,WAAL,GAAmB,UAAAN,CAAC;EAAA,aAAI,KAAI,CAACL,WAAL,CAAiB;EAACM,QAAAA,OAAO,EAAED,CAAC,CAACE,OAAF,CAAU,CAAV,EAAaC,KAAvB;EAA8BC,QAAAA,OAAO,EAAEJ,CAAC,CAACE,OAAF,CAAU,CAAV,EAAaG;EAApD,OAAjB,CAAJ;EAAA,KAApB;;EACA,SAAKE,UAAL,GAAkB,UAAAC,CAAC;EAAA,aAAI,KAAI,CAACV,SAAL,EAAJ;EAAA,KAAnB;;EACA,SAAKW,cAAL,GAAsB,KAAKA,cAAL,CAAoBb,IAApB,CAAyB,IAAzB,CAAtB;EACA,SAAKc,SAAL,GAAiB,KAAKA,SAAL,CAAed,IAAf,CAAoB,IAApB,CAAjB;EACA,SAAKe,UAAL;EACD;;;;aAED,sBAAa;EACX,WAAKhD,EAAL,CAAQiD,gBAAR,CAAyB,YAAzB,EAAuC,KAAKd,SAA5C;EACA,WAAKnC,EAAL,CAAQiD,gBAAR,CAAyB,WAAzB,EAAsC,KAAKjB,WAA3C;EACA,WAAKhC,EAAL,CAAQiD,gBAAR,CAAyB,WAAzB,EAAsC,KAAKf,WAA3C;EACA,WAAKlC,EAAL,CAAQiD,gBAAR,CAAyB,SAAzB,EAAoC,KAAKd,SAAzC;EACA,WAAKnC,EAAL,CAAQiD,gBAAR,CAAyB,YAAzB,EAAuC,KAAKb,YAA5C;EACA,WAAKpC,EAAL,CAAQiD,gBAAR,CAAyB,WAAzB,EAAsC,KAAKN,WAA3C;EACA,WAAK3C,EAAL,CAAQiD,gBAAR,CAAyB,UAAzB,EAAqC,KAAKL,UAA1C;EACA,UAAI,CAAC,KAAKM,UAAL,EAAL,EACEpD,MAAM,CAACmD,gBAAP,CAAwB,cAAxB,EAAwC,KAAKH,cAA7C;EACFhD,MAAAA,MAAM,CAACmD,gBAAP,CAAwB,SAAxB,EAAmC,KAAKF,SAAxC;EACD;;;aAED,sBAAa;EAAA;;EACX,UAAII,QAAQ,GAAG,KAAKhC,UAAL,GAAkBC,IAAI,CAACC,EAAvB,GAA4B,GAA3C;EAEA,UAAI+B,QAAQ,GAAG,GAAf;EACA,UAAIC,UAAU,GAAG,KAAKnC,KAAtB;EACA,UAAIoC,QAAQ,GAAG,KAAKhC,GAApB;EACA,UAAIiC,KAAK,GAAGC,IAAI,CAACC,GAAL,EAAZ;;EAEA,UAAIC,OAAO,GAAG,SAAVA,OAAU,GAAM;EAClB,YAAIC,QAAQ,GAAGH,IAAI,CAACC,GAAL,KAAaF,KAA5B;EACA,YAAIK,OAAO,GAAGD,QAAQ,GAAGP,QAAzB;EACAQ,QAAAA,OAAO,GAAGA,OAAO,GAAG,CAAV,GAAc,CAAd,GAAkBA,OAA5B;;EACA,YAAID,QAAQ,IAAIP,QAAhB,EAA0B;EACxB,iBAAOS,oBAAoB,CAACC,EAAD,CAA3B;EACD;;EACD,QAAA,MAAI,CAAC5C,KAAL,GAAamC,UAAU,GAAI,CAACF,QAAQ,GAAGE,UAAZ,IAA0BvC,WAAW,CAAC8C,OAAD,CAAhE;EACA,QAAA,MAAI,CAACtC,GAAL,GAAWgC,QAAQ,GAAG,CAAC,IAAIA,QAAL,IAAiBxC,WAAW,CAAC8C,OAAD,CAAlD;EACA,eAAOG,qBAAqB,CAACL,OAAD,CAA5B;EACD,OAVD;;EAWA,UAAII,EAAE,GAAGJ,OAAO,EAAhB;EACD;;;aAED,sBAAa;EACX,UAAI;EACF,eAAO5D,MAAM,CAACkE,IAAP,KAAgBlE,MAAM,CAACmE,GAA9B;EACD,OAFD,CAEE,OAAO5B,CAAP,EAAU;EACV,eAAO,IAAP;EACD;EACF;;;aAED,mBAAU;EACR,WAAKrC,EAAL,CAAQkE,mBAAR,CAA4B,YAA5B,EAA0C,KAAK/B,SAA/C;EACA,WAAKnC,EAAL,CAAQkE,mBAAR,CAA4B,WAA5B,EAAyC,KAAKlC,WAA9C;EACA,WAAKhC,EAAL,CAAQkE,mBAAR,CAA4B,WAA5B,EAAyC,KAAKhC,WAA9C;EACA,WAAKlC,EAAL,CAAQkE,mBAAR,CAA4B,SAA5B,EAAuC,KAAK/B,SAA5C;EACA,WAAKnC,EAAL,CAAQkE,mBAAR,CAA4B,YAA5B,EAA0C,KAAK9B,YAA/C;EACA,WAAKpC,EAAL,CAAQkE,mBAAR,CAA4B,WAA5B,EAAyC,KAAKvB,WAA9C;EACA,WAAK3C,EAAL,CAAQkE,mBAAR,CAA4B,UAA5B,EAAwC,KAAKtB,UAA7C;EACA9C,MAAAA,MAAM,CAACoE,mBAAP,CAA2B,cAA3B,EAA2C,KAAKpB,cAAhD;EACAhD,MAAAA,MAAM,CAACoE,mBAAP,CAA2B,SAA3B,EAAsC,KAAKnB,SAA3C;EACD;;;aAED,2BAAkB;EAChB,+BAAkBoB,QAAQ,CAAC,KAAKnE,EAAL,CAAQoE,KAAR,CAAcxE,MAAf,EAAuB,EAAvB,CAA1B,wBAAkEuE,QAAQ,CAAC,KAAKnE,EAAL,CAAQoE,KAAR,CAAczE,KAAf,EAAsB,EAAtB,CAA1E;EACD;;;aAED,4BAAmB;EACjB,WAAKK,EAAL,CAAQqE,YAAR,CAAqB,OAArB,YAAiC,KAAKC,eAAL,EAAjC;EACD;;;aAED,6BAAoB;EAClB,WAAKtE,EAAL,CAAQqE,YAAR,CAAqB,OAArB,YAAiC,KAAKC,eAAL,EAAjC;EACD;;;aAED,mBAAUC,KAAV,EAAiB;EAAA,wBAC6BA,KAAK,CAACC,IADnC;EAAA,UACV7C,WADU,eACVA,WADU;EAAA,UACG8C,QADH,eACGA,QADH;EAAA,UACaC,YADb,eACaA,YADb;EAEf,UAAI,CAACA,YAAL,EAAmB;EACnB,WAAK5B,cAAL,CAAoB;EAACnB,QAAAA,WAAW,EAAXA,WAAD;EAAc8C,QAAAA,QAAQ,EAARA,QAAd;EAAwBC,QAAAA,YAAY,EAAZA;EAAxB,OAApB;EACD;;;aAED,wBAAeH,KAAf,EAAsB;EACpB,UAAIE,QAAQ,GAAGF,KAAK,CAACE,QAAN,KAAmBE,SAAnB,GAAgCJ,KAAK,CAACE,QAAtC,GAAiD3E,MAAM,CAAC8E,UAAP,CAAkB,yBAAlB,EAA6CC,OAA7G;EACA,UAAIlD,WAAJ;;EACA,UAAI4C,KAAK,CAAC5C,WAAN,KAAsBgD,SAA1B,EAAqC;EACnChD,QAAAA,WAAW,GAAG4C,KAAK,CAAC5C,WAApB;EACD,OAFD,MAEO,IAAI7B,MAAM,CAAC6B,WAAP,KAAuBgD,SAA3B,EAAsC;EAC3ChD,QAAAA,WAAW,GAAG7B,MAAM,CAAC6B,WAArB;EACD,OAFM,MAEA;EACLA,QAAAA,WAAW,GAAG,CAAC,EAAf;EACD;;EACD,UAAImD,KAAK,GAAGtF,SAAA,CAAWuF,QAAX,CAAoBR,KAAK,CAACG,YAAN,CAAmBI,KAAvC,CAAZ;EACA,UAAIE,IAAI,GAAGxF,SAAA,CAAWuF,QAAX,CAAoBR,KAAK,CAACG,YAAN,CAAmBM,IAAvC,CAAX;;EACA,UAAIP,QAAJ,EAAc;EACZ,aAAKnD,GAAL,GAAW,KAAK2D,eAAL,GAAuB,KAAK3D,GAAL,GAAWwD,KAAK,GAAG,KAAKvD,IAA/C,GAAsD,KAAKD,GAAtE;EACA,aAAKJ,KAAL,GAAa,KAAKA,KAAL,GAAa8D,IAAI,GAAG,KAAKzD,IAAZ,GAAmB,CAAC,CAA9C;EACD,OAHD,MAGO;EACL,YAAI,KAAK0D,eAAT,EAA0B;EACxB,eAAK3D,GAAL,GAAWK,WAAW,KAAK,CAAC,EAAjB,GAAsB,KAAKL,GAAL,GAAW0D,IAAI,GAAG,KAAKzD,IAA7C,GAAoD,KAAKD,GAAL,GAAW0D,IAAI,GAAG,KAAKzD,IAAtF;EACD;;EACD,aAAKL,KAAL,GAAaS,WAAW,KAAK,CAAC,EAAjB,GAAsB,KAAKT,KAAL,GAAa4D,KAAK,GAAG,KAAKvD,IAAhD,GAAuD,KAAKL,KAAL,GAAa4D,KAAK,GAAG,KAAKvD,IAA9F;EACD;;EAED,WAAK2D,SAAL;EACD;;;aAED,qBAAYX,KAAZ,EAAmB;EACjB,UAAI,CAAC,KAAKzC,iBAAV,EAA6B;EAC3B;EACD;;EACD,WAAKL,SAAL,CAAe0D,GAAf,CAAmBZ,KAAK,CAACjC,OAAzB,EAAkCiC,KAAK,CAAC9B,OAAxC;EAEA,WAAKf,WAAL,CAAiB0D,UAAjB,CAA4B,KAAK3D,SAAjC,EAA4C,KAAKD,WAAjD;EACA,WAAKA,WAAL,CAAiB6D,IAAjB,CAAsB,KAAK5D,SAA3B;EAEA,WAAKH,GAAL,GAAW,KAAK2D,eAAL,GAAuB,KAAK3D,GAAL,GAAW,IAAIF,IAAI,CAACC,EAAT,GAAc,KAAKK,WAAL,CAAiB4D,CAA/B,GAAmC,KAAK/F,QAAL,CAAcK,MAAjD,GAA0D,GAA5F,GAAkG,KAAK0B,GAAlH;EACA,WAAKJ,KAAL,IAAc,IAAIE,IAAI,CAACC,EAAT,GAAc,KAAKK,WAAL,CAAiB6D,CAA/B,GAAmC,KAAKhG,QAAL,CAAcI,KAAjD,GAAyD,GAAvE;EACA,WAAKuF,SAAL;EACD;;;aAED,qBAAY;EACV;EACA,WAAK5D,GAAL,GAAW9B,SAAA,CAAWgG,KAAX,CAAiB,KAAKlE,GAAtB,EAA2B,CAACF,IAAI,CAACC,EAAN,GAAW,IAAtC,EAA4CD,IAAI,CAACC,EAAL,GAAU,IAAtD,CAAX;EACD;;;aAED,qBAAYkD,KAAZ,EAAmB;EACjB,WAAKkB,gBAAL;EACA,WAAKjE,WAAL,CAAiB2D,GAAjB,CAAqBZ,KAAK,CAACjC,OAA3B,EAAoCiC,KAAK,CAAC9B,OAA1C;EACA,WAAKX,iBAAL,GAAyB,IAAzB;EACA,WAAKD,QAAL,GAAgB,KAAhB;EACA,WAAK6D,WAAL,IAAoB,KAAKA,WAAL,EAApB;EACD;;;aAED,mBAAU;EACR,UAAI,CAAC,KAAK7D,QAAV,EAAoB;EACpB,WAAKH,WAAL,CAAiB4D,CAAjB,IAAsB,IAAtB;EACA,WAAK5D,WAAL,CAAiB6D,CAAjB,IAAsB,IAAtB;EACA,WAAKrE,KAAL,IAAc,QAAQ,KAAKQ,WAAL,CAAiB6D,CAAvC;EACA,WAAKjE,GAAL,GAAW,KAAK2D,eAAL,GAAuB,KAAK3D,GAAL,GAAW,QAAQ,KAAKI,WAAL,CAAiB4D,CAA3D,GAA+D,KAAKhE,GAA/E;EACA,WAAK4D,SAAL;EACD;;;aAED,qBAAY;EACV,WAAKpD,iBAAL,IAA0B,KAAK6D,UAA/B,IAA6C,KAAKA,UAAL,EAA7C;EACA,WAAK5D,iBAAL;EACA,WAAKD,iBAAL,GAAyB,KAAzB;EACA,WAAKD,QAAL,GAAgB,IAAhB;EACA,WAAK+D,OAAL;EACD;;;aAED,kBAAS;EACP,UAAK,KAAKtE,GAAL,KAAa,KAAKuE,WAAnB,IAAoC,KAAK3E,KAAL,KAAe,KAAK4E,aAA5D,EACE,OAAO,KAAP;EACF,WAAKD,WAAL,GAAmB,KAAKvE,GAAxB;EACA,WAAKwE,aAAL,GAAqB,KAAK5E,KAA1B;EACA,WAAKU,KAAL,CAAWuD,GAAX,CAAe,KAAK7D,GAApB,EAAyB,KAAKJ,KAA9B,EAAqC,CAArC,EAAwC,KAAxC;EACA,WAAKS,WAAL,CAAiBoE,YAAjB,CAA8B,KAAKnE,KAAnC;EACA,WAAKjB,MAAL,CAAYqF,UAAZ,CAAuBX,IAAvB,CAA4B,KAAK1D,WAAjC;EACA,WAAKiE,OAAL;EACA,aAAO,IAAP;EACD;;;;;;ECpLH,IAAIK,MAAM,GAAGC,OAAb;;MAEqBC;EACnB,8BAAwB;EAAA,QAAZ/G,OAAY,uEAAJ,EAAI;;EAAA;;EACtBC,IAAAA,MAAM,CAACC,MAAP,CAAc,IAAd,EAAoB;EAACM,MAAAA,MAAM,EAAE,GAAT;EAAcD,MAAAA,KAAK,EAAE,GAArB;EAA0BwB,MAAAA,UAAU,EAAE,EAAtC;EAA0C8D,MAAAA,eAAe,EAAE;EAA3D,KAApB,EAAsF7F,OAAtF;EADsB,QAGlBQ,MAHkB,GAWlB,IAXkB,CAGlBA,MAHkB;EAAA,QAIlBD,KAJkB,GAWlB,IAXkB,CAIlBA,KAJkB;EAAA,QAWlB,IAXkB,CAKlByG,SALkB;EAAA,QAWlB,IAXkB,CAMlBC,WANkB;EAAA,YAOlBlF,UAPkB,GAWlB,IAXkB,CAOlBA,UAPkB;EAAA,QAQlB8D,eARkB,GAWlB,IAXkB,CAQlBA,eARkB;EAAA,QASlBS,WATkB,GAWlB,IAXkB,CASlBA,WATkB;EAAA,QAUlBC,UAVkB,GAWlB,IAXkB,CAUlBA;EAEJ,SAAKpG,QAAL,GAAgB,IAAIJ,QAAJ,CAAa;EAACS,MAAAA,MAAM,EAANA,MAAD;EAASD,MAAAA,KAAK,EAALA;EAAT,KAAb,CAAhB;EACA,SAAKgB,MAAL,GAAc,IAAInB,iBAAJ,CAA4B,EAA5B,EAAgC,KAAKG,KAAL,GAAa,KAAKC,MAAlD,EAA0D,GAA1D,EAA+D,GAA/D,CAAd;EACA,SAAK0G,QAAL,GAAgB,IAAIrF,QAAJ,CAAa;EACzBN,MAAAA,MAAM,EAAE,KAAKA,MADY;EAEzBpB,MAAAA,QAAQ,EAAE,KAAKA,QAFU;EAGzB4B,MAAAA,UAAU,EAAVA,UAHyB;EAIzB8D,MAAAA,eAAe,EAAfA,eAJyB;EAKzBS,MAAAA,WAAW,EAAXA,WALyB;EAMzBC,MAAAA,UAAU,EAAVA;EANyB,KAAb,CAAhB;EAQA,SAAKY,aAAL,GAAqB,KAAKA,aAAL,CAAmBtE,IAAnB,CAAwB,IAAxB,CAArB;EACA,SAAKuE,OAAL,GAAe,KAAKA,OAAL,CAAavE,IAAb,CAAkB,IAAlB,CAAf;EACA,SAAKwE,cAAL,GAAsB,KAAKA,cAAL,CAAoBxE,IAApB,CAAyB,IAAzB,CAAtB;EACA,SAAKrB,WAAL,GAAmB,KAAnB;EACA,SAAKF,KAAL,GAAa,KAAKgG,WAAL,EAAb;EACA,SAAKC,OAAL,GAAe,KAAKC,UAAL,EAAf;EACA,SAAKC,YAAL,GAAoB,KAApB;EACA,SAAKF,OAAL,CAAa1D,gBAAb,CAA8B,SAA9B,EAAyC,KAAKwD,cAA9C;EACA,SAAKE,OAAL,CAAa1D,gBAAb,CAA8B,OAA9B,EAAuC,KAAKsD,aAA5C;EACA,SAAKI,OAAL,CAAa1D,gBAAb,CAA8B,OAA9B,EAAuC,KAAKsD,aAA5C;EACA,SAAKI,OAAL,CAAa1D,gBAAb,CAA8B,gBAA9B,EAAgD,KAAK6D,uBAAL,CAA6B7E,IAA7B,CAAkC,IAAlC,CAAhD;EACA,SAAK8E,MAAL,GAAc,KAAKX,SAAL,GAAiB,KAAKA,SAAtB,GAAkCY,QAAQ,CAACC,aAAT,CAAuB,KAAKZ,WAA5B,CAAhD;EACD;;;;aAED,mCAA0B;EACxB,UAAI,KAAKM,OAAL,CAAaO,UAAb,IAA2B,CAA3B,IAAgC,CAAC,KAAKL,YAA1C,EAAwD;EACtD,aAAK3G,OAAL,GAAe,KAAKiH,aAAL,EAAf;EACA,aAAK5H,QAAL,CAAc6H,UAAd,CAAyB,KAAKlH,OAA9B;EACA,aAAKQ,KAAL,CAAW2G,GAAX,CAAe,KAAK9H,QAAL,CAAcY,IAA7B;EACA,aAAK0G,YAAL,GAAoB,IAApB;EACD;EACF;;;aAED,gBAAO;EACL,WAAKF,OAAL,CAAaW,IAAb,IAAqB,KAAKX,OAAL,CAAaW,IAAb,EAArB;EACD;;;aAED,iBAAQ;EACN,WAAKX,OAAL,CAAaY,KAAb,IAAsB,KAAKZ,OAAL,CAAaY,KAAb,EAAtB;EACD;;;aAED,sBAAa;EACX,WAAKjB,QAAL,CAAckB,UAAd;EACD;;;aAED,yBAAgB;EACd,WAAK5G,WAAL,GAAmB,KAAnB;EACD;;;aAED,mBAAU;EACR,WAAK+F,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,EAA7B;EACAC,MAAAA,aAAa,CAAC,KAAKC,WAAN,CAAb;EACA9D,MAAAA,oBAAoB,CAAC,KAAK+D,gBAAN,CAApB;EACA,WAAKjB,OAAL,CAAaY,KAAb,IAAsB,KAAKZ,OAAL,CAAaY,KAAb,EAAtB;EACA,WAAKR,MAAL,CAAYc,WAAZ,CAAwB,KAAKtI,QAAL,CAAcS,EAAtC;EACA,WAAKsG,QAAL,CAAcwB,OAAd;EACA,WAAKvI,QAAL,CAAcuI,OAAd;EACD;;;aAED,uBAAyB;EAAA,UAAhBlI,MAAgB,QAAhBA,MAAgB;EAAA,UAARD,KAAQ,QAARA,KAAQ;EACvB,WAAKgB,MAAL,CAAYoH,MAAZ,GAAqBpI,KAAK,GAAGC,MAA7B;EACA,WAAKe,MAAL,CAAYqH,sBAAZ;EACA,WAAKzI,QAAL,CAAcG,OAAd,CAAsB;EAACE,QAAAA,MAAM,EAANA,MAAD;EAASD,QAAAA,KAAK,EAALA;EAAT,OAAtB;EACD;;;aAED,sBAAa;EACX,UAAI,KAAKsI,MAAL,IAAe,KAAKA,MAAL,CAAYC,OAA/B,EAAwC;EACtC,eAAO,KAAKD,MAAZ;EACD;;EACD,UAAIE,KAAK,GAAGnB,QAAQ,CAACoB,aAAT,CAAuB,OAAvB,CAAZ;EACAD,MAAAA,KAAK,CAACE,IAAN,GAAa,KAAKA,IAAL,IAAa,KAA1B;EACAF,MAAAA,KAAK,CAACG,KAAN,GAAc,KAAKA,KAAL,IAAc,KAA5B;EACAH,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,aAAnB,EAAkC,WAAlC;EACA8D,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,oBAAnB,EAAyC,MAAzC;EACA8D,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,aAAnB,EAAkC,MAAlC;EACA8D,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,KAAnB,EAA0B,KAAK4D,MAA/B;EACAE,MAAAA,KAAK,CAACI,QAAN,GAAiB,KAAKA,QAAL,KAAkB5D,SAAlB,GAA8B,KAAK4D,QAAnC,GAA8C,IAA/D;EACAJ,MAAAA,KAAK,CAAClF,gBAAN,CAAuB,OAAvB,EAAgC,KAAKuD,OAArC;EACA,aAAO2B,KAAP;EACD;;;aAED,yBAAgB;EACd,UAAIjI,OAAO,GAAG,IAAIV,YAAJ,CAAuB,KAAKmH,OAA5B,CAAd;EACAzG,MAAAA,OAAO,CAACsI,SAAR,GAAoBhJ,YAApB;EACAU,MAAAA,OAAO,CAACuI,SAAR,GAAoBjJ,YAApB;EACAU,MAAAA,OAAO,CAACwI,MAAR,GAAiBlJ,SAAjB;EACAU,MAAAA,OAAO,CAACyI,eAAR,GAA0B,KAA1B;EACAzI,MAAAA,OAAO,CAACU,WAAR,GAAsB,IAAtB;EACA,aAAOV,OAAP;EACD;;;aAED,uBAAc;EACZ,UAAIQ,KAAK,GAAG,IAAIlB,KAAJ,EAAZ;EACA,aAAOkB,KAAP;EACD;;;aAED,iBAAQkI,GAAR,EAAa;EACX3C,MAAAA,MAAM,CAAC4C,KAAP,CAAa,eAAb,EAA8B,KAAKZ,MAAnC,EAA2CW,GAA3C;EACD;;;aAED,0BAAiB;EACf,WAAKhI,WAAL,GAAmB,IAAnB;EACD;;;aAED,kBAAS;EAAA;;EACP,WAAKmG,MAAL,CAAY+B,WAAZ,CAAwB,KAAKvJ,QAAL,CAAcS,EAAtC;EACA,WAAK2G,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,MAA7B;EAEA,UAAIsB,GAAG,GAAG,OAAO,EAAjB;;EAEA,UAAIC,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,YAAIC,aAAa,GAAG,KAAI,CAAC3C,QAAL,CAAc4C,MAAd,EAApB;;EACA,QAAA,KAAI,CAAC3J,QAAL,CAAcsB,MAAd,CAAqB,KAAI,CAACH,KAA1B,EAAiC,KAAI,CAACC,MAAtC,EAA8C,KAAI,CAACC,WAAL,IAAoBqI,aAAlE;EACD,OAHD;;EAKA,UAAIZ,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,QAAA,KAAI,CAACV,WAAL,GAAmBwB,WAAW,CAAC,YAAM;EACnC,UAAA,KAAI,CAACvB,gBAAL,GAAwB7D,qBAAqB,CAACiF,IAAD,CAA7C;EACD,SAF6B,EAE3BD,GAF2B,CAA9B;EAGD,OAJD;;EAMA,UAAIK,QAAQ,GAAG,SAAXA,QAAW,GAAM;EACnB,YAAI,KAAI,CAACzC,OAAL,CAAa0C,UAAb,IAA2B,CAA3B,IAAgC,KAAI,CAAC1C,OAAL,CAAa2C,WAAb,IAA4B,CAAhE,EAAmE;EACjEjB,UAAAA,IAAI;EACJ;EACD;;EAEDkB,QAAAA,UAAU,CAACH,QAAD,EAAW,GAAX,CAAV;EACD,OAPD;;EASAA,MAAAA,QAAQ;EACT;;;;;;MCrJkBI;;;;;EACnB,iBAAYpK,OAAZ,EAAqB;EAAA;;EAAA,6BACbA,OADa;EAEpB;;;IAHgC+G;;MCAdsD;;;;;EACnB,iBAAYrK,OAAZ,EAAqB;EAAA;;EAAA;;EACnB,8BAAMA,OAAN;EAEA,UAAKc,OAAL,GAAe,MAAKiH,aAAL,EAAf;;EACA,UAAK5H,QAAL,CAAc6H,UAAd,CAAyB,MAAKlH,OAA9B;;EACA,UAAKQ,KAAL,CAAW2G,GAAX,CAAe,MAAK9H,QAAL,CAAcY,IAA7B;;EALmB;EAMpB;;;;aAED,sBAAa;EACX,UAAI,KAAK8H,MAAL,IAAe,KAAKA,MAAL,CAAYC,OAA/B,EACE,OAAO,KAAKD,MAAZ;EACF,UAAIyB,KAAK,GAAG1C,QAAQ,CAACoB,aAAT,CAAuB,KAAvB,CAAZ;EACAsB,MAAAA,KAAK,CAACrF,YAAN,CAAmB,aAAnB,EAAkC,WAAlC;EACAqF,MAAAA,KAAK,CAACC,GAAN,GAAY,KAAK1B,MAAjB;EACA,aAAOyB,KAAP;EACD;;;aAED,yBAAgB;EACd,UAAIxJ,OAAO,GAAG,IAAIV,OAAJ,CAAkB,KAAKmH,OAAvB,CAAd;EACAzG,MAAAA,OAAO,CAACsI,SAAR,GAAoBhJ,YAApB;EACAU,MAAAA,OAAO,CAACuI,SAAR,GAAoBjJ,YAApB;EACAU,MAAAA,OAAO,CAACwI,MAAR,GAAiBlJ,SAAjB;EACAU,MAAAA,OAAO,CAACyI,eAAR,GAA0B,KAA1B;EACAzI,MAAAA,OAAO,CAACU,WAAR,GAAsB,IAAtB;EACA,aAAOV,OAAP;EACD;;;aAED,kBAAS;EAAA;;EACP,WAAK6G,MAAL,CAAY+B,WAAZ,CAAwB,KAAKvJ,QAAL,CAAcS,EAAtC;EACA,WAAK2G,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,MAA7B;EAEA,UAAIsB,GAAG,GAAG,OAAO,EAAjB;;EAEA,UAAIC,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,YAAIC,aAAa,GAAG,MAAI,CAAC3C,QAAL,CAAc4C,MAAd,EAApB;;EACA,QAAA,MAAI,CAAC3J,QAAL,CAAcsB,MAAd,CAAqB,MAAI,CAACH,KAA1B,EAAiC,MAAI,CAACC,MAAtC,EAA8CsI,aAA9C;EACD,OAHD;;EAKA,UAAIZ,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,QAAA,MAAI,CAACV,WAAL,GAAmBwB,WAAW,CAAC,YAAM;EACnC,UAAA,MAAI,CAACvB,gBAAL,GAAwB7D,qBAAqB,CAACiF,IAAD,CAA7C;EACD,SAF6B,EAE3BD,GAF2B,CAA9B;EAGD,OAJD;;EAMAV,MAAAA,IAAI;EACL;;;;IA9CgClC;;MCAdyD;;;;;EACnB,kBAAYxK,OAAZ,EAAqB;EAAA;;EAAA;;EACnB,8BAAMA,OAAN;EAEA,UAAKyK,MAAL,GAAc,IAAd;EAHmB;EAIpB;;;;aAED,yBAAgB;EACd,WAAKA,MAAL,GAAc7C,QAAQ,CAACoB,aAAT,CAAuB,QAAvB,CAAd;EAEA,WAAK0B,OAAL,GAAe,KAAKD,MAAL,CAAYE,UAAZ,CAAuB,IAAvB,CAAf;EAEA,UAAI7J,OAAO,GAAG,IAAIV,aAAJ,CAAwB,KAAKqK,MAA7B,CAAd,CALc;;EAOd3J,MAAAA,OAAO,CAACsI,SAAR,GAAoBhJ,YAApB;EACAU,MAAAA,OAAO,CAACuI,SAAR,GAAoBjJ,YAApB;EACAU,MAAAA,OAAO,CAACwI,MAAR,GAAiBlJ,SAAjB;EACAU,MAAAA,OAAO,CAACyI,eAAR,GAA0B,KAA1B;EACAzI,MAAAA,OAAO,CAACU,WAAR,GAAsB,IAAtB;EACA,aAAOV,OAAP;EACD;;;aAED,kBAAS;EAAA;;EACP,WAAK6G,MAAL,CAAY+B,WAAZ,CAAwB,KAAKvJ,QAAL,CAAcS,EAAtC;EACA,WAAK2G,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,MAA7B;EAEA,UAAIsB,GAAG,GAAG,OAAO,EAAjB;;EAEA,UAAIC,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,YAAG,MAAI,CAACpI,WAAL,IAAoB,IAAvB,EAA6B;EAC3B,cAAI,MAAI,CAAC+F,OAAL,CAAa0C,UAAb,IAA2B,MAAI,CAACA,UAApC,EAAgD;EAC9C,YAAA,MAAI,CAACA,UAAL,GAAkB,MAAI,CAAC1C,OAAL,CAAa0C,UAA/B;EACA,YAAA,MAAI,CAACQ,MAAL,CAAYlK,KAAZ,GAAoB,MAAI,CAAC0J,UAAzB;EACD;;EACD,cAAI,MAAI,CAAC1C,OAAL,CAAa2C,WAAb,IAA4B,MAAI,CAACA,WAArC,EAAkD;EAChD,YAAA,MAAI,CAACA,WAAL,GAAmB,MAAI,CAAC3C,OAAL,CAAa2C,WAAhC;EACA,YAAA,MAAI,CAACO,MAAL,CAAYjK,MAAZ,GAAqB,MAAI,CAAC0J,WAA1B;EACD;;EAED,UAAA,MAAI,CAACQ,OAAL,CAAaE,SAAb,CAAuB,MAAI,CAACrD,OAA5B,EAAqC,CAArC,EAAwC,CAAxC,EAA2C,MAAI,CAAC0C,UAAhD,EAA4D,MAAI,CAACC,WAAjE;;EACA,UAAA,MAAI,CAACpJ,OAAL,CAAaU,WAAb,GAA2B,IAA3B;EACD;;EAED,YAAIqI,aAAa,GAAG,MAAI,CAAC3C,QAAL,CAAc4C,MAAd,EAApB;;EACA,QAAA,MAAI,CAAC3J,QAAL,CAAcsB,MAAd,CAAqB,MAAI,CAACH,KAA1B,EAAiC,MAAI,CAACC,MAAtC,EAA8C,MAAI,CAACC,WAAL,IAAoBqI,aAAlE;EACD,OAjBD;;EAmBA,UAAIZ,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,QAAA,MAAI,CAACV,WAAL,GAAmBwB,WAAW,CAAC,YAAM;EACnC,UAAA,MAAI,CAACvB,gBAAL,GAAwB7D,qBAAqB,CAACiF,IAAD,CAA7C;EACD,SAF6B,EAE3BD,GAF2B,CAA9B;EAGD,OAJD;;EAMA,UAAIK,QAAQ,GAAG,SAAXA,QAAW,GAAM;EACnB,YAAG,MAAI,CAACS,MAAL,IAAe,MAAI,CAAClD,OAAL,CAAa0C,UAAb,IAA2B,CAA1C,IAA+C,MAAI,CAAC1C,OAAL,CAAa2C,WAAb,IAA4B,CAA9E,EAAiF;EAC/E,UAAA,MAAI,CAACD,UAAL,GAAkB,MAAI,CAAC1C,OAAL,CAAa0C,UAA/B;EACA,UAAA,MAAI,CAACC,WAAL,GAAmB,MAAI,CAAC3C,OAAL,CAAa2C,WAAhC;EAEA,UAAA,MAAI,CAACO,MAAL,CAAYlK,KAAZ,GAAoB,MAAI,CAAC0J,UAAzB;EACA,UAAA,MAAI,CAACQ,MAAL,CAAYjK,MAAZ,GAAqB,MAAI,CAAC0J,WAA1B;EAEAjB,UAAAA,IAAI;EAEJ;EACD;;EAEDkB,QAAAA,UAAU,CAACH,QAAD,EAAW,GAAX,CAAV;EACD,OAdD;;EAgBAA,MAAAA,QAAQ;EACT;;;;IAtEiCjD;;MCAf8D;;;;;EACnB,iBAAY7K,OAAZ,EAAqB;EAAA;;EAAA;;EACnB,8BAAMA,OAAN;;EACA,UAAK8K,MAAL,CAAYjH,gBAAZ,CAA6B,SAA7B,EAAwC,MAAKwD,cAA7C;;EACA,UAAKyD,MAAL,CAAYjH,gBAAZ,CAA6B,OAA7B,EAAsC,MAAKsD,aAA3C;;EACA,UAAK2D,MAAL,CAAYjH,gBAAZ,CAA6B,OAA7B,EAAsC,MAAKsD,aAA3C;;EACA,UAAK2D,MAAL,CAAYjH,gBAAZ,CAA6B,SAA7B,EAAwC,MAAKsD,aAA7C;;EACA,UAAK4D,iBAAL,GAAyB,KAAzB;EANmB;EAOpB;;;;aAED,gBAAO;EACL,WAAKD,MAAL,CAAY5C,IAAZ;EACD;;;aAED,iBAAQ;EACN,WAAK4C,MAAL,CAAY3C,KAAZ;EACD;;;aAED,sBAAa;EACX,UAAI,KAAKU,MAAL,IAAe,KAAKA,MAAL,CAAYC,OAA/B,EAAwC;EACtC,aAAKgC,MAAL,GAAc,KAAKjC,MAAnB;EACD,OAFD,MAEO;EACL,aAAKiC,MAAL,GAAclD,QAAQ,CAACoB,aAAT,CAAuB,OAAvB,CAAd;EACA,aAAK8B,MAAL,CAAYP,GAAZ,GAAkB,KAAK1B,MAAvB;EACA,aAAKiC,MAAL,CAAY7B,IAAZ,GAAmB,KAAKA,IAAL,IAAa,KAAhC;EACA,aAAK6B,MAAL,CAAY5B,KAAZ,GAAoB,KAAKA,KAAL,IAAc,KAAlC;EACA,aAAK4B,MAAL,CAAY7F,YAAZ,CAAyB,aAAzB,EAAwC,WAAxC;EACA,aAAK6F,MAAL,CAAY3B,QAAZ,GAAuB,KAAKA,QAAL,IAAiB,IAAxC;EACD;;EACD,WAAKN,MAAL,GAAc,KAAKiC,MAAL,CAAYP,GAA1B;EACA,WAAKO,MAAL,CAAYP,GAAZ,GAAkB,EAAlB;EACA,WAAKO,MAAL,CAAYE,IAAZ;EAEA,UAAIjC,KAAK,GAAGnB,QAAQ,CAACoB,aAAT,CAAuB,OAAvB,CAAZ;EACAD,MAAAA,KAAK,CAAC9D,YAAN,CAAmB,aAAnB,EAAkC,WAAlC;EACA8D,MAAAA,KAAK,CAACwB,GAAN,GAAY,KAAK1B,MAAjB;EACAE,MAAAA,KAAK,CAACiC,IAAN;EACAjC,MAAAA,KAAK,CAAClF,gBAAN,CAAuB,OAAvB,EAAgC,KAAKuD,OAArC;EACA,aAAO2B,KAAP;EACD;;;aAED,yBAAgB;EACd,UAAIjI,OAAO,GAAG,IAAIV,YAAJ,CAAuB,KAAKmH,OAA5B,CAAd,CADc;;EAGdzG,MAAAA,OAAO,CAACsI,SAAR,GAAoBhJ,YAApB;EACAU,MAAAA,OAAO,CAACuI,SAAR,GAAoBjJ,YAApB;EACAU,MAAAA,OAAO,CAACwI,MAAR,GAAiBlJ,SAAjB;EACAU,MAAAA,OAAO,CAACyI,eAAR,GAA0B,KAA1B;EACAzI,MAAAA,OAAO,CAACU,WAAR,GAAsB,IAAtB;EACA,aAAOV,OAAP;EACD;;;aAED,mBAAU;EACR,WAAKgK,MAAL,CAAY9F,KAAZ,CAAkBqD,OAAlB,GAA4B,EAA5B;;EACA;EACD;;;aAED,kBAAS;EAAA;;EACP,WAAKV,MAAL,CAAY+B,WAAZ,CAAwB,KAAKvJ,QAAL,CAAcS,EAAtC;EACA,WAAK2G,OAAL,CAAavC,KAAb,CAAmBqD,OAAnB,GAA6B,MAA7B;EACA,WAAKyC,MAAL,CAAY9F,KAAZ,CAAkBqD,OAAlB,GAA4B,MAA5B;EAEA,UAAIsB,GAAG,GAAG,OAAO,EAAjB;;EAEA,UAAIC,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,QAAA,MAAI,CAACrC,OAAL,CAAa0D,WAAb,GAA2B,MAAI,CAACH,MAAL,CAAYG,WAAvC;;EAEA,YAAIpB,aAAa,GAAG,MAAI,CAAC3C,QAAL,CAAc4C,MAAd,EAApB;;EACA,QAAA,MAAI,CAAC3J,QAAL,CAAcsB,MAAd,CAAqB,MAAI,CAACH,KAA1B,EAAiC,MAAI,CAACC,MAAtC,EAA8C,MAAI,CAACC,WAAL,IAAoBqI,aAAlE;EACD,OALD;;EAOA,UAAIZ,IAAI,GAAG,SAAPA,IAAO,GAAM;EACf,QAAA,MAAI,CAACV,WAAL,GAAmBwB,WAAW,CAAC,YAAM;EACnC,UAAA,MAAI,CAACvB,gBAAL,GAAwB7D,qBAAqB,CAACiF,IAAD,CAA7C;EACD,SAF6B,EAE3BD,GAF2B,CAA9B;EAGD,OAJD;;EAMA,UAAIK,QAAQ,GAAG,SAAXA,QAAW,GAAM;EACnB,YAAI,MAAI,CAACzC,OAAL,CAAa0C,UAAb,IAA2B,CAA3B,IAAgC,MAAI,CAAC1C,OAAL,CAAa2C,WAAb,IAA4B,CAAhE,EAAmE;EACjE,cAAIgB,sBAAsB,GAAI,MAAI,CAAC3D,OAAL,CAAaO,UAAb,IAA2B,MAAI,CAACP,OAAL,CAAa4D,gBAAzC,IAA8D,CAAC,MAAI,CAACJ,iBAAjG;;EACA,cAAIG,sBAAJ,EAA4B;EAC1B,YAAA,MAAI,CAACJ,MAAL,CAAYP,GAAZ,GAAkB,MAAI,CAAC1B,MAAvB;;EACA,YAAA,MAAI,CAACiC,MAAL,CAAYE,IAAZ;;EACA,YAAA,MAAI,CAACI,aAAL,IAAsB,MAAI,CAACA,aAAL,EAAtB;EACA,YAAA,MAAI,CAACL,iBAAL,GAAyB,IAAzB;EAEA9B,YAAAA,IAAI;EACJ;EACD;EACF;;EAEDkB,QAAAA,UAAU,CAACH,QAAD,EAAW,GAAX,CAAV;EACD,OAfD;;EAiBAA,MAAAA,QAAQ;EACT;;;;IA/FgCjD;;MCI/BgC,KAAK,GAAG,SAARA,KAAQ,CAAC/I,OAAD,EAAa;EACvB,MAAIqL,KAAK,CAAC5L,oBAAN,EAAJ,EAAkC;EAChC,WAAO,IAAIoL,KAAJ,CAAU7K,OAAV,CAAP;EACD;;EACD,MAAIqL,KAAK,CAACzL,wBAAN,EAAJ,EAAsC;EACpC,WAAO,IAAI4K,MAAJ,CAAWxK,OAAX,CAAP;EACD;;EACD,SAAO,IAAIoK,KAAJ,CAAUpK,OAAV,CAAP;EACD;;;;;;;;;;;"} \ No newline at end of file diff --git a/dist/kaleidoscope.min.js b/dist/kaleidoscope.min.js index 14d5379..7b3517a 100644 --- a/dist/kaleidoscope.min.js +++ b/dist/kaleidoscope.min.js @@ -1,2641 +1,7 @@ -"use strict";function _defineProperty(e,t,r){return t in e?Object.defineProperty(e,t,{value:r,enumerable:!0,configurable:!0,writable:!0}):e[t]=r,e}function _classCallCheck2(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function _inherits2(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function");e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,writable:!0,configurable:!0}}),t&&_setPrototypeOf2(e,t)}function _setPrototypeOf2(e,t){return _setPrototypeOf2=Object.setPrototypeOf||function(e,t){return e.__proto__=t,e},_setPrototypeOf2(e,t)}function _createSuper2(e){var t=_isNativeReflectConstruct2();return function(){var r=_getPrototypeOf2(e),a;if(t){var i=_getPrototypeOf2(this).constructor;a=Reflect.construct(r,arguments,i)}else a=r.apply(this,arguments);return _possibleConstructorReturn2(this,a)}}function _possibleConstructorReturn2(e,t){return t&&("object"===_typeof(t)||"function"==typeof t)?t:_assertThisInitialized2(e)}function _assertThisInitialized2(e){if(void 0===e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return e}function _isNativeReflectConstruct2(){if("undefined"==typeof Reflect||!Reflect.construct)return!1;if(Reflect.construct.sham)return!1;if("function"==typeof Proxy)return!0;try{return Date.prototype.toString.call(Reflect.construct(Date,[],function(){})),!0}catch(t){return!1}}function _getPrototypeOf2(e){return _getPrototypeOf2=Object.setPrototypeOf?Object.getPrototypeOf:function(e){return e.__proto__||Object.getPrototypeOf(e)},_getPrototypeOf2(e)}function _typeof(e){"@babel/helpers - typeof";return _typeof="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(e){return typeof e}:function(e){return e&&"function"==typeof Symbol&&e.constructor===Symbol&&e!==Symbol.prototype?"symbol":typeof e},_typeof(e)}(function(e,t){"object"===("undefined"==typeof exports?"undefined":_typeof(exports))&&"undefined"!=typeof module?t(exports):"function"==typeof define&&define.amd?define(["exports"],t):(e=e||self,t(e.Kaleidoscope={}))})(void 0,function(e){'use strict';var ho=Math.tan,yo=Math.atan,vo=Math.acos,xo=Math.round,_o=Math.ceil,bo=Math.sign,Mo=Number.EPSILON,So=Math.sin,To=Math.atan2,Eo=Math.PI,wo=Math.sqrt,Lo=Math.LN2,Ao=Math.log,Ro=Math.cos,Po=Math.floor,Co=Number.isInteger,Do=Math.pow,Io=Math.min,No=Math.max,zo=Math.abs;function t(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function r(e,t){for(var r=0,a;rd)// points of the projected triangle are outside the projected half-length of the aabb -// the axis is seperating and we can exit -return!1}return!0}/** - * @author bhouston / http://clara.io - * @author mrdoob / http://mrdoob.com/ - */function C(e,t){this.center=e===void 0?new S:e,this.radius=t===void 0?0:t}/** - * @author bhouston / http://clara.io - */function D(e,t){this.origin=e===void 0?new S:e,this.direction=t===void 0?new S(0,0,-1):t}function I(e,t){// normal is assumed to be normalized -this.normal=e===void 0?new S(1,0,0):e,this.constant=t===void 0?0:t}function N(e,t,r){this.a=e===void 0?new S:e,this.b=t===void 0?new S:t,this.c=r===void 0?new S:r}function U(e,t,r){return void 0===t&&void 0===r?this.set(e):this.setRGB(e,t,r)}function B(e,r,a){return 0>a&&(a+=1),1e?.0773993808*e:Do(.9478672986*e+.0521327014,2.4)}function O(e){return .0031308>e?12.92*e:1.055*Do(e,.41666)-.055}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */function G(e,t,r,a,i,n){this.a=e,this.b=t,this.c=r,this.normal=a&&a.isVector3?a:new S,this.vertexNormals=Array.isArray(a)?a:[],this.color=i&&i.isColor?i:new U,this.vertexColors=Array.isArray(i)?i:[],this.materialIndex=n===void 0?0:n}function H(){// override the renderer's default precision for this material -Object.defineProperty(this,"id",{value:fl++}),this.uuid=os.generateUUID(),this.name="",this.type="Material",this.fog=!0,this.blending=1,this.side=0,this.flatShading=!1,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=100,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=7680,this.stencilZFail=7680,this.stencilZPass=7680,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaTest=0,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * depthTest: , - * depthWrite: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: - * } - */function V(e){// emissive -H.call(this),this.type="MeshBasicMaterial",this.color=new U(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.setValues(e)}function k(e,t,r){if(Array.isArray(e))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.name="",this.array=e,this.itemSize=t,this.count=e===void 0?0:e.length/t,this.normalized=!0===r,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0}// -function W(e,t,r){k.call(this,new Int8Array(e),t,r)}function j(e,t,r){k.call(this,new Uint8Array(e),t,r)}function q(e,t,r){k.call(this,new Uint8ClampedArray(e),t,r)}function X(e,t,r){k.call(this,new Int16Array(e),t,r)}function Y(e,t,r){k.call(this,new Uint16Array(e),t,r)}function Z(e,t,r){k.call(this,new Int32Array(e),t,r)}function J(e,t,r){k.call(this,new Uint32Array(e),t,r)}function Q(e,t,r){k.call(this,new Float32Array(e),t,r)}function K(e,t,r){k.call(this,new Float64Array(e),t,r)}/** - * @author mrdoob / http://mrdoob.com/ - */function $(){// this.lineDistances = []; -// update flags -this.vertices=[],this.normals=[],this.colors=[],this.uvs=[],this.uvs2=[],this.groups=[],this.morphTargets={},this.skinWeights=[],this.skinIndices=[],this.boundingBox=null,this.boundingSphere=null,this.verticesNeedUpdate=!1,this.normalsNeedUpdate=!1,this.colorsNeedUpdate=!1,this.uvsNeedUpdate=!1,this.groupsNeedUpdate=!1}/** - * @author mrdoob / http://mrdoob.com/ - */function ee(e){if(0===e.length)return-Infinity;for(var t=e[0],r=1,a=e.length;rt&&(t=e[r]);return t}/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */function te(){Object.defineProperty(this,"id",{value:yl+=2}),this.uuid=os.generateUUID(),this.name="",this.type="BufferGeometry",this.index=null,this.attributes={},this.morphAttributes={},this.morphTargetsRelative=!1,this.groups=[],this.boundingBox=null,this.boundingSphere=null,this.drawRange={start:0,count:1/0},this.userData={}}function re(e,t){L.call(this),this.type="Mesh",this.geometry=e===void 0?new te:e,this.material=t===void 0?new V:t,this.updateMorphTargets()}function ae(e,t,r,a,i,n,o,s){var l;if(l=1===t.side?a.intersectTriangle(o,n,i,!0,s):a.intersectTriangle(i,n,o,2!==t.side,s),null===l)return null;Gl.copy(s),Gl.applyMatrix4(e.matrixWorld);var d=r.ray.origin.distanceTo(Gl);return dr.far?null:{distance:d,point:Gl.clone(),object:e}}function ie(e,t,r,n,o,s,l,d,p,u,a,m){Ll.fromBufferAttribute(o,u),Al.fromBufferAttribute(o,a),Rl.fromBufferAttribute(o,m);var c=e.morphTargetInfluences;if(t.morphTargets&&s&&c){Il.set(0,0,0),Nl.set(0,0,0),zl.set(0,0,0);for(var g=0,f=s.length;g, - * vertexShader: , - * - * wireframe: , - * wireframeLinewidth: , - * - * lights: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function le(e){// set to use scene fog -// set to use scene lights -// set to use user-defined clipping planes -// set to use skinning attribute streams -// set to use morph targets -// set to use morph normals -// When rendered geometry doesn't include these attributes but the material does, -// use these default values in WebGL. This avoids errors when buffer data is missing. -H.call(this),this.type="ShaderMaterial",this.defines={},this.uniforms={},this.vertexShader="void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",this.fragmentShader="void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}",this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.extensions={derivatives:!1,// set to use derivatives -fragDepth:!1,// set to use fragment depth values -drawBuffers:!1,// set to use draw buffers -shaderTextureLOD:!1// set to use shader texture LOD -},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv2:[0,0]},this.index0AttributeName=void 0,this.uniformsNeedUpdate=!1,e!==void 0&&(e.attributes!==void 0&&console.error("THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead."),this.setValues(e))}/** - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - * @author WestLangley / http://github.com/WestLangley - */function de(){L.call(this),this.type="Camera",this.matrixWorldInverse=new T,this.projectionMatrix=new T,this.projectionMatrixInverse=new T}/** - * @author mrdoob / http://mrdoob.com/ - * @author greggman / http://games.greggman.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author tschw - */function pe(e,t,r,a){// width of the film (default in millimeters) -// horizontal film offset (same unit as gauge) -de.call(this),this.type="PerspectiveCamera",this.fov=e===void 0?50:e,this.zoom=1,this.near=r===void 0?.1:r,this.far=a===void 0?2e3:a,this.focus=10,this.aspect=t===void 0?1:t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}function ce(e,t,r,a){L.call(this),this.type="CubeCamera";var i=new pe(90,1,e,t);i.up.set(0,-1,0),i.lookAt(new S(1,0,0)),this.add(i);var n=new pe(90,1,e,t);n.up.set(0,-1,0),n.lookAt(new S(-1,0,0)),this.add(n);var o=new pe(90,1,e,t);o.up.set(0,0,1),o.lookAt(new S(0,1,0)),this.add(o);var s=new pe(90,1,e,t);s.up.set(0,0,-1),s.lookAt(new S(0,-1,0)),this.add(s);var l=new pe(90,1,e,t);l.up.set(0,-1,0),l.lookAt(new S(0,0,1)),this.add(l);var d=new pe(90,1,e,t);d.up.set(0,-1,0),d.lookAt(new S(0,0,-1)),this.add(d),a=a||{format:1022,magFilter:1006,minFilter:1006},this.renderTarget=new ue(r,a),this.renderTarget.texture.name="CubeCamera",this.update=function(e,t){null===this.parent&&this.updateMatrixWorld();var r=e.getRenderTarget(),a=this.renderTarget,p=a.texture.generateMipmaps;a.texture.generateMipmaps=!1,e.setRenderTarget(a,0),e.render(t,i),e.setRenderTarget(a,1),e.render(t,n),e.setRenderTarget(a,2),e.render(t,o),e.setRenderTarget(a,3),e.render(t,s),e.setRenderTarget(a,4),e.render(t,l),a.texture.generateMipmaps=p,e.setRenderTarget(a,5),e.render(t,d),e.setRenderTarget(r)},this.clear=function(e,t,r,a){for(var n=e.getRenderTarget(),o=this.renderTarget,s=0;6>s;s++)e.setRenderTarget(o,s),e.clear(t,r,a);e.setRenderTarget(n)}}/** - * @author alteredq / http://alteredqualia.com - * @author WestLangley / http://github.com/WestLangley - */function ue(e,t,r){Co(t)&&(console.warn("THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )"),t=r),_.call(this,e,e,t)}/** - * @author alteredq / http://alteredqualia.com/ - */function me(e,t,r,a,i,n,o,s,l,d,p,c){v.call(this,null,n,o,s,l,d,a,i,p,c),this.image={data:e||null,width:t||1,height:r||1},this.magFilter=l===void 0?1003:l,this.minFilter=d===void 0?1003:d,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1,this.needsUpdate=!0}function ge(e,t,r,a,i,n){this.planes=[e===void 0?new I:e,t===void 0?new I:t,r===void 0?new I:r,a===void 0?new I:a,i===void 0?new I:i,n===void 0?new I:n]}/** - * @author mrdoob / http://mrdoob.com/ - */function fe(){function e(i,n){!1===r||(a(i,n),t.requestAnimationFrame(e))}var t=null,r=!1,a=null;return{start:function start(){!0===r||null===a||(t.requestAnimationFrame(e),r=!0)},stop:function stop(){r=!1},setAnimationLoop:function setAnimationLoop(e){a=e},setContext:function setContext(e){t=e}}}/** - * @author mrdoob / http://mrdoob.com/ - */function he(e,t){function r(t,r){var a=t.array,i=t.usage,n=e.createBuffer();e.bindBuffer(r,n),e.bufferData(r,a,i),t.onUploadCallback();var o=5126;return a instanceof Float32Array?o=5126:a instanceof Float64Array?console.warn("THREE.WebGLAttributes: Unsupported data buffer format: Float64Array."):a instanceof Uint16Array?o=5123:a instanceof Int16Array?o=5122:a instanceof Uint32Array?o=5125:a instanceof Int32Array?o=5124:a instanceof Int8Array?o=5120:a instanceof Uint8Array&&(o=5121),{buffer:n,type:o,bytesPerElement:a.BYTES_PER_ELEMENT,version:t.version}}function a(t,r,a){var n=r.array,o=r.updateRange;e.bindBuffer(a,t),-1===o.count?e.bufferSubData(a,0,n):(i?e.bufferSubData(a,o.offset*n.BYTES_PER_ELEMENT,n,o.offset,o.count):e.bufferSubData(a,o.offset*n.BYTES_PER_ELEMENT,n.subarray(o.offset,o.offset+o.count)),o.count=-1)}// -var i=t.isWebGL2,n=new WeakMap;return{get:function(e){return e.isInterleavedBufferAttribute&&(e=e.data),n.get(e)},remove:function(t){t.isInterleavedBufferAttribute&&(t=t.data);var r=n.get(t);r&&(e.deleteBuffer(r.buffer),n["delete"](t))},update:function(e,t){e.isInterleavedBufferAttribute&&(e=e.data);var i=n.get(e);i===void 0?n.set(e,r(e,t)):i.versionc;c++){if(g=p[c],g){var h=g[0],y=g[1];if(y){u&&n.setAttribute("morphTarget"+c,u[h]),m&&n.setAttribute("morphNormal"+c,m[h]),a[c]=y,f+=y;continue}}a[c]=0}// GLSL shader uses formula baseinfluence * base + sum(target * influence) -// This allows us to switch between absolute morphs and relative morphs without changing shader code -// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) -var v=n.morphTargetsRelative?1:1-f;s.getUniforms().setValue(e,"morphTargetBaseInfluence",v),s.getUniforms().setValue(e,"morphTargetInfluences",a)}var r={},a=new Float32Array(8);return{update:t}}/** - * @author mrdoob / http://mrdoob.com/ - */function Re(e,t,r,a){function i(e){var i=a.render.frame,o=e.geometry,s=t.get(e,o);return n.get(s)!==i&&(o.isGeometry&&s.updateFromObject(e),t.update(s),n.set(s,i)),e.isInstancedMesh&&r.update(e.instanceMatrix,34962),s}var n=new WeakMap;return{update:i,dispose:function(){n=new WeakMap}}}/** - * @author mrdoob / http://mrdoob.com/ - */function Pe(e,t,r,a,i,n,o,s,l,d){e=e===void 0?[]:e,t=t===void 0?301:t,o=o===void 0?1022:o,v.call(this,e,t,r,a,i,n,o,s,l,d),this.flipY=!1}/** - * @author Takahiro https://github.com/takahirox - */function Ce(e,t,r,a){v.call(this,null),this.image={data:e||null,width:t||1,height:r||1,depth:a||1},this.magFilter=1003,this.minFilter=1003,this.wrapR=1001,this.generateMipmaps=!1,this.flipY=!1,this.needsUpdate=!0}/** - * @author Artur Trzesiok - */function De(e,t,r,a){// We're going to add .setXXX() methods for setting properties later. -// Users can still set in DataTexture3D directly. -// -// var texture = new THREE.DataTexture3D( data, width, height, depth ); -// texture.anisotropy = 16; -// -// See #14839 -v.call(this,null),this.image={data:e||null,width:t||1,height:r||1,depth:a||1},this.magFilter=1003,this.minFilter=1003,this.wrapR=1001,this.generateMipmaps=!1,this.flipY=!1,this.needsUpdate=!0}// Flattening for arrays of vectors and matrices -function Ie(e,t,a){var o=e[0];if(0>=o||0");return It(r)}// Unroll Loops -function zt(e){return e.replace(ud,Bt).replace(cd,Ut)}function Ut(e,t,r,a){return console.warn("WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead."),Bt(e,t,r,a)}function Bt(e,t,r,a){for(var n="",o=parseInt(t);om;m++)a.probe[m].set(0,0,0);var f=0,h=0,y=0,v=0,x=0,_=0,M=0,S=0,T=d.matrixWorldInverse;e.sort(Kt);for(var m=0,E=e.length;mC;C++)a.probe[C].addScaledVector(w.sh.coefficients[C],A);else if(w.isDirectionalLight){var D=t.get(w);if(D.color.copy(w.color).multiplyScalar(w.intensity),D.direction.setFromMatrixPosition(w.matrixWorld),o.setFromMatrixPosition(w.target.matrixWorld),D.direction.sub(o),D.direction.transformDirection(T),w.castShadow){var I=w.shadow,N=r.get(w);N.shadowBias=I.bias,N.shadowRadius=I.radius,N.shadowMapSize=I.mapSize,a.directionalShadow[f]=N,a.directionalShadowMap[f]=P,a.directionalShadowMatrix[f]=w.shadow.matrix,_++}a.directional[f]=D,f++}else if(w.isSpotLight){var D=t.get(w);if(D.position.setFromMatrixPosition(w.matrixWorld),D.position.applyMatrix4(T),D.color.copy(L).multiplyScalar(A),D.distance=R,D.direction.setFromMatrixPosition(w.matrixWorld),o.setFromMatrixPosition(w.target.matrixWorld),D.direction.sub(o),D.direction.transformDirection(T),D.coneCos=Ro(w.angle),D.penumbraCos=Ro(w.angle*(1-w.penumbra)),D.decay=w.decay,w.castShadow){var I=w.shadow,N=r.get(w);N.shadowBias=I.bias,N.shadowRadius=I.radius,N.shadowMapSize=I.mapSize,a.spotShadow[y]=N,a.spotShadowMap[y]=P,a.spotShadowMatrix[y]=w.shadow.matrix,S++}a.spot[y]=D,y++}else if(w.isRectAreaLight){var D=t.get(w);// (a) intensity is the total visible light emitted -//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); -// (b) intensity is the brightness of the light -D.color.copy(L).multiplyScalar(A),D.position.setFromMatrixPosition(w.matrixWorld),D.position.applyMatrix4(T),l.identity(),s.copy(w.matrixWorld),s.premultiply(T),l.extractRotation(s),D.halfWidth.set(.5*w.width,0,0),D.halfHeight.set(0,.5*w.height,0),D.halfWidth.applyMatrix4(l),D.halfHeight.applyMatrix4(l),a.rectArea[v]=D,v++}else if(w.isPointLight){var D=t.get(w);if(D.position.setFromMatrixPosition(w.matrixWorld),D.position.applyMatrix4(T),D.color.copy(w.color).multiplyScalar(w.intensity),D.distance=w.distance,D.decay=w.decay,w.castShadow){var I=w.shadow,N=r.get(w);N.shadowBias=I.bias,N.shadowRadius=I.radius,N.shadowMapSize=I.mapSize,N.shadowCameraNear=I.camera.near,N.shadowCameraFar=I.camera.far,a.pointShadow[h]=N,a.pointShadowMap[h]=P,a.pointShadowMatrix[h]=w.shadow.matrix,M++}a.point[h]=D,h++}else if(w.isHemisphereLight){var D=t.get(w);D.direction.setFromMatrixPosition(w.matrixWorld),D.direction.transformDirection(T),D.direction.normalize(),D.skyColor.copy(w.color).multiplyScalar(A),D.groundColor.copy(w.groundColor).multiplyScalar(A),a.hemi[x]=D,x++}}a.ambient[0]=p,a.ambient[1]=c,a.ambient[2]=u;var z=a.hash;(z.directionalLength!==f||z.pointLength!==h||z.spotLength!==y||z.rectAreaLength!==v||z.hemiLength!==x||z.numDirectionalShadows!==_||z.numPointShadows!==M||z.numSpotShadows!==S)&&(a.directional.length=f,a.spot.length=y,a.rectArea.length=v,a.point.length=h,a.hemi.length=x,a.directionalShadow.length=_,a.directionalShadowMap.length=_,a.pointShadow.length=M,a.pointShadowMap.length=M,a.spotShadow.length=S,a.spotShadowMap.length=S,a.directionalShadowMatrix.length=_,a.pointShadowMatrix.length=M,a.spotShadowMatrix.length=S,z.directionalLength=f,z.pointLength=h,z.spotLength=y,z.rectAreaLength=v,z.hemiLength=x,z.numDirectionalShadows=_,z.numPointShadows=M,z.numSpotShadows=S,a.version=md++)}for(var t=new Jt,r=Qt(),a={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadow:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[]},n=0;9>n;n++)a.probe.push(new S);var o=new S,s=new T,l=new T;return{setup:e,state:a}}/** - * @author Mugen87 / https://github.com/Mugen87 - */function er(){var e=new $t,t=[],r=[];return{init:function(){t.length=0,r.length=0},state:{lightsArray:t,shadowsArray:r,lights:e},setupLights:function(a){e.setup(t,r,a)},pushLight:function(e){t.push(e)},pushShadow:function(e){r.push(e)}}}function tr(){function e(t){var a=t.target;a.removeEventListener("dispose",e),r["delete"](a)}function t(t,a){var i;return!1===r.has(t)?(i=new er,r.set(t,new WeakMap),r.get(t).set(a,i),t.addEventListener("dispose",e)):!1===r.get(t).has(a)?(i=new er,r.get(t).set(a,i)):i=r.get(t).get(a),i}var r=new WeakMap;return{get:t,dispose:function(){r=new WeakMap}}}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author bhouston / https://clara.io - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * - * opacity: , - * - * map: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * wireframe: , - * wireframeLinewidth: - * } - */function rr(e){H.call(this),this.type="MeshDepthMaterial",this.depthPacking=3200,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.setValues(e)}/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * - * referencePosition: , - * nearDistance: , - * farDistance: , - * - * skinning: , - * morphTargets: , - * - * map: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: - * - * } - */function ar(e){H.call(this),this.type="MeshDistanceMaterial",this.referencePosition=new S,this.nearDistance=1,this.farDistance=1e3,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.fog=!1,this.setValues(e)}/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */function ir(e,t,r){function a(r,a){var i=t.update(M);// vertical pass -// horizonal pass -y.uniforms.shadow_pass.value=r.map.texture,y.uniforms.resolution.value=r.mapSize,y.uniforms.radius.value=r.radius,e.setRenderTarget(r.mapPass),e.clear(),e.renderBufferDirect(a,null,i,y,M,null),v.uniforms.shadow_pass.value=r.mapPass.texture,v.uniforms.resolution.value=r.mapSize,v.uniforms.radius.value=r.radius,e.setRenderTarget(r.map),e.clear(),e.renderBufferDirect(a,null,i,v,M,null)}function i(e,t,r){var a=e<<0|t<<1|r<<2,i=u[a];return void 0===i&&(i=new rr({depthPacking:3201,morphTargets:e,skinning:t}),u[a]=i),i}function n(e,t,r){var a=e<<0|t<<1|r<<2,i=m[a];return void 0===i&&(i=new ar({morphTargets:e,skinning:t}),m[a]=i),i}function o(t,r,a,o,s,l){var d=t.geometry,p=null,c=i,u=t.customDepthMaterial;if(!0===a.isPointLight&&(c=n,u=t.customDistanceMaterial),void 0===u){var m=!1;!0===r.morphTargets&&(!0===d.isBufferGeometry?m=d.morphAttributes&&d.morphAttributes.position&&0\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"}),v=y.clone();v.defines.HORIZONAL_PASS=1;var b=new te;b.setAttribute("position",new k(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));var M=new re(b,y),S=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=1,this.render=function(t,n,o){if(!1!==S.enabled&&(!1!==S.autoUpdate||!1!==S.needsUpdate)&&0!==t.length){var u=e.getRenderTarget(),m=e.getActiveCubeFace(),g=e.getActiveMipmapLevel(),f=e.state;f.setBlending(0),f.buffers.color.setClear(1,1,1,1),f.buffers.depth.setTest(!0),f.setScissorTest(!1);// render depth map -for(var h=0,y=t.length;hr||d.y>r)&&(console.warn("THREE.WebGLShadowMap:",v,"has shadow exceeding max texture size, reducing"),d.x>r&&(p.x=Po(r/b.x),d.x=p.x*b.x,x.mapSize.x=p.x),d.y>r&&(p.y=Po(r/b.y),d.y=p.y*b.y,x.mapSize.y=p.y)),null===x.map&&!x.isPointLightShadow&&3===this.type){var M={minFilter:1006,magFilter:1006,format:1023};x.map=new _(d.x,d.y,M),x.map.texture.name=v.name+".shadowMap",x.mapPass=new _(d.x,d.y,M),x.camera.updateProjectionMatrix()}if(null===x.map){var M={minFilter:1003,magFilter:1003,format:1023};x.map=new _(d.x,d.y,M),x.map.texture.name=v.name+".shadowMap",x.camera.updateProjectionMatrix()}e.setRenderTarget(x.map),e.clear();for(var T=x.getViewportCount(),E=0,w;Ea||e.height>a)&&(i=a/No(e.width,e.height)),1>i||!0===t){// only perform resize for certain image types -if("undefined"!=typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap){var n=t?os.floorPowerOfTwo:Po,o=n(i*e.width),l=n(i*e.height);void 0===W&&(W=s(o,l));// cube textures can't reuse the same canvas -var d=r?s(o,l):W;d.width=o,d.height=l;var p=d.getContext("2d");return p.drawImage(e,0,0,o,l),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+e.width+"x"+e.height+") to ("+o+"x"+l+")."),d}return"data"in e&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+e.width+"x"+e.height+")."),e}return e}function d(e){return os.isPowerOfTwo(e.width)&&os.isPowerOfTwo(e.height)}function p(e){return!z&&(e.wrapS!==1001||e.wrapT!==1001||e.minFilter!==1003&&e.minFilter!==1006)}function c(e,t){return e.generateMipmaps&&t&&e.minFilter!==1003&&e.minFilter!==1006}function u(t,r,i,n){e.generateMipmap(t);var o=a.get(r);// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11 -o.__maxMipLevel=Ao(No(i,n))*Math.LOG2E}function m(r,a,i){if(!1===z)return a;if(null!==r){if(void 0!==e[r])return e[r];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+r+"'")}var n=a;return 6403===a&&(5126===i&&(n=33326),5131===i&&(n=33325),5121===i&&(n=33321)),6407===a&&(5126===i&&(n=34837),5131===i&&(n=34843),5121===i&&(n=32849)),6408===a&&(5126===i&&(n=34836),5131===i&&(n=34842),5121===i&&(n=32856)),(33325===n||33326===n||34842===n||34836===n)&&t.get("EXT_color_buffer_float"),n}// Fallback filters for non-power-of-2 textures -function g(e){return 1003===e||1004===e||1005===e?9728:9729}// -function f(e){var t=e.target;t.removeEventListener("dispose",f),y(t),t.isVideoTexture&&G["delete"](t),o.memory.textures--}function h(e){var t=e.target;t.removeEventListener("dispose",h),v(t),o.memory.textures--}// -function y(t){var r=a.get(t);void 0===r.__webglInit||(e.deleteTexture(r.__webglTexture),a.remove(t))}function v(t){var r=a.get(t),n=a.get(t.texture);if(t){if(void 0!==n.__webglTexture&&e.deleteTexture(n.__webglTexture),t.depthTexture&&t.depthTexture.dispose(),t.isWebGLCubeRenderTarget)for(var o=0;6>o;o++)e.deleteFramebuffer(r.__webglFramebuffer[o]),r.__webglDepthbuffer&&e.deleteRenderbuffer(r.__webglDepthbuffer[o]);else e.deleteFramebuffer(r.__webglFramebuffer),r.__webglDepthbuffer&&e.deleteRenderbuffer(r.__webglDepthbuffer),r.__webglMultisampledFramebuffer&&e.deleteFramebuffer(r.__webglMultisampledFramebuffer),r.__webglColorRenderbuffer&&e.deleteRenderbuffer(r.__webglColorRenderbuffer),r.__webglDepthRenderbuffer&&e.deleteRenderbuffer(r.__webglDepthRenderbuffer);a.remove(t.texture),a.remove(t)}}// -function x(){var e=j;return e>=U&&console.warn("THREE.WebGLTextures: Trying to use "+e+" texture units while this GPU supports only "+U),j+=1,e}// -function _(e,t){var i=a.get(e);if(e.isVideoTexture&&D(e),0h;h++)f[h]=p||g?g?t.image[h].image:t.image[h]:l(t.image[h],!1,!0,B);var y=f[0],v=d(y)||z,x=n.convert(t.format),_=n.convert(t.type),b=m(t.internalFormat,x,_);S(34067,t,v);var M;if(p){for(var h=0;6>h;h++){M=f[h].mipmaps;for(var E=0,w;Eh;h++)if(g){r.texImage2D(34069+h,0,b,f[h].width,f[h].height,0,x,_,f[h].data);for(var E=0;Eo;o++)e.bindFramebuffer(36160,r.__webglFramebuffer[o]),r.__webglDepthbuffer[o]=e.createRenderbuffer(),L(r.__webglDepthbuffer[o],t,!1)}else e.bindFramebuffer(36160,r.__webglFramebuffer),r.__webglDepthbuffer=e.createRenderbuffer(),L(r.__webglDepthbuffer,t,!1);e.bindFramebuffer(36160,null)}// Set up GL resources for the render target -function P(t){var s=a.get(t),l=a.get(t.texture);t.addEventListener("dispose",h),l.__webglTexture=e.createTexture(),o.memory.textures++;var p=!0===t.isWebGLCubeRenderTarget,g=!0===t.isWebGLMultisampleRenderTarget,f=d(t)||z;// Setup framebuffer -if(z&&1022===t.texture.format&&(1015===t.texture.type||1016===t.texture.type)&&(t.texture.format=1023,console.warn("THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.")),p){s.__webglFramebuffer=[];for(var y=0;6>y;y++)s.__webglFramebuffer[y]=e.createFramebuffer()}else if(s.__webglFramebuffer=e.createFramebuffer(),g)if(z){s.__webglMultisampledFramebuffer=e.createFramebuffer(),s.__webglColorRenderbuffer=e.createRenderbuffer(),e.bindRenderbuffer(36161,s.__webglColorRenderbuffer);var v=n.convert(t.texture.format),x=n.convert(t.texture.type),_=m(t.texture.internalFormat,v,x),b=C(t);e.renderbufferStorageMultisample(36161,b,_,t.width,t.height),e.bindFramebuffer(36160,s.__webglMultisampledFramebuffer),e.framebufferRenderbuffer(36160,36064,36161,s.__webglColorRenderbuffer),e.bindRenderbuffer(36161,null),t.depthBuffer&&(s.__webglDepthRenderbuffer=e.createRenderbuffer(),L(s.__webglDepthRenderbuffer,t,!0)),e.bindFramebuffer(36160,null)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.");// Setup color buffer -if(p){r.bindTexture(34067,l.__webglTexture),S(34067,t.texture,f);for(var y=0;6>y;y++)w(s.__webglFramebuffer[y],t,36064,34069+y);c(t.texture,f)&&u(34067,t.texture,t.width,t.height),r.bindTexture(34067,null)}else r.bindTexture(3553,l.__webglTexture),S(3553,t.texture,f),w(s.__webglFramebuffer,t,36064,3553),c(t.texture,f)&&u(3553,t.texture,t.width,t.height),r.bindTexture(3553,null);// Setup depth and stencil buffers -t.depthBuffer&&R(t)}function C(e){return z&&e.isWebGLMultisampleRenderTarget?Io(O,e.samples):0}function D(e){var t=o.render.frame;// Check the last frame we updated the VideoTexture -G.get(e)!==t&&(G.set(e,t),e.update())}// backwards compatibility -function I(e,t){e&&e.isWebGLRenderTarget&&(!1===Y&&(console.warn("THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead."),Y=!0),e=e.texture),_(e,t)}function N(e,t){e&&e.isWebGLCubeRenderTarget&&(!1===Z&&(console.warn("THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead."),Z=!0),e=e.texture),e&&e.isCubeTexture||Array.isArray(e.image)&&6===e.image.length?b(e,t):M(e,t)}// -var z=i.isWebGL2,U=i.maxTextures,B=i.maxCubemapSize,F=i.maxTextureSize,O=i.maxSamples,G=new WeakMap,H=!1,V,k,W;try{H="undefined"!=typeof OffscreenCanvas&&null!==new OffscreenCanvas(1,1).getContext("2d")}catch(e){// Ignore any errors -}var j=0,q=(V={},_defineProperty(V,1000,10497),_defineProperty(V,1001,33071),_defineProperty(V,1002,33648),V),X=(k={},_defineProperty(k,1003,9728),_defineProperty(k,1004,9984),_defineProperty(k,1005,9986),_defineProperty(k,1006,9729),_defineProperty(k,1007,9985),_defineProperty(k,1008,9987),k),Y=!1,Z=!1;this.allocateTextureUnit=x,this.resetTextureUnits=function(){j=0},this.setTexture2D=_,this.setTexture2DArray=function(e,t){var i=a.get(e);return 0 column1, column2, column3, column4) -// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) -// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) -// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) -// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) -var T=wo(4*S.length);// 4 pixels needed for 1 matrix -T=os.ceilPowerOfTwo(T),T=No(T,4);var A=new Float32Array(4*(T*T));// 4 floats per RGBA pixel -A.set(x.boneMatrices);// copy current values -var B=new me(A,T,T,1023,1015);x.boneMatrices=A,x.boneTexture=B,x.boneTextureSize=T}m.setValue(Fe,"boneTexture",x.boneTexture,je),m.setValue(Fe,"boneTextureSize",x.boneTextureSize)}else m.setOptional(Fe,x,"boneMatrices")}}return(p||o.receiveShadow!==a.receiveShadow)&&(o.receiveShadow=a.receiveShadow,m.setValue(Fe,"receiveShadow",a.receiveShadow)),p&&(m.setValue(Fe,"toneMappingExposure",J.toneMappingExposure),m.setValue(Fe,"toneMappingWhitePoint",J.toneMappingWhitePoint),o.needsLights&&U(f,c),i&&r.fog&&E(f,i),r.isMeshBasicMaterial?y(f,r):r.isMeshLambertMaterial?(y(f,r),w(f,r)):r.isMeshToonMaterial?(y(f,r),R(f,r)):r.isMeshPhongMaterial?(y(f,r),L(f,r)):r.isMeshStandardMaterial?(y(f,r,n),r.isMeshPhysicalMaterial?C(f,r,n):P(f,r,n)):r.isMeshMatcapMaterial?(y(f,r),D(f,r)):r.isMeshDepthMaterial?(y(f,r),I(f,r)):r.isMeshDistanceMaterial?(y(f,r),N(f,r)):r.isMeshNormalMaterial?(y(f,r),z(f,r)):r.isLineBasicMaterial?(v(f,r),r.isLineDashedMaterial&&_(f,r)):r.isPointsMaterial?b(f,r):r.isSpriteMaterial?M(f,r):r.isShadowMaterial&&(f.color.value.copy(r.color),f.opacity.value=r.opacity),void 0!==f.ltc_1&&(f.ltc_1.value=Jl.LTC_1),void 0!==f.ltc_2&&(f.ltc_2.value=Jl.LTC_2),xt.upload(Fe,o.uniformsList,f,je),r.isShaderMaterial&&(r.uniformsNeedUpdate=!1)),r.isShaderMaterial&&!0===r.uniformsNeedUpdate&&(xt.upload(Fe,o.uniformsList,f,je),r.uniformsNeedUpdate=!1),r.isSpriteMaterial&&m.setValue(Fe,"center",a.center),m.setValue(Fe,"modelViewMatrix",a.modelViewMatrix),m.setValue(Fe,"normalMatrix",a.normalMatrix),m.setValue(Fe,"modelMatrix",a.matrixWorld),u}// Uniforms (refresh uniforms objects) -function y(e,t,r){e.opacity.value=t.opacity,t.color&&e.diffuse.value.copy(t.color),t.emissive&&e.emissive.value.copy(t.emissive).multiplyScalar(t.emissiveIntensity),t.map&&(e.map.value=t.map),t.alphaMap&&(e.alphaMap.value=t.alphaMap),t.specularMap&&(e.specularMap.value=t.specularMap);var a=t.envMap||r;a&&(e.envMap.value=a,e.flipEnvMap.value=a.isCubeTexture?-1:1,e.reflectivity.value=t.reflectivity,e.refractionRatio.value=t.refractionRatio,e.maxMipLevel.value=We.get(a).__maxMipLevel),t.lightMap&&(e.lightMap.value=t.lightMap,e.lightMapIntensity.value=t.lightMapIntensity),t.aoMap&&(e.aoMap.value=t.aoMap,e.aoMapIntensity.value=t.aoMapIntensity);// uv repeat and offset setting priorities -// 1. color map -// 2. specular map -// 3. normal map -// 4. bump map -// 5. alpha map -// 6. emissive map -var i;t.map?i=t.map:t.specularMap?i=t.specularMap:t.displacementMap?i=t.displacementMap:t.normalMap?i=t.normalMap:t.bumpMap?i=t.bumpMap:t.roughnessMap?i=t.roughnessMap:t.metalnessMap?i=t.metalnessMap:t.alphaMap?i=t.alphaMap:t.emissiveMap&&(i=t.emissiveMap),i!==void 0&&(i.isWebGLRenderTarget&&(i=i.texture),!0===i.matrixAutoUpdate&&i.updateMatrix(),e.uvTransform.value.copy(i.matrix));// uv repeat and offset setting priorities for uv2 -// 1. ao map -// 2. light map -var n;t.aoMap?n=t.aoMap:t.lightMap&&(n=t.lightMap),n!==void 0&&(n.isWebGLRenderTarget&&(n=n.texture),!0===n.matrixAutoUpdate&&n.updateMatrix(),e.uv2Transform.value.copy(n.matrix))}function v(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity}function _(e,t){e.dashSize.value=t.dashSize,e.totalSize.value=t.dashSize+t.gapSize,e.scale.value=t.scale}function b(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity,e.size.value=t.size*ue,e.scale.value=.5*ce,t.map&&(e.map.value=t.map),t.alphaMap&&(e.alphaMap.value=t.alphaMap);// uv repeat and offset setting priorities -// 1. color map -// 2. alpha map -var r;t.map?r=t.map:t.alphaMap&&(r=t.alphaMap),r!==void 0&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),e.uvTransform.value.copy(r.matrix))}function M(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity,e.rotation.value=t.rotation,t.map&&(e.map.value=t.map),t.alphaMap&&(e.alphaMap.value=t.alphaMap);// uv repeat and offset setting priorities -// 1. color map -// 2. alpha map -var r;t.map?r=t.map:t.alphaMap&&(r=t.alphaMap),r!==void 0&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),e.uvTransform.value.copy(r.matrix))}function E(e,t){e.fogColor.value.copy(t.color),t.isFog?(e.fogNear.value=t.near,e.fogFar.value=t.far):t.isFogExp2&&(e.fogDensity.value=t.density)}function w(e,t){t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap)}function L(e,t){e.specular.value.copy(t.specular),e.shininess.value=No(t.shininess,1e-4),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,t.side===1&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),t.side===1&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function R(e,t){e.specular.value.copy(t.specular),e.shininess.value=No(t.shininess,1e-4),t.gradientMap&&(e.gradientMap.value=t.gradientMap),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,t.side===1&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),t.side===1&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function P(e,t,r){e.roughness.value=t.roughness,e.metalness.value=t.metalness,t.roughnessMap&&(e.roughnessMap.value=t.roughnessMap),t.metalnessMap&&(e.metalnessMap.value=t.metalnessMap),t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,t.side===1&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),t.side===1&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias),(t.envMap||r)&&(e.envMapIntensity.value=t.envMapIntensity)}function C(e,t,r){// also part of uniforms common -P(e,t,r),e.reflectivity.value=t.reflectivity,e.clearcoat.value=t.clearcoat,e.clearcoatRoughness.value=t.clearcoatRoughness,t.sheen&&e.sheen.value.copy(t.sheen),t.clearcoatMap&&(e.clearcoatMap.value=t.clearcoatMap),t.clearcoatRoughnessMap&&(e.clearcoatRoughnessMap.value=t.clearcoatRoughnessMap),t.clearcoatNormalMap&&(e.clearcoatNormalScale.value.copy(t.clearcoatNormalScale),e.clearcoatNormalMap.value=t.clearcoatNormalMap,t.side===1&&e.clearcoatNormalScale.value.negate()),e.transparency.value=t.transparency}function D(e,t){t.matcap&&(e.matcap.value=t.matcap),t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,t.side===1&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),t.side===1&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function I(e,t){t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}function N(e,t){t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias),e.referencePosition.value.copy(t.referencePosition),e.nearDistance.value=t.nearDistance,e.farDistance.value=t.farDistance}function z(e,t){t.bumpMap&&(e.bumpMap.value=t.bumpMap,e.bumpScale.value=t.bumpScale,t.side===1&&(e.bumpScale.value*=-1)),t.normalMap&&(e.normalMap.value=t.normalMap,e.normalScale.value.copy(t.normalScale),t.side===1&&e.normalScale.value.negate()),t.displacementMap&&(e.displacementMap.value=t.displacementMap,e.displacementScale.value=t.displacementScale,e.displacementBias.value=t.displacementBias)}// If uniforms are marked as clean, they don't need to be loaded to the GPU. -function U(e,t){e.ambientLightColor.needsUpdate=t,e.lightProbe.needsUpdate=t,e.directionalLights.needsUpdate=t,e.directionalLightShadows.needsUpdate=t,e.pointLights.needsUpdate=t,e.pointLightShadows.needsUpdate=t,e.spotLights.needsUpdate=t,e.spotLightShadows.needsUpdate=t,e.rectAreaLights.needsUpdate=t,e.hemisphereLights.needsUpdate=t}function B(e){return e.isMeshLambertMaterial||e.isMeshToonMaterial||e.isMeshPhongMaterial||e.isMeshStandardMaterial||e.isShadowMaterial||e.isShaderMaterial&&!0===e.lights}// -e=e||{};var F=e.canvas===void 0?document.createElementNS("http://www.w3.org/1999/xhtml","canvas"):e.canvas,O=e.context===void 0?null:e.context,G=e.alpha!==void 0&&e.alpha,H=!(e.depth!==void 0)||e.depth,V=!(e.stencil!==void 0)||e.stencil,k=e.antialias!==void 0&&e.antialias,W=!(e.premultipliedAlpha!==void 0)||e.premultipliedAlpha,j=e.preserveDrawingBuffer!==void 0&&e.preserveDrawingBuffer,q=e.powerPreference===void 0?"default":e.powerPreference,X=e.failIfMajorPerformanceCaveat!==void 0&&e.failIfMajorPerformanceCaveat,Y=null,Z=null;this.domElement=F,this.debug={/** - * Enables error checking and reporting when shader programs are being compiled - * @type {boolean} - */checkShaderErrors:!0},this.autoClear=!0,this.autoClearColor=!0,this.autoClearDepth=!0,this.autoClearStencil=!0,this.sortObjects=!0,this.clippingPlanes=[],this.localClippingEnabled=!1,this.gammaFactor=2,this.outputEncoding=3000,this.physicallyCorrectLights=!1,this.toneMapping=1,this.toneMappingExposure=1,this.toneMappingWhitePoint=1,this.maxMorphTargets=8,this.maxMorphNormals=4;// internal properties -var J=this,Q=!1,// internal state cache -K=null,$=0,ee=0,te=null,re=null,ae=-1,// geometry and program caching -ie={geometry:null,program:null,wireframe:!1},ne=null,oe=null,se=new x,le=new x,de=null,// -pe=F.width,ce=F.height,ue=1,ye=null,ve=null,Le=new x(0,0,pe,ce),Pe=new x(0,0,pe,ce),Ce=!1,// frustum -De=new ge,// clipping -Ie=new Me,Ne=!1,ze=!1,// camera matrices cache -Ue=new T,Be=new S,Fe;try{var Oe={alpha:G,depth:H,stencil:V,antialias:k,premultipliedAlpha:W,preserveDrawingBuffer:j,powerPreference:q,failIfMajorPerformanceCaveat:X,xrCompatible:!0};// event listeners must be registered before WebGL context is created, see #12753 -if(F.addEventListener("webglcontextlost",a,!1),F.addEventListener("webglcontextrestored",i,!1),Fe=O||F.getContext("webgl",Oe)||F.getContext("experimental-webgl",Oe),null===Fe)if(null!==F.getContext("webgl"))throw new Error("Error creating WebGL context with your selected attributes.");else throw new Error("Error creating WebGL context.");// Some experimental-webgl implementations do not have getShaderPrecisionFormat -void 0===Fe.getShaderPrecisionFormat&&(Fe.getShaderPrecisionFormat=function(){return{rangeMin:1,rangeMax:1,precision:1}})}catch(e){throw console.error("THREE.WebGLRenderer: "+e.message),e}var Ge,He,Ve,ke,We,je,qe,Xe,Ye,Ze,Je,Qe,Ke,$e,et,tt,rt;r();// xr -var at=new pr(J,Fe);this.xr=at;// shadow map -var it=new ir(J,Ye,He.maxTextureSize);this.shadowMap=it,this.getContext=function(){return Fe},this.getContextAttributes=function(){return Fe.getContextAttributes()},this.forceContextLoss=function(){var e=Ge.get("WEBGL_lose_context");e&&e.loseContext()},this.forceContextRestore=function(){var e=Ge.get("WEBGL_lose_context");e&&e.restoreContext()},this.getPixelRatio=function(){return ue},this.setPixelRatio=function(e){void 0===e||(ue=e,this.setSize(pe,ce,!1))},this.getSize=function(e){return void 0===e&&(console.warn("WebGLRenderer: .getsize() now requires a Vector2 as an argument"),e=new h),e.set(pe,ce)},this.setSize=function(e,t,r){return at.isPresenting?void console.warn("THREE.WebGLRenderer: Can't change size while VR device is presenting."):void(pe=e,ce=t,F.width=Po(e*ue),F.height=Po(t*ue),!1!==r&&(F.style.width=e+"px",F.style.height=t+"px"),this.setViewport(0,0,e,t))},this.getDrawingBufferSize=function(e){return void 0===e&&(console.warn("WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument"),e=new h),e.set(pe*ue,ce*ue).floor()},this.setDrawingBufferSize=function(e,t,r){pe=e,ce=t,ue=r,F.width=Po(e*r),F.height=Po(t*r),this.setViewport(0,0,e,t)},this.getCurrentViewport=function(e){return void 0===e&&(console.warn("WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument"),e=new x),e.copy(se)},this.getViewport=function(e){return e.copy(Le)},this.setViewport=function(e,t,r,a){e.isVector4?Le.set(e.x,e.y,e.z,e.w):Le.set(e,t,r,a),Ve.viewport(se.copy(Le).multiplyScalar(ue).floor())},this.getScissor=function(e){return e.copy(Pe)},this.setScissor=function(e,t,r,a){e.isVector4?Pe.set(e.x,e.y,e.z,e.w):Pe.set(e,t,r,a),Ve.scissor(le.copy(Pe).multiplyScalar(ue).floor())},this.getScissorTest=function(){return Ce},this.setScissorTest=function(e){Ve.setScissorTest(Ce=e)},this.setOpaqueSort=function(e){ye=e},this.setTransparentSort=function(e){ve=e},this.getClearColor=function(){return Ke.getClearColor()},this.setClearColor=function(){Ke.setClearColor.apply(Ke,arguments)},this.getClearAlpha=function(){return Ke.getClearAlpha()},this.setClearAlpha=function(){Ke.setClearAlpha.apply(Ke,arguments)},this.clear=function(e,t,r){var a=0;(e===void 0||e)&&(a|=16384),(t===void 0||t)&&(a|=256),(r===void 0||r)&&(a|=1024),Fe.clear(a)},this.clearColor=function(){this.clear(!0,!1,!1)},this.clearDepth=function(){this.clear(!1,!0,!1)},this.clearStencil=function(){this.clear(!1,!1,!0)},this.dispose=function(){F.removeEventListener("webglcontextlost",a,!1),F.removeEventListener("webglcontextrestored",i,!1),Je.dispose(),Qe.dispose(),We.dispose(),Ye.dispose(),at.dispose(),st.stop(),this.forceContextLoss()},this.renderBufferImmediate=function(e,t){Ve.initAttributes();var r=We.get(e);e.hasPositions&&!r.position&&(r.position=Fe.createBuffer()),e.hasNormals&&!r.normal&&(r.normal=Fe.createBuffer()),e.hasUvs&&!r.uv&&(r.uv=Fe.createBuffer()),e.hasColors&&!r.color&&(r.color=Fe.createBuffer());var a=t.getAttributes();e.hasPositions&&(Fe.bindBuffer(34962,r.position),Fe.bufferData(34962,e.positionArray,35048),Ve.enableAttribute(a.position),Fe.vertexAttribPointer(a.position,3,5126,!1,0,0)),e.hasNormals&&(Fe.bindBuffer(34962,r.normal),Fe.bufferData(34962,e.normalArray,35048),Ve.enableAttribute(a.normal),Fe.vertexAttribPointer(a.normal,3,5126,!1,0,0)),e.hasUvs&&(Fe.bindBuffer(34962,r.uv),Fe.bufferData(34962,e.uvArray,35048),Ve.enableAttribute(a.uv),Fe.vertexAttribPointer(a.uv,2,5126,!1,0,0)),e.hasColors&&(Fe.bindBuffer(34962,r.color),Fe.bufferData(34962,e.colorArray,35048),Ve.enableAttribute(a.color),Fe.vertexAttribPointer(a.color,3,5126,!1,0,0)),Ve.disableUnusedAttributes(),Fe.drawArrays(4,0,e.count),e.count=0};var nt=new A;this.renderBufferDirect=function(e,r,a,i,n,o){null===r&&(r=nt);// renderBufferDirect second parameter used to be fog (could be null) -var s=n.isMesh&&0>n.matrixWorld.determinant(),l=f(e,r,i,n);Ve.setMaterial(i,s);var p=!1;(ie.geometry!==a.id||ie.program!==l.id||ie.wireframe!==(!0===i.wireframe))&&(ie.geometry=a.id,ie.program=l.id,ie.wireframe=!0===i.wireframe,p=!0),(i.morphTargets||i.morphNormals)&&($e.update(n,a,i,l),p=!0);// -var c=a.index,u=a.attributes.position;// -if(null===c){if(void 0===u||0===u.count)return;}else if(0===c.count)return;// -var m=1;!0===i.wireframe&&(c=Xe.getWireframeAttribute(a),m=2);var g=et,h;null!==c&&(h=qe.get(c),g=tt,g.setIndex(h)),p&&(d(n,a,i,l),null!==c&&Fe.bindBuffer(34963,h.buffer));// -var y=null===c?u.count:c.count,v=a.drawRange.start*m,x=a.drawRange.count*m,_=null===o?0:o.start*m,b=null===o?1/0:o.count*m,M=No(v,_),S=Io(y,v+x,_+b)-1,T=No(0,S-M+1);if(0!==T){// -if(n.isMesh)!0===i.wireframe?(Ve.setLineWidth(i.wireframeLinewidth*t()),g.setMode(1)):g.setMode(4);else if(n.isLine){var E=i.linewidth;void 0===E&&(E=1),Ve.setLineWidth(E*t()),n.isLineSegments?g.setMode(1):n.isLineLoop?g.setMode(2):g.setMode(3)}else n.isPoints?g.setMode(0):n.isSprite&&g.setMode(4);n.isInstancedMesh?g.renderInstances(a,M,T,n.count):a.isInstancedBufferGeometry?g.renderInstances(a,M,T,a.maxInstancedCount):g.render(M,T)}},this.compile=function(e,t){Z=Qe.get(e,t),Z.init(),e.traverse(function(e){e.isLight&&(Z.pushLight(e),e.castShadow&&Z.pushShadow(e))}),Z.setupLights(t);var r={};e.traverse(function(t){if(t.material)if(Array.isArray(t.material))for(var a=0;a= 52 and Firefox -!(1016===c&&(He.isWebGL2?Ge.get("EXT_color_buffer_float"):Ge.get("EXT_color_buffer_half_float"))))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");36053===Fe.checkFramebufferStatus(36160)?0<=t&&t<=e.width-a&&0<=r&&r<=e.height-i&&Fe.readPixels(t,r,a,i,rt.convert(p),rt.convert(c),n):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.")}finally{l&&Fe.bindFramebuffer(36160,re)}}},this.copyFramebufferToTexture=function(e,t,r){r===void 0&&(r=0);var a=Do(2,-r),i=Po(t.image.width*a),n=Po(t.image.height*a),o=rt.convert(t.format);je.setTexture2D(t,0),Fe.copyTexImage2D(3553,r,o,e.x,e.y,i,n,0),Ve.unbindTexture()},this.copyTextureToTexture=function(e,t,r,a){var i=t.image.width,n=t.image.height,o=rt.convert(r.format),s=rt.convert(r.type);je.setTexture2D(r,0),t.isDataTexture?Fe.texSubImage2D(3553,a||0,e.x,e.y,i,n,o,s,t.image.data):Fe.texSubImage2D(3553,a||0,e.x,e.y,o,s,t.image),Ve.unbindTexture()},this.initTexture=function(e){je.setTexture2D(e,0),Ve.unbindTexture()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */function ur(e,t){this.name="",this.color=new U(e),this.density=t===void 0?25e-5:t}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */function mr(e,t,r){this.name="",this.color=new U(e),this.near=t===void 0?1:t,this.far=r===void 0?1e3:r}/** - * @author benaadams / https://twitter.com/ben_a_adams - */function gr(e,t){this.array=e,this.stride=t,this.count=e===void 0?0:e.length/t,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0}function fr(e,t,r,a){this.data=e,this.itemSize=t,this.offset=r,this.normalized=!0===a}/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * map: new THREE.Texture( ), - * alphaMap: new THREE.Texture( ), - * rotation: , - * sizeAttenuation: - * } - */function hr(e){H.call(this),this.type="SpriteMaterial",this.color=new U(16777215),this.map=null,this.alphaMap=null,this.rotation=0,this.sizeAttenuation=!0,this.transparent=!0,this.setValues(e)}function yr(e){if(L.call(this),this.type="Sprite",void 0===Ld){Ld=new te;var t=new Float32Array([-.5,-.5,0,0,0,.5,-.5,0,1,0,.5,.5,0,1,1,-.5,.5,0,0,1]),r=new gr(t,5);Ld.setIndex([0,1,2,0,2,3]),Ld.setAttribute("position",new fr(r,3,0,!1)),Ld.setAttribute("uv",new fr(r,2,3,!1))}this.geometry=Ld,this.material=void 0===e?new hr:e,this.center=new h(.5,.5)}function vr(e,t,r,a,i,n){// compute position in camera space -// transform to world space -vd.subVectors(e,r).addScalar(.5).multiply(a),i===void 0?xd.copy(vd):(xd.x=n*vd.x-i*vd.y,xd.y=i*vd.x+n*vd.y),e.copy(t),e.x+=xd.x,e.y+=xd.y,e.applyMatrix4(_d)}/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */function xr(){L.call(this),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]}}),this.autoUpdate=!0}/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author ikerr / http://verold.com - */function _r(e,t){e&&e.isGeometry&&console.error("THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead."),re.call(this,e,t),this.type="SkinnedMesh",this.bindMode="attached",this.bindMatrix=new T,this.bindMatrixInverse=new T}function br(e,t){// use the supplied bone inverses or calculate the inverses -if(e=e||[],this.bones=e.slice(0),this.boneMatrices=new Float32Array(16*this.bones.length),this.frame=-1,void 0===t)this.calculateInverses();else if(this.bones.length===t.length)this.boneInverses=t.slice(0);else{console.warn("THREE.Skeleton boneInverses is the wrong length."),this.boneInverses=[];for(var r=0,a=this.bones.length;r, - * opacity: , - * - * linewidth: , - * linecap: "round", - * linejoin: "round" - * } - */function Tr(e){H.call(this),this.type="LineBasicMaterial",this.color=new U(16777215),this.linewidth=1,this.linecap="round",this.linejoin="round",this.setValues(e)}function Er(e,t,r){1===r&&console.error("THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead."),L.call(this),this.type="Line",this.geometry=e===void 0?new te:e,this.material=t===void 0?new Tr:t}function wr(e,t){Er.call(this,e,t),this.type="LineSegments"}/** - * @author mgreter / http://github.com/mgreter - */function Lr(e,t){Er.call(this,e,t),this.type="LineLoop"}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * alphaMap: new THREE.Texture( ), - * - * size: , - * sizeAttenuation: - * - * morphTargets: - * } - */function Ar(e){H.call(this),this.type="PointsMaterial",this.color=new U(16777215),this.map=null,this.alphaMap=null,this.size=1,this.sizeAttenuation=!0,this.morphTargets=!1,this.setValues(e)}function Rr(e,t){L.call(this),this.type="Points",this.geometry=e===void 0?new te:e,this.material=t===void 0?new Ar:t,this.updateMorphTargets()}function Pr(e,t,r,a,i,n,o){var s=Wd.distanceSqToPoint(e);if(si.far)return;n.push({distance:d,distanceToRay:wo(s),point:l,index:t,face:null,object:o})}}/** - * @author mrdoob / http://mrdoob.com/ - */function Cr(e,t,r,a,i,n,o,s,l){v.call(this,e,t,r,a,i,n,o,s,l),this.format=o===void 0?1022:o,this.minFilter=n===void 0?1006:n,this.magFilter=i===void 0?1006:i,this.generateMipmaps=!1}/** - * @author alteredq / http://alteredqualia.com/ - */function Dr(e,t,r,a,i,n,o,s,l,d,p,c){// no flipping for cube textures -// (also flipping doesn't work for compressed textures ) -// can't generate mipmaps for compressed textures -// mips must be embedded in DDS files -v.call(this,null,n,o,s,l,d,a,i,p,c),this.image={width:t,height:r},this.mipmaps=e,this.flipY=!1,this.generateMipmaps=!1}/** - * @author mrdoob / http://mrdoob.com/ - */function Ir(e,t,r,a,i,n,o,s,l){v.call(this,e,t,r,a,i,n,o,s,l),this.needsUpdate=!0}/** - * @author Matt DesLauriers / @mattdesl - * @author atix / arthursilber.de - */function Nr(e,t,r,a,i,n,o,s,l,d){if(d=void 0===d?1026:d,1026!==d&&1027!==d)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===r&&1026===d&&(r=1012),void 0===r&&1027===d&&(r=1020),v.call(this,null,a,i,n,o,s,d,r,l),this.image={width:e,height:t},this.magFilter=void 0===o?1003:o,this.minFilter=void 0===s?1003:s,this.flipY=!1,this.generateMipmaps=!1}/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */function zr(t){te.call(this),this.type="WireframeGeometry";// buffer -var r=[],a=[0,0],n={},s=["a","b","c"],d,p,c,u,m,g,f,h,y,v;// helper variables -// different logic for Geometry and BufferGeometry -if(t&&t.isGeometry){// create a data structure that contains all edges without duplicates -var x=t.faces;for(d=0,c=x.length;dp;p++)// sorting prevents duplicates -f=_[s[p]],h=_[s[(p+1)%3]],a[0]=Io(f,h),a[1]=No(f,h),y=a[0]+","+a[1],void 0===n[y]&&(n[y]={index1:a[0],index2:a[1]})}// generate vertices -for(y in n)g=n[y],v=t.vertices[g.index1],r.push(v.x,v.y,v.z),v=t.vertices[g.index2],r.push(v.x,v.y,v.z)}else if(t&&t.isBufferGeometry){var b,M,T,E,w,L,A,R;if(v=new S,null!==t.index){// create a data structure that contains all eges without duplicates -for(b=t.attributes.position,M=t.index,T=t.groups,0===T.length&&(T=[{start:0,count:M.count,materialIndex:0}]),(u=0,m=T.length);up;p++)// sorting prevents duplicates -f=M.getX(d+p),h=M.getX(d+(p+1)%3),a[0]=Io(f,h),a[1]=No(f,h),y=a[0]+","+a[1],void 0===n[y]&&(n[y]={index1:a[0],index2:a[1]});// generate vertices -for(y in n)g=n[y],v.fromBufferAttribute(b,g.index1),r.push(v.x,v.y,v.z),v.fromBufferAttribute(b,g.index2),r.push(v.x,v.y,v.z)}else for(b=t.attributes.position,d=0,c=b.count/3;dp;p++)// three edges per triangle, an edge is represented as (index1, index2) -// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) -A=3*d+p,v.fromBufferAttribute(b,A),r.push(v.x,v.y,v.z),R=3*d+(p+1)%3,v.fromBufferAttribute(b,R),r.push(v.x,v.y,v.z)}// build geometry -this.setAttribute("position",new Q(r,3))}/** - * @author zz85 / https://github.com/zz85 - * @author Mugen87 / https://github.com/Mugen87 - * - * Parametric Surfaces Geometry - * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html - */ // ParametricGeometry -function Ur(e,t,r){ne.call(this),this.type="ParametricGeometry",this.parameters={func:e,slices:t,stacks:r},this.fromBufferGeometry(new Br(e,t,r)),this.mergeVertices()}// ParametricBufferGeometry -function Br(e,t,r){te.call(this),this.type="ParametricBufferGeometry",this.parameters={func:e,slices:t,stacks:r};// buffers -var n=[],o=[],s=[],l=[],p=1e-5,m=new S,g=new S,f=new S,h=new S,y=new S,x,_;3>e.length&&console.error("THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.");// generate vertices, normals and uvs -var M=t+1;for(x=0;x<=r;x++){var T=x/r;for(_=0;_<=t;_++){var v=_/t;// vertex -// cross product of tangent vectors returns surface normal -// uv -e(v,T,g),o.push(g.x,g.y,g.z),0<=v-p?(e(v-p,T,f),h.subVectors(g,f)):(e(v+p,T,f),h.subVectors(f,g)),0<=T-p?(e(v,T-p,f),y.subVectors(g,f)):(e(v,T+p,f),y.subVectors(f,g)),m.crossVectors(h,y).normalize(),s.push(m.x,m.y,m.z),l.push(v,T)}}// generate indices -for(x=0;xo&&(.2>t&&(y[e+0]+=1),.2>r&&(y[e+2]+=1),.2>a&&(y[e+4]+=1))}}function d(e){f.push(e.x,e.y,e.z)}function p(t,r){var a=3*t;r.x=e[a+0],r.y=e[a+1],r.z=e[a+2]}function c(){for(var e=new S,t=new S,r=new S,a=new S,n=new h,o=new h,s=new h,l=0,d=0;la&&1===e.x&&(y[t]=e.x-1),0===r.x&&0===r.z&&(y[t]=a/2/Eo+.5)}// Angle around the Y axis, counter-clockwise when looking from above. -function m(e){return To(e.z,-e.x)}// Angle above the XZ plane. -function g(e){return To(-e.y,wo(e.x*e.x+e.z*e.z))}te.call(this),this.type="PolyhedronBufferGeometry",this.parameters={vertices:e,indices:t,radius:r,detail:a},r=r||1,a=a||0;// default buffer data -var f=[],y=[];// the subdivision creates the vertex buffer data -// all vertices should lie on a conceptual sphere with a given radius -// finally, create the uv data -// build non-indexed geometry -i(a),o(r),s(),this.setAttribute("position",new Q(f,3)),this.setAttribute("normal",new Q(f.slice(),3)),this.setAttribute("uv",new Q(y,2)),0===a?this.computeVertexNormals():this.normalizeNormals()}/** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ // TetrahedronGeometry -function Gr(e,t){ne.call(this),this.type="TetrahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new Hr(e,t)),this.mergeVertices()}// TetrahedronBufferGeometry -function Hr(e,t){Or.call(this,[1,1,1,-1,-1,1,-1,1,-1,1,-1,-1],[2,1,0,0,3,2,1,3,0,2,3,1],e,t),this.type="TetrahedronBufferGeometry",this.parameters={radius:e,detail:t}}/** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ // OctahedronGeometry -function Vr(e,t){ne.call(this),this.type="OctahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new kr(e,t)),this.mergeVertices()}// OctahedronBufferGeometry -function kr(e,t){Or.call(this,[1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1],[0,2,4,0,4,3,0,3,5,0,5,2,1,2,5,1,5,3,1,3,4,1,4,2],e,t),this.type="OctahedronBufferGeometry",this.parameters={radius:e,detail:t}}/** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ // IcosahedronGeometry -function Wr(e,t){ne.call(this),this.type="IcosahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new jr(e,t)),this.mergeVertices()}// IcosahedronBufferGeometry -function jr(e,r){var a=(1+wo(5))/2;Or.call(this,[-1,a,0,1,a,0,-1,-a,0,1,-a,0,0,-1,a,0,1,a,0,-1,-a,0,1,-a,a,0,-1,a,0,1,-a,0,-1,-a,0,1],[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1],e,r),this.type="IcosahedronBufferGeometry",this.parameters={radius:e,detail:r}}/** - * @author Abe Pazos / https://hamoid.com - * @author Mugen87 / https://github.com/Mugen87 - */ // DodecahedronGeometry -function qr(e,t){ne.call(this),this.type="DodecahedronGeometry",this.parameters={radius:e,detail:t},this.fromBufferGeometry(new Xr(e,t)),this.mergeVertices()}// DodecahedronBufferGeometry -function Xr(e,a){var i=(1+wo(5))/2,t=1/i;Or.call(this,[// (±1, ±1, ±1) --1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,// (0, ±1/φ, ±φ) -0,-t,-i,0,-t,i,0,t,-i,0,t,i,// (±1/φ, ±φ, 0) --t,-i,0,-t,i,0,t,-i,0,t,i,0,// (±φ, 0, ±1/φ) --i,0,-t,i,0,-t,-i,0,t,i,0,t],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],e,a),this.type="DodecahedronBufferGeometry",this.parameters={radius:e,detail:a}}/** - * @author oosmoxiecode / https://github.com/oosmoxiecode - * @author WestLangley / https://github.com/WestLangley - * @author zz85 / https://github.com/zz85 - * @author miningold / https://github.com/miningold - * @author jonobr1 / https://github.com/jonobr1 - * @author Mugen87 / https://github.com/Mugen87 - * - */ // TubeGeometry -function Yr(e,t,r,a,i,n){ne.call(this),this.type="TubeGeometry",this.parameters={path:e,tubularSegments:t,radius:r,radialSegments:a,closed:i},n!==void 0&&console.warn("THREE.TubeGeometry: taper has been removed.");var o=new Zr(e,t,r,a,i);// expose internals -// create geometry -this.tangents=o.tangents,this.normals=o.normals,this.binormals=o.binormals,this.fromBufferGeometry(o),this.mergeVertices()}// TubeBufferGeometry -function Zr(e,t,r,n,o){// functions -function s(){for(_=0;_=t;o-=a)s=Ta(o,e[o],e[o+1],s);return s&&va(s,s.next)&&(Ea(s),s=s.next),s}// eliminate colinear or duplicate points -function ta(e,t){if(!e)return e;t||(t=e);var r=e,a;do if(a=!1,!r.steiner&&(va(r,r.next)||0===ya(r.prev,r,r.next))){if(Ea(r),r=t=r.prev,r===r.next)break;a=!0}else r=r.next;while(a||r!==t);return t}// main ear slicing loop which triangulates a polygon (given as a linked list) -function ra(e,t,r,a,i,n,o){if(e){!o&&n&&ca(e,a,i,n);// iterate through ears, slicing them one by one -for(var s=e,l,d;e.prev!==e.next;){if(l=e.prev,d=e.next,n?ia(e,a,i,n):aa(e)){t.push(l.i/r),t.push(e.i/r),t.push(d.i/r),Ea(e),e=d.next,s=d.next;continue}// if we looped through the whole remaining polygon and can't find any more ears -if(e=d,e===s){o?1===o?(e=na(e,t,r),ra(e,t,r,a,i,n,2)):2==o&&oa(e,t,r,a,i,n):ra(ta(e),t,r,a,i,n,1);break}}}// interlink polygon nodes in z-order -}// check whether a polygon node forms a valid ear with adjacent nodes -function aa(e){var t=e.prev,r=e,a=e.next;if(0<=ya(t,r,a))return!1;// reflex, can't be an ear -// now make sure we don't have other points inside the potential ear -for(var i=e.next.next;i!==e.prev;){if(fa(t.x,t.y,r.x,r.y,a.x,a.y,i.x,i.y)&&0<=ya(i.prev,i,i.next))return!1;i=i.next}return!0}function ia(e,t,r,i){var o=e.prev,a=e,s=e.next;if(0<=ya(o,a,s))return!1;// reflex, can't be an ear -// triangle bbox; min & max are calculated like this for speed -// look for points inside the triangle in both directions -for(var l=o.xa.x?o.x>s.x?o.x:s.x:a.x>s.x?a.x:s.x,u=o.y>a.y?o.y>s.y?o.y:s.y:a.y>s.y?a.y:s.y,m=ma(l,d,t,r,i),g=ma(c,u,t,r,i),f=e.prevZ,h=e.nextZ// z-order range for the current triangle bbox; -;f&&f.z>=m&&h&&h.z<=g;){if(f!==e.prev&&f!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,f.x,f.y)&&0<=ya(f.prev,f,f.next))return!1;if(f=f.prevZ,h!==e.prev&&h!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,h.x,h.y)&&0<=ya(h.prev,h,h.next))return!1;h=h.nextZ}// look for remaining points in decreasing z-order -for(;f&&f.z>=m;){if(f!==e.prev&&f!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,f.x,f.y)&&0<=ya(f.prev,f,f.next))return!1;f=f.prevZ}// look for remaining points in increasing z-order -for(;h&&h.z<=g;){if(h!==e.prev&&h!==e.next&&fa(o.x,o.y,a.x,a.y,s.x,s.y,h.x,h.y)&&0<=ya(h.prev,h,h.next))return!1;h=h.nextZ}return!0}// go through all polygon nodes and cure small local self-intersections -function na(e,t,r){var i=e;do{var n=i.prev,a=i.next.next;!va(n,a)&&xa(n,i,i.next,a)&&ba(n,a)&&ba(a,n)&&(t.push(n.i/r),t.push(i.i/r),t.push(a.i/r),Ea(i),Ea(i.next),i=e=a),i=i.next}while(i!==e);return i}// try splitting polygon into two and triangulate them independently -function oa(e,t,r,i,n,o){// look for a valid diagonal that divides the polygon into two -var s=e;do{for(var l=s.next.next;l!==s.prev;){if(s.i!==l.i&&ha(s,l)){// split the polygon in two by the diagonal -var d=Sa(s,l);// filter colinear points around the cuts -return s=ta(s,s.next),d=ta(d,d.next),ra(s,t,r,i,n,o),void ra(d,t,r,i,n,o)}l=l.next}s=s.next}while(s!==e)}// link every hole into the outer loop, producing a single-ring polygon without holes -function sa(e,t,r,a){var n=[],o,s,l,d,p;for(o=0,s=t.length;o=r.next.y&&r.next.y!==r.y){var s=r.x+(i-r.y)*(r.next.x-r.x)/(r.next.y-r.y);if(s<=a&&s>n){if(n=s,s===a){if(i===r.y)return r;if(i===r.next.y)return r.next}o=r.x=r.x&&r.x>=d&&a!==r.x&&fa(io.x)&&ba(r,e)&&(o=r,u=g)),r=r.next;return o}// interlink polygon nodes in z-order -function ca(e,t,r,a){var i=e;do null===i.z&&(i.z=ma(i.x,i.y,t,r,a)),i.prevZ=i.prev,i.nextZ=i.next,i=i.next;while(i!==e);i.prevZ.nextZ=null,i.prevZ=null,ua(i)}// Simon Tatham's linked list merge sort algorithm -// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html -function ua(t){var r=1,a,n,o,s,l,d,c,u;do{for(n=t,t=null,l=null,d=0;n;){for(d++,o=n,c=0,a=0;aya(e.prev,e,e.next)?0<=ya(e,t,e.next)&&0<=ya(e,e.prev,t):0>ya(e,t,e.prev)||0>ya(e,e.next,t)}// check if the middle point of a polygon diagonal is inside the polygon -function Ma(e,t){var r=e,a=!1,i=(e.x+t.x)/2,n=(e.y+t.y)/2;do r.y>n!=r.next.y>n&&r.next.y!==r.y&&i<(r.next.x-r.x)*(n-r.y)/(r.next.y-r.y)+r.x&&(a=!a),r=r.next;while(r!==e);return a}// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; -// if one belongs to the outer ring and another to a hole, it merges it into a single ring -function Sa(e,t){var r=new wa(e.i,e.x,e.y),a=new wa(t.i,t.x,t.y),i=e.next,n=t.prev;return e.next=t,t.prev=e,r.next=i,i.prev=r,a.next=r,r.prev=a,n.next=a,a.prev=n,a}// create a node and optionally link it with previous one (in a circular doubly linked list) -function Ta(e,t,r,a){var i=new wa(e,t,r);return a?(i.next=a.next,i.prev=a,a.next.prev=i,a.next=i):(i.prev=i,i.next=i),i}function Ea(e){e.next.prev=e.prev,e.prev.next=e.next,e.prevZ&&(e.prevZ.nextZ=e.nextZ),e.nextZ&&(e.nextZ.prevZ=e.prevZ)}function wa(e,t,r){// vertex index in coordinates array -// vertex coordinates -// previous and next vertex nodes in a polygon ring -// z-order curve value -// previous and next nodes in z-order -// indicates whether this is a steiner point -this.i=e,this.x=t,this.y=r,this.prev=null,this.next=null,this.z=null,this.prevZ=null,this.nextZ=null,this.steiner=!1}function La(e,t,r,a){for(var n=0,o=t,s=r-a;o, // number of points on the curves - * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too - * depth: , // Depth to extrude the shape - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into the original shape bevel goes - * bevelSize: , // how far from shape outline (including bevelOffset) is bevel - * bevelOffset: , // how far from shape outline does bevel start - * bevelSegments: , // number of bevel layers - * - * extrudePath: // curve to extrude shape along - * - * UVGenerator: // object that provides UV generator functions - * - * } - */ // ExtrudeGeometry -function Pa(e,t){ne.call(this),this.type="ExtrudeGeometry",this.parameters={shapes:e,options:t},this.fromBufferGeometry(new Ca(e,t)),this.mergeVertices()}// ExtrudeBufferGeometry -function Ca(e,r){// functions -function a(e){function a(e,t,r){return t||console.error("THREE.ExtrudeGeometry: vec does not exist"),t.clone().multiplyScalar(r).add(e)}// Find directions for point movement -function l(e,t,r){// computes for inPt the corresponding point inPt' on a new contour -// shifted by 1 unit (length of normalized vector) to the left -// if we walk along contour clockwise, this new contour is outside the old one -// -// inPt' is the intersection of the two lines parallel to the two -// adjacent edges of inPt at a distance of 1 unit on the left side. -var a=e.x-t.x,i=e.y-t.y,n=r.x-e.x,o=r.y-e.y,s=a*a+i*i,l,d,p;// resulting translation vector for inPt -// good reading for geometry algorithms (here: line-line intersection) -// http://geomalgorithms.com/a05-_intersect-1.html -if(zo(a*o-i*n)>Mo){// not collinear -// length of vectors for normalizing -var c=wo(s),u=wo(n*n+o*o),m=t.x-i/c,g=t.y+a/c,f=r.x-o/u,y=r.y+n/u,v=((f-m)*o-(y-g)*n)/(a*o-i*n);l=m+a*v-e.x,d=g+i*v-e.y;// Don't normalize!, otherwise sharp corners become ugly -// but prevent crazy spikes -var x=l*l+d*d;if(2>=x)return new h(l,d);p=wo(x/2)}else{// handle special case of collinear edges -var _=!1;// assumes: opposite -a>Mo?n>Mo&&(_=!0):a<-Mo?n<-Mo&&(_=!0):bo(i)===bo(o)&&(_=!0),_?(l=-i,d=a,p=wo(s)):(l=a,d=i,p=wo(s/2))}return new h(l/p,d/p)}///// Internal functions -function d(){var e=o.length/3;if(T){var t=0,r=Z*t;// steps + 1 -// Bottom faces -for(K=0;Ki&&(i=e.length-1);//console.log('b', i,j, i-1, k,vertices.length); -var n=0,o=_+2*A;for(n=0;n, // font - * - * size: , // size of the text - * height: , // thickness to extrude text - * curveSegments: , // number of points on the curves - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into text bevel goes - * bevelSize: , // how far from text outline (including bevelOffset) is bevel - * bevelOffset: // how far from text outline does bevel start - * } - */ // TextGeometry -function Ia(e,t){ne.call(this),this.type="TextGeometry",this.parameters={text:e,parameters:t},this.fromBufferGeometry(new Na(e,t)),this.mergeVertices()}// TextBufferGeometry -function Na(e,t){t=t||{};var r=t.font;if(!(r&&r.isFont))return console.error("THREE.TextGeometry: font parameter is not an instance of THREE.Font."),new ne;var a=r.generateShapes(e,t.size);// translate parameters to ExtrudeGeometry API -t.depth=t.height===void 0?50:t.height,t.bevelThickness===void 0&&(t.bevelThickness=10),t.bevelSize===void 0&&(t.bevelSize=8),t.bevelEnabled===void 0&&(t.bevelEnabled=!1),Ca.call(this,a,t),this.type="TextBufferGeometry"}/** - * @author mrdoob / http://mrdoob.com/ - * @author benaadams / https://twitter.com/ben_a_adams - * @author Mugen87 / https://github.com/Mugen87 - */ // SphereGeometry -function za(e,t,r,a,i,n,o){ne.call(this),this.type="SphereGeometry",this.parameters={radius:e,widthSegments:t,heightSegments:r,phiStart:a,phiLength:i,thetaStart:n,thetaLength:o},this.fromBufferGeometry(new Ua(e,t,r,a,i,n,o)),this.mergeVertices()}// SphereBufferGeometry -function Ua(e,t,r,i,n,o,s){te.call(this),this.type="SphereBufferGeometry",this.parameters={radius:e,widthSegments:t,heightSegments:r,phiStart:i,phiLength:n,thetaStart:o,thetaLength:s},e=e||1,t=No(3,Po(t)||8),r=No(2,Po(r)||6),i=i===void 0?0:i,n=n===void 0?2*Eo:n,o=o===void 0?0:o,s=s===void 0?Eo:s;var l=Io(o+s,Math.PI),p=0,m=[],g=new S,f=new S,h=[],y=[],x=[],_=[],M,T;// generate vertices, normals and uvs -for(T=0;T<=r;T++){var E=[],w=T/r,v=0;for(0==T&&0==o?v=.5/t:T==r&&l==Eo&&(v=-.5/t),M=0;M<=t;M++){var L=M/t;// vertex -// normal -// uv -g.x=-e*Ro(i+L*n)*So(o+w*s),g.y=e*Ro(o+w*s),g.z=e*So(i+L*n)*So(o+w*s),y.push(g.x,g.y,g.z),f.copy(g).normalize(),x.push(f.x,f.y,f.z),_.push(L+v,1-w),E.push(p++)}m.push(E)}// indices -for(T=0;Tv;v++)p=l[d[v]],c=l[d[(v+1)%3]],o[0]=Io(p,c),o[1]=No(p,c),u=o[0]+","+o[1],void 0===s[u]?s[u]={index1:o[0],index2:o[1],face1:h,face2:void 0}:s[u].face2=h}// generate vertices -for(u in s){var x=s[u];// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. -if(x.face2===void 0||f[x.face1].normal.dot(f[x.face2].normal)<=n){var e=g[x.index1];a.push(e.x,e.y,e.z),e=g[x.index2],a.push(e.x,e.y,e.z)}}// build geometry -this.setAttribute("position",new Q(a,3))}/** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ // CylinderGeometry -function ja(e,t,r,a,i,n,o,s){ne.call(this),this.type="CylinderGeometry",this.parameters={radiusTop:e,radiusBottom:t,height:r,radialSegments:a,heightSegments:i,openEnded:n,thetaStart:o,thetaLength:s},this.fromBufferGeometry(new qa(e,t,r,a,i,n,o,s)),this.mergeVertices()}// CylinderBufferGeometry -function qa(e,t,r,n,o,s,l,d){function p(){var i=new S,s=new S,p=0,h=(t-e)/r,w,L;// generate vertices, normals and uvs -for(L=0;L<=o;L++){var A=[],R=L/o,v=R*(t-e)+e;for(w=0;w<=n;w++){var P=w/n,u=P*d+l,C=So(u),D=Ro(u);// vertex -// normal -// uv -// save index of vertex in respective row -s.x=v*C,s.y=-R*r+T,s.z=v*D,f.push(s.x,s.y,s.z),i.set(C,h,D).normalize(),y.push(i.x,i.y,i.z),_.push(P,1-R),A.push(b++)}// now save vertices of the row in our index array -M.push(A)}// generate indices -for(w=0;w - * } - */function Qa(e){H.call(this),this.type="ShadowMaterial",this.color=new U(0),this.transparent=!0,this.setValues(e)}/** - * @author mrdoob / http://mrdoob.com/ - */function Ka(e){le.call(this,e),this.type="RawShaderMaterial"}/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * color: , - * roughness: , - * metalness: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * roughnessMap: new THREE.Texture( ), - * - * metalnessMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * envMapIntensity: - * - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function $a(e){// diffuse -H.call(this),this.defines={STANDARD:""},this.type="MeshStandardMaterial",this.color=new U(16777215),this.roughness=1,this.metalness=0,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.roughnessMap=null,this.metalnessMap=null,this.alphaMap=null,this.envMap=null,this.envMapIntensity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.vertexTangents=!1,this.setValues(e)}/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * clearcoat: , - * clearcoatMap: new THREE.Texture( ), - * clearcoatRoughness: , - * clearcoatRoughnessMap: new THREE.Texture( ), - * clearcoatNormalScale: , - * clearcoatNormalMap: new THREE.Texture( ), - * - * reflectivity: , - * - * sheen: , - * - * transparency: - * } - */function ei(e){// maps to F0 = 0.04 -// null will disable sheen bsdf -$a.call(this),this.defines={STANDARD:"",PHYSICAL:""},this.type="MeshPhysicalMaterial",this.clearcoat=0,this.clearcoatMap=null,this.clearcoatRoughness=0,this.clearcoatRoughnessMap=null,this.clearcoatNormalScale=new h(1,1),this.clearcoatNormalMap=null,this.reflectivity=.5,this.sheen=null,this.transparency=0,this.setValues(e)}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * specular: , - * shininess: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.MultiplyOperation, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function ti(e){// diffuse -H.call(this),this.type="MeshPhongMaterial",this.color=new U(16777215),this.specular=new U(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** - * @author takahirox / http://github.com/takahirox - * - * parameters = { - * color: , - * specular: , - * shininess: , - * - * map: new THREE.Texture( ), - * gradientMap: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function ri(e){H.call(this),this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new U(16777215),this.specular=new U(1118481),this.shininess=30,this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * opacity: , - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * wireframe: , - * wireframeLinewidth: - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function ai(e){H.call(this),this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function ii(e){// diffuse -H.call(this),this.type="MeshLambertMaterial",this.color=new U(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new U(0),this.emissiveIntensity=1,this.emissiveMap=null,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * color: , - * opacity: , - * - * matcap: new THREE.Texture( ), - * - * map: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalMapType: THREE.TangentSpaceNormalMap, - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * alphaMap: new THREE.Texture( ), - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */function ni(e){// diffuse -H.call(this),this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new U(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new h(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.skinning=!1,this.morphTargets=!1,this.morphNormals=!1,this.setValues(e)}/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * - * scale: , - * dashSize: , - * gapSize: - * } - */function oi(e){Tr.call(this),this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(e)}/** - * Abstract base class of interpolants over parametric samples. - * - * The parameter domain is one dimensional, typically the time or a path - * along a curve defined by the data. - * - * The sample values can have any dimensionality and derived classes may - * apply special interpretations to the data. - * - * This class provides the interval seek in a Template Method, deferring - * the actual interpolation to derived classes. - * - * Time complexity is O(1) for linear access crossing at most two points - * and O(log N) for random access, where N is the number of positions. - * - * References: - * - * http://www.oodesign.com/template-method-pattern.html - * - * @author tschw - */function si(e,t,r,a){this.parameterPositions=e,this._cachedIndex=0,this.resultBuffer=a===void 0?new t.constructor(r):a,this.sampleValues=t,this.valueSize=r}/** - * Fast and simple cubic spline interpolant. - * - * It was derived from a Hermitian construction setting the first derivative - * at each sample position to the linear slope between neighboring positions - * over their parameter interval. - * - * @author tschw - */function li(e,t,r,a){si.call(this,e,t,r,a),this._weightPrev=-0,this._offsetPrev=-0,this._weightNext=-0,this._offsetNext=-0}/** - * @author tschw - */function di(e,t,r,a){si.call(this,e,t,r,a)}/** - * - * Interpolant that evaluates to the sample value at the position preceeding - * the parameter. - * - * @author tschw - */function pi(e,t,r,a){si.call(this,e,t,r,a)}/** - * - * A timed sequence of keyframes for a specific property. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function ci(e,t,r,a){if(e===void 0)throw new Error("THREE.KeyframeTrack: track name is undefined");if(void 0===t||0===t.length)throw new Error("THREE.KeyframeTrack: no keyframes in track named "+e);this.name=e,this.times=Kd.convertArray(t,this.TimeBufferType),this.values=Kd.convertArray(r,this.ValueBufferType),this.setInterpolation(a||this.DefaultInterpolation)}// Static methods -/** - * - * A Track of Boolean keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function ui(e,t,r){ci.call(this,e,t,r)}/** - * - * A Track of keyframe values that represent color. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function mi(e,t,r,a){ci.call(this,e,t,r,a)}/** - * - * A Track of numeric keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function gi(e,t,r,a){ci.call(this,e,t,r,a)}/** - * Spherical linear unit quaternion interpolant. - * - * @author tschw - */function fi(e,t,r,a){si.call(this,e,t,r,a)}/** - * - * A Track of quaternion keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function hi(e,t,r,a){ci.call(this,e,t,r,a)}/** - * - * A Track that interpolates Strings - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function yi(e,t,r,a){ci.call(this,e,t,r,a)}/** - * - * A Track of vectored keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function vi(e,t,r,a){ci.call(this,e,t,r,a)}/** - * - * Reusable set of Tracks that represent an animation. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - */function xi(e,t,r){this.name=e,this.tracks=r,this.duration=t===void 0?-1:t,this.uuid=os.generateUUID(),0>this.duration&&this.resetDuration()}function _i(e){switch(e.toLowerCase()){case"scalar":case"double":case"float":case"number":case"integer":return gi;case"vector":case"vector2":case"vector3":case"vector4":return vi;case"color":return mi;case"quaternion":return hi;case"bool":case"boolean":return ui;case"string":return yi;}throw new Error("THREE.KeyframeTrack: Unsupported typeName: "+e)}function bi(e){if(e.type===void 0)throw new Error("THREE.KeyframeTrack: track type undefined, can not parse");var t=_i(e.type);if(e.times===void 0){var r=[],a=[];Kd.flattenJSON(e.keys,r,a,"value"),e.times=r,e.values=a}// derived classes can define a static parse method -return void 0===t.parse?new t(e.name,e.times,e.values,e.interpolation):t.parse(e)}/** - * @author mrdoob / http://mrdoob.com/ - */function Mi(e,t,r){var a=this,i=!1,n=0,o=0,s=void 0,d=[];// Refer to #5689 for the reason why we don't set .onStart -// in the constructor -this.onStart=void 0,this.onLoad=e,this.onProgress=t,this.onError=r,this.itemStart=function(e){o++,!1===i&&a.onStart!==void 0&&a.onStart(e,n,o),i=!0},this.itemEnd=function(e){n++,a.onProgress!==void 0&&a.onProgress(e,n,o),n===o&&(i=!1,a.onLoad!==void 0&&a.onLoad())},this.itemError=function(e){a.onError!==void 0&&a.onError(e)},this.resolveURL=function(e){return s?s(e):e},this.setURLModifier=function(e){return s=e,this},this.addHandler=function(e,t){return d.push(e,t),this},this.removeHandler=function(e){var t=d.indexOf(e);return-1!==t&&d.splice(t,2),this},this.getHandler=function(e){for(var t=0,r=d.length;te;e++)this.coefficients.push(new S)}/** - * @author WestLangley / http://github.com/WestLangley - * - * A LightProbe is a source of indirect-diffuse light - */function An(e,t){rn.call(this,void 0,t),this.sh=e===void 0?new Ln:e}/** - * @author WestLangley / http://github.com/WestLangley - */function Rn(e,t,r){An.call(this,void 0,r);var a=new U().set(e),i=new U().set(t),n=new S(a.r,a.g,a.b),o=new S(i.r,i.g,i.b),s=wo(Math.PI),l=s*wo(.75);this.sh.coefficients[0].copy(n).add(o).multiplyScalar(s),this.sh.coefficients[1].copy(n).sub(o).multiplyScalar(l)}/** - * @author WestLangley / http://github.com/WestLangley - */function Pn(e,t){An.call(this,void 0,t);var r=new U().set(e);// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI ); -this.sh.coefficients[0].set(r.r,r.g,r.b).multiplyScalar(2*wo(Math.PI))}/** - * @author alteredq / http://alteredqualia.com/ - */function Cn(e){this.autoStart=!(e!==void 0)||e,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1}function Dn(){// private -L.call(this),this.type="AudioListener",this.context=up.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null,this.timeDelta=0,this._clock=new Cn}/** - * @author mrdoob / http://mrdoob.com/ - * @author Reece Aaron Lecrivain / http://reecenotes.com/ - */function In(e){L.call(this),this.type="Audio",this.listener=e,this.context=e.context,this.gain=this.context.createGain(),this.gain.connect(e.getInput()),this.autoplay=!1,this.buffer=null,this.detune=0,this.loop=!1,this.loopStart=0,this.loopEnd=0,this.offset=0,this.duration=void 0,this.playbackRate=1,this.isPlaying=!1,this.hasPlaybackControl=!0,this.sourceType="empty",this._startedAt=0,this._pausedAt=0,this.filters=[]}function Nn(e){In.call(this,e),this.panner=this.context.createPanner(),this.panner.panningModel="HRTF",this.panner.connect(this.gain)}/** - * @author mrdoob / http://mrdoob.com/ - */function zn(e,t){this.analyser=e.context.createAnalyser(),this.analyser.fftSize=t===void 0?2048:t,this.data=new Uint8Array(this.analyser.frequencyBinCount),e.getOutput().connect(this.analyser)}/** - * - * Buffered scene graph property that allows weighted accumulation. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function Un(e,t,r){this.binding=e,this.valueSize=r;var a=Float64Array,i;"quaternion"===t?i=this._slerp:"string"===t||"bool"===t?(a=Array,i=this._select):i=this._lerp;// layout: [ incoming | accu0 | accu1 | orig ] -// -// interpolators can use .buffer as their .result -// the data then goes to 'incoming' -// -// 'accu0' and 'accu1' are used frame-interleaved for -// the cumulative result and are compared to detect -// changes -// -// 'orig' stores the original state of the property -this.buffer=new a(4*r),this._mixBufferRegion=i,this.cumulativeWeight=0,this.useCount=0,this.referenceCount=0}function Bn(e,t,r){var a=r||Fn.parseTrackName(t);this._targetGroup=e,this._bindings=e.subscribe_(t,a)}function Fn(e,t,r){this.path=t,this.parsedPath=r||Fn.parseTrackName(t),this.node=Fn.findNode(e,this.parsedPath.nodeName)||e,this.rootNode=e}/** - * - * A group of objects that receives a shared animation state. - * - * Usage: - * - * - Add objects you would otherwise pass as 'root' to the - * constructor or the .clipAction method of AnimationMixer. - * - * - Instead pass this object as 'root'. - * - * - You can also add and remove objects later when the mixer - * is running. - * - * Note: - * - * Objects of this class appear as one object to the mixer, - * so cache control of the individual objects must be done - * on the group. - * - * Limitation: - * - * - The animated properties must be compatible among the - * all objects in the group. - * - * - A single property can either be controlled through a - * target group or directly, but not both. - * - * @author tschw - */function On(){this.uuid=os.generateUUID(),this._objects=Array.prototype.slice.call(arguments),this.nCachedObjects_=0;// threshold -// note: read by PropertyBinding.Composite -var e={};this._indicesByUUID=e;// for bookkeeping -for(var t=0,r=arguments.length;t!==r;++t)e[arguments[t].uuid]=t;this._paths=[],this._parsedPaths=[],this._bindings=[],this._bindingsIndicesByPath={};// inside: indices in these arrays -var a=this;this.stats={objects:{get total(){return a._objects.length},get inUse(){return this.total-a.nCachedObjects_}},get bindingsPerObject(){return a._bindings.length}}}/** - * - * Action provided by AnimationMixer for scheduling clip playback on specific - * objects. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - * - */function Gn(e,t,r){this._mixer=e,this._clip=t,this._localRoot=r||null;for(var a=t.tracks,n=a.length,o=Array(n),s={endingStart:2400,endingEnd:2400},l=0,d;l!==n;++l)d=a[l].createInterpolant(null),o[l]=d,d.settings=s;// bound by the mixer -// inside: PropertyMixer (managed by the mixer) -// for the memory manager -// for the memory manager -// global mixer time when the action is to be started -// it's set back to 'null' upon start of the action -// scaled local time of the action -// gets clamped or wrapped to 0..clip.duration according to loop -// no. of repetitions when looping -// true -> zero effective time scale -// false -> zero effective weight -// keep feeding the last frame? -// for smooth interpolation w/o separate -this._interpolantSettings=s,this._interpolants=o,this._propertyBindings=Array(n),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=2201,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}/** - * - * Player for AnimationClips. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */function Hn(e){this._root=e,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}/** - * @author mrdoob / http://mrdoob.com/ - */function Vn(e){"string"==typeof e&&(console.warn("THREE.Uniform: Type parameter is no longer needed."),e=arguments[1]),this.value=e}/** - * @author benaadams / https://twitter.com/ben_a_adams - */function kn(e,t,r){gr.call(this,e,t),this.meshPerAttribute=r||1}/** - * @author mrdoob / http://mrdoob.com/ - * @author bhouston / http://clara.io/ - * @author stephomi / http://stephaneginier.com/ - */function Wn(e,t,r,a){// direction is assumed to be normalized (for accurate distance calculations) -this.ray=new D(e,t),this.near=r||0,this.far=a||1/0,this.camera=null,this.layers=new w,this.params={Mesh:{},Line:{threshold:1},LOD:{},Points:{threshold:1},Sprite:{}},Object.defineProperties(this.params,{PointCloud:{get:function get(){return console.warn("THREE.Raycaster: params.PointCloud has been renamed to params.Points."),this.Points}}})}function jn(e,t){return e.distance-t.distance}function qn(e,t,r,a){if(e.layers.test(t.layers)&&e.raycast(t,r),!0===a)for(var n=e.children,o=0,s=n.length;o4?s=Qp[n-8+4-1]:0==n&&(s=0),r.push(s);for(var l=1/(o-1),d=-l/2,p=1+l/2,c=[d,d,p,d,p,p,d,d,p,p,d,p],u=6,m=6,g=3,f=2,h=1,v=new Float32Array(g*m*u),_=new Float32Array(f*m*u),b=new Float32Array(h*m*u),M=0;M4&&a--}return{_lodPlanes:e,_sizeLods:t,_sigmas:r}}function mo(){return"\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t"}function go(){return"\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include \n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t"}// -// -function fo(e){console.warn("THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead."),zi.call(this,e),this.type="catmullrom"}var Uo={isiOS:function(){return /(ipad|iphone|ipod)/ig.test(navigator.userAgent)},isEdge:function(){return /(Edge)/ig.test(navigator.userAgent)},shouldUseAudioDriver:function(){var e=/iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent),t=/(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent);return e||t},shouldUseCanvasInBetween:function(){var e=/trident|edge/i.test(navigator.userAgent),t=this.isiOS();return e||t}},Bo;Mo===void 0&&(Mo=Do(2,-52)),Co===void 0&&(Co=function(e){return"number"==typeof e&&isFinite(e)&&Po(e)===e}),bo===void 0&&(bo=function(e){return 0>e?-1:0ns;ns++)is[ns]=(16>ns?"0":"")+ns.toString(16);var os={DEG2RAD:Eo/180,RAD2DEG:180/Eo,generateUUID:function generateUUID(){// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 -var e=0|4294967295*Math.random(),t=0|4294967295*Math.random(),r=0|4294967295*Math.random(),a=0|4294967295*Math.random(),i=is[255&e]+is[255&e>>8]+is[255&e>>16]+is[255&e>>24]+"-"+is[255&t]+is[255&t>>8]+"-"+is[64|15&t>>16]+is[255&t>>24]+"-"+is[128|63&r]+is[255&r>>8]+"-"+is[255&r>>16]+is[255&r>>24]+is[255&a]+is[255&a>>8]+is[255&a>>16]+is[255&a>>24];// .toUpperCase() here flattens concatenated strings to save heap memory space. -return i.toUpperCase()},clamp:function clamp(e,t,r){return No(t,Io(r,e))},// compute euclidian modulo of m % n -// https://en.wikipedia.org/wiki/Modulo_operation -euclideanModulo:function euclideanModulo(e,t){return(e%t+t)%t},// Linear mapping from range to range -mapLinear:function mapLinear(e,t,r,a,i){return a+(e-t)*(i-a)/(r-t)},// https://en.wikipedia.org/wiki/Linear_interpolation -lerp:function lerp(e,r,a){return(1-a)*e+a*r},// http://en.wikipedia.org/wiki/Smoothstep -smoothstep:function smoothstep(e,t,r){return e<=t?0:e>=r?1:(e=(e-t)/(r-t),e*e*(3-2*e))},smootherstep:function smootherstep(e,t,r){return e<=t?0:e>=r?1:(e=(e-t)/(r-t),e*e*e*(e*(6*e-15)+10))},// Random integer from interval -randInt:function randInt(e,t){return e+Po(Math.random()*(t-e+1))},// Random float from interval -randFloat:function randFloat(e,t){return e+Math.random()*(t-e)},// Random float from <-range/2, range/2> interval -randFloatSpread:function randFloatSpread(e){return e*(.5-Math.random())},degToRad:function degToRad(e){return e*os.DEG2RAD},radToDeg:function radToDeg(e){return e*os.RAD2DEG},isPowerOfTwo:function isPowerOfTwo(e){return 0==(e&e-1)&&0!==e},ceilPowerOfTwo:function ceilPowerOfTwo(e){return Do(2,_o(Ao(e)/Lo))},floorPowerOfTwo:function floorPowerOfTwo(e){return Do(2,Po(Ao(e)/Lo))},setQuaternionFromProperEuler:function setQuaternionFromProperEuler(e,t,r,a,i){// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles -// rotations are applied to the axes in the order specified by 'order' -// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' -// angles are in radians -var n=Ro,o=So,s=n(r/2),l=o(r/2),d=n((t+a)/2),p=o((t+a)/2),c=n((t-a)/2),u=o((t-a)/2),m=n((a-t)/2),g=o((a-t)/2);"XYX"===i?e.set(s*p,l*c,l*u,s*d):"YZY"===i?e.set(l*u,s*p,l*c,s*d):"ZXZ"===i?e.set(l*c,l*u,s*p,s*d):"XZX"===i?e.set(s*p,l*g,l*m,s*d):"YXY"===i?e.set(l*m,s*p,l*g,s*d):"ZYZ"===i?e.set(l*g,l*m,s*p,s*d):console.warn("THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.")}};Object.defineProperties(h.prototype,{width:{get:function get(){return this.x},set:function set(e){this.x=e}},height:{get:function get(){return this.y},set:function set(e){this.y=e}}}),Object.assign(h.prototype,{isVector2:!0,set:function set(e,t){return this.x=e,this.y=t,this},setScalar:function setScalar(e){return this.x=e,this.y=e,this},setX:function setX(e){return this.x=e,this},setY:function setY(e){return this.y=e,this},setComponent:function setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;default:throw new Error("index is out of range: "+e);}return this},getComponent:function getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;default:throw new Error("index is out of range: "+e);}},clone:function clone(){return new this.constructor(this.x,this.y)},copy:function copy(e){return this.x=e.x,this.y=e.y,this},add:function add(e,t){return void 0===t?(this.x+=e.x,this.y+=e.y,this):(console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t))},addScalar:function addScalar(e){return this.x+=e,this.y+=e,this},addVectors:function addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this},addScaledVector:function addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this},sub:function sub(e,t){return void 0===t?(this.x-=e.x,this.y-=e.y,this):(console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t))},subScalar:function subScalar(e){return this.x-=e,this.y-=e,this},subVectors:function subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this},multiply:function multiply(e){return this.x*=e.x,this.y*=e.y,this},multiplyScalar:function multiplyScalar(e){return this.x*=e,this.y*=e,this},divide:function divide(e){return this.x/=e.x,this.y/=e.y,this},divideScalar:function divideScalar(e){return this.multiplyScalar(1/e)},applyMatrix3:function applyMatrix3(t){var r=this.x,a=this.y,i=t.elements;return this.x=i[0]*r+i[3]*a+i[6],this.y=i[1]*r+i[4]*a+i[7],this},min:function min(e){return this.x=Io(this.x,e.x),this.y=Io(this.y,e.y),this},max:function max(e){return this.x=No(this.x,e.x),this.y=No(this.y,e.y),this},clamp:function clamp(e,t){return this.x=No(e.x,Io(t.x,this.x)),this.y=No(e.y,Io(t.y,this.y)),this},clampScalar:function clampScalar(e,t){return this.x=No(e,Io(t,this.x)),this.y=No(e,Io(t,this.y)),this},clampLength:function clampLength(e,t){var r=this.length();return this.divideScalar(r||1).multiplyScalar(No(e,Io(t,r)))},floor:function floor(){return this.x=Po(this.x),this.y=Po(this.y),this},ceil:function ceil(){return this.x=_o(this.x),this.y=_o(this.y),this},round:function round(){return this.x=xo(this.x),this.y=xo(this.y),this},roundToZero:function roundToZero(){return this.x=0>this.x?_o(this.x):Po(this.x),this.y=0>this.y?_o(this.y):Po(this.y),this},negate:function negate(){return this.x=-this.x,this.y=-this.y,this},dot:function dot(e){return this.x*e.x+this.y*e.y},cross:function cross(e){return this.x*e.y-this.y*e.x},lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y},length:function length(){return wo(this.x*this.x+this.y*this.y)},manhattanLength:function manhattanLength(){return zo(this.x)+zo(this.y)},normalize:function normalize(){return this.divideScalar(this.length()||1)},angle:function(){// computes the angle in radians with respect to the positive x-axis -var e=To(-this.y,-this.x)+Eo;return e},distanceTo:function distanceTo(e){return wo(this.distanceToSquared(e))},distanceToSquared:function distanceToSquared(e){var t=this.x-e.x,r=this.y-e.y;return t*t+r*r},manhattanDistanceTo:function manhattanDistanceTo(e){return zo(this.x-e.x)+zo(this.y-e.y)},setLength:function setLength(e){return this.normalize().multiplyScalar(e)},lerp:function lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this},lerpVectors:function lerpVectors(e,t,r){return this.subVectors(t,e).multiplyScalar(r).add(e)},equals:function(e){return e.x===this.x&&e.y===this.y},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e},fromBufferAttribute:function fromBufferAttribute(e,t,r){return void 0!==r&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this},rotateAround:function rotateAround(e,t){var r=Ro(t),a=So(t),i=this.x-e.x,n=this.y-e.y;return this.x=i*r-n*a+e.x,this.y=i*a+n*r+e.y,this}}),Object.assign(y.prototype,{isMatrix3:!0,set:function set(e,t,r,a,i,n,o,s,l){var d=this.elements;return d[0]=e,d[1]=a,d[2]=o,d[3]=t,d[4]=i,d[5]=s,d[6]=r,d[7]=n,d[8]=l,this},identity:function identity(){return this.set(1,0,0,0,1,0,0,0,1),this},clone:function clone(){return new this.constructor().fromArray(this.elements)},copy:function copy(e){var t=this.elements,r=e.elements;return t[0]=r[0],t[1]=r[1],t[2]=r[2],t[3]=r[3],t[4]=r[4],t[5]=r[5],t[6]=r[6],t[7]=r[7],t[8]=r[8],this},extractBasis:function extractBasis(e,t,r){return e.setFromMatrix3Column(this,0),t.setFromMatrix3Column(this,1),r.setFromMatrix3Column(this,2),this},setFromMatrix4:function setFromMatrix4(e){var t=e.elements;return this.set(t[0],t[4],t[8],t[1],t[5],t[9],t[2],t[6],t[10]),this},multiply:function multiply(e){return this.multiplyMatrices(this,e)},premultiply:function premultiply(e){return this.multiplyMatrices(e,this)},multiplyMatrices:function multiplyMatrices(e,t){var r=e.elements,a=t.elements,i=this.elements,n=r[0],o=r[3],s=r[6],l=r[1],d=r[4],p=r[7],c=r[2],u=r[5],m=r[8],g=a[0],f=a[3],h=a[6],y=a[1],v=a[4],x=a[7],_=a[2],b=a[5],M=a[8];return i[0]=n*g+o*y+s*_,i[3]=n*f+o*v+s*b,i[6]=n*h+o*x+s*M,i[1]=l*g+d*y+p*_,i[4]=l*f+d*v+p*b,i[7]=l*h+d*x+p*M,i[2]=c*g+u*y+m*_,i[5]=c*f+u*v+m*b,i[8]=c*h+u*x+m*M,this},multiplyScalar:function multiplyScalar(e){var t=this.elements;return t[0]*=e,t[3]*=e,t[6]*=e,t[1]*=e,t[4]*=e,t[7]*=e,t[2]*=e,t[5]*=e,t[8]*=e,this},determinant:function determinant(){var t=this.elements,r=t[0],a=t[1],n=t[2],o=t[3],s=t[4],e=t[5],l=t[6],d=t[7],p=t[8];return r*s*p-r*e*d-a*o*p+a*e*l+n*o*d-n*s*l},getInverse:function getInverse(e,t){void 0!==t&&console.warn("THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate.");var r=e.elements,a=this.elements,i=r[0],n=r[1],o=r[2],s=r[3],l=r[4],d=r[5],p=r[6],c=r[7],u=r[8],m=u*l-d*c,g=d*p-u*s,f=c*s-l*p,h=i*m+n*g+o*f;if(0==h)return this.set(0,0,0,0,0,0,0,0,0);var y=1/h;return a[0]=m*y,a[1]=(o*c-u*n)*y,a[2]=(d*n-o*l)*y,a[3]=g*y,a[4]=(u*i-o*p)*y,a[5]=(o*s-d*i)*y,a[6]=f*y,a[7]=(n*p-c*i)*y,a[8]=(l*i-n*s)*y,this},transpose:function transpose(){var e=this.elements,t;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this},getNormalMatrix:function getNormalMatrix(e){return this.setFromMatrix4(e).getInverse(this).transpose()},transposeIntoArray:function transposeIntoArray(e){var t=this.elements;return e[0]=t[0],e[1]=t[3],e[2]=t[6],e[3]=t[1],e[4]=t[4],e[5]=t[7],e[6]=t[2],e[7]=t[5],e[8]=t[8],this},setUvTransform:function setUvTransform(e,t,r,a,i,n,o){var l=Ro(i),d=So(i);this.set(r*l,r*d,-r*(l*n+d*o)+n+e,-a*d,a*l,-a*(-d*n+l*o)+o+t,0,0,1)},scale:function scale(e,t){var r=this.elements;return r[0]*=e,r[3]*=e,r[6]*=e,r[1]*=t,r[4]*=t,r[7]*=t,this},rotate:function rotate(e){var t=Ro(e),r=So(e),a=this.elements,i=a[0],n=a[3],o=a[6],s=a[1],l=a[4],d=a[7];return a[0]=t*i+r*s,a[3]=t*n+r*l,a[6]=t*o+r*d,a[1]=-r*i+t*s,a[4]=-r*n+t*l,a[7]=-r*o+t*d,this},translate:function translate(e,t){var r=this.elements;return r[0]+=e*r[2],r[3]+=e*r[5],r[6]+=e*r[8],r[1]+=t*r[2],r[4]+=t*r[5],r[7]+=t*r[8],this},equals:function(e){for(var t=this.elements,r=e.elements,a=0;9>a;a++)if(t[a]!==r[a])return!1;return!0},fromArray:function fromArray(e,t){t===void 0&&(t=0);for(var r=0;9>r;r++)this.elements[r]=e[r+t];return this},toArray:function toArray(e,t){void 0===e&&(e=[]),void 0===t&&(t=0);var r=this.elements;return e[t]=r[0],e[t+1]=r[1],e[t+2]=r[2],e[t+3]=r[3],e[t+4]=r[4],e[t+5]=r[5],e[t+6]=r[6],e[t+7]=r[7],e[t+8]=r[8],e}});/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - */var ss={getDataURL:function getDataURL(e){var t;if("undefined"==typeof HTMLCanvasElement)return e.src;if(e instanceof HTMLCanvasElement)t=e;else{void 0===ds&&(ds=document.createElementNS("http://www.w3.org/1999/xhtml","canvas")),ds.width=e.width,ds.height=e.height;var r=ds.getContext("2d");e instanceof ImageData?r.putImageData(e,0,0):r.drawImage(e,0,0,e.width,e.height),t=ds}return 2048e.x||1e.x?0:1;break;case Wo:1===zo(Po(e.x)%2)?e.x=_o(e.x)-e.x:e.x-=Po(e.x);}if(0>e.y||1e.y?0:1;break;case Wo:1===zo(Po(e.y)%2)?e.y=_o(e.y)-e.y:e.y-=Po(e.y);}return this.flipY&&(e.y=1-e.y),e}}),Object.defineProperty(v.prototype,"needsUpdate",{set:function set(e){!0===e&&this.version++}}),Object.defineProperties(x.prototype,{width:{get:function get(){return this.z},set:function set(e){this.z=e}},height:{get:function get(){return this.w},set:function set(e){this.w=e}}}),Object.assign(x.prototype,{isVector4:!0,set:function set(e,t,r,a){return this.x=e,this.y=t,this.z=r,this.w=a,this},setScalar:function setScalar(e){return this.x=e,this.y=e,this.z=e,this.w=e,this},setX:function setX(e){return this.x=e,this},setY:function setY(e){return this.y=e,this},setZ:function setZ(e){return this.z=e,this},setW:function setW(e){return this.w=e,this},setComponent:function setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;case 3:this.w=t;break;default:throw new Error("index is out of range: "+e);}return this},getComponent:function getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+e);}},clone:function clone(){return new this.constructor(this.x,this.y,this.z,this.w)},copy:function copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=void 0===e.w?1:e.w,this},add:function add(e,t){return void 0===t?(this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this):(console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t))},addScalar:function addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this.w+=e,this},addVectors:function addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this.w=e.w+t.w,this},addScaledVector:function addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this.w+=e.w*t,this},sub:function sub(e,t){return void 0===t?(this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this):(console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t))},subScalar:function subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this},subVectors:function subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this.w=e.w-t.w,this},multiplyScalar:function multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this},applyMatrix4:function applyMatrix4(t){var r=this.x,a=this.y,i=this.z,n=this.w,o=t.elements;return this.x=o[0]*r+o[4]*a+o[8]*i+o[12]*n,this.y=o[1]*r+o[5]*a+o[9]*i+o[13]*n,this.z=o[2]*r+o[6]*a+o[10]*i+o[14]*n,this.w=o[3]*r+o[7]*a+o[11]*i+o[15]*n,this},divideScalar:function divideScalar(e){return this.multiplyScalar(1/e)},setAxisAngleFromQuaternion:function setAxisAngleFromQuaternion(e){this.w=2*vo(e.w);var t=wo(1-e.w*e.w);return 1e-4>t?(this.x=1,this.y=0,this.z=0):(this.x=e.x/t,this.y=e.y/t,this.z=e.z/t),this},setAxisAngleFromRotationMatrix:function setAxisAngleFromRotationMatrix(e){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm -// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) -var// variables for result -t=.01,// margin to allow for rounding errors -r=.1,// margin to distinguish between 0 and 180 degrees -a=e.elements,i=a[0],n=a[4],o=a[8],l=a[1],d=a[5],p=a[9],c=a[2],u=a[6],m=a[10],g,f,h,v;if(zo(n-l)b&&_>M?_M?bzo(w)&&(w=1),this.x=(u-p)/w,this.y=(o-c)/w,this.z=(l-n)/w,this.w=vo((i+d+m-1)/2),this},min:function min(e){return this.x=Io(this.x,e.x),this.y=Io(this.y,e.y),this.z=Io(this.z,e.z),this.w=Io(this.w,e.w),this},max:function max(e){return this.x=No(this.x,e.x),this.y=No(this.y,e.y),this.z=No(this.z,e.z),this.w=No(this.w,e.w),this},clamp:function clamp(e,t){return this.x=No(e.x,Io(t.x,this.x)),this.y=No(e.y,Io(t.y,this.y)),this.z=No(e.z,Io(t.z,this.z)),this.w=No(e.w,Io(t.w,this.w)),this},clampScalar:function clampScalar(e,t){return this.x=No(e,Io(t,this.x)),this.y=No(e,Io(t,this.y)),this.z=No(e,Io(t,this.z)),this.w=No(e,Io(t,this.w)),this},clampLength:function clampLength(e,t){var r=this.length();return this.divideScalar(r||1).multiplyScalar(No(e,Io(t,r)))},floor:function floor(){return this.x=Po(this.x),this.y=Po(this.y),this.z=Po(this.z),this.w=Po(this.w),this},ceil:function ceil(){return this.x=_o(this.x),this.y=_o(this.y),this.z=_o(this.z),this.w=_o(this.w),this},round:function round(){return this.x=xo(this.x),this.y=xo(this.y),this.z=xo(this.z),this.w=xo(this.w),this},roundToZero:function roundToZero(){return this.x=0>this.x?_o(this.x):Po(this.x),this.y=0>this.y?_o(this.y):Po(this.y),this.z=0>this.z?_o(this.z):Po(this.z),this.w=0>this.w?_o(this.w):Po(this.w),this},negate:function negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this},dot:function dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.w},lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function length(){return wo(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},manhattanLength:function manhattanLength(){return zo(this.x)+zo(this.y)+zo(this.z)+zo(this.w)},normalize:function normalize(){return this.divideScalar(this.length()||1)},setLength:function setLength(e){return this.normalize().multiplyScalar(e)},lerp:function lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this},lerpVectors:function lerpVectors(e,t,r){return this.subVectors(t,e).multiplyScalar(r).add(e)},equals:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e},fromBufferAttribute:function fromBufferAttribute(e,t,r){return void 0!==r&&console.warn("THREE.Vector4: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}}),_.prototype=Object.assign(Object.create(f.prototype),{constructor:_,isWebGLRenderTarget:!0,setSize:function setSize(e,t){(this.width!==e||this.height!==t)&&(this.width=e,this.height=t,this.texture.image.width=e,this.texture.image.height=t,this.dispose()),this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.width=e.width,this.height=e.height,this.viewport.copy(e.viewport),this.texture=e.texture.clone(),this.depthBuffer=e.depthBuffer,this.stencilBuffer=e.stencilBuffer,this.depthTexture=e.depthTexture,this},dispose:function dispose(){this.dispatchEvent({type:"dispose"})}}),b.prototype=Object.assign(Object.create(_.prototype),{constructor:b,isWebGLMultisampleRenderTarget:!0,copy:function copy(e){return _.prototype.copy.call(this,e),this.samples=e.samples,this}}),Object.assign(M,{slerp:function slerp(e,r,a,i){return a.copy(e).slerp(r,i)},slerpFlat:function slerpFlat(e,r,a,i,n,o,l){// fuzz-free, array-based Quaternion SLERP operation -var d=a[i+0],p=a[i+1],c=a[i+2],u=a[i+3],m=n[o+0],g=n[o+1],h=n[o+2],y=n[o+3];if(u!==y||d!==m||p!==g||c!==h){var v=1-l,x=d*m+p*g+c*h+u*y,_=0<=x?1:-1,b=1-x*x;// Skip the Slerp for tiny steps to avoid numeric problems: -if(b>Mo){var M=wo(b),S=To(M,x*_);v=So(v*S)/M,l=So(l*S)/M}var T=l*_;// Normalize in case we just did a lerp: -if(d=d*v+m*T,p=p*v+g*T,c=c*v+h*T,u=u*v+y*T,v==1-l){var E=1/wo(d*d+p*p+c*c+u*u);d*=E,p*=E,c*=E,u*=E}}e[r]=d,e[r+1]=p,e[r+2]=c,e[r+3]=u}}),Object.defineProperties(M.prototype,{x:{get:function get(){return this._x},set:function set(e){this._x=e,this._onChangeCallback()}},y:{get:function get(){return this._y},set:function set(e){this._y=e,this._onChangeCallback()}},z:{get:function get(){return this._z},set:function set(e){this._z=e,this._onChangeCallback()}},w:{get:function get(){return this._w},set:function set(e){this._w=e,this._onChangeCallback()}}}),Object.assign(M.prototype,{isQuaternion:!0,set:function set(e,t,r,a){return this._x=e,this._y=t,this._z=r,this._w=a,this._onChangeCallback(),this},clone:function clone(){return new this.constructor(this._x,this._y,this._z,this._w)},copy:function copy(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this._onChangeCallback(),this},setFromEuler:function setFromEuler(e,t){if(!(e&&e.isEuler))throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");var r=e._x,a=e._y,i=e._z,n=e.order,o=Ro,s=So,l=o(r/2),d=o(a/2),p=o(i/2),c=s(r/2),u=s(a/2),m=s(i/2);// http://www.mathworks.com/matlabcentral/fileexchange/ -// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ -// content/SpinCalc.m -return"XYZ"===n?(this._x=c*d*p+l*u*m,this._y=l*u*p-c*d*m,this._z=l*d*m+c*u*p,this._w=l*d*p-c*u*m):"YXZ"===n?(this._x=c*d*p+l*u*m,this._y=l*u*p-c*d*m,this._z=l*d*m-c*u*p,this._w=l*d*p+c*u*m):"ZXY"===n?(this._x=c*d*p-l*u*m,this._y=l*u*p+c*d*m,this._z=l*d*m+c*u*p,this._w=l*d*p-c*u*m):"ZYX"===n?(this._x=c*d*p-l*u*m,this._y=l*u*p+c*d*m,this._z=l*d*m-c*u*p,this._w=l*d*p+c*u*m):"YZX"===n?(this._x=c*d*p+l*u*m,this._y=l*u*p+c*d*m,this._z=l*d*m-c*u*p,this._w=l*d*p-c*u*m):"XZY"===n&&(this._x=c*d*p-l*u*m,this._y=l*u*p-c*d*m,this._z=l*d*m+c*u*p,this._w=l*d*p+c*u*m),!1!==t&&this._onChangeCallback(),this},setFromAxisAngle:function setFromAxisAngle(e,t){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm -// assumes axis is normalized -var r=t/2,a=So(r);return this._x=e.x*a,this._y=e.y*a,this._z=e.z*a,this._w=Ro(r),this._onChangeCallback(),this},setFromRotationMatrix:function setFromRotationMatrix(e){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm -// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) -var t=e.elements,r=t[0],a=t[4],i=t[8],n=t[1],o=t[5],l=t[9],d=t[2],p=t[6],c=t[10],u=r+o+c,m;return 0o&&r>c?(m=2*wo(1+r-o-c),this._w=(p-l)/m,this._x=.25*m,this._y=(a+n)/m,this._z=(i+d)/m):o>c?(m=2*wo(1+o-r-c),this._w=(i-d)/m,this._x=(a+n)/m,this._y=.25*m,this._z=(l+p)/m):(m=2*wo(1+c-r-o),this._w=(n-a)/m,this._x=(i+d)/m,this._y=(l+p)/m,this._z=.25*m),this._onChangeCallback(),this},setFromUnitVectors:function setFromUnitVectors(e,t){// assumes direction vectors vFrom and vTo are normalized -var a=e.dot(t)+1;return a<1e-6?(a=0,zo(e.x)>zo(e.z)?(this._x=-e.y,this._y=e.x,this._z=0,this._w=a):(this._x=0,this._y=-e.z,this._z=e.y,this._w=a)):(this._x=e.y*t.z-e.z*t.y,this._y=e.z*t.x-e.x*t.z,this._z=e.x*t.y-e.y*t.x,this._w=a),this.normalize()},angleTo:function angleTo(e){return 2*vo(zo(os.clamp(this.dot(e),-1,1)))},rotateTowards:function rotateTowards(e,r){var a=this.angleTo(e);if(0===a)return this;var i=Io(1,r/a);return this.slerp(e,i),this},inverse:function inverse(){// quaternion is assumed to have unit length -return this.conjugate()},conjugate:function conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this},dot:function dot(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._w},lengthSq:function lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function length(){return wo(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function normalize(){var e=this.length();return 0===e?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x*=e,this._y*=e,this._z*=e,this._w*=e),this._onChangeCallback(),this},multiply:function multiply(e,t){return void 0===t?this.multiplyQuaternions(this,e):(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(e,t))},premultiply:function premultiply(e){return this.multiplyQuaternions(e,this)},multiplyQuaternions:function multiplyQuaternions(e,t){// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm -var r=e._x,a=e._y,i=e._z,n=e._w,o=t._x,s=t._y,l=t._z,d=t._w;return this._x=r*d+n*o+a*l-i*s,this._y=a*d+n*s+i*o-r*l,this._z=i*d+n*l+r*s-a*o,this._w=n*d-r*o-a*s-i*l,this._onChangeCallback(),this},slerp:function slerp(e,r){if(0===r)return this;if(1===r)return this.copy(e);var t=this._x,a=this._y,i=this._z,n=this._w,o=n*e._w+t*e._x+a*e._y+i*e._z;// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ -if(0>o?(this._w=-e._w,this._x=-e._x,this._y=-e._y,this._z=-e._z,o=-o):this.copy(e),1<=o)return this._w=n,this._x=t,this._y=a,this._z=i,this;var l=1-o*o;if(l<=Mo){var d=1-r;return this._w=d*n+r*this._w,this._x=d*t+r*this._x,this._y=d*a+r*this._y,this._z=d*i+r*this._z,this.normalize(),this._onChangeCallback(),this}var s=wo(l),p=To(s,o),c=So((1-r)*p)/s,u=So(r*p)/s;return this._w=n*c+this._w*u,this._x=t*c+this._x*u,this._y=a*c+this._y*u,this._z=i*c+this._z*u,this._onChangeCallback(),this},equals:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this._onChangeCallback(),this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e},fromBufferAttribute:function fromBufferAttribute(e,t){return this._x=e.getX(t),this._y=e.getY(t),this._z=e.getZ(t),this._w=e.getW(t),this},_onChange:function _onChange(e){return this._onChangeCallback=e,this},_onChangeCallback:function _onChangeCallback(){}});/** - * @author mrdoob / http://mrdoob.com/ - * @author kile / http://kile.stravaganza.org/ - * @author philogb / http://blog.thejit.org/ - * @author mikael emtinger / http://gomo.se/ - * @author egraether / http://egraether.com/ - * @author WestLangley / http://github.com/WestLangley - */var ps=new S,cs=new M;Object.assign(S.prototype,{isVector3:!0,set:function set(e,t,r){return this.x=e,this.y=t,this.z=r,this},setScalar:function setScalar(e){return this.x=e,this.y=e,this.z=e,this},setX:function setX(e){return this.x=e,this},setY:function setY(e){return this.y=e,this},setZ:function setZ(e){return this.z=e,this},setComponent:function setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw new Error("index is out of range: "+e);}return this},getComponent:function getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+e);}},clone:function clone(){return new this.constructor(this.x,this.y,this.z)},copy:function copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this},add:function add(e,t){return void 0===t?(this.x+=e.x,this.y+=e.y,this.z+=e.z,this):(console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(e,t))},addScalar:function addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this},addVectors:function addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this},addScaledVector:function addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this},sub:function sub(e,t){return void 0===t?(this.x-=e.x,this.y-=e.y,this.z-=e.z,this):(console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(e,t))},subScalar:function subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this},subVectors:function subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this},multiply:function multiply(e,t){return void 0===t?(this.x*=e.x,this.y*=e.y,this.z*=e.z,this):(console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(e,t))},multiplyScalar:function multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this},multiplyVectors:function multiplyVectors(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this},applyEuler:function applyEuler(e){return e&&e.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."),this.applyQuaternion(cs.setFromEuler(e))},applyAxisAngle:function applyAxisAngle(e,t){return this.applyQuaternion(cs.setFromAxisAngle(e,t))},applyMatrix3:function applyMatrix3(t){var r=this.x,a=this.y,i=this.z,n=t.elements;return this.x=n[0]*r+n[3]*a+n[6]*i,this.y=n[1]*r+n[4]*a+n[7]*i,this.z=n[2]*r+n[5]*a+n[8]*i,this},applyNormalMatrix:function applyNormalMatrix(e){return this.applyMatrix3(e).normalize()},applyMatrix4:function applyMatrix4(t){var r=this.x,a=this.y,i=this.z,n=t.elements,e=1/(n[3]*r+n[7]*a+n[11]*i+n[15]);return this.x=(n[0]*r+n[4]*a+n[8]*i+n[12])*e,this.y=(n[1]*r+n[5]*a+n[9]*i+n[13])*e,this.z=(n[2]*r+n[6]*a+n[10]*i+n[14])*e,this},applyQuaternion:function applyQuaternion(e){var t=this.x,r=this.y,a=this.z,i=e.x,n=e.y,o=e.z,s=e.w,l=s*t+n*a-o*r,d=s*r+o*t-i*a,p=s*a+i*r-n*t,c=-i*t-n*r-o*a;return this.x=l*s+c*-i+d*-o-p*-n,this.y=d*s+c*-n+p*-i-l*-o,this.z=p*s+c*-o+l*-n-d*-i,this},project:function project(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)},unproject:function unproject(e){return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld)},transformDirection:function transformDirection(t){// input: THREE.Matrix4 affine matrix -// vector interpreted as a direction -var r=this.x,a=this.y,i=this.z,n=t.elements;return this.x=n[0]*r+n[4]*a+n[8]*i,this.y=n[1]*r+n[5]*a+n[9]*i,this.z=n[2]*r+n[6]*a+n[10]*i,this.normalize()},divide:function divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this},divideScalar:function divideScalar(e){return this.multiplyScalar(1/e)},min:function min(e){return this.x=Io(this.x,e.x),this.y=Io(this.y,e.y),this.z=Io(this.z,e.z),this},max:function max(e){return this.x=No(this.x,e.x),this.y=No(this.y,e.y),this.z=No(this.z,e.z),this},clamp:function clamp(e,t){return this.x=No(e.x,Io(t.x,this.x)),this.y=No(e.y,Io(t.y,this.y)),this.z=No(e.z,Io(t.z,this.z)),this},clampScalar:function clampScalar(e,t){return this.x=No(e,Io(t,this.x)),this.y=No(e,Io(t,this.y)),this.z=No(e,Io(t,this.z)),this},clampLength:function clampLength(e,t){var r=this.length();return this.divideScalar(r||1).multiplyScalar(No(e,Io(t,r)))},floor:function floor(){return this.x=Po(this.x),this.y=Po(this.y),this.z=Po(this.z),this},ceil:function ceil(){return this.x=_o(this.x),this.y=_o(this.y),this.z=_o(this.z),this},round:function round(){return this.x=xo(this.x),this.y=xo(this.y),this.z=xo(this.z),this},roundToZero:function roundToZero(){return this.x=0>this.x?_o(this.x):Po(this.x),this.y=0>this.y?_o(this.y):Po(this.y),this.z=0>this.z?_o(this.z):Po(this.z),this},negate:function negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this},dot:function dot(e){return this.x*e.x+this.y*e.y+this.z*e.z},// TODO lengthSquared? -lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function length(){return wo(this.x*this.x+this.y*this.y+this.z*this.z)},manhattanLength:function manhattanLength(){return zo(this.x)+zo(this.y)+zo(this.z)},normalize:function normalize(){return this.divideScalar(this.length()||1)},setLength:function setLength(e){return this.normalize().multiplyScalar(e)},lerp:function lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this},lerpVectors:function lerpVectors(e,t,r){return this.subVectors(t,e).multiplyScalar(r).add(e)},cross:function cross(e,t){return void 0===t?this.crossVectors(this,e):(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(e,t))},crossVectors:function crossVectors(e,t){var r=e.x,a=e.y,i=e.z,n=t.x,o=t.y,s=t.z;return this.x=a*s-i*o,this.y=i*n-r*s,this.z=r*o-a*n,this},projectOnVector:function projectOnVector(e){var t=e.lengthSq();if(0===t)return this.set(0,0,0);var r=e.dot(this)/t;return this.copy(e).multiplyScalar(r)},projectOnPlane:function projectOnPlane(e){return ps.copy(this).projectOnVector(e),this.sub(ps)},reflect:function reflect(e){// reflect incident vector off plane orthogonal to normal -// normal is assumed to have unit length -return this.sub(ps.copy(e).multiplyScalar(2*this.dot(e)))},angleTo:function angleTo(e){var t=wo(this.lengthSq()*e.lengthSq());if(0===t)return Eo/2;var r=this.dot(e)/t;// clamp, to handle numerical problems -return vo(os.clamp(r,-1,1))},distanceTo:function distanceTo(e){return wo(this.distanceToSquared(e))},distanceToSquared:function distanceToSquared(e){var t=this.x-e.x,r=this.y-e.y,a=this.z-e.z;return t*t+r*r+a*a},manhattanDistanceTo:function manhattanDistanceTo(e){return zo(this.x-e.x)+zo(this.y-e.y)+zo(this.z-e.z)},setFromSpherical:function setFromSpherical(e){return this.setFromSphericalCoords(e.radius,e.phi,e.theta)},setFromSphericalCoords:function setFromSphericalCoords(e,t,r){var a=So(t)*e;return this.x=a*So(r),this.y=Ro(t)*e,this.z=a*Ro(r),this},setFromCylindrical:function setFromCylindrical(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)},setFromCylindricalCoords:function setFromCylindricalCoords(e,t,r){return this.x=e*So(t),this.y=r,this.z=e*Ro(t),this},setFromMatrixPosition:function setFromMatrixPosition(t){var r=t.elements;return this.x=r[12],this.y=r[13],this.z=r[14],this},setFromMatrixScale:function setFromMatrixScale(e){var t=this.setFromMatrixColumn(e,0).length(),r=this.setFromMatrixColumn(e,1).length(),a=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=r,this.z=a,this},setFromMatrixColumn:function setFromMatrixColumn(e,t){return this.fromArray(e.elements,4*t)},setFromMatrix3Column:function setFromMatrix3Column(e,t){return this.fromArray(e.elements,3*t)},equals:function(e){return e.x===this.x&&e.y===this.y&&e.z===this.z},fromArray:function fromArray(e,t){return void 0===t&&(t=0),this.x=e[t],this.y=e[t+1],this.z=e[t+2],this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e},fromBufferAttribute:function fromBufferAttribute(e,t,r){return void 0!==r&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."),this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}});var us=new S,ms=new T,gs=new S(0,0,0),fs=new S(1,1,1),hs=new S,a=new S,z=new S;Object.assign(T.prototype,{isMatrix4:!0,set:function set(e,t,r,a,i,n,o,s,l,d,p,c,u,m,g,f){var h=this.elements;return h[0]=e,h[4]=t,h[8]=r,h[12]=a,h[1]=i,h[5]=n,h[9]=o,h[13]=s,h[2]=l,h[6]=d,h[10]=p,h[14]=c,h[3]=u,h[7]=m,h[11]=g,h[15]=f,this},identity:function identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this},clone:function clone(){return new T().fromArray(this.elements)},copy:function copy(e){var t=this.elements,r=e.elements;return t[0]=r[0],t[1]=r[1],t[2]=r[2],t[3]=r[3],t[4]=r[4],t[5]=r[5],t[6]=r[6],t[7]=r[7],t[8]=r[8],t[9]=r[9],t[10]=r[10],t[11]=r[11],t[12]=r[12],t[13]=r[13],t[14]=r[14],t[15]=r[15],this},copyPosition:function copyPosition(e){var t=this.elements,r=e.elements;return t[12]=r[12],t[13]=r[13],t[14]=r[14],this},extractBasis:function extractBasis(e,t,r){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),r.setFromMatrixColumn(this,2),this},makeBasis:function makeBasis(e,t,r){return this.set(e.x,t.x,r.x,0,e.y,t.y,r.y,0,e.z,t.z,r.z,0,0,0,0,1),this},extractRotation:function extractRotation(e){// this method does not support reflection matrices -var t=this.elements,r=e.elements,a=1/us.setFromMatrixColumn(e,0).length(),i=1/us.setFromMatrixColumn(e,1).length(),n=1/us.setFromMatrixColumn(e,2).length();return t[0]=r[0]*a,t[1]=r[1]*a,t[2]=r[2]*a,t[3]=0,t[4]=r[4]*i,t[5]=r[5]*i,t[6]=r[6]*i,t[7]=0,t[8]=r[8]*n,t[9]=r[9]*n,t[10]=r[10]*n,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this},makeRotationFromEuler:function makeRotationFromEuler(t){t&&t.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");var r=this.elements,i=t.x,n=t.y,o=t.z,s=Ro(i),a=So(i),l=Ro(n),p=So(n),d=Ro(o),e=So(o);if("XYZ"===t.order){var c=s*d,u=s*e,m=a*d,g=a*e;r[0]=l*d,r[4]=-l*e,r[8]=p,r[1]=u+m*p,r[5]=c-g*p,r[9]=-a*l,r[2]=g-c*p,r[6]=m+u*p,r[10]=s*l}else if("YXZ"===t.order){var f=l*d,h=l*e,y=p*d,v=p*e;r[0]=f+v*a,r[4]=y*a-h,r[8]=s*p,r[1]=s*e,r[5]=s*d,r[9]=-a,r[2]=h*a-y,r[6]=v+f*a,r[10]=s*l}else if("ZXY"===t.order){var f=l*d,h=l*e,y=p*d,v=p*e;r[0]=f-v*a,r[4]=-s*e,r[8]=y+h*a,r[1]=h+y*a,r[5]=s*d,r[9]=v-f*a,r[2]=-s*p,r[6]=a,r[10]=s*l}else if("ZYX"===t.order){var c=s*d,u=s*e,m=a*d,g=a*e;r[0]=l*d,r[4]=m*p-u,r[8]=c*p+g,r[1]=l*e,r[5]=g*p+c,r[9]=u*p-m,r[2]=-p,r[6]=a*l,r[10]=s*l}else if("YZX"===t.order){var x=s*l,_=s*p,b=a*l,M=a*p;r[0]=l*d,r[4]=M-x*e,r[8]=b*e+_,r[1]=e,r[5]=s*d,r[9]=-a*d,r[2]=-p*d,r[6]=_*e+b,r[10]=x-M*e}else if("XZY"===t.order){var x=s*l,_=s*p,b=a*l,M=a*p;r[0]=l*d,r[4]=-e,r[8]=p*d,r[1]=x*e+M,r[5]=s*d,r[9]=_*e-b,r[2]=b*e-_,r[6]=a*d,r[10]=M*e+x}// bottom row -return r[3]=0,r[7]=0,r[11]=0,r[12]=0,r[13]=0,r[14]=0,r[15]=1,this},makeRotationFromQuaternion:function makeRotationFromQuaternion(e){return this.compose(gs,e,fs)},lookAt:function lookAt(e,t,r){var i=this.elements;return z.subVectors(e,t),0===z.lengthSq()&&(z.z=1),z.normalize(),hs.crossVectors(r,z),0===hs.lengthSq()&&(1===zo(r.z)?z.x+=1e-4:z.z+=1e-4,z.normalize(),hs.crossVectors(r,z)),hs.normalize(),a.crossVectors(z,hs),i[0]=hs.x,i[4]=a.x,i[8]=z.x,i[1]=hs.y,i[5]=a.y,i[9]=z.y,i[2]=hs.z,i[6]=a.z,i[10]=z.z,this},multiply:function multiply(e,t){return void 0===t?this.multiplyMatrices(this,e):(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(e,t))},premultiply:function premultiply(e){return this.multiplyMatrices(e,this)},multiplyMatrices:function multiplyMatrices(e,t){var r=e.elements,a=t.elements,i=this.elements,n=r[0],o=r[4],s=r[8],l=r[12],d=r[1],p=r[5],c=r[9],u=r[13],m=r[2],g=r[6],f=r[10],h=r[14],y=r[3],v=r[7],x=r[11],_=r[15],b=a[0],M=a[4],S=a[8],T=a[12],E=a[1],w=a[5],L=a[9],A=a[13],R=a[2],P=a[6],C=a[10],D=a[14],I=a[3],N=a[7],z=a[11],U=a[15];return i[0]=n*b+o*E+s*R+l*I,i[4]=n*M+o*w+s*P+l*N,i[8]=n*S+o*L+s*C+l*z,i[12]=n*T+o*A+s*D+l*U,i[1]=d*b+p*E+c*R+u*I,i[5]=d*M+p*w+c*P+u*N,i[9]=d*S+p*L+c*C+u*z,i[13]=d*T+p*A+c*D+u*U,i[2]=m*b+g*E+f*R+h*I,i[6]=m*M+g*w+f*P+h*N,i[10]=m*S+g*L+f*C+h*z,i[14]=m*T+g*A+f*D+h*U,i[3]=y*b+v*E+x*R+_*I,i[7]=y*M+v*w+x*P+_*N,i[11]=y*S+v*L+x*C+_*z,i[15]=y*T+v*A+x*D+_*U,this},multiplyScalar:function multiplyScalar(e){var t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this},determinant:function determinant(){var e=this.elements,t=e[0],r=e[4],a=e[8],i=e[12],n=e[1],o=e[5],s=e[9],l=e[13],d=e[2],p=e[6],c=e[10],u=e[14],m=e[3],g=e[7],f=e[11],h=e[15];//TODO: make this more efficient -//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) -return m*(+i*s*p-a*l*p-i*o*c+r*l*c+a*o*u-r*s*u)+g*(+t*s*u-t*l*c+i*n*c-a*n*u+a*l*d-i*s*d)+f*(+t*l*p-t*o*u-i*n*p+r*n*u+i*o*d-r*l*d)+h*(-a*o*d-t*s*p+t*o*c+a*n*p-r*n*c+r*s*d)},transpose:function transpose(){var e=this.elements,t;return t=e[1],e[1]=e[4],e[4]=t,t=e[2],e[2]=e[8],e[8]=t,t=e[6],e[6]=e[9],e[9]=t,t=e[3],e[3]=e[12],e[12]=t,t=e[7],e[7]=e[13],e[13]=t,t=e[11],e[11]=e[14],e[14]=t,this},setPosition:function setPosition(e,t,r){var a=this.elements;return e.isVector3?(a[12]=e.x,a[13]=e.y,a[14]=e.z):(a[12]=e,a[13]=t,a[14]=r),this},getInverse:function getInverse(e,t){void 0!==t&&console.warn("THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate.");// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm -var r=this.elements,a=e.elements,i=a[0],n=a[1],o=a[2],s=a[3],l=a[4],d=a[5],p=a[6],c=a[7],u=a[8],m=a[9],g=a[10],f=a[11],h=a[12],y=a[13],v=a[14],x=a[15],_=m*v*c-y*g*c+y*p*f-d*v*f-m*p*x+d*g*x,b=h*g*c-u*v*c-h*p*f+l*v*f+u*p*x-l*g*x,M=u*y*c-h*m*c+h*d*f-l*y*f-u*d*x+l*m*x,S=h*m*p-u*y*p-h*d*g+l*y*g+u*d*v-l*m*v,T=i*_+n*b+o*M+s*S;if(0===T)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);var E=1/T;return r[0]=_*E,r[1]=(y*g*s-m*v*s-y*o*f+n*v*f+m*o*x-n*g*x)*E,r[2]=(d*v*s-y*p*s+y*o*c-n*v*c-d*o*x+n*p*x)*E,r[3]=(m*p*s-d*g*s-m*o*c+n*g*c+d*o*f-n*p*f)*E,r[4]=b*E,r[5]=(u*v*s-h*g*s+h*o*f-i*v*f-u*o*x+i*g*x)*E,r[6]=(h*p*s-l*v*s-h*o*c+i*v*c+l*o*x-i*p*x)*E,r[7]=(l*g*s-u*p*s+u*o*c-i*g*c-l*o*f+i*p*f)*E,r[8]=M*E,r[9]=(h*m*s-u*y*s-h*n*f+i*y*f+u*n*x-i*m*x)*E,r[10]=(l*y*s-h*d*s+h*n*c-i*y*c-l*n*x+i*d*x)*E,r[11]=(u*d*s-l*m*s-u*n*c+i*m*c+l*n*f-i*d*f)*E,r[12]=S*E,r[13]=(u*y*o-h*m*o+h*n*g-i*y*g-u*n*v+i*m*v)*E,r[14]=(h*d*o-l*y*o-h*n*p+i*y*p+l*n*v-i*d*v)*E,r[15]=(l*m*o-u*d*o+u*n*p-i*m*p-l*n*g+i*d*g)*E,this},scale:function scale(e){var t=this.elements,r=e.x,a=e.y,i=e.z;return t[0]*=r,t[4]*=a,t[8]*=i,t[1]*=r,t[5]*=a,t[9]*=i,t[2]*=r,t[6]*=a,t[10]*=i,t[3]*=r,t[7]*=a,t[11]*=i,this},getMaxScaleOnAxis:function getMaxScaleOnAxis(){var e=this.elements,t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2],r=e[4]*e[4]+e[5]*e[5]+e[6]*e[6],a=e[8]*e[8]+e[9]*e[9]+e[10]*e[10];return wo(No(t,r,a))},makeTranslation:function makeTranslation(e,t,r){return this.set(1,0,0,e,0,1,0,t,0,0,1,r,0,0,0,1),this},makeRotationX:function makeRotationX(e){var t=Ro(e),r=So(e);return this.set(1,0,0,0,0,t,-r,0,0,r,t,0,0,0,0,1),this},makeRotationY:function makeRotationY(e){var t=Ro(e),r=So(e);return this.set(t,0,r,0,0,1,0,0,-r,0,t,0,0,0,0,1),this},makeRotationZ:function makeRotationZ(e){var t=Ro(e),r=So(e);return this.set(t,-r,0,0,r,t,0,0,0,0,1,0,0,0,0,1),this},makeRotationAxis:function makeRotationAxis(e,r){// Based on http://www.gamedev.net/reference/articles/article1199.asp -var a=Ro(r),i=So(r),n=1-a,t=e.x,o=e.y,s=e.z,l=n*t,d=n*o;return this.set(l*t+a,l*o-i*s,l*s+i*o,0,l*o+i*s,d*o+a,d*s-i*t,0,l*s-i*o,d*s+i*t,n*s*s+a,0,0,0,0,1),this},makeScale:function makeScale(e,t,r){return this.set(e,0,0,0,0,t,0,0,0,0,r,0,0,0,0,1),this},makeShear:function makeShear(e,t,r){return this.set(1,t,r,0,e,1,r,0,e,t,1,0,0,0,0,1),this},compose:function compose(e,t,r){var a=this.elements,i=t._x,n=t._y,o=t._z,s=t._w,l=i+i,d=n+n,p=o+o,c=i*l,u=i*d,m=i*p,g=n*d,f=n*p,h=o*p,y=s*l,v=s*d,x=s*p,_=r.x,b=r.y,M=r.z;return a[0]=(1-(g+h))*_,a[1]=(u+x)*_,a[2]=(m-v)*_,a[3]=0,a[4]=(u-x)*b,a[5]=(1-(c+h))*b,a[6]=(f+y)*b,a[7]=0,a[8]=(m+v)*M,a[9]=(f-y)*M,a[10]=(1-(c+g))*M,a[11]=0,a[12]=e.x,a[13]=e.y,a[14]=e.z,a[15]=1,this},decompose:function decompose(e,t,r){var a=this.elements,i=us.set(a[0],a[1],a[2]).length(),n=us.set(a[4],a[5],a[6]).length(),o=us.set(a[8],a[9],a[10]).length(),s=this.determinant();0>s&&(i=-i),e.x=a[12],e.y=a[13],e.z=a[14],ms.copy(this);var l=1/i,d=1/n,p=1/o;return ms.elements[0]*=l,ms.elements[1]*=l,ms.elements[2]*=l,ms.elements[4]*=d,ms.elements[5]*=d,ms.elements[6]*=d,ms.elements[8]*=p,ms.elements[9]*=p,ms.elements[10]*=p,t.setFromRotationMatrix(ms),r.x=i,r.y=n,r.z=o,this},makePerspective:function makePerspective(e,t,r,a,i,n){void 0===n&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");var o=this.elements;return o[0]=2*i/(t-e),o[4]=0,o[8]=(t+e)/(t-e),o[12]=0,o[1]=0,o[5]=2*i/(r-a),o[9]=(r+a)/(r-a),o[13]=0,o[2]=0,o[6]=0,o[10]=-(n+i)/(n-i),o[14]=-2*n*i/(n-i),o[3]=0,o[7]=0,o[11]=-1,o[15]=0,this},makeOrthographic:function makeOrthographic(e,t,r,a,i,n){var o=this.elements,s=1/(t-e),l=1/(r-a),d=1/(n-i);return o[0]=2*s,o[4]=0,o[8]=0,o[12]=-((t+e)*s),o[1]=0,o[5]=2*l,o[9]=0,o[13]=-((r+a)*l),o[2]=0,o[6]=0,o[10]=-2*d,o[14]=-((n+i)*d),o[3]=0,o[7]=0,o[11]=0,o[15]=1,this},equals:function(e){for(var t=this.elements,r=e.elements,a=0;16>a;a++)if(t[a]!==r[a])return!1;return!0},fromArray:function fromArray(e,t){t===void 0&&(t=0);for(var r=0;16>r;r++)this.elements[r]=e[r+t];return this},toArray:function toArray(e,t){void 0===e&&(e=[]),void 0===t&&(t=0);var r=this.elements;return e[t]=r[0],e[t+1]=r[1],e[t+2]=r[2],e[t+3]=r[3],e[t+4]=r[4],e[t+5]=r[5],e[t+6]=r[6],e[t+7]=r[7],e[t+8]=r[8],e[t+9]=r[9],e[t+10]=r[10],e[t+11]=r[11],e[t+12]=r[12],e[t+13]=r[13],e[t+14]=r[14],e[t+15]=r[15],e}});/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - */var ys=new T,vs=new M;E.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"],E.DefaultOrder="XYZ",Object.defineProperties(E.prototype,{x:{get:function get(){return this._x},set:function set(e){this._x=e,this._onChangeCallback()}},y:{get:function get(){return this._y},set:function set(e){this._y=e,this._onChangeCallback()}},z:{get:function get(){return this._z},set:function set(e){this._z=e,this._onChangeCallback()}},order:{get:function get(){return this._order},set:function set(e){this._order=e,this._onChangeCallback()}}}),Object.assign(E.prototype,{isEuler:!0,set:function set(e,t,r,a){return this._x=e,this._y=t,this._z=r,this._order=a||this._order,this._onChangeCallback(),this},clone:function clone(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function copy(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this._onChangeCallback(),this},setFromRotationMatrix:function setFromRotationMatrix(e,t,r){var a=Math.asin,i=os.clamp,n=e.elements,o=n[0],s=n[4],l=n[8],d=n[1],p=n[5],c=n[9],u=n[2],m=n[6],g=n[10];return t=t||this._order,"XYZ"===t?(this._y=a(i(l,-1,1)),.9999999>zo(l)?(this._x=To(-c,g),this._z=To(-s,o)):(this._x=To(m,p),this._z=0)):"YXZ"===t?(this._x=a(-i(c,-1,1)),.9999999>zo(c)?(this._y=To(l,g),this._z=To(d,p)):(this._y=To(-u,o),this._z=0)):"ZXY"===t?(this._x=a(i(m,-1,1)),.9999999>zo(m)?(this._y=To(-u,g),this._z=To(-s,p)):(this._y=0,this._z=To(d,o))):"ZYX"===t?(this._y=a(-i(u,-1,1)),.9999999>zo(u)?(this._x=To(m,g),this._z=To(d,o)):(this._x=0,this._z=To(-s,p))):"YZX"===t?(this._z=a(i(d,-1,1)),.9999999>zo(d)?(this._x=To(-c,p),this._y=To(-u,o)):(this._x=0,this._y=To(l,g))):"XZY"===t?(this._z=a(-i(s,-1,1)),.9999999>zo(s)?(this._x=To(m,p),this._y=To(l,o)):(this._x=To(-c,g),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+t),this._order=t,!1!==r&&this._onChangeCallback(),this},setFromQuaternion:function setFromQuaternion(e,t,r){return ys.makeRotationFromQuaternion(e),this.setFromRotationMatrix(ys,t,r)},setFromVector3:function setFromVector3(e,t){return this.set(e.x,e.y,e.z,t||this._order)},reorder:function reorder(e){return vs.setFromEuler(this),this.setFromQuaternion(vs,e)},equals:function(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order},fromArray:function fromArray(e){return this._x=e[0],this._y=e[1],this._z=e[2],void 0!==e[3]&&(this._order=e[3]),this._onChangeCallback(),this},toArray:function toArray(e,t){return void 0===e&&(e=[]),void 0===t&&(t=0),e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e},toVector3:function toVector3(e){return e?e.set(this._x,this._y,this._z):new S(this._x,this._y,this._z)},_onChange:function _onChange(e){return this._onChangeCallback=e,this},_onChangeCallback:function _onChangeCallback(){}}),Object.assign(w.prototype,{set:function set(e){this.mask=0|1<n&&(n=l),c>o&&(o=c),u>s&&(s=u)}return this.min.set(t,r,a),this.max.set(n,o,s),this},setFromBufferAttribute:function setFromBufferAttribute(e){for(var t=+Infinity,r=+Infinity,a=+Infinity,n=-Infinity,o=-Infinity,s=-Infinity,d=0,p=e.count;dn&&(n=l),c>o&&(o=c),u>s&&(s=u)}return this.min.set(t,r,a),this.max.set(n,o,s),this},setFromPoints:function setFromPoints(e){this.makeEmpty();for(var t=0,r=e.length;tthis.max.x||e.ythis.max.y||e.zthis.max.z)},containsBox:function containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z},getParameter:function getParameter(e,t){return void 0===t&&(console.warn("THREE.Box3: .getParameter() target is now required"),t=new S),t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function intersectsBox(e){// using 6 splitting planes to rule out intersections. -return!(e.max.xthis.max.x||e.max.ythis.max.y||e.max.zthis.max.z)},intersectsSphere:function intersectsSphere(e){// If that point is inside the sphere, the AABB and sphere intersect. -return this.clampPoint(e.center,Is),Is.distanceToSquared(e.center)<=e.radius*e.radius},intersectsPlane:function intersectsPlane(e){// We compute the minimum and maximum dot product values. If those values -// are on the same side (back or front) of the plane, then there is no intersection. -var t,r;return 0=-e.constant},intersectsTriangle:function intersectsTriangle(e){if(this.isEmpty())return!1;// compute box center and extents -this.getCenter(Hs),Vs.subVectors(this.max,Hs),zs.subVectors(e.a,Hs),Us.subVectors(e.b,Hs),Bs.subVectors(e.c,Hs),Fs.subVectors(Us,zs),Os.subVectors(Bs,Us),Gs.subVectors(zs,Bs);// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb -// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation -// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) -var t=[0,-Fs.z,Fs.y,0,-Os.z,Os.y,0,-Gs.z,Gs.y,Fs.z,0,-Fs.x,Os.z,0,-Os.x,Gs.z,0,-Gs.x,-Fs.y,Fs.x,0,-Os.y,Os.x,0,-Gs.y,Gs.x,0];return!!P(t,zs,Us,Bs,Vs)&&(t=[1,0,0,0,1,0,0,0,1],!!P(t,zs,Us,Bs,Vs))&&(ks.crossVectors(Fs,Os),t=[ks.x,ks.y,ks.z],P(t,zs,Us,Bs,Vs));// test 3 face normals from the aabb -// finally testing the face normal of the triangle -// use already existing triangle edge vectors here -},clampPoint:function clampPoint(e,t){return void 0===t&&(console.warn("THREE.Box3: .clampPoint() target is now required"),t=new S),t.copy(e).clamp(this.min,this.max)},distanceToPoint:function distanceToPoint(e){var t=Is.copy(e).clamp(this.min,this.max);return t.sub(e).length()},getBoundingSphere:function getBoundingSphere(e){return void 0===e&&console.error("THREE.Box3: .getBoundingSphere() target is now required"),this.getCenter(e.center),e.radius=.5*this.getSize(Is).length(),e},intersect:function intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this},union:function union(e){return this.min.min(e.min),this.max.max(e.max),this},applyMatrix4:function applyMatrix4(e){// transform of empty box is an empty box. -return this.isEmpty()?this:(Ds[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),Ds[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),Ds[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),Ds[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),Ds[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),Ds[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),Ds[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),Ds[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(Ds),this);// NOTE: I am using a binary pattern to specify all 2^3 combinations below -},translate:function translate(e){return this.min.add(e),this.max.add(e),this},equals:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}});var js=new R;Object.assign(C.prototype,{set:function set(e,t){return this.center.copy(e),this.radius=t,this},setFromPoints:function setFromPoints(e,t){var r=this.center;void 0===t?js.setFromPoints(e).getCenter(r):r.copy(t);for(var a=0,n=0,o=e.length;n=this.radius},containsPoint:function containsPoint(e){return e.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function distanceToPoint(e){return e.distanceTo(this.center)-this.radius},intersectsSphere:function intersectsSphere(e){var t=this.radius+e.radius;return e.center.distanceToSquared(this.center)<=t*t},intersectsBox:function intersectsBox(e){return e.intersectsSphere(this)},intersectsPlane:function intersectsPlane(e){return zo(e.distanceToPoint(this.center))<=this.radius},clampPoint:function clampPoint(e,t){var r=this.center.distanceToSquared(e);return void 0===t&&(console.warn("THREE.Sphere: .clampPoint() target is now required"),t=new S),t.copy(e),r>this.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t},getBoundingBox:function getBoundingBox(e){return void 0===e&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),e=new R),e.set(this.center,this.center),e.expandByScalar(this.radius),e},applyMatrix4:function applyMatrix4(e){return this.center.applyMatrix4(e),this.radius*=e.getMaxScaleOnAxis(),this},translate:function translate(e){return this.center.add(e),this},equals:function(e){return e.center.equals(this.center)&&e.radius===this.radius}});var qs=new S,Xs=new S,Ys=new S,Zs=new S,Js=new S,Qs=new S,Ks=new S;Object.assign(D.prototype,{set:function set(e,t){return this.origin.copy(e),this.direction.copy(t),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this},at:function at(e,t){return void 0===t&&(console.warn("THREE.Ray: .at() target is now required"),t=new S),t.copy(this.direction).multiplyScalar(e).add(this.origin)},lookAt:function lookAt(e){return this.direction.copy(e).sub(this.origin).normalize(),this},recast:function recast(e){return this.origin.copy(this.at(e,qs)),this},closestPointToPoint:function closestPointToPoint(e,t){t===void 0&&(console.warn("THREE.Ray: .closestPointToPoint() target is now required"),t=new S),t.subVectors(e,this.origin);var r=t.dot(this.direction);return 0>r?t.copy(this.origin):t.copy(this.direction).multiplyScalar(r).add(this.origin)},distanceToPoint:function distanceToPoint(e){return wo(this.distanceSqToPoint(e))},distanceSqToPoint:function distanceSqToPoint(e){var t=qs.subVectors(e,this.origin).dot(this.direction);// point behind the ray -return 0>t?this.origin.distanceToSquared(e):(qs.copy(this.direction).multiplyScalar(t).add(this.origin),qs.distanceToSquared(e))},distanceSqToSegment:function distanceSqToSegment(e,t,r,a){Xs.copy(e).add(t).multiplyScalar(.5),Ys.copy(t).sub(e).normalize(),Zs.copy(this.origin).sub(Xs);var i=.5*e.distanceTo(t),n=-this.direction.dot(Ys),o=Zs.dot(this.direction),s=-Zs.dot(Ys),l=Zs.lengthSq(),d=zo(1-n*n),p,c,u,m;if(!(0=-m))c=-i,p=No(0,-(n*c+o)),u=-p*p+c*(c+2*s)+l;else if(c<=m){// region 0 -// Minimum at interior points of ray and segment. -var g=1/d;p*=g,c*=g,u=p*(p+n*c+2*o)+c*(n*p+c+2*s)+l}else// region 1 -c=i,p=No(0,-(n*c+o)),u=-p*p+c*(c+2*s)+l;return r&&r.copy(this.direction).multiplyScalar(p).add(this.origin),a&&a.copy(Ys).multiplyScalar(c).add(Xs),u},intersectSphere:function intersectSphere(e,t){qs.subVectors(e.center,this.origin);var r=qs.dot(this.direction),a=qs.dot(qs)-r*r,i=e.radius*e.radius;if(a>i)return null;var n=wo(i-a),o=r-n,s=r+n;// t0 = first intersect point - entrance on front of sphere -// test to see if both t0 and t1 are behind the ray - if so, return null -return 0>o&&0>s?null:0>o?this.at(s,t):this.at(o,t);// test to see if t0 is behind the ray: -// if it is, the ray is inside the sphere, so return the second exit point scaled by t1, -// in order to always return an intersect point that is in front of the ray. -// else t0 is in front of the ray, so return the first collision point scaled by t0 -},intersectsSphere:function intersectsSphere(e){return this.distanceSqToPoint(e.center)<=e.radius*e.radius},distanceToPlane:function distanceToPlane(e){var r=e.normal.dot(this.direction);if(0===r)// line is coplanar, return origin -return 0===e.distanceToPoint(this.origin)?0:null;// Null is preferable to undefined since undefined means.... it is undefined -var a=-(this.origin.dot(e.normal)+e.constant)/r;// Return if the ray never intersects the plane -return 0<=a?a:null},intersectPlane:function intersectPlane(e,r){var a=this.distanceToPlane(e);return null===a?null:this.at(a,r)},intersectsPlane:function intersectsPlane(e){// check if the ray lies on the plane first -var t=e.distanceToPoint(this.origin);if(0===t)return!0;var r=e.normal.dot(this.direction);return!!(0>r*t);// ray origin is behind the plane (and is pointing behind it) -},intersectBox:function intersectBox(e,t){var r=1/this.direction.x,a=1/this.direction.y,i=1/this.direction.z,n=this.origin,o,s,l,d,p,c;return(0<=r?(o=(e.min.x-n.x)*r,s=(e.max.x-n.x)*r):(o=(e.max.x-n.x)*r,s=(e.min.x-n.x)*r),0<=a?(l=(e.min.y-n.y)*a,d=(e.max.y-n.y)*a):(l=(e.max.y-n.y)*a,d=(e.min.y-n.y)*a),o>d||l>s)?null:((l>o||o!==o)&&(o=l),(dc||p>s)?null:((p>o||o!==o)&&(o=p),(cs?null:this.at(0<=o?o:s,t));// These lines also handle the case where tmin or tmax is NaN -// (result of 0 * Infinity). x !== x returns true if x is NaN -},intersectsBox:function intersectsBox(e){return null!==this.intersectBox(e,qs)},intersectTriangle:function intersectTriangle(e,t,r,a,i){Js.subVectors(t,e),Qs.subVectors(r,e),Ks.crossVectors(Js,Qs);// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, -// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by -// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) -// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) -// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) -var n=this.direction.dot(Ks),o;if(0n)o=-1,n=-n;else return null;Zs.subVectors(this.origin,e);var s=o*this.direction.dot(Qs.crossVectors(Zs,Qs));// b1 < 0, no intersection -if(0>s)return null;var l=o*this.direction.dot(Js.cross(Zs));// b2 < 0, no intersection -if(0>l)return null;// b1+b2 > 1, no intersection -if(s+l>n)return null;// Line intersects triangle, check if ray does. -var d=-o*Zs.dot(Ks);// t < 0, no intersection -return 0>d?null:this.at(d/n,i);// Ray intersects triangle. -},applyMatrix4:function applyMatrix4(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this},equals:function(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}});/** - * @author bhouston / http://clara.io - */var $s=new S,el=new S,tl=new y;Object.assign(I.prototype,{isPlane:!0,set:function set(e,t){return this.normal.copy(e),this.constant=t,this},setComponents:function setComponents(e,t,r,a){return this.normal.set(e,t,r),this.constant=a,this},setFromNormalAndCoplanarPoint:function setFromNormalAndCoplanarPoint(e,t){return this.normal.copy(e),this.constant=-t.dot(this.normal),this},setFromCoplanarPoints:function setFromCoplanarPoints(e,t,r){var a=$s.subVectors(r,t).cross(el.subVectors(e,t)).normalize();// Q: should an error be thrown if normal is zero (e.g. degenerate plane)? -return this.setFromNormalAndCoplanarPoint(a,e),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.normal.copy(e.normal),this.constant=e.constant,this},normalize:function normalize(){// Note: will lead to a divide by zero if the plane is invalid. -var e=1/this.normal.length();return this.normal.multiplyScalar(e),this.constant*=e,this},negate:function negate(){return this.constant*=-1,this.normal.negate(),this},distanceToPoint:function distanceToPoint(e){return this.normal.dot(e)+this.constant},distanceToSphere:function distanceToSphere(e){return this.distanceToPoint(e.center)-e.radius},projectPoint:function projectPoint(e,t){return void 0===t&&(console.warn("THREE.Plane: .projectPoint() target is now required"),t=new S),t.copy(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e)},intersectLine:function intersectLine(e,r){r===void 0&&(console.warn("THREE.Plane: .intersectLine() target is now required"),r=new S);var a=e.delta($s),i=this.normal.dot(a);if(0===i)// line is coplanar, return origin -return 0===this.distanceToPoint(e.start)?r.copy(e.start):void 0;// Unsure if this is the correct method to handle this case. -var n=-(e.start.dot(this.normal)+this.constant)/i;return 0>n||1t&&0r&&0=nl.x+nl.y},getUV:function getUV(e,t,r,a,i,n,o,s){return this.getBarycoord(e,t,r,a,nl),s.set(0,0),s.addScaledVector(i,nl.x),s.addScaledVector(n,nl.y),s.addScaledVector(o,nl.z),s},isFrontFacing:function isFrontFacing(e,t,r,a){// strictly front facing -return rl.subVectors(r,t),al.subVectors(e,t),!!(0>rl.cross(al).dot(a))}}),Object.assign(N.prototype,{set:function set(e,t,r){return this.a.copy(e),this.b.copy(t),this.c.copy(r),this},setFromPointsAndIndices:function setFromPointsAndIndices(e,t,r,a){return this.a.copy(e[t]),this.b.copy(e[r]),this.c.copy(e[a]),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this},getArea:function getArea(){return rl.subVectors(this.c,this.b),al.subVectors(this.a,this.b),.5*rl.cross(al).length()},getMidpoint:function getMidpoint(e){return void 0===e&&(console.warn("THREE.Triangle: .getMidpoint() target is now required"),e=new S),e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},getNormal:function getNormal(e){return N.getNormal(this.a,this.b,this.c,e)},getPlane:function getPlane(e){return void 0===e&&(console.warn("THREE.Triangle: .getPlane() target is now required"),e=new I),e.setFromCoplanarPoints(this.a,this.b,this.c)},getBarycoord:function getBarycoord(e,t){return N.getBarycoord(e,this.a,this.b,this.c,t)},getUV:function getUV(e,t,r,a,i){return N.getUV(e,this.a,this.b,this.c,t,r,a,i)},containsPoint:function containsPoint(e){return N.containsPoint(e,this.a,this.b,this.c)},isFrontFacing:function isFrontFacing(e){return N.isFrontFacing(this.a,this.b,this.c,e)},intersectsBox:function intersectsBox(e){return e.intersectsTriangle(this)},closestPointToPoint:function closestPointToPoint(e,t){void 0===t&&(console.warn("THREE.Triangle: .closestPointToPoint() target is now required"),t=new S);var r=this.a,a=this.b,i=this.c,n,o;ol.subVectors(a,r),sl.subVectors(i,r),dl.subVectors(e,r);var s=ol.dot(dl),l=sl.dot(dl);if(0>=s&&0>=l)// vertex region of A; barycentric coords (1, 0, 0) -return t.copy(r);pl.subVectors(e,a);var d=ol.dot(pl),p=sl.dot(pl);if(0<=d&&p<=d)// vertex region of B; barycentric coords (0, 1, 0) -return t.copy(a);var c=s*p-d*l;if(0>=c&&0<=s&&0>=d)// edge region of AB; barycentric coords (1-v, v, 0) -return n=s/(s-d),t.copy(r).addScaledVector(ol,n);cl.subVectors(e,i);var u=ol.dot(cl),m=sl.dot(cl);if(0<=m&&u<=m)// vertex region of C; barycentric coords (0, 0, 1) -return t.copy(i);var g=u*l-s*m;if(0>=g&&0<=l&&0>=m)// edge region of AC; barycentric coords (1-w, 0, w) -return o=l/(l-m),t.copy(r).addScaledVector(sl,o);var f=d*m-u*p;if(0>=f&&0<=p-d&&0<=u-m)// edge region of BC; barycentric coords (0, 1-w, w) -return ll.subVectors(i,a),o=(p-d)/(p-d+(u-m)),t.copy(a).addScaledVector(ll,o);// edge region of BC -// face region -var h=1/(f+g+c);// u = va * denom -return n=g*h,o=c*h,t.copy(r).addScaledVector(ol,n).addScaledVector(sl,o)},equals:function(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}});/** - * @author mrdoob / http://mrdoob.com/ - */var ul={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},ml={h:0,s:0,l:0},gl={h:0,s:0,l:0};Object.assign(U.prototype,{isColor:!0,r:1,g:1,b:1,set:function set(e){return e&&e.isColor?this.copy(e):"number"==typeof e?this.setHex(e):"string"==typeof e&&this.setStyle(e),this},setScalar:function setScalar(e){return this.r=e,this.g=e,this.b=e,this},setHex:function setHex(e){return e=Po(e),this.r=(255&e>>16)/255,this.g=(255&e>>8)/255,this.b=(255&e)/255,this},setRGB:function setRGB(e,t,r){return this.r=e,this.g=t,this.b=r,this},setHSL:function setHSL(e,t,r){if(e=os.euclideanModulo(e,1),t=os.clamp(t,0,1),r=os.clamp(r,0,1),0===t)this.r=this.g=this.b=r;else{var a=.5>=r?r*(1+t):r+t-r*t,i=2*r-a;this.r=B(i,a,e+1/3),this.g=B(i,a,e),this.b=B(i,a,e-1/3)}return this},setStyle:function setStyle(e){function t(t){void 0===t||1>parseFloat(t)&&console.warn("THREE.Color: Alpha component of "+e+" will be ignored.")}var r;if(r=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(e)){// rgb / hsl -var a=r[1],i=r[2],n;switch(a){case"rgb":case"rgba":if(n=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(i))return this.r=Io(255,parseInt(n[1],10))/255,this.g=Io(255,parseInt(n[2],10))/255,this.b=Io(255,parseInt(n[3],10))/255,t(n[5]),this;if(n=/^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(i))return this.r=Io(100,parseInt(n[1],10))/100,this.g=Io(100,parseInt(n[2],10))/100,this.b=Io(100,parseInt(n[3],10))/100,t(n[5]),this;break;case"hsl":case"hsla":if(n=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(i)){// hsl(120,50%,50%) hsla(120,50%,50%,0.5) -var o=parseFloat(n[1])/360,d=parseInt(n[2],10)/100,s=parseInt(n[3],10)/100;return t(n[5]),this.setHSL(o,d,s)}}}else if(r=/^\#([A-Fa-f0-9]+)$/.exec(e)){// hex color -var l=r[1],p=l.length;if(3===p)return this.r=parseInt(l.charAt(0)+l.charAt(0),16)/255,this.g=parseInt(l.charAt(1)+l.charAt(1),16)/255,this.b=parseInt(l.charAt(2)+l.charAt(2),16)/255,this;if(6===p)return this.r=parseInt(l.charAt(0)+l.charAt(1),16)/255,this.g=parseInt(l.charAt(2)+l.charAt(3),16)/255,this.b=parseInt(l.charAt(4)+l.charAt(5),16)/255,this}return e&&0=o?d/(i+n):d/(2-i-n),i===t?s=(r-a)/d+(rthis.opacity&&(a.opacity=this.opacity),!0===this.transparent&&(a.transparent=this.transparent),a.depthFunc=this.depthFunc,a.depthTest=this.depthTest,a.depthWrite=this.depthWrite,a.stencilWrite=this.stencilWrite,a.stencilWriteMask=this.stencilWriteMask,a.stencilFunc=this.stencilFunc,a.stencilRef=this.stencilRef,a.stencilFuncMask=this.stencilFuncMask,a.stencilFail=this.stencilFail,a.stencilZFail=this.stencilZFail,a.stencilZPass=this.stencilZPass,this.rotation&&0!==this.rotation&&(a.rotation=this.rotation),!0===this.polygonOffset&&(a.polygonOffset=!0),0!==this.polygonOffsetFactor&&(a.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(a.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth&&1!==this.linewidth&&(a.linewidth=this.linewidth),void 0!==this.dashSize&&(a.dashSize=this.dashSize),void 0!==this.gapSize&&(a.gapSize=this.gapSize),void 0!==this.scale&&(a.scale=this.scale),!0===this.dithering&&(a.dithering=!0),0f;f++)if(c[f]===c[(f+1)%3]){g.push(l);break}}for(l=g.length-1;0<=l;l--){var h=g[l];for(this.faces.splice(h,1),u=0,m=this.faceVertexUvs.length;u 1) -return this.filmGauge/No(this.aspect,1)},/** - * Sets an offset in a larger frustum. This is useful for multi-window or - * multi-monitor/multi-machine setups. - * - * For example, if you have 3x2 monitors and each monitor is 1920x1080 and - * the monitors are in grid like this - * - * +---+---+---+ - * | A | B | C | - * +---+---+---+ - * | D | E | F | - * +---+---+---+ - * - * then for each monitor you would call it like this - * - * var w = 1920; - * var h = 1080; - * var fullWidth = w * 3; - * var fullHeight = h * 2; - * - * --A-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); - * --B-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); - * --C-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); - * --D-- - * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); - * --E-- - * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); - * --F-- - * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); - * - * Note there is no reason monitors have to be the same size or in a grid. - */setViewOffset:function setViewOffset(e,t,r,a,i,n){this.aspect=e/t,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=r,this.view.offsetY=a,this.view.width=i,this.view.height=n,this.updateProjectionMatrix()},clearViewOffset:function clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()},updateProjectionMatrix:function updateProjectionMatrix(){var e=this.near,t=e*ho(.5*os.DEG2RAD*this.fov)/this.zoom,r=2*t,a=this.aspect*r,i=-.5*a,n=this.view;if(null!==this.view&&this.view.enabled){var o=n.fullWidth,s=n.fullHeight;i+=n.offsetX*a/o,t-=n.offsetY*r/s,a*=n.width/o,r*=n.height/s}var l=this.filmOffset;0!==l&&(i+=e*l/this.getFilmWidth()),this.projectionMatrix.makePerspective(i,i+a,t,t-r,e,this.far),this.projectionMatrixInverse.getInverse(this.projectionMatrix)},toJSON:function(e){var t=L.prototype.toJSON.call(this,e);return t.object.fov=this.fov,t.object.zoom=this.zoom,t.object.near=this.near,t.object.far=this.far,t.object.focus=this.focus,t.object.aspect=this.aspect,null!==this.view&&(t.object.view=Object.assign({},this.view)),t.object.filmGauge=this.filmGauge,t.object.filmOffset=this.filmOffset,t}});ce.prototype=Object.create(L.prototype),ce.prototype.constructor=ce,ue.prototype=Object.create(_.prototype),ue.prototype.constructor=ue,ue.prototype.isWebGLCubeRenderTarget=!0,ue.prototype.fromEquirectangularTexture=function(e,t){this.texture.type=t.type,this.texture.format=t.format,this.texture.encoding=t.encoding;var r=new A,a={uniforms:{tEquirect:{value:null}},vertexShader:"varying vec3 vWorldDirection;\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",fragmentShader:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}"},i=new le({type:"CubemapFromEquirect",uniforms:oe(a.uniforms),vertexShader:a.vertexShader,fragmentShader:a.fragmentShader,side:Oo,blending:0});i.uniforms.tEquirect.value=t;var n=new re(new ql(5,5,5),i);r.add(n);var o=new ce(1,10,1);return o.renderTarget=this,o.renderTarget.texture.name="CubeCameraTexture",o.update(e,r),n.geometry.dispose(),n.material.dispose(),this},me.prototype=Object.create(v.prototype),me.prototype.constructor=me,me.prototype.isDataTexture=!0;/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author bhouston / http://clara.io - */var Yl=new C,Zl=new S;Object.assign(ge.prototype,{set:function set(e,t,r,a,i,n){var o=this.planes;return o[0].copy(e),o[1].copy(t),o[2].copy(r),o[3].copy(a),o[4].copy(i),o[5].copy(n),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){for(var t=this.planes,r=0;6>r;r++)t[r].copy(e.planes[r]);return this},setFromProjectionMatrix:function setFromProjectionMatrix(e){var t=this.planes,r=e.elements,a=r[0],i=r[1],n=r[2],o=r[3],s=r[4],l=r[5],d=r[6],p=r[7],c=r[8],u=r[9],m=r[10],g=r[11],f=r[12],h=r[13],y=r[14],v=r[15];return t[0].setComponents(o-a,p-s,g-c,v-f).normalize(),t[1].setComponents(o+a,p+s,g+c,v+f).normalize(),t[2].setComponents(o+i,p+l,g+u,v+h).normalize(),t[3].setComponents(o-i,p-l,g-u,v-h).normalize(),t[4].setComponents(o-n,p-d,g-m,v-y).normalize(),t[5].setComponents(o+n,p+d,g+m,v+y).normalize(),this},intersectsObject:function intersectsObject(e){var t=e.geometry;return null===t.boundingSphere&&t.computeBoundingSphere(),Yl.copy(t.boundingSphere).applyMatrix4(e.matrixWorld),this.intersectsSphere(Yl)},intersectsSprite:function intersectsSprite(e){return Yl.center.set(0,0,0),Yl.radius=.7071067811865476,Yl.applyMatrix4(e.matrixWorld),this.intersectsSphere(Yl)},intersectsSphere:function intersectsSphere(e){for(var t=this.planes,r=e.center,a=-e.radius,n=0,o;6>n;n++)if(o=t[n].distanceToPoint(r),or;r++)if(a=t[r],Zl.x=0a.distanceToPoint(Zl))return!1;return!0},containsPoint:function containsPoint(e){for(var t=this.planes,r=0;6>r;r++)if(0>t[r].distanceToPoint(e))return!1;return!0}});/** - * Uniforms library for shared webgl shaders - */var Jl={common:{diffuse:{value:new U(15658734)},opacity:{value:1},map:{value:null},uvTransform:{value:new y},uv2Transform:{value:new y},alphaMap:{value:null}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},refractionRatio:{value:.98},maxMipLevel:{value:0}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new h(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new U(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src -rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}}},points:{diffuse:{value:new U(15658734)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},uvTransform:{value:new y}},sprite:{diffuse:{value:new U(15658734)},opacity:{value:1},center:{value:new h(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},uvTransform:{value:new y}}};ye.prototype=Object.create(ne.prototype),ye.prototype.constructor=ye,ve.prototype=Object.create(te.prototype),ve.prototype.constructor=ve;var Ql={alphamap_fragment:"#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif",alphamap_pars_fragment:"#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",alphatest_fragment:"#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif",aomap_fragment:"#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif",aomap_pars_fragment:"#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif",begin_vertex:"vec3 transformed = vec3( position );",beginnormal_vertex:"vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif",bsdfs:"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif",common:"#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif",fog_vertex:"#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_vertex:"vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif",normal_fragment_begin:"#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",background_frag:"uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}",cube_frag:"#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",normal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}",normal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"},Kl={basic:{uniforms:se([Jl.common,Jl.specularmap,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.fog]),vertexShader:Ql.meshbasic_vert,fragmentShader:Ql.meshbasic_frag},lambert:{uniforms:se([Jl.common,Jl.specularmap,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.fog,Jl.lights,{emissive:{value:new U(0)}}]),vertexShader:Ql.meshlambert_vert,fragmentShader:Ql.meshlambert_frag},phong:{uniforms:se([Jl.common,Jl.specularmap,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.fog,Jl.lights,{emissive:{value:new U(0)},specular:{value:new U(1118481)},shininess:{value:30}}]),vertexShader:Ql.meshphong_vert,fragmentShader:Ql.meshphong_frag},standard:{uniforms:se([Jl.common,Jl.envmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.roughnessmap,Jl.metalnessmap,Jl.fog,Jl.lights,{emissive:{value:new U(0)},roughness:{value:.5},metalness:{value:.5},envMapIntensity:{value:1}// temporary -}]),vertexShader:Ql.meshphysical_vert,fragmentShader:Ql.meshphysical_frag},toon:{uniforms:se([Jl.common,Jl.specularmap,Jl.aomap,Jl.lightmap,Jl.emissivemap,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.gradientmap,Jl.fog,Jl.lights,{emissive:{value:new U(0)},specular:{value:new U(1118481)},shininess:{value:30}}]),vertexShader:Ql.meshtoon_vert,fragmentShader:Ql.meshtoon_frag},matcap:{uniforms:se([Jl.common,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,Jl.fog,{matcap:{value:null}}]),vertexShader:Ql.meshmatcap_vert,fragmentShader:Ql.meshmatcap_frag},points:{uniforms:se([Jl.points,Jl.fog]),vertexShader:Ql.points_vert,fragmentShader:Ql.points_frag},dashed:{uniforms:se([Jl.common,Jl.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:Ql.linedashed_vert,fragmentShader:Ql.linedashed_frag},depth:{uniforms:se([Jl.common,Jl.displacementmap]),vertexShader:Ql.depth_vert,fragmentShader:Ql.depth_frag},normal:{uniforms:se([Jl.common,Jl.bumpmap,Jl.normalmap,Jl.displacementmap,{opacity:{value:1}}]),vertexShader:Ql.normal_vert,fragmentShader:Ql.normal_frag},sprite:{uniforms:se([Jl.sprite,Jl.fog]),vertexShader:Ql.sprite_vert,fragmentShader:Ql.sprite_frag},background:{uniforms:{uvTransform:{value:new y},t2D:{value:null}},vertexShader:Ql.background_vert,fragmentShader:Ql.background_frag},/* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */cube:{uniforms:se([Jl.envmap,{opacity:{value:1}}]),vertexShader:Ql.cube_vert,fragmentShader:Ql.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:Ql.equirect_vert,fragmentShader:Ql.equirect_frag},distanceRGBA:{uniforms:se([Jl.common,Jl.displacementmap,{referencePosition:{value:new S},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:Ql.distanceRGBA_vert,fragmentShader:Ql.distanceRGBA_frag},shadow:{uniforms:se([Jl.lights,Jl.fog,{color:{value:new U(0)},opacity:{value:1}}]),vertexShader:Ql.shadow_vert,fragmentShader:Ql.shadow_frag}};Kl.physical={uniforms:se([Kl.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatNormalScale:{value:new h(1,1)},clearcoatNormalMap:{value:null},sheen:{value:new U(0)},transparency:{value:0}}]),vertexShader:Ql.meshphysical_vert,fragmentShader:Ql.meshphysical_frag},Pe.prototype=Object.create(v.prototype),Pe.prototype.constructor=Pe,Pe.prototype.isCubeTexture=!0,Object.defineProperty(Pe.prototype,"images",{get:function get(){return this.image},set:function set(e){this.image=e}}),Ce.prototype=Object.create(v.prototype),Ce.prototype.constructor=Ce,Ce.prototype.isDataTexture2DArray=!0,De.prototype=Object.create(v.prototype),De.prototype.constructor=De,De.prototype.isDataTexture3D=!0;/** - * @author tschw - * @author Mugen87 / https://github.com/Mugen87 - * @author mrdoob / http://mrdoob.com/ - * - * Uniforms of a program. - * Those form a tree structure with a special top-level container for the root, - * which you get by calling 'new WebGLUniforms( gl, program )'. - * - * - * Properties of inner nodes including the top-level container: - * - * .seq - array of nested uniforms - * .map - nested uniforms by name - * - * - * Methods of all nodes except the top-level container: - * - * .setValue( gl, value, [textures] ) - * - * uploads a uniform value(s) - * the 'textures' parameter is needed for sampler uniforms - * - * - * Static methods of the top-level container (textures factorizations): - * - * .upload( gl, seq, values, textures ) - * - * sets uniforms in 'seq' to 'values[id].value' - * - * .seqWithValue( seq, values ) : filteredSeq - * - * filters 'seq' entries with corresponding entry in values - * - * - * Methods of the top-level container (textures factorizations): - * - * .setValue( gl, name, value, textures ) - * - * sets uniform with name 'name' to 'value' - * - * .setOptional( gl, obj, prop ) - * - * like .set for an optional property of the object - * - */var $l=new v,ed=new Ce,td=new De,rd=new Pe,ad=[],id=[],nd=new Float32Array(16),od=new Float32Array(9),sd=new Float32Array(4);ft.prototype.updateCache=function(e){var t=this.cache;e instanceof Float32Array&&t.length!==e.length&&(this.cache=new Float32Array(e.length)),ze(t,e)},ht.prototype.setValue=function(e,t,r){for(var a=this.seq,o=0,s=a.length,n;o!==s;++o)n=a[o],n.setValue(e,t[n.id],r)};// --- Top-level --- -// Parser - builds up the property tree from the path strings -var ld=/([\w\d_]+)(\])?(\[|\.)?/g;xt.prototype.setValue=function(e,t,r,a){var i=this.map[t];i!==void 0&&i.setValue(e,r,a)},xt.prototype.setOptional=function(e,t,r){var a=t[r];a!==void 0&&this.setValue(e,r,a)},xt.upload=function(e,t,r,a){for(var o=0,s=t.length;o!==s;++o){var n=t[o],l=r[n.id];!1!==l.needsUpdate&&n.setValue(e,l.value,a)}},xt.seqWithValue=function(e,t){for(var a=[],r=0,o=e.length,n;r!==o;++r)n=e[r],n.id in t&&a.push(n);return a};var dd=0,pd=/^[ \t]*#include +<([\w\d./]+)>/gm,cd=/#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g,ud=/#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g,md=0;rr.prototype=Object.create(H.prototype),rr.prototype.constructor=rr,rr.prototype.isMeshDepthMaterial=!0,rr.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.depthPacking=e.depthPacking,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this},ar.prototype=Object.create(H.prototype),ar.prototype.constructor=ar,ar.prototype.isMeshDistanceMaterial=!0,ar.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.referencePosition.copy(e.referencePosition),this.nearDistance=e.nearDistance,this.farDistance=e.farDistance,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this};lr.prototype=Object.assign(Object.create(pe.prototype),{constructor:lr,isArrayCamera:!0}),dr.prototype=Object.assign(Object.create(L.prototype),{constructor:dr,isGroup:!0}),Object.assign(pr.prototype,f.prototype),Object.assign(ur.prototype,{isFogExp2:!0,clone:function clone(){return new ur(this.color,this.density)},toJSON:function()/* meta */{return{type:"FogExp2",color:this.color.getHex(),density:this.density}}}),Object.assign(mr.prototype,{isFog:!0,clone:function clone(){return new mr(this.color,this.near,this.far)},toJSON:function()/* meta */{return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}}),Object.defineProperty(gr.prototype,"needsUpdate",{set:function set(e){!0===e&&this.version++}}),Object.assign(gr.prototype,{isInterleavedBuffer:!0,onUploadCallback:function onUploadCallback(){},setUsage:function setUsage(e){return this.usage=e,this},copy:function copy(e){return this.array=new e.array.constructor(e.array),this.count=e.count,this.stride=e.stride,this.usage=e.usage,this},copyAt:function copyAt(e,t,r){e*=this.stride,r*=t.stride;for(var a=0,n=this.stride;ae.far||t.push({distance:s,point:fd.clone(),uv:N.getUV(fd,bd,Md,Sd,Td,Ed,wd,new h),face:null,object:this})}},clone:function clone(){return new this.constructor(this.material).copy(this)},copy:function copy(e){return L.prototype.copy.call(this,e),void 0!==e.center&&this.center.copy(e.center),this}});var Ad=new S,Rd=new S;xr.prototype=Object.assign(Object.create(L.prototype),{constructor:xr,isLOD:!0,copy:function copy(e){L.prototype.copy.call(this,e,!1);for(var t=e.levels,r=0,a=t.length,n;r=t[a].distance;a++)t[a-1].object.visible=!1,t[a].object.visible=!0;for(this._currentLevel=a-1;ad)){m.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation -var T=e.ray.origin.distanceTo(m);Te.far||t.push({distance:T,// What do we want? intersection point on the ray or on the segment?? -// point: raycaster.ray.at( distance ), -point:u.clone().applyMatrix4(this.matrixWorld),index:x,face:null,faceIndex:null,object:this})}}else for(var x=0,_=y.length/3-1;x<_;x+=g){p.fromArray(y,3*x),c.fromArray(y,3*x+3);var b=Od.distanceSqToSegment(p,c,m,u);if(!(b>d)){m.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation -var T=e.ray.origin.distanceTo(m);Te.far||t.push({distance:T,// What do we want? intersection point on the ray or on the segment?? -// point: raycaster.ray.at( distance ), -point:u.clone().applyMatrix4(this.matrixWorld),index:x,face:null,faceIndex:null,object:this})}}}else if(r.isGeometry)for(var E=r.vertices,w=E.length,x=0,b;xd)){m.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation -var T=e.ray.origin.distanceTo(m);Te.far||t.push({distance:T,// What do we want? intersection point on the ray or on the segment?? -// point: raycaster.ray.at( distance ), -point:u.clone().applyMatrix4(this.matrixWorld),index:x,face:null,faceIndex:null,object:this})}}// -},clone:function clone(){return new this.constructor(this.geometry,this.material).copy(this)}});/** - * @author mrdoob / http://mrdoob.com/ - */var Hd=new S,Vd=new S;wr.prototype=Object.assign(Object.create(Er.prototype),{constructor:wr,isLineSegments:!0,computeLineDistances:function computeLineDistances(){var e=this.geometry;if(e.isBufferGeometry){// we assume non-indexed geometry -if(null===e.index){for(var t=e.attributes.position,r=[],a=0,n=t.count;a=e.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}}),Dr.prototype=Object.create(v.prototype),Dr.prototype.constructor=Dr,Dr.prototype.isCompressedTexture=!0,Ir.prototype=Object.create(v.prototype),Ir.prototype.constructor=Ir,Ir.prototype.isCanvasTexture=!0,Nr.prototype=Object.create(v.prototype),Nr.prototype.constructor=Nr,Nr.prototype.isDepthTexture=!0,zr.prototype=Object.create(te.prototype),zr.prototype.constructor=zr,Ur.prototype=Object.create(ne.prototype),Ur.prototype.constructor=Ur,Br.prototype=Object.create(te.prototype),Br.prototype.constructor=Br,Fr.prototype=Object.create(ne.prototype),Fr.prototype.constructor=Fr,Or.prototype=Object.create(te.prototype),Or.prototype.constructor=Or,Gr.prototype=Object.create(ne.prototype),Gr.prototype.constructor=Gr,Hr.prototype=Object.create(Or.prototype),Hr.prototype.constructor=Hr,Vr.prototype=Object.create(ne.prototype),Vr.prototype.constructor=Vr,kr.prototype=Object.create(Or.prototype),kr.prototype.constructor=kr,Wr.prototype=Object.create(ne.prototype),Wr.prototype.constructor=Wr,jr.prototype=Object.create(Or.prototype),jr.prototype.constructor=jr,qr.prototype=Object.create(ne.prototype),qr.prototype.constructor=qr,Xr.prototype=Object.create(Or.prototype),Xr.prototype.constructor=Xr,Yr.prototype=Object.create(ne.prototype),Yr.prototype.constructor=Yr,Zr.prototype=Object.create(te.prototype),Zr.prototype.constructor=Zr,Zr.prototype.toJSON=function(){var e=te.prototype.toJSON.call(this);return e.path=this.parameters.path.toJSON(),e},Jr.prototype=Object.create(ne.prototype),Jr.prototype.constructor=Jr,Qr.prototype=Object.create(te.prototype),Qr.prototype.constructor=Qr,Kr.prototype=Object.create(ne.prototype),Kr.prototype.constructor=Kr,$r.prototype=Object.create(te.prototype),$r.prototype.constructor=$r;/** - * @author Mugen87 / https://github.com/Mugen87 - * Port from https://github.com/mapbox/earcut (v2.1.5) - */var Xd={triangulate:function triangulate(e,t,r){r=r||2;var a=t&&t.length,n=a?t[0]*r:e.length,o=ea(e,0,n,r,!0),s=[];if(!o||o.next===o.prev)return s;var l,d,p,c,u,m,g;// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox -if(a&&(o=sa(e,t,o,r)),e.length>80*r){l=p=e[0],d=c=e[1];for(var f=r;fp&&(p=u),m>c&&(c=m);// minX, minY and invSize are later used to transform coords into integers for z-order calculation -g=No(p-l,c-d),g=0===g?0:1/g}return ra(o,s,r,l,d,g),s}},Yd={// calculate area of the contour polygon -area:function(e){for(var t=e.length,r=0,i=t-1,n=0;nYd.area(e)},triangulateShape:function triangulateShape(e,t){var r=[],a=[],n=[];// flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] -Aa(e),Ra(r,e);// -var o=e.length;t.forEach(Aa);for(var s=0;szo(s-p)?[new h(o,1-l),new h(d,1-c),new h(u,1-g),new h(f,1-v)]:[new h(s,1-l),new h(p,1-c),new h(m,1-g),new h(y,1-v)]}};Ia.prototype=Object.create(ne.prototype),Ia.prototype.constructor=Ia,Na.prototype=Object.create(Ca.prototype),Na.prototype.constructor=Na,za.prototype=Object.create(ne.prototype),za.prototype.constructor=za,Ua.prototype=Object.create(te.prototype),Ua.prototype.constructor=Ua,Ba.prototype=Object.create(ne.prototype),Ba.prototype.constructor=Ba,Fa.prototype=Object.create(te.prototype),Fa.prototype.constructor=Fa,Oa.prototype=Object.create(ne.prototype),Oa.prototype.constructor=Oa,Ga.prototype=Object.create(te.prototype),Ga.prototype.constructor=Ga,Ha.prototype=Object.create(ne.prototype),Ha.prototype.constructor=Ha,Ha.prototype.toJSON=function(){var e=ne.prototype.toJSON.call(this),t=this.parameters.shapes;return ka(t,e)},Va.prototype=Object.create(te.prototype),Va.prototype.constructor=Va,Va.prototype.toJSON=function(){var e=te.prototype.toJSON.call(this),t=this.parameters.shapes;return ka(t,e)},Wa.prototype=Object.create(te.prototype),Wa.prototype.constructor=Wa,ja.prototype=Object.create(ne.prototype),ja.prototype.constructor=ja,qa.prototype=Object.create(te.prototype),qa.prototype.constructor=qa,Xa.prototype=Object.create(ja.prototype),Xa.prototype.constructor=Xa,Ya.prototype=Object.create(qa.prototype),Ya.prototype.constructor=Ya,Za.prototype=Object.create(ne.prototype),Za.prototype.constructor=Za,Ja.prototype=Object.create(te.prototype),Ja.prototype.constructor=Ja;var Jd=/*#__PURE__*/Object.freeze({__proto__:null,WireframeGeometry:zr,ParametricGeometry:Ur,ParametricBufferGeometry:Br,TetrahedronGeometry:Gr,TetrahedronBufferGeometry:Hr,OctahedronGeometry:Vr,OctahedronBufferGeometry:kr,IcosahedronGeometry:Wr,IcosahedronBufferGeometry:jr,DodecahedronGeometry:qr,DodecahedronBufferGeometry:Xr,PolyhedronGeometry:Fr,PolyhedronBufferGeometry:Or,TubeGeometry:Yr,TubeBufferGeometry:Zr,TorusKnotGeometry:Jr,TorusKnotBufferGeometry:Qr,TorusGeometry:Kr,TorusBufferGeometry:$r,TextGeometry:Ia,TextBufferGeometry:Na,SphereGeometry:za,SphereBufferGeometry:Ua,RingGeometry:Ba,RingBufferGeometry:Fa,PlaneGeometry:ye,PlaneBufferGeometry:ve,LatheGeometry:Oa,LatheBufferGeometry:Ga,ShapeGeometry:Ha,ShapeBufferGeometry:Va,ExtrudeGeometry:Pa,ExtrudeBufferGeometry:Ca,EdgesGeometry:Wa,ConeGeometry:Xa,ConeBufferGeometry:Ya,CylinderGeometry:ja,CylinderBufferGeometry:qa,CircleGeometry:Za,CircleBufferGeometry:Ja,BoxGeometry:jl,BoxBufferGeometry:ql});Qa.prototype=Object.create(H.prototype),Qa.prototype.constructor=Qa,Qa.prototype.isShadowMaterial=!0,Qa.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this},Ka.prototype=Object.create(le.prototype),Ka.prototype.constructor=Ka,Ka.prototype.isRawShaderMaterial=!0,$a.prototype=Object.create(H.prototype),$a.prototype.constructor=$a,$a.prototype.isMeshStandardMaterial=!0,$a.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.defines={STANDARD:""},this.color.copy(e.color),this.roughness=e.roughness,this.metalness=e.metalness,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.roughnessMap=e.roughnessMap,this.metalnessMap=e.metalnessMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapIntensity=e.envMapIntensity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this.vertexTangents=e.vertexTangents,this},ei.prototype=Object.create($a.prototype),ei.prototype.constructor=ei,ei.prototype.isMeshPhysicalMaterial=!0,ei.prototype.copy=function(e){return $a.prototype.copy.call(this,e),this.defines={STANDARD:"",PHYSICAL:""},this.clearcoat=e.clearcoat,this.clearcoatMap=e.clearcoatMap,this.clearcoatRoughness=e.clearcoatRoughness,this.clearcoatRoughnessMap=e.clearcoatRoughnessMap,this.clearcoatNormalMap=e.clearcoatNormalMap,this.clearcoatNormalScale.copy(e.clearcoatNormalScale),this.reflectivity=e.reflectivity,this.sheen=e.sheen?(this.sheen||new U).copy(e.sheen):null,this.transparency=e.transparency,this},ti.prototype=Object.create(H.prototype),ti.prototype.constructor=ti,ti.prototype.isMeshPhongMaterial=!0,ti.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ri.prototype=Object.create(H.prototype),ri.prototype.constructor=ri,ri.prototype.isMeshToonMaterial=!0,ri.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.gradientMap=e.gradientMap,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ai.prototype=Object.create(H.prototype),ai.prototype.constructor=ai,ai.prototype.isMeshNormalMaterial=!0,ai.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ii.prototype=Object.create(H.prototype),ii.prototype.constructor=ii,ii.prototype.isMeshLambertMaterial=!0,ii.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},ni.prototype=Object.create(H.prototype),ni.prototype.constructor=ni,ni.prototype.isMeshMatcapMaterial=!0,ni.prototype.copy=function(e){return H.prototype.copy.call(this,e),this.defines={MATCAP:""},this.color.copy(e.color),this.matcap=e.matcap,this.map=e.map,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.skinning=e.skinning,this.morphTargets=e.morphTargets,this.morphNormals=e.morphNormals,this},oi.prototype=Object.create(Tr.prototype),oi.prototype.constructor=oi,oi.prototype.isLineDashedMaterial=!0,oi.prototype.copy=function(e){return Tr.prototype.copy.call(this,e),this.scale=e.scale,this.dashSize=e.dashSize,this.gapSize=e.gapSize,this};var Qd=/*#__PURE__*/Object.freeze({__proto__:null,ShadowMaterial:Qa,SpriteMaterial:hr,RawShaderMaterial:Ka,ShaderMaterial:le,PointsMaterial:Ar,MeshPhysicalMaterial:ei,MeshStandardMaterial:$a,MeshPhongMaterial:ti,MeshToonMaterial:ri,MeshNormalMaterial:ai,MeshLambertMaterial:ii,MeshDepthMaterial:rr,MeshDistanceMaterial:ar,MeshBasicMaterial:V,MeshMatcapMaterial:ni,LineDashedMaterial:oi,LineBasicMaterial:Tr,Material:H}),Kd={// same as Array.prototype.slice, but also works on typed arrays -arraySlice:function arraySlice(e,t,r){return Kd.isTypedArray(e)?new e.constructor(e.subarray(t,void 0===r?e.length:r)):e.slice(t,r)},// converts an array to a specific type -convertArray:function convertArray(e,t,r){return e&&(// let 'undefined' and 'null' pass -r||e.constructor!==t)?"number"==typeof t.BYTES_PER_ELEMENT?new t(e):Array.prototype.slice.call(e):e;// create Array -},isTypedArray:function isTypedArray(e){return ArrayBuffer.isView(e)&&!(e instanceof DataView)},// returns an array by which times and values can be sorted -getKeyframeOrder:function getKeyframeOrder(e){function t(t,r){return e[t]-e[r]}for(var r=e.length,a=Array(r),n=0;n!==r;++n)a[n]=n;return a.sort(t),a},// uses the array previously returned by 'getKeyframeOrder' to sort data -sortedArray:function sortedArray(e,t,r){for(var a=e.length,n=new e.constructor(a),o=0,s=0,l;s!==a;++o){l=r[o]*t;for(var d=0;d!==t;++d)n[s++]=e[l+d]}return n},// function for parsing AOS keyframe formats -flattenJSON:function flattenJSON(e,t,r,a){for(var n=1,o=e[0];o!==void 0&&o[a]===void 0;)o=e[n++];if(void 0!==o){// no data -var s=o[a];if(void 0!==s)// no data -if(Array.isArray(s))do s=o[a],void 0!==s&&(t.push(o.time),r.push.apply(r,s)),o=e[n++];while(void 0!==o);else if(void 0!==s.toArray)// ...assume THREE.Math-ish -do s=o[a],void 0!==s&&(t.push(o.time),s.toArray(r,r.length)),o=e[n++];while(void 0!==o);else// otherwise push as-is -do s=o[a],void 0!==s&&(t.push(o.time),r.push(s)),o=e[n++];while(void 0!==o)}},subclip:function subclip(e,t,r,a,n){n=n||30;var o=e.clone();o.name=t;for(var s=[],l=0;l=a)){c.push(d.times[m]);for(var f=0;fo.tracks[l].times[0]&&(h=o.tracks[l].times[0]);// shift all tracks such that clip begins at t=0 -for(var l=0;l= t1 || t1 === undefined ) { -forward_scan:if(!(e=i)){// looping? -var s=t[1];e=i)// we have arrived at the sought interval -break seek}// prepare binary search on the left side of the index -n=r,r=0;break linear_scan}// the interval is valid -break validate_interval}// linear scan -// binary search -for(;r>>1;e seconds conversions) -scale:function scale(e){if(1!==e)for(var t=this.times,r=0,a=t.length;r!==a;++r)t[r]*=e;return this},// removes keyframes before and after animation without changing any values within the range [startTime, endTime]. -// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values -trim:function trim(e,t){for(var r=this.times,a=r.length,i=0,n=a-1;i!==a&&r[i]t;)--n;// inclusive -> exclusive bound -if(++n,0!==i||n!==a){i>=n&&(n=No(n,1),i=n-1);var o=this.getValueSize();this.times=Kd.arraySlice(r,i,n),this.values=Kd.arraySlice(this.values,i*o,n*o)}return this},// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable -validate:function validate(){var e=!0,t=this.getValueSize();0!=t-Po(t)&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),e=!1);var r=this.times,a=this.values,o=r.length;0===o&&(console.error("THREE.KeyframeTrack: Track is empty.",this),e=!1);for(var s=null,l=0,d;l!==o;l++){if(d=r[l],"number"==typeof d&&isNaN(d)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,l,d),e=!1;break}if(null!==s&&s>d){console.error("THREE.KeyframeTrack: Out of order keys.",this,l,d,s),e=!1;break}s=d}if(a!==void 0&&Kd.isTypedArray(a))for(var l=0,p=a.length,n;l!==p;++l)if(n=a[l],isNaN(n)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,l,n),e=!1;break}return e},// removes equivalent sequential keys as common in morph target sequences -// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) -optimize:function optimize(){// times or values may be shared with other tracks, so overwriting is unsafe -for(var e=Kd.arraySlice(this.times),t=Kd.arraySlice(this.values),r=this.getValueSize(),a=this.getInterpolation()===Jo,n=1,o=e.length-1,s=1;sp)l=n+1;else if(0r&&(r=0),1Mo&&(s.normalize(),c=vo(os.clamp(a[d-1].dot(a[d]),-1,1)),n[d].applyMatrix4(l.makeRotationAxis(s,c))),o[d].crossVectors(a[d],n[d]);// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same -if(!0===t)for(c=vo(os.clamp(n[0].dot(n[e]),-1,1)),c/=e,0i;)i+=a;for(;i>a;)i-=a;ig&&(g=1),1e-4>m&&(m=g),1e-4>f&&(f=g),ap.initNonuniformCatmullRom(l.x,d.x,p.x,c.x,m,g,f),ip.initNonuniformCatmullRom(l.y,d.y,p.y,c.y,m,g,f),np.initNonuniformCatmullRom(l.z,d.z,p.z,c.z,m,g,f)}else"catmullrom"===this.curveType&&(ap.initCatmullRom(l.x,d.x,p.x,c.x,this.tension),ip.initCatmullRom(l.y,d.y,p.y,c.y,this.tension),np.initCatmullRom(l.z,d.z,p.z,c.z,this.tension));return r.set(ap.calc(s),ip.calc(s),np.calc(s)),r},zi.prototype.copy=function(e){Ci.prototype.copy.call(this,e),this.points=[];for(var t=0,r=e.points.length,a;ta.length-2?a.length-1:n+1],p=a[n>a.length-3?a.length-1:n+2];return r.set(Ui(o,s.x,l.x,d.x,p.x),Ui(o,s.y,l.y,d.y,p.y)),r},Ki.prototype.copy=function(e){Ci.prototype.copy.call(this,e),this.points=[];for(var t=0,r=e.points.length,a;t=t){var n=r[a]-t,o=this.curves[a],s=o.getLength(),l=0===s?0:1-n/s;return o.getPointAt(l)}a++}return null;// loop where sum != 0, sum > d , sum+1 Mo){if(0>d&&(o=t[n],l=-l,s=t[i],d=-d),e.ys.y)continue;if(e.y!==o.y){var c=d*(e.x-o.x)-l*(e.y-o.y);if(0==c)return!0;// inPt is on contour ? -if(0>c)continue;a=!a}else if(e.x===o.x)return!0;// inPt is on contour ? -// continue; // no intersection or edgeLowPt => doesn't count !!! -}else{// parallel or collinear -if(e.y!==o.y)continue;// parallel -// edge lies on the same horizontal line as inPt -if(s.x<=e.x&&e.x<=o.x||o.x<=e.x&&e.x<=s.x)return!0;// inPt: Point on contour ! -// continue; -}}return a}var n=Yd.isClockWise,o=this.subPaths;if(0===o.length)return[];if(!0===t)return r(o);var s=[],d,p,c;if(1===o.length)return p=o[0],c=new tn,c.curves=p.curves,s.push(c),s;var u=!n(o[0].getPoints());u=e?!u:u;// console.log("Holes first", holesFirst); -var m=[],g=[],f=[],h=0,y;g[h]=void 0,f[h]=[];for(var v=0,x=o.length;v probably all Shapes with wrong orientation -if(!g[0])return r(o);if(1t;t++)this.coefficients[t].copy(e[t]);return this},zero:function zero(){for(var e=0;9>e;e++)this.coefficients[e].set(0,0,0);return this},// get the radiance in the direction of the normal -// target is a Vector3 -getAt:function getAt(e,t){// normal is assumed to be unit length -var r=e.x,a=e.y,i=e.z,n=this.coefficients;return t.copy(n[0]).multiplyScalar(.282095),t.addScaledVector(n[1],.488603*a),t.addScaledVector(n[2],.488603*i),t.addScaledVector(n[3],.488603*r),t.addScaledVector(n[4],1.092548*(r*a)),t.addScaledVector(n[5],1.092548*(a*i)),t.addScaledVector(n[6],.315392*(3*i*i-1)),t.addScaledVector(n[7],1.092548*(r*i)),t.addScaledVector(n[8],.546274*(r*r-a*a)),t},// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal -// target is a Vector3 -// https://graphics.stanford.edu/papers/envmap/envmap.pdf -getIrradianceAt:function getIrradianceAt(e,t){// normal is assumed to be unit length -var r=e.x,a=e.y,i=e.z,n=this.coefficients;// ( π / 4 ) * 0.546274 -return t.copy(n[0]).multiplyScalar(.886227),t.addScaledVector(n[1],.511664*2*a),t.addScaledVector(n[2],.511664*2*i),t.addScaledVector(n[3],.511664*2*r),t.addScaledVector(n[4],.429043*2*r*a),t.addScaledVector(n[5],.429043*2*a*i),t.addScaledVector(n[6],.743125*i*i-.247708),t.addScaledVector(n[7],.429043*2*r*i),t.addScaledVector(n[8],.429043*(r*r-a*a)),t},add:function add(e){for(var t=0;9>t;t++)this.coefficients[t].add(e.coefficients[t]);return this},addScaledSH:function addScaledSH(e,t){for(var r=0;9>r;r++)this.coefficients[r].addScaledVector(e.coefficients[r],t);return this},scale:function scale(e){for(var t=0;9>t;t++)this.coefficients[t].multiplyScalar(e);return this},lerp:function lerp(e,t){for(var r=0;9>r;r++)this.coefficients[r].lerp(e.coefficients[r],t);return this},equals:function(e){for(var t=0;9>t;t++)if(!this.coefficients[t].equals(e.coefficients[t]))return!1;return!0},copy:function copy(e){return this.set(e.coefficients)},clone:function clone(){return new this.constructor().copy(this)},fromArray:function fromArray(e,t){t===void 0&&(t=0);for(var r=this.coefficients,a=0;9>a;a++)r[a].fromArray(e,t+3*a);return this},toArray:function toArray(e,t){e===void 0&&(e=[]),t===void 0&&(t=0);for(var r=this.coefficients,a=0;9>a;a++)r[a].toArray(e,t+3*a);return e}}),Object.assign(Ln,{// evaluate the basis functions -// shBasis is an Array[ 9 ] -getBasisAt:function getBasisAt(e,t){// normal is assumed to be unit length -var r=e.x,a=e.y,i=e.z;// band 0 -// band 1 -// band 2 -t[0]=.282095,t[1]=.488603*a,t[2]=.488603*i,t[3]=.488603*r,t[4]=1.092548*r*a,t[5]=1.092548*a*i,t[6]=.315392*(3*i*i-1),t[7]=1.092548*r*i,t[8]=.546274*(r*r-a*a)}}),An.prototype=Object.assign(Object.create(rn.prototype),{constructor:An,isLightProbe:!0,copy:function copy(e){return rn.prototype.copy.call(this,e),this.sh.copy(e.sh),this.intensity=e.intensity,this},toJSON:function(e){var t=rn.prototype.toJSON.call(this,e);// data.sh = this.sh.toArray(); // todo -return t}}),Rn.prototype=Object.assign(Object.create(An.prototype),{constructor:Rn,isHemisphereLightProbe:!0,copy:function copy(e){return An.prototype.copy.call(this,e),this},toJSON:function(e){var t=An.prototype.toJSON.call(this,e);// data.sh = this.sh.toArray(); // todo -return t}}),Pn.prototype=Object.assign(Object.create(An.prototype),{constructor:Pn,isAmbientLightProbe:!0,copy:function copy(e){return An.prototype.copy.call(this,e),this},toJSON:function(e){var t=An.prototype.toJSON.call(this,e);// data.sh = this.sh.toArray(); // todo -return t}});var gp=new T,fp=new T;Object.assign(/** - * @author mrdoob / http://mrdoob.com/ - */function(){this.type="StereoCamera",this.aspect=1,this.eyeSep=.064,this.cameraL=new pe,this.cameraL.layers.enable(1),this.cameraL.matrixAutoUpdate=!1,this.cameraR=new pe,this.cameraR.layers.enable(2),this.cameraR.matrixAutoUpdate=!1,this._cache={focus:null,fov:null,aspect:null,near:null,far:null,zoom:null,eyeSep:null}}.prototype,{update:function update(e){var t=this._cache,r=t.focus!==e.focus||t.fov!==e.fov||t.aspect!==e.aspect*this.aspect||t.near!==e.near||t.far!==e.far||t.zoom!==e.zoom||t.eyeSep!==this.eyeSep;if(r){t.focus=e.focus,t.fov=e.fov,t.aspect=e.aspect*this.aspect,t.near=e.near,t.far=e.far,t.zoom=e.zoom,t.eyeSep=this.eyeSep;// Off-axis stereoscopic effect based on -// http://paulbourke.net/stereographics/stereorender/ -var a=e.projectionMatrix.clone(),i=t.eyeSep/2,n=i*t.near/t.focus,o=t.near*ho(.5*(os.DEG2RAD*t.fov))/t.zoom,s,l;// translate xOffset -// for left eye -// for right eye -fp.elements[12]=-i,gp.elements[12]=i,s=-o*t.aspect+n,l=o*t.aspect+n,a.elements[0]=2*t.near/(l-s),a.elements[8]=(l+s)/(l-s),this.cameraL.projectionMatrix.copy(a),s=-o*t.aspect-n,l=o*t.aspect-n,a.elements[0]=2*t.near/(l-s),a.elements[8]=(l+s)/(l-s),this.cameraR.projectionMatrix.copy(a)}this.cameraL.matrixWorld.copy(e.matrixWorld).multiply(fp),this.cameraR.matrixWorld.copy(e.matrixWorld).multiply(gp)}}),Object.assign(Cn.prototype,{start:function start(){// see #10732 -this.startTime=("undefined"==typeof performance?Date:performance).now(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0},stop:function stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1},getElapsedTime:function getElapsedTime(){return this.getDelta(),this.elapsedTime},getDelta:function getDelta(){var e=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){var t=("undefined"==typeof performance?Date:performance).now();e=(t-this.oldTime)/1e3,this.oldTime=t,this.elapsedTime+=e}return e}});/** - * @author mrdoob / http://mrdoob.com/ - */var hp=new S,yp=new M,vp=new S,xp=new S;Dn.prototype=Object.assign(Object.create(L.prototype),{constructor:Dn,getInput:function getInput(){return this.gain},removeFilter:function removeFilter(){return null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null),this},getFilter:function getFilter(){return this.filter},setFilter:function setFilter(e){return null===this.filter?this.gain.disconnect(this.context.destination):(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)),this.filter=e,this.gain.connect(this.filter),this.filter.connect(this.context.destination),this},getMasterVolume:function getMasterVolume(){return this.gain.gain.value},setMasterVolume:function setMasterVolume(e){return this.gain.gain.setTargetAtTime(e,this.context.currentTime,.01),this},updateMatrixWorld:function updateMatrixWorld(e){L.prototype.updateMatrixWorld.call(this,e);var t=this.context.listener,r=this.up;if(this.timeDelta=this._clock.getDelta(),this.matrixWorld.decompose(hp,yp,vp),xp.set(0,0,-1).applyQuaternion(yp),t.positionX){// code path for Chrome (see #14393) -var a=this.context.currentTime+this.timeDelta;t.positionX.linearRampToValueAtTime(hp.x,a),t.positionY.linearRampToValueAtTime(hp.y,a),t.positionZ.linearRampToValueAtTime(hp.z,a),t.forwardX.linearRampToValueAtTime(xp.x,a),t.forwardY.linearRampToValueAtTime(xp.y,a),t.forwardZ.linearRampToValueAtTime(xp.z,a),t.upX.linearRampToValueAtTime(r.x,a),t.upY.linearRampToValueAtTime(r.y,a),t.upZ.linearRampToValueAtTime(r.z,a)}else t.setPosition(hp.x,hp.y,hp.z),t.setOrientation(xp.x,xp.y,xp.z,r.x,r.y,r.z)}}),In.prototype=Object.assign(Object.create(L.prototype),{constructor:In,getOutput:function getOutput(){return this.gain},setNodeSource:function setNodeSource(e){return this.hasPlaybackControl=!1,this.sourceType="audioNode",this.source=e,this.connect(),this},setMediaElementSource:function setMediaElementSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaNode",this.source=this.context.createMediaElementSource(e),this.connect(),this},setMediaStreamSource:function setMediaStreamSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaStreamNode",this.source=this.context.createMediaStreamSource(e),this.connect(),this},setBuffer:function setBuffer(e){return this.buffer=e,this.sourceType="buffer",this.autoplay&&this.play(),this},play:function play(e){if(void 0===e&&(e=0),!0===this.isPlaying)return void console.warn("THREE.Audio: Audio is already playing.");if(!1===this.hasPlaybackControl)return void console.warn("THREE.Audio: this Audio has no playback control.");this._startedAt=this.context.currentTime+e;var t=this.context.createBufferSource();return t.buffer=this.buffer,t.loop=this.loop,t.loopStart=this.loopStart,t.loopEnd=this.loopEnd,t.onended=this.onEnded.bind(this),t.start(this._startedAt,this._pausedAt+this.offset,this.duration),this.isPlaying=!0,this.source=t,this.setDetune(this.detune),this.setPlaybackRate(this.playbackRate),this.connect()},pause:function pause(){return!1===this.hasPlaybackControl?void console.warn("THREE.Audio: this Audio has no playback control."):(!0===this.isPlaying&&(this._pausedAt+=No(this.context.currentTime-this._startedAt,0)*this.playbackRate,this.source.stop(),this.source.onended=null,this.isPlaying=!1),this)},stop:function stop(){return!1===this.hasPlaybackControl?void console.warn("THREE.Audio: this Audio has no playback control."):(this._pausedAt=0,this.source.stop(),this.source.onended=null,this.isPlaying=!1,this)},connect:function connect(){if(0' -accumulate:function accumulate(e,t){// note: happily accumulating nothing when weight = 0, the caller knows -// the weight and shouldn't have made the call in the first place -var r=this.buffer,a=this.valueSize,n=e*a+a,o=this.cumulativeWeight;if(0===o){// accuN := incoming * weight -for(var s=0;s!==a;++s)r[n+s]=r[s];o=t}else{o+=t;var l=t/o;this._mixBufferRegion(r,n,0,l,a)}this.cumulativeWeight=o},// apply the state of 'accu' to the binding when accus differ -apply:function apply(e){var t=this.valueSize,r=this.buffer,a=e*t+t,n=this.cumulativeWeight,o=this.binding;if(this.cumulativeWeight=0,1>n){// accuN := accuN + original * ( 1 - cumulativeWeight ) -this._mixBufferRegion(r,a,3*t,1-n,t)}for(var s=t;s!==t+t;++s)if(r[s]!==r[s+t]){o.setValue(r,a);break}},// remember the state of the bound property and copy it to both accus -saveOriginalState:function saveOriginalState(){var e=this.binding,t=this.buffer,r=this.valueSize,a=3*r;e.getValue(t,a);// accu[0..1] := orig -- initially detect changes against the original -for(var n=r;n!==a;++n)t[n]=t[a+n%r];this.cumulativeWeight=0},// apply the state previously taken via 'saveOriginalState' to the binding -restoreOriginalState:function restoreOriginalState(){var e=3*this.valueSize;this.binding.setValue(this.buffer,e)},// mix functions -_select:function _select(e,r,a,n,t){if(.5<=n)for(var o=0;o!==t;++o)e[r+o]=e[a+o]},_slerp:function _slerp(e,r,a,i){M.slerpFlat(e,r,e,r,e,a,i)},_lerp:function _lerp(e,r,a,n,t){for(var o=0,s;o!==t;++o)s=r+o,e[s]=e[s]*(1-n)+e[a+o]*n}});/** - * - * A reference to a real property in the scene graph. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ // Characters [].:/ are reserved for track binding syntax. -var Tp="[^\\[\\]\\.:\\/]",Ep="[^"+"\\[\\]\\.:\\/".replace("\\.","")+"]",wp=/((?:WC+[\/:])*)/.source.replace("WC",Tp),Lp=/(WCOD+)?/.source.replace("WCOD",Ep),Ap=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",Tp),Rp=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",Tp),Pp=new RegExp("^"+wp+Lp+Ap+Rp+"$"),Cp=["material","materials","bones"];Object.assign(Bn.prototype,{getValue:function getValue(e,t){this.bind();// bind all binding -var r=this._targetGroup.nCachedObjects_,a=this._bindings[r];// and only call .getValue on the first -a!==void 0&&a.getValue(e,t)},setValue:function setValue(e,t){for(var r=this._bindings,a=this._targetGroup.nCachedObjects_,o=r.length;a!==o;++a)r[a].setValue(e,t)},bind:function bind(){for(var e=this._bindings,t=this._targetGroup.nCachedObjects_,r=e.length;t!==r;++t)e[t].bind()},unbind:function unbind(){for(var e=this._bindings,t=this._targetGroup.nCachedObjects_,r=e.length;t!==r;++t)e[t].unbind()}}),Object.assign(Fn,{Composite:Bn,create:function create(e,t,r){return e&&e.isAnimationObjectGroup?new Fn.Composite(e,t,r):new Fn(e,t,r)},/** - * Replaces spaces with underscores and removes unsupported characters from - * node names, to ensure compatibility with parseTrackName(). - * - * @param {string} name Node name to be sanitized. - * @return {string} - */sanitizeNodeName:function sanitizeNodeName(e){return e.replace(/\s/g,"_").replace(/[\[\]\.:\/]/g,"")},parseTrackName:function parseTrackName(e){var t=Pp.exec(e);if(!t)throw new Error("PropertyBinding: Cannot parse trackName: "+e);var r={// directoryName: matches[ 1 ], // (tschw) currently unused -nodeName:t[2],objectName:t[3],objectIndex:t[4],propertyName:t[5],// required -propertyIndex:t[6]},a=r.nodeName&&r.nodeName.lastIndexOf(".");if(a!==void 0&&-1!==a){var i=r.nodeName.substring(a+1);// Object names must be checked against a whitelist. Otherwise, there -// is no way to parse 'foo.bar.baz': 'baz' must be a property, but -// 'bar' could be the objectName, or part of a nodeName (which can -// include '.' characters). --1!==Cp.indexOf(i)&&(r.nodeName=r.nodeName.substring(0,a),r.objectName=i)}if(null===r.propertyName||0===r.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+e);return r},findNode:function findNode(e,t){if(!t||""===t||"."===t||-1===t||t===e.name||t===e.uuid)return e;// search into skeleton bones. -if(e.skeleton){var r=e.skeleton.getBoneByName(t);if(void 0!==r)return r}// search into node subtree. -if(e.children){var a=function(e){for(var r=0,n;r=t){// move existing object into the CACHED region -var c=t++,u=e[c];r[u.uuid]=p,e[p]=u,r[d]=c,e[c]=n;// accounting is done, now do the same for all bindings -for(var m=0;m!==o;++m){var g=a[m],f=g[c],h=g[p];g[p]=f,g[c]=h}}}// for arguments -this.nCachedObjects_=t},// remove & forget -uncache:function uncache(){for(var e=this._objects,t=e.length,r=this.nCachedObjects_,a=this._indicesByUUID,o=this._bindings,s=o.length,l=0,d=arguments.length;l!==d;++l){var n=arguments[l],p=n.uuid,c=a[p];if(void 0!==c)if(delete a[p],cn||0===r)return;// yet to come / don't decide when delta = 0 -// start -// unschedule -this._startTime=null,t=r*n}// apply time scale and advance time -t*=this._updateTimeScale(e);var o=this._updateTime(t),s=this._updateWeight(e);// note: _updateTime may disable the action resulting in -// an effective weight of 0 -if(0r.parameterPositions[1]&&(this.stopFading(),0===a&&(this.enabled=!1))}}return this._effectiveWeight=t,t},_updateTimeScale:function _updateTimeScale(e){var t=0;if(!this.paused){t=this.timeScale;var r=this._timeScaleInterpolant;if(null!==r){var a=r.evaluate(e)[0];t*=a,e>r.parameterPositions[1]&&(this.stopWarping(),0===t?this.paused=!0:this.timeScale=t)}}return this._effectiveTimeScale=t,t},_updateTime:function _updateTime(e){var t=this.time+e,r=this._clip.duration,a=this.loop,i=this._loopCount,n=a===2202;if(0===e)return-1===i?t:n&&1==(1&i)?r-t:t;if(a===2200){-1===i&&(this._loopCount=0,this._setEndings(!0,!0,!1));handle_stop:{if(t>=r)t=r;else if(0>t)t=0;else{this.time=t;break handle_stop}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=t,this._mixer.dispatchEvent({type:"finished",action:this,direction:0>e?-1:1})}}else{if(-1===i&&(0<=e?(i=0,this._setEndings(!0,0===this.repetitions,n)):this._setEndings(0===this.repetitions,!0,n)),t>=r||0>t){// wrap around -var o=Po(t/r);// signed -t-=r*o,i+=zo(o);var s=this.repetitions-i;if(0>=s)this.clampWhenFinished?this.paused=!0:this.enabled=!1,t=0e;this._setEndings(l,!l,n)}else this._setEndings(!1,!1,n);this._loopCount=i,this.time=t,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:o})}}else this.time=t;if(n&&1==(1&i))// invert time for the "pong round" -return r-t}return t},_setEndings:function _setEndings(e,t,r){var a=this._interpolantSettings;r?(a.endingStart=Ko,a.endingEnd=Ko):(a.endingStart=e?this.zeroSlopeAtStart?Ko:Qo:$o,a.endingEnd=t?this.zeroSlopeAtEnd?Ko:Qo:$o)},_scheduleFading:function _scheduleFading(e,t,r){var a=this._mixer,i=a.time,n=this._weightInterpolant;null===n&&(n=a._lendControlInterpolant(),this._weightInterpolant=n);var o=n.parameterPositions,s=n.sampleValues;return o[0]=i,s[0]=t,o[1]=i+e,s[1]=r,this}}),Hn.prototype=Object.assign(Object.create(f.prototype),{constructor:Hn,_bindAction:function _bindAction(e,t){var r=e._localRoot||this._root,a=e._clip.tracks,n=a.length,o=e._propertyBindings,s=e._interpolants,l=r.uuid,d=this._bindingsByRootAndName,p=d[l];p===void 0&&(p={},d[l]=p);for(var c=0;c!==n;++c){var u=a[c],m=u.name,g=p[m];if(void 0!==g)o[c]=g;else{if(g=o[c],void 0!==g){null===g._cacheIndex&&(++g.referenceCount,this._addInactiveBinding(g,l,m));continue}var f=t&&t._propertyBindings[c].binding.parsedPath;g=new Un(Fn.create(r,m,f),u.ValueTypeName,u.getValueSize()),++g.referenceCount,this._addInactiveBinding(g,l,m),o[c]=g}s[c].resultBuffer=g.buffer}},_activateAction:function _activateAction(e){if(!this._isActiveAction(e)){if(null===e._cacheIndex){// this action has been forgotten by the cache, but the user -// appears to be still using it -> rebind -var t=(e._localRoot||this._root).uuid,r=e._clip.uuid,a=this._actionsByClip[r];this._bindAction(e,a&&a.knownActions[0]),this._addInactiveAction(e,r,t)}// increment reference counts / sort out state -for(var o=e._propertyBindings,s=0,l=o.length,n;s!==l;++s)n=o[s],0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState());this._lendAction(e)}},_deactivateAction:function _deactivateAction(e){if(this._isActiveAction(e)){// decrement reference counts / sort out state -for(var t=e._propertyBindings,r=0,a=t.length,n;r!==a;++r)n=t[r],0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n));this._takeBackAction(e)}},// Memory manager -_initMemoryManager:function _initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;var e=this;this.stats={actions:{get total(){return e._actions.length},get inUse(){return e._nActiveActions}},bindings:{get total(){return e._bindings.length},get inUse(){return e._nActiveBindings}},controlInterpolants:{get total(){return e._controlInterpolants.length},get inUse(){return e._nActiveControlInterpolants}}}},// Memory management for AnimationAction objects -_isActiveAction:function _isActiveAction(e){var t=e._cacheIndex;return null!==t&&t| inactive actions ] -// s a -// <-swap-> -// a s -var t=this._actions,r=e._cacheIndex,a=this._nActiveActions++,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},_takeBackAction:function _takeBackAction(e){// [ active actions | inactive actions ] -// [ active actions |< inactive actions ] -// a s -// <-swap-> -// s a -var t=this._actions,r=e._cacheIndex,a=--this._nActiveActions,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},// Memory management for PropertyMixer objects -_addInactiveBinding:function _addInactiveBinding(e,t,r){var a=this._bindingsByRootAndName,i=a[t],n=this._bindings;i===void 0&&(i={},a[t]=i),i[r]=e,e._cacheIndex=n.length,n.push(e)},_removeInactiveBinding:function _removeInactiveBinding(e){var t=this._bindings,r=e.binding,a=r.rootNode.uuid,i=r.path,n=this._bindingsByRootAndName,o=n[a],s=t[t.length-1],l=e._cacheIndex;s._cacheIndex=l,t[l]=s,t.pop(),delete o[i],0===Object.keys(o).length&&delete n[a]},_lendBinding:function _lendBinding(e){var t=this._bindings,r=e._cacheIndex,a=this._nActiveBindings++,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},_takeBackBinding:function _takeBackBinding(e){var t=this._bindings,r=e._cacheIndex,a=--this._nActiveBindings,i=t[a];e._cacheIndex=a,t[a]=e,i._cacheIndex=r,t[r]=i},// Memory management of Interpolants for weight and time scale -_lendControlInterpolant:function _lendControlInterpolant(){var e=this._controlInterpolants,t=this._nActiveControlInterpolants++,r=e[t];return void 0===r&&(r=new di(new Float32Array(2),new Float32Array(2),1,this._controlInterpolantsResultBuffer),r.__cacheIndex=t,e[t]=r),r},_takeBackControlInterpolant:function _takeBackControlInterpolant(e){var t=this._controlInterpolants,r=e.__cacheIndex,a=--this._nActiveControlInterpolants,i=t[a];e.__cacheIndex=a,t[a]=e,i.__cacheIndex=r,t[r]=i},_controlInterpolantsResultBuffer:new Float32Array(1),// return an action for a clip optionally using a custom root target -// object (this method allocates a lot of dynamic memory in case a -// previously unknown clip/root combination is specified) -clipAction:function clipAction(e,t){var r=t||this._root,a=r.uuid,i="string"==typeof e?xi.findByName(r,e):e,n=null===i?e:i.uuid,o=this._actionsByClip[n],s=null;if(void 0!==o){var l=o.actionByRoot[a];if(void 0!==l)return l;// we know the clip, so we don't have to parse all -// the bindings again but can just copy -s=o.knownActions[0],null===i&&(i=s._clip)}// clip must be known when specified via string -if(null===i)return null;// allocate all resources required to run it -var d=new Gn(this,i,t);return this._bindAction(d,s),this._addInactiveAction(d,n,a),d},// get an existing action -existingAction:function existingAction(e,t){var r=t||this._root,a=r.uuid,i="string"==typeof e?xi.findByName(r,e):e,n=i?i.uuid:e,o=this._actionsByClip[n];return void 0===o?null:o.actionByRoot[a]||null},// deactivates all previously scheduled actions -stopAllAction:function stopAllAction(){var e=this._actions,t=this._nActiveActions,r=this._bindings,a=this._nActiveBindings;this._nActiveActions=0,this._nActiveBindings=0;for(var n=0;n!==t;++n)e[n].reset();for(var n=0;n!==a;++n)r[n].useCount=0;return this},// advance the time and update apply the animation -update:function update(e){e*=this.timeScale;// run active actions -for(var t=this._actions,r=this._nActiveActions,a=this.time+=e,n=bo(e),o=this._accuIndex^=1,s=0,l;s!==r;++s)l=t[s],l._update(a,e,n,o);// update scene graph -for(var d=this._bindings,p=this._nActiveBindings,s=0;s!==p;++s)d[s].apply(o);return this},// Allows you to seek to a specific time in an animation. -setTime:function setTime(e){this.time=0;// Zero out time attribute for AnimationMixer object; -for(var t=0;tthis.max.x||e.ythis.max.y)},containsBox:function containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y},getParameter:function getParameter(e,t){return void 0===t&&(console.warn("THREE.Box2: .getParameter() target is now required"),t=new h),t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function intersectsBox(e){// using 4 splitting planes to rule out intersections -return!(e.max.xthis.max.x||e.max.ythis.max.y)},clampPoint:function clampPoint(e,t){return void 0===t&&(console.warn("THREE.Box2: .clampPoint() target is now required"),t=new h),t.copy(e).clamp(this.min,this.max)},distanceToPoint:function distanceToPoint(e){var t=Dp.copy(e).clamp(this.min,this.max);return t.sub(e).length()},intersect:function intersect(e){return this.min.max(e.min),this.max.min(e.max),this},union:function union(e){return this.min.min(e.min),this.max.max(e.max),this},translate:function translate(e){return this.min.add(e),this.max.add(e),this},equals:function(e){return e.min.equals(this.min)&&e.max.equals(this.max)}});/** - * @author bhouston / http://clara.io - */var Ip=new S,Np=new S;Object.assign(Yn.prototype,{set:function set(e,t){return this.start.copy(e),this.end.copy(t),this},clone:function clone(){return new this.constructor().copy(this)},copy:function copy(e){return this.start.copy(e.start),this.end.copy(e.end),this},getCenter:function getCenter(e){return void 0===e&&(console.warn("THREE.Line3: .getCenter() target is now required"),e=new S),e.addVectors(this.start,this.end).multiplyScalar(.5)},delta:function delta(e){return void 0===e&&(console.warn("THREE.Line3: .delta() target is now required"),e=new S),e.subVectors(this.end,this.start)},distanceSq:function distanceSq(){return this.start.distanceToSquared(this.end)},distance:function distance(){return this.start.distanceTo(this.end)},at:function at(e,t){return void 0===t&&(console.warn("THREE.Line3: .at() target is now required"),t=new S),this.delta(t).multiplyScalar(e).add(this.start)},closestPointToPointParameter:function closestPointToPointParameter(e,r){Ip.subVectors(e,this.start),Np.subVectors(this.end,this.start);var a=Np.dot(Np),i=Np.dot(Ip),n=i/a;return r&&(n=os.clamp(n,0,1)),n},closestPointToPoint:function closestPointToPoint(e,r,a){var i=this.closestPointToPointParameter(e,r);return void 0===a&&(console.warn("THREE.Line3: .closestPointToPoint() target is now required"),a=new S),this.delta(a).multiplyScalar(i).add(this.start)},applyMatrix4:function applyMatrix4(e){return this.start.applyMatrix4(e),this.end.applyMatrix4(e),this},equals:function(e){return e.start.equals(this.start)&&e.end.equals(this.end)}}),Zn.prototype=Object.create(L.prototype),Zn.prototype.constructor=Zn,Zn.prototype.isImmediateRenderObject=!0;/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */var zp=new S;Jn.prototype=Object.create(L.prototype),Jn.prototype.constructor=Jn,Jn.prototype.dispose=function(){this.cone.geometry.dispose(),this.cone.material.dispose()},Jn.prototype.update=function(){this.light.updateMatrixWorld();var e=this.light.distance?this.light.distance:1e3,t=e*ho(this.light.angle);this.cone.scale.set(t,t,e),zp.setFromMatrixPosition(this.light.target.matrixWorld),this.cone.lookAt(zp),this.color===void 0?this.cone.material.color.copy(this.light.color):this.cone.material.color.set(this.color)};/** - * @author Sean Griffin / http://twitter.com/sgrif - * @author Michael Guerrero / http://realitymeltdown.com - * @author mrdoob / http://mrdoob.com/ - * @author ikerr / http://verold.com - * @author Mugen87 / https://github.com/Mugen87 - */var Up=new S,Bp=new T,Fp=new T;Kn.prototype=Object.create(wr.prototype),Kn.prototype.constructor=Kn,Kn.prototype.isSkeletonHelper=!0,Kn.prototype.updateMatrixWorld=function(e){var t=this.bones,r=this.geometry,a=r.getAttribute("position");Fp.getInverse(this.root.matrixWorld);for(var n=0,o=0,s;nzo(t)&&(t=1e-8),this.scale.set(.5*this.size,.5*this.size,t),this.children[0].material.side=0>t?Oo:Fo,this.lookAt(this.plane.normal),L.prototype.updateMatrixWorld.call(this,e)};/** - * @author WestLangley / http://github.com/WestLangley - * @author zz85 / http://github.com/zz85 - * @author bhouston / http://clara.io - * - * Creates an arrow for visualizing directions - * - * Parameters: - * dir - Vector3 - * origin - Vector3 - * length - Number - * color - color in hex value - * headLength - Number - * headWidth - Number - */var Yp=new S,Zp,Jp;po.prototype=Object.create(L.prototype),po.prototype.constructor=po,po.prototype.setDirection=function(e){// dir is assumed to be normalized -if(.99999e.y)this.quaternion.set(1,0,0,0);else{Yp.set(e.z,0,-e.x).normalize();var t=vo(e.y);this.quaternion.setFromAxisAngle(Yp,t)}},po.prototype.setLength=function(e,t,r){// see #17458 -t===void 0&&(t=.2*e),r===void 0&&(r=.2*t),this.line.scale.set(1,No(1e-4,e-t),1),this.line.updateMatrix(),this.cone.scale.set(r,t,r),this.cone.position.y=e,this.cone.updateMatrix()},po.prototype.setColor=function(e){this.line.material.color.set(e),this.cone.material.color.set(e)},po.prototype.copy=function(e){return L.prototype.copy.call(this,e,!1),this.line.copy(e.line),this.cone.copy(e.cone),this},po.prototype.clone=function(){return new this.constructor().copy(this)},co.prototype=Object.create(wr.prototype),co.prototype.constructor=co;/** - * @author Emmett Lalish / elalish - * - * This class generates a Prefiltered, Mipmapped Radiance Environment Map - * (PMREM) from a cubeMap environment texture. This allows different levels of - * blur to be quickly accessed based on material roughness. It is packed into a - * special CubeUV format that allows us to perform custom interpolation so that - * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap - * chain, it only goes down to the LOD_MIN level (above), and then creates extra - * even more filtered 'mips' at the same LOD_MIN resolution, associated with - * higher roughness levels. In this way we maintain resolution to smoothly - * interpolate diffuse lighting while limiting sampling computation. - */var Qp=[.125,.215,.35,.446,.526,.582],Kp=8-4+1+Qp.length,$p=(Bo={},_defineProperty(Bo,es,0),_defineProperty(Bo,ts,1),_defineProperty(Bo,3002,2),_defineProperty(Bo,3004,3),_defineProperty(Bo,3005,4),_defineProperty(Bo,3006,5),_defineProperty(Bo,3007,6),Bo),ec=new pn,tc=function(e){var t=new Float32Array(e),r=new S(0,1,0),a=new Ka({defines:{n:e},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:t},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r},inputEncoding:{value:$p[3000]},outputEncoding:{value:$p[3000]}},vertexShader:mo(),fragmentShader:"\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n".concat(go(),"\n\n#define ENVMAP_TYPE_CUBE_UV\n#include \n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),blending:0,depthTest:!1,depthWrite:!1});return a.type="SphericalGaussianBlur",a}(20),rc=uo(),ac=rc._lodPlanes,ic=rc._sizeLods,nc=rc._sigmas;Ci.create=function(e,t){return console.log("THREE.Curve.create() has been deprecated"),e.prototype=Object.create(Ci.prototype),e.prototype.constructor=e,e.prototype.getPoint=t,e},Object.assign($i.prototype,{createPointsGeometry:function createPointsGeometry(e){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from path points (for Line or Points objects) -var t=this.getPoints(e);return this.createGeometry(t)},createSpacedPointsGeometry:function createSpacedPointsGeometry(e){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");// generate geometry from equidistant sampling along the path -var t=this.getSpacedPoints(e);return this.createGeometry(t)},createGeometry:function createGeometry(e){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");for(var t=new ne,r=0,a=e.length,n;r=750)?cancelAnimationFrame(l):(t.theta=n+(a-n)*sc(i),t.phi=e+(0-e)*sc(i),requestAnimationFrame(s))},l=s()}},{key:"isInIframe",value:function(){try{return window.self!==window.top}catch(e){return!0}}},{key:"destroy",value:function(){this.el.removeEventListener("mouseleave",this.onMouseUp),this.el.removeEventListener("mousemove",this.onMouseMove),this.el.removeEventListener("mousedown",this.onMouseDown),this.el.removeEventListener("mouseup",this.onMouseUp),this.el.removeEventListener("touchstart",this.onTouchStart),this.el.removeEventListener("touchmove",this.onTouchMove),this.el.removeEventListener("touchend",this.onTouchEnd),window.removeEventListener("devicemotion",this.onDeviceMotion),window.removeEventListener("message",this.onMessage)}},{key:"getCurrentStyle",value:function(){return"height: ".concat(parseInt(this.el.style.height,10),"px; width: ").concat(parseInt(this.el.style.width,10),"px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);")}},{key:"addDraggingStyle",value:function(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;"))}},{key:"addDraggableStyle",value:function(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;"))}},{key:"onMessage",value:function(t){var r=t.data,a=r.orientation,i=r.portrait,n=r.rotationRate;n&&this.onDeviceMotion({orientation:a,portrait:i,rotationRate:n})}},{key:"onDeviceMotion",value:function(t){var r=void 0===t.portrait?window.matchMedia("(orientation: portrait)").matches:t.portrait,a;a=void 0===t.orientation?void 0===window.orientation?-90:window.orientation:t.orientation;var i=os.degToRad(t.rotationRate.alpha),n=os.degToRad(t.rotationRate.beta);r?(this.phi=this.verticalPanning?this.phi+i*this.velo:this.phi,this.theta-=-1*(n*this.velo)):(this.verticalPanning&&(this.phi=-90===a?this.phi+n*this.velo:this.phi-n*this.velo),this.theta=-90===a?this.theta-i*this.velo:this.theta+i*this.velo),this.adjustPhi()}},{key:"onMouseMove",value:function(e){this.isUserInteracting&&(this.rotateEnd.set(e.clientX,e.clientY),this.rotateDelta.subVectors(this.rotateEnd,this.rotateStart),this.rotateStart.copy(this.rotateEnd),this.phi=this.verticalPanning?this.phi+.3*(2*r*this.rotateDelta.y/this.renderer.height):this.phi,this.theta+=.5*(2*r*this.rotateDelta.x/this.renderer.width),this.adjustPhi())}},{key:"adjustPhi",value:function(){this.phi=os.clamp(this.phi,-r/1.95,r/1.95)}},{key:"onMouseDown",value:function(e){this.addDraggingStyle(),this.rotateStart.set(e.clientX,e.clientY),this.isUserInteracting=!0,this.momentum=!1,this.onDragStart&&this.onDragStart()}},{key:"inertia",value:function(){this.momentum&&(this.rotateDelta.y*=.9,this.rotateDelta.x*=.9,this.theta+=.005*this.rotateDelta.x,this.phi=this.verticalPanning?this.phi+.005*this.rotateDelta.y:this.phi,this.adjustPhi())}},{key:"onMouseUp",value:function(){this.isUserInteracting&&this.onDragStop&&this.onDragStop(),this.addDraggableStyle(),this.isUserInteracting=!1,this.momentum=!0,this.inertia()}},{key:"update",value:function(){return(this.phi!==this.previousPhi||this.theta!==this.previousTheta)&&(this.previousPhi=this.phi,this.previousTheta=this.theta,this.euler.set(this.phi,this.theta,0,"YXZ"),this.orientation.setFromEuler(this.euler),this.camera.quaternion.copy(this.orientation),this.inertia(),!0)}}]),e}(),dc=console,pc=/*#__PURE__*/function(){function r(){var a=0=e.element.HAVE_FUTURE_DATA&&!e.driverInitialized;if(t)return e.driver.src=e.source,e.driver.load(),e.onDriverReady&&e.onDriverReady(),e.driverInitialized=!0,void r()}setTimeout(a,100)};a()}}]),r}(pc);e.Image=uc,e.Video=function video(e){return Uo.shouldUseAudioDriver()?new gc(e):Uo.shouldUseCanvasInBetween()?new mc(e):new cc(e)},Object.defineProperty(e,"__esModule",{value:!0})}); - + * @license + * Copyright 2010-2021 Three.js Authors + * SPDX-License-Identifier: MIT + */const u=100,d=1e3,p=1001,f=1002,m=1003,g=1006,v=1008,x=1009,y=1012,_=1014,b=1015,M=1016,w=1020,E=1022,S=1023,T=1026,L=1027,A=3e3,R=7680,P=35044,C=35048,D="300 es";function I(){}Object.assign(I.prototype,{addEventListener:function(t,e){void 0===this._listeners&&(this._listeners={});const n=this._listeners;void 0===n[t]&&(n[t]=[]),-1===n[t].indexOf(e)&&n[t].push(e)},hasEventListener:function(t,e){if(void 0===this._listeners)return!1;const n=this._listeners;return void 0!==n[t]&&-1!==n[t].indexOf(e)},removeEventListener:function(t,e){if(void 0===this._listeners)return;const n=this._listeners[t];if(void 0!==n){const t=n.indexOf(e);-1!==t&&n.splice(t,1)}},dispatchEvent:function(t){if(void 0===this._listeners)return;const e=this._listeners[t.type];if(void 0!==e){t.target=this;const n=e.slice(0);for(let e=0,i=n.length;e>8&255]+N[t>>16&255]+N[t>>24&255]+"-"+N[255&e]+N[e>>8&255]+"-"+N[e>>16&15|64]+N[e>>24&255]+"-"+N[63&n|128]+N[n>>8&255]+"-"+N[n>>16&255]+N[n>>24&255]+N[255&i]+N[i>>8&255]+N[i>>16&255]+N[i>>24&255]).toUpperCase()},clamp:function(t,e,n){return Math.max(e,Math.min(n,t))},euclideanModulo:function(t,e){return(t%e+e)%e},mapLinear:function(t,e,n,i,r){return i+(t-e)*(r-i)/(n-e)},inverseLerp:function(t,e,n){return t!==e?(n-t)/(e-t):0},lerp:function(t,e,n){return(1-n)*t+n*e},damp:function(t,e,n,i){return z.lerp(t,e,1-Math.exp(-n*i))},pingpong:function(t,e=1){return e-Math.abs(z.euclideanModulo(t,2*e)-e)},smoothstep:function(t,e,n){return t<=e?0:t>=n?1:(t=(t-e)/(n-e))*t*(3-2*t)},smootherstep:function(t,e,n){return t<=e?0:t>=n?1:(t=(t-e)/(n-e))*t*t*(t*(6*t-15)+10)},randInt:function(t,e){return t+Math.floor(Math.random()*(e-t+1))},randFloat:function(t,e){return t+Math.random()*(e-t)},randFloatSpread:function(t){return t*(.5-Math.random())},seededRandom:function(t){return void 0!==t&&(O=t%2147483647),O=16807*O%2147483647,(O-1)/2147483646},degToRad:function(t){return t*z.DEG2RAD},radToDeg:function(t){return t*z.RAD2DEG},isPowerOfTwo:function(t){return 0==(t&t-1)&&0!==t},ceilPowerOfTwo:function(t){return Math.pow(2,Math.ceil(Math.log(t)/Math.LN2))},floorPowerOfTwo:function(t){return Math.pow(2,Math.floor(Math.log(t)/Math.LN2))},setQuaternionFromProperEuler:function(t,e,n,i,r){const a=Math.cos,o=Math.sin,s=a(n/2),l=o(n/2),c=a((e+i)/2),h=o((e+i)/2),u=a((e-i)/2),d=o((e-i)/2),p=a((i-e)/2),f=o((i-e)/2);switch(r){case"XYX":t.set(s*h,l*u,l*d,s*c);break;case"YZY":t.set(l*d,s*h,l*u,s*c);break;case"ZXZ":t.set(l*u,l*d,s*h,s*c);break;case"XZX":t.set(s*h,l*f,l*p,s*c);break;case"YXY":t.set(l*p,s*h,l*f,s*c);break;case"ZYZ":t.set(l*f,l*p,s*h,s*c);break;default:console.warn("THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: "+r)}}};class U{constructor(t=0,e=0){this.x=t,this.y=e}get width(){return this.x}set width(t){this.x=t}get height(){return this.y}set height(t){this.y=t}set(t,e){return this.x=t,this.y=e,this}setScalar(t){return this.x=t,this.y=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y)}copy(t){return this.x=t.x,this.y=t.y,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this)}addScalar(t){return this.x+=t,this.y+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this)}subScalar(t){return this.x-=t,this.y-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this}multiply(t){return this.x*=t.x,this.y*=t.y,this}multiplyScalar(t){return this.x*=t,this.y*=t,this}divide(t){return this.x/=t.x,this.y/=t.y,this}divideScalar(t){return this.multiplyScalar(1/t)}applyMatrix3(t){const e=this.x,n=this.y,i=t.elements;return this.x=i[0]*e+i[3]*n+i[6],this.y=i[1]*e+i[4]*n+i[7],this}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this}clampLength(t,e){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this}negate(){return this.x=-this.x,this.y=-this.y,this}dot(t){return this.x*t.x+this.y*t.y}cross(t){return this.x*t.y-this.y*t.x}lengthSq(){return this.x*this.x+this.y*this.y}length(){return Math.sqrt(this.x*this.x+this.y*this.y)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)}normalize(){return this.divideScalar(this.length()||1)}angle(){return Math.atan2(-this.y,-this.x)+Math.PI}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y;return e*e+n*n}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this}lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this}equals(t){return t.x===this.x&&t.y===this.y}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t}fromBufferAttribute(t,e,n){return void 0!==n&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute()."),this.x=t.getX(e),this.y=t.getY(e),this}rotateAround(t,e){const n=Math.cos(e),i=Math.sin(e),r=this.x-t.x,a=this.y-t.y;return this.x=r*n-a*i+t.x,this.y=r*i+a*n+t.y,this}random(){return this.x=Math.random(),this.y=Math.random(),this}}U.prototype.isVector2=!0;class H{constructor(){this.elements=[1,0,0,0,1,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.")}set(t,e,n,i,r,a,o,s,l){const c=this.elements;return c[0]=t,c[1]=i,c[2]=o,c[3]=e,c[4]=r,c[5]=s,c[6]=n,c[7]=a,c[8]=l,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],this}extractBasis(t,e,n){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),n.setFromMatrix3Column(this,2),this}setFromMatrix4(t){const e=t.elements;return this.set(e[0],e[4],e[8],e[1],e[5],e[9],e[2],e[6],e[10]),this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,a=n[0],o=n[3],s=n[6],l=n[1],c=n[4],h=n[7],u=n[2],d=n[5],p=n[8],f=i[0],m=i[3],g=i[6],v=i[1],x=i[4],y=i[7],_=i[2],b=i[5],M=i[8];return r[0]=a*f+o*v+s*_,r[3]=a*m+o*x+s*b,r[6]=a*g+o*y+s*M,r[1]=l*f+c*v+h*_,r[4]=l*m+c*x+h*b,r[7]=l*g+c*y+h*M,r[2]=u*f+d*v+p*_,r[5]=u*m+d*x+p*b,r[8]=u*g+d*y+p*M,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[3]*=t,e[6]*=t,e[1]*=t,e[4]*=t,e[7]*=t,e[2]*=t,e[5]*=t,e[8]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],a=t[4],o=t[5],s=t[6],l=t[7],c=t[8];return e*a*c-e*o*l-n*r*c+n*o*s+i*r*l-i*a*s}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],a=t[4],o=t[5],s=t[6],l=t[7],c=t[8],h=c*a-o*l,u=o*s-c*r,d=l*r-a*s,p=e*h+n*u+i*d;if(0===p)return this.set(0,0,0,0,0,0,0,0,0);const f=1/p;return t[0]=h*f,t[1]=(i*l-c*n)*f,t[2]=(o*n-i*a)*f,t[3]=u*f,t[4]=(c*e-i*s)*f,t[5]=(i*r-o*e)*f,t[6]=d*f,t[7]=(n*s-l*e)*f,t[8]=(a*e-n*r)*f,this}transpose(){let t;const e=this.elements;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this}getNormalMatrix(t){return this.setFromMatrix4(t).invert().transpose()}transposeIntoArray(t){const e=this.elements;return t[0]=e[0],t[1]=e[3],t[2]=e[6],t[3]=e[1],t[4]=e[4],t[5]=e[7],t[6]=e[2],t[7]=e[5],t[8]=e[8],this}setUvTransform(t,e,n,i,r,a,o){const s=Math.cos(r),l=Math.sin(r);return this.set(n*s,n*l,-n*(s*a+l*o)+a+t,-i*l,i*s,-i*(-l*a+s*o)+o+e,0,0,1),this}scale(t,e){const n=this.elements;return n[0]*=t,n[3]*=t,n[6]*=t,n[1]*=e,n[4]*=e,n[7]*=e,this}rotate(t){const e=Math.cos(t),n=Math.sin(t),i=this.elements,r=i[0],a=i[3],o=i[6],s=i[1],l=i[4],c=i[7];return i[0]=e*r+n*s,i[3]=e*a+n*l,i[6]=e*o+n*c,i[1]=-n*r+e*s,i[4]=-n*a+e*l,i[7]=-n*o+e*c,this}translate(t,e){const n=this.elements;return n[0]+=t*n[2],n[3]+=t*n[5],n[6]+=t*n[8],n[1]+=e*n[2],n[4]+=e*n[5],n[7]+=e*n[8],this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<9;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<9;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t}clone(){return(new this.constructor).fromArray(this.elements)}}let F;H.prototype.isMatrix3=!0;const B={getDataURL:function(t){if(/^data:/i.test(t.src))return t.src;if("undefined"==typeof HTMLCanvasElement)return t.src;let e;if(t instanceof HTMLCanvasElement)e=t;else{void 0===F&&(F=document.createElementNS("http://www.w3.org/1999/xhtml","canvas")),F.width=t.width,F.height=t.height;const n=F.getContext("2d");t instanceof ImageData?n.putImageData(t,0,0):n.drawImage(t,0,0,t.width,t.height),e=F}return e.width>2048||e.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",t),e.toDataURL("image/jpeg",.6)):e.toDataURL("image/png")}};let G=0;class V extends I{constructor(t=V.DEFAULT_IMAGE,e=V.DEFAULT_MAPPING,n=1001,i=1001,r=1006,a=1008,o=1023,s=1009,l=1,c=3e3){super(),Object.defineProperty(this,"id",{value:G++}),this.uuid=z.generateUUID(),this.name="",this.image=t,this.mipmaps=[],this.mapping=e,this.wrapS=n,this.wrapT=i,this.magFilter=r,this.minFilter=a,this.anisotropy=l,this.format=o,this.internalFormat=null,this.type=s,this.offset=new U(0,0),this.repeat=new U(1,1),this.center=new U(0,0),this.rotation=0,this.matrixAutoUpdate=!0,this.matrix=new H,this.generateMipmaps=!0,this.premultiplyAlpha=!1,this.flipY=!0,this.unpackAlignment=4,this.encoding=c,this.version=0,this.onUpdate=null}updateMatrix(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)}clone(){return(new this.constructor).copy(this)}copy(t){return this.name=t.name,this.image=t.image,this.mipmaps=t.mipmaps.slice(0),this.mapping=t.mapping,this.wrapS=t.wrapS,this.wrapT=t.wrapT,this.magFilter=t.magFilter,this.minFilter=t.minFilter,this.anisotropy=t.anisotropy,this.format=t.format,this.internalFormat=t.internalFormat,this.type=t.type,this.offset.copy(t.offset),this.repeat.copy(t.repeat),this.center.copy(t.center),this.rotation=t.rotation,this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrix.copy(t.matrix),this.generateMipmaps=t.generateMipmaps,this.premultiplyAlpha=t.premultiplyAlpha,this.flipY=t.flipY,this.unpackAlignment=t.unpackAlignment,this.encoding=t.encoding,this}toJSON(t){const e=void 0===t||"string"==typeof t;if(!e&&void 0!==t.textures[this.uuid])return t.textures[this.uuid];const n={metadata:{version:4.5,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,type:this.type,encoding:this.encoding,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};if(void 0!==this.image){const i=this.image;if(void 0===i.uuid&&(i.uuid=z.generateUUID()),!e&&void 0===t.images[i.uuid]){let e;if(Array.isArray(i)){e=[];for(let t=0,n=i.length;t1)switch(this.wrapS){case d:t.x=t.x-Math.floor(t.x);break;case p:t.x=t.x<0?0:1;break;case f:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case d:t.y=t.y-Math.floor(t.y);break;case p:t.y=t.y<0?0:1;break;case f:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)}return this.flipY&&(t.y=1-t.y),t}set needsUpdate(t){!0===t&&this.version++}}function k(t){return"undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap?B.getDataURL(t):t.data?{data:Array.prototype.slice.call(t.data),width:t.width,height:t.height,type:t.data.constructor.name}:(console.warn("THREE.Texture: Unable to serialize Texture."),{})}V.DEFAULT_IMAGE=void 0,V.DEFAULT_MAPPING=300,V.prototype.isTexture=!0;class W{constructor(t=0,e=0,n=0,i=1){this.x=t,this.y=e,this.z=n,this.w=i}get width(){return this.z}set width(t){this.z=t}get height(){return this.w}set height(t){this.w=t}set(t,e,n,i){return this.x=t,this.y=e,this.z=n,this.w=i,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setW(t){return this.w=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this)}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this)}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this.w*=t.w,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=this.w,a=t.elements;return this.x=a[0]*e+a[4]*n+a[8]*i+a[12]*r,this.y=a[1]*e+a[5]*n+a[9]*i+a[13]*r,this.z=a[2]*e+a[6]*n+a[10]*i+a[14]*r,this.w=a[3]*e+a[7]*n+a[11]*i+a[15]*r,this}divideScalar(t){return this.multiplyScalar(1/t)}setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this}setAxisAngleFromRotationMatrix(t){let e,n,i,r;const a=.01,o=.1,s=t.elements,l=s[0],c=s[4],h=s[8],u=s[1],d=s[5],p=s[9],f=s[2],m=s[6],g=s[10];if(Math.abs(c-u)s&&t>v?tv?s=0?1:-1,i=1-e*e;if(i>Number.EPSILON){const r=Math.sqrt(i),a=Math.atan2(r,e*n);t=Math.sin(t*a)/r,o=Math.sin(o*a)/r}const r=o*n;if(s=s*t+u*r,l=l*t+d*r,c=c*t+p*r,h=h*t+f*r,t===1-o){const t=1/Math.sqrt(s*s+l*l+c*c+h*h);s*=t,l*=t,c*=t,h*=t}}t[e]=s,t[e+1]=l,t[e+2]=c,t[e+3]=h}static multiplyQuaternionsFlat(t,e,n,i,r,a){const o=n[i],s=n[i+1],l=n[i+2],c=n[i+3],h=r[a],u=r[a+1],d=r[a+2],p=r[a+3];return t[e]=o*p+c*h+s*d-l*u,t[e+1]=s*p+c*u+l*h-o*d,t[e+2]=l*p+c*d+o*u-s*h,t[e+3]=c*p-o*h-s*u-l*d,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._w=i,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e){if(!t||!t.isEuler)throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");const n=t._x,i=t._y,r=t._z,a=t._order,o=Math.cos,s=Math.sin,l=o(n/2),c=o(i/2),h=o(r/2),u=s(n/2),d=s(i/2),p=s(r/2);switch(a){case"XYZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"YXZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"ZXY":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"ZYX":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"YZX":this._x=u*c*h+l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h-u*d*p;break;case"XZY":this._x=u*c*h-l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h+u*d*p;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+a)}return!1!==e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const n=e/2,i=Math.sin(n);return this._x=t.x*i,this._y=t.y*i,this._z=t.z*i,this._w=Math.cos(n),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,n=e[0],i=e[4],r=e[8],a=e[1],o=e[5],s=e[9],l=e[2],c=e[6],h=e[10],u=n+o+h;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(c-s)*t,this._y=(r-l)*t,this._z=(a-i)*t}else if(n>o&&n>h){const t=2*Math.sqrt(1+n-o-h);this._w=(c-s)/t,this._x=.25*t,this._y=(i+a)/t,this._z=(r+l)/t}else if(o>h){const t=2*Math.sqrt(1+o-n-h);this._w=(r-l)/t,this._x=(i+a)/t,this._y=.25*t,this._z=(s+c)/t}else{const t=2*Math.sqrt(1+h-n-o);this._w=(a-i)/t,this._x=(r+l)/t,this._y=(s+c)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let n=t.dot(e)+1;return nMath.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=n):(this._x=0,this._y=-t.z,this._z=t.y,this._w=n)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=n),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(z.clamp(this.dot(t),-1,1)))}rotateTowards(t,e){const n=this.angleTo(t);if(0===n)return this;const i=Math.min(1,e/n);return this.slerp(t,i),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t,e){return void 0!==e?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(t,e)):this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const n=t._x,i=t._y,r=t._z,a=t._w,o=e._x,s=e._y,l=e._z,c=e._w;return this._x=n*c+a*o+i*l-r*s,this._y=i*c+a*s+r*o-n*l,this._z=r*c+a*l+n*s-i*o,this._w=a*c-n*o-i*s-r*l,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const n=this._x,i=this._y,r=this._z,a=this._w;let o=a*t._w+n*t._x+i*t._y+r*t._z;if(o<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,o=-o):this.copy(t),o>=1)return this._w=a,this._x=n,this._y=i,this._z=r,this;const s=1-o*o;if(s<=Number.EPSILON){const t=1-e;return this._w=t*a+e*this._w,this._x=t*n+e*this._x,this._y=t*i+e*this._y,this._z=t*r+e*this._z,this.normalize(),this._onChangeCallback(),this}const l=Math.sqrt(s),c=Math.atan2(l,o),h=Math.sin((1-e)*c)/l,u=Math.sin(e*c)/l;return this._w=a*h+this._w*u,this._x=n*h+this._x*u,this._y=i*h+this._y*u,this._z=r*h+this._z*u,this._onChangeCallback(),this}slerpQuaternions(t,e,n){this.copy(t).slerp(e,n)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t}fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}}q.prototype.isQuaternion=!0;class X{constructor(t=0,e=0,n=0){this.x=t,this.y=e,this.z=n}set(t,e,n){return void 0===n&&(n=this.z),this.x=t,this.y=e,this.z=n,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this.z+=t.z,this)}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this.z-=t.z,this)}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this}multiply(t,e){return void 0!==e?(console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(t,e)):(this.x*=t.x,this.y*=t.y,this.z*=t.z,this)}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this}multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this}applyEuler(t){return t&&t.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."),this.applyQuaternion(Z.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(Z.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[3]*n+r[6]*i,this.y=r[1]*e+r[4]*n+r[7]*i,this.z=r[2]*e+r[5]*n+r[8]*i,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=t.elements,a=1/(r[3]*e+r[7]*n+r[11]*i+r[15]);return this.x=(r[0]*e+r[4]*n+r[8]*i+r[12])*a,this.y=(r[1]*e+r[5]*n+r[9]*i+r[13])*a,this.z=(r[2]*e+r[6]*n+r[10]*i+r[14])*a,this}applyQuaternion(t){const e=this.x,n=this.y,i=this.z,r=t.x,a=t.y,o=t.z,s=t.w,l=s*e+a*i-o*n,c=s*n+o*e-r*i,h=s*i+r*n-a*e,u=-r*e-a*n-o*i;return this.x=l*s+u*-r+c*-o-h*-a,this.y=c*s+u*-a+h*-r-l*-o,this.z=h*s+u*-o+l*-a-c*-r,this}project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}transformDirection(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[4]*n+r[8]*i,this.y=r[1]*e+r[5]*n+r[9]*i,this.z=r[2]*e+r[6]*n+r[10]*i,this.normalize()}divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this}divideScalar(t){return this.multiplyScalar(1/t)}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this}clampLength(t,e){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this}lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this.z=t.z+(e.z-t.z)*n,this}cross(t,e){return void 0!==e?(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(t,e)):this.crossVectors(this,t)}crossVectors(t,e){const n=t.x,i=t.y,r=t.z,a=e.x,o=e.y,s=e.z;return this.x=i*s-r*o,this.y=r*a-n*s,this.z=n*o-i*a,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const n=t.dot(this)/e;return this.copy(t).multiplyScalar(n)}projectOnPlane(t){return Y.copy(this).projectOnVector(t),this.sub(Y)}reflect(t){return this.sub(Y.copy(t).multiplyScalar(2*this.dot(t)))}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const n=this.dot(t)/e;return Math.acos(z.clamp(n,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y,i=this.z-t.z;return e*e+n*n+i*i}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}setFromSphericalCoords(t,e,n){const i=Math.sin(e)*t;return this.x=i*Math.sin(n),this.y=Math.cos(e)*t,this.z=i*Math.cos(n),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,n){return this.x=t*Math.sin(e),this.y=n,this.z=t*Math.cos(e),this}setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),n=this.setFromMatrixColumn(t,1).length(),i=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=n,this.z=i,this}setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)}setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t}fromBufferAttribute(t,e,n){return void 0!==n&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."),this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}}X.prototype.isVector3=!0;const Y=new X,Z=new q;class J{constructor(t=new X(1/0,1/0,1/0),e=new X(-1/0,-1/0,-1/0)){this.min=t,this.max=e}set(t,e){return this.min.copy(t),this.max.copy(e),this}setFromArray(t){let e=1/0,n=1/0,i=1/0,r=-1/0,a=-1/0,o=-1/0;for(let s=0,l=t.length;sr&&(r=l),c>a&&(a=c),h>o&&(o=h)}return this.min.set(e,n,i),this.max.set(r,a,o),this}setFromBufferAttribute(t){let e=1/0,n=1/0,i=1/0,r=-1/0,a=-1/0,o=-1/0;for(let s=0,l=t.count;sr&&(r=l),c>a&&(a=c),h>o&&(o=h)}return this.min.set(e,n,i),this.max.set(r,a,o),this}setFromPoints(t){this.makeEmpty();for(let e=0,n=t.length;ethis.max.x||t.ythis.max.y||t.zthis.max.z)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}getParameter(t,e){return void 0===e&&(console.warn("THREE.Box3: .getParameter() target is now required"),e=new X),e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)}intersectsSphere(t){return this.clampPoint(t.center,K),K.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,n;return t.normal.x>0?(e=t.normal.x*this.min.x,n=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,n=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,n+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,n+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,n+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,n+=t.normal.z*this.min.z),e<=-t.constant&&n>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(ot),st.subVectors(this.max,ot),tt.subVectors(t.a,ot),et.subVectors(t.b,ot),nt.subVectors(t.c,ot),it.subVectors(et,tt),rt.subVectors(nt,et),at.subVectors(tt,nt);let e=[0,-it.z,it.y,0,-rt.z,rt.y,0,-at.z,at.y,it.z,0,-it.x,rt.z,0,-rt.x,at.z,0,-at.x,-it.y,it.x,0,-rt.y,rt.x,0,-at.y,at.x,0];return!!ht(e,tt,et,nt,st)&&(e=[1,0,0,0,1,0,0,0,1],!!ht(e,tt,et,nt,st)&&(lt.crossVectors(it,rt),e=[lt.x,lt.y,lt.z],ht(e,tt,et,nt,st)))}clampPoint(t,e){return void 0===e&&(console.warn("THREE.Box3: .clampPoint() target is now required"),e=new X),e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return K.copy(t).clamp(this.min,this.max).sub(t).length()}getBoundingSphere(t){return void 0===t&&console.error("THREE.Box3: .getBoundingSphere() target is now required"),this.getCenter(t.center),t.radius=.5*this.getSize(K).length(),t}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}applyMatrix4(t){return this.isEmpty()||(Q[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),Q[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),Q[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),Q[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),Q[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),Q[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),Q[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),Q[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(Q)),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}J.prototype.isBox3=!0;const Q=[new X,new X,new X,new X,new X,new X,new X,new X],K=new X,$=new J,tt=new X,et=new X,nt=new X,it=new X,rt=new X,at=new X,ot=new X,st=new X,lt=new X,ct=new X;function ht(t,e,n,i,r){for(let a=0,o=t.length-3;a<=o;a+=3){ct.fromArray(t,a);const o=r.x*Math.abs(ct.x)+r.y*Math.abs(ct.y)+r.z*Math.abs(ct.z),s=e.dot(ct),l=n.dot(ct),c=i.dot(ct);if(Math.max(-Math.max(s,l,c),Math.min(s,l,c))>o)return!1}return!0}const ut=new J,dt=new X,pt=new X,ft=new X;class mt{constructor(t=new X,e=-1){this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const n=this.center;void 0!==e?n.copy(e):ut.setFromPoints(t).getCenter(n);let i=0;for(let e=0,r=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return void 0===t&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),t=new J),this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}expandByPoint(t){ft.subVectors(t,this.center);const e=ft.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),n=.5*(t-this.radius);this.center.add(ft.multiplyScalar(n/t)),this.radius+=n}return this}union(t){return pt.subVectors(t.center,this.center).normalize().multiplyScalar(t.radius),this.expandByPoint(dt.copy(t.center).add(pt)),this.expandByPoint(dt.copy(t.center).sub(pt)),this}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const gt=new X,vt=new X,xt=new X,yt=new X,_t=new X,bt=new X,Mt=new X;class wt{constructor(t=new X,e=new X(0,0,-1)){this.origin=t,this.direction=e}set(t,e){return this.origin.copy(t),this.direction.copy(e),this}copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this}at(t,e){return void 0===e&&(console.warn("THREE.Ray: .at() target is now required"),e=new X),e.copy(this.direction).multiplyScalar(t).add(this.origin)}lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this}recast(t){return this.origin.copy(this.at(t,gt)),this}closestPointToPoint(t,e){void 0===e&&(console.warn("THREE.Ray: .closestPointToPoint() target is now required"),e=new X),e.subVectors(t,this.origin);const n=e.dot(this.direction);return n<0?e.copy(this.origin):e.copy(this.direction).multiplyScalar(n).add(this.origin)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=gt.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(gt.copy(this.direction).multiplyScalar(e).add(this.origin),gt.distanceToSquared(t))}distanceSqToSegment(t,e,n,i){vt.copy(t).add(e).multiplyScalar(.5),xt.copy(e).sub(t).normalize(),yt.copy(this.origin).sub(vt);const r=.5*t.distanceTo(e),a=-this.direction.dot(xt),o=yt.dot(this.direction),s=-yt.dot(xt),l=yt.lengthSq(),c=Math.abs(1-a*a);let h,u,d,p;if(c>0)if(h=a*s-o,u=a*o-s,p=r*c,h>=0)if(u>=-p)if(u<=p){const t=1/c;h*=t,u*=t,d=h*(h+a*u+2*o)+u*(a*h+u+2*s)+l}else u=r,h=Math.max(0,-(a*u+o)),d=-h*h+u*(u+2*s)+l;else u=-r,h=Math.max(0,-(a*u+o)),d=-h*h+u*(u+2*s)+l;else u<=-p?(h=Math.max(0,-(-a*r+o)),u=h>0?-r:Math.min(Math.max(-r,-s),r),d=-h*h+u*(u+2*s)+l):u<=p?(h=0,u=Math.min(Math.max(-r,-s),r),d=u*(u+2*s)+l):(h=Math.max(0,-(a*r+o)),u=h>0?r:Math.min(Math.max(-r,-s),r),d=-h*h+u*(u+2*s)+l);else u=a>0?-r:r,h=Math.max(0,-(a*u+o)),d=-h*h+u*(u+2*s)+l;return n&&n.copy(this.direction).multiplyScalar(h).add(this.origin),i&&i.copy(xt).multiplyScalar(u).add(vt),d}intersectSphere(t,e){gt.subVectors(t.center,this.origin);const n=gt.dot(this.direction),i=gt.dot(gt)-n*n,r=t.radius*t.radius;if(i>r)return null;const a=Math.sqrt(r-i),o=n-a,s=n+a;return o<0&&s<0?null:o<0?this.at(s,e):this.at(o,e)}intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const n=-(this.origin.dot(t.normal)+t.constant)/e;return n>=0?n:null}intersectPlane(t,e){const n=this.distanceToPlane(t);return null===n?null:this.at(n,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(0===e)return!0;return t.normal.dot(this.direction)*e<0}intersectBox(t,e){let n,i,r,a,o,s;const l=1/this.direction.x,c=1/this.direction.y,h=1/this.direction.z,u=this.origin;return l>=0?(n=(t.min.x-u.x)*l,i=(t.max.x-u.x)*l):(n=(t.max.x-u.x)*l,i=(t.min.x-u.x)*l),c>=0?(r=(t.min.y-u.y)*c,a=(t.max.y-u.y)*c):(r=(t.max.y-u.y)*c,a=(t.min.y-u.y)*c),n>a||r>i?null:((r>n||n!=n)&&(n=r),(a=0?(o=(t.min.z-u.z)*h,s=(t.max.z-u.z)*h):(o=(t.max.z-u.z)*h,s=(t.min.z-u.z)*h),n>s||o>i?null:((o>n||n!=n)&&(n=o),(s=0?n:i,e)))}intersectsBox(t){return null!==this.intersectBox(t,gt)}intersectTriangle(t,e,n,i,r){_t.subVectors(e,t),bt.subVectors(n,t),Mt.crossVectors(_t,bt);let a,o=this.direction.dot(Mt);if(o>0){if(i)return null;a=1}else{if(!(o<0))return null;a=-1,o=-o}yt.subVectors(this.origin,t);const s=a*this.direction.dot(bt.crossVectors(yt,bt));if(s<0)return null;const l=a*this.direction.dot(_t.cross(yt));if(l<0)return null;if(s+l>o)return null;const c=-a*yt.dot(Mt);return c<0?null:this.at(c/o,r)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class Et{constructor(){this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.")}set(t,e,n,i,r,a,o,s,l,c,h,u,d,p,f,m){const g=this.elements;return g[0]=t,g[4]=e,g[8]=n,g[12]=i,g[1]=r,g[5]=a,g[9]=o,g[13]=s,g[2]=l,g[6]=c,g[10]=h,g[14]=u,g[3]=d,g[7]=p,g[11]=f,g[15]=m,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new Et).fromArray(this.elements)}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],e[9]=n[9],e[10]=n[10],e[11]=n[11],e[12]=n[12],e[13]=n[13],e[14]=n[14],e[15]=n[15],this}copyPosition(t){const e=this.elements,n=t.elements;return e[12]=n[12],e[13]=n[13],e[14]=n[14],this}setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this}extractBasis(t,e,n){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(t,e,n){return this.set(t.x,e.x,n.x,0,t.y,e.y,n.y,0,t.z,e.z,n.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,n=t.elements,i=1/St.setFromMatrixColumn(t,0).length(),r=1/St.setFromMatrixColumn(t,1).length(),a=1/St.setFromMatrixColumn(t,2).length();return e[0]=n[0]*i,e[1]=n[1]*i,e[2]=n[2]*i,e[3]=0,e[4]=n[4]*r,e[5]=n[5]*r,e[6]=n[6]*r,e[7]=0,e[8]=n[8]*a,e[9]=n[9]*a,e[10]=n[10]*a,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){t&&t.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");const e=this.elements,n=t.x,i=t.y,r=t.z,a=Math.cos(n),o=Math.sin(n),s=Math.cos(i),l=Math.sin(i),c=Math.cos(r),h=Math.sin(r);if("XYZ"===t.order){const t=a*c,n=a*h,i=o*c,r=o*h;e[0]=s*c,e[4]=-s*h,e[8]=l,e[1]=n+i*l,e[5]=t-r*l,e[9]=-o*s,e[2]=r-t*l,e[6]=i+n*l,e[10]=a*s}else if("YXZ"===t.order){const t=s*c,n=s*h,i=l*c,r=l*h;e[0]=t+r*o,e[4]=i*o-n,e[8]=a*l,e[1]=a*h,e[5]=a*c,e[9]=-o,e[2]=n*o-i,e[6]=r+t*o,e[10]=a*s}else if("ZXY"===t.order){const t=s*c,n=s*h,i=l*c,r=l*h;e[0]=t-r*o,e[4]=-a*h,e[8]=i+n*o,e[1]=n+i*o,e[5]=a*c,e[9]=r-t*o,e[2]=-a*l,e[6]=o,e[10]=a*s}else if("ZYX"===t.order){const t=a*c,n=a*h,i=o*c,r=o*h;e[0]=s*c,e[4]=i*l-n,e[8]=t*l+r,e[1]=s*h,e[5]=r*l+t,e[9]=n*l-i,e[2]=-l,e[6]=o*s,e[10]=a*s}else if("YZX"===t.order){const t=a*s,n=a*l,i=o*s,r=o*l;e[0]=s*c,e[4]=r-t*h,e[8]=i*h+n,e[1]=h,e[5]=a*c,e[9]=-o*c,e[2]=-l*c,e[6]=n*h+i,e[10]=t-r*h}else if("XZY"===t.order){const t=a*s,n=a*l,i=o*s,r=o*l;e[0]=s*c,e[4]=-h,e[8]=l*c,e[1]=t*h+r,e[5]=a*c,e[9]=n*h-i,e[2]=i*h-n,e[6]=o*c,e[10]=r*h+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(Lt,t,At)}lookAt(t,e,n){const i=this.elements;return Ct.subVectors(t,e),0===Ct.lengthSq()&&(Ct.z=1),Ct.normalize(),Rt.crossVectors(n,Ct),0===Rt.lengthSq()&&(1===Math.abs(n.z)?Ct.x+=1e-4:Ct.z+=1e-4,Ct.normalize(),Rt.crossVectors(n,Ct)),Rt.normalize(),Pt.crossVectors(Ct,Rt),i[0]=Rt.x,i[4]=Pt.x,i[8]=Ct.x,i[1]=Rt.y,i[5]=Pt.y,i[9]=Ct.y,i[2]=Rt.z,i[6]=Pt.z,i[10]=Ct.z,this}multiply(t,e){return void 0!==e?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(t,e)):this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,a=n[0],o=n[4],s=n[8],l=n[12],c=n[1],h=n[5],u=n[9],d=n[13],p=n[2],f=n[6],m=n[10],g=n[14],v=n[3],x=n[7],y=n[11],_=n[15],b=i[0],M=i[4],w=i[8],E=i[12],S=i[1],T=i[5],L=i[9],A=i[13],R=i[2],P=i[6],C=i[10],D=i[14],I=i[3],N=i[7],O=i[11],z=i[15];return r[0]=a*b+o*S+s*R+l*I,r[4]=a*M+o*T+s*P+l*N,r[8]=a*w+o*L+s*C+l*O,r[12]=a*E+o*A+s*D+l*z,r[1]=c*b+h*S+u*R+d*I,r[5]=c*M+h*T+u*P+d*N,r[9]=c*w+h*L+u*C+d*O,r[13]=c*E+h*A+u*D+d*z,r[2]=p*b+f*S+m*R+g*I,r[6]=p*M+f*T+m*P+g*N,r[10]=p*w+f*L+m*C+g*O,r[14]=p*E+f*A+m*D+g*z,r[3]=v*b+x*S+y*R+_*I,r[7]=v*M+x*T+y*P+_*N,r[11]=v*w+x*L+y*C+_*O,r[15]=v*E+x*A+y*D+_*z,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[4],i=t[8],r=t[12],a=t[1],o=t[5],s=t[9],l=t[13],c=t[2],h=t[6],u=t[10],d=t[14];return t[3]*(+r*s*h-i*l*h-r*o*u+n*l*u+i*o*d-n*s*d)+t[7]*(+e*s*d-e*l*u+r*a*u-i*a*d+i*l*c-r*s*c)+t[11]*(+e*l*h-e*o*d-r*a*h+n*a*d+r*o*c-n*l*c)+t[15]*(-i*o*c-e*s*h+e*o*u+i*a*h-n*a*u+n*s*c)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,n){const i=this.elements;return t.isVector3?(i[12]=t.x,i[13]=t.y,i[14]=t.z):(i[12]=t,i[13]=e,i[14]=n),this}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],a=t[4],o=t[5],s=t[6],l=t[7],c=t[8],h=t[9],u=t[10],d=t[11],p=t[12],f=t[13],m=t[14],g=t[15],v=h*m*l-f*u*l+f*s*d-o*m*d-h*s*g+o*u*g,x=p*u*l-c*m*l-p*s*d+a*m*d+c*s*g-a*u*g,y=c*f*l-p*h*l+p*o*d-a*f*d-c*o*g+a*h*g,_=p*h*s-c*f*s-p*o*u+a*f*u+c*o*m-a*h*m,b=e*v+n*x+i*y+r*_;if(0===b)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const M=1/b;return t[0]=v*M,t[1]=(f*u*r-h*m*r-f*i*d+n*m*d+h*i*g-n*u*g)*M,t[2]=(o*m*r-f*s*r+f*i*l-n*m*l-o*i*g+n*s*g)*M,t[3]=(h*s*r-o*u*r-h*i*l+n*u*l+o*i*d-n*s*d)*M,t[4]=x*M,t[5]=(c*m*r-p*u*r+p*i*d-e*m*d-c*i*g+e*u*g)*M,t[6]=(p*s*r-a*m*r-p*i*l+e*m*l+a*i*g-e*s*g)*M,t[7]=(a*u*r-c*s*r+c*i*l-e*u*l-a*i*d+e*s*d)*M,t[8]=y*M,t[9]=(p*h*r-c*f*r-p*n*d+e*f*d+c*n*g-e*h*g)*M,t[10]=(a*f*r-p*o*r+p*n*l-e*f*l-a*n*g+e*o*g)*M,t[11]=(c*o*r-a*h*r-c*n*l+e*h*l+a*n*d-e*o*d)*M,t[12]=_*M,t[13]=(c*f*i-p*h*i+p*n*u-e*f*u-c*n*m+e*h*m)*M,t[14]=(p*o*i-a*f*i-p*n*s+e*f*s+a*n*m-e*o*m)*M,t[15]=(a*h*i-c*o*i+c*n*s-e*h*s-a*n*u+e*o*u)*M,this}scale(t){const e=this.elements,n=t.x,i=t.y,r=t.z;return e[0]*=n,e[4]*=i,e[8]*=r,e[1]*=n,e[5]*=i,e[9]*=r,e[2]*=n,e[6]*=i,e[10]*=r,e[3]*=n,e[7]*=i,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],n=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],i=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,n,i))}makeTranslation(t,e,n){return this.set(1,0,0,t,0,1,0,e,0,0,1,n,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),n=Math.sin(t);return this.set(1,0,0,0,0,e,-n,0,0,n,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,0,n,0,0,1,0,0,-n,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,-n,0,0,n,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const n=Math.cos(e),i=Math.sin(e),r=1-n,a=t.x,o=t.y,s=t.z,l=r*a,c=r*o;return this.set(l*a+n,l*o-i*s,l*s+i*o,0,l*o+i*s,c*o+n,c*s-i*a,0,l*s-i*o,c*s+i*a,r*s*s+n,0,0,0,0,1),this}makeScale(t,e,n){return this.set(t,0,0,0,0,e,0,0,0,0,n,0,0,0,0,1),this}makeShear(t,e,n){return this.set(1,e,n,0,t,1,n,0,t,e,1,0,0,0,0,1),this}compose(t,e,n){const i=this.elements,r=e._x,a=e._y,o=e._z,s=e._w,l=r+r,c=a+a,h=o+o,u=r*l,d=r*c,p=r*h,f=a*c,m=a*h,g=o*h,v=s*l,x=s*c,y=s*h,_=n.x,b=n.y,M=n.z;return i[0]=(1-(f+g))*_,i[1]=(d+y)*_,i[2]=(p-x)*_,i[3]=0,i[4]=(d-y)*b,i[5]=(1-(u+g))*b,i[6]=(m+v)*b,i[7]=0,i[8]=(p+x)*M,i[9]=(m-v)*M,i[10]=(1-(u+f))*M,i[11]=0,i[12]=t.x,i[13]=t.y,i[14]=t.z,i[15]=1,this}decompose(t,e,n){const i=this.elements;let r=St.set(i[0],i[1],i[2]).length();const a=St.set(i[4],i[5],i[6]).length(),o=St.set(i[8],i[9],i[10]).length();this.determinant()<0&&(r=-r),t.x=i[12],t.y=i[13],t.z=i[14],Tt.copy(this);const s=1/r,l=1/a,c=1/o;return Tt.elements[0]*=s,Tt.elements[1]*=s,Tt.elements[2]*=s,Tt.elements[4]*=l,Tt.elements[5]*=l,Tt.elements[6]*=l,Tt.elements[8]*=c,Tt.elements[9]*=c,Tt.elements[10]*=c,e.setFromRotationMatrix(Tt),n.x=r,n.y=a,n.z=o,this}makePerspective(t,e,n,i,r,a){void 0===a&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");const o=this.elements,s=2*r/(e-t),l=2*r/(n-i),c=(e+t)/(e-t),h=(n+i)/(n-i),u=-(a+r)/(a-r),d=-2*a*r/(a-r);return o[0]=s,o[4]=0,o[8]=c,o[12]=0,o[1]=0,o[5]=l,o[9]=h,o[13]=0,o[2]=0,o[6]=0,o[10]=u,o[14]=d,o[3]=0,o[7]=0,o[11]=-1,o[15]=0,this}makeOrthographic(t,e,n,i,r,a){const o=this.elements,s=1/(e-t),l=1/(n-i),c=1/(a-r),h=(e+t)*s,u=(n+i)*l,d=(a+r)*c;return o[0]=2*s,o[4]=0,o[8]=0,o[12]=-h,o[1]=0,o[5]=2*l,o[9]=0,o[13]=-u,o[2]=0,o[6]=0,o[10]=-2*c,o[14]=-d,o[3]=0,o[7]=0,o[11]=0,o[15]=1,this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<16;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<16;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t[e+9]=n[9],t[e+10]=n[10],t[e+11]=n[11],t[e+12]=n[12],t[e+13]=n[13],t[e+14]=n[14],t[e+15]=n[15],t}}Et.prototype.isMatrix4=!0;const St=new X,Tt=new Et,Lt=new X(0,0,0),At=new X(1,1,1),Rt=new X,Pt=new X,Ct=new X,Dt=new Et,It=new q;class Nt{constructor(t=0,e=0,n=0,i=Nt.DefaultOrder){this._x=t,this._y=e,this._z=n,this._order=i}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get order(){return this._order}set order(t){this._order=t,this._onChangeCallback()}set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._order=i||this._order,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this}setFromRotationMatrix(t,e,n){const i=z.clamp,r=t.elements,a=r[0],o=r[4],s=r[8],l=r[1],c=r[5],h=r[9],u=r[2],d=r[6],p=r[10];switch(e=e||this._order){case"XYZ":this._y=Math.asin(i(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(-h,p),this._z=Math.atan2(-o,a)):(this._x=Math.atan2(d,c),this._z=0);break;case"YXZ":this._x=Math.asin(-i(h,-1,1)),Math.abs(h)<.9999999?(this._y=Math.atan2(s,p),this._z=Math.atan2(l,c)):(this._y=Math.atan2(-u,a),this._z=0);break;case"ZXY":this._x=Math.asin(i(d,-1,1)),Math.abs(d)<.9999999?(this._y=Math.atan2(-u,p),this._z=Math.atan2(-o,c)):(this._y=0,this._z=Math.atan2(l,a));break;case"ZYX":this._y=Math.asin(-i(u,-1,1)),Math.abs(u)<.9999999?(this._x=Math.atan2(d,p),this._z=Math.atan2(l,a)):(this._x=0,this._z=Math.atan2(-o,c));break;case"YZX":this._z=Math.asin(i(l,-1,1)),Math.abs(l)<.9999999?(this._x=Math.atan2(-h,c),this._y=Math.atan2(-u,a)):(this._x=0,this._y=Math.atan2(s,p));break;case"XZY":this._z=Math.asin(-i(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(d,c),this._y=Math.atan2(s,a)):(this._x=Math.atan2(-h,p),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!1!==n&&this._onChangeCallback(),this}setFromQuaternion(t,e,n){return Dt.makeRotationFromQuaternion(t),this.setFromRotationMatrix(Dt,e,n)}setFromVector3(t,e){return this.set(t.x,t.y,t.z,e||this._order)}reorder(t){return It.setFromEuler(this),this.setFromQuaternion(It,t)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t}toVector3(t){return t?t.set(this._x,this._y,this._z):new X(this._x,this._y,this._z)}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}}Nt.prototype.isEuler=!0,Nt.DefaultOrder="XYZ",Nt.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"];class Ot{constructor(){this.mask=1}set(t){this.mask=1<1){for(let t=0;t1){for(let t=0;t0){i.children=[];for(let e=0;e0){i.animations=[];for(let e=0;e0&&(n.geometries=e),i.length>0&&(n.materials=i),r.length>0&&(n.textures=r),o.length>0&&(n.images=o),s.length>0&&(n.shapes=s),l.length>0&&(n.skeletons=l),c.length>0&&(n.animations=c)}return n.object=i,n;function a(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}},clone:function(t){return(new this.constructor).copy(this,t)},copy:function(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e1?null:e.copy(n).multiplyScalar(r).add(t.start)}intersectsLine(t){const e=this.distanceToPoint(t.start),n=this.distanceToPoint(t.end);return e<0&&n>0||n<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return void 0===t&&(console.warn("THREE.Plane: .coplanarPoint() target is now required"),t=new X),t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const n=e||Kt.getNormalMatrix(t),i=this.coplanarPoint(Jt).applyMatrix4(t),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.dot(r),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}clone(){return(new this.constructor).copy(this)}}$t.prototype.isPlane=!0;const te=new X,ee=new X,ne=new X,ie=new X,re=new X,ae=new X,oe=new X,se=new X,le=new X,ce=new X;class he{constructor(t=new X,e=new X,n=new X){this.a=t,this.b=e,this.c=n}static getNormal(t,e,n,i){void 0===i&&(console.warn("THREE.Triangle: .getNormal() target is now required"),i=new X),i.subVectors(n,e),te.subVectors(t,e),i.cross(te);const r=i.lengthSq();return r>0?i.multiplyScalar(1/Math.sqrt(r)):i.set(0,0,0)}static getBarycoord(t,e,n,i,r){te.subVectors(i,e),ee.subVectors(n,e),ne.subVectors(t,e);const a=te.dot(te),o=te.dot(ee),s=te.dot(ne),l=ee.dot(ee),c=ee.dot(ne),h=a*l-o*o;if(void 0===r&&(console.warn("THREE.Triangle: .getBarycoord() target is now required"),r=new X),0===h)return r.set(-2,-1,-1);const u=1/h,d=(l*s-o*c)*u,p=(a*c-o*s)*u;return r.set(1-d-p,p,d)}static containsPoint(t,e,n,i){return this.getBarycoord(t,e,n,i,ie),ie.x>=0&&ie.y>=0&&ie.x+ie.y<=1}static getUV(t,e,n,i,r,a,o,s){return this.getBarycoord(t,e,n,i,ie),s.set(0,0),s.addScaledVector(r,ie.x),s.addScaledVector(a,ie.y),s.addScaledVector(o,ie.z),s}static isFrontFacing(t,e,n,i){return te.subVectors(n,e),ee.subVectors(t,e),te.cross(ee).dot(i)<0}set(t,e,n){return this.a.copy(t),this.b.copy(e),this.c.copy(n),this}setFromPointsAndIndices(t,e,n,i){return this.a.copy(t[e]),this.b.copy(t[n]),this.c.copy(t[i]),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this}getArea(){return te.subVectors(this.c,this.b),ee.subVectors(this.a,this.b),.5*te.cross(ee).length()}getMidpoint(t){return void 0===t&&(console.warn("THREE.Triangle: .getMidpoint() target is now required"),t=new X),t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return he.getNormal(this.a,this.b,this.c,t)}getPlane(t){return void 0===t&&(console.warn("THREE.Triangle: .getPlane() target is now required"),t=new $t),t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return he.getBarycoord(t,this.a,this.b,this.c,e)}getUV(t,e,n,i,r){return he.getUV(t,this.a,this.b,this.c,e,n,i,r)}containsPoint(t){return he.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return he.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){void 0===e&&(console.warn("THREE.Triangle: .closestPointToPoint() target is now required"),e=new X);const n=this.a,i=this.b,r=this.c;let a,o;re.subVectors(i,n),ae.subVectors(r,n),se.subVectors(t,n);const s=re.dot(se),l=ae.dot(se);if(s<=0&&l<=0)return e.copy(n);le.subVectors(t,i);const c=re.dot(le),h=ae.dot(le);if(c>=0&&h<=c)return e.copy(i);const u=s*h-c*l;if(u<=0&&s>=0&&c<=0)return a=s/(s-c),e.copy(n).addScaledVector(re,a);ce.subVectors(t,r);const d=re.dot(ce),p=ae.dot(ce);if(p>=0&&d<=p)return e.copy(r);const f=d*l-s*p;if(f<=0&&l>=0&&p<=0)return o=l/(l-p),e.copy(n).addScaledVector(ae,o);const m=c*p-d*h;if(m<=0&&h-c>=0&&d-p>=0)return oe.subVectors(r,i),o=(h-c)/(h-c+(d-p)),e.copy(i).addScaledVector(oe,o);const g=1/(m+f+u);return a=f*g,o=u*g,e.copy(n).addScaledVector(re,a).addScaledVector(ae,o)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}let ue=0;function de(){Object.defineProperty(this,"id",{value:ue++}),this.uuid=z.generateUUID(),this.name="",this.type="Material",this.fog=!0,this.blending=1,this.side=0,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=u,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=R,this.stencilZFail=R,this.stencilZPass=R,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaTest=0,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0}de.prototype=Object.assign(Object.create(I.prototype),{constructor:de,isMaterial:!0,onBeforeCompile:function(){},customProgramCacheKey:function(){return this.onBeforeCompile.toString()},setValues:function(t){if(void 0!==t)for(const e in t){const n=t[e];if(void 0===n){console.warn("THREE.Material: '"+e+"' parameter is undefined.");continue}if("shading"===e){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=1===n;continue}const i=this[e];void 0!==i?i&&i.isColor?i.set(n):i&&i.isVector3&&n&&n.isVector3?i.copy(n):this[e]=n:console.warn("THREE."+this.type+": '"+e+"' is not a property of this material.")}},toJSON:function(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const n={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function i(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}if(n.uuid=this.uuid,n.type=this.type,""!==this.name&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),void 0!==this.roughness&&(n.roughness=this.roughness),void 0!==this.metalness&&(n.metalness=this.metalness),this.sheen&&this.sheen.isColor&&(n.sheen=this.sheen.getHex()),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(n.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),void 0!==this.shininess&&(n.shininess=this.shininess),void 0!==this.clearcoat&&(n.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(n.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(t).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(t).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(t).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(t).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(t).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(t).uuid,n.reflectivity=this.reflectivity,n.refractionRatio=this.refractionRatio,void 0!==this.combine&&(n.combine=this.combine),void 0!==this.envMapIntensity&&(n.envMapIntensity=this.envMapIntensity)),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.size&&(n.size=this.size),null!==this.shadowSide&&(n.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(n.sizeAttenuation=this.sizeAttenuation),1!==this.blending&&(n.blending=this.blending),0!==this.side&&(n.side=this.side),this.vertexColors&&(n.vertexColors=!0),this.opacity<1&&(n.opacity=this.opacity),!0===this.transparent&&(n.transparent=this.transparent),n.depthFunc=this.depthFunc,n.depthTest=this.depthTest,n.depthWrite=this.depthWrite,n.colorWrite=this.colorWrite,n.stencilWrite=this.stencilWrite,n.stencilWriteMask=this.stencilWriteMask,n.stencilFunc=this.stencilFunc,n.stencilRef=this.stencilRef,n.stencilFuncMask=this.stencilFuncMask,n.stencilFail=this.stencilFail,n.stencilZFail=this.stencilZFail,n.stencilZPass=this.stencilZPass,this.rotation&&0!==this.rotation&&(n.rotation=this.rotation),!0===this.polygonOffset&&(n.polygonOffset=!0),0!==this.polygonOffsetFactor&&(n.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(n.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth&&1!==this.linewidth&&(n.linewidth=this.linewidth),void 0!==this.dashSize&&(n.dashSize=this.dashSize),void 0!==this.gapSize&&(n.gapSize=this.gapSize),void 0!==this.scale&&(n.scale=this.scale),!0===this.dithering&&(n.dithering=!0),this.alphaTest>0&&(n.alphaTest=this.alphaTest),!0===this.alphaToCoverage&&(n.alphaToCoverage=this.alphaToCoverage),!0===this.premultipliedAlpha&&(n.premultipliedAlpha=this.premultipliedAlpha),!0===this.wireframe&&(n.wireframe=this.wireframe),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(n.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(n.wireframeLinejoin=this.wireframeLinejoin),!0===this.morphTargets&&(n.morphTargets=!0),!0===this.morphNormals&&(n.morphNormals=!0),!0===this.skinning&&(n.skinning=!0),!0===this.flatShading&&(n.flatShading=this.flatShading),!1===this.visible&&(n.visible=!1),!1===this.toneMapped&&(n.toneMapped=!1),"{}"!==JSON.stringify(this.userData)&&(n.userData=this.userData),e){const e=i(t.textures),r=i(t.images);e.length>0&&(n.textures=e),r.length>0&&(n.images=r)}return n},clone:function(){return(new this.constructor).copy(this)},copy:function(t){this.name=t.name,this.fog=t.fog,this.blending=t.blending,this.side=t.side,this.vertexColors=t.vertexColors,this.opacity=t.opacity,this.transparent=t.transparent,this.blendSrc=t.blendSrc,this.blendDst=t.blendDst,this.blendEquation=t.blendEquation,this.blendSrcAlpha=t.blendSrcAlpha,this.blendDstAlpha=t.blendDstAlpha,this.blendEquationAlpha=t.blendEquationAlpha,this.depthFunc=t.depthFunc,this.depthTest=t.depthTest,this.depthWrite=t.depthWrite,this.stencilWriteMask=t.stencilWriteMask,this.stencilFunc=t.stencilFunc,this.stencilRef=t.stencilRef,this.stencilFuncMask=t.stencilFuncMask,this.stencilFail=t.stencilFail,this.stencilZFail=t.stencilZFail,this.stencilZPass=t.stencilZPass,this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let n=null;if(null!==e){const t=e.length;n=new Array(t);for(let i=0;i!==t;++i)n[i]=e[i].clone()}return this.clippingPlanes=n,this.clipIntersection=t.clipIntersection,this.clipShadows=t.clipShadows,this.shadowSide=t.shadowSide,this.colorWrite=t.colorWrite,this.precision=t.precision,this.polygonOffset=t.polygonOffset,this.polygonOffsetFactor=t.polygonOffsetFactor,this.polygonOffsetUnits=t.polygonOffsetUnits,this.dithering=t.dithering,this.alphaTest=t.alphaTest,this.alphaToCoverage=t.alphaToCoverage,this.premultipliedAlpha=t.premultipliedAlpha,this.visible=t.visible,this.toneMapped=t.toneMapped,this.userData=JSON.parse(JSON.stringify(t.userData)),this},dispose:function(){this.dispatchEvent({type:"dispose"})}}),Object.defineProperty(de.prototype,"needsUpdate",{set:function(t){!0===t&&this.version++}});const pe={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},fe={h:0,s:0,l:0},me={h:0,s:0,l:0};function ge(t,e,n){return n<0&&(n+=1),n>1&&(n-=1),n<1/6?t+6*(e-t)*n:n<.5?e:n<2/3?t+6*(e-t)*(2/3-n):t}function ve(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function xe(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}class ye{constructor(t,e,n){return void 0===e&&void 0===n?this.set(t):this.setRGB(t,e,n)}set(t){return t&&t.isColor?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,this}setRGB(t,e,n){return this.r=t,this.g=e,this.b=n,this}setHSL(t,e,n){if(t=z.euclideanModulo(t,1),e=z.clamp(e,0,1),n=z.clamp(n,0,1),0===e)this.r=this.g=this.b=n;else{const i=n<=.5?n*(1+e):n+e-n*e,r=2*n-i;this.r=ge(r,i,t+1/3),this.g=ge(r,i,t),this.b=ge(r,i,t-1/3)}return this}setStyle(t){function e(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")}let n;if(n=/^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(t)){let t;const i=n[1],r=n[2];switch(i){case"rgb":case"rgba":if(t=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r))return this.r=Math.min(255,parseInt(t[1],10))/255,this.g=Math.min(255,parseInt(t[2],10))/255,this.b=Math.min(255,parseInt(t[3],10))/255,e(t[4]),this;if(t=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r))return this.r=Math.min(100,parseInt(t[1],10))/100,this.g=Math.min(100,parseInt(t[2],10))/100,this.b=Math.min(100,parseInt(t[3],10))/100,e(t[4]),this;break;case"hsl":case"hsla":if(t=/^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r)){const n=parseFloat(t[1])/360,i=parseInt(t[2],10)/100,r=parseInt(t[3],10)/100;return e(t[4]),this.setHSL(n,i,r)}}}else if(n=/^\#([A-Fa-f\d]+)$/.exec(t)){const t=n[1],e=t.length;if(3===e)return this.r=parseInt(t.charAt(0)+t.charAt(0),16)/255,this.g=parseInt(t.charAt(1)+t.charAt(1),16)/255,this.b=parseInt(t.charAt(2)+t.charAt(2),16)/255,this;if(6===e)return this.r=parseInt(t.charAt(0)+t.charAt(1),16)/255,this.g=parseInt(t.charAt(2)+t.charAt(3),16)/255,this.b=parseInt(t.charAt(4)+t.charAt(5),16)/255,this}return t&&t.length>0?this.setColorName(t):this}setColorName(t){const e=pe[t];return void 0!==e?this.setHex(e):console.warn("THREE.Color: Unknown color "+t),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(t){return this.r=t.r,this.g=t.g,this.b=t.b,this}copyGammaToLinear(t,e=2){return this.r=Math.pow(t.r,e),this.g=Math.pow(t.g,e),this.b=Math.pow(t.b,e),this}copyLinearToGamma(t,e=2){const n=e>0?1/e:1;return this.r=Math.pow(t.r,n),this.g=Math.pow(t.g,n),this.b=Math.pow(t.b,n),this}convertGammaToLinear(t){return this.copyGammaToLinear(this,t),this}convertLinearToGamma(t){return this.copyLinearToGamma(this,t),this}copySRGBToLinear(t){return this.r=ve(t.r),this.g=ve(t.g),this.b=ve(t.b),this}copyLinearToSRGB(t){return this.r=xe(t.r),this.g=xe(t.g),this.b=xe(t.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(){return 255*this.r<<16^255*this.g<<8^255*this.b<<0}getHexString(){return("000000"+this.getHex().toString(16)).slice(-6)}getHSL(t){void 0===t&&(console.warn("THREE.Color: .getHSL() target is now required"),t={h:0,s:0,l:0});const e=this.r,n=this.g,i=this.b,r=Math.max(e,n,i),a=Math.min(e,n,i);let o,s;const l=(a+r)/2;if(a===r)o=0,s=0;else{const t=r-a;switch(s=l<=.5?t/(r+a):t/(2-r-a),r){case e:o=(n-i)/t+(ne&&(e=t[n]);return e}Object.defineProperty(we.prototype,"needsUpdate",{set:function(t){!0===t&&this.version++}}),Object.assign(we.prototype,{isBufferAttribute:!0,onUploadCallback:function(){},setUsage:function(t){return this.usage=t,this},copy:function(t){return this.name=t.name,this.array=new t.array.constructor(t.array),this.itemSize=t.itemSize,this.count=t.count,this.normalized=t.normalized,this.usage=t.usage,this},copyAt:function(t,e,n){t*=this.itemSize,n*=e.itemSize;for(let i=0,r=this.itemSize;i65535?Pe:Ae)(t,1):this.index=t,this},getAttribute:function(t){return this.attributes[t]},setAttribute:function(t,e){return this.attributes[t]=e,this},deleteAttribute:function(t){return delete this.attributes[t],this},hasAttribute:function(t){return void 0!==this.attributes[t]},addGroup:function(t,e,n=0){this.groups.push({start:t,count:e,materialIndex:n})},clearGroups:function(){this.groups=[]},setDrawRange:function(t,e){this.drawRange.start=t,this.drawRange.count=e},applyMatrix4:function(t){const e=this.attributes.position;void 0!==e&&(e.applyMatrix4(t),e.needsUpdate=!0);const n=this.attributes.normal;if(void 0!==n){const e=(new H).getNormalMatrix(t);n.applyNormalMatrix(e),n.needsUpdate=!0}const i=this.attributes.tangent;return void 0!==i&&(i.transformDirection(t),i.needsUpdate=!0),null!==this.boundingBox&&this.computeBoundingBox(),null!==this.boundingSphere&&this.computeBoundingSphere(),this},rotateX:function(t){return ze.makeRotationX(t),this.applyMatrix4(ze),this},rotateY:function(t){return ze.makeRotationY(t),this.applyMatrix4(ze),this},rotateZ:function(t){return ze.makeRotationZ(t),this.applyMatrix4(ze),this},translate:function(t,e,n){return ze.makeTranslation(t,e,n),this.applyMatrix4(ze),this},scale:function(t,e,n){return ze.makeScale(t,e,n),this.applyMatrix4(ze),this},lookAt:function(t){return Ue.lookAt(t),Ue.updateMatrix(),this.applyMatrix4(Ue.matrix),this},center:function(){return this.computeBoundingBox(),this.boundingBox.getCenter(He).negate(),this.translate(He.x,He.y,He.z),this},setFromPoints:function(t){const e=[];for(let n=0,i=t.length;n0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const n in e)void 0!==e[n]&&(t[n]=e[n]);return t}t.data={attributes:{}};const e=this.index;null!==e&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const n=this.attributes;for(const e in n){const i=n[e];t.data.attributes[e]=i.toJSON(t.data)}const i={};let r=!1;for(const e in this.morphAttributes){const n=this.morphAttributes[e],a=[];for(let e=0,i=n.length;e0&&(i[e]=a,r=!0)}r&&(t.data.morphAttributes=i,t.data.morphTargetsRelative=this.morphTargetsRelative);const a=this.groups;a.length>0&&(t.data.groups=JSON.parse(JSON.stringify(a)));const o=this.boundingSphere;return null!==o&&(t.data.boundingSphere={center:o.center.toArray(),radius:o.radius}),t},clone:function(){return(new Ve).copy(this)},copy:function(t){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const e={};this.name=t.name;const n=t.index;null!==n&&this.setIndex(n.clone(e));const i=t.attributes;for(const t in i){const n=i[t];this.setAttribute(t,n.clone(e))}const r=t.morphAttributes;for(const t in r){const n=[],i=r[t];for(let t=0,r=i.length;tn.far?null:{distance:c,point:on.clone(),object:t}}(t,e,n,i,qe,Xe,Ye,an);if(p){s&&(en.fromBufferAttribute(s,c),nn.fromBufferAttribute(s,h),rn.fromBufferAttribute(s,u),p.uv=he.getUV(an,qe,Xe,Ye,en,nn,rn,new U)),l&&(en.fromBufferAttribute(l,c),nn.fromBufferAttribute(l,h),rn.fromBufferAttribute(l,u),p.uv2=he.getUV(an,qe,Xe,Ye,en,nn,rn,new U));const t={a:c,b:h,c:u,normal:new X,materialIndex:0};he.getNormal(qe,Xe,Ye,t.normal),p.face=t}return p}sn.prototype=Object.assign(Object.create(Zt.prototype),{constructor:sn,isMesh:!0,copy:function(t){return Zt.prototype.copy.call(this,t),void 0!==t.morphTargetInfluences&&(this.morphTargetInfluences=t.morphTargetInfluences.slice()),void 0!==t.morphTargetDictionary&&(this.morphTargetDictionary=Object.assign({},t.morphTargetDictionary)),this.material=t.material,this.geometry=t.geometry,this},updateMorphTargets:function(){const t=this.geometry;if(t.isBufferGeometry){const e=t.morphAttributes,n=Object.keys(e);if(n.length>0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.")}},raycast:function(t,e){const n=this.geometry,i=this.material,r=this.matrixWorld;if(void 0===i)return;if(null===n.boundingSphere&&n.computeBoundingSphere(),je.copy(n.boundingSphere),je.applyMatrix4(r),!1===t.ray.intersectsSphere(je))return;if(ke.copy(r).invert(),We.copy(t.ray).applyMatrix4(ke),null!==n.boundingBox&&!1===We.intersectsBox(n.boundingBox))return;let a;if(n.isBufferGeometry){const r=n.index,o=n.attributes.position,s=n.morphAttributes.position,l=n.morphTargetsRelative,c=n.attributes.uv,h=n.attributes.uv2,u=n.groups,d=n.drawRange;if(null!==r)if(Array.isArray(i))for(let n=0,p=u.length;n0?1:-1,c.push(L.x,L.y,L.z),h.push(s/m),h.push(1-a/g),S+=1}}for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader;const n={};for(const t in this.extensions)!0===this.extensions[t]&&(n[t]=!0);return Object.keys(n).length>0&&(e.extensions=n),e},fn.prototype=Object.assign(Object.create(Zt.prototype),{constructor:fn,isCamera:!0,copy:function(t,e){return Zt.prototype.copy.call(this,t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this},getWorldDirection:function(t){void 0===t&&(console.warn("THREE.Camera: .getWorldDirection() target is now required"),t=new X),this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(-e[8],-e[9],-e[10]).normalize()},updateMatrixWorld:function(t){Zt.prototype.updateMatrixWorld.call(this,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()},updateWorldMatrix:function(t,e){Zt.prototype.updateWorldMatrix.call(this,t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()},clone:function(){return(new this.constructor).copy(this)}}),mn.prototype=Object.assign(Object.create(fn.prototype),{constructor:mn,isPerspectiveCamera:!0,copy:function(t,e){return fn.prototype.copy.call(this,t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this},setFocalLength:function(t){const e=.5*this.getFilmHeight()/t;this.fov=2*z.RAD2DEG*Math.atan(e),this.updateProjectionMatrix()},getFocalLength:function(){const t=Math.tan(.5*z.DEG2RAD*this.fov);return.5*this.getFilmHeight()/t},getEffectiveFOV:function(){return 2*z.RAD2DEG*Math.atan(Math.tan(.5*z.DEG2RAD*this.fov)/this.zoom)},getFilmWidth:function(){return this.filmGauge*Math.min(this.aspect,1)},getFilmHeight:function(){return this.filmGauge/Math.max(this.aspect,1)},setViewOffset:function(t,e,n,i,r,a){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=n,this.view.offsetY=i,this.view.width=r,this.view.height=a,this.updateProjectionMatrix()},clearViewOffset:function(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()},updateProjectionMatrix:function(){const t=this.near;let e=t*Math.tan(.5*z.DEG2RAD*this.fov)/this.zoom,n=2*e,i=this.aspect*n,r=-.5*i;const a=this.view;if(null!==this.view&&this.view.enabled){const t=a.fullWidth,o=a.fullHeight;r+=a.offsetX*i/t,e-=a.offsetY*n/o,i*=a.width/t,n*=a.height/o}const o=this.filmOffset;0!==o&&(r+=t*o/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+i,e,e-n,t,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()},toJSON:function(t){const e=Zt.prototype.toJSON.call(this,t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}});const gn=90;class vn extends Zt{constructor(t,e,n){if(super(),this.type="CubeCamera",!0!==n.isWebGLCubeRenderTarget)return void console.error("THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.");this.renderTarget=n;const i=new mn(gn,1,t,e);i.layers=this.layers,i.up.set(0,-1,0),i.lookAt(new X(1,0,0)),this.add(i);const r=new mn(gn,1,t,e);r.layers=this.layers,r.up.set(0,-1,0),r.lookAt(new X(-1,0,0)),this.add(r);const a=new mn(gn,1,t,e);a.layers=this.layers,a.up.set(0,0,1),a.lookAt(new X(0,1,0)),this.add(a);const o=new mn(gn,1,t,e);o.layers=this.layers,o.up.set(0,0,-1),o.lookAt(new X(0,-1,0)),this.add(o);const s=new mn(gn,1,t,e);s.layers=this.layers,s.up.set(0,-1,0),s.lookAt(new X(0,0,1)),this.add(s);const l=new mn(gn,1,t,e);l.layers=this.layers,l.up.set(0,-1,0),l.lookAt(new X(0,0,-1)),this.add(l)}update(t,e){null===this.parent&&this.updateMatrixWorld();const n=this.renderTarget,[i,r,a,o,s,l]=this.children,c=t.xr.enabled,h=t.getRenderTarget();t.xr.enabled=!1;const u=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,t.setRenderTarget(n,0),t.render(e,i),t.setRenderTarget(n,1),t.render(e,r),t.setRenderTarget(n,2),t.render(e,a),t.setRenderTarget(n,3),t.render(e,o),t.setRenderTarget(n,4),t.render(e,s),n.texture.generateMipmaps=u,t.setRenderTarget(n,5),t.render(e,l),t.setRenderTarget(h),t.xr.enabled=c}}class xn extends V{constructor(t,e,n,i,r,a,o,s,l,c){super(t=void 0!==t?t:[],e=void 0!==e?e:301,n,i,r,a,o=void 0!==o?o:E,s,l,c),this._needsFlipEnvMap=!0,this.flipY=!1}get images(){return this.image}set images(t){this.image=t}}xn.prototype.isCubeTexture=!0;class yn extends j{constructor(t,e,n){Number.isInteger(e)&&(console.warn("THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )"),e=n),super(t,t,e),e=e||{},this.texture=new xn(void 0,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.encoding),this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:g,this.texture._needsFlipEnvMap=!1}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.format=S,this.texture.encoding=e.encoding,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const n={uniforms:{tEquirect:{value:null}},vertexShader:"\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t",fragmentShader:"\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t"},i=new cn(5,5,5),r=new pn({name:"CubemapFromEquirect",uniforms:hn(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:1,blending:0});r.uniforms.tEquirect.value=e;const a=new sn(i,r),o=e.minFilter;e.minFilter===v&&(e.minFilter=g);return new vn(1,10,this).update(t,a),e.minFilter=o,a.geometry.dispose(),a.material.dispose(),this}clear(t,e,n,i){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,n,i);t.setRenderTarget(r)}}yn.prototype.isWebGLCubeRenderTarget=!0;class _n extends V{constructor(t,e,n,i,r,a,o,s,l,c,h,u){super(null,a,o,s,l,c,i,r,h,u),this.image={data:t||null,width:e||1,height:n||1},this.magFilter=void 0!==l?l:m,this.minFilter=void 0!==c?c:m,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1,this.needsUpdate=!0}}_n.prototype.isDataTexture=!0;const bn=new mt,Mn=new X;class wn{constructor(t=new $t,e=new $t,n=new $t,i=new $t,r=new $t,a=new $t){this.planes=[t,e,n,i,r,a]}set(t,e,n,i,r,a){const o=this.planes;return o[0].copy(t),o[1].copy(e),o[2].copy(n),o[3].copy(i),o[4].copy(r),o[5].copy(a),this}copy(t){const e=this.planes;for(let n=0;n<6;n++)e[n].copy(t.planes[n]);return this}setFromProjectionMatrix(t){const e=this.planes,n=t.elements,i=n[0],r=n[1],a=n[2],o=n[3],s=n[4],l=n[5],c=n[6],h=n[7],u=n[8],d=n[9],p=n[10],f=n[11],m=n[12],g=n[13],v=n[14],x=n[15];return e[0].setComponents(o-i,h-s,f-u,x-m).normalize(),e[1].setComponents(o+i,h+s,f+u,x+m).normalize(),e[2].setComponents(o+r,h+l,f+d,x+g).normalize(),e[3].setComponents(o-r,h-l,f-d,x-g).normalize(),e[4].setComponents(o-a,h-c,f-p,x-v).normalize(),e[5].setComponents(o+a,h+c,f+p,x+v).normalize(),this}intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),bn.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(bn)}intersectsSprite(t){return bn.center.set(0,0,0),bn.radius=.7071067811865476,bn.applyMatrix4(t.matrixWorld),this.intersectsSphere(bn)}intersectsSphere(t){const e=this.planes,n=t.center,i=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(n)0?t.max.x:t.min.x,Mn.y=i.normal.y>0?t.max.y:t.min.y,Mn.z=i.normal.z>0?t.max.z:t.min.z,i.distanceToPoint(Mn)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let n=0;n<6;n++)if(e[n].distanceToPoint(t)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}function En(){let t=null,e=!1,n=null,i=null;function r(e,a){n(e,a),i=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==n&&(i=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(i),e=!1},setAnimationLoop:function(t){n=t},setContext:function(e){t=e}}}function Sn(t,e){const n=e.isWebGL2,i=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),i.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const n=i.get(e);n&&(t.deleteBuffer(n.buffer),i.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=i.get(e);return void((!t||t.version 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif",fog_vertex:"#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_vertex:"vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmissionmap_fragment:"#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif",transmissionmap_pars_fragment:"#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",background_frag:"uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}",cube_frag:"#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",normal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}",normal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"},An={common:{diffuse:{value:new ye(15658734)},opacity:{value:1},map:{value:null},uvTransform:{value:new H},uv2Transform:{value:new H},alphaMap:{value:null}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},refractionRatio:{value:.98},maxMipLevel:{value:0}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new U(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new ye(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new ye(15658734)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},uvTransform:{value:new H}},sprite:{diffuse:{value:new ye(15658734)},opacity:{value:1},center:{value:new U(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},uvTransform:{value:new H}}},Rn={basic:{uniforms:un([An.common,An.specularmap,An.envmap,An.aomap,An.lightmap,An.fog]),vertexShader:Ln.meshbasic_vert,fragmentShader:Ln.meshbasic_frag},lambert:{uniforms:un([An.common,An.specularmap,An.envmap,An.aomap,An.lightmap,An.emissivemap,An.fog,An.lights,{emissive:{value:new ye(0)}}]),vertexShader:Ln.meshlambert_vert,fragmentShader:Ln.meshlambert_frag},phong:{uniforms:un([An.common,An.specularmap,An.envmap,An.aomap,An.lightmap,An.emissivemap,An.bumpmap,An.normalmap,An.displacementmap,An.fog,An.lights,{emissive:{value:new ye(0)},specular:{value:new ye(1118481)},shininess:{value:30}}]),vertexShader:Ln.meshphong_vert,fragmentShader:Ln.meshphong_frag},standard:{uniforms:un([An.common,An.envmap,An.aomap,An.lightmap,An.emissivemap,An.bumpmap,An.normalmap,An.displacementmap,An.roughnessmap,An.metalnessmap,An.fog,An.lights,{emissive:{value:new ye(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:Ln.meshphysical_vert,fragmentShader:Ln.meshphysical_frag},toon:{uniforms:un([An.common,An.aomap,An.lightmap,An.emissivemap,An.bumpmap,An.normalmap,An.displacementmap,An.gradientmap,An.fog,An.lights,{emissive:{value:new ye(0)}}]),vertexShader:Ln.meshtoon_vert,fragmentShader:Ln.meshtoon_frag},matcap:{uniforms:un([An.common,An.bumpmap,An.normalmap,An.displacementmap,An.fog,{matcap:{value:null}}]),vertexShader:Ln.meshmatcap_vert,fragmentShader:Ln.meshmatcap_frag},points:{uniforms:un([An.points,An.fog]),vertexShader:Ln.points_vert,fragmentShader:Ln.points_frag},dashed:{uniforms:un([An.common,An.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:Ln.linedashed_vert,fragmentShader:Ln.linedashed_frag},depth:{uniforms:un([An.common,An.displacementmap]),vertexShader:Ln.depth_vert,fragmentShader:Ln.depth_frag},normal:{uniforms:un([An.common,An.bumpmap,An.normalmap,An.displacementmap,{opacity:{value:1}}]),vertexShader:Ln.normal_vert,fragmentShader:Ln.normal_frag},sprite:{uniforms:un([An.sprite,An.fog]),vertexShader:Ln.sprite_vert,fragmentShader:Ln.sprite_frag},background:{uniforms:{uvTransform:{value:new H},t2D:{value:null}},vertexShader:Ln.background_vert,fragmentShader:Ln.background_frag},cube:{uniforms:un([An.envmap,{opacity:{value:1}}]),vertexShader:Ln.cube_vert,fragmentShader:Ln.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:Ln.equirect_vert,fragmentShader:Ln.equirect_frag},distanceRGBA:{uniforms:un([An.common,An.displacementmap,{referencePosition:{value:new X},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:Ln.distanceRGBA_vert,fragmentShader:Ln.distanceRGBA_frag},shadow:{uniforms:un([An.lights,An.fog,{color:{value:new ye(0)},opacity:{value:1}}]),vertexShader:Ln.shadow_vert,fragmentShader:Ln.shadow_frag}};function Pn(t,e,n,i,r){const a=new ye(0);let o,s,l=0,c=null,h=0,u=null;function d(t,e){n.buffers.color.setClear(t.r,t.g,t.b,e,r)}return{getClearColor:function(){return a},setClearColor:function(t,e=1){a.set(t),l=e,d(a,l)},getClearAlpha:function(){return l},setClearAlpha:function(t){l=t,d(a,l)},render:function(n,r,p,f){let m=!0===r.isScene?r.background:null;m&&m.isTexture&&(m=e.get(m));const g=t.xr,v=g.getSession&&g.getSession();v&&"additive"===v.environmentBlendMode&&(m=null),null===m?d(a,l):m&&m.isColor&&(d(m,1),f=!0),(t.autoClear||f)&&t.clear(t.autoClearColor,t.autoClearDepth,t.autoClearStencil),m&&(m.isCubeTexture||306===m.mapping)?(void 0===s&&(s=new sn(new cn(1,1,1),new pn({name:"BackgroundCubeMaterial",uniforms:hn(Rn.cube.uniforms),vertexShader:Rn.cube.vertexShader,fragmentShader:Rn.cube.fragmentShader,side:1,depthTest:!1,depthWrite:!1,fog:!1})),s.geometry.deleteAttribute("normal"),s.geometry.deleteAttribute("uv"),s.onBeforeRender=function(t,e,n){this.matrixWorld.copyPosition(n.matrixWorld)},Object.defineProperty(s.material,"envMap",{get:function(){return this.uniforms.envMap.value}}),i.update(s)),s.material.uniforms.envMap.value=m,s.material.uniforms.flipEnvMap.value=m.isCubeTexture&&m._needsFlipEnvMap?-1:1,c===m&&h===m.version&&u===t.toneMapping||(s.material.needsUpdate=!0,c=m,h=m.version,u=t.toneMapping),n.unshift(s,s.geometry,s.material,0,0,null)):m&&m.isTexture&&(void 0===o&&(o=new sn(new Tn(2,2),new pn({name:"BackgroundMaterial",uniforms:hn(Rn.background.uniforms),vertexShader:Rn.background.vertexShader,fragmentShader:Rn.background.fragmentShader,side:0,depthTest:!1,depthWrite:!1,fog:!1})),o.geometry.deleteAttribute("normal"),Object.defineProperty(o.material,"map",{get:function(){return this.uniforms.t2D.value}}),i.update(o)),o.material.uniforms.t2D.value=m,!0===m.matrixAutoUpdate&&m.updateMatrix(),o.material.uniforms.uvTransform.value.copy(m.matrix),c===m&&h===m.version&&u===t.toneMapping||(o.material.needsUpdate=!0,c=m,h=m.version,u=t.toneMapping),n.unshift(o,o.geometry,o.material,0,0,null))}}}function Cn(t,e,n,i){const r=t.getParameter(34921),a=i.isWebGL2?null:e.get("OES_vertex_array_object"),o=i.isWebGL2||null!==a,s={},l=d(null);let c=l;function h(e){return i.isWebGL2?t.bindVertexArray(e):a.bindVertexArrayOES(e)}function u(e){return i.isWebGL2?t.deleteVertexArray(e):a.deleteVertexArrayOES(e)}function d(t){const e=[],n=[],i=[];for(let t=0;t=0){const a=l[e];if(void 0!==a){const e=a.normalized,r=a.itemSize,o=n.get(a);if(void 0===o)continue;const l=o.buffer,c=o.type,h=o.bytesPerElement;if(a.isInterleavedBufferAttribute){const n=a.data,o=n.stride,u=a.offset;n&&n.isInstancedInterleavedBuffer?(m(i,n.meshPerAttribute),void 0===s._maxInstanceCount&&(s._maxInstanceCount=n.meshPerAttribute*n.count)):f(i),t.bindBuffer(34962,l),v(i,r,c,e,o*h,u*h)}else a.isInstancedBufferAttribute?(m(i,a.meshPerAttribute),void 0===s._maxInstanceCount&&(s._maxInstanceCount=a.meshPerAttribute*a.count)):f(i),t.bindBuffer(34962,l),v(i,r,c,e,0,0)}else if("instanceMatrix"===e){const e=n.get(r.instanceMatrix);if(void 0===e)continue;const a=e.buffer,o=e.type;m(i+0,1),m(i+1,1),m(i+2,1),m(i+3,1),t.bindBuffer(34962,a),t.vertexAttribPointer(i+0,4,o,!1,64,0),t.vertexAttribPointer(i+1,4,o,!1,64,16),t.vertexAttribPointer(i+2,4,o,!1,64,32),t.vertexAttribPointer(i+3,4,o,!1,64,48)}else if("instanceColor"===e){const e=n.get(r.instanceColor);if(void 0===e)continue;const a=e.buffer,o=e.type;m(i,1),t.bindBuffer(34962,a),t.vertexAttribPointer(i,3,o,!1,12,0)}else if(void 0!==h){const n=h[e];if(void 0!==n)switch(n.length){case 2:t.vertexAttrib2fv(i,n);break;case 3:t.vertexAttrib3fv(i,n);break;case 4:t.vertexAttrib4fv(i,n);break;default:t.vertexAttrib1fv(i,n)}}}}g()}(r,l,u,x),null!==y&&t.bindBuffer(34963,n.get(y).buffer))},reset:x,resetDefaultState:y,dispose:function(){x();for(const t in s){const e=s[t];for(const t in e){const n=e[t];for(const t in n)u(n[t].object),delete n[t];delete e[t]}delete s[t]}},releaseStatesOfGeometry:function(t){if(void 0===s[t.id])return;const e=s[t.id];for(const t in e){const n=e[t];for(const t in n)u(n[t].object),delete n[t];delete e[t]}delete s[t.id]},releaseStatesOfProgram:function(t){for(const e in s){const n=s[e];if(void 0===n[t.id])continue;const i=n[t.id];for(const t in i)u(i[t].object),delete i[t];delete n[t.id]}},initAttributes:p,enableAttribute:f,disableUnusedAttributes:g}}function Dn(t,e,n,i){const r=i.isWebGL2;let a;this.setMode=function(t){a=t},this.render=function(e,i){t.drawArrays(a,e,i),n.update(i,a,1)},this.renderInstances=function(i,o,s){if(0===s)return;let l,c;if(r)l=t,c="drawArraysInstanced";else if(l=e.get("ANGLE_instanced_arrays"),c="drawArraysInstancedANGLE",null===l)return void console.error("THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");l[c](a,i,o,s),n.update(o,a,s)}}function In(t,e,n){let i;function r(e){if("highp"===e){if(t.getShaderPrecisionFormat(35633,36338).precision>0&&t.getShaderPrecisionFormat(35632,36338).precision>0)return"highp";e="mediump"}return"mediump"===e&&t.getShaderPrecisionFormat(35633,36337).precision>0&&t.getShaderPrecisionFormat(35632,36337).precision>0?"mediump":"lowp"}const a="undefined"!=typeof WebGL2RenderingContext&&t instanceof WebGL2RenderingContext||"undefined"!=typeof WebGL2ComputeRenderingContext&&t instanceof WebGL2ComputeRenderingContext;let o=void 0!==n.precision?n.precision:"highp";const s=r(o);s!==o&&(console.warn("THREE.WebGLRenderer:",o,"not supported, using",s,"instead."),o=s);const l=!0===n.logarithmicDepthBuffer,c=t.getParameter(34930),h=t.getParameter(35660),u=t.getParameter(3379),d=t.getParameter(34076),p=t.getParameter(34921),f=t.getParameter(36347),m=t.getParameter(36348),g=t.getParameter(36349),v=h>0,x=a||e.has("OES_texture_float");return{isWebGL2:a,getMaxAnisotropy:function(){if(void 0!==i)return i;if(!0===e.has("EXT_texture_filter_anisotropic")){const n=e.get("EXT_texture_filter_anisotropic");i=t.getParameter(n.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else i=0;return i},getMaxPrecision:r,precision:o,logarithmicDepthBuffer:l,maxTextures:c,maxVertexTextures:h,maxTextureSize:u,maxCubemapSize:d,maxAttributes:p,maxVertexUniforms:f,maxVaryings:m,maxFragmentUniforms:g,vertexTextures:v,floatFragmentTextures:x,floatVertexTextures:v&&x,maxSamples:a?t.getParameter(36183):0}}function Nn(t){const e=this;let n=null,i=0,r=!1,a=!1;const o=new $t,s=new H,l={value:null,needsUpdate:!1};function c(){l.value!==n&&(l.value=n,l.needsUpdate=i>0),e.numPlanes=i,e.numIntersection=0}function h(t,n,i,r){const a=null!==t?t.length:0;let c=null;if(0!==a){if(c=l.value,!0!==r||null===c){const e=i+4*a,r=n.matrixWorldInverse;s.getNormalMatrix(r),(null===c||c.length0){const o=t.getRenderTarget(),s=new yn(a.height/2);return s.fromEquirectangularTexture(t,r),e.set(r,s),t.setRenderTarget(o),r.addEventListener("dispose",i),n(s.texture,r.mapping)}return null}}}return r},dispose:function(){e=new WeakMap}}}function zn(t){const e={};function n(n){if(void 0!==e[n])return e[n];let i;switch(n){case"WEBGL_depth_texture":i=t.getExtension("WEBGL_depth_texture")||t.getExtension("MOZ_WEBGL_depth_texture")||t.getExtension("WEBKIT_WEBGL_depth_texture");break;case"EXT_texture_filter_anisotropic":i=t.getExtension("EXT_texture_filter_anisotropic")||t.getExtension("MOZ_EXT_texture_filter_anisotropic")||t.getExtension("WEBKIT_EXT_texture_filter_anisotropic");break;case"WEBGL_compressed_texture_s3tc":i=t.getExtension("WEBGL_compressed_texture_s3tc")||t.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||t.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");break;case"WEBGL_compressed_texture_pvrtc":i=t.getExtension("WEBGL_compressed_texture_pvrtc")||t.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc");break;default:i=t.getExtension(n)}return e[n]=i,i}return{has:function(t){return null!==n(t)},init:function(t){t.isWebGL2?n("EXT_color_buffer_float"):(n("WEBGL_depth_texture"),n("OES_texture_float"),n("OES_texture_half_float"),n("OES_texture_half_float_linear"),n("OES_standard_derivatives"),n("OES_element_index_uint"),n("OES_vertex_array_object"),n("ANGLE_instanced_arrays")),n("OES_texture_float_linear"),n("EXT_color_buffer_half_float")},get:function(t){const e=n(t);return null===e&&console.warn("THREE.WebGLRenderer: "+t+" extension not supported."),e}}}function Un(t,e,n,i){const r={},a=new WeakMap;function o(t){const s=t.target;null!==s.index&&e.remove(s.index);for(const t in s.attributes)e.remove(s.attributes[t]);s.removeEventListener("dispose",o),delete r[s.id];const l=a.get(s);l&&(e.remove(l),a.delete(s)),i.releaseStatesOfGeometry(s),!0===s.isInstancedBufferGeometry&&delete s._maxInstanceCount,n.memory.geometries--}function s(t){const n=[],i=t.index,r=t.attributes.position;let o=0;if(null!==i){const t=i.array;o=i.version;for(let e=0,i=t.length;e65535?Pe:Ae)(n,1);s.version=o;const l=a.get(t);l&&e.remove(l),a.set(t,s)}return{get:function(t,e){return!0===r[e.id]||(e.addEventListener("dispose",o),r[e.id]=!0,n.memory.geometries++),e},update:function(t){const n=t.attributes;for(const t in n)e.update(n[t],34962);const i=t.morphAttributes;for(const t in i){const n=i[t];for(let t=0,i=n.length;t0)return t;const r=e*n;let a=Jn[r];if(void 0===a&&(a=new Float32Array(r),Jn[r]=a),0!==e){i.toArray(a,0);for(let i=1,r=0;i!==e;++i)r+=n,t[i].toArray(a,r)}return a}function ni(t,e){if(t.length!==e.length)return!1;for(let n=0,i=t.length;n/gm;function ar(t){return t.replace(rr,or)}function or(t,e){const n=Ln[e];if(void 0===n)throw new Error("Can not resolve #include <"+e+">");return ar(n)}const sr=/#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g,lr=/#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;function cr(t){return t.replace(lr,ur).replace(sr,hr)}function hr(t,e,n,i){return console.warn("WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead."),ur(t,e,n,i)}function ur(t,e,n,i){let r="";for(let t=parseInt(e);t0?t.gammaFactor:1,p=n.isWebGL2?"":function(t){return[t.extensionDerivatives||t.envMapCubeUV||t.bumpMap||t.tangentSpaceNormalMap||t.clearcoatNormalMap||t.flatShading||"physical"===t.shaderID?"#extension GL_OES_standard_derivatives : enable":"",(t.extensionFragDepth||t.logarithmicDepthBuffer)&&t.rendererExtensionFragDepth?"#extension GL_EXT_frag_depth : enable":"",t.extensionDrawBuffers&&t.rendererExtensionDrawBuffers?"#extension GL_EXT_draw_buffers : require":"",(t.extensionShaderTextureLOD||t.envMap)&&t.rendererExtensionShaderTextureLod?"#extension GL_EXT_shader_texture_lod : enable":""].filter(er).join("\n")}(n),f=function(t){const e=[];for(const n in t){const i=t[n];!1!==i&&e.push("#define "+n+" "+i)}return e.join("\n")}(a),m=r.createProgram();let g,v,x=n.glslVersion?"#version "+n.glslVersion+"\n":"";n.isRawShaderMaterial?(g=[f].filter(er).join("\n"),g.length>0&&(g+="\n"),v=[p,f].filter(er).join("\n"),v.length>0&&(v+="\n")):(g=[dr(n),"#define SHADER_NAME "+n.shaderName,f,n.instancing?"#define USE_INSTANCING":"",n.instancingColor?"#define USE_INSTANCING_COLOR":"",n.supportsVertexTextures?"#define VERTEX_TEXTURES":"","#define GAMMA_FACTOR "+d,"#define MAX_BONES "+n.maxBones,n.useFog&&n.fog?"#define USE_FOG":"",n.useFog&&n.fogExp2?"#define FOG_EXP2":"",n.map?"#define USE_MAP":"",n.envMap?"#define USE_ENVMAP":"",n.envMap?"#define "+h:"",n.lightMap?"#define USE_LIGHTMAP":"",n.aoMap?"#define USE_AOMAP":"",n.emissiveMap?"#define USE_EMISSIVEMAP":"",n.bumpMap?"#define USE_BUMPMAP":"",n.normalMap?"#define USE_NORMALMAP":"",n.normalMap&&n.objectSpaceNormalMap?"#define OBJECTSPACE_NORMALMAP":"",n.normalMap&&n.tangentSpaceNormalMap?"#define TANGENTSPACE_NORMALMAP":"",n.clearcoatMap?"#define USE_CLEARCOATMAP":"",n.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",n.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",n.displacementMap&&n.supportsVertexTextures?"#define USE_DISPLACEMENTMAP":"",n.specularMap?"#define USE_SPECULARMAP":"",n.roughnessMap?"#define USE_ROUGHNESSMAP":"",n.metalnessMap?"#define USE_METALNESSMAP":"",n.alphaMap?"#define USE_ALPHAMAP":"",n.transmissionMap?"#define USE_TRANSMISSIONMAP":"",n.vertexTangents?"#define USE_TANGENT":"",n.vertexColors?"#define USE_COLOR":"",n.vertexAlphas?"#define USE_COLOR_ALPHA":"",n.vertexUvs?"#define USE_UV":"",n.uvsVertexOnly?"#define UVS_VERTEX_ONLY":"",n.flatShading?"#define FLAT_SHADED":"",n.skinning?"#define USE_SKINNING":"",n.useVertexTexture?"#define BONE_TEXTURE":"",n.morphTargets?"#define USE_MORPHTARGETS":"",n.morphNormals&&!1===n.flatShading?"#define USE_MORPHNORMALS":"",n.doubleSided?"#define DOUBLE_SIDED":"",n.flipSided?"#define FLIP_SIDED":"",n.shadowMapEnabled?"#define USE_SHADOWMAP":"",n.shadowMapEnabled?"#define "+l:"",n.sizeAttenuation?"#define USE_SIZEATTENUATION":"",n.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",n.logarithmicDepthBuffer&&n.rendererExtensionFragDepth?"#define USE_LOGDEPTHBUF_EXT":"","uniform mat4 modelMatrix;","uniform mat4 modelViewMatrix;","uniform mat4 projectionMatrix;","uniform mat4 viewMatrix;","uniform mat3 normalMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;","#ifdef USE_INSTANCING","\tattribute mat4 instanceMatrix;","#endif","#ifdef USE_INSTANCING_COLOR","\tattribute vec3 instanceColor;","#endif","attribute vec3 position;","attribute vec3 normal;","attribute vec2 uv;","#ifdef USE_TANGENT","\tattribute vec4 tangent;","#endif","#if defined( USE_COLOR_ALPHA )","\tattribute vec4 color;","#elif defined( USE_COLOR )","\tattribute vec3 color;","#endif","#ifdef USE_MORPHTARGETS","\tattribute vec3 morphTarget0;","\tattribute vec3 morphTarget1;","\tattribute vec3 morphTarget2;","\tattribute vec3 morphTarget3;","\t#ifdef USE_MORPHNORMALS","\t\tattribute vec3 morphNormal0;","\t\tattribute vec3 morphNormal1;","\t\tattribute vec3 morphNormal2;","\t\tattribute vec3 morphNormal3;","\t#else","\t\tattribute vec3 morphTarget4;","\t\tattribute vec3 morphTarget5;","\t\tattribute vec3 morphTarget6;","\t\tattribute vec3 morphTarget7;","\t#endif","#endif","#ifdef USE_SKINNING","\tattribute vec4 skinIndex;","\tattribute vec4 skinWeight;","#endif","\n"].filter(er).join("\n"),v=[p,dr(n),"#define SHADER_NAME "+n.shaderName,f,n.alphaTest?"#define ALPHATEST "+n.alphaTest+(n.alphaTest%1?"":".0"):"","#define GAMMA_FACTOR "+d,n.useFog&&n.fog?"#define USE_FOG":"",n.useFog&&n.fogExp2?"#define FOG_EXP2":"",n.map?"#define USE_MAP":"",n.matcap?"#define USE_MATCAP":"",n.envMap?"#define USE_ENVMAP":"",n.envMap?"#define "+c:"",n.envMap?"#define "+h:"",n.envMap?"#define "+u:"",n.lightMap?"#define USE_LIGHTMAP":"",n.aoMap?"#define USE_AOMAP":"",n.emissiveMap?"#define USE_EMISSIVEMAP":"",n.bumpMap?"#define USE_BUMPMAP":"",n.normalMap?"#define USE_NORMALMAP":"",n.normalMap&&n.objectSpaceNormalMap?"#define OBJECTSPACE_NORMALMAP":"",n.normalMap&&n.tangentSpaceNormalMap?"#define TANGENTSPACE_NORMALMAP":"",n.clearcoatMap?"#define USE_CLEARCOATMAP":"",n.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",n.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",n.specularMap?"#define USE_SPECULARMAP":"",n.roughnessMap?"#define USE_ROUGHNESSMAP":"",n.metalnessMap?"#define USE_METALNESSMAP":"",n.alphaMap?"#define USE_ALPHAMAP":"",n.sheen?"#define USE_SHEEN":"",n.transmissionMap?"#define USE_TRANSMISSIONMAP":"",n.vertexTangents?"#define USE_TANGENT":"",n.vertexColors||n.instancingColor?"#define USE_COLOR":"",n.vertexAlphas?"#define USE_COLOR_ALPHA":"",n.vertexUvs?"#define USE_UV":"",n.uvsVertexOnly?"#define UVS_VERTEX_ONLY":"",n.gradientMap?"#define USE_GRADIENTMAP":"",n.flatShading?"#define FLAT_SHADED":"",n.doubleSided?"#define DOUBLE_SIDED":"",n.flipSided?"#define FLIP_SIDED":"",n.shadowMapEnabled?"#define USE_SHADOWMAP":"",n.shadowMapEnabled?"#define "+l:"",n.premultipliedAlpha?"#define PREMULTIPLIED_ALPHA":"",n.physicallyCorrectLights?"#define PHYSICALLY_CORRECT_LIGHTS":"",n.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",n.logarithmicDepthBuffer&&n.rendererExtensionFragDepth?"#define USE_LOGDEPTHBUF_EXT":"",(n.extensionShaderTextureLOD||n.envMap)&&n.rendererExtensionShaderTextureLod?"#define TEXTURE_LOD_EXT":"","uniform mat4 viewMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;",0!==n.toneMapping?"#define TONE_MAPPING":"",0!==n.toneMapping?Ln.tonemapping_pars_fragment:"",0!==n.toneMapping?tr("toneMapping",n.toneMapping):"",n.dithering?"#define DITHERING":"",Ln.encodings_pars_fragment,n.map?Ki("mapTexelToLinear",n.mapEncoding):"",n.matcap?Ki("matcapTexelToLinear",n.matcapEncoding):"",n.envMap?Ki("envMapTexelToLinear",n.envMapEncoding):"",n.emissiveMap?Ki("emissiveMapTexelToLinear",n.emissiveMapEncoding):"",n.lightMap?Ki("lightMapTexelToLinear",n.lightMapEncoding):"",$i("linearToOutputTexel",n.outputEncoding),n.depthPacking?"#define DEPTH_PACKING "+n.depthPacking:"","\n"].filter(er).join("\n")),o=ar(o),o=nr(o,n),o=ir(o,n),s=ar(s),s=nr(s,n),s=ir(s,n),o=cr(o),s=cr(s),n.isWebGL2&&!0!==n.isRawShaderMaterial&&(x="#version 300 es\n",g=["#define attribute in","#define varying out","#define texture2D texture"].join("\n")+"\n"+g,v=["#define varying in",n.glslVersion===D?"":"out highp vec4 pc_fragColor;",n.glslVersion===D?"":"#define gl_FragColor pc_fragColor","#define gl_FragDepthEXT gl_FragDepth","#define texture2D texture","#define textureCube texture","#define texture2DProj textureProj","#define texture2DLodEXT textureLod","#define texture2DProjLodEXT textureProjLod","#define textureCubeLodEXT textureLod","#define texture2DGradEXT textureGrad","#define texture2DProjGradEXT textureProjGrad","#define textureCubeGradEXT textureGrad"].join("\n")+"\n"+v);const y=x+v+s,_=Yi(r,35633,x+g+o),b=Yi(r,35632,y);if(r.attachShader(m,_),r.attachShader(m,b),void 0!==n.index0AttributeName?r.bindAttribLocation(m,0,n.index0AttributeName):!0===n.morphTargets&&r.bindAttribLocation(m,0,"position"),r.linkProgram(m),t.debug.checkShaderErrors){const t=r.getProgramInfoLog(m).trim(),e=r.getShaderInfoLog(_).trim(),n=r.getShaderInfoLog(b).trim();let i=!0,a=!0;if(!1===r.getProgramParameter(m,35714)){i=!1;const e=Qi(r,_,"vertex"),n=Qi(r,b,"fragment");console.error("THREE.WebGLProgram: shader error: ",r.getError(),"35715",r.getProgramParameter(m,35715),"gl.getProgramInfoLog",t,e,n)}else""!==t?console.warn("THREE.WebGLProgram: gl.getProgramInfoLog()",t):""!==e&&""!==n||(a=!1);a&&(this.diagnostics={runnable:i,programLog:t,vertexShader:{log:e,prefix:g},fragmentShader:{log:n,prefix:v}})}let M,w;return r.deleteShader(_),r.deleteShader(b),this.getUniforms=function(){return void 0===M&&(M=new Xi(r,m)),M},this.getAttributes=function(){return void 0===w&&(w=function(t,e){const n={},i=t.getProgramParameter(e,35721);for(let r=0;r0,maxBones:M,useVertexTexture:c,morphTargets:r.morphTargets,morphNormals:r.morphNormals,numDirLights:o.directional.length,numPointLights:o.point.length,numSpotLights:o.spot.length,numRectAreaLights:o.rectArea.length,numHemiLights:o.hemi.length,numDirLightShadows:o.directionalShadowMap.length,numPointLightShadows:o.pointShadowMap.length,numSpotLightShadows:o.spotShadowMap.length,numClippingPlanes:a.numPlanes,numClipIntersection:a.numIntersection,dithering:r.dithering,shadowMapEnabled:t.shadowMap.enabled&&f.length>0,shadowMapType:t.shadowMap.type,toneMapping:r.toneMapped?t.toneMapping:0,physicallyCorrectLights:t.physicallyCorrectLights,premultipliedAlpha:r.premultipliedAlpha,alphaTest:r.alphaTest,doubleSided:2===r.side,flipSided:1===r.side,depthPacking:void 0!==r.depthPacking&&r.depthPacking,index0AttributeName:r.index0AttributeName,extensionDerivatives:r.extensions&&r.extensions.derivatives,extensionFragDepth:r.extensions&&r.extensions.fragDepth,extensionDrawBuffers:r.extensions&&r.extensions.drawBuffers,extensionShaderTextureLOD:r.extensions&&r.extensions.shaderTextureLOD,rendererExtensionFragDepth:s||n.has("EXT_frag_depth"),rendererExtensionDrawBuffers:s||n.has("WEBGL_draw_buffers"),rendererExtensionShaderTextureLod:s||n.has("EXT_shader_texture_lod"),customProgramCacheKey:r.customProgramCacheKey()}},getProgramCacheKey:function(e){const n=[];if(e.shaderID?n.push(e.shaderID):(n.push(e.fragmentShader),n.push(e.vertexShader)),void 0!==e.defines)for(const t in e.defines)n.push(t),n.push(e.defines[t]);if(!1===e.isRawShaderMaterial){for(let t=0;t1&&i.sort(t||gr),r.length>1&&r.sort(e||vr)}}}function yr(t){let e=new WeakMap;return{get:function(n,i){let r;return!1===e.has(n)?(r=new xr(t),e.set(n,[r])):i>=e.get(n).length?(r=new xr(t),e.get(n).push(r)):r=e.get(n)[i],r},dispose:function(){e=new WeakMap}}}function _r(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let n;switch(e.type){case"DirectionalLight":n={direction:new X,color:new ye};break;case"SpotLight":n={position:new X,direction:new X,color:new ye,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case"PointLight":n={position:new X,color:new ye,distance:0,decay:0};break;case"HemisphereLight":n={direction:new X,skyColor:new ye,groundColor:new ye};break;case"RectAreaLight":n={color:new ye,position:new X,halfWidth:new X,halfHeight:new X}}return t[e.id]=n,n}}}let br=0;function Mr(t,e){return(e.castShadow?1:0)-(t.castShadow?1:0)}function wr(t,e){const n=new _r,i=function(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let n;switch(e.type){case"DirectionalLight":case"SpotLight":n={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new U};break;case"PointLight":n={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new U,shadowCameraNear:1,shadowCameraFar:1e3}}return t[e.id]=n,n}}}(),r={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadow:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],rectAreaLTC1:null,rectAreaLTC2:null,point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[]};for(let t=0;t<9;t++)r.probe.push(new X);const a=new X,o=new Et,s=new Et;return{setup:function(a){let o=0,s=0,l=0;for(let t=0;t<9;t++)r.probe[t].set(0,0,0);let c=0,h=0,u=0,d=0,p=0,f=0,m=0,g=0;a.sort(Mr);for(let t=0,e=a.length;t0&&(e.isWebGL2||!0===t.has("OES_texture_float_linear")?(r.rectAreaLTC1=An.LTC_FLOAT_1,r.rectAreaLTC2=An.LTC_FLOAT_2):!0===t.has("OES_texture_half_float_linear")?(r.rectAreaLTC1=An.LTC_HALF_1,r.rectAreaLTC2=An.LTC_HALF_2):console.error("THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.")),r.ambient[0]=o,r.ambient[1]=s,r.ambient[2]=l;const v=r.hash;v.directionalLength===c&&v.pointLength===h&&v.spotLength===u&&v.rectAreaLength===d&&v.hemiLength===p&&v.numDirectionalShadows===f&&v.numPointShadows===m&&v.numSpotShadows===g||(r.directional.length=c,r.spot.length=u,r.rectArea.length=d,r.point.length=h,r.hemi.length=p,r.directionalShadow.length=f,r.directionalShadowMap.length=f,r.pointShadow.length=m,r.pointShadowMap.length=m,r.spotShadow.length=g,r.spotShadowMap.length=g,r.directionalShadowMatrix.length=f,r.pointShadowMatrix.length=m,r.spotShadowMatrix.length=g,v.directionalLength=c,v.pointLength=h,v.spotLength=u,v.rectAreaLength=d,v.hemiLength=p,v.numDirectionalShadows=f,v.numPointShadows=m,v.numSpotShadows=g,r.version=br++)},setupView:function(t,e){let n=0,i=0,l=0,c=0,h=0;const u=e.matrixWorldInverse;for(let e=0,d=t.length;e=n.get(i).length?(a=new Er(t,e),n.get(i).push(a)):a=n.get(i)[r],a},dispose:function(){n=new WeakMap}}}class Tr extends de{constructor(t){super(),this.type="MeshDepthMaterial",this.depthPacking=3200,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.setValues(t)}copy(t){return super.copy(t),this.depthPacking=t.depthPacking,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this}}Tr.prototype.isMeshDepthMaterial=!0;class Lr extends de{constructor(t){super(),this.type="MeshDistanceMaterial",this.referencePosition=new X,this.nearDistance=1,this.farDistance=1e3,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.fog=!1,this.setValues(t)}copy(t){return super.copy(t),this.referencePosition.copy(t.referencePosition),this.nearDistance=t.nearDistance,this.farDistance=t.farDistance,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}}Lr.prototype.isMeshDistanceMaterial=!0;function Ar(t,e,n){let i=new wn;const r=new U,a=new U,o=new W,s=[],l=[],c={},h=n.maxTextureSize,u={0:1,1:0,2:2},d=new pn({defines:{SAMPLE_RATE:2/8,HALF_SAMPLE_RATE:1/8},uniforms:{shadow_pass:{value:null},resolution:{value:new U},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"}),p=d.clone();p.defines.HORIZONTAL_PASS=1;const f=new Ve;f.setAttribute("position",new we(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const v=new sn(f,d),x=this;function y(n,i){const r=e.update(v);d.uniforms.shadow_pass.value=n.map.texture,d.uniforms.resolution.value=n.mapSize,d.uniforms.radius.value=n.radius,t.setRenderTarget(n.mapPass),t.clear(),t.renderBufferDirect(i,null,r,d,v,null),p.uniforms.shadow_pass.value=n.mapPass.texture,p.uniforms.resolution.value=n.mapSize,p.uniforms.radius.value=n.radius,t.setRenderTarget(n.map),t.clear(),t.renderBufferDirect(i,null,r,p,v,null)}function _(t,e,n){const i=t<<0|e<<1|n<<2;let r=s[i];return void 0===r&&(r=new Tr({depthPacking:3201,morphTargets:t,skinning:e}),s[i]=r),r}function b(t,e,n){const i=t<<0|e<<1|n<<2;let r=l[i];return void 0===r&&(r=new Lr({morphTargets:t,skinning:e}),l[i]=r),r}function M(e,n,i,r,a,o,s){let l=null,h=_,d=e.customDepthMaterial;if(!0===r.isPointLight&&(h=b,d=e.customDistanceMaterial),void 0===d){let t=!1;!0===i.morphTargets&&(t=n.morphAttributes&&n.morphAttributes.position&&n.morphAttributes.position.length>0);let r=!1;!0===e.isSkinnedMesh&&(!0===i.skinning?r=!0:console.warn("THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:",e));l=h(t,r,!0===e.isInstancedMesh)}else l=d;if(t.localClippingEnabled&&!0===i.clipShadows&&0!==i.clippingPlanes.length){const t=l.uuid,e=i.uuid;let n=c[t];void 0===n&&(n={},c[t]=n);let r=n[e];void 0===r&&(r=l.clone(),n[e]=r),l=r}return l.visible=i.visible,l.wireframe=i.wireframe,l.side=3===s?null!==i.shadowSide?i.shadowSide:i.side:null!==i.shadowSide?i.shadowSide:u[i.side],l.clipShadows=i.clipShadows,l.clippingPlanes=i.clippingPlanes,l.clipIntersection=i.clipIntersection,l.wireframeLinewidth=i.wireframeLinewidth,l.linewidth=i.linewidth,!0===r.isPointLight&&!0===l.isMeshDistanceMaterial&&(l.referencePosition.setFromMatrixPosition(r.matrixWorld),l.nearDistance=a,l.farDistance=o),l}function w(n,r,a,o,s){if(!1===n.visible)return;if(n.layers.test(r.layers)&&(n.isMesh||n.isLine||n.isPoints)&&(n.castShadow||n.receiveShadow&&3===s)&&(!n.frustumCulled||i.intersectsObject(n))){n.modelViewMatrix.multiplyMatrices(a.matrixWorldInverse,n.matrixWorld);const i=e.update(n),r=n.material;if(Array.isArray(r)){const e=i.groups;for(let l=0,c=e.length;lh||r.y>h)&&(r.x>h&&(a.x=Math.floor(h/p.x),r.x=a.x*p.x,u.mapSize.x=a.x),r.y>h&&(a.y=Math.floor(h/p.y),r.y=a.y*p.y,u.mapSize.y=a.y)),null===u.map&&!u.isPointLightShadow&&3===this.type){const t={minFilter:g,magFilter:g,format:S};u.map=new j(r.x,r.y,t),u.map.texture.name=c.name+".shadowMap",u.mapPass=new j(r.x,r.y,t),u.camera.updateProjectionMatrix()}if(null===u.map){const t={minFilter:m,magFilter:m,format:S};u.map=new j(r.x,r.y,t),u.map.texture.name=c.name+".shadowMap",u.camera.updateProjectionMatrix()}t.setRenderTarget(u.map),t.clear();const f=u.getViewportCount();for(let t=0;t=1):-1!==R.indexOf("OpenGL ES")&&(A=parseFloat(/^OpenGL ES (\d)/.exec(R)[1]),L=A>=2);let P=null,C={};const D=new W(0,0,t.canvas.width,t.canvas.height),I=new W(0,0,t.canvas.width,t.canvas.height);function N(e,n,i){const r=new Uint8Array(4),a=t.createTexture();t.bindTexture(e,a),t.texParameteri(e,10241,9728),t.texParameteri(e,10240,9728);for(let e=0;ei||t.height>i)&&(r=i/Math.max(t.width,t.height)),r<1||!0===e){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const i=e?z.floorPowerOfTwo:Math.floor,a=i(r*t.width),o=i(r*t.height);void 0===A&&(A=P(a,o));const s=n?P(a,o):A;s.width=a,s.height=o;return s.getContext("2d").drawImage(t,0,0,a,o),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+t.width+"x"+t.height+") to ("+a+"x"+o+")."),s}return"data"in t&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+t.width+"x"+t.height+")."),t}return t}function D(t){return z.isPowerOfTwo(t.width)&&z.isPowerOfTwo(t.height)}function I(t,e){return t.generateMipmaps&&e&&t.minFilter!==m&&t.minFilter!==g}function N(e,n,r,a){t.generateMipmap(e);i.get(n).__maxMipLevel=Math.log2(Math.max(r,a))}function O(n,i,r){if(!1===s)return i;if(null!==n){if(void 0!==t[n])return t[n];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+n+"'")}let a=i;return 6403===i&&(5126===r&&(a=33326),5131===r&&(a=33325),5121===r&&(a=33321)),6407===i&&(5126===r&&(a=34837),5131===r&&(a=34843),5121===r&&(a=32849)),6408===i&&(5126===r&&(a=34836),5131===r&&(a=34842),5121===r&&(a=32856)),33325!==a&&33326!==a&&34842!==a&&34836!==a||e.get("EXT_color_buffer_float"),a}function U(t){return t===m||1004===t||1005===t?9728:9729}function H(e){const n=e.target;n.removeEventListener("dispose",H),function(e){const n=i.get(e);if(void 0===n.__webglInit)return;t.deleteTexture(n.__webglTexture),i.remove(e)}(n),n.isVideoTexture&&x.delete(n),o.memory.textures--}function F(e){const n=e.target;n.removeEventListener("dispose",F),function(e){const n=e.texture,r=i.get(e),a=i.get(n);if(!e)return;void 0!==a.__webglTexture&&t.deleteTexture(a.__webglTexture);e.depthTexture&&e.depthTexture.dispose();if(e.isWebGLCubeRenderTarget)for(let e=0;e<6;e++)t.deleteFramebuffer(r.__webglFramebuffer[e]),r.__webglDepthbuffer&&t.deleteRenderbuffer(r.__webglDepthbuffer[e]);else t.deleteFramebuffer(r.__webglFramebuffer),r.__webglDepthbuffer&&t.deleteRenderbuffer(r.__webglDepthbuffer),r.__webglMultisampledFramebuffer&&t.deleteFramebuffer(r.__webglMultisampledFramebuffer),r.__webglColorRenderbuffer&&t.deleteRenderbuffer(r.__webglColorRenderbuffer),r.__webglDepthRenderbuffer&&t.deleteRenderbuffer(r.__webglDepthRenderbuffer);i.remove(n),i.remove(e)}(n),o.memory.textures--}let B=0;function G(t,e){const r=i.get(t);if(t.isVideoTexture&&function(t){const e=o.render.frame;x.get(t)!==e&&(x.set(t,e),t.update())}(t),t.version>0&&r.__version!==t.version){const n=t.image;if(void 0===n)console.warn("THREE.WebGLRenderer: Texture marked for update but image is undefined");else{if(!1!==n.complete)return void X(r,t,e);console.warn("THREE.WebGLRenderer: Texture marked for update but image is incomplete")}}n.activeTexture(33984+e),n.bindTexture(3553,r.__webglTexture)}function V(e,r){const o=i.get(e);e.version>0&&o.__version!==e.version?function(e,i,r){if(6!==i.image.length)return;q(e,i),n.activeTexture(33984+r),n.bindTexture(34067,e.__webglTexture),t.pixelStorei(37440,i.flipY),t.pixelStorei(37441,i.premultiplyAlpha),t.pixelStorei(3317,i.unpackAlignment),t.pixelStorei(37443,0);const o=i&&(i.isCompressedTexture||i.image[0].isCompressedTexture),l=i.image[0]&&i.image[0].isDataTexture,h=[];for(let t=0;t<6;t++)h[t]=o||l?l?i.image[t].image:i.image[t]:C(i.image[t],!1,!0,c);const u=h[0],d=D(u)||s,p=a.convert(i.format),f=a.convert(i.type),m=O(i.internalFormat,p,f);let g;if(j(34067,i,d),o){for(let t=0;t<6;t++){g=h[t].mipmaps;for(let e=0;e1||i.get(a).__currentAnisotropy)&&(t.texParameterf(n,o.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(a.anisotropy,r.getMaxAnisotropy())),i.get(a).__currentAnisotropy=a.anisotropy)}}function q(e,n){void 0===e.__webglInit&&(e.__webglInit=!0,n.addEventListener("dispose",H),e.__webglTexture=t.createTexture(),o.memory.textures++)}function X(e,i,r){let o=3553;i.isDataTexture2DArray&&(o=35866),i.isDataTexture3D&&(o=32879),q(e,i),n.activeTexture(33984+r),n.bindTexture(o,e.__webglTexture),t.pixelStorei(37440,i.flipY),t.pixelStorei(37441,i.premultiplyAlpha),t.pixelStorei(3317,i.unpackAlignment),t.pixelStorei(37443,0);const l=function(t){return!s&&(t.wrapS!==p||t.wrapT!==p||t.minFilter!==m&&t.minFilter!==g)}(i)&&!1===D(i.image),c=C(i.image,l,!1,h),u=D(c)||s,d=a.convert(i.format);let f,v=a.convert(i.type),x=O(i.internalFormat,d,v);j(o,i,u);const M=i.mipmaps;if(i.isDepthTexture)x=6402,s?x=i.type===b?36012:i.type===_?33190:i.type===w?35056:33189:i.type===b&&console.error("WebGLRenderer: Floating point depth texture requires WebGL2."),i.format===T&&6402===x&&i.type!==y&&i.type!==_&&(console.warn("THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture."),i.type=y,v=a.convert(i.type)),i.format===L&&6402===x&&(x=34041,i.type!==w&&(console.warn("THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture."),i.type=w,v=a.convert(i.type))),n.texImage2D(3553,0,x,c.width,c.height,0,d,v,null);else if(i.isDataTexture)if(M.length>0&&u){for(let t=0,e=M.length;t0&&u){for(let t=0,e=M.length;t=l&&console.warn("THREE.WebGLTextures: Trying to use "+t+" texture units while this GPU supports only "+l),B+=1,t},this.resetTextureUnits=function(){B=0},this.setTexture2D=G,this.setTexture2DArray=function(t,e){const r=i.get(t);t.version>0&&r.__version!==t.version?X(r,t,e):(n.activeTexture(33984+e),n.bindTexture(35866,r.__webglTexture))},this.setTexture3D=function(t,e){const r=i.get(t);t.version>0&&r.__version!==t.version?X(r,t,e):(n.activeTexture(33984+e),n.bindTexture(32879,r.__webglTexture))},this.setTextureCube=V,this.setupRenderTarget=function(e){const r=e.texture,l=i.get(e),c=i.get(r);e.addEventListener("dispose",F),c.__webglTexture=t.createTexture(),c.__version=r.version,o.memory.textures++;const h=!0===e.isWebGLCubeRenderTarget,u=!0===e.isWebGLMultisampleRenderTarget,d=r.isDataTexture3D||r.isDataTexture2DArray,p=D(e)||s;if(!s||r.format!==E||r.type!==b&&r.type!==M||(r.format=S,console.warn("THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.")),h){l.__webglFramebuffer=[];for(let e=0;e<6;e++)l.__webglFramebuffer[e]=t.createFramebuffer()}else if(l.__webglFramebuffer=t.createFramebuffer(),u)if(s){l.__webglMultisampledFramebuffer=t.createFramebuffer(),l.__webglColorRenderbuffer=t.createRenderbuffer(),t.bindRenderbuffer(36161,l.__webglColorRenderbuffer);const i=a.convert(r.format),o=a.convert(r.type),s=O(r.internalFormat,i,o),c=Q(e);t.renderbufferStorageMultisample(36161,c,s,e.width,e.height),n.bindFramebuffer(36160,l.__webglMultisampledFramebuffer),t.framebufferRenderbuffer(36160,36064,36161,l.__webglColorRenderbuffer),t.bindRenderbuffer(36161,null),e.depthBuffer&&(l.__webglDepthRenderbuffer=t.createRenderbuffer(),Z(l.__webglDepthRenderbuffer,e,!0)),n.bindFramebuffer(36160,null)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.");if(h){n.bindTexture(34067,c.__webglTexture),j(34067,r,p);for(let t=0;t<6;t++)Y(l.__webglFramebuffer[t],e,36064,34069+t);I(r,p)&&N(34067,r,e.width,e.height),n.bindTexture(34067,null)}else{let t=3553;if(d)if(s){t=r.isDataTexture3D?32879:35866}else console.warn("THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.");n.bindTexture(t,c.__webglTexture),j(t,r,p),Y(l.__webglFramebuffer,e,36064,t),I(r,p)&&N(3553,r,e.width,e.height),n.bindTexture(3553,null)}e.depthBuffer&&J(e)},this.updateRenderTargetMipmap=function(t){const e=t.texture;if(I(e,D(t)||s)){const r=t.isWebGLCubeRenderTarget?34067:3553,a=i.get(e).__webglTexture;n.bindTexture(r,a),N(r,e,t.width,t.height),n.bindTexture(r,null)}},this.updateMultisampleRenderTarget=function(e){if(e.isWebGLMultisampleRenderTarget)if(s){const r=i.get(e);n.bindFramebuffer(36008,r.__webglMultisampledFramebuffer),n.bindFramebuffer(36009,r.__webglFramebuffer);const a=e.width,o=e.height;let s=16384;e.depthBuffer&&(s|=256),e.stencilBuffer&&(s|=1024),t.blitFramebuffer(0,0,a,o,0,0,a,o,s,9728),n.bindFramebuffer(36160,r.__webglMultisampledFramebuffer)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.")},this.safeSetTexture2D=function(t,e){t&&t.isWebGLRenderTarget&&(!1===K&&(console.warn("THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead."),K=!0),t=t.texture),G(t,e)},this.safeSetTextureCube=function(t,e){t&&t.isWebGLCubeRenderTarget&&(!1===$&&(console.warn("THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead."),$=!0),t=t.texture),V(t,e)}}function Cr(t,e,n){const i=n.isWebGL2;return{convert:function(t){let n;if(t===x)return 5121;if(1017===t)return 32819;if(1018===t)return 32820;if(1019===t)return 33635;if(1010===t)return 5120;if(1011===t)return 5122;if(t===y)return 5123;if(1013===t)return 5124;if(t===_)return 5125;if(t===b)return 5126;if(t===M)return i?5131:(n=e.get("OES_texture_half_float"),null!==n?n.HALF_FLOAT_OES:null);if(1021===t)return 6406;if(t===E)return 6407;if(t===S)return 6408;if(1024===t)return 6409;if(1025===t)return 6410;if(t===T)return 6402;if(t===L)return 34041;if(1028===t)return 6403;if(1029===t)return 36244;if(1030===t)return 33319;if(1031===t)return 33320;if(1032===t)return 36248;if(1033===t)return 36249;if(33776===t||33777===t||33778===t||33779===t){if(n=e.get("WEBGL_compressed_texture_s3tc"),null===n)return null;if(33776===t)return n.COMPRESSED_RGB_S3TC_DXT1_EXT;if(33777===t)return n.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(33778===t)return n.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(33779===t)return n.COMPRESSED_RGBA_S3TC_DXT5_EXT}if(35840===t||35841===t||35842===t||35843===t){if(n=e.get("WEBGL_compressed_texture_pvrtc"),null===n)return null;if(35840===t)return n.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(35841===t)return n.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(35842===t)return n.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(35843===t)return n.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}if(36196===t)return n=e.get("WEBGL_compressed_texture_etc1"),null!==n?n.COMPRESSED_RGB_ETC1_WEBGL:null;if((37492===t||37496===t)&&(n=e.get("WEBGL_compressed_texture_etc"),null!==n)){if(37492===t)return n.COMPRESSED_RGB8_ETC2;if(37496===t)return n.COMPRESSED_RGBA8_ETC2_EAC}return 37808===t||37809===t||37810===t||37811===t||37812===t||37813===t||37814===t||37815===t||37816===t||37817===t||37818===t||37819===t||37820===t||37821===t||37840===t||37841===t||37842===t||37843===t||37844===t||37845===t||37846===t||37847===t||37848===t||37849===t||37850===t||37851===t||37852===t||37853===t?(n=e.get("WEBGL_compressed_texture_astc"),null!==n?t:null):36492===t?(n=e.get("EXT_texture_compression_bptc"),null!==n?t:null):t===w?i?34042:(n=e.get("WEBGL_depth_texture"),null!==n?n.UNSIGNED_INT_24_8_WEBGL:null):void 0}}}class Dr extends mn{constructor(t=[]){super(),this.cameras=t}}Dr.prototype.isArrayCamera=!0;class Ir extends Zt{constructor(){super(),this.type="Group"}}function Nr(){this._targetRay=null,this._grip=null,this._hand=null}function Or(t,e){const n=this,i=t.state;let r=null,a=1,o=null,s="local-floor",l=null;const c=[],h=new Map,u=new mn;u.layers.enable(1),u.viewport=new W;const d=new mn;d.layers.enable(2),d.viewport=new W;const p=[u,d],f=new Dr;f.layers.enable(1),f.layers.enable(2);let m=null,g=null;function v(t){const e=h.get(t.inputSource);e&&e.dispatchEvent({type:t.type,data:t.inputSource})}function x(){h.forEach((function(t,e){t.disconnect(e)})),h.clear(),m=null,g=null,i.bindXRFramebuffer(null),t.setRenderTarget(t.getRenderTarget()),E.stop(),n.isPresenting=!1,n.dispatchEvent({type:"sessionend"})}function y(t){const e=r.inputSources;for(let t=0;t0&&Pt(a,t,e),o.length>0&&Pt(o,t,e),null!==_&&(tt.updateRenderTargetMipmap(_),tt.updateMultisampleRenderTarget(_)),!0===t.isScene&&t.onAfterRender(m,t,e),Q.buffers.depth.setTest(!0),Q.buffers.depth.setMask(!0),Q.buffers.color.setMask(!0),Q.setPolygonOffset(!1),gt.resetDefaultState(),w=-1,E=null,f.pop(),d=f.length>0?f[f.length-1]:null,p.pop(),u=p.length>0?p[p.length-1]:null},this.getActiveCubeFace=function(){return v},this.getActiveMipmapLevel=function(){return y},this.getRenderTarget=function(){return _},this.setRenderTarget=function(t,e=0,n=0){_=t,v=e,y=n,t&&void 0===$.get(t).__webglFramebuffer&&tt.setupRenderTarget(t);let i=null,r=!1,a=!1;if(t){const n=t.texture;(n.isDataTexture3D||n.isDataTexture2DArray)&&(a=!0);const o=$.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(i=o[e],r=!0):i=t.isWebGLMultisampleRenderTarget?$.get(t).__webglMultisampledFramebuffer:o,T.copy(t.viewport),L.copy(t.scissor),R=t.scissorTest}else T.copy(O).multiplyScalar(D).floor(),L.copy(H).multiplyScalar(D).floor(),R=F;if(Q.bindFramebuffer(36160,i),Q.viewport(T),Q.scissor(L),Q.setScissorTest(R),r){const i=$.get(t.texture);vt.framebufferTexture2D(36160,36064,34069+e,i.__webglTexture,n)}else if(a){const i=$.get(t.texture),r=e||0;vt.framebufferTextureLayer(36160,36064,i.__webglTexture,n||0,r)}},this.readRenderTargetPixels=function(t,e,n,i,r,a,o){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let s=$.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==o&&(s=s[o]),s){Q.bindFramebuffer(36160,s);try{const o=t.texture,s=o.format,l=o.type;if(s!==S&&mt.convert(s)!==vt.getParameter(35739))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const c=l===M&&(Z.has("EXT_color_buffer_half_float")||J.isWebGL2&&Z.has("EXT_color_buffer_float"));if(!(l===x||mt.convert(l)===vt.getParameter(35738)||l===b&&(J.isWebGL2||Z.has("OES_texture_float")||Z.has("WEBGL_color_buffer_float"))||c))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");36053===vt.checkFramebufferStatus(36160)?e>=0&&e<=t.width-i&&n>=0&&n<=t.height-r&&vt.readPixels(e,n,i,r,mt.convert(s),mt.convert(l),a):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.")}finally{const t=null!==_?$.get(_).__webglFramebuffer:null;Q.bindFramebuffer(36160,t)}}},this.copyFramebufferToTexture=function(t,e,n=0){const i=Math.pow(2,-n),r=Math.floor(e.image.width*i),a=Math.floor(e.image.height*i),o=mt.convert(e.format);tt.setTexture2D(e,0),vt.copyTexImage2D(3553,n,o,t.x,t.y,r,a,0),Q.unbindTexture()},this.copyTextureToTexture=function(t,e,n,i=0){const r=e.image.width,a=e.image.height,o=mt.convert(n.format),s=mt.convert(n.type);tt.setTexture2D(n,0),vt.pixelStorei(37440,n.flipY),vt.pixelStorei(37441,n.premultiplyAlpha),vt.pixelStorei(3317,n.unpackAlignment),e.isDataTexture?vt.texSubImage2D(3553,i,t.x,t.y,r,a,o,s,e.image.data):e.isCompressedTexture?vt.compressedTexSubImage2D(3553,i,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,o,e.mipmaps[0].data):vt.texSubImage2D(3553,i,t.x,t.y,o,s,e.image),0===i&&n.generateMipmaps&&vt.generateMipmap(3553),Q.unbindTexture()},this.copyTextureToTexture3D=function(t,e,n,i,r=0){if(m.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const{width:a,height:o,data:s}=n.image,l=mt.convert(i.format),c=mt.convert(i.type);let h;if(i.isDataTexture3D)tt.setTexture3D(i,0),h=32879;else{if(!i.isDataTexture2DArray)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");tt.setTexture2DArray(i,0),h=35866}vt.pixelStorei(37440,i.flipY),vt.pixelStorei(37441,i.premultiplyAlpha),vt.pixelStorei(3317,i.unpackAlignment);const u=vt.getParameter(3314),d=vt.getParameter(32878),p=vt.getParameter(3316),f=vt.getParameter(3315),g=vt.getParameter(32877);vt.pixelStorei(3314,a),vt.pixelStorei(32878,o),vt.pixelStorei(3316,t.min.x),vt.pixelStorei(3315,t.min.y),vt.pixelStorei(32877,t.min.z),vt.texSubImage3D(h,r,e.x,e.y,e.z,t.max.x-t.min.x+1,t.max.y-t.min.y+1,t.max.z-t.min.z+1,l,c,s),vt.pixelStorei(3314,u),vt.pixelStorei(32878,d),vt.pixelStorei(3316,p),vt.pixelStorei(3315,f),vt.pixelStorei(32877,g),0===r&&i.generateMipmaps&&vt.generateMipmap(h),Q.unbindTexture()},this.initTexture=function(t){tt.setTexture2D(t,0),Q.unbindTexture()},this.resetState=function(){v=0,y=0,_=null,Q.reset(),gt.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}Ir.prototype.isGroup=!0,Object.assign(Nr.prototype,{constructor:Nr,getHandSpace:function(){return null===this._hand&&(this._hand=new Ir,this._hand.matrixAutoUpdate=!1,this._hand.visible=!1,this._hand.joints={},this._hand.inputState={pinching:!1}),this._hand},getTargetRaySpace:function(){return null===this._targetRay&&(this._targetRay=new Ir,this._targetRay.matrixAutoUpdate=!1,this._targetRay.visible=!1),this._targetRay},getGripSpace:function(){return null===this._grip&&(this._grip=new Ir,this._grip.matrixAutoUpdate=!1,this._grip.visible=!1),this._grip},dispatchEvent:function(t){return null!==this._targetRay&&this._targetRay.dispatchEvent(t),null!==this._grip&&this._grip.dispatchEvent(t),null!==this._hand&&this._hand.dispatchEvent(t),this},disconnect:function(t){return this.dispatchEvent({type:"disconnected",data:t}),null!==this._targetRay&&(this._targetRay.visible=!1),null!==this._grip&&(this._grip.visible=!1),null!==this._hand&&(this._hand.visible=!1),this},update:function(t,e,n){let i=null,r=null,a=null;const o=this._targetRay,s=this._grip,l=this._hand;if(t&&"visible-blurred"!==e.session.visibilityState)if(null!==o&&(i=e.getPose(t.targetRaySpace,n),null!==i&&(o.matrix.fromArray(i.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale))),l&&t.hand){a=!0;for(const i of t.hand.values()){const t=e.getJointPose(i,n);if(void 0===l.joints[i.jointName]){const t=new Ir;t.matrixAutoUpdate=!1,t.visible=!1,l.joints[i.jointName]=t,l.add(t)}const r=l.joints[i.jointName];null!==t&&(r.matrix.fromArray(t.transform.matrix),r.matrix.decompose(r.position,r.rotation,r.scale),r.jointRadius=t.radius),r.visible=null!==t}const i=l.joints["index-finger-tip"],r=l.joints["thumb-tip"],o=i.position.distanceTo(r.position),s=.02,c=.005;l.inputState.pinching&&o>s+c?(l.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:t.handedness,target:this})):!l.inputState.pinching&&o<=s-c&&(l.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:t.handedness,target:this}))}else null!==s&&t.gripSpace&&(r=e.getPose(t.gripSpace,n),null!==r&&(s.matrix.fromArray(r.transform.matrix),s.matrix.decompose(s.position,s.rotation,s.scale)));return null!==o&&(o.visible=null!==i),null!==s&&(s.visible=null!==r),null!==l&&(l.visible=null!==a),this}}),Object.assign(Or.prototype,I.prototype);class Hr extends Zt{constructor(){super(),this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.overrideMaterial=null,this.autoUpdate=!0,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.autoUpdate=t.autoUpdate,this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return null!==this.background&&(e.object.background=this.background.toJSON(t)),null!==this.environment&&(e.object.environment=this.environment.toJSON(t)),null!==this.fog&&(e.object.fog=this.fog.toJSON()),e}}function Fr(t,e){this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=P,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=z.generateUUID()}Hr.prototype.isScene=!0,Object.defineProperty(Fr.prototype,"needsUpdate",{set:function(t){!0===t&&this.version++}}),Object.assign(Fr.prototype,{isInterleavedBuffer:!0,onUploadCallback:function(){},setUsage:function(t){return this.usage=t,this},copy:function(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this},copyAt:function(t,e,n){t*=this.stride,n*=e.stride;for(let i=0,r=this.stride;is)continue;u.applyMatrix4(this.matrixWorld);const d=t.ray.origin.distanceTo(u);dt.far||e.push({distance:d,point:h.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this})}}else{for(let n=Math.max(0,a.start),i=Math.min(r.count,a.start+a.count)-1;ns)continue;u.applyMatrix4(this.matrixWorld);const i=t.ray.origin.distanceTo(u);it.far||e.push({distance:i,point:h.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this})}}}else n.isGeometry&&console.error("THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.")},updateMorphTargets:function(){const t=this.geometry;if(t.isBufferGeometry){const e=t.morphAttributes,n=Object.keys(e);if(n.length>0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.")}}});const sa=new X,la=new X;function ca(t,e){oa.call(this,t,e),this.type="LineSegments"}ca.prototype=Object.assign(Object.create(oa.prototype),{constructor:ca,isLineSegments:!0,computeLineDistances:function(){const t=this.geometry;if(t.isBufferGeometry)if(null===t.index){const e=t.attributes.position,n=[];for(let t=0,i=e.count;tr.far)return;a.push({distance:l,distanceToRay:Math.sqrt(s),point:n,index:e,face:null,object:o})}}ma.prototype=Object.assign(Object.create(Zt.prototype),{constructor:ma,isPoints:!0,copy:function(t){return Zt.prototype.copy.call(this,t),this.material=t.material,this.geometry=t.geometry,this},raycast:function(t,e){const n=this.geometry,i=this.matrixWorld,r=t.params.Points.threshold,a=n.drawRange;if(null===n.boundingSphere&&n.computeBoundingSphere(),pa.copy(n.boundingSphere),pa.applyMatrix4(i),pa.radius+=r,!1===t.ray.intersectsSphere(pa))return;ua.copy(i).invert(),da.copy(t.ray).applyMatrix4(ua);const o=r/((this.scale.x+this.scale.y+this.scale.z)/3),s=o*o;if(n.isBufferGeometry){const r=n.index,o=n.attributes.position;if(null!==r){for(let n=Math.max(0,a.start),l=Math.min(r.count,a.start+a.count);n0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.")}}});class va extends V{constructor(t,e,n,i,r,a,o,s,l){super(t,e,n,i,r,a,o,s,l),this.format=void 0!==o?o:E,this.minFilter=void 0!==a?a:g,this.magFilter=void 0!==r?r:g,this.generateMipmaps=!1;const c=this;"requestVideoFrameCallback"in t&&t.requestVideoFrameCallback((function e(){c.needsUpdate=!0,t.requestVideoFrameCallback(e)}))}clone(){return new this.constructor(this.image).copy(this)}update(){const t=this.image;!1==="requestVideoFrameCallback"in t&&t.readyState>=t.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}}va.prototype.isVideoTexture=!0;class xa extends V{constructor(t,e,n,i,r,a,o,s,l,c,h,u){super(null,a,o,s,l,c,i,r,h,u),this.image={width:e,height:n},this.mipmaps=t,this.flipY=!1,this.generateMipmaps=!1}}xa.prototype.isCompressedTexture=!0;class ya extends V{constructor(t,e,n,i,r,a,o,s,l){super(t,e,n,i,r,a,o,s,l),this.needsUpdate=!0}}function _a(t,e,n){Ve.call(this),this.type="ParametricGeometry",this.parameters={func:t,slices:e,stacks:n};const i=[],r=[],a=[],o=[],s=1e-5,l=new X,c=new X,h=new X,u=new X,d=new X;t.length<3&&console.error("THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.");const p=e+1;for(let i=0;i<=n;i++){const p=i/n;for(let n=0;n<=e;n++){const i=n/e;t(i,p,c),r.push(c.x,c.y,c.z),i-s>=0?(t(i-s,p,h),u.subVectors(c,h)):(t(i+s,p,h),u.subVectors(h,c)),p-s>=0?(t(i,p-s,h),d.subVectors(c,h)):(t(i,p+s,h),d.subVectors(h,c)),l.crossVectors(u,d).normalize(),a.push(l.x,l.y,l.z),o.push(i,p)}}for(let t=0;t0)&&d.push(e,r,l),(t!==n-1||s=r)break t;{const o=e[1];t=r)break e}a=n,n=0}}for(;n>>1;t0||0===t.search(/^data\:image\/jpeg/);r.format=i?E:S,r.needsUpdate=!0,void 0!==e&&e(r)}),n,i),r}}),Object.assign(Fa.prototype,{getPoint:function(){return console.warn("THREE.Curve: .getPoint() not implemented."),null},getPointAt:function(t,e){const n=this.getUtoTmapping(t);return this.getPoint(n,e)},getPoints:function(t=5){const e=[];for(let n=0;n<=t;n++)e.push(this.getPoint(n/t));return e},getSpacedPoints:function(t=5){const e=[];for(let n=0;n<=t;n++)e.push(this.getPointAt(n/t));return e},getLength:function(){const t=this.getLengths();return t[t.length-1]},getLengths:function(t){if(void 0===t&&(t=this.arcLengthDivisions),this.cacheArcLengths&&this.cacheArcLengths.length===t+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;const e=[];let n,i=this.getPoint(0),r=0;e.push(0);for(let a=1;a<=t;a++)n=this.getPoint(a/t),r+=n.distanceTo(i),e.push(r),i=n;return this.cacheArcLengths=e,e},updateArcLengths:function(){this.needsUpdate=!0,this.getLengths()},getUtoTmapping:function(t,e){const n=this.getLengths();let i=0;const r=n.length;let a;a=e||t*n[r-1];let o,s=0,l=r-1;for(;s<=l;)if(i=Math.floor(s+(l-s)/2),o=n[i]-a,o<0)s=i+1;else{if(!(o>0)){l=i;break}l=i-1}if(i=l,n[i]===a)return i/(r-1);const c=n[i];return(i+(a-c)/(n[i+1]-c))/(r-1)},getTangent:function(t,e){const n=1e-4;let i=t-n,r=t+n;i<0&&(i=0),r>1&&(r=1);const a=this.getPoint(i),o=this.getPoint(r),s=e||(a.isVector2?new U:new X);return s.copy(o).sub(a).normalize(),s},getTangentAt:function(t,e){const n=this.getUtoTmapping(t);return this.getTangent(n,e)},computeFrenetFrames:function(t,e){const n=new X,i=[],r=[],a=[],o=new X,s=new Et;for(let e=0;e<=t;e++){const n=e/t;i[e]=this.getTangentAt(n,new X),i[e].normalize()}r[0]=new X,a[0]=new X;let l=Number.MAX_VALUE;const c=Math.abs(i[0].x),h=Math.abs(i[0].y),u=Math.abs(i[0].z);c<=l&&(l=c,n.set(1,0,0)),h<=l&&(l=h,n.set(0,1,0)),u<=l&&n.set(0,0,1),o.crossVectors(i[0],n).normalize(),r[0].crossVectors(i[0],o),a[0].crossVectors(i[0],r[0]);for(let e=1;e<=t;e++){if(r[e]=r[e-1].clone(),a[e]=a[e-1].clone(),o.crossVectors(i[e-1],i[e]),o.length()>Number.EPSILON){o.normalize();const t=Math.acos(z.clamp(i[e-1].dot(i[e]),-1,1));r[e].applyMatrix4(s.makeRotationAxis(o,t))}a[e].crossVectors(i[e],r[e])}if(!0===e){let e=Math.acos(z.clamp(r[0].dot(r[t]),-1,1));e/=t,i[0].dot(o.crossVectors(r[0],r[t]))>0&&(e=-e);for(let n=1;n<=t;n++)r[n].applyMatrix4(s.makeRotationAxis(i[n],e*n)),a[n].crossVectors(i[n],r[n])}return{tangents:i,normals:r,binormals:a}},clone:function(){return(new this.constructor).copy(this)},copy:function(t){return this.arcLengthDivisions=t.arcLengthDivisions,this},toJSON:function(){const t={metadata:{version:4.5,type:"Curve",generator:"Curve.toJSON"}};return t.arcLengthDivisions=this.arcLengthDivisions,t.type=this.type,t},fromJSON:function(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}});class Ba extends Zt{constructor(t,e=1){super(),this.type="Light",this.color=new ye(t),this.intensity=e}copy(t){return super.copy(t),this.color.copy(t.color),this.intensity=t.intensity,this}toJSON(t){const e=super.toJSON(t);return e.object.color=this.color.getHex(),e.object.intensity=this.intensity,void 0!==this.groundColor&&(e.object.groundColor=this.groundColor.getHex()),void 0!==this.distance&&(e.object.distance=this.distance),void 0!==this.angle&&(e.object.angle=this.angle),void 0!==this.decay&&(e.object.decay=this.decay),void 0!==this.penumbra&&(e.object.penumbra=this.penumbra),void 0!==this.shadow&&(e.object.shadow=this.shadow.toJSON()),e}}Ba.prototype.isLight=!0;const Ga=function(t){const e=t.lastIndexOf("/");return-1===e?"./":t.substr(0,e+1)};function Va(){Ve.call(this),this.type="InstancedBufferGeometry",this.instanceCount=1/0}function ka(t,e,n,i){"number"==typeof n&&(i=n,n=!1,console.error("THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.")),we.call(this,t,e,n),this.meshPerAttribute=i||1}function Wa(t){"undefined"==typeof createImageBitmap&&console.warn("THREE.ImageBitmapLoader: createImageBitmap() not supported."),"undefined"==typeof fetch&&console.warn("THREE.ImageBitmapLoader: fetch() not supported."),Ca.call(this,t),this.options={premultiplyAlpha:"none"}}Va.prototype=Object.assign(Object.create(Ve.prototype),{constructor:Va,isInstancedBufferGeometry:!0,copy:function(t){return Ve.prototype.copy.call(this,t),this.instanceCount=t.instanceCount,this},clone:function(){return(new this.constructor).copy(this)},toJSON:function(){const t=Ve.prototype.toJSON.call(this);return t.instanceCount=this.instanceCount,t.isInstancedBufferGeometry=!0,t}}),ka.prototype=Object.assign(Object.create(we.prototype),{constructor:ka,isInstancedBufferAttribute:!0,copy:function(t){return we.prototype.copy.call(this,t),this.meshPerAttribute=t.meshPerAttribute,this},toJSON:function(){const t=we.prototype.toJSON.call(this);return t.meshPerAttribute=this.meshPerAttribute,t.isInstancedBufferAttribute=!0,t}}),Wa.prototype=Object.assign(Object.create(Ca.prototype),{constructor:Wa,isImageBitmapLoader:!0,setOptions:function(t){return this.options=t,this},load:function(t,e,n,i){void 0===t&&(t=""),void 0!==this.path&&(t=this.path+t),t=this.manager.resolveURL(t);const r=this,a=Ra.get(t);if(void 0!==a)return r.manager.itemStart(t),setTimeout((function(){e&&e(a),r.manager.itemEnd(t)}),0),a;const o={};o.credentials="anonymous"===this.crossOrigin?"same-origin":"include",o.headers=this.requestHeader,fetch(t,o).then((function(t){return t.blob()})).then((function(t){return createImageBitmap(t,Object.assign(r.options,{colorSpaceConversion:"none"}))})).then((function(n){Ra.add(t,n),e&&e(n),r.manager.itemEnd(t)})).catch((function(e){i&&i(e),r.manager.itemError(t),r.manager.itemEnd(t)})),r.manager.itemStart(t)}}),new Et,new Et;const ja="\\[\\]\\.:\\/",qa=new RegExp("[\\[\\]\\.:\\/]","g"),Xa="[^\\[\\]\\.:\\/]",Ya="[^"+ja.replace("\\.","")+"]",Za=/((?:WC+[\/:])*)/.source.replace("WC",Xa),Ja=/(WCOD+)?/.source.replace("WCOD",Ya),Qa=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",Xa),Ka=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",Xa),$a=new RegExp("^"+Za+Ja+Qa+Ka+"$"),to=["material","materials","bones"];function eo(t,e,n){const i=n||no.parseTrackName(e);this._targetGroup=t,this._bindings=t.subscribe_(e,i)}function no(t,e,n){this.path=e,this.parsedPath=n||no.parseTrackName(e),this.node=no.findNode(t,this.parsedPath.nodeName)||t,this.rootNode=t}function io(t,e,n){Fr.call(this,t,e),this.meshPerAttribute=n||1}function ro(t,e,n,i,r){this.buffer=t,this.type=e,this.itemSize=n,this.elementSize=i,this.count=r,this.version=0}function ao(t,e,n=0,i=1/0){this.ray=new wt(t,e),this.near=n,this.far=i,this.camera=null,this.layers=new Ot,this.params={Mesh:{},Line:{threshold:1},LOD:{},Points:{threshold:1},Sprite:{}},Object.defineProperties(this.params,{PointCloud:{get:function(){return console.warn("THREE.Raycaster: params.PointCloud has been renamed to params.Points."),this.Points}}})}function oo(t,e){return t.distance-e.distance}function so(t,e,n,i){if(t.layers.test(e.layers)&&t.raycast(e,n),!0===i){const i=t.children;for(let t=0,r=i.length;t1?1:l,s>=750?cancelAnimationFrame(a):(t.theta=n+(e-n)*uo(l),t.phi=i+(0-i)*uo(l),requestAnimationFrame(o))}()}},{key:"isInIframe",value:function(){try{return window.self!==window.top}catch(t){return!0}}},{key:"destroy",value:function(){this.el.removeEventListener("mouseleave",this.onMouseUp),this.el.removeEventListener("mousemove",this.onMouseMove),this.el.removeEventListener("mousedown",this.onMouseDown),this.el.removeEventListener("mouseup",this.onMouseUp),this.el.removeEventListener("touchstart",this.onTouchStart),this.el.removeEventListener("touchmove",this.onTouchMove),this.el.removeEventListener("touchend",this.onTouchEnd),window.removeEventListener("devicemotion",this.onDeviceMotion),window.removeEventListener("message",this.onMessage)}},{key:"getCurrentStyle",value:function(){return"height: ".concat(parseInt(this.el.style.height,10),"px; width: ").concat(parseInt(this.el.style.width,10),"px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);")}},{key:"addDraggingStyle",value:function(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;"))}},{key:"addDraggableStyle",value:function(){this.el.setAttribute("style","".concat(this.getCurrentStyle()," cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;"))}},{key:"onMessage",value:function(t){var e=t.data,n=e.orientation,i=e.portrait,r=e.rotationRate;r&&this.onDeviceMotion({orientation:n,portrait:i,rotationRate:r})}},{key:"onDeviceMotion",value:function(t){var e,n=void 0!==t.portrait?t.portrait:window.matchMedia("(orientation: portrait)").matches;e=void 0!==t.orientation?t.orientation:void 0!==window.orientation?window.orientation:-90;var i=z.degToRad(t.rotationRate.alpha),r=z.degToRad(t.rotationRate.beta);n?(this.phi=this.verticalPanning?this.phi+i*this.velo:this.phi,this.theta=this.theta-r*this.velo*-1):(this.verticalPanning&&(this.phi=-90===e?this.phi+r*this.velo:this.phi-r*this.velo),this.theta=-90===e?this.theta-i*this.velo:this.theta+i*this.velo),this.adjustPhi()}},{key:"onMouseMove",value:function(t){this.isUserInteracting&&(this.rotateEnd.set(t.clientX,t.clientY),this.rotateDelta.subVectors(this.rotateEnd,this.rotateStart),this.rotateStart.copy(this.rotateEnd),this.phi=this.verticalPanning?this.phi+2*Math.PI*this.rotateDelta.y/this.renderer.height*.3:this.phi,this.theta+=2*Math.PI*this.rotateDelta.x/this.renderer.width*.5,this.adjustPhi())}},{key:"adjustPhi",value:function(){this.phi=z.clamp(this.phi,-Math.PI/1.95,Math.PI/1.95)}},{key:"onMouseDown",value:function(t){this.addDraggingStyle(),this.rotateStart.set(t.clientX,t.clientY),this.isUserInteracting=!0,this.momentum=!1,this.onDragStart&&this.onDragStart()}},{key:"inertia",value:function(){this.momentum&&(this.rotateDelta.y*=.9,this.rotateDelta.x*=.9,this.theta+=.005*this.rotateDelta.x,this.phi=this.verticalPanning?this.phi+.005*this.rotateDelta.y:this.phi,this.adjustPhi())}},{key:"onMouseUp",value:function(){this.isUserInteracting&&this.onDragStop&&this.onDragStop(),this.addDraggableStyle(),this.isUserInteracting=!1,this.momentum=!0,this.inertia()}},{key:"update",value:function(){return(this.phi!==this.previousPhi||this.theta!==this.previousTheta)&&(this.previousPhi=this.phi,this.previousTheta=this.theta,this.euler.set(this.phi,this.theta,0,"YXZ"),this.orientation.setFromEuler(this.euler),this.camera.quaternion.copy(this.orientation),this.inertia(),!0)}}]),t}(),fo=console,mo=function(){function t(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:{};n(this,t),Object.assign(this,{height:360,width:640,initialYaw:90,verticalPanning:!0},e);var i=this.height,r=this.width;this.container,this.containerId;var a=this.initialYaw,o=this.verticalPanning,s=this.onDragStart,l=this.onDragStop;this.renderer=new ho({height:i,width:r}),this.camera=new mn(80,this.width/this.height,.1,100),this.controls=new po({camera:this.camera,renderer:this.renderer,initialYaw:a,verticalPanning:o,onDragStart:s,onDragStop:l}),this.stopVideoLoop=this.stopVideoLoop.bind(this),this.onError=this.onError.bind(this),this.startVideoLoop=this.startVideoLoop.bind(this),this.needsUpdate=!1,this.scene=this.createScene(),this.element=this.getElement(),this.elementReady=!1,this.element.addEventListener("playing",this.startVideoLoop),this.element.addEventListener("pause",this.stopVideoLoop),this.element.addEventListener("ended",this.stopVideoLoop),this.element.addEventListener("loadedmetadata",this.initAfterLoadedMetadata.bind(this)),this.target=this.container?this.container:document.querySelector(this.containerId)}return r(t,[{key:"initAfterLoadedMetadata",value:function(){this.element.readyState>=1&&!this.elementReady&&(this.texture=this.createTexture(),this.renderer.setTexture(this.texture),this.scene.add(this.renderer.mesh),this.elementReady=!0)}},{key:"play",value:function(){this.element.play&&this.element.play()}},{key:"pause",value:function(){this.element.pause&&this.element.pause()}},{key:"centralize",value:function(){this.controls.centralize()}},{key:"stopVideoLoop",value:function(){this.needsUpdate=!1}},{key:"destroy",value:function(){this.element.style.display="",clearInterval(this.videoLoopId),cancelAnimationFrame(this.animationFrameId),this.element.pause&&this.element.pause(),this.target.removeChild(this.renderer.el),this.controls.destroy(),this.renderer.destroy()}},{key:"setSize",value:function(t){var e=t.height,n=t.width;this.camera.aspect=n/e,this.camera.updateProjectionMatrix(),this.renderer.setSize({height:e,width:n})}},{key:"getElement",value:function(){if(this.source&&this.source.tagName)return this.source;var t=document.createElement("video");return t.loop=this.loop||!1,t.muted=this.muted||!1,t.setAttribute("crossorigin","anonymous"),t.setAttribute("webkit-playsinline","true"),t.setAttribute("playsinline","true"),t.setAttribute("src",this.source),t.autoplay=void 0===this.autoplay||this.autoplay,t.addEventListener("error",this.onError),t}},{key:"createTexture",value:function(){var t=new va(this.element);return t.minFilter=g,t.magFilter=g,t.format=E,t.generateMipmaps=!1,t.needsUpdate=!0,t}},{key:"createScene",value:function(){return new Hr}},{key:"onError",value:function(t){fo.error("error loading",this.source,t)}},{key:"startVideoLoop",value:function(){this.needsUpdate=!0}},{key:"render",value:function(){var t=this;this.target.appendChild(this.renderer.el),this.element.style.display="none";var e=function(){var e=t.controls.update();t.renderer.render(t.scene,t.camera,t.needsUpdate||e)};!function n(){0==t.element.videoWidth||0==t.element.videoHeight?setTimeout(n,100):t.videoLoopId=setInterval((function(){t.animationFrameId=requestAnimationFrame(e)}),33.333333333333336)}()}}]),t}(),go=function(t){a(i,t);var e=c(i);function i(t){return n(this,i),e.call(this,t)}return i}(mo),vo=function(t){a(i,t);var e=c(i);function i(t){var r;return n(this,i),(r=e.call(this,t)).texture=r.createTexture(),r.renderer.setTexture(r.texture),r.scene.add(r.renderer.mesh),r}return r(i,[{key:"getElement",value:function(){if(this.source&&this.source.tagName)return this.source;var t=document.createElement("img");return t.setAttribute("crossorigin","anonymous"),t.src=this.source,t}},{key:"createTexture",value:function(){var t=new V(this.element);return t.minFilter=g,t.magFilter=g,t.format=E,t.generateMipmaps=!1,t.needsUpdate=!0,t}},{key:"render",value:function(){var t=this;this.target.appendChild(this.renderer.el),this.element.style.display="none";var e=function(){var e=t.controls.update();t.renderer.render(t.scene,t.camera,e)};t.videoLoopId=setInterval((function(){t.animationFrameId=requestAnimationFrame(e)}),33.333333333333336)}}]),i}(mo),xo=function(t){a(i,t);var e=c(i);function i(t){var r;return n(this,i),(r=e.call(this,t)).canvas=null,r}return r(i,[{key:"createTexture",value:function(){this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d");var t=new ya(this.canvas);return t.minFilter=g,t.magFilter=g,t.format=E,t.generateMipmaps=!1,t.needsUpdate=!0,t}},{key:"render",value:function(){var t=this;this.target.appendChild(this.renderer.el),this.element.style.display="none";var e=function(){1==t.needsUpdate&&(t.element.videoWidth!=t.videoWidth&&(t.videoWidth=t.element.videoWidth,t.canvas.width=t.videoWidth),t.element.videoHeight!=t.videoHeight&&(t.videoHeight=t.element.videoHeight,t.canvas.height=t.videoHeight),t.context.drawImage(t.element,0,0,t.videoWidth,t.videoHeight),t.texture.needsUpdate=!0);var e=t.controls.update();t.renderer.render(t.scene,t.camera,t.needsUpdate||e)};!function n(){if(t.canvas&&0!=t.element.videoWidth&&0!=t.element.videoHeight)return t.videoWidth=t.element.videoWidth,t.videoHeight=t.element.videoHeight,t.canvas.width=t.videoWidth,t.canvas.height=t.videoHeight,void(t.videoLoopId=setInterval((function(){t.animationFrameId=requestAnimationFrame(e)}),33.333333333333336));setTimeout(n,100)}()}}]),i}(mo),yo=function(t){a(i,t);var e=c(i);function i(t){var r;return n(this,i),(r=e.call(this,t)).driver.addEventListener("playing",r.startVideoLoop),r.driver.addEventListener("pause",r.stopVideoLoop),r.driver.addEventListener("ended",r.stopVideoLoop),r.driver.addEventListener("stalled",r.stopVideoLoop),r.driverInitialized=!1,r}return r(i,[{key:"play",value:function(){this.driver.play()}},{key:"pause",value:function(){this.driver.pause()}},{key:"getElement",value:function(){this.source&&this.source.tagName?this.driver=this.source:(this.driver=document.createElement("audio"),this.driver.src=this.source,this.driver.loop=this.loop||!1,this.driver.muted=this.muted||!1,this.driver.setAttribute("crossorigin","anonymous"),this.driver.autoplay=this.autoplay||!0),this.source=this.driver.src,this.driver.src="",this.driver.load();var t=document.createElement("video");return t.setAttribute("crossorigin","anonymous"),t.src=this.source,t.load(),t.addEventListener("error",this.onError),t}},{key:"createTexture",value:function(){var t=new va(this.element);return t.minFilter=g,t.magFilter=g,t.format=E,t.generateMipmaps=!1,t.needsUpdate=!0,t}},{key:"destroy",value:function(){this.driver.style.display="",h(o(i.prototype),"destroy",this).call(this)}},{key:"render",value:function(){var t=this;this.target.appendChild(this.renderer.el),this.element.style.display="none",this.driver.style.display="none";var e=function(){t.element.currentTime=t.driver.currentTime;var e=t.controls.update();t.renderer.render(t.scene,t.camera,t.needsUpdate||e)};!function n(){if(0!=t.element.videoWidth&&0!=t.element.videoHeight&&(t.element.readyState>=t.element.HAVE_FUTURE_DATA&&!t.driverInitialized))return t.driver.src=t.source,t.driver.load(),t.onDriverReady&&t.onDriverReady(),t.driverInitialized=!0,void(t.videoLoopId=setInterval((function(){t.animationFrameId=requestAnimationFrame(e)}),33.333333333333336));setTimeout(n,100)}()}}]),i}(mo);t.Image=vo,t.Video=function(t){return e.shouldUseAudioDriver()?new yo(t):e.shouldUseCanvasInBetween()?new xo(t):new go(t)},Object.defineProperty(t,"__esModule",{value:!0})})); +//# sourceMappingURL=kaleidoscope.min.js.map diff --git a/dist/kaleidoscope.min.js.map b/dist/kaleidoscope.min.js.map new file mode 100644 index 0000000..8bff8b4 --- /dev/null +++ b/dist/kaleidoscope.min.js.map @@ -0,0 +1 @@ +{"version":3,"file":"kaleidoscope.min.js","sources":["../src/utils.js","../node_modules/three/build/three.module.js","../src/renderer.js","../src/controls.js","../src/three-sixty-viewer.js","../src/video.js","../src/image.js","../src/canvas.js","../src/audio.js","../src/main.js"],"sourcesContent":["export default {\n isiOS() {\n return /(ipad|iphone|ipod)/ig.test(navigator.userAgent);\n },\n isEdge() {\n return /(Edge)/ig.test(navigator.userAgent);\n },\n shouldUseAudioDriver() {\n let isOldiOSOnIphone = /iphone.*(7|8|9)_[0-9]/i.test(navigator.userAgent);\n let isWebView = /(iPhone|iPod).*AppleWebKit(?!.*Safari)/i.test(navigator.userAgent);\n return isOldiOSOnIphone || isWebView;\n },\n shouldUseCanvasInBetween() {\n let edge = /trident|edge/i.test(navigator.userAgent);\n let ios = this.isiOS();\n return edge || ios;\n },\n}\n","/**\n * @license\n * Copyright 2010-2021 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '127';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst CubeUVRefractionMapping = 307;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedShort565Type = 1019;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst RGBEFormat = RGBAFormat;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst SRGB8_ALPHA8_ASTC_4x4_Format = 37840;\nconst SRGB8_ALPHA8_ASTC_5x4_Format = 37841;\nconst SRGB8_ALPHA8_ASTC_5x5_Format = 37842;\nconst SRGB8_ALPHA8_ASTC_6x5_Format = 37843;\nconst SRGB8_ALPHA8_ASTC_6x6_Format = 37844;\nconst SRGB8_ALPHA8_ASTC_8x5_Format = 37845;\nconst SRGB8_ALPHA8_ASTC_8x6_Format = 37846;\nconst SRGB8_ALPHA8_ASTC_8x8_Format = 37847;\nconst SRGB8_ALPHA8_ASTC_10x5_Format = 37848;\nconst SRGB8_ALPHA8_ASTC_10x6_Format = 37849;\nconst SRGB8_ALPHA8_ASTC_10x8_Format = 37850;\nconst SRGB8_ALPHA8_ASTC_10x10_Format = 37851;\nconst SRGB8_ALPHA8_ASTC_12x10_Format = 37852;\nconst SRGB8_ALPHA8_ASTC_12x12_Format = 37853;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst GammaEncoding = 3007;\nconst RGBEEncoding = 3002;\nconst LogLuvEncoding = 3003;\nconst RGBM7Encoding = 3004;\nconst RGBM16Encoding = 3005;\nconst RGBDEncoding = 3006;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n} );\n\nconst _lut = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\nconst MathUtils = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: function () {\n\n\t\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\t\tconst d0 = Math.random() * 0xffffffff | 0;\n\t\tconst d1 = Math.random() * 0xffffffff | 0;\n\t\tconst d2 = Math.random() * 0xffffffff | 0;\n\t\tconst d3 = Math.random() * 0xffffffff | 0;\n\t\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t\t// .toUpperCase() here flattens concatenated strings to save heap memory space.\n\t\treturn uuid.toUpperCase();\n\n\t},\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range to range \n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\n\n\tinverseLerp: function ( x, y, value ) {\n\n\t\tif ( x !== y ) {\n\n\t\t\treturn ( value - x ) / ( y - x );\n\n\t\t } else {\n\n\t\t\treturn 0;\n\n\t\t }\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\n\n\tdamp: function ( x, y, lambda, dt ) {\n\n\t\treturn MathUtils.lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n\t},\n\n\t// https://www.desmos.com/calculator/vcsjnyz7x4\n\n\tpingpong: function ( x, length = 1 ) {\n\n\t\treturn length - Math.abs( MathUtils.euclideanModulo( x, length * 2 ) - length );\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\t// Deterministic pseudo-random float in the interval [ 0, 1 ]\n\n\tseededRandom: function ( s ) {\n\n\t\tif ( s !== undefined ) _seed = s % 2147483647;\n\n\t\t// Park-Miller algorithm\n\n\t\t_seed = _seed * 16807 % 2147483647;\n\n\t\treturn ( _seed - 1 ) / 2147483646;\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * MathUtils.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * MathUtils.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tceilPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tfloorPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tsetQuaternionFromProperEuler: function ( q, a, b, c, order ) {\n\n\t\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t\t// rotations are applied to the axes in the order specified by 'order'\n\t\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t\t// angles are in radians\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c2 = cos( b / 2 );\n\t\tconst s2 = sin( b / 2 );\n\n\t\tconst c13 = cos( ( a + c ) / 2 );\n\t\tconst s13 = sin( ( a + c ) / 2 );\n\n\t\tconst c1_3 = cos( ( a - c ) / 2 );\n\t\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\t\tconst c3_1 = cos( ( c - a ) / 2 );\n\t\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYX':\n\t\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZY':\n\t\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXZ':\n\t\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZX':\n\t\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXY':\n\t\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYZ':\n\t\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t}\n\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector2.prototype.isVector2 = true;\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nMatrix3.prototype.isMatrix3 = true;\n\nlet _canvas;\n\nconst ImageUtils = {\n\n\tgetDataURL: function ( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n};\n\nlet textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.image = image;\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t\t//\n\t\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\t\tthis.encoding = encoding;\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tconst image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = MathUtils.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tlet url;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\t// process array of images e.g. CubeTexture\n\n\t\t\t\t\turl = [];\n\n\t\t\t\t\tfor ( let i = 0, l = image.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t// check cube texture with data textures\n\n\t\t\t\t\t\tif ( image[ i ].isDataTexture ) {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ].image ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ] ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// process single image\n\n\t\t\t\t\turl = serializeImage( image );\n\n\t\t\t\t}\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: url\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype.isTexture = true;\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.prototype.slice.call( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector4.prototype.isVector4 = true;\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass WebGLRenderTarget extends EventDispatcher {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper();\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture.image = {};\n\t\tthis.texture.image.width = width;\n\t\tthis.texture.image.height = height;\n\t\tthis.texture.image.depth = 1;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\t\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\t\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n\t}\n\n\tsetTexture( texture ) {\n\n\t\ttexture.image = {\n\t\t\twidth: this.width,\n\t\t\theight: this.height,\n\t\t\tdepth: this.depth\n\t\t};\n\n\t\tthis.texture = texture;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\t\t\tthis.texture.image.depth = depth;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nWebGLRenderTarget.prototype.isWebGLRenderTarget = true;\n\nclass WebGLMultisampleRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.samples = 4;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy.call( this, source );\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n}\n\nWebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.' );\n\t\treturn qm.slerpQuaternions( qa, qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\tthis.copy( qa ).slerp( qb, t );\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nQuaternion.prototype.isQuaternion = true;\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( MathUtils.clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector3.prototype.isVector3 = true;\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getSize() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box$3.copy( geometry.boundingBox );\n\t\t\t_box$3.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.union( _box$3 );\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getParameter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$2.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$3.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$2 );\n\t\t_f1.subVectors( _v2$3, _v1$7 );\n\t\t_f2.subVectors( _v0$2, _v2$3 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Box3: .getBoundingSphere() target is now required' );\n\t\t\t//target = new Sphere(); // removed to avoid cyclic dependency\n\n\t\t}\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox3.prototype.isBox3 = true;\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the seperating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the seperating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is seperating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _toFarthestPoint = /*@__PURE__*/ new Vector3();\nconst _toPoint = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$2.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );\n\t\t\ttarget = new Box3();\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671\n\n\t\t_toPoint.subVectors( point, this.center );\n\n\t\tconst lengthSq = _toPoint.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\t\t\tconst missingRadiusHalf = ( length - this.radius ) * 0.5;\n\n\t\t\t// Nudge this sphere towards the target point. Add half the missing distance to radius,\n\t\t\t// and the other half to position. This gives a tighter enclosure, instead of if\n\t\t\t// the whole missing distance were just added to radius.\n\n\t\t\tthis.center.add( _toPoint.multiplyScalar( missingRadiusHalf / length ) );\n\t\t\tthis.radius += missingRadiusHalf;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769\n\n\t\t// To enclose another sphere into this sphere, we only need to enclose two points:\n\t\t// 1) Enclose the farthest point on the other sphere into this sphere.\n\t\t// 2) Enclose the opposite point of the farthest point into this sphere.\n\n\t\t_toFarthestPoint.subVectors( sphere.center, this.center ).normalize().multiplyScalar( sphere.radius );\n\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _toFarthestPoint ) );\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _toFarthestPoint ) );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$2.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$2.elements[ 0 ] *= invSX;\n\t\t_m1$2.elements[ 1 ] *= invSX;\n\t\t_m1$2.elements[ 2 ] *= invSX;\n\n\t\t_m1$2.elements[ 4 ] *= invSY;\n\t\t_m1$2.elements[ 5 ] *= invSY;\n\t\t_m1$2.elements[ 6 ] *= invSY;\n\n\t\t_m1$2.elements[ 8 ] *= invSZ;\n\t\t_m1$2.elements[ 9 ] *= invSZ;\n\t\t_m1$2.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$2 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nMatrix4.prototype.isMatrix4 = true;\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order, update ) {\n\n\t\tconst clamp = MathUtils.clamp;\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$1.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$1, order, update );\n\n\t}\n\n\tsetFromVector3( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\ttoVector3( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.prototype.isEuler = true;\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = new Vector3();\nconst _q1 = new Quaternion();\nconst _m1$1 = new Matrix4();\nconst _target = new Vector3();\n\nconst _position$3 = new Vector3();\nconst _scale$2 = new Vector3();\nconst _quaternion$2 = new Quaternion();\n\nconst _xAxis = new Vector3( 1, 0, 0 );\nconst _yAxis = new Vector3( 0, 1, 0 );\nconst _zAxis = new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nfunction Object3D() {\n\n\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Object3D';\n\n\tthis.parent = null;\n\tthis.children = [];\n\n\tthis.up = Object3D.DefaultUp.clone();\n\n\tconst position = new Vector3();\n\tconst rotation = new Euler();\n\tconst quaternion = new Quaternion();\n\tconst scale = new Vector3( 1, 1, 1 );\n\n\tfunction onRotationChange() {\n\n\t\tquaternion.setFromEuler( rotation, false );\n\n\t}\n\n\tfunction onQuaternionChange() {\n\n\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t}\n\n\trotation._onChange( onRotationChange );\n\tquaternion._onChange( onQuaternionChange );\n\n\tObject.defineProperties( this, {\n\t\tposition: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: position\n\t\t},\n\t\trotation: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: rotation\n\t\t},\n\t\tquaternion: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: quaternion\n\t\t},\n\t\tscale: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: scale\n\t\t},\n\t\tmodelViewMatrix: {\n\t\t\tvalue: new Matrix4()\n\t\t},\n\t\tnormalMatrix: {\n\t\t\tvalue: new Matrix3()\n\t\t}\n\t} );\n\n\tthis.matrix = new Matrix4();\n\tthis.matrixWorld = new Matrix4();\n\n\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\tthis.matrixWorldNeedsUpdate = false;\n\n\tthis.layers = new Layers();\n\tthis.visible = true;\n\n\tthis.castShadow = false;\n\tthis.receiveShadow = false;\n\n\tthis.frustumCulled = true;\n\tthis.renderOrder = 0;\n\n\tthis.animations = [];\n\n\tthis.userData = {};\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Object3D,\n\n\tisObject3D: true,\n\n\tonBeforeRender: function () {},\n\tonAfterRender: function () {},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t},\n\n\tsetRotationFromAxisAngle: function ( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t},\n\n\tsetRotationFromEuler: function ( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t},\n\n\tsetRotationFromMatrix: function ( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t},\n\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t},\n\n\trotateOnAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateOnWorldAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t},\n\n\ttranslateOnAxis: function ( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t},\n\n\ttranslateX: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t},\n\n\ttranslateY: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t},\n\n\ttranslateZ: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t},\n\n\tlocalToWorld: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t},\n\n\tworldToLocal: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t},\n\n\tlookAt: function ( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t},\n\n\tadd: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tremove: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclear: function () {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t},\n\n\tattach: function ( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tthis.add( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectById: function ( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t},\n\n\tgetObjectByName: function ( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t},\n\n\tgetObjectByProperty: function ( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tgetWorldPosition: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t},\n\n\tgetWorldQuaternion: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );\n\t\t\ttarget = new Quaternion();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldScale: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldScale() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t},\n\n\traycast: function () {},\n\n\ttraverse: function ( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseVisible: function ( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseAncestors: function ( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t},\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t},\n\n\tclone: function ( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t},\n\n\tcopy: function ( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2$1.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .projectPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .intersectLine() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .coplanarPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nPlane.prototype.isPlane = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getNormal() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$2.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getBarycoord() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3$1 );\n\n\t\treturn ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3$1 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3$1.x );\n\t\ttarget.addScaledVector( uv2, _v3$1.y );\n\t\ttarget.addScaledVector( uv3, _v3$1.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getMidpoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getPlane() target is now required' );\n\t\t\ttarget = new Plane();\n\n\t\t}\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nlet materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.vertexColors = false;\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.stencilWriteMask = 0xff;\n\tthis.stencilFunc = AlwaysStencilFunc;\n\tthis.stencilRef = 0;\n\tthis.stencilFuncMask = 0xff;\n\tthis.stencilFail = KeepStencilOp;\n\tthis.stencilZFail = KeepStencilOp;\n\tthis.stencilZPass = KeepStencilOp;\n\tthis.stencilWrite = false;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.shadowSide = null;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.alphaToCoverage = false;\n\tthis.premultipliedAlpha = false;\n\n\tthis.visible = true;\n\n\tthis.toneMapped = true;\n\n\tthis.userData = {};\n\n\tthis.version = 0;\n\n}\n\nMaterial.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Material,\n\n\tisMaterial: true,\n\n\tonBeforeCompile: function ( /* shaderobject, renderer */ ) {},\n\n\tcustomProgramCacheKey: function () {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Material: \\'' + key + '\\' parameter is undefined.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': \\'' + key + '\\' is not a property of this material.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\t\t\tdata.reflectivity = this.reflectivity; // Scale behind envMap\n\t\t\tdata.refractionRatio = this.refractionRatio;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\t\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\n\t\t}\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\t\tdata.colorWrite = this.colorWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.morphNormals === true ) data.morphNormals = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nObject.defineProperty( Material.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = MathUtils.euclideanModulo( h, 1 );\n\t\ts = MathUtils.clamp( s, 0, 1 );\n\t\tl = MathUtils.clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopyGammaToLinear( color, gammaFactor = 2.0 ) {\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToGamma( color, gammaFactor = 2.0 ) {\n\n\t\tconst safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t}\n\n\tconvertGammaToLinear( gammaFactor ) {\n\n\t\tthis.copyGammaToLinear( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToGamma( gammaFactor ) {\n\n\t\tthis.copyLinearToGamma( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex() {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t}\n\n\tgetHexString() {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Color: .getHSL() target is now required' );\n\t\t\ttarget = { h: 0, s: 0, l: 0 };\n\n\t\t}\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle() {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\n\nColor.prototype.isColor = true;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * depthTest: ,\n * depthWrite: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: \n * }\n */\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nconst _vector$9 = new Vector3();\nconst _vector2 = new Vector2();\n\nfunction BufferAttribute( array, itemSize, normalized ) {\n\n\tif ( Array.isArray( array ) ) {\n\n\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t}\n\n\tthis.name = '';\n\n\tthis.array = array;\n\tthis.itemSize = itemSize;\n\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\tthis.normalized = normalized === true;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( BufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\n\tisBufferAttribute: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyArray: function ( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t},\n\n\tcopyColorsArray: function ( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector2sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector3sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector4sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2.fromBufferAttribute( this, i );\n\t\t\t\t_vector2.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2.x, _vector2.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\t\tif ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n//\n\nfunction Int8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );\n\n}\n\nInt8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\n\nfunction Uint8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );\n\n}\n\nUint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\n\nfunction Uint8ClampedBufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );\n\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\n\nfunction Int16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );\n\n}\n\nInt16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\n\nfunction Uint16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nUint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\n\nfunction Int32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );\n\n}\n\nInt32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\n\nfunction Uint32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );\n\n}\n\nUint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\nfunction Float16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nFloat16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat16BufferAttribute.prototype.constructor = Float16BufferAttribute;\nFloat16BufferAttribute.prototype.isFloat16BufferAttribute = true;\n\nfunction Float32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );\n\n}\n\nFloat32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\n\nfunction Float64BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );\n\n}\n\nFloat64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nlet _id = 0;\n\nconst _m1 = new Matrix4();\nconst _obj = new Object3D();\nconst _offset = new Vector3();\nconst _box$1 = new Box3();\nconst _boxMorphTargets = new Box3();\nconst _vector$8 = new Vector3();\n\nfunction BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: _id ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\tthis.morphTargetsRelative = false;\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}\n\nBufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: BufferGeometry,\n\n\tisBufferGeometry: true,\n\n\tgetIndex: function () {\n\n\t\treturn this.index;\n\n\t},\n\n\tsetIndex: function ( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t},\n\n\tsetAttribute: function ( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t},\n\n\tdeleteAttribute: function ( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t},\n\n\thasAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t},\n\n\taddGroup: function ( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t},\n\n\tclearGroups: function () {\n\n\t\tthis.groups = [];\n\n\t},\n\n\tsetDrawRange: function ( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$1.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$1.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$1.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$1.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\t// backwards compatibility\n\n\t},\n\n\tcomputeTangents: function () {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst indices = index.array;\n\t\tconst positions = attributes.position.array;\n\t\tconst normals = attributes.normal.array;\n\t\tconst uvs = attributes.uv.array;\n\n\t\tconst nVertices = positions.length / 3;\n\n\t\tif ( attributes.tangent === undefined ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );\n\n\t\t}\n\n\t\tconst tangents = attributes.tangent.array;\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < nVertices; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromArray( positions, a * 3 );\n\t\t\tvB.fromArray( positions, b * 3 );\n\t\t\tvC.fromArray( positions, c * 3 );\n\n\t\t\tuvA.fromArray( uvs, a * 2 );\n\t\t\tuvB.fromArray( uvs, b * 2 );\n\t\t\tuvC.fromArray( uvs, c * 2 );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: indices.length\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindices[ j + 0 ],\n\t\t\t\t\tindices[ j + 1 ],\n\t\t\t\t\tindices[ j + 2 ]\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromArray( normals, v * 3 );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangents[ v * 4 ] = tmp.x;\n\t\t\ttangents[ v * 4 + 1 ] = tmp.y;\n\t\t\ttangents[ v * 4 + 2 ] = tmp.z;\n\t\t\ttangents[ v * 4 + 3 ] = w;\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( indices[ j + 0 ] );\n\t\t\t\thandleVertex( indices[ j + 1 ] );\n\t\t\t\thandleVertex( indices[ j + 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeVertexNormals: function () {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tmerge: function ( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tnormalizeNormals: function () {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t},\n\n\ttoNonIndexed: function () {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nconst _inverseMatrix$2 = new Matrix4();\nconst _ray$2 = new Ray();\nconst _sphere$3 = new Sphere();\n\nconst _vA$1 = new Vector3();\nconst _vB$1 = new Vector3();\nconst _vC$1 = new Vector3();\n\nconst _tempA = new Vector3();\nconst _tempB = new Vector3();\nconst _tempC = new Vector3();\n\nconst _morphA = new Vector3();\nconst _morphB = new Vector3();\nconst _morphC = new Vector3();\n\nconst _uvA$1 = new Vector2();\nconst _uvB$1 = new Vector2();\nconst _uvC$1 = new Vector2();\n\nconst _intersectionPoint = new Vector3();\nconst _intersectionPointWorld = new Vector3();\n\nfunction Mesh( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Mesh';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nMesh.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Mesh,\n\n\tisMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n} );\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA$1.fromBufferAttribute( position, a );\n\t_vB$1.fromBufferAttribute( position, b );\n\t_vC$1.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( material.morphTargets && morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA$1 ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB$1 ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC$1 ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA$1.add( _morphA );\n\t\t_vB$1.add( _morphB );\n\t\t_vC$1.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh && material.skinning ) {\n\n\t\tobject.boneTransform( a, _vA$1 );\n\t\tobject.boneTransform( b, _vB$1 );\n\t\tobject.boneTransform( c, _vC$1 );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv2, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv2, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\n/**\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShaderMaterial';\n\n\tthis.defines = {};\n\tthis.uniforms = {};\n\n\tthis.vertexShader = default_vertex;\n\tthis.fragmentShader = default_fragment;\n\n\tthis.linewidth = 1;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false; // set to use scene fog\n\tthis.lights = false; // set to use scene lights\n\tthis.clipping = false; // set to use user-defined clipping planes\n\n\tthis.skinning = false; // set to use skinning attribute streams\n\tthis.morphTargets = false; // set to use morph targets\n\tthis.morphNormals = false; // set to use morph normals\n\n\tthis.extensions = {\n\t\tderivatives: false, // set to use derivatives\n\t\tfragDepth: false, // set to use fragment depth values\n\t\tdrawBuffers: false, // set to use draw buffers\n\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t};\n\n\t// When rendered geometry doesn't include these attributes but the material does,\n\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\tthis.defaultAttributeValues = {\n\t\t'color': [ 1, 1, 1 ],\n\t\t'uv': [ 0, 0 ],\n\t\t'uv2': [ 0, 0 ]\n\t};\n\n\tthis.index0AttributeName = undefined;\n\tthis.uniformsNeedUpdate = false;\n\n\tthis.glslVersion = null;\n\n\tif ( parameters !== undefined ) {\n\n\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n}\n\nShaderMaterial.prototype = Object.create( Material.prototype );\nShaderMaterial.prototype.constructor = ShaderMaterial;\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.fragmentShader = source.fragmentShader;\n\tthis.vertexShader = source.vertexShader;\n\n\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\tthis.defines = Object.assign( {}, source.defines );\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.lights = source.lights;\n\tthis.clipping = source.clipping;\n\n\tthis.skinning = source.skinning;\n\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.extensions = Object.assign( {}, source.extensions );\n\n\tthis.glslVersion = source.glslVersion;\n\n\treturn this;\n\n};\n\nShaderMaterial.prototype.toJSON = function ( meta ) {\n\n\tconst data = Material.prototype.toJSON.call( this, meta );\n\n\tdata.glslVersion = this.glslVersion;\n\tdata.uniforms = {};\n\n\tfor ( const name in this.uniforms ) {\n\n\t\tconst uniform = this.uniforms[ name ];\n\t\tconst value = uniform.value;\n\n\t\tif ( value && value.isTexture ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 't',\n\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t};\n\n\t\t} else if ( value && value.isColor ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'c',\n\t\t\t\tvalue: value.getHex()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v2',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\tvalue: value\n\t\t\t};\n\n\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t}\n\n\t}\n\n\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\tdata.vertexShader = this.vertexShader;\n\tdata.fragmentShader = this.fragmentShader;\n\n\tconst extensions = {};\n\n\tfor ( const key in this.extensions ) {\n\n\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t}\n\n\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\treturn data;\n\n};\n\nfunction Camera() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Camera';\n\n\tthis.matrixWorldInverse = new Matrix4();\n\n\tthis.projectionMatrix = new Matrix4();\n\tthis.projectionMatrixInverse = new Matrix4();\n\n}\n\nCamera.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Camera,\n\n\tisCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Camera: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tObject3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\nfunction PerspectiveCamera( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'PerspectiveCamera';\n\n\tthis.fov = fov;\n\tthis.zoom = 1;\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.focus = 10;\n\n\tthis.aspect = aspect;\n\tthis.view = null;\n\n\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\tthis.updateProjectionMatrix();\n\n}\n\nPerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: PerspectiveCamera,\n\n\tisPerspectiveCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength: function ( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength: function () {\n\n\t\tconst vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t},\n\n\tgetEffectiveFOV: function () {\n\n\t\treturn MathUtils.RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t},\n\n\tgetFilmWidth: function () {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t},\n\n\tgetFilmHeight: function () {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t},\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst fov = 90, aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.renderTarget = renderTarget;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tcameraPY.up.set( 0, 0, 1 );\n\t\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst renderTarget = this.renderTarget;\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\t\tformat = format !== undefined ? format : RGBFormat;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\t// Why CubeTexture._needsFlipEnvMap is necessary:\n\t\t//\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)\n\t\t// when using WebGLCubeRenderTarget.texture as a cube texture.\n\n\t\tthis._needsFlipEnvMap = true;\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nCubeTexture.prototype.isCubeTexture = true;\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size, options, dummy ) {\n\n\t\tif ( Number.isInteger( options ) ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );\n\n\t\t\toptions = dummy;\n\n\t\t}\n\n\t\tsuper( size, size, options );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.texture._needsFlipEnvMap = false;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.format = RGBAFormat; // see #18859\n\t\tthis.texture.encoding = texture.encoding;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nclass DataTexture extends Texture {\n\n\tconstructor( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { data: data || null, width: width || 1, height: height || 1 };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture.prototype.isDataTexture = true;\n\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$2.center.set( 0, 0, 0 );\n\t\t_sphere$2.radius = 0.7071067811865476;\n\t\t_sphere$2.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type = 5126;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\\n}\\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\tif( cutoffDistance > 0.0 ) {\\n\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t}\\n\\treturn distanceFalloff;\\n#else\\n\\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t}\\n\\treturn 1.0;\\n#endif\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\\n\\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\\n\\treturn Fr * fresnel + F0;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\treturn specularColor * brdf.x + brdf.y;\\n}\\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\tvec3 FssEss = F * brdf.x + brdf.y;\\n\\tfloat Ess = brdf.x + brdf.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie(float roughness, float NoH) {\\n\\tfloat invAlpha = 1.0 / roughness;\\n\\tfloat cos2h = NoH * NoH;\\n\\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\\n}\\nfloat V_Neubelt(float NoV, float NoL) {\\n\\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\\n}\\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 H = normalize( V + L );\\n\\tfloat dotNH = saturate( dot( N, H ) );\\n\\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\\n}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\\n\\t\\tvec2 f = fract( uv );\\n\\t\\tuv += 0.5 - f;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x += texelSize;\\n\\t\\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.y += texelSize;\\n\\t\\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x -= texelSize;\\n\\t\\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\treturn mix( tm, bm, f.y );\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifndef ENVMAP_TYPE_CUBE_UV\\n\\t\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\\n#ifdef REFLECTIVITY\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#endif\\n#ifdef CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheen;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularRoughness;\\n\\tvec3 specularColor;\\n#ifdef CLEARCOAT\\n\\tfloat clearcoat;\\n\\tfloat clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tvec3 sheenColor;\\n#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.specularRoughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = ccDotNL * directLight.color;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tccIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t\\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\\n\\t\\t\\tmaterial.specularRoughness,\\n\\t\\t\\tdirectLight.direction,\\n\\t\\t\\tgeometry,\\n\\t\\t\\tmaterial.sheenColor\\n\\t\\t);\\n\\t#else\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\\n\\t#endif\\n\\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t\\tfloat ccDotNL = ccDotNV;\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\tfloat clearcoatInv = 1.0 - clearcoatDHR;\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\\n\\t#ifdef CLEARCOAT\\n\\t\\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * faceDirection;\\n\\t\\t\\tbitangent = bitangent * faceDirection;\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\t\\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmissionmap_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\\n#endif\";\n\nvar transmissionmap_pars_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\tuniform sampler2D transmissionMap;\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nvar cube_frag = \"#include \\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include \\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nvar cube_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nvar depth_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_frag = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_vert = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifndef FLAT_SHADED\\n\\t\\tvNormal = normalize( transformedNormal );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nvar meshtoon_frag = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshtoon_vert = \"#define TOON\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_frag = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define REFLECTIVITY\\n\\t#define CLEARCOAT\\n\\t#define TRANSMISSION\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef TRANSMISSION\\n\\tuniform float transmission;\\n#endif\\n#ifdef REFLECTIVITY\\n\\tuniform float reflectivity;\\n#endif\\n#ifdef CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheen;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#ifdef TRANSMISSION\\n\\t\\tfloat totalTransmission = transmission;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#ifdef TRANSMISSION\\n\\t\\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\\n\\t#endif\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_vert = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";\n\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_vert = \"#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_vert = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmissionmap_fragment: transmissionmap_fragment,\n\ttransmissionmap_pars_fragment: transmissionmap_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_frag: background_frag,\n\tbackground_vert: background_vert,\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshmatcap_frag: meshmatcap_frag,\n\tmeshmatcap_vert: meshmatcap_vert,\n\tmeshtoon_frag: meshtoon_frag,\n\tmeshtoon_vert: meshtoon_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert,\n\tsprite_frag: sprite_frag,\n\tsprite_vert: sprite_vert\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 },\n\t\tmaxMipLevel: { value: 0 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tsheen: { value: new Color( 0x000000 ) },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nfunction WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = 0;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tbackground = cubemaps.get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( geometry, index );\n\n\t\t\tif ( updateBuffers ) saveCache( geometry, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh === true ) {\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( geometry, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in geometryAttributes ) {\n\n\t\t\tconst cachedAttribute = cachedAttributes[ key ];\n\t\t\tconst geometryAttribute = geometryAttributes[ key ];\n\n\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\tif ( cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( geometry, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst data = {};\n\t\t\tdata.attribute = attribute;\n\n\t\t\tif ( attribute.data ) {\n\n\t\t\t\tdata.data = attribute.data;\n\n\t\t\t}\n\n\t\t\tcache[ key ] = data;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tconst geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( name === 'instanceMatrix' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceMatrix );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 0, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 1, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 2, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 3, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );\n\n\t\t\t\t} else if ( name === 'instanceColor' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceColor );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatilibity\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\t/* eslint-disable no-undef */\n\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\t/* eslint-enable no-undef */\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function ( capabilities ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\n\t\t\t} else {\n\n\t\t\t\tgetExtension( 'WEBGL_depth_texture' );\n\t\t\t\tgetExtension( 'OES_texture_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float_linear' );\n\t\t\t\tgetExtension( 'OES_standard_derivatives' );\n\t\t\t\tgetExtension( 'OES_element_index_uint' );\n\t\t\t\tgetExtension( 'OES_vertex_array_object' );\n\t\t\t\tgetExtension( 'ANGLE_instanced_arrays' );\n\n\t\t\t}\n\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\tlet influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tworkInfluences.sort( numericalSort );\n\n\t\tconst morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tconst morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tconst influence = workInfluences[ i ];\n\t\t\tconst index = influence[ 0 ];\n\t\t\tconst value = influence[ 1 ];\n\n\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t} else {\n\n\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass DataTexture2DArray extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\nclass DataTexture3D extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture3D.prototype.isDataTexture3D = true;\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = new Texture();\nconst emptyTexture2dArray = new DataTexture2DArray();\nconst emptyTexture3d = new DataTexture3D();\nconst emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || emptyTexture3d, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyTexture2dArray, unit );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (from flat array or array of THREE.MatrixN)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tconst cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tconst seq = this.seq;\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tconst n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tconst u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tconst v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tconst r = [];\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction addLineNumbers( string ) {\n\n\tconst lines = string.split( '\\n' );\n\n\tfor ( let i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tcase LogLuvEncoding:\n\t\t\treturn [ 'LogLuv', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst log = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && log === '' ) return '';\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\tconst source = gl.getShaderSource( shader );\n\n\treturn 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\\n' + log + addLineNumbers( source );\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string\n\t\t.replace( unrollLoopPattern, loopReplacer )\n\t\t.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );\n\n}\n\nfunction deprecatedLoopReplacer( match, start, end, snippet ) {\n\n\tconsole.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );\n\treturn loopReplacer( match, start, end, snippet );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = 'precision ' + parameters.precision + ' float;\\nprecision ' + parameters.precision + ' int;';\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\n\n\tconst gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',\n\t\t\tparameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst floatVertexTextures = capabilities.floatVertexTextures;\n\tconst maxVertexUniforms = capabilities.maxVertexUniforms;\n\tconst vertexTextures = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tconst parameterNames = [\n\t\t'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor',\n\t\t'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV',\n\t\t'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap',\n\t\t'roughnessMap', 'metalnessMap', 'gradientMap',\n\t\t'alphaMap', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2',\n\t\t'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning',\n\t\t'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'premultipliedAlpha',\n\t\t'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights',\n\t\t'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows',\n\t\t'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights',\n\t\t'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering',\n\t\t'sheen', 'transmissionMap'\n\t];\n\n\tfunction getMaxBones( object ) {\n\n\t\tconst skeleton = object.skeleton;\n\t\tconst bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tconst nVertexUniforms = maxVertexUniforms;\n\t\t\tconst nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tconst maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map ) {\n\n\t\tlet encoding;\n\n\t\tif ( map && map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map && map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t} else {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tconst maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet vertexShader, fragmentShader;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map ),\n\t\t\tmatcap: !! material.matcap,\n\t\t\tmatcapEncoding: getTextureEncodingFromMap( material.matcap ),\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( envMap ),\n\t\t\tenvMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\tlightMapEncoding: getTextureEncodingFromMap( material.lightMap ),\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\t\t\tclearcoatMap: !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: !! material.clearcoatNormalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: !! material.sheen,\n\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( material.normalMap && material.vertexTangents ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: !! material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.fragmentShader );\n\t\t\tarray.push( parameters.vertexShader );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tfor ( let i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t\t}\n\n\t\t\tarray.push( renderer.outputEncoding );\n\t\t\tarray.push( renderer.gammaFactor );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList( properties ) {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transparent = [];\n\n\tconst defaultProgram = { id: - 1 };\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: materialProperties.program || defaultProgram,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = materialProperties.program || defaultProgram;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).unshift( renderItem );\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.program = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists( properties ) {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tlet list;\n\n\t\tif ( lists.has( scene ) === false ) {\n\n\t\t\tlist = new WebGLRenderList( properties );\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= lists.get( scene ).length ) {\n\n\t\t\t\tlist = new WebGLRenderList( properties );\n\t\t\t\tlists.get( scene ).push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = lists.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights() {\n\n\t\tlights.setup( lightsArray );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tlet renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStates.get( scene ).length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * parameters = {\n *\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n * }\n */\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\n/**\n * parameters = {\n *\n * referencePosition: ,\n * nearDistance: ,\n * farDistance: ,\n *\n * skinning: ,\n * morphTargets: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: \n *\n * }\n */\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.referencePosition = new Vector3();\n\t\tthis.nearDistance = 1;\n\t\tthis.farDistance = 1000;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.referencePosition.copy( source.referencePosition );\n\t\tthis.nearDistance = source.nearDistance;\n\t\tthis.farDistance = source.farDistance;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nvar vsm_frag = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\\n\\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean * HALF_SAMPLE_RATE;\\n\\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, _capabilities ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterials = [],\n\t\t_distanceMaterials = [],\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = _capabilities.maxTextureSize;\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\n\t\tdefines: {\n\t\t\tSAMPLE_RATE: 2.0 / 8.0,\n\t\t\tHALF_SAMPLE_RATE: 1.0 / 8.0\n\t\t},\n\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vsm_vert,\n\n\t\tfragmentShader: vsm_frag\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tconst pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _depthMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDepthMaterial( {\n\n\t\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_depthMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _distanceMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDistanceMaterial( {\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_distanceMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tlet getMaterialVariant = getDepthMaterialVariant;\n\t\tlet customMaterial = object.customDepthMaterial;\n\n\t\tif ( light.isPointLight === true ) {\n\n\t\t\tgetMaterialVariant = getDistanceMaterialVariant;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( customMaterial === undefined ) {\n\n\t\t\tlet useMorphing = false;\n\n\t\t\tif ( material.morphTargets === true ) {\n\n\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t}\n\n\t\t\tlet useSkinning = false;\n\n\t\t\tif ( object.isSkinnedMesh === true ) {\n\n\t\t\t\tif ( material.skinning === true ) {\n\n\t\t\t\t\tuseSkinning = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst useInstancing = object.isInstancedMesh === true;\n\n\t\t\tresult = getMaterialVariant( useMorphing, useSkinning, useInstancing );\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tlet enabledCapabilities = {};\n\n\tlet xrFramebuffer = null;\n\tlet currentBoundFramebuffers = {};\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst currentScissor = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height );\n\tconst currentViewport = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindXRFramebuffer( framebuffer ) {\n\n\t\tif ( framebuffer !== xrFramebuffer ) {\n\n\t\t\tgl.bindFramebuffer( 36160, framebuffer );\n\n\t\t\txrFramebuffer = framebuffer;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( framebuffer === null && xrFramebuffer !== null ) framebuffer = xrFramebuffer; // use active XR framebuffer if available\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 0, 769, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 769 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( 32926 )\n\t\t\t: disable( 32926 );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( 3042 );\n\t\tgl.disable( 2884 );\n\t\tgl.disable( 2929 );\n\t\tgl.disable( 32823 );\n\t\tgl.disable( 3089 );\n\t\tgl.disable( 2960 );\n\t\tgl.disable( 32926 );\n\n\t\tgl.blendEquation( 32774 );\n\t\tgl.blendFunc( 1, 0 );\n\t\tgl.blendFuncSeparate( 1, 0, 1, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( 513 );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( 519, 0, 0xffffffff );\n\t\tgl.stencilOp( 7680, 7680, 7680 );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( 1029 );\n\t\tgl.frontFace( 2305 );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( 33984 );\n\n\t\tgl.bindFramebuffer( 36160, null );\n\n\t\tif ( isWebGL2 === true ) {\n\n\t\t\tgl.bindFramebuffer( 36009, null );\n\t\t\tgl.bindFramebuffer( 36008, null );\n\n\t\t}\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\txrFramebuffer = null;\n\t\tcurrentBoundFramebuffers = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tbindXRFramebuffer: bindXRFramebuffer,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\tnew OffscreenCanvas( width, height ) :\n\t\t\tdocument.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target, texture, width, height ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\ttextureProperties.__maxMipLevel = Math.log2( Math.max( width, height ) );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 6407 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34837;\n\t\t\tif ( glType === 5131 ) internalFormat = 34843;\n\t\t\tif ( glType === 5121 ) internalFormat = 32849;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = 32856;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2\n\t\t\tif ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataTexture2DArray ) textureType = 35866;\n\t\tif ( texture.isDataTexture3D ) textureType = 32879;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;\n\t\tconst image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\n\t\tconst supportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format );\n\n\t\tlet glType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\tlet mipmap;\n\t\tconst mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tglInternalFormat = 6402;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// validation checks for WebGL 1\n\n\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else if ( texture.isDataTexture2DArray ) {\n\n\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else if ( texture.isDataTexture3D ) {\n\n\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tgenerateMipmap( textureType, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );\n\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\tconst cubeImage = [];\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t} else {\n\n\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst image = cubeImage[ 0 ],\n\t\t\tsupportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\tglType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\tlet mipmaps;\n\n\t\tif ( isCompressed ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else {\n\n\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length;\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t// We assume images for cube map have the same size.\n\t\t\tgenerateMipmap( 34067, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst glFormat = utils.convert( texture.format );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tif ( textureTarget === 32879 || textureTarget === 35866 ) {\n\n\t\t\tstate.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t} else {\n\n\t\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\tconst glType = utils.convert( texture.type );\n\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\t\ttextureProperties.__version = texture.version;\n\n\t\tinfo.memory.textures ++;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );\n\t\tconst isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\t// Handles WebGL2 RGBFormat fallback - #18858\n\n\t\tif ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {\n\n\t\t\ttexture.format = RGBAFormat;\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, null );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067, texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 34067, null );\n\n\t\t} else {\n\n\t\t\tlet glTextureType = 3553;\n\n\t\t\tif ( isRenderTarget3D ) {\n\n\t\t\t\t// Render targets containing layers, i.e: Texture 3D and 2d arrays\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tconst isTexture3D = texture.isDataTexture3D;\n\t\t\t\t\tglTextureType = isTexture3D ? 32879 : 35866;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, glTextureType );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 3553, texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 3553, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\tgenerateMipmap( target, texture, renderTarget.width, renderTarget.height );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\tstate.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = 16384;\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?\n\t\t\tMath.min( maxSamples, renderTarget.samples ) : 0;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\t// backwards compatibility\n\n\tlet warnedTexture2D = false;\n\tlet warnedTextureCube = false;\n\n\tfunction safeSetTexture2D( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\tif ( warnedTexture2D === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTexture2D = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\tsetTexture2D( texture, slot );\n\n\t}\n\n\tfunction safeSetTextureCube( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLCubeRenderTarget ) {\n\n\t\t\tif ( warnedTextureCube === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\\'t use cube render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTextureCube = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\n\t\tsetTextureCube( texture, slot );\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\n\tthis.safeSetTexture2D = safeSetTexture2D;\n\tthis.safeSetTextureCube = safeSetTextureCube;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\t\tif ( p === UnsignedShort565Type ) return 33635;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBFormat ) return 6407;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBIntegerFormat ) return 36248;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nArrayCamera.prototype.isArrayCamera = true;\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nGroup.prototype.isGroup = true;\n\nfunction WebXRController() {\n\n\tthis._targetRay = null;\n\tthis._grip = null;\n\tthis._hand = null;\n\n}\n\nObject.assign( WebXRController.prototype, {\n\n\tconstructor: WebXRController,\n\n\tgetHandSpace: function () {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t},\n\n\tgetTargetRaySpace: function () {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t},\n\n\tgetGripSpace: function () {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tdisconnect: function ( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tupdate: function ( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\t\tconst joint = new Group();\n\t\t\t\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\t\t\t\tjoint.visible = false;\n\t\t\t\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\t\t\t\t\t\t// ??\n\t\t\t\t\t\thand.add( joint );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst joint = hand.joints[ inputjoint.jointName ];\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction WebXRManager( renderer, gl ) {\n\n\tconst scope = this;\n\tconst state = renderer.state;\n\n\tlet session = null;\n\n\tlet framebufferScaleFactor = 1.0;\n\n\tlet referenceSpace = null;\n\tlet referenceSpaceType = 'local-floor';\n\n\tlet pose = null;\n\n\tconst controllers = [];\n\tconst inputSourcesMap = new Map();\n\n\t//\n\n\tconst cameraL = new PerspectiveCamera();\n\tcameraL.layers.enable( 1 );\n\tcameraL.viewport = new Vector4();\n\n\tconst cameraR = new PerspectiveCamera();\n\tcameraR.layers.enable( 2 );\n\tcameraR.viewport = new Vector4();\n\n\tconst cameras = [ cameraL, cameraR ];\n\n\tconst cameraVR = new ArrayCamera();\n\tcameraVR.layers.enable( 1 );\n\tcameraVR.layers.enable( 2 );\n\n\tlet _currentDepthNear = null;\n\tlet _currentDepthFar = null;\n\n\t//\n\n\tthis.enabled = false;\n\n\tthis.isPresenting = false;\n\n\tthis.getController = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getTargetRaySpace();\n\n\t};\n\n\tthis.getControllerGrip = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getGripSpace();\n\n\t};\n\n\tthis.getHand = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getHandSpace();\n\n\t};\n\n\t//\n\n\tfunction onSessionEvent( event ) {\n\n\t\tconst controller = inputSourcesMap.get( event.inputSource );\n\n\t\tif ( controller ) {\n\n\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t}\n\n\t}\n\n\tfunction onSessionEnd() {\n\n\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\tcontroller.disconnect( inputSource );\n\n\t\t} );\n\n\t\tinputSourcesMap.clear();\n\n\t\t_currentDepthNear = null;\n\t\t_currentDepthFar = null;\n\n\t\t// restore framebuffer/rendering state\n\n\t\tstate.bindXRFramebuffer( null );\n\t\trenderer.setRenderTarget( renderer.getRenderTarget() );\n\n\t\t//\n\n\t\tanimation.stop();\n\n\t\tscope.isPresenting = false;\n\n\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t}\n\n\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\tframebufferScaleFactor = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\treferenceSpaceType = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.getReferenceSpace = function () {\n\n\t\treturn referenceSpace;\n\n\t};\n\n\tthis.getSession = function () {\n\n\t\treturn session;\n\n\t};\n\n\tthis.setSession = async function ( value ) {\n\n\t\tsession = value;\n\n\t\tif ( session !== null ) {\n\n\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tconst attributes = gl.getContextAttributes();\n\n\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t}\n\n\t\t\tconst layerInit = {\n\t\t\t\tantialias: attributes.antialias,\n\t\t\t\talpha: attributes.alpha,\n\t\t\t\tdepth: attributes.depth,\n\t\t\t\tstencil: attributes.stencil,\n\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t};\n\n\t\t\t// eslint-disable-next-line no-undef\n\t\t\tconst baseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\tsession.updateRenderState( { baseLayer: baseLayer } );\n\n\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\tanimation.setContext( session );\n\t\t\tanimation.start();\n\n\t\t\tscope.isPresenting = true;\n\n\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t}\n\n\t};\n\n\tfunction onInputSourcesChange( event ) {\n\n\t\tconst inputSources = session.inputSources;\n\n\t\t// Assign inputSources to available controllers\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t}\n\n\t\t// Notify disconnected\n\n\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\tconst inputSource = event.removed[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\tinputSourcesMap.delete( inputSource );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Notify connected\n\n\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\tconst inputSource = event.added[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tconst cameraLPos = new Vector3();\n\tconst cameraRPos = new Vector3();\n\n\t/**\n\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t * the cameras' projection and world matrices have already been set.\n\t * And that near and far planes are identical for both cameras.\n\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t */\n\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t// VR systems will have identical far and near planes, and\n\t\t// most likely identical top and bottom frustum extents.\n\t\t// Use the left camera for these values.\n\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\tconst left = near * leftFov;\n\t\tconst right = near * rightFov;\n\n\t\t// Calculate the new camera's position offset from the\n\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t// TODO: Better way to apply this offset?\n\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.translateX( xOffset );\n\t\tcamera.translateZ( zOffset );\n\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t// Find the union of the frustum values of the cameras and scale\n\t\t// the values so that the near plane's position does not change in world space,\n\t\t// although must now be relative to the new union camera.\n\t\tconst near2 = near + zOffset;\n\t\tconst far2 = far + zOffset;\n\t\tconst left2 = left - xOffset;\n\t\tconst right2 = right + ( ipd - xOffset );\n\t\tconst top2 = topFov * far / far2 * near2;\n\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t}\n\n\tfunction updateCamera( camera, parent ) {\n\n\t\tif ( parent === null ) {\n\n\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t} else {\n\n\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t}\n\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t}\n\n\tthis.getCamera = function ( camera ) {\n\n\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\tsession.updateRenderState( {\n\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\tdepthFar: cameraVR.far\n\t\t\t} );\n\n\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t}\n\n\t\tconst parent = camera.parent;\n\t\tconst cameras = cameraVR.cameras;\n\n\t\tupdateCamera( cameraVR, parent );\n\n\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t}\n\n\t\t// update camera and its children\n\n\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\t\tcamera.matrix.copy( cameraVR.matrix );\n\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\n\t\tconst children = camera.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t\t// update projection matrix for proper view frustum culling\n\n\t\tif ( cameras.length === 2 ) {\n\n\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t} else {\n\n\t\t\t// assume single camera setup (AR)\n\n\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t}\n\n\t\treturn cameraVR;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tpose = frame.getViewerPose( referenceSpace );\n\n\t\tif ( pose !== null ) {\n\n\t\t\tconst views = pose.views;\n\t\t\tconst baseLayer = session.renderState.baseLayer;\n\n\t\t\tstate.bindXRFramebuffer( baseLayer.framebuffer );\n\n\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\tconst view = views[ i ];\n\t\t\t\tconst viewport = baseLayer.getViewport( view );\n\n\t\t\t\tconst camera = cameras[ i ];\n\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t}\n\n\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst inputSources = session.inputSources;\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tconst controller = controllers[ i ];\n\t\t\tconst inputSource = inputSources[ i ];\n\n\t\t\tcontroller.update( inputSource, frame, referenceSpace );\n\n\t\t}\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\n\t};\n\n\tthis.dispose = function () {};\n\n}\n\nObject.assign( WebXRManager.prototype, EventDispatcher.prototype );\n\nfunction WebGLMaterials( properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsLambert( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material );\n\n\t\t\t} else {\n\n\t\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDepth( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsNormal( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t\tconst maxMipLevel = properties.get( envMap ).__maxMipLevel;\n\n\t\t\tif ( maxMipLevel !== undefined ) {\n\n\t\t\t\tuniforms.maxMipLevel.value = maxMipLevel;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material ) {\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t\tuniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\t\tif ( material.sheen ) uniforms.sheen.value.copy( material.sheen );\n\n\t\tif ( material.clearcoatMap ) {\n\n\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.transmission.value = material.transmission;\n\n\t\tif ( material.transmissionMap ) {\n\n\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters ) {\n\n\tparameters = parameters || {};\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// render() can be called from within a callback triggered by another render.\n\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\tconst renderListStack = [];\n\tconst renderStateStack = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\textensions.init( capabilities );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( properties );\n\t\trenderLists = new WebGLRenderLists( properties );\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );\n\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.shadowMap = shadowMap;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );\n\n\t\t\ttarget = new Vector4();\n\n\t\t}\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );\n\n\t\t\ttarget = new Color();\n\n\t\t}\n\n\t\treturn target.copy( background.getClearColor() );\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= 16384;\n\t\tif ( depth === undefined || depth ) bits |= 256;\n\t\tif ( stencil === undefined || stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\n\t\txr.dispose();\n\n\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tconst infoAutoReset = info.autoReset;\n\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\tconst shadowMapType = shadowMap.type;\n\n\t\tinitGLContext();\n\n\t\tinfo.autoReset = infoAutoReset;\n\t\tshadowMap.enabled = shadowMapEnabled;\n\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\tshadowMap.type = shadowMapType;\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReferences( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\tconst programs = properties.get( material ).programs;\n\n\t\tif ( programs !== undefined ) {\n\n\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t} );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program ) {\n\n\t\tbindingStates.initAttributes();\n\n\t\tconst buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.position );\n\t\t\t_gl.bufferData( 34962, object.positionArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.normal );\n\t\t\t_gl.bufferData( 34962, object.normalArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.normal );\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.uv );\n\t\t\t_gl.bufferData( 34962, object.uvArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.uv );\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.color );\n\t\t\t_gl.bufferData( 34962, object.colorArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.color );\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tbindingStates.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( 4, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tif ( material.morphTargets || material.morphNormals ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tconst rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tconst rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tconst groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tconst groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tconst drawStart = Math.max( rangeStart, groupStart );\n\t\tconst drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tconst drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene );\n\t\tcurrentRenderState.init();\n\n\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights();\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tgetProgram( material2, scene, object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tfunction onXRSessionStart() {\n\n\t\tanimation.stop();\n\n\t}\n\n\tfunction onXRSessionEnd() {\n\n\t\tanimation.start();\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof window !== 'undefined' ) animation.setContext( window );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tlet renderTarget, forceClear;\n\n\t\tif ( arguments[ 2 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );\n\t\t\trenderTarget = arguments[ 2 ];\n\n\t\t}\n\n\t\tif ( arguments[ 3 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );\n\t\t\tforceClear = arguments[ 3 ];\n\n\t\t}\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tcamera = xr.getCamera( camera );\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\tcurrentRenderList.init();\n\n\t\trenderListStack.push( currentRenderList );\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tcurrentRenderState.setupLights();\n\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\tif ( renderTarget !== undefined ) {\n\n\t\t\tthis.setRenderTarget( renderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\t// _gl.finish();\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\trenderStateStack.pop();\n\n\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderState = null;\n\n\t\t}\n\n\t\trenderListStack.pop();\n\n\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderList = null;\n\n\t\t}\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ j ];\n\n\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\tstate.viewport( _currentViewport.copy( camera2.viewport ) );\n\n\t\t\t\t\t\tcurrentRenderState.setupLightsView( camera2 );\n\n\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tbindingStates.reset();\n\n\t\t\trenderObjectImmediate( object, program );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction getProgram( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet programs = materialProperties.programs;\n\n\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );\n\n\t\tif ( programs === undefined ) {\n\n\t\t\t// new material\n\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tprograms = new Map();\n\t\t\tmaterialProperties.programs = programs;\n\n\t\t}\n\n\t\tlet program = programs.get( programCacheKey );\n\n\t\tif ( program !== undefined ) {\n\n\t\t\t// early out if program and light state is identical\n\n\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\treturn program;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.currentProgram = program;\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t\treturn program;\n\n\t}\n\n\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\t\tmaterialProperties.instancing = parameters.instancing;\n\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\n\t}\n\n\tfunction setProgram( camera, scene, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\t\tconst vertexAlphas = material.vertexColors === true && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4;\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tlet needsProgramChange = false;\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tneedsProgramChange = true;\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\t//\n\n\t\tlet program = materialProperties.currentProgram;\n\n\t\tif ( needsProgramChange === true ) {\n\n\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst p_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// otherwise textures used for skinning can take over texture units reserved for other material textures\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tconst bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tlet size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = MathUtils.ceilPowerOfTwo( size );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tlet framebuffer = null;\n\t\tlet isCube = false;\n\t\tlet isRenderTarget3D = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tif ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {\n\n\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t}\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t_gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! halfFloatSupportedByExt ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\t\tconst glFormat = utils.convert( texture.format );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tif ( _this.isWebGL1Renderer ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst { width, height, data } = srcTexture.image;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\t\tlet glTarget;\n\n\t\tif ( dstTexture.isDataTexture3D ) {\n\n\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\tglTarget = 32879;\n\n\t\t} else if ( dstTexture.isDataTexture2DArray ) {\n\n\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\tglTarget = 35866;\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tconst unpackRowLen = _gl.getParameter( 3314 );\n\t\tconst unpackImageHeight = _gl.getParameter( 32878 );\n\t\tconst unpackSkipPixels = _gl.getParameter( 3316 );\n\t\tconst unpackSkipRows = _gl.getParameter( 3315 );\n\t\tconst unpackSkipImages = _gl.getParameter( 32877 );\n\n\t\t_gl.pixelStorei( 3314, width );\n\t\t_gl.pixelStorei( 32878, height );\n\t\t_gl.pixelStorei( 3316, sourceBox.min.x );\n\t\t_gl.pixelStorei( 3315, sourceBox.min.y );\n\t\t_gl.pixelStorei( 32877, sourceBox.min.z );\n\n\t\t_gl.texSubImage3D(\n\t\t\tglTarget,\n\t\t\tlevel,\n\t\t\tposition.x,\n\t\t\tposition.y,\n\t\t\tposition.z,\n\t\t\tsourceBox.max.x - sourceBox.min.x + 1,\n\t\t\tsourceBox.max.y - sourceBox.min.y + 1,\n\t\t\tsourceBox.max.z - sourceBox.min.z + 1,\n\t\t\tglFormat,\n\t\t\tglType,\n\t\t\tdata\n\t\t);\n\n\t\t_gl.pixelStorei( 3314, unpackRowLen );\n\t\t_gl.pixelStorei( 32878, unpackImageHeight );\n\t\t_gl.pixelStorei( 3316, unpackSkipPixels );\n\t\t_gl.pixelStorei( 3315, unpackSkipRows );\n\t\t_gl.pixelStorei( 32877, unpackSkipImages );\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.resetState = function () {\n\n\t\t_currentActiveCubeFace = 0;\n\t\t_currentActiveMipmapLevel = 0;\n\t\t_currentRenderTarget = null;\n\n\t\tstate.reset();\n\t\tbindingStates.reset();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\nclass WebGL1Renderer extends WebGLRenderer {}\n\nWebGL1Renderer.prototype.isWebGL1Renderer = true;\n\nclass FogExp2 {\n\n\tconstructor( color, density = 0.00025 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = density;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nFogExp2.prototype.isFogExp2 = true;\n\nclass Fog {\n\n\tconstructor( color, near = 1, far = 1000 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nFog.prototype.isFog = true;\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nScene.prototype.isScene = true;\n\nfunction InterleavedBuffer( array, stride ) {\n\n\tthis.array = array;\n\tthis.stride = stride;\n\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n}\n\nObject.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\n\tisInterleavedBuffer: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new InterleavedBuffer( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n} );\n\nconst _vector$6 = new Vector3();\n\nfunction InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {\n\n\tthis.name = '';\n\n\tthis.data = interleavedBuffer;\n\tthis.itemSize = itemSize;\n\tthis.offset = offset;\n\n\tthis.normalized = normalized === true;\n\n}\n\nObject.defineProperties( InterleavedBufferAttribute.prototype, {\n\n\tcount: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.count;\n\n\t\t}\n\n\t},\n\n\tarray: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.array;\n\n\t\t}\n\n\t},\n\n\tneedsUpdate: {\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.data.needsUpdate = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( InterleavedBufferAttribute.prototype, {\n\n\tisInterleavedBufferAttribute: true,\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// deinterleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interlaved attribtue\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n * rotation: ,\n * sizeAttenuation: \n * }\n */\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSprite.prototype.isSprite = true;\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$2 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\n\nclass LOD extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis._currentLevel = 0;\n\n\t\tthis.type = 'LOD';\n\n\t\tObject.defineProperties( this, {\n\t\t\tlevels: {\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: []\n\t\t\t},\n\t\t\tisLOD: {\n\t\t\t\tvalue: true,\n\t\t\t}\n\t\t} );\n\n\t\tthis.autoUpdate = true;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\taddLevel( object, distance = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t}\n\n\tgetCurrentLevel() {\n\n\t\treturn this._currentLevel;\n\n\t}\n\n\tgetObjectForDistance( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$2 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$1.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _basePosition = new Vector3();\n\nconst _skinIndex = new Vector4();\nconst _skinWeight = new Vector4();\n\nconst _vector$5 = new Vector3();\nconst _matrix = new Matrix4();\n\nfunction SkinnedMesh( geometry, material ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'SkinnedMesh';\n\n\tthis.bindMode = 'attached';\n\tthis.bindMatrix = new Matrix4();\n\tthis.bindMatrixInverse = new Matrix4();\n\n}\n\nSkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: SkinnedMesh,\n\n\tisSkinnedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t},\n\n\tbind: function ( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t},\n\n\tpose: function () {\n\n\t\tthis.skeleton.pose();\n\n\t},\n\n\tnormalizeSkinWeights: function () {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.x = skinWeight.getX( i );\n\t\t\tvector.y = skinWeight.getY( i );\n\t\t\tvector.z = skinWeight.getZ( i );\n\t\t\tvector.w = skinWeight.getW( i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tMesh.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t},\n\n\tboneTransform: function ( index, target ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );\n\n\t\ttarget.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\ttarget.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n} );\n\nfunction Bone() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Bone';\n\n}\n\nBone.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Bone,\n\n\tisBone: true\n\n} );\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\t\tthis.boneTextureSize = 0;\n\n\t\tthis.frame = - 1;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _instanceLocalMatrix = new Matrix4();\nconst _instanceWorldMatrix = new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = new Mesh();\n\nfunction InstancedMesh( geometry, material, count ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );\n\tthis.instanceColor = null;\n\n\tthis.count = count;\n\n\tthis.frustumCulled = false;\n\n}\n\nInstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: InstancedMesh,\n\n\tisInstancedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t},\n\n\tgetColorAt: function ( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tgetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t},\n\n\tsetColorAt: function ( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tsetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nconst _start$1 = new Vector3();\nconst _end$1 = new Vector3();\nconst _inverseMatrix$1 = new Matrix4();\nconst _ray$1 = new Ray();\nconst _sphere$1 = new Sphere();\n\nfunction Line( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Line';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nLine.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Line,\n\n\tisLine: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere );\n\t\t_sphere$1.applyMatrix4( matrixWorld );\n\t\t_sphere$1.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _start = new Vector3();\nconst _end = new Vector3();\n\nfunction LineSegments( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineSegments';\n\n}\n\nLineSegments.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineSegments,\n\n\tisLineSegments: true,\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [];\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nLineLoop.prototype.isLineLoop = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n *\n * size: ,\n * sizeAttenuation: \n *\n * morphTargets: \n * }\n */\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nconst _inverseMatrix = new Matrix4();\nconst _ray = new Ray();\nconst _sphere = new Sphere();\nconst _position$2 = new Vector3();\n\nfunction Points( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Points';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nPoints.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Points,\n\n\tisPoints: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\t\t_sphere.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i ++ ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nclass VideoTexture extends Texture {\n\n\tconstructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.format = format !== undefined ? format : RGBFormat;\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nVideoTexture.prototype.isVideoTexture = true;\n\nclass CompressedTexture extends Texture {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nCanvasTexture.prototype.isCanvasTexture = true;\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\t\tformat = format !== undefined ? format : DepthFormat;\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps\t= false;\n\n\t}\n\n\n}\n\nDepthTexture.prototype.isDepthTexture = true;\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices, indices, radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nconst _v0 = new Vector3();\nconst _v1$1 = new Vector3();\nconst _normal = new Vector3();\nconst _triangle = new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry, thresholdAngle ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst precisionPoints = 4;\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\tconst thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );\n\n\t\tconst indexAttr = geometry.getIndex();\n\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\tconst indexArr = [ 0, 0, 0 ];\n\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\tconst hashes = new Array( 3 );\n\n\t\tconst edgeData = {};\n\t\tconst vertices = [];\n\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\tif ( indexAttr ) {\n\n\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t} else {\n\n\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t}\n\n\t\t\tconst { a, b, c } = _triangle;\n\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t_triangle.getNormal( _normal );\n\n\t\t\t// create hashes for the edge from the vertices\n\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t// skip degenerate triangles\n\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// iterate over every edge\n\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\tif ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\tnormal: _normal.clone(),\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\tfor ( const key in edgeData ) {\n\n\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t_v0.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t_v1$1.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\tvertices.push( _v0.x, _v0.y, _v0.z );\n\t\t\t\tvertices.push( _v1$1.x, _v1$1.y, _v1$1.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim ) {\n\n\t\tdim = dim || 2;\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tlet p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tconst b = splitPolygon( outerNode, hole );\n\n\t\t// filter collinear points around the cuts\n\t\tfilterPoints( outerNode, outerNode.next );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode;\n\tconst hx = hole.x;\n\tconst hy = hole.y;\n\tlet qx = - Infinity, m;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t\t( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t\t( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n\t\t( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n\t\t( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n\t\tequals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nconst ShapeUtils = {\n\n\t// calculate area of the contour polygon\n\n\tarea: function ( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t},\n\n\tisClockWise: function ( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t},\n\n\ttriangulateShape: function ( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n};\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tlet depth = options.depth !== undefined ? options.depth : 100;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t// deprecated options\n\n\t\t\tif ( options.amount !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\t\tdepth = options.amount;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points, segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices and uvs\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// generate normals\n\n\t\tthis.computeVertexNormals();\n\n\t\t// if the geometry is closed, we need to average the normals along the seam.\n\t\t// because the corresponding vertices are identical (but still have different UVs).\n\n\t\tif ( phiLength === Math.PI * 2 ) {\n\n\t\t\tconst normals = this.attributes.normal.array;\n\t\t\tconst n1 = new Vector3();\n\t\t\tconst n2 = new Vector3();\n\t\t\tconst n = new Vector3();\n\n\t\t\t// this is the buffer offset for the last line of vertices\n\n\t\t\tconst base = segments * points.length * 3;\n\n\t\t\tfor ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t\t// select the normal of the vertex in the first line\n\n\t\t\t\tn1.x = normals[ j + 0 ];\n\t\t\t\tn1.y = normals[ j + 1 ];\n\t\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t\t// select the normal of the vertex in the last line\n\n\t\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t\t// average normals\n\n\t\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t\t// assign the new values to both normals\n\n\t\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nfunction ParametricGeometry( func, slices, stacks ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ParametricGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\t// buffers\n\n\tconst indices = [];\n\tconst vertices = [];\n\tconst normals = [];\n\tconst uvs = [];\n\n\tconst EPS = 0.00001;\n\n\tconst normal = new Vector3();\n\n\tconst p0 = new Vector3(), p1 = new Vector3();\n\tconst pu = new Vector3(), pv = new Vector3();\n\n\tif ( func.length < 3 ) {\n\n\t\tconsole.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );\n\n\t}\n\n\t// generate vertices, normals and uvs\n\n\tconst sliceCount = slices + 1;\n\n\tfor ( let i = 0; i <= stacks; i ++ ) {\n\n\t\tconst v = i / stacks;\n\n\t\tfor ( let j = 0; j <= slices; j ++ ) {\n\n\t\t\tconst u = j / slices;\n\n\t\t\t// vertex\n\n\t\t\tfunc( u, v, p0 );\n\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t// normal\n\n\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\tfunc( u - EPS, v, p1 );\n\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u + EPS, v, p1 );\n\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\tfunc( u, v - EPS, p1 );\n\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u, v + EPS, p1 );\n\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, v );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( let i = 0; i < stacks; i ++ ) {\n\n\t\tfor ( let j = 0; j < slices; j ++ ) {\n\n\t\t\tconst a = i * sliceCount + j;\n\t\t\tconst b = i * sliceCount + j + 1;\n\t\t\tconst c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\tconst d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t// faces one and two\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nParametricGeometry.prototype = Object.create( BufferGeometry.prototype );\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, curveSegments = 12 ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// incides\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON( shapes, data );\n\n\t}\n\n}\n\nfunction toJSON( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n/**\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: , // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: // how far from text outline does bevel start\n * }\n */\n\nclass TextGeometry extends ExtrudeGeometry {\n\n\tconstructor( text, parameters = {} ) {\n\n\t\tconst font = parameters.font;\n\n\t\tif ( ! ( font && font.isFont ) ) {\n\n\t\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst shapes = font.generateShapes( text, parameters.size );\n\n\t\t// translate parameters to ExtrudeGeometry API\n\n\t\tparameters.depth = parameters.height !== undefined ? parameters.height : 50;\n\n\t\t// defaults\n\n\t\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\t\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\t\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\t\tsuper( shapes, parameters );\n\n\t\tthis.type = 'TextGeometry';\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry ) {\n\n\t\tsuper();\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\n\t\t// helper variables\n\n\t\tconst edge = [ 0, 0 ], edges = {};\n\n\t\tconst vertex = new Vector3();\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\t// indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst indices = geometry.index;\n\t\t\tlet groups = geometry.groups;\n\n\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t}\n\n\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\tconst start = group.start;\n\t\t\t\tconst count = group.count;\n\n\t\t\t\tfor ( let i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\tconst edge1 = indices.getX( i + j );\n\t\t\t\t\t\tconst edge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( const key in edges ) {\n\n\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// non-indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\n/**\n * parameters = {\n * color: \n * }\n */\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\treturn this;\n\n\t}\n\n}\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * roughness: ,\n * metalness: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * roughnessMap: new THREE.Texture( ),\n *\n * metalnessMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: \n *\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nfunction MeshStandardMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.type = 'MeshStandardMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.roughness = 1.0;\n\tthis.metalness = 0.0;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.roughnessMap = null;\n\n\tthis.metalnessMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.envMapIntensity = 1.0;\n\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.flatShading = false;\n\n\tthis.vertexTangents = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshStandardMaterial.prototype = Object.create( Material.prototype );\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.color.copy( source.color );\n\tthis.roughness = source.roughness;\n\tthis.metalness = source.metalness;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.roughnessMap = source.roughnessMap;\n\n\tthis.metalnessMap = source.metalnessMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.envMapIntensity = source.envMapIntensity;\n\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.flatShading = source.flatShading;\n\n\tthis.vertexTangents = source.vertexTangents;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * clearcoat: ,\n * clearcoatMap: new THREE.Texture( ),\n * clearcoatRoughness: ,\n * clearcoatRoughnessMap: new THREE.Texture( ),\n * clearcoatNormalScale: ,\n * clearcoatNormalMap: new THREE.Texture( ),\n *\n * reflectivity: ,\n * ior: ,\n *\n * sheen: ,\n *\n * transmission: ,\n * transmissionMap: new THREE.Texture( )\n * }\n */\n\nfunction MeshPhysicalMaterial( parameters ) {\n\n\tMeshStandardMaterial.call( this );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.type = 'MeshPhysicalMaterial';\n\n\tthis.clearcoat = 0.0;\n\tthis.clearcoatMap = null;\n\tthis.clearcoatRoughness = 0.0;\n\tthis.clearcoatRoughnessMap = null;\n\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\tthis.clearcoatNormalMap = null;\n\n\tthis.reflectivity = 0.5; // maps to F0 = 0.04\n\n\tObject.defineProperty( this, 'ior', {\n\t\tget: function () {\n\n\t\t\treturn ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity );\n\n\t\t},\n\t\tset: function ( ior ) {\n\n\t\t\tthis.reflectivity = MathUtils.clamp( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 );\n\n\t\t}\n\t} );\n\n\tthis.sheen = null; // null will disable sheen bsdf\n\n\tthis.transmission = 0.0;\n\tthis.transmissionMap = null;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function ( source ) {\n\n\tMeshStandardMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.clearcoat = source.clearcoat;\n\tthis.clearcoatMap = source.clearcoatMap;\n\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\tthis.reflectivity = source.reflectivity;\n\n\tif ( source.sheen ) {\n\n\t\tthis.sheen = ( this.sheen || new Color() ).copy( source.sheen );\n\n\t} else {\n\n\t\tthis.sheen = null;\n\n\t}\n\n\tthis.transmission = source.transmission;\n\tthis.transmissionMap = source.transmissionMap;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.MultiplyOperation,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshPhongMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.specular = new Color( 0x111111 );\n\t\tthis.shininess = 30;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.specular.copy( source.specular );\n\t\tthis.shininess = source.shininess;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n *\n * map: new THREE.Texture( ),\n * gradientMap: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'TOON': '' };\n\n\t\tthis.type = 'MeshToonMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\t\tthis.gradientMap = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\t\tthis.gradientMap = source.gradientMap;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\n/**\n * parameters = {\n * opacity: ,\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshNormalMaterial';\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshLambertMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * matcap: new THREE.Texture( ),\n *\n * map: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n *\n * flatShading: \n * }\n */\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.type = 'MeshMatcapMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.matcap = null;\n\n\t\tthis.map = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.matcap = source.matcap;\n\n\t\tthis.map = source.map;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineDashedMaterial';\n\n\t\tthis.scale = 1;\n\t\tthis.dashSize = 3;\n\t\tthis.gapSize = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.scale = source.scale;\n\t\tthis.dashSize = source.dashSize;\n\t\tthis.gapSize = source.gapSize;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nvar Materials = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tMeshMatcapMaterial: MeshMatcapMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\nconst AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tconst n = times.length;\n\t\tconst result = new Array( n );\n\t\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tconst nValues = values.length;\n\t\tconst result = new values.constructor( nValues );\n\n\t\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tconst srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tlet i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tlet value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\t\tconst clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tconst track = clip.tracks[ i ];\n\t\t\tconst valueSize = track.getValueSize();\n\n\t\t\tconst times = [];\n\t\t\tconst values = [];\n\n\t\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tlet minStartTime = Infinity;\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t},\n\n\tmakeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\t\tif ( fps <= 0 ) fps = 30;\n\n\t\tconst numTracks = referenceClip.tracks.length;\n\t\tconst referenceTime = referenceFrame / fps;\n\n\t\t// Make each track's values relative to the values at the reference frame\n\t\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t\t// Skip this track if it's non-numeric\n\t\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t\t} );\n\n\t\t\tif ( targetTrack === undefined ) continue;\n\n\t\t\tlet referenceOffset = 0;\n\t\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t\t}\n\n\t\t\tlet targetOffset = 0;\n\t\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t\t}\n\n\t\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\t\tlet referenceValue;\n\n\t\t\t// Find the value to subtract out of the track\n\t\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else {\n\n\t\t\t\t// Interpolate to the reference value\n\t\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t\t}\n\n\t\t\t// Conjugate the quaternion\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t\t}\n\n\t\t\t// Subtract the reference value from all of the track values\n\n\t\t\tconst numTimes = targetTrack.times.length;\n\t\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart,\n\t\t\t\t\t\treferenceValue,\n\t\t\t\t\t\t0,\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\t\treturn targetClip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nfunction Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tthis.parameterPositions = parameterPositions;\n\tthis._cachedIndex = 0;\n\n\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\tthis.sampleValues = sampleValues;\n\tthis.valueSize = sampleSize;\n\n}\n\nObject.assign( Interpolant.prototype, {\n\n\tevaluate: function ( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t},\n\n\tsettings: null, // optional, subclass-specific settings structure\n\t// Note: The indirection allows central control of many interpolants.\n\n\t// --- Protected interface\n\n\tDefaultSettings_: {},\n\n\tgetSettings_: function () {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t},\n\n\tcopySampleValue_: function ( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// Template methods for derived classes:\n\n\tinterpolate_: function ( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t},\n\n\tintervalChanged_: function ( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( Interpolant.prototype, {\n\n\t//( 0, t, t0 ), returns this.resultBuffer\n\tbeforeStart_: Interpolant.prototype.copySampleValue_,\n\n\t//( N-1, tN-1, t ), returns this.resultBuffer\n\tafterEnd_: Interpolant.prototype.copySampleValue_,\n\n} );\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nfunction CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\tthis._weightPrev = - 0;\n\tthis._offsetPrev = - 0;\n\tthis._weightNext = - 0;\n\tthis._offsetNext = - 0;\n\n}\n\nCubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: CubicInterpolant,\n\n\tDefaultSettings_: {\n\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\n\t},\n\n\tintervalChanged_: function ( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t},\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\nfunction LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: LinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n */\n\nfunction DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nDiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: DiscreteInterpolant,\n\n\tinterpolate_: function ( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n} );\n\nclass KeyframeTrack {\n\n\tconstructor( name, times, values, interpolation ) {\n\n\t\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\t\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\t\tthis.name = name;\n\n\t\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\t\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tconst values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nfunction QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: QuaternionLinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n * A Track of quaternion keyframe values.\n */\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n}\n\nQuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';\n// ValueBufferType is inherited\nQuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track that interpolates Strings\n */\nclass StringKeyframeTrack extends KeyframeTrack {}\n\nStringKeyframeTrack.prototype.ValueTypeName = 'string';\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of vectored keyframe values.\n */\nclass VectorKeyframeTrack extends KeyframeTrack {}\n\nVectorKeyframeTrack.prototype.ValueTypeName = 'vector';\n\nclass AnimationClip {\n\n\tconstructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {\n\n\t\tthis.name = name;\n\t\tthis.tracks = tracks;\n\t\tthis.duration = duration;\n\t\tthis.blendMode = blendMode;\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\t// this means it should figure out its duration by scanning the tracks\n\t\tif ( this.duration < 0 ) {\n\n\t\t\tthis.resetDuration();\n\n\t\t}\n\n\t}\n\n\n\tstatic parse( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new this( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t}\n\n\tstatic toJSON( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t}\n\n\tstatic CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nfunction LoadingManager( onLoad, onProgress, onError ) {\n\n\tconst scope = this;\n\n\tlet isLoading = false;\n\tlet itemsLoaded = 0;\n\tlet itemsTotal = 0;\n\tlet urlModifier = undefined;\n\tconst handlers = [];\n\n\t// Refer to #5689 for the reason why we don't set .onStart\n\t// in the constructor\n\n\tthis.onStart = undefined;\n\tthis.onLoad = onLoad;\n\tthis.onProgress = onProgress;\n\tthis.onError = onError;\n\n\tthis.itemStart = function ( url ) {\n\n\t\titemsTotal ++;\n\n\t\tif ( isLoading === false ) {\n\n\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tisLoading = true;\n\n\t};\n\n\tthis.itemEnd = function ( url ) {\n\n\t\titemsLoaded ++;\n\n\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t}\n\n\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\tisLoading = false;\n\n\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\tscope.onLoad();\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.itemError = function ( url ) {\n\n\t\tif ( scope.onError !== undefined ) {\n\n\t\t\tscope.onError( url );\n\n\t\t}\n\n\t};\n\n\tthis.resolveURL = function ( url ) {\n\n\t\tif ( urlModifier ) {\n\n\t\t\treturn urlModifier( url );\n\n\t\t}\n\n\t\treturn url;\n\n\t};\n\n\tthis.setURLModifier = function ( transform ) {\n\n\t\turlModifier = transform;\n\n\t\treturn this;\n\n\t};\n\n\tthis.addHandler = function ( regex, loader ) {\n\n\t\thandlers.push( regex, loader );\n\n\t\treturn this;\n\n\t};\n\n\tthis.removeHandler = function ( regex ) {\n\n\t\tconst index = handlers.indexOf( regex );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\thandlers.splice( index, 2 );\n\n\t\t}\n\n\t\treturn this;\n\n\t};\n\n\tthis.getHandler = function ( file ) {\n\n\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\tconst regex = handlers[ i ];\n\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\treturn loader;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t};\n\n}\n\nconst DefaultLoadingManager = new LoadingManager();\n\nfunction Loader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\tthis.crossOrigin = 'anonymous';\n\tthis.withCredentials = false;\n\tthis.path = '';\n\tthis.resourcePath = '';\n\tthis.requestHeader = {};\n\n}\n\nObject.assign( Loader.prototype, {\n\n\tload: function ( /* url, onLoad, onProgress, onError */ ) {},\n\n\tloadAsync: function ( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t},\n\n\tparse: function ( /* data */ ) {},\n\n\tsetCrossOrigin: function ( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t},\n\n\tsetWithCredentials: function ( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t},\n\n\tsetResourcePath: function ( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t},\n\n\tsetRequestHeader: function ( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst loading = {};\n\nfunction FileLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FileLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tconst dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tconst dataUriRegexResult = url.match( dataUriRegex );\n\t\tlet request;\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tconst mimeType = dataUriRegexResult[ 1 ];\n\t\t\tconst isBase64 = !! dataUriRegexResult[ 2 ];\n\n\t\t\tlet data = dataUriRegexResult[ 3 ];\n\t\t\tdata = decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tlet response;\n\t\t\t\tconst responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tconst view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\trequest = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tconst response = this.response;\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 || this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\t\tCache.add( url, response );\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'abort', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( const header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t},\n\n\tsetResponseType: function ( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t},\n\n\tsetMimeType: function ( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nclass AnimationLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction CompressedTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CompressedTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nclass ImageLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\nclass CubeTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction DataTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nDataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: DataTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.encoding !== undefined ) {\n\n\t\t\t\ttexture.encoding = texData.encoding;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction TextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: TextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tconst isJPEG = url.search( /\\.jpe?g($|\\?)/i ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nfunction Curve() {\n\n\tthis.type = 'Curve';\n\n\tthis.arcLengthDivisions = 200;\n\n}\n\nObject.assign( Curve.prototype, {\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint: function ( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t},\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t},\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get total curve arc length\n\n\tgetLength: function () {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t},\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = this.arcLengthDivisions;\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t},\n\n\tupdateArcLengths: function () {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t},\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping: function ( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t},\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent: function ( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t},\n\n\tgetTangentAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t},\n\n\tcomputeFrenetFrames: function ( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass EllipseCurve extends Curve {\n\n\tconstructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EllipseCurve';\n\n\t\tthis.aX = aX;\n\t\tthis.aY = aY;\n\n\t\tthis.xRadius = xRadius;\n\t\tthis.yRadius = yRadius;\n\n\t\tthis.aStartAngle = aStartAngle;\n\t\tthis.aEndAngle = aEndAngle;\n\n\t\tthis.aClockwise = aClockwise;\n\n\t\tthis.aRotation = aRotation;\n\n\t}\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst point = optionalTarget || new Vector2();\n\n\t\tconst twoPi = Math.PI * 2;\n\t\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\t\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t\t// ensures that deltaAngle is 0 .. 2 PI\n\t\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\t\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\t\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\t\tif ( samePoints ) {\n\n\t\t\t\tdeltaAngle = 0;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\t\tdeltaAngle = - twoPi;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst angle = this.aStartAngle + t * deltaAngle;\n\t\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\t\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\t\tif ( this.aRotation !== 0 ) {\n\n\t\t\tconst cos = Math.cos( this.aRotation );\n\t\t\tconst sin = Math.sin( this.aRotation );\n\n\t\t\tconst tx = x - this.aX;\n\t\t\tconst ty = y - this.aY;\n\n\t\t\t// Rotate the point about the center of the ellipse.\n\t\t\tx = tx * cos - ty * sin + this.aX;\n\t\t\ty = tx * sin + ty * cos + this.aY;\n\n\t\t}\n\n\t\treturn point.set( x, y );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.aX = source.aX;\n\t\tthis.aY = source.aY;\n\n\t\tthis.xRadius = source.xRadius;\n\t\tthis.yRadius = source.yRadius;\n\n\t\tthis.aStartAngle = source.aStartAngle;\n\t\tthis.aEndAngle = source.aEndAngle;\n\n\t\tthis.aClockwise = source.aClockwise;\n\n\t\tthis.aRotation = source.aRotation;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.aX = this.aX;\n\t\tdata.aY = this.aY;\n\n\t\tdata.xRadius = this.xRadius;\n\t\tdata.yRadius = this.yRadius;\n\n\t\tdata.aStartAngle = this.aStartAngle;\n\t\tdata.aEndAngle = this.aEndAngle;\n\n\t\tdata.aClockwise = this.aClockwise;\n\n\t\tdata.aRotation = this.aRotation;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.aX = json.aX;\n\t\tthis.aY = json.aY;\n\n\t\tthis.xRadius = json.xRadius;\n\t\tthis.yRadius = json.yRadius;\n\n\t\tthis.aStartAngle = json.aStartAngle;\n\t\tthis.aEndAngle = json.aEndAngle;\n\n\t\tthis.aClockwise = json.aClockwise;\n\n\t\tthis.aRotation = json.aRotation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nclass ArcCurve extends EllipseCurve {\n\n\tconstructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tsuper( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = new Vector3();\nconst px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nclass CatmullRomCurve3 extends Curve {\n\n\tconstructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CatmullRomCurve3';\n\n\t\tthis.points = points;\n\t\tthis.closed = closed;\n\t\tthis.curveType = curveType;\n\t\tthis.tension = tension;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst l = points.length;\n\n\t\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\t\tlet intPoint = Math.floor( p );\n\t\tlet weight = p - intPoint;\n\n\t\tif ( this.closed ) {\n\n\t\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\t\tintPoint = l - 2;\n\t\t\tweight = 1;\n\n\t\t}\n\n\t\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\t\tif ( this.closed || intPoint > 0 ) {\n\n\t\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate first point\n\t\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\t\tp0 = tmp;\n\n\t\t}\n\n\t\tconst p1 = points[ intPoint % l ];\n\t\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\t\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate last point\n\t\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\t\tp3 = tmp;\n\n\t\t}\n\n\t\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t\t// init Centripetal / Chordal Catmull-Rom\n\t\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t\t// safety check for repeated points\n\t\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t\t}\n\n\t\tpoint.set(\n\t\t\tpx.calc( weight ),\n\t\t\tpy.calc( weight ),\n\t\t\tpz.calc( weight )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\tthis.closed = source.closed;\n\t\tthis.curveType = source.curveType;\n\t\tthis.tension = source.tension;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\tdata.closed = this.closed;\n\t\tdata.curveType = this.curveType;\n\t\tdata.tension = this.tension;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t\t}\n\n\t\tthis.closed = json.closed;\n\t\tthis.curveType = json.curveType;\n\t\tthis.tension = json.tension;\n\n\t\treturn this;\n\n\t}\n\n}\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\n/**\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nclass CubicBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nclass CubicBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst tangent = optionalTarget || new Vector2();\n\n\t\ttangent.copy( this.v2 ).sub( this.v1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineCurve.prototype.isLineCurve = true;\n\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve3';\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SplineCurve';\n\n\t\tthis.points = points;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst p = ( points.length - 1 ) * t;\n\n\t\tconst intPoint = Math.floor( p );\n\t\tconst weight = p - intPoint;\n\n\t\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\t\tconst p1 = points[ intPoint ];\n\t\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\t\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\t\tpoint.set(\n\t\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nSplineCurve.prototype.isSplineCurve = true;\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nclass CurvePath extends Curve {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'CurvePath';\n\n\t\tthis.curves = [];\n\t\tthis.autoClose = false; // Automatically closes the path\n\n\t}\n\n\tadd( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t}\n\n\tclosePath() {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t}\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint( t ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Path extends CurvePath {\n\n\tconstructor( points ) {\n\n\t\tsuper();\n\t\tthis.type = 'Path';\n\n\t\tthis.currentPoint = new Vector2();\n\n\t\tif ( points ) {\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t}\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t}\n\n\tarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tabsarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t}\n\n\tabsellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\tthis.type = 'Shape';\n\n\t\tthis.holes = [];\n\n\t}\n\n\tgetPointsHoles( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t}\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLight.prototype.isLight = true;\n\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.type = 'HemisphereLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.groundColor = new Color( groundColor );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nHemisphereLight.prototype.isHemisphereLight = true;\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.focus = 1;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tsuper.updateMatrices( light );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.focus = source.focus;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLightShadow.prototype.isSpotLightShadow = true;\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLight.prototype.isSpotLight = true;\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t// xzXZ\n\t\t\t// y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nPointLightShadow.prototype.isPointLightShadow = true;\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointLight.prototype.isPointLight = true;\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nOrthographicCamera.prototype.isOrthographicCamera = true;\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t}\n\n}\n\nDirectionalLightShadow.prototype.isDirectionalLightShadow = true;\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.target = source.target.clone();\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nDirectionalLight.prototype.isDirectionalLight = true;\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nAmbientLight.prototype.isAmbientLight = true;\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n}\n\nRectAreaLight.prototype.isRectAreaLight = true;\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nSphericalHarmonics3.prototype.isSphericalHarmonics3 = true;\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLightProbe.prototype.isLightProbe = true;\n\nclass MaterialLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\t\tthis.textures = {};\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;\n\t\tif ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;\n\n\t\tif ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\n\t\treturn material;\n\n\t}\n\n\tsetTextures( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n}\n\nconst LoaderUtils = {\n\n\tdecodeText: function ( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t},\n\n\textractUrlBase: function ( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.substr( 0, index + 1 );\n\n\t}\n\n};\n\nfunction InstancedBufferGeometry() {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'InstancedBufferGeometry';\n\tthis.instanceCount = Infinity;\n\n}\n\nInstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {\n\n\tconstructor: InstancedBufferGeometry,\n\n\tisInstancedBufferGeometry: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferGeometry.prototype.copy.call( this, source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {\n\n\tif ( typeof ( normalized ) === 'number' ) {\n\n\t\tmeshPerAttribute = normalized;\n\n\t\tnormalized = false;\n\n\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t}\n\n\tBufferAttribute.call( this, array, itemSize, normalized );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {\n\n\tconstructor: InstancedBufferAttribute,\n\n\tisInstancedBufferAttribute: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferAttribute.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ()\t{\n\n\t\tconst data = BufferAttribute.prototype.toJSON.call( this );\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nclass BufferGeometryLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tif ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );\n\n\t\t\tif ( attribute.updateRange !== undefined ) {\n\n\t\t\t\tbufferAttribute.updateRange.offset = attribute.updateRange.offset;\n\t\t\t\tbufferAttribute.updateRange.count = attribute.updateRange.count;\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ] instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\t\tlet geometryShapes;\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'DodecahedronBufferGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronBufferGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'OctahedronBufferGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TubeGeometry':\n\t\t\t\t\tcase 'TubeBufferGeometry':\n\n\t\t\t\t\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t\t\t\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.closed\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'PolyhedronGeometry':\n\t\t\t\t\tcase 'PolyhedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.vertices,\n\t\t\t\t\t\t\tdata.indices,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.details\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ShapeGeometry':\n\t\t\t\t\tcase 'ShapeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.curveSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\n\t\t\t\t\tcase 'ExtrudeGeometry':\n\t\t\t\t\tcase 'ExtrudeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst extrudePath = data.options.extrudePath;\n\n\t\t\t\t\t\tif ( extrudePath !== undefined ) {\n\n\t\t\t\t\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.options\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: Loading \"Geometry\" is not supported anymore.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tconst array = [];\n\n\t\t\t\t\tfor ( let j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tconst material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\n\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\timages[ image.uuid ] = deserializedImage;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tlet texture;\n\t\t\t\tconst image = images[ data.image ];\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture( image );\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture( image.data, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\t\t\t\tconst instanceColor = data.instanceColor;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\t\t\t\tif ( instanceColor !== undefined ) object.instanceColor = new BufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t/* DEPRECATED */\n\n\tsetTexturePath( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nfunction ImageBitmapLoader( manager ) {\n\n\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t}\n\n\tif ( typeof fetch === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t}\n\n\tLoader.call( this, manager );\n\n\tthis.options = { premultiplyAlpha: 'none' };\n\n}\n\nImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageBitmapLoader,\n\n\tisImageBitmapLoader: true,\n\n\tsetOptions: function setOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tfetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n} );\n\nclass ShapePath {\n\n\tconstructor() {\n\n\t\tthis.type = 'ShapePath';\n\n\t\tthis.color = new Color();\n\n\t\tthis.subPaths = [];\n\t\tthis.currentPath = null;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t}\n\n\ttoShapes( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tconst toChange = [];\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nclass Font {\n\n\tconstructor( data ) {\n\n\t\tthis.type = 'Font';\n\n\t\tthis.data = data;\n\n\t}\n\n\tgenerateShapes( text, size = 100 ) {\n\n\t\tconst shapes = [];\n\t\tconst paths = createPaths( text, size, this.data );\n\n\t\tfor ( let p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nfunction createPaths( text, size, data ) {\n\n\tconst chars = Array.from( text );\n\tconst scale = size / data.resolution;\n\tconst line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\tconst paths = [];\n\n\tlet offsetX = 0, offsetY = 0;\n\n\tfor ( let i = 0; i < chars.length; i ++ ) {\n\n\t\tconst char = chars[ i ];\n\n\t\tif ( char === '\\n' ) {\n\n\t\t\toffsetX = 0;\n\t\t\toffsetY -= line_height;\n\n\t\t} else {\n\n\t\t\tconst ret = createPath( char, scale, offsetX, offsetY, data );\n\t\t\toffsetX += ret.offsetX;\n\t\t\tpaths.push( ret.path );\n\n\t\t}\n\n\t}\n\n\treturn paths;\n\n}\n\nfunction createPath( char, scale, offsetX, offsetY, data ) {\n\n\tconst glyph = data.glyphs[ char ] || data.glyphs[ '?' ];\n\n\tif ( ! glyph ) {\n\n\t\tconsole.error( 'THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.' );\n\n\t\treturn;\n\n\t}\n\n\tconst path = new ShapePath();\n\n\tlet x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n\tif ( glyph.o ) {\n\n\t\tconst outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\tfor ( let i = 0, l = outline.length; i < l; ) {\n\n\t\t\tconst action = outline[ i ++ ];\n\n\t\t\tswitch ( action ) {\n\n\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { offsetX: glyph.ha * scale, path: path };\n\n}\n\nFont.prototype.isFont = true;\n\nclass FontLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tconst font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n}\n\nlet _context;\n\nconst AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\nclass AudioLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n}\n\nclass HemisphereLightProbe extends LightProbe {\n\n\tconstructor( skyColor, groundColor, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( skyColor );\n\t\tconst color2 = new Color().set( groundColor );\n\n\t\tconst sky = new Vector3( color1.r, color1.g, color1.b );\n\t\tconst ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\t\tconst c0 = Math.sqrt( Math.PI );\n\t\tconst c1 = c0 * Math.sqrt( 0.75 );\n\n\t\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\t\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n\t}\n\n}\n\nHemisphereLightProbe.prototype.isHemisphereLightProbe = true;\n\nclass AmbientLightProbe extends LightProbe {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( color );\n\n\t\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\t\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n\t}\n\n}\n\nAmbientLightProbe.prototype.isAmbientLightProbe = true;\n\nconst _eyeRight = new Matrix4();\nconst _eyeLeft = new Matrix4();\n\nclass StereoCamera {\n\n\tconstructor() {\n\n\t\tthis.type = 'StereoCamera';\n\n\t\tthis.aspect = 1;\n\n\t\tthis.eyeSep = 0.064;\n\n\t\tthis.cameraL = new PerspectiveCamera();\n\t\tthis.cameraL.layers.enable( 1 );\n\t\tthis.cameraL.matrixAutoUpdate = false;\n\n\t\tthis.cameraR = new PerspectiveCamera();\n\t\tthis.cameraR.layers.enable( 2 );\n\t\tthis.cameraR.matrixAutoUpdate = false;\n\n\t\tthis._cache = {\n\t\t\tfocus: null,\n\t\t\tfov: null,\n\t\t\taspect: null,\n\t\t\tnear: null,\n\t\t\tfar: null,\n\t\t\tzoom: null,\n\t\t\teyeSep: null\n\t\t};\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\tconst projectionMatrix = camera.projectionMatrix.clone();\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n}\n\nclass Clock {\n\n\tconstructor( autoStart ) {\n\n\t\tthis.autoStart = ( autoStart !== undefined ) ? autoStart : true;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$1 = /*@__PURE__*/ new Vector3();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );\n\n\t\t_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$1.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$1.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$1.x, _position$1.y, _position$1.z );\n\t\t\tlistener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion, _scale );\n\n\t\t_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position.x, _position.y, _position.z );\n\t\t\tpanner.setOrientation( _orientation.x, _orientation.y, _orientation.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nclass PropertyMixer {\n\n\tconstructor( binding, typeName, valueSize ) {\n\n\t\tthis.binding = binding;\n\t\tthis.valueSize = valueSize;\n\n\t\tlet mixFunction,\n\t\t\tmixFunctionAdditive,\n\t\t\tsetIdentity;\n\n\t\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t\t//\n\t\t// interpolators can use .buffer as their .result\n\t\t// the data then goes to 'incoming'\n\t\t//\n\t\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t\t// the cumulative result and are compared to detect\n\t\t// changes\n\t\t//\n\t\t// 'orig' stores the original state of the property\n\t\t//\n\t\t// 'add' is used for additive cumulative results\n\t\t//\n\t\t// 'work' is optional and is only present for quaternion types. It is used\n\t\t// to store intermediate quaternion multiplication results\n\n\t\tswitch ( typeName ) {\n\n\t\t\tcase 'quaternion':\n\t\t\t\tmixFunction = this._slerp;\n\t\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\t\tthis._workIndex = 5;\n\t\t\t\tbreak;\n\n\t\t\tcase 'string':\n\t\t\tcase 'bool':\n\t\t\t\tmixFunction = this._select;\n\n\t\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t\t// additive is not relevant for non-numeric types\n\t\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tmixFunction = this._lerp;\n\t\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t\t}\n\n\t\tthis._mixBufferRegion = mixFunction;\n\t\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\t\tthis._setIdentity = setIdentity;\n\t\tthis._origIndex = 3;\n\t\tthis._addIndex = 4;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tthis.useCount = 0;\n\t\tthis.referenceCount = 0;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t}\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nfunction Composite( targetGroup, path, optionalParsedPath ) {\n\n\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis._targetGroup = targetGroup;\n\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n}\n\nObject.assign( Composite.prototype, {\n\n\tgetValue: function ( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t},\n\n\tsetValue: function ( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t},\n\n\tbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t},\n\n\tunbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n} );\n\n\nfunction PropertyBinding( rootNode, path, parsedPath ) {\n\n\tthis.path = path;\n\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\tthis.rootNode = rootNode;\n\n}\n\nObject.assign( PropertyBinding, {\n\n\tComposite: Composite,\n\n\tcreate: function ( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tsanitizeNodeName: function ( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t},\n\n\tparseTrackName: function ( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( ! matches ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t},\n\n\tfindNode: function ( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n} );\n\nObject.assign( PropertyBinding.prototype, { // prototype, continued\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable: function () {},\n\t_setValue_unavailable: function () {},\n\n\tBindingType: {\n\t\tDirect: 0,\n\t\tEntireArray: 1,\n\t\tArrayElement: 2,\n\t\tHasFromToArray: 3\n\t},\n\n\tVersioning: {\n\t\tNone: 0,\n\t\tNeedsUpdate: 1,\n\t\tMatrixWorldNeedsUpdate: 2\n\t},\n\n\tGetterByBindingType: [\n\n\t\tfunction getValue_direct( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.node[ this.propertyName ];\n\n\t\t},\n\n\t\tfunction getValue_array( buffer, offset ) {\n\n\t\t\tconst source = this.resolvedProperty;\n\n\t\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t\t}\n\n\t\t},\n\n\t\tfunction getValue_arrayElement( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t\t},\n\n\t\tfunction getValue_toArray( buffer, offset ) {\n\n\t\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t\t}\n\n\t],\n\n\tSetterByBindingTypeAndVersioning: [\n\n\t\t[\n\t\t\t// Direct\n\n\t\t\tfunction setValue_direct( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// EntireArray\n\n\t\t\tfunction setValue_array( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// ArrayElement\n\n\t\t\tfunction setValue_arrayElement( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// HasToFromArray\n\n\t\t\tfunction setValue_fromArray( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t]\n\n\t],\n\n\tgetValue: function getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t\t// Note: This class uses a State pattern on a per-method basis:\n\t\t// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n\t\t// prototype version of these methods with one that represents\n\t\t// the bound state. When the property is not found, the methods\n\t\t// become no-ops.\n\n\t},\n\n\tsetValue: function getValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t},\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind: function () {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t},\n\n\tunbind: function () {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( PropertyBinding.prototype, {\n\n\t// initial state of these methods that calls 'bind'\n\t_getValue_unbound: PropertyBinding.prototype.getValue,\n\t_setValue_unbound: PropertyBinding.prototype.setValue,\n\n} );\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nclass AnimationObjectGroup {\n\n\tconstructor() {\n\n\t\tthis.uuid = MathUtils.generateUUID();\n\n\t\t// cached objects followed by the active ones\n\t\tthis._objects = Array.prototype.slice.call( arguments );\n\n\t\tthis.nCachedObjects_ = 0; // threshold\n\t\t// note: read by PropertyBinding.Composite\n\n\t\tconst indices = {};\n\t\tthis._indicesByUUID = indices; // for bookkeeping\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t\t}\n\n\t\tthis._paths = []; // inside: string\n\t\tthis._parsedPaths = []; // inside: { we don't care, here }\n\t\tthis._bindings = []; // inside: Array< PropertyBinding >\n\t\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tobjects: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._objects.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tget bindingsPerObject() {\n\n\t\t\t\treturn scope._bindings.length;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tadd() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\tremove() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// remove & forget\n\tuncache() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t}\n\n\tunsubscribe_( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n}\n\nAnimationObjectGroup.prototype.isAnimationObjectGroup = true;\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nAnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 );\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tif ( typeof value === 'string' ) {\n\n\t\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\t\tvalue = arguments[ 1 ];\n\n\t\t}\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nfunction InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {\n\n\tInterleavedBuffer.call( this, array, stride );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {\n\n\tconstructor: InstancedInterleavedBuffer,\n\n\tisInstancedInterleavedBuffer: true,\n\n\tcopy: function ( source ) {\n\n\t\tInterleavedBuffer.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tconst ib = InterleavedBuffer.prototype.clone.call( this, data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tconst json = InterleavedBuffer.prototype.toJSON.call( this, data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n} );\n\nfunction GLBufferAttribute( buffer, type, itemSize, elementSize, count ) {\n\n\tthis.buffer = buffer;\n\tthis.type = type;\n\tthis.itemSize = itemSize;\n\tthis.elementSize = elementSize;\n\tthis.count = count;\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( GLBufferAttribute.prototype, {\n\n\tisGLBufferAttribute: true,\n\n\tsetBuffer: function ( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t},\n\n\tsetType: function ( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetItemSize: function ( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetCount: function ( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t},\n\n} );\n\nfunction Raycaster( origin, direction, near = 0, far = Infinity ) {\n\n\tthis.ray = new Ray( origin, direction );\n\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.camera = null;\n\tthis.layers = new Layers();\n\n\tthis.params = {\n\t\tMesh: {},\n\t\tLine: { threshold: 1 },\n\t\tLOD: {},\n\t\tPoints: { threshold: 1 },\n\t\tSprite: {}\n\t};\n\n\tObject.defineProperties( this.params, {\n\t\tPointCloud: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );\n\t\t\t\treturn this.Points;\n\n\t\t\t}\n\t\t}\n\t} );\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Raycaster.prototype, {\n\n\tset: function ( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t},\n\n\tsetFromCamera: function ( coords, camera ) {\n\n\t\tif ( camera && camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera && camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t},\n\n\tintersectObject: function ( object, recursive = false, intersects = [] ) {\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t},\n\n\tintersectObjects: function ( objects, recursive = false, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n} );\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius = 1, theta = 0, y = 0 ) {\n\n\t\tthis.radius = radius; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = y; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$4 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getCenter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getSize() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getParameter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$4.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox2.prototype.isBox2 = true;\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = new Vector3(), end = new Vector3() ) {\n\n\t\tthis.start = start;\n\t\tthis.end = end;\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .delta() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = MathUtils.clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction ImmediateRenderObject( material ) {\n\n\tObject3D.call( this );\n\n\tthis.material = material;\n\tthis.render = function ( /* renderCallback */ ) {};\n\n\tthis.hasPositions = false;\n\tthis.hasNormals = false;\n\tthis.hasColors = false;\n\tthis.hasUvs = false;\n\n\tthis.positionArray = null;\n\tthis.normalArray = null;\n\tthis.colorArray = null;\n\tthis.uvArray = null;\n\n\tthis.count = 0;\n\n}\n\nImmediateRenderObject.prototype = Object.create( Object3D.prototype );\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\nconst _vector$3 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkeletonHelper';\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the radials\n\n\t\tfor ( let i = 0; i <= radials; i ++ ) {\n\n\t\t\tconst v = ( i / radials ) * ( Math.PI * 2 );\n\n\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( x, 0, z );\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t\t// create the circles\n\n\t\tfor ( let i = 0; i <= circles; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / circles * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n}\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\t_v1.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3.subVectors( _v2, _v1 );\n\n\t\tthis.lightPlane.lookAt( _v2 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2 );\n\t\tthis.targetLine.scale.z = _v3.length();\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2', colorFrustum );\n\t\taddLine( 'n2', 'n4', colorFrustum );\n\t\taddLine( 'n4', 'n3', colorFrustum );\n\t\taddLine( 'n3', 'n1', colorFrustum );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2', colorFrustum );\n\t\taddLine( 'f2', 'f4', colorFrustum );\n\t\taddLine( 'f4', 'f3', colorFrustum );\n\t\taddLine( 'f3', 'f1', colorFrustum );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1', colorFrustum );\n\t\taddLine( 'n2', 'f2', colorFrustum );\n\t\taddLine( 'n3', 'f3', colorFrustum );\n\t\taddLine( 'n4', 'f4', colorFrustum );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1', colorCone );\n\t\taddLine( 'p', 'n2', colorCone );\n\t\taddLine( 'p', 'n3', colorCone );\n\t\taddLine( 'p', 'n4', colorCone );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2', colorUp );\n\t\taddLine( 'u2', 'u3', colorUp );\n\t\taddLine( 'u3', 'u1', colorUp );\n\n\t\t// target\n\n\t\taddLine( 'c', 't', colorTarget );\n\t\taddLine( 'p', 'c', colorCross );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2', colorCross );\n\t\taddLine( 'cn3', 'cn4', colorCross );\n\n\t\taddLine( 'cf1', 'cf2', colorCross );\n\t\taddLine( 'cf3', 'cf4', colorCross );\n\n\t\tfunction addLine( a, b, color ) {\n\n\t\t\taddPoint( a, color );\n\t\t\taddPoint( b, color );\n\n\t\t}\n\n\t\tfunction addPoint( id, color ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box.isEmpty() ) return;\n\n\t\tconst min = _box.min;\n\t\tconst max = _box.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tlet scale = - this.plane.constant;\n\n\t\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\t\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\t// dir is assumed to be normalized\n\n\tconstructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n}\n\nconst _floatView = new Float32Array( 1 );\nconst _int32View = new Int32Array( _floatView.buffer );\n\nconst DataUtils = {\n\n\t// Converts float32 to float16 (stored as uint16 value).\n\n\ttoHalfFloat: function ( val ) {\n\n\t\t// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410\n\n\t\t/* This method is faster than the OpenEXR implementation (very often\n\t\t* used, eg. in Ogre), with the additional benefit of rounding, inspired\n\t\t* by James Tursa?s half-precision code. */\n\n\t\t_floatView[ 0 ] = val;\n\t\tconst x = _int32View[ 0 ];\n\n\t\tlet bits = ( x >> 16 ) & 0x8000; /* Get the sign */\n\t\tlet m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */\n\t\tconst e = ( x >> 23 ) & 0xff; /* Using int is faster here */\n\n\t\t/* If zero, or denormal, or exponent underflows too much for a denormal\n\t\t\t* half, return signed zero. */\n\t\tif ( e < 103 ) return bits;\n\n\t\t/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\n\t\tif ( e > 142 ) {\n\n\t\t\tbits |= 0x7c00;\n\t\t\t/* If exponent was 0xff and one mantissa bit was set, it means NaN,\n\t\t\t\t\t\t* not Inf, so make sure we set one mantissa bit too. */\n\t\t\tbits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\t/* If exponent underflows but not too much, return a denormal */\n\t\tif ( e < 113 ) {\n\n\t\t\tm |= 0x0800;\n\t\t\t/* Extra rounding may overflow and set mantissa to 0 and exponent\n\t\t\t\t* to 1, which is OK. */\n\t\t\tbits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\tbits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );\n\t\t/* Extra rounding. An overflow will set mantissa to 0 and increment\n\t\t\t* the exponent, which is OK. */\n\t\tbits += m & 1;\n\t\treturn bits;\n\n\t}\n\n};\n\nconst LOD_MIN = 4;\nconst LOD_MAX = 8;\nconst SIZE_MAX = Math.pow( 2, LOD_MAX );\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\nconst TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst ENCODINGS = {\n\t[ LinearEncoding ]: 0,\n\t[ sRGBEncoding ]: 1,\n\t[ RGBEEncoding ]: 2,\n\t[ RGBM7Encoding ]: 3,\n\t[ RGBM16Encoding ]: 4,\n\t[ RGBDEncoding ]: 5,\n\t[ GammaEncoding ]: 6\n};\n\nconst backgroundMaterial = new MeshBasicMaterial( {\n\tside: BackSide,\n\tdepthWrite: false,\n\tdepthTest: false,\n} );\nconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nfunction convertLinearToRGBE( color ) {\n\n\tconst maxComponent = Math.max( color.r, color.g, color.b );\n\tconst fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );\n\tcolor.multiplyScalar( Math.pow( 2.0, - fExp ) );\n\n\tconst alpha = ( fExp + 128.0 ) / 255.0;\n\treturn alpha;\n\n}\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._blurMaterial = _getBlurShader( MAX_SAMPLES );\n\t\tthis._equirectShader = null;\n\t\tthis._cubemapShader = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular ) {\n\n\t\treturn this._fromTexture( equirectangular );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap ) {\n\n\t\treturn this._fromTexture( cubemap );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapShader === null ) {\n\n\t\t\tthis._cubemapShader = _getCubemapShader();\n\t\t\tthis._compileMaterial( this._cubemapShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectShader === null ) {\n\n\t\t\tthis._equirectShader = _getEquirectShader();\n\t\t\tthis._compileMaterial( this._equirectShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._blurMaterial.dispose();\n\n\t\tif ( this._cubemapShader !== null ) this._cubemapShader.dispose();\n\t\tif ( this._equirectShader !== null ) this._equirectShader.dispose();\n\n\t\tfor ( let i = 0; i < _lodPlanes.length; i ++ ) {\n\n\t\t\t_lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t// private interface\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._pingPongRenderTarget.dispose();\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets( texture );\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets( texture ) { // warning: null texture is valid\n\n\t\tconst params = {\n\t\t\tmagFilter: NearestFilter,\n\t\t\tminFilter: NearestFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: UnsignedByteType,\n\t\t\tformat: RGBEFormat,\n\t\t\tencoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( params );\n\t\tcubeUVRenderTarget.depthBuffer = texture ? false : true;\n\t\tthis._pingPongRenderTarget = _createRenderTarget( params );\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( _lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst outputEncoding = renderer.outputEncoding;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.outputEncoding = LinearEncoding;\n\t\trenderer.autoClear = false;\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background ).convertSRGBToLinear();\n\t\t\t\tscene.background = null;\n\n\t\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor ).convertSRGBToLinear();\n\n\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\t\t\tif ( col == 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col == 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\t_setViewport( cubeUVRenderTarget,\n\t\t\t\tcol * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.outputEncoding = outputEncoding;\n\t\trenderer.autoClear = originalAutoClear;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tif ( texture.isCubeTexture ) {\n\n\t\t\tif ( this._cubemapShader == null ) {\n\n\t\t\t\tthis._cubemapShader = _getCubemapShader();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( this._equirectShader == null ) {\n\n\t\t\t\tthis._equirectShader = _getEquirectShader();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;\n\t\tconst mesh = new Mesh( _lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tif ( ! texture.isCubeTexture ) {\n\n\t\t\tuniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );\n\n\t\t}\n\n\t\tuniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\t\tuniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < TOTAL_LODS; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = _sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i == 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;\n\t\tblurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\t\tblurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\n\t\tconst outputSize = _sizeLods[ lodOut ];\n\t\tconst x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );\n\t\tconst y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\nfunction _isLDR( texture ) {\n\n\tif ( texture === undefined || texture.type !== UnsignedByteType ) return false;\n\n\treturn texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;\n\n}\n\nfunction _createPlanes() {\n\n\tconst _lodPlanes = [];\n\tconst _sizeLods = [];\n\tconst _sigmas = [];\n\n\tlet lod = LOD_MAX;\n\n\tfor ( let i = 0; i < TOTAL_LODS; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\t_sizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > LOD_MAX - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];\n\n\t\t} else if ( i == 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\t_sigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 1 );\n\t\tconst min = - texelSize / 2;\n\t\tconst max = 1 + texelSize / 2;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\t_lodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { _lodPlanes, _sizeLods, _sigmas };\n\n}\n\nfunction _createRenderTarget( params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( maxSamples ) {\n\n\tconst weights = new Float32Array( maxSamples );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: { 'n': maxSamples },\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectShader() {\n\n\tconst texelSize = new Vector2( 1, 1 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'texelSize': { value: texelSize },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCubemapShader() {\n\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction _getEncodings() {\n\n\treturn /* glsl */`\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include \n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t`;\n\n}\n\nconst LineStrip = 0;\nconst LinePieces = 1;\nconst NoColors = 0;\nconst FaceColors = 1;\nconst VertexColors = 2;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials = [] ) {\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nPath.prototype.fromPoints = function ( points ) {\n\n\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\treturn this.setFromPoints( points );\n\n};\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nLoader.prototype.extractUrlBase = function ( url ) {\n\n\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\treturn LoaderUtils.extractUrlBase( url );\n\n};\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\n//\n\nBox2.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox2.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox2.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox2.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nBox3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox3.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox3.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox3.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\nBox3.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nSphere.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\n//\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\n//\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\n//\n\nMathUtils.random16 = function () {\n\n\tconsole.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );\n\treturn Math.random();\n\n};\n\nMathUtils.nearestPowerOfTwo = function ( value ) {\n\n\tconsole.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );\n\treturn MathUtils.floorPowerOfTwo( value );\n\n};\n\nMathUtils.nextPowerOfTwo = function ( value ) {\n\n\tconsole.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );\n\treturn MathUtils.ceilPowerOfTwo( value );\n\n};\n\n//\n\nMatrix3.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix3.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\treturn vector.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\treturn attribute.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nMatrix4.prototype.extractPosition = function ( m ) {\n\n\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\treturn this.copyPosition( m );\n\n};\n\nMatrix4.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix4.prototype.getPosition = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n};\n\nMatrix4.prototype.setRotationFromQuaternion = function ( q ) {\n\n\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\treturn this.makeRotationFromQuaternion( q );\n\n};\n\nMatrix4.prototype.multiplyToArray = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n};\n\nMatrix4.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector4 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateAxis = function ( v ) {\n\n\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\tv.transformDirection( this );\n\n};\n\nMatrix4.prototype.crossVector = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.translate = function () {\n\n\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateX = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateY = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateZ = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateByAxis = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n};\n\nMatrix4.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\treturn attribute.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.makeFrustum = function ( left, right, bottom, top, near, far ) {\n\n\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n};\n\nMatrix4.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\n//\n\nQuaternion.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\treturn vector.applyQuaternion( this );\n\n};\n\nQuaternion.prototype.inverse = function ( ) {\n\n\tconsole.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );\n\treturn this.invert();\n\n};\n\n//\n\nRay.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nRay.prototype.isIntersectionPlane = function ( plane ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\treturn this.intersectsPlane( plane );\n\n};\n\nRay.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\n//\n\nTriangle.prototype.area = function () {\n\n\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\treturn this.getArea();\n\n};\n\nTriangle.prototype.barycoordFromPoint = function ( point, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn this.getBarycoord( point, target );\n\n};\n\nTriangle.prototype.midpoint = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\treturn this.getMidpoint( target );\n\n};\n\nTriangle.prototypenormal = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn this.getNormal( target );\n\n};\n\nTriangle.prototype.plane = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\treturn this.getPlane( target );\n\n};\n\nTriangle.barycoordFromPoint = function ( point, a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n};\n\nTriangle.normal = function ( a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn Triangle.getNormal( a, b, c, target );\n\n};\n\n//\n\nShape.prototype.extractAllPoints = function ( divisions ) {\n\n\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\treturn this.extractPoints( divisions );\n\n};\n\nShape.prototype.extrude = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\treturn new ExtrudeGeometry( this, options );\n\n};\n\nShape.prototype.makeGeometry = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\treturn new ShapeGeometry( this, options );\n\n};\n\n//\n\nVector2.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector2.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector2.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector3.prototype.setEulerFromRotationMatrix = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n};\n\nVector3.prototype.setEulerFromQuaternion = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n};\n\nVector3.prototype.getPositionFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\treturn this.setFromMatrixPosition( m );\n\n};\n\nVector3.prototype.getScaleFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\treturn this.setFromMatrixScale( m );\n\n};\n\nVector3.prototype.getColumnFromMatrix = function ( index, matrix ) {\n\n\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\treturn this.setFromMatrixColumn( matrix, index );\n\n};\n\nVector3.prototype.applyProjection = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\treturn this.applyMatrix4( m );\n\n};\n\nVector3.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector3.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector3.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector4.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector4.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nObject3D.prototype.getChildByName = function ( name ) {\n\n\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\treturn this.getObjectByName( name );\n\n};\n\nObject3D.prototype.renderDepth = function () {\n\n\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n};\n\nObject3D.prototype.translate = function ( distance, axis ) {\n\n\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\treturn this.translateOnAxis( axis, distance );\n\n};\n\nObject3D.prototype.getWorldRotation = function () {\n\n\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n};\n\nObject3D.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nMesh.prototype.setDrawMode = function () {\n\n\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n};\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\nObject.defineProperty( Curve.prototype, '__arcLengthDivisions', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\treturn this.arcLengthDivisions;\n\n\t},\n\tset: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\tthis.arcLengthDivisions = value;\n\n\t}\n\n} );\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +\n\t\t\t'Use .setFocalLength and .filmGauge for a photographic setup.' );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nBufferAttribute.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nBufferAttribute.prototype.copyIndicesArray = function ( /* indices */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n},\n\nBufferAttribute.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nBufferGeometry.prototype.addIndex = function ( index ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\tthis.setIndex( index );\n\n};\n\nBufferGeometry.prototype.addAttribute = function ( name, attribute ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t}\n\n\tif ( name === 'index' ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\tthis.setIndex( attribute );\n\n\t\treturn this;\n\n\t}\n\n\treturn this.setAttribute( name, attribute );\n\n};\n\nBufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset ) {\n\n\tif ( indexOffset !== undefined ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t}\n\n\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\tthis.addGroup( start, count );\n\n};\n\nBufferGeometry.prototype.clearDrawCalls = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\tthis.clearGroups();\n\n};\n\nBufferGeometry.prototype.computeOffsets = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n};\n\nBufferGeometry.prototype.removeAttribute = function ( name ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\treturn this.deleteAttribute( name );\n\n};\n\nBufferGeometry.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InstancedBufferGeometry.prototype, {\n\n\tmaxInstancedCount: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\treturn this.instanceCount;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\tthis.instanceCount = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( Raycaster.prototype, {\n\n\tlinePrecision: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\treturn this.params.Line.threshold;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\tthis.params.Line.threshold = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InterleavedBuffer.prototype, {\n\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( value );\n\n\t\t}\n\t}\n\n} );\n\nInterleavedBuffer.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nInterleavedBuffer.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nExtrudeGeometry.prototype.getArrays = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .getArrays() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShapeList = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShapeList() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShape = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShape() has been removed.' );\n\n};\n\n//\n\nScene.prototype.dispose = function () {\n\n\tconsole.error( 'THREE.Scene: .dispose() has been removed.' );\n\n};\n\n//\n\nUniform.prototype.onUpdate = function () {\n\n\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\treturn this;\n\n};\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhysicalMaterial.prototype, {\n\n\ttransparency: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\treturn this.transmission;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\tthis.transmission = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nWebGLRenderer.prototype.clearTarget = function ( renderTarget, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\tthis.setRenderTarget( renderTarget );\n\tthis.clear( color, depth, stencil );\n\n};\n\nWebGLRenderer.prototype.animate = function ( callback ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\tthis.setAnimationLoop( callback );\n\n};\n\nWebGLRenderer.prototype.getCurrentRenderTarget = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\treturn this.getRenderTarget();\n\n};\n\nWebGLRenderer.prototype.getMaxAnisotropy = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\treturn this.capabilities.getMaxAnisotropy();\n\n};\n\nWebGLRenderer.prototype.getPrecision = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\treturn this.capabilities.precision;\n\n};\n\nWebGLRenderer.prototype.resetGLState = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\treturn this.state.reset();\n\n};\n\nWebGLRenderer.prototype.supportsFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_float' );\n\n};\n\nWebGLRenderer.prototype.supportsHalfFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_half_float' );\n\n};\n\nWebGLRenderer.prototype.supportsStandardDerivatives = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n};\n\nWebGLRenderer.prototype.supportsBlendMinMax = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n};\n\nWebGLRenderer.prototype.supportsVertexTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\treturn this.capabilities.vertexTextures;\n\n};\n\nWebGLRenderer.prototype.supportsInstancedArrays = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n};\n\nWebGLRenderer.prototype.enableScissorTest = function ( boolean ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\tthis.setScissorTest( boolean );\n\n};\n\nWebGLRenderer.prototype.initMaterial = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPrePlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPostPlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.updateShadowMap = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setFaceCulling = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.allocTextureUnit = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture2D = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTextureCube = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.getActiveMipMapLevel = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\treturn this.getActiveMipmapLevel();\n\n};\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t},\n\ttoneMappingWhitePoint: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\t\t\treturn 1.0;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\treturn new WebGLCubeRenderTarget( width, options );\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nAudio.prototype.load = function ( file ) {\n\n\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\tconst scope = this;\n\tconst audioLoader = new AudioLoader();\n\taudioLoader.load( file, function ( buffer ) {\n\n\t\tscope.setBuffer( buffer );\n\n\t} );\n\treturn this;\n\n};\n\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\nCubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );\n\treturn this.renderTarget.clear( renderer, color, depth, stencil );\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tconst loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tconst loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nconst SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t/* eslint-disable no-undef */\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\t/* eslint-enable no-undef */\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxGeometry as BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleGeometry as CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeGeometry as ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry as CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry as DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry as ExtrudeBufferGeometry, ExtrudeGeometry, FaceColors, FileLoader, FlatShading, Float16BufferAttribute, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GammaEncoding, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronGeometry as IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry as LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry as OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricGeometry as ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneGeometry as PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry as PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry as RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry as ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereGeometry as SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry as TetrahedronBufferGeometry, TetrahedronGeometry, TextGeometry as TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusGeometry as TorusBufferGeometry, TorusGeometry, TorusKnotGeometry as TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry as TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGL1Renderer, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };\n","import * as THREE from 'three';\n\nexport default class Renderer {\n constructor(options) {\n Object.assign(this, options);\n this.renderer = new THREE.WebGLRenderer();\n this.renderer.setClearColor(0x000000, 0);\n this.renderer.setSize(this.width, this.height);\n this.renderer.setPixelRatio(window.devicePixelRatio);\n this.el = this.renderer.domElement;\n }\n\n setTexture(texture) {\n this.texture = texture;\n this.mesh = this.createMesh();\n }\n\n setSize({height, width}) {\n this.height = height;\n this.width = width;\n this.renderer.setSize(width, height);\n }\n\n createMesh() {\n this.material = new THREE.MeshBasicMaterial({map: this.texture});\n this.geometry = new THREE.SphereGeometry(1, 50, 50);\n this.geometry.scale(-1, 1, 1);\n let mesh = new THREE.Mesh(this.geometry, this.material);\n return mesh;\n }\n\n destroy() {\n this.geometry.dispose();\n this.material.dispose();\n this.renderer.dispose();\n }\n\n render(scene, camera, needsUpdate) {\n if (!needsUpdate) return;\n this.renderer.render(scene, camera);\n }\n}\n","import * as THREE from 'three';\nimport utils from './utils'\n\nlet easeOutBack = k => {\n let s = 1.70158;\n return --k * k * ((s + 1) * k + s) + 1;\n};\n\nexport default class Controls {\n constructor(options) {\n Object.assign(this, options);\n this.el = this.renderer.el;\n this.theta = this.initialYaw * Math.PI / 180;\n this.phi = 0;\n this.velo = 0.02;\n this.rotateStart = new THREE.Vector2();\n this.rotateEnd = new THREE.Vector2();\n this.rotateDelta = new THREE.Vector2();\n this.orientation = new THREE.Quaternion();\n this.euler = new THREE.Euler();\n this.momentum = false;\n this.isUserInteracting = false;\n this.addDraggableStyle();\n this.onMouseMove = this.onMouseMove.bind(this);\n this.onMouseDown = this.onMouseDown.bind(this);\n this.onMouseUp = this.onMouseUp.bind(this);\n this.onTouchStart = e => this.onMouseDown({clientX: e.touches[0].pageX, clientY: e.touches[0].pageY});\n this.onTouchMove = e => this.onMouseMove({clientX: e.touches[0].pageX, clientY: e.touches[0].pageY});\n this.onTouchEnd = _ => this.onMouseUp();\n this.onDeviceMotion = this.onDeviceMotion.bind(this);\n this.onMessage = this.onMessage.bind(this);\n this.bindEvents();\n }\n\n bindEvents() {\n this.el.addEventListener('mouseleave', this.onMouseUp);\n this.el.addEventListener('mousemove', this.onMouseMove);\n this.el.addEventListener('mousedown', this.onMouseDown);\n this.el.addEventListener('mouseup', this.onMouseUp);\n this.el.addEventListener('touchstart', this.onTouchStart);\n this.el.addEventListener('touchmove', this.onTouchMove);\n this.el.addEventListener('touchend', this.onTouchEnd);\n if (!this.isInIframe())\n window.addEventListener('devicemotion', this.onDeviceMotion);\n window.addEventListener('message', this.onMessage);\n }\n\n centralize() {\n let endTheta = this.initialYaw * Math.PI / 180;\n\n let duration = 750;\n let startTheta = this.theta;\n let startPhi = this.phi;\n let start = Date.now();\n\n let animate = () => {\n let progress = Date.now() - start;\n let elapsed = progress / duration;\n elapsed = elapsed > 1 ? 1 : elapsed;\n if (progress >= duration) {\n return cancelAnimationFrame(id);\n }\n this.theta = startTheta + (endTheta - startTheta) * easeOutBack(elapsed);\n this.phi = startPhi + (0 - startPhi) * easeOutBack(elapsed);\n return requestAnimationFrame(animate);\n };\n let id = animate();\n }\n\n isInIframe() {\n try {\n return window.self !== window.top;\n    } catch (e) {\n return true;\n    }\n }\n\n destroy() {\n this.el.removeEventListener('mouseleave', this.onMouseUp);\n this.el.removeEventListener('mousemove', this.onMouseMove);\n this.el.removeEventListener('mousedown', this.onMouseDown);\n this.el.removeEventListener('mouseup', this.onMouseUp);\n this.el.removeEventListener('touchstart', this.onTouchStart);\n this.el.removeEventListener('touchmove', this.onTouchMove);\n this.el.removeEventListener('touchend', this.onTouchEnd);\n window.removeEventListener('devicemotion', this.onDeviceMotion);\n window.removeEventListener('message', this.onMessage);\n }\n\n getCurrentStyle() {\n return `height: ${parseInt(this.el.style.height, 10)}px; width: ${parseInt(this.el.style.width, 10)}px; user-select: none; -webkit-user-select: none; -webkit-touch-callout: none; -webkit-tap-highlight-color: rgba(0,0,0,0);`;\n }\n\n addDraggingStyle() {\n this.el.setAttribute('style', `${this.getCurrentStyle()} cursor: -webkit-grabbing; cursor: -moz-grabbing; cursor: grabbing;`);\n }\n\n addDraggableStyle() {\n this.el.setAttribute('style', `${this.getCurrentStyle()} cursor: -webkit-grab; cursor: -moz-grab; cursor: grab;`);\n }\n\n onMessage(event) {\n let {orientation, portrait, rotationRate} = event.data;\n if (!rotationRate) return;\n this.onDeviceMotion({orientation, portrait, rotationRate});\n }\n\n onDeviceMotion(event) {\n let portrait = event.portrait !== undefined ? event.portrait : window.matchMedia(\"(orientation: portrait)\").matches;\n let orientation;\n if (event.orientation !== undefined) {\n orientation = event.orientation;\n } else if (window.orientation !== undefined) {\n orientation = window.orientation;\n } else {\n orientation = -90;\n }\n let alpha = THREE.Math.degToRad(event.rotationRate.alpha);\n let beta = THREE.Math.degToRad(event.rotationRate.beta);\n if (portrait) {\n this.phi = this.verticalPanning ? this.phi + alpha * this.velo : this.phi;\n this.theta = this.theta - beta * this.velo * -1;\n } else {\n if (this.verticalPanning) {\n this.phi = orientation === -90 ? this.phi + beta * this.velo : this.phi - beta * this.velo;\n }\n this.theta = orientation === -90 ? this.theta - alpha * this.velo : this.theta + alpha * this.velo;\n }\n\n this.adjustPhi();\n }\n\n onMouseMove(event) {\n if (!this.isUserInteracting) {\n return;\n }\n this.rotateEnd.set(event.clientX, event.clientY);\n\n this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart);\n this.rotateStart.copy(this.rotateEnd);\n\n this.phi = this.verticalPanning ? this.phi + 2 * Math.PI * this.rotateDelta.y / this.renderer.height * 0.3 : this.phi;\n this.theta += 2 * Math.PI * this.rotateDelta.x / this.renderer.width * 0.5;\n this.adjustPhi();\n }\n\n adjustPhi() {\n // Prevent looking too far up or down.\n this.phi = THREE.Math.clamp(this.phi, -Math.PI / 1.95, Math.PI / 1.95);\n }\n\n onMouseDown(event) {\n this.addDraggingStyle();\n this.rotateStart.set(event.clientX, event.clientY);\n this.isUserInteracting = true;\n this.momentum = false;\n this.onDragStart && this.onDragStart();\n }\n\n inertia() {\n if (!this.momentum) return;\n this.rotateDelta.y *= 0.90;\n this.rotateDelta.x *= 0.90;\n this.theta += 0.005 * this.rotateDelta.x;\n this.phi = this.verticalPanning ? this.phi + 0.005 * this.rotateDelta.y : this.phi;\n this.adjustPhi();\n }\n\n onMouseUp() {\n this.isUserInteracting && this.onDragStop && this.onDragStop();\n this.addDraggableStyle();\n this.isUserInteracting = false;\n this.momentum = true;\n this.inertia();\n }\n\n update() {\n if ((this.phi === this.previousPhi) && (this.theta === this.previousTheta))\n return false;\n this.previousPhi = this.phi;\n this.previousTheta = this.theta;\n this.euler.set(this.phi, this.theta, 0, 'YXZ');\n this.orientation.setFromEuler(this.euler);\n this.camera.quaternion.copy(this.orientation);\n this.inertia();\n return true;\n }\n}\n","import Renderer from './renderer'\nimport utils from './utils'\nimport Controls from './controls'\n\nimport * as THREE from 'three';\n\nlet consol = console;\n\nexport default class ThreeSixtyViewer {\n constructor(options={}) {\n Object.assign(this, {height: 360, width: 640, initialYaw: 90, verticalPanning: true}, options);\n let {\n height,\n width,\n container,\n containerId,\n initialYaw,\n verticalPanning,\n onDragStart,\n onDragStop,\n } = this;\n this.renderer = new Renderer({height, width});\n this.camera = new THREE.PerspectiveCamera(80, this.width / this.height, 0.1, 100);\n this.controls = new Controls({\n camera: this.camera,\n renderer: this.renderer,\n initialYaw,\n verticalPanning,\n onDragStart,\n onDragStop,\n });\n this.stopVideoLoop = this.stopVideoLoop.bind(this);\n this.onError = this.onError.bind(this);\n this.startVideoLoop = this.startVideoLoop.bind(this);\n this.needsUpdate = false;\n this.scene = this.createScene();\n this.element = this.getElement();\n this.elementReady = false;\n this.element.addEventListener('playing', this.startVideoLoop);\n this.element.addEventListener('pause', this.stopVideoLoop);\n this.element.addEventListener('ended', this.stopVideoLoop);\n this.element.addEventListener('loadedmetadata', this.initAfterLoadedMetadata.bind(this))\n this.target = this.container ? this.container : document.querySelector(this.containerId);\n }\n\n initAfterLoadedMetadata() {\n if (this.element.readyState >= 1 && !this.elementReady) {\n this.texture = this.createTexture();\n this.renderer.setTexture(this.texture);\n this.scene.add(this.renderer.mesh);\n this.elementReady = true;\n }\n }\n\n play() {\n this.element.play && this.element.play();\n }\n\n pause() {\n this.element.pause && this.element.pause();\n }\n\n centralize() {\n this.controls.centralize();\n }\n\n stopVideoLoop() {\n this.needsUpdate = false;\n }\n\n destroy() {\n this.element.style.display = '';\n clearInterval(this.videoLoopId);\n cancelAnimationFrame(this.animationFrameId);\n this.element.pause && this.element.pause();\n this.target.removeChild(this.renderer.el);\n this.controls.destroy();\n this.renderer.destroy();\n }\n\n setSize({height, width}) {\n this.camera.aspect = width / height;\n this.camera.updateProjectionMatrix();\n this.renderer.setSize({height, width});\n }\n\n getElement() {\n if (this.source && this.source.tagName) {\n return this.source;\n }\n let video = document.createElement('video');\n video.loop = this.loop || false;\n video.muted = this.muted || false;\n video.setAttribute('crossorigin', 'anonymous');\n video.setAttribute('webkit-playsinline', 'true');\n video.setAttribute('playsinline', 'true');\n video.setAttribute('src', this.source);\n video.autoplay = this.autoplay !== undefined ? this.autoplay : true;\n video.addEventListener('error', this.onError);\n return video;\n }\n\n createTexture() {\n let texture = new THREE.VideoTexture(this.element);\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n createScene() {\n let scene = new THREE.Scene();\n return scene;\n }\n\n onError(err) {\n consol.error('error loading', this.source, err);\n }\n\n startVideoLoop() {\n this.needsUpdate = true;\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n let waitLoop = () => {\n if (this.element.videoWidth != 0 && this.element.videoHeight != 0) {\n loop();\n return;\n }\n\n setTimeout(waitLoop, 100);\n }\n\n waitLoop();\n }\n}\n\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Video extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n }\n}\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Image extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n\n this.texture = this.createTexture();\n this.renderer.setTexture(this.texture);\n this.scene.add(this.renderer.mesh);\n }\n\n getElement() {\n if (this.source && this.source.tagName)\n return this.source;\n let image = document.createElement('img');\n image.setAttribute('crossorigin', 'anonymous');\n image.src = this.source;\n return image;\n }\n\n createTexture() {\n let texture = new THREE.Texture(this.element);\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n loop();\n }\n}\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Canvas extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n\n this.canvas = null;\n }\n\n createTexture() {\n this.canvas = document.createElement('canvas');\n\n this.context = this.canvas.getContext('2d');\n\n let texture = new THREE.CanvasTexture(this.canvas);\n //TODO: we can pass all this info through the constructor\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n if(this.needsUpdate == true) {\n if (this.element.videoWidth != this.videoWidth) {\n this.videoWidth = this.element.videoWidth;\n this.canvas.width = this.videoWidth;\n }\n if (this.element.videoHeight != this.videoHeight) {\n this.videoHeight = this.element.videoHeight;\n this.canvas.height = this.videoHeight;\n }\n\n this.context.drawImage(this.element, 0, 0, this.videoWidth, this.videoHeight);\n this.texture.needsUpdate = true;\n }\n\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n let waitLoop = () => {\n if(this.canvas && this.element.videoWidth != 0 && this.element.videoHeight != 0) {\n this.videoWidth = this.element.videoWidth;\n this.videoHeight = this.element.videoHeight;\n\n this.canvas.width = this.videoWidth;\n this.canvas.height = this.videoHeight;\n\n loop();\n\n return;\n }\n\n setTimeout(waitLoop, 100);\n }\n\n waitLoop();\n }\n}\n","import ThreeSixtyViewer from './three-sixty-viewer';\nimport * as THREE from 'three';\n\nexport default class Audio extends ThreeSixtyViewer {\n constructor(options) {\n super(options);\n this.driver.addEventListener('playing', this.startVideoLoop);\n this.driver.addEventListener('pause', this.stopVideoLoop);\n this.driver.addEventListener('ended', this.stopVideoLoop);\n this.driver.addEventListener('stalled', this.stopVideoLoop);\n this.driverInitialized = false;\n }\n\n play() {\n this.driver.play();\n }\n\n pause() {\n this.driver.pause();\n }\n\n getElement() {\n if (this.source && this.source.tagName) {\n this.driver = this.source;\n } else {\n this.driver = document.createElement('audio');\n this.driver.src = this.source;\n this.driver.loop = this.loop || false;\n this.driver.muted = this.muted || false;\n this.driver.setAttribute('crossorigin', 'anonymous');\n this.driver.autoplay = this.autoplay || true;\n }\n this.source = this.driver.src;\n this.driver.src = '';\n this.driver.load();\n\n let video = document.createElement('video');\n video.setAttribute('crossorigin', 'anonymous');\n video.src = this.source;\n video.load();\n video.addEventListener('error', this.onError);\n return video;\n }\n\n createTexture() {\n let texture = new THREE.VideoTexture(this.element);\n //TODO: we can pass all this info through the constructor\n texture.minFilter = THREE.LinearFilter;\n texture.magFilter = THREE.LinearFilter;\n texture.format = THREE.RGBFormat;\n texture.generateMipmaps = false;\n texture.needsUpdate = true;\n return texture;\n }\n\n destroy() {\n this.driver.style.display = '';\n super.destroy();\n }\n\n render() {\n this.target.appendChild(this.renderer.el);\n this.element.style.display = 'none';\n this.driver.style.display = 'none';\n\n let fps = 1000 / 30;\n\n let draw = () => {\n this.element.currentTime = this.driver.currentTime;\n\n let cameraUpdated = this.controls.update();\n this.renderer.render(this.scene, this.camera, this.needsUpdate || cameraUpdated);\n }\n\n let loop = () => {\n this.videoLoopId = setInterval(() => {\n this.animationFrameId = requestAnimationFrame(draw);\n }, fps);\n };\n\n let waitLoop = () => {\n if (this.element.videoWidth != 0 && this.element.videoHeight != 0) {\n let shouldInitializeDriver = (this.element.readyState >= this.element.HAVE_FUTURE_DATA) && !this.driverInitialized;\n if (shouldInitializeDriver) {\n this.driver.src = this.source;\n this.driver.load();\n this.onDriverReady && this.onDriverReady();\n this.driverInitialized = true;\n\n loop();\n return;\n }\n }\n\n setTimeout(waitLoop, 100);\n }\n\n waitLoop();\n }\n}\n","import utils from './utils'\n\nimport Video from './video'\nimport Image from './image'\nimport Canvas from './canvas'\nimport Audio from './audio'\n\nlet video = (options) => {\n if (utils.shouldUseAudioDriver()) {\n return new Audio(options);\n }\n if (utils.shouldUseCanvasInBetween()) {\n return new Canvas(options);\n }\n return new Video(options);\n}\n\nexport {\n video as Video,\n Image,\n};\n"],"names":["isiOS","test","navigator","userAgent","isEdge","shouldUseAudioDriver","isOldiOSOnIphone","isWebView","shouldUseCanvasInBetween","edge","ios","this","AddEquation","RepeatWrapping","ClampToEdgeWrapping","MirroredRepeatWrapping","NearestFilter","LinearFilter","LinearMipmapLinearFilter","UnsignedByteType","UnsignedShortType","UnsignedIntType","FloatType","HalfFloatType","UnsignedInt248Type","RGBFormat","RGBAFormat","DepthFormat","DepthStencilFormat","LinearEncoding","KeepStencilOp","StaticDrawUsage","DynamicDrawUsage","GLSL3","EventDispatcher","Object","assign","prototype","addEventListener","type","listener","undefined","_listeners","listeners","indexOf","push","hasEventListener","removeEventListener","listenerArray","index","splice","dispatchEvent","event","target","array","slice","i","l","length","call","_lut","toString","_seed","MathUtils","DEG2RAD","Math","PI","RAD2DEG","generateUUID","d0","random","d1","d2","d3","toUpperCase","clamp","value","min","max","euclideanModulo","n","m","mapLinear","x","a1","a2","b1","b2","inverseLerp","y","lerp","t","damp","lambda","dt","exp","pingpong","abs","smoothstep","smootherstep","randInt","low","high","floor","randFloat","randFloatSpread","range","seededRandom","s","degToRad","degrees","radToDeg","radians","isPowerOfTwo","ceilPowerOfTwo","pow","ceil","log","LN2","floorPowerOfTwo","setQuaternionFromProperEuler","q","a","b","c","order","cos","sin","c2","s2","c13","s13","c1_3","s1_3","c3_1","s3_1","set","console","warn","Vector2","[object Object]","width","height","scalar","Error","constructor","v","w","addVectors","subVectors","multiplyScalar","e","elements","minVal","maxVal","divideScalar","round","sqrt","atan2","distanceToSquared","dx","dy","normalize","alpha","v1","v2","offset","attribute","getX","getY","center","angle","isVector2","Matrix3","arguments","error","n11","n12","n13","n21","n22","n23","n31","n32","n33","te","me","xAxis","yAxis","zAxis","setFromMatrix3Column","multiplyMatrices","ae","be","a11","a12","a13","a21","a22","a23","a31","a32","a33","b11","b12","b13","b21","b22","b23","b31","b32","b33","d","f","g","h","t11","t12","t13","det","detInv","tmp","matrix4","setFromMatrix4","invert","transpose","r","tx","ty","sx","sy","rotation","cx","cy","theta","matrix","fromArray","_canvas","isMatrix3","ImageUtils","getDataURL","image","src","HTMLCanvasElement","canvas","document","createElementNS","context","getContext","ImageData","putImageData","drawImage","toDataURL","textureId","Texture","DEFAULT_IMAGE","mapping","DEFAULT_MAPPING","wrapS","wrapT","magFilter","minFilter","format","anisotropy","encoding","super","defineProperty","uuid","name","mipmaps","internalFormat","repeat","matrixAutoUpdate","generateMipmaps","premultiplyAlpha","flipY","unpackAlignment","version","onUpdate","setUvTransform","copy","source","meta","isRootObject","textures","output","metadata","generator","wrap","images","url","Array","isArray","isDataTexture","serializeImage","uv","applyMatrix3","needsUpdate","HTMLImageElement","ImageBitmap","data","isTexture","Vector4","z","acos","epsilon","epsilon2","m11","m12","m13","m21","m22","m23","m31","m32","m33","xx","yy","zz","xy","xz","yz","getZ","getW","isVector4","WebGLRenderTarget","options","depth","scissor","scissorTest","viewport","texture","depthBuffer","stencilBuffer","depthTexture","dispose","clone","isWebGLRenderTarget","Quaternion","_x","_y","_z","_w","qa","qb","qm","slerpQuaternions","dst","dstOffset","src0","srcOffset0","src1","srcOffset1","x0","y0","z0","w0","x1","y1","z1","w1","dir","sqrSin","Number","EPSILON","len","tDir","_onChangeCallback","quaternion","euler","update","isEuler","_order","c1","c3","s1","s3","axis","halfAngle","trace","vFrom","vTo","dot","step","angleTo","slerp","conjugate","p","multiplyQuaternions","qax","qay","qaz","qaw","qbx","qby","qbz","qbw","cosHalfTheta","sqrSinHalfTheta","sinHalfTheta","halfTheta","ratioA","ratioB","callback","isQuaternion","Vector3","multiplyVectors","applyQuaternion","_quaternion$4","setFromEuler","setFromAxisAngle","qx","qy","qz","qw","ix","iy","iz","iw","camera","applyMatrix4","matrixWorldInverse","projectionMatrix","projectionMatrixInverse","matrixWorld","crossVectors","ax","ay","az","bx","by","bz","denominator","lengthSq","planeNormal","_vector$c","projectOnVector","sub","normal","dz","setFromSphericalCoords","radius","phi","sinPhiRadius","setFromCylindricalCoords","setFromMatrixColumn","sz","isVector3","Box3","Infinity","minX","minY","minZ","maxX","maxY","maxZ","count","points","makeEmpty","il","expandByPoint","size","halfSize","_vector$b","add","object","expandByObject","box","isEmpty","point","vector","addScalar","updateWorldMatrix","geometry","boundingBox","computeBoundingBox","_box$3","union","children","sphere","clampPoint","plane","constant","triangle","getCenter","_center","_extents","_v0$2","_v1$7","_v2$3","_f0","_f1","_f2","axes","satForAxes","_triangleNormal","getSize","_points","setFromPoints","equals","isBox3","_testAxis","v0","extents","j","p0","p1","p2","_box$2","_v1$6","_toFarthestPoint","_toPoint","Sphere","optionalCenter","maxRadiusSq","distanceTo","radiusSum","intersectsSphere","distanceToPoint","deltaLengthSq","expandByScalar","getMaxScaleOnAxis","missingRadiusHalf","_vector$a","_segCenter","_segDir","_diff","_edge1","_edge2","_normal$1","Ray","origin","direction","ray","at","directionDistance","distanceSqToPoint","optionalPointOnRay","optionalPointOnSegment","segExtent","a01","b0","s0","sqrDist","extDet","invDet","tca","radius2","thc","t0","t1","distanceToPlane","distToPoint","tmin","tmax","tymin","tymax","tzmin","tzmax","invdirx","invdiry","invdirz","intersectBox","backfaceCulling","sign","DdN","DdQxE2","DdE1xQ","cross","QdN","transformDirection","Matrix4","n14","n24","n34","n41","n42","n43","n44","scaleX","_v1$5","scaleY","scaleZ","af","bf","ce","cf","de","df","ac","ad","bc","bd","compose","_zero","_one","eye","up","a14","a24","a34","a41","a42","a43","a44","b14","b24","b34","b41","b42","b43","b44","t14","scaleXSq","scaleYSq","scaleZSq","position","scale","x2","y2","z2","wx","wy","wz","determinant","_m1$2","invSX","invSY","invSZ","setFromRotationMatrix","left","right","top","bottom","near","far","isMatrix4","_matrix$1","_quaternion$3","Euler","DefaultOrder","asin","makeRotationFromQuaternion","newOrder","setFromQuaternion","optionalResult","RotationOrders","Layers","mask","channel","layers","_object3DId","_v1$4","_q1","_m1$1","_target","_position$3","_scale$2","_quaternion$2","_xAxis","_yAxis","_zAxis","_addedEvent","_removedEvent","Object3D","parent","DefaultUp","_onChange","defineProperties","configurable","enumerable","modelViewMatrix","normalMatrix","DefaultMatrixAutoUpdate","matrixWorldNeedsUpdate","visible","castShadow","receiveShadow","frustumCulled","renderOrder","animations","userData","create","isObject3D","onBeforeRender","onAfterRender","updateMatrix","premultiply","decompose","setRotationFromAxisAngle","setRotationFromEuler","setRotationFromMatrix","setRotationFromQuaternion","rotateOnAxis","multiply","rotateOnWorldAxis","rotateX","rotateY","rotateZ","translateOnAxis","distance","translateX","translateY","translateZ","localToWorld","worldToLocal","lookAt","setFromMatrixPosition","isCamera","isLight","extractRotation","remove","clear","attach","getObjectById","id","getObjectByProperty","getObjectByName","getWorldPosition","getWorldQuaternion","getWorldScale","getWorldDirection","raycast","traverse","traverseVisible","traverseAncestors","updateMatrixWorld","force","updateParents","updateChildren","toJSON","geometries","materials","shapes","skeletons","serialize","library","element","JSON","stringify","toArray","isInstancedMesh","instanceMatrix","instanceColor","isMesh","isLine","isPoints","parameters","shape","isSkinnedMesh","bindMode","bindMatrix","skeleton","material","uuids","animation","extractFromCache","cache","values","key","recursive","parse","child","_vector1","_vector2$1","_normalMatrix","Plane","setFromNormalAndCoplanarPoint","inverseNormalLength","negate","line","delta","start","startSign","endSign","end","intersectsPlane","optionalNormalMatrix","getNormalMatrix","referencePoint","coplanarPoint","isPlane","_v0$1","_v1$3","_v2$2","_v3$1","_vab","_vac","_vbc","_vap","_vbp","_vcp","Triangle","targetLengthSq","dot00","dot01","dot02","dot11","dot12","denom","invDenom","u","getBarycoord","p3","uv1","uv2","uv3","addScaledVector","i0","i1","i2","getNormal","setFromCoplanarPoints","getUV","containsPoint","isFrontFacing","intersectsTriangle","d4","vc","d5","d6","vb","va","materialId","Material","fog","blending","side","vertexColors","opacity","transparent","blendSrc","blendDst","blendEquation","blendSrcAlpha","blendDstAlpha","blendEquationAlpha","depthFunc","depthTest","depthWrite","stencilWriteMask","stencilFunc","stencilRef","stencilFuncMask","stencilFail","stencilZFail","stencilZPass","stencilWrite","clippingPlanes","clipIntersection","clipShadows","shadowSide","colorWrite","precision","polygonOffset","polygonOffsetFactor","polygonOffsetUnits","dithering","alphaTest","alphaToCoverage","premultipliedAlpha","toneMapped","isMaterial","onBeforeCompile","customProgramCacheKey","setValues","newValue","flatShading","currentValue","isColor","isRoot","color","getHex","roughness","metalness","sheen","emissive","emissiveIntensity","specular","shininess","clearcoat","clearcoatRoughness","clearcoatMap","clearcoatRoughnessMap","clearcoatNormalMap","clearcoatNormalScale","map","matcap","alphaMap","lightMap","lightMapIntensity","aoMap","aoMapIntensity","bumpMap","bumpScale","normalMap","normalMapType","normalScale","displacementMap","displacementScale","displacementBias","roughnessMap","metalnessMap","emissiveMap","specularMap","envMap","reflectivity","refractionRatio","combine","envMapIntensity","gradientMap","sizeAttenuation","linewidth","dashSize","gapSize","wireframe","wireframeLinewidth","wireframeLinecap","wireframeLinejoin","morphTargets","morphNormals","skinning","srcPlanes","dstPlanes","_colorKeywords","aliceblue","antiquewhite","aqua","aquamarine","azure","beige","bisque","black","blanchedalmond","blue","blueviolet","brown","burlywood","cadetblue","chartreuse","chocolate","coral","cornflowerblue","cornsilk","crimson","cyan","darkblue","darkcyan","darkgoldenrod","darkgray","darkgreen","darkgrey","darkkhaki","darkmagenta","darkolivegreen","darkorange","darkorchid","darkred","darksalmon","darkseagreen","darkslateblue","darkslategray","darkslategrey","darkturquoise","darkviolet","deeppink","deepskyblue","dimgray","dimgrey","dodgerblue","firebrick","floralwhite","forestgreen","fuchsia","gainsboro","ghostwhite","gold","goldenrod","gray","green","greenyellow","grey","honeydew","hotpink","indianred","indigo","ivory","khaki","lavender","lavenderblush","lawngreen","lemonchiffon","lightblue","lightcoral","lightcyan","lightgoldenrodyellow","lightgray","lightgreen","lightgrey","lightpink","lightsalmon","lightseagreen","lightskyblue","lightslategray","lightslategrey","lightsteelblue","lightyellow","lime","limegreen","linen","magenta","maroon","mediumaquamarine","mediumblue","mediumorchid","mediumpurple","mediumseagreen","mediumslateblue","mediumspringgreen","mediumturquoise","mediumvioletred","midnightblue","mintcream","mistyrose","moccasin","navajowhite","navy","oldlace","olive","olivedrab","orange","orangered","orchid","palegoldenrod","palegreen","paleturquoise","palevioletred","papayawhip","peachpuff","peru","pink","plum","powderblue","purple","rebeccapurple","red","rosybrown","royalblue","saddlebrown","salmon","sandybrown","seagreen","seashell","sienna","silver","skyblue","slateblue","slategray","slategrey","snow","springgreen","steelblue","tan","teal","thistle","tomato","turquoise","violet","wheat","white","whitesmoke","yellow","yellowgreen","_hslA","_hslB","hue2rgb","SRGBToLinear","LinearToSRGB","Color","setRGB","setHex","setStyle","hex","style","handleAlpha","string","parseFloat","exec","components","parseInt","setHSL","charAt","setColorName","gammaFactor","safeInverse","copyGammaToLinear","copyLinearToGamma","copySRGBToLinear","copyLinearToSRGB","hue","saturation","lightness","getHSL","color1","color2","normalized","NAMES","MeshBasicMaterial","isMeshBasicMaterial","_vector$9","_vector2","BufferAttribute","itemSize","TypeError","usage","updateRange","Int8BufferAttribute","Int8Array","Uint8BufferAttribute","Uint8Array","Uint8ClampedBufferAttribute","Uint8ClampedArray","Int16BufferAttribute","Int16Array","Uint16BufferAttribute","Uint16Array","Int32BufferAttribute","Int32Array","Uint32BufferAttribute","Uint32Array","Float16BufferAttribute","Float32BufferAttribute","Float32Array","Float64BufferAttribute","Float64Array","arrayMax","isBufferAttribute","onUploadCallback","setUsage","copyAt","index1","index2","copyArray","copyColorsArray","colors","copyVector2sArray","vectors","copyVector3sArray","copyVector4sArray","fromBufferAttribute","setXY","setXYZ","applyNormalMatrix","setX","setY","setZ","setW","setXYZW","onUpload","isFloat16BufferAttribute","_id","_m1","_obj","_offset","_box$1","_boxMorphTargets","_vector$8","BufferGeometry","attributes","morphAttributes","morphTargetsRelative","groups","boundingSphere","drawRange","isBufferGeometry","getIndex","setIndex","getAttribute","setAttribute","deleteAttribute","hasAttribute","addGroup","materialIndex","clearGroups","setDrawRange","tangent","computeBoundingSphere","makeRotationX","makeRotationY","makeRotationZ","translate","makeTranslation","makeScale","morphAttributesPosition","isGLBufferAttribute","setFromBufferAttribute","morphAttribute","isNaN","jl","computeFaceNormals","computeTangents","indices","positions","normals","uvs","nVertices","tangents","tan1","tan2","vA","vB","vC","uvA","uvB","uvC","sdir","tdir","handleTriangle","isFinite","group","tmp2","n2","handleVertex","computeVertexNormals","positionAttribute","normalAttribute","pA","pB","pC","nA","nB","nC","cb","ab","normalizeNormals","merge","attributeArray1","attribute2","attributeArray2","attributeOffset","toNonIndexed","convertBufferAttribute","array2","geometry2","newAttribute","morphArray","keys","hasMorphAttributes","attributeArray","_inverseMatrix$2","_ray$2","_sphere$3","_vA$1","_vB$1","_vC$1","_tempA","_tempB","_tempC","_morphA","_morphB","_morphC","_uvA$1","_uvB$1","_uvC$1","_intersectionPoint","_intersectionPointWorld","Mesh","updateMorphTargets","checkBufferGeometryIntersection","raycaster","morphPosition","morphInfluences","morphTargetInfluences","influence","boneTransform","intersection","intersect","intersectTriangle","checkIntersection","face","morphTargetDictionary","ml","String","intersects","intersectsBox","groupMaterial","faceIndex","isGeometry","BoxGeometry","widthSegments","heightSegments","depthSegments","scope","vertices","numberOfVertices","groupStart","buildPlane","udir","vdir","gridX","gridY","segmentWidth","segmentHeight","widthHalf","heightHalf","depthHalf","gridX1","gridY1","vertexCounter","groupCount","cloneUniforms","property","mergeUniforms","uniforms","merged","UniformsUtils","ShaderMaterial","defines","vertexShader","fragmentShader","lights","clipping","extensions","derivatives","fragDepth","drawBuffers","shaderTextureLOD","defaultAttributeValues","index0AttributeName","uniformsNeedUpdate","glslVersion","Camera","PerspectiveCamera","fov","aspect","zoom","focus","view","filmGauge","filmOffset","updateProjectionMatrix","isShaderMaterial","isPerspectiveCamera","setFocalLength","focalLength","vExtentSlope","getFilmHeight","atan","getFocalLength","getEffectiveFOV","getFilmWidth","setViewOffset","fullWidth","fullHeight","enabled","offsetX","offsetY","clearViewOffset","skew","makePerspective","CubeCamera","renderTarget","isWebGLCubeRenderTarget","cameraPX","cameraNX","cameraPY","cameraNY","cameraPZ","cameraNZ","renderer","scene","currentXrEnabled","xr","currentRenderTarget","getRenderTarget","setRenderTarget","render","CubeTexture","_needsFlipEnvMap","isCubeTexture","WebGLCubeRenderTarget","dummy","isInteger","shader","tEquirect","mesh","currentMinFilter","stencil","DataTexture","_sphere$2","_vector$7","Frustum","p4","p5","planes","frustum","me0","me1","me2","me3","me4","me5","me6","me7","me8","me9","me10","me11","me12","me13","me14","me15","setComponents","sprite","negRadius","WebGLAnimation","isAnimating","animationLoop","requestId","onAnimationFrame","time","frame","requestAnimationFrame","stop","cancelAnimationFrame","setAnimationLoop","setContext","WebGLAttributes","gl","capabilities","isWebGL2","buffers","WeakMap","get","isInterleavedBufferAttribute","deleteBuffer","buffer","delete","bufferType","cached","bytesPerElement","elementSize","createBuffer","bindBuffer","bufferData","BYTES_PER_ELEMENT","bufferSubData","subarray","updateBuffer","PlaneGeometry","width_half","height_half","segment_width","segment_height","ShaderChunk","alphamap_fragment","alphamap_pars_fragment","alphatest_fragment","aomap_fragment","aomap_pars_fragment","begin_vertex","beginnormal_vertex","bsdfs","bumpmap_pars_fragment","clipping_planes_fragment","clipping_planes_pars_fragment","clipping_planes_pars_vertex","clipping_planes_vertex","color_fragment","color_pars_fragment","color_pars_vertex","color_vertex","common","cube_uv_reflection_fragment","defaultnormal_vertex","displacementmap_pars_vertex","displacementmap_vertex","emissivemap_fragment","emissivemap_pars_fragment","encodings_fragment","encodings_pars_fragment","envmap_fragment","envmap_common_pars_fragment","envmap_pars_fragment","envmap_pars_vertex","envmap_physical_pars_fragment","envmap_vertex","fog_vertex","fog_pars_vertex","fog_fragment","fog_pars_fragment","gradientmap_pars_fragment","lightmap_fragment","lightmap_pars_fragment","lights_lambert_vertex","lights_pars_begin","lights_toon_fragment","lights_toon_pars_fragment","lights_phong_fragment","lights_phong_pars_fragment","lights_physical_fragment","lights_physical_pars_fragment","lights_fragment_begin","lights_fragment_maps","lights_fragment_end","logdepthbuf_fragment","logdepthbuf_pars_fragment","logdepthbuf_pars_vertex","logdepthbuf_vertex","map_fragment","map_pars_fragment","map_particle_fragment","map_particle_pars_fragment","metalnessmap_fragment","metalnessmap_pars_fragment","morphnormal_vertex","morphtarget_pars_vertex","morphtarget_vertex","normal_fragment_begin","normal_fragment_maps","normalmap_pars_fragment","clearcoat_normal_fragment_begin","clearcoat_normal_fragment_maps","clearcoat_pars_fragment","packing","premultiplied_alpha_fragment","project_vertex","dithering_fragment","dithering_pars_fragment","roughnessmap_fragment","roughnessmap_pars_fragment","shadowmap_pars_fragment","shadowmap_pars_vertex","shadowmap_vertex","shadowmask_pars_fragment","skinbase_vertex","skinning_pars_vertex","skinning_vertex","skinnormal_vertex","specularmap_fragment","specularmap_pars_fragment","tonemapping_fragment","tonemapping_pars_fragment","transmissionmap_fragment","transmissionmap_pars_fragment","uv_pars_fragment","uv_pars_vertex","uv_vertex","uv2_pars_fragment","uv2_pars_vertex","uv2_vertex","worldpos_vertex","background_frag","background_vert","cube_frag","cube_vert","depth_frag","depth_vert","distanceRGBA_frag","distanceRGBA_vert","equirect_frag","equirect_vert","linedashed_frag","linedashed_vert","meshbasic_frag","meshbasic_vert","meshlambert_frag","meshlambert_vert","meshmatcap_frag","meshmatcap_vert","meshtoon_frag","meshtoon_vert","meshphong_frag","meshphong_vert","meshphysical_frag","meshphysical_vert","normal_frag","normal_vert","points_frag","points_vert","shadow_frag","shadow_vert","sprite_frag","sprite_vert","UniformsLib","diffuse","uvTransform","uv2Transform","specularmap","envmap","flipEnvMap","maxMipLevel","aomap","lightmap","emissivemap","bumpmap","normalmap","displacementmap","roughnessmap","metalnessmap","gradientmap","fogDensity","fogNear","fogFar","fogColor","ambientLightColor","lightProbe","directionalLights","properties","directionalLightShadows","shadowBias","shadowNormalBias","shadowRadius","shadowMapSize","directionalShadowMap","directionalShadowMatrix","spotLights","coneCos","penumbraCos","decay","spotLightShadows","spotShadowMap","spotShadowMatrix","pointLights","pointLightShadows","shadowCameraNear","shadowCameraFar","pointShadowMap","pointShadowMatrix","hemisphereLights","skyColor","groundColor","rectAreaLights","ltc_1","ltc_2","ShaderLib","basic","lambert","phong","standard","toon","dashed","totalSize","background","t2D","cube","equirect","distanceRGBA","referencePosition","nearDistance","farDistance","shadow","WebGLBackground","cubemaps","state","objects","clearColor","planeMesh","boxMesh","clearAlpha","currentBackground","currentBackgroundVersion","currentTonemapping","setClear","getClearColor","setClearColor","getClearAlpha","setClearAlpha","renderList","forceClear","isScene","session","getSession","environmentBlendMode","autoClear","autoClearColor","autoClearDepth","autoClearStencil","copyPosition","toneMapping","unshift","WebGLBindingStates","maxVertexAttributes","getParameter","extension","vaoAvailable","bindingStates","defaultState","createBindingState","currentState","bindVertexArrayObject","vao","bindVertexArray","bindVertexArrayOES","deleteVertexArrayObject","deleteVertexArray","deleteVertexArrayOES","newAttributes","enabledAttributes","attributeDivisors","program","initAttributes","enableAttribute","enableAttributeAndDivisor","meshPerAttribute","enableVertexAttribArray","disableUnusedAttributes","disableVertexAttribArray","vertexAttribPointer","stride","vertexAttribIPointer","reset","resetDefaultState","setup","updateBuffers","programMap","stateMap","createVertexArray","createVertexArrayOES","getBindingState","cachedAttributes","geometryAttributes","attributesNum","cachedAttribute","geometryAttribute","saveCache","isInstancedBufferGeometry","programAttributes","getAttributes","materialDefaultAttributeValues","programAttribute","isInstancedInterleavedBuffer","_maxInstanceCount","isInstancedBufferAttribute","vertexAttrib2fv","vertexAttrib3fv","vertexAttrib4fv","vertexAttrib1fv","setupVertexAttributes","geometryId","programId","releaseStatesOfGeometry","releaseStatesOfProgram","WebGLBufferRenderer","info","mode","setMode","drawArrays","renderInstances","primcount","methodName","WebGLCapabilities","maxAnisotropy","getMaxPrecision","getShaderPrecisionFormat","WebGL2RenderingContext","WebGL2ComputeRenderingContext","maxPrecision","logarithmicDepthBuffer","maxTextures","maxVertexTextures","maxTextureSize","maxCubemapSize","maxAttributes","maxVertexUniforms","maxVaryings","maxFragmentUniforms","vertexTextures","floatFragmentTextures","has","getMaxAnisotropy","MAX_TEXTURE_MAX_ANISOTROPY_EXT","floatVertexTextures","maxSamples","WebGLClipping","globalState","numGlobalPlanes","localClippingEnabled","renderingShadows","viewNormalMatrix","uniform","resetGlobalState","numPlanes","numIntersection","projectPlanes","skipTransform","nPlanes","dstArray","flatSize","viewMatrix","i4","init","enableLocalClipping","beginShadows","endShadows","setState","useCache","materialProperties","nGlobal","lGlobal","clippingState","WebGLCubeMaps","mapTextureMapping","onTextureDispose","cubemap","fromEquirectangularTexture","WebGLExtensions","getExtension","WebGLGeometries","wireframeAttributes","onGeometryDispose","memory","updateWireframeAttribute","geometryIndex","geometryPosition","previousAttribute","getWireframeAttribute","currentAttribute","WebGLIndexedBufferRenderer","drawElements","WebGLInfo","calls","triangles","lines","programs","autoReset","instanceCount","numericalSort","absNumericalSort","WebGLMorphtargets","influencesList","workInfluences","objectInfluences","influences","sort","MAX_SAFE_INTEGER","morphInfluencesSum","morphBaseInfluence","getUniforms","setValue","WebGLObjects","updateMap","onInstancedMeshDispose","instancedMesh","buffergeometry","physical","transmission","transmissionMap","DataTexture2DArray","wrapR","isDataTexture2DArray","DataTexture3D","isDataTexture3D","emptyTexture","emptyTexture2dArray","emptyTexture3d","emptyCubeTexture","arrayCacheF32","arrayCacheI32","mat4array","mat3array","mat2array","flatten","nBlocks","blockSize","firstElem","arraysEqual","allocTexUnits","allocateTextureUnit","setValueV1f","uniform1f","addr","setValueV2f","uniform2f","uniform2fv","setValueV3f","uniform3f","uniform3fv","setValueV4f","uniform4f","uniform4fv","setValueM2","uniformMatrix2fv","setValueM3","uniformMatrix3fv","setValueM4","uniformMatrix4fv","setValueV1i","uniform1i","setValueV2i","uniform2iv","setValueV3i","uniform3iv","setValueV4i","uniform4iv","setValueV1ui","uniform1ui","setValueV2ui","uniform2uiv","setValueV3ui","uniform3uiv","setValueV4ui","uniform4uiv","setValueT1","unit","safeSetTexture2D","setValueT3D1","setTexture3D","setValueT6","safeSetTextureCube","setValueT2DArray1","setTexture2DArray","setValueV1fArray","uniform1fv","setValueV2fArray","setValueV3fArray","setValueV4fArray","setValueM2Array","setValueM3Array","setValueM4Array","setValueV1iArray","uniform1iv","setValueV2iArray","setValueV3iArray","setValueV4iArray","setValueV1uiArray","uniform1uiv","setValueV2uiArray","setValueV3uiArray","setValueV4uiArray","setValueT1Array","units","setValueT6Array","SingleUniform","activeInfo","getSingularSetter","PureArrayUniform","getPureArraySetter","StructuredUniform","seq","updateCache","RePathPart","addUniform","container","uniformObject","parseUniform","path","pathLength","lastIndex","match","matchEnd","idIsIndex","subscript","next","WebGLUniforms","getProgramParameter","getActiveUniform","getUniformLocation","WebGLShader","createShader","shaderSource","compileShader","setOptional","upload","seqWithValue","programIdCount","getEncodingComponents","getShaderErrors","status","getShaderParameter","getShaderInfoLog","trim","split","join","addLineNumbers","getShaderSource","getTexelDecodingFunction","functionName","getTexelEncodingFunction","getToneMappingFunction","toneMappingName","filterEmptyLine","replaceLightNums","replace","numDirLights","numSpotLights","numRectAreaLights","numPointLights","numHemiLights","numDirLightShadows","numSpotLightShadows","numPointLightShadows","replaceClippingPlaneNums","numClippingPlanes","numClipIntersection","includePattern","resolveIncludes","includeReplacer","include","deprecatedUnrollLoopPattern","unrollLoopPattern","unrollLoops","loopReplacer","deprecatedLoopReplacer","snippet","generatePrecision","precisionstring","WebGLProgram","cacheKey","shadowMapTypeDefine","shadowMapType","generateShadowMapTypeDefine","envMapTypeDefine","envMapMode","generateEnvMapTypeDefine","envMapModeDefine","generateEnvMapModeDefine","envMapBlendingDefine","generateEnvMapBlendingDefine","gammaFactorDefine","customExtensions","extensionDerivatives","envMapCubeUV","tangentSpaceNormalMap","shaderID","extensionFragDepth","rendererExtensionFragDepth","extensionDrawBuffers","rendererExtensionDrawBuffers","extensionShaderTextureLOD","rendererExtensionShaderTextureLod","filter","generateExtensions","customDefines","chunks","generateDefines","createProgram","prefixVertex","prefixFragment","versionString","isRawShaderMaterial","shaderName","instancing","instancingColor","supportsVertexTextures","maxBones","useFog","fogExp2","objectSpaceNormalMap","vertexTangents","vertexAlphas","vertexUvs","uvsVertexOnly","useVertexTexture","doubleSided","flipSided","shadowMapEnabled","physicallyCorrectLights","mapEncoding","matcapEncoding","envMapEncoding","emissiveMapEncoding","lightMapEncoding","outputEncoding","depthPacking","fragmentGlsl","glVertexShader","glFragmentShader","attachShader","bindAttribLocation","linkProgram","debug","checkShaderErrors","programLog","getProgramInfoLog","vertexLog","fragmentLog","runnable","haveDiagnostics","vertexErrors","fragmentErrors","getError","diagnostics","prefix","cachedUniforms","deleteShader","getActiveAttrib","getAttribLocation","fetchAttributeLocations","destroy","deleteProgram","usedTimes","WebGLPrograms","shaderIDs","MeshDepthMaterial","MeshDistanceMaterial","MeshNormalMaterial","MeshLambertMaterial","MeshPhongMaterial","MeshToonMaterial","MeshStandardMaterial","MeshPhysicalMaterial","MeshMatcapMaterial","LineBasicMaterial","LineDashedMaterial","PointsMaterial","ShadowMaterial","SpriteMaterial","parameterNames","getTextureEncodingFromMap","getParameters","shadows","environment","isMeshStandardMaterial","bones","nVertexUniforms","nVertexMatrices","getMaxBones","isFogExp2","directional","spot","rectArea","hemi","shadowMap","getProgramCacheKey","acquireProgram","pl","preexistingProgram","releaseProgram","pop","WebGLProperties","painterSortStable","groupOrder","reversePainterSortStable","WebGLRenderList","renderItems","renderItemsIndex","opaque","defaultProgram","getNextRenderItem","renderItem","finish","customOpaqueSort","customTransparentSort","WebGLRenderLists","lists","renderCallDepth","list","UniformsCache","light","halfWidth","halfHeight","nextVersion","shadowCastingLightsFirst","lightA","lightB","WebGLLights","shadowCache","ShadowUniformsCache","hash","directionalLength","pointLength","spotLength","rectAreaLength","hemiLength","numDirectionalShadows","numPointShadows","numSpotShadows","ambient","probe","directionalShadow","spotShadow","rectAreaLTC1","rectAreaLTC2","pointShadow","vector3","matrix42","intensity","isAmbientLight","isLightProbe","sh","coefficients","isDirectionalLight","shadowUniforms","bias","normalBias","mapSize","isSpotLight","penumbra","isRectAreaLight","isPointLight","isHemisphereLight","LTC_FLOAT_1","LTC_FLOAT_2","LTC_HALF_1","LTC_HALF_2","setupView","identity","WebGLRenderState","lightsArray","shadowsArray","setupLights","setupLightsView","pushLight","pushShadow","shadowLight","WebGLRenderStates","renderStates","renderState","isMeshDepthMaterial","isMeshDistanceMaterial","WebGLShadowMap","_renderer","_objects","_capabilities","_frustum","_shadowMapSize","_viewportSize","_viewport","_depthMaterials","_distanceMaterials","_materialCache","_maxTextureSize","0","1","2","shadowMaterialVertical","SAMPLE_RATE","HALF_SAMPLE_RATE","shadow_pass","resolution","shadowMaterialHorizontal","HORIZONTAL_PASS","fullScreenTri","fullScreenMesh","VSMPass","mapPass","renderBufferDirect","getDepthMaterialVariant","useMorphing","useSkinning","useInstancing","getDistanceMaterialVariant","getDepthMaterial","result","getMaterialVariant","customMaterial","customDepthMaterial","customDistanceMaterial","keyA","keyB","materialsForVariant","cachedMaterial","renderObject","shadowCamera","intersectsObject","k","kl","depthMaterial","autoUpdate","activeCubeFace","getActiveCubeFace","activeMipmapLevel","getActiveMipmapLevel","_state","setBlending","setTest","setScissorTest","shadowFrameExtents","getFrameExtents","isPointLightShadow","pars","viewportCount","getViewportCount","vp","getViewport","updateMatrices","getFrustum","WebGLState","colorBuffer","locked","currentColorMask","currentColorClear","setMask","colorMask","setLocked","lock","currentDepthMask","currentDepthFunc","currentDepthClear","enable","disable","depthMask","setFunc","clearDepth","currentStencilMask","currentStencilFunc","currentStencilRef","currentStencilFuncMask","currentStencilFail","currentStencilZFail","currentStencilZPass","currentStencilClear","stencilTest","stencilMask","setOp","stencilOp","clearStencil","enabledCapabilities","xrFramebuffer","currentBoundFramebuffers","currentProgram","currentBlendingEnabled","currentBlending","currentBlendEquation","currentBlendSrc","currentBlendDst","currentBlendEquationAlpha","currentBlendSrcAlpha","currentBlendDstAlpha","currentPremultipledAlpha","currentFlipSided","currentCullFace","currentLineWidth","currentPolygonOffsetFactor","currentPolygonOffsetUnits","lineWidthAvailable","glVersion","currentTextureSlot","currentBoundTextures","currentScissor","currentViewport","createTexture","bindTexture","texParameteri","texImage2D","emptyTextures","setFlipSided","setCullFace","equationToGL","101","102","MIN_EXT","MAX_EXT","factorToGL","200","201","202","204","210","208","206","203","205","209","207","blendEquationSeparate","blendFuncSeparate","blendFunc","frontFace","cullFace","setPolygonOffset","factor","activeTexture","webglSlot","bindFramebuffer","framebuffer","bindXRFramebuffer","useProgram","setMaterial","frontFaceCW","setLineWidth","lineWidth","webglType","webglTexture","boundTexture","unbindTexture","compressedTexImage2D","apply","texImage3D","WebGLTextures","_gl","utils","_videoTextures","useOffscreenCanvas","OffscreenCanvas","err","createCanvas","resizeImage","needsPowerOfTwo","needsNewCanvas","maxSize","textureNeedsGenerateMipmaps","supportsMips","generateMipmap","__maxMipLevel","log2","getInternalFormat","internalFormatName","glFormat","glType","filterFallback","textureProperties","__webglInit","deleteTexture","__webglTexture","deallocateTexture","isVideoTexture","onRenderTargetDispose","renderTargetProperties","deleteFramebuffer","__webglFramebuffer","__webglDepthbuffer","deleteRenderbuffer","__webglMultisampledFramebuffer","__webglColorRenderbuffer","__webglDepthRenderbuffer","deallocateRenderTarget","textureUnits","setTexture2D","slot","updateVideoTexture","__version","complete","uploadTexture","setTextureCube","initTexture","pixelStorei","isCompressed","isCompressedTexture","cubeImage","convert","glInternalFormat","setTextureParameters","mipmap","mipmapImage","uploadCubeTexture","wrappingToGL","filterToGL","1004","1005","1007","textureType","__currentAnisotropy","texParameterf","TEXTURE_MAX_ANISOTROPY_EXT","textureNeedsPowerOfTwo","isDepthTexture","setupFrameBufferTexture","attachment","textureTarget","framebufferTexture2D","setupRenderBufferStorage","renderbuffer","isMultisample","bindRenderbuffer","samples","getRenderTargetSamples","renderbufferStorageMultisample","renderbufferStorage","framebufferRenderbuffer","setupDepthRenderbuffer","isCube","webglDepthTexture","setupDepthTexture","createRenderbuffer","isWebGLMultisampleRenderTarget","warnedTexture2D","warnedTextureCube","textureUnit","resetTextureUnits","setupRenderTarget","isRenderTarget3D","createFramebuffer","glTextureType","updateRenderTargetMipmap","updateMultisampleRenderTarget","blitFramebuffer","WebGLUtils","HALF_FLOAT_OES","COMPRESSED_RGB_S3TC_DXT1_EXT","COMPRESSED_RGBA_S3TC_DXT1_EXT","COMPRESSED_RGBA_S3TC_DXT3_EXT","COMPRESSED_RGBA_S3TC_DXT5_EXT","COMPRESSED_RGB_PVRTC_4BPPV1_IMG","COMPRESSED_RGB_PVRTC_2BPPV1_IMG","COMPRESSED_RGBA_PVRTC_4BPPV1_IMG","COMPRESSED_RGBA_PVRTC_2BPPV1_IMG","COMPRESSED_RGB_ETC1_WEBGL","COMPRESSED_RGB8_ETC2","COMPRESSED_RGBA8_ETC2_EAC","UNSIGNED_INT_24_8_WEBGL","ArrayCamera","cameras","isArrayCamera","Group","WebXRController","_targetRay","_grip","_hand","WebXRManager","framebufferScaleFactor","referenceSpace","referenceSpaceType","pose","controllers","inputSourcesMap","Map","cameraL","cameraR","cameraVR","_currentDepthNear","_currentDepthFar","onSessionEvent","controller","inputSource","onSessionEnd","forEach","disconnect","isPresenting","onInputSourcesChange","inputSources","removed","added","getController","getTargetRaySpace","getControllerGrip","getGripSpace","getHand","getHandSpace","setFramebufferScaleFactor","setReferenceSpaceType","getReferenceSpace","setSession","async","getContextAttributes","xrCompatible","makeXRCompatible","layerInit","antialias","baseLayer","XRWebGLLayer","updateRenderState","requestReferenceSpace","cameraLPos","cameraRPos","updateCamera","getCamera","depthNear","depthFar","ipd","projL","projR","topFov","bottomFov","leftFov","rightFov","zOffset","xOffset","near2","far2","left2","right2","top2","bottom2","setProjectionFromUnion","onAnimationFrameCallback","getViewerPose","views","cameraVRNeedsUpdate","transform","WebGLMaterials","refreshUniformsCommon","uvScaleMap","uv2ScaleMap","refreshUniformsStandard","refreshFogUniforms","isFog","density","refreshMaterialUniforms","pixelRatio","isMeshLambertMaterial","refreshUniformsLambert","isMeshToonMaterial","refreshUniformsToon","isMeshPhongMaterial","refreshUniformsPhong","isMeshPhysicalMaterial","refreshUniformsPhysical","isMeshMatcapMaterial","refreshUniformsMatcap","refreshUniformsDepth","refreshUniformsDistance","isMeshNormalMaterial","refreshUniformsNormal","isLineBasicMaterial","refreshUniformsLine","isLineDashedMaterial","refreshUniformsDash","isPointsMaterial","refreshUniformsPoints","isSpriteMaterial","refreshUniformsSprites","isShadowMaterial","WebGLRenderer","display","createCanvasElement","_context","_alpha","_depth","_stencil","_antialias","_premultipliedAlpha","_preserveDrawingBuffer","preserveDrawingBuffer","_powerPreference","powerPreference","_failIfMajorPerformanceCaveat","failIfMajorPerformanceCaveat","currentRenderList","currentRenderState","renderListStack","renderStateStack","domElement","sortObjects","toneMappingExposure","_this","_isContextLost","_currentActiveCubeFace","_currentActiveMipmapLevel","_currentRenderTarget","_currentMaterialId","_currentCamera","_currentViewport","_currentScissor","_currentScissorTest","_width","_height","_pixelRatio","_opaqueSort","_transparentSort","_scissor","_scissorTest","_clippingEnabled","_localClippingEnabled","_projScreenMatrix","_vector3","_emptyScene","overrideMaterial","getTargetPixelRatio","programCache","renderLists","morphtargets","bufferRenderer","indexedBufferRenderer","contextNames","contextAttributes","contextName","onContextLost","onContextRestore","isWebGL1Renderer","shift","rangeMin","rangeMax","message","initGLContext","preventDefault","infoAutoReset","shadowMapAutoUpdate","shadowMapNeedsUpdate","onMaterialDispose","releaseMaterialProgramReferences","deallocateMaterial","forceContextLoss","loseContext","forceContextRestore","restoreContext","getPixelRatio","setPixelRatio","setSize","updateStyle","setViewport","getDrawingBufferSize","setDrawingBufferSize","getCurrentViewport","getScissor","setScissor","getScissorTest","boolean","setOpaqueSort","method","setTransparentSort","bits","onXRSessionStart","onXRSessionEnd","renderBufferImmediate","hasPositions","hasNormals","hasUvs","hasColors","positionArray","normalArray","uvArray","colorArray","setProgram","rangeFactor","dataCount","rangeStart","rangeCount","drawStart","drawEnd","drawCount","isLineSegments","isLineLoop","isSprite","compile","getProgram","projectObject","isGroup","isLOD","intersectsSprite","isImmediateRenderObject","renderObjects","camera2","renderObjectImmediate","lightsStateVersion","programCacheKey","updateCommonMaterialProperties","needsLights","materialNeedsLights","progUniforms","uniformsList","needsProgramChange","refreshProgram","refreshMaterial","refreshLights","p_uniforms","m_uniforms","uCamPos","cameraPosition","isOrthographicCamera","boneTexture","boneMatrices","boneTextureSize","window","setFromProjectionMatrix","opaqueObjects","transparentObjects","layer","framebufferTextureLayer","readRenderTargetPixels","activeCubeFaceIndex","textureFormat","halfFloatSupportedByExt","checkFramebufferStatus","readPixels","copyFramebufferToTexture","level","levelScale","copyTexImage2D","copyTextureToTexture","srcTexture","dstTexture","texSubImage2D","compressedTexSubImage2D","copyTextureToTexture3D","sourceBox","glTarget","unpackRowLen","unpackImageHeight","unpackSkipPixels","unpackSkipRows","unpackSkipImages","texSubImage3D","resetState","__THREE_DEVTOOLS__","CustomEvent","detail","joints","inputState","pinching","inputPose","gripPose","handPose","targetRay","grip","hand","visibilityState","getPose","targetRaySpace","inputjoint","jointPose","getJointPose","jointName","joint","jointRadius","indexTip","thumbTip","distanceToPinch","threshold","handedness","gripSpace","Scene","InterleavedBuffer","isInterleavedBuffer","arrayBuffers","_uuid","ib","_vector$6","InterleavedBufferAttribute","interleavedBuffer","interleavedBuffers","_basePosition","_skinIndex","_skinWeight","_vector$5","_matrix","SkinnedMesh","bindMatrixInverse","Bone","bind","calculateInverses","normalizeSkinWeights","skinWeight","manhattanLength","skinIndex","weight","getComponent","boneIndex","boneInverses","isBone","_instanceLocalMatrix","_instanceWorldMatrix","_instanceIntersects","_mesh","InstancedMesh","getColorAt","getMatrixAt","raycastTimes","instanceId","setColorAt","setMatrixAt","linecap","linejoin","_start$1","_end$1","_inverseMatrix$1","_ray$1","_sphere$1","Line","computeLineDistances","lineDistances","params","localThreshold","localThresholdSq","vStart","vEnd","interSegment","interRay","distanceSqToSegment","_start","_end","LineSegments","_inverseMatrix","_ray","_sphere","_position$2","Points","testPoint","rayPointDistanceSq","intersectPoint","closestPointToPoint","distanceToRay","VideoTexture","video","requestVideoFrameCallback","updateVideo","readyState","HAVE_CURRENT_DATA","CompressedTexture","CanvasTexture","ParametricGeometry","func","slices","stacks","EPS","pu","pv","sliceCount","isCanvasTexture","SphereGeometry","phiStart","phiLength","thetaStart","thetaLength","thetaEnd","grid","vertex","verticesRow","uOffset","STANDARD","PHYSICAL","ior","Interpolant","parameterPositions","sampleValues","sampleSize","resultBuffer","_cachedIndex","valueSize","CubicInterpolant","_weightPrev","_offsetPrev","_weightNext","_offsetNext","LinearInterpolant","DiscreteInterpolant","QuaternionLinearInterpolant","evaluate","pp","validate_interval","seek","linear_scan","forward_scan","giveUpAt","afterEnd_","t1global","beforeStart_","mid","intervalChanged_","interpolate_","settings","DefaultSettings_","getSettings_","copySampleValue_","endingStart","endingEnd","iPrev","iNext","tPrev","tNext","halfDt","o1","o0","oP","oN","wP","wN","ppp","sP","sN","offset1","offset0","weight1","weight0","slerpFlat","Cache","files","file","DefaultLoadingManager","onLoad","onProgress","onError","urlModifier","isLoading","itemsLoaded","itemsTotal","handlers","onStart","itemStart","itemEnd","itemError","resolveURL","setURLModifier","addHandler","regex","loader","removeHandler","getHandler","global","Loader","manager","crossOrigin","withCredentials","resourcePath","requestHeader","load","loadAsync","Promise","resolve","reject","setCrossOrigin","setWithCredentials","setPath","setResourcePath","setRequestHeader","loading","FileLoader","CompressedTextureLoader","setTimeout","dataUriRegexResult","request","mimeType","isBase64","decodeURIComponent","atob","response","responseType","toLowerCase","charCodeAt","Blob","parser","DOMParser","parseFromString","XMLHttpRequest","open","callbacks","overrideMimeType","header","send","setResponseType","setMimeType","loaded","loadTexture","texDatas","mipmapCount","isCubemap","faces","ImageLoader","onImageLoad","onImageError","substr","CubeTextureLoader","urls","DataTextureLoader","TextureLoader","Curve","arcLengthDivisions","texData","isJPEG","search","getPoint","getPointAt","optionalTarget","getUtoTmapping","getPoints","divisions","getSpacedPoints","getLength","lengths","getLengths","cacheArcLengths","current","last","sum","updateArcLengths","arcLengths","targetArcLength","comparison","lengthBefore","getTangent","t2","pt1","pt2","getTangentAt","computeFrenetFrames","segments","closed","binormals","vec","mat","MAX_VALUE","tz","makeRotationAxis","fromJSON","json","Light","LoaderUtils","lastIndexOf","InstancedBufferGeometry","InstancedBufferAttribute","ImageBitmapLoader","createImageBitmap","fetch","isImageBitmapLoader","setOptions","fetchOptions","credentials","headers","then","res","blob","colorSpaceConversion","imageBitmap","catch","_RESERVED_CHARS_RE","_reservedRe","RegExp","_wordChar","_wordCharOrDot","_directoryRe","_nodeRe","_objectRe","_propertyRe","_trackRe","_supportedObjectNames","Composite","targetGroup","optionalParsedPath","parsedPath","PropertyBinding","parseTrackName","_targetGroup","_bindings","subscribe_","rootNode","node","findNode","nodeName","InstancedInterleavedBuffer","GLBufferAttribute","Raycaster","LOD","Sprite","PointCloud","ascSort","intersectObject","ImmediateRenderObject","getValue","firstValidIndex","nCachedObjects_","binding","bindings","unbind","root","isAnimationObjectGroup","sanitizeNodeName","trackName","matches","results","objectName","objectIndex","propertyName","propertyIndex","lastDot","substring","bone","getBoneByName","searchNodeSubtree","childNode","subTreeNode","_getValue_unavailable","_setValue_unavailable","BindingType","Direct","EntireArray","ArrayElement","HasFromToArray","Versioning","None","NeedsUpdate","MatrixWorldNeedsUpdate","GetterByBindingType","resolvedProperty","SetterByBindingTypeAndVersioning","targetObject","dest","targetArray","sourceArray","nodeProperty","versioning","bindingType","_getValue_unbound","_setValue_unbound","setBuffer","setType","setItemSize","setCount","setFromCamera","coords","unproject","intersectObjects","backgroundMaterial","construct","extractUrlBase","Handlers","empty","isIntersectionBox","isIntersectionSphere","setFromMatrix","random16","nearestPowerOfTwo","nextPowerOfTwo","flattenToArrayOffset","multiplyVector3","multiplyVector3Array","applyToBufferAttribute","applyToVector3Array","getInverse","extractPosition","getPosition","multiplyToArray","multiplyVector4","rotateAxis","crossVector","rotateByAxis","makeFrustum","isIntersectionLine","intersectsLine","inverse","isIntersectionPlane","area","getArea","barycoordFromPoint","midpoint","getMidpoint","prototypenormal","getPlane","fromAttribute","distanceToManhattan","manhattanDistanceTo","lengthManhattan","setEulerFromRotationMatrix","setEulerFromQuaternion","getPositionFromMatrix","getScaleFromMatrix","setFromMatrixScale","getColumnFromMatrix","applyProjection","getChildByName","renderDepth","getWorldRotation","applyMatrix","eulerOrder","useQuaternion","setDrawMode","drawMode","initBones","setLens","onlyShadow","shadowCameraFov","shadowCameraLeft","shadowCameraRight","shadowCameraTop","shadowCameraBottom","shadowCameraVisible","shadowDarkness","shadowMapWidth","shadowMapHeight","dynamic","setDynamic","copyIndicesArray","setArray","addIndex","addAttribute","addDrawCall","indexOffset","clearDrawCalls","computeOffsets","removeAttribute","drawcalls","offsets","maxInstancedCount","linePrecision","wrapAround","overdraw","wrapRGB","shading","transparency","clearTarget","animate","getCurrentRenderTarget","getPrecision","resetGLState","supportsFloatTextures","supportsHalfFloatTextures","supportsStandardDerivatives","supportsCompressedTextureS3TC","supportsCompressedTexturePVRTC","supportsBlendMinMax","supportsInstancedArrays","enableScissorTest","initMaterial","addPrePlugin","addPostPlugin","updateShadowMap","setFaceCulling","allocTextureUnit","setTexture","getActiveMipMapLevel","shadowMapCullFace","vr","gammaInput","gammaOutput","toneMappingWhitePoint","renderReverseSided","renderSingleSided","updateCubeMap","loadTextureCube","loadCompressedTexture","loadCompressedTextureCube","revision","__THREE__","Renderer","THREE","devicePixelRatio","el","createMesh","easeOutBack","Controls","initialYaw","velo","rotateStart","rotateEnd","rotateDelta","orientation","momentum","isUserInteracting","addDraggableStyle","onMouseMove","onMouseDown","onMouseUp","onTouchStart","clientX","touches","pageX","clientY","pageY","onTouchMove","onTouchEnd","_","onDeviceMotion","onMessage","bindEvents","isInIframe","endTheta","startTheta","startPhi","Date","now","progress","elapsed","_this2","self","getCurrentStyle","portrait","rotationRate","matchMedia","beta","verticalPanning","adjustPhi","addDraggingStyle","onDragStart","onDragStop","inertia","previousPhi","previousTheta","consol","ThreeSixtyViewer","containerId","controls","stopVideoLoop","startVideoLoop","createScene","getElement","elementReady","initAfterLoadedMetadata","querySelector","play","pause","centralize","clearInterval","videoLoopId","animationFrameId","removeChild","tagName","createElement","loop","muted","autoplay","appendChild","draw","cameraUpdated","waitLoop","videoWidth","videoHeight","setInterval","Video","Image","Canvas","Audio","driver","driverInitialized","currentTime","HAVE_FUTURE_DATA","onDriverReady"],"mappings":"0PAAe,CACbA,uBACS,uBAAuBC,KAAKC,UAAUC,YAE/CC,wBACS,WAAWH,KAAKC,UAAUC,YAEnCE,oCACMC,EAAmB,yBAAyBL,KAAKC,UAAUC,WAC3DI,EAAY,0CAA0CN,KAAKC,UAAUC,kBAClEG,GAAoBC,GAE7BC,wCACMC,EAAO,gBAAgBR,KAAKC,UAAUC,WACtCO,EAAMC,KAAKX,eACRS,GAAQC;;;;;KCVnB,MAsBME,EAAc,IAyCdC,EAAiB,IACjBC,EAAsB,KACtBC,EAAyB,KACzBC,EAAgB,KAKhBC,EAAe,KAGfC,EAA2B,KAE3BC,EAAmB,KAGnBC,EAAoB,KAEpBC,EAAkB,KAClBC,EAAY,KACZC,EAAgB,KAIhBC,EAAqB,KAErBC,EAAY,KACZC,EAAa,KAIbC,EAAc,KACdC,EAAqB,KA8DrBC,EAAiB,IAcjBC,EAAgB,KAiBhBC,EAAkB,MAClBC,EAAmB,MAUnBC,EAAQ,SAMd,SAASC,KAETC,OAAOC,OAAQF,EAAgBG,UAAW,CAEzCC,iBAAkB,SAAWC,EAAMC,QAETC,IAApB9B,KAAK+B,aAA2B/B,KAAK+B,WAAa,IAEvD,MAAMC,EAAYhC,KAAK+B,gBAEID,IAAtBE,EAAWJ,KAEfI,EAAWJ,GAAS,KAI4B,IAA5CI,EAAWJ,GAAOK,QAASJ,IAE/BG,EAAWJ,GAAOM,KAAML,IAM1BM,iBAAkB,SAAWP,EAAMC,GAElC,QAAyBC,IAApB9B,KAAK+B,WAA2B,OAAO,EAE5C,MAAMC,EAAYhC,KAAK+B,WAEvB,YAA6BD,IAAtBE,EAAWJ,KAAoE,IAA5CI,EAAWJ,GAAOK,QAASJ,IAItEO,oBAAqB,SAAWR,EAAMC,GAErC,QAAyBC,IAApB9B,KAAK+B,WAA2B,OAErC,MACMM,EADYrC,KAAK+B,WACUH,GAEjC,QAAuBE,IAAlBO,EAA8B,CAElC,MAAMC,EAAQD,EAAcJ,QAASJ,IAEpB,IAAZS,GAEJD,EAAcE,OAAQD,EAAO,KAQhCE,cAAe,SAAWC,GAEzB,QAAyBX,IAApB9B,KAAK+B,WAA2B,OAErC,MACMM,EADYrC,KAAK+B,WACUU,EAAMb,MAEvC,QAAuBE,IAAlBO,EAA8B,CAElCI,EAAMC,OAAS1C,KAGf,MAAM2C,EAAQN,EAAcO,MAAO,GAEnC,IAAM,IAAIC,EAAI,EAAGC,EAAIH,EAAMI,OAAQF,EAAIC,EAAGD,IAEzCF,EAAOE,GAAIG,KAAMhD,KAAMyC,GAIxBA,EAAMC,OAAS,SAQlB,MAAMO,EAAO,GAEb,IAAM,IAAIJ,EAAI,EAAGA,EAAI,IAAKA,IAEzBI,EAAMJ,IAAQA,EAAI,GAAK,IAAM,IAAO,EAAMK,SAAU,IAIrD,IAAIC,EAAQ,QAEZ,MAAMC,EAAY,CAEjBC,QAASC,KAAKC,GAAK,IACnBC,QAAS,IAAMF,KAAKC,GAEpBE,aAAc,WAIb,MAAMC,EAAqB,WAAhBJ,KAAKK,SAAwB,EAClCC,EAAqB,WAAhBN,KAAKK,SAAwB,EAClCE,EAAqB,WAAhBP,KAAKK,SAAwB,EAClCG,EAAqB,WAAhBR,KAAKK,SAAwB,EAOxC,OANaV,EAAW,IAALS,GAAcT,EAAMS,GAAM,EAAI,KAAST,EAAMS,GAAM,GAAK,KAAST,EAAMS,GAAM,GAAK,KAAS,IAC7GT,EAAW,IAALW,GAAcX,EAAMW,GAAM,EAAI,KAAS,IAAMX,EAAMW,GAAM,GAAK,GAAO,IAASX,EAAMW,GAAM,GAAK,KAAS,IAC9GX,EAAW,GAALY,EAAY,KAASZ,EAAMY,GAAM,EAAI,KAAS,IAAMZ,EAAMY,GAAM,GAAK,KAASZ,EAAMY,GAAM,GAAK,KACrGZ,EAAW,IAALa,GAAcb,EAAMa,GAAM,EAAI,KAASb,EAAMa,GAAM,GAAK,KAASb,EAAMa,GAAM,GAAK,MAG7EC,eAIbC,MAAO,SAAWC,EAAOC,EAAKC,GAE7B,OAAOb,KAAKa,IAAKD,EAAKZ,KAAKY,IAAKC,EAAKF,KAOtCG,gBAAiB,SAAWC,EAAGC,GAE9B,OAAWD,EAAIC,EAAMA,GAAMA,GAM5BC,UAAW,SAAWC,EAAGC,EAAIC,EAAIC,EAAIC,GAEpC,OAAOD,GAAOH,EAAIC,IAASG,EAAKD,IAASD,EAAKD,IAM/CI,YAAa,SAAWL,EAAGM,EAAGb,GAE7B,OAAKO,IAAMM,GAEDb,EAAQO,IAAQM,EAAIN,GAItB,GAQTO,KAAM,SAAWP,EAAGM,EAAGE,GAEtB,OAAS,EAAIA,GAAMR,EAAIQ,EAAIF,GAM5BG,KAAM,SAAWT,EAAGM,EAAGI,EAAQC,GAE9B,OAAO/B,EAAU2B,KAAMP,EAAGM,EAAG,EAAIxB,KAAK8B,KAAOF,EAASC,KAMvDE,SAAU,SAAWb,EAAGzB,EAAS,GAEhC,OAAOA,EAASO,KAAKgC,IAAKlC,EAAUgB,gBAAiBI,EAAY,EAATzB,GAAeA,IAMxEwC,WAAY,SAAWf,EAAGN,EAAKC,GAE9B,OAAKK,GAAKN,EAAa,EAClBM,GAAKL,EAAa,GAEvBK,GAAMA,EAAIN,IAAUC,EAAMD,IAEfM,GAAM,EAAI,EAAIA,IAI1BgB,aAAc,SAAWhB,EAAGN,EAAKC,GAEhC,OAAKK,GAAKN,EAAa,EAClBM,GAAKL,EAAa,GAEvBK,GAAMA,EAAIN,IAAUC,EAAMD,IAEfM,EAAIA,GAAMA,GAAU,EAAJA,EAAQ,IAAO,KAM3CiB,QAAS,SAAWC,EAAKC,GAExB,OAAOD,EAAMpC,KAAKsC,MAAOtC,KAAKK,UAAagC,EAAOD,EAAM,KAMzDG,UAAW,SAAWH,EAAKC,GAE1B,OAAOD,EAAMpC,KAAKK,UAAagC,EAAOD,IAMvCI,gBAAiB,SAAWC,GAE3B,OAAOA,GAAU,GAAMzC,KAAKK,WAM7BqC,aAAc,SAAWC,GAQxB,YANWnE,IAANmE,IAAkB9C,EAAQ8C,EAAI,YAInC9C,EAAgB,MAARA,EAAgB,YAEfA,EAAQ,GAAM,YAIxB+C,SAAU,SAAWC,GAEpB,OAAOA,EAAU/C,EAAUC,SAI5B+C,SAAU,SAAWC,GAEpB,OAAOA,EAAUjD,EAAUI,SAI5B8C,aAAc,SAAWrC,GAExB,OAAqC,IAA5BA,EAAUA,EAAQ,IAAyB,IAAVA,GAI3CsC,eAAgB,SAAWtC,GAE1B,OAAOX,KAAKkD,IAAK,EAAGlD,KAAKmD,KAAMnD,KAAKoD,IAAKzC,GAAUX,KAAKqD,OAIzDC,gBAAiB,SAAW3C,GAE3B,OAAOX,KAAKkD,IAAK,EAAGlD,KAAKsC,MAAOtC,KAAKoD,IAAKzC,GAAUX,KAAKqD,OAI1DE,6BAA8B,SAAWC,EAAGC,EAAGC,EAAGC,EAAGC,GAQpD,MAAMC,EAAM7D,KAAK6D,IACXC,EAAM9D,KAAK8D,IAEXC,EAAKF,EAAKH,EAAI,GACdM,EAAKF,EAAKJ,EAAI,GAEdO,EAAMJ,GAAOJ,EAAIE,GAAM,GACvBO,EAAMJ,GAAOL,EAAIE,GAAM,GAEvBQ,EAAON,GAAOJ,EAAIE,GAAM,GACxBS,EAAON,GAAOL,EAAIE,GAAM,GAExBU,EAAOR,GAAOF,EAAIF,GAAM,GACxBa,EAAOR,GAAOH,EAAIF,GAAM,GAE9B,OAASG,GAER,IAAK,MACJJ,EAAEe,IAAKR,EAAKG,EAAKF,EAAKG,EAAMH,EAAKI,EAAML,EAAKE,GAC5C,MAED,IAAK,MACJT,EAAEe,IAAKP,EAAKI,EAAML,EAAKG,EAAKF,EAAKG,EAAMJ,EAAKE,GAC5C,MAED,IAAK,MACJT,EAAEe,IAAKP,EAAKG,EAAMH,EAAKI,EAAML,EAAKG,EAAKH,EAAKE,GAC5C,MAED,IAAK,MACJT,EAAEe,IAAKR,EAAKG,EAAKF,EAAKM,EAAMN,EAAKK,EAAMN,EAAKE,GAC5C,MAED,IAAK,MACJT,EAAEe,IAAKP,EAAKK,EAAMN,EAAKG,EAAKF,EAAKM,EAAMP,EAAKE,GAC5C,MAED,IAAK,MACJT,EAAEe,IAAKP,EAAKM,EAAMN,EAAKK,EAAMN,EAAKG,EAAKH,EAAKE,GAC5C,MAED,QACCO,QAAQC,KAAM,kFAAoFb,MAQtG,MAAMc,EAELC,YAAazD,EAAI,EAAGM,EAAI,GAEvB9E,KAAKwE,EAAIA,EACTxE,KAAK8E,EAAIA,EAIVoD,YAEC,OAAOlI,KAAKwE,EAIb0D,UAAWjE,GAEVjE,KAAKwE,EAAIP,EAIVkE,aAEC,OAAOnI,KAAK8E,EAIbqD,WAAYlE,GAEXjE,KAAK8E,EAAIb,EAIVgE,IAAKzD,EAAGM,GAKP,OAHA9E,KAAKwE,EAAIA,EACTxE,KAAK8E,EAAIA,EAEF9E,KAIRiI,UAAWG,GAKV,OAHApI,KAAKwE,EAAI4D,EACTpI,KAAK8E,EAAIsD,EAEFpI,KAIRiI,KAAMzD,GAIL,OAFAxE,KAAKwE,EAAIA,EAEFxE,KAIRiI,KAAMnD,GAIL,OAFA9E,KAAK8E,EAAIA,EAEF9E,KAIRiI,aAAc3F,EAAO2B,GAEpB,OAAS3B,GAER,KAAK,EAAGtC,KAAKwE,EAAIP,EAAO,MACxB,KAAK,EAAGjE,KAAK8E,EAAIb,EAAO,MACxB,QAAS,MAAM,IAAIoE,MAAO,0BAA4B/F,GAIvD,OAAOtC,KAIRiI,aAAc3F,GAEb,OAASA,GAER,KAAK,EAAG,OAAOtC,KAAKwE,EACpB,KAAK,EAAG,OAAOxE,KAAK8E,EACpB,QAAS,MAAM,IAAIuD,MAAO,0BAA4B/F,IAMxD2F,QAEC,OAAO,IAAIjI,KAAKsI,YAAatI,KAAKwE,EAAGxE,KAAK8E,GAI3CmD,KAAMM,GAKL,OAHAvI,KAAKwE,EAAI+D,EAAE/D,EACXxE,KAAK8E,EAAIyD,EAAEzD,EAEJ9E,KAIRiI,IAAKM,EAAGC,GAEP,YAAW1G,IAAN0G,GAEJV,QAAQC,KAAM,yFACP/H,KAAKyI,WAAYF,EAAGC,KAI5BxI,KAAKwE,GAAK+D,EAAE/D,EACZxE,KAAK8E,GAAKyD,EAAEzD,EAEL9E,MAIRiI,UAAWhC,GAKV,OAHAjG,KAAKwE,GAAKyB,EACVjG,KAAK8E,GAAKmB,EAEHjG,KAIRiI,WAAYlB,EAAGC,GAKd,OAHAhH,KAAKwE,EAAIuC,EAAEvC,EAAIwC,EAAExC,EACjBxE,KAAK8E,EAAIiC,EAAEjC,EAAIkC,EAAElC,EAEV9E,KAIRiI,gBAAiBM,EAAGtC,GAKnB,OAHAjG,KAAKwE,GAAK+D,EAAE/D,EAAIyB,EAChBjG,KAAK8E,GAAKyD,EAAEzD,EAAImB,EAETjG,KAIRiI,IAAKM,EAAGC,GAEP,YAAW1G,IAAN0G,GAEJV,QAAQC,KAAM,yFACP/H,KAAK0I,WAAYH,EAAGC,KAI5BxI,KAAKwE,GAAK+D,EAAE/D,EACZxE,KAAK8E,GAAKyD,EAAEzD,EAEL9E,MAIRiI,UAAWhC,GAKV,OAHAjG,KAAKwE,GAAKyB,EACVjG,KAAK8E,GAAKmB,EAEHjG,KAIRiI,WAAYlB,EAAGC,GAKd,OAHAhH,KAAKwE,EAAIuC,EAAEvC,EAAIwC,EAAExC,EACjBxE,KAAK8E,EAAIiC,EAAEjC,EAAIkC,EAAElC,EAEV9E,KAIRiI,SAAUM,GAKT,OAHAvI,KAAKwE,GAAK+D,EAAE/D,EACZxE,KAAK8E,GAAKyD,EAAEzD,EAEL9E,KAIRiI,eAAgBG,GAKf,OAHApI,KAAKwE,GAAK4D,EACVpI,KAAK8E,GAAKsD,EAEHpI,KAIRiI,OAAQM,GAKP,OAHAvI,KAAKwE,GAAK+D,EAAE/D,EACZxE,KAAK8E,GAAKyD,EAAEzD,EAEL9E,KAIRiI,aAAcG,GAEb,OAAOpI,KAAK2I,eAAgB,EAAIP,GAIjCH,aAAc3D,GAEb,MAAME,EAAIxE,KAAKwE,EAAGM,EAAI9E,KAAK8E,EACrB8D,EAAItE,EAAEuE,SAKZ,OAHA7I,KAAKwE,EAAIoE,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,GACtC5I,KAAK8E,EAAI8D,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,GAE/B5I,KAIRiI,IAAKM,GAKJ,OAHAvI,KAAKwE,EAAIlB,KAAKY,IAAKlE,KAAKwE,EAAG+D,EAAE/D,GAC7BxE,KAAK8E,EAAIxB,KAAKY,IAAKlE,KAAK8E,EAAGyD,EAAEzD,GAEtB9E,KAIRiI,IAAKM,GAKJ,OAHAvI,KAAKwE,EAAIlB,KAAKa,IAAKnE,KAAKwE,EAAG+D,EAAE/D,GAC7BxE,KAAK8E,EAAIxB,KAAKa,IAAKnE,KAAK8E,EAAGyD,EAAEzD,GAEtB9E,KAIRiI,MAAO/D,EAAKC,GAOX,OAHAnE,KAAKwE,EAAIlB,KAAKa,IAAKD,EAAIM,EAAGlB,KAAKY,IAAKC,EAAIK,EAAGxE,KAAKwE,IAChDxE,KAAK8E,EAAIxB,KAAKa,IAAKD,EAAIY,EAAGxB,KAAKY,IAAKC,EAAIW,EAAG9E,KAAK8E,IAEzC9E,KAIRiI,YAAaa,EAAQC,GAKpB,OAHA/I,KAAKwE,EAAIlB,KAAKa,IAAK2E,EAAQxF,KAAKY,IAAK6E,EAAQ/I,KAAKwE,IAClDxE,KAAK8E,EAAIxB,KAAKa,IAAK2E,EAAQxF,KAAKY,IAAK6E,EAAQ/I,KAAK8E,IAE3C9E,KAIRiI,YAAa/D,EAAKC,GAEjB,MAAMpB,EAAS/C,KAAK+C,SAEpB,OAAO/C,KAAKgJ,aAAcjG,GAAU,GAAI4F,eAAgBrF,KAAKa,IAAKD,EAAKZ,KAAKY,IAAKC,EAAKpB,KAIvFkF,QAKC,OAHAjI,KAAKwE,EAAIlB,KAAKsC,MAAO5F,KAAKwE,GAC1BxE,KAAK8E,EAAIxB,KAAKsC,MAAO5F,KAAK8E,GAEnB9E,KAIRiI,OAKC,OAHAjI,KAAKwE,EAAIlB,KAAKmD,KAAMzG,KAAKwE,GACzBxE,KAAK8E,EAAIxB,KAAKmD,KAAMzG,KAAK8E,GAElB9E,KAIRiI,QAKC,OAHAjI,KAAKwE,EAAIlB,KAAK2F,MAAOjJ,KAAKwE,GAC1BxE,KAAK8E,EAAIxB,KAAK2F,MAAOjJ,KAAK8E,GAEnB9E,KAIRiI,cAKC,OAHAjI,KAAKwE,EAAMxE,KAAKwE,EAAI,EAAMlB,KAAKmD,KAAMzG,KAAKwE,GAAMlB,KAAKsC,MAAO5F,KAAKwE,GACjExE,KAAK8E,EAAM9E,KAAK8E,EAAI,EAAMxB,KAAKmD,KAAMzG,KAAK8E,GAAMxB,KAAKsC,MAAO5F,KAAK8E,GAE1D9E,KAIRiI,SAKC,OAHAjI,KAAKwE,GAAMxE,KAAKwE,EAChBxE,KAAK8E,GAAM9E,KAAK8E,EAET9E,KAIRiI,IAAKM,GAEJ,OAAOvI,KAAKwE,EAAI+D,EAAE/D,EAAIxE,KAAK8E,EAAIyD,EAAEzD,EAIlCmD,MAAOM,GAEN,OAAOvI,KAAKwE,EAAI+D,EAAEzD,EAAI9E,KAAK8E,EAAIyD,EAAE/D,EAIlCyD,WAEC,OAAOjI,KAAKwE,EAAIxE,KAAKwE,EAAIxE,KAAK8E,EAAI9E,KAAK8E,EAIxCmD,SAEC,OAAO3E,KAAK4F,KAAMlJ,KAAKwE,EAAIxE,KAAKwE,EAAIxE,KAAK8E,EAAI9E,KAAK8E,GAInDmD,kBAEC,OAAO3E,KAAKgC,IAAKtF,KAAKwE,GAAMlB,KAAKgC,IAAKtF,KAAK8E,GAI5CmD,YAEC,OAAOjI,KAAKgJ,aAAchJ,KAAK+C,UAAY,GAI5CkF,QAMC,OAFc3E,KAAK6F,OAASnJ,KAAK8E,GAAK9E,KAAKwE,GAAMlB,KAAKC,GAMvD0E,WAAYM,GAEX,OAAOjF,KAAK4F,KAAMlJ,KAAKoJ,kBAAmBb,IAI3CN,kBAAmBM,GAElB,MAAMc,EAAKrJ,KAAKwE,EAAI+D,EAAE/D,EAAG8E,EAAKtJ,KAAK8E,EAAIyD,EAAEzD,EACzC,OAAOuE,EAAKA,EAAKC,EAAKA,EAIvBrB,oBAAqBM,GAEpB,OAAOjF,KAAKgC,IAAKtF,KAAKwE,EAAI+D,EAAE/D,GAAMlB,KAAKgC,IAAKtF,KAAK8E,EAAIyD,EAAEzD,GAIxDmD,UAAWlF,GAEV,OAAO/C,KAAKuJ,YAAYZ,eAAgB5F,GAIzCkF,KAAMM,EAAGiB,GAKR,OAHAxJ,KAAKwE,IAAO+D,EAAE/D,EAAIxE,KAAKwE,GAAMgF,EAC7BxJ,KAAK8E,IAAOyD,EAAEzD,EAAI9E,KAAK8E,GAAM0E,EAEtBxJ,KAIRiI,YAAawB,EAAIC,EAAIF,GAKpB,OAHAxJ,KAAKwE,EAAIiF,EAAGjF,GAAMkF,EAAGlF,EAAIiF,EAAGjF,GAAMgF,EAClCxJ,KAAK8E,EAAI2E,EAAG3E,GAAM4E,EAAG5E,EAAI2E,EAAG3E,GAAM0E,EAE3BxJ,KAIRiI,OAAQM,GAEP,OAAWA,EAAE/D,IAAMxE,KAAKwE,GAAS+D,EAAEzD,IAAM9E,KAAK8E,EAI/CmD,UAAWtF,EAAOgH,EAAS,GAK1B,OAHA3J,KAAKwE,EAAI7B,EAAOgH,GAChB3J,KAAK8E,EAAInC,EAAOgH,EAAS,GAElB3J,KAIRiI,QAAStF,EAAQ,GAAIgH,EAAS,GAK7B,OAHAhH,EAAOgH,GAAW3J,KAAKwE,EACvB7B,EAAOgH,EAAS,GAAM3J,KAAK8E,EAEpBnC,EAIRsF,oBAAqB2B,EAAWtH,EAAOqH,GAWtC,YATgB7H,IAAX6H,GAEJ7B,QAAQC,KAAM,uEAIf/H,KAAKwE,EAAIoF,EAAUC,KAAMvH,GACzBtC,KAAK8E,EAAI8E,EAAUE,KAAMxH,GAElBtC,KAIRiI,aAAc8B,EAAQC,GAErB,MAAM/C,EAAI3D,KAAK6D,IAAK6C,GAAS/D,EAAI3C,KAAK8D,IAAK4C,GAErCxF,EAAIxE,KAAKwE,EAAIuF,EAAOvF,EACpBM,EAAI9E,KAAK8E,EAAIiF,EAAOjF,EAK1B,OAHA9E,KAAKwE,EAAIA,EAAIyC,EAAInC,EAAImB,EAAI8D,EAAOvF,EAChCxE,KAAK8E,EAAIN,EAAIyB,EAAInB,EAAImC,EAAI8C,EAAOjF,EAEzB9E,KAIRiI,SAKC,OAHAjI,KAAKwE,EAAIlB,KAAKK,SACd3D,KAAK8E,EAAIxB,KAAKK,SAEP3D,MAMTgI,EAAQtG,UAAUuI,WAAY,EAE9B,MAAMC,EAELjC,cAECjI,KAAK6I,SAAW,CAEf,EAAG,EAAG,EACN,EAAG,EAAG,EACN,EAAG,EAAG,GAIFsB,UAAUpH,OAAS,GAEvB+E,QAAQsC,MAAO,iFAMjBnC,IAAKoC,EAAKC,EAAKC,EAAKC,EAAKC,EAAKC,EAAKC,EAAKC,EAAKC,GAE5C,MAAMC,EAAK9K,KAAK6I,SAMhB,OAJAiC,EAAI,GAAMT,EAAKS,EAAI,GAAMN,EAAKM,EAAI,GAAMH,EACxCG,EAAI,GAAMR,EAAKQ,EAAI,GAAML,EAAKK,EAAI,GAAMF,EACxCE,EAAI,GAAMP,EAAKO,EAAI,GAAMJ,EAAKI,EAAI,GAAMD,EAEjC7K,KAIRiI,WAUC,OARAjI,KAAK6H,IAEJ,EAAG,EAAG,EACN,EAAG,EAAG,EACN,EAAG,EAAG,GAIA7H,KAIRiI,KAAM3D,GAEL,MAAMwG,EAAK9K,KAAK6I,SACVkC,EAAKzG,EAAEuE,SAMb,OAJAiC,EAAI,GAAMC,EAAI,GAAKD,EAAI,GAAMC,EAAI,GAAKD,EAAI,GAAMC,EAAI,GACpDD,EAAI,GAAMC,EAAI,GAAKD,EAAI,GAAMC,EAAI,GAAKD,EAAI,GAAMC,EAAI,GACpDD,EAAI,GAAMC,EAAI,GAAKD,EAAI,GAAMC,EAAI,GAAKD,EAAI,GAAMC,EAAI,GAE7C/K,KAIRiI,aAAc+C,EAAOC,EAAOC,GAM3B,OAJAF,EAAMG,qBAAsBnL,KAAM,GAClCiL,EAAME,qBAAsBnL,KAAM,GAClCkL,EAAMC,qBAAsBnL,KAAM,GAE3BA,KAIRiI,eAAgB3D,GAEf,MAAMyG,EAAKzG,EAAEuE,SAUb,OARA7I,KAAK6H,IAEJkD,EAAI,GAAKA,EAAI,GAAKA,EAAI,GACtBA,EAAI,GAAKA,EAAI,GAAKA,EAAI,GACtBA,EAAI,GAAKA,EAAI,GAAKA,EAAI,KAIhB/K,KAIRiI,SAAU3D,GAET,OAAOtE,KAAKoL,iBAAkBpL,KAAMsE,GAIrC2D,YAAa3D,GAEZ,OAAOtE,KAAKoL,iBAAkB9G,EAAGtE,MAIlCiI,iBAAkBlB,EAAGC,GAEpB,MAAMqE,EAAKtE,EAAE8B,SACPyC,EAAKtE,EAAE6B,SACPiC,EAAK9K,KAAK6I,SAEV0C,EAAMF,EAAI,GAAKG,EAAMH,EAAI,GAAKI,EAAMJ,EAAI,GACxCK,EAAML,EAAI,GAAKM,EAAMN,EAAI,GAAKO,EAAMP,EAAI,GACxCQ,EAAMR,EAAI,GAAKS,EAAMT,EAAI,GAAKU,EAAMV,EAAI,GAExCW,EAAMV,EAAI,GAAKW,EAAMX,EAAI,GAAKY,EAAMZ,EAAI,GACxCa,EAAMb,EAAI,GAAKc,EAAMd,EAAI,GAAKe,EAAMf,EAAI,GACxCgB,EAAMhB,EAAI,GAAKiB,EAAMjB,EAAI,GAAKkB,EAAMlB,EAAI,GAc9C,OAZAR,EAAI,GAAMS,EAAMS,EAAMR,EAAMW,EAAMV,EAAMa,EACxCxB,EAAI,GAAMS,EAAMU,EAAMT,EAAMY,EAAMX,EAAMc,EACxCzB,EAAI,GAAMS,EAAMW,EAAMV,EAAMa,EAAMZ,EAAMe,EAExC1B,EAAI,GAAMY,EAAMM,EAAML,EAAMQ,EAAMP,EAAMU,EACxCxB,EAAI,GAAMY,EAAMO,EAAMN,EAAMS,EAAMR,EAAMW,EACxCzB,EAAI,GAAMY,EAAMQ,EAAMP,EAAMU,EAAMT,EAAMY,EAExC1B,EAAI,GAAMe,EAAMG,EAAMF,EAAMK,EAAMJ,EAAMO,EACxCxB,EAAI,GAAMe,EAAMI,EAAMH,EAAMM,EAAML,EAAMQ,EACxCzB,EAAI,GAAMe,EAAMK,EAAMJ,EAAMO,EAAMN,EAAMS,EAEjCxM,KAIRiI,eAAgBhC,GAEf,MAAM6E,EAAK9K,KAAK6I,SAMhB,OAJAiC,EAAI,IAAO7E,EAAG6E,EAAI,IAAO7E,EAAG6E,EAAI,IAAO7E,EACvC6E,EAAI,IAAO7E,EAAG6E,EAAI,IAAO7E,EAAG6E,EAAI,IAAO7E,EACvC6E,EAAI,IAAO7E,EAAG6E,EAAI,IAAO7E,EAAG6E,EAAI,IAAO7E,EAEhCjG,KAIRiI,cAEC,MAAM6C,EAAK9K,KAAK6I,SAEV9B,EAAI+D,EAAI,GAAK9D,EAAI8D,EAAI,GAAK7D,EAAI6D,EAAI,GACvC2B,EAAI3B,EAAI,GAAKlC,EAAIkC,EAAI,GAAK4B,EAAI5B,EAAI,GAClC6B,EAAI7B,EAAI,GAAK8B,EAAI9B,EAAI,GAAKjI,EAAIiI,EAAI,GAEnC,OAAO/D,EAAI6B,EAAI/F,EAAIkE,EAAI2F,EAAIE,EAAI5F,EAAIyF,EAAI5J,EAAImE,EAAI0F,EAAIC,EAAI1F,EAAIwF,EAAIG,EAAI3F,EAAI2B,EAAI+D,EAI5E1E,SAEC,MAAM6C,EAAK9K,KAAK6I,SAEfwB,EAAMS,EAAI,GAAKN,EAAMM,EAAI,GAAKH,EAAMG,EAAI,GACxCR,EAAMQ,EAAI,GAAKL,EAAMK,EAAI,GAAKF,EAAME,EAAI,GACxCP,EAAMO,EAAI,GAAKJ,EAAMI,EAAI,GAAKD,EAAMC,EAAI,GAExC+B,EAAMhC,EAAMJ,EAAMG,EAAMF,EACxBoC,EAAMlC,EAAML,EAAMM,EAAMP,EACxByC,EAAMrC,EAAMJ,EAAMG,EAAMF,EAExByC,EAAM3C,EAAMwC,EAAMrC,EAAMsC,EAAMnC,EAAMoC,EAErC,GAAa,IAARC,EAAY,OAAOhN,KAAK6H,IAAK,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,GAE1D,MAAMoF,EAAS,EAAID,EAcnB,OAZAlC,EAAI,GAAM+B,EAAMI,EAChBnC,EAAI,IAAQH,EAAMD,EAAMG,EAAML,GAAQyC,EACtCnC,EAAI,IAAQF,EAAMJ,EAAMG,EAAMF,GAAQwC,EAEtCnC,EAAI,GAAMgC,EAAMG,EAChBnC,EAAI,IAAQD,EAAMR,EAAMM,EAAMJ,GAAQ0C,EACtCnC,EAAI,IAAQH,EAAML,EAAMM,EAAMP,GAAQ4C,EAEtCnC,EAAI,GAAMiC,EAAME,EAChBnC,EAAI,IAAQN,EAAMD,EAAMG,EAAML,GAAQ4C,EACtCnC,EAAI,IAAQL,EAAMJ,EAAMG,EAAMF,GAAQ2C,EAE/BjN,KAIRiI,YAEC,IAAIiF,EACJ,MAAM5I,EAAItE,KAAK6I,SAMf,OAJAqE,EAAM5I,EAAG,GAAKA,EAAG,GAAMA,EAAG,GAAKA,EAAG,GAAM4I,EACxCA,EAAM5I,EAAG,GAAKA,EAAG,GAAMA,EAAG,GAAKA,EAAG,GAAM4I,EACxCA,EAAM5I,EAAG,GAAKA,EAAG,GAAMA,EAAG,GAAKA,EAAG,GAAM4I,EAEjClN,KAIRiI,gBAAiBkF,GAEhB,OAAOnN,KAAKoN,eAAgBD,GAAUE,SAASC,YAIhDrF,mBAAoBsF,GAEnB,MAAMjJ,EAAItE,KAAK6I,SAYf,OAVA0E,EAAG,GAAMjJ,EAAG,GACZiJ,EAAG,GAAMjJ,EAAG,GACZiJ,EAAG,GAAMjJ,EAAG,GACZiJ,EAAG,GAAMjJ,EAAG,GACZiJ,EAAG,GAAMjJ,EAAG,GACZiJ,EAAG,GAAMjJ,EAAG,GACZiJ,EAAG,GAAMjJ,EAAG,GACZiJ,EAAG,GAAMjJ,EAAG,GACZiJ,EAAG,GAAMjJ,EAAG,GAELtE,KAIRiI,eAAgBuF,EAAIC,EAAIC,EAAIC,EAAIC,EAAUC,EAAIC,GAE7C,MAAM7G,EAAI3D,KAAK6D,IAAKyG,GACd3H,EAAI3C,KAAK8D,IAAKwG,GAQpB,OANA5N,KAAK6H,IACJ6F,EAAKzG,EAAGyG,EAAKzH,GAAKyH,GAAOzG,EAAI4G,EAAK5H,EAAI6H,GAAOD,EAAKL,GAChDG,EAAK1H,EAAG0H,EAAK1G,GAAK0G,IAAS1H,EAAI4H,EAAK5G,EAAI6G,GAAOA,EAAKL,EACtD,EAAG,EAAG,GAGAzN,KAIRiI,MAAOyF,EAAIC,GAEV,MAAM7C,EAAK9K,KAAK6I,SAKhB,OAHAiC,EAAI,IAAO4C,EAAI5C,EAAI,IAAO4C,EAAI5C,EAAI,IAAO4C,EACzC5C,EAAI,IAAO6C,EAAI7C,EAAI,IAAO6C,EAAI7C,EAAI,IAAO6C,EAElC3N,KAIRiI,OAAQ8F,GAEP,MAAM9G,EAAI3D,KAAK6D,IAAK4G,GACd9H,EAAI3C,KAAK8D,IAAK2G,GAEdjD,EAAK9K,KAAK6I,SAEV0C,EAAMT,EAAI,GAAKU,EAAMV,EAAI,GAAKW,EAAMX,EAAI,GACxCY,EAAMZ,EAAI,GAAKa,EAAMb,EAAI,GAAKc,EAAMd,EAAI,GAU9C,OARAA,EAAI,GAAM7D,EAAIsE,EAAMtF,EAAIyF,EACxBZ,EAAI,GAAM7D,EAAIuE,EAAMvF,EAAI0F,EACxBb,EAAI,GAAM7D,EAAIwE,EAAMxF,EAAI2F,EAExBd,EAAI,IAAQ7E,EAAIsF,EAAMtE,EAAIyE,EAC1BZ,EAAI,IAAQ7E,EAAIuF,EAAMvE,EAAI0E,EAC1Bb,EAAI,IAAQ7E,EAAIwF,EAAMxE,EAAI2E,EAEnB5L,KAIRiI,UAAWuF,EAAIC,GAEd,MAAM3C,EAAK9K,KAAK6I,SAKhB,OAHAiC,EAAI,IAAO0C,EAAK1C,EAAI,GAAKA,EAAI,IAAO0C,EAAK1C,EAAI,GAAKA,EAAI,IAAO0C,EAAK1C,EAAI,GACtEA,EAAI,IAAO2C,EAAK3C,EAAI,GAAKA,EAAI,IAAO2C,EAAK3C,EAAI,GAAKA,EAAI,IAAO2C,EAAK3C,EAAI,GAE/D9K,KAIRiI,OAAQ+F,GAEP,MAAMlD,EAAK9K,KAAK6I,SACVkC,EAAKiD,EAAOnF,SAElB,IAAM,IAAIhG,EAAI,EAAGA,EAAI,EAAGA,IAEvB,GAAKiI,EAAIjI,KAAQkI,EAAIlI,GAAM,OAAO,EAInC,OAAO,EAIRoF,UAAWtF,EAAOgH,EAAS,GAE1B,IAAM,IAAI9G,EAAI,EAAGA,EAAI,EAAGA,IAEvB7C,KAAK6I,SAAUhG,GAAMF,EAAOE,EAAI8G,GAIjC,OAAO3J,KAIRiI,QAAStF,EAAQ,GAAIgH,EAAS,GAE7B,MAAMmB,EAAK9K,KAAK6I,SAchB,OAZAlG,EAAOgH,GAAWmB,EAAI,GACtBnI,EAAOgH,EAAS,GAAMmB,EAAI,GAC1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAE1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAC1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAC1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAE1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAC1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAC1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAEnBnI,EAIRsF,QAEC,OAAO,IAAIjI,KAAKsI,aAAc2F,UAAWjO,KAAK6I,WAQhD,IAAIqF,EAFJhE,EAAQxI,UAAUyM,WAAY,EAI9B,MAAMC,EAAa,CAElBC,WAAY,SAAWC,GAEtB,GAAK,UAAUhP,KAAMgP,EAAMC,KAE1B,OAAOD,EAAMC,IAId,GAAiC,oBAArBC,kBAEX,OAAOF,EAAMC,IAId,IAAIE,EAEJ,GAAKH,aAAiBE,kBAErBC,EAASH,MAEH,MAEWxM,IAAZoM,IAAwBA,EAAUQ,SAASC,gBAAiB,+BAAgC,WAEjGT,EAAQhG,MAAQoG,EAAMpG,MACtBgG,EAAQ/F,OAASmG,EAAMnG,OAEvB,MAAMyG,EAAUV,EAAQW,WAAY,MAE/BP,aAAiBQ,UAErBF,EAAQG,aAAcT,EAAO,EAAG,GAIhCM,EAAQI,UAAWV,EAAO,EAAG,EAAGA,EAAMpG,MAAOoG,EAAMnG,QAIpDsG,EAASP,EAIV,OAAKO,EAAOvG,MAAQ,MAAQuG,EAAOtG,OAAS,MAE3CL,QAAQC,KAAM,8EAA+EuG,GAEtFG,EAAOQ,UAAW,aAAc,KAIhCR,EAAOQ,UAAW,eAQ5B,IAAIC,EAAY,EAEhB,MAAMC,UAAgB5N,EAErB0G,YAAaqG,EAAQa,EAAQC,cAAeC,EAAUF,EAAQG,gBAAiBC,EAAQpP,KAAqBqP,EAAQrP,KAAqBsP,EAAYnP,KAAcoP,EAAYnP,KAA0BoP,EAAS5O,KAAYa,EAAOpB,KAAkBoP,EAAa,EAAGC,EAAW3O,KAEjR4O,QAEAtO,OAAOuO,eAAgB/P,KAAM,KAAM,CAAEiE,MAAOiL,MAE5ClP,KAAKgQ,KAAO5M,EAAUK,eAEtBzD,KAAKiQ,KAAO,GAEZjQ,KAAKsO,MAAQA,EACbtO,KAAKkQ,QAAU,GAEflQ,KAAKqP,QAAUA,EAEfrP,KAAKuP,MAAQA,EACbvP,KAAKwP,MAAQA,EAEbxP,KAAKyP,UAAYA,EACjBzP,KAAK0P,UAAYA,EAEjB1P,KAAK4P,WAAaA,EAElB5P,KAAK2P,OAASA,EACd3P,KAAKmQ,eAAiB,KACtBnQ,KAAK4B,KAAOA,EAEZ5B,KAAK2J,OAAS,IAAI3B,EAAS,EAAG,GAC9BhI,KAAKoQ,OAAS,IAAIpI,EAAS,EAAG,GAC9BhI,KAAK+J,OAAS,IAAI/B,EAAS,EAAG,GAC9BhI,KAAK4N,SAAW,EAEhB5N,KAAKqQ,kBAAmB,EACxBrQ,KAAKgO,OAAS,IAAI9D,EAElBlK,KAAKsQ,iBAAkB,EACvBtQ,KAAKuQ,kBAAmB,EACxBvQ,KAAKwQ,OAAQ,EACbxQ,KAAKyQ,gBAAkB,EAMvBzQ,KAAK6P,SAAWA,EAEhB7P,KAAK0Q,QAAU,EACf1Q,KAAK2Q,SAAW,KAIjB1I,eAECjI,KAAKgO,OAAO4C,eAAgB5Q,KAAK2J,OAAOnF,EAAGxE,KAAK2J,OAAO7E,EAAG9E,KAAKoQ,OAAO5L,EAAGxE,KAAKoQ,OAAOtL,EAAG9E,KAAK4N,SAAU5N,KAAK+J,OAAOvF,EAAGxE,KAAK+J,OAAOjF,GAInImD,QAEC,OAAO,IAAIjI,KAAKsI,aAAcuI,KAAM7Q,MAIrCiI,KAAM6I,GAmCL,OAjCA9Q,KAAKiQ,KAAOa,EAAOb,KAEnBjQ,KAAKsO,MAAQwC,EAAOxC,MACpBtO,KAAKkQ,QAAUY,EAAOZ,QAAQtN,MAAO,GAErC5C,KAAKqP,QAAUyB,EAAOzB,QAEtBrP,KAAKuP,MAAQuB,EAAOvB,MACpBvP,KAAKwP,MAAQsB,EAAOtB,MAEpBxP,KAAKyP,UAAYqB,EAAOrB,UACxBzP,KAAK0P,UAAYoB,EAAOpB,UAExB1P,KAAK4P,WAAakB,EAAOlB,WAEzB5P,KAAK2P,OAASmB,EAAOnB,OACrB3P,KAAKmQ,eAAiBW,EAAOX,eAC7BnQ,KAAK4B,KAAOkP,EAAOlP,KAEnB5B,KAAK2J,OAAOkH,KAAMC,EAAOnH,QACzB3J,KAAKoQ,OAAOS,KAAMC,EAAOV,QACzBpQ,KAAK+J,OAAO8G,KAAMC,EAAO/G,QACzB/J,KAAK4N,SAAWkD,EAAOlD,SAEvB5N,KAAKqQ,iBAAmBS,EAAOT,iBAC/BrQ,KAAKgO,OAAO6C,KAAMC,EAAO9C,QAEzBhO,KAAKsQ,gBAAkBQ,EAAOR,gBAC9BtQ,KAAKuQ,iBAAmBO,EAAOP,iBAC/BvQ,KAAKwQ,MAAQM,EAAON,MACpBxQ,KAAKyQ,gBAAkBK,EAAOL,gBAC9BzQ,KAAK6P,SAAWiB,EAAOjB,SAEhB7P,KAIRiI,OAAQ8I,GAEP,MAAMC,OAA0BlP,IAATiP,GAAsC,iBAATA,EAEpD,IAAOC,QAA+ClP,IAA/BiP,EAAKE,SAAUjR,KAAKgQ,MAE1C,OAAOe,EAAKE,SAAUjR,KAAKgQ,MAI5B,MAAMkB,EAAS,CAEdC,SAAU,CACTT,QAAS,IACT9O,KAAM,UACNwP,UAAW,kBAGZpB,KAAMhQ,KAAKgQ,KACXC,KAAMjQ,KAAKiQ,KAEXZ,QAASrP,KAAKqP,QAEde,OAAQ,CAAEpQ,KAAKoQ,OAAO5L,EAAGxE,KAAKoQ,OAAOtL,GACrC6E,OAAQ,CAAE3J,KAAK2J,OAAOnF,EAAGxE,KAAK2J,OAAO7E,GACrCiF,OAAQ,CAAE/J,KAAK+J,OAAOvF,EAAGxE,KAAK+J,OAAOjF,GACrC8I,SAAU5N,KAAK4N,SAEfyD,KAAM,CAAErR,KAAKuP,MAAOvP,KAAKwP,OAEzBG,OAAQ3P,KAAK2P,OACb/N,KAAM5B,KAAK4B,KACXiO,SAAU7P,KAAK6P,SAEfH,UAAW1P,KAAK0P,UAChBD,UAAWzP,KAAKyP,UAChBG,WAAY5P,KAAK4P,WAEjBY,MAAOxQ,KAAKwQ,MAEZD,iBAAkBvQ,KAAKuQ,iBACvBE,gBAAiBzQ,KAAKyQ,iBAIvB,QAAoB3O,IAAf9B,KAAKsO,MAAsB,CAI/B,MAAMA,EAAQtO,KAAKsO,MAQnB,QANoBxM,IAAfwM,EAAM0B,OAEV1B,EAAM0B,KAAO5M,EAAUK,iBAIjBuN,QAA8ClP,IAA9BiP,EAAKO,OAAQhD,EAAM0B,MAAuB,CAEhE,IAAIuB,EAEJ,GAAKC,MAAMC,QAASnD,GAAU,CAI7BiD,EAAM,GAEN,IAAM,IAAI1O,EAAI,EAAGC,EAAIwL,EAAMvL,OAAQF,EAAIC,EAAGD,IAIpCyL,EAAOzL,GAAI6O,cAEfH,EAAIrP,KAAMyP,EAAgBrD,EAAOzL,GAAIyL,QAIrCiD,EAAIrP,KAAMyP,EAAgBrD,EAAOzL,UAUnC0O,EAAMI,EAAgBrD,GAIvByC,EAAKO,OAAQhD,EAAM0B,MAAS,CAC3BA,KAAM1B,EAAM0B,KACZuB,IAAKA,GAKPL,EAAO5C,MAAQA,EAAM0B,KAUtB,OANOgB,IAEND,EAAKE,SAAUjR,KAAKgQ,MAASkB,GAIvBA,EAIRjJ,UAECjI,KAAKwC,cAAe,CAAEZ,KAAM,YAI7BqG,YAAa2J,GAEZ,GA7iDgB,MA6iDX5R,KAAKqP,QAAwB,OAAOuC,EAIzC,GAFAA,EAAGC,aAAc7R,KAAKgO,QAEjB4D,EAAGpN,EAAI,GAAKoN,EAAGpN,EAAI,EAEvB,OAASxE,KAAKuP,OAEb,KAAKrP,EAEJ0R,EAAGpN,EAAIoN,EAAGpN,EAAIlB,KAAKsC,MAAOgM,EAAGpN,GAC7B,MAED,KAAKrE,EAEJyR,EAAGpN,EAAIoN,EAAGpN,EAAI,EAAI,EAAI,EACtB,MAED,KAAKpE,EAEwC,IAAvCkD,KAAKgC,IAAKhC,KAAKsC,MAAOgM,EAAGpN,GAAM,GAEnCoN,EAAGpN,EAAIlB,KAAKmD,KAAMmL,EAAGpN,GAAMoN,EAAGpN,EAI9BoN,EAAGpN,EAAIoN,EAAGpN,EAAIlB,KAAKsC,MAAOgM,EAAGpN,GAUjC,GAAKoN,EAAG9M,EAAI,GAAK8M,EAAG9M,EAAI,EAEvB,OAAS9E,KAAKwP,OAEb,KAAKtP,EAEJ0R,EAAG9M,EAAI8M,EAAG9M,EAAIxB,KAAKsC,MAAOgM,EAAG9M,GAC7B,MAED,KAAK3E,EAEJyR,EAAG9M,EAAI8M,EAAG9M,EAAI,EAAI,EAAI,EACtB,MAED,KAAK1E,EAEwC,IAAvCkD,KAAKgC,IAAKhC,KAAKsC,MAAOgM,EAAG9M,GAAM,GAEnC8M,EAAG9M,EAAIxB,KAAKmD,KAAMmL,EAAG9M,GAAM8M,EAAG9M,EAI9B8M,EAAG9M,EAAI8M,EAAG9M,EAAIxB,KAAKsC,MAAOgM,EAAG9M,GAgBjC,OANK9E,KAAKwQ,QAEToB,EAAG9M,EAAI,EAAI8M,EAAG9M,GAIR8M,EAIRE,gBAAiB7N,IAED,IAAVA,GAAiBjE,KAAK0Q,WAW7B,SAASiB,EAAgBrD,GAExB,MAAmC,oBAArByD,kBAAoCzD,aAAiByD,kBACnC,oBAAtBvD,mBAAqCF,aAAiBE,mBACtC,oBAAhBwD,aAA+B1D,aAAiB0D,YAIlD5D,EAAWC,WAAYC,GAIzBA,EAAM2D,KAIH,CACNA,KAAMT,MAAM9P,UAAUkB,MAAMI,KAAMsL,EAAM2D,MACxC/J,MAAOoG,EAAMpG,MACbC,OAAQmG,EAAMnG,OACdvG,KAAM0M,EAAM2D,KAAK3J,YAAY2H,OAK9BnI,QAAQC,KAAM,+CACP,IA/BVoH,EAAQC,mBAAgBtN,EACxBqN,EAAQG,gBApoDU,IAsoDlBH,EAAQzN,UAAUwQ,WAAY,EAoC9B,MAAMC,EAELlK,YAAazD,EAAI,EAAGM,EAAI,EAAGsN,EAAI,EAAG5J,EAAI,GAErCxI,KAAKwE,EAAIA,EACTxE,KAAK8E,EAAIA,EACT9E,KAAKoS,EAAIA,EACTpS,KAAKwI,EAAIA,EAIVN,YAEC,OAAOlI,KAAKoS,EAIblK,UAAWjE,GAEVjE,KAAKoS,EAAInO,EAIVkE,aAEC,OAAOnI,KAAKwI,EAIbL,WAAYlE,GAEXjE,KAAKwI,EAAIvE,EAIVgE,IAAKzD,EAAGM,EAAGsN,EAAG5J,GAOb,OALAxI,KAAKwE,EAAIA,EACTxE,KAAK8E,EAAIA,EACT9E,KAAKoS,EAAIA,EACTpS,KAAKwI,EAAIA,EAEFxI,KAIRiI,UAAWG,GAOV,OALApI,KAAKwE,EAAI4D,EACTpI,KAAK8E,EAAIsD,EACTpI,KAAKoS,EAAIhK,EACTpI,KAAKwI,EAAIJ,EAEFpI,KAIRiI,KAAMzD,GAIL,OAFAxE,KAAKwE,EAAIA,EAEFxE,KAIRiI,KAAMnD,GAIL,OAFA9E,KAAK8E,EAAIA,EAEF9E,KAIRiI,KAAMmK,GAIL,OAFApS,KAAKoS,EAAIA,EAEFpS,KAIRiI,KAAMO,GAIL,OAFAxI,KAAKwI,EAAIA,EAEFxI,KAIRiI,aAAc3F,EAAO2B,GAEpB,OAAS3B,GAER,KAAK,EAAGtC,KAAKwE,EAAIP,EAAO,MACxB,KAAK,EAAGjE,KAAK8E,EAAIb,EAAO,MACxB,KAAK,EAAGjE,KAAKoS,EAAInO,EAAO,MACxB,KAAK,EAAGjE,KAAKwI,EAAIvE,EAAO,MACxB,QAAS,MAAM,IAAIoE,MAAO,0BAA4B/F,GAIvD,OAAOtC,KAIRiI,aAAc3F,GAEb,OAASA,GAER,KAAK,EAAG,OAAOtC,KAAKwE,EACpB,KAAK,EAAG,OAAOxE,KAAK8E,EACpB,KAAK,EAAG,OAAO9E,KAAKoS,EACpB,KAAK,EAAG,OAAOpS,KAAKwI,EACpB,QAAS,MAAM,IAAIH,MAAO,0BAA4B/F,IAMxD2F,QAEC,OAAO,IAAIjI,KAAKsI,YAAatI,KAAKwE,EAAGxE,KAAK8E,EAAG9E,KAAKoS,EAAGpS,KAAKwI,GAI3DP,KAAMM,GAOL,OALAvI,KAAKwE,EAAI+D,EAAE/D,EACXxE,KAAK8E,EAAIyD,EAAEzD,EACX9E,KAAKoS,EAAI7J,EAAE6J,EACXpS,KAAKwI,OAAc1G,IAARyG,EAAEC,EAAoBD,EAAEC,EAAI,EAEhCxI,KAIRiI,IAAKM,EAAGC,GAEP,YAAW1G,IAAN0G,GAEJV,QAAQC,KAAM,yFACP/H,KAAKyI,WAAYF,EAAGC,KAI5BxI,KAAKwE,GAAK+D,EAAE/D,EACZxE,KAAK8E,GAAKyD,EAAEzD,EACZ9E,KAAKoS,GAAK7J,EAAE6J,EACZpS,KAAKwI,GAAKD,EAAEC,EAELxI,MAIRiI,UAAWhC,GAOV,OALAjG,KAAKwE,GAAKyB,EACVjG,KAAK8E,GAAKmB,EACVjG,KAAKoS,GAAKnM,EACVjG,KAAKwI,GAAKvC,EAEHjG,KAIRiI,WAAYlB,EAAGC,GAOd,OALAhH,KAAKwE,EAAIuC,EAAEvC,EAAIwC,EAAExC,EACjBxE,KAAK8E,EAAIiC,EAAEjC,EAAIkC,EAAElC,EACjB9E,KAAKoS,EAAIrL,EAAEqL,EAAIpL,EAAEoL,EACjBpS,KAAKwI,EAAIzB,EAAEyB,EAAIxB,EAAEwB,EAEVxI,KAIRiI,gBAAiBM,EAAGtC,GAOnB,OALAjG,KAAKwE,GAAK+D,EAAE/D,EAAIyB,EAChBjG,KAAK8E,GAAKyD,EAAEzD,EAAImB,EAChBjG,KAAKoS,GAAK7J,EAAE6J,EAAInM,EAChBjG,KAAKwI,GAAKD,EAAEC,EAAIvC,EAETjG,KAIRiI,IAAKM,EAAGC,GAEP,YAAW1G,IAAN0G,GAEJV,QAAQC,KAAM,yFACP/H,KAAK0I,WAAYH,EAAGC,KAI5BxI,KAAKwE,GAAK+D,EAAE/D,EACZxE,KAAK8E,GAAKyD,EAAEzD,EACZ9E,KAAKoS,GAAK7J,EAAE6J,EACZpS,KAAKwI,GAAKD,EAAEC,EAELxI,MAIRiI,UAAWhC,GAOV,OALAjG,KAAKwE,GAAKyB,EACVjG,KAAK8E,GAAKmB,EACVjG,KAAKoS,GAAKnM,EACVjG,KAAKwI,GAAKvC,EAEHjG,KAIRiI,WAAYlB,EAAGC,GAOd,OALAhH,KAAKwE,EAAIuC,EAAEvC,EAAIwC,EAAExC,EACjBxE,KAAK8E,EAAIiC,EAAEjC,EAAIkC,EAAElC,EACjB9E,KAAKoS,EAAIrL,EAAEqL,EAAIpL,EAAEoL,EACjBpS,KAAKwI,EAAIzB,EAAEyB,EAAIxB,EAAEwB,EAEVxI,KAIRiI,SAAUM,GAOT,OALAvI,KAAKwE,GAAK+D,EAAE/D,EACZxE,KAAK8E,GAAKyD,EAAEzD,EACZ9E,KAAKoS,GAAK7J,EAAE6J,EACZpS,KAAKwI,GAAKD,EAAEC,EAELxI,KAIRiI,eAAgBG,GAOf,OALApI,KAAKwE,GAAK4D,EACVpI,KAAK8E,GAAKsD,EACVpI,KAAKoS,GAAKhK,EACVpI,KAAKwI,GAAKJ,EAEHpI,KAIRiI,aAAc3D,GAEb,MAAME,EAAIxE,KAAKwE,EAAGM,EAAI9E,KAAK8E,EAAGsN,EAAIpS,KAAKoS,EAAG5J,EAAIxI,KAAKwI,EAC7CI,EAAItE,EAAEuE,SAOZ,OALA7I,KAAKwE,EAAIoE,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,GAAMwJ,EAAIxJ,EAAG,IAAOJ,EAC1DxI,KAAK8E,EAAI8D,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,GAAMwJ,EAAIxJ,EAAG,IAAOJ,EAC1DxI,KAAKoS,EAAIxJ,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,IAAOwJ,EAAIxJ,EAAG,IAAOJ,EAC3DxI,KAAKwI,EAAII,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,IAAOwJ,EAAIxJ,EAAG,IAAOJ,EAEpDxI,KAIRiI,aAAcG,GAEb,OAAOpI,KAAK2I,eAAgB,EAAIP,GAIjCH,2BAA4BnB,GAM3B9G,KAAKwI,EAAI,EAAIlF,KAAK+O,KAAMvL,EAAE0B,GAE1B,MAAMvC,EAAI3C,KAAK4F,KAAM,EAAIpC,EAAE0B,EAAI1B,EAAE0B,GAgBjC,OAdKvC,EAAI,MAERjG,KAAKwE,EAAI,EACTxE,KAAK8E,EAAI,EACT9E,KAAKoS,EAAI,IAITpS,KAAKwE,EAAIsC,EAAEtC,EAAIyB,EACfjG,KAAK8E,EAAIgC,EAAEhC,EAAImB,EACfjG,KAAKoS,EAAItL,EAAEsL,EAAInM,GAITjG,KAIRiI,+BAAgC3D,GAM/B,IAAI0F,EAAOxF,EAAGM,EAAGsN,EACjB,MAAME,EAAU,IACfC,EAAW,GAEXzH,EAAKxG,EAAEuE,SAEP2J,EAAM1H,EAAI,GAAK2H,EAAM3H,EAAI,GAAK4H,EAAM5H,EAAI,GACxC6H,EAAM7H,EAAI,GAAK8H,EAAM9H,EAAI,GAAK+H,EAAM/H,EAAI,GACxCgI,EAAMhI,EAAI,GAAKiI,EAAMjI,EAAI,GAAKkI,EAAMlI,EAAI,IAEzC,GAAOxH,KAAKgC,IAAKmN,EAAME,GAAQL,GACxBhP,KAAKgC,IAAKoN,EAAMI,GAAQR,GACxBhP,KAAKgC,IAAKuN,EAAME,GAAQT,EAAY,CAM1C,GAAOhP,KAAKgC,IAAKmN,EAAME,GAAQJ,GACxBjP,KAAKgC,IAAKoN,EAAMI,GAAQP,GACxBjP,KAAKgC,IAAKuN,EAAME,GAAQR,GACxBjP,KAAKgC,IAAKkN,EAAMI,EAAMI,EAAM,GAAMT,EAMxC,OAFAvS,KAAK6H,IAAK,EAAG,EAAG,EAAG,GAEZ7H,KAMRgK,EAAQ1G,KAAKC,GAEb,MAAM0P,GAAOT,EAAM,GAAM,EACnBU,GAAON,EAAM,GAAM,EACnBO,GAAOH,EAAM,GAAM,EACnBI,GAAOX,EAAME,GAAQ,EACrBU,GAAOX,EAAMI,GAAQ,EACrBQ,GAAOT,EAAME,GAAQ,EA4D3B,OA1DOE,EAAKC,GAAUD,EAAKE,EAIrBF,EAAKX,GAET9N,EAAI,EACJM,EAAI,WACJsN,EAAI,aAIJ5N,EAAIlB,KAAK4F,KAAM+J,GACfnO,EAAIsO,EAAK5O,EACT4N,EAAIiB,EAAK7O,GAIC0O,EAAKC,EAIXD,EAAKZ,GAET9N,EAAI,WACJM,EAAI,EACJsN,EAAI,aAIJtN,EAAIxB,KAAK4F,KAAMgK,GACf1O,EAAI4O,EAAKtO,EACTsN,EAAIkB,EAAKxO,GAQLqO,EAAKb,GAET9N,EAAI,WACJM,EAAI,WACJsN,EAAI,IAIJA,EAAI9O,KAAK4F,KAAMiK,GACf3O,EAAI6O,EAAKjB,EACTtN,EAAIwO,EAAKlB,GAMXpS,KAAK6H,IAAKrD,EAAGM,EAAGsN,EAAGpI,GAEZhK,KAMR,IAAIiG,EAAI3C,KAAK4F,MAAQ6J,EAAMF,IAAUE,EAAMF,IACxCH,EAAMI,IAAUJ,EAAMI,IACtBH,EAAMF,IAAUE,EAAMF,IAYzB,OAVKnP,KAAKgC,IAAKW,GAAM,OAAQA,EAAI,GAKjCjG,KAAKwE,GAAMuO,EAAMF,GAAQ5M,EACzBjG,KAAK8E,GAAM4N,EAAMI,GAAQ7M,EACzBjG,KAAKoS,GAAMO,EAAMF,GAAQxM,EACzBjG,KAAKwI,EAAIlF,KAAK+O,MAAQG,EAAMI,EAAMI,EAAM,GAAM,GAEvChT,KAIRiI,IAAKM,GAOJ,OALAvI,KAAKwE,EAAIlB,KAAKY,IAAKlE,KAAKwE,EAAG+D,EAAE/D,GAC7BxE,KAAK8E,EAAIxB,KAAKY,IAAKlE,KAAK8E,EAAGyD,EAAEzD,GAC7B9E,KAAKoS,EAAI9O,KAAKY,IAAKlE,KAAKoS,EAAG7J,EAAE6J,GAC7BpS,KAAKwI,EAAIlF,KAAKY,IAAKlE,KAAKwI,EAAGD,EAAEC,GAEtBxI,KAIRiI,IAAKM,GAOJ,OALAvI,KAAKwE,EAAIlB,KAAKa,IAAKnE,KAAKwE,EAAG+D,EAAE/D,GAC7BxE,KAAK8E,EAAIxB,KAAKa,IAAKnE,KAAK8E,EAAGyD,EAAEzD,GAC7B9E,KAAKoS,EAAI9O,KAAKa,IAAKnE,KAAKoS,EAAG7J,EAAE6J,GAC7BpS,KAAKwI,EAAIlF,KAAKa,IAAKnE,KAAKwI,EAAGD,EAAEC,GAEtBxI,KAIRiI,MAAO/D,EAAKC,GASX,OALAnE,KAAKwE,EAAIlB,KAAKa,IAAKD,EAAIM,EAAGlB,KAAKY,IAAKC,EAAIK,EAAGxE,KAAKwE,IAChDxE,KAAK8E,EAAIxB,KAAKa,IAAKD,EAAIY,EAAGxB,KAAKY,IAAKC,EAAIW,EAAG9E,KAAK8E,IAChD9E,KAAKoS,EAAI9O,KAAKa,IAAKD,EAAIkO,EAAG9O,KAAKY,IAAKC,EAAIiO,EAAGpS,KAAKoS,IAChDpS,KAAKwI,EAAIlF,KAAKa,IAAKD,EAAIsE,EAAGlF,KAAKY,IAAKC,EAAIqE,EAAGxI,KAAKwI,IAEzCxI,KAIRiI,YAAaa,EAAQC,GAOpB,OALA/I,KAAKwE,EAAIlB,KAAKa,IAAK2E,EAAQxF,KAAKY,IAAK6E,EAAQ/I,KAAKwE,IAClDxE,KAAK8E,EAAIxB,KAAKa,IAAK2E,EAAQxF,KAAKY,IAAK6E,EAAQ/I,KAAK8E,IAClD9E,KAAKoS,EAAI9O,KAAKa,IAAK2E,EAAQxF,KAAKY,IAAK6E,EAAQ/I,KAAKoS,IAClDpS,KAAKwI,EAAIlF,KAAKa,IAAK2E,EAAQxF,KAAKY,IAAK6E,EAAQ/I,KAAKwI,IAE3CxI,KAIRiI,YAAa/D,EAAKC,GAEjB,MAAMpB,EAAS/C,KAAK+C,SAEpB,OAAO/C,KAAKgJ,aAAcjG,GAAU,GAAI4F,eAAgBrF,KAAKa,IAAKD,EAAKZ,KAAKY,IAAKC,EAAKpB,KAIvFkF,QAOC,OALAjI,KAAKwE,EAAIlB,KAAKsC,MAAO5F,KAAKwE,GAC1BxE,KAAK8E,EAAIxB,KAAKsC,MAAO5F,KAAK8E,GAC1B9E,KAAKoS,EAAI9O,KAAKsC,MAAO5F,KAAKoS,GAC1BpS,KAAKwI,EAAIlF,KAAKsC,MAAO5F,KAAKwI,GAEnBxI,KAIRiI,OAOC,OALAjI,KAAKwE,EAAIlB,KAAKmD,KAAMzG,KAAKwE,GACzBxE,KAAK8E,EAAIxB,KAAKmD,KAAMzG,KAAK8E,GACzB9E,KAAKoS,EAAI9O,KAAKmD,KAAMzG,KAAKoS,GACzBpS,KAAKwI,EAAIlF,KAAKmD,KAAMzG,KAAKwI,GAElBxI,KAIRiI,QAOC,OALAjI,KAAKwE,EAAIlB,KAAK2F,MAAOjJ,KAAKwE,GAC1BxE,KAAK8E,EAAIxB,KAAK2F,MAAOjJ,KAAK8E,GAC1B9E,KAAKoS,EAAI9O,KAAK2F,MAAOjJ,KAAKoS,GAC1BpS,KAAKwI,EAAIlF,KAAK2F,MAAOjJ,KAAKwI,GAEnBxI,KAIRiI,cAOC,OALAjI,KAAKwE,EAAMxE,KAAKwE,EAAI,EAAMlB,KAAKmD,KAAMzG,KAAKwE,GAAMlB,KAAKsC,MAAO5F,KAAKwE,GACjExE,KAAK8E,EAAM9E,KAAK8E,EAAI,EAAMxB,KAAKmD,KAAMzG,KAAK8E,GAAMxB,KAAKsC,MAAO5F,KAAK8E,GACjE9E,KAAKoS,EAAMpS,KAAKoS,EAAI,EAAM9O,KAAKmD,KAAMzG,KAAKoS,GAAM9O,KAAKsC,MAAO5F,KAAKoS,GACjEpS,KAAKwI,EAAMxI,KAAKwI,EAAI,EAAMlF,KAAKmD,KAAMzG,KAAKwI,GAAMlF,KAAKsC,MAAO5F,KAAKwI,GAE1DxI,KAIRiI,SAOC,OALAjI,KAAKwE,GAAMxE,KAAKwE,EAChBxE,KAAK8E,GAAM9E,KAAK8E,EAChB9E,KAAKoS,GAAMpS,KAAKoS,EAChBpS,KAAKwI,GAAMxI,KAAKwI,EAETxI,KAIRiI,IAAKM,GAEJ,OAAOvI,KAAKwE,EAAI+D,EAAE/D,EAAIxE,KAAK8E,EAAIyD,EAAEzD,EAAI9E,KAAKoS,EAAI7J,EAAE6J,EAAIpS,KAAKwI,EAAID,EAAEC,EAIhEP,WAEC,OAAOjI,KAAKwE,EAAIxE,KAAKwE,EAAIxE,KAAK8E,EAAI9E,KAAK8E,EAAI9E,KAAKoS,EAAIpS,KAAKoS,EAAIpS,KAAKwI,EAAIxI,KAAKwI,EAI5EP,SAEC,OAAO3E,KAAK4F,KAAMlJ,KAAKwE,EAAIxE,KAAKwE,EAAIxE,KAAK8E,EAAI9E,KAAK8E,EAAI9E,KAAKoS,EAAIpS,KAAKoS,EAAIpS,KAAKwI,EAAIxI,KAAKwI,GAIvFP,kBAEC,OAAO3E,KAAKgC,IAAKtF,KAAKwE,GAAMlB,KAAKgC,IAAKtF,KAAK8E,GAAMxB,KAAKgC,IAAKtF,KAAKoS,GAAM9O,KAAKgC,IAAKtF,KAAKwI,GAItFP,YAEC,OAAOjI,KAAKgJ,aAAchJ,KAAK+C,UAAY,GAI5CkF,UAAWlF,GAEV,OAAO/C,KAAKuJ,YAAYZ,eAAgB5F,GAIzCkF,KAAMM,EAAGiB,GAOR,OALAxJ,KAAKwE,IAAO+D,EAAE/D,EAAIxE,KAAKwE,GAAMgF,EAC7BxJ,KAAK8E,IAAOyD,EAAEzD,EAAI9E,KAAK8E,GAAM0E,EAC7BxJ,KAAKoS,IAAO7J,EAAE6J,EAAIpS,KAAKoS,GAAM5I,EAC7BxJ,KAAKwI,IAAOD,EAAEC,EAAIxI,KAAKwI,GAAMgB,EAEtBxJ,KAIRiI,YAAawB,EAAIC,EAAIF,GAOpB,OALAxJ,KAAKwE,EAAIiF,EAAGjF,GAAMkF,EAAGlF,EAAIiF,EAAGjF,GAAMgF,EAClCxJ,KAAK8E,EAAI2E,EAAG3E,GAAM4E,EAAG5E,EAAI2E,EAAG3E,GAAM0E,EAClCxJ,KAAKoS,EAAI3I,EAAG2I,GAAM1I,EAAG0I,EAAI3I,EAAG2I,GAAM5I,EAClCxJ,KAAKwI,EAAIiB,EAAGjB,GAAMkB,EAAGlB,EAAIiB,EAAGjB,GAAMgB,EAE3BxJ,KAIRiI,OAAQM,GAEP,OAAWA,EAAE/D,IAAMxE,KAAKwE,GAAS+D,EAAEzD,IAAM9E,KAAK8E,GAASyD,EAAE6J,IAAMpS,KAAKoS,GAAS7J,EAAEC,IAAMxI,KAAKwI,EAI3FP,UAAWtF,EAAOgH,EAAS,GAO1B,OALA3J,KAAKwE,EAAI7B,EAAOgH,GAChB3J,KAAK8E,EAAInC,EAAOgH,EAAS,GACzB3J,KAAKoS,EAAIzP,EAAOgH,EAAS,GACzB3J,KAAKwI,EAAI7F,EAAOgH,EAAS,GAElB3J,KAIRiI,QAAStF,EAAQ,GAAIgH,EAAS,GAO7B,OALAhH,EAAOgH,GAAW3J,KAAKwE,EACvB7B,EAAOgH,EAAS,GAAM3J,KAAK8E,EAC3BnC,EAAOgH,EAAS,GAAM3J,KAAKoS,EAC3BzP,EAAOgH,EAAS,GAAM3J,KAAKwI,EAEpB7F,EAIRsF,oBAAqB2B,EAAWtH,EAAOqH,GAatC,YAXgB7H,IAAX6H,GAEJ7B,QAAQC,KAAM,uEAIf/H,KAAKwE,EAAIoF,EAAUC,KAAMvH,GACzBtC,KAAK8E,EAAI8E,EAAUE,KAAMxH,GACzBtC,KAAKoS,EAAIxI,EAAU2J,KAAMjR,GACzBtC,KAAKwI,EAAIoB,EAAU4J,KAAMlR,GAElBtC,KAIRiI,SAOC,OALAjI,KAAKwE,EAAIlB,KAAKK,SACd3D,KAAK8E,EAAIxB,KAAKK,SACd3D,KAAKoS,EAAI9O,KAAKK,SACd3D,KAAKwI,EAAIlF,KAAKK,SAEP3D,MAMTmS,EAAQzQ,UAAU+R,WAAY,EAO9B,MAAMC,UAA0BnS,EAE/B0G,YAAaC,EAAOC,EAAQwL,GAE3B7D,QAEA9P,KAAKkI,MAAQA,EACblI,KAAKmI,OAASA,EACdnI,KAAK4T,MAAQ,EAEb5T,KAAK6T,QAAU,IAAI1B,EAAS,EAAG,EAAGjK,EAAOC,GACzCnI,KAAK8T,aAAc,EAEnB9T,KAAK+T,SAAW,IAAI5B,EAAS,EAAG,EAAGjK,EAAOC,GAE1CwL,EAAUA,GAAW,GAErB3T,KAAKgU,QAAU,IAAI7E,OAASrN,EAAW6R,EAAQtE,QAASsE,EAAQpE,MAAOoE,EAAQnE,MAAOmE,EAAQlE,UAAWkE,EAAQjE,UAAWiE,EAAQhE,OAAQgE,EAAQ/R,KAAM+R,EAAQ/D,WAAY+D,EAAQ9D,UAEtL7P,KAAKgU,QAAQ1F,MAAQ,GACrBtO,KAAKgU,QAAQ1F,MAAMpG,MAAQA,EAC3BlI,KAAKgU,QAAQ1F,MAAMnG,OAASA,EAC5BnI,KAAKgU,QAAQ1F,MAAMsF,MAAQ,EAE3B5T,KAAKgU,QAAQ1D,qBAA8CxO,IAA5B6R,EAAQrD,iBAAgCqD,EAAQrD,gBAC/EtQ,KAAKgU,QAAQtE,eAAkC5N,IAAtB6R,EAAQjE,UAA0BiE,EAAQjE,UAAYpP,EAE/EN,KAAKiU,iBAAsCnS,IAAxB6R,EAAQM,aAA4BN,EAAQM,YAC/DjU,KAAKkU,mBAA0CpS,IAA1B6R,EAAQO,eAA8BP,EAAQO,cACnElU,KAAKmU,kBAAwCrS,IAAzB6R,EAAQQ,aAA6BR,EAAQQ,aAAe,KAIjFlM,WAAY+L,GAEXA,EAAQ1F,MAAQ,CACfpG,MAAOlI,KAAKkI,MACZC,OAAQnI,KAAKmI,OACbyL,MAAO5T,KAAK4T,OAGb5T,KAAKgU,QAAUA,EAIhB/L,QAASC,EAAOC,EAAQyL,EAAQ,GAE1B5T,KAAKkI,QAAUA,GAASlI,KAAKmI,SAAWA,GAAUnI,KAAK4T,QAAUA,IAErE5T,KAAKkI,MAAQA,EACblI,KAAKmI,OAASA,EACdnI,KAAK4T,MAAQA,EAEb5T,KAAKgU,QAAQ1F,MAAMpG,MAAQA,EAC3BlI,KAAKgU,QAAQ1F,MAAMnG,OAASA,EAC5BnI,KAAKgU,QAAQ1F,MAAMsF,MAAQA,EAE3B5T,KAAKoU,WAINpU,KAAK+T,SAASlM,IAAK,EAAG,EAAGK,EAAOC,GAChCnI,KAAK6T,QAAQhM,IAAK,EAAG,EAAGK,EAAOC,GAIhCF,QAEC,OAAO,IAAIjI,KAAKsI,aAAcuI,KAAM7Q,MAIrCiI,KAAM6I,GAcL,OAZA9Q,KAAKkI,MAAQ4I,EAAO5I,MACpBlI,KAAKmI,OAAS2I,EAAO3I,OACrBnI,KAAK4T,MAAQ9C,EAAO8C,MAEpB5T,KAAK+T,SAASlD,KAAMC,EAAOiD,UAE3B/T,KAAKgU,QAAUlD,EAAOkD,QAAQK,QAE9BrU,KAAKiU,YAAcnD,EAAOmD,YAC1BjU,KAAKkU,cAAgBpD,EAAOoD,cAC5BlU,KAAKmU,aAAerD,EAAOqD,aAEpBnU,KAIRiI,UAECjI,KAAKwC,cAAe,CAAEZ,KAAM,aAM9B8R,EAAkBhS,UAAU4S,qBAAsB,EA0BlD,MAAMC,EAELtM,YAAazD,EAAI,EAAGM,EAAI,EAAGsN,EAAI,EAAG5J,EAAI,GAErCxI,KAAKwU,GAAKhQ,EACVxE,KAAKyU,GAAK3P,EACV9E,KAAK0U,GAAKtC,EACVpS,KAAK2U,GAAKnM,EAIXP,aAAc2M,EAAIC,EAAIC,EAAI9P,GAGzB,OADA8C,QAAQC,KAAM,wGACP+M,EAAGC,iBAAkBH,EAAIC,EAAI7P,GAIrCiD,iBAAkB+M,EAAKC,EAAWC,EAAMC,EAAYC,EAAMC,EAAYrQ,GAIrE,IAAIsQ,EAAKJ,EAAMC,EAAa,GAC3BI,EAAKL,EAAMC,EAAa,GACxBK,EAAKN,EAAMC,EAAa,GACxBM,EAAKP,EAAMC,EAAa,GAEzB,MAAMO,EAAKN,EAAMC,EAAa,GAC7BM,EAAKP,EAAMC,EAAa,GACxBO,EAAKR,EAAMC,EAAa,GACxBQ,EAAKT,EAAMC,EAAa,GAEzB,GAAW,IAANrQ,EAMJ,OAJAgQ,EAAKC,EAAY,GAAMK,EACvBN,EAAKC,EAAY,GAAMM,EACvBP,EAAKC,EAAY,GAAMO,OACvBR,EAAKC,EAAY,GAAMQ,GAKxB,GAAW,IAANzQ,EAMJ,OAJAgQ,EAAKC,EAAY,GAAMS,EACvBV,EAAKC,EAAY,GAAMU,EACvBX,EAAKC,EAAY,GAAMW,OACvBZ,EAAKC,EAAY,GAAMY,GAKxB,GAAKJ,IAAOI,GAAMP,IAAOI,GAAMH,IAAOI,GAAMH,IAAOI,EAAK,CAEvD,IAAI3P,EAAI,EAAIjB,EACZ,MAAMmC,EAAMmO,EAAKI,EAAKH,EAAKI,EAAKH,EAAKI,EAAKH,EAAKI,EAC9CC,EAAQ3O,GAAO,EAAI,GAAM,EACzB4O,EAAS,EAAI5O,EAAMA,EAGpB,GAAK4O,EAASC,OAAOC,QAAU,CAE9B,MAAM7O,EAAM9D,KAAK4F,KAAM6M,GACtBG,EAAM5S,KAAK6F,MAAO/B,EAAKD,EAAM2O,GAE9B7P,EAAI3C,KAAK8D,IAAKnB,EAAIiQ,GAAQ9O,EAC1BpC,EAAI1B,KAAK8D,IAAKpC,EAAIkR,GAAQ9O,EAI3B,MAAM+O,EAAOnR,EAAI8Q,EAQjB,GANAR,EAAKA,EAAKrP,EAAIyP,EAAKS,EACnBZ,EAAKA,EAAKtP,EAAI0P,EAAKQ,EACnBX,EAAKA,EAAKvP,EAAI2P,EAAKO,EACnBV,EAAKA,EAAKxP,EAAI4P,EAAKM,EAGdlQ,IAAM,EAAIjB,EAAI,CAElB,MAAM0H,EAAI,EAAIpJ,KAAK4F,KAAMoM,EAAKA,EAAKC,EAAKA,EAAKC,EAAKA,EAAKC,EAAKA,GAE5DH,GAAM5I,EACN6I,GAAM7I,EACN8I,GAAM9I,EACN+I,GAAM/I,GAMRsI,EAAKC,GAAcK,EACnBN,EAAKC,EAAY,GAAMM,EACvBP,EAAKC,EAAY,GAAMO,EACvBR,EAAKC,EAAY,GAAMQ,EAIxBxN,+BAAgC+M,EAAKC,EAAWC,EAAMC,EAAYC,EAAMC,GAEvE,MAAMC,EAAKJ,EAAMC,GACXI,EAAKL,EAAMC,EAAa,GACxBK,EAAKN,EAAMC,EAAa,GACxBM,EAAKP,EAAMC,EAAa,GAExBO,EAAKN,EAAMC,GACXM,EAAKP,EAAMC,EAAa,GACxBO,EAAKR,EAAMC,EAAa,GACxBQ,EAAKT,EAAMC,EAAa,GAO9B,OALAL,EAAKC,GAAcK,EAAKO,EAAKJ,EAAKC,EAAKH,EAAKK,EAAKJ,EAAKG,EACtDX,EAAKC,EAAY,GAAMM,EAAKM,EAAKJ,EAAKE,EAAKH,EAAKE,EAAKJ,EAAKM,EAC1DZ,EAAKC,EAAY,GAAMO,EAAKK,EAAKJ,EAAKG,EAAKN,EAAKK,EAAKJ,EAAKG,EAC1DV,EAAKC,EAAY,GAAMQ,EAAKI,EAAKP,EAAKI,EAAKH,EAAKI,EAAKH,EAAKI,EAEnDZ,EAIRxQ,QAEC,OAAOxE,KAAKwU,GAIbhQ,MAAOP,GAENjE,KAAKwU,GAAKvQ,EACVjE,KAAKoW,oBAINtR,QAEC,OAAO9E,KAAKyU,GAIb3P,MAAOb,GAENjE,KAAKyU,GAAKxQ,EACVjE,KAAKoW,oBAINhE,QAEC,OAAOpS,KAAK0U,GAIbtC,MAAOnO,GAENjE,KAAK0U,GAAKzQ,EACVjE,KAAKoW,oBAIN5N,QAEC,OAAOxI,KAAK2U,GAIbnM,MAAOvE,GAENjE,KAAK2U,GAAK1Q,EACVjE,KAAKoW,oBAINnO,IAAKzD,EAAGM,EAAGsN,EAAG5J,GASb,OAPAxI,KAAKwU,GAAKhQ,EACVxE,KAAKyU,GAAK3P,EACV9E,KAAK0U,GAAKtC,EACVpS,KAAK2U,GAAKnM,EAEVxI,KAAKoW,oBAEEpW,KAIRiI,QAEC,OAAO,IAAIjI,KAAKsI,YAAatI,KAAKwU,GAAIxU,KAAKyU,GAAIzU,KAAK0U,GAAI1U,KAAK2U,IAI9D1M,KAAMoO,GASL,OAPArW,KAAKwU,GAAK6B,EAAW7R,EACrBxE,KAAKyU,GAAK4B,EAAWvR,EACrB9E,KAAK0U,GAAK2B,EAAWjE,EACrBpS,KAAK2U,GAAK0B,EAAW7N,EAErBxI,KAAKoW,oBAEEpW,KAIRiI,aAAcqO,EAAOC,GAEpB,IAASD,IAASA,EAAME,QAEvB,MAAM,IAAInO,MAAO,oGAIlB,MAAM7D,EAAI8R,EAAM9B,GAAI1P,EAAIwR,EAAM7B,GAAIrC,EAAIkE,EAAM5B,GAAIxN,EAAQoP,EAAMG,OAMxDtP,EAAM7D,KAAK6D,IACXC,EAAM9D,KAAK8D,IAEXsP,EAAKvP,EAAK3C,EAAI,GACd6C,EAAKF,EAAKrC,EAAI,GACd6R,EAAKxP,EAAKiL,EAAI,GAEdwE,EAAKxP,EAAK5C,EAAI,GACd8C,EAAKF,EAAKtC,EAAI,GACd+R,EAAKzP,EAAKgL,EAAI,GAEpB,OAASlL,GAER,IAAK,MACJlH,KAAKwU,GAAKoC,EAAKvP,EAAKsP,EAAKD,EAAKpP,EAAKuP,EACnC7W,KAAKyU,GAAKiC,EAAKpP,EAAKqP,EAAKC,EAAKvP,EAAKwP,EACnC7W,KAAK0U,GAAKgC,EAAKrP,EAAKwP,EAAKD,EAAKtP,EAAKqP,EACnC3W,KAAK2U,GAAK+B,EAAKrP,EAAKsP,EAAKC,EAAKtP,EAAKuP,EACnC,MAED,IAAK,MACJ7W,KAAKwU,GAAKoC,EAAKvP,EAAKsP,EAAKD,EAAKpP,EAAKuP,EACnC7W,KAAKyU,GAAKiC,EAAKpP,EAAKqP,EAAKC,EAAKvP,EAAKwP,EACnC7W,KAAK0U,GAAKgC,EAAKrP,EAAKwP,EAAKD,EAAKtP,EAAKqP,EACnC3W,KAAK2U,GAAK+B,EAAKrP,EAAKsP,EAAKC,EAAKtP,EAAKuP,EACnC,MAED,IAAK,MACJ7W,KAAKwU,GAAKoC,EAAKvP,EAAKsP,EAAKD,EAAKpP,EAAKuP,EACnC7W,KAAKyU,GAAKiC,EAAKpP,EAAKqP,EAAKC,EAAKvP,EAAKwP,EACnC7W,KAAK0U,GAAKgC,EAAKrP,EAAKwP,EAAKD,EAAKtP,EAAKqP,EACnC3W,KAAK2U,GAAK+B,EAAKrP,EAAKsP,EAAKC,EAAKtP,EAAKuP,EACnC,MAED,IAAK,MACJ7W,KAAKwU,GAAKoC,EAAKvP,EAAKsP,EAAKD,EAAKpP,EAAKuP,EACnC7W,KAAKyU,GAAKiC,EAAKpP,EAAKqP,EAAKC,EAAKvP,EAAKwP,EACnC7W,KAAK0U,GAAKgC,EAAKrP,EAAKwP,EAAKD,EAAKtP,EAAKqP,EACnC3W,KAAK2U,GAAK+B,EAAKrP,EAAKsP,EAAKC,EAAKtP,EAAKuP,EACnC,MAED,IAAK,MACJ7W,KAAKwU,GAAKoC,EAAKvP,EAAKsP,EAAKD,EAAKpP,EAAKuP,EACnC7W,KAAKyU,GAAKiC,EAAKpP,EAAKqP,EAAKC,EAAKvP,EAAKwP,EACnC7W,KAAK0U,GAAKgC,EAAKrP,EAAKwP,EAAKD,EAAKtP,EAAKqP,EACnC3W,KAAK2U,GAAK+B,EAAKrP,EAAKsP,EAAKC,EAAKtP,EAAKuP,EACnC,MAED,IAAK,MACJ7W,KAAKwU,GAAKoC,EAAKvP,EAAKsP,EAAKD,EAAKpP,EAAKuP,EACnC7W,KAAKyU,GAAKiC,EAAKpP,EAAKqP,EAAKC,EAAKvP,EAAKwP,EACnC7W,KAAK0U,GAAKgC,EAAKrP,EAAKwP,EAAKD,EAAKtP,EAAKqP,EACnC3W,KAAK2U,GAAK+B,EAAKrP,EAAKsP,EAAKC,EAAKtP,EAAKuP,EACnC,MAED,QACC/O,QAAQC,KAAM,mEAAqEb,GAMrF,OAFgB,IAAXqP,GAAmBvW,KAAKoW,oBAEtBpW,KAIRiI,iBAAkB6O,EAAM9M,GAMvB,MAAM+M,EAAY/M,EAAQ,EAAG/D,EAAI3C,KAAK8D,IAAK2P,GAS3C,OAPA/W,KAAKwU,GAAKsC,EAAKtS,EAAIyB,EACnBjG,KAAKyU,GAAKqC,EAAKhS,EAAImB,EACnBjG,KAAK0U,GAAKoC,EAAK1E,EAAInM,EACnBjG,KAAK2U,GAAKrR,KAAK6D,IAAK4P,GAEpB/W,KAAKoW,oBAEEpW,KAIRiI,sBAAuB3D,GAMtB,MAAMwG,EAAKxG,EAAEuE,SAEZ2J,EAAM1H,EAAI,GAAK2H,EAAM3H,EAAI,GAAK4H,EAAM5H,EAAI,GACxC6H,EAAM7H,EAAI,GAAK8H,EAAM9H,EAAI,GAAK+H,EAAM/H,EAAI,GACxCgI,EAAMhI,EAAI,GAAKiI,EAAMjI,EAAI,GAAKkI,EAAMlI,EAAI,IAExCkM,EAAQxE,EAAMI,EAAMI,EAErB,GAAKgE,EAAQ,EAAI,CAEhB,MAAM/Q,EAAI,GAAM3C,KAAK4F,KAAM8N,EAAQ,GAEnChX,KAAK2U,GAAK,IAAO1O,EACjBjG,KAAKwU,IAAOzB,EAAMF,GAAQ5M,EAC1BjG,KAAKyU,IAAO/B,EAAMI,GAAQ7M,EAC1BjG,KAAK0U,IAAO/B,EAAMF,GAAQxM,OAEpB,GAAKuM,EAAMI,GAAOJ,EAAMQ,EAAM,CAEpC,MAAM/M,EAAI,EAAM3C,KAAK4F,KAAM,EAAMsJ,EAAMI,EAAMI,GAE7ChT,KAAK2U,IAAO5B,EAAMF,GAAQ5M,EAC1BjG,KAAKwU,GAAK,IAAOvO,EACjBjG,KAAKyU,IAAOhC,EAAME,GAAQ1M,EAC1BjG,KAAK0U,IAAOhC,EAAMI,GAAQ7M,OAEpB,GAAK2M,EAAMI,EAAM,CAEvB,MAAM/M,EAAI,EAAM3C,KAAK4F,KAAM,EAAM0J,EAAMJ,EAAMQ,GAE7ChT,KAAK2U,IAAOjC,EAAMI,GAAQ7M,EAC1BjG,KAAKwU,IAAO/B,EAAME,GAAQ1M,EAC1BjG,KAAKyU,GAAK,IAAOxO,EACjBjG,KAAK0U,IAAO7B,EAAME,GAAQ9M,MAEpB,CAEN,MAAMA,EAAI,EAAM3C,KAAK4F,KAAM,EAAM8J,EAAMR,EAAMI,GAE7C5S,KAAK2U,IAAOhC,EAAMF,GAAQxM,EAC1BjG,KAAKwU,IAAO9B,EAAMI,GAAQ7M,EAC1BjG,KAAKyU,IAAO5B,EAAME,GAAQ9M,EAC1BjG,KAAK0U,GAAK,IAAOzO,EAMlB,OAFAjG,KAAKoW,oBAEEpW,KAIRiI,mBAAoBgP,EAAOC,GAI1B,IAAI3J,EAAI0J,EAAME,IAAKD,GAAQ,EAmC3B,OAjCK3J,EAAIyI,OAAOC,SAIf1I,EAAI,EAECjK,KAAKgC,IAAK2R,EAAMzS,GAAMlB,KAAKgC,IAAK2R,EAAM7E,IAE1CpS,KAAKwU,IAAOyC,EAAMnS,EAClB9E,KAAKyU,GAAKwC,EAAMzS,EAChBxE,KAAK0U,GAAK,EACV1U,KAAK2U,GAAKpH,IAIVvN,KAAKwU,GAAK,EACVxU,KAAKyU,IAAOwC,EAAM7E,EAClBpS,KAAK0U,GAAKuC,EAAMnS,EAChB9E,KAAK2U,GAAKpH,KAQXvN,KAAKwU,GAAKyC,EAAMnS,EAAIoS,EAAI9E,EAAI6E,EAAM7E,EAAI8E,EAAIpS,EAC1C9E,KAAKyU,GAAKwC,EAAM7E,EAAI8E,EAAI1S,EAAIyS,EAAMzS,EAAI0S,EAAI9E,EAC1CpS,KAAK0U,GAAKuC,EAAMzS,EAAI0S,EAAIpS,EAAImS,EAAMnS,EAAIoS,EAAI1S,EAC1CxE,KAAK2U,GAAKpH,GAIJvN,KAAKuJ,YAIbtB,QAASnB,GAER,OAAO,EAAIxD,KAAK+O,KAAM/O,KAAKgC,IAAKlC,EAAUY,MAAOhE,KAAKmX,IAAKrQ,IAAO,EAAG,KAItEmB,cAAenB,EAAGsQ,GAEjB,MAAMpN,EAAQhK,KAAKqX,QAASvQ,GAE5B,GAAe,IAAVkD,EAAc,OAAOhK,KAE1B,MAAMgF,EAAI1B,KAAKY,IAAK,EAAGkT,EAAOpN,GAI9B,OAFAhK,KAAKsX,MAAOxQ,EAAG9B,GAERhF,KAIRiI,WAEC,OAAOjI,KAAK6H,IAAK,EAAG,EAAG,EAAG,GAI3BI,SAIC,OAAOjI,KAAKuX,YAIbtP,YAQC,OANAjI,KAAKwU,KAAQ,EACbxU,KAAKyU,KAAQ,EACbzU,KAAK0U,KAAQ,EAEb1U,KAAKoW,oBAEEpW,KAIRiI,IAAKM,GAEJ,OAAOvI,KAAKwU,GAAKjM,EAAEiM,GAAKxU,KAAKyU,GAAKlM,EAAEkM,GAAKzU,KAAK0U,GAAKnM,EAAEmM,GAAK1U,KAAK2U,GAAKpM,EAAEoM,GAIvE1M,WAEC,OAAOjI,KAAKwU,GAAKxU,KAAKwU,GAAKxU,KAAKyU,GAAKzU,KAAKyU,GAAKzU,KAAK0U,GAAK1U,KAAK0U,GAAK1U,KAAK2U,GAAK3U,KAAK2U,GAInF1M,SAEC,OAAO3E,KAAK4F,KAAMlJ,KAAKwU,GAAKxU,KAAKwU,GAAKxU,KAAKyU,GAAKzU,KAAKyU,GAAKzU,KAAK0U,GAAK1U,KAAK0U,GAAK1U,KAAK2U,GAAK3U,KAAK2U,IAI9F1M,YAEC,IAAInF,EAAI9C,KAAK+C,SAsBb,OApBW,IAAND,GAEJ9C,KAAKwU,GAAK,EACVxU,KAAKyU,GAAK,EACVzU,KAAK0U,GAAK,EACV1U,KAAK2U,GAAK,IAIV7R,EAAI,EAAIA,EAER9C,KAAKwU,GAAKxU,KAAKwU,GAAK1R,EACpB9C,KAAKyU,GAAKzU,KAAKyU,GAAK3R,EACpB9C,KAAK0U,GAAK1U,KAAK0U,GAAK5R,EACpB9C,KAAK2U,GAAK3U,KAAK2U,GAAK7R,GAIrB9C,KAAKoW,oBAEEpW,KAIRiI,SAAUnB,EAAG0Q,GAEZ,YAAW1V,IAAN0V,GAEJ1P,QAAQC,KAAM,0GACP/H,KAAKyX,oBAAqB3Q,EAAG0Q,IAI9BxX,KAAKyX,oBAAqBzX,KAAM8G,GAIxCmB,YAAanB,GAEZ,OAAO9G,KAAKyX,oBAAqB3Q,EAAG9G,MAIrCiI,oBAAqBlB,EAAGC,GAIvB,MAAM0Q,EAAM3Q,EAAEyN,GAAImD,EAAM5Q,EAAE0N,GAAImD,EAAM7Q,EAAE2N,GAAImD,EAAM9Q,EAAE4N,GAC5CmD,EAAM9Q,EAAEwN,GAAIuD,EAAM/Q,EAAEyN,GAAIuD,EAAMhR,EAAE0N,GAAIuD,EAAMjR,EAAE2N,GASlD,OAPA3U,KAAKwU,GAAKkD,EAAMO,EAAMJ,EAAMC,EAAMH,EAAMK,EAAMJ,EAAMG,EACpD/X,KAAKyU,GAAKkD,EAAMM,EAAMJ,EAAME,EAAMH,EAAME,EAAMJ,EAAMM,EACpDhY,KAAK0U,GAAKkD,EAAMK,EAAMJ,EAAMG,EAAMN,EAAMK,EAAMJ,EAAMG,EACpD9X,KAAK2U,GAAKkD,EAAMI,EAAMP,EAAMI,EAAMH,EAAMI,EAAMH,EAAMI,EAEpDhY,KAAKoW,oBAEEpW,KAIRiI,MAAO4M,EAAI7P,GAEV,GAAW,IAANA,EAAU,OAAOhF,KACtB,GAAW,IAANgF,EAAU,OAAOhF,KAAK6Q,KAAMgE,GAEjC,MAAMrQ,EAAIxE,KAAKwU,GAAI1P,EAAI9E,KAAKyU,GAAIrC,EAAIpS,KAAK0U,GAAIlM,EAAIxI,KAAK2U,GAItD,IAAIuD,EAAe1P,EAAIqM,EAAGF,GAAKnQ,EAAIqQ,EAAGL,GAAK1P,EAAI+P,EAAGJ,GAAKrC,EAAIyC,EAAGH,GAiB9D,GAfKwD,EAAe,GAEnBlY,KAAK2U,IAAOE,EAAGF,GACf3U,KAAKwU,IAAOK,EAAGL,GACfxU,KAAKyU,IAAOI,EAAGJ,GACfzU,KAAK0U,IAAOG,EAAGH,GAEfwD,GAAiBA,GAIjBlY,KAAK6Q,KAAMgE,GAIPqD,GAAgB,EAOpB,OALAlY,KAAK2U,GAAKnM,EACVxI,KAAKwU,GAAKhQ,EACVxE,KAAKyU,GAAK3P,EACV9E,KAAK0U,GAAKtC,EAEHpS,KAIR,MAAMmY,EAAkB,EAAMD,EAAeA,EAE7C,GAAKC,GAAmBnC,OAAOC,QAAU,CAExC,MAAMhQ,EAAI,EAAIjB,EASd,OARAhF,KAAK2U,GAAK1O,EAAIuC,EAAIxD,EAAIhF,KAAK2U,GAC3B3U,KAAKwU,GAAKvO,EAAIzB,EAAIQ,EAAIhF,KAAKwU,GAC3BxU,KAAKyU,GAAKxO,EAAInB,EAAIE,EAAIhF,KAAKyU,GAC3BzU,KAAK0U,GAAKzO,EAAImM,EAAIpN,EAAIhF,KAAK0U,GAE3B1U,KAAKuJ,YACLvJ,KAAKoW,oBAEEpW,KAIR,MAAMoY,EAAe9U,KAAK4F,KAAMiP,GAC1BE,EAAY/U,KAAK6F,MAAOiP,EAAcF,GACtCI,EAAShV,KAAK8D,KAAO,EAAIpC,GAAMqT,GAAcD,EAClDG,EAASjV,KAAK8D,IAAKpC,EAAIqT,GAAcD,EAStC,OAPApY,KAAK2U,GAAOnM,EAAI8P,EAAStY,KAAK2U,GAAK4D,EACnCvY,KAAKwU,GAAOhQ,EAAI8T,EAAStY,KAAKwU,GAAK+D,EACnCvY,KAAKyU,GAAO3P,EAAIwT,EAAStY,KAAKyU,GAAK8D,EACnCvY,KAAK0U,GAAOtC,EAAIkG,EAAStY,KAAK0U,GAAK6D,EAEnCvY,KAAKoW,oBAEEpW,KAIRiI,iBAAkB2M,EAAIC,EAAI7P,GAEzBhF,KAAK6Q,KAAM+D,GAAK0C,MAAOzC,EAAI7P,GAI5BiD,OAAQoO,GAEP,OAASA,EAAW7B,KAAOxU,KAAKwU,IAAU6B,EAAW5B,KAAOzU,KAAKyU,IAAU4B,EAAW3B,KAAO1U,KAAK0U,IAAU2B,EAAW1B,KAAO3U,KAAK2U,GAIpI1M,UAAWtF,EAAOgH,EAAS,GAS1B,OAPA3J,KAAKwU,GAAK7R,EAAOgH,GACjB3J,KAAKyU,GAAK9R,EAAOgH,EAAS,GAC1B3J,KAAK0U,GAAK/R,EAAOgH,EAAS,GAC1B3J,KAAK2U,GAAKhS,EAAOgH,EAAS,GAE1B3J,KAAKoW,oBAEEpW,KAIRiI,QAAStF,EAAQ,GAAIgH,EAAS,GAO7B,OALAhH,EAAOgH,GAAW3J,KAAKwU,GACvB7R,EAAOgH,EAAS,GAAM3J,KAAKyU,GAC3B9R,EAAOgH,EAAS,GAAM3J,KAAK0U,GAC3B/R,EAAOgH,EAAS,GAAM3J,KAAK2U,GAEpBhS,EAIRsF,oBAAqB2B,EAAWtH,GAO/B,OALAtC,KAAKwU,GAAK5K,EAAUC,KAAMvH,GAC1BtC,KAAKyU,GAAK7K,EAAUE,KAAMxH,GAC1BtC,KAAK0U,GAAK9K,EAAU2J,KAAMjR,GAC1BtC,KAAK2U,GAAK/K,EAAU4J,KAAMlR,GAEnBtC,KAIRiI,UAAWuQ,GAIV,OAFAxY,KAAKoW,kBAAoBoC,EAElBxY,KAIRiI,sBAIDsM,EAAW7S,UAAU+W,cAAe,EAEpC,MAAMC,EAELzQ,YAAazD,EAAI,EAAGM,EAAI,EAAGsN,EAAI,GAE9BpS,KAAKwE,EAAIA,EACTxE,KAAK8E,EAAIA,EACT9E,KAAKoS,EAAIA,EAIVnK,IAAKzD,EAAGM,EAAGsN,GAQV,YANWtQ,IAANsQ,IAAkBA,EAAIpS,KAAKoS,GAEhCpS,KAAKwE,EAAIA,EACTxE,KAAK8E,EAAIA,EACT9E,KAAKoS,EAAIA,EAEFpS,KAIRiI,UAAWG,GAMV,OAJApI,KAAKwE,EAAI4D,EACTpI,KAAK8E,EAAIsD,EACTpI,KAAKoS,EAAIhK,EAEFpI,KAIRiI,KAAMzD,GAIL,OAFAxE,KAAKwE,EAAIA,EAEFxE,KAIRiI,KAAMnD,GAIL,OAFA9E,KAAK8E,EAAIA,EAEF9E,KAIRiI,KAAMmK,GAIL,OAFApS,KAAKoS,EAAIA,EAEFpS,KAIRiI,aAAc3F,EAAO2B,GAEpB,OAAS3B,GAER,KAAK,EAAGtC,KAAKwE,EAAIP,EAAO,MACxB,KAAK,EAAGjE,KAAK8E,EAAIb,EAAO,MACxB,KAAK,EAAGjE,KAAKoS,EAAInO,EAAO,MACxB,QAAS,MAAM,IAAIoE,MAAO,0BAA4B/F,GAIvD,OAAOtC,KAIRiI,aAAc3F,GAEb,OAASA,GAER,KAAK,EAAG,OAAOtC,KAAKwE,EACpB,KAAK,EAAG,OAAOxE,KAAK8E,EACpB,KAAK,EAAG,OAAO9E,KAAKoS,EACpB,QAAS,MAAM,IAAI/J,MAAO,0BAA4B/F,IAMxD2F,QAEC,OAAO,IAAIjI,KAAKsI,YAAatI,KAAKwE,EAAGxE,KAAK8E,EAAG9E,KAAKoS,GAInDnK,KAAMM,GAML,OAJAvI,KAAKwE,EAAI+D,EAAE/D,EACXxE,KAAK8E,EAAIyD,EAAEzD,EACX9E,KAAKoS,EAAI7J,EAAE6J,EAEJpS,KAIRiI,IAAKM,EAAGC,GAEP,YAAW1G,IAAN0G,GAEJV,QAAQC,KAAM,yFACP/H,KAAKyI,WAAYF,EAAGC,KAI5BxI,KAAKwE,GAAK+D,EAAE/D,EACZxE,KAAK8E,GAAKyD,EAAEzD,EACZ9E,KAAKoS,GAAK7J,EAAE6J,EAELpS,MAIRiI,UAAWhC,GAMV,OAJAjG,KAAKwE,GAAKyB,EACVjG,KAAK8E,GAAKmB,EACVjG,KAAKoS,GAAKnM,EAEHjG,KAIRiI,WAAYlB,EAAGC,GAMd,OAJAhH,KAAKwE,EAAIuC,EAAEvC,EAAIwC,EAAExC,EACjBxE,KAAK8E,EAAIiC,EAAEjC,EAAIkC,EAAElC,EACjB9E,KAAKoS,EAAIrL,EAAEqL,EAAIpL,EAAEoL,EAEVpS,KAIRiI,gBAAiBM,EAAGtC,GAMnB,OAJAjG,KAAKwE,GAAK+D,EAAE/D,EAAIyB,EAChBjG,KAAK8E,GAAKyD,EAAEzD,EAAImB,EAChBjG,KAAKoS,GAAK7J,EAAE6J,EAAInM,EAETjG,KAIRiI,IAAKM,EAAGC,GAEP,YAAW1G,IAAN0G,GAEJV,QAAQC,KAAM,yFACP/H,KAAK0I,WAAYH,EAAGC,KAI5BxI,KAAKwE,GAAK+D,EAAE/D,EACZxE,KAAK8E,GAAKyD,EAAEzD,EACZ9E,KAAKoS,GAAK7J,EAAE6J,EAELpS,MAIRiI,UAAWhC,GAMV,OAJAjG,KAAKwE,GAAKyB,EACVjG,KAAK8E,GAAKmB,EACVjG,KAAKoS,GAAKnM,EAEHjG,KAIRiI,WAAYlB,EAAGC,GAMd,OAJAhH,KAAKwE,EAAIuC,EAAEvC,EAAIwC,EAAExC,EACjBxE,KAAK8E,EAAIiC,EAAEjC,EAAIkC,EAAElC,EACjB9E,KAAKoS,EAAIrL,EAAEqL,EAAIpL,EAAEoL,EAEVpS,KAIRiI,SAAUM,EAAGC,GAEZ,YAAW1G,IAAN0G,GAEJV,QAAQC,KAAM,mGACP/H,KAAK2Y,gBAAiBpQ,EAAGC,KAIjCxI,KAAKwE,GAAK+D,EAAE/D,EACZxE,KAAK8E,GAAKyD,EAAEzD,EACZ9E,KAAKoS,GAAK7J,EAAE6J,EAELpS,MAIRiI,eAAgBG,GAMf,OAJApI,KAAKwE,GAAK4D,EACVpI,KAAK8E,GAAKsD,EACVpI,KAAKoS,GAAKhK,EAEHpI,KAIRiI,gBAAiBlB,EAAGC,GAMnB,OAJAhH,KAAKwE,EAAIuC,EAAEvC,EAAIwC,EAAExC,EACjBxE,KAAK8E,EAAIiC,EAAEjC,EAAIkC,EAAElC,EACjB9E,KAAKoS,EAAIrL,EAAEqL,EAAIpL,EAAEoL,EAEVpS,KAIRiI,WAAYqO,GAQX,OANSA,GAASA,EAAME,SAEvB1O,QAAQsC,MAAO,+FAITpK,KAAK4Y,gBAAiBC,EAAcC,aAAcxC,IAI1DrO,eAAgB6O,EAAM9M,GAErB,OAAOhK,KAAK4Y,gBAAiBC,EAAcE,iBAAkBjC,EAAM9M,IAIpE/B,aAAc3D,GAEb,MAAME,EAAIxE,KAAKwE,EAAGM,EAAI9E,KAAK8E,EAAGsN,EAAIpS,KAAKoS,EACjCxJ,EAAItE,EAAEuE,SAMZ,OAJA7I,KAAKwE,EAAIoE,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,GAAMwJ,EAC5CpS,KAAK8E,EAAI8D,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,GAAMwJ,EAC5CpS,KAAKoS,EAAIxJ,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,GAAMwJ,EAErCpS,KAIRiI,kBAAmB3D,GAElB,OAAOtE,KAAK6R,aAAcvN,GAAIiF,YAI/BtB,aAAc3D,GAEb,MAAME,EAAIxE,KAAKwE,EAAGM,EAAI9E,KAAK8E,EAAGsN,EAAIpS,KAAKoS,EACjCxJ,EAAItE,EAAEuE,SAENL,EAAI,GAAMI,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,IAAOwJ,EAAIxJ,EAAG,KAM3D,OAJA5I,KAAKwE,GAAMoE,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,GAAMwJ,EAAIxJ,EAAG,KAASJ,EAC9DxI,KAAK8E,GAAM8D,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,GAAMwJ,EAAIxJ,EAAG,KAASJ,EAC9DxI,KAAKoS,GAAMxJ,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,IAAOwJ,EAAIxJ,EAAG,KAASJ,EAExDxI,KAIRiI,gBAAiBnB,GAEhB,MAAMtC,EAAIxE,KAAKwE,EAAGM,EAAI9E,KAAK8E,EAAGsN,EAAIpS,KAAKoS,EACjC4G,EAAKlS,EAAEtC,EAAGyU,EAAKnS,EAAEhC,EAAGoU,EAAKpS,EAAEsL,EAAG+G,EAAKrS,EAAE0B,EAIrC4Q,EAAKD,EAAK3U,EAAIyU,EAAK7G,EAAI8G,EAAKpU,EAC5BuU,EAAKF,EAAKrU,EAAIoU,EAAK1U,EAAIwU,EAAK5G,EAC5BkH,EAAKH,EAAK/G,EAAI4G,EAAKlU,EAAImU,EAAKzU,EAC5B+U,GAAOP,EAAKxU,EAAIyU,EAAKnU,EAAIoU,EAAK9G,EAQpC,OAJApS,KAAKwE,EAAI4U,EAAKD,EAAKI,GAAOP,EAAKK,GAAOH,EAAKI,GAAOL,EAClDjZ,KAAK8E,EAAIuU,EAAKF,EAAKI,GAAON,EAAKK,GAAON,EAAKI,GAAOF,EAClDlZ,KAAKoS,EAAIkH,EAAKH,EAAKI,GAAOL,EAAKE,GAAOH,EAAKI,GAAOL,EAE3ChZ,KAIRiI,QAASuR,GAER,OAAOxZ,KAAKyZ,aAAcD,EAAOE,oBAAqBD,aAAcD,EAAOG,kBAI5E1R,UAAWuR,GAEV,OAAOxZ,KAAKyZ,aAAcD,EAAOI,yBAA0BH,aAAcD,EAAOK,aAIjF5R,mBAAoB3D,GAKnB,MAAME,EAAIxE,KAAKwE,EAAGM,EAAI9E,KAAK8E,EAAGsN,EAAIpS,KAAKoS,EACjCxJ,EAAItE,EAAEuE,SAMZ,OAJA7I,KAAKwE,EAAIoE,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,GAAMwJ,EAC5CpS,KAAK8E,EAAI8D,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,GAAMwJ,EAC5CpS,KAAKoS,EAAIxJ,EAAG,GAAMpE,EAAIoE,EAAG,GAAM9D,EAAI8D,EAAG,IAAOwJ,EAEtCpS,KAAKuJ,YAIbtB,OAAQM,GAMP,OAJAvI,KAAKwE,GAAK+D,EAAE/D,EACZxE,KAAK8E,GAAKyD,EAAEzD,EACZ9E,KAAKoS,GAAK7J,EAAE6J,EAELpS,KAIRiI,aAAcG,GAEb,OAAOpI,KAAK2I,eAAgB,EAAIP,GAIjCH,IAAKM,GAMJ,OAJAvI,KAAKwE,EAAIlB,KAAKY,IAAKlE,KAAKwE,EAAG+D,EAAE/D,GAC7BxE,KAAK8E,EAAIxB,KAAKY,IAAKlE,KAAK8E,EAAGyD,EAAEzD,GAC7B9E,KAAKoS,EAAI9O,KAAKY,IAAKlE,KAAKoS,EAAG7J,EAAE6J,GAEtBpS,KAIRiI,IAAKM,GAMJ,OAJAvI,KAAKwE,EAAIlB,KAAKa,IAAKnE,KAAKwE,EAAG+D,EAAE/D,GAC7BxE,KAAK8E,EAAIxB,KAAKa,IAAKnE,KAAK8E,EAAGyD,EAAEzD,GAC7B9E,KAAKoS,EAAI9O,KAAKa,IAAKnE,KAAKoS,EAAG7J,EAAE6J,GAEtBpS,KAIRiI,MAAO/D,EAAKC,GAQX,OAJAnE,KAAKwE,EAAIlB,KAAKa,IAAKD,EAAIM,EAAGlB,KAAKY,IAAKC,EAAIK,EAAGxE,KAAKwE,IAChDxE,KAAK8E,EAAIxB,KAAKa,IAAKD,EAAIY,EAAGxB,KAAKY,IAAKC,EAAIW,EAAG9E,KAAK8E,IAChD9E,KAAKoS,EAAI9O,KAAKa,IAAKD,EAAIkO,EAAG9O,KAAKY,IAAKC,EAAIiO,EAAGpS,KAAKoS,IAEzCpS,KAIRiI,YAAaa,EAAQC,GAMpB,OAJA/I,KAAKwE,EAAIlB,KAAKa,IAAK2E,EAAQxF,KAAKY,IAAK6E,EAAQ/I,KAAKwE,IAClDxE,KAAK8E,EAAIxB,KAAKa,IAAK2E,EAAQxF,KAAKY,IAAK6E,EAAQ/I,KAAK8E,IAClD9E,KAAKoS,EAAI9O,KAAKa,IAAK2E,EAAQxF,KAAKY,IAAK6E,EAAQ/I,KAAKoS,IAE3CpS,KAIRiI,YAAa/D,EAAKC,GAEjB,MAAMpB,EAAS/C,KAAK+C,SAEpB,OAAO/C,KAAKgJ,aAAcjG,GAAU,GAAI4F,eAAgBrF,KAAKa,IAAKD,EAAKZ,KAAKY,IAAKC,EAAKpB,KAIvFkF,QAMC,OAJAjI,KAAKwE,EAAIlB,KAAKsC,MAAO5F,KAAKwE,GAC1BxE,KAAK8E,EAAIxB,KAAKsC,MAAO5F,KAAK8E,GAC1B9E,KAAKoS,EAAI9O,KAAKsC,MAAO5F,KAAKoS,GAEnBpS,KAIRiI,OAMC,OAJAjI,KAAKwE,EAAIlB,KAAKmD,KAAMzG,KAAKwE,GACzBxE,KAAK8E,EAAIxB,KAAKmD,KAAMzG,KAAK8E,GACzB9E,KAAKoS,EAAI9O,KAAKmD,KAAMzG,KAAKoS,GAElBpS,KAIRiI,QAMC,OAJAjI,KAAKwE,EAAIlB,KAAK2F,MAAOjJ,KAAKwE,GAC1BxE,KAAK8E,EAAIxB,KAAK2F,MAAOjJ,KAAK8E,GAC1B9E,KAAKoS,EAAI9O,KAAK2F,MAAOjJ,KAAKoS,GAEnBpS,KAIRiI,cAMC,OAJAjI,KAAKwE,EAAMxE,KAAKwE,EAAI,EAAMlB,KAAKmD,KAAMzG,KAAKwE,GAAMlB,KAAKsC,MAAO5F,KAAKwE,GACjExE,KAAK8E,EAAM9E,KAAK8E,EAAI,EAAMxB,KAAKmD,KAAMzG,KAAK8E,GAAMxB,KAAKsC,MAAO5F,KAAK8E,GACjE9E,KAAKoS,EAAMpS,KAAKoS,EAAI,EAAM9O,KAAKmD,KAAMzG,KAAKoS,GAAM9O,KAAKsC,MAAO5F,KAAKoS,GAE1DpS,KAIRiI,SAMC,OAJAjI,KAAKwE,GAAMxE,KAAKwE,EAChBxE,KAAK8E,GAAM9E,KAAK8E,EAChB9E,KAAKoS,GAAMpS,KAAKoS,EAETpS,KAIRiI,IAAKM,GAEJ,OAAOvI,KAAKwE,EAAI+D,EAAE/D,EAAIxE,KAAK8E,EAAIyD,EAAEzD,EAAI9E,KAAKoS,EAAI7J,EAAE6J,EAMjDnK,WAEC,OAAOjI,KAAKwE,EAAIxE,KAAKwE,EAAIxE,KAAK8E,EAAI9E,KAAK8E,EAAI9E,KAAKoS,EAAIpS,KAAKoS,EAI1DnK,SAEC,OAAO3E,KAAK4F,KAAMlJ,KAAKwE,EAAIxE,KAAKwE,EAAIxE,KAAK8E,EAAI9E,KAAK8E,EAAI9E,KAAKoS,EAAIpS,KAAKoS,GAIrEnK,kBAEC,OAAO3E,KAAKgC,IAAKtF,KAAKwE,GAAMlB,KAAKgC,IAAKtF,KAAK8E,GAAMxB,KAAKgC,IAAKtF,KAAKoS,GAIjEnK,YAEC,OAAOjI,KAAKgJ,aAAchJ,KAAK+C,UAAY,GAI5CkF,UAAWlF,GAEV,OAAO/C,KAAKuJ,YAAYZ,eAAgB5F,GAIzCkF,KAAMM,EAAGiB,GAMR,OAJAxJ,KAAKwE,IAAO+D,EAAE/D,EAAIxE,KAAKwE,GAAMgF,EAC7BxJ,KAAK8E,IAAOyD,EAAEzD,EAAI9E,KAAK8E,GAAM0E,EAC7BxJ,KAAKoS,IAAO7J,EAAE6J,EAAIpS,KAAKoS,GAAM5I,EAEtBxJ,KAIRiI,YAAawB,EAAIC,EAAIF,GAMpB,OAJAxJ,KAAKwE,EAAIiF,EAAGjF,GAAMkF,EAAGlF,EAAIiF,EAAGjF,GAAMgF,EAClCxJ,KAAK8E,EAAI2E,EAAG3E,GAAM4E,EAAG5E,EAAI2E,EAAG3E,GAAM0E,EAClCxJ,KAAKoS,EAAI3I,EAAG2I,GAAM1I,EAAG0I,EAAI3I,EAAG2I,GAAM5I,EAE3BxJ,KAIRiI,MAAOM,EAAGC,GAET,YAAW1G,IAAN0G,GAEJV,QAAQC,KAAM,6FACP/H,KAAK8Z,aAAcvR,EAAGC,IAIvBxI,KAAK8Z,aAAc9Z,KAAMuI,GAIjCN,aAAclB,EAAGC,GAEhB,MAAM+S,EAAKhT,EAAEvC,EAAGwV,EAAKjT,EAAEjC,EAAGmV,EAAKlT,EAAEqL,EAC3B8H,EAAKlT,EAAExC,EAAG2V,EAAKnT,EAAElC,EAAGsV,EAAKpT,EAAEoL,EAMjC,OAJApS,KAAKwE,EAAIwV,EAAKI,EAAKH,EAAKE,EACxBna,KAAK8E,EAAImV,EAAKC,EAAKH,EAAKK,EACxBpa,KAAKoS,EAAI2H,EAAKI,EAAKH,EAAKE,EAEjBla,KAIRiI,gBAAiBM,GAEhB,MAAM8R,EAAc9R,EAAE+R,WAEtB,GAAqB,IAAhBD,EAAoB,OAAOra,KAAK6H,IAAK,EAAG,EAAG,GAEhD,MAAMO,EAASG,EAAE4O,IAAKnX,MAASqa,EAE/B,OAAOra,KAAK6Q,KAAMtI,GAAII,eAAgBP,GAIvCH,eAAgBsS,GAIf,OAFAC,EAAU3J,KAAM7Q,MAAOya,gBAAiBF,GAEjCva,KAAK0a,IAAKF,GAIlBvS,QAAS0S,GAKR,OAAO3a,KAAK0a,IAAKF,EAAU3J,KAAM8J,GAAShS,eAAgB,EAAI3I,KAAKmX,IAAKwD,KAIzE1S,QAASM,GAER,MAAM8R,EAAc/W,KAAK4F,KAAMlJ,KAAKsa,WAAa/R,EAAE+R,YAEnD,GAAqB,IAAhBD,EAAoB,OAAO/W,KAAKC,GAAK,EAE1C,MAAMwK,EAAQ/N,KAAKmX,IAAK5O,GAAM8R,EAI9B,OAAO/W,KAAK+O,KAAMjP,EAAUY,MAAO+J,GAAS,EAAG,IAIhD9F,WAAYM,GAEX,OAAOjF,KAAK4F,KAAMlJ,KAAKoJ,kBAAmBb,IAI3CN,kBAAmBM,GAElB,MAAMc,EAAKrJ,KAAKwE,EAAI+D,EAAE/D,EAAG8E,EAAKtJ,KAAK8E,EAAIyD,EAAEzD,EAAG8V,EAAK5a,KAAKoS,EAAI7J,EAAE6J,EAE5D,OAAO/I,EAAKA,EAAKC,EAAKA,EAAKsR,EAAKA,EAIjC3S,oBAAqBM,GAEpB,OAAOjF,KAAKgC,IAAKtF,KAAKwE,EAAI+D,EAAE/D,GAAMlB,KAAKgC,IAAKtF,KAAK8E,EAAIyD,EAAEzD,GAAMxB,KAAKgC,IAAKtF,KAAKoS,EAAI7J,EAAE6J,GAInFnK,iBAAkBhC,GAEjB,OAAOjG,KAAK6a,uBAAwB5U,EAAE6U,OAAQ7U,EAAE8U,IAAK9U,EAAE8H,OAIxD9F,uBAAwB6S,EAAQC,EAAKhN,GAEpC,MAAMiN,EAAe1X,KAAK8D,IAAK2T,GAAQD,EAMvC,OAJA9a,KAAKwE,EAAIwW,EAAe1X,KAAK8D,IAAK2G,GAClC/N,KAAK8E,EAAIxB,KAAK6D,IAAK4T,GAAQD,EAC3B9a,KAAKoS,EAAI4I,EAAe1X,KAAK6D,IAAK4G,GAE3B/N,KAIRiI,mBAAoBhB,GAEnB,OAAOjH,KAAKib,yBAA0BhU,EAAE6T,OAAQ7T,EAAE8G,MAAO9G,EAAEnC,GAI5DmD,yBAA0B6S,EAAQ/M,EAAOjJ,GAMxC,OAJA9E,KAAKwE,EAAIsW,EAASxX,KAAK8D,IAAK2G,GAC5B/N,KAAK8E,EAAIA,EACT9E,KAAKoS,EAAI0I,EAASxX,KAAK6D,IAAK4G,GAErB/N,KAIRiI,sBAAuB3D,GAEtB,MAAMsE,EAAItE,EAAEuE,SAMZ,OAJA7I,KAAKwE,EAAIoE,EAAG,IACZ5I,KAAK8E,EAAI8D,EAAG,IACZ5I,KAAKoS,EAAIxJ,EAAG,IAEL5I,KAIRiI,mBAAoB3D,GAEnB,MAAMoJ,EAAK1N,KAAKkb,oBAAqB5W,EAAG,GAAIvB,SACtC4K,EAAK3N,KAAKkb,oBAAqB5W,EAAG,GAAIvB,SACtCoY,EAAKnb,KAAKkb,oBAAqB5W,EAAG,GAAIvB,SAM5C,OAJA/C,KAAKwE,EAAIkJ,EACT1N,KAAK8E,EAAI6I,EACT3N,KAAKoS,EAAI+I,EAEFnb,KAIRiI,oBAAqB3D,EAAGhC,GAEvB,OAAOtC,KAAKiO,UAAW3J,EAAEuE,SAAkB,EAARvG,GAIpC2F,qBAAsB3D,EAAGhC,GAExB,OAAOtC,KAAKiO,UAAW3J,EAAEuE,SAAkB,EAARvG,GAIpC2F,OAAQM,GAEP,OAAWA,EAAE/D,IAAMxE,KAAKwE,GAAS+D,EAAEzD,IAAM9E,KAAK8E,GAASyD,EAAE6J,IAAMpS,KAAKoS,EAIrEnK,UAAWtF,EAAOgH,EAAS,GAM1B,OAJA3J,KAAKwE,EAAI7B,EAAOgH,GAChB3J,KAAK8E,EAAInC,EAAOgH,EAAS,GACzB3J,KAAKoS,EAAIzP,EAAOgH,EAAS,GAElB3J,KAIRiI,QAAStF,EAAQ,GAAIgH,EAAS,GAM7B,OAJAhH,EAAOgH,GAAW3J,KAAKwE,EACvB7B,EAAOgH,EAAS,GAAM3J,KAAK8E,EAC3BnC,EAAOgH,EAAS,GAAM3J,KAAKoS,EAEpBzP,EAIRsF,oBAAqB2B,EAAWtH,EAAOqH,GAYtC,YAVgB7H,IAAX6H,GAEJ7B,QAAQC,KAAM,uEAIf/H,KAAKwE,EAAIoF,EAAUC,KAAMvH,GACzBtC,KAAK8E,EAAI8E,EAAUE,KAAMxH,GACzBtC,KAAKoS,EAAIxI,EAAU2J,KAAMjR,GAElBtC,KAIRiI,SAMC,OAJAjI,KAAKwE,EAAIlB,KAAKK,SACd3D,KAAK8E,EAAIxB,KAAKK,SACd3D,KAAKoS,EAAI9O,KAAKK,SAEP3D,MAMT0Y,EAAQhX,UAAU0Z,WAAY,EAE9B,MAAMZ,EAA0B,IAAI9B,EAC9BG,EAA8B,IAAItE,EAExC,MAAM8G,EAELpT,YAAa/D,EAAM,IAAIwU,EAAW4C,EAAAA,EAAYA,EAAAA,EAAYA,EAAAA,GAAYnX,EAAM,IAAIuU,GAAW4C,EAAAA,GAAYA,EAAAA,GAAYA,EAAAA,IAElHtb,KAAKkE,IAAMA,EACXlE,KAAKmE,IAAMA,EAIZ8D,IAAK/D,EAAKC,GAKT,OAHAnE,KAAKkE,IAAI2M,KAAM3M,GACflE,KAAKmE,IAAI0M,KAAM1M,GAERnE,KAIRiI,aAActF,GAEb,IAAI4Y,EAASD,EAAAA,EACTE,EAASF,EAAAA,EACTG,EAASH,EAAAA,EAETI,GAASJ,EAAAA,EACTK,GAASL,EAAAA,EACTM,GAASN,EAAAA,EAEb,IAAM,IAAIzY,EAAI,EAAGC,EAAIH,EAAMI,OAAQF,EAAIC,EAAGD,GAAK,EAAI,CAElD,MAAM2B,EAAI7B,EAAOE,GACXiC,EAAInC,EAAOE,EAAI,GACfuP,EAAIzP,EAAOE,EAAI,GAEhB2B,EAAI+W,IAAOA,EAAO/W,GAClBM,EAAI0W,IAAOA,EAAO1W,GAClBsN,EAAIqJ,IAAOA,EAAOrJ,GAElB5N,EAAIkX,IAAOA,EAAOlX,GAClBM,EAAI6W,IAAOA,EAAO7W,GAClBsN,EAAIwJ,IAAOA,EAAOxJ,GAOxB,OAHApS,KAAKkE,IAAI2D,IAAK0T,EAAMC,EAAMC,GAC1Bzb,KAAKmE,IAAI0D,IAAK6T,EAAMC,EAAMC,GAEnB5b,KAIRiI,uBAAwB2B,GAEvB,IAAI2R,EAASD,EAAAA,EACTE,EAASF,EAAAA,EACTG,EAASH,EAAAA,EAETI,GAASJ,EAAAA,EACTK,GAASL,EAAAA,EACTM,GAASN,EAAAA,EAEb,IAAM,IAAIzY,EAAI,EAAGC,EAAI8G,EAAUiS,MAAOhZ,EAAIC,EAAGD,IAAO,CAEnD,MAAM2B,EAAIoF,EAAUC,KAAMhH,GACpBiC,EAAI8E,EAAUE,KAAMjH,GACpBuP,EAAIxI,EAAU2J,KAAM1Q,GAErB2B,EAAI+W,IAAOA,EAAO/W,GAClBM,EAAI0W,IAAOA,EAAO1W,GAClBsN,EAAIqJ,IAAOA,EAAOrJ,GAElB5N,EAAIkX,IAAOA,EAAOlX,GAClBM,EAAI6W,IAAOA,EAAO7W,GAClBsN,EAAIwJ,IAAOA,EAAOxJ,GAOxB,OAHApS,KAAKkE,IAAI2D,IAAK0T,EAAMC,EAAMC,GAC1Bzb,KAAKmE,IAAI0D,IAAK6T,EAAMC,EAAMC,GAEnB5b,KAIRiI,cAAe6T,GAEd9b,KAAK+b,YAEL,IAAM,IAAIlZ,EAAI,EAAGmZ,EAAKF,EAAO/Y,OAAQF,EAAImZ,EAAInZ,IAE5C7C,KAAKic,cAAeH,EAAQjZ,IAI7B,OAAO7C,KAIRiI,qBAAsB8B,EAAQmS,GAE7B,MAAMC,EAAWC,EAAUvL,KAAMqL,GAAOvT,eAAgB,IAKxD,OAHA3I,KAAKkE,IAAI2M,KAAM9G,GAAS2Q,IAAKyB,GAC7Bnc,KAAKmE,IAAI0M,KAAM9G,GAASsS,IAAKF,GAEtBnc,KAIRiI,cAAeqU,GAId,OAFAtc,KAAK+b,YAEE/b,KAAKuc,eAAgBD,GAI7BrU,QAEC,OAAO,IAAIjI,KAAKsI,aAAcuI,KAAM7Q,MAIrCiI,KAAMuU,GAKL,OAHAxc,KAAKkE,IAAI2M,KAAM2L,EAAItY,KACnBlE,KAAKmE,IAAI0M,KAAM2L,EAAIrY,KAEZnE,KAIRiI,YAKC,OAHAjI,KAAKkE,IAAIM,EAAIxE,KAAKkE,IAAIY,EAAI9E,KAAKkE,IAAIkO,EAAMkJ,EAAAA,EACzCtb,KAAKmE,IAAIK,EAAIxE,KAAKmE,IAAIW,EAAI9E,KAAKmE,IAAIiO,GAAMkJ,EAAAA,EAElCtb,KAIRiI,UAIC,OAASjI,KAAKmE,IAAIK,EAAIxE,KAAKkE,IAAIM,GAASxE,KAAKmE,IAAIW,EAAI9E,KAAKkE,IAAIY,GAAS9E,KAAKmE,IAAIiO,EAAIpS,KAAKkE,IAAIkO,EAI9FnK,UAAWvF,GASV,YAPgBZ,IAAXY,IAEJoF,QAAQC,KAAM,mDACdrF,EAAS,IAAIgW,GAIP1Y,KAAKyc,UAAY/Z,EAAOmF,IAAK,EAAG,EAAG,GAAMnF,EAAO+F,WAAYzI,KAAKkE,IAAKlE,KAAKmE,KAAMwE,eAAgB,IAIzGV,QAASvF,GASR,YAPgBZ,IAAXY,IAEJoF,QAAQC,KAAM,iDACdrF,EAAS,IAAIgW,GAIP1Y,KAAKyc,UAAY/Z,EAAOmF,IAAK,EAAG,EAAG,GAAMnF,EAAOgG,WAAY1I,KAAKmE,IAAKnE,KAAKkE,KAInF+D,cAAeyU,GAKd,OAHA1c,KAAKkE,IAAIA,IAAKwY,GACd1c,KAAKmE,IAAIA,IAAKuY,GAEP1c,KAIRiI,eAAgB0U,GAKf,OAHA3c,KAAKkE,IAAIwW,IAAKiC,GACd3c,KAAKmE,IAAIkY,IAAKM,GAEP3c,KAIRiI,eAAgBG,GAKf,OAHApI,KAAKkE,IAAI0Y,WAAaxU,GACtBpI,KAAKmE,IAAIyY,UAAWxU,GAEbpI,KAIRiI,eAAgBqU,GAKfA,EAAOO,mBAAmB,GAAO,GAEjC,MAAMC,EAAWR,EAAOQ,cAENhb,IAAbgb,IAE0B,OAAzBA,EAASC,aAEbD,EAASE,qBAIVC,EAAOpM,KAAMiM,EAASC,aACtBE,EAAOxD,aAAc6C,EAAOzC,aAE5B7Z,KAAKkd,MAAOD,IAIb,MAAME,EAAWb,EAAOa,SAExB,IAAM,IAAIta,EAAI,EAAGC,EAAIqa,EAASpa,OAAQF,EAAIC,EAAGD,IAE5C7C,KAAKuc,eAAgBY,EAAUta,IAIhC,OAAO7C,KAIRiI,cAAeyU,GAEd,QAAOA,EAAMlY,EAAIxE,KAAKkE,IAAIM,GAAKkY,EAAMlY,EAAIxE,KAAKmE,IAAIK,GACjDkY,EAAM5X,EAAI9E,KAAKkE,IAAIY,GAAK4X,EAAM5X,EAAI9E,KAAKmE,IAAIW,GAC3C4X,EAAMtK,EAAIpS,KAAKkE,IAAIkO,GAAKsK,EAAMtK,EAAIpS,KAAKmE,IAAIiO,GAI7CnK,YAAauU,GAEZ,OAAOxc,KAAKkE,IAAIM,GAAKgY,EAAItY,IAAIM,GAAKgY,EAAIrY,IAAIK,GAAKxE,KAAKmE,IAAIK,GACvDxE,KAAKkE,IAAIY,GAAK0X,EAAItY,IAAIY,GAAK0X,EAAIrY,IAAIW,GAAK9E,KAAKmE,IAAIW,GACjD9E,KAAKkE,IAAIkO,GAAKoK,EAAItY,IAAIkO,GAAKoK,EAAIrY,IAAIiO,GAAKpS,KAAKmE,IAAIiO,EAInDnK,aAAcyU,EAAOha,GAYpB,YAPgBZ,IAAXY,IAEJoF,QAAQC,KAAM,sDACdrF,EAAS,IAAIgW,GAIPhW,EAAOmF,KACX6U,EAAMlY,EAAIxE,KAAKkE,IAAIM,IAAQxE,KAAKmE,IAAIK,EAAIxE,KAAKkE,IAAIM,IACjDkY,EAAM5X,EAAI9E,KAAKkE,IAAIY,IAAQ9E,KAAKmE,IAAIW,EAAI9E,KAAKkE,IAAIY,IACjD4X,EAAMtK,EAAIpS,KAAKkE,IAAIkO,IAAQpS,KAAKmE,IAAIiO,EAAIpS,KAAKkE,IAAIkO,IAKrDnK,cAAeuU,GAGd,QAAOA,EAAIrY,IAAIK,EAAIxE,KAAKkE,IAAIM,GAAKgY,EAAItY,IAAIM,EAAIxE,KAAKmE,IAAIK,GACrDgY,EAAIrY,IAAIW,EAAI9E,KAAKkE,IAAIY,GAAK0X,EAAItY,IAAIY,EAAI9E,KAAKmE,IAAIW,GAC/C0X,EAAIrY,IAAIiO,EAAIpS,KAAKkE,IAAIkO,GAAKoK,EAAItY,IAAIkO,EAAIpS,KAAKmE,IAAIiO,GAIjDnK,iBAAkBmV,GAMjB,OAHApd,KAAKqd,WAAYD,EAAOrT,OAAQqS,GAGzBA,EAAUhT,kBAAmBgU,EAAOrT,SAAcqT,EAAOtC,OAASsC,EAAOtC,OAIjF7S,gBAAiBqV,GAKhB,IAAIpZ,EAAKC,EAsCT,OApCKmZ,EAAM3C,OAAOnW,EAAI,GAErBN,EAAMoZ,EAAM3C,OAAOnW,EAAIxE,KAAKkE,IAAIM,EAChCL,EAAMmZ,EAAM3C,OAAOnW,EAAIxE,KAAKmE,IAAIK,IAIhCN,EAAMoZ,EAAM3C,OAAOnW,EAAIxE,KAAKmE,IAAIK,EAChCL,EAAMmZ,EAAM3C,OAAOnW,EAAIxE,KAAKkE,IAAIM,GAI5B8Y,EAAM3C,OAAO7V,EAAI,GAErBZ,GAAOoZ,EAAM3C,OAAO7V,EAAI9E,KAAKkE,IAAIY,EACjCX,GAAOmZ,EAAM3C,OAAO7V,EAAI9E,KAAKmE,IAAIW,IAIjCZ,GAAOoZ,EAAM3C,OAAO7V,EAAI9E,KAAKmE,IAAIW,EACjCX,GAAOmZ,EAAM3C,OAAO7V,EAAI9E,KAAKkE,IAAIY,GAI7BwY,EAAM3C,OAAOvI,EAAI,GAErBlO,GAAOoZ,EAAM3C,OAAOvI,EAAIpS,KAAKkE,IAAIkO,EACjCjO,GAAOmZ,EAAM3C,OAAOvI,EAAIpS,KAAKmE,IAAIiO,IAIjClO,GAAOoZ,EAAM3C,OAAOvI,EAAIpS,KAAKmE,IAAIiO,EACjCjO,GAAOmZ,EAAM3C,OAAOvI,EAAIpS,KAAKkE,IAAIkO,GAIzBlO,IAASoZ,EAAMC,UAAYpZ,IAASmZ,EAAMC,SAIpDtV,mBAAoBuV,GAEnB,GAAKxd,KAAKyc,UAET,OAAO,EAKRzc,KAAKyd,UAAWC,IAChBC,GAASjV,WAAY1I,KAAKmE,IAAKuZ,IAG/BE,GAAMlV,WAAY8U,EAASzW,EAAG2W,IAC9BG,GAAMnV,WAAY8U,EAASxW,EAAG0W,IAC9BI,GAAMpV,WAAY8U,EAASvW,EAAGyW,IAG9BK,GAAIrV,WAAYmV,GAAOD,IACvBI,GAAItV,WAAYoV,GAAOD,IACvBI,GAAIvV,WAAYkV,GAAOE,IAKvB,IAAII,EAAO,CACV,GAAKH,GAAI3L,EAAG2L,GAAIjZ,EAAG,GAAKkZ,GAAI5L,EAAG4L,GAAIlZ,EAAG,GAAKmZ,GAAI7L,EAAG6L,GAAInZ,EACtDiZ,GAAI3L,EAAG,GAAK2L,GAAIvZ,EAAGwZ,GAAI5L,EAAG,GAAK4L,GAAIxZ,EAAGyZ,GAAI7L,EAAG,GAAK6L,GAAIzZ,GACpDuZ,GAAIjZ,EAAGiZ,GAAIvZ,EAAG,GAAKwZ,GAAIlZ,EAAGkZ,GAAIxZ,EAAG,GAAKyZ,GAAInZ,EAAGmZ,GAAIzZ,EAAG,GAEvD,QAAO2Z,GAAYD,EAAMN,GAAOC,GAAOC,GAAOH,MAO9CO,EAAO,CAAE,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,KAC1BC,GAAYD,EAAMN,GAAOC,GAAOC,GAAOH,MAQ9CS,GAAgBtE,aAAciE,GAAKC,IACnCE,EAAO,CAAEE,GAAgB5Z,EAAG4Z,GAAgBtZ,EAAGsZ,GAAgBhM,GAExD+L,GAAYD,EAAMN,GAAOC,GAAOC,GAAOH,MAI/C1V,WAAYyU,EAAOha,GASlB,YAPgBZ,IAAXY,IAEJoF,QAAQC,KAAM,oDACdrF,EAAS,IAAIgW,GAIPhW,EAAOmO,KAAM6L,GAAQ1Y,MAAOhE,KAAKkE,IAAKlE,KAAKmE,KAInD8D,gBAAiByU,GAIhB,OAFqBN,EAAUvL,KAAM6L,GAAQ1Y,MAAOhE,KAAKkE,IAAKlE,KAAKmE,KAE/CuW,IAAKgC,GAAQ3Z,SAIlCkF,kBAAmBvF,GAalB,YAXgBZ,IAAXY,GAEJoF,QAAQsC,MAAO,2DAKhBpK,KAAKyd,UAAW/a,EAAOqH,QAEvBrH,EAAOoY,OAA8C,GAArC9a,KAAKqe,QAASjC,GAAYrZ,SAEnCL,EAIRuF,UAAWuU,GAQV,OANAxc,KAAKkE,IAAIC,IAAKqY,EAAItY,KAClBlE,KAAKmE,IAAID,IAAKsY,EAAIrY,KAGbnE,KAAKyc,WAAYzc,KAAK+b,YAEpB/b,KAIRiI,MAAOuU,GAKN,OAHAxc,KAAKkE,IAAIA,IAAKsY,EAAItY,KAClBlE,KAAKmE,IAAIA,IAAKqY,EAAIrY,KAEXnE,KAIRiI,aAAc+F,GAGb,OAAKhO,KAAKyc,YAGV6B,EAAS,GAAIzW,IAAK7H,KAAKkE,IAAIM,EAAGxE,KAAKkE,IAAIY,EAAG9E,KAAKkE,IAAIkO,GAAIqH,aAAczL,GACrEsQ,EAAS,GAAIzW,IAAK7H,KAAKkE,IAAIM,EAAGxE,KAAKkE,IAAIY,EAAG9E,KAAKmE,IAAIiO,GAAIqH,aAAczL,GACrEsQ,EAAS,GAAIzW,IAAK7H,KAAKkE,IAAIM,EAAGxE,KAAKmE,IAAIW,EAAG9E,KAAKkE,IAAIkO,GAAIqH,aAAczL,GACrEsQ,EAAS,GAAIzW,IAAK7H,KAAKkE,IAAIM,EAAGxE,KAAKmE,IAAIW,EAAG9E,KAAKmE,IAAIiO,GAAIqH,aAAczL,GACrEsQ,EAAS,GAAIzW,IAAK7H,KAAKmE,IAAIK,EAAGxE,KAAKkE,IAAIY,EAAG9E,KAAKkE,IAAIkO,GAAIqH,aAAczL,GACrEsQ,EAAS,GAAIzW,IAAK7H,KAAKmE,IAAIK,EAAGxE,KAAKkE,IAAIY,EAAG9E,KAAKmE,IAAIiO,GAAIqH,aAAczL,GACrEsQ,EAAS,GAAIzW,IAAK7H,KAAKmE,IAAIK,EAAGxE,KAAKmE,IAAIW,EAAG9E,KAAKkE,IAAIkO,GAAIqH,aAAczL,GACrEsQ,EAAS,GAAIzW,IAAK7H,KAAKmE,IAAIK,EAAGxE,KAAKmE,IAAIW,EAAG9E,KAAKmE,IAAIiO,GAAIqH,aAAczL,GAErEhO,KAAKue,cAAeD,IAZSte,KAkB9BiI,UAAW0B,GAKV,OAHA3J,KAAKkE,IAAImY,IAAK1S,GACd3J,KAAKmE,IAAIkY,IAAK1S,GAEP3J,KAIRiI,OAAQuU,GAEP,OAAOA,EAAItY,IAAIsa,OAAQxe,KAAKkE,MAASsY,EAAIrY,IAAIqa,OAAQxe,KAAKmE,MAM5DkX,EAAK3Z,UAAU+c,QAAS,EAExB,MAAMH,EAAU,CACD,IAAI5F,EACJ,IAAIA,EACJ,IAAIA,EACJ,IAAIA,EACJ,IAAIA,EACJ,IAAIA,EACJ,IAAIA,EACJ,IAAIA,GAGb0D,EAA0B,IAAI1D,EAE9BuE,EAAuB,IAAI5B,EAI3BuC,GAAsB,IAAIlF,EAC1BmF,GAAsB,IAAInF,EAC1BoF,GAAsB,IAAIpF,EAI1BqF,GAAoB,IAAIrF,EACxBsF,GAAoB,IAAItF,EACxBuF,GAAoB,IAAIvF,EAExBgF,GAAwB,IAAIhF,EAC5BiF,GAAyB,IAAIjF,EAC7B0F,GAAgC,IAAI1F,EACpCgG,GAA0B,IAAIhG,EAEpC,SAASyF,GAAYD,EAAMS,EAAIlV,EAAIC,EAAIkV,GAEtC,IAAM,IAAI/b,EAAI,EAAGgc,EAAIX,EAAKnb,OAAS,EAAGF,GAAKgc,EAAGhc,GAAK,EAAI,CAEtD6b,GAAUzQ,UAAWiQ,EAAMrb,GAE3B,MAAM0K,EAAIqR,EAAQpa,EAAIlB,KAAKgC,IAAKoZ,GAAUla,GAAMoa,EAAQ9Z,EAAIxB,KAAKgC,IAAKoZ,GAAU5Z,GAAM8Z,EAAQxM,EAAI9O,KAAKgC,IAAKoZ,GAAUtM,GAEhH0M,EAAKH,EAAGxH,IAAKuH,IACbK,EAAKtV,EAAG0N,IAAKuH,IACbM,EAAKtV,EAAGyN,IAAKuH,IAEnB,GAAKpb,KAAKa,KAAOb,KAAKa,IAAK2a,EAAIC,EAAIC,GAAM1b,KAAKY,IAAK4a,EAAIC,EAAIC,IAASzR,EAInE,OAAO,EAMT,OAAO,EAIR,MAAM0R,GAAuB,IAAI5D,EAC3B6D,GAAsB,IAAIxG,EAC1ByG,GAAiC,IAAIzG,EACrC0G,GAAyB,IAAI1G,EAEnC,MAAM2G,GAELpX,YAAa8B,EAAS,IAAI2O,EAAWoC,GAAS,GAE7C9a,KAAK+J,OAASA,EACd/J,KAAK8a,OAASA,EAIf7S,IAAK8B,EAAQ+Q,GAKZ,OAHA9a,KAAK+J,OAAO8G,KAAM9G,GAClB/J,KAAK8a,OAASA,EAEP9a,KAIRiI,cAAe6T,EAAQwD,GAEtB,MAAMvV,EAAS/J,KAAK+J,YAEIjI,IAAnBwd,EAEJvV,EAAO8G,KAAMyO,GAIbL,GAAOV,cAAezC,GAAS2B,UAAW1T,GAI3C,IAAIwV,EAAc,EAElB,IAAM,IAAI1c,EAAI,EAAGmZ,EAAKF,EAAO/Y,OAAQF,EAAImZ,EAAInZ,IAE5C0c,EAAcjc,KAAKa,IAAKob,EAAaxV,EAAOX,kBAAmB0S,EAAQjZ,KAMxE,OAFA7C,KAAK8a,OAASxX,KAAK4F,KAAMqW,GAElBvf,KAIRiI,KAAMmV,GAKL,OAHApd,KAAK+J,OAAO8G,KAAMuM,EAAOrT,QACzB/J,KAAK8a,OAASsC,EAAOtC,OAEd9a,KAIRiI,UAEC,OAASjI,KAAK8a,OAAS,EAIxB7S,YAKC,OAHAjI,KAAK+J,OAAOlC,IAAK,EAAG,EAAG,GACvB7H,KAAK8a,QAAW,EAET9a,KAIRiI,cAAeyU,GAEd,OAASA,EAAMtT,kBAAmBpJ,KAAK+J,SAAc/J,KAAK8a,OAAS9a,KAAK8a,OAIzE7S,gBAAiByU,GAEhB,OAASA,EAAM8C,WAAYxf,KAAK+J,QAAW/J,KAAK8a,OAIjD7S,iBAAkBmV,GAEjB,MAAMqC,EAAYzf,KAAK8a,OAASsC,EAAOtC,OAEvC,OAAOsC,EAAOrT,OAAOX,kBAAmBpJ,KAAK+J,SAAc0V,EAAYA,EAIxExX,cAAeuU,GAEd,OAAOA,EAAIkD,iBAAkB1f,MAI9BiI,gBAAiBqV,GAEhB,OAAOha,KAAKgC,IAAKgY,EAAMqC,gBAAiB3f,KAAK+J,UAAc/J,KAAK8a,OAIjE7S,WAAYyU,EAAOha,GAElB,MAAMkd,EAAgB5f,KAAK+J,OAAOX,kBAAmBsT,GAkBrD,YAhBgB5a,IAAXY,IAEJoF,QAAQC,KAAM,sDACdrF,EAAS,IAAIgW,GAIdhW,EAAOmO,KAAM6L,GAERkD,EAAkB5f,KAAK8a,OAAS9a,KAAK8a,SAEzCpY,EAAOgY,IAAK1a,KAAK+J,QAASR,YAC1B7G,EAAOiG,eAAgB3I,KAAK8a,QAASuB,IAAKrc,KAAK+J,SAIzCrH,EAIRuF,eAAgBvF,GASf,YAPgBZ,IAAXY,IAEJoF,QAAQC,KAAM,0DACdrF,EAAS,IAAI2Y,GAITrb,KAAKyc,WAGT/Z,EAAOqZ,YACArZ,IAIRA,EAAOmF,IAAK7H,KAAK+J,OAAQ/J,KAAK+J,QAC9BrH,EAAOmd,eAAgB7f,KAAK8a,QAErBpY,GAIRuF,aAAc+F,GAKb,OAHAhO,KAAK+J,OAAO0P,aAAczL,GAC1BhO,KAAK8a,OAAS9a,KAAK8a,OAAS9M,EAAO8R,oBAE5B9f,KAIRiI,UAAW0B,GAIV,OAFA3J,KAAK+J,OAAOsS,IAAK1S,GAEV3J,KAIRiI,cAAeyU,GAId0C,GAAS1W,WAAYgU,EAAO1c,KAAK+J,QAEjC,MAAMuQ,EAAW8E,GAAS9E,WAE1B,GAAKA,EAAata,KAAK8a,OAAS9a,KAAK8a,OAAW,CAE/C,MAAM/X,EAASO,KAAK4F,KAAMoR,GACpByF,EAA+C,IAAzBhd,EAAS/C,KAAK8a,QAM1C9a,KAAK+J,OAAOsS,IAAK+C,GAASzW,eAAgBoX,EAAoBhd,IAC9D/C,KAAK8a,QAAUiF,EAIhB,OAAO/f,KAIRiI,MAAOmV,GAaN,OALA+B,GAAiBzW,WAAY0U,EAAOrT,OAAQ/J,KAAK+J,QAASR,YAAYZ,eAAgByU,EAAOtC,QAE7F9a,KAAKic,cAAeiD,GAAMrO,KAAMuM,EAAOrT,QAASsS,IAAK8C,KACrDnf,KAAKic,cAAeiD,GAAMrO,KAAMuM,EAAOrT,QAAS2Q,IAAKyE,KAE9Cnf,KAIRiI,OAAQmV,GAEP,OAAOA,EAAOrT,OAAOyU,OAAQxe,KAAK+J,SAAcqT,EAAOtC,SAAW9a,KAAK8a,OAIxE7S,QAEC,OAAO,IAAIjI,KAAKsI,aAAcuI,KAAM7Q,OAMtC,MAAMggB,GAA0B,IAAItH,EAC9BuH,GAA2B,IAAIvH,EAC/BwH,GAAwB,IAAIxH,EAC5ByH,GAAsB,IAAIzH,EAE1B0H,GAAuB,IAAI1H,EAC3B2H,GAAuB,IAAI3H,EAC3B4H,GAA0B,IAAI5H,EAEpC,MAAM6H,GAELtY,YAAauY,EAAS,IAAI9H,EAAW+H,EAAY,IAAI/H,EAAS,EAAG,GAAK,IAErE1Y,KAAKwgB,OAASA,EACdxgB,KAAKygB,UAAYA,EAIlBxY,IAAKuY,EAAQC,GAKZ,OAHAzgB,KAAKwgB,OAAO3P,KAAM2P,GAClBxgB,KAAKygB,UAAU5P,KAAM4P,GAEdzgB,KAIRiI,KAAMyY,GAKL,OAHA1gB,KAAKwgB,OAAO3P,KAAM6P,EAAIF,QACtBxgB,KAAKygB,UAAU5P,KAAM6P,EAAID,WAElBzgB,KAIRiI,GAAIjD,EAAGtC,GASN,YAPgBZ,IAAXY,IAEJoF,QAAQC,KAAM,2CACdrF,EAAS,IAAIgW,GAIPhW,EAAOmO,KAAM7Q,KAAKygB,WAAY9X,eAAgB3D,GAAIqX,IAAKrc,KAAKwgB,QAIpEvY,OAAQM,GAIP,OAFAvI,KAAKygB,UAAU5P,KAAMtI,GAAImS,IAAK1a,KAAKwgB,QAASjX,YAErCvJ,KAIRiI,OAAQjD,GAIP,OAFAhF,KAAKwgB,OAAO3P,KAAM7Q,KAAK2gB,GAAI3b,EAAGgb,KAEvBhgB,KAIRiI,oBAAqByU,EAAOha,QAEXZ,IAAXY,IAEJoF,QAAQC,KAAM,4DACdrF,EAAS,IAAIgW,GAIdhW,EAAOgG,WAAYgU,EAAO1c,KAAKwgB,QAE/B,MAAMI,EAAoBle,EAAOyU,IAAKnX,KAAKygB,WAE3C,OAAKG,EAAoB,EAEjBle,EAAOmO,KAAM7Q,KAAKwgB,QAInB9d,EAAOmO,KAAM7Q,KAAKygB,WAAY9X,eAAgBiY,GAAoBvE,IAAKrc,KAAKwgB,QAIpFvY,gBAAiByU,GAEhB,OAAOpZ,KAAK4F,KAAMlJ,KAAK6gB,kBAAmBnE,IAI3CzU,kBAAmByU,GAElB,MAAMkE,EAAoBZ,GAAUtX,WAAYgU,EAAO1c,KAAKwgB,QAASrJ,IAAKnX,KAAKygB,WAI/E,OAAKG,EAAoB,EAEjB5gB,KAAKwgB,OAAOpX,kBAAmBsT,IAIvCsD,GAAUnP,KAAM7Q,KAAKygB,WAAY9X,eAAgBiY,GAAoBvE,IAAKrc,KAAKwgB,QAExER,GAAU5W,kBAAmBsT,IAIrCzU,oBAAqB0W,EAAIlV,EAAIqX,EAAoBC,GAShDd,GAAWpP,KAAM8N,GAAKtC,IAAK5S,GAAKd,eAAgB,IAChDuX,GAAQrP,KAAMpH,GAAKiR,IAAKiE,GAAKpV,YAC7B4W,GAAMtP,KAAM7Q,KAAKwgB,QAAS9F,IAAKuF,IAE/B,MAAMe,EAAkC,GAAtBrC,EAAGa,WAAY/V,GAC3BwX,GAAQjhB,KAAKygB,UAAUtJ,IAAK+I,IAC5BgB,EAAKf,GAAMhJ,IAAKnX,KAAKygB,WACrB9b,GAAOwb,GAAMhJ,IAAK+I,IAClBjZ,EAAIkZ,GAAM7F,WACVtN,EAAM1J,KAAKgC,IAAK,EAAI2b,EAAMA,GAChC,IAAIE,EAAIvK,EAAIwK,EAASC,EAErB,GAAKrU,EAAM,EAQV,GAJAmU,EAAKF,EAAMtc,EAAKuc,EAChBtK,EAAKqK,EAAMC,EAAKvc,EAChB0c,EAASL,EAAYhU,EAEhBmU,GAAM,EAEV,GAAKvK,IAAQyK,EAEZ,GAAKzK,GAAMyK,EAAS,CAKnB,MAAMC,EAAS,EAAItU,EACnBmU,GAAMG,EACN1K,GAAM0K,EACNF,EAAUD,GAAOA,EAAKF,EAAMrK,EAAK,EAAIsK,GAAOtK,GAAOqK,EAAME,EAAKvK,EAAK,EAAIjS,GAAOsC,OAM9E2P,EAAKoK,EACLG,EAAK7d,KAAKa,IAAK,IAAO8c,EAAMrK,EAAKsK,IACjCE,GAAYD,EAAKA,EAAKvK,GAAOA,EAAK,EAAIjS,GAAOsC,OAQ9C2P,GAAOoK,EACPG,EAAK7d,KAAKa,IAAK,IAAO8c,EAAMrK,EAAKsK,IACjCE,GAAYD,EAAKA,EAAKvK,GAAOA,EAAK,EAAIjS,GAAOsC,OAMzC2P,IAAQyK,GAIZF,EAAK7d,KAAKa,IAAK,KAAS8c,EAAMD,EAAYE,IAC1CtK,EAAOuK,EAAK,GAAQH,EAAY1d,KAAKY,IAAKZ,KAAKa,KAAO6c,GAAarc,GAAMqc,GACzEI,GAAYD,EAAKA,EAAKvK,GAAOA,EAAK,EAAIjS,GAAOsC,GAElC2P,GAAMyK,GAIjBF,EAAK,EACLvK,EAAKtT,KAAKY,IAAKZ,KAAKa,KAAO6c,GAAarc,GAAMqc,GAC9CI,EAAUxK,GAAOA,EAAK,EAAIjS,GAAOsC,IAMjCka,EAAK7d,KAAKa,IAAK,IAAO8c,EAAMD,EAAYE,IACxCtK,EAAOuK,EAAK,EAAMH,EAAY1d,KAAKY,IAAKZ,KAAKa,KAAO6c,GAAarc,GAAMqc,GACvEI,GAAYD,EAAKA,EAAKvK,GAAOA,EAAK,EAAIjS,GAAOsC,QAU/C2P,EAAOqK,EAAM,GAAQD,EAAYA,EACjCG,EAAK7d,KAAKa,IAAK,IAAO8c,EAAMrK,EAAKsK,IACjCE,GAAYD,EAAKA,EAAKvK,GAAOA,EAAK,EAAIjS,GAAOsC,EAgB9C,OAZK6Z,GAEJA,EAAmBjQ,KAAM7Q,KAAKygB,WAAY9X,eAAgBwY,GAAK9E,IAAKrc,KAAKwgB,QAIrEO,GAEJA,EAAuBlQ,KAAMqP,IAAUvX,eAAgBiO,GAAKyF,IAAK4D,IAI3DmB,EAIRnZ,gBAAiBmV,EAAQ1a,GAExBsd,GAAUtX,WAAY0U,EAAOrT,OAAQ/J,KAAKwgB,QAC1C,MAAMe,EAAMvB,GAAU7I,IAAKnX,KAAKygB,WAC1B5c,EAAKmc,GAAU7I,IAAK6I,IAAcuB,EAAMA,EACxCC,EAAUpE,EAAOtC,OAASsC,EAAOtC,OAEvC,GAAKjX,EAAK2d,EAAU,OAAO,KAE3B,MAAMC,EAAMne,KAAK4F,KAAMsY,EAAU3d,GAG3B6d,EAAKH,EAAME,EAGXE,EAAKJ,EAAME,EAGjB,OAAKC,EAAK,GAAKC,EAAK,EAAW,KAK1BD,EAAK,EAAW1hB,KAAK2gB,GAAIgB,EAAIjf,GAG3B1C,KAAK2gB,GAAIe,EAAIhf,GAIrBuF,iBAAkBmV,GAEjB,OAAOpd,KAAK6gB,kBAAmBzD,EAAOrT,SAAcqT,EAAOtC,OAASsC,EAAOtC,OAI5E7S,gBAAiBqV,GAEhB,MAAMjD,EAAciD,EAAM3C,OAAOxD,IAAKnX,KAAKygB,WAE3C,GAAqB,IAAhBpG,EAGJ,OAA8C,IAAzCiD,EAAMqC,gBAAiB3f,KAAKwgB,QAEzB,EAMD,KAIR,MAAMxb,IAAQhF,KAAKwgB,OAAOrJ,IAAKmG,EAAM3C,QAAW2C,EAAMC,UAAalD,EAInE,OAAOrV,GAAK,EAAIA,EAAI,KAIrBiD,eAAgBqV,EAAO5a,GAEtB,MAAMsC,EAAIhF,KAAK4hB,gBAAiBtE,GAEhC,OAAW,OAANtY,EAEG,KAIDhF,KAAK2gB,GAAI3b,EAAGtC,GAIpBuF,gBAAiBqV,GAIhB,MAAMuE,EAAcvE,EAAMqC,gBAAiB3f,KAAKwgB,QAEhD,GAAqB,IAAhBqB,EAEJ,OAAO,EAMR,OAFoBvE,EAAM3C,OAAOxD,IAAKnX,KAAKygB,WAExBoB,EAAc,EAYlC5Z,aAAcuU,EAAK9Z,GAElB,IAAIof,EAAMC,EAAMC,EAAOC,EAAOC,EAAOC,EAErC,MAAMC,EAAU,EAAIpiB,KAAKygB,UAAUjc,EAClC6d,EAAU,EAAIriB,KAAKygB,UAAU3b,EAC7Bwd,EAAU,EAAItiB,KAAKygB,UAAUrO,EAExBoO,EAASxgB,KAAKwgB,OA0BpB,OAxBK4B,GAAW,GAEfN,GAAStF,EAAItY,IAAIM,EAAIgc,EAAOhc,GAAM4d,EAClCL,GAASvF,EAAIrY,IAAIK,EAAIgc,EAAOhc,GAAM4d,IAIlCN,GAAStF,EAAIrY,IAAIK,EAAIgc,EAAOhc,GAAM4d,EAClCL,GAASvF,EAAItY,IAAIM,EAAIgc,EAAOhc,GAAM4d,GAI9BC,GAAW,GAEfL,GAAUxF,EAAItY,IAAIY,EAAI0b,EAAO1b,GAAMud,EACnCJ,GAAUzF,EAAIrY,IAAIW,EAAI0b,EAAO1b,GAAMud,IAInCL,GAAUxF,EAAIrY,IAAIW,EAAI0b,EAAO1b,GAAMud,EACnCJ,GAAUzF,EAAItY,IAAIY,EAAI0b,EAAO1b,GAAMud,GAI7BP,EAAOG,GAAaD,EAAQD,EAAgB,OAK9CC,EAAQF,GAAQA,GAASA,KAAOA,EAAOE,IAEvCC,EAAQF,GAAQA,GAASA,KAAOA,EAAOE,GAEvCK,GAAW,GAEfJ,GAAU1F,EAAItY,IAAIkO,EAAIoO,EAAOpO,GAAMkQ,EACnCH,GAAU3F,EAAIrY,IAAIiO,EAAIoO,EAAOpO,GAAMkQ,IAInCJ,GAAU1F,EAAIrY,IAAIiO,EAAIoO,EAAOpO,GAAMkQ,EACnCH,GAAU3F,EAAItY,IAAIkO,EAAIoO,EAAOpO,GAAMkQ,GAI7BR,EAAOK,GAAaD,EAAQH,EAAgB,OAE9CG,EAAQJ,GAAQA,GAASA,KAAOA,EAAOI,IAEvCC,EAAQJ,GAAQA,GAASA,KAAOA,EAAOI,GAIvCJ,EAAO,EAAW,KAEhB/hB,KAAK2gB,GAAImB,GAAQ,EAAIA,EAAOC,EAAMrf,KAI1CuF,cAAeuU,GAEd,OAA+C,OAAxCxc,KAAKuiB,aAAc/F,EAAKwD,IAIhC/X,kBAAmBlB,EAAGC,EAAGC,EAAGub,EAAiB9f,GAM5C0d,GAAO1X,WAAY1B,EAAGD,GACtBsZ,GAAO3X,WAAYzB,EAAGF,GACtBuZ,GAAUxG,aAAcsG,GAAQC,IAOhC,IACIoC,EADAC,EAAM1iB,KAAKygB,UAAUtJ,IAAKmJ,IAG9B,GAAKoC,EAAM,EAAI,CAEd,GAAKF,EAAkB,OAAO,KAC9BC,EAAO,MAED,CAAA,KAAKC,EAAM,GAOjB,OAAO,KALPD,GAAS,EACTC,GAAQA,EAQTvC,GAAMzX,WAAY1I,KAAKwgB,OAAQzZ,GAC/B,MAAM4b,EAASF,EAAOziB,KAAKygB,UAAUtJ,IAAKkJ,GAAOvG,aAAcqG,GAAOE,KAGtE,GAAKsC,EAAS,EAEb,OAAO,KAIR,MAAMC,EAASH,EAAOziB,KAAKygB,UAAUtJ,IAAKiJ,GAAOyC,MAAO1C,KAGxD,GAAKyC,EAAS,EAEb,OAAO,KAKR,GAAKD,EAASC,EAASF,EAEtB,OAAO,KAKR,MAAMI,GAAQL,EAAOtC,GAAMhJ,IAAKmJ,IAGhC,OAAKwC,EAAM,EAEH,KAKD9iB,KAAK2gB,GAAImC,EAAMJ,EAAKhgB,GAI5BuF,aAAckF,GAKb,OAHAnN,KAAKwgB,OAAO/G,aAActM,GAC1BnN,KAAKygB,UAAUsC,mBAAoB5V,GAE5BnN,KAIRiI,OAAQyY,GAEP,OAAOA,EAAIF,OAAOhC,OAAQxe,KAAKwgB,SAAYE,EAAID,UAAUjC,OAAQxe,KAAKygB,WAIvExY,QAEC,OAAO,IAAIjI,KAAKsI,aAAcuI,KAAM7Q,OAMtC,MAAMgjB,GAEL/a,cAECjI,KAAK6I,SAAW,CAEf,EAAG,EAAG,EAAG,EACT,EAAG,EAAG,EAAG,EACT,EAAG,EAAG,EAAG,EACT,EAAG,EAAG,EAAG,GAILsB,UAAUpH,OAAS,GAEvB+E,QAAQsC,MAAO,iFAMjBnC,IAAKoC,EAAKC,EAAKC,EAAK0Y,EAAKzY,EAAKC,EAAKC,EAAKwY,EAAKvY,EAAKC,EAAKC,EAAKsY,EAAKC,EAAKC,EAAKC,EAAKC,GAE/E,MAAMzY,EAAK9K,KAAK6I,SAOhB,OALAiC,EAAI,GAAMT,EAAKS,EAAI,GAAMR,EAAKQ,EAAI,GAAMP,EAAKO,EAAI,IAAOmY,EACxDnY,EAAI,GAAMN,EAAKM,EAAI,GAAML,EAAKK,EAAI,GAAMJ,EAAKI,EAAI,IAAOoY,EACxDpY,EAAI,GAAMH,EAAKG,EAAI,GAAMF,EAAKE,EAAI,IAAOD,EAAKC,EAAI,IAAOqY,EACzDrY,EAAI,GAAMsY,EAAKtY,EAAI,GAAMuY,EAAKvY,EAAI,IAAOwY,EAAKxY,EAAI,IAAOyY,EAElDvjB,KAIRiI,WAWC,OATAjI,KAAK6H,IAEJ,EAAG,EAAG,EAAG,EACT,EAAG,EAAG,EAAG,EACT,EAAG,EAAG,EAAG,EACT,EAAG,EAAG,EAAG,GAIH7H,KAIRiI,QAEC,OAAO,IAAI+a,IAAU/U,UAAWjO,KAAK6I,UAItCZ,KAAM3D,GAEL,MAAMwG,EAAK9K,KAAK6I,SACVkC,EAAKzG,EAAEuE,SAOb,OALAiC,EAAI,GAAMC,EAAI,GAAKD,EAAI,GAAMC,EAAI,GAAKD,EAAI,GAAMC,EAAI,GAAKD,EAAI,GAAMC,EAAI,GACvED,EAAI,GAAMC,EAAI,GAAKD,EAAI,GAAMC,EAAI,GAAKD,EAAI,GAAMC,EAAI,GAAKD,EAAI,GAAMC,EAAI,GACvED,EAAI,GAAMC,EAAI,GAAKD,EAAI,GAAMC,EAAI,GAAKD,EAAI,IAAOC,EAAI,IAAMD,EAAI,IAAOC,EAAI,IAC1ED,EAAI,IAAOC,EAAI,IAAMD,EAAI,IAAOC,EAAI,IAAMD,EAAI,IAAOC,EAAI,IAAMD,EAAI,IAAOC,EAAI,IAEvE/K,KAIRiI,aAAc3D,GAEb,MAAMwG,EAAK9K,KAAK6I,SAAUkC,EAAKzG,EAAEuE,SAMjC,OAJAiC,EAAI,IAAOC,EAAI,IACfD,EAAI,IAAOC,EAAI,IACfD,EAAI,IAAOC,EAAI,IAER/K,KAIRiI,eAAgB3D,GAEf,MAAMyG,EAAKzG,EAAEuE,SAWb,OATA7I,KAAK6H,IAEJkD,EAAI,GAAKA,EAAI,GAAKA,EAAI,GAAK,EAC3BA,EAAI,GAAKA,EAAI,GAAKA,EAAI,GAAK,EAC3BA,EAAI,GAAKA,EAAI,GAAKA,EAAI,GAAK,EAC3B,EAAG,EAAG,EAAG,GAIH/K,KAIRiI,aAAc+C,EAAOC,EAAOC,GAM3B,OAJAF,EAAMkQ,oBAAqBlb,KAAM,GACjCiL,EAAMiQ,oBAAqBlb,KAAM,GACjCkL,EAAMgQ,oBAAqBlb,KAAM,GAE1BA,KAIRiI,UAAW+C,EAAOC,EAAOC,GASxB,OAPAlL,KAAK6H,IACJmD,EAAMxG,EAAGyG,EAAMzG,EAAG0G,EAAM1G,EAAG,EAC3BwG,EAAMlG,EAAGmG,EAAMnG,EAAGoG,EAAMpG,EAAG,EAC3BkG,EAAMoH,EAAGnH,EAAMmH,EAAGlH,EAAMkH,EAAG,EAC3B,EAAG,EAAG,EAAG,GAGHpS,KAIRiI,gBAAiB3D,GAIhB,MAAMwG,EAAK9K,KAAK6I,SACVkC,EAAKzG,EAAEuE,SAEP2a,EAAS,EAAIC,GAAMvI,oBAAqB5W,EAAG,GAAIvB,SAC/C2gB,EAAS,EAAID,GAAMvI,oBAAqB5W,EAAG,GAAIvB,SAC/C4gB,EAAS,EAAIF,GAAMvI,oBAAqB5W,EAAG,GAAIvB,SAsBrD,OApBA+H,EAAI,GAAMC,EAAI,GAAMyY,EACpB1Y,EAAI,GAAMC,EAAI,GAAMyY,EACpB1Y,EAAI,GAAMC,EAAI,GAAMyY,EACpB1Y,EAAI,GAAM,EAEVA,EAAI,GAAMC,EAAI,GAAM2Y,EACpB5Y,EAAI,GAAMC,EAAI,GAAM2Y,EACpB5Y,EAAI,GAAMC,EAAI,GAAM2Y,EACpB5Y,EAAI,GAAM,EAEVA,EAAI,GAAMC,EAAI,GAAM4Y,EACpB7Y,EAAI,GAAMC,EAAI,GAAM4Y,EACpB7Y,EAAI,IAAOC,EAAI,IAAO4Y,EACtB7Y,EAAI,IAAO,EAEXA,EAAI,IAAO,EACXA,EAAI,IAAO,EACXA,EAAI,IAAO,EACXA,EAAI,IAAO,EAEJ9K,KAIRiI,sBAAuBqO,GAEbA,GAASA,EAAME,SAEvB1O,QAAQsC,MAAO,yGAIhB,MAAMU,EAAK9K,KAAK6I,SAEVrE,EAAI8R,EAAM9R,EAAGM,EAAIwR,EAAMxR,EAAGsN,EAAIkE,EAAMlE,EACpCrL,EAAIzD,KAAK6D,IAAK3C,GAAKwC,EAAI1D,KAAK8D,IAAK5C,GACjCyC,EAAI3D,KAAK6D,IAAKrC,GAAK2H,EAAInJ,KAAK8D,IAAKtC,GACjC8D,EAAItF,KAAK6D,IAAKiL,GAAK1F,EAAIpJ,KAAK8D,IAAKgL,GAEvC,GAAqB,QAAhBkE,EAAMpP,MAAkB,CAE5B,MAAMmE,EAAKtE,EAAI6B,EAAGgb,EAAK7c,EAAI2F,EAAGpB,EAAKtE,EAAI4B,EAAGib,EAAK7c,EAAI0F,EAEnD5B,EAAI,GAAM7D,EAAI2B,EACdkC,EAAI,IAAQ7D,EAAIyF,EAChB5B,EAAI,GAAM2B,EAEV3B,EAAI,GAAM8Y,EAAKtY,EAAKmB,EACpB3B,EAAI,GAAMO,EAAKwY,EAAKpX,EACpB3B,EAAI,IAAQ9D,EAAIC,EAEhB6D,EAAI,GAAM+Y,EAAKxY,EAAKoB,EACpB3B,EAAI,GAAMQ,EAAKsY,EAAKnX,EACpB3B,EAAI,IAAO/D,EAAIE,OAET,GAAqB,QAAhBqP,EAAMpP,MAAkB,CAEnC,MAAM4c,EAAK7c,EAAI2B,EAAGmb,EAAK9c,EAAIyF,EAAGsX,EAAKvX,EAAI7D,EAAGqb,EAAKxX,EAAIC,EAEnD5B,EAAI,GAAMgZ,EAAKG,EAAKjd,EACpB8D,EAAI,GAAMkZ,EAAKhd,EAAI+c,EACnBjZ,EAAI,GAAM/D,EAAI0F,EAEd3B,EAAI,GAAM/D,EAAI2F,EACd5B,EAAI,GAAM/D,EAAI6B,EACdkC,EAAI,IAAQ9D,EAEZ8D,EAAI,GAAMiZ,EAAK/c,EAAIgd,EACnBlZ,EAAI,GAAMmZ,EAAKH,EAAK9c,EACpB8D,EAAI,IAAO/D,EAAIE,OAET,GAAqB,QAAhBqP,EAAMpP,MAAkB,CAEnC,MAAM4c,EAAK7c,EAAI2B,EAAGmb,EAAK9c,EAAIyF,EAAGsX,EAAKvX,EAAI7D,EAAGqb,EAAKxX,EAAIC,EAEnD5B,EAAI,GAAMgZ,EAAKG,EAAKjd,EACpB8D,EAAI,IAAQ/D,EAAI2F,EAChB5B,EAAI,GAAMkZ,EAAKD,EAAK/c,EAEpB8D,EAAI,GAAMiZ,EAAKC,EAAKhd,EACpB8D,EAAI,GAAM/D,EAAI6B,EACdkC,EAAI,GAAMmZ,EAAKH,EAAK9c,EAEpB8D,EAAI,IAAQ/D,EAAI0F,EAChB3B,EAAI,GAAM9D,EACV8D,EAAI,IAAO/D,EAAIE,OAET,GAAqB,QAAhBqP,EAAMpP,MAAkB,CAEnC,MAAMmE,EAAKtE,EAAI6B,EAAGgb,EAAK7c,EAAI2F,EAAGpB,EAAKtE,EAAI4B,EAAGib,EAAK7c,EAAI0F,EAEnD5B,EAAI,GAAM7D,EAAI2B,EACdkC,EAAI,GAAMQ,EAAKmB,EAAImX,EACnB9Y,EAAI,GAAMO,EAAKoB,EAAIoX,EAEnB/Y,EAAI,GAAM7D,EAAIyF,EACd5B,EAAI,GAAM+Y,EAAKpX,EAAIpB,EACnBP,EAAI,GAAM8Y,EAAKnX,EAAInB,EAEnBR,EAAI,IAAQ2B,EACZ3B,EAAI,GAAM9D,EAAIC,EACd6D,EAAI,IAAO/D,EAAIE,OAET,GAAqB,QAAhBqP,EAAMpP,MAAkB,CAEnC,MAAMgd,EAAKnd,EAAIE,EAAGkd,EAAKpd,EAAI0F,EAAG2X,EAAKpd,EAAIC,EAAGod,EAAKrd,EAAIyF,EAEnD3B,EAAI,GAAM7D,EAAI2B,EACdkC,EAAI,GAAMuZ,EAAKH,EAAKxX,EACpB5B,EAAI,GAAMsZ,EAAK1X,EAAIyX,EAEnBrZ,EAAI,GAAM4B,EACV5B,EAAI,GAAM/D,EAAI6B,EACdkC,EAAI,IAAQ9D,EAAI4B,EAEhBkC,EAAI,IAAQ2B,EAAI7D,EAChBkC,EAAI,GAAMqZ,EAAKzX,EAAI0X,EACnBtZ,EAAI,IAAOoZ,EAAKG,EAAK3X,OAEf,GAAqB,QAAhB4J,EAAMpP,MAAkB,CAEnC,MAAMgd,EAAKnd,EAAIE,EAAGkd,EAAKpd,EAAI0F,EAAG2X,EAAKpd,EAAIC,EAAGod,EAAKrd,EAAIyF,EAEnD3B,EAAI,GAAM7D,EAAI2B,EACdkC,EAAI,IAAQ4B,EACZ5B,EAAI,GAAM2B,EAAI7D,EAEdkC,EAAI,GAAMoZ,EAAKxX,EAAI2X,EACnBvZ,EAAI,GAAM/D,EAAI6B,EACdkC,EAAI,GAAMqZ,EAAKzX,EAAI0X,EAEnBtZ,EAAI,GAAMsZ,EAAK1X,EAAIyX,EACnBrZ,EAAI,GAAM9D,EAAI4B,EACdkC,EAAI,IAAOuZ,EAAK3X,EAAIwX,EAerB,OAVApZ,EAAI,GAAM,EACVA,EAAI,GAAM,EACVA,EAAI,IAAO,EAGXA,EAAI,IAAO,EACXA,EAAI,IAAO,EACXA,EAAI,IAAO,EACXA,EAAI,IAAO,EAEJ9K,KAIRiI,2BAA4BnB,GAE3B,OAAO9G,KAAKskB,QAASC,GAAOzd,EAAG0d,IAIhCvc,OAAQwc,EAAK/hB,EAAQgiB,GAEpB,MAAM5Z,EAAK9K,KAAK6I,SAyChB,OAvCA6L,GAAGhM,WAAY+b,EAAK/hB,GAEG,IAAlBgS,GAAG4F,aAIP5F,GAAGtC,EAAI,GAIRsC,GAAGnL,YACHiL,GAAGsF,aAAc4K,EAAIhQ,IAEE,IAAlBF,GAAG8F,aAImB,IAArBhX,KAAKgC,IAAKof,EAAGtS,GAEjBsC,GAAGlQ,GAAK,KAIRkQ,GAAGtC,GAAK,KAITsC,GAAGnL,YACHiL,GAAGsF,aAAc4K,EAAIhQ,KAItBF,GAAGjL,YACHkL,GAAGqF,aAAcpF,GAAIF,IAErB1J,EAAI,GAAM0J,GAAGhQ,EAAGsG,EAAI,GAAM2J,GAAGjQ,EAAGsG,EAAI,GAAM4J,GAAGlQ,EAC7CsG,EAAI,GAAM0J,GAAG1P,EAAGgG,EAAI,GAAM2J,GAAG3P,EAAGgG,EAAI,GAAM4J,GAAG5P,EAC7CgG,EAAI,GAAM0J,GAAGpC,EAAGtH,EAAI,GAAM2J,GAAGrC,EAAGtH,EAAI,IAAO4J,GAAGtC,EAEvCpS,KAIRiI,SAAU3D,EAAGD,GAEZ,YAAWvC,IAANuC,GAEJyD,QAAQC,KAAM,oGACP/H,KAAKoL,iBAAkB9G,EAAGD,IAI3BrE,KAAKoL,iBAAkBpL,KAAMsE,GAIrC2D,YAAa3D,GAEZ,OAAOtE,KAAKoL,iBAAkB9G,EAAGtE,MAIlCiI,iBAAkBlB,EAAGC,GAEpB,MAAMqE,EAAKtE,EAAE8B,SACPyC,EAAKtE,EAAE6B,SACPiC,EAAK9K,KAAK6I,SAEV0C,EAAMF,EAAI,GAAKG,EAAMH,EAAI,GAAKI,EAAMJ,EAAI,GAAKsZ,EAAMtZ,EAAI,IACvDK,EAAML,EAAI,GAAKM,EAAMN,EAAI,GAAKO,EAAMP,EAAI,GAAKuZ,EAAMvZ,EAAI,IACvDQ,EAAMR,EAAI,GAAKS,EAAMT,EAAI,GAAKU,EAAMV,EAAI,IAAMwZ,EAAMxZ,EAAI,IACxDyZ,EAAMzZ,EAAI,GAAK0Z,EAAM1Z,EAAI,GAAK2Z,EAAM3Z,EAAI,IAAM4Z,EAAM5Z,EAAI,IAExDW,EAAMV,EAAI,GAAKW,EAAMX,EAAI,GAAKY,EAAMZ,EAAI,GAAK4Z,EAAM5Z,EAAI,IACvDa,EAAMb,EAAI,GAAKc,EAAMd,EAAI,GAAKe,EAAMf,EAAI,GAAK6Z,EAAM7Z,EAAI,IACvDgB,EAAMhB,EAAI,GAAKiB,EAAMjB,EAAI,GAAKkB,EAAMlB,EAAI,IAAM8Z,EAAM9Z,EAAI,IACxD+Z,EAAM/Z,EAAI,GAAKga,EAAMha,EAAI,GAAKia,EAAMja,EAAI,IAAMka,EAAMla,EAAI,IAsB9D,OApBAR,EAAI,GAAMS,EAAMS,EAAMR,EAAMW,EAAMV,EAAMa,EAAMqY,EAAMU,EACpDva,EAAI,GAAMS,EAAMU,EAAMT,EAAMY,EAAMX,EAAMc,EAAMoY,EAAMW,EACpDxa,EAAI,GAAMS,EAAMW,EAAMV,EAAMa,EAAMZ,EAAMe,EAAMmY,EAAMY,EACpDza,EAAI,IAAOS,EAAM2Z,EAAM1Z,EAAM2Z,EAAM1Z,EAAM2Z,EAAMT,EAAMa,EAErD1a,EAAI,GAAMY,EAAMM,EAAML,EAAMQ,EAAMP,EAAMU,EAAMsY,EAAMS,EACpDva,EAAI,GAAMY,EAAMO,EAAMN,EAAMS,EAAMR,EAAMW,EAAMqY,EAAMU,EACpDxa,EAAI,GAAMY,EAAMQ,EAAMP,EAAMU,EAAMT,EAAMY,EAAMoY,EAAMW,EACpDza,EAAI,IAAOY,EAAMwZ,EAAMvZ,EAAMwZ,EAAMvZ,EAAMwZ,EAAMR,EAAMY,EAErD1a,EAAI,GAAMe,EAAMG,EAAMF,EAAMK,EAAMJ,EAAMO,EAAMuY,EAAMQ,EACpDva,EAAI,GAAMe,EAAMI,EAAMH,EAAMM,EAAML,EAAMQ,EAAMsY,EAAMS,EACpDxa,EAAI,IAAOe,EAAMK,EAAMJ,EAAMO,EAAMN,EAAMS,EAAMqY,EAAMU,EACrDza,EAAI,IAAOe,EAAMqZ,EAAMpZ,EAAMqZ,EAAMpZ,EAAMqZ,EAAMP,EAAMW,EAErD1a,EAAI,GAAMga,EAAM9Y,EAAM+Y,EAAM5Y,EAAM6Y,EAAM1Y,EAAM2Y,EAAMI,EACpDva,EAAI,GAAMga,EAAM7Y,EAAM8Y,EAAM3Y,EAAM4Y,EAAMzY,EAAM0Y,EAAMK,EACpDxa,EAAI,IAAOga,EAAM5Y,EAAM6Y,EAAM1Y,EAAM2Y,EAAMxY,EAAMyY,EAAMM,EACrDza,EAAI,IAAOga,EAAMI,EAAMH,EAAMI,EAAMH,EAAMI,EAAMH,EAAMO,EAE9CxlB,KAIRiI,eAAgBhC,GAEf,MAAM6E,EAAK9K,KAAK6I,SAOhB,OALAiC,EAAI,IAAO7E,EAAG6E,EAAI,IAAO7E,EAAG6E,EAAI,IAAO7E,EAAG6E,EAAI,KAAQ7E,EACtD6E,EAAI,IAAO7E,EAAG6E,EAAI,IAAO7E,EAAG6E,EAAI,IAAO7E,EAAG6E,EAAI,KAAQ7E,EACtD6E,EAAI,IAAO7E,EAAG6E,EAAI,IAAO7E,EAAG6E,EAAI,KAAQ7E,EAAG6E,EAAI,KAAQ7E,EACvD6E,EAAI,IAAO7E,EAAG6E,EAAI,IAAO7E,EAAG6E,EAAI,KAAQ7E,EAAG6E,EAAI,KAAQ7E,EAEhDjG,KAIRiI,cAEC,MAAM6C,EAAK9K,KAAK6I,SAEVwB,EAAMS,EAAI,GAAKR,EAAMQ,EAAI,GAAKP,EAAMO,EAAI,GAAKmY,EAAMnY,EAAI,IACvDN,EAAMM,EAAI,GAAKL,EAAMK,EAAI,GAAKJ,EAAMI,EAAI,GAAKoY,EAAMpY,EAAI,IACvDH,EAAMG,EAAI,GAAKF,EAAME,EAAI,GAAKD,EAAMC,EAAI,IAAMqY,EAAMrY,EAAI,IAM9D,OALYA,EAAI,KAOZmY,EAAMvY,EAAME,EACXL,EAAM2Y,EAAMtY,EACZqY,EAAMxY,EAAMI,EACZP,EAAM4Y,EAAMrY,EACZN,EAAME,EAAM0Y,EACZ7Y,EAAMI,EAAMyY,GAZUrY,EAAI,KAe3BT,EAAMK,EAAMyY,EACX9Y,EAAM6Y,EAAMrY,EACZoY,EAAMzY,EAAMK,EACZN,EAAMC,EAAM2Y,EACZ5Y,EAAM2Y,EAAMvY,EACZsY,EAAMvY,EAAMC,GApByBG,EAAI,MAuB1CT,EAAM6Y,EAAMtY,EACXP,EAAMI,EAAM0Y,EACZF,EAAMzY,EAAMI,EACZN,EAAME,EAAM2Y,EACZF,EAAMxY,EAAME,EACZL,EAAM4Y,EAAMvY,GA5ByCG,EAAI,MA+B1DP,EAAME,EAAME,EACXN,EAAMK,EAAME,EACZP,EAAMI,EAAMI,EACZN,EAAMC,EAAMI,EACZN,EAAME,EAAMK,EACZP,EAAMI,EAAMC,GAOlB1C,YAEC,MAAM6C,EAAK9K,KAAK6I,SAChB,IAAIqE,EAUJ,OARAA,EAAMpC,EAAI,GAAKA,EAAI,GAAMA,EAAI,GAAKA,EAAI,GAAMoC,EAC5CA,EAAMpC,EAAI,GAAKA,EAAI,GAAMA,EAAI,GAAKA,EAAI,GAAMoC,EAC5CA,EAAMpC,EAAI,GAAKA,EAAI,GAAMA,EAAI,GAAKA,EAAI,GAAMoC,EAE5CA,EAAMpC,EAAI,GAAKA,EAAI,GAAMA,EAAI,IAAMA,EAAI,IAAOoC,EAC9CA,EAAMpC,EAAI,GAAKA,EAAI,GAAMA,EAAI,IAAMA,EAAI,IAAOoC,EAC9CA,EAAMpC,EAAI,IAAMA,EAAI,IAAOA,EAAI,IAAMA,EAAI,IAAOoC,EAEzClN,KAIRiI,YAAazD,EAAGM,EAAGsN,GAElB,MAAMtH,EAAK9K,KAAK6I,SAgBhB,OAdKrE,EAAE4W,WAENtQ,EAAI,IAAOtG,EAAEA,EACbsG,EAAI,IAAOtG,EAAEM,EACbgG,EAAI,IAAOtG,EAAE4N,IAIbtH,EAAI,IAAOtG,EACXsG,EAAI,IAAOhG,EACXgG,EAAI,IAAOsH,GAILpS,KAIRiI,SAGC,MAAM6C,EAAK9K,KAAK6I,SAEfwB,EAAMS,EAAI,GAAKN,EAAMM,EAAI,GAAKH,EAAMG,EAAI,GAAKsY,EAAMtY,EAAI,GACvDR,EAAMQ,EAAI,GAAKL,EAAMK,EAAI,GAAKF,EAAME,EAAI,GAAKuY,EAAMvY,EAAI,GACvDP,EAAMO,EAAI,GAAKJ,EAAMI,EAAI,GAAKD,EAAMC,EAAI,IAAMwY,EAAMxY,EAAI,IACxDmY,EAAMnY,EAAI,IAAMoY,EAAMpY,EAAI,IAAMqY,EAAMrY,EAAI,IAAMyY,EAAMzY,EAAI,IAE1D+B,EAAMnC,EAAMyY,EAAME,EAAMH,EAAMrY,EAAMwY,EAAMH,EAAMtY,EAAM0Y,EAAM7Y,EAAM0Y,EAAMG,EAAM5Y,EAAME,EAAM2Y,EAAM9Y,EAAMI,EAAM0Y,EAC5GzW,EAAMmW,EAAMpY,EAAMwY,EAAM9Y,EAAM4Y,EAAME,EAAMJ,EAAMrY,EAAM0Y,EAAMhZ,EAAM6Y,EAAMG,EAAM/Y,EAAMK,EAAM2Y,EAAMjZ,EAAMO,EAAM0Y,EAC5GxW,EAAMxC,EAAM2Y,EAAMG,EAAMJ,EAAMvY,EAAM2Y,EAAMJ,EAAMxY,EAAM6Y,EAAMhZ,EAAM4Y,EAAMI,EAAM/Y,EAAME,EAAM8Y,EAAMjZ,EAAMI,EAAM6Y,EAC5GkC,EAAMxC,EAAMvY,EAAME,EAAML,EAAM2Y,EAAMtY,EAAMqY,EAAMxY,EAAMI,EAAMP,EAAM4Y,EAAMrY,EAAMN,EAAME,EAAM0Y,EAAM7Y,EAAMI,EAAMyY,EAEvGnW,EAAM3C,EAAMwC,EAAMrC,EAAMsC,EAAMnC,EAAMoC,EAAMqW,EAAMqC,EAEtD,GAAa,IAARzY,EAAY,OAAOhN,KAAK6H,IAAK,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,EAAG,GAE/E,MAAMoF,EAAS,EAAID,EAsBnB,OApBAlC,EAAI,GAAM+B,EAAMI,EAChBnC,EAAI,IAAQoY,EAAMrY,EAAMuY,EAAM1Y,EAAMyY,EAAMC,EAAMF,EAAMvY,EAAM2Y,EAAM9Y,EAAM2Y,EAAMG,EAAM5Y,EAAMC,EAAM4Y,EAAM/Y,EAAMK,EAAM0Y,GAAQtW,EAC1HnC,EAAI,IAAQL,EAAM0Y,EAAMC,EAAMF,EAAMtY,EAAMwY,EAAMF,EAAMvY,EAAM0Y,EAAM7Y,EAAM2Y,EAAME,EAAM5Y,EAAME,EAAM4Y,EAAM/Y,EAAMI,EAAM2Y,GAAQtW,EAC1HnC,EAAI,IAAQJ,EAAME,EAAMwY,EAAM3Y,EAAMI,EAAMuY,EAAM1Y,EAAMC,EAAM0Y,EAAM7Y,EAAMK,EAAMwY,EAAM5Y,EAAME,EAAM2Y,EAAM9Y,EAAMI,EAAM0Y,GAAQrW,EAE1HnC,EAAI,GAAMgC,EAAMG,EAChBnC,EAAI,IAAQP,EAAM4Y,EAAMC,EAAMH,EAAMpY,EAAMuY,EAAMH,EAAMtY,EAAM2Y,EAAMjZ,EAAM8Y,EAAMG,EAAM/Y,EAAMI,EAAM4Y,EAAMlZ,EAAMQ,EAAM0Y,GAAQtW,EAC1HnC,EAAI,IAAQmY,EAAMrY,EAAMwY,EAAM9Y,EAAM6Y,EAAMC,EAAMH,EAAMtY,EAAM0Y,EAAMhZ,EAAM8Y,EAAME,EAAM/Y,EAAMK,EAAM4Y,EAAMlZ,EAAMO,EAAM2Y,GAAQtW,EAC1HnC,EAAI,IAAQR,EAAMO,EAAMuY,EAAM7Y,EAAMK,EAAMwY,EAAM7Y,EAAMI,EAAM0Y,EAAMhZ,EAAMQ,EAAMwY,EAAM/Y,EAAMK,EAAM2Y,EAAMjZ,EAAMO,EAAM0Y,GAAQrW,EAE1HnC,EAAI,GAAMiC,EAAME,EAChBnC,EAAI,IAAQmY,EAAMvY,EAAM0Y,EAAM7Y,EAAM2Y,EAAME,EAAMH,EAAMzY,EAAM8Y,EAAMjZ,EAAM6Y,EAAMI,EAAM/Y,EAAMC,EAAM+Y,EAAMlZ,EAAMK,EAAM6Y,GAAQtW,EAC1HnC,EAAI,KAASR,EAAM4Y,EAAME,EAAMH,EAAMxY,EAAM2Y,EAAMH,EAAMzY,EAAM6Y,EAAMhZ,EAAM6Y,EAAMG,EAAM/Y,EAAME,EAAM+Y,EAAMlZ,EAAMI,EAAM8Y,GAAQtW,EAC3HnC,EAAI,KAASP,EAAME,EAAM2Y,EAAM9Y,EAAMI,EAAM0Y,EAAM7Y,EAAMC,EAAM6Y,EAAMhZ,EAAMK,EAAM2Y,EAAM/Y,EAAME,EAAM8Y,EAAMjZ,EAAMI,EAAM6Y,GAAQrW,EAE3HnC,EAAI,IAAO2a,EAAMxY,EACjBnC,EAAI,KAASP,EAAM2Y,EAAMvY,EAAMsY,EAAMvY,EAAMC,EAAMsY,EAAMzY,EAAMK,EAAMR,EAAM6Y,EAAMrY,EAAMN,EAAMC,EAAM2Y,EAAM9Y,EAAMK,EAAMyY,GAAQlW,EAC3HnC,EAAI,KAASmY,EAAMxY,EAAME,EAAML,EAAM4Y,EAAMvY,EAAMsY,EAAMzY,EAAMI,EAAMP,EAAM6Y,EAAMtY,EAAMN,EAAME,EAAM2Y,EAAM9Y,EAAMI,EAAM0Y,GAAQlW,EAC3HnC,EAAI,KAASR,EAAMI,EAAMC,EAAMJ,EAAME,EAAME,EAAMJ,EAAMC,EAAMI,EAAMP,EAAMK,EAAME,EAAMN,EAAME,EAAMK,EAAMR,EAAMI,EAAMI,GAAQoC,EAEpHjN,KAIRiI,MAAOM,GAEN,MAAMuC,EAAK9K,KAAK6I,SACVrE,EAAI+D,EAAE/D,EAAGM,EAAIyD,EAAEzD,EAAGsN,EAAI7J,EAAE6J,EAO9B,OALAtH,EAAI,IAAOtG,EAAGsG,EAAI,IAAOhG,EAAGgG,EAAI,IAAOsH,EACvCtH,EAAI,IAAOtG,EAAGsG,EAAI,IAAOhG,EAAGgG,EAAI,IAAOsH,EACvCtH,EAAI,IAAOtG,EAAGsG,EAAI,IAAOhG,EAAGgG,EAAI,KAAQsH,EACxCtH,EAAI,IAAOtG,EAAGsG,EAAI,IAAOhG,EAAGgG,EAAI,KAAQsH,EAEjCpS,KAIRiI,oBAEC,MAAM6C,EAAK9K,KAAK6I,SAEV6c,EAAW5a,EAAI,GAAMA,EAAI,GAAMA,EAAI,GAAMA,EAAI,GAAMA,EAAI,GAAMA,EAAI,GACjE6a,EAAW7a,EAAI,GAAMA,EAAI,GAAMA,EAAI,GAAMA,EAAI,GAAMA,EAAI,GAAMA,EAAI,GACjE8a,EAAW9a,EAAI,GAAMA,EAAI,GAAMA,EAAI,GAAMA,EAAI,GAAMA,EAAI,IAAOA,EAAI,IAExE,OAAOxH,KAAK4F,KAAM5F,KAAKa,IAAKuhB,EAAUC,EAAUC,IAIjD3d,gBAAiBzD,EAAGM,EAAGsN,GAWtB,OATApS,KAAK6H,IAEJ,EAAG,EAAG,EAAGrD,EACT,EAAG,EAAG,EAAGM,EACT,EAAG,EAAG,EAAGsN,EACT,EAAG,EAAG,EAAG,GAIHpS,KAIRiI,cAAe8F,GAEd,MAAM9G,EAAI3D,KAAK6D,IAAK4G,GAAS9H,EAAI3C,KAAK8D,IAAK2G,GAW3C,OATA/N,KAAK6H,IAEJ,EAAG,EAAG,EAAG,EACT,EAAGZ,GAAKhB,EAAG,EACX,EAAGA,EAAGgB,EAAG,EACT,EAAG,EAAG,EAAG,GAIHjH,KAIRiI,cAAe8F,GAEd,MAAM9G,EAAI3D,KAAK6D,IAAK4G,GAAS9H,EAAI3C,KAAK8D,IAAK2G,GAW3C,OATA/N,KAAK6H,IAEHZ,EAAG,EAAGhB,EAAG,EACT,EAAG,EAAG,EAAG,GACRA,EAAG,EAAGgB,EAAG,EACV,EAAG,EAAG,EAAG,GAIJjH,KAIRiI,cAAe8F,GAEd,MAAM9G,EAAI3D,KAAK6D,IAAK4G,GAAS9H,EAAI3C,KAAK8D,IAAK2G,GAW3C,OATA/N,KAAK6H,IAEJZ,GAAKhB,EAAG,EAAG,EACXA,EAAGgB,EAAG,EAAG,EACT,EAAG,EAAG,EAAG,EACT,EAAG,EAAG,EAAG,GAIHjH,KAIRiI,iBAAkB6O,EAAM9M,GAIvB,MAAM/C,EAAI3D,KAAK6D,IAAK6C,GACd/D,EAAI3C,KAAK8D,IAAK4C,GACdhF,EAAI,EAAIiC,EACRzC,EAAIsS,EAAKtS,EAAGM,EAAIgS,EAAKhS,EAAGsN,EAAI0E,EAAK1E,EACjC5E,EAAKxI,EAAIR,EAAGiJ,EAAKzI,EAAIF,EAW3B,OATA9E,KAAK6H,IAEJ2F,EAAKhJ,EAAIyC,EAAGuG,EAAK1I,EAAImB,EAAImM,EAAG5E,EAAK4E,EAAInM,EAAInB,EAAG,EAC5C0I,EAAK1I,EAAImB,EAAImM,EAAG3E,EAAK3I,EAAImC,EAAGwG,EAAK2E,EAAInM,EAAIzB,EAAG,EAC5CgJ,EAAK4E,EAAInM,EAAInB,EAAG2I,EAAK2E,EAAInM,EAAIzB,EAAGQ,EAAIoN,EAAIA,EAAInL,EAAG,EAC/C,EAAG,EAAG,EAAG,GAIHjH,KAIRiI,UAAWzD,EAAGM,EAAGsN,GAWhB,OATApS,KAAK6H,IAEJrD,EAAG,EAAG,EAAG,EACT,EAAGM,EAAG,EAAG,EACT,EAAG,EAAGsN,EAAG,EACT,EAAG,EAAG,EAAG,GAIHpS,KAIRiI,UAAWzD,EAAGM,EAAGsN,GAWhB,OATApS,KAAK6H,IAEJ,EAAG/C,EAAGsN,EAAG,EACT5N,EAAG,EAAG4N,EAAG,EACT5N,EAAGM,EAAG,EAAG,EACT,EAAG,EAAG,EAAG,GAIH9E,KAIRiI,QAAS4d,EAAUxP,EAAYyP,GAE9B,MAAMhb,EAAK9K,KAAK6I,SAEVrE,EAAI6R,EAAW7B,GAAI1P,EAAIuR,EAAW5B,GAAIrC,EAAIiE,EAAW3B,GAAIlM,EAAI6N,EAAW1B,GACxEoR,EAAKvhB,EAAIA,EAAGwhB,EAAKlhB,EAAIA,EAAGmhB,EAAK7T,EAAIA,EACjCa,EAAKzO,EAAIuhB,EAAI3S,EAAK5O,EAAIwhB,EAAI3S,EAAK7O,EAAIyhB,EACnC/S,EAAKpO,EAAIkhB,EAAI1S,EAAKxO,EAAImhB,EAAI9S,EAAKf,EAAI6T,EACnCC,EAAK1d,EAAIud,EAAII,EAAK3d,EAAIwd,EAAII,EAAK5d,EAAIyd,EAEnCvY,EAAKoY,EAAMthB,EAAGmJ,EAAKmY,EAAMhhB,EAAGqW,EAAK2K,EAAM1T,EAsB7C,OApBAtH,EAAI,IAAQ,GAAMoI,EAAKC,IAASzF,EAChC5C,EAAI,IAAQsI,EAAKgT,GAAO1Y,EACxB5C,EAAI,IAAQuI,EAAK8S,GAAOzY,EACxB5C,EAAI,GAAM,EAEVA,EAAI,IAAQsI,EAAKgT,GAAOzY,EACxB7C,EAAI,IAAQ,GAAMmI,EAAKE,IAASxF,EAChC7C,EAAI,IAAQwI,EAAK4S,GAAOvY,EACxB7C,EAAI,GAAM,EAEVA,EAAI,IAAQuI,EAAK8S,GAAOhL,EACxBrQ,EAAI,IAAQwI,EAAK4S,GAAO/K,EACxBrQ,EAAI,KAAS,GAAMmI,EAAKC,IAASiI,EACjCrQ,EAAI,IAAO,EAEXA,EAAI,IAAO+a,EAASrhB,EACpBsG,EAAI,IAAO+a,EAAS/gB,EACpBgG,EAAI,IAAO+a,EAASzT,EACpBtH,EAAI,IAAO,EAEJ9K,KAIRiI,UAAW4d,EAAUxP,EAAYyP,GAEhC,MAAMhb,EAAK9K,KAAK6I,SAEhB,IAAI6E,EAAK+V,GAAM5b,IAAKiD,EAAI,GAAKA,EAAI,GAAKA,EAAI,IAAM/H,SAChD,MAAM4K,EAAK8V,GAAM5b,IAAKiD,EAAI,GAAKA,EAAI,GAAKA,EAAI,IAAM/H,SAC5CoY,EAAKsI,GAAM5b,IAAKiD,EAAI,GAAKA,EAAI,GAAKA,EAAI,KAAO/H,SAGvC/C,KAAKqmB,cACN,IAAI3Y,GAAOA,GAEtBmY,EAASrhB,EAAIsG,EAAI,IACjB+a,EAAS/gB,EAAIgG,EAAI,IACjB+a,EAASzT,EAAItH,EAAI,IAGjBwb,GAAMzV,KAAM7Q,MAEZ,MAAMumB,EAAQ,EAAI7Y,EACZ8Y,EAAQ,EAAI7Y,EACZ8Y,EAAQ,EAAItL,EAoBlB,OAlBAmL,GAAMzd,SAAU,IAAO0d,EACvBD,GAAMzd,SAAU,IAAO0d,EACvBD,GAAMzd,SAAU,IAAO0d,EAEvBD,GAAMzd,SAAU,IAAO2d,EACvBF,GAAMzd,SAAU,IAAO2d,EACvBF,GAAMzd,SAAU,IAAO2d,EAEvBF,GAAMzd,SAAU,IAAO4d,EACvBH,GAAMzd,SAAU,IAAO4d,EACvBH,GAAMzd,SAAU,KAAQ4d,EAExBpQ,EAAWqQ,sBAAuBJ,IAElCR,EAAMthB,EAAIkJ,EACVoY,EAAMhhB,EAAI6I,EACVmY,EAAM1T,EAAI+I,EAEHnb,KAIRiI,gBAAiB0e,EAAMC,EAAOC,EAAKC,EAAQC,EAAMC,QAEnCllB,IAARklB,GAEJlf,QAAQC,KAAM,wGAIf,MAAM+C,EAAK9K,KAAK6I,SACVrE,EAAI,EAAIuiB,GAASH,EAAQD,GACzB7hB,EAAI,EAAIiiB,GAASF,EAAMC,GAEvB/f,GAAM6f,EAAQD,IAAWC,EAAQD,GACjC3f,GAAM6f,EAAMC,IAAaD,EAAMC,GAC/B7f,IAAQ+f,EAAMD,IAAWC,EAAMD,GAC/Bta,GAAM,EAAIua,EAAMD,GAASC,EAAMD,GAOrC,OALAjc,EAAI,GAAMtG,EAAGsG,EAAI,GAAM,EAAGA,EAAI,GAAM/D,EAAG+D,EAAI,IAAO,EAClDA,EAAI,GAAM,EAAGA,EAAI,GAAMhG,EAAGgG,EAAI,GAAM9D,EAAG8D,EAAI,IAAO,EAClDA,EAAI,GAAM,EAAGA,EAAI,GAAM,EAAGA,EAAI,IAAO7D,EAAG6D,EAAI,IAAO2B,EACnD3B,EAAI,GAAM,EAAGA,EAAI,GAAM,EAAGA,EAAI,KAAS,EAAGA,EAAI,IAAO,EAE9C9K,KAIRiI,iBAAkB0e,EAAMC,EAAOC,EAAKC,EAAQC,EAAMC,GAEjD,MAAMlc,EAAK9K,KAAK6I,SACVL,EAAI,GAAQoe,EAAQD,GACpB/Z,EAAI,GAAQia,EAAMC,GAClBtP,EAAI,GAAQwP,EAAMD,GAElBviB,GAAMoiB,EAAQD,GAASne,EACvB1D,GAAM+hB,EAAMC,GAAWla,EACvBwF,GAAM4U,EAAMD,GAASvP,EAO3B,OALA1M,EAAI,GAAM,EAAItC,EAAGsC,EAAI,GAAM,EAAGA,EAAI,GAAM,EAAGA,EAAI,KAAStG,EACxDsG,EAAI,GAAM,EAAGA,EAAI,GAAM,EAAI8B,EAAG9B,EAAI,GAAM,EAAGA,EAAI,KAAShG,EACxDgG,EAAI,GAAM,EAAGA,EAAI,GAAM,EAAGA,EAAI,KAAS,EAAI0M,EAAG1M,EAAI,KAASsH,EAC3DtH,EAAI,GAAM,EAAGA,EAAI,GAAM,EAAGA,EAAI,IAAO,EAAGA,EAAI,IAAO,EAE5C9K,KAIRiI,OAAQ+F,GAEP,MAAMlD,EAAK9K,KAAK6I,SACVkC,EAAKiD,EAAOnF,SAElB,IAAM,IAAIhG,EAAI,EAAGA,EAAI,GAAIA,IAExB,GAAKiI,EAAIjI,KAAQkI,EAAIlI,GAAM,OAAO,EAInC,OAAO,EAIRoF,UAAWtF,EAAOgH,EAAS,GAE1B,IAAM,IAAI9G,EAAI,EAAGA,EAAI,GAAIA,IAExB7C,KAAK6I,SAAUhG,GAAMF,EAAOE,EAAI8G,GAIjC,OAAO3J,KAIRiI,QAAStF,EAAQ,GAAIgH,EAAS,GAE7B,MAAMmB,EAAK9K,KAAK6I,SAsBhB,OApBAlG,EAAOgH,GAAWmB,EAAI,GACtBnI,EAAOgH,EAAS,GAAMmB,EAAI,GAC1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAC1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAE1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAC1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAC1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAC1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAE1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAC1BnI,EAAOgH,EAAS,GAAMmB,EAAI,GAC1BnI,EAAOgH,EAAS,IAAOmB,EAAI,IAC3BnI,EAAOgH,EAAS,IAAOmB,EAAI,IAE3BnI,EAAOgH,EAAS,IAAOmB,EAAI,IAC3BnI,EAAOgH,EAAS,IAAOmB,EAAI,IAC3BnI,EAAOgH,EAAS,IAAOmB,EAAI,IAC3BnI,EAAOgH,EAAS,IAAOmB,EAAI,IAEpBnI,GAMTqgB,GAAQthB,UAAUulB,WAAY,EAE9B,MAAMxD,GAAsB,IAAI/K,EAC1B4N,GAAsB,IAAItD,GAC1BuB,GAAsB,IAAI7L,EAAS,EAAG,EAAG,GACzC8L,GAAqB,IAAI9L,EAAS,EAAG,EAAG,GACxClE,GAAmB,IAAIkE,EACvBjE,GAAmB,IAAIiE,EACvBhE,GAAmB,IAAIgE,EAEvBwO,GAA0B,IAAIlE,GAC9BmE,GAA8B,IAAI5S,EAExC,MAAM6S,GAELnf,YAAazD,EAAI,EAAGM,EAAI,EAAGsN,EAAI,EAAGlL,EAAQkgB,GAAMC,cAE/CrnB,KAAKwU,GAAKhQ,EACVxE,KAAKyU,GAAK3P,EACV9E,KAAK0U,GAAKtC,EACVpS,KAAKyW,OAASvP,EAIf1C,QAEC,OAAOxE,KAAKwU,GAIbhQ,MAAOP,GAENjE,KAAKwU,GAAKvQ,EACVjE,KAAKoW,oBAINtR,QAEC,OAAO9E,KAAKyU,GAIb3P,MAAOb,GAENjE,KAAKyU,GAAKxQ,EACVjE,KAAKoW,oBAINhE,QAEC,OAAOpS,KAAK0U,GAIbtC,MAAOnO,GAENjE,KAAK0U,GAAKzQ,EACVjE,KAAKoW,oBAINlP,YAEC,OAAOlH,KAAKyW,OAIbvP,UAAWjD,GAEVjE,KAAKyW,OAASxS,EACdjE,KAAKoW,oBAINnO,IAAKzD,EAAGM,EAAGsN,EAAGlL,GASb,OAPAlH,KAAKwU,GAAKhQ,EACVxE,KAAKyU,GAAK3P,EACV9E,KAAK0U,GAAKtC,EACVpS,KAAKyW,OAASvP,GAASlH,KAAKyW,OAE5BzW,KAAKoW,oBAEEpW,KAIRiI,QAEC,OAAO,IAAIjI,KAAKsI,YAAatI,KAAKwU,GAAIxU,KAAKyU,GAAIzU,KAAK0U,GAAI1U,KAAKyW,QAI9DxO,KAAMqO,GASL,OAPAtW,KAAKwU,GAAK8B,EAAM9B,GAChBxU,KAAKyU,GAAK6B,EAAM7B,GAChBzU,KAAK0U,GAAK4B,EAAM5B,GAChB1U,KAAKyW,OAASH,EAAMG,OAEpBzW,KAAKoW,oBAEEpW,KAIRiI,sBAAuB3D,EAAG4C,EAAOqP,GAEhC,MAAMvS,EAAQZ,EAAUY,MAIlB8G,EAAKxG,EAAEuE,SACP2J,EAAM1H,EAAI,GAAK2H,EAAM3H,EAAI,GAAK4H,EAAM5H,EAAI,GACxC6H,EAAM7H,EAAI,GAAK8H,EAAM9H,EAAI,GAAK+H,EAAM/H,EAAI,GACxCgI,EAAMhI,EAAI,GAAKiI,EAAMjI,EAAI,GAAKkI,EAAMlI,EAAI,IAI9C,OAFA5D,EAAQA,GAASlH,KAAKyW,QAIrB,IAAK,MAEJzW,KAAKyU,GAAKnR,KAAKgkB,KAAMtjB,EAAO0O,GAAO,EAAG,IAEjCpP,KAAKgC,IAAKoN,GAAQ,UAEtB1S,KAAKwU,GAAKlR,KAAK6F,OAAS0J,EAAKG,GAC7BhT,KAAK0U,GAAKpR,KAAK6F,OAASsJ,EAAKD,KAI7BxS,KAAKwU,GAAKlR,KAAK6F,MAAO4J,EAAKH,GAC3B5S,KAAK0U,GAAK,GAIX,MAED,IAAK,MAEJ1U,KAAKwU,GAAKlR,KAAKgkB,MAAQtjB,EAAO6O,GAAO,EAAG,IAEnCvP,KAAKgC,IAAKuN,GAAQ,UAEtB7S,KAAKyU,GAAKnR,KAAK6F,MAAOuJ,EAAKM,GAC3BhT,KAAK0U,GAAKpR,KAAK6F,MAAOwJ,EAAKC,KAI3B5S,KAAKyU,GAAKnR,KAAK6F,OAAS2J,EAAKN,GAC7BxS,KAAK0U,GAAK,GAIX,MAED,IAAK,MAEJ1U,KAAKwU,GAAKlR,KAAKgkB,KAAMtjB,EAAO+O,GAAO,EAAG,IAEjCzP,KAAKgC,IAAKyN,GAAQ,UAEtB/S,KAAKyU,GAAKnR,KAAK6F,OAAS2J,EAAKE,GAC7BhT,KAAK0U,GAAKpR,KAAK6F,OAASsJ,EAAKG,KAI7B5S,KAAKyU,GAAK,EACVzU,KAAK0U,GAAKpR,KAAK6F,MAAOwJ,EAAKH,IAI5B,MAED,IAAK,MAEJxS,KAAKyU,GAAKnR,KAAKgkB,MAAQtjB,EAAO8O,GAAO,EAAG,IAEnCxP,KAAKgC,IAAKwN,GAAQ,UAEtB9S,KAAKwU,GAAKlR,KAAK6F,MAAO4J,EAAKC,GAC3BhT,KAAK0U,GAAKpR,KAAK6F,MAAOwJ,EAAKH,KAI3BxS,KAAKwU,GAAK,EACVxU,KAAK0U,GAAKpR,KAAK6F,OAASsJ,EAAKG,IAI9B,MAED,IAAK,MAEJ5S,KAAK0U,GAAKpR,KAAKgkB,KAAMtjB,EAAO2O,GAAO,EAAG,IAEjCrP,KAAKgC,IAAKqN,GAAQ,UAEtB3S,KAAKwU,GAAKlR,KAAK6F,OAAS0J,EAAKD,GAC7B5S,KAAKyU,GAAKnR,KAAK6F,OAAS2J,EAAKN,KAI7BxS,KAAKwU,GAAK,EACVxU,KAAKyU,GAAKnR,KAAK6F,MAAOuJ,EAAKM,IAI5B,MAED,IAAK,MAEJhT,KAAK0U,GAAKpR,KAAKgkB,MAAQtjB,EAAOyO,GAAO,EAAG,IAEnCnP,KAAKgC,IAAKmN,GAAQ,UAEtBzS,KAAKwU,GAAKlR,KAAK6F,MAAO4J,EAAKH,GAC3B5S,KAAKyU,GAAKnR,KAAK6F,MAAOuJ,EAAKF,KAI3BxS,KAAKwU,GAAKlR,KAAK6F,OAAS0J,EAAKG,GAC7BhT,KAAKyU,GAAK,GAIX,MAED,QAEC3M,QAAQC,KAAM,uEAAyEb,GAQzF,OAJAlH,KAAKyW,OAASvP,GAEE,IAAXqP,GAAmBvW,KAAKoW,oBAEtBpW,KAIRiI,kBAAmBnB,EAAGI,EAAOqP,GAI5B,OAFA2Q,GAAUK,2BAA4BzgB,GAE/B9G,KAAK0mB,sBAAuBQ,GAAWhgB,EAAOqP,GAItDtO,eAAgBM,EAAGrB,GAElB,OAAOlH,KAAK6H,IAAKU,EAAE/D,EAAG+D,EAAEzD,EAAGyD,EAAE6J,EAAGlL,GAASlH,KAAKyW,QAI/CxO,QAASuf,GAMR,OAFAL,GAAcrO,aAAc9Y,MAErBA,KAAKynB,kBAAmBN,GAAeK,GAI/Cvf,OAAQqO,GAEP,OAASA,EAAM9B,KAAOxU,KAAKwU,IAAU8B,EAAM7B,KAAOzU,KAAKyU,IAAU6B,EAAM5B,KAAO1U,KAAK0U,IAAU4B,EAAMG,SAAWzW,KAAKyW,OAIpHxO,UAAWtF,GASV,OAPA3C,KAAKwU,GAAK7R,EAAO,GACjB3C,KAAKyU,GAAK9R,EAAO,GACjB3C,KAAK0U,GAAK/R,EAAO,QACGb,IAAfa,EAAO,KAAoB3C,KAAKyW,OAAS9T,EAAO,IAErD3C,KAAKoW,oBAEEpW,KAIRiI,QAAStF,EAAQ,GAAIgH,EAAS,GAO7B,OALAhH,EAAOgH,GAAW3J,KAAKwU,GACvB7R,EAAOgH,EAAS,GAAM3J,KAAKyU,GAC3B9R,EAAOgH,EAAS,GAAM3J,KAAK0U,GAC3B/R,EAAOgH,EAAS,GAAM3J,KAAKyW,OAEpB9T,EAIRsF,UAAWyf,GAEV,OAAKA,EAEGA,EAAe7f,IAAK7H,KAAKwU,GAAIxU,KAAKyU,GAAIzU,KAAK0U,IAI3C,IAAIgE,EAAS1Y,KAAKwU,GAAIxU,KAAKyU,GAAIzU,KAAK0U,IAM7CzM,UAAWuQ,GAIV,OAFAxY,KAAKoW,kBAAoBoC,EAElBxY,KAIRiI,sBAIDmf,GAAM1lB,UAAU8U,SAAU,EAE1B4Q,GAAMC,aAAe,MACrBD,GAAMO,eAAiB,CAAE,MAAO,MAAO,MAAO,MAAO,MAAO,OAE5D,MAAMC,GAEL3f,cAECjI,KAAK6nB,KAAO,EAIb5f,IAAK6f,GAEJ9nB,KAAK6nB,KAAO,GAAKC,EAAU,EAI5B7f,OAAQ6f,GAEP9nB,KAAK6nB,MAAQ,GAAKC,EAAU,EAI7B7f,YAECjI,KAAK6nB,MAAO,EAIb5f,OAAQ6f,GAEP9nB,KAAK6nB,MAAQ,GAAKC,EAAU,EAI7B7f,QAAS6f,GAER9nB,KAAK6nB,QAAY,GAAKC,EAAU,GAIjC7f,aAECjI,KAAK6nB,KAAO,EAIb5f,KAAM8f,GAEL,OAAuC,IAA9B/nB,KAAK6nB,KAAOE,EAAOF,OAM9B,IAAIG,GAAc,EAElB,MAAMC,GAAQ,IAAIvP,EACZwP,GAAM,IAAI3T,EACV4T,GAAQ,IAAInF,GACZoF,GAAU,IAAI1P,EAEd2P,GAAc,IAAI3P,EAClB4P,GAAW,IAAI5P,EACf6P,GAAgB,IAAIhU,EAEpBiU,GAAS,IAAI9P,EAAS,EAAG,EAAG,GAC5B+P,GAAS,IAAI/P,EAAS,EAAG,EAAG,GAC5BgQ,GAAS,IAAIhQ,EAAS,EAAG,EAAG,GAE5BiQ,GAAc,CAAE/mB,KAAM,SACtBgnB,GAAgB,CAAEhnB,KAAM,WAE9B,SAASinB,KAERrnB,OAAOuO,eAAgB/P,KAAM,KAAM,CAAEiE,MAAO+jB,OAE5ChoB,KAAKgQ,KAAO5M,EAAUK,eAEtBzD,KAAKiQ,KAAO,GACZjQ,KAAK4B,KAAO,WAEZ5B,KAAK8oB,OAAS,KACd9oB,KAAKmd,SAAW,GAEhBnd,KAAK0kB,GAAKmE,GAASE,UAAU1U,QAE7B,MAAMwR,EAAW,IAAInN,EACf9K,EAAW,IAAIwZ,GACf/Q,EAAa,IAAI9B,EACjBuR,EAAQ,IAAIpN,EAAS,EAAG,EAAG,GAcjC9K,EAASob,WAZT,WAEC3S,EAAWyC,aAAclL,GAAU,MAWpCyI,EAAW2S,WAPX,WAECpb,EAAS6Z,kBAAmBpR,OAAYvU,GAAW,MAOpDN,OAAOynB,iBAAkBjpB,KAAM,CAC9B6lB,SAAU,CACTqD,cAAc,EACdC,YAAY,EACZllB,MAAO4hB,GAERjY,SAAU,CACTsb,cAAc,EACdC,YAAY,EACZllB,MAAO2J,GAERyI,WAAY,CACX6S,cAAc,EACdC,YAAY,EACZllB,MAAOoS,GAERyP,MAAO,CACNoD,cAAc,EACdC,YAAY,EACZllB,MAAO6hB,GAERsD,gBAAiB,CAChBnlB,MAAO,IAAI+e,IAEZqG,aAAc,CACbplB,MAAO,IAAIiG,KAIblK,KAAKgO,OAAS,IAAIgV,GAClBhjB,KAAK6Z,YAAc,IAAImJ,GAEvBhjB,KAAKqQ,iBAAmBwY,GAASS,wBACjCtpB,KAAKupB,wBAAyB,EAE9BvpB,KAAK+nB,OAAS,IAAIH,GAClB5nB,KAAKwpB,SAAU,EAEfxpB,KAAKypB,YAAa,EAClBzpB,KAAK0pB,eAAgB,EAErB1pB,KAAK2pB,eAAgB,EACrB3pB,KAAK4pB,YAAc,EAEnB5pB,KAAK6pB,WAAa,GAElB7pB,KAAK8pB,SAAW,GAIjBjB,GAASE,UAAY,IAAIrQ,EAAS,EAAG,EAAG,GACxCmQ,GAASS,yBAA0B,EAEnCT,GAASnnB,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQxoB,EAAgBG,WAAa,CAE/E4G,YAAaugB,GAEbmB,YAAY,EAEZC,eAAgB,aAChBC,cAAe,aAEfzQ,aAAc,SAAWzL,GAEnBhO,KAAKqQ,kBAAmBrQ,KAAKmqB,eAElCnqB,KAAKgO,OAAOoc,YAAapc,GAEzBhO,KAAKgO,OAAOqc,UAAWrqB,KAAK6lB,SAAU7lB,KAAKqW,WAAYrW,KAAK8lB,QAI7DlN,gBAAiB,SAAW9R,GAI3B,OAFA9G,KAAKqW,WAAW+T,YAAatjB,GAEtB9G,MAIRsqB,yBAA0B,SAAWxT,EAAM9M,GAI1ChK,KAAKqW,WAAW0C,iBAAkBjC,EAAM9M,IAIzCugB,qBAAsB,SAAWjU,GAEhCtW,KAAKqW,WAAWyC,aAAcxC,GAAO,IAItCkU,sBAAuB,SAAWlmB,GAIjCtE,KAAKqW,WAAWqQ,sBAAuBpiB,IAIxCmmB,0BAA2B,SAAW3jB,GAIrC9G,KAAKqW,WAAWxF,KAAM/J,IAIvB4jB,aAAc,SAAW5T,EAAM9M,GAS9B,OAJAke,GAAInP,iBAAkBjC,EAAM9M,GAE5BhK,KAAKqW,WAAWsU,SAAUzC,IAEnBloB,MAIR4qB,kBAAmB,SAAW9T,EAAM9M,GAUnC,OAJAke,GAAInP,iBAAkBjC,EAAM9M,GAE5BhK,KAAKqW,WAAW+T,YAAalC,IAEtBloB,MAIR6qB,QAAS,SAAW7gB,GAEnB,OAAOhK,KAAK0qB,aAAclC,GAAQxe,IAInC8gB,QAAS,SAAW9gB,GAEnB,OAAOhK,KAAK0qB,aAAcjC,GAAQze,IAInC+gB,QAAS,SAAW/gB,GAEnB,OAAOhK,KAAK0qB,aAAchC,GAAQ1e,IAInCghB,gBAAiB,SAAWlU,EAAMmU,GASjC,OAJAhD,GAAMpX,KAAMiG,GAAO8B,gBAAiB5Y,KAAKqW,YAEzCrW,KAAK6lB,SAASxJ,IAAK4L,GAAMtf,eAAgBsiB,IAElCjrB,MAIRkrB,WAAY,SAAWD,GAEtB,OAAOjrB,KAAKgrB,gBAAiBxC,GAAQyC,IAItCE,WAAY,SAAWF,GAEtB,OAAOjrB,KAAKgrB,gBAAiBvC,GAAQwC,IAItCG,WAAY,SAAWH,GAEtB,OAAOjrB,KAAKgrB,gBAAiBtC,GAAQuC,IAItCI,aAAc,SAAW1O,GAExB,OAAOA,EAAOlD,aAAczZ,KAAK6Z,cAIlCyR,aAAc,SAAW3O,GAExB,OAAOA,EAAOlD,aAAc0O,GAAMtX,KAAM7Q,KAAK6Z,aAAcxM,WAI5Dke,OAAQ,SAAW/mB,EAAGM,EAAGsN,GAInB5N,EAAE4W,UAENgN,GAAQvX,KAAMrM,GAId4jB,GAAQvgB,IAAKrD,EAAGM,EAAGsN,GAIpB,MAAM0W,EAAS9oB,KAAK8oB,OAEpB9oB,KAAK6c,mBAAmB,GAAM,GAE9BwL,GAAYmD,sBAAuBxrB,KAAK6Z,aAEnC7Z,KAAKyrB,UAAYzrB,KAAK0rB,QAE1BvD,GAAMoD,OAAQlD,GAAaD,GAASpoB,KAAK0kB,IAIzCyD,GAAMoD,OAAQnD,GAASC,GAAaroB,KAAK0kB,IAI1C1kB,KAAKqW,WAAWqQ,sBAAuByB,IAElCW,IAEJX,GAAMwD,gBAAiB7C,EAAOjP,aAC9BqO,GAAIxB,sBAAuByB,IAC3BnoB,KAAKqW,WAAW+T,YAAalC,GAAI7a,YAMnCgP,IAAK,SAAWC,GAEf,GAAKnS,UAAUpH,OAAS,EAAI,CAE3B,IAAM,IAAIF,EAAI,EAAGA,EAAIsH,UAAUpH,OAAQF,IAEtC7C,KAAKqc,IAAKlS,UAAWtH,IAItB,OAAO7C,KAIR,OAAKsc,IAAWtc,MAEf8H,QAAQsC,MAAO,kEAAoEkS,GAC5Etc,OAIHsc,GAAUA,EAAO0N,YAEE,OAAlB1N,EAAOwM,QAEXxM,EAAOwM,OAAO8C,OAAQtP,GAIvBA,EAAOwM,OAAS9oB,KAChBA,KAAKmd,SAASjb,KAAMoa,GAEpBA,EAAO9Z,cAAemmB,KAItB7gB,QAAQsC,MAAO,gEAAiEkS,GAI1Etc,OAIR4rB,OAAQ,SAAWtP,GAElB,GAAKnS,UAAUpH,OAAS,EAAI,CAE3B,IAAM,IAAIF,EAAI,EAAGA,EAAIsH,UAAUpH,OAAQF,IAEtC7C,KAAK4rB,OAAQzhB,UAAWtH,IAIzB,OAAO7C,KAIR,MAAMsC,EAAQtC,KAAKmd,SAASlb,QAASqa,GAWrC,OATiB,IAAZha,IAEJga,EAAOwM,OAAS,KAChB9oB,KAAKmd,SAAS5a,OAAQD,EAAO,GAE7Bga,EAAO9Z,cAAeomB,KAIhB5oB,MAIR6rB,MAAO,WAEN,IAAM,IAAIhpB,EAAI,EAAGA,EAAI7C,KAAKmd,SAASpa,OAAQF,IAAO,CAEjD,MAAMyZ,EAAStc,KAAKmd,SAAUta,GAE9ByZ,EAAOwM,OAAS,KAEhBxM,EAAO9Z,cAAeomB,IAMvB,OAFA5oB,KAAKmd,SAASpa,OAAS,EAEhB/C,MAKR8rB,OAAQ,SAAWxP,GAsBlB,OAlBAtc,KAAK6c,mBAAmB,GAAM,GAE9BsL,GAAMtX,KAAM7Q,KAAK6Z,aAAcxM,SAER,OAAlBiP,EAAOwM,SAEXxM,EAAOwM,OAAOjM,mBAAmB,GAAM,GAEvCsL,GAAMwC,SAAUrO,EAAOwM,OAAOjP,cAI/ByC,EAAO7C,aAAc0O,IAErBnoB,KAAKqc,IAAKC,GAEVA,EAAOO,mBAAmB,GAAO,GAE1B7c,MAIR+rB,cAAe,SAAWC,GAEzB,OAAOhsB,KAAKisB,oBAAqB,KAAMD,IAIxCE,gBAAiB,SAAWjc,GAE3B,OAAOjQ,KAAKisB,oBAAqB,OAAQhc,IAI1Cgc,oBAAqB,SAAWhc,EAAMhM,GAErC,GAAKjE,KAAMiQ,KAAWhM,EAAQ,OAAOjE,KAErC,IAAM,IAAI6C,EAAI,EAAGC,EAAI9C,KAAKmd,SAASpa,OAAQF,EAAIC,EAAGD,IAAO,CAExD,MACMyZ,EADQtc,KAAKmd,SAAUta,GACRopB,oBAAqBhc,EAAMhM,GAEhD,QAAgBnC,IAAXwa,EAEJ,OAAOA,IAUV6P,iBAAkB,SAAWzpB,GAW5B,YATgBZ,IAAXY,IAEJoF,QAAQC,KAAM,8DACdrF,EAAS,IAAIgW,GAId1Y,KAAK6c,mBAAmB,GAAM,GAEvBna,EAAO8oB,sBAAuBxrB,KAAK6Z,cAI3CuS,mBAAoB,SAAW1pB,GAa9B,YAXgBZ,IAAXY,IAEJoF,QAAQC,KAAM,gEACdrF,EAAS,IAAI6R,GAIdvU,KAAK6c,mBAAmB,GAAM,GAE9B7c,KAAK6Z,YAAYwQ,UAAWhC,GAAa3lB,EAAQ4lB,IAE1C5lB,GAIR2pB,cAAe,SAAW3pB,GAazB,YAXgBZ,IAAXY,IAEJoF,QAAQC,KAAM,2DACdrF,EAAS,IAAIgW,GAId1Y,KAAK6c,mBAAmB,GAAM,GAE9B7c,KAAK6Z,YAAYwQ,UAAWhC,GAAaE,GAAe7lB,GAEjDA,GAIR4pB,kBAAmB,SAAW5pB,QAEbZ,IAAXY,IAEJoF,QAAQC,KAAM,+DACdrF,EAAS,IAAIgW,GAId1Y,KAAK6c,mBAAmB,GAAM,GAE9B,MAAMjU,EAAI5I,KAAK6Z,YAAYhR,SAE3B,OAAOnG,EAAOmF,IAAKe,EAAG,GAAKA,EAAG,GAAKA,EAAG,KAAOW,aAI9CgjB,QAAS,aAETC,SAAU,SAAWhU,GAEpBA,EAAUxY,MAEV,MAAMmd,EAAWnd,KAAKmd,SAEtB,IAAM,IAAIta,EAAI,EAAGC,EAAIqa,EAASpa,OAAQF,EAAIC,EAAGD,IAE5Csa,EAAUta,GAAI2pB,SAAUhU,IAM1BiU,gBAAiB,SAAWjU,GAE3B,IAAsB,IAAjBxY,KAAKwpB,QAAoB,OAE9BhR,EAAUxY,MAEV,MAAMmd,EAAWnd,KAAKmd,SAEtB,IAAM,IAAIta,EAAI,EAAGC,EAAIqa,EAASpa,OAAQF,EAAIC,EAAGD,IAE5Csa,EAAUta,GAAI4pB,gBAAiBjU,IAMjCkU,kBAAmB,SAAWlU,GAE7B,MAAMsQ,EAAS9oB,KAAK8oB,OAEJ,OAAXA,IAEJtQ,EAAUsQ,GAEVA,EAAO4D,kBAAmBlU,KAM5B2R,aAAc,WAEbnqB,KAAKgO,OAAOsW,QAAStkB,KAAK6lB,SAAU7lB,KAAKqW,WAAYrW,KAAK8lB,OAE1D9lB,KAAKupB,wBAAyB,GAI/BoD,kBAAmB,SAAWC,GAExB5sB,KAAKqQ,kBAAmBrQ,KAAKmqB,gBAE7BnqB,KAAKupB,wBAA0BqD,KAEd,OAAhB5sB,KAAK8oB,OAET9oB,KAAK6Z,YAAYhJ,KAAM7Q,KAAKgO,QAI5BhO,KAAK6Z,YAAYzO,iBAAkBpL,KAAK8oB,OAAOjP,YAAa7Z,KAAKgO,QAIlEhO,KAAKupB,wBAAyB,EAE9BqD,GAAQ,GAMT,MAAMzP,EAAWnd,KAAKmd,SAEtB,IAAM,IAAIta,EAAI,EAAGC,EAAIqa,EAASpa,OAAQF,EAAIC,EAAGD,IAE5Csa,EAAUta,GAAI8pB,kBAAmBC,IAMnC/P,kBAAmB,SAAWgQ,EAAeC,GAE5C,MAAMhE,EAAS9oB,KAAK8oB,OAsBpB,IApBuB,IAAlB+D,GAAqC,OAAX/D,GAE9BA,EAAOjM,mBAAmB,GAAM,GAI5B7c,KAAKqQ,kBAAmBrQ,KAAKmqB,eAEb,OAAhBnqB,KAAK8oB,OAET9oB,KAAK6Z,YAAYhJ,KAAM7Q,KAAKgO,QAI5BhO,KAAK6Z,YAAYzO,iBAAkBpL,KAAK8oB,OAAOjP,YAAa7Z,KAAKgO,SAM1C,IAAnB8e,EAA0B,CAE9B,MAAM3P,EAAWnd,KAAKmd,SAEtB,IAAM,IAAIta,EAAI,EAAGC,EAAIqa,EAASpa,OAAQF,EAAIC,EAAGD,IAE5Csa,EAAUta,GAAIga,mBAAmB,GAAO,KAQ3CkQ,OAAQ,SAAWhc,GAGlB,MAAMC,OAA0BlP,IAATiP,GAAsC,iBAATA,EAE9CG,EAAS,GAKVF,IAGJD,EAAO,CACNic,WAAY,GACZC,UAAW,GACXhc,SAAU,GACVK,OAAQ,GACR4b,OAAQ,GACRC,UAAW,GACXtD,WAAY,IAGb3Y,EAAOC,SAAW,CACjBT,QAAS,IACT9O,KAAM,SACNwP,UAAW,oBAOb,MAAMkL,EAAS,GA+Bf,SAAS8Q,EAAWC,EAASC,GAQ5B,YANiCxrB,IAA5BurB,EAASC,EAAQtd,QAErBqd,EAASC,EAAQtd,MAASsd,EAAQP,OAAQhc,IAIpCuc,EAAQtd,KAIhB,GAzCAsM,EAAOtM,KAAOhQ,KAAKgQ,KACnBsM,EAAO1a,KAAO5B,KAAK4B,KAEA,KAAd5B,KAAKiQ,OAAcqM,EAAOrM,KAAOjQ,KAAKiQ,OAClB,IAApBjQ,KAAKypB,aAAsBnN,EAAOmN,YAAa,IACxB,IAAvBzpB,KAAK0pB,gBAAyBpN,EAAOoN,eAAgB,IACpC,IAAjB1pB,KAAKwpB,UAAoBlN,EAAOkN,SAAU,IACnB,IAAvBxpB,KAAK2pB,gBAA0BrN,EAAOqN,eAAgB,GACjC,IAArB3pB,KAAK4pB,cAAoBtN,EAAOsN,YAAc5pB,KAAK4pB,aACf,OAApC2D,KAAKC,UAAWxtB,KAAK8pB,YAAsBxN,EAAOwN,SAAW9pB,KAAK8pB,UAEvExN,EAAOyL,OAAS/nB,KAAK+nB,OAAOF,KAC5BvL,EAAOtO,OAAShO,KAAKgO,OAAOyf,WAEG,IAA1BztB,KAAKqQ,mBAA6BiM,EAAOjM,kBAAmB,GAI5DrQ,KAAK0tB,kBAETpR,EAAO1a,KAAO,gBACd0a,EAAOT,MAAQ7b,KAAK6b,MACpBS,EAAOqR,eAAiB3tB,KAAK2tB,eAAeZ,SAChB,OAAvB/sB,KAAK4tB,gBAAyBtR,EAAOsR,cAAgB5tB,KAAK4tB,cAAcb,WAkBzE/sB,KAAK6tB,QAAU7tB,KAAK8tB,QAAU9tB,KAAK+tB,SAAW,CAElDzR,EAAOQ,SAAWsQ,EAAWrc,EAAKic,WAAYhtB,KAAK8c,UAEnD,MAAMkR,EAAahuB,KAAK8c,SAASkR,WAEjC,QAAoBlsB,IAAfksB,QAAkDlsB,IAAtBksB,EAAWd,OAAuB,CAElE,MAAMA,EAASc,EAAWd,OAE1B,GAAK1b,MAAMC,QAASyb,GAEnB,IAAM,IAAIrqB,EAAI,EAAGC,EAAIoqB,EAAOnqB,OAAQF,EAAIC,EAAGD,IAAO,CAEjD,MAAMorB,EAAQf,EAAQrqB,GAEtBuqB,EAAWrc,EAAKmc,OAAQe,QAMzBb,EAAWrc,EAAKmc,OAAQA,IAuB3B,GAfKltB,KAAKkuB,gBAET5R,EAAO6R,SAAWnuB,KAAKmuB,SACvB7R,EAAO8R,WAAapuB,KAAKouB,WAAWX,eAEb3rB,IAAlB9B,KAAKquB,WAETjB,EAAWrc,EAAKoc,UAAWntB,KAAKquB,UAEhC/R,EAAO+R,SAAWruB,KAAKquB,SAASre,YAMXlO,IAAlB9B,KAAKsuB,SAET,GAAK9c,MAAMC,QAASzR,KAAKsuB,UAAa,CAErC,MAAMC,EAAQ,GAEd,IAAM,IAAI1rB,EAAI,EAAGC,EAAI9C,KAAKsuB,SAASvrB,OAAQF,EAAIC,EAAGD,IAEjD0rB,EAAMrsB,KAAMkrB,EAAWrc,EAAKkc,UAAWjtB,KAAKsuB,SAAUzrB,KAIvDyZ,EAAOgS,SAAWC,OAIlBjS,EAAOgS,SAAWlB,EAAWrc,EAAKkc,UAAWjtB,KAAKsuB,UAQpD,GAAKtuB,KAAKmd,SAASpa,OAAS,EAAI,CAE/BuZ,EAAOa,SAAW,GAElB,IAAM,IAAIta,EAAI,EAAGA,EAAI7C,KAAKmd,SAASpa,OAAQF,IAE1CyZ,EAAOa,SAASjb,KAAMlC,KAAKmd,SAAUta,GAAIkqB,OAAQhc,GAAOuL,QAQ1D,GAAKtc,KAAK6pB,WAAW9mB,OAAS,EAAI,CAEjCuZ,EAAOuN,WAAa,GAEpB,IAAM,IAAIhnB,EAAI,EAAGA,EAAI7C,KAAK6pB,WAAW9mB,OAAQF,IAAO,CAEnD,MAAM2rB,EAAYxuB,KAAK6pB,WAAYhnB,GAEnCyZ,EAAOuN,WAAW3nB,KAAMkrB,EAAWrc,EAAK8Y,WAAY2E,KAMtD,GAAKxd,EAAe,CAEnB,MAAMgc,EAAayB,EAAkB1d,EAAKic,YACpCC,EAAYwB,EAAkB1d,EAAKkc,WACnChc,EAAWwd,EAAkB1d,EAAKE,UAClCK,EAASmd,EAAkB1d,EAAKO,QAChC4b,EAASuB,EAAkB1d,EAAKmc,QAChCC,EAAYsB,EAAkB1d,EAAKoc,WACnCtD,EAAa4E,EAAkB1d,EAAK8Y,YAErCmD,EAAWjqB,OAAS,IAAImO,EAAO8b,WAAaA,GAC5CC,EAAUlqB,OAAS,IAAImO,EAAO+b,UAAYA,GAC1Chc,EAASlO,OAAS,IAAImO,EAAOD,SAAWA,GACxCK,EAAOvO,OAAS,IAAImO,EAAOI,OAASA,GACpC4b,EAAOnqB,OAAS,IAAImO,EAAOgc,OAASA,GACpCC,EAAUpqB,OAAS,IAAImO,EAAOic,UAAYA,GAC1CtD,EAAW9mB,OAAS,IAAImO,EAAO2Y,WAAaA,GAMlD,OAFA3Y,EAAOoL,OAASA,EAETpL,EAKP,SAASud,EAAkBC,GAE1B,MAAMC,EAAS,GACf,IAAM,MAAMC,KAAOF,EAAQ,CAE1B,MAAMzc,EAAOyc,EAAOE,UACb3c,EAAKd,SACZwd,EAAOzsB,KAAM+P,GAId,OAAO0c,IAMTta,MAAO,SAAWwa,GAEjB,OAAO,IAAI7uB,KAAKsI,aAAcuI,KAAM7Q,KAAM6uB,IAI3Che,KAAM,SAAWC,EAAQ+d,GAAY,GA4BpC,GA1BA7uB,KAAKiQ,KAAOa,EAAOb,KAEnBjQ,KAAK0kB,GAAG7T,KAAMC,EAAO4T,IAErB1kB,KAAK6lB,SAAShV,KAAMC,EAAO+U,UAC3B7lB,KAAK4N,SAAS1G,MAAQ4J,EAAOlD,SAAS1G,MACtClH,KAAKqW,WAAWxF,KAAMC,EAAOuF,YAC7BrW,KAAK8lB,MAAMjV,KAAMC,EAAOgV,OAExB9lB,KAAKgO,OAAO6C,KAAMC,EAAO9C,QACzBhO,KAAK6Z,YAAYhJ,KAAMC,EAAO+I,aAE9B7Z,KAAKqQ,iBAAmBS,EAAOT,iBAC/BrQ,KAAKupB,uBAAyBzY,EAAOyY,uBAErCvpB,KAAK+nB,OAAOF,KAAO/W,EAAOiX,OAAOF,KACjC7nB,KAAKwpB,QAAU1Y,EAAO0Y,QAEtBxpB,KAAKypB,WAAa3Y,EAAO2Y,WACzBzpB,KAAK0pB,cAAgB5Y,EAAO4Y,cAE5B1pB,KAAK2pB,cAAgB7Y,EAAO6Y,cAC5B3pB,KAAK4pB,YAAc9Y,EAAO8Y,YAE1B5pB,KAAK8pB,SAAWyD,KAAKuB,MAAOvB,KAAKC,UAAW1c,EAAOgZ,YAEhC,IAAd+E,EAEJ,IAAM,IAAIhsB,EAAI,EAAGA,EAAIiO,EAAOqM,SAASpa,OAAQF,IAAO,CAEnD,MAAMksB,EAAQje,EAAOqM,SAAUta,GAC/B7C,KAAKqc,IAAK0S,EAAM1a,SAMlB,OAAOrU,QAMT,MAAMgvB,GAAyB,IAAItW,EAC7BuW,GAA2B,IAAIvW,EAC/BwW,GAA8B,IAAIhlB,EAExC,MAAMilB,GAELlnB,YAAa0S,EAAS,IAAIjC,EAAS,EAAG,EAAG,GAAK6E,EAAW,GAIxDvd,KAAK2a,OAASA,EACd3a,KAAKud,SAAWA,EAIjBtV,IAAK0S,EAAQ4C,GAKZ,OAHAvd,KAAK2a,OAAO9J,KAAM8J,GAClB3a,KAAKud,SAAWA,EAETvd,KAIRiI,cAAezD,EAAGM,EAAGsN,EAAG5J,GAKvB,OAHAxI,KAAK2a,OAAO9S,IAAKrD,EAAGM,EAAGsN,GACvBpS,KAAKud,SAAW/U,EAETxI,KAIRiI,8BAA+B0S,EAAQ+B,GAKtC,OAHA1c,KAAK2a,OAAO9J,KAAM8J,GAClB3a,KAAKud,UAAab,EAAMvF,IAAKnX,KAAK2a,QAE3B3a,KAIRiI,sBAAuBlB,EAAGC,EAAGC,GAE5B,MAAM0T,EAASqU,GAAStmB,WAAYzB,EAAGD,GAAI6b,MAAOoM,GAAWvmB,WAAY3B,EAAGC,IAAMuC,YAMlF,OAFAvJ,KAAKovB,8BAA+BzU,EAAQ5T,GAErC/G,KAIRiI,KAAMqV,GAKL,OAHAtd,KAAK2a,OAAO9J,KAAMyM,EAAM3C,QACxB3a,KAAKud,SAAWD,EAAMC,SAEfvd,KAIRiI,YAIC,MAAMonB,EAAsB,EAAMrvB,KAAK2a,OAAO5X,SAI9C,OAHA/C,KAAK2a,OAAOhS,eAAgB0mB,GAC5BrvB,KAAKud,UAAY8R,EAEVrvB,KAIRiI,SAKC,OAHAjI,KAAKud,WAAc,EACnBvd,KAAK2a,OAAO2U,SAELtvB,KAIRiI,gBAAiByU,GAEhB,OAAO1c,KAAK2a,OAAOxD,IAAKuF,GAAU1c,KAAKud,SAIxCtV,iBAAkBmV,GAEjB,OAAOpd,KAAK2f,gBAAiBvC,EAAOrT,QAAWqT,EAAOtC,OAIvD7S,aAAcyU,EAAOha,GASpB,YAPgBZ,IAAXY,IAEJoF,QAAQC,KAAM,uDACdrF,EAAS,IAAIgW,GAIPhW,EAAOmO,KAAM7Q,KAAK2a,QAAShS,gBAAkB3I,KAAK2f,gBAAiBjD,IAAUL,IAAKK,GAI1FzU,cAAesnB,EAAM7sB,QAEJZ,IAAXY,IAEJoF,QAAQC,KAAM,wDACdrF,EAAS,IAAIgW,GAId,MAAM+H,EAAY8O,EAAKC,MAAOR,IAExB3U,EAAcra,KAAK2a,OAAOxD,IAAKsJ,GAErC,GAAqB,IAAhBpG,EAGJ,OAA4C,IAAvCra,KAAK2f,gBAAiB4P,EAAKE,OAExB/sB,EAAOmO,KAAM0e,EAAKE,OAKnB,KAIR,MAAMzqB,IAAQuqB,EAAKE,MAAMtY,IAAKnX,KAAK2a,QAAW3a,KAAKud,UAAalD,EAEhE,OAAKrV,EAAI,GAAKA,EAAI,EAEV,KAIDtC,EAAOmO,KAAM4P,GAAY9X,eAAgB3D,GAAIqX,IAAKkT,EAAKE,OAI/DxnB,eAAgBsnB,GAIf,MAAMG,EAAY1vB,KAAK2f,gBAAiB4P,EAAKE,OACvCE,EAAU3vB,KAAK2f,gBAAiB4P,EAAKK,KAE3C,OAASF,EAAY,GAAKC,EAAU,GAASA,EAAU,GAAKD,EAAY,EAIzEznB,cAAeuU,GAEd,OAAOA,EAAIqT,gBAAiB7vB,MAI7BiI,iBAAkBmV,GAEjB,OAAOA,EAAOyS,gBAAiB7vB,MAIhCiI,cAAevF,GASd,YAPgBZ,IAAXY,IAEJoF,QAAQC,KAAM,wDACdrF,EAAS,IAAIgW,GAIPhW,EAAOmO,KAAM7Q,KAAK2a,QAAShS,gBAAkB3I,KAAKud,UAI1DtV,aAAc+F,EAAQ8hB,GAErB,MAAMzG,EAAeyG,GAAwBZ,GAAca,gBAAiB/hB,GAEtEgiB,EAAiBhwB,KAAKiwB,cAAejB,IAAWvV,aAAczL,GAE9D2M,EAAS3a,KAAK2a,OAAO9I,aAAcwX,GAAe9f,YAIxD,OAFAvJ,KAAKud,UAAayS,EAAe7Y,IAAKwD,GAE/B3a,KAIRiI,UAAW0B,GAIV,OAFA3J,KAAKud,UAAY5T,EAAOwN,IAAKnX,KAAK2a,QAE3B3a,KAIRiI,OAAQqV,GAEP,OAAOA,EAAM3C,OAAO6D,OAAQxe,KAAK2a,SAAc2C,EAAMC,WAAavd,KAAKud,SAIxEtV,QAEC,OAAO,IAAIjI,KAAKsI,aAAcuI,KAAM7Q,OAMtCmvB,GAAMztB,UAAUwuB,SAAU,EAE1B,MAAMC,GAAsB,IAAIzX,EAC1B0X,GAAsB,IAAI1X,EAC1B2X,GAAsB,IAAI3X,EAC1B4X,GAAsB,IAAI5X,EAE1B6X,GAAqB,IAAI7X,EACzB8X,GAAqB,IAAI9X,EACzB+X,GAAqB,IAAI/X,EACzBgY,GAAqB,IAAIhY,EACzBiY,GAAqB,IAAIjY,EACzBkY,GAAqB,IAAIlY,EAE/B,MAAMmY,GAEL5oB,YAAalB,EAAI,IAAI2R,EAAW1R,EAAI,IAAI0R,EAAWzR,EAAI,IAAIyR,GAE1D1Y,KAAK+G,EAAIA,EACT/G,KAAKgH,EAAIA,EACThH,KAAKiH,EAAIA,EAIVgB,iBAAkBlB,EAAGC,EAAGC,EAAGvE,QAEVZ,IAAXY,IAEJoF,QAAQC,KAAM,uDACdrF,EAAS,IAAIgW,GAIdhW,EAAOgG,WAAYzB,EAAGD,GACtBmpB,GAAMznB,WAAY3B,EAAGC,GACrBtE,EAAOmgB,MAAOsN,IAEd,MAAMW,EAAiBpuB,EAAO4X,WAC9B,OAAKwW,EAAiB,EAEdpuB,EAAOiG,eAAgB,EAAIrF,KAAK4F,KAAM4nB,IAIvCpuB,EAAOmF,IAAK,EAAG,EAAG,GAM1BI,oBAAqByU,EAAO3V,EAAGC,EAAGC,EAAGvE,GAEpCytB,GAAMznB,WAAYzB,EAAGF,GACrBqpB,GAAM1nB,WAAY1B,EAAGD,GACrBspB,GAAM3nB,WAAYgU,EAAO3V,GAEzB,MAAMgqB,EAAQZ,GAAMhZ,IAAKgZ,IACnBa,EAAQb,GAAMhZ,IAAKiZ,IACnBa,EAAQd,GAAMhZ,IAAKkZ,IACnBa,EAAQd,GAAMjZ,IAAKiZ,IACnBe,EAAQf,GAAMjZ,IAAKkZ,IAEnBe,EAAUL,EAAQG,EAAQF,EAAQA,EAUxC,QARgBlvB,IAAXY,IAEJoF,QAAQC,KAAM,0DACdrF,EAAS,IAAIgW,GAKC,IAAV0Y,EAIJ,OAAO1uB,EAAOmF,KAAO,GAAK,GAAK,GAIhC,MAAMwpB,EAAW,EAAID,EACfE,GAAMJ,EAAQD,EAAQD,EAAQG,GAAUE,EACxC9oB,GAAMwoB,EAAQI,EAAQH,EAAQC,GAAUI,EAG9C,OAAO3uB,EAAOmF,IAAK,EAAIypB,EAAI/oB,EAAGA,EAAG+oB,GAIlCrpB,qBAAsByU,EAAO3V,EAAGC,EAAGC,GAIlC,OAFAjH,KAAKuxB,aAAc7U,EAAO3V,EAAGC,EAAGC,EAAGqpB,IAE1BA,GAAM9rB,GAAK,GAAS8rB,GAAMxrB,GAAK,GAAWwrB,GAAM9rB,EAAI8rB,GAAMxrB,GAAO,EAI3EmD,aAAcyU,EAAOqC,EAAIC,EAAIwS,EAAIC,EAAKC,EAAKC,EAAKjvB,GAS/C,OAPA1C,KAAKuxB,aAAc7U,EAAOqC,EAAIC,EAAIwS,EAAIlB,IAEtC5tB,EAAOmF,IAAK,EAAG,GACfnF,EAAOkvB,gBAAiBH,EAAKnB,GAAM9rB,GACnC9B,EAAOkvB,gBAAiBF,EAAKpB,GAAMxrB,GACnCpC,EAAOkvB,gBAAiBD,EAAKrB,GAAMle,GAE5B1P,EAIRuF,qBAAsBlB,EAAGC,EAAGC,EAAGwZ,GAM9B,OAJA0P,GAAMznB,WAAYzB,EAAGD,GACrBopB,GAAM1nB,WAAY3B,EAAGC,GAGZmpB,GAAMtN,MAAOuN,IAAQjZ,IAAKsJ,GAAc,EAIlDxY,IAAKlB,EAAGC,EAAGC,GAMV,OAJAjH,KAAK+G,EAAE8J,KAAM9J,GACb/G,KAAKgH,EAAE6J,KAAM7J,GACbhH,KAAKiH,EAAE4J,KAAM5J,GAENjH,KAIRiI,wBAAyB6T,EAAQ+V,EAAIC,EAAIC,GAMxC,OAJA/xB,KAAK+G,EAAE8J,KAAMiL,EAAQ+V,IACrB7xB,KAAKgH,EAAE6J,KAAMiL,EAAQgW,IACrB9xB,KAAKiH,EAAE4J,KAAMiL,EAAQiW,IAEd/xB,KAIRiI,QAEC,OAAO,IAAIjI,KAAKsI,aAAcuI,KAAM7Q,MAIrCiI,KAAMuV,GAML,OAJAxd,KAAK+G,EAAE8J,KAAM2M,EAASzW,GACtB/G,KAAKgH,EAAE6J,KAAM2M,EAASxW,GACtBhH,KAAKiH,EAAE4J,KAAM2M,EAASvW,GAEfjH,KAIRiI,UAKC,OAHAkoB,GAAMznB,WAAY1I,KAAKiH,EAAGjH,KAAKgH,GAC/BopB,GAAM1nB,WAAY1I,KAAK+G,EAAG/G,KAAKgH,GAEQ,GAAhCmpB,GAAMtN,MAAOuN,IAAQrtB,SAI7BkF,YAAavF,GASZ,YAPgBZ,IAAXY,IAEJoF,QAAQC,KAAM,yDACdrF,EAAS,IAAIgW,GAIPhW,EAAO+F,WAAYzI,KAAK+G,EAAG/G,KAAKgH,GAAIqV,IAAKrc,KAAKiH,GAAI0B,eAAgB,EAAI,GAI9EV,UAAWvF,GAEV,OAAOmuB,GAASmB,UAAWhyB,KAAK+G,EAAG/G,KAAKgH,EAAGhH,KAAKiH,EAAGvE,GAIpDuF,SAAUvF,GAST,YAPgBZ,IAAXY,IAEJoF,QAAQC,KAAM,sDACdrF,EAAS,IAAIysB,IAIPzsB,EAAOuvB,sBAAuBjyB,KAAK+G,EAAG/G,KAAKgH,EAAGhH,KAAKiH,GAI3DgB,aAAcyU,EAAOha,GAEpB,OAAOmuB,GAASU,aAAc7U,EAAO1c,KAAK+G,EAAG/G,KAAKgH,EAAGhH,KAAKiH,EAAGvE,GAI9DuF,MAAOyU,EAAO+U,EAAKC,EAAKC,EAAKjvB,GAE5B,OAAOmuB,GAASqB,MAAOxV,EAAO1c,KAAK+G,EAAG/G,KAAKgH,EAAGhH,KAAKiH,EAAGwqB,EAAKC,EAAKC,EAAKjvB,GAItEuF,cAAeyU,GAEd,OAAOmU,GAASsB,cAAezV,EAAO1c,KAAK+G,EAAG/G,KAAKgH,EAAGhH,KAAKiH,GAI5DgB,cAAewY,GAEd,OAAOoQ,GAASuB,cAAepyB,KAAK+G,EAAG/G,KAAKgH,EAAGhH,KAAKiH,EAAGwZ,GAIxDxY,cAAeuU,GAEd,OAAOA,EAAI6V,mBAAoBryB,MAIhCiI,oBAAqBuP,EAAG9U,QAEPZ,IAAXY,IAEJoF,QAAQC,KAAM,iEACdrF,EAAS,IAAIgW,GAId,MAAM3R,EAAI/G,KAAK+G,EAAGC,EAAIhH,KAAKgH,EAAGC,EAAIjH,KAAKiH,EACvC,IAAIsB,EAAGC,EAQP+nB,GAAK7nB,WAAY1B,EAAGD,GACpBypB,GAAK9nB,WAAYzB,EAAGF,GACpB2pB,GAAKhoB,WAAY8O,EAAGzQ,GACpB,MAAMnD,EAAK2sB,GAAKpZ,IAAKuZ,IACf7sB,EAAK2sB,GAAKrZ,IAAKuZ,IACrB,GAAK9sB,GAAM,GAAKC,GAAM,EAGrB,OAAOnB,EAAOmO,KAAM9J,GAIrB4pB,GAAKjoB,WAAY8O,EAAGxQ,GACpB,MAAMlD,EAAKysB,GAAKpZ,IAAKwZ,IACf2B,EAAK9B,GAAKrZ,IAAKwZ,IACrB,GAAK7sB,GAAM,GAAKwuB,GAAMxuB,EAGrB,OAAOpB,EAAOmO,KAAM7J,GAIrB,MAAMurB,EAAK3uB,EAAK0uB,EAAKxuB,EAAKD,EAC1B,GAAK0uB,GAAM,GAAK3uB,GAAM,GAAKE,GAAM,EAIhC,OAFAyE,EAAI3E,GAAOA,EAAKE,GAETpB,EAAOmO,KAAM9J,GAAI6qB,gBAAiBrB,GAAMhoB,GAIhDqoB,GAAKloB,WAAY8O,EAAGvQ,GACpB,MAAMurB,EAAKjC,GAAKpZ,IAAKyZ,IACf6B,EAAKjC,GAAKrZ,IAAKyZ,IACrB,GAAK6B,GAAM,GAAKD,GAAMC,EAGrB,OAAO/vB,EAAOmO,KAAM5J,GAIrB,MAAMyrB,EAAKF,EAAK3uB,EAAKD,EAAK6uB,EAC1B,GAAKC,GAAM,GAAK7uB,GAAM,GAAK4uB,GAAM,EAIhC,OAFAjqB,EAAI3E,GAAOA,EAAK4uB,GAET/vB,EAAOmO,KAAM9J,GAAI6qB,gBAAiBpB,GAAMhoB,GAIhD,MAAMmqB,EAAK7uB,EAAK2uB,EAAKD,EAAKF,EAC1B,GAAKK,GAAM,GAAOL,EAAKxuB,GAAQ,GAAO0uB,EAAKC,GAAQ,EAKlD,OAHAhC,GAAK/nB,WAAYzB,EAAGD,GACpBwB,GAAM8pB,EAAKxuB,IAAWwuB,EAAKxuB,GAAS0uB,EAAKC,IAElC/vB,EAAOmO,KAAM7J,GAAI4qB,gBAAiBnB,GAAMjoB,GAKhD,MAAM4oB,EAAQ,GAAMuB,EAAKD,EAAKH,GAK9B,OAHAhqB,EAAImqB,EAAKtB,EACT5oB,EAAI+pB,EAAKnB,EAEF1uB,EAAOmO,KAAM9J,GAAI6qB,gBAAiBrB,GAAMhoB,GAAIqpB,gBAAiBpB,GAAMhoB,GAI3EP,OAAQuV,GAEP,OAAOA,EAASzW,EAAEyX,OAAQxe,KAAK+G,IAAOyW,EAASxW,EAAEwX,OAAQxe,KAAKgH,IAAOwW,EAASvW,EAAEuX,OAAQxe,KAAKiH,IAM/F,IAAI2rB,GAAa,EAEjB,SAASC,KAERrxB,OAAOuO,eAAgB/P,KAAM,KAAM,CAAEiE,MAAO2uB,OAE5C5yB,KAAKgQ,KAAO5M,EAAUK,eAEtBzD,KAAKiQ,KAAO,GACZjQ,KAAK4B,KAAO,WAEZ5B,KAAK8yB,KAAM,EAEX9yB,KAAK+yB,SAnuPiB,EAouPtB/yB,KAAKgzB,KA1uPY,EA2uPjBhzB,KAAKizB,cAAe,EAEpBjzB,KAAKkzB,QAAU,EACflzB,KAAKmzB,aAAc,EAEnBnzB,KAAKozB,SA5tPiB,IA6tPtBpzB,KAAKqzB,SA5tPyB,IA6tP9BrzB,KAAKszB,cAAgBrzB,EACrBD,KAAKuzB,cAAgB,KACrBvzB,KAAKwzB,cAAgB,KACrBxzB,KAAKyzB,mBAAqB,KAE1BzzB,KAAK0zB,UAztPiB,EA0tPtB1zB,KAAK2zB,WAAY,EACjB3zB,KAAK4zB,YAAa,EAElB5zB,KAAK6zB,iBAAmB,IACxB7zB,KAAK8zB,YA7kPoB,IA8kPzB9zB,KAAK+zB,WAAa,EAClB/zB,KAAKg0B,gBAAkB,IACvBh0B,KAAKi0B,YAAc9yB,EACnBnB,KAAKk0B,aAAe/yB,EACpBnB,KAAKm0B,aAAehzB,EACpBnB,KAAKo0B,cAAe,EAEpBp0B,KAAKq0B,eAAiB,KACtBr0B,KAAKs0B,kBAAmB,EACxBt0B,KAAKu0B,aAAc,EAEnBv0B,KAAKw0B,WAAa,KAElBx0B,KAAKy0B,YAAa,EAElBz0B,KAAK00B,UAAY,KAEjB10B,KAAK20B,eAAgB,EACrB30B,KAAK40B,oBAAsB,EAC3B50B,KAAK60B,mBAAqB,EAE1B70B,KAAK80B,WAAY,EAEjB90B,KAAK+0B,UAAY,EACjB/0B,KAAKg1B,iBAAkB,EACvBh1B,KAAKi1B,oBAAqB,EAE1Bj1B,KAAKwpB,SAAU,EAEfxpB,KAAKk1B,YAAa,EAElBl1B,KAAK8pB,SAAW,GAEhB9pB,KAAK0Q,QAAU,EAIhBmiB,GAASnxB,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQxoB,EAAgBG,WAAa,CAE/E4G,YAAauqB,GAEbsC,YAAY,EAEZC,gBAAiB,aAEjBC,sBAAuB,WAEtB,OAAOr1B,KAAKo1B,gBAAgBlyB,YAI7BoyB,UAAW,SAAW3G,GAErB,QAAgB7sB,IAAX6sB,EAEL,IAAM,MAAMC,KAAOD,EAAS,CAE3B,MAAM4G,EAAW5G,EAAQC,GAEzB,QAAkB9sB,IAAbyzB,EAAyB,CAE7BztB,QAAQC,KAAM,oBAAuB6mB,EAAM,6BAC3C,SAKD,GAAa,YAARA,EAAoB,CAExB9mB,QAAQC,KAAM,SAAW/H,KAAK4B,KAAO,sEACrC5B,KAAKw1B,YAh0PW,IAg0PKD,EACrB,SAID,MAAME,EAAez1B,KAAM4uB,QAEL9sB,IAAjB2zB,EAOAA,GAAgBA,EAAaC,QAEjCD,EAAa5tB,IAAK0tB,GAELE,GAAgBA,EAAara,WAAiBma,GAAYA,EAASna,UAEhFqa,EAAa5kB,KAAM0kB,GAInBv1B,KAAM4uB,GAAQ2G,EAfdztB,QAAQC,KAAM,SAAW/H,KAAK4B,KAAO,MAASgtB,EAAM,2CAuBvD7B,OAAQ,SAAWhc,GAElB,MAAM4kB,OAAoB7zB,IAATiP,GAAsC,iBAATA,EAEzC4kB,IAEJ5kB,EAAO,CACNE,SAAU,GACVK,OAAQ,KAKV,MAAMW,EAAO,CACZd,SAAU,CACTT,QAAS,IACT9O,KAAM,WACNwP,UAAW,oBAyKb,SAASqd,EAAkBC,GAE1B,MAAMC,EAAS,GAEf,IAAM,MAAMC,KAAOF,EAAQ,CAE1B,MAAMzc,EAAOyc,EAAOE,UACb3c,EAAKd,SACZwd,EAAOzsB,KAAM+P,GAId,OAAO0c,EAIR,GApLA1c,EAAKjC,KAAOhQ,KAAKgQ,KACjBiC,EAAKrQ,KAAO5B,KAAK4B,KAEE,KAAd5B,KAAKiQ,OAAcgC,EAAKhC,KAAOjQ,KAAKiQ,MAEpCjQ,KAAK41B,OAAS51B,KAAK41B,MAAMF,UAAUzjB,EAAK2jB,MAAQ51B,KAAK41B,MAAMC,eAExC/zB,IAAnB9B,KAAK81B,YAA0B7jB,EAAK6jB,UAAY91B,KAAK81B,gBAClCh0B,IAAnB9B,KAAK+1B,YAA0B9jB,EAAK8jB,UAAY/1B,KAAK+1B,WAErD/1B,KAAKg2B,OAASh2B,KAAKg2B,MAAMN,UAAUzjB,EAAK+jB,MAAQh2B,KAAKg2B,MAAMH,UAC3D71B,KAAKi2B,UAAYj2B,KAAKi2B,SAASP,UAAUzjB,EAAKgkB,SAAWj2B,KAAKi2B,SAASJ,UACvE71B,KAAKk2B,mBAAgD,IAA3Bl2B,KAAKk2B,oBAA0BjkB,EAAKikB,kBAAoBl2B,KAAKk2B,mBAEvFl2B,KAAKm2B,UAAYn2B,KAAKm2B,SAAST,UAAUzjB,EAAKkkB,SAAWn2B,KAAKm2B,SAASN,eACpD/zB,IAAnB9B,KAAKo2B,YAA0BnkB,EAAKmkB,UAAYp2B,KAAKo2B,gBAClCt0B,IAAnB9B,KAAKq2B,YAA0BpkB,EAAKokB,UAAYr2B,KAAKq2B,gBACzBv0B,IAA5B9B,KAAKs2B,qBAAmCrkB,EAAKqkB,mBAAqBt2B,KAAKs2B,oBAEvEt2B,KAAKu2B,cAAgBv2B,KAAKu2B,aAAarkB,YAE3CD,EAAKskB,aAAev2B,KAAKu2B,aAAaxJ,OAAQhc,GAAOf,MAIjDhQ,KAAKw2B,uBAAyBx2B,KAAKw2B,sBAAsBtkB,YAE7DD,EAAKukB,sBAAwBx2B,KAAKw2B,sBAAsBzJ,OAAQhc,GAAOf,MAInEhQ,KAAKy2B,oBAAsBz2B,KAAKy2B,mBAAmBvkB,YAEvDD,EAAKwkB,mBAAqBz2B,KAAKy2B,mBAAmB1J,OAAQhc,GAAOf,KACjEiC,EAAKykB,qBAAuB12B,KAAK02B,qBAAqBjJ,WAIlDztB,KAAK22B,KAAO32B,KAAK22B,IAAIzkB,YAAYD,EAAK0kB,IAAM32B,KAAK22B,IAAI5J,OAAQhc,GAAOf,MACpEhQ,KAAK42B,QAAU52B,KAAK42B,OAAO1kB,YAAYD,EAAK2kB,OAAS52B,KAAK42B,OAAO7J,OAAQhc,GAAOf,MAChFhQ,KAAK62B,UAAY72B,KAAK62B,SAAS3kB,YAAYD,EAAK4kB,SAAW72B,KAAK62B,SAAS9J,OAAQhc,GAAOf,MAExFhQ,KAAK82B,UAAY92B,KAAK82B,SAAS5kB,YAEnCD,EAAK6kB,SAAW92B,KAAK82B,SAAS/J,OAAQhc,GAAOf,KAC7CiC,EAAK8kB,kBAAoB/2B,KAAK+2B,mBAI1B/2B,KAAKg3B,OAASh3B,KAAKg3B,MAAM9kB,YAE7BD,EAAK+kB,MAAQh3B,KAAKg3B,MAAMjK,OAAQhc,GAAOf,KACvCiC,EAAKglB,eAAiBj3B,KAAKi3B,gBAIvBj3B,KAAKk3B,SAAWl3B,KAAKk3B,QAAQhlB,YAEjCD,EAAKilB,QAAUl3B,KAAKk3B,QAAQnK,OAAQhc,GAAOf,KAC3CiC,EAAKklB,UAAYn3B,KAAKm3B,WAIlBn3B,KAAKo3B,WAAap3B,KAAKo3B,UAAUllB,YAErCD,EAAKmlB,UAAYp3B,KAAKo3B,UAAUrK,OAAQhc,GAAOf,KAC/CiC,EAAKolB,cAAgBr3B,KAAKq3B,cAC1BplB,EAAKqlB,YAAct3B,KAAKs3B,YAAY7J,WAIhCztB,KAAKu3B,iBAAmBv3B,KAAKu3B,gBAAgBrlB,YAEjDD,EAAKslB,gBAAkBv3B,KAAKu3B,gBAAgBxK,OAAQhc,GAAOf,KAC3DiC,EAAKulB,kBAAoBx3B,KAAKw3B,kBAC9BvlB,EAAKwlB,iBAAmBz3B,KAAKy3B,kBAIzBz3B,KAAK03B,cAAgB13B,KAAK03B,aAAaxlB,YAAYD,EAAKylB,aAAe13B,KAAK03B,aAAa3K,OAAQhc,GAAOf,MACxGhQ,KAAK23B,cAAgB33B,KAAK23B,aAAazlB,YAAYD,EAAK0lB,aAAe33B,KAAK23B,aAAa5K,OAAQhc,GAAOf,MAExGhQ,KAAK43B,aAAe53B,KAAK43B,YAAY1lB,YAAYD,EAAK2lB,YAAc53B,KAAK43B,YAAY7K,OAAQhc,GAAOf,MACpGhQ,KAAK63B,aAAe73B,KAAK63B,YAAY3lB,YAAYD,EAAK4lB,YAAc73B,KAAK63B,YAAY9K,OAAQhc,GAAOf,MAEpGhQ,KAAK83B,QAAU93B,KAAK83B,OAAO5lB,YAE/BD,EAAK6lB,OAAS93B,KAAK83B,OAAO/K,OAAQhc,GAAOf,KACzCiC,EAAK8lB,aAAe/3B,KAAK+3B,aACzB9lB,EAAK+lB,gBAAkBh4B,KAAKg4B,qBAENl2B,IAAjB9B,KAAKi4B,UAAwBhmB,EAAKgmB,QAAUj4B,KAAKi4B,cACxBn2B,IAAzB9B,KAAKk4B,kBAAgCjmB,EAAKimB,gBAAkBl4B,KAAKk4B,kBAIlEl4B,KAAKm4B,aAAen4B,KAAKm4B,YAAYjmB,YAEzCD,EAAKkmB,YAAcn4B,KAAKm4B,YAAYpL,OAAQhc,GAAOf,WAIjClO,IAAd9B,KAAKkc,OAAqBjK,EAAKiK,KAAOlc,KAAKkc,MACvB,OAApBlc,KAAKw0B,aAAsBviB,EAAKuiB,WAAax0B,KAAKw0B,iBACzB1yB,IAAzB9B,KAAKo4B,kBAAgCnmB,EAAKmmB,gBAAkBp4B,KAAKo4B,iBA39PjD,IA69PhBp4B,KAAK+yB,WAA8B9gB,EAAK8gB,SAAW/yB,KAAK+yB,UAn+P7C,IAo+PX/yB,KAAKgzB,OAAqB/gB,EAAK+gB,KAAOhzB,KAAKgzB,MAC3ChzB,KAAKizB,eAAehhB,EAAKghB,cAAe,GAExCjzB,KAAKkzB,QAAU,IAAIjhB,EAAKihB,QAAUlzB,KAAKkzB,UAClB,IAArBlzB,KAAKmzB,cAAuBlhB,EAAKkhB,YAAcnzB,KAAKmzB,aAEzDlhB,EAAKyhB,UAAY1zB,KAAK0zB,UACtBzhB,EAAK0hB,UAAY3zB,KAAK2zB,UACtB1hB,EAAK2hB,WAAa5zB,KAAK4zB,WACvB3hB,EAAKwiB,WAAaz0B,KAAKy0B,WAEvBxiB,EAAKmiB,aAAep0B,KAAKo0B,aACzBniB,EAAK4hB,iBAAmB7zB,KAAK6zB,iBAC7B5hB,EAAK6hB,YAAc9zB,KAAK8zB,YACxB7hB,EAAK8hB,WAAa/zB,KAAK+zB,WACvB9hB,EAAK+hB,gBAAkBh0B,KAAKg0B,gBAC5B/hB,EAAKgiB,YAAcj0B,KAAKi0B,YACxBhiB,EAAKiiB,aAAel0B,KAAKk0B,aACzBjiB,EAAKkiB,aAAen0B,KAAKm0B,aAGpBn0B,KAAK4N,UAA8B,IAAlB5N,KAAK4N,WAAiBqE,EAAKrE,SAAW5N,KAAK4N,WAErC,IAAvB5N,KAAK20B,gBAAyB1iB,EAAK0iB,eAAgB,GACtB,IAA7B30B,KAAK40B,sBAA4B3iB,EAAK2iB,oBAAsB50B,KAAK40B,qBACrC,IAA5B50B,KAAK60B,qBAA2B5iB,EAAK4iB,mBAAqB70B,KAAK60B,oBAE/D70B,KAAKq4B,WAAgC,IAAnBr4B,KAAKq4B,YAAkBpmB,EAAKomB,UAAYr4B,KAAKq4B,gBAC7Cv2B,IAAlB9B,KAAKs4B,WAAyBrmB,EAAKqmB,SAAWt4B,KAAKs4B,eAClCx2B,IAAjB9B,KAAKu4B,UAAwBtmB,EAAKsmB,QAAUv4B,KAAKu4B,cAClCz2B,IAAf9B,KAAK8lB,QAAsB7T,EAAK6T,MAAQ9lB,KAAK8lB,QAE1B,IAAnB9lB,KAAK80B,YAAqB7iB,EAAK6iB,WAAY,GAE3C90B,KAAK+0B,UAAY,IAAI9iB,EAAK8iB,UAAY/0B,KAAK+0B,YAClB,IAAzB/0B,KAAKg1B,kBAA2B/iB,EAAK+iB,gBAAkBh1B,KAAKg1B,kBAChC,IAA5Bh1B,KAAKi1B,qBAA8BhjB,EAAKgjB,mBAAqBj1B,KAAKi1B,qBAE/C,IAAnBj1B,KAAKw4B,YAAqBvmB,EAAKumB,UAAYx4B,KAAKw4B,WAChDx4B,KAAKy4B,mBAAqB,IAAIxmB,EAAKwmB,mBAAqBz4B,KAAKy4B,oBACnC,UAA1Bz4B,KAAK04B,mBAA+BzmB,EAAKymB,iBAAmB14B,KAAK04B,kBACtC,UAA3B14B,KAAK24B,oBAAgC1mB,EAAK0mB,kBAAoB34B,KAAK24B,oBAE7C,IAAtB34B,KAAK44B,eAAwB3mB,EAAK2mB,cAAe,IAC3B,IAAtB54B,KAAK64B,eAAwB5mB,EAAK4mB,cAAe,IAC/B,IAAlB74B,KAAK84B,WAAoB7mB,EAAK6mB,UAAW,IAEpB,IAArB94B,KAAKw1B,cAAuBvjB,EAAKujB,YAAcx1B,KAAKw1B,cAEnC,IAAjBx1B,KAAKwpB,UAAoBvX,EAAKuX,SAAU,IAEpB,IAApBxpB,KAAKk1B,aAAuBjjB,EAAKijB,YAAa,GAEV,OAApC3H,KAAKC,UAAWxtB,KAAK8pB,YAAsB7X,EAAK6X,SAAW9pB,KAAK8pB,UAoBhE6L,EAAS,CAEb,MAAM1kB,EAAWwd,EAAkB1d,EAAKE,UAClCK,EAASmd,EAAkB1d,EAAKO,QAEjCL,EAASlO,OAAS,IAAIkP,EAAKhB,SAAWA,GACtCK,EAAOvO,OAAS,IAAIkP,EAAKX,OAASA,GAIxC,OAAOW,GAIRoC,MAAO,WAEN,OAAO,IAAIrU,KAAKsI,aAAcuI,KAAM7Q,OAIrC6Q,KAAM,SAAWC,GAEhB9Q,KAAKiQ,KAAOa,EAAOb,KAEnBjQ,KAAK8yB,IAAMhiB,EAAOgiB,IAElB9yB,KAAK+yB,SAAWjiB,EAAOiiB,SACvB/yB,KAAKgzB,KAAOliB,EAAOkiB,KACnBhzB,KAAKizB,aAAeniB,EAAOmiB,aAE3BjzB,KAAKkzB,QAAUpiB,EAAOoiB,QACtBlzB,KAAKmzB,YAAcriB,EAAOqiB,YAE1BnzB,KAAKozB,SAAWtiB,EAAOsiB,SACvBpzB,KAAKqzB,SAAWviB,EAAOuiB,SACvBrzB,KAAKszB,cAAgBxiB,EAAOwiB,cAC5BtzB,KAAKuzB,cAAgBziB,EAAOyiB,cAC5BvzB,KAAKwzB,cAAgB1iB,EAAO0iB,cAC5BxzB,KAAKyzB,mBAAqB3iB,EAAO2iB,mBAEjCzzB,KAAK0zB,UAAY5iB,EAAO4iB,UACxB1zB,KAAK2zB,UAAY7iB,EAAO6iB,UACxB3zB,KAAK4zB,WAAa9iB,EAAO8iB,WAEzB5zB,KAAK6zB,iBAAmB/iB,EAAO+iB,iBAC/B7zB,KAAK8zB,YAAchjB,EAAOgjB,YAC1B9zB,KAAK+zB,WAAajjB,EAAOijB,WACzB/zB,KAAKg0B,gBAAkBljB,EAAOkjB,gBAC9Bh0B,KAAKi0B,YAAcnjB,EAAOmjB,YAC1Bj0B,KAAKk0B,aAAepjB,EAAOojB,aAC3Bl0B,KAAKm0B,aAAerjB,EAAOqjB,aAC3Bn0B,KAAKo0B,aAAetjB,EAAOsjB,aAE3B,MAAM2E,EAAYjoB,EAAOujB,eACzB,IAAI2E,EAAY,KAEhB,GAAmB,OAAdD,EAAqB,CAEzB,MAAM10B,EAAI00B,EAAUh2B,OACpBi2B,EAAY,IAAIxnB,MAAOnN,GAEvB,IAAM,IAAIxB,EAAI,EAAGA,IAAMwB,IAAMxB,EAE5Bm2B,EAAWn2B,GAAMk2B,EAAWl2B,GAAIwR,QAgClC,OA1BArU,KAAKq0B,eAAiB2E,EACtBh5B,KAAKs0B,iBAAmBxjB,EAAOwjB,iBAC/Bt0B,KAAKu0B,YAAczjB,EAAOyjB,YAE1Bv0B,KAAKw0B,WAAa1jB,EAAO0jB,WAEzBx0B,KAAKy0B,WAAa3jB,EAAO2jB,WAEzBz0B,KAAK00B,UAAY5jB,EAAO4jB,UAExB10B,KAAK20B,cAAgB7jB,EAAO6jB,cAC5B30B,KAAK40B,oBAAsB9jB,EAAO8jB,oBAClC50B,KAAK60B,mBAAqB/jB,EAAO+jB,mBAEjC70B,KAAK80B,UAAYhkB,EAAOgkB,UAExB90B,KAAK+0B,UAAYjkB,EAAOikB,UACxB/0B,KAAKg1B,gBAAkBlkB,EAAOkkB,gBAC9Bh1B,KAAKi1B,mBAAqBnkB,EAAOmkB,mBAEjCj1B,KAAKwpB,QAAU1Y,EAAO0Y,QAEtBxpB,KAAKk1B,WAAapkB,EAAOokB,WAEzBl1B,KAAK8pB,SAAWyD,KAAKuB,MAAOvB,KAAKC,UAAW1c,EAAOgZ,WAE5C9pB,MAIRoU,QAAS,WAERpU,KAAKwC,cAAe,CAAEZ,KAAM,eAM9BJ,OAAOuO,eAAgB8iB,GAASnxB,UAAW,cAAe,CAEzDmG,IAAK,SAAW5D,IAEA,IAAVA,GAAiBjE,KAAK0Q,aAM7B,MAAMuoB,GAAiB,CAAEC,UAAa,SAAUC,aAAgB,SAAUC,KAAQ,MAAUC,WAAc,QAAUC,MAAS,SAC5HC,MAAS,SAAUC,OAAU,SAAUC,MAAS,EAAUC,eAAkB,SAAUC,KAAQ,IAAUC,WAAc,QACtHC,MAAS,SAAUC,UAAa,SAAUC,UAAa,QAAUC,WAAc,QAAUC,UAAa,SAAUC,MAAS,SACzHC,eAAkB,QAAUC,SAAY,SAAUC,QAAW,SAAUC,KAAQ,MAAUC,SAAY,IAAUC,SAAY,MAC3HC,cAAiB,SAAUC,SAAY,SAAUC,UAAa,MAAUC,SAAY,SAAUC,UAAa,SAAUC,YAAe,QACpIC,eAAkB,QAAUC,WAAc,SAAUC,WAAc,SAAUC,QAAW,QAAUC,WAAc,SAAUC,aAAgB,QACzIC,cAAiB,QAAUC,cAAiB,QAAUC,cAAiB,QAAUC,cAAiB,MAAUC,WAAc,QAC1HC,SAAY,SAAUC,YAAe,MAAUC,QAAW,QAAUC,QAAW,QAAUC,WAAc,QAAUC,UAAa,SAC9HC,YAAe,SAAUC,YAAe,QAAUC,QAAW,SAAUC,UAAa,SAAUC,WAAc,SAAUC,KAAQ,SAC9HC,UAAa,SAAUC,KAAQ,QAAUC,MAAS,MAAUC,YAAe,SAAUC,KAAQ,QAAUC,SAAY,SAAUC,QAAW,SACxIC,UAAa,SAAUC,OAAU,QAAUC,MAAS,SAAUC,MAAS,SAAUC,SAAY,SAAUC,cAAiB,SAAUC,UAAa,QAC/IC,aAAgB,SAAUC,UAAa,SAAUC,WAAc,SAAUC,UAAa,SAAUC,qBAAwB,SAAUC,UAAa,SAC/IC,WAAc,QAAUC,UAAa,SAAUC,UAAa,SAAUC,YAAe,SAAUC,cAAiB,QAAUC,aAAgB,QAC1IC,eAAkB,QAAUC,eAAkB,QAAUC,eAAkB,SAAUC,YAAe,SAAUC,KAAQ,MAAUC,UAAa,QAC5IC,MAAS,SAAUC,QAAW,SAAUC,OAAU,QAAUC,iBAAoB,QAAUC,WAAc,IAAUC,aAAgB,SAClIC,aAAgB,QAAUC,eAAkB,QAAUC,gBAAmB,QAAUC,kBAAqB,MAAUC,gBAAmB,QACrIC,gBAAmB,SAAUC,aAAgB,QAAUC,UAAa,SAAUC,UAAa,SAAUC,SAAY,SAAUC,YAAe,SAC1IC,KAAQ,IAAUC,QAAW,SAAUC,MAAS,QAAUC,UAAa,QAAUC,OAAU,SAAUC,UAAa,SAAUC,OAAU,SACtIC,cAAiB,SAAUC,UAAa,SAAUC,cAAiB,SAAUC,cAAiB,SAAUC,WAAc,SAAUC,UAAa,SAC7IC,KAAQ,SAAUC,KAAQ,SAAUC,KAAQ,SAAUC,WAAc,SAAUC,OAAU,QAAUC,cAAiB,QAAUC,IAAO,SAAUC,UAAa,SAC3JC,UAAa,QAAUC,YAAe,QAAUC,OAAU,SAAUC,WAAc,SAAUC,SAAY,QAAUC,SAAY,SAC9HC,OAAU,SAAUC,OAAU,SAAUC,QAAW,QAAUC,UAAa,QAAUC,UAAa,QAAUC,UAAa,QAAUC,KAAQ,SAC1IC,YAAe,MAAUC,UAAa,QAAUC,IAAO,SAAUC,KAAQ,MAAUC,QAAW,SAAUC,OAAU,SAAUC,UAAa,QACzIC,OAAU,SAAUC,MAAS,SAAUC,MAAS,SAAUC,WAAc,SAAUC,OAAU,SAAUC,YAAe,UAEhHC,GAAQ,CAAE11B,EAAG,EAAG3G,EAAG,EAAGnD,EAAG,GACzBy/B,GAAQ,CAAE31B,EAAG,EAAG3G,EAAG,EAAGnD,EAAG,GAE/B,SAAS0/B,GAAShrB,EAAG1Q,EAAG9B,GAIvB,OAFKA,EAAI,IAAIA,GAAK,GACbA,EAAI,IAAIA,GAAK,GACbA,EAAI,EAAI,EAAWwS,EAAgB,GAAV1Q,EAAI0Q,GAAUxS,EACvCA,EAAI,GAAe8B,EACnB9B,EAAI,EAAI,EAAWwS,EAAgB,GAAV1Q,EAAI0Q,IAAY,EAAI,EAAIxS,GAC/CwS,EAIR,SAASirB,GAAcx7B,GAEtB,OAASA,EAAI,OAAgB,YAAJA,EAAmB3D,KAAKkD,IAAS,YAAJS,EAAmB,YAAc,KAIxF,SAASy7B,GAAcz7B,GAEtB,OAASA,EAAI,SAAkB,MAAJA,EAAY,MAAU3D,KAAKkD,IAAKS,EAAG,QAAc,KAI7E,MAAM07B,GAEL16B,YAAasF,EAAGZ,EAAG3F,GAElB,YAAWlF,IAAN6K,QAAyB7K,IAANkF,EAGhBhH,KAAK6H,IAAK0F,GAIXvN,KAAK4iC,OAAQr1B,EAAGZ,EAAG3F,GAI3BiB,IAAKhE,GAgBJ,OAdKA,GAASA,EAAMyxB,QAEnB11B,KAAK6Q,KAAM5M,GAEiB,iBAAVA,EAElBjE,KAAK6iC,OAAQ5+B,GAEe,iBAAVA,GAElBjE,KAAK8iC,SAAU7+B,GAITjE,KAIRiI,UAAWG,GAMV,OAJApI,KAAKuN,EAAInF,EACTpI,KAAK2M,EAAIvE,EACTpI,KAAKgH,EAAIoB,EAEFpI,KAIRiI,OAAQ86B,GAQP,OANAA,EAAMz/B,KAAKsC,MAAOm9B,GAElB/iC,KAAKuN,GAAMw1B,GAAO,GAAK,KAAQ,IAC/B/iC,KAAK2M,GAAMo2B,GAAO,EAAI,KAAQ,IAC9B/iC,KAAKgH,GAAY,IAAN+7B,GAAc,IAElB/iC,KAIRiI,OAAQsF,EAAGZ,EAAG3F,GAMb,OAJAhH,KAAKuN,EAAIA,EACTvN,KAAK2M,EAAIA,EACT3M,KAAKgH,EAAIA,EAEFhH,KAIRiI,OAAQ2E,EAAG3G,EAAGnD,GAOb,GAJA8J,EAAIxJ,EAAUgB,gBAAiBwI,EAAG,GAClC3G,EAAI7C,EAAUY,MAAOiC,EAAG,EAAG,GAC3BnD,EAAIM,EAAUY,MAAOlB,EAAG,EAAG,GAEhB,IAANmD,EAEJjG,KAAKuN,EAAIvN,KAAK2M,EAAI3M,KAAKgH,EAAIlE,MAErB,CAEN,MAAM0U,EAAI1U,GAAK,GAAMA,GAAM,EAAImD,GAAMnD,EAAImD,EAAMnD,EAAImD,EAC7Ca,EAAM,EAAIhE,EAAM0U,EAEtBxX,KAAKuN,EAAIi1B,GAAS17B,EAAG0Q,EAAG5K,EAAI,EAAI,GAChC5M,KAAK2M,EAAI61B,GAAS17B,EAAG0Q,EAAG5K,GACxB5M,KAAKgH,EAAIw7B,GAAS17B,EAAG0Q,EAAG5K,EAAI,EAAI,GAIjC,OAAO5M,KAIRiI,SAAU+6B,GAET,SAASC,EAAaC,QAELphC,IAAXohC,GAEAC,WAAYD,GAAW,GAE3Bp7B,QAAQC,KAAM,mCAAqCi7B,EAAQ,qBAO7D,IAAI1+B,EAEJ,GAAKA,EAAI,+BAA+B8+B,KAAMJ,GAAU,CAIvD,IAAIpN,EACJ,MAAM3lB,EAAO3L,EAAG,GACV++B,EAAa/+B,EAAG,GAEtB,OAAS2L,GAER,IAAK,MACL,IAAK,OAEJ,GAAK2lB,EAAQ,+DAA+DwN,KAAMC,GASjF,OANArjC,KAAKuN,EAAIjK,KAAKY,IAAK,IAAKo/B,SAAU1N,EAAO,GAAK,KAAS,IACvD51B,KAAK2M,EAAIrJ,KAAKY,IAAK,IAAKo/B,SAAU1N,EAAO,GAAK,KAAS,IACvD51B,KAAKgH,EAAI1D,KAAKY,IAAK,IAAKo/B,SAAU1N,EAAO,GAAK,KAAS,IAEvDqN,EAAarN,EAAO,IAEb51B,KAIR,GAAK41B,EAAQ,qEAAqEwN,KAAMC,GASvF,OANArjC,KAAKuN,EAAIjK,KAAKY,IAAK,IAAKo/B,SAAU1N,EAAO,GAAK,KAAS,IACvD51B,KAAK2M,EAAIrJ,KAAKY,IAAK,IAAKo/B,SAAU1N,EAAO,GAAK,KAAS,IACvD51B,KAAKgH,EAAI1D,KAAKY,IAAK,IAAKo/B,SAAU1N,EAAO,GAAK,KAAS,IAEvDqN,EAAarN,EAAO,IAEb51B,KAIR,MAED,IAAK,MACL,IAAK,OAEJ,GAAK41B,EAAQ,yEAAyEwN,KAAMC,GAAe,CAG1G,MAAMz2B,EAAIu2B,WAAYvN,EAAO,IAAQ,IAC/B3vB,EAAIq9B,SAAU1N,EAAO,GAAK,IAAO,IACjC9yB,EAAIwgC,SAAU1N,EAAO,GAAK,IAAO,IAIvC,OAFAqN,EAAarN,EAAO,IAEb51B,KAAKujC,OAAQ32B,EAAG3G,EAAGnD,UAQvB,GAAKwB,EAAI,oBAAoB8+B,KAAMJ,GAAU,CAInD,MAAMD,EAAMz+B,EAAG,GACT4X,EAAO6mB,EAAIhgC,OAEjB,GAAc,IAATmZ,EAOJ,OAJAlc,KAAKuN,EAAI+1B,SAAUP,EAAIS,OAAQ,GAAMT,EAAIS,OAAQ,GAAK,IAAO,IAC7DxjC,KAAK2M,EAAI22B,SAAUP,EAAIS,OAAQ,GAAMT,EAAIS,OAAQ,GAAK,IAAO,IAC7DxjC,KAAKgH,EAAIs8B,SAAUP,EAAIS,OAAQ,GAAMT,EAAIS,OAAQ,GAAK,IAAO,IAEtDxjC,KAED,GAAc,IAATkc,EAOX,OAJAlc,KAAKuN,EAAI+1B,SAAUP,EAAIS,OAAQ,GAAMT,EAAIS,OAAQ,GAAK,IAAO,IAC7DxjC,KAAK2M,EAAI22B,SAAUP,EAAIS,OAAQ,GAAMT,EAAIS,OAAQ,GAAK,IAAO,IAC7DxjC,KAAKgH,EAAIs8B,SAAUP,EAAIS,OAAQ,GAAMT,EAAIS,OAAQ,GAAK,IAAO,IAEtDxjC,KAMT,OAAKgjC,GAASA,EAAMjgC,OAAS,EAErB/C,KAAKyjC,aAAcT,GAIpBhjC,KAIRiI,aAAc+6B,GAGb,MAAMD,EAAM9J,GAAgB+J,GAc5B,YAZalhC,IAARihC,EAGJ/iC,KAAK6iC,OAAQE,GAKbj7B,QAAQC,KAAM,8BAAgCi7B,GAIxChjC,KAIRiI,QAEC,OAAO,IAAIjI,KAAKsI,YAAatI,KAAKuN,EAAGvN,KAAK2M,EAAG3M,KAAKgH,GAInDiB,KAAM2tB,GAML,OAJA51B,KAAKuN,EAAIqoB,EAAMroB,EACfvN,KAAK2M,EAAIipB,EAAMjpB,EACf3M,KAAKgH,EAAI4uB,EAAM5uB,EAERhH,KAIRiI,kBAAmB2tB,EAAO8N,EAAc,GAMvC,OAJA1jC,KAAKuN,EAAIjK,KAAKkD,IAAKovB,EAAMroB,EAAGm2B,GAC5B1jC,KAAK2M,EAAIrJ,KAAKkD,IAAKovB,EAAMjpB,EAAG+2B,GAC5B1jC,KAAKgH,EAAI1D,KAAKkD,IAAKovB,EAAM5uB,EAAG08B,GAErB1jC,KAIRiI,kBAAmB2tB,EAAO8N,EAAc,GAEvC,MAAMC,EAAgBD,EAAc,EAAQ,EAAMA,EAAgB,EAMlE,OAJA1jC,KAAKuN,EAAIjK,KAAKkD,IAAKovB,EAAMroB,EAAGo2B,GAC5B3jC,KAAK2M,EAAIrJ,KAAKkD,IAAKovB,EAAMjpB,EAAGg3B,GAC5B3jC,KAAKgH,EAAI1D,KAAKkD,IAAKovB,EAAM5uB,EAAG28B,GAErB3jC,KAIRiI,qBAAsBy7B,GAIrB,OAFA1jC,KAAK4jC,kBAAmB5jC,KAAM0jC,GAEvB1jC,KAIRiI,qBAAsBy7B,GAIrB,OAFA1jC,KAAK6jC,kBAAmB7jC,KAAM0jC,GAEvB1jC,KAIRiI,iBAAkB2tB,GAMjB,OAJA51B,KAAKuN,EAAIk1B,GAAc7M,EAAMroB,GAC7BvN,KAAK2M,EAAI81B,GAAc7M,EAAMjpB,GAC7B3M,KAAKgH,EAAIy7B,GAAc7M,EAAM5uB,GAEtBhH,KAIRiI,iBAAkB2tB,GAMjB,OAJA51B,KAAKuN,EAAIm1B,GAAc9M,EAAMroB,GAC7BvN,KAAK2M,EAAI+1B,GAAc9M,EAAMjpB,GAC7B3M,KAAKgH,EAAI07B,GAAc9M,EAAM5uB,GAEtBhH,KAIRiI,sBAIC,OAFAjI,KAAK8jC,iBAAkB9jC,MAEhBA,KAIRiI,sBAIC,OAFAjI,KAAK+jC,iBAAkB/jC,MAEhBA,KAIRiI,SAEC,OAAkB,IAATjI,KAAKuN,GAAa,GAAgB,IAATvN,KAAK2M,GAAa,EAAe,IAAT3M,KAAKgH,GAAa,EAI7EiB,eAEC,OAAS,SAAWjI,KAAK61B,SAAS3yB,SAAU,KAAON,OAAS,GAI7DqF,OAAQvF,QAISZ,IAAXY,IAEJoF,QAAQC,KAAM,iDACdrF,EAAS,CAAEkK,EAAG,EAAG3G,EAAG,EAAGnD,EAAG,IAI3B,MAAMyK,EAAIvN,KAAKuN,EAAGZ,EAAI3M,KAAK2M,EAAG3F,EAAIhH,KAAKgH,EAEjC7C,EAAMb,KAAKa,IAAKoJ,EAAGZ,EAAG3F,GACtB9C,EAAMZ,KAAKY,IAAKqJ,EAAGZ,EAAG3F,GAE5B,IAAIg9B,EAAKC,EACT,MAAMC,GAAchgC,EAAMC,GAAQ,EAElC,GAAKD,IAAQC,EAEZ6/B,EAAM,EACNC,EAAa,MAEP,CAEN,MAAMzU,EAAQrrB,EAAMD,EAIpB,OAFA+/B,EAAaC,GAAa,GAAM1U,GAAUrrB,EAAMD,GAAQsrB,GAAU,EAAIrrB,EAAMD,GAEnEC,GAER,KAAKoJ,EAAGy2B,GAAQr3B,EAAI3F,GAAMwoB,GAAU7iB,EAAI3F,EAAI,EAAI,GAAK,MACrD,KAAK2F,EAAGq3B,GAAQh9B,EAAIuG,GAAMiiB,EAAQ,EAAG,MACrC,KAAKxoB,EAAGg9B,GAAQz2B,EAAIZ,GAAM6iB,EAAQ,EAInCwU,GAAO,EAQR,OAJAthC,EAAOkK,EAAIo3B,EACXthC,EAAOuD,EAAIg+B,EACXvhC,EAAOI,EAAIohC,EAEJxhC,EAIRuF,WAEC,MAAO,QAAsB,IAATjI,KAAKuN,EAAY,GAAM,KAAmB,IAATvN,KAAK2M,EAAY,GAAM,KAAmB,IAAT3M,KAAKgH,EAAY,GAAM,IAI9GiB,UAAW2E,EAAG3G,EAAGnD,GAQhB,OANA9C,KAAKmkC,OAAQ7B,IAEbA,GAAM11B,GAAKA,EAAG01B,GAAMr8B,GAAKA,EAAGq8B,GAAMx/B,GAAKA,EAEvC9C,KAAKujC,OAAQjB,GAAM11B,EAAG01B,GAAMr8B,EAAGq8B,GAAMx/B,GAE9B9C,KAIRiI,IAAK2tB,GAMJ,OAJA51B,KAAKuN,GAAKqoB,EAAMroB,EAChBvN,KAAK2M,GAAKipB,EAAMjpB,EAChB3M,KAAKgH,GAAK4uB,EAAM5uB,EAEThH,KAIRiI,UAAWm8B,EAAQC,GAMlB,OAJArkC,KAAKuN,EAAI62B,EAAO72B,EAAI82B,EAAO92B,EAC3BvN,KAAK2M,EAAIy3B,EAAOz3B,EAAI03B,EAAO13B,EAC3B3M,KAAKgH,EAAIo9B,EAAOp9B,EAAIq9B,EAAOr9B,EAEpBhH,KAIRiI,UAAWhC,GAMV,OAJAjG,KAAKuN,GAAKtH,EACVjG,KAAK2M,GAAK1G,EACVjG,KAAKgH,GAAKf,EAEHjG,KAIRiI,IAAK2tB,GAMJ,OAJA51B,KAAKuN,EAAIjK,KAAKa,IAAK,EAAGnE,KAAKuN,EAAIqoB,EAAMroB,GACrCvN,KAAK2M,EAAIrJ,KAAKa,IAAK,EAAGnE,KAAK2M,EAAIipB,EAAMjpB,GACrC3M,KAAKgH,EAAI1D,KAAKa,IAAK,EAAGnE,KAAKgH,EAAI4uB,EAAM5uB,GAE9BhH,KAIRiI,SAAU2tB,GAMT,OAJA51B,KAAKuN,GAAKqoB,EAAMroB,EAChBvN,KAAK2M,GAAKipB,EAAMjpB,EAChB3M,KAAKgH,GAAK4uB,EAAM5uB,EAEThH,KAIRiI,eAAgBhC,GAMf,OAJAjG,KAAKuN,GAAKtH,EACVjG,KAAK2M,GAAK1G,EACVjG,KAAKgH,GAAKf,EAEHjG,KAIRiI,KAAM2tB,EAAOpsB,GAMZ,OAJAxJ,KAAKuN,IAAOqoB,EAAMroB,EAAIvN,KAAKuN,GAAM/D,EACjCxJ,KAAK2M,IAAOipB,EAAMjpB,EAAI3M,KAAK2M,GAAMnD,EACjCxJ,KAAKgH,IAAO4uB,EAAM5uB,EAAIhH,KAAKgH,GAAMwC,EAE1BxJ,KAIRiI,WAAYm8B,EAAQC,EAAQ76B,GAM3B,OAJAxJ,KAAKuN,EAAI62B,EAAO72B,GAAM82B,EAAO92B,EAAI62B,EAAO72B,GAAM/D,EAC9CxJ,KAAK2M,EAAIy3B,EAAOz3B,GAAM03B,EAAO13B,EAAIy3B,EAAOz3B,GAAMnD,EAC9CxJ,KAAKgH,EAAIo9B,EAAOp9B,GAAMq9B,EAAOr9B,EAAIo9B,EAAOp9B,GAAMwC,EAEvCxJ,KAIRiI,QAAS2tB,EAAOpsB,GAEfxJ,KAAKmkC,OAAQ7B,IACb1M,EAAMuO,OAAQ5B,IAEd,MAAM31B,EAAIxJ,EAAU2B,KAAMu9B,GAAM11B,EAAG21B,GAAM31B,EAAGpD,GACtCvD,EAAI7C,EAAU2B,KAAMu9B,GAAMr8B,EAAGs8B,GAAMt8B,EAAGuD,GACtC1G,EAAIM,EAAU2B,KAAMu9B,GAAMx/B,EAAGy/B,GAAMz/B,EAAG0G,GAI5C,OAFAxJ,KAAKujC,OAAQ32B,EAAG3G,EAAGnD,GAEZ9C,KAIRiI,OAAQhB,GAEP,OAASA,EAAEsG,IAAMvN,KAAKuN,GAAStG,EAAE0F,IAAM3M,KAAK2M,GAAS1F,EAAED,IAAMhH,KAAKgH,EAInEiB,UAAWtF,EAAOgH,EAAS,GAM1B,OAJA3J,KAAKuN,EAAI5K,EAAOgH,GAChB3J,KAAK2M,EAAIhK,EAAOgH,EAAS,GACzB3J,KAAKgH,EAAIrE,EAAOgH,EAAS,GAElB3J,KAIRiI,QAAStF,EAAQ,GAAIgH,EAAS,GAM7B,OAJAhH,EAAOgH,GAAW3J,KAAKuN,EACvB5K,EAAOgH,EAAS,GAAM3J,KAAK2M,EAC3BhK,EAAOgH,EAAS,GAAM3J,KAAKgH,EAEpBrE,EAIRsF,oBAAqB2B,EAAWtH,GAgB/B,OAdAtC,KAAKuN,EAAI3D,EAAUC,KAAMvH,GACzBtC,KAAK2M,EAAI/C,EAAUE,KAAMxH,GACzBtC,KAAKgH,EAAI4C,EAAU2J,KAAMjR,IAEK,IAAzBsH,EAAU06B,aAIdtkC,KAAKuN,GAAK,IACVvN,KAAK2M,GAAK,IACV3M,KAAKgH,GAAK,KAIJhH,KAIRiI,SAEC,OAAOjI,KAAK61B,UAMd8M,GAAM4B,MAAQtL,GAEd0J,GAAMjhC,UAAUg0B,SAAU,EAC1BiN,GAAMjhC,UAAU6L,EAAI,EACpBo1B,GAAMjhC,UAAUiL,EAAI,EACpBg2B,GAAMjhC,UAAUsF,EAAI,EAkCpB,MAAMw9B,WAA0B3R,GAE/B5qB,YAAa+lB,GAEZle,QAEA9P,KAAK4B,KAAO,oBAEZ5B,KAAK41B,MAAQ,IAAI+M,GAAO,UAExB3iC,KAAK22B,IAAM,KAEX32B,KAAK82B,SAAW,KAChB92B,KAAK+2B,kBAAoB,EAEzB/2B,KAAKg3B,MAAQ,KACbh3B,KAAKi3B,eAAiB,EAEtBj3B,KAAK63B,YAAc,KAEnB73B,KAAK62B,SAAW,KAEhB72B,KAAK83B,OAAS,KACd93B,KAAKi4B,QAtxRmB,EAuxRxBj4B,KAAK+3B,aAAe,EACpB/3B,KAAKg4B,gBAAkB,IAEvBh4B,KAAKw4B,WAAY,EACjBx4B,KAAKy4B,mBAAqB,EAC1Bz4B,KAAK04B,iBAAmB,QACxB14B,KAAK24B,kBAAoB,QAEzB34B,KAAK84B,UAAW,EAChB94B,KAAK44B,cAAe,EAEpB54B,KAAKs1B,UAAWtH,GAIjB/lB,KAAM6I,GA+BL,OA7BAhB,MAAMe,KAAMC,GAEZ9Q,KAAK41B,MAAM/kB,KAAMC,EAAO8kB,OAExB51B,KAAK22B,IAAM7lB,EAAO6lB,IAElB32B,KAAK82B,SAAWhmB,EAAOgmB,SACvB92B,KAAK+2B,kBAAoBjmB,EAAOimB,kBAEhC/2B,KAAKg3B,MAAQlmB,EAAOkmB,MACpBh3B,KAAKi3B,eAAiBnmB,EAAOmmB,eAE7Bj3B,KAAK63B,YAAc/mB,EAAO+mB,YAE1B73B,KAAK62B,SAAW/lB,EAAO+lB,SAEvB72B,KAAK83B,OAAShnB,EAAOgnB,OACrB93B,KAAKi4B,QAAUnnB,EAAOmnB,QACtBj4B,KAAK+3B,aAAejnB,EAAOinB,aAC3B/3B,KAAKg4B,gBAAkBlnB,EAAOknB,gBAE9Bh4B,KAAKw4B,UAAY1nB,EAAO0nB,UACxBx4B,KAAKy4B,mBAAqB3nB,EAAO2nB,mBACjCz4B,KAAK04B,iBAAmB5nB,EAAO4nB,iBAC/B14B,KAAK24B,kBAAoB7nB,EAAO6nB,kBAEhC34B,KAAK84B,SAAWhoB,EAAOgoB,SACvB94B,KAAK44B,aAAe9nB,EAAO8nB,aAEpB54B,MAMTwkC,GAAkB9iC,UAAU+iC,qBAAsB,EAElD,MAAMC,GAAY,IAAIhsB,EAChBisB,GAAW,IAAI38B,EAErB,SAAS48B,GAAiBjiC,EAAOkiC,EAAUP,GAE1C,GAAK9yB,MAAMC,QAAS9O,GAEnB,MAAM,IAAImiC,UAAW,yDAItB9kC,KAAKiQ,KAAO,GAEZjQ,KAAK2C,MAAQA,EACb3C,KAAK6kC,SAAWA,EAChB7kC,KAAK6b,WAAkB/Z,IAAVa,EAAsBA,EAAMI,OAAS8hC,EAAW,EAC7D7kC,KAAKskC,YAA4B,IAAfA,EAElBtkC,KAAK+kC,MAAQ3jC,EACbpB,KAAKglC,YAAc,CAAEr7B,OAAQ,EAAGkS,OAAS,GAEzC7b,KAAK0Q,QAAU,EAoYhB,SAASu0B,GAAqBtiC,EAAOkiC,EAAUP,GAE9CM,GAAgB5hC,KAAMhD,KAAM,IAAIklC,UAAWviC,GAASkiC,EAAUP,GAQ/D,SAASa,GAAsBxiC,EAAOkiC,EAAUP,GAE/CM,GAAgB5hC,KAAMhD,KAAM,IAAIolC,WAAYziC,GAASkiC,EAAUP,GAQhE,SAASe,GAA6B1iC,EAAOkiC,EAAUP,GAEtDM,GAAgB5hC,KAAMhD,KAAM,IAAIslC,kBAAmB3iC,GAASkiC,EAAUP,GAQvE,SAASiB,GAAsB5iC,EAAOkiC,EAAUP,GAE/CM,GAAgB5hC,KAAMhD,KAAM,IAAIwlC,WAAY7iC,GAASkiC,EAAUP,GAQhE,SAASmB,GAAuB9iC,EAAOkiC,EAAUP,GAEhDM,GAAgB5hC,KAAMhD,KAAM,IAAI0lC,YAAa/iC,GAASkiC,EAAUP,GAQjE,SAASqB,GAAsBhjC,EAAOkiC,EAAUP,GAE/CM,GAAgB5hC,KAAMhD,KAAM,IAAI4lC,WAAYjjC,GAASkiC,EAAUP,GAQhE,SAASuB,GAAuBljC,EAAOkiC,EAAUP,GAEhDM,GAAgB5hC,KAAMhD,KAAM,IAAI8lC,YAAanjC,GAASkiC,EAAUP,GAOjE,SAASyB,GAAwBpjC,EAAOkiC,EAAUP,GAEjDM,GAAgB5hC,KAAMhD,KAAM,IAAI0lC,YAAa/iC,GAASkiC,EAAUP,GAQjE,SAAS0B,GAAwBrjC,EAAOkiC,EAAUP,GAEjDM,GAAgB5hC,KAAMhD,KAAM,IAAIimC,aAActjC,GAASkiC,EAAUP,GAQlE,SAAS4B,GAAwBvjC,EAAOkiC,EAAUP,GAEjDM,GAAgB5hC,KAAMhD,KAAM,IAAImmC,aAAcxjC,GAASkiC,EAAUP,GAOlE,SAAS8B,GAAUzjC,GAElB,GAAsB,IAAjBA,EAAMI,OAAe,OAASuY,EAAAA,EAEnC,IAAInX,EAAMxB,EAAO,GAEjB,IAAM,IAAIE,EAAI,EAAGC,EAAIH,EAAMI,OAAQF,EAAIC,IAAMD,EAEvCF,EAAOE,GAAMsB,IAAMA,EAAMxB,EAAOE,IAItC,OAAOsB,EA9eR3C,OAAOuO,eAAgB60B,GAAgBljC,UAAW,cAAe,CAEhEmG,IAAK,SAAW5D,IAEA,IAAVA,GAAiBjE,KAAK0Q,aAM7BlP,OAAOC,OAAQmjC,GAAgBljC,UAAW,CAEzC2kC,mBAAmB,EAEnBC,iBAAkB,aAElBC,SAAU,SAAWtiC,GAIpB,OAFAjE,KAAK+kC,MAAQ9gC,EAENjE,MAIR6Q,KAAM,SAAWC,GAUhB,OARA9Q,KAAKiQ,KAAOa,EAAOb,KACnBjQ,KAAK2C,MAAQ,IAAImO,EAAOnO,MAAM2F,YAAawI,EAAOnO,OAClD3C,KAAK6kC,SAAW/zB,EAAO+zB,SACvB7kC,KAAK6b,MAAQ/K,EAAO+K,MACpB7b,KAAKskC,WAAaxzB,EAAOwzB,WAEzBtkC,KAAK+kC,MAAQj0B,EAAOi0B,MAEb/kC,MAIRwmC,OAAQ,SAAWC,EAAQ78B,EAAW88B,GAErCD,GAAUzmC,KAAK6kC,SACf6B,GAAU98B,EAAUi7B,SAEpB,IAAM,IAAIhiC,EAAI,EAAGC,EAAI9C,KAAK6kC,SAAUhiC,EAAIC,EAAGD,IAE1C7C,KAAK2C,MAAO8jC,EAAS5jC,GAAM+G,EAAUjH,MAAO+jC,EAAS7jC,GAItD,OAAO7C,MAIR2mC,UAAW,SAAWhkC,GAIrB,OAFA3C,KAAK2C,MAAMkF,IAAKlF,GAET3C,MAIR4mC,gBAAiB,SAAWC,GAE3B,MAAMlkC,EAAQ3C,KAAK2C,MACnB,IAAIgH,EAAS,EAEb,IAAM,IAAI9G,EAAI,EAAGC,EAAI+jC,EAAO9jC,OAAQF,EAAIC,EAAGD,IAAO,CAEjD,IAAI+yB,EAAQiR,EAAQhkC,QAELf,IAAV8zB,IAEJ9tB,QAAQC,KAAM,8DAA+DlF,GAC7E+yB,EAAQ,IAAI+M,IAIbhgC,EAAOgH,KAAcisB,EAAMroB,EAC3B5K,EAAOgH,KAAcisB,EAAMjpB,EAC3BhK,EAAOgH,KAAcisB,EAAM5uB,EAI5B,OAAOhH,MAIR8mC,kBAAmB,SAAWC,GAE7B,MAAMpkC,EAAQ3C,KAAK2C,MACnB,IAAIgH,EAAS,EAEb,IAAM,IAAI9G,EAAI,EAAGC,EAAIikC,EAAQhkC,OAAQF,EAAIC,EAAGD,IAAO,CAElD,IAAI8Z,EAASoqB,EAASlkC,QAENf,IAAX6a,IAEJ7U,QAAQC,KAAM,iEAAkElF,GAChF8Z,EAAS,IAAI3U,GAIdrF,EAAOgH,KAAcgT,EAAOnY,EAC5B7B,EAAOgH,KAAcgT,EAAO7X,EAI7B,OAAO9E,MAIRgnC,kBAAmB,SAAWD,GAE7B,MAAMpkC,EAAQ3C,KAAK2C,MACnB,IAAIgH,EAAS,EAEb,IAAM,IAAI9G,EAAI,EAAGC,EAAIikC,EAAQhkC,OAAQF,EAAIC,EAAGD,IAAO,CAElD,IAAI8Z,EAASoqB,EAASlkC,QAENf,IAAX6a,IAEJ7U,QAAQC,KAAM,iEAAkElF,GAChF8Z,EAAS,IAAIjE,GAId/V,EAAOgH,KAAcgT,EAAOnY,EAC5B7B,EAAOgH,KAAcgT,EAAO7X,EAC5BnC,EAAOgH,KAAcgT,EAAOvK,EAI7B,OAAOpS,MAIRinC,kBAAmB,SAAWF,GAE7B,MAAMpkC,EAAQ3C,KAAK2C,MACnB,IAAIgH,EAAS,EAEb,IAAM,IAAI9G,EAAI,EAAGC,EAAIikC,EAAQhkC,OAAQF,EAAIC,EAAGD,IAAO,CAElD,IAAI8Z,EAASoqB,EAASlkC,QAENf,IAAX6a,IAEJ7U,QAAQC,KAAM,iEAAkElF,GAChF8Z,EAAS,IAAIxK,GAIdxP,EAAOgH,KAAcgT,EAAOnY,EAC5B7B,EAAOgH,KAAcgT,EAAO7X,EAC5BnC,EAAOgH,KAAcgT,EAAOvK,EAC5BzP,EAAOgH,KAAcgT,EAAOnU,EAI7B,OAAOxI,MAIR6R,aAAc,SAAWvN,GAExB,GAAuB,IAAlBtE,KAAK6kC,SAET,IAAM,IAAIhiC,EAAI,EAAGC,EAAI9C,KAAK6b,MAAOhZ,EAAIC,EAAGD,IAEvC8hC,GAASuC,oBAAqBlnC,KAAM6C,GACpC8hC,GAAS9yB,aAAcvN,GAEvBtE,KAAKmnC,MAAOtkC,EAAG8hC,GAASngC,EAAGmgC,GAAS7/B,QAI/B,GAAuB,IAAlB9E,KAAK6kC,SAEhB,IAAM,IAAIhiC,EAAI,EAAGC,EAAI9C,KAAK6b,MAAOhZ,EAAIC,EAAGD,IAEvC6hC,GAAUwC,oBAAqBlnC,KAAM6C,GACrC6hC,GAAU7yB,aAAcvN,GAExBtE,KAAKonC,OAAQvkC,EAAG6hC,GAAUlgC,EAAGkgC,GAAU5/B,EAAG4/B,GAAUtyB,GAMtD,OAAOpS,MAIRyZ,aAAc,SAAWnV,GAExB,IAAM,IAAIzB,EAAI,EAAGC,EAAI9C,KAAK6b,MAAOhZ,EAAIC,EAAGD,IAEvC6hC,GAAUlgC,EAAIxE,KAAK6J,KAAMhH,GACzB6hC,GAAU5/B,EAAI9E,KAAK8J,KAAMjH,GACzB6hC,GAAUtyB,EAAIpS,KAAKuT,KAAM1Q,GAEzB6hC,GAAUjrB,aAAcnV,GAExBtE,KAAKonC,OAAQvkC,EAAG6hC,GAAUlgC,EAAGkgC,GAAU5/B,EAAG4/B,GAAUtyB,GAIrD,OAAOpS,MAIRqnC,kBAAmB,SAAW/iC,GAE7B,IAAM,IAAIzB,EAAI,EAAGC,EAAI9C,KAAK6b,MAAOhZ,EAAIC,EAAGD,IAEvC6hC,GAAUlgC,EAAIxE,KAAK6J,KAAMhH,GACzB6hC,GAAU5/B,EAAI9E,KAAK8J,KAAMjH,GACzB6hC,GAAUtyB,EAAIpS,KAAKuT,KAAM1Q,GAEzB6hC,GAAU2C,kBAAmB/iC,GAE7BtE,KAAKonC,OAAQvkC,EAAG6hC,GAAUlgC,EAAGkgC,GAAU5/B,EAAG4/B,GAAUtyB,GAIrD,OAAOpS,MAIR+iB,mBAAoB,SAAWze,GAE9B,IAAM,IAAIzB,EAAI,EAAGC,EAAI9C,KAAK6b,MAAOhZ,EAAIC,EAAGD,IAEvC6hC,GAAUlgC,EAAIxE,KAAK6J,KAAMhH,GACzB6hC,GAAU5/B,EAAI9E,KAAK8J,KAAMjH,GACzB6hC,GAAUtyB,EAAIpS,KAAKuT,KAAM1Q,GAEzB6hC,GAAU3hB,mBAAoBze,GAE9BtE,KAAKonC,OAAQvkC,EAAG6hC,GAAUlgC,EAAGkgC,GAAU5/B,EAAG4/B,GAAUtyB,GAIrD,OAAOpS,MAIR6H,IAAK,SAAW5D,EAAO0F,EAAS,GAI/B,OAFA3J,KAAK2C,MAAMkF,IAAK5D,EAAO0F,GAEhB3J,MAIR6J,KAAM,SAAWvH,GAEhB,OAAOtC,KAAK2C,MAAOL,EAAQtC,KAAK6kC,WAIjCyC,KAAM,SAAWhlC,EAAOkC,GAIvB,OAFAxE,KAAK2C,MAAOL,EAAQtC,KAAK6kC,UAAargC,EAE/BxE,MAIR8J,KAAM,SAAWxH,GAEhB,OAAOtC,KAAK2C,MAAOL,EAAQtC,KAAK6kC,SAAW,IAI5C0C,KAAM,SAAWjlC,EAAOwC,GAIvB,OAFA9E,KAAK2C,MAAOL,EAAQtC,KAAK6kC,SAAW,GAAM//B,EAEnC9E,MAIRuT,KAAM,SAAWjR,GAEhB,OAAOtC,KAAK2C,MAAOL,EAAQtC,KAAK6kC,SAAW,IAI5C2C,KAAM,SAAWllC,EAAO8P,GAIvB,OAFApS,KAAK2C,MAAOL,EAAQtC,KAAK6kC,SAAW,GAAMzyB,EAEnCpS,MAIRwT,KAAM,SAAWlR,GAEhB,OAAOtC,KAAK2C,MAAOL,EAAQtC,KAAK6kC,SAAW,IAI5C4C,KAAM,SAAWnlC,EAAOkG,GAIvB,OAFAxI,KAAK2C,MAAOL,EAAQtC,KAAK6kC,SAAW,GAAMr8B,EAEnCxI,MAIRmnC,MAAO,SAAW7kC,EAAOkC,EAAGM,GAO3B,OALAxC,GAAStC,KAAK6kC,SAEd7kC,KAAK2C,MAAOL,EAAQ,GAAMkC,EAC1BxE,KAAK2C,MAAOL,EAAQ,GAAMwC,EAEnB9E,MAIRonC,OAAQ,SAAW9kC,EAAOkC,EAAGM,EAAGsN,GAQ/B,OANA9P,GAAStC,KAAK6kC,SAEd7kC,KAAK2C,MAAOL,EAAQ,GAAMkC,EAC1BxE,KAAK2C,MAAOL,EAAQ,GAAMwC,EAC1B9E,KAAK2C,MAAOL,EAAQ,GAAM8P,EAEnBpS,MAIR0nC,QAAS,SAAWplC,EAAOkC,EAAGM,EAAGsN,EAAG5J,GASnC,OAPAlG,GAAStC,KAAK6kC,SAEd7kC,KAAK2C,MAAOL,EAAQ,GAAMkC,EAC1BxE,KAAK2C,MAAOL,EAAQ,GAAMwC,EAC1B9E,KAAK2C,MAAOL,EAAQ,GAAM8P,EAC1BpS,KAAK2C,MAAOL,EAAQ,GAAMkG,EAEnBxI,MAIR2nC,SAAU,SAAWnvB,GAIpB,OAFAxY,KAAKsmC,iBAAmB9tB,EAEjBxY,MAIRqU,MAAO,WAEN,OAAO,IAAIrU,KAAKsI,YAAatI,KAAK2C,MAAO3C,KAAK6kC,UAAWh0B,KAAM7Q,OAIhE+sB,OAAQ,WAEP,MAAM9a,EAAO,CACZ4yB,SAAU7kC,KAAK6kC,SACfjjC,KAAM5B,KAAK2C,MAAM2F,YAAY2H,KAC7BtN,MAAO6O,MAAM9P,UAAUkB,MAAMI,KAAMhD,KAAK2C,OACxC2hC,WAAYtkC,KAAKskC,YAOlB,MAJmB,KAAdtkC,KAAKiQ,OAAcgC,EAAKhC,KAAOjQ,KAAKiQ,MACpCjQ,KAAK+kC,QAAU3jC,IAAkB6Q,EAAK8yB,MAAQ/kC,KAAK+kC,OACvB,IAA5B/kC,KAAKglC,YAAYr7B,SAA6C,IAA7B3J,KAAKglC,YAAYnpB,QAAgB5J,EAAK+yB,YAAchlC,KAAKglC,aAExF/yB,KAcTgzB,GAAoBvjC,UAAYF,OAAOuoB,OAAQ6a,GAAgBljC,WAC/DujC,GAAoBvjC,UAAU4G,YAAc28B,GAS5CE,GAAqBzjC,UAAYF,OAAOuoB,OAAQ6a,GAAgBljC,WAChEyjC,GAAqBzjC,UAAU4G,YAAc68B,GAS7CE,GAA4B3jC,UAAYF,OAAOuoB,OAAQ6a,GAAgBljC,WACvE2jC,GAA4B3jC,UAAU4G,YAAc+8B,GASpDE,GAAqB7jC,UAAYF,OAAOuoB,OAAQ6a,GAAgBljC,WAChE6jC,GAAqB7jC,UAAU4G,YAAci9B,GAS7CE,GAAsB/jC,UAAYF,OAAOuoB,OAAQ6a,GAAgBljC,WACjE+jC,GAAsB/jC,UAAU4G,YAAcm9B,GAS9CE,GAAqBjkC,UAAYF,OAAOuoB,OAAQ6a,GAAgBljC,WAChEikC,GAAqBjkC,UAAU4G,YAAcq9B,GAS7CE,GAAsBnkC,UAAYF,OAAOuoB,OAAQ6a,GAAgBljC,WACjEmkC,GAAsBnkC,UAAU4G,YAAcu9B,GAQ9CE,GAAuBrkC,UAAYF,OAAOuoB,OAAQ6a,GAAgBljC,WAClEqkC,GAAuBrkC,UAAU4G,YAAcy9B,GAC/CA,GAAuBrkC,UAAUkmC,0BAA2B,EAQ5D5B,GAAuBtkC,UAAYF,OAAOuoB,OAAQ6a,GAAgBljC,WAClEskC,GAAuBtkC,UAAU4G,YAAc09B,GAS/CE,GAAuBxkC,UAAYF,OAAOuoB,OAAQ6a,GAAgBljC,WAClEwkC,GAAuBxkC,UAAU4G,YAAc49B,GAoC/C,IAAI2B,GAAM,EAEV,MAAMC,GAAM,IAAI9kB,GACV+kB,GAAO,IAAIlf,GACXmf,GAAU,IAAItvB,EACduvB,GAAS,IAAI5sB,EACb6sB,GAAmB,IAAI7sB,EACvB8sB,GAAY,IAAIzvB,EAEtB,SAAS0vB,KAER5mC,OAAOuO,eAAgB/P,KAAM,KAAM,CAAEiE,MAAO4jC,OAE5C7nC,KAAKgQ,KAAO5M,EAAUK,eAEtBzD,KAAKiQ,KAAO,GACZjQ,KAAK4B,KAAO,iBAEZ5B,KAAKsC,MAAQ,KACbtC,KAAKqoC,WAAa,GAElBroC,KAAKsoC,gBAAkB,GACvBtoC,KAAKuoC,sBAAuB,EAE5BvoC,KAAKwoC,OAAS,GAEdxoC,KAAK+c,YAAc,KACnB/c,KAAKyoC,eAAiB,KAEtBzoC,KAAK0oC,UAAY,CAAEjZ,MAAO,EAAG5T,MAAOP,EAAAA,GAEpCtb,KAAK8pB,SAAW,GAIjBse,GAAe1mC,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQxoB,EAAgBG,WAAa,CAErF4G,YAAa8/B,GAEbO,kBAAkB,EAElBC,SAAU,WAET,OAAO5oC,KAAKsC,OAIbumC,SAAU,SAAWvmC,GAYpB,OAVKkP,MAAMC,QAASnP,GAEnBtC,KAAKsC,MAAQ,IAAM8jC,GAAU9jC,GAAU,MAAQujC,GAAwBJ,IAAyBnjC,EAAO,GAIvGtC,KAAKsC,MAAQA,EAIPtC,MAIR8oC,aAAc,SAAW74B,GAExB,OAAOjQ,KAAKqoC,WAAYp4B,IAIzB84B,aAAc,SAAW94B,EAAMrG,GAI9B,OAFA5J,KAAKqoC,WAAYp4B,GAASrG,EAEnB5J,MAIRgpC,gBAAiB,SAAW/4B,GAI3B,cAFOjQ,KAAKqoC,WAAYp4B,GAEjBjQ,MAIRipC,aAAc,SAAWh5B,GAExB,YAAmCnO,IAA5B9B,KAAKqoC,WAAYp4B,IAIzBi5B,SAAU,SAAWzZ,EAAO5T,EAAOstB,EAAgB,GAElDnpC,KAAKwoC,OAAOtmC,KAAM,CAEjButB,MAAOA,EACP5T,MAAOA,EACPstB,cAAeA,KAMjBC,YAAa,WAEZppC,KAAKwoC,OAAS,IAIfa,aAAc,SAAW5Z,EAAO5T,GAE/B7b,KAAK0oC,UAAUjZ,MAAQA,EACvBzvB,KAAK0oC,UAAU7sB,MAAQA,GAIxBpC,aAAc,SAAWzL,GAExB,MAAM6X,EAAW7lB,KAAKqoC,WAAWxiB,cAEf/jB,IAAb+jB,IAEJA,EAASpM,aAAczL,GAEvB6X,EAAS/T,aAAc,GAIxB,MAAM6I,EAAS3a,KAAKqoC,WAAW1tB,OAE/B,QAAgB7Y,IAAX6Y,EAAuB,CAE3B,MAAM0O,GAAe,IAAInf,GAAU6lB,gBAAiB/hB,GAEpD2M,EAAO0sB,kBAAmBhe,GAE1B1O,EAAO7I,aAAc,EAItB,MAAMw3B,EAAUtpC,KAAKqoC,WAAWiB,QAsBhC,YApBiBxnC,IAAZwnC,IAEJA,EAAQvmB,mBAAoB/U,GAE5Bs7B,EAAQx3B,aAAc,GAIG,OAArB9R,KAAK+c,aAET/c,KAAKgd,qBAIuB,OAAxBhd,KAAKyoC,gBAETzoC,KAAKupC,wBAICvpC,MAIR6qB,QAAS,SAAW7gB,GAQnB,OAJA89B,GAAI0B,cAAex/B,GAEnBhK,KAAKyZ,aAAcquB,IAEZ9nC,MAIR8qB,QAAS,SAAW9gB,GAQnB,OAJA89B,GAAI2B,cAAez/B,GAEnBhK,KAAKyZ,aAAcquB,IAEZ9nC,MAIR+qB,QAAS,SAAW/gB,GAQnB,OAJA89B,GAAI4B,cAAe1/B,GAEnBhK,KAAKyZ,aAAcquB,IAEZ9nC,MAIR2pC,UAAW,SAAWnlC,EAAGM,EAAGsN,GAQ3B,OAJA01B,GAAI8B,gBAAiBplC,EAAGM,EAAGsN,GAE3BpS,KAAKyZ,aAAcquB,IAEZ9nC,MAIR8lB,MAAO,SAAWthB,EAAGM,EAAGsN,GAQvB,OAJA01B,GAAI+B,UAAWrlC,EAAGM,EAAGsN,GAErBpS,KAAKyZ,aAAcquB,IAEZ9nC,MAIRurB,OAAQ,SAAW5O,GAQlB,OANAorB,GAAKxc,OAAQ5O,GAEborB,GAAK5d,eAELnqB,KAAKyZ,aAAcsuB,GAAK/5B,QAEjBhO,MAIR+J,OAAQ,WAQP,OANA/J,KAAKgd,qBAELhd,KAAK+c,YAAYU,UAAWuqB,IAAU1Y,SAEtCtvB,KAAK2pC,UAAW3B,GAAQxjC,EAAGwjC,GAAQljC,EAAGkjC,GAAQ51B,GAEvCpS,MAIRue,cAAe,SAAWzC,GAEzB,MAAM+J,EAAW,GAEjB,IAAM,IAAIhjB,EAAI,EAAGC,EAAIgZ,EAAO/Y,OAAQF,EAAIC,EAAGD,IAAO,CAEjD,MAAM6Z,EAAQZ,EAAQjZ,GACtBgjB,EAAS3jB,KAAMwa,EAAMlY,EAAGkY,EAAM5X,EAAG4X,EAAMtK,GAAK,GAM7C,OAFApS,KAAK+oC,aAAc,WAAY,IAAI/C,GAAwBngB,EAAU,IAE9D7lB,MAIRgd,mBAAoB,WAEO,OAArBhd,KAAK+c,cAET/c,KAAK+c,YAAc,IAAI1B,GAIxB,MAAMwK,EAAW7lB,KAAKqoC,WAAWxiB,SAC3BikB,EAA0B9pC,KAAKsoC,gBAAgBziB,SAErD,GAAKA,GAAYA,EAASkkB,oBASzB,OAPAjiC,QAAQsC,MAAO,kJAAmJpK,WAElKA,KAAK+c,YAAYlV,IAChB,IAAI6Q,GAAW4C,EAAAA,GAAYA,EAAAA,GAAYA,EAAAA,GACvC,IAAI5C,EAAW4C,EAAAA,EAAYA,EAAAA,EAAYA,EAAAA,IAOzC,QAAkBxZ,IAAb+jB,GAMJ,GAJA7lB,KAAK+c,YAAYitB,uBAAwBnkB,GAIpCikB,EAEJ,IAAM,IAAIjnC,EAAI,EAAGmZ,EAAK8tB,EAAwB/mC,OAAQF,EAAImZ,EAAInZ,IAAO,CAEpE,MAAMonC,EAAiBH,EAAyBjnC,GAChDolC,GAAO+B,uBAAwBC,GAE1BjqC,KAAKuoC,sBAETJ,GAAU1/B,WAAYzI,KAAK+c,YAAY7Y,IAAK+jC,GAAO/jC,KACnDlE,KAAK+c,YAAYd,cAAeksB,IAEhCA,GAAU1/B,WAAYzI,KAAK+c,YAAY5Y,IAAK8jC,GAAO9jC,KACnDnE,KAAK+c,YAAYd,cAAeksB,MAIhCnoC,KAAK+c,YAAYd,cAAegsB,GAAO/jC,KACvClE,KAAK+c,YAAYd,cAAegsB,GAAO9jC,YAU1CnE,KAAK+c,YAAYhB,aAIbmuB,MAAOlqC,KAAK+c,YAAY7Y,IAAIM,IAAO0lC,MAAOlqC,KAAK+c,YAAY7Y,IAAIY,IAAOolC,MAAOlqC,KAAK+c,YAAY7Y,IAAIkO,KAEtGtK,QAAQsC,MAAO,sIAAuIpK,OAMxJupC,sBAAuB,WAEO,OAAxBvpC,KAAKyoC,iBAETzoC,KAAKyoC,eAAiB,IAAIppB,IAI3B,MAAMwG,EAAW7lB,KAAKqoC,WAAWxiB,SAC3BikB,EAA0B9pC,KAAKsoC,gBAAgBziB,SAErD,GAAKA,GAAYA,EAASkkB,oBAMzB,OAJAjiC,QAAQsC,MAAO,wJAAyJpK,WAExKA,KAAKyoC,eAAe5gC,IAAK,IAAI6Q,EAAW4C,EAAAA,GAMzC,GAAKuK,EAAW,CAIf,MAAM9b,EAAS/J,KAAKyoC,eAAe1+B,OAMnC,GAJAk+B,GAAO+B,uBAAwBnkB,GAI1BikB,EAEJ,IAAM,IAAIjnC,EAAI,EAAGmZ,EAAK8tB,EAAwB/mC,OAAQF,EAAImZ,EAAInZ,IAAO,CAEpE,MAAMonC,EAAiBH,EAAyBjnC,GAChDqlC,GAAiB8B,uBAAwBC,GAEpCjqC,KAAKuoC,sBAETJ,GAAU1/B,WAAYw/B,GAAO/jC,IAAKgkC,GAAiBhkC,KACnD+jC,GAAOhsB,cAAeksB,IAEtBA,GAAU1/B,WAAYw/B,GAAO9jC,IAAK+jC,GAAiB/jC,KACnD8jC,GAAOhsB,cAAeksB,MAItBF,GAAOhsB,cAAeisB,GAAiBhkC,KACvC+jC,GAAOhsB,cAAeisB,GAAiB/jC,MAQ1C8jC,GAAOxqB,UAAW1T,GAKlB,IAAIwV,EAAc,EAElB,IAAM,IAAI1c,EAAI,EAAGmZ,EAAK6J,EAAShK,MAAOhZ,EAAImZ,EAAInZ,IAE7CslC,GAAUjB,oBAAqBrhB,EAAUhjB,GAEzC0c,EAAcjc,KAAKa,IAAKob,EAAaxV,EAAOX,kBAAmB++B,KAMhE,GAAK2B,EAEJ,IAAM,IAAIjnC,EAAI,EAAGmZ,EAAK8tB,EAAwB/mC,OAAQF,EAAImZ,EAAInZ,IAAO,CAEpE,MAAMonC,EAAiBH,EAAyBjnC,GAC1C0lC,EAAuBvoC,KAAKuoC,qBAElC,IAAM,IAAI1pB,EAAI,EAAGsrB,EAAKF,EAAepuB,MAAOgD,EAAIsrB,EAAItrB,IAEnDspB,GAAUjB,oBAAqB+C,EAAgBprB,GAE1C0pB,IAEJP,GAAQd,oBAAqBrhB,EAAUhH,GACvCspB,GAAU9rB,IAAK2rB,KAIhBzoB,EAAcjc,KAAKa,IAAKob,EAAaxV,EAAOX,kBAAmB++B,KAQlEnoC,KAAKyoC,eAAe3tB,OAASxX,KAAK4F,KAAMqW,GAEnC2qB,MAAOlqC,KAAKyoC,eAAe3tB,SAE/BhT,QAAQsC,MAAO,+HAAgIpK,QAQlJoqC,mBAAoB,aAMpBC,gBAAiB,WAEhB,MAAM/nC,EAAQtC,KAAKsC,MACb+lC,EAAaroC,KAAKqoC,WAKxB,GAAe,OAAV/lC,QACqBR,IAAxBumC,EAAWxiB,eACW/jB,IAAtBumC,EAAW1tB,aACO7Y,IAAlBumC,EAAWz2B,GAGZ,YADA9J,QAAQsC,MAAO,gHAKhB,MAAMkgC,EAAUhoC,EAAMK,MAChB4nC,EAAYlC,EAAWxiB,SAASljB,MAChC6nC,EAAUnC,EAAW1tB,OAAOhY,MAC5B8nC,EAAMpC,EAAWz2B,GAAGjP,MAEpB+nC,EAAYH,EAAUxnC,OAAS,OAETjB,IAAvBumC,EAAWiB,SAEftpC,KAAK+oC,aAAc,UAAW,IAAInE,GAAiB,IAAIqB,aAAc,EAAIyE,GAAa,IAIvF,MAAMC,EAAWtC,EAAWiB,QAAQ3mC,MAE9BioC,EAAO,GAAIC,EAAO,GAExB,IAAM,IAAIhoC,EAAI,EAAGA,EAAI6nC,EAAW7nC,IAE/B+nC,EAAM/nC,GAAM,IAAI6V,EAChBmyB,EAAMhoC,GAAM,IAAI6V,EAIjB,MAAMoyB,EAAK,IAAIpyB,EACdqyB,EAAK,IAAIryB,EACTsyB,EAAK,IAAItyB,EAETuyB,EAAM,IAAIjjC,EACVkjC,EAAM,IAAIljC,EACVmjC,EAAM,IAAInjC,EAEVojC,EAAO,IAAI1yB,EACX2yB,EAAO,IAAI3yB,EAEZ,SAAS4yB,EAAgBvkC,EAAGC,EAAGC,GAE9B6jC,EAAG78B,UAAWs8B,EAAe,EAAJxjC,GACzBgkC,EAAG98B,UAAWs8B,EAAe,EAAJvjC,GACzBgkC,EAAG/8B,UAAWs8B,EAAe,EAAJtjC,GAEzBgkC,EAAIh9B,UAAWw8B,EAAS,EAAJ1jC,GACpBmkC,EAAIj9B,UAAWw8B,EAAS,EAAJzjC,GACpBmkC,EAAIl9B,UAAWw8B,EAAS,EAAJxjC,GAEpB8jC,EAAGrwB,IAAKowB,GACRE,EAAGtwB,IAAKowB,GAERI,EAAIxwB,IAAKuwB,GACTE,EAAIzwB,IAAKuwB,GAET,MAAM19B,EAAI,GAAQ29B,EAAI1mC,EAAI2mC,EAAIrmC,EAAIqmC,EAAI3mC,EAAI0mC,EAAIpmC,GAIvCymC,SAAUh+B,KAEjB69B,EAAKv6B,KAAMk6B,GAAKpiC,eAAgBwiC,EAAIrmC,GAAI8sB,gBAAiBoZ,GAAME,EAAIpmC,GAAI6D,eAAgB4E,GACvF89B,EAAKx6B,KAAMm6B,GAAKriC,eAAgBuiC,EAAI1mC,GAAIotB,gBAAiBmZ,GAAMI,EAAI3mC,GAAImE,eAAgB4E,GAEvFq9B,EAAM7jC,GAAIsV,IAAK+uB,GACfR,EAAM5jC,GAAIqV,IAAK+uB,GACfR,EAAM3jC,GAAIoV,IAAK+uB,GAEfP,EAAM9jC,GAAIsV,IAAKgvB,GACfR,EAAM7jC,GAAIqV,IAAKgvB,GACfR,EAAM5jC,GAAIoV,IAAKgvB,IAIhB,IAAI7C,EAASxoC,KAAKwoC,OAEK,IAAlBA,EAAOzlC,SAEXylC,EAAS,CAAE,CACV/Y,MAAO,EACP5T,MAAOyuB,EAAQvnC,UAKjB,IAAM,IAAIF,EAAI,EAAGmZ,EAAKwsB,EAAOzlC,OAAQF,EAAImZ,IAAOnZ,EAAI,CAEnD,MAAM2oC,EAAQhD,EAAQ3lC,GAEhB4sB,EAAQ+b,EAAM/b,MAGpB,IAAM,IAAI5Q,EAAI4Q,EAAO0a,EAAK1a,EAFZ+b,EAAM3vB,MAEqBgD,EAAIsrB,EAAItrB,GAAK,EAErDysB,EACChB,EAASzrB,EAAI,GACbyrB,EAASzrB,EAAI,GACbyrB,EAASzrB,EAAI,IAOhB,MAAM3R,EAAM,IAAIwL,EAAW+yB,EAAO,IAAI/yB,EAChCrU,EAAI,IAAIqU,EAAWgzB,EAAK,IAAIhzB,EAElC,SAASizB,EAAcpjC,GAEtBlE,EAAE4J,UAAWu8B,EAAa,EAAJjiC,GACtBmjC,EAAG76B,KAAMxM,GAET,MAAMW,EAAI4lC,EAAMriC,GAIhB2E,EAAI2D,KAAM7L,GACVkI,EAAIwN,IAAKrW,EAAEsE,eAAgBtE,EAAE8S,IAAKnS,KAAQuE,YAI1CkiC,EAAK3xB,aAAc4xB,EAAI1mC,GACvB,MACMwD,EADOijC,EAAKt0B,IAAK0zB,EAAMtiC,IACV,GAAU,EAAM,EAEnCoiC,EAAc,EAAJpiC,GAAU2E,EAAI1I,EACxBmmC,EAAc,EAAJpiC,EAAQ,GAAM2E,EAAIpI,EAC5B6lC,EAAc,EAAJpiC,EAAQ,GAAM2E,EAAIkF,EAC5Bu4B,EAAc,EAAJpiC,EAAQ,GAAMC,EAIzB,IAAM,IAAI3F,EAAI,EAAGmZ,EAAKwsB,EAAOzlC,OAAQF,EAAImZ,IAAOnZ,EAAI,CAEnD,MAAM2oC,EAAQhD,EAAQ3lC,GAEhB4sB,EAAQ+b,EAAM/b,MAGpB,IAAM,IAAI5Q,EAAI4Q,EAAO0a,EAAK1a,EAFZ+b,EAAM3vB,MAEqBgD,EAAIsrB,EAAItrB,GAAK,EAErD8sB,EAAcrB,EAASzrB,EAAI,IAC3B8sB,EAAcrB,EAASzrB,EAAI,IAC3B8sB,EAAcrB,EAASzrB,EAAI,MAQ9B+sB,qBAAsB,WAErB,MAAMtpC,EAAQtC,KAAKsC,MACbupC,EAAoB7rC,KAAK8oC,aAAc,YAE7C,QAA2BhnC,IAAtB+pC,EAAkC,CAEtC,IAAIC,EAAkB9rC,KAAK8oC,aAAc,UAEzC,QAAyBhnC,IAApBgqC,EAEJA,EAAkB,IAAIlH,GAAiB,IAAIqB,aAAwC,EAA1B4F,EAAkBhwB,OAAa,GACxF7b,KAAK+oC,aAAc,SAAU+C,QAM7B,IAAM,IAAIjpC,EAAI,EAAGmZ,EAAK8vB,EAAgBjwB,MAAOhZ,EAAImZ,EAAInZ,IAEpDipC,EAAgB1E,OAAQvkC,EAAG,EAAG,EAAG,GAMnC,MAAMkpC,EAAK,IAAIrzB,EAAWszB,EAAK,IAAItzB,EAAWuzB,EAAK,IAAIvzB,EACjDwzB,EAAK,IAAIxzB,EAAWyzB,EAAK,IAAIzzB,EAAW0zB,EAAK,IAAI1zB,EACjD2zB,EAAK,IAAI3zB,EAAW4zB,EAAK,IAAI5zB,EAInC,GAAKpW,EAEJ,IAAM,IAAIO,EAAI,EAAGmZ,EAAK1Z,EAAMuZ,MAAOhZ,EAAImZ,EAAInZ,GAAK,EAAI,CAEnD,MAAMioC,EAAKxoC,EAAMuH,KAAMhH,EAAI,GACrBkoC,EAAKzoC,EAAMuH,KAAMhH,EAAI,GACrBmoC,EAAK1oC,EAAMuH,KAAMhH,EAAI,GAE3BkpC,EAAG7E,oBAAqB2E,EAAmBf,GAC3CkB,EAAG9E,oBAAqB2E,EAAmBd,GAC3CkB,EAAG/E,oBAAqB2E,EAAmBb,GAE3CqB,EAAG3jC,WAAYujC,EAAID,GACnBM,EAAG5jC,WAAYqjC,EAAIC,GACnBK,EAAGxpB,MAAOypB,GAEVJ,EAAGhF,oBAAqB4E,EAAiBhB,GACzCqB,EAAGjF,oBAAqB4E,EAAiBf,GACzCqB,EAAGlF,oBAAqB4E,EAAiBd,GAEzCkB,EAAG7vB,IAAKgwB,GACRF,EAAG9vB,IAAKgwB,GACRD,EAAG/vB,IAAKgwB,GAERP,EAAgB1E,OAAQ0D,EAAIoB,EAAG1nC,EAAG0nC,EAAGpnC,EAAGonC,EAAG95B,GAC3C05B,EAAgB1E,OAAQ2D,EAAIoB,EAAG3nC,EAAG2nC,EAAGrnC,EAAGqnC,EAAG/5B,GAC3C05B,EAAgB1E,OAAQ4D,EAAIoB,EAAG5nC,EAAG4nC,EAAGtnC,EAAGsnC,EAAGh6B,QAQ5C,IAAM,IAAIvP,EAAI,EAAGmZ,EAAK6vB,EAAkBhwB,MAAOhZ,EAAImZ,EAAInZ,GAAK,EAE3DkpC,EAAG7E,oBAAqB2E,EAAmBhpC,EAAI,GAC/CmpC,EAAG9E,oBAAqB2E,EAAmBhpC,EAAI,GAC/CopC,EAAG/E,oBAAqB2E,EAAmBhpC,EAAI,GAE/CwpC,EAAG3jC,WAAYujC,EAAID,GACnBM,EAAG5jC,WAAYqjC,EAAIC,GACnBK,EAAGxpB,MAAOypB,GAEVR,EAAgB1E,OAAQvkC,EAAI,EAAGwpC,EAAG7nC,EAAG6nC,EAAGvnC,EAAGunC,EAAGj6B,GAC9C05B,EAAgB1E,OAAQvkC,EAAI,EAAGwpC,EAAG7nC,EAAG6nC,EAAGvnC,EAAGunC,EAAGj6B,GAC9C05B,EAAgB1E,OAAQvkC,EAAI,EAAGwpC,EAAG7nC,EAAG6nC,EAAGvnC,EAAGunC,EAAGj6B,GAMhDpS,KAAKusC,mBAELT,EAAgBh6B,aAAc,IAMhC06B,MAAO,SAAW1vB,EAAUnT,GAE3B,IAASmT,IAAYA,EAAS6rB,iBAG7B,YADA7gC,QAAQsC,MAAO,kFAAmF0S,QAKnFhb,IAAX6H,IAEJA,EAAS,EAET7B,QAAQC,KACP,2JAMF,MAAMsgC,EAAaroC,KAAKqoC,WAExB,IAAM,MAAMzZ,KAAOyZ,EAAa,CAE/B,QAAoCvmC,IAA/Bgb,EAASurB,WAAYzZ,GAAsB,SAEhD,MACM6d,EADapE,EAAYzZ,GACIjsB,MAE7B+pC,EAAa5vB,EAASurB,WAAYzZ,GAClC+d,EAAkBD,EAAW/pC,MAE7BiqC,EAAkBF,EAAW7H,SAAWl7B,EACxC5G,EAASO,KAAKY,IAAKyoC,EAAgB5pC,OAAQ0pC,EAAgB1pC,OAAS6pC,GAE1E,IAAM,IAAI/pC,EAAI,EAAGgc,EAAI+tB,EAAiB/pC,EAAIE,EAAQF,IAAMgc,IAEvD4tB,EAAiB5tB,GAAM8tB,EAAiB9pC,GAM1C,OAAO7C,MAIRusC,iBAAkB,WAEjB,MAAM/B,EAAUxqC,KAAKqoC,WAAW1tB,OAEhC,IAAM,IAAI9X,EAAI,EAAGmZ,EAAKwuB,EAAQ3uB,MAAOhZ,EAAImZ,EAAInZ,IAE5CslC,GAAUjB,oBAAqBsD,EAAS3nC,GAExCslC,GAAU5+B,YAEVihC,EAAQpD,OAAQvkC,EAAGslC,GAAU3jC,EAAG2jC,GAAUrjC,EAAGqjC,GAAU/1B,IAMzDy6B,aAAc,WAEb,SAASC,EAAwBljC,EAAW0gC,GAE3C,MAAM3nC,EAAQiH,EAAUjH,MAClBkiC,EAAWj7B,EAAUi7B,SACrBP,EAAa16B,EAAU06B,WAEvByI,EAAS,IAAIpqC,EAAM2F,YAAagiC,EAAQvnC,OAAS8hC,GAEvD,IAAIviC,EAAQ,EAAGokC,EAAS,EAExB,IAAM,IAAI7jC,EAAI,EAAGC,EAAIwnC,EAAQvnC,OAAQF,EAAIC,EAAGD,IAAO,CAElDP,EAAQgoC,EAASznC,GAAMgiC,EAEvB,IAAM,IAAIhmB,EAAI,EAAGA,EAAIgmB,EAAUhmB,IAE9BkuB,EAAQrG,KAAc/jC,EAAOL,KAM/B,OAAO,IAAIsiC,GAAiBmI,EAAQlI,EAAUP,GAM/C,GAAoB,OAAftkC,KAAKsC,MAGT,OADAwF,QAAQC,KAAM,+EACP/H,KAIR,MAAMgtC,EAAY,IAAI5E,GAEhBkC,EAAUtqC,KAAKsC,MAAMK,MACrB0lC,EAAaroC,KAAKqoC,WAIxB,IAAM,MAAMp4B,KAAQo4B,EAAa,CAEhC,MAEM4E,EAAeH,EAFHzE,EAAYp4B,GAE0Bq6B,GAExD0C,EAAUjE,aAAc94B,EAAMg9B,GAM/B,MAAM3E,EAAkBtoC,KAAKsoC,gBAE7B,IAAM,MAAMr4B,KAAQq4B,EAAkB,CAErC,MAAM4E,EAAa,GACbjD,EAAiB3B,EAAiBr4B,GAExC,IAAM,IAAIpN,EAAI,EAAGmZ,EAAKiuB,EAAelnC,OAAQF,EAAImZ,EAAInZ,IAAO,CAE3D,MAEMoqC,EAAeH,EAFH7C,EAAgBpnC,GAEsBynC,GAExD4C,EAAWhrC,KAAM+qC,GAIlBD,EAAU1E,gBAAiBr4B,GAASi9B,EAIrCF,EAAUzE,qBAAuBvoC,KAAKuoC,qBAItC,MAAMC,EAASxoC,KAAKwoC,OAEpB,IAAM,IAAI3lC,EAAI,EAAGC,EAAI0lC,EAAOzlC,OAAQF,EAAIC,EAAGD,IAAO,CAEjD,MAAM2oC,EAAQhD,EAAQ3lC,GACtBmqC,EAAU9D,SAAUsC,EAAM/b,MAAO+b,EAAM3vB,MAAO2vB,EAAMrC,eAIrD,OAAO6D,GAIRjgB,OAAQ,WAEP,MAAM9a,EAAO,CACZd,SAAU,CACTT,QAAS,IACT9O,KAAM,iBACNwP,UAAW,0BAWb,GALAa,EAAKjC,KAAOhQ,KAAKgQ,KACjBiC,EAAKrQ,KAAO5B,KAAK4B,KACE,KAAd5B,KAAKiQ,OAAcgC,EAAKhC,KAAOjQ,KAAKiQ,MACpCzO,OAAO2rC,KAAMntC,KAAK8pB,UAAW/mB,OAAS,IAAIkP,EAAK6X,SAAW9pB,KAAK8pB,eAE3ChoB,IAApB9B,KAAKguB,WAA2B,CAEpC,MAAMA,EAAahuB,KAAKguB,WAExB,IAAM,MAAMY,KAAOZ,OAESlsB,IAAtBksB,EAAYY,KAAsB3c,EAAM2c,GAAQZ,EAAYY,IAIlE,OAAO3c,EAMRA,EAAKA,KAAO,CAAEo2B,WAAY,IAE1B,MAAM/lC,EAAQtC,KAAKsC,MAEJ,OAAVA,IAEJ2P,EAAKA,KAAK3P,MAAQ,CACjBV,KAAMU,EAAMK,MAAM2F,YAAY2H,KAC9BtN,MAAO6O,MAAM9P,UAAUkB,MAAMI,KAAMV,EAAMK,SAK3C,MAAM0lC,EAAaroC,KAAKqoC,WAExB,IAAM,MAAMzZ,KAAOyZ,EAAa,CAE/B,MAAMz+B,EAAYy+B,EAAYzZ,GAE9B3c,EAAKA,KAAKo2B,WAAYzZ,GAAQhlB,EAAUmjB,OAAQ9a,EAAKA,MAItD,MAAMq2B,EAAkB,GACxB,IAAI8E,GAAqB,EAEzB,IAAM,MAAMxe,KAAO5uB,KAAKsoC,gBAAkB,CAEzC,MAAM+E,EAAiBrtC,KAAKsoC,gBAAiB1Z,GAEvCjsB,EAAQ,GAEd,IAAM,IAAIE,EAAI,EAAGmZ,EAAKqxB,EAAetqC,OAAQF,EAAImZ,EAAInZ,IAAO,CAE3D,MAAM+G,EAAYyjC,EAAgBxqC,GAElCF,EAAMT,KAAM0H,EAAUmjB,OAAQ9a,EAAKA,OAI/BtP,EAAMI,OAAS,IAEnBulC,EAAiB1Z,GAAQjsB,EAEzByqC,GAAqB,GAMlBA,IAEJn7B,EAAKA,KAAKq2B,gBAAkBA,EAC5Br2B,EAAKA,KAAKs2B,qBAAuBvoC,KAAKuoC,sBAIvC,MAAMC,EAASxoC,KAAKwoC,OAEfA,EAAOzlC,OAAS,IAEpBkP,EAAKA,KAAKu2B,OAASjb,KAAKuB,MAAOvB,KAAKC,UAAWgb,KAIhD,MAAMC,EAAiBzoC,KAAKyoC,eAW5B,OATwB,OAAnBA,IAEJx2B,EAAKA,KAAKw2B,eAAiB,CAC1B1+B,OAAQ0+B,EAAe1+B,OAAO0jB,UAC9B3S,OAAQ2tB,EAAe3tB,SAKlB7I,GAIRoC,MAAO,WA0BN,OAAO,IAAI+zB,IAAiBv3B,KAAM7Q,OAInC6Q,KAAM,SAAWC,GAIhB9Q,KAAKsC,MAAQ,KACbtC,KAAKqoC,WAAa,GAClBroC,KAAKsoC,gBAAkB,GACvBtoC,KAAKwoC,OAAS,GACdxoC,KAAK+c,YAAc,KACnB/c,KAAKyoC,eAAiB,KAItB,MAAMx2B,EAAO,GAIbjS,KAAKiQ,KAAOa,EAAOb,KAInB,MAAM3N,EAAQwO,EAAOxO,MAEN,OAAVA,GAEJtC,KAAK6oC,SAAUvmC,EAAM+R,MAAOpC,IAM7B,MAAMo2B,EAAav3B,EAAOu3B,WAE1B,IAAM,MAAMp4B,KAAQo4B,EAAa,CAEhC,MAAMz+B,EAAYy+B,EAAYp4B,GAC9BjQ,KAAK+oC,aAAc94B,EAAMrG,EAAUyK,MAAOpC,IAM3C,MAAMq2B,EAAkBx3B,EAAOw3B,gBAE/B,IAAM,MAAMr4B,KAAQq4B,EAAkB,CAErC,MAAM3lC,EAAQ,GACRsnC,EAAiB3B,EAAiBr4B,GAExC,IAAM,IAAIpN,EAAI,EAAGC,EAAImnC,EAAelnC,OAAQF,EAAIC,EAAGD,IAElDF,EAAMT,KAAM+nC,EAAgBpnC,GAAIwR,MAAOpC,IAIxCjS,KAAKsoC,gBAAiBr4B,GAAStN,EAIhC3C,KAAKuoC,qBAAuBz3B,EAAOy3B,qBAInC,MAAMC,EAAS13B,EAAO03B,OAEtB,IAAM,IAAI3lC,EAAI,EAAGC,EAAI0lC,EAAOzlC,OAAQF,EAAIC,EAAGD,IAAO,CAEjD,MAAM2oC,EAAQhD,EAAQ3lC,GACtB7C,KAAKkpC,SAAUsC,EAAM/b,MAAO+b,EAAM3vB,MAAO2vB,EAAMrC,eAMhD,MAAMpsB,EAAcjM,EAAOiM,YAEN,OAAhBA,IAEJ/c,KAAK+c,YAAcA,EAAY1I,SAMhC,MAAMo0B,EAAiB33B,EAAO23B,eAiB9B,OAfwB,OAAnBA,IAEJzoC,KAAKyoC,eAAiBA,EAAep0B,SAMtCrU,KAAK0oC,UAAUjZ,MAAQ3e,EAAO43B,UAAUjZ,MACxCzvB,KAAK0oC,UAAU7sB,MAAQ/K,EAAO43B,UAAU7sB,MAIxC7b,KAAK8pB,SAAWhZ,EAAOgZ,SAEhB9pB,MAIRoU,QAAS,WAERpU,KAAKwC,cAAe,CAAEZ,KAAM,eAM9B,MAAM0rC,GAAmB,IAAItqB,GACvBuqB,GAAS,IAAIhtB,GACbitB,GAAY,IAAInuB,GAEhBouB,GAAQ,IAAI/0B,EACZg1B,GAAQ,IAAIh1B,EACZi1B,GAAQ,IAAIj1B,EAEZk1B,GAAS,IAAIl1B,EACbm1B,GAAS,IAAIn1B,EACbo1B,GAAS,IAAIp1B,EAEbq1B,GAAU,IAAIr1B,EACds1B,GAAU,IAAIt1B,EACdu1B,GAAU,IAAIv1B,EAEdw1B,GAAS,IAAIlmC,EACbmmC,GAAS,IAAInmC,EACbomC,GAAS,IAAIpmC,EAEbqmC,GAAqB,IAAI31B,EACzB41B,GAA0B,IAAI51B,EAEpC,SAAS61B,GAAMzxB,EAAW,IAAIsrB,GAAkB9Z,EAAW,IAAIkW,IAE9D3b,GAAS7lB,KAAMhD,MAEfA,KAAK4B,KAAO,OAEZ5B,KAAK8c,SAAWA,EAChB9c,KAAKsuB,SAAWA,EAEhBtuB,KAAKwuC,qBAwRN,SAASC,GAAiCnyB,EAAQgS,EAAUogB,EAAWhuB,EAAKmF,EAAU8oB,EAAepG,EAAsB32B,EAAI8f,EAAK3qB,EAAGC,EAAGC,GAEzIwmC,GAAMvG,oBAAqBrhB,EAAU9e,GACrC2mC,GAAMxG,oBAAqBrhB,EAAU7e,GACrC2mC,GAAMzG,oBAAqBrhB,EAAU5e,GAErC,MAAM2nC,EAAkBtyB,EAAOuyB,sBAE/B,GAAKvgB,EAASsK,cAAgB+V,GAAiBC,EAAkB,CAEhEb,GAAQlmC,IAAK,EAAG,EAAG,GACnBmmC,GAAQnmC,IAAK,EAAG,EAAG,GACnBomC,GAAQpmC,IAAK,EAAG,EAAG,GAEnB,IAAM,IAAIhF,EAAI,EAAGmZ,EAAK2yB,EAAc5rC,OAAQF,EAAImZ,EAAInZ,IAAO,CAE1D,MAAMisC,EAAYF,EAAiB/rC,GAC7BonC,EAAiB0E,EAAe9rC,GAEnB,IAAdisC,IAELlB,GAAO1G,oBAAqB+C,EAAgBljC,GAC5C8mC,GAAO3G,oBAAqB+C,EAAgBjjC,GAC5C8mC,GAAO5G,oBAAqB+C,EAAgBhjC,GAEvCshC,GAEJwF,GAAQnc,gBAAiBgc,GAAQkB,GACjCd,GAAQpc,gBAAiBic,GAAQiB,GACjCb,GAAQrc,gBAAiBkc,GAAQgB,KAIjCf,GAAQnc,gBAAiBgc,GAAOlzB,IAAK+yB,IAASqB,GAC9Cd,GAAQpc,gBAAiBic,GAAOnzB,IAAKgzB,IAASoB,GAC9Cb,GAAQrc,gBAAiBkc,GAAOpzB,IAAKizB,IAASmB,KAMhDrB,GAAMpxB,IAAK0xB,IACXL,GAAMrxB,IAAK2xB,IACXL,GAAMtxB,IAAK4xB,IAIP3xB,EAAO4R,eAAiBI,EAASwK,WAErCxc,EAAOyyB,cAAehoC,EAAG0mC,IACzBnxB,EAAOyyB,cAAe/nC,EAAG0mC,IACzBpxB,EAAOyyB,cAAe9nC,EAAG0mC,KAI1B,MAAMqB,EAtFP,SAA4B1yB,EAAQgS,EAAUogB,EAAWhuB,EAAKqrB,EAAIC,EAAIC,EAAIvvB,GAEzE,IAAIuyB,EAYJ,GARCA,EAhxVe,IA8wVX3gB,EAAS0E,KAEDtS,EAAIwuB,kBAAmBjD,EAAID,EAAID,GAAI,EAAMrvB,GAIzCgE,EAAIwuB,kBAAmBnD,EAAIC,EAAIC,EAnxV1B,IAmxV8B3d,EAAS0E,KAAqBtW,GAI3D,OAAduyB,EAAqB,OAAO,KAEjCX,GAAwBz9B,KAAM6L,GAC9B4xB,GAAwB70B,aAAc6C,EAAOzC,aAE7C,MAAMoR,EAAWyjB,EAAUhuB,IAAIF,OAAOhB,WAAY8uB,IAElD,OAAKrjB,EAAWyjB,EAAU3nB,MAAQkE,EAAWyjB,EAAU1nB,IAAa,KAE7D,CACNiE,SAAUA,EACVvO,MAAO4xB,GAAwBj6B,QAC/BiI,OAAQA,GA4DY6yB,CAAmB7yB,EAAQgS,EAAUogB,EAAWhuB,EAAK+sB,GAAOC,GAAOC,GAAOU,IAE/F,GAAKW,EAAe,CAEdp9B,IAEJs8B,GAAOhH,oBAAqBt1B,EAAI7K,GAChConC,GAAOjH,oBAAqBt1B,EAAI5K,GAChConC,GAAOlH,oBAAqBt1B,EAAI3K,GAEhC+nC,EAAap9B,GAAKif,GAASqB,MAAOmc,GAAoBZ,GAAOC,GAAOC,GAAOO,GAAQC,GAAQC,GAAQ,IAAIpmC,IAInG0pB,IAEJwc,GAAOhH,oBAAqBxV,EAAK3qB,GACjConC,GAAOjH,oBAAqBxV,EAAK1qB,GACjConC,GAAOlH,oBAAqBxV,EAAKzqB,GAEjC+nC,EAAatd,IAAMb,GAASqB,MAAOmc,GAAoBZ,GAAOC,GAAOC,GAAOO,GAAQC,GAAQC,GAAQ,IAAIpmC,IAIzG,MAAMonC,EAAO,CACZroC,EAAGA,EACHC,EAAGA,EACHC,EAAGA,EACH0T,OAAQ,IAAIjC,EACZywB,cAAe,GAGhBtY,GAASmB,UAAWyb,GAAOC,GAAOC,GAAOyB,EAAKz0B,QAE9Cq0B,EAAaI,KAAOA,EAIrB,OAAOJ,EAjXRT,GAAK7sC,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQlB,GAASnnB,WAAa,CAEpE4G,YAAaimC,GAEb1gB,QAAQ,EAERhd,KAAM,SAAWC,GAmBhB,OAjBA+X,GAASnnB,UAAUmP,KAAK7N,KAAMhD,KAAM8Q,QAEEhP,IAAjCgP,EAAO+9B,wBAEX7uC,KAAK6uC,sBAAwB/9B,EAAO+9B,sBAAsBjsC,cAIrBd,IAAjCgP,EAAOu+B,wBAEXrvC,KAAKqvC,sBAAwB7tC,OAAOC,OAAQ,GAAIqP,EAAOu+B,wBAIxDrvC,KAAKsuB,SAAWxd,EAAOwd,SACvBtuB,KAAK8c,SAAWhM,EAAOgM,SAEhB9c,MAIRwuC,mBAAoB,WAEnB,MAAM1xB,EAAW9c,KAAK8c,SAEtB,GAAKA,EAAS6rB,iBAAmB,CAEhC,MAAML,EAAkBxrB,EAASwrB,gBAC3B6E,EAAO3rC,OAAO2rC,KAAM7E,GAE1B,GAAK6E,EAAKpqC,OAAS,EAAI,CAEtB,MAAMknC,EAAiB3B,EAAiB6E,EAAM,IAE9C,QAAwBrrC,IAAnBmoC,EAA+B,CAEnCjqC,KAAK6uC,sBAAwB,GAC7B7uC,KAAKqvC,sBAAwB,GAE7B,IAAM,IAAI/qC,EAAI,EAAGgrC,EAAKrF,EAAelnC,OAAQuB,EAAIgrC,EAAIhrC,IAAO,CAE3D,MAAM2L,EAAOg6B,EAAgB3lC,GAAI2L,MAAQs/B,OAAQjrC,GAEjDtE,KAAK6uC,sBAAsB3sC,KAAM,GACjClC,KAAKqvC,sBAAuBp/B,GAAS3L,SAQlC,CAEN,MAAMs0B,EAAe9b,EAAS8b,kBAER92B,IAAjB82B,GAA8BA,EAAa71B,OAAS,GAExD+E,QAAQsC,MAAO,0GAQlBmiB,QAAS,SAAWmiB,EAAWc,GAE9B,MAAM1yB,EAAW9c,KAAK8c,SAChBwR,EAAWtuB,KAAKsuB,SAChBzU,EAAc7Z,KAAK6Z,YAEzB,QAAkB/X,IAAbwsB,EAAyB,OAS9B,GALiC,OAA5BxR,EAAS2rB,gBAA0B3rB,EAASysB,wBAEjDiE,GAAU38B,KAAMiM,EAAS2rB,gBACzB+E,GAAU/zB,aAAcI,IAE6B,IAAhD60B,EAAUhuB,IAAIhB,iBAAkB8tB,IAAwB,OAS7D,GALAF,GAAiBz8B,KAAMgJ,GAAcxM,SACrCkgC,GAAO18B,KAAM69B,EAAUhuB,KAAMjH,aAAc6zB,IAIb,OAAzBxwB,EAASC,cAEyC,IAAjDwwB,GAAOkC,cAAe3yB,EAASC,aAA0B,OAI/D,IAAIiyB,EAEJ,GAAKlyB,EAAS6rB,iBAAmB,CAEhC,MAAMrmC,EAAQwa,EAASxa,MACjBujB,EAAW/I,EAASurB,WAAWxiB,SAC/B8oB,EAAgB7xB,EAASwrB,gBAAgBziB,SACzC0iB,EAAuBzrB,EAASyrB,qBAChC32B,EAAKkL,EAASurB,WAAWz2B,GACzB8f,EAAM5U,EAASurB,WAAW3W,IAC1B8W,EAAS1rB,EAAS0rB,OAClBE,EAAY5rB,EAAS4rB,UAE3B,GAAe,OAAVpmC,EAIJ,GAAKkP,MAAMC,QAAS6c,GAEnB,IAAM,IAAIzrB,EAAI,EAAGmZ,EAAKwsB,EAAOzlC,OAAQF,EAAImZ,EAAInZ,IAAO,CAEnD,MAAM2oC,EAAQhD,EAAQ3lC,GAChB6sC,EAAgBphB,EAAUkd,EAAMrC,eAKtC,IAAM,IAAItqB,EAHIvb,KAAKa,IAAKqnC,EAAM/b,MAAOiZ,EAAUjZ,OAG1B0a,EAFT7mC,KAAKY,IAAOsnC,EAAM/b,MAAQ+b,EAAM3vB,MAAW6sB,EAAUjZ,MAAQiZ,EAAU7sB,OAEpDgD,EAAIsrB,EAAItrB,GAAK,EAAI,CAE/C,MAAM9X,EAAIzE,EAAMuH,KAAMgV,GAChB7X,EAAI1E,EAAMuH,KAAMgV,EAAI,GACpB5X,EAAI3E,EAAMuH,KAAMgV,EAAI,GAE1BmwB,EAAeP,GAAiCzuC,KAAM0vC,EAAehB,EAAWnB,GAAQ1nB,EAAU8oB,EAAepG,EAAsB32B,EAAI8f,EAAK3qB,EAAGC,EAAGC,GAEjJ+nC,IAEJA,EAAaW,UAAYrsC,KAAKsC,MAAOiZ,EAAI,GACzCmwB,EAAaI,KAAKjG,cAAgBqC,EAAMrC,cACxCqG,EAAWttC,KAAM8sC,SAQd,CAKN,IAAM,IAAInsC,EAHIS,KAAKa,IAAK,EAAGukC,EAAUjZ,OAGhBzT,EAFT1Y,KAAKY,IAAK5B,EAAMuZ,MAAS6sB,EAAUjZ,MAAQiZ,EAAU7sB,OAElChZ,EAAImZ,EAAInZ,GAAK,EAAI,CAE/C,MAAMkE,EAAIzE,EAAMuH,KAAMhH,GAChBmE,EAAI1E,EAAMuH,KAAMhH,EAAI,GACpBoE,EAAI3E,EAAMuH,KAAMhH,EAAI,GAE1BmsC,EAAeP,GAAiCzuC,KAAMsuB,EAAUogB,EAAWnB,GAAQ1nB,EAAU8oB,EAAepG,EAAsB32B,EAAI8f,EAAK3qB,EAAGC,EAAGC,GAE5I+nC,IAEJA,EAAaW,UAAYrsC,KAAKsC,MAAO/C,EAAI,GACzC2sC,EAAWttC,KAAM8sC,UAQd,QAAkBltC,IAAb+jB,EAIX,GAAKrU,MAAMC,QAAS6c,GAEnB,IAAM,IAAIzrB,EAAI,EAAGmZ,EAAKwsB,EAAOzlC,OAAQF,EAAImZ,EAAInZ,IAAO,CAEnD,MAAM2oC,EAAQhD,EAAQ3lC,GAChB6sC,EAAgBphB,EAAUkd,EAAMrC,eAKtC,IAAM,IAAItqB,EAHIvb,KAAKa,IAAKqnC,EAAM/b,MAAOiZ,EAAUjZ,OAG1B0a,EAFT7mC,KAAKY,IAAOsnC,EAAM/b,MAAQ+b,EAAM3vB,MAAW6sB,EAAUjZ,MAAQiZ,EAAU7sB,OAEpDgD,EAAIsrB,EAAItrB,GAAK,EAAI,CAM/CmwB,EAAeP,GAAiCzuC,KAAM0vC,EAAehB,EAAWnB,GAAQ1nB,EAAU8oB,EAAepG,EAAsB32B,EAAI8f,EAJjI7S,EACAA,EAAI,EACJA,EAAI,GAITmwB,IAEJA,EAAaW,UAAYrsC,KAAKsC,MAAOiZ,EAAI,GACzCmwB,EAAaI,KAAKjG,cAAgBqC,EAAMrC,cACxCqG,EAAWttC,KAAM8sC,SAQd,CAKN,IAAM,IAAInsC,EAHIS,KAAKa,IAAK,EAAGukC,EAAUjZ,OAGhBzT,EAFT1Y,KAAKY,IAAK2hB,EAAShK,MAAS6sB,EAAUjZ,MAAQiZ,EAAU7sB,OAErChZ,EAAImZ,EAAInZ,GAAK,EAAI,CAM/CmsC,EAAeP,GAAiCzuC,KAAMsuB,EAAUogB,EAAWnB,GAAQ1nB,EAAU8oB,EAAepG,EAAsB32B,EAAI8f,EAJ5H7uB,EACAA,EAAI,EACJA,EAAI,GAITmsC,IAEJA,EAAaW,UAAYrsC,KAAKsC,MAAO/C,EAAI,GACzC2sC,EAAWttC,KAAM8sC,WAUVlyB,EAAS8yB,YAEpB9nC,QAAQsC,MAAO,gGAwIlB,MAAMylC,WAAoBzH,GAEzBngC,YAAaC,EAAQ,EAAGC,EAAS,EAAGyL,EAAQ,EAAGk8B,EAAgB,EAAGC,EAAiB,EAAGC,EAAgB,GAErGlgC,QAEA9P,KAAK4B,KAAO,cAEZ5B,KAAKguB,WAAa,CACjB9lB,MAAOA,EACPC,OAAQA,EACRyL,MAAOA,EACPk8B,cAAeA,EACfC,eAAgBA,EAChBC,cAAeA,GAGhB,MAAMC,EAAQjwC,KAId8vC,EAAgBxsC,KAAKsC,MAAOkqC,GAC5BC,EAAiBzsC,KAAKsC,MAAOmqC,GAC7BC,EAAgB1sC,KAAKsC,MAAOoqC,GAI5B,MAAM1F,EAAU,GACV4F,EAAW,GACX1F,EAAU,GACVC,EAAM,GAIZ,IAAI0F,EAAmB,EACnBC,EAAa,EAkBjB,SAASC,EAAY/e,EAAG/oB,EAAGC,EAAG8nC,EAAMC,EAAMroC,EAAOC,EAAQyL,EAAO48B,EAAOC,EAAOtH,GAE7E,MAAMuH,EAAexoC,EAAQsoC,EACvBG,EAAgBxoC,EAASsoC,EAEzBG,EAAY1oC,EAAQ,EACpB2oC,EAAa1oC,EAAS,EACtB2oC,EAAYl9B,EAAQ,EAEpBm9B,EAASP,EAAQ,EACjBQ,EAASP,EAAQ,EAEvB,IAAIQ,EAAgB,EAChBC,EAAa,EAEjB,MAAMv0B,EAAS,IAAIjE,EAInB,IAAM,IAAIW,EAAK,EAAGA,EAAK23B,EAAQ33B,IAAQ,CAEtC,MAAMvU,EAAIuU,EAAKs3B,EAAgBE,EAE/B,IAAM,IAAIz3B,EAAK,EAAGA,EAAK23B,EAAQ33B,IAAQ,CAEtC,MAAM5U,EAAI4U,EAAKs3B,EAAeE,EAI9Bj0B,EAAQ2U,GAAM9sB,EAAI8rC,EAClB3zB,EAAQpU,GAAMzD,EAAIyrC,EAClB5zB,EAAQnU,GAAMsoC,EAIdZ,EAAShuC,KAAMya,EAAOnY,EAAGmY,EAAO7X,EAAG6X,EAAOvK,GAI1CuK,EAAQ2U,GAAM,EACd3U,EAAQpU,GAAM,EACdoU,EAAQnU,GAAMoL,EAAQ,EAAI,GAAM,EAIhC42B,EAAQtoC,KAAMya,EAAOnY,EAAGmY,EAAO7X,EAAG6X,EAAOvK,GAIzCq4B,EAAIvoC,KAAMkX,EAAKo3B,GACf/F,EAAIvoC,KAAM,EAAMmX,EAAKo3B,GAIrBQ,GAAiB,GAYnB,IAAM,IAAI53B,EAAK,EAAGA,EAAKo3B,EAAOp3B,IAE7B,IAAM,IAAID,EAAK,EAAGA,EAAKo3B,EAAOp3B,IAAQ,CAErC,MAAMrS,EAAIopC,EAAmB/2B,EAAK23B,EAAS13B,EACrCrS,EAAImpC,EAAmB/2B,EAAK23B,GAAW13B,EAAK,GAC5CpS,EAAIkpC,GAAqB/2B,EAAK,GAAM23B,GAAW13B,EAAK,GACpD5M,EAAI0jC,GAAqB/2B,EAAK,GAAM23B,EAAS13B,EAInDixB,EAAQpoC,KAAM6E,EAAGC,EAAGyF,GACpB69B,EAAQpoC,KAAM8E,EAAGC,EAAGwF,GAIpBykC,GAAc,EAQhBjB,EAAM/G,SAAUkH,EAAYc,EAAY/H,GAIxCiH,GAAcc,EAIdf,GAAoBc,EAhHrBZ,EAAY,IAAK,IAAK,KAAO,GAAK,EAAGz8B,EAAOzL,EAAQD,EAAO8nC,EAAeD,EAAgB,GAC1FM,EAAY,IAAK,IAAK,IAAK,GAAK,EAAGz8B,EAAOzL,GAAUD,EAAO8nC,EAAeD,EAAgB,GAC1FM,EAAY,IAAK,IAAK,IAAK,EAAG,EAAGnoC,EAAO0L,EAAOzL,EAAQ2nC,EAAeE,EAAe,GACrFK,EAAY,IAAK,IAAK,IAAK,GAAK,EAAGnoC,EAAO0L,GAASzL,EAAQ2nC,EAAeE,EAAe,GACzFK,EAAY,IAAK,IAAK,IAAK,GAAK,EAAGnoC,EAAOC,EAAQyL,EAAOk8B,EAAeC,EAAgB,GACxFM,EAAY,IAAK,IAAK,KAAO,GAAK,EAAGnoC,EAAOC,GAAUyL,EAAOk8B,EAAeC,EAAgB,GAI5F/vC,KAAK6oC,SAAUyB,GACftqC,KAAK+oC,aAAc,WAAY,IAAI/C,GAAwBkK,EAAU,IACrElwC,KAAK+oC,aAAc,SAAU,IAAI/C,GAAwBwE,EAAS,IAClExqC,KAAK+oC,aAAc,KAAM,IAAI/C,GAAwByE,EAAK,KAgH5D,SAAS0G,GAAe5iC,GAEvB,MAAMyG,EAAM,GAEZ,IAAM,MAAMsc,KAAK/iB,EAAM,CAEtByG,EAAKsc,GAAM,GAEX,IAAM,MAAM9Z,KAAKjJ,EAAK+iB,GAAM,CAE3B,MAAM8f,EAAW7iC,EAAK+iB,GAAK9Z,GAEtB45B,IAAcA,EAAS1b,SAC3B0b,EAASjjC,WAAaijC,EAASnqB,WAC/BmqB,EAASnnC,WAAamnC,EAASh2B,WAAag2B,EAAS39B,WACrD29B,EAASl/B,WAAak/B,EAAS34B,cAE/BzD,EAAKsc,GAAK9Z,GAAM45B,EAAS/8B,QAEd7C,MAAMC,QAAS2/B,GAE1Bp8B,EAAKsc,GAAK9Z,GAAM45B,EAASxuC,QAIzBoS,EAAKsc,GAAK9Z,GAAM45B,GAQnB,OAAOp8B,EAIR,SAASq8B,GAAeC,GAEvB,MAAMC,EAAS,GAEf,IAAM,IAAIjgB,EAAI,EAAGA,EAAIggB,EAASvuC,OAAQuuB,IAAO,CAE5C,MAAMpkB,EAAMikC,GAAeG,EAAUhgB,IAErC,IAAM,MAAM9Z,KAAKtK,EAEhBqkC,EAAQ/5B,GAAMtK,EAAKsK,GAMrB,OAAO+5B,EAMR,MAAMC,GAAgB,CAAEn9B,MAAO88B,GAAe3E,MAAO6E,IAyBrD,SAASI,GAAgBzjB,GAExB6E,GAAS7vB,KAAMhD,MAEfA,KAAK4B,KAAO,iBAEZ5B,KAAK0xC,QAAU,GACf1xC,KAAKsxC,SAAW,GAEhBtxC,KAAK2xC,aAhCe,gGAiCpB3xC,KAAK4xC,eA/BiB,iEAiCtB5xC,KAAKq4B,UAAY,EAEjBr4B,KAAKw4B,WAAY,EACjBx4B,KAAKy4B,mBAAqB,EAE1Bz4B,KAAK8yB,KAAM,EACX9yB,KAAK6xC,QAAS,EACd7xC,KAAK8xC,UAAW,EAEhB9xC,KAAK84B,UAAW,EAChB94B,KAAK44B,cAAe,EACpB54B,KAAK64B,cAAe,EAEpB74B,KAAK+xC,WAAa,CACjBC,aAAa,EACbC,WAAW,EACXC,aAAa,EACbC,kBAAkB,GAKnBnyC,KAAKoyC,uBAAyB,CAC7Bxc,MAAS,CAAE,EAAG,EAAG,GACjBhkB,GAAM,CAAE,EAAG,GACX8f,IAAO,CAAE,EAAG,IAGb1xB,KAAKqyC,yBAAsBvwC,EAC3B9B,KAAKsyC,oBAAqB,EAE1BtyC,KAAKuyC,YAAc,UAECzwC,IAAfksB,SAE2BlsB,IAA1BksB,EAAWqa,YAEfvgC,QAAQsC,MAAO,2FAIhBpK,KAAKs1B,UAAWtH,IAqIlB,SAASwkB,KAER3pB,GAAS7lB,KAAMhD,MAEfA,KAAK4B,KAAO,SAEZ5B,KAAK0Z,mBAAqB,IAAIsJ,GAE9BhjB,KAAK2Z,iBAAmB,IAAIqJ,GAC5BhjB,KAAK4Z,wBAA0B,IAAIoJ,GAgEpC,SAASyvB,GAAmBC,EAAM,GAAIC,EAAS,EAAG5rB,EAAO,GAAKC,EAAM,KAEnEwrB,GAAOxvC,KAAMhD,MAEbA,KAAK4B,KAAO,oBAEZ5B,KAAK0yC,IAAMA,EACX1yC,KAAK4yC,KAAO,EAEZ5yC,KAAK+mB,KAAOA,EACZ/mB,KAAKgnB,IAAMA,EACXhnB,KAAK6yC,MAAQ,GAEb7yC,KAAK2yC,OAASA,EACd3yC,KAAK8yC,KAAO,KAEZ9yC,KAAK+yC,UAAY,GACjB/yC,KAAKgzC,WAAa,EAElBhzC,KAAKizC,yBA3NNxB,GAAe/vC,UAAYF,OAAOuoB,OAAQ8I,GAASnxB,WACnD+vC,GAAe/vC,UAAU4G,YAAcmpC,GAEvCA,GAAe/vC,UAAUwxC,kBAAmB,EAE5CzB,GAAe/vC,UAAUmP,KAAO,SAAWC,GA0B1C,OAxBA+hB,GAASnxB,UAAUmP,KAAK7N,KAAMhD,KAAM8Q,GAEpC9Q,KAAK4xC,eAAiB9gC,EAAO8gC,eAC7B5xC,KAAK2xC,aAAe7gC,EAAO6gC,aAE3B3xC,KAAKsxC,SAAWH,GAAergC,EAAOwgC,UAEtCtxC,KAAK0xC,QAAUlwC,OAAOC,OAAQ,GAAIqP,EAAO4gC,SAEzC1xC,KAAKw4B,UAAY1nB,EAAO0nB,UACxBx4B,KAAKy4B,mBAAqB3nB,EAAO2nB,mBAEjCz4B,KAAK6xC,OAAS/gC,EAAO+gC,OACrB7xC,KAAK8xC,SAAWhhC,EAAOghC,SAEvB9xC,KAAK84B,SAAWhoB,EAAOgoB,SAEvB94B,KAAK44B,aAAe9nB,EAAO8nB,aAC3B54B,KAAK64B,aAAe/nB,EAAO+nB,aAE3B74B,KAAK+xC,WAAavwC,OAAOC,OAAQ,GAAIqP,EAAOihC,YAE5C/xC,KAAKuyC,YAAczhC,EAAOyhC,YAEnBvyC,MAIRyxC,GAAe/vC,UAAUqrB,OAAS,SAAWhc,GAE5C,MAAMkB,EAAO4gB,GAASnxB,UAAUqrB,OAAO/pB,KAAMhD,KAAM+Q,GAEnDkB,EAAKsgC,YAAcvyC,KAAKuyC,YACxBtgC,EAAKq/B,SAAW,GAEhB,IAAM,MAAMrhC,KAAQjQ,KAAKsxC,SAAW,CAEnC,MACMrtC,EADUjE,KAAKsxC,SAAUrhC,GACThM,MAEjBA,GAASA,EAAMiO,UAEnBD,EAAKq/B,SAAUrhC,GAAS,CACvBrO,KAAM,IACNqC,MAAOA,EAAM8oB,OAAQhc,GAAOf,MAGlB/L,GAASA,EAAMyxB,QAE1BzjB,EAAKq/B,SAAUrhC,GAAS,CACvBrO,KAAM,IACNqC,MAAOA,EAAM4xB,UAGH5xB,GAASA,EAAMgG,UAE1BgI,EAAKq/B,SAAUrhC,GAAS,CACvBrO,KAAM,KACNqC,MAAOA,EAAMwpB,WAGHxpB,GAASA,EAAMmX,UAE1BnJ,EAAKq/B,SAAUrhC,GAAS,CACvBrO,KAAM,KACNqC,MAAOA,EAAMwpB,WAGHxpB,GAASA,EAAMwP,UAE1BxB,EAAKq/B,SAAUrhC,GAAS,CACvBrO,KAAM,KACNqC,MAAOA,EAAMwpB,WAGHxpB,GAASA,EAAMkK,UAE1B8D,EAAKq/B,SAAUrhC,GAAS,CACvBrO,KAAM,KACNqC,MAAOA,EAAMwpB,WAGHxpB,GAASA,EAAMgjB,UAE1BhV,EAAKq/B,SAAUrhC,GAAS,CACvBrO,KAAM,KACNqC,MAAOA,EAAMwpB,WAKdxb,EAAKq/B,SAAUrhC,GAAS,CACvBhM,MAAOA,GASLzC,OAAO2rC,KAAMntC,KAAK0xC,SAAU3uC,OAAS,IAAIkP,EAAKy/B,QAAU1xC,KAAK0xC,SAElEz/B,EAAK0/B,aAAe3xC,KAAK2xC,aACzB1/B,EAAK2/B,eAAiB5xC,KAAK4xC,eAE3B,MAAMG,EAAa,GAEnB,IAAM,MAAMnjB,KAAO5uB,KAAK+xC,YAES,IAA3B/xC,KAAK+xC,WAAYnjB,KAAiBmjB,EAAYnjB,IAAQ,GAM5D,OAFKptB,OAAO2rC,KAAM4E,GAAahvC,OAAS,IAAIkP,EAAK8/B,WAAaA,GAEvD9/B,GAiBRugC,GAAO9wC,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQlB,GAASnnB,WAAa,CAEtE4G,YAAakqC,GAEb/mB,UAAU,EAEV5a,KAAM,SAAWC,EAAQ+d,GASxB,OAPAhG,GAASnnB,UAAUmP,KAAK7N,KAAMhD,KAAM8Q,EAAQ+d,GAE5C7uB,KAAK0Z,mBAAmB7I,KAAMC,EAAO4I,oBAErC1Z,KAAK2Z,iBAAiB9I,KAAMC,EAAO6I,kBACnC3Z,KAAK4Z,wBAAwB/I,KAAMC,EAAO8I,yBAEnC5Z,MAIRssB,kBAAmB,SAAW5pB,QAEbZ,IAAXY,IAEJoF,QAAQC,KAAM,6DACdrF,EAAS,IAAIgW,GAId1Y,KAAK6c,mBAAmB,GAAM,GAE9B,MAAMjU,EAAI5I,KAAK6Z,YAAYhR,SAE3B,OAAOnG,EAAOmF,KAAOe,EAAG,IAAOA,EAAG,IAAOA,EAAG,KAAOW,aAIpDojB,kBAAmB,SAAWC,GAE7B/D,GAASnnB,UAAUirB,kBAAkB3pB,KAAMhD,KAAM4sB,GAEjD5sB,KAAK0Z,mBAAmB7I,KAAM7Q,KAAK6Z,aAAcxM,UAIlDwP,kBAAmB,SAAWgQ,EAAeC,GAE5CjE,GAASnnB,UAAUmb,kBAAkB7Z,KAAMhD,KAAM6sB,EAAeC,GAEhE9sB,KAAK0Z,mBAAmB7I,KAAM7Q,KAAK6Z,aAAcxM,UAIlDgH,MAAO,WAEN,OAAO,IAAIrU,KAAKsI,aAAcuI,KAAM7Q,SA6BtCyyC,GAAkB/wC,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQyoB,GAAO9wC,WAAa,CAE/E4G,YAAamqC,GAEbU,qBAAqB,EAErBtiC,KAAM,SAAWC,EAAQ+d,GAiBxB,OAfA2jB,GAAO9wC,UAAUmP,KAAK7N,KAAMhD,KAAM8Q,EAAQ+d,GAE1C7uB,KAAK0yC,IAAM5hC,EAAO4hC,IAClB1yC,KAAK4yC,KAAO9hC,EAAO8hC,KAEnB5yC,KAAK+mB,KAAOjW,EAAOiW,KACnB/mB,KAAKgnB,IAAMlW,EAAOkW,IAClBhnB,KAAK6yC,MAAQ/hC,EAAO+hC,MAEpB7yC,KAAK2yC,OAAS7hC,EAAO6hC,OACrB3yC,KAAK8yC,KAAuB,OAAhBhiC,EAAOgiC,KAAgB,KAAOtxC,OAAOC,OAAQ,GAAIqP,EAAOgiC,MAEpE9yC,KAAK+yC,UAAYjiC,EAAOiiC,UACxB/yC,KAAKgzC,WAAaliC,EAAOkiC,WAElBhzC,MAYRozC,eAAgB,SAAWC,GAG1B,MAAMC,EAAe,GAAMtzC,KAAKuzC,gBAAkBF,EAElDrzC,KAAK0yC,IAA0B,EAApBtvC,EAAUI,QAAcF,KAAKkwC,KAAMF,GAC9CtzC,KAAKizC,0BAONQ,eAAgB,WAEf,MAAMH,EAAehwC,KAAKq+B,IAAyB,GAApBv+B,EAAUC,QAAgBrD,KAAK0yC,KAE9D,MAAO,GAAM1yC,KAAKuzC,gBAAkBD,GAIrCI,gBAAiB,WAEhB,OAA2B,EAApBtwC,EAAUI,QAAcF,KAAKkwC,KACnClwC,KAAKq+B,IAAyB,GAApBv+B,EAAUC,QAAgBrD,KAAK0yC,KAAQ1yC,KAAK4yC,OAIxDe,aAAc,WAGb,OAAO3zC,KAAK+yC,UAAYzvC,KAAKY,IAAKlE,KAAK2yC,OAAQ,IAIhDY,cAAe,WAGd,OAAOvzC,KAAK+yC,UAAYzvC,KAAKa,IAAKnE,KAAK2yC,OAAQ,IAuChDiB,cAAe,SAAWC,EAAWC,EAAYtvC,EAAGM,EAAGoD,EAAOC,GAE7DnI,KAAK2yC,OAASkB,EAAYC,EAEP,OAAd9zC,KAAK8yC,OAET9yC,KAAK8yC,KAAO,CACXiB,SAAS,EACTF,UAAW,EACXC,WAAY,EACZE,QAAS,EACTC,QAAS,EACT/rC,MAAO,EACPC,OAAQ,IAKVnI,KAAK8yC,KAAKiB,SAAU,EACpB/zC,KAAK8yC,KAAKe,UAAYA,EACtB7zC,KAAK8yC,KAAKgB,WAAaA,EACvB9zC,KAAK8yC,KAAKkB,QAAUxvC,EACpBxE,KAAK8yC,KAAKmB,QAAUnvC,EACpB9E,KAAK8yC,KAAK5qC,MAAQA,EAClBlI,KAAK8yC,KAAK3qC,OAASA,EAEnBnI,KAAKizC,0BAINiB,gBAAiB,WAEG,OAAdl0C,KAAK8yC,OAET9yC,KAAK8yC,KAAKiB,SAAU,GAIrB/zC,KAAKizC,0BAINA,uBAAwB,WAEvB,MAAMlsB,EAAO/mB,KAAK+mB,KAClB,IAAIF,EAAME,EAAOzjB,KAAKq+B,IAAyB,GAApBv+B,EAAUC,QAAgBrD,KAAK0yC,KAAQ1yC,KAAK4yC,KACnEzqC,EAAS,EAAI0e,EACb3e,EAAQlI,KAAK2yC,OAASxqC,EACtBwe,GAAS,GAAMze,EACnB,MAAM4qC,EAAO9yC,KAAK8yC,KAElB,GAAmB,OAAd9yC,KAAK8yC,MAAiB9yC,KAAK8yC,KAAKiB,QAAU,CAE9C,MAAMF,EAAYf,EAAKe,UACtBC,EAAahB,EAAKgB,WAEnBntB,GAAQmsB,EAAKkB,QAAU9rC,EAAQ2rC,EAC/BhtB,GAAOisB,EAAKmB,QAAU9rC,EAAS2rC,EAC/B5rC,GAAS4qC,EAAK5qC,MAAQ2rC,EACtB1rC,GAAU2qC,EAAK3qC,OAAS2rC,EAIzB,MAAMK,EAAOn0C,KAAKgzC,WACJ,IAATmB,IAAaxtB,GAAQI,EAAOotB,EAAOn0C,KAAK2zC,gBAE7C3zC,KAAK2Z,iBAAiBy6B,gBAAiBztB,EAAMA,EAAOze,EAAO2e,EAAKA,EAAM1e,EAAQ4e,EAAM/mB,KAAKgnB,KAEzFhnB,KAAK4Z,wBAAwB/I,KAAM7Q,KAAK2Z,kBAAmBtM,UAI5D0f,OAAQ,SAAWhc,GAElB,MAAMkB,EAAO4W,GAASnnB,UAAUqrB,OAAO/pB,KAAMhD,KAAM+Q,GAgBnD,OAdAkB,EAAKqK,OAAOo2B,IAAM1yC,KAAK0yC,IACvBzgC,EAAKqK,OAAOs2B,KAAO5yC,KAAK4yC,KAExB3gC,EAAKqK,OAAOyK,KAAO/mB,KAAK+mB,KACxB9U,EAAKqK,OAAO0K,IAAMhnB,KAAKgnB,IACvB/U,EAAKqK,OAAOu2B,MAAQ7yC,KAAK6yC,MAEzB5gC,EAAKqK,OAAOq2B,OAAS3yC,KAAK2yC,OAEP,OAAd3yC,KAAK8yC,OAAgB7gC,EAAKqK,OAAOw2B,KAAOtxC,OAAOC,OAAQ,GAAIzB,KAAK8yC,OAErE7gC,EAAKqK,OAAOy2B,UAAY/yC,KAAK+yC,UAC7B9gC,EAAKqK,OAAO02B,WAAahzC,KAAKgzC,WAEvB/gC,KAMT,MAAMygC,GAAM,GAEZ,MAAM2B,WAAmBxrB,GAExB5gB,YAAa8e,EAAMC,EAAKstB,GAMvB,GAJAxkC,QAEA9P,KAAK4B,KAAO,cAEkC,IAAzC0yC,EAAaC,wBAGjB,YADAzsC,QAAQsC,MAAO,0GAKhBpK,KAAKs0C,aAAeA,EAEpB,MAAME,EAAW,IAAI/B,GAAmBC,GAnBjB,EAmB8B3rB,EAAMC,GAC3DwtB,EAASzsB,OAAS/nB,KAAK+nB,OACvBysB,EAAS9vB,GAAG7c,IAAK,GAAK,EAAG,GACzB2sC,EAASjpB,OAAQ,IAAI7S,EAAS,EAAG,EAAG,IACpC1Y,KAAKqc,IAAKm4B,GAEV,MAAMC,EAAW,IAAIhC,GAAmBC,GAzBjB,EAyB8B3rB,EAAMC,GAC3DytB,EAAS1sB,OAAS/nB,KAAK+nB,OACvB0sB,EAAS/vB,GAAG7c,IAAK,GAAK,EAAG,GACzB4sC,EAASlpB,OAAQ,IAAI7S,GAAW,EAAG,EAAG,IACtC1Y,KAAKqc,IAAKo4B,GAEV,MAAMC,EAAW,IAAIjC,GAAmBC,GA/BjB,EA+B8B3rB,EAAMC,GAC3D0tB,EAAS3sB,OAAS/nB,KAAK+nB,OACvB2sB,EAAShwB,GAAG7c,IAAK,EAAG,EAAG,GACvB6sC,EAASnpB,OAAQ,IAAI7S,EAAS,EAAG,EAAG,IACpC1Y,KAAKqc,IAAKq4B,GAEV,MAAMC,EAAW,IAAIlC,GAAmBC,GArCjB,EAqC8B3rB,EAAMC,GAC3D2tB,EAAS5sB,OAAS/nB,KAAK+nB,OACvB4sB,EAASjwB,GAAG7c,IAAK,EAAG,GAAK,GACzB8sC,EAASppB,OAAQ,IAAI7S,EAAS,GAAK,EAAG,IACtC1Y,KAAKqc,IAAKs4B,GAEV,MAAMC,EAAW,IAAInC,GAAmBC,GA3CjB,EA2C8B3rB,EAAMC,GAC3D4tB,EAAS7sB,OAAS/nB,KAAK+nB,OACvB6sB,EAASlwB,GAAG7c,IAAK,GAAK,EAAG,GACzB+sC,EAASrpB,OAAQ,IAAI7S,EAAS,EAAG,EAAG,IACpC1Y,KAAKqc,IAAKu4B,GAEV,MAAMC,EAAW,IAAIpC,GAAmBC,GAjDjB,EAiD8B3rB,EAAMC,GAC3D6tB,EAAS9sB,OAAS/nB,KAAK+nB,OACvB8sB,EAASnwB,GAAG7c,IAAK,GAAK,EAAG,GACzBgtC,EAAStpB,OAAQ,IAAI7S,EAAS,EAAG,GAAK,IACtC1Y,KAAKqc,IAAKw4B,GAIX5sC,OAAQ6sC,EAAUC,GAEI,OAAhB/0C,KAAK8oB,QAAkB9oB,KAAK2sB,oBAEjC,MAAM2nB,EAAet0C,KAAKs0C,cAElBE,EAAUC,EAAUC,EAAUC,EAAUC,EAAUC,GAAa70C,KAAKmd,SAEtE63B,EAAmBF,EAASG,GAAGlB,QAC/BmB,EAAsBJ,EAASK,kBAErCL,EAASG,GAAGlB,SAAU,EAEtB,MAAMzjC,EAAkBgkC,EAAatgC,QAAQ1D,gBAE7CgkC,EAAatgC,QAAQ1D,iBAAkB,EAEvCwkC,EAASM,gBAAiBd,EAAc,GACxCQ,EAASO,OAAQN,EAAOP,GAExBM,EAASM,gBAAiBd,EAAc,GACxCQ,EAASO,OAAQN,EAAON,GAExBK,EAASM,gBAAiBd,EAAc,GACxCQ,EAASO,OAAQN,EAAOL,GAExBI,EAASM,gBAAiBd,EAAc,GACxCQ,EAASO,OAAQN,EAAOJ,GAExBG,EAASM,gBAAiBd,EAAc,GACxCQ,EAASO,OAAQN,EAAOH,GAExBN,EAAatgC,QAAQ1D,gBAAkBA,EAEvCwkC,EAASM,gBAAiBd,EAAc,GACxCQ,EAASO,OAAQN,EAAOF,GAExBC,EAASM,gBAAiBF,GAE1BJ,EAASG,GAAGlB,QAAUiB,GAMxB,MAAMM,WAAoBnmC,EAEzBlH,YAAaqJ,EAAQjC,EAASE,EAAOC,EAAOC,EAAWC,EAAWC,EAAQ/N,EAAMgO,EAAYC,GAM3FC,MAJAwB,OAAoBxP,IAAXwP,EAAuBA,EAAS,GACzCjC,OAAsBvN,IAAZuN,EAAwBA,EAzqXN,IA4qXJE,EAAOC,EAAOC,EAAWC,EAFjDC,OAAoB7N,IAAX6N,EAAuBA,EAAS7O,EAE2Bc,EAAMgO,EAAYC,GAYtF7P,KAAKu1C,kBAAmB,EAExBv1C,KAAKwQ,OAAQ,EAIdc,aAEC,OAAOtR,KAAKsO,MAIbgD,WAAYrN,GAEXjE,KAAKsO,MAAQrK,GAMfqxC,GAAY5zC,UAAU8zC,eAAgB,EAEtC,MAAMC,WAA8B/hC,EAEnCzL,YAAaiU,EAAMvI,EAAS+hC,GAEtB1/B,OAAO2/B,UAAWhiC,KAEtB7L,QAAQC,KAAM,oGAEd4L,EAAU+hC,GAIX5lC,MAAOoM,EAAMA,EAAMvI,GAEnBA,EAAUA,GAAW,GAErB3T,KAAKgU,QAAU,IAAIshC,QAAaxzC,EAAW6R,EAAQtE,QAASsE,EAAQpE,MAAOoE,EAAQnE,MAAOmE,EAAQlE,UAAWkE,EAAQjE,UAAWiE,EAAQhE,OAAQgE,EAAQ/R,KAAM+R,EAAQ/D,WAAY+D,EAAQ9D,UAE1L7P,KAAKgU,QAAQ1D,qBAA8CxO,IAA5B6R,EAAQrD,iBAAgCqD,EAAQrD,gBAC/EtQ,KAAKgU,QAAQtE,eAAkC5N,IAAtB6R,EAAQjE,UAA0BiE,EAAQjE,UAAYpP,EAE/EN,KAAKgU,QAAQuhC,kBAAmB,EAIjCttC,2BAA4B6sC,EAAU9gC,GAErChU,KAAKgU,QAAQpS,KAAOoS,EAAQpS,KAC5B5B,KAAKgU,QAAQrE,OAAS5O,EACtBf,KAAKgU,QAAQnE,SAAWmE,EAAQnE,SAEhC7P,KAAKgU,QAAQ1D,gBAAkB0D,EAAQ1D,gBACvCtQ,KAAKgU,QAAQtE,UAAYsE,EAAQtE,UACjC1P,KAAKgU,QAAQvE,UAAYuE,EAAQvE,UAEjC,MAAMmmC,EAAS,CAEdtE,SAAU,CACTuE,UAAW,CAAE5xC,MAAO,OAGrB0tC,aAAwB,qYAoBxBC,eAA0B,gVAoBrB90B,EAAW,IAAI+yB,GAAa,EAAG,EAAG,GAElCvhB,EAAW,IAAImjB,GAAgB,CAEpCxhC,KAAM,sBAENqhC,SAAUH,GAAeyE,EAAOtE,UAChCK,aAAciE,EAAOjE,aACrBC,eAAgBgE,EAAOhE,eACvB5e,KAr1Xc,EAs1XdD,SAl1XgB,IAs1XjBzE,EAASgjB,SAASuE,UAAU5xC,MAAQ+P,EAEpC,MAAM8hC,EAAO,IAAIvH,GAAMzxB,EAAUwR,GAE3BynB,EAAmB/hC,EAAQtE,UAG5BsE,EAAQtE,YAAcnP,IAA2ByT,EAAQtE,UAAYpP,GAU1E,OARe,IAAI+zC,GAAY,EAAG,GAAIr0C,MAC/BuW,OAAQu+B,EAAUgB,GAEzB9hC,EAAQtE,UAAYqmC,EAEpBD,EAAKh5B,SAAS1I,UACd0hC,EAAKxnB,SAASla,UAEPpU,KAIRiI,MAAO6sC,EAAUlf,EAAOhiB,EAAOoiC,GAE9B,MAAMd,EAAsBJ,EAASK,kBAErC,IAAM,IAAItyC,EAAI,EAAGA,EAAI,EAAGA,IAEvBiyC,EAASM,gBAAiBp1C,KAAM6C,GAEhCiyC,EAASjpB,MAAO+J,EAAOhiB,EAAOoiC,GAI/BlB,EAASM,gBAAiBF,IAM5BO,GAAsB/zC,UAAU6yC,yBAA0B,EAE1D,MAAM0B,WAAoB9mC,EAEzBlH,YAAagK,EAAM/J,EAAOC,EAAQwH,EAAQ/N,EAAMyN,EAASE,EAAOC,EAAOC,EAAWC,EAAWE,EAAYC,GAExGC,MAAO,KAAMT,EAASE,EAAOC,EAAOC,EAAWC,EAAWC,EAAQ/N,EAAMgO,EAAYC,GAEpF7P,KAAKsO,MAAQ,CAAE2D,KAAMA,GAAQ,KAAM/J,MAAOA,GAAS,EAAGC,OAAQA,GAAU,GAExEnI,KAAKyP,eAA0B3N,IAAd2N,EAA0BA,EAAYpP,EACvDL,KAAK0P,eAA0B5N,IAAd4N,EAA0BA,EAAYrP,EAEvDL,KAAKsQ,iBAAkB,EACvBtQ,KAAKwQ,OAAQ,EACbxQ,KAAKyQ,gBAAkB,EAEvBzQ,KAAK8R,aAAc,GAMrBmkC,GAAYv0C,UAAUgQ,eAAgB,EAEtC,MAAMwkC,GAA0B,IAAI72B,GAC9B82B,GAA0B,IAAIz9B,EAEpC,MAAM09B,GAELnuC,YAAa6W,EAAK,IAAIqQ,GAASpQ,EAAK,IAAIoQ,GAASnQ,EAAK,IAAImQ,GAASqC,EAAK,IAAIrC,GAASknB,EAAK,IAAIlnB,GAASmnB,EAAK,IAAInnB,IAE/GnvB,KAAKu2C,OAAS,CAAEz3B,EAAIC,EAAIC,EAAIwS,EAAI6kB,EAAIC,GAIrCruC,IAAK6W,EAAIC,EAAIC,EAAIwS,EAAI6kB,EAAIC,GAExB,MAAMC,EAASv2C,KAAKu2C,OASpB,OAPAA,EAAQ,GAAI1lC,KAAMiO,GAClBy3B,EAAQ,GAAI1lC,KAAMkO,GAClBw3B,EAAQ,GAAI1lC,KAAMmO,GAClBu3B,EAAQ,GAAI1lC,KAAM2gB,GAClB+kB,EAAQ,GAAI1lC,KAAMwlC,GAClBE,EAAQ,GAAI1lC,KAAMylC,GAEXt2C,KAIRiI,KAAMuuC,GAEL,MAAMD,EAASv2C,KAAKu2C,OAEpB,IAAM,IAAI1zC,EAAI,EAAGA,EAAI,EAAGA,IAEvB0zC,EAAQ1zC,GAAIgO,KAAM2lC,EAAQD,OAAQ1zC,IAInC,OAAO7C,KAIRiI,wBAAyB3D,GAExB,MAAMiyC,EAASv2C,KAAKu2C,OACdxrC,EAAKzG,EAAEuE,SACP4tC,EAAM1rC,EAAI,GAAK2rC,EAAM3rC,EAAI,GAAK4rC,EAAM5rC,EAAI,GAAK6rC,EAAM7rC,EAAI,GACvD8rC,EAAM9rC,EAAI,GAAK+rC,EAAM/rC,EAAI,GAAKgsC,EAAMhsC,EAAI,GAAKisC,EAAMjsC,EAAI,GACvDksC,EAAMlsC,EAAI,GAAKmsC,EAAMnsC,EAAI,GAAKosC,EAAOpsC,EAAI,IAAMqsC,EAAOrsC,EAAI,IAC1DssC,EAAOtsC,EAAI,IAAMusC,EAAOvsC,EAAI,IAAMwsC,EAAOxsC,EAAI,IAAMysC,EAAOzsC,EAAI,IASpE,OAPAwrC,EAAQ,GAAIkB,cAAeb,EAAMH,EAAKO,EAAMH,EAAKO,EAAOH,EAAKO,EAAOH,GAAO9tC,YAC3EgtC,EAAQ,GAAIkB,cAAeb,EAAMH,EAAKO,EAAMH,EAAKO,EAAOH,EAAKO,EAAOH,GAAO9tC,YAC3EgtC,EAAQ,GAAIkB,cAAeb,EAAMF,EAAKM,EAAMF,EAAKM,EAAOF,EAAKM,EAAOF,GAAO/tC,YAC3EgtC,EAAQ,GAAIkB,cAAeb,EAAMF,EAAKM,EAAMF,EAAKM,EAAOF,EAAKM,EAAOF,GAAO/tC,YAC3EgtC,EAAQ,GAAIkB,cAAeb,EAAMD,EAAKK,EAAMD,EAAKK,EAAOD,EAAMK,EAAOD,GAAOhuC,YAC5EgtC,EAAQ,GAAIkB,cAAeb,EAAMD,EAAKK,EAAMD,EAAKK,EAAOD,EAAMK,EAAOD,GAAOhuC,YAErEvJ,KAIRiI,iBAAkBqU,GAEjB,MAAMQ,EAAWR,EAAOQ,SAMxB,OAJiC,OAA5BA,EAAS2rB,gBAA0B3rB,EAASysB,wBAEjD2M,GAAUrlC,KAAMiM,EAAS2rB,gBAAiBhvB,aAAc6C,EAAOzC,aAExD7Z,KAAK0f,iBAAkBw2B,IAI/BjuC,iBAAkByvC,GAMjB,OAJAxB,GAAUnsC,OAAOlC,IAAK,EAAG,EAAG,GAC5BquC,GAAUp7B,OAAS,kBACnBo7B,GAAUz8B,aAAci+B,EAAO79B,aAExB7Z,KAAK0f,iBAAkBw2B,IAI/BjuC,iBAAkBmV,GAEjB,MAAMm5B,EAASv2C,KAAKu2C,OACdxsC,EAASqT,EAAOrT,OAChB4tC,GAAcv6B,EAAOtC,OAE3B,IAAM,IAAIjY,EAAI,EAAGA,EAAI,EAAGA,IAAO,CAI9B,GAFiB0zC,EAAQ1zC,GAAI8c,gBAAiB5V,GAE9B4tC,EAEf,OAAO,EAMT,OAAO,EAIR1vC,cAAeuU,GAEd,MAAM+5B,EAASv2C,KAAKu2C,OAEpB,IAAM,IAAI1zC,EAAI,EAAGA,EAAI,EAAGA,IAAO,CAE9B,MAAMya,EAAQi5B,EAAQ1zC,GAQtB,GAJAszC,GAAU3xC,EAAI8Y,EAAM3C,OAAOnW,EAAI,EAAIgY,EAAIrY,IAAIK,EAAIgY,EAAItY,IAAIM,EACvD2xC,GAAUrxC,EAAIwY,EAAM3C,OAAO7V,EAAI,EAAI0X,EAAIrY,IAAIW,EAAI0X,EAAItY,IAAIY,EACvDqxC,GAAU/jC,EAAIkL,EAAM3C,OAAOvI,EAAI,EAAIoK,EAAIrY,IAAIiO,EAAIoK,EAAItY,IAAIkO,EAElDkL,EAAMqC,gBAAiBw2B,IAAc,EAEzC,OAAO,EAMT,OAAO,EAIRluC,cAAeyU,GAEd,MAAM65B,EAASv2C,KAAKu2C,OAEpB,IAAM,IAAI1zC,EAAI,EAAGA,EAAI,EAAGA,IAEvB,GAAK0zC,EAAQ1zC,GAAI8c,gBAAiBjD,GAAU,EAE3C,OAAO,EAMT,OAAO,EAIRzU,QAEC,OAAO,IAAIjI,KAAKsI,aAAcuI,KAAM7Q,OAMtC,SAAS43C,KAER,IAAIhpC,EAAU,KACVipC,GAAc,EACdC,EAAgB,KAChBC,EAAY,KAEhB,SAASC,EAAkBC,EAAMC,GAEhCJ,EAAeG,EAAMC,GAErBH,EAAYnpC,EAAQupC,sBAAuBH,GAI5C,MAAO,CAENvoB,MAAO,YAEe,IAAhBooB,GACkB,OAAlBC,IAELC,EAAYnpC,EAAQupC,sBAAuBH,GAE3CH,GAAc,IAIfO,KAAM,WAELxpC,EAAQypC,qBAAsBN,GAE9BF,GAAc,GAIfS,iBAAkB,SAAW9/B,GAE5Bs/B,EAAgBt/B,GAIjB+/B,WAAY,SAAWt0C,GAEtB2K,EAAU3K,IAQb,SAASu0C,GAAiBC,EAAIC,GAE7B,MAAMC,EAAWD,EAAaC,SAExBC,EAAU,IAAIC,QA6KpB,MAAO,CAENC,IAjED,SAAclvC,GAIb,OAFKA,EAAUmvC,+BAA+BnvC,EAAYA,EAAUqI,MAE7D2mC,EAAQE,IAAKlvC,IA8DpBgiB,OA1DD,SAAiBhiB,GAEXA,EAAUmvC,+BAA+BnvC,EAAYA,EAAUqI,MAEpE,MAAMA,EAAO2mC,EAAQE,IAAKlvC,GAErBqI,IAEJwmC,EAAGO,aAAc/mC,EAAKgnC,QAEtBL,EAAQM,OAAQtvC,KAiDjB2M,OA3CD,SAAiB3M,EAAWuvC,GAE3B,GAAKvvC,EAAUmgC,oBAAsB,CAEpC,MAAMqP,EAASR,EAAQE,IAAKlvC,GAa5B,cAXOwvC,GAAUA,EAAO1oC,QAAU9G,EAAU8G,UAE3CkoC,EAAQ/wC,IAAK+B,EAAW,CACvBqvC,OAAQrvC,EAAUqvC,OAClBr3C,KAAMgI,EAAUhI,KAChBy3C,gBAAiBzvC,EAAU0vC,YAC3B5oC,QAAS9G,EAAU8G,WASjB9G,EAAUmvC,+BAA+BnvC,EAAYA,EAAUqI,MAEpE,MAAMA,EAAO2mC,EAAQE,IAAKlvC,QAEZ9H,IAATmQ,EAEJ2mC,EAAQ/wC,IAAK+B,EA/Jf,SAAuBA,EAAWuvC,GAEjC,MAAMx2C,EAAQiH,EAAUjH,MAClBoiC,EAAQn7B,EAAUm7B,MAElBkU,EAASR,EAAGc,eAElBd,EAAGe,WAAYL,EAAYF,GAC3BR,EAAGgB,WAAYN,EAAYx2C,EAAOoiC,GAElCn7B,EAAU08B,mBAEV,IAAI1kC,EAAO,KAoDX,OAlDKe,aAAiBsjC,aAErBrkC,EAAO,KAEIe,aAAiBwjC,aAE5Br+B,QAAQC,KAAM,wEAEHpF,aAAiB+iC,YAEvB97B,EAAUg+B,yBAET+Q,EAEJ/2C,EAAO,KAIPkG,QAAQC,KAAM,2EAMfnG,EAAO,KAIGe,aAAiB6iC,WAE5B5jC,EAAO,KAEIe,aAAiBmjC,YAE5BlkC,EAAO,KAEIe,aAAiBijC,WAE5BhkC,EAAO,KAEIe,aAAiBuiC,UAE5BtjC,EAAO,KAEIe,aAAiByiC,aAE5BxjC,EAAO,MAID,CACNq3C,OAAQA,EACRr3C,KAAMA,EACNy3C,gBAAiB12C,EAAM+2C,kBACvBhpC,QAAS9G,EAAU8G,SA2FK6oC,CAAc3vC,EAAWuvC,IAEtClnC,EAAKvB,QAAU9G,EAAU8G,WAxFtC,SAAuBuoC,EAAQrvC,EAAWuvC,GAEzC,MAAMx2C,EAAQiH,EAAUjH,MAClBqiC,EAAcp7B,EAAUo7B,YAE9ByT,EAAGe,WAAYL,EAAYF,IAEE,IAAxBjU,EAAYnpB,MAIhB48B,EAAGkB,cAAeR,EAAY,EAAGx2C,IAI5Bg2C,EAEJF,EAAGkB,cAAeR,EAAYnU,EAAYr7B,OAAShH,EAAM+2C,kBACxD/2C,EAAOqiC,EAAYr7B,OAAQq7B,EAAYnpB,OAIxC48B,EAAGkB,cAAeR,EAAYnU,EAAYr7B,OAAShH,EAAM+2C,kBACxD/2C,EAAMi3C,SAAU5U,EAAYr7B,OAAQq7B,EAAYr7B,OAASq7B,EAAYnpB,QAIvEmpB,EAAYnpB,OAAU,GA+DtBg+B,CAAc5nC,EAAKgnC,OAAQrvC,EAAWuvC,GAEtClnC,EAAKvB,QAAU9G,EAAU8G,WAgB5B,MAAMopC,WAAsB1R,GAE3BngC,YAAaC,EAAQ,EAAGC,EAAS,EAAG2nC,EAAgB,EAAGC,EAAiB,GAEvEjgC,QACA9P,KAAK4B,KAAO,gBAEZ5B,KAAKguB,WAAa,CACjB9lB,MAAOA,EACPC,OAAQA,EACR2nC,cAAeA,EACfC,eAAgBA,GAGjB,MAAMgK,EAAa7xC,EAAQ,EACrB8xC,EAAc7xC,EAAS,EAEvBqoC,EAAQltC,KAAKsC,MAAOkqC,GACpBW,EAAQntC,KAAKsC,MAAOmqC,GAEpBgB,EAASP,EAAQ,EACjBQ,EAASP,EAAQ,EAEjBwJ,EAAgB/xC,EAAQsoC,EACxB0J,EAAiB/xC,EAASsoC,EAI1BnG,EAAU,GACV4F,EAAW,GACX1F,EAAU,GACVC,EAAM,GAEZ,IAAM,IAAIpxB,EAAK,EAAGA,EAAK23B,EAAQ33B,IAAQ,CAEtC,MAAMvU,EAAIuU,EAAK6gC,EAAiBF,EAEhC,IAAM,IAAI5gC,EAAK,EAAGA,EAAK23B,EAAQ33B,IAAQ,CAEtC,MAAM5U,EAAI4U,EAAK6gC,EAAgBF,EAE/B7J,EAAShuC,KAAMsC,GAAKM,EAAG,GAEvB0lC,EAAQtoC,KAAM,EAAG,EAAG,GAEpBuoC,EAAIvoC,KAAMkX,EAAKo3B,GACf/F,EAAIvoC,KAAM,EAAMmX,EAAKo3B,IAMvB,IAAM,IAAIp3B,EAAK,EAAGA,EAAKo3B,EAAOp3B,IAE7B,IAAM,IAAID,EAAK,EAAGA,EAAKo3B,EAAOp3B,IAAQ,CAErC,MAAMrS,EAAIqS,EAAK23B,EAAS13B,EAClBrS,EAAIoS,EAAK23B,GAAW13B,EAAK,GACzBpS,EAAMmS,EAAK,EAAM23B,GAAW13B,EAAK,GACjC5M,EAAM2M,EAAK,EAAM23B,EAAS13B,EAEhCixB,EAAQpoC,KAAM6E,EAAGC,EAAGyF,GACpB69B,EAAQpoC,KAAM8E,EAAGC,EAAGwF,GAMtBzM,KAAK6oC,SAAUyB,GACftqC,KAAK+oC,aAAc,WAAY,IAAI/C,GAAwBkK,EAAU,IACrElwC,KAAK+oC,aAAc,SAAU,IAAI/C,GAAwBwE,EAAS,IAClExqC,KAAK+oC,aAAc,KAAM,IAAI/C,GAAwByE,EAAK,KAwQ5D,MAAM0P,GAAc,CACnBC,kBAnQuB,iFAoQvBC,uBAlQ4B,6DAmQ5BC,mBAjQwB,yEAkQxBC,eAhQoB,2aAiQpBC,oBA/PyB,wFAgQzBC,aA9PkB,uCA+PlBC,mBA7PwB,+GA8PxBC,MA5PW,4pPA6PXC,sBA3P2B,g8BA4P3BC,yBA1P8B,6nBA2P9BC,8BAzPmC,4HA0PnCC,4BAxPiC,qEAyPjCC,uBAvP4B,2EAwP5BC,eAtPoB,+HAuPpBC,oBArPyB,qHAsPzBC,kBApPuB,wJAqPvBC,aAnPkB,iRAoPlBC,OAlPY,s0FAmPZC,4BAjPiC,21HAkPjCC,qBAhP0B,2jBAiP1BC,4BA/OiC,kJAgPjCC,uBA9O4B,mKA+O5BC,qBA7O0B,6MA8O1BC,0BA5O+B,mEA6O/BC,mBA3OwB,sDA4OxBC,wBA1O6B,4uFA2O7BC,gBAzOqB,g3CA0OrBC,4BAxOiC,yOAyOjCC,qBAvO0B,yTAwO1BC,mBAtOwB,+RAuOxBC,8BAjNmC,02EAkNnCC,cAtOmB,4oBAuOnBC,WArOgB,uDAsOhBC,gBApOqB,oDAqOrBC,aAnOkB,wRAoOlBC,kBAlOuB,0MAmOvBC,0BAjO+B,iYAkO/BC,kBAhOuB,4LAiOvBC,uBA/N4B,iGAgO5BC,sBA9N2B,wwFA+N3BC,kBA7NuB,szIA8NvBC,qBA1N0B,oEA2N1BC,0BAzN+B,u9BA0N/BC,sBAxN2B,sMAyN3BC,2BAvNgC,qxCAwNhCC,yBAtN8B,w0CAuN9BC,8BArNmC,wjLAsNnCC,sBApN2B,62HAqN3BC,qBAnN0B,63BAoN1BC,oBAlNyB,2QAmNzBC,qBAjN0B,mLAkN1BC,0BAhN+B,yKAiN/BC,wBA/M6B,sLAgN7BC,mBA9MwB,+XA+MxBC,aA7MkB,oJA8MlBC,kBA5MuB,mDA6MvBC,sBA3M2B,kVA4M3BC,2BA1MgC,uMA2MhCC,sBAzM2B,uKA0M3BC,2BAxMgC,qEAyMhCC,mBAvMwB,uUAwMxBC,wBAtM6B,0NAuM7BC,mBArMwB,omBAsMxBC,sBApM2B,o2BAqM3BC,qBAnM0B,iqBAoM1BC,wBAlM6B,6+BAmM7BC,gCAjMqC,qEAkMrCC,+BAhMoC,mXAiMpCC,wBA/L6B,mRAgM7BC,QA9La,wjDA+LbC,6BA7LkC,4EA8LlCC,eA5LoB,oNA6LpBC,mBA3LwB,gFA4LxBC,wBA1L6B,2UA2L7BC,sBAzL2B,uKA0L3BC,2BAxLgC,qEAyLhCC,wBAvL6B,26RAwL7BC,sBAtL2B,mxCAuL3BC,iBArLsB,kzCAsLtBC,yBApL8B,k5CAqL9BC,gBAnLqB,kOAoLrBC,qBAlL0B,ghCAmL1BC,gBAjLqB,+XAkLrBC,kBAhLuB,qdAiLvBC,qBA/K0B,0LAgL1BC,0BA9K+B,mEA+K/BC,qBA7K0B,6FA8K1BC,0BA5K+B,kyCA6K/BC,yBA3K8B,kGA4K9BC,8BA1KmC,2EA2KnCC,iBAzKsB,yFA0KtBC,eAxKoB,wIAyKpBC,UAvKe,qEAwKfC,kBAtKuB,oFAuKvBC,gBArKqB,yIAsKrBC,WApKgB,8GAqKhBC,gBAnKqB,kRAqKrBC,gBAnKqB,4NAoKrBC,gBAlKqB,8JAmKrBC,UAjKe,0VAkKfC,UAhKe,iOAiKfC,WA/JgB,01BAgKhBC,WA9JgB,wuBA+JhBC,kBA7JuB,6rBA8JvBC,kBA5JuB,ktBA6JvBC,cA3JmB,0WA4JnBC,cA1JmB,+LA2JnBC,gBAzJqB,myBA0JrBC,gBAxJqB,+hBAyJrBC,eAvJoB,gqDAwJpBC,eAtJoB,q2BAuJpBC,iBArJsB,60EAsJtBC,iBApJsB,6nCAqJtBC,gBAnJqB,6gDAoJrBC,gBAlJqB,69BAmJrBC,cAjJmB,yvDAkJnBC,cAhJmB,ymCAiJnBC,eA/IoB,kiEAgJpBC,eA9IoB,qqCA+IpBC,kBA7IuB,omGA8IvBC,kBA5IuB,+1CA6IvBC,YA3IiB,muBA4IjBC,YA1IiB,myCA2IjBC,YAzIiB,ovBA0IjBC,YAxIiB,qrBAyIjBC,YAvIiB,maAwIjBC,YAtIiB,qZAuIjBC,YArIiB,0tBAsIjBC,YApIiB,unCA2IZC,GAAc,CAEnBhH,OAAQ,CAEPiH,QAAS,CAAEr+C,MAAO,IAAI0+B,GAAO,WAC7BzP,QAAS,CAAEjvB,MAAO,GAElB0yB,IAAK,CAAE1yB,MAAO,MACds+C,YAAa,CAAEt+C,MAAO,IAAIiG,GAC1Bs4C,aAAc,CAAEv+C,MAAO,IAAIiG,GAE3B2sB,SAAU,CAAE5yB,MAAO,OAIpBw+C,YAAa,CAEZ5qB,YAAa,CAAE5zB,MAAO,OAIvBy+C,OAAQ,CAEP5qB,OAAQ,CAAE7zB,MAAO,MACjB0+C,WAAY,CAAE1+C,OAAS,GACvB8zB,aAAc,CAAE9zB,MAAO,GACvB+zB,gBAAiB,CAAE/zB,MAAO,KAC1B2+C,YAAa,CAAE3+C,MAAO,IAIvB4+C,MAAO,CAEN7rB,MAAO,CAAE/yB,MAAO,MAChBgzB,eAAgB,CAAEhzB,MAAO,IAI1B6+C,SAAU,CAEThsB,SAAU,CAAE7yB,MAAO,MACnB8yB,kBAAmB,CAAE9yB,MAAO,IAI7B8+C,YAAa,CAEZnrB,YAAa,CAAE3zB,MAAO,OAIvB++C,QAAS,CAER9rB,QAAS,CAAEjzB,MAAO,MAClBkzB,UAAW,CAAElzB,MAAO,IAIrBg/C,UAAW,CAEV7rB,UAAW,CAAEnzB,MAAO,MACpBqzB,YAAa,CAAErzB,MAAO,IAAI+D,EAAS,EAAG,KAIvCk7C,gBAAiB,CAEhB3rB,gBAAiB,CAAEtzB,MAAO,MAC1BuzB,kBAAmB,CAAEvzB,MAAO,GAC5BwzB,iBAAkB,CAAExzB,MAAO,IAI5Bk/C,aAAc,CAEbzrB,aAAc,CAAEzzB,MAAO,OAIxBm/C,aAAc,CAEbzrB,aAAc,CAAE1zB,MAAO,OAIxBo/C,YAAa,CAEZlrB,YAAa,CAAEl0B,MAAO,OAIvB6uB,IAAK,CAEJwwB,WAAY,CAAEr/C,MAAO,OACrBs/C,QAAS,CAAEt/C,MAAO,GAClBu/C,OAAQ,CAAEv/C,MAAO,KACjBw/C,SAAU,CAAEx/C,MAAO,IAAI0+B,GAAO,YAI/BkP,OAAQ,CAEP6R,kBAAmB,CAAEz/C,MAAO,IAE5B0/C,WAAY,CAAE1/C,MAAO,IAErB2/C,kBAAmB,CAAE3/C,MAAO,GAAI4/C,WAAY,CAC3CpjC,UAAW,GACXmV,MAAO,KAGRkuB,wBAAyB,CAAE7/C,MAAO,GAAI4/C,WAAY,CACjDE,WAAY,GACZC,iBAAkB,GAClBC,aAAc,GACdC,cAAe,KAGhBC,qBAAsB,CAAElgD,MAAO,IAC/BmgD,wBAAyB,CAAEngD,MAAO,IAElCogD,WAAY,CAAEpgD,MAAO,GAAI4/C,WAAY,CACpCjuB,MAAO,GACP/P,SAAU,GACVpF,UAAW,GACXwK,SAAU,GACVq5B,QAAS,GACTC,YAAa,GACbC,MAAO,KAGRC,iBAAkB,CAAExgD,MAAO,GAAI4/C,WAAY,CAC1CE,WAAY,GACZC,iBAAkB,GAClBC,aAAc,GACdC,cAAe,KAGhBQ,cAAe,CAAEzgD,MAAO,IACxB0gD,iBAAkB,CAAE1gD,MAAO,IAE3B2gD,YAAa,CAAE3gD,MAAO,GAAI4/C,WAAY,CACrCjuB,MAAO,GACP/P,SAAU,GACV2+B,MAAO,GACPv5B,SAAU,KAGX45B,kBAAmB,CAAE5gD,MAAO,GAAI4/C,WAAY,CAC3CE,WAAY,GACZC,iBAAkB,GAClBC,aAAc,GACdC,cAAe,GACfY,iBAAkB,GAClBC,gBAAiB,KAGlBC,eAAgB,CAAE/gD,MAAO,IACzBghD,kBAAmB,CAAEhhD,MAAO,IAE5BihD,iBAAkB,CAAEjhD,MAAO,GAAI4/C,WAAY,CAC1CpjC,UAAW,GACX0kC,SAAU,GACVC,YAAa,KAIdC,eAAgB,CAAEphD,MAAO,GAAI4/C,WAAY,CACxCjuB,MAAO,GACP/P,SAAU,GACV3d,MAAO,GACPC,OAAQ,KAGTm9C,MAAO,CAAErhD,MAAO,MAChBshD,MAAO,CAAEthD,MAAO,OAIjB6X,OAAQ,CAEPwmC,QAAS,CAAEr+C,MAAO,IAAI0+B,GAAO,WAC7BzP,QAAS,CAAEjvB,MAAO,GAClBiY,KAAM,CAAEjY,MAAO,GACf6hB,MAAO,CAAE7hB,MAAO,GAChB0yB,IAAK,CAAE1yB,MAAO,MACd4yB,SAAU,CAAE5yB,MAAO,MACnBs+C,YAAa,CAAEt+C,MAAO,IAAIiG,IAI3BwtC,OAAQ,CAEP4K,QAAS,CAAEr+C,MAAO,IAAI0+B,GAAO,WAC7BzP,QAAS,CAAEjvB,MAAO,GAClB8F,OAAQ,CAAE9F,MAAO,IAAI+D,EAAS,GAAK,KACnC4F,SAAU,CAAE3J,MAAO,GACnB0yB,IAAK,CAAE1yB,MAAO,MACd4yB,SAAU,CAAE5yB,MAAO,MACnBs+C,YAAa,CAAEt+C,MAAO,IAAIiG,KAMtBs7C,GAAY,CAEjBC,MAAO,CAENnU,SAAUD,GAAe,CACxBgR,GAAYhH,OACZgH,GAAYI,YACZJ,GAAYK,OACZL,GAAYQ,MACZR,GAAYS,SACZT,GAAYvvB,MAGb6e,aAAcwI,GAAY+G,eAC1BtP,eAAgBuI,GAAY8G,gBAI7ByE,QAAS,CAERpU,SAAUD,GAAe,CACxBgR,GAAYhH,OACZgH,GAAYI,YACZJ,GAAYK,OACZL,GAAYQ,MACZR,GAAYS,SACZT,GAAYU,YACZV,GAAYvvB,IACZuvB,GAAYxQ,OACZ,CACC5b,SAAU,CAAEhyB,MAAO,IAAI0+B,GAAO,OAIhCgP,aAAcwI,GAAYiH,iBAC1BxP,eAAgBuI,GAAYgH,kBAI7BwE,MAAO,CAENrU,SAAUD,GAAe,CACxBgR,GAAYhH,OACZgH,GAAYI,YACZJ,GAAYK,OACZL,GAAYQ,MACZR,GAAYS,SACZT,GAAYU,YACZV,GAAYW,QACZX,GAAYY,UACZZ,GAAYa,gBACZb,GAAYvvB,IACZuvB,GAAYxQ,OACZ,CACC5b,SAAU,CAAEhyB,MAAO,IAAI0+B,GAAO,IAC9BxM,SAAU,CAAElyB,MAAO,IAAI0+B,GAAO,UAC9BvM,UAAW,CAAEnyB,MAAO,OAItB0tC,aAAcwI,GAAYuH,eAC1B9P,eAAgBuI,GAAYsH,gBAI7BmE,SAAU,CAETtU,SAAUD,GAAe,CACxBgR,GAAYhH,OACZgH,GAAYK,OACZL,GAAYQ,MACZR,GAAYS,SACZT,GAAYU,YACZV,GAAYW,QACZX,GAAYY,UACZZ,GAAYa,gBACZb,GAAYc,aACZd,GAAYe,aACZf,GAAYvvB,IACZuvB,GAAYxQ,OACZ,CACC5b,SAAU,CAAEhyB,MAAO,IAAI0+B,GAAO,IAC9B7M,UAAW,CAAE7xB,MAAO,GACpB8xB,UAAW,CAAE9xB,MAAO,GACpBi0B,gBAAiB,CAAEj0B,MAAO,MAI5B0tC,aAAcwI,GAAYyH,kBAC1BhQ,eAAgBuI,GAAYwH,mBAI7BkE,KAAM,CAELvU,SAAUD,GAAe,CACxBgR,GAAYhH,OACZgH,GAAYQ,MACZR,GAAYS,SACZT,GAAYU,YACZV,GAAYW,QACZX,GAAYY,UACZZ,GAAYa,gBACZb,GAAYgB,YACZhB,GAAYvvB,IACZuvB,GAAYxQ,OACZ,CACC5b,SAAU,CAAEhyB,MAAO,IAAI0+B,GAAO,OAIhCgP,aAAcwI,GAAYqH,cAC1B5P,eAAgBuI,GAAYoH,eAI7B3qB,OAAQ,CAEP0a,SAAUD,GAAe,CACxBgR,GAAYhH,OACZgH,GAAYW,QACZX,GAAYY,UACZZ,GAAYa,gBACZb,GAAYvvB,IACZ,CACC8D,OAAQ,CAAE3yB,MAAO,SAInB0tC,aAAcwI,GAAYmH,gBAC1B1P,eAAgBuI,GAAYkH,iBAI7BvlC,OAAQ,CAEPw1B,SAAUD,GAAe,CACxBgR,GAAYvmC,OACZumC,GAAYvvB,MAGb6e,aAAcwI,GAAY6H,YAC1BpQ,eAAgBuI,GAAY4H,aAI7B+D,OAAQ,CAEPxU,SAAUD,GAAe,CACxBgR,GAAYhH,OACZgH,GAAYvvB,IACZ,CACChN,MAAO,CAAE7hB,MAAO,GAChBq0B,SAAU,CAAEr0B,MAAO,GACnB8hD,UAAW,CAAE9hD,MAAO,MAItB0tC,aAAcwI,GAAY6G,gBAC1BpP,eAAgBuI,GAAY4G,iBAI7BntC,MAAO,CAEN09B,SAAUD,GAAe,CACxBgR,GAAYhH,OACZgH,GAAYa,kBAGbvR,aAAcwI,GAAYuG,WAC1B9O,eAAgBuI,GAAYsG,YAI7B9lC,OAAQ,CAEP22B,SAAUD,GAAe,CACxBgR,GAAYhH,OACZgH,GAAYW,QACZX,GAAYY,UACZZ,GAAYa,gBACZ,CACChwB,QAAS,CAAEjvB,MAAO,MAIpB0tC,aAAcwI,GAAY2H,YAC1BlQ,eAAgBuI,GAAY0H,aAI7BnK,OAAQ,CAEPpG,SAAUD,GAAe,CACxBgR,GAAY3K,OACZ2K,GAAYvvB,MAGb6e,aAAcwI,GAAYiI,YAC1BxQ,eAAgBuI,GAAYgI,aAI7B6D,WAAY,CAEX1U,SAAU,CACTiR,YAAa,CAAEt+C,MAAO,IAAIiG,GAC1B+7C,IAAK,CAAEhiD,MAAO,OAGf0tC,aAAcwI,GAAYmG,gBAC1B1O,eAAgBuI,GAAYkG,iBAO7B6F,KAAM,CAEL5U,SAAUD,GAAe,CACxBgR,GAAYK,OACZ,CACCxvB,QAAS,CAAEjvB,MAAO,MAIpB0tC,aAAcwI,GAAYqG,UAC1B5O,eAAgBuI,GAAYoG,WAI7B4F,SAAU,CAET7U,SAAU,CACTuE,UAAW,CAAE5xC,MAAO,OAGrB0tC,aAAcwI,GAAY2G,cAC1BlP,eAAgBuI,GAAY0G,eAI7BuF,aAAc,CAEb9U,SAAUD,GAAe,CACxBgR,GAAYhH,OACZgH,GAAYa,gBACZ,CACCmD,kBAAmB,CAAEpiD,MAAO,IAAIyU,GAChC4tC,aAAc,CAAEriD,MAAO,GACvBsiD,YAAa,CAAEtiD,MAAO,QAIxB0tC,aAAcwI,GAAYyG,kBAC1BhP,eAAgBuI,GAAYwG,mBAI7B6F,OAAQ,CAEPlV,SAAUD,GAAe,CACxBgR,GAAYxQ,OACZwQ,GAAYvvB,IACZ,CACC8C,MAAO,CAAE3xB,MAAO,IAAI0+B,GAAO,IAC3BzP,QAAS,CAAEjvB,MAAO,MAIpB0tC,aAAcwI,GAAY+H,YAC1BtQ,eAAgBuI,GAAY8H,cA4B9B,SAASwE,GAAiB3R,EAAU4R,EAAUC,EAAOC,EAAS3xB,GAE7D,MAAM4xB,EAAa,IAAIlkB,GAAO,GAC9B,IAEImkB,EACAC,EAHAC,EAAa,EAKbC,EAAoB,KACpBC,EAA2B,EAC3BC,EAAqB,KAsKzB,SAASC,EAAUxxB,EAAOpsB,GAEzBm9C,EAAM/N,QAAQhjB,MAAMwxB,SAAUxxB,EAAMroB,EAAGqoB,EAAMjpB,EAAGipB,EAAM5uB,EAAGwC,EAAOyrB,GAIjE,MAAO,CAENoyB,cAAe,WAEd,OAAOR,GAGRS,cAAe,SAAW1xB,EAAOpsB,EAAQ,GAExCq9C,EAAWh/C,IAAK+tB,GAChBoxB,EAAax9C,EACb49C,EAAUP,EAAYG,IAGvBO,cAAe,WAEd,OAAOP,GAGRQ,cAAe,SAAWh+C,GAEzBw9C,EAAax9C,EACb49C,EAAUP,EAAYG,IAGvB3R,OAnMD,SAAiBoS,EAAY1S,EAAOv7B,EAAQkuC,GAE3C,IAAI1B,GAA+B,IAAlBjR,EAAM4S,QAAmB5S,EAAMiR,WAAa,KAExDA,GAAcA,EAAW9zC,YAE7B8zC,EAAaU,EAAS5N,IAAKkN,IAO5B,MAAM/Q,EAAKH,EAASG,GACd2S,EAAU3S,EAAG4S,YAAc5S,EAAG4S,aAE/BD,GAA4C,aAAjCA,EAAQE,uBAEvB9B,EAAa,MAIM,OAAfA,EAEJoB,EAAUP,EAAYG,GAEXhB,GAAcA,EAAWtwB,UAEpC0xB,EAAUpB,EAAY,GACtB0B,GAAa,IAIT5S,EAASiT,WAAaL,IAE1B5S,EAASjpB,MAAOipB,EAASkT,eAAgBlT,EAASmT,eAAgBnT,EAASoT,kBAIvElC,IAAgBA,EAAWxQ,eAzvaF,MAyvamBwQ,EAAW32C,eAE1CvN,IAAZilD,IAEJA,EAAU,IAAIxY,GACb,IAAIsB,GAAa,EAAG,EAAG,GACvB,IAAI4B,GAAgB,CACnBxhC,KAAM,yBACNqhC,SAAUH,GAAeqU,GAAUU,KAAK5U,UACxCK,aAAc6T,GAAUU,KAAKvU,aAC7BC,eAAgB4T,GAAUU,KAAKtU,eAC/B5e,KArzaW,EAszaXW,WAAW,EACXC,YAAY,EACZd,KAAK,KAIPi0B,EAAQjqC,SAASksB,gBAAiB,UAClC+d,EAAQjqC,SAASksB,gBAAiB,MAElC+d,EAAQ98B,eAAiB,SAAW6qB,EAAUC,EAAOv7B,GAEpDxZ,KAAK6Z,YAAYsuC,aAAc3uC,EAAOK,cAKvCrY,OAAOuO,eAAgBg3C,EAAQz4B,SAAU,SAAU,CAElDwqB,IAAK,WAEJ,OAAO94C,KAAKsxC,SAASxZ,OAAO7zB,SAM9B2iD,EAAQrwC,OAAQwwC,IAIjBA,EAAQz4B,SAASgjB,SAASxZ,OAAO7zB,MAAQ+hD,EACzCe,EAAQz4B,SAASgjB,SAASqR,WAAW1+C,MAAU+hD,EAAWxQ,eAAiBwQ,EAAWzQ,kBAAuB,EAAI,EAE5G0R,IAAsBjB,GAC1BkB,IAA6BlB,EAAWt1C,SACxCy2C,IAAuBrS,EAASsT,cAEhCrB,EAAQz4B,SAASxc,aAAc,EAE/Bm1C,EAAoBjB,EACpBkB,EAA2BlB,EAAWt1C,QACtCy2C,EAAqBrS,EAASsT,aAK/BX,EAAWY,QAAStB,EAASA,EAAQjqC,SAAUiqC,EAAQz4B,SAAU,EAAG,EAAG,OAE5D03B,GAAcA,EAAW9zC,iBAEjBpQ,IAAdglD,IAEJA,EAAY,IAAIvY,GACf,IAAIuL,GAAe,EAAG,GACtB,IAAIrI,GAAgB,CACnBxhC,KAAM,qBACNqhC,SAAUH,GAAeqU,GAAUQ,WAAW1U,UAC9CK,aAAc6T,GAAUQ,WAAWrU,aACnCC,eAAgB4T,GAAUQ,WAAWpU,eACrC5e,KAl3aY,EAm3aZW,WAAW,EACXC,YAAY,EACZd,KAAK,KAIPg0B,EAAUhqC,SAASksB,gBAAiB,UAGpCxnC,OAAOuO,eAAgB+2C,EAAUx4B,SAAU,MAAO,CAEjDwqB,IAAK,WAEJ,OAAO94C,KAAKsxC,SAAS2U,IAAIhiD,SAM3B2iD,EAAQrwC,OAAQuwC,IAIjBA,EAAUx4B,SAASgjB,SAAS2U,IAAIhiD,MAAQ+hD,GAEH,IAAhCA,EAAW31C,kBAEf21C,EAAW77B,eAIZ28B,EAAUx4B,SAASgjB,SAASiR,YAAYt+C,MAAM4M,KAAMm1C,EAAWh4C,QAE1Di5C,IAAsBjB,GAC1BkB,IAA6BlB,EAAWt1C,SACxCy2C,IAAuBrS,EAASsT,cAEhCtB,EAAUx4B,SAASxc,aAAc,EAEjCm1C,EAAoBjB,EACpBkB,EAA2BlB,EAAWt1C,QACtCy2C,EAAqBrS,EAASsT,aAM/BX,EAAWY,QAASvB,EAAWA,EAAUhqC,SAAUgqC,EAAUx4B,SAAU,EAAG,EAAG,SA2ChF,SAASg6B,GAAoB7P,EAAI1G,EAAY1J,EAAYqQ,GAExD,MAAM6P,EAAsB9P,EAAG+P,aAAc,OAEvCC,EAAY/P,EAAaC,SAAW,KAAO5G,EAAW+G,IAAK,2BAC3D4P,EAAehQ,EAAaC,UAA0B,OAAd8P,EAExCE,EAAgB,GAEhBC,EAAeC,EAAoB,MACzC,IAAIC,EAAeF,EAyEnB,SAASG,EAAuBC,GAE/B,OAAKtQ,EAAaC,SAAkBF,EAAGwQ,gBAAiBD,GAEjDP,EAAUS,mBAAoBF,GAItC,SAASG,EAAyBH,GAEjC,OAAKtQ,EAAaC,SAAkBF,EAAG2Q,kBAAmBJ,GAEnDP,EAAUY,qBAAsBL,GAuCxC,SAASH,EAAoBG,GAE5B,MAAMM,EAAgB,GAChBC,EAAoB,GACpBC,EAAoB,GAE1B,IAAM,IAAI3mD,EAAI,EAAGA,EAAI0lD,EAAqB1lD,IAEzCymD,EAAezmD,GAAM,EACrB0mD,EAAmB1mD,GAAM,EACzB2mD,EAAmB3mD,GAAM,EAI1B,MAAO,CAGNia,SAAU,KACV2sC,QAAS,KACTjxB,WAAW,EAEX8wB,cAAeA,EACfC,kBAAmBA,EACnBC,kBAAmBA,EACnBltC,OAAQ0sC,EACR3gB,WAAY,GACZ/lC,MAAO,MAoET,SAASonD,IAER,MAAMJ,EAAgBR,EAAaQ,cAEnC,IAAM,IAAIzmD,EAAI,EAAGmZ,EAAKstC,EAAcvmD,OAAQF,EAAImZ,EAAInZ,IAEnDymD,EAAezmD,GAAM,EAMvB,SAAS8mD,EAAiB//C,GAEzBggD,EAA2BhgD,EAAW,GAIvC,SAASggD,EAA2BhgD,EAAWigD,GAE9C,MAAMP,EAAgBR,EAAaQ,cAC7BC,EAAoBT,EAAaS,kBACjCC,EAAoBV,EAAaU,kBAWvC,GATAF,EAAe1/C,GAAc,EAEW,IAAnC2/C,EAAmB3/C,KAEvB6uC,EAAGqR,wBAAyBlgD,GAC5B2/C,EAAmB3/C,GAAc,GAI7B4/C,EAAmB5/C,KAAgBigD,EAAmB,EAExCnR,EAAaC,SAAWF,EAAK1G,EAAW+G,IAAK,2BAEpDJ,EAAaC,SAAW,sBAAwB,4BAA8B/uC,EAAWigD,GACpGL,EAAmB5/C,GAAcigD,GAMnC,SAASE,IAER,MAAMT,EAAgBR,EAAaQ,cAC7BC,EAAoBT,EAAaS,kBAEvC,IAAM,IAAI1mD,EAAI,EAAGmZ,EAAKutC,EAAkBxmD,OAAQF,EAAImZ,EAAInZ,IAElD0mD,EAAmB1mD,KAAQymD,EAAezmD,KAE9C41C,EAAGuR,yBAA0BnnD,GAC7B0mD,EAAmB1mD,GAAM,GAQ5B,SAASonD,EAAqB3nD,EAAO4Z,EAAMta,EAAM0iC,EAAY4lB,EAAQvgD,IAErC,IAA1B+uC,EAAaC,UAAgC,OAAT/2C,GAA0B,OAATA,EAMzD62C,EAAGwR,oBAAqB3nD,EAAO4Z,EAAMta,EAAM0iC,EAAY4lB,EAAQvgD,GAJ/D8uC,EAAG0R,qBAAsB7nD,EAAO4Z,EAAMta,EAAMsoD,EAAQvgD,GA8PtD,SAASygD,IAERC,IAEKvB,IAAiBF,IAEtBE,EAAeF,EACfG,EAAuBD,EAAaxsC,SAMrC,SAAS+tC,IAERzB,EAAa9rC,SAAW,KACxB8rC,EAAaa,QAAU,KACvBb,EAAapwB,WAAY,EAI1B,MAAO,CAEN8xB,MA/iBD,SAAgBhuC,EAAQgS,EAAUm7B,EAAS3sC,EAAUxa,GAEpD,IAAIioD,GAAgB,EAEpB,GAAK7B,EAAe,CAEnB,MAAM/B,EAiFR,SAA0B7pC,EAAU2sC,EAASn7B,GAE5C,MAAMkK,GAAqC,IAAvBlK,EAASkK,UAE7B,IAAIgyB,EAAa7B,EAAe7rC,EAASkP,SAErBlqB,IAAf0oD,IAEJA,EAAa,GACb7B,EAAe7rC,EAASkP,IAAOw+B,GAIhC,IAAIC,EAAWD,EAAYf,EAAQz9B,SAEjBlqB,IAAb2oD,IAEJA,EAAW,GACXD,EAAYf,EAAQz9B,IAAOy+B,GAI5B,IAAI9D,EAAQ8D,EAAUjyB,QAEP12B,IAAV6kD,IAEJA,EAAQkC,EAhDJnQ,EAAaC,SAAkBF,EAAGiS,oBAEhCjC,EAAUkC,wBA+ChBF,EAAUjyB,GAAcmuB,GAIzB,OAAOA,EAhHQiE,CAAiB9tC,EAAU2sC,EAASn7B,GAE7Cw6B,IAAiBnC,IAErBmC,EAAenC,EACfoC,EAAuBD,EAAaxsC,SAIrCiuC,EA2IF,SAAsBztC,EAAUxa,GAE/B,MAAMuoD,EAAmB/B,EAAazgB,WAChCyiB,EAAqBhuC,EAASurB,WAEpC,IAAI0iB,EAAgB,EAEpB,IAAM,MAAMn8B,KAAOk8B,EAAqB,CAEvC,MAAME,EAAkBH,EAAkBj8B,GACpCq8B,EAAoBH,EAAoBl8B,GAE9C,QAAyB9sB,IAApBkpD,EAAgC,OAAO,EAE5C,GAAKA,EAAgBphD,YAAcqhD,EAAoB,OAAO,EAE9D,GAAKD,EAAgB/4C,OAASg5C,EAAkBh5C,KAAO,OAAO,EAE9D84C,IAID,OAAKjC,EAAaiC,gBAAkBA,GAE/BjC,EAAaxmD,QAAUA,EAnKXwP,CAAagL,EAAUxa,GAElCioD,GAuKP,SAAoBztC,EAAUxa,GAE7B,MAAMosB,EAAQ,GACR2Z,EAAavrB,EAASurB,WAC5B,IAAI0iB,EAAgB,EAEpB,IAAM,MAAMn8B,KAAOyZ,EAAa,CAE/B,MAAMz+B,EAAYy+B,EAAYzZ,GAExB3c,EAAO,GACbA,EAAKrI,UAAYA,EAEZA,EAAUqI,OAEdA,EAAKA,KAAOrI,EAAUqI,MAIvByc,EAAOE,GAAQ3c,EAEf84C,IAIDjC,EAAazgB,WAAa3Z,EAC1Bo6B,EAAaiC,cAAgBA,EAE7BjC,EAAaxmD,MAAQA,EAnMC4oD,CAAWpuC,EAAUxa,OAEpC,CAEN,MAAMk2B,GAAqC,IAAvBlK,EAASkK,UAExBswB,EAAahsC,WAAaA,EAASkP,IACvC88B,EAAaW,UAAYA,EAAQz9B,IACjC88B,EAAatwB,YAAcA,IAE3BswB,EAAahsC,SAAWA,EAASkP,GACjC88B,EAAaW,QAAUA,EAAQz9B,GAC/B88B,EAAatwB,UAAYA,EAEzB+xB,GAAgB,IAMc,IAA3BjuC,EAAOoR,kBAEX68B,GAAgB,GAIF,OAAVjoD,GAEJ+lC,EAAW9xB,OAAQjU,EAAO,OAItBioD,KAmPN,SAAgCjuC,EAAQgS,EAAUm7B,EAAS3sC,GAE1D,IAA+B,IAA1B47B,EAAaC,WAAwBr8B,EAAOoR,iBAAmB5Q,EAASquC,4BAExB,OAA/CpZ,EAAW+G,IAAK,0BAAsC,OAI5D4Q,IAEA,MAAMoB,EAAqBhuC,EAASurB,WAE9B+iB,EAAoB3B,EAAQ4B,gBAE5BC,EAAiCh9B,EAAS8jB,uBAEhD,IAAM,MAAMniC,KAAQm7C,EAAoB,CAEvC,MAAMG,EAAmBH,EAAmBn7C,GAE5C,GAAKs7C,GAAoB,EAAI,CAE5B,MAAMN,EAAoBH,EAAoB76C,GAE9C,QAA2BnO,IAAtBmpD,EAAkC,CAEtC,MAAM3mB,EAAa2mB,EAAkB3mB,WAC/BpoB,EAAO+uC,EAAkBpmB,SAEzBj7B,EAAYy+B,EAAWyQ,IAAKmS,GAIlC,QAAmBnpD,IAAd8H,EAA0B,SAE/B,MAAMqvC,EAASrvC,EAAUqvC,OACnBr3C,EAAOgI,EAAUhI,KACjBy3C,EAAkBzvC,EAAUyvC,gBAElC,GAAK4R,EAAkBlS,6BAA+B,CAErD,MAAM9mC,EAAOg5C,EAAkBh5C,KACzBi4C,EAASj4C,EAAKi4C,OACdvgD,EAASshD,EAAkBthD,OAE5BsI,GAAQA,EAAKu5C,8BAEjB5B,EAA2B2B,EAAkBt5C,EAAK43C,uBAEd/nD,IAA/Bgb,EAAS2uC,oBAEb3uC,EAAS2uC,kBAAoBx5C,EAAK43C,iBAAmB53C,EAAK4J,QAM3D8tC,EAAiB4B,GAIlB9S,EAAGe,WAAY,MAAOP,GACtBgR,EAAqBsB,EAAkBrvC,EAAMta,EAAM0iC,EAAY4lB,EAAS7Q,EAAiB1vC,EAAS0vC,QAI7F4R,EAAkBS,4BAEtB9B,EAA2B2B,EAAkBN,EAAkBpB,uBAE3B/nD,IAA/Bgb,EAAS2uC,oBAEb3uC,EAAS2uC,kBAAoBR,EAAkBpB,iBAAmBoB,EAAkBpvC,QAMrF8tC,EAAiB4B,GAIlB9S,EAAGe,WAAY,MAAOP,GACtBgR,EAAqBsB,EAAkBrvC,EAAMta,EAAM0iC,EAAY,EAAG,QAI7D,GAAc,mBAATr0B,EAA4B,CAEvC,MAAMrG,EAAYy+B,EAAWyQ,IAAKx8B,EAAOqR,gBAIzC,QAAmB7rB,IAAd8H,EAA0B,SAE/B,MAAMqvC,EAASrvC,EAAUqvC,OACnBr3C,EAAOgI,EAAUhI,KAEvBgoD,EAA2B2B,EAAmB,EAAG,GACjD3B,EAA2B2B,EAAmB,EAAG,GACjD3B,EAA2B2B,EAAmB,EAAG,GACjD3B,EAA2B2B,EAAmB,EAAG,GAEjD9S,EAAGe,WAAY,MAAOP,GAEtBR,EAAGwR,oBAAqBsB,EAAmB,EAAG,EAAG3pD,GAAM,EAAO,GAAI,GAClE62C,EAAGwR,oBAAqBsB,EAAmB,EAAG,EAAG3pD,GAAM,EAAO,GAAI,IAClE62C,EAAGwR,oBAAqBsB,EAAmB,EAAG,EAAG3pD,GAAM,EAAO,GAAI,IAClE62C,EAAGwR,oBAAqBsB,EAAmB,EAAG,EAAG3pD,GAAM,EAAO,GAAI,SAE5D,GAAc,kBAATqO,EAA2B,CAEtC,MAAMrG,EAAYy+B,EAAWyQ,IAAKx8B,EAAOsR,eAIzC,QAAmB9rB,IAAd8H,EAA0B,SAE/B,MAAMqvC,EAASrvC,EAAUqvC,OACnBr3C,EAAOgI,EAAUhI,KAEvBgoD,EAA2B2B,EAAkB,GAE7C9S,EAAGe,WAAY,MAAOP,GAEtBR,EAAGwR,oBAAqBsB,EAAkB,EAAG3pD,GAAM,EAAO,GAAI,QAExD,QAAwCE,IAAnCwpD,EAA+C,CAE1D,MAAMrnD,EAAQqnD,EAAgCr7C,GAE9C,QAAenO,IAAVmC,EAEJ,OAASA,EAAMlB,QAEd,KAAK,EACJ01C,EAAGkT,gBAAiBJ,EAAkBtnD,GACtC,MAED,KAAK,EACJw0C,EAAGmT,gBAAiBL,EAAkBtnD,GACtC,MAED,KAAK,EACJw0C,EAAGoT,gBAAiBN,EAAkBtnD,GACtC,MAED,QACCw0C,EAAGqT,gBAAiBP,EAAkBtnD,MAY5C8lD,IAjZCgC,CAAuBzvC,EAAQgS,EAAUm7B,EAAS3sC,GAEnC,OAAVxa,GAEJm2C,EAAGe,WAAY,MAAOnR,EAAWyQ,IAAKx2C,GAAQ22C,UAyfhDmR,MAAOA,EACPC,kBAAmBA,EACnBj2C,QA1GD,WAECg2C,IAEA,IAAM,MAAM4B,KAAcrD,EAAgB,CAEzC,MAAM6B,EAAa7B,EAAeqD,GAElC,IAAM,MAAMC,KAAazB,EAAa,CAErC,MAAMC,EAAWD,EAAYyB,GAE7B,IAAM,MAAMzzB,KAAaiyB,EAExBtB,EAAyBsB,EAAUjyB,GAAYlc,eAExCmuC,EAAUjyB,UAIXgyB,EAAYyB,UAIbtD,EAAeqD,KAmFvBE,wBA7ED,SAAkCpvC,GAEjC,QAAsChb,IAAjC6mD,EAAe7rC,EAASkP,IAAqB,OAElD,MAAMw+B,EAAa7B,EAAe7rC,EAASkP,IAE3C,IAAM,MAAMigC,KAAazB,EAAa,CAErC,MAAMC,EAAWD,EAAYyB,GAE7B,IAAM,MAAMzzB,KAAaiyB,EAExBtB,EAAyBsB,EAAUjyB,GAAYlc,eAExCmuC,EAAUjyB,UAIXgyB,EAAYyB,UAIbtD,EAAe7rC,EAASkP,KAwD/BmgC,uBApDD,SAAiC1C,GAEhC,IAAM,MAAMuC,KAAcrD,EAAgB,CAEzC,MAAM6B,EAAa7B,EAAeqD,GAElC,QAAkClqD,IAA7B0oD,EAAYf,EAAQz9B,IAAqB,SAE9C,MAAMy+B,EAAWD,EAAYf,EAAQz9B,IAErC,IAAM,MAAMwM,KAAaiyB,EAExBtB,EAAyBsB,EAAUjyB,GAAYlc,eAExCmuC,EAAUjyB,UAIXgyB,EAAYf,EAAQz9B,MAoC5B09B,eAAgBA,EAChBC,gBAAiBA,EACjBI,wBAAyBA,GAM3B,SAASqC,GAAqB3T,EAAI1G,EAAYsa,EAAM3T,GAEnD,MAAMC,EAAWD,EAAaC,SAE9B,IAAI2T,EAiDJtsD,KAAKusD,QA/CL,SAAkBtoD,GAEjBqoD,EAAOroD,GA8CRjE,KAAKq1C,OA1CL,SAAiB5lB,EAAO5T,GAEvB48B,EAAG+T,WAAYF,EAAM78B,EAAO5T,GAE5BwwC,EAAK91C,OAAQsF,EAAOywC,EAAM,IAuC3BtsD,KAAKysD,gBAnCL,SAA0Bh9B,EAAO5T,EAAO6wC,GAEvC,GAAmB,IAAdA,EAAkB,OAEvB,IAAIjE,EAAWkE,EAEf,GAAKhU,EAEJ8P,EAAYhQ,EACZkU,EAAa,2BAOb,GAHAlE,EAAY1W,EAAW+G,IAAK,0BAC5B6T,EAAa,2BAEM,OAAdlE,EAGJ,YADA3gD,QAAQsC,MAAO,kIAOjBq+C,EAAWkE,GAAcL,EAAM78B,EAAO5T,EAAO6wC,GAE7CL,EAAK91C,OAAQsF,EAAOywC,EAAMI,IAY5B,SAASE,GAAmBnU,EAAI1G,EAAY/jB,GAE3C,IAAI6+B,EAsBJ,SAASC,EAAiBp4B,GAEzB,GAAmB,UAAdA,EAAwB,CAE5B,GAAK+jB,EAAGsU,yBAA0B,MAAO,OAAQr4B,UAAY,GAC5D+jB,EAAGsU,yBAA0B,MAAO,OAAQr4B,UAAY,EAExD,MAAO,QAIRA,EAAY,UAIb,MAAmB,YAAdA,GAEC+jB,EAAGsU,yBAA0B,MAAO,OAAQr4B,UAAY,GAC5D+jB,EAAGsU,yBAA0B,MAAO,OAAQr4B,UAAY,EAEjD,UAMF,OAKR,MAAMikB,EAA+C,oBAA3BqU,wBAA0CvU,aAAcuU,wBACtC,oBAAlCC,+BAAiDxU,aAAcwU,8BAGzE,IAAIv4B,OAAqC5yB,IAAzBksB,EAAW0G,UAA0B1G,EAAW0G,UAAY,QAC5E,MAAMw4B,EAAeJ,EAAiBp4B,GAEjCw4B,IAAiBx4B,IAErB5sB,QAAQC,KAAM,uBAAwB2sB,EAAW,uBAAwBw4B,EAAc,YACvFx4B,EAAYw4B,GAIb,MAAMC,GAA+D,IAAtCn/B,EAAWm/B,uBAEpCC,EAAc3U,EAAG+P,aAAc,OAC/B6E,EAAoB5U,EAAG+P,aAAc,OACrC8E,EAAiB7U,EAAG+P,aAAc,MAClC+E,EAAiB9U,EAAG+P,aAAc,OAElCgF,EAAgB/U,EAAG+P,aAAc,OACjCiF,EAAoBhV,EAAG+P,aAAc,OACrCkF,EAAcjV,EAAG+P,aAAc,OAC/BmF,EAAsBlV,EAAG+P,aAAc,OAEvCoF,EAAiBP,EAAoB,EACrCQ,EAAwBlV,GAAY5G,EAAW+b,IAAK,qBAK1D,MAAO,CAENnV,SAAUA,EAEVoV,iBAvFD,WAEC,QAAuBjsD,IAAlB+qD,EAA8B,OAAOA,EAE1C,IAA4D,IAAvD9a,EAAW+b,IAAK,kCAA8C,CAElE,MAAMrF,EAAY1W,EAAW+G,IAAK,kCAElC+T,EAAgBpU,EAAG+P,aAAcC,EAAUuF,qCAI3CnB,EAAgB,EAIjB,OAAOA,GAwEPC,gBAAiBA,EAEjBp4B,UAAWA,EACXy4B,uBAAwBA,EAExBC,YAAaA,EACbC,kBAAmBA,EACnBC,eAAgBA,EAChBC,eAAgBA,EAEhBC,cAAeA,EACfC,kBAAmBA,EACnBC,YAAaA,EACbC,oBAAqBA,EAErBC,eAAgBA,EAChBC,sBAAuBA,EACvBI,oBA1B2BL,GAAkBC,EA4B7CK,WA1BkBvV,EAAWF,EAAG+P,aAAc,OAAU,GAgC1D,SAAS2F,GAAetK,GAEvB,MAAM5T,EAAQjwC,KAEd,IAAIouD,EAAc,KACjBC,EAAkB,EAClBC,GAAuB,EACvBC,GAAmB,EAEpB,MAAMjxC,EAAQ,IAAI6R,GACjBq/B,EAAmB,IAAItkD,EAEvBukD,EAAU,CAAExqD,MAAO,KAAM6N,aAAa,GAyFvC,SAAS48C,IAEHD,EAAQxqD,QAAUmqD,IAEtBK,EAAQxqD,MAAQmqD,EAChBK,EAAQ38C,YAAcu8C,EAAkB,GAIzCpe,EAAM0e,UAAYN,EAClBpe,EAAM2e,gBAAkB,EAIzB,SAASC,EAAetY,EAAQ/8B,EAAQvE,EAAW65C,GAElD,MAAMC,EAAqB,OAAXxY,EAAkBA,EAAOxzC,OAAS,EAClD,IAAIisD,EAAW,KAEf,GAAiB,IAAZD,EAAgB,CAIpB,GAFAC,EAAWP,EAAQxqD,OAEI,IAAlB6qD,GAAuC,OAAbE,EAAoB,CAElD,MAAMC,EAAWh6C,EAAsB,EAAV85C,EAC5BG,EAAa11C,EAAOE,mBAErB80C,EAAiBz+B,gBAAiBm/B,IAEhB,OAAbF,GAAqBA,EAASjsD,OAASksD,KAE3CD,EAAW,IAAI/oB,aAAcgpB,IAI9B,IAAM,IAAIpsD,EAAI,EAAGssD,EAAKl6C,EAAWpS,IAAMksD,IAAYlsD,EAAGssD,GAAM,EAE3D7xC,EAAMzM,KAAM0lC,EAAQ1zC,IAAM4W,aAAcy1C,EAAYV,GAEpDlxC,EAAM3C,OAAO8S,QAASuhC,EAAUG,GAChCH,EAAUG,EAAK,GAAM7xC,EAAMC,SAM7BkxC,EAAQxqD,MAAQ+qD,EAChBP,EAAQ38C,aAAc,EAOvB,OAHAm+B,EAAM0e,UAAYI,EAClB9e,EAAM2e,gBAAkB,EAEjBI,EA9IRhvD,KAAKyuD,QAAUA,EACfzuD,KAAK2uD,UAAY,EACjB3uD,KAAK4uD,gBAAkB,EAEvB5uD,KAAKovD,KAAO,SAAW7Y,EAAQ8Y,EAAqB71C,GAEnD,MAAMu6B,EACa,IAAlBwC,EAAOxzC,QACPssD,GAGoB,IAApBhB,GACAC,EAOD,OALAA,EAAuBe,EAEvBjB,EAAcS,EAAetY,EAAQ/8B,EAAQ,GAC7C60C,EAAkB9X,EAAOxzC,OAElBgxC,GAIR/zC,KAAKsvD,aAAe,WAEnBf,GAAmB,EACnBM,EAAe,OAIhB7uD,KAAKuvD,WAAa,WAEjBhB,GAAmB,EACnBG,KAID1uD,KAAKwvD,SAAW,SAAWlhC,EAAU9U,EAAQi2C,GAE5C,MAAMlZ,EAASjoB,EAAS+F,eACvBC,EAAmBhG,EAASgG,iBAC5BC,EAAcjG,EAASiG,YAElBm7B,EAAqB7L,EAAW/K,IAAKxqB,GAE3C,IAAOggC,GAAmC,OAAX/X,GAAqC,IAAlBA,EAAOxzC,QAAgBwrD,IAAsBh6B,EAIzFg6B,EAIJM,EAAe,MAIfH,QAIK,CAEN,MAAMiB,EAAUpB,EAAmB,EAAIF,EACtCuB,EAAoB,EAAVD,EAEX,IAAIX,EAAWU,EAAmBG,eAAiB,KAEnDpB,EAAQxqD,MAAQ+qD,EAEhBA,EAAWH,EAAetY,EAAQ/8B,EAAQo2C,EAASH,GAEnD,IAAM,IAAI5sD,EAAI,EAAGA,IAAM+sD,IAAY/sD,EAElCmsD,EAAUnsD,GAAMurD,EAAavrD,GAI9B6sD,EAAmBG,cAAgBb,EACnChvD,KAAK4uD,gBAAkBt6B,EAAmBt0B,KAAK2uD,UAAY,EAC3D3uD,KAAK2uD,WAAagB,IAoErB,SAASG,GAAehb,GAEvB,IAAI4R,EAAW,IAAI7N,QAEnB,SAASkX,EAAmB/7C,EAAS3E,GAYpC,OAz0cuC,MA+zclCA,EAEJ2E,EAAQ3E,QAn0cmB,IAGW,MAk0c3BA,IAEX2E,EAAQ3E,QAt0cmB,KA00crB2E,EAqDR,SAASg8C,EAAkBvtD,GAE1B,MAAMuR,EAAUvR,EAAMC,OAEtBsR,EAAQ5R,oBAAqB,UAAW4tD,GAExC,MAAMC,EAAUvJ,EAAS5N,IAAK9kC,QAEblS,IAAZmuD,IAEJvJ,EAASxN,OAAQllC,GACjBi8C,EAAQ77C,WAYV,MAAO,CACN0kC,IAzED,SAAc9kC,GAEb,GAAKA,GAAWA,EAAQ9B,UAAY,CAEnC,MAAM7C,EAAU2E,EAAQ3E,QAExB,GAn1csC,MAm1cjCA,GAl1ciC,MAk1ceA,EAA+C,CAEnG,GAAKq3C,EAASoH,IAAK95C,GAAY,CAG9B,OAAO+7C,EADSrJ,EAAS5N,IAAK9kC,GAAUA,QACLA,EAAQ3E,SAErC,CAEN,MAAMf,EAAQ0F,EAAQ1F,MAEtB,GAAKA,GAASA,EAAMnG,OAAS,EAAI,CAEhC,MAAM+sC,EAAsBJ,EAASK,kBAE/Bb,EAAe,IAAImB,GAAuBnnC,EAAMnG,OAAS,GAQ/D,OAPAmsC,EAAa4b,2BAA4Bpb,EAAU9gC,GACnD0yC,EAAS7+C,IAAKmM,EAASsgC,GAEvBQ,EAASM,gBAAiBF,GAE1BlhC,EAAQrS,iBAAkB,UAAWquD,GAE9BD,EAAmBzb,EAAatgC,QAASA,EAAQ3E,SAMxD,OAAO,OAUX,OAAO2E,GA6BPI,QARD,WAECsyC,EAAW,IAAI7N,UAWjB,SAASsX,GAAiB1X,GAEzB,MAAM1G,EAAa,GAEnB,SAASqe,EAAcngD,GAEtB,QAA4BnO,IAAvBiwC,EAAY9hC,GAEhB,OAAO8hC,EAAY9hC,GAIpB,IAAIw4C,EAEJ,OAASx4C,GAER,IAAK,sBACJw4C,EAAYhQ,EAAG2X,aAAc,wBAA2B3X,EAAG2X,aAAc,4BAA+B3X,EAAG2X,aAAc,8BACzH,MAED,IAAK,iCACJ3H,EAAYhQ,EAAG2X,aAAc,mCAAsC3X,EAAG2X,aAAc,uCAA0C3X,EAAG2X,aAAc,yCAC/I,MAED,IAAK,gCACJ3H,EAAYhQ,EAAG2X,aAAc,kCAAqC3X,EAAG2X,aAAc,sCAAyC3X,EAAG2X,aAAc,wCAC7I,MAED,IAAK,iCACJ3H,EAAYhQ,EAAG2X,aAAc,mCAAsC3X,EAAG2X,aAAc,yCACpF,MAED,QACC3H,EAAYhQ,EAAG2X,aAAcngD,GAM/B,OAFA8hC,EAAY9hC,GAASw4C,EAEdA,EAIR,MAAO,CAENqF,IAAK,SAAW79C,GAEf,OAAgC,OAAzBmgD,EAAcngD,IAItBm/C,KAAM,SAAW1W,GAEXA,EAAaC,SAEjByX,EAAc,2BAIdA,EAAc,uBACdA,EAAc,qBACdA,EAAc,0BACdA,EAAc,iCACdA,EAAc,4BACdA,EAAc,0BACdA,EAAc,2BACdA,EAAc,2BAIfA,EAAc,4BACdA,EAAc,gCAIftX,IAAK,SAAW7oC,GAEf,MAAMw4C,EAAY2H,EAAcngD,GAQhC,OANmB,OAAdw4C,GAEJ3gD,QAAQC,KAAM,wBAA0BkI,EAAO,6BAIzCw4C,IAQV,SAAS4H,GAAiB5X,EAAIpQ,EAAYgkB,EAAM1D,GAE/C,MAAM37B,EAAa,GACbsjC,EAAsB,IAAIzX,QAEhC,SAAS0X,EAAmB9tD,GAE3B,MAAMqa,EAAWra,EAAMC,OAEC,OAAnBoa,EAASxa,OAEb+lC,EAAWzc,OAAQ9O,EAASxa,OAI7B,IAAM,MAAM2N,KAAQ6M,EAASurB,WAE5BA,EAAWzc,OAAQ9O,EAASurB,WAAYp4B,IAIzC6M,EAAS1a,oBAAqB,UAAWmuD,UAElCvjC,EAAYlQ,EAASkP,IAE5B,MAAMpiB,EAAY0mD,EAAoBxX,IAAKh8B,GAEtClT,IAEJy+B,EAAWzc,OAAQhiB,GACnB0mD,EAAoBpX,OAAQp8B,IAI7B6rC,EAAcuD,wBAAyBpvC,IAEK,IAAvCA,EAASquC,kCAENruC,EAAS2uC,kBAMjBY,EAAKmE,OAAOxjC,aAgDb,SAASyjC,EAA0B3zC,GAElC,MAAMwtB,EAAU,GAEVomB,EAAgB5zC,EAASxa,MACzBquD,EAAmB7zC,EAASurB,WAAWxiB,SAC7C,IAAInV,EAAU,EAEd,GAAuB,OAAlBggD,EAAyB,CAE7B,MAAM/tD,EAAQ+tD,EAAc/tD,MAC5B+N,EAAUggD,EAAchgD,QAExB,IAAM,IAAI7N,EAAI,EAAGC,EAAIH,EAAMI,OAAQF,EAAIC,EAAGD,GAAK,EAAI,CAElD,MAAMkE,EAAIpE,EAAOE,EAAI,GACfmE,EAAIrE,EAAOE,EAAI,GACfoE,EAAItE,EAAOE,EAAI,GAErBynC,EAAQpoC,KAAM6E,EAAGC,EAAGA,EAAGC,EAAGA,EAAGF,QAIxB,CAEN,MAAMpE,EAAQguD,EAAiBhuD,MAC/B+N,EAAUigD,EAAiBjgD,QAE3B,IAAM,IAAI7N,EAAI,EAAGC,EAAMH,EAAMI,OAAS,EAAM,EAAGF,EAAIC,EAAGD,GAAK,EAAI,CAE9D,MAAMkE,EAAIlE,EAAI,EACRmE,EAAInE,EAAI,EACRoE,EAAIpE,EAAI,EAEdynC,EAAQpoC,KAAM6E,EAAGC,EAAGA,EAAGC,EAAGA,EAAGF,IAM/B,MAAM6C,EAAY,IAAMw8B,GAAUkE,GAAY,MAAQzE,GAAwBJ,IAAyB6E,EAAS,GAChH1gC,EAAU8G,QAAUA,EAMpB,MAAMkgD,EAAoBN,EAAoBxX,IAAKh8B,GAE9C8zC,GAAoBvoB,EAAWzc,OAAQglC,GAI5CN,EAAoBzoD,IAAKiV,EAAUlT,GAkCpC,MAAO,CAENkvC,IArID,SAAcx8B,EAAQQ,GAErB,OAAmC,IAA9BkQ,EAAYlQ,EAASkP,MAE1BlP,EAASnb,iBAAkB,UAAW4uD,GAEtCvjC,EAAYlQ,EAASkP,KAAO,EAE5BqgC,EAAKmE,OAAOxjC,cANqClQ,GAoIjDvG,OAxHD,SAAiBuG,GAEhB,MAAMguC,EAAqBhuC,EAASurB,WAIpC,IAAM,MAAMp4B,KAAQ66C,EAEnBziB,EAAW9xB,OAAQu0C,EAAoB76C,GAAQ,OAMhD,MAAMq4B,EAAkBxrB,EAASwrB,gBAEjC,IAAM,MAAMr4B,KAAQq4B,EAAkB,CAErC,MAAM3lC,EAAQ2lC,EAAiBr4B,GAE/B,IAAM,IAAIpN,EAAI,EAAGC,EAAIH,EAAMI,OAAQF,EAAIC,EAAGD,IAEzCwlC,EAAW9xB,OAAQ5T,EAAOE,GAAK,SAoGjCguD,sBAnCD,SAAgC/zC,GAE/B,MAAMg0C,EAAmBR,EAAoBxX,IAAKh8B,GAElD,GAAKg0C,EAAmB,CAEvB,MAAMJ,EAAgB5zC,EAASxa,MAER,OAAlBouD,GAICI,EAAiBpgD,QAAUggD,EAAchgD,SAE7C+/C,EAA0B3zC,QAQ5B2zC,EAA0B3zC,GAI3B,OAAOwzC,EAAoBxX,IAAKh8B,KAelC,SAASi0C,GAA4BtY,EAAI1G,EAAYsa,EAAM3T,GAE1D,MAAMC,EAAWD,EAAaC,SAE9B,IAAI2T,EAQA1qD,EAAMy3C,EAkDVr5C,KAAKusD,QAxDL,SAAkBtoD,GAEjBqoD,EAAOroD,GAuDRjE,KAAK6oC,SAjDL,SAAmB5kC,GAElBrC,EAAOqC,EAAMrC,KACby3C,EAAkBp1C,EAAMo1C,iBA+CzBr5C,KAAKq1C,OA3CL,SAAiB5lB,EAAO5T,GAEvB48B,EAAGuY,aAAc1E,EAAMzwC,EAAOja,EAAM6tB,EAAQ4pB,GAE5CgT,EAAK91C,OAAQsF,EAAOywC,EAAM,IAwC3BtsD,KAAKysD,gBApCL,SAA0Bh9B,EAAO5T,EAAO6wC,GAEvC,GAAmB,IAAdA,EAAkB,OAEvB,IAAIjE,EAAWkE,EAEf,GAAKhU,EAEJ8P,EAAYhQ,EACZkU,EAAa,6BAOb,GAHAlE,EAAY1W,EAAW+G,IAAK,0BAC5B6T,EAAa,6BAEM,OAAdlE,EAGJ,YADA3gD,QAAQsC,MAAO,yIAOjBq+C,EAAWkE,GAAcL,EAAMzwC,EAAOja,EAAM6tB,EAAQ4pB,EAAiBqT,GAErEL,EAAK91C,OAAQsF,EAAOywC,EAAMI,IAa5B,SAASuE,GAAWxY,GAEnB,MAKMpD,EAAS,CACd6C,MAAO,EACPgZ,MAAO,EACPC,UAAW,EACXr1C,OAAQ,EACRs1C,MAAO,GA+CR,MAAO,CACNZ,OA1Dc,CACdxjC,WAAY,EACZ/b,SAAU,GAyDVokC,OAAQA,EACRgc,SAAU,KACVC,WAAW,EACXlH,MAfD,WAEC/U,EAAO6C,QACP7C,EAAO6b,MAAQ,EACf7b,EAAO8b,UAAY,EACnB9b,EAAOv5B,OAAS,EAChBu5B,EAAO+b,MAAQ,GAUf76C,OAlDD,SAAiBsF,EAAOywC,EAAMiF,GAI7B,OAFAlc,EAAO6b,QAEE5E,GAER,KAAK,EACJjX,EAAO8b,WAAaI,GAAkB11C,EAAQ,GAC9C,MAED,KAAK,EACJw5B,EAAO+b,OAASG,GAAkB11C,EAAQ,GAC1C,MAED,KAAK,EACJw5B,EAAO+b,OAASG,GAAkB11C,EAAQ,GAC1C,MAED,KAAK,EACJw5B,EAAO+b,OAASG,EAAgB11C,EAChC,MAED,KAAK,EACJw5B,EAAOv5B,QAAUy1C,EAAgB11C,EACjC,MAED,QACC/T,QAAQsC,MAAO,sCAAuCkiD,MA4B1D,SAASkF,GAAezqD,EAAGC,GAE1B,OAAOD,EAAG,GAAMC,EAAG,GAIpB,SAASyqD,GAAkB1qD,EAAGC,GAE7B,OAAO1D,KAAKgC,IAAK0B,EAAG,IAAQ1D,KAAKgC,IAAKyB,EAAG,IAI1C,SAAS2qD,GAAmBjZ,GAE3B,MAAMkZ,EAAiB,GACjB/iB,EAAkB,IAAI3I,aAAc,GAEpC2rB,EAAiB,GAEvB,IAAM,IAAI/uD,EAAI,EAAGA,EAAI,EAAGA,IAEvB+uD,EAAgB/uD,GAAM,CAAEA,EAAG,GAwH5B,MAAO,CAEN0T,OAtHD,SAAiB+F,EAAQQ,EAAUwR,EAAUm7B,GAE5C,MAAMoI,EAAmBv1C,EAAOuyB,sBAK1B9rC,OAA8BjB,IAArB+vD,EAAiC,EAAIA,EAAiB9uD,OAErE,IAAI+uD,EAAaH,EAAgB70C,EAASkP,IAE1C,QAAoBlqB,IAAfgwD,EAA2B,CAI/BA,EAAa,GAEb,IAAM,IAAIjvD,EAAI,EAAGA,EAAIE,EAAQF,IAE5BivD,EAAYjvD,GAAM,CAAEA,EAAG,GAIxB8uD,EAAgB70C,EAASkP,IAAO8lC,EAMjC,IAAM,IAAIjvD,EAAI,EAAGA,EAAIE,EAAQF,IAAO,CAEnC,MAAMisC,EAAYgjB,EAAYjvD,GAE9BisC,EAAW,GAAMjsC,EACjBisC,EAAW,GAAM+iB,EAAkBhvD,GAIpCivD,EAAWC,KAAMN,IAEjB,IAAM,IAAI5uD,EAAI,EAAGA,EAAI,EAAGA,IAElBA,EAAIE,GAAU+uD,EAAYjvD,GAAK,IAEnC+uD,EAAgB/uD,GAAK,GAAMivD,EAAYjvD,GAAK,GAC5C+uD,EAAgB/uD,GAAK,GAAMivD,EAAYjvD,GAAK,KAI5C+uD,EAAgB/uD,GAAK,GAAMmT,OAAOg8C,iBAClCJ,EAAgB/uD,GAAK,GAAM,GAM7B+uD,EAAeG,KAAMP,IAErB,MAAM54B,EAAetK,EAASsK,cAAgB9b,EAASwrB,gBAAgBziB,SACjEgT,EAAevK,EAASuK,cAAgB/b,EAASwrB,gBAAgB3tB,OAEvE,IAAIs3C,EAAqB,EAEzB,IAAM,IAAIpvD,EAAI,EAAGA,EAAI,EAAGA,IAAO,CAE9B,MAAMisC,EAAY8iB,EAAgB/uD,GAC5BP,EAAQwsC,EAAW,GACnB7qC,EAAQ6qC,EAAW,GAEpBxsC,IAAU0T,OAAOg8C,kBAAoB/tD,GAEpC20B,GAAgB9b,EAASgsB,aAAc,cAAgBjmC,KAAQ+1B,EAAct2B,IAEjFwa,EAASisB,aAAc,cAAgBlmC,EAAG+1B,EAAct2B,IAIpDu2B,GAAgB/b,EAASgsB,aAAc,cAAgBjmC,KAAQg2B,EAAcv2B,IAEjFwa,EAASisB,aAAc,cAAgBlmC,EAAGg2B,EAAcv2B,IAIzDssC,EAAiB/rC,GAAMoB,EACvBguD,GAAsBhuD,IAIjB20B,IAA+D,IAA/C9b,EAASmsB,aAAc,cAAgBpmC,IAE3Dia,EAASksB,gBAAiB,cAAgBnmC,GAItCg2B,IAA+D,IAA/C/b,EAASmsB,aAAc,cAAgBpmC,IAE3Dia,EAASksB,gBAAiB,cAAgBnmC,GAI3C+rC,EAAiB/rC,GAAM,GASzB,MAAMqvD,EAAqBp1C,EAASyrB,qBAAuB,EAAI,EAAI0pB,EAEnExI,EAAQ0I,cAAcC,SAAU3Z,EAAI,2BAA4ByZ,GAChEzI,EAAQ0I,cAAcC,SAAU3Z,EAAI,wBAAyB7J,KAY/D,SAASyjB,GAAc5Z,EAAIzrB,EAAYqb,EAAYgkB,GAElD,IAAIiG,EAAY,IAAIzZ,QA+CpB,SAAS0Z,EAAwB9vD,GAEhC,MAAM+vD,EAAgB/vD,EAAMC,OAE5B8vD,EAAcpwD,oBAAqB,UAAWmwD,GAE9ClqB,EAAWzc,OAAQ4mC,EAAc7kC,gBAEI,OAAhC6kC,EAAc5kC,eAAyBya,EAAWzc,OAAQ4mC,EAAc5kC,eAI9E,MAAO,CAENrX,OA3DD,SAAiB+F,GAEhB,MAAM47B,EAAQmU,EAAKhX,OAAO6C,MAEpBp7B,EAAWR,EAAOQ,SAClB21C,EAAiBzlC,EAAW8rB,IAAKx8B,EAAQQ,GA8B/C,OA1BKw1C,EAAUxZ,IAAK2Z,KAAqBva,IAExClrB,EAAWzW,OAAQk8C,GAEnBH,EAAUzqD,IAAK4qD,EAAgBva,IAI3B57B,EAAOoR,mBAE2D,IAAjEpR,EAAOna,iBAAkB,UAAWowD,IAExCj2C,EAAO3a,iBAAkB,UAAW4wD,GAIrClqB,EAAW9xB,OAAQ+F,EAAOqR,eAAgB,OAEZ,OAAzBrR,EAAOsR,eAEXya,EAAW9xB,OAAQ+F,EAAOsR,cAAe,QAMpC6kC,GAyBPr+C,QArBD,WAECk+C,EAAY,IAAIzZ,UAl1DlB2M,GAAUkN,SAAW,CAEpBphB,SAAUD,GAAe,CACxBmU,GAAUI,SAAStU,SACnB,CACCjb,UAAW,CAAEpyB,MAAO,GACpBsyB,aAAc,CAAEtyB,MAAO,MACvBqyB,mBAAoB,CAAEryB,MAAO,GAC7BuyB,sBAAuB,CAAEvyB,MAAO,MAChCyyB,qBAAsB,CAAEzyB,MAAO,IAAI+D,EAAS,EAAG,IAC/CyuB,mBAAoB,CAAExyB,MAAO,MAC7B+xB,MAAO,CAAE/xB,MAAO,IAAI0+B,GAAO,IAC3BgwB,aAAc,CAAE1uD,MAAO,GACvB2uD,gBAAiB,CAAE3uD,MAAO,SAI5B0tC,aAAcwI,GAAYyH,kBAC1BhQ,eAAgBuI,GAAYwH,mBAy1D7B,MAAMkR,WAA2B1jD,EAEhClH,YAAagK,EAAO,KAAM/J,EAAQ,EAAGC,EAAS,EAAGyL,EAAQ,GAExD9D,MAAO,MAEP9P,KAAKsO,MAAQ,CAAE2D,KAAAA,EAAM/J,MAAAA,EAAOC,OAAAA,EAAQyL,MAAAA,GAEpC5T,KAAKyP,UAAYpP,EACjBL,KAAK0P,UAAYrP,EAEjBL,KAAK8yD,MAAQ3yD,EAEbH,KAAKsQ,iBAAkB,EACvBtQ,KAAKwQ,OAAQ,EAEbxQ,KAAK8R,aAAc,GAMrB+gD,GAAmBnxD,UAAUqxD,sBAAuB,EAEpD,MAAMC,WAAsB7jD,EAE3BlH,YAAagK,EAAO,KAAM/J,EAAQ,EAAGC,EAAS,EAAGyL,EAAQ,GAUxD9D,MAAO,MAEP9P,KAAKsO,MAAQ,CAAE2D,KAAAA,EAAM/J,MAAAA,EAAOC,OAAAA,EAAQyL,MAAAA,GAEpC5T,KAAKyP,UAAYpP,EACjBL,KAAK0P,UAAYrP,EAEjBL,KAAK8yD,MAAQ3yD,EAEbH,KAAKsQ,iBAAkB,EACvBtQ,KAAKwQ,OAAQ,EAEbxQ,KAAK8R,aAAc,GAMrBkhD,GAActxD,UAAUuxD,iBAAkB,EA6C1C,MAAMC,GAAe,IAAI/jD,EACnBgkD,GAAsB,IAAIN,GAC1BO,GAAiB,IAAIJ,GACrBK,GAAmB,IAAI/d,GAMvBge,GAAgB,GAChBC,GAAgB,GAIhBC,GAAY,IAAIvtB,aAAc,IAC9BwtB,GAAY,IAAIxtB,aAAc,GAC9BytB,GAAY,IAAIztB,aAAc,GAIpC,SAAS0tB,GAAShxD,EAAOixD,EAASC,GAEjC,MAAMC,EAAYnxD,EAAO,GAEzB,GAAKmxD,GAAa,GAAKA,EAAY,EAAI,OAAOnxD,EAI9C,MAAM0B,EAAIuvD,EAAUC,EACpB,IAAItmD,EAAI+lD,GAAejvD,GASvB,QAPWvC,IAANyL,IAEJA,EAAI,IAAI04B,aAAc5hC,GACtBivD,GAAejvD,GAAMkJ,GAIL,IAAZqmD,EAAgB,CAEpBE,EAAUrmC,QAASlgB,EAAG,GAEtB,IAAM,IAAI1K,EAAI,EAAG8G,EAAS,EAAG9G,IAAM+wD,IAAY/wD,EAE9C8G,GAAUkqD,EACVlxD,EAAOE,GAAI4qB,QAASlgB,EAAG5D,GAMzB,OAAO4D,EAIR,SAASwmD,GAAahtD,EAAGC,GAExB,GAAKD,EAAEhE,SAAWiE,EAAEjE,OAAS,OAAO,EAEpC,IAAM,IAAIF,EAAI,EAAGC,EAAIiE,EAAEhE,OAAQF,EAAIC,EAAGD,IAErC,GAAKkE,EAAGlE,KAAQmE,EAAGnE,GAAM,OAAO,EAIjC,OAAO,EAIR,SAAS8jC,GAAW5/B,EAAGC,GAEtB,IAAM,IAAInE,EAAI,EAAGC,EAAIkE,EAAEjE,OAAQF,EAAIC,EAAGD,IAErCkE,EAAGlE,GAAMmE,EAAGnE,GAQd,SAASmxD,GAAe/iD,EAAU5M,GAEjC,IAAIkJ,EAAIgmD,GAAelvD,QAEZvC,IAANyL,IAEJA,EAAI,IAAIq4B,WAAYvhC,GACpBkvD,GAAelvD,GAAMkJ,GAItB,IAAM,IAAI1K,EAAI,EAAGA,IAAMwB,IAAMxB,EAE5B0K,EAAG1K,GAAMoO,EAASgjD,sBAInB,OAAO1mD,EAWR,SAAS2mD,GAAazb,EAAIlwC,GAEzB,MAAMmmB,EAAQ1uB,KAAK0uB,MAEdA,EAAO,KAAQnmB,IAEpBkwC,EAAG0b,UAAWn0D,KAAKo0D,KAAM7rD,GAEzBmmB,EAAO,GAAMnmB,GAMd,SAAS8rD,GAAa5b,EAAIlwC,GAEzB,MAAMmmB,EAAQ1uB,KAAK0uB,MAEnB,QAAa5sB,IAARyG,EAAE/D,EAEDkqB,EAAO,KAAQnmB,EAAE/D,GAAKkqB,EAAO,KAAQnmB,EAAEzD,IAE3C2zC,EAAG6b,UAAWt0D,KAAKo0D,KAAM7rD,EAAE/D,EAAG+D,EAAEzD,GAEhC4pB,EAAO,GAAMnmB,EAAE/D,EACfkqB,EAAO,GAAMnmB,EAAEzD,OAIV,CAEN,GAAKivD,GAAarlC,EAAOnmB,GAAM,OAE/BkwC,EAAG8b,WAAYv0D,KAAKo0D,KAAM7rD,GAE1Bo+B,GAAWjY,EAAOnmB,IAMpB,SAASisD,GAAa/b,EAAIlwC,GAEzB,MAAMmmB,EAAQ1uB,KAAK0uB,MAEnB,QAAa5sB,IAARyG,EAAE/D,EAEDkqB,EAAO,KAAQnmB,EAAE/D,GAAKkqB,EAAO,KAAQnmB,EAAEzD,GAAK4pB,EAAO,KAAQnmB,EAAE6J,IAEjEqmC,EAAGgc,UAAWz0D,KAAKo0D,KAAM7rD,EAAE/D,EAAG+D,EAAEzD,EAAGyD,EAAE6J,GAErCsc,EAAO,GAAMnmB,EAAE/D,EACfkqB,EAAO,GAAMnmB,EAAEzD,EACf4pB,EAAO,GAAMnmB,EAAE6J,QAIV,QAAatQ,IAARyG,EAAEgF,EAERmhB,EAAO,KAAQnmB,EAAEgF,GAAKmhB,EAAO,KAAQnmB,EAAEoE,GAAK+hB,EAAO,KAAQnmB,EAAEvB,IAEjEyxC,EAAGgc,UAAWz0D,KAAKo0D,KAAM7rD,EAAEgF,EAAGhF,EAAEoE,EAAGpE,EAAEvB,GAErC0nB,EAAO,GAAMnmB,EAAEgF,EACfmhB,EAAO,GAAMnmB,EAAEoE,EACf+hB,EAAO,GAAMnmB,EAAEvB,OAIV,CAEN,GAAK+sD,GAAarlC,EAAOnmB,GAAM,OAE/BkwC,EAAGic,WAAY10D,KAAKo0D,KAAM7rD,GAE1Bo+B,GAAWjY,EAAOnmB,IAMpB,SAASosD,GAAalc,EAAIlwC,GAEzB,MAAMmmB,EAAQ1uB,KAAK0uB,MAEnB,QAAa5sB,IAARyG,EAAE/D,EAEDkqB,EAAO,KAAQnmB,EAAE/D,GAAKkqB,EAAO,KAAQnmB,EAAEzD,GAAK4pB,EAAO,KAAQnmB,EAAE6J,GAAKsc,EAAO,KAAQnmB,EAAEC,IAEvFiwC,EAAGmc,UAAW50D,KAAKo0D,KAAM7rD,EAAE/D,EAAG+D,EAAEzD,EAAGyD,EAAE6J,EAAG7J,EAAEC,GAE1CkmB,EAAO,GAAMnmB,EAAE/D,EACfkqB,EAAO,GAAMnmB,EAAEzD,EACf4pB,EAAO,GAAMnmB,EAAE6J,EACfsc,EAAO,GAAMnmB,EAAEC,OAIV,CAEN,GAAKurD,GAAarlC,EAAOnmB,GAAM,OAE/BkwC,EAAGoc,WAAY70D,KAAKo0D,KAAM7rD,GAE1Bo+B,GAAWjY,EAAOnmB,IAQpB,SAASusD,GAAYrc,EAAIlwC,GAExB,MAAMmmB,EAAQ1uB,KAAK0uB,MACb7lB,EAAWN,EAAEM,SAEnB,QAAkB/G,IAAb+G,EAAyB,CAE7B,GAAKkrD,GAAarlC,EAAOnmB,GAAM,OAE/BkwC,EAAGsc,iBAAkB/0D,KAAKo0D,MAAM,EAAO7rD,GAEvCo+B,GAAWjY,EAAOnmB,OAEZ,CAEN,GAAKwrD,GAAarlC,EAAO7lB,GAAa,OAEtC6qD,GAAU7rD,IAAKgB,GAEf4vC,EAAGsc,iBAAkB/0D,KAAKo0D,MAAM,EAAOV,IAEvC/sB,GAAWjY,EAAO7lB,IAMpB,SAASmsD,GAAYvc,EAAIlwC,GAExB,MAAMmmB,EAAQ1uB,KAAK0uB,MACb7lB,EAAWN,EAAEM,SAEnB,QAAkB/G,IAAb+G,EAAyB,CAE7B,GAAKkrD,GAAarlC,EAAOnmB,GAAM,OAE/BkwC,EAAGwc,iBAAkBj1D,KAAKo0D,MAAM,EAAO7rD,GAEvCo+B,GAAWjY,EAAOnmB,OAEZ,CAEN,GAAKwrD,GAAarlC,EAAO7lB,GAAa,OAEtC4qD,GAAU5rD,IAAKgB,GAEf4vC,EAAGwc,iBAAkBj1D,KAAKo0D,MAAM,EAAOX,IAEvC9sB,GAAWjY,EAAO7lB,IAMpB,SAASqsD,GAAYzc,EAAIlwC,GAExB,MAAMmmB,EAAQ1uB,KAAK0uB,MACb7lB,EAAWN,EAAEM,SAEnB,QAAkB/G,IAAb+G,EAAyB,CAE7B,GAAKkrD,GAAarlC,EAAOnmB,GAAM,OAE/BkwC,EAAG0c,iBAAkBn1D,KAAKo0D,MAAM,EAAO7rD,GAEvCo+B,GAAWjY,EAAOnmB,OAEZ,CAEN,GAAKwrD,GAAarlC,EAAO7lB,GAAa,OAEtC2qD,GAAU3rD,IAAKgB,GAEf4vC,EAAG0c,iBAAkBn1D,KAAKo0D,MAAM,EAAOZ,IAEvC7sB,GAAWjY,EAAO7lB,IAQpB,SAASusD,GAAa3c,EAAIlwC,GAEzB,MAAMmmB,EAAQ1uB,KAAK0uB,MAEdA,EAAO,KAAQnmB,IAEpBkwC,EAAG4c,UAAWr1D,KAAKo0D,KAAM7rD,GAEzBmmB,EAAO,GAAMnmB,GAMd,SAAS+sD,GAAa7c,EAAIlwC,GAEzB,MAAMmmB,EAAQ1uB,KAAK0uB,MAEdqlC,GAAarlC,EAAOnmB,KAEzBkwC,EAAG8c,WAAYv1D,KAAKo0D,KAAM7rD,GAE1Bo+B,GAAWjY,EAAOnmB,IAInB,SAASitD,GAAa/c,EAAIlwC,GAEzB,MAAMmmB,EAAQ1uB,KAAK0uB,MAEdqlC,GAAarlC,EAAOnmB,KAEzBkwC,EAAGgd,WAAYz1D,KAAKo0D,KAAM7rD,GAE1Bo+B,GAAWjY,EAAOnmB,IAInB,SAASmtD,GAAajd,EAAIlwC,GAEzB,MAAMmmB,EAAQ1uB,KAAK0uB,MAEdqlC,GAAarlC,EAAOnmB,KAEzBkwC,EAAGkd,WAAY31D,KAAKo0D,KAAM7rD,GAE1Bo+B,GAAWjY,EAAOnmB,IAMnB,SAASqtD,GAAcnd,EAAIlwC,GAE1B,MAAMmmB,EAAQ1uB,KAAK0uB,MAEdA,EAAO,KAAQnmB,IAEpBkwC,EAAGod,WAAY71D,KAAKo0D,KAAM7rD,GAE1BmmB,EAAO,GAAMnmB,GAMd,SAASutD,GAAcrd,EAAIlwC,GAE1B,MAAMmmB,EAAQ1uB,KAAK0uB,MAEdqlC,GAAarlC,EAAOnmB,KAEzBkwC,EAAGsd,YAAa/1D,KAAKo0D,KAAM7rD,GAE3Bo+B,GAAWjY,EAAOnmB,IAInB,SAASytD,GAAcvd,EAAIlwC,GAE1B,MAAMmmB,EAAQ1uB,KAAK0uB,MAEdqlC,GAAarlC,EAAOnmB,KAEzBkwC,EAAGwd,YAAaj2D,KAAKo0D,KAAM7rD,GAE3Bo+B,GAAWjY,EAAOnmB,IAInB,SAAS2tD,GAAczd,EAAIlwC,GAE1B,MAAMmmB,EAAQ1uB,KAAK0uB,MAEdqlC,GAAarlC,EAAOnmB,KAEzBkwC,EAAG0d,YAAan2D,KAAKo0D,KAAM7rD,GAE3Bo+B,GAAWjY,EAAOnmB,IAOnB,SAAS6tD,GAAY3d,EAAIlwC,EAAG0I,GAE3B,MAAMyd,EAAQ1uB,KAAK0uB,MACb2nC,EAAOplD,EAASgjD,sBAEjBvlC,EAAO,KAAQ2nC,IAEnB5d,EAAG4c,UAAWr1D,KAAKo0D,KAAMiC,GACzB3nC,EAAO,GAAM2nC,GAIdplD,EAASqlD,iBAAkB/tD,GAAK2qD,GAAcmD,GAI/C,SAASE,GAAc9d,EAAIlwC,EAAG0I,GAE7B,MAAMyd,EAAQ1uB,KAAK0uB,MACb2nC,EAAOplD,EAASgjD,sBAEjBvlC,EAAO,KAAQ2nC,IAEnB5d,EAAG4c,UAAWr1D,KAAKo0D,KAAMiC,GACzB3nC,EAAO,GAAM2nC,GAIdplD,EAASulD,aAAcjuD,GAAK6qD,GAAgBiD,GAI7C,SAASI,GAAYhe,EAAIlwC,EAAG0I,GAE3B,MAAMyd,EAAQ1uB,KAAK0uB,MACb2nC,EAAOplD,EAASgjD,sBAEjBvlC,EAAO,KAAQ2nC,IAEnB5d,EAAG4c,UAAWr1D,KAAKo0D,KAAMiC,GACzB3nC,EAAO,GAAM2nC,GAIdplD,EAASylD,mBAAoBnuD,GAAK8qD,GAAkBgD,GAIrD,SAASM,GAAmBle,EAAIlwC,EAAG0I,GAElC,MAAMyd,EAAQ1uB,KAAK0uB,MACb2nC,EAAOplD,EAASgjD,sBAEjBvlC,EAAO,KAAQ2nC,IAEnB5d,EAAG4c,UAAWr1D,KAAKo0D,KAAMiC,GACzB3nC,EAAO,GAAM2nC,GAIdplD,EAAS2lD,kBAAmBruD,GAAK4qD,GAAqBkD,GA4DvD,SAASQ,GAAkBpe,EAAIlwC,GAE9BkwC,EAAGqe,WAAY92D,KAAKo0D,KAAM7rD,GAM3B,SAASwuD,GAAkBte,EAAIlwC,GAE9B,MAAM0J,EAAO0hD,GAASprD,EAAGvI,KAAKkc,KAAM,GAEpCu8B,EAAG8b,WAAYv0D,KAAKo0D,KAAMniD,GAI3B,SAAS+kD,GAAkBve,EAAIlwC,GAE9B,MAAM0J,EAAO0hD,GAASprD,EAAGvI,KAAKkc,KAAM,GAEpCu8B,EAAGic,WAAY10D,KAAKo0D,KAAMniD,GAI3B,SAASglD,GAAkBxe,EAAIlwC,GAE9B,MAAM0J,EAAO0hD,GAASprD,EAAGvI,KAAKkc,KAAM,GAEpCu8B,EAAGoc,WAAY70D,KAAKo0D,KAAMniD,GAM3B,SAASilD,GAAiBze,EAAIlwC,GAE7B,MAAM0J,EAAO0hD,GAASprD,EAAGvI,KAAKkc,KAAM,GAEpCu8B,EAAGsc,iBAAkB/0D,KAAKo0D,MAAM,EAAOniD,GAIxC,SAASklD,GAAiB1e,EAAIlwC,GAE7B,MAAM0J,EAAO0hD,GAASprD,EAAGvI,KAAKkc,KAAM,GAEpCu8B,EAAGwc,iBAAkBj1D,KAAKo0D,MAAM,EAAOniD,GAIxC,SAASmlD,GAAiB3e,EAAIlwC,GAE7B,MAAM0J,EAAO0hD,GAASprD,EAAGvI,KAAKkc,KAAM,IAEpCu8B,EAAG0c,iBAAkBn1D,KAAKo0D,MAAM,EAAOniD,GAMxC,SAASolD,GAAkB5e,EAAIlwC,GAE9BkwC,EAAG6e,WAAYt3D,KAAKo0D,KAAM7rD,GAM3B,SAASgvD,GAAkB9e,EAAIlwC,GAE9BkwC,EAAG8c,WAAYv1D,KAAKo0D,KAAM7rD,GAI3B,SAASivD,GAAkB/e,EAAIlwC,GAE9BkwC,EAAGgd,WAAYz1D,KAAKo0D,KAAM7rD,GAI3B,SAASkvD,GAAkBhf,EAAIlwC,GAE9BkwC,EAAGkd,WAAY31D,KAAKo0D,KAAM7rD,GAM3B,SAASmvD,GAAmBjf,EAAIlwC,GAE/BkwC,EAAGkf,YAAa33D,KAAKo0D,KAAM7rD,GAM5B,SAASqvD,GAAmBnf,EAAIlwC,GAE/BkwC,EAAGsd,YAAa/1D,KAAKo0D,KAAM7rD,GAI5B,SAASsvD,GAAmBpf,EAAIlwC,GAE/BkwC,EAAGwd,YAAaj2D,KAAKo0D,KAAM7rD,GAI5B,SAASuvD,GAAmBrf,EAAIlwC,GAE/BkwC,EAAG0d,YAAan2D,KAAKo0D,KAAM7rD,GAO5B,SAASwvD,GAAiBtf,EAAIlwC,EAAG0I,GAEhC,MAAM5M,EAAIkE,EAAExF,OAENi1D,EAAQhE,GAAe/iD,EAAU5M,GAEvCo0C,EAAG6e,WAAYt3D,KAAKo0D,KAAM4D,GAE1B,IAAM,IAAIn1D,EAAI,EAAGA,IAAMwB,IAAMxB,EAE5BoO,EAASqlD,iBAAkB/tD,EAAG1F,IAAOqwD,GAAc8E,EAAOn1D,IAM5D,SAASo1D,GAAiBxf,EAAIlwC,EAAG0I,GAEhC,MAAM5M,EAAIkE,EAAExF,OAENi1D,EAAQhE,GAAe/iD,EAAU5M,GAEvCo0C,EAAG6e,WAAYt3D,KAAKo0D,KAAM4D,GAE1B,IAAM,IAAIn1D,EAAI,EAAGA,IAAMwB,IAAMxB,EAE5BoO,EAASylD,mBAAoBnuD,EAAG1F,IAAOwwD,GAAkB2E,EAAOn1D,IAkDlE,SAASq1D,GAAelsC,EAAImsC,EAAY/D,GAEvCp0D,KAAKgsB,GAAKA,EACVhsB,KAAKo0D,KAAOA,EACZp0D,KAAK0uB,MAAQ,GACb1uB,KAAKoyD,SA5PN,SAA4BxwD,GAE3B,OAASA,GAER,KAAK,KAAQ,OAAOsyD,GACpB,KAAK,MAAQ,OAAOG,GACpB,KAAK,MAAQ,OAAOG,GACpB,KAAK,MAAQ,OAAOG,GAEpB,KAAK,MAAQ,OAAOG,GACpB,KAAK,MAAQ,OAAOE,GACpB,KAAK,MAAQ,OAAOE,GAEpB,KAAK,KAAQ,KAAK,MAAQ,OAAOE,GACjC,KAAK,MAAQ,KAAK,MAAQ,OAAOE,GACjC,KAAK,MAAQ,KAAK,MAAQ,OAAOE,GACjC,KAAK,MAAQ,KAAK,MAAQ,OAAOE,GAEjC,KAAK,KAAQ,OAAOE,GACpB,KAAK,MAAQ,OAAOE,GACpB,KAAK,MAAQ,OAAOE,GACpB,KAAK,MAAQ,OAAOE,GAEpB,KAAK,MACL,KAAK,MACL,KAAK,MACL,KAAK,MACL,KAAK,MACJ,OAAOE,GAER,KAAK,MACL,KAAK,MACL,KAAK,MACJ,OAAOG,GAER,KAAK,MACL,KAAK,MACL,KAAK,MACL,KAAK,MACJ,OAAOE,GAER,KAAK,MACL,KAAK,MACL,KAAK,MACL,KAAK,MACJ,OAAOE,IA+MOyB,CAAmBD,EAAWv2D,MAM/C,SAASy2D,GAAkBrsC,EAAImsC,EAAY/D,GAE1Cp0D,KAAKgsB,GAAKA,EACVhsB,KAAKo0D,KAAOA,EACZp0D,KAAK0uB,MAAQ,GACb1uB,KAAKkc,KAAOi8C,EAAWj8C,KACvBlc,KAAKoyD,SA3DN,SAA6BxwD,GAE5B,OAASA,GAER,KAAK,KAAQ,OAAOi1D,GACpB,KAAK,MAAQ,OAAOE,GACpB,KAAK,MAAQ,OAAOC,GACpB,KAAK,MAAQ,OAAOC,GAEpB,KAAK,MAAQ,OAAOC,GACpB,KAAK,MAAQ,OAAOC,GACpB,KAAK,MAAQ,OAAOC,GAEpB,KAAK,KAAQ,KAAK,MAAQ,OAAOC,GACjC,KAAK,MAAQ,KAAK,MAAQ,OAAOE,GACjC,KAAK,MAAQ,KAAK,MAAQ,OAAOC,GACjC,KAAK,MAAQ,KAAK,MAAQ,OAAOC,GAEjC,KAAK,KAAQ,OAAOC,GACpB,KAAK,MAAQ,OAAOE,GACpB,KAAK,MAAQ,OAAOC,GACpB,KAAK,MAAQ,OAAOC,GAEpB,KAAK,MACL,KAAK,MACL,KAAK,MACL,KAAK,MACL,KAAK,MACJ,OAAOC,GAER,KAAK,MACL,KAAK,MACL,KAAK,MACL,KAAK,MACJ,OAAOE,IAyBOK,CAAoBH,EAAWv2D,MAoBhD,SAAS22D,GAAmBvsC,GAE3BhsB,KAAKgsB,GAAKA,EAEVhsB,KAAKw4D,IAAM,GACXx4D,KAAK22B,IAAM,GAnBZ0hC,GAAiB32D,UAAU+2D,YAAc,SAAWxmD,GAEnD,MAAMyc,EAAQ1uB,KAAK0uB,MAEdzc,aAAgBg0B,cAAgBvX,EAAM3rB,SAAWkP,EAAKlP,SAE1D/C,KAAK0uB,MAAQ,IAAIuX,aAAch0B,EAAKlP,SAIrC4jC,GAAWjY,EAAOzc,IAanBsmD,GAAkB72D,UAAU0wD,SAAW,SAAW3Z,EAAIx0C,EAAOgN,GAE5D,MAAMunD,EAAMx4D,KAAKw4D,IAEjB,IAAM,IAAI31D,EAAI,EAAGwB,EAAIm0D,EAAIz1D,OAAQF,IAAMwB,IAAMxB,EAAI,CAEhD,MAAMyuB,EAAIknC,EAAK31D,GACfyuB,EAAE8gC,SAAU3Z,EAAIx0C,EAAOqtB,EAAEtF,IAAM/a,KAUjC,MAAMynD,GAAa,sBAWnB,SAASC,GAAYC,EAAWC,GAE/BD,EAAUJ,IAAIt2D,KAAM22D,GACpBD,EAAUjiC,IAAKkiC,EAAc7sC,IAAO6sC,EAIrC,SAASC,GAAcX,EAAY/D,EAAMwE,GAExC,MAAMG,EAAOZ,EAAWloD,KACvB+oD,EAAaD,EAAKh2D,OAKnB,IAFA21D,GAAWO,UAAY,IAER,CAEd,MAAMC,EAAQR,GAAWt1B,KAAM21B,GAC9BI,EAAWT,GAAWO,UAEvB,IAAIjtC,EAAKktC,EAAO,GAChB,MAAME,EAA2B,MAAfF,EAAO,GACxBG,EAAYH,EAAO,GAIpB,GAFKE,IAAYptC,GAAU,QAERlqB,IAAdu3D,GAAyC,MAAdA,GAAqBF,EAAW,IAAMH,EAAa,CAIlFL,GAAYC,OAAyB92D,IAAdu3D,EACtB,IAAInB,GAAelsC,EAAImsC,EAAY/D,GACnC,IAAIiE,GAAkBrsC,EAAImsC,EAAY/D,IAEvC,MAEM,CAKN,IAAIkF,EADQV,EAAUjiC,IACN3K,QAEFlqB,IAATw3D,IAEJA,EAAO,IAAIf,GAAmBvsC,GAC9B2sC,GAAYC,EAAWU,IAIxBV,EAAYU,IAUf,SAASC,GAAe9gB,EAAIgR,GAE3BzpD,KAAKw4D,IAAM,GACXx4D,KAAK22B,IAAM,GAEX,MAAMtyB,EAAIo0C,EAAG+gB,oBAAqB/P,EAAS,OAE3C,IAAM,IAAI5mD,EAAI,EAAGA,EAAIwB,IAAMxB,EAAI,CAE9B,MAAMwpD,EAAO5T,EAAGghB,iBAAkBhQ,EAAS5mD,GAG3Ci2D,GAAczM,EAFN5T,EAAGihB,mBAAoBjQ,EAAS4C,EAAKp8C,MAEnBjQ,OA0D5B,SAAS25D,GAAalhB,EAAI72C,EAAMshC,GAE/B,MAAM0S,EAAS6C,EAAGmhB,aAAch4D,GAKhC,OAHA62C,EAAGohB,aAAcjkB,EAAQ1S,GACzBuV,EAAGqhB,cAAelkB,GAEXA,EA3DR2jB,GAAc73D,UAAU0wD,SAAW,SAAW3Z,EAAIxoC,EAAMhM,EAAOgN,GAE9D,MAAMqgB,EAAItxB,KAAK22B,IAAK1mB,QAETnO,IAANwvB,GAAkBA,EAAE8gC,SAAU3Z,EAAIx0C,EAAOgN,IAI/CsoD,GAAc73D,UAAUq4D,YAAc,SAAWthB,EAAIn8B,EAAQrM,GAE5D,MAAM1H,EAAI+T,EAAQrM,QAEPnO,IAANyG,GAAkBvI,KAAKoyD,SAAU3Z,EAAIxoC,EAAM1H,IAOjDgxD,GAAcS,OAAS,SAAWvhB,EAAI+f,EAAK7pC,EAAQ1d,GAElD,IAAM,IAAIpO,EAAI,EAAGwB,EAAIm0D,EAAIz1D,OAAQF,IAAMwB,IAAMxB,EAAI,CAEhD,MAAMyuB,EAAIknC,EAAK31D,GACd0F,EAAIomB,EAAQ2C,EAAEtF,KAEQ,IAAlBzjB,EAAEuJ,aAGNwf,EAAE8gC,SAAU3Z,EAAIlwC,EAAEtE,MAAOgN,KAQ5BsoD,GAAcU,aAAe,SAAWzB,EAAK7pC,GAE5C,MAAMphB,EAAI,GAEV,IAAM,IAAI1K,EAAI,EAAGwB,EAAIm0D,EAAIz1D,OAAQF,IAAMwB,IAAMxB,EAAI,CAEhD,MAAMyuB,EAAIknC,EAAK31D,GACVyuB,EAAEtF,MAAM2C,GAASphB,EAAErL,KAAMovB,GAI/B,OAAO/jB,GAeR,IAAI2sD,GAAiB,EAgBrB,SAASC,GAAuBtqD,GAE/B,OAASA,GAER,KAAK3O,EACJ,MAAO,CAAE,SAAU,aACpB,KA59fmB,KA69flB,MAAO,CAAE,OAAQ,aAClB,KA59fmB,KA69flB,MAAO,CAAE,OAAQ,aAClB,KA59foB,KA69fnB,MAAO,CAAE,OAAQ,kBAClB,KA79fqB,KA89fpB,MAAO,CAAE,OAAQ,mBAClB,KA99fmB,KA+9flB,MAAO,CAAE,OAAQ,oBAClB,KAr+foB,KAs+fnB,MAAO,CAAE,QAAS,oCACnB,KAr+fqB,KAs+fpB,MAAO,CAAE,SAAU,aACpB,QAEC,OADA4G,QAAQC,KAAM,4CAA6C8H,GACpD,CAAE,SAAU,cAMtB,SAASuqD,GAAiB3hB,EAAI7C,EAAQh0C,GAErC,MAAMy4D,EAAS5hB,EAAG6hB,mBAAoB1kB,EAAQ,OACxClvC,EAAM+xC,EAAG8hB,iBAAkB3kB,GAAS4kB,OAE1C,GAAKH,GAAkB,KAAR3zD,EAAa,MAAO,GAOnC,MAAO,4CAA8C9E,EAAO,KAAO8E,EAtDpE,SAAyBw8B,GAExB,MAAMkuB,EAAQluB,EAAOu3B,MAAO,MAE5B,IAAM,IAAI53D,EAAI,EAAGA,EAAIuuD,EAAMruD,OAAQF,IAElCuuD,EAAOvuD,GAAQA,EAAI,EAAM,KAAOuuD,EAAOvuD,GAIxC,OAAOuuD,EAAMsJ,KAAM,MA4CsDC,CAF1DliB,EAAGmiB,gBAAiBhlB,IAMpC,SAASilB,GAA0BC,EAAcjrD,GAEhD,MAAMwzB,EAAa82B,GAAuBtqD,GAC1C,MAAO,QAAUirD,EAAe,2BAA6Bz3B,EAAY,GAAM,WAAaA,EAAY,GAAM,MAI/G,SAAS03B,GAA0BD,EAAcjrD,GAEhD,MAAMwzB,EAAa82B,GAAuBtqD,GAC1C,MAAO,QAAUirD,EAAe,mCAAqCz3B,EAAY,GAAMA,EAAY,GAAM,MAI1G,SAAS23B,GAAwBF,EAAc1S,GAE9C,IAAI6S,EAEJ,OAAS7S,GAER,KAlogBwB,EAmogBvB6S,EAAkB,SAClB,MAED,KArogB0B,EAsogBzBA,EAAkB,WAClB,MAED,KAxogBwB,EAyogBvBA,EAAkB,kBAClB,MAED,KA3ogB4B,EA4ogB3BA,EAAkB,aAClB,MAED,KA9ogBwB,EA+ogBvBA,EAAkB,SAClB,MAED,QACCnzD,QAAQC,KAAM,+CAAgDqgD,GAC9D6S,EAAkB,SAIpB,MAAO,QAAUH,EAAe,2BAA6BG,EAAkB,0BAwDhF,SAASC,GAAiBh4B,GAEzB,MAAkB,KAAXA,EAIR,SAASi4B,GAAkBj4B,EAAQlV,GAElC,OAAOkV,EACLk4B,QAAS,kBAAmBptC,EAAWqtC,cACvCD,QAAS,mBAAoBptC,EAAWstC,eACxCF,QAAS,wBAAyBptC,EAAWutC,mBAC7CH,QAAS,oBAAqBptC,EAAWwtC,gBACzCJ,QAAS,mBAAoBptC,EAAWytC,eACxCL,QAAS,yBAA0BptC,EAAW0tC,oBAC9CN,QAAS,0BAA2BptC,EAAW2tC,qBAC/CP,QAAS,2BAA4BptC,EAAW4tC,sBAInD,SAASC,GAA0B34B,EAAQlV,GAE1C,OAAOkV,EACLk4B,QAAS,uBAAwBptC,EAAW8tC,mBAC5CV,QAAS,yBAA4BptC,EAAW8tC,kBAAoB9tC,EAAW+tC,qBAMlF,MAAMC,GAAiB,mCAEvB,SAASC,GAAiB/4B,GAEzB,OAAOA,EAAOk4B,QAASY,GAAgBE,IAIxC,SAASA,GAAiBhD,EAAOiD,GAEhC,MAAMj5B,EAASiX,GAAagiB,GAE5B,QAAgBr6D,IAAXohC,EAEJ,MAAM,IAAI76B,MAAO,6BAA+B8zD,EAAU,KAI3D,OAAOF,GAAiB/4B,GAMzB,MAAMk5B,GAA8B,+FAC9BC,GAAoB,+IAE1B,SAASC,GAAap5B,GAErB,OAAOA,EACLk4B,QAASiB,GAAmBE,IAC5BnB,QAASgB,GAA6BI,IAIzC,SAASA,GAAwBtD,EAAOzpC,EAAOG,EAAK6sC,GAGnD,OADA30D,QAAQC,KAAM,uHACPw0D,GAAcrD,EAAOzpC,EAAOG,EAAK6sC,GAIzC,SAASF,GAAcrD,EAAOzpC,EAAOG,EAAK6sC,GAEzC,IAAIv5B,EAAS,GAEb,IAAM,IAAIrgC,EAAIygC,SAAU7T,GAAS5sB,EAAIygC,SAAU1T,GAAO/sB,IAErDqgC,GAAUu5B,EACRrB,QAAS,eAAgB,KAAOv4D,EAAI,MACpCu4D,QAAS,uBAAwBv4D,GAIpC,OAAOqgC,EAMR,SAASw5B,GAAmB1uC,GAE3B,IAAI2uC,EAAkB,aAAe3uC,EAAW0G,UAAY,sBAAwB1G,EAAW0G,UAAY,QAgB3G,MAd8B,UAAzB1G,EAAW0G,UAEfioC,GAAmB,2BAEiB,YAAzB3uC,EAAW0G,UAEtBioC,GAAmB,6BAEiB,SAAzB3uC,EAAW0G,YAEtBioC,GAAmB,2BAIbA,EAsGR,SAASC,GAAc9nB,EAAU+nB,EAAU7uC,EAAY26B,GAEtD,MAAMlQ,EAAK3D,EAASjmC,aAEd6iC,EAAU1jB,EAAW0jB,QAE3B,IAAIC,EAAe3jB,EAAW2jB,aAC1BC,EAAiB5jB,EAAW4jB,eAEhC,MAAMkrB,EA3GP,SAAsC9uC,GAErC,IAAI8uC,EAAsB,uBAgB1B,OAh4gBoB,IAk3gBf9uC,EAAW+uC,cAEfD,EAAsB,qBAn3gBC,IAq3gBZ9uC,EAAW+uC,cAEtBD,EAAsB,0BAt3gBH,IAw3gBR9uC,EAAW+uC,gBAEtBD,EAAsB,sBAIhBA,EAyFqBE,CAA6BhvC,GACnDivC,EAtFP,SAAmCjvC,GAElC,IAAIivC,EAAmB,mBAEvB,GAAKjvC,EAAW8J,OAEf,OAAS9J,EAAWkvC,YAEnB,KA31gB2B,IA41gB3B,KA31gB2B,IA41gB1BD,EAAmB,mBACnB,MAED,KA51gB6B,IA61gB7B,KA51gB6B,IA61gB5BA,EAAmB,sBAOtB,OAAOA,EAgEkBE,CAA0BnvC,GAC7CovC,EA7DP,SAAmCpvC,GAElC,IAAIovC,EAAmB,yBAEvB,GAAKpvC,EAAW8J,OAEf,OAAS9J,EAAWkvC,YAEnB,KAp3gB2B,IAq3gB3B,KAj3gB6B,IAm3gB5BE,EAAmB,yBAOtB,OAAOA,EA2CkBC,CAA0BrvC,GAC7CsvC,EAxCP,SAAuCtvC,GAEtC,IAAIsvC,EAAuB,uBAE3B,GAAKtvC,EAAW8J,OAEf,OAAS9J,EAAWiK,SAEnB,KAt5gBuB,EAu5gBtBqlC,EAAuB,2BACvB,MAED,KAz5gBkB,EA05gBjBA,EAAuB,sBACvB,MAED,KA55gBkB,EA65gBjBA,EAAuB,sBAO1B,OAAOA,EAgBsBC,CAA8BvvC,GAGrDwvC,EAAsB1oB,EAASpR,YAAc,EAAMoR,EAASpR,YAAc,EAE1E+5B,EAAmBzvC,EAAW2qB,SAAW,GAvRhD,SAA6B3qB,GAS5B,MAPe,CACZA,EAAW0vC,sBAAwB1vC,EAAW2vC,cAAgB3vC,EAAWkJ,SAAWlJ,EAAW4vC,uBAAyB5vC,EAAWyI,oBAAsBzI,EAAWwH,aAAuC,aAAxBxH,EAAW6vC,SAA4B,kDAAoD,IAC9Q7vC,EAAW8vC,oBAAsB9vC,EAAWm/B,yBAA4Bn/B,EAAW+vC,2BAA6B,wCAA0C,GAC1J/vC,EAAWgwC,sBAAwBhwC,EAAWiwC,6BAAiC,2CAA6C,IAC5HjwC,EAAWkwC,2BAA6BlwC,EAAW8J,SAAY9J,EAAWmwC,kCAAoC,gDAAkD,IAGrJC,OAAQlD,IAAkBR,KAAM,MA8QM2D,CAAoBrwC,GAElEswC,EA5QP,SAA0B5sB,GAEzB,MAAM6sB,EAAS,GAEf,IAAM,MAAMtuD,KAAQyhC,EAAU,CAE7B,MAAMztC,EAAQytC,EAASzhC,IAER,IAAVhM,GAELs6D,EAAOr8D,KAAM,WAAa+N,EAAO,IAAMhM,GAIxC,OAAOs6D,EAAO7D,KAAM,MA8PE8D,CAAiB9sB,GAEjC+X,EAAUhR,EAAGgmB,gBAEnB,IAAIC,EAAcC,EACdC,EAAgB5wC,EAAWukB,YAAc,YAAcvkB,EAAWukB,YAAc,KAAO,GAEtFvkB,EAAW6wC,qBAEfH,EAAe,CAEdJ,GAECF,OAAQlD,IAAkBR,KAAM,MAE7BgE,EAAa37D,OAAS,IAE1B27D,GAAgB,MAIjBC,EAAiB,CAEhBlB,EACAa,GAECF,OAAQlD,IAAkBR,KAAM,MAE7BiE,EAAe57D,OAAS,IAE5B47D,GAAkB,QAMnBD,EAAe,CAEdhC,GAAmB1uC,GAEnB,uBAAyBA,EAAW8wC,WAEpCR,EAEAtwC,EAAW+wC,WAAa,yBAA2B,GACnD/wC,EAAWgxC,gBAAkB,+BAAiC,GAE9DhxC,EAAWixC,uBAAyB,0BAA4B,GAEhE,wBAA0BzB,EAE1B,qBAAuBxvC,EAAWkxC,SAChClxC,EAAWmxC,QAAUnxC,EAAW8E,IAAQ,kBAAoB,GAC5D9E,EAAWmxC,QAAUnxC,EAAWoxC,QAAY,mBAAqB,GAEnEpxC,EAAW2I,IAAM,kBAAoB,GACrC3I,EAAW8J,OAAS,qBAAuB,GAC3C9J,EAAW8J,OAAS,WAAaslC,EAAmB,GACpDpvC,EAAW8I,SAAW,uBAAyB,GAC/C9I,EAAWgJ,MAAQ,oBAAsB,GACzChJ,EAAW4J,YAAc,0BAA4B,GACrD5J,EAAWkJ,QAAU,sBAAwB,GAC7ClJ,EAAWoJ,UAAY,wBAA0B,GAC/CpJ,EAAWoJ,WAAapJ,EAAWqxC,qBAAyB,gCAAkC,GAC9FrxC,EAAWoJ,WAAapJ,EAAW4vC,sBAA0B,iCAAmC,GAElG5vC,EAAWuI,aAAe,2BAA6B,GACvDvI,EAAWwI,sBAAwB,qCAAuC,GAC1ExI,EAAWyI,mBAAqB,kCAAoC,GACpEzI,EAAWuJ,iBAAmBvJ,EAAWixC,uBAAyB,8BAAgC,GAClGjxC,EAAW6J,YAAc,0BAA4B,GACrD7J,EAAW0J,aAAe,2BAA6B,GACvD1J,EAAW2J,aAAe,2BAA6B,GACvD3J,EAAW6I,SAAW,uBAAyB,GAC/C7I,EAAW4kC,gBAAkB,8BAAgC,GAE7D5kC,EAAWsxC,eAAiB,sBAAwB,GACpDtxC,EAAWiF,aAAe,oBAAsB,GAChDjF,EAAWuxC,aAAe,0BAA4B,GACtDvxC,EAAWwxC,UAAY,iBAAmB,GAC1CxxC,EAAWyxC,cAAgB,0BAA4B,GAEvDzxC,EAAWwH,YAAc,sBAAwB,GAEjDxH,EAAW8K,SAAW,uBAAyB,GAC/C9K,EAAW0xC,iBAAmB,uBAAyB,GAEvD1xC,EAAW4K,aAAe,2BAA6B,GACvD5K,EAAW6K,eAA2C,IAA3B7K,EAAWwH,YAAwB,2BAA6B,GAC3FxH,EAAW2xC,YAAc,uBAAyB,GAClD3xC,EAAW4xC,UAAY,qBAAuB,GAE9C5xC,EAAW6xC,iBAAmB,wBAA0B,GACxD7xC,EAAW6xC,iBAAmB,WAAa/C,EAAsB,GAEjE9uC,EAAWoK,gBAAkB,8BAAgC,GAE7DpK,EAAWm/B,uBAAyB,0BAA4B,GAC9Dn/B,EAAWm/B,wBAA0Bn/B,EAAW+vC,2BAA+B,8BAAgC,GAEjH,4BACA,gCACA,iCACA,2BACA,6BACA,+BACA,+BAEA,wBAEA,mCAEA,SAEA,8BAEA,kCAEA,SAEA,2BACA,yBACA,qBAEA,qBAEA,4BAEA,SAEA,iCAEA,0BAEA,6BAEA,0BAEA,SAEA,0BAEA,iCACA,iCACA,iCACA,iCAEA,4BAEA,mCACA,mCACA,mCACA,mCAEA,UAEA,mCACA,mCACA,mCACA,mCAEA,WAEA,SAEA,sBAEA,8BACA,+BAEA,SAEA,MAECK,OAAQlD,IAAkBR,KAAM,MAElCiE,EAAiB,CAEhBlB,EAEAf,GAAmB1uC,GAEnB,uBAAyBA,EAAW8wC,WAEpCR,EAEAtwC,EAAW+G,UAAY,qBAAuB/G,EAAW+G,WAAc/G,EAAW+G,UAAY,EAAI,GAAK,MAAS,GAEhH,wBAA0ByoC,EAExBxvC,EAAWmxC,QAAUnxC,EAAW8E,IAAQ,kBAAoB,GAC5D9E,EAAWmxC,QAAUnxC,EAAWoxC,QAAY,mBAAqB,GAEnEpxC,EAAW2I,IAAM,kBAAoB,GACrC3I,EAAW4I,OAAS,qBAAuB,GAC3C5I,EAAW8J,OAAS,qBAAuB,GAC3C9J,EAAW8J,OAAS,WAAamlC,EAAmB,GACpDjvC,EAAW8J,OAAS,WAAaslC,EAAmB,GACpDpvC,EAAW8J,OAAS,WAAawlC,EAAuB,GACxDtvC,EAAW8I,SAAW,uBAAyB,GAC/C9I,EAAWgJ,MAAQ,oBAAsB,GACzChJ,EAAW4J,YAAc,0BAA4B,GACrD5J,EAAWkJ,QAAU,sBAAwB,GAC7ClJ,EAAWoJ,UAAY,wBAA0B,GAC/CpJ,EAAWoJ,WAAapJ,EAAWqxC,qBAAyB,gCAAkC,GAC9FrxC,EAAWoJ,WAAapJ,EAAW4vC,sBAA0B,iCAAmC,GAClG5vC,EAAWuI,aAAe,2BAA6B,GACvDvI,EAAWwI,sBAAwB,qCAAuC,GAC1ExI,EAAWyI,mBAAqB,kCAAoC,GACpEzI,EAAW6J,YAAc,0BAA4B,GACrD7J,EAAW0J,aAAe,2BAA6B,GACvD1J,EAAW2J,aAAe,2BAA6B,GACvD3J,EAAW6I,SAAW,uBAAyB,GAE/C7I,EAAWgI,MAAQ,oBAAsB,GACzChI,EAAW4kC,gBAAkB,8BAAgC,GAE7D5kC,EAAWsxC,eAAiB,sBAAwB,GACpDtxC,EAAWiF,cAAgBjF,EAAWgxC,gBAAkB,oBAAsB,GAC9EhxC,EAAWuxC,aAAe,0BAA4B,GACtDvxC,EAAWwxC,UAAY,iBAAmB,GAC1CxxC,EAAWyxC,cAAgB,0BAA4B,GAEvDzxC,EAAWmK,YAAc,0BAA4B,GAErDnK,EAAWwH,YAAc,sBAAwB,GAEjDxH,EAAW2xC,YAAc,uBAAyB,GAClD3xC,EAAW4xC,UAAY,qBAAuB,GAE9C5xC,EAAW6xC,iBAAmB,wBAA0B,GACxD7xC,EAAW6xC,iBAAmB,WAAa/C,EAAsB,GAEjE9uC,EAAWiH,mBAAqB,8BAAgC,GAEhEjH,EAAW8xC,wBAA0B,oCAAsC,GAE3E9xC,EAAWm/B,uBAAyB,0BAA4B,GAC9Dn/B,EAAWm/B,wBAA0Bn/B,EAAW+vC,2BAA+B,8BAAgC,IAE7G/vC,EAAWkwC,2BAA6BlwC,EAAW8J,SAAY9J,EAAWmwC,kCAAsC,0BAA4B,GAEhJ,2BACA,+BACA,+BA9qhBmB,IAgrhBjBnwC,EAAWo6B,YAAkC,uBAAyB,GAhrhBrD,IAirhBjBp6B,EAAWo6B,YAAkCjO,6BAA6C,GAjrhBzE,IAkrhBjBnsB,EAAWo6B,YAAkC4S,GAAwB,cAAehtC,EAAWo6B,aAAgB,GAEjHp6B,EAAW8G,UAAY,oBAAsB,GAE7CqlB,2BACAnsB,EAAW2I,IAAMkkC,GAA0B,mBAAoB7sC,EAAW+xC,aAAgB,GAC1F/xC,EAAW4I,OAASikC,GAA0B,sBAAuB7sC,EAAWgyC,gBAAmB,GACnGhyC,EAAW8J,OAAS+iC,GAA0B,sBAAuB7sC,EAAWiyC,gBAAmB,GACnGjyC,EAAW4J,YAAcijC,GAA0B,2BAA4B7sC,EAAWkyC,qBAAwB,GAClHlyC,EAAW8I,SAAW+jC,GAA0B,wBAAyB7sC,EAAWmyC,kBAAqB,GACzGpF,GAA0B,sBAAuB/sC,EAAWoyC,gBAE5DpyC,EAAWqyC,aAAe,yBAA2BryC,EAAWqyC,aAAe,GAE/E,MAECjC,OAAQlD,IAAkBR,KAAM,OAInC/oB,EAAesqB,GAAiBtqB,GAChCA,EAAewpB,GAAkBxpB,EAAc3jB,GAC/C2jB,EAAekqB,GAA0BlqB,EAAc3jB,GAEvD4jB,EAAiBqqB,GAAiBrqB,GAClCA,EAAiBupB,GAAkBvpB,EAAgB5jB,GACnD4jB,EAAiBiqB,GAA0BjqB,EAAgB5jB,GAE3D2jB,EAAe2qB,GAAa3qB,GAC5BC,EAAiB0qB,GAAa1qB,GAEzB5jB,EAAW2qB,WAA+C,IAAnC3qB,EAAW6wC,sBAItCD,EAAgB,oBAEhBF,EAAe,CACd,uBACA,sBACA,6BACChE,KAAM,MAAS,KAAOgE,EAExBC,EAAiB,CAChB,qBACE3wC,EAAWukB,cAAgBjxC,EAAU,GAAK,+BAC1C0sB,EAAWukB,cAAgBjxC,EAAU,GAAK,oCAC5C,uCACA,4BACA,8BACA,oCACA,qCACA,6CACA,uCACA,uCACA,+CACA,0CACCo5D,KAAM,MAAS,KAAOiE,GAIzB,MACM2B,EAAe1B,EAAgBD,EAAiB/sB,EAKhD2uB,EAAiB5G,GAAalhB,EAAI,MANrBmmB,EAAgBF,EAAe/sB,GAO5C6uB,EAAmB7G,GAAalhB,EAAI,MAAO6nB,GAqBjD,GAnBA7nB,EAAGgoB,aAAchX,EAAS8W,GAC1B9nB,EAAGgoB,aAAchX,EAAS+W,QAIc1+D,IAAnCksB,EAAWqkB,oBAEfoG,EAAGioB,mBAAoBjX,EAAS,EAAGz7B,EAAWqkB,sBAEP,IAA5BrkB,EAAW4K,cAGtB6f,EAAGioB,mBAAoBjX,EAAS,EAAG,YAIpChR,EAAGkoB,YAAalX,GAGX3U,EAAS8rB,MAAMC,kBAAoB,CAEvC,MAAMC,EAAaroB,EAAGsoB,kBAAmBtX,GAAU+Q,OAC7CwG,EAAYvoB,EAAG8hB,iBAAkBgG,GAAiB/F,OAClDyG,EAAcxoB,EAAG8hB,iBAAkBiG,GAAmBhG,OAE5D,IAAI0G,GAAW,EACXC,GAAkB,EAEtB,IAAkD,IAA7C1oB,EAAG+gB,oBAAqB/P,EAAS,OAAoB,CAEzDyX,GAAW,EAEX,MAAME,EAAehH,GAAiB3hB,EAAI8nB,EAAgB,UACpDc,EAAiBjH,GAAiB3hB,EAAI+nB,EAAkB,YAE9D14D,QAAQsC,MAAO,qCAAsCquC,EAAG6oB,WAAY,QAAS7oB,EAAG+gB,oBAAqB/P,EAAS,OAAS,uBAAwBqX,EAAYM,EAAcC,OAE/I,KAAfP,EAEXh5D,QAAQC,KAAM,6CAA8C+4D,GAEnC,KAAdE,GAAoC,KAAhBC,IAE/BE,GAAkB,GAIdA,IAEJnhE,KAAKuhE,YAAc,CAElBL,SAAUA,EAEVJ,WAAYA,EAEZnvB,aAAc,CAEbjrC,IAAKs6D,EACLQ,OAAQ9C,GAIT9sB,eAAgB,CAEflrC,IAAKu6D,EACLO,OAAQ7C,KAqBZ,IAAI8C,EAgBA5W,EAmCJ,OAxDApS,EAAGipB,aAAcnB,GACjB9nB,EAAGipB,aAAclB,GAMjBxgE,KAAKmyD,YAAc,WAQlB,YANwBrwD,IAAnB2/D,IAEJA,EAAiB,IAAIlI,GAAe9gB,EAAIgR,IAIlCgY,GAQRzhE,KAAKqrD,cAAgB,WAQpB,YAN0BvpD,IAArB+oD,IAEJA,EApqBH,SAAkCpS,EAAIgR,GAErC,MAAMphB,EAAa,GAEbhkC,EAAIo0C,EAAG+gB,oBAAqB/P,EAAS,OAE3C,IAAM,IAAI5mD,EAAI,EAAGA,EAAIwB,EAAGxB,IAAO,CAE9B,MACMoN,EADOwoC,EAAGkpB,gBAAiBlY,EAAS5mD,GACxBoN,KAIlBo4B,EAAYp4B,GAASwoC,EAAGmpB,kBAAmBnY,EAASx5C,GAIrD,OAAOo4B,EAmpBcw5B,CAAyBppB,EAAIgR,IAI1CoB,GAMR7qD,KAAK8hE,QAAU,WAEdnZ,EAAcwD,uBAAwBnsD,MAEtCy4C,EAAGspB,cAAetY,GAClBzpD,KAAKypD,aAAU3nD,GAMhB9B,KAAKiQ,KAAO+d,EAAW8wC,WACvB9+D,KAAKgsB,GAAKkuC,KACVl6D,KAAK68D,SAAWA,EAChB78D,KAAKgiE,UAAY,EACjBhiE,KAAKypD,QAAUA,EACfzpD,KAAK2xC,aAAe4uB,EACpBvgE,KAAK4xC,eAAiB4uB,EAEfxgE,KAIR,SAASiiE,GAAentB,EAAU4R,EAAU3U,EAAY2G,EAAciQ,EAAe7W,GAEpF,MAAMuf,EAAW,GAEX1Y,EAAWD,EAAaC,SACxBwU,EAAyBzU,EAAayU,uBACtCc,EAAsBvV,EAAauV,oBACnCR,EAAoB/U,EAAa+U,kBACjCG,EAAiBlV,EAAakV,eAEpC,IAAIl5B,EAAYgkB,EAAahkB,UAE7B,MAAMwtC,EAAY,CACjBC,kBAAmB,QACnBC,qBAAsB,eACtBC,mBAAoB,SACpB79B,kBAAmB,QACnB89B,oBAAqB,UACrBC,kBAAmB,QACnBC,iBAAkB,OAClBC,qBAAsB,WACtBC,qBAAsB,WACtBC,mBAAoB,SACpBC,kBAAmB,QACnBC,mBAAoB,SACpBC,eAAgB,SAChBC,eAAgB,SAChBC,eAAgB,UAGXC,EAAiB,CACtB,YAAa,WAAY,yBAA0B,iBAAkB,aAAc,kBACnF,MAAO,cAAe,SAAU,iBAAkB,SAAU,aAAc,iBAAkB,eAC5F,WAAY,mBAAoB,QAAS,cAAe,sBAAuB,UAAW,YAAa,uBAAwB,wBAAyB,eAAgB,wBAAyB,qBAAsB,kBAAmB,cAC1O,eAAgB,eAAgB,cAChC,WAAY,UAAW,eAAgB,eAAgB,iBAAkB,YAAa,gBAAiB,MAAO,SAAU,UACxH,cAAe,kBAAmB,yBAA0B,WAC5D,WAAY,mBAAoB,eAAgB,eAAgB,qBAChE,eAAgB,iBAAkB,gBAAiB,gBAAiB,oBACpE,qBAAsB,uBAAwB,sBAC9C,mBAAoB,gBAAiB,cAAe,0BACpD,YAAa,cAAe,YAAa,oBAAqB,sBAAuB,eAAgB,YACrG,QAAS,mBAuCV,SAASC,EAA2BvsC,GAEnC,IAAI9mB,EAiBJ,OAfK8mB,GAAOA,EAAIzkB,UAEfrC,EAAW8mB,EAAI9mB,SAEJ8mB,GAAOA,EAAIriB,qBAEtBxM,QAAQC,KAAM,6HACd8H,EAAW8mB,EAAI3iB,QAAQnE,UAIvBA,EAAW3O,EAIL2O,EA6RR,MAAO,CACNszD,cA1RD,SAAwB70C,EAAUujB,EAAQuxB,EAASruB,EAAOz4B,GAEzD,MAAMwW,EAAMiiB,EAAMjiB,IACZuwC,EAAc/0C,EAASg1C,uBAAyBvuB,EAAMsuB,YAAc,KAEpEvrC,EAAS4uB,EAAS5N,IAAKxqB,EAASwJ,QAAUurC,GAE1CxF,EAAWqE,EAAW5zC,EAAS1sB,MAK/Bs9D,EAAW5iD,EAAO4R,cAvEzB,SAAsB5R,GAErB,MACMinD,EADWjnD,EAAO+R,SACDk1C,MAEvB,GAAKtV,EAEJ,OAAO,KAED,CASN,MAAMuV,EAAkB/V,EAClBgW,EAAkBngE,KAAKsC,OAAS49D,EAAkB,IAAO,GAEzDtE,EAAW57D,KAAKY,IAAKu/D,EAAiBF,EAAMxgE,QAElD,OAAKm8D,EAAWqE,EAAMxgE,QAErB+E,QAAQC,KAAM,qCAAuCw7D,EAAMxgE,OAAS,6BAA+Bm8D,EAAW,KACvG,GAIDA,GAyCgCwE,CAAapnD,GAAW,EAchE,IAAIq1B,EAAcC,EAElB,GAd4B,OAAvBtjB,EAASoG,YAEbA,EAAYgkB,EAAaoU,gBAAiBx+B,EAASoG,WAE9CA,IAAcpG,EAASoG,WAE3B5sB,QAAQC,KAAM,oCAAqCumB,EAASoG,UAAW,uBAAwBA,EAAW,aAQvGmpC,EAAW,CAEf,MAAMjoB,EAAS4P,GAAWqY,GAE1BlsB,EAAeiE,EAAOjE,aACtBC,EAAiBgE,EAAOhE,oBAIxBD,EAAerjB,EAASqjB,aACxBC,EAAiBtjB,EAASsjB,eAI3B,MAAMsD,EAAsBJ,EAASK,kBA2HrC,MAzHmB,CAElBwD,SAAUA,EAEVklB,SAAUA,EACViB,WAAYxwC,EAAS1sB,KAErB+vC,aAAcA,EACdC,eAAgBA,EAChBF,QAASpjB,EAASojB,QAElBmtB,qBAAsD,IAAjCvwC,EAASuwC,oBAC9BtsB,YAAajkB,EAASikB,YAEtB7d,UAAWA,EAEXqqC,YAAuC,IAA3BziD,EAAOoR,gBACnBsxC,iBAA4C,IAA3B1iD,EAAOoR,iBAAqD,OAAzBpR,EAAOsR,cAE3DqxC,uBAAwBrR,EACxBwS,eAA0C,OAAxBlrB,EAAiCguB,EAA2BhuB,EAAoBlhC,SAAY8gC,EAASsrB,eACvHzpC,MAAQrI,EAASqI,IACjBopC,YAAamD,EAA2B50C,EAASqI,KACjDC,SAAWtI,EAASsI,OACpBopC,eAAgBkD,EAA2B50C,EAASsI,QACpDkB,SAAWA,EACXolC,WAAYplC,GAAUA,EAAOzoB,QAC7B4wD,eAAgBiD,EAA2BprC,GAC3C6lC,eAAmB7lC,IAziiBU,MAyiiBMA,EAAOzoB,SAxiiBb,MAwiiBwDyoB,EAAOzoB,SAC5FynB,WAAaxI,EAASwI,SACtBqpC,iBAAkB+C,EAA2B50C,EAASwI,UACtDE,QAAU1I,EAAS0I,MACnBY,cAAgBtJ,EAASsJ,YACzBsoC,oBAAqBgD,EAA2B50C,EAASsJ,aACzDV,UAAY5I,EAAS4I,QACrBE,YAAc9I,EAAS8I,UACvBioC,qBAt8hB0B,IAs8hBJ/wC,EAAS+I,cAC/BumC,sBAx8hB2B,IAw8hBJtvC,EAAS+I,cAChCd,eAAiBjI,EAASiI,aAC1BC,wBAA0BlI,EAASkI,sBACnCC,qBAAuBnI,EAASmI,mBAChCc,kBAAoBjJ,EAASiJ,gBAC7BG,eAAiBpJ,EAASoJ,aAC1BC,eAAiBrJ,EAASqJ,aAC1BE,cAAgBvJ,EAASuJ,YACzBhB,WAAavI,EAASuI,SAEtBsB,cAAgB7J,EAAS6J,YAEzBnC,QAAU1H,EAAS0H,MAEnB48B,kBAAoBtkC,EAASskC,gBAE7B36B,QAAS3J,EAAS2J,QAElBqnC,eAAkBhxC,EAAS8I,WAAa9I,EAASgxC,eACjDrsC,aAAc3E,EAAS2E,aACvBssC,cAAwC,IAA1BjxC,EAAS2E,cAAyB3W,EAAOQ,SAASurB,WAAWzS,OAAuD,IAA9CtZ,EAAOQ,SAASurB,WAAWzS,MAAMiP,SACrH26B,aAAclxC,EAASqI,KAAUrI,EAAS4I,SAAc5I,EAAS8I,WAAgB9I,EAASuJ,aAAkBvJ,EAASuI,UAAevI,EAASsJ,aAAkBtJ,EAASoJ,cAAmBpJ,EAASqJ,cAAmBrJ,EAASiI,cAAmBjI,EAASkI,uBAA4BlI,EAASmI,oBAAyBnI,EAASiJ,iBAAsBjJ,EAASskC,iBAClW6M,gBAAsBnxC,EAASqI,KAAUrI,EAAS4I,SAAc5I,EAAS8I,WAAgB9I,EAASuJ,aAAkBvJ,EAASuI,UAAevI,EAASsJ,aAAkBtJ,EAASoJ,cAAmBpJ,EAASqJ,cAAmBrJ,EAASmI,oBAAyBnI,EAASskC,kBAAwBtkC,EAASiJ,iBAE3SzE,MAAQA,EACRqsC,OAAQ7wC,EAASwE,IACjBssC,QAAWtsC,GAAOA,EAAI6wC,UAEtBnuC,cAAgBlH,EAASkH,YAEzB4C,gBAAiB9J,EAAS8J,gBAC1B+0B,uBAAwBA,EAExBr0B,SAAUxK,EAASwK,UAAYomC,EAAW,EAC1CA,SAAUA,EACVQ,iBAAkBzR,EAElBr1B,aAActK,EAASsK,aACvBC,aAAcvK,EAASuK,aAEvBwiC,aAAcxpB,EAAO+xB,YAAY7gE,OACjCy4D,eAAgB3pB,EAAOn1B,MAAM3Z,OAC7Bu4D,cAAezpB,EAAOgyB,KAAK9gE,OAC3Bw4D,kBAAmB1pB,EAAOiyB,SAAS/gE,OACnC04D,cAAe5pB,EAAOkyB,KAAKhhE,OAE3B24D,mBAAoB7pB,EAAOsS,qBAAqBphD,OAChD64D,qBAAsB/pB,EAAOmT,eAAejiD,OAC5C44D,oBAAqB9pB,EAAO6S,cAAc3hD,OAE1C+4D,kBAAmBhqB,EAAS6c,UAC5BoN,oBAAqBjqB,EAAS8c,gBAE9B95B,UAAWxG,EAASwG,UAEpB+qC,iBAAkB/qB,EAASkvB,UAAUjwB,SAAWqvB,EAAQrgE,OAAS,EACjEg6D,cAAejoB,EAASkvB,UAAUpiE,KAElCwmD,YAAa95B,EAAS4G,WAAa4f,EAASsT,YAxniBzB,EAyniBnB0X,wBAAyBhrB,EAASgrB,wBAElC7qC,mBAAoB3G,EAAS2G,mBAE7BF,UAAWzG,EAASyG,UACpB4qC,YAlqiBgB,IAkqiBHrxC,EAAS0E,KACtB4sC,UApqiBc,IAoqiBHtxC,EAAS0E,KAEpBqtC,kBAA0Cv+D,IAA1BwsB,EAAS+xC,cAA+B/xC,EAAS+xC,aAEjEhuB,oBAAqB/jB,EAAS+jB,oBAE9BqrB,qBAAsBpvC,EAASyjB,YAAczjB,EAASyjB,WAAWC,YACjE8rB,mBAAoBxvC,EAASyjB,YAAczjB,EAASyjB,WAAWE,UAC/D+rB,qBAAsB1vC,EAASyjB,YAAczjB,EAASyjB,WAAWG,YACjEgsB,0BAA2B5vC,EAASyjB,YAAczjB,EAASyjB,WAAWI,iBAEtE4rB,2BAA4BplB,GAAY5G,EAAW+b,IAAK,kBACxDmQ,6BAA8BtlB,GAAY5G,EAAW+b,IAAK,sBAC1DqQ,kCAAmCxlB,GAAY5G,EAAW+b,IAAK,0BAE/Dz4B,sBAAuB/G,EAAS+G,0BA0HjC4uC,mBAlHD,SAA6Bj2C,GAE5B,MAAMrrB,EAAQ,GAad,GAXKqrB,EAAW6vC,SAEfl7D,EAAMT,KAAM8rB,EAAW6vC,WAIvBl7D,EAAMT,KAAM8rB,EAAW4jB,gBACvBjvC,EAAMT,KAAM8rB,EAAW2jB,oBAII7vC,IAAvBksB,EAAW0jB,QAEf,IAAM,MAAMzhC,KAAQ+d,EAAW0jB,QAE9B/uC,EAAMT,KAAM+N,GACZtN,EAAMT,KAAM8rB,EAAW0jB,QAASzhC,IAMlC,IAAwC,IAAnC+d,EAAW6wC,oBAAgC,CAE/C,IAAM,IAAIh8D,EAAI,EAAGA,EAAIogE,EAAelgE,OAAQF,IAE3CF,EAAMT,KAAM8rB,EAAYi1C,EAAgBpgE,KAIzCF,EAAMT,KAAM4yC,EAASsrB,gBACrBz9D,EAAMT,KAAM4yC,EAASpR,aAMtB,OAFA/gC,EAAMT,KAAM8rB,EAAWqH,uBAEhB1yB,EAAM+3D,QA0EbvI,YAtED,SAAsB7jC,GAErB,MAAMuvC,EAAWqE,EAAW5zC,EAAS1sB,MACrC,IAAI0vC,EAEJ,GAAKusB,EAAW,CAEf,MAAMjoB,EAAS4P,GAAWqY,GAC1BvsB,EAAWE,GAAcn9B,MAAOuhC,EAAOtE,eAIvCA,EAAWhjB,EAASgjB,SAIrB,OAAOA,GAuDP4yB,eAnDD,SAAyBl2C,EAAY6uC,GAEpC,IAAIpT,EAGJ,IAAM,IAAIjyC,EAAI,EAAG2sD,EAAK9S,EAAStuD,OAAQyU,EAAI2sD,EAAI3sD,IAAO,CAErD,MAAM4sD,EAAqB/S,EAAU75C,GAErC,GAAK4sD,EAAmBvH,WAAaA,EAAW,CAE/CpT,EAAU2a,IACP3a,EAAQuY,UAEX,OAaF,YAPiBlgE,IAAZ2nD,IAEJA,EAAU,IAAImT,GAAc9nB,EAAU+nB,EAAU7uC,EAAY26B,GAC5D0I,EAASnvD,KAAMunD,IAITA,GAyBP4a,eArBD,SAAyB5a,GAExB,GAA8B,KAAtBA,EAAQuY,UAAkB,CAGjC,MAAMn/D,EAAIwuD,EAASpvD,QAASwnD,GAC5B4H,EAAUxuD,GAAMwuD,EAAUA,EAAStuD,OAAS,GAC5CsuD,EAASiT,MAGT7a,EAAQqY,YAaTzQ,SAAUA,GAKZ,SAASkT,KAER,IAAI1gB,EAAa,IAAIhL,QAmCrB,MAAO,CACNC,IAlCD,SAAcx8B,GAEb,IAAIqa,EAAMktB,EAAW/K,IAAKx8B,GAS1B,YAPaxa,IAAR60B,IAEJA,EAAM,GACNktB,EAAWh8C,IAAKyU,EAAQqa,IAIlBA,GAwBP/K,OApBD,SAAiBtP,GAEhBunC,EAAW3K,OAAQ58B,IAmBnB/F,OAfD,SAAiB+F,EAAQsS,EAAK3qB,GAE7B4/C,EAAW/K,IAAKx8B,GAAUsS,GAAQ3qB,GAclCmQ,QAVD,WAECyvC,EAAa,IAAIhL,UAanB,SAAS2rB,GAAmBz9D,EAAGC,GAE9B,OAAKD,EAAE09D,aAAez9D,EAAEy9D,WAEhB19D,EAAE09D,WAAaz9D,EAAEy9D,WAEb19D,EAAE6iB,cAAgB5iB,EAAE4iB,YAExB7iB,EAAE6iB,YAAc5iB,EAAE4iB,YAEd7iB,EAAE0iD,UAAYziD,EAAEyiD,QAEpB1iD,EAAE0iD,QAAQz9B,GAAKhlB,EAAEyiD,QAAQz9B,GAErBjlB,EAAEunB,SAAStC,KAAOhlB,EAAEsnB,SAAStC,GAEjCjlB,EAAEunB,SAAStC,GAAKhlB,EAAEsnB,SAAStC,GAEvBjlB,EAAEqL,IAAMpL,EAAEoL,EAEdrL,EAAEqL,EAAIpL,EAAEoL,EAIRrL,EAAEilB,GAAKhlB,EAAEglB,GAMlB,SAAS04C,GAA0B39D,EAAGC,GAErC,OAAKD,EAAE09D,aAAez9D,EAAEy9D,WAEhB19D,EAAE09D,WAAaz9D,EAAEy9D,WAEb19D,EAAE6iB,cAAgB5iB,EAAE4iB,YAExB7iB,EAAE6iB,YAAc5iB,EAAE4iB,YAEd7iB,EAAEqL,IAAMpL,EAAEoL,EAEdpL,EAAEoL,EAAIrL,EAAEqL,EAIRrL,EAAEilB,GAAKhlB,EAAEglB,GAOlB,SAAS24C,GAAiB9gB,GAEzB,MAAM+gB,EAAc,GACpB,IAAIC,EAAmB,EAEvB,MAAMC,EAAS,GACT3xC,EAAc,GAEd4xC,EAAiB,CAAE/4C,IAAM,GAW/B,SAASg5C,EAAmB1oD,EAAQQ,EAAUwR,EAAUm2C,EAAYryD,EAAGo5B,GAEtE,IAAIy5B,EAAaL,EAAaC,GAC9B,MAAMnV,EAAqB7L,EAAW/K,IAAKxqB,GAkC3C,YAhCoBxsB,IAAfmjE,GAEJA,EAAa,CACZj5C,GAAI1P,EAAO0P,GACX1P,OAAQA,EACRQ,SAAUA,EACVwR,SAAUA,EACVm7B,QAASiG,EAAmBjG,SAAWsb,EACvCN,WAAYA,EACZ76C,YAAatN,EAAOsN,YACpBxX,EAAGA,EACHo5B,MAAOA,GAGRo5B,EAAaC,GAAqBI,IAIlCA,EAAWj5C,GAAK1P,EAAO0P,GACvBi5C,EAAW3oD,OAASA,EACpB2oD,EAAWnoD,SAAWA,EACtBmoD,EAAW32C,SAAWA,EACtB22C,EAAWxb,QAAUiG,EAAmBjG,SAAWsb,EACnDE,EAAWR,WAAaA,EACxBQ,EAAWr7C,YAActN,EAAOsN,YAChCq7C,EAAW7yD,EAAIA,EACf6yD,EAAWz5B,MAAQA,GAIpBq5B,IAEOI,EAgDR,MAAO,CAENH,OAAQA,EACR3xC,YAAaA,EAEbi8B,KAnGD,WAECyV,EAAmB,EAEnBC,EAAO/hE,OAAS,EAChBowB,EAAYpwB,OAAS,GA+FrBb,KAlDD,SAAeoa,EAAQQ,EAAUwR,EAAUm2C,EAAYryD,EAAGo5B,GAEzD,MAAMy5B,EAAaD,EAAmB1oD,EAAQQ,EAAUwR,EAAUm2C,EAAYryD,EAAGo5B,KAEtD,IAAzBld,EAAS6E,YAAuBA,EAAc2xC,GAAS5iE,KAAM+iE,IA+C/D5c,QA3CD,SAAkB/rC,EAAQQ,EAAUwR,EAAUm2C,EAAYryD,EAAGo5B,GAE5D,MAAMy5B,EAAaD,EAAmB1oD,EAAQQ,EAAUwR,EAAUm2C,EAAYryD,EAAGo5B,KAEtD,IAAzBld,EAAS6E,YAAuBA,EAAc2xC,GAASzc,QAAS4c,IAwClEC,OA7BD,WAIC,IAAM,IAAIriE,EAAIgiE,EAAkB7oD,EAAK4oD,EAAY7hE,OAAQF,EAAImZ,EAAInZ,IAAO,CAEvE,MAAMoiE,EAAaL,EAAa/hE,GAEhC,GAAuB,OAAlBoiE,EAAWj5C,GAAc,MAE9Bi5C,EAAWj5C,GAAK,KAChBi5C,EAAW3oD,OAAS,KACpB2oD,EAAWnoD,SAAW,KACtBmoD,EAAW32C,SAAW,KACtB22C,EAAWxb,QAAU,KACrBwb,EAAWz5B,MAAQ,OAgBpBumB,KAtCD,SAAeoT,EAAkBC,GAE3BN,EAAO/hE,OAAS,GAAI+hE,EAAO/S,KAAMoT,GAAoBX,IACrDrxC,EAAYpwB,OAAS,GAAIowB,EAAY4+B,KAAMqT,GAAyBV,MAwC3E,SAASW,GAAkBxhB,GAE1B,IAAIyhB,EAAQ,IAAIzsB,QAoChB,MAAO,CACNC,IAnCD,SAAc/D,EAAOwwB,GAEpB,IAAIC,EAsBJ,OApB4B,IAAvBF,EAAMxX,IAAK/Y,IAEfywB,EAAO,IAAIb,GAAiB9gB,GAC5ByhB,EAAMz9D,IAAKktC,EAAO,CAAEywB,KAIfD,GAAmBD,EAAMxsB,IAAK/D,GAAQhyC,QAE1CyiE,EAAO,IAAIb,GAAiB9gB,GAC5ByhB,EAAMxsB,IAAK/D,GAAQ7yC,KAAMsjE,IAIzBA,EAAOF,EAAMxsB,IAAK/D,GAASwwB,GAMtBC,GAYPpxD,QARD,WAECkxD,EAAQ,IAAIzsB,UAWd,SAAS4sB,KAER,MAAM5zB,EAAS,GAEf,MAAO,CAENiH,IAAK,SAAW4sB,GAEf,QAA4B5jE,IAAvB+vC,EAAQ6zB,EAAM15C,IAElB,OAAO6lB,EAAQ6zB,EAAM15C,IAItB,IAAIslB,EAEJ,OAASo0B,EAAM9jE,MAEd,IAAK,mBACJ0vC,EAAW,CACV7wB,UAAW,IAAI/H,EACfkd,MAAO,IAAI+M,IAEZ,MAED,IAAK,YACJ2O,EAAW,CACVzrB,SAAU,IAAInN,EACd+H,UAAW,IAAI/H,EACfkd,MAAO,IAAI+M,GACX1X,SAAU,EACVq5B,QAAS,EACTC,YAAa,EACbC,MAAO,GAER,MAED,IAAK,aACJlT,EAAW,CACVzrB,SAAU,IAAInN,EACdkd,MAAO,IAAI+M,GACX1X,SAAU,EACVu5B,MAAO,GAER,MAED,IAAK,kBACJlT,EAAW,CACV7wB,UAAW,IAAI/H,EACfysC,SAAU,IAAIxiB,GACdyiB,YAAa,IAAIziB,IAElB,MAED,IAAK,gBACJ2O,EAAW,CACV1b,MAAO,IAAI+M,GACX9c,SAAU,IAAInN,EACditD,UAAW,IAAIjtD,EACfktD,WAAY,IAAIltD,GAQnB,OAFAm5B,EAAQ6zB,EAAM15C,IAAOslB,EAEdA,IAuEV,IAAIu0B,GAAc,EAElB,SAASC,GAA0BC,EAAQC,GAE1C,OAASA,EAAOv8C,WAAa,EAAI,IAAQs8C,EAAOt8C,WAAa,EAAI,GAIlE,SAASw8C,GAAal0B,EAAY2G,GAEjC,MAAMhqB,EAAQ,IAAI+2C,GAEZS,EA3EP,WAEC,MAAMr0B,EAAS,GAEf,MAAO,CAENiH,IAAK,SAAW4sB,GAEf,QAA4B5jE,IAAvB+vC,EAAQ6zB,EAAM15C,IAElB,OAAO6lB,EAAQ6zB,EAAM15C,IAItB,IAAIslB,EAEJ,OAASo0B,EAAM9jE,MAEd,IAAK,mBASL,IAAK,YACJ0vC,EAAW,CACVyS,WAAY,EACZC,iBAAkB,EAClBC,aAAc,EACdC,cAAe,IAAIl8C,GAEpB,MAED,IAAK,aACJspC,EAAW,CACVyS,WAAY,EACZC,iBAAkB,EAClBC,aAAc,EACdC,cAAe,IAAIl8C,EACnB88C,iBAAkB,EAClBC,gBAAiB,KAUpB,OAFAlT,EAAQ6zB,EAAM15C,IAAOslB,EAEdA,IAsBW60B,GAEdxf,EAAQ,CAEbj2C,QAAS,EAET01D,KAAM,CACLC,mBAAqB,EACrBC,aAAe,EACfC,YAAc,EACdC,gBAAkB,EAClBC,YAAc,EAEdC,uBAAyB,EACzBC,iBAAmB,EACnBC,gBAAkB,GAGnBC,QAAS,CAAE,EAAG,EAAG,GACjBC,MAAO,GACPlD,YAAa,GACbmD,kBAAmB,GACnB5iB,qBAAsB,GACtBC,wBAAyB,GACzByf,KAAM,GACNmD,WAAY,GACZtiB,cAAe,GACfC,iBAAkB,GAClBmf,SAAU,GACVmD,aAAc,KACdC,aAAc,KACdxqD,MAAO,GACPyqD,YAAa,GACbniB,eAAgB,GAChBC,kBAAmB,GACnB8e,KAAM,IAIP,IAAM,IAAIlhE,EAAI,EAAGA,EAAI,EAAGA,IAAO8jD,EAAMmgB,MAAM5kE,KAAM,IAAIwW,GAErD,MAAM0uD,EAAU,IAAI1uD,EACdvL,EAAU,IAAI6V,GACdqkD,EAAW,IAAIrkD,GAmVrB,MAAO,CACNsnC,MAlVD,SAAgBzY,GAEf,IAAItkC,EAAI,EAAGZ,EAAI,EAAG3F,EAAI,EAEtB,IAAM,IAAInE,EAAI,EAAGA,EAAI,EAAGA,IAAO8jD,EAAMmgB,MAAOjkE,GAAIgF,IAAK,EAAG,EAAG,GAE3D,IAAIw+D,EAAoB,EACpBC,EAAc,EACdC,EAAa,EACbC,EAAiB,EACjBC,EAAa,EAEbC,EAAwB,EACxBC,EAAkB,EAClBC,EAAiB,EAErB/0B,EAAOkgB,KAAM+T,IAEb,IAAM,IAAIjjE,EAAI,EAAGC,EAAI+uC,EAAO9uC,OAAQF,EAAIC,EAAGD,IAAO,CAEjD,MAAM6iE,EAAQ7zB,EAAQhvC,GAEhB+yB,EAAQ8vC,EAAM9vC,MACd0xC,EAAY5B,EAAM4B,UAClBr8C,EAAWy6C,EAAMz6C,SAEjB+4C,EAAc0B,EAAMlf,QAAUkf,EAAMlf,OAAO7vB,IAAQ+uC,EAAMlf,OAAO7vB,IAAI3iB,QAAU,KAEpF,GAAK0xD,EAAM6B,eAEVh6D,GAAKqoB,EAAMroB,EAAI+5D,EACf36D,GAAKipB,EAAMjpB,EAAI26D,EACftgE,GAAK4uB,EAAM5uB,EAAIsgE,OAET,GAAK5B,EAAM8B,aAEjB,IAAM,IAAI3oD,EAAI,EAAGA,EAAI,EAAGA,IAEvB8nC,EAAMmgB,MAAOjoD,GAAI+S,gBAAiB8zC,EAAM+B,GAAGC,aAAc7oD,GAAKyoD,QAIzD,GAAK5B,EAAMiC,mBAAqB,CAEtC,MAAMr2B,EAAW5iB,EAAMoqB,IAAK4sB,GAI5B,GAFAp0B,EAAS1b,MAAM/kB,KAAM60D,EAAM9vC,OAAQjtB,eAAgB+8D,EAAM4B,WAEpD5B,EAAMj8C,WAAa,CAEvB,MAAM+8B,EAASkf,EAAMlf,OAEfohB,EAAiB1B,EAAYptB,IAAK4sB,GAExCkC,EAAe7jB,WAAayC,EAAOqhB,KACnCD,EAAe5jB,iBAAmBwC,EAAOshB,WACzCF,EAAe3jB,aAAeuC,EAAO1rC,OACrC8sD,EAAe1jB,cAAgBsC,EAAOuhB,QAEtCphB,EAAMogB,kBAAmBV,GAAsBuB,EAC/CjhB,EAAMxC,qBAAsBkiB,GAAsBrC,EAClDrd,EAAMvC,wBAAyBiiB,GAAsBX,EAAMlf,OAAOx4C,OAElE04D,IAID/f,EAAMid,YAAayC,GAAsB/0B,EAEzC+0B,SAEM,GAAKX,EAAMsC,YAAc,CAE/B,MAAM12B,EAAW5iB,EAAMoqB,IAAK4sB,GAW5B,GATAp0B,EAASzrB,SAAS2F,sBAAuBk6C,EAAM7rD,aAE/Cy3B,EAAS1b,MAAM/kB,KAAM+kB,GAAQjtB,eAAgB2+D,GAC7Ch2B,EAASrmB,SAAWA,EAEpBqmB,EAASgT,QAAUhhD,KAAK6D,IAAKu+D,EAAM17D,OACnCsnC,EAASiT,YAAcjhD,KAAK6D,IAAKu+D,EAAM17D,OAAU,EAAI07D,EAAMuC,WAC3D32B,EAASkT,MAAQkhB,EAAMlhB,MAElBkhB,EAAMj8C,WAAa,CAEvB,MAAM+8B,EAASkf,EAAMlf,OAEfohB,EAAiB1B,EAAYptB,IAAK4sB,GAExCkC,EAAe7jB,WAAayC,EAAOqhB,KACnCD,EAAe5jB,iBAAmBwC,EAAOshB,WACzCF,EAAe3jB,aAAeuC,EAAO1rC,OACrC8sD,EAAe1jB,cAAgBsC,EAAOuhB,QAEtCphB,EAAMqgB,WAAYT,GAAeqB,EACjCjhB,EAAMjC,cAAe6hB,GAAevC,EACpCrd,EAAMhC,iBAAkB4hB,GAAeb,EAAMlf,OAAOx4C,OAEpD44D,IAIDjgB,EAAMkd,KAAM0C,GAAej1B,EAE3Bi1B,SAEM,GAAKb,EAAMwC,gBAAkB,CAEnC,MAAM52B,EAAW5iB,EAAMoqB,IAAK4sB,GAM5Bp0B,EAAS1b,MAAM/kB,KAAM+kB,GAAQjtB,eAAgB2+D,GAE7Ch2B,EAASq0B,UAAU99D,IAAmB,GAAd69D,EAAMx9D,MAAa,EAAK,GAChDopC,EAASs0B,WAAW/9D,IAAK,EAAoB,GAAf69D,EAAMv9D,OAAc,GAElDw+C,EAAMmd,SAAU0C,GAAmBl1B,EAEnCk1B,SAEM,GAAKd,EAAMyC,aAAe,CAEhC,MAAM72B,EAAW5iB,EAAMoqB,IAAK4sB,GAM5B,GAJAp0B,EAAS1b,MAAM/kB,KAAM60D,EAAM9vC,OAAQjtB,eAAgB+8D,EAAM4B,WACzDh2B,EAASrmB,SAAWy6C,EAAMz6C,SAC1BqmB,EAASkT,MAAQkhB,EAAMlhB,MAElBkhB,EAAMj8C,WAAa,CAEvB,MAAM+8B,EAASkf,EAAMlf,OAEfohB,EAAiB1B,EAAYptB,IAAK4sB,GAExCkC,EAAe7jB,WAAayC,EAAOqhB,KACnCD,EAAe5jB,iBAAmBwC,EAAOshB,WACzCF,EAAe3jB,aAAeuC,EAAO1rC,OACrC8sD,EAAe1jB,cAAgBsC,EAAOuhB,QACtCH,EAAe9iB,iBAAmB0B,EAAOhtC,OAAOuN,KAChD6gD,EAAe7iB,gBAAkByB,EAAOhtC,OAAOwN,IAE/C2/B,EAAMwgB,YAAab,GAAgBsB,EACnCjhB,EAAM3B,eAAgBshB,GAAgBtC,EACtCrd,EAAM1B,kBAAmBqhB,GAAgBZ,EAAMlf,OAAOx4C,OAEtD24D,IAIDhgB,EAAMjqC,MAAO4pD,GAAgBh1B,EAE7Bg1B,SAEM,GAAKZ,EAAM0C,kBAAoB,CAErC,MAAM92B,EAAW5iB,EAAMoqB,IAAK4sB,GAE5Bp0B,EAAS6T,SAASt0C,KAAM60D,EAAM9vC,OAAQjtB,eAAgB2+D,GACtDh2B,EAAS8T,YAAYv0C,KAAM60D,EAAMtgB,aAAcz8C,eAAgB2+D,GAE/D3gB,EAAMod,KAAM0C,GAAen1B,EAE3Bm1B,KAMGD,EAAiB,IAEhB9tB,EAAaC,WAWqC,IAAjD5G,EAAW+b,IAAK,6BAPrBnH,EAAMsgB,aAAe5kB,GAAYgmB,YACjC1hB,EAAMugB,aAAe7kB,GAAYimB,cAWiC,IAAtDv2B,EAAW+b,IAAK,kCAE3BnH,EAAMsgB,aAAe5kB,GAAYkmB,WACjC5hB,EAAMugB,aAAe7kB,GAAYmmB,YAIjC1gE,QAAQsC,MAAO,gFAQlBu8C,EAAMkgB,QAAS,GAAMt5D,EACrBo5C,EAAMkgB,QAAS,GAAMl6D,EACrBg6C,EAAMkgB,QAAS,GAAM7/D,EAErB,MAAMo/D,EAAOzf,EAAMyf,KAEdA,EAAKC,oBAAsBA,GAC/BD,EAAKE,cAAgBA,GACrBF,EAAKG,aAAeA,GACpBH,EAAKI,iBAAmBA,GACxBJ,EAAKK,aAAeA,GACpBL,EAAKM,wBAA0BA,GAC/BN,EAAKO,kBAAoBA,GACzBP,EAAKQ,iBAAmBA,IAExBjgB,EAAMid,YAAY7gE,OAASsjE,EAC3B1f,EAAMkd,KAAK9gE,OAASwjE,EACpB5f,EAAMmd,SAAS/gE,OAASyjE,EACxB7f,EAAMjqC,MAAM3Z,OAASujE,EACrB3f,EAAMod,KAAKhhE,OAAS0jE,EAEpB9f,EAAMogB,kBAAkBhkE,OAAS2jE,EACjC/f,EAAMxC,qBAAqBphD,OAAS2jE,EACpC/f,EAAMwgB,YAAYpkE,OAAS4jE,EAC3BhgB,EAAM3B,eAAejiD,OAAS4jE,EAC9BhgB,EAAMqgB,WAAWjkE,OAAS6jE,EAC1BjgB,EAAMjC,cAAc3hD,OAAS6jE,EAC7BjgB,EAAMvC,wBAAwBrhD,OAAS2jE,EACvC/f,EAAM1B,kBAAkBliD,OAAS4jE,EACjChgB,EAAMhC,iBAAiB5hD,OAAS6jE,EAEhCR,EAAKC,kBAAoBA,EACzBD,EAAKE,YAAcA,EACnBF,EAAKG,WAAaA,EAClBH,EAAKI,eAAiBA,EACtBJ,EAAKK,WAAaA,EAElBL,EAAKM,sBAAwBA,EAC7BN,EAAKO,gBAAkBA,EACvBP,EAAKQ,eAAiBA,EAEtBjgB,EAAMj2C,QAAUm1D,OA6FjB4C,UAvFD,SAAoB52B,EAAQr4B,GAE3B,IAAI6sD,EAAoB,EACpBC,EAAc,EACdC,EAAa,EACbC,EAAiB,EACjBC,EAAa,EAEjB,MAAMvX,EAAa11C,EAAOE,mBAE1B,IAAM,IAAI7W,EAAI,EAAGC,EAAI+uC,EAAO9uC,OAAQF,EAAIC,EAAGD,IAAO,CAEjD,MAAM6iE,EAAQ7zB,EAAQhvC,GAEtB,GAAK6iE,EAAMiC,mBAAqB,CAE/B,MAAMr2B,EAAWqV,EAAMid,YAAayC,GAEpC/0B,EAAS7wB,UAAU+K,sBAAuBk6C,EAAM7rD,aAChDutD,EAAQ57C,sBAAuBk6C,EAAMhjE,OAAOmX,aAC5Cy3B,EAAS7wB,UAAU/F,IAAK0sD,GACxB91B,EAAS7wB,UAAUsC,mBAAoBmsC,GAEvCmX,SAEM,GAAKX,EAAMsC,YAAc,CAE/B,MAAM12B,EAAWqV,EAAMkd,KAAM0C,GAE7Bj1B,EAASzrB,SAAS2F,sBAAuBk6C,EAAM7rD,aAC/Cy3B,EAASzrB,SAASpM,aAAcy1C,GAEhC5d,EAAS7wB,UAAU+K,sBAAuBk6C,EAAM7rD,aAChDutD,EAAQ57C,sBAAuBk6C,EAAMhjE,OAAOmX,aAC5Cy3B,EAAS7wB,UAAU/F,IAAK0sD,GACxB91B,EAAS7wB,UAAUsC,mBAAoBmsC,GAEvCqX,SAEM,GAAKb,EAAMwC,gBAAkB,CAEnC,MAAM52B,EAAWqV,EAAMmd,SAAU0C,GAEjCl1B,EAASzrB,SAAS2F,sBAAuBk6C,EAAM7rD,aAC/Cy3B,EAASzrB,SAASpM,aAAcy1C,GAGhCmY,EAASqB,WACTv7D,EAAQ0D,KAAM60D,EAAM7rD,aACpB1M,EAAQid,YAAa8kC,GACrBmY,EAAS17C,gBAAiBxe,GAE1BmkC,EAASq0B,UAAU99D,IAAmB,GAAd69D,EAAMx9D,MAAa,EAAK,GAChDopC,EAASs0B,WAAW/9D,IAAK,EAAoB,GAAf69D,EAAMv9D,OAAc,GAElDmpC,EAASq0B,UAAUlsD,aAAc4tD,GACjC/1B,EAASs0B,WAAWnsD,aAAc4tD,GAElCb,SAEM,GAAKd,EAAMyC,aAAe,CAEhC,MAAM72B,EAAWqV,EAAMjqC,MAAO4pD,GAE9Bh1B,EAASzrB,SAAS2F,sBAAuBk6C,EAAM7rD,aAC/Cy3B,EAASzrB,SAASpM,aAAcy1C,GAEhCoX,SAEM,GAAKZ,EAAM0C,kBAAoB,CAErC,MAAM92B,EAAWqV,EAAMod,KAAM0C,GAE7Bn1B,EAAS7wB,UAAU+K,sBAAuBk6C,EAAM7rD,aAChDy3B,EAAS7wB,UAAUsC,mBAAoBmsC,GACvC5d,EAAS7wB,UAAUlX,YAEnBk9D,OAWF9f,MAAOA,GAKT,SAASgiB,GAAkB52B,EAAY2G,GAEtC,MAAM7G,EAAS,IAAIo0B,GAAal0B,EAAY2G,GAEtCkwB,EAAc,GACdC,EAAe,GAwCrB,MAAO,CACNzZ,KAvCD,WAECwZ,EAAY7lE,OAAS,EACrB8lE,EAAa9lE,OAAS,GAqCtB4jD,MATa,CACbiiB,YAAaA,EACbC,aAAcA,EAEdh3B,OAAQA,GAMRi3B,YAtBD,WAECj3B,EAAOyY,MAAOse,IAqBdG,gBAjBD,SAA0BvvD,GAEzBq4B,EAAO42B,UAAWG,EAAapvD,IAiB/BwvD,UArCD,SAAoBtD,GAEnBkD,EAAY1mE,KAAMwjE,IAoClBuD,WAhCD,SAAqBC,GAEpBL,EAAa3mE,KAAMgnE,KAmCrB,SAASC,GAAmBp3B,EAAY2G,GAEvC,IAAI0wB,EAAe,IAAIvwB,QAoCvB,MAAO,CACNC,IAnCD,SAAc/D,EAAOwwB,EAAkB,GAEtC,IAAI8D,EAsBJ,OApBmC,IAA9BD,EAAatb,IAAK/Y,IAEtBs0B,EAAc,IAAIV,GAAkB52B,EAAY2G,GAChD0wB,EAAavhE,IAAKktC,EAAO,CAAEs0B,KAItB9D,GAAmB6D,EAAatwB,IAAK/D,GAAQhyC,QAEjDsmE,EAAc,IAAIV,GAAkB52B,EAAY2G,GAChD0wB,EAAatwB,IAAK/D,GAAQ7yC,KAAMmnE,IAIhCA,EAAcD,EAAatwB,IAAK/D,GAASwwB,GAMpC8D,GAYPj1D,QARD,WAECg1D,EAAe,IAAIvwB,UA6BrB,MAAMspB,WAA0BtvC,GAE/B5qB,YAAa+lB,GAEZle,QAEA9P,KAAK4B,KAAO,oBAEZ5B,KAAKqgE,aAjkkBmB,KAmkkBxBrgE,KAAK84B,UAAW,EAChB94B,KAAK44B,cAAe,EAEpB54B,KAAK22B,IAAM,KAEX32B,KAAK62B,SAAW,KAEhB72B,KAAKu3B,gBAAkB,KACvBv3B,KAAKw3B,kBAAoB,EACzBx3B,KAAKy3B,iBAAmB,EAExBz3B,KAAKw4B,WAAY,EACjBx4B,KAAKy4B,mBAAqB,EAE1Bz4B,KAAK8yB,KAAM,EAEX9yB,KAAKs1B,UAAWtH,GAIjB/lB,KAAM6I,GAoBL,OAlBAhB,MAAMe,KAAMC,GAEZ9Q,KAAKqgE,aAAevvD,EAAOuvD,aAE3BrgE,KAAK84B,SAAWhoB,EAAOgoB,SACvB94B,KAAK44B,aAAe9nB,EAAO8nB,aAE3B54B,KAAK22B,IAAM7lB,EAAO6lB,IAElB32B,KAAK62B,SAAW/lB,EAAO+lB,SAEvB72B,KAAKu3B,gBAAkBzmB,EAAOymB,gBAC9Bv3B,KAAKw3B,kBAAoB1mB,EAAO0mB,kBAChCx3B,KAAKy3B,iBAAmB3mB,EAAO2mB,iBAE/Bz3B,KAAKw4B,UAAY1nB,EAAO0nB,UACxBx4B,KAAKy4B,mBAAqB3nB,EAAO2nB,mBAE1Bz4B,MAMTmiE,GAAkBzgE,UAAU4nE,qBAAsB,EAuBlD,MAAMlH,WAA6BvvC,GAElC5qB,YAAa+lB,GAEZle,QAEA9P,KAAK4B,KAAO,uBAEZ5B,KAAKqmD,kBAAoB,IAAI3tC,EAC7B1Y,KAAKsmD,aAAe,EACpBtmD,KAAKumD,YAAc,IAEnBvmD,KAAK84B,UAAW,EAChB94B,KAAK44B,cAAe,EAEpB54B,KAAK22B,IAAM,KAEX32B,KAAK62B,SAAW,KAEhB72B,KAAKu3B,gBAAkB,KACvBv3B,KAAKw3B,kBAAoB,EACzBx3B,KAAKy3B,iBAAmB,EAExBz3B,KAAK8yB,KAAM,EAEX9yB,KAAKs1B,UAAWtH,GAIjB/lB,KAAM6I,GAmBL,OAjBAhB,MAAMe,KAAMC,GAEZ9Q,KAAKqmD,kBAAkBx1C,KAAMC,EAAOu1C,mBACpCrmD,KAAKsmD,aAAex1C,EAAOw1C,aAC3BtmD,KAAKumD,YAAcz1C,EAAOy1C,YAE1BvmD,KAAK84B,SAAWhoB,EAAOgoB,SACvB94B,KAAK44B,aAAe9nB,EAAO8nB,aAE3B54B,KAAK22B,IAAM7lB,EAAO6lB,IAElB32B,KAAK62B,SAAW/lB,EAAO+lB,SAEvB72B,KAAKu3B,gBAAkBzmB,EAAOymB,gBAC9Bv3B,KAAKw3B,kBAAoB1mB,EAAO0mB,kBAChCx3B,KAAKy3B,iBAAmB3mB,EAAO2mB,iBAExBz3B,MAMToiE,GAAqB1gE,UAAU6nE,wBAAyB,EAMxD,SAASC,GAAgBC,EAAWC,EAAUC,GAE7C,IAAIC,EAAW,IAAIxzB,GAEnB,MAAMyzB,EAAiB,IAAI7hE,EAC1B8hE,EAAgB,IAAI9hE,EAEpB+hE,EAAY,IAAI53D,EAEhB63D,EAAkB,GAClBC,EAAqB,GAErBC,EAAiB,GAEjBC,EAAkBR,EAAcrc,eAE3B94B,EAAa,CAAE41C,EA72kBL,EA62kBkBC,EA92kBjB,EA82kB+BC,EA52kB9B,GA82kBZC,EAAyB,IAAI94B,GAAgB,CAElDC,QAAS,CACR84B,YAAa,EAAM,EACnBC,iBAAkB,EAAM,GAGzBn5B,SAAU,CACTo5B,YAAa,CAAEzmE,MAAO,MACtB0mE,WAAY,CAAE1mE,MAAO,IAAI+D,GACzB8S,OAAQ,CAAE7W,MAAO,IAGlB0tC,aAjCa,2DAmCbC,eArCa,igCAyCRg5B,EAA2BL,EAAuBl2D,QACxDu2D,EAAyBl5B,QAAQm5B,gBAAkB,EAEnD,MAAMC,EAAgB,IAAI1iC,GAC1B0iC,EAAc/hC,aACb,WACA,IAAInE,GACH,IAAIqB,aAAc,EAAI,GAAK,EAAG,GAAK,GAAK,EAAG,IAAO,EAAG,EAAG,KACxD,IAIF,MAAM8kC,EAAiB,IAAIx8B,GAAMu8B,EAAeP,GAE1Ct6B,EAAQjwC,KA4Id,SAASgrE,EAASxkB,EAAQhtC,GAEzB,MAAMsD,EAAW4sD,EAASnzD,OAAQw0D,GAIlCR,EAAuBj5B,SAASo5B,YAAYzmE,MAAQuiD,EAAO7vB,IAAI3iB,QAC/Du2D,EAAuBj5B,SAASq5B,WAAW1mE,MAAQuiD,EAAOuhB,QAC1DwC,EAAuBj5B,SAASx2B,OAAO7W,MAAQuiD,EAAO1rC,OACtD2uD,EAAUr0B,gBAAiBoR,EAAOykB,SAClCxB,EAAU59C,QACV49C,EAAUyB,mBAAoB1xD,EAAQ,KAAMsD,EAAUytD,EAAwBQ,EAAgB,MAI9FH,EAAyBt5B,SAASo5B,YAAYzmE,MAAQuiD,EAAOykB,QAAQj3D,QACrE42D,EAAyBt5B,SAASq5B,WAAW1mE,MAAQuiD,EAAOuhB,QAC5D6C,EAAyBt5B,SAASx2B,OAAO7W,MAAQuiD,EAAO1rC,OACxD2uD,EAAUr0B,gBAAiBoR,EAAO7vB,KAClC8yC,EAAU59C,QACV49C,EAAUyB,mBAAoB1xD,EAAQ,KAAMsD,EAAU8tD,EAA0BG,EAAgB,MAIjG,SAASI,EAAyBC,EAAaC,EAAaC,GAE3D,MAAMhpE,EAAQ8oE,GAAe,EAAIC,GAAe,EAAIC,GAAiB,EAErE,IAAIh9C,EAAW07C,EAAiB1nE,GAiBhC,YAfkBR,IAAbwsB,IAEJA,EAAW,IAAI6zC,GAAmB,CAEjC9B,aAp6kBqB,KAs6kBrBznC,aAAcwyC,EACdtyC,SAAUuyC,IAIXrB,EAAiB1nE,GAAUgsB,GAIrBA,EAIR,SAASi9C,EAA4BH,EAAaC,EAAaC,GAE9D,MAAMhpE,EAAQ8oE,GAAe,EAAIC,GAAe,EAAIC,GAAiB,EAErE,IAAIh9C,EAAW27C,EAAoB3nE,GAenC,YAbkBR,IAAbwsB,IAEJA,EAAW,IAAI8zC,GAAsB,CAEpCxpC,aAAcwyC,EACdtyC,SAAUuyC,IAIXpB,EAAoB3nE,GAAUgsB,GAIxBA,EAIR,SAASk9C,EAAkBlvD,EAAQQ,EAAUwR,EAAUo3C,EAAO5gB,EAAkBC,EAAiBnjD,GAEhG,IAAI6pE,EAAS,KAETC,EAAqBP,EACrBQ,EAAiBrvD,EAAOsvD,oBAS5B,IAP4B,IAAvBlG,EAAMyC,eAEVuD,EAAqBH,EACrBI,EAAiBrvD,EAAOuvD,6BAID/pE,IAAnB6pE,EAA+B,CAEnC,IAAIP,GAAc,GAEa,IAA1B98C,EAASsK,eAEbwyC,EAActuD,EAASwrB,iBAAmBxrB,EAASwrB,gBAAgBziB,UAAY/I,EAASwrB,gBAAgBziB,SAAS9iB,OAAS,GAI3H,IAAIsoE,GAAc,GAEY,IAAzB/uD,EAAO4R,iBAEgB,IAAtBI,EAASwK,SAEbuyC,GAAc,EAIdvjE,QAAQC,KAAM,+EAAgFuU,IAQhGmvD,EAASC,EAAoBN,EAAaC,GAFO,IAA3B/uD,EAAOoR,sBAM7B+9C,EAASE,EAIV,GAAKlC,EAAUnb,uBACY,IAAzBhgC,EAASiG,aAC0B,IAAnCjG,EAAS+F,eAAetxB,OAAe,CAKxC,MAAM+oE,EAAOL,EAAOz7D,KAAM+7D,EAAOz9C,EAASte,KAE1C,IAAIg8D,EAAsB9B,EAAgB4B,QAEbhqE,IAAxBkqE,IAEJA,EAAsB,GACtB9B,EAAgB4B,GAASE,GAI1B,IAAIC,EAAiBD,EAAqBD,QAElBjqE,IAAnBmqE,IAEJA,EAAiBR,EAAOp3D,QACxB23D,EAAqBD,GAASE,GAI/BR,EAASQ,EAgCV,OA5BAR,EAAOjiD,QAAU8E,EAAS9E,QAC1BiiD,EAAOjzC,UAAYlK,EAASkK,UAI3BizC,EAAOz4C,KA5rlBW,IA0rlBdpxB,EAEoC,OAAxB0sB,EAASkG,WAAwBlG,EAASkG,WAAalG,EAAS0E,KAIxC,OAAxB1E,EAASkG,WAAwBlG,EAASkG,WAAaA,EAAYlG,EAAS0E,MAI7Fy4C,EAAOl3C,YAAcjG,EAASiG,YAC9Bk3C,EAAOp3C,eAAiB/F,EAAS+F,eACjCo3C,EAAOn3C,iBAAmBhG,EAASgG,iBAEnCm3C,EAAOhzC,mBAAqBnK,EAASmK,mBACrCgzC,EAAOpzC,UAAY/J,EAAS+J,WAEA,IAAvBqtC,EAAMyC,eAA2D,IAAlCsD,EAAOlC,yBAE1CkC,EAAOplB,kBAAkB76B,sBAAuBk6C,EAAM7rD,aACtD4xD,EAAOnlB,aAAexB,EACtB2mB,EAAOllB,YAAcxB,GAIf0mB,EAIR,SAASS,EAAc5vD,EAAQ9C,EAAQ2yD,EAAczG,EAAO9jE,GAE3D,IAAwB,IAAnB0a,EAAOkN,QAAoB,OAIhC,GAFgBlN,EAAOyL,OAAOzoB,KAAMka,EAAOuO,UAEzBzL,EAAOuR,QAAUvR,EAAOwR,QAAUxR,EAAOyR,YAEnDzR,EAAOmN,YAAgBnN,EAAOoN,eA/tlBnB,IA+tlBoC9nB,MAAiC0a,EAAOqN,eAAiBigD,EAASwC,iBAAkB9vD,IAAa,CAEtJA,EAAO8M,gBAAgBhe,iBAAkB+gE,EAAazyD,mBAAoB4C,EAAOzC,aAEjF,MAAMiD,EAAW4sD,EAASnzD,OAAQ+F,GAC5BgS,EAAWhS,EAAOgS,SAExB,GAAK9c,MAAMC,QAAS6c,GAAa,CAEhC,MAAMka,EAAS1rB,EAAS0rB,OAExB,IAAM,IAAI6jC,EAAI,EAAGC,EAAK9jC,EAAOzlC,OAAQspE,EAAIC,EAAID,IAAO,CAEnD,MAAM7gC,EAAQhD,EAAQ6jC,GAChB38B,EAAgBphB,EAAUkd,EAAMrC,eAEtC,GAAKuG,GAAiBA,EAAclmB,QAAU,CAE7C,MAAM+iD,EAAgBf,EAAkBlvD,EAAQQ,EAAU4yB,EAAeg2B,EAAOyG,EAAaplD,KAAMolD,EAAanlD,IAAKplB,GAErH6nE,EAAUyB,mBAAoBiB,EAAc,KAAMrvD,EAAUyvD,EAAejwD,EAAQkvB,UAM/E,GAAKld,EAAS9E,QAAU,CAE9B,MAAM+iD,EAAgBf,EAAkBlvD,EAAQQ,EAAUwR,EAAUo3C,EAAOyG,EAAaplD,KAAMolD,EAAanlD,IAAKplB,GAEhH6nE,EAAUyB,mBAAoBiB,EAAc,KAAMrvD,EAAUyvD,EAAejwD,EAAQ,OAQtF,MAAMa,EAAWb,EAAOa,SAExB,IAAM,IAAIta,EAAI,EAAGC,EAAIqa,EAASpa,OAAQF,EAAIC,EAAGD,IAE5CqpE,EAAc/uD,EAAUta,GAAK2W,EAAQ2yD,EAAczG,EAAO9jE,GArX5D5B,KAAK+zC,SAAU,EAEf/zC,KAAKwsE,YAAa,EAClBxsE,KAAK8R,aAAc,EAEnB9R,KAAK4B,KA35kBe,EA65kBpB5B,KAAKq1C,OAAS,SAAWxD,EAAQkD,EAAOv7B,GAEvC,IAAuB,IAAlBy2B,EAAM8D,QAAoB,OAC/B,IAA0B,IAArB9D,EAAMu8B,aAA8C,IAAtBv8B,EAAMn+B,YAAwB,OAEjE,GAAuB,IAAlB+/B,EAAO9uC,OAAe,OAE3B,MAAMmyC,EAAsBu0B,EAAUt0B,kBAChCs3B,EAAiBhD,EAAUiD,oBAC3BC,EAAoBlD,EAAUmD,uBAE9BC,EAASpD,EAAU9iB,MAGzBkmB,EAAOC,YAn6kBU,GAo6kBjBD,EAAOj0B,QAAQhjB,MAAMwxB,SAAU,EAAG,EAAG,EAAG,GACxCylB,EAAOj0B,QAAQhlC,MAAMm5D,SAAS,GAC9BF,EAAOG,gBAAgB,GAIvB,IAAM,IAAInqE,EAAI,EAAGmZ,EAAK61B,EAAO9uC,OAAQF,EAAImZ,EAAInZ,IAAO,CAEnD,MAAM6iE,EAAQ7zB,EAAQhvC,GAChB2jD,EAASkf,EAAMlf,OAErB,QAAgB1kD,IAAX0kD,EAAuB,CAE3B1+C,QAAQC,KAAM,wBAAyB29D,EAAO,kBAC9C,SAID,IAA2B,IAAtBlf,EAAOgmB,aAA+C,IAAvBhmB,EAAO10C,YAAwB,SAEnE+3D,EAAeh5D,KAAM21C,EAAOuhB,SAE5B,MAAMkF,EAAqBzmB,EAAO0mB,kBA0BlC,GAxBArD,EAAel/C,SAAUsiD,GAEzBnD,EAAcj5D,KAAM21C,EAAOuhB,UAEtB8B,EAAerlE,EAAI2lE,GAAmBN,EAAe/kE,EAAIqlE,KAExDN,EAAerlE,EAAI2lE,IAEvBL,EAActlE,EAAIlB,KAAKsC,MAAOukE,EAAkB8C,EAAmBzoE,GACnEqlE,EAAerlE,EAAIslE,EAActlE,EAAIyoE,EAAmBzoE,EACxDgiD,EAAOuhB,QAAQvjE,EAAIslE,EAActlE,GAI7BqlE,EAAe/kE,EAAIqlE,IAEvBL,EAAchlE,EAAIxB,KAAKsC,MAAOukE,EAAkB8C,EAAmBnoE,GACnE+kE,EAAe/kE,EAAIglE,EAAchlE,EAAImoE,EAAmBnoE,EACxD0hD,EAAOuhB,QAAQjjE,EAAIglE,EAAchlE,IAMf,OAAf0hD,EAAO7vB,MAAkB6vB,EAAO2mB,oBA19kBnB,IA09kByCntE,KAAK4B,KAAwB,CAEvF,MAAMwrE,EAAO,CAAE19D,UAAWpP,EAAcmP,UAAWnP,EAAcqP,OAAQ5O,GAEzEylD,EAAO7vB,IAAM,IAAIjjB,EAAmBm2D,EAAerlE,EAAGqlE,EAAe/kE,EAAGsoE,GACxE5mB,EAAO7vB,IAAI3iB,QAAQ/D,KAAOy1D,EAAMz1D,KAAO,aAEvCu2C,EAAOykB,QAAU,IAAIv3D,EAAmBm2D,EAAerlE,EAAGqlE,EAAe/kE,EAAGsoE,GAE5E5mB,EAAOhtC,OAAOy5B,yBAIf,GAAoB,OAAfuT,EAAO7vB,IAAe,CAE1B,MAAMy2C,EAAO,CAAE19D,UAAWrP,EAAeoP,UAAWpP,EAAesP,OAAQ5O,GAE3EylD,EAAO7vB,IAAM,IAAIjjB,EAAmBm2D,EAAerlE,EAAGqlE,EAAe/kE,EAAGsoE,GACxE5mB,EAAO7vB,IAAI3iB,QAAQ/D,KAAOy1D,EAAMz1D,KAAO,aAEvCu2C,EAAOhtC,OAAOy5B,yBAIfw2B,EAAUr0B,gBAAiBoR,EAAO7vB,KAClC8yC,EAAU59C,QAEV,MAAMwhD,EAAgB7mB,EAAO8mB,mBAE7B,IAAM,IAAIC,EAAK,EAAGA,EAAKF,EAAeE,IAAQ,CAE7C,MAAMx5D,EAAWyyC,EAAOgnB,YAAaD,GAErCxD,EAAUliE,IACTiiE,EAActlE,EAAIuP,EAASvP,EAC3BslE,EAAchlE,EAAIiP,EAASjP,EAC3BglE,EAActlE,EAAIuP,EAAS3B,EAC3B03D,EAAchlE,EAAIiP,EAASvL,GAG5BqkE,EAAO94D,SAAUg2D,GAEjBvjB,EAAOinB,eAAgB/H,EAAO6H,GAE9B3D,EAAWpjB,EAAOknB,aAElBxB,EAAcn3B,EAAOv7B,EAAQgtC,EAAOhtC,OAAQksD,EAAO1lE,KAAK4B,MAMlD4kD,EAAO2mB,oBA9glBI,IA8glBkBntE,KAAK4B,MAExCopE,EAASxkB,EAAQhtC,GAIlBgtC,EAAO10C,aAAc,EAItBm+B,EAAMn+B,aAAc,EAEpB23D,EAAUr0B,gBAAiBF,EAAqBu3B,EAAgBE,IAuPlE,SAASgB,GAAYl1B,EAAI1G,EAAY2G,GAEpC,MAAMC,EAAWD,EAAaC,SAmT9B,MAAMi1B,EAAc,IAjTpB,WAEC,IAAIC,GAAS,EAEb,MAAMj4C,EAAQ,IAAIzjB,EAClB,IAAI27D,EAAmB,KACvB,MAAMC,EAAoB,IAAI57D,EAAS,EAAG,EAAG,EAAG,GAEhD,MAAO,CAEN67D,QAAS,SAAWC,GAEdH,IAAqBG,GAAeJ,IAExCp1B,EAAGw1B,UAAWA,EAAWA,EAAWA,EAAWA,GAC/CH,EAAmBG,IAMrBC,UAAW,SAAWC,GAErBN,EAASM,GAIV/mB,SAAU,SAAW75C,EAAGZ,EAAG3F,EAAGD,EAAGkuB,IAEJ,IAAvBA,IAEJ1nB,GAAKxG,EAAG4F,GAAK5F,EAAGC,GAAKD,GAItB6uB,EAAM/tB,IAAK0F,EAAGZ,EAAG3F,EAAGD,IAEuB,IAAtCgnE,EAAkBvvD,OAAQoX,KAE9B6iB,EAAGoO,WAAYt5C,EAAGZ,EAAG3F,EAAGD,GACxBgnE,EAAkBl9D,KAAM+kB,KAM1Bw0B,MAAO,WAENyjB,GAAS,EAETC,EAAmB,KACnBC,EAAkBlmE,KAAO,EAAG,EAAG,EAAG,MA+P/BoM,EAAc,IAvPpB,WAEC,IAAI45D,GAAS,EAETO,EAAmB,KACnBC,EAAmB,KACnBC,EAAoB,KAExB,MAAO,CAENvB,QAAS,SAAWp5C,GAEdA,EAEJ46C,EAAQ,MAIRC,EAAS,OAMXR,QAAS,SAAWS,GAEdL,IAAqBK,GAAeZ,IAExCp1B,EAAGg2B,UAAWA,GACdL,EAAmBK,IAMrBC,QAAS,SAAWh7C,GAEnB,GAAK26C,IAAqB36C,EAAY,CAErC,GAAKA,EAEJ,OAASA,GAER,KA/1lBY,EAi2lBX+kB,EAAG/kB,UAAW,KACd,MAED,KAn2lBa,EAq2lBZ+kB,EAAG/kB,UAAW,KACd,MAED,KAv2lBW,EAy2lBV+kB,EAAG/kB,UAAW,KACd,MAED,KA32lBgB,EA62lBf+kB,EAAG/kB,UAAW,KACd,MAED,KA/2lBY,EAi3lBX+kB,EAAG/kB,UAAW,KACd,MAED,KAn3lBmB,EAq3lBlB+kB,EAAG/kB,UAAW,KACd,MAED,KAv3lBc,EAy3lBb+kB,EAAG/kB,UAAW,KACd,MAED,KA33lBe,EA63lBd+kB,EAAG/kB,UAAW,KACd,MAED,QAEC+kB,EAAG/kB,UAAW,UAMhB+kB,EAAG/kB,UAAW,KAIf26C,EAAmB36C,IAMrBw6C,UAAW,SAAWC,GAErBN,EAASM,GAIV/mB,SAAU,SAAWxzC,GAEf06D,IAAsB16D,IAE1B6kC,EAAGk2B,WAAY/6D,GACf06D,EAAoB16D,IAMtBw2C,MAAO,WAENyjB,GAAS,EAETO,EAAmB,KACnBC,EAAmB,KACnBC,EAAoB,QA4HjBp6D,EAAgB,IApHtB,WAEC,IAAI25D,GAAS,EAETe,EAAqB,KACrBC,EAAqB,KACrBC,EAAoB,KACpBC,EAAyB,KACzBC,EAAqB,KACrBC,EAAsB,KACtBC,EAAsB,KACtBC,EAAsB,KAE1B,MAAO,CAENpC,QAAS,SAAWqC,GAEZvB,IAEDuB,EAEJb,EAAQ,MAIRC,EAAS,QAQZR,QAAS,SAAWqB,GAEdT,IAAuBS,GAAiBxB,IAE5Cp1B,EAAG42B,YAAaA,GAChBT,EAAqBS,IAMvBX,QAAS,SAAW56C,EAAaC,EAAYs7C,GAEvCR,IAAuB/6C,GACvBg7C,IAAsB/6C,GACtBg7C,IAA2BM,IAE/B52B,EAAG3kB,YAAaA,EAAaC,EAAYs7C,GAEzCR,EAAqB/6C,EACrBg7C,EAAoB/6C,EACpBg7C,EAAyBM,IAM3BC,MAAO,SAAWr7C,EAAaC,EAAcC,GAEvC66C,IAAuB/6C,GACvBg7C,IAAwB/6C,GACxBg7C,IAAwB/6C,IAE5BskB,EAAG82B,UAAWt7C,EAAaC,EAAcC,GAEzC66C,EAAqB/6C,EACrBg7C,EAAsB/6C,EACtBg7C,EAAsB/6C,IAMxB+5C,UAAW,SAAWC,GAErBN,EAASM,GAIV/mB,SAAU,SAAWpR,GAEfm5B,IAAwBn5B,IAE5ByC,EAAG+2B,aAAcx5B,GACjBm5B,EAAsBn5B,IAMxBoU,MAAO,WAENyjB,GAAS,EAETe,EAAqB,KACrBC,EAAqB,KACrBC,EAAoB,KACpBC,EAAyB,KACzBC,EAAqB,KACrBC,EAAsB,KACtBC,EAAsB,KACtBC,EAAsB,QAczB,IAAIM,EAAsB,GAEtBC,EAAgB,KAChBC,EAA2B,GAE3BC,EAAiB,KAEjBC,GAAyB,EACzBC,EAAkB,KAClBC,EAAuB,KACvBC,EAAkB,KAClBC,EAAkB,KAClBC,EAA4B,KAC5BC,EAAuB,KACvBC,EAAuB,KACvBC,GAA2B,EAE3BC,EAAmB,KACnBC,EAAkB,KAElBC,EAAmB,KAEnBC,EAA6B,KAC7BC,EAA4B,KAEhC,MAAMtjB,EAAc3U,EAAG+P,aAAc,OAErC,IAAImoB,GAAqB,EACrBjgE,EAAU,EACd,MAAMkgE,EAAYn4B,EAAG+P,aAAc,OAEK,IAAnCooB,EAAU3uE,QAAS,UAEvByO,EAAUyyB,WAAY,cAAcC,KAAMwtC,GAAa,IACvDD,EAAuBjgE,GAAW,IAEgB,IAAvCkgE,EAAU3uE,QAAS,eAE9ByO,EAAUyyB,WAAY,kBAAkBC,KAAMwtC,GAAa,IAC3DD,EAAuBjgE,GAAW,GAInC,IAAImgE,EAAqB,KACrBC,EAAuB,GAE3B,MAAMC,EAAiB,IAAI5+D,EAAS,EAAG,EAAGsmC,EAAGhqC,OAAOvG,MAAOuwC,EAAGhqC,OAAOtG,QAC/D6oE,EAAkB,IAAI7+D,EAAS,EAAG,EAAGsmC,EAAGhqC,OAAOvG,MAAOuwC,EAAGhqC,OAAOtG,QAEtE,SAAS8oE,EAAervE,EAAMc,EAAQmZ,GAErC,MAAM5J,EAAO,IAAImzB,WAAY,GACvBpxB,EAAUykC,EAAGw4B,gBAEnBx4B,EAAGy4B,YAAatvE,EAAMoS,GACtBykC,EAAG04B,cAAevvE,EAAM,MAAO,MAC/B62C,EAAG04B,cAAevvE,EAAM,MAAO,MAE/B,IAAM,IAAIiB,EAAI,EAAGA,EAAIgZ,EAAOhZ,IAE3B41C,EAAG24B,WAAY1uE,EAASG,EAAG,EAAG,KAAM,EAAG,EAAG,EAAG,KAAM,KAAMoP,GAI1D,OAAO+B,EAIR,MAAMq9D,EAAgB,GAqBtB,SAAS9C,EAAQviD,IAEmB,IAA9ByjD,EAAqBzjD,KAEzBysB,EAAG81B,OAAQviD,GACXyjD,EAAqBzjD,IAAO,GAM9B,SAASwiD,EAASxiD,IAEkB,IAA9ByjD,EAAqBzjD,KAEzBysB,EAAG+1B,QAASxiD,GACZyjD,EAAqBzjD,IAAO,GApC9BqlD,EAAe,MAASJ,EAAe,KAAM,KAAM,GACnDI,EAAe,OAAUJ,EAAe,MAAO,MAAO,GAItDrD,EAAYxmB,SAAU,EAAG,EAAG,EAAG,GAC/BnzC,EAAYmzC,SAAU,GACtBlzC,EAAckzC,SAAU,GAExBmnB,EAAQ,MACRt6D,EAAYy6D,QA1nmBU,GA4nmBtB4C,GAAc,GACdC,EAlqmBoB,GAmqmBpBhD,EAAQ,MAERzB,EAzpmBkB,GA6tmBlB,MAAM0E,EAAe,CACpBvpE,CAAEhI,GAAe,MACjBwxE,IAAsB,MACtBC,IAA6B,OAG9B,GAAK/4B,EAEJ64B,EA5tmBkB,KA4tmBY,MAC9BA,EA5tmBkB,KA4tmBY,UAExB,CAEN,MAAM/oB,EAAY1W,EAAW+G,IAAK,oBAEf,OAAd2P,IAEJ+oB,EArumBiB,KAqumBa/oB,EAAUkpB,QACxCH,EArumBiB,KAqumBa/oB,EAAUmpB,SAM1C,MAAMC,EAAa,CAClBC,IAAgB,EAChBC,IAAe,EACfC,IAAoB,IACpBC,IAAoB,IACpBC,IAA4B,IAC5BC,IAAoB,IACpBC,IAAoB,IACpBC,IAA4B,IAC5BC,IAA4B,IAC5BC,IAA4B,IAC5BC,IAA4B,KAG7B,SAAS1F,EAAa/5C,EAAUO,EAAeF,EAAUC,EAAUI,EAAoBF,EAAeC,EAAeyB,GAEpH,GArwmBiB,IAqwmBZlC,GAoBL,IAPgC,IAA3B88C,IAEJtB,EAAQ,MACRsB,GAAyB,GAhxmBL,IAoxmBhB98C,EAmFLU,EAAqBA,GAAsBH,EAC3CC,EAAgBA,GAAiBH,EACjCI,EAAgBA,GAAiBH,EAE5BC,IAAkBy8C,GAAwBt8C,IAAuBy8C,IAErEz3B,EAAGg6B,sBAAuBjB,EAAcl+C,GAAiBk+C,EAAc/9C,IAEvEs8C,EAAuBz8C,EACvB48C,EAA4Bz8C,GAIxBL,IAAa48C,GAAmB38C,IAAa48C,GAAmB18C,IAAkB48C,GAAwB38C,IAAkB48C,IAEhI33B,EAAGi6B,kBAAmBb,EAAYz+C,GAAYy+C,EAAYx+C,GAAYw+C,EAAYt+C,GAAiBs+C,EAAYr+C,IAE/Gw8C,EAAkB58C,EAClB68C,EAAkB58C,EAClB88C,EAAuB58C,EACvB68C,EAAuB58C,GAIxBs8C,EAAkB/8C,EAClBs9C,EAA2B,UA1G1B,GAAKt9C,IAAa+8C,GAAmB76C,IAAuBo7C,EAA2B,CAWtF,GATKN,IAAyB9vE,GAAeiwE,IAA8BjwE,IAE1Ew4C,EAAGnlB,cAAe,OAElBy8C,EAAuB9vE,EACvBiwE,EAA4BjwE,GAIxBg1B,EAEJ,OAASlC,GAER,KAzymBiB,EA0ymBhB0lB,EAAGi6B,kBAAmB,EAAG,IAAK,EAAG,KACjC,MAED,KA5ymBmB,EA6ymBlBj6B,EAAGk6B,UAAW,EAAG,GACjB,MAED,KA/ymBsB,EAgzmBrBl6B,EAAGi6B,kBAAmB,EAAG,EAAG,IAAK,KACjC,MAED,KAlzmBmB,EAmzmBlBj6B,EAAGi6B,kBAAmB,EAAG,IAAK,EAAG,KACjC,MAED,QACC5qE,QAAQsC,MAAO,uCAAwC2oB,QAOzD,OAASA,GAER,KAn0mBiB,EAo0mBhB0lB,EAAGi6B,kBAAmB,IAAK,IAAK,EAAG,KACnC,MAED,KAt0mBmB,EAu0mBlBj6B,EAAGk6B,UAAW,IAAK,GACnB,MAED,KAz0mBsB,EA00mBrBl6B,EAAGk6B,UAAW,EAAG,KACjB,MAED,KA50mBmB,EA60mBlBl6B,EAAGk6B,UAAW,EAAG,KACjB,MAED,QACC7qE,QAAQsC,MAAO,uCAAwC2oB,GAO1Di9C,EAAkB,KAClBC,EAAkB,KAClBE,EAAuB,KACvBC,EAAuB,KAEvBN,EAAkB/8C,EAClBs9C,EAA2Bp7C,QA3FI,IAA3B46C,IAEJrB,EAAS,MACTqB,GAAyB,GAuK5B,SAASyB,EAAc1R,GAEjB0Q,IAAqB1Q,IAEpBA,EAEJnnB,EAAGm6B,UAAW,MAIdn6B,EAAGm6B,UAAW,MAIftC,EAAmB1Q,GAMrB,SAAS2R,EAAasB,GAl9mBF,IAo9mBdA,GAEJtE,EAAQ,MAEHsE,IAAatC,IAv9mBA,IAy9mBZsC,EAEJp6B,EAAGo6B,SAAU,MA19mBI,IA49mBNA,EAEXp6B,EAAGo6B,SAAU,MAIbp6B,EAAGo6B,SAAU,QAQfrE,EAAS,MAIV+B,EAAkBsC,EAgBnB,SAASC,EAAkBn+C,EAAeo+C,EAAQ/a,GAE5CrjC,GAEJ45C,EAAQ,OAEHkC,IAA+BsC,GAAUrC,IAA8B1Y,IAE3Evf,EAAG9jB,cAAeo+C,EAAQ/a,GAE1ByY,EAA6BsC,EAC7BrC,EAA4B1Y,IAM7BwW,EAAS,OAsBX,SAASwE,EAAeC,QAEJnxE,IAAdmxE,IAA0BA,EAAY,MAAQ7lB,EAAc,GAE5DyjB,IAAuBoC,IAE3Bx6B,EAAGu6B,cAAeC,GAClBpC,EAAqBoC,GA+MvB,MAAO,CAENr6B,QAAS,CACRhjB,MAAOg4C,EACPh6D,MAAOK,EACP+hC,QAAS9hC,GAGVq6D,OAAQA,EACRC,QAASA,EAET0E,gBA5jBD,SAA0BxwE,EAAQywE,GAEZ,OAAhBA,GAA0C,OAAlBzD,IAAyByD,EAAczD,GAE/DC,EAA0BjtE,KAAaywE,IAE3C16B,EAAGy6B,gBAAiBxwE,EAAQywE,GAE5BxD,EAA0BjtE,GAAWywE,IAqjBtCC,kBAzkBD,SAA4BD,GAEtBA,IAAgBzD,IAEpBj3B,EAAGy6B,gBAAiB,MAAOC,GAE3BzD,EAAgByD,IAqkBjBE,WAjjBD,SAAqB5pB,GAEpB,OAAKmmB,IAAmBnmB,IAEvBhR,EAAG46B,WAAY5pB,GAEfmmB,EAAiBnmB,GAEV,IA2iBRqjB,YAAaA,EACbwG,YAxXD,SAAsBhlD,EAAUilD,GA54mBd,IA84mBjBjlD,EAAS0E,KACNw7C,EAAS,MACTD,EAAQ,MAEX,IAAI3O,EAn5mBW,IAm5mBGtxC,EAAS0E,KACtBugD,IAAc3T,GAAcA,GAEjC0R,EAAc1R,GAj5mBO,IAm5mBnBtxC,EAASyE,WAAwD,IAAzBzE,EAAS6E,YAChD25C,EAr5mBc,GAs5mBdA,EAAax+C,EAASyE,SAAUzE,EAASgF,cAAehF,EAAS8E,SAAU9E,EAAS+E,SAAU/E,EAASmF,mBAAoBnF,EAASiF,cAAejF,EAASkF,cAAelF,EAAS2G,oBAEvLhhB,EAAYy6D,QAASpgD,EAASoF,WAC9Bzf,EAAY84D,QAASz+C,EAASqF,WAC9B1f,EAAY+5D,QAAS1/C,EAASsF,YAC9Bg6C,EAAYI,QAAS1/C,EAASmG,YAE9B,MAAML,EAAe9F,EAAS8F,aAC9BlgB,EAAc64D,QAAS34C,GAClBA,IAEJlgB,EAAc85D,QAAS1/C,EAASuF,kBAChC3f,EAAcw6D,QAASpgD,EAASwF,YAAaxF,EAASyF,WAAYzF,EAAS0F,iBAC3E9f,EAAco7D,MAAOhhD,EAAS2F,YAAa3F,EAAS4F,aAAc5F,EAAS6F,eAI5E2+C,EAAkBxkD,EAASqG,cAAerG,EAASsG,oBAAqBtG,EAASuG,qBAEpD,IAA7BvG,EAAS0G,gBACNu5C,EAAQ,OACRC,EAAS,QAwVZ8C,aAAcA,EACdC,YAAaA,EAEbiC,aA/RD,SAAuBtrE,GAEjBA,IAAUsoE,IAETG,GAAqBl4B,EAAGg7B,UAAWvrE,GAExCsoE,EAAmBtoE,IA0RpB4qE,iBAAkBA,EAElB9F,eA/PD,SAAyBl5D,GAEnBA,EAEJy6D,EAAQ,MAIRC,EAAS,OAyPVwE,cAAeA,EACf9B,YArOD,SAAsBwC,EAAWC,GAEJ,OAAvB9C,GAEJmC,IAID,IAAIY,EAAe9C,EAAsBD,QAEnB/uE,IAAjB8xE,IAEJA,EAAe,CAAEhyE,UAAME,EAAWkS,aAASlS,GAC3CgvE,EAAsBD,GAAuB+C,GAIzCA,EAAahyE,OAAS8xE,GAAaE,EAAa5/D,UAAY2/D,IAEhEl7B,EAAGy4B,YAAawC,EAAWC,GAAgBtC,EAAeqC,IAE1DE,EAAahyE,KAAO8xE,EACpBE,EAAa5/D,QAAU2/D,IAgNxBE,cA1MD,WAEC,MAAMD,EAAe9C,EAAsBD,QAErB/uE,IAAjB8xE,QAAoD9xE,IAAtB8xE,EAAahyE,OAE/C62C,EAAGy4B,YAAa0C,EAAahyE,KAAM,MAEnCgyE,EAAahyE,UAAOE,EACpB8xE,EAAa5/D,aAAUlS,IAkMxBgyE,qBA5LD,WAEC,IAECr7B,EAAGq7B,qBAAqBC,MAAOt7B,EAAItuC,WAElC,MAAQC,GAETtC,QAAQsC,MAAO,oBAAqBA,KAqLrCgnE,WA/KD,WAEC,IAEC34B,EAAG24B,WAAW2C,MAAOt7B,EAAItuC,WAExB,MAAQC,GAETtC,QAAQsC,MAAO,oBAAqBA,KAwKrC4pE,WAlKD,WAEC,IAECv7B,EAAGu7B,WAAWD,MAAOt7B,EAAItuC,WAExB,MAAQC,GAETtC,QAAQsC,MAAO,oBAAqBA,KA4JrCyJ,QApJD,SAAkBA,IAEyB,IAArCk9D,EAAevyD,OAAQ3K,KAE3B4kC,EAAG5kC,QAASA,EAAQrP,EAAGqP,EAAQ/O,EAAG+O,EAAQzB,EAAGyB,EAAQrL,GACrDuoE,EAAelgE,KAAMgD,KAgJtBE,SA1ID,SAAmBA,IAE0B,IAAvCi9D,EAAgBxyD,OAAQzK,KAE5B0kC,EAAG1kC,SAAUA,EAASvP,EAAGuP,EAASjP,EAAGiP,EAAS3B,EAAG2B,EAASvL,GAC1DwoE,EAAgBngE,KAAMkD,KAuIvBq2C,MA/HD,WAIC3R,EAAG+1B,QAAS,MACZ/1B,EAAG+1B,QAAS,MACZ/1B,EAAG+1B,QAAS,MACZ/1B,EAAG+1B,QAAS,OACZ/1B,EAAG+1B,QAAS,MACZ/1B,EAAG+1B,QAAS,MACZ/1B,EAAG+1B,QAAS,OAEZ/1B,EAAGnlB,cAAe,OAClBmlB,EAAGk6B,UAAW,EAAG,GACjBl6B,EAAGi6B,kBAAmB,EAAG,EAAG,EAAG,GAE/Bj6B,EAAGw1B,WAAW,GAAM,GAAM,GAAM,GAChCx1B,EAAGoO,WAAY,EAAG,EAAG,EAAG,GAExBpO,EAAGg2B,WAAW,GACdh2B,EAAG/kB,UAAW,KACd+kB,EAAGk2B,WAAY,GAEfl2B,EAAG42B,YAAa,YAChB52B,EAAG3kB,YAAa,IAAK,EAAG,YACxB2kB,EAAG82B,UAAW,KAAM,KAAM,MAC1B92B,EAAG+2B,aAAc,GAEjB/2B,EAAGo6B,SAAU,MACbp6B,EAAGm6B,UAAW,MAEdn6B,EAAG9jB,cAAe,EAAG,GAErB8jB,EAAGu6B,cAAe,OAElBv6B,EAAGy6B,gBAAiB,MAAO,OAET,IAAbv6B,IAEJF,EAAGy6B,gBAAiB,MAAO,MAC3Bz6B,EAAGy6B,gBAAiB,MAAO,OAI5Bz6B,EAAG46B,WAAY,MAEf56B,EAAGg7B,UAAW,GAEdh7B,EAAG5kC,QAAS,EAAG,EAAG4kC,EAAGhqC,OAAOvG,MAAOuwC,EAAGhqC,OAAOtG,QAC7CswC,EAAG1kC,SAAU,EAAG,EAAG0kC,EAAGhqC,OAAOvG,MAAOuwC,EAAGhqC,OAAOtG,QAI9CsnE,EAAsB,GAEtBoB,EAAqB,KACrBC,EAAuB,GAEvBpB,EAAgB,KAChBC,EAA2B,GAE3BC,EAAiB,KAEjBC,GAAyB,EACzBC,EAAkB,KAClBC,EAAuB,KACvBC,EAAkB,KAClBC,EAAkB,KAClBC,EAA4B,KAC5BC,EAAuB,KACvBC,EAAuB,KACvBC,GAA2B,EAE3BC,EAAmB,KACnBC,EAAkB,KAElBC,EAAmB,KAEnBC,EAA6B,KAC7BC,EAA4B,KAE5BK,EAAelpE,IAAK,EAAG,EAAG4wC,EAAGhqC,OAAOvG,MAAOuwC,EAAGhqC,OAAOtG,QACrD6oE,EAAgBnpE,IAAK,EAAG,EAAG4wC,EAAGhqC,OAAOvG,MAAOuwC,EAAGhqC,OAAOtG,QAEtDylE,EAAYxjB,QACZn2C,EAAYm2C,QACZl2C,EAAck2C,UA+ChB,SAAS6pB,GAAeC,EAAKniC,EAAY4U,EAAO9C,EAAYnL,EAAcy7B,EAAO9nB,GAEhF,MAAM1T,EAAWD,EAAaC,SACxByU,EAAc1U,EAAa0U,YAC3BG,EAAiB7U,EAAa6U,eAC9BD,EAAiB5U,EAAa4U,eAC9BY,EAAaxV,EAAawV,WAE1BkmB,EAAiB,IAAIv7B,QAC3B,IAAI3qC,EAMAmmE,GAAqB,EAEzB,IAECA,EAAgD,oBAApBC,iBAC+B,OAArD,IAAIA,gBAAiB,EAAG,GAAIzlE,WAAY,MAE7C,MAAQ0lE,IAMV,SAASC,EAActsE,EAAOC,GAI7B,OAAOksE,EACN,IAAIC,gBAAiBpsE,EAAOC,GAC5BuG,SAASC,gBAAiB,+BAAgC,UAI5D,SAAS8lE,EAAanmE,EAAOomE,EAAiBC,EAAgBC,GAE7D,IAAI9uD,EAAQ,EAYZ,IARKxX,EAAMpG,MAAQ0sE,GAAWtmE,EAAMnG,OAASysE,KAE5C9uD,EAAQ8uD,EAAUtxE,KAAKa,IAAKmK,EAAMpG,MAAOoG,EAAMnG,SAM3C2d,EAAQ,IAAyB,IAApB4uD,EAA2B,CAI5C,GAAmC,oBAArB3iE,kBAAoCzD,aAAiByD,kBACnC,oBAAtBvD,mBAAqCF,aAAiBE,mBACtC,oBAAhBwD,aAA+B1D,aAAiB0D,YAAgB,CAEzE,MAAMpM,EAAQ8uE,EAAkBtxE,EAAUwD,gBAAkBtD,KAAKsC,MAE3DsC,EAAQtC,EAAOkgB,EAAQxX,EAAMpG,OAC7BC,EAASvC,EAAOkgB,EAAQxX,EAAMnG,aAEnBrG,IAAZoM,IAAwBA,EAAUsmE,EAActsE,EAAOC,IAI5D,MAAMsG,EAASkmE,EAAiBH,EAActsE,EAAOC,GAAW+F,EAEhEO,EAAOvG,MAAQA,EACfuG,EAAOtG,OAASA,EAOhB,OALgBsG,EAAOI,WAAY,MAC3BG,UAAWV,EAAO,EAAG,EAAGpG,EAAOC,GAEvCL,QAAQC,KAAM,uDAAyDuG,EAAMpG,MAAQ,IAAMoG,EAAMnG,OAAS,SAAWD,EAAQ,IAAMC,EAAS,MAErIsG,EAUP,MANK,SAAUH,GAEdxG,QAAQC,KAAM,yDAA2DuG,EAAMpG,MAAQ,IAAMoG,EAAMnG,OAAS,MAItGmG,EAMT,OAAOA,EAIR,SAAShI,EAAcgI,GAEtB,OAAOlL,EAAUkD,aAAcgI,EAAMpG,QAAW9E,EAAUkD,aAAcgI,EAAMnG,QAa/E,SAAS0sE,EAA6B7gE,EAAS8gE,GAE9C,OAAO9gE,EAAQ1D,iBAAmBwkE,GACjC9gE,EAAQtE,YAAcrP,GAAiB2T,EAAQtE,YAAcpP,EAI/D,SAASy0E,EAAgBryE,EAAQsR,EAAS9L,EAAOC,GAEhD+rE,EAAIa,eAAgBryE,GAEMmhD,EAAW/K,IAAK9kC,GAExBghE,cAAgB1xE,KAAK2xE,KAAM3xE,KAAKa,IAAK+D,EAAOC,IAI/D,SAAS+sE,EAAmBC,EAAoBC,EAAUC,GAEzD,IAAkB,IAAb18B,EAAqB,OAAOy8B,EAEjC,GAA4B,OAAvBD,EAA8B,CAElC,QAAmCrzE,IAA9BoyE,EAAKiB,GAAqC,OAAOjB,EAAKiB,GAE3DrtE,QAAQC,KAAM,2EAA8EotE,EAAqB,KAIlH,IAAIhlE,EAAiBilE,EAiCrB,OA/BkB,OAAbA,IAEY,OAAXC,IAAkBllE,EAAiB,OACxB,OAAXklE,IAAkBllE,EAAiB,OACxB,OAAXklE,IAAkBllE,EAAiB,QAIvB,OAAbilE,IAEY,OAAXC,IAAkBllE,EAAiB,OACxB,OAAXklE,IAAkBllE,EAAiB,OACxB,OAAXklE,IAAkBllE,EAAiB,QAIvB,OAAbilE,IAEY,OAAXC,IAAkBllE,EAAiB,OACxB,OAAXklE,IAAkBllE,EAAiB,OACxB,OAAXklE,IAAkBllE,EAAiB,QAIjB,QAAnBA,GAA+C,QAAnBA,GACb,QAAnBA,GAA+C,QAAnBA,GAE5B4hC,EAAW+G,IAAK,0BAIV3oC,EAMR,SAASmlE,EAAgB5oE,GAExB,OAAKA,IAAMrM,GAh6nBsB,OAg6nBLqM,GA95nBI,OA85nBgCA,EAExD,KAID,KAMR,SAASsjD,EAAkBvtD,GAE1B,MAAMuR,EAAUvR,EAAMC,OAEtBsR,EAAQ5R,oBAAqB,UAAW4tD,GA4BzC,SAA4Bh8C,GAE3B,MAAMuhE,EAAoB1xB,EAAW/K,IAAK9kC,GAE1C,QAAuClS,IAAlCyzE,EAAkBC,YAA4B,OAEnDtB,EAAIuB,cAAeF,EAAkBG,gBAErC7xB,EAAWj4B,OAAQ5X,GAlCnB2hE,CAAmB3hE,GAEdA,EAAQ4hE,gBAEZxB,EAAel7B,OAAQllC,GAIxBq4C,EAAKmE,OAAOv/C,WAIb,SAAS4kE,EAAuBpzE,GAE/B,MAAM6xC,EAAe7xC,EAAMC,OAE3B4xC,EAAalyC,oBAAqB,UAAWyzE,GAsB9C,SAAiCvhC,GAEhC,MAAMtgC,EAAUsgC,EAAatgC,QAEvB8hE,EAAyBjyB,EAAW/K,IAAKxE,GACzCihC,EAAoB1xB,EAAW/K,IAAK9kC,GAE1C,IAAOsgC,EAAe,YAEoBxyC,IAArCyzE,EAAkBG,gBAEtBxB,EAAIuB,cAAeF,EAAkBG,gBAIjCphC,EAAangC,cAEjBmgC,EAAangC,aAAaC,UAI3B,GAAKkgC,EAAaC,wBAEjB,IAAM,IAAI1xC,EAAI,EAAGA,EAAI,EAAGA,IAEvBqxE,EAAI6B,kBAAmBD,EAAuBE,mBAAoBnzE,IAC7DizE,EAAuBG,oBAAqB/B,EAAIgC,mBAAoBJ,EAAuBG,mBAAoBpzE,SAMrHqxE,EAAI6B,kBAAmBD,EAAuBE,oBACzCF,EAAuBG,oBAAqB/B,EAAIgC,mBAAoBJ,EAAuBG,oBAC3FH,EAAuBK,gCAAiCjC,EAAI6B,kBAAmBD,EAAuBK,gCACtGL,EAAuBM,0BAA2BlC,EAAIgC,mBAAoBJ,EAAuBM,0BACjGN,EAAuBO,0BAA2BnC,EAAIgC,mBAAoBJ,EAAuBO,0BAIvGxyB,EAAWj4B,OAAQ5X,GACnB6vC,EAAWj4B,OAAQ0oB,GA7DnBgiC,CAAwBhiC,GAExB+X,EAAKmE,OAAOv/C,WAiEb,IAAIslE,EAAe,EA0BnB,SAASC,EAAcxiE,EAASyiE,GAE/B,MAAMlB,EAAoB1xB,EAAW/K,IAAK9kC,GAI1C,GAFKA,EAAQ4hE,gBAo5Bd,SAA6B5hE,GAE5B,MAAMkkC,EAAQmU,EAAKhX,OAAO6C,MAIrBk8B,EAAet7B,IAAK9kC,KAAckkC,IAEtCk8B,EAAevsE,IAAKmM,EAASkkC,GAC7BlkC,EAAQuC,UA75BqBmgE,CAAoB1iE,GAE7CA,EAAQtD,QAAU,GAAK6kE,EAAkBoB,YAAc3iE,EAAQtD,QAAU,CAE7E,MAAMpC,EAAQ0F,EAAQ1F,MAEtB,QAAexM,IAAVwM,EAEJxG,QAAQC,KAAM,6EAER,CAAA,IAAwB,IAAnBuG,EAAMsoE,SAOjB,YADAC,EAAetB,EAAmBvhE,EAASyiE,GAJ3C3uE,QAAQC,KAAM,2EAWhB4+C,EAAMqsB,cAAe,MAAQyD,GAC7B9vB,EAAMuqB,YAAa,KAAMqE,EAAkBG,gBAoC5C,SAASoB,EAAgB9iE,EAASyiE,GAEjC,MAAMlB,EAAoB1xB,EAAW/K,IAAK9kC,GAErCA,EAAQtD,QAAU,GAAK6kE,EAAkBoB,YAAc3iE,EAAQtD,QA+TrE,SAA4B6kE,EAAmBvhE,EAASyiE,GAEvD,GAA8B,IAAzBziE,EAAQ1F,MAAMvL,OAAe,OAElCg0E,EAAaxB,EAAmBvhE,GAEhC2yC,EAAMqsB,cAAe,MAAQyD,GAC7B9vB,EAAMuqB,YAAa,MAAOqE,EAAkBG,gBAE5CxB,EAAI8C,YAAa,MAAOhjE,EAAQxD,OAChC0jE,EAAI8C,YAAa,MAAOhjE,EAAQzD,kBAChC2jE,EAAI8C,YAAa,KAAMhjE,EAAQvD,iBAC/ByjE,EAAI8C,YAAa,MAAO,GAExB,MAAMC,EAAiBjjE,IAAaA,EAAQkjE,qBAAuBljE,EAAQ1F,MAAO,GAAI4oE,qBAChFxlE,EAAkBsC,EAAQ1F,MAAO,IAAO0F,EAAQ1F,MAAO,GAAIoD,cAE3DylE,EAAY,GAElB,IAAM,IAAIt0E,EAAI,EAAGA,EAAI,EAAGA,IAQtBs0E,EAAWt0E,GANLo0E,GAAkBvlE,EAMPA,EAAgBsC,EAAQ1F,MAAOzL,GAAIyL,MAAQ0F,EAAQ1F,MAAOzL,GAJ1D4xE,EAAazgE,EAAQ1F,MAAOzL,IAAK,GAAO,EAAM0qD,GAUjE,MAAMj/C,EAAQ6oE,EAAW,GACxBrC,EAAexuE,EAAcgI,IAAWqqC,EACxCy8B,EAAWjB,EAAMiD,QAASpjE,EAAQrE,QAClC0lE,EAASlB,EAAMiD,QAASpjE,EAAQpS,MAChCy1E,EAAmBnC,EAAmBlhE,EAAQ7D,eAAgBilE,EAAUC,GAIzE,IAAInlE,EAEJ,GAJAonE,EAAsB,MAAOtjE,EAAS8gE,GAIjCmC,EAAe,CAEnB,IAAM,IAAIp0E,EAAI,EAAGA,EAAI,EAAGA,IAAO,CAE9BqN,EAAUinE,EAAWt0E,GAAIqN,QAEzB,IAAM,IAAI2O,EAAI,EAAGA,EAAI3O,EAAQnN,OAAQ8b,IAAO,CAE3C,MAAM04D,EAASrnE,EAAS2O,GAEnB7K,EAAQrE,SAAW5O,GAAciT,EAAQrE,SAAW7O,EAEtC,OAAbs0E,EAEJzuB,EAAMmtB,qBAAsB,MAAQjxE,EAAGgc,EAAGw4D,EAAkBE,EAAOrvE,MAAOqvE,EAAOpvE,OAAQ,EAAGovE,EAAOtlE,MAInGnK,QAAQC,KAAM,mGAMf4+C,EAAMyqB,WAAY,MAAQvuE,EAAGgc,EAAGw4D,EAAkBE,EAAOrvE,MAAOqvE,EAAOpvE,OAAQ,EAAGitE,EAAUC,EAAQkC,EAAOtlE,OAQ9GsjE,EAAkBP,cAAgB9kE,EAAQnN,OAAS,MAE7C,CAENmN,EAAU8D,EAAQ9D,QAElB,IAAM,IAAIrN,EAAI,EAAGA,EAAI,EAAGA,IAEvB,GAAK6O,EAAgB,CAEpBi1C,EAAMyqB,WAAY,MAAQvuE,EAAG,EAAGw0E,EAAkBF,EAAWt0E,GAAIqF,MAAOivE,EAAWt0E,GAAIsF,OAAQ,EAAGitE,EAAUC,EAAQ8B,EAAWt0E,GAAIoP,MAEnI,IAAM,IAAI4M,EAAI,EAAGA,EAAI3O,EAAQnN,OAAQ8b,IAAO,CAE3C,MACM24D,EADStnE,EAAS2O,GACGvQ,MAAOzL,GAAIyL,MAEtCq4C,EAAMyqB,WAAY,MAAQvuE,EAAGgc,EAAI,EAAGw4D,EAAkBG,EAAYtvE,MAAOsvE,EAAYrvE,OAAQ,EAAGitE,EAAUC,EAAQmC,EAAYvlE,WAIzH,CAEN00C,EAAMyqB,WAAY,MAAQvuE,EAAG,EAAGw0E,EAAkBjC,EAAUC,EAAQ8B,EAAWt0E,IAE/E,IAAM,IAAIgc,EAAI,EAAGA,EAAI3O,EAAQnN,OAAQ8b,IAAO,CAE3C,MAAM04D,EAASrnE,EAAS2O,GAExB8nC,EAAMyqB,WAAY,MAAQvuE,EAAGgc,EAAI,EAAGw4D,EAAkBjC,EAAUC,EAAQkC,EAAOjpE,MAAOzL,KAQzF0yE,EAAkBP,cAAgB9kE,EAAQnN,OAItC8xE,EAA6B7gE,EAAS8gE,IAG1CC,EAAgB,MAAO/gE,EAAS1F,EAAMpG,MAAOoG,EAAMnG,QAIpDotE,EAAkBoB,UAAY3iE,EAAQtD,QAEjCsD,EAAQrD,UAAWqD,EAAQrD,SAAUqD,GA1bzCyjE,CAAmBlC,EAAmBvhE,EAASyiE,IAKhD9vB,EAAMqsB,cAAe,MAAQyD,GAC7B9vB,EAAMuqB,YAAa,MAAOqE,EAAkBG,iBAI7C,MAAMgC,EAAe,CACpBzvE,CAAE/H,GAAkB,MACpB+H,CAAE9H,GAAuB,MACzB8H,CAAE7H,GAA0B,OAGvBu3E,EAAa,CAClB1vE,CAAE5H,GAAiB,KACnBu3E,KAAgC,KAChCC,KAA+B,KAE/B5vE,CAAE3H,GAAgB,KAClBw3E,KAA+B,KAC/B7vE,CAAE1H,GAA4B,MAG/B,SAAS+2E,EAAsBS,EAAa/jE,EAAS8gE,GA4CpD,GA1CKA,GAEJZ,EAAI/C,cAAe4G,EAAa,MAAOL,EAAc1jE,EAAQzE,QAC7D2kE,EAAI/C,cAAe4G,EAAa,MAAOL,EAAc1jE,EAAQxE,QAExC,QAAhBuoE,GAAyC,QAAhBA,GAE7B7D,EAAI/C,cAAe4G,EAAa,MAAOL,EAAc1jE,EAAQ8+C,QAI9DohB,EAAI/C,cAAe4G,EAAa,MAAOJ,EAAY3jE,EAAQvE,YAC3DykE,EAAI/C,cAAe4G,EAAa,MAAOJ,EAAY3jE,EAAQtE,cAI3DwkE,EAAI/C,cAAe4G,EAAa,MAAO,OACvC7D,EAAI/C,cAAe4G,EAAa,MAAO,OAElB,QAAhBA,GAAyC,QAAhBA,GAE7B7D,EAAI/C,cAAe4G,EAAa,MAAO,OAInC/jE,EAAQzE,QAAUpP,GAAuB6T,EAAQxE,QAAUrP,GAE/D2H,QAAQC,KAAM,iIAIfmsE,EAAI/C,cAAe4G,EAAa,MAAOzC,EAAgBthE,EAAQvE,YAC/DykE,EAAI/C,cAAe4G,EAAa,MAAOzC,EAAgBthE,EAAQtE,YAE1DsE,EAAQtE,YAAcrP,GAAiB2T,EAAQtE,YAAcpP,GAEjEwH,QAAQC,KAAM,qIAM4C,IAAvDgqC,EAAW+b,IAAK,kCAA8C,CAElE,MAAMrF,EAAY1W,EAAW+G,IAAK,kCAElC,GAAK9kC,EAAQpS,OAASjB,IAA8D,IAAjDoxC,EAAW+b,IAAK,4BAAyC,OAC5F,IAAkB,IAAbnV,GAAwB3kC,EAAQpS,OAAShB,IAAuE,IAAtDmxC,EAAW+b,IAAK,iCAAgD,QAE1H95C,EAAQpE,WAAa,GAAKi0C,EAAW/K,IAAK9kC,GAAUgkE,uBAExD9D,EAAI+D,cAAeF,EAAatvB,EAAUyvB,2BAA4B50E,KAAKY,IAAK8P,EAAQpE,WAAY8oC,EAAaqV,qBACjHlK,EAAW/K,IAAK9kC,GAAUgkE,oBAAsBhkE,EAAQpE,aAQ3D,SAASmnE,EAAaxB,EAAmBvhE,QAEDlS,IAAlCyzE,EAAkBC,cAEtBD,EAAkBC,aAAc,EAEhCxhE,EAAQrS,iBAAkB,UAAWquD,GAErCulB,EAAkBG,eAAiBxB,EAAIjD,gBAEvC5kB,EAAKmE,OAAOv/C,YAMd,SAAS4lE,EAAetB,EAAmBvhE,EAASyiE,GAEnD,IAAIsB,EAAc,KAEb/jE,EAAQ++C,uBAAuBglB,EAAc,OAC7C/jE,EAAQi/C,kBAAkB8kB,EAAc,OAE7ChB,EAAaxB,EAAmBvhE,GAEhC2yC,EAAMqsB,cAAe,MAAQyD,GAC7B9vB,EAAMuqB,YAAa6G,EAAaxC,EAAkBG,gBAElDxB,EAAI8C,YAAa,MAAOhjE,EAAQxD,OAChC0jE,EAAI8C,YAAa,MAAOhjE,EAAQzD,kBAChC2jE,EAAI8C,YAAa,KAAMhjE,EAAQvD,iBAC/ByjE,EAAI8C,YAAa,MAAO,GAExB,MAAMtC,EA/YP,SAAiC1gE,GAEhC,OAAK2kC,IAEI3kC,EAAQzE,QAAUpP,GAAuB6T,EAAQxE,QAAUrP,GACjE6T,EAAQtE,YAAcrP,GAAiB2T,EAAQtE,YAAcpP,GA0YxC63E,CAAwBnkE,KAA+C,IAAlC1N,EAAc0N,EAAQ1F,OAC7EA,EAAQmmE,EAAazgE,EAAQ1F,MAAOomE,GAAiB,EAAOpnB,GAE5DwnB,EAAexuE,EAAcgI,IAAWqqC,EAC7Cy8B,EAAWjB,EAAMiD,QAASpjE,EAAQrE,QAEnC,IAKI4nE,EALAlC,EAASlB,EAAMiD,QAASpjE,EAAQpS,MACnCy1E,EAAmBnC,EAAmBlhE,EAAQ7D,eAAgBilE,EAAUC,GAEzEiC,EAAsBS,EAAa/jE,EAAS8gE,GAG5C,MAAM5kE,EAAU8D,EAAQ9D,QAExB,GAAK8D,EAAQokE,eAIZf,EAAmB,KAEd1+B,EAIH0+B,EAFIrjE,EAAQpS,OAASjB,EAEF,MAERqT,EAAQpS,OAASlB,EAET,MAERsT,EAAQpS,OAASf,EAET,MAIA,MAMfmT,EAAQpS,OAASjB,GAErBmH,QAAQsC,MAAO,gEAQZ4J,EAAQrE,SAAW3O,GAAoC,OAArBq2E,GAKjCrjE,EAAQpS,OAASnB,GAAqBuT,EAAQpS,OAASlB,IAE3DoH,QAAQC,KAAM,+FAEdiM,EAAQpS,KAAOnB,EACf40E,EAASlB,EAAMiD,QAASpjE,EAAQpS,OAM7BoS,EAAQrE,SAAW1O,GAA2C,OAArBo2E,IAI7CA,EAAmB,MAKdrjE,EAAQpS,OAASf,IAErBiH,QAAQC,KAAM,oFAEdiM,EAAQpS,KAAOf,EACfw0E,EAASlB,EAAMiD,QAASpjE,EAAQpS,QAQlC+kD,EAAMyqB,WAAY,KAAM,EAAGiG,EAAkB/oE,EAAMpG,MAAOoG,EAAMnG,OAAQ,EAAGitE,EAAUC,EAAQ,WAEvF,GAAKrhE,EAAQtC,cAMnB,GAAKxB,EAAQnN,OAAS,GAAK+xE,EAAe,CAEzC,IAAM,IAAIjyE,EAAI,EAAGmZ,EAAK9L,EAAQnN,OAAQF,EAAImZ,EAAInZ,IAE7C00E,EAASrnE,EAASrN,GAClB8jD,EAAMyqB,WAAY,KAAMvuE,EAAGw0E,EAAkBE,EAAOrvE,MAAOqvE,EAAOpvE,OAAQ,EAAGitE,EAAUC,EAAQkC,EAAOtlE,MAIvG+B,EAAQ1D,iBAAkB,EAC1BilE,EAAkBP,cAAgB9kE,EAAQnN,OAAS,OAInD4jD,EAAMyqB,WAAY,KAAM,EAAGiG,EAAkB/oE,EAAMpG,MAAOoG,EAAMnG,OAAQ,EAAGitE,EAAUC,EAAQ/mE,EAAM2D,MACnGsjE,EAAkBP,cAAgB,OAI7B,GAAKhhE,EAAQkjE,oBAAsB,CAEzC,IAAM,IAAIr0E,EAAI,EAAGmZ,EAAK9L,EAAQnN,OAAQF,EAAImZ,EAAInZ,IAE7C00E,EAASrnE,EAASrN,GAEbmR,EAAQrE,SAAW5O,GAAciT,EAAQrE,SAAW7O,EAEtC,OAAbs0E,EAEJzuB,EAAMmtB,qBAAsB,KAAMjxE,EAAGw0E,EAAkBE,EAAOrvE,MAAOqvE,EAAOpvE,OAAQ,EAAGovE,EAAOtlE,MAI9FnK,QAAQC,KAAM,kGAMf4+C,EAAMyqB,WAAY,KAAMvuE,EAAGw0E,EAAkBE,EAAOrvE,MAAOqvE,EAAOpvE,OAAQ,EAAGitE,EAAUC,EAAQkC,EAAOtlE,MAMxGsjE,EAAkBP,cAAgB9kE,EAAQnN,OAAS,OAE7C,GAAKiR,EAAQ++C,qBAEnBpM,EAAMqtB,WAAY,MAAO,EAAGqD,EAAkB/oE,EAAMpG,MAAOoG,EAAMnG,OAAQmG,EAAMsF,MAAO,EAAGwhE,EAAUC,EAAQ/mE,EAAM2D,MACjHsjE,EAAkBP,cAAgB,OAE5B,GAAKhhE,EAAQi/C,gBAEnBtM,EAAMqtB,WAAY,MAAO,EAAGqD,EAAkB/oE,EAAMpG,MAAOoG,EAAMnG,OAAQmG,EAAMsF,MAAO,EAAGwhE,EAAUC,EAAQ/mE,EAAM2D,MACjHsjE,EAAkBP,cAAgB,OAUlC,GAAK9kE,EAAQnN,OAAS,GAAK+xE,EAAe,CAEzC,IAAM,IAAIjyE,EAAI,EAAGmZ,EAAK9L,EAAQnN,OAAQF,EAAImZ,EAAInZ,IAE7C00E,EAASrnE,EAASrN,GAClB8jD,EAAMyqB,WAAY,KAAMvuE,EAAGw0E,EAAkBjC,EAAUC,EAAQkC,GAIhEvjE,EAAQ1D,iBAAkB,EAC1BilE,EAAkBP,cAAgB9kE,EAAQnN,OAAS,OAInD4jD,EAAMyqB,WAAY,KAAM,EAAGiG,EAAkBjC,EAAUC,EAAQ/mE,GAC/DinE,EAAkBP,cAAgB,EAM/BH,EAA6B7gE,EAAS8gE,IAE1CC,EAAgBgD,EAAa/jE,EAAS1F,EAAMpG,MAAOoG,EAAMnG,QAI1DotE,EAAkBoB,UAAY3iE,EAAQtD,QAEjCsD,EAAQrD,UAAWqD,EAAQrD,SAAUqD,GAwI3C,SAASqkE,EAAyBlF,EAAa7+B,EAAcgkC,EAAYC,GAExE,MAAMvkE,EAAUsgC,EAAatgC,QAEvBohE,EAAWjB,EAAMiD,QAASpjE,EAAQrE,QAClC0lE,EAASlB,EAAMiD,QAASpjE,EAAQpS,MAChCy1E,EAAmBnC,EAAmBlhE,EAAQ7D,eAAgBilE,EAAUC,GAEvD,QAAlBkD,GAA6C,QAAlBA,EAE/B5xB,EAAMqtB,WAAYuE,EAAe,EAAGlB,EAAkB/iC,EAAapsC,MAAOosC,EAAansC,OAAQmsC,EAAa1gC,MAAO,EAAGwhE,EAAUC,EAAQ,MAIxI1uB,EAAMyqB,WAAYmH,EAAe,EAAGlB,EAAkB/iC,EAAapsC,MAAOosC,EAAansC,OAAQ,EAAGitE,EAAUC,EAAQ,MAIrH1uB,EAAMusB,gBAAiB,MAAOC,GAC9Be,EAAIsE,qBAAsB,MAAOF,EAAYC,EAAe10B,EAAW/K,IAAK9kC,GAAU0hE,eAAgB,GACtG/uB,EAAMusB,gBAAiB,MAAO,MAK/B,SAASuF,EAA0BC,EAAcpkC,EAAcqkC,GAI9D,GAFAzE,EAAI0E,iBAAkB,MAAOF,GAExBpkC,EAAargC,cAAiBqgC,EAAapgC,cAAgB,CAE/D,IAAImjE,EAAmB,MAEvB,GAAKsB,EAAgB,CAEpB,MAAMxkE,EAAemgC,EAAangC,aAE7BA,GAAgBA,EAAaikE,iBAE5BjkE,EAAavS,OAASjB,EAE1B02E,EAAmB,MAERljE,EAAavS,OAASlB,IAEjC22E,EAAmB,QAMrB,MAAMwB,EAAUC,EAAwBxkC,GAExC4/B,EAAI6E,+BAAgC,MAAOF,EAASxB,EAAkB/iC,EAAapsC,MAAOosC,EAAansC,aAIvG+rE,EAAI8E,oBAAqB,MAAO3B,EAAkB/iC,EAAapsC,MAAOosC,EAAansC,QAIpF+rE,EAAI+E,wBAAyB,MAAO,MAAO,MAAOP,QAE5C,GAAKpkC,EAAargC,aAAeqgC,EAAapgC,cAAgB,CAEpE,GAAKykE,EAAgB,CAEpB,MAAME,EAAUC,EAAwBxkC,GAExC4/B,EAAI6E,+BAAgC,MAAOF,EAAS,MAAOvkC,EAAapsC,MAAOosC,EAAansC,aAI5F+rE,EAAI8E,oBAAqB,MAAO,MAAO1kC,EAAapsC,MAAOosC,EAAansC,QAKzE+rE,EAAI+E,wBAAyB,MAAO,MAAO,MAAOP,OAE5C,CAEN,MAAM1kE,EAAUsgC,EAAatgC,QAEvBohE,EAAWjB,EAAMiD,QAASpjE,EAAQrE,QAClC0lE,EAASlB,EAAMiD,QAASpjE,EAAQpS,MAChCy1E,EAAmBnC,EAAmBlhE,EAAQ7D,eAAgBilE,EAAUC,GAE9E,GAAKsD,EAAgB,CAEpB,MAAME,EAAUC,EAAwBxkC,GAExC4/B,EAAI6E,+BAAgC,MAAOF,EAASxB,EAAkB/iC,EAAapsC,MAAOosC,EAAansC,aAIvG+rE,EAAI8E,oBAAqB,MAAO3B,EAAkB/iC,EAAapsC,MAAOosC,EAAansC,QAMrF+rE,EAAI0E,iBAAkB,MAAO,MAkD9B,SAASM,EAAwB5kC,GAEhC,MAAMwhC,EAAyBjyB,EAAW/K,IAAKxE,GAEzC6kC,GAAoD,IAAzC7kC,EAAaC,wBAE9B,GAAKD,EAAangC,aAAe,CAEhC,GAAKglE,EAAS,MAAM,IAAI9wE,MAAO,6DArDjC,SAA4B8qE,EAAa7+B,GAGxC,GADiBA,GAAgBA,EAAaC,wBAChC,MAAM,IAAIlsC,MAAO,2DAI/B,GAFAs+C,EAAMusB,gBAAiB,MAAOC,IAErB7+B,EAAangC,eAAgBmgC,EAAangC,aAAaikE,eAE/D,MAAM,IAAI/vE,MAAO,uEAKXw7C,EAAW/K,IAAKxE,EAAangC,cAAeuhE,gBACjDphC,EAAangC,aAAa7F,MAAMpG,QAAUosC,EAAapsC,OACvDosC,EAAangC,aAAa7F,MAAMnG,SAAWmsC,EAAansC,SAEzDmsC,EAAangC,aAAa7F,MAAMpG,MAAQosC,EAAapsC,MACrDosC,EAAangC,aAAa7F,MAAMnG,OAASmsC,EAAansC,OACtDmsC,EAAangC,aAAarC,aAAc,GAIzC0kE,EAAcliC,EAAangC,aAAc,GAEzC,MAAMilE,EAAoBv1B,EAAW/K,IAAKxE,EAAangC,cAAeuhE,eAEtE,GAAKphC,EAAangC,aAAaxE,SAAW3O,EAEzCkzE,EAAIsE,qBAAsB,MAAO,MAAO,KAAMY,EAAmB,OAE3D,CAAA,GAAK9kC,EAAangC,aAAaxE,SAAW1O,EAMhD,MAAM,IAAIoH,MAAO,+BAJjB6rE,EAAIsE,qBAAsB,MAAO,MAAO,KAAMY,EAAmB,IAqBjEC,CAAmBvD,EAAuBE,mBAAoB1hC,QAI9D,GAAK6kC,EAAS,CAEbrD,EAAuBG,mBAAqB,GAE5C,IAAM,IAAIpzE,EAAI,EAAGA,EAAI,EAAGA,IAEvB8jD,EAAMusB,gBAAiB,MAAO4C,EAAuBE,mBAAoBnzE,IACzEizE,EAAuBG,mBAAoBpzE,GAAMqxE,EAAIoF,qBACrDb,EAA0B3C,EAAuBG,mBAAoBpzE,GAAKyxC,GAAc,QAMzFqS,EAAMusB,gBAAiB,MAAO4C,EAAuBE,oBACrDF,EAAuBG,mBAAqB/B,EAAIoF,qBAChDb,EAA0B3C,EAAuBG,mBAAoB3hC,GAAc,GAMrFqS,EAAMusB,gBAAiB,MAAO,MA8M/B,SAAS4F,EAAwBxkC,GAEhC,OAASqE,GAAYrE,EAAailC,+BACjCj2E,KAAKY,IAAKgqD,EAAY5Z,EAAaukC,SAAY,EAqBjD,IAAIW,GAAkB,EAClBC,GAAoB,EA2CxBz5E,KAAKi0D,oBAv+BL,WAEC,MAAMylB,EAAcnD,EAUpB,OARKmD,GAAetsB,GAEnBtlD,QAAQC,KAAM,sCAAwC2xE,EAAc,+CAAiDtsB,GAItHmpB,GAAgB,EAETmD,GA49BR15E,KAAK25E,kBA9+BL,WAECpD,EAAe,GA8+BhBv2E,KAAKw2E,aAAeA,EACpBx2E,KAAK42D,kBAz7BL,SAA4B5iD,EAASyiE,GAEpC,MAAMlB,EAAoB1xB,EAAW/K,IAAK9kC,GAErCA,EAAQtD,QAAU,GAAK6kE,EAAkBoB,YAAc3iE,EAAQtD,QAEnEmmE,EAAetB,EAAmBvhE,EAASyiE,IAK5C9vB,EAAMqsB,cAAe,MAAQyD,GAC7B9vB,EAAMuqB,YAAa,MAAOqE,EAAkBG,kBA86B7C11E,KAAKw2D,aA16BL,SAAuBxiD,EAASyiE,GAE/B,MAAMlB,EAAoB1xB,EAAW/K,IAAK9kC,GAErCA,EAAQtD,QAAU,GAAK6kE,EAAkBoB,YAAc3iE,EAAQtD,QAEnEmmE,EAAetB,EAAmBvhE,EAASyiE,IAK5C9vB,EAAMqsB,cAAe,MAAQyD,GAC7B9vB,EAAMuqB,YAAa,MAAOqE,EAAkBG,kBA+5B7C11E,KAAK82E,eAAiBA,EACtB92E,KAAK45E,kBApRL,SAA4BtlC,GAE3B,MAAMtgC,EAAUsgC,EAAatgC,QAEvB8hE,EAAyBjyB,EAAW/K,IAAKxE,GACzCihC,EAAoB1xB,EAAW/K,IAAK9kC,GAE1CsgC,EAAa3yC,iBAAkB,UAAWk0E,GAE1CN,EAAkBG,eAAiBxB,EAAIjD,gBACvCsE,EAAkBoB,UAAY3iE,EAAQtD,QAEtC27C,EAAKmE,OAAOv/C,WAEZ,MAAMkoE,GAAoD,IAAzC7kC,EAAaC,wBACxBokC,GAAkE,IAAhDrkC,EAAailC,+BAC/BM,EAAmB7lE,EAAQi/C,iBAAmBj/C,EAAQ++C,qBACtD+hB,EAAexuE,EAAcguC,IAAkBqE,EAcrD,IAVKA,GAAY3kC,EAAQrE,SAAW7O,GAAekT,EAAQpS,OAASjB,GAAaqT,EAAQpS,OAAShB,IAEjGoT,EAAQrE,OAAS5O,EAEjB+G,QAAQC,KAAM,4GAMVoxE,EAAS,CAEbrD,EAAuBE,mBAAqB,GAE5C,IAAM,IAAInzE,EAAI,EAAGA,EAAI,EAAGA,IAEvBizE,EAAuBE,mBAAoBnzE,GAAMqxE,EAAI4F,yBAQtD,GAFAhE,EAAuBE,mBAAqB9B,EAAI4F,oBAE3CnB,EAEJ,GAAKhgC,EAAW,CAEfm9B,EAAuBK,+BAAiCjC,EAAI4F,oBAC5DhE,EAAuBM,yBAA2BlC,EAAIoF,qBAEtDpF,EAAI0E,iBAAkB,MAAO9C,EAAuBM,0BAEpD,MAAMhB,EAAWjB,EAAMiD,QAASpjE,EAAQrE,QAClC0lE,EAASlB,EAAMiD,QAASpjE,EAAQpS,MAChCy1E,EAAmBnC,EAAmBlhE,EAAQ7D,eAAgBilE,EAAUC,GACxEwD,EAAUC,EAAwBxkC,GACxC4/B,EAAI6E,+BAAgC,MAAOF,EAASxB,EAAkB/iC,EAAapsC,MAAOosC,EAAansC,QAEvGw+C,EAAMusB,gBAAiB,MAAO4C,EAAuBK,gCACrDjC,EAAI+E,wBAAyB,MAAO,MAAO,MAAOnD,EAAuBM,0BACzElC,EAAI0E,iBAAkB,MAAO,MAExBtkC,EAAargC,cAEjB6hE,EAAuBO,yBAA2BnC,EAAIoF,qBACtDb,EAA0B3C,EAAuBO,yBAA0B/hC,GAAc,IAI1FqS,EAAMusB,gBAAiB,MAAO,WAK9BprE,QAAQC,KAAM,mFAUjB,GAAKoxE,EAAS,CAEbxyB,EAAMuqB,YAAa,MAAOqE,EAAkBG,gBAC5C4B,EAAsB,MAAOtjE,EAAS8gE,GAEtC,IAAM,IAAIjyE,EAAI,EAAGA,EAAI,EAAGA,IAEvBw1E,EAAyBvC,EAAuBE,mBAAoBnzE,GAAKyxC,EAAc,MAAO,MAAQzxC,GAIlGgyE,EAA6B7gE,EAAS8gE,IAE1CC,EAAgB,MAAO/gE,EAASsgC,EAAapsC,MAAOosC,EAAansC,QAIlEw+C,EAAMuqB,YAAa,MAAO,UAEpB,CAEN,IAAI6I,EAAgB,KAEpB,GAAKF,EAIJ,GAAKlhC,EAAW,CAGfohC,EADoB/lE,EAAQi/C,gBACE,MAAQ,WAItCnrD,QAAQC,KAAM,gFAMhB4+C,EAAMuqB,YAAa6I,EAAexE,EAAkBG,gBACpD4B,EAAsByC,EAAe/lE,EAAS8gE,GAC9CuD,EAAyBvC,EAAuBE,mBAAoB1hC,EAAc,MAAOylC,GAEpFlF,EAA6B7gE,EAAS8gE,IAE1CC,EAAgB,KAAM/gE,EAASsgC,EAAapsC,MAAOosC,EAAansC,QAIjEw+C,EAAMuqB,YAAa,KAAM,MAMrB58B,EAAargC,aAEjBilE,EAAwB5kC,IAqI1Bt0C,KAAKg6E,yBA/HL,SAAmC1lC,GAElC,MAAMtgC,EAAUsgC,EAAatgC,QAI7B,GAAK6gE,EAA6B7gE,EAFb1N,EAAcguC,IAAkBqE,GAEO,CAE3D,MAAMj2C,EAAS4xC,EAAaC,wBAA0B,MAAQ,KACxDo/B,EAAe9vB,EAAW/K,IAAK9kC,GAAU0hE,eAE/C/uB,EAAMuqB,YAAaxuE,EAAQixE,GAC3BoB,EAAgBryE,EAAQsR,EAASsgC,EAAapsC,MAAOosC,EAAansC,QAClEw+C,EAAMuqB,YAAaxuE,EAAQ,QAmH7B1C,KAAKi6E,8BA7GL,SAAwC3lC,GAEvC,GAAKA,EAAailC,+BAEjB,GAAK5gC,EAAW,CAEf,MAAMm9B,EAAyBjyB,EAAW/K,IAAKxE,GAE/CqS,EAAMusB,gBAAiB,MAAO4C,EAAuBK,gCACrDxvB,EAAMusB,gBAAiB,MAAO4C,EAAuBE,oBAErD,MAAM9tE,EAAQosC,EAAapsC,MACrBC,EAASmsC,EAAansC,OAC5B,IAAI0f,EAAO,MAENysB,EAAargC,cAAc4T,GAAQ,KACnCysB,EAAapgC,gBAAgB2T,GAAQ,MAE1CqsD,EAAIgG,gBAAiB,EAAG,EAAGhyE,EAAOC,EAAQ,EAAG,EAAGD,EAAOC,EAAQ0f,EAAM,MAErE8+B,EAAMusB,gBAAiB,MAAO4C,EAAuBK,qCAIrDruE,QAAQC,KAAM,oFAuFjB/H,KAAKs2D,iBApDL,SAA2BtiD,EAASyiE,GAE9BziE,GAAWA,EAAQM,uBAEE,IAApBklE,IAEJ1xE,QAAQC,KAAM,oHACdyxE,GAAkB,GAInBxlE,EAAUA,EAAQA,SAInBwiE,EAAcxiE,EAASyiE,IAsCxBz2E,KAAK02D,mBAlCL,SAA6B1iD,EAASyiE,GAEhCziE,GAAWA,EAAQugC,2BAEI,IAAtBklC,IAEJ3xE,QAAQC,KAAM,2HACd0xE,GAAoB,GAIrBzlE,EAAUA,EAAQA,SAKnB8iE,EAAgB9iE,EAASyiE,IAsB3B,SAAS0D,GAAY1hC,EAAI1G,EAAY2G,GAEpC,MAAMC,EAAWD,EAAaC,SA2L9B,MAAO,CAAEy+B,QAzLT,SAAkB5/D,GAEjB,IAAIixC,EAEJ,GAAKjxC,IAAMhX,EAAmB,OAAO,KACrC,GA9/pB4B,OA8/pBvBgX,EAA8B,OAAO,MAC1C,GA9/pB4B,OA8/pBvBA,EAA8B,OAAO,MAC1C,GA9/pB2B,OA8/pBtBA,EAA6B,OAAO,MAEzC,GAzgqBe,OAygqBVA,EAAiB,OAAO,KAC7B,GAzgqBgB,OAygqBXA,EAAkB,OAAO,KAC9B,GAAKA,IAAM/W,EAAoB,OAAO,KACtC,GAzgqBc,OAygqBT+W,EAAgB,OAAO,KAC5B,GAAKA,IAAM9W,EAAkB,OAAO,KACpC,GAAK8W,IAAM7W,EAAY,OAAO,KAE9B,GAAK6W,IAAM5W,EAEV,OAAK+3C,EAAkB,MAEvB8P,EAAY1W,EAAW+G,IAAK,0BAET,OAAd2P,EAEGA,EAAU2xB,eAIV,MAMT,GAvhqBkB,OAuhqBb5iE,EAAoB,OAAO,KAChC,GAAKA,IAAM1W,EAAY,OAAO,KAC9B,GAAK0W,IAAMzW,EAAa,OAAO,KAC/B,GAvhqBsB,OAuhqBjByW,EAAwB,OAAO,KACpC,GAvhqB2B,OAuhqBtBA,EAA6B,OAAO,KACzC,GAAKA,IAAMxW,EAAc,OAAO,KAChC,GAAKwW,IAAMvW,EAAqB,OAAO,MACvC,GAthqBgB,OAshqBXuW,EAAkB,OAAO,KAI9B,GAzhqBuB,OAyhqBlBA,EAAyB,OAAO,MACrC,GAzhqBe,OAyhqBVA,EAAiB,OAAO,MAC7B,GAzhqBsB,OAyhqBjBA,EAAwB,OAAO,MACpC,GAzhqBuB,OAyhqBlBA,EAAyB,OAAO,MACrC,GAzhqBwB,OAyhqBnBA,EAA0B,OAAO,MAEtC,GAzhqB2B,QAyhqBtBA,GAxhqBuB,QAwhqBOA,GAvhqBP,QAwhqB3BA,GAvhqB2B,QAuhqBIA,EAA8B,CAI7D,GAFAixC,EAAY1W,EAAW+G,IAAK,iCAET,OAAd2P,EASJ,OAAO,KAPP,GAhiqByB,QAgiqBpBjxC,EAA6B,OAAOixC,EAAU4xB,6BACnD,GAhiqB0B,QAgiqBrB7iE,EAA8B,OAAOixC,EAAU6xB,8BACpD,GAhiqB0B,QAgiqBrB9iE,EAA8B,OAAOixC,EAAU8xB,8BACpD,GAhiqB0B,QAgiqBrB/iE,EAA8B,OAAOixC,EAAU+xB,8BAUtD,GAziqB8B,QAyiqBzBhjE,GAxiqByB,QAwiqBQA,GAviqBP,QAwiqB9BA,GAviqB8B,QAuiqBIA,EAAiC,CAInE,GAFAixC,EAAY1W,EAAW+G,IAAK,kCAET,OAAd2P,EASJ,OAAO,KAPP,GAhjqB4B,QAgjqBvBjxC,EAAgC,OAAOixC,EAAUgyB,gCACtD,GAhjqB4B,QAgjqBvBjjE,EAAgC,OAAOixC,EAAUiyB,gCACtD,GAhjqB6B,QAgjqBxBljE,EAAiC,OAAOixC,EAAUkyB,iCACvD,GAhjqB6B,QAgjqBxBnjE,EAAiC,OAAOixC,EAAUmyB,iCAUzD,GAzjqBsB,QAyjqBjBpjE,EAIJ,OAFAixC,EAAY1W,EAAW+G,IAAK,iCAET,OAAd2P,EAEGA,EAAUoyB,0BAIV,KAMT,IAxkqBsB,QAwkqBjBrjE,GAvkqBsB,QAukqBGA,KAE7BixC,EAAY1W,EAAW+G,IAAK,gCAET,OAAd2P,GAAqB,CAEzB,GA9kqBoB,QA8kqBfjxC,EAAwB,OAAOixC,EAAUqyB,qBAC9C,GA9kqByB,QA8kqBpBtjE,EAA6B,OAAOixC,EAAUsyB,0BAMrD,OAnlqB2B,QAmlqBtBvjE,GAllqBsB,QAklqBQA,GAjlqBR,QAilqBsCA,GAhlqBtC,QAilqB1BA,GAhlqB0B,QAglqBIA,GA/kqBJ,QA+kqBkCA,GA9kqBlC,QA+kqB1BA,GA9kqB0B,QA8kqBIA,GA7kqBH,QA6kqBiCA,GA5kqBjC,QA6kqB3BA,GA5kqB2B,QA4kqBIA,GA3kqBH,QA2kqBkCA,GA1kqBlC,QA2kqB5BA,GA1kqB4B,QA0kqBIA,GAxkqBE,QAykqBlCA,GAxkqBkC,QAwkqBIA,GAvkqBJ,QAukqB0CA,GAtkqB1C,QAukqBlCA,GAtkqBkC,QAskqBIA,GArkqBJ,QAqkqB0CA,GApkqB1C,QAqkqBlCA,GApkqBkC,QAokqBIA,GAnkqBH,QAmkqByCA,GAlkqBzC,QAmkqBnCA,GAlkqBmC,QAkkqBIA,GAjkqBH,QAikqB0CA,GAhkqB1C,QAikqBpCA,GAhkqBoC,QAgkqBIA,GAExCixC,EAAY1W,EAAW+G,IAAK,iCAET,OAAd2P,EAIGjxC,EAIA,MA1lqBc,QAgmqBlBA,GAEJixC,EAAY1W,EAAW+G,IAAK,gCAET,OAAd2P,EAIGjxC,EAIA,MAMJA,IAAM3W,EAEL83C,EAAkB,OAEvB8P,EAAY1W,EAAW+G,IAAK,uBAET,OAAd2P,EAEGA,EAAUuyB,wBAIV,WAZT,IAwBF,MAAMC,WAAoBxoC,GAEzBxqC,YAAatF,EAAQ,IAEpBmN,QAEA9P,KAAKk7E,QAAUv4E,GAMjBs4E,GAAYv5E,UAAUy5E,eAAgB,EAEtC,MAAMC,WAAcvyD,GAEnB5gB,cAEC6H,QAEA9P,KAAK4B,KAAO,SAQd,SAASy5E,KAERr7E,KAAKs7E,WAAa,KAClBt7E,KAAKu7E,MAAQ,KACbv7E,KAAKw7E,MAAQ,KA4Od,SAASC,GAAc3mC,EAAU2D,GAEhC,MAAMxI,EAAQjwC,KACR2mD,EAAQ7R,EAAS6R,MAEvB,IAAIiB,EAAU,KAEV8zB,EAAyB,EAEzBC,EAAiB,KACjBC,EAAqB,cAErBC,EAAO,KAEX,MAAMC,EAAc,GACdC,EAAkB,IAAIC,IAItBC,EAAU,IAAIxpC,GACpBwpC,EAAQl0D,OAAOwmD,OAAQ,GACvB0N,EAAQloE,SAAW,IAAI5B,EAEvB,MAAM+pE,EAAU,IAAIzpC,GACpBypC,EAAQn0D,OAAOwmD,OAAQ,GACvB2N,EAAQnoE,SAAW,IAAI5B,EAEvB,MAAM+oE,EAAU,CAAEe,EAASC,GAErBC,EAAW,IAAIlB,GACrBkB,EAASp0D,OAAOwmD,OAAQ,GACxB4N,EAASp0D,OAAOwmD,OAAQ,GAExB,IAAI6N,EAAoB,KACpBC,EAAmB,KAuDvB,SAASC,EAAgB75E,GAExB,MAAM85E,EAAaR,EAAgBjjC,IAAKr2C,EAAM+5E,aAEzCD,GAEJA,EAAW/5E,cAAe,CAAEZ,KAAMa,EAAMb,KAAMqQ,KAAMxP,EAAM+5E,cAM5D,SAASC,IAERV,EAAgBW,SAAS,SAAWH,EAAYC,GAE/CD,EAAWI,WAAYH,MAIxBT,EAAgBlwD,QAEhBuwD,EAAoB,KACpBC,EAAmB,KAInB11B,EAAMysB,kBAAmB,MACzBt+B,EAASM,gBAAiBN,EAASK,mBAInC3mB,EAAU4pB,OAEVnI,EAAM2sC,cAAe,EAErB3sC,EAAMztC,cAAe,CAAEZ,KAAM,eAyF9B,SAASi7E,EAAsBp6E,GAE9B,MAAMq6E,EAAel1B,EAAQk1B,aAI7B,IAAM,IAAIj6E,EAAI,EAAGA,EAAIi5E,EAAY/4E,OAAQF,IAExCk5E,EAAgBl0E,IAAKi1E,EAAcj6E,GAAKi5E,EAAaj5E,IAMtD,IAAM,IAAIA,EAAI,EAAGA,EAAIJ,EAAMs6E,QAAQh6E,OAAQF,IAAO,CAEjD,MAAM25E,EAAc/5E,EAAMs6E,QAASl6E,GAC7B05E,EAAaR,EAAgBjjC,IAAK0jC,GAEnCD,IAEJA,EAAW/5E,cAAe,CAAEZ,KAAM,eAAgBqQ,KAAMuqE,IACxDT,EAAgB7iC,OAAQsjC,IAQ1B,IAAM,IAAI35E,EAAI,EAAGA,EAAIJ,EAAMu6E,MAAMj6E,OAAQF,IAAO,CAE/C,MAAM25E,EAAc/5E,EAAMu6E,MAAOn6E,GAC3B05E,EAAaR,EAAgBjjC,IAAK0jC,GAEnCD,GAEJA,EAAW/5E,cAAe,CAAEZ,KAAM,YAAaqQ,KAAMuqE,KArNxDx8E,KAAK+zC,SAAU,EAEf/zC,KAAK48E,cAAe,EAEpB58E,KAAKi9E,cAAgB,SAAW36E,GAE/B,IAAIi6E,EAAaT,EAAax5E,GAS9B,YAPoBR,IAAfy6E,IAEJA,EAAa,IAAIlB,GACjBS,EAAax5E,GAAUi6E,GAIjBA,EAAWW,qBAInBl9E,KAAKm9E,kBAAoB,SAAW76E,GAEnC,IAAIi6E,EAAaT,EAAax5E,GAS9B,YAPoBR,IAAfy6E,IAEJA,EAAa,IAAIlB,GACjBS,EAAax5E,GAAUi6E,GAIjBA,EAAWa,gBAInBp9E,KAAKq9E,QAAU,SAAW/6E,GAEzB,IAAIi6E,EAAaT,EAAax5E,GAS9B,YAPoBR,IAAfy6E,IAEJA,EAAa,IAAIlB,GACjBS,EAAax5E,GAAUi6E,GAIjBA,EAAWe,gBA8CnBt9E,KAAKu9E,0BAA4B,SAAWt5E,GAE3Cy3E,EAAyBz3E,GAEG,IAAvBgsC,EAAM2sC,cAEV90E,QAAQC,KAAM,0EAMhB/H,KAAKw9E,sBAAwB,SAAWv5E,GAEvC23E,EAAqB33E,GAEO,IAAvBgsC,EAAM2sC,cAEV90E,QAAQC,KAAM,6EAMhB/H,KAAKy9E,kBAAoB,WAExB,OAAO9B,GAIR37E,KAAK6nD,WAAa,WAEjB,OAAOD,GAIR5nD,KAAK09E,WAAaC,eAAiB15E,GAIlC,GAFA2jD,EAAU3jD,EAEO,OAAZ2jD,EAAmB,CAEvBA,EAAQjmD,iBAAkB,SAAU26E,GACpC10B,EAAQjmD,iBAAkB,cAAe26E,GACzC10B,EAAQjmD,iBAAkB,YAAa26E,GACvC10B,EAAQjmD,iBAAkB,UAAW26E,GACrC10B,EAAQjmD,iBAAkB,eAAgB26E,GAC1C10B,EAAQjmD,iBAAkB,aAAc26E,GACxC10B,EAAQjmD,iBAAkB,MAAO86E,GACjC70B,EAAQjmD,iBAAkB,qBAAsBk7E,GAEhD,MAAMx0C,EAAaoQ,EAAGmlC,wBAEW,IAA5Bv1C,EAAWw1C,oBAETplC,EAAGqlC,mBAIV,MAAMC,EAAY,CACjBC,UAAW31C,EAAW21C,UACtBx0E,MAAO6+B,EAAW7+B,MAClBoK,MAAOy0B,EAAWz0B,MAClBoiC,QAAS3N,EAAW2N,QACpB0lC,uBAAwBA,GAInBuC,EAAY,IAAIC,aAAct2B,EAASnP,EAAIslC,GAEjDn2B,EAAQu2B,kBAAmB,CAAEF,UAAWA,IAExCtC,QAAuB/zB,EAAQw2B,sBAAuBxC,GAEtDptD,EAAU+pB,WAAYqP,GACtBp5B,EAAUiB,QAEVwgB,EAAM2sC,cAAe,EAErB3sC,EAAMztC,cAAe,CAAEZ,KAAM,mBAqD/B,MAAMy8E,EAAa,IAAI3lE,EACjB4lE,EAAa,IAAI5lE,EAyDvB,SAAS6lE,EAAc/kE,EAAQsP,GAEd,OAAXA,EAEJtP,EAAOK,YAAYhJ,KAAM2I,EAAOxL,QAIhCwL,EAAOK,YAAYzO,iBAAkB0d,EAAOjP,YAAaL,EAAOxL,QAIjEwL,EAAOE,mBAAmB7I,KAAM2I,EAAOK,aAAcxM,SAItDrN,KAAKw+E,UAAY,SAAWhlE,GAE3B2iE,EAASp1D,KAAOm1D,EAAQn1D,KAAOk1D,EAAQl1D,KAAOvN,EAAOuN,KACrDo1D,EAASn1D,IAAMk1D,EAAQl1D,IAAMi1D,EAAQj1D,IAAMxN,EAAOwN,IAE7Co1D,IAAsBD,EAASp1D,MAAQs1D,IAAqBF,EAASn1D,MAIzE4gC,EAAQu2B,kBAAmB,CAC1BM,UAAWtC,EAASp1D,KACpB23D,SAAUvC,EAASn1D,MAGpBo1D,EAAoBD,EAASp1D,KAC7Bs1D,EAAmBF,EAASn1D,KAI7B,MAAM8B,EAAStP,EAAOsP,OAChBoyD,EAAUiB,EAASjB,QAEzBqD,EAAcpC,EAAUrzD,GAExB,IAAM,IAAIjmB,EAAI,EAAGA,EAAIq4E,EAAQn4E,OAAQF,IAEpC07E,EAAcrD,EAASr4E,GAAKimB,GAM7BtP,EAAOK,YAAYhJ,KAAMsrE,EAAStiE,aAClCL,EAAOxL,OAAO6C,KAAMsrE,EAASnuE,QAC7BwL,EAAOxL,OAAOqc,UAAW7Q,EAAOqM,SAAUrM,EAAOnD,WAAYmD,EAAOsM,OAEpE,MAAM3I,EAAW3D,EAAO2D,SAExB,IAAM,IAAIta,EAAI,EAAGC,EAAIqa,EAASpa,OAAQF,EAAIC,EAAGD,IAE5Csa,EAAUta,GAAI8pB,mBAAmB,GAkBlC,OAZwB,IAAnBuuD,EAAQn4E,OA/Gd,SAAiCyW,EAAQyiE,EAASC,GAEjDmC,EAAW7yD,sBAAuBywD,EAAQpiE,aAC1CykE,EAAW9yD,sBAAuB0wD,EAAQriE,aAE1C,MAAM8kE,EAAMN,EAAW7+D,WAAY8+D,GAE7BM,EAAQ3C,EAAQtiE,iBAAiB9Q,SACjCg2E,EAAQ3C,EAAQviE,iBAAiB9Q,SAKjCke,EAAO63D,EAAO,KAASA,EAAO,IAAO,GACrC53D,EAAM43D,EAAO,KAASA,EAAO,IAAO,GACpCE,GAAWF,EAAO,GAAM,GAAMA,EAAO,GACrCG,GAAcH,EAAO,GAAM,GAAMA,EAAO,GAExCI,GAAYJ,EAAO,GAAM,GAAMA,EAAO,GACtCK,GAAaJ,EAAO,GAAM,GAAMA,EAAO,GACvCl4D,EAAOI,EAAOi4D,EACdp4D,EAAQG,EAAOk4D,EAIfC,EAAUP,IAAUK,EAAUC,GAC9BE,EAAUD,GAAYF,EAG5B/C,EAAQpiE,YAAYwQ,UAAW7Q,EAAOqM,SAAUrM,EAAOnD,WAAYmD,EAAOsM,OAC1EtM,EAAO0R,WAAYi0D,GACnB3lE,EAAO4R,WAAY8zD,GACnB1lE,EAAOK,YAAYyK,QAAS9K,EAAOqM,SAAUrM,EAAOnD,WAAYmD,EAAOsM,OACvEtM,EAAOE,mBAAmB7I,KAAM2I,EAAOK,aAAcxM,SAKrD,MAAM+xE,EAAQr4D,EAAOm4D,EACfG,EAAOr4D,EAAMk4D,EACbI,EAAQ34D,EAAOw4D,EACfI,EAAS34D,GAAU+3D,EAAMQ,GACzBK,EAAOV,EAAS93D,EAAMq4D,EAAOD,EAC7BK,EAAUV,EAAY/3D,EAAMq4D,EAAOD,EAEzC5lE,EAAOG,iBAAiBy6B,gBAAiBkrC,EAAOC,EAAQC,EAAMC,EAASL,EAAOC,GAoE7EK,CAAwBvD,EAAUF,EAASC,GAM3CC,EAASxiE,iBAAiB9I,KAAMorE,EAAQtiE,kBAIlCwiE,GAMR,IAAIwD,EAA2B,KAmE/B,MAAMnxD,EAAY,IAAIopB,GACtBppB,EAAU8pB,kBAlEV,SAA2BL,EAAMC,GAIhC,GAFA2jC,EAAO3jC,EAAM0nC,cAAejE,GAEd,OAATE,EAAgB,CAEpB,MAAMgE,EAAQhE,EAAKgE,MACb5B,EAAYr2B,EAAQyhB,YAAY4U,UAEtCt3B,EAAMysB,kBAAmB6K,EAAU9K,aAEnC,IAAI2M,GAAsB,EAIrBD,EAAM98E,SAAWo5E,EAASjB,QAAQn4E,SAEtCo5E,EAASjB,QAAQn4E,OAAS,EAC1B+8E,GAAsB,GAIvB,IAAM,IAAIj9E,EAAI,EAAGA,EAAIg9E,EAAM98E,OAAQF,IAAO,CAEzC,MAAMiwC,EAAO+sC,EAAOh9E,GACdkR,EAAWkqE,EAAUzQ,YAAa16B,GAElCt5B,EAAS0hE,EAASr4E,GACxB2W,EAAOxL,OAAOC,UAAW6kC,EAAKitC,UAAU/xE,QACxCwL,EAAOG,iBAAiB1L,UAAW6kC,EAAKn5B,kBACxCH,EAAOzF,SAASlM,IAAKkM,EAASvP,EAAGuP,EAASjP,EAAGiP,EAAS7L,MAAO6L,EAAS5L,QAE3D,IAANtF,GAEJs5E,EAASnuE,OAAO6C,KAAM2I,EAAOxL,SAID,IAAxB8xE,GAEJ3D,EAASjB,QAAQh5E,KAAMsX,IAU1B,MAAMsjE,EAAel1B,EAAQk1B,aAE7B,IAAM,IAAIj6E,EAAI,EAAGA,EAAIi5E,EAAY/4E,OAAQF,IAAO,CAE/C,MAAM05E,EAAaT,EAAaj5E,GAC1B25E,EAAcM,EAAcj6E,GAElC05E,EAAWhmE,OAAQimE,EAAatkC,EAAOyjC,GAInCgE,GAA2BA,EAA0B1nC,EAAMC,MAOjEl4C,KAAKs4C,iBAAmB,SAAW9/B,GAElCmnE,EAA2BnnE,GAI5BxY,KAAKoU,QAAU,aAMhB,SAAS4rE,GAAgBn8B,GAyGxB,SAASo8B,EAAuB3uC,EAAUhjB,GAEzCgjB,EAASpe,QAAQjvB,MAAQqqB,EAAS4E,QAE7B5E,EAASsH,OAEb0b,EAASgR,QAAQr+C,MAAM4M,KAAMyd,EAASsH,OAIlCtH,EAAS2H,UAEbqb,EAASrb,SAAShyB,MAAM4M,KAAMyd,EAAS2H,UAAWttB,eAAgB2lB,EAAS4H,mBAIvE5H,EAASqI,MAEb2a,EAAS3a,IAAI1yB,MAAQqqB,EAASqI,KAI1BrI,EAASuI,WAEbya,EAASza,SAAS5yB,MAAQqqB,EAASuI,UAI/BvI,EAASuJ,cAEbyZ,EAASzZ,YAAY5zB,MAAQqqB,EAASuJ,aAIvC,MAAMC,EAAS+rB,EAAW/K,IAAKxqB,GAAWwJ,OAE1C,GAAKA,EAAS,CAEbwZ,EAASxZ,OAAO7zB,MAAQ6zB,EAExBwZ,EAASqR,WAAW1+C,MAAU6zB,EAAO0d,eAAiB1d,EAAOyd,kBAAuB,EAAI,EAExFjE,EAASvZ,aAAa9zB,MAAQqqB,EAASyJ,aACvCuZ,EAAStZ,gBAAgB/zB,MAAQqqB,EAAS0J,gBAE1C,MAAM4qB,EAAciB,EAAW/K,IAAKhhB,GAASk9C,mBAExBlzE,IAAhB8gD,IAEJtR,EAASsR,YAAY3+C,MAAQ2+C,GAkC/B,IAAIs9B,EA2EAC,EAvGC7xD,EAASwI,WAEbwa,EAASxa,SAAS7yB,MAAQqqB,EAASwI,SACnCwa,EAASva,kBAAkB9yB,MAAQqqB,EAASyI,mBAIxCzI,EAAS0I,QAEbsa,EAASta,MAAM/yB,MAAQqqB,EAAS0I,MAChCsa,EAASra,eAAehzB,MAAQqqB,EAAS2I,gBAoBrC3I,EAASqI,IAEbupD,EAAa5xD,EAASqI,IAEXrI,EAASuJ,YAEpBqoD,EAAa5xD,EAASuJ,YAEXvJ,EAASiJ,gBAEpB2oD,EAAa5xD,EAASiJ,gBAEXjJ,EAAS8I,UAEpB8oD,EAAa5xD,EAAS8I,UAEX9I,EAAS4I,QAEpBgpD,EAAa5xD,EAAS4I,QAEX5I,EAASoJ,aAEpBwoD,EAAa5xD,EAASoJ,aAEXpJ,EAASqJ,aAEpBuoD,EAAa5xD,EAASqJ,aAEXrJ,EAASuI,SAEpBqpD,EAAa5xD,EAASuI,SAEXvI,EAASsJ,YAEpBsoD,EAAa5xD,EAASsJ,YAEXtJ,EAASiI,aAEpB2pD,EAAa5xD,EAASiI,aAEXjI,EAASmI,mBAEpBypD,EAAa5xD,EAASmI,mBAEXnI,EAASkI,wBAEpB0pD,EAAa5xD,EAASkI,4BAIH10B,IAAfo+E,IAGCA,EAAW5rE,sBAEf4rE,EAAaA,EAAWlsE,UAIY,IAAhCksE,EAAW7vE,kBAEf6vE,EAAW/1D,eAIZmnB,EAASiR,YAAYt+C,MAAM4M,KAAMqvE,EAAWlyE,SAUxCsgB,EAAS0I,MAEbmpD,EAAc7xD,EAAS0I,MAEZ1I,EAASwI,WAEpBqpD,EAAc7xD,EAASwI,eAIHh1B,IAAhBq+E,IAGCA,EAAY7rE,sBAEhB6rE,EAAcA,EAAYnsE,UAIW,IAAjCmsE,EAAY9vE,kBAEhB8vE,EAAYh2D,eAIbmnB,EAASkR,aAAav+C,MAAM4M,KAAMsvE,EAAYnyE,SA6MhD,SAASoyE,EAAyB9uC,EAAUhjB,GAE3CgjB,EAASxb,UAAU7xB,MAAQqqB,EAASwH,UACpCwb,EAASvb,UAAU9xB,MAAQqqB,EAASyH,UAE/BzH,EAASoJ,eAEb4Z,EAAS5Z,aAAazzB,MAAQqqB,EAASoJ,cAInCpJ,EAASqJ,eAEb2Z,EAAS3Z,aAAa1zB,MAAQqqB,EAASqJ,cAInCrJ,EAASsJ,cAEb0Z,EAAS1Z,YAAY3zB,MAAQqqB,EAASsJ,aAIlCtJ,EAAS4I,UAEboa,EAASpa,QAAQjzB,MAAQqqB,EAAS4I,QAClCoa,EAASna,UAAUlzB,MAAQqqB,EAAS6I,UAp/sBtB,IAq/sBT7I,EAAS0E,OAAoBse,EAASna,UAAUlzB,QAAW,IAI5DqqB,EAAS8I,YAEbka,EAASla,UAAUnzB,MAAQqqB,EAAS8I,UACpCka,EAASha,YAAYrzB,MAAM4M,KAAMyd,EAASgJ,aA5/sB5B,IA6/sBThJ,EAAS0E,MAAoBse,EAASha,YAAYrzB,MAAMqrB,UAIzDhB,EAASiJ,kBAEb+Z,EAAS/Z,gBAAgBtzB,MAAQqqB,EAASiJ,gBAC1C+Z,EAAS9Z,kBAAkBvzB,MAAQqqB,EAASkJ,kBAC5C8Z,EAAS7Z,iBAAiBxzB,MAAQqqB,EAASmJ,kBAI7BosB,EAAW/K,IAAKxqB,GAAWwJ,SAKzCwZ,EAASpZ,gBAAgBj0B,MAAQqqB,EAAS4J,iBA6I5C,MAAO,CACNmoD,mBA/qBD,SAA6B/uC,EAAUxe,GAEtCwe,EAASmS,SAASx/C,MAAM4M,KAAMiiB,EAAI8C,OAE7B9C,EAAIwtD,OAERhvC,EAASiS,QAAQt/C,MAAQ6uB,EAAI/L,KAC7BuqB,EAASkS,OAAOv/C,MAAQ6uB,EAAI9L,KAEjB8L,EAAI6wC,YAEfryB,EAASgS,WAAWr/C,MAAQ6uB,EAAIytD,UAqqBjCC,wBA/pBD,SAAkClvC,EAAUhjB,EAAUmyD,EAAYt4E,GAE5DmmB,EAASmW,oBAEbw7C,EAAuB3uC,EAAUhjB,GAEtBA,EAASoyD,uBAEpBT,EAAuB3uC,EAAUhjB,GA6XnC,SAAiCgjB,EAAUhjB,GAErCA,EAASsJ,cAEb0Z,EAAS1Z,YAAY3zB,MAAQqqB,EAASsJ,aAhYtC+oD,CAAwBrvC,EAAUhjB,IAEvBA,EAASsyD,oBAEpBX,EAAuB3uC,EAAUhjB,GAuanC,SAA8BgjB,EAAUhjB,GAElCA,EAAS6J,cAEbmZ,EAASnZ,YAAYl0B,MAAQqqB,EAAS6J,aAIlC7J,EAASsJ,cAEb0Z,EAAS1Z,YAAY3zB,MAAQqqB,EAASsJ,aAIlCtJ,EAAS4I,UAEboa,EAASpa,QAAQjzB,MAAQqqB,EAAS4I,QAClCoa,EAASna,UAAUlzB,MAAQqqB,EAAS6I,UAn8sBtB,IAo8sBT7I,EAAS0E,OAAoBse,EAASna,UAAUlzB,QAAW,IAI5DqqB,EAAS8I,YAEbka,EAASla,UAAUnzB,MAAQqqB,EAAS8I,UACpCka,EAASha,YAAYrzB,MAAM4M,KAAMyd,EAASgJ,aA38sB5B,IA48sBThJ,EAAS0E,MAAoBse,EAASha,YAAYrzB,MAAMqrB,UAIzDhB,EAASiJ,kBAEb+Z,EAAS/Z,gBAAgBtzB,MAAQqqB,EAASiJ,gBAC1C+Z,EAAS9Z,kBAAkBvzB,MAAQqqB,EAASkJ,kBAC5C8Z,EAAS7Z,iBAAiBxzB,MAAQqqB,EAASmJ,kBAxc3CopD,CAAqBvvC,EAAUhjB,IAEpBA,EAASwyD,qBAEpBb,EAAuB3uC,EAAUhjB,GA6XnC,SAA+BgjB,EAAUhjB,GAExCgjB,EAASnb,SAASlyB,MAAM4M,KAAMyd,EAAS6H,UACvCmb,EAASlb,UAAUnyB,MAAQX,KAAKa,IAAKmqB,EAAS8H,UAAW,MAEpD9H,EAASsJ,cAEb0Z,EAAS1Z,YAAY3zB,MAAQqqB,EAASsJ,aAIlCtJ,EAAS4I,UAEboa,EAASpa,QAAQjzB,MAAQqqB,EAAS4I,QAClCoa,EAASna,UAAUlzB,MAAQqqB,EAAS6I,UA35sBtB,IA45sBT7I,EAAS0E,OAAoBse,EAASna,UAAUlzB,QAAW,IAI5DqqB,EAAS8I,YAEbka,EAASla,UAAUnzB,MAAQqqB,EAAS8I,UACpCka,EAASha,YAAYrzB,MAAM4M,KAAMyd,EAASgJ,aAn6sB5B,IAo6sBThJ,EAAS0E,MAAoBse,EAASha,YAAYrzB,MAAMqrB,UAIzDhB,EAASiJ,kBAEb+Z,EAAS/Z,gBAAgBtzB,MAAQqqB,EAASiJ,gBAC1C+Z,EAAS9Z,kBAAkBvzB,MAAQqqB,EAASkJ,kBAC5C8Z,EAAS7Z,iBAAiBxzB,MAAQqqB,EAASmJ,kBA3Z3CspD,CAAsBzvC,EAAUhjB,IAErBA,EAASg1C,wBAEpB2c,EAAuB3uC,EAAUhjB,GAE5BA,EAAS0yD,uBA6fhB,SAAkC1vC,EAAUhjB,GAE3C8xD,EAAyB9uC,EAAUhjB,GAEnCgjB,EAASvZ,aAAa9zB,MAAQqqB,EAASyJ,aAEvCuZ,EAASjb,UAAUpyB,MAAQqqB,EAAS+H,UACpCib,EAAShb,mBAAmBryB,MAAQqqB,EAASgI,mBACxChI,EAAS0H,OAAQsb,EAAStb,MAAM/xB,MAAM4M,KAAMyd,EAAS0H,OAErD1H,EAASiI,eAEb+a,EAAS/a,aAAatyB,MAAQqqB,EAASiI,cAInCjI,EAASkI,wBAEb8a,EAAS9a,sBAAsBvyB,MAAQqqB,EAASkI,uBAI5ClI,EAASmI,qBAEb6a,EAAS5a,qBAAqBzyB,MAAM4M,KAAMyd,EAASoI,sBACnD4a,EAAS7a,mBAAmBxyB,MAAQqqB,EAASmI,mBA7itB/B,IA+itBTnI,EAAS0E,MAEbse,EAAS5a,qBAAqBzyB,MAAMqrB,UAMtCgiB,EAASqhB,aAAa1uD,MAAQqqB,EAASqkC,aAElCrkC,EAASskC,kBAEbthB,EAASshB,gBAAgB3uD,MAAQqqB,EAASskC,iBAliBzCquB,CAAyB3vC,EAAUhjB,GAInC8xD,EAAyB9uC,EAAUhjB,IAIzBA,EAAS4yD,sBAEpBjB,EAAuB3uC,EAAUhjB,GA8hBnC,SAAgCgjB,EAAUhjB,GAEpCA,EAASsI,SAEb0a,EAAS1a,OAAO3yB,MAAQqqB,EAASsI,QAI7BtI,EAAS4I,UAEboa,EAASpa,QAAQjzB,MAAQqqB,EAAS4I,QAClCoa,EAASna,UAAUlzB,MAAQqqB,EAAS6I,UA5ktBtB,IA6ktBT7I,EAAS0E,OAAoBse,EAASna,UAAUlzB,QAAW,IAI5DqqB,EAAS8I,YAEbka,EAASla,UAAUnzB,MAAQqqB,EAAS8I,UACpCka,EAASha,YAAYrzB,MAAM4M,KAAMyd,EAASgJ,aApltB5B,IAqltBThJ,EAAS0E,MAAoBse,EAASha,YAAYrzB,MAAMqrB,UAIzDhB,EAASiJ,kBAEb+Z,EAAS/Z,gBAAgBtzB,MAAQqqB,EAASiJ,gBAC1C+Z,EAAS9Z,kBAAkBvzB,MAAQqqB,EAASkJ,kBAC5C8Z,EAAS7Z,iBAAiBxzB,MAAQqqB,EAASmJ,kBAzjB3C0pD,CAAuB7vC,EAAUhjB,IAEtBA,EAASg7C,qBAEpB2W,EAAuB3uC,EAAUhjB,GA2jBnC,SAA+BgjB,EAAUhjB,GAEnCA,EAASiJ,kBAEb+Z,EAAS/Z,gBAAgBtzB,MAAQqqB,EAASiJ,gBAC1C+Z,EAAS9Z,kBAAkBvzB,MAAQqqB,EAASkJ,kBAC5C8Z,EAAS7Z,iBAAiBxzB,MAAQqqB,EAASmJ,kBAhkB3C2pD,CAAsB9vC,EAAUhjB,IAErBA,EAASi7C,wBAEpB0W,EAAuB3uC,EAAUhjB,GAkkBnC,SAAkCgjB,EAAUhjB,GAEtCA,EAASiJ,kBAEb+Z,EAAS/Z,gBAAgBtzB,MAAQqqB,EAASiJ,gBAC1C+Z,EAAS9Z,kBAAkBvzB,MAAQqqB,EAASkJ,kBAC5C8Z,EAAS7Z,iBAAiBxzB,MAAQqqB,EAASmJ,kBAI5C6Z,EAAS+U,kBAAkBpiD,MAAM4M,KAAMyd,EAAS+3B,mBAChD/U,EAASgV,aAAariD,MAAQqqB,EAASg4B,aACvChV,EAASiV,YAAYtiD,MAAQqqB,EAASi4B,YA7kBrC86B,CAAyB/vC,EAAUhjB,IAExBA,EAASgzD,sBAEpBrB,EAAuB3uC,EAAUhjB,GA6kBnC,SAAgCgjB,EAAUhjB,GAEpCA,EAAS4I,UAEboa,EAASpa,QAAQjzB,MAAQqqB,EAAS4I,QAClCoa,EAASna,UAAUlzB,MAAQqqB,EAAS6I,UApotBtB,IAqotBT7I,EAAS0E,OAAoBse,EAASna,UAAUlzB,QAAW,IAI5DqqB,EAAS8I,YAEbka,EAASla,UAAUnzB,MAAQqqB,EAAS8I,UACpCka,EAASha,YAAYrzB,MAAM4M,KAAMyd,EAASgJ,aA5otB5B,IA6otBThJ,EAAS0E,MAAoBse,EAASha,YAAYrzB,MAAMqrB,UAIzDhB,EAASiJ,kBAEb+Z,EAAS/Z,gBAAgBtzB,MAAQqqB,EAASiJ,gBAC1C+Z,EAAS9Z,kBAAkBvzB,MAAQqqB,EAASkJ,kBAC5C8Z,EAAS7Z,iBAAiBxzB,MAAQqqB,EAASmJ,kBAlmB3C8pD,CAAuBjwC,EAAUhjB,IAEtBA,EAASkzD,qBA8NtB,SAA8BlwC,EAAUhjB,GAEvCgjB,EAASgR,QAAQr+C,MAAM4M,KAAMyd,EAASsH,OACtC0b,EAASpe,QAAQjvB,MAAQqqB,EAAS4E,QA/NjCuuD,CAAqBnwC,EAAUhjB,GAE1BA,EAASozD,sBAiOhB,SAA8BpwC,EAAUhjB,GAEvCgjB,EAAShZ,SAASr0B,MAAQqqB,EAASgK,SACnCgZ,EAASyU,UAAU9hD,MAAQqqB,EAASgK,SAAWhK,EAASiK,QACxD+Y,EAASxrB,MAAM7hB,MAAQqqB,EAASxI,MAnO9B67D,CAAqBrwC,EAAUhjB,IAIrBA,EAASszD,iBAmOtB,SAAgCtwC,EAAUhjB,EAAUmyD,EAAYt4E,GAE/DmpC,EAASgR,QAAQr+C,MAAM4M,KAAMyd,EAASsH,OACtC0b,EAASpe,QAAQjvB,MAAQqqB,EAAS4E,QAClCoe,EAASp1B,KAAKjY,MAAQqqB,EAASpS,KAAOukE,EACtCnvC,EAASxrB,MAAM7hB,MAAiB,GAATkE,EAElBmmB,EAASqI,MAEb2a,EAAS3a,IAAI1yB,MAAQqqB,EAASqI,KAI1BrI,EAASuI,WAEbya,EAASza,SAAS5yB,MAAQqqB,EAASuI,UAQpC,IAAIqpD,EAEC5xD,EAASqI,IAEbupD,EAAa5xD,EAASqI,IAEXrI,EAASuI,WAEpBqpD,EAAa5xD,EAASuI,eAIH/0B,IAAfo+E,KAEiC,IAAhCA,EAAW7vE,kBAEf6vE,EAAW/1D,eAIZmnB,EAASiR,YAAYt+C,MAAM4M,KAAMqvE,EAAWlyE,SA5Q5C6zE,CAAuBvwC,EAAUhjB,EAAUmyD,EAAYt4E,GAE5CmmB,EAASwzD,iBAgRtB,SAAiCxwC,EAAUhjB,GAE1CgjB,EAASgR,QAAQr+C,MAAM4M,KAAMyd,EAASsH,OACtC0b,EAASpe,QAAQjvB,MAAQqqB,EAAS4E,QAClCoe,EAAS1jC,SAAS3J,MAAQqqB,EAAS1gB,SAE9B0gB,EAASqI,MAEb2a,EAAS3a,IAAI1yB,MAAQqqB,EAASqI,KAI1BrI,EAASuI,WAEbya,EAASza,SAAS5yB,MAAQqqB,EAASuI,UAQpC,IAAIqpD,EAEC5xD,EAASqI,IAEbupD,EAAa5xD,EAASqI,IAEXrI,EAASuI,WAEpBqpD,EAAa5xD,EAASuI,eAIH/0B,IAAfo+E,KAEiC,IAAhCA,EAAW7vE,kBAEf6vE,EAAW/1D,eAIZmnB,EAASiR,YAAYt+C,MAAM4M,KAAMqvE,EAAWlyE,SAxT5C+zE,CAAwBzwC,EAAUhjB,GAEvBA,EAAS0zD,kBAEpB1wC,EAAS1b,MAAM3xB,MAAM4M,KAAMyd,EAASsH,OACpC0b,EAASpe,QAAQjvB,MAAQqqB,EAAS4E,SAEvB5E,EAAS4kB,mBAEpB5kB,EAASgkB,oBAAqB,KA4lBjC,SAAS2vC,GAAej0D,GAIvB,MAAM9f,OAAgCpM,KAFtCksB,EAAaA,GAAc,IAEAvf,OAAuBuf,EAAWvf,OAZ9D,WAEC,MAAMA,EAASC,SAASC,gBAAiB,+BAAgC,UAEzE,OADAF,EAAOu0B,MAAMk/C,QAAU,QAChBzzE,EAQ+D0zE,GACrEC,OAAkCtgF,IAAvBksB,EAAWpf,QAAwBof,EAAWpf,QAAU,KAEnEyzE,OAA8BvgF,IAArBksB,EAAWxkB,OAAsBwkB,EAAWxkB,MACrD84E,OAA8BxgF,IAArBksB,EAAWpa,OAAsBoa,EAAWpa,MACrD2uE,OAAkCzgF,IAAvBksB,EAAWgoB,SAAwBhoB,EAAWgoB,QACzDwsC,OAAsC1gF,IAAzBksB,EAAWgwD,WAA0BhwD,EAAWgwD,UAC7DyE,OAAwD3gF,IAAlCksB,EAAWiH,oBAAmCjH,EAAWiH,mBAC/EytD,OAA8D5gF,IAArCksB,EAAW20D,uBAAsC30D,EAAW20D,sBACrFC,OAAkD9gF,IAA/BksB,EAAW60D,gBAAgC70D,EAAW60D,gBAAkB,UAC3FC,OAA4EhhF,IAA5CksB,EAAW+0D,8BAA6C/0D,EAAW+0D,6BAEpG,IAAIC,EAAoB,KACpBC,EAAqB,KAKzB,MAAMC,EAAkB,GAClBC,EAAmB,GAIzBnjF,KAAKojF,WAAal1E,EAGlBlO,KAAK4gE,MAAQ,CAMZC,mBAAmB,GAKpB7gE,KAAK+nD,WAAY,EACjB/nD,KAAKgoD,gBAAiB,EACtBhoD,KAAKioD,gBAAiB,EACtBjoD,KAAKkoD,kBAAmB,EAIxBloD,KAAKqjF,aAAc,EAInBrjF,KAAKq0B,eAAiB,GACtBr0B,KAAKsuD,sBAAuB,EAI5BtuD,KAAK0jC,YAAc,EACnB1jC,KAAKogE,eAAiBl/D,EAItBlB,KAAK8/D,yBAA0B,EAI/B9/D,KAAKooD,YAvstBgB,EAwstBrBpoD,KAAKsjF,oBAAsB,EAI3B,MAAMC,EAAQvjF,KAEd,IAAIwjF,GAAiB,EAIjBC,EAAyB,EACzBC,EAA4B,EAC5BC,EAAuB,KACvBC,GAAuB,EAEvBC,EAAiB,KAErB,MAAMC,EAAmB,IAAI3xE,EACvB4xE,EAAkB,IAAI5xE,EAC5B,IAAI6xE,EAAsB,KAItBC,EAAS/1E,EAAQhG,MACjBg8E,EAAUh2E,EAAQ/F,OAElBg8E,EAAc,EACdC,EAAc,KACdC,EAAmB,KAEvB,MAAMta,EAAY,IAAI53D,EAAS,EAAG,EAAG8xE,EAAQC,GACvCI,EAAW,IAAInyE,EAAS,EAAG,EAAG8xE,EAAQC,GAC5C,IAAIK,GAAe,EAInB,MAAM3a,EAAW,IAAIxzB,GAIrB,IAAIouC,GAAmB,EACnBC,GAAwB,EAI5B,MAAMC,EAAoB,IAAI1hE,GAExB2hE,EAAW,IAAIjsE,EAEfksE,EAAc,CAAE5+B,WAAY,KAAMlzB,IAAK,KAAMuwC,YAAa,KAAMwhB,iBAAkB,KAAMl9B,SAAS,GAEvG,SAASm9B,IAER,OAAgC,OAAzBnB,EAAgCQ,EAAc,EAMtD,IAiFIpyC,EAAY2G,EAAciO,EAAO0F,EACjCxI,EAAY5yC,GAAUy1C,GAAUre,GAAYrb,GAAY45B,GACxDm+B,GAAc93D,GAAW+3D,GAAa5b,GAAct3B,GAAUkyB,GAE9Dhe,GAAYi/B,GAAcC,GAAgBC,GAE1ChR,GAAOxrB,GAvFPurB,GAAMkO,EAEV,SAASvzE,GAAYu2E,EAAcC,GAElC,IAAM,IAAIxiF,EAAI,EAAGA,EAAIuiF,EAAariF,OAAQF,IAAO,CAEhD,MAAMyiF,EAAcF,EAAcviF,GAC5B+L,EAAUV,EAAQW,WAAYy2E,EAAaD,GACjD,GAAiB,OAAZz2E,EAAmB,OAAOA,EAIhC,OAAO,KAIR,IAEC,MAAMy2E,EAAoB,CACzB77E,MAAO64E,EACPzuE,MAAO0uE,EACPtsC,QAASusC,EACTvE,UAAWwE,EACXvtD,mBAAoBwtD,EACpBE,sBAAuBD,EACvBG,gBAAiBD,EACjBG,6BAA8BD,GAQ/B,GAHA50E,EAAQvM,iBAAkB,mBAAoB4jF,IAAe,GAC7Dr3E,EAAQvM,iBAAkB,uBAAwB6jF,IAAkB,GAEvD,OAARtR,GAAe,CAEnB,MAAMkR,EAAe,CAAE,SAAU,QAAS,sBAU1C,IARgC,IAA3B7B,EAAMkC,kBAEVL,EAAaM,QAIdxR,GAAMrlE,GAAYu2E,EAAcC,GAEnB,OAARnR,GAEJ,MAAKrlE,GAAYu2E,GAEV,IAAI/8E,MAAO,+DAIX,IAAIA,MAAO,sCAUkBvG,IAAjCoyE,GAAInnB,2BAERmnB,GAAInnB,yBAA2B,WAE9B,MAAO,CAAE44B,SAAY,EAAGC,SAAY,EAAGlxD,UAAa,KAMrD,MAAQtqB,GAGT,MADAtC,QAAQsC,MAAO,wBAA0BA,EAAMy7E,SACzCz7E,EAYP,SAAS07E,KAER/zC,EAAa,IAAIoe,GAAiB+jB,IAElCx7B,EAAe,IAAIkU,GAAmBsnB,GAAKniC,EAAY/jB,GAEvD+jB,EAAWqd,KAAM1W,GAEjBy7B,GAAQ,IAAIgG,GAAYjG,GAAKniC,EAAY2G,GAEzCiO,EAAQ,IAAIgnB,GAAYuG,GAAKniC,EAAY2G,GAEzC2T,EAAO,IAAI4E,GAAWijB,IACtBrwB,EAAa,IAAI0gB,GACjBtzD,GAAW,IAAIgjE,GAAeC,GAAKniC,EAAY4U,EAAO9C,EAAYnL,EAAcy7B,GAAO9nB,GACvF3F,GAAW,IAAIoJ,GAAeyzB,GAC9Bl7C,GAAa,IAAImQ,GAAiB07B,GAAKx7B,GACvCiQ,GAAgB,IAAIL,GAAoB4rB,GAAKniC,EAAY1J,GAAYqQ,GACrE1rB,GAAa,IAAIqjC,GAAiB6jB,GAAK7rC,GAAYgkB,EAAM1D,IACzD/B,GAAU,IAAIyL,GAAc6hB,GAAKlnD,GAAYqb,GAAYgkB,GACzD44B,GAAe,IAAIvzB,GAAmBwiB,IACtCpiC,GAAW,IAAIqc,GAAetK,GAC9BkhC,GAAe,IAAI9iB,GAAeshB,EAAO78B,GAAU3U,EAAY2G,EAAciQ,GAAe7W,IAC5F7kB,GAAY,IAAI+yD,GAAgBn8B,GAChCmhC,GAAc,IAAI3f,GAAkBxhB,GACpCulB,GAAe,IAAID,GAAmBp3B,EAAY2G,GAClDsN,GAAa,IAAIS,GAAiB88B,EAAO78B,GAAUC,EAAOC,GAAS67B,GACnEze,GAAY,IAAIwF,GAAgB+Z,EAAO38B,GAASlO,GAEhDwsC,GAAiB,IAAI94B,GAAqB8nB,GAAKniC,EAAYsa,EAAM3T,GACjEysC,GAAwB,IAAIp0B,GAA4BmjB,GAAKniC,EAAYsa,EAAM3T,GAE/E2T,EAAKgF,SAAW0zB,GAAa1zB,SAE7BkyB,EAAM7qC,aAAeA,EACrB6qC,EAAMxxC,WAAaA,EACnBwxC,EAAM1/B,WAAaA,EACnB0/B,EAAMyB,YAAcA,GACpBzB,EAAMvf,UAAYA,GAClBuf,EAAM58B,MAAQA,EACd48B,EAAMl3B,KAAOA,EAIdy5B,KAIA,MAAM7wC,GAAK,IAAIwmC,GAAc8H,EAAOrP,IA+RpC,SAASqR,GAAe9iF,GAEvBA,EAAMsjF,iBAENj+E,QAAQpB,IAAK,sCAEb88E,GAAiB,EAIlB,SAASgC,KAER19E,QAAQpB,IAAK,0CAEb88E,GAAiB,EAEjB,MAAMwC,EAAgB35B,EAAKiF,UACrBuO,EAAmBmE,GAAUjwB,QAC7BkyC,EAAsBjiB,GAAUwI,WAChC0Z,EAAuBliB,GAAUlyD,YACjCirD,EAAgBiH,GAAUpiE,KAEhCkkF,KAEAz5B,EAAKiF,UAAY00B,EACjBhiB,GAAUjwB,QAAU8rB,EACpBmE,GAAUwI,WAAayZ,EACvBjiB,GAAUlyD,YAAco0E,EACxBliB,GAAUpiE,KAAOm7D,EAIlB,SAASopB,GAAmB1jF,GAE3B,MAAM6rB,EAAW7rB,EAAMC,OAEvB4rB,EAASlsB,oBAAqB,UAAW+jF,IAQ1C,SAA6B73D,IAS7B,SAA2CA,GAE1C,MAAM+iC,EAAWxN,EAAW/K,IAAKxqB,GAAW+iC,cAE1BvvD,IAAbuvD,GAEJA,EAASqrB,SAAS,SAAWjzB,GAE5Bs7B,GAAa1gB,eAAgB5a,OAf/B28B,CAAkC93D,GAElCu1B,EAAWj4B,OAAQ0C,GAVnB+3D,CAAoB/3D,GAnUrBtuB,KAAKi1C,GAAKA,GAIVj1C,KAAK6O,WAAa,WAEjB,OAAOqlE,IAIRl0E,KAAK49E,qBAAuB,WAE3B,OAAO1J,GAAI0J,wBAIZ59E,KAAKsmF,iBAAmB,WAEvB,MAAM79B,EAAY1W,EAAW+G,IAAK,sBAC7B2P,GAAYA,EAAU89B,eAI5BvmF,KAAKwmF,oBAAsB,WAE1B,MAAM/9B,EAAY1W,EAAW+G,IAAK,sBAC7B2P,GAAYA,EAAUg+B,kBAI5BzmF,KAAK0mF,cAAgB,WAEpB,OAAOvC,GAIRnkF,KAAK2mF,cAAgB,SAAW1iF,QAEhBnC,IAAVmC,IAELkgF,EAAclgF,EAEdjE,KAAK4mF,QAAS3C,EAAQC,GAAS,KAIhClkF,KAAKqe,QAAU,SAAW3b,GAUzB,YARgBZ,IAAXY,IAEJoF,QAAQC,KAAM,mEAEdrF,EAAS,IAAIsF,GAIPtF,EAAOmF,IAAKo8E,EAAQC,IAI5BlkF,KAAK4mF,QAAU,SAAW1+E,EAAOC,EAAQ0+E,GAEnC5xC,GAAG2nC,aAEP90E,QAAQC,KAAM,0EAKfk8E,EAAS/7E,EACTg8E,EAAU/7E,EAEV+F,EAAQhG,MAAQ5E,KAAKsC,MAAOsC,EAAQi8E,GACpCj2E,EAAQ/F,OAAS7E,KAAKsC,MAAOuC,EAASg8E,IAEjB,IAAhB0C,IAEJ34E,EAAQ80B,MAAM96B,MAAQA,EAAQ,KAC9BgG,EAAQ80B,MAAM76B,OAASA,EAAS,MAIjCnI,KAAK8mF,YAAa,EAAG,EAAG5+E,EAAOC,KAIhCnI,KAAK+mF,qBAAuB,SAAWrkF,GAUtC,YARgBZ,IAAXY,IAEJoF,QAAQC,KAAM,gFAEdrF,EAAS,IAAIsF,GAIPtF,EAAOmF,IAAKo8E,EAASE,EAAaD,EAAUC,GAAcv+E,SAIlE5F,KAAKgnF,qBAAuB,SAAW9+E,EAAOC,EAAQs4E,GAErDwD,EAAS/7E,EACTg8E,EAAU/7E,EAEVg8E,EAAc1D,EAEdvyE,EAAQhG,MAAQ5E,KAAKsC,MAAOsC,EAAQu4E,GACpCvyE,EAAQ/F,OAAS7E,KAAKsC,MAAOuC,EAASs4E,GAEtCzgF,KAAK8mF,YAAa,EAAG,EAAG5+E,EAAOC,IAIhCnI,KAAKinF,mBAAqB,SAAWvkF,GAUpC,YARgBZ,IAAXY,IAEJoF,QAAQC,KAAM,8EAEdrF,EAAS,IAAIyP,GAIPzP,EAAOmO,KAAMizE,IAIrB9jF,KAAKwtE,YAAc,SAAW9qE,GAE7B,OAAOA,EAAOmO,KAAMk5D,IAIrB/pE,KAAK8mF,YAAc,SAAWtiF,EAAGM,EAAGoD,EAAOC,GAErC3D,EAAEiP,UAENs2D,EAAUliE,IAAKrD,EAAEA,EAAGA,EAAEM,EAAGN,EAAE4N,EAAG5N,EAAEgE,GAIhCuhE,EAAUliE,IAAKrD,EAAGM,EAAGoD,EAAOC,GAI7Bw+C,EAAM5yC,SAAU+vE,EAAiBjzE,KAAMk5D,GAAYphE,eAAgBw7E,GAAcv+E,UAIlF5F,KAAKknF,WAAa,SAAWxkF,GAE5B,OAAOA,EAAOmO,KAAMyzE,IAIrBtkF,KAAKmnF,WAAa,SAAW3iF,EAAGM,EAAGoD,EAAOC,GAEpC3D,EAAEiP,UAEN6wE,EAASz8E,IAAKrD,EAAEA,EAAGA,EAAEM,EAAGN,EAAE4N,EAAG5N,EAAEgE,GAI/B87E,EAASz8E,IAAKrD,EAAGM,EAAGoD,EAAOC,GAI5Bw+C,EAAM9yC,QAASkwE,EAAgBlzE,KAAMyzE,GAAW37E,eAAgBw7E,GAAcv+E,UAI/E5F,KAAKonF,eAAiB,WAErB,OAAO7C,GAIRvkF,KAAKgtE,eAAiB,SAAWqa,GAEhC1gC,EAAMqmB,eAAgBuX,EAAe8C,IAItCrnF,KAAKsnF,cAAgB,SAAWC,GAE/BnD,EAAcmD,GAIfvnF,KAAKwnF,mBAAqB,SAAWD,GAEpClD,EAAmBkD,GAMpBvnF,KAAKqnD,cAAgB,SAAW3kD,GAU/B,YARgBZ,IAAXY,IAEJoF,QAAQC,KAAM,uEAEdrF,EAAS,IAAIigC,IAIPjgC,EAAOmO,KAAMm1C,GAAWqB,kBAIhCrnD,KAAKsnD,cAAgB,WAEpBtB,GAAWsB,cAAcysB,MAAO/tB,GAAY77C,YAI7CnK,KAAKunD,cAAgB,WAEpB,OAAOvB,GAAWuB,iBAInBvnD,KAAKwnD,cAAgB,WAEpBxB,GAAWwB,cAAcusB,MAAO/tB,GAAY77C,YAI7CnK,KAAK6rB,MAAQ,SAAW+J,EAAOhiB,EAAOoiC,GAErC,IAAIyxC,EAAO,QAEI3lF,IAAV8zB,GAAuBA,KAAQ6xD,GAAQ,aAC7B3lF,IAAV8R,GAAuBA,KAAQ6zE,GAAQ,WAC3B3lF,IAAZk0C,GAAyBA,KAAUyxC,GAAQ,MAEhDvT,GAAIroD,MAAO47D,IAIZznF,KAAK6mD,WAAa,WAEjB7mD,KAAK6rB,OAAO,GAAM,GAAO,IAI1B7rB,KAAK2uE,WAAa,WAEjB3uE,KAAK6rB,OAAO,GAAO,GAAM,IAI1B7rB,KAAKwvE,aAAe,WAEnBxvE,KAAK6rB,OAAO,GAAO,GAAO,IAM3B7rB,KAAKoU,QAAU,WAEdlG,EAAQ9L,oBAAqB,mBAAoBmjF,IAAe,GAChEr3E,EAAQ9L,oBAAqB,uBAAwBojF,IAAkB,GAEvER,GAAY5wE,UACZg1D,GAAah1D,UACbyvC,EAAWzvC,UACXsyC,GAAStyC,UACTwyC,GAAQxyC,UACRu0C,GAAcv0C,UAEd6gC,GAAG7gC,UAEH6gC,GAAG7yC,oBAAqB,eAAgBslF,IACxCzyC,GAAG7yC,oBAAqB,aAAculF,IAEtCn5D,GAAU4pB,QAuFXp4C,KAAK4nF,sBAAwB,SAAWtrE,EAAQmtC,GAE/Cd,GAAce,iBAEd,MAAM9Q,EAAUiL,EAAW/K,IAAKx8B,GAE3BA,EAAOurE,eAAkBjvC,EAAQ/yB,WAAW+yB,EAAQ/yB,SAAWquD,GAAI36B,gBACnEj9B,EAAOwrE,aAAgBlvC,EAAQj+B,SAASi+B,EAAQj+B,OAASu5D,GAAI36B,gBAC7Dj9B,EAAOyrE,SAAYnvC,EAAQhnC,KAAKgnC,EAAQhnC,GAAKsiE,GAAI36B,gBACjDj9B,EAAO0rE,YAAepvC,EAAQhjB,QAAQgjB,EAAQhjB,MAAQs+C,GAAI36B,gBAE/D,MAAM6R,EAAoB3B,EAAQ4B,gBAE7B/uC,EAAOurE,eAEX3T,GAAI16B,WAAY,MAAOZ,EAAQ/yB,UAC/BquD,GAAIz6B,WAAY,MAAOn9B,EAAO2rE,cAAe,OAE7Ct/B,GAAcgB,gBAAiByB,EAAkBvlC,UACjDquD,GAAIjqB,oBAAqBmB,EAAkBvlC,SAAU,EAAG,MAAM,EAAO,EAAG,IAIpEvJ,EAAOwrE,aAEX5T,GAAI16B,WAAY,MAAOZ,EAAQj+B,QAC/Bu5D,GAAIz6B,WAAY,MAAOn9B,EAAO4rE,YAAa,OAE3Cv/B,GAAcgB,gBAAiByB,EAAkBzwC,QACjDu5D,GAAIjqB,oBAAqBmB,EAAkBzwC,OAAQ,EAAG,MAAM,EAAO,EAAG,IAIlE2B,EAAOyrE,SAEX7T,GAAI16B,WAAY,MAAOZ,EAAQhnC,IAC/BsiE,GAAIz6B,WAAY,MAAOn9B,EAAO6rE,QAAS,OAEvCx/B,GAAcgB,gBAAiByB,EAAkBx5C,IACjDsiE,GAAIjqB,oBAAqBmB,EAAkBx5C,GAAI,EAAG,MAAM,EAAO,EAAG,IAI9D0K,EAAO0rE,YAEX9T,GAAI16B,WAAY,MAAOZ,EAAQhjB,OAC/Bs+C,GAAIz6B,WAAY,MAAOn9B,EAAO8rE,WAAY,OAE1Cz/B,GAAcgB,gBAAiByB,EAAkBx1B,OACjDs+C,GAAIjqB,oBAAqBmB,EAAkBx1B,MAAO,EAAG,MAAM,EAAO,EAAG,IAItE+yB,GAAcoB,0BAEdmqB,GAAI1nB,WAAY,EAAG,EAAGlwC,EAAOT,OAE7BS,EAAOT,MAAQ,GAIhB7b,KAAKkrE,mBAAqB,SAAW1xD,EAAQu7B,EAAOj4B,EAAUwR,EAAUhS,EAAQkvB,GAEhE,OAAVuJ,IAAiBA,EAAQ6vC,GAE9B,MAAMrR,EAAgBj3D,EAAOuR,QAAUvR,EAAOzC,YAAYwM,cAAgB,EAEpEojC,EAAU4+B,GAAY7uE,EAAQu7B,EAAOzmB,EAAUhS,GAErDqqC,EAAM2sB,YAAahlD,EAAUilD,GAI7B,IAAIjxE,EAAQwa,EAASxa,MACrB,MAAMujB,EAAW/I,EAASurB,WAAWxiB,SAIrC,GAAe,OAAVvjB,GAEJ,QAAkBR,IAAb+jB,GAA6C,IAAnBA,EAAShK,MAAc,YAEhD,GAAqB,IAAhBvZ,EAAMuZ,MAEjB,OAMD,IAiBIjS,EAjBA0+E,EAAc,GAEU,IAAvBh6D,EAASkK,YAEbl2B,EAAQ0qB,GAAW6jC,sBAAuB/zC,GAC1CwrE,EAAc,IAIVh6D,EAASsK,cAAgBtK,EAASuK,eAEtCosD,GAAa1uE,OAAQ+F,EAAQQ,EAAUwR,EAAUm7B,GAIlDd,GAAc2B,MAAOhuC,EAAQgS,EAAUm7B,EAAS3sC,EAAUxa,GAG1D,IAAIwyC,EAAWowC,GAEA,OAAV5iF,IAEJsH,EAAYy+B,GAAWyQ,IAAKx2C,GAE5BwyC,EAAWqwC,GACXrwC,EAASjM,SAAUj/B,IAMpB,MAAM2+E,EAAwB,OAAVjmF,EAAmBA,EAAMuZ,MAAQgK,EAAShK,MAExD2sE,EAAa1rE,EAAS4rB,UAAUjZ,MAAQ64D,EACxCG,EAAa3rE,EAAS4rB,UAAU7sB,MAAQysE,EAExCl4C,EAAuB,OAAV5E,EAAiBA,EAAM/b,MAAQ64D,EAAc,EAC1Dp3C,EAAuB,OAAV1F,EAAiBA,EAAM3vB,MAAQysE,EAAchtE,EAAAA,EAE1DotE,EAAYplF,KAAKa,IAAKqkF,EAAYp4C,GAClCu4C,EAAUrlF,KAAKY,IAAKqkF,EAAWC,EAAaC,EAAYr4C,EAAac,GAAe,EAEpF03C,EAAYtlF,KAAKa,IAAK,EAAGwkF,EAAUD,EAAY,GAErD,GAAmB,IAAdE,EAAL,CAIA,GAAKtsE,EAAOuR,QAEiB,IAAvBS,EAASkK,WAEbmuB,EAAM6sB,aAAcllD,EAASmK,mBAAqBqsD,KAClDhwC,EAASyX,QAAS,IAIlBzX,EAASyX,QAAS,QAIb,GAAKjwC,EAAOwR,OAAS,CAE3B,IAAI2lD,EAAYnlD,EAAS+J,eAENv2B,IAAd2xE,IAA0BA,EAAY,GAE3C9sB,EAAM6sB,aAAcC,EAAYqR,KAE3BxoE,EAAOusE,eAEX/zC,EAASyX,QAAS,GAEPjwC,EAAOwsE,WAElBh0C,EAASyX,QAAS,GAIlBzX,EAASyX,QAAS,QAIRjwC,EAAOyR,SAElB+mB,EAASyX,QAAS,GAEPjwC,EAAOysE,UAElBj0C,EAASyX,QAAS,GAInB,GAAKjwC,EAAOoR,gBAEXonB,EAAS2X,gBAAiBi8B,EAAWE,EAAWtsE,EAAOT,YAEjD,GAAKiB,EAASquC,0BAA4B,CAEhD,MAAMoG,EAAgBjuD,KAAKY,IAAK4Y,EAASy0C,cAAez0C,EAAS2uC,mBAEjE3W,EAAS2X,gBAAiBi8B,EAAWE,EAAWr3B,QAIhDzc,EAASO,OAAQqzC,EAAWE,KAQ9B5oF,KAAKgpF,QAAU,SAAWj0C,EAAOv7B,GAEhCypE,EAAqB7Z,GAAatwB,IAAK/D,GACvCkuC,EAAmB7zB,OAEnBra,EAAMtoB,iBAAiB,SAAWnQ,GAE5BA,EAAOoP,SAAWpP,EAAOyL,OAAOzoB,KAAMka,EAAOuO,UAEjDk7D,EAAmBja,UAAW1sD,GAEzBA,EAAOmN,YAEXw5D,EAAmBha,WAAY3sD,OAQlC2mE,EAAmBna,cAEnB/zB,EAAMvoB,UAAU,SAAWlQ,GAE1B,MAAMgS,EAAWhS,EAAOgS,SAExB,GAAKA,EAEJ,GAAK9c,MAAMC,QAAS6c,GAEnB,IAAM,IAAIzrB,EAAI,EAAGA,EAAIyrB,EAASvrB,OAAQF,IAAO,CAI5ComF,GAFkB36D,EAAUzrB,GAELkyC,EAAOz4B,QAM/B2sE,GAAY36D,EAAUymB,EAAOz4B,OAYjC,IAAIqjE,GAA2B,KAQ/B,SAAS+H,KAERl5D,GAAU4pB,OAIX,SAASuvC,KAERn5D,GAAUiB,QAIX,MAAMjB,GAAY,IAAIopB,GAsLtB,SAASsxC,GAAe5sE,EAAQ9C,EAAQirD,EAAY4e,GAEnD,IAAwB,IAAnB/mE,EAAOkN,QAAoB,OAIhC,GAFgBlN,EAAOyL,OAAOzoB,KAAMka,EAAOuO,QAI1C,GAAKzL,EAAO6sE,QAEX1kB,EAAanoD,EAAOsN,iBAEd,GAAKtN,EAAO8sE,OAES,IAAtB9sE,EAAOkwD,YAAsBlwD,EAAO/F,OAAQiD,QAE3C,GAAK8C,EAAOoP,QAElBu3D,EAAmBja,UAAW1sD,GAEzBA,EAAOmN,YAEXw5D,EAAmBha,WAAY3sD,QAI1B,GAAKA,EAAOysE,UAElB,IAAOzsE,EAAOqN,eAAiBigD,EAASyf,iBAAkB/sE,GAAW,CAE/D+mE,GAEJsB,EAASn5D,sBAAuBlP,EAAOzC,aACrCJ,aAAcirE,GAIjB,MAAM5nE,EAAW8pC,GAAQrwC,OAAQ+F,GAC3BgS,EAAWhS,EAAOgS,SAEnBA,EAAS9E,SAEbw5D,EAAkB9gF,KAAMoa,EAAQQ,EAAUwR,EAAUm2C,EAAYkgB,EAASvyE,EAAG,YAMxE,GAAKkK,EAAOgtE,wBAEbjG,GAEJsB,EAASn5D,sBAAuBlP,EAAOzC,aACrCJ,aAAcirE,GAIjB1B,EAAkB9gF,KAAMoa,EAAQ,KAAMA,EAAOgS,SAAUm2C,EAAYkgB,EAASvyE,EAAG,WAEzE,IAAKkK,EAAOuR,QAAUvR,EAAOwR,QAAUxR,EAAOyR,YAE/CzR,EAAO4R,eAIN5R,EAAO+R,SAAS6pB,QAAUmU,EAAKhX,OAAO6C,QAE1C57B,EAAO+R,SAAS9X,SAChB+F,EAAO+R,SAAS6pB,MAAQmU,EAAKhX,OAAO6C,QAM/B57B,EAAOqN,eAAiBigD,EAASwC,iBAAkB9vD,IAAW,CAE/D+mE,GAEJsB,EAASn5D,sBAAuBlP,EAAOzC,aACrCJ,aAAcirE,GAIjB,MAAM5nE,EAAW8pC,GAAQrwC,OAAQ+F,GAC3BgS,EAAWhS,EAAOgS,SAExB,GAAK9c,MAAMC,QAAS6c,GAAa,CAEhC,MAAMka,EAAS1rB,EAAS0rB,OAExB,IAAM,IAAI3lC,EAAI,EAAGC,EAAI0lC,EAAOzlC,OAAQF,EAAIC,EAAGD,IAAO,CAEjD,MAAM2oC,EAAQhD,EAAQ3lC,GAChB6sC,EAAgBphB,EAAUkd,EAAMrC,eAEjCuG,GAAiBA,EAAclmB,SAEnCw5D,EAAkB9gF,KAAMoa,EAAQQ,EAAU4yB,EAAe+0B,EAAYkgB,EAASvyE,EAAGo5B,SAMxEld,EAAS9E,SAEpBw5D,EAAkB9gF,KAAMoa,EAAQQ,EAAUwR,EAAUm2C,EAAYkgB,EAASvyE,EAAG,MAUhF,MAAM+K,EAAWb,EAAOa,SAExB,IAAM,IAAIta,EAAI,EAAGC,EAAIqa,EAASpa,OAAQF,EAAIC,EAAGD,IAE5CqmF,GAAe/rE,EAAUta,GAAK2W,EAAQirD,EAAY4e,GAMpD,SAASkG,GAAe9hC,EAAY1S,EAAOv7B,GAE1C,MAAMqrE,GAAqC,IAAlB9vC,EAAM4S,QAAmB5S,EAAM8vC,iBAAmB,KAE3E,IAAM,IAAIhiF,EAAI,EAAGC,EAAI2kD,EAAW1kD,OAAQF,EAAIC,EAAGD,IAAO,CAErD,MAAMoiE,EAAaxd,EAAY5kD,GAEzByZ,EAAS2oD,EAAW3oD,OACpBQ,EAAWmoD,EAAWnoD,SACtBwR,EAAgC,OAArBu2D,EAA4B5f,EAAW32C,SAAWu2D,EAC7Dr5C,EAAQy5B,EAAWz5B,MAEzB,GAAKhyB,EAAO2hE,cAAgB,CAE3B,MAAMD,EAAU1hE,EAAO0hE,QAEvB,IAAM,IAAIr8D,EAAI,EAAGsrB,EAAK+wC,EAAQn4E,OAAQ8b,EAAIsrB,EAAItrB,IAAO,CAEpD,MAAM2qE,EAAUtO,EAASr8D,GAEpBvC,EAAOyL,OAAOzoB,KAAMkqF,EAAQzhE,UAEhC4+B,EAAM5yC,SAAU+vE,EAAiBjzE,KAAM24E,EAAQz1E,WAE/CkvE,EAAmBla,gBAAiBygB,GAEpCtd,GAAc5vD,EAAQy4B,EAAOy0C,EAAS1sE,EAAUwR,EAAUkd,UAQ5D0gC,GAAc5vD,EAAQy4B,EAAOv7B,EAAQsD,EAAUwR,EAAUkd,IAQ5D,SAAS0gC,GAAc5vD,EAAQy4B,EAAOv7B,EAAQsD,EAAUwR,EAAUkd,GAOjE,GALAlvB,EAAO2N,eAAgBs5D,EAAOxuC,EAAOv7B,EAAQsD,EAAUwR,EAAUkd,GAEjElvB,EAAO8M,gBAAgBhe,iBAAkBoO,EAAOE,mBAAoB4C,EAAOzC,aAC3EyC,EAAO+M,aAAa0G,gBAAiBzT,EAAO8M,iBAEvC9M,EAAOgtE,wBAA0B,CAErC,MAAM7/B,EAAU4+B,GAAY7uE,EAAQu7B,EAAOzmB,EAAUhS,GAErDqqC,EAAM2sB,YAAahlD,GAEnBq6B,GAAcyB,QAzoBhB,SAAgC9tC,EAAQmtC,GAEvCntC,EAAO+4B,QAAQ,SAAW/4B,GAEzBinE,EAAMqE,sBAAuBtrE,EAAQmtC,MAuoBrCggC,CAAuBntE,EAAQmtC,QAI/B85B,EAAMrY,mBAAoB1xD,EAAQu7B,EAAOj4B,EAAUwR,EAAUhS,EAAQkvB,GAItElvB,EAAO4N,cAAeq5D,EAAOxuC,EAAOv7B,EAAQsD,EAAUwR,EAAUkd,GAIjE,SAASy9C,GAAY36D,EAAUymB,EAAOz4B,IAEd,IAAlBy4B,EAAM4S,UAAmB5S,EAAQ6vC,GAEtC,MAAMl1B,EAAqB7L,EAAW/K,IAAKxqB,GAErCujB,EAASoxC,EAAmBt8B,MAAM9U,OAClCg3B,EAAeoa,EAAmBt8B,MAAMkiB,aAExC6gB,EAAqB73C,EAAO8U,MAAMj2C,QAElCsd,EAAa+2D,GAAa5hB,cAAe70C,EAAUujB,EAAO8U,MAAOkiB,EAAc9zB,EAAOz4B,GACtFqtE,EAAkB5E,GAAa9gB,mBAAoBj2C,GAEzD,IAAIqjC,EAAW3B,EAAmB2B,SAIlC3B,EAAmB2T,YAAc/0C,EAASg1C,uBAAyBvuB,EAAMsuB,YAAc,KACvF3T,EAAmB58B,IAAMiiB,EAAMjiB,IAC/B48B,EAAmB53B,OAAS4uB,GAAS5N,IAAKxqB,EAASwJ,QAAU43B,EAAmB2T,kBAE9DvhE,IAAbuvD,IAIJ/iC,EAAS3sB,iBAAkB,UAAWwkF,IAEtC90B,EAAW,IAAI2qB,IACftsB,EAAmB2B,SAAWA,GAI/B,IAAI5H,EAAU4H,EAASvY,IAAK6wC,GAE5B,QAAiB7nF,IAAZ2nD,GAIJ,GAAKiG,EAAmBkgB,iBAAmBnmB,GAAWiG,EAAmBg6B,qBAAuBA,EAI/F,OAFAE,GAAgCt7D,EAAUN,GAEnCy7B,OAMRz7B,EAAWsjB,SAAWyzC,GAAa5yB,YAAa7jC,GAEhDA,EAAS8G,gBAAiBpH,EAAYu1D,GAEtC95B,EAAUs7B,GAAa7gB,eAAgBl2C,EAAY27D,GACnDt4B,EAASxpD,IAAK8hF,EAAiBlgC,GAE/BiG,EAAmBpe,SAAWtjB,EAAWsjB,SAI1C,MAAMA,EAAWoe,EAAmBpe,UAE3BhjB,EAAS4kB,kBAAsB5kB,EAASuwC,uBAA+C,IAAtBvwC,EAASwjB,WAElFR,EAASjd,eAAiByd,GAAS2c,SAIpCm7B,GAAgCt7D,EAAUN,GAI1C0hC,EAAmBm6B,YAoXpB,SAA8Bv7D,GAE7B,OAAOA,EAASoyD,uBAAyBpyD,EAASsyD,oBAAsBtyD,EAASwyD,qBAChFxyD,EAASg1C,wBAA0Bh1C,EAAS0zD,kBAC1C1zD,EAAS4kB,mBAAwC,IAApB5kB,EAASujB,OAxXRi4C,CAAqBx7D,GACtDohC,EAAmBg6B,mBAAqBA,EAEnCh6B,EAAmBm6B,cAIvBv4C,EAASoS,kBAAkBz/C,MAAQ4tC,EAAO8U,MAAMkgB,QAChDv1B,EAASqS,WAAW1/C,MAAQ4tC,EAAO8U,MAAMmgB,MACzCx1B,EAASsS,kBAAkB3/C,MAAQ4tC,EAAO8U,MAAMid,YAChDtyB,EAASwS,wBAAwB7/C,MAAQ4tC,EAAO8U,MAAMogB,kBACtDz1B,EAAS+S,WAAWpgD,MAAQ4tC,EAAO8U,MAAMkd,KACzCvyB,EAASmT,iBAAiBxgD,MAAQ4tC,EAAO8U,MAAMqgB,WAC/C11B,EAAS+T,eAAephD,MAAQ4tC,EAAO8U,MAAMmd,SAC7CxyB,EAASgU,MAAMrhD,MAAQ4tC,EAAO8U,MAAMsgB,aACpC31B,EAASiU,MAAMthD,MAAQ4tC,EAAO8U,MAAMugB,aACpC51B,EAASsT,YAAY3gD,MAAQ4tC,EAAO8U,MAAMjqC,MAC1C40B,EAASuT,kBAAkB5gD,MAAQ4tC,EAAO8U,MAAMwgB,YAChD71B,EAAS4T,iBAAiBjhD,MAAQ4tC,EAAO8U,MAAMod,KAE/CzyB,EAAS6S,qBAAqBlgD,MAAQ4tC,EAAO8U,MAAMxC,qBACnD7S,EAAS8S,wBAAwBngD,MAAQ4tC,EAAO8U,MAAMvC,wBACtD9S,EAASoT,cAAczgD,MAAQ4tC,EAAO8U,MAAMjC,cAC5CpT,EAASqT,iBAAiB1gD,MAAQ4tC,EAAO8U,MAAMhC,iBAC/CrT,EAAS0T,eAAe/gD,MAAQ4tC,EAAO8U,MAAM3B,eAC7C1T,EAAS2T,kBAAkBhhD,MAAQ4tC,EAAO8U,MAAM1B,mBAKjD,MAAM8kC,EAAetgC,EAAQ0I,cACvB63B,EAAezwB,GAAcU,aAAc8vB,EAAavxB,IAAKlnB,GAKnE,OAHAoe,EAAmBkgB,eAAiBnmB,EACpCiG,EAAmBs6B,aAAeA,EAE3BvgC,EAIR,SAASmgC,GAAgCt7D,EAAUN,GAElD,MAAM0hC,EAAqB7L,EAAW/K,IAAKxqB,GAE3CohC,EAAmB0Q,eAAiBpyC,EAAWoyC,eAC/C1Q,EAAmBqP,WAAa/wC,EAAW+wC,WAC3CrP,EAAmBoM,kBAAoB9tC,EAAW8tC,kBAClDpM,EAAmBd,gBAAkB5gC,EAAW+tC,oBAChDrM,EAAmB6P,aAAevxC,EAAWuxC,aAI9C,SAAS8oB,GAAY7uE,EAAQu7B,EAAOzmB,EAAUhS,IAEtB,IAAlBy4B,EAAM4S,UAAmB5S,EAAQ6vC,GAEtC3zE,GAAS0oE,oBAET,MAAM7mD,EAAMiiB,EAAMjiB,IACZuwC,EAAc/0C,EAASg1C,uBAAyBvuB,EAAMsuB,YAAc,KACpExzD,EAAsC,OAAzB8zE,EAAkCJ,EAAMnjB,eAAiBujB,EAAqB3vE,QAAQnE,SACnGioB,EAAS4uB,GAAS5N,IAAKxqB,EAASwJ,QAAUurC,GAC1C9D,GAAyC,IAA1BjxC,EAAS2E,cAAyB3W,EAAOQ,SAASurB,WAAWzS,OAAuD,IAA9CtZ,EAAOQ,SAASurB,WAAWzS,MAAMiP,SAEtH6qB,EAAqB7L,EAAW/K,IAAKxqB,GACrCujB,EAASoxC,EAAmBt8B,MAAM9U,OAExC,IAA0B,IAArB2yC,KAE2B,IAA1BC,GAAkCjrE,IAAWqqE,GAAiB,CAElE,MAAMp0B,EACLj2C,IAAWqqE,GACXv1D,EAAStC,KAAO43D,EAKjB9xC,GAAS0d,SAAUlhC,EAAU9U,EAAQi2C,GAQvC,IAAIw6B,GAAqB,EAEpB37D,EAAS5d,UAAYg/C,EAAmBinB,UAEvCjnB,EAAmBm6B,aAAiBn6B,EAAmBg6B,qBAAuB73C,EAAO8U,MAAMj2C,SAIpFg/C,EAAmB0Q,iBAAmBvwD,GAItCyM,EAAOoR,kBAAqD,IAAlCgiC,EAAmBqP,WANxDkrB,GAAqB,EAUR3tE,EAAOoR,kBAAqD,IAAlCgiC,EAAmBqP,WAI/CrP,EAAmB53B,SAAWA,GAI9BxJ,EAASwE,KAAO48B,EAAmB58B,MAAQA,EAFtDm3D,GAAqB,OAM+BnoF,IAAzC4tD,EAAmBoM,mBAC5BpM,EAAmBoM,oBAAsBhqB,GAAS6c,WACpDe,EAAmBd,kBAAoB9c,GAAS8c,gBAIrCc,EAAmB6P,eAAiBA,IAE/C0qB,GAAqB,GAJrBA,GAAqB,EAdrBA,GAAqB,GAwBtBA,GAAqB,EACrBv6B,EAAmBinB,UAAYroD,EAAS5d,SAMzC,IAAI+4C,EAAUiG,EAAmBkgB,gBAEL,IAAvBqa,IAEJxgC,EAAUw/B,GAAY36D,EAAUymB,EAAOz4B,IAIxC,IAAI4tE,GAAiB,EACjBC,GAAkB,EAClBC,GAAgB,EAEpB,MAAMC,EAAa5gC,EAAQ0I,cAC1Bm4B,EAAa56B,EAAmBpe,SAkBjC,GAhBKqV,EAAM0sB,WAAY5pB,EAAQA,WAE9BygC,GAAiB,EACjBC,GAAkB,EAClBC,GAAgB,GAIZ97D,EAAStC,KAAO43D,IAEpBA,EAAqBt1D,EAAStC,GAE9Bm+D,GAAkB,GAIdD,GAAkBrG,IAAmBrqE,EAAS,CA2BlD,GAzBA6wE,EAAWj4B,SAAU8hB,GAAK,mBAAoB16D,EAAOG,kBAEhD++B,EAAayU,wBAEjBk9B,EAAWj4B,SAAU8hB,GAAK,gBACzB,GAAQ5wE,KAAKoD,IAAK8S,EAAOwN,IAAM,GAAQ1jB,KAAKqD,MAIzCk9E,IAAmBrqE,IAEvBqqE,EAAiBrqE,EAMjB2wE,GAAkB,EAClBC,GAAgB,GAOZ97D,EAAS4kB,kBACb5kB,EAASwyD,qBACTxyD,EAASsyD,oBACTtyD,EAASg1C,wBACTh1C,EAASwJ,OAAS,CAElB,MAAMyyD,EAAUF,EAAW1zD,IAAI6zD,oBAEd1oF,IAAZyoF,GAEJA,EAAQn4B,SAAU8hB,GACjByQ,EAASn5D,sBAAuBhS,EAAOK,eAMrCyU,EAASwyD,qBACbxyD,EAASsyD,oBACTtyD,EAASoyD,uBACTpyD,EAASmW,qBACTnW,EAASg1C,wBACTh1C,EAAS4kB,mBAETm3C,EAAWj4B,SAAU8hB,GAAK,kBAAkD,IAAhC16D,EAAOixE,uBAI/Cn8D,EAASwyD,qBACbxyD,EAASsyD,oBACTtyD,EAASoyD,uBACTpyD,EAASmW,qBACTnW,EAASg1C,wBACTh1C,EAAS4kB,kBACT5kB,EAAS0zD,kBACT1zD,EAASwK,WAETuxD,EAAWj4B,SAAU8hB,GAAK,aAAc16D,EAAOE,oBAUjD,GAAK4U,EAASwK,SAAW,CAExBuxD,EAAWtwB,YAAama,GAAK53D,EAAQ,cACrC+tE,EAAWtwB,YAAama,GAAK53D,EAAQ,qBAErC,MAAM+R,EAAW/R,EAAO+R,SAExB,GAAKA,EAAW,CAEf,MAAMk1C,EAAQl1C,EAASk1C,MAEvB,GAAK7qB,EAAauV,oBAAsB,CAEvC,GAA8B,OAAzB5/B,EAASq8D,YAAuB,CAUpC,IAAIxuE,EAAO5Y,KAAK4F,KAAqB,EAAfq6D,EAAMxgE,QAC5BmZ,EAAO9Y,EAAUmD,eAAgB2V,GACjCA,EAAO5Y,KAAKa,IAAK+X,EAAM,GAEvB,MAAMyuE,EAAe,IAAI1kD,aAAc/pB,EAAOA,EAAO,GACrDyuE,EAAa9iF,IAAKwmB,EAASs8D,cAE3B,MAAMD,EAAc,IAAIz0C,GAAa00C,EAAczuE,EAAMA,EAAMnb,EAAYJ,GAE3E0tB,EAASs8D,aAAeA,EACxBt8D,EAASq8D,YAAcA,EACvBr8D,EAASu8D,gBAAkB1uE,EAI5BmuE,EAAWj4B,SAAU8hB,GAAK,cAAe7lD,EAASq8D,YAAaz5E,IAC/Do5E,EAAWj4B,SAAU8hB,GAAK,kBAAmB7lD,EAASu8D,sBAItDP,EAAWtwB,YAAama,GAAK7lD,EAAU,iBAyE3C,IAAwCijB,EAAUrtC,EANjD,OA3DKkmF,GAAmBz6B,EAAmBhmC,gBAAkBpN,EAAOoN,iBAEnEgmC,EAAmBhmC,cAAgBpN,EAAOoN,cAC1C2gE,EAAWj4B,SAAU8hB,GAAK,gBAAiB53D,EAAOoN,gBAI9CygE,IAEJE,EAAWj4B,SAAU8hB,GAAK,sBAAuBqP,EAAMD,qBAElD5zB,EAAmBm6B,cAsDwB5lF,EA3CJmmF,GA2CN94C,EA3CNg5C,GA6CxB5mC,kBAAkB5xC,YAAc7N,EACzCqtC,EAASqS,WAAW7xC,YAAc7N,EAElCqtC,EAASsS,kBAAkB9xC,YAAc7N,EACzCqtC,EAASwS,wBAAwBhyC,YAAc7N,EAC/CqtC,EAASsT,YAAY9yC,YAAc7N,EACnCqtC,EAASuT,kBAAkB/yC,YAAc7N,EACzCqtC,EAAS+S,WAAWvyC,YAAc7N,EAClCqtC,EAASmT,iBAAiB3yC,YAAc7N,EACxCqtC,EAAS+T,eAAevzC,YAAc7N,EACtCqtC,EAAS4T,iBAAiBpzC,YAAc7N,GAjDlC6uB,GAAOxE,EAASwE,KAEpB7F,GAAUozD,mBAAoBiK,EAAYx3D,GAI3C7F,GAAUuzD,wBAAyB8J,EAAYh8D,EAAU61D,EAAaD,GAEtE3qB,GAAcS,OAAQka,GAAKxkB,EAAmBs6B,aAAcM,EAAYr5E,KAIpEqd,EAAS4kB,mBAAoD,IAAhC5kB,EAASgkB,qBAE1CinB,GAAcS,OAAQka,GAAKxkB,EAAmBs6B,aAAcM,EAAYr5E,IACxEqd,EAASgkB,oBAAqB,GAI1BhkB,EAASwzD,kBAEbuI,EAAWj4B,SAAU8hB,GAAK,SAAU53D,EAAOvS,QAM5CsgF,EAAWj4B,SAAU8hB,GAAK,kBAAmB53D,EAAO8M,iBACpDihE,EAAWj4B,SAAU8hB,GAAK,eAAgB53D,EAAO+M,cACjDghE,EAAWj4B,SAAU8hB,GAAK,cAAe53D,EAAOzC,aAEzC4vC,EA9xBRj7B,GAAU8pB,kBAnBV,SAA2BL,GAErB0nC,IAA2BA,GAA0B1nC,MAmBpC,oBAAX4yC,QAAyBr8D,GAAU+pB,WAAYsyC,QAE3D7qF,KAAKs4C,iBAAmB,SAAW9/B,GAElCmnE,GAA2BnnE,EAC3By8B,GAAGqD,iBAAkB9/B,GAEN,OAAbA,EAAsBgW,GAAU4pB,OAAS5pB,GAAUiB,SAItDwlB,GAAGtzC,iBAAkB,eAAgB+lF,IACrCzyC,GAAGtzC,iBAAkB,aAAcgmF,IAInC3nF,KAAKq1C,OAAS,SAAWN,EAAOv7B,GAE/B,IAAI86B,EAAcoT,EAgBlB,QAdwB5lD,IAAnBqI,UAAW,KAEfrC,QAAQC,KAAM,6GACdusC,EAAenqC,UAAW,SAIHrI,IAAnBqI,UAAW,KAEfrC,QAAQC,KAAM,iGACd2/C,EAAav9C,UAAW,SAITrI,IAAX0X,IAA4C,IAApBA,EAAOiS,SAGnC,YADA3jB,QAAQsC,MAAO,0EAKhB,IAAwB,IAAnBo5E,EAA0B,QAIL,IAArBzuC,EAAMy3B,YAAsBz3B,EAAMpoB,oBAIhB,OAAlBnT,EAAOsP,QAAkBtP,EAAOmT,qBAEjB,IAAfsoB,GAAGlB,UAAwC,IAApBkB,GAAG2nC,eAE9BpjE,EAASy7B,GAAGupC,UAAWhlE,KAKD,IAAlBu7B,EAAM4S,SAAmB5S,EAAM9qB,eAAgBs5D,EAAOxuC,EAAOv7B,EAAQ86B,GAAgBqvC,GAE1FV,EAAqB7Z,GAAatwB,IAAK/D,EAAOouC,EAAiBpgF,QAC/DkgF,EAAmB7zB,OAEnB+zB,EAAiBjhF,KAAM+gF,GAEvByB,EAAkBt5E,iBAAkBoO,EAAOG,iBAAkBH,EAAOE,oBACpEkwD,EAASkhB,wBAAyBpG,GAElCD,EAAwBzkF,KAAKsuD,qBAC7Bk2B,EAAmB1yC,GAASsd,KAAMpvD,KAAKq0B,eAAgBowD,EAAuBjrE,GAE9EwpE,EAAoBgC,GAAYlsC,IAAK/D,EAAOmuC,EAAgBngF,QAC5DigF,EAAkB5zB,OAElB8zB,EAAgBhhF,KAAM8gF,GAEtBkG,GAAen0C,EAAOv7B,EAAQ,EAAG+pE,EAAMF,aAEvCL,EAAkB9d,UAES,IAAtBqe,EAAMF,aAEVL,EAAkBjxB,KAAMqyB,EAAaC,IAMZ,IAArBG,GAA4B1yC,GAASwd,eAE1C,MAAMuZ,EAAeoa,EAAmBt8B,MAAMkiB,aAE9C7E,GAAU3uB,OAAQwzB,EAAc9zB,EAAOv7B,GAEvCypE,EAAmBna,cACnBma,EAAmBla,gBAAiBvvD,IAEV,IAArBgrE,GAA4B1yC,GAASyd,cAIb,IAAxBvvD,KAAKqsD,KAAKiF,WAAqBtxD,KAAKqsD,KAAKjC,aAExBtoD,IAAjBwyC,GAEJt0C,KAAKo1C,gBAAiBd,GAMvB0R,GAAW3Q,OAAQ2tC,EAAmBjuC,EAAOv7B,EAAQkuC,GAIrD,MAAMqjC,EAAgB/H,EAAkBle,OAClCkmB,EAAqBhI,EAAkB7vD,YAExC43D,EAAchoF,OAAS,GAAIwmF,GAAewB,EAAeh2C,EAAOv7B,GAChEwxE,EAAmBjoF,OAAS,GAAIwmF,GAAeyB,EAAoBj2C,EAAOv7B,GAIjD,OAAzBmqE,IAIJ1yE,GAAS+oE,yBAA0B2J,GAInC1yE,GAASgpE,8BAA+B0J,KAMlB,IAAlB5uC,EAAM4S,SAAmB5S,EAAM7qB,cAAeq5D,EAAOxuC,EAAOv7B,GAIjEmtC,EAAM/N,QAAQhlC,MAAMm5D,SAAS,GAC7BpmB,EAAM/N,QAAQhlC,MAAMo6D,SAAS,GAC7BrnB,EAAM/N,QAAQhjB,MAAMo4C,SAAS,GAE7BrnB,EAAMmsB,kBAAkB,GAIxBnqB,GAAc0B,oBACdu5B,GAAuB,EACvBC,EAAiB,KAEjBV,EAAiB7e,MAIhB2e,EAFIE,EAAiBpgF,OAAS,EAETogF,EAAkBA,EAAiBpgF,OAAS,GAI5C,KAItBmgF,EAAgB5e,MAIf0e,EAFIE,EAAgBngF,OAAS,EAETmgF,EAAiBA,EAAgBngF,OAAS,GAI1C,MA6oBtB/C,KAAK0sE,kBAAoB,WAExB,OAAO+W,GAIRzjF,KAAK4sE,qBAAuB,WAE3B,OAAO8W,GAIR1jF,KAAKm1C,gBAAkB,WAEtB,OAAOwuC,GAIR3jF,KAAKo1C,gBAAkB,SAAWd,EAAcm4B,EAAiB,EAAGE,EAAoB,GAEvFgX,EAAuBrvC,EACvBmvC,EAAyBhX,EACzBiX,EAA4B/W,EAEvBr4B,QAAsExyC,IAAtD+hD,EAAW/K,IAAKxE,GAAe0hC,oBAEnD/kE,GAAS2oE,kBAAmBtlC,GAI7B,IAAI6+B,EAAc,KACdgG,GAAS,EACTU,GAAmB,EAEvB,GAAKvlC,EAAe,CAEnB,MAAMtgC,EAAUsgC,EAAatgC,SAExBA,EAAQi/C,iBAAmBj/C,EAAQ++C,wBAEvC8mB,GAAmB,GAIpB,MAAM7D,EAAqBnyB,EAAW/K,IAAKxE,GAAe0hC,mBAErD1hC,EAAaC,yBAEjB4+B,EAAc6C,EAAoBvJ,GAClC0M,GAAS,GAIThG,EAFW7+B,EAAailC,+BAEV11B,EAAW/K,IAAKxE,GAAe6hC,+BAI/BH,EAIf8N,EAAiBjzE,KAAMyjC,EAAavgC,UACpCgwE,EAAgBlzE,KAAMyjC,EAAazgC,SACnCmwE,EAAsB1vC,EAAaxgC,iBAInCgwE,EAAiBjzE,KAAMk5D,GAAYphE,eAAgBw7E,GAAcv+E,QACjEm+E,EAAgBlzE,KAAMyzE,GAAW37E,eAAgBw7E,GAAcv+E,QAC/Do+E,EAAsBO,EAUvB,GANA59B,EAAMusB,gBAAiB,MAAOC,GAE9BxsB,EAAM5yC,SAAU+vE,GAChBn9B,EAAM9yC,QAASkwE,GACfp9B,EAAMqmB,eAAgBgX,GAEjB7K,EAAS,CAEb,MAAM5D,EAAoB1xB,EAAW/K,IAAKxE,EAAatgC,SACvDkgE,GAAIsE,qBAAsB,MAAO,MAAO,MAAQ/L,EAAgB8I,EAAkBG,eAAgB/I,QAE5F,GAAKkN,EAAmB,CAE9B,MAAMtE,EAAoB1xB,EAAW/K,IAAKxE,EAAatgC,SACjDi3E,EAAQxe,GAAkB,EAChCyH,GAAIgX,wBAAyB,MAAO,MAAO3V,EAAkBG,eAAgB/I,GAAqB,EAAGse,KAMvGjrF,KAAKmrF,uBAAyB,SAAW72C,EAAc9vC,EAAGM,EAAGoD,EAAOC,EAAQ8wC,EAAQmyC,GAEnF,IAAS92C,IAAgBA,EAAahgC,oBAGrC,YADAxM,QAAQsC,MAAO,4FAKhB,IAAI+oE,EAActvB,EAAW/K,IAAKxE,GAAe0hC,mBAQjD,GANK1hC,EAAaC,8BAAmDzyC,IAAxBspF,IAE5CjY,EAAcA,EAAaiY,IAIvBjY,EAAc,CAElBxsB,EAAMusB,gBAAiB,MAAOC,GAE9B,IAEC,MAAMn/D,EAAUsgC,EAAatgC,QACvBq3E,EAAgBr3E,EAAQrE,OACxBooE,EAAc/jE,EAAQpS,KAE5B,GAAKypF,IAAkBtqF,GAAcozE,GAAMiD,QAASiU,KAAoBnX,GAAI1rB,aAAc,OAGzF,YADA1gD,QAAQsC,MAAO,6GAKhB,MAAMkhF,EAA4BvT,IAAgBn3E,IAAqBmxC,EAAW+b,IAAK,gCAAqCpV,EAAaC,UAAY5G,EAAW+b,IAAK,2BAErK,KAAKiqB,IAAgBv3E,GAAoB2zE,GAAMiD,QAASW,KAAkB7D,GAAI1rB,aAAc,QACvFuvB,IAAgBp3E,IAAe+3C,EAAaC,UAAY5G,EAAW+b,IAAK,sBAAyB/b,EAAW+b,IAAK,8BACnHw9B,GAGF,YADAxjF,QAAQsC,MAAO,uHAK6B,QAAxC8pE,GAAIqX,uBAAwB,OAIzB/mF,GAAK,GAAKA,GAAO8vC,EAAapsC,MAAQA,GAAepD,GAAK,GAAKA,GAAOwvC,EAAansC,OAASA,GAElG+rE,GAAIsX,WAAYhnF,EAAGM,EAAGoD,EAAOC,EAAQgsE,GAAMiD,QAASiU,GAAiBlX,GAAMiD,QAASW,GAAe9+B,GAMpGnxC,QAAQsC,MAAO,sHAQhB,MAAM+oE,EAAyC,OAAzBwQ,EAAkC9/B,EAAW/K,IAAK6qC,GAAuB3N,mBAAqB,KACpHrvB,EAAMusB,gBAAiB,MAAOC,MAQjCnzE,KAAKyrF,yBAA2B,SAAW5lE,EAAU7R,EAAS03E,EAAQ,GAErE,MAAMC,EAAaroF,KAAKkD,IAAK,GAAKklF,GAC5BxjF,EAAQ5E,KAAKsC,MAAOoO,EAAQ1F,MAAMpG,MAAQyjF,GAC1CxjF,EAAS7E,KAAKsC,MAAOoO,EAAQ1F,MAAMnG,OAASwjF,GAC5CvW,EAAWjB,GAAMiD,QAASpjE,EAAQrE,QAExCsB,GAASulE,aAAcxiE,EAAS,GAEhCkgE,GAAI0X,eAAgB,KAAMF,EAAOtW,EAAUvvD,EAASrhB,EAAGqhB,EAAS/gB,EAAGoD,EAAOC,EAAQ,GAElFw+C,EAAMktB,iBAIP7zE,KAAK6rF,qBAAuB,SAAWhmE,EAAUimE,EAAYC,EAAYL,EAAQ,GAEhF,MAAMxjF,EAAQ4jF,EAAWx9E,MAAMpG,MACzBC,EAAS2jF,EAAWx9E,MAAMnG,OAC1BitE,EAAWjB,GAAMiD,QAAS2U,EAAWp8E,QACrC0lE,EAASlB,GAAMiD,QAAS2U,EAAWnqF,MAEzCqP,GAASulE,aAAcuV,EAAY,GAInC7X,GAAI8C,YAAa,MAAO+U,EAAWv7E,OACnC0jE,GAAI8C,YAAa,MAAO+U,EAAWx7E,kBACnC2jE,GAAI8C,YAAa,KAAM+U,EAAWt7E,iBAE7Bq7E,EAAWp6E,cAEfwiE,GAAI8X,cAAe,KAAMN,EAAO7lE,EAASrhB,EAAGqhB,EAAS/gB,EAAGoD,EAAOC,EAAQitE,EAAUC,EAAQyW,EAAWx9E,MAAM2D,MAIrG65E,EAAW5U,oBAEfhD,GAAI+X,wBAAyB,KAAMP,EAAO7lE,EAASrhB,EAAGqhB,EAAS/gB,EAAGgnF,EAAW57E,QAAS,GAAIhI,MAAO4jF,EAAW57E,QAAS,GAAI/H,OAAQitE,EAAU0W,EAAW57E,QAAS,GAAI+B,MAInKiiE,GAAI8X,cAAe,KAAMN,EAAO7lE,EAASrhB,EAAGqhB,EAAS/gB,EAAGswE,EAAUC,EAAQyW,EAAWx9E,OAOxE,IAAVo9E,GAAeK,EAAWz7E,iBAAkB4jE,GAAIa,eAAgB,MAErEpuB,EAAMktB,iBAIP7zE,KAAKksF,uBAAyB,SAAWC,EAAWtmE,EAAUimE,EAAYC,EAAYL,EAAQ,GAE7F,GAAKnI,EAAMkC,iBAGV,YADA39E,QAAQC,KAAM,6EAKf,MAAMG,MAAEA,EAAKC,OAAEA,EAAM8J,KAAEA,GAAS65E,EAAWx9E,MACrC8mE,EAAWjB,GAAMiD,QAAS2U,EAAWp8E,QACrC0lE,EAASlB,GAAMiD,QAAS2U,EAAWnqF,MACzC,IAAIwqF,EAEJ,GAAKL,EAAW94B,gBAEfhiD,GAASulD,aAAcu1B,EAAY,GACnCK,EAAW,UAEL,CAAA,IAAKL,EAAWh5B,qBAQtB,YADAjrD,QAAQC,KAAM,+GALdkJ,GAAS2lD,kBAAmBm1B,EAAY,GACxCK,EAAW,MASZlY,GAAI8C,YAAa,MAAO+U,EAAWv7E,OACnC0jE,GAAI8C,YAAa,MAAO+U,EAAWx7E,kBACnC2jE,GAAI8C,YAAa,KAAM+U,EAAWt7E,iBAElC,MAAM47E,EAAenY,GAAI1rB,aAAc,MACjC8jC,EAAoBpY,GAAI1rB,aAAc,OACtC+jC,EAAmBrY,GAAI1rB,aAAc,MACrCgkC,EAAiBtY,GAAI1rB,aAAc,MACnCikC,EAAmBvY,GAAI1rB,aAAc,OAE3C0rB,GAAI8C,YAAa,KAAM9uE,GACvBgsE,GAAI8C,YAAa,MAAO7uE,GACxB+rE,GAAI8C,YAAa,KAAMmV,EAAUjoF,IAAIM,GACrC0vE,GAAI8C,YAAa,KAAMmV,EAAUjoF,IAAIY,GACrCovE,GAAI8C,YAAa,MAAOmV,EAAUjoF,IAAIkO,GAEtC8hE,GAAIwY,cACHN,EACAV,EACA7lE,EAASrhB,EACTqhB,EAAS/gB,EACT+gB,EAASzT,EACT+5E,EAAUhoF,IAAIK,EAAI2nF,EAAUjoF,IAAIM,EAAI,EACpC2nF,EAAUhoF,IAAIW,EAAIqnF,EAAUjoF,IAAIY,EAAI,EACpCqnF,EAAUhoF,IAAIiO,EAAI+5E,EAAUjoF,IAAIkO,EAAI,EACpCgjE,EACAC,EACApjE,GAGDiiE,GAAI8C,YAAa,KAAMqV,GACvBnY,GAAI8C,YAAa,MAAOsV,GACxBpY,GAAI8C,YAAa,KAAMuV,GACvBrY,GAAI8C,YAAa,KAAMwV,GACvBtY,GAAI8C,YAAa,MAAOyV,GAGT,IAAVf,GAAeK,EAAWz7E,iBAAkB4jE,GAAIa,eAAgBqX,GAErEzlC,EAAMktB,iBAIP7zE,KAAK+2E,YAAc,SAAW/iE,GAE7B/C,GAASulE,aAAcxiE,EAAS,GAEhC2yC,EAAMktB,iBAIP7zE,KAAK2sF,WAAa,WAEjBlJ,EAAyB,EACzBC,EAA4B,EAC5BC,EAAuB,KAEvBh9B,EAAMyD,QACNzB,GAAcyB,SAIoB,oBAAvBwiC,oBAEXA,mBAAmBpqF,cAAe,IAAIqqF,YAAa,UAAW,CAAEC,OAAQ9sF,QAx5G1Eo7E,GAAM15E,UAAUynF,SAAU,EAU1B3nF,OAAOC,OAAQ45E,GAAgB35E,UAAW,CAEzC4G,YAAa+yE,GAEbiC,aAAc,WAab,OAXoB,OAAft9E,KAAKw7E,QAETx7E,KAAKw7E,MAAQ,IAAIJ,GACjBp7E,KAAKw7E,MAAMnrE,kBAAmB,EAC9BrQ,KAAKw7E,MAAMhyD,SAAU,EAErBxpB,KAAKw7E,MAAMuR,OAAS,GACpB/sF,KAAKw7E,MAAMwR,WAAa,CAAEC,UAAU,IAI9BjtF,KAAKw7E,OAIb0B,kBAAmB,WAUlB,OARyB,OAApBl9E,KAAKs7E,aAETt7E,KAAKs7E,WAAa,IAAIF,GACtBp7E,KAAKs7E,WAAWjrE,kBAAmB,EACnCrQ,KAAKs7E,WAAW9xD,SAAU,GAIpBxpB,KAAKs7E,YAIb8B,aAAc,WAUb,OARoB,OAAfp9E,KAAKu7E,QAETv7E,KAAKu7E,MAAQ,IAAIH,GACjBp7E,KAAKu7E,MAAMlrE,kBAAmB,EAC9BrQ,KAAKu7E,MAAM/xD,SAAU,GAIfxpB,KAAKu7E,OAIb/4E,cAAe,SAAWC,GAoBzB,OAlByB,OAApBzC,KAAKs7E,YAETt7E,KAAKs7E,WAAW94E,cAAeC,GAIZ,OAAfzC,KAAKu7E,OAETv7E,KAAKu7E,MAAM/4E,cAAeC,GAIP,OAAfzC,KAAKw7E,OAETx7E,KAAKw7E,MAAMh5E,cAAeC,GAIpBzC,MAIR28E,WAAY,SAAWH,GAsBtB,OApBAx8E,KAAKwC,cAAe,CAAEZ,KAAM,eAAgBqQ,KAAMuqE,IAEzB,OAApBx8E,KAAKs7E,aAETt7E,KAAKs7E,WAAW9xD,SAAU,GAIP,OAAfxpB,KAAKu7E,QAETv7E,KAAKu7E,MAAM/xD,SAAU,GAIF,OAAfxpB,KAAKw7E,QAETx7E,KAAKw7E,MAAMhyD,SAAU,GAIfxpB,MAIRuW,OAAQ,SAAWimE,EAAatkC,EAAOyjC,GAEtC,IAAIuR,EAAY,KACZC,EAAW,KACXC,EAAW,KAEf,MAAMC,EAAYrtF,KAAKs7E,WACjBgS,EAAOttF,KAAKu7E,MACZgS,EAAOvtF,KAAKw7E,MAElB,GAAKgB,GAAiD,oBAAlCtkC,EAAM0P,QAAQ4lC,gBAejC,GAbmB,OAAdH,IAEJH,EAAYh1C,EAAMu1C,QAASjR,EAAYkR,eAAgB/R,GAEpC,OAAduR,IAEJG,EAAUr/E,OAAOC,UAAWi/E,EAAUnN,UAAU/xE,QAChDq/E,EAAUr/E,OAAOqc,UAAWgjE,EAAUxnE,SAAUwnE,EAAUz/E,SAAUy/E,EAAUvnE,SAM3EynE,GAAQ/Q,EAAY+Q,KAAO,CAE/BH,GAAW,EAEX,IAAM,MAAMO,KAAcnR,EAAY+Q,KAAK5+D,SAAW,CAGrD,MAAMi/D,EAAY11C,EAAM21C,aAAcF,EAAYhS,GAElD,QAA6C75E,IAAxCyrF,EAAKR,OAAQY,EAAWG,WAA4B,CAGxD,MAAMC,EAAQ,IAAI3S,GAClB2S,EAAM19E,kBAAmB,EACzB09E,EAAMvkE,SAAU,EAChB+jE,EAAKR,OAAQY,EAAWG,WAAcC,EAEtCR,EAAKlxE,IAAK0xE,GAIX,MAAMA,EAAQR,EAAKR,OAAQY,EAAWG,WAEnB,OAAdF,IAEJG,EAAM//E,OAAOC,UAAW2/E,EAAU7N,UAAU/xE,QAC5C+/E,EAAM//E,OAAOqc,UAAW0jE,EAAMloE,SAAUkoE,EAAMngF,SAAUmgF,EAAMjoE,OAC9DioE,EAAMC,YAAcJ,EAAU9yE,QAI/BizE,EAAMvkE,QAAwB,OAAdokE,EAOjB,MAAMK,EAAWV,EAAKR,OAAQ,oBACxBmB,EAAWX,EAAKR,OAAQ,aACxB9hE,EAAWgjE,EAASpoE,SAASrG,WAAY0uE,EAASroE,UAElDsoE,EAAkB,IAClBC,EAAY,KAEbb,EAAKP,WAAWC,UAAYhiE,EAAWkjE,EAAkBC,GAE7Db,EAAKP,WAAWC,UAAW,EAC3BjtF,KAAKwC,cAAe,CACnBZ,KAAM,WACNysF,WAAY7R,EAAY6R,WACxB3rF,OAAQ1C,SAGIutF,EAAKP,WAAWC,UAAYhiE,GAAYkjE,EAAkBC,IAEvEb,EAAKP,WAAWC,UAAW,EAC3BjtF,KAAKwC,cAAe,CACnBZ,KAAM,aACNysF,WAAY7R,EAAY6R,WACxB3rF,OAAQ1C,aAOI,OAATstF,GAAiB9Q,EAAY8R,YAEjCnB,EAAWj1C,EAAMu1C,QAASjR,EAAY8R,UAAW3S,GAE/B,OAAbwR,IAEJG,EAAKt/E,OAAOC,UAAWk/E,EAASpN,UAAU/xE,QAC1Cs/E,EAAKt/E,OAAOqc,UAAWijE,EAAKznE,SAAUynE,EAAK1/E,SAAU0/E,EAAKxnE,SA4B9D,OAlBmB,OAAdunE,IAEJA,EAAU7jE,QAA0B,OAAd0jE,GAIT,OAATI,IAEJA,EAAK9jE,QAAyB,OAAb2jE,GAIJ,OAATI,IAEJA,EAAK/jE,QAAyB,OAAb4jE,GAIXptF,QAqeTwB,OAAOC,OAAQg6E,GAAa/5E,UAAWH,EAAgBG,WAkxFvD,MAAM6sF,WAAc1lE,GAEnB5gB,cAEC6H,QAEA9P,KAAK4B,KAAO,QAEZ5B,KAAKgmD,WAAa,KAClBhmD,KAAKqjE,YAAc,KACnBrjE,KAAK8yB,IAAM,KAEX9yB,KAAK6kF,iBAAmB,KAExB7kF,KAAKwsE,YAAa,EAEiB,oBAAvBogB,oBAEXA,mBAAmBpqF,cAAe,IAAIqqF,YAAa,UAAW,CAAEC,OAAQ9sF,QAM1EiI,KAAM6I,EAAQ+d,GAab,OAXA/e,MAAMe,KAAMC,EAAQ+d,GAEO,OAAtB/d,EAAOk1C,aAAsBhmD,KAAKgmD,WAAal1C,EAAOk1C,WAAW3xC,SAC1C,OAAvBvD,EAAOuyD,cAAuBrjE,KAAKqjE,YAAcvyD,EAAOuyD,YAAYhvD,SACrD,OAAfvD,EAAOgiB,MAAe9yB,KAAK8yB,IAAMhiB,EAAOgiB,IAAIze,SAEhB,OAA5BvD,EAAO+zE,mBAA4B7kF,KAAK6kF,iBAAmB/zE,EAAO+zE,iBAAiBxwE,SAExFrU,KAAKwsE,WAAa17D,EAAO07D,WACzBxsE,KAAKqQ,iBAAmBS,EAAOT,iBAExBrQ,KAIRiI,OAAQ8I,GAEP,MAAMkB,EAAOnC,MAAMid,OAAQhc,GAM3B,OAJyB,OAApB/Q,KAAKgmD,aAAsB/zC,EAAKqK,OAAO0pC,WAAahmD,KAAKgmD,WAAWj5B,OAAQhc,IACvD,OAArB/Q,KAAKqjE,cAAuBpxD,EAAKqK,OAAO+mD,YAAcrjE,KAAKqjE,YAAYt2C,OAAQhc,IAClE,OAAb/Q,KAAK8yB,MAAe7gB,EAAKqK,OAAOwW,IAAM9yB,KAAK8yB,IAAI/F,UAE7C9a,GAQT,SAASu8E,GAAmB7rF,EAAOunD,GAElClqD,KAAK2C,MAAQA,EACb3C,KAAKkqD,OAASA,EACdlqD,KAAK6b,WAAkB/Z,IAAVa,EAAsBA,EAAMI,OAASmnD,EAAS,EAE3DlqD,KAAK+kC,MAAQ3jC,EACbpB,KAAKglC,YAAc,CAAEr7B,OAAQ,EAAGkS,OAAS,GAEzC7b,KAAK0Q,QAAU,EAEf1Q,KAAKgQ,KAAO5M,EAAUK,eAbvB8qF,GAAM7sF,UAAUimD,SAAU,EAiB1BnmD,OAAOuO,eAAgBy+E,GAAkB9sF,UAAW,cAAe,CAElEmG,IAAK,SAAW5D,IAEA,IAAVA,GAAiBjE,KAAK0Q,aAM7BlP,OAAOC,OAAQ+sF,GAAkB9sF,UAAW,CAE3C+sF,qBAAqB,EAErBnoD,iBAAkB,aAElBC,SAAU,SAAWtiC,GAIpB,OAFAjE,KAAK+kC,MAAQ9gC,EAENjE,MAIR6Q,KAAM,SAAWC,GAOhB,OALA9Q,KAAK2C,MAAQ,IAAImO,EAAOnO,MAAM2F,YAAawI,EAAOnO,OAClD3C,KAAK6b,MAAQ/K,EAAO+K,MACpB7b,KAAKkqD,OAASp5C,EAAOo5C,OACrBlqD,KAAK+kC,MAAQj0B,EAAOi0B,MAEb/kC,MAIRwmC,OAAQ,SAAWC,EAAQ78B,EAAW88B,GAErCD,GAAUzmC,KAAKkqD,OACfxjB,GAAU98B,EAAUsgD,OAEpB,IAAM,IAAIrnD,EAAI,EAAGC,EAAI9C,KAAKkqD,OAAQrnD,EAAIC,EAAGD,IAExC7C,KAAK2C,MAAO8jC,EAAS5jC,GAAM+G,EAAUjH,MAAO+jC,EAAS7jC,GAItD,OAAO7C,MAIR6H,IAAK,SAAW5D,EAAO0F,EAAS,GAI/B,OAFA3J,KAAK2C,MAAMkF,IAAK5D,EAAO0F,GAEhB3J,MAIRqU,MAAO,SAAWpC,QAEUnQ,IAAtBmQ,EAAKy8E,eAETz8E,EAAKy8E,aAAe,SAIY5sF,IAA5B9B,KAAK2C,MAAMs2C,OAAO01C,QAEtB3uF,KAAK2C,MAAMs2C,OAAO01C,MAAQvrF,EAAUK,qBAIiB3B,IAAjDmQ,EAAKy8E,aAAc1uF,KAAK2C,MAAMs2C,OAAO01C,SAEzC18E,EAAKy8E,aAAc1uF,KAAK2C,MAAMs2C,OAAO01C,OAAU3uF,KAAK2C,MAAMC,MAAO,GAAIq2C,QAItE,MAEM21C,EAAK,IAAIJ,GAFD,IAAIxuF,KAAK2C,MAAM2F,YAAa2J,EAAKy8E,aAAc1uF,KAAK2C,MAAMs2C,OAAO01C,QAEtC3uF,KAAKkqD,QAG9C,OAFA0kC,EAAGroD,SAAUvmC,KAAK+kC,OAEX6pD,GAIRjnD,SAAU,SAAWnvB,GAIpB,OAFAxY,KAAKsmC,iBAAmB9tB,EAEjBxY,MAIR+sB,OAAQ,SAAW9a,GAwBlB,YAtB2BnQ,IAAtBmQ,EAAKy8E,eAETz8E,EAAKy8E,aAAe,SAMY5sF,IAA5B9B,KAAK2C,MAAMs2C,OAAO01C,QAEtB3uF,KAAK2C,MAAMs2C,OAAO01C,MAAQvrF,EAAUK,qBAIiB3B,IAAjDmQ,EAAKy8E,aAAc1uF,KAAK2C,MAAMs2C,OAAO01C,SAEzC18E,EAAKy8E,aAAc1uF,KAAK2C,MAAMs2C,OAAO01C,OAAUn9E,MAAM9P,UAAUkB,MAAMI,KAAM,IAAI8iC,YAAa9lC,KAAK2C,MAAMs2C,UAMjG,CACNjpC,KAAMhQ,KAAKgQ,KACXipC,OAAQj5C,KAAK2C,MAAMs2C,OAAO01C,MAC1B/sF,KAAM5B,KAAK2C,MAAM2F,YAAY2H,KAC7Bi6C,OAAQlqD,KAAKkqD,WAOhB,MAAM2kC,GAAY,IAAIn2E,EAEtB,SAASo2E,GAA4BC,EAAmBlqD,EAAUl7B,EAAQ26B,GAEzEtkC,KAAKiQ,KAAO,GAEZjQ,KAAKiS,KAAO88E,EACZ/uF,KAAK6kC,SAAWA,EAChB7kC,KAAK2J,OAASA,EAEd3J,KAAKskC,YAA4B,IAAfA,EAInB9iC,OAAOynB,iBAAkB6lE,GAA2BptF,UAAW,CAE9Dma,MAAO,CAENi9B,IAAK,WAEJ,OAAO94C,KAAKiS,KAAK4J,QAMnBlZ,MAAO,CAENm2C,IAAK,WAEJ,OAAO94C,KAAKiS,KAAKtP,QAMnBmP,YAAa,CAEZjK,IAAK,SAAW5D,GAEfjE,KAAKiS,KAAKH,YAAc7N,MAQ3BzC,OAAOC,OAAQqtF,GAA2BptF,UAAW,CAEpDq3C,8BAA8B,EAE9Bt/B,aAAc,SAAWnV,GAExB,IAAM,IAAIzB,EAAI,EAAGC,EAAI9C,KAAKiS,KAAK4J,MAAOhZ,EAAIC,EAAGD,IAE5CgsF,GAAUrqF,EAAIxE,KAAK6J,KAAMhH,GACzBgsF,GAAU/pF,EAAI9E,KAAK8J,KAAMjH,GACzBgsF,GAAUz8E,EAAIpS,KAAKuT,KAAM1Q,GAEzBgsF,GAAUp1E,aAAcnV,GAExBtE,KAAKonC,OAAQvkC,EAAGgsF,GAAUrqF,EAAGqqF,GAAU/pF,EAAG+pF,GAAUz8E,GAIrD,OAAOpS,MAIRqnC,kBAAmB,SAAW/iC,GAE7B,IAAM,IAAIzB,EAAI,EAAGC,EAAI9C,KAAK6b,MAAOhZ,EAAIC,EAAGD,IAEvCgsF,GAAUrqF,EAAIxE,KAAK6J,KAAMhH,GACzBgsF,GAAU/pF,EAAI9E,KAAK8J,KAAMjH,GACzBgsF,GAAUz8E,EAAIpS,KAAKuT,KAAM1Q,GAEzBgsF,GAAUxnD,kBAAmB/iC,GAE7BtE,KAAKonC,OAAQvkC,EAAGgsF,GAAUrqF,EAAGqqF,GAAU/pF,EAAG+pF,GAAUz8E,GAIrD,OAAOpS,MAIR+iB,mBAAoB,SAAWze,GAE9B,IAAM,IAAIzB,EAAI,EAAGC,EAAI9C,KAAK6b,MAAOhZ,EAAIC,EAAGD,IAEvCgsF,GAAUrqF,EAAIxE,KAAK6J,KAAMhH,GACzBgsF,GAAU/pF,EAAI9E,KAAK8J,KAAMjH,GACzBgsF,GAAUz8E,EAAIpS,KAAKuT,KAAM1Q,GAEzBgsF,GAAU9rE,mBAAoBze,GAE9BtE,KAAKonC,OAAQvkC,EAAGgsF,GAAUrqF,EAAGqqF,GAAU/pF,EAAG+pF,GAAUz8E,GAIrD,OAAOpS,MAIRsnC,KAAM,SAAWhlC,EAAOkC,GAIvB,OAFAxE,KAAKiS,KAAKtP,MAAOL,EAAQtC,KAAKiS,KAAKi4C,OAASlqD,KAAK2J,QAAWnF,EAErDxE,MAIRunC,KAAM,SAAWjlC,EAAOwC,GAIvB,OAFA9E,KAAKiS,KAAKtP,MAAOL,EAAQtC,KAAKiS,KAAKi4C,OAASlqD,KAAK2J,OAAS,GAAM7E,EAEzD9E,MAIRwnC,KAAM,SAAWllC,EAAO8P,GAIvB,OAFApS,KAAKiS,KAAKtP,MAAOL,EAAQtC,KAAKiS,KAAKi4C,OAASlqD,KAAK2J,OAAS,GAAMyI,EAEzDpS,MAIRynC,KAAM,SAAWnlC,EAAOkG,GAIvB,OAFAxI,KAAKiS,KAAKtP,MAAOL,EAAQtC,KAAKiS,KAAKi4C,OAASlqD,KAAK2J,OAAS,GAAMnB,EAEzDxI,MAIR6J,KAAM,SAAWvH,GAEhB,OAAOtC,KAAKiS,KAAKtP,MAAOL,EAAQtC,KAAKiS,KAAKi4C,OAASlqD,KAAK2J,SAIzDG,KAAM,SAAWxH,GAEhB,OAAOtC,KAAKiS,KAAKtP,MAAOL,EAAQtC,KAAKiS,KAAKi4C,OAASlqD,KAAK2J,OAAS,IAIlE4J,KAAM,SAAWjR,GAEhB,OAAOtC,KAAKiS,KAAKtP,MAAOL,EAAQtC,KAAKiS,KAAKi4C,OAASlqD,KAAK2J,OAAS,IAIlE6J,KAAM,SAAWlR,GAEhB,OAAOtC,KAAKiS,KAAKtP,MAAOL,EAAQtC,KAAKiS,KAAKi4C,OAASlqD,KAAK2J,OAAS,IAIlEw9B,MAAO,SAAW7kC,EAAOkC,EAAGM,GAO3B,OALAxC,EAAQA,EAAQtC,KAAKiS,KAAKi4C,OAASlqD,KAAK2J,OAExC3J,KAAKiS,KAAKtP,MAAOL,EAAQ,GAAMkC,EAC/BxE,KAAKiS,KAAKtP,MAAOL,EAAQ,GAAMwC,EAExB9E,MAIRonC,OAAQ,SAAW9kC,EAAOkC,EAAGM,EAAGsN,GAQ/B,OANA9P,EAAQA,EAAQtC,KAAKiS,KAAKi4C,OAASlqD,KAAK2J,OAExC3J,KAAKiS,KAAKtP,MAAOL,EAAQ,GAAMkC,EAC/BxE,KAAKiS,KAAKtP,MAAOL,EAAQ,GAAMwC,EAC/B9E,KAAKiS,KAAKtP,MAAOL,EAAQ,GAAM8P,EAExBpS,MAIR0nC,QAAS,SAAWplC,EAAOkC,EAAGM,EAAGsN,EAAG5J,GASnC,OAPAlG,EAAQA,EAAQtC,KAAKiS,KAAKi4C,OAASlqD,KAAK2J,OAExC3J,KAAKiS,KAAKtP,MAAOL,EAAQ,GAAMkC,EAC/BxE,KAAKiS,KAAKtP,MAAOL,EAAQ,GAAMwC,EAC/B9E,KAAKiS,KAAKtP,MAAOL,EAAQ,GAAM8P,EAC/BpS,KAAKiS,KAAKtP,MAAOL,EAAQ,GAAMkG,EAExBxI,MAIRqU,MAAO,SAAWpC,GAEjB,QAAcnQ,IAATmQ,EAAqB,CAEzBnK,QAAQpB,IAAK,mHAEb,MAAM/D,EAAQ,GAEd,IAAM,IAAIE,EAAI,EAAGA,EAAI7C,KAAK6b,MAAOhZ,IAAO,CAEvC,MAAMP,EAAQO,EAAI7C,KAAKiS,KAAKi4C,OAASlqD,KAAK2J,OAE1C,IAAM,IAAIkV,EAAI,EAAGA,EAAI7e,KAAK6kC,SAAUhmB,IAEnClc,EAAMT,KAAMlC,KAAKiS,KAAKtP,MAAOL,EAAQuc,IAMvC,OAAO,IAAI+lB,GAAiB,IAAI5kC,KAAK2C,MAAM2F,YAAa3F,GAAS3C,KAAK6kC,SAAU7kC,KAAKskC,YAgBrF,YAZiCxiC,IAA5BmQ,EAAK+8E,qBAET/8E,EAAK+8E,mBAAqB,SAIwBltF,IAA9CmQ,EAAK+8E,mBAAoBhvF,KAAKiS,KAAKjC,QAEvCiC,EAAK+8E,mBAAoBhvF,KAAKiS,KAAKjC,MAAShQ,KAAKiS,KAAKoC,MAAOpC,IAIvD,IAAI68E,GAA4B78E,EAAK+8E,mBAAoBhvF,KAAKiS,KAAKjC,MAAQhQ,KAAK6kC,SAAU7kC,KAAK2J,OAAQ3J,KAAKskC,aAMrHvX,OAAQ,SAAW9a,GAElB,QAAcnQ,IAATmQ,EAAqB,CAEzBnK,QAAQpB,IAAK,wHAEb,MAAM/D,EAAQ,GAEd,IAAM,IAAIE,EAAI,EAAGA,EAAI7C,KAAK6b,MAAOhZ,IAAO,CAEvC,MAAMP,EAAQO,EAAI7C,KAAKiS,KAAKi4C,OAASlqD,KAAK2J,OAE1C,IAAM,IAAIkV,EAAI,EAAGA,EAAI7e,KAAK6kC,SAAUhmB,IAEnClc,EAAMT,KAAMlC,KAAKiS,KAAKtP,MAAOL,EAAQuc,IAQvC,MAAO,CACNgmB,SAAU7kC,KAAK6kC,SACfjjC,KAAM5B,KAAK2C,MAAM2F,YAAY2H,KAC7BtN,MAAOA,EACP2hC,WAAYtkC,KAAKskC,YAmBlB,YAZiCxiC,IAA5BmQ,EAAK+8E,qBAET/8E,EAAK+8E,mBAAqB,SAIwBltF,IAA9CmQ,EAAK+8E,mBAAoBhvF,KAAKiS,KAAKjC,QAEvCiC,EAAK+8E,mBAAoBhvF,KAAKiS,KAAKjC,MAAShQ,KAAKiS,KAAK8a,OAAQ9a,IAIxD,CACN8mC,8BAA8B,EAC9BlU,SAAU7kC,KAAK6kC,SACf5yB,KAAMjS,KAAKiS,KAAKjC,KAChBrG,OAAQ3J,KAAK2J,OACb26B,WAAYtkC,KAAKskC,eAyarB,MAAM2qD,GAAgB,IAAIv2E,EAEpBw2E,GAAa,IAAI/8E,EACjBg9E,GAAc,IAAIh9E,EAElBi9E,GAAY,IAAI12E,EAChB22E,GAAU,IAAIrsE,GAEpB,SAASssE,GAAaxyE,EAAUwR,GAE/BigB,GAAKvrC,KAAMhD,KAAM8c,EAAUwR,GAE3BtuB,KAAK4B,KAAO,cAEZ5B,KAAKmuB,SAAW,WAChBnuB,KAAKouB,WAAa,IAAIpL,GACtBhjB,KAAKuvF,kBAAoB,IAAIvsE,GAsI9B,SAASwsE,KAER3mE,GAAS7lB,KAAMhD,MAEfA,KAAK4B,KAAO,OAtIb0tF,GAAY5tF,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQwkB,GAAK7sC,WAAa,CAEvE4G,YAAagnF,GAEbphE,eAAe,EAEfrd,KAAM,SAAWC,GAUhB,OARAy9B,GAAK7sC,UAAUmP,KAAK7N,KAAMhD,KAAM8Q,GAEhC9Q,KAAKmuB,SAAWrd,EAAOqd,SACvBnuB,KAAKouB,WAAWvd,KAAMC,EAAOsd,YAC7BpuB,KAAKuvF,kBAAkB1+E,KAAMC,EAAOy+E,mBAEpCvvF,KAAKquB,SAAWvd,EAAOud,SAEhBruB,MAIRyvF,KAAM,SAAWphE,EAAUD,GAE1BpuB,KAAKquB,SAAWA,OAEIvsB,IAAfssB,IAEJpuB,KAAK2sB,mBAAmB,GAExB3sB,KAAKquB,SAASqhE,oBAEdthE,EAAapuB,KAAK6Z,aAInB7Z,KAAKouB,WAAWvd,KAAMud,GACtBpuB,KAAKuvF,kBAAkB1+E,KAAMud,GAAa/gB,UAI3CwuE,KAAM,WAEL77E,KAAKquB,SAASwtD,QAIf8T,qBAAsB,WAErB,MAAMhzE,EAAS,IAAIxK,EAEby9E,EAAa5vF,KAAK8c,SAASurB,WAAWunD,WAE5C,IAAM,IAAI/sF,EAAI,EAAGC,EAAI8sF,EAAW/zE,MAAOhZ,EAAIC,EAAGD,IAAO,CAEpD8Z,EAAOnY,EAAIorF,EAAW/lF,KAAMhH,GAC5B8Z,EAAO7X,EAAI8qF,EAAW9lF,KAAMjH,GAC5B8Z,EAAOvK,EAAIw9E,EAAWr8E,KAAM1Q,GAC5B8Z,EAAOnU,EAAIonF,EAAWp8E,KAAM3Q,GAE5B,MAAMijB,EAAQ,EAAMnJ,EAAOkzE,kBAEtB/pE,IAAUxK,EAAAA,EAEdqB,EAAOhU,eAAgBmd,GAIvBnJ,EAAO9U,IAAK,EAAG,EAAG,EAAG,GAItB+nF,EAAWloD,QAAS7kC,EAAG8Z,EAAOnY,EAAGmY,EAAO7X,EAAG6X,EAAOvK,EAAGuK,EAAOnU,KAM9DmkB,kBAAmB,SAAWC,GAE7B2hB,GAAK7sC,UAAUirB,kBAAkB3pB,KAAMhD,KAAM4sB,GAEtB,aAAlB5sB,KAAKmuB,SAETnuB,KAAKuvF,kBAAkB1+E,KAAM7Q,KAAK6Z,aAAcxM,SAEnB,aAAlBrN,KAAKmuB,SAEhBnuB,KAAKuvF,kBAAkB1+E,KAAM7Q,KAAKouB,YAAa/gB,SAI/CvF,QAAQC,KAAM,6CAA+C/H,KAAKmuB,WAMpE4gB,cAAe,SAAWzsC,EAAOI,GAEhC,MAAM2rB,EAAWruB,KAAKquB,SAChBvR,EAAW9c,KAAK8c,SAEtBoyE,GAAWhoD,oBAAqBpqB,EAASurB,WAAWynD,UAAWxtF,GAC/D6sF,GAAYjoD,oBAAqBpqB,EAASurB,WAAWunD,WAAYttF,GAEjE2sF,GAAc/nD,oBAAqBpqB,EAASurB,WAAWxiB,SAAUvjB,GAAQmX,aAAczZ,KAAKouB,YAE5F1rB,EAAOmF,IAAK,EAAG,EAAG,GAElB,IAAM,IAAIhF,EAAI,EAAGA,EAAI,EAAGA,IAAO,CAE9B,MAAMktF,EAASZ,GAAYa,aAAcntF,GAEzC,GAAgB,IAAXktF,EAAe,CAEnB,MAAME,EAAYf,GAAWc,aAAcntF,GAE3CwsF,GAAQjkF,iBAAkBijB,EAASk1C,MAAO0sB,GAAYp2E,YAAawU,EAAS6hE,aAAcD,IAE1FvtF,EAAOkvB,gBAAiBw9D,GAAUv+E,KAAMo+E,IAAgBx1E,aAAc41E,IAAWU,IAMnF,OAAOrtF,EAAO+W,aAAczZ,KAAKuvF,sBAcnCC,GAAK9tF,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQlB,GAASnnB,WAAa,CAEpE4G,YAAaknF,GAEbW,QAAQ,IAwPT,MAAMC,GAAuB,IAAIptE,GAC3BqtE,GAAuB,IAAIrtE,GAE3BstE,GAAsB,GAEtBC,GAAQ,IAAIhiD,GAElB,SAASiiD,GAAe1zE,EAAUwR,EAAUzS,GAE3C0yB,GAAKvrC,KAAMhD,KAAM8c,EAAUwR,GAE3BtuB,KAAK2tB,eAAiB,IAAIiX,GAAiB,IAAIqB,aAAsB,GAARpqB,GAAc,IAC3E7b,KAAK4tB,cAAgB,KAErB5tB,KAAK6b,MAAQA,EAEb7b,KAAK2pB,eAAgB,EAItB6mE,GAAc9uF,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQwkB,GAAK7sC,WAAa,CAEzE4G,YAAakoF,GAEb9iE,iBAAiB,EAEjB7c,KAAM,SAAWC,GAUhB,OARAy9B,GAAK7sC,UAAUmP,KAAK7N,KAAMhD,KAAM8Q,GAEhC9Q,KAAK2tB,eAAe9c,KAAMC,EAAO6c,gBAEH,OAAzB7c,EAAO8c,gBAAyB5tB,KAAK4tB,cAAgB9c,EAAO8c,cAAcvZ,SAE/ErU,KAAK6b,MAAQ/K,EAAO+K,MAEb7b,MAIRywF,WAAY,SAAWnuF,EAAOszB,GAE7BA,EAAM3nB,UAAWjO,KAAK4tB,cAAcjrB,MAAe,EAARL,IAI5CouF,YAAa,SAAWpuF,EAAO0L,GAE9BA,EAAOC,UAAWjO,KAAK2tB,eAAehrB,MAAe,GAARL,IAI9CiqB,QAAS,SAAWmiB,EAAWc,GAE9B,MAAM31B,EAAc7Z,KAAK6Z,YACnB82E,EAAe3wF,KAAK6b,MAK1B,GAHA00E,GAAMzzE,SAAW9c,KAAK8c,SACtByzE,GAAMjiE,SAAWtuB,KAAKsuB,cAEExsB,IAAnByuF,GAAMjiE,SAEX,IAAM,IAAIsiE,EAAa,EAAGA,EAAaD,EAAcC,IAAgB,CAIpE5wF,KAAK0wF,YAAaE,EAAYR,IAE9BC,GAAqBjlF,iBAAkByO,EAAau2E,IAIpDG,GAAM12E,YAAcw2E,GAEpBE,GAAMhkE,QAASmiB,EAAW4hD,IAI1B,IAAM,IAAIztF,EAAI,EAAGC,EAAIwtF,GAAoBvtF,OAAQF,EAAIC,EAAGD,IAAO,CAE9D,MAAMosC,EAAYqhD,GAAqBztF,GACvCosC,EAAU2hD,WAAaA,EACvB3hD,EAAU3yB,OAAStc,KACnBwvC,EAAWttC,KAAM+sC,GAIlBqhD,GAAoBvtF,OAAS,IAM/B8tF,WAAY,SAAWvuF,EAAOszB,GAED,OAAvB51B,KAAK4tB,gBAET5tB,KAAK4tB,cAAgB,IAAIgX,GAAiB,IAAIqB,aAA2B,EAAbjmC,KAAK6b,OAAa,IAI/E+Z,EAAMnI,QAASztB,KAAK4tB,cAAcjrB,MAAe,EAARL,IAI1CwuF,YAAa,SAAWxuF,EAAO0L,GAE9BA,EAAOyf,QAASztB,KAAK2tB,eAAehrB,MAAe,GAARL,IAI5CksC,mBAAoB,aAIpBp6B,QAAS,WAERpU,KAAKwC,cAAe,CAAEZ,KAAM,eAiB9B,MAAMghE,WAA0B/vC,GAE/B5qB,YAAa+lB,GAEZle,QAEA9P,KAAK4B,KAAO,oBAEZ5B,KAAK41B,MAAQ,IAAI+M,GAAO,UAExB3iC,KAAKq4B,UAAY,EACjBr4B,KAAK+wF,QAAU,QACf/wF,KAAKgxF,SAAW,QAEhBhxF,KAAK44B,cAAe,EAEpB54B,KAAKs1B,UAAWtH,GAKjB/lB,KAAM6I,GAYL,OAVAhB,MAAMe,KAAMC,GAEZ9Q,KAAK41B,MAAM/kB,KAAMC,EAAO8kB,OAExB51B,KAAKq4B,UAAYvnB,EAAOunB,UACxBr4B,KAAK+wF,QAAUjgF,EAAOigF,QACtB/wF,KAAKgxF,SAAWlgF,EAAOkgF,SAEvBhxF,KAAK44B,aAAe9nB,EAAO8nB,aAEpB54B,MAMT4iE,GAAkBlhE,UAAU8/E,qBAAsB,EAElD,MAAMyP,GAAW,IAAIv4E,EACfw4E,GAAS,IAAIx4E,EACby4E,GAAmB,IAAInuE,GACvBouE,GAAS,IAAI7wE,GACb8wE,GAAY,IAAIhyE,GAEtB,SAASiyE,GAAMx0E,EAAW,IAAIsrB,GAAkB9Z,EAAW,IAAIs0C,IAE9D/5C,GAAS7lB,KAAMhD,MAEfA,KAAK4B,KAAO,OAEZ5B,KAAK8c,SAAWA,EAChB9c,KAAKsuB,SAAWA,EAEhBtuB,KAAKwuC,qBAIN8iD,GAAK5vF,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQlB,GAASnnB,WAAa,CAEpE4G,YAAagpF,GAEbxjE,QAAQ,EAERjd,KAAM,SAAWC,GAOhB,OALA+X,GAASnnB,UAAUmP,KAAK7N,KAAMhD,KAAM8Q,GAEpC9Q,KAAKsuB,SAAWxd,EAAOwd,SACvBtuB,KAAK8c,SAAWhM,EAAOgM,SAEhB9c,MAIRuxF,qBAAsB,WAErB,MAAMz0E,EAAW9c,KAAK8c,SAEtB,GAAKA,EAAS6rB,iBAIb,GAAwB,OAAnB7rB,EAASxa,MAAiB,CAE9B,MAAMupC,EAAoB/uB,EAASurB,WAAWxiB,SACxC2rE,EAAgB,CAAE,GAExB,IAAM,IAAI3uF,EAAI,EAAGC,EAAI+oC,EAAkBhwB,MAAOhZ,EAAIC,EAAGD,IAEpDouF,GAAS/pD,oBAAqB2E,EAAmBhpC,EAAI,GACrDquF,GAAOhqD,oBAAqB2E,EAAmBhpC,GAE/C2uF,EAAe3uF,GAAM2uF,EAAe3uF,EAAI,GACxC2uF,EAAe3uF,IAAOouF,GAASzxE,WAAY0xE,IAI5Cp0E,EAASisB,aAAc,eAAgB,IAAI/C,GAAwBwrD,EAAe,SAIlF1pF,QAAQC,KAAM,sGAIJ+U,EAAS8yB,YAEpB9nC,QAAQsC,MAAO,0GAIhB,OAAOpK,MAIRusB,QAAS,SAAWmiB,EAAWc,GAE9B,MAAM1yB,EAAW9c,KAAK8c,SAChBjD,EAAc7Z,KAAK6Z,YACnBu0E,EAAY1/C,EAAU+iD,OAAOH,KAAKlD,UAClC1lD,EAAY5rB,EAAS4rB,UAU3B,GANiC,OAA5B5rB,EAAS2rB,gBAA0B3rB,EAASysB,wBAEjD8nD,GAAUxgF,KAAMiM,EAAS2rB,gBACzB4oD,GAAU53E,aAAcI,GACxBw3E,GAAUv2E,QAAUszE,GAEiC,IAAhD1/C,EAAUhuB,IAAIhB,iBAAkB2xE,IAAwB,OAI7DF,GAAiBtgF,KAAMgJ,GAAcxM,SACrC+jF,GAAOvgF,KAAM69B,EAAUhuB,KAAMjH,aAAc03E,IAE3C,MAAMO,EAAiBtD,IAAgBpuF,KAAK8lB,MAAMthB,EAAIxE,KAAK8lB,MAAMhhB,EAAI9E,KAAK8lB,MAAM1T,GAAM,GAChFu/E,EAAmBD,EAAiBA,EAEpCE,EAAS,IAAIl5E,EACbm5E,EAAO,IAAIn5E,EACXo5E,EAAe,IAAIp5E,EACnBq5E,EAAW,IAAIr5E,EACftB,EAAOpX,KAAK6oF,eAAiB,EAAI,EAEvC,GAAK/rE,EAAS6rB,iBAAmB,CAEhC,MAAMrmC,EAAQwa,EAASxa,MAEjBupC,EADa/uB,EAASurB,WACSxiB,SAErC,GAAe,OAAVvjB,EAAiB,CAKrB,IAAM,IAAIO,EAHIS,KAAKa,IAAK,EAAGukC,EAAUjZ,OAGhB3sB,EAFTQ,KAAKY,IAAK5B,EAAMuZ,MAAS6sB,EAAUjZ,MAAQiZ,EAAU7sB,OAElC,EAAGhZ,EAAIC,EAAGD,GAAKuU,EAAO,CAEpD,MAAMrQ,EAAIzE,EAAMuH,KAAMhH,GAChBmE,EAAI1E,EAAMuH,KAAMhH,EAAI,GAE1B+uF,EAAO1qD,oBAAqB2E,EAAmB9kC,GAC/C8qF,EAAK3qD,oBAAqB2E,EAAmB7kC,GAI7C,GAFeoqF,GAAOY,oBAAqBJ,EAAQC,EAAME,EAAUD,GAErDH,EAAmB,SAEjCI,EAASt4E,aAAczZ,KAAK6Z,aAE5B,MAAMoR,EAAWyjB,EAAUhuB,IAAIF,OAAOhB,WAAYuyE,GAE7C9mE,EAAWyjB,EAAU3nB,MAAQkE,EAAWyjB,EAAU1nB,KAEvDwoB,EAAWttC,KAAM,CAEhB+oB,SAAUA,EAGVvO,MAAOo1E,EAAaz9E,QAAQoF,aAAczZ,KAAK6Z,aAC/CvX,MAAOO,EACPusC,KAAM,KACNO,UAAW,KACXrzB,OAAQtc,YAMJ,CAKN,IAAM,IAAI6C,EAHIS,KAAKa,IAAK,EAAGukC,EAAUjZ,OAGhB3sB,EAFTQ,KAAKY,IAAK2nC,EAAkBhwB,MAAS6sB,EAAUjZ,MAAQiZ,EAAU7sB,OAE9C,EAAGhZ,EAAIC,EAAGD,GAAKuU,EAAO,CAEpDw6E,EAAO1qD,oBAAqB2E,EAAmBhpC,GAC/CgvF,EAAK3qD,oBAAqB2E,EAAmBhpC,EAAI,GAIjD,GAFeuuF,GAAOY,oBAAqBJ,EAAQC,EAAME,EAAUD,GAErDH,EAAmB,SAEjCI,EAASt4E,aAAczZ,KAAK6Z,aAE5B,MAAMoR,EAAWyjB,EAAUhuB,IAAIF,OAAOhB,WAAYuyE,GAE7C9mE,EAAWyjB,EAAU3nB,MAAQkE,EAAWyjB,EAAU1nB,KAEvDwoB,EAAWttC,KAAM,CAEhB+oB,SAAUA,EAGVvO,MAAOo1E,EAAaz9E,QAAQoF,aAAczZ,KAAK6Z,aAC/CvX,MAAOO,EACPusC,KAAM,KACNO,UAAW,KACXrzB,OAAQtc,cAQA8c,EAAS8yB,YAEpB9nC,QAAQsC,MAAO,8FAMjBokC,mBAAoB,WAEnB,MAAM1xB,EAAW9c,KAAK8c,SAEtB,GAAKA,EAAS6rB,iBAAmB,CAEhC,MAAML,EAAkBxrB,EAASwrB,gBAC3B6E,EAAO3rC,OAAO2rC,KAAM7E,GAE1B,GAAK6E,EAAKpqC,OAAS,EAAI,CAEtB,MAAMknC,EAAiB3B,EAAiB6E,EAAM,IAE9C,QAAwBrrC,IAAnBmoC,EAA+B,CAEnCjqC,KAAK6uC,sBAAwB,GAC7B7uC,KAAKqvC,sBAAwB,GAE7B,IAAM,IAAI/qC,EAAI,EAAGgrC,EAAKrF,EAAelnC,OAAQuB,EAAIgrC,EAAIhrC,IAAO,CAE3D,MAAM2L,EAAOg6B,EAAgB3lC,GAAI2L,MAAQs/B,OAAQjrC,GAEjDtE,KAAK6uC,sBAAsB3sC,KAAM,GACjClC,KAAKqvC,sBAAuBp/B,GAAS3L,SAQlC,CAEN,MAAMs0B,EAAe9b,EAAS8b,kBAER92B,IAAjB82B,GAA8BA,EAAa71B,OAAS,GAExD+E,QAAQsC,MAAO,0GAUnB,MAAM6nF,GAAS,IAAIv5E,EACbw5E,GAAO,IAAIx5E,EAEjB,SAASy5E,GAAcr1E,EAAUwR,GAEhCgjE,GAAKtuF,KAAMhD,KAAM8c,EAAUwR,GAE3BtuB,KAAK4B,KAAO,eAIbuwF,GAAazwF,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQunE,GAAK5vF,WAAa,CAExE4G,YAAa6pF,GAEbtJ,gBAAgB,EAEhB0I,qBAAsB,WAErB,MAAMz0E,EAAW9c,KAAK8c,SAEtB,GAAKA,EAAS6rB,iBAIb,GAAwB,OAAnB7rB,EAASxa,MAAiB,CAE9B,MAAMupC,EAAoB/uB,EAASurB,WAAWxiB,SACxC2rE,EAAgB,GAEtB,IAAM,IAAI3uF,EAAI,EAAGC,EAAI+oC,EAAkBhwB,MAAOhZ,EAAIC,EAAGD,GAAK,EAEzDovF,GAAO/qD,oBAAqB2E,EAAmBhpC,GAC/CqvF,GAAKhrD,oBAAqB2E,EAAmBhpC,EAAI,GAEjD2uF,EAAe3uF,GAAc,IAANA,EAAY,EAAI2uF,EAAe3uF,EAAI,GAC1D2uF,EAAe3uF,EAAI,GAAM2uF,EAAe3uF,GAAMovF,GAAOzyE,WAAY0yE,IAIlEp1E,EAASisB,aAAc,eAAgB,IAAI/C,GAAwBwrD,EAAe,SAIlF1pF,QAAQC,KAAM,8GAIJ+U,EAAS8yB,YAEpB9nC,QAAQsC,MAAO,kHAIhB,OAAOpK,QAkCT,MAAM8iE,WAAuBjwC,GAE5B5qB,YAAa+lB,GAEZle,QAEA9P,KAAK4B,KAAO,iBAEZ5B,KAAK41B,MAAQ,IAAI+M,GAAO,UAExB3iC,KAAK22B,IAAM,KAEX32B,KAAK62B,SAAW,KAEhB72B,KAAKkc,KAAO,EACZlc,KAAKo4B,iBAAkB,EAEvBp4B,KAAK44B,cAAe,EAEpB54B,KAAKs1B,UAAWtH,GAIjB/lB,KAAM6I,GAeL,OAbAhB,MAAMe,KAAMC,GAEZ9Q,KAAK41B,MAAM/kB,KAAMC,EAAO8kB,OAExB51B,KAAK22B,IAAM7lB,EAAO6lB,IAElB32B,KAAK62B,SAAW/lB,EAAO+lB,SAEvB72B,KAAKkc,KAAOpL,EAAOoL,KACnBlc,KAAKo4B,gBAAkBtnB,EAAOsnB,gBAE9Bp4B,KAAK44B,aAAe9nB,EAAO8nB,aAEpB54B,MAMT8iE,GAAephE,UAAUkgF,kBAAmB,EAE5C,MAAMwQ,GAAiB,IAAIpvE,GACrBqvE,GAAO,IAAI9xE,GACX+xE,GAAU,IAAIjzE,GACdkzE,GAAc,IAAI75E,EAExB,SAAS85E,GAAQ11E,EAAW,IAAIsrB,GAAkB9Z,EAAW,IAAIw0C,IAEhEj6C,GAAS7lB,KAAMhD,MAEfA,KAAK4B,KAAO,SAEZ5B,KAAK8c,SAAWA,EAChB9c,KAAKsuB,SAAWA,EAEhBtuB,KAAKwuC,qBAyIN,SAASikD,GAAW/1E,EAAOpa,EAAOqvF,EAAkB93E,EAAa60B,EAAWc,EAAYlzB,GAEvF,MAAMo2E,EAAqBL,GAAKxxE,kBAAmBnE,GAEnD,GAAKg2E,EAAqBf,EAAmB,CAE5C,MAAMgB,EAAiB,IAAIj6E,EAE3B25E,GAAKO,oBAAqBl2E,EAAOi2E,GACjCA,EAAel5E,aAAcI,GAE7B,MAAMoR,EAAWyjB,EAAUhuB,IAAIF,OAAOhB,WAAYmzE,GAElD,GAAK1nE,EAAWyjB,EAAU3nB,MAAQkE,EAAWyjB,EAAU1nB,IAAM,OAE7DwoB,EAAWttC,KAAM,CAEhB+oB,SAAUA,EACV4nE,cAAevvF,KAAK4F,KAAMwpF,GAC1Bh2E,MAAOi2E,EACPrwF,MAAOA,EACP8sC,KAAM,KACN9yB,OAAQA,KA3JXk2E,GAAO9wF,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQlB,GAASnnB,WAAa,CAEtE4G,YAAakqF,GAEbzkE,UAAU,EAEVld,KAAM,SAAWC,GAOhB,OALA+X,GAASnnB,UAAUmP,KAAK7N,KAAMhD,KAAM8Q,GAEpC9Q,KAAKsuB,SAAWxd,EAAOwd,SACvBtuB,KAAK8c,SAAWhM,EAAOgM,SAEhB9c,MAIRusB,QAAS,SAAWmiB,EAAWc,GAE9B,MAAM1yB,EAAW9c,KAAK8c,SAChBjD,EAAc7Z,KAAK6Z,YACnBu0E,EAAY1/C,EAAU+iD,OAAOe,OAAOpE,UACpC1lD,EAAY5rB,EAAS4rB,UAU3B,GANiC,OAA5B5rB,EAAS2rB,gBAA0B3rB,EAASysB,wBAEjD+oD,GAAQzhF,KAAMiM,EAAS2rB,gBACvB6pD,GAAQ74E,aAAcI,GACtBy4E,GAAQx3E,QAAUszE,GAEiC,IAA9C1/C,EAAUhuB,IAAIhB,iBAAkB4yE,IAAsB,OAI3DF,GAAevhF,KAAMgJ,GAAcxM,SACnCglF,GAAKxhF,KAAM69B,EAAUhuB,KAAMjH,aAAc24E,IAEzC,MAAMV,EAAiBtD,IAAgBpuF,KAAK8lB,MAAMthB,EAAIxE,KAAK8lB,MAAMhhB,EAAI9E,KAAK8lB,MAAM1T,GAAM,GAChFu/E,EAAmBD,EAAiBA,EAE1C,GAAK50E,EAAS6rB,iBAAmB,CAEhC,MAAMrmC,EAAQwa,EAASxa,MAEjBupC,EADa/uB,EAASurB,WACSxiB,SAErC,GAAe,OAAVvjB,EAAiB,CAKrB,IAAM,IAAIO,EAHIS,KAAKa,IAAK,EAAGukC,EAAUjZ,OAGhBzT,EAFT1Y,KAAKY,IAAK5B,EAAMuZ,MAAS6sB,EAAUjZ,MAAQiZ,EAAU7sB,OAElChZ,EAAImZ,EAAInZ,IAAO,CAE7C,MAAMkE,EAAIzE,EAAMuH,KAAMhH,GAEtB0vF,GAAYrrD,oBAAqB2E,EAAmB9kC,GAEpD0rF,GAAWF,GAAaxrF,EAAG4qF,EAAkB93E,EAAa60B,EAAWc,EAAYxvC,WAI5E,CAKN,IAAM,IAAI6C,EAHIS,KAAKa,IAAK,EAAGukC,EAAUjZ,OAGhB3sB,EAFTQ,KAAKY,IAAK2nC,EAAkBhwB,MAAS6sB,EAAUjZ,MAAQiZ,EAAU7sB,OAE/ChZ,EAAIC,EAAGD,IAEpC0vF,GAAYrrD,oBAAqB2E,EAAmBhpC,GAEpD4vF,GAAWF,GAAa1vF,EAAG8uF,EAAkB93E,EAAa60B,EAAWc,EAAYxvC,YAQnF8H,QAAQsC,MAAO,gGAMjBokC,mBAAoB,WAEnB,MAAM1xB,EAAW9c,KAAK8c,SAEtB,GAAKA,EAAS6rB,iBAAmB,CAEhC,MAAML,EAAkBxrB,EAASwrB,gBAC3B6E,EAAO3rC,OAAO2rC,KAAM7E,GAE1B,GAAK6E,EAAKpqC,OAAS,EAAI,CAEtB,MAAMknC,EAAiB3B,EAAiB6E,EAAM,IAE9C,QAAwBrrC,IAAnBmoC,EAA+B,CAEnCjqC,KAAK6uC,sBAAwB,GAC7B7uC,KAAKqvC,sBAAwB,GAE7B,IAAM,IAAI/qC,EAAI,EAAGgrC,EAAKrF,EAAelnC,OAAQuB,EAAIgrC,EAAIhrC,IAAO,CAE3D,MAAM2L,EAAOg6B,EAAgB3lC,GAAI2L,MAAQs/B,OAAQjrC,GAEjDtE,KAAK6uC,sBAAsB3sC,KAAM,GACjClC,KAAKqvC,sBAAuBp/B,GAAS3L,SAQlC,CAEN,MAAMs0B,EAAe9b,EAAS8b,kBAER92B,IAAjB82B,GAA8BA,EAAa71B,OAAS,GAExD+E,QAAQsC,MAAO,4GAwCnB,MAAM0oF,WAAqB3jF,EAE1BlH,YAAa8qF,EAAO1jF,EAASE,EAAOC,EAAOC,EAAWC,EAAWC,EAAQ/N,EAAMgO,GAE9EE,MAAOijF,EAAO1jF,EAASE,EAAOC,EAAOC,EAAWC,EAAWC,EAAQ/N,EAAMgO,GAEzE5P,KAAK2P,YAAoB7N,IAAX6N,EAAuBA,EAAS7O,EAE9Cd,KAAK0P,eAA0B5N,IAAd4N,EAA0BA,EAAYpP,EACvDN,KAAKyP,eAA0B3N,IAAd2N,EAA0BA,EAAYnP,EAEvDN,KAAKsQ,iBAAkB,EAEvB,MAAM2/B,EAAQjwC,KAST,8BAA+B+yF,GAEnCA,EAAMC,2BATP,SAASC,IAERhjD,EAAMn+B,aAAc,EACpBihF,EAAMC,0BAA2BC,MAYnChrF,QAEC,OAAO,IAAIjI,KAAKsI,YAAatI,KAAKsO,OAAQuC,KAAM7Q,MAIjDiI,SAEC,MAAM8qF,EAAQ/yF,KAAKsO,OAGY,IAFD,8BAA+BykF,GAErBA,EAAMG,YAAcH,EAAMI,oBAEjEnzF,KAAK8R,aAAc,IAQtBghF,GAAapxF,UAAUk0E,gBAAiB,EAExC,MAAMwd,WAA0BjkF,EAE/BlH,YAAaiI,EAAShI,EAAOC,EAAQwH,EAAQ/N,EAAMyN,EAASE,EAAOC,EAAOC,EAAWC,EAAWE,EAAYC,GAE3GC,MAAO,KAAMT,EAASE,EAAOC,EAAOC,EAAWC,EAAWC,EAAQ/N,EAAMgO,EAAYC,GAEpF7P,KAAKsO,MAAQ,CAAEpG,MAAOA,EAAOC,OAAQA,GACrCnI,KAAKkQ,QAAUA,EAKflQ,KAAKwQ,OAAQ,EAKbxQ,KAAKsQ,iBAAkB,GAMzB8iF,GAAkB1xF,UAAUw1E,qBAAsB,EAElD,MAAMmc,WAAsBlkF,EAE3BlH,YAAawG,EAAQY,EAASE,EAAOC,EAAOC,EAAWC,EAAWC,EAAQ/N,EAAMgO,GAE/EE,MAAOrB,EAAQY,EAASE,EAAOC,EAAOC,EAAWC,EAAWC,EAAQ/N,EAAMgO,GAE1E5P,KAAK8R,aAAc,GAqsFrB,SAASwhF,GAAoBC,EAAMC,EAAQC,GAE1CrrD,GAAeplC,KAAMhD,MAErBA,KAAK4B,KAAO,qBAEZ5B,KAAKguB,WAAa,CACjBulE,KAAMA,EACNC,OAAQA,EACRC,OAAQA,GAKT,MAAMnpD,EAAU,GACV4F,EAAW,GACX1F,EAAU,GACVC,EAAM,GAENipD,EAAM,KAEN/4E,EAAS,IAAIjC,EAEboG,EAAK,IAAIpG,EAAWqG,EAAK,IAAIrG,EAC7Bi7E,EAAK,IAAIj7E,EAAWk7E,EAAK,IAAIl7E,EAE9B66E,EAAKxwF,OAAS,GAElB+E,QAAQsC,MAAO,oFAMhB,MAAMypF,EAAaL,EAAS,EAE5B,IAAM,IAAI3wF,EAAI,EAAGA,GAAK4wF,EAAQ5wF,IAAO,CAEpC,MAAM0F,EAAI1F,EAAI4wF,EAEd,IAAM,IAAI50E,EAAI,EAAGA,GAAK20E,EAAQ30E,IAAO,CAEpC,MAAMyS,EAAIzS,EAAI20E,EAIdD,EAAMjiE,EAAG/oB,EAAGuW,GACZoxB,EAAShuC,KAAM4c,EAAGta,EAAGsa,EAAGha,EAAGga,EAAG1M,GAMzBkf,EAAIoiE,GAAO,GAEfH,EAAMjiE,EAAIoiE,EAAKnrF,EAAGwW,GAClB40E,EAAGjrF,WAAYoW,EAAIC,KAInBw0E,EAAMjiE,EAAIoiE,EAAKnrF,EAAGwW,GAClB40E,EAAGjrF,WAAYqW,EAAID,IAIfvW,EAAImrF,GAAO,GAEfH,EAAMjiE,EAAG/oB,EAAImrF,EAAK30E,GAClB60E,EAAGlrF,WAAYoW,EAAIC,KAInBw0E,EAAMjiE,EAAG/oB,EAAImrF,EAAK30E,GAClB60E,EAAGlrF,WAAYqW,EAAID,IAMpBnE,EAAOb,aAAc65E,EAAIC,GAAKrqF,YAC9BihC,EAAQtoC,KAAMyY,EAAOnW,EAAGmW,EAAO7V,EAAG6V,EAAOvI,GAIzCq4B,EAAIvoC,KAAMovB,EAAG/oB,IAQf,IAAM,IAAI1F,EAAI,EAAGA,EAAI4wF,EAAQ5wF,IAE5B,IAAM,IAAIgc,EAAI,EAAGA,EAAI20E,EAAQ30E,IAAO,CAEnC,MAAM9X,EAAIlE,EAAIgxF,EAAah1E,EACrB7X,EAAInE,EAAIgxF,EAAah1E,EAAI,EACzB5X,GAAMpE,EAAI,GAAMgxF,EAAah1E,EAAI,EACjCpS,GAAM5J,EAAI,GAAMgxF,EAAah1E,EAInCyrB,EAAQpoC,KAAM6E,EAAGC,EAAGyF,GACpB69B,EAAQpoC,KAAM8E,EAAGC,EAAGwF,GAQtBzM,KAAK6oC,SAAUyB,GACftqC,KAAK+oC,aAAc,WAAY,IAAI/C,GAAwBkK,EAAU,IACrElwC,KAAK+oC,aAAc,SAAU,IAAI/C,GAAwBwE,EAAS,IAClExqC,KAAK+oC,aAAc,KAAM,IAAI/C,GAAwByE,EAAK,IAlzF3D4oD,GAAc3xF,UAAUoyF,iBAAkB,EAszF1CR,GAAmB5xF,UAAYF,OAAOuoB,OAAQqe,GAAe1mC,WAC7D4xF,GAAmB5xF,UAAU4G,YAAcgrF,GA4Q3C,MAAMS,WAAuB3rD,GAE5BngC,YAAa6S,EAAS,EAAGg1B,EAAgB,EAAGC,EAAiB,EAAGikD,EAAW,EAAGC,EAAsB,EAAV3wF,KAAKC,GAAQ2wF,EAAa,EAAGC,EAAc7wF,KAAKC,IAEzIuM,QACA9P,KAAK4B,KAAO,iBAEZ5B,KAAKguB,WAAa,CACjBlT,OAAQA,EACRg1B,cAAeA,EACfC,eAAgBA,EAChBikD,SAAUA,EACVC,UAAWA,EACXC,WAAYA,EACZC,YAAaA,GAGdrkD,EAAgBxsC,KAAKa,IAAK,EAAGb,KAAKsC,MAAOkqC,IACzCC,EAAiBzsC,KAAKa,IAAK,EAAGb,KAAKsC,MAAOmqC,IAE1C,MAAMqkD,EAAW9wF,KAAKY,IAAKgwF,EAAaC,EAAa7wF,KAAKC,IAE1D,IAAIjB,EAAQ,EACZ,MAAM+xF,EAAO,GAEPC,EAAS,IAAI57E,EACbiC,EAAS,IAAIjC,EAIb4xB,EAAU,GACV4F,EAAW,GACX1F,EAAU,GACVC,EAAM,GAIZ,IAAM,IAAIpxB,EAAK,EAAGA,GAAM02B,EAAgB12B,IAAQ,CAE/C,MAAMk7E,EAAc,GAEdhsF,EAAI8Q,EAAK02B,EAIf,IAAIykD,EAAU,EAEH,GAANn7E,GAAyB,GAAd66E,EAEfM,EAAU,GAAM1kD,EAELz2B,GAAM02B,GAAkBqkD,GAAY9wF,KAAKC,KAEpDixF,GAAY,GAAM1kD,GAInB,IAAM,IAAI12B,EAAK,EAAGA,GAAM02B,EAAe12B,IAAQ,CAE9C,MAAMkY,EAAIlY,EAAK02B,EAIfwkD,EAAO9vF,GAAMsW,EAASxX,KAAK6D,IAAK6sF,EAAW1iE,EAAI2iE,GAAc3wF,KAAK8D,IAAK8sF,EAAa3rF,EAAI4rF,GACxFG,EAAOxvF,EAAIgW,EAASxX,KAAK6D,IAAK+sF,EAAa3rF,EAAI4rF,GAC/CG,EAAOliF,EAAI0I,EAASxX,KAAK8D,IAAK4sF,EAAW1iE,EAAI2iE,GAAc3wF,KAAK8D,IAAK8sF,EAAa3rF,EAAI4rF,GAEtFjkD,EAAShuC,KAAMoyF,EAAO9vF,EAAG8vF,EAAOxvF,EAAGwvF,EAAOliF,GAI1CuI,EAAO9J,KAAMyjF,GAAS/qF,YACtBihC,EAAQtoC,KAAMyY,EAAOnW,EAAGmW,EAAO7V,EAAG6V,EAAOvI,GAIzCq4B,EAAIvoC,KAAMovB,EAAIkjE,EAAS,EAAIjsF,GAE3BgsF,EAAYryF,KAAMI,KAInB+xF,EAAKnyF,KAAMqyF,GAMZ,IAAM,IAAIl7E,EAAK,EAAGA,EAAK02B,EAAgB12B,IAEtC,IAAM,IAAID,EAAK,EAAGA,EAAK02B,EAAe12B,IAAQ,CAE7C,MAAMrS,EAAIstF,EAAMh7E,GAAMD,EAAK,GACrBpS,EAAIqtF,EAAMh7E,GAAMD,GAChBnS,EAAIotF,EAAMh7E,EAAK,GAAKD,GACpB3M,EAAI4nF,EAAMh7E,EAAK,GAAKD,EAAK,IAEnB,IAAPC,GAAY66E,EAAa,IAAI5pD,EAAQpoC,KAAM6E,EAAGC,EAAGyF,IACjD4M,IAAO02B,EAAiB,GAAKqkD,EAAW9wF,KAAKC,KAAK+mC,EAAQpoC,KAAM8E,EAAGC,EAAGwF,GAQ7EzM,KAAK6oC,SAAUyB,GACftqC,KAAK+oC,aAAc,WAAY,IAAI/C,GAAwBkK,EAAU,IACrElwC,KAAK+oC,aAAc,SAAU,IAAI/C,GAAwBwE,EAAS,IAClExqC,KAAK+oC,aAAc,KAAM,IAAI/C,GAAwByE,EAAK,KAuvB5D,SAASg4B,GAAsBz0C,GAE9B6E,GAAS7vB,KAAMhD,MAEfA,KAAK0xC,QAAU,CAAE+iD,SAAY,IAE7Bz0F,KAAK4B,KAAO,uBAEZ5B,KAAK41B,MAAQ,IAAI+M,GAAO,UACxB3iC,KAAK81B,UAAY,EACjB91B,KAAK+1B,UAAY,EAEjB/1B,KAAK22B,IAAM,KAEX32B,KAAK82B,SAAW,KAChB92B,KAAK+2B,kBAAoB,EAEzB/2B,KAAKg3B,MAAQ,KACbh3B,KAAKi3B,eAAiB,EAEtBj3B,KAAKi2B,SAAW,IAAI0M,GAAO,GAC3B3iC,KAAKk2B,kBAAoB,EACzBl2B,KAAK43B,YAAc,KAEnB53B,KAAKk3B,QAAU,KACfl3B,KAAKm3B,UAAY,EAEjBn3B,KAAKo3B,UAAY,KACjBp3B,KAAKq3B,cA1o9BwB,EA2o9B7Br3B,KAAKs3B,YAAc,IAAItvB,EAAS,EAAG,GAEnChI,KAAKu3B,gBAAkB,KACvBv3B,KAAKw3B,kBAAoB,EACzBx3B,KAAKy3B,iBAAmB,EAExBz3B,KAAK03B,aAAe,KAEpB13B,KAAK23B,aAAe,KAEpB33B,KAAK62B,SAAW,KAEhB72B,KAAK83B,OAAS,KACd93B,KAAKk4B,gBAAkB,EAEvBl4B,KAAKg4B,gBAAkB,IAEvBh4B,KAAKw4B,WAAY,EACjBx4B,KAAKy4B,mBAAqB,EAC1Bz4B,KAAK04B,iBAAmB,QACxB14B,KAAK24B,kBAAoB,QAEzB34B,KAAK84B,UAAW,EAChB94B,KAAK44B,cAAe,EACpB54B,KAAK64B,cAAe,EAEpB74B,KAAKw1B,aAAc,EAEnBx1B,KAAKs/D,gBAAiB,EAEtBt/D,KAAKs1B,UAAWtH,GAyFjB,SAAS00C,GAAsB10C,GAE9By0C,GAAqBz/D,KAAMhD,MAE3BA,KAAK0xC,QAAU,CAEd+iD,SAAY,GACZC,SAAY,IAIb10F,KAAK4B,KAAO,uBAEZ5B,KAAKq2B,UAAY,EACjBr2B,KAAKu2B,aAAe,KACpBv2B,KAAKs2B,mBAAqB,EAC1Bt2B,KAAKw2B,sBAAwB,KAC7Bx2B,KAAK02B,qBAAuB,IAAI1uB,EAAS,EAAG,GAC5ChI,KAAKy2B,mBAAqB,KAE1Bz2B,KAAK+3B,aAAe,GAEpBv2B,OAAOuO,eAAgB/P,KAAM,MAAO,CACnC84C,IAAK,WAEJ,OAAS,EAAI,GAAM94C,KAAK+3B,eAAmB,EAAI,GAAM/3B,KAAK+3B,eAG3DlwB,IAAK,SAAW8sF,GAEf30F,KAAK+3B,aAAe30B,EAAUY,MAAO,KAAQ2wF,EAAM,IAAQA,EAAM,GAAK,EAAG,MAK3E30F,KAAKg2B,MAAQ,KAEbh2B,KAAK2yD,aAAe,EACpB3yD,KAAK4yD,gBAAkB,KAEvB5yD,KAAKs1B,UAAWtH,GA6lCjB,SAAS4mE,GAAaC,EAAoBC,EAAcC,EAAYC,GAEnEh1F,KAAK60F,mBAAqBA,EAC1B70F,KAAKi1F,aAAe,EAEpBj1F,KAAKg1F,kBAAgClzF,IAAjBkzF,EACnBA,EAAe,IAAIF,EAAaxsF,YAAaysF,GAC9C/0F,KAAK80F,aAAeA,EACpB90F,KAAKk1F,UAAYH,EA0OlB,SAASI,GAAkBN,EAAoBC,EAAcC,EAAYC,GAExEJ,GAAY5xF,KAAMhD,KAAM60F,EAAoBC,EAAcC,EAAYC,GAEtEh1F,KAAKo1F,aAAgB,EACrBp1F,KAAKq1F,aAAgB,EACrBr1F,KAAKs1F,aAAgB,EACrBt1F,KAAKu1F,aAAgB,EAqItB,SAASC,GAAmBX,EAAoBC,EAAcC,EAAYC,GAEzEJ,GAAY5xF,KAAMhD,KAAM60F,EAAoBC,EAAcC,EAAYC,GAwCvE,SAASS,GAAqBZ,EAAoBC,EAAcC,EAAYC,GAE3EJ,GAAY5xF,KAAMhD,KAAM60F,EAAoBC,EAAcC,EAAYC,GAgfvE,SAASU,GAA6Bb,EAAoBC,EAAcC,EAAYC,GAEnFJ,GAAY5xF,KAAMhD,KAAM60F,EAAoBC,EAAcC,EAAYC,GAtnEvEvyB,GAAqB/gE,UAAYF,OAAOuoB,OAAQ8I,GAASnxB,WACzD+gE,GAAqB/gE,UAAU4G,YAAcm6D,GAE7CA,GAAqB/gE,UAAU4hE,wBAAyB,EAExDb,GAAqB/gE,UAAUmP,KAAO,SAAWC,GAyDhD,OAvDA+hB,GAASnxB,UAAUmP,KAAK7N,KAAMhD,KAAM8Q,GAEpC9Q,KAAK0xC,QAAU,CAAE+iD,SAAY,IAE7Bz0F,KAAK41B,MAAM/kB,KAAMC,EAAO8kB,OACxB51B,KAAK81B,UAAYhlB,EAAOglB,UACxB91B,KAAK+1B,UAAYjlB,EAAOilB,UAExB/1B,KAAK22B,IAAM7lB,EAAO6lB,IAElB32B,KAAK82B,SAAWhmB,EAAOgmB,SACvB92B,KAAK+2B,kBAAoBjmB,EAAOimB,kBAEhC/2B,KAAKg3B,MAAQlmB,EAAOkmB,MACpBh3B,KAAKi3B,eAAiBnmB,EAAOmmB,eAE7Bj3B,KAAKi2B,SAASplB,KAAMC,EAAOmlB,UAC3Bj2B,KAAK43B,YAAc9mB,EAAO8mB,YAC1B53B,KAAKk2B,kBAAoBplB,EAAOolB,kBAEhCl2B,KAAKk3B,QAAUpmB,EAAOomB,QACtBl3B,KAAKm3B,UAAYrmB,EAAOqmB,UAExBn3B,KAAKo3B,UAAYtmB,EAAOsmB,UACxBp3B,KAAKq3B,cAAgBvmB,EAAOumB,cAC5Br3B,KAAKs3B,YAAYzmB,KAAMC,EAAOwmB,aAE9Bt3B,KAAKu3B,gBAAkBzmB,EAAOymB,gBAC9Bv3B,KAAKw3B,kBAAoB1mB,EAAO0mB,kBAChCx3B,KAAKy3B,iBAAmB3mB,EAAO2mB,iBAE/Bz3B,KAAK03B,aAAe5mB,EAAO4mB,aAE3B13B,KAAK23B,aAAe7mB,EAAO6mB,aAE3B33B,KAAK62B,SAAW/lB,EAAO+lB,SAEvB72B,KAAK83B,OAAShnB,EAAOgnB,OACrB93B,KAAKk4B,gBAAkBpnB,EAAOonB,gBAE9Bl4B,KAAKg4B,gBAAkBlnB,EAAOknB,gBAE9Bh4B,KAAKw4B,UAAY1nB,EAAO0nB,UACxBx4B,KAAKy4B,mBAAqB3nB,EAAO2nB,mBACjCz4B,KAAK04B,iBAAmB5nB,EAAO4nB,iBAC/B14B,KAAK24B,kBAAoB7nB,EAAO6nB,kBAEhC34B,KAAK84B,SAAWhoB,EAAOgoB,SACvB94B,KAAK44B,aAAe9nB,EAAO8nB,aAC3B54B,KAAK64B,aAAe/nB,EAAO+nB,aAE3B74B,KAAKw1B,YAAc1kB,EAAO0kB,YAE1Bx1B,KAAKs/D,eAAiBxuD,EAAOwuD,eAEtBt/D,MAmER0iE,GAAqBhhE,UAAYF,OAAOuoB,OAAQ04C,GAAqB/gE,WACrEghE,GAAqBhhE,UAAU4G,YAAco6D,GAE7CA,GAAqBhhE,UAAUs/E,wBAAyB,EAExDte,GAAqBhhE,UAAUmP,KAAO,SAAWC,GAiChD,OA/BA2xD,GAAqB/gE,UAAUmP,KAAK7N,KAAMhD,KAAM8Q,GAEhD9Q,KAAK0xC,QAAU,CAEd+iD,SAAY,GACZC,SAAY,IAIb10F,KAAKq2B,UAAYvlB,EAAOulB,UACxBr2B,KAAKu2B,aAAezlB,EAAOylB,aAC3Bv2B,KAAKs2B,mBAAqBxlB,EAAOwlB,mBACjCt2B,KAAKw2B,sBAAwB1lB,EAAO0lB,sBACpCx2B,KAAKy2B,mBAAqB3lB,EAAO2lB,mBACjCz2B,KAAK02B,qBAAqB7lB,KAAMC,EAAO4lB,sBAEvC12B,KAAK+3B,aAAejnB,EAAOinB,aAEtBjnB,EAAOklB,MAEXh2B,KAAKg2B,OAAUh2B,KAAKg2B,OAAS,IAAI2M,IAAU9xB,KAAMC,EAAOklB,OAIxDh2B,KAAKg2B,MAAQ,KAIdh2B,KAAK2yD,aAAe7hD,EAAO6hD,aAC3B3yD,KAAK4yD,gBAAkB9hD,EAAO8hD,gBAEvB5yD,MA+jCRwB,OAAOC,OAAQmzF,GAAYlzF,UAAW,CAErCi0F,SAAU,SAAW3wF,GAEpB,MAAM4wF,EAAK51F,KAAK60F,mBAChB,IAAI/iE,EAAK9xB,KAAKi1F,aACbtzE,EAAKi0E,EAAI9jE,GACTpQ,EAAKk0E,EAAI9jE,EAAK,GAEf+jE,EAAmB,CAElBC,EAAM,CAEL,IAAIlvE,EAEJmvE,EAAa,CAMZC,EAAc,KAAShxF,EAAI2c,GAAO,CAEjC,IAAM,IAAIs0E,EAAWnkE,EAAK,IAAO,CAEhC,QAAYhwB,IAAP6f,EAAmB,CAEvB,GAAK3c,EAAI0c,EAAK,MAAMs0E,EAMpB,OAFAlkE,EAAK8jE,EAAG7yF,OACR/C,KAAKi1F,aAAenjE,EACb9xB,KAAKk2F,UAAWpkE,EAAK,EAAG9sB,EAAG0c,GAInC,GAAKoQ,IAAOmkE,EAAW,MAKvB,GAHAv0E,EAAKC,EACLA,EAAKi0E,IAAO9jE,GAEP9sB,EAAI2c,EAGR,MAAMm0E,EAORlvE,EAAQgvE,EAAG7yF,OACX,MAAMgzF,EAMP,GAAS/wF,GAAK0c,EAiDd,MAAMm0E,EAjDN,CAIC,MAAMM,EAAWP,EAAI,GAEhB5wF,EAAImxF,IAERrkE,EAAK,EACLpQ,EAAKy0E,GAMN,IAAM,IAAIF,EAAWnkE,EAAK,IAAO,CAEhC,QAAYhwB,IAAP4f,EAKJ,OADA1hB,KAAKi1F,aAAe,EACbj1F,KAAKo2F,aAAc,EAAGpxF,EAAG2c,GAIjC,GAAKmQ,IAAOmkE,EAAW,MAKvB,GAHAt0E,EAAKD,EACLA,EAAKk0E,IAAO9jE,EAAK,GAEZ9sB,GAAK0c,EAGT,MAAMo0E,EAORlvE,EAAQkL,EACRA,EAAK,GAaP,KAAQA,EAAKlL,GAAQ,CAEpB,MAAMyvE,EAAQvkE,EAAKlL,IAAY,EAE1B5hB,EAAI4wF,EAAIS,GAEZzvE,EAAQyvE,EAIRvkE,EAAKukE,EAAM,EAWb,GALA10E,EAAKi0E,EAAI9jE,GACTpQ,EAAKk0E,EAAI9jE,EAAK,QAIFhwB,IAAP4f,EAGJ,OADA1hB,KAAKi1F,aAAe,EACbj1F,KAAKo2F,aAAc,EAAGpxF,EAAG2c,GAIjC,QAAY7f,IAAP6f,EAIJ,OAFAmQ,EAAK8jE,EAAG7yF,OACR/C,KAAKi1F,aAAenjE,EACb9xB,KAAKk2F,UAAWpkE,EAAK,EAAGpQ,EAAI1c,GAMrChF,KAAKi1F,aAAenjE,EAEpB9xB,KAAKs2F,iBAAkBxkE,EAAIpQ,EAAIC,GAIhC,OAAO3hB,KAAKu2F,aAAczkE,EAAIpQ,EAAI1c,EAAG2c,IAItC60E,SAAU,KAKVC,iBAAkB,GAElBC,aAAc,WAEb,OAAO12F,KAAKw2F,UAAYx2F,KAAKy2F,kBAI9BE,iBAAkB,SAAWr0F,GAI5B,MAAMmpE,EAASzrE,KAAKg1F,aACnBrmE,EAAS3uB,KAAK80F,aACd5qC,EAASlqD,KAAKk1F,UACdvrF,EAASrH,EAAQ4nD,EAElB,IAAM,IAAIrnD,EAAI,EAAGA,IAAMqnD,IAAWrnD,EAEjC4oE,EAAQ5oE,GAAM8rB,EAAQhlB,EAAS9G,GAIhC,OAAO4oE,GAMR8qB,aAAc,WAEb,MAAM,IAAIluF,MAAO,4BAKlBiuF,iBAAkB,eASnB90F,OAAOC,OAAQmzF,GAAYlzF,UAAW,CAGrC00F,aAAcxB,GAAYlzF,UAAUi1F,iBAGpCT,UAAWtB,GAAYlzF,UAAUi1F,mBAuBlCxB,GAAiBzzF,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQ6qE,GAAYlzF,WAAa,CAEnF4G,YAAa6sF,GAEbsB,iBAAkB,CAEjBG,YA5pgC0B,KA6pgC1BC,UA7pgC0B,MAiqgC3BP,iBAAkB,SAAWxkE,EAAIpQ,EAAIC,GAEpC,MAAMi0E,EAAK51F,KAAK60F,mBAChB,IAAIiC,EAAQhlE,EAAK,EAChBilE,EAAQjlE,EAAK,EAEbklE,EAAQpB,EAAIkB,GACZG,EAAQrB,EAAImB,GAEb,QAAej1F,IAAVk1F,EAEJ,OAASh3F,KAAK02F,eAAeE,aAE5B,KA7qgCoB,KAgrgCnBE,EAAQhlE,EACRklE,EAAQ,EAAIt1E,EAAKC,EAEjB,MAED,KAprgCqB,KAurgCpBm1E,EAAQlB,EAAG7yF,OAAS,EACpBi0F,EAAQt1E,EAAKk0E,EAAIkB,GAAUlB,EAAIkB,EAAQ,GAEvC,MAED,QAGCA,EAAQhlE,EACRklE,EAAQr1E,EAMX,QAAe7f,IAAVm1F,EAEJ,OAASj3F,KAAK02F,eAAeG,WAE5B,KA3sgCoB,KA8sgCnBE,EAAQjlE,EACRmlE,EAAQ,EAAIt1E,EAAKD,EAEjB,MAED,KAltgCqB,KAqtgCpBq1E,EAAQ,EACRE,EAAQt1E,EAAKi0E,EAAI,GAAMA,EAAI,GAE3B,MAED,QAGCmB,EAAQjlE,EAAK,EACbmlE,EAAQv1E,EAMX,MAAMw1E,EAAuB,IAAZv1E,EAAKD,GACrBwoC,EAASlqD,KAAKk1F,UAEfl1F,KAAKo1F,YAAc8B,GAAWx1E,EAAKs1E,GACnCh3F,KAAKs1F,YAAc4B,GAAWD,EAAQt1E,GACtC3hB,KAAKq1F,YAAcyB,EAAQ5sC,EAC3BlqD,KAAKu1F,YAAcwB,EAAQ7sC,GAI5BqsC,aAAc,SAAWzkE,EAAIpQ,EAAI1c,EAAG2c,GAEnC,MAAM8pD,EAASzrE,KAAKg1F,aACnBrmE,EAAS3uB,KAAK80F,aACd5qC,EAASlqD,KAAKk1F,UAEdiC,EAAKrlE,EAAKo4B,EAASktC,EAAKD,EAAKjtC,EAC7BmtC,EAAKr3F,KAAKq1F,YAAciC,EAAKt3F,KAAKu1F,YAClCgC,EAAKv3F,KAAKo1F,YAAaoC,EAAKx3F,KAAKs1F,YAEjC99E,GAAMxS,EAAI0c,IAASC,EAAKD,GACxBk0E,EAAKp+E,EAAIA,EACTigF,EAAM7B,EAAKp+E,EAINkgF,GAAOH,EAAKE,EAAM,EAAIF,EAAK3B,EAAK2B,EAAK//E,EACrC2J,GAAO,EAAIo2E,GAAOE,IAAU,IAAM,EAAIF,GAAO3B,IAAS,GAAM2B,GAAO//E,EAAI,EACvEZ,IAAS,EAAI4gF,GAAOC,GAAQ,IAAMD,GAAO5B,EAAK,GAAMp+E,EACpDmgF,EAAKH,EAAKC,EAAMD,EAAK5B,EAI3B,IAAM,IAAI/yF,EAAI,EAAGA,IAAMqnD,IAAWrnD,EAEjC4oE,EAAQ5oE,GACN60F,EAAK/oE,EAAQ0oE,EAAKx0F,GAClBse,EAAKwN,EAAQyoE,EAAKv0F,GAClB+T,EAAK+X,EAAQwoE,EAAKt0F,GAClB80F,EAAKhpE,EAAQ2oE,EAAKz0F,GAIrB,OAAO4oE,KAYT+pB,GAAkB9zF,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQ6qE,GAAYlzF,WAAa,CAEpF4G,YAAaktF,GAEbe,aAAc,SAAWzkE,EAAIpQ,EAAI1c,EAAG2c,GAEnC,MAAM8pD,EAASzrE,KAAKg1F,aACnBrmE,EAAS3uB,KAAK80F,aACd5qC,EAASlqD,KAAKk1F,UAEd0C,EAAU9lE,EAAKo4B,EACf2tC,EAAUD,EAAU1tC,EAEpB4tC,GAAY9yF,EAAI0c,IAASC,EAAKD,GAC9Bq2E,EAAU,EAAID,EAEf,IAAM,IAAIj1F,EAAI,EAAGA,IAAMqnD,IAAWrnD,EAEjC4oE,EAAQ5oE,GACN8rB,EAAQkpE,EAAUh1F,GAAMk1F,EACxBppE,EAAQipE,EAAU/0F,GAAMi1F,EAI3B,OAAOrsB,KAkBTgqB,GAAoB/zF,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQ6qE,GAAYlzF,WAAa,CAEtF4G,YAAamtF,GAEbc,aAAc,SAAWzkE,GAExB,OAAO9xB,KAAK22F,iBAAkB7kE,EAAK,MA4erC4jE,GAA4Bh0F,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQ6qE,GAAYlzF,WAAa,CAE9F4G,YAAaotF,GAEba,aAAc,SAAWzkE,EAAIpQ,EAAI1c,EAAG2c,GAEnC,MAAM8pD,EAASzrE,KAAKg1F,aACnBrmE,EAAS3uB,KAAK80F,aACd5qC,EAASlqD,KAAKk1F,UAEd1rF,GAAUxE,EAAI0c,IAASC,EAAKD,GAE7B,IAAI/X,EAASmoB,EAAKo4B,EAElB,IAAM,IAAIt6B,EAAMjmB,EAASugD,EAAQvgD,IAAWimB,EAAKjmB,GAAU,EAE1D4K,EAAWyjF,UAAWvsB,EAAQ,EAAG98C,EAAQhlB,EAASugD,EAAQv7B,EAAQhlB,EAAQH,GAI3E,OAAOiiE,KAufT,MAAMwsB,GAAQ,CAEblkD,SAAS,EAETmkD,MAAO,GAEP77E,IAAK,SAAWuS,EAAKupE,IAEE,IAAjBn4F,KAAK+zC,UAIV/zC,KAAKk4F,MAAOtpE,GAAQupE,IAIrBr/C,IAAK,SAAWlqB,GAEf,IAAsB,IAAjB5uB,KAAK+zC,QAIV,OAAO/zC,KAAKk4F,MAAOtpE,IAIpBhD,OAAQ,SAAWgD,UAEX5uB,KAAKk4F,MAAOtpE,IAIpB/C,MAAO,WAEN7rB,KAAKk4F,MAAQ,KA6If,MAAME,GAAwB,IAvI9B,SAAyBC,EAAQC,EAAYC,GAE5C,MAAMtoD,EAAQjwC,KAEd,IAGIw4F,EAHAC,GAAY,EACZC,EAAc,EACdC,EAAa,EAEjB,MAAMC,EAAW,GAKjB54F,KAAK64F,aAAU/2F,EACf9B,KAAKq4F,OAASA,EACdr4F,KAAKs4F,WAAaA,EAClBt4F,KAAKu4F,QAAUA,EAEfv4F,KAAK84F,UAAY,SAAWvnF,GAE3BonF,KAEmB,IAAdF,QAEmB32F,IAAlBmuC,EAAM4oD,SAEV5oD,EAAM4oD,QAAStnF,EAAKmnF,EAAaC,GAMnCF,GAAY,GAIbz4F,KAAK+4F,QAAU,SAAWxnF,GAEzBmnF,SAE0B52F,IAArBmuC,EAAMqoD,YAEVroD,EAAMqoD,WAAY/mF,EAAKmnF,EAAaC,GAIhCD,IAAgBC,IAEpBF,GAAY,OAEU32F,IAAjBmuC,EAAMooD,QAEVpoD,EAAMooD,WAQTr4F,KAAKg5F,UAAY,SAAWznF,QAEJzP,IAAlBmuC,EAAMsoD,SAEVtoD,EAAMsoD,QAAShnF,IAMjBvR,KAAKi5F,WAAa,SAAW1nF,GAE5B,OAAKinF,EAEGA,EAAajnF,GAIdA,GAIRvR,KAAKk5F,eAAiB,SAAWnZ,GAIhC,OAFAyY,EAAczY,EAEP//E,MAIRA,KAAKm5F,WAAa,SAAWC,EAAOC,GAInC,OAFAT,EAAS12F,KAAMk3F,EAAOC,GAEfr5F,MAIRA,KAAKs5F,cAAgB,SAAWF,GAE/B,MAAM92F,EAAQs2F,EAAS32F,QAASm3F,GAQhC,OANiB,IAAZ92F,GAEJs2F,EAASr2F,OAAQD,EAAO,GAIlBtC,MAIRA,KAAKu5F,WAAa,SAAWpB,GAE5B,IAAM,IAAIt1F,EAAI,EAAGC,EAAI81F,EAAS71F,OAAQF,EAAIC,EAAGD,GAAK,EAAI,CAErD,MAAMu2F,EAAQR,EAAU/1F,GAClBw2F,EAAST,EAAU/1F,EAAI,GAI7B,GAFKu2F,EAAMI,SAASJ,EAAMngC,UAAY,GAEjCmgC,EAAM95F,KAAM64F,GAEhB,OAAOkB,EAMT,OAAO,OAQT,SAASI,GAAQC,GAEhB15F,KAAK05F,aAAwB53F,IAAZ43F,EAA0BA,EAAUtB,GAErDp4F,KAAK25F,YAAc,YACnB35F,KAAK45F,iBAAkB,EACvB55F,KAAK+4D,KAAO,GACZ/4D,KAAK65F,aAAe,GACpB75F,KAAK85F,cAAgB,GAItBt4F,OAAOC,OAAQg4F,GAAO/3F,UAAW,CAEhCq4F,KAAM,aAENC,UAAW,SAAWzoF,EAAK+mF,GAE1B,MAAMroD,EAAQjwC,KAEd,OAAO,IAAIi6F,SAAS,SAAWC,EAASC,GAEvClqD,EAAM8pD,KAAMxoF,EAAK2oF,EAAS5B,EAAY6B,OAMxCrrE,MAAO,aAEPsrE,eAAgB,SAAWT,GAG1B,OADA35F,KAAK25F,YAAcA,EACZ35F,MAIRq6F,mBAAoB,SAAWp2F,GAG9B,OADAjE,KAAK45F,gBAAkB31F,EAChBjE,MAIRs6F,QAAS,SAAWvhC,GAGnB,OADA/4D,KAAK+4D,KAAOA,EACL/4D,MAIRu6F,gBAAiB,SAAWV,GAG3B,OADA75F,KAAK65F,aAAeA,EACb75F,MAIRw6F,iBAAkB,SAAWV,GAG5B,OADA95F,KAAK85F,cAAgBA,EACd95F,QAMT,MAAMy6F,GAAU,GAEhB,SAASC,GAAYhB,GAEpBD,GAAOz2F,KAAMhD,KAAM05F,GAoWpB,SAASiB,GAAyBjB,GAEjCD,GAAOz2F,KAAMhD,KAAM05F,GAlWpBgB,GAAWh5F,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQ0vE,GAAO/3F,WAAa,CAExE4G,YAAaoyF,GAEbX,KAAM,SAAWxoF,EAAK8mF,EAAQC,EAAYC,QAE5Bz2F,IAARyP,IAAoBA,EAAM,SAEZzP,IAAd9B,KAAK+4D,OAAqBxnD,EAAMvR,KAAK+4D,KAAOxnD,GAEjDA,EAAMvR,KAAK05F,QAAQT,WAAY1nF,GAE/B,MAAM0+B,EAAQjwC,KAERo5C,EAAS6+C,GAAMn/C,IAAKvnC,GAE1B,QAAgBzP,IAAXs3C,EAYJ,OAVAnJ,EAAMypD,QAAQZ,UAAWvnF,GAEzBqpF,YAAY,WAENvC,GAASA,EAAQj/C,GAEtBnJ,EAAMypD,QAAQX,QAASxnF,KAErB,GAEI6nC,EAMR,QAAwBt3C,IAAnB24F,GAASlpF,GAUb,YARAkpF,GAASlpF,GAAMrP,KAAM,CAEpBm2F,OAAQA,EACRC,WAAYA,EACZC,QAASA,IASX,MACMsC,EAAqBtpF,EAAI2nD,MADV,+BAErB,IAAI4hC,EAGJ,GAAKD,EAAqB,CAEzB,MAAME,EAAWF,EAAoB,GAC/BG,IAAcH,EAAoB,GAExC,IAAI5oF,EAAO4oF,EAAoB,GAC/B5oF,EAAOgpF,mBAAoBhpF,GAEtB+oF,IAAW/oF,EAAOipF,KAAMjpF,IAE7B,IAEC,IAAIkpF,EACJ,MAAMC,GAAiBp7F,KAAKo7F,cAAgB,IAAKC,cAEjD,OAASD,GAER,IAAK,cACL,IAAK,OAEJ,MAAMtoD,EAAO,IAAI1N,WAAYnzB,EAAKlP,QAElC,IAAM,IAAIF,EAAI,EAAGA,EAAIoP,EAAKlP,OAAQF,IAEjCiwC,EAAMjwC,GAAMoP,EAAKqpF,WAAYz4F,GAM7Bs4F,EAFqB,SAAjBC,EAEO,IAAIG,KAAM,CAAEzoD,EAAKmG,QAAU,CAAEr3C,KAAMm5F,IAInCjoD,EAAKmG,OAIjB,MAED,IAAK,WAEJ,MAAMuiD,EAAS,IAAIC,UACnBN,EAAWK,EAAOE,gBAAiBzpF,EAAM8oF,GAEzC,MAED,IAAK,OAEJI,EAAW5tE,KAAKuB,MAAO7c,GAEvB,MAED,QAECkpF,EAAWlpF,EAOb2oF,YAAY,WAENvC,GAASA,EAAQ8C,GAEtBlrD,EAAMypD,QAAQX,QAASxnF,KAErB,GAEF,MAAQnH,GAGTwwF,YAAY,WAENrC,GAAUA,EAASnuF,GAExB6lC,EAAMypD,QAAQV,UAAWznF,GACzB0+B,EAAMypD,QAAQX,QAASxnF,KAErB,QAIE,CAINkpF,GAASlpF,GAAQ,GAEjBkpF,GAASlpF,GAAMrP,KAAM,CAEpBm2F,OAAQA,EACRC,WAAYA,EACZC,QAASA,IAIVuC,EAAU,IAAIa,eAEdb,EAAQc,KAAM,MAAOrqF,GAAK,GAE1BupF,EAAQn5F,iBAAkB,QAAQ,SAAWc,GAE5C,MAAM04F,EAAWn7F,KAAKm7F,SAEhBU,EAAYpB,GAASlpF,GAI3B,UAFOkpF,GAASlpF,GAEK,MAAhBvR,KAAKq6D,QAAkC,IAAhBr6D,KAAKq6D,OAAe,CAK1B,IAAhBr6D,KAAKq6D,QAAevyD,QAAQC,KAAM,6CAIvCkwF,GAAM57E,IAAK9K,EAAK4pF,GAEhB,IAAM,IAAIt4F,EAAI,EAAGmZ,EAAK6/E,EAAU94F,OAAQF,EAAImZ,EAAInZ,IAAO,CAEtD,MAAM2V,EAAWqjF,EAAWh5F,GACvB2V,EAAS6/E,QAAS7/E,EAAS6/E,OAAQ8C,GAIzClrD,EAAMypD,QAAQX,QAASxnF,OAEjB,CAEN,IAAM,IAAI1O,EAAI,EAAGmZ,EAAK6/E,EAAU94F,OAAQF,EAAImZ,EAAInZ,IAAO,CAEtD,MAAM2V,EAAWqjF,EAAWh5F,GACvB2V,EAAS+/E,SAAU//E,EAAS+/E,QAAS91F,GAI3CwtC,EAAMypD,QAAQV,UAAWznF,GACzB0+B,EAAMypD,QAAQX,QAASxnF,OAItB,GAEHupF,EAAQn5F,iBAAkB,YAAY,SAAWc,GAEhD,MAAMo5F,EAAYpB,GAASlpF,GAE3B,IAAM,IAAI1O,EAAI,EAAGmZ,EAAK6/E,EAAU94F,OAAQF,EAAImZ,EAAInZ,IAAO,CAEtD,MAAM2V,EAAWqjF,EAAWh5F,GACvB2V,EAAS8/E,YAAa9/E,EAAS8/E,WAAY71F,OAI/C,GAEHq4F,EAAQn5F,iBAAkB,SAAS,SAAWc,GAE7C,MAAMo5F,EAAYpB,GAASlpF,UAEpBkpF,GAASlpF,GAEhB,IAAM,IAAI1O,EAAI,EAAGmZ,EAAK6/E,EAAU94F,OAAQF,EAAImZ,EAAInZ,IAAO,CAEtD,MAAM2V,EAAWqjF,EAAWh5F,GACvB2V,EAAS+/E,SAAU//E,EAAS+/E,QAAS91F,GAI3CwtC,EAAMypD,QAAQV,UAAWznF,GACzB0+B,EAAMypD,QAAQX,QAASxnF,MAErB,GAEHupF,EAAQn5F,iBAAkB,SAAS,SAAWc,GAE7C,MAAMo5F,EAAYpB,GAASlpF,UAEpBkpF,GAASlpF,GAEhB,IAAM,IAAI1O,EAAI,EAAGmZ,EAAK6/E,EAAU94F,OAAQF,EAAImZ,EAAInZ,IAAO,CAEtD,MAAM2V,EAAWqjF,EAAWh5F,GACvB2V,EAAS+/E,SAAU//E,EAAS+/E,QAAS91F,GAI3CwtC,EAAMypD,QAAQV,UAAWznF,GACzB0+B,EAAMypD,QAAQX,QAASxnF,MAErB,QAEwBzP,IAAtB9B,KAAKo7F,eAA6BN,EAAQM,aAAep7F,KAAKo7F,mBACrCt5F,IAAzB9B,KAAK45F,kBAAgCkB,EAAQlB,gBAAkB55F,KAAK45F,iBAEpEkB,EAAQgB,kBAAmBhB,EAAQgB,sBAAoCh6F,IAAlB9B,KAAK+6F,SAAyB/6F,KAAK+6F,SAAW,cAExG,IAAM,MAAMgB,KAAU/7F,KAAK85F,cAE1BgB,EAAQN,iBAAkBuB,EAAQ/7F,KAAK85F,cAAeiC,IAIvDjB,EAAQkB,KAAM,MAMf,OAFA/rD,EAAMypD,QAAQZ,UAAWvnF,GAElBupF,GAIRmB,gBAAiB,SAAWh4F,GAG3B,OADAjE,KAAKo7F,aAAen3F,EACbjE,MAIRk8F,YAAa,SAAWj4F,GAGvB,OADAjE,KAAK+6F,SAAW92F,EACTjE,QA8ET26F,GAAwBj5F,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQ0vE,GAAO/3F,WAAa,CAErF4G,YAAaqyF,GAEbZ,KAAM,SAAWxoF,EAAK8mF,EAAQC,EAAYC,GAEzC,MAAMtoD,EAAQjwC,KAERsR,EAAS,GAET0C,EAAU,IAAIo/E,GAEdiG,EAAS,IAAIqB,GAAY16F,KAAK05F,SACpCL,EAAOiB,QAASt6F,KAAK+4D,MACrBsgC,EAAO4C,gBAAiB,eACxB5C,EAAOmB,iBAAkBx6F,KAAK85F,eAC9BT,EAAOgB,mBAAoBpqD,EAAM2pD,iBAEjC,IAAIuC,EAAS,EAEb,SAASC,EAAav5F,GAErBw2F,EAAOU,KAAMxoF,EAAK1O,IAAK,SAAWo2C,GAEjC,MAAMojD,EAAWpsD,EAAMnhB,MAAOmqB,GAAQ,GAEtC3nC,EAAQzO,GAAM,CACbqF,MAAOm0F,EAASn0F,MAChBC,OAAQk0F,EAASl0F,OACjBwH,OAAQ0sF,EAAS1sF,OACjBO,QAASmsF,EAASnsF,SAGnBisF,GAAU,EAEM,IAAXA,IAE0B,IAAzBE,EAASC,cAAoBtoF,EAAQtE,UAAYpP,GAEtD0T,EAAQ1F,MAAQgD,EAChB0C,EAAQrE,OAAS0sF,EAAS1sF,OAC1BqE,EAAQlC,aAAc,EAEjBumF,GAASA,EAAQrkF,MAIrBskF,EAAYC,GAIhB,GAAK/mF,MAAMC,QAASF,GAEnB,IAAM,IAAI1O,EAAI,EAAGmZ,EAAKzK,EAAIxO,OAAQF,EAAImZ,IAAOnZ,EAE5Cu5F,EAAav5F,QAQdw2F,EAAOU,KAAMxoF,GAAK,SAAW0nC,GAE5B,MAAMojD,EAAWpsD,EAAMnhB,MAAOmqB,GAAQ,GAEtC,GAAKojD,EAASE,UAAY,CAEzB,MAAMC,EAAQH,EAASnsF,QAAQnN,OAASs5F,EAASC,YAEjD,IAAM,IAAI5vF,EAAI,EAAGA,EAAI8vF,EAAO9vF,IAAO,CAElC4E,EAAQ5E,GAAM,CAAEwD,QAAS,IAEzB,IAAM,IAAIrN,EAAI,EAAGA,EAAIw5F,EAASC,YAAaz5F,IAE1CyO,EAAQ5E,GAAIwD,QAAQhO,KAAMm6F,EAASnsF,QAASxD,EAAI2vF,EAASC,YAAcz5F,IACvEyO,EAAQ5E,GAAIiD,OAAS0sF,EAAS1sF,OAC9B2B,EAAQ5E,GAAIxE,MAAQm0F,EAASn0F,MAC7BoJ,EAAQ5E,GAAIvE,OAASk0F,EAASl0F,OAMhC6L,EAAQ1F,MAAQgD,OAIhB0C,EAAQ1F,MAAMpG,MAAQm0F,EAASn0F,MAC/B8L,EAAQ1F,MAAMnG,OAASk0F,EAASl0F,OAChC6L,EAAQ9D,QAAUmsF,EAASnsF,QAIE,IAAzBmsF,EAASC,cAEbtoF,EAAQtE,UAAYpP,GAIrB0T,EAAQrE,OAAS0sF,EAAS1sF,OAC1BqE,EAAQlC,aAAc,EAEjBumF,GAASA,EAAQrkF,KAEpBskF,EAAYC,GAIhB,OAAOvkF,KAMT,MAAMyoF,WAAoBhD,GAEzBxxF,YAAayxF,GAEZ5pF,MAAO4pF,GAIRzxF,KAAMsJ,EAAK8mF,EAAQC,EAAYC,QAEXz2F,IAAd9B,KAAK+4D,OAAqBxnD,EAAMvR,KAAK+4D,KAAOxnD,GAEjDA,EAAMvR,KAAK05F,QAAQT,WAAY1nF,GAE/B,MAAM0+B,EAAQjwC,KAERo5C,EAAS6+C,GAAMn/C,IAAKvnC,GAE1B,QAAgBzP,IAAXs3C,EAYJ,OAVAnJ,EAAMypD,QAAQZ,UAAWvnF,GAEzBqpF,YAAY,WAENvC,GAASA,EAAQj/C,GAEtBnJ,EAAMypD,QAAQX,QAASxnF,KAErB,GAEI6nC,EAIR,MAAM9qC,EAAQI,SAASC,gBAAiB,+BAAgC,OAExE,SAAS+tF,IAERpuF,EAAMlM,oBAAqB,OAAQs6F,GAAa,GAChDpuF,EAAMlM,oBAAqB,QAASu6F,GAAc,GAElD1E,GAAM57E,IAAK9K,EAAKvR,MAEXq4F,GAASA,EAAQr4F,MAEtBiwC,EAAMypD,QAAQX,QAASxnF,GAIxB,SAASorF,EAAcl6F,GAEtB6L,EAAMlM,oBAAqB,OAAQs6F,GAAa,GAChDpuF,EAAMlM,oBAAqB,QAASu6F,GAAc,GAE7CpE,GAAUA,EAAS91F,GAExBwtC,EAAMypD,QAAQV,UAAWznF,GACzB0+B,EAAMypD,QAAQX,QAASxnF,GAiBxB,OAbAjD,EAAM3M,iBAAkB,OAAQ+6F,GAAa,GAC7CpuF,EAAM3M,iBAAkB,QAASg7F,GAAc,GAEnB,UAAvBprF,EAAIqrF,OAAQ,EAAG,SAEO96F,IAArB9B,KAAK25F,cAA4BrrF,EAAMqrF,YAAc35F,KAAK25F,aAIhE1pD,EAAMypD,QAAQZ,UAAWvnF,GAEzBjD,EAAMC,IAAMgD,EAELjD,GAMT,MAAMuuF,WAA0BpD,GAE/BxxF,YAAayxF,GAEZ5pF,MAAO4pF,GAIRzxF,KAAM60F,EAAMzE,EAAQC,EAAYC,GAE/B,MAAMvkF,EAAU,IAAIshC,GAEd+jD,EAAS,IAAIoD,GAAaz8F,KAAK05F,SACrCL,EAAOe,eAAgBp6F,KAAK25F,aAC5BN,EAAOiB,QAASt6F,KAAK+4D,MAErB,IAAIojC,EAAS,EAEb,SAASC,EAAav5F,GAErBw2F,EAAOU,KAAM+C,EAAMj6F,IAAK,SAAWyL,GAElC0F,EAAQ1C,OAAQzO,GAAMyL,EAEtB6tF,IAEgB,IAAXA,IAEJnoF,EAAQlC,aAAc,EAEjBumF,GAASA,EAAQrkF,WAIrBlS,EAAWy2F,GAIf,IAAM,IAAI11F,EAAI,EAAGA,EAAIi6F,EAAK/5F,SAAWF,EAEpCu5F,EAAav5F,GAId,OAAOmR,GAYT,SAAS+oF,GAAmBrD,GAE3BD,GAAOz2F,KAAMhD,KAAM05F,GAqGpB,SAASsD,GAAetD,GAEvBD,GAAOz2F,KAAMhD,KAAM05F,GAsEpB,SAASuD,KAERj9F,KAAK4B,KAAO,QAEZ5B,KAAKk9F,mBAAqB,IA7K3BH,GAAkBr7F,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQ0vE,GAAO/3F,WAAa,CAE/E4G,YAAay0F,GAEbhD,KAAM,SAAWxoF,EAAK8mF,EAAQC,EAAYC,GAEzC,MAAMtoD,EAAQjwC,KAERgU,EAAU,IAAIiiC,GAEdojD,EAAS,IAAIqB,GAAY16F,KAAK05F,SAiFpC,OAhFAL,EAAO4C,gBAAiB,eACxB5C,EAAOmB,iBAAkBx6F,KAAK85F,eAC9BT,EAAOiB,QAASt6F,KAAK+4D,MACrBsgC,EAAOgB,mBAAoBpqD,EAAM2pD,iBACjCP,EAAOU,KAAMxoF,GAAK,SAAW0nC,GAE5B,MAAMkkD,EAAUltD,EAAMnhB,MAAOmqB,GAEtBkkD,SAEgBr7F,IAAlBq7F,EAAQ7uF,MAEZ0F,EAAQ1F,MAAQ6uF,EAAQ7uF,WAEIxM,IAAjBq7F,EAAQlrF,OAEnB+B,EAAQ1F,MAAMpG,MAAQi1F,EAAQj1F,MAC9B8L,EAAQ1F,MAAMnG,OAASg1F,EAAQh1F,OAC/B6L,EAAQ1F,MAAM2D,KAAOkrF,EAAQlrF,MAI9B+B,EAAQzE,WAA0BzN,IAAlBq7F,EAAQ5tF,MAAsB4tF,EAAQ5tF,MAAQpP,EAC9D6T,EAAQxE,WAA0B1N,IAAlBq7F,EAAQ3tF,MAAsB2tF,EAAQ3tF,MAAQrP,EAE9D6T,EAAQvE,eAAkC3N,IAAtBq7F,EAAQ1tF,UAA0B0tF,EAAQ1tF,UAAYnP,EAC1E0T,EAAQtE,eAAkC5N,IAAtBq7F,EAAQztF,UAA0BytF,EAAQztF,UAAYpP,EAE1E0T,EAAQpE,gBAAoC9N,IAAvBq7F,EAAQvtF,WAA2ButF,EAAQvtF,WAAa,OAEnD9N,IAArBq7F,EAAQttF,WAEZmE,EAAQnE,SAAWstF,EAAQttF,eAIL/N,IAAlBq7F,EAAQ3sF,QAEZwD,EAAQxD,MAAQ2sF,EAAQ3sF,YAID1O,IAAnBq7F,EAAQxtF,SAEZqE,EAAQrE,OAASwtF,EAAQxtF,aAIJ7N,IAAjBq7F,EAAQv7F,OAEZoS,EAAQpS,KAAOu7F,EAAQv7F,WAICE,IAApBq7F,EAAQjtF,UAEZ8D,EAAQ9D,QAAUitF,EAAQjtF,QAC1B8D,EAAQtE,UAAYnP,GAIQ,IAAxB48F,EAAQb,cAEZtoF,EAAQtE,UAAYpP,QAIYwB,IAA5Bq7F,EAAQ7sF,kBAEZ0D,EAAQ1D,gBAAkB6sF,EAAQ7sF,iBAInC0D,EAAQlC,aAAc,EAEjBumF,GAASA,EAAQrkF,EAASmpF,MAE7B7E,EAAYC,GAGRvkF,KAYTgpF,GAAct7F,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQ0vE,GAAO/3F,WAAa,CAE3E4G,YAAa00F,GAEbjD,KAAM,SAAWxoF,EAAK8mF,EAAQC,EAAYC,GAEzC,MAAMvkF,EAAU,IAAI7E,EAEdkqF,EAAS,IAAIoD,GAAaz8F,KAAK05F,SAsBrC,OArBAL,EAAOe,eAAgBp6F,KAAK25F,aAC5BN,EAAOiB,QAASt6F,KAAK+4D,MAErBsgC,EAAOU,KAAMxoF,GAAK,SAAWjD,GAE5B0F,EAAQ1F,MAAQA,EAGhB,MAAM8uF,EAAS7rF,EAAI8rF,OAAQ,kBAAqB,GAA4C,IAAvC9rF,EAAI8rF,OAAQ,sBAEjErpF,EAAQrE,OAASytF,EAASt8F,EAAYC,EACtCiT,EAAQlC,aAAc,OAENhQ,IAAXu2F,GAEJA,EAAQrkF,KAIPskF,EAAYC,GAERvkF,KA4CTxS,OAAOC,OAAQw7F,GAAMv7F,UAAW,CAK/B47F,SAAU,WAGT,OADAx1F,QAAQC,KAAM,6CACP,MAORw1F,WAAY,SAAWjsE,EAAGksE,GAEzB,MAAMx4F,EAAIhF,KAAKy9F,eAAgBnsE,GAC/B,OAAOtxB,KAAKs9F,SAAUt4F,EAAGw4F,IAM1BE,UAAW,SAAWC,EAAY,GAEjC,MAAM7hF,EAAS,GAEf,IAAM,IAAIrP,EAAI,EAAGA,GAAKkxF,EAAWlxF,IAEhCqP,EAAO5Z,KAAMlC,KAAKs9F,SAAU7wF,EAAIkxF,IAIjC,OAAO7hF,GAMR8hF,gBAAiB,SAAWD,EAAY,GAEvC,MAAM7hF,EAAS,GAEf,IAAM,IAAIrP,EAAI,EAAGA,GAAKkxF,EAAWlxF,IAEhCqP,EAAO5Z,KAAMlC,KAAKu9F,WAAY9wF,EAAIkxF,IAInC,OAAO7hF,GAMR+hF,UAAW,WAEV,MAAMC,EAAU99F,KAAK+9F,aACrB,OAAOD,EAASA,EAAQ/6F,OAAS,IAMlCg7F,WAAY,SAAWJ,GAItB,QAFmB77F,IAAd67F,IAA0BA,EAAY39F,KAAKk9F,oBAE3Cl9F,KAAKg+F,iBACPh+F,KAAKg+F,gBAAgBj7F,SAAW46F,EAAY,IAC5C39F,KAAK8R,YAEP,OAAO9R,KAAKg+F,gBAIbh+F,KAAK8R,aAAc,EAEnB,MAAM4c,EAAQ,GACd,IAAIuvE,EAASC,EAAOl+F,KAAKs9F,SAAU,GAC/Ba,EAAM,EAEVzvE,EAAMxsB,KAAM,GAEZ,IAAM,IAAIsV,EAAI,EAAGA,GAAKmmF,EAAWnmF,IAEhCymF,EAAUj+F,KAAKs9F,SAAU9lF,EAAImmF,GAC7BQ,GAAOF,EAAQz+E,WAAY0+E,GAC3BxvE,EAAMxsB,KAAMi8F,GACZD,EAAOD,EAMR,OAFAj+F,KAAKg+F,gBAAkBtvE,EAEhBA,GAIR0vE,iBAAkB,WAEjBp+F,KAAK8R,aAAc,EACnB9R,KAAK+9F,cAMNN,eAAgB,SAAWnsE,EAAGrG,GAE7B,MAAMozE,EAAar+F,KAAK+9F,aAExB,IAAIl7F,EAAI,EACR,MAAMmZ,EAAKqiF,EAAWt7F,OAEtB,IAAIu7F,EAIHA,EAFIrzE,GAMcqG,EAAI+sE,EAAYriF,EAAK,GAMxC,IAA4BuiF,EAAxB74F,EAAM,EAAGC,EAAOqW,EAAK,EAEzB,KAAQtW,GAAOC,GAMd,GAJA9C,EAAIS,KAAKsC,MAAOF,GAAQC,EAAOD,GAAQ,GAEvC64F,EAAaF,EAAYx7F,GAAMy7F,EAE1BC,EAAa,EAEjB74F,EAAM7C,EAAI,MAEJ,CAAA,KAAK07F,EAAa,GAIlB,CAEN54F,EAAO9C,EACP,MALA8C,EAAO9C,EAAI,EAeb,GAFAA,EAAI8C,EAEC04F,EAAYx7F,KAAQy7F,EAExB,OAAOz7F,GAAMmZ,EAAK,GAMnB,MAAMwiF,EAAeH,EAAYx7F,GAajC,OAFYA,GAJcy7F,EAAkBE,IANxBH,EAAYx7F,EAAI,GAEA27F,KAQExiF,EAAK,IAW5CyiF,WAAY,SAAWz5F,EAAGw4F,GAEzB,MAAMhuE,EAAQ,KACd,IAAI7N,EAAK3c,EAAIwqB,EACTkvE,EAAK15F,EAAIwqB,EAIR7N,EAAK,IAAIA,EAAK,GACd+8E,EAAK,IAAIA,EAAK,GAEnB,MAAMC,EAAM3+F,KAAKs9F,SAAU37E,GACrBi9E,EAAM5+F,KAAKs9F,SAAUoB,GAErBp1D,EAAUk0D,IAAsBmB,YAAkB,IAAI32F,EAAY,IAAI0Q,GAI5E,OAFA4wB,EAAQz4B,KAAM+tF,GAAMlkF,IAAKikF,GAAMp1F,YAExB+/B,GAIRu1D,aAAc,SAAWvtE,EAAGksE,GAE3B,MAAMx4F,EAAIhF,KAAKy9F,eAAgBnsE,GAC/B,OAAOtxB,KAAKy+F,WAAYz5F,EAAGw4F,IAI5BsB,oBAAqB,SAAWC,EAAUC,GAIzC,MAAMrkF,EAAS,IAAIjC,EAEbiyB,EAAW,GACXH,EAAU,GACVy0D,EAAY,GAEZC,EAAM,IAAIxmF,EACVymF,EAAM,IAAIn8E,GAIhB,IAAM,IAAIngB,EAAI,EAAGA,GAAKk8F,EAAUl8F,IAAO,CAEtC,MAAMyuB,EAAIzuB,EAAIk8F,EAEdp0D,EAAU9nC,GAAM7C,KAAK6+F,aAAcvtE,EAAG,IAAI5Y,GAC1CiyB,EAAU9nC,GAAI0G,YAOfihC,EAAS,GAAM,IAAI9xB,EACnBumF,EAAW,GAAM,IAAIvmF,EACrB,IAAIxU,EAAM8R,OAAOopF,UACjB,MAAM5xF,EAAKlK,KAAKgC,IAAKqlC,EAAU,GAAInmC,GAC7BiJ,EAAKnK,KAAKgC,IAAKqlC,EAAU,GAAI7lC,GAC7Bu6F,EAAK/7F,KAAKgC,IAAKqlC,EAAU,GAAIv4B,GAE9B5E,GAAMtJ,IAEVA,EAAMsJ,EACNmN,EAAO9S,IAAK,EAAG,EAAG,IAId4F,GAAMvJ,IAEVA,EAAMuJ,EACNkN,EAAO9S,IAAK,EAAG,EAAG,IAIdw3F,GAAMn7F,GAEVyW,EAAO9S,IAAK,EAAG,EAAG,GAInBq3F,EAAIplF,aAAc6wB,EAAU,GAAKhwB,GAASpR,YAE1CihC,EAAS,GAAI1wB,aAAc6wB,EAAU,GAAKu0D,GAC1CD,EAAW,GAAInlF,aAAc6wB,EAAU,GAAKH,EAAS,IAKrD,IAAM,IAAI3nC,EAAI,EAAGA,GAAKk8F,EAAUl8F,IAAO,CAQtC,GANA2nC,EAAS3nC,GAAM2nC,EAAS3nC,EAAI,GAAIwR,QAEhC4qF,EAAWp8F,GAAMo8F,EAAWp8F,EAAI,GAAIwR,QAEpC6qF,EAAIplF,aAAc6wB,EAAU9nC,EAAI,GAAK8nC,EAAU9nC,IAE1Cq8F,EAAIn8F,SAAWiT,OAAOC,QAAU,CAEpCipF,EAAI31F,YAEJ,MAAMwE,EAAQzK,KAAK+O,KAAMjP,EAAUY,MAAO2mC,EAAU9nC,EAAI,GAAIsU,IAAKwzB,EAAU9nC,KAAS,EAAG,IAEvF2nC,EAAS3nC,GAAI4W,aAAc0lF,EAAIG,iBAAkBJ,EAAKnxF,IAIvDkxF,EAAWp8F,GAAIiX,aAAc6wB,EAAU9nC,GAAK2nC,EAAS3nC,IAMtD,IAAgB,IAAXm8F,EAAkB,CAEtB,IAAIjxF,EAAQzK,KAAK+O,KAAMjP,EAAUY,MAAOwmC,EAAS,GAAIrzB,IAAKqzB,EAASu0D,KAAgB,EAAG,IACtFhxF,GAASgxF,EAEJp0D,EAAU,GAAIxzB,IAAK+nF,EAAIplF,aAAc0wB,EAAS,GAAKA,EAASu0D,KAAiB,IAEjFhxF,GAAUA,GAIX,IAAM,IAAIlL,EAAI,EAAGA,GAAKk8F,EAAUl8F,IAG/B2nC,EAAS3nC,GAAI4W,aAAc0lF,EAAIG,iBAAkB30D,EAAU9nC,GAAKkL,EAAQlL,IACxEo8F,EAAWp8F,GAAIiX,aAAc6wB,EAAU9nC,GAAK2nC,EAAS3nC,IAMvD,MAAO,CACN8nC,SAAUA,EACVH,QAASA,EACTy0D,UAAWA,IAKb5qF,MAAO,WAEN,OAAO,IAAIrU,KAAKsI,aAAcuI,KAAM7Q,OAIrC6Q,KAAM,SAAWC,GAIhB,OAFA9Q,KAAKk9F,mBAAqBpsF,EAAOosF,mBAE1Bl9F,MAIR+sB,OAAQ,WAEP,MAAM9a,EAAO,CACZd,SAAU,CACTT,QAAS,IACT9O,KAAM,QACNwP,UAAW,iBAOb,OAHAa,EAAKirF,mBAAqBl9F,KAAKk9F,mBAC/BjrF,EAAKrQ,KAAO5B,KAAK4B,KAEVqQ,GAIRstF,SAAU,SAAWC,GAIpB,OAFAx/F,KAAKk9F,mBAAqBsC,EAAKtC,mBAExBl9F,QAwiDT,MAAMy/F,WAAc52E,GAEnB5gB,YAAa2tB,EAAO0xC,EAAY,GAE/Bx3D,QAEA9P,KAAK4B,KAAO,QAEZ5B,KAAK41B,MAAQ,IAAI+M,GAAO/M,GACxB51B,KAAKsnE,UAAYA,EAIlBr/D,KAAM6I,GAOL,OALAhB,MAAMe,KAAMC,GAEZ9Q,KAAK41B,MAAM/kB,KAAMC,EAAO8kB,OACxB51B,KAAKsnE,UAAYx2D,EAAOw2D,UAEjBtnE,KAIRiI,OAAQ8I,GAEP,MAAMkB,EAAOnC,MAAMid,OAAQhc,GAc3B,OAZAkB,EAAKqK,OAAOsZ,MAAQ51B,KAAK41B,MAAMC,SAC/B5jB,EAAKqK,OAAOgrD,UAAYtnE,KAAKsnE,eAEHxlE,IAArB9B,KAAKolD,cAA4BnzC,EAAKqK,OAAO8oC,YAAcplD,KAAKolD,YAAYvvB,eAE1D/zB,IAAlB9B,KAAKirB,WAAyBhZ,EAAKqK,OAAO2O,SAAWjrB,KAAKirB,eAC3CnpB,IAAf9B,KAAKgK,QAAsBiI,EAAKqK,OAAOtS,MAAQhK,KAAKgK,YACrClI,IAAf9B,KAAKwkD,QAAsBvyC,EAAKqK,OAAOkoC,MAAQxkD,KAAKwkD,YAClC1iD,IAAlB9B,KAAKioE,WAAyBh2D,EAAKqK,OAAO2rD,SAAWjoE,KAAKioE,eAE1CnmE,IAAhB9B,KAAKwmD,SAAuBv0C,EAAKqK,OAAOkqC,OAASxmD,KAAKwmD,OAAOz5B,UAE3D9a,GAMTwtF,GAAM/9F,UAAUgqB,SAAU,EA2qC1B,MAAMg0E,GAoCW,SAAWnuF,GAE1B,MAAMjP,EAAQiP,EAAIouF,YAAa,KAE/B,OAAiB,IAAZr9F,EAAuB,KAErBiP,EAAIqrF,OAAQ,EAAGt6F,EAAQ,IAMhC,SAASs9F,KAERx3D,GAAeplC,KAAMhD,MAErBA,KAAK4B,KAAO,0BACZ5B,KAAKuxD,cAAgBj2C,EAAAA,EAwCtB,SAASukF,GAA0Bl9F,EAAOkiC,EAAUP,EAAYulB,GAEhC,qBAE9BA,EAAmBvlB,EAEnBA,GAAa,EAEbx8B,QAAQsC,MAAO,kGAIhBw6B,GAAgB5hC,KAAMhD,KAAM2C,EAAOkiC,EAAUP,GAE7CtkC,KAAK6pD,iBAAmBA,GAAoB,EAg1C7C,SAASi2C,GAAmBpG,GAEO,oBAAtBqG,mBAEXj4F,QAAQC,KAAM,+DAIO,oBAAVi4F,OAEXl4F,QAAQC,KAAM,mDAIf0xF,GAAOz2F,KAAMhD,KAAM05F,GAEnB15F,KAAK2T,QAAU,CAAEpD,iBAAkB,QAl5CpCqvF,GAAwBl+F,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQqe,GAAe1mC,WAAa,CAE7F4G,YAAas3F,GAEbz0C,2BAA2B,EAE3Bt6C,KAAM,SAAWC,GAMhB,OAJAs3B,GAAe1mC,UAAUmP,KAAK7N,KAAMhD,KAAM8Q,GAE1C9Q,KAAKuxD,cAAgBzgD,EAAOygD,cAErBvxD,MAIRqU,MAAO,WAEN,OAAO,IAAIrU,KAAKsI,aAAcuI,KAAM7Q,OAIrC+sB,OAAQ,WAEP,MAAM9a,EAAOm2B,GAAe1mC,UAAUqrB,OAAO/pB,KAAMhD,MAMnD,OAJAiS,EAAKs/C,cAAgBvxD,KAAKuxD,cAE1Bt/C,EAAKk5C,2BAA4B,EAE1Bl5C,KAwBT4tF,GAAyBn+F,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQ6a,GAAgBljC,WAAa,CAE/F4G,YAAau3F,GAEbn0C,4BAA4B,EAE5B76C,KAAM,SAAWC,GAMhB,OAJA8zB,GAAgBljC,UAAUmP,KAAK7N,KAAMhD,KAAM8Q,GAE3C9Q,KAAK6pD,iBAAmB/4C,EAAO+4C,iBAExB7pD,MAIR+sB,OAAQ,WAEP,MAAM9a,EAAO2yB,GAAgBljC,UAAUqrB,OAAO/pB,KAAMhD,MAMpD,OAJAiS,EAAK43C,iBAAmB7pD,KAAK6pD,iBAE7B53C,EAAKy5C,4BAA6B,EAE3Bz5C,KAw0CT6tF,GAAkBp+F,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQ0vE,GAAO/3F,WAAa,CAE/E4G,YAAaw3F,GAEbG,qBAAqB,EAErBC,WAAY,SAAqBvsF,GAIhC,OAFA3T,KAAK2T,QAAUA,EAER3T,MAIR+5F,KAAM,SAAWxoF,EAAK8mF,EAAQC,EAAYC,QAE5Bz2F,IAARyP,IAAoBA,EAAM,SAEZzP,IAAd9B,KAAK+4D,OAAqBxnD,EAAMvR,KAAK+4D,KAAOxnD,GAEjDA,EAAMvR,KAAK05F,QAAQT,WAAY1nF,GAE/B,MAAM0+B,EAAQjwC,KAERo5C,EAAS6+C,GAAMn/C,IAAKvnC,GAE1B,QAAgBzP,IAAXs3C,EAYJ,OAVAnJ,EAAMypD,QAAQZ,UAAWvnF,GAEzBqpF,YAAY,WAENvC,GAASA,EAAQj/C,GAEtBnJ,EAAMypD,QAAQX,QAASxnF,KAErB,GAEI6nC,EAIR,MAAM+mD,EAAe,GACrBA,EAAaC,YAAqC,cAArBpgG,KAAK25F,YAAgC,cAAgB,UAClFwG,EAAaE,QAAUrgG,KAAK85F,cAE5BkG,MAAOzuF,EAAK4uF,GAAeG,MAAM,SAAWC,GAE3C,OAAOA,EAAIC,UAERF,MAAM,SAAWE,GAEpB,OAAOT,kBAAmBS,EAAMh/F,OAAOC,OAAQwuC,EAAMt8B,QAAS,CAAE8sF,qBAAsB,aAEnFH,MAAM,SAAWI,GAEpBzI,GAAM57E,IAAK9K,EAAKmvF,GAEXrI,GAASA,EAAQqI,GAEtBzwD,EAAMypD,QAAQX,QAASxnF,MAEpBovF,OAAO,SAAW/3F,GAEhB2vF,GAAUA,EAAS3vF,GAExBqnC,EAAMypD,QAAQV,UAAWznF,GACzB0+B,EAAMypD,QAAQX,QAASxnF,MAIxB0+B,EAAMypD,QAAQZ,UAAWvnF,MAylBT,IAAIyR,GACL,IAAIA,GA2oCrB,MAAM49E,GAAqB,gBACrBC,GAAc,IAAIC,OAAQ,kBAAgC,KAK1DC,GAAY,mBACZC,GAAiB,KAAOJ,GAAmBxlC,QAAS,MAAO,IAAO,IAIlE6lC,GAAe,kBAAkBnwF,OAAOsqD,QAAS,KAAM2lC,IAGvDG,GAAU,WAAWpwF,OAAOsqD,QAAS,OAAQ4lC,IAI7CG,GAAY,4BAA4BrwF,OAAOsqD,QAAS,KAAM2lC,IAI9DK,GAAc,uBAAuBtwF,OAAOsqD,QAAS,KAAM2lC,IAE3DM,GAAW,IAAIP,OAClB,IACAG,GACAC,GACAC,GACAC,GACA,KAGGE,GAAwB,CAAE,WAAY,YAAa,SAEzD,SAASC,GAAWC,EAAazoC,EAAM0oC,GAEtC,MAAMC,EAAaD,GAAsBE,GAAgBC,eAAgB7oC,GAEzE/4D,KAAK6hG,aAAeL,EACpBxhG,KAAK8hG,UAAYN,EAAYO,WAAYhpC,EAAM2oC,GAyDhD,SAASC,GAAiBK,EAAUjpC,EAAM2oC,GAEzC1hG,KAAK+4D,KAAOA,EACZ/4D,KAAK0hG,WAAaA,GAAcC,GAAgBC,eAAgB7oC,GAEhE/4D,KAAKiiG,KAAON,GAAgBO,SAAUF,EAAUhiG,KAAK0hG,WAAWS,WAAcH,EAE9EhiG,KAAKgiG,SAAWA,EAo4EjB,SAASI,GAA4Bz/F,EAAOunD,EAAQL,GAEnD2kC,GAAkBxrF,KAAMhD,KAAM2C,EAAOunD,GAErClqD,KAAK6pD,iBAAmBA,GAAoB,EA2C7C,SAASw4C,GAAmBppD,EAAQr3C,EAAMijC,EAAUyU,EAAaz9B,GAEhE7b,KAAKi5C,OAASA,EACdj5C,KAAK4B,KAAOA,EACZ5B,KAAK6kC,SAAWA,EAChB7kC,KAAKs5C,YAAcA,EACnBt5C,KAAK6b,MAAQA,EAEb7b,KAAK0Q,QAAU,EAqDhB,SAAS4xF,GAAW9hF,EAAQC,EAAWsG,EAAO,EAAGC,EAAM1L,EAAAA,GAEtDtb,KAAK0gB,IAAM,IAAIH,GAAKC,EAAQC,GAG5BzgB,KAAK+mB,KAAOA,EACZ/mB,KAAKgnB,IAAMA,EACXhnB,KAAKwZ,OAAS,KACdxZ,KAAK+nB,OAAS,IAAIH,GAElB5nB,KAAKyxF,OAAS,CACbljD,KAAM,GACN+iD,KAAM,CAAElD,UAAW,GACnBmU,IAAK,GACL/P,OAAQ,CAAEpE,UAAW,GACrBoU,OAAQ,IAGThhG,OAAOynB,iBAAkBjpB,KAAKyxF,OAAQ,CACrCgR,WAAY,CACX3pD,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,yEACP/H,KAAKwyF,WAQhB,SAASkQ,GAAS37F,EAAGC,GAEpB,OAAOD,EAAEkkB,SAAWjkB,EAAEikB,SAIvB,SAAS03E,GAAiBrmF,EAAQoyB,EAAWc,EAAY3gB,GAQxD,GANKvS,EAAOyL,OAAOzoB,KAAMovC,EAAU3mB,SAElCzL,EAAOiQ,QAASmiB,EAAWc,IAIT,IAAd3gB,EAAqB,CAEzB,MAAM1R,EAAWb,EAAOa,SAExB,IAAM,IAAIta,EAAI,EAAGC,EAAIqa,EAASpa,OAAQF,EAAIC,EAAGD,IAE5C8/F,GAAiBxlF,EAAUta,GAAK6rC,EAAWc,GAAY,IAgkB1D,SAASozD,GAAuBt0E,GAE/BzF,GAAS7lB,KAAMhD,MAEfA,KAAKsuB,SAAWA,EAChBtuB,KAAKq1C,OAAS,aAEdr1C,KAAK6nF,cAAe,EACpB7nF,KAAK8nF,YAAa,EAClB9nF,KAAKgoF,WAAY,EACjBhoF,KAAK+nF,QAAS,EAEd/nF,KAAKioF,cAAgB,KACrBjoF,KAAKkoF,YAAc,KACnBloF,KAAKooF,WAAa,KAClBpoF,KAAKmoF,QAAU,KAEfnoF,KAAK6b,MAAQ,EAhrGdra,OAAOC,OAAQ8/F,GAAU7/F,UAAW,CAEnCmhG,SAAU,SAAWlgG,EAAOgH,GAE3B3J,KAAKyvF,OAEL,MAAMqT,EAAkB9iG,KAAK6hG,aAAakB,gBACzCC,EAAUhjG,KAAK8hG,UAAWgB,QAGVhhG,IAAZkhG,GAAwBA,EAAQH,SAAUlgG,EAAOgH,IAIvDyoD,SAAU,SAAWzvD,EAAOgH,GAE3B,MAAMs5F,EAAWjjG,KAAK8hG,UAEtB,IAAM,IAAIj/F,EAAI7C,KAAK6hG,aAAakB,gBAAiB1+F,EAAI4+F,EAASlgG,OAAQF,IAAMwB,IAAMxB,EAEjFogG,EAAUpgG,GAAIuvD,SAAUzvD,EAAOgH,IAMjC8lF,KAAM,WAEL,MAAMwT,EAAWjjG,KAAK8hG,UAEtB,IAAM,IAAIj/F,EAAI7C,KAAK6hG,aAAakB,gBAAiB1+F,EAAI4+F,EAASlgG,OAAQF,IAAMwB,IAAMxB,EAEjFogG,EAAUpgG,GAAI4sF,QAMhByT,OAAQ,WAEP,MAAMD,EAAWjjG,KAAK8hG,UAEtB,IAAM,IAAIj/F,EAAI7C,KAAK6hG,aAAakB,gBAAiB1+F,EAAI4+F,EAASlgG,OAAQF,IAAMwB,IAAMxB,EAEjFogG,EAAUpgG,GAAIqgG,YAoBjB1hG,OAAOC,OAAQkgG,GAAiB,CAE/BJ,UAAWA,GAEXx3E,OAAQ,SAAWo5E,EAAMpqC,EAAM2oC,GAE9B,OAASyB,GAAQA,EAAKC,uBAMd,IAAIzB,GAAgBJ,UAAW4B,EAAMpqC,EAAM2oC,GAJ3C,IAAIC,GAAiBwB,EAAMpqC,EAAM2oC,IAiB1C2B,iBAAkB,SAAWpzF,GAE5B,OAAOA,EAAKmrD,QAAS,MAAO,KAAMA,QAASylC,GAAa,KAIzDe,eAAgB,SAAW0B,GAE1B,MAAMC,EAAUlC,GAASj+D,KAAMkgE,GAE/B,IAAOC,EAEN,MAAM,IAAIl7F,MAAO,4CAA8Ci7F,GAIhE,MAAME,EAAU,CAEfrB,SAAUoB,EAAS,GACnBE,WAAYF,EAAS,GACrBG,YAAaH,EAAS,GACtBI,aAAcJ,EAAS,GACvBK,cAAeL,EAAS,IAGnBM,EAAUL,EAAQrB,UAAYqB,EAAQrB,SAASxC,YAAa,KAElE,QAAiB79F,IAAZ+hG,IAAuC,IAAdA,EAAkB,CAE/C,MAAMJ,EAAaD,EAAQrB,SAAS2B,UAAWD,EAAU,IAMF,IAAlDvC,GAAsBr/F,QAASwhG,KAEnCD,EAAQrB,SAAWqB,EAAQrB,SAAS2B,UAAW,EAAGD,GAClDL,EAAQC,WAAaA,GAMvB,GAA8B,OAAzBD,EAAQG,cAAyD,IAAhCH,EAAQG,aAAa5gG,OAE1D,MAAM,IAAIsF,MAAO,+DAAiEi7F,GAInF,OAAOE,GAIRtB,SAAU,SAAWiB,EAAMhB,GAE1B,IAAOA,GAAyB,KAAbA,GAAgC,MAAbA,IAAmC,IAAfA,GAAoBA,IAAagB,EAAKlzF,MAAQkyF,IAAagB,EAAKnzF,KAEzH,OAAOmzF,EAKR,GAAKA,EAAK90E,SAAW,CAEpB,MAAM01E,EAAOZ,EAAK90E,SAAS21E,cAAe7B,GAE1C,QAAcrgG,IAATiiG,EAEJ,OAAOA,EAOT,GAAKZ,EAAKhmF,SAAW,CAEpB,MAAM8mF,EAAoB,SAAW9mF,GAEpC,IAAM,IAAIta,EAAI,EAAGA,EAAIsa,EAASpa,OAAQF,IAAO,CAE5C,MAAMqhG,EAAY/mF,EAAUta,GAE5B,GAAKqhG,EAAUj0F,OAASkyF,GAAY+B,EAAUl0F,OAASmyF,EAEtD,OAAO+B,EAIR,MAAMz4B,EAASw4B,EAAmBC,EAAU/mF,UAE5C,GAAKsuD,EAAS,OAAOA,EAItB,OAAO,MAIF04B,EAAcF,EAAmBd,EAAKhmF,UAE5C,GAAKgnF,EAEJ,OAAOA,EAMT,OAAO,QAMT3iG,OAAOC,OAAQkgG,GAAgBjgG,UAAW,CAGzC0iG,sBAAuB,aACvBC,sBAAuB,aAEvBC,YAAa,CACZC,OAAQ,EACRC,YAAa,EACbC,aAAc,EACdC,eAAgB,GAGjBC,WAAY,CACXC,KAAM,EACNC,YAAa,EACbC,uBAAwB,GAGzBC,oBAAqB,CAEpB,SAA0B9rD,EAAQtvC,GAEjCsvC,EAAQtvC,GAAW3J,KAAKiiG,KAAMjiG,KAAK2jG,eAIpC,SAAyB1qD,EAAQtvC,GAEhC,MAAMmH,EAAS9Q,KAAKglG,iBAEpB,IAAM,IAAIniG,EAAI,EAAGwB,EAAIyM,EAAO/N,OAAQF,IAAMwB,IAAMxB,EAE/Co2C,EAAQtvC,KAAcmH,EAAQjO,IAMhC,SAAgCo2C,EAAQtvC,GAEvCsvC,EAAQtvC,GAAW3J,KAAKglG,iBAAkBhlG,KAAK4jG,gBAIhD,SAA2B3qD,EAAQtvC,GAElC3J,KAAKglG,iBAAiBv3E,QAASwrB,EAAQtvC,KAMzCs7F,iCAAkC,CAEjC,CAGC,SAA0BhsD,EAAQtvC,GAEjC3J,KAAKklG,aAAcllG,KAAK2jG,cAAiB1qD,EAAQtvC,IAIlD,SAAyCsvC,EAAQtvC,GAEhD3J,KAAKklG,aAAcllG,KAAK2jG,cAAiB1qD,EAAQtvC,GACjD3J,KAAKklG,aAAapzF,aAAc,GAIjC,SAAoDmnC,EAAQtvC,GAE3D3J,KAAKklG,aAAcllG,KAAK2jG,cAAiB1qD,EAAQtvC,GACjD3J,KAAKklG,aAAa37E,wBAAyB,IAI1C,CAIF,SAAyB0vB,EAAQtvC,GAEhC,MAAMw7F,EAAOnlG,KAAKglG,iBAElB,IAAM,IAAIniG,EAAI,EAAGwB,EAAI8gG,EAAKpiG,OAAQF,IAAMwB,IAAMxB,EAE7CsiG,EAAMtiG,GAAMo2C,EAAQtvC,MAMtB,SAAwCsvC,EAAQtvC,GAE/C,MAAMw7F,EAAOnlG,KAAKglG,iBAElB,IAAM,IAAIniG,EAAI,EAAGwB,EAAI8gG,EAAKpiG,OAAQF,IAAMwB,IAAMxB,EAE7CsiG,EAAMtiG,GAAMo2C,EAAQtvC,KAIrB3J,KAAKklG,aAAapzF,aAAc,GAIjC,SAAmDmnC,EAAQtvC,GAE1D,MAAMw7F,EAAOnlG,KAAKglG,iBAElB,IAAM,IAAIniG,EAAI,EAAGwB,EAAI8gG,EAAKpiG,OAAQF,IAAMwB,IAAMxB,EAE7CsiG,EAAMtiG,GAAMo2C,EAAQtvC,KAIrB3J,KAAKklG,aAAa37E,wBAAyB,IAI1C,CAIF,SAAgC0vB,EAAQtvC,GAEvC3J,KAAKglG,iBAAkBhlG,KAAK4jG,eAAkB3qD,EAAQtvC,IAIvD,SAA+CsvC,EAAQtvC,GAEtD3J,KAAKglG,iBAAkBhlG,KAAK4jG,eAAkB3qD,EAAQtvC,GACtD3J,KAAKklG,aAAapzF,aAAc,GAIjC,SAA0DmnC,EAAQtvC,GAEjE3J,KAAKglG,iBAAkBhlG,KAAK4jG,eAAkB3qD,EAAQtvC,GACtD3J,KAAKklG,aAAa37E,wBAAyB,IAI1C,CAIF,SAA6B0vB,EAAQtvC,GAEpC3J,KAAKglG,iBAAiB/2F,UAAWgrC,EAAQtvC,IAI1C,SAA4CsvC,EAAQtvC,GAEnD3J,KAAKglG,iBAAiB/2F,UAAWgrC,EAAQtvC,GACzC3J,KAAKklG,aAAapzF,aAAc,GAIjC,SAAuDmnC,EAAQtvC,GAE9D3J,KAAKglG,iBAAiB/2F,UAAWgrC,EAAQtvC,GACzC3J,KAAKklG,aAAa37E,wBAAyB,KAQ9Cs5E,SAAU,SAA2BuC,EAAaz7F,GAEjD3J,KAAKyvF,OACLzvF,KAAK6iG,SAAUuC,EAAaz7F,IAU7ByoD,SAAU,SAA2BizC,EAAa17F,GAEjD3J,KAAKyvF,OACLzvF,KAAKoyD,SAAUizC,EAAa17F,IAK7B8lF,KAAM,WAEL,IAAIyV,EAAellG,KAAKiiG,KACxB,MAAMP,EAAa1hG,KAAK0hG,WAElB+B,EAAa/B,EAAW+B,WACxBE,EAAejC,EAAWiC,aAChC,IAAIC,EAAgBlC,EAAWkC,cAe/B,GAbOsB,IAENA,EAAevD,GAAgBO,SAAUliG,KAAKgiG,SAAUN,EAAWS,WAAcniG,KAAKgiG,SAEtFhiG,KAAKiiG,KAAOiD,GAKbllG,KAAK6iG,SAAW7iG,KAAKokG,sBACrBpkG,KAAKoyD,SAAWpyD,KAAKqkG,uBAGda,EAGN,YADAp9F,QAAQsC,MAAO,2DAA6DpK,KAAK+4D,KAAO,yBAKzF,GAAK0qC,EAAa,CAEjB,IAAIC,EAAchC,EAAWgC,YAG7B,OAASD,GAER,IAAK,YAEJ,IAAOyB,EAAa52E,SAGnB,YADAxmB,QAAQsC,MAAO,oFAAqFpK,MAKrG,IAAOklG,EAAa52E,SAASrB,UAG5B,YADAnlB,QAAQsC,MAAO,8GAA+GpK,MAK/HklG,EAAeA,EAAa52E,SAASrB,UAErC,MAED,IAAK,QAEJ,IAAOi4E,EAAa72E,SAGnB,YADAvmB,QAAQsC,MAAO,iFAAkFpK,MAQlGklG,EAAeA,EAAa72E,SAASk1C,MAGrC,IAAM,IAAI1gE,EAAI,EAAGA,EAAIqiG,EAAaniG,OAAQF,IAEzC,GAAKqiG,EAAcriG,GAAIoN,OAASyzF,EAAc,CAE7CA,EAAc7gG,EACd,MAMF,MAED,QAEC,QAAoCf,IAA/BojG,EAAczB,GAGlB,YADA37F,QAAQsC,MAAO,uEAAwEpK,MAKxFklG,EAAeA,EAAczB,GAK/B,QAAqB3hG,IAAhB4hG,EAA4B,CAEhC,QAAqC5hG,IAAhCojG,EAAcxB,GAGlB,YADA57F,QAAQsC,MAAO,wFAAyFpK,KAAMklG,GAK/GA,EAAeA,EAAcxB,IAO/B,MAAM4B,EAAeJ,EAAcvB,GAEnC,QAAsB7hG,IAAjBwjG,EAA6B,CAEjC,MAAMnD,EAAWT,EAAWS,SAI5B,YAFAr6F,QAAQsC,MAAO,+DAAiE+3F,EAC/E,IAAMwB,EAAe,wBAA0BuB,GAMjD,IAAIK,EAAavlG,KAAK2kG,WAAWC,KAEjC5kG,KAAKklG,aAAeA,OAEcpjG,IAA7BojG,EAAapzF,YAEjByzF,EAAavlG,KAAK2kG,WAAWE,iBAEsB/iG,IAAxCojG,EAAa37E,yBAExBg8E,EAAavlG,KAAK2kG,WAAWG,wBAK9B,IAAIU,EAAcxlG,KAAKskG,YAAYC,OAEnC,QAAuBziG,IAAlB8hG,EAA8B,CAIlC,GAAsB,0BAAjBD,EAA2C,CAK/C,IAAOuB,EAAapoF,SAGnB,YADAhV,QAAQsC,MAAO,sGAAuGpK,MAKvH,IAAKklG,EAAapoF,SAAS6rB,iBAmB1B,YADA7gC,QAAQsC,MAAO,oHAAqHpK,MAhBpI,IAAOklG,EAAapoF,SAASwrB,gBAG5B,YADAxgC,QAAQsC,MAAO,sHAAuHpK,WAK1E8B,IAAxDojG,EAAa71D,sBAAuBu0D,KAExCA,EAAgBsB,EAAa71D,sBAAuBu0D,IAcvD4B,EAAcxlG,KAAKskG,YAAYG,aAE/BzkG,KAAKglG,iBAAmBM,EACxBtlG,KAAK4jG,cAAgBA,YAEiB9hG,IAA3BwjG,EAAar3F,gBAAoDnM,IAAzBwjG,EAAa73E,SAIhE+3E,EAAcxlG,KAAKskG,YAAYI,eAE/B1kG,KAAKglG,iBAAmBM,GAEb9zF,MAAMC,QAAS6zF,IAE1BE,EAAcxlG,KAAKskG,YAAYE,YAE/BxkG,KAAKglG,iBAAmBM,GAIxBtlG,KAAK2jG,aAAeA,EAKrB3jG,KAAK6iG,SAAW7iG,KAAK+kG,oBAAqBS,GAC1CxlG,KAAKoyD,SAAWpyD,KAAKilG,iCAAkCO,GAAeD,IAIvErC,OAAQ,WAEPljG,KAAKiiG,KAAO,KAIZjiG,KAAK6iG,SAAW7iG,KAAKylG,kBACrBzlG,KAAKoyD,SAAWpyD,KAAK0lG,qBAOvBlkG,OAAOC,OAAQkgG,GAAgBjgG,UAAW,CAGzC+jG,kBAAmB9D,GAAgBjgG,UAAUmhG,SAC7C6C,kBAAmB/D,GAAgBjgG,UAAU0wD,WA80D9CgwC,GAA2B1gG,UAAYF,OAAOC,OAAQD,OAAOuoB,OAAQykE,GAAkB9sF,WAAa,CAEnG4G,YAAa85F,GAEb52C,8BAA8B,EAE9B36C,KAAM,SAAWC,GAMhB,OAJA09E,GAAkB9sF,UAAUmP,KAAK7N,KAAMhD,KAAM8Q,GAE7C9Q,KAAK6pD,iBAAmB/4C,EAAO+4C,iBAExB7pD,MAIRqU,MAAO,SAAWpC,GAEjB,MAAM28E,EAAKJ,GAAkB9sF,UAAU2S,MAAMrR,KAAMhD,KAAMiS,GAIzD,OAFA28E,EAAG/kC,iBAAmB7pD,KAAK6pD,iBAEpB+kC,GAIR7hE,OAAQ,SAAW9a,GAElB,MAAMutF,EAAOhR,GAAkB9sF,UAAUqrB,OAAO/pB,KAAMhD,KAAMiS,GAK5D,OAHAutF,EAAKh0C,8BAA+B,EACpCg0C,EAAK31C,iBAAmB7pD,KAAK6pD,iBAEtB21C,KAkBTh+F,OAAOuO,eAAgBsyF,GAAkB3gG,UAAW,cAAe,CAElEmG,IAAK,SAAW5D,IAEA,IAAVA,GAAiBjE,KAAK0Q,aAM7BlP,OAAOC,OAAQ4gG,GAAkB3gG,UAAW,CAE3CqoC,qBAAqB,EAErB47D,UAAW,SAAW1sD,GAIrB,OAFAj5C,KAAKi5C,OAASA,EAEPj5C,MAIR4lG,QAAS,SAAWhkG,EAAM03C,GAKzB,OAHAt5C,KAAK4B,KAAOA,EACZ5B,KAAKs5C,YAAcA,EAEZt5C,MAIR6lG,YAAa,SAAWhhE,GAIvB,OAFA7kC,KAAK6kC,SAAWA,EAET7kC,MAIR8lG,SAAU,SAAWjqF,GAIpB,OAFA7b,KAAK6b,MAAQA,EAEN7b,QAiETwB,OAAOC,OAAQ6gG,GAAU5gG,UAAW,CAEnCmG,IAAK,SAAW2Y,EAAQC,GAIvBzgB,KAAK0gB,IAAI7Y,IAAK2Y,EAAQC,IAIvBslF,cAAe,SAAWC,EAAQxsF,GAE5BA,GAAUA,EAAO25B,qBAErBnzC,KAAK0gB,IAAIF,OAAOgL,sBAAuBhS,EAAOK,aAC9C7Z,KAAK0gB,IAAID,UAAU5Y,IAAKm+F,EAAOxhG,EAAGwhG,EAAOlhG,EAAG,IAAMmhG,UAAWzsF,GAASkB,IAAK1a,KAAK0gB,IAAIF,QAASjX,YAC7FvJ,KAAKwZ,OAASA,GAEHA,GAAUA,EAAOixE,sBAE5BzqF,KAAK0gB,IAAIF,OAAO3Y,IAAKm+F,EAAOxhG,EAAGwhG,EAAOlhG,GAAK0U,EAAOuN,KAAOvN,EAAOwN,MAAUxN,EAAOuN,KAAOvN,EAAOwN,MAAQi/E,UAAWzsF,GAClHxZ,KAAK0gB,IAAID,UAAU5Y,IAAK,EAAG,GAAK,GAAIkb,mBAAoBvJ,EAAOK,aAC/D7Z,KAAKwZ,OAASA,GAId1R,QAAQsC,MAAO,6CAA+CoP,EAAO5X,OAMvE+gG,gBAAiB,SAAWrmF,EAAQuS,GAAY,EAAO2gB,EAAa,IAMnE,OAJAmzD,GAAiBrmF,EAAQtc,KAAMwvC,EAAY3gB,GAE3C2gB,EAAWuiB,KAAM2wC,IAEVlzD,GAIR02D,iBAAkB,SAAWt/C,EAAS/3B,GAAY,EAAO2gB,EAAa,IAErE,IAAM,IAAI3sC,EAAI,EAAGC,EAAI8jD,EAAQ7jD,OAAQF,EAAIC,EAAGD,IAE3C8/F,GAAiB/7C,EAAS/jD,GAAK7C,KAAMwvC,EAAY3gB,GAMlD,OAFA2gB,EAAWuiB,KAAM2wC,IAEVlzD,KAyhBTozD,GAAsBlhG,UAAYF,OAAOuoB,OAAQlB,GAASnnB,WAC1DkhG,GAAsBlhG,UAAU4G,YAAcs6F,GAE9CA,GAAsBlhG,UAAU4nF,yBAA0B,EAonC1D,MAAM6c,GAAqB,IAAI3hE,GAAmB,CACjDxR,KAvq6CgB,EAwq6ChBY,YAAY,EACZD,WAAW,IAEU,IAAI4a,GAAM,IAAIsB,GAAes2D,IAokCnDlJ,GAAMlzE,OAAS,SAAWq8E,EAAW9I,GAQpC,OANAx1F,QAAQpB,IAAK,4CAEb0/F,EAAU1kG,UAAYF,OAAOuoB,OAAQkzE,GAAMv7F,WAC3C0kG,EAAU1kG,UAAU4G,YAAc89F,EAClCA,EAAU1kG,UAAU47F,SAAWA,EAExB8I,GAyDR3M,GAAO/3F,UAAU2kG,eAAiB,SAAW90F,GAG5C,OADAzJ,QAAQC,KAAM,wGACP23F,GAA4BnuF,IAIpCkoF,GAAO6M,SAAW,CAEjBjqF,IAAK,WAEJvU,QAAQsC,MAAO,4FAIhB0uC,IAAK,WAEJhxC,QAAQsC,MAAO,6FAoDjBiR,EAAK3Z,UAAUqI,OAAS,SAAWyzF,GAGlC,OADA11F,QAAQC,KAAM,2DACP/H,KAAKyd,UAAW+/E,IAIxBniF,EAAK3Z,UAAU6kG,MAAQ,WAGtB,OADAz+F,QAAQC,KAAM,wDACP/H,KAAKyc,WAIbpB,EAAK3Z,UAAU8kG,kBAAoB,SAAWhqF,GAG7C,OADA1U,QAAQC,KAAM,0EACP/H,KAAKyvC,cAAejzB,IAI5BnB,EAAK3Z,UAAU+kG,qBAAuB,SAAWrpF,GAGhD,OADAtV,QAAQC,KAAM,gFACP/H,KAAK0f,iBAAkBtC,IAI/B/B,EAAK3Z,UAAUwa,KAAO,SAAWshF,GAGhC,OADA11F,QAAQC,KAAM,uDACP/H,KAAKqe,QAASm/E,IAMtBn+E,GAAO3d,UAAU6kG,MAAQ,WAGxB,OADAz+F,QAAQC,KAAM,0DACP/H,KAAKyc,WAMb25B,GAAQ10C,UAAUglG,cAAgB,SAAWpiG,GAG5C,OADAwD,QAAQC,KAAM,mFACP/H,KAAK8qF,wBAAyBxmF,IAetClB,EAAUujG,SAAW,WAGpB,OADA7+F,QAAQC,KAAM,2EACPzE,KAAKK,UAIbP,EAAUwjG,kBAAoB,SAAW3iG,GAGxC,OADA6D,QAAQC,KAAM,4EACP3E,EAAUwD,gBAAiB3C,IAInCb,EAAUyjG,eAAiB,SAAW5iG,GAGrC,OADA6D,QAAQC,KAAM,wEACP3E,EAAUmD,eAAgBtC,IAMlCiG,EAAQxI,UAAUolG,qBAAuB,SAAWnkG,EAAOgH,GAG1D,OADA7B,QAAQC,KAAM,uFACP/H,KAAKytB,QAAS9qB,EAAOgH,IAI7BO,EAAQxI,UAAUqlG,gBAAkB,SAAWpqF,GAG9C,OADA7U,QAAQC,KAAM,kGACP4U,EAAO9K,aAAc7R,OAI7BkK,EAAQxI,UAAUslG,qBAAuB,WAExCl/F,QAAQsC,MAAO,6DAIhBF,EAAQxI,UAAUulG,uBAAyB,SAAWr9F,GAGrD,OADA9B,QAAQC,KAAM,4GACP6B,EAAUiI,aAAc7R,OAIhCkK,EAAQxI,UAAUwlG,oBAAsB,WAEvCp/F,QAAQsC,MAAO,4DAIhBF,EAAQxI,UAAUylG,WAAa,SAAWn5F,GAGzC,OADAlG,QAAQC,KAAM,kGACP/H,KAAK6Q,KAAM7C,GAASX,UAM5B2V,GAAQthB,UAAU0lG,gBAAkB,SAAW9iG,GAG9C,OADAwD,QAAQC,KAAM,0EACP/H,KAAKmoD,aAAc7jD,IAI3B0e,GAAQthB,UAAUolG,qBAAuB,SAAWnkG,EAAOgH,GAG1D,OADA7B,QAAQC,KAAM,uFACP/H,KAAKytB,QAAS9qB,EAAOgH,IAI7BqZ,GAAQthB,UAAU2lG,YAAc,WAG/B,OADAv/F,QAAQC,KAAM,yGACP,IAAI2Q,GAAUwC,oBAAqBlb,KAAM,IAIjDgjB,GAAQthB,UAAU+oB,0BAA4B,SAAW3jB,GAGxD,OADAgB,QAAQC,KAAM,kGACP/H,KAAKunB,2BAA4BzgB,IAIzCkc,GAAQthB,UAAU4lG,gBAAkB,WAEnCx/F,QAAQC,KAAM,wDAIfib,GAAQthB,UAAUqlG,gBAAkB,SAAWpqF,GAG9C,OADA7U,QAAQC,KAAM,kGACP4U,EAAOlD,aAAczZ,OAI7BgjB,GAAQthB,UAAU6lG,gBAAkB,SAAW5qF,GAG9C,OADA7U,QAAQC,KAAM,kGACP4U,EAAOlD,aAAczZ,OAI7BgjB,GAAQthB,UAAUslG,qBAAuB,WAExCl/F,QAAQsC,MAAO,6DAIhB4Y,GAAQthB,UAAU8lG,WAAa,SAAWj/F,GAEzCT,QAAQC,KAAM,oGACdQ,EAAEwa,mBAAoB/iB,OAIvBgjB,GAAQthB,UAAU+lG,YAAc,SAAW9qF,GAG1C,OADA7U,QAAQC,KAAM,8FACP4U,EAAOlD,aAAczZ,OAI7BgjB,GAAQthB,UAAUioC,UAAY,WAE7B7hC,QAAQsC,MAAO,kDAIhB4Y,GAAQthB,UAAUmpB,QAAU,WAE3B/iB,QAAQsC,MAAO,gDAIhB4Y,GAAQthB,UAAUopB,QAAU,WAE3BhjB,QAAQsC,MAAO,gDAIhB4Y,GAAQthB,UAAUqpB,QAAU,WAE3BjjB,QAAQsC,MAAO,gDAIhB4Y,GAAQthB,UAAUgmG,aAAe,WAEhC5/F,QAAQsC,MAAO,qDAIhB4Y,GAAQthB,UAAUulG,uBAAyB,SAAWr9F,GAGrD,OADA9B,QAAQC,KAAM,4GACP6B,EAAU6P,aAAczZ,OAIhCgjB,GAAQthB,UAAUwlG,oBAAsB,WAEvCp/F,QAAQsC,MAAO,4DAIhB4Y,GAAQthB,UAAUimG,YAAc,SAAWhhF,EAAMC,EAAOE,EAAQD,EAAKE,EAAMC,GAG1E,OADAlf,QAAQC,KAAM,wHACP/H,KAAKo0C,gBAAiBztB,EAAMC,EAAOC,EAAKC,EAAQC,EAAMC,IAI9DhE,GAAQthB,UAAUylG,WAAa,SAAWn5F,GAGzC,OADAlG,QAAQC,KAAM,kGACP/H,KAAK6Q,KAAM7C,GAASX,UAM5B8hB,GAAMztB,UAAUkmG,mBAAqB,SAAWr4E,GAG/C,OADAznB,QAAQC,KAAM,6EACP/H,KAAK6nG,eAAgBt4E,IAM7Bhb,EAAW7S,UAAUqlG,gBAAkB,SAAWpqF,GAGjD,OADA7U,QAAQC,KAAM,mHACP4U,EAAO/D,gBAAiB5Y,OAIhCuU,EAAW7S,UAAUomG,QAAU,WAG9B,OADAhgG,QAAQC,KAAM,8DACP/H,KAAKqN,UAMbkT,GAAI7e,UAAU8kG,kBAAoB,SAAWhqF,GAG5C,OADA1U,QAAQC,KAAM,yEACP/H,KAAKyvC,cAAejzB,IAI5B+D,GAAI7e,UAAUqmG,oBAAsB,SAAWzqF,GAG9C,OADAxV,QAAQC,KAAM,6EACP/H,KAAK6vB,gBAAiBvS,IAI9BiD,GAAI7e,UAAU+kG,qBAAuB,SAAWrpF,GAG/C,OADAtV,QAAQC,KAAM,+EACP/H,KAAK0f,iBAAkBtC,IAM/ByT,GAASnvB,UAAUsmG,KAAO,WAGzB,OADAlgG,QAAQC,KAAM,2DACP/H,KAAKioG,WAIbp3E,GAASnvB,UAAUwmG,mBAAqB,SAAWxrF,EAAOha,GAGzD,OADAoF,QAAQC,KAAM,8EACP/H,KAAKuxB,aAAc7U,EAAOha,IAIlCmuB,GAASnvB,UAAUymG,SAAW,SAAWzlG,GAGxC,OADAoF,QAAQC,KAAM,mEACP/H,KAAKooG,YAAa1lG,IAI1BmuB,GAASw3E,gBAAkB,SAAW3lG,GAGrC,OADAoF,QAAQC,KAAM,+DACP/H,KAAKgyB,UAAWtvB,IAIxBmuB,GAASnvB,UAAU4b,MAAQ,SAAW5a,GAGrC,OADAoF,QAAQC,KAAM,6DACP/H,KAAKsoG,SAAU5lG,IAIvBmuB,GAASq3E,mBAAqB,SAAWxrF,EAAO3V,EAAGC,EAAGC,EAAGvE,GAGxD,OADAoF,QAAQC,KAAM,8EACP8oB,GAASU,aAAc7U,EAAO3V,EAAGC,EAAGC,EAAGvE,IAI/CmuB,GAASlW,OAAS,SAAW5T,EAAGC,EAAGC,EAAGvE,GAGrC,OADAoF,QAAQC,KAAM,+DACP8oB,GAASmB,UAAWjrB,EAAGC,EAAGC,EAAGvE,IA6BrCsF,EAAQtG,UAAU6mG,cAAgB,SAAW3+F,EAAWtH,EAAOqH,GAG9D,OADA7B,QAAQC,KAAM,+EACP/H,KAAKknC,oBAAqBt9B,EAAWtH,EAAOqH,IAIpD3B,EAAQtG,UAAU8mG,oBAAsB,SAAWjgG,GAGlD,OADAT,QAAQC,KAAM,qFACP/H,KAAKyoG,oBAAqBlgG,IAIlCP,EAAQtG,UAAUgnG,gBAAkB,WAGnC,OADA5gG,QAAQC,KAAM,6EACP/H,KAAK6vF,mBAMbn3E,EAAQhX,UAAUinG,2BAA6B,WAE9C7gG,QAAQsC,MAAO,8GAIhBsO,EAAQhX,UAAUknG,uBAAyB,WAE1C9gG,QAAQsC,MAAO,sGAIhBsO,EAAQhX,UAAUmnG,sBAAwB,SAAWvkG,GAGpD,OADAwD,QAAQC,KAAM,yFACP/H,KAAKwrB,sBAAuBlnB,IAIpCoU,EAAQhX,UAAUonG,mBAAqB,SAAWxkG,GAGjD,OADAwD,QAAQC,KAAM,mFACP/H,KAAK+oG,mBAAoBzkG,IAIjCoU,EAAQhX,UAAUsnG,oBAAsB,SAAW1mG,EAAO0L,GAGzD,OADAlG,QAAQC,KAAM,qFACP/H,KAAKkb,oBAAqBlN,EAAQ1L,IAI1CoW,EAAQhX,UAAUunG,gBAAkB,SAAW3kG,GAG9C,OADAwD,QAAQC,KAAM,uFACP/H,KAAKyZ,aAAcnV,IAI3BoU,EAAQhX,UAAU6mG,cAAgB,SAAW3+F,EAAWtH,EAAOqH,GAG9D,OADA7B,QAAQC,KAAM,+EACP/H,KAAKknC,oBAAqBt9B,EAAWtH,EAAOqH,IAIpD+O,EAAQhX,UAAU8mG,oBAAsB,SAAWjgG,GAGlD,OADAT,QAAQC,KAAM,qFACP/H,KAAKyoG,oBAAqBlgG,IAIlCmQ,EAAQhX,UAAUgnG,gBAAkB,WAGnC,OADA5gG,QAAQC,KAAM,6EACP/H,KAAK6vF,mBAMb19E,EAAQzQ,UAAU6mG,cAAgB,SAAW3+F,EAAWtH,EAAOqH,GAG9D,OADA7B,QAAQC,KAAM,+EACP/H,KAAKknC,oBAAqBt9B,EAAWtH,EAAOqH,IAIpDwI,EAAQzQ,UAAUgnG,gBAAkB,WAGnC,OADA5gG,QAAQC,KAAM,6EACP/H,KAAK6vF,mBAMbhnE,GAASnnB,UAAUwnG,eAAiB,SAAWj5F,GAG9C,OADAnI,QAAQC,KAAM,6EACP/H,KAAKksB,gBAAiBjc,IAI9B4Y,GAASnnB,UAAUynG,YAAc,WAEhCrhG,QAAQC,KAAM,8EAIf8gB,GAASnnB,UAAUioC,UAAY,SAAW1e,EAAUnU,GAGnD,OADAhP,QAAQC,KAAM,kGACP/H,KAAKgrB,gBAAiBlU,EAAMmU,IAIpCpC,GAASnnB,UAAU0nG,iBAAmB,WAErCthG,QAAQsC,MAAO,mHAIhBye,GAASnnB,UAAU2nG,YAAc,SAAWr7F,GAG3C,OADAlG,QAAQC,KAAM,uEACP/H,KAAKyZ,aAAczL,IAI3BxM,OAAOynB,iBAAkBJ,GAASnnB,UAAW,CAE5C4nG,WAAY,CACXxwD,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,uDACP/H,KAAK4N,SAAS1G,OAGtBW,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,uDACd/H,KAAK4N,SAAS1G,MAAQjD,IAIxBslG,cAAe,CACdzwD,IAAK,WAEJhxC,QAAQC,KAAM,kGAGfF,IAAK,WAEJC,QAAQC,KAAM,qGAOjBwmC,GAAK7sC,UAAU8nG,YAAc,WAE5B1hG,QAAQsC,MAAO,8LAIhB5I,OAAOynB,iBAAkBslB,GAAK7sC,UAAW,CAExC+nG,SAAU,CACT3wD,IAAK,WAGJ,OADAhxC,QAAQsC,MAAO,oGAlx9CQ,GAsx9CxBvC,IAAK,WAEJC,QAAQsC,MAAO,4LAOlBklF,GAAY5tF,UAAUgoG,UAAY,WAEjC5hG,QAAQsC,MAAO,qDAIhB5I,OAAOuO,eAAgBktF,GAAMv7F,UAAW,uBAAwB,CAE/Do3C,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,kEACP/H,KAAKk9F,oBAGbr1F,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,kEACd/H,KAAKk9F,mBAAqBj5F,KAQ5BwuC,GAAkB/wC,UAAUioG,QAAU,SAAWt2D,EAAaN,GAE7DjrC,QAAQC,KAAM,oHAGKjG,IAAdixC,IAA0B/yC,KAAK+yC,UAAYA,GAChD/yC,KAAKozC,eAAgBC,IAMtB7xC,OAAOynB,iBAAkBw2E,GAAM/9F,UAAW,CACzCkoG,WAAY,CACX/hG,IAAK,WAEJC,QAAQC,KAAM,gDAIhB8hG,gBAAiB,CAChBhiG,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,4DACd/H,KAAKwmD,OAAOhtC,OAAOk5B,IAAMzuC,IAI3B6lG,iBAAkB,CACjBjiG,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,8DACd/H,KAAKwmD,OAAOhtC,OAAOmN,KAAO1iB,IAI5B8lG,kBAAmB,CAClBliG,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,gEACd/H,KAAKwmD,OAAOhtC,OAAOoN,MAAQ3iB,IAI7B+lG,gBAAiB,CAChBniG,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,4DACd/H,KAAKwmD,OAAOhtC,OAAOqN,IAAM5iB,IAI3BgmG,mBAAoB,CACnBpiG,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,kEACd/H,KAAKwmD,OAAOhtC,OAAOsN,OAAS7iB,IAI9B6gD,iBAAkB,CACjBj9C,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,8DACd/H,KAAKwmD,OAAOhtC,OAAOuN,KAAO9iB,IAI5B8gD,gBAAiB,CAChBl9C,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,4DACd/H,KAAKwmD,OAAOhtC,OAAOwN,IAAM/iB,IAI3BimG,oBAAqB,CACpBriG,IAAK,WAEJC,QAAQC,KAAM,oHAIhBg8C,WAAY,CACXl8C,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,iDACd/H,KAAKwmD,OAAOqhB,KAAO5jE,IAIrBkmG,eAAgB,CACftiG,IAAK,WAEJC,QAAQC,KAAM,oDAIhBqiG,eAAgB,CACfviG,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,8DACd/H,KAAKwmD,OAAOuhB,QAAQ7/D,MAAQjE,IAI9BomG,gBAAiB,CAChBxiG,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,gEACd/H,KAAKwmD,OAAOuhB,QAAQ5/D,OAASlE,MAQhCzC,OAAOynB,iBAAkB2b,GAAgBljC,UAAW,CAEnDqB,OAAQ,CACP+1C,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,2EACP/H,KAAK2C,MAAMI,SAIpBunG,QAAS,CACRxxD,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,4EACP/H,KAAK+kC,QAAU1jC,GAGvBwG,IAAK,WAEJC,QAAQC,KAAM,4EACd/H,KAAKumC,SAAUllC,OAOlBujC,GAAgBljC,UAAU6oG,WAAa,SAAWtmG,GAIjD,OAFA6D,QAAQC,KAAM,sFACd/H,KAAKumC,UAAoB,IAAVtiC,EAAiB5C,EAAmBD,GAC5CpB,MAIR4kC,GAAgBljC,UAAU8oG,iBAAmB,WAE5C1iG,QAAQsC,MAAO,iEAIhBw6B,GAAgBljC,UAAU+oG,SAAW,WAEpC3iG,QAAQsC,MAAO,4HAMhBg+B,GAAe1mC,UAAUgpG,SAAW,SAAWpoG,GAE9CwF,QAAQC,KAAM,sEACd/H,KAAK6oC,SAAUvmC,IAIhB8lC,GAAe1mC,UAAUipG,aAAe,SAAW16F,EAAMrG,GAIxD,OAFA9B,QAAQC,KAAM,8EAEL6B,GAAaA,EAAUy8B,mBAA2Bz8B,GAAaA,EAAUmvC,6BAQpE,UAAT9oC,GAEJnI,QAAQC,KAAM,2EACd/H,KAAK6oC,SAAUj/B,GAER5J,MAIDA,KAAK+oC,aAAc94B,EAAMrG,IAf/B9B,QAAQC,KAAM,0EAEP/H,KAAK+oC,aAAc94B,EAAM,IAAI20B,GAAiBz6B,UAAW,GAAKA,UAAW,OAiBlFi+B,GAAe1mC,UAAUkpG,YAAc,SAAWn7E,EAAO5T,EAAOgvF,QAE1C/oG,IAAhB+oG,GAEJ/iG,QAAQC,KAAM,wEAIfD,QAAQC,KAAM,4DACd/H,KAAKkpC,SAAUzZ,EAAO5T,IAIvBusB,GAAe1mC,UAAUopG,eAAiB,WAEzChjG,QAAQC,KAAM,kEACd/H,KAAKopC,eAINhB,GAAe1mC,UAAUqpG,eAAiB,WAEzCjjG,QAAQC,KAAM,8DAIfqgC,GAAe1mC,UAAUspG,gBAAkB,SAAW/6F,GAIrD,OAFAnI,QAAQC,KAAM,oFAEP/H,KAAKgpC,gBAAiB/4B,IAI9Bm4B,GAAe1mC,UAAU2nG,YAAc,SAAWr7F,GAGjD,OADAlG,QAAQC,KAAM,6EACP/H,KAAKyZ,aAAczL,IAI3BxM,OAAOynB,iBAAkBmf,GAAe1mC,UAAW,CAElDupG,UAAW,CACVnyD,IAAK,WAGJ,OADAhxC,QAAQsC,MAAO,iEACRpK,KAAKwoC,SAId0iE,QAAS,CACRpyD,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,+DACP/H,KAAKwoC,WAOfhnC,OAAOynB,iBAAkB22E,GAAwBl+F,UAAW,CAE3DypG,kBAAmB,CAClBryD,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,yFACP/H,KAAKuxD,eAGb1pD,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,yFACd/H,KAAKuxD,cAAgBttD,MAOxBzC,OAAOynB,iBAAkBq5E,GAAU5gG,UAAW,CAE7C0pG,cAAe,CACdtyD,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,4FACP/H,KAAKyxF,OAAOH,KAAKlD,WAGzBvmF,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,4FACd/H,KAAKyxF,OAAOH,KAAKlD,UAAYnqF,MAOhCzC,OAAOynB,iBAAkBulE,GAAkB9sF,UAAW,CAErD4oG,QAAS,CACRxxD,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,6EACP/H,KAAK+kC,QAAU1jC,GAGvBwG,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,6EACd/H,KAAKumC,SAAUtiC,OAOlBuqF,GAAkB9sF,UAAU6oG,WAAa,SAAWtmG,GAInD,OAFA6D,QAAQC,KAAM,wFACd/H,KAAKumC,UAAoB,IAAVtiC,EAAiB5C,EAAmBD,GAC5CpB,MAIRwuF,GAAkB9sF,UAAU+oG,SAAW,WAEtC3iG,QAAQsC,MAAO,8HA0BhBmkF,GAAM7sF,UAAU0S,QAAU,WAEzBtM,QAAQsC,MAAO,8CAehB5I,OAAOynB,iBAAkB4J,GAASnxB,UAAW,CAE5C2pG,WAAY,CACXvyD,IAAK,WAEJhxC,QAAQC,KAAM,kDAGfF,IAAK,WAEJC,QAAQC,KAAM,mDAKhBujG,SAAU,CACTxyD,IAAK,WAEJhxC,QAAQC,KAAM,gDAGfF,IAAK,WAEJC,QAAQC,KAAM,iDAKhBwjG,QAAS,CACRzyD,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,8CACP,IAAI46B,KAKb6oE,QAAS,CACR1yD,IAAK,WAEJhxC,QAAQsC,MAAO,SAAWpK,KAAK4B,KAAO,uEAGvCiG,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,SAAW/H,KAAK4B,KAAO,sEACrC5B,KAAKw1B,YAr2+CY,IAq2+CIvxB,IAKvBorE,YAAa,CACZv2B,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,SAAW/H,KAAK4B,KAAO,kEAC9B5B,KAAKg0B,iBAGbnsB,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,SAAW/H,KAAK4B,KAAO,kEACrC5B,KAAKg0B,gBAAkB/vB,MAO1BzC,OAAOynB,iBAAkBy5C,GAAqBhhE,UAAW,CAExD+pG,aAAc,CACb3yD,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,gFACP/H,KAAK2yD,cAGb9qD,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,gFACd/H,KAAK2yD,aAAe1uD,MAOvBzC,OAAOynB,iBAAkBwoB,GAAe/vC,UAAW,CAElDswC,YAAa,CACZ8G,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,iFACP/H,KAAK+xC,WAAWC,aAGxBnqC,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,kFACd/H,KAAK+xC,WAAWC,YAAc/tC,MASjCg+E,GAAcvgF,UAAUgqG,YAAc,SAAWp3D,EAAc1e,EAAOhiB,EAAOoiC,GAE5EluC,QAAQC,KAAM,yGACd/H,KAAKo1C,gBAAiBd,GACtBt0C,KAAK6rB,MAAO+J,EAAOhiB,EAAOoiC,IAI3BisC,GAAcvgF,UAAUiqG,QAAU,SAAWnzF,GAE5C1Q,QAAQC,KAAM,+DACd/H,KAAKs4C,iBAAkB9/B,IAIxBypE,GAAcvgF,UAAUkqG,uBAAyB,WAGhD,OADA9jG,QAAQC,KAAM,6EACP/H,KAAKm1C,mBAIb8sC,GAAcvgF,UAAUqsD,iBAAmB,WAG1C,OADAjmD,QAAQC,KAAM,qFACP/H,KAAK04C,aAAaqV,oBAI1Bk0B,GAAcvgF,UAAUmqG,aAAe,WAGtC,OADA/jG,QAAQC,KAAM,wEACP/H,KAAK04C,aAAahkB,WAI1ButD,GAAcvgF,UAAUoqG,aAAe,WAGtC,OADAhkG,QAAQC,KAAM,+DACP/H,KAAK2mD,MAAMyD,SAInB63B,GAAcvgF,UAAUqqG,sBAAwB,WAG/C,OADAjkG,QAAQC,KAAM,gGACP/H,KAAK+xC,WAAW+G,IAAK,sBAI7BmpC,GAAcvgF,UAAUsqG,0BAA4B,WAGnD,OADAlkG,QAAQC,KAAM,yGACP/H,KAAK+xC,WAAW+G,IAAK,2BAI7BmpC,GAAcvgF,UAAUuqG,4BAA8B,WAGrD,OADAnkG,QAAQC,KAAM,6GACP/H,KAAK+xC,WAAW+G,IAAK,6BAI7BmpC,GAAcvgF,UAAUwqG,8BAAgC,WAGvD,OADApkG,QAAQC,KAAM,oHACP/H,KAAK+xC,WAAW+G,IAAK,kCAI7BmpC,GAAcvgF,UAAUyqG,+BAAiC,WAGxD,OADArkG,QAAQC,KAAM,sHACP/H,KAAK+xC,WAAW+G,IAAK,mCAI7BmpC,GAAcvgF,UAAU0qG,oBAAsB,WAG7C,OADAtkG,QAAQC,KAAM,6FACP/H,KAAK+xC,WAAW+G,IAAK,qBAI7BmpC,GAAcvgF,UAAUu9D,uBAAyB,WAGhD,OADAn3D,QAAQC,KAAM,uFACP/H,KAAK04C,aAAakV,gBAI1Bq0B,GAAcvgF,UAAU2qG,wBAA0B,WAGjD,OADAvkG,QAAQC,KAAM,uGACP/H,KAAK+xC,WAAW+G,IAAK,2BAI7BmpC,GAAcvgF,UAAU4qG,kBAAoB,SAAWjlB,GAEtDv/E,QAAQC,KAAM,uEACd/H,KAAKgtE,eAAgBqa,IAItBpF,GAAcvgF,UAAU6qG,aAAe,WAEtCzkG,QAAQC,KAAM,2DAIfk6E,GAAcvgF,UAAU8qG,aAAe,WAEtC1kG,QAAQC,KAAM,2DAIfk6E,GAAcvgF,UAAU+qG,cAAgB,WAEvC3kG,QAAQC,KAAM,4DAIfk6E,GAAcvgF,UAAUgrG,gBAAkB,WAEzC5kG,QAAQC,KAAM,8DAIfk6E,GAAcvgF,UAAUirG,eAAiB,WAExC7kG,QAAQC,KAAM,6DAIfk6E,GAAcvgF,UAAUkrG,iBAAmB,WAE1C9kG,QAAQC,KAAM,+DAIfk6E,GAAcvgF,UAAUmrG,WAAa,WAEpC/kG,QAAQC,KAAM,yDAIfk6E,GAAcvgF,UAAU80E,aAAe,WAEtC1uE,QAAQC,KAAM,2DAIfk6E,GAAcvgF,UAAUo1E,eAAiB,WAExChvE,QAAQC,KAAM,6DAIfk6E,GAAcvgF,UAAUorG,qBAAuB,WAG9C,OADAhlG,QAAQC,KAAM,gFACP/H,KAAK4sE,wBAIbprE,OAAOynB,iBAAkBg5D,GAAcvgF,UAAW,CAEjDm+D,iBAAkB,CACjB/mB,IAAK,WAEJ,OAAO94C,KAAKgkE,UAAUjwB,SAGvBlsC,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,qEACd/H,KAAKgkE,UAAUjwB,QAAU9vC,IAI3B84D,cAAe,CACdjkB,IAAK,WAEJ,OAAO94C,KAAKgkE,UAAUpiE,MAGvBiG,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,+DACd/H,KAAKgkE,UAAUpiE,KAAOqC,IAIxB8oG,kBAAmB,CAClBj0D,IAAK,WAEJhxC,QAAQC,KAAM,+FAIfF,IAAK,WAEJC,QAAQC,KAAM,gGAIhB6G,QAAS,CACRkqC,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,8EACP/H,KAAK6O,eAIdm+F,GAAI,CACHl0D,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,oDACP/H,KAAKi1C,KAIdg4D,WAAY,CACXn0D,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,mHACP,GAGRF,IAAK,WAEJC,QAAQC,KAAM,oHAIhBmlG,YAAa,CACZp0D,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,kGACP,GAGRF,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,iGACd/H,KAAKogE,gBAA6B,IAAVn8D,EA1g/CN,KA0g/CwC/C,IAI5DisG,sBAAuB,CACtBr0D,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,iEACP,GAGRF,IAAK,WAEJC,QAAQC,KAAM,qEAOjBvG,OAAOynB,iBAAkBugD,GAAe9nE,UAAW,CAElDmxE,SAAU,CACT/5B,IAAK,WAEJhxC,QAAQC,KAAM,gGAIfF,IAAK,WAEJC,QAAQC,KAAM,iGAIhBqlG,mBAAoB,CACnBt0D,IAAK,WAEJhxC,QAAQC,KAAM,0GAIfF,IAAK,WAEJC,QAAQC,KAAM,2GAIhBslG,kBAAmB,CAClBv0D,IAAK,WAEJhxC,QAAQC,KAAM,yGAIfF,IAAK,WAEJC,QAAQC,KAAM,4GAgBjBvG,OAAOynB,iBAAkBvV,EAAkBhS,UAAW,CAErD6N,MAAO,CACNupC,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,0DACP/H,KAAKgU,QAAQzE,OAGrB1H,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,0DACd/H,KAAKgU,QAAQzE,MAAQtL,IAIvBuL,MAAO,CACNspC,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,0DACP/H,KAAKgU,QAAQxE,OAGrB3H,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,0DACd/H,KAAKgU,QAAQxE,MAAQvL,IAIvBwL,UAAW,CACVqpC,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,kEACP/H,KAAKgU,QAAQvE,WAGrB5H,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,kEACd/H,KAAKgU,QAAQvE,UAAYxL,IAI3ByL,UAAW,CACVopC,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,kEACP/H,KAAKgU,QAAQtE,WAGrB7H,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,kEACd/H,KAAKgU,QAAQtE,UAAYzL,IAI3B2L,WAAY,CACXkpC,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,oEACP/H,KAAKgU,QAAQpE,YAGrB/H,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,oEACd/H,KAAKgU,QAAQpE,WAAa3L,IAI5B0F,OAAQ,CACPmvC,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,4DACP/H,KAAKgU,QAAQrK,QAGrB9B,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,4DACd/H,KAAKgU,QAAQrK,OAAS1F,IAIxBmM,OAAQ,CACP0oC,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,4DACP/H,KAAKgU,QAAQ5D,QAGrBvI,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,4DACd/H,KAAKgU,QAAQ5D,OAASnM,IAIxB0L,OAAQ,CACPmpC,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,4DACP/H,KAAKgU,QAAQrE,QAGrB9H,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,4DACd/H,KAAKgU,QAAQrE,OAAS1L,IAIxBrC,KAAM,CACLk3C,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,wDACP/H,KAAKgU,QAAQpS,MAGrBiG,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,wDACd/H,KAAKgU,QAAQpS,KAAOqC,IAItBqM,gBAAiB,CAChBwoC,IAAK,WAGJ,OADAhxC,QAAQC,KAAM,8EACP/H,KAAKgU,QAAQ1D,iBAGrBzI,IAAK,SAAW5D,GAEf6D,QAAQC,KAAM,8EACd/H,KAAKgU,QAAQ1D,gBAAkBrM,MAiClCowC,GAAW3yC,UAAU4rG,cAAgB,SAAWx4D,EAAUC,GAGzD,OADAjtC,QAAQC,KAAM,wDACP/H,KAAKuW,OAAQu+B,EAAUC,IAI/BV,GAAW3yC,UAAUmqB,MAAQ,SAAWipB,EAAUlf,EAAOhiB,EAAOoiC,GAG/D,OADAluC,QAAQC,KAAM,4DACP/H,KAAKs0C,aAAazoB,MAAOipB,EAAUlf,EAAOhiB,EAAOoiC,IAIzD5nC,EAAWurF,iBAAc73F,EAEzBsM,EAAWguF,YAAc,SAAW7qF,EAAKlC,EAASgpF,EAAQE,GAEzDzwF,QAAQC,KAAM,wFAEd,MAAMsxF,EAAS,IAAI2D,GACnB3D,EAAOe,eAAgBp6F,KAAK25F,aAE5B,MAAM3lF,EAAUqlF,EAAOU,KAAMxoF,EAAK8mF,OAAQv2F,EAAWy2F,GAIrD,OAFKlpF,IAAU2E,EAAQ3E,QAAUA,GAE1B2E,GAIR5F,EAAWm/F,gBAAkB,SAAWzQ,EAAMztF,EAASgpF,EAAQE,GAE9DzwF,QAAQC,KAAM,gGAEd,MAAMsxF,EAAS,IAAIwD,GACnBxD,EAAOe,eAAgBp6F,KAAK25F,aAE5B,MAAM3lF,EAAUqlF,EAAOU,KAAM+C,EAAMzE,OAAQv2F,EAAWy2F,GAItD,OAFKlpF,IAAU2E,EAAQ3E,QAAUA,GAE1B2E,GAIR5F,EAAWo/F,sBAAwB,WAElC1lG,QAAQsC,MAAO,0FAIhBgE,EAAWq/F,0BAA4B,WAEtC3lG,QAAQsC,MAAO,8FAoDmB,oBAAvBwiF,oBAGXA,mBAAmBpqF,cAAe,IAAIqqF,YAAa,WAAY,CAAEC,OAAQ,CACxE4gB,SA1ggDe,UAghgDM,oBAAX7iB,SAENA,OAAO8iB,UAEX7lG,QAAQC,KAAM,2DAId8iF,OAAO8iB,UAxhgDQ,WCHIC,yBACPj6F,aACVnS,OAAOC,OAAOzB,KAAM2T,QACfmhC,SAAW,IAAI+4D,QACf/4D,SAASwS,cAAc,EAAU,QACjCxS,SAAS8xC,QAAQ5mF,KAAKkI,MAAOlI,KAAKmI,aAClC2sC,SAAS6xC,cAAckE,OAAOijB,uBAC9BC,GAAK/tG,KAAK80C,SAASsuC,+CAG1B,SAAWpvE,QACJA,QAAUA,OACV8hC,KAAO91C,KAAKguG,oCAGnB,gBAAS7lG,IAAAA,OAAQD,IAAAA,WACVC,OAASA,OACTD,MAAQA,OACR4sC,SAAS8xC,QAAQ1+E,EAAOC,6BAG/B,uBACOmmB,SAAW,IAAIu/E,GAAwB,CAACl3E,IAAK32B,KAAKgU,eAClD8I,SAAW,IAAI+wF,GAAqB,EAAG,GAAI,SAC3C/wF,SAASgJ,OAAO,EAAG,EAAG,GAChB,IAAI+nF,GAAW7tG,KAAK8c,SAAU9c,KAAKsuB,iCAIhD,gBACOxR,SAAS1I,eACTka,SAASla,eACT0gC,SAAS1gC,gCAGhB,SAAO2gC,EAAOv7B,EAAQ1H,GACfA,QACAgjC,SAASO,OAAON,EAAOv7B,YCpC5By0F,GAAc,SAAA5hC,OACZpmE,EAAI,gBACComE,EAAIA,IAAMpmE,EAAI,GAAKomE,EAAIpmE,GAAK,GAGlBioG,yBACPv6F,wBACVnS,OAAOC,OAAOzB,KAAM2T,QACfo6F,GAAK/tG,KAAK80C,SAASi5D,QACnBhgG,MAAQ/N,KAAKmuG,WAAa7qG,KAAKC,GAAK,SACpCwX,IAAM,OACNqzF,KAAO,SACPC,YAAc,IAAIR,OAClBS,UAAY,IAAIT,OAChBU,YAAc,IAAIV,OAClBW,YAAc,IAAIX,OAClBv3F,MAAQ,IAAIu3F,QACZY,UAAW,OACXC,mBAAoB,OACpBC,yBACAC,YAAc5uG,KAAK4uG,YAAYnf,KAAKzvF,WACpC6uG,YAAc7uG,KAAK6uG,YAAYpf,KAAKzvF,WACpC8uG,UAAY9uG,KAAK8uG,UAAUrf,KAAKzvF,WAChC+uG,aAAe,SAAAnmG,UAAK26E,EAAKsrB,YAAY,CAACG,QAASpmG,EAAEqmG,QAAQ,GAAGC,MAAOC,QAASvmG,EAAEqmG,QAAQ,GAAGG,cACzFC,YAAc,SAAAzmG,UAAK26E,EAAKqrB,YAAY,CAACI,QAASpmG,EAAEqmG,QAAQ,GAAGC,MAAOC,QAASvmG,EAAEqmG,QAAQ,GAAGG,cACxFE,WAAa,SAAAC,UAAKhsB,EAAKurB,kBACvBU,eAAiBxvG,KAAKwvG,eAAe/f,KAAKzvF,WAC1CyvG,UAAYzvG,KAAKyvG,UAAUhgB,KAAKzvF,WAChC0vG,iDAGP,gBACO3B,GAAGpsG,iBAAiB,aAAc3B,KAAK8uG,gBACvCf,GAAGpsG,iBAAiB,YAAa3B,KAAK4uG,kBACtCb,GAAGpsG,iBAAiB,YAAa3B,KAAK6uG,kBACtCd,GAAGpsG,iBAAiB,UAAW3B,KAAK8uG,gBACpCf,GAAGpsG,iBAAiB,aAAc3B,KAAK+uG,mBACvChB,GAAGpsG,iBAAiB,YAAa3B,KAAKqvG,kBACtCtB,GAAGpsG,iBAAiB,WAAY3B,KAAKsvG,YACrCtvG,KAAK2vG,cACR9kB,OAAOlpF,iBAAiB,eAAgB3B,KAAKwvG,gBAC/C3kB,OAAOlpF,iBAAiB,UAAW3B,KAAKyvG,qCAG1C,sBACMG,EAAW5vG,KAAKmuG,WAAa7qG,KAAKC,GAAK,IAGvCssG,EAAa7vG,KAAK+N,MAClB+hG,EAAW9vG,KAAK+a,IAChB0U,EAAQsgF,KAAKC,MAabhkF,EAXU,SAAV2/E,QACEsE,EAAWF,KAAKC,MAAQvgF,EACxBygF,EAAUD,EAPD,WAQbC,EAAUA,EAAU,EAAI,EAAIA,EACxBD,GATS,IAUJ53D,qBAAqBrsB,IAE9BmkF,EAAKpiG,MAAQ8hG,GAAeD,EAAWC,GAAc5B,GAAYiC,GACjEC,EAAKp1F,IAAM+0F,GAAY,EAAIA,GAAY7B,GAAYiC,GAC5C/3D,sBAAsBwzD,IAEtBA,6BAGX,sBAEW9gB,OAAOulB,OAASvlB,OAAOhkE,IAC9B,MAAOje,UACA,0BAIX,gBACOmlG,GAAG3rG,oBAAoB,aAAcpC,KAAK8uG,gBAC1Cf,GAAG3rG,oBAAoB,YAAapC,KAAK4uG,kBACzCb,GAAG3rG,oBAAoB,YAAapC,KAAK6uG,kBACzCd,GAAG3rG,oBAAoB,UAAWpC,KAAK8uG,gBACvCf,GAAG3rG,oBAAoB,aAAcpC,KAAK+uG,mBAC1ChB,GAAG3rG,oBAAoB,YAAapC,KAAKqvG,kBACzCtB,GAAG3rG,oBAAoB,WAAYpC,KAAKsvG,YAC7CzkB,OAAOzoF,oBAAoB,eAAgBpC,KAAKwvG,gBAChD3kB,OAAOzoF,oBAAoB,UAAWpC,KAAKyvG,0CAG7C,mCACoBnsE,SAAStjC,KAAK+tG,GAAG/qE,MAAM76B,OAAQ,0BAAiBm7B,SAAStjC,KAAK+tG,GAAG/qE,MAAM96B,MAAO,kKAGlG,gBACO6lG,GAAGhlE,aAAa,kBAAY/oC,KAAKqwG,2HAGxC,gBACOtC,GAAGhlE,aAAa,kBAAY/oC,KAAKqwG,uGAGxC,SAAU5tG,SACoCA,EAAMwP,KAA7Cu8F,IAAAA,YAAa8B,IAAAA,SAAUC,IAAAA,aACvBA,QACAf,eAAe,CAAChB,YAAAA,EAAa8B,SAAAA,EAAUC,aAAAA,kCAG9C,SAAe9tG,OAET+rG,EADA8B,OAA8BxuG,IAAnBW,EAAM6tG,SAA0B7tG,EAAM6tG,SAAWzlB,OAAO2lB,WAAW,2BAA2BjN,QAG3GiL,OADwB1sG,IAAtBW,EAAM+rG,YACM/rG,EAAM+rG,iBACY1sG,IAAvB+oF,OAAO2jB,YACF3jB,OAAO2jB,aAEN,OAEbhlG,EAAQqkG,EAAW3nG,SAASzD,EAAM8tG,aAAa/mG,OAC/CinG,EAAO5C,EAAW3nG,SAASzD,EAAM8tG,aAAaE,MAC9CH,QACGv1F,IAAM/a,KAAK0wG,gBAAkB1wG,KAAK+a,IAAMvR,EAAQxJ,KAAKouG,KAAOpuG,KAAK+a,SACjEhN,MAAQ/N,KAAK+N,MAAQ0iG,EAAOzwG,KAAKouG,MAAQ,IAE1CpuG,KAAK0wG,uBACF31F,KAAuB,KAAjByzF,EAAsBxuG,KAAK+a,IAAM01F,EAAOzwG,KAAKouG,KAAOpuG,KAAK+a,IAAM01F,EAAOzwG,KAAKouG,WAEnFrgG,OAAyB,KAAjBygG,EAAsBxuG,KAAK+N,MAAQvE,EAAQxJ,KAAKouG,KAAOpuG,KAAK+N,MAAQvE,EAAQxJ,KAAKouG,WAG3FuC,uCAGP,SAAYluG,GACLzC,KAAK0uG,yBAGLJ,UAAUzmG,IAAIpF,EAAMusG,QAASvsG,EAAM0sG,cAEnCZ,YAAY7lG,WAAW1I,KAAKsuG,UAAWtuG,KAAKquG,kBAC5CA,YAAYx9F,KAAK7Q,KAAKsuG,gBAEtBvzF,IAAM/a,KAAK0wG,gBAAkB1wG,KAAK+a,IAAM,EAAIzX,KAAKC,GAAKvD,KAAKuuG,YAAYzpG,EAAI9E,KAAK80C,SAAS3sC,OAAS,GAAMnI,KAAK+a,SAC7GhN,OAAS,EAAIzK,KAAKC,GAAKvD,KAAKuuG,YAAY/pG,EAAIxE,KAAK80C,SAAS5sC,MAAQ,QAClEyoG,sCAGP,gBAEO51F,IAAM8yF,EAAW7pG,MAAMhE,KAAK+a,KAAMzX,KAAKC,GAAK,KAAMD,KAAKC,GAAK,iCAGnE,SAAYd,QACLmuG,wBACAvC,YAAYxmG,IAAIpF,EAAMusG,QAASvsG,EAAM0sG,cACrCT,mBAAoB,OACpBD,UAAW,OACXoC,aAAe7wG,KAAK6wG,qCAG3B,WACO7wG,KAAKyuG,gBACLF,YAAYzpG,GAAK,QACjBypG,YAAY/pG,GAAK,QACjBuJ,OAAS,KAAQ/N,KAAKuuG,YAAY/pG,OAClCuW,IAAM/a,KAAK0wG,gBAAkB1wG,KAAK+a,IAAM,KAAQ/a,KAAKuuG,YAAYzpG,EAAI9E,KAAK+a,SAC1E41F,sCAGP,gBACOjC,mBAAqB1uG,KAAK8wG,YAAc9wG,KAAK8wG,kBAC7CnC,yBACAD,mBAAoB,OACpBD,UAAW,OACXsC,gCAGP,kBACO/wG,KAAK+a,MAAQ/a,KAAKgxG,aAAiBhxG,KAAK+N,QAAU/N,KAAKixG,sBAEvDD,YAAchxG,KAAK+a,SACnBk2F,cAAgBjxG,KAAK+N,WACrBuI,MAAMzO,IAAI7H,KAAK+a,IAAK/a,KAAK+N,MAAO,EAAG,YACnCygG,YAAY11F,aAAa9Y,KAAKsW,YAC9BkD,OAAOnD,WAAWxF,KAAK7Q,KAAKwuG,kBAC5BuC,WACE,YCnLPG,GAASppG,QAEQqpG,+BACPx9F,yDAAQ,aAClBnS,OAAOC,OAAOzB,KAAM,CAACmI,OAAQ,IAAKD,MAAO,IAAKimG,WAAY,GAAIuC,iBAAiB,GAAO/8F,OAElFxL,EAQAnI,KARAmI,OACAD,EAOAlI,KAPAkI,MAOAlI,KANA44D,UAMA54D,KALAoxG,gBACAjD,EAIAnuG,KAJAmuG,WACAuC,EAGA1wG,KAHA0wG,gBACAG,EAEA7wG,KAFA6wG,YACAC,EACA9wG,KADA8wG,gBAECh8D,SAAW,IAAI84D,GAAS,CAACzlG,OAAAA,EAAQD,MAAAA,SACjCsR,OAAS,IAAIq0F,GAAwB,GAAI7tG,KAAKkI,MAAQlI,KAAKmI,OAAQ,GAAK,UACxEkpG,SAAW,IAAInD,GAAS,CACzB10F,OAAQxZ,KAAKwZ,OACbs7B,SAAU90C,KAAK80C,SACfq5D,WAAAA,EACAuC,gBAAAA,EACAG,YAAAA,EACAC,WAAAA,SAECQ,cAAgBtxG,KAAKsxG,cAAc7hB,KAAKzvF,WACxCu4F,QAAUv4F,KAAKu4F,QAAQ9I,KAAKzvF,WAC5BuxG,eAAiBvxG,KAAKuxG,eAAe9hB,KAAKzvF,WAC1C8R,aAAc,OACdijC,MAAQ/0C,KAAKwxG,mBACblkF,QAAUttB,KAAKyxG,kBACfC,cAAe,OACfpkF,QAAQ3rB,iBAAiB,UAAW3B,KAAKuxG,qBACzCjkF,QAAQ3rB,iBAAiB,QAAS3B,KAAKsxG,oBACvChkF,QAAQ3rB,iBAAiB,QAAS3B,KAAKsxG,oBACvChkF,QAAQ3rB,iBAAiB,iBAAkB3B,KAAK2xG,wBAAwBliB,KAAKzvF,YAC7E0C,OAAS1C,KAAK44D,UAAY54D,KAAK44D,UAAYlqD,SAASkjG,cAAc5xG,KAAKoxG,8DAG9E,WACMpxG,KAAKstB,QAAQ4lE,YAAc,IAAMlzF,KAAK0xG,oBACnC19F,QAAUhU,KAAKixE,qBACfn8B,SAAS+3D,WAAW7sG,KAAKgU,cACzB+gC,MAAM14B,IAAIrc,KAAK80C,SAASgB,WACxB47D,cAAe,uBAIxB,gBACOpkF,QAAQukF,MAAQ7xG,KAAKstB,QAAQukF,4BAGpC,gBACOvkF,QAAQwkF,OAAS9xG,KAAKstB,QAAQwkF,kCAGrC,gBACOT,SAASU,0CAGhB,gBACOjgG,aAAc,yBAGrB,gBACOwb,QAAQ0V,MAAMk/C,QAAU,GAC7B8vB,cAAchyG,KAAKiyG,aACnB55D,qBAAqBr4C,KAAKkyG,uBACrB5kF,QAAQwkF,OAAS9xG,KAAKstB,QAAQwkF,aAC9BpvG,OAAOyvG,YAAYnyG,KAAK80C,SAASi5D,SACjCsD,SAASvvC,eACThtB,SAASgtB,iCAGhB,gBAAS35D,IAAAA,OAAQD,IAAAA,WACVsR,OAAOm5B,OAASzqC,EAAQC,OACxBqR,OAAOy5B,8BACP6B,SAAS8xC,QAAQ,CAACz+E,OAAAA,EAAQD,MAAAA,8BAGjC,cACMlI,KAAK8Q,QAAU9Q,KAAK8Q,OAAOshG,eACtBpyG,KAAK8Q,WAEViiF,EAAQrkF,SAAS2jG,cAAc,gBACnCtf,EAAMuf,KAAOtyG,KAAKsyG,OAAQ,EAC1Bvf,EAAMwf,MAAQvyG,KAAKuyG,QAAS,EAC5Bxf,EAAMhqD,aAAa,cAAe,aAClCgqD,EAAMhqD,aAAa,qBAAsB,QACzCgqD,EAAMhqD,aAAa,cAAe,QAClCgqD,EAAMhqD,aAAa,MAAO/oC,KAAK8Q,QAC/BiiF,EAAMyf,cAA6B1wG,IAAlB9B,KAAKwyG,UAAyBxyG,KAAKwyG,SACpDzf,EAAMpxF,iBAAiB,QAAS3B,KAAKu4F,SAC9BxF,+BAGT,eACM/+E,EAAU,IAAI65F,GAAmB7tG,KAAKstB,gBAC1CtZ,EAAQtE,UAAYm+F,EACpB75F,EAAQvE,UAAYo+F,EACpB75F,EAAQrE,OAASk+F,EACjB75F,EAAQ1D,iBAAkB,EAC1B0D,EAAQlC,aAAc,EACfkC,6BAGT,kBACc,IAAI65F,0BAIlB,SAAQt5B,GACN28B,GAAO9mG,MAAM,gBAAiBpK,KAAK8Q,OAAQyjE,iCAG7C,gBACOziE,aAAc,wBAGrB,2BACOpP,OAAO+vG,YAAYzyG,KAAK80C,SAASi5D,SACjCzgF,QAAQ0V,MAAMk/C,QAAU,WAIzBwwB,EAAO,eACLC,EAAgBpvB,EAAK8tB,SAAS96F,SAClCgtE,EAAKzuC,SAASO,OAAOkuC,EAAKxuC,MAAOwuC,EAAK/pE,OAAQ+pE,EAAKzxE,aAAe6gG,KASrD,SAAXC,IAC6B,GAA3BrvB,EAAKj2D,QAAQulF,YAA+C,GAA5BtvB,EAAKj2D,QAAQwlF,YAKjDlY,WAAWgY,EAAU,KAXrBrvB,EAAK0uB,YAAcc,aAAY,WAC7BxvB,EAAK2uB,iBAAmB/5D,sBAAsBu6D,KATxC,oBAsBVE,YCpJiBI,4CACPr/F,gCACJA,aAFyBw9F,ICAd8B,4CACPt/F,yCACJA,IAEDK,QAAUuvE,EAAKtS,kBACfn8B,SAAS+3D,WAAWtpB,EAAKvvE,WACzB+gC,MAAM14B,IAAIknE,EAAKzuC,SAASgB,4CAG/B,cACM91C,KAAK8Q,QAAU9Q,KAAK8Q,OAAOshG,QAC7B,OAAOpyG,KAAK8Q,WACVxC,EAAQI,SAAS2jG,cAAc,cACnC/jG,EAAMy6B,aAAa,cAAe,aAClCz6B,EAAMC,IAAMvO,KAAK8Q,OACVxC,+BAGT,eACM0F,EAAU,IAAI65F,EAAc7tG,KAAKstB,gBACrCtZ,EAAQtE,UAAYm+F,EACpB75F,EAAQvE,UAAYo+F,EACpB75F,EAAQrE,OAASk+F,EACjB75F,EAAQ1D,iBAAkB,EAC1B0D,EAAQlC,aAAc,EACfkC,wBAGT,2BACOtR,OAAO+vG,YAAYzyG,KAAK80C,SAASi5D,SACjCzgF,QAAQ0V,MAAMk/C,QAAU,WAIzBwwB,EAAO,eACLC,EAAgBxC,EAAKkB,SAAS96F,SAClC45F,EAAKr7D,SAASO,OAAO86D,EAAKp7D,MAAOo7D,EAAK32F,OAAQm5F,IAI9CxC,EAAK8B,YAAcc,aAAY,WAC7B5C,EAAK+B,iBAAmB/5D,sBAAsBu6D,KATxC,2BAhCqBvB,ICAd+B,4CACPv/F,yCACJA,IAEDlF,OAAS,8CAGhB,gBACOA,OAASC,SAAS2jG,cAAc,eAEhCzjG,QAAU5O,KAAKyO,OAAOI,WAAW,UAElCmF,EAAU,IAAI65F,GAAoB7tG,KAAKyO,eAE3CuF,EAAQtE,UAAYm+F,EACpB75F,EAAQvE,UAAYo+F,EACpB75F,EAAQrE,OAASk+F,EACjB75F,EAAQ1D,iBAAkB,EAC1B0D,EAAQlC,aAAc,EACfkC,wBAGT,2BACOtR,OAAO+vG,YAAYzyG,KAAK80C,SAASi5D,SACjCzgF,QAAQ0V,MAAMk/C,QAAU,WAIzBwwB,EAAO,WACc,GAApBvC,EAAKr+F,cACFq+F,EAAK7iF,QAAQulF,YAAc1C,EAAK0C,aAClC1C,EAAK0C,WAAa1C,EAAK7iF,QAAQulF,WAC/B1C,EAAK1hG,OAAOvG,MAAQioG,EAAK0C,YAEvB1C,EAAK7iF,QAAQwlF,aAAe3C,EAAK2C,cACnC3C,EAAK2C,YAAc3C,EAAK7iF,QAAQwlF,YAChC3C,EAAK1hG,OAAOtG,OAASgoG,EAAK2C,aAG5B3C,EAAKvhG,QAAQI,UAAUmhG,EAAK7iF,QAAS,EAAG,EAAG6iF,EAAK0C,WAAY1C,EAAK2C,aACjE3C,EAAKn8F,QAAQlC,aAAc,OAGzB6gG,EAAgBxC,EAAKkB,SAAS96F,SAClC45F,EAAKr7D,SAASO,OAAO86D,EAAKp7D,MAAOo7D,EAAK32F,OAAQ22F,EAAKr+F,aAAe6gG,KASrD,SAAXC,OACCzC,EAAK1hG,QAAqC,GAA3B0hG,EAAK7iF,QAAQulF,YAA+C,GAA5B1C,EAAK7iF,QAAQwlF,mBAC7D3C,EAAK0C,WAAa1C,EAAK7iF,QAAQulF,WAC/B1C,EAAK2C,YAAc3C,EAAK7iF,QAAQwlF,YAEhC3C,EAAK1hG,OAAOvG,MAAQioG,EAAK0C,WACzB1C,EAAK1hG,OAAOtG,OAASgoG,EAAK2C,iBAX5B3C,EAAK8B,YAAcc,aAAY,WAC7B5C,EAAK+B,iBAAmB/5D,sBAAsBu6D,KAvBxC,qBAwCR9X,WAAWgY,EAAU,KAGvBA,UArEgCzB,ICAfgC,4CACPx/F,yCACJA,IACDy/F,OAAOzxG,iBAAiB,UAAW4hF,EAAKguB,kBACxC6B,OAAOzxG,iBAAiB,QAAS4hF,EAAK+tB,iBACtC8B,OAAOzxG,iBAAiB,QAAS4hF,EAAK+tB,iBACtC8B,OAAOzxG,iBAAiB,UAAW4hF,EAAK+tB,iBACxC+B,mBAAoB,kCAG3B,gBACOD,OAAOvB,4BAGd,gBACOuB,OAAOtB,kCAGd,WACM9xG,KAAK8Q,QAAU9Q,KAAK8Q,OAAOshG,aACxBgB,OAASpzG,KAAK8Q,aAEdsiG,OAAS1kG,SAAS2jG,cAAc,cAChCe,OAAO7kG,IAAMvO,KAAK8Q,YAClBsiG,OAAOd,KAAOtyG,KAAKsyG,OAAQ,OAC3Bc,OAAOb,MAAQvyG,KAAKuyG,QAAS,OAC7Ba,OAAOrqE,aAAa,cAAe,kBACnCqqE,OAAOZ,SAAWxyG,KAAKwyG,WAAY,QAErC1hG,OAAS9Q,KAAKozG,OAAO7kG,SACrB6kG,OAAO7kG,IAAM,QACb6kG,OAAOrZ,WAERhH,EAAQrkF,SAAS2jG,cAAc,gBACnCtf,EAAMhqD,aAAa,cAAe,aAClCgqD,EAAMxkF,IAAMvO,KAAK8Q,OACjBiiF,EAAMgH,OACNhH,EAAMpxF,iBAAiB,QAAS3B,KAAKu4F,SAC9BxF,+BAGT,eACM/+E,EAAU,IAAI65F,GAAmB7tG,KAAKstB,gBAE1CtZ,EAAQtE,UAAYm+F,EACpB75F,EAAQvE,UAAYo+F,EACpB75F,EAAQrE,OAASk+F,EACjB75F,EAAQ1D,iBAAkB,EAC1B0D,EAAQlC,aAAc,EACfkC,yBAGT,gBACOo/F,OAAOpwE,MAAMk/C,QAAU,qEAI9B,2BACOx/E,OAAO+vG,YAAYzyG,KAAK80C,SAASi5D,SACjCzgF,QAAQ0V,MAAMk/C,QAAU,YACxBkxB,OAAOpwE,MAAMk/C,QAAU,WAIxBwwB,EAAO,WACTvC,EAAK7iF,QAAQgmF,YAAcnD,EAAKiD,OAAOE,gBAEnCX,EAAgBxC,EAAKkB,SAAS96F,SAClC45F,EAAKr7D,SAASO,OAAO86D,EAAKp7D,MAAOo7D,EAAK32F,OAAQ22F,EAAKr+F,aAAe6gG,KASrD,SAAXC,OAC6B,GAA3BzC,EAAK7iF,QAAQulF,YAA+C,GAA5B1C,EAAK7iF,QAAQwlF,cACjB3C,EAAK7iF,QAAQ4lE,YAAcid,EAAK7iF,QAAQimF,mBAAsBpD,EAAKkD,0BAE/FlD,EAAKiD,OAAO7kG,IAAM4hG,EAAKr/F,OACvBq/F,EAAKiD,OAAOrZ,OACZoW,EAAKqD,eAAiBrD,EAAKqD,gBAC3BrD,EAAKkD,mBAAoB,OAZ7BlD,EAAK8B,YAAcc,aAAY,WAC7B5C,EAAK+B,iBAAmB/5D,sBAAsBu6D,KAXxC,qBA6BR9X,WAAWgY,EAAU,KAGvBA,UA9F+BzB,uBCIvB,SAACx9F,UACPwgE,EAAMz0E,uBACD,IAAIyzG,GAAMx/F,GAEfwgE,EAAMt0E,2BACD,IAAIqzG,GAAOv/F,GAEb,IAAIq/F,GAAMr/F"} \ No newline at end of file diff --git a/examples/dash.html b/examples/dash.html index 17d245d..0042fef 100644 --- a/examples/dash.html +++ b/examples/dash.html @@ -3,7 +3,7 @@ Kaleidoscope dash video example - + @@ -21,7 +21,7 @@ window.onresize = function() { viewer.setSize({height: window.innerHeight, width: window.innerWidth}); }.bind(this); - document.querySelector(containerSelector).addEventListener('touchend', this.viewer.play.bind(this.viewer)); + document.getElementById('container360').addEventListener('touchend', this.viewer.play.bind(this.viewer)); document.body.addEventListener('click', function() { this.viewer.play(); }.bind(this)); diff --git a/examples/hls.html b/examples/hls.html index 4a106de..a9d8d2a 100644 --- a/examples/hls.html +++ b/examples/hls.html @@ -3,7 +3,7 @@ Kaleidoscope hls video example - + @@ -18,7 +18,6 @@ hls.loadSource('https://bitmovin-a.akamaihd.net/content/playhouse-vr/m3u8s/105560.m3u8'); hls.attachMedia(video); - hls.on(Hls.Events.MANIFEST_PARSED,function() { video.play() }); @@ -37,7 +36,7 @@ document.body.addEventListener('click', function() { this.viewer.play(); }.bind(this)); - document.querySelector(containerSelector).addEventListener('touchend', this.viewer.play.bind(this.viewer)); + document.getElementById('container360').addEventListener('touchend', this.viewer.play.bind(this.viewer)); } else { alert("HLS.js doesn't work with your current browser"); } diff --git a/examples/image.html b/examples/image.html index 76c18f7..96f48ce 100644 --- a/examples/image.html +++ b/examples/image.html @@ -3,7 +3,7 @@ Kaleidoscope image example - +
diff --git a/examples/mp4.html b/examples/mp4.html index 693a638..1995bcc 100644 --- a/examples/mp4.html +++ b/examples/mp4.html @@ -3,7 +3,7 @@ Kaleidoscope mp4 video example - +

tap/click to page to start

@@ -21,7 +21,7 @@ window.onresize = function() { this.viewer.setSize({height: window.innerHeight, width: window.innerWidth}); }.bind(this); - document.querySelector(containerSelector).addEventListener('touchend', this.viewer.play.bind(this.viewer)); + document.getElementById('container360').addEventListener('touchend', this.viewer.play.bind(this.viewer)); document.body.addEventListener('click', function() { this.viewer.play(); }.bind(this)); diff --git a/package.json b/package.json index e5e7d89..69ed28c 100644 --- a/package.json +++ b/package.json @@ -5,38 +5,27 @@ "main": "dist/kaleidoscope.min.js", "module": "dist/kaleidoscope.es.js", "scripts": { + "bundle-check": "ANALYZE_BUNDLE=true rollup -c", + "release": "PRODUCTION=true rollup -c", "test": "karma start --single-run", "build": "rollup -c", - "build-release": "BABEL_ENV=production rollup -c && babel dist/kaleidoscope.js --presets minify > dist/kaleidoscope.min.js && babel dist/kaleidoscope.iife.js --presets minify > dist/kaleidoscope.iife.min.js" + "lint": "eslint *.js src/", + "lint:fix": "npm run lint -- --fix" }, "files": [ - "package.json", - "LICENSE", - "README.md", - "dist/kaleidoscope.es.js", - "dist/kaleidoscope.iife.min.js", - "dist/kaleidoscope.min.js", - "src", - "test" + "/src", + "/test", + "/dist" ], "babel": { "presets": [ [ "@babel/preset-env", { - "modules": "auto" + "modules": false } - ], - "minify" - ], - "env": { - "production": { - "presets": [ - "minify" - ] - } - }, - "plugins": [] + ] + ] }, "repository": { "type": "git", @@ -58,29 +47,28 @@ }, "homepage": "https://github.com/thiagopnts/kaleidoscope#readme", "devDependencies": { - "@babel/cli": "^7.8.4", - "@babel/core": "^7.9.6", - "@babel/plugin-external-helpers": "^7.0.0", - "@babel/preset-env": "^7.9.6", - "@rollup/plugin-babel": "^5.0.0", - "@rollup/plugin-commonjs": "^11.1.0", - "@rollup/plugin-node-resolve": "^7.1.3", - "babel-preset-minify": "^0.5.1", + "@babel/core": "^7.12.10", + "@babel/preset-env": "^7.12.11", + "@rollup/plugin-babel": "^5.3.0", + "@rollup/plugin-commonjs": "^17.0.0", + "@rollup/plugin-node-resolve": "^11.0.1", "chai": "^4.2.0", + "eslint": "^7.17.0", "jasmine-core": "^3.3.0", - "karma": "^3.1.1", + "karma": "^6.3.2", "karma-chai": "^0.1.0", "karma-chrome-launcher": "^2.2.0", "karma-jasmine": "^1.1.2", - "karma-mocha": "^1.3.0", + "karma-mocha": "^2.0.1", "karma-rollup-preprocessor": "^7.0.5", "karma-sinon": "^1.0.5", - "mocha": "^5.2.0", - "rollup": "^2.7.5", - "sinon": "^7.1.1", - "uglify-js": "^3.9.1" + "mocha": "^8.3.2", + "rollup": "^2.36.1", + "rollup-plugin-analyzer": "^4.0.0", + "rollup-plugin-terser": "^7.0.2", + "sinon": "^7.1.1" }, "dependencies": { - "three": "0.115.0" + "three": "0.127.0" } } diff --git a/rollup.config.js b/rollup.config.js index a3be475..4b701a0 100644 --- a/rollup.config.js +++ b/rollup.config.js @@ -1,29 +1,50 @@ -import babel from '@rollup/plugin-babel'; +import { nodeResolve } from '@rollup/plugin-node-resolve'; import commonjs from '@rollup/plugin-commonjs'; -import nodeResolve from '@rollup/plugin-node-resolve'; +import babel from '@rollup/plugin-babel'; +import { terser } from 'rollup-plugin-terser'; +import analyze from 'rollup-plugin-analyzer'; + +const analyzeBundle = !!process.env.ANALYZE_BUNDLE; +const production = !!process.env.PRODUCTION; + +const plugins = [ + commonjs(), + nodeResolve({ jsnext: true, browser: true, preferBuiltins: true }), + babel({ exclude: 'node_modules/**', babelHelpers: 'bundled' }), + analyzeBundle && analyze(), +]; const name = 'Kaleidoscope'; const output = [ - {file: 'dist/kaleidoscope.js', format: 'umd', name}, - {file: 'dist/kaleidoscope.iife.js', format: 'iife', name}, + { + file: 'dist/kaleidoscope.js', + format: 'umd', + sourcemap: true, + name + }, + { + file: 'dist/kaleidoscope.iife.js', + format: 'iife', + sourcemap: true, + name + }, + production && { + file: 'dist/kaleidoscope.es.js', + format: 'es', + sourcemap: true, + name + }, + production && { + file: 'dist/kaleidoscope.min.js', + format: 'umd', + sourcemap: true, + name, + plugins: terser() + } ]; -if (process.env.BABEL_ENV !== 'production') { - output.push({file: 'dist/kaleidoscope.es.js', format: 'es'}) -} - export default { input: 'src/main.js', output, - plugins: [ - nodeResolve({ - jsnext: true, - browser: true, - }), - commonjs(), - babel({ - exclude: 'node_modules/**', - babelHelpers: 'bundled' - }), - ], + plugins };